FAQ/Walkthrough by RVallant

Version: 2.1 | Updated: 04/05/03 | Printable Version


Game Information:
Title: Warhammer: Dark Omen
Type: Real Time Strategy
Format: Playstation
Game's Age Limits: 11+  

Author: Robert "Robbie B" Blowes
Contact: thefollower44@hotmail.com
FAQ Version number: 2.1

Last Update: 5th April 2003 -Completion of mission 11 done, special 
items list updated all that usual stuff. Updated enemy list breezing 
through the FAQ in good pace, Merc Ogres added to allies list.

FAQ Version 1.0 - 10th DEC 2001: Introduction - Section 1.0 updated

FAQ Version 1.1 - 11th DEC 2001: Started Section 2 added List of 

FAQ Version 1.8 - Mission 7 completed with no casualties.

FAQ Version 1.9 - Added +/- on allied units section. Control FAQ 
section started due to popular demand. Redesign and redrafting of FAQ 
results in complete deletion of walkthrough.

FAQ Version 2.0 - Added +/- on temporary unit section. Control FAQ 
for controller just about finished. Missions 1 through 4 now re-
written with much more simpler and easier battle tactics than ever 
before! *Cough* ok can't get carried away. Lots more re-written and 
re-drafted, missions 5a, b and c* to be completed soon (battle 
planning being done again).

FAQ Version 2.1 - Missions 1 through 11 completed, enemy list ever 
growing. Any contributions to what to add to the +/- section send my 
way, I'll probably change them a bit though since it all depends how 
lucky you are in the game (i.e. Greatswords demolishing an entire 
army of Orcs and undead when they usually flee sort of thing).
 Ogres added to allied list, please note that I haven't done the 
missions that gain them yet.

This FAQ is copyright 2001-2002, Robert Blowes.

Welcome to Robbie B's FAQ. This FAQ aims to cover everything on the 
game: Warhammer: Dark Omen. If I have missed anything please do not 
hesitate to contact me and I will check to put whatever I have missed 
into this FAQ. The Basic content of this FAQ starts off with unit 
information and basic information, which you may need to know to gain 
a clearer view of the story. The general walkthrough is here and 
covers all decisions you as the player makes. Thank you for reading 
this FAQ I hope to hear from you soon.

Special Note: Dark Omen is based on the tabletop Warhammer: Fantasy 
Battles. If you are an owner of the game then ALL enemy stats based 
in the game (exception to bosses) will be found in the respective 
Battle books of Warhammer: Fantasy Battles. I have used my knowledge 
of Warhammer FB to try and help clear up the battle system, however 
if anyone possesses the ENTIRE collection of books of the tabletop 
game WHEN Dark Omen was released I'd be very happy if you could send 
all information about the units including their stats. 

Table of contents:

1.0)	Story and basic information
1.1)	Definition of Terms
1.2)	Skull and Shield rating explanation
2.0)	Details of units (allies)
2.1)  Details of units that join for a short time
3.0)	Bestiary
4.0)	F.A.Q'S
5.0)	Walkthrough
6.0)	Special Items/Weapons List
7.0)	Magic Book
8.0)	Control FAQ
9.0)	Secrets/Codes
10.0)	Legal disclaimer
11.0) Credits and How to contribute.

*Section 1.0*

Story and Basic Information

 If Warhammer: Dark Omen is your first Warhammer game then you will 
more than likely not understand why you the main character is out in 
the wilds of the Empire fighting goblins and Orcs. 
 The story actually starts in Warhammer: Shadow of the horned Rat in 
which you the player was the commander of the young Grudgebringer 
Mercenary army famed in the north but trying to make a career in the 
southern areas known as the Border Princes.
 In the game you of course come across a huge enemy plotting to 
destroy the world and so on. Of course a feat which has rarely been 
done is YOU went and defeated the Skaven warlord along with his 
puppet Orc Boss Urgat Rip-eye. 
 Now, several years later you end up in the Empire back to being a 
small mercenary army once again. This time though a new threat 
arrives and it's up to you to defend the world from the terror of 

