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Walkthroughs of Disciples 2 - Dark Prophecy Quests FAQ

Disciples 2 - Dark Prophecy Quests FAQ Walkthroughs

Disciples 2 - Dark Prophecy Quests FAQ


Disciples II Dark Prophecy Quests FAQ
Created by Ethel
Copyright (c) Ethel.L

1st August 2003-Version 1
3rd October 2003-Version 1.1
6th November 2003- Last updated
11th November 2004- Added in a response section

Author's note: I'm sure all of you know how tedious it is to write an FAQ,
how much effort and time is put in, so as long as you don't change any part
of this FAQ and don't pass it off as your own or sell it for money(well no
one would want to spend money buying it anyway), you can feel free to use it.
This FAQ is to appear ONLY on GameFAQs(http://www.gamefaqs.com) and
gamenotover site.


Disciples II - Dark Prophecy is a turn-based strategy game that involved a lot
of gameplay. Whilst there are a number of very informative FAQs posted
on the sagas, I do not find any FAQs on the quests, therefore I
decided to make one based on the them. Quests in Disciples II-Dark Prophecy
are short individual chapters, and there are a total of 14 playable.
This is my first attempt at writing an FAQ, and I would appreciate any
comments and suggestions. Please kindly forgive me if I did not do a good
job. Any mistakes, please email to me at gkane84@yahoo.com. Well then, let's
get started.

The 14 Quests:

1) Battle of the Yldram Isles
2) Crossing the Lucian
3) Drega Zul
4) Hellish Invasion
5) Hureth Valley
6) Ice-Mar
7) In Gold We Trust
8) Kadrath's Fall
9) Last Stand
10) Lunnark's Travels
11) Power to Corrupt
12) Terror in Moonsong
13) Vaglan 1- The Highlands
14) Vaglan 2- The Betrayal

Points to take note before we start:
A) When I did not list the enemy's immunities, that means it is not immune to
any attack/elemental.

B) Cities and unexplored Ruins listing
E.g: Runia-Lv 2
1 Titan,1 Witch-Hunter
Gives: Staff of Twilight
This means that the city Runia is at Level 2 with 1 Titan and 1 Witch-Hunter
in its defenses and that you get the Staff of Twilight from taking it over.
E.g: Ruined Castle
1 Doomdrake, 1 Zombie
Loot: Staff of Nightfall
This means that there is 1 Doomdrake and 1 Zombie in the Ruin that you've to
fight and that you get the Staff of Nightfall after defeating them. GP are not

C) Shops/Mercenaries/Towers Listing
E.g: Jenbah's MarketPlace:
Life Potion
Potion of Restoration
Potion of Healing
This means that the shop sells Life potions, Potions of Restoration and
Potions of Healing.
E.g: Ice Breaker(Provide training for your troops)
This means that this is a training camp and that you pay GP to increase your
units' levels.
E.g: Bildal's Tower:
Summon II: Valkyrie
This means that the Tower allows you to buy the spells Healing, Blizzard and
Summon II: Valkyrie.
E.g: Righon's camp(hiring):
Man at Arms
This means that the camp allows you to hire units of Man at Arms and Spearman
(You must pay GP for them of course :D)

D) Walkthrough Race listing
In some quests, you'll see two parts, E.g 1: PART A: Using the Empire

PART B: Using the Mountain Clans

Whereas in some other quests, E.g 2: Using the Legions/Empire/Undead

The difference is due to my observation in events of the quests as well as my
purpose in keeping the FAQ shorter and to avoid unnecessary repetitions. Let me
explain. Let's take a quest where you get to play as the Undead or the Empire
as an example, I will see whether the events of both differ much or not. If
they don't I'll usually use E.g 2 format and list the individual events after
the walkthrough. But in the case where they do, then I'll use E.g 1 format.
Somewhere along the line, I changed the walkthrough's format as well. I don't
elaborate on the ruins and cities anymore because I don't see the need for it
as I've given required information at the end of each quest's walkthrough.
I kept the elaboration on step by step exploring for the first few quests
but after which I did not. This is because I hope to start you off getting
familiar to what the quests are like, but as we progress, there's no need
for me to tell you go south, go east, then north because you will most
certainly want to explore on your own and in your own way and directions:)

E) The game's way of direction on the map is different from mine( as in its
North is my East, its South is my West and so on) so I've provided simple
but readable maps with directions so you can refer to it while reading my
FAQ(that way you'll know what I'm talking about). I've decided to keep to
my way of direction :P

F) Since there's plenty of flexibility in playing these quests, you can
always explore the map in your own way, as well as fighting enemy units.
An example being you using the Empire and you can always choose not to fight
the human units on the map, or not to take over certain cities etc. In this
FAQ, I've cleared all the maps so as to provide you with the information on
the cities and stuff, but when you are playing the quests, you might not want
to kill every single unit on the map, depending on your preference.

G) I've included the difficulty value based on my PERSONAL opinion, this
will serve as a guide to those who wish to plan their troops depending on
the difficulty of the quest. '&' are used as indications, the higher the no.
of '&', the harder the quest. No '&' means it's way too easy you don't even
need to spend time building up your troops(Max no. of '&' :5)


1) Battle of the Yldram Isles &&

- The Yldram Isles sector is one of the most strategic regions of the realm
because of its high traffic of sea merchants and travelers. The Empire and
the Undead Hordes are now fighting savagely for the control of this area.

Your Objective: Take control of the Yldram Isles by crushing your opponent's
troops and taking his capital

In this quest you get to choose between using the Empire or the Undead Hordes
(Pretty obvious isn't it?)

Map Size: 48 x 48

| E H |
| |
| |
| |
West | O G | East
| S |
| |
| K |
| A U |

E: Empire capital
H: Hambourgh city
G: Galdarth Clan city
S: Sea Serpent
O: Siria city
K: Kraken
A: Arkenaso city
U: Undead Hordes capital

PART A: Using the Empire

When your game starts, a Pegasus Knight appear and tell you that before the
Empire and Undead Hordes came, the Marshdwellers and Barbarians are already
fighting over this region and that they gained control of sea creatures to
help them.

Now get cracking! It's time to go slaughter some weaklings for experience
points! After all, you'll need to upgrade your units greatly, but before that,
you know that you'll ultimately need to take the capital of the Undead, and
the guardian(as you always know)is extremely powerful. But this time, do not
worry too much about the 900 HP guardian who can cause 250 damage to all your
6 units at one go. Ashgan(the guardian of the Undead Hordes) has been
weakened much because the producer of the game pities all of us.

-Stats of Ashgan
HP : 190
Damage : 41
Armor : 0+50
Initiative: 34

Now, do you feel a little relieved? Good, but still, you can't really afford
to be careless. So you will definitely want to choose your
armies correctly. Now, let me give some recommendations from my experience.
They are just based on my opinions, so you can always disagree with me and try
new organizations for yourself.

