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Walkthroughs of Disciples 2 - The Legions of the Dawned Saga


Disciples 2 - The Legions of the Dawned Saga Walkthroughs


Disciples 2 - The Legions of the Dawned Saga

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(Dedicated to Peter, mon âme)


THE LEGIONS OF THE DAMNED SAGA WALKTHROUGH

==============================================================================
¦ 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 ! ¦
==============================================================================

THE SEVEN MISSIONS OF THE LEGIONS OF THE DAMNED SAGA :-

1) The Broken Seal
2) Bethrezen's Retreat
3) The Dark Alliance
4) The Salty Dungeon
5) Darkness and Light
6) The Ambush
7) The Prince of Hell

==============================================================================

BRIEF NOTES BEFORE WE GET STARTED

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

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

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

Obviously the very nature of this game makes doing an FAQ quite a challenging
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 Legions of the Damned in their Saga ... I have tried to keep this
FAQ both light-hearted, and informative.

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

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

Thanks for reading this !!

==============================================================================

1) The Broken Seal

BRIEFING AND COMMENTS

Ten years ago Bethrezen, God of the Legions of the Damned, was imprisoned by
the Mountain Clans. Without his leadership, the Legions were scattered to the
winds, fleeing the reprisals of the other races, and going into hiding as
quickly as they could.

There they awaited a time when the power of the runic seal would weaken to
such a degree that Bethrezen might be freed.

... but ten years later, the Mountain Clans sent High King Morok Cloudkeeper's
Son, Gymner, on a mission to enact the sacred rites which would lock
Bethrezen's Infernal Gate for not just another ten years, but what could
indeed prove to be a HUNDRED years ...

... but of course, if Gymner were to die BEFORE enacting these rites, the
Legions might once again be able to unite themselves with their God ...

The first mission and it's a VERY very important one for the Legions - Gymner
Cloudkeeper MUST be killed before he is able to enact the rites to strengthen
the runic seal on Bethrezen's Infernal Gate.

At the start of the level a Dwarven Messenger stumbles upon your Capital City,
and threatens you before legging it to tell the Clans of your location. A
Cultist wisely suggests that he be slain before he is able to alert the Clans
and call for reinforcements.

The action then switches to you Boss :)

Basically the Cultist is right ... even thought this is your first level and you
are just starting out, I would STRONGLY suggest that you assassinate the Dwarven
Messenger before he is able to call for reinforcements, otherwise you're just
making a rod for your own back ...

Although the Dwarven Messenger has legged it out of your field of vision, he is
JUST beyond it to the south of your Capital ... and no ... he isn't alone ...
he is travelling with two Axe-Throwers ... but you should still be able to take
him with even a fledgling army without too many problems, ESPECIALLY when you
take into account the REALLY poor initiative ratings which the Mountain Clans'
units seem cursed with ;)

Once the messenger is slain, one of your Counselors confirms his death, and
reminds you that in order for Bethrezen to be freed, the High King's son MUST
be slain before he reaches the Infernal Gate ... SO ! No time for smelling the
roses ... ONWARD !! =D

For your information, the map on this level is not only small, but vaguely
symmetrical, and you can use this to your advantage. BASICALLY the map looks
like this :-

==================================
¦ ¦ ¦ ¦
¦ M ¦ I ¦ L ¦
¦ ¦ ¦ ¦
¦ ¦ ¦ ¦
¦ ¦ ¦ ¦ ¦
¦ ¦ ¦ ¦ ¦
¦ ¦ ¦ ¦ ¦
¦ ¦ ¦ ¦
¦ ¦
¦ ¦
¦ ¦
¦ ¦
==================================

M = Mountain Clans Capital City
I = Infernal Gate
L = Legions of the Damned Capital City

Gymner Cloudkeeper starts out at the Mountain Clans Capital City and, unless
you're REALLY really slow, you can effectively pin him in there, as he won't
start his march towards the Infernal Gate unless you a) disturb him, or b)
leave it for a REALLY long time before mounting your attack upon him and his
troops.

So ... having now slain the Dwarven Messenger I would suggest that you mop up
the troops surrounding your Capital City, to both increase the experience of
your units, and fortify them before moving on to tackle the tougher foes on
this level ...

Once you take the City of Dunera, one of your Cultists eggs you on, telling you
that you MUST hurry to ensure that Bethrezen is freed ...

I KNOW THAT LITTLE MAN ! GET OUT OF MY WAY !!

(sigh)

If you move southwards from the City of Dunera, one of your Cultists warns you
of the presence of (gulp) GOBLINS. Eeeeeeeeeeeeeeeeeeeew I'm really quaking !!
Stop it !!! Even with the Legions in its presently weakened state, Goblins
should pose NO problem (thumps his fist on the table in defiance). ONWARD
DAMMIT !!

If you continue south (as I have, 'coz I will NOT be stopped), a Dwarf zips
across from the waters to the west and blocks your path ... he tells you that
you "evil creatures" (bless) are not allowed beyond this point, and that you
must leave or perish.

... guess we'd better go home then eh !

SOD OFF YOU LITTLE PUNK !!!!!! Kick his butt ... his unit comprises a Dwarf, a
Novice and an Axe Thrower. Make sure that you concentrate your attacks
(insofar as your are able) on the unit that the Novice empowers, as he will do
+50% Damage ;)

If (looking at my map (above)) you work your way around the mountain range that
blocks your path to the Infernal Gate, you will encounter some Dwarves guarding
the Neutral City of Oghock ... once you have slain the first of these units (as
you will need to do to get past them), one of your Counselors will tell you
that these were mere guards, and that he is sure that the Gate cannot be far
from your present location ... (he's right - it's just north !!)

[IMPORTANT NOTE: I would strongly suggest securing the gate BEFORE attacking
Gymner - that way, if your opening units are not strong enough to fell him, you
can have reinforcements waiting for him nearer the gate] ;)

[IMPORTANT NOTE: Taking the City of Oghock does NOT automatically mean that you
are able to police the corridor leading to the Infernal Gate since, as you will
see from my diagram of the level (above), there corridor leading to the Infernal
Gate actually splits down the middle as a result of a small mountain range which
allows TWO ways to get to the Infernal Gate through the middle passageway ...
this basically means that you should focus on using the City of Oghock as a
barracks for the creation of units that you CAN use to better police the
passageway leading to the Infernal Gate]

If you approach the *other* set of Dwarves outside the city of Oghock (the ones
to the west), you will overhear a conversation between Guards Thurin and another
Dwarf, which goes something like this :-

THURIN : "Why's Gymner being sent THIS way ? We could be badger-baiting in
Gunthera !!"
DWARF : "Och, I denne kenn - he's supposed to be having a concert here I
think ... let's hope ticket sales are better than his recent tour
of the Underworld ..."
THURIN : "Well I guess we'll see - gimme the ale - I'm gonna get plastered."

(ahem)

One of your Cultists shrewdly observes that they must be guarding the passage
which leads to the Gate ! AS I believe I may have just mentioned Mr Cultist,
you're right - this IS the way to the gate ... (shakes fist at computer screen).

A little while on, one of your Counselors points out that the sluggish Dwarves
still don't seem to be aware of your presence on these lands, and that this
SHOULD prove to be a powerful advantage to you ... OF COURSE IT WILL !!!!!
What the HELL do I pay you people for ??? It's CERTAINLY not to give me advice
like THAT !! =O

If you approach the Hill Giant to the north-west of Oghock, he will speak to
you ... he says :- "Wotan will not tolerate this blasphemy! Prepare yourselves
to join your accursed god in oblivion ..."

