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Walkthroughs of Disciples 2

Disciples 2 Walkthroughs

Disciples 2

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¦ The aim of this file is to provide you with ALL information on ¦
¦ Disciples 2 : Dark Prophecy in a clear and readable format. ¦
¦ I hope it serves you well !! - Mister Sinister ¦

(Dedicated to Simon, mon bras)

Table of Contents

1. Introduction and Overview of the Game
2. Basic Controls
3. The Four Races
4. Tact & Diplomacy
5. Types of Items
6. Empire Saga Walkthrough
7. Mountain Clans Saga Walkthrough
8. Undead Hordes Saga Walkthrough
9. Legions of the Damned Saga Walkthrough
10. Stats for Units
11. Rulers and Leaders
12. Comments on Units and Suggested Upgrade Routes
13. Tips and Tricks
14. Credits



Disciples 2 is a turn-based strategy game where the player picks one of four
major races and battles 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.

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 a review for this game which you can read at
http://www.gamefaqs.com. I have also written individual in-depth walkthroughs
for the Sagas for the four main races in the game, all of which are available
for free viewing at http://www.gamefaqs.com.

Comments, etc., are always welcome, and I can be reached at

- Mister Sinister, 2003



As with any strategy game, troop management skills are FUNDAMENTAL to your
success. In order to become a good Disciples 2 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 Undead Troops to battle Undead Troops doesn't
SOUND unreasonable until you consider that MOST undead troops are immune to
death magic, so if YOUR set of troops comprises nothing but Undead Spellcasters
they will do practically NO good whatsoever.

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
again, as the unit must move altogether.

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), or at any of your Cities
(provided you have constructed a Temple in your Capital City).

Your Capital City (each major race has one) is your seat of Power on the level
BUT, 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 five-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 four types of mana. There is Death Mana, Runestone Mana,
Life Mana and Infernal Mana.

Both gold AND mana are generated at resources on the map, and these resources
can be bled off to give (effectively) unlimited resources to your race - I say
*effectively* unlimited as, whilst there is only a certain amount of each type
of energy that will be generated by each resource per turn, the supply from
which this is drawn is infinite - i.e. you will never deplete a gold or mana
resource on the map (which is KEWL !!)

One last thing.

When you look at the map you will be able to see the terrain that belongs to
your race by looking at the ground. Each turn, your race's terrain expands
from every city in every direction, and whenever it touches an unclaimed
resource, it seizes it for your race.

Since it would take an eternity to gain control over the ENTIRE map this way,
the game designers have very kindly provided each race with one type of unit
that can be recruited who's sole purposes is to "plant rods". Planting a rod
is a very simple process which allows you to stake a claim to a very small
parcel of land which is not already yours.

... I hope that makes sense ... I'll try to explain ...

Say this is the world, and you own the left-hand side of it. :-

¦ ¦ ¦
¦ ¦ ¦
¦ ¦ ¦
¦ ¦ ¦
¦ ¦ ¦
¦ YOUR ¦ MY ¦
¦ ¦ ¦
¦ ¦ ¦
¦ ¦ ¦
¦ ¦ ¦======¦ ¦
¦ ¦ ¦ GOLD ¦ ¦
¦ ¦ ¦======¦ ¦
¦ ¦ ¦

If you want to take control over the GOLD resource I have labelled in MY land,
you would either have to expand your terrain on a turn by turn basis until the
Gold Resource was yours, OR you could send your "rod-planter" (the name for
the character varies with each race) TO the Gold Resource, and then stake it.

If you plant a rod at the Gold Resource, and thereby stake it as being yours,
the terrain around the resource changes to become yours.

Rods CAN, however, be destroyed by other rod-planters, and this dispute over
resources forms a VERY important part of the game, naturally ...

... right ! I've bored you with that - now we can go onwards to the combat
aspect of the game !!

================================== COMBAT ===================================

As I stated in the previous section, combat occurs when one of your units
enters a square on the map that is adjacent to a non-friendly unit (or,
conversely, when a non-friendly unit enters a square that is adjacent to one
of YOUR troops).

When this happens, the action switches to a 3-dimensional view of the square
in question, and combat takes place.

Combat in 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 !


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.


Combat basically looks like this :-


¦ ¦ ¦ ¦ ¦
¦ ¦ ¦ ¦ ¦
¦ 1 ¦ 1 ¦ 1 ¦ 1 ¦
¦ ¦ ¦ ¦ ¦
¦ ¦ ¦ ¦ ¦
¦ ¦ ¦ ¦ ¦
¦ 2 ¦ 2 ¦ 2 ¦ 2 ¦
¦ ¦ ¦ ¦ ¦
¦ ¦ ¦ ¦ ¦
¦ ¦ ¦ ¦ ¦
¦ 3 ¦ 3 ¦ 3 ¦ 3 ¦
¦ ¦ ¦ ¦ ¦

... geez ... I hope I haven't made that look more complicated than it needed
to be.