Now be sure to include Archers and Titans in your each of your hired unit,
especially Archers. Why? you'd ask, because you can get archers to upgrade to
imperial assassins and they are great because they can attack any unit and
poison them as well, I use them for facing Ashgan, poison will deplete his HP
every turn so you don't have to depend too much on your magician to hit him.
You probably already know he is in the back row, and so your squires and
whatever knights that can only aim at adjacent units won't be able to hit him
at all. Titans have high HP, so she will be able to last longer in the battle,
and lasting longer in that battle will cause more turns to pass, and so more
HP depleted from our sweet Ashgan.
If you can, forget about Squires, you can never get to upgrade them till they
are very strong. If your leader manages to level up, choose leadership and you
can get one more apprentice. A healer is okay, but it may not be that useful.
Now try to save up money for building up your castle instead of hiring too
much leaders and units. It would be good to hire Archangels to help you change
territory with mines, you don't need to allocate any units under them(it's
pointless, they've only got 1 leadership).

Ok, now off you go clearing your map for XP and money and treasures. :)
If you go a little south from your capital, you will come across the
unexplored Outpost, there is only a Lizard Man guarding it, so just loot it
and get the Boots of traveling. Continue your way and you should see the
Arkenaso castle. However before you go near to the castle, most probably you
will see a Kraken waiting there for you. Whether you want to fight it or not
is up to you. It has 504 Hp and can do 120 damage so think twice, and also...
(-look at the next part)
Try attacking the castle and your scout will pop up to feed you
some information on how the castle is one of the greatest marshdwellers cities
before war with the Barbarians. He will also say that legends has it that
there is a magical item that gives great control over the sea
creatures. Attack it, once again there's just one lizard Man(slightly special
in the sense that it has a name). After you defeat it, you will get the Holy
Artifact, 1 life potion and 1 potion of restoration. Then the Kraken will be
under your control all because you have the HOLY ARTIFACT!(Yay!) The Kraken
is strong so make full use of it, however take note that it cannot go on land,
so you might want to leave the enemies on the sea for it to take care of.
The Barbarian and Wolf unit beside the city will give you a potion of
To the east of the Arkenaso city, you will find another unexplored ruin. The
Monastery Ruins is guarded by two Lizard Mans, after you defeat them, you get
the Staff of Traveling. If you continue east, the capital of the Undead
Hordes will be there, so just leave it until you are ready.
East of your capital is another city called Hambourgh with 2 thugs, 1 master
thug and 1 archer. You get two potions of healing after the battle. Proceed to
the south and yet another city Siria awaits. As you near it, your scout will
tell you that Siria is mainly inhabited by merchants and sailors who make
stopovers there, but it is now under the control of the Marshdwellers. Kill
them(1 Medusa and 1 Lizard Man) and you get 1 life potion, 1 potion of fortune
and a tome of water. East of Siria is the Galdarth city under the Galdarth
clan. A sole Babarian Chieftain guards it(he's the clan leader or something
like that, now that's quite miserable isn't it? with no subordinates around)
Your scout appears again and inform you about the city. He mentions that the
Chieftain of the Galdarth clan owns a magical item that grants him control
over a powerful beast. As expected you will have to beat him to see what it
is. Your reward is 1 Doragon's Eye, 1 life potion and 1 potion of restoration.
You also get to control the Sea Serpent beside the castle due to possession of
the Doragon's Eye, hmmm so this is the magical item. Well same thing goes for
the Sea Serpent, it's no landlubber, so use it for enemies on the sea. Now one
point to make is that, I would choose to fight both the Kraken and the Sea
Sepent if I were you. Okay, in my first attempt, I killed the Kraken before I
take over Arkenaso so I didn't know what's the use of the Holy Artifact. But
killing them gives experience points, and also if you manage to control them,
you will most likely use them because even if you really don't want to, you
can't help but use them because they are so much more stronger than your low
level units. You will end up using them to kill all the sea enemies and how
about your units that's going to go take over the capital of your enemy? They
lost a whole lot of XP obtainable. But it's all up to you.
Slightly north of Galdarth is the Outpost Ruins and it contains an etched
circlet for you to grab. If you decided to attack the human unit who is the
Empire convoy near the Outpost Ruins, I'd suggest no. If you kill them, the
advisor will say that since the convoy is destroyed, you have lost all your
goods. There's really not much effect as far as I can see, so it's your
choice again.
Around this part of the game, units will begin appearing on the ends of the
map, they are merchant sailors. I waited for a few turns for them to see what
is this all about, they will try to find the nearest city to them and take it,
even if you kill them, it's alright, not much effect, but come on, they are
just merchants and sailors, after all your mission is not to kill them, but
to defeat the Undead, and killing them don't give much XP anyway. After one of
them takes the city of Galdarth, the advisor appear next turn and tell you that
one of the convoy needs assistance near Galdarth city. They have valuable load
that requires you to ensure that it reaches its destination. So I moved one of
my unit there.....nothing happened, I tried to click on the castle to see
whether they will start telling me what can I do to help and stuff...I wound
up attacking them instead, so nothing big actually, no bother.
After you have explored enough, you can get ready to take on the enemy's
Once you defeat the capital's defenses(and get an amount of XP, I got 2698),
the capital is fallen and you have conquered it. The mission ends. You get
the Skeleton spell(which is no use at all coz you don't even get a chance to
use it) and the quest ends.
The ending: A 'Congratulations' screen telling you
that you have defeated your enemy. Wow, cool ending huh? Haha well, don't
expect much, it's just a quest anyway.


PART B: Using the Undead Hordes

Basically, using the Undead Hordes is no different from that of the Empire.
You get the same events and the same stuff that your scout and advisor says.
As for strategy, well do I need to say anything? The Undead Hordes are the
best of all the four races, but in my case I used the computer's method during
sagas, and that is: Hire Werewolves to occupy the front row and all powerful
magicians to take up the back, it's so easy to play as the Undead. They are
cool to play with anyway. Okay now everything is the same as playing as the
Empire so I won't repeat them again. Again, the convoy units are up to you to
decide what to do with them, but one interesting point is: when I killed the
Empire Convoy unit, the Empire advisor showed his face and said the same thing
about you losing the goods and stuff, funny huh? Well nevermind that though,
it's a pretty short quest, and a very simple one at that.

-Stats of Myzrael, Guardian of Empire's capital
(note from author: he's cute isn't it?...oops sorry yeah this is a FAQ, sorry
about that :P)

HP : 190
Damage : 41
Armor : 0+50
Initiative: 34

After the Empire's capital has fallen, you acquire a potion of healing and the
lightning spell.

The ending: No Difference, same as that of the Empire's.