RIGHT !! It's a fight !!!!! ..................... wait just a cotton-pickin'
minute ... that CHEEKY little bugger !! He casts a Blizzard spell on you just
for good measure !!! (As if his words were not painful enough !! Hee hee -
we'll show HIM pain !!)

Time to whip out the big guns ... (I would zap his @ss with a spell or two just
to show him who's boss and then go in all guns blazing).

Once he has fallen and the remainder of the troops surrounding the Infernal
Gate (several of which are Mountain Clans units - advanced scouts perhaps ?)
have been pacified, you may spend a little while concentrating on fortifying
this area before you stage your final attack on Gymner Cloudkeeper and his
entourage.

After you have made your assault on the Dwarven City of Inthuric, a Dwarf tells
you that Gymner is the son of the High King of the Mountain Clans, Morok
Cloudkeeper ... and that any harm that befalls Gymner will be vested back upon
you BIG TIME.

OK pause it. Ever done algebra ? a + b = c ?

Let's look at this logically.

I foresee two ways to proceed at this juncture :-

1) Free Gymner + Let him get to the Infernal Gate = CERTAIN DEATH for the
Legions.

Hmmmmmmmmmmmmmmm =./ Tempting !

- or -

2) Kill ALL the Dwarves + Rip Gymner's Head off = VICTORY !!

Ooh ! TOUGH CHOICE ... hang on whilst I phone a friend ...

BYE BYE LITTLE DWARFIE-POOS =)

Taking the City of Inthuric and turning it into an Outpost of Hell is a GREAT
idea ... Gymner shouldn't have even BEGUN his march to the Infernal Gate yet,
and you can use this City to create even MORE troops to halt his progress ...
YIPPEEE !! =D

Right. Now that we've taken practically every resource and city on the map ?
It's time to kill Gymner. Gymner SHOULD still be just outside the Mountain
Clans' Capital City, and is not surprisingly VERY well protected ... you will
find the following units outside the Clans Capital :-

1) Axe Thrower, Crossbowman, 2 Dwarves
2) Rock Giant, Axe Thrower, Gymner Cloudkeeper
3) Hill Giant
4) Hill Giant
5) Axe Thrower, 2 Dwarves, King's Guard ("Calderic" in my Saga)

Gymner is a level 3 Loremaster and should not be underestimated.

Once he has fallen a conversation ensues ... one of your Duke's tells you of
the demise of Gymner - Gymner then dies, vowing that his father will avenge his
death, and the action then switches to the Infernal Gate, where a Demonologist
eagerly awaits the rebirth of Bethrezen ...

(AND here he is ... your GOD ... B .........................................)

... what the ............................ this is just a child !!!!! I WANT MY
MONEY BACK !!

OPPONENTS Mountain Clans

CITIES

NEUTRAL CITIES

Name Inhabitants

Dunera 2 Peasants, Thug
Oghock [2 Goblins, Orc]

MOUNTAIN CLANS CITIES

Name Inhabitants

Inthuric [Dwarf, Axe Thrower]

BUILDINGS

Name Inhabitants Gain anything from taking it ?

Lair 3 Goblin Archers 100 Gp, Bronze Ring
Abandoned Keep Wyvern, Goblin, Goblin Archer 200 Gp, Tome of Arcanum
Old Temple Hill Giant 250 Gp, Celerity Scroll
Ruined Keep Fiend, 2 Possessed 150 Gp, Orb of Fire

EVENTS

Event Notes

Gymner is here ! The Loremaster Gymner Cloudkeeper is going to seal the
Infernal Gate ! LOOT AND PILLAGE Take the map and prepare for the advance of
Gymner Cloudkeeper. SLAY GYMNER !!! Kill Gymner to prevent his enacting the
rites to close the Gate.

ITEMS LYING ON THE GROUND
Potion of Protection, Life Potion, 2 x Potion of Healing, Pestilence Scroll,
Gold Ring, Imp Orb, Potion of Striking, Potion of Swiftness, Silver Ring,
Summon I: Roc Scroll, Unholy Chalice (Artifact).

ITEMS RETRIEVED FROM ENEMIES (COULD HAVE BEEN ON THE GROUND ORIGINALLY)
3 x Life Potion, Talisman of Restoration.
SHOPS

Name Sells

Under's Shop (Merchant) Life Potion x 4, Potion of Restoration x 10,
Potion of Healing x 10
Malavien's Tower (Magic Shop) Pestilence (200 Gp), Weakness (200 Gp)

ENDING

With Gymner slaughtered, the Legions awaited the emergence of their evil God
from the confines of his dark prison ... but instead, a child of just over 12
steps from the shadows, claiming to be Bethrezen.

B-U-M-M-E-R !!

==============================================================================

2) Bethrezen's Retreat

BRIEFING AND COMMENTS

The being that emerged from the Infernal Gate was NOT Bethrezen (DUH !), but
rather the lost heir of the Empire - the child Uther. Ten years ago, Bethrezen
had chosen this boy as the receptacle for his soul, and when Uther stepped from
the shadows as the new ruler of the Legions of the Damned, trees bled and the
soil rotted under his feet. There could be no doubt amongst the Legions that
this child was the reincarnated Bethrezen.

Whilst nobody could fathom WHY Bethrezen would have chosen a mere BOY to house
his almighty spirit, this was NOT the time for such questions ... the Undead
Hordes were drawing close, and seemed to take more than a passing interest in
the events unfolding before them ...

Bethrezen would have to be escorted to a safe location IMMEDIATELY, as he was
still too weak to risk a full confrontation with the Hordes or any other race
for that matter !

At the beginning of the level, Bethrezen pops up to tell you that he is still a
bit tired from his ordeal, and must withdraw, but that the next time you meet
the Hordes, you will wipe them out ...

A Sorcerer responds by concurring with him, and advising him that the mainstay
of your forces lie to the north, and that you will assure his safe passage
there ...

....................... ME !??!??!?!?!??!?!?! I can barely find my way HOME
after work !!

Oh aaaaaaaaaaaaaaaaalright ... gimme a map ...

Undead forces then quickly surround Bethrezen (which is just peachy - I wanna
see what this boy can do !!), stating that he cannot escape and that Mortis has
ordered he be slain ... Bethrezen responds by casting two Ignis Potens spells
upon the closest troops (one to the north and the other to the south), and then
control switches to you !!

Your objective on this level is to get Bethrezen to the safety point to the
north and just a little bit to the west of his present location. UNFORTUNATELY
a mountain range prevents you from just going in a straight line there - you
will have to escort him south, then west, then north and finally east to get to
the safety point ... this is NOT going to be easy ... I would STRONGLY advocate
patience on this level, as if you just leg it with Bethrezen he WILL die and you
will lose the level ...

First thing is first. Bethrezen is SURROUNDED by Undead Forces. For your
information, Bethrezen's unit comprises Bethrezen, a Devil and a Berzerker, and
the units immediately around him are as follows (I have taken into account the
fact that he will have already cast a spell on each unit before I comment on
them) :-

1) Gangren (a Nosferat), 2 Zombies, Dead Initiate
2) 2 Zombies
3) Zombie, 2 Dead Ghosts
4) Gozlen'ha (a Death Knight), 2 Fighters, Dead Initiate
5) Zombie, Dead Initiate
6) 2 Zombies

Units 1-5 will have been weakened by the spells - Unit 6 (the 2 Zombies) is at
full strength.

