Disciples 2: Dark Prophecy Walkthrough :
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Walkthrough - Undead Hordes Saga Walkthrough======= === === ====== === === ======== ======= =======\ ====== ====== ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ \ ¦ ¦ ¦ ¦ == == ¦ ¦ ¦ ¦ ¦ === ¦ ¦ ¦ ¦ ¦ ==== ¦ ¦ ¦ ¦ ==== ¦ ¦ === ¦ === ¦ ¦ ¦ ==== ¦ ¦ ¦ ¦ ==== ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ == ¦ ¦ ¦ ¦ ¦ ¦ ¦ ==== ¦ ¦ ¦ ¦ ¦ == ¦ == ¦ ¦ ¦ ==== ¦ ¦ ¦ ¦ ==== ¦ ¦ ¦ ¦ ¦ ¦ \ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ == ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ \ ¦ ¦ ¦ ¦ ¦ == === ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ \ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ == ¦ ¦ ¦ ¦ ¦ ==== ¦ ¦ ¦\ \ ¦ ==== ¦ ¦ == == ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ \ \ ¦ / ¦ ¦ ¦ ¦ === === === ===== === === ======== === === =======/ ====== ====== (Dedicated to Matthew, ma vie) THE UNDEAD HORDES 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 UNDEAD HORDES SAGA :- 1) The Search for Timmoria 2) Uther's Blood 3) The Council 4) Retaliation 5) The Accursed Armour 6) Phantom Beasts 7) Taladrielle the Sorceress ============================================================================== 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 Ashgan, who would be shown as [Ashgan] 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 tricky 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 Undead Hordes 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 Search for Timmoria BRIEFING AND COMMENTS Mortis patiently awaits the rebirth of her consort Gallean. Hundreds of years ago, Gallean was murdered by Wotan, the God of the Mountain Clans, and his body was so horribly mutilated that his regeneration would take an eternity. WELL unhappy about this, Mortis turns her attention to the living ... she focuses in on a creature named Uther, who's body is presently serving as a receptacle for the soul of Bethrezen - the God of the Legions of the Damned - and is trapped at present in the ancient Mountain Clan mine of Timmoria. Mortis believes that Uther's Blood can bring Gallean back to life and, to that end, sends her minions to harvest his blood. UNfortunately, nobody knows where Timmoria is ! So in a-typical undead fashion, Mortis sends her hordes in search of a library, to find the directions (AS you do). The level proper begins with a conversation between Wraith Prusheen (a recurring character in the Hordes Saga) and a Lich Queen. Prusheen tells you that Mortis is calling to you, with a request that you locate the Timmoria mines ... he tells you that you have begun what is to be the rebirth of a God ... The level is quite basic and comparatively easy, as there is no real timeframe within which you must look to complete it - your goal is a structure, and that ain't goin' anywhere ;) If you take the City of Frenien, a Peasant will tell you that they were prosperous before YOU arrived and ruined everything (ever watched an episode of Scooby Doo ?? And I'd have gotten away with it too if it wasn't for you DAMNED kiiiiiiiids !!) ... yeah right, who cares !! We are the UNDEAD Hordes you little maggot - BEGONE !! If you move around to the back of Frenien you will have an encounter with the Shadow Wolves - a gang of thieves under the control of Hubert de Layle. One of their members approaches you and proposes an arrangement. You kill Athron the Black and his band of thieves, and the Shadow Wolves will give you something in return. If you want to undertake this quest then to find Athron the Black you will need to travel west from Hollar's Shop until you reach Perthin, and then take a turn to the south (Athron the Black is just south of Perthin). As you approach Hollar's Shop a Merchant angrily pops up to tell you that he will not trade with your kind, and you should leave the lands of the living. One of your Death Knights puts him in his place by threatening to make a daisy chain out of his nose-hair, and he gets the SUBTLE message and accepts your invitation to trade. Athron the Black is QUITE well guarded (he has a band of Thugs, Master Thugs, Archers and others around so you'd best stock up on potions and scrolls before you tackle him methinks). Once Athron has been slain, a Nosferat confirms this and reminds you that you now need to head back to the Shadow Wolves to receive your reward. If you take the City of Alderin en route back to the Shadow Wolves, one of your Lich Queens pops up to tell you that you are nearing the Empire's Capital, and she advises MUCH haste in order to locate the Library before they become aware of your presence. Technically she's right - the mine is nearby - it's north-east of your present location (Alderin), but WHICHEVER way you go to get to it (north from Alderin or north-east from Frenien) the Empire WILL be made aware of your presence. The LOGICAL route to take would be north-east from Frenien, because you can go past the Shadow Wolves en route to the Library, and you will go as far away from the Empire's CAPITAL City as possible, and that can't be a bad thing, non ?? If you decide to go north from Alderin instead, you will walk right into a trap. See the unit represented by a spearman on the map to the north of Alderin, who is guarding the passage to the Empire's Capital ? He is ready to set off a trap ... if you get too close to him, an Archmage pops up to sound the alarm, and casts a Chain Lightning spell on you and tells you that he is off