*Basic Information*

 Basic information you just need to know about this game and what all 
the rest of this guide will tell you about.
 This guide is SPOILER free and if there is any possible spoilers it 
will be marked clearly. You also should know how to play the game 
which I hope you do, if not please refer to the Game Control FAQ.
 As you are a commander of the army I should hope you know what a 
commander has to do! The main things a commander should understand is 
defence is much better than attack. 
 The reason for this is that it's simply a LOT easier when defending 
to get the upper hand. For example when defending you have the 
advantage of firing off artillery and narrowing down enemy numbers in 
your solid fortified positions that if planned right allow for 
flanking attacks. When you attack you lose the advantage of sitting 
back and allowing the enemy to fall into your trap, and in most cases 
you will have to send several orders (quickly mind) to get your 
troops into a solid attacking position. Personally I feel it's easier 
and on the whole a LOT safer to just sit back and defend as opposed 
to running into ambushes as you attempt to attack. (As a rule of 
thumb attacking plans are easily broken up i.e. ambushed as opposed 
to defending plans, which generally can adapt to anything the enemy 
throws at you) 

|Section 1.1|

*Definition of terms*

 Flanking: This means getting your units around the enemy and 
attacking from the sides or behind.

 Flanks: This is the left and right sides of your army.

 Centre: This is obviously in between the flanks

 Rearguard: This is the back of the army.

 Vanguard: Not to be confused with Rearguard. The vanguard is the 
front of the army.

 Cavalry: Soldiers on horses, beasts and mostly anything that is big 
enough to allow a mount. Powerful and vital for your cause, they are 
generally the fastest units you can deploy and as such are BEST used 
for flanking. Keep them out of battle so if you encounter trouble you 
will have a fast and strong unit to reinforce collapsing lines. Or 
you can choose to use them as crack troops (as they generally are 

 Infantry: Foot soldiers. Treat them as cannon fodder if you wish, 
however Infantry troops are the best for close range fighting and 
should ALWAYS be in the front line.

 Archers: Wield longbows, firing rate is pretty good range varies. 
They can fire over allied units so as a general rule of thumb you 
would like to have archers over crossbowmen in battle (unless you use 
the Kamikaze tactics explained later)

 Crossbowmen: These use the more powerful crossbows, long range but 
slow to reload they cannot fire over allied units (if they can they 
do a great job of shredding through the rear ranks :\) *Robbie B's 
note: Crossbowmen are GREAT kamikaze guys. Just sit them halfway up 
the battlefield and pepper the enemy with crossbows. When the enemy 
gets into charge range fire one last round of arrows. Now point and 
laugh as the leader flees, his comrades dead around him... (you might 
want to start crying if it doesn't work though :D)*

 Artillery: War machines, cannons, mortars and so on usually stupidly 
powerful but immobile. Mortars are the only artillery unit that can 
fire OVER allied troops so try not to get a unit in front of a cannon 
when it starts firing yea?

 Skull Rating: This is shown in the troop roster and on the battle 
map (press select then highlight a unit). The number of skulls shows 
the rank or "threat" of a unit. Needless to say a unit with 1 skull 
is hardly going to hurt your mighty three skull elite's! Always think 
about this before sending that Infantry unit to attack a little group 
of enemies since you could be sending a 2 skull infantry into a 4 
skull bunch of elite's... Needless to say your butt will be handed back 
to you on a plate. 

Shield rating: This is also in the troop roster but NOT viewable on 
the battle map (so no chance of seeing enemy armouring). This is how 
well protected your units are. Generally put this can be vital in the 
later stages of the game.

Melee: Hand to hand combat!

Flee: Not to be confused with melee! It means: RUN!!!!!

Attack: An attack is basically and attack of some sorts whenever by 
missile or by swords.

