(Dedicated to Eug, pour qui j'ai beaucoup du respect)
THE LEGIONS OF THE DAMNED "SERVANTS OF THE DARK" SAGA WALKTHROUGH
==============================================================================
¦ This walkthrough is copyrighted to Mister Sinister (2004) ¦
¦ I don't mind it being lifted in its entirity, but if you do so, ¦
¦ please make sure you give credit to the author (me) and DON'T pass it ¦
¦ off as your own. Thanks ! ¦
==============================================================================
THE THREE MISSIONS OF THE LEGIONS OF THE DAMNED SAGA IN THIS EXPANSION PACK :-
1) Beggar's Banquet
2) Deals and Devils
3) Breaking of the Three
This is a very quick key to some of the terms I'll use in this FAQ :-
In areas where I am talking about troops in cities, any troops mentioned in
[squared brackets] are within the city proper (an obvious example would be
Ashkael, who would be shown as [Ashkael] as he is IN the city and, in his case,
cannot leave) - all troops NOT in squared brackets are just waiting in the
city (as in, healing there, etc.)
Map directions are as follows. North on the map is up and right. South is
down and left. West is up and left, and East is down and right.
One other thing ... if when mentioning any troops I refer to them like this :-
Phantom Warrior (10) or 2 Dwarves (10/12), then the numbers in brackets refer
to their level/s of experience ... so BE WARNED !! ;)
Obviously the very nature of this game makes doing an FAQ quite a tricky task,
as you can go anywhere, do anything (within reason) and your opponents will
pretty much respond to the way you play ... so this is an account of what I
would suggest and expect, pointers I have learned, things I would pick up -
basically anything and everything which I could think of which might help you
play as the Undead Hordes in their Saga ... I have tried to keep this FAQ
both light-hearted, and informative.
Similarly, with troops garrisoned in cities, whilst my FAQ is accurate as at
MY playing the game, these may change - ESPECIALLY in cities owned by other
players (as you are doubtless aware if you've ever played this game, your
computer opponents are FOREVER changing the troops that they garrison in their
cities).
Comments are always welcome - you can reach me at shadowpath@hotmail.com.
Even though they got well and truly HAMMERED during the Disciples 2 Campaign,
and Bethrezen had been imprisoned YET AGAIN, the Legions' PATIENCE would, it
was anticipated, pay off ... for what goes around comes around, and they had
confidence that in the fullness of time, Bethrezen would be reborn.
Bethrezen SCREAMED abuse at the Highfather and the other Factions of
Nevendaar at his renewed imprisonment until he was blue in the face, but
was ultimately forced to realise that there was nothing he could do to escape.
Therefore, he hatched a NEW plan ... if he couldn't bring Nevendaar into Hell,
why not send Hell into Nevendaar ? Thus inspired, the Legions set about
putting Bethrezen's plan into motion.
Gallean had been reborn, and was infusing the forests with his life force, but
the confusion surrounding his rebirth had left the elves vulnerable to assault.
Seeing the Elven Lands as being plentiful sources of energy, the Legions
turned their attentions to reclaiming the Elven Cities of Amnaria, Elberonia
and Jindona to serve as energy stations for their future war efforts.
HOKAY - we're LIVE !! However, before we proceed, a little tidbit of
information for you :-
Conversation begins by an Advisor (an Arch-Devil) popping up to say that
Bethrezen has ordered you to spread his will across the lands, and that it is
estimated that your power base may be DOUBLED by taking control of the lands
of the Elves, who must surely have been weakened after their recent struggles,
not in the LEAST with the Undead Hordes ...
A Baroness adds that the Elves (whom she calls "Forest Vermin", bless her),
also often retain riches and relics in their towns that could be used to
buy the allegiance of yet MORE mortals for your schemes.
The Advisor reiterates that you must move quickly, as the Elves are convinced
that Gallean has returned to them, and if they are allowed to gain strength,
the issue of dealing with them will become steadily more difficult to realise.
==============================================================================
NOTE : Your Capital City is just inside the north-western corner of the map.
==============================================================================
You start off this first level with a reasonable amount of GP and Infernal
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.
==============================================================================
IMPORTANT NOTE
UNIT LEVELS AND LEVELLING-UP
==============================================================================
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.
Once you are ready, and note that I would strongly suggest constructing a
building so as to level up some of your units ASAP before going out of the
capital ? Leave your capital city.
The three Elven Cities you are looking for, are located just to the south-
east of your Capital City ... but it will take you a little while before
you are strong enough to capture them, and I would also suggest you might
like to venture around the map a bit ... but obviously it's entirely up to
you !!
On the same little island as your Capital City are the Desecrated Ruins,
which will fall easily to your initial armies, and Lergem's Shop (a Merchants).
As you approach the unit of Empire Spearmen on the eastern shores of your
Island, he says "I have been sent by ..." to which your Advisor retorts
"Is that FILTH addressing US ??" (nice one !!), causing the Spearman to spill
his guts and tell you that he's been sent by Count Flamel Crowley, to tell
you that your presence here is UNACCEPTABLE, and that the power of HIS
Empire CANNOT be overthrown.
Erm ... riiiiiiiiiiiiiiiiiiiiiight ... CHEERS for that mate ... now ... DIE !!
Although the Advisor QUITE RIGHTLY tells the Spearman he's got a DAMNED cheek
to come all this way and deliver such a RUDE message, the Baroness says that
she would like to meet with Crowley, as the Spearman delivering the message
sounds as if he is possessed ... Hmmmmmmmmmm.
Before you can strike at him, the Spearman retreats back to the nearby city
of Arphos. FYI that unit comprised a Level 10 Spearman and a Level 2
Marksman.
In the very north-western corner of the map lies Crowleyborough - a Level 5
City surrounded by mountains, the only way in being guarded by a unit
comprising :- Defender of the Faith (1), Acolyte (1), Archer (1).
Once Crowleyborough has been converted to your cause, your Advisor confirms
that there are scolls therein that suggest that the humans have plans to
overthrow the Empire, and that their leaders are nothing more than religious
fanatics, inquisitors and the like ...
He smirks "Who starts an Inquisition without inviting the demons ?"
I LIKE this guy !! ;)
Inside Crowleyborough is a Weakness Scroll, and a Damage Ward Scroll.
If you approach the Imperial Assassin to the east of Crowleyborough (and
whilst I'm at it ... HOW ARROGANT ?? "Yes ! WELCOME to DAVESVILLE"), he
will speak to you, saying "Whilst I hate your guys ? And I'm sure you hate
mine ? I believe we BOTH hate the Elves yeeeeeeeees ?? Nooooooooo ??
Your Advisor turns around and gives him a RIGHT verbal, basically saying "LOOK
you PERVERT ... I'm SICK and tired of you people scrutinising our every move.
If you don't BUGGER off I'm calling the cops."
His unit, should you choose to rid yourself of it (which I believe you most
likely will) comprises :- Imperial Assassin (1), Imperial Knight (3), Spearman
(1).
If you move south of Crowleyborough (i.e. down the map along the western
edge) then you will find the City of Konemus. This is a neutral city,
inhabited by the Dwarves. If you sack it, then a Dwarf King will pop up and
say that they weren't interested in fighting you until you just provoked them,
but that the Clans will NOT let your assault go unpunished.
Oooooooh ! I'm shaaaaking !! BRING IT ON BIATCH !!!!!!!
Moving across to the east now, if you move on the Defender of Faith sitting
outside the City of Arphos, he says "Stop ! Who the HELL are you ?? Men,
to your posts !!", and he is then supported by a Hierophant who warns you
that the Highfather himself protects the City of Arphos, and you WILL be
punished ... you are then subjected to a Holy Wrath Spell.
Once Arphos has fallen, your Advisor pops up again to tell you that more
scrolls have been found that document the commencement of a Holy Inquisition
by Count Crawley's Faction of the Empire, with his primary targets being
those seeking the Throne for themselves ... in short, there would APPEAR to be
a Civil War taking place within the Empire !!
WOOHOO !! R-E-S-U-L-T !!!!! :) :) :)
ALSO, your Advisor points out that the City's Vaults are REPLETE with gear
that the humans were using in their war-preparations. There's a Tome of War
for dad, a Potion of Strength for little Johnny, a Potion of Striking for
Caitlin, a Royal Scepter and a Diamond for meeeeee !! Yey !!
The Empire Capital City is in the northwesternmost corner of the map, and just
above the physical Capital itself is a building called the Blacksmith's Forge.