Galdarth Clan City-Lv 1
1 Babarian Chieftain

Siria-Lv 1
1 Medusa, 1 Lizard Man

Arkenaso City-Lv 1
1 Lizard Man(Sybarh Maal)

Hambourgh-Lv 1
1 Master Thug, 2 Thugs, 1 Archer

Enemies on map

Mermaid, Merman, Archer, Master Thug, Fighter, Templar, Lizard Man, Thug,
Specter, Man at Arms, Medusa, Barbarian(Young Barbarian), Barbarian Chieftain,
Kraken(if you fight it), Sea Serpent(if you fight it), Wolf, Spearman


Jenbah's Marketplace:
Potion of Restoration
Life potion
Potion of Striking
Potion of Swiftness
Potion of Strength
Potion of Might

Clathum's shop:
Potion of Restoration
Life Potion
Potion of Vigor
Potion of Strength
Potion of Accuracy

Bildal's Tower:
Shadow spell
True sight spell

Keriek's Camp(Hiring):
Man at Arms

Items found in money bag/treasure chests:
Chronos scroll
Banner of Protection
2 Potion of Healing
2 Life Potion
2 Sliver ring
Banner of resistance
Skull Bracers


2) Crossing the Lucian &&&

-For centuries, Lucian is the border between the Legions of the Damned and
the Empire. However, now both wanted to expand their territory. A fierce
battle shall begin, if the capital guardian fall, the capital will fall too.
There are three other races fighting to keep their share of land too. The
Orcish Deathbringer clan, the Brotherhood of the North(one of the mountain
clans) and the Koman Dun of the Barbarians. It will take nothing less than
taking complete control of the enemy stronghold to win the battle.

Your Objective: Capture the enemy's capital

In this quest, you get to choose to either use the Empire or the Legions of
the Damned.

Map size: 48 x 48

| E K D |
| V |
| P B |
| T |
West | | East
| |
| |
| K D S L |
| |

E: Empire capital
V: Elves
T: Truantia city
P: Port Fenrir city
K: Koman Dun Group
D: DeathBringer Group
B: Brotherhood of the North Group(Kalator city)
S: Serune Outpost city
L: Legions of the Damned capital

PART A: Using the Empire

Once the game has started, your advisor will inform you that this region is
plagued by Rangers and Priests who have betrayed the Empire and he suggests
that you deal with them first before confronting the Legions so that they do
not come back later to sting you.

Okay, as usual, try to form your units appropriately, include archers I'd say!
Your enemy capital's guardian this time is Ashkael of the Legions.

-Stats of Ashkael
HP : 190
Damage : 41
Armor : 0+50
Initiative: 90

So based on that, try forming your units that would work best at capturing the
capital. When you have finished assembling your armies, you would want to take
the suggestions of your advisor and start getting rid of the enemy units
around your capital. If you click on the show banner icon, you'll see that
they are under the empire as well, okay we already know they are traitors, so
just punish them all! There are two corrupt priests groups blocking the way
to the Ancient Temple as well as a prophetess and her 3 thug minions in the
temple itself. After you defeat all of them, you'll get a life potion and
the imperial priest will commend you for your actions, saying that the priests
have paid the price for betraying the Highfather and that the battle has
demonstrated the Empire's might. Go south a bit and the city of Truantia can
be seen. Inside are 2 Lizard Man and 1 Ogre and you may have to prepare your
troops well before taking it, after which you are then rewarded with a Skull
of Thanatos(located in the city's inventory).
When you clear the land of the Ranger betrayers, your Ranger advisor gives
you assurance that now that you have taken care of this group of Rangers,
recruiting Rangers will be an easier task, with that you move on to the Elves.
As you approach them, another advisor of yours(wow, is this quest a gathering
for advisors?) remind you that if you take time to pray to the Highfather near
ancient statues, he may aid your quest. He added that there is such a statue
to the east(which if you explore just a little further, you will see it, it's
just right after the Elves).
Near to the Empire statue is a city called Port Fenrir with 3 Spearman and 1
Titan guarding it, If you managed to take over the city(which isn't hard at
all) and view the city's inventory, there is a Runestone artifact and a
Diamond left behind for you. You might want to go north till the end and there
are three units on sea. As you go near to them, one of them speaks. He say
that he had arrived from his faraway land and has brought items that will help
fight the demons. He will then join you while the other two units will leave
the map. The items he had with him: Highfather's potion, Healing ointment and
Banner of striking. Now you might want to go back to Port Fenrir and take the
chance to heal all your units and equip them with whatever you have because to
the east are the Deathbringer Clans, Koman Dun and Brotherhood of the North
Clans. There are quite a bunch of them, so make sure you have enough potions
and stuff to heal up when needed. You will meet up with the DeathBringer and
Koman Dun first, all of their groups consist of Barbarians and Orcs, so I
suggest concentrating on one clan first and after you rid yourself of them,
then you deal with the other clan, in this case, I recommend the Deathbringer
(they just comprises of Orcs,Orc Champions and Goblin Archers) because they
have lower HP and are much easier to get rid of. When you go east till the end
of the map and attempt to go up the slope to the higher plateau, one of the
deathbringer unit stops you and order you not to go near and to go back where
you belong, well who cares, just shut its mouth up. The Orcish Watch Tower
ruin is up on the plateau guarded by 2 Orcs, 1 Orc champion and 3 Goblin
Archers. You can get a Talisman of Vigor from it. Go down and south and
another ruin is there. There are 3 Orcs in the Orc slave mine and should prove
much easier to beat as compared to the former. You should probably see the
city of Kalator near. It is owned by the Brotherhood of the North clan, try
attacking it and a Brotherhood guard will come up with the you have no right
to occupy our city blah blah blah crap, read what he said for yourself,
I can't bother typing out words of a moron. Look in the city inventory once
again after you took over the city, there should be 2 potions of healing, 1
life potion, and 1 boots of speed. Heal up and off we go again.
Go south and you will spot the Legions territory, leave it be first, head east
and there will be units of enemies for you to take on. 2 Giant black spiders,
well good luck with them, if you can't defeat them as yet, pass them and
proceed further west. There are mermaids and merman as well as a Kraken, nope,
don't hope, this time you can't get to use the Kraken, so don't bother trying.
When you defeat the Kraken, the Legions will cast a Nightfall spell, no
problem with that, just move on. Head west while clearing your way and soon
you will spot the Kassel ruin, it is guarded by just an ogre, which should
not be a problem for you by now. You'll get the Banner of Protection upon
looting the place. East of the ruin, more DeathBringer and Koman Dun lie in
wait, so just slaughter them all for XP. There is a ruin(Pandemonium) which
has a fiend in it and only provide you with a life potion, decide whether you
want to waste your time with it. Now when you reach the city Serune
Outpost and clear it of the orc and goblins inside, you will have the Dwarven
Bracer and Gold ring, equip the Bracer and you can get ready to fight the
Spiders. When the Spiders are dead meat, just prepare to fight the Legions.
After you take the capital, the quest ends with the congrats screen again.