Take Bethrezen one way or the other ... do NOT send him around mopping up
troops for TWO very good reasons :-

1) He'll die, 'coz he's not strong enough.
2) It's better to allow your chosen units (i.e. your strongest leader) to grab
all the XP ;)

Since you will have to go south to get to the END of this level, I would send
Bethrezen south right from the outset. To my mind it doesn't really matter too
much whether you attack the Undead on the way through or not - they WILL all
catch up with you, and if you do attack them then you are only really going to
slow yourself down. It's up to you really !! ;)

If you move Bethrezen around too much, one of your Cultists will chastise you,
saying that it would be wise to ensure Bethrezen's safety before exploring the
lands ... IGNORE HIM ... YOU are the boss - YOU know best ... in fact ? HIT
HIM for being so stupid ;) There ... now we can proceed ... :">

I believe your aim should be to get Bethrezen safely entrenched within the City
of Oghock.

It is central, which means it can easily be assailed strategically, but the AI
on this level coupled with the fact that only the Undead are actively looking
for Bethrezen SHOULD mean that once he is in there, you can clear a safe path
for him with your other troops and thereby GREATLY improve your chances of
beating this level ;)

Once you have managed to get Bethrezen safely tucked away inside Oghock you
should make sure he is well protected and JUST LEAVE HIM THERE until much
later on in the level. By all means build the city up to level 5 and stock it
fully with troops - he will be fine ;)

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Tip about playing Bethrezen

My good friend Chuck has suggested that, if you incorporate Dopplegangers into
your army, you can actually effectively CLONE Bethrezen thus GREATLY increasing
your military might. Imagine it !! Having a bunch of MINI-Bethrezen's !!!!!!!

Bear in mind that it might not be possible on EVERY level where Bethrezen is
shown to actually DO this - for example, you will not (certainly on the earlier
levels) be able to have access to the Doppleganger level of troop development,
but I'm mentioning it at THIS stage as it is something you should NOT forget ;)

Thanks Chuck - I'm off to try this one IMMEDIATELY !! =)

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Turning now to your Capital City, you REALLY need to take the City of
Tsullen'hish in order to avoid having your precious resources STOLEN by the
perfidious (the narrator uses that word - I have NO idea what it means ...
hang on a tick ...)

(runs a search on yourdictionary.com)

Perfidious = of, relating to, or marked by perfidy (GEE THANKS !!) ... oh ...
treacherous.

QUITE why they couldn't just say treacherous is beyond me !!! ANYWAY ... :)
... stolen by the TREACHEROUS Undead Hordes ;).

You will find the City of Tsullen'hish to the north-east of your Capital City.
Send some units across the waters to the east and then north once they reach
the edge of the map, and you will find the City of Tsullen'hish ... it's quite
well guarded, but I would suggest taking it as quickly as possible to avoid the
Undead sending Hordes (pardon the pun) of their Hordes through the gap and
right up to your Capital.

Once you have taken the City of Tsullen'hish an Initiate (ooh scary !!) pops up
to tell you that Mortis will slay Uther and there's NOTHING you can do to stop
her.

... we'll see !! ;)

If you take the Neutral City of Dunera, a Hill Giant tells you that the Clans
will not forget your attack on the High King's son, and that you WILL pay for
your actions ...

... but who cares !! ;)

If you take the City of Luycyx, a Counselor tells you that his scouts have
spotted Undead troops on the lands, and that they come from all sides ... he
suggests you rest there and then press on towards a safe spot for Bethrezen.

... um ... didn't I just say that ? Nevermind ...

If you approach the Lizardman to the south-east of the City of Luycyx, he comes
running out to you to ask for your help. He tells you that he needs you to take
the Totem in the chest beside him to his tribe, and that they will reward you
for your assistance. Then he disappears !

VERY odd. True to his word, the chest beside him contains an Agshlisga Totem,
being a totem which represents a serpent being (or a Mr Potatohead depending on
whether you look at the picture BEFORE reading the description or not) ;)

ANYWAY. His "tribe" is in the south-westernmost corner of the map ... (just
travel west from the City of Luycyx until you reach the Hideout, then west a
bit, south-west until you reach the City of Krazius, and then due west and you
will reach his tribe).

FOR YOUR INFORMATION, the "reward" he speaks of ? Is POOR ... basically your
path is blocked by a Lizard Man who tells you that this is the domain of the
Shirlllessh tribe, and that you will be attacked if you venture further, to
which a Medusa comes rushing past him, takes the totem off you, tells you you're
a sweety and gives you a Runestone (Artifact) in return !!

To the west of the Crumbled Keep you will find a Spearman who tells you that
you must leave as his people cannot tolerate your presence on these lands any
longer, and that if you DO stay, they will be forced to fight you !

Okay ... if we were the Empire ? Or the Clans ? I might have listened to this
guy ? BUT DAMMIT WE'RE THE BADDIES !! SCREW HIM !!!!! Rip his HEAD off or
something :">

After a while of clearing up the map you will be able to approach a passageway
that runs from the Human controlled lands in the center of the map to the north,
towards the Undead Capital. As you approach the entrance to this passageway, a
Specter appears before you to tell you that "all those who enter Mortis'
territory shall feel her powers".

One of your Sorcerers responds by advising you that this is the only passage to
the north, and that whilst the Undead Hordes ARE quite obviously awaiting your
arrival, you have no choice but to fight them ...

... that being said it's time to put foot to @ss and push through the Undead
Hordes !!

REMEMBER that Bethrezen should still be safely tucked away inside the City of
Oghock - there is NO point in bringing him out until you are ready ...

[IMPORTANT NOTE : Whilst you can explore the WHOLE MAP with your finest units,
and even go right up to the point where you are supposed to take Bethrezen (I
wouldn't suggest doing this as it will remove the blue marker from the map and
that might lead to your getting confused as to where exactly you are supposed
to take him), you will NOT know about the trap the Undead have planned for
Bethrezen until it's too late ... well ... unless you're reading THIS of course
;) Basically if you look at the map JUUUUUUUUUUST as you are crossing the final
stretch of water from the Undead Capital to the blue marker there is a hidden
trap which ONLY Bethrezen can activate, and which he MUST activate to get to the
end of the level. When you reach this point, a Call Decay Dragon Spell is cast
upon Bethrezen's Unit, and the following units teleport onto the map in his
vicinity :-

1) Death, 2 Werewolves, Death Knight (Honir'ya in my Saga)
2) Doomdrake, Specter, Lich Queen (Shagherul in my Saga)
3) Doomdrake, Death, Nosferat (Zythaar in my Saga)

Once you have killed all these units (of if you are REALLY quick with Bethrezen)
you can proceed to the end !! I would STRONGLY suggest that you take as many
units with you as you can at this point, as it may LOOK like just three units
to you, but the leaders are VERY very powerful, and in all likelihood if
Bethrezen tries to take them all on by himself he WILL not make it !!]

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Tip about sacking the Undead Hordes' Capital City.