If you take the Forge, your Advisor says there is nothing really of interest
there, and that it ASTOUNDS him how much time mortals squander on worthless
tasks such as smithing ...
Just to the south-west of the Empire Capital City is the Empire-owned City of
Calloway. If you take it, your Advisor pops up to say that the Empire was
fortunate that this City is both close to their Capital, and easy to control,
and that it did not succumb to Crowley's Troops ... then he adds "All the
better for us, tonight we dine on mortal flesh."
Starting to like him ??? Me too !!!!! :)
South of the Empire's Capital City (on the next land mass down the eastern
edge of the map to be more precise), there is a walled-in City, and the
Gilden Monastery. This Gilden Monastery IS worth taking, as you'll get a
GRAND in GP, PLUS a Talisman of Life for your troubles ... and if you DO take
it, the Advisor pops up to tell you that the Monks therein appeared to be
researching the Elven Lord of the Land, and the Elven Gods ... this worries
him, as he cannot decipher whether they were doing so for Count Crowley or
the Empire ... =./
The City of Crowleysburg is ENTIRELY unoccupied - a fact which is commented
on by your Advisor ... however, he ASTUTELY notes that an ambush may have
been laid for you, as even the Empire aren't THIS stupid usually ... he also
finds texts that show how Count Crowley rose against humans he had branded
as heretics as they were willing to aid the Elves - however it is not quite
clear whether the Elves have allied with the Empire or some faction thereof,
and our poor Advisor is a bit perplexed by it all ...
... there there ... have a sit down for a moment ...
... and a scone with a cup of tea ... there you go ... :)
The City of Crowleysburg contains an Imperial Crown ;)
As for your Advisor's assumption about the forthcoming ambush ?? He's quite
correct - the next turn two units from the Crowleysburg Garrison appear to
try and take back the City - they comprise :-
Since it cost you nothing to get the city, you might consider it worth
defending ... there are two resources nearby, plus a trainer, so it could be
a VERY good ground to hold I reckon ...
There is an Unholy Dagger inside the Watchtower just to the west of the city,
so if your leader is short on stabby weapons, this might be a good find for
you ;)
Ignoring the Elven Cities in the CENTRE of the map for a moment and moving
down to the south-easternmost corner, I can tell you that the Greenskin
Watchtower (to the south-east of the Undead Hordes Capital City) houses a
pair of Elven Boots and, if they are taken, your Advisor remarks that it is
VERY strange that the Elves would just let such an artifact simply slip out
of their grasp ... he also remarks that the Orcs in the area would seem ill-
equipped to battle the Elves ... =./
The nearby City of Delos houses an Orc King, so be careful ;) Once Delos has
been taken, an Orc tells you that the Elves MADE them fight the Undead Hordes
and threatened to hurt them if they didn't ... He cannot understand why you
are attacking them, as you are not of the Undead, and he says he is in fear
of the reprisals of the Elves, who will surely be angry that they (the
Greenskins) have been unable to fend off your attacks. Understandably, your
Advisor is LESS than impressed ... the Elves haven't even the decency to fight
their own battles - they have forced the Greenskins to do it for them !!
He is quite satisfied however, as you have driven the Greenskins away, meaning
that the Undead Hordes will be able to stage counterstrikes against the Elves
with greater ease.
Bwahahaaaaaaaaaaaaaaaar.
The Greenskins' City of Tero is located to the West of the Undead Hordes
Capital City, and serves kinda like a last bastion for the Greenskin Armies.
It is defended by two units - one an ogre, the other 2 orcs and 2 goblin
archers ... none are very tough ... and the City itself contains (per your
Advisor) the bones of the dead ... faaaaaaaaaaaaaaaaaaasands of 'em !! It
seems quite clear a war took place here, but the reasons for it are not at all
clear.
The Dwarven Monastery is located to the west of the City of Tero (well ...
technically it's east, north-west, west *blush*), and if it is taken, your
Advisor confirms that it tells of Elven lands to the east of the Dwarven
Monastery, and has details of various Elven Religious Practices, but he cannot
work out why.
Once it has fallen, your Advisor comments that the Orc Camp to the west of
the Dwarven Monastery (south of Johan's Tower) was used to train Orcs - no
doubt in their campaign against the Elves. His sentiments are echoed by a
Duke, who confirms that you have now cut off the reinforcements that the
Greenskins were sending, so they should pose NO further problem at all.
Once the City of Lunos in the south-westernmost corner of the map has fallen
to your might, your Advisor says that now that this, the ABSOLUTE last
stronghold of the Greenskins has fallen ? They should be NO further trouble
to you AT all.
Can I get a whoop-whoop ? *blush*
Right !! :)
NOW that we've explored all around the edge of the map, let's polish off
those rather irksome Elves ...
Moving into the centre (which I chose to do from the WESTERN side) I visited
Yggar's Shop and then moved SOUTH to the City of Elberonia, which fell
suitably quickly to the might of my armies *giggle*.
Once it falls, an Elf Lord pops up to tell you that you will now face their
"Alliance", and that you will regret meddling in the affairs of Gallean's
Warrior-born.
... erm ...
................... taps him on the shoulder ...
.................................... doinks him in the eyes ...
Your Advisor, who DOES seem to be on top form today I must admit, tells him
that he'sa gonna diiiiiiiie ... and he says it fuuuuuuuuuuuuunny ... we
liiiiiiiiike him ... :)
Elberonia contains a Death Ward Scroll.
Moving along in a counter-clockwise motion I assaulted Amnaria next, and a
after it falls your Advisor reports that Bethrezen will be pleased with the
riches you have looted from it ... and he will !! Amnaria contains an
Ancient Relic and an Imperial Crown ... GREAT for melting down and using to
partially fund your war effort .......... or just redecorate Bethrezen's
Prison ... =./ :)
Now that two of the three Elven Cities have fallen to our Legions, only one
remains ... but BEFORE you take it, you might like to attack the centrepiece
in this little island - the Elven Temple. What better a way to show your
disdain for them than by pillaging their temple ???
Once THAT has been ransacked, I moved straight onto Jindona, where the Elf
Lord Jarous patiently awaits your arrival. As a Level 15 Elf Lord, he does
quite a bit of damage (as you can see from his stats - below) :-
==============================================================================
HP AR IMM WARD ATT % HIT DAM SRC INIT REA TAR
Elf Lord
Jarous 425 0+30 - Air Lightning 89 110 Air 50 Any 6
Once Lord Jarous and his PITIFUL band of Elves have fallen, your Advisor
pops up to confirm that the day is won !! However, before you can start to
celebrate in TRUE Ewok style, your Baroness pops up to tell you that the
scrolls you have recovered from the City show that the Elves had already
secured a negotiator to finalise their alliance !!
This can only lead to one response from the Legions ... to find and slay
this Elven Negotiator.
CONGRATULATIONS !! You have completed the First Level
Desecrated Temple Ghost (1), Initiate (1),
Zombie (2) 100 Gp, Silver Ring
Blacksmith's Forge Man at Arms (10) 300 Gp, Gold Ring
Gilden Monastery Hierophant (5), 2 Priests
(2/2), Spearman (1) 1,000 Gp, Talisman of Life
Watchtower Imperial Assassin (3),
3 Marksmen (2/2/2) 100 Gp, Unholy Dagger
Outcropping Griffin (1), Oracle Elf (1) 450 Gp, Elf Lord Orb
Greenskin
Watchtower Ogre (1), Orc Champion (1) 500 Gp, Elven Boots
Greenskin
Retreat Post Troll (1), 2 Goblin
Archers (1/1) 300 Gp, Vampire Orb
Dwarven Monastery Venerable Warrior (3), Yeti
(10), 2 Druidesses (3/3) 850 Gp, Staff of Tempest
Orc Camp Ogre (1), 2 Orc Champions (1/
1) 2 Goblin Archers (10/10) 600 Gp, Banner of Resistance
Elven Temple Skylord (1), Elf Lord (1),
3 Oracle Elves (1/3/5) 1,000 Gp, Ancient Relic
EVENTS
Event Notes
You WHAT ???? Count Crowley's Troops consistently badger you - shut 'em up!
COWARDS !! The Elves are using GREENSKINS to assault the Undead. Losers.
TO WAAAAAAAR !! Stage your final assault against the 3 Elven Cities.
