Disciples 2 - Rise of the Elves
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r i s e o f t h e e l v e s
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The aim of this file is to provide you with general information on
Disciples 2 : Rise of the Elves in a clear and readable format.
I hope it serves you well !! - Mister Sinister
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Dedicated to my parents, and General Mayhem
Table of Contents
1. Introduction and Overview of the Game
2. Basic Controls
3. The Elves
4. Tact & Diplomacy
5. Types of Items
6. Elven Saga Walkthrough
7. Stats for Units
8. Rulers and Leaders
9. Comments on Units and Suggested Upgrade Routes
10. Tips and Tricks
11. Credits
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SECTION ONE
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OVERVIEW
Disciples 2 : Rise of the Elves is a turn-based strategy game where the
player FINALLY gets to play as a race that has eluded them thusfar throughout
the Disciples 2 series - the Elves - and battle across either a pre-defined
sequence of levels (the Sagas), one of a number of set individual missions
(the Quests), plays in a Custom Saga, or with other human in multi-player
mode.
Rise of the Elves is an official Expansion Pack for the Disciples 2 title.
It is a swords and sorcery type game, with a reasonably simple interface and
gentle learning curve, but which boasts hours and hours of gameplay, and is
quite honestly ? HELLISHLY addictive ... I heartily recommend it.
I have written an in-depth walkthrough for the Elves' Saga, and this can be
found at http://www.gamefaqs.com.
Helpful comments and so on are always welcome, and I can be reached at
shadowpath@hotmail.com
- Mister Sinister, 2005
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SECTION TWO
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BASIC CONTROLS
As with any strategy game, troop management skills are FUNDAMENTAL to your
success. In order to become a good Rise of the Elves player, you will need
to learn which units function well together, which units complement each other,
and which units should definitely NEVER be placed together.
For example, sending nothing but Elves to battle Elves doesn't SOUND like too
bad an idea unless you've not paid attention to which Elven units are warded
against, and immune to, air magic. Sending batches of air-immune troops to
battle hordes of air-immune troops is ... in short ? Either VERY smart ? Or
VEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEERY stupid.
I have sub-divided this section of my FAQ into three parts :-
A) The World Map
B) Combat
C) City Management
=============================== THE WORLD MAP ================================
The World Map is where (not surprisingly) you move all your troops about. Each
unit is led by one of the creatures in it, and this creature represents the
entire unit's icon on the map. For example, a unit led by a werewolf will be
depicted as a werewolf on the map.
Each unit has a different number of movement points, and these are reduced at
different speeds depending on which type of terrain you are crossing ... for
example, you will travel MUCH slower by water than you will through forests ...
... some units can fly, and this helps get about the map a fair bit quicker ...
but if you put flying units with non-flying units, you are once again (by and
large - there ARE a couple of exceptions) slowing down your troop movement
as the unit must move together, as one.
Combat is initiated by moving to a square adjacent to a rival or enemy unit on
the map, and combat is dealt with in a separate screen.
The world map begins by being totally covered in a fog of war, which disperses
as you move your units about ... certain terrain cannot be traversed, and you
will have to find ways around it ... examples include waterfalls, whirlpools
and mountain ranges.
Obviously not all of the creatures you encounter on the world map will be
hostile - some will give you sub-quests which you can complete to gain prizes
should you wish ... others will be territorial, and will either attack you on
sight or pursue you until you leave their area of the map.
You will encounter cities belonging to other players, as well as neutral
cities, and various other structures dotted about the map, ALL of which can be
explored and/or conquered.
BEAR IN MIND AT ALL TIMES that this is a TURN-BASED strategy game. Therefore,
whilst you have the luxury of time to think your moves through, as you would
in a chess game, poor troop movement can lead to units becoming isolated at
the end of a turn, and easy pickings for roaming creatures ...
... always watch your back ...
Each unit on the map can comprise up to SIX individual characters. So, taking
our earlier example of the unit being led by the Werewolf, this unit can
comprise the Werewolf that leads them, and up to FIVE other characters ... if
the leader dies, the unit will still be able to move, but will do so at a MUCH
slower rate, and the unit's icon on the map will change. It will still be the
Werewolf, but you will see that the leader has died because a little skull
shield will be displayed at the foot of the icon. This allows you at a glance
to see units which have had their leaders slain.
Provided at least ONE character in the unit is still alive, it is possible to
heal and/or resurrect those characters in the unit which have died. You can
either do this via magic, CHEATING (tut tut), at any of your Cities (provided
you have constructed a Temple in your Capital City), or using potions.
Your Capital City represents your seat of Power on the level. Keep in mind,
however, that unlike many OTHER turn-based strategy games where there is a REAL
risk of losing your Capital, and thus losing the level, in Disciples 2 each
player's Capital City is occupied by (not only a maximum of 11 "normal" troops
but also)an INCREDIBLY powerful Guardian, who CANNOT leave and who's SOLE
purpose is to protect the Capital.
Sounds like you might still be vulnerable ? In all practical reality you won't
be - the Guardians are WELL powerful, and it is EXCEEDINGLY unlikely that you
will ever lose your Capital ;)
You will ALSO find shops on the world map ... there are several merchants in
the game who have set up shop on the various levels, and with whom you can
trade ... even if you can see no use for something you have picked up on a
level, you can always sell it at a shop to gain extra gold ;)
The currencies of the game are six-fold. You have gold (obviously), which
you use to buy upgrades for your cities, to recruit new troops, to bribe the
other players, and so on.
Then there are the five types of mana. There is Death Mana, Runestone Mana,
Life Mana, Infernal Mana and Grove Mana (a new introduction for this Expansion
Pack).
Both gold AND mana are generated at resources on the map, and these resources
can be bled off to give (effectively) unlimited resources to your race - I say
*effectively* unlimited as, whilst there is only a certain amount of each type
of energy that will be generated by each resource per turn, the supply from
which this is drawn is infinite - i.e. you will never deplete a gold or mana
resource on the map (which is KEWL !!)
One last thing.
When you look at the map you will be able to see the terrain that belongs to
your race by looking at the ground. Each turn, your race's terrain expands
from every city in every direction, and whenever it touches an unclaimed
resource, it seizes it for your race.
Since it would take an eternity to gain control over the ENTIRE map this way,
the game designers have very kindly provided each race with one type of unit
that can be recruited who's sole purposes is to "plant rods". Planting a rod
is a very simple process which allows you to stake a claim to a very small
parcel of land which is not already yours.
... I hope that makes sense ... I'll try to explain ...
Say this is the world, and you own the left-hand side of it. :-
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YOUR MY
LAND LAND
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GOLD
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If you want to take control over the GOLD resource I have labelled in MY land,
you would either have to expand your terrain on a turn by turn basis until the
Gold Resource was yours, OR you could send your "rod-planter" (the name for
the character varies with each race) TO the Gold Resource, and then stake it.
If you plant a rod at the Gold Resource, and thereby stake it as being yours,
the terrain around the resource changes to become yours.
Rods CAN, however, be destroyed by other rod-planters, and this dispute over
resources forms a VERY important part of the game, naturally ...
... right ! I've bored you with that - now we can go onwards to the combat
aspect of the game !!
=================================== COMBAT ===================================
As I stated in the previous section, combat occurs when one of your units
enters a square on the map that is adjacent to a non-friendly unit (or,
conversely, when a non-friendly unit enters a square that is adjacent to one
of YOUR troops).
When this happens, the action switches to a 3-dimensional view of the square
in question, and combat takes place.
Combat in Disciples 2 is a VERY very simple affair. The unit that is
attacking is highlighted at its feet in yellow, and the units you are
presently opting to attack is highlighted at its feet in red ... just point
the mouse at the unit you want to attack (or help, depending on your race),
and click !
HOW EASY IS THAT BY THE WAY !?!?!
Combat is, however, not as DULL as that sounds.
You recall I mentioned earlier that a unit can comprise a maximum of SIX
characters ?? Well, each unit is broken up into two RANKS as well.
THIS IS VITALLY IMPORTANT.
Combat basically looks like this :-
YOUR UNITS THEIR UNITS
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BACK ROW FRONT ROW FRONT ROW BACK ROW
1 1 1 1
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BACK ROW FRONT ROW FRONT ROW BACK ROW
2 2 2 2
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BACK ROW FRONT ROW FRONT ROW BACK ROW
3 3 3 3
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... geez ... I hope I haven't made that look more complicated than it needed
to be.
BASICALLY your six units are on the left, and THEIR six units are on the right.
Melee units should be placed in the FRONT row, as they can only attack adjacent
units ... spellcasters, who are generally weaker, should be placed in the BACK
row, as they can attack at range ...
... hope that makes sense :">
You will see from the Stats section that each character has its own method of
attacking.
With VERY rare exceptions, each character only has ONE way of attacking, so it
really is just a very simple point-and-click routine ... but the variety comes
in the sheer NUMBER of different creatures you can command and control, and
the fun-factor and beauty of their attack animations :">
The order in which characters attack in the combat screen is determined by
their initiative roll - each character has an initiative modifier, which
swings initiative in their favour, but there are occasional upsets - as in,
where a character with a higher initiative is pipped to the post by a
character with a lower initiative ...
There are a number of different combat OPTIONS ... these include allowing the
Computer to take over combat for you (although certainly on the easier
difficulties it doesn't always attack the units you probably would).
There is also the option to end combat immediately (i.e. automatically resolve
who wins and who loses) - good for those "AAAAAAAAAAARGH I can't be @rsed to
fight you - let's just see who WINS" moments (which you WILL have).
Further options include retreat, where you really wanna get out with your life
(but all attacking units get a free hit on units that are running away, so if
you DO run you'd better do it en masse), and Defend - an instruction to a
particular character to brace itself for an incoming attack.
The variety of options on the combat screen, coupled with the variety of units
and attacks they have IN TOTAL, makes for a lot of strategy in the combat
screen AS YOU WILL SEE ;)
Combat ends when either all six characters in your opponents unit are dead or
have fled.
... there ... we've pretty much exhausted that section ... ONWARD !! =D
============================== CITY MANAGEMENT ===============================
This is VITAL to your success in Disciples 2: Rise of the Elves.
Basically, when a creature levels up, it GENERALLY (although not always)
changes its appearance to become tougher ... harder ... MORE kick@ss ...
What your creature becomes when it levels up will depend on the buildings you
have erected in your Capital City.
For example, your bog-standard melee fighter is the Centaur Lancer character.
In your Capital you can build one of two different buildings that will alter
the Centaur Lancer's Upgrade Route. If you construct the Centaur Hollow, your
Centaur Lancer will become a Centaur Strider when he levels up ... if you
choose instead to construct the Centaur Stables, your Centaur Lancer will
become a Centaur Charger.
Both routes are mutually exclusive - this means that you cannot allow some of
your Centaur Lancers to become Centaur Striders, and some to become Centaur
Chargers - it's all or nothing ...
Fortunately, however, once you have completed a level, all the buildings in
your Capital City are wiped out, so on the start of the NEXT level you can
change the upgrade paths and, consequently, your units, should you wish.
Certain buildings do not affect the upgrade path of units ... these are the
Mage Tower (which is necessary in order for you to research spells), the
Thieves' Guild (which is required before you can recruit thieves, who can spy
on enemy players to reveal the characters garrisoned in Cities, etc.), and the
Temple (which you need before you can heal and/or resurrect creatures).
You can also conduct spell research in your capital, provided you have enough
mana to learn the spell in question, and it is picked from your list of
available spells.
PLEASE NOTE THAT YOU CAN ONLY RESEARCH ONE SPELL, AND BUILD ONE BUILDING PER
TURN.