Nero has been in touch with me to say (and I quote) :-

"You can easily take over the Undead Capital with Bethrezen, a Anti-Paladin and
a Onyx Gargoyle. Just pump the group with all the potions you have (give
Bethrezen the initiative boosting potions first, i got it to 102 (60+42) which
is more than Ashgan (Undead Capital Guardian) has) and just keep attacking
Ashgan with Bethrezen while picking the other ones off.

When the others are dead, you can almost 100% safely instant-resolve it (takes
a while since the most damage i did was 15 with Bethrezen) And he got +2720 XP
for it!"

Thanks Nero !!

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

OPPONENTS Undead Hordes, Human Resistance

CITIES

NEUTRAL CITIES

Name Inhabitants

Dunera Hill Giant, Crossbowman
Luycyx Hill Giant, Rock Giant [Polar Bear]
Krazius 2 Goblins, Ogre
Kuelluran [Spearman, 2 Man at Arms]
Inthuric [2 Spearmen, Knight, Cleric]
Oghock [2 Orcs, 2 Goblin Archers]

UNDEAD CITIES

Name Inhabitants

Tsullen'hish [Wyvern, Zombie]
Thaaxull [Warlock, Specter, Fighter, Zombie]

BUILDINGS

Name Inhabitants Gain anything from taking it ?

Perthin 2 Master Thugs, Archer 150 Gp, Potion of Strength
Crumbled Fortress Goblin, Goblin Archer 30 Gp
Hideout 2 Goblin Archers, Ogre 500 Gp, Summon Living Armour
Scroll
Antique Temple Deathdragon, Ghost 600 Gp, Banner of Protection
(the above is the Antique Temple near Krazius)
Antique Temple Imperial Knight, Mage,
2 Imperial Assassins 400 Gp, Call Decay Dragon Scroll
(the above is the Antique Temple near Kuelluran)
Crumbled Keep 2 Goblin Archers 35 Gp, Goblin Orb
Lost Mastaba 2 Wyverns 200 Gp, Sapphire
Ruined Tower Deathdragon, 2 Specters,
Initiate 1,000 Gp, Tome of Water

EVENTS

Event Notes

Undead Raid !!! The Undead surround and assault Bethrezen !! BUGGERHEADS !!
Help the Lizards Act as errand boy for the Lizard Man and his totem ... if you
wanna ...
Human insults The PITIFUL Humans tell you not to enter their lands. BAH !!
It's a Trap !! Bethrezen is caught by the Undead in a sinister trap just on
the finish line !!

ITEMS LYING ON THE GROUND
3 x Potion of Healing, Potion of Protection, 2 x Life Potion, Pestilence Scroll,
Zombie Orb, Ice Storm Scroll, 2 x Potion of Restoration, Call to Arms Scroll, 2
x Emerald, Bronze Ring, Orb of Earth, Potion of Swiftness, Healing Ointment, Orb
of Vigor, Potion of Accuracy, Ruby, Lizard Man Orb, Sanctuera Scroll, 2 x Potion
of Vigor, Potion of Speed, Bronze Ring, Staff of Thunder, Silver Ring, Weakness
Scroll.

ITEMS RETRIEVED FROM ENEMIES (COULD HAVE BEEN ON THE GROUND ORIGINALLY)
Treeback Potion, 3 x Life Potion, Quicksilver Potion.

SHOPS

Name Sells

Jolan's Tower (Magic Shop) Blizzard (200 Gp), Hymn of the Clans (400 Gp),
Stone Rain (400 Gp)
Werric's Shop (Merchant) Life Potion x 5, Potion of Healing x 10, Potion
of Restoration x 10, Healing Ointment x 3,
Treebark Potion x 1, Potion of Protection x 2,
Potion of Striking x 1, Potion of Speed x 1
Sallat's Shop (Merchant) Orb of Healing x 1, Orb of Restoration x 1, Orb of
Life x 1, Orb of Vigor x 1
Under's Shop (Merchant) Life Potion x 5, Treebark Potion x 5, Potion of
Healing x 10, Potion of Restoration x 10, Banner
of Speed x 1

ENDING

With Bethrezen now safely escorted from harm, it is time to turn your attentions
to rebuilding his Empire, for you will have certainly drawn yourselves to the
attention of the enemies of the Legions with Bethrezen's 'rebirth' in Nevendaar.

==============================================================================

3) The Dark Alliance

BRIEFING AND COMMENTS

Hubert de Layle, the nephew of the treacherous aristocrat Bernard of Cahuzak (a
noble who rebelled against the Empire during the First Great Wars and was
discovered and slain for his treachery), was targetted by the Legions as a
likely ally in their struggle to rebuild their shattered Empire. De Layle's
corrupt soul and taste for the darker side of things would surely mean he could
be ... swayed ... to seeing the Legions' point of view ... :">

At the start of this level, De Layle pops up on your screen to threaten you and
tells you basically that he will bomb you back to the stone age for intruding
upon his lands.

He also sends you a letter, in response to your request to be his new friends,
which reads :-

"Dear Mr Bethrezen,

Thank you for your recent application to become one of Hubert De Layle's
buddies. As you will doubtless be aware, Mr De Layle is a *very* busy man, and
as such cannot take the time to comment on each application he receives
personally, but in this case you will be pleased to note that he has made an
exception, and has asked us to deliver the following message to you.

"SCREW YOU"

Trusting that the above remains clear, we remain,

The soon to be slaughtered masses,

De Layle's Castle"

NEEDLESS to say Bethrezen, who is still a bit cranky, and hasn't had a good day
to say the LEAST, is more than a little unimpressed by this tone, and sets out
to "convince" De Layle that he should ally with the Legions.

Right. Your objective on this level is to ALLY with Hubert de Layle. Note the
key word in that sentence ... A-L-L-Y ... as in, NOT declare open war on him
and slaughter all his troops.

In Disciples 2 there are THREE ways to become somebody's Ally :-

1) Buy their friendship
2) Kill their enemies to earn their friendship
3) Ask for their friendship.

As you will see, at least at the OUTSET, option 3 doesn't seem to be working ...
De Layle is too busy with his playthings to want to be your friend ... so you'd
best work on a combination of options 1 and 2 to complete this level.

There is, however, Option 4 which I have yet to mention, and which DOES ACTUALLY
WORK :-

4) KILL EVERYBODY AND THEN GO FOR OPTION 1.

Obviously this has certain drawbacks ... a) You've KILLED all his troops, so
you're going to have to be VERY rich to apologise for that ... b) It'll take
AAAAAAAAAGES 'coz you'll have to conquer the entire map first.

How you do this level is entirely up to you, but by far the simplest (and it
has to be said BIFFEST) way of winning here is to simply hold your units in
your capital and pay De Layle all your gold on a regular basis ... this will
increase your popularity and eventually HE will offer to ally with you and the
level will end !!)

[ LATE BREAKING NEWS !! I have just been advised by LenDBZ that there is
ANOTHER way of getting the fat freak to ally with you, which I had NO idea
about !! Apparently you can get him to ally with you by taking Bethrezen and
moving him right up to De Layle's Capital City, and De Layle's end dialogue
will commence !! Obviously I would still advise that you take care to mop up
the troops en route BEFORE you send Bethrezen off to De Layle's Castle if you
you this option, but THANK LENDBZ for bringing it to my (and consequently YOUR)
attention !! ] =)

In an attempt to cover all angles, I'm going to a regular walkthrough for this
level ...

