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Walkthroughs of Disciples 2 - Empire

Disciples 2 - Empire Walkthroughs

Disciples 2 - Empire

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


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


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



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

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

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

Obviously the very nature of this game makes doing an FAQ quite a daunting task,
as you can go anywhere, do anything (within reason) and your opponents will
pretty much respond to the way you play ... so this is an account of what I
would suggest and expect, pointers I have learned, things I would pick up -
basically anything and everything which I could think of which might help you
play as the Empire in their Saga ... I have tried to keep this FAQ both
light-hearted, and informative.

Similarly, with troops garrisoned in cities, whilst my FAQ is accurate as at MY
playing the game, these may change - ESPECIALLY in cities owned by other
players (as you are doubtless aware if you've ever played this game, your
computer opponents are FOREVER changing the troops that they garrison in their

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

Thanks for reading this !!


1) The Necromancer's Spirit


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

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

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

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

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

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

OPPONENTS Legions of the Damned, Erhog the Dark.



Name Inhabitants

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


Name Inhabitants Gain anything from taking it ?

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


Event Notes

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

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

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


Name Sells

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


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


2) The Alliance


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

OPPONENTS Legions of the Damned, Mountain Clans



Name Inhabitants

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


Name Inhabitants Gain anything from it ?

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


Event Comments

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

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

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


Name Sells

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


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


3) Antagonists


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Name of Group Units in Group

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

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

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

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

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

Once Hubert dies, the level ends.

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


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

Another interesting thing from Michael :-

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

Thanks Michael, for those little gems !! =)

Here endeth the guide for this level.


OPPONENTS Hubert de Layle, Legions of the Damned.



Name Inhabitants

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


Name Inhabitants Gain anything from it ?

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


Event Information

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

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

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


Name Sells

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


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

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


4) Uther's Crusade


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

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

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

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

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

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

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

... bless ...

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[Begin transcript]

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

[End transcript]

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

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

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

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

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

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

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

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

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


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

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

Here ends our guide for THIS level


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

ALLIES Mountain Clans (at least at the outset)



Name Inhabitants

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


Name Inhabitants

March Fort Crossbowman, Rock Giant, Loremaster


Name Inhabitants Gain anything from taking it ?

Tower 4 Goblin Archers 150 Gp, Orb of Vigor
Crumbled Castle Werewolf, 2 Wolves 100 Gp, Staff of Paralyzing
Haunted Halls Shade, Deathdragon, Ghost 750 Gp, Banner of Resistance
Old Tumulus Orc Champion, Troll, Ogre 1,000 Gp, Tome of War
Ancient Temple 2 Goblins 30 Gp, Rust Scroll
Ruined Outpost Orc, 2 Goblin Archers 300 Gp
Abandoned Farm Devil, Cultist 200 Gp, Orb of Venom
Kassel 2 Peasants, Apprentice 100 Gp, Orb of Fear
Lost Mastaba Polar Bear 200 Gp


Event Information

Dagarik Stormcaller Introduction - Dagarik Stormcaller advises you of the
Alliance between the Empire and the Clans
Ranger Warns you about how MEAN Trolls are as you approach
Malavien's Tower
Dwarven Betrayal HAVE WE NO FRIENDS AT ALL !?!?!?!?!??!!
Vampire Assault Vampire, Zombie, Ghouls, etc., attempt to assassinate
Dwarven War (!!) Dwarves declare WAR on the Empire
Peasant Emand Peasant Emand asks to be liberated from his Troll

(Note that you might not do the above in that order - I would expect you can do
Emand a LOT earlier in the level - I just went a different route !!)

2 x Potion of Healing, Potion of Air Warding, Runestone (artifact - just east
of Malavien's Tower), Potion of Vigor, Healing Ointment, 2 x Life Potion, Ice
Shield Scroll, Potion of Accuracy, True Sight Scroll, Silver Ring (valuable),
Orb of Fire, Ruby, Lizard Man Orb, Talisman of Life (just to the west of North
Keep (it's floating in the water)), Gold Ring (valuable), Iron Skin Potion (on
the floor beside the Crumbled Castle), Titan's Might Potion (on thefloor beside
the Crumbled Castle), Diamond, Orb of Regeneration, Potion of Striking