ITEMS LYING ON THE GROUND
4 x Life Potion, Summon Evil Ent Scroll, 5 x Healing Ointment, Orb of
Regeneration, Silver Ring, Diamond, 2 x Potion of Invulnerability, Staff of
Holiness, Orb of Fear, Potion of Accuracy, Potion of Swiftness, Ymir's
Blessing Scroll, Potion of Water Warding, Orb of Witches, Gold Ring,
Potion of Earth Warding, Sapphire, Highfather's Blessing Scroll, Potion of
Accuracy, Potion of Speed, Elf Lord Talisman, Orb of Elder Vampires.
ITEMS RETRIEVED FROM ENEMIES (COULD HAVE BEEN ON THE GROUND ORIGINALLY)
None.
SHOPS
Name Sells
Lergem's Shop (Merchant) Life Potion x 10, Potion of Restoration x 10,
Healing Ointment x 10, Incantare Hellhound Scroll
x 1, Pestilence Scroll x 1, Ice Storm Scroll x 1
Forcecus' Camp (Trainer) --> Train your Units here !! <--
Fargrom's Tower (Magic Shop) Strength (200 Gp), Call to Arms (800 Gp), Holy
Strength (600 Gp), Healing (400 Gp)
Hergrim's Shop (Merchant) Life Potion x 10, Potion of Restoration x 10,
Healing Ointment x 10, Potion of Swiftness x 3,
Quicksilver Potion x 3, Potion of Striking x 3,
Treebark Potion x 3
Gunner's Camp (Trainer) --> Train your Units here !! <--
Redden's Shop (Merchant) Life Potion x 10, Potion of Restoration x 10,
Eastern Edge of the Map Healing Ointment x 10, Treebark Potion x 4,
Ironskin Potion x 2
Redden's Shop (Merchant) Life Potion x 10, Potion of Restoration x 10,
Western Edge of the Map Healing Ointment x 10, Titan's Might Potion x 1
Johan's Tower (Magic Shop) Chant of Hasting (600 Gp), Hymn of the Clans
(400 Gp), Healing (400 Gp), Ice Shield (200 Gp)
Yggar's Shop (Merchant) Life Potion x 10, Potion of Restoration x 10,
Healing Ointment x 10, Potion of Fortune x 10,
Potion of Celerity x 1, Potion of Air Warding
x 1
ENDING
Now that Lord Jarous had been slain, the Elves in the area were without a
leader. Hell was starting to creep through the former capitals of the Elven
Community, and whilst it was true that the Legions ALSO nicked the majority of
the gold and other riches that were present in the Elven cities, the
information they gleaned from the scrolls and other documents was a FAR
greater find from their perspective.
From studying the Elven texts they had found during the first mission, the
Legions learned that the Elves controlled a trio of cities that encircled a
mana well. The supernatural power of this well could actually be strong
enough to re-forge the link between Nevendaar and Hell, thus releasing an
infernal plague upon Nevendaar, systematically exterminating all life, leaving
the Legions to rule. The land of the living would become a full reflection
of the horror of Hell.
If the Empire and the Elves were to conclude their alliance, and DEFEND this
trio of cities, the Legions would surely not be able to overthrow their
combined forces. Therefore, the finding and slaying of the Elven Avatar was
now of PARAMOUNT importance to the Legions.
...... aaaaaand we'll be right back after THESE important messages.
Ok I'm kidding ... we're off !! :)
Your objective on this second level is to find and slay the Elven Avatar.
Your Duke kicks off by saying that the Elven Avatar Lachla'an must be slain.
WE ALREADY KNEW THAT !!!!!!!!!! DAMN your eyes.
Anyhow ... he DOES tell you that a temporary alliance has been forged between
the Elves and the Empire, which allows for Empire troops to occupy Elven land
until the Avatar arrives to conclude their alliance. He also explains that
the lands MUST be brought under the control of the Legions, for the longer
you boys remain on Nevendaar, the weaker you are becoming ...
... he says that you need your connection to Bethrezen, and that the mana
well is the ONLY way of sustaining that ...
An Arch-Devil responds by saying that it's true ... and that they are sure
that this Lachla'an cannot be THAT powerful ... he's touted as being a
healer cum oracle cum educator ... what POSSIBLE threat can he be ...
*winks at the screen 'coz we ALL know he's gonna be NAILS*
AND WE'RE READY TO START !! :)
AGAIN you begin with a reasonable amount of starting cash and infernal mana,
with the harder difficulties giving you lesser amounts to start with ...
... AND AGAIN you start with all your level one spells ... so I would amass
a resonable starting army and venture forth.
As soon as you set foot outside your Capital City, your Duke (now named your
"War Advisor") tells you that the Greenskins are STILL protecting the Elves
in this area ... GOD they're STOOPID ... and that they have established bases
in the east and west of the land. Therefore, brace yourself for surprise
attacks.
... 'coz they're ... green ... and they ... blend in ... =./ *blush*
To the west of your capital city, WHICH, by the way, is in the lower western
portion of the map ... not the southwesternmost corner, but just above it ...
... there is an Orc Temple. Once it has fallen, your Advisor points out that
the Greenskins here are from the Northlands, and that they were expecting
reinforcements SOON. Caution is advised.
The City of Kalo Fort is located in the southwesternmost corner of the map,
and ONCE it has fallen, an Ogre says "You killed our leader! Revenge will
be ours, and suffering yours!". Remarkably ARTICULATE for a brute ...
... but it doesn't matter, because you STORMED into the City and slew them
all ANYWAY !!
... or ... does ... it ...
Two units of reinforcements appear to the east of Kalo Fort - they comprise :-
No ... I didn't have a typing stutter - both units are the same ;)
The City of Kalo Fort contains a Banner of Celerity and an Ancient Relic, if
you're interested (which I think you will be) ;)
I headed back to my Capital City to see the shop just to the south of it ...
and then headed due north to attack the Greenskin unit that I'd just noticed
on the same land as my Capital ? And AS I was so doing, an Empire Thief,
named a "Spy" for some reason, came legging it across the waves to speak to
me ... he said "By the Highfather, then it's true! I am unworthy of this
honour, seek Crowley's Guards to the East."
WHATEVER little man ... WHAT-EVER.
The spy legs it and disappears,
It would APPEAR that the Duke shares my sentiments, as he's spitting TEETH
that he didn't get a chance to knife that little punk when he was closer ...
If you then move eastwards towards the next land mass, you will find on the
southern edge a Greenskins Trainer which, if taken, causes your Advisor to
comment as to the Greenskin Warriors being full of muscles, and rather
tough on the teeth ...
... uh-huh ??? *raises eyebrow*
Moving on ...
If you take the City of Ungado, an Orc Champion snidely suggests that the
Elves are gonna kick the cr@p out of you ...
WE'LL SEE !! OFF with their heads ... AAAAAAALLLLLLLL of them ... =)
From THIS land mass, I followed the river east and then south to the Mountain
Clans lands ... where I wreaked further havoc :)
You might stumble across Loremaster Calderic on the Clans turf ... he's quite
feisty, so I have reproduced his stats here :-
==============================================================================
HP AR IMM WARD ATT % HIT DAM SRC INIT REA TAR
Loremaster
Calderic 185 0 - - Earth fall 89 75 Earth 30 Any 6
He travels with 2 Spirit Wolves (1/1) and a Mountaineer (3), and he carries
an Ancient Relic.
Your Advisor says that never before has he seen anything like the Spirit
Wolves, and that they are most DEFINITELY not of the mortal world. He
believes that they may be shapeshifters, or perhaps even illusions ... and
that WHATEVER the Dwarves are up to magic-wise, something is DEFINITELY afoot.
Once you have sacked the Clans Watchtower your Advisor confirms that they
were in the process of undertaking some kind of ritual there, and that the
magic they were using was VERY powerful stuff ... he cannot say WHY they
were preparing the ritual, but it COULD have been to launch an attack against
your forces ...
Hmmmmmmmmmmmmmmmmmmmmmmmmm. Best slay them all JUST to be on the safe side !!
The City of Olanston (which is located in the south-western corner of the
Mountain Clans' Land) contains plans detailing an elaborate attack the
Dwarves are preparing against the ELVES !!!!!!!!!!! R-E-S-U-L-T !!! They
DON'T hate us ... phew ... I was starting to get worried ... =./
((((( but perhaps still best to kill them all, non ??? )))))
The plans go on to state how the Elves are now apparently FULLY integrated
with the Empire, and that you should expect both races to be standing
side-by-side on the battlefield.