BASICALLY your six units are on the left, and THEIR six units are on the right.
Melee units should be placed in the FRONT row, as they can only attack adjacent
units ... spellcasters, who are generally weaker, should be placed in the BACK
row, as they can attack at range ...

... hope that makes sense :">

You will see from the Stats section that each character has its own method of

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.

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, if you are playing the Undead Hordes, your bog-standard melee
fighter is the "Fighter" character. In your Capital you can build one of two
different buildings that will alter the Fighter's Upgrade Route. If you
construct Unholy Ground, your Fighter will become a Zombie when he levels up ...
if you choose instead to construct an Evil Monastery, your Fighter will become
a Templar.

Both routes are mutually exclusive - this means that you cannot allow some of
your Fighters to become Zombies, and some to become Templars - 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.


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 ...



The four races you can pick from are as follows :-

1) The Empire
2) The Mountain Clans
3) The Legions of the Damned
4) The Undead Hordes

THE EMPIRE, led by Emperor Demosthene, are portrayed at least at the OUTSET as
your bog-standard hero types, their units including Knights, Priests, Paladins,
Holy Avengers, and so on. As they mature, you realise that there is trouble
in Paradise, however ... and evildoers in the Empire plot its downfall from
the shadows. In spite of this, the Empire remain one of the most basic and
steadfast races in the game ... their main bonus is that they boast more
healing units than any other race, and this helps prolong their lives during
combat and otherwise ....

THE MOUNTAIN CLANS, ruled by the High King Morok Cloudkeeper, and later Queen
Yataa'Halli, are basically made up of Dwarves and Giants. Their units include
Warriors, Veterans, Hill Giants, Sons of Ymir, Flame Casters, and other wee
ones ... they are strong and sturdy, but suffer from VERY poor initiative
ratings, which means that they generally take damage in combat before they are
able to dish it out. To make up for this, the Mountain Clans are about the
only race in the game who's upgrade paths cross-over ... what I mean by this is
that melee fighters can become multi-hitting spellcasters and vice-versa,
depending on the upgrade path chosen.

THE LEGIONS OF THE DAMNED, under the control of their God Bethrezen, comprise
NOT surprisingly Devils, Demons, Succubus', Incubus', basically anything
winged and horny (pardon the pun). They are OBSESSED with fire, and boast the
most heavy-hitters in the game ... they have several Giant-type units (moreso
than the Mountain Clans I believe), and are quick and strong.

- and finally -

THE UNDEAD HORDES, guided by their Dark Goddess Mortis, comprise Zombies,
Skeleton Warriors, Liches, Wyverns, Vampires, Wraiths and loads of other nasty
beasties ... the main thing that the Undead Hordes have going for them is
their ability to paralyse their foes ... they have three units whose only
attacks are to paralyse, and this can REALLY knock the stuffing out of an
otherwise healthy unit of opponents ... we lurve the Undead Hordes :">

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 Shadow Wolves. They help add variety and spice to the game, and to
generally keep it interesting =)



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 ;)



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


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¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ \ \ ¦ ¦
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(Dedicated to Lord Ian, Prince Heath and Billium the Ever So Humble)


¦ This walkthrough is copyrighted to Mister Sinister (2004) ¦
¦ I don't mind it being lifted in its entirity, but if you do so, ¦
¦ please make sure you give credit to the author (me) and DON'T pass it ¦
¦ off as your own. Thanks ! ¦


1) The Necromancers Spirit
2) The Alliance
3) Antagonists
4) Uther's Crusade
5) Slander and Barbarism
6) The Celebration
7) Binding Forces



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
Myzrael, who would be shown as [Myzrael] 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.

Obviously the very nature of this game makes doing an FAQ quite a daunting 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 Empire 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

Comments are always welcome - you can reach me at shadowpath@hotmail.com.

Thanks for reading this !!


1) The Necromancer's Spirit


Demosthene mourns the passing of his Queen and the loss of his son Uther.
Hubert de Layle, the reputed power behind the Throne, plays skillfully upon
poor Emperor's emotional strings to manipulate him into running the Empire as
de Layle sees fit.

Thus empowered, Hubert de Layle squanders the vast resources of the Empire
through senseless feasts and utter debauches (we LIKE that word !!) which in
turn leads to a rise in the power of several up and coming figures, including
Erhog the Dark.

Leader of a death cult, Erhog has taken over the barony of Ammennir. If she is
not stopped, her influence will continue to grow, and it could ultimately mean
the end of the Empire and the Highfather.

