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Walkthroughs of Disciples 2 - Clans

Disciples 2 - Clans Walkthroughs

Disciples 2 - Clans

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(Dedicated to Simon and his Crafty Dwarfies)


¦ 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) Lost Runes
2) The Charmed Child
3) War Spirits
4) New Leadership
5) The Unholy Siege
6) The Ceremony
7) The Days Before Ragnarok


For your information, the 12 Runes of the Dwarven Clans are as follows :-

1) Skymine 2) Springfrost
3) Cloverhorn 4) Sevendusk
5) Cloudkeeper 6) Fogfell
7) Cragwell 8) Flinthide
9) Greyhelm 10) Grimpeak
11) Greenflint 12) Hillrust


And the RUNES (as far as I can discern) are as follows :-

1) Fregga's Healing Rune 2) Aurva's Potency Rune
3) Ymir's Purity Rune 4) Idun's Prosperity Rune
5) Fulla's Gold Rune 6) Braggi's Battle Rune



This is a very quick key to some of the terms I'll use in this FAQ :-

In areas where I am talking about troops in cities, any troops mentioned in
[squared brackets] are within the city proper (an obvious example would be
Vithar,who would be shown as [Vithar] as he is IN the city and, in his case,
cannot leave -all troops NOT in squared brackets are just waiting in the city
(as in, healing there, etc.)

Map directions are as follows. North on the map is up and right. South is
down and left. West is up and left, and East is down and right.

Obviously the very nature of this game makes doing an FAQ quite a difficult
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 Mountain Clans 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 !!


1) Lost Runes


10 years ago, the Mountain Clans sealed the God of the Legions of the Damned
(Bethrezen)'s Infernal Gate using their most powerful runic magic. Of the 12
Clans which comprised the Mountain Clans, only 7 survived the first Great
Wars, many having fallen to the unholy blades of the Undead Hordes.

After the tragic death of Sturmir Thunderhammer, the Clans elected Morok
Cloudkeeper as their new King. Whilst Morok was a great warrior, he could
not bring the 7 remaining Clans into alignment, and some of the Clans
ultimately departed to seek the shelter of higher mountains.

Wotan - the Dwarven God - had gifted 12 runes to the Mountain Clans during
the First Great Wars (one to each Clan). The runes belonging to the five
destroyed Clans are still missing, and Morok sends out his troops to scour
the remains of the Clans' Cities, to try and retrieve these lost runes.

Your objective on this first level is to retrieve the lost runes from the
Dwarven Cities of Springfrost, Cragwell and Skymine.

... and we're off !!

Hokay ... for your information ? Cragwell is in the south-eastern corner of
the map, Springfrost is due east of your Capital city and then a little south
when you reach the end of the map, and Skymine is directly north of your
Capital city.

Whichever way you go first is entirely up to you, but as this is the first
level, and the Mountain Clans ARE a more difficult race to play than most
(owing to their low initiative ratings in combat), I would STRONGLY suggest
that you polish up the map before taking the three cities in question ...

There are plenty of peasants, thugs and master thugs around your capital for
you to gain valuable XP from, so I would begin by attacking those ... PLUS of
course you have the added advantage of being able to fall back to your capital
to heal yourself ;)

As you are making your way down the western side of the map (note, this may
happen regardless of which side of the map you are on - it might just happen
when you get to a certain distance down the map), one of your Engineers speeds
towards your Capital City to deliver a message to Morok. He tells you that
Gymner Cloudkeeper, Morok's son, has been slain, seemingly whilst en route to
perform the sacred ritual which would see the runes keeping Bethrezen's
Infernal Gate locked, strengthened so that (hopefully) Bethrezen would NEVER
be able to escape the confines of his eternal prison.

Morok is quite obviously gutted, poor bloke.

But wait ! The Engineer has even MORE bad news (lovely). He tells you that
the Legions of the Damned have returned to Nevendaar, and that Gymner's body
was found south of your Capital city, amidst fire and burning rock, clutching
one of the 12 sacred runes.

[You then gain Skadi's Liberty Rune, for your little collection]

This does NOT bode well, as this is the rune which Gymner was going to use in
his ceremony to strengthen the runic seals on Bethrezen's Infernal Gate ...

Morok then sends the Engineer off to scout the terrain a bit more, as he feels
certain the situation is even WORSE than it appears at present. (The Engineer
then leaves).

As you approach the ruins of Cragwell a Troll pops up to tell you that you
are not welcome here ... hmmmmmmmmmmmmmm ... BOTHERED ? You're ALL gonna fall
to my might !! Bwahahahahaaar

Once you have searched the rubble of Cragwell, one of the King's Guards pops
up to tell you a bit about Cragwell. He says that the symbol of the Cragwell
Clan was that of a Bear, and that they were not only the MOST powerful of the
Dwarven Clans, but also the first to be attacked by the Undead Hordes during
the First Great Wars.

You gain Fregga's Healing Rune from the ruins of Cragwell ... that's not bad
going ! So early into the game and ALREADY we've secured two of the lost
runes :) Kewl !!

This Rune is automatically teleported back to the Loremasters at the Capital
for safe-keeping.

A Tenderfoot starts a dialogue with a Dwarf a little later on, and quizzes
him as to how it was possible for the runes to have become lost in the first
place (A GOOD QUESTION). He tells her that during (and after) the First
Great Wars, entire Dwarven Cities were set ablaze, and the Clans had no real
way of protecting the Runes from the onslaught of the Hordes ... but now ...
now that they are rebuilding their strength and armies, they can once again
begin to look for them.

If you liberate the City of Fichdaer, one of the Peasants that lives there
thanks you for so doing, saying that Hubert de Layle (who's name you might
have heard before - he's a corrupt noble in the Empire) had forbidden the
inhabitants of the City from initiating contact with the Empire (the end
result being that they could not call for reinforcements to help liberate
them ...). Good job the expansionistic Dwarves were in town, eh !! ;)

Once the City of Fronde has been reclaimed by the Clans, a Peasant thanks you
for saving them from the rule of the corrupt noble which governed the City
before (Hubert de Layle, I assume).

Concealed in the remains of what one of your Tenderfoots believe was a Shrine
in the ruins of Springfrost is Aurva's Rune of Potency, which is instantly
teleported back to your Capital City once Springfrost has been explored.

According to one of your Dwarves, Aurva's Rune of Potency was used in Clan
Rituals to "preserve the vigor of the Clans" ... hmmmmmmmmmmmmmmmmmmm ... =./

Two down, one to go ! We march for Skymine !! =D

Just after searching the ruins of Springfrost, one of Wotan's Valkyrie's
appears to tell you that Wotan himself has sent her to tell you that he is
pleased that the Dwarves are looking to retrieve his gifts, and that a
further rune awaits you north of the Capital ...

