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    Quests FAQ by Ethel

    Updated: 07/04/06 | Search Guide | Bookmark Guide

                        ------DISCIPLES II DARK PROPHECY------
    Disciples II Dark Prophecy Quests FAQ    
    Created by Ethel
    Copyright (c) Ethel.L
    1st August 2003- Version 1
    3rd October 2003- Version 1.1
    6th November 2003- Update
    11th November 2004- Added in a response section
    5th July 2006- Did some reformatting to reduce oversaturation and enable
    better and easier view of faq
    Author's note: I'm sure all of you know how tedious it is to write an FAQ,
    how much effort and time is put in, so as long as you don't change any part
    of this FAQ and don't pass it off as your own or sell it for money(well no
    one would want to spend money buying it anyway), you can feel free to use it.
    This FAQ is to appear ONLY on GameFAQs.
    Disciples II - Dark Prophecy is a turn-based strategy game that involved a lot
    of gameplay. Whilst there are a number of very informative FAQs posted 
    on the sagas, I do not find any FAQs on the quests, therefore I 
    decided to make one based on the them. Quests in Disciples II-Dark Prophecy
    are short individual chapters, and there are a total of 14 playable. 
    This is my first attempt at writing an FAQ, and I would appreciate any
    comments and suggestions. Please kindly forgive me if I did not do a good
    job. Any mistakes, please email to me at gkane84@yahoo.com. Well then, let's
    get started.   
    The 14 Quests:
    1)  Battle of the Yldram Isles
    2)  Crossing the Lucian
    3)  Drega Zul
    4)  Hellish Invasion
    5)  Hureth Valley
    6)  Ice-Mar
    7)  In Gold We Trust
    8)  Kadrath's Fall
    9)  Last Stand
    10) Lunnark's Travels
    11) Power to Corrupt
    12) Terror in Moonsong
    13) Vaglan 1- The Highlands
    14) Vaglan 2- The Betrayal
    Points to take note before we start:
    A) When I did not list the enemy's immunities, that means it is not immune to
    any attack/elemental.
    B) Cities and unexplored Ruins listing 
        E.g: Runia-Lv 2
             1 Titan,1 Witch-Hunter
             Gives: Staff of Twilight
    This means that the city Runia is at Level 2 with 1 Titan and 1 Witch-Hunter
    in its defenses and that you get the Staff of Twilight from taking it over.
        E.g: Ruined Castle
             1 Doomdrake, 1 Zombie
             Loot: Staff of Nightfall
    This means that there is 1 Doomdrake and 1 Zombie in the Ruin that you've to
    fight and that you get the Staff of Nightfall after defeating them. GP are not
    C) Shops/Mercenaries/Towers Listing
         E.g: Jenbah's MarketPlace:
              Life Potion
              Potion of Restoration
              Potion of Healing
    This means that the shop sells Life potions, Potions of Restoration and 
    Potions of Healing.
         E.g: Ice Breaker(Provide training for your troops)
    This means that this is a training camp and that you pay GP to increase your
    units' levels.
         E.g: Bildal's Tower:
              Summon II: Valkyrie
    This means that the Tower allows you to buy the spells Healing, Blizzard and
    Summon II: Valkyrie.
         E.g: Righon's camp(hiring):
              Man at Arms
    This means that the camp allows you to hire units of Man at Arms and Spearman
    (You must pay GP for them of course :D)
    D) Walkthrough Race listing
    In some quests, you'll see two parts, E.g 1: PART A: Using the Empire
                                               PART B: Using the Mountain Clans
    Whereas in some other quests,         E.g 2: Using the Legions/Empire/Undead
    The difference is due to my observation in events of the quests as well as my
    purpose in keeping the FAQ shorter and to avoid unnecessary repetitions.Let me
    explain. Let's take a quest where you get to play as the Undead or the Empire
    as an example, I will see whether the events of both differ much or not. If
    they don't I'll usually use E.g 2 format and list the individual events after
    the walkthrough. But in the case where they do, then I'll use E.g 1 format.
    Somewhere along the line, I changed the walkthrough's format as well. I don't
    elaborate on the ruins and cities anymore because I don't see the need for it
    as I've given required information at the end of each quest's walkthrough. 
    I kept the elaboration on step by step exploring for the first few quests
    but after which I did not. This is because I hope to start you off getting
    familiar to what the quests are like, but as we progress, there's no need
    for me to tell you go south, go east, then north because you will most
    certainly want to explore on your own and in your own way and directions:)
    E) The game's way of direction on the map is different from mine(as in its
    North is my East, its South is my West and so on) so I've provided simple
    but readable maps with directions so you can refer to it while reading my
    FAQ(that way you'll know what I'm talking about). I've decided to keep to
    my way of direction :P
    F) Since there's plenty of flexibility in playing these quests, you can
    always explore the map in your own way, as well as fighting enemy units.
    An example being you using the Empire and you can always choose not to fight
    the human units on the map, or not to take over certain cities etc. In this
    FAQ, I've cleared all the maps so as to provide you with the information on 
    the cities and stuff, but when you are playing the quests, you might not want
    to kill every single unit on the map, depending on your preference.
    G) I've included the difficulty value based on my PERSONAL opinion, this
    will serve as a guide to those who wish to plan their troops depending on
    the difficulty of the quest. '&' are used as indications, the higher the no.
    of '&', the harder the quest. No '&' means it's way too easy you don't even
    need to spend time building up your troops(Max no. of '&' :5)
    1)   Battle of the Yldram Isles   &&
    - The Yldram Isles sector is one of the most strategic regions of the realm
    because of its high traffic of sea merchants and travelers. The Empire and
    the Undead Hordes are now fighting savagely for the control of this area.
    Your Objective: Take control of the Yldram Isles by crushing your opponent's
    troops and taking his capital
    In this quest you get to choose between using the Empire or the Undead Hordes
    (Pretty obvious isn't it?)
    Map Size: 48 x 48 
                            | E         H           |
                            |                       |
                            |                       |
                            |                       |
                       West |           O       G   | East
                            |                   S   |
                            |                       |
                            | K                     |
                            | A                 U   |
    E: Empire capital
    H: Hambourgh city
    G: Galdarth Clan city
    S: Sea Serpent
    O: Siria city
    K: Kraken
    A: Arkenaso city
    U: Undead Hordes capital
    PART A: Using the Empire
    When your game starts, a Pegasus Knight appear and tell you that before the
    Empire and Undead Hordes came, the Marshdwellers and Barbarians are already
    fighting over this region and that they gained control of sea creatures to
    help them. 
    Now get cracking! It's time to go slaughter some weaklings for experience
    points! After all, you'll need to upgrade your units greatly, but before that,
    you know that you'll ultimately need to take the capital of the Undead, and
    the guardian(as you always know)is extremely powerful. But this time, do not
    worry too much about the 900 HP guardian who can cause 250 damage to all your
    6 units at one go. Ashgan(the guardian of the Undead Hordes) has been
    weakened much because the producer of the game pities all of us. 
    -Stats of Ashgan
    HP        : 190
    Damage    : 41
    Armor     : 0+50
    Initiative: 34
    Now, do you feel a little relieved? Good, but still, you can't really afford
    to be careless. So you will definitely want to choose your
    armies correctly. Now, let me give some recommendations from my experience.
    They are just based on my opinions, so you can always disagree with me and try
    new organizations for yourself.
    Now be sure to include Archers and Titans in your each of your hired unit,
    especially Archers. Why? you'd ask, because you can get archers to upgrade to
    imperial assassins and they are great because they can attack any unit and
    poison them as well, I use them for facing Ashgan, poison will deplete his HP
    every turn so you don't have to depend too much on your magician to hit him.
    You probably already know he is in the back row, and so your squires and
    whatever knights that can only aim at adjacent units won't be able to hit him
    at all. Titans have high HP, so she will be able to last longer in the battle,
    and lasting longer in that battle will cause more turns to pass, and so more
    HP depleted from our sweet Ashgan.
    If you can, forget about Squires, you can never get to upgrade them till they
    are very strong. If your leader manages to level up, choose leadership and you
    can get one more apprentice. A healer is okay, but it may not be that useful.
    Now try to save up money for building up your castle instead of hiring too
    much leaders and units. It would be good to hire Archangels to help you change
    territory with mines, you don't need to allocate any units under them(it's
    pointless, they've only got 1 leadership). 
    Ok, now off you go clearing your map for XP and money and treasures. :)
    If you go a little south from your capital, you will come across the 
    unexplored Outpost, there is only a Lizard Man guarding it, so just loot it
    and get the Boots of traveling. Continue your way and you should see the
    Arkenaso castle. However before you go near to the castle, most probably you
    will see a Kraken waiting there for you. Whether you want to fight it or not
    is up to you. It has 504 Hp and can do 120 damage so think twice, and also...
    (-look at the next part)
    Try attacking the castle and your scout will pop up to feed you some
    information on how the castle is one of the greatest marshdwellers cities
    before war with the Barbarians. He will also say that legends has it that
    there is a magical item that gives great control over the sea creatures.
    Attack it and after you gained control of it, you will get the Holy Artifact,
    1 life potion and 1 potion of restoration. Then the Kraken will be under your
    control all because you have the HOLY ARTIFACT!(Yay!) The Kraken is strong so
    make full use of it, however take note that it cannot go on land, so you might
    want to leave the enemies on the sea for it to take care of. 
    The Barbarian and Wolf unit beside the city will give you a potion of
    To the east of the Arkenaso city, you will find another unexplored ruin. The
    Monastery Ruins is guarded by two Lizard Mans, after you defeat them, you get
    the Staff of Traveling. If you continue east, the capital of the Undead
    Hordes will be there, so just leave it until you are ready.
    East of your capital is another city called Hambourgh with 2 thugs, 1 master
    thug and 1 archer. You get two potions of healing after the battle. Proceed to
    the south and yet another city Siria awaits. As you near it, your scout will
    tell you that Siria is mainly inhabited by merchants and sailors who make
    stopovers there, but it is now under the control of the Marshdwellers. Kill
    them(1 Medusa and 1 Lizard Man) and you get 1 life potion, 1 potion of fortune
    and a tome of water. 
    East of Siria is the Galdarth city under the Galdarth clan. A sole Babarian
    Chieftain guards it. Your scout appears again and inform you about the city.
    He mentions that the Chieftain of the Galdarth clan owns a magical item that
    grants him control over a powerful beast. As expected you will have to beat
    him to see what it is. Your reward is 1 Doragon's Eye, 1 life potion and 1
    potion of restoration. You also get to control the Sea Serpent beside the
    castle due to possession of the Doragon's Eye, hmmm so this is the magical
    item. Well same thing goes for the Sea Serpent, it's no landlubber, so use it
    for enemies on the sea. Now one point to make is that, I would choose to fight
    both the Kraken and the Sea Sepent if I were you. Okay, in my first attempt, I
    killed the Kraken before I take over Arkenaso so I didn't know what's the use
    of the Holy Artifact. But killing them gives experience points, and also if
    you managed to get to control them, you may end up using them to kill all the
    sea enemies and that means lower XP obtained for your weaker units. But it's
    really all up to you.
    Slightly north of Galdarth is the Outpost Ruins and it contains an etched
    circlet for you to grab. If you decided to attack the human unit who is the
    Empire convoy near the Outpost Ruins, I'd suggest no. If you kill them, the
    advisor will say that since the convoy is destroyed, you have lost all your
    goods. There's really not much effect as far as I can see, so it's your
    choice again.
    Around this part of the game, units will begin appearing on the ends of the
    map, they are merchant sailors. I waited for a few turns for them to see what
    is this all about, they will try to find the nearest city to them and take it,
    even if you kill them, it's alright, not much effect, but come on, they are
    just merchants and sailors, after all your mission is not to kill them, but
    to defeat the Undead, and killing them don't give much XP anyway. After one of
    them takes the city of Galdarth,the advisor appear next turn and tell you that
    one of the convoy needs assistance near Galdarth city. They have valuable load
    that requires you to ensure that it reaches its destination. So I moved one of
    my unit there.....nothing happened, I tried to click on the castle to see 
    whether they will start telling me what can I do to help and stuff...I wound
    up attacking them instead, so nothing big actually, no bother.
    After you have explored enough, you can get ready to take on the enemy's
    Once you defeat the capital's defenses(and get an amount of XP, I got 2698),
    the capital is fallen and you have conquered it. The mission ends. You get 
    the Skeleton spell and the quest ends. 
    The ending: A 'Congratulations' screen telling you that you have defeated your
    enemy. Wow, cool ending huh? Haha well, don't expect much, it's just a quest
    PART B: Using the Undead Hordes
    Basically, using the Undead Hordes is no different from that of the Empire.
    You get the same events and the same stuff that your scout and advisor says.
    As for strategy, well do I need to say anything? The Undead Hordes are the
    best of all the four races, but in my case I used the computer's method during
    sagas, and that is: Hire Werewolves to occupy the front row and all powerful
    magicians to take up the back, it's so easy to play as the Undead. They are 
    cool to play with anyway. Okay now everything is the same as playing as the
    Empire so I won't repeat them again. Again, the convoy units are up to you to
    decide what to do with them, but one interesting point is: when I killed the
    Empire Convoy unit, the Empire advisor showed his face and said the same thing
    about you losing the goods and stuff, funny huh? Well nevermind that though,
    it's a pretty short quest, and a very simple one at that. 
    -Stats of Myzrael, Guardian of Empire's capital 
    HP        : 190
    Damage    : 41
    Armor     : 0+50
    Initiative: 34
    After the Empire's capital has fallen, you acquire a potion of healing and the
    lightning spell.
    The ending: No Difference, same as that of the Empire's.
    Galdarth Clan City-Lv 1
    1 Babarian Chieftain
    Siria-Lv 1
    1 Medusa, 1 Lizard Man
    Arkenaso City-Lv 1
    1 Lizard Man(Sybarh Maal)
    Hambourgh-Lv 1
    1 Master Thug, 2 Thugs, 1 Archer
    Enemies on map
    Mermaid, Merman, Archer, Master Thug, Fighter, Templar, Lizard Man, Thug,
    Specter, Man at Arms, Medusa, Barbarian(Young Barbarian), Barbarian Chieftain,
    Kraken(if you fight it), Sea Serpent(if you fight it), Wolf, Spearman
    Jenbah's Marketplace:
    Potion of Restoration
    Life potion
    Potion of Striking
    Potion of Swiftness
    Potion of Strength
    Potion of Might
    Clathum's shop:
    Potion of Restoration
    Life Potion
    Potion of Vigor
    Potion of Strength
    Potion of Accuracy
    Bildal's Tower:
    Shadow spell
    True sight spell
    Keriek's Camp(Hiring):
    Man at Arms
    Items found in money bag/treasure chests:
    Chronos scroll
    Banner of Protection
    2 Potion of Healing
    2 Life Potion
    2 Sliver ring
    Banner of resistance
    Skull Bracers
    2)  Crossing the Lucian   &&&
    -For centuries, Lucian is the border between the Legions of the Damned and
    the Empire. However, now both wanted to expand their territory. A fierce
    battle shall begin, if the capital guardian fall, the capital will fall too.
    There are three other races fighting to keep their share of land too. The
    Orcish Deathbringer clan, the Brotherhood of the North(one of the mountain
    clans) and the Koman Dun of the Barbarians. It will take nothing less than
    taking complete control of the enemy stronghold to win the battle.
    Your Objective: Capture the enemy's capital
    In this quest, you get to choose to either use the Empire or the Legions of
    the Damned.
    Map size: 48 x 48
                            | E             K     D |
                            |     V                 |
                            |       P           B   |
                            | T                     |
                       West |                       | East
                            |                       |
                            |                       |
                            |          K D   S    L |
                            |                       |
    E: Empire capital
    V: Elves
    T: Truantia city
    P: Port Fenrir city
    K: Koman Dun Group
    D: DeathBringer Group
    B: Brotherhood of the North Group(Kalator city)
    S: Serune Outpost city
    L: Legions of the Damned capital
    PART A: Using the Empire
    Once the game has started, your advisor will inform you that this region is
    plagued by Rangers and Priests who have betrayed the Empire and he suggests
    that you deal with them first before confronting the Legions so that they do
    not come back later to sting you.
    Okay, as usual, try to form your units appropriately, include archers I'd say!
    Your enemy capital's guardian this time is Ashkael of the Legions.
    -Stats of Ashkael
    HP        : 190
    Damage    : 41
    Armor     : 0+50
    Initiative: 90
    So based on that, try forming your units that would work best at capturing the
    capital. When you have finished assembling your armies, you would want to take
    the suggestions of your advisor and start getting rid of the enemy units 
    around your capital. If you click on the show banner icon, you'll see that
    they are under the empire as well, okay we already know they are traitors, so
    just punish them all! There are two corrupt priests groups blocking the way
    to the Ancient Temple as well as a prophetess and her 3 thug minions in the
    temple itself. 
    After you defeat all of them, you'll get a life potion and the imperial priest
    will commend you for your actions, saying that the priests have paid the price
    for betraying the Highfather and that the battle has demonstrated the Empire's
    might. Go south a bit and the city of Truantia can be seen. Inside are 2
    Lizard Man and 1 Ogre and you may have to prepare your troops well before
    taking it, after which you are then rewarded with a Skull of Thanatos(located
    in the city's inventory).
    When you cleared the land of the Ranger betrayers, your Ranger advisor gives
    you assurance that now that you have taken care of this group of Rangers,
    recruiting Rangers will be an easier task, with that you move on to the Elves.
    As you approach them, another advisor of yours reminds you that if you take
    time to pray to the Highfather near ancient statues, he may aid your quest.
    He added that there is such a statue to the east(which if you explore just a
    little further, you will see it, it's just right after the Elves).
    Near to the Empire statue is a city called Port Fenrir with 3 Spearman and 1
    Titan guarding it, If you managed to take over the city(which isn't hard at
    all) and view the city's inventory, there is a Runestone artifact and a
    Diamond left behind for you. You might want to go north till the end and there
    are three units on sea. As you go near to them, one of them speaks. He say
    that he had arrived from his faraway land and has brought items that will help
    fight the demons. He will then join you while the other two units will leave
    the map. The items he had with him: Highfather's potion, Healing ointment and
    Banner of striking.
