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    FAQ/Walkthrough by gaoneng

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    ================================================
    Complete Guide to SpellForce - the Order of Dawn
    ================================================
    
       Version 1.01
       by gaoneng
       May 09, 2004
    
    Written for the english version of pc game title
    SpellForce - the Order of Dawn v1.11
    
    This guide may be not be reproduced under any circumstances except for
    personal, private use. It may not be placed on any web site other than GameFAQs
    or otherwise distributed publicly without advance written permission. Use of
    this guide on any other web site or as a part of any public display or
    publication is strictly prohibited, and a violation of copyright.
    
    All other trademarks and copyrights contained in this document are owned by
    their respective trademark and copyright holders.
    
    This guide [Complete Guide to Spellforce Subquests] is currently hosted free
    and unaltered on and only on:
    
       GameFAQs      [http://www.gamefaqs.com]
    
    If you obtained this guide from anywhere else, or if you were made to pay for
    access to this guide, you should know that you are looking at an unauthorized
    and illegal copy of the original guide. Contact me if this is the case.
    
    
    
    
    
    ===============================================================================
     CONTENTS AT A GLANCE
    ===============================================================================
    
       [MS01] Introduction
       [MS02] Getting Started
       [MS03] Avatar
       [MS04] Races
       [MS05] Campaign Walkthrough
       [MS06] Miscellaneous
       [MS07] Frequently Asked Questions
       [MS08] Acknowledgements
       [MS09] Version History
       [MS10] Contact
    
    
    
    
    
    ===============================================================================
     TABLE OF CONTENTS                                                       [home]
    ===============================================================================
    
       [MS01] INTRODUCTION
    
       [MS02] GETTING STARTED
       [0201] > Basic Controls
       [0202] > Item Hunt
       [0203] > Experience Hunt
    
       [MS03] AVATAR
       [0301] > Training Your Alter Ego
       [0302] > Combat Arts
       [e32a]   > Light Combat Arts
       [e32b]   > Heavy Combat Arts
       [e32c]   > Range Combat Arts
       [0303] > Magic & Spells
       [e33a]   > White Magic
       [e33b]   > Black Magic
       [e33c]   > Elemental Magic
       [e33d]   > Mind Magic
       [0304] > Character Guides
       [e34a]   > Fighter
       [e34b]   > Warrior
       [e34c]   > Ranger
       [e34d]   > Mentalist
       [e34e]   > Enchanter
       [e34f]   > Warlock
       [e34h]   > Black Mage
       [e34i]   > Elementalist
    
       [MS04] RACES
       [0401] > The Basics
       [e41a]   > Units
       [e41b]   > Resources
       [0402] > Titans
       [0403] > Human
       [0404] > Dwarf
       [0405] > Elf
       [0406] > Orc
       [0407] > Troll
       [0408] > Dark Elf
    
       [MS05] CAMPAIGN WALKTHROUGH
       [0501] > World Map
       [0502] > Chapter One - Rohen
       [e52a]   > Greyfell
       [e52b]   > Liannon
       [e52c]   > Eloni
       [e52d]   > Leafshade
       [e52e]   > The Shiel
       [e52f]   > Wildland Pass
       [e52g]   > End Of Chapter One
       [0503] > Chapter Two - Phoenix
       [e53a]   > Northern Windwalls
       [e53b]   > Southern Windwalls
       [e53c]   > Stoneblade Mountain
       [e53d]   > Greydusk Vale
       [e53e]   > Howling Mounds
       [e53f]   > Whisper
       [e53g]   > Godwall
       [e53h]   > Mulandir
       [e53i]   > Farlorn's Hope
       [e53j]   > The Rift
       [e53k]   > End Of Chapter Two
       [0504] > Chapter Three - Circle
       [e54a]   > Frost Marsh
       [e54b]   > Southern Godmark
       [e54c]   > Nightwhisper Dale
       [e54d]   > Breathing Forest
       [e54e]   > Sharrowdale
       [e54f]   > End Of Chapter Three
    
       [MS06] MISCELLANEOUS
       [0600] > Heroes Listing
       [0601] > Plans and Runes Locations
       [0602] > Fixed Spells Locations
       [0603] > Merchant Listing
       [0604] > Subquests Listing
       [0605] > Main Quests Listing
       [0606] > Links
    
       [MS07] FREQUENTLY ASKED QUESTIONS
    
       [MS08] ACKNOWLEDGEMENTS
    
       [MS09] VERSION HISTORY
    
       [MS10] CONTACT
    
    
    
    If you are new to GameFAQs FAQs, the gibberish you see before the text are
    quick-search codes. You can use the Find function in most internet browsers,
    such as Internet Explorer and Mozilla, and plain text editing tools, such as
    Metapad and Notepad, to quickly jump to selected sections by entering the
    quick-search codes in the Find field and pressing Enter. So for example if you
    want to jump to CONTACT, you can press ctrl+F, or go Edit>Find, and enter the
    code [MS10] to jump straight to the CONTACT section.
    
    To return to the TABLE OF CONTENTS, use the code [home].
    
    
    
    
    
    ===============================================================================
     INTRODUCTION                                                            [MS01]
    ===============================================================================
    
    Why are you reading this guide?
    
    If you have not completed the game, or at least tried playing a bit on your
    own, go away. One of the more satisfying part of gaming is finding out the
    obscure facts and solving the convulated puzzles on your own. And unless you
    are truly stuck somewhere, and have attempted 100 different strategies and
    retries to no avail, I do not encourage you to read this, or any other, guides.
    
    So be warned, while I tried my best to avoid including too many give-aways on
    the storyline, it is impossible to keep a guide to an epic story such as this
    totally spoiler free. Read at your own risk.
    
    I repeat - read at your own risk.
    
    The title "Complete Guide to SpellForce - the Order of Dawn" is probably a
    little bit of a misnomer. I had initially planned to include full equipments
    listing and character editing guides, but in the end, I realized the former
    is too huge (and incomplete) a list and the latter is not really necessary, and
    so did not include them in this final release. I also have zero computing
    skills, and therefore is not clever enough to peep into the game files for all
    the calculations and formulae governing the workings of the game. What you see
    in this guide is all base on empirical observations I made while playing the
    game and on discussions I had in several gaming forums. I had also intended to
    include some data on the multiplayer feature, but could not due to lack of
    time. If you are interested in contributing these information or any other
    ideas to this guide, mail me and I will gladly include your name here.
    
    The crude ASCII maps you see in the walkthrough were unintentional products, I
    had wanted to GIMP a set of color maps to complement this guide, but the
    process of getting permissions to use the maps is a big turn-off. You can find
    annotated maps on several gaming site (see "Links"), although as of writing
    this guide, those maps are still in the "making" process and not totally
    complete. So make do with whatever you can get.
    
    This guide is written between patches v1.10 and v1.11, and as I played the game
    over and over again using these patches, I noticed several changes in item/NPC/
    location names. There are probably a lot more that I overlooked. These name
    changes are most likely done for coherence/consistency reasons, and do not
    affect the gameplay in any way.
    
    While a lot of effort has been put into gameplaying and researching to ensure
    the accuracy of every single bit of information, this guide is still provided
    "as is". You agree that you are using information from this guide voluntarily
    and that I cannot be held responsible for any errors/advice/suggestions that
    may result in time/sleep/social life loss, computer crashes, God's/god's/gods'
    wrath and/or anything else.
    
    Well, if that does not scare you off, you may proceed to read the rest of this
    guide. Enjoy. :)
    
    
    
    gaoneng
    
    
    
    [zpmlru etrmvj]
    
    
    
    
    
    ===============================================================================
     GETTING STARTED                                                         [MS02]
    ===============================================================================
    
    If you have not already done so, I suggest you read the game manual that comes
    with the game first. While not fantastically detailed or informative, it does
    provide a good overview of the game. You will also find explanations on the
    rather intuitive user interface if you need any at all in the game manual.
    
    This section will explain how the game works, in terms of game control as well
    as some technical game dynamics.
    
    
    
    -------------------------------------------------------------------------------
     Basic Controls                                                          [0201]
    -------------------------------------------------------------------------------
    
    Playing and controlling the game requires simultaneous use of both mouse and
    keyboard. You can play using either, but you can never be as efficient. A
    scroll mouse is also highly recommended.
    
    SpellForce employs an innovative and intuitive click-n-fight system. You can
    send out most commands using mouse clicks alone, the keyboard is reserved for
    special controls.
    
    When you click on anything, everything else will respond by showing a list of
    possible actions, which you choose, and the selected action will automatically
    be applied to the selected object. For example, if you click on an enemy, your
    character and your units will display a list of offensive actions that can be
    applied onto the enemy, and say, you click on a spell that your hero lists,
    your hero will cast the spell onto the enemy directly. This saves a lot of
    trouble on clicking back and forth between the giving and the receiving ends.
    
    
    
                                   List of Controls
    
      -----------------------------------------------------------------------------
      Action                             Keyboard               Mouse
      -----------------------------------------------------------------------------
    
      [general]
    
      select                                                    left
      selection frame                                           hold left and drag
      auto select monster                tab (repeat to cycle)
      auto select monument               M (repeat to cycle)
      auto select units of same type                            ctrl+left
      add/remove units to/from selection                        shift+left
      add unit type to selection                                shift+ctrl+left
      focus on battle alert              space
      open inventory                     I
      pause game                         P
      rotate building placement                                 ctrl+scroll
    
    
      [units control]
    
      attack                                                    right on target
      forced move to destination                                right
      fight while moving to destination                         ctrl+right
      define pathmarks to move along                            shift+right
      follow (group follow chosen unit)                         shift+right on unit
      patrol between defined marks                              alt+right
      define group                       ctrl+1 to 6
      auto select defined group          1 to 6                 left on portrait
      auto select avatar/hero            F1 to F6               left on portrait
      focus on group/avatar/hero         2X 1 to 6 or F1 to F6  double left
      stop                               C
      hold and attack in hold position   H
      kill selected unit                 K
    
    
      [3rd person view]
    
      move avatar                        arrow keys, W A S D
      switch view                        PgDn                   scroll
    
    
      [topdown view]
    
      scroll map                         arrow keys             hold right,
                                                                screen edge
      rotate                             Q E, del end           hold right+left
      rotate to north                    T, home
      zoom                               PgUp PgDn              scroll
      switch view                        PgUp                   scroll
      (avatar must be on screen)
    
    
      [system]
    
      quicksave                          F7
      quickload                          F9
      options                            F12
      return to main menu                esc
      chat in multiplayer                enter
      chat with team in multiplayer      shift+enter
    
    
      -----------------------------------------------------------------------------
    
    
    
    There is also a similar quick reference chart in the last pages of the game
    manual. Unlike most other RTS games, the control for SpellForce is rather
    intuitive and involves only a few keys. You should be able to remember them
    after an hour or two.
    
    The more unusual/useful controls are hold, quicksave, quickload, auto select,
    group select, rotate building (for efficient use of land area) and follow (eg.
    making your units follow your avatar in 3rd Person View). You will use them
    quite often.
    
    Note that the unique click-n-fight system allows you to click different places
    to achieve the same effect. For example, you can administer the Follow command
    by shift+right clicking directly on the unit, on the mini-potrait or on the
    large portrait; or another example, to command an assault on a hostile unit,
    you can right click directly on the monster, left click on the monster and left
    click on the list of actions, or tab and left click on the list of actions. The
    versatile system allows you to use the most convenient method at any situation.
    
    
    
    -------------------------------------------------------------------------------
     Item Hunt                                                               [0202]
    -------------------------------------------------------------------------------
    
    Unlike other RPGs where you have endless enemies to fight to get the good loot,
    there are only a few places where you can find ultimate items in Spellforce.
    
    Here is a brief explanation on how item randomization works. Note the
    difference between spell and spell scroll -
    
    
     > The items that merchants sell are fixed.
     > The spells that merchants sell are randomized and fixed for
       the rest of the game the first time you enter a map.
     > The items, including spell scrolls, in treasure chests and
       special corpses are randomized and fixed for the rest of the
       game the first time you enter a map.
     > The item drops, including spell scrolls, on monsters are
       randomized everytime you kill the monster.
     > The spell type on a spell scroll in chests/corpses/dead
       monsters is randomized everytime you loot the chests/corpses/
       dead monsters.
    
    
    Read the list again to make sure you understand how item drops work.
    
    Examples -
    
    If you know that the chests on a particular map have high potential to drop
    good items, then, in order to "roll" the items, you have to quicksave before
    entering the map and quickload everytime the chests do not contain the items
    you want.
    
    If you know that the loot on a corpse includes a spell scroll, then, in order
    to "roll" the spell type on the scroll, you have to quicksave before looting
    the corpse and quickload everytime the spell scroll does not bear the spell you
    want. Note that the scroll will always remain at the same level, only the spell
    type will vary.
    
    If you know that a unique monster has a chance to drop a certain item, then, in
    order to "roll" the item drops, you have to quicksave before killing the
    monster and quickload everytime the monster does not drop the item you want.
    
    Obviously it can get way more complicated than these, especially if you are
    looking for high level spells. Not only do you have to make sure the loot
    contains a spell scroll, you also have to make sure the scroll contains the
    spell you want. When this happen, you have to do proper save/loading on top of
    quicksave/quickloading everytime to "roll" the items.
    
    You may cry cheat at this method of getting items. If this is your philosophy,
    then just ignore this section and take whatever loot that comes your way. I
    have several characters that completed the game without uber gear or ultimate
    spells, so it is not a necessity to "roll" items.
    
    Maps with high level chests are Mulandir, the Rift, Farlorn's Hope,
    Nightwhisper Dale and Sharrowdale. These chests can drop the best gears as well
    as lv12 spells.
    
    Best places to get lv12 spells are Merchant Wetzlin Thom in Greyfell and the
    Cruel Ones in the mosaic quest in Whisper.
    
    
    
    -------------------------------------------------------------------------------
     Experience Hunt                                                         [0203]
    -------------------------------------------------------------------------------
    
    Although it is very possible to complete the game at around lv25, your avatar
    needs to attain lv30 to fully realize his potential.
    
    To reach lv30, you need to understand how the experience system in SpellForce
    works -
    
    
     > You get experience for every monster you kill.
     > You get more experience for killing high level monsters.
     > You get lesser and lesser experience for killing the same
       monster type again and again. Diminishing returns.
     > Monsters spawn faster in Hard difficulty level.
     > You get fixed amounts of experience for every quest you
       complete.
    
    
    What this means is that, you should not waste your time and effort killing low
    level monsters. You will most likely encounter higher level ones later on. And
    since you want to get the most experience out of killing the high level ones,
    you should avoid killing too many of the low level ones to avoid the premature
    set in of the diminishing returns. As a bonus, the higher level monsters also
    tend to drop better items and more cash.
    
    It is better to simply get the bulk of your experience from questing when you
    are low level.
    
    The best places to soak experience are in mid- to late game. The maps include
    Wildland Pass, Stoneblade Mountain, Whisper, the Rift, Frost Marsh, Southern
    Godmark, Breathing Forest and Sharrowdale. If you do your experience soaking
    properly, you can even leave out the last few maps on the list - you can reach
    lv30 by Frost Marsh!
    
    The idea is simple, the listed maps above have monsters that are of the highest
    level that you will encounter for those monster types. In Wildland Pass, you
    will fight humans, goblins and orcs, in Stoneblade Mountain, you will fight
    trolls and minotaurs, in Whisper you will fight zombies and wraiths, in the
    Rift you will fight demons and succubi, in Frost Marsh you will fight ice elves
    and frostgolems, in Southern Godmarks you will fight blades and frostgolems, in
    Breathing Forest you will fight Kithar cats and blades, and in Sharrowdale you
    will fight blades, soulslaves and fireclaws. With the exception of the blades
    and frostgolems, you will notice that you fight different monsters for these
    different maps, which means you can get the most out of mass killing them. You
    also kill somewhat different types of blades on different maps, which allows
    you to soak experience from killing them as well.
    
    To soak experience, there are 2 methods - spawn kill or camp hog. In both
    methods, you make use of your defensive structures to do the killing for you.
    Good choices are the elven towers and frostbringers, the dark elven towers of
    sorcery and mindbreakers, and the trollish stonethrowers. The rest are good
    too, but not as devastating. The elven structures do both physical and cold
    damage, the frostbringers' cold damage also freezes the monsters momentarily,
    which prevents them from nearing your structures and thereby prolonging the
    longevity of your structures. The same applies for the dark elven structures,
    except the towers cast the spell pain while the mindbreakers cast hypnotize.
    The stonethrowers, while lacking protective traits like the mindbreakers and
    frostbringers, can do massive damage, which allow them to destroy the monsters
    very quickly.
    
    And make sure you change the difficulty level to Hard to boost the monsters
    spawning rate.
    
    In spawn skill, you build your defensive structures around the monster spawn
    points. To do this, gather your units and clear the camp of all monsters first.
    Use the hold command H to prevent your units from destroying the buildings, as
    destroying the buildings means destroying the spawn points. Just crowd your
    units directly on the spawn points while you command a few workers to build as
    many defensive structures as you can around the spawn points. You should have
    enough structures to reach an equilibrium where any monster would be killed the
    instant it gets spawned.
    
    In camp hog, you build your defensive structures at the choke points leading
    directly into your base camp. Most maps have very easy to defend bases for you.
    Those maps have large area for you to build your things while having only 2 or
    3 openings where monsters can stray into your camp. Build as many defensive
    structures as you can at those openings. You should have enough structures to
    reach an equilibrium where any oncoming monster mob would be mowed down before
    they near your structures.
    
    Both methods work fine, although I personally prefer spawn killing to reduce
    the monster concentration. You can gain 2.5 to 4 levels by powerleveling in
    each of the aforementioned maps. Simply leave your game on for a good 3 to 4
    hours to enjoy the mad experience gain. Some players even leave their games on
    overnight, although I discourage that. You get very few experience after the
    first few hours (remember diminishing returns?), and there is really no point
    in leaving the game on for too long, unless you are that desperate for loot and
    cash.
    
    Again, you may cry cheat at this method. If this is your philosophy, then just
    ignore this section and simply move on whenever the game permits you to. I have
    several characters that completed the game at very low levels, so it is not a
    necessity to reach lv30.
    
    
    
    
    
    ===============================================================================
     AVATAR                                                                  [MS03]
    ===============================================================================
    
    Being an RPG/RTS hybrid, growing and training your avatar (referred to as "you"
    from now on) is naturally an important part of SpellForce. Invest in the wrong
    skills or outfit in the wrong gear and you will find yourself in hot soup real
    soon. This section explains how character building works and lists some sample
    builds for the uncreative to follow.
    
    
    
    -------------------------------------------------------------------------------
     Training Your Alter Ego                                                 [0301]
    -------------------------------------------------------------------------------
    
    When you start your campaign, you will have the option of choosing a predefined
    character or a new custom character. The predefined characters have build in
    growth path to follow and you cannot affect any skill or stats points
    distribution. On the other hand, a custom character allows you to grow and
    change the way you want throughout the game, which is of course, more fun.
    
    Either way, you get to customize how you want to look. There is no difference
    in terms of strength or gameplay or advantages between male and female or
    beauty and beast. Your sex will only affect the appearance of the equipments.
    
    When you first start, all your stats points will be at the base value of 25.
    You will also have no skills trained. You will be given 30 ability points to
    distribute and you will have to choose to train in 1 school and 1
    specialization under the same school. Do not worry if you want to train in
    multiple skills, you can do so when you start gaining levels in the game.
    
    There are 7 stats affecting several aspects of your character.
    
    
     > Strength       physical damage
     > Stamina        hit points
     > Dexterity      chance to land physical attack
     > Agility        chance to evade enemy physical attacks
     > Wisdom         mana
     > Intelligence   rate of mana recovery
     > Charisma       effectiveness of mind spells and white spells.
    
    
    In addition, you will be able to gain Armorclass, Resists and Speed from the
    items you equip.
    
    
     > Armorclass     amount of damage received from physical
                      attacks and earth spells
                      chance to resist earth spells
     > Resists        amount of damage received from fire and ice spells
                      chance to resist fire, ice, black and mind spells
     > Speed          walk speed, fight speed and spellcasting speed
    
    
    You can reach the maximum level of 30 in SpellForce. At lv30, you will have
    accumulated a total of 60 skill points and 175 stats points to spend. You can
    raise any skill to a maximum of lv12 and any stat to a maximum of 98 base. This
    translates roughly to maxed out of 3 stats and 5 skills. Of course, some skills
    or stats do not need to be maxed, which means you can train in even more
    things.
    
    The following table lists the highest stat and skill level you can attain at
    each character level. For example, you strength cannot be raised higher than 78
    at lv20 even if you have spare stat points to use. The max skill level is
    dependent on the stat value, if you do not meet the stat requirement, you
    cannot raise the skill level even if you are at the appropriate level. For
    example, you need at least 95 in charisma to train in lv12 mind magic, but as
    you cannot raise any stat value to higher than 94 at lv28, you can only train
    in lv12 mind magic at lv29.
    
    
    
                                    Avatar Growth
    
                         -------------------------------------
                         Character     Maximum       Maximum
                           Level     Stats Value   Skill Level
                         -------------------------------------
    
                             1           40             1
                             2           42             2
                             3           44             2
                             4           46             2
                             5           48             3
    
                             6           50             3
                             7           52             4
                             8           54             4
                             9           56             4
                            10           58             5
    
                            11           60             5
                            12           62             6
                            13           64             6
                            14           66             6
                            15           68             7
    
                            16           70             7
                            17           72             8
                            18           74             8
                            19           76             8
                            20           78             9
    
                            21           80             9
                            22           82            10
                            23           84            10
                            24           86            10
                            25           88            11
    
                            26           90            11
                            27           92            11
                            28           94            12
                            29           96            12
                            30           98            12
    
                         -------------------------------------
    
    
    
    There are 7 schools and 22 specializations for you to train in. The skill
    points you use to train in these 29 skills are from the same pool for both
    schools and specializations. In addition, you cannot train in specializations
    without training in the respective schools first, and your specializations can
    never be higher level than your proficiency levels in the respective schools.
    
    
    
                   COMBAT SKILLS                 MAGIC SKILLS
    
                   Light Combat Arts             White Magic
                    > piercing weapons            > life
                    > light blade weapons         > nature
                    > light blunt weapons         > boons
                    > light armor
                                                 Black Magic
                   Heavy Combat Arts              > death
                    > large blade weapons         > necromancy
                    > large blunt weapons         > curses
                    > heavy armor
                    > shields                    Elemental Magic
                                                  > fire
                   Range Combat Arts              > ice
                    > bow                         > earth
                    > crossbow
                                                 Mind Magic
                                                  > enchantment
                                                  > offensive
                                                  > defensive
    
    
    
    The following table lists the stats and character level requirements for all
    schools.
    
    
    
                                 Ability Requirements
    
                   ------------------------------------------------
                   LIGHT COMBAT ARTS     Dexterity  Agility   Level
                   ------------------------------------------------
    
                      level 2               26        26        2
                      level 3               28        27        5
                      level 4               30        29        7
                      level 5               33        31       10
                      level 6               37        34       12
                      level 7               40        37       15
                      level 8               45        41       17
                      level 9               50        45       20
                      level 10              56        50       22
                      level 11              62        55       25
                      level 12              70        60       28
    
    
                   ------------------------------------------------
                   ------------------------------------------------
                   HEAVY COMBAT ARTS     Strength   Stamina   Level
                   ------------------------------------------------
    
                      level 2               26        26        2
                      level 3               29        29        5
                      level 4               32        32        7
                      level 5               35        35       10
                      level 6               40        40       12
                      level 7               45        45       15
                      level 8               51        51       17
                      level 9               57        57       20
                      level 10              64        64       22
                      level 11              72        72       25
                      level 12              80        80       28
    
    
                   ------------------------------------------------
                   ------------------------------------------------
                   RANGE COMBAT ARTS     Strength  Dexterity  Level
                   ------------------------------------------------
    
                      level 2               31        33        2
                      level 3               32        36        5
                      level 4               33        39        7
                      level 5               34        42       10
                      level 6               36        45       12
                      level 7               38        48       15
                      level 8               41        52       17
                      level 9               44        56       20
                      level 10              47        60       22
                      level 11              51        65       25
                      level 12              55        70       28
    
    
                   ------------------------------------------------
                   ------------------------------------------------
                   WHITE MAGIC            Wisdom   Charisma   Level
                   ------------------------------------------------
    
                      level 2               33        26        2
                      level 3               36        27        5
                      level 4               39        29        7
                      level 5               42        31       10
                      level 6               45        34       12
                      level 7               48        37       15
                      level 8               52        41       17
                      level 9               56        45       20
                      level 10              60        50       22
                      level 11              65        55       25
                      level 12              70        60       28
    
    
                   ------------------------------------------------
                   ------------------------------------------------
                   BLACK MAGIC         Intelligence  Wisdom   Level
                   ------------------------------------------------
    
                      level 2               26        26        2
                      level 3               28        27        5
                      level 4               31        29        7
                      level 5               35        31       10
                      level 6               40        34       12
                      level 7               46        37       15
                      level 8               54        41       17
                      level 9               62        45       20
                      level 10              72        50       22
                      level 11              83        55       25
                      level 12              95        60       28
    
    
                   ------------------------------------------------
                   ------------------------------------------------
                   ELEMENTAL MAGIC     Intelligence  Wisdom   Level
                   ------------------------------------------------
    
                      level 2               26        26        2
                      level 3               29        29        5
                      level 4               32        32        7
                      level 5               35        35       10
                      level 6               40        40       12
                      level 7               45        45       15
                      level 8               51        51       17
                      level 9               57        57       20
                      level 10              64        64       22
                      level 11              72        72       25
                      level 12              80        80       28
    
    
                   ------------------------------------------------
                   ------------------------------------------------
                   MIND MAGIC         Intelligence  Charisma  Level
                   ------------------------------------------------
    
                      level 2               26        26        2
                      level 3               28        28        5
                      level 4               30        31        7
                      level 5               33        35       10
                      level 6               37        40       12
                      level 7               40        46       15
                      level 8               45        54       17
                      level 9               50        62       20
                      level 10              56        72       22
                      level 11              62        83       25
                      level 12              70        95       28
    
    
                   ------------------------------------------------
    
    
    
    -------------------------------------------------------------------------------
     Combat Arts                                                             [0302]
    -------------------------------------------------------------------------------
    
    If you take up the path of the combat arts, you will have a consistently easy
    time throughout the game. You will have enough hit points to absorb massive
    damage and enough strength to quickly take down any enemy. Unlike the magic
    arts, where you have to learn the spells from scrolls, you gain combat "spells"
    automatically as you further train yourself in the combat arts.
    
    
    
    =================
    light combat arts                                                        [e32a]
    =================
    
     > piercing weapons
     > light blade weapons
     > light blunt weapons
     > light armor
    
    
    The 3 weapons specialization under light combat arts allow to wield different
    weapon types. Different monsters types take different amount of damage from
    different weapon types. Many of the better weapons in game are light blades,
    which make piercing and light blunt weapons rather unpopular. You can dual-
    wield light weapons for maximum speed and damage.
    
    Light armor allows you to wear light armor. This skill is quite useless, since
    the best armors in this game does not list this skill as a requirement.
    
    The combat "spells" you gain automatically by training in light combat arts
    are -
    
    
     > Berserk         allows you to do massive damage briefly
     > Blessing        heals you
     > Shelter         gives you temporary high magic resistances
     > Durability      reduce physical damage received AND dealt
    
    
    
    =================
    heavy combat arts                                                        [e32b]
    =================
    
     > large blade weapons
     > large blunt weapons
     > heavy armor
     > shields
    
    
    Large weapons do massive damage, albeit being slightly slower than light
    weapons. Most of them are 2-handed, which prevents you from dual-wielding
    weapons and carrying a shield. The good news is that all the top end large
    blades are 1-handed, so it will still be worthwhile in the end.
    
    Heavy armor and shields allow you to wear the best gear in the game.
    
    The combat "spells" you gain automatically by training in heavy combat arts
    are very similar to those in light combat arts, however these "spells" can
    affect up to 10 units at once. The "spells" are -
    
    
     > Warcry          allows you and 9 nearby allies to do massive
                       damage briefly
     > Benefactions    heals you and 9 nearby allies
     > Patronize       gives you and 9 nearby allies temporary high
                       magic resistances
     > Endurance       reduce physical damage received AND dealt by
                       you and 9 nearby allies.
    
    
    
    =================
    range combat arts                                                        [e32c]
    =================
    
     > bow
     > crossbow
    
    
    There are very few good bows and no good crossbows in the game, which makes
    training in range combat arts very unrewarding. While it is still possible to
    complete the game, your journey will be way more tedious and tiring than other
    characters.
    
    The combat "spells" you gain automatically by training in range combat arts
    are -
    
     > Trueshot        makes your arrows do massive damage briefly
     > Blessing        heals you
     > Steelskin       immunizes you against range attacks
     > Salvo           lets you shoot multiple targets at the same
                       time briefly
    
    
    
    -------------------------------------------------------------------------------
     Magic & Spells                                                          [0303]
    -------------------------------------------------------------------------------
    
    Typical of all RPGs, a low level mage is very weak but will quickly become more
    powerful than melee fighters at higher levels as the better spells become
    available. Playing with magic is generally more fun and versatile, you will
    have access to a wide array of spells that are useful for different situations.
    
    Some spells occur at fixed locations or as fixed quest rewards. Refer to the
    spell locations list included in the Miscellaneous section for details.
    
    There are several more things to note on spells.
    
    
     > Minions         spells such as Summon Wolf and Dominate
                       provide you with extra allies, however, it
                       not only costs mana to summon them, extra
                       mana is required to upkeep them. If you run
                       out of mana, the minions will either die or
                       be no longer under your control
     > Auras           auras in SpellForce work more like rapid-fire
                       spells, it costs mana for every unit affected
                       by your aura
     > Area of Effect  area spells affect all units within the spell
                       radius. Some area spells will only affect
                       your allies or your enemies while other area
                       spells affect everyone
     > Direct          direct spells affect the selected units only
     > Immediate       most spells have instant and 1 time effect on
                       selected units, such as Shockwave and Heal
     > DOT             short for Damage Over Time. Spells such as
                       Iceburst and Poison will damage the affected
                       unit at regular intervals over a period of
                       time. They may appear to do very little
                       damage, but in actual fact, they are about as
                       powerful as any immediate spells if you add
                       up the total damage over time
    
    
    Some spells are only available at very high levels and some spells can only be
    found at fixed locations. The spells will be listed in the following manner -
    
    
       Spell Name         spell description  [ type / lowest available level ]
    
    
    Lowest available level refers to the lowest level a particular spell start to
    appear, so for example, you can only find lv8 and above Aura of Endurance and
    there is no such thing as lv3 Aura of Endurance. Type represents the kind of
    effect it does - D for direct and immediate, DOT for damage over time, A for
    direct area spells, M for minions and O for auras.
    
    
    
    ===========
    white magic                                                              [e33a]
    ===========
    
     > life
     > nature
     > boons
    
    
    The efficiency of white magic is dependent on your charisma, so the higher your
    charisma, the more you heal and benefit you and your allies. Life and boons are
    generally useful while nature only on very rare occasions.
    
    
    
                                     White Spells
    
    -------------------------------------------------------------------------------
    Life
    -------------------------------------------------------------------------------
    
    Healing               heal selected ally                              [ D / 1 ]
    Area Healing          heal allies within spell radius             [ A + D / 2 ]
    Aura of Strength      increase strength of nearby allies              [ O / 3 ]
    Greater Healing       greatly heal selected ally                      [ D / 4 ]
    Aura of Healing       heal allies within spell radius             [ D + O / 6 ]
    Aura of Endurance     increase hit points of nearby allies            [ O / 8 ]
    Sentinel Healing      heal 4 most injured allies within radius   [ A + D / 10 ]
    Suicide Heal          transfer your hit points to an ally            [ D / 12 ]
    
    
    -------------------------------------------------------------------------------
    Nature
    -------------------------------------------------------------------------------
    
    Thornshield           cause damage to attackers                       [ D / 1 ]
    Cure Disease          cure diseases                                   [ D / 2 ]
    Summon Wolf           summon a wolf as your aide                      [ M / 3 ]
    Aura of Regeneration  increase recovery rates on nearby allies        [ O / 4 ]
    Dominate Animal       make an animal fight as your aide               [ M / 6 ]
    Cure Poison           cure poison                                     [ D / 8 ]
    Summon Bear           summon a bear as your aide                     [ M / 10 ]
    Charm Animal          make an animal fight as your aide temporarily  [ M / 12 ]
    
    
    -------------------------------------------------------------------------------
    Boons
    -------------------------------------------------------------------------------
    
    Aura of Fast Fighting increase fight speed of nearby allies           [ O / 1 ]
    Hallow                massive damage on selected undead unit        [ DOT / 2 ]
    Aura of Flexibility   increase agility of nearby allies               [ O / 3 ]
    Dispel Black Aura     stop an enemy from casting black auras          [ D / 4 ]
    Aura of Fast Walking  increase walk speed of nearby allies            [ O / 6 ]
    Aura of Light         massive damage to nearby undead units     [ O + DOT / 8 ]
    Aura of Dexterity     increase dexterity of nearby allies            [ O / 10 ]
    Invulnerability       enter temporary god mode                       [ D / 12 ]
    
    
    -------------------------------------------------------------------------------
    
    
    
    ===========
    black magic                                                              [e33b]
    ===========
    
     > death
     > necromancy
     > curses
    
    
    Black spells do exactly the opposite of white spells. The efficiency of black
    magic is dependent of the spell level only, so you will always do fixed amount
    of damage. All 3 specializations are powerful, especially the death branch.
    
    Several things to note. Extinct will kill all enemy units near you immediately,
    provided their hit points are below certain values. The higher level your
    extinct, the higher the minimum hit points can be. Raise Dead is not considered
    a minion spell, what it does is give you an extra unit which costs no mana to
    upkeep. Aura of Lifetap is a little buggy, so stick with Lifetap.
    
    
    
                                     Black Spells
    
    -------------------------------------------------------------------------------
    Death
    -------------------------------------------------------------------------------
    
    Pain                  damage single unit                              [ D / 1 ]
    Aura of Weakness      decrease strength of nearby foes                [ O / 2 ]
    Extinct               foes with low hit points die instantly      [ A + D / 3 ]
    Death                 massive damage to single unit                   [ D / 4 ]
    Pestilence            infect single unit with disease               [ DOT / 6 ]
    Area Pain             damage all foes in spell radius             [ A + D / 8 ]
    Aura of Suffocation   decrease max hit points of nearby foes         [ O / 10 ]
    Suicide Death         damage to both you and foe                     [ D / 12 ]
    
    
    -------------------------------------------------------------------------------
    Necromancy
    -------------------------------------------------------------------------------
    
    Summon Skeleton       summon a skeleton as your aide                  [ M / 1 ]
    Lifetap               transfer hit points from foe to you             [ D / 2 ]
    Death Grasp           give a chance to survive deadly injuries        [ D / 3 ]
    Summon Undead Goblin  summon an undead goblin as your aide            [ M / 4 ]
    Raise Dead            resurrect a dead unit as a weak skeleton        [ D / 6 ]
    Aura of Lifetap       draw hit points from nearby foes            [ O + D / 8 ]
    Summon Spectre        summon a spectre as aide                       [ M / 10 ]
    Feign Death           feign death and foes leave you alone           [ D / 12 ]
    
    
    -------------------------------------------------------------------------------
    Curses
    -------------------------------------------------------------------------------
    
    Aura of Slow Fighting decrease fight speed of nearby foes             [ O / 1 ]
    Poison                poison selected unit                          [ DOT / 2 ]
    Aura of Inflexibility decrease agility of nearby foes                 [ O / 3 ]
    Dispel White Aura     stop an enemy from casting white auras          [ D / 4 ]
    Aura of Slow Walking  decrease walk speed of nearby foes              [ O / 6 ]
    Dark Banishing        reduce black resist of selected unit            [ D / 8 ]
    Aura of Inability     decrease dexterity of nearby foes              [ O / 10 ]
    Remediless            prevent a unit from healing                    [ D / 12 ]
    
    
    -------------------------------------------------------------------------------
    
    
    
    ===============
    elemental magic                                                          [e33c]
    ===============
    
     > fire
     > ice
     > earth
    
    
    The 3 elements are more than just visual differences.
    
    
     > Fire       direct damage AND further burn the affected
                  target causing some damage over time.
     > Ice        less damaging than fire spells but ALL ice spells
                  have the added benefit of FREEZING enemies
                  momentarily. The freeze spell merely provide
                  longer freeze duration than other ice spells.
     > Earth      massive direct damage but no damage over time.
                  Earth damage is dependent on target's armorclass.
    
    
    
                                  Elemental Spells
    
    -------------------------------------------------------------------------------
    Fire
    -------------------------------------------------------------------------------
    
    Fireburst             damage selected foe                       [ D + DOT / 1 ]
    Fireshield            cause fire damage to attackers            [ D + DOT / 2 ]
    Fireball              massive damage selected foe               [ D + DOT / 3 ]
    Illuminate            light up target area                            [ A / 4 ]
    Fire Elemental        summon a fire elemental as your aide            [ M / 6 ]
    Wave of Fire          damage nearby foes                    [ D + DOT + A / 8 ]
    Melt Resistance       reduce ice resistance of selected foe          [ D / 10 ]
    Rain of Fire          damage all allies and foes in spell radius
                                                               [ D + DOT + A / 12 ]
    
    
    -------------------------------------------------------------------------------
    Ice
    -------------------------------------------------------------------------------
    
    Iceburst              damage selected foe over time             [ DOT + D / 1 ]
    Iceshield             freeze attackers                                [ D / 2 ]
    Freeze                freeze selected foe                             [ D / 3 ]
    Fog                   reduce visibility for foes in target area       [ A / 4 ]
    Ice Elemental         summon an ice elemental as your aide            [ M / 6 ]
    Wave of Ice           damage nearby foes over time          [ DOT + D + A / 8 ]
    Chill Resistance      reduce fire resistance of selected foe         [ D / 10 ]
    Blizzard              damage all allies and foes in spell radius over time
                                                               [ DOT + D + A / 12 ]
    
    
    -------------------------------------------------------------------------------
    Earth
    -------------------------------------------------------------------------------
    
    Rock Bullet           damage selected foe                             [ D / 1 ]
    Conservation          protect yourself with damage-absorbing shield   [ D / 2 ]
    Detect Metal          reveal moonsilver and iron locations on map     [ A / 3 ]
    Decay                 reduce target's armorclass                      [ D / 4 ]
    Earth Elemental       summon an earth elemental as your aide          [ M / 6 ]
    Wave of Rocks         damage nearby foes                          [ D + A / 8 ]
    Petrify               turn target foe into stone for a while         [ D / 10 ]
    Stone Rain            damage all allies and foes in spell radius [ D + A / 12 ]
    
    
    -------------------------------------------------------------------------------
    
    
    
    ==========
    mind magic                                                               [e33d]
    ==========
    
     > enchantment
     > offensive
     > defensive
    
    
    The efficiency of enchantment spells is dependent on your charisma, the higher
    your charisma, the more likely you can charm a foe. The efficiency of offensive
    spells is dependent on the targets' intelligence - the higher intelligence a
    foe has, the more damage it takes.
    
    Mind spells can potentially be more powerful than black spells, but they are
    also harder to play with. They are a fun change from the normal spells and can
    do a wide range of things.
    
    Note that Self Illusion is the only minion spell that does not require mana to
    upkeep, the number of illusions you can summon any time is dependent on the
    skill level and you will automatically summon the maximum number of illusions
    when you cast the spell.
    
    
    
                                      Mind Spells
    
    -------------------------------------------------------------------------------
    Enchantment
    -------------------------------------------------------------------------------
    
    Self Illusion         summon 2 to 6 copies of yourself as aides       [ M / 1 ]
    Distract              foes near you attack other units instead        [ D / 2 ]
    Dominate              make a foe fight as your aide                   [ M / 3 ]
    Invisibility          turn invisible as long as you remain still      [ D / 4 ]
    Charm                 make a foe fight as your aide temporarily       [ M / 6 ]
    Befriend              hypnotize selected foe                          [ D / 8 ]
    Disenchant            undo dominate of a foe's minion                [ D / 10 ]
    Charisma              greatly raise charisma value temporarily       [ D / 10 ]
    
    
    -------------------------------------------------------------------------------
    Offensive
    -------------------------------------------------------------------------------
    
    Shock                 damage selected foe                             [ D / 1 ]
    Confuse               prevent selected foe from casting spells        [ D / 2 ]
    Hypnotize             hypnotize selected foe as long as unattacked    [ D / 3 ]
    Amok                  make selected foe attack any nearby unit        [ D / 4 ]
    Shockwave             damage all foes in spell radius             [ A + D / 6 ]
    Disrupt               stop a foe's spellcasting process               [ D / 8 ]
    Aura of Hypnotization hypnotize nearby foes                          [ O / 10 ]
    Demoralization        cause selected foe and sometimes nearby foes to retreat
                                                                      [ D + A / 12]
    
    -------------------------------------------------------------------------------
    Defensive
    -------------------------------------------------------------------------------
    
    Manadrain             reduce mana of selected foe                     [ D / 1 ]
    Sacrifice Mana        transfer your mana to an ally                   [ D / 2 ]
    Detect Magic          reveal lenya and aria locations on map          [ A / 3 ]
    Manatap               transfer mana from selected foe to you          [ D / 4 ]
    Aura of Brilliance    increase maximum mana of nearby allies          [ O / 6 ]
    Enlightenment         greatly increase your wisdom and intelligence   [ D / 8 ]
    Aura of Manatap       transfer mana from nearby foes to you          [ O / 10 ]
    Meditation            full recovery of your mana                     [ D / 12 ]
    
    
    -------------------------------------------------------------------------------
    
    
    
    -------------------------------------------------------------------------------
     Character Guides                                                        [0304]
    -------------------------------------------------------------------------------
    
    As long as you do not invest and train in everything, it is unlikely that you
    will ever screw up your character. There are theoretically countless character
    types you can grow into, thanks to the free skill allocation system of the
    game. The following list of characters is by no means exhaustive, the
    characters are merely suggested builds that I played and experienced. You can
    modify any of these builds and invent your own character type.
    