You will also take over other cities, naturally ... these cities are NOT your
capital, however, and whilst the majority of the rules apply, there are
certain changes. FOR EXAMPLE, you cannot build buildings in your other cities
- this is because you only NEED one set, and for ease of administration those
are all located in the Capital. For example, once a Temple has been built in
your Capital, you can heal and resurrect characters in ALL your cities.
Each NON-CAPITAL city can "grow" as well ... there are five levels of growth,
and these affect the number of characters that can be housed in a city, the
rate at which your terrain sprouts forth from the city, the speed with which
characters that are in the city recover their Hit Points, and so on.
Each city can only grow ONCE per turn.
Finally, each city can house troops and hold items. On the party screen, you
will see two units of troops. On the left is a list of troops that are just
healing, etc., in the city.
To the right is a list of the troops which are garrisoned in the city ...
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SECTION THREE
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THE ELVES
For those of you that are familiar with the "plot" (as complex as it is) of
the Disciples 2 titles, I will first point out that (to MY mind at least), the
Rise of the Elves Saga is set just AFTER the Servants of the Dark Expansion
Pack ... keeping that in mind ...
THE ELVES, after having waited SO long and SO patiently for the return of their
God Gallean, are TOTALLY devastated when Mortis catches up with him ... for
those of you that AREN'T up to speed, here's the scoop. Basically there were
FIVE Gods that oversaw events on Nevendaar ... the Highfather (God of the
Empire), Bethrezen (God of the Legions of the Damned), Wotan (God of the
Mountain Clans), Gallean (God of the Elves) and Solonielle (Goddess of the
Merfolk).
Tempers gradually started to flare, as they do, and events precipitated which
saw Wotan and Gallean get into a scrap. Wotan tore Gallean's heart out and
threw his body into the Sun, and his beloved (Solonielle) tore off like a bat
outta hell to stop it before it got there.
She managed to salvage what she could of him, but she became to badly hurt and
so hideously scarred by the sheer FEROCITY of the Sun's rays, that she returned
to Nevendaar as the Goddess Mortis - Goddess of Death.
Mortis' ENTIRE Disciples 2: Dark Prophesy Saga was dedicated to resurrecting
Gallean, her long lost love, in the hopes that they might finally be re-united.
UNFORTUNATELY for our mate Mortis, when Gallean WAS reborn ? He took one look
at what she had become, and what she had DONE to resurrect him, and SPURNED
her.
Mortis then pursued Gallean seeking revenge during the Disciples 2: Servants
of the Dark Campaign, and got her bitter-sweet revenge by torturing and
slaying (and then 'resurrecting') Gallean's child Lachla'an.
Gallean, so SHOCKED by this turn of events (and having JUST returned to his
Elven children) descends into madness ... effectively leaving the Elves (to the
untrained eye at least) and becoming a recluse.
Gallean DOESN'T in fact leave the Elves - he just becomes somewhat harder to
hear. Only those with the ability to hear him can commune with him now, and
one such character falls in with your Elven heroes very soon in your Saga ...
... the Oracle Millu ...
... so the Elven Saga sees you and your Elven Brethren trying to understand
just what it is that their God wants of them, and do it ...
As an army, the Elves are quite well balanced. They have some GREAT ranged
units, as you would expect, and have their own range of healer-units, similar
to the Empire (save the Elven ones bestow wards as well).
There are, of course, other "mini" races in the game, but you cannot play as
these ... they include the Marshdwellers, the Greenskins, the Barbarian
Tribes and the Occultists. They help add variety and spice to the game,
and to generally keep it interesting =)
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SECTION FOUR
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TACT & DIPLOMACY
Although not of PARAMOUNT importance - at least not on the easier difficulty
settings, is the notion of tact and diplomacy. You play against other races
... those races have rulers ... those rulers can be spoken to, and negotiated
with ...
The Disciples 2 Diplomacy interface is kinda limited ... but it's very much a
secondary aspect of the game anyway, so it doesn't really DETRACT from it or
anything ... basically you have options for Diplomacy ... you can offer gold
to another player, you can offer to sell them a magic spell, you can propose
an alliance with them, or you can even break an existing alliance with them
and go to war with them ...
You will find that, as you attack another player's enemies, your popularity
with that player will naturally increase and, over time, the other players may
well offer to ally with you.
Alliances are NOT set in stone, however, so always make sure to watch your
back at all times ;)
When you are allied with another race you cannot attack their troops or
cities, or steal their resources unless the treaty is broken ... the treaty
can be broken at any time, but whilst it is in place, you too can feel
reasonably safe from attacks by that race ...
Similarly, you will find that your allies will, from time to time, attempt to
sell YOU spells and other niceities, and they will frown upon you if you do
not take them ... even though 99.9% of the time they inflate the price ;)
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SECTION FIVE
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TYPES OF ITEMS
There are LOADS of different types of items that you can pick up ... these
include :-
POTIONS Only good once, and can only affect one character for
one turn.
SCROLLS Can only be used once, and only by a Magic User, but
any spell can wind up being picked up as a scroll, so
they are QUITE useful ;)
ORBS Only useable in combat, and only by a magic user - can
only be used once and then they disappear.
TALISMANS Can be used several times before they wear out, but
only once per combat session, and only in combat.
STAFFS Can be used like spells, and do not wear out ... no
use in combat, however.
ARTIFACTS Can be equipped by leaders (if they have the
corresponding skill), and can bolster their power or
give them new powers - VERY USEFUL !!
BANNERS Only one can be carried by your leader at a time (and
even then only if your leader has the corresponding
skill), but with effects like "Increase the damage of
all characters in your unit by 20%" they are NOT to
be sneezed at.
TOMES With VERY rare exception, tomes are exclusively used
as wards. You can only use one at a time but, whilst
holding it, you are warded against that type of attack
- e.g. Tome of Air = Air Ward
TRAVEL ITEMS Boots, basically ... they augment your movement points
and/or skills - e.g. Boots of the Elements mean that
you suffer no movement penalty whilst travelling over
water - WHICH IS GREAT !! =D
(I am sure there are more, but you can take these as a
smattering)
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SECTION SIX
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r i s e o f t h e
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(Dedicated to Twee, the Gweenjelleebeen Queen)
THE ELVEN "RISE OF THE ELVES" SAGA WALKTHROUGH
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This walkthrough is copyrighted to Mister Sinister (2005)
I don't mind it being lifted in its entirity, but if you do so,
please make sure you give credit to the author (me) and DON'T pass it
off as your own. Thanks !
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THE EIGHT MISSIONS OF THE RISE OF THE ELVES SAGA IN THIS EXPANSION PACK :-
1) The Sins of Our Fathers
2) The Hunt
3) Conquest of Thelena
4) Korbach's Fort
5) The Betrayal
6) The Trader War
7) Dividing Line
8) Gallean's Promise
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BRIEF NOTES BEFORE WE GET STARTED
This is a very quick key to some of the terms I'll use in this FAQ :-
In areas where I am talking about troops in cities, any troops mentioned in
[squared brackets] are within the city proper (an obvious example would be
Ashkael, who would be shown as [Ashkael] as he is IN the city and, in his case,
cannot leave - all troops NOT in squared brackets are just waiting in the
city (as in, healing there, etc.)
Map directions are as follows. North on the map is up and right. South is
down and left. West is up and left, and East is down and right.
One other thing ... if when mentioning any troops I refer to them like this :-
Phantom Warrior (10) or 2 Dwarves (10/12), then the numbers in brackets refer
to their level/s of experience ... so BE WARNED !! ;)
Obviously the very nature of this game makes doing an FAQ quite a tricky task,
as you can go anywhere, do anything (within reason) and your opponents will
pretty much respond to the way you play ... so this is an account of what I
would suggest and expect, pointers I have learned, things I would pick up -
basically anything and everything which I could think of which might help you
play as the Undead Hordes in their Saga ... I have tried to keep this FAQ
both light-hearted, and informative.
Similarly, with troops garrisoned in cities, whilst my FAQ is accurate as at
MY playing the game, these may change - ESPECIALLY in cities owned by other
players (as you are doubtless aware if you've ever played this game, your
computer opponents are FOREVER changing the troops that they garrison in their
cities).
Comments are always welcome - you can reach me at shadowpath@hotmail.com.
Thanks for reading this !!
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1) The Sins of Our Fathers
BRIEFING AND COMMENTS
Gallean's wrath in his battle against Mortis was unfathomable. His rage
having manifested itself as a GREAT beast, lashing out at all life without
thinking. Gallean's son Lachla'an had perished, along with a great number
of Mortis' corpse army, Dwarves, and Elves too.
Frightened at what HE had become, Gallean fled and abandoned his Elven
children.
Elven society changed in light of these mammoth events. Elven Nobles grew
steadily in power, and Illumielle succeeded into her position as Queen of the
Elves. These NOBLE Elves built elaborate cities, much as their Human
counterparts in the Empire did, donned shiny suits of armour, and became
learned in the art of organised warfare.
However, another sect also rose to power among the Elves - the SAVAGE Elves.
These Elves elected to fall back to the wilderness for their survival,
hiding from other races instead of running the risk of being yet further
betrayed. This bunch of Elves, led by their UNofficial Leader Tora'ach,
made sure that the wilderness gained a rapid reputation as a VERY unsafe
place to hang around ...
Furtermore, scouts had begun to notice Mortis' fiends venturing further and
further into the Elven Lands.
And we take you LIVE to the Action !!
Your objective on this first level is to "remove the Undead from the Elven
Forest".
We start off the first level and ... ooh ! What's this !! There is a NEW
type of Mana for us to play with !! :) GROVE MANA. This is Elven-brand
Mana and, as any of you that know me will attest, I AM brand loyal ;)
The level kicks off with a Zombie entering into some VERY highbrow dialogue
with us. "Uuuuuuuurngh".
WELL SAID m'boy.
He then legs it up to your Capital ........... maybe somebody threw him a
stick to chase or something. Tora'ach chastises the poor wretch, saying
"Mindless beast. You want food, do you ?"
The Zombie then legs it after Tora'ach saying "Hhhhhhhhhhh".
*RAPTUROUS applause from the Audience at the VAST use of vocab on his part*
Phaenos - a Guardian - then pops out of your Capital to call the Zombie BACK
to HIM. The Zombie legs it back to him, and Queen Illumielle then appears
out of thin air to say "Enough ! This is not a game, Tora'ach. I won't have
you putting our people at risk."
Tora'ach responds, saying that the Elves are CREATURES of the Forest, and that
Illumielle would do well to remember that. He maintains that you guys are
predators to all that dwell within the forest, and queries whether Illumielle
is perhaps too busy decorating her Throne Room to be bothered with the
trivialities of her heritage.
*altogether now ... "OOOOOOOOOOOOOOOOOOOOOOOOOOOOH !!"*
Illumielle retorts, as we knew she would, to say "It is because of our heritage
that I tolerate you, but my patience has limits. The Elves have more noble
tasks than playing with corpses. Destroy this creature and we shall discuss
them."
((( she's a bit snooty like )))
Illumielle then disappears, and Tora'ach orders you to slay the Zombie, saying
that he has also grown bored of it.
With that, Tora'ach and Phaenos ALSO disappear.
You are now in control of the Elves.
Since this will be the first time you have played as the Elves, allow me to
help you quickly familiarise yourself with them ...
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ELVEN QUICKIE COMMENTS
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Like all the other races you can play in Disciples 2, the Elves have their ups
and their downs. As a race they are kinda similar to the Empire, in that
they have units that can heal their comrades, as well as some VERY reasonable
up-front fighters, and powerful mages.
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NOTE : Your Capital City is just inside the north-eastern corner of the map.
==============================================================================
As you are venturing around ...
An Oracle comments that she was overtaken by a vision at dawn that day - a
vision where she walked amongst fields of fallen soldiers - Elves, Humans and
Dwarves - where a fortress loomed over the battlefield, shrouded in fog. She
says that behind her, another army approached, but that they were ALSO dead.