Bethrezen charges out of your Capital and urges you to march on and conquer ...
he makes me laugh ... whether he's Uther OR Bethrezen, he's ALWAYS got that
totally arrogant streak !!

I would stock up and then eject your leader and his units from the Capital and
then put Bethrezen back in there for the duration of the level ... you can send
him out and about to mop up weak units should you wish, but if he dies it's
MEGA badness for the Legions ;)

If you take the city of Ablliven you will get treated to a history lesson by a
Master Thug, who tells you that Bernard of Cahuzak was Hubert de Lalye (BAD
spelling)'s Uncle, and that Bernard rebelled against the King during the First
Great Wars 10 years ago ...

When Hubef falls, one of your Sorcerers reminds you that it lies awfully close
to the Clans territory, and that an abundance of caution would be a good idea
(he's right) ;)

If you capture Tellorum, a Mountaineer tells you that they despised Cahuzak as
much as they loathe you, and that you WILL pay for your attack on their city
(shyeah RIGHT little man. Should you be worrying about the RAGNAROK ??) ;)

Conquering the City of Reffugia gets you chastised by a Peasant that lives
there. He says that if the King hadn't abandoned their people, you would NEVER
have been able to take them, and wages that De Layle himself sent you to attack
them (FAT CHANCE !!)

If you press east from Under's Shop one of your Counselors pops up to tell you
that the King HAS abandoned these lands, so you should be able to take them with
ease ...

Hmmmmmmmmmmmmmmmmmmmm =./

If you take the City of Nahneen, Death threatens Bethrezen (telling him that he
will not escape as Mortis has need of him).

Once Gunkerth Keep has been won (as you are leaving it in fact) a Cultist steps
up to tell you that De Layle burnt this town down after they refused to deliver
three virgin girls to him (presumably to sacrifice in one of his banquests).
What a twisted little maggot !! =O

You MIGHT like to think twice before taking the City of Unlluven (as this is
one of Hubert's Cities, and it will REALLY p!ss him off) ;)

Once you pass to the north of Unlluven, one of your Sorcerers confirms that you
are now entering De Layle's territory, and says (which makes me smile) "He seems
as cruel as you are almighty !"

WOULD SUCH A FEAT BE POSSIBLE LUV !! =)

As you go beyond the path and into the field of skeletons, a Counselor tells you
that De Layle impaled all the people you see in the field ... HOW COOL IS THAT
BY THE WAY !! Well ... in GAME terms at least ... (( those spikes look
sharp !! )) :(

Once you have done all the exploring you fancy doing on this level, you can
just sit back and buy the Fat Man's friendship with cold, hard cash ... it WILL
take a little while (he's not going to just forget the fact that you have
UTTERLY decimated his ENTIRE army), but in the end he will give in and accept
your alliance over the inevitable.

[HINT : Don't try to ally with him - just keep offering him the gold, and he'll
offer to ally with you]

Once De Layle has offered to ally with you AND you have accepted his offer, he
will enter into a dialogue which goes a bit like this :-

DE LAYLE : "Oother ? Is that you Oother ??"
BETHREZEN : "Yes De Layle ... I need your help (flashes a tenner) look ! See
how it shines ... aaaaaaaaaaaaaall the pretty colours :">"
DE LAYLE : "You so fly Oother - I will be your bestest buddy ... NOW GIMME
THE THING !!"
BETHREZEN : (Quickly pockets the tenner)

OPPONENTS Hubert de Layle (at the outset),

CITIES

NEUTRAL CITIES

Name Inhabitants

Ablliven 2 Thugs, Master Thug [2 Thugs]
Nahneen [Death, Dark Lord, Warlock]
Reffugia [2 Peasants, Man at Arms]
Gunkerth Keep 2 Thugs, 2 Archers, Master Thug

MOUNTAIN CLANS CITIES

Name Inhabitants

Hubef [Hill Giant]
Tellorum [2 Crossbowman, Mountaineer, Warrior]

EMPIRE CITIES

Name Inhabitants

Unlluven [2 Imperial Knights, Wizard, Archer]

BUILDINGS

Name Inhabitants Gain anything from taking it ?

Odense Spearman, 2 Peasants,
2 Apprentices, Archer 200 Gp, Potion of Might
Tower 2 Werewolves, Ghost, Shade 300 Gp, Evil Ent Scroll
Kundesa 2 Ghouls, Initiate, Warlock 100 Gp
Old Tumulus Dark Lord, 2 Fighters, Ghost 400 Gp, Potion of Fortune
Old House 2 Master Thugs, Thug,
Imperial Assassin 400 Gp, Silver Ring
Lair 2 Ogres, Goblin 300 Gp, Thanatos Blade
Haunted Lair Orc, 2 Goblin Archers 400 Gp
Crumbled Keep Wyvern, Fighter, Ghost 300 Gp, Zombie Orb

EVENTS

Event Notes

NEED FRIENDS Bethrezen orders you to search the lands and ally with Hubert
De Layle
OOPS !!! (maybe) You *might* inadvertantly crush a few (or ALL) of his troops
- don't worry
Threats !! The ickle Dwarfies threaten you from time to time - just
ignore 'em
BUDDIES !! De Layle finally agrees (probably with MUCH cash spendage) to
be your pal !

ITEMS LYING ON THE GROUND
3 x Potion of Healing, Silver Ring, 2 x Life Potion, Ruby, Plague Scroll,
Potion of Air Warding, Potion of Protection, Chain Lightning Scroll, 2 x Potion
of Striking, Orb of Healing, Orc Talisman, Potion of Strength, Potion of
Swiftness, Potion of Invulnerability, Hymn of the Clans Scroll, Emerald,
Talisman of Bane, Fog of Death Scroll, Orb of Thunder, Potion of Speed, Bronze
Ring, Orb of Nosferat, 2 x Potion of Vigor, Pestilence Scroll, Orb of Earth,
Treebark Potion, Imp Orb, 2 x Potion of Restoration, Potion of Speed, Seafaring
Scroll, Potion of Celerity, Banner of Striking, Orb of Water.

ITEMS RETRIEVED FROM ENEMIES (COULD HAVE BEEN ON THE GROUND ORIGINALLY)
4 x Life Potion, 3 x Potion of Restoration, Potion of Healing.

SHOPS

Name Sells

Under's Shop (Merchant) Life Potion x 5, Potion of Healing x 10, Potion
of Restoration x 10
Othon's Tower (Magic Shop) Haste (400 Gp), Holy Strength (600 Gp), Holy
Armour (600 Gp)
Gunther's Camp (Mercenary) Goblin (50 Gp), Goblin Archer (50 Gp), Orc (300
Gp)
Tralar's Shop (Merchant) Life Potion x 5, Potion of Healing x 10, Potion of
Restoration x 10, Potion of Invulnerability x 2,
Potion of Protection x 2, Treebark Potion x 1,
Potion of Striking x 1, Potion of Accuracy x 2

ENDING

Hubert, realising that his career advancement prospects would be GREATLY
increased through supporting the Legions, establishes an alliance with their
people ... his is tasked with creating chaos in the Empire, and attempting to
steal the Throne from Demosthene.

==============================================================================

4) The Salty Dungeon

BRIEFING AND COMMENTS

Many centuries ago, the Clans lured the Demon Lord Asteroth in a giant cave,
blocked the entrance and filled the chamber with seawater ...