    Now you might want to go back to Port Fenrir and take the chance to heal all
    your units and equip them with whatever you have because to the east are the
    Deathbringer Clans, Koman Dun and Brotherhood of the North Clans. There are
    quite a bunch of them, so make sure you have enough potions and stuff to heal
    up when needed. You will meet up with the DeathBringer and Koman Dun first,
    all of their groups consist of Barbarians and Orcs, so I suggest concentrating
    on one clan first and after you rid yourself of them, then you deal with the
    other clan, in this case, I recommend the Deathbringer(they just comprises of
    Orcs,Orc Champions and Goblin Archers) because they have lower HP and are much
    easier to kill.
    When you go east till the end of the map and attempt to go up the slope to the
    higher plateau, one of the deathbringer unit stops you and order you not to go
    near and to go back where you belong, well who cares, just shut its mouth up.
    The Orcish Watch Tower  ruin is up on the plateau guarded by 2 Orcs, 1 Orc
    champion and 3 Goblin Archers. You can get a Talisman of Vigor from it. Go
    down and south and another ruin is there. There are 3 Orcs in the Orc slave
    mine and should prove much easier to beat as compared to the former. You
    should probably see the city of Kalator near. It is owned by the Brotherhood
    of the North clan, try attacking it and a Brotherhood guard will come up with
    the you have no right to occupy our city blah blah blah crap, read what he
    said for yourself, I can't bother typing out words of a moron. Look in the
    city inventory once again after you took over the city, there should be 2
    potions of healing, 1 life potion, and 1 boots of speed.
    Heal up and off we go again. 
    Go south and you will spot the Legions territory, leave it be first, head east
    and there will be units of enemies for you to take on. 2 Giant black spiders,
    well good luck with them, if you can't defeat them as yet, pass them and 
    proceed further west. There are mermaids and merman as well as a Kraken, nope,
    don't hope, this time you can't get to use the Kraken, so don't bother trying.
    When you defeat the Kraken, the Legions will cast a Nightfall spell, no
    problem with that, just move on. 
    Head west while clearing your way and soon you will spot the Kassel ruin, it
    is guarded by just an ogre, which should not be a problem for you by now.
    You'll get the Banner of Protection upon looting the place. East of the ruin,
    more DeathBringer and Koman Dun lie in wait, so just slaughter them all for
    XP. There is a ruin(Pandemonium) which has a fiend in it and only provide you
    with a life potion, decide whether you want to waste your time with it. Now
    when you reach the city Serune Outpost and clear it of the orc and goblins
    inside, you will have the Dwarven Bracer and Gold ring, equip the Bracer and
    you can get ready to fight the Spiders. When the Spiders are dead meat, just
    prepare to fight the Legions.
    After you take the capital, the quest ends with the congrats screen again.
    PART B: Using the Legions of the Damned
    Your advisor tells you that now is the time to fulfill the ancient prophecy
    and spread the reign of the demons. But first you will have to take care of
    the demon traitors(is this story copyright? I wonder...) Gorgoth and Bhaarth.
    By now, you probably already know the assemble your troops thing, so I'm not
    going to say it again. Again, you are to take over the Empire's capital.
    -Stats of Myzrael :)
    HP        : 190
    Damage    : 41
    Armor     : 0+50
    Initiative: 90(oops, it has increased a LOT from last time)
    After the traitors have been punished, your advisor appears again and praise
    you, and as a token of appreciation, give you an Infernal Knight orb, and tell
    you to keep serving well and you will be greatly rewarded. Yes Sire! Thanks
    for the orb! Okay equip it on someone who has the skill and it will help much.
    If you go directly north from the capital, a demon by the name of erm......
    Gorgoth(familiar name huh?) warps in and asks for your assistance to have his 
    revenge on the Empire because he hated it for what it stands for...oh well,
    anyway you get to control him and that's a pretty good addition I assume.
    Clear you way up north to occupy Kalator and loot the two orc ruins. West of
    the capital, you will find the Pandemonium ruin with the life potion and the
    city of Serune Outpost. Leave the Spiders for now, proceed west till the end 
    and explore the ruin Kassel. Go up north from Kassel, and another city will be
    there. Truantia city should be fairly easy for you to take over. Further up
    north is the Empire's territory, but before going to clear the rest of the
    map, go to the Ancient Temple and get the life potion, it's the XP you don't
    want to miss out on. East of the ruin is Port Fenrir, easy to take care of.
    Heal your troops and continue, your other troops probably have taken out most
    of the DeathBringer and Brotherhood of North by now, what remains are the
    Spiders, Empire traitors, Elves and the Koman Dun. Is that good or bad news
    to you? Whichever, let's do it. Oh yeah, if you go meet up with the 3 northern
    convoy units on the map, the spearman will not join you(did I hear you say of
    course?) instead he will tell you not to think that by picking on a single
    merchant will you win the battle. Alright, the other two units beside him
    remain and you can attack them all. You can get the items of the merchant if
    you kill him so go ahead. Once you have gotten rid of all of your enemies, and
    you are confident about taking on the capital, go all out, it's the last
    battle after all. The ending is once again the congrats screen.
    Port Fenrir- Lv 1
    3 Spearman, 1 Titan
    Truantia-Lv 3
    2 Lizard Man, 1 Ogre
    Kalator-Lv 2
    3 Dwalves, 1 Tenderfoot, 1 King's guard, 1 Veteran
    Serune Outpost-Lv 1
    2 Goblins, 1 Orc
    Enemies on map
    Thug, Priests, Archer, Brown Bear, Master Thug, Scout, Centaur Lancer, Troll,
    Forest Elf, Ogre, Elf Ranger, Lizard Man, Goblin Archer, Goblin, Orc, Orc
    Champion, sea Serpent, Barbarian Warrior, Barbarian Chieftain, Merman, 
    Mermaid, Kraken, Giant Black Spider, Demon, Cultish, Devil, Possessed
    Mithiker's shop (This is the shop of the Spearman cum merchant guy):
    Life potion
    Potion of restoration
    Titan's might potion
    Banner of might
    The Mill Shop:
    Potion of restoration
    Life potion
    Boots of travelling
    Banner of resistance
    Kigger's camp(hiring):
    Air Elemental
    Items found in money bags/treasure chests:
    1 Ironskin potion
    1 Lightning Scroll
    1 Menta Minoris Scroll
    1 Emerald
    1 Staff of Invisibility
    1 Royal Scepter
    1 Potion of Restoration
    2 Life Potion
    1 Boots of Speed
    1 Ruby
    1 Healing Ointment
    3 Potion of Healing 
    1 Titan's might potion
    3)  Drega Zul   &&
    -Briefly said, the prologue is basically about this man called Joseph who died
    while he was escaping from the Undead Hordes, he had his child with him and he
    must bring her to the Empire, he was sure that the Empire could help them, it
    was also mentioned that his beloved was dead (she was an Undead) and now they 
    wanted to kill him and take the child.
    Your Objective: Kill Vampire Krath'du. All races will lose if Drega Zul is
    Finally, a rather special storyline I believe. You can get to use either the
    Empire or the Undead Hordes.
    Map Size: 48 x 48
                            |                    C  |
                            |  K                 L  |
                            |       U               |
                            |                       |
                       West |                       | East
                            |                       |
                            |                       |
                            |         R         E   |
                            |                     F |
    U: Undead Hordes capital
    K: Kekkut city
    L: Kalajit city
    C: Ruined castle
    R: Rivend city
    E: Empire capital
    F: Fendhill city
    PART A: Using the Empire
    Game starts and a lady(looks a bit eerie) appears. She feels that after
    training with you and serving you loyally for so long, it's time she avenge
    her father's death. Her father was slaughtered years ago by the Nosferat
    who had made her the abervation she is now, she must make sure that she
    vindicate his death, and requests for your help in finding that demon.
    The Advisor agreed with her and added that the Undead Hordes have committed
    countless atrocities against your people and now they must feel your wrath.
    You start off with Drega Zul and a random leader(as always), since Drega must
    not die, and her HP is like only 200, leave her for smaller and easier battles
    instead(now why does she reminds me of Uther? Hmm....) 
    One important point is, you won't find Krath'du at the Undead Hordes capital,
    so you don't need to fight their guardian. From your capital, go out through
    the west exit and soon you will meet a spearman and thug unit , slaughter them
    and you will get a Boots of Speed, continue to go west and there will be a 
    city Rivend heavily guarded, approach it and Drega will tell you that it is 
    heavily fortified and resisted for years the attacks of the undead and so it 
    will not be easy to capture. Not quite true, they are not as strong as she 
    said of them to be.
    There are two guard units outside the city. One unit has 1 Rivend Spearman
    (basically is just a Spearman) and 1 Spearman(again), the other unit includes
    a peasant(wow, IMPRESSIVE), 1 Man at arms, and 1 Rivend Spearman. City's
    moving party consists of a Mage, a Rogue Squire(he's just a Squire really) and
    1 Master Thug and city's defenses consists of 1 Archer, 1 Spearman and 1 Mage.
    When you killed one guarding unit, Drega Zul will recommend that you leave the
    area if you are not ready to take them all on, it's because they will most
    likely retaliate, and indeed they did, the next turn, the other guard unit
    will come after you, so be prepared. Take over the city and you get to hear a
    villager tell you about how he has heard of the name of Krath'du before and
    about how this Krath'du took pity on a young beautiful bride, and tried to
    convert her into an undead and so on, I don't wanna spoil it, read his story
    yourself. And of course Drega mentions that his story sounds too familiar.
    Right in the city's inventory is an orb of Nosferat.
    During the start of the second turn, the advisor informed you that one of the
    Empire's informant in the Undead has provided some news that a Nosferat called
    Krath'du has disappeared from the Undead Capital.
    Near the Rivend city is the Lookout Tower that gives you the Tome of Sorcery,
    there is a Rogue Squire guarding it denying your access, just clear your way.
    After looting the ruin, there will be a message of an inscription about 
    Krath'du laying eyes on the lady blah blah, and you wonder what it means. If
    you continue to go west, you will come across more human and wolf units as 
    well as the Abandoned Shelter ruin. I hope by now, your troops are strong
    enough to take them out, especially the unit with two Witch-Hunters and an
    You can train your troops at the troops trainer for a while before you proceed
    even further. After looting the Abandoned Shelter, Drega Zul will give
    confirmation that a vampire has been there before. Now let's move on, as you
    attempt to enter the Undead territory(which is just north of the Abandoned
    Shelter), Drega Zul warns you about the danger. Proceed north and you'll see
    another city, this time under the Dwarves. The city Kekkut's defenses
    basically consists of only 1 Hill Giant, a dwarf and 1 Alchemist. After you
    took over it, a dwarf will curse you for what you have done. 
    Finally you have reached the northern end of the map, you can go east, a
    hermit stops you from going further and casts a spell on you, it causes 15
    hit points damage, it's up to you whether you want to heal, I chose not to.
    Explore the ruin just a little further away, it's the Alchemist's lab, clear
    it and Derga Zul says that it looks like Krath'du has no dealings with the
    dwarves. Now you might want to rest your troops a little while the rest take
    care of things, or you can just move on.
    Go south and there are two Giant Black Spiders waiting, your troops can manage
    them now I think, so just show them who's boss. Go south again(you should
    probably see your capital again, so let's say we are going in a circle) and
    something attractive caught your eye, non? yeah two treasure chests. Go take
    them, Drega warns you again about sightings of Krakens around this area, go
    nearer, and a kraken appear out of nowhere! And Miss Drega begin shouting
    about how you have awakened a monster! It's all your fault, who asks you to be
    so greedy? Well, let's have some Kraken meat to calm down from the shock.
    South of your capital stands the Fendhill city. You will get the Spirit Staff 
    from killing the guard unit in front of the city, and there'll only be a Man
    at Arms defending the city, how useless! Once the city is yours, a peasant 
    will tell you that Krath'du's name brings horrible memories.
    Only a small part of fog that's not cleared, but you should see most of the
    stuff anyway, the wolf land(the area where groups of wolves await to devour
    you) and Drega Zul once again(she's pretty free isn't it, appearing here and
    there and everywhere) reminds you to be careful about the wolf-beast thing.
    The last unit of wolf blocking your way up the plateau will leave behind an
    Unholy Dagger Artifact when you destroy it. 
    You will be stopped by a Rock giant when you try to go up the plateau with
    another city on it. He tells you to turn back or face the consequences. Empty
    words for he has no reinforcements. The city is Kalajit owned by the Dwarves
    group.  Bring it under your rule and your reward is an insult from the great
    and mighty dwarf villager.
    So what remains is the Ruined Castle, and the name sure does sounds like the
    place where a vampire lives. Prepare your troops, heal them at Kalajit and
    get all the equipment and potions and whatever(I'm actually exagerrating haha)
    and attack the ruin. You will then fight 2 Initiates and 1 Deathdragon and
    you will get the staff of Nightmare after you beat them.
    Now where the heck is that Krath'du fellow? You vampire coward! Come out now!
    Alright he'll appear right away and tell you how he has been waiting and
    stuff, then he casts a spell on Drega Zul and she now has become your enemy.
    So your advisor suggests that you kill Krath'du to break the spell. Now it's
    up to you whether you want to kill Drega Zul or not, by now she is sort of
    redundant to the quest, I tried both methods, to kill her then Krath'du, as
    well as to kill Krath'du right away, leaving her unhurt. No difference at all,
    you'll still get the 'You have successfully completed the quest message' as
    well as the same old familiar congrats screen. But one thing is, since Drega
    is under Krath'du's control, she will come after your troops. She has 1 Shade
    and 2 Zombies in her unit. If you wait for the next turn after Drega has been
    transformed, a scout named Geldwin will appear just south of your capital
    saying that he will help you out(because you have lost a precious leader). No,
    don't look down on him, his unit is pretty strong- 1 Paladin, 1 Imperial
    Knight and 1 Imperial Assassin.
    -Krath'du's unit
    1 Skeleton Warrior
    HP        : 220
    Damage    : 75
    Initiative: 50
    Armor     : 0
    1 Phantom Warrior
    HP        : 320
    Damage    : 125(Can paralyze as well)
    Initiative: 50
    Armor     : 0
    HP        : 90
    Damage    : 14 to all 6 units
    Initiative: 50
    Armor     : 0
    Wards     : Fire and mind
    PART B: Using the Undead Hordes
    When the game starts, a death knight will tell you that the Nosferat Krath'du
    has fled the capital with soldiers loyal to him and that he is seeking Drega
    Zul- the half human, half undead. Now you must stop him from spreading the
    dark gift.
    Get ready your troops and we are off! Now you only need to move a little(say, 
    like 3 steps?) and a rogue squire will come up and call you flithy, nope he
    won't give you a chance to reply, he'll just attack you. He's too weak against
    your unit so don't worry at all.
    You might want to go north of your capital to explore the Alchemist's lab,
    and will find out that Krath'du isn't there. West of your capital locates a
    city Kekkut, you will get insults from a Dwarven villager when you take over
    it. Leave the spiders for now, you are still not strong enough for them. If
    you go south from your capital, you will find the Abandoned Shelter. Krath'du
    has been here, but there's no indications where he went.
    Continue and if you have the money, train your troops at the Troops training
    area. Now go east and try attacking the city Rivend, but it's not so easy,
    the people of Rivend  will sound the alarm and alert the mages when you
    approach. A spell causing 50 HP damage is cast on your unit, so heal up, if
    not use another unit to fight them.
    It seems that Krath'du has infected more innocents than you know. Near the
    city Rivend is the Lookout Tower, loot it and proceed to take the two treasure
    chests on the sea. Your Advisor will warn you of the dangers involved(Krakens)
    and sure indeed, a Kraken pop up so get ready to fight it.
    From here, go south to take another city(You'll pass through the Empire's
    territory) Fendhill, still no news of Krath'du. At this point, you'll most
    likely see Drega Zul(remember she is working under the Empire now and so that
    makes her your enemy) wandering around, if you are strong enough, I believe
    she won't ever attack you, but it's highly unlikely that she will even if you
    are not because she's not supposed to die anyway. You'll find the boots of
    speed dropped by the Spearman and Thug unit near the Empire's capital.
    Now you can take the chance to take on the Spiders, one of them has a treasure
    so you might not want to miss out on that as well as the experience points. 
    If you go east, you'll spot wolves so just clean them out and go up the 
    plateau, the last wolf unit leading up to the plateau will give you an Unholy 
    Dagger when defeated. 
    Capture the city Kalajit and go on north to the Ruined Castle. Attack it but
    be prepared to face 1 Deathdragon and 2 Initiates. After you beat them, your 
    Advisor will inform you that Krath'du is near, and indeed he is! He will
    show up and tell you how he is going to create a new, superior race with his
    Drega Zul, after which he will cast a spell on your unit, depleting 75 HP, so
    heal up again either by going into the city nearby(that's Kalajit) or by using
    potions. You can go after him once you gain back control, kill him and 
    everything will end, the Undead's sacred blood will spread no longer. 
    Congratulations! You have successfully completed the quest!
    -Krath'du's unit
    1 Skeleton Warrior
    HP        : 220
    Damage    : 75
    Initiative: 50
    Armor     : 0
    1 Phantom Warrior
    HP        : 320
    Damage    : 125(Can paralyze as well)
    Initiative: 50
    Armor     : 0
    HP        : 90
    Damage    : 14 to all 6 units
    Initiative: 50
    Armor     : 0
    Wards     : Fire and mind
    Now you must take note that because you are playing as the Undead and Krath'du
    is an undead as well so his unit is immune to death magic attacks, so use Lich
    Queens as they uses fire and even though Krath'du is able to ward against it
    the first time, he can't anymore after that, the others is up to you. My unit
    consists of Lich queens, Zombies as well as Doomdrakes. Krath'du has very low
    HP so it will probably take at most three turns to kill him using Lich Queen's
    magic attack. Then you can take care of the Phantom Warrior and Skeleton
    Warrior, but they are quite strong so beware and be prepared. 