Re-enforcement: This is the term I use in attacking missions. In 
attacking missions when you practically wipe out the enemy a bigger 
stronger unit appears, these are reinforcements sent basically to 
help them out and you aren't going to let that happen!

Wave: A wave is the battle phrase during defensive battles. When you 
are defending something, the enemy will attack in waves. Basically a 
group of 4 or more units attack one particular area of your defences 
and when they fall or are in trouble another four units or comes to 
back them up and keep up the assault... In other words the second batch 
of enemies is the "second wave of attack".

Waves: Waves is the battle phrase used when more than one attacking 
wave is launched at your units. For example in mission 1 there are 
two waves of attacks by 2 units while in mission 3 there are SIX 
waves of attacks by 1 unit. It's easy to learn!

|Section 1.2|

Skull and Shield explanation:

Skull and Shield is the way a unit is rated in terms of both strength 
and defence. 


 Skulls are the way troops are determined to be a threat. How much 
experience they have, how many kills they have made and how much of a 
threat they are on the battlefield. This was employed in Warhammer: 
Shadow of the Horned rat to limited success but is the heart of 
Warhammer: Dark Omen

1 Skull: Recruits.

 This is the rate given to people who come fresh out of the barracks! 
It's also given to troops who have no experience. These troops have 
little skill in using their weapons; they are unorganised and not 
exactly brilliant in combat. They flee a lot, make rash decisions and 
get into the wrong place at the wrong time.

Examples include Night Goblins, Brigands (thugs) and Zombies (Normal 
people brought back to life). Villagers can be included here although 
some would be a 0-skull threat as opposed to 1 but hey that's the 

2 Skulls: Regular Troops

 This is the rate given to "normal" troops. Troops you would find in 
almost every army. They have the average skill in combat; they use 
their weapons with good skill, are organised and flee only when 
losing a battle. They have average leadership are an experienced 
bunch of soldiers. In reality men who go into battle a lot but aren't 
exactly top of the art soldiers.

Examples include: Helmgart Bowmen (poor shots), countess Guards (flee 
at fear!), Orc Boyz (organised and strong)

3 Skulls: Elite Troops (Veterans)

 This is usually given to troops who are the core of the army. They 
are powerful troops who utilise their weapons with amazing skill! 
They never flee unless faced with certain defeat or are overwhelmed. 
 They have brilliant leaders, are very organised and loyal men. They 
are top of the art fighters in reality the best troops you can find 
strong and resilient. They usually lead the front line.

Examples include: Grudgebringer Cavalry (class pure class), Orc Boar 
Boyz (nasty), Carlsson's Cavalry (class) and Necromancers (nasty)

4 skulls: Rare troops (Total Veterans)

 This is given to troops who are totally rare. You will be hard 
pressed to find them anywhere in the world. They wield their weapons 
with unbelievable skill, are led by inspirational leaders, rarely 
flee unless face with utmost defeat and are total specialists in what 
they do. 
 In reality these are state of the art soldiers who you should beg to 
have on your team. They are the best units you can have specialising 
in a certain area of battle.

Examples include: Grudgebringer Cannon (state of the art cannoners), 
Grudgebringer Cavalry (it's easy to level them up).


Shields basically give you an idea of how well protected your men 
are. Gold Shield is the minimum amount of armour you can have.

Shields for infantry:

1 Shield: Basically normal clothes.

2 Shields: This is a troop with normal armour. Basically light armour 
or a shield.

3 Shields: This means the troops have heavy armour or light armour 
with a shield.

4 Shields: Given to troops who have heavy armour and a shield. Strong 
protection but they will be slower than normal.

(The above changes depending on weapons e.g. countess guards can't 
have shields because they require two hands to use their weapons 1 
shield is light armour and 2 shields is heavy armour)

Shield for Cavalries:

2 shields: The minimum, 1 shield for being mounted (hard to hit) and 
1 shield for light armour.

3 shields: Heavy armour, or light armour and shield plus being 

4 shields: Heavy armour, or barded horse.