Your objective is to kill Erhog the Dark and thus prevent her becoming a major
pain in the butt. As you are working your way through the level towards her
Temple (which is in the south-eastern corner of the map), you will learn that
she has sent corrupt nobles to assassinate Emperor Demosthene in the Capital
(they fail, but succeed in poisoning the poor bloke)

You may find a Stone Ring, being guarded by an Ogre (just to the north of
Gunner's Shop) - if you do, take it to the statue in the north-east of the map
behind Athlok's Keep to receive a Tome of Fire. Liberate the town of Tanscroul
to gain the assistance of Wolfgar, a Ranger who is willing to fight on your

When you reach Erhog's Temple, be careful - she is warded against fire, earth,
air and water, and has a life draining attack, which replenishes her own health,
and thereby prolongs her chances of drawing out combat. Concentrate your
attacks on her as she is by far the most deadly unit in her Temple (as you
would expect). She has reasonably low hit points, so she should fall quickly
enough. Once you have defeated Erhog you will find the antidote to the poison
that was used in the attempt on Emperor Demosthene's life, and this will be
transported back to the Capital and administered to him automatically.

OPPONENTS Legions of the Damned, Erhog the Dark.



Name Inhabitants

Milonia 2 Goblins and a Goblin Archer
Argreban Squire, Spearman, Archer
Tanscroul Master Thug, Spearman, Thug
Jaignes Port 2 Peasants
(It is quite possible that the Legions will have taken
Jaignes Port by the time you reach it)
Temple of Erhog Demon, Erhog the Dark, Ghost, Zombie


Name Inhabitants Gain anything from taking it ?

Ruined Tower Fighter, Zombie, Ghost 200 Gp, Zombie Orb
Old Fort 2 Imps 50 Gp, Bronze Ring (valuable)
Athlok's Keep 2 Devils, Cultist 300 Gp, Boots of Speed
Crumbled Temple Hill Giant 150 Gp, Orb of Thunder


Event Notes

Orc Trap Orc and 2 Goblins to the south of Milonia
Ogre Lair To the north of Gunner's Shop

Treebark Potion, Potion of Speed, Life Potion, Silver Ring (valuable),
Lightning Scroll, Potion of Vigor, Emerald, Potion of Healing.

Strength Scroll, Orb of Restoration, Potion of Accuracy, Runestone, Banner of


Name Sells

Gunner's Tower (Magic Shop) Summon Roc (200 Gp), Blizzard (200 Gp)
Thurin's Shop (Merchant) Life Potion x 4, Potion of Healing x 10, Potion
of Restoration x 10


Erhog is defeated, and retreats back into her Temple as it crumbles about her.
The antidote is administered to Emperor Demosthene, but it does not break his
silence - he becomes more withdrawn and sullen as a result of the attack.


2) The Alliance


During the campaign against Erhog, corrupt nobles loot the Empire's treasury,
leaving the Empire all but penniless. Soon thereafter, many peasants (as a
result of the real fear of starvation) leave them Empire and follow would-be
pretenders to the throne. Nevendaar is on the brink of revolution as Hubert de
Layle steps into the fray and offers to replenish the treasury from his own
personal funds, if he is crowned King of the Empire.

Many nobles support de Layle, fearing that the lack of funding may jeopardise
their own statuses, and the Empire splits as a result. Those loyal to the
Emperor turn to their old allies the Mountain Clans for help, and Empire
emissaries are despatched to find Slookarijj Darkstone, a member of the Clans
Council, and friend to the Dwarven King Morok Cloudkeeper.

As soon as you begin the level you are told by one of your troops that
Slookarijj Darkstone has been captured en route to meet you by the Legions of
the Damned. BUMMER !! Naturally, you set out to release him from his

Once you have taken the City of Pudivilimus I would strongly suggest fortifying
it as the Legions' Capital is RIGHT next door, and there's a valley through
which they WILL explore frequently.

As you explore the map to the north, you will be advised by one of your Rangers
that you should follow the river to the north, and that this will lead you to
the City Thrugre'sh ... your spies have indicated that this is where Slookarijj
has been imprisoned.

A little while later you will be told (again, by one of your Rangers) that word
has been received from the Mountain Clans that Uther (the lost son of Emperor
Demosthene) has been found, deep in Mountain Clan Territory !! (Gets about a
bit, doesn't he !!)

Whilst pootling about the map you will encounter (just south-east of Gunner's
Tower) an insane loremaster, who starts babbling on about how he knows what
you're looking for, and he'll never let "her" go ... he's referring to gaining
immortality by drinking the blood of an Arch-angel that he's captured (she's
imprisoned in a mountain range to the north). If you kill him and the two
Yeti's he's travelling with you'll free and then gain control over the
archangel (who is quite chuffed to have been released) :)

If I were you I would AVOID taking on King Agraak (the Orc King who resides in
Hundtoll) until the very end of the level ... he is WELL hacked off about you
killing his Greenskin subjects, and as he won't leave his city (and therefore
benefits from the defence bonus it offers) he's QUITE difficult to kill.
Definitely kill him before you leave the level, however, as he gives good XP ;)

A bit later on, one of your Clerics will prompt you to ally with the Mountain
Clans in order to retrieve Uther, whom she believes can bring balance and
harmony back to the Empire.