    Rivend-Lv 3
    Guarding unit 1: 1 Rivend Spearman, 1 Spearman
    Guarding unit 2: 1 Peasant, 1 Man at Arms, 1 Rivend Spearman
    City's moving party: Mage, Rogue Squire, Master Thug
    City's defenses: Archer, Spearman, Mage
    Fendhill-Lv 1
    1 Master Thug, 1 Spearman, 1 Archer
    1 Man at Arms
    Kalajit-Lv 2
    2 Dwarves, 1 Mountaineer, Druidress, Venerable Warrior
    Kekkut-Lv 2
    1 Hill Giant, 1 Dwarf, 1 Alchemist
    Unexplored Ruins
    Lookout Tower
    1 Spearman, 1 Archer
    Loot: 1 Tome of Sorcery
    Abandoned Shelter
    1 Brown bear
    Loot: 1 Staff of invisibility
    Alchemist's lab
    1 Druidress, 1 Warrior, 1 Alchemist
    Loot: Talisman of life
    Ruined Castle
    1 Deathdragon ,2 Initiates
    Loot: 1 Staff of Nightfall
    Enemies on map
    Thug, Master Thug, Squire(Rogue), Man at Arms, Peasant, Spearman, Archer, 
    Mage, Wolf, Polar Bear, Giant Black Spider, Werewolf
    The dwarves:
    Hermit, Hill Giant, Dwarf, Alchemist, Axe thrower, Druidress, Flame Caster,
    Warrior, Forge Guardian, Mountaineer, Rock Giant, Venarable Warrior
    Rivend Market:
    Life potion
    Potion of Restoration
    Potion of Healing
    Treebark Potion
    Potion of Fortune
    Potion of Celerity
    Lizard Man orb
    Staff of Travelling
    Kekkut Blacksmith:
    Life potion
    Potion of Restoration
    Potion of Strength
    Elven Boots
    Potion of Might
    Healing Ointment
    Zimraan's Tower:
    Ignis mare
    Ignis Potens
    Deus Talonis
    Ignis carn
    Troops training
    (Provide your troops with training to upgrade them)
    Items found in money bags/treasure chests:
    1 Gold Ring
    1 Banner of Strength
    1 Silver Ring
    1 Highfather's potion
    1 Potion of Healing
    1 Ironskin Potion
    1 Potion of Swiftness
    1 Ancient Relic
    1 Tempest Scroll
    1 Incantare HellHound Scroll
    1 Emerald
    1 Thanatos Blade
    1 Treebark potion
    1 Orb of Lychanthropy
    1 Potion of Accuracy
    1 Potion of Strength
    1 Titan's Might potion
    1 Chant of Arms
    1 Orb of Freezing
    4)   Hellish Invasion   &&&
    -The Empire and Mountain Clans have lived peacefully for years. However, the
    Red Dragon has awoken from a long slumber and now exerts power and influence
    over the people of the Valley.
    Objective: Find the Unholy Portal and capture it so as to drive the demons
    away from the land.
    Wow, the Red dragon...I wonder will it be as beautiful as the Blue dragon? You
    can use either the Empire or Mountain Clans. (Seems like the Empire is
    involved in a lot of events huh?)
    Map Size: 48 x 48
                            | M          N      E   |
                            |                       |
                            |                       |
                            |          F            |
                       West |                       | East
                            |                       |
                            |                       |
                            |   A      P          I |
                            |                       |
    M: Mountain Clans capital
    N: North Keep city
    E: Empire capital
    F: March Fort city
    A: Avgrundskval city
    P: Unholy Portal
    I: Inferno city
    PART A: Using the Empire
    A message will say of how the Empire and Mountain clans have lived side by
    side but then things changes, so now you must find the source of evil and
    destroy it.
    One important to take note, the enemies of this quest are very strong, so
    pay heed. After you have formed your armies, you can move out to increase
    their levels, you'll need to really gain every experience point possible,
    because if you do not, you are going to regret it deeply once you advance to
    the Demons' land.
    Okay, go west of the capital, the spearman unit will tell you that they can
    defend themselves from the demons since you can't(since when did I say I 
    can't?), to proceed further, you'll need to get rid of them all, plus the XP
    you need to earn, no matter how little it may be. The city North Keep can be
    taken. They have 3 Spearman, 1 Archer and 1 Man at Arms guarding it. No items
    given though. Move on west and you'll reach the Mountain Clans' territory,
    forget about them and move on, though you might want to leave a unit to guard
    the way because they will most probably attempt to take over your unguarded
    On the other hand, go east from your capital with your other troops. There's a
    ruin Tjuvhall so do what you need to, then proceed to go south. A peasant unit
    appear and asks for help, you can choose to attack him, your choice, he won't
    thank you even if you get rid of those demons for him. Clear your way south
    and a unit consisting of 3 Cultists warp in and join your cause, well they
    can't stand the Dragonlord anymore, okay but three Cultists can't do much 
    against those strong enemies, I leave them to buy potions and spells for me,
    so you make your decision on how to use them. 
    Alright back to your troops at the Mountain Clans territory, south of their
    capital is the Abandoned Farmhouse, after you're done with it, just continue
    going southeast, and take over MarchFort, you can gain a considerable amount
    of Xp there as well as the Titan's Might Potion and Life potion. After 
    clearing everything, you can detour a bit and go straight down south. You'll
    find Perthin(an unexplored ruin) and the city Avgrundskval. Pretty tough
    enemies you have there so be careful and be prepared. Talk to the dwarf near
    near the city and get a Healing Ointment.
    Okay, now let's go back to your other batch of troops, go south and you'll
    pass through a place that which you hope to see so much you are dreaming of it
    the moment you face those Demons. Yeah, a Training Camp! Make full use of it,
    I suggest throwing all your money into it(okay please put healing and buying
    potions and stuff into consideration) and train and train and train! If you
    don't have that much money, wait for more turns to pass to get more $$ in your
    pocket and train and train and train! Okay I can't emphasize enough on  how
    important it is to train your troops. Go southeast, and there's another city.
    Ah-har! It's Inferno city! Even its name sounds intimidating, and it indeed
    is. You'll definitely have to kill a Skeleton Champion in order to be able to
    attack the city. Two units in the city. The moving party unit consists of a
    Occultist, 1 Specter and 2 Imps. So you say not too much of a problem? Yeah
    sure thing buddy, wait till you meet up with the Bone Lord in battle, he/it is
    in the city's defenses. He/It has 400 HP and does 78 Damage, not to mention
    that he is immune to mind and death(good thing ya not using the Undead)
    attacks. After you managed to take over the city, look under the city's
    inventory to get the Staff of Necromancy and a Life Potion, okay not too much
    of a reward but let's just make do with it, heal up and proceed west to
    Demon's Den to meet up with the Beast, yeah 420 HP as well as causing damage
    of 70 to all 6 units. Great?
    Ho-ho, if you can't defeat him, then you can forget about completing the
    quest. Why? Because dear Mr Red Dragon is so much more powerful. Worry not
    though, no enemy is undefeatable, it just depends on how you plan the fight
    with it. 
    Finally, by now all your troops are just waiting to attack the Unholy Portal.
    Need information on the enemy? No problem! I'll give you that, but before
    that, if you attack the city, a Demon will pops up, say some stuff and two 
    Demon units appear in front of the city. Your unit suffers a spell damage of
    75HP, so heal up and prepare to kill all of them to show your might!-cough-
    The two Demon units consist of just a Demon each so you can get rid of them
    quite easily I believe. The rest is up to you, I'll give you some suggestions,
    hope they will help you at least a little. Good luck, the Red Dragon is
    really awesome.(though I still prefer the Blue Dragon :P) 
    P/S: Scroll down to after the section on using the Mountain Clans, and the
    information as well as comments are all there.
    PART B: Using the Mountain Clans
    Game starts and it will be said of how the Empire and the Mountain Clans
    have lived side by side for years, but now everything has changed due to the
    awakening of the Red Dragon, now you must find that evil and destroy it once
    and for all.
    Ah the Mountain Clans, this is the race that I always have problems with. YEAH
    their initiative is the main problem, why is it so low? Argh... you had better
    be prepared for the hard time you are going to have.
    But let me give you suggestions on the grouping of your troops if you want 
    some help. Try to upgrade your Novices to Alchemists, giving one more attack
    is what you'll need. Include giants in some groups, giants are the best for
    fighting the Red Dragon as well as some other stronger enemies. I made the
    wrong choice by upgrading my Axethrowers into FlameCasters, so don't make that
    mistake. The rest is basically up to you to decide, forget about Yeti though, 
    it's not as though it will cause more damage to flame-based enemies, in any
    case I don't use it at all, I'd rather hire more dwarves and upgrade them.
    Alright, now that everything is taken care of, let's move out!
    Once again, you might want to separate your troops into two groups and move in
    two different directions, that way you'll get to level all of them up, and
    also clear the map in a more systematic way.
    South of your capital is a ruin, Abandoned Farmhouse. After you are done with
    it, go southeast to take over the city March Fort, but before you even get to
    go near it, you'll get attacked by one of the human unit. Not a problem at 
    all, make them regret the very fact they tried to mess around with you. 
    Taking over March Fort will give you 1 Life potion and 1 Titan's Might potion,
    now don't complain too much, at least you get a place to heal up your troops.
    If you go east of your CAPITAL, very soon you'll see a city, North Keep.
    Humans are guarding it, they aren't very happy to see your face, and strictly
    warn you that clansman stay away, only humans.(Yeah buddy, when I was playing
    as the Empire, you told me to stay away as well, stop trying to act so BIG)
    Slaughter them all. Now proceed on your way and very soon you will have
    reached the Empire's territory. If you don't mind your cities being taken
    over, then you can leave them be, but if you do, leave a unit(the weakest
    unit) to guard the small path that separates the territory of both races.
    Just beside the Empire's capital is the Tjuvhall ruin. Upon looting it, well
    south we go! Reaching the Demons' land(I call them Demons' land because it
    is flooded with Demons as well as all the little evil creatures that you find
    so familiar), you will most likely meet up with a peasant unit asking for
    Alright, now the best thing to do is to go heal up your troops at March
    Fort(which you have taken over earlier I assume). After equipping and healing
    process has taken place, south is the direction we head. Go along the pathway
    down west and there's a ruin Perthin as well as a city Avgrundskval, if you
    go along the pathway down east, there's also a city Inferno and a ruin Demon's
    Den, yeah and a training camp as well(just what you really need!!!!!!!). Do 
    what you need to, and very soon, what remains is the Unholy Portal..........
    Huh? Oh yeah I know I know you want to know more about those ruins and cities?
    Fine, Perthin and Avgrundskval shouldn't be a problem, just some Devils, a 
    Demon and Fiend. Talk to the solo dwarf unit near Avgrundskval to get a 
    Healing Ointment. However Inferno and Demon's Den are rather annoying. Demon's
    Den has only 1 Beast(you get a little dizzy) but has 420 HP and causes 70
    damage to all 6 units in battle. Okay to even attack Inferno, you'll need to
    get rid of a Skeleton Champion(you scream). Inferno's moving party consists of
    just 2 Imps, 1 Occultist and 1 Specter. The city's defenses has only 1 Bone
    Lord. Bone Lord is not called Lord of the Bone for nothing, it/he has 400 HP
    and does 78 damage to 1 unit but is immune to mind and death attacks(you pull
    at your hair). Look under Inferno city's inventory, you will see a Life potion
    and also a Staff of Necromancy, erm okay not too much I guess, but better than
    nothing right?
    Now gather your troops, and be prepared to attack Unholy Portal. But take note
    of 1 thing: when you attempt to attack the city, a Demon will spout some
    intimidating words and attack you with a spell that depletes 75HP, at the same
    time, two units with a Demon each warp in, guarding the city. Heal up as and
    when you need for these final battles. When you've completed the quest, the
    lava pits/holes of the evil source will disappear and the land shall soon be
    transformed. Congratulations!
    Unholy Portal(Level 5)
    Moving party unit:
    HP        : 270
    Initiative: 35
    Armor     : 0+30
    Damage    : 80
    HP        : 170
    Initiative: 35
    Armor     : 0+30
    Damage    : 50
    HP        : 135
    Initiative: 40
    Armor     : 0+30
    Damage    : -60 HP to all 6 units
    City's defenses:
    -Red Dragon
    HP        :800 (WOW)
    Initiative:40(The game producers understand the plight of us gamers)
    Damage    : -125 HP to all 6 units (Now now I was just wanting to thank them! 
                                       But look at this!!)
    Armor     : 0+30
    Immune to Fire
    Now the real bad thing is that you can't use field spells on the Red Dragon,
    unlike when you are facing Demon Uther(the Empire's saga last boss) even 
    though the latter is stronger, huh? Why did I mention Uther? Oh well because
    the Red Dragon just reminds me of how I had a hard time completing that saga.
    Okay back to beating the Dragon, I recommend that you use summons. I always
    use them to check unexplored ruins as well as enemies' information because
    using my units are just too much of a risk. Bad when using them due to the
    fact that they don't do much damage and do not have very high HP either, and
    you had to waste so much mana to summon them.
    Good thing is you won't feel that pain when they die and they can give a
    little damage to the enemy, no matter how small, it's still something, though
    one thing I hate is when they miss in battle. So overall, try using summons to
    deplete however little HP from the Red Dragon, it will help somehow, trust me.
    Of course to use those summons, you need plenty of mana, so you might want to
    wait for turns to pass to gain more mana, no harm done right? Then gather your
    units and go after it one after another, as always, expect to lose troops, but
    it's part and parcel of each play I guess. Good Luck!
    North Keep-Lv 1
    3 Spearman, 1 Archer, 1 Man at Arms
    Inferno-Lv 1
    1 Occultist, 1 Specter, 2 Imps, 1 Bone Lord
    Avgrundskval-Lv 2
    1 Fiend, 1 Demon, 1 Devil
    March Fort-Lv 1
    3 Spearman, 1 Peasant
    Unexplored Ruins
    2 Thugs, 1 Master Thug
    Loot: 1 Emerald
    Abandoned Farmhouse
    3 Master Thug
    Loot: 1 Boots of Speed
    Demon's Den
    1 Beast
    Loot: 1 Runic Blade
    2 Devils
    Loot: 1 Horn of Awareness
    Enemies on map:
    Man at Arms, peasant, Spearman, Master Thug, Thug, Wolf, Squire, Archer,
    Zombie, Demon, Demonologist, Specter, Possessed, Cultist, Occultist, Devil,
    Fiend, Fat Imp, Ghouls, Anti-Paladin, Berzerker, Imp, Skeleton Champion 
    Warwick's shop:
    Life potion
    Potion of Healing
    Potion of Restoration
    Furren's shop:
    Life potion
    Potion of Healing
    Potion of Restoration
    Potion of Might
    Titan's Might Potion
    Potion of Fortune
    Sallat's shop:
    Life potion
    Potion of Restoration
    Potion of Healing
    Othon's Tower:
    Wrath of God
    Holy Strength
    Summon II: Valkyrie
    Ice Spirits
    Yggar's camp(Provide your troops with training to upgrade them)
    Items found in money bags/treasure chests:
    1 Lich Orb
    1 Banner of Restoration
    1 Potion of Accuracy
    1 Potion of Healing
    2 Life Potion
    1 Silver Ring
    1 Incantare Berliarh Scroll
    1 Potion of Striking
    1 Diamond
    1 Tome of Sorcery
    1 Banner of Celerity
    1 Orb of Restoration
    1 Orb of Icefall
    1 Potion of Fire Warding
    1 Menta Minoris Scroll
    1 Treebark Potion
    1 Talisman of Bane
    1 Potion of Celerity
    1 Touch of Mortis Scroll
    5)   Hureth Valley   &
    -Before Dark Prophecy came, there lived a great witch Thalrisa who exerts her
    power and force over the greenskins to do her bidding until they could stand
    no more. They hunted her into a Valley known as Hureth. She thus imprisoned 
    herself with 3 Elemental Guardians, who at the time, melted away into forms
    of mana crystals.
    In this quest, you choose either the Empire or Mountain Clans. 
    Map Size: 48 x 48
                            |                       |
                            |                     M |
                            |   T                   |
                            |                       |
                       West |                     R | East
                            |     G                 |
                            |                       |
                            |        E              |
                            |       V               |
    T: Thalrisa's unit(the magic land)
    M: Mountain Clans capital
    R: Runia city
    G: Gnarthwood city
    E: Empire capital
    V: Entrance of the Valley
    PART A: Using the Empire
    Your Objective: To capture the Mountain Clans' capital.
    This quest's purpose is rather unclear, but nevermind that. When the game
    starts, a Pegasus Knight will appear and begin telling you some stuff on how
    the Mountain Clans will send for help and so on and the Empire have laid a 
    siege at the mouth of the Valley to force the Clans into submission, and how
    you have an experienced warrior Sir Glorcliff to lead the attack on their
    capital. Well this Sir Glorcliff is not really that experienced as you
    imagined him to be. He's only at level 1, but good thing is he had an Imperial
    Assassin with him. Now let me give you some information on the guardian of the
    Mountain Clans' capital.
    -Stats of Vithar
    HP        : 98
    Damage    : 66 to all 6 units
    Initiative: 90
    Armor     : 0+50
    Shouldn't be too much of a problem I believe. We can move out once
    preparations are complete. This is a rather short quest, not too many enemies
    around the map, all of them are Greenskins and Wolves. Only a small amount of
    events, and no particularly hard enemies. Relieved? Hope so. Let's get moving
    Start by going north from your capital and clear your way of all the 
    Greenskins units and very soon you'll reach the city, Gnarthwood, you'll
    get a tome of war after taking it over. Further up is the Abandoned Farm,
    it gives the Talisman of Life when you defeat the Ogre inside. Okay, now
    you can choose to go east or continue north.
    North- the magical land, where you find plenty of mana resources(WOW), and
    also the witch Thalrisa(so she's just a specter huh?) If you attack her, she
    will go blabbling about revenge and cast a spell on you, and that does like
    only 30 damage? Eh oh well, she is just too weak(a specter only paralyses, 
    remember?) but she had a Dreadwrym(450HP, 65 damage to all 6 units) with her,
    so that make things harder. After you defeat her, the path to Thalrisa's
    temple open up but I suggest you heal up first.
    Attack the temple and two Thalrisa's servants units appear, not too much of a
    hassle, just that there's a Doomdrake in one of them. Once you've cleared the
    whole area, Thalrisa is considered complete history, and now you'll go after
    the Greenskins! and the Mountain clans!
    East- Wolves and Greenskins packed the land, but just kill them all, once in
    a while as you proceed, those Greenskins units will insult you and some will
    attack you as well. Abandoned Farm is just after them, as well as Runia(city).
    Heal up your troops at Runia once you've taken it over, you should be ready to
    attack the Clans' capital(which is just slightly north of Runia). Good luck in
    taking the capital. Basically the city defenses that you met with will be 
    different from mine(I think the units are just randomly chosen) but it's
    very likely that the Clans will use tenderfoots to increase the attack
    strength of Vithar, so be prepared for that.(Vithar's attack damage will be
    something like: 66+16 to all 6 units) after a tenderfoot uses boost on him.
    Ending: Do I still need to say it? It's the all too familiar congrats screen.