6 x Potion of Restoration, 8 x Life Potion, Treebark Potion, Potion of Healing,
Maledicere Scroll, Summon II: Evil Ent Scroll, Talisman of Restoration, Banner
of Striking, Potion of Swiftness, Runic Blade (artifact - carried by Dagaric/k
Stormcaller), Talisman of Life (not the same one as I picked up off the floor -
I'm 100% sure), Orb of Earth, Potion of Strength, Infernal Knight Orb, Rust


Name Sells

Ebhon's Shop (Merchant) Angel Orb x 1, Zombie Orb x 1, Orc Orb x 1,
Lizard Man Talisman x 1
Malavien's Tower (Magic Shop) Weakness (200 Gp), Fog of Death (600 Gp), Summon
I: Skeleton (200 Gp)
Thurin's Shop (Merchant) Life Potion x 5, Potion of Healing x 10, Potion
of Restoration x 10, Potion of Striking x 5,
Potion of Vigor x 5, Healing Ointment x 3, Potion
of Might x 2
Yggar's Shop (Merchant) Life Potion x 5, Potion of Protection x 5, Potion
of Healing x 10, Potion of Restoration x 10
Xennon's Camp (Mercenary) Man at Arms (50 Gp), Spearman (300 Gp)


With the three cities retaken, Emperor Demosthene can finally make his way back
to the Capital to rest ...


5) Slander and Barbarism


As Demosthene was returning home, he received word from the East that an army of
undead warriors was staging a relentless assault on the Elven Lands. Should
they be victorious, they would have an unobstructed path through High Annulia
and thereafter to Nevendaar.

Nobody knew why Mortis had returned, but it certainly wasn't a good sign ...
and even though the Elves had not requested the aid of the Empire, Emperor
Demosthene, realising the severity of the situation, arranges for a small group
of warriors to rush to their assistance in what could be a MOST important
battle to ensure the future safety of Nevendaar.

Your objective on this level is to destroy Dark Elf Lyf before he can kill the
Elves. Sounds quite simple ? This guy is BAD news I'm tellin' ya.

Upon your arrival, one of your Marksmen tells you that the Elven City is to the
west of your Capital, and that you must be quick, as they are under attack.

As you explore the level you will find that, perhaps a bit disturbingly, the
Legions do not seem that fussed about losing to you - they babble incessantly
about the rebirth of their God Bethrezen, and how this will mean your suffering
"a millennia of pain", and other such pleasantries. Don't these people know
how to say Hello ?? Sheesh !!

A little while into the level, you are approached by a Forest Elf who tells you
of the plight of his people - it appears that their city is under attack by the
undead (tell us something we DON'T already know will ya !), and he offers to
lead you to his Lord Hyllia, as "humans cannot enter Elven Lands" (we'll see
about THAT !!).

Once again, he doesn't actually LEAD you anywhere - you simply gain control of
his unit (the Forest Elf, who (at least in my level) is quite badly wounded,
and two Elf Rangers), so I would heal the Forest Elf if he needs it, and then
use this party as cannon fodder OR (even better) to explore the map and
(ideally) find the Elves ... whom we know are to the west of your capital.

If you're not moving quick enough, you will find that the Forest Elf attempts
to chivvy you along by saying that he's not sure how much longer his forces can
hold off against the Undead Hordes (and technically he's right - the Undead ARE
on their way to beat the living PLOP out of the Elves) ;)

Time to get your skates on kid !!

To the south-east of Werric's Shop, you will encounter a Mermaid and a Kraken,
and the Mermaid will introduce herself to you and tell you that she is a friend
of the elves, and has been sent to protect you whilst you are en route to their
island in Ullguth's Lake, which is west of your present location.

Once AGAIN (really REALLY unhelpfully) she doesn't show you the way - she just
joins your team ... nevermind ... to get to where you're going just follow the
river to the west of your present location (as in, up alongside Werric's shop
and upwards), and then to the south (i.e. left) when you reach the corner of
the island, so to speak. Undead are pouring from the north to the south on
this map, so you basically have two options - either stop the flow of Undead by
moving north and taking out the Lost Mastaba (your ultimate target), or protect
the Elves from their existing attackers, by going south to their island.

The choice, as they say, is entirely yours ...

[HINT: Do NOT select the Mermaid unit too many times, or the sound of her
going UH-HAW will become SOOOOO annoying you'll probably never wanna play
through the rest of the game ... T-R-U-S-T M-E ! ! !]