5 shields: Heavy armour, shield and barded horse.

|Section 2.0|

This section gives you all the information required on YOUR units. 
This is PLAYER controlled units and not NPC'S or enemies. This 
section also contains, background information, information on how to 
use the unit to best effect and loads of other stuff.

*Allied units*

Permanent Units (Units which NEVER leave your army or units which 
rejoin your army later)

Name: Grudgebringer Cavalry
Led by: Commander Bernhardt.

Background: Taking their name from their commander's powerful sword 
'Grudgebringer' these mercenaries form the core of the army known as 
the Grudgebriners. They are skilled in combat and ride to battle on 
mighty war-horses.

How to use:

As the background says they are the CORE of your army. Lose these 
guys and the game is over. However these guys are the toughest unit 
in the game period especially at the start.
 This cavalry unit has 16 men and horses and since it is war-horses 
you get an extra attack for the horse! 
 They start off with potent three skulls and three shields of a 
possible five. At the start of the game they can easily wipe out any 
unit for no casualties!

 Although you may like I be tempted to storm them through the main 
enemy units which is a dangerous thing at times, the best tactics to 
use with these boys is to keep them in the flanks and once your 
archers and cannon crew has cut the enemy down as much as they can 
send in these guys. 
 I tend to get them to attack enemy units of skull skill two or three 
rather than 1 since the less experienced fighters should take out 
those pesky 1 skull boys!

+ You're the LEADER!
+ Fast and reliable
+ Overly powerful can hold their own against insane odds.
+ Starts out with a nice magic weapon "Grudgebringer Sword"
+ Can upgrade to FIVE armour slots, very nice!

- You're the LEADER! (In other words die and it's all over)

Name: Grudgebringer Infantry
Led by: Sergeant Gunther Schepke

Background: These warriors are highly experienced and proficient 
fighters led by Sergeant Gunther Schepke, Bernhardt's second in 
command. As part of the respected mercenary army known as the 
Grudgebringers they are completely loyal to their commander.

How to use:

 I recommend you try and keep these boys alive for as LONG as 
possible. They are the biggest Infantry unit in the game having a 
total of 20 men max! 
 They start the game with a skull rate of two, which is basically 
what I would consider an "average" rate. Also they start with 2 
shields of a possible 3. 
 I recommend upgrading their shield to three at the start of the game 
so they will stay alive long enough to get more lethal! 

 With a skull rate of two these boys are capable of taking on most 
enemy units. If you see a two-skull enemy or even better a 1-skull 
enemy send these guys in to attack they should be able to handle 
them. However I suggest you don't send them in to face elite units 
(skull: 3+) unless you have serious backup with them just in case 
things go wrong. (The Cavalry is a good backup unit here) 
 The best tactics to use here is to send these guys into the enemy 
front rank then circle the cavalry to attack the enemy flanks or 
rearguard. Don't expect the cavalry to save their butts all the time 
though, train them up and don't worry about losing them you shouldn't 
lose them unless you are THAT bad or just plain unlucky (They can run 
pretty fast for humans you know ;)).

+ BIGGEST Infantry unit in the game
+ More than able to defeat ANY enemy
+ Solid front line troops.

- Not always reliable. They flee quite a bit, which is a shame.
- Is it just me or does the green/white banner scream "Fire the 
arrows here please!"?

Name: Grudgebringer Crossbows
Led by: Unknown

Background: As part of the respected Grudgebringer mercenary army 
these troops are skilled in their art and loyal to their commander. 
They are armed with powerful crossbows, which have long range but 
require line of sight to their target. Although they wield their 
crossbows with considerable skill they are not particularly effective 
in hand to hand combat. ONLY the front rank of the unit may fire.