    PART B: Using the Mountain Clans
    Your Objective: Get a scout past the Empire's siege at the mouth of the Valley
    Game starts and it is said of how you need to colonize the valley to collect
    large amounts of mana crystals. But the Greenskins that feared magic won't
    allow you to do so, and the Empire wants the land for themselves.
    Playing the Mountain Clans sure is hard, but this time, you get a real big
    bonus, because all you need to do is send a messenger to the Valley's entrance
    to seek reinforcements from neighboring Clans. You can even just go along the
    path down to the entrance of the Valley and clear just enemies along that 
    path. No, that's not cheating, but you just won't get that feeling of
    satisfaction of exploring the whole map. And I suppose it's my
    responsibility to provide you the whole walkthrough(gives myself a pat on
    shoulder) so here we go.
    Two directions to go from your capital: south and west.
    South- City Runia, guarded by the Greenskins. Take it over, heal up, and raid
    the unexplored ruin Abandoned Farm further south. Brace up and off we go,
    cleaning the land of Greenskins and wolves, quite a lot of them. One more
    thing is: there are werevolves as well so be sure you have magicians or 
    something like that before you attack their unit. Very soon you'll reach the
    Empire's territory.
    West- The magic land, full of mana resources for you to take over, nope that's
    not the destination, but detouring off a bit and making them yours won't hurt.
    Unless you are so afraid of taking on Thalrisa and her few minions. Right,
    upon seeing you, Thalrisa promises revenge on you and casts a spell on you.
    It causes 75HP damage...hey it wasn't like that when I used the Empire!! :(
    Heal up and take care of her, she has a Dreadwyrm with her, and that Dreadwyrm
    has like 450 HP, so take your time depleting its HP. Cast whatever spell you
    have learned on it. AFter defeating Thalrisa's unit, the path to Thalrisa's
    temple cleared but when you approach the temple, two units warp in, they
    are Thalrisa's servants, and have come to avenge her. One of the unit has a
    Doomdrake, so be careful, the rest are just pushovers.
    After you are finished with the magical land, go south and you'll come to the
    Greenskin Outpost. Very near to the Greenskin Outpost is the city Gnarthwood,
    that which belongs to the Greenskins, now you can take over it and obtain a
    tome of war. If you go down south, you will reach the entrance of the Valley,
    and your mission for this quest is complete! (Easy isn't it?) No big fights!
    Gnarthwood-Lv 2
    1 Ogre, 1 Troll
    Runia-Lv 2
    Moving party unit: 2 Orcs, 1 Goblin 
    City Defenses: 1 Orc Champion, 1 Goblin
    Unexplored Ruins
    Greenskin Outpost
    1 Orge
    Loot: 1 Talisman of Life
    Abandoned Farm
    2 Orcs, 1 Goblin
    Loot: 1 Treebark Potion
    Thalrisa's Temple
    3 Shades
    Loot: 1 Zombie Orb
    Enemies on map:
    Ogre, Goblin, Orc, Orc Champion, Polar bear, Troll, Goblin Archer, Wolf,
    Werewolf, Dreadwyrm, Specter(Thalrisa)
    Gruntwort's Goods:
    Potion of Healing
    Life potion
    Potion of Restoration
    Potion of Striking
    Potion of Speed
    Yuggin's Tower:
    Holy Armor
    Mind Ward
    Stone Rain
    Summon II: Evil Ent
    Tralar's shop:
    Life Potion
    Potion of Restoration
    Potion of Healing
    Righon's Camp(hiring):
    Items found in moneybags/treasure chests:
    1 Elven Boots
    2 Potion of Protection
    1 Staff of Nightfall
    1 Soul Crystal
    1 Summon II: Golem Scroll
    1 Potion of Vigor
    1 Healing Scroll
    1 Orb of Restoration
    6)   Ice-Mar   &&&
    -Region of Rheal, the Ice-Mar, an offshoot of the Mountain Clans have declared
    war on the three races(Empire, Legions and Undead). Having gained allegiance 
    of the Rheal Elves, they wanted total destruction of all that is foreign to
    Your Objective: Capture the city, Ice-Beacon.
    Three races for you to choose from: the Empire, the Legions of the Damned, as
    well as the Undead Hordes.
    Map Size: 72 x 72
    Using the Empire/Legions of the Damned/Undead Hordes
    The map for this quest is rather huge, so as expected there are plenty of 
    enemy units around, you'll most likely be able to level up your units till
    they reached the last upgrade. One thing to keep in mind though, the enemy
    units are very strong, ensure that you make the correct choice in building
    your castle.
                           |                              |
                           |    D      K            E     |
                           |                              |
                           |    N                         |
                           |           R            I     |
                      West |                              | East
                           |                              |
                           |      G   V                   |
                           |                              |
                           |                              |
                           |      U                  B    |
    D: Legions of the Damned capital
    K: Khazan Keep city
    E: Empire capital
    N: Necropolis city
    R: Runia city
    I: City Ice-Beacon
    G: Gryshana city
    V: Elven city
    U: Undead Hordes capital
    B: Glory-Berg city
    Finished forming your troops? Let's go kick some butts then. Like always, you
    can clear the area around your capital before proceeding on to harder enemies,
    you don't get much events in this quest for all the three races, but I will
    list the differences below under the Events section. 
    Since your aim is to take over Ice-Beacon, you actually can ignore
    other units and cities and go straight after it. Not only will it not affect
    the story, you'll find that in most cases, the events aren't really that
    important. Okay, let's get started.
    This map, though larger, is not much different from others that you've played
    through, there are Ice-Mar units spread throughout the whole map, as well as
    their ally the Rheal Elves. The elves and Ice-Mars themselves actually don't
    pose much threat, it's just the number of them, you'll need to be prepared to
    spend quite some time on this quest. There are also a considerable number of
    Greenskins around the map, not to mention the Legions and Undead. Try hiring
    more units to guard and explore simultaneously, things will become less 
    tedious this way.
    There are a total of six cities on the map, so make full use of them to heal
    up. Along the way clearing up enemies whilst exploring, you'll meet up with
    units that attack you when you approach them, as well as units that blast you
    with tonnes of insults when you attempt to take over their cities, plenty of
    sarcasm but I'm sure we have all gotten pretty used to it.
    One last thing is about the Dragons. There are a total of 4 Dragons on the map
    (excluding the white dragon which is in a city) 3 Green and 1 Red Dragon:)
    They are random in the sense that you can choose not to fight them because
    they are located at more desolate areas so they WON'T be blocking your path or
    way that makes you HAVE to attack them. I hope that's good news to you. When
    you are ready to capture Ice-Beacon, be sure to use whatever strengthening and
    guarding potions and spells on your units because the you've to fight the
    White Dragon. Use Summons if you have them. Good Luck.
    Ice-Beacon-Lv 5
    1 Dwarf
    HP        : 259
    Armor     : 0+30
    Damage    : 46
    Initiative: 40
    1 White Dragon
    HP        : 700
    Armor     : 0+30
    Damage    : 100 HP to all 6 units
    Initiative: 40
    Immune to Air
    a)For all three races
    -Your advisor or someone from your troop will tell you about the secret of 
    Khazan Keep. It is said that on the 25th of the month, the owner of the city
    will get a powerful beast/creature as an ally. For my case, nothing appeared
    on the 25th. 
    -At the area around Ice-Beacon as well as Glory-Berg city where there are
    plenty of polar bears, spells will be cast on your units continuously as long
    as you are moving around in that area, the source remains unknown. The spell
    casting stuff will end once and for all when you've completely cleared that
    area of all the enemy units. From some of the conversations, I believe it
    has something to do with the weather there, but the exact reason remains
    -Units of Ice-Mar will keep on warping in on the map so don't leave your
    cities unguarded.
    b)For the Empire:
    -The Archangel Belle near just beside the capital will become your ally when
    you talk to her. She talked of how the witch-hunters have forced her out of
    the city Runia and asks that you help her get back to the city. Once you move
    her near the city, she will become neutral again, after which she'll tell
    you to take care of the witch-hunters then she will reward you. Once you've
    taken over the city, she disappears and Darius the Dark angel pops up and 
    calls Belle a fool to ask for your help, she also says that the curse has been
    lifted. The witch-hunter Artemis will then question your actions and tell of
    how he and his group are loyal to the Empire and now they are being attacked
    by the Empire's soldiers(in his conversation he said 'brothers').
    -South of the capital locates a sole wolf unit and when you attempt to attack
    it, an Acolyte will inform you about this rabid wolf mutilating bear cubs 
    and that if you slay it, the animal trainers can tame the bears for the 
    Empire's cause. So do as she says, and indeed you get to control the Polar 
    Bear unit nearby.
    c) For the Legions:
    -If you slay the wolf unit south of the Empire's capital, the Polar Bear unit
    just behind will become the property of the Empire. Duh! =(
    d) For the Undead Hordes:
    -If you slay the wolf unit south of the Empire's capital, the Polar Bear unit
    just behind will become the property of the Empire. Argh! :(
    -Take over the city Necropolis and you get to control the Mantis Spider! =)
    Gryshana-Lv 2
    1 Titan, 1 Witch-Hunter
    Gives: Orb of restoration
    Necropolis-Lv 1
    1 Titan, 1 Witch-Hunter
    Gives: 1 Orb of Life
    Khazan Keep-Lv 1
    2 Elf Rangers, 1 Forest Elf, 1 Centaur Lancer
    Gives: 1 Silver Ring and 1 Emerald
    Runia-Lv 1
    1 Witch Hunter, 2 Squires
    Gives: 1 Life potion and 1 Ruby
    Glory-Berg-Lv 1
    3 Dwarves, 1 Warrior
    Gives:1 Diamond,1 Ancient Relic and 1 Gold Ring
    Elven City-Lv 3
    Moving Party unit:1 Forest Elf, 1 Centaur, 1 Centaur Lancer
    City Defense unit:1 SkyLord(420 HP, Damage 140), 1 Elf Ranger
    Gives: 1 Silver Ring, 1 Life Potion, Emerald, 1 Mjolnir's Crown
    Unexplored Ruins
    1 Ghouls, 1 Wyvern
    Loot: 1 Boot of traveling
    Ice Warrior
    1 Warrior, 1 Novice
    Loot: Horn of Awareness
    Ice Tower
    3 Yetis
    Loot: 1 Bethrezen's claw(Great Artifact!)
    Beggars Tower
    2 Thugs, 1 Peasant
    No loot, just 350 GP(yeah I don't consider GoldPoints as loot)
    Lost Temple
    1 Axethrower, 1 Warrior
    Loot: 1 Potion of Invulnerability
    Ice Hideout
    1 Forge Guardian, 1 Dwarf
    No loot, just 150 GP
    Frozen Tower
    1 Centaur Lancer, 1 Griffin
    No loot, just 400 GP
    Gryshana Prison
    1 Dwarf, 1 Flamecaster, 1 Elf Ranger, 1 Centaur Lancer
    Loot: 1 Potion of Air Warding
    1 Orc King, 2 Goblin, 1 Goblin Archer
    Loot: Staff of Twilight
    Enemies on map:
    Demon, Forest Elf, Elf Ranger, Centaur, Centaur Lancer, Wolf, Kraken, Orc,
    Orc Champion, Spearman, Man at Arms, Griffin, Wizard, Squire, Devil, Archer,
    Berzerker, Goblin, Goblin Archer, Green Dragon, Red Dragon, White Dragon,
    Thug, Zombie, Initiate, Titan, Witch-Hunter, Fighter, Warlock, Mantis Spider,
    SkyLord, RockGiant, Alchemist, Dwarf, King's Guard, Hermit, Hill Giant, Polar
    Bear, Axethrower, Warrior, Novice
    Kilgen's shop:
    Life Potion
    Potion of Restoration
    Potion of Healing
    Middle City Market:
    Tome of Fire
    Tome of Air
    Tome of Earth
    Ice Tower:
    Summon III: Stone Ancestor(Buy this if you can, helps a LOT in battles)
    Ice Spirits
    Necropolis Spells:
    Ice shield
    Vithar's Might
    Gryshana shop:
    Life Potion
    Potion of Protection
    Banner of Protection
    Potion of Healing
    Ice Breaker(Provides training for your troops)
    Items found in moneybags/treasure chests, from enemies:
    2 Potion of Fire Warding(Specially for use when you want to fight Dragons)
    1 Boots of Seven Leagues
    1 Orb of Water
    1 Orb of Lightning
    1 Potion of Might
    1 Holy Chalice
    1 Banner of Might
    1 Unholy Chalice
    1 Potion of Earth Warding
    1 Staff of Earth Elemental Control
    1 Banner of War
    1 Banner of Striking
    1 Orc Talisman
    1 Potion of Strength
    1 Etched Circlet
    1 Potion of Swiftness
    1 Orb of Frost
    7)   In Gold We Trust   &&
    -The people of Bythazar were against Prince Daxam's rule because he was so
    different from his father. In order to protect his monarchy, Prince Daxam sent
    royal security officers into cities and continue control of all the gold
    resources as his own, that includes those belonging to the Legions and the 
    Clans. (That punk!)
    Your Objective: Defeat Prince Daxam by capturing Bythazar castle.
    You can use either the Legions of the Damned or the Mountain Clans.
    Map Size: 48 x 48
    Using the Legions of the Damned/ Mountain Clans
                            | P                 B   |
                            |                       |
                            |       R               |
                            |                       |
                       West |                       | East
                            |                       |
                            |               M       |
                            |                       |
                            |   L                C  |
    P: Phonycian city
    B: Bythazar castle
    R: Rottingdam city
    M: Mystash city
    L: Legions of the Damned capital
    C: Mountain Clans capital
    As you can see from the map, whether you are using the Legions or the Clans,
    Bythazar castle is quite a long way from your capital, but the good thing is
    that you don't have to worry about not having enough enemies to level up your
    troops :P Alright for both Legions and Clans, you'll find plenty of Greenskins
    units outside your capital, blocking your path. Your advisor will point out
    that those not-so-intelligent Greenskins won't be able to think of such a plan
    and that most likely it's that BRAT Daxam's doing! I'm going to kick his butt 
    so hard he'd kiss the moon!(Eh? Does that sound familiar? ;P)
    As soon as you've finished preparing, you can start off by clearing all the
    Greenskins units surrounding your capital for XP, after which you can proceed
    to capture cities and gain resources. There's no extremely tough enemy here on
    this quest, and you can complete it in around 2 hours or so.
    Remember to train your troops whenever you get the chance and have the money.
    Like I've always said, waiting a few turns to earn some mana and GP isn't
    that bad an idea, as long as you stay out of the way of enemy units, they
    won't attack you, so don't worry about their movements. Right, as you go
    exploring around the map, you'll meet up with mainly two groups of enemies:
    Those supporting Daxam and those against him(Phonycians). You'll find that
    most Phonycian units are of Undead origin, and of course those supporting
    Daxam are of Human origin. Even though you are fighting against Daxam, the
    Phonycians won't incline themselves to you either. One thing to note is that
    at the Phonycian area, there is a Giant Spider, so make sure your troops are
    fairly strong before you go after it.
    When you are done with them, it's time to face Daxam and his minions, It
    shouldn't be a problem for you except that the defenses at Bythazar castle
    have high Armor protection, so take note of that. Now show that Daxam the
    punishment he must suffer for eyeing your gold resources.
    Ending: Congratulations! You've successfully completed the quest! (......)
    Bythazar castle-Lv 5
    Prince Daxam(He's an imperial assassin hoho)
    HP        : 108
    Armor     : 40+30
    Damage    : 60(can poison as well)
    Initiative: 60
    HP        : 112
    Armor     :  30+30
    Damage    : 45
    Initiative: 50
    Spearman(yeah there are 2 Spearman with slightly different stats)
    HP        : 112
    Armor     : 30+30
    Damage    : 60
    Initiative: 50
    HP        : 60
    Armor     : 0+30
    Heal      : 40
    Initiative: 10
    Green Dragon(Probably the only that you should worry about)
    HP        : 480
    Armor     : 0+30
    Damage    : 79 to all 6 units
    Initiative: 40
    Immune to Fire
    Kill the Priest as soon as you can, you don't want some healer to back your 
    enemy up. Include someone who can attack all 6 units at the same time, it
    will help a lot. Concentrate on killing those at the back row(the Priest and
    Daxam) first. The Spearmen should expire very fast, and what remains is just
    the Green Dragon.  It will be pretty pointless to heal in this kind of battle
    because one attack from the Dragon and your unit is at least half-dead. Unless
    of course if you have scrolls or something that heals all 6 units at least 75
    HP or more at one go, otherwise just keep on attacking.
    a) For both races
    - As you approach the Phonycian area(where Phonycian city is), the Spearman
    unit guarding it will stop you from going further, saying that it is by order
    of Prince Daxam and King Virgil that the area is off-limits.
    -Inside the Phonycian area, as you go south, a Thug appears and tells you to
    pay him some money because he has been such a savior to you by blocking the
    path that leads to the Giant Spider. Yeah right....*gives Thug a punch to the
    -Your units will get blasted with all sorts of spells at the area near 
    Bythazar castle. The highest damage that my unit suffered is a -60 HP spell.
    b) For the Mountain Clans
    -If you pass by the Obelisk statue, it will be said that the statue is only
    for the demons, only the Legions can use it, and that if anyone else goes near
    it, he'll get cursed. I don't know about the curse thing, but my unit got
    hit by a spell even though it's out of the Bythazar castle area.
    -Your advisor will give you some information on the heavy taxes that Daxam
    forces the people to pay, and so his elite guards had the finest armor(that
    gives a little clue to the HIGH Armor rating of his unit in the castle)
    c) For the Legions of the Damned
    -Ashkael, your Guardian(cool) will appear on two turns. First one informing
    you on the finest armor and weapon that Prince Daxam's elite guards are
    wearing. Second on the small kingdom of Bythazar having high concentration of
    gold, and also to teach Daxam what it means to insult the Legions.