Just to the south-east of Redden's shop you will find Wizard Horek being
forcibly imprisoned by a group of nasties (thugs, master thugs and an imperial
assassin for the mostpart) ... if you free him, he will ask you to escort him
to his brother, Wizard Tiorek, who is right up there in the northwestern corner
of the map. If you do this you will be rewarded with a Quicksilver Potion,
which will be automatically teleported to your Capital. A WORD OF WARNING. Do
NOT send your most powerful units in the same party as Wizard Horek as, once
he's been reunited with Wizard Tiorek, they BOTH disappear and your units will
go with them !! (The CHEEK !!!!!).

When (or should I say IF) you take the City of Malharon, you will be told by
one of your Rangers that Slookarijj is held east of the City (which is true -
Thrugre'sh is in the northeasternmost corner of the map).

As you approach Thrugre'sh you will be ambushed by two units of Undead Troops,
each containing THREE Werewolves. Werewolves CANNOT be harmed by physical
weapons, so you will have to have some pretty kick@ss magic to beat on these
guys ;)

[Interesting thing : It was a poor ickle Arch-angel of mine that stumbled upon
the werewolf ambush, and naturally I figured she was dead meat ... but to my
surprise, the werewolves totally ignored her, and tore off across the other
side of the map to pick a fight with my MOST POWERFUL TEAM of heroes !! What a
bunch of dummies !!]

Another quirk on this level is that if you leave it long enough (as in, if you
go all over the level killing everything and avoid the most direct route to
your target), the heavy hitters (ogres, etc.) will begin moving around the map
and attacking cities, troops who are just standing around, etc., etc., so
beware ;)

Once you have taken the City of Thrugre'sh, Slookarijj Darkstone is released
and the level ends.

OPPONENTS Legions of the Damned, Mountain Clans



Name Inhabitants

Alinadan 3 Goblins, 3 Goblin Archers
Hundtoll Orc Champion, 3 Goblin Archers
[Ogre, Orc King, Orc Champion]
Pudivilimus Orc, Goblin, 3 Goblin Archers
Hoolbarr Barbarian Warrior, Barbarian Chieftain
Garken 2 Barbarian Warriors, Barbarian Chieftain
Thrugre'sh Ghoul, 2 Templars, Necromancer, Specter
Malharon Master Thug, 2 Man at Arms, 3 Thugs
(It is quite possible that the Dwarves will have taken
Malharon by the time you reach it)


Name Inhabitants Gain anything from it ?

Lost Temple (Capital) Master thug, 2 Thugs 100 Gp, Elven Boots
Lost Temple (Tiorek) 2 Barbarian Chieftains 250 Gp
Ruined Tower Orc Champion, Goblin, 2 150 Gp, Potion of
Goblin Archers Protection
Abandoned Tower 3 Barbarian Warriors 500 Gp, Orc Orb
Big Mouth Lair Orc, Ogre, Goblin Archer 200 Gp
Antique Temple Ogre 100 Gp, Silver Ring
Ancient Tower LOOTED FROM THE OUTSET (Beside Wizard Tiorek)
Perthin Skeleton Champion,
2 Skeleton Warriors 200 Gp, Emerald


Event Comments

Insane Loremaster (Just south-east of Gunner's Tower) - babbles about "her" and
how he'll never let her go.
Hill Giant (Just east of the Insane Loremaster) - tells you you must
Cemetery (Just south-east of Wizard Tiorek) - tells you this is holy
ground; the burial site of one of the heroes who fought
during the First Great Wars, and that his spirit will aid you
(quite WHAT that does for you is beyond me ...)
Ambush (Just outside the city of Thrugre'sh) - ambushed by 2 sets of
3 werewolves.

Potion of Striking, Life Potion, Bronze Ring (valuable), Ice Shield Scroll,
Weakness Scroll, Potion of Healing, Staff of Travelling, Potion of Restoration,
Strength Scroll, Air Ward Scroll, Gold Ring (valuable), Potion of Vigor,
Incantare Hellhound, Emerald, Tome of Water (behind the Legions' Capital City,
protected by an Ogre), Ruby, Summon Living Armour Scroll

Life Potion, 2 x Potion of Restoration, Unholy Chalice (artifact), Bronze Ring
(valuable), Potion of Air Warding, 2 x Potion of Protection, Treebark Potion,
Potion of Accuracy, Potion of Strength, Sapphire, Imp Orb, Dwarven Bracer
(artifact - being protected by the Kraken to the southeast of Wizard Tiorek)