[Note : I wonder if she would appear here if we had already taken Skymine ?
I'm not sure].

If you approach the Cemetery to the east of your Capital a Zombie arises from
the ground ... and if you approach the two Cultists just to the south of
Gandor's Tower, they will speak to you, telling you that you are foolish to
interrupt their experiments, and that if you don't buzz off and leave them be,
then they will summon their 'friends' from the graves across the way (they
mean the cemetery) to beat you up !! HOW RUDE !!!!!


If you choose to visit Elevil, you will find an Occultist and 2 Cultists
prowling the area. If you despatch these villains, you will get to meet Mage
Gandor - the owner of the shop nearby (which you may have already visited).
He tells you that there are many strange creatures in the area, and gives you
an orb of restoration for having had the courage to fight them ... he then
departs, leaving you with an invitation to visit his shop ...

After Mage Gandor has left you to the ruins of Elevil, one of your Axethrowers
marvels at the architecture of the structure, saying that it is of "ancient
and wonderous make". He says that the heretics have all but destroyed the
western wing of the structure with their revels (which, here in England, are
these cute little chocolate sweets ? I really don't think they have it in
them to destroy buildings but ah well ... who cares), and also that he has
found runic etchings on the floor (now this IS disturbing news, as dwarves
are ... or at least SHOULD be ... the only masters of runic magic on

A Tenderfoot suggests that you move on with all due haste, as if people ARE
trying to learn the secrets of your Dwarven Runic Magic, that CANNOT be a good
sign ... fortunately, the etchings you have found in Elevil appear to be
nothing more than "misguided play", she says.

You also find a Tome of Fire in the ruins.

In the Tower of Samur you will find an Emerald, together with confirmation
(from another thorough examination of the architecture of the structure) that
Samur was never a Dwarven Tower, but rather a minor fortification used by the
Empire in times gone by (which later fell to the Greenskins who occupied it
when you arrived).

In the north-westernmost corner of the map you will find the City of Sciffer,
which should fall easily to your might by now ...

Skymine is, in my opinion, the toughest of the three strongholds you need to
explore on this level. It is comparatively heavily guarded (as it houses a
Primitive Giant of all things), and should in MY opinion be the last fort you
try and take.

Once you have laid the Primitive Giant to rest, one of your Tenderfoots
comments that there is a statue of your God, Wotan, smashed to pieces in the
rubble of what used to be Skymine. Ymir's Purity Rune is also there, and this
is teleported to the Capital as with the other runes.

... after the three Dwarven ruins have been explored, the level ends ...

OPPONENTS The Inhabitants of the three fallen Cities, Legions of the



Name Inhabitants

Fichdaer Squire, 2 Man at Arms, Peasant
Fronde 4 Peasants, 2 Man at Arms
Sciffer Orc, 2 Goblins, Goblin Archer


Name Inhabitants Gain anything from taking it ?

Samur Orc, Goblin Archer, 2 Imps 100 Gp, Ice Shield Scroll, Emerald
Cragwell Orc Champion, Goblin, Orc 100 Gp, Fregga's Healing Rune
Springfrost 2 Zombies, Ghoul 100 Gp, Aurva's Potency Rune
Elevil Occultist, 2 Cultists 265 Gp, Emerald, Orb of Restoration,
Tome of Fire
Skymine Primitive Giant 100 Gp, Ymir's Purity Rune


Event Notes

Engineer's Peril An Engineer arrives at the capital to tell you of the demise
of your son, Gymner Cloudkeeper AND the return of the
Legions of the Damned to Nevendaar
Wotan's Valkyrie One of Wotan's Valkyries arrives to tell you that Wotan is
watching you and is pleased with your progress and chosen
Weird Experiment Two Cultists seem to be conducting experiments involving the
reincarnation of the dead at the Cemetery to the east of the
Mage Gandor Mage Gandor has been watching events unfold in Elevil and is
grateful for your intervention
Troubling News It appears someone, or someTHING, is attempting to learn the
art of runic magic, if the scrawlings in Elevil are anything
to go by ...

Potion of Healing, Silver Ring (valuable), Potion of Striking, Weakness
Scroll, Tome of Earth, Banner of Protection, 2 x Life Potions, Bronze Ring
(valuable), Potion of Swiftness, Potion of Protection, Dwarven Bracer
(artifact) - in a clearing to the north of Thurin's Shop, Potion of Fire
Warding, Orb of Healing, Fire Ward Scroll.

Potion of Restoration, Potion of Vigor, Life Potion.


Name Sells

Thurin's Shop (Merchant) Life Potion x 5, Potion of Healing x 10, Potion
of Restoration x 10, Potion of Protection x 16,
Potion of Striking x 3, Potion of Swiftness x 3,
Potion of Vigor x 3, Potion of Invulnerability x
3, Boots of Travelling x 1, Orb of Vigor x 1
Gandor's Tower (Magic Shop) Strength (200 Gp), Ignis Mare (200 Gp),
Tormentio (200 Gp)


Morok is pleased that the runes belonging to the former clans of Cragwell,
Springfrost and Skymine are once again in the safe hands of the Dwarves, and
says that he will turn them over to the Loremasters for further study and


2) The Charmed Child


Gymner's Death torments High King Morok Cloudkeeper. Nobody knows who or
WHAT could have slain Gymner or left his body in the state it was retrieved
(i.e. savaged beyond all recognition), but Morok will not rest until he knew
what had happened.

Demosthene sends a messenger to plead for the aid of the Clans in despatching
a group of unruly nobles who are threatening his rule in the Empire, and Morok
responds by sending a small army to his aid. Morok's forces have to travel
through the Devil Mountain Range to reach Demosthene's Empire, and none of
his troops relish this task, as the Devil Mountain Range is rumoured to be
inhabited by Demons and Devils, and no known race has ever been able to settle
within 5 leagues of the Mountains.

In spite of the warnings of his Loremasters, Morok directs his army to go to
the aid of the Empire, truly believing that their strength would see them

Your objective here is to re-capture three rebel cities on behalf of Emperor
Demosthene ... (the number 3 seems quite a feature in this Saga so far
dunnit !!).

The Empire's Messenger greets you as soon as you start the level to tell you
that Hubert de Layle has taken control of the Empire and that the Palace is
now crowded with de Layle's mob.

The King's Guard responds by confirming that the Dwarven Armies will take and
occupy the rebel cities of Frelan, Hasser's Keep and Kalen's Palace and wait
until they are relieved by the armies of Emperor Demosthene.

The Messenger gratefully departs.