PART B: Using the Legions of the Damned

Your advisor tells you that now is the time to fulfill the ancient prophecy
and spread the reign of the demons. But first you will have to take care of
the demon traitors(is this story copyright? I wonder...) Gorgoth and Bhaarth.
By now, you probably already know the assemble your troops thing, so I'm not
going to say it again. Again, you are to take over the Empire's capital.

-Stats of Myzrael *blink* :)
HP : 190
Damage : 41
Armor : 0+50
Initiative: 90(oops, it has increased a LOT from last time)

After the traitors have been punished, your advisor appears again and praise
you, and as a token of appreciation, give you an Infernal Knight orb, and tell
you to keep serving well and you will be greatly rewarded. Yes Sire! Thanks
for the orb! Okay equip it on someone who has the skill and it will help much.
If you go directly north from the capital, a demon by the name of erm......
Gorgoth(familiar name huh?) warps in and asks for your assistance to have his
revenge on the Empire because he hated it for what it stands for...erm mister,
are you out of your mind? What does hating what a country stands for have to
do with having your revenge? Maybe he really screwed it up, oh well, anyway
you get to control him and that's a pretty good addition I assume.
Clear you way up north to occupy Kalator and loot the two orc ruins. West of
the capital, you will find the Pandemonium ruin with the life potion and the
city of Serune Outpost. Leave the Spiders for now, proceed west till the end
and explore the ruin Kassel. Go up north from Kassel, and another city will be
there. Truantia city should be fairly easy for you to take over. Further up
north is the Empire's territory, but before going to clear the rest of the
map, go to the Ancient Temple and get the life potion, it's the XP you don't
want to miss out on. East of the ruin is Port Fenrir, easy to take care of.
Heal your troops and continue, your other troops probably have taken
out most of the DeathBringer and Brotherhood of North by now, what remains are
the Spiders, Empire traitors, Elves and the Koman Dun. Is that good or bad
news to you? Whichever, let's do it. Oh yeah, if you go meet up with the 3
northern convoy units on the map, the spearman will not join you(did I hear
you say of course?) instead he will tell you not to think that by picking on
a single merchant will you win the battle. Alright, the other two units beside
him remain and you can attack them all. You can get the items of the merchant
if you kill him so go ahead. Once you have gotten rid of all of your enemies,
and you are confident about taking on the capital, go all out, it's the last
battle after all. The ending is once again the congrats screen.



Port Fenrir- Lv 1
3 Spearman, 1 Titan

Truantia-Lv 3
2 Lizard Man, 1 Ogre

Kalator-Lv 2
3 Dwalves, 1 Tenderfoot, 1 King's guard, 1 Veteran

Serune Outpost-Lv 1
2 Goblins, 1 Orc

Enemies on map

Thug, Priests, Archer, Brown Bear, Master Thug, Scout, Centaur Lancer, Troll,
Forest Elf, Ogre, Elf Ranger, Lizard Man, Goblin Archer, Goblin, Orc, Orc
Champion, sea Serpent, Barbarian Warrior, Barbarian Chieftain, Merman,
Mermaid, Kraken, Giant Black Spider, Demon, Cultish, Devil, Possessed


Mithiker's shop (This is the shop of the Spearman cum merchant guy):
Life potion
Potion of restoration
Titan's might potion
Banner of might

The Mill Shop:
Potion of restoration
Life potion
Boots of travelling
Banner of resistance

Kigger's camp(hiring):
Air Elemental

Items found in money bags/treasure chests:
1 Ironskin potion
1 Lightning Scroll
1 Menta Minoris Scroll
1 Emerald
1 Staff of Invisibility
1 Royal Scepter
1 Potion of Restoration
2 Life Potion
1 Boots of Speed
1 Ruby
1 Healing Ointment
3 Potion of Healing
1 Titan's might potion


3) Drega Zul &&

-Briefly said, the prologue is basically about this man called Joseph who died
while he was escaping from the Undead Hordes, he had his child with him and he
must bring her to the Empire, he was sure that the Empire could help them, it
was also mentioned that his beloved was dead (she was an Undead) and now they
wanted to kill him and take the child.

Your Objective: Kill Vampire Krath'du. All races will lose if Drega Zul is

Finally, a rather special storyline I believe. You can get to use either the
Empire or the Undead Hordes.

Map Size: 48 x 48

| C |
| K L |
| U |
| |
West | | East
| |
| |
| R E |
| F |

U: Undead Hordes capital
K: Kekkut city
L: Kalajit city
C: Ruined castle
R: Rivend city
E: Empire capital
F: Fendhill city

PART A: Using the Empire

Game starts and a lady(looks a bit eerie) appears. She feels that after
training with you and serving you loyally for so long, it's time she avenge
her father's death. Her father was slaughtered years ago by the Nosferat
who had made her the abervation she is now, she must make sure that she
vindicate his death, and requests for your help in finding that demon.
The Advisor agreed with her and added that the Undead Hordes have committed
countless atrocities against your people and now they must feel your wrath.

You start off with Drega Zul and a random leader(as always), since Drega must
not die, and her HP is like only 200, leave her for smaller and easier battles
instead(now why does she reminds me of Uther? Hmm....)