Name Sells

Gunner's Tower (Magic Shop) Ignis Carn (400 Gp), Incantare Hellhound (200 Gp),
Chronos (400 Gp)
Furren's Shop (Merchant) Life Potion x 5, Potion of Protection x 4, Potion
of Restoration x 10, Potion of Healing x 15,
Potion of Fire Warding x 1, Iron Skin Potion x 1,
Banner of Speed x 1.
Redden's Shop (Merchant) Life Potion x 9, Potion of Protection x 4,
Treebark Potion x 4, Potion of Healing x 16,
Potion of Accuracy x 3, Potion of Vigor x 6,
Potion of Invulnerability x 1.
Allar's Shop (Merchant) Talisman of Restoration, Goblin Talisman


Slookarijj Darkstone is released from his imprisonment, and Morok Cloudkeeper
strikes up an Alliance with Emperor Demosthene and the Empire. Unfortunately
Uther is still missing, AND to make matters worse, during negotiations with the
Mountain Clans, Hubert de Layle has time to amass a small army ...


3) Antagonists


Hubert de Layle, now having put together a reasonably-sized army, has begun his
march to the north, occupying all cities en route, and razing those that
challenge his rule. The heads of all those who stand against him are displayed
on pikes throughout his corrupt Empire.

News spreads throughout the Empire of Uther's return, and rumour has it he is
leading a group of Mountain Clan warriors down from Griffin Heights to purge
the Empire of those disloyal to his father. Emperor Demosthene takes his court
northwards ahead of Hubert de Layle's army to the City of Fhindar - a heavily
fortified city, and home of Inquisitor Phillip d'Agincourt, whom the Emperor
hopes will be able to ensure his safety.

Your primary objective on this level is to UTTERLY annihilate Hubert de
Layle ... which is cool, 'coz the little MAGGOT has been causing you a lot of
hassle so far ... so on with the mayhem !!

As soon as the level starts you are greeted by an Imperial Assassin called
Nobar the Traveller. Nobar tells you that Phillip d'Agincourt is awaiting your
arrival in the city of Fhindar, and that he will lead you there (this isn't
STRICTLY 100% accurate, as Nobar and his two archers then becomes yours to
control, so he doesn't really lead you anywhere), but the Imperial Assassin is
a cool unit, and quite handy to have about the place.

Just to the north of your capital is the city of Khazan Keep - I would suggest
taking this city early on in the level as it's so close to your capital. If
your troops are having a hard time beating the forces in the city, just return
them to your capital to heal and then try again ... and again if need's be :)

Nobar soon warns you of the dangers of remaining in the water, saying that the
rivers are inhabited by Sea-Witches, and so you should watch your step ... in
reality there aren't THAT many Sea Creatures to worry about, but you should
keep your eyes open nonetheless ...

... a couple of turns later, Nobar will advise you that Phillip d'Agincourt has
blocked all the passages leading to Fhindar, just to be on the safe side ...
let's hope you can get through eh !!

After a few more turns one of your Rangers reports seeing smoke rising from
Silk Forest (a fair ways to the east of your capital city). It seems someone
or something has set the forest ablaze and driven the spiders that inhabit it
out ... but who could that be ... hmmmmmmmmmmmmmmmmmmm ...

... next turn, sure enough, the Spiders begin pouring out of the valley to the
north-east of the city of Silveria. There are LOADS of spiders (which is both
a good and a bad thing - they are tough, but give oodles of yummy XP).

The SOURCE of the fire in Silk Forest is, surprise surprise, Hubert de Layle.
He and his band of MUPPETS have scared out the spiders, and are about to begin
their march to Fhindar ... [HINT : If you want to delay imposing what amounts
to a time-limit on this level, DON'T GO INTO THE SILK FOREST after you've
killed the Spiders - instead, just wipe out the spiders that come out (which
are ... ooh ... about four Giant Black Spiders and one Giant Spider if my
memory serves) ... and then continue exploring the rest of the map - this will
give you a little more time before de Layle makes his exit from the Forest].

As you step onto the little ramp leading from the northeastern section of the
level (where the Legions' Capital is located) up to Perthin, you are greeted by
(fanfare) Uther ! AT LAST !! I was wondering when he was gonna show up ... he
asks you ... no ... he TELLS you basically to rally with him to cleanse the
Empire of its corruption (a bit arrogant, but sounds like a plan, non ?) and
you are then given command of THREE more units of troops - (1) Uther, a Hill
Giant and a Warrior (2 and 3) 2 Warriors, Crossbowman, Axe Thrower. Your
objectives also now change to become "Destroy Hubert de Layle. Uther must not

I personally would suggest NOT taking Uther into combat, as his survival is key
to the completion of the level ... find a shady spot for the boy, and leave one
of his 2 Warrior, Crossbowman, Axe Thrower units to protect him (not that he
really NEEDS it, but it's better to be safe than sorry), and then march the
other unit out to kick some @ss !!

