Disciples 2: Dark Prophecy Walkthrough :
This walkthrough for Disciples 2: Dark Prophecy [PC] has been posted at 19 May 2010 by radpower and is called "Mountain Clans Saga Walkthrough". If walkthrough is usable don't forgot thumbs up radpower 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 - Mountain Clans Saga Walkthrough======== ==== === ========== ======== ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ==== ¦ ¦ ¦ ¦ ¦ === ¦ ¦ ===== ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ===== ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ====== ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ==== ¦ ==== ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ===== ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ======== ======= === === ==== ==== ======== (Dedicated to Simon and his Crafty Dwarfies) THE MOUNTAIN CLANS 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 MOUNTAIN CLANS SAGA :- 1) Lost Runes 2) The Charmed Child 3) War Spirits 4) New Leadership 5) The Unholy Siege 6) The Ceremony 7) The Days Before Ragnarok ============================================================================== For your information, the 12 Runes of the Dwarven Clans are as follows :- 1) Skymine 2) Springfrost 3) Cloverhorn 4) Sevendusk 5) Cloudkeeper 6) Fogfell 7) Cragwell 8) Flinthide 9) Greyhelm 10) Grimpeak 11) Greenflint 12) Hillrust ============================================================================== And the RUNES (as far as I can discern) are as follows :- 1) Fregga's Healing Rune 2) Aurva's Potency Rune 3) Ymir's Purity Rune 4) Idun's Prosperity Rune 5) Fulla's Gold Rune 6) Braggi's Battle Rune ============================================================================== 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 Vithar,who would be shown as [Vithar] as he is IN the city and, in his case, cannot leave -all troops NOT in squared brackets are just waiting in the city (as in, healing there, etc.) Map directions are as follows. North on the map is up and right. South is down and left. West is up and left, and East is down and right. Obviously the very nature of this game makes doing an FAQ quite a difficult task, as you can go anywhere, do anything (within reason) and your opponents will pretty much respond to the way you play ... so this is an account of what I would suggest and expect, pointers I have learned, things I would pick up - basically anything and everything which I could think of which might help you play as the Mountain Clans in their Saga ... I have tried to keep this FAQ both light-hearted, and informative. Similarly, with troops garrisoned in cities, whilst my FAQ is accurate as at MY playing the game, these may change - ESPECIALLY in cities owned by other players (as you are doubtless aware if you've ever played this game, your computer opponents are FOREVER changing the troops that they garrison in their cities). Comments are always welcome - you can reach me at shadowpath@hotmail.com. Thanks for reading this !! ============================================================================== 1) Lost Runes BRIEFING AND COMMENTS 10 years ago, the Mountain Clans sealed the God of the Legions of the Damned (Bethrezen)'s Infernal Gate using their most powerful runic magic. Of the 12 Clans which comprised the Mountain Clans, only 7 survived the first Great Wars, many having fallen to the unholy blades of the Undead Hordes. After the tragic death of Sturmir Thunderhammer, the Clans elected Morok Cloudkeeper as their new King. Whilst Morok was a great warrior, he could not bring the 7 remaining Clans into alignment, and some of the Clans ultimately departed to seek the shelter of higher mountains. Wotan - the Dwarven God - had gifted 12 runes to the Mountain Clans during the First Great Wars (one to each Clan). The runes belonging to the five destroyed Clans are still missing, and Morok sends out his troops to scour the remains of the Clans' Cities, to try and retrieve these lost runes. Your objective on this first level is to retrieve the lost runes from the Dwarven Cities of Springfrost, Cragwell and Skymine. ... and we're off !! Hokay ... for your information ? Cragwell is in the south-eastern corner of the map, Springfrost is due east of your Capital city and then a little south when you reach the end of the map, and Skymine is directly north of your Capital city. Whichever way you go first is entirely up to you, but as this is the first level, and the Mountain Clans ARE a more difficult race to play than most (owing to their low initiative ratings in combat), I would STRONGLY suggest that you polish up the map before taking the three cities in question ... There are plenty of peasants, thugs and master thugs around your capital for you to gain valuable XP from, so I would begin by attacking those ... PLUS of course you have the added advantage of being able to fall back to your capital to heal yourself ;) As you are making your way down the western side of the map (note, this may happen regardless of which side of the map you are on - it might just happen when you get to a certain distance down the map), one of your Engineers speeds towards your Capital City to deliver a message to Morok. He tells you that Gymner Cloudkeeper, Morok's son, has been slain, seemingly whilst en route to perform the sacred ritual which would see the runes keeping Bethrezen's Infernal Gate locked, strengthened so that (hopefully) Bethrezen would NEVER be able to escape the confines of his eternal prison. Morok is quite obviously gutted, poor bloke. But wait ! The Engineer has even MORE bad news (lovely). He tells you that the Legions of the Damned have returned to Nevendaar, and that Gymner's body