Disciples 2: Dark Prophecy Walkthrough :
This walkthrough for Disciples 2: Dark Prophecy [PC] has been posted at 22 Jul 2010 by Wert Morre and is called "Empire Saga Walkthrough". If walkthrough is usable don't forgot thumbs up Wert Morre and share this with your freinds. And most important we have 6 other walkthroughs for Disciples 2: Dark Prophecy, read them all!
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Walkthrough - Empire Saga Walkthrough======== === === ======== === ======== ======== ¦ ¦ ¦ \ / ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ === ¦ \ / ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ === ¦ ¦ ¦ \/ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ == ¦ ¦ ¦ ===== ¦ ¦ ¦ ===== ¦ == ¦ ¦ ¦ ¦ ¦ / ¦ ¦ ¦ \ ¦ ¦ ¦ == ¦ ¦\ /¦ ¦ ¦ ¦ ¦ ¦ ¦ \ ¦ == ¦ ¦ ¦ ¦ \/ ¦ ¦ ¦ ¦ ¦ ¦ ¦ \ ¦ ¦ ¦ === ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦\ \ ¦ === ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ \ \ ¦ ¦ ======== === === === === === === ======== (Dedicated to Lord Ian, Prince Heath and Billium the Ever So Humble) THE EMPIRE 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 EMPIRE SAGA :- 1) The Necromancers Spirit 2) The Alliance 3) Antagonists 4) Uther's Crusade 5) Slander and Barbarism 6) The Celebration 7) Binding Forces ============================================================================== 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 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 cities). Comments are always welcome - you can reach me at shadowpath@hotmail.com. Thanks for reading this !! ============================================================================== 1) The Necromancer's Spirit BRIEFING AND COMMENTS 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 side. 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. CITIES NEUTRAL CITIES 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 BUILDINGS 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 EVENTS Event Notes Orc Trap Orc and 2 Goblins to the south of Milonia Ogre Lair To the north of Gunner's Shop ITEMS LYING ON THE GROUND Treebark Potion, Potion of Speed, Life Potion, Silver Ring (valuable), Lightning Scroll, Potion of Vigor, Emerald, Potion of Healing. ITEMS RETRIEVED FROM ENEMIES (COULD HAVE BEEN ON THE GROUND ORIGINALLY) Strength Scroll, Orb of Restoration, Potion of Accuracy, Runestone, Banner of Protection. SHOPS 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 ENDING 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 BRIEFING AND COMMENTS 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 imprisonment. 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 CITIES NEUTRAL CITIES 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) BUILDINGS 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 EVENTS 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 leave. 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. ITEMS LYING ON THE GROUND 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 ITEMS RETRIEVED FROM ENEMIES (COULD HAVE BEEN ON THE GROUND ORIGINALLY) 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) SHOPS 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 ENDING 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 BRIEFING AND COMMENTS 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 die". 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 Ranger) 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] ============================================================================== ADDITIONAL HELP CONTRIBUTED BY MICHAEL CHANDRA ============================================================================== 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. CITIES NEUTRAL CITIES 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 BUILDINGS 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 Freezing EVENTS 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 Demosthene d'Agincourt's Betrayal That PUNK !! =O ITEMS LYING ON THE GROUND 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) ITEMS RETRIEVED FROM ENEMIES (COULD HAVE BEEN ON THE GROUND ORIGINALLY) 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 SHOPS 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 ENDING 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 BRIEFING AND COMMENTS 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 uprisings. 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. NOW GET BACK INDOORS BEFORE YOU CATCH A COLD YOU SILLY SOD !! 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 Uther ... OH WELL THAT'S ALRIGHT THEN INNIT !! SHEESH !! =O 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 eye). 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 ... ============================================================================== ADDITIONAL HELP CONTRIBUTED BY MICHAEL CHANDRA ============================================================================== 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) CITIES NEUTRAL CITIES 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, Elementalist MOUNTAIN CLANS CITIES Name Inhabitants March Fort Crossbowman, Rock Giant, Loremaster BUILDINGS 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 EVENTS 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 Uther Dwarven War (!!) Dwarves declare WAR on the Empire Peasant Emand Peasant Emand asks to be liberated from his Troll Troubles (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 !!) ITEMS LYING ON THE GROUND 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 ITEMS RETRIEVED FROM ENEMIES (COULD HAVE BEEN ON THE GROUND ORIGINALLY) 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 Scroll SHOPS 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) ENDING With the three cities retaken, Emperor Demosthene can finally make his way back to the Capital to rest ... ============================================================================== 5) Slander and Barbarism BRIEFING AND COMMENTS 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 !! BRACE FOR AN ATTACK !! 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 :">] ============================================================================== ADDITIONAL HELP CONTRIBUTED BY MICHAEL CHANDRA ============================================================================== 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. |
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Another Disciples 2: Dark Prophecy Walkthrough :
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