AAAAAAAAAAAAAAAAAND we're off ... your Capital is located in the north-eastern
corner of the map. The three rebel cities you have agreed to re-capture on
Demosthene's behalf are in the north-western corner (Hasser's Keep), the
western side (in the middle - Kalen's Palace), and the south-western corner
(Frelan). Interestingly, both Freland and Kalen's Palace are inhabited by
people of the same name ... freland (with a small f) the Imperial Assassin,
and Kalen the Wizard ... but in all likelihood they will have died by the
time you get there ...

If you take the Abandoned Brewhouse which is right beside (just to the west
of) your Capital, one of your Dwarves asks whether it would be alright to
stop there for a while, just to help see of the last of the kegs of aged malt
liquor that are stocked there.

The Loremaster who he is speaking to is QUITE unimpressed ;)

As you come to the end of the road beside the City of Odzark, a Dwarf amongst
your ranks comments that the wind in this channel appears to blow stronger
than elsewhere ... so strong in fact that it howls about his ears, and
carries with it the sound of men "revelling" to the north ...


BE EXCEEDINGLY CAREFUL as the channel leading from your present location to
the southern end of the map is LITTERED with Giants of one description or
another ... and MOST of them are not interested in chit-chat with you ;)

As you approach the city of Fogfell two things happen. Firstly, a Rock Giant
calls out to you that you are not welcome in these parts (and then attacks
you unless you have taken him out first), and Secondly (and FAR far
FAAAAAAAAAAR more importantly) a young boy appears before you. He tells you
that he was in the area seeking shelter, and the Giant that inhabits Fogfell
(a Primitive Giant) has treated him kindly. He also tells you that Fogfell
was once ruled by your King, but has been independent since the end of the
First Great Wars ... and to top it all, he offers to help you to reunite your
Clans. How charming !

Whilst you are debating his words, the Primitive Giant of Fogfell comes
strolling out of the City to speak with you ... he tells you that he is the
Last Clan Giant living in the Valley, and that he is outnumbered by the other
Giants in the Valley. He also tells you that the boy tells the truth, in
that NONE of the Dwarves survived the First Great Wars, and that the only
reason he survived is because he is "hardier" (hmmmmmmm =./) and made his
home in the City of Fogfell, which he is now ready to relinquish to your
command !!


The Primitive Giant (bless) also tells you that he will defend you against
the other Giants in the Valley.

When you take the City of Fogfell (which now has no defences and is yours by
default), the Primitive Giant (hasn't he done enough already ?) tells you
that he has learned of your Quest to reunite the Clans and to restore their
Sacred Runes, and offers you Idun's Prosperity Rune, which he was looking
after for you in the City of Fogfell.

Idun's Prosperity Rune is then automatically teleported back to the Capital,
to be held with the three runes from the first Mission.

As you begin moving further down the map, the boy pops up again to tell you
that he is (queue fanfare) Uther - son of Emperor Demosthene (!!!) - he says
that, whilst he has no recollection or memory of his father, he knows that
one day he is to be crowned King, and asks you if you can point him towards
his father's lands.

One of your King's Guards responds by telling him that you have heard of his
disappearance, but that was a LOOOOOOONG time ago ... and that he should
follow you and allow you to look after him until you can get him back to his

Uther is yours to command.

Whilst Uther is quite strong (300 HP, Strong Sword attack which can paralyse),
I do not believe it would be TOO good an idea to get him too heavily involved
in combat ... since he is the future heir to the throne of the Empire, surely
his survival should be ensured ?? ;)

Once you have taken the City of Akar, you will gain an Orc Orb (which one of
your Tenderfoots tells you exudes "a strange vibration").

There is a Training Camp to the west of the city of Akar, and if you have any
GP's to spare, I would strongly suggest that you give over some Gold to the
Training Camp to gain XP for your leader ... why not ?? :)

Once you recapture the City of Frelan, Frelan appears to tell you that they
would rather govern themselves than be ruled by the Empire, and that
Demosthene's grieving for the loss of his wife and child does them no good at

He is put sharply in his place by an angry King's Guard who tells him that
all he has done is turn his back on the King, and that there is no honour
there ... he then calls for a messenger to be sent to to Demosthene to let
the Empire know that the Mountain Clans have taken Frelan, and are holding
it until he arrives to relieve them.

When you take Balleen, a peasant asks you why you are harrassing him and his
family, telling you that they seek only to escape Kalen's Wrath.

When you take Kalen's Palace, a Dwarf pops up (with the name Kalen - weird !!)
to tell you that "the Evil Fiends are helping the Empire" (zoinks !! LIKE WE

There isn't much else to tell you about this level, except that once you have
taken the City of Hasser's Keep, one of your Novices' presents you with a
Staff of Travelling, which is an OK Staff to have, but given that the Clans
can research the Chant of Hasting Spell, its use is kinda limited ... =./

Demosthene pops up after the third city has fallen to say that it is a joyous
day for all, as not only have you fulfilled your end of the arrangement, but
you have also reclaimed the City of Fogfell. He is overjoyed to see Uther
alive and well, and gives your army a Talisman of Regeneration with a request
that it be given to King Morok as a gesture of friendship from the grateful

OPPONENTS The Empire (led by Hubert de Layle) - the PROPER Empire is
actually your ally !!



Name Inhabitants

Odzark Barbarian Chieftain, [Barbarian Warrior]
Fogfell Primitive Giant
Akar keleggh, 2 Imps
Hasser's Keep Modeus, Anti-Paladin, Holy Avenger
Kalen's Palace Kalen, [Beast, 2 Cultists]
Freland frelan, [Knight, Squire, White Wizard]


Name Inhabitants Gain anything from it ?

Abandoned Brewhouse 2 Barbarians 195 Gp, Boots of
Doneggan Tempest Giant, Primitive Giant 23 Gp, Ruby
Balleen 3 Peasants 56 Gp, Silver Ring
Kassaer Barbarian Chieftain, and
2 Barbarian Warriors 248 Gp, Tome of Air


Event Notes

Empire Messenger Visits the Capital to verify the arrangement between the
Empire and the Mountain Clans and, satisfied, leaves.
Dwarven Ears (!!) A Dwarf hears men "revelling" (!!!) to the north of the
large valley on this level.
Uther returns Uther materialises out of thin air and joins your ranks.
Fogfell falls The city of Fogfell is handed over to you by the Giant that
lives there.

3 x Potion of Restoration, 3 x Potion of Healing, 4 x Life Potion, Sapphire,
Air Ward Scroll, Illudere Terra Scroll, Potion of Protection, Celerity Scroll,
Blizzard Scroll, Treebark Potion, Potion of Vigor, Lightning Scroll, Potion of
Accuracy, Titan's Might Potion (in the woods just under the mountain to the
south of Kalen's Palace), Holy Chalice (artifact - to the east of Kalen's
Palace), Summon I: Roc Scroll.

3 x Potion of Restoration, Life Potion.