Dark Elf Lyf appears a bit later to ask you what the heck you think you're
doing, and to GO AWAY ... yuh RIGHT buddy ... ONWARD !!

I would suggest moving to the north, to take out the mainstay of the Undead
Army before it floods the map ...

If you DO decide to go to the north, one of your troops pops up to warn you
that the land appears strange - nothing is growing, and he feels concerned that
"weird things" could pop up at any moment ... to which Dark Elf Lyf responds by
saying that it's too late - caution is a good thing, but the "weird things" are
comin' atcha !!


Assuming you survive, you should make your way deeper and deeper into the north
until you secure the City of Groshhenn, which you should STRONGLY fortify so as
to defend against further undead passers-by. A seemingly ENDLESS supply of
Undead Warriors pour from the Lost Mastaba down to the other areas of the map,
and quelling this onslaught is a great ... no ... make that a GREAT ... idea ...

I would suggest sending the Mermaid and her Kraken friend to the island she
spoke of WHILST sending your best units into the north to take Groshhenn, to
give you a 2-pronged attack.

[HINT: NOT all the elves you encounter are your allies (obviously Dark Elf Lyf
isn't, but also some of the elves in the waters around their home island are ...
let's say ... unwilling ... to let you pass) - you have been forewarned !!]

When you reach the Elven Island, you will find that the Elf Lord Hyllia rushes
out to greet you ... he thanks you for your aid, and tells you a bit more about
Dark Elf Lyf ... it appears that Mortis HERSELF directly intervened to bend Dark
Elf Lyf to her will, and how he is her willing pawn ... you will then gain
control of 2 or 3 parties (depending on how many have fallen to the Undead by
the time you get here - it will most likely be just two). These comprise :-

1) 2 Elf Rangers, 2 Centaurs and Elf Lord Hyllia.
2) Centaur Lancer, 2 Elf Rangers.

Your objectives will ALSO change at this point to include a new one - Elf Lord
Hyllia must not die.

((( You know what this means )))

Time to wrap him up in cotton wool then, eh ... hokay ... since he (and every
other elf on the map it seems) has stipulated that humans are not allowed into
the Elven Island, I would use your Elvish troops to defend the Elven Island and
press north with your best warriors to secure the Lost Mastaba ... meanwhile
you can send Elf Lord Hyllia to explore the Elven Island and nab all the
goodies there for you ...

Depending on how long it takes you to battle northwards to challenge Dark Elf
Lyf in his Fortress (Lost Mastaba), the Elves WILL keep sending you messengers
and others to tell you how badly they are fairing (I thought the elves were
supposed to be STRONG !!), and Undead Hordes will continue to pour forth from
the Lost Mastaba and head southwards ...

Once you have conquered the Lost Mastaba in the North-west of the Map, the level
ends and disaster is averted.

[INTERESTING THING : If you re-take Fox City you get a little spiel (as you're
no doubt accustomed to by now), but this one actually comes from an Undead
Fighter Unit (but he speaks as if he were one of your own troops !!) he says
that the streets have all been swept clean of living things by pestilence winds
Mortis' minions must have assailed the City with ... O-U-C-H !!]

[INTERESTING THING : If you re-take Avonia Castle, one of your Mages pops up to
tell you that there are carvings on the wall depicting Lyf the Elf BEFORE he was
turned by Mortis, and how the Elves had no choice but to abandon the city after
Lyf's transformation to Dark Elf Lyf ...]

[HINT: Obviously focus your attacks on Dark Elf Lyf when you finally DO fight
him, as he is a powerful summoner, and will fill any and all empty spaces in his
party of six every turn he gets a chance ... but as with all summoners, if he is
slain, all his summoned creatures will instantly die too :">]