If you've picked it up and not yet used it, you COULD always cast that Divis
Nocte spell to give Uther a bit more shade (and thereby protect him from spells
for a while) - juuuuuuuuuust a thought ;)

Anyhow ... a few turns after you have gained control of Uther, you will be made
aware of the presence of Hubert de Layle in Silk Forest (in the game - as in,
if you'd NOT been reading this FAQ !) ... yeah ... anyway ... he and his band
of merry men tell you that you're a fool for not joining them, and embark upon
their march to take the city of Fhindar. Your objectives change once again to
become : Destroy Hubert de Layle BEFORE he captures the City of Fhindar. Uther
must not die.

Nobar also shows up (bless) to tell you that Phillip d'Agincourt has led you
into a trap, and that you need to be careful (DUH)

For your information, Hubert is VERY well guarded - he travels with the
following units :-

Name of Group Units in Group

Hubert de Layle Hubert de Layle, Elementalist, Inquisitor, Hierophant,
Imperial Assassin
Hubert's Guards 2 Archers, 2 Spearmen, Hubert's Guards (aka ONE
Imperial Assassin)
Hubert's Scout 2 Archers, Imperial Knight, Hubert's Scout (aka ONE
Hubert's Guards 2 Archers, 2 Spearmen, Hubert's Guards (aka ONE
Imperial Assassin)

(No, I've not got the shakes - there are two units called Hubert's Guards).

You now have THREE major ways of dealing with the situation (you'll probably
use elements of all three) :-

1) TAKE HUBERT WHERE HE IS. Since his troops are all closely huddled, you can
barracade the exit to Silk Forest with your troops and take him whilst he's
still IN the forest.
2) PICK OFF HIS TROOPS PIECEMEAL. As he is marching along the map, he and his
troops are VERY vulnerable to spells, so if you're playing as a Mage Lord
you can literally BOMBARD them with combat spells as they are marching to
Fhindar - you should be able to dramatically weaken (even kill) most of
them before they get there ... similarly, as his units move at different
speeds, they can be taken one by one (ish) and that SHOULD allow you time
to hit and run ;)
3) BEAT HIM TO IT. Take Fhindar yourself !! Why not !?!?! Keeping Fhindar
under the control of a Neutral Power is NOT one of your objectives on this
level, so you can take Fhindar before him and build it up from the Level 2
City it is at the minute to a Level 5, stock it with all your troops
(including Uther, because if either he dies OR Fhindar falls, you lose) and
then wait for him to come to you.

The choice is entirely yours, but MAKE THAT SCUMBAG PAY !! =D

Once Hubert dies, the level ends.

[HINT: IF at all possible, take the Den IN the Silk Forest as well, as it
contains a Soul Crystal - a VERY useful artifact for the levels ahead]


Antagonists Event Info
- At the start of turn 20, you get the message about the Spiders being smoked
out of the forest.
- At the start of turn 30, Hubert's backup shows up and he threatens you. He'll
start moving after you end your turn.

Another interesting thing from Michael :-

Air Elementals give experience. I killed off all but the Elementalist and
pulled back all my units. My leader had 110 damage thanks to spell and potion,
and 100% hit chance, 85% natural with a Potion of Striking, so from that point
on, I killed off over 60 Air Elementals before taking down the Elementalist.
The result was that from less than 150 experience at level 6, my leader went
to level 7, next mission I got to pick my level-up.

Thanks Michael, for those little gems !! =)

Here endeth the guide for this level.


OPPONENTS Hubert de Layle, Legions of the Damned.



Name Inhabitants

Khazan Keep 2 Spearmen, Man at Arms, Archer
Silveria 2 Man at Arms, Spearman, Marksman
Runia Orc, 2 Goblins
Fhindar 2 Man at Arms, Spearman


Name Inhabitants Gain anything from it ?

Ruined Keep Orc, Goblin, 2 Goblin Archers 300 Gp, Sapphire
Abandoned Temple Ogre, 2 Goblins 100 Gp
Den Giant Spider, Ogre, Goblin Archer 500 Gp, Soul Crystal
Perthin Rock Giant, Druidess, Crossbowman 400 Gp
Lost Mastaba Ice Giant, Mountaineer 300 Gp, Talisman of


Event Information

Nobar the Traveller Introduces himself at start of level and proves quite
useful throughout as a source of information
Startled Spiders Hubert de Layle forces Spiders to flee Silk Forest,
east of your Capital
Hubert's March Hubert and his forces march to Fhindar to slay Emperor
d'Agincourt's Betrayal That PUNK !! =O

Potion of Striking, Life Potion, Wotan's Blessing Scroll, Potion of Restoration,
Potion of Water Warding, Orb of Regeneration, Gold Ring, Orb of Nosferat,
Potion of Fortune (just to the north-west of Perthin)

2 x Potion of Strength, 2 x Life Potion, Call Decay Dragon Scroll, Emerald,
Banner of Battle (carried by one of the spiders that flees the Silk Forest),
Wotan's Blessing Scroll (no, it's not the same one I listed above - there are
DEFINITELY at least 2 on this level), Divis Nocte Scroll, Banner of Protection