BRING
EM
ON !!
From the Mountain Clans lands I chose to move to the very southeast of the
map, to the Old Church and the City of Pimbleton (both of which may well have
fallen to the Clans by the time you get there)
Once the Old Church has been looted, your Advisor confirms that the nearby
statue was erected by this city (which is loyal to neither Crowley NOR the
Empire) to mark their freedom ... and that there is nothing really of great
interest here.
Pimbleton contains a Bronze Ring and an Emerald, but your Baroness WILL
chastise you for taking the City, saying that there's really nothing worthy
of your attention there.
As you approach Wizard Thurin's Magic Shop, your Advisor pops up to tell
you that he believes the Shop may have something of use to you - DEFFO a
ward ... hmmmmmmmmmmm ... I wonder whether he's trying to tell us something ...
On the same land mass there are TWO walled-in cities - the Cities of Cannon
Castle, and Suldon Peak - both owned by Count Crowley's Minions. As you
approach the set of three Titans waiting at the entrance to Cannon Castle,
one of them calls out, calling you "Angels", and saying that Count Crawley
not only told them to expect your arrival, but to offer you a proposal - he
wants to ally with your armies to overthrow "the corrupt Emry of Abrissel".
Who the HELL is that ??????????????????????????????????????????????????????
They want to know whether you will find and bring them a holy artifact - a key
that is stored in two parts. They say that IF you do this for them (and they
only actually need ONE of the parts, as the other is already in their
possession), they will show you a path through the mountain range, into the
Elven Lands.
She says that she is ashamed to be asking this of you, as it isn't right that
"spiritual beings" should do mortal work ... HAHAHAHAHAHAHAHAHAHAHA ... and
she intimates that she believes that the key is being held in an Elven
Treasury to the north of your present location.
One of your Demon Lords rises to the occassion, saying (basically) "Angels ??
That's us ... we're proper HUNNIES we are ... We'll get you your key - you
just sit here, eat cucumber sandwiches and pray for (a swift merciful death)
when we return".
Your Advisor suggests that it is BETHREZEN's power that has caused the Titans
to be blinded so ... but I personally am NOT convinced =./
Now ... there are TWO places where the key could be hiding ... there's an
Elven Shrine to the north-west of the Titans, or there's like ... a LARGE
set of baddies surrounding the Empire Capital City to the north-east of the
Titans (please note where I've referred to "the Titans" in this paragraph ? I
mean the Titans that just spoke to you ... NOT the set of Titans that are
guarding Suldon Peak).
To the north-east of the Titans that spoke to you is the City of Melbade,
which was (when I visited it) poorly protected by a single Holy Avenger, whom
I swiftly despatched to the Highfather *hee hee*. However, there is a unit of
bad boys outside the City which comprise :-
Arthur (Archmage - 10), 2 Defenders of the Faith (5/5), Prophetess (4)
If you take the Abandoned Farm in the northeasternmost corner of the map, your
Duke states that the Werewolves therein must have been hiding from Crawley's
Inquisition.
The Key is NOT located in the north-eastern area (i.e. it is NOT near the
Empire Capital) - it is located in the Elven Shrine to the north-west of the
Titans.
If you return the item to the Titans, they hand you the key ... the Titan
tells you that the key opens a secret passage through the mountains, where
you will find Lachla'an, the Elven Avatar. She says that to find the
SPECIFIC passage, you should go westwards towards the tower in the water, and
make sure you have the key with you ...
Lachla'an is (apparently) in a library across the mountains, to the west of
the Empire Capital. The Empire BELIEVE that the location of the library is a
secret, but Crowley's Armies are aware of it, and feel certain that the Elves
will feel they have been betrayed when YOU arrive on their doorstep.
I then (of course) sacked both Cannon Castle and Suldon Peak. When you take
Cannon Castle, one of your Dukes tells you that he actually ADMIRES Count
Crawley, as he overtaxes his peasants, and then has those that refuse to
comply guillotined in the town square !! What a STAND-UP guy eh !!!!!!! ;)
Cannon Castle contains an Imperial Crown.
One of your Counselors also says that the gold that Crowley has collected gets
sent to his Capital City to build "opulent shrines", and that perhaps an
alliance with him WOULD be a good idea, as he certainly has his priorities in
order ...
... which WOULD have been fine ?? But we just SACKED one of this CITIES !!!
*tries frantically to put the pieces back together and scrub the red off the
walls*
The Duke reassures us by saying that he's just a TIT who BELIEVES he is doing
the Highfather's will, but who is actually inadvertantly working for us !!
As such, he should be EASY prey for our armies ... and that once you've won ?
You'll flambée his butt and have him for lunchy-munchies !! WOOHOO !!!!!!
If and when you decide to take the City of Suldon Peak, your Advisor tells
you that it has been noted that Crowley's Armies seem to comprise mostly
inquisitors and religious fanatics, whilst Emry's armies are almost all
knights and wizards ... he attributes this division in no small part to the
worsening collapse of the Empire.
*rubs hands in glee*
Your Duke pokes fun at the humans, saying that it is in their nature to be so
easily blinded by faith, as can be seen from their continuing to pray to the
Highfather for mercy and guidance whilst they are being cut off at the knees
by the Legions' Armies.
Bless them eh ...
Suldon Peak contains a Royal Scepter.
Just to the south of Suldon Peak is Crowley's Tax Collection which, if taken,
causes your Advisor to say that Crowley's greed is noteworthy ... his peasants
live in squalid conditions, subsisting on the most meagre of rations. It is
doubtful he will even notice that these two cities have fallen.
PHEW !!!!!!!!!!!!!!!!!
Once you are ready to enter the Elves' Lands, move your unit with the Runic
Key to the west along the mountain range until you find the two towers that
are standing in the water ... this will cause the section of mountain range
between the two to be disintegrated, revealing a path into the Elven Lands.
Once you have been granted access, one of your Counsellors pops up to say
that it's TIIIIIIIIIIIIME for the MASSACCCCCCCCCRRRRRRRRRRRRRREEEE ... :)
LLLLLLLLLETS GET RRRRRRRREADYYYYYY TO RRRRRRRRRUMBLLLLLLLLLLLLLLLLLLLE !!!!!
FIRST on the hit list is Anyan City, which was (when I played the game)
COMPLETELY empty, although the entrance was guarded by two units - and rather
tough ones at that ...
As you approach, a Scout materialises in front of you, zips up to the City of
Kahlin and pops back to tell you that there are Dragons on these lands, and
they appear to be under the control of the Elves ... =./ After giving you
these PEARLS of wisdom, he disappears again.
For your information, the two units guarding Anyan City were :-
1) Centaur Lancer (10), Green Dragon (1), Oracle Elf (5)
2) Elf Lord (10), Skylord (1), Oracle Elf (5)
Once Anyan City has fallen to your might, your Advisor attempts to extract
the location of Lachla'an from one of the Elf Lords there, who just scoffs at
your torture, saying that Lachla'an has the power of Gallean on his side, and
that we're NEVER gonna be able to win ...
The Advisor has the Elf Lord's tongue cut out, and then chucks him in the
dungeon.
If you take the West Temple, your Scout says that the Library is definitely
NOT further north, and urges you to turn south ... but I'm going to venture
north for you, and see what else is up there ...
The City of Kahlin is defended on the outside by an Elf Lord (15) and 2
Skylords (1/1), and on the inside by a few nasties (see the breakdown at the
end of this section). Once it has fallen, your Advisor confirms that the
Dwarven Scrolls you found earlier are accurate - the Elves and the Empire
HAVE forged an alliance, and are pooling the resources of their air magic to
rain death down upon the Legions !! He says that you MUST find a way to defend
against it, lest the light chill your burning flesh.
*offers the Advisor one of those little Wile E. Coyote Umbrellas*
Hokay ... as there is nowt further north, I believe we can now safely venture
east ... the path further into the mountains is guarded by a Green Dragon (1)
and an Oracle Elf (10) ... once those have been despatched, you may move
onward :)
Further east is Ishan Castle, which is protected on the outside by :-
... and on the inside by the usual suspects ... once they have fallen, your
Advisor once again takes over the interrogation :-
ADVISOR : Where is he ?? TELL ME or I will TICKLE you to DEATH !!
ELF : BUGGER OFF
ADVISOR : FINE !! Then I'll let my poochies LICK you to death instead !!