Slander and Barbarism, Event Info
- When the Forest Elf reaches your capital, (arrival time can vary, since he
tries to avoid units along the way) he asks for help.
Forest Elf "Empire, we need your assistance! Undead Hordes have attacked our
city! Please, let me guide you to my Lord Hyllia... Humans cannot
enter Elven Lands, I will guide you there."
- When you come near the Centaur Lancer at the Elven city, Hyllia runs to you.
The event exists just outside the Mermaid's reach. That's right, she's not
allowed to trigger it. A summon can, though.
- At the start of Turn 10, the Forest Elf begs you to hurry.
Forest Elf "We must hurry, my Empire friends. The Elven city is west of here,
on an island. I don't know how much longer they can last..."
- At the start of Turn 12, Lyf threatens you.
Dark Elf Lyf "What do you think you are doing, Humans? My actions are of no
concern to you - be gone!"
- At the start of Turn 20, the Elves become desperate again and beg for help.
Interesting how they always do that just as the next spawn starts. They whine
about how their defenses are being broken down. Hey, idiots, I'm killing
those guys before they even can decide if they are going to attack you or not!
Acolyte "Milord, an elven messenger asks for an audience. He brings news of
the Elven city!"
Elven Messenger "The Undead are breaking down our defenses! Our troops have
not slept in days... The accursed dead attack us incessantly!
Please hurry, before it is too late!"
- At the start of Turn 25, Lyf threatens you. Like I am impressed... Of course,
the spawns WILL impress you, and forced me to restart the mission since I
didn't have a magic unit. Oh well, no biggies.
Dark Elf Lyf "You persist in your futile attempt to stop me? Mortis will
tolerate your presence no longer! This is your last warning,
leave now or perish..."
- At the start of Turn 33, Lolleta Greenlief becomes impatient and, with a
Devil face, says he's sick of it. Hyllia begs him not to, but Greenlief, now
with a Centaur Lancer face, persists, so it's fine with Hyllia. But Greenlief
still doesn't move an inch. Bitch. I assume that if you kill Greenlief before
turn 33, the event won't take place.
- At the start of Turn 45, the real fun begins with the spawning of 2 very
powerful groups, when Lyf gets pissed. Hope you took that paralyzing artifact
with you, because you're going to need it.
Dark Elf Lyf "I'm afraid you have tested my patience long enough! Pray all
you want, not even the Highfather can save you now..."

2 groups spawn.
Group 1 exists of: 2x Dracolych, 1x Vampire.
Group 2 exists of: 2x Werewolf, 1x Wraith, 1x Vampire, 1x Warlock.

Slander Enemy Info
- At the start, a group with 2 Zombies and a group with 2 Zombies and a Specter
already exist. The second will reach the elves first and weaken the Centaur
Lancer, the first will break through the next turn and get killed by Greenlief
- Every 10 turns, during the start of everyone's turn, including the Neutral, a
pair of groups will spawn, being a Specter with 1 Doomdrake, and a Zombie with
another Zombie and 1 Specter. In total, 8 monster parties will spawn.
- Every 25 turns, during the start of everyone's turn, including the Neutral, a
pair of groups will spawn, being a Necromancer with 1 Death and 1 Werewolf,
and a Skeleton Champion with 2 Zombies and 1 Specter.
- In turn 45, 2 groups spawn:
* 2x Dracolych, 1x Vampire
* 2x Werewolf, 1x Wraith, 1x Vampire, 1x Warlock
- Lollena Greenlief is a level 5 Centaur Lancer, the rest of the group is level
1. Elves now under your control, are indeed the only ones allowed in the Elven
Lands. Because they used to be from the race Elves, they can walk past Elves
without being attacked. You, on the other hand, cannot. And Greenlief can be
a tiny bit painful. Go ahead and wipe out the elves if you want, though.
Hyllia can use some exp, and he's the only Elf that has to stay alive.
- The city of Grosshenn has a Doomdrake and a Dracolych in it. Those can do 125
maximal damage in a turn, no real biggies, but since enemies gain 4% exp per
turn, you want to take them before turn 26, otherwise they're on 137 maximal

Slander Tactics
First of all, this mission has strong units that attack everyone, and 2
capitals. In other words, whether you have or do not have the Soul Crystal,
you're going for female healers.
Second, you need 2 healers. If you don't have 2 Prophetesses, you're in for a
whole lot of trouble. My standard group has 2, so I wouldn't know how painful
being without them is, but I can imagine. For the Necromancer spawns, you do
not REALLY need them, but for turn 45 and the capitals, you DO.
Third, you need a magic user, to take out the Werewolfs, Wraiths and Deaths
with. Remember that Lyf can summon Wraiths, so no matter what, you NEED magic.
Now, there's 4 options, to who takes out the Necromancer groups. Hyllia, a
Ranger, a Pegasus Knight or an Archmage. I assume your main leader is at level
9. If he's lower, then you need practice.
The Archmage will do 70 damage and have 145 HP, the Pegasus Knight will do
130 and have 270 HP, the Ranger will do 80 damage and have 170 HP. Hyllia is
tough and does 70 damage if you haven't levelled him. I sure did.
This means that all four will NOT be targetted by the Death. Unless the Death
can kill a unit in 1 hit, it will ALWAYS go for the Prophetess in the top,
even if she's defending. All ranged units do that, the moment your healers
hit level 2.