    Note that you do not need to max out combat skills. The amount of damage you do
    in melee attacks is dependent on your weapon and strength only. The kind of
    weapons you can equip is dependent on your combat skills and there are very few
    weapons that require lv12 combat skills.
    
    Magic skills, on the other hand, need to be maxed out if you want to use the
    best spells. Magic damage can be dependent on several things, such as charisma
    and skill levels.
    
    The recommended items are usually very easy to find. Many of them are available
    as quest rewards, standard merchandise, or as normal monster drops. Do a search
    in this guide to see where else I mentioned them. Check also the merchant
    listing in the end to see what items are purchaseable. The only hard-to-find
    items are Helm of True Faith (the Rift), Robe of the Archmages (the Rift,
    Nightwhisper Dale), Ceraa's Obsidian Mask (Sharrowdale) and some of the rings
    (Nightwhisper Dale, Sharrowdale). Read the "Item Hunt" article in the "Getting
    Started" section for instructions on how to roll these items.
    
    
    
    =======
    fighter                                                                  [e34a]
    =======
    
    Fighters focus on speed and agility. For starters, the fighter character type
    is the easiest and safest to play.
    
    
       primary skills                  stats
       > light combat arts    11       > dexterity    62
        > light blade weapons 11       > agility      55
                                       > strength     57
       secondary skills                > stamina      57
        > light blunt weapons  9
        > light armor         11
       > heavy combat arts     9
    
       points spent           51                     131
    
    
       weapons
       > Blade of Master Assassin
       > Blade of Light
       > Dwarven Wallbreaker
    
       armor
       > Amra's Chestplate + Amra's Greaves
       > Shadowpulse Armor
       > Helmet of the Guard
    
       rings
       > Malachy
       > Frozen Time
       > Ring of Many
       > Ring of the Worlds
       > Ring of Master Rouges
       > Ring of Stealth
    
    
    You should invest the rest of the stats points in strength for maximum damage.
    
    Fighters should dual-wield to make full use of their speed and compensate for
    their moderate damage. Specializing in other weapon types is encouraged for
    adaptability when fighting different monster types, such as fighting blade-
    resistant skeletons with clubs and so on.
    
    If you do not want to wear Amra's Chestplate, you should still invest in heavy
    combat arts for the combat "spells" that comes with heavy combat.
    
    Choose the best of the rings for different situations.
    
    For variety, you can drop heavy combat arts and any other secondary skills and
    train in elemental magic instead. Fire and ice complements the fighter nicely.
    The downside is that you will have to spread your stats points over 4
    attributes and that may compromise your performance in melee attacks.
    
    
    
    =======
    warrior                                                                  [e34b]
    =======
    
    Warriors focus on damage and durability. The advantage of choosing heavy combat
    arts as your main offense is that your stats points will go into strength and
    stamina, which is exactly where you want them to be, you will end up with lots
    of hit points and doing massive physical damage. The warrior character type is
    also excellent for beginners, as the choices to skill and stats investment are
    very clear cut and there are less considerations involved.
    
    
       primary skills                  stats
       > heavy combat arts    12       > strength     80
        > heavy blade weapons 10       > stamina      80
        > heavy armor         11       > dexterity    37
        > shields             12       > agility      34
    
       secondary skills
       > light combat arts     6
    
       points spent           51                     131
    
    
       weapon
       > Blade of Light
    
       shield
       > Stormbreaker
    
       armor
       > Amra's Chestplate + Amra's Greaves
       > Shadowpulse Armor
       > Helmet of the Guard
       > Steelclad Warhelm
    
       rings
       > Malachy
       > Legendary Ring of the Northmen
       > Frozen Time
       > Ring of the Worlds
    
    
    Invest the rest of your stats points in strength, stamina and dexterity for
    best performance. Due to the nature of warriors, it is not a very good idea to
    divert your points to learn magic skills, you will not have enough points to
    excel in both fields, so it is still best to just be really good at melee.
    
    There are not many gear you can choose from. Fortunately a few of these items
    are quest rewards, which means you will definitely get them, so you do not need
    to worry about not finding them. You can choose to use the whole range of
    2-handed heavy blades if you want, but the best combination is still Blade of
    Light with Stormbreaker.
    
    You should invest in the light combat arts for the combat "spells" associated
    with it.
    
    
    
    ======
    ranger                                                                   [e34c]
    ======
    
    Rangers are the most versatile among the 3 melee character types. The demand on
    skill and stats points is not as tight and you can train in several other magic
    schools or combat arts.
    
    
       primary skills                  stats
       > range combat arts    11       > strength     51
        > bows                11       > dexterity    65
                                       > wisdom       70
       secondary skills                > charisma     60
       > white magic          12       > stamina      26
        > life                12
        > boons               12
       > heavy combat arts     2
    
       points spent           58                     147
    
    
       weapons
       > Bow of Nobility
       > Spirit Strike
       > Flaming Wrath
       > Dragon Tooth
    
       armor
       > Shadowpulse Armor
       > Helmet of the Guard
    
       rings
       > Malachy
       > Frozen Time
       > Udwin's Ring
       > Ring of the Worlds
       > Ring of Dusk and Dawn
    
    
    The best magic school to couple with range combat is white magic, but you can
    other magic schools as well. Training in white magic will leave you with enough
    stats points to raise your strength even further. The lack of investment in
    stamina for hit points is also offset by white healing spells.
    
    You should use Bow of Nobility for range attacks and Dragon Tooth for hand-to-
    hand combat eventually. The other 2 bows are good for early to mid- game but do
    not pack enough punch for the final maps.
    
    Investing that 2 points in heavy combat arts will give you warcry and
    benefactions; alternatively, you can invest 1 point in light combat arts and
    get berserk.
    
    A common tactic to use for rangers is to cast trueshot and salvo before
    shooting at the enemies. With these 2 spells in effect, you can do respectable
    amount of damage to multiple enemies all at one time. And when the enemies near
    you, cast berserk and aura of fast fighting to quicky take them down.
    
    Unlike warriors and fighters, playing as rangers requires a certain amount of
    patience. You cannot barge into a large horde just like that. Careful survey of
    the landscape for escape routes and clearance is essential for most battles.
    
    
    
    =========
    mentalist                                                                [e34d]
    =========
    
    Mentalists specializes in the diverse mind spells and are capable of a wide
    array of things.
    
    
       primary skills                  stats
       > mind magic           12       > intelligence 70
        > offensive           12       > charisma     95
        > defensive           12       > wisdom       70
    
       secondary skills
       > white magic          12
        > life                12
    
       points spent           60                     160
    
    
       weapon
       > Zarathai's Totem
       > Soulstaff
    
       shield
       > Cryptshield
    
       armor
       > Robe of the Archmagi
       > Robe of the Spirit Claw
       > Ceraa's Obsidian Mask
       > Helm of True Faith
    
       rings
       > Udwin's Ring
       > Ring of Master Sorcery
       > Emerald Ring of Nor
       > Ring of Dawn and Dusk
       > Ring of Pure Belief
       > Ring of the Archmages
       > Winterstar
    
    
    The mentalists' main offense will be Shock and Shockwave. Both are essentially
    the same thing, Shockwave being the multi-target version of Shock. The damage
    done by Shock spells is dependent on the intelligence of the target, the higher
    intelligence it has, the more damage it suffers. This makes the mentalists very
    powerful as you progress further into the game, since most monsters have spell-
    casting abilities towards the end of the game.
    
    Against stupid monsters, Amok will come in handy. Casting Amok on a target will
    make it attack any unit that is nearest to it, regardless of friend or foe. If
    you cast cast Amok on several monsters before they manage to approach you, you
    will find them fighting and killing off each other for you.
    
    Against aggressive spellcasting monsters, apart from using Shockwave, you drain
    them of their mana with Aura of Manatap first to disable them from attacking.
    
    Coupling mind magic with white magic is a good idea. You get to wear gears that
    have white magic as requirement. You also get healing spells, which is always
    useful. For variety, you can drop white magic and train in black magic instead.
    Black magic includes lifetap, which can replace healing spells.
    
    
    
    =========
    enchanter                                                                [e34e]
    =========
    
    Enchanters are charisma-based magi, while not particularly devastating in most
    cases, they can do a whole plethora of cool and quirky things and are among the
    most fun character types to play.
    
    
       primary skills                  stats
       > mind magic           12       > intelligence 70
        > enchantment         12       > charisma     95
       > white magic          12       > wisdom       70
        > boons               12
        > life                12
    
       points spent           60                     160
    
    
       weapons
       > Orb of Mastery
       > Orb of Mastery (dual wield)
    
       armor
       > Robe of the Spirit Claw
       > Helm of True Faith
    
       rings
       > Udwin's Ring
       > Ring of Pure Belief
       > Ring of the Archmages
       > Ring of Master Sorcery
       > Emerald Ring of Nor
       > Ring of Dawn and Dusk
       > Winterstar
    
    
    The efficiency of boons, life and enchantment are all dependent on charisma, so
    you should naturally max charisma and distribute the rest of the stats points
    between intelligence and wisdom. Wearing the Orbs, Robe and Helm will raise
    your charisma even further. For general purposes, Udwin's Ring and Ring of Pure
    Belief is a good pair rings to wear, and you can swap them with other rings to
    adapt to various situations.
    
    There is no one particular main offense for the enchanters, but instead, you
    have a wide array to spells to choose from for different situations. I will
    just describe how they work together.
    
    Apart from charisma boost you get from gear, you can get even higher charisma
    by using the spell Charisma. With Charisma active, your Aura of Fast Walking
    and Aura of Fast Fighting can raise your speed way over 200%, your Aura of
    Light and Hallow can inflict upon undead with over 170 damage per tick, your
    Dominate and Charm can take control on EVERYTHING except for unique monsters,
    and your whole selection of Healing spells can recover lost hit points of all
    allies in no time.
    
    You can stack multiple auras together for extreme action. Auras work like
    rapid-fire spells. Once you turn an aura on, it will shoot off its effect to
    all nearby allies, including you. The effect of the aura will stick on the
    affected units for sometime, so you can switch to another aura to add another
    aura effect. A tactic I use is to summon all my heroes and cast Self Illusion
    and Charisma, switch on Aura of Fast Walking and wait for everyone to get
    "stickied" with the aura, and then switch to Aura of Fast Fighting and dash off
    to destroy the enemies. Very effective against large mobs and camps. One thing
    to note about white auras is that they are not meant for large groups, like
    your 80-unit army, your mana recovery will never be fast enough to benefit too
    many allies at any one time. White auras are good for small strike forces only.
    
    The term "damage per tick" is a common phrase referring to all Damage Over Time
    spells. A "tick" refers to the pulse rate of the spell. In the case of Hallow
    and Aura of Light, a tick is about 1 second. At 175 damage per tick, most
    undead die in 2 to 3 ticks. While having a spell that only affects a certain
    monster type may not sound very appealing, you should know that the toughest
    monsters in SpellForce are all undead, including wraiths (avengers), skeletons
    and blades (and the final boss is a blade, ie. undead). A tactic I use is to
    put on Charisma and Aura of Fast Walking, and then switch to Aura of Light and
    run around the groups of undead.
    
    Dominate and Charm is useful for fighting the rest of the monsters. Put on
    Charisma and dominate several members of a mob. This will result in in-fighting
    of the monsters. You can let them all die or you can heal your dominate
    minions. With high intelligence, you can have 5 to 6 minions without
    experiencing any drain on mana.
    
    Other spells such as Invisibility and Invulnerability have obvious usage, and I
    shall not elaborate on those.
    
    
    
    =======
    warlock                                                                  [e34f]
    =======
    
    Warlocks are adept at fighting and can use undead forces to aide them in
    battles.
    
    
       primary skills                  stats
       > black magic          12       > intelligence 95
        > necromancy          12       > wisdom       60
        > curses              12       > agility      55
       > light combat arts    11       > dexterity    62
        > light blade weapons 11
    
       points spent           58                     172
    
       weapon
       > Blade of Master Assassin
       > Blade of Light
       > Zarathai's Totem
    
       shield
       > Cryptshield
    
       armor
       > Shadowpulse Armor
       > Helmet of the Guard
       > Ceraa's Obsidian Mask
    
       rings
       > Ring of the Warlocks
       > Malachy
       > Frozen Time
       > Ring of the Worlds
       > Ring of Stealth
       > Emerald Ring of Nor
       > Ring of Master Sorcery
       > Udwin's Ring
    
    
    Very similar to the fighters, except warlocks rely more on magic. Using a
    shield instead of dual-wielding is recommended to get more stats bonus from the
    shield to compensate the diluted distribution of points.
    
    Necromancy is not particular strong until you start to get Undead Goblins and
    Spectres. But when you do, you will have a very good time playing the game. A
    good tactic to use is to summon several Spectres before entering any battle.
    Cast Berserk and switch on Aura of Slow Fighting and you can easily solo most
    part of the game.
    
    
    
    ==========
    black mage                                                               [e34g]
    ==========
    
    Black Magi uses dark magic to fight against evil, and they are easily the most
    powerful magi around.
    
    
       primary skills                  stats
       > black magic          12       > intelligence 95
        > death               12       > charisma     60
                                       > wisdom       70
       secondary skills
        > curses              12
       > white magic          12
        > life                12
    
       points spent           60                     150
    
    
       weapon
       > Zarathai's Totem
       > Soulstaff
    
       shield
       > Cryptshield
    
       armor
       > Robe of the Archmagi
       > Robe of the Spirit Claw
       > Ceraa's Obsidian Mask
       > Helm of True Faith
    
       rings
       > Udwin's Ring
       > Ring of Master Sorcery
       > Emerald Ring of Nor
       > Ring of Dawn and Dusk
       > Ring of Pure Belief
       > Ring of the Archmages
       > Winterstar
    
    
    You can pretty much complete the game with death spells alone, that is how
    powerful the specialization is.`You can replace the secondary skills with
    necromancy and some elemental skills.
    
    The most often used spells are Pain, Death, Area Pain, Extinct and Aura of
    Suffocation.
    
    Death is more powerful version of Pain and Area Pain is a multiple-target
    version of Pain. The reason you want to use all 3 is because of casting delay.
    You usually have to wait at least 2 seconds before you can recast a same spell,
    so with 3 spells to cycle, you do not need to wait. Against single monsters and
    bosses, this technic of spell-cycling becomes very useful. Click on the target
    and then click on Dark Banishing and alternate between clicking Pain and Death
    using the click-n-fight system.
    
    Extinct is a powerful finishing move that works on all monsters. The way
    Extinct works is this: if the monster has hit points below x, it dies. Simple.
    The value of x increases with the level of Extinct you use, so the higher level
    of your Extinct - the higher the minimum hit points x and the faster you can
    kill everything around you. A tactic I use is to turn on Aura of Suffocation to
    reduce the enemies' maximum hit points, then cast Area Pain several times until
    their hit points are lower than the minimum value x, and cast Extinct to have
    everything die together. Very effective, and works extremely well when you have
    other heroes or allies to tank for you.
    
    
    
    ============
    elementalist                                                             [e34h]
    ============
    
    Elementalists use natural energies to subdue their enemies. They are the
    easiest pure mage character type for beginners to experiment with.
    
    
       primary skills                  stats
       > elemental magic      12       > intelligence 80
        > fire                12       > charisma     34
        > ice                 12       > wisdom       80
        > earth               12
    
       secondary skills
       > white magic           6
        > life                 6
    
       points spent           60                     119
    
    
       weapon
       > Zarathai's Totem
       > Soulstaff
    
       shield
       > Cryptshield
    
       armor
       > Robe of the Archmagi
       > Ceraa's Obsidian Mask
    
       rings
       > Udwin's Ring
       > Ring of Master Sorcery
       > Emerald Ring of Nor
       > Ring of the Archmages
    
    
    With fire, ice and earth pounding down on the enemies, you will almost expect
    Captain Planet to sweep across the screen as a tri-element special. Of course,
    that is just a wild fantasy, and you still have only the powerful spells to
    play with.
    
    It is unusual to train in all 3 specializations of the same magic school. The
    elementalists I designed here is an example of how such a build can be viable.
    The efficiency of white magic is dependent on your charisma, so even without
    high level white magic, you can still have decent healing spells to use, just
    remember to put the rest of your stats points into charisma after you max out
    your intelligence and wisdom.
    
    Playing an elementalist can be quite brainless. Just cast Wave of Fire, Wave of
    Ice and Wave of Rocks when you are fighting with your units or heroes and cast
    Rain of Fire, Blizzard and Stone Rain when you are going solo. Since you have
    many spells to cycle through, you do not need to worry about casting delays.
    
    At low levels, you do not have the luxury of these mass spells, and you will
    have to depend on the single-target spells. More tactic is required at this
    stage. Use Fog and divide-and-conquer wisely. Once you are pass this painful
    stage, you can roam the earth with no barriers.
    
    For variety, you can drop white magic and one of the elemental specializations,
    and instead train in light combat arts or black magic.
    
    
    
    
    
    ===============================================================================
     RACES                                                                   [MS04]
    ===============================================================================
    
    The RTS side of SpellForce is nowhere as complicated and complex as most
    standard RTS games out in the market. Nevertheless, a sound knowledge of how
    certain dynamics work is still essential for a smooth gaming experience. This
    section will detail the workings of the 6 races and offer some tips on playing
    the races.
    
    Due to limited spaces, the following abbreviations are used for many of the
    tables in this section.
    
        w Wood             Str strength        FireRes   fire resistance
        s Stone            Sta stamina         IceRes    ice resistance
        i Iron             Dex dexterity       BlackRes  black resistance
        m Moonsilver       Agi agility         MindRes   mind resistance
        a Aria             Int intelligence    AllRes    all resistances
        l Lenya            Wis wisdom
                           Cha charisma        lv        level
    
    
    
    -------------------------------------------------------------------------------
     The Basics                                                              [0401]
    -------------------------------------------------------------------------------
    
    There are 6 playable races in SpellForce - the Order of Dawn.
    
    
       Light Side       Dark Side
       > human          > orc
       > dwarf          > troll
       > elf            > dark elf
    
    
    The light side and the dark side are naturally opposed to each other. You can
    mix units of different races as long as they are from the same side. If you mix
    units from races of opposing sides, they will fight and kill each other and you
    can do nothing to stop them. This generally is not an issue, the only map where
    a dark race has to fight alongside a light race is Farlorn's Hope, and even
    then, as you will see, it still is not a big issue.
    
    
    
    =====
    units                                                                    [e41a]
    =====
    
    Your units have levels. Their levels depend on the levels of the runes you use.
    The following table lists the basic stats for all units at different levels.
    
    
    
                                   Basic Unit Stats
    
        ------------------------------------------------------------------------
                       Human     Dwarf      Elf       Orc      Troll    Dark Elf
        ------------------------------------------------------------------------
    
        strength      25+1/lv   30+1/lv   20+1/lv   35+1/lv   40+2/lv   35+1/lv
        stamina       25+1/lv   35+1/lv   15+1/lv   30+1/lv   45+2/lv   25+1/lv
        dexterity     25+1/lv   15+1/lv   40+2/lv   20+1/lv   20+1/lv   20+1/lv
        agility       25+1/lv   15+1/lv   40+2/lv   20+1/lv   10+1/lv   20+1/lv
        intelligence  25+1/lv   20+1/lv   30+1/lv   15+1/lv   10+1/lv   40+2/lv
        wisdom        25+1/lv   30+1/lv   40+2/lv   20+1/lv   15+1/lv   30+1/lv
        charisma      25+1/lv   15+1/lv   30+2/lv   10+1/3lv  5+1/3lv   30+2/lv
    
        fire resist   20+1/lv   35+1/lv   20+1/lv   40+2/lv   35+1/lv   20+1/lv
        ice resist    20+1/lv   35+1/lv   40+2/lv   20+1/lv   35+1/lv   20+1/lv
        black resist  30+1/lv   35+1/lv   20+1/lv   30+1/lv   30+1/lv   40+2/lv
        mind resist   30+1/lv   20+1/lv   35+1/lv   20+1/lv   20+1/lv   40+2/lv
    
    
        ------------------------------------------------------------------------
    
    
    
    You cannot really see the numerical values of these stats in game, so do not
    worry too much about them. I just added them for the curious. You might like to
    know the resistances of the various races though.
    
    The power of titans and defensive structures, on the other hand, are dependent
    on your character level, so the higher level you are, they better they get.
    
    
    
    =========
    resources                                                                [e41b]
    =========
    
    There are 7 resource types in SpellForce, but each race needs only a selection
    of them for construction of buildings and production of units. Resources
    gathered by the different races is universal for all races of the same side,
    that is, humans, elves and dwarves can share the resources they gathered, and
    orcs, trolls and dark elves can share the resources they gathered. The
    following table shows the resource types required by each race.
    
    
    
                                       Resources
    
             -------------------------------------------------------------
                      Wood    Stone   Iron Moonsilver Aria    Lenya   Food
             -------------------------------------------------------------
    
             Human      X       X       X               X               X
             Dwarf              X       X       X                       X
             Elf        X              (X)                      X       X
    
             Orc        X               X                       X       X
             Troll      X       X      (X)                              X
             Dark Elf           X       X       X       X               X
    
    
             -------------------------------------------------------------
    
    
    
    The elves and trolls do not have their own iron mining buildings, and have to
    rely on other races for efficient iron gathering. You can still send the
    workers to mine if there are no other races available, they will simply return
    the iron to the monuments, which can take very long.
    
    For your resource gatherers to work, you need to place them close to the
    source.
    
    Food is available in several forms.
    
    
     Human     game animals, fish, grains *, cattles *
     Elf       berries, game animals
     Dwarf     boars *
     Orc       boars *, game animals, fish
     Troll     game animals, corpses
     Dark Elf  fungi *, cattles *
    
    
    Food sources marked with * belong to the farming type, meaning the farms can
    generate food without needing external input. Sources like game animals and
    fish can run out very quickly as your hunters hunt them all down. These will
    be further explained in the individual race sections.
    
    Like other resources, food is universal for all races of the same side. It does
    not matter what the food type is, all forms of food are edible by all races
    after they are processed.
    
    Note that unlike food, food stores are NOT universal. You need at least 1 food
    store for each race in order for units of that race to recover and rejuvenate.
    
    
    
    -------------------------------------------------------------------------------
     Titans                                                                  [0402]
    -------------------------------------------------------------------------------
    
    Each race has a "titan" associated with it. A titan is an ultimate unit that
    fights alongside your normal units. Titans are considered as upgrades and you
    can only get 1 titan for each race. If a titan dies, you cannot summon another
    one for that map. Titans can take a lot more damage than the normal units and
    they radiate Auras that will help your normal units in battle.
    
    
       Griffon Rider    human       aura of fast fighting
       Rocksmith        dwarf       aura of regeneration
       Treeant          elf         aura of endurance  
       Ragefire         orc         aura of slow fighting
       Cyclops          troll       aura of weakness
       Spiderbrood      dark elf    aura of inflexibility
    
    
    You receive titans as upgrades from the large headquarters.
    
    
    
    -------------------------------------------------------------------------------
     Human                                                                   [0403]
    -------------------------------------------------------------------------------
    
    Although not particularly strong, humans offer flexibility that is unsurpassed
    by other races. They can gather and produce food from a wide range of sources;
    thus on maps with scarce game, they can grow their own food, and on maps where
    plentiful game abounds, they can hunt them down just as quickly. The combat
    units are a good mix of melee, range and magic units, allowing adaptability in
    various circumstances.
    
    Typically, an army of marksmen, clerics and several recruits is powerful enough.
    You only need to build the forge, the temple of light and the shooting range.
    Let the recruits stay on the frontline and absorb the attacks while the clerics
    heal them from behind. The upgraded marksmen can take down most enemies quickly
    while the recruits are tanking. When you get the titan, you can drop the
    recruits altogether and let the griffon rider tank all the attacks.
    
    Against spellcasters, add some mentalists, enchanters and paladins into your
    mix for the various special effects.
    
    
    
                                   Human Tech Tree
    
    -------------------------------------------------------------------------------
               costs     no requirements   small headquarters   medium headquarters
    -------------------------------------------------------------------------------
    
    recruit    50i       forge
    scout      40w 15i   forge
    marksman   30w 50i   forge             shooting range
    cleric     40i 20a   forge             temple of light
    enchanter  65a                         temple of light                  academy
    mentalist  100a                        temple of light                  academy
    armsman    70i       forge                                        master armory
    paladin    60i 30a   forge             temple of light            master armory
    titan      500i 300a                                         large headquarters
    
    wood                 woodcutter's hut  sawmill
    stone                quarry
    iron                 mine              smelting works
    aria                                   ariashrine
    
    food                 hunting lodge     grainfarm
                         fisher's hut      food store
                         fishing guild
                         cattle breeding
    
    defense              crossbow tower    white hand
    
    
    -------------------------------------------------------------------------------
    
    
    
                             Human Buildings Requirements
    
    -------------------------------------------------------------------------------
                          costs            small headquarters   medium headquarters
    -------------------------------------------------------------------------------
    
    small headquarters    50w 50i
    medium headquarters   100w 100i                 X
    large headquarters    250w 250i                                      X
    > Human Titan         500i 300a
    
    forge                 40w 30s
    shooting range        150w 150s                 X
    > Double Crossbow     300w 600i
    temple of light       40w 60s                   X
    > Path of Light       200i 100a
    academy               100w 150s 100a                                 X
    > Clarity             400a
    > Shockwave           600a
    master armory         150w 200s                                      X
    > Fire Blessing       250i 250a
    
    woodcutter's hut      40w
    sawmill               80w 20s                   X
    quarry                30w 20s
    mine                  50w 20s
    smelting works        75w 75s                   X
    ariashrine            20w 60s                   X
    
    hunting lodge         50w 10s
    fisher's hut          40w 20s
    fishing guild         90w 60s
    cattle breeding       100w 60s
    grainfarm             100w 60s                  X
    food store            60w 90s                   X
    
    crossbow tower        80w 50s
    white hand            50s 80a                   X
    
    
    -------------------------------------------------------------------------------
    
    
    
                                  Human Unit Stats
    
    -------------------------------------------------------------------------------
                     armor weapon   damage hit% spells          extra upgrade bonus
    -------------------------------------------------------------------------------
    
    Recruit            140 sword      7-11 110%
    Scout              120 crossbow  10-14  75%
    Marksman           140 crossbow  12-17  75%
    > Double Crossbow                       70%                        2 bolts/shot
    Cleric             100 mace       6-10  90% Healing
    > Path of Light    140                                    Shield, Int+10 Wis+10
    Enchanter           70 magestaff  9-14  80% Hypnotize
    > Clarity                                                         Int+20 Wis+20
    Mentalist           80 magestaff 11-19  80% Shock
    > Shockwave                                 Shockwave                   Mana+30 
    Armsman            160 halbert   13-23  75%
    Paladin            180 sword     12-18 100% Hallow, Aura of Dexterity
    > Fire Blessing        flamberge                        Fireburst, FireRes+175%
    
    
    -------------------------------------------------------------------------------
    
    
    
    -------------------------------------------------------------------------------
     Dwarf                                                                   [0404]
    -------------------------------------------------------------------------------
    
    The dwarves have no magic units, but their combat units are much stronger than
    most. They can absorb more damage than other races and has better melee
    abilities.
    
    The dwarves are the only units that level up as they fight. Every time a dwarf
    kills something, it levels up and becomes stronger.
    
    Generally, an army of upgraded defenders, elites, several battlepriests and a
    few demolishers is powerful enough. The upgraded defenders become range units.
    The demolishers can tear down buildings very quickly. The battlepriests can
    heal with benefactions.
    
    The bad thing about benefactions is that it is a combat skill and has an
    extremely long recast time, which means your units will not be healed in the
    meantime. Getting a few clerics or healers to replace the battlepriests
    whenever possible is a good idea.
    
    
    
                                   Dwarf Tech Tree
    
    -------------------------------------------------------------------------------
               costs     no requirements   small headquarters   medium headquarters
    -------------------------------------------------------------------------------
    
    militia    60i       forge
    watchman   70i       forge
    btl.priest 80i       forge                                            sanctuary
    demolisher 100i      forge                                         great armory
    warrior    25m 50i   forge             moonsilver hall
    defender   30m 60i   forge             moonsilver hall             great armory
    elite      110m      forge             moonsilver hall             great armory
    elder      120m      forge             moonsilver hall   great armory+sanctuary
    titan      500i 300m                                         large headquarters
    
    stone                quarry            stonemason's hut
    iron                 mine              smelting works
    moonsilver                             moonsilver mine
    
    food                 pigfarm           food store
    
    
    -------------------------------------------------------------------------------
    
    
    
                             Dwarf Buildings Requirements
    
    -------------------------------------------------------------------------------
                          costs            small headquarters   medium headquarters
    -------------------------------------------------------------------------------
    
    small headquarters    100s
    medium headquarters   250s                      X
    large headquarters    500s                                           X
    > Dwarf Titan         500i 300m
    
    forge                 80s
    > Whirlaxe            100i 100m
    moonsilver hall       300s                      X
    > Lightsilver         400m
    great armory          350s                                           X
    > Throwing Hammer     200i 200m
    sanctuary             350s                                           X
    > Willpower           200i
    
    quarry                50s
    stonemason's hut      130s                      X
    mine                  70s
    smelting works        140s                      X
    moonsilver mine       150s                      X
    
    pigfarm               120s
    food store            150s                      X
    
    
    -------------------------------------------------------------------------------
    
    
    
                                  Dwarf Unit Stats
    
    -------------------------------------------------------------------------------
                     armor weapon   damage hit% spells          extra upgrade bonus
    -------------------------------------------------------------------------------
    
    Militia            100 doubleaxe  7-13 100%
    Watchman           170 flail      5-10 106%
    Battlepriest       150 warhammer  4-10 110% Benefactions
    > Willpower        200                                       Shield, AllRes+50%
    Demolisher         160 ram       10-17  70%
    Warrior            140 battleaxe 10-18  80%
    > Whirlaxe             doubleaxe                        attack multiple targets
    Defender           200 warhammer  8-15 100%
    > Throwing Hammer                      150%            range attack, AllRes+50% 
    Elite              220 runeaxe    7-13 100%
    > Lightsilver      240 battleaxe  9-17                    Shield, BlackRes+150%
    Elder              230 warhammer  6-12 100% War Cry
    > Lightsilver      250            7-13                    Shield, BlackRes+150%
    
    
    -------------------------------------------------------------------------------
    
    
    
    -------------------------------------------------------------------------------
     Elf                                                                     [0405]
    -------------------------------------------------------------------------------
    
    Elves provide the best range units in the game. Both windarchers and wanderers
    are extremely powerful when upgraded.
    
    The elves only need wood to build most of their buildings. And they have
    endless supply of wood thanks to the ability to replant trees with foresters.
    Combine with the speedy master woodcutters and the production enhancing
    sawmill, the elves can build up a very strong base in a very short period of
    time.
    
    The elves have 2 disadvantages though - they do not have farms or other self-
    generating food buildings and have to rely on berries and game animals, which
    can come in very limited supply; and the production of the better units
    requires iron, which the elves cannot gather themselves effectively, and have
    to rely on humans or dwarves.
    
    For almost all circumstances, an army of upgraded windarchers, healers and
    several wintermagi is powerful enough. Even at late game, this combination is
    still very swift and devastating.
    
    There are few differences between windarchers and wanderers. The wanderers do
    slightly more damage, but they also cost more and require iron to be summoned.
    The windarchers are less resource demanding, and can be summoned quickly, which
    make them a better choice over wanderers in most cases.
    
    
    
                                    Elf Tech Tree
    
    -------------------------------------------------------------------------------
               costs     no requirements   small headquarters   medium headquarters
    -------------------------------------------------------------------------------
    
    ranger     50w       armory
    warder     60w       armory
    protector  80i       armory                                         iron armory
    wanderer   45w 45i   armory            archery hall                 iron armory
    windarcher 25w 30l   armory            ailentery+archery hall
    healer     55l                         ailentery
    wintermage 70l                         ailentery            hall of the ancient
    druid      100l                        ailentery            hall of the ancient
    titan      700w 300l                                         large headquarters
    
    wood                 woodcutter's hut  sawmill                master woodcutter
                                           forester
    iron *
    lenya                                  lenyagatherer
    
    food                 gathererhut       hunters guild
                         hunting lodge     food store
    
    defense              archer tower      frostbringer
    
    
    -------------------------------------------------------------------------------
    
    * the elves have no specialized structure for iron mining, but you can still
      send your workers to mine, they will simply return the harvested iron back to
      the elf monument
    
    
    
                              Elf Buildings Requirements
    
    -------------------------------------------------------------------------------
                          costs            small headquarters   medium headquarters
    -------------------------------------------------------------------------------
    
    small headquarters    100w
    medium headquarters   250w                      X
    large headquarters    500w                                           X
    > Elf Titan           700w 300l
    
    armory                60w
    > Shield              300w
    ailentery             200w                      X
    archery hall          300w                      X
    > Icestrike           100w 200l
    iron armory           400w                                           X
    > Frostshield         100i 300l
    > Aryn's Wrath        100i 300l
    hall of the ancients  250w 100l                                      X
    > Elen's Gift         500l
    
    woodcutter's hut      40w
    forester              50w                       X
    sawmill               100w                      X
    master woodcutter     150w                                           X
    lenya gatherer        50w                       X
    
    gathererhut           50w
    hunting lodge         60w
    hunters guild         150w                                           X
    food store            150w                      X
    
    archer tower          120w
    frostbringer          20w 100l                  X
    
    
    -------------------------------------------------------------------------------
    
    
    
                                   Elf Unit Stats
    
    -------------------------------------------------------------------------------
                     armor weapon   damage hit% spells          extra upgrade bonus
    -------------------------------------------------------------------------------
    
    Ranger             100 longbow    6-11 100%
    Warder             120 staff      5-12 110%
    > Shield           150 sword                                             shield
    Protector          180 katana    11-18 100%
    > Aryn's Wrath         icesword                           Iceburst, IceRes+175%
    Wanderer *         180 longbow   10-19  85%
    > Frostshield          + dagger    5-8 110% Ice Shield    Iceburst, IceRes+175%
    Windarcher         100 shortbow   6-12  80% Trueshot
    > Icestrike            masterbow  7-12                                 Iceburst
    Healer              60 magestaff   4-8 110% Healing
    > Elen's Gift                      5-9      + Cure              lower mana cost
    Wintermage          70 sceptre     3-7 100% Iceburst
    > Elen's Gift                                                   lower mana cost
    Druid               80 magestaff   4-7 110% Hallow, Aura of Healing
    > Elen's Gift                               + Cure Poison       lower mana cost
    
    
    -------------------------------------------------------------------------------
    
    * upgraded wanderers wield 2 weapons
    
    
    
    -------------------------------------------------------------------------------
     Orc                                                                     [0406]
    -------------------------------------------------------------------------------
    
    The orcs are made up of a good mix of spellcasters and hand-to-hand fighters.
    They have of healers, but have instead, bards who boost resistances and combat
    abilities of their comrades.
    
    The most powerful orcish unit is the totem. Totems are relatively cheap to
    summon and they cast the spell Pain, which is a powerful and direct black
    magic. Also noteworthy are the spearmen that can be summoned with iron only,
    making them extremely useful in resource tight maps.
    
    Generally, an army of upgraded totems and several spearmen as tanks is good
    enough. Make sure you have several foodstores built so the totems can
    replendish their mana. Against spellcasting enemies, you can throw in several
    hornblowers to raise your units resistances.
    
    
    
                                    Orc Tech Tree
    
    -------------------------------------------------------------------------------
               costs     no requirements   small headquarters   medium headquarters
    -------------------------------------------------------------------------------
    
    thug       40w       mace carver
    spearman   50i       forge
    veteran    80i       forge                                           dark forge
    fighter    30w 30i   forge+mace carver
    totem      15w 30l   mace carver       shaman's hut
    firemaster 20w 50l   mace carver       shaman's hut                 bloodshrine
    drummer    40w 15l   mace carver       shaman's hut+hall of glory
    hornblower 50i 40l   forge             shaman's hut+hall of glory    dark forge
    titan      400i 400l                                         large headquarters
    
    wood                 woodcutter's hut
    iron                 mine              smelting works
    lenya                                  croptent
    
    food                 boar breeding     food store
                         fisher's hut
                         hunting lodge
    
    defense              firestarter
    
    
    -------------------------------------------------------------------------------
    
    
    
                              Orc Buildings Requirements
    
    -------------------------------------------------------------------------------
                          costs            small headquarters   medium headquarters
    -------------------------------------------------------------------------------
    
    small headquarters    90w
    medium headquarters   200w                      X
    large headquarters    450w                                           X
    > Orc Titan           400i 400l
    
    mace carver           70w
    forge                 100w
    > Scythspear          200i
    shaman's hut          110w                      X
    > Vipershield         100w 250l
    hall of glory         350w                      X
    > Glory of the Horde  50w 100l
    bloodshrine           200w 100l                                      X
    > Firestorm           300l
    dark forge            300w                                           X
    > Tunderstrike        400i
    
    woodcutter's hut      40w
    mine                  100w
    smelting works        200w                      X
    croptent              70w                       X
    
    hunting lodge         50w
    fisher's hut          50w
    boar breeding         150w
    food store            140w                      X
    
    firestarter           80w 60l
    
    
    -------------------------------------------------------------------------------
    
    
    
                                   Orc Unit Stats
    
    -------------------------------------------------------------------------------
                     armor weapon   damage hit% spells          extra upgrade bonus
    -------------------------------------------------------------------------------
    
    Thug               100 club       5-10 100%
    Spearman           130 spear      7-13  85%
    > Scythspear           scythe                                  attack 3 targets
    Veteran            160 hammer    15-26  60%
    > Tunderstrike                                                            Spark
    Fighter *          100 sabre      6-13 110%
                           + greataxe 7-15  85%
    Totem               90 staff       2-6 100% Pain
    > Vipershield      120                                    Poison, Int+10 Wis+10
    Firemaster         100 staff       3-5  90% Fireburst
    > Firestorm                                 + Wave of Fire        Int+10 Wis+10
    Drummer            120 club        3-6 120% War Cry
    > Glory of the Horde                        War Cry (stronger)
    Hornblower         150 fist        2-7 115% Patronize
    > Glory of the Horde                        Patronize (stronger)
    
    
    -------------------------------------------------------------------------------
    
    * fighters wield 2 weapons
    
    
    
    -------------------------------------------------------------------------------
     Troll                                                                   [0407]
    -------------------------------------------------------------------------------
    
    The trolls are the fiercest fighters among all races. The range units and the
    melee units both do respectable amount of damage. When a troll has low hit
    points, it will go into a raging state and do extra damage.
    
    There are three major downsides to using the trolls - one is the lack of food,
    one is the very high cost of summoning units, and one is the slow gathering of
    resources.
    
    Worse than the elves, the trolls have only one reliable source of food - the
    hunting lodge. The corpse collector is a cool concept, but is impractical, as
    corpses typically disappears after a short while, and to collect corpses means
    putting your workers on the battlefield, which will inevitably result in them
    getting killed. When the game animals get hunted dry, the trolls will have to
    rely on food from other races.
    
    The trolls have only the basic resource buildings and do not have any
    production booster like other races. This makes them very dependent on other
    races for resources.
    
    All the disadvantages are neutralized by the very strong battle abilities of
    the trolls. Each of the trollish units is very useful and powerful when
    upgraded, so you would want a balanced mix of all the unit types in your army.
    The hurlers do cold damage while the throwers do fire damage. The devastators
    are the trollish equivalent of the dwarven demolishers. Add in some champions,
    bouncers and destroyers for their different upgraded effects and you have an
    unbeatable army.
    
    
    
                                   Troll Tech Tree
    
    -------------------------------------------------------------------------------
               costs     no requirements   small headquarters   medium headquarters
    -------------------------------------------------------------------------------
    
    rowdy      90w       mace carver
    smasher    120w      mace carver
    thrower    120s      mace carver       stonecutter
    hurler     100s 60i  mace carver       stonecutter                    ironhouse
    devastator 70w 60s   mace carver       stonecutter
    bouncer    70w 70i   mace carver                                      ironhouse
    destroyer  80w 100i  mace carver                           blacksmith+ironhouse
    champion   50w 150i  mace carver                           blacksmith+ironhouse
    titan      700w 300s                                         large headquarters
    
    wood                 woodcutter's hut
    stone                quarry
    iron *
    
    food                 hunting lodge     food store
                         corpse collector
    
    defense                                stone thrower
    
    
    -------------------------------------------------------------------------------
    
    * the trolls have no specialized structure for iron mining, but you can still
      send your workers to mine, they will simply return the harvested iron back to
      the elf monument
    
    
    
                             Troll Buildings Requirements
    
    -------------------------------------------------------------------------------
                          costs            small headquarters   medium headquarters
    -------------------------------------------------------------------------------
    
    small headquarters    50w 50s
    medium headquarters   100w 150s                 X
    large headquarters    250w 250s                                      X
    > Troll Titan         700w 300s
    
    mace carver           40w 50s
    > Heavy Clubs         300w
    stonecutter           150w 200s                 X
    > Hall of Fire        400s
    > Thunderstrike       200w 300s
    ironhouse             400s                                           X
    > Way of the North    300s 400i
    blacksmith            400s                                           X
    > Chaos Weapon        500i
    
    woodcutter's hut      30w 10s
    quarry                30w 20s
    
    hunting lodge         20w 40s
    corpse collector      30w 30s
    food store            80w 80s                   X
    
    stone thrower         100w 200s                 X
    
    
    -------------------------------------------------------------------------------
    
    
    
                                  Troll Unit Stats
    
    -------------------------------------------------------------------------------
                     armor weapon   damage hit% spells          extra upgrade bonus
    -------------------------------------------------------------------------------
    
    Rowdy               50 troll mace 8-15  85%
    Smasher            100 club       5-12 125%
    > Heavy Clubs          troll club 6-13
    Thrower             80 rocks      9-19  70%
    > Hall of Fire                                                        Fireburst
    Hurler             160 rocks     10-22  75%
    > Way of the North                                                     Iceburst
    Devastator          80 hammer    13-26  65%
    > Thunderstrike                                                           Spark
    Bouncer            140 maul       7-17 100%
    > Way of the North                                                     Iceburst
    Destroyer          150 mace       9-19 100%
                           + mace     9-19 100%
    > Chaos Weapon                                                        Manadrain
    Champion           180 hammer    18-35  80%
    > Chaos Weapon                                                             Amok
    
    
    -------------------------------------------------------------------------------
    
    * destroyers wield 2 weapons
    
    
    
    -------------------------------------------------------------------------------
     Dark Elf                                                                [0408]
    -------------------------------------------------------------------------------
    
    The dark elves are the most devastating spellcasters among all races. The
    spells available to the dark elves include summonables, lifetap and pain. These
    make the dark elves very strong and they can practically handle anything.
    