One important point is, you won't find Krath'du at the Undead Hordes capital,
so you don't need to fight their guardian. From your capital, go out through
the west exit and soon you will meet a spearman and thug unit , slaughter them
and you will get a Boots of Speed, continue to go west and there will be a
city Rivend heavily guarded, approach it and Drega will tell you that it is
heavily fortified and resisted for years the attacks of the undead and so it
will not be easy to capture. Not quite true, they are not as strong as she
said of them to be. There are two guard units outside the city. One unit has
1 Rivend Spearman(basically is just a Spearman) and 1 Spearman, the other unit
includes a peasant(IMPRESSIVE isn't it?), 1 Man at arms, and 1 Rivend
Spearman. City's moving party consists of a Mage, a Rogue Squire(he's just a
Squire actually) and 1 Master Thug and city's defenses consists of 1 Archer,
1 Spearman and 1 Mage. If you kill one guarding unit, Drega Zul will recommend
that you leave the area if you are not ready to take them all on, it's because
they will most likely retaliate, and indeed they did, the next turn, the other
guard unit will come after you, so be prepared. Take over the city and you get
to hear a villager tell you about how he has heard of the name of Krath'du
before and about how this Krath'du took pity on a young beautiful bride, and
tried to convert her into an undead and so on, I don't wanna spoil it, read
his story yourself. And of course Drega mentions that his story sounds too
familiar. Right in the city's inventory is an orb of Nosferat.
During the start of the second turn, the advisor informed you that one of the
Empire's informant in the Undead has provided some news that a Nosferat called
Krath'du has disappeared from the Undead Capital.
Near the Rivend city is the Lookout Tower that gives you the Tome of Sorcery,
there is a Rogue Squire guarding it denying your access, just clear your way.
After looting the ruin, there will be a message of an inscription about
Krath'du laying eyes on the lady blah blah, and you wonder what it means. If
you continue to go west, you will come across more human and wolf units as
well as the Abandoned Shelter ruin. I hope by now, your troops are strong
enough to take them out, especially the unit with two Witch-Hunters and an
Archmage. You can train your troops at the troops trainer for a while before
you proceed even further. After looting the Abandoned Shelter, Drega Zul will
give confirmation that a vampire has been there before. Now let's move on, as
you attempt to enter the Undead territory(which is just north of the Abandoned
Shelter), Drega Zul warns you about the danger. Proceed north and you'll see
another city, this time under the Dwarves. The city Kekkut's defenses
basically consists of only 1 Hill Giant, a dwarf and 1 Alchemist. After you
took over it, a dwarf will curse you for what you have done. Finally you have
reached the northern end of the map, you can go east, a hermit stops you
from going further and casts a spell on you, it causes 15 hit points damage,
it's up to you whether you want to heal, I chose not to. Explore the ruin
just a little further away, it's the Alchemist's lab, clear it and Derga Zul
says that it looks like Krath'du has no dealings with the dwarves. Now you
might want to rest your troops a little while the rest take care of things, or
you can just move on.
Go south and there are two Giant Black Spiders waiting, your troops can manage
them now I think, so just show them who's boss. Go south again(you should
probably see your capital again, so let's say we are going in a circle) and
something attractive caught your eye, non? yeah two treasure chests. Go take
them, Drega warns you again about sightings of Krakens around this area, go
nearer, and a kraken appear out of nowhere! And Miss Drega begin shouting
about how you have awakened a monster! See? It's all your fault, who asks you
to be so greedy? ;P
South of your capital stands the Fendhill city. You will get the Spirit Staff
from killing the guard unit in front of the city, and there'll only be a Man
at Arms defending the city, how useless! Once the city is yours, a peasant
will tell you that Krath'du's name brings horrible memories.
Only a small part of fog that's not cleared, but you should see most of the
stuff anyway, the wolf land(the area where groups of wolves await to devour
you) and Drega Zul once again(she's pretty free isn't it, appearing here and
there and everywhere) reminds you to be careful about the wolf-beast thing.
The last unit of wolf blocking your way up the plateau will leave behind an
Unholy Dagger Artifact when you destroy it. You will be stopped by a Rock
giant when you try to go up the plateau with another city on it. He tells
you to turn back or fact the consequences. Empty words for he has no
reinforcements. The city is Kalajit owned by the Dwarves group.
Bring it under your rule and your reward is an insult from the great and
mighty dwarf villager! They are just eating sour grapes, how pathetic...
So what remains is the Ruined Castle, and the name sure does sounds like the
place where a vampire lives. Prepare your troops, heal them at Kalajit and
get all the equipment and potions and whatever(I'm actually exagerrating haha)
and attack the ruin. You will then fight 2 Initiates and 1 Deathdragon and
you will get the staff of Nightmare after you beat them. Now where the heck is
that Krath'du fellow? You vampire coward! Come out now! Alright he'll appear
right away and tell you how he has been waiting and stuff, then he casts a
spell on Drega Zul and she now has become your enemy. So your advisor suggests
that you kill Krath'du to break the spell. Now it's up to you whether you want
to kill Drega Zul or not, by now she is sort of redundant to the quest, I
tried both methods, to kill her then Krath'du, as well as to kill Krath'du
right away, leaving her unhurt. No difference at all, you'll still get the
'You have successfully completed the quest message' as well as the same old
familiar congrats screen. But one thing is, since Drega is under Krath'du's
control, she will come after your troops. She has 1 Shade and 2 Zombies in her
unit. If you wait for the next turn after Drega has been transformed, a scout
named Geldwin will appear just south of your capital saying that he will help
you out(because you have lost a precious leader). No, don't look down on him,
his unit is pretty strong- 1 Paladin, 1 Imperial Knight and 1 Imperial

-Krath'du's unit

1 Skeleton Warrior
HP : 220
Damage : 75
Initiative: 50
Armor : 0

1 Phantom Warrior
HP : 320
Damage : 125(Can paralyze as well)
Initiative: 50
Armor : 0

HP : 90
Damage : 14 to all 6 units
Initiative: 50
Armor : 0
Wards : Fire and mind


PART B: Using the Undead Hordes

When the game starts, a death knight will tell you that the Nosferat Krath'du
has fled the capital with soldiers loyal to him and that he is seeking Drega
Zul- the half human, half undead. Now you must stop him from spreading the
dark gift.

Get ready your troops and we are off! Now you only need to move a little(say,
like 3 steps?) and a rogue squire will come up and call you flithy, nope he
won't give you a chance to reply, he'll just attack you. He's too weak against
your unit so don't worry at all.
You might want to go north of your capital to explore the Alchemist's lab,
and will find out that Krath'du isn't there. West of your capital locates a
city Kekkut, you will get insults from a Dwarven villager when you take over
it. Leave the spiders for now, you are still not strong enough for them. If
you go south from your capital, you will find the Abandoned Shelter. Krath'du
has been here, but there's no indications where he went. Continue and if you
have the money, train your troops at the Troops training area. Now go east
and try attacking the city Rivend, but it's not so easy, the people of Rivend
will sound the alarm and alert the mages when you approach. A spell causing
50 HP damage is cast on your unit, so heal up, if not use another unit to
fight them. It seems that Krath'du has infected more innocents than you know.
Near the city Rivend is the Lookout Tower, loot it and proceed to take the
two treasure chests on the sea. Your Advisor will warn you of the dangers
involved(Krakens) and sure indeed, a Kraken pop up so get ready to fight it.
From here, go south to take another city(You'll pass through the Empire's
territory) Fendhill, still no news of Krath'du. At this point, you'll most
likely see Drega Zul(remember she is working under the Empire now and so that
makes her your enemy) wandering around, if you are strong enough, I believe
she won't ever attack you, but it's highly unlikely that she will even if you
are not because she's not supposed to die anyway. You'll find the boots of
speed dropped by the Spearman and Thug unit near the Empire's capital.
Now you can take the chance to take on the Spiders, one of them has a treasure
so you might not want to miss out on that as well as the experience points.
If you go east, you'll spot wolves so just clean them out and go up the
plateau, the last wolf unit leading up to the plateau will give you an Unholy
Dagger when defeated.
Capture the city Kalajit and go on north to the Ruined Castle. Attack it but
be prepared to face 1 Deathdragon and 2 Initiates. After you beat them, your
Advisor will inform you that Krath'du is near, and indeed he is! He will
show up and tell you how he is going to create a new, superior race with his
Drega Zul, after which he will cast a spell on your unit, depleting 75 HP, so
heal up again either by going into the city nearby(that's Kalajit) or by using
potions. You can go after him once you gain back control, kill him and
everything will end, the Undead's sacred blood will spread no longer.
Congratulations! You have successfully completed the quest!