How to use:

 Simple here, DON'T get them in hand to hand combat unless you really 
are desperate however I applaud you if you sacrifice them for the 
cannon crew! 
 Line of sight basically means they can't stand in front of a 
building and shoot the enemy like longbow archers can! But these guys 
can be very useful _sometimes_! They aren't entirely good most of the 
time (in my case) getting 4 kills in the entire battle! However in 
missions where you can't take your cannons these boys become VITAL!

 They have a ton of weaknesses and will become useless when you get 
some archers. As they can't fire UP in the air I suggest you do NOT 
put them directly behind your own men because you'll end up killing 
your soldiers and have the enemy laughing at you! (Keep your men 
about 1 regimant size away from the crossbows as they can still get 
hit at the sides sometimes.)
 Put them on a hill or even better put them in the middle of two 
units of infantry fire away then when the enemy get too close pull 
them back and get the infantry to close in.

They have 16 men MAX and a skull rate of 2! Another 'average' unit. 
Shields though are 1 of a maximum of three at the start of the game 
and should remain so unless you seriously intend to send them into a 

+ Powerful crossbow troops
+ Great for the Crossbow Kamikaze tactic
+ Are decently accurate

- Agonisingly slow at loading
- Can't fire OVER allied units
- Are USELESS in hand to hand combat *require protection*
- Are often important in missions without a cannon (they're your only 
artillery in some battles and thus you need to know how they are, how 
fast they reload and such so you can get the covering fire in time.)
- Can go through the entire game without picking up a kill!

Name: Grudgebringer Cannon
Led by: Unknown

Background: This machine fires heavy cannonballs which, can tear 
through enemy regiments and light buildings with ease, but is 
progressively more inaccurate the further it fires. Its enormously 
long range is only matched by Orc Rock Lobbers, but it requires line 
of sight to its target as the cannonball is fired in a very shallow 
arc. Armour is USELESS against hits from a cannon.

How to use:

 Now I'm presuming you don't intend to get these men into a fight 
with a bunch of skeletons am I right? I do hope so! The cannon is 
gained from the start of the game and has 4 men; a MINIMUM of three 
is required to even shoot! Remember that!
 However this is the MOST LETHAL unit you have at the start of the 
game oh yes. Guess how many skulls? That's right! FOUR the max 
possible! However it's shield rate is 1 of a possible 3 not that it 
accounts to much since you won't want to get them in hand to hand 

 How do you use them then? Sit them down and shoot like mad. However 
they have the exact same weaknesses the Grudgebringer crossbows have. 
They still shoot your own men and believe me one shot through the 
rear of your men will simply be enough to get them fleeing well off 
the battle map unless you are LUCKY and if you're unlucky you'll wipe 
your own men out. Congratulations dude you just hit a game over!
 Putting them on a hill helps, putting them behind a hill doesn't! 
Just get them in a place with good line of sight and make sure they 
can't blow your own men up and you'll be fine with these guys. 
 PLEASE PLEASE don't get them killed. They are very much VITAL for 
all missions.

+ It's a CANNON!
+ Cannon shots bypass armour. GREAT against bosses and tough enemies.
+ Decent reload time
+ Insanely long range.

- PATHETIC accuracy at times. (Although they can hit wizards in one 
- Can't fire over allies
- Insanely long range (are you sure that none of your allies are in 
the way *hint hint*)
- Couldn't even kill a chicken in hand to hand combat. *Requires 

Name: Bright wizard

Background: Having spent years studying his art at the Bright college 
in Altdorf, a bright wizard is able to control magical energy to 
produce spells of flame and heat. Although extremely powerful in 
battle, wizards do not fare well in hand to hand combat. A wizard may 
NEVER wear armour.