    -This is not exactly an event, but I figured I'd put it down just in case
    anyone wants to know. I can't use Summons in this quest for whatever reason
    I don't know. I summoned an Avenger but he can't attack any enemy, and the
    strange thing is, after a turn has passed, he doesn't disappear. You people
    can try it for yourselves but just make sure you don't regret wasting mana as
    I did. =(
    Mystash-Lv 1
    2 Thug, 1 Master Thug, 1 Man at Arms
    Gives: 1 Ruby
    Rottingdam-Lv 2
    Moving party unit: 2 Squire, 1 Archer, 1 Imperial Assassin
    City Defense unit: 1 Man at Arms, 1 Mage
    Gives: 1 Life Potion, 1 Emerald
    Phonycian-Lv 4
    Moving party unit: 2 Zombies, 1 Ghost, 1 Warlock
    City Defense unit: 2 Fighters, 1 Doomdrake
    Gives: 1 Potion of Restoration, 1 Horn of Awareness
    Unexplored Ruins
    1 Squire, 1 Archer, 1 Apprentice
    Loot: 1 Potion of Strength
    Tygor Manor
    1 Fighter, 1 Ghouls
    Loot: Potion of Strength
    1 Templar, 1 Warlock
    No loot, just 400 GP
    Orc Tower
    1 Orc Champion, 2 Goblins
    No loot, just 300 GP
    Enemies on map:
    Necromancer, Doomdrake, Fighter, Warlock, Templar, Vampire, Orc, Orc Champion,
    Imperial Assassin, Thug, Master Thug, Marksman, Giant Spider, Priest, Wolf,
    Squire, Pegasus's Knight, Polar Bear, Goblin, Goblin Archer, Peasant, Archer,
    Man at Arms, Apprentice, Zombie, Lich Queen, Wyvern, Death Knight, Mage,
    Ghost, Werewolf, Witch-Hunter, Spearman, Green Dragon, Specter, Deathdragon
    Zoltars's Camp
    (Provides training for your troops)
    Ebhon's shop:
    Potion of Healing
    Life Potion
    Potion of Strength
    Potion of Might
    Turion's Camp(hiring):
    Orc Champion
    Items found in money bags/treasure chests, from enemies:
    4 Potion of Healing
    1 Silver Ring
    1 Talisman of Healing
    1 Bronze Ring
    2 Emerald
    1 Life Potion
    1 Sapphire
    1 Banner of Strength
    1 Etched Circlet
    1 Hecatomb Scroll
    1 Diamond
    1 Banner of War
    2 Gold Ring
    1 Vampire Talisman
    1 Holy Chalice
    1 Royal Scepter
    8)   Kadrath's Fall   &&&&
    -22 Years ago, Overlord Anthael came and declared war on the Empire and Clans.
    Many inhabitants surrender to Anthael. After the war, Anthael sent his great
    general Kadrath to maintain his reign. Kadrath sent his 3 spiritual children
    to spread his evil influence. They took over three cities and named them under
    their individual names- Babalon, Baphomet and Menkhaos. Legend has it that 
    Kadrath's disciples took years to build a gigantic magic citadel, which is to
    be protected by an immortal Guardian and that Kadrath's power came from the
    magical sigil formed by the three cities.
    Your Objective: Destroy Kadrath to put an end to his reign
    You can choose to use the Empire or the Mountain Clans.
    Map Size: 72 x 72
    Using the Empire/Mountain Clans
                           |            F            E    |
                           |   M                          |
                           |                              |
                           |                              |
                           |             K           P    |
                      West |                              | East
                           |                              |
                           |                              |
                           |                              |
                           |   B           A            M |
                           |                              |
    F: Frondburg city
    E: Empire capital
    M: Menkhaos city
    K: Kadrath's Fortress
    P: Baphomet city
    B: Babalon city
    A: Asmara city
    M: Mountain Clans capital
    I've had a real hard time here on this quest -wipes tears-  besides the
    Greenskins, the enemy units are really tough to get rid of. =( Kadrath's
    minions spread throughout the whole map. Fighting them feels like fighting
    against 80% Legions and 20% Undead. Not to mention that they are not level 1
    whiny weak units, most are at level 2 or 3. I hope I don't sound like a wimp,
    and I hope I don't demoralise you either. Please form your troops wisely......
    ready? Alright! Here goes...
    Game starts and your advisor will inform you on the spread of chaos and
    destruction throughout the realm and that thieves and Greenskins have started
    to roam the lands. 
    For the Empire: You will get to use an extra Scout unit(Rainon). He has two
    Squires and 1 Acolyte with him. All are at Level 1.
    For the Clans: You will get to use an extra Engineer unit(Baldaric). He has
    two Dwarves and 1 Axethrower with him. All are at Level 1.
    Some suggestions if you want, please remember to turn mana resources and
    mine under your rule as and when you get the chance. For the Empire, I
    suggest you let your Knights upgrade to Paladins, Paladins have Armor rating
    and it will prove to be very useful. Try to include apprentices in your
    troops, because as you know, some of the enemies are Undead, and the Undead
    have units that are immune to weapon. Archers will help too.
    Just remember though that Imperial assassins can't poison most of the Undead
    units(because they are immune to death attacks). For the Clans...erm well...
    Alchemists and Giants are what you don't want to do without. Yetis are okay
    just that I personally think that they don't do much damage. I let my dwarves
    upgrade into Hermits because it will take forever to reach Dwarf king or 
    There are no important events going on, so you can go ahead and clear your
    way without worrying which unit to attack and which not to.
    Raid all the ruins because they give you items which will help a lot in facing
    those tough enemies.
    Before you decide to attack Kadrath's Fortress head-on without exploring the
    whole map, please look who's guarding the path to the fortress. 
    You:"Okay, let's see..."
    You:"Oh, it's just a Demon, so he's the Guardian huh?"
    Me:"Yeah, that's him"
    You:"What? Then what do we have to be afraid of? a Demon has like only 270HP,
    even those with higher HP like 300 or a little more, I can kill it all too
    easily, with my best unit!" -attempt to fight Guardian-
    Me:"No...w-wait! d-don't!...STOPPPPP!"
    Ending: Your BEST unit dies and vanishes into thin air.
    To prevent the above scenario from happening, please KINDLY take the advice
    of your advisor when he say that you can't defeat the Guardian and that you'd
    better take over the three cities Babalon, Baphomet and Menkhaos. No, don't
    think twice about that, you are going to regret it deeply and greatly if you
    were to attack that Demon Guardian because he has 2056 HP, and his attack
    damage is rated at a maximum of 300. So please continue clearing the map.
    As you approach each of the 3 damned cities(they actually formed a triangle
    around Kadrath's Fortress), your advisor will appear to give you certain
    information on the city. Baphomet, Babalon and Menkhaos(the 3 spiritual 
    children of Kadrath) are all cultists, just that they have different stats.
    Babalon has the highest with 400 over HP, but still a cultist really can't do
    much, so I believe you'll have no problems taking over the cities. Once all
    the three cities are under your rule(villagers will thank you), it's the time
    to strike! So your advisor says! and yeah, you'll see an Armageddon spell 
    blasting the Guardian, and he's gone! Now you can attack Kadrath's Fortress
    with your best unit =) Good luck though, he's tough.
    Kadrath's Fortress- Lv 5
    Kadrath(He's an Abyssal Devil..urgh looks disgusting)
    HP        : 720
    Armor     : 0+30
    Damage    : 140(can petrify as well)
    Initiative: 40
    HP        : 105
    Armor     : 0+30
    Damage    : 45 to all 6 units
    Initiative: 40
    HP        : 220
    Armor     : 0+30
    Damage    : 75
    Initiative: 50
    IMPORTANT EVENTS(In this quest, the events for both Empire and Clans have NO
    difference at all):
    -As turns begin to pass, your advisor will inform you the findings of the 
    Priests of the temple of Aptha. They believed that the Guardian of the tower
    gathers his power from the magical trigonal formed by the 3 damned cities-
    Babalon, Baphomet and Menkhaos.
    -A few turns later, he will pop up to remind you that only the one that 
    controls the 3 sides of the trigonal can cast out the demon contained within.
    -Treasure above Asmara city- attempt to take it, and a unit consisting of a
    Deathdragon and a Skeleton Warrior warp in.
    -Elf messenger appear to inform you about the magical sites that Kadrath used
    to summon creatures.
    -Units of Kadrath's minions will continuously warp onto the map(most are
    demonologists) so, don't leave cities unguarded.
    Baphomet-Lv 2
    Baphomet(Cultist), 1 Cultist, 2 Imps
    Gives: Imp Talisman
    Frondburg-Lv 1
    1 Necromancer, 1 Skeleton Warrior
    Menkhaos- Lv 2
    Menkhaos(Cultist), 1 Anti-Paladin, 1 Berzerker, 1 Incubus
    Gives: Incubus Talisman
    Babalon- Lv 3
    Babalon(Cultist),1 Infernal Knight
    Gives: Infernal Talisman
    Asmara-Lv 1
    Unexplored Ruins
    Empire Castle Ruins
    2 Fighters, 1 Ghost
    Loot: 1 Lightning Scroll
    Manbatha Temple
    2 Zombies, 1 Warlock
    Loot: 1 Ring of Strength
    Temple of Thunder
    2 Templar, 1 Warlock
    Loot: 1 Staff of Thunder
    Dark Temple
    2 Templar, 1 Shade, 1 Wraith
    Loot: Boots of Speed
    Anthael's Garrison
    2 Skeleton Warrior, 1 Vampire, 1 Shade
    Loot: Staff of Twilight
    Greenskins Hideout
    2 Orcs, 2 Goblin Archers
    Loot: Treebark Potion
    Haunted Halls
    1 Moloch(pretty tough)
    Loot: 1 Holy Chalice
    Anthael's Monastery
    1 Zombie, 1 Death, 1 Shade, 1 Lich
    Loot: 1 Tome of Sorcery
    Enemies on map:
    Master Thug, Thug, Peasant, Ghost, Zombie, Initiate, Specter, Man at Arms,
    Goblin, Goblin Archer, Orc, Orc Champion, Centaur, Centaur Lancer, Sorcerer,
    Demon, Cultist, Imp, Fighter, Mermaid, Lich, Spearman, Necromancer, Berzerker,
    Doppleganger, Anti-Paladin, Devil, Gargoyle, Archer, Demonologist, Skeleton
    Warrior, Marble Gargoyle, Ghouls, Shade, Kraken, Doomdrake, Merman, Death,
    Skeleton Champion, Incubus, Ogre
    Furren's Shop:
    Life Potion
    Potion of Healing
    Hunder's Shop:
    Life Potion
    Potion of Restoration
    Potion of Healing
    Potion of Speed
    Potion of Vigor
    Sallat's Shop:
    Life Potion
    Treebark Potion
    Potion of Vigor
    Potion of Restoration
    Werric's Shop:
    Life Potion
    Treebark Potion
    Potion of Restoration
    Potion of Healing
    Potion of Accuracy
    Potion of Invulnerability
    Jolan's Tower:
    Ice Pillar
    Yggar's Tower:
    Holy Strength
    Oro's Camp(hiring):
    Man at Arms
    Items found in money bags/treasure chests, from enemies:
    1 Potion of Healing
    3 Bronze Ring
    2 Ruby
    5 Life Potion(only 5?? we need more :P)
    1 Elven Boots
    1 Potion of Striking
    2 Sapphire
    1 Potion of Accuracy
    1 Spirit Staff
    2 Boots of Traveling
    1 Potion of Water Warding
    2 Potion of Restoration
    1 Diamond
    1 Potion of Protection
    1 Banner of Strength
    1 Skull Bracers
    1 Boots of Element
    1 Potion of Fortune
    1 Unholy Chalice
    9)    Last Stand   
    -The Mountain Clans have lived peacefully in their land for quite some time.
    However the High King Norric had thought of seeking out beyond the mountains
    where the Clans lived. Little did he know that there resides the Undead. For
    honor(the only thing that which the Clans know of), they must avenge the death
    of their fallen comrades. The Undead cannot carry on the battle without 
    Mortis' heir, the Dark Lord Tace. Thus Norric decided to send his son, Prince
    Bjorn to destroy Tace.
    You can choose to use either the Undead or the Mountain Clans
    Map Size: 48 x 48
                            |                      P|
                            |   U                   |
                            |                       |
                            |                       |
                       West |            M          | East
                            |                       |
                            |                       |
                            |                       |
                            |                  H    |
    U: Undead Hordes capital
    P: Freedom Point city
    M: Mountain Clans capital
    H: Hg'unfy city
    PART A: Using the Undead Hordes
    -At the start of the game, there will be a message on how Lord Tace had been
    placed head of the armies and that plans for expansion are coming along
    perfectly. However, before that, you must send Lord Tace to assassinate the
    Prince Bjorn of the Clans.
    You get to use Tace, he's a Death Knight(Lv 1) unit and has a Doomdrake(Lv 2)
    with him.
    This quest is very easy to complete, it is because all the enemies are so
    weak(as compared to the rest of the quests), even though there are a pair of
    Green Dragons here on the quest, but their stats are so different from those
    on the Ice-Mar quest. Take the chance to ENJOY fighting them :)
    From your capital, go east and you will spot an Elven settlement with a few
    Elven units. You might want to go exploring the map in a circle, this is
    because the Mountain Clans capital(where Bjorn is) is somewhere in the center,
    so you'll most probably reach it way before you clear the whole map. And since
    this is such a simple quest, and perhaps it has been a long time since you
    had such a nice time exploring and killing, so you might want to raid all the
    ruins as well as the cities. But still, the choice is yours.
    Bjorn is really nothing so you can even just go ahead and attack him. One
    event worth noting(because it makes me laugh for like 30 seconds) is the
    ambush wonderfully done by a group of Master Thug and Thugs at the most
    south-western end of the map(near the Thieves Forest Shop). Our dear Master
    Thug, left his job of guarding his treasure chest, chose to attack you when
    you approach the Thieves Forest Shop. "Ha-ha! This is an ambush, now you shall
    die by our hands!" He's pretty brave I must say, considering his PUNY minions,
    but totally stupid. Defeating Bjorn ends the quest. Have fun ;)
    Bjorn's unit:
    Bjorn(A King's Guard)
    HP        : 270
    Armor     : 10+50
    Damage    : 66
    Initiative: 40
    HP        : 200
    Armor     : 0+50
    Damage    : 55
    Initiative: 40
    HP        : 150
    Armor     : 0+50
    Damage    : 30
    Initiative: 40
    HP        : 90
    Armor     : 0+50
    Boosts    : 50%
    Initiative: 70
    Note: The above stats may not be uniform. Bjorn starts off with only 1 Novice
    and 1 Warrior with him, the Dwarf was put in later when he went into his 
    capital. I attacked his unit pretty early, not allowing him to level up and
    so his unit is very weak(those above are the starting stats). One more thing
    to note is that the stats are taken when attacking him in the capital, and
    thus the Armor rating increases by 50. Original Armor Rating for Bjorn is only
    10. So overall, just take the stats as a brief guide, but it may change in
    your quest because he might go around attacking and upgrading his unit.
    PART B: Using the Mountain Clans
    -Game starts and your advisor tells you that now is the time to take over
    the land, but first you must get rid of the Undead dark Lord Tace.
    Bjorn for your information, is at Level, and has 1 Lv 2 Novice and 1 Lv 2
    Warrior with him. But it's still better than none.
    Enemies on this quest are mainly Human, Wolves and Marshdwellers. So you can
    guess that they are not too strong. Since your capital is in the middle of
    the map, you may get attacked pretty often. This is because those neutral
    units will move around quite a bit. Do not leave ruins unexplored, this is
    because they are usually guarded by weak enemies but give good items and GP.
    Your main purpose is to destroy Tace, and he is most probably located near the
    Undead capital or somewhere around there if you clear the map quickly.
    There are only two cities here on the map, one owned by the Humans and the
    other by the Marshdwellers, you should take over them quite easily. But as you
    go to the Marshdweller area, advisor will warn you about the danger and 
    suggests that you turn back. Well, besides a Kraken there, there's nothing
    else to worry about, your advisor is being too paranoid.
    Once you have defeated Tace, quest is completed. Did I say hear you say it's
    no challenge at all? Hmm I think so too. :)
    Tace's unit:
    Tace(A Death Knight)
    HP        : 180
    Damage    : 55
    Armor     : 0+50
    Initiative: 50
    HP        : 120
    Damage    : 25
    Armor     : 0+50
    Initiative: 50
    HP        : 300
    Damage    : 40 to all 6 units
    Armor     : 0+50
    Initiative: 35
    Note: The above stats may not be uniform. Tace starts off with only 1 
    DoomDrake with him, the Fighter was put in later when he went into his 
    capital. I attacked his unit pretty early, not allowing him to level up and
    so his unit is very weak(those above are the starting stats). One more thing
    to note is that the stats are taken when attacking him in the capital, and
    thus the Armor rating increases by 50. Original Armor Rating for Tace is only
    10. So overall, just take the stats as a brief guide, but it may change in
    your quest because he might go around attacking and upgrading his unit.
    Extra Information: The pair of Green Dragons
    One is located east and the other west on the map. Approach them, and they
    tell you to honor them and that is by letting them taste your flesh(Ahem!)
    then they will use a -30 HP spell on you. Do not worry though, they are not
    as strong as you thought of them to be. Three turns is all it takes to kill 
    one of them with my lowest unit(at Lv 1) without giving it a chance to heal :)
    -Stats of Green Dragon( both of them have the same stats)
    HP: 198
    Armor: 0
    Damage: 60 to all 6 units
    Initiative: 40
    Immune to Fire
    Freedom Point-Lv 2
    Moving Party unit: 1 Imperial Assassin, 2 Spearman
    City Defense unit: 1 Knight
    Hg'nufy-Lv 1
    1 Medusa, 1 LizardMan
    Gives: 1 Life Potion, 1 Potion of Restoration, 1 Orb of Healing
    Unexplored Ruins
    Thieves Lair
    1 Master Thug, 1 Thug, 1 Imperial Assassin
    Loot: Tiara of Purity
    Serpent's Temple
    2 Medusa
    Loot: 1 Potion of Fire Warding
    Lyhjnak's Tower
    1 White Wizard
    Loot: 1 Tome of Sorcery
    Old Freedom Church
    1 Vampire
    Loot: 1 Unholy Chalice
    Enemies on map:
    Master Thug, Thug, Spearman, Man at Arms, Imperial Assassin, Peasant, Green
    Dragon, Wolf, Barbarian Chieftain, Medusa, LizardMan, Kraken, Merman, Mermaid,
    Dwarf, Squire, Knight, Archer, Marksman, Priest, Centaur, Forest Elf, Elf
    Lord, Elf Ranger, Centaur Lancer
    Shop/Mercenary/Tower(The shops on this quest sell some real good stuff)
    Tavern and Arms Shop:
    Talisman of Freezing
    Imp Orb
    Earth Ward Scroll
    Life Potion
    Potion of Healing
    Potion of Restoration
    Skull Bracers
    Thieves Forest Shop:
    Tome of Arcanum
    Banner of Striking
    Boots of Speed
    Life Potion
    Potion of Healing
    Potion of Restoration
    Valley Spell Shop:
    Mind Ward
    Incantare HellHound
    Summon II: Golem
    Golron's Camp(Provides training for your troops)
    Items found in money bags/treasure chests, from enemies:
    2 Potion of Healing
    1 Potion of Protection
    1 Banner of Protection
    7 Life Potion
    7 Potion of Restoration
    1 Potion of Accuracy
    1 Elven boots
    1 Runestone
    1 Forestwalk Scroll
    1 Dwarven Bracer
    1 Silver Ring
    1 Emerald
    1 Summon I: Living Armor Scroll
    2 Gold Ring
    1 Potion of Vigor
    2 Potion of Speed
    10)   Lunnark's Travels   &&
    -Legends say of the Dwarven traveller Lunnark finding his home in a wonderful
    archipelago. The Sthlanken Barbarians found and settled in this area thousands
    of years ago. However, the expansion of races in the area was inevitable as
    the great empires struggle for the control of this land.