was found south of your Capital city, amidst fire and burning rock, clutching one of the 12 sacred runes. [You then gain Skadi's Liberty Rune, for your little collection] This does NOT bode well, as this is the rune which Gymner was going to use in his ceremony to strengthen the runic seals on Bethrezen's Infernal Gate ... Morok then sends the Engineer off to scout the terrain a bit more, as he feels certain the situation is even WORSE than it appears at present. (The Engineer then leaves). As you approach the ruins of Cragwell a Troll pops up to tell you that you are not welcome here ... hmmmmmmmmmmmmmm ... BOTHERED ? You're ALL gonna fall to my might !! Bwahahahahaaar Once you have searched the rubble of Cragwell, one of the King's Guards pops up to tell you a bit about Cragwell. He says that the symbol of the Cragwell Clan was that of a Bear, and that they were not only the MOST powerful of the Dwarven Clans, but also the first to be attacked by the Undead Hordes during the First Great Wars. You gain Fregga's Healing Rune from the ruins of Cragwell ... that's not bad going ! So early into the game and ALREADY we've secured two of the lost runes :) Kewl !! This Rune is automatically teleported back to the Loremasters at the Capital for safe-keeping. A Tenderfoot starts a dialogue with a Dwarf a little later on, and quizzes him as to how it was possible for the runes to have become lost in the first place (A GOOD QUESTION). He tells her that during (and after) the First Great Wars, entire Dwarven Cities were set ablaze, and the Clans had no real way of protecting the Runes from the onslaught of the Hordes ... but now ... now that they are rebuilding their strength and armies, they can once again begin to look for them. If you liberate the City of Fichdaer, one of the Peasants that lives there thanks you for so doing, saying that Hubert de Layle (who's name you might have heard before - he's a corrupt noble in the Empire) had forbidden the inhabitants of the City from initiating contact with the Empire (the end result being that they could not call for reinforcements to help liberate them ...). Good job the expansionistic Dwarves were in town, eh !! ;) Once the City of Fronde has been reclaimed by the Clans, a Peasant thanks you for saving them from the rule of the corrupt noble which governed the City before (Hubert de Layle, I assume). Concealed in the remains of what one of your Tenderfoots believe was a Shrine in the ruins of Springfrost is Aurva's Rune of Potency, which is instantly teleported back to your Capital City once Springfrost has been explored. According to one of your Dwarves, Aurva's Rune of Potency was used in Clan Rituals to "preserve the vigor of the Clans" ... hmmmmmmmmmmmmmmmmmmm ... =./ Two down, one to go ! We march for Skymine !! =D Just after searching the ruins of Springfrost, one of Wotan's Valkyrie's appears to tell you that Wotan himself has sent her to tell you that he is pleased that the Dwarves are looking to retrieve his gifts, and that a further rune awaits you north of the Capital ... [Note : I wonder if she would appear here if we had already taken Skymine ? I'm not sure]. If you approach the Cemetery to the east of your Capital a Zombie arises from the ground ... and if you approach the two Cultists just to the south of Gandor's Tower, they will speak to you, telling you that you are foolish to interrupt their experiments, and that if you don't buzz off and leave them be, then they will summon their 'friends' from the graves across the way (they mean the cemetery) to beat you up !! HOW RUDE !!!!! KILL THEM ;) If you choose to visit Elevil, you will find an Occultist and 2 Cultists prowling the area. If you despatch these villains, you will get to meet Mage Gandor - the owner of the shop nearby (which you may have already visited). He tells you that there are many strange creatures in the area, and gives you an orb of restoration for having had the courage to fight them ... he then departs, leaving you with an invitation to visit his shop ... After Mage Gandor has left you to the ruins of Elevil, one of your Axethrowers marvels at the architecture of the structure, saying that it is of "ancient and wonderous make". He says that the heretics have all but destroyed the western wing of the structure with their revels (which, here in England, are these cute little chocolate sweets ? I really don't think they have it in them to destroy buildings but ah well ... who cares), and also that he has found runic etchings on the floor (now this IS disturbing news, as dwarves are ... or at least SHOULD be ... the only masters of runic magic on Nevendaar). A Tenderfoot suggests that you move on with all due haste, as if people ARE trying to learn the secrets of your Dwarven Runic Magic, that CANNOT be a good sign ... fortunately, the etchings you have found in Elevil appear to be nothing more than "misguided play", she says. You also find a Tome of Fire in the ruins. In the Tower of Samur you will find an Emerald, together with confirmation (from another thorough examination of the architecture of the structure) that Samur was never a Dwarven Tower, but rather a minor fortification used by the Empire in times gone by (which later fell to the Greenskins who occupied it when you arrived). In the north-westernmost corner of the map you will find the City of Sciffer, which should fall easily to your might by now ... Skymine is, in my opinion, the toughest of the three strongholds you need to explore on this level. It is comparatively heavily guarded (as it houses a Primitive Giant of all things), and should in MY opinion be the last fort you try and take. Once you have laid the Primitive Giant to rest, one