    The havocs can summon spectres. The necromancers and the titan can raise dead.
    These will increase your army size by a huge amount and act as cannon fodder
    for your actual expensive units.
    
    All units receive some form of special abilities when upgraded and like the
    trolls, you would want a balanced mix of all the unit types in your army so
    you can enjoy the wide array of special effects they have.
    
    
    
                                  Dark Elf Tech Tree
    
    -------------------------------------------------------------------------------
               costs     no requirements   small headquarters   medium headquarters
    -------------------------------------------------------------------------------
    
    assassin   100i      forge
    sorcerer   80a                         onyx tower
    necro      110a                        onyx tower+dark academy
    warlock    140a                        onyx tower+dark academy          arkanum
    darkblade  70i 20a   forge             onyx tower
    btl.master 50m 80i   forge                                    moonsilver armory
    dth.knight 80m 40a   forge             onyx tower                   shadowforge
    havoc      100m 60a  forge             onyx tower
                                              arkanum+shadowforge+moonsilver armory
    titan      300m 300a                                         large headquarters
    
    stone                quarry            stonemason
    iron                 mine              smelting works
    moonsilver                             moonsilver mine
    aria                                   onyxshrine
    
    food                 breeder           fungus farm
                                           food store
    
    defense              tower of sorcery  mindbreaker
    
    
    -------------------------------------------------------------------------------
    
    
    
                            Dark Elf Buildings Requirements
    
    -------------------------------------------------------------------------------
                          costs            small headquarters   medium headquarters
    -------------------------------------------------------------------------------
    
    small headquarters    110s
    medium headquarters   300s                      X
    large headquarters    550s                                           X
    > Dark Elf Titan      300m 300a
    
    forge                 80s
    > Dance of Death      300i
    onyx tower            140s                      X
    dark academy          250s 100a                 X
    > Redemption          500a
    moonsilver armory     350s                                           X
    > Sinister Blessings  100i 300m
    shadowforge           350s                                           X
    > Dark Bond           400m 200a
    arkanum               200s 150a                                      X
    > Nor's Calling       500a
    
    quarry                50s
    stonemason            130s                      X
    mine                  80s
    smelting works        150s                      X
    moonsilver mine       160s                      X
    onyxshrine            80s                       X
    
    breeder               150s
    fungus farm           120s                      X
    food store            180s                      X
    
    tower of sorcery      50s 100a
    mindbreaker           50s 100a                  X
    
    
    -------------------------------------------------------------------------------
    
    
    
                                 Dark Elf Unit Stats
    
    -------------------------------------------------------------------------------
                     armor weapon   damage hit% spells          extra upgrade bonus
    -------------------------------------------------------------------------------
    
    Assassin           125 katana     7-14 100%
                           + katana   7-14 100%
    > Dance of Death                                                     death blow
    Sorcerer            60 staff       4-9  80% Pain
    Necromancer         85 scythe     7-15  80% Summon Undead
    > Nor's Calling        staff                         auto resurrection at night
    Warlock            110 staff      6-13  80% Death
    > Redemption                               auto resurrection as spider, Mana+45
    Darkblade          150 hooksword  7-14  90% Lifetap
    Battlemaster       160 hammer    14-29  85%
    > Sinister Blessings                                   Lifetap, Manadrain, Pain 
    Deathknight        180 ravenpeck  9-18  90% Aura of Lifetap
    > Dark Bond        220                       Shield of Pestilence, BlackRes+80%
    Havoc              220 sabre     11-25  90% Summon Spectre
    > Dark Bond        250                       Shield of Pestilence, BlackRes+80%
    
    
    -------------------------------------------------------------------------------
    
    * assassins wield 2 weapons
    
    
    
    
    
    ===============================================================================
     CAMPAIGN WALKTHROUGH                                                    [MS05]
    ===============================================================================
    
    This section will detail the single player campaign, including both the main
    quests and the subquests.
    
    The campaign is divided into three arbitrary chapters in accordance with the
    storyline. Each chapter is further divided into the individual maps. For each
    map, you will find a checklist for plans and runes, an annotated diagram
    representing the geography of the map, legend for the diagram, and the actual
    walkthrough. The walkthrough is divided into the individual main quests for
    clarity, and the subquests are inserted as and when I think is appropriate.
    
    And in case you did not read the introduction -
    
        !!! WARNING: will contain spoilers !!!
    
    
    
    -------------------------------------------------------------------------------
     World Map                                                               [0501]
    -------------------------------------------------------------------------------
    
    The world of SpellForce is made up of many floating islands. The islands are
    connected via magic portals set up by Rohen. These connections are represented
    by the *s and points of connections indicate roughly the actual locations of
    the portals.
    
    
    
      +------------+     +-------------+     +-------------+     +--------------+
      |            *******             |     |             ****  |              |
      | Leafshade  |     | The Shiel   ****  | Wildland    |  *  | Frost Marsh  |
      |            |     |             |  *  | Pass        |  *  |              |
      |            |  ****             |  ****             |  ****              |
      +*-----------+  *  +-------------+     +-------------+     +------*-------+
       *              *                                                 *
       ************   *                                                 *
      +-----------*+  *              +-------------+             +------*-------+
      |            |  *              |             |             |              |
      | Eloni      |  *              | Sharrowdale |             | Southern     |
      |            |  *              |             |             | Godmark      |
      |            |  *           ****             |             |              |
      +---------*--+  *           *  +-------------+             +-------------*+
                *     *           *                                            *
       **********     *           *                                *************
      +*-----------+  *           *  +-------------+             +-*------------+
      |            |  *           *  |             |             |              |
      | Liannon    |  *           **** Breathing   |             | Nightwhisper |
      |            |  *              | Forest     *************  | Dale         |
      |            |  *              |             |          **********        |
      +--*-------*-+  *              +-------------+             +--------------+
         *       ******
         *
         **********                  ******
      +-----------*+     +-----------*-+  *  +-------------+     +--------------+
      |            |     |           * |  ****             |     |              |
      | GREYFELL   |     | Farlorn'S   |     | Mulandir    ******* The Rift     |
      |            ******* Hope        |     |             |     |              |
      |            |     |             |     |             |     |              |
      +----------*-+     +-------------+     +---*---------+     +--------------+
                 *                               *
                 ***************                 ****        ******************
      +------------+     +-----*-------+     +------*------+ *   +------------*-+
      |            |     |             |     |             | * ***              |
      | Stoneblade |     | Northern    |     | Godwall     | * * | Whisper      |
      | Mountain   |  **** Windwalls   |     |             | * * |              |
      |     *      |  *  |             |     |             | * * |              |
      +-----*------+  *  +------*------+     +-------*-----+ * * +--------------+
            *         *         *                    *       * *
            *     *****         ************         ********* ************
            *    +*------------+     +-----*-------+     +--------------+ *
            *    |             |     |             |     |              | *
            *    | Southern    |     | Greydusk    ****  | Howling      ***
            *    | Windwalls   ******* Vale        |  **** Mounds       |
            ******             |     |             |     |              |
                 +-------------+     +-------------+     +--------------+
    
    
    
    -------------------------------------------------------------------------------
     Chapter One - Rohen                                                     [0502]
    -------------------------------------------------------------------------------
    
    In this chapter, you will be following the path of Rohen from Greyfell to
    Frost Marsh. If you are new to SpellForce, you might want to go through the
    prologue, i.e. the tutorial, before plunging into the world of SpellForce.
    The tutorial is thoroughtly guided, and is therefore not included in this
    walkthough. There are some reports of bugs related to the tutorial that make it
    impossible to complete, so beware, or forget it altogether. The first map
    Greyfell is easy enough for you to learn the basics.
    
    
    
    ========
    Greyfell                                                                 [e52a]
    ========
    
      [Buildings]              [Units]                  [Runes]
    
      [human]                  [human]                  [workers]
      Crossbow Tower           Recruit                  Human Worker lv1
      Forge                    Scout
      Hunting Lodge
      Mine
      Quarry
      Small Headquarters
      Woodcutter's Hut                                                    ########
                                                                          #   P1 #
                                                              ##############     #
                                       ########################28   29           #
                                       # C                 #  #15            #   #
                         ###############                   #  #            30#####
                         #  B m1       ##############      #  #14    05      #
        ##################             #                   #  #      B       #
        #  E1  # C                     #                #  #  #13   04     07#
        #B     #                       #                #  #  #              #
        #      #                 ###  #####  01   #######           06       #
        #      #     #############        #       #######   E4   17 18       #####
        ###    #  E2 #S4 C            Ma  #    02 #######        19 20     08#   #
      ###      #     #                    #             #######  21    16  09    #
      #C       #     #                  S3#                   #     22 23      P3#
      #        #     ######    ############           03      #        24    #   #
      ###      #     ######                  E3               #27         ########
      #    #####   #####C   Mb Mc      Md                     #    25     # C #
      #         S1 # S2                           #######     #     11    #   #
      #           ###                             #     #     #   12 26 10#   #
      #############################################     #######           #   #
                                                              #           #   #
                                                              #####  ######   #
                                                                #             #
                                                                ## P2 #########
                                                                 ######
      NPCs
    
      01 Peasant Lemuel        11 Castigir              21 Merchant Vilnon
      02 Tombard               12 Flink McWinter*       22 Merchant Zorg Zoransen
      03 Sick Hermit           13 Adhira                23 Merchant Nedime
      04 Sartarius             14 Sandor                24 Merchant Arnar
      05 Gabar                 15 Tanara                25 Merchant Ulmarra
      06 Zarim                 16 Sentos the Trader     26 Merchant Ladavius
      07 Seno the Dentist      17 Merchant Roban        27 Merchant Soemi Siw
      08 Orthanc               18 Merchant Drago        28 Merchant Nurdiana
      09 Goran                 19 Merchant Wetzlin Thom 29 Merchant Finwie
      10 Hinrik Karison        20 Merchant Krag         30 Trader Valdis*
    
      *appear later after triggering specific quests
    
    
      Events
    
      E1 Game Begins           E3 Village Rescue
      E2 Betrayal              E4 Orc Attack
    
    
      Others
    
      B  Bindstone             Mc Goblin Spawn Point    S1 Gravestone
      C  Chest/Corpse          Md Orc Spawn Point       S2 Gravestone
      m1 Human Monument        P1 Liannon               S3 Gravestone
      Ma Cutpurse              P2 Northern Windwalls    S4 Tomb of Shin Tar Guar
      Mb Goblin Spawn Point    P3 Farlorn's Hope
    
    
    
    -----------
    To Greyfell                                                              [mq01]
    -----------
    
    Your quest to save the world begins at E1. After watching the cutscene,
    activate the bindstone and travel down the one way path. Remember to loot all
    the chests, they will provide you with some basic gear for now. Along the way
    you will fight several lv1 Young Forest Spiders and Young Forest Beetles,
    nothing to worry about. Also take note of special locations S1~4, you will
    return to these later.
    
    At E2, after the cutscenes, loot the messenger's corpse for a Magically Sealed
    Casket and follow Randolf to the human monument. Remember to activate the
    bindstone and loot the chest. Activate the human monument and summon all 20
    workers. Meanwhile you should move to the narrow spot in the southeast slightly
    north of Cutpurse and stay there to kill the occasional goblins that stray up
    towards your monument.
    
    Send 10 of your workers to gather wood, 5 to gather stone and 5 to gather iron.
    When you have sufficient wood, select 5 of the woodcutting workers and built a
    woodcutter's hut, this will speed up the collection of wood. Select the mining
    workers and build a mine near the iron. Select the quarrying workers and build
    a quarry near the stone. Select the remaining 5 woodcutting workers and build a
    small headquarters as soon as possible. Be careful never to select the artisans
    when you are selecting workers.
    
    When the small headquarters is up, build a hunting lodge with those 5 free
    workers. Summon more workers from human monument. Build at least 2 forges with
    your new workers. You can make do with 1, but having more forges will speed up
    your summoning time and allow you to quickly replace lost units in the upcoming
    battles. Also, build 1 more mine and 1 more woodcutter's hut to speed up
    resource gathering if necessary *I recommend this*. And if you still have a
    few idle workers lazing around, you might want to build 1 or 2 crossbow
    tower(s) at where you are to aid in taking down goblins.
    
    Summon 10 recruits and 10 scouts and send them to where you are, you should
    have enough food to upgrade your army size to 20 by now.
    
    Group your troops using ctrl and you are ready to move out. Wait for a new wave
    of goblins to come up and finish them. Quickly move south and finish off
    Cutpurse lv2 and his miserable hut. Remember to loot the Tanard's Eyeglasses.
    
    Move south. Station your troops near the goblin camp entrance while you run
    into the camp to lure out the goblins. Move into the camp and destroy
    everything after you and your troops have clear out the goblins.
    
    Replace any lost units, move east, destroy the orc using the same tactic.
    
    There is a cutscene at E3. Quickly move north towards the village and finish
    off the orcs, taking down the orc healers first. Be careful not to let Lemuel
    die, or you will miss a reward from him. After the orcs are gone, talk to
    Lemuel for a Ring of Mages and some experience. Take note of Tombard's and
    Sick Hermit's locations, you cannot talk to them now, but you will return for
    some quests later on.
    
    There is a chest guarded by several orcs up north, tackle them; otherwise,
    follow the path all the way up towards Greyfell town. Station your troops at E4
    near the town entrance while you move into town and look for Sartarius.
    
    
    
    -----------------------
    Attack of the Cave Orcs                                                  [mq02]
    -----------------------
    
    Look for Sartarius. After the cutscene, quickly select the troops he gave you
    and move out towards E4 to fend off the invading orcs. If you have left your
    troops there as I suggested, they would have kill several of the orcs already.
    The battle is not too hard, take down healers before fighters and you can end
    the assault quickly.
    
    Return to Sartarius for a reward - your first rune hero warrior Cord lv1. Talk
    to Sartarius about everything to get a basic understand the story. Remember to
    activate the bindstone.
    
    Explore the rest of the town in 3rd person mode. The Greyfell town area will be
    your headquarters for the rest of the game, so it is good to spend some time
    here and familiarize yourself with the geography. The chest in the east is
    supposed to be out of reach for now, but if you stand close to the town wall
    you can actually open it. Try it. Merchant Finwie sells two rune heroes, you
    are too poor to buy them now, but you can come back later. Merchant Ulmarra
    sells the best mage shield in the game - Crypt Shield, again, you are too poor
    to buy it now, but remember her and come back for it later. The merchants in
    the central area sell all sorts of spells at all levels, this is your heaven if
    you are a mage.
    
    *This is your first map, so I took the trouble of reminding you to activate the
    bindstones and loot the chests. You will not see such reminders from now on.*
    
    
       !!!Subquests Progress!!!
    
       [ Magical Artefacts ]                                                 [sq01]
    
       Talk to Gabar and give him Tanard's Eyeglasses after you activate the quest.
       You will collect the rest of the artefacts in upcoming maps.
    
       [ The Tooth Crusher's Pliers ]                                        [sq03]
    
       Chat with Seno to activate the quest
    
       [ Dwarf Services ]                                                    [sq02]
    
       Talk to the drunken dwarf Hinrik to activate the quest.
    
    
    
    -----------------------
    Darius the Cartographer                                                  [mq03]
    -----------------------
    
    After you update all the subquests, you are ready to move on to Liannon. Talk
    to the guard near the portal to Liannon and step into the portal.
    
    
    
    
    
    =======
    Liannon                                                                  [e52b]
    =======
    
      [Buildings]              [Units]                  [Runes]
    
                                                        [heroes]
                                                        Warrior Cord lv1
    
    
                ########                   ##############
                #      ##                  #    Mj      #
            #####       ####         #######            #
            #   P2         #         # Mi  #            #
            #           ##############     #            #######
            #         ###        ####      #           ##     ##
            #         #          ####                ###       #
            ##    ##  Mf          ###               ##S1  Mh   #
             ###### Mg            ###            ####          #
               ##                  ##           ##             #
                ###                ###########                 #
                  ##    #     #    ##                          #
                   #    #     ## 08 ##   Mb                ##########
                   #    #     #      ##                 ##############
                   #    #     #       ###             ################
                   #    #     ##        ##########   #################
             #######    #                 ## 10  ##  #  ############ #
             #    C     #09            m1  ##   05#  #04  ######     #
             #    Mc    #     07         B               11 ##  Me   #
             #          ########        06                ###        #
             #                                            #          #########
             #                                           #####  ######       #
             #                ############## 01         03                   #
             #                #               # 02    ##                     #
             #                #               #     ####                     #
             #                #               ##########                     #
             ###              #     #####   #############                    #
               ##             #      ##                 ######               #
                ###           ##      ###             ###    #               #
                  ###          ###      ###         ###      #               #
                    ###          ##       ###  Ma ###        #########  ######
                      ##   Md     ###       ##C ###          #               #
                       ### C        ##       ####            #               #
                         #############          ##           #               #
                         # P1                    #           ###     P3    ###
                         #                       #             #############
                         #########################
      NPCs
    
      01 Darius                05 Shan Muir             09 Merchant Leleth
      02 Bart Boggelsen        06 Lieutenant Celen Fell 10 Merchant Will Boggelsen
      03 Brok Dalingar         07 Ortah Gelfbeard       11 Merchant Colan Fell
      04 Sunder Blackhand      08 Tyrgar Brannon
    
    
      Others
    
      B  Bindstone             Md Bandit Leader         Mj Burgle the Ripper
      C  Chest/Corpse          Me Ghosts*               P1 Greyfell
      m1 Hero  Monument        Mf Gnaff                 P2 Eloni
      Ma Wartskin              Mg Goblin Spawn Point    P3 The Shiel
      Mb Fishrobber            Mh Sento's Thugs*        S1 Wartskin's Chest
      Mc Snarf                 Mi Klingzog
    
      *appear later after triggering specific quests
    
    
    
    -----------------------------------
    Darius the Cartographer [continued]                                      [mq03]
    -----------------------------------
    
    You start at P1, from Greyfell. The path leads you to Darius directly, but you
    will have to fight several lv1 goblins along the way. If you are strong enough,
    i.e. have decent offense, you should kill Wartskin lv3 as well. If not, you can
    come back later after summoning Cord. Wartskin carries a Small Rusty Key which
    you use to unlock his chest in the northeast.
    
    Talk to Darius to complete this quest. Choose all the options to learn more
    about the story.
    
    Talk to Celen.
    
    
    
    -----------------
    The Path to Eloni                                                        [mq04]
    -----------------
    
    Celen will ask you to kill Snarf lv2 before agreeing to let you pass. If you
    have not already done so, summon Cord at the hero monument now, and make sure
    he is properly outfitted.
    
    Move through the gully west of Celen and annihilate the few goblins scattered
    about the lake. Then move north and finish off Snarf. The chest beside Snarf
    contains several plans. Loot everything.
    
    If you want, you can move south now to remove Bandit Leader lv4. He is not too
    tough, but again, it is relative to your character type. He carries a Wanted
    Poster for Celen and an Old Dwarven Axe for Sunder, which you can exchange for
    some cash, gear and experience with Celen and Sunder respectively. If not, you
    can return to Celen now to continue the main quest.
    
    If you need any healing, you can talk to Shan Muir.
    
    Celen will dispatch several units from town. They will move north towards the
    portal to Eloni. You should move ahead of them and kill any goblins you
    encounter along the way. Kill Gnaff lv2 and all his accomplices. Celen's troop
    should arrive in time to help you finish off any remaining goblins and
    buildings. If, for some unfathomable reason, all of Celen's troop die, you can
    return to her to dispatch a new troop.
    
    Talk to any surviving unit to open the gate, but before moving on, you should
    tackle the subquests and familiarise yourself with the geography. Like
    Greyfell, Liannon is your second headquarter and you will return here many many
    times later for one quest or another.
    
    
       !!!Subquests Progress!!!
    
       [ Small Fish ]                                                        [sq11]
    
       Talk to Tyrgar to activate the quest. Kill Fishrobber lv2 at the opposite
       bank and return the Bag of Fish to Tyrgar. Tyrgar will make you deliver the
       Fish to Sunder - do it, get humiliated and complete this quest. You get
       some experience out of this quest.
    
       [ The Ghost of the Mine ]                                             [sq12]
    
       Talk to Brok and he will warn you of the ghost. You should be able to kill
       the ghost if you are lv4. Kill the ghost Terror of the Deep lv5 and return
       the Old Sword to Brok. You get some experience out of this quest. If you
       find the battle too tough, leave it and come back later when you are higher
       level and have better heroes.
    
       [ From the Deep ]                                                     [sq13]
    
       If you managed to kill Terror of the Deep, you will also get a Ring of the
       Warrior. Show this Ring to Brok and then to Ortah. Ghost of the Scribe lv10
       will appear back at the mine. This is probably as far as you can go for now,
       as it is unlikely that you can kill the Ghost to continue the quest. You do
       get some experience for bringing the Ring to Ortah nevertheless.
       
       [ The Tooth Crusher's Pliers ]                                        [sq03]
    
       Kill Wartskin if you have not already done so, open his chest at the
       northeast to get the Tools of a Dentist. You can return the Tools to Seno in
       Greyfell to complete the quest now, but I suggest you hold on to it until
       later when you can go back to do several quests at the same time. You get 1
       Mist Crystal and some experience from this quest. You will also find Liannon
       Brandy and Eyeglasses of a Dwarf in the chest, these are related to the
       Dwarf Services subquest, but have no use for now.
    
    
    The areas in the northeast and southeast are currently sealed off, you will be
    able to access them later. When you have finish updating all the subquests, you
    can move on to Eloni.
    
    
    
    
    
    =====
    Eloni                                                                    [e52c]
    =====
    
      [Buildings]              [Units]                  [Runes]
    
      [human]                  [human]                  [workers]
      Crossbow Tower           Recruit                  Human Worker lv2
      Forge                    Scout
      Hunting Lodge            Cleric
      Mine                     Marksman
      Quarry
      Small Headquarters
      Woodcutter's Hut
      Ariashrine
      Fisher's Hut
      Food Store
      Shooting Range
      Temple of Light                ############
                                    ##          ####           ###########
                                    #              ##   ########  ##C  P2#
                                    # Mm #######    ##### #Mk      #Ml B #
                           #####    ##############     S3 #     ##       #
                         ###   ####################       #   Mj ##     ##
                       ###         C ### Mh  C ###          ##    #######
                     ###       ########  Mi    ##         #    ####
                     #       06     ###        ##           ####
                     ##     05     ## #             #########
                      ##   07    04     #############
                       ###      ###      #################
                         ##     # Mc Me   #Mf C          ##
                          ###   # Md C #  #Mg         S2  #
                            #   ########      #           #
                            #11 # 02 #m2      #          ##
                ########    #   #             ############
               ##      #    #   #    #            S1 ##
               # Mp    ############  ###  #######   ##
               ##      #     #  ####            #  ##
                #     C#  #     #####03#######  ###########
                ###       #         #  #C Mb#      m1 B   #
                  #       #            #Ma  #             #
                  #########Mo      Mn ##    #  ##         #
                          #      08  ###   ##  ##   01    #
                          #09    10#####  ##  ##          #
                          ##########   #     ##       #####
                                       #    ##        #
                                       #    #         ###
                                       ############     ###
                                                  ###     ##
                                                    ### P1 ##
                                                      ##  ##
                                                       ####
      NPCs
    
      01 Sidahan*              05 Sidahan*              09 Istur Ash
      02 Sindare               06 Ashawe                10 Merchant Ishtar
      03 Jenquai Sundancer     07 Swerdis               11 Merchant Mark Shamir
      04 Lycande               08 Shadira Sundancer
    
      *Sidahan moves from 01 to 05 after you free the settlement
    
    
      Others
    
      B  Bindstone             Mf Ruff                  Mo Beastman Spawn Point
      C  Chest/Corpse          Mg Goblin Spawn Point    Mp Sharknar
      m1 Human Monument        Mh Orc Spawn Point       P1 Liannon
      m2 Human Monument        Mi Orc Spawn Point       P2 Leafshade
      Ma Goblin Spawn Point    Mj Goblin Spawn Point    S1 Eloni Ranger
      Mb Zarn the Traitor      Mk Goblin Spawn Point    S2 Eloni Ranger
      Mc Urshuk                Ml Orc Spawn Point       S3 Eloni Ranger
      Md Goblin Spawn Point    Mm Fafna
      Me Goblin Spawn Point    Mn Ogre Spawn Point
    
    
    
    -------------------
    Drums in the Forest                                                      [mq05]
    -------------------
    
    You start at P1. Move north to talk to Sidahan. You have to kill a few goblins
    along the way. Follow Sidahan to the monument, claim it and summon all 20
    workers. Kill any stray spiders you find in the area and then move west and
    stay guard at the mouth of the valley, a few goblins may stray up from there
    every once in a while.
    
    Like in Greyfell, send 10 workers to gather wood, 5 to mine and 5 to quarry.
    Build a woodcutter's hut near the edge of the forest as soon as you can. Build
    also a mine and a quarry. Select the remaining workers and build a small
    headquarters, follow by a hunting lodge. Summon another 10 workers when the
    small headquarters is up. Build a food store near the hunting lodge
    immediately - this is to offset the somewhat lack in game in the area. Forget
    about the fisher's hut for now, build 2 forges, 2 shooting ranges and 1 temple
    of light. Upgrade your marksmen from the shooting range as well as your troop
    size limit to 15 or 20 from the small headquarter.
    
    Summon 5 recruits and as many marksmen as you can. Meanwhile, you should build
    1 more woodcutter's hut, 1 more mine and 1 or more food store(s) with whatever
    remaining workers you have.
    
    Group your units and move down the valley to finish off Zarn and the goblin
    camp. The upgraded marksmen can take down any target quickly if you help them
    lock onto one. Use the recruits and yourself to tank. Loot everything and move
    back towards the stone gate, but DO NOT open it yet unless you want to be
    swarmed by goblins.
    
    Free up 5 workers from whichever resource gatherer that you feel you have the
    excess resource of. Typically, this would be the quarry, since you only need
    stone to build and not to summon troops, but you can also free up some from
    the woodcutter's hut or mine. Send the workers off to build an ariashrine.
    
    Upgrade your clerics from the temple of light before summoning them. By now,
    you should have enough food to up the troop limit to 30, if not, free up more
    workers and build the fisher's hut and extra food store. The more food stores
    you have, the faster your units will heal themselves.
    
    You should have 5 upgraded clerics, 5 recruits and 20 upgraded marksmen before
    moving out. The formation throughout the game is simple, tanks in front,
    healers behind and shooters somewhere in the middle.
    
    Open the gate and move up the valley. Pause at the first junction to take down
    the oncoming waves of goblins, then move west and quickly finish off any loose
    monsters there.
    
    After the valley is clear, move north but do not claim the monument yet. Move
    further north to clear the goblin camp Mc-e, then east to clear the other
    goblin camp Mf-g. If you were systematic, there should not be any escapers, but
    if you were not, you will find them moving towards your defenseless base. You
    can rectify this by sending back your marksmen.
    
    Station your units before the bridge connecting Me and Mh. The marksmen will
    take down any orcs that attempt to cross the river. Consider this a rest period
    for your units to recuperate. Replace any lost units. Meanwhile, you should go
    talk to Jenquai, Sindare, Lycande and the Eloni Rangers at S1 and S2. You will
    receive some elven units from Sindare and Lycande. You will also get some plans
    from Lycande. Free up more workers to build the newly acquired medium
    headquarters. If you are lacking food, the area around the second human
    monument has many animals, so you can build a hunting lodge there if you want,
    remember to accompany it with a food store.
    
    Up your troop size some more, summon 5 more clerics and as many marksmen as you
    can. Group them properly and cross the river to take down the orcs. Nothing can
    match the power of 30+ marksmen. Move all the way east to take down the
    remaining two camps. Always remember not to just barge into a camp, but instead
    station your shooters outside the camp while your tanks go lure out the enemies
    in the camp. This will ensure it is the enemies that get bottlenecked at the
    camp entrance and not your units.
    
    You can enter the portal to Leafshade to continue the main story if you want,
    but it would be better to take your time to explore the rest of the map and
    clear the subquests with your units. Your troops will disappear once you leave
    the map, so you will have to build up everything again if you are to explore
    the map at any other time.
    
    Kill Fafna lv8 to get Ariafrost and a Stone of Eternal Fire while you are
    still at the north.
    
    
       !!!Subquests Progress!!!
    
       [ The Last of the Archers ]                                           [sq15]
    
       You automatically get this quest from Sidahan at the beginning of the map.
       Talk to all the Eloni Rangers if you have not already done so. Talk to them
       again when they are safely in town. You get some mediocre gear and
       experience out of this quest.
    
       [ The Free Traders ]                                                  [sq16]
    
       Talk to Jenquai and ask for the White Stone Key to the gate from Lycande if
       you have not already done so. Open the gate and move south to destroy the
       ogre camp. Piece of cake with the marksmen. Talk to Shadira to complete the
       quest. You get experience out of this quest. Although the quest is mark as
       completed when you rescued Shadira, you can actually get more reward if you
       return to Jenquai. Talk to him and choose one from Ring of the Seven Winds,
       Simple Ring of Sorcery or Wyrm Eye as your reward.
    
       [ Stardust ]                                                          [sq17]
    
       After rescuing Shadira, talk to her again to activate this quest. Give her
       the Ariafrost you got from Fafna. You get different rewards depending on how
       generous you are. Choosing [1] from the start nets you 2 silver and
       experience; choosing [2] then [1] nets you 4 silver but less experience;
       choosing [2][2][1] nets you 6 silver but even lesser experience; choosing
       [2][2][2][2] nets you a Star Ring or a Ring of Thieves, both are junk.
    
       [ The Dream Snatcher ]                                                [sq18]
    
       Talk to Istur Ash after you destroy the beastman camp. Kill Sharknar lv5 and
       the subsequent Dream Snatcher lv6 that appears to get the Humming Obsidian.
       Return the Obsidian to Istur to get some experience.
    
       [ The Wound Tincture ]                                                [sq19]
    
       Talk to Swerdis to activate this quest. You can return to Greyfell to look
       for Valdis now if you want, but talking to Valdis is as far as you can go
       for now, and I suggest that you put this quest on hold first, you can go
       back later to do several quests all at the same time.
    
    
    Ashawe will pay you 1 silver for the Beastman Manes you picked up from fighting
    the beastmen, you will also get some experience, so do not miss it. The
    merchant Mark sells several plans for human as well as 3 rune heroes. You
    should consider buying the plans. He also sells all kinds of gems, which you
    may need for future subquests in case you do not have spare ones. When you have
    finish updating all the subquests, you can move on to Leafshade.
    
    
    
    
    
    =========
    Leafshade                                                                [e52d]
    =========
    
      [Buildings]              [Units]                  [Runes]
    
      [human]                  [human]                  [workers]
      Crossbow Tower           Recruit                  Human Worker lv3
      Forge                    Scout
      Hunting Lodge            Cleric                   [heroes]
      Mine                     Marksman                 Warrior Cord lv1
      Quarry                   Enchanter                Priest Thalia lv3
      Small Headquarters       Mentalist                Archer Caitlyn lv5
      Woodcutter's Hut                                  Fighter Istvan lv6
      Ariashrine
      Fisher's Hut
      Food Store
      Shooting Range
      Temple of Light
      Academy
      Cattle Breeding
      Fishing Guild
      Grain Farm
      Medium Headquarters                ################
      Sawmill                            #              #
      Smelting Works                     #     # C  Mv  ##########
      White Hand                         #     #        #        ###
                                         #     ##########          #
                                         #        m3   B           #
                                         #           02     #C # Mw#
                          ################                  # C#C  #
                          # Mh  Mg      E2      ##########  #C # C #
                      #####          #####     #####################
                      #        ##    C C #     ##############   ##
                      # Mf    ##        ####   ########          ##
                      #      ##     Me #####   ########     ## Ml ##
                      #                 #### Mi          Mj  ##    ##
                      ##        ######   ###   #######        ##    #
                       ##### C    Md #   #     ########  ###   #########
                        #            # My#       ######  # ##    Mm Mn #
                       ##   #######  ########     #####  #  # C  Mo  C########
                       #    #     Mc  ########  Mk  ###     ###      ## Mp   #
                       #    #           ########      ##      ###  #    Mq   #
                       #    #A            ########     ##       ## Ms   Mr C #
                       #    #              ########     ####   ##  Mt   03 ####
                       #    #                ########      #####       C #  C #
                 ####### Mx #  ########        ######   S1 #             #C P2#
               ###     #  C #  ##     #        #############    ###############
               #  Ma   ######E1##         Mb   #               ##
               #A              #################    Mu    ######
               #                    m2         #         ##
           ###############                     #         #
           #                                   #####  B  #
           #                                       #######
           #          ###                          #
           #     #  ######01                     m1#
           # P1  #  ###### B                       #
           #     # C######                 #########
           ###############                 #
                         ###################
    
      NPCs
    
      01 Sergeant Einar*       02 Sinwen Whiteleaf      03 Sergeant Einar*
    
      *Einar starts at 01, follows you throughout the map and ends at 03
    
    
      Events
    
      E1 Scouts                E2 Sneak Attack
    
    
      Others
    
      B  Bindstone             Mh Darmor Twonk*         Mt Orc Spawn Point
      C  Chest/Corpse          Mi Sirgil Twonk*         Mu Gukar
      m1 Hero Monument         Mj Elijah Twonk*         Mv Fire Skeleton
      m2 Human Monument        Mk Ragnar Twonk*         Mw Scythecrawler
      m3 Human Monument        Ml Obak                  Mx Tronk
      Ma Bandit Spawn Point    Mm Goblin Spawn Point    My Fayt*
      Mb Goblin Spawn Point    Mn Goblin Spawn Point    A  Aria Fountain
      Mc Brandel Twonk*        Mo Goblin Spawn Point    P1 Eloni
      Md Goblin Spawn Point    Mp Orc Spawn Point       P2 The Shiel
      Me Barbarian Spawn Point Mq Orc Spawn Point       S1 Hostages
      Mf Goblin Spawn Point    Mr Umuruk
      Mg Orc Spawn Point       Ms Orc Spawn Point
    
      *the Twonks do not stay at fixed places, but wander about a lot instead
      *Fayt appears after certain event in the Trickster subquest
    
    
    -----------------------------
    Through the Forest of Shadows                                            [mq06]
    -----------------------------
    
    Enough of warm-ups, this is the first map that requires really careful resource
    management and group control. You will no longer have the luxury of idle
    workers and infinite summoning. Suggested heroes are Thalia and Istvan for non-
    white mage avatar and Istvan and Caitlyn for white mage avatar. Best is all 3
    of them naturally. Throughout this map you will get several more rune heroes,
    you should swap the low level ones to the higher level ones whenever possible.
    
    You start at P1. Go talk to Einar, he will join forces with you from then on.
    His troop casts all sorts of elemental spells and can be very helpful, that is,
    before they suicide themselves by running into enemy camps. After you spoke to
    Einar, go southeast. Kill the hordes of forest spiders and beetles in the area.
    Claim the hero monument and summon your heroes. Then go northwest and claim the
    human monument, make sure you clear the area of all spiders and beetles before
    summoning any workers. You would not want them dying.
    
    Send 5 of your workers to quarry and the rest to woodcut. Do not start mining
    yet, the iron resource is quite scarce and you should have a smelting works
    before you start mining. When you have enough wood and stone, build the
    woodcutter's hut, quarry, small headquarters, smelting works, mine and medium
    headquarters in that order, summoning more workers as soon as possible.
    Meanwhile you, your heroes and Einar should go clear the bandits at Ma and
    claim the aria fountain. Send 1 worker there to build an ariashrine and start
    collecting aria. No use sending more, as there is only 1 aria basin (you can
    tell by looking at the fountain), which means only 1 artisan can collect aria
    at any one time.
    
    While resource gathering is still going on, you should go stand guard at the
    mouth of the narrow pass, but be careful not to go too far up and trigger the
    scouts event. Nothing will happen if you do, but it would mean you are too far
    away from your base for safety.
    
    Build 1 forge, 1 shooting range and 1 temple of light. Do not waste resources
    by building more. Forget the academy, there is not enough aria on this map to
    support the mentalists and enchanters, you should reserve the aria for clerics.
    Build also 1 hunting lodge, 2 or 3 grain farms and several food stores to
    accompany them. You will need a lot of food to maximise your troop size later
    on. If you can spare the workers, you can build a fishing guide and an extra
    woodcutter's hut.
    
    Upgrade everything. When you have about 5 recruits, 5 clerics and 20 marksmen,
    you can start to move north. Ignore Mb first, move all the way north and clear
    Md. Grab the chest in the west for a few plans. Retreat and clear Mb. You do
    not have enough strength to clear the 3 camps up north yet. Return to where Mc
    was and stay guard there with your troops. You may not be strong enough to
    attack, but you do have sufficient strength to defend.
    
    Free up 3 workers and build another ariashrine at the second aria fountain.
    Free up more workers and build the newly acquired large headquarters and master
    armory. If you can afford the resources, build 1 more of each unit buildings.
    Use the extra workers to build more farms and food stores and hunting lodges.
    
    You should end up with 10 to 15 armsmen, 5 recruits (if they are still alive),
    20 clerics and the rest marksmen, totalling 80 units, before moving on. The
    clerics will keep the armsmen alive when they are tanking while the marksmen
    mow down the enemies. If you decide to try out to academy anyway, you can get
    5 mentalists OR 5 enchanters, and never more, as they cost a lot.
    
    It will be havoc when you attack the 3 camps Me-g, try as best as you can to
    take down one camp before moving on to another, although you will most likely
    find your troops all over the place. When all 3 camps are gone, go to E2 and
    stay guard, give some time for your troops to recover before moving on to claim
    the second human monument.
    
    Move your troops to Mi and stay guard, replace any lost units by summoning from
    the second monument. Destroy the 2 fire towers on your side of the bridge and
    mow down the neverending waves of enemies that will come over. Do not cross the
    bridge yet. Most, if not all, of Einar's units will die here.
    
    Compose yourself, summon any new heroes that you acquired, check your troop and
    cross the bridge. You are supposed to sneak your marksmen up onto the two sides
    of the gully, but chances are, ALL the orcs will rush out to attack you the
    moment to reach their side. Let your troops fight it out while you and your
    heroes tear down the fire towers. After the battle has more or less subsided,
    park your units at the mouth of the gully while you replace any casualties,
    keep in mind that there will be an endless stream of goblins and orcs coming
    out from the inner camps - there are many many spawn points inside.
    
    When you are ready, move in to clear the goblin base, using the same tactic.
    Repeat for the orc base. When you finally destroy everything, Einar will leave
    you and stand at the gate. Talk to him to get some experience and a Ring of
    Utran.
    
    
       !!!Subquests Progress!!!
    
       [ Head Hunt ]                                                         [sq20]
    
       You get this quest automatically when you kill and loot any of the Twonks.
       When you have collected all 5 heads, show them to Einar and you will get 8
       silver and some experience.
    
       [ The Hostages ]                                                      [sq21]
    
       Talking to Sinwen will get you this and the next subquests. Rescue the
       hostages by killing off the guards. You get 1 Mist Chrystal and some
       experience for each survivor, the survivors will ally with you and you get
       experience for completing the quest.
    
       [ Spellwork ]                                                         [sq22]
    
       All the items required for the Nightglow and Spellmask are located in this
       map, take your time to explore around and return the raw materials to
       Sinwen. For Nightglow, you need to kill Tronk, Elijah Twonk and Ragnar
       Twonk to get Dark Quartz, Silvermoon and Starfire respectively. For
       Spellmask, you need to kill Umuruk, Scythecrawler and Fire Skeleton (or
       Fafna from Eloni) to get Troll Skull, Blood of the Crawler and Stone of
       Eternal Fire respectively. You get the Nightglow ring, Spellmask and some
       experience for completing the quest.
    
    
    Make sure you fully explore the map before moving on. There are several runes
    and special items, such as Invocation Chalk from Gukar and Orc Tooth from Obak,
    on this map. When you are ready, step into the portal to the Shiel to complete
    this part of the main quest.
    