Name Sells

Tralar's Shop (Merchant) Life Potion x 10, Potion of Healing x 9, Potion
of Restoration x 6, Seafaring Scroll x 1, Potion
of Protection x 3, Potion of Swiftness x 2, Ice
Storm Scroll x 1, Ice Shield Scroll x 1
Reggen's Camp (Trainer) [Train Troops Here !!]
Lergem's Shop (Merchant) Life Potion x 10, Potion of Swiftness x 1,
Treebark Potion x 1, Potion of Healing x 10,
Potion of Restoration x 10, Potion of Water
Warding x 1, Angel Orb x 1


You have successfully defeated the Demonic Hordes and the rebels of the Empire,
and reunited Demosthene with his long lost son Uther. Well done !!


3) War Spirits


Morok's heart skipped a beat when he learned that his troops were returning
with the Fourth lost Rune - Fregga's Healing Rune - as this Rune had the power
to restore life after death. Traditionally Dwarves worthy of a position at
Wotan's Feast Table would have been granted the honour of a funeral pire upon
their deaths, but Morok had broken with tradition and kept Gymner's remains in
a cold dungeon below his keep, hoping against hope that with the aid of
Fregga's Healing Rune, he could bring Gymner back to life.

The Loremasters advised Morok of the foolishness of his chosen path, but he
was resolute, and decided to perform the sacred rites to revive Gymner himself.

Convinced that they would be unable to stop him, the Loremasters obeyed their
King's commands, hoping that Wotan would not be angry with them at their
chosen course of action.

When the level begins, Morok appears to command you to find the ceremonial
grounds where he can enact the ritual to bring back Gymner.

The Loremasters once again voice their opposition to this course of action,
saying that Fregga's Teachings prohibit this, allowing only for the
resurrection of warriors which are going into battle to defend the Clans -
not just because they are favoured by the King.

(Brave words !!)

One of the King's Guards silences him by asking whether he considers himself
fit to question the decision of their King, Morok, who had led them to battle
in the First Great Wars.

Thus sated, the Loremaster resigns himself to helping Morok.

Here begins the level !! :)

Your objective is to take Fregga's Healing Rune to the Sacred Ceremonial
Grounds so that the ritual to revive Gymner's corpse may begin. As you may
have guessed, it would be fair to say that not ALL the members of the Mountain
Clans are 100% behind Morok on this one ... but who are we to judge eh ! On
we go ...

At the end of your first turn on this level, the Empire will offer to ally
with you ... seems like what goes around comes around, and they remember your
deeds in the previous missions ... woohoo !! This should be a piece o' cake !!

One of your Engineers returns to the Capital to confirm that your king Morok
is meeting with Uther, Demosthene's Son, with a view to forging a permanent
alliance between the Clans and the Empire. Wouldn't THAT be special !! :)

Once you take the City of Kagh, a Barbarian Warriors tells you that you
wouldn't have had a chance of beating them had they not despatched the
mainstay of their forces to conquer Sumerec.


"Oh ... it's a good job you don't know about my SECRET HIDDEN WEAKNESS Batman
or I'd be REALLY stuffed !!"

(bangs head against a brick wall and then chuckles to himself).

Once Ochsunder has fallen to your might a Master Thug pops up to tell you that
they have allies everywhere, and that you should beware ... hmmmmmmmmmmmm =./

If I were you I wouldn't waste my time going to Sallat's Shop - he doesn't
seem to have anything to sell (unless you have stuff to convert to GP's, of
course) ;)

Taking the City of Galian is a VERY worthwhile exercise as, once it's fallen,
a Man at Arms comes out to tell you that he and his band were holding the Fort
for Squire Grandier for a long time, and that they were well paid, but that
they are willing to work for you (for a price) - note that this is a lie - as
soon as you cancel this dialogue, a unit comprising 1 Spearman and 2 Man at
Arms appears outside the City and switches its allegiance to the Clans
immediately ... not bad eh !! :)

As you get just past Underik's Tower one of your Novice's pops up (strange
that you are shown the portrait of a Lizard Man for this dialogue - it's
DEFINITELY a Novice talking) to tell you that he can sense the presence of
Lizard Men in the Valley beyond, and can see them easily slithering over the
top of the high wall that blocks your passage southwards. He asks whether
there is perhaps another route you can take ?

(( The answer to that question ... is ............................ NO !! ))

Continuing along the high wall, you must clear this section of the Valley of
Lizard Men.

As you approach the last unit of Lizard Men in the Valley, they jeer at you,
telling you that whilst you are brave to have gotten as far as you have, it's
all in vain as you have no way of penetrating their defences.

WRONG BUDDY. This Lizard Man is holding a key to a hidden section of the wall.

Once you have felled the City of Spane, a Lizard Man shows up to ask you what
the heck you think you're doing in their City ... he doesn't actually wait for
an answer, satisfied that his allies will "descend upon you without delay" ...
hmmmmmmmmmmmmm ... =./

You may now commence your final assault to reach Talder's Alter ... as you
approach the Lizard Man guarding the entrance to the ceremonial grounds, he
quizzes you as to how you think you are going to defeat the Marsh Dwellers,
when they quite obviously OWN these lands ... ignore him and kick the cr@p
outta him.

Once he is dead the gateway behind him opens, and you may proceed.

As you take a couple more steps into the area, your path becomes blocked by
three units of six ickle gobliny peeps ... BASH THEM TO BITS in response to
the Loremaster's comments that they have desecreated the sacred ceremonial
grounds ..................... scums :">

As you approach the altar, one of your Loremasters begins instructing your
troops in the protocol of the Ceremony. He tells you that the altar must be
cleared for the ceremony, Gymner is laid upon it, and then he directs Novice
Sevendusk to place Fregga's Healing Rune in a certain location on the altar ...

... all appears to be working, as Gymner's corpse stirs ...

...... but wait !

......... what the HELL is this !?!?!

............ oh dear ... in what can only be alikened to my first experiment
to build a sandcastle, Gymner is revived .................. sorta ... he
comes back as a ZOMBIE.


He speaks ... NOT surprisingly he says "hrr ghang. klill meeeen."

NOW your Loremaster has a dilemma. Does he leave this poor wretched
half-Gymner to be eaten by the Goblins that are still in the area ? Or do
you finish him yourselves ? He prays for Wotan's guidance.

Just then, one of Wotan's Valkyrie's appears ... she tells you that SHE will
take Gymner ... that the Power of the Runes is still too weak to bring him
back fully, and that this will remain the case until the Clans stop ABUSING
their power ... she gives you back Fregga's Healing Rune and departs with the
words "The next time you use it, be just!"

Thus scolded, you take Fregga's Healing Rune and are hastened (by one of your
King's Guards) back to the Capital to pay your regrets to Morok on the passing
of his son.