    Your Objective: Transform 60% of the land to your race's suiting.
    Map Size: 72 x 72
                           |  D                          E|
                           |                    A         |
                           | H          R                 |
                           |                              |
                           |                     S        |
                      West |                             J| East
                           | L            U               |
                           |                              |
                           |       V            C        I|
                           |                              |
                           |                              |
    D: Legions of the Damned capital
    E: Empire capital
    A: Vattern city
    H: Henzador city
    R: Rock castle city
    S: Sthlanken Village city
    L: Lalinda city
    U: Undead capital
    V: Venusi city
    C: Cannon city
    I: Irkutsk city
    Using the Empire/Undead Hordes/Legions of the Damned
    This map is pretty large, so converting 60% of it to your race's suiting 
    isn't that easy, be prepared to spend hours on this quest. When you have
    managed to convert 40% under your rule, there'll be a message popping up to
    inform you, I guess to comfort you as well :) Now the enemies are pretty
    easy to clear, except some Krakens. Upgrading your troops shouldn't be too
    much of a problem. However, enemy units do move around quite a bit,
    especially the Merfolk. Elves are located north of Lalinda city, and Merfolk
    occupy almost all the sea area. Babarians and Marshdwellers come in smaller
    groups though most of the cities are owned by them. You'll have no choice but
    to fight them all because you must OWN these lands by making them yours. 
    One event to note: southeast of Cannon city stands a solo Barbarian. When
    you approach him, he will tell you of how his family was killed by a Kraken
    and asks for your help in avenging them, he's too sick and weak to fight it.
    Okay, he's right. When you've killed the Kraken just a little east of him,
    talk to him again, he will join your cause. He has only 176 HP( nearly 100
    less than that of a normal Barbarian Chieftain) but you can still use him for
    killing weaker enemies. Even though this quest is not really that hard to
    complete, still I think I'd provide you with some recommendations.
    Points to note so you know what I'm talking about.
    1) Converter units are units that convert the land. So, it's Archangels for
    the Empire, Baronesses for the Legions and Banshees for the Undead.
    2) fighter(notice the small 'f') units. Squires for Empire, Possessed for
    Legions, and Fighters for Undead.
    3) Knight units. Pegasus Knights for Empire, Dukes for Legions, and Death
    Knights for Undead.
    -The game will start off with your Knight telling you to take over the 
    land in the name of your master(Highfather for Empire, Brethrezen for Legions,
    and Mortis for Undead). Right, you'll need your Converter units to help you
    isn't it? Assign fighter units to them because Converter units are always the
    FIRST units to get attacked, and you don't want to lose $$ when they get
    killed one after another. It's hard to win battles with them anyway, but you
    have to use them, but they've only leadership 1, and you can't avoid battles
    along the way. So how?
    My suggestion is to assign another unit to 'escort' them. Okay in the case
    where you get attacked/ambushed, you can choose to retreat. Well, retreating
    is only for when you KNOW FOR SURE you can't win the fight. Don't tell me you
    are going to retreat when your enemy is just a wolf, but of course you know :)
    One way to retreat in this case is selecting retreat for your fighter unit
    the enemy will most likely attack him , depleting his HP but unlikely to be
    able to kill him(since I presume your Converter unit is placed at the back
    row), then by the next turn he should be able to retreat fully from the fight,
    leaving only the Converter unit. Well she will most certainly get killed, but
    still, it's better than fighting your way out and getting both slaughtered.
    Another way of successful retreating is by placing your fighter unit at the
    back row and Converter unit in the front. Select retreat for fighter unit,
    since his initiative is rated at 50, you should be able to do so as soon as
    the fight starts. Enemy can only attack Converter unit(well besides those that
    can attack back row as well), and she should be able to take some damage for
    some time and by the start of the second turn, the fighter unit will retreat
    fully. Yup, your Converter unit will get killed again, but I'm sure you know
    the reason why I don't suggest choosing her to retreat instead. She has way
    too low an initiative, so...no way man. As you can see, this way seems more
    effective than that of above, but still it depends on quite a bit of luck
    here and there. So it's your call =) 
    A) For the Empire: 
    Cost of hiring an Archangel and a Squire: 350 GP
    Reviving an Archangel+Healing her completely: 299 GP
    B) For the Legions:
    Cost of hiring a Baroness and a Possessed: 350 GP
    Reviving a Baroness+Healing her completely: 299 GP
    C) For the Undead:
    Cost of hiring a Banshee and a Fighter: 350 GP
    Reviving a Banshee+Healing her completely: 299 GP
    As you can see, a difference of 50 GP may not be much, but it's considered
    quite crucial at the start of the game because it's usually then that you
    have problems gaining GP(only 25 GP per turn is pretty miserable)
    Alright, it's still really up to you, I'm just providing the analysis for you
    to make your decision.
    The Empire is at a great disadvantage because the Archangel can only heal 40HP
    and most enemies won't deal just 40 HP of damage.
    However, the Baroness's fear attack can cause the enemy to retreat on their
    own and that helps a bit.
    Banshee petrifies and may help too, especially if the enemy is just a solo
    Fine, about the 'escort' thing, one thing I've noticed about playing against
    the computer is that whenever I had a Knight unit very close to my
    Converter unit, it will TEND to ignore the latter, when I say tend to
    I mean in most cases, of course there are still times when they would attack
    especially if they realized that you are eyeing at their resources. So you can
    try if this method worked for you, if it doesn't, I'm sorry but don't come
    arguing with me because all these are based on my opinion and experience in
    playing the game okay?
    Right, I tried two different methods in completing the quest.
    1) Clear the map and convert land simultaneously.
    2) Finish clearing the map, only then convert the land.
    Both have pros and cons. Using method 1 will help you finish the game in a
    less tedious way, and faster as well. But you'll meet with problems like what
    I have said so much about above. Converter units are constantly being attacked
    and it's tiring to retreat, revive, heal or hire. Quite a waste of money.
    Method 2 will make you take a whole lot more time to complete the quest, but
    you don't have to worry about wasting too much money as in method 1. But you
    may fall asleep waiting for those lands to transform while you end turns after
    Having said so much, let me end off with: Once 60% of the land is yours, the
    quest is completed. Congratulations!
    Jungfru-Lv 1
    1 Barbarian Warrior, 1 Barbarian Chieftain
    Gives: 1 Paraseus Scroll
    Sthlanken Village-Lv 1
    1 Barbarian Chieftain, 1 LizardMan
    Gives: 1 Angel Orb(use it as and when you can!)
    Vattern-Lv 1
    1 Squire
    Gives: 1 Icestorm Scroll
    Rock Castle-Lv 1
    Moving Party unit: 2 Centaur Lancer, 1 Centaur
    City Defense unit: 1 Centaur Lancer
    Gives: 1 Haste Scroll
    Lalinda-Lv 4
    2 Oracle Elf, 1 Griffin
    Gives: 1 Illudere Terra Scroll, 1 Orb of Healing
    2 Barbarian Chieftain
    Gives: 1 Tome of War
    Irkutsk-Lv 1
    1 Barbarian Chieftain, 1 Barbarian Warrior
    Gives: Summon II: Valkyrie Scroll
    Henzador-Lv 2
    1 Possessed
    Gives: 1 Cursa Demoneus Scroll
    Venusi-Lv 1
    1 Fighter
    Gives: 1 Nightfall Scroll
    Unexplored Ruins:
    Barbarian Safehouse
    1 LizardMan
    Loot: 1 Orb of Vampire
    Vampire's Tower
    1 Vampire, 1 Imp
    Loot: 1 Unholy Dagger
    Wolves Den(east of Legions capital)
    2 Wolves
    Loot: 1 Potion of Speed
    Wolves Den(west of Legions capital)
    3 Wolves
    Loot: Orb of Witches
    Griffin Nesting Spot
    1 Griffin
    Loot: 1 Mindward Scroll
    Dragon's Crypt
    1 DeathDragon
    Loot: 1 Skull Bracers
    Barbarian Hut
    2 Barbarian Warriors
    Loot: 1 Potion of Celerity
    Enemies on map:
    Master Thug, Thug, Wolf, Mermaid, Merman, LizardMan, Peasant, Man at Arms,
    Spearman, Barbarian Warrior, Barbarian Chieftain, Specter, Ghouls, Kraken,
    Centaur, Centaur Lancer, Forest Elf, Archer, Marksman, Oracle Elf, Griffin,
    Elf Ranger
    Leaf Bigfoot's camp(hiring):
    Gerbert's Factory:
    Life Potion
    Treebark Potion
    Potion of Protection
    Potion of Healing
    Potion of Strength
    Potion of Restoration
    Orb of Regeneration
    Kaa'rath's Supplies:
    Life Potion
    Potion of Healing
    Potion of Restoration
    Potion of Vigor
    Potion of Water Warding
    Elphina's Shop:
    Potion of Protection
    Potion of Fire Warding
    Treebark Potion
    Life Potion
    Potion of Healing
    Potion of Invulnerability
    Potion of Restoration
    Jevell's Wares(You must visit it or else a LizardMan is gonna chop you
    to pieces!):
    Life Potion
    Potion of Healing
    Potion of Restoration
    Potion of Strength
    Thanatos Blade
    Galrifius's Magiks:
    Chant of Hasting
    Winds of travel
    Hannah's Sanctuary
    Holy Armor
    Ice Shield
    Chant of Fortitude
    Holy Strength
    Metaca's Camp(Provides training for your troops)
    Items found in money bags/treasure chests, from enemies:
    4 Potion of Striking
    1 Potion of Accuracy
    3 Silver Ring
    1 Potion of Speed
    2 Potion of Protection
    7 Potion of Healing
    1 Banner of Might
    1 Boots of Speed
    2 Treebark Potion
    1 Shadow Scroll
    1 Highfather Staff
    1 Staff of Travelling
    1 Chant of Hasting Scroll
    4 Bronze Ring
    2 Ancient Relic
    1 Incubus Orb
    1 Squire Talisman
    1 Banner of Battle
    1 Seafaring Scroll
    1 Potion of Strength
    1 Tome of Water
    1 Talisman of Freezing
    1 Emerald
    2 Life Potion
    1 Boots of the Elements
    2 Gold Ring
    1 Royal Scepter
    1 QuickSilver Potion
    2 Sapphire
    1 Boots of Travelling
    1 Banner of Resistance
    1 Ruby
    1 Lightning Scroll
    1 IronSkin Potion
    11)   Power to Corrupt   &&&&&
    -The four races have lived in their lands for many years. This includes the
    Elves and the Dragons as well. However, there are always things happening,
    such as a Duke being kidnapped(why would anyone want to kidnap a Duke??),
    a Warrior being poisoned, and all these aren't just coincidence. It's
    just so mystical...
    Your Objective: Capture 2 items: The Corrupted Rune and the Wotan's Scroll.
    (Alright you don't understand what's the connection, I don't either, but
    nevermind let's continue)
    You can choose to use one of the four races.
    Map Size: 96 x 96
    Using the Empire/Legions/Clans/Undead
                        |  D       B          H            E  |
                        |                                     |
                        |                                     |    
                        |                   T              K  |
                        |                                     |
                        |              W                      |
                   West |                                     | East
                        |                Y      L    M        |
                        |                                     |
                        |                                     |
                        |    U                                |
                        |                          N      A   |
                        |                                     |
    D: Legions of the Damned capital
    B: Burnt city
    H: Thief Hall city
    E: Empire capital
    T: Timoria city
    K: Khu'brah city
    W: West Eye city
    Y: East Eye city
    L: Lulea city
    M: Mountain Clans capital
    U: Undead Hordes capital
    N: Nepheris city
    A: Aragonia city
    Okay, this main purpose of this quest is to get the Corrupted Rune and Wotan's
    Scroll, and it so happens that there are no individual events for the four
    races except for the starting. 
    Basically, the difference at the start of each quest for the four races lies
    in the enemies surrounding the capitals.
    Empire: Unfaithful humans teaming up with thugs.
    Legions: Unchained demons that are driven out from the Undead territory.
    Undead: Persistent weak humans who constantly put up a futile struggle.
    Clans: Hermits and Giants launching offensive attacks.
    Alright, HUGE map indeed. I took hours and hours to complete the quest on my
    first attempt, so if you want to finish it at one go, one personal advice from
    me: please let your eyes rest every 45 minutes. ;P 
    This quest is tough, but it's a great opportunity to level up your troops.
    There are quite a number of Defender of Faiths spread around the map. Besides
    having Armor rating, they shouldn't be a problem for you.
    Enemies around capitals are pretty weak and so I won't talk about them. Let me
    elaborate more on those tough ones, their locations, as well as my way of
    fighting them.
    1) Primitive Giants(P.Giants)
    -Okay, there are 5 of them all squeezed in the area where Khu'brah city is
    located(2 are in the city itself). There are P.Giants with 248 HP that deals
    81HP damage as well as those with 310 HP dealing 100HP damage. Magicians or
    related units are not that useful in this case because they don't cause too
    much damage and at the same time these P.Giants fight individually so no
    point. Use units that do more damage on a single unit. Use potions when
    necessary but don't overdo it because P.Giants don't require you to waste too
    much resources on them. They have only initiative 30 anyway.
    2) Elves
    -Yeah, I know what you wanna say, indeed elves are not really that strong, but
    some of them can be a little problematic. Elf Lords as well as Oracle Elves,
    you need to take them out first whenever you see them in any battle. Okay,
    the main problem is still the Griffins and Skylords. Griffins has only 200HP
    and damage is rated at 95, and there is only 1 Griffin on the map. Two
    Skylords though, 420HP, damage 140. Hmm use Summons to deplete their HP, some
    spells may help too. Increase your units' Armor rating and Damage value if
    you want to. They are located at the Aragonia city area.
    3) Spiders: Giant Spider and Giant Black Spider
    -I hated them ever since they gave me problems during the Empire saga(the
    mission on Hubert De Layle), but put aside that, they are really hard to beat.
    Reason being they have high HP, high damage, and can paralyze too. Argh!!! And
    there are five of them on this map!!! Good thing is: they don't move around, 
    they just stayed at their spider lair, yup and don't worry, this time no one
    is gonna set their lair on fire until they come chasing after you. I used
    Summons, spells, as well as some potions here and there. You need to heal of
    course so bring along some potions of restoration(please don't use potions of
    healing, they heal too little), or equip talisman/orbs that heals provided
    your leader has the Use Talisman/Use Orbs ability.
    Giant Spider: 420 HP, 130 damage, can paralyze.
    Giant Black Spider: 370HP, 120 damage, can poison.
    Both have rather low initiative: 35.
    Their lair is located just a little south of Burnt city.
    4) Dragons
    -Ah-har! Our lovely and beautiful Dragons. 5 of them on the map. Two are in
    cities(look under Cities section for their info) another two are standing
    guard in the area(West Eye city and East Eye city). 1 more in one of the
    unexplored Ruin.
    The two guarding the way to the cities are both Green Dragons. 600HP, dealing
    60 damage to all 6 units plus are immune to fire attacks. In my opinion,
    Spiders are a little harder, but Dragons can attack all 6 units so that's the
    bad thing. Nevertheless, you can use Summons(again), spells as well as some
    potions of strength and potions of protection, and the job should be done
    As for the city Dragons, they are much harder, the Red Dragon is guarding the
    Corrupted Rune anyway so it's expected. I suggest equipping orbs/talismans
    that heals, or whatever you can find that heals all your party members at one
    go. Equip artifacts that boosts attack and protection, if not, use potions of
    strength and potions of protection. You can't use spells on them but you can
    use Summons. There are some really good Summons available here on this quest
    at the shop Leia's Sanctuary. 1000 GP to buy one Summon(not to say you need
    all four mana resources to use it) but in my opinion, really worth it.
    The Stone Ancestor and Thanatos can give 150HP damage per attack, they have
    350 HP too, so who knows, you can wait for turns to pass to earn mana and use
    Summons to kill the Dragons. Yes, it's possible.
    If you are really desperate, then try taking over East Eye first, you will
    get the Soul Crystal Artifact which can paralyze the enemy.(not 100% though)
    5)Capital Guardians
    -Nope, no mistake here. You CAN take over the Capitals in this quest. I 
    believe the reason is because you need to really level up your troops all
    because the enemies are really tough, especially since the Dragons are not
    random and you'll NEED to fight them to get the Rune. So even though your
    objective is not to take over Capitals, and usually in such cases the Capital
    Guardian has very high stats like 900 Hp, causes 250 damage and a lot more.
    But this time, all the Guardians are weakened, until they are easier to beat
    as compared to the Dragons. All the Guardians have the same stats.
    HP        : 190
    Damage    : 110
    Armor     : 0+50
    Initiative: 90
    Yes, they have high initiative and Armor rating, but still if you increase
    the attack rating of your troops, you can take them down pretty easily.
    One thing to remember though if you are fighting against Vithar(Clans), they
    may include a tenderfoot which boosts the attack rating of Vithar.
    Again, why not use those strong Summons if you can? They will help a LOT.
    You will get very high XP when you defeat a Capital Guardian, and that means
    about 3 levels of upgrade when you take all three Capitals! ;o WOW! so use
    Summons to deplete their HP, then use your troops to deal the final blow and
    get those XP!
    Well that pretty much round things up. The Wotan's Scroll is with the Elves
    at city Aragonia. Oh yeah, 1 last thing, near Lulea city, there's a Defender
    of Faith by the name of Unfaithful. Talk to him and he will be yours to use.