... Asteroth struggled for many many years to free himself from the confines of
his salty dungeon, knowing that one day he would be released ...

The were tales told of a runic key which could open this prison and release the
beast inside, and the Mountain Clans searched in a panicked state for this key,
with the intention of destroying it once it had been located.

Knowing that Asteroth would prove to be an invaluable ally, Bethrezen sent packs
of his demons out to search the land, in an effort to reach the key and free
Asteroth before the Clans found the runic key ...

... so begins the search for the Demon Lord Asteroth !

Your mission on this level is quite a simple one really ... you are to find,
liberate and recruit the Demon Lord Asteroth.

... the level begins with 4 units of human troops mounting a daring but futile
assault upon your Capital.

DO NOT WORRY - THEY POSE NOOOOOOOOOOOOOOOOO THREAT AT ALL TO YOUR CAPITAL CITY.

For your reference, the 4 units that are staging their assault as as follows :-

1) Spearman, 2 Peasants
2) Man at Arms, 2 Peasants
3) 2 Man at Arms, Peasant
4) Man at Arms, Peasant, 2 Archers

I would begin the level by building a structure, hiring as many units as your
leader can handle, and exiting the city with him (he should try and avoid
combat) ... then send him off to explore the map and wait for these IDIOTS to
attack your capital.

TRUST ME YOU DO NOT NEED TO WORRY. Ashkael can easily despatch anybody
attacking your Capital.

Your Capital City is in the north-west of the map ... you need to tackle this
level in two stages :-

A) Find the Runic Key (which is to the south-south-west of you)
B) Find, release and recruit Asteroth (who is to the east of you)

(The only way you CAN go to begin with is south)

[QUICKIE DIRECTION GUIDE FOR THIS LEVEL :-

Pick up the Runic Key in the south-western corner of the map. Then go to the
City of Kellara and head east ... slay the Green Dragon and keep going East
until you reach the Mountain Clans Capital City ... then turn north until you
reach Pender's Hall - go west from there until you reach Nvenn, and Asteroth's
Prison is to the north of that, just north-west of Hammerpass and south-east of
Gameric]

If you take the City of Nyceril, one of your Counselors observes that the
city's defences were quite weak, and that the lands have probably endured
quite a bit of suffering ...

If you take the City of Bhaalu the one of your Sorcerers confirms that he can
feel Asteroth's presence on the lands, and that he must be somewhere nearby ...

If you then try and enter the corridor to the south-west of Bhaalu, a Duke
issues a cry for your troops to withdraw, as Undead Forces are pouring forth
from the corridor.

Before you actually get a chance to comply, however, guess what ? Undead Forces
come pouring out of the corridor !!

You are attacked by a unit comprising a Specter, 2 Zombies and an Initiate.

For your information, however, there are PLENTY more Undead baddies in this
corridor for you to attack (should you wish). They are as follows :-

1) 2 Zombies, Initiate, Ghost
2) Deathdragon, 2 Initiates
3) Skeleton Champion, Zombie, Initiate, Warlock, Ghost
4) Doomdrake, Occultist
5) Lich, Ghost, 2 Dark Lords

As you approach units 3 and 4, the Occultist (Unit 4) comes rushing to you to
tell you that you have strayed too near your enemies, and that Mortis will now
crush you and take what she wants from you ...

Before you enter the Ancient Dwarf Keep (to the south-west of Jolan's Tower in
the south- western corner of the map), one of your Arch-Devils tells you that
he feels uneasy about entering the ruins ... he feels that mighty guardians will
be protecting the structure ...

AAAAAAAAAAAAAAAAAAAAND he's KINDA right - there's a Son of Ymir guarding the
Keep =./ ... but you HAVE to take the Ancient Dwarf Keep because it contains
(fanfare) the Runic Key that is required to free Asteroth !! =)

As you approach the City of Kellara, three units (2 Skeletons, 1 Evil Ent)
materialise to the east of you. What is strange about these units is that they
are obviously Undead, but they march under the banner of the Mountain Clans !!
VERY odd. ANYWAY ... a Necromancer pops up to tell you once AGAIN that Mortis
demands the handing over of the child Uther for her own dark purposes.

Just to see what would happen, I fled beyond the movement range of the units,
and the 3 units that arise from the ground ARE under the control of the Mountain
Clans !! They move on the Clans turn and, as they only last for one turn and I
was out of their range, they attacked the City of Kellara !!

This COULD be used to your advantage to weaken the troops garrisoned there
before mounting your own assault on Kellara ... I guess it depends on whether
you can outrun the Mountain Clans UNDEAD (sheesh !!) summons or not :">

Once Kellara has been taken, one of your Counselors confirms that the entireity
of the populace there is dead ...

As you approach the Green Dragon to the east which blocks your path through the
Mountain Clans Territory, you are challenged to a scrap (basically) by a Rock
Giant !! He tells you that you are not welcome and you should go, to which
Bethrezen responds by saying that these lands will all be his, and bla bla
bla ... and the Rock Giant tells him to naff off or suffer the consequences !!

REEEEEEEEEEEEALLY !! =O

Once you have mopped up these IDIOTS and made your way through the Mountain
Clans turf, you will almost be at Asteroth's Prison !! Yippee !!! =)

If you decide to take the City of Pender's Hall, a Hill Giant mistakenly
heralds you as the bringers of the Ragnarok ... which isn't TECHNICALLY true,
but it's a cool mis-identification to be sure !! :)

The Orcs inhabiting Luferin refer to you as "Fire Skins" - a term which I think
is rather flattering actually !! ;)

Hammerpass has a Veteran in it who is SO surprised to see you that he exclaims
"By Wotan's Beard !" ................... isn't that kinda like saying "Oh my
hairy butt I'm so surprised !" ???? Just a thought (I'll shut up now) =./

INTERESTING NEWS if you take the City of Nvenn, however ... a Dwarf tells you
that, following the death of Gymner Cloudkeeper (at your hands - Mission One),
High King Morok Cloudkeeper has fallen into madness, and obviously caused SOME
sort of disruption amongst the Clans, as this City has seemingly declared its
independence !

GREAT NEWS !! =D AND we're almost at Asteroth !! Life is SWEET =)

As you approach the City of Gameric, one of your Sorcerers stops you in your
tracks to confirm that he senses Asteroth's Prison is VERY near. The camera
then pans to the north just a bit and the Sorcerer goes on to say that THIS
seems to be the sources of the aura he has been sensing ... that Asteroth's
presence is very strong there, and that it is perhaps the entrance to the
prison ? The Runic Key must be brought to that location ...

If you take the City of Gameric, a Rock Giant pops up to tell you that your
efforts are all for naught without the Runic Key ..............................
........................ you mean this one ?? (He says, whipping it out of his
pocket).

DOH !! ;)

Once you have taken the Runic Key to the point the Sorcerer was talking about,
one of your Demonologists uses the Key to open Asteroth's Prison, and a
Counselor then shows up to tell you that you have opened the prison gate, and
Asteroth can't be far (this is true - he's just inside).

Stroll in and you will complete the level !!