Your new objective is to take the Healing Rune BACK to the Capital.

This is where the mission starts to get really interesting.

You could a) return back to the capital - or - b) finish exploring the rest
of the map and THEN return to the capital (the choice is yours).

I'm going to finish exploring the map before returning to the Capital ...

At ROUGHLY this point on the level (it might happen before for you, or after -
it depends on how quickly you progress through the level), Morok pops up to
state that the Clans have been fooled by Uther, and that it is the Empire they
should be attacking (!!).

One of your Loremasters openly questions Morok (as you'd expect), saying that
the Clans cannot declare open war on another race simply because their ruler
distrusts the other race, and that they need proof. In these troubled times,
and with both the Legions AND the Undead bearing down on both the Empire AND
the Clans, it is sheer madness to turn away potential allies ...

Morok responds by saying that Uther craves power for himself and himself
ALONE, and that he was asking all sorts of questions during their negotiations.
Questions which a purely strategic ally has NO business knowing ...

He goes on to say that Uther has been banished from the Kingdom of the
Mountain Clans, and that if any of the Empire's Troops are spotted on Clan
Territory, they are to be slain immediately and without question. He says he
is convinced that the Empire plots against the Clans, and that it is
invariably better to be the aggressor in such situations.


... sigh ...

The next turn a Messenger (a Ranger) from the Empire arrives with a message
from Emperor Demosthene. Morok says that he has no time for Demosthene's
"honey-dipped entreaties". (Sharp words !!)

He then has his guards seize the Messenger and punish him for his
impertinence (obviously Morok has never heard the saying "don't shoot the
messenger") ;)

... MOVING ON !!

When you take the City of Margylla, a Lizard Man tells you that you can take
their cities, but they are much stronger than you can possibly imagine ...

As you venture (eventually - MAN did I take a long way to get around this
map !!) near the territory of the Undead Hordes, two of your units pop up and
engage in dialogue (they are a King's Guard and an Engineer if my memory
serves) as to how Mortis has returned, but still nobody knows why OR whom she
is stalking this time ... it's all a bit of a puzzle =./

If you take the Greenskin inhabited City of Delos in the south-westernmost
corner of the map, a Goblin pops up to tell you that whilst you may have
killed his masters, he will NEVER be your slave. (How courageous !!) KILL

If you take the City of adrok, the Orc ruling it tells you that he is going to
direct all his people to hunt you down ... (( HOPEFULLY by this stage his words
will fall on deaf ears, as you should be powerful enough, and he should have
few enough troops to make it a valid concern. ))

There IS an Orc King in the vicinity of the City of adrok, however, so BE
CAREFUL as they are MEAN ;)


Once you have finally conquered as much of the map as you feel like conquering,
and return to the Capital, several units appear on the map at the gate to the
Capital. They are :-

1) Morok Cloudkeeper
2) Princess Yataa'Halli
3) Loremaster Sevendusk

Morok begins the comparatively lengthy dialogue which ensues. Firstly he
blames the RUNES for his son's botched reincarnation ... not his failure to
read the instructions - now it's the RUNES fault ... ja ... right ...

Princess Yataa'Halli responds by saying that he's talking a load of bunkum (GO
GIRL !!), and that his misuse of the Runes and declaration of open war on the
Empire is TOTALLY unacceptable, and he is no longer fit to rule the Mountain

In response to this, rather predictably, Morok goes nuts. His banner changes
to become neutral, and he goes into a frenzy.

Your objectives now change to become "Kill Morok Cloudkeeper", basically ...
and you don't have time to really prepare, as HE attacks you first !!

Once you have slain Morok, Princess Yataa'Halli mourns not only his passing,
but also the loss of Loremaster Sevendusk AND what looks like the only REAL
hope for the Clans.

(Nothing like good news eh !!) :(

OPPONENTS Undead Hordes, the Empire (who start out as your ally).



Name Inhabitants

kagh Barbarian Chieftain, Barbarian Warrior
Ochsunder 2 Master Thugs, Man at Arms
Galian Imperial Assassin, 2 Man at Arms, Spearman
Spane 3 x Lizard Men
Margylla 2 x Lizard Men, Medusa
defe Barbarian Chieftain, Barbarian Warrior
adrok Orc Champion, Orc, Goblin, Goblin Archer
Delos 2 Orc Champions, 3 Goblin Archers


Name Inhabitants Gain anything from taking it ?

Ginfield Hall Fat Imp, 2 Imps 135 Gp, True Sight Scroll
Rredoc 3 Lizard Men Treebark Potion
Daand 2 Master Thugs, 2 Thugs 354 Gp, Potion of Speed
Ankor 2 Goblins 100 Gp, Talisman of Life
Anderov 2 Ghouls 100 Gp, Elf Lord Orb
Shrech Orc, Orc Champion, 3 Imps,
Goblin Archer 123 Gp, Water Ward Scroll


Event Notes

Allies AT LAST ! The Empire offers to ally with you VERY early on in the level.
Promising stuff Morok meets Uther to discuss a permanent alliance.
The Experiment Gymner is reincarnated as a cheap, plastic imitation version
of his former self, and forced to live out the rest of his
life in an eternal war with barbie for homecoming queen prize
(ok ok not exactly)
Spanking Wotan's Valkyrie administers slaps on the wrist of all
Dwarves and sends you packing with Fregga's Healing Rune
TO WAR !!! Morok declares war on the Empire as he dislikes Uther's hair
gel Defeat Morok (!!) Morok goes COMPLETELY ballistic, and
his daughter, the Princess Yataa' Halli commands you to
destroy him.

4 x Life Potion, Potion of Striking, Lizard Man Orb, Potion of Restoration, 4 x
Potion of Healing, Weakness Scroll, Banner of Speed, Potion of Accuracy, Haste
Scroll, Forestwalk Scroll, Zombie Orb, Banner of Strength, Staff of Light,
Menta Minoris Scroll, Iron Skin Potion (just to the north-west of the Hordes'
Capital), Boots of the Elements, Curse of Nygrael Scroll, Diamond, Orb of
Restoration, Summon I: Skeleton Scroll.

Potion of Restoration, 2 x Life Potion.