Name Sells

Under's Shop (Merchant) Life Potion x 5, Potion of Protection x 2, Potion
of Healing x 10, Potion of Restoration x 10,
Potion of Vigor x 2, Healing Ointment x 3
Thurania's Shop (Magic Shop) Chronos (400 Gp), Cursa demoneus (400 Gp)
Malavien's Tower (Magic Shop) Chant of Arms (600 Gp), Vithar's Might (200 Gp),
Tempest (600 Gp)
Tralar's Shop (Merchant) Life Potion x 5, Potion of Healing x 9, Potion of
Restoration x 10, Healing Ointment x 3, Ring of
Strength (artifact) x 1


Uther (UTHER !?!?! WE did that !!) defeats Hubert de Layle, and returns home
to Nevendaar. Emperor Demosthene's illness miraculously heals and, feeling
overjoyed and renewed at the safe return of his son to his house, sets about
rebuilding the crippled and corrupted Empire.

[Hint: If you take the Soul Crystal from this level with you, you'll have a
MUCH easier time on the next level.]


4) Uther's Crusade


Even though Hubert de Layle is now defeated, his legacy remains ... many petty
nobles have arisen from the ashes of his demise, to lay their own claims to the
Throne of the Empire. Demosthene awakens from a nightmare he was having about
bad fruit (as you do) and, realising that this dream was an Omen (and that he,
as he is still weak, cannot yet reclaim his Empire) sends Uther to quell the

Kewl !! So we get to kick BUTT (again). Hokay boys and girls, buckle up ...

Your objective in this level is to re-capture the Cities of Avonia Castle, Rock
Castle and North Keep. Oh ... and Uther must not die.

Since this is another one of those Uther (precious) HAS to keep breathing
levels, I would strongly suggest not sending him into any BIG battles ... use
him to mop up weaker troops around the map if it pleases you, but save the MEGA
fights for your bestest leader and his troops, and leave Uther garrisoned in
one of your Cities ... your capital is obviously safest ...

Also, as there are plenty of heavy hitters in the Greenskin mob out there (i.e.
Trolls), bringing the Soul Crystal from the previous mission would have been a
GREAT move, as it can be used to paralyse opponents and thereby prolong your
chances of not getting your butt kicked too early on ;)

As you begin the level, Uther runs out of the capital (impetuous child) to tell
you that the cities you need to capture lie to the south. Yes Uther. Right.

Soon after starting, a very nice Drawf by the name of Dagarik Stormcaller shows
up to advise you of the presence of the Mountain Clans on this level, and to
confirm that they will aid you in your mission and respect the boundaries of
your lands as per the Alliance between your two peoples.

... bless ...

So off you go ! As you get close to Malavien's Tower (a magic shop just to the
southeast of the City of Kenoshann), one of your Rangers will pop up to give
you a health warning about Trolls ... they are M-E-A-N (as if you NEEDED to be
told that !!) ... sigh ...

As the level progresses, you will start to see Uther becoming ... well ... a
bit more tyrannical basically ! He doesn't just want to protect the Empire
from its would-be destroyers ... he wants to wipe them out ENTIRELY ...

To make matters slightly worse, one of your Rangers pops up a bit later on to
tell you that Avonia Castle has fallen to the Greenskins, and that the populace
has been decimated ... that's SURE to nark Uther even more, non ??

More plodding, more exploring, more looting and pillaging under the guise of a
holy crusade ... ah, we love the Empire :)

[Note ... A little while after learning that Avonia Castle has been nabbed by
our green-skinned friends, E-V-I-L little SCUMS that they are, the Mountain
Clans break their treaty with me !! In my experience of playing this game,
treaties are frequently broken by the computer at different times, so this
might not happen at this point during your level, but EXPECT it to be happening
soon ... always got their eye on a better deal those crafty dwarves ... well
I'll show THEM !!]

Shortly after the Mountain Clans break the Treaty, one of your Mages reports
that they have severed ALL Diplomatic Communications with the Empire, and are
amassing troops near their capital ...

As you bear down on North Keep, the inhabitants come out to face you (NOT a
smart move on their part) ... they are outraged that you have come to "liberate"
their City in the name of the Empire, claiming that they have had to defend
against Orcs, Goblins, and Trolls and have had NO help from the Empire in spite
of their pleas. Once you have despatched their warriors and occupied the city,
Uther (in response to their constant complaints about the inequities of the
Empire) has them all put to death !!!!! =O

((( whips out a copy of the Dictionary )))

Saviour : "A person who rescues another from harm, danger, or loss."

Hmmm ... I wonder if Uther knows about this ... =./

Oh well ... there's always more cities ... ONWARD !!!!!