of your Tenderfoots comments that there is a statue of your God, Wotan, smashed to pieces in the rubble of what used to be Skymine. Ymir's Purity Rune is also there, and this is teleported to the Capital as with the other runes. ... after the three Dwarven ruins have been explored, the level ends ... OPPONENTS The Inhabitants of the three fallen Cities, Legions of the Damned CITIES NEUTRAL CITIES Name Inhabitants Fichdaer Squire, 2 Man at Arms, Peasant Fronde 4 Peasants, 2 Man at Arms Sciffer Orc, 2 Goblins, Goblin Archer BUILDINGS Name Inhabitants Gain anything from taking it ? Samur Orc, Goblin Archer, 2 Imps 100 Gp, Ice Shield Scroll, Emerald Cragwell Orc Champion, Goblin, Orc 100 Gp, Fregga's Healing Rune Springfrost 2 Zombies, Ghoul 100 Gp, Aurva's Potency Rune Elevil Occultist, 2 Cultists 265 Gp, Emerald, Orb of Restoration, Tome of Fire Skymine Primitive Giant 100 Gp, Ymir's Purity Rune EVENTS Event Notes Engineer's Peril An Engineer arrives at the capital to tell you of the demise of your son, Gymner Cloudkeeper AND the return of the Legions of the Damned to Nevendaar Wotan's Valkyrie One of Wotan's Valkyries arrives to tell you that Wotan is watching you and is pleased with your progress and chosen path Weird Experiment Two Cultists seem to be conducting experiments involving the reincarnation of the dead at the Cemetery to the east of the Capital Mage Gandor Mage Gandor has been watching events unfold in Elevil and is grateful for your intervention Troubling News It appears someone, or someTHING, is attempting to learn the art of runic magic, if the scrawlings in Elevil are anything to go by ... ITEMS LYING ON THE GROUND Potion of Healing, Silver Ring (valuable), Potion of Striking, Weakness Scroll, Tome of Earth, Banner of Protection, 2 x Life Potions, Bronze Ring (valuable), Potion of Swiftness, Potion of Protection, Dwarven Bracer (artifact) - in a clearing to the north of Thurin's Shop, Potion of Fire Warding, Orb of Healing, Fire Ward Scroll. ITEMS RETRIEVED FROM ENEMIES (COULD HAVE BEEN ON THE GROUND ORIGINALLY) Potion of Restoration, Potion of Vigor, Life Potion. SHOPS Name Sells Thurin's Shop (Merchant) Life Potion x 5, Potion of Healing x 10, Potion of Restoration x 10, Potion of Protection x 16, Potion of Striking x 3, Potion of Swiftness x 3, Potion of Vigor x 3, Potion of Invulnerability x 3, Boots of Travelling x 1, Orb of Vigor x 1 Gandor's Tower (Magic Shop) Strength (200 Gp), Ignis Mare (200 Gp), Tormentio (200 Gp) ENDING Morok is pleased that the runes belonging to the former clans of Cragwell, Springfrost and Skymine are once again in the safe hands of the Dwarves, and says that he will turn them over to the Loremasters for further study and protection. ============================================================================== 2) The Charmed Child BRIEFING AND COMMENTS Gymner's Death torments High King Morok Cloudkeeper. Nobody knows who or WHAT could have slain Gymner or left his body in the state it was retrieved (i.e. savaged beyond all recognition), but Morok will not rest until he knew what had happened. Demosthene sends a messenger to plead for the aid of the Clans in despatching a group of unruly nobles who are threatening his rule in the Empire, and Morok responds by sending a small army to his aid. Morok's forces have to travel through the Devil Mountain Range to reach Demosthene's Empire, and none of his troops relish this task, as the Devil Mountain Range is rumoured to be inhabited by Demons and Devils, and no known race has ever been able to settle within 5 leagues of the Mountains. In spite of the warnings of his Loremasters, Morok directs his army to go to the aid of the Empire, truly believing that their strength would see them through. Your objective here is to re-capture three rebel cities on behalf of Emperor Demosthene ... (the number 3 seems quite a feature in this Saga so far dunnit !!). The Empire's Messenger greets you as soon as you start the level to tell you that Hubert de Layle has taken control of the Empire and that the Palace is now crowded with de Layle's mob. The King's Guard responds by confirming that the Dwarven Armies will take and occupy the rebel cities of Frelan, Hasser's Keep and Kalen's Palace and wait until they are relieved by the armies of Emperor Demosthene. The Messenger gratefully departs. AAAAAAAAAAAAAAAAAND we're off ... your Capital is located in the north-eastern corner of the map. The three rebel cities you have agreed to re-capture on Demosthene's behalf are in the north-western corner (Hasser's Keep), the western side (in the middle - Kalen's Palace), and the south-western corner (Frelan). Interestingly, both Freland and Kalen's Palace are inhabited by people of the same name ... freland (with a small f) the Imperial Assassin, and Kalen the Wizard ... but in all likelihood they will have died by the time you get there ... If you take the Abandoned Brewhouse which is right beside (just to the west of) your Capital, one of your Dwarves asks whether it would be alright to stop there for a while, just to help see of the last of the kegs of aged malt liquor that are stocked there. The Loremaster who he is speaking to is QUITE unimpressed ;) As you come to the end of the road beside the City of Odzark, a Dwarf amongst your ranks comments that the wind in this channel appears to blow stronger than elsewhere ... so strong in fact that it howls about his ears, and carries with it the sound of men "revelling" to the north ... WHAT IS THIS DWARVEN OBSSESSION WITH REVELS !?!?!?!?!?!?!?!?!?!?!?!!?!?! =O BE EXCEEDINGLY CAREFUL as the channel leading from your present location to the southern end of the map is LITTERED with Giants of one description or