Name Sells

Sallat's Shop (Merchant) Has nothing for sale !! But is MORE than happy
to buy ;)
Underik's Tower (Magic Shop) Pestilence (200 Gp), Summon I: Skeleton (200 Gp),
Strength (200 Gp), Chant of Hasting (600 Gp)
Turien's Camp (Mercenary) Barbarian Warrior (850 Gp), Goblin Archer (50 Gp),
Orc Champion (850 Gp)
Redden's Shop (Merchant) Life Potion x 9, Potion of Protection x 3,
Healing Ointment x 3, Potion of Restoration x 10,
Potion of Healing x 10, Potion of Vigor x 2, Imp
Orb x 1 Furren's Camp (Merchant) Life Potion x 3,
Potion of Protection x 2, Potion of Restoration x
10, Potion of Healing x 10, Summon II: Evil Ent
Scroll x 1, Summon I: Living Armor Scroll x 2,
Call Decay Dragon Scroll x 1, Pestilence Scroll
x 1, Rust Scroll x 1, Air Ward Scroll x 1,
Healing Scroll x 1
Nibor's Tower (Magic Shop) True Sight (400 Gp), Summon I: Living Armor (400
Gp), Ice Spirits (1,200 Gp), Stone Rain (400 Gp),
Reggen's Camp (Trainer) [Train your Units Here !!]


When Morok saw what his personal desires to revive Gymner had done, he spun
into madness. He lashed out at everybody that got in his way - even his own
people and, whilst slaying him was by no means an easy task, it had to be done,
as failure to put him to rest would surely mean the downfall of the Mountain

[NOTE: Whilst I'm not at ALL sure whether it has ANY bearing on later missions,
you CAN take Fregga's Healing Rune with you onto the next mission, and my gut
tells me that is a pretty sure-fire bet that it has SOME importance] ;)


4) New Leadership


With Morok's demise, the Regency of the Mountain Clans passed to his daughter,
Yataa'Halli. With the trumpeting of the Horn of Taymaryl, her place as leader
of the Clans was cemented, and in spite of the skepticism of the Loremasters
and many others in the Clans, she prepared to rally her troops and try to
rekindle the spirit of unity in the Clans.

Of the 12 Clans that comprised the Mountain Clans, only 5 sat in the Council at
present. Some of the tribes to have left did so of their own accord, and were
still in existence somewhere in Nevendaar, so Yataa'Halli's first calling was
for scouts to be sent out to locate these vagabond tribes, and to remind them
of their duty to the Clans.

She had the support of the Loremasters in this, but they urged her to move as
swiftly as possible, as they foresaw the returns of the Legions and the Undead
as signs that the dreaded Ragnarok was approaching.

Day 1 Begins !!

Clan Council Members appear to show their allegiance to the new Queen of the
Clans, and to point out that, as Counsellors to Emperor Demosthene, they have
come to learn how the realm (I THINK that this is a typo, and that they means
to say as Counsellors to your father, King Cloudkeeper) is run.

Queen Yataa'Halli says that she knows this, but that she has also been a
powerful figure behind the Throne, and knows that their numbers are few, and
that they have lost even the protection of their God Wotan through their misuse
and losing of the sacred Runes of the Clans ... but she WILL not let the Clans
go out like that (sorry - I'm just listening to Cypress Hill at the mo and I
couldn't resist).

The Loremaster responds by saying that not only are the runes lost, but they
are weakened as well ! Whilst he does not know WHY this is so, he knows that
you must find the other Runes and then seek Communion with Wotan to establish
exactly what da FUNK is goin' on !!

Queen Yataa'Halli says that she will continue and complete her late Father's
work - she commands that a messenger be sent to the Dwarven Clan of Greyhelm to
re-establish contact and bring them back into the fold with the rest of the
Clans. She says that Greyhelm has not been heard of since the First Great Wars.

She also says that the recent declaration of war on the Empire was a STUPID
move on her father's part, that it is based on fear and mistrust rather than
substance, and that she is going to despatch a peace envoy to the Empire to ask
for a re-establishment of their former alliance ...

... well she DEFINITELY seems to know what she's doing I'll give her that !! :)

Hokay. We all set ? Let's kick off !

First thing I should point out ? Comparatively this map is TINY. But DON'T be
thinking for one SECOND that this level will be a piece of cake ;)

Let's go kick some BUTT =D

The City of Greyhelm lies due south-east of your Capital city, but to reach it
you must first travel east, and then south ;)

But first I think I'll explore the lands a bit ...

Taking the City of Khazan Keep is quite a good idea, if only to give you a
staging ground for incursions into that area of the map ... but BE CAREFUL as
not only is this area quite dangerous, but there is also an Orc King just
outside Vidal's Tower ... take it slow and be careful ;)

If you take the building called Aragnoc, one of your Dwarves says that the area
is dank and difficult to breathe in - perfect for Greenskins ... and that
whilst they do not keep much in the way of treasure, maybe this scroll with
"evil-looking" writing on it may be of some use (bless !!)

When you take the City of Asmara one of your Dwarves pops up to tell you that
the bad bad peeps that were inhabiting the City have been pillaging the
surrounding countryside for DECADES ... so it's about time you guys did
something about it !! :)

If you take the Thieves' Hideout to the East of the City of Asmara, one of your
King's Guards shows up to remark that you found quite a loot there, and that
the thieves must have waylayed many travellers to get it ... ((( dude, it's
JUST a diamond, y'know ? )))

If you enter the watery creek to the east of your Capital City, you will be
warned by one of your Engineers that the bones of much larger-bodied creatures
than dwarves litter the waters, and that caution is advised ... (this is a good
idea as there are SEVERAL Krakens in this area). In true Dwarven fashion, one
of your Dwarves responds by saying 'Ah yes, but there are also great treasures
in these waters' (or something quite similar).

The structure called Bellia is HEAVILY protected (as in, protected by TWO Green
Dragons), and in all honesty I can't REALLY see why - behind one of them is a
Daylight scroll which is quite handy, but Bellia itself has ... well ... see my
notes below ... do YOU think that justifies the risk of taking on a pair of
dragons ??

I did it for the XP ... but I'm nuts like that :">

As you clear out the surrounding waters you are finally able to bear down on the
City of Greyhelm ... as you approach, a Dwarven Engineer named Alderic comes
barrelling out of the City towards you ... he is REALLY happy to see you,
saying that they have not been able to make contact with the King since the
Great Wars, as an avalanche blocked their passage to the Capital City, and that
many of their men died trying to make it over the Mountains to reach the Capital
... he says they have been working for years to clear a path, but you have
managed to reach them first ...

One of your Dwarves responds by saying that he can hear the sounds of war, and
asks Alderic what da Heeeeeeeeeeeeeeeeelllll is going on ...

Alderic says they need your help - that an army is assaulting Greyhelm with
powerful magic, and that they are not sure how much longer they can withstand
the attack !