Illumielle asks how this can be, as the Elves have not heard from Gallean in
YEARS.
Tora'ach says that perhaps this WITCH has indulged in too much drink, for
Gallean no longer concerns himself with the Mortal World.
The Oracle doesn't quite know how to respond, but she stammers "I sensed the
presence of two messengers ... one standing behind the other. The first
warned me of a division within our people, one eating out strength from inside.
The other figure, concealed by the fog, told me we must begin to reclaim our
forests ... that our people will perish should we continue our ways of
isolation. He said intruders are planning an invasioin, far west of here ...
he urged us to arms."
Illumielle is overjoyed, as she sees this as a sure Omen from Gallean. She
says you must move immediately to equip your forces and move upon your enemies.
She tells the Oracle to get some rest, for she is divinely favoured. She
bets that the Elves will need her gift again before this is done.
Tora'ach responds FAVOURABLY to Illumielle's call to arms, saying that he will
notify the inhabitants of the woods that they are needed AT ONCE.
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NEW OBJECTIVE : Conquer the Invader City, Hemwyk Court.
==============================================================================
Queen Illumielle says that you should seek aid from the Elves guarding
Lachla'an's Tomb to the South ... she says that they blame you for his death,
but that surely we are all still serving the same God ? She feels certain
that some of them will want to be a part of your march ...
Tora'ach queries why their help should be sought ... he says that they spend
their lives mourning the death of a mere magician, and that Lachla'an was not
worthy of worship.
Illumielle tells him to shut it, saying that he wasn't even there so wtf would
he know. There is NO question that Lachla'an was Gallean's son, and that what
Mortis did to him was unSPEAKABLE.
Fyrwenn calls for Illumielle to remain at the Capital, saying that she would
be honoured to go in her stead, and that the Elves could not stand to risk
losing another Queen.
Illumielle consents to Fyrwenn (Illumielle's cousin as it happens), to go in
her stead ... and requests that Tora'ach listens to her guidance, and RETURNS
her to Illumielle when the conflict is over.
Tora'ach slimily says that he would GLADLY take an arrow through his heart
before allowing any relation of the Elven RULER to be harmed.
==============================================================================
If you venture south of your Capital City, Tora'ach will comment that the
graves of your ancestors have been LOOTED !! This is the straw that broke
the camel's back for Tora'ach, who says that THIS is what happens when your
leaders spent more time plotting treaties instead of protecting their lands,
and that it will NEVER happen again.
Illumielle accuses him of contemplating treason, and adds that she TOO is
concerned, as Mortis and her armies rarely bother with Elven dead ... she
says that as a precaution, the Elves will post Sentinels at all their grave
sites, to ensure that this does not happen again.
As you approach the Goblin Outpost (well ... just north of it to be precise),
a Scout confirms that the area emanates with power ... which I think should
actually be RADIATES power, but nevermind. He says that you can smell BLOOD
on the air ...
An Oracle responds, confirming that she can hear howling, but that it does
not come from a wolf ... she says (see if YOU can guess what it is from this
VIVID description, mmmmmk ?) :-
1) It is one of Mortis' Beasts;
2) It HUNTS here;
3) You will not be able to slay it with ordinary weapons.
Yep ! THAT'S RIGHT kids ... it's a Werewolf.
If you despatch him and venture further south to the Goblin Outpost, Fyrwenn
advises your troops that, whilst many of them may well have never travelled
this far from Hearth's Grove, it is the Will of Gallean that you now do so.
She assures you that he will protect you, but that you must remain cautious,
for these lands are INFESTED with Orcs.
Your leader confirms that the Orcs slew the human population of the area some
time ago, but confirms that they will soon lose their dominion over these
woods ... 'coz we're gonna kick their green lil tushies !! :)
As you approach the City of Umlugh, an Orc calls to his brethren to bring
forth the Cyclops (as he has seen your approach). Just to the north-west of
the City, a Cyclops appears from the Mountains. One of your Oracles says ...
WTF !?!?! ... basically ... as it looks like they have been torturing the
poor brute :(
Once the Cyclops AND the City have fallen, Tora'ach says that it is strange
to see that humans are present there as slaves. He thinks it odd that the
beasts didn't eat them all, but he says it DOES look like a few of them have
been nibbled on.
He calls for swift deaths for the lot of them.
Needless to say, Fyrwenn stays his hand, saying that you formerly held an
Alliance with the Empire, and that the humans are to be IMMEDIATELY released
as a gesture of goodwill and in recognition of that which you owe the Empire.
Tora'ach grumbles, saying that they'll just make a mess in the forests, so how
does it BENEFIT the Elves ?
Fyrwenn is having NONE of that though, and just tells him to DO IT NOW !!!!!!
One of your Wardens arranges for the immediate release of the prisoners, who
then appear outside the city and leg it westwards.
The City of Umlugh contains a Life Potion and a Potion of Healing.
If you venture southwards from your present location (south-west to be
precise), you will come upon the Undead Hordes' Capital City ... which, when
approached, causes Tora'ach to say with shock that his vision was correct,
and that they must be planning an invasion !! =O
The Oracle's response is puzzling ... she says that you're wrong ... then she
says that you're right ... but that Gallean isn't interested in the Undead ...
That he craves something further to the NORTH, and that you should go there.
Tora'ach vows that you will have to come and cull their numbers at SOME point,
lest they increase ...
It you pop over to the south-east of the map, then four units of Elves will
materialise and block your path into Lachla'an's Graveyard, saying that your
army is not welcome in what is a place of mourning.
Tora'ach says that Gallean has sent you to enlist whatever Elves they can
spare for use in the forthcoming battles.
The Elf Lord responds, saying that you're talking rubbish, as Gallean is no
longer speaking with the Elves, and that if Gallean DOES favour you as you so
BRAZENLY claim, he might allow you to visit Lachla'an's original grave to the
north.
Then he (the Elf Lord) says "Perhaps our mighty god will allow you to bring
back our avatar's body to seal away in his tomb. More likely, though, you'll
feed the spiders that guard the "nest". Leave. You'll find us far less
hospitable than the spiders."
Tora'ach voices his desire to slay these ... traitors ...
To the west of your present location lies the City of Luguss (which contains
two healing potions for your pleasure).
If you approach the Spider's Pit to the north of Luguss, your Oracle comments
that whilst she had thought it to be a simple spider's nest, the spiders are
actually WEAKER at the nest than elsewhere ... it is as though they are
drawn to some force in the pit that is sapping their life force.
Once you reach the pit, Tora'ach says that he can see a bundle at the bottom,
which he assumes to be the remains that the Elf Lord is looking for, but that
he is suddenly dramatically weakened, and cannot pick it up !!
Fyrwenn chortles at him and says to let HER do it (a woman's touch and all
that), but ... omigod ! She can't do it either !! *look of mock shock* ;)
The ORACLE, however, is able to reach it first time, without a problem !!
You gain Lachla'an's Body.
You may return this body to the Elf Lord in the south-east, and he will praise
your efforts and allow you to take the body to the tomb beneath the windmill.
All four of the Elven units that blocked your path will disappear as quickly
as they originally Appeared, and you may enter Lachla'an's Tomb ...
Once you have despatched the enemies therein, three ... yep ! Count 'em !
THREE Undead Units appear in the Graveyard - they are :-
1) Doomdrake (1)
2) Necromancer (1), Fighter (1)
3) Tifhas (Lich Queen - 1), 2 Zombies (2/2), Specter (2).
As you are contemplating how the f'in hell you're gonna get out of this one,
Pheanos (a level 1 Guardian) and 3 level 1 Centaur Lancers appear just
OUTSIDE the Graveyard, to assist you ...
As you work your way to the west - i.e. west from Umlugh, then north towards
the City of Hemwyk Court, your Oracle tells you that you are approaching the
City she dreamed off, and that you should prepare for battle !
As you encounter the first unit blocking your path (3 Peasants), they bid you
WELCOME to Hemwyk Court, and ask what you are doing there (very politely I
might add), saying that they have not seen your kind in MANY years ...
Your leader is understandably perplexed, as this appears to be a Human City,
and you have no call to fight with them ...
The Oracle Elf FWEEKS and screams at you to slay them ALL ... IMMEDIATELY !!
Tora'ach signifies his desire to comply.
The Peasants are understandably bricking it at this point ... and you are
rushed forward into combat !!
Now ... because I felt sorry for these peasants, I fell back.
UNFORTUNATELY, however, it would appear that the ONLY way to advance is
THROUGH these bloody Peasants, so you're going to have to kill them ... sorry
lads ... =./
Once you have assailed and taken Hemwyk Court, an Imperial Knight accuses
you of treachery, to which the Oracle has no response.
Fyrwenn calls on the Oracle to explain herself, saying that this certainly
does NOT feel like the Will of Gallean.
The Oracle says that it is DEFINITELY Gallean's Will ... but that Gallean is
contradicting himself in the vibes he is sending her, and that his thoughts
are ... rather erratic ...
Tell THAT to the City I just SACKED you STUPID MOO !! =O
The Oracle continues, telling you that both of Gallean's voices spoke as one,
urging you to go to battle ... she says THAT is why she shouted (or rather,
why he shouted THROUGH her), earlier ...
Fyrwenn confirms that there WILL be repercussions when the Empire learns what
has transpired here, and that whilst she is sure Gallean has his reasons,
they will need to be uncovered SOON if you are to avoid war.
CONGRATULATIONS !! You have completed the First Level
==============================================================================
OPPONENTS Undead Hordes
CITIES
NEUTRAL CITIES
Name Inhabitants
Umlugh 2 Goblins (1/1), Goblin Elder (1)
Luguss 2 Goblin Archers (1/1), Goblin (1), Orc Champion (1)
Hemwyk Court 2 Marksmen (2/2), 2 Spearmen (1/1), Cleric (2),
Imperial Knight (3)
BUILDINGS
Name Inhabitants Gain anything from taking it?
Fallen Shrine
of Gallean 2 Fighters (1/1),
Ghost (1), Initiate (1) 110 Gp, Healing Ointment
Ruins of Le'essnir Fighter (1), Templar (2),
Initiate (1) 135 Gp, Orb of Weakening
Gurthug Troll (1) 235 Gp, Banner of Striking
Lachla'an's Tomb Dark Lord (3) 2 Initiates (1) 200 Gp, Lute of Charming
EVENTS
Event Notes
FETCH !! A zombie plays fetch in the fields outside your Capital City.
ROBBERS !! Filfy feefs have stolen your corpses.
FIND HEEEEEEM !! Retrieve Lachla'an's Body
STORM THE CITY !! Storm the City of Hemwyk Court IN THE NAME OF GALLEAN. Grr.
ITEMS LYING ON THE GROUND
Summon Skeleton Scroll, Silver Ring, Tome of Arcanum, Chronos Scroll, Gold
Ring, Potion of Healing, Potion of Strength, 2 x Potions of Restoration,
2 x Life Potions, Talisman of Frost, Boots of Speed, Strength Scroll, Holy
Strength Scroll.
ITEMS RETRIEVED FROM ENEMIES (COULD HAVE BEEN ON THE GROUND ORIGINALLY)
None.
SHOPS
Name Sells
Goblin Outpost (Merchant) Potion of Restoration x 3, Life Potion x 2,
Potion of Protection x 1, Potion of Vigor x 1,
Goblin Orb x 1, Potion of Celerity x 1
Vogren's Tower (Magic Shop) Vither's Might (200 Gp), Ice Shield (200 Gp),
Celerity (200 Gp), Lightning (200 Gp), Weakness
(200 Gp), Menta Minoris (200 Gp)
ENDING
Tora'ach returned Fyrwenn home as promised, but each hesitated when Illumielle
asked them what had transpired. To the Queen, it would certainly seem like
baseless murder, but she was not there ... she did not hear Gallean's voice
emanating from his Oracle. Surprisingly, the savage and noble Elves had come
together as a flawless force when following the Orders of their God.