BWAHAHAHAHAAAAAAAAAAAAAAAAAAAR
If you sack the East Temple, you will gain a Talisman of Lightning ... NICE !!
Outside the nearby City of Fortune Peak are the following units :-
Once you have disposed of them and sacked the City, an Elf Lord says that he
knows that you are here to stop their alliance with the Empire, but that
as soon as the ritual has been completed, your attacks will no longer be of
any consequence, for whenever a single warrior shall fall, two more shall
take his place.
EXCELLENT !! More bodies to play with :) :) :) :) :)
The City of Fortune Peak contains a Tome of Air.
As soon as you enter the strait to the east of the City of Fortune Peak, a
spy arrives and comes across to you, saying that he bears greetings from
Count Crawley, who wishes to meet you after you slay Lachla'an (who is
residing in a 'tree-dwelling' south of your present location).
The path to Lachla'an and the Library is blocked by the following units :-
Blue Dragon (1), Prophetess (10), White Dragon (5)
As you approach the Library, Lachla'an appears to say that he is NOT going to
die THIS day ...
... erm ... I think you wiiiiiiiill sunshine ...
Even AFTER you have defeated him, Lachla'an STILL maintains that he has his
visions of the future, and that he will NOT die today.
Your Advisor calls on your servants Gulmuskae, Esremerios and Kremnimus to
ravage his corpse and scatter the remains ... THAT oughta do it !!! :)
CONGRATULATIONS !! YOU HAVE COMPLETED THE SECOND LEVEL !!! :)
Name Inhabitants
Kalo Fort Orc King (5), Ogre (2)
Ungado Orc Champion (1), Orc (1), Troll (1}
Pimbleton Defender of Faith (5), Paladin (4), Spearman (15),
Marksman (2)
Cannon Castle Titan (5), Defender of the Faith (10), Grand Inquisitor (4),
Imperial Assassin (5), Prophetess (4)
Suldon Peak Titan (10), Defender of the Faith (1), Grand Inquisitor (8),
Imperial Assassin (5), Prophetess (4)
Anyan City -
Kahlin Green Dragon (2), White Wizard (1), Elf Lord (10), Centaur
(10), Forest Elf (15)
Ishan Castle [Skylord (1), Elf Lord (5), Angel (4), Oracle Elf (5)]
Fortune Peak [Centaur Lancer (15), Elf Lord (20), Skylord (1), Oracle
Elf (15)]
CLANS CITIES
Name Inhabitants
Olanston [Rune Master (5), Hermit (4)]
EMPIRE CITIES
Name Inhabitants
Melbade [Holy Avenger (5)]
BUILDINGS
Name Inhabitants Gain anything from taking it ?
Orc Temple Orc King (5), Ogre (1),
Troll (1) 400 Gp, Treebark Potion
Greenskins
Trainer 2 Orc Champions (5/7) 500 Gp, Potion of Fire Warding
Clans Watchtower Wolf Lord (4), 2 Rune
Masters (5/5) Dwarf King (5) 250 Gp, Forestwalk Scroll
Old Church 3 Angels (8), Prophetess (4) 350 Gp, Royal Scepter
Abandoned Farm 2 Werewolves (1/1) 75 Gp, Gold Ring
Elven Shrine Green Dragon (1), Elf Lord
(1), White Wizard (4),
Centaur (10) 260 Gp, Holy Artifact
Crowley's Tax
Collection Holy Avenger (5), 2 Defenders
of the Faith (5/5),
Imperial Assassin (3) 1,000 Gp, Silver Ring
West Temple Blue Dragon (1) 500 Gp, Talisman of Restoration
East Temple 2 Green Dragons (1/1) 460 Gp, Talisman of Lightning
Elven Library Blue Dragon (10), 2 Centaurs
(50/50), Oracle Elf (30),
Lachla'an (1) Tiara of Purity
EVENTS
Event Notes
Aid us ??? Crowley's Minions ask you to find them an artifact.
STORM THEIR LANDS It's time to kick the Elves' asses as you gain the key !!
KIIIIILL HIIIIIIM Kill Lachla'an !!
ITEMS LYING ON THE GROUND
2 x Sapphires, 3 x Diamonds, Healing Scroll, Potion of Vigor, Staff of Light,
2 x Emeralds, 2 x Potion of Restoration, Orb of Witches, 2 x Life Potions,
Potion of Air Warding, Potion of Swiftness, Orb of Lightning, 2 x Potions of
Striking, Angel Orb, Elf Lord Orb, Healing Ointment, Lightning Scroll, Potion
of Strength, Air Ward Scroll, Staff of Demonology, Silver Ring, 2 x Potions of
Speed, Potion of Invulnerability, Armageddon Scroll, Orb of Witches.
ITEMS RETRIEVED FROM ENEMIES (COULD HAVE BEEN ON THE GROUND ORIGINALLY)
None.
SHOPS
Name Sells
Ygar's Hospital Shop (Merchant) Life Potion x 10, Potion of Restoration x 10,
Potion of Healing x 10, Healing Ointment x 10
Nibor's Tower (Magic Shop) Fire Ward (800 Gp), Summon Nightmare (600 Gp),
Winds of Travel (1,600 Gp), Fog of Death (600
Gp), Air Ward (200 Gp), Shadow (400 Gp),
Divis Nocte (600 Gp), Sanctuera (600 Gp),
Nightfall (1,600 Gp)
Dennar's Camp (Mercenary) Barbarian Chieftain (Level 5 - 2,520 Gp),
Barbarian Warrior (Level 5 - 1,190 Gp),
Lizard Man (Level 5 - 1,190 Gp), Medusa (Level
5 - 1,830 Gp), Ogre (Level 3 - 3,360 Gp)
Wizard Thurin (Magic Shop) Air Ward (200 Gp), Lightning (200 Gp), True
Sight (400 Gp), Blizzard (200 Gp), Seafaring
(400 Gp), Tempest (600 Gp), Water Ward (200
Gp), Earth Ward (400 Gp), Nightfall (1,600 Gp),
Illudere Terra (2,000 Gp)
Anielle's Auberge (Merchant) Life Potion x 10, Potion of Restoration x 10,
Healing Ointment x 10, Potion of Vigor x 1,
Potion of Strength x 1, Titan's Might Potion x
1, Treebark Potion x 1
Sallat's Shop (Merchant) Life Potion x 10, Healing Ointment x 10,
Potion of Restoration x 10, Potion of
Swiftness x 1, Potion of Speed x 1, Potion of
Accuracy x 1, Potion of Might x 3, Treebark
Potion x 2
Ebhon's Camp (Trainer) --> Train your Units here !! <--
Zulfi's Goods (Merchant) Life Potion x 10, Potion of Restoration x 10,
Healing Ointment x 10, Potion of Might x 3,
Potion of Healing x 5, Treebark Potion x 4,
Venerable Warrior Orb x 1, Orb of Vigor x 1,
Potion of Invulnerability x 2
Ander's Shop (Merchant) Life Potion x 10, Healing Ointment x 10,
Potion of Restoration x 10, Treebark Potion x 1
Potion of Accuracy x 1, Potion of Swiftness x 1
Potion of Celerity x 1, Tormentio Scroll x 1,
Water Ward Scroll x 1, Vithar's Might Scroll x1
ENDING
Lachla'an's remains were taken to remote locations by the most trusted of the
demons. The Legions' collaboration with Crowley's Armies had worked really
well - they had been able to locate the Avatar AND make the Elves believe that
the Empire was responsible for his death.
With Lachla'an dead, war between the Empire and the Elves was inevitable. The
prospect of alliance between those two races had been RUINED by the
intervention of the Hordes, and the Legions had EVERY right to be happy with
their performance thusfar.
BUT more important matters called to them ... they would continue to
manipulate this IMBECILE Crowley and search for the mystic well ... with just
enough time to pause and reflect on whether the Elves could feel the rising
darkness approaching their trio of cities ...
Access to the trio of cities had FINALLY been secured. Credit to Count
Crowley for giving the Legions assistance in thwarting the alliance between
the Elves and the Empire, thus ensuring that ONLY the Elves would be protecting
the divine triad of cities.
The Legions expected to collaborate with Crowley further, and perhaps even
rule Nevendaar with him. Once the three cities had fallen, the Elves' Magic
would surely be corrupted, and the Plague of Hell would pour forth from the
centre of the well to poison the whole of Nevendaar.
The Legions prepared for their last great march upon the Elves.