He turns over control of Greyhelm's armies to you, and you gain the following
units :-

1) Alderic (Engineer)
2) Eraric (Loremaster), Veteran, Mountaineer, Dwarf
3) Balderic (Engineer), Dwarf, Rock Giant
4) Segeric (King's Guard), Druidess, Axe Thrower, Warrior

Also, as Alderic was the only unit IN Greyhelm, that city is now free for you
to take as well, and that's a GOOD thing as your objectives change to
(fanfare) :-

"Purge the enemies from the ruins north of Greyhelm"

FINALLY we get to administer some good ol' fashioned @ss whuppin' Dwarven
stylee ;)


Firstly I would make Greyhelm a military outpost - use it to churn out assaul
troops. I'd also suggest that all spells you research from this point on are
either damage enhancing, summons or damaging ... you'll need them to help get
rid of these maggots ;)

When you actually take control of Greyhelm you get (tada !!) ANOTHER rune !!
Fulla's Gold Rune which, for SOME reason, is NOT automatically teleported back
to your Capital ... best keep an eye on who's got it methinks ;)

As you get to the bottom of the Valley one of your Alchemists asks where this
magic wind is coming from ... he (HE ?? I thought Alchemists were girls !!
OOPS !!!) gets a snappy response from one of the Loremasters that it's not any
normal wind - it's the result of CLAN Magic spells ... but who would be casting
those AGAINST the Clans ?? Hmmmm =./

[HINT: Make sure you take some healing potions/scrolls/artifacts/talismans
with you.]

There are several units which you must defeat in order to secure this level,
being :-

1) 2 Man at Arms, Spearman, Marksman, Archer
2) 2 Man at Arms, Spearman, Marksman, Hierophant, Elementalist
3) 2 Spearmen, Man at Arms, Marksman, Cleric, Apprentice
4) 3 Spearmen, 3 Archers
5) Wizard, Titan, Paladin, Matriarch
6) Man at Arms, Spearman, Knight, Cleric
7) Imperial Assassin, Spearman, Marksman, Archer
8) Spearman, 2 Marksmen, Man at Arms, Squire, Apprentice

After you have defeated the first 3 units (nos 1, 2 and 3) a King's Guard turns
to Alderic and asks him WHY these people are attacking Greyhelm, and whether
Greyhelm threatened them at all.

Alderic responds by saying that they do not know the reason for the siege, and
that it just started three days ago at dawn without warning or a chance for
negotiation. Enemies began pouring through the ruins to the north, and they
have attacked unendingly since then ...

Once you have killed the 4th unit and begin to move through the valley towards
the Wizard, you start being hit by Blizzard spells EVERY STEP you take ...
that's 15 points of damage PER STEP on the map ...

Just as you are about to THUMP the Wizard, he tells you that they have not yet
finished their 'work' in the area, and that you cannot evade spells as powerful
as this (and then he casts a Tempest spell on you), Unit 5 (the Wizard) then
moves to the back of the army, and unit 7 moves in to attack you.

Once you have killed unit 7 you are left with units 6, 8 and 5 to deal with ...

[HINT: If you have sustained damage, I would keep your troops THERE and either
a) send them supplies, or b) heal them with spells, as if you go BACK to
Greyhelm, you will take another barrage of 15 point Blizzard spells to get
there ... the canyon must be warded or something ... and only the slaying of
Unit 5 will the wards be removed.]

Once you have slain the army, I would heal all your troops and brace for the
final assault on this level - that on Sevendusk.

Sevendusk is VERY heavily guarded (see my notes below), but it MUST fall in
order to complete the level ... Braggi's Battle Rune is located there, and you
take it into your care.

It appears that the warriors mounting the siege on Greyhelm were trying to
decipher the runes written on Braggi's Battle Rune ... fortunately they did not
have the time to crack the runes, and only managed to master a few basic spells
(but it was close !!). One of your Alchemists reminds you that the Cult at
Elevil was also trying to decipher your runes.

Not that it would seem to matter now, as you have the full set of runes once
more !! :)

[Not entirely sure whether he will say this if you didn't bring Fregga's
Healing Rune from the last mission] ;)

One of your King's Guards sends an Engineer to the Capital with the Runes and
the joyous news for Queen Yataa'Halli, saying that her armies will return to
her after Greyhelm has been rebuilt.

He also remarks as to Greyhelm's would-be assailants ... who were they ? Did
the Empire send them ? Perhaps Morok was right after all !

Back at the Capital, Queen Yataa'Halli appears with one of the Loremasters for
another quick conversation. She say that now, at last, after 10 long years,
the Clans are finally reunited ... surely this must mark the beginning of a new
and more prosperous age for your kin.

The Loremaster adds that, now that all 12 runes are back in your mits, you can
enact a ceremony to honour Wotan and ask his foregiveness for your past
foolishness and lack of respect for his gifts.

Yataa'Halli concurs, and a mass celebration begins ...

OPPONENTS Legions of the Damned, Bizarre Cult working at Sevendusk.



Name Inhabitants

Asmara 2 Titans, Master Thug
Khazan Keep 2 Orc Champions, Orc, 3 Goblin Archers
Greyhelm Alderic (Engineer)


Name Inhabitants Gain anything from taking it ?

Bellia 2 Orc Champions, Orc, 2 Imps 108 Gp, Skull Bracers
Thieves Hideout 3 Master Thugs 223 Gp, Diamond
Aragnoc Orc Champion, 2 Imps, and 12 Gp, Incantare Hellhound
3 Goblin Archers Scroll
Sevendusk Defender of Faith, Wizard,
Grand Inquisitor, Mage, and
Elementalist 379 Gp, Braggi's Battle Rune


Event Notes

Yataa'Halli's Word Yataa'Halli directs you to go find the city of Greyhelm,
and to rally them to the Dwarven cause.
Craaaazy Creek Engineer and Dwarf debate the likelihood of surviving
Kraken Central.
Greyhelm Troubles Alderic calls for aid from the Clans ...
Takin' it to 'em You must defeat the Army descending from Sevendusk to
protect Greyhelm.

Plague Scroll, 4 x Potion of Healing, Talisman of Restoration (in the
north-westernmost corner of the map), Healing Scroll, Talisman of Vigor, 3 x
Life Potion, Talisman of Regeneration, Daylight Scroll, Potion of Protection,
Staff of Protection, Air Ward Scroll, Venerable Warrior Talisman.

2 x Potion of Restoration, Life Potion.


Name Sells

Vidal's Tower (Magic Shop) Incantare Belliarh (400 Gp), Haste (400 Gp),
Strength (200 Gp).
Furren's Shop (Merchant) Life Potion x 10, Potion of Protection x 3, Iron
Skin Potion x 1, Potion of Healing x 10, Potion
of Restoration x 10, Healing Ointment x 3,
Venerable Warrior Talisman x 1


With the Circle of Wisdom once again complete, the three last runes are taken
to Queen Yataa'Halli's Fortress where they are secured. The Clans attention
now shifted to the impending Ragnarok.

[INTERESTING NOTE : I'm not sure why, but once AGAIN you can take Fregga's
Healing Rune with you onto the next level ... as before, my gut tells me that
there MUST be a reason for this ...]