OPPONENTS Mountain Clans

CITIES

NEUTRAL CITIES

Name Inhabitants

Nyceril 2 Spearmen, Archer, Apprentice
Bhaalu 2 Zombies, Fighter, Death
Kellara Templar, Wyvern, Specter [2 Zombies]
Nvenn 3 Dwarves [2 Dwarves, Axe Thrower]
Pender's Hall 2 Hill Giants [Hill Giant, Venerable Warrior]
Gameric Engineer (Drogon in my Saga), Rock Giant [Druidess, Warrior,
Rock Giant]
Luferin [2 Orc Champions, Ogre]

MOUNTAIN CLAN CITIES

Name Inhabitants

Hammer Pass [2 Forge Guardians, Veteran]

BUILDINGS

Name Inhabitants Gain anything from taking it ?

Ancient Dwarf Keep Son of Ymir 500 Gp, Runic Key
Old House 2 Titans 200 Gp, Potion of Strength
(the Old House above is to the east of the City of Bhaalu)
Old House Troll, 2 Orcs 300 Gp, Staff of Travelling
(the Old House above is to the east of the City of Kellara)
Kassel Archlich, Dark Lord,
Ghost, Initiate 300 Gp, Projicere Terra Scroll
Abandoned Outpost Ogre, Orc 500 Gp, Sapphire
Ruined Tower 2 Dwarves, White Dragon 400 Gp, Banner of Might
Rigel Ruin Mountaineer, Forge Guardian,
2 Crossbowmen 300 Gp, Orb of Freezing

EVENTS

Event Notes

Find the Key It's in the Ancient Dwarf Keep in the south-west of the map.
Find Asteroth He is east of your Capital City (north of the Clans Capital
City).
FREE Asteroth Use the key on the gate and enter !!!!

ITEMS LYING ON THE GROUND
Orb of Restoration, Emerald, 3 x Potion of Healing, Hymn of the Clans Scroll, 4
x Life Potion, Imp Orb, Gold Ring, Potion of Protection, Zombie Orb, Talisman of
Poison, Highfather's Potion (just to the south of Jolan's Tower), Treebark
Potion, Talisman of Vigor, Summon I: Skeleton Scroll, Potion of Fire Warding,
Banner of Strength, 2 x Potion of Accuracy, 2 x Potion of Restoration, Goblin
Talisman, Healing Ointment, Tortio Menta Scroll, Tempest Scroll, Potion of
Water Warding, Shadow Scroll, Orc Orb.

ITEMS RETRIEVED FROM ENEMIES (COULD HAVE BEEN ON THE GROUND ORIGINALLY)
2 x Potion of Restoration, 4 x Life Potion, Potion of Invulnerability, Holy
Chalice.

SHOPS

Name Sells

Redden's Shop (Merchant) Life Potion x 5, Potion of Healing x 10, Potion
of Restoration x 10, Treebark Potion x 3
Jolan's Tower (Magic Shop) Summon I: Skeleton (200 Gp), Summon I: Roc (200
Gp), Incantare Hellhound (200 Gp)
Under's Shop (Merchant) Life Potion x 5, Potion of Healing x 10, Potion
of Restoration x 10, Healing Ointment x 3
Tralar's Shop (Merchant) Talisman of Icefall x 1, Ice Shield Scroll x 5,
Blizzard Scroll x 5, Ice Spirits Scroll x 2

ENDING

With the addition of Asteroth to his army, Bethrezen has amassed an army large
enough to DESTROY the Empire and, with this notion in mind, he begins his march
towards the Empires' Lands.

==============================================================================

5) Darkness and Light

BRIEFING AND COMMENTS

In response to the impending threat of a full-scale assault upon the Empire by
the Legions of the Damned, the Empire and the Mountain Clans ally together.

Bethrezen surveys the situation and decides that in order to strengthen his
chances of success in the upcoming war his NORTHERN frontier needs to be
strengthened, and so he sends his best troops (i.e. YOU) to seize control of at
least 3 Cities in the north, to help maintain the Legions' foothold in that
region.

Once Bethrezen has vanquished the Empire, he will be able to assume his "true"
form, you are assured ...

Your objective on this level is to capture the Cities of Sullonia, Tunnsen's
Hall and Mallorin.

Right. The level kicks off ... BRACE YOURSELVES - I'm going to try VERY slowly
to go through the plot here, 'coz it confused even me to begin with ...

Hokay. Your goal is to capture the three cities I have mentioned above ...
Bethrezen and Asteroth both give you instructions to this effect ... but just
before you are able to begin conquering and looting and pillaging (as only the
Legions can), an Onyx Gargoyle appears outside the Legions Capital, claiming to
be a herald FROM Bethrezen ...

"... isn't ... Bethrezen ... in the Capital then ?" is Asteroth's response ...

The Onyx Gargoyle responds by saying that Bethrezen FORBIDS you to take your
chosen course of action, and that you must cease what you are doing IMMEDIATELY.

Bethrezen (as in, YOUR Bethrezen - the possessed child Uther) lashes out,
telling you to attack and slay this timewasting traiter.

The Onyx Gargoyle, suitably UNimpressed, braces himself for an attack.

... so basically I am to understand that some doubt has just been cast on the
sincerity AND VALIDITY of YOUR Bethrezen as being THE Bethrezen.

... riiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiight ... OKAY ! Let's go on shall we :">

First off, you have ASTEROTH to keep you company ... and he ROCKS !! So this
shouldn't be TOO tricky ... just remember that whilst he's very strong, you
need to keep your eye on his health - he WILL be quite an easy target ;)

Your Capital City is located in the south-eastern corner of the map ... all
three cities are in REASONABLY close proximity to your north-west ...

There is a mountain range to the south of your capital, but there is a path
around it to the east, and if you go around it and along the southern edge of
the map one of your Counselors will tell you that these lands are STILL plagued
by the Undead ... but you guys STILL don't know why !!

HOWEVER ... if you continue from your present location to the west, just as
you cross the body of water blocking your path you will be ambushed by three
units of summons, which appear out of thin air around you.

A Nightmare engages your units in conversation, the bare bones of which are as
follows :-

NIGHTMARE : "GIMME THAT BEBE"
DEMONOLIGIST : "YA WOT ? NO WAY DUDE ! DIS MAH BEBE ! TELL ME WAH YOU WON
HEEM"
NIGHTMARE : "WE JUS WON HEEM ... NAH GIV HEEM HIAR NAAAAAAAAAAAAAAAAH !!"

Quick question here. Are you actually going to LISTEN to this idiot ???

I didn't think so ............................ TO WAR !! =D

The three units that have been summoned are :- Nightmare, Evil Ent, Evil Ent.
The Nightmare is a powerful summon for the Undead but, for some reason, all
three units are flying under the banner of the Empire !

[NOTE : I reckon this is because (as with the level where you were ambushed
by Undead Units under the control of the Mountain Clans, if Undead Units are
summoned onto a map where the Undead has no presence, one of the other players
must control them ... this is a bit odd to say the least, considering that
other races don't seem to have this problem =./]

After you have despatched these morons and are en route to the City of
Shrrakha, an Occultist challenges you by saying (in a TOTALLY unecessarily
heroic booming voice) "Do you not learn, beasts ? Your evil blood shall be
spilled on these battlefields !"

WHICH, when you think of it, are PRETTY hollow words coming from a man who's
ONLY power is to summon demons in battle ... =./

If you take the City of Shrrakha, a Lizard Man responds by saying "Shrrakha"
(with as many extra s's and h's as he can cram in it seems) ... which is
interesting !

... do you suppose that when he's doing other things he just cites nouns at
random like that too ?