A little while later a Vampire pops up to threaten Uther - who responds with
his usual "I'ma gonna kick yo' @ss you scrawny lil' punk" rubbish ... yeah yeah
little man, dream on ....................................... oh ... wait a
minute - that's us !! GO UTHER !! =D

In the next few turns, the Vampire that made the threat (who is in a unit with
2 Templars and a Warlock) and a Zombie group (comprising a Zombie, 2 Ghouls and
a Warlock) make towards the Capital to beat on Uther. The Legions also pop up
to insult the Empire for sending a mere boy to assault them, and Uther responds
with something interesting ... he says "Laugh all you want ... prepare to meet
your new master" ... hmmmmmm =./

After those two groups have been despatched, one of your Mages advises you that
you have received a message from the Mountain Clans - they've declared war on
you ! It's from Dagarik Stormcaller ... our friend from earlier ! Here's a
brief transcript of their conversation :-

[Begin transcript]

Dagarik (clears throat) : "Um ... I'm TERRIBLY sorry sonny, but my master
has told me to whup yo @ss"
Uther "Say WHAT !?!?! Little man I'm SO gunna put my boot up yours"
Dagarik "It's not MY fault dude - he's been really cut up since his son
passed away in that tragic skiing accident"
Uther "BOO HOO"
Dagarik "Omigod ! How MEAN are you !?!?! I'm gonna rip your head off you
KRAZY man !!"

[End transcript]

So the upshot is that Dagarik Stormcaller says he's REALLY sorry, but he has no
choice, and that Morok Cloudkeeper has COMMANDED his subjects to destroy

Dagarik leaves under a cloud, and vows to seek vengeance when he meets you on
the battlefield.

Dagaric (notice the difference ? I reckon the programmers were having an
oojie) Stormcaller then leaves the Capital city of the Mountain Clans and move
south across the map ... you really SHOULD stop him as, even though he's a TOP
bloke, he's carrying some natty items including a Life Potion, some Potions of
Restoration AND a Runic Blade (artifact) ... once you've slain him, he says his
bit and pops his clogs ... it's quite emotional really (wipes a tear from his

If at any point on this level you move towards the Crumbled Castle, a terrified
peasant named Emand comes running up to to ask you to help him and save his
children from the Trolls that have raided his farm and forced him to flee. You
then gain control of Peasant Emand for a little while. I know what you're
thinking ... "What the HECK am I supposed to do with a PEASANT, right ?" Well
check out his LEADERSHIP dude ! Zat's right !! Peasant Emand has FIVE
leadership points ! Put him in the back row and outfit him with some KILLER
troops if you fancy ... why not !! Just remember same rules apply as with
Wizard Horek in the previous level - once you've finished with Peasant Emand,
he'll leave and take whoever was with him with him, so don't say you've not
been forewarned.

You will see that as soon as you've gained control of Peasant Emand, a troll
walks up to just south of the unit that found him ... this is the troll Emand
was speaking about ... as soon as you have killed this unit, you will lose
Emand ... so in all PRACTICAL reality you won't have Emand long enough to enjoy
him ... but you COULD do if you really wanted to (just don't kill the troll !!)

As soon as you have destroyed the troll that was hassling Peasant Emand, he
thanks you and reveals his family secret to you - apparently one of his
ancestors was a great warrior, who recorded all his secrets in a tome ... this
tome is located in his house, which is beyond a mountain range to the south of
your present location - Emand opens the secret passageway there for you as a
token of his gratitude.

Outside Rock Castle a wayward band of Spearmen offer to ally with you as soon
as you draw close - it appears they are afraid of the UTTER buttkicking you
would otherwise give them ... smart kids !! :)

So you gain the following in one unit :- Spearman, 2 Men at Arms, 2 Archers
(handy !!)

Once all three cities are under your control, you will automatically complete
the level. With the cities uprisings quelled, Demosthene returns to the
Capital, to rest ...


Crusade Event Info
- At the start of turn 15, you are told the dwarves have cut all ties with you.
- At the start of turn 20, the dwarves declare war. If you kill Dagaric before
that happens, he says nothing, if you don't, he apologizes, then Uther is
rude, so Dagaric gets pissed.

Thanks for the head's up Michael !! :)

Here ends our guide for THIS level


OPPONENTS Legions of the Damned, Rebels and Greenskins holding the Three
Cities in question

ALLIES Mountain Clans (at least at the outset)



Name Inhabitants

Jenosh 2 Master Thugs, 2 Archers
Avonia Castle 2 Trolls
Kenoshann Zombie, Fighter, Warlock, Wraith
Goxx City Orc Champion, Orc, Goblin Archer
Asmara 2 Peasants, Thug, Archer
North Keep 2 Spearmen, 2 Marksmen, Man at Arms, Priest
Rock Castle Imperial Priest, 2 Grand Inquisitors, Marksman, Spearman,


Name Inhabitants

March Fort Crossbowman, Rock Giant, Loremaster


Name Inha

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