*Fanfare*
Let's go !!
Your first objective on this final (sniff sniff) level with the Legions of
the Damned is to meet with Count Crowley and his cohorts, and instruct them
further.
The level begins with one of your Counselors telling you that Count Crowley
has once again requested your assistance, wishing you to escort his troops to
a specified meeting place nearby (just south of your island)
Your Duke understandably questions why Crowley has not had the courage to
venture to your Capital City himself, to which the Counselor replies that
caution is advised, and that in order to maintain this advantage which has
been given to them by Bethrezen, the Legions would have to continue to play
the role of the Highfather's Servants for just a LITTLE while longer.
The Counselor is confident that, as Crowley's Armies have already led them to
Lachla'an, so too would they lead them to the Well.
On this third level you begin with all level 1 and 2 spells, and (again) a
reasonable amount of gold and mana (less so if you're playing on a higher
difficulty setting).
==============================================================================
NOTE : Your Capital City is in the centre of the map
==============================================================================
ALSO it would appear that your Leader gains experience on this level !!
... well ... he/she can up to Level 18 at any rate =./
To the NORTH of your Capital City is the Caliginous Pit protected by two
Red Dragons (one outside, one inside). Your Advisor comes up after your
victory to tell you that the Red Dragon is a FASCINATING beast that enjoys
the lava almost as must as you guys ... ((( but that he's a bit smelly ))).
As you are about to leave your island (and fortunately there's only one way
off - via the western shore), your Counselor shows up to say that according
to HIS map, the meeting spot is south, then east when the mountains come to
an end ... then just keep going east until you see the big pink house with the
inflatable slide outside.
... oh no wait ! That's how to get to MY house !! Heh ... then just keep
going east until you find the great falls in a small valley ... hmmmmmmmmm.
So ! Let's go !!
Oh ... that's handy ... it actually shows you the way ... yey !! :)
Now ... BEFORE I go to meet Count Crawley, I'm going to venture about a bit.
The Undead Hordes' Capital City is in the north-westernmost corner of the map
so I'm going to go up there first ...
So venturing due WEST from my island, I came across the City of Point Hope,
which contains an Orb of Life.
As you approach, one of your scouts (a thief) pops up to tell you that Count
Crowley does NOT own the City as you had thought he might ... perhaps he has
been driven away ?
Also ... what the HELL has he asked us to meet him at a whirlpool ?? Sounds
a WEE bit dodgy to ME ...
Point Hope is defended on the outside by :-
White Wizard (5), Defender of the Faith (5), Holy Avenger (10)
and once it has been taken, a peasant pops up to say that they have survived
Crowley's Inquisition, and he's sure they'll survive worse (well ... in his
defence they've never met us have they ... hehehe) ... however, your
Counselor DOES note that it is strange that Crowley would just ABANDON a
place like this ...
... something strange is going on around here ... =./
As you move northwards towards the Undead Hordes' Lands, the Duke shows up
again to tell you that the Humans have set watch on the shores of the Undead
Hordes' Territory, and that as they are mere scouts really speaking, they
should not pose much of a problem.
The human "scout" that he is referring to is a unit comprising :-
Titan (5), Grand Inquisitor (6), Defender of the Faith (5)
A Level 1 Black Dragon blocks your path into the Undead Hordes' Territory.
Once he has been despatched you may enter ! The nearby city of Tormenta is
protected on the outside by :-
... and by some HARDCORE undead units on the inside. Once you have taken the
city, your Duke tells you that he thinks you have taken a wrong turn, as
instead of Elves, all he can see are rotting bodies and dead trees !
YES ! OK ! We took a wrong turn ... but this is all part of the fun !!
SHUT UP !!
*chuckles*
Misery Castle (nice name !!) on the same island is protected on the outside
by :-
... and AGAIN by some hardcore units on the inside. Once it has fallen, your
Duke says that the STINK of the undead's rotting flesh is nearly intolerable
there, and WHY do we need to be there ?
OK Kevin ...
* honestly I swear if he b!tches ONE MORE TIME I'm gonna SHOOT him !!*
ONCE I had done exploring the Undead Lands, I then moved southwards, along
the western edge of the map, past the blue dragon and onward ...
Once the Deserted Church has fallen, your Counselor remarks that Mortis'
Undead Children are spreading beyond the reach of their homeland, which is
puzzling as Mortis would not ordinarily free them from their servitude ...
Keep venturing further south and you will come across the Empire's Capital
City. As you approach the walled-in Capital City, an Angel stops you,
accusing you of being heretics and saying that these gates are protected by
the Highfather himself ... you are ordered to go back.
UNfortunately, before we can charge them, somebody casts an Armageddon spell
on your units, after which the Angel says that you will get the same
treatment if you come back again ... I just ignored them and charged in ;)
Once the nearby Garrison Tower has fallen, one of your Dukes says that you
have done well to destroy it, as it was creating troops for the Empire.
*spit spit spit*
The Empire City of Confidence, in the southwesternmost corner of the map, is
protected on its outside by :-
3 Imperial Assassins (10/10/10), 2 Defenders of the Faith (15/15), Angel (20)
If you take the City of Confidence, a Knight tells you that you may have won
THIS battle, but you would be VERY much mistaken if you believed that you had
gained the upper hand in the overall conflict ...
... hahahaha ... what a twit ...
Your Duke puts him down appropriately, telling him that his wit will not help
him whilst he's suffering an ETERNITY of pain. Nyuk nyuk.
Once the Heretic's Temple on the OTHER side of the Empire Capital City has
fallen, your Advisor comments that he thinks it rather strange that the Empire
allowed Heretics to continue to practice there, as ordinarily the Empire would
stamp out any such behaviour asap ... =./
Intriguing !! :)
Hokay ! Now that we've purged the EMPIRE Lands I think it's time to go and
see what all the fuss is about with this Crowley Cretan ... so let's RIIIDE !!
Head back to the river to the east of the Deserted Church and head due SOUTH
until you hit the twin Blue Dragons. Despatch them, and then take the path
that leads to the east in between the mountain ranges. When you have picked
up the Potion of Celerity, head north-west towards the whirlpool and your
meeting with Crowley's Forces.
As you approach the whirlpool, two Empire units appear before you. They are
Knights of the Empire, and the following dialogue ensues :-
KNIGHTS : We've captured Crawley and tortured them to get your plans. We
know about your supposed meeting, and we are hiar to make sure that
it is not carried out. Pweepare to DIE, on the orders of Emry of
Abrissel !!
==============================================================================
NEW OBJECTIVE : CAPTURE THE THREE ELVEN CITIES *WITHOUT* CRAWLEY'S HELP
==============================================================================
*The action pans to the northeasternmost corner of the map, where a section of
mountain range is removed*
PEASANT : (who appears to be on re-run from the last time we saw him) We
have survived Crowley's inquisition, bla bla bla
*whilst he's talking Sinister draws a moustache on his face and smiles at him*
YOU : You IMPUDENT little maggots !! We'll have your guts for garters.
ONWARD LADS !!!!!
The two units before you comprise :-
1) Fendright (Ranger - 15), Defender of the Faith (5), 2 Imperial Assassins
(3/3)
2) Jagare (Pegasus Knight - 13), Grand Inquisitor (4), Holy Avenger (5),
White Wizard (4)
Once Jagare has fallen, your Counselor comments that the Empire must have
overthrown Crowley ...
... gee thanks !! We hadn't figured THAT out for ourselves ... *slams his
head into the desk*
Now then ... we NOW know where we need to go ... so I am going to finish
exploring the rest of the map ... JUST for you ... :)
Continuing south-east of the whirlpool you will come across the City of Gando,
which is occupied by the Greenskins. Once it has fallen it prompts your
Advisor to comment that the presence of the Greenskins is persistant ... like
maggots on rancid meat.
... niiiiiiiiiiiiiice ...
Due south of Gando is Krub City - another Greenskin city WHICH, when felled,
causes your Duke to pop up and say that the riches you have stolen from the
City will help you in your task. He also chastises Crawley for having failed
in his task ...
Krub City holds an Ancient Relic, a Bronze Ring, and an Imperial Crown.
If you venture east along the southernmost border of the map you will enter
Dwarf-occupied land ... as you approach Under's Shop, an Elder One beseeches
you to leave them alone, saying he knows who you are looking for, and that
these are DWARF-owned lands ... the Elves YOU are looking for are to the north.
Thanks mate !