"Teeeeeeeapot" ... "Laaaaaaaamp Possssssssssssssst" and so on ... hmmm ...
very interesting !

ANYWAY ... onward !! :)

If you complete the loop north and east back to the Capital you can take the
City of Davonnin on the way ... to which a Spearman pops up to tell you
(basically) that there's no need to be so violent .........................
what ... like you'd just GIVE us your city if we asked you to ? GET OUTTA MY
FACE !! =O

If you take the City of Stollgeth, one of your Counselors tells you that he
can hear the sounds of giants echoing through the mountains to the north, and
that these giants must be ... like ... MEGA giants or something, 'coz they
sound BIIIIIIIIIIIIIIIIIIIIIIIIIIIG =">

JUST what we needed eh !!

If you approach the Den in the south-westernmost corner of the map (it can
only be approached directly from the north of it) you will see first hand what
the Counselor was talking about ...

... before you get to the Den, your Counselor comes back to tell you that many
scouts have disappeared in this are, and that it's obvious SOMETHING is
responsible for their failure to return to you ...

... and here they are !!! The place is SWARMING with Primitive Giants !!
These things are HUGE, and they will openly stalk the continents of the map
and attack ANY troops they encounter - yours or your enemies ...

Once you've taken out this MASS of muscles, you have the DUBIOUS pleasure of
taking on the Den ... WHICH you would expect to be controlled by something
really *shiver* bad, wouldn't you ?

WRONG DUDE. It's got 3 USELESS Goblin Archers and 1 Goblin in it !!

TOTAL waste of time ... take out this area ... but ONLY for the XP ;)

By the way - for your information ? The leader of the Primitive Giant Clan is
called Ukkhenga ... and whilst he has more HP than the other Primitive Giants,
ASIDE from that he's not really any different to them ...

Once Ukkhenga has fallen one of your Counselors tells you that "the King of
the Giants" has been slain, and that henceforth the Giants will fear you ...

... um ... (taps him on the shoulder) ... WHAT GIANTS WOULD THOSE BE ?? WE
JUST KILLED THEM ALL !!!!!!!!!!!!!!! =O

The Empire's Capital City has several Angels floating around it - avoid them
unless you fancy a scrap (as they are backed up by a variety of Empire
Healers ...

Once you have taken all 3 Cities, the Northern Borders are yours and the level
ends !! =)

OPPONENTS Mountain Clans, the Empire.

CITIES

NEUTRAL CITIES

Name Inhabitants

Davonnin Thug, Master Thug [Man at Arms, Spearman]
Stollgeth 2 Fighters, Specter, Necromancer [Skeleton Champion]
Shrrakha 3 Lizard Men, Medusa

EMPIRE CITIES

Name Inhabitants

Sullonia Archer, Ranger, Squire, Mage [2 Witch Hunters, Hierophant,
Inquisitor]

MOUNTAIN CLANS CITIES

Name Inhabitants

Tunnsen's Hall Dwarf Champion, Warrior [Dwarf, Elder One, Hill Giant]
Mallorin 2 Crossbowmen, Engineer, Dwarf [Rock Giant, Warrior, Druidess]

BUILDINGS

Name Inhabitants Gain anything from taking it ?

Haunted Tower Orc Champion, Goblin Archer 200 Gp, Strength Scroll
Abandoned Temple 3 Lizard Men, Medusa 400 Gp, Lizard Man Orb
Ruined Tower Demon, Devil 400 Gp, Ignis Potens Scroll
(The Ruined Tower above is just north-west of your Capital City)
Ruined Tower 3 Angels, White Wizard,
Hierophant, Prophetess 800 Gp, Tome of Fire
(The Ruined Tower above is in the north-western corner of the map)
Tower Zombie, Elder Vampire, Vampire 300 Gp, Staff of Protection
Old House Orc Champion, 2 Orcs 100 Gp
Den 3 Goblin Archers, Goblin 50 Gp, Bronze Ring

EVENTS

Event Notes

Undead Assault Mortis sends a Nightmare and 2 Evil Ents to take Uther/
Bethrezen.
Giant Footsteps A Counselor detects the presence of HUGE Giants on the lands.
Giant ATTACK !! Primitive Giants pour forth from the den to flood the map.
TO WAR !! Capture the 3 Cities !! =)

ITEMS LYING ON THE GROUND
8 x Potion of Healing, Celerity Scroll, Orb of Nosferat, 2 x Potion of
Protection, Stone Rain Scroll, Potion of Air Warding, Skeleton Champion Orb,
Sapphire, Boots of Travelling, Healing Ointment, Skull Bracers (Artifact), 2 x
Potion of Swiftness, Orb of Earth, Potion of Strength, Ice Shield Scroll,
Potion of Speed, Orb of Inferno, 6 x Life Potion, Summon I: Roc Scroll, 2 x
Silver Ring, Call Decay Dragon Scroll, Ruby, Potion of Accuracy, Potion of
Striking, Forestwalk Scroll, 2 x Gold Ring, Skeleton Champion Talisman, Staff
of Holiness, Ancient Relic, Tormentio Scroll, 6 x Potion of Restoration, Holy
Armour Scroll, Bronze Ring, Potion of Might, Pestilence Scroll, Summon II: Evil
Ent Scroll, Touch of Mortis Scroll, Orb of Vigor, Emerald, Rot Scroll, Orb of
Icefall, Potion of Strength.

ITEMS RETRIEVED FROM ENEMIES (COULD HAVE BEEN ON THE GROUND ORIGINALLY)
4 x Life Potion, 3 x Potion of Restoration, Talisman of Life, Orb of
Restoration.

SHOPS

Name Sells

Unhira's Tower (Magic Shop) Ice Shield (200 Gp), Healing (400 Gp), Chant of
Hasting (600 Gp), Wotan's Blessing (800 Gp)
Kilgen's Shop (Merchant) Life Potion x 5, Potion of Healing x 10, Potion
of Restoration x 10, Healing Ointment x 5, Orb of
Healing x 3, Orb of Restoration x 2, Orb of
Regeneration x 2, Orb of Life x 2
Tralar's Shop (Merchant) Life Potion x 5, Potion of Healing x 10, Potion
of Restoration x 10, Treebark Potion x 3
Lergem's Shop (Merchant) Summon II: Evil Ent Scroll x 2, Call Decay
Dragon Scroll x 1, Summon Nightmare Scroll x 1,
Stone Rain Scroll x 3, Iron Skin Potion x 1

ENDING

With Bethrezen's Army having taken the Northern Reaches, news returns via
Bethrezen's Scouts that an Undead Army amasses in the East ...

... Bethrezen sends his Legions to engage the Undead Hordes HEAD-ON !! =D

==============================================================================

6) The Ambush

BRIEFING AND COMMENTS

Aware of the increasing level of Undead Troops amassing in the East, Bethrezen
sends Asteroth and the Legions of the Damned to engage the Undead Hordes in
battle. Being FAR from foolish, Bethrezen decides to prepare an ambush for
the Hordes in the narrow pass through the Mountains of Lorrimik ... there, the
Legions would be at their strongest.

Your mission on this level is quite straightforward really ... DESTROY THE
UNDEAD ARMY !!

Right ... so that is your mission ...

Get this ...

You start off, and a Counselor tells Bethrezen that scouts have examined the
terrain, and no trace of the alleged Undead Army could be found

Disciples 2 - The Legions of the Dawned Saga Tags
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