    Once you have collected both the Rune and the Scroll, the quest comes to an 
    end. Good job, buddy :)
    Thief Hall-Lv 1
    1 Rogue Assassin(Imperial Assassin)
    Gives: 1 Orb of Poison, 1 Orb of Bane
    Burnt-Lv 1
    2 Marksman, 1 Master Thug
    Gives: 1 Incorruptible Scroll, 1 Talisman of Thanatos
    Note: if the fog over these two cities have not been cleared, and if you
    explore the Crumbled Tower ruin first, a map will be found, then the fog over
    these two cities will be cleared, showing their location.
    Timoria-Lv 3
    1 Defender of Faith, 1 Witch-Hunter
    Gives: 1 Orb of Witches, 1 Banner of Speed
    West Eye-Lv 5
    1 Red Dragon
    HP: 800
    Armor: 0+30
    Damage: 125 to all 6 units
    Immune to Fire
    Gives: 1 Orb of Thunder, 1 Life Potion, 1 Potion of Restoration,
           Corrupted Rune
    East Eye-Lv 4
    1 White Dragon
    HP: 700
    Armor: 0+25
    Damage: 100 to all 6 units
    Immune to Air
    Gives: 1 Summon II: Valkyrie Scroll, 1 Soul Crystal
    Lulea-Lv 3
    3 Spearman, 1 Imperial Assassin, 1 Marksman
    Gives: Banner of Resistance
    Nepheris-Lv 3
    Moving Party unit: 1 Spearman, 1 Marksman, 1 Peasant
    City Defense unit: 1 Marksman
    Gives: 1 Talisman of Restoration, 2 Potion of Restoration
    Khu'brah-Lv 2
    2 Primitive Giants
    Gives: 1 Banner of War, 2 Life Potion, 2 Potion of Healing
    Aragonia-Lv 4
    Moving Party unit: 2 Centaur, 1 Centaur Lancer
    City Defense unit: 2 Centaur Lancer, 1 Oracle Elf, 1 Elf Lord
    Gives: Wotan's Scroll
    Unexplored Ruins
    Human Hideout
    3 Spearman
    Loot: 1 Staff of Protection
    Crumbled Tower
    1 Master Thug, 2 Thugs
    Loot: 1 Dwarven Bracer
    Thieves Hideout
    2 Master Thugs, 1 Thug
    Loot: Treebark Potion
    1 Inquisitor, 1 Witch-Hunter
    Loot: 1 Staff of Holiness
    Haunted Tower
    1 Werewolf
    Loot: Banner of Speed
    Dragon's Spire
    1 Black Dragon
    HP: 800
    Armor: 0
    Damage: 125 to all 6 units
    Immune to Death
    Loot: 1 Ring of the Ages
    1 Werewolf
    Loot: 1 Unholy Chalice
    North Human Outpost
    1 Squire, 1 Archer, 1 Spearman, 1 Witch-Hunter
    Loot: No loot, just 100 GP
    Ruined Prison Tower
    3 Fighters, 2 Witches
    Loot: 1 Tome of Sorcery
    Howling Tower
    1 Werewolf
    Loot: 1 Potion of Swiftness
    Old Farmhouse
    6 Peasants
    Loot: 1 Bronze Ring
    Hermit's home
    1 Wolf, 1 Hermit
    Loot: 1 Talisman of Freezing
    Elven Temple(north of Aragonia)
    1 Centaur, 1 Elf Ranger
    Loot: Potion of Speed
    Elven Temple(east of Aragonia)
    1 Forest Elf, 1 Elf Ranger, 1 Centaur, 1 Oracle Elf
    Loot: 1 Runic Blade
    Enemies on map:
    Specter, Imp, Cultist, Witch, Wolf, Lich Queen, Skeleton Champion, Fighter,
    Defender of Faith, Zombie, Ghouls, Initiate, Squire, Spearman, Titan, Angel,
    Witch-Hunter, Kraken, Giant Spider, Giant Black Spider, Master Thug, Thug,
    Archer, Marksman, Imperial Assassin, Dwarf, Axethrower, Tenderfoot,
    Apprentice, Peasant, Hermit, Orc, Goblin, Goblin Archer, Primitive Giant,
    Merman, Mermaid, Elf Ranger, Forest Elf, Griffin, Centaur, Centaur Lancer,
    SkyLord, Elf Lord
    Furren's Shop:
    Life Potion
    Potion of Healing
    Potion of Restoration
    Potion of Strength
    Potion of Protection
    Death Ward Scroll
    Banner of Resistance
    Leia's Sanctuary(Buy all the Summons!):
    Summon III: Stone Ancestor
    Summon IV: Thanatos
    Summon II: Golem
    Incantare Avenger
    Thurin's Shop(near Inquisitorium ruin):
    Life Potion
    Potion of Healing
    Potion of Restoration
    Paraseus Scroll
    Staff of Invisibility
    Thurin's Shop(near North Human Outpost ruin)
    Life Potion
    Potion of Restoration
    Potion of Healing
    Staff of Paralyzing
    Potion of Protection
    Summon II: Golem Scroll
    Laetes Tavern:
    Life Potion
    Potion of Healing
    Potion of Restoration
    Leif's Magic Shoppe:
    Water Ward
    Fire Ward
    Death Ward
    Air Ward
    Earth Ward
    Mind Ward
    Damage Ward
    Chrulen's Shop:
    Life Potion
    Potion of Healing
    Potion of Restoration
    Potion of Accuracy
    Zombie Orb
    Potion of Fortune
    Potion of Vigor
    Dennar's Camp(hiring):
    Man at Arms
    Draco Training Camp(Provides training for your troops)
    Items found in money bags/treasure chests, from enemies:
    1 Ruby
    1 Sapphire
    1 Potion of Vigor
    15 Potion of Healing
    1 Potion of Protection
    1 Airward Scroll
    12 Life Potion
    2 Silver Ring
    1 Potion of Accuracy
    1 Diamond
    1 Gold Ring
    1 Bronze Ring
    9 Potion of Restoration
    1 Winds of travel Scroll
    1 Boots of the Elements
    1 Tome of Air
    4 Treebark Potion
    1 Ring of Strength
    1 Orb of Healing
    1 Orb of Restoration
    2 Summon I: Roc Scroll
    1 Orb of Venom
    1 Banner of Strength
    1 Celerity Scroll
    1 Boots of Speed
    3 Potion of Striking
    1 Summon I: Living Armor Scroll
    1 Orb of Freezing
    1 Orb of Life
    1 Orb of Strength
    1 Orb of Fear
    1 Incantare Hellhound Scroll
    1 Summon I: Skeleton Scroll
    1 Potion of Speed
    1 Potion of Strength
    1 Banner of Celerity
    1 Elven Boots
    12)   Terror in Moonsong   &&
    -In the 4th month of the year, a group of inhabitants(Undead) entered the
    Valley of Moonsong and the people lived in fear as many family and friends
    have fallen victim. The Clans and the Empire desire to seek out and free the
    land from the dark menace.
    Your objective: Destroy the Vampire Bastel Royas
    In this quest, choose to use either the Empire or the Clans.
    Map Size: 72 x 72
    Using the Empire/Clans
                             |              T     K    M    |
                             |   L                          |
                             |                              |
                             |   R                   D      |
                             |              C               |
                        West |     S                      A | East
                             |                              |
                             |                              |
                             |                       N  E   |
                             |                              |
                             |          I                   |
    L: Koularia city
    T: Tesley city
    K: Kwelia city
    M: Mountain Clans capital
    R: Manris city
    D: Dimmel city
    C: Confluence city
    S: Sangelton city
    A: Canouria city
    N: Enthras city
    E: Empire capital
    I: Ithla city
    Hmm...it seems that after playing the Power to Corrupt quest, this quest
    becomes a little too simple for me... anyway let's get started.
    Your ultimate aim is to kill Bastel Royas, and for your information, he is
    located in the city Sangelton. You will be fighting against Undead units that
    are mostly immune to death attacks and some are immune to weapon attacks as 
    well so take note of that. Be sure to include magicians or the like in your
    troops, you will need them a lot.
    The rest of the enemy units are basically human units, Barbarians, Elves and
    Clan Argihos(mountain clans) units and they WILL prove to be EASY to get rid
    When you take over Manris city, you will be given information on where
    Sangelton is located, but since you have my map to refer to, you don't really
    need that information. ;P Near Ithla city is an Elven unit called Gregon
    Centaur Lancer, he will ask you to free Ithla from those Undead creatures and
    if you do so, he will repay you. Yup, you will be able to use his unit which
    includes a Elf Ranger and a Forest Elf when you took over Ithla. Quite weak so
    you can't really use them for big fights.
    The rest is all up to you, just continue clearing your way and upgrading your
    troops by going to the training camp. Remember though that the enemy units 
    can move around and attack you. Every now and then, units will warp in on the
    map so your cities should be guarded to avoid being taken over by them without
    even putting up a fight.
    Once you are ready, you can go ahead and take on Bastel Royas. There is a
    Vampire unit guarding his castle that consists of 2 Vampires and 1 Doomdrake.
    Attack again after you have killed them and Bastel Royas will introduce
    himself to you.
    For the Mountain Clans, he will add a -30 HP damage spell after that. Well I
    guess this Vampire hates Wotan more than the Highfather =) Even though the map
    is quite big, the quest itself is pretty short. Quest is completed once Bastel
    Royas is killed. Congrats.
    Sangelton-Lv 5
    Bastel Royas(a Vampire)
    HP: 185
    Armor: 0+30
    Damage: 50 to all 6 units
    Initiative: 40
    Drain Life
    Immune to Death
    Phantom Warrior
    HP: 320
    Armor: 0+30
    Damage: 125 (may paralyze as well) 
    Initiative: 50
    Immune to Death
    HP: 525
    Armor: 0+30
    Damage: 75 to all 6 units
    Initiative: 35
    Immune to Death
    P/S: Werewolves and Wight are immune to Weapon attacks
    Canouria-Lv 1
    Moving Party unit: Goblin, Orc, Goblin Archer
    City Defense unit: Goblin
    Dimmel-Lv 2
    Moving Party unit: 1 Master Thug, 1 Thug, 1 Archer
    City Defense unit: 1 Master Thug, 1 Marksman
    Gives: 1 Orb of Poison
    Enthras-Lv 1
    Moving Party unit: 2 Squires, 1 Apprentice
    City Defense unit: Spearman
    Gives: Boots of Speed
    Ithla-Lv 4
    1 Vampire, 2 Phantom Warrior
    Gives: 1 Tome of War
    Kwelia-Lv 1
    Moving Party unit: 1 Dwarf, 1 Axethrower
    City Defense unit: 1 Warrior
    Gives: 1 Summon I: Living Armor Scroll
    Tesley- Lv 3
    1 Barbarian Chieftain, 2 Barbarian Warriors
    Gives: 1 Staff of Tempest
    Koularia-Lv 3
    Moving Party unit: 1 Skeleton Warrior, 1 Specter, 1 Werewolf
    City Defense unit: 1 Archlich, 1 Darklord
    Manris-Lv 4
    2 Vampire, 1 Phantom Warrior
    Gives: 1 Talisman of Vigor
    Confluence-Lv 3
    Moving Party unit: 1 Werewolf, 
    City Defense unit: 1 Fighter, 1 Skeleton Warrior, 1 Shade
    Gives: 1 Gold Ring
    Unexplored Ruins
    Western Gate
    1 Spearman, 1 Peasant
    Loot: 1 Orc Orb
    Opanic Temple
    1 Centaur Lancer, 1 Forest Elf, 1 Elf Ranger
    Loot: 1 Holy Chalice
    Norst Gate
    1 Brown Bear
    Loot: 1 Orc Orb
    Terlon's Tower
    1 Witch-Hunter, 1 Acolyte, 1 Elementalist
    Loot: Incubus Orb
    1 Orc, 1 Orc Champion
    Loot: 1 Tome of Sorcery
    1 Werewolf, 1 Darklord, 1 Archlich
    Loot: 1 Potion of Speed
    Kreeg's Temple
    1 Werewolf, 1 Vampire, 1 Wight
    Loot: 1 Orb of Vampire
    1 Orc, 3 Goblin Archers
    Loot: 1 Talisman of Vigor
    2 Barbarian Warriors
    Loot: 1 Potion of Accuracy
    1 Specter, 1 Dreadwyrm
    Loot: 1 Banner of Resistance
    Enemies on map:
    Peasant, Man at Arms, Spearman, Squire, Archer, Master Thug, Thug, Orc, Orc
    Champion, Acolyte, Goblin, Goblin Archer, Dwarf, Flame Caster, Wolf,
    Axethrower, Hill Giant, Tenderfrost, Engineer, Warrior, Babarian Warrior,
    Barbarian Chieftain, Rock Giant, Ogre, King's Guard, Marksman, Cleric, Mage,
    Apprentice, Centaur, Elf LOrd, Forest Elf, Bone Lord, Elf Ranger, Centaur
    Lancer, Wizard, Totan, Orc Champion, Specter, Zombie, Darklord, Troll, Lich,
    ArchLich, Werewolf, Polar Bear, Skeleton Warrior, Vampire, Phantom Warrior,
    Ghost, Initiate, Wraith, Doomdrake, Ghouls, Wyvern, Lich, Templar, Fighter,
    Dracolich, Deathdragon, Shade, Archmage, Dwarf Champion, Loremaster
    Neffin's Shop:
    Potion of Restoration
    Potion of Life
    Life Potion
    Potion of Striking
    Potion of Speed
    Chronos Scroll
    Ralar's Shop:
    Potion of Healing
    Potion of Restoration
    Life Potion
    Ilan's Tower:
    Call Decay Dragon
    Summon II: Evil Ent
    Han's Tower:
    Call Decay Dragon
    Summon II: Evil Ent
    Renman's camp(hiring):
    Metars' Camp(Provides training for your troops)
    Items found in money bags/treasure chests, from enemies:
    6 Potion of Healing
    7 Life Potion
    1 Bronze Ring
    1 Sapphire
    1 Gold Ring
    5 Potion of Restoration
    1 Wotan's blessing Scroll
    1 Boots of Seven Leagues
    1 Silver Ring
    1 Staff of Travelling
    1 Banner of Strength
    1 Runestone Artifact
    1 Quicksilver Potion
    1 Talisman of Thanatos
    1 Boots of the Elements
    1 Diamond
    1 Ancient Relic
    1 Horn of Awareness
    1 Rust Scroll
    1 Banner of Speed
    13)   Vaglan 1-The Highlands   &
    -The Empire has long been wanting to expand its territory into the Highlands
    where the Legions reside. The Legions had many cities of which their location
    remains unknown to the Empire. In order for the Empire to find out the exact
    location of these cities, they need the help of Vaglan. But Vaglan seeks the
    Doragon's Eye and unless it is brought to him, he will not help anyone.
    Your Objective: The item Doragon's Eye must be brought to Vaglan's cave near
    the Legions capital. The race who delivers it and leads Vaglan to their 
    capital wins.
    You can choose to use either the Legions or the Empire.
    Map Size: 48 x 48
                            |  G        T         L |
                            |                K      |
                            |                       |
                            |          N     V      |
                       West |                       | East
                            |                     D |
                            |                       |
                            |        E              |
                            |                       |
    G: Grubbery ruin
    T: Taura city
    L: Legions of the Damned capital
    K: Kanna city
    N: Nisseland city
    V: Vaglan's sanctuary
    D: Dullahan city
    E: Empire capital
    PART A: Using the Empire
    -Small map, and not too much enemies. Get ready your troops and off we go.
    The Elf High Council messenger will inform you of how the ELves won't help
    you and stuff and your advisor will assure you of the plans to take over
    their cities.
    Your purpose is to obtain the Doragon's Eye and deliver it to Vaglan. The
    bad point is that both the Doragon's Eye and Vaglan are so much more nearer
    to the Legions capital. Since you are playing against the time(in the sense
    that you need to get the Eye before the Legions) I suggest you go up north
    from your capital to Grubbery ruin. Along the way, kill some Elf units for
    experience but do not detour. The Doragon's Eye is inside Grubbery ruin and
    it is considered quite heavily guarded by the Elves, but if your troops are
    not too weak, they should prove to be quite easy to kill.
    After you've obtained the Eye, then you can choose to go clear off the whole
    map, or go directly to Vaglan's sanctuary to give him the Eye. It's your
    choice. There are only Elf and Greenskin units spread throughout the map, and
    you can be sure that they aren't hard to beat but don't give too much XP, so
    in my opinion, you can do without killing all of them, unless of course you
    can't stand their arrogance and so on, but it's all up to you. Just make sure
    you have the Eye with your strongest unit, since the Legions can't get their
    hands on the Eye, they can't get to Vaglan and the victory is already yours.
    When you are ready, you can take the Eye to Vaglan at his sanctuary, but be
    sure to bring a few units along with you, Vaglan will agree to help you after
    you gave him the Eye. Now you've to escort Vaglan to your capital so use those
    troops of yours to protect him and lead him all the way back to the capital
    and the quest is completed.
    PART B: Using the Legions of the Damned
    -Alright, be glad you have an advantage over the Empire: Doragon's Eye is
    quite near to your capital, at Grubbery ruin and Vaglan's sanctuary-as you
    probably would have known when he appeared to you and tell you about his
    plans to help the Empire unless you bring him the Eye-is just a little south.
    Once you've formed your troops with whatever miserable GP you've got, go
    straight to Grubbery ruin to get the Eye. Leave exploring for later, the most
    important thing is to obtain the Eye so the Empire can't win.
    Grubbery ruin is guarded by Elves who will warn you when you approach them.
    Once you have taken the Eye, you can either go to Vaglan's sanctuary and give
    him the Eye or you can go off exploring. This is an exceptionally short quest
    if you are playing as the Legions. Once you have given the Eye to Vaglan, all
    you have to do is just use him and click on the way inside your capital and
    that's it. You don't even need to wait for another turn for his move points
    to recover. He's just too near to your capital :D But just in case you want to
    go clear the map, all of the enemies are Elves and Greenskins and you will
    still finish the quest in no time at all.