-Krath'du's unit

1 Skeleton Warrior
HP : 220
Damage : 75
Initiative: 50
Armor : 0

1 Phantom Warrior
HP : 320
Damage : 125(Can paralyze as well)
Initiative: 50
Armor : 0

HP : 90
Damage : 14 to all 6 units
Initiative: 50
Armor : 0
Wards : Fire and mind

Now you must take note that because you are playing as the Undead and Krath'du
is an undead as well so his unit is immune to death magic attacks, so use Lich
Queens as they uses fire and even though Krath'du is able to ward against it
the first time, he can't anymore after that, the others is up to you. My unit
consists of Lich queens, Zombies as well as Doomdrakes. Krath'du has very low
HP so it will probably take at most three turns to kill him using Lich Queen's
magic attack. Then you can take care of the Phantom Warrior and Skeleton
Warrior, but they are quite strong so beware and be prepared.



Rivend-Lv 3
Guarding unit 1: 1 Rivend Spearman, 1 Spearman
Guarding unit 2: 1 Peasant, 1 Man at Arms, 1 Rivend Spearman
City's moving party: Mage, Rogue Squire, Master Thug
City's defenses: Archer, Spearman, Mage

Fendhill-Lv 1
1 Master Thug, 1 Spearman, 1 Archer
1 Man at Arms

Kalajit-Lv 2
2 Dwarves, 1 Mountaineer, Druidress, Venerable Warrior

Kekkut-Lv 2
1 Hill Giant, 1 Dwarf, 1 Alchemist

Unexplored Ruins

Lookout Tower
1 Spearman, 1 Archer
Loot: 1 Tome of Sorcery

Abandoned Shelter
1 Brown bear
Loot: 1 Staff of invisibility

Alchemist's lab
1 Druidress, 1 Warrior, 1 Alchemist
Loot: Talisman of life

Ruined Castle
1 Deathdragon ,2 Initiates
Loot: 1 Staff of Nightfall

Enemies on map
Thug, Master Thug, Squire(Rogue), Man at Arms, Peasant, Spearman, Archer,
Mage, Wolf, Polar Bear, Giant Black Spider, Werewolf
The dwarves:
Hermit, Hill Giant, Dwarf, Alchemist, Axe thrower, Druidress, Flame Caster,
Warrior, Forge Guardian, Mountaineer, Rock Giant, Venarable Warrior


Rivend Market:
Life potion
Potion of Restoration
Potion of Healing
Treebark Potion
Potion of Fortune
Potion of Celerity
Lizard Man orb
Staff of Travelling

Kekkut Blacksmith:
Life potion
Potion of Restoration
Potion of Strength
Elven Boots
Potion of Might
Healing Ointment

Zimraan's Tower:
Ignis mare
Ignis Potens
Deus Talonis
Ignis carn

Troops training
(Provide your troops with training to upgrade them)

Items found in money bags/treasure chests:
1 Gold Ring
1 Banner of Strength
1 Silver Ring
1 Highfather's potion
1 Potion of Healing
1 Ironskin Potion
1 Potion of Swiftness
1 Ancient Relic
1 Tempest Scroll
1 Incantare HellHound Scroll
1 Emerald
1 Thanatos Blade
1 Treebark potion
1 Orb of Lychanthropy
1 Potion of Accuracy
1 Potion of Strength
1 Titan's Might potion
1 Chant of Arms
1 Orb of Freezing


4) Hellish Invasion &&&

-The Empire and Mountain Clans have lived peacefully for years. However, the
Red Dragon has awoken from a long slumber and now exerts power and influence
over the people of the Valley.

Objective: Find the Unholy Portal and capture it so as to drive the demons
away from the land.

Wow, the Red dragon...I wonder will it be as beautiful as the Blue dragon? You
can use either the Empire or Mountain Clans. (Seems like the Empire is
involved in a lot of events huh?)

Map Size: 48 x 48
| M N E |
| |
| |
| F |
West | | East
| |
| |
| A P I |
| |

M: Mountain Clans capital
N: North Keep city
E: Empire capital
F: March Fort city
A: Avgrundskval city
P: Unholy Portal
I: Inferno city


PART A: Using the Empire

A message will say of how the Empire and Mountain clans have lived side by
side but then things changes, so now you must find the source of evil and
destroy it.

One important to take note, the enemies of this quest are very strong, so
pay heed. After you have formed your armies, you can move out to increase
their levels, you'll need to really gain every experience point possible,
because if you do not, you are going to regret it deeply once you advance to
the Demons' land.

Okay, go west of the capital, the spearman unit will tell you that they can
defend themselves from the demons since you can't(since when did I say I
can't?), to proceed further, you'll need to get rid of them all, plus the XP
you need to earn, no matter how little it may be. The city North Keep can be
taken. They have 3 Spearman, 1 Archer and 1 Man at Arms guarding it. No items
given though. Move on west and you'll reach the Mountain Clans' territory,
forget about them and move on, though you might want to leave a unit to guard
the way because they will most probably attempt to take over your unguarded
On the other hand, go east from your capital with your other troops. There's a
ruin Tjuvhall so do what you need to, then proceed to go south. A peasant unit
appear and asks for help, you can choose to attack him, your choice, he won't
thank you even if you get rid of those demons for him. Clear your way south
and a unit consisting of 3 Cultists warp in and join your cause, well they
can't stand the Dragonlord anymore, okay but three Cultists can't do much
against those strong enemies, I leave them to buy potions and spells for me,
so you make your decision on how to use them.
Alright back to your troops at the Mountain Clans territory, south of their
capital is the Abandoned Farmhouse, after you're done with it, just continue
going southeast, and take over MarchFort, you can gain a considerable amount
of Xp there as well as the Titan's Might Potion and Life potion. After
clearing everything, you can detour a bit and go straight down south. You'll
find Perthin(an unexplored ruin) and the city Avgrundskval. Pretty tough
enemies you have there so be careful and be prepared. Talk to the dwarf near
near the city and get a Healing Ointment. Okay, now let's go back
to your other batch of troops, go south and you'll pass through a place that
which you hope to see so much you are dreaming of it the moment you face those
Demons. Yeah, a Training Camp! Make full use of it, I suggest throwing all
your money into it(okay please put healing and buying potions and stuff into
consideration) and train and train and train! If you don't have that much
money, wait for more turns to pass to get more $$ in your pocket and train and
train and train! Okay I can't emphasize enough on how important it is to
train your troops. Go southeast, and there's another city. Ah-har! It's
Inferno city! Even its name sounds intimidating, and it indeed is! You'll
definitely have to kill a Skeleton Champion in order to be able to attack the
city. Two units in the city. The moving party unit consists of a Occultist, 1
Specter and 2 Imps. So you say not too much of a problem? Yeah sure thing
buddy, wait till you meet up with the Bone Lord in battle, he/it is in the
city's defenses. He/It has 400 HP and does 78 Damage, not to mention that he
is immune to mind and death(good thing ya not using the Undead)attacks. After
you manage to take over the city, look under the city's inventory to get the
Staff of Necromancy and a Life Potion, okay not too much of a reward but let's
just make do with it, heal up and proceed west to Demon's Den to meet up with
the Beast, yeah 420 HP as well as causing damage of 70 to all 6 units. Great?
Ho-ho, if you can't defeat him, then you can forget about completing the
quest. Why? Because dear Mr Red Dragon is so much more powerful. Worry not
though, no enemy is undefeatable, it just depends on how you plan the fight
with it.
Finally, by now all your troops are just waiting to attack the Unholy Portal.
Need information on the enemy? No problem! I'll give you that, but before
that, if you attack the city, a Demon will pops up, say some stuff and two
Demon units appear in front of the city. Your unit suffers a spell damage of
75HP, so heal up and prepare to kill all of them to show your might!-cough-
The two Demon units consist of just a Demon each so you can get rid of them
quite easily I believe. The rest is up to you, I'll give you some suggestions,
hope they will help you at least a little. Good luck, the Red Dragon is
really awesome.(though I still prefer the Blue Dragon :P)
P/S: Scroll down to after the section on using the Mountain Clans, and the
information as well as comments are all there.