another ... and MOST of them are not interested in chit-chat with you ;) As you approach the city of Fogfell two things happen. Firstly, a Rock Giant calls out to you that you are not welcome in these parts (and then attacks you unless you have taken him out first), and Secondly (and FAR far FAAAAAAAAAAR more importantly) a young boy appears before you. He tells you that he was in the area seeking shelter, and the Giant that inhabits Fogfell (a Primitive Giant) has treated him kindly. He also tells you that Fogfell was once ruled by your King, but has been independent since the end of the First Great Wars ... and to top it all, he offers to help you to reunite your Clans. How charming ! Whilst you are debating his words, the Primitive Giant of Fogfell comes strolling out of the City to speak with you ... he tells you that he is the Last Clan Giant living in the Valley, and that he is outnumbered by the other Giants in the Valley. He also tells you that the boy tells the truth, in that NONE of the Dwarves survived the First Great Wars, and that the only reason he survived is because he is "hardier" (hmmmmmmm =./) and made his home in the City of Fogfell, which he is now ready to relinquish to your command !! KILLER !! =D The Primitive Giant (bless) also tells you that he will defend you against the other Giants in the Valley. When you take the City of Fogfell (which now has no defences and is yours by default), the Primitive Giant (hasn't he done enough already ?) tells you that he has learned of your Quest to reunite the Clans and to restore their Sacred Runes, and offers you Idun's Prosperity Rune, which he was looking after for you in the City of Fogfell. Idun's Prosperity Rune is then automatically teleported back to the Capital, to be held with the three runes from the first Mission. As you begin moving further down the map, the boy pops up again to tell you that he is (queue fanfare) Uther - son of Emperor Demosthene (!!!) - he says that, whilst he has no recollection or memory of his father, he knows that one day he is to be crowned King, and asks you if you can point him towards his father's lands. One of your King's Guards responds by telling him that you have heard of his disappearance, but that was a LOOOOOOONG time ago ... and that he should follow you and allow you to look after him until you can get him back to his homeland. Uther is yours to command. Whilst Uther is quite strong (300 HP, Strong Sword attack which can paralyse), I do not believe it would be TOO good an idea to get him too heavily involved in combat ... since he is the future heir to the throne of the Empire, surely his survival should be ensured ?? ;) Once you have taken the City of Akar, you will gain an Orc Orb (which one of your Tenderfoots tells you exudes "a strange vibration"). There is a Training Camp to the west of the city of Akar, and if you have any GP's to spare, I would strongly suggest that you give over some Gold to the Training Camp to gain XP for your leader ... why not ?? :) Once you recapture the City of Frelan, Frelan appears to tell you that they would rather govern themselves than be ruled by the Empire, and that Demosthene's grieving for the loss of his wife and child does them no good at all. He is put sharply in his place by an angry King's Guard who tells him that all he has done is turn his back on the King, and that there is no honour there ... he then calls for a messenger to be sent to to Demosthene to let the Empire know that the Mountain Clans have taken Frelan, and are holding it until he arrives to relieve them. When you take Balleen, a peasant asks you why you are harrassing him and his family, telling you that they seek only to escape Kalen's Wrath. When you take Kalen's Palace, a Dwarf pops up (with the name Kalen - weird !!) to tell you that "the Evil Fiends are helping the Empire" (zoinks !! LIKE WE HADN'T FIGURED THAT ONE OUT ALREADY !!!!!!!!!!!!!!!) There isn't much else to tell you about this level, except that once you have taken the City of Hasser's Keep, one of your Novices' presents you with a Staff of Travelling, which is an OK Staff to have, but given that the Clans can research the Chant of Hasting Spell, its use is kinda limited ... =./ Demosthene pops up after the third city has fallen to say that it is a joyous day for all, as not only have you fulfilled your end of the arrangement, but you have also reclaimed the City of Fogfell. He is overjoyed to see Uther alive and well, and gives your army a Talisman of Regeneration with a request that it be given to King Morok as a gesture of friendship from the grateful Empire. OPPONENTS The Empire (led by Hubert de Layle) - the PROPER Empire is actually your ally !! CITIES NEUTRAL CITIES Name Inhabitants Odzark Barbarian Chieftain, [Barbarian Warrior] Fogfell Primitive Giant Akar keleggh, 2 Imps Hasser's Keep Modeus, Anti-Paladin, Holy Avenger Kalen's Palace Kalen, [Beast, 2 Cultists] Freland frelan, [Knight, Squire, White Wizard] BUILDINGS Name Inhabitants Gain anything from it ? Abandoned Brewhouse 2 Barbarians 195 Gp, Boots of Travelling Doneggan Tempest Giant, Primitive Giant 23 Gp, Ruby Balleen 3 Peasants 56 Gp, Silver Ring Kassaer Barbarian Chieftain, and 2 Barbarian Warriors 248 Gp, Tome of Air EVENTS Event Notes Empire Messenger Visits the Capital to verify the arrangement between the Empire and the Mountain Clans and, satisfied, leaves. Dwarven Ears (!!) A Dwarf hears men "revelling" (!!!) to the north of the large valley on this level. Uther returns Uther materialises out of thin air and joins your ranks. Fogfell falls The city of Fogfell is handed over to you by the Giant that lives there. ITEMS LYING ON THE GROUND 3 x Potion of Restoration, 