==============================================================================
2) The Hunt
BRIEFING AND COMMENTS
Despite following Gallean's Will, the Elves were MORTIFIED at what had
transpired. The Noble Council met to discuss their options and, after much
deliberation, it was decided that a Warden be sent to place the Oracle under
arrest her until she could stand trial in her own defence.
However, the Oracle was now under the protection of the Savage Elves, who
had listened to her counsel, and regarded her as a voice of change, and
SURELY Gallean's new voice on Nevendaar. There would be a MAJOR incident if
Illumielle's forces tried to take the Oracle from them.
The Noble Elves were invited to the thick of the forest to meet, unarmed, with
the rest of the Elven People. As tempers flared, the Oracle stepped forward
with a NEW message from Gallean - that the Elves should seek out the Empire,
far from their forest kingdom. This time, however, there was no questioning
the Oracle's voracity, as each of her eyes reflected a glowing figure - one
glowing, and one in shadow.
Your objective on this second level is to make contact with the Empire ...
which SHOULDN'T be too difficult, as I'm sure after you slaughtered the
people of Hemwyk Court, THEY will be looking for YOU, non ?
==============================================================================
YOUR CAPITAL CITY IS IN THE SOUTHWESTERNMOST CORNER OF THE MAP
==============================================================================
==============================================================================
HINT: There are a LOT of Air Elementals on the map - Air Elementals are
IMMUNE to Air Magic, so if I were you I would take this into consideration
when deciding what units to put in your parties - ESPECIALLY spellcasters.
==============================================================================
At the start of the level, an Empire Ranger approaches your Capital City.
Tora'ach calls on the Scout that spotted him to shoot him, to which the
Scout replies "apparently someone already has ..."
Wells, the Ranger in question, calls on the Elves to lower their bows,
saying that he has no desire to fight them ...
Tora'ach demands to know why he has ventured this deep into the forest, as
he must surely understand the dangers of approaching the Elven lands in this
fashion ?
Wells says that he has been asked by his King to invite your Elven
Ambassadors to a Council, as recent events appear to have been confusing the
Empire. Wells says that he himself is a man of the forest, and has no time
for politics, so if you will just follow him, that will be great.
Tora'ach says "fair enough, but why should we bother ? And why do you have
arrows stuck in your back ?"
Fair questions I'd say ...
Wells says that perhaps the Empire and the Elves CAN have peace, but that is
not his concern - Demons are hiding in the woods, and THEY are responsible
for the pain and suffering he has experienced on his journey to find you here.
Wells says that he will set up his own camp, and tend his wounds there. He
says that he does not have sufficient resources to STAY, however, so you have
but two nights to make your decision.
If you DON'T approach Wells by the beginning of the second turn, one of your
Scouts says that he's still outside, and is being very patient ... Fyrwenn
says that he APPEARS to be an honest man ... perhaps a ... holy ? Man ? HA
HAHAHAHAHAHA sorry ... little joke there ... *sigh*. She says that she thinks
it would be a good idea to send representatives with him, and that Gallean
may indeed wish for you to avoid a war.
The Oracle responds, saying that she has heard nothing from Gallean ... just
weeping followed by laughter, so she isn't sure what he is thinking ... she is
starting to wonder whether he might have actually gone mad after all ... =./
Tora'ach, in his WEALTH of wisdom, attributes this to the Elves returning to
their roots - i.e. they ARE wild by their nature ... wild creatures of the
forests. He says that if anything, Gallean is becoming SANE, and that it is
surely a sign that they are to slay the HUMANS ... Hmmmmmmmmmmmm ... MAYBE NOT.
Illumielle kicks in to say that Tora'ach is PARTIALLY right in that Gallean's
intentions should not be questioned, but that the humans should NOT be harmed.
She wonders whether it is all a part of some divine plan ...
Tora'ach reminds Illumielle that if she wishes this human slain, you have only
got 24 hours left before he buggers off ...
At the start of the THIRD turn, Fyrwenn says to Wells (who I was hoping would
just LEAVE if I ignored him long enough) that you will follow him to his
camp, but that any trickery will result in him becoming even HOLIER than he
already is ... hehe
Wells says that you have made a wise decision. Wells then switches allegiances
so that you can control him.
DAMN. That means we're going to have to find our own route there !! :(
I can tell you that your destinations are twofold :-
1) The City of Orbuk, which Wells wants you to visit, but which you don't
NEED to visit - this is due east of your Capital City; and
2) Wells' Camp - this is due east of the City of Icheilm, which is in the
northwesternmost corner of the map.
==============================================================================
NOTE: Wells' Camp is NOT in the northeasternmost corner of the map - THAT area
is occupied by the Legions' Capital City ;)
==============================================================================
Wells says that if you plan on travelling near the City of Orbuk, he should
scout ahead, as he'd like to take the arrows in his back and shove them up the
bums of the people that live there (that's where they came from) ;)
For your information, Wells' stats are as follows :-
==============================================================================
HP AR IMM WARD ATT % HIT DAM SRC INIT REA TAR
Wells 110 0 - - Falcon Arrow 82 50 Wea 60 Any 1
==============================================================================
Wells has a leadership skill of 3, and is level 3.
If you venture north of your Capital City, you will find the Lizard Man-
occupied City of Mesinisth. It contains a life potion and a silver ring.
Illumielle asks the Oracle what her NAME is, to which the Oracle responds "my
name is Millu". MILLU, for those of you that have played the Guardians of
the Light Saga, is the Elven Oracle that visited Emry of Abrissel in the first
level of the Empire Saga ;)
Millu says that she no longer feels as she once did, and that she is now a mere
arrow, shot to deliver a greater message.
Illumielle assures her that she is of greater value to the Elves than that,
and that whilst they may have doubted her in the past, there isn't an Elf alive
now that would refuse to stand behind her. Millu is the Elves' blessing,
regardless of their confusion (wtf ?).
Millu prays that her mind is clear enough to comprehend the Will of Gallean.
If you venture east of your Capital City and reach the City of Orbuk, WITHOUT
Wells, you are ambushed by Legions' troops. Nothing MAJOR ... it's just :-
Possessed (1), Berzerker (1), 2 Cultists (1/1), Witch (2)
Once they have been despatched, one of your troops tells you that SURELY Wells
would have spotted them, had he been there ?
Now ... if you had ventured towards the City with Wells like he'd suggested ?
Wells would, in his approach to the city, have called for those lying in wait
to show themselves ... a Berzerker responds and flees the scene, thus AVOIDING
the confrontation in the first place ;)
There is a Talisman of Venom in the City, for your troubles ... :)
If you venture north of this city, and then west past Vembria, you will have
a Menta Potens Spell cast upon you, to which your Scout cries out that there
are TRAPS still in these woods ...
If you venture past the Shamaness and the Trapper (both NEW Characters for
this game), you will come upon the City of Icheilm, which contains a Staff
of Necromancy. You are now in the northwesternmost corner of the map.
As you approach the northeasternmost corner of the map, Wells (wherever he
is at this point) will come running up to tell you that you are drawing near,
and that his people will undoubtedly be edgy, so you should be carefu....
One of your Bandits lashes out at him, saying that he is delivering you to
your deaths (wtf ?), and kills Wells outright.
Fellwyn has the Bandit cuffed and gimped before he can say soz, for he may
have just started a full-scale WAR. One of her Wardens complies.
As you venture further east towards the humans that have MOST likely just
seen you slit Wells' throat, your leader BOLDLY strides forth to tell them
that you mean them NO harm ... haaaaaaahahahaha yeah RIGHT.
Feinns, a Pegasus Knight, tells you to send Wells forth so that negotiations
can begin.
DAMN ! If only I'd learned that SUMMON SKELETON spell ... lmao.
Your leader very SKILLFULLY says "Wells is no longer with us. Those
responsible have been dealt with, I assure you."
Willdren (an Archmage) screams out that you have SLAIN Wells, along with
every OTHER Messenger the Empire has sent to you ...
Memrick (a Ranger) says that King Emry must be alerted of this at ONCE.
Tora'ach calls on your Elven warriors to stop this Empire trio before they
can get away.
==============================================================================
NEW OBJECTIVE : Kill the Empire Messengers before they can deliver their
message
==============================================================================
So ! You have THREE Empire Units to slay now, in order to complete this level.
They are :-
1) Feinns (Pegasus Knight - 4), Inquisitor (3), Wizard (3), Matriarch (3),
Imperial Assassin (3)
2) Willdren (Archmage - 4), 2 Imperial Knights (3/3), Imperial Assassin (3)
3) Memrick (Ranger - 4), Elementalist (3), 2 Imperial Assassins (3/3)
Once all three units are slain, Memrick cries out that it will do you little
good, as Emry WILL see you PAY for what you have done.
Tora'ach does not seem overly bothered by his cries, and the Oracle now calls
for the Elves to continue to march to the Human Camp, as originally planned,
in the absence of further instructions from Gallean.
Fyrwenn is worried, saying that the whirlwind has already started, and that
if you simply fall back, the Empire is SURE to try and invade your lands for
what has happened here today. Fyrwenn hopes that talks may still yield
results.
Fingers crossed eh !!
CONGRATULATIONS !! YOU HAVE COMPLETED THE SECOND LEVEL !!! :)
==============================================================================
OPPONENTS Legions of the Damned
CITIES
NEUTRAL CITIES
Name Inhabitants
Mesinisth Lizard Man (1), Medusa (1), [Lizard Man (1)]
Orbuk 2 Goblin Archers (1/1), Goblin (1), Orc (1), [Goblin (1),
Goblin Elder (1)]
Gussen 2 Man at Arms (1/1), Peasant (1), [2 Peasants (1/1)]
Icheilm Shamaness (1), Barbarian Warrior (1), [Barbarian
Chieftain (1)]
BUILDINGS
Name Inhabitants Gain anything from taking it ?
Crimselle Brown Bear (1) 183 Gp, Banner of Speed
Ruins of Hrygall 2 Dark Lords (3/3),
Specter (2) 164 Gp, Dwarven Bracer
Farmhouse Giant Spider (1) 254 Gp, Runestone
Crumbled Museum Elementalist (3),
2 Air Elementals (1/1) 120 Gp, Tome of Earth
EVENTS
Event Notes
Who are YOU ?? Wells appears, full of holes and looking for you.
To the City !! You storm the City of Orbuk, seeking retribution for Wells.
CRASH 'N BURN !! One of your Bandits KILLS Wells !!!!!!!!! =O
STOP THEEEEEM !! You have to stop the Empire Messengers from getting away.
ITEMS LYING ON THE GROUND
Orb of Restoration, Iron Skin Potion, Weakness Scroll, Sapphire, 2 x Life
Potions, Orb of Earth, Healing Ointment, Potion of Protection, Diamond,
Quicksilver Potion, Potion of Restoration, Infernal Knight Orb, Damage Ward
Scroll, Potion of Healing.
ITEMS RETRIEVED FROM ENEMIES (COULD HAVE BEEN ON THE GROUND ORIGINALLY)
2 x Potions of Healing, Life Potion, Potion of Restoration.