    Kanna-Lv 2
    Orc Champion, Orc, Goblin Archer
    Gives: Orb of Fire
    Taura-Lv 2
    2 Forest Elves, 2 Elf Rangers, 1 Griffin
    Gives: 1 Spirit Staff
    Nisseland- Lv 2
    Moving Party unit: 1 Centaur Lancer, 1 Elf Ranger 
    City Defense unit: Centaur Lancer, Centaur
    Gives: Ring of Strength
    Dullahan-Lv 4
    Moving Party unit: 2 Centaur, 1 Centaur Lancer, 1 Elf Ranger
    City Defense unit: Griffin
    Gives: 1 Skull Bracers
    Unexplored Ruins
    Watch Tower(Go near it and the Elves will blast a -15 HP spell at you)
    1 Centaur, 2 Elf Ranger
    Loot: 1 Tome of Air
    1 Elf Lord, 2 Centaur Lancer
    Loot: Doragon's Eye
    Cultists Temple
    2 Orcs, 1 Goblin Archer
    Loot: 1 Tome of War
    Enemies on map: 
    Elf Ranger, Forest Elf, Centaur, Centaur Lancer, Wolf, Griffin, Orc, Goblin
    Archer, Orc Champion, Goblin
    Kammilar's Factory:
    Potion of Restoration
    Potion of Healing
    Life Potion
    Potion of Accuracy
    Potion of Swiftness
    Ironskin Potion
    Potion of Air Warding
    Reggen's Camp(Provides training for your troops)
    Nelly's Wares:
    Potion of Healing
    Potion of Striking
    Quicksilver Potion
    Wight Blade
    Items found in money bags/treasure chest, from enemies:
    3 Potion of Protection
    1 Potion of Celerity
    3 Potion of Healing
    1 Summon I: Roc Scroll
    1 Talisman of Fear
    1 Chant of Hasting Scroll
    1 Treebark Potion
    1 Orb of Earth
    1 Potion of Striking
    1 Psalm of Death Scroll
    5 Life Potion
    3 Potion of Restoration
    1 Boots of Speed
    1 Tome of Arcanum
    1 Titan's Might Potion
    1 Potion of Invulnerability
    14)   Vaglan 2- The Betrayal   &&&&
    - After Vaglan has given out on the locations of the Legions' cities to the
    Empire, the Legions fell into deep contemplation and argued on how to punish
    Vaglan should he be caught. The Empire are starting to build up their troops
    to expand their territory. Meanwhile the quiet Undead waited for the chance
    to strike.
    Control the cities that'll bring your race the greatest control
    Map Size: 72 x 72
                           |  A    C               T      |
                           |                              |
                           |        N                     |
                           |                            D |
                           |       R        O             |
                      West |                L             | East
                           |       J                      |
                           |            K                 |
                           |                        I     |
                           |      E                     U |
                           |                              |
    A: Allantyr city
    C: Dwarf city
    T: Troya city
    N: Khyllad city
    D: Dragon Vale city
    R: Turania city
    O: Ochsunder city
    L: Legions of the Damned 
    J: Jerling city
    K: Kanna city
    I: Indrus Keep city
    E: Empire capital
    U: Undead Hordes capital 
    PART A: Using the Empire
    Your Objective: Take over Indrus Keep, Jerling city, Kanna, Khyllad,
    Ochsunder, Turania.
    -Wow, you sure had it easy on this quest. You have four trained soldiers on
    the front lines, all ready to take over the cities. Your four Pegasus Knights
    are placed near Jerling city, Khyllad, Turania and Indrus keep respectively.
    You will be pleased to see that their troops are pretty strong and there will
    be ABSOLUTELY no problems taking over the four cities mentioned above.
    As for Kanna city, it's near to Jerling city, and you will need just at most
    two turns to reach it and finish it off. Ochsunder is near Turania too, and
    after you have taken over Turania, you can go ahead and take over Ochsunder
    and that will complete the quest. So simple and fast isn't it? Yup!
    Of course, in the case whereby you want to make sure there are enough troops
    guarding the cities that you have taken over, you might want to hire some
    units as city defense units, but that's about all for playing as the Empire,
    you don't NEED to build up your troops or have a hard time building your
    capital. But if you WANT, go ahead. If you decided to clear off the whole map,
    then you had better be sure you build your troops well because the enemies are
    PART B: Using the Legions of the Damned
    Your Objective: Take over Dragon Vale and Troya.
    -Hmm only two cities you think, but don't you smell something fishy about
    this objective as compared to the Empire's?
    Yeah, the enemies in these two cities are the HARDEST. Oh well, you have no
    choice but to go explore the map and level up your troops as well as get
    some items you can use or equip. There are all sorts of enemy units here on
    this map, as usual the human neutral units and some other weak ones.
    However, because of the internal dispute of the Legions, there are demons that
    no longer trust in the protection of the Legions and chose to segregate
    themselves and form their own Lesser Demons group.
    So you will be fighting against units similar to your own but with higher
    levels. Duh! Dwarves are on the map as well, but their cities(Allantyr and
    Dwarf city) need not be captured, so unless you want to gain more XP,
    otherwise just do them no harm, coz theirs already a hard lot(does that sounds
    familiar too?)
    Two Spiders are located near Dragon Vale at their lair and they will
    ambush you when you attack them, so do not go near until you are ready to
    take them on. Once you have finished with your exploring, you can
    prepare your troops to attack Dragon Vale and Troya. Dragon Vale is guarded
    by four separate units of Deathdragons and that's a great opportunity to gain
    more XP. Once these two cities are yours, the quest is completed.
    PART C: Using the Undead Hordes
    Your Objective: Take over Dragon Vale, Troya, Indrus Keep and Ochsunder.
    -Yeah, it's gonna be hard to play as the Undead, first thing is: your capital
    is too far away from most of the cities. Second: by the time you managed to
    reach those cities, they will be occupied by either the Empire or the Legions.
    And you can be sure their units are strong. So you have only one choice and 
    that's to kill every single enemy and get as much XP as you can.
    You start off with an extra Lich Queen unit and 5 Thieves. Your thieves will
    most likely die if you leave them the way they are, somehow they will get
    attacked by either the Empire or the Legions troops, so try to let them stay
    The neutral units tend to leave your thieves alone but don't go too near them
    My suggestion to you is that you go capture the cities you need to take over
    as soon as you can, enemies are easier to beat at the start, don't wait for
    them to level up, and by then it will be tough for you.
    Now, if you are really that desperate, use Werewolves then. I know you need
    a lot of GP to build their keep as well as hire them(1000 GP per Werewolf...
    what the -!) but it will be worth the time and effort to get them in your
    troops, put them in the front line and go after strong enemies with weapon
    based attacks, kill them and get those XP!
    Dragon Vale is surrounded by four units of Deathdragons, so make sure you are
    prepared because if you don't kill them all in one turn, they will come after
    you the next turn. Use spells on them, and if you have, Summons as well.
    When you've taken over the four cities, it is finished. -gives you a pat on
    shoulders- Congratulations, you did well. 
    P/S: The defenses in some of the cities may change due to it being taken 
    over by other races.
    Troya-Lv 4
    Moving Party unit: 1 Abyssal Devil
                       HP        : 600
                       Damage    : 140(may petrify as well)
                       Armor     : 0+25
                       Initiative: 40
    City defense unit: 1 Moloch
                       HP        : 370
                       Damage    : 110
                       Armor     : 0+25
                       Initiative: 35
                       1 Marble Gargoyle
                       HP        : 150
                       Damage    : 65
                       Armor     : 60+25 
                       Initiative: 60
                       Immune to poison, Ward Mind
    Gives: Orb of Lychanthropy
    Dragon Vale-Lv 4
    1 Demon Lord
    HP        : 470
    Damage    : 140
    Armor     : 0+25
    Initiative: 40
    1 Modeus
    HP        : 170
    Damage    : 75 to all 6 units
    Armor     : 0+25
    Initiative: 40
    Ward Fire
    Dwarf city-Lv 3
    Moving Party unit: 1 Warrior, 1 Hill Giant, 1 Archdruidress
    City Defense unit: 1 Rock Giant, 1 Archdruidress
    Gives: Etched Circlet
    Allantyr-Lv 2
    Moving Party unit: Hill Giant
    City Defense unit: 1 Warrior, 1 Forge Guardian
    Gives: 1 Wight Blade
    Indrus Keep- Lv 1
    1 Devil
    Turania-Lv 1
    1 Possessed
    Kanna-Lv 3
    1 Possessed, 1 Devil
    Ochsunder-Lv 4
    1 Doppleganger, 1 Devil, 1 Sorcerer
    Khyllad-Lv 3
    Moving Party unit: 1 Devil, 1 Archdevil, 1 Demonologist
    City Defense unit: 1 Possessed, 1 Witch, 1 Berzerker
    Jerling city- Lv 1
    2 Possessed, 1 Cultist
    Unexplored Ruins
    Lord Kyn's Manor
    1 Mage, 1 Spearman
    Loot: 1 Ancient Relic
    Dwarf House
    1 Veteran, 1 Warrior, 1 Alchemist
    Loot: 1 Elven Boots
    Alchemist's Lab
    1 Warrior, 3 Alchemists
    Loot: 1 Venerable Warrior Orb
    Human Outpost
    2 Man at Arms, 1 Spearman, 1 Wizard, 1 Archer, 1 Marksman
    Loot: 1 Healing Ointment
    Demon Den
    2 Devils
    Loot: 1 Tome of Fire
    Infernal Dominion
    1 Berzerker, 1 Incubus, 1 Succubus
    Loot: 1 Incubus Orb
    Dwarven Temple
    1 Warrior, 1 Novice, 1 Tenderfoot, 1 Alchemist
    Loot: 1 Royal Scepter
    Tower of Occultism
    1 Fighter, 1 Occultist
    Loot: 1 Life Potion
    Crossbowmens Hut
    6 Crossbowman
    Loot: 1 Boots of Seven Leagues
    Werewolf Den
    2 Werewolves
    Loot: 1 Potion of Restoration
    Enemies on map:
    Wolf, Peasant, Man at Arms, Archerm Spearman, Squire, Imp, Fat Imp, Cultist,
    Berzerker, Demon, Devil, Witch, Imperial Assassin, Master Thug, Thug, Zombie,
    Werewolf, Warlock, Fighter, Giant Black Spider, Mage, Titan, Deathdragon, 
    Modeus, Demon Lord, Dwarf, Veteran, Yeti, Demonologist, Archdevil, Moloch,
    Incubus, Abyssal Devil, Marble Gargoyle, Sorcerer, Warrior, Crossbowman,
    Flame Caster, Rock Giant, Alchemist, Archdruidress, Hill Giant, Druidress,
    Wolflord, Forge Guardian, Hermit, Fiend, Hag, Mountaineer
    Gunner's Tower:
    Ice Pillar
    Sybil's Vision
    Chant of Arms
    Chant of Hasting
    Chant of Fortitude
    Vengeance of Ymir
    Ancestor's call
    Yggar's Shop:
    Quicksilver Potion
    Life Potion
    Potion of Restoration
    Orb of Life
    Potion of Fire Warding
    Soul Crystal
    Lord Kyn's Supplies:
    Life Potion
    Potion of Restoration
    Highfather's Potion
    Potion of Fortune
    Treebark Potion
    Potion of Air Warding
    Luggen's Camp(hiring):
    Hill Giant
    Guther's Camp(hiring):
    Man at Arms
    Lord Kyn's Camp(provides training for your troops)
    Reggen's Shop:
    Life Potion
    Potion of Restoration
    Potion of Strength
    Potion of Striking
    Potion of Fire Warding
    Allar's Shop:
    Potion of Striking
    Potion of Restoration
    Life Potion
    Potion of Invulnerability
    Ice Shield Scroll
    Items found in money bags/treasure chests, from enemies:
    1 Highfather's blessing Scroll
    1 Potion of Swiftness
    1 Incantare Hellhound Illudere Scroll
    1 Bronze Ring
    3 Potion of Restoration
    11 Life Potion
    1 Potion of Celerity
    1 Tormentio Scroll
    1 Potion of Fortune
    1 Orb of Healing
    1 Potion of Strength
    1 Tome of war
    1 Banner of Might
    1 Sapphire
    1 Titan's Might Potion
    2 Potion of Healing
    1 Talisman of Regeneration
    1 Stone Rain Scroll
    1 Daylight Scroll
    1 Zombie Orb
    1 Ruby
    1 Mjolnir's Crown
    1 Banner of Battle
    1 Boots of Speed
    1 Banner of Celerity
    1 Gold Ring
    This section is a rather small section on miscellaneous stuff of Disciples II
    races and units. Mostly my personal opinions.
    1) The best race to use: Undead Hordes. Basically, they have really powerful
    units such as Death, Werewolves etc who/which are immune to weapon attacks.
    So in facing them it's almost impossible to beat them with low level units.
    Not to mention you can have strong fighters but it's of no use, units that
    uses magic attacks are the only ones who can hurt them and yeah we all know
    that magic attacks is around 35-45 HP damage range for the average unit level.
    And the bad thing is you need around three turns to kill them if you only have
    one magic using unit in your group. And Death, as everyone knows, gives the
    death attack to any unit of around 50HP, which is great because your magic
    unit can die immediately from that one attack, or at most last till the next
    So just in case you want to know how to beat Death, actually there's no sure
    way, but try using potions that increase the attack and armor rating of your
    magic units... and because magic units usually have very low initiative and
    so potions that increase a certain percentage of their initiative are of
    little use because Death has very high initiative, much higher than your
    normal fighter unit. Obviously, if you can increase the number of magic units
    in your group, it will be better, but not too much of them, 2, at most 3 is
    enough. Then make sure your front row fighters are strong enough as well,
    the Undead enemy will usually group Death up with Werewolves as well as
    Lich Queen, so your front units must be powerful enough to protect your back
    magic units from further attacks. Lastly, if you get the chance and have the
    mana, try casting one spell on their unit before you attack them straight on.
    2)The worst race to use:Do you even need me to tell you? The Mountain Clans of
    course. By worst, I don't mean their units aren't strong, but it all goes
    down to their low initiative value... The highest it can get it... 50. Great
    huh? And one thing I really dislike about playing as the Mountain Clans, or
    should I say find it so infuriating is that the order gets reverted. This
    means that I can have a Flame Caster cast his fire attack before my King's
    Guard weapon attack when the King's Guard has a higher initiative. I only met
    with this problem using the Mountain Clans... and it made me so furious
    because I had to heal and heal and heal which wastes time and resources.
    Now you don't need me to advise you on how to beat them do you?
    3) Best magic user: In my opinion, is the ArchMage of the Empire. He can deal
    quite a fair deal of damage even at a low level, and I don't know why, but his
    magic attack is the magic attack that gives the best -wow, looks so powerful
    and very damaging- effect.
    4) Best rod-planter: Baroness/Banshee. Reason: they can cast petrify and fear
    which is more useful than an Archangel that can only heal 40HP and a Dwarf
    Champion who doesn't even have the skills of a champion anyway.
    5) Best thief: Okay this is a trick comparison, because all thieves are the
    same. But the Undead thief looks cooler, so he should be given credit for
    6) Best leader: Death Knight from Undead. Flying ability is always a plus
    point, because there's no penalty on sea etc. Once he is of a considerable
    level, he can be devastating. He's very polite as well, which is an
    added bonus.
    7) Most interesting quest: That will have to be Drega Zul. It is because
    Drega Zul is a character made especially for the Quests section...and it
    provided a lot more excitement playing using her. Almost like the feeling
    of being able to use Uther as in the Sagas.
    Q: So is this game worth playing?
    A: Sure, look over the reviews on GameFAQs.com for more details.
    Q: What will you add in to this FAQ in the future?
    A: Most likely this will be the final version. I think I have put in enough
    stuff, I don't want to add in stuff which is already in other D2 FAQS because
    that would be unnecessary. But I may make changes should they be required.
    Q: How did you manage to complete these quests? They are hard!
    A: Yeah, but that's what makes this game challenging and interesting. No game
    is unbeatable, that's what I always say.
    Q: So is the Hierophant better than the Prophetess?
    A: It depends really, though many people say of how good and useful the 
    Prophetess is, I almost always uses the Hierophant. In my opinion, both are
    as powerful as each other.
    Q: Why do you choose to use the Hierophant instead?
    A: I said almost always, I didn't say always, get it right. The reason being,
    Hierophant heals way more than Prophetess even though he only heals one unit
    at a time. Unless I'm facing an enemy that deals more than 100 HP damage to
    all six of my units at one go, I'll have to go with the Hierophant. But that's
    just my opinion.
    Q: I can't beat this quest! Should I use the cheat codes?
    A: Up to you, personally I'd say no. Why? Cheat codes helped you but doesn't
    satisfy you. You want the real challenge, do without cheats. Cheats aren't
    called cheats if they ain't cheats, got what I meant? Yup, beat the game with
    your own strategies!
    Q: Can I post your FAQ on my site?
    A: Is this even a question? OF COURSE NOT! You'll have to ask for my
    permission first.
    Q: So if I asked for your permission, you'll let me post it then?
    A: Since when did I say that? Asking doesn't mean having. Most likely no. I
    want to limit my contributions to as few hosts as possible.
    Q: So can I trust your FAQ to help me with any difficulties? 
    A: I'm just trying to help. Don't pis* me off with such questions.
    Q: You sounded rude in the Q&A section, why is that so?
    A: It's not being rude, it's being serious because I hate it when people don't
    treat what I've said seriously and started asking me stupid questions.
    Q: So can I email you to ask you any questions about the game?
    A: Only if you really need help. No irrelevant questions please.
    Q: So that means you can give absolute answers then?
    A: If only isn't it? Then not exactly so. I can't give any promises, only that
    I'll try my best to help.
    Q: There are some stuff that you did not put a note about, can I email you?
    A: Aye, Sir. Actually I must admit, this FAQ is my first and I do try my best,
    but I may have missed way more things than you and I could have imagined.
    Q: I really liked Disciples 2, should I get the expansions?
    A: Look up reviews or discussions before buying them.
    In this section, I will put up emails on the quests in D2 sent to me by some
    other players.
    Take note that I just cut and paste the emails so no part is being amended.
    I) From MagicMan:
    In the Last Stand quest, the characters Lord Tace and Prince Bjorn both have
    +20% health, +10% attack and +10 armour over other leaders of their type, and
    so these two can be exported into other quests, so anyone can raise a nicely
    boosted hero. Similarly, Sir Glorcliff in some other quest is also boosted
    over others of his type, if anyone wants to raise a boosted Empire leader in
    the quests.
    Thanks to Strategy First for making this great game.
    Thanks to Strategy First Technical Support for their patience and politeness
    in helping me when I met with installation problems.
    Thanks to Mister Sinister for his wonderful and detailed FAQS on the sagas
    which has helped me so much while I was having a hard time with them.
    Thanks to CjayC for his GameFAQs website that has given help to so many gamers
    out there.                 

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