3 x Potion of Healing, 4 x Life Potion, Sapphire, Air Ward Scroll, Illudere Terra Scroll, Potion of Protection, Celerity Scroll, Blizzard Scroll, Treebark Potion, Potion of Vigor, Lightning Scroll, Potion of Accuracy, Titan's Might Potion (in the woods just under the mountain to the south of Kalen's Palace), Holy Chalice (artifact - to the east of Kalen's Palace), Summon I: Roc Scroll. ITEMS RETRIEVED FROM ENEMIES (COULD HAVE BEEN ON THE GROUND ORIGINALLY) 3 x Potion of Restoration, Life Potion. SHOPS Name Sells Tralar's Shop (Merchant) Life Potion x 10, Potion of Healing x 9, Potion of Restoration x 6, Seafaring Scroll x 1, Potion of Protection x 3, Potion of Swiftness x 2, Ice Storm Scroll x 1, Ice Shield Scroll x 1 Reggen's Camp (Trainer) [Train Troops Here !!] Lergem's Shop (Merchant) Life Potion x 10, Potion of Swiftness x 1, Treebark Potion x 1, Potion of Healing x 10, Potion of Restoration x 10, Potion of Water Warding x 1, Angel Orb x 1 ENDING You have successfully defeated the Demonic Hordes and the rebels of the Empire, and reunited Demosthene with his long lost son Uther. Well done !! ============================================================================== 3) War Spirits BRIEFING AND COMMENTS Morok's heart skipped a beat when he learned that his troops were returning with the Fourth lost Rune - Fregga's Healing Rune - as this Rune had the power to restore life after death. Traditionally Dwarves worthy of a position at Wotan's Feast Table would have been granted the honour of a funeral pire upon their deaths, but Morok had broken with tradition and kept Gymner's remains in a cold dungeon below his keep, hoping against hope that with the aid of Fregga's Healing Rune, he could bring Gymner back to life. The Loremasters advised Morok of the foolishness of his chosen path, but he was resolute, and decided to perform the sacred rites to revive Gymner himself. Convinced that they would be unable to stop him, the Loremasters obeyed their King's commands, hoping that Wotan would not be angry with them at their chosen course of action. When the level begins, Morok appears to command you to find the ceremonial grounds where he can enact the ritual to bring back Gymner. The Loremasters once again voice their opposition to this course of action, saying that Fregga's Teachings prohibit this, allowing only for the resurrection of warriors which are going into battle to defend the Clans - not just because they are favoured by the King. (Brave words !!) One of the King's Guards silences him by asking whether he considers himself fit to question the decision of their King, Morok, who had led them to battle in the First Great Wars. Thus sated, the Loremaster resigns himself to helping Morok. Here begins the level !! :) Your objective is to take Fregga's Healing Rune to the Sacred Ceremonial Grounds so that the ritual to revive Gymner's corpse may begin. As you may have guessed, it would be fair to say that not ALL the members of the Mountain Clans are 100% behind Morok on this one ... but who are we to judge eh ! On we go ... At the end of your first turn on this level, the Empire will offer to ally with you ... seems like what goes around comes around, and they remember your deeds in the previous missions ... woohoo !! This should be a piece o' cake !! One of your Engineers returns to the Capital to confirm that your king Morok is meeting with Uther, Demosthene's Son, with a view to forging a permanent alliance between the Clans and the Empire. Wouldn't THAT be special !! :) Once you take the City of Kagh, a Barbarian Warriors tells you that you wouldn't have had a chance of beating them had they not despatched the mainstay of their forces to conquer Sumerec. HOW STUPID IS HE BY THE WAY !?!?! "Oh ... it's a good job you don't know about my SECRET HIDDEN WEAKNESS Batman or I'd be REALLY stuffed !!" (bangs head against a brick wall and then chuckles to himself). Once Ochsunder has fallen to your might a Master Thug pops up to tell you that they have allies everywhere, and that you should beware ... hmmmmmmmmmmmm =./ If I were you I wouldn't waste my time going to Sallat's Shop - he doesn't seem to have anything to sell (unless you have stuff to convert to GP's, of course) ;) Taking the City of Galian is a VERY worthwhile exercise as, once it's fallen, a Man at Arms comes out to tell you that he and his band were holding the Fort for Squire Grandier for a long time, and that they were well paid, but that they are willing to work for you (for a price) - note that this is a lie - as soon as you cancel this dialogue, a unit comprising 1 Spearman and 2 Man at Arms appears outside the City and switches its allegiance to the Clans immediately ... not bad eh !! :) As you get just past Underik's Tower one of your Novice's pops up (strange that you are shown the portrait of a Lizard Man for this dialogue - it's DEFINITELY a Novice talking) to tell you that he can sense the presence of Lizard Men in the Valley beyond, and can see them easily slithering over the top of the high wall that blocks your passage southwards. He asks whether there is perhaps another route you can take ? (( The answer to that question ... is ............................ NO !! )) Continuing along the high wall, you must clear this section of the Valley of Lizard Men. As you approach the last unit of Lizard Men in the Valley, they jeer at you, telling you that whilst you are brave to have gotten as far as you have, it's all in vain as you have no way of penetrating their defences. WRONG BUDDY. This Lizard Man is holding a key to a hidden section of the wall. Once you have felled the City of Spane, a Lizard Man shows up to ask you what the heck you think you're doing in their City ... he doesn't actually wait for an answer, satisfied that his allies will "descend upon you without delay" ... hmmmmmmmmmmmmm ... =./ You may now commence your final assault to reach Talder's Alter ... as you approach the Lizard Man guarding the entrance to the ceremonial grounds, he quizzes you as to how you think you are going to defeat the Marsh Dwellers, when they quite obviously OWN these lands ... ignore him and kick the cr@p outta him. Once he is dead the gateway behind him opens, and you may proceed. As you take a couple more steps into the area, your path becomes blocked by three units of six ickle gobliny peeps ... BASH THEM TO BITS in response to the Loremaster's comments that they have desecreated the sacred ceremonial grounds ..................... scums :"> As you approach the altar, one of your Loremasters begins instructing your troops in the protocol of the Ceremony. He tells you that the altar must be cleared for the ceremony, Gymner is laid upon it, and then he directs Novice Sevendusk to place Fregga's Healing Rune in a certain location on the altar ... ... all appears to be working, as Gymner's corpse stirs ... ...... but wait ! ......... what the HELL is this !?!?! ............ oh dear ... in what can only be alikened to my first experiment to build a sandcastle, Gymner is revived .................. sorta ... he comes back as a ZOMBIE. GOOD CALL BOYS !! He speaks ... NOT surprisingly he says "hrr ghang. klill meeeen." NOW your Loremaster has a dilemma. Does he leave this poor wretched half-Gymner to be eaten by the Goblins that are still in the area ? Or do you finish him yourselves ? He prays for Wotan's guidance. Just then, one of Wotan's Valkyrie's appears ... she tells you that SHE will take Gymner ... that the Power of the Runes is still too weak to bring him back fully, and that this will remain the case until the Clans stop ABUSING their power ... she gives you back Fregga's Healing Rune and departs with the words "The next time you use it, be just!" Thus scolded, you take Fregga's Healing Rune and are hastened (by one of your King's Guards) back to the Capital to pay your regrets to Morok on the passing of his son. Your new objective is to take the Healing Rune BACK to the Capital. This is where the mission starts to get really interesting. You could a) return back to the capital - or - b) finish exploring the rest of the map and THEN return to the capital (the choice is yours). I'm going to finish exploring the map before returning to the Capital ... At ROUGHLY this point on the level (it might happen before for you, or after - it depends on how quickly you progress through the level), Morok pops up to state that the Clans have been fooled by Uther, and that it is the Empire they should be attacking (!!). One of your Loremasters openly questions Morok (as you'd expect), saying that the Clans cannot declare open war on another race simply because their ruler distrusts the other race, and that they need proof. In these troubled times, and with both the Legions AND the Undead bearing down on both the Empire AND the Clans, it is sheer madness to turn away potential allies ... Morok responds by saying that Uther craves power for himself and himself ALONE, and that he was asking all sorts of questions during their negotiations. Questions which a purely strategic ally has NO business knowing ... He goes on to say that Uther has been banished from the Kingdom of the Mountain Clans, and that if any of the Empire's Troops are spotted on Clan Territory, they are to be slain immediately and without question. He says he is convinced that the Empire plots against the Clans, and that it is invariably better to be the aggressor in such situations. ==========> THE MOUNTAIN CLANS ARE NOW AT WAR WITH EVERYBODY !!!!! As you clear out the surrounding waters you are finally able to bear down on the City of Greyhelm ... as you approach, a Dwarven Engineer named Alderic comes barrelling out of the City towards you ... he is REALLY happy to see you, saying that they have not been able to make contact with the King since the Great Wars, as an avalanche blocked their passage to the Capital City, and that many of their men died trying to make it over the Mountains to reach the Capital ... he says they have been working for years to clear a path, but you have managed to reach them first ... One of your Dwarves responds by saying that he can hear the sounds of war, and asks Alderic what da Heeeeeeeeeeeeeeeeelllll is going on ... Alderic says they need your help - that an army is assaulting Greyhelm with powerful magic, and that they are not sure how much longer they can withstand the attack ! He turns over control of Greyhelm's armies to you, and you gain the following units :- 1) Alderic (Engineer) 2) Eraric (Loremaster), Veteran, Mountaineer, Dwarf 3) Balderic (Engineer), Dwarf, Rock Giant 4) Segeric (King's Guard), Druidess, Axe Thrower, Warrior Also, as Alderic was the only unit IN Greyhelm, that city is now free for you to take as well, and that's a GOOD thing as your objectives change to (fanfare) :- "Purge the enemies from the ruins north of Greyhelm" FINALLY we get to administer some good ol' fashioned @ss whuppin' Dwarven stylee ;) Hokay. Firstly I would make Greyhelm a military outpost - use it to churn out assaul troops. I'd also suggest that all spells you research from this point on are either damage enhancing, summons or damaging ... you'll need them to help get rid of these maggots ;) When you actually take control of Greyhelm you get (tada !!) ANOTHER rune !! Fulla's Gold Rune which, for SOME reason, is NOT automatically teleported back to your Capital ... best keep an eye on who's got it