Now SLAY THEM AAAAAAAAAAALL :) :) :)
In the southeasternmost corner of the map lies Fort Kjell - a Dwarf-owner city
protected on the outside by the following :-
Once the City has fallen, a Dwarf King tells you that you should leave, as he
has just sent word to his Dwarven cousins to come kick your butt !!
Oooooooooooooh stop me ... I'm shaaaaaaking ...
Fort Kjell contains an Orb of Icefall.
Your Counselor reports back to say that whilst the Mountain Clans DO live
nearby, they do not appear to pose a very tangible threat.
If you approach the Valkyrie just outside Fort Kjell, she calls for you to
leave and casts a ****-** spell on you !! The bitch !!!!!! SLAY HURRRRRR.
If you storm the Guard Tower the Valkyrie and her allies are guarding, your
Advisor critices the Dwarves, commenting that their persistence in remaining
divided is CLEARLY folly, as strength lies in Unity.
As you approach the Dwarven Capital City you will find another Guard Tower.
If you sack it, your Counselor will sarcastically comment that for all their
logic, these Guard Towers haven't really benefited the Dwarves AT ALL ... have
they !! ;)
If you take the Ruined Lochouse, which is on the far easternmost edge of the
map (east of the Mountain Clans Capital City), a Goblin tells you that the
Elves are to the North.
*look of shock*
REALLY ?? You mean I'm going in the wrong direction ??
*slaps himself in the face*
Well BLOOOOOOOOOW me down ... I'd NEVER have thought THAT ...
*shoots the goblin between the eyes and marches onward*
Once you begin to move northwards, you will encounter the Town Hall. If you
choose to loot it, your Counselor will confirm that even after HOURS of
mutilating the humans there, the whereabouts of the Elves was no closer to
your understanding - HOWEVER, you have just found an Elven text that suggests
that their hiding place is not far !! :)
As you approach the lizardmen on the land mass to the NORTH of your Capital
City, they (the "Snakeskins") interrupt you to tell you that the Elves you
are looking for are to the East - i.e. NOT here ... so BUZZ OFF like ... heh.
If you continue to venture directly to the north you will encounter the Medusa
Lair (which, unsurprisingly) has Medusa in it ... and once it has been
trashed, your Counselor tells you that it's REALLY smelly up there, and that
perhaps you SHOULDN'T have ventured this far north.
GOD who would have thought it eh ... the LEGIONS OF THE DAMNED ... complaining
about a SMELL.
*sigh*
LEGIONS ? ONWAAAAAAAAAAAAAAAAAAARDS TO WAAAAAAAAAAAAAAAAAAAAAR !!
Venture south and east of this location towards the break in the mountain
range, and you will encounter the Lair (just prior to which your Duke will
say that you are venturing near the Elven Lair, and that the air (which is
pure) is OFFENSIVE to him). BOTHERED ???????
After the Lair has fallen to your MIGHT, he (the same Duke) confirms that
you are approaching the domain of Elgrid - the famed Elven Tamer of Monsters.
THAT is the reason for your encountering consistantly more and more exotic
baddies in the area ;)
As you approach the City of Stunnart Point (which is JUST before you get
into the Elven Territory proper, on the northernmost edge of the map), your
Counselor pops up to tell you that the Elves have constructed a series of
Castles along the route you must travel, to better police access to the area.
Therefore, you should not be at ALL surprised if you get ambushed.
==============================================================================
HP AR IMM WARD ATT % HIT DAM SRC INIT REA TAR
Elgrid
the Tamer 195 0+25 - Air Lightning 80 50 Air 50 Any 6
Once his City has fallen, your Counselor tells you that FINALLY you have
found the domain of the Elves, and that the beasts that guard the entrance to
the area are most DEFINITELY a sign of the enemies that will dwell within.
... and that's NOT a good thing ... 'coz they're NAILS !! =(
Stunnart Point contains a Staff of Celerity, by the way.
To the south-east of Stunnart Point lies the City of High Point.
This is the City of Lanar the Wise, who's stats are as follows :-
==============================================================================
HP AR IMM WARD ATT % HIT DAM SRC INIT REA TAR
Lanar
the Wise 375 0+30 - Air Lightning 89 95 Air 50 Any 6
Lanar the Wise says (with his dying breath) "You may continue on your path
destruction, fiends, ..." (shouldn't that be path OF destruction ? Wise YES,
Literate NO ...) "... but it will not lead you where you expect."
Hmmmmmmmmmmmmmmm ... y'know ? I think it might ;)
Your path FURTHER into the Elven Lands is blocked by a trio of MASSIVE muthas :
Blue Dragon (1), Skylord (1), White Dragon (1)
Once THEY have been despatched, you may begin your final stretch to VICTORY !!
As you approach the Elven Temple, the Elves cast a spell to shroud the land
in Darkness, to which your Counselor responds suggesting that they are trying
to keep their location hidden from you, so you should be on the look out for
a secret passage or similar.
As you move to the south of the Elven Temple you will encounter your NEXT
trap, as a unit of Dreadwrym (4), Deathdragon (15) and Dracolich (4) appear
in front of you !!
Despatch them and venture further.
A few paces further a unit comprising a Dreadwyrm (10) and Dracolich (4)
appear ahead of you ... again, slay them and move on.
A few paces on again, and a Succubus PLEADS with you to hurry and find the
well, saying that Bethrezen's cries are shattering her ears ! He is
DESPERATE for you to unleash his plague upon Nevendaar. Her pleas are echoed
by a Doppleganger, an Abyssal Demon AND your very own Counselor, who warns
that, before long, it will no longer be possible for you to control your own
troops as passions rise !!
==============================================================================
HOW TO GAIN ACCESS TO THE TRIAD OF CITIES
==============================================================================
To gain access to the Elven Holy Triad of Cities you will need to slay the
unit on the easternmost border of the map, which comprises a Blue Dragon (1),
and 4 Oracle Elves (15/15/15/20). Once you have marched through this unit,
you will be on the path that leads to the Holy Triad of Cities ;)
Your access to the final clearing is blocked by THREE Green Dragons (1/1/1).
Destroy them and then WREAK HAVOC =)
==============================================================================
THE TROOPS IN THE FINAL CLEARING
==============================================================================
Before I assaulted the three Elven Cities, I disposed of all the troops in
the clearing itself. These are :-
1) 2 White Dragons (1/1), Green Dragon (1)
2) 3 White Dragons (1/1/1)
3) 2 Blue Dragons (1/10), White Dragon (1)
As you approach unit 3, Drullia'an appears to tell you that you shall not pass,
that nobody has EVER penetrated the hidden city of ****-**, and that
she would rather DIE defending it than see it fall to your might. Your
Duke simply tells her that she will !! :)
==============================================================================
THE THREE ELVEN CITIES
==============================================================================
1) Khan'naan
After Khan'naan has fallen, your Counselor speaks to tell you that it's not
even a real city ! It's TOTALLY not fit for your boys to stay in ... you will
also be given a Titan's Might Potion.
2) Andara'an
After Andara'an has fallen you are given a potion of invulnerability, and
one of your Infernal Knights says "We have them cornered! We must press on!
For the glory of Bethrezen !".
3) Zhilovers
Zhilovers is the residence of Drullia'an - heiress to Queen Taladrielle. She
is very powerful, and her stats are as follows :-
==============================================================================
HP AR IMM WARD ATT % HIT DAM SRC INIT REA TAR
Drullia'an is TOUGH because she hits for six, and because she has a PAIN IN
THE @RSE Oracle Elf behind her healing her VERY very well ... focus your
attacks on one unit at a time and keep falling back to heal ... my technique
was to go in strong, fire off ONE blast with my leader and then have him
retreat so that I could reforge my party and go in again a few turns later.
Provided you have slain one enemy, you will progressively weaken her forces.
Once she has died, you pervert the Elven Well into a throbbing, pulsating
organ of HELL ... Drullia'an calls for her Elven children to fleeeeeeeeee,
but it is too late. Bethrezen's FURY pours forth into Nevendaar, corrupting
the once beautiful world.
Name Inhabitants Gain anything from taking it ?