to tell Demosthene of your presence in Nevendaar ... to which a Death Knight admonishes you, telling you that they are sure to double their efforts against you now, so you'd better get your skates on and FIND THAT LIBRARY !! I would suggest that IF you really Really REALLY wanna go north, that you summon a creature and let HIM approach the Spearman ... that way your PROPER troops won't take the damage ;) If you instead opt to go the SENSIBLE route (as in, pop back to the Shadow Wolves and from there head east and then north), then you should end your turn near the Shadow Wolves, as on THEIR turn one of their members (Ronon) will grab some treasure and run across to you. He says "Ynngrel sent me to thank you ... The Empire is about to fall. Throughout the realm, corruption has replaced justice. Even the Emperor Demosthene is too weak to prevent this. Many say that he will not live long ..." (to which your Death Knight tells him to put a sock in it, as you really don't GIVE a sh!t about the Empire - Mortis just wants you to find the Timmoria Mines ...) He gesticulates and a section of the map to the north-west is revealed. He tells you that you will find the information you seek in the Library there, but that you must be careful, as the Library is guarded by a powerful Magi named Zunther. He also tells you that you will be aided by the Shadow Wolves when the time comes ... ... BUT HE DOESN'T ACTUALLY GIVE YOU ANYTHING !!!!! In case you want to kill him, he is carrying a Potion of Restoration, which I assume is what he was going to bring you.) [HINT : DO NOT SLAY ALL THE SHADOW WOLVES !!] IF you slay all the Shadow Wolves (including Ynngrel the Swift), one of your Nosferats pops up to tell you that as you have just KILLED your backup, you shouldn't expect to be bailed out by the Shadow Wolves when you face Zunther. As you move from the City of Frenien and head to the north-east, a Nosferat tells you that you are entering the Empire's territory, and that you must be cautious. Furthermore, he says that he can see smoke from a small town up ahead ... A little further in, one of your Death Knight will advise you that peasants are in your way (one has just run screaming from you in fact !!), and that he would suggest razing the village before they are able to warn others of your presence). IF ONLY !! =) Once you have taken the City of Cuneria, a Peasant pops out to tell you that you must leave them be, or Zunther will kick your BUTT. We'll see shall we ? (Makes sure everybody is watching him and then SLAPS the peasant). BWAHAHAHAHAHAHAAAAAAAAAAAAAAAAAAAR :"> As you continue onwards and round the corner to the west of Cuneria to travel south on your final push towards the Library, a unit charges you, trying to prevent you going any further. This unit comprises 2 Squires, 2 Archers and a Spearman. Your Nosferat urges you to press forward, as Mortis DEMANDS you find the plans for the Timmoria mines :"> JUST as you are about to lay your bony fingers on the Library, Zunther charges you from the south ... that little BUGGER has been lying in wait all this time !! IF you helped out the Shadow Wolves earlier in the level, a unit of Shadow Wolf troops will appear from a clearing the mountains to the east to help you battle Zunther, and awaits your further instructions. For your information, the Shadow Wolves Unit comprises :- 2 Thugs, 3 Archers ... and Zunther's Unit comprises :- 2 Knights, Zunther, Priest, Mage Zunther is an Archmage, and quite powerful ;) I would strongly suggest that you weaken him with spells and scrolls before you enter battle with him ... it'll make it easier :"> Once you have defeated him you can concentrate your attacks on the Library. MAKE SURE that you fully heal all your troops and use whatever positive enchantments you can on them before you enter the Library - it's not just for books you know ;) Once the Library has been conquered, your mission is complete ... and (again, IF you helped them before) a Shadow Wolf Thug pledges the allegiance of his band of thieves to your cause. You depart, telling him that you will meet them again some day ... OPPONENTS The Empire CITIES NEUTRAL CITIES Name Inhabitants Alderin 2 Goblin Archers, 2 Goblins, Orc Frenien 3 Thugs, Peasant EMPIRE CITIES Name Inhabitants Cuneria Squire, Acolyte BUILDINGS Name Inhabitants Gain anything from taking it ? Lost Mastaba Master Thug, Thug, Peasant 150 Gp, Pestilence Scroll Perthin Titan, Archer 250 Gp, Talisman of Vigor Crumbled Outpost 4 Goblin Archers, Wolf 200 Gp, Banner of Striking Library Knight, 2 Witch Hunters, Cleric, Apprentice, Mage 100 Gp EVENTS Event Notes OPERATION SHADOW The Shadow Wolves need a hand ridding the lands of Athron the Black and his troop of worthless scumbags ... fancy helping them out ?? G'waaaaaan ;) BAD BUSINESS Hollar's Shop doesn't want to trade with you 'coz you're dead !! That's UNFAIR discrimination that is !! IT'S A TWAP !! If you approach the Empire's Capital from the south, you'll be zapped !! THE CAVALRY !! If you have helped the Shadow Wolves, they will bail you out in your fight with Zunther (and, if they survive long enough, the Library !!) ITEMS LYING ON THE GROUND Emerald, 3 x Potion of Healing, Potion of Protection, Orb of Healing, Bronze Ring, 2 x Life Potion, Menta Minoris Scroll, Orb of Earth, 2 x Silver Ring, Gold Ring, Potion of Swiftness, Weakness Scroll, Potion of Restoration, Dwarven Bracer (Artifact - just west of the Library), Summon I: Skeleton Scroll, Potion of Strength, Potion of Striking. ITEMS RETRIEVED FROM ENEMIES (COULD HAVE BEEN ON THE GROUND ORIGINALLY) 2 x Potion of Restoration, 3 x Life Potion, Potion of Swiftness, Boots of Speed. SHOPS Name Sells Hollar's Shop (Merchant) Life Potion x 5, Potion of Healing x 10, Potion of Restoration x 10, Elven Boots x 1 Werric's Shop (Merchant) Life Potion x 5, Treebark Potion x 2, Potion of Healing x 10, Potion of Restoration x 10 ENDING Along with the plans for the Timmoria Mines, the Hordes find confirmation that a ritual is to be performed in 3 DAYS which will seal Bethrezen's Infernal Gate, and imprison the child Uther there for a Century ... HOW WILL YOU GET TO HIM THEN !?!?!?! ============================================================================== 2) Uther's Blood BRIEFING AND COMMENTS With the maps in her possession, Mortis raises her Undead Army, and has them march on Timmoria. The Hordes would have to time their attack very carefully, leaving the Legions just enough time to free Uther, before they mopped up the remaining Cohorts and took the boy for their own dark purposes. Timing their strike to perfection, the Undead descended like a plague upon the Legions JUST as they had freed Uther from his imprisonment. AAAAAAAAAAAAAAAAAAAAAND ACTION !! =) You're objective on this level is to kill Uther (oh THAT'S an easy one - kill a GODLING on the second level ... THANKS !!) so that you can harvest his blood to enable Mortis to resurrect her consort Gallean. Wraith Prusheen is back to give you Mortis' new orders ... which I've already given you !! =) Basically Mortis wants you to destroy Uther before he flees, and bring her some of his blood. Just as he finishes giving you your instructions the camera pans in on the Infernal Gate, from which Uther emerges ... your forces make their attack, and the fun begins ... You are given control over a comparatively quite large army on this level ... at the outset you are given the following units with which to attack Uther :- [Nb. UNfortunately for you, before you can actually CONTROL these units, Uther lashes out with 2 Ignis Potens Spells in strategic positions so as to hit as many of your units as he can - damage has been taken into account when I describe what units you have] 1) Zombie, Fighter 2) Gangren (a Nosferat), 2 Zombies, Dead Initiate 3) Zombie, 2 Dead Ghosts 4) Zombie, Dead Initiate 5) Gozlen'Ha (a Death Knight), 2 Zombies, Dead Initiate 6) Zombie, Fighter Of all these units, the ONLY one that has taken NO damage is 6). Now ... obviously you can do this one of several ways ... Uther KNOWS he is surrounded, so he is going to try and make his escape as quickly as possible ... so you DEFINITELY don't wanna withdraw your Undead troops and heal them before hunting him down ... So here's the dilemma. Uther's Unit looks like this :- BACK LINE FRONT LINE D E M O N UTHER WITCH Berzerker (Hope that makes sense - BASICALLY what I'm telling you is that your units will have to get through the Demon AND the Berzerker before they will be able to hit Uther. The REASON for this is simple ... he has a MASSIVELY powerful ranged attack and, whilst it only hits one unit at a time, he will attack whatever ranged unit is in your team first, so the Nosferat will die almost straight away, and all the Ghosts and Initiates are ALREADY dead from his Ignis Potens spells !!) You have three real ways of dealing with this in my humble opinion :- 1) Charge Uther with all your units. 2) Try and block off his escape to gain time (but in all likelihood he will just smash through the weakest of your units and run away) 3) GET OUT OF HIS WAY !! Save your troops and heal them and then kick his ass ... If you choose 1) then be VERY careful about how you approach him, as he has two Demons - one on either side of him, so to avoid wasting your troops in battles that do not involve Uther at all, you will need to perhaps move them away from him a square or two to line up with him correctly, and then charge him in a straight line. You should be able to kill the Berzerker and all but kill the Demon (but don't forget that units not killed will gradually heal). If you choose 2) then I would send your best units out of the Capital to try and hunt down scrolls etc., that can be fired off against Uther whilst he is being slowed by your units. Whichever you choose it is a CERTAINTY that you will not be able to kill Uther using THESE units alone ... so I would concentrate on the war effort closer to home ... conquer as many cities as you can and use them to house troops to spring on Uther as he draws near ... also try and research as many summoning spells (Nightmare is a GREAT example) as you can ... even though Uther is warded against most types of attacks you can at LEAST destroy the units he is travelling with ;) This would be a GOOD time to point out that you also have the City of Thaaxull gifted to you at the beginning of this level. If you went for option 3) above then you could always withdraw your troops back to Thaaxull to heal them ... you'll have to fight to get there, but as you will see when he runs, Uther will rush back to the Legions' Capital to strengthen his troops before he pushes northwards to what is effectively his finish line ... [HINT: ENSURE that the passage to the south of Thaaxull is heavily protected, as Bethrezen MUST come through here to get to the end of the level ...] As you enter the humans territory to the south of Thaaxull, you will be chastised by a Spearman who tells you that this is THEIR land and you cannot stay there ... ignore him and move onward with your slaughter ;) [NOTE: Lupenzo has advised me that if you wait long enough, the humans in this area will try and make a break for their own freedom and leave the area ... a STUPID move on their part which should provide you with plenty of chance to hone your fighting skills by annihilating them as they run ... screaming .............. like a bunch of sissies ... lol ... apparently they are lead by a Titan in their flight] If you take the City of Inthuric, a Spearman asks why you have returned, saying that their race has barely recovered since the First Great Wars, and your presence here threatens to vanquish them completely ... HE'S RIGHT !! CRUSH THESE SCUMS !! =D As you conquer the City of Oghock, a thief emerges from the shadows [NOTE: This MIGHT not happen if you didn't help the Shadow Wolves in Mission One - I'm not 100% on that tho ...] to give you some useful advice ... he says that Uther can only escape one way, and that is to the North. He tells you that he will be on the move soon, but that they will alert you once he begins to move. It's good to have mates, innit !! ;) Once you have taken Tsullen'Hish, one of your Initiates goes to a Lich Queen and asks her how it is possible that there are Undead Creatures on these lands that are not under Mortis' control ... the Lich Queen says she will confer with Mortis to ascertain what is going on ... If you take the City of Dunera, a Cultist comes out to tell you that Bethrezen will not allow your victory, and that you will perish ... ... erm ... what ?? You are the representative of a fallen God whos army is in hiding ... even NOW, with his return to you, you flee from our MIGHT (bangs fist on table). GOOOOOOOOOOOOOOOOOOOOO AWAAAAAAAAAAAAAAAAAAAAAAAAAAAY !! Paying a visit to (and 'liberating') the City of Luycyx will cause one of your Death Knights to pop up and tell you that it looks like the Dwarves are travelling about Nevendaar once again ... and he QUITE RIGHTLY states that you should have snuffed them out during the First Great Wars ... If you travel to the south-easternmost corner of the map you will encounter a Lizard Man who asks you for your help ... basically he wants you to take the totem in the chest beside him to his tribe in the south-western corner of the map ... and with that, he disappears !! ... leeeeeeeeeeeeet me get this right ... this guy can seemingly TELEPORT ... and he wants me to CARRY his totem ? "Oh ... I've got these tickets for me to fly by Concorde from Paris to New York ... but I need somebody to take my overnight bag BY BOAT. Is that ok with you sweety ??" You WHAAAAAAAAAAAAAAT ????? ... oh allllllllllright ... In order to reach this Lizard Man's tribe you need to go back to Luycyx, then west to the Hideout, and then south-west to Krazius. From here, head due west and you will encounter his tribe. As you approach what is a reasonably large gathering of Lizard Men just past the Antique Temple in the south-western section of the map, a Lizard Man unit comes out to tell you that you cannot go any further, and that you are now in Shirlllessh Tribe Territory. A Medusa then comes hurtling out of the Lizard Man Encampment, recognising the Totem you are carrying as the Agshlisga Totem - a sacred totem to these people ... and takes it from you, telling you you are nice (bless), and giving you a Runestone for your troubles. Now ... this MIGHT just be me being a *little* bit unappreciative ... but isn't that kinda like offering me a bag of PEANUTS after I've carried the overnight bag ON THE BOAT from Paris to New York ???????????!!!!!!!!!!!!!!?????????????? In a fit of what can only be described as IMMENSE dissatisfaction, I extinguished the WHOLE of the Shirlllessh Tribe (and why not - we ARE the Undead after all !! Compassion is NOT a part of our Charter) ;) If you take the fight to Uther and bear down on the Legions' Capital, the Thug that said he would warn you of Uther's moves earlier on in the level pops up again to tell you that he has received (as in, Uther has received) more reinforcements from the East, and that he will soon begin his march ... you must prepare yourselves ... To the east of the Legions Capital (as in, on the edge of the map), the following units then appear :- 1) 2 Fiends, Demonologist 2) Marble Gargoyle, Duke (Zaorish in my Saga), Demonologist 3) 2 Fiends, Demonologist From the next turn, Uther (who is (in MY saga at least) travelling with 2 Cultists and 2 Possesseds now) makes a move to the east to unite with his other units, so that they can begin their big push towards the finish line. DO NOT FORGET what I said ... remember that narrow stretch just to the south of Thaaxull ? Uther MUST come through there to reach his goal, so THAT is where I would have all my troops waiting. Bombard him with spells whilst he is en route, as you will be able to take out the units he is travelling with ... but Uther is warded against almost everything you can throw at him, so save your troops for him. Also try and take out as many of the OTHER units with which Uther is travelling (i.e. the Fiends, Demonologists and Gargoyle, etc., which have just appeared from the East). I would SUGGEST that you save your summons until only Uther remains in his party and then use those against him ... Uther should take more damage that way :"> Once you have slain Uther, a Sorcerer cries out that he has fallen, and the legions flee for their lives ... you have won a MIGHTY victory this day. Well done !! :) OPPONENTS Uther, Legions of the Damned, Human Resistance CITIES NEUTRAL CITIES Name Inhabitants Dunera Hill Giant, Crossbowman Luycyx Hill Giant, Rock Giant [Polar Bear] Krazius 2 Goblins, Ogre Kuelluran [Spearman, 2 Man at Arms] Inthuric [2 Spearmen, Knight, Cleric] Oghock [2 Orcs, 2 Goblin Archers] Tsullen'hish [Ghouls, Zombie] UNDEAD CITIES Name Inhabitants Thaaxull (WHOEVER YOU PUT IN IT !!) BUILDINGS Name Inhabitants Gain anything from taking it ? Perthin 2 Master Thugs, Archer 150 Gp, Potion of Strength Crumbled Fortress Goblin, Goblin Archer 30 Gp Hideout 2 Goblin Archers, Ogre 500 Gp, Summon Living Armour Scroll Antique Temple Deathdragon, Ghost 600 Gp, Banner of Protection (the above is the Antique Temple near Krazius) Antique Temple Imperial Knight, Mage, 2 Imperial Assassins 400 Gp, Call Decay Dragon Scroll (the above is the Antique Temple near Kuelluran) Crumbled Keep 2 Goblin Archers 35 Gp, Goblin Orb Lost Mastaba 2 Wyverns 200 Gp, Sapphire Ruined Tower Deathdragon, 2 Specters, Initiate 1,000 Gp, Tome of Water EVENTS Event Notes Undead Raid !!! You surround and assault Uther ... YEY !! :"> Human insults The PITIFUL Humans tell you not to enter their lands. BAH !! Help the Lizards Act as errand boy for the Lizard Man and his totem ... if you wanna ... ITEMS LYING ON THE GROUND 2 x Life Potion, Quicksilver Potion (at the eastern end of the valley on the northern border of the map (just right of the middle)), 3 x Potion of Healing, Treebark Potion, Silver Ring, Lightning Scroll, 2 x Potion of Restoration, Staff of Thunder, Bronze Ring, 2 x Potion of Vigor, Potion of Speed, Ice Storm Scroll, Zombie Orb, Pestilence Scroll, Call to Arms Scroll, 2 x Emerald, Bronze Ring, Orb of Earth, Potion of Swiftness, Agshlisga Totem, Healing Ointment, Orb of Vigor, Potion of Accuracy, Ruby, Lizard Man Orb, Sanctuera Scroll, Weakness Scroll. ITEMS RETRIEVED FROM ENEMIES (COULD HAVE BEEN ON THE GROUND ORIGINALLY) Sapphire, Gold Ring, Potion of Fire Warding, Potion of Healing, 2 x Life Potion, Potion of Restoration, Potion of Protection. SHOPS Name Sells Jolan's Tower (Magic Shop) Blizzard (200 Gp), Hymn of the Clans (400 Gp), Stone Rain (400 Gp) Werric's Shop (Merchant) Life Potion x 5, Potion of Healing x 10, Potion of Restoration x 10, Healing Ointment x 3, Treebark Potion x 1, Potion of Protection x 2, Potion of Striking x 1, Potion of Speed x 1 Sallat's Shop (Merchant) Orb of Healing x 1, Orb of Restoration x 1, Orb of Life x 1, Orb of Vigor x 1 Under's Shop (Merchant) Life Potion x 5, Treebark Potion x 5, Potion of Healing x 10, Potion of Restoration x 10, Banner of Speed x 1 ENDING With Uther's fall, you harvest his blood so that you can present it to Mortis to enable her to revive her long-dead husband Gallean. Preparations for the ritual can now begin !! ============================================================================== 3) The Council BRIEFING AND COMMENTS Whilst you and your cronies were busy kicking Uther's BUTT across Nevendaar, the Empire was FAR from resting ... they despatched an emissary to the Mountain Clans, requesting an audience. The Clans responded by asking Slookarijj Blackstone - a member of the High Council and the Leader of the Blackstone Clan, to meet with representatives from the Empire. SINCE such a meeting is sure to result in a long-term alliance between these two Powers in such trying times, Mortis - assessing such an alliance as a threat to her long-term plans, for the combined forces of the Empire AND the Mountain Clans would surely be too much for even the Undead Hordes to oppose - decides that Slookarijj Blackstone must be slain. Your objective on this level is quite simply to slay Slookarijj Blackstone before he can hook up with the representatives from the Empire. The level begins with Wraith Prusheen giving you yet more instructions from Mortis. He tells you that Mortis wants Slookarijj DEAD (haven't I just said that ... like ... THREE TIMES ?? Come on Prusheen - tell us something we DON'T already know !!) ... and then it's over to you !! For your information, your Capital is located in the south-eastern corner of the map, and Slookarijj Blackstone begins the level in the north-eastern corner of the map (just outside the Mountain Clans' Capital City). If you move westwards from your Capital City, one of your Nosferats pops up to tell you that the lands are LITTERED with Greenskins, and you should be prudent as you advance ... If you take the City of Khaana, a Templar comes to you to confirm that the City has been cleared of Orcs, but you should still remain vigilent, as others in the outskirts may retaliate. (This is quite possible as just to the west of Khaana is an Orc King !!) From his starting position, Slookarijj moves out of the walled city encompassing the Clans Stronghold and proceeds westwards to the Dwarven City of Burick. A couple of turns into the level, a Shadow Wolf Thug comes to your Capital to tell you that the lands surrounding you are infested with Greenskins (as if you NEEDED him to tell you that !!). A Nosferat tells him of your mission to slay Slookarijj Blackstone, and he responds by telling you that Slookarijj is already on his way to Fhindar ... but that you do not need to worry unduly, as they will attempt to delay Slookarijj any way they can ... he intimates that his master (whom, if you have forgotten, is the LECHEROUS Hubert De Layle) has delayed this meeting many times already. He tells you that they will keep you advised as to Slookarijj's progress, and urges you to hasten to their city of Hillgrin, where they have more information for you. Then he departs. Hillgrin, for your information, is the only city controlled by the Shadow Wolves on this level. It is located just south of Fhindar, so head to the western edge of the map and then work your way north, and you will find Hillgrin. I should point out that the only way to get OUT of the south-eastern corner of the map (once you have pacified the area) is a via a small channel leading to the west along the southern edge of the map ;) As you are about to enter the dead looking forest to the west of the City of Khaana, your Nosferat comes back (again) to forewarn you of the presence of dangerous creatures in the forests. We ARE dangerous creatures ourselves !! We are inVINcible ... ONWARDS !!!!! =) (The forests are a haven for Werewolves, and Werewolves are immune to physical attacks, so a modicum of caution wouldn't go amiss ... I just didn't say it out loud 'coz I didn't want to jeopardise the butch image of the Hordes) ;) If you move in and take the City of Genran, a Thug pleads for his life, offering to exchange treasure which he has buried in the Cemetery if he is released ... one of your Fighters then goes to the Cemetery on your behalf, finds the items the (presumably now DEAD) thug was speaking about, and deposits them in the City for you ... they are :- an Emerald and a Silver Ring. Genran is a very handy City to hold on this map as, even though it is on the western edge of the map, it is quite centralised from the perspective that you can go in practically any direction and reach a major point of interest on the map. North of Genran is Hillgrin, and thereafter Fhindar. North-east of Genran is the Clans Capital, and south-east of Genran is your Capital City. If you move north from Genran to Hillgrin, a Shadow Wolf Master Thug comes out to bid you welcome, and confirms that you may enter their city (one of the two units standing guard at the entrance to the city moves to the side to allow you to access it). The Master Thug goes on to say that they have the means to wreak havoc on the Empire, and the camera then pans to the north-east of Hillgrin to reveal a Manticore trapped within a mountain prison. One of your Nosferats asks what you must do with the beast, to whict the Master Thug responds by saying that the Manticore is kept drugged by the guards, who feed it poisoned food. He says if you slay the guards, the Manticore will awaken and slay everything in its path ........................... ... sounds like a plan Stan !! =) The Nosferat thanks the Master Thug, who then whizzes back into the walled confines of the City of Hillgrin, zipping around to the furthest point, so as to allow you full access to the city (and to Under's Shop, which is located there). If you decide to be a COMPLETE b@stard and take the City of Hillgrin, one of the Shadow Wolves accuses you of betraying them (fair comment), and tells you that his Master will hear of this treachery ... [Note : Since this will invariably jeopardise future assists from the Shadow Wolves I would strongly suggest NOT taking the City of Hillgrin OR attacking any Shadow Wolf Units unless you are provoked] ;) I would suggest that from here you proceed directly north-east to the Empire's Capital, in a bid to free the Manticore from its slumber (in the hopes that it will head due west to Fhindar and mop up some of the Empire's luvvies who are waiting there). DO NOT GO NEAR FHINDAR. Fhindar is surrounded by the following Empire units :- 1) Elementalist, Cleric, Ranger, Imperial Assassin 2) Archmage, Imperial Priest, Imperial Knight, Grand Inquisitor 3) Archmage, Hierophant, Inquisitor, Grand Inquisitor 4) Archmage, Hierophant, Inquisitor, Grand Inquisitor 5) Ranger, Elementalist, Paladin, Inquisitor 6) 2 Hierophants, Holy Avenger, Imperial Assassin, Defender of Faith 7) 2 Hierophants, Holy Avenger, Imperial Assassin, Defender of Faith 8) 2 Hierophants, Holy Avenger, White Wizard, Defender of Faith 9) Ranger, Elementalist, Paladin, Inquisitor With more Empire troops just milling around looking pretty ... and MORE in wait of your arrival. If you APPROACH Fhindar, Wraith Prusheen HIMSELF will show up to tell you that you MUST NOT GO THERE ... the Empire is aware of your presence and has bolstered its armies in preparation of your arrival. He judges it certain death for you, and tells you not to venture there. If you disregard his advice, you will AUTOMATICALLY fail the mission after you pass the lone Titan who is standing guard outside Fhindar ... one of the Empire's troops (Unit (1) on my list above) spots you and calls for reinforcements - BILLIONS more units teleport onto the map to bolster Fhindar, Wraith Prusheen tells you Mortis is displeased that you did not carry out her orders, and you FAIL.) ... SO ... onto the Manticore =) The Manticore is being kept just to the south of the Empire's Capital City, under the watchful eye of 3 units of guards :- 1) 2 Man at Arms, 2 Archers, Beastkeeper 2) 2 Archers, Spearman, Beastkeeper 3) 2 Archers, Spearman, Beastkeeper Once the Guardians have been slain, your Nosferat comes back to confirm this, and to say that that Manticore should awaken soon. [NOTE: Lupenzo has again kindly provided insight into this bit, to confirm that if you use summoned units to kill the guards for the manticore, you don't have to flee from it ...] If *I* were you ? I would let it do its business ;) You COULD of course try and slay it to gain some tasty XP ... but I thiiiiiiink it will attack Fhindar, and that would be EQUALLY cool :"> ... did I mean that it has over 1,000 Hit Points and is immune to paralysis ??? Juuuuuuust thought you might like to know that ;) As you flee (did I say flee ? I meant tactfully withdraw :">) towards Unhira's Tower, a unit comprising a Rock Giant, Tempest Giant and Druidess approaches you, saying "What's that smell ? An animal probably died in the forest ..." NOT A CHANCE MATE !! That's US !! =D BOO !!! Bwahahahahahahaaaaaaaaar (sounds of swords hitting stone as we kick their BUTTS) (they do actually twig that it's us making the smell BEFORE we kill them - unfortunately they don't have the time to get away and tell anybody) :"> ... right ... so I've released the Manticore ... I've got my popcorn and my super-sized coke and I'm ready to watch the mayhem unfold. ... turns pass, and the Manticore goes straight past the Empire's Capital City ... cool ... now on to Fhindar right ? GOOD BOY !! ... um ... nope ... what's ... he ... doing ? He's going ... across the waves ... to ... Hillgrin ?? Oh well ... if he kills the Shadow Wolf Clan I won't have to do it later ... nope ... he's ... going ... on ... he's ... coming down to ... oh no ... NO !! He's attacking Genran !! That SONOFABIATCH !!!!! =O [Note : Since the STUPID Manticore has a weapon-based attack and, as we've already seen on this level, Werewolves are IMMUNE to physical attacks and, as the Manticore only has an adjacent striking range of 1, if you front line of troops comprises 3 Werewolves ? You will be 100% invincible to the Manticore !! Suddenly this whole "DESTRUCTION OF FHINDAR" bit has taken a TOTAL turnaround ... but it's cool, 'coz at least you can drain this FREAK of its XP] ;) Insofar as Slookarijj Blackstone is concerned ? If you are quick AND strong, you can take him whilst he is still in the city of Burick ... this is how I took him ... I am quite confident, however, that if you DON'T take him there, he WILL make a final march to Fhindar, so be prepared ... if I were going to strike him en route to Fhindar, I would at Unhira's Tower, as Slookarijj will have to pass by this Tower to get to Fhindar, and if you did your strike any closer to Fhindar, there is always the chance Empire troops would see your ambush, and come to Blackstone's aid ... Slookarijj is travelling with the following :- 1) Slookarijj Blackstone, Tempest Giant, Venerable Warrior, Flame Caster, Alchemist 2) Ice Giant, Druidess, Crossbowman, Axe Thrower 3) Novice, 2 Veterans, Crossbowman, Axe Thrower Since his unit itself is quite strong, I would suggest that you soften it up with some summons (Nightmares are GREAT) before you go in ... he is carrying a Holy Chalice (Artifact), Orb of Regeneration and Banner of Battle which you can take after he has fallen. With Slookarijj Blackstone's head adorning the bonnet of your car, you may proceed to the next level - well done !! =) OPPONENTS The Empire, Slookarijj Blackstone and the Mountain Clans. ALLIES The Shadow Wolves CITIES NEUTRAL CITIES Name Inhabitants Khaana 2 Goblin Archers, Orc, Orc Champion Genran 2 Thugs, 2 Archers, Apprentice Bhagu's City [Goblin, Orc] SHADOW WOLF BAND CITIES Name Inhabitants Hillgerin 2 Thugs, 2 Marksmen, Imperial Assassin, Master Thug MOUNTAIN CLANS CITIES Name Inhabitants Burick [2 Flame Casters, Warrior] EMPIRE CITIES Name Inhabitants Fhindar [2 Imperial Knights, Cleric, Priest, Wizard] BUILDINGS Name Inhabitants Gain anything from it ? Crumbled Outpost Rock Giant 200 Gp, Orb of Thunder Abandoned Chapel 3 Werewolves, Vampire, Initiate 550 Gp, Summon Nightmare Scroll Crumbled Tower Goblin Archer 45 Gp, Goblin Talisman Old Manoir 2 Orcs, Goblin, 3 Goblin Archers 300 Gp, Touch of Mortis Scroll Abandoned Fort 2 Wyverns, Ghouls 100 Gp, Zombie Orb Ancient Library Ice Giant, Yeti, Druidess, Spirit of Fenrir 300 Gp, Highfather's Potion Haunted Keep 2 Imperial Knights, Wizard, 2 Imperial Assassins 340 Gp, Staff of Light EVENTS Event Notes GREEEEEEENSKINS You are told of the presence of Greenskins all over the place - beware ;) Shadow Wolf Aid The Shadow Wolves tell you to go to Hillgrin (which he has mis-spelled), where they are awaiting you. Free the 'Core You are sub-quested to free the Manticore that is being kept prisoner just to the south of the Empire Capital. Slay the Envoy Take out Slookarijj Blackstone and his envoy to complete the level. ITEMS LYING ON THE GROUND 2 x Potion of Healing, Orb of Fire, 2 x Silver Ring, 2 x Potion of Strength, Orb of Water, Ignis Carn Scroll, Potion of Swiftness, Gold Ring, 2 x Life Potion, Hymn of the Clans Scroll, Orb of Poison, Potion of Vigor, Incantare Belliarh Scroll, 3 x Potion of Protection, Chronos Scroll, Potion of Striking, Unholy Chalice (Artifact - just south of the Abandoned Chapel), Lightning Scroll, Emerald, Ruby, Silver Ring, Seafaring Scroll, Diamond, Potion of Restoration, Squire Orb, Strength Scroll, Haste Scroll, Potion of Speed. ITEMS RETRIEVED FROM ENEMIES (COULD HAVE BEEN ON THE GROUND ORIGINALLY) Potion of Restoration, 6 x Life Potion, 2 x Potion of Healing, Ruby, Potion of Striking, Orb of Healing. SHOPS Name Sells Ebhon's Shop (Merchant) Life Potion x 4, Potion of Healing x 6, Potion of Restoration x 6, Potion of Strength x 1 Thurin's Shop (Merchant) Life Potion x 5, Potion of Healing x 10, Potion of Restoration x 10, Potion of Strength x 3 Unhira's Tower (Magic Shop) Vithar's Might (200 Gp), Healing (400 Gp), Chant of Arms (600 Gp), Ymir's Blessing (900 Gp) Under's Shop (Merchant) Air Ward Scroll x 1, Water Ward Scroll x 2, Mind Ward Scroll x 1, Death Ward Scroll x 1 Furren's Shop (Merchant) Life Potion x 5, Potion of Healing x 5, Potion of Restoration x 10, Healing Ointment x 4 ENDING With Slookarijj and his team dead, and their rotting corpses having been resurrected to join Mortis' cause, the alliance between the Empire and the Mountain Clans looks ... well ... shagged, basically !! =) ============================================================================== 4) Retaliation BRIEFING AND COMMENTS Mortis' murdering Slookarijj Blackstone had BAD consequences, as when the Empire learned of this, they launched an all-out attack on the Hordes ... Mortis quickly decides that she needs to take control of the City of Hunneria if she is to thwart this attack ... When the level begins Wraith Prusheen (bless his cotton socks) pops up to give you your instructions, as per usual ... he says that Mortis has ordered you to capture the City of Hunneria, to break the morale of the allies, and disrupt their communications ... He also alerts you to the presence of a Knight named Dasannar who is on these lands, and who is VERY powerful, and quite possibly able to throw a spanner in the works. Slaying him would be a BIG bonus ;) Hokay ... it's the start of the level ... are you ready !! =) First off, your Capital City is just south of the north-western corner of the map ... and both Knight Dasannar AND the City of Hunneria are in a walled enclosure in the south-eastern corner of the map. The Empire's Capital is in the same walled enclosure, and the Mountain Clans Capital is located in the north-eastern corner of the map. So to MY beady little eye it looks like the south-western corner of the map is ENTIRELY up for you to take !! This is because not only are Hunneria and the Empire's Capital walled in, but there is a huge mountain range preventing them from travelling west without first going east and then north :) ... so I'm going to conquer the entire western wing of the map and then move across like a wave of terror =) [SPOILER: The Shadow Wolves are going to betray you on this level ... BE PREPARED] ;) A couple of other things of interest geographically that I should point out before I get cracking ... 1) There is a LARGE expanse of water sweeping from the north of your Capital City down to the south-east, and this is HEAVILY patrolled by the Clans, who have at least SIX ships' worth of units waiting for you on the high seas. Also, there is a training camp RIGHT BESIDE the Empire's Capital ... so you should expect the troops within the walled enclosure I keep referring to to be QUITE well trained ;) Right. Enough of my babbling. WE RIDE !! =D If you travel due north from your Capital City you will encounter a rather PANTS unit of Peasants on the open seas, who are TERRIFIED of everything !! First they see you ... then they flee. THEN they see a sea serpent and they CACK themselves ... then one of your Nosferats tells you that this section of water is inhabited by merfolk ... ... which it is ... but only sparsely so compared to the Dwarven presence on these waters ;) In the crumbled outpost you will find a pair of Boots of the Elements - which are INVALUABLE when you are travelling on the seas, as they allow you to move WITHOUT penalty ... i.e. no more 6 points per square on water - WOOHOO !! =D If you take the City of Venaril, a Speamen calls after you to tell you that you are treacherous creatures (why THANK you little man - tell me more !!), and that the combined forces of the Empire and the Mountain Clans Fleet (which I referred to above) will crush you. FAT CHANCE. We're already dead - what the HELL have we got to worry about ??? Hmmm ???? Get a grip you little sodbucket !! (Slaps the Spearman and moves on) A little later one of your Nosferats pops up to tell you BASICALLY what I already have - that the Mountain Clans have a great fleet upon the high seas, and you should be VERY careful if you travel across the waters. For your information, the "fleet" comprises :- 1) Archdruidess, Engineer, Veteran, Crossbowman 2) Engineer, Rock Giant, Flame Caster 3) Dwarf Champion, Dwarf 4) Rock Giant, Druidess, King's Guard 5) 2 Mountaineers, King's Guard, Alchemist 6) Wolf Lord, Ice Giant, Loremaster ... so AS you can see, it's quite a robust little flotilla of units they have there ... If, after leaving the City of Venaril, you head due south, you will bump into a Shadow Wolf Thug who tells you that they have found an almighty artifact which you can use to smite your foes, and offers to lead you to it .............. sound too good to be true ? It is. He is TOTALLY leading you into a trap where little nasty pigmys will be waiting with short sharp pointy thingies to poke and prod you until you go EEK ! at which point they will attach electrodes to your bits and (wait till electricity is invented and then) fry 'em off !! =O ... so following him is not necessary. If you are going to explore the whole of the map like I am, you'll find him anyway - and he leads you a LONG way off, which (if you're only using one unit to move around like I am), can really slow down the level ;) [NOTE: Lupenzo has offered this tidbit for this situation :- Use thief to follow thug and you can spring the trap without having to fight your way out. |
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Another Disciples 2: Dark Prophecy Walkthrough :
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