PART B: Using the Mountain Clans

Game starts and it will be said of how the Empire and the Mountain Clans
have lived side by side for years, but now everything has changed due to the
awakening of the Red Dragon, now you must find that evil and destroy it once
and for all.
Ah the Mountain Clans, this is the race that I always have problems with. YEAH
their initiative is the main problem, why is it so low? Argh... you had better
be prepared for the hard time you are going to have.
But let me give you suggestions on the grouping of your troops if you want
some help. Try to upgrade your Novices to Alchemists, giving one more attack
is what you'll need. Include giants in some groups, giants are the best for
fighting the Red Dragon as well as some other stronger enemies. I made the
wrong choice by upgrading my Axethrowers into FlameCasters, so don't make that
mistake. The rest is basically up to you to decide, forget about Yeti though,
it's not as though it will cause more damage to flame-based enemies, in any
case I don't use it at all, I'd rather hire more dwarves and upgrade them.
Alright, now that everything is taken care of, let's move out!
Once again, you might want to separate your troops into two groups and move in
two different directions, that way you'll get to level all of them up, and
also clear the map in a more systematic way.
South of your capital is a ruin, Abandoned Farmhouse. After you are done with
it, go southeast to take over the city March Fort, but before you even get to
go near it, you'll get attacked by one of the human unit. Not a problem at
all, make them regret the very fact they tried to mess around with you.
Taking over March Fort will give you 1 Life potion and 1 Titan's Might potion,
now don't complain too much, at least you get a place to heal up your troops.
If you go east of your CAPITAL, very soon you'll see a city, North Keep.
Humans are guarding it, they aren't very happy to see your face, and strictly
warn you that clansman stay away, only humans.(Yeah buddy, when I was playing
as the Empire, you told me to stay away as well, stop trying to act so BIG!)
Slaughter them all. Now proceed on your way and very soon you will have
reached the Empire's territory. If you don't mind your cities being taken
over, then you can leave them be, but if you do, leave a unit(the weakest
unit) to guard the small path that separates the territory of both races.
Just beside the Empire's capital is the Tjuvhall ruin. Upon looting it, well
south we go! Reaching the Demons' land(I call them Demons' land because it
is flooded with Demons as well as all the little evil creatures that you find
so familiar), you will most likely meet up with a peasant unit asking for
help. Alright, now the best thing to do is to go heal up your troops at March
Fort(which you have taken over earlier I assume). After equipping and healing
process has taken place, south is the direction we head. Go along the pathway
down west and there's a ruin Perthin as well as a city Avgrundskval, if you
go along the pathway down east, there's also a city Inferno and a ruin Demon's
Den, yeah and a training camp as well(just what you really need!!!!!!!). Do
what you need to, and very soon, what remains is the Unholy Portal..........
Huh? Oh yeah I know I know you want to know more about those ruins and cities?
Fine, Perthin and Avgrundskval shouldn't be a problem, just some Devils, a
Demon and Fiend. Talk to the solo dwarf unit near Avgrundskval to get a
Healing Ointment. However Inferno and Demon's Den are rather annoying. Demon's
Den has only 1 Beast(you get a little dizzy) but has 420 HP and causes 70
damage to all 6 units in battle. Okay to even attack Inferno, you'll need to
get rid of a Skeleton Champion(you scream). Inferno's moving party consists of
just 2 Imps, 1 Occultist and 1 Specter. The city's defenses has only 1 Bone
Lord. Bone Lord is not called Lord of the Bone for nothing, it/he has 400 HP
and does 78 damage to 1 unit but is immune to mind and death attacks(you pull
at your hair). Look under Inferno city's inventory, you will see a Life potion
and also a Staff of Necromancy, erm okay not too much I guess, but better than
nothing right?
Now gather your troops, and be prepared to attack Unholy Portal. But take note
of 1 thing: when you attempt to attack the city, a Demon will spout some
intimidating words and attack you with a spell that depletes 75HP, at the same
time, two units with a Demon each warp in, guarding the city. Heal up as and
when you need for these final battles. When you've completed the quest, the
lava pits/holes of the evil source will disappear and the land shall soon be
transformed. Congratulations!