    
    
    
    
    =========
    The Shiel                                                                [e52e]
    =========
    
      [Buildings]              [Units]                  [Runes]
    
      [human] *everything*     [human] *everything*     [workers]
      Crossbow Tower           Recruit                  Human Worker lv4
      Forge                    Scout                    Elf Worker lv4
      Hunting Lodge            Cleric
      Mine                     Marksman                 [heroes]
      Quarry                   Enchanter                Warrior Cord lv1
      Small Headquarters       Mentalist                Priest Thalia lv3
      Woodcutter's Hut         Armsman                  Archer Caitlyn lv5
      Ariashrine               Paladin                  Fighter Istvan lv6
      Fisher's Hut                                      Priest Marticus lv6
      Food Store                                        Warlock Tonya lv7
      Shooting Range                                    Mentalist Iolan lv8
      Temple of Light
      Academy
      Cattle Breeding
      Fishing Guild
      Grain Farm
      Medium Headquarters
      Sawmill
      Smelting Works
      White Hand
      Large Headquarters
      Master Armory
    
      [elf]                    [elf]
      Archer Tower             Ranger
      Armory                   Warder
      Food Store
      Gatherer's Hut
      Hunting Lodge
      Small Headquarters
      Woodcutter's Hut
    
    
              ##################
              #              P1#############
          #####       ########## m2      ###    ########################
         ##03 ###                Md    ##########    #    Ml Mm Mp#    ##
        ## 07 02#    ######  Mc      ###########     ##           #     ##
       ##   B 01      E1 ## m1              #######      #Mn Mo          ##
       #        #    ##   ###   ##     ##               ###     #  #B  #  ##
       ###  #####     ###   #####  #    ###########       #######  #S1 #E2 #
       #                ###        ###           ###   #           #S2 #   #####
       #     ######       ####    ######   Mk          ###     ##  #####   #   ##
       #     #      ##       ######            ###       #######   Mq# C        #
       ## Ma ## Me   #       ####         ###    ###             Mr           P3#
        ##    ##  ####  Mf   ##          m3 ##    L###               #          #
         #   P2#    C#                    #####Mj    #      ############   ######
         #     #######         ## Mh    ###         ##     ## Mt ########   #
         # Mb ##             ###   ######  Mi  ######     ##     ########   ##
         ######            ###     #  #      ###       ####      L #  ## C   #
         # L          ######               ###       ###   Ms ######   ## C  #
         #            #####               ##        ##          C#      ######
         #       #      ####        ##########          ##    ####
         #       ########  ####   ###   L    #    #####  ### ##
         #      Mg                        ####  ##    ##   ###
         # L                        #######    ##      ###  ###
         ###################                ####  05 08  #    ##
                           ###         Mu         06 04      ##
                             ###          ###     B      # ###
                               #############################
    
      NPCs
    
      01 Captain Bahir*        04 Captain Bahir*        07 Illirias
      02 Sergeant Einar*       05 Sergeant Einar*       08 Merchant Ragna Roch*
      03 Lord Commander Tynar* 06 Lord Commander Tynar* 09 Merchant Ragna Roch*
    
      *move from camp to fortress after you reclaim the fortress
    
    
      Events
    
      E1 Alert Post            E2 Dryads
    
    
      Others
    
      B  Bindstone             Mg Brigand Spawn Point   Mr Brigand Spawn Point
      C  Chest/Corpse          Mh Brigand Spawn Point   Ms Orc  Spawn Point
      m1 Hero  Monument        Mi Goblin Spawn Point    Mt Goblin Spawn Point
      m2 Elf Monument          Mj Kargan Skorn          Mu Brigand Spawn Point
      m3 Human Monument        Mk Goblin Spawn Point    L  Lenya Patch
      Ma Minatour Spawn Point  Ml Orc Spawn Point       P1 Leafshade
      Mb Minatour Spawn Point  Mm Orc Spawn Point       P2 Liannon
      Mc Minatour Spawn Point  Mn Orc Spawn Point       P3 Wildland Pass
      Md Minatour Spawn Point  Mo Goblin Spawn Point    S1 Flann Gondersen's Chest
      Me Barbarian Spawn Point Mp Korn
      Mf Brigand Spawn Point   Mq Botar Hammerfall
    
    
    
    ---------------------------
    The Liberation of the Shiel                                              [mq07]
    ---------------------------
    
    The listed runes are those you acquired from chests, monsters and quests. I did
    not include runes purchaseable from merchants. You should not waste your money
    on buying low level runes, spend them on plans, spells and equipments instead.
    Pick a selection of heroes that best complement your skills, such as including
    a priest if you do not have healing spells or a warrior if you cannot tank.
    
    You start at P1 with a cutscene, follow Einar to the camp and talk to Bahir.
    Bahir will tell you to go Liannon. Teleport to Liannon using the bindstone.
    
    At Liannon, summon your heroes while you talk to Shan Muir and then to the
    bridge guard for a Red Stone Key to open up the northeast area.
    
    Move north when all your heroes are ready. Kill Burgle the Ripper lv5 and loot
    everything for the Alfalas Herb and some other stuff. Kill Klingzog lv5 to get
    Klingzog's Leggin. Bring the Alfalas Herb to Shan Muir and get Alfalas Potion
    in return.
    
    You can go back to the Shiel now, but now is a good time to catch up on several
    subquests and I suggest you do them.
    
    
       !!!Subquests Progress!!!
    
       [ From the Deep ]                                                     [sq13]
    
       If you are around lv9 right now, you are ready to tackle the next 2 ghosts.
       Kill Ghost of the Scribe lv10 to get Udwin's Rune Book, Ring of the Scribe
       and Glowing Quill. Show the Ring and the Book to Ortah, then the Book to
       Darius. Talk to Shan Muir if you need any healing, if not, go kill the Ghost
       of the Scout lv15 to get Ring of the Scout and Broken Blackyewbow. Show the
       Ring to Ortah. This is probably as far as you can go for now - Udwin is lv20
       and has fast health regeneration, you need to be more powerful to be able to
       scratch him. But for your effort so far, you will receive a Lavastone
       Mageshield, a Ravencap, a Ring of Dawn and Dusk and some experience.
    
       [ Klingzog's Leggins ]                                                [sq14]
    
       Kill Klingzog if you have not already done so, bring the Klingzog's Leggins
       to Tanara in Greyfell. She will mend them into a pair of Magic Pants for
       you. You will probably find the Magic Pants useful for the rest of the game.
    
       [ Magical Artefacts ]                                                 [sq01]
    
       While you are still in Greyfell, give the Glowing Quill you got from Ghost
       of the Scribe in Liannon and the Invocation Chalk you got from Gukar in
       Leafshade to Gabar. He still needs help with for 1 more artefact. Bring
       Tanard's Robe to Tanara and she will tell you she need some Rockspider Silk.
       This is as far as you can go for this quest now, but you will get experience
       for your effort.
    
       [ The Tooth Crusher's Pliers ]                                        [sq03]
    
       If you have not already done so, you can return the Pliers to Seno in
       Greyfell now. You will get 1 Mist Crystal and some experience. If you have
       picked up an Orc Tooth from Obak while you were in Leafshade, you can sell
       it to Seno for some cash and experience.
    
       [ The Wound Tincture ]                                                [sq19]
    
       One more thing to do in Greyfell. Talk to Valdis. You will be asked to look
       for Flann Gondersen, who is in Wildland Pass. This is as far as you can go
       now.
    
    
    Teleport back to the Shiel and give the Alfalas Potion to Bahir. Talk to Tynar
    when he fully recovers. Those two healers beside Tynar will actually heal you
    and your troops, so if you need healing early game you can go near them for
    healing. Merchant Ragna sells plans for elf forester and sawmill - buy them,
    you will need them.
    
    Pay close attention to the cutscene, Tynar will describe a strategy for you to
    claim the monuments. He will also give you some scouts and armsmen. Group them
    accordingly and move up the ramp in between the two pillars at E1. You will see
    the Alert Posts lit up on your minimap, those are the things you are suppose to
    kill. Move along the ramp, killing all the goblins, the ramp will bring you
    directly to the first Alert Post. Kill it, as well as the rest. Make sure you
    do not let them escape, or the orcs will flood your camp in no time.
    
    Move back to kill the minotaurs after the Alert Posts are gone. Stick to the
    southern edge, as you would want to claim the hero monument first. If you
    cannot handle tanking the minotaurs all at once, use the divide and conquer
    method. Run close to the minotaurs and lead them up the ramp. You will find
    that some of them will turn back, but a few will continue to pursue you. Kill
    those that are foolish enough to leave the pack. Repeat the process until you
    claim both the hero and elf monument.
    
    Station you, your heroes and the Utran units at the land bridge on the river.
    Summon all 20 elf workers and send them to harvest wood. Elves are heavy
    consumer of wood and this is where the forester and sawmill come into play.
    Build a woodcutter's hut as soon as you can, follow by the small headquarters,
    forester, sawmill, and another woodcutter's hut. As a general rule of thumb,
    you accompany a forester with two woodcutter's hut and a sawmill. Later on when
    you get the master woodcutter, you can accompany two foresters with three
    master woodcutters and one sawmill.
    
    Summon more workers and build 1 or 2 forges, a gatherer hut and a food store.
    You should have between 6 to 9 spare workers. Build at least 12 archer towers
    in the area immediately after the land bridge, on the bank opposite from your
    camp. You will find yourself a big fan of the towers very soon, so you can go
    maniac mode and build as many as you want. Meanwhile, summon 20 rangers and
    station them among the towers. These will be more than enough to mow down the
    waves of orcs and goblins coming from the east.
    
    When you have sufficient defense from the towers, you and your heroes can back
    track can destroy the other enemy camps. Go from Ma to Mb to Me and all the way
    to Mk, in alphabetically order. You will end up east of the human monument.
    Send your elven workers over and clog the openings near Mk and Mh with towers.
    Claim the human monument and start quarrying right away. There are two stone
    fields in the area, one right next to the monument and one near Mi. Build the
    quarries, mine, smelting works and small to large headquarters as soon as you
    can. Then squeeze in as many grain farms and food stores as you can. You can
    also build a hunting lodge and a food store in the elf area. There is no aria
    on this map, so you do not need to build the ariashrine. Build the forge,
    shooting range, temple of light and master armory, 2 to 3 each if you can
    afford the resources. No academy.
    
    You should have enough food to upsize you troop to 80 units in no time with
    those grain farms. Summon 35 upgraded marksmen and 15 armsmen. Group your units
    properly and move out Ml to Mt, in alphabetical order. There will be Brigand
    soldiers and goblins coming up towards your human base from the south side, but
    the towers will take care of them easily. For safety, you can take the time now
    to clog up the rest of the openings, although it is very very unlikely that the
    enemies will come from any other side.
    
    Clearing Ml to Mt takes a bit more skill than the earlier camps. At Ml to Mp,
    move in systematically, and always divert some of your units to destroy the
    fire towers first. Use divide and conquer, and use both your elven and human
    units.
    
    Activate the bindstone at the Dryad Cove and move south to destroy Botar and
    the camp. Be careful not to get too close to the fire devils behind the
    garrison, or they will all rush out and annihilate your troop.
    
    Move southwest down the valley and destroy Ms and Mt. Then go up the ramp
    behind the fortress. Station your troop right outside the walls. Send one or
    two of your heroes into the town and lure out the monsters inside. When this
    first wave is gone, move in to destroy the rest of the monsters.
    
    Once you clear the town of all monsters, you will see a cutscene telling you
    how to deal with those fire devils in the east. Tynar and gang will start
    migrating towards the town and Illirias will give you a plan for lenya
    gatherer and some aria.
    
    Burn down some of your unneeded elven buildings, such as woodcutter's hut and
    gatherer hut, to free up some workers. Send them to the lenya patches all over
    the map and build the lenya gatherers to start collecting lenya.
    
    Meanwhile, move out your troops to destroy the last camp Mu west of town. When
    you are done, move all your units and heroes back to the dryad cove in the
    northeast. Make sure you select a path for your units to follow, they have an
    annoying habit of running straight into the fire devils. Use the aria from
    Illirias to upgrade your clerics and summon as many of them as you can. Replace
    any unit lost to previous battles. Send them all to the dryad cove and wait
    till you get 1000 lenya.
    
    
       !!!Subquests Progress!!!
    
       [ The Purple Banner ]                                                 [sq23]
    
       Preparing for the final battle may take some time. Take this time to talk to
       Tynar. You would have gotten this quest from Tynar if you had asked him how
       he got wounded. If not, you can ask him now, when he is in town. Show him
       the Goldweaver's Chain you got from Korn. You will volunteer to retrieve the
       banner for Tynar after hearing his story. The banner is on the next map, so
       this is as far as you can go for now.
    
    
    Use the bindstone to teleport to the dryad cove. Sacrifice the 1000 lenya at
    night. You can tell it is night time when you see the moon on the time bar.
    Several dryads will appear, but you can only select one of them, the one in the
    middle. The rest of the dryads will follow this dryad.
    
    Group the dryad with your heroes and you are ready for the final battle. Sneak
    into the enemy camp using the narrow pass E3 in the east. Make sure the dryads
    are somewhere in front. They will cast extinct and all the fire devils and orcs
    will be gone in no time.
    
    As an alternative, you can kill the fire devils on your own. Do this by
    clogging the area Mr before the garrison with lots of towers and bait the fire
    devils out using divide and conquer. You waste a lot of time and do not
    necessarily gain more experience, so do it only if you want some challenge.
    
    Step into the portal to Wildland Pass after you adjust your runes and gear.
    
    
    
    
    
    =============
    Wildland Pass                                                            [e52f]
    =============
    
      [Buildings]              [Units]                  [Runes]
    
      [elf]                    [elf]                    [workers]
      Archer Tower             Ranger                   Elf Worker lv5
      Armory                   Warder
      Food Store               Healer
      Gatherer's Hut           Windarcher
      Hunting Lodge
      Small Headquarters
      Woodcutter's Hut
      Ailantery
      Archery Hall
      Forester
      Lenya Gatherer
      Medium Headquarter
      Sawmill                                 ######################
                                     ##########   ####             ##
                                   ###            ###               ###
                    ################            ###                 B ##
                  ###         B m1#         ########       ######   P2 #
                ###    ###07      #       #############    #   C########
              ###08     #######       ########## B  m3#    #Mr   Mq  Mp###
             ##  05     ##    ##    Ma ###m2          #    #Mo   Mn  Mm  ##
            ##02  04  ###        ##    C##            #    #        Ml   ##
            #     03### 06 ####  #########  Md      ###        ###  Mk Mj #
            #      ## ##  ##L #  #  #####   Me       ##         #         #
            #     ##      #   #  #                    ##        ###       #
          ###    ##       ##                 ###      ####    #####       #
        ### 01   #     ##  ##              ###          ######### ##   ####
        # P1     #######                 ###              ##       Mg     #
        ##########     #       ##  ##  #####S Mf           E1         Mi C#
                       ###      Mb  Mc #####  I #######     ###    Mh    ##
                         ############################### A #####       ###
                                                      ##################
    
      NPCs
    
      01 Knight Bryar Defor    04 Master Swansong       07 Sentos*
      02 Calina Twiddle        05 Flann Gondersen       08 Merchant Karel Borgson
      03 Markwart Storme       06 Spider Master
    
      *appear after certain event in Amra and Lea subquest
    
    
      Events
    
      E1 Orc Rush
    
    
      Others
    
      B  Bindstone             Mf Orc Spawn Point       Mp Brannigan
      C  Chest/Corpse          Mg Orc Spawn Point       Mq Wildling
      m1 Elf  Monument         Mh Orc Spawn Point       Mr Calira Winterwhite
      m2 Elf Monument          Mi Orc Spawn Point       A  Aria
      m3 Human Monument        Mj Orc Spawn Point       I  Iron Ore
      Ma Bandit Spawn Point    Mk Orc Spawn Point       L  Lenya Patch
      Mb Bandit Spawn Point    Ml Halgard Arvig         S  Stone Field
      Mc Bandit Spawn Point    Mm Orc Spawn Point       P1 The Shiel
      Md Orc Spawn Point       Mn Orc Spawn Point       P2 Frost Marsh
      Me Warg                  Mo Shirkar
      
    
    
    --------------------
    At the Wildland Pass                                                     [mq08]
    --------------------
    
    This map is quite straightforward. I can write the walkthrough in 1 sentence -
    go from P1 to P2.
    
    But I guess a little detail will not hurt. Talk to Bryar if you want, if not go
    look for Swansong rightaway. Be careful not to select "start your attack" until
    you are ready. Buy the master woodcutter and hunters' guild plans from merchant
    Karel. Do not talk to the rest of the NPCs just yet.
    
    Tell Swansong to send out his men and follow them to the elf monument. Do not
    claim it yet. Clear the bandit camp Ma in southeast of the monument as well as
    the few stray bandits in the enclosed area in the northeast.
    
    Return to claim the monument. Summon your workers and build 1 small
    headquarters, 1 medium headquarters, 2 gatherer huts, 2 food stores, 1
    woodcutter's hut, 1 master woodcutter, 1 sawmill, 2 foresters, 2 armories, 2
    archery halls and 2 ailanteries; basically everything.
    
    While your base is still building up, go clear the other 2 bandit camps in the
    south and station yourself at the area before the orc camps. Be careful not to
    go too near, or the orcs will all swarm you.
    
    Build the lenya gatherer when you have secured the area. Upgrade your units and
    summon 20 windarchers and 10 healers. If you cannot tank, you should summon a
    few warders as well. Send them all to where you are.
    
    If you think you need help, you can ask for help from the Spider Master, but I
    suggest you not, I will tell you why later. Inch yourself towards the orcs and
    kill them all. It will help if you target for you windarchers, meaning you
    click on 1 monster and command all the windarchers to shoot at it.
    
    Move in, claim the 2 monuments, clear the orc camp hogging the stone field and
    iron ore and station all of your units at E1. You will see a cutscene and
    experience an endless stream of orcs from the east. In the first wave, there
    are 2 blade soldiers, which at the current level, is considered deadly. Watch
    out for them and take them down first. Expect to lose a lot of your units.
    
    Replace your lost units and remain stationed at E1. Build everything for human
    excluding woodcutter's hut and including as many grain farms and food stores as
    you can. You can free up the elf workers from the gatherer huts and build many
    towers at the narrow area at E1. Do not tear down the food stores! Your elven
    units will need those to heal themselves.
    
    If you have sufficient towers to take down the continuous waves of orcs, you
    can leave your computer on and go do something else for now while you soak up
    all the experience. If not, you should have 10 clerics, 15 healers, 1 human
    titan, 30 paladins and 25 windarchers before moving on. Make sure you upgrade
    everything first.
    
    Move east into the orc camp and tear down everything, fire towers first. Expect
    to lose some units. Control is the keyword here, or you will find your units
    moving up north on their own accord to get killed by the fire towers.
    
    Replace any lost unit, let your clerics and healers heal and recover their mana
    before you move north.
    
    Move north, again, taking down the fire towers first. It will be one hell of a
    messy battle, but since this is the last battle, you do not have to worry about
    losing your units or anything. Make sure you check the battlefield for loot
    after the battle. There are 5 unique monsters in this area.
    
    Gather your troops and move up the path to kill the few blades there. Move all
    your units to where Spider Master is while you teleport back to Skye Village
    using the bindstone.
    
    
       !!!Subquests Progress!!!
    
       [ The Old Man and the Music ]                                         [sq24]
    
       Talk to the Spider Master, tell him to uprise and send out his spiders. He
       will tell you about his missing flute. Give the Flute of the Spider King you
       got from killing Warg lv6 earlier on. In return, you will gain a Red Mask
       and some experience. If you spoke to Markwart before this, avoid talking
       about the girl until you finish this quest.
    
       [ Master of the Spiders ]                                             [sq25]
    
       Go talk to Markwart, and then back to Spider Master. Your troop should have
       arrived by now. Confront the Spider Master lv13 about the girl. Choose to
       kill him and you will get Silk of the Spider Master and Torn Child Dress.
       The spiders he send out earlier on will turn back and attack you, but your
       troop can handle it. Bring the Dress to Markwart and he will reward you with
       2 opals, 10 silver and some experience.
    
       [ Delicate Fabric ]                                                   [sq26]
    
       Show the Silk you got from killing Spider Master to Calina. She will refer
       you to Tanara. This is as far as you can go for now.
    
       [ The Wound Tincture ]                                                [sq19]
    
       Talk to Flann and ask for the box sequence. He will demand a Malachite, you
       would have gotten one from killing Brannigan, so give it to him. Ask for the
       sequence and in the end select "there is something else I need to know", he
       will give you a Grey Key. Teleport using the bindstone to the Shiel dryad
       cove and open the box with this sequence - right left middle left middle.
       You will get a Shipment for Valdis.
    
       [ The Purple Banner ]                                                 [sq23]
    
       While you are still in the Shiel, return the Crimson Banner you got from
       Killing Halgard at Wildland Pass to Tynar. You will get an Ornate Battle
       Staff, an Obsidian mask of the Mages and some experience.
    
    
    When you have done all of the above, teleport back to northeast Wildland Pass
    and step into the portal to Frost Marsh.
    
    
    
    
    
    ==================
    End Of Chapter One                                                       [e52g]
    ==================
    
    ------------------
    Return to Greyfell                                                       [mq09]
    ------------------
    
    Upon entering Frost Marsh, you will be shown a long cutscene. After Rohen dies,
    activate the bindstone and teleport back to Greyfell. If you look at the
    northern area you will see a lot of blades, there is no way you can kill them
    now, and they will still be incredibly difficult later.
    
    Talk to Sartarius at Greyfell to conclude this chapter and begin the next one.
    
    A lot of new subquests will be available now, so spend some time doing them.
    You can gain 2 levels worth of experience from doing these quest alone if you
    are lucky. All of the following take place in Greyfell unless stated otherwise.
    
    
       !!!Subquests Progress!!!
    
       [ Black Yew Tree ]                                                    [sq04]
    
       Talk to Zarim and give him the Broken Blackyewbow you got from killing Ghost
       of the Scout in Liannon previously. You will get some experience.
    
       [ Echoes ]                                                            [sq05]
    
       Talk to Sandor and teleport to the human monument. Build up some basic units
       like 10 armsmen and 20 marksmen. Meanwhile, go investigate the three
       gravestones, killing the lv5 Skeleton Cutthroats that appear. You can handle
       them solo. Refer to the diagrammatic map for Greyfell if you cannot remember
       where the gravestones are. Return to Sandor after you killed all 3
       skeletons. Talk to Goran for the meaning of life, the universe and
       everything, and return to Sandor with it. Teleport back to the human
       monument and direct all your units to Shin Tar Guar's tomb. Investigate the
       tomb when Sandor is near, it will take him some time to walk from the town.
       Shin Tar Guar lv23 will appear. Swarm him with your arsmen and sting him
       with you marksmen. Be careful not to let Sandor die, although it does not
       really matter if he does, but you will get one less decorative NPC. Pick up
       the Sapphire and Book of Shin Tar Guar. Hold on to the Sapphire, you will
       need it for a quest later and this is the only fixed Sapphire drop in the
       game. Show the Book to Goran and he will realize he is not wise enough. He
       will refer you to Darius, but do not go look for him yet, there are still a
       few subquests you need to clear here.
    
       [ The Sick Hermit ]                                                   [sq07]
    
       While you are still grave hunting for the echoes, talk to the Sick Hermit to
       activate this quest.
    
       [ Shadow World ]                                                      [sq06]
    
       Talk to Castigir to activate this quest.
    
       [ Amra and Lea ]                                                      [sq08]
    
       Talk to Orthanc to activate this quest.
    
       [ Soulstones ]                                                        [sq09]
    
       Talk to Orthanc to activate this quest.
    
       [ The Wound Tincture ]                                                [sq19]
    
       Pass the Shipment for Valdis to Valdis for the Wound Tincture.
    
       [ Delicate Fabric ]                                                   [sq26]
    
       Show the Silk of Spider Master to Tanara.
    
    
    When you are done with the above business in Greyfell, teleport to Liannon,
    your second headquarters. All of the following take place in Liannon unless
    stated as otherwise. Summon your heroes before going into any battle.
    
    
       !!!Subquests Progress!!!
    
       [ Echoes ]                                                            [sq05]
    
       Show the Book of Shin Tar Guar to Darius. He will realize he is not wise
       enough too, but he hides it by pretending it is too difficult for normal
       folks and tries to buy your silence with a Silversnake and some experience.
    
       [ From the Deep ]                                                     [sq13]
    
       If you are around lv13 you can try killing Udwin lv 20 now. It will still be
       a tough challenge, but at least you now have better heroes and equipments.
       Kill him to get Udwin's Ring and some experience and to conclude the quest.
    
       [ Amra and Lea ]                                                      [sq08]
    
       Say "hi" to Sunder and then to Shan Muir. Go kill the Sentos's Thugs that
       appear in the northeast. Loot the leader's corpse for Letter from Sentos and
       hold on to it for now.
    
       [ The Sick Hermit ]                                                   [sq07]
    
       Ask for the Zirfar Potion from Shan Muir. She will refuse and offer you a
       Pain-easing Potion instead. You can choose from 2 paths from here. If you
       demand the Zirfar Potion, Shan will refer you to Illirias instead. Teleport
       to the Shiel Utran Fortress and talk to Illirias. He will ask you to do him
       a favor first. Kill the Marauder - he can be anywhere on the map, you can
       use the dryads to comb the map if you want. Return the Purse to Illirias to
       get the Zirfar Potion. Deliver the Potion to the Sick Hermit in Greyfell and
       kill him. This is the first path, and as you can see, not a very beautiful
       picture. I suggest the second path instead. Agree to take the Pain-easing
       Potion from Shan Muir and hold on to it.
    
    
    Return to Greyfell. All of the following take place in Greyfell unless stated
    as otherwise.
    
    
       !!!Subquests Progress!!!
    
       [ The Sick Hermit ]                                                   [sq07]
    
       Deliver the Pain-easing Potion to the Sick Hermit. He will tell you of a
       dryad curse.
    
       [ Amra and Lea ]                                                      [sq08]
    
       Confront Sentos with the Letter you got his thugs in Liannon. He will tell
       you to meet him in Wildland Pass. Teleport to Wildland Pass. In Wildland
       Pass, you may want to summon a few windarchers and warders before talking to
       him. 3 thugs will appear. Kill them and talk to him again. This is as far as
       you can go for this quest now.
    
    
    Teleport to Eloni.
    
    
       !!!Subquests Progress!!!
    
       [ The Wound Tincture ]                                                [sq19]
    
       Give the Wound Tincture to Swerdis to conclude this quest. You get a cool
       Ice Staff and some experience.
    
       [ The Sick Hermit ]                                                   [sq07]
    
       Teleport to the dryad lake bindstone. You will see Evil Dryad lv15 and Evil
       Nymphet lv10 at the lakeside. They are quite easy, but you should save
       before confronting them nonetheless. If you encounter any difficulties,
       summon a few quick warders and windarchers before confronting them again.
       Loot the Evil Dryad for the Lock of the Hermit.
    
    
    Return to Greyfell.
    
    
       !!!Subquests Progress!!!
    
       [ The Sick Hermit ]                                                   [sq07]
    
       Return the Lock to the Sick Hermit to conclude this quest. You get the same
       amount of experience no matter which path you choose, but this path gives a
       better conclusion to this story.
    
    
    Those are all for now. You have concluded chapter one of the game, from going
    after Rohen till witnessing his death, destroying Brannigan's forces in the
    process. Step into the portal to Northen Windwalls when you are ready and have
    updated all your quests and equipments.
    
    
    Here is a quick checklist for the main quests and subquests that you have
    completed so far.
    
       [Main Quests]                           [Subquests]
       To Greyfell                             The Tooth Crusher's Pliers
       Attack of the Cave Orcs                 Black Yew Tree
       Darius the Cartographer                 Echoes
       The Path to Eloni                       The Sick Hermit
       Drums in the Forest                     Small Fish
       Through the Forest of Shadows           The Ghost of the Mine
       The Liberation of the Shiel             From the Deep
       At the Wildland Pass                    Klingzog's Leggings
       Return to Greyfell                      The Last of the Archers
                                               The Free Traders
                                               Stardust
                                               The Dream Snatcher
                                               The Wound Tincture
                                               Head Hunt
                                               The Hostages
                                               Spellwork
                                               The Purple Banner
                                               The Old Man and the Music
                                               Master of the Spiders
    
    
    Here is a quick checklist for the active main quests and subquests that you
    should have now.
    
       [Main Quests]                           [Subquests]
       Marcia                                  Magical Artefacts
                                               Dwarf Services
                                               Shadow World
                                               Amra and Lea
                                               Soulstones
                                               Delicate Fabric
    
    
    Here is a checklist for the plans and runes that you should have now. The list
    excludes purchaseable runes and lower level worker runes.
    
      [Buildings]              [Units]                  [Runes]
    
      [human] *everything*     [human] *everything*     [workers]
      Crossbow Tower           Recruit                  Human Worker lv5
      Forge                    Scout                    Elf Worker lv5
      Hunting Lodge            Cleric
      Mine                     Marksman                 [heroes]
      Quarry                   Enchanter                Warrior Cord lv1
      Small Headquarters       Mentalist                Priest Thalia lv3
      Woodcutter's Hut         Armsman                  Archer Caitlyn lv5
      Ariashrine               Paladin                  Fighter Istvan lv6
      Fisher's Hut                                      Priest Marticus lv6
      Food Store                                        Warlock Tonya lv7
      Shooting Range                                    Mentalist Iolan lv8
      Temple of Light                                   Fighter Malvaren lv9
      Academy                                           Warrior Rodgar lv11
      Cattle Breeding
      Fishing Guild
      Grain Farm
      Medium Headquarters
      Sawmill
      Smelting Works
      White Hand
      Large Headquarters
      Master Armory
    
      [elf]                    [elf]
      Archer Tower             Ranger
      Armory                   Warder
      Food Store               Healer
      Gatherer's Hut           Windarcher
      Hunting Lodge            Protector
      Small Headquarters
      Woodcutter's Hut
      Ailantery
      Archery Hall
      Forester
      Lenya Gatherer
      Medium Headquarter
      Sawmill
      Hunters' Guild
      Iron Armory
      Large Headquarter
      Master Woodcutter
    
    
    
    
    
    -------------------------------------------------------------------------------
     Chapter Two - Phoenix                                                   [0503]
    -------------------------------------------------------------------------------
    
    In this chapter, you will set off on a journey into the Darklands to retrieve
    the Phoenix Stone. Finding the Phoenix Stone is your only chance to stop the
    dark mage from carrying out his evil plans.
    
    
    
    ==================
    Northern Windwalls                                                       [e53a]
    ==================
    
      [Buildings]              [Units]                  [Runes]
    
      [elf]                    [elf]                    [workers]
      Archer Tower             Ranger                   Elf Worker lv5
      Armory                   Warder
      Food Store               Healer
      Gatherer's Hut           Windarcher
      Hunting Lodge            Protector
      Small Headquarters
      Woodcutter's Hut
      Ailantery
      Archery Hall
      Forester
      Lenya Gatherer
      Medium Headquarter
      Sawmill
      Hunters¡¦ Guild
      Iron Armory
      Large Headquarter
      Master Woodcutter
    
                                ################################
                               #####       P1      #      m1  ####
                             #########             #           ####
                           ######## ####           ##           #####
                         #########   #####   ########               ##
                         #   ###     ###          ###     ##         #
                         # I     I   ##  ##  ###B   ####  ##         #
                        ##    Md     ##  #     #                     #
                      ###           ###  #01 05#     #####          ##
                     ##             ###  #   06#    ##       ########
                     #   #######    ###  #  02 #  ###           #
                     #   #  Mc       ### #     # ###        Ma I#
                     #   #  I        ### ###  ####          Mb  #
                     #   # ###      ##C C###  #       ###########
                     #   # ####     ######          ##        m2######
                     ##             ####    #########         I #    ##
               #########                  ###            ########     #
              ##      #         ########### #   ###                   #
              #       #   B  03  #     ##   ##      ##                #
              # P2            #  # ##              ####   ####        #
              #       #       ## ###   ###          ##   ####         #
              ##      ###  ##  ###   Me####    ###   Mf   ##   ##     #
               ###########  ##       I ###      ###  Mg       ##      #
                   #     ####  ######            ###   ####    ##     #
                   #        Mn##    ###               ######    #     #
                   #          ##      ###             ######    #     #
                   #           #        ####               #    #     #
                   #         ###           ###     B            #  Mh #
                   #         ####                 #            ##  Mi #
                   #         ####   #######       ###        ###   I  #
                   ##############   #####           #####   ##        #
                   #          ##    #                   ####        ###
                   #                                              ###
                   #   Mm           #       #########           ###
                   #             ####     C ###########        ##
                   ##           #####04   Mk####################
                    #################  Mj Ml#
                                    #C P3   #
                                    #########
    
      NPCs
    
      01 Marcia                03 Gunthar Gunham*        05 Merchant Flam Ferindur
      02 Lord Jonir Hallit     04 Gunthar Gunham*        06 Merchant Tom Stompard
    
      *moves from 03 to 04 after you reclaim the portal
    
    
      Others
    
      B  Bindstone             Me Undead Spawn Point    Mm Rockweaver
      C  Chest/Corpse          Mf Undead Spawn Point    Mn Shadows*
      m1 Elf Monument          Mg The Shadow            I  Iron Cart
      m2 Elf Monument          Mh Undead Spawn Point    P1 Greyfell
      Ma Undead Spawn Point    Mi Bonelurker            P2 Southern Windwalls
      Mb Angstling             Mj Undead Spawn Point    P3 Greydusk Vale
      Mc Undead Spawn Point    Mk Ashdigger
      Md Undead Spawn Point    Ml Kishan
    
      *appear after triggering certain event in Shadow World subquest
    
    
    
    ------
    Marcia                                                                   [mq10]
    ------
    
    Walk into town, you will be treated to a cutscene. You will be introduced to
    Marcia and Jonir.
    
    
    
    -----------------------
    The Battle of Stonewell                                                  [mq11]
    -----------------------
    
    The first part of this map requires a bit of rushing, so make sure you do not
    waste time doing unnecessary things. After the cutscene with Jonir, go claim
    the elf monument in the northeast.
    
    Summon your workers and build 1 woodcutter's hut, 1 small headquarters, 1
    sawmill, 2 lenya gatherers at the 2 separated lenya patches, 1 medium
    headquarters, 1 master woodcutter, 1 sawmill, 1 food store, 1 gatherer's hut,
    1 hunters' guild, 2 armories, 2 archery halls and 2 ailanteries, in that order.
    You can forget about the forester for now, there are two large forested areas
    in the vicinity that can last you for a while. Remember you are supposed to
    rush now.
    
    If you can, go take down Angstling and its camp while all the building up are
    still taking place. Or if you are too weak, you can wait till you get your
    windarchers, but you would be wasting a little time.
    
    Upgrade your windarchers. Upsize your troop to at least 20 units. Summon 15
    windarchers and 5 healers. Summon the titan if you can spare the resource.
    Build the foresters when the everything is done. Build a few more hunters'
    guilds and food stores at the areas where there is game. Burn down the
    woodcutter's hut and replace it with a master woodcutter as soon as you can.
    
    Split your units into 2 roughly equal groups and position them on the cliffs on
    both side of the pass where Gunthar is. You would have seen this place from the
    previous cutscene. Stick your windarchers as close to the edge as possible.
    Station all your units using the hold command - this is to keep them in place
    so they do not run down the cliffs and go into close combat with the attacking
    undead. While you are still setting up for the battle, keep on upsizing your
    army and summoning windarchers and healers. Keep the ratio of healers to
    windarchers at roughly 1 to 2, so you should have 10 healers for every 20
    windarchers. You do not need the warders or protectors if you have the titan.
    
    Gunthar will announce the arrival of the first undead wave very soon, your
    windarchers will take them down while Gunthar's men tank. Your healers will
    heal whichever unit that needs healing. After the third wave, talk to Gunthar
    to check if the attack is over.
    
    Free up a few workers and clog the pass and cliffs with several towers. If you
    had set up for the undead waves correctly, most of Gunthar's would still be
    alive and can defend against the next few waves of attack with help from the
    towers while you go clear the undead camps in the northwest.
    
    Look out for the carts of iron. These are meant for you to summon the
    protectors, but as it is, you do not really want to waste your unit space with
    protectors. Summon more windarchers and healers instead. The titan can tank
    very well with constant healing from your healers. But you should keep a look
    out for the iron carts anyway, as you get some experience for each cart you
    find.
    
    There are some deers in the northwest, so if food is depleting back at the elf
    base, you should free up some of the artisans from the hunters' guilds and
    gatherer hut and build a new hunters' guild and food store in the northwestern
    area. You would want at least 60 units to have an easy time clearing the undead
    camps in the south and east.
    
    Move your units through the pass and destroy the first camp Me you see in the
    east. Clog that area with lots of towers so you have defense for attacks from
    either side of the junction.
    
    Take the northeast path and destroy the pair of bone towers on the northwest
    peripheral of the central undead camp Mf. Do not go into the camp yet, there
    are 4 pairs of bone towers with 1 pair on each of the openings. You would want
    to destroy them all first before entering the camp to avoid getting fry by 8
    towers all at once.
    
    Claim the second monument and replace any lost units. Move around the
    peripheral of the undead camp in a clockwise manner to destroy all 8 bone
    towers. Enter the camp from the southwest and destroy everything. Watch out for
    the shadow, take it down first to reduce damage from its area pain spell.
    
    Replace your lost units and leave the camp from the northeast. Move along the
    outer edge of the map towards the camp Mh in the southeast and destroy it.
    
    Continue moving along the outer edge and destroy the final camp at the Greydusk
    Vale portal. Gunthar will appear and remind you not to enter the portal.
    
    Kill Rockweaver in the southwest to get Rockspider Silk. Make sure you kill and
    loot the rest of the unique monsters on this map, they hold some quest items on
    them. Hold on to those items first, I will remind you to use them later.
    
    Return to Jonir to get some item rewards and experience.
    
    
    
    ------------------
    Marcia [continued]                                                       [mq10]
    ------------------
    
    Talk to Marcia after you complete the Battle of Stonewell. She will give you a
    Key to Dwarf Gate. Open the gate in the west and step into the portal to
    Southern Windwalls.
    
    
    
    
    
    ==================
    Southern Windwalls                                                       [e53b]
    ==================
    
      [Buildings]              [Units]                  [Runes]
    
                                                        [heroes]
                                                        Warrior Cord lv1
                                                        Priest Thalia lv3
                                                        Archer Caitlyn lv5
                                                        Fighter Istvan lv6
                                                        Priest Marticus lv6
                                                        Warlock Tonya lv7
                                                        Mentalist Iolan lv8
                                                        Fighter Malvaren lv9
                                                        Warrior Rodgar lv11
                ##########                              Priest Noemi lv9
              #####  P1  #
            #######      #
            ######m1 Ma  #                          ###################
            ## 01      ###                        ###             # Mh## 
            ###02     ##                        ###       ######      C###
           #####     ##  #########             ##     ##         ###     ###
           #       03 ####       ###############   #B #   ######## ####    ##
           #       #   #      #####  ##       ##   #####              ###   #
           #C      ###   #######          ##  ##      ####   ##   Mi    ## C#
           ##        ##13 04 05###     #       ## C#  ##   #     #####   #####
            ###       #        07####  #   ## m2#  #Mg#    ######## C##      ##
             ####  08 #B  14 06 ####   ###  ## B#  ####   ##    #Mf B ###     #
            ##  #  09 ###############    ##  ####    ###        #Me    C##B P3#
          ###12 #     ##10#         ##    ##           #######  #        ###  #
          #     #      ##          11     C####   #     #    #  #######    ####
          ###   #B ###     ##   ###################                        #
          # ##     ##C Mb Md#  ##              #    C#     #               #
          #    #   ### Mc C#####               ## C  ##    #      ##########
          #P2  #  Mj  #########                  ###################
          #################
    
      NPCs
    
      01 Tanar                 06 Cronvig Gimlison       11 The Guardian
      02 Tinara                07 Thane Skeld Sjalfson   12 Tinara's Cub
      03 Ragnar Thorginson     08 Miria Thalindar        13 Merchant Sam Talindar
      04 Skarvig Ironbeard     09 Bron Gonnar            14 Merchant Vilhemsson
      05 Lorderic Svartlar     10 Joshua Hallit
    
    
      Others
    
      B  Bindstone             Mc Beastman Spawn Point  Mi Zyrafyr
      C  Chest/Corpse          Md The Ripper            Mj Horgr
      m1 Hero Monument         Me Ghost Spawn Point     P1 Northern Windwalls
      m2 Hero Monument         Mf Argard Skjalfson      P2 Stoneblade Mountain
      Ma Fulgrot               Mg Troll Spawn Point     P3 Greydusk Vale
      Mb Beastman Spawn Point  Mh Kirsh
    
    
    
    ----------------------
    Into the Greydusk Vale                                                   [mq12]
    ----------------------
    
    This is your second heroes-only map. Take your pick and equip them properly.
    This map also feels the most RPG, with a lot of talking and adventuring
    involved.
    
    Once you are out of the portal, claim the monument and summon your heroes while
    you tackle Fulgrot.
    
    Go into town, talk to Skarvig, then to Thane. Talk to the rest of the NPCs to
    activate several subquests. I will detail those in a while.
    
    Go south, avoid Horgr for now, go destroy the beastman camp instead.
    
    Talk to Joshua, then to the Guardian to open the gate to Coldmark, and back to
    Joshua again to make him follow you.
    
    There are packs of night elves within Coldmark, always take down the sorcerers
    first, follow by the necromancers and the nightblades. You can leave the
    skeletons summoned by the necromancers alone, they will die when the
    necromancers die, so no point wasting your time on them. This applies to all
    summoners in the game as well.
    
    Claim the second monument, as well as the bindstone. Go south, then southeast
    to destroy the ghost camp.
    
    Backtrack, destroy the troll camp, and then Kirsh.
    
    Remember to loot all the chests, some of them contain quest items.
    
    Kill Zyrafyr, loot everything, then go southeast towards the portal to take
    down the last pack of night elves.
    
    Talk to Joshua, it does not matter which one you choose, you get the same
    reward for returning Herger's Helm to Thane.
    
    Teleport back to town and you can start subquesting. Remember to send your
    heroes back too, they will have to go on foot.
    
    
       !!!Subquests Progress!!!
    
       [ Dragon Armor ]                                                      [sq31]
    
       You will get a piece of Young Drakeling Scales when you killed Zyrafyr.
       Hold on to it first, you will show it to Orthanc later on.
    