The problem lies in the fact a Death does 100 damage and poisons, and the
Necromancer also does 45 damage. Which means a healer can get 185 damage in a
turn. Since you'll need all the potions for capturing the Capital, you're in
for a little trouble. Either you kill the Necromancer before he can strike,
you paralyze him with the Talisman, or you make sure you can survive the hits.
With the banner that gives 15% armor, which you of course were smart enough
to take with you after Antagonists, and with the spell Holy Armour, the
maximal damage is 122. Go for that, and each of your three leaders can take
the group out.

Without magic:
Hyllia wouldn't be so lucky, since he can't carry the banner. He's fast,
though, so with either a White Wizard and Celerity, a normal Wizard could get
killed, or with an Imperial Assassin, and you DO have a Marksman you can level
up with the weaker spawns, he can kill the Necromancer. In fact, if you cast
Holy Armour, the Marksman is enough.
A Ranger, boosted with Might and his 25% damage Artifact, can take out the
Necromancer himself. He just needs a White Wizard to take out the Death and
The Archmage will have an initiative bonus, since you used all the permanent
items on your main leader, right? With Might and the Artifact, he too can
take out the Necromancer in one hit. He doesn't even need another magic unit
to support him.
A Pegasus Knight, well, he's screwed. He can't paralyze the Necromancer, hell,
he can't even HIT him. So if he wants to take out the Necromancer in turn 1,
he needs 2 Imperial Assassins. That, or an Assassin boosted so high that he
can do it by himself, but if your mana pool can afford that, you can also
afford Holy Armour, dumbass. With just potions, it's not enough, because he
can't poison in turn 1.

Against the Dracolych group from turn 45, you need to paralyze a unit,
because even with Holy Armor and the Banner, these guys can do 140 damage.
Even if your healers levelled up, they can be killed by a maximal hit, though
with level 5 Prophetesses, I'd take my chances.
If you attack these guys with Hyllia, then there's a scroll somewhere that
lowers attack with 33%. Combine that with Holy Armour, and he can take them
out with level 4 healers.
The other group can only do 124 damage max, with Holy Armour, so Hyllia can
kill them. If you casted Holy Armour on your main leader, Hyllia can take his
Prophetesses and fight, since only they need the Armour.

Since your main leader takes out the capitals, he can easily hit level 11
without spawn fighting. So you can let Hyllia train on the weaker spawns,
starting with the Specter groups. I gave him the Kraken as extra unit, you
can also go for Wolves or Empire units. I took the Kraken.


Thanks again for the input mon ami !! :)


OPPONENTS Dark Elf Lyf and his army, Legions of the Damned, Undead Hordes.



Name Inhabitants

Ugghekk Giant Black Spider, Goblin Archer
Fox City [Fighter, Ghost]
Brisburg [2 Fighters]
Avonia Castle 3 Lizard Men, Medusa
Grosshenn [Doomdrake, Dracolich]
Suldon Cultist, 3 Imps
Gromdam [Demon, Demonologist]


Name Inhabitants Gain anything from taking it ?

Taura [Doomdrake, Zombie] Orb of Fire, Potion of Restoration


Name Inhabitants Gain anything from it ?

(NOTE: in the list below, se = south-east, and nw = north-west. Ta !)

Abandoned Castle Wraith, 2 Initiates 200 Gp, Staff of Necromancy
Perthin 2 Goblin Archers 100 Gp, Celerity Scroll
Lost Mastaba (se) Dark Lord, Warlock, 2 Specters 500 Gp, Summon II : Golem
Lost Mastaba (nw) Dark Elf Lyf, Deathdragon,
Lyf's Summons 1,000 Gp
Ruined Keep Imperial Assassin, 2 Master
Thugs, Peasant 300 Gp
Old Temple 2 Lizardmen 300 Gp, Ice Spirits Scroll
Crumbled Temple 2 Ghouls 200 Gp, Orb of Nosferat


Event Information

Notice of Elves under Siege Marksman tells you to haul @ss to the west
Forest Elf visits the Capital Tells you that you need to haul @ss to the west
to help his people
Mermaid assists you Tells you to haul @ss to the west (starting to
see a pattern here ?)
[When you arrive in the West]
Elf Lord Hyllia Greets you and offers to help you fight Dark Elf
Dark Elf Lyf Tells you to buzz off and then tries to kill you !
Can't we all just git along ?!?!?!?!