SHOPS
Name Sells
Twinbirch's Shop (Merchant) Life Potion x 4, Potion of Protection x 2,
Treebark Potion x 1, Potion of Healing x 2,
Imp Orb x 1, Scroll of Water Warding x 1,
Potion of Restoration x 2
Pentumbria (Magic Shop) Air Wars (180 Gp), Chain Lightning (810 Gp),
Summon Roc (180 Gp), Tempest (540 Gp), Ice
Storm (180 Gp), Blizzard (180 Gp)
Methik's Wares (Merchant) Life Potion x 4, Healing Ointment x 2, Potion
of Fire Warding x 1, Squire Talisman x 1,
Potion of Restoration x 2
Vembria (Magic Shop) True Sight (360 Gp), Mind Ward (540 Gp),
Menta Minoris (180 Gp), Chronos (360 Gp),
Paraseus (540 Gp), Confusion (360 Gp)
Thug Outpost (Mercenary Camp) Master Thug (Level 1 - 216 Gp),
Thug (Level 1 - 36 Gp)
ENDING
Regrettably, war was now inevitable. The Elves hoped for some miracle that
would help them avoid the impending bloodshed, but it was miracles themselves
that had led them this far !!
The Oracle's visions clouded in crimson, swords were being sharpened instead
of pens being put to paper to sign treaties. A thousand bows were strung, for
such was the Will of Gallean.
==============================================================================
3) Conquest of Thelena
BRIEFING AND COMMENTS
The Elves continued en route to the rim around the great crater of Thelena.
Some were eager for the conflict on the horizon - others tentatively inched
toward it.
Fyrwenn and the Noble Elves met to discuss peace proposals, in the hopes that
even though there WAS no justification for the attacks on the Empire by some
of the Elves' Forces, it might yet be possible to salvage the situation.
Knowing that the Empire would not be impressed to learn that its troops had
been falling in the name of Gallean's Will, Fyrwenn decided to travel IN PERSON
to Thelena to discuss peace. The Savage Elves laughed at her, saying that it
was obviously Gallean's Will that things should have turned out this way, and
that their time would be better spent planning combat strategies rather than
still even CONTEMPLATING peace with the Empire.
As the Empire bore down on the Elves, everyone knew that they would have to
move quickly to avoid MUCH unnecessary bloodshed.
Your objective on this THIRD level is to resolve the conflict in Thelena.
As the level opens, Serphis (a Forest Elf) runs up to your Capital, saying
that your troops are ready and awaiting your further instructions. He says
that they have been supplied with potions and scrolls
Altogether now ... Oooooooooooooooooooooooooh !!
Fyrwenn thanks him, and says that they are to be kept out of view whilst the
Elven Negotiator is sent to discuss terms. If the Humans can be reasoned with,
there may yet be no need for further loss of life on either side.
Fyrwenn then calls on Serphis to aid herself and Tora'ach with tactical
manoeuvres. Serphis signals his compliance, and Fyrwenn then asks where
Tora'ach has gone, to which Serphis confirms that, in accordance with Fyrwenn's
instructions, Tora'ach has left the Capital to set up his troops in covert
locations.
Fyrwenn is shocked, saying that she never told him to do such a thing, but that
it is now too late to worry about it.
Looks like a set up dunnit =(
Fyrwenn and Serphis then re-enter the Capital and you get a ...
==============================================================================
NEW OBJECTIVE : Bring a group to meet with the Empire's forces.
==============================================================================
Now ...... I don't mind telling you that this map is TINY. It's EASILY the
smallest of any of the levels I've played on any of the Disciples 2 games ...
All you need to do to meet the BILLIONS and BILLIONS of Empire Troops that
are lying in wait for you is to venture due north-west of your Capital City.
You will find them very soon ;)
Your leader approaches the Empire Armies, saying before blood is spilled on
these lands, that you be allowed a moment to speak ...
Bordabas - a Defender of the Faith - says you may speak, but you must do it
from where you stand, and that if it is forgiveness that you have come to
seek, you will find them fresh out ...
Fyrwenn then teleports into the fray to deliver a message. She says :-
"Forgiveness ... no ... we cannot expect that. The rash behaviour of some
of my people has brought us to the brink of war. However, I am sure we would
both prefer to resolve this without adding to our losses. It is for you to
decide ... what must be done to repair the wounds between our people. We will
try to make amends."
Borbadas responds by saying that he did not expect this ... he is just a
soldier, and as such is not skilled in dealing in treaties. He says, however,
that he IS eager to return his men to their families, and that he will require
time to assess your proposals.
Atlasien (an Imperial Assassin) runs forth to say that he'll be content when
the Empire receive 2 ELVEN heads for every Empire Warrior's head that has been
lost in the conflict so far.
Borbadas gives him a verbal smackdown, and says that you should, as a gesture
of goodwill, leave these lands, and take your troops back to your grove whilst
the Empire Armies deliver your message back to Emry of Abrissel.
And then ... just when it looked like the tide was about to be turned in your
favour ? TORA'ACH ... GIMP of the Stars, screams out :-
"I've had about enough of this arrogant yapping! No Elves will follow any
order of yours; the only message your pathetic king will receive will be the
one carved into your carcasses! Now, brothers! SUMMON FORTH TAIRENN GULL!"
Fyrwenn screams at Tora'ach, but it is too late.
Tora'ach's troops reveal themselves, cast a few Avalanche spells and then a
Fire Dragon appears and wipes out LOADS of the Empire's troops.
In desperation, Fyrwenn calls for Serphis to release all units from the Capital
to deal with the remaining Empire forces, as they will most DEFINITELY not
be wanting peace with the Elves any time soon ... therefore they MUST be slain
before reinforcements arrive. She also needs somebody to slay the dragon, and
says that SHE will deal with Tora'ach PERSONALLY.
==============================================================================
NEW OBJECTIVE : Destroy Tairenn Gull.
==============================================================================
==============================================================================
NEW OBJECTIVE : Destroy all Empire Generals before reinforcements arrive.
==============================================================================
Fyrwenn asks Tora'ach what the HELL he thought he was doing calling up
Tairenn Gull like that ... there's NO way to control the beast, and now they
are all ARGUABLY doomed !!!!!
Tora'ach says that he doesn't understand, and Fyrwenn is having NONE of that.
She says that the Elves have just made themselves 100% SURE of never becoming
allied with the Empire, and reinforcements are SURELY en route. She says that
IF the Elves survive this day, she will PERSONALLY escort him to Hearth's Grove
to answer trial for all that he has done ...
Hokay ... YOUR armies are as follows :-
1) The Leader you carried across with you from the second level;
2) Amaenyl (Guardian - 7), 2 Hunters (2/2), 2 Centaur Striders (2/2);
Amaenyl carries 2 Potions of Healing.
3) Thorne (Forest Liege-5), 2 Centaur Striders (2/2), Hunter (2), Oracle (2);
Thorne carries 2 Potions of Healing and a Potion of Fire Warding.
4) Calliea (Dryad - 3), Oracle (2), Centaur Charger (2), Centaur Lancer (1),
Centaur Strider (2);
Calliea carries 2 Potions of Healing and a Potion of Fire Warding.
5) Threley (Dryad - 3), Oracle (2), Centaur Charger (2), Scout (1)
Threley carries 3 Healing Scrolls, 2 Swift Scrolls and a Potion of
Fire Warding.
6) Thistle (Dryad - 3), Centaur Charger (2), Channeler (2), Scout (1)
2 Summon Ent Scrolls, 3 Bramble Scrolls and a Potion of Fire Warding.
7) Elmineal (Guardian - 5), 2 Centaur Chargers (2/2), Centaur Strider (2)
... and the EMPIRE forces, CLOCKWISE from Tairenn Gull are as follows :-
1) Godefroy (Ranger - 6), Squire (1), 2 Marksmen (2/2)
2) Atlasien (Imperial Assassin - 1), 2 Squires (1/1), Mage (2), Priest (2)
3) Clovis (Archmage - 5), Knight (2), Inquisitor (3), Marksman (2)
4) Perdarus (Pegasus Knight - 6), Knight (2), Marksman (2), Priest (2)
5) Lothaire (Ranger - 6), 2 Knights (2/2), Cleric (2)
As you venture clockwise, an Empire Guard cries out that you have arrived,
causing the Peasant "Daniel Le Gran" to appears in the very south-western
corner of the map.
6) Gerildain (Ranger - 6), Knight (2), Imperial Knight (3), Marksman (2)
7) Merlot (Archmage - 6), Grand Inquisitor (4), Mage (2), Apprentice (1)
8) Wizard (5), Imperial Assassin (3), Marksman (2), 2 Imperial Knights (3/3)
After this unit has fallen, one of your scouts (who appears NAMELESS) advises
you that one of the Generals has fallen, and that there appear to be a total
of TWO camps in this area, and ONE Human City. Serphis confirms that all the
generals MUST be slain BEFORE reinforcements arrive, and that their own city
may be used in fortifying your defence arrangements.
9) Wizard (3), Priest (2), Apprentice (1), Witch Hunter (2), Spearman (6),
Inquisitor (3)
10) Tuedon (Pegasus Knight - 3), Witch Hunter (2), Archer (1), Cleric (2)
11) Isuel (Archangel - 3), Witch Hunter (2), Mage (2)
12) Ferish (Ranger - 2), 2 Witch Hunters (2/2), Marksman (2), Priest (2)
13) Winfrid (Archmage - 2), Inquisitor (3), Apprentice (1), Priest (2)
As you venture up to 12 o'clock, a Squire spots you and calls his brethren to
arms. This summons the Peasant "Ethan the Terrible" to the southwesternmost
corner of the map (what the HELL is going on here !?!?!)
14) Korbust (Pegasus Knight - 5), Knight (2), Witch Hunter (2), Mage (2),
Cleric (2)
15) Alees (Archangel - 3), 2 Witch Hunters (2/2), Apprentice (1)
16) Ardobert (Ranger - 4), 2 Marksmen (2/2), Squire (1)
17) White Wizard (2), Grand Inquisitor (4), 2 Inquisitors (3/3), Imperial
Assassin (3), Matriarch (3)
After this unit has fallen, another of your nameless scouts tells you that
the General leading the City's Defences has fallen.
18) Ralphious (Archmage - 4), Knight (2), Inquisitor (3), Wizard (3),
Cleric (2)
19) Rollon (Archmage - 3), Squire (1), Witch Hunter (2), Cleric (2)
20) Renard (Ranger - 3), Witch Hunter (2), Matriarch (3), Archer (1)
21) Isuel (Archangel - 5), Imperial Knight (3), Squire (1), Cleric (2)
North Keep is defenceless (or at least it was when I came upon it).
22) Master Thug (4), Knight (2), Squire (1), Wizard (3)
23) Spearman (4), 2 Squires (1/1), Marksman (2), Cleric (2)
As you make your way towards 3 o'clock, the Peasant named "Julien of the Bog"
appears with the other two in the southwesternmost corner of the map. As
there is now no more space for peasants to materialise in that area, I am not
entirely sure what the HECK is going to happen ????? :)
24) Tertisan (Archmage - 4), 2 Inquisitors (3/3), 2 Priests (2/2)
25) Konrad (Archmage - 4), Witch Hunter (2), Squire (1), Mage (2), Cleric (2)
26) Dranden (Ranger - 5), Squire (1), Witch Hunter (2), Matriarch (3),
Archer (1)
27) Leianne (Archangel - 7), Witch Hunter (2), Mage (2)
28) Spearman (3), Witch Hunter (2), Marksman (2), Cleric (2)
29) Guilbert (Pegasus Knight - 3), Knight (2), Cleric (2), Marksman (2)
30) Alix (Archangel - 4), Witch Hunter (2), Matriarch (3)
31) Gunther (Pegasus Knight - 4), Inquisitor (3), Witch Hunter (2),
Matriarch (3), Priest (2)
32) Sardas (Imperial Assassin - 5), 2 Inquisitors (3/3), 2 Matriarchs (3/3),
Wizard (3)
Once Sardas has fallen, your nameless Scout once again pops up to say "the
General from the second Empire camp has fallen"
Serphis is satisfied that this will help fortify your presence in the area.