Unholy Portal(Level 5)
Moving party unit:
HP : 270
Initiative: 35
Armor : 0+30
Damage : 80

HP : 170
Initiative: 35
Armor : 0+30
Damage : 50

HP : 135
Initiative: 40
Armor : 0+30
Damage : -60 HP to all 6 units

City's defenses:
-Red Dragon
HP :800 (WOW)
Initiative:40(The game producers understand the plight of us gamers)
Damage : -125 HP to all 6 units (Now now I was just wanting to thank them!
But look at this!!)
Armor : 0+30
Immune to Fire

Now the real bad thing is that you can't use spells on the Red Dragon,
unlike when you are facing Demon Uther(the Empire's saga last boss) even
though the latter is stronger, huh? Why did I mention Uther? Oh well because
the Red Dragon just reminds me of how I had a hard time completing that saga.
Okay back to beating the Dragon, I recommend that you use summons. I always
use them to check unexplored ruins as well as enemies' information because
using my units are just too much of a risk. Bad when using them due to the
fact that they don't do much damage and do not have very high HP either, and
you had to waste so much mana to summon them. Good thing is you won't feel
that pain when they die(in any case they die so easily) and they can give a
little damage to the enemy, no matter how small, it's still something, though
one thing I hate is when they miss in battle. So overall, try using summons to
deplete however little HP from the Red Dragon, it will help somehow, trust me.
Of course to use those summons, you need plenty of mana, so you might want to
wait for turns to pass to gain more mana, no harm done right? Then gather your
units and go after it one after another, as always, expect to lose troops, but
it's part and parcel of each play isn't it? I always wound up losing at least
few of my total troops when it comes to big and tough battles. If you are the
kind of person who must complete the game without any casualties, well...all
the best. ;)



North Keep-Lv 1
3 Spearman, 1 Archer, 1 Man at Arms

Inferno-Lv 1
1 Occultist, 1 Specter, 2 Imps, 1 Bone Lord

Avgrundskval-Lv 2
1 Fiend, 1 Demon, 1 Devil

March Fort-Lv 1
3 Spearman, 1 Peasant

Unexplored Ruins

2 Thugs, 1 Master Thug
Loot: 1 Emerald

Abandoned Farmhouse
3 Master Thug
Loot: 1 Boots of Speed

Demon's Den
1 Beast
Loot: 1 Runic Blade

2 Devils
Loot: 1 Horn of Awareness

Enemies on map:
Man at Arms, peasant, Spearman, Master Thug, Thug, Wolf, Squire, Archer,
Zombie, Demon, Demonologist, Specter, Possessed, Cultist, Occultist, Devil,
Fiend, Fat Imp, Ghouls, Anti-Paladin, Berzerker, Imp, Skeleton Champion


Warwick's shop:
Life potion
Potion of Healing
Potion of Restoration

Furren's shop:
Life potion
Potion of Healing
Potion of Restoration
Potion of Might
Titan's Might Potion
Potion of Fortune

Sallat's shop:
Life potion
Potion of Restoration
Potion of Healing

Othon's Tower:
Wrath of God
Holy Strength
Summon II: Valkyrie
Ice Spirits

Yggar's camp(Provide your troops with training to upgrade them)

Items found in money bags/treasure chests:
1 Lich Orb
1 Banner of Restoration
1 Potion of Accuracy
1 Potion of Healing
2 Life Potion
1 Silver Ring
1 Incantare Berliarh Scroll
1 Potion of Striking
1 Diamond
1 Tome of Sorcery
1 Banner of Celerity
1 Orb of Restoration
1 Orb of Icefall
1 Potion of Fire Warding
1 Menta Minoris Scroll
1 Treebark Potion
1 Talisman of Bane
1 Potion of Celerity
1 Touch of Mortis Scroll


5) Hureth Valley &

-Before Dark Prophecy came, there lived a great witch Thalrisa who exerts her
power and force over the greenskins to do her bidding until they could stand
no more. They hunted her into a Valley known as Hureth. She thus imprisoned
herself with 3 Elemental Guardians, who at the time, melted away into forms
of mana crystals.

In this quest, you choose either the Empire or Mountain Clans.

Map Size: 48 x 48
| |
| M |
| T |
| |
West | R | East
| G |
| |
| E |
| V |

T: Thalrisa's unit(the magic land)
M: Mountain Clans capital
R: Runia city
G: Gnarthwood city
E: Empire capital
V: Entrance of the Valley

PART A: Using the Empire

Your Objective: To capture the Mountain Clans' capital.

This quest's purpose is rather unclear, but nevermind that. When the game
starts, a Pegasus Knight will appear and begin telling you some stuff on how
the Mountain Clans will send for help and so on and the Empire have laid a
siege at the mouth of the Valley to force the Clans into submission, and how
you have an experienced warrior Sir Glorcliff to lead the attack on their
capital. Well this Sir Glorcliff is not really that experienced as you
imagined him to be. He's only at level 1, but good thing is he had an Imperial
Assassin with him. Now let me give you some information on the guardian of the
Mountain Clans' capital.

-Stats of Vithar
HP : 98
Damage : 66 to all 6 units
Initiative: 90
Armor : 0+50

Shouldn't be too much of a problem I believe. We can move out once
preparations are complete. This is a rather short quest, not too many enemies
around the map, all of them are Greenskins and Wolves. Only a small amount of
events, and no particularly hard enemies. Relieved? Hope so. Let's get moving
Start by going north from your capital and clear your way of all the
Greenskins units and very soon you'll reach the city, Gnarthwood, you'll
get a tome of war after taking it over. Further up is the Abandoned Farm,
it gives the Talisman of Life when you defeat the Ogre inside. Okay, now
you can choose to go east or continue north.
North- the magical land, where you find plenty of mana resources(WOW), and
also the witch Thalrisa(so she's just a specter huh?) If you attack her, she
will go blabbling about revenge and cast a spell on you, and that does like
only 30 damage? Eh oh well, she is just too weak(a specter only paralyses,
remember?) but she had a Dreadwrym(450HP, 65 damage to all 6 units) with her,
so that make things harder. After you defeat her, the path to Thalrisa's
temple open up but I suggest you heal up first. Attack the temple and two
Thalrisa's servants units appear, not too much of a hassle, just that there's
a Doomdrake in one of them. Once you've cleared the whole area, Thalrisa is
considered complete history, and now you'll go after the Greenskins! and the
Mountain clans!(Eh? But I thought the Empire and Clans are allies!?)
East- Wolves and Greenskins packed the land, but just kill them all, once in
a while as you proceed, those Greenskins units will insult you and some will
attack you as well. Abandoned Farm is just after them, as well as Runia(city).
Heal up your troops at Runia once you've taken it over, you should be ready to
attack the Clans' capital(which is just slightly north of Runia). Good luck in
taking the capital. Basically the city defenses that you met with will be
different from mine(I think the units are just randomly chosen) but it's
very likely that the Clans will use tenderfoots to increase the attack
strength of Vithar, so be prepared for that.(Vithar's attack damage will be
something like: 66+16 to all 6 units) after a tenderfoot uses boost on him.
Ending: Do I still need to say it? It's the all too familiar congrats screen.


PART B: Using the Mountain Clans

Your Objective: Get a scout past the Empire's siege at the mouth of the Valley

Game starts and it is said of how you need to colonize the valley to collect
large amounts of mana crystals. But the Greenskins that feared magic won't
allow you to do so, and the Empire wants the land for themselves.
Playing the Mountain Clans sure is hard, but this time, you get a real big
bonus, because all you need to do is send a messenger to the Valley's entrance
to seek reinforcements from neighboring

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