5) The Unholy Siege


With the bringing of their house into order complete, the unified Dwarven Clans
could now shift their attention to matters OUTSIDE their borders. Whilst they
had been rune-hunting, the Legions had encroached onto their territory to the
West, and the Undead had begun expanding to such an extent that they were now
dangerously close to the Clans' Northern Frontier ...

Queen Yataa'Halli rallied her troops to war, and the Dwarves proudly obeyed her,
marching under their unified flag fearlessly towards impending battle.

Alrighty then ... your OBJECTIVE on this level is to transform 70% of the level
back into Clans Land ... sounds simple ? NOPE.

To do this you must basically expand your territory to incorporate both Legions
AND Undead cities, and resources ... and wait until these expand to cover 70%
of the map ...

Off we go !

The level kicks off with Yataa'Halli saying that her scouts have advised her
that Legions approach from the South and the Undead from the North, but that
the Dwarves must not fear, as Wotan is once again on their side ... (phew !)

A King's Guard replies, saying that to make matters worse, the Mountains are
infested with packs of wild roaming wolves and that great caution is advised ...

... and now it's over to us !! =)

As soon as your first unit leaves the safety of the Capital, an Engineer
appears on the southern end of the maps and LEGS IT to your Capital, where he
tells you that he had no choice but to flee ... saying "There was the clatter
of hooves on cobblestones ... a vision ... the Valkyrie came ..."

A King's Guard attempts to calm him, saying that he is trembling and needs to
make SENSE when he talks (always good advice).

The Engineer steadies himself a bit and goes on ... saying that he fled, but
that you need to go to the south, and to find the Statue of Ymir ... he says
that THAT is where the vision came to him, and that whilst he cannot go back
there, the Valkyrie's gift is waiting for you there.

Your Capital City is located just south of the center of the map - Undead are
stationed in the north-east, and Legions in the south-west.

The map is LARGE, so taking 70% of it WILL take quite some time ...

Hokay ... first off I would send a troop southwards to find out what the HELL
that Engineer was talking about when he said that that there was a Clans Statue
waiting for you with a pressie ...

The statue he is talking about is located at the southern edge of the map -
just follow the trail from your Capital City southwards, past Under's Shop, and
you'll find it ;)

The Statue contains Wotan's Scroll - a scroll written by the God himself in
pure gold. It says :-

"Wotan cannot rule if no one listens, Hear the portent which by twilight
glistens. When dwarves no longer honour Wotan's runes, and beasts exploit
ancestral boons. Hark! Lands besieged by heretic's curse, Dead walk again,
fiends escape the earth! God cannot act; his reign forgot. In oblivion Wotan
watches Ragnarok."

Not EXACTLY a lullaby, non ?

One of your Loremasters attempts to puzzle this out. He concludes that he MUST
show this to the Queen for her endorsement of their spiritual duties, and with
that he buzzes off.

At some point one of your Loremasters will pop up at the beginning of a turn to
tell Queen Yataa'Halli that she needs to help them make plans to honour Wotan,
as the Dwarves total 10 year neglect of the runes has to be put to rights. He
says it is not through war but the rites that they can secure their position in
the realm.

She responds by saying that the Clans are presently occupied by earthly
concerns (meaning the war effort), and that she will not send her troops to
prepare for the ceremony until the surrounding enemies have been tamed and the
safety of her troops can be guaranteed. His request is denied at this time
(bummer !! Hasn't she even HEARD of the Ragnarok ???!!!???)

A peasant will thank you for ousting the evil powers that control the City of
Zigur, once you have killed the undead within ...

A little later on, the Loremaster is back at it again ... only this time he
tells the Queen of the scroll you found at the statue - Wotan's Scroll ? He
says it confirms that the Ragnarok is near, and that Wotan needs the strength
of the dwarves ...

She responds by saying that she does not see how mortals can help the Gods as
it is the Gods that give power and life to the mortals (fair point).

The Loremaster responds by saying that Wotan's relationship with the Dwarves is
not that easy to understand. He says that there are still many questions to be
asked, but one thing is clear to him and that is that Wotan needs the support of
the Dwarves through their renewed belief in the runes.

Once you have caused the fall of Odil, one of your Crossbowman shows up to tell
you that Mortis' evil minions have taken root in the area, and you need to beat
them back to reclaim the Dwarven hold of this section of the land.

Once you have taken the Old House (behind the Undead Capital), one of your
dwarves relates a story from his childhood to you, saying that as a young boy
he heard tales of vampires (there is a vampire in the old house for your
information), but he had never believed they truly existed until Mortis' armies
made their attack in the Great Wars.

Once Gyzar has fallen one of your Engineers bids you "leave this cursed place",
as he didn't think you would make it out of there in one piece.

... um ... dude ? There were only ... like ... 2 Medusas in there, y'know ??
Sheesh !!

As you approach Kiran Castle a Spearman asks for your help against spiders which
the Undead have called forth to fight on their side - he says they threaten the
security of not only their city, but yours as well ...

... hmmmmmmmmmmmmmm =./

I get the distinct impression that you're NOT supposed to loot Kiran Castle, as
if you DO so, one of your Dwarves kinda tells you off, saying that he got the
impression that the humans that dwelled there could have aided you, given that
you were both opposing the armies of Mortis.

HOWEVER, having said that even when I'd killed the first spider and left it a
few turns until another one teleported onto the map and killed that one too,
they STILL didn't thank me ... so I just kicked their @sses and took their city

When you liberate the City of Adzurat a Squire comes out to tell you that his
city has been pillaged and his people gone - most likely fled ... but he is
grateful that Mortis has no interest in human culture as his artwork and
tapestries from foreign lands have been untouched ... as a token of his
gratitude he gives you a Potion of Rejuvination

Periodically on this level, enemies will begin teleporting onto the map ... they
appear here and there, and are usually barbarian warriors, barbarian chieftains,
and wolves ...

Queen Yataa'Halli comes up at one point to tell you that you are making good
progress, and that you need to press the Dwarven Invasion so that the way is
clear for you to FINALLY pay homage to Wotan.

When Grech has fallen to your armies, one of your King's Guards suggests that
you use it to tend to your wounded - you could do - it's up to you, non ?

Who does he think he is telling you what to do ;)

In the Antique Temple you will find a Summon III: Nightmare Scroll which a
Dwarf will hand to a Loremaster for his examination. The Loremaster says that
with the aid of the scroll you can turn the Demons' magic against them - how
neat is that !! =)

As you approach the Legions' Capital a Crossbowman and an Alchemist engage in
conversation. The Crossbowman remarks that Gymner was slain whilst trying to
hold back the Legions, and that Bethrezen managed to escape anyway ...

Disciples 2 - Clans Tags
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