Once all three Empire Generals have been slain, your leader will show his/her
face to confirm that the Empire troops are fleeing the field like cowards.
Serphis calls your troops back to the Capital, where a garrison shall be
prepared to deal with human reinforcements.
Fyrwenn confirms that she is going to return to Hearth's Grove to discuss the
events of the day with the Council, and PARTICULARLY Tora'ach's behaviour.
She appoints Serphis COMMANDER of the Thelenan Army until she returns. She
says that as Tora'ach's LOSERS will not follow you, she has selected one of
their numbers as your liaison. Geintel has been assigned to watch over the
Savage Elves, and much is yet to be done to ensure a firm grasp on the area.
Now then ... IF you kill all three Generals you DON'T actually need to kill
Tairenn Gull - you will automatically complete the level. IF, however, you
DIDN'T slay the third General and instead moved PAST him to attack Tairenn
Gull you can NOT ONLY pick up the RATHER special Rusted Shackles, which
enable your leader to immediately withdraw from combat, but you can also
get to fight ... THE BEAST ... in the RED corner ... TAIRONNNNNNNNNNN "THE
KILLER" GUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUULLLLLLLLLLLLLLLLLLLLLLLLLLLLLL ...
FOR your viewing pleasure/convenience, here are "THE KILLER"'s Stats :-
==============================================================================
HP AR IMM WARD ATT % HIT DAM SRC INIT REA TAR
Taironn Gull 1152 10 Fire - Fire Breath 75 125 Fire 40 Any 6
==============================================================================
Before you can fight Taironn Gull you should despatch the following units :-
33) Nigel (Pegasus Knight - 5), 2 Witch Hunters (2/2), Matriarch (3)
34) Geldwin (Archmage - 6), 2 Witch Hunter (2/2)
Once Taironn Gull has fallen, Fyrwenn LAMBASTS Tora'ach for his death, saying
that he was an honourable creature, who's death was WASTEFUL.
==============================================================================
OPPONENTS The Empire
CITIES
NEUTRAL (EMPIRE) CITIES
Name Inhabitants
North Keep -
BUILDINGS
Name Inhabitants Gain anything from taking it ?
Unshank 2 Witch Hunters (2/2), Squire
(1), Cleric (2), Priest (2),
Wizard (3) Titan's Might Potion
EVENTS
Event Notes
We're HEEEERE You propose your peace alliance with the Empire
SHIT !! Tairenn Gull has been awoken and CRASHES the PARTY !!
ITEMS LYING ON THE GROUND
8 x Potions of Healing, Potion of Protection, 2 x Life Potions, Talisman of
Life, Potion of Restoration, Zombie Orb.
ITEMS RETRIEVED FROM ENEMIES (COULD HAVE BEEN ON THE GROUND ORIGINALLY)
10 x Life Potions, 8 x Potions of Healing, 3 x Lightning Scrolls, Summon Living
Armour Scroll, Tome of Air, Potion of Restoration, Strength Scroll, Chain
Lightning Scroll, 2 x Ice Pillar Scrolls, Vithar's Might Scroll, Orb of Fire,
Banner of Battle, Rusted Shackles, Summon Golem Scroll, Holy Armour Scroll.
SHOPS
Name Sells
None !!!!!
Ending
Thelena had fallen to the Elves. As they moved their troops into defensive
locations, the Empire army grew closer by the day. Serphis was determined to
prove his value to his people, his Queen, and ESPECIALLY to his God. He would
stand side by side with Geintel and his Savage Elves no matter WHAT number of
men challenged the occupation. However, new orders would soon arrive through
their humble Oracle ...
==============================================================================
4) Korbach's Fort
BRIEFING AND COMMENTS
Thelena soon became a staging point for the Elven progression into Empire
lands. Just ahead lay the route to Falhen Heim, the ancient land that the
Elves had lost soooooo long ago to the Mountain Clans.
As anticipated the Elven occupation was short-lived, for the Circle of Thelena
had become a bustling grove where many Elven Warriors, both Noble and Savage,
travelled in order to take part in the festivities. Under the ILLUSION of
celebration, Serphis' plans to bring in new recruits whilst awaiting further
instructions from Hearth's Grove were in full flight, and he had embraced
his leadership and served his people well.
Whispers of War returned in time. The Savage Elves began to debate as to
whether to invage Falhen Heim to REtake that which the Dwarves stole from
them, and even among the Noble Elves, the prospect of restoring their honour
drifted into conversations.
EVERYBODY was now waiting for word from ... the Oracle ...
Your opening objective on this new level is simply to await Gallean's Orders.
Geintel asks whether you have to wait ANOTHER year before Gallean arrives, as
he feels that the delay hinders your chances of victory, and he's not best
pleased about that ... Geintel says that EVERYBODY knows the message Gallean
is bringing.
Serphis (who has now matured into an Elf Lord it appears), says that one should
not PRESUME to know the Will of Gallean.
Geintel asks how Serphis has grown so weak, for Gallean would SURELY welcome
vengeance against those that have wounded him so ... the Elves have risen to
POWER in these lands, and your journey will bring you DIRECTLY into the Clans'
lands. He says that Serphis should spend less time BUFFING his armour, and
more time USING it.
Serphis sighs, and says that he MAY be right, but that only a FOOL would
charge in blindly. He says you have enough enemies, and even though your
forces ARE now stronger, you are STILL fragile.
Serphis' dialogue is interrupted by a Centaur Lancer charging to your Capital
from the east, with a message.
The Lancer says that Gallean's Wish (as prophesised by the Oracle) is that
the Elves are to invade the north lands by passing through Korbach's Fort.
The Clans have INFESTED these lands, and the Elves are to RETAKE them without
ANY form of mercy whatsoever.
Serphis confirms that, as this is now OFFICIALLY the Will of Gallean, his
armies will meet it head-on, and with that, he calls for your troops to be
made ready.
The Lancer charges off, and Geintel presents you with an initial report.
It seems that Korbach's Fort is held by Gramel Wolfbane and his brother Golben.
These two are LEGENDARY in the region, and killing them both would present a
GREAT blow to the Dwarves' morale, as the brothers have led them through
innumerate victories.
==============================================================================
NEW OBJECTIVE : Destroy the Wolfbane Brothers
==============================================================================
==============================================================================
NOTE : Your Capital City is in the south-eastern corner of the map
==============================================================================
Just outside your Capital (to the north-east) is Romald and a unit of Dwarven
SCUMBAGS. Once he has been slain, he calls out that he dies knowing that
Nevendaar will soon be PURGED of the plague that is the Elves, and that Golden
will soon be coming for yoooooooohoooooooooooo ...
Grrrrrrrrrr ... a HOLLOW threat, and one NOT very well delivered now that you
have ... NO HEAD ... BWAHAHAHAHAHAAAAAAAAAAAAR.
If you venture along the southern edge of the map to the west, you will come
upon the City of Isha .....
Once the City of Isha has fallen, your leader calls for it to be burned to the
ground, and for none to be left alive ............ which is a bit MEAN really
innit ?????
Peasant Gabs seems to share my point of view ... HE doesn't wanna die ...
Your leader responds by saying that you are merely following the Will of
Gallean, and that ALL life on this mountain is to be purged.
Gabs tries to counter your argument by saying that he and his people are not
Mountain Dwellers - they live at the BASE of the mountain, PLUS they know
a lot about the area, so they might be able to render assistance in the
forthcoming struggles ... there's a mercenary camp in the area, and SURELY it
would not upset Gallean if they offered to SERVE him ??
Your leader acquiesces, but says that this is NOT an act of mercy, and ANY
problems from them and you will burn the LOT of 'em.
If you continue westwards, you will find (in the southwesternmost corner of
the map), Zolik City stands ahead of you. Once it has fallen to your mighty
armies, Peasant Griphit says that the Empire will not stand idly by whilst you
massacre the people of Nevendaar, and that you are no better than Bethrezen's
Beasts.
Your leader counters, saying that you are the VICTIMS in this awful tragedy,
and how DARE he question them so ... your leader says that the Elves have been
REPEATEDLY wronged by the humans and dwarves, and THIS is their retribution.
You are undertaking noble work for a noble God.
An Orb of Water and 2 Potions of Healing are in the City for you.
If you go north-east of Zolik City you will find the City of Ragnaris. Peasant
Triff is unimpressed with your assault, and says that you're too late (for
what ?????), and that the Empire has already sent a group of researchers to
retrieve the sigil from their library ...
... what ... sigil ??
Fortunately your leader appears to be as confused as I am (phew !!)
Triff has nothing further to say (understandable since he's already BLURTED
out half the secrets he shouldn't have) ... hahaha ... wonder if he's ever
considered becoming a BOND villain !! Lol.
If you take the Dargoniel Temple, your leader asks what the Undead were DOING
there, to which Geindall (a Scout) responds, saying that he has investigated
the catacombs beneath the temple and has found it REPLETE with the bodies of
Humans, Dwarves AND Elves ... all warriors that fell during the battle in
Thelena. He says he does not understand how the Hordes have been able to pass
by you undetected, dragging so many bodies ...
If you venture further east and take Turania, your leader asks (again) what
has happened ... THIS time it's because the place is a wee bit whiffy =./
Ephandill (another Scout) says that upon searching the grounds, several tombs
were found - all of which have been desecrated and emptied ... the locals say
that the corpses were taken to the ruined temple of Dargoniel, where we have
just come from.
If you relieve the inhabitants of the City of Gromdam of the burden of their
sad and pitiful lives, a thug scoffs at you, saying that Dragnhar will hear of
what has happened, and that the Pilgrims there will avenge the people of
Gromdam.
... sometime later, further east ...
Once Dragnhar falls, Demariel (a Scout) confirms that you have taken control
of the City, and that a human has been kept alive as he has claimed that if he
is not kept alive to deliver his message, it might incur Gallean's Fury.
Your leader finds this as hard to believe as I do ...
Karasten, an Imperial Assassin, says that the rumours are true ... that the
Elves are trying to go after the Empire. Your leader retorts, saying that
the Elves are doing no such thing - they are merely retaking the lands that
were STOLEN from them by the Mountain Clans.
Karasten says "you will still fail ... because the Demons are the real power
in this area, they have one of their last remaining strongholds right here !"
Your leader says that the Legions are of little concern to you, as they are
supposed to be scattered and weak ...
Karasten tells you that you are wrong, and that the Legions have been slaying
Empire Messengers to the Elves for MONTHS !!
Aaaaaaaaaaaaaaaaaaaah so THAT'S why we weren't getting any mail ... ;)
Karasten says that the Elven War against the Empire is a mistake ...
Your leader has Karasten slain, but says that his claims will be investigated.
If you approach the Abandoned Temple, which is just to the north-east of the
City of Gromdam, Lothaire stops you, saying that this is a passage of pilgrims,
and that you cannot pillage the ruin. He tells you to return to Gardharus and
tell him to stop sending his henchmen to steal what is theirs.
Ok. OOOOOOOOOOOOOOOK ok ok ok ok ok quick question time.
A) Who the F*** is Gardharus ?
B) Who the HELL do you think you are to tell me what to do ???? X-(
Your leader shares my sentiment, telling him to watch his tongue, and that
you aren't interested in STEALING from him - merely in reinstating to your
rule that which was formerly yours.
Slay Lothaire's unit (which comprises :- Lothaire (a Level 1 Ranger who is
warded against Fire, Water, Air and Earth Magic), a Witch Hunter (2), Thief (1)
and a Man at Arms (1) and MOVE ON :)
==============================================================================
NOTE : Orsclave is a TRAP
==============================================================================
If you enter the City of Orsclave (to the west of the Abandoned Temple),
Geindall says that bodies were found in the root cellars throughout the town.