methinks ;) As you get to the bottom of the Valley one of your Alchemists asks where this magic wind is coming from ... he (HE ?? I thought Alchemists were girls !! OOPS !!!) gets a snappy response from one of the Loremasters that it's not any normal wind - it's the result of CLAN Magic spells ... but who would be casting those AGAINST the Clans ?? Hmmmm =./ [HINT: Make sure you take some healing potions/scrolls/artifacts/talismans with you.] There are several units which you must defeat in order to secure this level, being :- 1) 2 Man at Arms, Spearman, Marksman, Archer 2) 2 Man at Arms, Spearman, Marksman, Hierophant, Elementalist 3) 2 Spearmen, Man at Arms, Marksman, Cleric, Apprentice 4) 3 Spearmen, 3 Archers 5) Wizard, Titan, Paladin, Matriarch 6) Man at Arms, Spearman, Knight, Cleric 7) Imperial Assassin, Spearman, Marksman, Archer 8) Spearman, 2 Marksmen, Man at Arms, Squire, Apprentice After you have defeated the first 3 units (nos 1, 2 and 3) a King's Guard turns to Alderic and asks him WHY these people are attacking Greyhelm, and whether Greyhelm threatened them at all. Alderic responds by saying that they do not know the reason for the siege, and that it just started three days ago at dawn without warning or a chance for negotiation. Enemies began pouring through the ruins to the north, and they have attacked unendingly since then ... Once you have killed the 4th unit and begin to move through the valley towards the Wizard, you start being hit by Blizzard spells EVERY STEP you take ... that's 15 points of damage PER STEP on the map ... Just as you are about to THUMP the Wizard, he tells you that they have not yet finished their 'work' in the area, and that you cannot evade spells as powerful as this (and then he casts a Tempest spell on you), Unit 5 (the Wizard) then moves to the back of the army, and unit 7 moves in to attack you. Once you have killed unit 7 you are left with units 6, 8 and 5 to deal with ... [HINT: If you have sustained damage, I would keep your troops THERE and either a) send them supplies, or b) heal them with spells, as if you go BACK to Greyhelm, you will take another barrage of 15 point Blizzard spells to get there ... the canyon must be warded or something ... and only the slaying of Unit 5 will the wards be removed.] Once you have slain the army, I would heal all your troops and brace for the final assault on this level - that on Sevendusk. Sevendusk is VERY heavily guarded (see my notes below), but it MUST fall in order to complete the level ... Braggi's Battle Rune is located there, and you take it into your care. It appears that the warriors mounting the siege on Greyhelm were trying to decipher the runes written on Braggi's Battle Rune ... fortunately they did not have the time to crack the runes, and only managed to master a few basic spells (but it was close !!). One of your Alchemists reminds you that the Cult at Elevil was also trying to decipher your runes. Not that it would seem to matter now, as you have the full set of runes once more !! :) [Not entirely sure whether he will say this if you didn't bring Fregga's Healing Rune from the last mission] ;) One of your King's Guards sends an Engineer to the Capital with the Runes and the joyous news for Queen Yataa'Halli, saying that her armies will return to her after Greyhelm has been rebuilt. He also remarks as to Greyhelm's would-be assailants ... who were they ? Did the Empire send them ? Perhaps Morok was right after all ! Back at the Capital, Queen Yataa'Halli appears with one of the Loremasters for another quick conversation. She say that now, at last, after 10 long years, the Clans are finally reunited ... surely this must mark the beginning of a new and more prosperous age for your kin. The Loremaster adds that, now that all 12 runes are back in your mits, you can enact a ceremony to honour Wotan and ask his foregiveness for your past foolishness and lack of respect for his gifts. Yataa'Halli concurs, and a mass celebration begins ... OPPONENTS Legions of the Damned, Bizarre Cult working at Sevendusk. CITIES NEUTRAL CITIES Name Inhabitants Asmara 2 Titans, Master Thug Khazan Keep 2 Orc Champions, Orc, 3 Goblin Archers Greyhelm Alderic (Engineer) BUILDINGS Name Inhabitants Gain anything from taking it ? Bellia 2 Orc Champions, Orc, 2 Imps 108 Gp, Skull Bracers Thieves Hideout 3 Master Thugs 223 Gp, Diamond Aragnoc Orc Champion, 2 Imps, and 12 Gp, Incantare Hellhound 3 Goblin Archers Scroll Sevendusk Defender of Faith, Wizard, Grand Inquisitor, Mage, and Elementalist 379 Gp, Braggi's Battle Rune EVENTS Event Notes Yataa'Halli's Word Yataa'Halli directs you to go find the city of Greyhelm, and to rally them to the Dwarven cause. Craaaazy Creek Engineer and Dwarf debate the likelihood of surviving Kraken Central. Greyhelm Troubles Alderic calls for aid from the Clans ... Takin' it to 'em You must defeat the Army descending from Sevendusk to protect Greyhelm. ITEMS LYING ON THE GROUND Plague Scroll, 4 x Potion of Healing, Talisman of Restoration (in the north-westernmost corner of the map), Healing Scroll, Talisman of Vigor, 3 x Life Potion, Talisman of Regeneration, Daylight Scroll, Potion of Protection, Staff of Protection, Air Ward Scroll, Venerable Warrior Talisman. ITEMS RETRIEVED FROM ENEMIES (COULD HAVE BEEN ON THE GROUND ORIGINALLY) 2 x Potion of Restoration, Life Potion. SHOPS Name Sells Vidal's Tower (Magic Shop) Incantare Belliarh (400 Gp), Haste (400 Gp), Strength (200 Gp). Furren's Shop (Merchant) Life Potion x 10, Potion of Protection x 3, Iron Skin Potion x 1, Potion of Healing x 10, Potion of Restoration x 10, Healing Ointment x 3, Venerable Warrior Talisman x 1 ENDING With the Circle of Wisdom once again complete, the