Orb of Vigor, Seafaring Scroll, 2 x Life Potion, Rot Scroll, 2 x Potion of
Restoration, Boots of Travelling, Tome of Arcanum, Potion of Healing, Stone
Rain Scroll, Potion of Protection, Tortio Menta Scroll, Ignis Carn Scroll,
Tormentio Scroll, Orb of Regeneration, Ruby, Tiara of Purity (artifact - from
the mountainous cave to the south-east of the Undead Capital), Orb of Poison

4 x Life Potion, Potion of Invulnerability, Incubus Talisman, 2 Healing
Ointment, Orb of Fire, 2 x Potion of Restoration, Zombie Talisman, Potion of
Healing, Potion of Restoration, Dwarven Bracer (artifact), Potion of Might,
Weakness Scroll, Gold Ring (valuable)


Name Sells

Kilgen's Shop (Merchant) Healing Ointment x 3, Life Potion x 5,
Potion of Restoration x 10, Potion of
Healing x 10, Treebark Potion x 5, Potion
of Water Warding x 1, Potion of Fire Warding
x 1, Potion of Striking x 5
Purthen's Camp (Mercenary) Wolf (300 Gp)
Mathemor's Tower (Magic Shop) Ignis Mare (200 Gp), Chronos (400 Gp),
Paraseus (600 Gp)
Furren's Shop (Merchant) Life Potion x 5, Potion of Swiftness x 5,
Potion of Restoration x 10, Potion of
Healing x 10, Highfather's Potion x 1,
Potion of Striking x 3, Potion of Strength
x 3
Werric's Shop (Merchant) Life Potion x 3, Potion of Restoration x 10,
Potion of Healing x 10, Potion of Accuracy
x 3, Potion of Protection x 3


Congratulations !! You slew the tyrannical Dark Elf Lyf (Mortis' Angel in the
World), and can now return home with your troops to Nevendaar, where a great
feast awaits you ...


6) The Celebration


As is apparently the custom in Nevendaar, Demosthene as Emperor prepares to
crown his son Uther whilst he is still alive (that's Demosthene - not Uther).
News of this momentous occasion spreads throughout the kingdom, and all attend
the great banquet in the Capital (even in a GAME nobody can resist a free meal
it seems). Still nobody knew what had happened to Uther during the ten years
he had been stolen away from Nevendaar, but all were certain of the strength he
wielded, and that the burden of being the Emperor at such a young age did not
seem to phase him at all ...

Your objective at the outset of this mission is a simple one - ensure that
Uther is crowned Emperor ... to do this, you just need to watch the events

Demosthene is all set to begin the ceremony, when Uther turns his banner to the
Legions and utterly ANNIHILATES his dad !! THAT LITTLE BUGGERHEAD !!!!! As if
that wasn't enough, Uther then flees the capital and several (3) units of demons
teleport in to start laying waste to Nevendaar.

Great. Juuuuuuuuuuuuust great. I leave you alone for TWO little minutes and
just LOOK at the mess you make !! =O

Hokay. We're off.

As this is THE CAPITAL of the Empire, you would expect that it would be REPLETE
with people loyal to the Empire, yeah ? Well ... kinda ... you DO get a load
of extra units to start off with, which are as follows :-

1) Peasant (like, WOW)
2) Spearman and Archer
3) Spearman
4) Spearman
5) Spearman and Man at Arms
6) Spearman and Man at Arms
7) Spearman

... so THIS is the mightiest Nevendaar can muster ... Mercenaries, basically.
Pathetic. Well, we'd best make do, 'coz it ain't gonna get any easier ;)

You ALSO gain control of, not only your capital (which you would naturally
expect), but also a city just outside Nevendaar, called Gilgam City ... it
starts out as a very humble level 1 City with nobody in it, so I would move the
Spearman just outside it indoors and build it up to serve as a gatehouse for

Naturally your objectives have now changed ... your new primary goal is to
avenge the death of Emperor Demosthene by

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