       [ Dwarf Services ]                                                    [sq02]
    
       Talk to Cronvig and give him the Eyeglasses of a Dwarf you obtained from
       Wartskin's chest in Liannon long ago. You will receive Dwarven Brandy in
       return. Hold on to it first, you will give it Hinrik later on.
    
       [ The Bigger They Are ]                                               [sq28]
    
       Talk to Lorderic if you have not already done so - talk about everything.
       You will have to find 5 ingredients to make the Green Sleep potion to
       weaken Horgr. The 5 ingredients are all on these map, you should have found
       them all while you were adventuring - Bitefern in a chest in the beastman
       camp, Weavergreen in a chest in southwest Coldmark, Shadowstalk in a chest
       by the ruin bindstone, Shadowcrawler Poison on Kirsh and Silverwind in a
       chest near Kirsh. Return all the ingredients to Lorderic, talk to Bron for
       a piece of Beef, investigate the sleeping Horgr lv16 at night, and kill him
       when he wakes. You will receive the Key to Stoneblade Mountain and some
       experience.
    
       [ White Shadow ]                                                      [sq30]
    
       Talk to Tinara's Cub, talk to Bron for another piece of Beef, return with
       the Beef to Tinara's Cub, and follow it back to Tanar. Talk to Tanar and
       bring him with you. You receive rune archer Jawhel lv11 and some experience
       for completing this quest.
    
       [ Predator's Fur ]                                                    [sq29]
    
       You would have found Predator's Fur when you killed the Ripper. Show it to
       Miria if you have not already done so. Give her 3 pieces of Beastman Manes.
       You find plenty of those when you kill the clawrippers as well as the
       weak beastmen back in Eloni. You will receive a Fur Jacket and a little
       experience for completing this quest.
    
       [ Earthblade ]                                                        [sq27]
    
       Ask Skarvig to forge a weapon for you if you have not already done so. This
       will activate the Earthblade subquest. This is all you can do now.
    
    
    You can choose to go back to Greyfell now to continue and complete several of
    the subquests, but I suggest putting them on hold first, you can go back later
    and do a whole bunch of them all at once.
    
    Step into the portal to Stoneblade Mountain when you are ready.
    
    
    
    
    
    ===================
    Stoneblade Mountain                                                      [e53c]
    ===================
    
      [Buildings]              [Units]                  [Runes]
    
      [elf] *everything*       [elf]                    [workers]
      Archer Tower             Ranger                   Elf Worker lv7
      Armory                   Warder                   Dwarf Worker lv7
      Food Store               Healer
      Gatherer's Hut           Windarcher               [heroes]
      Hunting Lodge            Protector                Warrior Cord lv1
      Small Headquarters       Wanderer                 Priest Thalia lv3
      Woodcutter's Hut         Wintermage               Archer Caitlyn lv5
      Ailantery                                         Fighter Istvan lv6
      Archery Hall                                      Priest Marticus lv6
      Forester                                          Warlock Tonya lv7
      Lenya Gatherer                                    Mentalist Iolan lv8
      Medium Headquarter                                Fighter Malvaren lv9
      Sawmill                                           Warrior Rodgar lv11
      Hunters¡¦ Guild                                    Priest Noemi lv9
      Iron Armory                                       Archer Jahwel lv11 
      Large Headquarter
      Master Woodcutter
      Frostbringer
      Hall of the Ancients
    
      [dwarf]                  [dwarf]
      Forge                    Militia
      Mine                     Watchman
      Quarry
    
                     ################################
                   ###     # S4        ###          ###########
                 ###       #####  ### ##S6  # B          ##C C##
                ####         S3####    #   ##    ##      ### C ###
              ###  #    #####    #     #  ##  #   ##   ###       ##
              #  S5#        ###    ###    #   #   ##      04#######
              #               ##         ##     ####     ####   Mh#
              #      #         #        ##     ##        ##       #
              #      #    #        ######    ###S7      ##   ######
              ##     ## C #  ##        #     #              ##  # #
               ##     #####  ##    03 ##     # Mf        #### Mg C#
                #         ##  C #########    ##                 # #
                #####  S8  ######m3       #########       #     ###
              ###               #       ####      ##      ###########
             ##          #     ###  #####S2#    Ma #  S9 ##  E3     #
             ##########  ##    #        #  #       #     #     Mi   #
             #C  Me   #       ## #            #######    ##         #
             #       ##      ##    #####    ###     ##    ##        #
            ##     ###       #               #       ###   #        #
           ## Md C##    Mb                      ###    ##      ########
          ##    ###     S1   ##############  #######   ####       #   #
          #     #    ##########      ######  #######      #       #   #
          ####      ##      #         #####  #######   05 #      ##   #
         ##  ##Mc ###       #         #    E1   m1###########  ###    #
        ##      ###     02  #                      ##m2      E2       #
       ##     ####          #        ##             ###               #
       #  ##   B     ##     #      #####        ###                  $#
       #           ####     #     #####         #####              ###
       #################    #                  #####################
                       ##   #  #    B#  #   ####
                        #####  #01 P1#  ######
                           ##  #          ##
                            ###############
    
      NPCs
    
      01 Gorin Gundarson       03 Braga                 05 Tworsnik
      02 Servant of the Deep   04 Kraga
    
    
      Events
    
      E1 Minotaur Stream       E2 Troll Stream          E3 Stoneling Stream
    
    
      Others
    
      B  Bindstone             Md Minotaur Spawn Point  S2 Tworsnik's Chest
      C  Chest/Corpse          Me Minotaur Spawn Point  S3 Menhir's Chest
      m1 Elf  Monument         Mf Troll Spawn Point     S4 Pillar of Menhir
      m2 Elf Monument          Mg Troll Spawn Point     S5 Stone Guardian*
      m3 Human Monument        Mh Troll Spawn Point     S6 Stone Guardian*
      Ma Minotaur Spawn Point  Mi Golem Spawn Point     S7 Stone Guardian*
      Mb Minotaur Spawn Point  P1 Southern Windwalls    S8 Stone Guardian*
      Mc Minotaur Spawn Point  S1 Poisoned Minotaur     S9 Stone Guardian*
      
      *appear after certain event in Earthblade subquest
    
    
    
    This map is not part of the main storyline. For that reason, there is no main
    quest heading for this map. Everything on this map is related to one subquest
    or another, and you will get a lot of experience from this map, so it is still
    worthwhile to devote some time, or a lot of time as you will see, to this map.
    
    You start at P1. Talk to Gorin for a brief introduction to the map. You will
    see the locations of several NPCs, enemy camps and monuments lit up for you.
    
    Make sure your plans and runes are all in proper order.
    
    Do not claim the monument yet. Clear the area of south of E1 as well as the
    rest of the enclose area in the west. Do not venture up north beyond the narrow
    pass E1 yet, there are a lot of minotaurs up there. Do not venture down the
    path leading to the east and dwarf monument either, if you do, you will attract
    a lot of trolls up towards your elf camp.
    
    When you are sure you have cleared the area of all bugs, claim the elf monument
    and start harvesting wood. Pretty much the standard build up. Try to squeeze
    all your buildings as far south as possible, cramping them all near the portal.
    You can press and hold the ctrl key and use your mouse wheel to rotate the
    buildings for optimal placement. Reserve the wide open space for the foresters.
    
    You will want to end up with small to large headquarters, 2 lenya gatherers, 2
    foresters, 2 master woodcutters, 2 sawmills, 2 gatherer huts, 2 hunting lodges,
    4 food stores, 2 to 3 armories, 2 archery halls, 1 or 2 ailenteries and 1 hall
    of the ancients. There are 2 lenya patches in the area - one south of the elf
    monument and one in the valley behind Gorin. While it may be tempting to try
    out the protectors or wanderers, but let it be known that they are nothing
    compare to windarchers, so forget about building the iron armory. For the
    gatherer huts and hunting lodges, you do not need to fill up all the slots with
    workers, just 2 or 3 will do. The reason you should build hunting lodge and not
    hunters' guild is that the lodge takes up far less space and the hunting
    process is slower so you will not run out of game too quickly.
    
    While the building up is still taking place, you should patrol between the 2
    openings and kill the occasional minotaur or troll that might come up. They
    will start flooding your camp very soon, but not yet.
    
    You should have about 9 to 15 spare workers eventually. Use them to build
    towers and frostbringers in the area immediately before the mountain pass at
    E1. You should have 2 archer towers for every frostbringers. Build as many as
    you want, the minimum being 20 towers.
    
    Summon 10 windarchers, 5 healers and 5 wintermages and station them among the
    towers you build. Use the hold command to fix them in place. These units,
    together with the towers, are good enough to mow down the initial waves of
    minotaurs from the north.
    
    While the summoning of units is still taking place, you can start exploring the
    eastern area. Kill all the bugs and creeps in the area, but do not cross the
    river or claim the dwarf monument yet. Bring your workers over and start to
    build the towers and frostbringers on your side of the banks. The trolls are
    much tougher than the minotaurs and you really would want a lot more towers and
    frostbringers - 50 is a safe bet. You have endless supply of wood and the lenya
    on this map is plentiful, so you can afford to be extravagant. If you managed
    to build a lot of towers and frostbringers, you can actually mow down the troll
    stream using the towers alone. The trolls have range units, so even if you put
    your units among the towers, they can still damage and kill your units. Keep on
    building with your workers, it is never too many. You might want to chop down
    the few trees with a temporary master woodcutter. You can also claim the dwarf
    monument and build a quarry and a mine or two. You need some iron for a quest
    later.
    
    You will eventually reach an equilibrium where the trolls and minotaurs will
    all die no matter how big the wave before they reach your towers. When that
    happens, you can leave your computer on and go do something else for a while.
    You can gain at least 3 full levels by leaving your computer on for 2 hours or
    so, depending on the difficulty level you are playing on. Some players even
    leave their game on the whole night, although with diminishing returns of
    experience, you stop gaining significant experience after a while, but you will
    still get a lot of money and loot to sell.
    
    Summon more windarchers, healers and wintermages, as well as the titan. Food is
    scarce on this map, so it will take a while before you actually get 80 units.
    Keep adding them to those stationed at E1. You will want 40 windarchers, 30
    healers and 10 wintermages eventually.
    
    Move out when you decide you have enough of the experience soaking, it does not
    really matter when.
    
    Move up north on the minotaur side. Ignore Tworsnik for now, clearing the
    minotaurs is the priority. Move all the way up and destroy the first minotaur
    camp Ma in the northeast.
    
    Go west, killing the clawrippers on your way. Do not claim the hero monument
    yet. Go clear the minotaur camps in the west. There is a bottleneck at Mb,
    which is excellent. Clog it with your units and the minotaurs will have to come
    out one by one, making them easy prey no matter how large the swarm is.
    
    When you are done, move southwest and clear the rest of the minotaur camps. You
    can go activate the bindstone while all these are still going on.
    
    Move north, talk to Braga on the way and kill the golems at S4. The golems have
    wave of rocks spell, which is devastating, so prepare to lose some units. When
    you manage to kill them all, investigate the pillar and enter eye-blood-hand-
    hand-blood-eye to solve the riddle of Menhir. The clues to this puzzle are
    etched on the gravestones around the pillar. Kill Enri lv15 and Ghost of a 
    Warrior lv10 that appears. Loot Enri for a Star Shape Amulet and go open the
    Menhir's Chest with it.
    
    You can also go south on the central path to claim the hero monument now.
    
    After your troop fully recovers, move east along the northern perimeter and
    then go down south and destroy the 3 troll camps and 1 golem camp to finish
    clearing the map.
    
    
       !!!Subquests Progress!!!
    
       [ Big Trouble ]                                                       [sq33]
    
       Go talk to Braga if you have not already done so. Go talk to Kraga and offer
       to stand guard for him. Make sure your units are with you. Some trolls will
       appear to rob the treasure. Kill them all. Talk to Kraga again when he
       returns from killing Kraga. You will get a Ring of Acolyte and some
       experience from Kraga. Surround Kraga will all your units while you move in
       towards the treasure cave. Kill Kraga when he turns hostile. Loot
       everything. You get some random high level drop from the chests and the
       Gemstone ring from Kraga.
    
       [ A Poison Dwarf ]                                                    [sq32]
    
       Talk to Tworsnik while you surround the Tworsnik's Chest with your troop.
       Tworsnik will ask you to find several type of mushrooms. You would have
       found 3 of them as normal monster or chest drop on this map. The Red
       Woodling is on the poisoned minotaur in the west. Ask for help from Tworsnik
       when you have those four, he will tell you he already has the Stomach
       Cramping. Open his chest with the key he gave you, kill the minotaur Gromm
       that appears and loot everything. Return to Tworsnik with all the mushrooms
       and get the Tworsnik's Shield in exchange.
    
       [ Earthblade ]                                                        [sq27]
    
       Before you begin, you might want to start building towers at S5 to S9, as
       well as E3. Look for strange-looking stone circles made up of round smooth
       rocks, those are the areas where some golems will appear later. Talk to
       Servant of the Deep, give it 300 iron and tell him to start. If you had
       build the towers, then they will automatically destroy the 5 groups of
       Stone Guardian. If not, pay close attention to the cutscene, their
       locations will be revealed on the minimap, go kill them all with your
       troop. Talk to the Servant again to receive the unprocessed Earthblade.
       Remember to loot all the chests for Adamantinum, you need them for several
       quests later.
    
    
    Teleport back to the eastern bindstone in South Windwalls and step into the
    portal leading to Greydusk Vale.
    
    
    
    
    
    =============
    Greydusk Vale                                                            [e53d]
    =============
    
      [Buildings]              [Units]                  [Runes]
    
      [elf] *everything*       [elf] *everything*       [workers]
                               Ranger                   Elf Worker lv7
                               Warder                   Dwarf Worker lv7
                               Healer
                               Windarcher               [heroes]
                               Protector                Warrior Cord lv1
                               Wanderer                 Priest Thalia lv3
                               Wintermage               Archer Caitlyn lv5
                               Druid                    Fighter Istvan lv6
                                                        Priest Marticus lv6
      [dwarf]                  [dwarf]                  Warlock Tonya lv7
      Forge                    Militia                  Mentalist Iolan lv8
      Mine                     Watchman                 Fighter Malvaren lv9
      Quarry                   Warrior                  Warrior Rodgar lv11
                                                        Priest Noemi lv9
                                                        Archer Jahwel lv11 
                                                        Fighter Tilleth lv12
    
    
                                                  ##############
                                         ##########       Mg   ##
                                ################S5            ##
                               ##### P2#####   #            ###
                  ######     ####  ###   ##        ##########
                ###m3  #########   Me##     ###     S4####
               ##m2  Mb    #####      ### ###    ##   C##
               #        Mc #####        ###C      ######
               #     Ma    #####  ##  ######           #
               #  #####  #######  ##  #  #     ###   ###             ######
               #        ########      #        #C      ###############B 07#
               #  #####   ######  ############ ####    ##        #####  Mh#
               #  #######      #m5#08 03 C  C#    #    #         #      #####
              ##  #  ########  #  #02 09 06  ####   Mf #   ####  #         C####
            ###   #  ###    #      01 10 05            ###  ###  #  ##       P3#
           ##          #    ####  #11 12 B   #### #  #   ##   ##    ##  ########
          ##           ###     #m4#04 13 S1  #    #  ###  ###  ##    #Mi #
          #      ###     ###   #  ############   ##    ##   #   #########
          #     #####        ###        #           #   ###    ##
          #     #####         ##        ######           #######
          #      ####          #         #        #     ##
          ##      #B    #      #        ##   ##   ##  ###
           ##       m1###      ##      ##     #    S3  ##
            ###P1   ###         #####   ##    S2      ###
              ###  ##   ###   # ###   Md##           ####
                #######     ### C## ##   ###          ###
                      ##   ####C ##        ########  ####
                      ###################   #######   ###
                                        #   ######      #
                                        ##   #          #
                                         ## ##          #
                                          ###           #
                                            ###         #
                                              ####### ###
                                                  ##   ##
                                                  #     #
                                                  #######
    
      NPCs
    
      01 Jon Greywind          06 Morton Tharne         11 Merchant Ambros
      02 Tana Songblade        07 Malicor Serpentes*    12 Merchant Tom Jule
      03 Thurgon               08 Malicor Serpentes*    13 Merchant B Jarny
      04 Flink McWinter        09 Merchant Alba
      05 Urias                 10 Merchant Ulyas Farian
    
      *moves from 07 to 08 after you rescue him
    
    
      Others
    
      B  Bindstone             Mb Troll Spawn Point     P1 Southern Windwalls
      C  Chest/Corpse          Mc Troll Spawn Point     P2 Northern Windwalls
      m1 Elf  Monument         Md Undead Spawn Point    P3 Howling Mounds
      m2 Dwarf Monument        Me Undead Spawn Point    S1 Malicor's Chest
      m3 Hero Monument         Mf Nightblade            S2 Cave
      m4 Elf  Monument         Mg Soulthief Spawn Point S3 Cave
      m5 Dwarf Monument        Mh Zihar                 S4 Cave
      Ma Troll Spawn Point     Mi Skeleton Spawn Point  S5 Cave
    
    
    
    --------------
    Border warfare                                                           [mq13]
    --------------
    
    This map is easy if you play it right. You start at P1. Claim the elf monument
    and start building right away. There are no creeps in the area. Station
    yourself at the only opening at the ramp in the north. The hero and dwarf
    monuments are guarded by trolls. You will get a few trolls from there and a few
    skeletons from the east coming down every once in a while.
    
    The starting area is very fertile. There is 1 huge lenya field in the south and
    1 at the north, a third one exist in the northeast but it does not hold as much
    lenya as the former 2, so you should just leave it alone. There are also a lot
    of buffaloes and boars on the plains and plenty of trees to kickstart with.
    
    Build up the standard things, such as foresters and hunters' guilds. You can
    clear the map without the protectors or wanderers, so you can leave building
    the iron armory out.
    
    You can go clear the troll camps when you have a sizeable army of about 30
    units with 15 windarchers, 5 wintermages, 5 healers and 5 druids. Be fast, as
    there will still be skeletons coming down from the east. Quickly clear the camp
    and leave the area from the southeast. Station your troop on the mountain path
    while you claim the monuments and summon your heroes. The dwarves cannot really
    do anything now, since you have no small headquarters yet, but if you want to
    try out the wanderers or protectors, you can start building a quarry and a mine
    to gather those resources. There are plenty of bears in the area, so you can
    built yet another hunters' guild and food store here.
    
    Move all the way up the mountain path and station your troop in the area
    between the 2 monuments. Claim the monuments.
    
    Leaving your units where they are, take your heroes and go clear the camps in
    the south and north with your heroes. If you have the spell hallow, now is a
    good time to put it to use.
    
    Move all your units into town, upsize your army to 80 units, with a good mix of
    healers and archers and whatever you fancy. You should have really a lot of
    range units however, as you need to move through some very narrow valleys later
    on, and the melee units will have problem fighting in those area. There are
    plans for dwarf in the chests beside Urias, so you can try out some dwarf units
    too if you want. You should also free up between 9 to 15 elf workers and send
    them into the fortress.
    
    
       !!!Subquests Progress!!!
    
       [ Trickster ]                                                         [sq34]
    
       Talk to Flink to activate this quest. He will go to Greyfell after you leave
       this map.
    
       [ Traitors ]                                                          [sq35]
    
       Talk to Thurgon to get Thurgon's Letter for Tanara, and then to Morton to
       activate this quest. Do not deliver the Letter yet!
    
    
    When you are ready, talk to Urias and tell him to open the gate. Move your all
    your units out and stick them as close to the fortress wall as possible. The
    gates are narrow and it will take some time for your units to come out. You do
    not want to be attacked when you are not ready.
    
    Move east down the ramp and kill Nightblade and the few zombies beside him.
    
    Move south and clear all the creeps. There are 2 caves in the south. Build a
    good mix of archer towers and frostbringers around them with your workers.
    About 9 towers is good enough. The reason you want to shut of these caves is
    that if some undead enter them, they will come out from caves in the narrow
    valleys in the east as stronger foes. They can be very hard to kill in those
    tight spots.
    
    Move north and do the same with the 2 caves up there. Remember to loot all the
    chests. Clear the camp in the northeast as well as the horde of undead guarding
    the portal to Northern Windwalls in the northwest.
    
    You can move into the narrow mountain pass in the east when you have fully
    secured the 4 caves. Move in slowly, use your heroes or tank units to lure the
    undead out. Take down the sorcerers first, they cast pain, which can be very
    devastating.
    
    Move all the way through the winding mountain pass and kill Zihar and gang.
    
    
    
    ------------------
    The Mask of Belial                                                       [mq14]
    ------------------
    
    Talk to Malicor. Teleport back to town and talk to Tana Songblade. Open
    Malicor's chest and retrieve the first half of the Mask of Belial.
    
    
       !!!Subquests Progress!!!
    
       [ Traitors ]                                                          [sq35]
    
       You would have found a Map of the Secret Caves in the chest beside S4. Show
       it to Morton, and if you still have Thurgon's Letter for Tanara, you will
       recognize the handwriting on the Map to be Thurgon's. Confront Thurgon when
       Morton is near you and kill him. Talk to Morton again to conclude the quest.
       You get a Steelclad Armor and some experience.
    
    
    Step into the portal to Howling Mounds when you are ready.
    
    
    
    
    
    ==============
    Howling Mounds                                                           [e53e]
    ==============
    
      [Buildings]              [Units]                  [Runes]
    
      [dwarf]                  [dwarf]                  [workers]
      Forge                    Militia                  Dwarf Worker lv8
      Mine                     Watchman
      Quarry                   Warrior                  [heroes]
      Food Store               Defender                 Warrior Cord lv1
      Great Armory             Demolisher               Priest Thalia lv3
      Medium Headquarter                                Archer Caitlyn lv5
      Moonsilver Hall                                   Fighter Istvan lv6
      Moonsilver Mine                                   Priest Marticus lv6
      Pigfarm                                           Warlock Tonya lv7
      Small Headquarter                                 Mentalist Iolan lv8
      Smelting Works                                    Fighter Malvaren lv9
      Stonemason's Hut                                  Warrior Rodgar lv11
                                                        Priest Noemi lv9
                                                        Archer Jahwel lv11 
                                                        Fighter Tilleth lv12
                                                        Mentalist Selthas lv12
             ##########
           #################   #######
          ####    ###### I ##### I S1###
         ### S2             ###        ##
        ##                             ####           #########
        ##       ########             ##Me##    ################   ##########
        ##       #Mj# Mk#   #####     Md Mf#   ##        C C###################
        ###      #    Ml#   #   ####       ######  #############################
         ####    #  #####                 ###C     #        #######   ###########
           ###   #   # Mb   Ma    ##      ### Mo # #  ####  ######        #S4####
           # Mh  ##    Mc #     m2##S3   C###    # #  # Mr C######m3  ##  #Mu ###
           # Mi           #       ##      # ###  # #  # Ms C#####B   ##  ##  P4##
           #    ###       #      ###    Mg       # #  #Mt P2####P3  ##  ##   C###
         #####  #   ####          #       # ###  # #  ###############  ##    ####
        ##      # ###Mn#                  ###C Mp# #C Mq    #####     ##    #####
        #      ## #    #  ###      ##     ###  B # ######   ######   ##    ######
        #      #  Mm  ##   #########      ###  C        C # #######       #######
        ##     ########                  ########     ##### ##################
         ##              ##   ##      I##########     #C    ################
          ###          ###     ########################C    ###    ######
            ############        m1 B    #        ############
                     #                ###
                     #P1   ####     ###
                     #######  #######
    
      Others
    
      B  Bindstone             Mh Undead Spawn Point    Mt The Unforgiven
      C  Chest/Corpse          Mi Commander of Koshar   Mu Koshar
      m1 Dawrf Monument        Mj Graverobber           I  Iron Field
      m2 Dwarf Monument        Mk Undead Spawn Point    P1 Greydusk Vale
      m3 Hero Monument         Ml Commander of Koshar   P2 Inner Fortress
      Ma Undead Spawn Point    Mm Undead Spawn Point    P3 Old Fortress
      Mb Undead Spawn Point    Mn Commander of Koshar   P4 Whisper
      Mc Commander of Koshar   Mo Undead Spawn Point    S1 Sleeping Figure
      Md Crypt Stalker         Mp Undead Spawn Point    S2 Cassius Demer
      Me Undead Spawn Point    Mq Undead Spawn Point    S3 Amra's Grave
      Mf Commander of Koshar   Mr Undead Spawn Point    S4 Shadow Crystal
      Mg Undead Spawn Point    Ms Undead Spawn Point
    
    
    
    ------------------
    The Howling Mounds                                                       [mq15]
    ------------------
    
    This map can be very easy or very frustrating depending on what character type
    you are playing. The dwarves do not have any defensive buildings, which forces
    you to divide your forces to leave some to guard the base and some to clear the
    map. However, everything on this map is undead, so if you have the spell hallow
    or aura of light, or have good combat skills, you can pretty much solo this map
    while leaving your units to guard the map if you are careful. If not, you
    should guard the camp while your units clear the rest of the map. The route to
    follow is the same either way.
    
    Clear the area around the monument of the few undeads, summon the workers while
    you station yourself at the mouth of the plains. The good thing about dwarven
    buildings is that they are usually small, so you can cramp them up in one
    corner. Build everything that you can, including the moonsilver mine. Build as
    many food stores and pigfarms as you can in the wide open area. You will notice
    that you need iron to summon the better units. You will find an iron field if
    you turn east after leaving your base. You can go clear the few undead there
    when there is no undead coming towards your base. Send your workers over to
    build the smelting works and mine. Although it feels dangerous, but from my
    experience, the undead never go through that area, so you can leave your mine
    unguarded. Return to stand guard at the opening to your base.
    
    Upgrade the defenders and warriors as soon as you can. Upsize your troop limit
    as well. You want a good mix of demolishers, warriors and defenders, and as
    usual, more range units than close combat units.
    
    When you have about 20 units, you can start clearing the map. Decide how you
    want to go about doing it - you guard the base while your units clear the map,
    you clear the map while your units guard the base, or split your units and
    send some to clear the map and some to guard the base.
    
    Go north from your base, clear the first undead camp beside the second dwarf
    monument and claim it.
    
    Turn west and kill the first commander and destroy the camp.
    
    Turn back towards the second monument and go southeast from there to clear the
    undead guarding the fortress gate. Loot the chest for some plans and set your
    workers to start building them. Summon the newly acquired battlepriest.
    
    Go north from there, kill the second commander as well as the crypt stalker.
    
    Go west all the way, then down south to clear the remaining three commanders.
    You should do it in alphabetical order. The last commander Mn in the southern
    mounds is separated from the camp, and that is not without a reason. Clear
    everything and leave that last commander alone.
    
    Move all your units to the fortress gate and stick them as close to the gate as
    possible. You can actually kill the few grave lurkers on the otherside with
    your defenders, even though the gate is still up. You have to click on the
    lurkers one by one and command your defenders to shoot at them. Kill as many as
    you can before opening the gate, then rearrange your units such that the
    warriors are nearest to the gate and the defenders are behind.
    
    
       !!!Subquests Progress!!!
    
       [ Trickster ]                                                         [sq34]
    
       Investigate Cassius's body in the northwest for Fragment from Cassius.
    
    
       [ Homunculus ]                                                        [sq36]
    
       Investigate the Sleeping Figure in the north near the iron mine. You would
       have found a glowing octagon when you killed the Graverobber in mid-
       northwest near one of the commanders. Insert the Octagon into the Sleeping
       Figure. Talk to him again to bring him with you. You will gain experience
       and the alliance of the Sleeping Figure.
    
    
    You can go kill the last commander now, make sure your units are at the
    fortress gate. The moment you kill the commander, the gate will open and all
    those undead you see on the other side will rush out, but since you had clog
    up the entrance, you will only come into close combat with a few of them at a
    time. The defenders will take care of them from behind.
    
    Move into the fortress and destroy both camps on either side. Activate the
    bindstone and replace any lost units. Divert some of your forces to the
    northeast to get the 2 chests while your army is still recuperating.
    
    Move east from the bindstone and attack all the way in. Watch out for the
    Unforgiven, it casts pain and has some quest items.
    
    Prepare your rune heroes and step into the portal.
    
    Once inside, summon your heroes and simply move along the one-line path towards
    Koshar. The battle with Koshar can be difficult. Use divide and conquer if you
    have difficulty taking everything down all at once.
    
    Take note of the Shadow Crystal in one of the diagonal walls near the portal to
    Whisper. You cannot do anything about it now, but you will return to it later.
    
    
    
    ------------------------------
    The Mask of Belial [continued]                                           [mq14]
    ------------------------------
    
    Loot Koshar's body for the second half of the Mask of Belial and step into the
    portal.
    
    
    
    
    
    =======
    Whisper                                                                  [e53f]
    =======
    
      [Buildings]              [Units]                  [Runes]
    
      [elf] *everything*       [elf] *everything*       [workers]
                                                        Elf Worker lv9
      [dwarf] *everything*     [dwarf]                  Dwarf Worker lv9
      Forge                    Militia
      Mine                     Watchman                 [heroes]
      Quarry                   Warrior                  Warrior Cord lv1
      Food Store               Defender                 Priest Thalia lv3
      Great Armory             Demolisher               Archer Caitlyn lv5
      Medium Headquarter       Battlepriest             Fighter Istvan lv6
      Moonsilver Hall          Elite                    Priest Marticus lv6
      Moonsilver Mine                                   Warlock Tonya lv7
      Pigfarm                                           Mentalist Iolan lv8
      Small Headquarter                                 Fighter Malvaren lv9
      Smelting Works                                    Warrior Rodgar lv11
      Stonemason's Hut                                  Priest Noemi lv9
      Large Headquarter                                 Archer Jahwel lv11 
      Sanctuary                                         Fighter Tilleth lv12
                                                        Warrior Karia lv14
    
    
                            #######                        #####                    
                           ##     ##                    #### P2###                  
                           #Mn##   #                 ####  # B  C####               
                           #Mo#    #        ##########   Mp##       ##              
                           ####   ##      ###    S1 #       #####E1  ###            
                              #  ##      ##         #    #     C       #            
                              #  ########           ##   ##           ####          
                              #                      ###  #############  ##         
                              #         ####   #      M##                 #         
                              ##       ###     #        #######    ########         
                       ############  ####  ## ##                 ### C C #          
                      ###P1 ######   #####     ######   ###      #   Mm  #          
                    ####    ######   #####          ##    ###      #     #          
                   ####   ######    ######  #######  ##    M##    ##   Mq#          
                   ####   # 01 #  ###m2     #   Ms##  ##     ##   #C Ml ##          
                   #####       #  #         ####   ##  #   Mr ##S2#    ##           
                 ##########C   #  #              #  #          ####   ##            
               ###        ###            ##     L# ##                ##             
             ###   ####     #####   #  #B   #    ###            ######              
            ##    ##C #####     #####  ##m1##                   Mj  #               
            #    ##       ###     ###   ############            Mk  #               
            #    #          #####  #      #   ##      #     #       #               
            #    #          #   ##      L##           #     #       #               
            #    ##    Me        ##      #   #####    #M Ma #       #               
            #     ###C    ##      ####     ###        ###  ##       #               
            ##      ### ####m3   #######  ##            ####        #               
             ###   Mg ###S3#    ########  #      ######      ########               
               ###     # Mf#    ####  ##  #           #### ###                      
                 ###   #   #     ##   ##  #  #           ###                        
                  ##   #   ##      Md##   #  #      C     #                         
                  ##   #       ##  ###    #  #     Mh     #                         
                 ##  #####      ####      #  #            #                         
                ##   #   ## Mb          ######   Mi C    ##                         
                ##                     #######         ##                           
                ####### Mc           ###################                            
                     #             #########                                        
                     ###############
    
      NPCs
    
      01 Uthar Griffonsteel
    
    
      Events
    
      E1 Hokan's Grave
    
    
      Others
    
      B  Bindstone             Mg Phantom Spider        Mr Keeper*
      C  Chest/Corpse          Mh Undead Spawn Point    Ms Keeper*
      m1 Elf  Monument         Mi Undead Spawn Point    L  Lenya Patch
      m2 Dwarf Monument        Mj Man. of Trepidation   M  Moonsilver
      m3 Hero Monument         Mk Undead Spawn Point    P1 Howling Mounds
      Ma Undead Spawn Point    Ml Undead Spawn Point    P2 Godwall
      Mb Undead Spawn Point    Mm Undead Spawn Point    S1 Mosaic
      Mc Undead Spawn Point    Mn Undead Spawn Point    S2 Lea's Grave
      Md Undead Spawn Point    Mo Manifest of Terror    S3 Griffon
      Me Undead Spawn Point    Mp Ismail
      Mf Manifest of Fear      Mq Keeper*
    
      *appear after certain events
    
    
    
    -------------------
    The Whispering City                                                      [mq16]
    -------------------
    
    You will watch a cutscene the moment you step into Whisper.
    
    Go southwest and activate the bindstone. Do not talk to Uthar yet. Now is a
    good time to catch up on several subquests, particularly the Soulstones since
    you have collected all 5 soulstones now.
    
    Teleport back to Greyfell. All the following take place in Greyfell unless
    stated as otherwise.
    
    
       !!!Subquests Progress!!!
    
       [ Soulstones ]                                                        [sq09]
    
       You should have found 5 soulstones from Angstling and Bonelurker in Nothern
       Windwalls, Nightblade in Greydusk Vale, and Crypt Stalker and the Unforgiven
       in Howling Mounds. If you are missing any, go back and check if you have
       loot their corpses or not. Give the 5 soulstones to Orthanc in Greyfell and
       pick your weapon reward - Soulaxe, Soulstaff or Soulblade. All of them have
       the same stats, just different weapon type. You also get some experience.
    
       [ Dragon Armor ]                                                      [sq31]
    
       Show the Young Drakeling Scales you found on Zyrafyr in Southern Windwalls
       to Orthanc to get more information on this quest.
    
       [ Magical Artefacts ]                                                 [sq01]
    
       Give the Rockspider Silk you got from killing Rockweaver in Northern
       Windwalls to Tanara. She will mend Tanard's Robe for you. You can also pass
       Thurgon's Letter to her now, she will reward you with some cash. Return the
       Robe to Gabar to conclude this quest. You will gain some experience.
    
       [ Shadow World ]                                                      [sq06]
    
       Show the Ring of the Shadow you got from killing the Shadow in Northern
       Windwalls to Castigir. He will tell you to show it to Rigour, who is in
       Farlorn's Hope. You have yet to have access to Farlorn's Hope, so this is as
       far as you can go for now.
    
       [ Dwarf Services ]                                                    [sq02]
    
       Give the Dwarven Brandy you got from Cronvig to Hinrik. You will get a
       Bronze Statuette in return. Hold on to it first.
    
       [ Trickster ]                                                         [sq34]
    
       Pass the Fragment from Cassius you found in Howling Mounds to Flink. He will
       tell you about Fayt. Teleport to Leafshade. Build up a huge army and kill
       Fayt lv20 to get the Fragment from Fayt. You will fight lv17 apostates that
       cast shockwave before reaching Fayt, so do not expect to have an easy time.
       You can beat them by draining their mana first by sending in a few
       sacrificial workers and then move in with your combat units when they are
       dry. If you have difficulty kllling them, skip this quest and return to it
       later.
    
    
    Teleport to Windholme, Southern Windwalls. All of the following take place in
    Southern Windwalls.
    
    
       !!!Subquests Progress!!!
    
       [ Dwarf Services ]                                                    [sq02]
    
       Give the Statuette to Cronvig to conclude this quest. You earn some cash and
       experience for completing this quest.
    
       [ Earthblade ]                                                        [sq27]
    
       Show the Earthblade to Skarvig, then talk to Urak for the handle. You can
       choose to get the rune and end the quest now, or you can choose to find the
       ingredients required for the handle and continue this quest. You get more
       experience overall if you choose the latter. And besides, the runes are not
       really all that great. So consider your options carefully. If you choose to
       take the rune option, you get either Mentalist Silas lv13 or Warlock
       Ralthska lv13.
    
    
    Teleport back to Greyfell.
    
    
       !!!Subquests Progress!!!
    
       [ Trickster ]                                                         [sq34]
    
       Give the Fragment from Fayt to Flink to conclude this quest. You get some
       experience and the Malachy Ring - one of the best rings in game. The ring
       you get appears to random, so if you get anything else, you should
       seriously consider reloading.
    
    
    Now that the few subquests that you have been holding on to are out of the way,
    teleport back to Whisper and talk to Uthar. You will be required to find this
    equipments and griffon.
    
    Activate the elf monument start building up the standard things. Do not claim
    the dwarf monument yet. It is good practice to build up one base before moving
    on to anothere rather than building up many bases all at once. If you do, you
    will notice your rune power getting drain and you get very few workers of each
    type as a result.
    
    Survey the landscape while your elves are still building the base. Again, you
    can clear the map with windarchers, healers, druids and wintermagi alone, but
    you can try out other units just for fun and variety.
    
    You will notice that, unlike previous maps, your base is in a very open area.
    You will get undead coming into your base from 5 directions - one from the
    south near the elf monument, one from the ramp in the west near the dwarf
    monument, one from the northeast near the iron field, and 2 from the east on
    both sides of the mound. The undead rarely comes from the west and northeast,
    most of them come from the east or the south. What you want to do is to clog up
    all these openings with towers soon. Do not build the frostbringers, as the
    lenya resource is quite scarce. You do not need as many towers as you did back
    in stoneblade, between 6 to 9 towers per entrance is good enough, and a few
    more for the south and east. You may need 2 foresters and 3 master woodcutters
    to upkeep this demand on wood.
    
    Claim the dwarf monument when the openings are more or less secured. You should
    get some dwarves even if you plan to use an all-elf army. The elves have no
    food generating buildings and you need the dwarven pigfarms to get the food.
    
    Summon some windarchers, wintermagi and healers and station them at the lower
    entrance in the east. If you want to get dwarven units, you should go clear the
    camp southeast from there to claim the moonsilver.
    
    Build up your army. It does not really matter how you go about clearing the
    map. The griffon is on a ramp in the southwest, the armor is on the manifest of
    trepidation in the southeast, and the sword is on the manifest of Terror in the
    northwest. Do not go near to Ismail on your own, you need Uthar's help. If you
    are curious and want to see what Ismail can do, quicksave and go attack him
    with all your units. Watchout for Lea's Avengers on a cliff in the east too,
    they cast shockwave and area pain and can remove your army as fast as Ismail
    can. The envoys of death and the soulthieves drop some interesting lv6~7 spells
    and mid-level mage gears. If you want to get as many spells as you can out of
    them, you can hog their spawn points with lots of towers and leave the game on
    for a while. Just make sure you do not destroy the buildings as that will
    remove the spawn points as well.
    
    Return to Uthar when you have found all 3 things. Follow him to Ismail, but do
    not get too close. Just stand somewhere faraway and wait for him to kill
    Ismail.
    
    
    
    ------------------------------
    The Mask of Belial [continued]                                           [mq14]
    ------------------------------
    
    Move east from where Ismail was after he is dead to trigger a cutscene with
    Hokan. Move north and activate the bindstone.
    
    
       !!!Subquests Progress!!!
    
       [ Amra and Lea ]                                                      [sq08]
    
       If you have been following the Amra and Lea subquest so far, you will Lea's
       Avengers near her grave on a cliff in the east. To kill them, send in a few
       sacrificial workers to drain them of their mana, and then move in with your
       main army. When they are all dead, investigate Lea's Grave at the edge of
       the cliff and kill the Ghost of Lea lv15 that appears. You will find Lea's
       Letter for Shan and Lea's Trinket for Shan off her. Hold on to them first.
    
    
    There is also an unlisted subquest on this map. If you had talked to Jon in
    Greydusk Vale to get the First Fragment of the Mosaic, you can insert it into
    the mosaic altar in the north. The Keeper of the Second Fragment will appear in
    the east. Kill it to get the Second Fragment and insert it into the altar.
    Repeat for the next 2 Keepers that appear. Their locations will be revealed on
    the minimap so you will not miss them. Insert the Last Fragment and finish the
    final battle at the altar. The monsters you kill from this quest drop very high
    level items and spells. This is almost the only chance where you can get the
    lv12 spells you want, so make good use of the quicksave and quickload trick.
    
    
    
    -----------
    The Phoenix                                                              [mq17]
    -----------
    
    You will find out about the Phoenix Stone after talking with Hokan. Step into
    the portal to Godwall to pursue the Phoenix when you are ready.
    
    
    
    
    
    =======
    Godwall                                                                  [e53g]
    =======
    
      [Buildings]              [Units]                  [Runes]
    
      [elf] *everything*       [elf] *everything*       [workers]
                                                        Elf Worker lv9
      [dwarf] *everything*     [dwarf] *everything*     Dwarf Worker lv9
                               Militia
                               Watchman
                               Warrior
                               Defender
                               Demolisher
                               Battlepriest
                               Elite
                               Elder
    
    
                                          #################
                        ###################C   P2 #   #######
                     #####################C    Mi #     ######
                    ######################C 08 ##         #####
                  ##########################   #            #######
                #########################################    # 07 ##
                ############         ####################    #     ##
                ## m3    #           #    C        C    #    #     ###
                #            Mg#     #                  #    #     ####
                ##     B#      #     #                         Mh  ####
                ##      #06  Mf#                                   ####
                #     m4##C    #                                   ####
                ###      ###   #####################               ####
                #C##       ###            ############           ######
                #  #####################         #####################
                #                      ###         ####################
                #        #############   ###                  #########
                #C       #        m2 ##    #############              #
                ##       #  ##C       #                               #
                 ##      #  ##        #      ###############          #
                  ##     #S1##  B  C  #                    ###   Me   #
                   # 04  #  ####  #######################    ### 05  ##
                   #     # C##  03  Mc                         #######
                  ##########################   ##########        C  ##
                  ###############              #        #     Md    ##
                  ############# #  #############     Mb #           ##
                  ############                          ##############
                  ##########  Ma ####################################
                    ######## 02                         ###########
                      ######C  ###################     ##########
                        ######### 01      B m1        ##
                         ########P1                  ##
                               #######################
    
      NPCs
    
      01 Kerwen Twinblades     04 Margay Lannard        07 Cord Dunnahan
      02 Bren Fallwind         05 Sunder Dundrew        08 Vintus Lannard
      03 John Goddard          06 Tamira Hai
    
    
      Others
    
      B  Bindstone             Ma Wolf Spawn Point      Mg Wolf Spawn Point
      C  Chest/Corpse          Mb Wolf Spawn Point      Mh Wolf Spawn Point
      m1 Elf  Monument         Mc Wolf Spawn Point      Mi Captain Kiar
      m2 Dwarf Monument        Md Wolf Spawn Point      P1 Whisper
      m3 Dwarf Monument        Me Wolf Spawn Point      P2 Mulandir
      m4 Elf Monument          Mf Wolf Spawn Point      S1 Shard of Spring Dance
    
    
    
    --------------
    On the Godwall                                                           [mq18]
    --------------
    
    This is a relatively fast map. After the cutscene, talk to Kerwen for some
    updates.
    