three last runes are taken to Queen Yataa'Halli's Fortress where they are secured. The Clans attention now shifted to the impending Ragnarok. [INTERESTING NOTE : I'm not sure why, but once AGAIN you can take Fregga's Healing Rune with you onto the next level ... as before, my gut tells me that there MUST be a reason for this ...] ============================================================================== 5) The Unholy Siege BRIEFING AND COMMENTS With the bringing of their house into order complete, the unified Dwarven Clans could now shift their attention to matters OUTSIDE their borders. Whilst they had been rune-hunting, the Legions had encroached onto their territory to the West, and the Undead had begun expanding to such an extent that they were now dangerously close to the Clans' Northern Frontier ... Queen Yataa'Halli rallied her troops to war, and the Dwarves proudly obeyed her, marching under their unified flag fearlessly towards impending battle. Alrighty then ... your OBJECTIVE on this level is to transform 70% of the level back into Clans Land ... sounds simple ? NOPE. To do this you must basically expand your territory to incorporate both Legions AND Undead cities, and resources ... and wait until these expand to cover 70% of the map ... Off we go ! The level kicks off with Yataa'Halli saying that her scouts have advised her that Legions approach from the South and the Undead from the North, but that the Dwarves must not fear, as Wotan is once again on their side ... (phew !) A King's Guard replies, saying that to make matters worse, the Mountains are infested with packs of wild roaming wolves and that great caution is advised ... ... and now it's over to us !! =) As soon as your first unit leaves the safety of the Capital, an Engineer appears on the southern end of the maps and LEGS IT to your Capital, where he tells you that he had no choice but to flee ... saying "There was the clatter of hooves on cobblestones ... a vision ... the Valkyrie came ..." A King's Guard attempts to calm him, saying that he is trembling and needs to make SENSE when he talks (always good advice). The Engineer steadies himself a bit and goes on ... saying that he fled, but that you need to go to the south, and to find the Statue of Ymir ... he says that THAT is where the vision came to him, and that whilst he cannot go back there, the Valkyrie's gift is waiting for you there. Your Capital City is located just south of the center of the map - Undead are stationed in the north-east, and Legions in the south-west. The map is LARGE, so taking 70% of it WILL take quite some time ... Hokay ... first off I would send a troop southwards to find out what the HELL that Engineer was talking about when he said that that there was a Clans Statue waiting for you with a pressie ... The statue he is talking about is located at the southern edge of the map - just follow the trail from your Capital City southwards, past Under's Shop, and you'll find it ;) The Statue contains Wotan's Scroll - a scroll written by the God himself in pure gold. It says :- "Wotan cannot rule if no one listens, Hear the portent which by twilight glistens. When dwarves no longer honour Wotan's runes, and beasts exploit ancestral boons. Hark! Lands besieged by heretic's curse, Dead walk again, fiends escape the earth! God cannot act; his reign forgot. In oblivion Wotan watches Ragnarok." Not EXACTLY a lullaby, non ? One of your Loremasters attempts to puzzle this out. He concludes that he MUST show this to the Queen for her endorsement of their spiritual duties, and with that he buzzes off. At some point one of your Loremasters will pop up at the beginning of a turn to tell Queen Yataa'Halli that she needs to help them make plans to honour Wotan, as the Dwarves total 10 year neglect of the runes has to be put to rights. He says it is not through war but the rites that they can secure their position in the realm. She responds by saying that the Clans are presently occupied by earthly concerns (meaning the war effort), and that she will not send her troops to prepare for the ceremony until the surrounding enemies have been tamed and the safety of her troops can be guaranteed. His request is denied at this time (bummer !! Hasn't she even HEARD of the Ragnarok ???!!!???) A peasant will thank you for ousting the evil powers that control the City of Zigur, once you have killed the undead within ... A little later on, the Loremaster is back at it again ... only this time he tells the Queen of the scroll you found at the statue - Wotan's Scroll ? He says it confirms that the Ragnarok is near, and that Wotan needs the strength of the dwarves ... She responds by saying that she does not see how mortals can help the Gods as it is the Gods that give power and life to the mortals (fair point). The Loremaster responds by saying that Wotan's relationship with the Dwarves is not that easy to understand. He says that there are still many questions to be asked, but one thing is clear to him and that is that Wotan needs the support of the Dwarves through their renewed belief in the runes. Once you have caused the fall of Odil, one of your Crossbowman shows up to tell you that Mortis' evil minions have taken root in the area, and you need to beat them back to reclaim the Dwarven hold of this section of the land. Once you have taken the Old House (behind the Undead Capital), one of your dwarves relates a story from his childhood to you, saying that as a young boy he heard tales of vampires (there is a vampire in the old house for your |
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Another Disciples 2: Dark Prophecy Walkthrough :
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