He says that the way that the bodies have been dismembered suggests without a
doubt that Demons were responsible for the deaths.
Your leader says that something is wrong, as they made sure nobody would smell
the bodies as they came into the town, and that the town itself is so clean !
(Note that there were no troops in the town when I got there)
Geindall directs your attention to the edge of town, where THREE Legions' Units
appear, being :-
1) Shruud (Onyx Gargoyle - 7), Cultist (1), Berzerker (2), Witch (2)
2) Belfegor (Archdevil - 1), 2 Anti-Paladins (3/3), Cultist (1)
3) Dragog (Archdevil - 1), Anti-Paladin (3), Berzerker (2), Demonologist (3)
Your leader calls for you to defend the City.
If you venture to the north of Orsclave, Grakuu (a Demon) spots you and says
"Ahh ... flesh ... from the woods ? Are you still following your heartless
beast ? It does not matter, nothing does. Do you hear my lost brothers ?
Away from Bethrezen, forgotten on this filth they howl in hunger ... waiting
for meat to arrive ..."
Your leader responds, saying that all the bodies in this area were emissaries
from the Empire to the Elves ... emissaries that were intercepted by the
Legions before they got to their intended destination.
He responds (and this is priceless) with this :-
"Meat seems to dislike the removal of limbs" (NO SH!T SHERLOCK !!) "It even
avoids us !" (CAN'T IMAGINE WHY !?!?!) "We try to make it feel comfortable
while we feast. Not long ago, a horde of meat stopped by ... they seemed
impressed by our work! They were very tender" (NIIIIIIIIIIIIIIIIIIIIIIIICE)
Before you can rush in to lop this NUTTER's head off, two more Legions' units
appear beside him. So you have ANOTHER group of three units to take care of,
being :-
1) Kryrinn (Duke - 1), 2 Berzerkers (2/2), Sorcerer (2)
2) Zehura (Archdevil - 1), Anti-Paladin (3), Witch (2), Cultist (1)
3) Demon (4)*, Doppleganger (3), Berzerker (2), Demonologist (3), Incubus (4)
* Note that the Demon is warded against Fire, Water, Air and Earth.
Unit 3 is holding an Unholy Chalice ;)
You may continue onwards and explore the Legions' Lands ... upon your RETURN
your leader will spot something moving a distance away, and as if by magic, an
elf appears ... your leader is confused, as to the best of their knowledge,
there is no faction supposed to be inhabiting these lands.
(This takes place outside the City of Orsclave, by the way) ;)
Your leader approaches this strange figure (who has their own graphic I note)
and speaks, only to have the Elf (who's name is Dargermiel) respond with this :
"I have come to remind you of those you have left for dead, brother ! To
avenge the useless deaths that we have suffered when we followed Gallean's
word without any thought. You have all betrayed our race with your blind
loyalty."
YUP ! Iiiiiiiiiiiiiiit's the Dark Elves ... we KNEW they'd appear sooner or
later didn't we ...
Hokay ... two more units of Dark Elves materialise to back up this first unit,
and the combined stats of all three are as follows :-
1) Absenn (Crone - 1), Dark Elf Butcher (1), Dark Elf Reaper (1)
Absenn's stats are as follows :-
==============================================================================
HP AR IMM WARD ATT % HIT DAM SRC INIT REA TAR
Absenn 100 0 Dea - Choking Fog 80 40 Air 40 Any 6
==============================================================================
2) Dargermiel (Dark Elf Butcher - 1), 2 Dark Elf Reapers (1/1)
Dargermiel's stats are as follows :-
==============================================================================
HP AR IMM WARD ATT % HIT DAM SRC INIT REA TAR
Dargermiel 180 0 Dea - Cleavers 80 105 Wea 40 Adj 1
==============================================================================
3) Vey (Crone - 1), 2 Dark Elf Butchers (1/1)
Here are Vey's stats
==============================================================================
HP AR IMM WARD ATT % HIT DAM SRC INIT REA TAR
Vey 100 0 Dea - Choking Fog 80 40 Air 40 Any 6
==============================================================================
Now ... as I'm sure you can guess, you're about to enter Legions' Lands ...
BEFORE I get stuck into THEM too badly, I'm going to finish exploring the
rest of the map for you ;)
If you venture WEST instead of east you will come upon Dhu'gna, who is guarding
the Antigue Temple. As you approach he calls out to you :-
Dhu'gna : "Whoooooo are youuuuuuuuu ?"
Dhu'gna : *look of horror* "SHINY ONES !!!!!!!!!"
Dhu'gna : *runs over to his halfwit friend Koga* "Run and tell the others"
Koga : "Yarrrrrrrrrrrrrrr"
Dhu'gna : "Grwaaa !!!"
*your leader yawns*
Dhu'gna : *runs into combat*
Dhu'gna's unit comprises :-
Dhu'gna (Orc - 1, warded -v- Fire, Water, Air, Earth), Orc (1), Goblin (1),
2 Goblin Elders (1/1), Goblin Archer (1)
If you venture north and then west (when you get to the Ogre and Koga), then
you will come upon the City of Margylla. Once it has been taken, Goh (an Ogre)
tells you that the "Beast head" is theirs (WHAT beast head ??), and that
neither man NOR dwarf will take it from them.
The Ogre rambles on about how you are "shiny ones" and that you are not Elves,
as he and his people are allied with the Elves, and that the Elves would never
kill Greenskins.
Oh BOY have I got news for you ... FIRE !!!!!! :) :)
He also says that the Greenskins have the head by "four moons" ... I take it
he means four turns ... =./
Aaaaaaaaaah ! THERE he is !!!!! If you venture east, then south from
Margylla (i.e. back to where you fought Dhu'gna), and then venture further
south-west, you will find Gardharus - he is an Imperial Assassin, who tells
you as you approach the ruins behind him that his group is conducting research
there, and could you please seek adventure elsewhere ? Move along ... there's
nothing to see here ... that kinda thing ;)
Your Leader calls him, saying "aren't you the Empire's elite thieves ? Seems
like you're PLUNDERING ... not RESEARCHING ..."
Gardharus then launches into some spiel about how he is offended ! And that
he is GAAAAAAAAAARDHARUS (rips his shirt off) the Assassin and Researcher
EXtraordinAIRE. Before you can get any more answers from him, however, he
calls upon his friends Brin and Archibald to "take care" of you.
Brin asks what's wrong with your ears, whilst Archibald seems to have misplaced
his weapon. HAAAAAAAAAHAHAHAHA
Lay waste to these FWEEKS and move on.
Gardharus is only a level 2 Imperial Assassin, but he is warded against fire,
water, air and earth.
Brin is a level 5 peasant (woooooooooooooooooooooooooooow), who is ALSO warded
against fire, water, air and earth.
Archibald is a level 4 Man at Arms who is immune to Air and warded -v- Earth.
Once he has fallen, Gardharus says this is but a MINOR setback, as there are
plenty of other ruins "that can give (him) what (he) seeks".
Hokay ... now I'm SORRY to arse you around so badly, but I'm going back to
where the Ogre and Koga were standing to speak to the Passage Guardian who
is just to their north. When you approach him, conversation goes a little
like this :-
You : "Hello there my good man ... you've not seen my DOG around here have
you ? Little brown yappy dog ... answers to the name 'Muffy'"
Him : "I'ma gonna rip out your heart and sh!t down your neck you little mofo"
You : "Riiiiiiiiiiiiiiiiiiiiiiiight ... okaaaaaaaaaaaaaay ... and ... the
dog ?"
Him : "Went thatta way ... bout a half hour ago ..."
You : "Thank you SO much ... EN GARDE !!"
Once you have slain him, you may move onward towards the City of Primera.
As you approach, you are spotted and reinforcements arrive.
The 3 units outside the City are now as follows :-
1) Hermit (1), Warrior (2), Crossbowman (2), Novice (2)
2) Guard Feramin (King's Guard - 1), 2 Dwarves (1/1), Crossbowman (2)
3) Guard Berboad (Engineer - 1), Warrior (2), Alchemist (3), Crossbowman (2)
Once Primera has fallen, your leader confirms (after receiving word that the
City is yours) that this marks your first victory over the Clans, and that
they will SURELY be planning a counter-attack, so you should be on guard.
As you venture northwards towards the Hideout, a King's Guard named Golben
stops you. Golben's unit and a Hill Giant's unit then wander down from the
City of Venusi and block your path, saying that you have gone far enough.
The 2 units comprise :-
1) Golben (King's Guard 3), 2 Warriors (2/2), Alchemist (3), Flame Caster (3)
2) Hill Giant (1), 2 Warriors (2/2), Flame Caster (3)
==============================================================================
HP AR IMM WARD ATT % HIT DAM SRC INIT REA TAR
Golben 255 0 - - Battle Axe 82 80 Wea 40 Adj 1
==============================================================================
==============================================================================
NOTE : THIS IS GOLBEN WOLFBANE - ONE OF THE TWO BROTHERS YOU HAVE TO SLAY !!!!
==============================================================================
Once you slay them and move on - i.e. north and then west - you will come upon
the City of Venusi. Once it has fallen to your armies, Geindall will pop up
to tell you that there is only ONE more thing to do on these lands to wipe
them clean of the Clans', and that is .......... wait !! Something's coming !
Three units of Rock Giants materialise outside the City of Venusi, and the
leader - Greimshog - says "We shall stop your killing! No more!"
These three units comprise :-
1) Rock Giant (1), 2 Venerable Warriors (4/4)
2) Rock Giant (1), 2 Venerable Warriors (4/4)
3) Rock Giant (1), 2 Venerable Warriors (4/4)
If you slay all these MUPPETS and venture southwards towards the Clans' Capital
City, Gramel (a Loremaster) materialises outside the Capital City to say "Not
now ! Why did you have to come here now ? Why not later, after I had left ?"
What the HELL are all these people talking aboot ???? =./
Your leader asks him whether the death of his brother has turned him into a
coward ... to which he replies "You were expecting me to avenge him ? Hell
no ! I don't want ta get killed. If I die, the queen will deliver one of
her bloody sermons and bore my remaining relatives ! I don't want to die with
that on my conscience"
... PERHAPS he was expecting us to laugh ?? But it didn't work ... he's gonna
die.
He says "Then by the stone and the steel that binds this keep, I shall rattle
your skulls !"
Here are Gramel's Stats :-
==============================================================================
HP AR IMM WARD ATT % HIT DAM SRC INIT REA TAR
Gramel 165 0 - - Earth Fall 87 65 Ea 30 Any 6
==============================================================================
Gramel travels with an Elder One (4), Druidess (3) and Venerable Warrior (4)
==============================================================================
NOTE : THIS IS GRAMEL WOLFBANE - THE SECOND BROTHER YOU HAVE TO SLAY !!!!!!!!!
==============================================================================
Once Golben Wolfbane and Gramel Wolfbane have BOTH been slain, Breberik (one
of the Dwarves) cries out that both Golben and Gramel have been slain, and
Korbach's Fort has surely fallen ... they must fall back to Falhen Heim's Keep!
The remaining Dwarven Units at the Capital (Dradrid, Chronobrim and Lantfrid)
run fleeing for the high ground, and your leader pops up to confirm that you
now control the Fort. This Fort will provide you with a means to stage a
direct assault on Falhen Heim !
Your leader calls for both Serphis and Geintel, so that they can survey what
has been done here.
Serphis and Geintel appear at the Clans' Capital. Serphis asks for the Oracle
to join them. Geintel questions his logic as this IS still a battlefield, but
Serphis quells his worries, and the level ends.