    There are no creeps in the area, so you can claim the monument and start
    building right away. Build all the standard things. There are no food in the
    area, so you have to make do with 10 units first. There are also very few
    trees, so having 2 foresters is quite justified.
    
    Summon 10 upgraded windarchers as soon as you can if you want to reach your
    food source sooner.
    
    Move up the Godwall with your 10 windarchers and destroy the first Briar Wolf
    camp. Station your units at the northern entrance of that village. Talk to Bren
    to learn a bit of history and to get a bit of resources. There are several
    buffaloes here, so you can build a food store and a one-man hunting lodge here.
    The food sources for this map are all in packets of small quantity, so you will
    have to build many food gatherers and food stores on the way up the Godwall.
    
    Upsize your troop limit and summon some wintermagi and healers. Use a few idle
    workers to build 5 or 6 towers right outside the northern entrance of the
    village. This is so that you can go east to tackle the second Wolf camp without
    worrying about Wolves from the north for a while.
    
    Destroy the second Wolf camp. There are several berry bushes and black wolves
    here, so you can build a gatherer hut, a hunting lodge and a food store here as
    well, but be careful not to build too close to the northern wall, or your
    workers will get fry by the enchanters and scouts up the Godwall directly on
    top.
    
    Upsize your troop to about 25 or 30 before moving on. Summon the titan as well.
    Move up to the T-junction, where west leads to the third Wolf camp and east to
    the fourth. Use your idle workers to build several towers at this junction.
    Again, this is to tank for a while so you can safely go off-track to destroy
    the third camp.
    
    If it had taken you too long to reach the third camp, you may find it too
    crowded with Wolves to risk a head-on clash. If that is the case, lure them
    back towards the towers at the junction and take them wolves down with your
    archers and towers.
    
    Talk to John after destroying the camp to get a Dwarf Key. Station all your
    units back at the junction amongst the towers while you explore the dwarven
    town. Open the gate beside John and enter the to claim the monument. All those
    buildings will become yours after you claim the monument, so all you have to do
    is fill them with the workers. Take note of the path in the west side of the
    town, you will come back here later to retrieve a quest item.
    
    Lenya is quite scarce on this map, so you will need to mix your troop with some
    dwarven units. Get the titan, 5 demolishers, some elites, plenty of defenders
    and a little of whatever pleases you. You might also want to build a few more
    pigfarms and food stores to get more food.
    
    When you have some 30 to 40 units you can move all the way east to destroy the
    fourth camp. Loot the chest there for a quest item Gwen's Medicine.
    
    Move north up the Godwall all the way to the crystal pillar. Station your units
    on the east side of it to defend against Wolves coming from the east while you
    go talk Margay in the west. That whole area has no creeps so no worries. Keep
    upsizing your troop all these while.
    
    When you have about 60 to 70 units, move east to destroy the fifth camp.
    
    
       !!!Subquests Progress!!!
    
       [ Gwen's Medicine ]                                                   [sq37]
    
       Talk to Sunder after you destroyed the fifth camp to get this quest. Give
       the Medicine you found in a chest earlier on to him to conclude this quest.
       You get some experience.
    
    
    Do not bother with replacing your dead units for now, you will reach a second
    set of monument real soon. Move up the Godwall to the west, fight the fierce
    but survivable battle and destroy the two spawn points.
    
    Station your troop among the four Wolf crossbow towers northeast of the
    village. Let your units destroy the towers and make them stay there while you
    go west into the plains and claim the 2 monuments. There is a rich lenya patch
    here, as well as plenty of buffaloes and some moonsilver. Build the appropriate
    structures if you need those resources.
    
    Build up your forces again. The battles from now onwards will be slightly
    harder.
    
    Move east and destroy everything in your path. Take down the griffonriders with
    all your range units and titans first. Send your demolishers to destroy the
    towers and white hands while your main units are still battling. You would not
    want the white hands to keep healing the Wolves when you are fighting them.
    
    Move all the way east and destroy the final camp. Do not go up north yet.
    
    
       !!!Subquests Progress!!!
    
       [ Wolfsign ]                                                          [sq38]
    
       Talk to Cord Dunnahan after you rescue him from the final camp. If you have
       some Wolfsigns on you, you will have the option to ask him about them. The
       Wolfsigns are common monster drop on the tougher Wolves. Cord will tell you
       to sell them to Halicos in Farlorn's Hope.
    
    
    If you suffered great lost on the way to the east here, you might want to
    summon more units, if not, you can move up north and finish off the map. It is
    not particularly tough up there, just a griffonrider and some enchanters, which
    your units can take down easily.
    
    Move all the way northwest but do not go through the gate yet. Station your
    units outside and lure Kiar and gang out. Kill and loot everything and then
    talk to Vintus. He will tell you the location of the Shard of Spring Dance.
    
    Teleport back to the old dwarven town and go down the cobwebby path in the
    west. Look out for a fallen tree and rock formation halfway down the path and
    investigate it to get the Shard.
    
    Teleport back to the top of the Godwall. Prepare your rune heroes and step into
    the portal to Mulandir.
    
    
    
    
    
    ========
    Mulandir                                                                 [e53h]
    ========
    
      [Buildings]              [Units]                  [Runes]
    
                                                        [heroes]
                                                        Warrior Cord lv1
                                                        Priest Thalia lv3
                                                        Archer Caitlyn lv5
                                                        Fighter Istvan lv6
                                                        Priest Marticus lv6
                                                        Warlock Tonya lv7
                                                        Mentalist Iolan lv8
                                                        Fighter Malvaren lv9
                                                        Warrior Rodgar lv11
                                                        Priest Noemi lv9
                                                        Archer Jahwel lv11 
                                                        Fighter Tilleth lv12
                                                        Mentalist Selthas lv12
                                                        Warrior Karia lv14
                                                        Priest Tehr lv14
                                                        Fight Ivor lv15
                                                        Warlock Severus lv15
    
    
                                                      ##################
                               #############        ###    ##          ##
                              #######################                 02##
                            #########################                 B ##
                  ###########   C####################       ##      C  ###
                ###  C             #################         ##      #####
               ##    Md              ###################      ############
               #      #########     ###     C    #           ############
               ##C   ###########   ## B         01    #### #############
             ##########      Mc#  ## m3              ########   B C C## 
            #####P2 # ##    # C#  #    ###         ########     C P3##
            ### C  C#  #    ####  ## C##         ######      ########
            ##      #  #C      #  #####  ###   ######      ########
            ##      #  #  ### "##   ###    #########       ####  #
            ##      #  #  #C  "####   ####   #####""  #     #    ##
            ##      #  #######""#####  ##   #### "" # C #         #
            ##                 ""####  #  ###### "  # Ma#   #     #
            ##B C      ######## ""###  ##   ###""""   #     ##    #
            ####       #C Mb#####""      """""""##""      ###   C #
            ######     ### ##   #####  ##########     ####### C   #
            ########       #      " #  #########      #############
              #######   ####   ##"""#          #    m2########
               #######       ###""#"#  ######  #  C  ######
                #######       """##"# """""""""C    ########
                ########    ##" ## C"""####"""    # #########
                #######     ##" ##########  ##    C ##########
                ######       #              ##      # ########
               #######       #  ##########           " C######
                ######       ##   ###C   ###        #"  ######
                  #### C      ###   ##     ##      ##"  ######
                   #####       C##   #####        ##""########
                   #######       ##   m1 ###  "   """#########
                     ##############   B    ## """""##########
                       ############         ###############
                         ##########         ###########
                          ########### P1  ############
                            ########################
                              #################
    
      NPCs
    
      01 The Guardian          02 Mechlan
    
    
      Others
    
      B  Bindstone             Ma Blutstein             P2 Farlorn's Hope
      C  Chest/Corpse          Mb Phantom Spider        P3 The Rift
      m1 Hero Monument         Mc Arz'ach               "  Cursed Guardian
      m2 Hero Monument         Md Plexor Mim Thar
      m3 Hero Monument         P1 Godwall
    
    
    -----------------------
    The Phoenix [continued]                                                  [mq17]
    -----------------------
    
    This is a very challenging map. You may have notice the apparent messiness of
    the map above. The actual map is just as messy. The paths and barriers are very
    unclear and there are some areas around the border that look explorable but are
    really not. There are many chests, mostly containing mid level items, except
    for the one near a unique gargoyle Blutstein in the mid-east, which can
    potentially drop several high level items.
    
    But the most difficult part is the medusas Cursed Guardians that lurks in
    several areas on the map. When you first enter the map, you will watch a
    cutscene explaining how this map works. There are 6 Cursed Guardians patrolling
    the map. Their paths are marked by " in the diagram above, with 1 in the
    southeast, 2 mid-north and 3 in the central area. The fixed paths those Cursed
    Guardians move along usually have 3 nodal points, which mean they will move to
    1 point, pause for a while, move to the next point, pause, then the next,
    pause, and reverse the path. When you are spotted by any one of the Cursed
    Guardians, it will cast petrify on you and wake all the gargoyles. This is
    usually deadly, the awaken gargoyles Eternal Guardians will flock towards you
    and attack you while the medusa will fire arrows that do some 50+ damage and
    continue to cast petrify on you and your heroes.
    
    There are 2 approaches to this map - observe the Cursed Guardians and avoid
    them, or, kill off the gargoyles and take down the medusas. The first approach
    is naturally safer. The second approach depends heavily on your character type.
    You should not attempt to kill the medusas unless you around lv22 and above.
    You can always come back later to finish them when you are higher level.
    
    This paragraph will outline a method to kill the Cursed Guardians. Remember
    that whenever ANY of the Cursed Guardians spots you, ALL the gargoyles on the
    map will be waken up. Now, decide which one of your heroes is the most
    dispensable, you will use him as a sacrificial bait. Station you and your
    heroes NEAR a group of gargoyles while you send that bait hero towards any of
    the medusas. He will die almost immediately, but not before all the gargoyles
    are awaken. After he dies, all the gargoyles will return to their dormant
    state in a very short while, except for those that left their initial
    positions, which is why initially you should station yourself NEAR the
    gargoyles but not right beside them. With the right mix of heroes, you can
    probably handle between 4 to 6 gargoyles at any one time, if by some freak
    accident you attracted more than you can handle, run away. While your group is
    messing with the gargoyles, summon that dead hero and send him to the medusas
    again, you should be ready to handle the next group of gargoyles by the time he
    gets summoned and reaches the medusas. The gargoyles are deadly in numbers but
    usually easy in singles. You will get a good amount of experience just by
    finishing off all the gargoyles on the map. When the gargoyles are gone, the
    Cursed Guardians become easier too. They are still tough and you would not want
    to handle more than 1 of them at any time. Surround a medusa with all your
    heroes and summonables, you will do miserable damage, but with time, you will
    still be able to kill it. Try to use offensive spells if you have any, and try
    to have as many auras of healing active as you can when fighting them.
    
    Whichever approach you choose to take, the recommended path is about the same.
    You start at P1 in the south. Activate the bindstone and summon your heroes.
    Move north and then northwest to clear the western part of the map and to claim
    the bindstone there. Watch out for the medusas!
    
    Kill the Phantom Spider for a piece of light silk. Go east on the path north of
    the spider. Watch out for another medusa that patrols there. Kill Arz'ach and
    Thar, and talk to the Guardian in the north.
    
    
    
    ----------------
    Four Time Shards                                                         [mq19]
    ----------------
    
    The Guardian will give you the Four Time Shards quest and open the gate to the
    rift. Note that there are 2 gates on this map. The gate behind the Guardian will
    only open much later. The gate to the rift is in the east, do not get confused.
    Give the Shard of Spring Dance you found in Godwall to the Guardian for some
    experience.
    
    Move back down the plateau to the central area. Move east. Watch out for the
    medusa, this one is particularly hard to avoid. Kill Blutstein, loot the chest,
    and move northeast towards the portal to the Rift. Do not go into the Rift yet,
    it is recommended that you go to Farlorn's Hope first, so just loot the chests
    there for some plans there and turn back.
    
    Move down south along the eastern side. The chest protected by the fire
    drakelings in the east contain the orc worker rune, which you will need if you
    did not buy one in Greyfell.
    
    Move south, claim the hero monument and bindstone. Go further south for the
    chests there if you want, if not, teleport back to the bindstone near the
    portal to Farlorn's Hope and step into it.
    
    Several subquests can be completed now, but I suggest you put them on hold
    first.
    
    
    
    
    
    ==============
    Farlorn's Hope                                                           [e53i]
    ==============
    
      [Buildings]              [Units]                  [Runes]
    
      [orc]                    [orc]                    [workers]
      Boar Breeding            Spearman                 Orc Worker lv10
      Croptent                 Thug
      Firestarter              Totem
      Fisher's Hut             Drummer
      Food Store               Firemaster
      Forge
      Mace Carver
      Mine
      Shaman's Hut
      Small Headquarters
      Woodcutter's Hut
      Blood Shrine
      Hall of Glory
      Hunting Lodge
      Medium Headquarter
      Smelting Works
    
                                    ###########
                   ##################        C##
                   #         Mn#   #          C##
           ######### Mo        #   #     Ms     #
           ########  Mp        #   #            #
           ########            #   #            #
        ###############        #   #            #
        #     C     C##    Mm ##   ##          ######
        #   B 07 08  ##     ##      ##         #P1  ###
        # Ml     Mi  ##    ##       C###       #      ####
        #    Mk  Mj  ##    ##          ###     ###       ##
        #C           ##    ##   ##  Mr   ##     #######  ##
        ########  #  #    ##    ##C       ###        01 ####
        ##  ##    #  #   ##     ####        #####  ###### C#####
        ##  E2    #     ##   Mq ##              #  #      ##   #
        ##   ##   #      ##     #     ##### Na        #####  ###########
       ##     #  ##       ##        ##########                 ##      ##
      ##      ###         E1       ##          ##              ##       ###
      ##C     #            #      ##          ####     ######     04    05###
      ##C   C##            #      ##          #03#       #####      B       ##
      ## P2 ##             #      ##          #02#   Md    ###      Nb       #
      #######              #      ##          #  #         ###               #
        #                 ##       ###          ##  ###    ###               #
       ##               ###   #   S1 #####  #####         ############  ######
       ##             ### #   ###    Ma                ####  ####### ####    #
       ##           ###   ##  Nd## Mb     S2              Me          #      #
       ##          ##      ##   ####                                 ##  Nc  #
        ##           Mg     ######    #  #              ###  ##      #       #
         ###       C Mh##      ####   #  #            ###                   ##
           ###        ###        ######  ##############              ###    #
             ###     ####                             ###  Mf  ####    ##   #
               ##########    ########                  #############    #####
                        #    #  B                        ############   ###
                        #    #06 Mc                        ##############
                        #    ########    ##########    Ne    ##########
                        #                #        ##          ##
                        ##################         ############
    
      NPCs
    
      01 Flint Mortaine        04 Commander Halicos     07 Brok Gorinson
      02 Jon Farlorn           05 Thom Laire            08 Elwen Winterwind
      03 Rigour Mortis         06 Seth Dundred
    
    
      Events
    
      E1 Elite Rush            E2 Ka-boom!!!
    
    
      Others
    
      B  Bindstone             Mi Wolf Spawn Point      Na Legion Spawn Point
      C  Chest/Corpse          Mj Wolf Spawn Point      Nb Legion Spawn Point
      m1 Elf Monument          Mk Wolf Spawn Point      Nc Legion Spawn Point
      Ma Wolf Spawn Point      Ml Commander Briar       Nd Legion Spawn Point
      Mb Wolf Spawn Point      Mm Drakeling Spawn Point Ne Legion Spawn Point
      Mc Wolf Spawn Point      Mn Drakeling Spawn Point P1 Mulandir
      Md Wolf Spawn Point      Mo Drakeling Spawn Point P2 Greyfell
      Me Wolf Spawn Point      Mp Faurung               S1 Dagger of the Red Legion
      Mf Wolf Spawn Point      Mq Wolf Spawn Point      S2 Shard of Autumn Twilight
      Mg Captain Ultar         Mr Wolf Spawn Point
      Mh Wolf Spawn Point      Ms Fyrmir
    
    
    
    ---------------
    Wolf and Dragon                                                          [mq21]
    ---------------
    
    This map requires the most stringent resource management yet. Build a wrong
    thing and you may end up having to replay the map. This is also the first map
    with spawn points for neutral allies.
    
    You start at P1. Move down and talk to Flint. Do not mess with Fyrmir yet.
    
    Go southwest to the trade post, talk to Jon Farlorn for some information on the
    Shards, and start building right away. Talk to Halicos too if you can run.
    
    Summon all the workers you can and send them to harvest wood. There are very
    few trees on this map, so watch what you build closely.
    
    Build the structures in this order - woodcutter's hut, small headquarters,
    smelting works, mine, croptent, boar breeding, food store, boar breeding, food
    store, fisher's hut or hunting lodge, forge, mace carver, shaman hut. Note that
    you do not need to build everything, you only need the buildings for totems and
    spearmen. Make sure you do not deplete your wood resource, you should keep some
    to build new woodcutter's huts later.
    
    There are 2 entrances to your base - one in the northeast and one in the south.
    It is unlikely that there will be Wolves coming from the northeast; they will
    eventually, but not anytime soon. So you should guard the southern exit.
    
    If you have the appropriate skills you can try to solo destroy the few Wolf
    camps immediately beside your base. If not, wait till you get your totems and
    spearmen. The spearmen, while not particularly great, requires only iron to be
    summoned, so they play an important part in the initial stage of this resource
    tight map. The totems cast pain and will be your main offense.
    
    You can start thrashing the Wolves when you have about 40 units. Leave 10
    totems to guard the southern exit. Group the rest of your units and destroy the
    the camp in the southwest. Look out for the special corpse tbat holds the Dagger
    of the Red Legion at the west end of the camp.
    
    Move south but do not go up the ramp. Send 1 or 2 units up to lure the Elites
    down and kill them first. When the Wolves forces are considerably reduced, you
    can move up and destroy the camp.
    
    Talk to Seth and free him. You have to look for a dagger, which you just found,
    and an armor. There are more trees in the area, so dispatch a few workers to
    build a woodcutter's hut here. You might also want to build 1 or 2 firestarters
    to protect your workers from the occasional Legion units from the east.
    
    Go back down the slope and destroy the camps Md~f east and southeast of your
    base. There are a few trees there too, so if you are really desperate for wood
    you can build another woodcutter's hut there, if not, the trees in the
    southwest is good enough.
    
    Go back down south to where Seth is and move east to destroy the next Wolves
    camp. Captain Ultar holds the Wolf Elite Armor, but do not go return it to Seth
    yet!
    
    Continue north and station your units far far away from the big Wolves camp in
    the northwest. Return the Dagger and the Armor to Seth, what happens next is
    that Seth will assassinate Briar, and the Elites in the camp will rush out to
    destroy the Red Legion via the gate at E1. Make sure your units are not near
    enough to attract their attention when they are moving out! It will take a
    while before all of them move out.
    
    Move in the destroy the camp. Although the majority of the Elites have move
    out, there are still a few lingering in the camp, so be careful. Destroy
    everything and talk to Elwen for some information on the Shard and Brok for a
    subquest.
    
    Back out of the camp and destroy Faurung in the upper northwest for a Vulcan
    Glass Phial.
    
    Now that the gate is opened, you can move out from there to finish off the last
    2 Wolves camps Mq~r. If you are too slow, they may already have break through
    the 2 Legion camps protecting your base, if that is the case, build a few
    firestarters at the entrances of your base for protection.
    
    Talk to Halicos to complete this main quest and for some reward.
    
    
    
    ----------------------------
    Four Time Shards [continued]                                             [mq19]
    ----------------------------
    
    Now comes the interesting part. You can destroy the Red Legion camps. You
    cannot command your units to attack them directly, but if you move your orcs
    into the Legion camps, they will attack each other automatically. This is the
    build-in opposing nature of the dark and light side in action.
    
    Move north up the mountains near where you begun the map to kill Fyrmir. Fyrmir
    is very easy, it is located on an island unreachable by melee units, so you
    have to rely on your totems to kill it. Once it is dead, loot everything to get
    several quest items including the Shard of Summer Wind and Stone of Eternal
    Fire.
    
    Move to the south of your base to retrieve the Shard of Autumn Light. It is
    located in a rock right in the middle of a circle of dead trees. Kill the Ice
    Thing that appears - it will take a while.
    
    If you are feeling sadistic, you can kill the rest of the Red Legion on the
    map, including Halicos. You will find a Goldwheel and a Ring of the Red Horde
    on him. You do not have to worry about killing Thom or Flint or the rest of the
    NPCs. They are protected by some weird mechanics and will not die.
    
    And now is a good time to catch up on the subquests.
    
    
       !!!Subquests Progress!!!
    
       [ Wolfsign ]                                                          [sq38]
    
       Talk to Halicos and ask for the reward for your Wolfsigns. You will get some
       cash and experience for each Wolfsign you bring him. Note that this quest is
       bugged and does not close. It might have a chance of disappearing from your
       quest log if you kill Halicos though.
    
       [ The Cataract ]                                                      [sq40]
    
       Talk to Thom to activate this quest.
    
       [ Stonecrusher ]                                                      [sq41]
    
       You would have received this quest when you talked to Brok. Talk to Jon
       Farlorn for the materials he needs - Sulphur Binder for 1 gold, Burning Salt
       from 1 Demon Blood from Arz'ach in Mulandir, Vulcan Glass Phial from Faurung
       in the northwest, and Fire Powder from 3 Stones of Eternal Fire. If you had
       listened to my advice and had put other quests on hold, you should have
       enough Stones of Eternal Fire right now - 1 from Zyrafyr in Southern
       Windwalls, 1 from Fire Skeleton in Leafshade, 1 from Fyrmir in the north,
       and 1 from Faurung in the northwest. Return everything to Brok and follow
       him to the landslide blocking the portal to Greyfell. He will blow up some
       rocks and open the way for you. You also get access to 2 high levels chests
       near the portal.
    
       [ Thar ]                                                              [sq39]
    
       Talk to Rigour and hear his complaint about Thar. You killed Thar back in
       north Mulandir, so give Thar's Head to Rigour and get 50 gold and experience
       in return.
    
       [ Shadow World ]                                                      [sq06]
    
       Show the Shadow Ring to Rigour. He will tell you about the Shadows.
    
    
    Teleport to Liannon.
    
    
       !!!Subquests Progress!!!
    
       [ Amra and Lea ]                                                      [sq08]
    
       Give the Letter and Trinket you found from Lea back in Whisper to Shan Muir.
       She will direct you to Tyrgar, so go talk to Tyrgar. This is as far as you
       can go for now.
    
    
    Teleport to Northern Windwalls
    
    
       !!!Subquests Progress!!!
    
       [ Shadow World ]                                                      [sq06]
    
       Rigour commanded you to kill the Shadows. There are 4 groups of Shadows, 1
       each in Northern Windwalls, Howling Mounds, Stoneblade Mountain and Greydusk
       Vale. You only need to kill the ones in Northern Windwalls, you can kill the
       rest for experience if you want. The Shadows cast a plethora spells
       including Shock and Pain. You might need to build up an army depending on
       your skills. You will get a book Shadow Manifest from the group of Shadows
       in Northern Windwalls. Teleport back to Farlorn's Hope and give the book to
       Rigour. He will tell you of the Shadow Crystal. Teleport to Howling Mounds
       inner fortress and retrieve the Crystal from a section of the slanted wall
       north of the portal to Whisper. You do not have to fight anything, so it is
       an easy task. Teleport back to Farlorn's Hope and show the Crystal to
       Rigour, he will direct you back to Castigir in Greyfell. Teleport back to
       Greyfell and show the Crystal to Castigir. Your quest will end here, but if
       you return to Castigir after half a day, he will give you the Shadowpulse
       Armor, which is easily the best and coolest looking armor in the game. You
       can go do other quests and some shopping while waiting for this half a day
       to pass.
    
    
    While in Greyfell... All of the following take place in Greyfell unless stated
    as otherwise.
    
    
       !!!Subquests Progress!!!
    
       [ Dragon Armor ]                                                      [sq31]
    
       Give the Dragon Scales you found on Fyrmir in Farlorn's Hope to Orthanc to
       receive the Dragonscale Armor and the Dragonscale Greaves. You also get some
       experience.
    
       [ Blood ]                                                             [sq10]
    
       Talk to Adhira to activate this quest.
    
       [ Delicate Fabric ]                                                   [sq26]
    
       You should have found 1 Dark Silk from Kirsh in Southern Windwalls and 2
       Light Silks from Phantom Spiders in Whisper and Mulandir. Give the Silks to
       Tanara to exchange for an Everwhite Silk Robe and some experience.
    
       [ The Cataract ]                                                      [sq40]
    
       Ask for help from Seno. He will give you a needle. Teleport back to
       Farlorn's Hope and give the needle to Thom, you will receive an Ancient
       Stone Tablet. Teleport back to Greyfell and show the Tablet to Goran. He
       will demand a sapphire from you. You would have found 1 sapphire from the
       Echoes subquest long long ago. If you give the sapphire to Goran you will
       receive a spell scroll with Greater Healing lv12. If you have no use for the
       spell, and do not mind having an incomplete quest in your quest log, you
       should sell the sapphire for lots of cash and buy stuff that you really need
       instead.
    
    
    Remember to claim your Shadowpulse Armor from Castigir! Teleport back to the
    palace area in Mulandir and give the 2 pieces of Time Shards you found to the
    Guardian. It is not imperative that you do so now, but you will get some decent
    amount of experience by doing it, so no harm.
    
    Teleport to the portal to the Rift and step into the portal after you equip you
    runes, plans and heroes.
    
    
    
    
    ========
    The Rift                                                                 [e53j]
    ========
    
      [Buildings]              [Units]                  [Runes]
    
      [orc]                    [orc]                    [workers]
      Boar Breeding            Spearman                 Orc Worker lv10
      Croptent                 Thug                     Troll Worker lv11
      Firestarter              Totem
      Fisher's Hut             Drummer                  [heroes]
      Food Store               Firemaster               Warrior Cord lv1
      Forge                    Fighter                  Priest Thalia lv3
      Mace Carver                                       Archer Caitlyn lv5
      Mine                                              Fighter Istvan lv6
      Shaman's Hut                                      Priest Marticus lv6
      Small Headquarters                                Warlock Tonya lv7
      Woodcutter's Hut                                  Mentalist Iolan lv8
      Blood Shrine                                      Fighter Malvaren lv9
      Hall of Glory                                     Warrior Rodgar lv11
      Hunting Lodge                                     Priest Noemi lv9
      Medium Headquarter                                Archer Jahwel lv11
      Smelting Works                                    Fighter Tilleth lv12
                                                        Mentalist Selthas lv12
      [troll]                  [troll]                  Warrior Karia lv14
      Hunting Lodge            Devastator               Priest Tehr lv14
      Mace Carver              Rowdy                    Fight Ivor lv15
      Quarry                   Smasher                  Warlock Severus lv15
      Small Headquarter        Thrower                  Archer Shalir lv16
      Stone Cutter                                      Fighter Alrius lv17
      Woodcutter's Hut
    
    
                                   ###################
                                 ###            Mb   #
        #############          ####      #######     #######################
        #           #   ###########      ##########  #########    #        ##
        #           #   #      ####Mc##########      ###  #### ## #         ##
        #         ####  #####   ###  ##########   #######  ### ## #          ##
        #     B   #  ######     ###  ##########         ##     ## ##          ##
        #    m1####    ####  ######    ###############  ##  #####  ##          ##
        #    ###  # #  #          ##################    #  #######  #        m3###
        #   ##    # #  #  ##### #          ###     #  ##########       ###   m2###
        #           #     # ### ##    ##                    #    #####   #  ######
        #           #######  ##  ##   ##   ###              #  ###   #####    ####
        #        ########     ##  #       #####       ####  ####     01   Ma   ##
        #       S2 S1##Mf   ####  ##############      #  #        #    #      ##
        #       S3 P1##   #####    ####################  ####     #  ###    ###
        ###############     ###  Md   C ######                    #B ########
                      ##   Me        C  ##################################
                       #################################
    
      NPCs
    
      01 Talia Storm
    
    
      Others
    
      B  Bindstone             Ma Ulather               Mf Demon Spawn Point
      C  Chest/Corpse          Mb Demon Spawn Point     P1 Mulandir
      m1 Orc Monument          Mc Demon Spawn Point     S1 Ulather's Chest
      m2 Troll Monument        Md Demon Spawn Point     S2 Ulather's Chest
      m3 Hero Monument         Me Demon Spawn Point     S3 Ulather's Chest
    
    
    
    ----------------
    Through the Rift                                                         [mq20]
    ----------------
    
    There are several ways to approach this map, and I shall name them Zoom, Hard
    Slog and Easy Slog.
    
    You start at P1, and after the cutscene, Talia will move east to the other side
    of the Rift.
    
    There are several kinds of demons in the Rift. The fire-spitting demons,
    including Demons and Slaves of Fire, you can kill easily, and the hardy
    Basilisks that do decent damage, which you should be able to kill too. They can
    still be deadly though, especially when they typically come in large groups.
    The Masters of Fire will summon hordes of fire elementals before fighting you,
    which you can take down if you target the Masters of Fire and ignore the fire
    elementals. The Mistress of Zanzarrah has aura of lifetap, which you can try
    using dispel black aura to suppress for a while. The Red Deaths and Blinders
    cast extinct, which can be countered by having multiple auras of healing on.
    And in case you still do not get the idea, YOU WILL HAVE A HARD TIME.
    
    The 2 chests up among the demon camps on the south side can potentially drop up
    to 5 godly items each, so you have a chance to get the best items in the game
    on this map.
    
    And now, on to how to deal with this map.
    
    Zoom - To complete this main quest, you only need to go east, and come back.
    The Zoom approach focuses on speed. When you first start, do not activate
    anything. Put on your Magic Pants, Ring of Master Rogues, Aura of Fast Walking,
    and whatever other walk/run speed boosters you have. Run across the rift, and
    NEVER stop to fight anything, or you risk being swarmed by the demons. When you
    reach the other side, activate the bindstone, talk to Talia and fight Ulather
    after the cutscene. Do not activate anything after this. You will see lots of
    demons rush into the west side of the Rift. Wait for them to retreat. And then
    run all the way back to the west. Talia will follow you closely, do not worry
    if she stops to fight anything, she is protected by some anti-death mechanics,
    and she will most likely quit fighting and go after you when you are too far
    away. Talk to her when both of you are back in the west side. She will give you
    the Shard of Winter Silence. Quest completed. Loot the Ulather's Chests and you
    are ready to move on. Choose this approach if you are too low level or have
    difficulty fighting the demons. You do not fight the demons at all using this
    approach. You can kill them easily later on when you are much higher level.
    
    Hard Slog - Hard Slog involves the typical build up of army. After you start
    the map, claim the orc monument and start building your stuff while you stay
    guard at the top of the ramp. When you have a sizeable force of totems you can
    start to move east. If you feel brave you can try to destroy the spawn points
    on both side of the Rift on your way. It will not be easy though, use divide
    and conquer strategically. When you reach the east side, talk to Talia and
    fight Ulather. What happens next is that a lot of demons will swarm into your
    orc base and destroy everything, including the bindstone and orc monument. All
    your units will die the moment you lose the orc monument. Note that this is a
    game feature and is inevitable. Claim the troll and hero monuments on the east
    side and repeat the building up process. Move back to the west with your new
    troll units. The demons would have retreated back to both side of the Rift, so
    you would want to go up the sides again to destroy them. The advantage of the
    Hard Slog is that you would already have some resources from the orcs when you
    start building your trolls on the east side. You will also have Talia fight at
    your side with her useful freeze spells. This is also how the map is intended
    to be played. It is however very time consuming and can be very difficult since
    you activated the spawn points early in game.
    
    Easy Slog - Easy Slog is basically Zoom + modified Hard Slog. When you first
    start the map, run to the east, kill Ulather and run back as you would in Zoom.
    Loot Ulather's Chests for more orc and troll plans and start building up your
    orcish army. The orcs will give you lots of food and resources. When you have
    about 20 to 30 totems, station them at the top of the ramp to protect your orc
    base. Teleport using the bindstone back to the east side and start building up
    your trolls. The troll units are extremely costly, but they are hardy and the
    upgraded hurlers do ice damage, which can be useful in fighting the demons.
    When you have about the same army strength on either side, you can start to
    move into the Rift to clear the spawn points. Leave your orcs alone first, you
    need them to defend the orc base. Move your trolls down into the east side of
    the valley and stay guard there. Using your heroes, move up the north side of
    the rift and clear the northern region. After that, you can move both your orcs
    and trolls to the center of the Rift and prepare to clear the southern side. It
    will still be very hard, but the advantage of the Easy Slog method is that you
    get better runes and units before you start fighting the demons, which means
    your units will last longer and you will have a slightly easier time.
    
    Whichever approach you choose, teleport back to the palace area of Mulandir
    when your are done with the map and have received the last piece of the Time
    Shards from Talia.
    
    
    
    
    
    ==================
    End Of Chapter Two                                                       [e53k]
    ==================
    
    ----------------------------
    Four Time Shards [continued]                                             [mq19]
    ----------------------------
    
    Once you are in Mulandir, summon your heroes and any other summonables before
    you talk to the Guardian.
    
    Give the last piece of the Time Shard to the Guardian to conclude this quest.
    You will watch a cutscene where the Guardian gives you a fake Phoenix Stone and
    reveals his true identity.
    
    
    
    -----------------------
    The Phoenix [continued]                                                  [mq17] 
    -----------------------
    
    Kill the Wolves and fake Mechlans and move to the northeast to confront
    Mechlan. He will give you the real Phoenix Stone. You can choose to leave him
    alone or to kill him after this, it will be of no consequences whatever you
    choose. If you kill him, you get a Staff of the Circle Mages and a spell scroll
    with lv12 Meditation.
    
    The quest log will prompt you to return to Greyfell after you receive the
    Phoenix Stone, but if you have good cold resist, good offensive mass spells,
    and/or good melee skills, you might want to go to Frost Marsh to kill the
    blades for some experience first. If you remember, there are lots of blades
    there.
    
    The blades are undead, so having aura of light will make your time killing them
    very easy. If not, you can try using good old physical attack or spells like
    shockwave, area pain and extinct. You have to use divide and conquer wisely,
    and never barge into large groups unless you feel suicidal. The smaller blades
    are not particularly tough, but the large blade defenders will cast freeze on
    you repeatedly, so that if you do not have good cold resist you will be frozen
    while they slice you to death. This is why having aura of light is an
    advantage, auras will still be active when you are frozen, which means you will
    still be damaging them. You will meet many monsters with the freeze spell from
    now till the end of the game, so you should have some cold resist gear ready.
    
    If you want to kill the blades, teleport to the Frost Marsh using the
    bindstone. If you had forgotten to activate the bindstone last you were there,
    you will have to travel through Wildland Pass again. When you are done with
    killing the blades, DO NOT talk to Urias at the south of Frost Marsh or even go
    near him, turn back and teleport to Greyfell.
    
    If you decide to forgo the experience, or do not have adequate skills, you can
    continue the story the intended and proper way, that is, after getting the
    Phoenix Stone from Mechlan, teleport to Greyfell directly.
    
    
    
    --------------
    Counter-attack                                                           [mq22]
    --------------
    
    Upon entering Greyfell, you will be treated to another cutscene. Gabar will
    inform you that Sartarius had already left for Frost Marsh to clear the way for
    you, and fearing for Sartarius's safety, you decide to go after him to the
    Frost Marsh.
    
    But before plunging into Frost Marsh, you might want to finish the Earthblade
    subquest as well as to do some trading to organize your inventory.
    
    
       !!!Subquests Progress!!!
    
       [ Earthblade ]                                                        [sq27]
    
       You should have 1 Stone of Eternal Fire from killing Fyrmir and another from
       Ulather's chests in the Rift. Teleport to Windholme Southern Windwalls and
       give them to Urak to complete the Earthblade. It will take some time for him
       to forge the blade, so just hang around or simply teleport to some other map
       and teleport back again. The Earthblade cast decay and has low requirements,
       which makes it great for your heroes even to end game.
    
    
    Teleport to Frost Marsh - Rohen's End to conclude chapter two of the game. In
    this chapter, you searched for the artefact Phoenix Stone, which is supposed to
    possess powers comparable to the Circle Magi, and in the process, liberated
    Northern Windwalls, Greydusk Vale, Godwall and Farlorn's Hope, and destroyed
    Ismail's undead forces and Briar's bandit Wolves.
    
    
    Here is a quick checklist for the main quests and subquests that you have
    completed in this chapter.
    
       [Main Quests]                           [Subquests]
    
       Marcia                                  Magical Artefacts
       The battle of Stonewell                 Dwarf Services
       Into the Greydusk Vale                  Shadow World
       Border Warfare                          Soulstones
       The Mask of Belial                      Delicate Fabric
       The Howling Mounds                      Earthblade
       The Whispering City                     The Bigger They Are
       The Phoenix                             Predator's Fur
       On the Godwall                          White Shadow
       Four Time Shards                        Dragon Armor
       Wolf and Dragon                         A Poison Dwarf
       Through the Rift                        Big Trouble
       Counter-attack                          Trickster
                                               Traitors
                                               Homunculus
                                               Gwen's Medicine
                                               Wolfsign*
                                               Thar
                                               The Cataract
                                               Stonecrusher
    
       *Wolfsign is bugged and does not close even after completion
    
    
    Here is a quick checklist for the active main quests and subquests that you
    should have now.
    
       [Main Quests]                           [Subquests]
       The End of the Order                    Amra and Lea
                                               Blood
    
    
    Here is a checklist for the plans and runes that you should have now. The list
    excludes purchaseable runes and lower level worker runes.
    
      [Buildings]              [Units]                  [Runes]
    
      [human] *everything*     [human] *everything*     [workers]
      Crossbow Tower           Recruit                  Human Worker lv9
      Forge                    Scout                    Elf Worker lv9
      Hunting Lodge            Cleric                   Dwarf Worker lv9
      Mine                     Marksman                 Orc Worker lv12
      Quarry                   Enchanter                Troll Worker lv12
      Small Headquarters       Mentalist
      Woodcutter's Hut         Armsman                  [heroes]
      Ariashrine               Paladin                  Warrior Cord lv1
      Fisher's Hut                                      Priest Thalia lv3
      Food Store                                        Archer Caitlyn lv5
      Shooting Range                                    Fighter Istvan lv6
      Temple of Light                                   Priest Marticus lv6
      Academy                                           Warlock Tonya lv7
      Cattle Breeding                                   Mentalist Iolan lv8
      Fishing Guild                                     Fighter Malvaren lv9
      Grain Farm                                        Warrior Rodgar lv11
      Medium Headquarters                               Priest Noemi lv9
      Sawmill                                           Archer Jahwel lv11
      Smelting Works                                    Fighter Tilleth lv12
      White Hand                                        Mentalist Selthas lv12
      Large Headquarters                                Warrior Karia lv14
      Master Armory                                     Priest Tehr lv14
                                                        Fight Ivor lv15
      [elf] *everything*       [elf] *everything*       Warlock Severus lv15
      Archer Tower             Ranger                   Archer Shalir lv16
      Armory                   Warder                   Fighter Alrius lv17
      Food Store               Healer                   Warlock Antius 18
      Gatherer's Hut           Windarcher
      Hunting Lodge            Protector
      Small Headquarters       Wanderer
      Woodcutter's Hut         Wintermage
      Ailantery                Druid
      Archery Hall
      Forester
      Lenya Gatherer
      Medium Headquarter
      Sawmill
      Hunters' Guild
      Iron Armory
      Large Headquarter
      Master Woodcutter
      Frostbringer
      Hall of the Ancients
    
      [dwarf] *everything*     [dwarf] *everything*
      Forge                    Militia
      Mine                     Watchman
      Quarry                   Warrior
      Food Store               Defender
      Great Armory             Demolisher
      Medium Headquarter       Battlepriest
      Moonsilver Hall          Elite
      Moonsilver Mine          Elder
      Pigfarm
      Small Headquarter
      Smelting Works
      Stonemason's Hut
      Large Headquarter
      Sanctuary
    
      [orc] *everything*       [orc] *everything*
      Boar Breeding            Spearman
      Croptent                 Thug
      Firestarter              Totem
      Fisher's Hut             Drummer
      Food Store               Firemaster
      Forge                    Fighter
      Mace Carver              Hornblower
      Mine                     Veteran
      Shaman's Hut
      Small Headquarters
      Woodcutter's Hut
      Blood Shrine
      Hall of Glory
      Hunting Lodge
      Medium Headquarter
      Smelting Works
      Dark Forge
      Large Headquarter
    
      [troll]                  [troll]
      Hunting Lodge            Devastator
      Mace Carver              Rowdy
      Quarry                   Smasher
      Small Headquarter        Thrower
      Stone Cutter             Bouncer
      Woodcutter's Hut         Hurler
      Corpse Collector
      Food Store
      Ironhouse
      Medium Headquarter
      Stone Thrower
    
    
    
    
    
    -------------------------------------------------------------------------------
     Chapter Three - Circle                                                  [0504]
    -------------------------------------------------------------------------------
    
    Having found the Phoenix Stone, you will now hunt down the Soulforger and the
    dark circle mage, and stop their evil scheme once and for all!
    