How to use: 

 The bright wizard is one of the most powerful wizards in the whole 
game! Since most of the enemy in the mid-final parts of the game are 
undead you'll have a lot of fun just burning them to death since 
Undead units are weak against fire!
 Note when the background information says: NEVER wear armour and DO 
NOT FARE WELL IN HAND TO HAND COMBAT? Well unless you are like me 
(crazy as hell) do NOT ever put him in hand to hand combat since the 
poor fool will more than likely have his head chopped off.
 Although I have got him in battle with a whole unit which he somehow 
managed to hold out until the cavalry saved him (very funny too) I 
don't recommend doing this. And yes he only killed 4 in that battle 

 Basically with this guy combined with the Grudgebringer Cavalry unit 
the two can be an unstoppable force for the undead units. Use him 
wisely and check out the spell book in section 7.0 for more tips.

*Danny's tip: Back in the days when I used to play with Danny on 
Warhammer he gave me quite an impressive display of power in Dark 
Omen. In several of the missions you can win with ONLY the Bright 
Wizard... Although I wouldn't suggest people try it, it does show you 
how powerful the wizard can be. The way to do it is simple, mass cast 
fire wall spells (the one where fire erupts out of the ground and 
burns for a while) in areas where you KNOW the enemy reinforcements 
will appear... Anything undead that walks into this will be nothing but 
charred ashes and yes you're abusing the game but it works with 
practice (you have to be precise on your timing and positioning to 
eliminate entire armies with just the wizard and cavalry here)*

+ FIRE Spells (A LOT of undead enemies are weak against fire and you 
fight like... A LOT OF UNDEAD ENEMIES!)
+ Can teleport out of danger situations
+ Stupidly overly lethal
+ Can teleport RIGHT next to enemy mages for battle purposes (or 
scouting whatever)

- Has no armour
- OH MY GOD! He CAN kill a chicken in hand to hand combat! That 
doesn't mean he can kill Elite units though, KEEP HIM OUT of hand to 
hand combat.
- Is an idiot at times refusing to do the thing you want correctly.
- Lack of variety... This guy's obsessed with FIRE!

Name: Dwarf Warriors
Led by: Unknown

Background: Determined and confident, Dwarfs are immensely strong and 
resilient although slow on their feet. They will flee in only the 
most desperate circumstances and their hatred for Orcs and Goblins 
makes them even less likely to rout when fighting them.

How to Use:

They are slow really so don't try and get them into a fight with 
archers. They are powerful though and the second largest Infantry 
unit in the game with 19 Dwarfs and 2 of three shields filled. They 
start out with a two skull rating as do most infantry! 
 When fighting Orcs and Goblins these guys practically fight to the 
death and so are very useful in fights against the greenskins! 
However against other units they are also pretty good if a bit slow.
 The best way to use them is to simply keep them back until an enemy 
gets close then charge them in. Because they are slow it is hard to 
send them out to attack and so it's best to keep them close by to 
defend a cannon or the archers. 
 The Dwarf warriors first join you after you re-take or defend 
Helmgart. If you choose to help them they will join you then leave 
you and later in the game they will re-join you. However don't help 
them and they "die" or "refuse to help" you. 

(As it is... if you have cash to spend max out the Dwarves armour. 
Dwarves suffer no penalty on movement in this game so no matter how 
much armour you put on or remove they will always move the SAME speed 
(unlike humans who will generally go painstakingly slow if packed up 
with armour)

+ Cuddly little guys!
+ Have beards
+ Are powerful front line troops
+ WILL rarely flee from battle against Orcs and Goblins.
+ Are the BEST defending the cannon and archers.

- Slow...
- Prone to running away
- Flee a lot more if fighting with elves.
- Are sitting ducks against archers.
- Not very good attacking units.

Name: Imperial Greatswords
Led by: Unknown

Background: Imperial Greatswords, like all swordsmen of the Empire, 
are highly trained and proficient fighters. The swords they wield are 
so large they must be swung with both hands and therefore strike with 
great force. Due to this fact these troops are limited in the amount 
of armour they can utilise.

How to use: 

 They use two hand swords so basically because of the sheer force 
they hit plus the sheer weight of the swords they use, they attack 
LAST. Doesn't matter who they fight they attack last. Therefore 
please don't even THINK about getting them into a fight with cavalry 
or Orc Boar Boyz and Goblin Wolf Riders because they'll be 
slaughtered more often than not.