Caliginous Pit Red Dragon (1) 500 Gp, Orb of Thanatos
Library Elementalist (15),
Holy Avenger (15), 800 Gp, Winds of Restoration
2 Prophetesses (8/15) Scroll
Crumbled Castle Brown Bear (1), Imp (1) 100 Gp, Imperial Crown
Ruined Farm 2 Ghouls (1/1), Occultist (1) 500 Gp, Mind Ward Scroll
Deserted Church Master Occultist (1), Ghoul
(1), Elder Vampire (5) 600 Gp, Hag's Ring
Garrison Tower 3 Imperial Assassins (3/3/3),
Imperial Knight (3),
Defender of the Faith (5) 100 Gp, Damage Ward Scroll
Heretic's Temple Barbarian Warrior (1) Wolf (1) 100 Gp, Orb of Lycanthropy
Armory Orc King (3), Troll (1)
Ogre (1), Medusa (1) 500 Gp, Banner of Fortitude
Razed Shop Orc (10), Ogre (3),
Goblin Archer (20) 750 Gp, Emerald
Guard Tower Son of Ymir (4) Wolf Lord (4),
(Southwest) Dwarf King (5), Forge
Guardian (3) 700 Gp, Orb of Freezing
Guard Tower Ice Giant (3), Hermit (4),
(Capital) Wolf Lord (4) 400 Gp, Tome of War
Ruined Lochouse Troll (1), 3 Medusas (1/3/5),
Goblin Archer (1) 500 Gp, Lizard Man Orb
Town Hall Defender of the Faith (15),
Spearman (15), White Wizard
(10), Hierophant (10) 500 Gp, Royal Scepter
Medusa Lair 3 Lizard Men (5/10/20),
2 Medusas (10/15) 700 Gp, Winds of Travel Scroll
Lair Primitive Giant (1),
Manticore (1), Yeti (10) 500 Gp Incantare Avenger Scroll
Elven Temple 2 Elf Lords (10/12) Skylord(1) 300 Gp, Staff of Protection
Elven Guard
Tower 2 Centaur Lancers (10/10),
Elf Lord (12), Oracle Elf
(10), White Dragon (1) Quicksilver Potion
EVENTS
Event Notes
ITEMS LYING ON THE GROUND
2 x Potions of Protection, 6 x Potions of Restoration, Skeleton Champion Orb,
Elder Vampire Orb, Ice Spirits Scroll, 6 x Life Potion, Treebark Potion,
5 x Healing Ointments, Potion of Vigor, Potion of Accuracy, Orb of Strength,
Potion of Celerity, Boots of the Elements, Gold Ring, Bronze Ring, Talisman
of Thanatos, Blizzard Scroll, Ancestor's Call Scroll, Forestwalk Scroll,
Emerald, 2 x Orbs of Regeneration, 3 x Iron Skin Potions, Orb of Elder
Vampires, Talisman of Regeneration, Orb of Stone Rain, 2 x Treebark Potion,
Ymir's Blessing Scroll, Wotan's Blessing Scroll, 2 x Call to Arms Scrolls,
Potion of Air Warding, Titan's Might Potion.
ITEMS RETRIEVED FROM ENEMIES (COULD HAVE BEEN ON THE GROUND ORIGINALLY)
2 x Life Potions, Potion of Restoration, 2 x Healing Ointments, Potion of
Healing.
SHOPS
Name Sells
Gareth's Laboratory (Magic) Sanctuera (600 Gp), Ignis Potens (1,200 Gp),
Sinestra Ignis (800 Gp), Terror (800 Gp), Call
Red Dragon (800 Gp)
Nazhara's Shop (Merchant) Life Potion x 15, Potion of Restoration x 15,
Potion of Healing x 15, Potion of Invulnerability
x 1, Healing Ointment x 10, Potion of Swiftness
x 1, Potion of Fortune x 1
Allar's Shop (Merchant) Life Potion x 10, Potion of Healing x 10,
Potion of Restoration x 10, Healing Ointment x
10, Treebark Potion x 6, Potion of Striking x 4,
Potion of Vigor x 5, Potion of Strength x 6,
Potion of Might x 1,
Metaca's Camp (Trainer) --> Train your Units here !! <--
Werric's Shop (Merchant) Life Potion x 10, Potion of Restoration x 10,
Healing Ointment x 10, Potion of Healing x 10,
Staff of Holiness x 1, Talisman of Healing x 1
Righon's Camp (Mercenary) Barbarian Chieftain (Level 1 - 1800 Gp),
Dark Lord (Level 3 - 850 Gp), Elder One (Level
4 - 2800 Gp), Medusa (Level 1 - 1310 Gp), Ogre
(Level 1 - 2800 Gp), Onyx Gargoyle (Level 3 -
1000 Gp), Skylord (Level 1 - 3000 Gp), Son of
Ymir (Level 4 - 2600 Gp), Troll (Level 1 - 2800
Gp), Venerable Warrior (Level 4 - 1800 Gp)
Under's Shop (Merchant) Life Potion x 14, Potion of Restoration x 10,
Potion of Healing x 7, Healing Ointment x 11,
Treebark Potion x 4, Potion of Strength x 8,
Potion of Celerity x 3
Malavien's Tower (Magic Shop) Earth Ward (400 Gp), Rust (200 Gp), Shadow
(400 Gp), Rot (800 Gp), Forestwalk (200 Gp),
Seafaring (400 Gp), Tempest (600 Gp), Ice
Spirits (1200 Gp), Nightfall (1600 Gp)
Allar's Shop (Merchant) Life Potion x 10, Healing Ointment x 10, Potion
of Healing x 10, Potion of Invulnerability x 1,
Potion of Vigor x 1, Potion of Strength x 1,
Potion of Might x 1, Potion of Celerity x 1,
Potion of Air Warding x 1
Purthen's Camp (Mercenary) Brown Bear (Level 1 - 300 Gp), Green Dragon
(Level 1 - 4500 Gp), Griffin (Level 1 - 1250 Gp),
Manticore (Level 1 - 5600 Gp), Medusa (Level 1 -
1310 Gp), Ogre (Level 3 - 3360 Gp), Polar Bear
(Level 1 - 300 Gp), Skylord (Level 1 - 3000 Gp),
Spirit of Fenrir (Level 1 - 2300 Gp), Titan
(Level 1 - 300 Gp), Titan (Level 5 - 420 Gp),
Wolf (Level 1 - 300 Gp), Yeti (Level 6 - 600 Gp)
Thurin's Shop (Merchant) Life Potion x 10, Potion of Restoration x 10,
Potion of Healing x 10, Healing Ointment x 10,
Potion of Vigor x 2, Potion of Striking x 1,
Treebark Potion x 5, Potion of Air Warding x 1,
Ancestor's Call Scroll x 1
Anjalin's Camp (Trainer) --> Train your Units here !! <--
With the last city taken, the demonologists began chanting in unholy tongues.
The entranced demon masses circled the well, caught in an insatiable blood
lust. They tore at one another, and legends say more demons were lost in this
one 'celebration' than any other single day in the war.
The well began to emit a horrible noise, the sound of thousands of suffering
sould drowned out the demonic cacophany. The Legions backed away from the
source, knowing direct contact with Bethrezen's power would obliterate even
the strongest of their kind.
Suddenly, the well erupted and Bethrezen's plague stained the land around it.
The blistering wave of molten energy shot through the forests, felling trees
and animals. The Elves who had sought sanctuary high in their forest homes
had no escape. They fell into the bubbling tide and perished.
Bethrezen's will now wound its way through Nevendaar with tremendous power.
Soon it would reach Human lands. Whether due to the energy itself or due to
the unholy religious fervour brough about by their god's triumph, the Legions
were infused with new hatred and unfathomable strength. Soon Nevendaar and
Hell would be one.
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.
Cheers also to Setzer Gabbiani for the snippit of information about the
Beggar's Banquet !! =)
As I mentioned at the top, this walkthrough is dedicate to my friend Eug, for
whom I have great respect. His wisdom and counsel are always appreciated,
and I have ABSOLUTE faith that he will succeed at anything he turns his hand
to !! :)
When asked to comment, Eug released the following statement :-
"We, mortal people, are the real legions of the damned, no matter race,
religion or social stature.
No matter what category we fall in, we are all damned to death, from birth.
This is as certain as a candle is sure to burn out once it has vaporised its
waxen base. This does not hail badly for us though, as our actions will be
echoed in the lives of others and, if we have lived by a fair and just code,
our contribution will have advanced the world we share with our fellow man.
No action goes unnoticed, that is part of the grand design. One voice may
merely represent a whisper, uttered in a tumultuous wind. But add to that the
voices of your fellow man and you have a chorus that will overpower even the
most ferocius storm ..."