    
    
    ===========
    Frost Marsh                                                              [e54a]
    ===========
    
      [Buildings]              [Units]                  [Runes]
    
      [orc] *everything*       [orc]  *everything*      [workers]
                                                        Orc Worker lv12
      [troll]                  [troll]                  Troll Worker lv12
      Hunting Lodge            Devastator
      Mace Carver              Rowdy                    [heroes]
      Quarry                   Smasher                  Warrior Cord lv1
      Small Headquarter        Thrower                  Priest Thalia lv3
      Stone Cutter             Bouncer                  Archer Caitlyn lv5
      Woodcutter's Hut         Hurler                   Fighter Istvan lv6
      Corpse Collector                                  Priest Marticus lv6
      Food Store                                        Warlock Tonya lv7
      Ironhouse                                         Mentalist Iolan lv8
      Medium Headquarter                                Fighter Malvaren lv9
      Stone Thrower                                     Warrior Rodgar lv11
                                                        Priest Noemi lv9
                                                        Archer Jahwel lv11
                                                        Fighter Tilleth lv12
                                                        Mentalist Selthas lv12
                                                        Warrior Karia lv14
                                                        Priest Tehr lv14
                                                        Fight Ivor lv15
                                                        Warlock Severus lv15
                                                        Archer Shalir lv16
                                                        Fighter Alrius lv17
                                                        Warlock Antius 18
    
    
                                             #####################
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              #       #####      ##      ###   ##  m2 #
              #      ########     ###        ###     B#
              #      #########      ###    ###        #
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              #      ######### Ma  ##      ############
              #      B #######     #     ###
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               ##      P1 #####01 02  ###
                ##       ####### P2 ###
                 #########     ######
    
    
      NPCs
    
      01 Urias*                02 Craig Un'Shallach*
    
      *Craig and Urias migrate to Southern Godmark after certain event
    
    
      Others
    
      B  Bindstone             Mb Drakeling Spawn Point Mh Ice Elf Spawn Point
      C  Chest/Corpse          Mc Windwielder           Mi Ice Elf Spawn Point
      m1 Hero Monument         Md Destroyer             Mj Ice Thing Spawn Point
      m2 Orc Monument          Me Stormfist             P1 Wildland Pass
      m3 Troll Monument        Mf Golem Spawn Point     P2 Southern Godmark
      Ma Blade Spawn Point     Mg Golem Spawn Point
    
    
    
    --------------------
    The End of the Order                                                     [mq23]
    --------------------
    
    This map marks the beginning of the end. You start at P1. Move up north to
    claim the hero monument and summon your heroes. If you had cleared the blades
    beforehand, there will be no blades left; if you had not, there will be several
    stray blades here and there, there will not be any of those powerful blade
    defenders, but you should still be careful.
    
    u-turn at north and go south to talk to Urias. Do not destroy the blade towers
    yet. Urias will update you on the situation. Talk to Craig for more
    information. Also, talk to Craig for some information on Amra.
    
    Go northeast and activate the bindstone beside the orc monument. DO NOT
    activate the orc monument yet, you only need the bindstone. There will be
    several forest drakelings in the area, which are non-fire-breathing versions of
    the fire drakelings, and are very easy to kill compare to the blades.
    
    
       !!!Subquests Progress!!!
    
       [ Amra and Lea ]                                                      [sq08]
    
       If you had been following the Amra and Lea subquest so far, talk to Craig
       for more information on Amra's whereabouts. Craig will drone on and on on
       the story of Amra and Lea, when he is done, teleport using the bindstone at
       the orc monument to Howling Mounds, where Amra's Grave is. You will see a
       lot of Amra's Avengers in the central area of the Howling Mounds. They are
       very easy to kill and no where as deadly as Lea's Avengers. If you have aura
       of light or area pain and extinct or shockwave, now is a good time to wreak
       havoc. If not, you may need to build up an army of defenders and elites.
       When you have clear the map of the avengers, investigate Amra's grave at the
       edge of the water on the other side of the dwarf monument right in the
       middle of the avengers. More avengers, and also 1 of the toughest foe in
       game that goes by the name of End of All Hope will appear. Kill them all.
       The End of All Hope may be difficult depending on your skills. It is an
       undead, so if you have hallow and aura of light, it will drop dead in 10
       seconds. But if you have low black magic resistance, you will be fry by its
       pain spell, so use you defenders if you need to. When everything is dead,
       the Ghost of Amra will appear. It is easier to kill than the avengers, so
       charge in and kill it. Loot its body for Amra's Chestplate and Amra's
       Greaves, these are one of the best armors in game, and are excellent for
       both you or your heroes. This marks the end of this epic subquest, so
       teleport back to Frost Marsh when you are done admring the armor.
    
    
    Back at Frost Marsh, reclaim the hero monument and summon your heroes. DO NOT
    activate the orc monument. This is important, as all spawn points on the map
    are tied to that monument, and you do not want to be caught unprepared by the
    very powerful monsters on this map. What you want to do is to clear the map of
    all monsters and build lots of towers around the spawn points before
    activating them. So make sure you only kill the monsters and destroy the
    frostbringers, and leave the main monster buildings alone.
    
    Go northeast up the mountains. Kill all the giants and loot everything,
    including some cool gear, a dark elf plan, and a higher level rune priest. You
    might want to kill your one of your heroes and replace him with this new
    priest. You need all the extra healing you can get.
    
    Move on to kill the frostgolems in the southeastern part of the mountain
    region. You will never be able to kill them all all at once. They have some
    mysterious ability to cast freeze continuously and do massive physical damage.
    It is almost a goner if you attract the attention of more than 2 at one time.
    Use divide and conquer to remove them. If you have great difficulty handling
    them, leave them alone. They are difficult. The chest they are guarding
    contains the dark elf worker rune, so you should really try hard to beat them.
    If you do succeed in clearing the golems, remember to leave the buildings in
    tact.
    
    Claim the troll monument up in the mountain region. This will do not activate
    any spawn points, so you can safely build up your trolls first. There are 3
    stone fields near the monument, as well as trees all over the map. Summon as
    many trolls as you can and send them all to gather resources. You only need to
    build the small headquarters, medium headquarters, woodcutter's huts, quarries
    and 1 food store. No need for units generator buildings and no need for food
    gatherers.
    
    Keep some 10 to 15 workers free and build 3 to 4 stone throwers each around
    the blade, drakeling and golem spawn points. You will not be able to see the
    spawn points yet, because you have not activate the orc monument, but as a
    general rule the spawn points are always near the centre of the cluster monster
    buildings, so just build the stone throwers around those region. If you are
    really worried, just do a quicksave and activate the orc monument to see where
    the spawn points are exactly, and quickload back to build your stone throwers,
    but it really is not necessary.
    
    While your trolls are doing their stuff, you and your heroes should push
    further north up into the mountains.
    
    The ice elves are an interesting preview to what to expect in the expansion
    pack. You will fight ice shapers that cast iceburst, ice guardians that cast
    freeze and ice conjurers that summon ice elementals, and all these in midst of
    frostbringers. They are more difficult than the fire demons in the Rift, the
    fire spells do not immobolize you, but the ice spells will. Use divide and
    conquer throughout. You can safely demolish all the frostbringers. You can also
    destroy some of the buildings, just make sure you do not destroy all.
    
    After clearing the ice elves, move west to kill the ice things. The ice things
    will cast wave of ice. The trick to kill them is this - send only 1 hero near
    them at any time, and they will cast iceburst instead of wave of ice. Typically
    you should send Fighter Alrius to fight them. Equip him with decent ice
    protection and 2 weapons. Your priest can heal Alrius from far away while he is
    fighting the ice things. If you use this method, you can finish off the ice
    things in no time. If you and all of your heroes charge towards them at the
    same time, you will find all of them dead in no time.
    
    The chest in west is guarded by another high level ice monster, leave it alone
    first, as it is unlikely that you can kill it. You can kill it later on by
    luring it towards your firestarters and stone throwers.
    
    Get your trolls to build stone throwers around the rest of the spawn points. Do
    not worry if you deplete your stone resource, you do not need to summon any
    units on this map.
    
    When all the spawn points are secured with 3 or 4 stonethrowers, you can claim
    the orc monument and summon your orc workers. There are 2 lenya patches on the
    map, 1 beside the hero monument and the other beside the drakeling spawn point.
    
    Build your headquarters, lenya gatherers, woodcutter's hut, food stores, boar
    breeders, hunting lodges and fisher's huts.
    
    Keep some 10 to 15 orc workers free. Use them to build firestarters around the
    spawn points to further secure them.
    
    When resource gathering is more or less stable, use your troll and orc workers
    to build even more towers around the towers just in case.
    
    You have basically cleared the map, so just leave your game on for a couple of
    hours and soak up the experience. The ice elves and ice hurlers can drop very
    good items, so expect for loads of goodies.
    
    This may feel like cheating, but is in fact, how the rest of the game is
    played, whether intended or not. If you are curious, you can try activating the
    orc monument right from the start and see what happens. The monsters up the
    mountain spawn so fast, you will have no chance of going up. The RTS element of
    the game is not as important as it was before anymore from this point onwards.
    
    When you decide you have enough of the experience soaking, destroy the
    buildings, loot all the chests for the dark elf plans and go back down the
    mountain to talk to Craig.
    
    Step into the portal to Southern Godmark when you are ready.
    
    
    
    
    
    ================
    Southern Godmark                                                         [e54b]
    ================
    
      [Buildings]              [Units]                  [Runes]
    
      [orc] *everything*       [orc]  *everything*      [workers]
                                                        Orc Worker lv12
      [dark elf]                                        Dark Elf Worker lv12
      Mindbreaker
      Onyxshrine                                        [heroes]
      Quarry                                            Warrior Cord lv1
      Small Headquarter                                 Priest Thalia lv3
      Tower of Sorcery                                  Archer Caitlyn lv5
                                                        Fighter Istvan lv6
                                                        Priest Marticus lv6
                                                        Warlock Tonya lv7
                                                        Mentalist Iolan lv8
                                                        Fighter Malvaren lv9
                                                        Warrior Rodgar lv11
                                                        Priest Noemi lv9
                                                        Archer Jahwel lv11
                                                        Fighter Tilleth lv12
                                                        Mentalist Selthas lv12
                                                        Warrior Karia lv14
                                                        Priest Tehr lv14
                                                        Fight Ivor lv15
                                                        Warlock Severus lv15
                                                        Archer Shalir lv16
                                                        Fighter Alrius lv17
                                                        Warlock Antius lv18
    
                                                        Priest Adhira lv18
    
    
                               ######################################
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      NPCs
    
      01 Sartarius             02 Urias                 03 Craig Un'Shallach
    
    
      Events
    
      E1 Blade Storm           E2 Saving Sartarius
    
    
      Others
    
      B  Bindstone             Md Blades                Mm Blade Spawn Point
      C  Chest/Corpse          Me Golem Spawn Point     P1 Frost Marsh
      m1 Dark Elf Monument     Mf Golem Spawn Point     P2 The Ruins
      m2 Orc Monument          Mg Ice Elementals        P3 Old Dwarf Town
      m3 Hero Monument         Mh Blade Spawn Point     P4 Nightwhisper Dale
      m4 Dark Elf Monument     Mi Blade Spawn Point     S1 Black Tower
      Ma Blades                Mj Blade Spawn Point     S2 Eye of the Blade Storm
      Mb Blades                Mk Blade Spawn Point
      Mc Blades                Ml Princeps
    
    
    
    -----------
    Blade Storm                                                              [mq24]
    -----------
    
    There are 2 ways to approach this map. The fast way and the experience way.
    If you are around lv28, choose the fast way. If not, choose the experience way.
    
    You start at P1. You may wonder what good the dark elves can do without any
    unit plans, well actually for this map, you only need the dark elf workers to
    build some defensive structures. Your quest log will prompt you to build a
    defensive base, but do not do that! Do not even activate the bindstones.
    Instead, follow on of the 2 ways described below.
    
    Fast - Kill the group of blades Ma in the east. Doing so will complete the
    first part of your main quest. You should be able to kill them using any type
    of character if you use divide and conquer. Run eastward and claim the orc
    monument to complete the second part of the main quest, you will get some
    experience. Run all the way west to where the frostgolems are. Destroy the
    blades, and if you can, the frostgolems. If you manage to kill the golems, you
    can activate the hero monument and summon your heroes; if not, just quickly
    sneak past them and move down south along the snowy mountain path towards the
    three blade camps. There are some special ice elementals on the west side, they
    do not do anything special, just kill them for experience and for the chests.
    Destroy all the blade camps in the south, loot all the chests, and step into
    the portal to the ruins in the southeast. Note that you should avoid the
    central region of the map where the Black Tower is, you do not need or want to
    go there.
    
    Experience - This method involves the typical hard slog. Do not claim the dark
    elf monument. Go solo first and destroy the blades Ma in the east and build up
    your orc base first. Once you activated the orc base, the frostgolems from the
    west will start to move into the central plains area, so you should stand guard
    at the narrow path that leads into your orc base at Ma. Build anything that you
    fancy, there are plenty of resources for anything on this map. Eventually you
    should have several firestarters at the few openings around the area where the
    dark elf monument is, as well as several at the sole opening that leads to the
    orc base at Ma. When you have those, you can activate the dark elf monument.
    Note that by activating the dark elf monument you are also activating all the
    spawn points on the map. Use your dark elf workers to build as many towers of
    sorcery and mindbreakers at the few aforementioned choke points as you can. You
    would have also triggered the Blade Storm event by activating the monuments.
    The large group of blades in the central area with move north towards your
    bases. Note that these blades cannot be destroyed, they have a special spawn
    point at S2 beyond the black tower that will simply resummon new blades when
    you kill the old ones. To protect yourself against this, use your workers and
    build as many firestarters, towers of sorcery and mindbreakers as you can at
    the narrow choke point slightly north of those blades. When you do that, the
    towers will simply take down the continuous stream of blades and give you lots
    of experience. When you have enough defense against the Blade Storm from the
    south, build up a sizeable army of totems and firemasters and some veterans.
    Move west, follow the path that you would take as in the Fast approach, but you
    can destroy everything with your army. Step into the portal to the ruins when
    you are done destroying the camps. If you want to gain more experience from
    this map, simply leave your computer on and let your towers do their business
    as you would in other experience soaking map.
    
    Either way, you should avoid the black tower. The black tower cast irresistible
    high level extinct that will kill anything near it. Prior to v1.10, you can
    resist the extinct with high amount of black magic resistance, but that is a
    bug and is not intended by the game designers, and has since been corrected in
    v1.10. You can still destroy the black tower with some skill. If you stand
    close to the black tower, it will respond by flashing its extinct. If you time
    the pulse correctly, you can run in immediately after a flash and land a few
    hits on the tower. You will die immediately at the next flash, but if you
    repeat this process a few times you can destroy the tower. You can employ your
    heroes to do this if you do not want to lose experience. Or if you have the
    spell invulnerability, you can put that on and destroy the black tower safely.
    
    There is another approach to this map, but it is highly adopted for the white/
    mind mage character type only. Do not even bother trying if you do not have the
    appropriate skills. This is my favorite approach to this map. What I did was,
    put on the charisma spell and switch on aura of light and walk into the group
    of blades near the black tower. With these two spells in action, one can do
    some 150+ damage per tick to the blades. When the blades are temporary gone,
    cast charisma again and turn on aura of fast walking. Stay close to the black
    tower and one can actually be fast enough to run past it between 2 consecutive
    pulses. This method of charisma+boons can also be applied to the next few maps
    where important portals are guarded by black towers and you can bypass doing
    the quests that will get you past them.
    
    Once you step into the portal to the ruins and appear on the other side, move
    north and kill the sole blade that is guarding Sartarius. When the blade is
    dead, you will watch a cutscene introducing a twist. You have to kill some
    blades after the cutscene, Craig and Urias will help you so just stay far away
    if you have problem handling multiple blades.
    
    Talk to Urias and Craig, loot all the chests, and step into the portal to
    Nightwhisper Dale. Make sure you loot all the chests for the many plans.
    
    
    
    
    
    =================
    Nightwhisper Dale                                                        [e54c]
    =================
    
      [Buildings]              [Units]                  [Runes]
    
      [troll] *everything*     [troll] *everything*     [workers]
      Hunting Lodge            Devastator               Troll Worker lv12
      Mace Carver              Rowdy                    Dark Elf Worker lv13
      Quarry                   Smasher                  
      Small Headquarter        Thrower                  [heroes]
      Stone Cutter             Bouncer                  Warrior Cord lv1
      Woodcutter's Hut         Hurler                   Priest Thalia lv3
      Corpse Collector         Champion                 Archer Caitlyn lv5
      Food Store               Destroyer                Fighter Istvan lv6
      Ironhouse                                         Priest Marticus lv6
      Medium Headquarter                                Warlock Tonya lv7
      Stone Thrower                                     Mentalist Iolan lv8
      Blacksmith                                        Fighter Malvaren lv9
      Large Headquarters                                Warrior Rodgar lv11
                                                        Priest Noemi lv9
      [dark elf]               [dark elf]               Archer Jahwel lv11
      Mindbreaker              Assassin                 Fighter Tilleth lv12
      Onyxshrine               Darkblade                Mentalist Selthas lv12
      Quarry                   Necromancer              Warrior Karia lv14
      Small Headquarter        Sorcerer                 Priest Tehr lv14
      Tower of Sorcery                                  Fight Ivor lv15
      Breeder                                           Warlock Severus lv15
      Dark Academy                                      Archer Shalir lv16
      Food Store                                        Fighter Alrius lv17
      Forge                                             Warlock Antius lv18
    
      Mine                                              Priest Adhira lv18
      Onyx Tower                                        Mage Shindar lv19
    
    
             ###############
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      NPCs
    
      01 Dracon Shain Tal'Ach  03 Merchant of Ele. Mag. 05 White Magic Merchant
      02 High Archon           04 Merchant of Black Art 06 Merchant of Mind Magic
    
      Others
    
      B  Bindstone             Md Kithar Spawn Point    Ml Zalaga
      C  Chest/Corpse          Me Sokaresh              P1 Southern Godmark
      m1 Hero Monument         Mf Kithar Spawn Point    P2 Breathing Forest
      m2 Dark Elf Monument     Mg Kzin                  S1 Black Tower
      m3 Troll Monument        Mh Kithar Spawn Point    S2 Black Tower
      Ma Kithar Spawn Point    Mi Horshak               ;  Carnivorous Plant
      Mb Blade Spawn Point     Mj Kithar Spawn Point
      Mc Blade Spawn Point     Mk Razaar
    
    
    
    ---------
    To Urgath                                                                [mq25]
    ---------
    
    You start at the northwest P1. Before you start to move out, put on your best
    cold resist gear. You will face several freeze casting blade defenders
    throughout the map.
    
    Move through the mountain region. Avoid the carnivorous plants, they will spew
    out poisonous gas when you are near them. If you touch the gas, you die. You
    can run pass them if you are fast enough, but better to play safe. The blade
    defenders in the mountain region moves in cyclical patterns. If you can kill
    them, then you do not have to bother much about observing them; but if you
    cannot, what you should do is to wait for them to move around the little mounds
    and quickly sneak pass them when they are on the other side. There are 5 blade
    defenders up in the mountain, and they can walk pass the carnivorous plants
    without problem. The chests/corpses are hidden among bushes so look closely.
    
    Once you are out of the northwestern region, run down the mountain path and
    activate the second bindstone. There are 2 paths that lead to the dark elf
    settlement. The one on southwest side is full blades, and the other one at true
    south has a Kithar camp right in the middle. Take your pick. The Kithar cats
    can do very serious damage, but they do not have the cheapo freeze spells like
    the blades do, so if you are fast you can run pass them. Of course, if you have
    good skills you can destroy them too.
    
    Once you are in the dark elf settlement, talk to Dracon and ask for help. He
    will demand 7 aria crystals. You can find those by killing the dragons irvishes
    in the area north of the settlement. The irvishes automatically respawn after
    you kill them, which means you will not be able to remove them permanently.
    
    Give the aria to Dracon and get some dark elf units in return. With these
    units, clear the way east to claim the hero monument.
    
    Summon your heroes and together with the dark elves, you can destroy the blades
    in the region, as well as the Kithar camp Ma.
    
    Decide which race you want to use - either dark elf or troll, but not both. You
    should conserve your rune power. There are plenty of resources for anything.
    
    Build up your army while you and your heroes guard the area in the east that
    leads directly into the final few Kithar camps. If you choose dark elf, just
    get a little bit of everything, they are seriously overpowered. If you choose
    troll, get a good mix of hurlers and throwers, some champions and destroyer,
    and also the titan.
    
    Clearing the Kithar camps is easy. Leave Razaar last. Destroy everything and
    talk to High Archon in the northeast. He will bless you with the Cloak of Nor,
    which temporarily protects you from the magic of the black towers. This will
    enable you to run pass the black towers to reach the portal beyond.
    
    But before you move on to the Breathing Forest, you might want to finish the
    final subquest now.
    
    
       !!!Subquests Progress!!!
    
       [ Blood ]                                                             [sq10]
    
       Move all your units back towards to the dark elf settlement. There is a
       small path right beside the settlement. Move in and kill all the spiders,
       including Zalaga. You will find Spider Blood on Zalaga. Teleport back to
       Greyfell and give all the three bloods to Adhira - Spider Blood from Zalaga,
       Dragon Blood from Fyrmir in Farlorn's Hope and Demon Blood from either
       Ulather in the Rift or Arz'ach in Mulandir. Adhira will tell you she needs
       an Adamantinum Vessel. Teleport to Windholme Southern Windwalls and ask for
       one from Skarvig. You will need several Adamantinum Shards, which you should
       have, from your adventures in Stoneblade Mountain. Teleport back to Greyfell
       and give the Vessel to Adhira to receive Hero Potion. Give the Potion to
       Tombard in the village in the central area of Greyfell. Tombard will turn
       violent after drinking the potion, so kill him and loot his body for a Blade
       of Light to conclude the quest.
    
    
    Teleport back to Nightwhisper Dale. The merchants here sell spells at high
    levels if you need any. The corpses in the swamp region as well as the one in
    Zalaga's lair can drop very high level items, so do not miss them.
    
    Put on your walk speed boosters and talk to the High Archon to receive the
    blessing. Right click on the portal to Breathing Forest and you will
    automatically choose the shortest route.
    
    The Cloak of Nor is not intended to last long enough for you to destroy the
    black towers. If you are really fast, with over 210% walk speed, and with over
    210% fight speed, you can destroy the towers. If not, just run past them and
    step into the portal to the Breathing Forest.
    
    
    
    
    
    ================
    Breathing Forest                                                         [e54d]
    ================
    
      [Buildings]              [Units]                  [Runes]
    
      [dark elf]               [dark elf]               [workers]
      Mindbreaker              Assassin                 Dark Elf Worker lv14
      Onyxshrine               Darkblade
      Quarry                   Necromancer
      Small Headquarter        Sorcerer
      Tower of Sorcery
      Breeder
      Dark Academy
      Food Store
      Forge
      Mine
      Onyx Tower
      Fungus Farm
      Medium Headquarter
      Moonsilver Armory
      Moonsilver Mine
      Shadowforge
      Stonemason
      Battlemaster
      Deathknight
    
    
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                ##Mt C       ############         ####               #
                #       ###    #########   ####  #############       #
                #      ######    ###     ######Mx My C#########  MA  #
                #      ########        #######  Mz     ########   C  #
                #      ########     ########        ##########       #
                # Ms   ######       ######   ########     ###        #
                # Mr   #####    #                   #           MB####
                # Mq          #####      ###  ####               C####
                ###   ##############    ##           #################
                 ##   #############     #  ###                     P1#
                ##    ##### P2 #####    #  #S1 01 S2                 #
               ##    ####   C     ##    #  ###      ###########B #####
               #    ####    S7    ##    #        #  C Ma      ########
               #        S6 Mp  Mo####       ######    Mb           #
               #             Mn  ##                                #
               ##   ###### Ml  Mm###  #####            ###         #
                ############ S5  ###  ########   ###########       ##
                 ###########     ###  #######    #######          Mc##
                 #########       ###                Me       #  C Md #
                 ######       ######   ##    ###    Mf   #######     #
                 ####    Mj            ##########      ##########    #
                ####### S4 Mi            #######   ############      #
               #######  Mk   #####                                  ##
               ######      ########                 Mh S3 Mg      ###
                #######   ##      ###################       #######
                 ##########                         #########
    
    
      NPCs
    
      01 Bloodash
    
    
      Others
    
      B  Bindstone             Ml Blade Spawn Point     Mz Kithar Spawn Point
      C  Chest/Corpse          Mm Blade Spawn Point     MA Kithar Spawn Point
      m1 Dark Elf Monument     Mn Blade Spawn Point     MB Kithar Spawn Point
      Ma Kithar Spawn Point    Mo Blade Spawn Point     P1 Nightwhisper Dale
      Mb Kithar Spawn Point    Mp Blade Spawn Point     P2 Sharrowdale
      Mc Kithar Spawn Point    Mq Kithar Spawn Point    S1 Heart of the Forest
      Md Sharkan               Mr Kithar Spawn Point    S2 Damaged Black Tower
      Me Kithar Spawn Point    Ms Zirrkah               S3 Black Tower
      Mf Reznor                Mt Kithar Spawn Point    S4 Black Tower
      Mg Blade Spawn Point     Mu Kithar Spawn Point    S5 3X Black Tower
      Mh Blade Spawn Point     Mv Kithar Spawn Point    S6 3X Black Tower
      Mi Blade Spawn Point     Mw Kithar Spawn Point    S7 3X Black Tower
      Mj Blade Spawn Point     Mx Kithar Spawn Point    
      Mk Blade Spawn Point     My Kithar Spawn Point    
    
    
    
    ------------------
    The Breathing Wood                                                       [mq26]
    ------------------
    
    You start at P1. Go west to trigger a cutscene with Bloodash.
    
    Take the Heart of the Forest from the forest shrine. This will turn Bloodash
    hostile, and he will follow you wherever you will go. What you want to do is to
    make use of him to destroy the blade camps and black towers for you.
    
    Run southwest and then east to the blade camp in the southeast. Do not go too
    near the camp yet. Wait for Bloodash to come near you. When he is very near
    you, run close to the camp to lure out the blades. Bring the blades close to
    Bloodash and run away to somewhere near the black tower. What will happen is
    that Bloodash will abandon you and destroy the blades. When the blades are all
    dead, he will move close to you again, but when he gets flashes by the black
    tower, he will abandon you and destroy the black tower and the rest of the
    buildings.
    
    Run west to the next blade camp in the southwest while Bloodash is still busy
    destroy the camp. Use the same technic to trick Bloodash into destroying the
    camp for you.
    
    Finally, go north from there and destroy the last blade camp the same way. The
    last camp is slightly trickier, as there are 9 black towers in there. You can
    slip into the inner parts of the camp if you time the pulses correctly and
    stick close to the edges. You can also try going a big round and approach the
    camp from the westside, which is slightly easier, but will take a long time
    due to Bloodash's sluggish nature.
    
    Once Bloodash destroy everything, loot the chest near the portal to complete
    your dark elf plans, and run to put the Heart of the Forest back into the
    forest shrine. Once the Heart of the Forest is back in place, Bloodash will
    return to its neutral state again.
    
    From here, you have 2 options - soak experience or move on.
    
    If you choose to move on, simply solo and destroy all the Kithar camps. At this
    stage, you should have no problem destroying any camps when the spawn points
    are off. Loot all the chests and kill all the uniques for lv15 worker runes for
    all races, and semi-fixed item drops, and several best spells including
    invulnerability and summon spectre.
    
    If you are still around lv25, you may want to soak experience instead. From the
    forest shrine, go northeast and destroy the Kithar camps MA and MB. All the
    major resources on this map is guarded by Kithar camps, so while on one hand
    you want to keep as many spawn points around as possible, on the other hand you
    want to destroy a few to gain access to resources.
    
    If you can run, you might want to loot all the chests on the map before
    activating the dark elf monument to get the lv15 dark elf worker rune. The
    Kithar cats are very sensitive to enemy presence and can be lured out of their
    camps easily. You can lure them far away from their camps and quickly run in to
    loot the chest before they return.
    
    Activate the dark elf monument and summon your workers. Build everything,
    including the newly acquired plans. You should have several mindbreakers and
    towers of sorcery protecting your base camp.
    
    Build up your army, with a good mix of everything. As mentioned previously, the
    dark elves are overpowered, especially when upgraded, so it does not really
    matter what you have.
    
    What you want eventually is to have towers and mindbreakers around every spawn
    points. This will give you more control over the map as well as reduce swarming
    to your base camp. To do this, split your army into half and leave one half to
    guard your base camp. Using the other half, move out to a Kithar camp and
    destroy the Kithars and some of the buildings. Make sure you do not destroy all
    the buildings, always leave at least 1 around to keep the spawn point active.
    Use the hold command H to stop your units from destroying the rest of the
    buildings. Bring in as many workers as you can spare and build a good mix of
    mindbreakers and towers around each spawn point. The mindbreakers do no damage,
    but their hypnotizing powers will protect your fragile towers from being
    attacked by the Kithars.
    
    Repeat the process and build towers all over the map. You gain more access to
    resources as you secure each camp. You can safely leave your workers to collect
    resources among the towers and spawn points.
    
    Just for fun, you can try to kill Bloodash. Take the Heart of the Forest out
    from the shrine again to make him hostile. He is the toughest monster in the
    game, and when he dies, a new one will appear, so you cannot really remove him
    permanently. You do not get anything from killing him, not even experience,
    just fun.
    
    Once you gain a good few levels, you are ready to move on. If you want to buy
    runes and equipments off merchants from previous maps, you can do so now. If
    not, equip your runes and plans, but do not bother with your heroes yet, and
    step into the portal to Sharrowdale.
    
    
    
    
    
    
    ===========
    Sharrowdale                                                              [e54e]
    ===========
    
      [Buildings]              [Units]                  [Runes]
    
      [human] *everything*     [human] *everything*     [workers]
                                                        Human Worker lv15
      [elf] *everything*       [elf] *everything*       Elf Worker lv15
                                                        Dwarf Worker lv15
      [dwarf] *everything*     [dwarf] *everything*     Orc Worker lv15
                                                        Troll Worker lv15
      [orc] *everything*       [orc] *everything*       Dark Elf Worker lv15
    
      [troll] *everything*     [troll] *everything*     [heroes]
                                                        Warrior Cord lv1
      [dark elf] *everything*  [dark elf] *everything*  Priest Thalia lv3
      Mindbreaker              Assassin                 Archer Caitlyn lv5
      Onyxshrine               Darkblade                Fighter Istvan lv6
      Quarry                   Necromancer              Priest Marticus lv6
      Small Headquarter        Sorcerer                 Warlock Tonya lv7
      Tower of Sorcery         Havoc                    Mentalist Iolan lv8
      Breeder                  Warlock                  Fighter Malvaren lv9
      Dark Academy                                      Warrior Rodgar lv11
      Food Store                                        Priest Noemi lv9
      Forge                                             Archer Jahwel lv11
      Mine                                              Fighter Tilleth lv12
      Onyx Tower                                        Mentalist Selthas lv12
      Arkanum                                           Warrior Karia lv14
      Large Headquarter                                 Priest Tehr lv14
      Smelting Works                                    Fight Ivor lv15
                                                        Warlock Severus lv15
                                                        Archer Shalir lv16
                                                        Fighter Alrius lv17
                                                        Warlock Antius lv18
                                                        Priest Adhira lv18
                                                        Mage Shindar lv19
                                                        Fighter Gareth lv20
                                                        Warrior Ishtar lv21
    
                                  ##############
                                 ##        C###### ##################
                                #    ##      ##################  E1 #
                               ##  #####       ###    #########     #
                              ##       ###         #    #######     ##
                              #   # Mp C#####   B###      #####     ###
                              #   #######   ##     ###       S3   #####
                              ###            ##  Mq C##      Ms ###m8##
                              # ####   ###   ##C Mr S2##     S4###   ##
                              #          #    ###########          ####
                              ############     S1  ########      C#####
                               #               Mn  C###################
                              ##     ########  Mo ####################
                            ###    ###   C ########  ###############
                           ##     ##   Ml ########      ####m6    ##
                           #m7    ##  Mm Mk              ##       #
                           #P5     ###      ###                   #
                       #####       B###     ###   ###            ##
                     ###  ########### #         ###            #####
                 #####    #########P4      ######m5               B######
               ###   ##    ###    ### #   ##    ##                    P3#
              ##m1        m2##      #######     C#########             ####
              #           ####           ##Md  #### ##########          m4#
              #            ###          ## Mc  ###     ########          ##
             ##              ##       ###              ###   ######      #
            ##B               ###   ####                       P2##     ##
           ##                              ###       ######      ###   ##
           #P1                          #######     #####    ######     ##
           ##         #########       ########    #####      ###         ##
           ####m3   ######    ##     ######        ##          ###   Mh  ##
           ######    ###       ###              ##       ##      ##    Mi##
           ########             C##            ####     ###       ###Mj ##
           ########      ###  Ma  ################C Me Mg###       C## ##
             ######      ###  Mb   #           #### Mf               ###
               ####              ###             ##C           #######
                 #################                ##############
    
      Events
    
      E1 The Circle Closes
    
    
      Others
    
      B  Bindstone             Md  Blade Spawn Point    Mq Third Triumvir
      C  Chest/Corpse          Me First Princeps        Mr Blade Spawn Point
      m1 Dark Elf Monument     Mf Blade Spawn Point     Ms Soulforger
      m2 Troll Monument        Mg Blade Spawn Point     P1 Breathing Forest
      m3 Orc Monument          Mh Master of Souls       P2 Plain
      m4 Human Monument        Mi Soulslave Spawn Point P3 Swamp
      m5 Elf Monument          Mj Soulslave Spawn Point P4 Obsidian Mountain
      m6 Dwarf Monument        Mk Third Princeps        P5 Plains
      m7 Hero Monument         Ml Blade Spawn Point     S1 Stormtrooper
      m8 Hero Monument         Mm Blade Spawn Point     S2 Stormtrooper
      Ma Drakeling Spawn Point Mn First Triumvir        S3 Dark Crystal
      Mb Pyrotwar              Mo Blade Spawn Point     S4 Dark Crystal
      Mc Second Princeps       Mp Second Triumvir
    
    
    
    -----------------
    The Circle Closes                                                        [mq27]
    -----------------
    
    The easiest way to approach this map is to go solo. Do not activate anything,
    but go thrash the camps yourself instead. If a particular monster prove to be
    too tough for your character type to handle, then you can activate 1 or 2
    monuments. While it may be tempting to activate all the monuments at the same
    time, bear in mind that doing so will drain your rune power very quickly. It is
    best to pick your favorite races.
    
    You start at P1. Move southeast and destroy Pyrotwar and camp. If it is too
    difficult, retreat quickly. You can come back later.
    
    Move east and destroy the blade camps. Again, if it is too difficult, retreat.
    
    To open the gate to the portal to the Plains, you need to find 3 pieces of the
    key - they are on Pyrotwar, First Princeps of the Hand and Second Princep of
    the Hand.
    
    If you did not manage to destroy the camps solo, return to the starting point
    and claim the monument of the race you are most proficient in and build up your
    forces.
    
    You can claim the 2nd and 3rd monument when your rune power has more or less
    recovered.
    
    Destroy the camps, loot for the 3 pieces of the key, open the gate and step
    into the portal to the Plains. If you had claim any monument, you should
    release them to free up your rune power. If you had build any defensive towers
    or titans, they will remain active even after you release your monuments.
    
    Once on the plains, move south to destroy the soulslaves. They are undead, so
    aura of light and hallow can be used on them. Retreat if too difficult.
    
    Move north and west and destroy the blade camp. Retreat if too difficult.
    
    To open the gate to the portal to Obsidian Mountain, you need to find 2 halves
    of an Octogonal Key - 1 each on Third Princeps of the Hand and Master of Souls.
    
    If you did not manage to destroy the camps solo, return to the central area and
    build up your forces, much like in the lower swamp area. The resources
    harvested by the dark races do not transfer to the light races, so you will
    have to repeat the entire resource gathering process again.
    
    Destroy the camps, loot for the 2 halves of the key, open the gate and step
    into the portal to the Obsidian Mountain.
    
    Once on the Mountain, summon your favorite heroes and equip them properly.
    
    The mountain road leads all the way up, so just follow it and destroy
    everything in your path.
    
    To open the gate to Soulforger, you need to find 3 Wedges - 1 each on the
    First, Second and Third Triumvir.
    
    On your way up the mountain, you will be attacked by some Stormtroopers. They
    will only attack you, not your heroes. To stop them from spawning, simply
    destroy the respective camps.
    
    Destroy everything, loot for the 3 wedges and open the gate to Soulforger.
    Brace yourself for the mass of blades on the other side.
    
    Once you annihilate the blades, move southeast and secure the 2nd hero monument
    first.
    
    To defeat Soulforger, you need to demolish the dark crystals first. The 2
    spinning crystals on either side of him will heal him rapidly, so you need to
    destroy them first.
    
    A stronger version of Soulforger will appear after the original one dies. Kill
    him.
    
    After the battle, the gate behind him should open. Move in and talk to the dark
    mage if the computer does not do it automatically for you.
    
    
    
    
    
    ====================
    End Of Chapter Three                                                     [e54f]
    ====================
    
    The conversation with the dark mage will reveal a lot of things.
    
    Once the conversation is over, you will be shown a 40-second pre-rendered
    video, after which you will say "Double-U Tee Ef!" and be returned to the main
    menu.
    
    This marks the end of the single player campaign for Spellforce - the Order of
    Dawn. Take a little time to think about the story again, if you still have
    trouble comprehending what truly happened in the end, read the next few
    paragraphs.
    
    
    * WARNING: MAJOR SPOILER ALERT *
    
    
    The story of Spellforce - the Order of Dawn is based on the age old concept of
    time travel. At the start of the game, you saw a video explaining the events
    that lead to the breaking apart of the world. The 2 characters in the tower are
    the young Rohen and the old Rohen. Both of them survived the tower crash
    obviously.
    
    A few years later, the old Rohen summoned you and you went on to do the things
    you did, closing the circle.
    
    Now, it does not matter what the old Rohen's intention was when he summoned
    you. He already knew he is going to be killed by his younger self, he also knew
    what will happened after his death, since his younger self already experienced
    the events succeeding his death. It may be that the old Rohen wanted to fulfil
    the circle, and therefore had to summon you. Or that, despite knowing the odds,
    he still wanted to try changing history by summoning you for your service.
    
    Either way, what happened in the end was - you finally destroyed the blades and
    met up with the young Rohen. The young Rohen travelled back to the time before
    the convocation. He may have had tried to gain power the way he planned, but he
    also got hold of the Book of Convocation, which provided him with knowledge he
    never had before. He also realized that he killed his old self, and will in
    turn be killed by his younger self. He knew what will happen and decided to not
    conquer the world for his selfish ideals after all. By the time he grew old,
    a younger Rohen would already have come into existence, and he knew he has to
    stop him, hence "I have to stop him, he doesn't know what he's doing. I was a
    fool".
    
    A common misconception is that the young Rohen became old immediately after
    going through the time portal. This is definitely untrue. The ending video
    showing young Rohen turning into an old person is merely a method of narrative.
    The quick drifting clouds and rapid changing skylight in the background
    represents the passing of time, not a day, but as a metaphor for many many
    years, during which he grew old and wise.
    
    After the ending, the story immediately loops back to the beginning again,
    where the Rohens fought and the world broke apart and you got summoned.
    
    If you are still unsure, talking to Darius in Liannon is moderately
    enlightening.
    
    And in case you have not already figured it out, the Pledge of the Gods ring
    you found in a chest near the end of the game is there to tell you that Rohen
    is Lea's husband, the mage who tore Amra and Lea apart in the subquest Amra and
    Lea.
    
    If you are interested in the history of the lands, talking to Jon Greywind in
    Greydusk Vale and Bren Fallwind in Godwall will give you some good background.
    Of course, the best way to understand the story more is to play the game again
    and pay closer attention to the dialogues with all NPCs.
    
    
    * END OF SPOILER *
    
    
    This is also the end of the walkthrough for the single player campaign.
    
    
    
    
    
    ===============================================================================
     MISCELLANEOUS                                                           [MS06]
    ===============================================================================
    
    This section contains several lists of useful data. Equipments (i.e. weapons,
    armors) listing is not included in this guide, and there are no plans to
    include them in future updates. There are simply too many items, and I cannot
    be sure which are the legitimate ones and which are the hacked ones. If you
    really want to see a list of items, you can visit the SpellForce Companion site
    for it. The URL is included in the links section.
    
    
    
    -------------------------------------------------------------------------------
     Heroes Listing                                                          [0600]
    -------------------------------------------------------------------------------
    
    List of all legitimate rune heroes in order of level.
    