==============================================================================
OPPONENTS Mountain Clans, Legions of the Damned
CITIES
NEUTRAL CITIES
Name Inhabitants
Isha Master Thug (1), Thug (1), Witch Hunter (2), Matriarch (3)
Zolik City Imperial Knight (3), Witch Hunter (2), Inquisitor (3)
Marksman (2), Wizard (1), Matriarch (3)
Ragnalis Imperial Assassin (1), 2 Spearmen (1/1), Cleric (2),
Archer (1)
Turania Fighter (1), Zombie (1), Initiate (1), Spectre (2)
Dragnhar Grand Inquisitor (4), Imperial Assassin (5), Matriarch (3),
White Wizard (4), [Elementalist (3)]
Gromdam 2 Thugs (5/5), Master Thug (1), Mage (2), Marksman (2)
Orsclave -
Margylla Ogre (1), 2 Orcs (1/1), Goblin Archer (1), Goblin Elder (1)
Primera Elder One (1), Dwarf (2), Veteran (3), Crossbowman (2),
Hermit (4)
Venusi 2 Dwarves (1/1), Druidess (3), Axe Thrower (1)
BUILDINGS
Name Inhabitants Gain anything from taking it ?
Ruined Temple Yeti (1), Warrior (2),
Dwarf (1), Crossbowman (2) Dwarven Bracer
Dargoniel Temple Zombie (2), Dark Lord (3),
Templar (2), Warlock (2)
Necromancer (3) 80 Gp, Staff of Foliage
Old House Master Thug (1), Knight (2),
Wizard (3) 150 Gp, Staff of Thunder
Rigel Ruin 2 Trolls (1/1), Orc King (1),
Goblin Archer (1) 150 Gp, Iron Skin Potion
Abandoned
Temple Zombie (2), Dark Lord (3),
Templar (2), Wraith (3),
Warlock (2) 250 Gp, Tome of Sorcery
Abandoned
Creature Pen 3 Lizard Men (1/1/1) 130 Gp, Lizard Man Talisman
Antigue Temple 2 Orcs (1/1), 2 Orc
Champions (1/1), 2 Goblin
Archers (1/1) 200 Gp, Banner of Strength
Crinnsbelow Ogre (1), Orc King (1),
Orc Champion (1),
Goblin Archer (1) 250 Gp, Tome of Fire
Ruins of
Pesmergia Skeleton Warrior (3),
Skeleton Champion (4),
Shade (3), Warlock (2) 250 Gp, Thanatos Blade
Hideout Warrior (2), Flame Caster (3),
Crossbowman (2) 50 Gp, Orb of Restoration
Cullceth 2 Warriors (2/2), Dwarf (1),
Novice (2) 150 Gp, Orb of Frost
EVENTS
Event Notes
ITEMS LYING ON THE GROUND
4 x Potions of Restoration, 12 x Potions of Healing, 4 x Life Potions, Potion
of Striking, Bronze Ring, Cursa Demoneus Scroll, Death Ward Scroll, Potion
of Fire Warding, 2 x Silver Rings, 2 x Potions of Water Warding, Potion of
Vigor, 2 x Gold Rings, Potion of Speed, Boots of Speed, Sapphire, Hymn of
the Clans Scroll, Ruby, Banner of Protection, Damage Ward Scroll, Talisman of
Earth.
ITEMS RETRIEVED FROM ENEMIES (COULD HAVE BEEN ON THE GROUND ORIGINALLY)
2 x Potions of Healing, Unholy Chalice.
SHOPS
Name Sells
Luther's Camp (Mercenary) Imperial Assassin (Level 3 - 400 Gp), Imperial
Knight (Level 3 - 850 Gp), Man at Arms (Level 3 -
60 Gp), Spearman (Level 1 - 300 Gp), Spearman
(Level 2 - 330 Gp)
Thurin's Shop (Merchant) Potion of Healing x 3, Potion of Restoration x 2,
Boots of Speed x 1, Life Potion x 2, Potion of
Striking x 2, Potion of Swiftness x 1, Potion of
Protection x 1
Pilgrim Merchant (Merchant) Potion of Healing x 6, Potion of Restoration x 3,
Healing Ointment x 1, Boots of Travelling x 1,
Life Potion x 2, Treebark Potion x 2, Potion of
Accuracy x 1, Imp Talisman x 1, Banner of
Striking x 1
Brigbro's Spells (Magic Shop) Lightning (200 Gp), Haste (400 Gp), Holy Armour
(600 Gp), Ice Pillar (400 Gp), Chant of Arms (600
Gp), Summon Valkyrie (600 Gp), Tormentio (200 Gp)
Cursa Demoneus (400 Gp)
Zollian's Camp (Trainer) --> Train your Units here ! <--
Ending
With the defeat of their fiercest warriors (HAHAHAHA they were CR@P !!), the
Dwarves of Korbach's Fort began their defensive retreat towards the Dwarven
stronghold at Falhen Heim. Though their army pushed towards the summit of the
mountain, the Elven fury plowed through the Dwarven lines like an avalanche.
==============================================================================
5) The Betrayal
BRIEFING AND COMMENTS
Under the banner of Gallean, the Elves moved onward with their attacks, cutting
deep into the mountainous region of the Clans territory, and towards the GREAT
Dwarven City of Falhen Heim. However a Dark Shadow loomed behind them ...
As they had ascended the Mountain, they had found the tattered corpses of
dead Elves, brought back by Dark Powers ... most of the evidence pointed
towards Mortis as the cause of this latest atrocity, but others believed the
source came from within themselves ...
Serphis and Geintel stationed a new grove atop the mountain heights, preparing
for one final charge towards the Clans. As the Dwarves leaned over their
Castle walls, they heard THOUSANDS of Elves calling for vengeance for Gallean.
One word from Oracle, could set Gallean's Rage upon the Children of Wotan.
Your initial objective on this level is to find the Oracle, who APPEARS to
have been cornered en route to your new grove !!!!! =O
Serphis arrives and calls for troops to be despatched to help the Oracle. It
appears that they are on the road, south of the City.
Geintel says he will join the search party as the Oracle MUST be saved ...
Serphis is surprised at Geintel's willingness to join the search party, and
says that ... JUST to be on the safe side (read: JUST to make sure Geintel
doesn't try and leg it with the Oracle), he will send a SECOND search party to
"back them up" ... nyuk nyuk.
Geintel appears outside the Capital City and begins to charge down the road ...
... and then we take control !! :)
Geintel's unit comprises :-
Geintel (Centaur Strider - 10), Centaur Charger (2), Channeler (2)
Geintel's stats (in case you're interested) are as follows :-
==============================================================================
HP AR IMM WARD ATT % HIT DAM SRC "INIT" tppabs="http://cheatbook.de/wfiles/INIT" REA TAR
Geintel 337 10 - - Pole axe 89 128 Wea 44 Adj 1
==============================================================================
However, I was expecting to be able to start off with full control over
Geintel and his unit, and this ISN'T the case ;)
So ! Venturing AROUND him I moved southwards along the past, sacking the
City of Redstone as I went. If you do this, Barrgabine (a Dwarven Axe Thrower)
pops his head out to say that Falhen Heim knows you are coming and they have
prepared troops to stop you ...
... COOL !! I'd hate to have this turn into a walkover !!!!!!!!! Hahahahaha
After he has been slain, Draduliss (one of your troops) says that several
documents were found in the City, but that they are written in a Dwarven
dialect that is unknown to your people ... until a means to read them is
divined, they should be kept in the City, for safe-keeping, he thinks ...
... I agree with him ...
If you venture to the southern edge of the map (just south of the City of
Redstone), and then EAST a little ways, Geintel says "What ? This is a Dwarf !
We must be too late ! They must have taken her !"
The Dwarven Engineer to whom he is referring calls out to him, saying that he
is a friend and means you no harm. Millu then appears to confirm that this
is the case, and to say that this Dwarf (Grizzlespit - such a PRETTY name) will
be your key to destroying the Dwarves in the area.
Geintel is having NONE of that, saying that Millu is insulting Gallean by
insinuating that the Elves have need of a DWARF to secure their victory on
these lands ...
Millu says that Geintel is talking sh!te, and that whilst Gallean doesn't
FAVOUR the alliance, he knows that it is necessary for the Elves victory. She
says that Gallean is looking for something BEYOND the Clans, but that you
need to escort her to safer ground first, as she doesn't feel comfortable
explaining things further here.
Geintel grumbles, and then the following units switch to ally with you :-
1) Geintel (10), Centaur Charger (2), Channeler (2)
2) Millu (Oracle - 2), Centaur Strider (2), Scout (1), Dwarf Engineer (1)
Millu's stats, for your reference, are as follows :-
==============================================================================
HP AR IMM WARD ATT % HIT DAM SRC "INIT" tppabs="http://cheatbook.de/wfiles/INIT" REA TAR
Millu 60 0 - - Heal 100 40 Life 10 Any 1
==============================================================================
Before you can MOVE, however, the following LEGIONS units fly out to block
your route back to the Capital City :-
1) Jehitess (Demon), Demonologist, Berzerker, Anti-Paladin
2) Grametec (Duke), Marble Gargoyle, Incubus
3) Zaorish (Counsellor), Sorcerer, 2 Berzerkers
4) Baal (Counsellor), Demon, Cultist
5) Voramel (Duke), Demonologist, Berzerker, Anti-Paladin
Geintel confirms that they have totally blocked off your way back to the
Capital, and that you are too weak to fight them, so you should try and
find a way AROUND them.
Now ... if you've followed MY FAQ you will have taken the City of Redstone.
Whilst you cannot move both Geintel AND Millu into the City, you CAN use the
City to enhance your protection and heal any units before you start your
trek back to the Capital.
You CANNOT attack the Legions' Units - your leader will simply tell you that
they are too powerful, and then turn and run !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
==============================================================================
NEW OBJECTIVE : FIND A WAY TO RETURN MILLU TO THE CAPITAL. BOTH GEINTEL AND
MILLU MUST SURVIVE.
==============================================================================
This means that in order to get back to your Capital City you are going to
have to venture WEST from Redstone, and then north and then east and finally
south to get back to your Capital. I personally left Millu and her unit in
Redstone (you'll see why in a moment).
If, after venturing west from Redstone, you venture SOUTH instead of north,
you will come upon the Hordes' Capital. If you do this, your leader will
comment that one of the corpses in the area is still fresh, and it appears
that the Hordes tore sections of flesh off his body, and ripped his bowels
out !! It was almost as though portions of his body were harvested !!!!!!
=O
After paying a little visit to the Undead Hordes, I turned and went due North.
After you have slain the Dark Elf Butcher and his unit (who are blocking the
pass through the mountains ?), Geintel calls out to you, saying that as there
are many trials left to overcome before you can get to the Grove again, it
would surely be better for you to all stick together.
Geintel and Millu's respective units then converge (from WHEREVER they
presently are on the map) upon Sindurn Village, which is (NOT surprisingly)
going to be MY next target as well ;)
As you approach Sindurn Village, a Crone appears and the following conversation
ensues :-
Crone : "Why are we so easily forgotten? Why do you still seek to kill us?"
Geintel : "Because you smell"
Millu : "Abra-cadabera, hubble bubble, ali-baba 40 thieves, bla bla bla ..."
Crone : "Jabba no peys Luke Skywalker ... Jedi Knight ..."
Geintel : "FREAKS AAAAAAAAAAAAAAAALL !!"
(the Crone then disappears)
Millu : "You TIT !! I was trying to open her miiiiiiiiind."
Geintel : "B*LL*CKS !! You are nowt more than a twisted little biatch ! And
YOU smell too !!"
(Warivv appears)
Warivv : "UnHAND hurr you FWEEKLIN !"
(Geintel gets huffy and storms off)
Geintel is then caught in an ambush by Dark Elves, just outside the Hordes'
Capital City. There are THREE Dark Elf Units in this ambush.
Gravaren says he wants to see what Geintel looks like without his skin on.
Eeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee