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Disciples 2 Servants of the Dark Tips & Tricks

Disciples 2 - Servants of the Dark

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                      s e r v a n t s   o f   t h e   d a r k

==============================================================================
¦ The aim of this file is to provide you with general information on         ¦
¦ Disciples 2 : Servants of the Dark in a clear and readable format.         ¦
¦ I hope it serves you well !!                           - Mister Sinister   ¦
==============================================================================

                  Dedicated to my dear Friend Miguel, Prince of the Nosferat.


Table of Contents

      1.     Introduction and Overview of the Game
      2.     Basic Controls
      3.     The Two Races
      4.     Tact & Diplomacy
      5.     Types of Items
      6.     Undead Hordes Saga Walkthrough
      7.     Legions of the Damned Saga Walkthrough
      8.     Stats for Units
      9.     Rulers and Leaders
     10.     Comments on Units and Suggested Upgrade Routes
     11.     Tips and Tricks
     12.     Credits

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¦                                SECTION ONE                                 ¦
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

                                   OVERVIEW

Disciples 2 : Servants of the Dark is a turn-based strategy game where the 
player picks one of two major races and battles across either a pre-defined 
sequence of levels (the Sagas), one of a number of set individual missions 
(the Quests), plays in a Custom Saga, or with other human in multi-player 
mode.

Servants of the Dark is an official Expansion Pack for the Disciples 2 title.

It is a swords and sorcery type game, with a reasonably simple interface and 
gentle learning curve, but which boasts hours and hours of gameplay, and is 
quite honestly ?  HELLISHLY addictive ... I heartily recommend it.

I have written individual in-depth walkthroughs for the Sagas for the two main 
races in this expansion pack - the Undead Hordes and the Legions of the Damned,
and both of those can be found at http://www.gamefaqs.com.

Helpful comments and so on are always welcome, and I can be reached at 
shadowpath@hotmail.com

                                                       - Mister Sinister, 2004

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
¦                                SECTION TWO                                 ¦
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

BASIC CONTROLS

As with any strategy game, troop management skills are FUNDAMENTAL to your 
success.  In order to become a good Servants of the Dark player, you will need 
to learn which units function well together, which units complement each other,
and which units should definitely NEVER be placed together.

For example, sending nothing but Undead Troops to battle Undead Troops doesn't 
SOUND unreasonable until you consider that MOST undead troops are immune to 
death magic, so if YOUR set of troops comprises nothing but Undead Spellcasters 
they will do practically NO good whatsoever.

I have sub-divided this section of my FAQ into three parts :-

            A)   The World Map
            B)   Combat
            C)   City Management

=============================== THE WORLD MAP ================================

The World Map is where (not surprisingly) you move all your troops about.  Each
unit is led by one of the creatures in it, and this creature represents the 
entire unit's icon on the map.  For example, a unit led by a werewolf will be 
depicted as a werewolf on the map.

Each unit has a different number of movement points, and these are reduced at 
different speeds depending on which type of terrain you are crossing ... for 
example, you will travel MUCH slower by water than you will through forests ...

... some units can fly, and this helps get about the map a fair bit quicker ...
but if you put flying units with non-flying units, you are once again (by and 
large - there ARE a couple of exceptions) slowing down your troop movement 
as the unit must move together, as one.

Combat is initiated by moving to a square adjacent to a rival or enemy unit on 
the map, and combat is dealt with in a separate screen.

The world map begins by being totally covered in a fog of war, which disperses 
as you move your units about ... certain terrain cannot be traversed, and you 
will have to find ways around it ... examples include waterfalls, whirlpools 
and mountain ranges.

Obviously not all of the creatures you encounter on the world map will be 
hostile - some will give you sub-quests which you can complete to gain prizes 
should you wish ... others will be territorial, and will either attack you on 
sight or pursue you until you leave their area of the map.

You will encounter cities belonging to other players, as well as neutral 
cities, and various other structures dotted about the map, ALL of which can be 
explored and/or conquered.

BEAR IN MIND AT ALL TIMES that this is a TURN-BASED strategy game.  Therefore, 
whilst you have the luxury of time to think your moves through, as you would 
in a chess game, poor troop movement can lead to units becoming isolated at 
the end of a turn, and easy pickings for roaming creatures ...

                                                ... always watch your back ...

Each unit on the map can comprise up to SIX individual characters.  So, taking 
our earlier example of the unit being led by the Werewolf, this unit can 
comprise the Werewolf that leads them, and up to FIVE other characters ... if 
the leader dies, the unit will still be able to move, but will do so at a MUCH 
slower rate, and the unit's icon on the map will change.  It will still be the 
Werewolf, but you will see that the leader has died because a little skull 
shield will be displayed at the foot of the icon.  This allows you at a glance 
to see units which have had their leaders slain.

Provided at least ONE character in the unit is still alive, it is possible to 
heal and/or resurrect those characters in the unit which have died.  You can 
either do this via magic, CHEATING (tut tut), at any of your Cities (provided 
you have constructed a Temple in your Capital City), or using potions.

Your Capital City (each major race has one) is your seat of Power on the level 
BUT, unlike many OTHER turn-based strategy games where there is a REAL risk of 
losing your Capital, and thus losing the level, in Disciples 2 each player's 
Capital City is occupied by (not only a maximum of 11 "normal" troops but also)
an INCREDIBLY powerful Guardian, who CANNOT leave and who's SOLE purpose is to 
protect the Capital.

Sounds like you might still be vulnerable ?  In all practical reality you won't
be - the Guardians are WELL powerful, and it is EXCEEDINGLY unlikely that you 
will ever lose your Capital ;)

You will ALSO find shops on the world map ... there are several merchants in 
the game who have set up shop on the various levels, and with whom you can 
trade ... even if you can see no use for something you have picked up on a 
level, you can always sell it at a shop to gain extra gold ;)

The currencies of the game are five-fold.  You have gold (obviously), which 
you use to buy upgrades for your cities, to recruit new troops, to bribe the 
other players, and so on.

Then there are the four types of mana.  There is Death Mana, Runestone Mana, 
Life Mana and Infernal Mana.

Both gold AND mana are generated at resources on the map, and these resources 
can be bled off to give (effectively) unlimited resources to your race - I say 
*effectively* unlimited as, whilst there is only a certain amount of each type 
of energy that will be generated by each resource per turn, the supply from 
which this is drawn is infinite - i.e. you will never deplete a gold or mana 
resource on the map (which is KEWL !!)

One last thing.

When you look at the map you will be able to see the terrain that belongs to 
your race by looking at the ground.  Each turn, your race's terrain expands 
from every city in every direction, and whenever it touches an unclaimed 
resource, it seizes it for your race.

Since it would take an eternity to gain control over the ENTIRE map this way,
the game designers have very kindly provided each race with one type of unit 
that can be recruited who's sole purposes is to "plant rods".  Planting a rod 
is a very simple process which allows you to stake a claim to a very small 
parcel of land which is not already yours.

... I hope that makes sense ... I'll try to explain ...

Say this is the world, and you own the left-hand side of it. :-

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
¦                                   ¦                                       ¦
¦                                   ¦                                       ¦
¦                                   ¦                                       ¦
¦                                   ¦                                       ¦
¦                                   ¦                                       ¦
¦    YOUR                           ¦            MY                         ¦
¦                                   ¦                                       ¦
¦           LAND                    ¦                    LAND               ¦
¦                                   ¦                                       ¦
¦                                   ¦                                       ¦
¦                                   ¦                        ¦======¦       ¦
¦                                   ¦                        ¦ GOLD ¦       ¦
¦                                   ¦                        ¦======¦       ¦
¦                                   ¦                                       ¦
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

If you want to take control over the GOLD resource I have labelled in MY land, 
you would either have to expand your terrain on a turn by turn basis until the 
Gold Resource was yours, OR you could send your "rod-planter" (the name for 
the character varies with each race) TO the Gold Resource, and then stake it.

If you plant a rod at the Gold Resource, and thereby stake it as being yours, 
the terrain around the resource changes to become yours.

Rods CAN, however, be destroyed by other rod-planters, and this dispute over 
resources forms a VERY important part of the game, naturally ...

... right !  I've bored you with that - now we can go onwards to the combat 
aspect of the game !!


=================================== COMBAT ===================================

As I stated in the previous section, combat occurs when one of your units 
enters a square on the map that is adjacent to a non-friendly unit (or, 
conversely, when a non-friendly unit enters a square that is adjacent to one 
of YOUR troops).

When this happens, the action switches to a 3-dimensional view of the square 
in question, and combat takes place.

Combat in Disciples 2 is a VERY very simple affair.  The unit that is 
attacking is highlighted at its feet in yellow, and the units you are 
presently opting to attack is highlighted at its feet in red ... just point 
the mouse at the unit you want to attack (or help, depending on your race), 
and click !

HOW EASY IS THAT BY THE WAY !?!?!

Combat is, however, not as DULL as that sounds.

You recall I mentioned earlier that a unit can comprise a maximum of SIX 
characters ??  Well, each unit is broken up into two RANKS as well.

THIS IS VITALLY IMPORTANT.

Combat basically looks like this :-

              YOUR UNITS                                    THEIR UNITS

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
¦                  ¦                   ¦                   ¦                  ¦
¦    BACK ROW      ¦   FRONT ROW       ¦   FRONT ROW       ¦     BACK ROW     ¦
¦                  ¦                   ¦                   ¦                  ¦
¦        1         ¦        1          ¦        1          ¦         1        ¦
¦                  ¦                   ¦                   ¦                  ¦
==============================================================================
¦                  ¦                   ¦                   ¦                  ¦
¦    BACK ROW      ¦   FRONT ROW       ¦   FRONT ROW       ¦     BACK ROW     ¦
¦                  ¦                   ¦                   ¦                  ¦
¦        2         ¦        2          ¦        2          ¦         2        ¦
¦                  ¦                   ¦                   ¦                  ¦
==============================================================================
¦                  ¦                   ¦                   ¦                  ¦
¦    BACK ROW      ¦   FRONT ROW       ¦   FRONT ROW       ¦     BACK ROW     ¦
¦                  ¦                   ¦                   ¦                  ¦
¦        3         ¦        3          ¦        3          ¦         3        ¦
¦                  ¦                   ¦                   ¦                  ¦
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

... geez ... I hope I haven't made that look more complicated than it needed 
to be.

BASICALLY your six units are on the left, and THEIR six units are on the right.
Melee units should be placed in the FRONT row, as they can only attack adjacent
units ... spellcasters, who are generally weaker, should be placed in the BACK 
row, as they can attack at range ...

... hope that makes sense :">

You will see from the Stats section that each character has its own method of 
attacking.

With VERY rare exceptions, each character only has ONE way of attacking, so it 
really is just a very simple point-and-click routine ... but the variety comes 
in the sheer NUMBER of different creatures you can command and control, and 
the fun-factor and beauty of their attack animations :">

The order in which characters attack in the combat screen is determined by 
their initiative roll - each character has an initiative modifier, which 
swings initiative in their favour, but there are occasional upsets - as in, 
where a character with a higher initiative is pipped to the post by a 
character with a lower initiative ...

There are a number of different combat OPTIONS ... these include allowing the 
Computer to take over combat for you (although certainly on the easier 
difficulties it doesn't always attack the units you probably would).

There is also the option to end combat immediately (i.e. automatically resolve 
who wins and who loses) - good for those "AAAAAAAAAAARGH I can't be @rsed to 
fight you - let's just see who WINS" moments (which you WILL have).

Further options include retreat, where you really wanna get out with your life 
(but all attacking units get a free hit on units that are running away, so if 
you DO run you'd better do it en masse), and Defend - an instruction to a 
particular character to brace itself for an incoming attack.

The variety of options on the combat screen, coupled with the variety of units 
and attacks they have IN TOTAL, makes for a lot of strategy in the combat 
screen AS YOU WILL SEE ;)

Combat ends when either all six characters in your opponents unit are dead or 
have fled.

... there ... we've pretty much exhausted that section ... ONWARD !! =D

============================== CITY MANAGEMENT ===============================

This is VITAL to your success in Disciples 2.

Basically, when a creature levels up, it GENERALLY (although not always) 
changes its appearance to become tougher ... harder ... MORE kick@ss ...

What your creature becomes when it levels up will depend on the buildings you 
have erected in your Capital City.

For example, if you are playing the Undead Hordes, your bog-standard melee 
fighter is the "Fighter" character.  In your Capital you can build one of two 
different buildings that will alter the Fighter's Upgrade Route.  If you 
construct Unholy Ground, your Fighter will become a Zombie when he levels 
up ... if you choose instead to construct an Evil Monastery, your Fighter will 
become a Templar.

Both routes are mutually exclusive - this means that you cannot allow some of 
your Fighters to become Zombies, and some to become Templars - it's all or 
nothing ...

Fortunately, however, once you have completed a level, all the buildings in 
your Capital City are wiped out, so on the start of the NEXT level you can 
change the upgrade paths and, consequently, your units, should you wish.

Certain buildings do not affect the upgrade path of units ... these are the 
Mage Tower (which is necessary in order for you to research spells), the 
Thieves' Guild (which is required before you can recruit thieves, who can spy 
on enemy players to reveal the characters garrisoned in Cities, etc.), and the 
Temple (which you need before you can heal and/or resurrect creatures).

You can also conduct spell research in your capital, provided you have enough 
mana to learn the spell in question, and it is picked from your list of 
available spells.

PLEASE NOTE THAT YOU CAN ONLY RESEARCH ONE SPELL, AND BUILD ONE BUILDING PER 
TURN.

You will also take over other cities, naturally ... these cities are NOT your 
capital, however, and whilst the majority of the rules apply, there are 
certain changes.  FOR EXAMPLE, you cannot build buildings in your other cities 
- this is because you only NEED one set, and for ease of administration those 
are all located in the Capital.  For example, once a Temple has been built in 
your Capital, you can heal and resurrect characters in ALL your cities.

Each NON-CAPITAL city can "grow" as well ... there are five levels of growth, 
and these affect the number of characters that can be housed in a city, the 
rate at which your terrain sprouts forth from the city, the speed with which 
characters that are in the city recover their Hit Points, and so on.

Each city can only grow ONCE per turn.

Finally, each city can house troops and hold items.  On the party screen, you 
will see two units of troops.  On the left is a list of troops that are just 
healing, etc., in the city.

To the right is a list of the troops which are garrisoned in the city ...

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
¦                               SECTION THREE                                ¦
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

THE TWO RACES

The two races you can pick from are as follows :-

                  1)  The Undead Hordes
                  2)  The Legions of the Damned

THE UNDEAD HORDES, guided by their Dark Goddess Mortis, comprise Zombies, 
Skeleton Warriors, Liches, Wyverns, Vampires, Wraiths and loads of other nasty 
beasties ... the main thing that the Undead Hordes have going for them is 
their ability to paralyse their foes ... they have three units whose only 
attacks are to paralyse, and this can REALLY knock the stuffing out of an 
otherwise healthy unit of opponents ... we lurve the Undead Hordes :">

- and finally -

THE LEGIONS OF THE DAMNED, under the control of their God Bethrezen, comprise 
NOT surprisingly Devils, Demons, Succubus', Incubus', basically anything 
winged and horny (pardon the pun).  They are OBSESSED with fire, and boast 
the most heavy-hitters in the game ... they have several Giant-type units 
(moreso than the Mountain Clans I believe), and are quick and strong.

There are, of course, other "mini" races in the game, but you cannot play as 
these ... they include the Marshdwellers, the Greenskins, the Barbarian 
Tribes and the Occultists.  They help add variety and spice to the game, 
and to generally keep it interesting =)

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
¦                                SECTION FOUR                                ¦
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

TACT & DIPLOMACY

Although not of PARAMOUNT importance - at least not on the easier difficulty 
settings, is the notion of tact and diplomacy.  You play against other races 
... those races have rulers ... those rulers can be spoken to, and negotiated 
with ...

The Disciples 2 Diplomacy interface is kinda limited ... but it's very much a 
secondary aspect of the game anyway, so it doesn't really DETRACT from it or 
anything ... basically you have options for Diplomacy ... you can offer gold 
to another player, you can offer to sell them a magic spell, you can propose 
an alliance with them, or you can even break an existing alliance with them 
and go to war with them ...

You will find that, as you attack another player's enemies, your popularity 
with that player will naturally increase and, over time, the other players may 
well offer to ally with you.

Alliances are NOT set in stone, however, so always make sure to watch your 
back at all times ;)

When you are allied with another race you cannot attack their troops or 
cities, or steal their resources unless the treaty is broken ... the treaty 
can be broken at any time, but whilst it is in place, you too can feel 
reasonably safe from attacks by that race ...

Similarly, you will find that your allies will, from time to time, attempt to 
sell YOU spells and other niceities, and they will frown upon you if you do 
not take them ... even though 99.9% of the time they inflate the price ;)


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
¦                                SECTION FIVE                                ¦
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

TYPES OF ITEMS

There are LOADS of different types of items that you can pick up ... these 
include :-

POTIONS                  Only good once, and can only affect one character for 
                         one turn.
SCROLLS                  Can only be used once, and only by a Magic User, but 
                         any spell can wind up being picked up as a scroll, so 
                         they are QUITE useful ;)
ORBS                     Only useable in combat, and only by a magic user - can
                         only be used once and then they disappear.
TALISMANS                Can be used several times before they wear out, but 
                         only once per combat session, and only in combat.
STAFFS                   Can be used like spells, and do not wear out ... no 
                         use in combat, however.
ARTIFACTS                Can be equipped by leaders (if they have the 
                         corresponding skill), and can bolster their power or 
                         give them new powers - VERY USEFUL !!
BANNERS                  Only one can be carried by your leader at a time (and 
                         even then only if your leader has the corresponding 
                         skill), but with effects like "Increase the damage of 
                         all characters in your unit by 20%" they are NOT to 
                         be sneezed at.
TOMES                    With VERY rare exception, tomes are exclusively used 
                         as wards.  You can only use one at a time but, whilst 
                         holding it, you are warded against that type of attack
                         - e.g. Tome of Air = Air Ward
TRAVEL ITEMS             Boots, basically ... they augment your movement points
                         and/or skills - e.g.  Boots of the Elements mean that
                         you suffer no movement penalty whilst travelling over 
                         water - WHICH IS GREAT !! =D

                        (I am sure there are more, but you can take these as a 
                         smattering)

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
¦                                SECTION SIX                                 ¦
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

======= ===   === ======   ===   === ======== =======  =======\  ====== ======
¦     ¦ ¦ ¦   ¦ ¦ ¦    ¦   ¦ ¦   ¦ ¦ ¦      ¦ ¦     ¦  ¦       \ ¦    ¦ ¦    ¦
==  ==  ¦ ¦   ¦ ¦ ¦ ===    ¦ ¦   ¦ ¦ ¦ ==== ¦ ¦     ¦  ¦ ====  ¦ ¦ ===  ¦ ===
  ¦ ¦   ¦ ====  ¦ ¦ ¦      ¦ ====  ¦ ¦ ¦  ¦ ¦ ¦     ¦  ¦ ¦   ¦ ¦ ¦ ¦    ¦ ¦
  ¦ ¦   ¦       ¦ ¦  ==    ¦       ¦ ¦ ¦  ¦ ¦ ¦ ====   ¦ ¦   ¦ ¦ ¦  ==  ¦  ==
  ¦ ¦   ¦ ====  ¦ ¦    ¦   ¦ ====  ¦ ¦ ¦  ¦ ¦ ¦  \     ¦ ¦   ¦ ¦ ¦    ¦ ¦    ¦
  ¦ ¦   ¦ ¦   ¦ ¦ ¦  ==    ¦ ¦   ¦ ¦ ¦ ¦  ¦ ¦ ¦   \    ¦ ¦   ¦ ¦ ¦  ==   === ¦
  ¦ ¦   ¦ ¦   ¦ ¦ ¦ ¦      ¦ ¦   ¦ ¦ ¦ ¦  ¦ ¦ ¦    \   ¦ ¦   ¦ ¦ ¦ ¦       ¦ ¦
  ¦ ¦   ¦ ¦   ¦ ¦ ¦  ==    ¦ ¦   ¦ ¦ ¦ ==== ¦ ¦ ¦\  \  ¦ ====  ¦ ¦  ==   ==  ¦
  ¦ ¦   ¦ ¦   ¦ ¦ ¦    ¦   ¦ ¦   ¦ ¦ ¦      ¦ ¦ ¦ \  \ ¦       / ¦    ¦ ¦    ¦
  ===   ===   === =====    ===   === ======== ===  === =======/  ====== ======

                    (Dedicated to Mark Beecroft, qui me fait toujours sourire)


THE UNDEAD HORDES "SERVANTS OF THE DARK" 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 THREE MISSIONS OF THE UNDEAD HORDES SAGA IN THIS EXPANSION PACK :-

1)	Boons on Black Tongues
2)	A Voice Silenced
3)	The Fulcrum

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

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.

One other thing ... if when mentioning any troops I refer to them like this :-

Phantom Warrior (10) or 2 Dwarves (10/12), then the numbers in brackets refer 
to their level/s of experience ... so BE WARNED !! ;)

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)	Boons on Black Tongues

BRIEFING AND COMMENTS

After a triumphant campaign in Disciples 2, and having succeeded in the
resurrection of her beloved husband Gallean, Mortis had expected ... at the
VERY least ... a thank you card ... but she didn't get one.  No roses, no
cards, not even a little box of choccies ... Gallean, having watched her sew
chaos and despair upon the world in her quest to revive him, scorned her for
what she had done, and what she had become, and left without even saying
Goodbye.

How RUDE !!!!!!  Time to teach that punk a lesson methinks !!  I didn't just
fight that BIATCH Queen Taladrielle just to have Gallean shove it in my face !

Thus spurned, Mortis conceives a plan to strike back at her ungrateful mate.

Since Queen Taladrielle's death at the hands of the hordes, the remaining
Elves had been scattered about the lands ... Mortis could have sent her
ever-increasing horde of undead warriors across Nevendaar in a scourge to
simply wipe them out, but she had something FAR more sinister in mind ...

... and so we begin ...

The aim of this first level is to "seek allies to use against the Elves".  It
would appear that Mortis is not satisfied to merely cleanse Nevendaar of
their presence - she wants to enlist the support of others in this little
crusade.

==============================================================================
NOTE:  Your Capital City is located in the south-eastern corner of the map.
==============================================================================

Our old friend Wraith Prusheen kicks off by saying that he has not heard from
Mortis in a long time, and that he is getting concerned because he fears that
she may have abandoned the hordes.  His concerns are answered by the vampire
Virimos - an impudent young upstart - who tells him that Mortis has, in fact,
started speaking to HIM instead of Wraith Prusheen, calling for the blood
of Gallean's children - the Elves.

Prusheen voices his concerns, saying that whilst the hordes are getting
progressively stronger, they would still have great difficulty in assailing
the entire Elven population of Nevendaar, to which Virimos tells him to have
faith; that one day Mortis may again choose to speak to Prusheen directly
again as she did in the past, but until that day comes, Wraith Prusheen -
that FANTABULOUS leader from our former Saga - is to obey the commands of
the Vampire Virimos.

... the ... NERVE !!!!!!!

Before a bitch-fight can ensue, a Fighter interrupts them to advise that their
Capital city is under siege by the Barbarian Tribes.  Virimos directs everyone
to the gates to ready for battle.

... and we're off !! =)

You will start off on the first level with a reasonable amount of gold and
death mana, which gets CONSIDERABLY less if you're playing on the higher
difficulty settings, PLUS all your level one spells have already been learned.

You will have, on all three of the Undead Levels in this Expansion Pack,
unfettered access to your entire spellbook for learning purposes, and the
ability to construct ALL your buildings on EVERY level.  Woohoo !!!!! :)

I would therefore suggest that you start off by building up a respectable army
to accompany the leader you will have had to import from your previous saga.

==============================================================================
                               IMPORTANT NOTE
                         UNIT LEVELS AND LEVELLING-UP
==============================================================================

You will see that there is a picture of a sword with a coloured blade above
your leader's portrait on the party screen.  This is a new addition to the
Disciples 2 Expansion Packs, and serves to give you a rough guideline as
to the approximate level of the units in an enemy's pack ... and your own ;)

A unit WITHOUT a sword               is   Level  1 -  4
A unit with a BLUE-bladed sword      is   Level  5 -  9
A unit with an ORANGE-bladed sword   is   Level 10 - 14
A unit witha RED-bladed sword        is   Level 15 or higher

I would HOPE for your sakes that you have imported a leader with a RED-bladed
sword, as your leader WILL NOT GAIN ANY EXPERIENCE during the ENTIRE campaign.

That's right !!  Your leader will NEVER level up again, so BE WARNED.

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

Once you are ready, and note that I would strongly suggest constructing a
building so as to level up some of your units ASAP before going out of the
capital ?  Leave your capital city.

You will find the following units in close proximity to your capital :-

1)  Spirit Wolf
2)  Wolf, Barbarian Chieftain, Barbarian Warrior
3)  Charfang (Barbarian Chieftain), Spirit Wolf
4)  Threescar (Barbarian Chieftain), Spirit Wolf
5)  2 x Wolves (one of which is Level 10, so WATCH OUT !!)
6)  Greypaw (Barbarian Chieftain), Barbarian Warrior, Wolf
7)  Spirit Wolf, 2 x Wolves

Before you are able to attack them, however, Greypaw speaks up and says with
shock, "It's true!  They've built a city upon our cemetery!  Forward brothers!
Drive these disgusting worms back into the ground!"

(FLATTERY young man, will get you absolutely NO-where.)

A Banshee by the name of Eledrene responds to him ... BASICALLY inviting him
for a bit of nookie (it would appear these two know each other) ;)

Threescar shouts out that it's a trick, and that "these are not your loved
ones", urging his troops to fight.

Threescar's troop (number 4 on my list) then rushes in to attack you.

IF you followed my advice and constructed a building before you left the
capital ?  Then by all rights you SHOULD find that after Threescar and his
Spirit Wolf have been slain, some of your units level up.  RESULT !! :)

ALSO note that as your leader will get no xp for any battles in this expansion
pack ?  This will ALSO help your units to level up faster ;)

Once Threescar's unit has been slain, the Spirit Wolf speaks to you, saying
"You've seen ..." and then polymorphing into a Barbarian Chieftain and
continuing "... nothing ...".

Prusheen remarks that these "Spirit Wolves" are actually NOT wolves at all -
they are illusions !  Virimos takes one for interrogation, and authorises you
to dispose of the rest.

LIKE we needed to be told eh !!!!!  *sigh*

In the chest just to the east of your Capital City is a Potion of Speed ;)

Next turn, a Barbarian Chieftain is being tortured by Virimos for information.
He begs for mercy, but Virimos hurts him a little more before allowing him
to speak.

Ok ok so maybe I was a bit hard on Virimos ... I'm kinda starting to like him!

The Barbarian Chieftain confirms that they wield talismans that grant them
the power to change their shape into Spirit Wolves.  The Barbarian Chieftain
tells Virimos that in exchange for the information he wishes to return home.

FAT CHANCE !!!!!!!!

Needless to say Virimos tortures him to death.

Next turn, Virimos tells Prusheen that he has a task for him ... one which
Mortis herself has called for.  Prusheen is to lead an expedition to the
north to deceive the Mountain Clans.  They are to disguise themselves as
representatives of Wotan, and to tell the dwarves that Wotan bids them enter
battle against the Elves.

Naturally poor Prusheen is a little confused.  I mean ... how is he ... a
walking corpse ... supposed to make himself look like a stunted little
Mountain Clan goody-two-shoes resource stealing Dwarf ????

Virimos responds by giving him a verbal smack-down, and telling him that
they will use the Barbarian's Talismans to disguise themselves as Spirit
Wolves.

FURTHERMORE, Virimos says that he will send his OWN party there to attack the
Dwarves, but that Prusheen will intercede (with his band of Spirit Wolves) and
drive them away before delivering their message to the Dwarves ... Virimos
believes that this will be sufficient to trick the Dwarves into believing
that Wotan's message is real.

==============================================================================
NEW OBJECTIVE : Lead Prusheen's pack of wolves to meet with the Clans.
==============================================================================

You are given control over three Spirit Wolves outside your capital city.
ONE is the polymorphed Wraith Prusheen, the other two are (presumably) two
of his aides.

Your new objective is to lead Pup Prusheen and the Woof-pack north-west of 
your capital city, to meet with the Mountain Clans.

BE WARNED that Spirit Wolves are NOT excessively powerful.  They have a sonic
bark that can hit 6 units, but they are still pups compared to the nasty
things that lurk around.

When you're given control over the pack, all three Spirit Wolves are in the
front - I would suggest moving Prusheen to the BACK so that if the going gets
tough, he can always retreat.  If Prusheen dies, you fail the level, so MY
technique was to hold him back and clear a path for him with my stronger
units - then just let him waltz on through, sniffing flowers and cocking his
leg against trees, until he meets with the Clans.

As you continue slaying the Barbarians, Lich Queen Sheggrah pops up to remark
that you've never encountered Barbarians that are this brave (read: stupid)
before ... it's as if they can predict your intentions !!

There is a Highfather's Potion in the very south-east of the map, in the
water just in front of the Sea Serpent.

If you conquer Sissathell, the Medusa squeals out in pain after your victory
... it's rather refreshing actually :)

If you take the City of Uslenore, an Initiate reports back to Lord Virimos 
(LORD ?? In all the time our poor little mate Prusheen was kickin @rse he was 
just "Wraith" !!  The CHEEK !!!!) to say that whilst you have taken the
city, you have only been able to slay a LESSER Chieftain in the Barbarian
Order, and that your sources have revealed that Chief Yorjagg is their
Leader (although you do not know where he resides).

Virimos is all "Yes yes WHATEVER ... now GET ON WITH YOUR MISSION"

Uslenore contains a Healing Ointment and 2 Life Potions ;)

==============================================================================
BE WARNED that Barbarian Chieftains spawn periodically just outside the city
of Uslenore, and they WILL try and retake the city, so if you want to hold
it ?  You'd better heavily fortify it ;)
==============================================================================

The Undead Spy Nith pops up periodically as you venture around the map - most
often when you're venturing near shops.  If you approach "The Mill" (a
merchant's shop to the west of your capital city), he pops up to tell you that
if you're looking for the outpost, there is an impassable mountainous wall
north of your present location, that has been sealed by Dwarven magic.  Nith
knows that there was once a key to bypass the seal, that was given to the
Elder Barbarian Tribes to open trade ... Hmmmmmmmmmm.  THANKS Nith :)  He's
a helpful little chappy.

Nith confirms that he will continue to scout out for the key, but that he
would SUPPOSE that Yorjagg - the Barbarian High Chief - would be guarding it.

For future reference, Nith may be helpful ?  But he's also a BIG time MOANER :(

==============================================================================
NOTE : Barbarian High Chief Yorjagg resides in the City of Crawyk, in the
south-westernmost corner of the map
==============================================================================

If you approach the City of Crawyk, Yorjagg calls out to mock you as you
approach.  Hahahahahaha little does he know it'll be US laughing when his head
is on a spike outside the soon-to-be UNDEAD City of Crawyk.  ONWARD !! =)

[Be warned before you enter the City of Crawyk, that Yorjagg is not only a
Level 12 Barbarian Chieftain, he is also warded -v- Mind Attacks ;)]

For your convenience, here are his stats :-

==============================================================================
              HP  AR    IMM  WARD  ATT          % HIT  DAM  SRC  INIT REA TAR

Yorjagg       992 20+20  -   Mind  Great Claws    89   242  Wea   48  Adj  1
==============================================================================

Yorjagg was holding a set of Skull Bracers, and once he is slain, Virimos
pops up to congratulate you, saying that without their Figurehead, the
Barbarians will be in a state of comparative shock, and unlikely to pose a
further threat to the Hordes.  UNFORTUNATELY, however, the location of the
key is still unknown.  One of the Barbarian Warriors in the city is
questioned, but he does not know anything about it.  Virimos threatens to
have him fed to the Zombies for his stupidity, whereupon he suddenly loses
his amnesia, and recalls that they DID have a key, but that it is inaccessible
as Dragons have nested in the city where it resides, and that they will not
let it go.

He ALSO tells you that the Tribes are no longer in trade with the Dwarves, so
it's actually of precious little use to you any way.

Virimos STILL has him fed to the Zombies.  GOD this Virimos guy is MEAN !!  :)

You will still have to stage another assault on the City of Crawyk if you
want to take it, as there are already units in the city ... and if you DO
take the City you will find a Life Potion, a Potion of Healing and a Potion
of Restoration sitting in it.

As you approach the Crippled Dome, Lich Queen Sheggrah pops up again to
warn you that whatever is INSIDE the Dome has been able to keep the Barbarians
away, so you should be prepared before you go in ... there are 2 Green Dragons
inside ;)  The Dragons are guarding the Runic Key ;)

Once taken, the Runic Key opens up a path through the Mountain Range that
occupies a vertical area to the north of your capital city, in between the
towers of Crossen and Omtus.  Virimos urges you to make haste ...

If you slay the small band of goblins outside the city of Bintonbrall,
the Ogre in the area sees you, screams at you and charges you !!  HIS unit
comprises :-

Ogre (5), 2 Orc Champions (5/5), 2 Goblin Archers (8/8)

Despatch these IMBECILES and move on.

If you take the City of Bintonbrall, an Orc Champion confirms (with his
dying breath I hope) that you are too ... strong ... *death sounds*.  BLESS !!

Bintonbrall contains 2 Life Potions and a Gold Ring.

The City of Tesqil about half-way up the map on the far western edge, is owned
by Count Crowley's Army, and is very well guarded by the Archmage Wermyn and
his cohorts ... Wermyn appears suitably shocked at your putting his army to
their deaths, and in the city you will find an Emerald and 2 Life Potions.

If you approach the Glinn Market, Nith will appear to tell you that it seems
odd to him that Demons are so close to the Empire ... he asks what you think.

He says he wouldn't stick around here too long, as he doesn't know what's
going on, but whatever it is, he doesn't like it (and then he disappears)

If you ransack Guttelbryk, Lich Queen Sheggrah pops up AGAIN to tell you that
she also thinks that it is strange that the Legions' Cohorts are not
attacking the Empire ... velly stllange ... =./

If you approach the City of Pickstall, the Wizard Tirumn calls out to you
begging you to stay away, saying that he has a curse to bear, and that any
interruption could unleash chaos ...

... well ... shall we leave him then ??

                                                    I ... think ... not !!

Once vanquished, Tirumn condemns you, saying that he can no longer control
"them", and that you are FOOLS ...

Buuuuuuuut he's dead, so who cares !! :)

"Them" are a bunch of Giant Black Spiders in the area that WILL go on a lil' 
rampage after  Tirumn dies, so we MIGHT have just made a rod for our own backs 
but HELLO ??  We're the Undead !!  WE CAN HANDLE IT !!!!!!!!!!!!!! :) :) :)

The City of Pickstall contains a Healing Potion, a Life Potion and a Potion
of Restoration.

If you approach Swallow's Nest (the Merchants), our little friend Nith pops
up again to say that he's been waiting for you with the information Virimos
has requested.  He says that there is a small Clans outpost in the north,
and although it is close to the Dwarven Capital, it is nothing more than a
scouting point, with negligible defences.  THEN he starts to moan again.

Oh woe is meeeeeeee ... I'm deeeeeeeead ... and I smeeeeeeeell ... bla bla bla.

He does also intimate that you might able to bump into him at other places
of trade ... but you'd probably already noticed THAT little trend by now ??

Once you have stormed the Loriette, Lich Queen Sheggrah pipes up to ask why
it is that the undead warriors you have just encountered have seen fit to
disobey the will of Mortis ... this is all VERY strange =./  Of course, one 
MIGHT also ask why a corpse has the power to walk and talk, but hey !  Some 
things ya just accept, non ?? ;)

The City of Foreneth is ALSO owned by Count Crowley's Army.  It is protected
not only by the residents, but by a group of units that reside OUTSIDE the
city as well.  To conquer it you will have to fight through :-

1)  Defender of the Faith (1), 2 Man at Arms (12/12), Imperial Assassin (10)
2)  Defrym (Ranger - 14), Grand Inquisitor (10), 2 Inquisitors (3/3),
         Imperial Assassin (10)

Once it has fallen, Defrym calls out to you saying that he will die knowing
that he fought on the side of righteousness, and that Crowley will deal with
you soon enough.

Yeah ... right ......... WHATEVER !!!!!!!  BRING HIM ON is all I can say ...

The City of Foreneth contains a Life Potion and a Potion of Restoration.

The City of Wrenshire contains a Potion of Restoration and a Life Potion.

The City of Mullusbren (which you WILL be able to investigate after despatching
the LOSER Hollings and his followers) contains a Potion of Restoration, a
Potion of Protection and a Life Potion.

Unuo (the Level 12 Ranger) and his troops, who are just north-west of the City
of Mullusbren, are guarding a Diamond.

Juthrum (the Level 12 Archmage) and HIS troops, who are just to the north of
the City of Mullusbren, are guarding a Healing Ointment.

The City of Anubreyl (which you will find in the north-easternmost corner of
the map), contains a Healing Ointment, a Life Potion and a Fog of Death Scroll.

              ... Flicking across to the WEST of the map now ...

As you approach Fomdorr's Farm, Nith appears again to say that you are now
VERY close to your objective.  He tells you that you will travel through a
dense forest to the west, and then you will see the outpost.  He says that
it is a Tower, seated amidst the rubble of Mendros Mine.  Then he uses the
moment as ANOTHER opportunity to whine and bitch about himself ... poor lad.

As you begin to enter the Dwarven territory through the woods to the west of
Fomdorr's Farm, Virimos calls to you to hold back, saying that ONLY Prusheen's
Pack of Spirit Wolves must approach, or the plan will not succeed.  And
ONCE AGAIN he tells you to get your finger out and hurry up !

He's a bit ... impatient, isn't he !!

If you DON'T listen to him, and move a unit OTHER than Prusheen's Pack into
Dwarven turf ?  You will IMMEDIATELY lose the mission.

So !  Taking Prusheen's Pack ;) into the Dwarven Lands sparks off the
following little conversation :-

Prusheen's Pack   *pees on a bush and watches whilst the snow melts*
Outpost Scout     "OI!  Doggies a'comin !!  To yer stations boys"
Prusheen's Pack   "Oops !  Sorry 'bout that ... I'm not properly house-
                   trained yet ... but I bring a message !!  Your ... err ...
                   I mean OUR old boy Wotan has sent us here to ..."

[Enter Virimos, with train]

Virimos           "Ahahahaaaaar, you one-cal Dwarves will make a tasty snack,
                   Yarrrrrrrrr ..."
Prusheen's Pack   "Fear not, NOBLE Dwarves ... for we shall kick this cretan's
                   blubber butt for ye"

==============================================================================
NEW OBJECTIVE : DEFEAT VIRIMOS AND HIS UNITS
==============================================================================

Now ... Virimos (who's ass I'm sure you've been just ITCHING to kick since he
took the place of our mate Prusheen and had him demoted to a DOG !!) and his
little pack is kinda a bit TOUGH for the poor pooches to tackle on their own.

Therefore I would suggest using spells to soften him up before you land the
killer blow ... or just use OTHER units to slay Virimos ;)

For your information, Virimos travels with 2 Initiates (1/1) and 2 Zombies
(2/2), and Virimos' Stats are as follows :-

==============================================================================
              HP  AR    IMM  WARD  ATT          % HIT  DAM  SRC  INIT REA TAR

Virimos (8)   325  0    Death  -   Drain Life     87    85  Dea   40  Any  6
==============================================================================

ALSO please bear in mind that once you slay Virimos ?  The level ends.  So IF
you wanted to explore any further ?  You'll need to STAY running Virimos
through for now ;)

However ... PLEASE BE CAREFUL !!!  Even though you can walk units into
Dwarven Lands once you have received your new objective ?  Depending on which
squares they walk you CAN still lose the mission AND, given that there REALLY
isn't anything worth nabbing in the Dwarven area ?  I'd just kill Virimos and
be done with it ;)

Once Virimos has been slain, he blubs that he thought he was Mortis' chosen
warrior.

Then the WHOOP-ASS Prusheen (still wearing his doggy costume) says ... you
were her chosen one !  Chosen to DIE like a little biatch ... BWAHAHAHAHAHAAAR

... woof woof woof ... bow wow wow ... grrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrr !

Virimos tries, with his dying breath, to warn the Dwarves that they are being
tricked, but Prusheen drop-kicks him in the nuts and he's out for the count.

Back to the conversation ;)

Outpost Captain   "Good lord !  It's true !  The spirits of Wotan are here !"
Prusheen's Pack   "YUP !  Zat's us matey !!  That PUNK Gallean and his elves
                   are musclin' in on yo' turf.  Wotan wanted that loser put
                   daaaaaaaaaan, but Mortis brought his butt back to life !!
                   Now it's PAYBACK time baby YEAH !!"

        ** Prusheen's Pack clears its throat and checks their paws **

Outpost Captain   "Goddammit !!  Well if that's what Wotan wants ?  That's
                   what Wotan's gonna git !!"
Prusheen's Pack   "Now listen very carefully, I shall say zees only once ..."

         Congratulations, you've just completed the first level !! =)

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

OPPONENTS	The Mountain Clans, Count Crowley's Forces

CITIES

NEUTRAL CITIES

Name              Inhabitants

Uslenore          Tribe Leader (Barbarian Chieftain), 2 Barbarian Warriors,
                  Wolf, [2 Barbarian Warriors (1/5)]
Crawyk            Primitive Giant (10), Yorjagg (Barbarian Chieftain (12)),
                  Barbarian Chieftain (10), Barbarian Warrior (8), Spirit
                  Wolf (1), [2 Wolves, Barbarian Warrior (10)]
Bintonbrall       Orc Champion (10), Troll (7), Ogre (7), [2 Orc Champions
                  (6/5), Orc (6)]
Tesqil            Wermyn (Archmage (12)), White Wizard (10), Wizard (3),
                  2 Grand Inquisitors (4/4), Inquisitor (3), [2 Defenders
                  of the Faith (5/5), Imperial Priest (3)]
Pickstall         Tirumn (Wizard (1)), Giant Black Spider (1), [Giant Black
                  Spider (4)]
Wrenshire         Barbarian Chieftain, 2 Barbarian Warriors [2 Barbarian
                  Warriors]
Mullusbren        Hollings (Pegasus Knight (12)), 2 Holy Avengers (12/12),
                  Imperial Assassin (12), [2 Witch Hunters (2/2), Marksman (2)]
Anubreyl          White Wizard (12), 3 Paladins (4/4/4), [Knight (2),
                  Defender of the Faith (5)]

MOUNTAIN CLAN CITIES

Name              Inhabitants

Triumous          [Dwarf, Tenderfoot, Axe Thrower, Mountaineer (3)]
Weschek           [Hill Giant]

BUILDINGS

Name              Inhabitants                   Gain anything from taking it ?

Sissathell        3 Lizardmen (4/10/4), Medusa  430 Gp, Banner of Resistance.
Temple of
    Crawling Rot  2 Giant Spiders,
                      Giant Black Spider        320 Gp, Lizard Man Talisman
Glear's Crown     2 Giant Spiders (1/5)         224 Gp, Call to Arms Scroll
The Crippled
         Dome     2 Green Dragons (6/6)         499 Gp, Runic Key
Guttelbryk        Demon Lord (4), 2 Anti-
                      Paladins (3/3), 2
                      Succubii (4/4)            270 Gp, Tome of Sorcery
Loriette          3 Ghouls (6/8/6)              194 Gp, Boots of Speed
Fulcrus           Ogre (1), Orc (1)             347 Gp, Staff of Paralyzing
Crossen           Troll (1), Orc (1)            345 Gp, Runic Blade
Omtus             Hermit (10), 2 Veterans (3),
                      Flame Caster (10)         1,415 Gp, Vampire Orb
Mendros Mine      Peasant (1)                   100 Gp, Talisman of Healing

EVENTS

Event             Notes

ATTAAAAAACK !!    Your Capital City is surrounded by Barbarians !  DEFEND IT !!
POOCHYLICIOUS !   After learning that the Barbarians are able to transform
                  into Spirit Wolves through the Talismans they carry, Virimos
                  is directed by Mortis to transform Prusheen into a Spirit
                  Wolf and send him to meet with the Mountain Clans, where he
                  is to convince them that he has been sent from Wotan to lead
                  them against the Elves !!
KILL ZEM !!       Virimos arrives to set the scene for the Dwarves, and
                  Prusheen beats that bitch daaaaaaaaaaaaaaaan =D

ITEMS LYING ON THE GROUND
Potion of Speed, 2 x Diamonds, Highfather's Potion, Terror Scroll, Royal
Scepter, Potion of Might, 2 x Potion of Restoration, 5 x Life Potion, Potion
of Swiftness, Potion of Accuracy, Orb of Restoration, Imperial Crown, Potion
of Water Warding, Potion of Healing, Treebark Potion, Summon: Nightmare Scroll,
Ancient Relic, Potion of Protection, Healing Ointment, 2 x Rubies, Potion of
Invulnerability, Orb of Lycanthropy, 2 x Sapphires, Potion of Striking, Lich
Orb, Venerable Warrior Orb, Paraseus Scroll, Potion of Vigor, Quicksilver
Potion, Iron Skin Potion.

ITEMS RETRIEVED FROM ENEMIES (COULD HAVE BEEN ON THE GROUND ORIGINALLY)
3 x Potion of Restoration, 5 x Potion of Healing, 5 x Life Potion.

SHOPS

Name                          Sells

The Mill (Merchant)           Life Potion x 15, Potion of Restoration x 15,
                              Potion of Striking x 1, Potion of Vigor x 1,
                              Winds of Restoration Scroll x 1, Healing
                              Ointment x 13
Preldinn's Camp (Mercenary)   Imperial Assassin (Level 10 - 680 Gp), Man at
                              Arms (Level 10 - 95 Gp), Spearman (Level 10 -
                              570 Gp)
Glinn Market (Merchant)       Tome of Fire x 1, Life Potion x 3, Healing
                              Ointment x 1, Potion of Restoration x 3, Potion
                              of Healing x 1, Potion of Accuracy x 1,
                              Forestwalk Scroll x 1, Rust Scroll x 1, Weakness
                              Scroll x 1
Tower of Dark Arts (Magic)    Call Decay Dragon (600 Gp), Rot (800 Gp),
                              Damage Ward (1,000 Gp), Menta Potens (600 Gp),
                              Ignis Potens (1,200 Gp), Projicere Terra (800
                              Gp)
Swallow's Nest (Merchant)     Potion of Protection x 1, Potion of Restoration
                              x 19, Highfather's Potion x 1, Life Potion x 8,
                              Zombie Orb x 1, Orc Talisman x 1, Banner of
                              Speed x 1, Healing Ointment x 10
The Ring (Trainer)                   --> Train your Units here !! <--
Glimmerspyre (Magic Shop)     Haste (400 Gp), Chain Lightning (900 Gp),
                              Tempest (600 Gp), Ice Spirits (1,200 Gp),
                              Maledicere (900 Gp), Chronos Major (1,200 Gp)
Fomdorr's Farm (Merchant)     Life Potion x 14, Potion of Restoration x 8,
                              Potion of Strength x 1, Orb of Poison x 1,
                              Staff of Celerity x 1, Healing Ointment x 14

ENDING

Mortis' Pooch-patrol were a raging hit !  After having played upon the easy-
going nature of the Dwarves, Mortis had them touring Nevendaar doing small 
fetes, kids' shows and ... oh wait ... that's another story ... *blush*.

Basically Mortis revelled (there's that word again) in her having so easily
swayed the Dwarves to fight in her cause against the Elves, and can now move 
on to Phase 2 of her Master Plan ...

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

2)	A Voice Silenced

BRIEFING AND COMMENTS

Mortis had shown the Dwarves how to use their Runic Magic to open a portal
directly to the Heavens for communion with the Gods.  The Clans, under the
mistaken impression that Wotan wished to commune with them directly, rapidly
set about preparing the ritual.

Mortis then turned her attention to stage 2 of her plan.  She had come to
hear of the Elven Prophet Lachla'an, who had arisen to spread the word of
Gallean since the God's return to Nevendaar.  Since Lachla'an was Gallean's
chosen avatar, Mortis immediately focused her attention on him as a key
target in her forthcoming schemes.

Despatching her Hordes to retrieve Lachla'an, Mortis prepared her OWN little
ceremony ... one that would strike at Gallean where it hurt the most ...

... and now we take you LIVE to the gamezone !!!!!!!!

Your objective on this SECOND mission is to find, and slay, Gallean's Prophet
Lachla'an.

Now ... let me remind you of something.  There are only THREE levels in total 
in the Undead Hordes Expansion Pack ... 'nuff said (this is going to be
TOUGH).

The level begins with Wraith Prusheen (once again, the big boss man), saying
that Mortis has spoken with him (not that she had THAT much choice since
we just SLEW her new number one) *picks nails and wobbles head from side to
side a little*, but there we go !!

Apparently the Dwarves have fallen for your little scheme in the First Mission
hook, line and sinker, and are now busy preparing the ritual for communion
with Wotan.  However, as we are now aware, Gallean has sent an avatar to speak
with HIS people - the Elves - and Mortis wants this avatar for her own
purposes.

Lich Queen Sheggrah pipes up "Look !  We're being watched !!"

Sure enough, a Rune Master named Grumdull and a Valkyrie called Jensina are
right outside your Capital City, WATCHING YOU !!  Grumdull calls out for the
Valkyrie to FLY like the clappers so they can tell their Queen about your new
plans ...

Before Sheggrah can say "Bugger !!", they have flown off !!  Grumdull and
Jensina heading due East, and a Mountain Clans Thief that I hadn't noticed
to begin with, scarpers off heading north-east.

FORTUNATELY a Deathdragon materialises in the path of the Thief, so we should
just focus our attentions on the Rune Master and Valkyrie, otherwise they
will surely go back to their capital and give us away !!

Well ... that's the IDEA anyway ... to be honest with you on my first try I
let them go ?  And they perished at the hands of units just outside Floriss,
having kept our location a secret ALL the way ... hahahahaha

==============================================================================
NOTE : Your Capital City is in the south-western corner of the map.
==============================================================================

If I were you, I would send out your leader and units to kill the Rune Warrior
and the Valkyrie ASAP, otherwise they'll scatter ...

... I would also slay the Thief with the Deathdragon IMMEDIATELY.

For your reference, Grumdull and Jensina have the following Stats :-

==============================================================================
              HP  AR    IMM  WARD  ATT          % HIT  DAM  SRC  INIT REA TAR

Grumdull (5)  300  0     -     -   (2x)Axe        85    80  Wea   40  Adj  1
Jensina (1)   250  0     -     -   Ice Storm      80    55  Wat   60  Any  6
==============================================================================

Sheggrah asks of Nith whether he has yet found out the location of this Elf
Messiah ... Nith replies that he wasn't able to reach Lachla'an, as whilst
he passed unnoticed through the Greenskins' Lands, he came upon a group of
Giants, circling some ... thing ... something that the Giants are possessed
by, but that they don't understand ... something that calls to our little
baby Nith !!

... and then he disappears ... no forwarding address, no phone number, no
nothing ... :(

     How rude !! :(

Prusheen points out that with Nith GONE, a new spy will need to be sent to
keep an eye on the Dwarves.  Silt steps out of the shadows, and offers to
go and take Nith's place.

If you sack the City of Platonne, Sheggrah appears to tell you that the
inhabitants were guarding an orb she has found, but obviously they did not
know how to use it (she is referring to an Orb of Life which is located in
the city, together with a Life Potion and a Potion of Restoration).

If you ransack Chuska, Sheggrah appears to ask what it was that you just
fought.  Prusheen advises that it was a Manticore - an abomination, and
remarks that he was unaware that there were still conjurers about that were
capable of summoning them ... =./  There are.  Trust me, there are ;)

Moving towards the north-west ...

As you approach the City of Nelom, Sheggrah appears to tell you that the
island upon which the City resides was recently captured by Orc Raiders ...
furthermore, it is said that a fierce Orc King led the assault, and it is
MOST likely that he still occupies the city ... therefore whilst it may be
dangerous, it is HIGHLY likely that there is something of value within the
city.

Aaaaaaaaaaand she's KINDA right ... the Orc King and his cronies ARE a pain
in the bum to defeat, but to be honest ?  The spoils of war he's hiding are
kinda pap - an Emerald and a Gold Ring ??  Paleeeeeeeeze.

If you head up into the very north-westernmost corner of the map you will
start to engage the units of King Olbrett in combat and, if you choose to go
as far north as his city of Torkshire, you will engage King Olbrett HIMSELF
on the battlefield.  For your convenience, his stats are as follows :-

==============================================================================
              HP  AR    IMM  WARD  ATT          % HIT  DAM  SRC  INIT REA TAR

King
Olbrett (15) 700 30+9   -     -    War Hammer     89   235  Wea   50  Adj  1
==============================================================================

King Olbrett fights alongside 2 Ice Giants (3/3) and an Archdruidess (4)

As you occupy Olbrett's City of Torkshire, Prusheen smirks and remarks how
ironic it is that with every Dwarf that you slay, their resolve to serve
Mortis in the mistaken belief that they are approaching their ceremony with
Wotan, is strengthened !!  And THAT'S kickin your @ss !!  ;)

As you approach Fellsnor, Sheggrah appears to advise you that whilst the
ruins may be covered in ice, something is stirring inside, and it will take
your army quite a while to make it through.  Fellsnor houses a White Dragon.
Once the dragon has been slain, you are given Mjolnir's Crown ...

... Sheggrah points out that the etchings on the crown state that the wearer 
will lapse into fits of rage when enemies are near ... and that the Hordes CAN 
use it, even though it is a Dwarven artifact of legend ... hehehe

To the south-east of Fellsnor (or to the north of Cug Gurr, depending on
which way you look at it) is the "thing" that had transfixed our poor little
Nith ... it is a whirlpool guarded VERY well by a load of giants.  The units
"protecting" (for want of a better word) this whirlpool are as follows :-

1)  Elder One (16), Tempest Giant (3), Son of Ymir (4)
2)  Hill Giant (10), 2 Rock Giants (2/2)
3)  2 Rock Giants (15/2)

As you approach the whirlpool, a Grave Golem pops up and says (and I'm going
to quote this bit as it makes NO sense to me) :-

"... something up there ... something unliving, like us ... you can join us
... we need you ..."

Riiiiiiiiiiiiiiiiiiiiiiiiiiiiiiight ... word of advice for ya bub ... ya
MIIIIIIIGHT like to work on the recruitment speech a bit there ..........
... 'COZ IT SUCKS !!!!!!

I mean HELLO ??  Anyhow ... our beloved Nith then appears and tells you to
back away ... to which Prusheen says "it's ok, let him go - Mortis has ok'd
it ... and Nith then disappears (I presume sacrificing himself to the Grave
Golem) who, thus appeased, says "... free ... I return soon ... I return to
serve my mother ..."

The City of Cuffold is also here, and it too houses giants, so BE CAREFUL !!

Once Cuffold has fallen, Sheggrah (who seems to have a LOT to say for herself
this time around doesn't she boys and girls), comments as to the fact that
whatever lies at the bottom of the pool must surely have GREAT power to have
bewitched the Giants into acting like savages ...

Hmmmmmmmmmmmmmmmmmmmmmmmmmmm ... *Sinister scratches his chin*

Cuffold contains a Life Potion and a Potion of Healing.

Flicking over to the far Eastern side of the map now (because the route I
travelled (as you can tell) brought me SOUTH through the whirlpool to the
southern edge of the map, then to the south-easternmost corner, and then
north [don't ask) ;)], as you approach Abumdus, Sheggrah, GUIDE to the Stars,
shows up YET AGAIN with her insightful insider information ... she says ...

"Aye !  Looks like there be DEMONS on these lands ..."

NO SH!T SHERLOCK !!!

*bangs head into desk repeatedly in AMAZEMENT at her perceptive abilities*
   *Pauses for a moment to think about switching to play the Empire*
      *Shivers*
         *Goes back to playing his BELOVED Undead Hordes*

===============================================================================
NOTE : Capture AND HOLD the City of Meriver - its importance will be understood
===============================================================================

Ok ... NOW (sorry for @rsing you around on this level) I'm going to head
south-west of Abumdus to conquer the city of Drusslen ... WHICH, by the way,
holds two Life Potions.  Mmmmmmmm looooooovely.

     *sip*

As you approach the Halls of Skeld, Sheggrah gripes that the heat of the land
is singing her flesh, and that something powerful is DEFINITELY akip in the
Halls [it's a Level 6 Red Dragon] ;)

Once the Dragon has been despatched, Sheggrah marvels at the Wight Blade that
you find in the Halls, saying that she can't wait to test it on living flesh.

     Kinky !!!!!!!!!!!! =O

To the west of the Halls of Skeld is a little human enclave ... SMITE THEM !!

     :) :) :) :) :)

As you approach the Old Courthouse (which is actually a restaurant on my
island - just a bit of trivia there) *blush*, a Phantom Warrior speaks to you,
saying "Who approachessss?  Could it be that Crowley hasss sssent hisss
judgesss back to usss for their own trial?  Your victimsss are ready to judge
you!"

Q.  Just as a quick aside ... WHY oh WHY do ALL my undead warriors have really
BAD speech impediments ???  They've either got CHRONIC lisps or just love
talking like snakes or SOMETHING.  But I see NO tongues on ANY of their
portraits !!  This is MOST puzzling !!

Once you have levelled the Old Courthouse, Wraith Prusheen confirms that the
shoulds entrapped therein were too confused to join your army, as most of
them were innocents, slain by Crowley's Witch Hunters during trials he must
have staged ...

It would appear that an audience with this ... Crowley ... is in order !! :)

Once you have sacked the nearby city of Wesbent, Sheggrah comments that this
new sect of the Empire seem considerably more fanatical than the others ...
they seem to hurl themselves into combat without any REAL appreciation of
... tactics !!  Basically !!  :)

As you enter the area to the north of the Halls of Skeld, a nearby Elven
unit spots you, sounds the alarm for his Elven brothers, and then charges you.

His unit comprises :- Forest Elf (15), 2 Centaur Lancers (18/18), Oracle Elf
(18), 2 Elf Rangers (17/17)

If you claim the City of Umbens, Wraith Prusheen states that nobody has yet
confirmed the location of the Elven Prophet you seek ... and that the Elves
will not even tell you where he is when you slay their loved ones !

Must be a BIIIIIIIG secret then eh !! =(

It's ok - I'll tell you - he's in the north-eastern corner of the map ;)

Hokay ... so having cleansed the Elven area, I looped south and then west and
then north again - i.e. BACK to the whirlpool from which I travelled east.

The city of Hegrinsburg contains a pair of Boots of the Elements (my favourite
boots I have to say ...), and it's not FABULOUSLY well guarded, so you might
consider it worth looting ??

Yes ?  Maybe ??  *Dangles shiny objects in front of you* Preeeshusssssss ????

As you approach Yarlenn, Sheggrah says that the wind is becoming intolerable
in the area ... shapes are moving in the centre of the maelstrom, and she
has no idea what magic causing it ... she ALSO comments that the Empire seem
to be fighting amongst themselves, which is of course working to your
advantage ... they haven't a Scooby Doo what you're up to it would appear.

     Nyuk nyuk.

Once Yarlenn has been destroyed, Sheggrah confirms that the rather IRKSOME
Air Elementals that were spilling forth from it, will no longer be a problem.

     Yey !! :)

Now ... BEFORE you go to the Artisan's Circle on a shopping expedition, I
would personally suggest falling back to the city of Hegrinsburg, and then
venturing north and west past the Empire Capital City, to take the City of
Greenbillows.

==============================================================================
NOTE : Capture AND HOLD the City of Greenbillows - all will become apparent ;)
==============================================================================

Now that you've captured AND ARE HOLDING the Cities of Meriver and Greenbillows
you may venture due EAST of the Empire Capital City, and into the End Game for
this level ;)

As you approach the north-easternmost corner of the map, Lachla'an FINALLY
chooses to show himself ... he materialises in the north-eastern corner, and
starts the following dialogue :-

LACHLA'AN : "Bizarro dude !  I totally knew all this death was happenin' ?
             But I like ... TOOOOTALLY didn't think Mortis was behind it ...
             ... y'know ??"

(Enter Gulmuskae with additional heads)

GULMUSKAE : "You TIT !!  It's not Mortis that you need to worry about"
LACHLA'AN : "What the ..." *reaches for his glock in slo-mo, but is just tooo
             laaaaaaaate*

(Gulmuskae kills Lachla'an with a Sinestra Ignis Spell)

SHEGGRAH :  "You IIIIIIDIOTS !  Mortis wanted US to kill Lachla'an !!!!!"
PRUSHEEN :  "You FOOL.  She doesn't give two hoots who KILLS him ... she just
             wants his bits for her broth !!"
SHEGGRAH :  "Then QUICKLY !!  Grab the bits !!!!"

==============================================================================
NEW OBJECTIVE : Retrieve Lachla'an's Bits from Gulmuskae, Kremnimus and
Esremerios
==============================================================================

HOKAY.  NOW it's time for me to explain.

I suggested that you hold the cities of Meriver and Greenbillows because ...
OH LOOK !!  Esremerios has materialised just south of Meriver, and Kremnimus
is RIGHT outside Greenbillows.  If you have held the cities, you will make
the battles against these Fiends considerably easier on yourselves, as you
can (ideally) retreat to the Cities for a quick heal before going back into
the fray ... because they are TOUGH little cookies ...

     ... kinda like the cookies I bake ... *ponders* ... lol

So ... you can kill the three warlords in whatever order you wish, but before
I did I went and finished exploring the level for you ...

(Skip this bit and go to "RECOVERING LACHLA'AN'S BITS" if you wanna end the
level asap)

Still with me eh ??  Ok !  ONWARD !! :)

The Lost Temple in the very north-easternmost corner of the map contains a
solitary peasant, and is therefore not really worth bothering about, but
for the sake of completeness ... AAAAAAAAAAAAAAAAND so we move toooooo ?

==============================================================================
                         RECOVERING LACHLA'AN'S BITS
==============================================================================

GULMUSKAE is located to the west of Lachla'an's torched butt ... his unit,
which WILL attack you if you move too close to it, comprises :-

Gulmuskae (Abyssal Demon - 18), 2 Beasts (4/4)

Gulmuskae's Stats are as follows :-

==============================================================================
              HP  AR    IMM  WARD  ATT          % HIT  DAM  SRC  INIT REA TAR

Gulmuskae   1,380  0     -     -   Inf Bl/Petr  89/49  300  We/Mi 40  Adj  1

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

     ... and Gulmuskae is holding Lachla'an's "still beating" Heart.

KREMNIMUS is located just outside of the City of Greenbillows.  NOW.  BE
VERY CAREFUL when you approach him as, like Gulmuskae and Esremerios, he WILL
attack you if you get too close ... and you DON'T want him to block your path
to the City of Greenbillows just in case you need to fall back now DO you
sunshine ?? ;)  Attack him from the south ;)

His unit comprises :-

Kremnimus (Onyx Gargoyle - 18), 2 Infernal Knights (16/16), 2 Succubii (16/16)

Kremnimus' Stats are as follows :-

==============================================================================
              HP  AR    IMM  WARD  ATT          % HIT  DAM  SRC  INIT REA TAR

Kremnimus     385 65+9   -   Mind  Onyx Shards    89   198   Wea  60  Any  1

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

     ... and Kremnimus is holding Lachla'an's Body.

Finally, ESREMERIOS is located to the south of the City of Meriver, and his
unit comprises :-

Esremerios (Tiamath - 18), Fiend (16), Overlord (15)

Esremerios' Stats are as follows :-

==============================================================================
              HP  AR    IMM  WARD  ATT          % HIT  DAM  SRC  INIT REA TAR

Esremerios  1,145  0     -     -   Slash/Low Dm 89/89  230  We/Mi 20  Any  6

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

     ... Esremerios holds Lachla'an's Head

Just to recap, I have reproduced the stats of ALL THREE Warlords below :-

==============================================================================
              HP  AR    IMM  WARD  ATT          % HIT  DAM  SRC  INIT REA TAR

Gulmuskae   1,380  0     -     -   Inf Bl/Petr  89/49  300  We/Mi 40  Adj  1
Kremnimus     385 65+9   -   Mind  Onyx Shards    89   198   Wea  60  Any  1
Esremerios  1,145  0     -     -   Slash/Low Dm 89/89  230  We/Mi 20  Any  6

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

Mortis reveals to Prusheen that he must bring the remnants of Lachla'an's
Body to her for the ritual.  A Warlock acts as an intermediary between them,
confirming that some of the other limbs have been lost from the body as the
Demons were not very careful with it ...

Prusheen says that won't be a problem, and offers the Warlock an Elf Lord to
serve as a replacement donor for the limbs that were lost.

===============================================================================
NOTE : That's a Forest Elf portrait I believe, not an Elf Lord ... just FYI ...
===============================================================================

Once the relevant bits have been removed from the Elf Lord and attached to
Lachla'an's Corpse, the ritual is ready to begin ...

... it goes SWIMMINGLY well, and our little Lachla'an LIIIIIIIIIIIIVES !!

   ... as ... DARK ELF LACHLA'AN ...

His first words are a cry to Mortis to help him "stop the pain" ...

... I know mate ... I know ... I too would have a SPLITTER of a headache after
all you've been through ... here ... have a couplea panadols ...

   ... theeeeeeeere ya go ...

      CONGRATULATIONS !!  You've just completed the second mission !! :)

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

OPPONENTS	Legions of the Damned, Empire, Clan of Olbrett, Count Crowley's 
                Army

CITIES

NEUTRAL CITIES

Name              Inhabitants

Platonne          3 Lizard Men (1/16/1), Medusa (1), [Lizard Man (10), Medusa]
Cug Gurr          Troll (15), 2 Orc Champions (10/10), 2 Goblin Archers
                  (15/10), [Ogre (15)]
Nelom             Orc King (10), 2 Ogres (9/10), Goblin Archer (10), [Orc (10),
                  Orc Champion (10)]
Cuffold           Elder One (10), 2 Tempest Giants (3/3), [2 Rock Giants (2/2)]
Meriver           White Wizard (1), 2 Man at Arms (5/5)
Wesbent           Holy Avenger (15), 2 Knights (2/2), White Wizard (10), 2
                  Wizards (3/3), [3 Imperial Assassins (3/3/3)]
Umbens            Forest Elf (10), Elf Lord (15), 2 Griffins (10/10), [2
                  Centaur Lancers (15/15), 2 Centaurs (15/15)]
Hegrinsburg       Barbarian Chieftain (10), 2 Barbarian Warriors (10/10),


CLAN OF OLBRETT CITIES

Torkshire         Yeti (10), Dagaric (King's Guard (15)), Venerable Warrior
                  (4), [Son of Ymir (10), Ice Giant (3)]

LEGIONS OF THE DAMNED CITIES

Name              Inhabitants

Drusslen          [2 Ghouls (10/10)]

EMPIRE CITIES

Name              Inhabitants

Greenbillows      [White Wizard (4), 2 Angels (4/4)]

BUILDINGS

Name              Inhabitants                   Gain anything from taking it ?

Haellos           Troll (10)                    452 Gp, Psalm of Death Scroll
Chuska            Manticore (8)                 1,020 Gp, Winds of Travel
                                                Scroll
Fellsnor          White Dragon (15)             580 Gp, Mjolnir's Crown
St. Awmsly        2 Giant Spiders (10/13)       600 Gp, Potion of Accuracy
Kelbrilk          Angel (4), Holy Avenger (5)   440 Gp, Elder Vampire Orb
Abumdus           2 Fiends (12/15)              660 Gp, Staff of Tempest
Halls of Skeld    Red Dragon (6)                1,030 Gp, Wight Blade
Old Courthouse    Phantom Warrior (15),
                  2 Skeleton Warriors (3/3),
                  2 Ghosts (1/1)                753 Gp, Tome of Earth
Yarlenn           2 Elementalists (18/18)
                  4 Air Elementals (2x16, 2x15) 365 Gp, Sapphire
Floriss           3 Griffins (17/15/15)         220 Gp, Potion of Fortune
Lost Temple       Peasant (1)                   100 Gp

EVENTS

Event             Notes

TRICKSEY !!!      We're being spied upon by a Dwarf and a Valkyrie ! KILL 'EM !
Pwetty Swirls     Poor Nith succumbs to the temptation to go swimming :(
The Messiah       Lachla'an makes a grand entrance ... and exit ... in pieces.

ITEMS LYING ON THE GROUND
Banner of Might, Potion of Swiftness, 5 x Life Potion, Major Healing Scroll,
Potion of Strength, 5 x Potion of Restoration, Talisman of Stone Rain, Emerald,
Haste Scroll, Potion of Invulnerability, Sybil's Vision Scroll, Talisman of
Nosferat, Potion of Protection, Orb of Lycanthropy, 2 x Healing Ointment,
Silver Ring, Gold Ring, Elf Lord Orb, Divis Nocte Scroll, Tormentio Scroll,
Potion of Air Warding, Orb of Regeneration, Ancient Relic, Royal Scepter,
Quicksilver Potion, Imperial Crown, Spirit Staff.

ITEMS RETRIEVED FROM ENEMIES (COULD HAVE BEEN ON THE GROUND ORIGINALLY)
None.

SHOPS

Name                          Sells

Lemn's Supplies (Merchant)    Life Potion x 16, Potion of Restoration x 14,
                              Potion of Striking x 1, Potion of Vigor x 1,
                              Healing Ointment x 11, Potion of Healing x 13
Lair of Gillows (Magic Shop)  Sanctuera (600 Gp), Paraseus (600 Gp),
                              Maledicere (900 Gp), Ignis Carn (400 Gp),
                              Tortio Menta (800 Gp), Rot (800 Gp)
The Gauntlet (Trainer)               --> Train your Units here !! <--
Collswurth's Crook (Merchant) Orb of Icefall, Life Potion x 15, Healing
                              Ointment x 14, Incantare Hellhound Scroll x 1,
                              Summon Roc Scroll x 1, Summon Skeleton Scroll x
                              1, Ymir's Blessing Scroll x 1
Har's Goods (Merchant)        Skeleton Champion Talisman x 1, Talisman of
                              Thunder x 1, Talisman of Elder Vampires x 1,
                              Life Potion x 15, Healing Ointment x 10, Potion
                              of Restoration x 15
Gheldimir's Grounds (Merc)    Ghoul (Level 10 - 285 Gp)
Bregg's Grounds (Trainer)            --> Train your Units here !! <--
The Bazaar (Merchant)         Infernal Knight Orb x 1, Lich Orb x 1, Orc Orb
                              x 1, Orb of Poison x 1, Orb of Fire x 1, Life
                              Potion x 15, Potion of Restoration x 17, Potion
                              of Celerity x 4, Healing Ointment x 11
The Academy (Magic Shop)      Wrath of God (600 Gp), Highfather's Blessing
                              (1,200 Gp), Mind Ward (600 Gp), Chant of Hasting
                              (600 Gp - SINISTER RECOMMENDS !!), Hymn of the
                              Clans (400 Gp)
Artisan's Circle              Life Potion x 18, Potion of Healing x 17, Titan's
                              Might Potion x 1, Imp Talisman x 1, Incubus
                              Talisman x 1, Healing Ointment x 11

ENDING

Even though Lachla'an had fallen to the warriors of the Legions and NOT the
Hordes, this was but a minor set-back for Mortis, who was able to pick up the
pieces (LITERALLY !!) and reconstruct Lachla'an into her OWN Dark Avatar.

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

3)	The Fulcrum

BRIEFING AND COMMENTS

... and so the Dark Elf Lachla'an was born ... a corrupt and twisted mix of
his father's beautiful Elves, and his mother's Undead children, he was filled
with HATRED of Gallean, and Mortis chose him to lead her armies upon Gallean's
remaining forces, in mockery of Gallean's "Return" to Nevendaar.

Meanwhile, the Dwarves had almost completed preparations for their Ceremony
to contact the Gods ... whilst they were still of the belief that Wotan would
soon be speaking to them, the Hordes were preparing to bastardise the ritual
in THEIR favour.

   Soon Gallean would PAY for his treachery ...

      ... aaaaaaaaaaaaaaaaaaaaand we're back !!

This third AND FINAL (sniff sniff) level in the Undead Hordes Expansion Pack
kicks off with an Elf Lord and a bunch of his cronies arriving at YOUR
Capital City to DEMAND ... yes that's right friends D-E-M-A-N-D the return of
Lachla'an's remains ...

       *six hours later Sinister stops laughing his butt off*

          *Claps his hands*

             Righty-ho ... who's first to die then ?

Ooh !  Dark Elf Lachla'an steps up to tell the Elven Lords not to worry, and
that he is perfectly fine, as they can see ...

He then casts a Mortis' Venom spell on the centre of the group, and wipes out
FIVE UNITS of Elf Lords (and GOD knows whoever else they were with !!)

OOOOOOOOOH yeah baby ... I like him ALREADY !! He's NAAAASTY :)

The two units of Elf Lords that Dark Elf Lachla'an failed to kill fleeeeeee
for their lives ... as well they should ... and Prusheen then speaks up,
saying that you must bring Lachla'an to the Dwarven Ceremony, there he will
speak with his Father Gallean.  Prusheen expects the results to be most ...
... interesting ...

For those of you that HAVEN'T quite got the gist yet ?  Sheggrah (bless her)
explains a bit further ... see, the Dwarven Ceremony WILL work ... so they
COULD communicate with Wotan if they really WANTED to ... but Mortis plans
to take over their ceremony, and use THEIR runic magic to draw upon Gallean
instead of Wotan ... thereby allowing his Son, Dark Elf Lachla'an, to have
a good old chinwag with his pops.

   WOOHOO !! :)

      I LOOOOOOVE family reunions.

There's just one SNAG to this plan, as Prusheen points out ... and that is
that the Dwarven Loremasters have already begun their rituals to ensure that
the Ceremony is NOT interrupted - i.e. they are trying to establish some sort
of forcefield to keep out unwanted intruders.  Therefore you must take
whatever forces you have, seek out the THREE points where the Loremasters
are establishing their forcefields, and WIPE THEM OUT.

==============================================================================
NEW OBJECTIVE : Locate three druid rings and slay all of the Loremasters and
Hermits surrounding them.
==============================================================================

Let's GO !! :) :)

Ok ok ok let's have a look here ...

*selects Dark Elf Lachla'an's Party and enters the Party Screen*
*right-clicks on Dark Elf Lachla'an to see what all the fuss is about*

                 Oh ...

                      My ...

                           GOD !!!!!!!!!!

                                2,000 Hit Points !!!!!!!!!!! =O =O =O

                                     Are they INSANE ?????

Hokay ... QUICK tips on how to play using Dark Elf Lachla'an.

1)  Keep him in the back row.
2)  DO NOT place any extra units in his party. He can MORE than cope on his own.

Now ... before we get REALLY stuck into this level ?  There are just TWO
things I don't like about Dark Elf Lachla'an ...

1)  He doesn't move very fast, and he doesn't have the ability to wear boots 
    to bump up his movement rate
2)  When he moves ?  Ok ... ever watched Back to the Future II ?  Remember 
    those little hoverboard things ?  When Dark Elf Lachla'an moves he looks 
    like he's either floating along on one of those hoverboards ... or he's 
    sliding along a trail of green ooze ... EEEEEEEEEEEEEEEEEEEEEEEEEEW =(

But APART from those two things he's ABSOLUTELY nails.

As my best mate would say ?  "He's the boy !!"

So !  Marching El Diablo onward, we come upon the City of Felltrot.  Within
mere SECONDS it will fall to the might of Dark Elf Lachla'an (or your own
army should you prefer to send them in to do battle in his stead), and a
Centaur BOLDLY trots out to insult you, saying "Do you REALLY think that
taking our lives will save you from Gallean's Justice ?"

NO you IDIOT !  I think that it will ENTERTAIN me until he GETS here !!

BOYS !  KILL these fools.  Bwahahahahaaaaaaaar.

((( I like Dark Elf Lachla'an's Put-down ... nice one my son !! )))

Felltrot houses a Life Potion and 2 Potions of Restoration, should you need
them.

Wraith Prusheen raises Eledrene and Grewpaw (remember him ?) to wreak further 
havok across the land.  They spawn in the cemetary near Ariens and, for your 
convenience, their stats are as follows :-

==============================================================================
              HP  AR    IMM  WARD  ATT          % HIT  DAM  SRC  INIT REA TAR

Eledrene      190  0   Death   -   Paralyze       79     0  Mind  20  Any  1
Greypaw       170  0   Death   -   Slash          80    50  Wea   50  Adj  1

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

The City of Ariens lies to the east of Felltrot, along the northernmost edge
of the map, and is heavily guarded by Elves.  The City houses 2 Life Potions.

The City of Chellingvale (further east along the northern border of the map)
contains a Potion of Accuracy.

==============================================================================
                                 THE FIRST RUNE
==============================================================================

The FIRST of your THREE Dwarven Forcefield Runes is in the north-easternmost
corner of the map.  It is protected by the following units, ALL of whom you
must destroy in order to deactivate the forcefield :-

1)  Skymine (Loremaster - 20), Flame Caster (18), 2 Forge Guardians (18/18),
    2 Rune Masters (20/18)
2)  Sevendusk (Loremaster - 15), 2 Flame Casters (18/18), Mountaineer (3),
    2 Forge Guardians (18/18)
3)  Cragwell (Loremaster - 20), 2 Flame Casters (18/18), Dwarf King (16),
    2 Venerable Warriors (4/4)

Once they have all fallen, the forcefield rune will be deactivated.

Next, head back to the City of Chellingvale and turn south.

Wrenhollow is a Barbarian City that is quite well guarded ... and whilst it
DOES contain 2 Life Potions and 2 Potions of Restoration, the hassle-factor
involved in taking it might make it a bit of a waste of time ... I guess it 
all depends on your technique ;)

If you take Moldsend, one of the trolls that inhabits it barks out at you
"We only wanted food ... but our food fought back !!" ... how CUTE !!!!!!! :)

That's right !!  We MAY be boney, but we AREN'T toothpicks my boy !!!!!!!!

As you approach the Necromancer standing outside Dorbuss, he appears, then
eyes you up and says "So ... you've finally found us ... isn't is a kick in
the nuts to know that we've chosen NOT to serve your Goddess ??  Gallean
dumped her, and SO have we.  You're pathetic ... and now I shall show you
my Iron Claw Technique !  HWAAAAAA !!"

   Slay him and dump the body ;)

The City of Elgrimmis is HEAVILY surrounded by Greenskins, and not surprisingly
really, as it houses an Orc King and his boys ...

... taking this City WILL be a challenge, so be prepared ... and once it has
fallen you will only get the 2 Potions of Restoration and 1 Life Potion that
are contained within its walls ... =./

   Bummer ...

Head due WEST of the City of Elgrimmis, to reach the Dwarven Capital City.

==============================================================================
                                THE SECOND RUNE
==============================================================================

The SECOND runic forcefield generator is there, protected by the following :-

1)  Greyhelm (Loremaster - 16), Son of Ymir (4), Rune Master (5)
2)  Springfrost (Loremaster - 15), 2 Crossbowmen (2), Veteran (3), Warrior (2)
3)  Grimpeak (Hermit - 15), Alchemist (3), Warrior (2), 2 Spirits of Fenrir (1)

Once these units have all been despatched, you will have closed the SECOND
Runic Forcefield Generator.

TEARING off to the west through Frillocks (what a pretty name), the ENTIRE
army of the Undead Hordes flips the bird at the sole Primitive Giant that says
they "sting"

... sting ??  Excuse me ... STING ???  We are the FRICKIN UNDEAD Sonny Jim !

We SLAY and MUTILATE and DECAPITATE and PUTRIFY ... WADDAYA MEAN ... "STING" ??

As you venture southwards from Frillocks, you will find the City of Hulcae,
and further south of that, the Halls of Solare - a VERY powerful Magical
Shop, protected by a trio of VERY powerful Mage Units that WILL attack you
if you venture too close, so BE CAREFUL !!!  Sheggrah will remind you of this
as you draw near ;)

For your information, the mega-mage units comprise :-

1)  White Wizard (16), 2 Wizards (3/3), Grand Inquisitor (17)
2)  Wizard (17), 2 Imperial Assassins (17/17), Defender of the Faith (15)
3)  3 White Wizards (16/4/4), Grand Inquisitor (17), Man at Arms (15)

As you enter the Halls, a White Wizard stops you to say that he doesn't know 
HOW you managed to get that far, but in accordance with their rules, he will 
serve you.

Now ... I would suggest that you stock up on the following spells :-

                      Armageddon and Ancestor's Call

You might like to purchase more, but I would place an emphasis on spells that 
damage, and do NOT do DEATH damage, AND spells that either improve YOUR combat 
abilities, or weaken those of your opponents.  You'll see why later ...

To the south of the Halls is the Whippery, and to the south of the Whippery is
the City of Iolle, which contains a Life Potion and a Titan's Might Potion.

On the southernmost edge of the map is the City of Serelii (which I'm sure
they DIDN'T mean to make sound like the desert range, but accidents do happen).
It contains a Life Potion and a Potion of Healing.

I then chose to move to the northernmost edge of the map and work my way 
down through the centre ... Ariens has already fallen to our MIGHT ... and 
we are familiar with the Ivybraid's shop ... so let's see what else we have 
here ... hmmmmmmmmm ... ah yes !!

Werminor houses some Lizard Man nasties and a Medusa, who attempts to turn 
you to stone as Werminor crumbles around her ears ... stupid moo ...

As you move further south and approach Croshweyn, Sheggrah comes up to tell 
you that something GIGANTIC is moving about inside the ruins ... sounds like 
the house might be a'rockin !! ;)  LET'S GATECRASH !!!!! =)  Sheggrah thinks 
this is a bad idea ... but what would SHE know ??

*opens the door*
   *sound of screeching brakes*
      *Note to Me : Next time ?  LISTEN TO SHEGGRAH*

There are two BLUE Dragons in Croshweyn ... and it contains 100 Gp and an 
Unholy Dagger =./  Which causes a Blue Dragon to snap at you, saying that in 
attacking them you are merely ensuring the downfall of your own race ...

   Yeah right ... but ... didn't we just KICK your BUTT ???????

      I thought so !! :)

The City of Brollinbrooks is home to several Manticores, and the Demonologist 
that summoned them ... once he has been slain and the City is in YOUR hands, 
he cries out to his "pet" manticores to save him, and is lauded by Sheggrah 
for his skill in being able to conjur up so many manticores - beasts so 
rarely SEEN in Nevendaar.  A Thanatos Blade and a Healing Ointment are yours 
for the taking if you control Brollinbrooks ...

==============================================================================
                                 THE THIRD RUNE
==============================================================================

The third and FINAL runic forcefield is located on the southernmost edge 
of the map, approximately 2/3 of the way to the east.  It is protected by 
the following units :-

1)  Fogfell (Loremaster - 15), 2 Archdruidesses (18/18), 2 Spirit of Fenrir's
    (18/18), Wolf Lord (18)
2)  Flinthide (Loremaster - 15), 2 Yetis (18/18), Rune Master (18)
3)  Hillrust (Hermit - 15), Son of Ymir (15), Ice Giant (3), Venerable Warrior 
    (4)

Once all these adversaries have been slain, you destroy the final forcefield 
rune, and free up access to the Dwarven Ceremony.

==============================================================================
NEW OBJECTIVE : Bring Dark Elf Lachla'an to the Final Druid Ring
==============================================================================

Your next objective is to bring Dark Elf "The Boy" Lachla'an to the Final 
Druid Ring, which is located in a beautifully well maintained clearing, to the
north of the southernmost runic forcefield (i.e. to the north of the one you 
have just destroyed).

HOWEVER, before WE do that I'm going to finish exploring this level for you.

The City of Reskelm is located to the east of the third runic forcefield, and 
contains a Potion of Air Warding and a Life Potion, should you conquer it.

BE WARNED.  Once Dark Elf Lachla'an draws close to the Final Druid Ring, the 
end game will begin.  Fortunately it's not the be all and end all of the game 
for the Undead Hordes ... you'll see ...

So !  As he draws close, Dark Elf Lachla'an will encounter the following 
units :-

1)  Cloverhorn (Loremaster - 10)
2)  Greenflint (Hermit - 15)
3)  Cloverhorn (Loremaster - 1)

As he approaches the Druid Ring, he speaks, calling to his father Gallean and 
belittling him.

Gallean, enraged, casts lightning on units 2) and 3) above, and Dark Elf 
Lachla'an insults him some more ... which causes Gallean to unleash Gallean's 
Corruption upon the world.

Wraith Prusheen is DELIGHTED that Gallean has seen fit to lash out at his own 
Avatar, as this shows (to the Hordes) that he is JUST as capable of feeling 
what Mortis feels as the Goddess of Death herself.

==============================================================================
NEW OBJECTIVE : Destroy Gallean's Corruption of Nature
==============================================================================

This ISN'T going to be as easy as it sounds.  Sure, Gallean's Beast is just 
a single unit, accompanied by two Ghouls ... you might look at him and think 
"You're MINE !!" but you would be SO wrong !!!

Here are the stats of the unit :-

==============================================================================
              HP  AR    IMM  WARD  ATT          % HIT  DAM  SRC  INIT REA TAR

Ghoul #1    1,165  0   Death   -   Slash/P'lyse 84/89  247  We/Mi 50  Adj  1
Gallean's 
      Beast 2,800 40   Mind  DFWAE Gallean's
                                       Rage/Poi 95/45 300/60 Li   60  Any  6
Ghoul #2    1,135  0   Death   -   Slash/P'lyse 84/89  241  We/Mi 50  Adj  1

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

Furthermore, the Ghouls are levels 98 and 95 respectively !!!!!!!!!!!!!!!!!!!

SO.  Here's what I would suggest to kick his BUTT.

1)  Take out the ghouls.  Use spells - to kill them you will need to have 
    built up a HUGE bank of mana.  Therefore try and claim and hold EVERY 
    resource you can get your hands on, and have them channel all their mana 
    into your reserves.  This will give you plenty to be getting on with.

2)  Once the Ghouls are down, focus your efforts on defeating Gallean's Beast.
    Obviously =./  Hit him with as many debilitating spells as you can, such as
    Rot and Curse of Nygrael ... and cast as many POSITIVE enchantments upon 
    your boys as you can - e.g. Wotan's Chant and so on ...

3)  KEEP AN EYE ON HIS EXPERIENCE ... he'll gain LOADS for slaying somebody 
    like Dark Elf Lachla'an ... and the LAST thing you want is to THINK you're 
    about to slay him, only to have him beat you and LEVEL UP through doing so!

Once Gallean's Beast has been slain ??  YOU HAVE COMPLETED THE UNDEAD HORDES 
EXPANSION PACK !!

==============================================================================
          ALTERNATIVE SUGGESTION FOR SLAYING GALLEAN'S BEAST
==============================================================================

Lerh Feng has come up with a suggestion for slaying Gallean's Beast that 
virtually blows my sixteen-hour approach out of the water !!  It goes a little 
something like this :-

Send Thanatoses against Gallean's Beast and the Ghouls.  Power them up and 
throw curses against the enemy, and you should find the Thanatoses manage 
to deal out about 400 points of damage to Gallean's Beast with each suicide 
attack, and Gallean only gains 400 experience for killing them !

Thanks Lerh Feng !! 

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

Whichever way you choose to do it, once Gallean's Beast has been slain you've 
completed the campaign !!

                         W-E-L-L   D-O-N-E   ! ! ! ! !

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

OPPONENTS	The Empire, The Mountain Clans, The Legions of the Damned

CITIES

NEUTRAL CITIES

Name              Inhabitants

Felltrot          Centaur Lancer (12), Centaur (10), Elf Lord (10), Elf Ranger
                  (1), [Centaur Lancer (15), Centaur (4)]
Ariens            Elf Lord (10), 2 Griffins (10/10), [Elf Lord (10), Skylord
                  (10)]
Chellingvale      [Skeleton Champion (4), 2 Skeleton Warriors (3/3)]
Wrenhollow        Barbarian Chieftain (18), 2 Barbarian Warriors (18/18),
                  [2 Barbarian Warriors (19/19)]
Elgrimmis         2 Goblin Archers (18/16), Orc (16), Orc Champion (18),
                  Ogre (19), [Orc King (18), Orc Champion (16), Ogre (18)]
Hulcae            Imperial Assassin (15), 3 Spearmen (10/10/10), [2 Man at
                  Arms (10/10)]
Iolle             Elf Lord (15), 2 Elf Rangers (19/19), 2 Centaur Lancers
                  (19/19), Centaur (19), [Elf Lord (19), Centaur Lancer (19)]
Serelii           Elf Lord (5), Centaur (1), 2 Centaur Lancers (1/1), [2
                  Centaur Lancers (1/1)]
Brollinbrooks     2 Manticores (1/1), [Manticore (5), Demonologist (3)]
Reskelm           Elf Lord (10), Centaur Lancer (1), Centaur (1)

LEGIONS OF THE DAMNED CITIES

Name              Inhabitants

Porchester        Duke (19), Pandemonius (4), 2 Dopplegangers (4/4) <-- lvl ??

MOUNTAIN CLANS CITIES

Name              Inhabitants

Peelshire         [Yeti (1), Ice Giant (3)]

BUILDINGS

Name             Inhabitants                    Gain anything from taking it ?

Cremelos         Skylord (10)                   238 Gp, Potion of Vigor
Agrumvere        Necromancer (3), Ghoul (15),
                 2 Phantom Warriors (15/15)     1,100 Gp, Elven Boots
Moldsend         2 Trolls (10/20)               670 Gp, Talisman of Elder
                                                Vampires
Dorbuss          Lich (4), 2 Shades (15/15),
                 3 Ghouls (19/18/17)            100 Gp, Talisman of Fear
Frillocks        Primitive Giant (20)           345 Gp, Orb of Icefall
Diolvorg         3 Giant Black Spiders (6/7/10) 902 Gp, Orb of Regeneration
Westspens        2 Giant Spiders (18/18)        300 Gp, Talisman of Restoration
Colmly           Griffin (1)                    877 Gp, Nightfall Scroll
Werminor         Medusa (10), 3 Lizard Men (10) 354 Gp, Tome of Earth
Jennris Tower    2 Lizard Men (10/10), 
                         2 Medusas (10/10)      564 Gp, Boots of Seven Leagues
Croshweyn        2 Blue Dragons (8/8)           100 Gp, Unholy Dagger
Rennelwym        Manticore (15)                 425 Gp, Talisman of Thunder
The Drusen Halls Griffin (1), 2 Sky Lords (1/1) 302 Gp, Orb of Life
Inderdusk        Ogre (19), Orc Champion (18)   521 Gp

EVENTS

Event             Notes

TADA !!           The Elven Lords stage a DARING raid on your Capital. And die!
FELL THEM !!      You must eradicate the Dwarven SCUMBAGS setting up the runes.
TO THE END !!     March on the Final Druid Ring with ALL your Forces.
WHOOPS !!         Battle the SURPRISINGLY powerful Gallean's Beast to the END.

ITEMS LYING ON THE GROUND
Staff of Holiness, Death Storm Scroll, Potion of Fire Warding, 2 x Rubies,
Potion of Restoration, 3 x Silver Ring, 2 x Diamond, Goblin Orb, 3 x Sapphires,
Menta Minoris Scroll, 3 x Gold Ring, Imperial Crown, Lizard Man Orb, Treebark
Potion, 2 x Bronze Ring, Infernal Knight Talisman, Staff of Protection, 2 x
Emerald, Potion of Celerity, 2 x Titan's Might Potion, Vampire Talisman,
Staff of Earth Elemental Control, Banner of Fortitude, Potion of Fortune,
2 x Healing Ointment, Holy Armour Scroll, Potion of Protection, Life Potion,
Tome of Sorcery, Talisman of Fire, Spirit Staff, Staff of Necromancy, Treebark
Potion, Imp Orb x 1, Staff of Tempest, Potion of Speed, Banner of Battle, 
Paraseus Scroll, Staff of Travelling, Air Ward Scroll, Ancient Relic, Banner 
of War, Tome of Arcanum, Highfather's Potion.

ITEMS RETRIEVED FROM ENEMIES (COULD HAVE BEEN ON THE GROUND ORIGINALLY)
Tome of Water.

SHOPS

Name                          Sells

Ufrett's Goods (Merchant)     Skeleton Champion Orb x 1, Lich Orb x 1,
                              Vengeance of Ymir Scroll x 1, Chant of
                              Fortitude Scroll x 1, Tome of Air x 1, Potion of
                              Restoration x 2, Life Potion x 3
Enskerios' Spire (Magic Shop) Summon Living Armor (400 Gp), Summon Golem (800
                              Gp), Summon Nightmare (600 Gp), Summon Thanatos
                              (1,000 Gp), Summon Valkyrie (600 Gp), Summon Roc
                              (200 Gp), Summon Stone Ancestor (1,000 Gp),
                              Incantare Hellhound (200 Gp), Incantare Beliarh
                              (400 Gp), Incantare Avenger (1,000 Gp)
Gypsy Camp (Merchant)         Orb of Strength x 1, Incantare Hellhound
                              Illudere Scroll x 1, Forestwalk Scroll x 1,
                              Life Potion x 14, Potion of Healing x 15, Potion
                              of Swiftness x 1
Ivybraid's (Merchant)         Wotan's Blessing Scroll x 1, Wotan's Chant
                              Scroll x 1, Life Potion x 15, Healing Ointment x
                              10, Potion of Restoration x 14
Halls of Solare (Magic Shop)  Armageddon (1,000 Gp), Winds of Restoration
                              (2,000 Gp), Hecatomb (1,000 Gp), Ancestor's
                              Call (2,000 Gp), Wotan's Chant (1,000 Gp),
                              Deus Talonis (1,000 Gp), Illudere Terra (2,000
                              Gp)
The Whippery                         --> Train your Units here !! <--
Dubbin Market (Merchant)      Angel Orb x 1, Elf Lord Orb x 1, True Sight
                              Scroll x 1, Healing Scroll x 1, Orc Talisman x 1,
                              Healing Ointment x 14, Life Potion x 15
Gormeir's Prison (Mercenary)  Orc (Level 15 - 645 Gp), Orc Champion (Level 15 -
                              1,840 Gp), Troll (Level 15 - 6,020 Gp)
Ruinwere's Fort (Merchant)    Life Potion x 15, Potion of Healing x 10, Healing 
                              Ointment x 11, Potion of Restoration x 10, Rust 
                              Scroll x 1, Psalm of Death Scroll x 1, Nightfall 
                              Scroll x 1
The Nest (Merchant)           Infernal Knight Orb x 1, Incubus Orb x 1, Ice 
                              Shield Scroll x 1, Life Potion x 15, Potion of 
                              Healing x 15, Potion of Restoration x 15, Potion 
                              of Vigor x 1
Morven's Gauntlet (Trainer)          --> Train your Units here !! <--

==============================================================================
                                   EPILOGUE
==============================================================================

Dark Elf Lachla'an had provoked Gallean into lashing out at the world with
hatred, thus momentarily tasting the rage that infected Mortis eternally.
The goddess had undoubtedly taught her divine consort a valuable lesson.

Gallean's Beast had been destroyed, yet the forests around its lifeless
corpse lay in ruin.  Slaughtered Elves were scattered among the debris of the
fallen undead.  The two ancient races were reunited in death, their Gods
sharing the same rage but for a moment.

And then, some say, Gallean wept.  It rained in Nevendaar for weeks, and soon
the blood was washed away and the earth reclaimed the bodies.  Nature began to
resume its cycle; the flowers bloomed once again.  Yet horrible, unnatural
sounds still echoed faintly, deep in the forests at night.

          CONGRATULATIONS ON COMPLETING THE CAMPAIGN !!!!!!!!!!!! :)

==============================================================================
                                ACKNOWLEDGEMENTS

Thanks to all the people at gamefaqs.com, especially the board users (with ONE 
exception (and you KNOW who you are, you little maggot), for being nothing but 
supportive and encouraging of me during the process of creating this 
walkthrough and its siblings.

As I mentioned at the top, this walkthrough is dedicate to my friend Mark 
Beecroft, who always makes me smile with his cheeky northern wit, and 
infectious sense of humour.  GO boy !!


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
¦                               SECTION SEVEN                                ¦
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

             ===      ======== ======== === ======== ======== ========
             ¦ ¦      ¦      ¦ ¦      ¦ ¦ ¦ ¦      ¦ ¦      ¦ ¦      ¦
             ¦ ¦      ¦  ===== ¦  ====  ¦ ¦ ¦ ==== ¦ ¦      ¦ ¦  ====
             ¦ ¦      ¦ ¦      ¦  ¦     ¦ ¦ ¦ ¦  ¦ ¦ ¦ ==== ¦ ¦  ¦
             ¦ ¦      ¦  ===   ¦  ¦     ¦ ¦ ¦ ¦  ¦ ¦ ¦ ¦  ¦ ¦ ¦  ====
             ¦ ¦      ¦     ¦  ¦  ¦ === ¦ ¦ ¦ ¦  ¦ ¦ ¦ ¦  ¦ ¦ ¦      ¦
             ¦ ¦      ¦  ===   ¦  ¦ ¦ ¦ ¦ ¦ ¦ ¦  ¦ ¦ ¦ ¦  ¦ ¦ =====  ¦
             ¦ ¦      ¦ ¦      ¦  ¦ ¦ ¦ ¦ ¦ ¦ ¦  ¦ ¦ ¦ ¦  ¦ ¦     ¦  ¦
             ¦ ====== ¦  ===== ¦  === ¦ ¦ ¦ ¦ ==== ¦ ¦ ¦  ¦ ¦ =====  ¦
             ¦      ¦ ¦      ¦ ¦      ¦ ¦ ¦ ¦      ¦ ¦ ¦  ¦ ¦ ¦      ¦
             ======== ======== ======== === ======== ===  === ========

                         (Dedicated to Eug, pour qui j'ai beaucoup du respect)

THE LEGIONS OF THE DAMNED "SERVANTS OF THE DARK" 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 THREE MISSIONS OF THE LEGIONS OF THE DAMNED SAGA IN THIS EXPANSION PACK :-

1)	Beggar's Banquet
2)	Deals and Devils
3)	Breaking of the Three

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

BRIEF NOTES BEFORE WE GET STARTED

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

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

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

One other thing ... if when mentioning any troops I refer to them like this :-

Phantom Warrior (10) or 2 Dwarves (10/12), then the numbers in brackets refer 
to their level/s of experience ... so BE WARNED !! ;)

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)	Beggar's Banquet

BRIEFING AND COMMENTS

Even though they got well and truly HAMMERED during the Disciples 2 Campaign, 
and Bethrezen had been imprisoned YET AGAIN, the Legions' PATIENCE would, it 
was anticipated, pay off ... for what goes around comes around, and they had 
confidence that in the fullness of time, Bethrezen would be reborn.

Bethrezen SCREAMED abuse at the Highfather and the other Factions of 
Nevendaar at his renewed imprisonment until he was blue in the face, but 
was ultimately forced to realise that there was nothing he could do to escape.

Therefore, he hatched a NEW plan ... if he couldn't bring Nevendaar into Hell, 
why not send Hell into Nevendaar ?  Thus inspired, the Legions set about 
putting Bethrezen's plan into motion.

Gallean had been reborn, and was infusing the forests with his life force, but 
the confusion surrounding his rebirth had left the elves vulnerable to assault.

Seeing the Elven Lands as being plentiful sources of energy, the Legions 
turned their attentions to reclaiming the Elven Cities of Amnaria, Elberonia 
and Jindona to serve as energy stations for their future war efforts.

HOKAY - we're LIVE !!  However, before we proceed, a little tidbit of 
information for you :-

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

I was recently approached by Setzer Gabbiani with this little snippit :-

"I noticed an odd little fact, and I think it was intentional.

The first Legion mission "Beggar's Banquet", is the name of a Rolling Stones 
album.

Now, take a guess as to what song was on that album?

Yep, "Sympathy For The Devil".

Interesting stuff, eh !!  Thanks mon ami !!

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

Conversation begins by an Advisor (an Arch-Devil) popping up to say that 
Bethrezen has ordered you to spread his will across the lands, and that it is 
estimated that your power base may be DOUBLED by taking control of the lands 
of the Elves, who must surely have been weakened after their recent struggles, 
not in the LEAST with the Undead Hordes ...

A Baroness adds that the Elves (whom she calls "Forest Vermin", bless her), 
also often retain riches and relics in their towns that could be used to 
buy the allegiance of yet MORE mortals for your schemes.

The Advisor reiterates that you must move quickly, as the Elves are convinced 
that Gallean has returned to them, and if they are allowed to gain strength, 
the issue of dealing with them will become steadily more difficult to realise.

==============================================================================
NOTE : Your Capital City is just inside the north-western corner of the map.
==============================================================================

You start off this first level with a reasonable amount of GP and Infernal 
Mana (the initial starting level decreasing depending on the difficulty you 
have selected), and all your level one spells already learned.

You will have unfettered access to your ENTIRE spellbook during the three 
missions that make up the Legions' Expansion Pack, and can build ALL your 
buildings on EACH level.

==============================================================================
                                  IMPORTANT NOTE
                            UNIT LEVELS AND LEVELLING-UP
==============================================================================

You will see that there is a picture of a sword with a coloured blade above
your leader's portrait on the party screen.  This is a new addition to the
Disciples 2 Expansion Packs, and serves to give you a rough guideline as
to the approximate level of the units in an enemy's pack ... and your own ;)

A unit WITHOUT a sword               is   Level  1 -  4
A unit with a BLUE-bladed sword      is   Level  5 -  9
A unit with an ORANGE-bladed sword   is   Level 10 - 14
A unit witha RED-bladed sword        is   Level 15 or higher

I would HOPE for your sakes that you have imported a leader with a RED-bladed
sword, as your leader WILL NOT GAIN ANY EXPERIENCE during the ENTIRE campaign.

That's right !!  Your leader will NEVER level up again, so BE WARNED.

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

Once you are ready, and note that I would strongly suggest constructing a
building so as to level up some of your units ASAP before going out of the
capital ?  Leave your capital city.

The three Elven Cities you are looking for, are located just to the south-
east of your Capital City ... but it will take you a little while before 
you are strong enough to capture them, and I would also suggest you might 
like to venture around the map a bit ... but obviously it's entirely up to 
you !!

On the same little island as your Capital City are the Desecrated Ruins, 
which will fall easily to your initial armies, and Lergem's Shop (a Merchants).

As you approach the unit of Empire Spearmen on the eastern shores of your 
Island, he says "I have been sent by ..." to which your Advisor retorts 
"Is that FILTH addressing US ??" (nice one !!), causing the Spearman to spill 
his guts and tell you that he's been sent by Count Flamel Crowley, to tell 
you that your presence here is UNACCEPTABLE, and that the power of HIS 
Empire CANNOT be overthrown.

Erm ... riiiiiiiiiiiiiiiiiiiiiight ... CHEERS for that mate ... now ... DIE !!

Although the Advisor QUITE RIGHTLY tells the Spearman he's got a DAMNED cheek 
to come all this way and deliver such a RUDE message, the Baroness says that 
she would like to meet with Crowley, as the Spearman delivering the message 
sounds as if he is possessed ... Hmmmmmmmmmm.

Before you can strike at him, the Spearman retreats back to the nearby city 
of Arphos.  FYI that unit comprised a Level 10 Spearman and a Level 2 
Marksman.

In the very north-western corner of the map lies Crowleyborough - a Level 5 
City surrounded by mountains, the only way in being guarded by a unit 
comprising :-  Defender of the Faith (1), Acolyte (1), Archer (1).

Once Crowleyborough has been converted to your cause, your Advisor confirms 
that there are scolls therein that suggest that the humans have plans to 
overthrow the Empire, and that their leaders are nothing more than religious 
fanatics, inquisitors and the like ...

He smirks "Who starts an Inquisition without inviting the demons ?"

I LIKE this guy !! ;)

Inside Crowleyborough is a Weakness Scroll, and a Damage Ward Scroll.

If you approach the Imperial Assassin to the east of Crowleyborough (and 
whilst I'm at it ... HOW ARROGANT ??  "Yes !  WELCOME to DAVESVILLE"), he 
will speak to you, saying "Whilst I hate your guys ?  And I'm sure you hate 
mine ?  I believe we BOTH hate the Elves yeeeeeeeees ??  Nooooooooo ??

Your Advisor turns around and gives him a RIGHT verbal, basically saying "LOOK
you PERVERT ... I'm SICK and tired of you people scrutinising our every move.
If you don't BUGGER off I'm calling the cops."

His unit, should you choose to rid yourself of it (which I believe you most 
likely will) comprises :- Imperial Assassin (1), Imperial Knight (3), Spearman 
(1).

If you move south of Crowleyborough (i.e. down the map along the western 
edge) then you will find the City of Konemus.  This is a neutral city, 
inhabited by the Dwarves.  If you sack it, then a Dwarf King will pop up and 
say that they weren't interested in fighting you until you just provoked them,
but that the Clans will NOT let your assault go unpunished.

Oooooooh !  I'm shaaaaking !!  BRING IT ON BIATCH !!!!!!!

Moving across to the east now, if you move on the Defender of Faith sitting 
outside the City of Arphos, he says "Stop !  Who the HELL are you ??  Men, 
to your posts !!", and he is then supported by a Hierophant who warns you 
that the Highfather himself protects the City of Arphos, and you WILL be 
punished ... you are then subjected to a Holy Wrath Spell.

Once Arphos has fallen, your Advisor pops up again to tell you that more 
scrolls have been found that document the commencement of a Holy Inquisition 
by Count Crawley's Faction of the Empire, with his primary targets being 
those seeking the Throne for themselves ... in short, there would APPEAR to be 
a Civil War taking place within the Empire !!

WOOHOO !!  R-E-S-U-L-T !!!!! :) :) :)

ALSO, your Advisor points out that the City's Vaults are REPLETE with gear 
that the humans were using in their war-preparations.  There's a Tome of War 
for dad, a Potion of Strength for little Johnny, a Potion of Striking for 
Caitlin, a Royal Scepter and a Diamond for meeeeee !! Yey !!

The Empire Capital City is in the northwesternmost corner of the map, and just 
above the physical Capital itself is a building called the Blacksmith's Forge.

If you take the Forge, your Advisor says there is nothing really of interest 
there, and that it ASTOUNDS him how much time mortals squander on worthless 
tasks such as smithing ...

Just to the south-west of the Empire Capital City is the Empire-owned City of 
Calloway.  If you take it, your Advisor pops up to say that the Empire was 
fortunate that this City is both close to their Capital, and easy to control, 
and that it did not succumb to Crowley's Troops ... then he adds "All the 
better for us, tonight we dine on mortal flesh."

Starting to like him ???  Me too !!!!! :)

South of the Empire's Capital City (on the next land mass down the eastern 
edge of the map to be more precise), there is a walled-in City, and the 
Gilden Monastery.  This Gilden Monastery IS worth taking, as you'll get a 
GRAND in GP, PLUS a Talisman of Life for your troubles ... and if you DO take 
it, the Advisor pops up to tell you that the Monks therein appeared to be 
researching the Elven Lord of the Land, and the Elven Gods ... this worries 
him, as he cannot decipher whether they were doing so for Count Crowley or 
the Empire ... =./

The City of Crowleysburg is ENTIRELY unoccupied - a fact which is commented 
on by your Advisor ... however, he ASTUTELY notes that an ambush may have 
been laid for you, as even the Empire aren't THIS stupid usually ... he also 
finds texts that show how Count Crowley rose against humans he had branded 
as heretics as they were willing to aid the Elves - however it is not quite 
clear whether the Elves have allied with the Empire or some faction thereof, 
and our poor Advisor is a bit perplexed by it all ...

... there there ... have a sit down for a moment ...

   ... and a scone with a cup of tea ... there you go ... :)

The City of Crowleysburg contains an Imperial Crown ;)

As for your Advisor's assumption about the forthcoming ambush ??  He's quite 
correct - the next turn two units from the Crowleysburg Garrison appear to 
try and take back the City - they comprise :-

1)  Inquisitor (3), Squire (10), Imperial Assassin (3); and
2)  Paladin (4), Spearman (5), 2 Marksmen (2/2)

Since it cost you nothing to get the city, you might consider it worth 
defending ... there are two resources nearby, plus a trainer, so it could be 
a VERY good ground to hold I reckon ...

There is an Unholy Dagger inside the Watchtower just to the west of the city, 
so if your leader is short on stabby weapons, this might be a good find for 
you ;)

Ignoring the Elven Cities in the CENTRE of the map for a moment and moving 
down to the south-easternmost corner, I can tell you that the Greenskin 
Watchtower (to the south-east of the Undead Hordes Capital City) houses a 
pair of Elven Boots and, if they are taken, your Advisor remarks that it is 
VERY strange that the Elves would just let such an artifact simply slip out 
of their grasp ... he also remarks that the Orcs in the area would seem ill-
equipped to battle the Elves ... =./

The nearby City of Delos houses an Orc King, so be careful ;)  Once Delos has 
been taken, an Orc tells you that the Elves MADE them fight the Undead Hordes 
and threatened to hurt them if they didn't ... He cannot understand why you 
are attacking them, as you are not of the Undead, and he says he is in fear 
of the reprisals of the Elves, who will surely be angry that they (the 
Greenskins) have been unable to fend off your attacks.  Underst