    
    
    Warrior Cord lv1
    
     Heavy Combat Arts 1
     Large Blade Weapons 1
    
     Str 45     Fire Magic  30
     Sta 37     Ice Magic   30
     Agi 34     Black Magic 30
     Dex 34     Mind Magic  30
     Int 30     Run   100%
     Wis 30     Fight 110%
     Cha 30     Cast  100%
    
    
    Priest Thalia lv3
    
     White Magic 2
     Life 2
     Nature2
    
     Str 30     Fire Magic  30
     Sta 30     Ice Magic   30
     Agi 32     Black Magic 35
     Dex 32     Mind Magic  30
     Int 49     Run   100%
     Wis 48     Fight 100%
     Cha 30     Cast  100%
    
    
    Archer Caitlyn lv5
    
     Light Combat Arts 1
     Light Blunt Weapons 1
     Light Armor 1
     Range Combat Arts 3
     Bow 3
     Crossbow 3
    
     Str 34     Fire Magic  30
     Sta 32     Ice Magic   30
     Agi 48     Black Magic 30
     Dex 48     Mind Magic  30
     Int 30     Run   100%
     Wis 30     Fight 100%
     Cha 30     Cast  100%
    
    
    Fighter Istvan lv6
    
     Light Combat Arts 3
     Piercing Weapons 2
     Light Blade Weapons 3
     Light Armor 2
    
     Str 35     Fire Magic  30
     Sta 35     Ice Magic   30
     Agi 42     Black Magic 30
     Dex 45     Mind Magic  30
     Int 30     Run   100%
     Wis 30     Fight 100%
     Cha 30     Cast  100%
    
    
    Mage Antarus lv6
    
     Light Combat Arts 1
     Piercing Weapons 1
     Elemental Magic 3
     Fire 2
     Ice 3
     Earth 3
    
     Str 30     Fire Magic  36
     Sta 30     Ice Magic   36
     Agi 30     Black Magic 30
     Dex 32     Mind Magic  30
     Int 49     Run   100%
     Wis 54     Fight 100%
     Cha 30     Cast  100%
    
    
    Pries Marticus lv6
    
     White Magic 3
     Life 3
     Nature 3
     Boons 3
    
     Str 30     Fire Magic  30
     Sta 31     Ice Magic   30
     Agi 33     Black Magic 30
     Dex 30     Mind Magic  30
     Int 45     Run   100%
     Wis 48     Fight 100%
     Cha 33     Cast  100%
    
    
    Warlock Tonya lv7
    
     Light Combat Arts 3
     Light Armor 3
     Black Magic 4
     Death 4
    
     Str 30     Fire Magic  30
     Sta 32     Ice Magic   30
     Agi 32     Black Magic 40
     Dex 32     Mind Magic  30
     Int 50     Run   100%
     Wis 55     Fight 100%
     Cha 30     Cast  100%
    
    
    Mentalist Iolan lv8
    
     Light Combat Arts 2
     Light Blade Weapons 2
     White Magic 4
     Boons 4
     Mind Magic 4
     Offensive 4
    
     Str 34     Fire Magic  30
     Sta 35     Ice Magic   30
     Agi 36     Black Magic 30
     Dex 33     Mind Magic  30
     Int 44     Run   100%
     Wis 42     Fight 100%
     Cha 30     Cast  100%
    
    
    Warrior Rahira lv8
    
     Heavy Combat Arts 3
     Large Blade Weapons 3
     Large Blunt Weapons 3
     Heavy Armor 3
     Shields 3
    
     Str 53     Fire Magic  32
     Sta 36     Ice Magic   32
     Agi 33     Black Magic 30
     Dex 33     Mind Magic  30
     Int 30     Run   105%
     Wis 30     Fight 100%
     Cha 30     Cast  100%
    
    
    Fighter Malvaren lv9
    
     Light Combat Arts 5
     Piercing Weapons 5
     Light Blade Weapons 5
     Light Armor 5
    
     Str 36     Fire Magic  30
     Sta 32     Ice Magic   30
     Agi 40     Black Magic 35
     Dex 44     Mind Magic  30
     Int 39     Run   100%
     Wis 35     Fight 110%
     Cha 30     Cast  100%
    
    
    Priest Noemi lv9
    
     Range Combat Arts 4
     Crossbow 4
     White Magic 5
     Life 5
    
     Str 34     Fire Magic  30
     Sta 35     Ice Magic   30
     Agi 36     Black Magic 30
     Dex 38     Mind Magic  30
     Int 44     Run   100%
     Wis 42     Fight 100%
     Cha 30     Cast  100%
    
    
    Archer Jawhel lv11
    
     Light Combat Arts 1
     Piercing Weapons 1
     Range Combat Arts 5
     Bows 5
     Elemental Magic 5
     Ice 5
    
     Str 40     Fire Magic  30
     Sta 28     Ice Magic   30
     Agi 50     Black Magic 30
     Dex 40     Mind Magic  30
     Int 35     Run   100%
     Wis 37     Fight 100%
     Cha 25     Cast  100%
    
    
    Warrior Rodgar lv11
    
     Heavy Combat Arts 5
     Large Blade Weapons 4
     Heavy Armor 5
     Shields 5
     Range Combat Arts 1
     Bows 1
    
     Str 45     Fire Magic  30
     Sta 45     Ice Magic   30
     Agi 40     Black Magic 30
     Dex 45     Mind Magic  30
     Int 25     Run   100%
     Wis 25     Fight 100%
     Cha 25     Cast  100%
    
    
    Mentalist Selthas lv12
    
     Mind Magic 6
     Enchantment 6
     Offensive 6
     Defensive 6
    
     Str 30     Fire Magic  30
     Sta 35     Ice Magic   30
     Agi 33     Black Magic 30
     Dex 45     Mind Magic  30
     Int 46     Run   100%
     Wis 46     Fight 100%
     Cha 25     Cast  100%
    
    
    Mage Silas lv13
    
     Light Combat Arts 4
     Light Blunt Weapons 4
     Elemental Magic 6
     Fire 6
     Ice 6
    
     Str 35     Fire Magic  30
     Sta 40     Ice Magic   30
     Agi 52     Black Magic 30
     Dex 52     Mind Magic  30
     Int 42     Run   100%
     Wis 45     Fight 100%
     Cha 25     Cast  100%
    
    
    Warlock Raithska lv13
    
     Heavy Combat Arts 4
     Large Blunt Weapons 4
     Heavy Armor 3
     Black Magic 5
     Death 5
     Necromancy 5
    
     Str 35     Fire Magic  30
     Sta 40     Ice Magic   30
     Agi 52     Black Magic 30
     Dex 52     Mind Magic  30
     Int 42     Run   100%
     Wis 45     Fight 100%
     Cha 25     Cast  100%
    
    
    Mentalist Zoe lv14
    
     Light Combat Arts 5
     Piercing Weapons 5
     Mind Magic 6
     Enchantment 6
     Defensive 6
    
     Str 25     Fire Magic  30
     Sta 35     Ice Magic   30
     Agi 27     Black Magic 30
     Dex 35     Mind Magic  30
     Int 62     Run   100%
     Wis 46     Fight 100%
     Cha 40     Cast  100%
    
    
    Priest Tehr lv14
    
     White Magic 6
     Life 6
     White Magic 6
     Enchantment 5
     Defensive 5
    
     Str 25     Fire Magic  30
     Sta 35     Ice Magic   30
     Agi 27     Black Magic 30
     Dex 35     Mind Magic  30
     Int 62     Run   100%
     Wis 46     Fight 100%
     Cha 40     Cast  100%
    
    
    Warrior Karia lv14
    
     Heavy Combat Arts 6
     Large Blunt Weapons 6
     Heavy Armor 5
     Elemental Magic 6
     Earth 5
    
     Str 45     Fire Magic  30
     Sta 45     Ice Magic   30
     Agi 57     Black Magic 30
     Dex 48     Mind Magic  30
     Int 25     Run   100%
     Wis 25     Fight 100%
     Cha 25     Cast  100%
    
    
    Fighter Ivor lv15
    
     Light Combat Arts 7
     Piercing Weapons 5
     Light Blade Weapons 7
     Light Armor 7
    
     Str 30     Fire Magic  30
     Sta 40     Ice Magic   30
     Agi 60     Black Magic 30
     Dex 60     Mind Magic  30
     Int 25     Run   100%
     Wis 25     Fight 100%
     Cha 25     Cast  100%
    
    
    Warlock Severus lv15
    
     Light Combat Arts 7
     Piercing Weapons 7
     Light Blade Weapons 1
     Light Blunt Weapons 2
     Black Magic 7
     Curse 7
    
     Str 30     Fire Magic  30
     Sta 34     Ice Magic   30
     Agi 43     Black Magic 30
     Dex 48     Mind Magic  30
     Int 54     Run   100%
     Wis 41     Fight 100%
     Cha 25     Cast  100%
    
    
    Warrior Bael lv15
    
     Heavy Combat Arts 6
     Large Blade Weapons 6
     Large Blunt Weapons 6
     Heavy Armor 6
     Shields 6
    
     Str 45     Fire Magic  30
     Sta 45     Ice Magic   30
     Agi 55     Black Magic 30
     Dex 55     Mind Magic  30
     Int 25     Run   100%
     Wis 25     Fight 100%
     Cha 25     Cast  100%
    
    
    Archer Shalir lv16
    
     Light Combat Arts 6
     Light Armor 5
     Range Combat Arts
     Bows 7
     Crossbow 7
    
     Str 62     Fire Magic  30
     Sta 35     Ice Magic   30
     Agi 25     Black Magic 30
     Dex 50     Mind Magic  30
     Int 46     Run   100%
     Wis 37     Fight 100%
     Cha 25     Cast  100%
    
    
    Priest Snezana lv16
    
     Light Combat Arts 3
     Piercing Weapons 3
     White Magic 7
     Life 7
     Nature 7
     Boons 7
    
     Str 25     Fire Magic  30
     Sta 38     Ice Magic   30
     Agi 27     Black Magic 30
     Dex 35     Mind Magic  30
     Int 62     Run   100%
     Wis 50     Fight 100%
     Cha 45     Cast  100%
    
    
    Fighter Alrius lv17
    
     Light Combat Arts 8
     Light Blade Weapons 8
     Light Armor 8
     Range Combat Arts 5
     Bows 5
    
     Str 50     Fire Magic  40
     Sta 50     Ice Magic   30
     Agi 55     Black Magic 30
     Dex 55     Mind Magic  42
     Int 25     Run   110%
     Wis 25     Fight 110%
     Cha 25     Cast  100%
    
    
    Mentalist Faerin lv17
    
     Heavy Combat Arts 4
     Large Blade Weapons 4
     Large Blunt Weapons 4
     Mind Magic 8
     Enchantment 7
     Offensive 7
    
     Str 38     Fire Magic  30
     Sta 42     Ice Magic   30
     Agi 30     Black Magic 30
     Dex 35     Mind Magic  30
     Int 45     Run   100%
     Wis 41     Fight 100%
     Cha 54     Cast  100%
    
    
    Priest Adhira lv18
    
     Light Combat Arts 5
     Light Blade Weapons 5
     Light Armor 4
     White Magic 9
     Life 8
     Nature 5
    
     Str 36     Fire Magic  30
     Sta 45     Ice Magic   30
     Agi 37     Black Magic 30
     Dex 40     Mind Magic  30
     Int 25     Run   100%
     Wis 62     Fight 100%
     Cha 45     Cast  110%
    
    
    Warlock Antius lv18
    
     Light Combat Arts 4
     Light Blunt Weapons 4
     Light Armor 4
     Black Magic 8
     Necromancy 8
     Curse 8
    
     Str 35     Fire Magic  30
     Sta 32     Ice Magic   30
     Agi 45     Black Magic 30
     Dex 45     Mind Magic  30
     Int 63     Run   100%
     Wis 45     Fight 100%
     Cha 25     Cast  100%
    
    
    Mage Shindar lv19
    
     Light Combat Arts 4
     Light Armor 4
     Range Combat Arts 6
     Crossbow 6
     Elemental Magic 9
     Earth 9
    
     Str 37     Fire Magic  30
     Sta 40     Ice Magic   30
     Agi 39     Black Magic 30
     Dex 40     Mind Magic  30
     Int 57     Run   100%
     Wis 57     Fight 100%
     Cha 25     Cast  100%
    
    
    Fight Gareth lv20
    
     Light Combat Arts 8
     Light Blade Weapons 8
     Light Armor 8
     Heavy Combat Arts 5
     Shields 5
    
     Str 55     Fire Magic  30
     Sta 65     Ice Magic   30
     Agi 51     Black Magic 30
     Dex 54     Mind Magic  30
     Int 25     Run   100%
     Wis 25     Fight 100%
     Cha 25     Cast  100%
    
    
    Mentalist Lyenn lv21
    
     Light Combat Arts 6
     Light Blade Weapons 6
     Elemental Magic 7
     Earth 7
     Mind Magic 8
     Offensive 8
    
     Str 25     Fire Magic  30
     Sta 40     Ice Magic   30
     Agi 45     Black Magic 30
     Dex 45     Mind Magic  30
     Int 45     Run   100%
     Wis 50     Fight 100%
     Cha 55     Cast  100%
    
    
    Warrior Ishtar lv21
    
     Light Combat Arts 8
     Piercing Weapons 7
     Heavy Combat Arts 9
     Large Blade Weapons 9
     Heavy Armor 9
    
     Str 64     Fire Magic  30
     Sta 64     Ice Magic   30
     Agi 38     Black Magic 30
     Dex 40     Mind Magic  30
     Int 40     Run   100%
     Wis 34     Fight 100%
     Cha 25     Cast  100%
    
    
    Mage Shaidar lv22
    
     Light Combat Arts 3
     Light Piercing Weapons 3
     Light Armor 3
     White Magic 5
     Life 5
     Elemental Magic 9
     Ice 9
    
     Str 25     Fire Magic  30
     Sta 38     Ice Magic   30
     Agi 32     Black Magic 30
     Dex 33     Mind Magic  30
     Int 80     Run   100%
     Wis 61     Fight 100%
     Cha 31     Cast  100%
    
    
    
    -------------------------------------------------------------------------------
     Plans and Runes Locations                                               [0601]
    -------------------------------------------------------------------------------
    
    In case you missed any plans or runes along the way, here is a list for you to
    locate them
    
    
    
    --------
    Greyfell
    --------
    
    [human]
    
    Begin with 
     Crossbow Tower
     Forge
     Human Worker lv1
     Hunting Lodge
     Mine
     Quarry
     Recruit
     Scout
     Small Headquarters
     Woodcutter's Hut
    
    Merchant Finwie
     Human Worker lv5
    
    [hero]
    
    Merchant Finwie
     Mentalist Faerin lv17
     Mentalist Lyenn lv21
     Warrior Bael lv15
     Warrior Rahira lv8
    
    Sartarius after completion of Attack Of the Cave Orcs quest
     Warrior Cord lv1
    
    
    
    -------
    Liannon
    -------
    
    [human]
    
    Chest near Snarf
     Fisher's Hut
     Food Store
     Marksman
     Shooting Range
    
    Gnaff
     Ariashrine
     Cleric
     Human Worker lv2
     Temple of Light
    
    [hero]
    
    Gnaff
     Priest Thalia lv3
    
    
    
    -----
    Eloni
    -----
    
    [human]
    
    Lycande after liberation of the elf settlement
     Academy
     Enchanter
     Human Worker lv3
     Medium Headquarters
     Mentalist
     Smelting Works
     White Hand
    
    Merchant Ishtar Sundancer
     Fishing Guild
     Grainfarm
     Sawmill
    
    Merchant Mark Shamir
     Ariashrine
     Cattle Breeding
     Fishing Guild
     Grainfarm
     Sawmill
    
    [hero]
    
    Merchant Mark Shamir
     Mage Antarus lv6
     Mentalist Zoe lv14
     Priest Snezana lv16
    
    Ruff
     Fighter Istvan lv6
    
    Urshuk
     Archer Caitlyn lv5
    
    
    
    ---------
    Leafshade
    ---------
    
    [human]
    
    Chest in the west before the three camps
     Armsman
     Large Headquarters
     Master Armory
     Paladin
    
    Chest near portal to the Shiel 2
     Human Worker lv4
    
    [elf]
    
    Chest near portal to the Shiel 1
     Armory
     Gathererhut
     Ranger
     Small Headquarters
     Warder
     Woodcutter's Hut
    
    Chest near portal to the Shiel 2
     Archer Tower
     Elf Worker lv4
     Food Store
     Hunting Lodge
    
    [hero]
    
    Darmor Twonk
     Pries Marticus lv6
    
    Scythecrawler
     Mentalist Iolan lv8
    
    Umuruk
     Warlock Tonya lv7
    
    
    
    ---------
    The Shiel
    ---------
    
    [human]
    
    Chest near Elf Monument
     Human Worker lv5
    
    Merchant Ragna Roch
     Human Worker lv5
    
    [elf]
    
    Chest south of Dryad Cove
     Ailentery
     Archery Hall
     Elf Worker lv5
     Healer
     Medium Headquarters
     Windarcher
    
    Illirias after liberation of Utran
     Lenya Gatherer
    
    Merchant Ragna Roch
     Forester
     Sawmill
    
    [hero]
    
    Kargan Skom
     Fighter Malvaren lv9
    
    
    
    -------------
    Wildland Pass
    -------------
    
    [elf]
    
    Chest near Brannigan
     Iron Armory
     Large Headquarters
     Protector
    
    Merchant Karel Borgson
     Hunter's Guild
     Master Woodcutter
    
    [hero]
    
    Calina Winterwhite
     Warrior Rodgar lv11
    
    
    
    ------------------
    Northern Windwalls
    ------------------
    
    [elf]
    
    Chest near portal to Greydusk Vale 1
     Frostbringer
     Hall of the Ancients
     Wanderer
     Wintermage
    
    Kishan
     Elf Worker lv6
    
    Merchant Tom Stompard
     Archer Tower
     Hunters Guild
    
    [dwarf]
    
    Ashdigger
     Dwarf Worker lv7
    
    Chest near portal to Greydusk Vale 2
     Forge
     Militia
     Mine
     Quarry
     Watchman
    
    [hero]
    
    Ashdigger
     Priest Noemi lv9
    
    
    
    ------------------
    Southern Windwalls
    ------------------
    
    [elf]
    
    Argard Skjalfson
     Elf Worker lv7
    
    Merchant Sam Thalindar
     Forester
    
    [dwarf]
    
    Thane Skeld Sjalfson after completion of killing Zyrafyr
     Forge
     Mine
     Militia
    
    [hero]
    
    Tanar after completion of White Shadow subquest
     Archer Jawhel lv11
    
    Urak Gursam
     Mage Silas lv13
     Warlock Raithska lv13
    
    
    
    -------------------
    Stoneblade Mountain
    -------------------
    
    [elf]
    
    Chest in a Troll Camp in the east
     Druid
    
    [dwarf]
    
    Chest in a Troll Camp in the east
     Warrior
    
    
    
    -------------
    Greydusk Vale
    -------------
    
    [dwarf]
    
    Chest near portal to Howling Mounds
     Demolisher
     Smelting Works
     Stonemason's Hut
    
    Chest behind some ruins north of the fort
     Dwarf Worker lv8
    
    Chest near Urias 1
     Food Store
     Moonsilver Hall
     Moonsilver Mine
     Pigfarm
     Small Headquarters
    
    Chest near Urias 2
     Defender
     Great Armory
     Medium Headquarters
    
    [hero]
    
    Zihar
     Mentalist Selthas lv12
    
    
    
    --------------
    Howling Mounds
    --------------
    
    [elf]
    
    Crypt Stalker
     Elf Worker lv9
    
    [dwarf]
    
    Chest near gate in middle of map
     Battlepriest
     Sanctuary
    
    Chest near portal to Whisper
     Elite
     Large Headquarters
    
    Korshar
     Dwarf Worker lv9
    
    [hero]
    
    The Unforgiven
     Warrior Karia lv14
    
    
    
    -------
    Whisper
    -------
    
    [human]
    
    Manifest Of Fear
     Human Worker lv9
    
    [dwarf]
    
    Chest near portal to Godwall
     Elder
    
    [hero]
    
    Manifest of Trepidation
     Priest Tehr lv14
    
    
    
    -------
    Godwall
    -------
    
    [orc]
    
    Chest near portal to Mulandir 1
     Boar Breeding
     Fisher's Hut
     Food Store
     Mine
     Small Headquarters
     Woodcutter'S Hut
    
    Chest near portal to Mulandir 2
     Croptent
     Firestarter
     Forge
     Mace Carver
     Shaman's Hut
    
    Chest near portal to Mulandir 3
     Totem
     Thug
     Spearman
    
    [hero]
    
    Captain Kiar
     Warlock Severus lv15
    
    Chest in Briar Wolves Camp on Godwall
     Fighter Ivor lv15
    
    
    
    --------
    Mulandir
    --------
    
    [orc]
    
    Chest in the west in the valley
     Orc Worker lv10
    
    Chest near portal to the Rift 1
     Blood Shrine
     Hall Of Glory
     Hunting Lodge
     Medium Headquarters
     Smelting Works
    
    Chest near portal to the Rift 2
     Drummer
     Firemaster
    
    [troll]
    
    Chest near portal to the Rift 2
     Devastator
     Rowdy
     Smasher
     Thrower
    
    Chest near portal to the Rift 3
     Hunting Lodge
     Mace Carver
     Quarry
     Small Headquarters
     Stonecutter
     Woodcutter's Hut
    
    [hero]
    
    Arz'Ach
     Archer Shalir lv16
    
    
    
    --------------
    Farlorn's Hope
    --------------
    
    [orc]
    
    Captain Halicos after completion of Farlorn's Hope's main quest
     Drummer
     Food Store
     Medium Headquarters
    
    Chest in southwestern Briar Wolves Camp
     Fighter
    
    [troll]
    
    Chest northeast of Fyrmir 1
     Troll Worker lv11
    
    [hero]
    
    Chest northeast of Fyrmir 2
     Fighter Alrius lv17
    
    
    
    --------
    The Rift
    --------
    
    [orc]
    
    Ulather
     Orc Worker lv12
    
    Chest near portal to Mulandir 3
     Dark Forge
     Hornblower
     Large Headquarters
     Veteran
    
    [troll]
    
    Chest near portal to Mulandir 1
     Corpse Collector
     Food Store
     Ironhouse
     Medium Headquarters
     Stone Thrower
    
    Chest near portal to Mulandir 2
     Bouncer
     Hurler
     Troll Worker lv12
    
    [hero]
    
    Ulather
     Warlock Antius lv18
    
    
    
    -----------
    Frost Marsh
    -----------
    
    [dark elf]
    
    Chest before Ice Elves base
     Mindbreaker
    
    Chest in Ice Elves base
     Tower of Sorcery
    
    Chest in Frost Golem Camp
     Onyxshrine
    
    Chest near Frostbringers leading to Ice Elves base
     Quarry
    
    Chest near Frozen One west of Frost Things Camp
     Dark Elf Worker lv12
    
    Chest near Windwielder
     Small Headquarters
    
    [hero]
    
    Windwielder
     Priest Adhira lv18
    
    
    
    ----------------
    Southern Godmark
    ----------------
    
    [troll]
    
    Chest near Sartarius 3
     Blacksmith
     Champion
     Destroyer
     Large Headquarters
    
    [dark elf]
    
    Chest near Blade Camp on the snowy region
     Onyx Tower
     Sorcerer
    
    Chest near portal to Nightwhisper Dale
     Dark Elf Workers lv13
    
    Chest near Sartarius 1
     Assassin
     Darkblade
     Necromancer
    
    Chest near Sartarius 2
     Breeder
     Dark Academy
     Food Store
     Forge
     Mine
    
    [hero]
    
    Princeps of the First Order
     Mage Shindar lv19
    
    
    
    -----------------
    Nightwhisper Dale
    -----------------
    
    [dark elf]
    
    Chest near High Archon 1
     Battlemaster
     Deathknight
    
    Chest near High Archon 2
     Fungus Farm
     Medium Headquarters
     Moonsilver Armory
     Moonsilver Mine
     Shadowforge
     Stonemason
    
    Sokaresh
     Dark Elf Worker lv14
    
    [hero]
    
    Kzin
     Fight Gareth lv20
    
    
    
    ----------------
    Breathing Forest
    ----------------
    
    [human]
    
    Chest in Kithar Camp Ma
     Human Worker lv15
    
    [elf]
    
    Chest Near Sharkan
     Elf Worker lv15
    
    [dwarf]
    
    Chest Near Reznor
     Dwarf Worker lv15
    
    [orc]
    
    Chest In Kithar Camp MB
     Orc Worker lv15
    
    [troll]
    
    Chest in Kithar Camp MA
     Troll Worker lv15
    
    [dark elf]
    
    Chest In Kithar Camp Mv
     Dark Elf Worker lv15
    
    Chest near portal to Sharrowdale
     Arkanum
     Havoc
     Large Headquarters
     Smelting Works
     Warlock
    
    [hero]
    
    Chest in Kithar Camp Mt
     Warrior Ishtar lv21
    
    
    
    -----------
    Sharrowdale
    -----------
    
    [hero]
    
    Chest near Blade Camp Md
     Mage Shaidar lv22
    
    
    
    -------------------------------------------------------------------------------
     Fixed Spells Locations                                                  [0602]
    -------------------------------------------------------------------------------
    
    Some spells have fixed locations and these spells will never appear as normal
    monster drops or as merchandise. This list is by no means definitive, as there
    is no way I can really tell. All these are gathered from my gameplay experience
    only. I am very sure of the lv12 spells locations though.
    
    
    Sentinel Healing lv10   chest after Sartarius on the way to Nightwhisper Dale
    Sentinel Healing lv12   High Archon in Nightwhisper Dale
    Summon Bear lv10        chest on mountain path in Nightwhisper Dale
    Summon Bear lv12        Talia Storm after completion of the Rift's main quest
    Invulnerability lv12    chest in Kithar Camp My in Breathing Forest
    
    Suicide Death lv12      High Archon in Nightwhisper Dale
    Summon Spectre lv12     chest in Kithar Camp My in Breathing Forest
    Dark Banishing lv8      Plexor Mim Thar in Mulandir
    Dark Banishing lv10     chest after Sartarius on the way to Nightwhisper Dale
    Dark Banishing lv12     Sharkan in Breathing Forest
    
    Rain of Fire lv12       Faurung in Farlorn's Hope
    Blizzard lv12           Talia Storm after completion of the Rift's main quest
    Petrify lv10            Plexor Mim Thar in Mulandir
    Petrify lv12            chest in Kithar Camp My in Breathing Forest
    
    Befriend lv8            chest in Forest Drakeling Camp in Frost Marsh
    Befriend lv10           Razaar in Nightwhisper Dale
    Befriend lv12           Talia Storm after completion of the Rift's main quest
    Disrupt lv10            Faurung in Farlorn's Hope
    Meditation lv12         Mechlan after completion of the Phoenix Stone quest
    
    
    You will have to kill Mechlan to get Meditation.
    
    Befriend lv12 will appear in your spellbook automatically. No scroll.
    
    You will always get Greater Healing lv12 from the Cataract subquest, but this
    particular spell also occurs as random item drop or merchandise, and so I did
    not include it in the list above.
    
    
    
    -------------------------------------------------------------------------------
     Merchant Listing                                                        [0603]
    -------------------------------------------------------------------------------
    
    Here is the merchant list. Correct as of v1.11.
    
    Take special note of Trader Valdis and Merchant Wetzlin Thom. Thom sells lots
    of lv12 spells. Valdis offers the highest buying price for your items, so do
    not sell your junk to other merchants. Valdis will start buying/selling things
    only if you deliver the Shipment to her in the Wound Tincture subquest.
    
    Other noteworthy merchants include Nedime (Blade of Master Assassin), Ulmarra
    (Cryptshield), Mark Shamir (gems), Vilhemsson (Zarathai's Totem), Bjamy (Robe
    of Spirit Claw), those who sell plans and runes, and the spells merchants in
    Nightwhisper Dale.
    
    
    [Greyfell]
    
    Merchant Finwie - Human Worker lv3, Mentalist Lyenn lv21, Mentalist Faerin lv17
                      Warrior Bael lv15, Warrior Rahira lv8
    Merchant Nurdiana - random spells Lv7-10
    Merchant Nedime - Blade Of Master Assassin, mid lv weapons
    Merchant Arnar - Stormrunner, Shadowy Greaves, Imperial Armor
                     Shing Noble Armor, mid-high lv armor
    Merchant Vilnon Gediminus - random elemental spells lv1-5
    Merchant Zorg Zoransen - random mind spells lv1-5
    Merchant Drago Blackhead - random black spells lv1-5
    Merchant Krag Haukursson - low lv weapons and shields
    Merchant Wetzlin Thom - random spells lv12
    Merchant Roban - random white spells lv1-5, Lightbringer, Sceptre of Light
    Merchant Soemi Siw - low lv armor and rings
    Merchant Ulmarra - Cryptshield, Obsidian Mask of the Archmage
                       mid-high lv (mostly mage) armor, high lv shields
    Merchant Ladavius - Orb of Mastery, mid-high lv weapons
    Trader Valdis - best buying price! white spells lv3-12, Winterstar,
                    Ring Of Pure Belief, Lightbringer, mage gear
    
    
    [Liannon]
    
    Merchant Colan Fell - low lv weapons and shields
    Merchant Will Boggelsen - low lv armor and rings
    Merchant Leleth - random spells lv2
    
    
    [Eloni]
    
    Merchant Ishtar Sundancer - Human Grainfarm, Human Fishing Guild, Human Sawmill
                                random spells lv3
    Merchant Mark Shamir - Human Grainfarm, Human Fishing Guild, Human Sawmill
                           Human Cattle Breeding, Human Ariashrine
                           Mage Antarus lv6, Mentalist Zoe lv14
                           Priest Snezana lv16, assorted gems, random spells lv5
    
    
    [The Shiel]
    
    Merchant Ragna Roch - Elf Forester, Elf Sawmill, Human Worker lv5
    
    
    [Wildland Pass]
    Merchant Karel Borgson - Elf Master Woodcutter, Elf Hunter's Guild
                             Ring of Master Rouges, Lightbringer, mage gear
    
    
    [Northern Windwalls]
    
    Merchant Flam Ferindur - random spells lv3-7
    Merchant Tom Stompard - Elf Hunters Guild, Elf Archer Tower, low lv gear
    
    
    [Southern Windwalls]
    
    Merchant Sam Thalindar - Elf Forester, random spells lv2-7
    Merchant Vilhelmsson - Zarathai's Totem, Bataya, mid lv gear
    
    
    [Greydusk Vale]
    
    Merchant Tom Jule - random mind spells lv6-8
    Merchant Bjamy - Robe of Spirit Claw, Shining Noble Armor
                     Obsidian Mask of the Archmage, high end gear
    Merchant Ambros - random black spells lv6-8
    Merchant Ulyas Farian - random elemental spells lv6-8
    Merchant Alba - random white spells lv6-8
    
    
    [Nightwhisper Dale]
    
    Merchant of Elemental Magic - random elemental spells lv9-11
    Merchant of Black Arts - random black spells lv9-11
    White Magic Merchant - random white spells lv9-11
    Merchant of Mind Magic - random mind spells lv9-11
    
    
    
    -------------------------------------------------------------------------------
     Subquests Listing                                                       [0604]
    -------------------------------------------------------------------------------
    
    As of v1.11, there are 41 subquests in SpellForce - the Order of Dawn. Here,
    they are grouped according to where they first get activated. The methods to
    solving these quests are included in the walkthrough, so I will simply list
    them with some quick-search codes for you to follow these quests individually.
    If you are looking for a more comprehensive and detailed subquests-only guide,
    check out my other guide "Complete Guide to SpellForce Subquests" hosted on
    GameFAQs.
    
    
       Greyfell                               Southern Windwalls
    
       [sq01] Magical Artefacts               [sq27] Earthblade
       [sq02] Dwarf Services                  [sq28] The Bigger They Are
       [sq03] The Tooth Crusher's Pliers      [sq29] Predator's Fur
       [sq04] Black Yew Tree                  [sq30] White Shadow
       [sq05] Echoes                          [sq31] Dragon Armor
       [sq06] Shadow World
       [sq07] The Sick Hermit                 Stoneblade Mountain
       [sq08] Amra and Lea
       [sq09] Soulstones                      [sq32] A Poison Dwarf
       [sq10] Blood                           [sq33] Big Trouble
    
       Liannon                                Greydusk Vale
    
       [sq11] Small Fish                      [sq34] Trickster
       [sq12] The Ghost of the Mine           [sq35] Traitors
       [sq13] From the Deep
       [sq14] Klingzog's Leggins              Howling Mounds
    
       Eloni                                  [sq36] Homunculus
    
       [sq15] The Last of the Archers         Whisper
       [sq16] The Free Traders
       [sq17] Stardust                        [sq37] Gwen's Medicine
       [sq18] The Dream Snatcher              [sq38] Wolfsign
       [sq19] The Wound Tincture
                                              Godwall
       Leafshade
                                              Mulandir
       [sq20] Head Hunt
       [sq21] The Hostages                    Farlorn's Hope
       [sq22] Spellwork
                                              [sq39] Thar
       The Shiel                              [sq40] The Cataract
                                              [sq41] Stonecrusher
       [sq23] The Purple Banner
                                              The Rift
       Wildland Pass
                                              Southern Godmark
       [sq24] The Old Man and the Music
       [sq25] Master of the Spiders           Nightwhisper Dale
       [sq26] Delicate Fabric
                                              Breathing Forest
       Frost Marsh
                                              Sharrowdale
       Northern Windwalls
    
    
    
    -------------------------------------------------------------------------------
     Main Quests Listing                                                     [0605]
    -------------------------------------------------------------------------------
    
    The main quests generally follow the maps closely, i.e. one map/quest, but
    nonetheless, they are listed here for some quick referencing.
    
    
       [mq01] To Greyfell
       [mq02] Attack of the Orcs Cave
       [mq03] Darius the Cartographer
       [mq04] The Path to Eloni
       [mq05] Drums in the Forest
       [mq06] Through the Forest of Shadows
       [mq07] The Liberation of the Shiel
       [mq08] At the Wildland Pass
       [mq09] Return to Greyfell
    
       [mq10] Marcia
       [mq11] The Battle of Stonewell
       [mq12] Into the Greydusk Vale
       [mq13] Border Warfare
       [mq14] The Mask of Belial
       [mq15] The Howling Mounds
       [mq16] The Whispering City
       [mq17] The Phoenix
       [mq18] On the Godwall
       [mq19] Four Time Shards
       [mq20] Through the Rift
       [mq21] Wolf and Dragon
    
       [mq22] Counter Attack
       [mq23] The End of the Order
       [mq24] Blade Storm
       [mq25] To Urgath
       [mq26] The Breathing Wood
       [mq27] The Circle Closes
    
    
    
    -------------------------------------------------------------------------------
     Links                                                                   [0606]
    -------------------------------------------------------------------------------
    
    Here are several useful links that you should visit.
    
    
    SpellForce Character Planner
    http://membres.lycos.fr/comixbattle/SFCP/
    This is not a trainer or editor. This is a planner to, well, plan your skill
    and attributes allocations.
    
    SpellForce - Official Board - Technical Support
    http://spellforce.jowood.com/forum/forumdisplay.php?s=&forumid=12
    The official tech support forum. Answers many many frequently encountered
    technical issues.
    
    SpellForce Companion
    http://www.planetspellforce.com/
    Download the latest patches, discuss your problems in the forums, browse the
    colorful pages, peruse the annotated color maps. Fansites are usually better
    than official sites for no other reason than that they are maintained by
    dedicated fans, and this is one of them. I also post in the site's forum under
    a different pseudonym, so if you want fast response to anything, you can post
    your queries there. Folks down there will be more than glad to help.
    
    
    
    
    
    ===============================================================================
     FREQUENTLY ASKED QUESTIONS                                              [MS07]
    ===============================================================================
    
    This FAQ covers questions that are not answered directly or clearly in the
    walkthrough, and some questions that are asked way too frequently. If you are
    looking for help on a particular quest, search for it in the walkthrough.
    
       Why is my CD-Key not working?
       Why is my patch not working?
       Why does my game keep crashing?
       Why is the multiplayer not working?
       Why can't I raise my skills to level 12?
       Why is my experience not increasing?
       Where are the Stones of Eternal Fire?
       How do I open the clicking combination Dryad chest in the Shiel?
       What do I do with these junk?
       What does that pillar in Stoneblade Mountain do?
       Where is the Griffin?
       Where is Tombard?
       Where is Flink McWinter?
       How do I get to the Rift? The gate is locked.
       Where is Frost Marsh?
    
    
    Why is my CD-Key not working?
    The CD-Keys from some early release are printed in hard-to-read fonts. Make
    sure you did not mixed up the 0's,O's, B's and 8's, and the I's, l's and 1's.
    If you really have difficulty deciphering your CD-Key, you can ask for a new
    one from the official site.
    
    Why is my patch not working?
    Make sure you used the correct patch. There is one patch for v1.10 to v1.11 and
    there is another patch for anything to v1.11. These are two different patches.
    If your problem is related to the CD-Key, refer to the CD-Key question above.
    The patches only work with legitimate copies of the game.
    
    Why does my game keep crashing?
    Well if that is not a good excuse for you to get a better computer, you can try
    updating all your drivers via Windows Update, switching off or lowering the
    graphics specs in the game options menu, reinstalling the game, and/or patching
    the game. If your problem is specific, you can try asking for help in the
    official tech forum. The tech guys in JoWood are very quick to respond.
    
    Why is the multiplayer not working?
    Hm yeah it is not working very well at the moment. A better multiplayer system
    and a skirmish mode are expected in the Breath of Winter expansion.
    
    Why can't I raise my skills to level 12?
    First make sure you meet the stats requirements. Second, make sure you are
    using the latest patch.
    
    Why is my experience not increasing?
    Read the article "Experience Hunt" in the "Getting Started" section. If you are
    sure you are not experiencing the diminishing returns, you are probably right.
    But it is more of a display bug than a real bug, you are still gaining
    experience, it is just not reflected in your experience bar. Go somewhere else,
    talk to someone else. whatever, it should correct itself eventually. If not,
    there is always the tech forum.
    
    Where are the Stones of Eternal Fire?
    Fafna in Eloni, Fire Skeleton in Leafshade, Zyrafyr in Southern Windwalls,
    Fyrmir and Faurung in Farlorn's Hope, and Ulather's chest in the Rift.
    
    How do I open the clicking combination Dryad chest in the Shiel?
    It is part of the Wound Tincture subquest. Patience has its virtue. Or you can
    read more from the walkthrough.
    
    What do I do with these junk?
    Sell them. If you have solved all 41 subquests and completed all the main
    quests, you should have no important items left. Things like basilisk skins,
    shoulderplates of the Princeps, coins, broken dwarven items ... are probably
    meant for quests that were not not implemented. You can safely sell them all.
    
    What does that pillar in Stoneblade Mountain do?
    For you to open a locked chest. The code is eye-blood-hand-hand-blood-eye. Read
    the walkthrough for more information.
    
    Where is the Griffin?
    Where I marked it. Make sure you explore the southwest area fully, the fog of
    war does not clear fully until you go very near its edge.
    
    Where is Tombard?
    In the middle of the Greyfell map, the first village where Peasant Lemuel is.
    
    Where is Flink McWinter?
    Flink migrates from Greydusk Vale to Greyfell after you talk to him. He is near
    Castigir in the south of the Greyfell town.
    
    How do I get to the Rift? The gate is locked.
    Yeah right... You are at the wrong gate. The gate to the Rift is below the
    mounds and in the east. It will open once you speak to the Guardian.
    
    Where is Frost Marsh?
    Go check the World Map. You have already been there. It is after Wildland Pass.
    
    
    
    
    
    ===============================================================================
     ACKNOWLEDGEMENTS                                                        [MS08]
    ===============================================================================
    
    The following websites provided a lot of references and confirmations as I was
    comparing empirical data and writing the guide. Thanks.
    
     the Official SpellForce site                       http://www.spellforce.com/
     all numerical unit stats are taken from the stats tables in the official site.
    
     the SpellForce Companion                     http://www.planetspellforce.com/
     very comprehensive and complete information for items, walkthroughs, and many
     many more.
    
     Alles zu Spellforce                    http://spellforceworld.ngz-network.de/
     detailed numerical data on spells and avatar development.
    
    The following tools were indispensable when writing the guide. Thanks to the
    creators for keeping them free and available to all.
    
     Metapad                                   http://www.liquidninja.com/metapad/
     excellent text editing tool, I use it for everything from scripting to memo
     to drafting.
    
     The GIMP                                                 http://www.gimp.org/
     image editing software, the next big thing after Photoshop.
    
     ASCGEN                                                   http://go.to/ascgen/
     ASCII art generator. Ok fine there isn't a lot of "art" in this guide, but I
     used it to generate rough outlines for the maps.
    
     FIGlet                                                 http://www.figlet.org/
     the title art is modified from something generated by this ASCII text
     generator.
    
    The following persons/people were helpful in many ways, even if I do not have
    direct contact with many of them. Thank you all.
    
     folks at the SpellForce Companion and forum
    
     folks at the official SpellForce forum
    
     mom and dad
    
    
    
    
    
    ===============================================================================
     VERSION HISTORY                                                         [MS09]
    ===============================================================================
    
    Version 1.01
    May 09, 2004
    ~ added missing "aura of healing" spell to the white magic section
    ~ grammar grammar grammar
    
    Version 1.00
    May 07, 2004
    ~ finalized and uploaded
    
    
    
    
    
    ===============================================================================
     CONTACT                                                                 [MS10]
    ===============================================================================
    
    Fan mails, hate mails, praises, critiques, suggestions, corrections, error
    reports, typo reports, improvements, expansions, missing info, extra info and
    general queries can be directed to 
    
       gaoneng@canada.com
    
    Put [spellforce] in your email title so I know I am not looking at spam.
    
    Due to several unpleasant experiences dealing with other gaming sites, I have
    decided to not allow this guide to be hosted on any other sites other than
    GameFAQs. DO NOT email me asking for permissions, the answer will be "no".
    
    So this is it, the end of the guide. I was on and off this project for a couple
    of months for various reasons. The motivation to complete this guide came after
    experiencing an epiphany, and I had to finish this thing before I go after the
    calling.
    
    So yeah. Peace. Good luck. Have fun. And see you on the other side.
    
    
    
    
    
    Copyright 2004 Leong Yiam Tat aka gaoneng
    
    

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