 They can't use much armour so I would recommend buying one more 
piece of armour so they can live longer! Although you might not use 
them that much they can be useful. They tend to retreat a lot so I've 
heard and seen. 

 Basically don't get them into fights against cavalry. Keep them 
against infantry units and they should be alright. They only have 15 
men though so you may want to keep them back to protect a cannon. On 
the other hand as well as attacking last they are annoyingly slow. 
Trust me on this but don't even THINK of getting them into a fight 
with archers... SHOT DOWN is what will happen to them if you do so.

 As with most other infantry units they start with a 2 skull rating 
and 1 of 2 shield slots filled. Sucks eh? 

*Robbie B's research tip: These guys are not worth being on the field 
of battle. Unless you were careless and wasted units then these boys 
are in the most extreme cases going to be nothing more than "mop up" 
troops. Only use them if you don't have any other decent infantry 
units. *


- They attack last.
- They don't have brilliant armour
- They attack last and in general get slaughtered before they hit a 
- Slow
- Runs away from battle quicker than Homer Simpson does when he sees 
a free doughnut sale. 

Name: Flagellants
Led by: Unknown

Background: Flagellants are men who have been driven over the edge of 
sanity by some personal disaster or catastrophe, causing them to 
travel the Empire preaching their vision of doom. Their madness gives 
them superhuman strength and resilience and they fight with 
outstanding fury. Flagellants wear only tattered robes and will not 
wear armour.

How to Use:

Ok so, as you should know by now. Infantry unit... 2 skull. The catch? 
They can wear no armour meaning they are defenceless as well... imagine 
a hedgehog on a highway and you get my point.

 Only 9 men in a unit and basically mad as anything. They use flails, 
which are quite nasty, especially since they can break your jaw in 
one blow! Right now if I haven't put you off using this unit then I 
know you aren't a guy who believes loads of armour and hitting power 
= instant win!

 Although they may look frail they are excellent fighters. Send them 
to fight a unit of 20 goblins and they probably WILL win! Small in 
numbers, weak in armour yet their hitting power, their insanity makes 
them unbeatable. Because they are "mad" they refuse to even retreat 
unless either half-dead or just about getting wiped out!

 The other interesting fact of this madness is that it grants them so 
much power they can easily smash through units like a knife through 
butter. A unique unit so don't waste them. They are pretty good at 
times better than the Imperial Greatswords anyhow! 

 Try not to send them headlong into archers (have I stressed this 
enough?) because they'll be easily shot to pieces. Basically have 
them attack either infantry or small units of cavalry. Try not to 
lose them either because they can be a nice part of your plans!

+ Religious fanatics (They make the BEST troops;))
+ Only retreats when they've lost a leg.
+ Nicely powerful
+ Can be the trump card in battle if used right.

- No armour
- Small unit (9 men)
- Can be wiped out if you aren't careful.
- Tend to fight to the death.

Name: Imperial Cannon*

Background: : This machine fires heavy cannonballs which, can tear 
through enemy regiments and light buildings with ease, but is 
progressively more inaccurate the further it fires. Its enormously 
long range is only matched by Orc Rock Lobbers, but it requires line 
of sight to its target as the cannonball is fired in a very shallow 
arc. Armour is USELESS against hits from a cannon.

How to Use: Just like the Grudgebringer Cannon enough said really.

Advantages and Disadvantages: Same as Grudgebringer Cannon

*Note: After mission 9 you have the choice of choosing the Imperial 
Cannon or Mortar. If you choose the Cannon then you get this... Skip 
ahead and read the Mortar section for more information.

Name: Imperial Mortar*

Background: This machine fires explosive shells high into the air, 
sending them crashing down into enemy ranks. It has an extremely long 
range and can shoot over obstacles and terrain as the shell is fired 
in an arc, but it is progressively more inaccurate the further it 
fires. Armour provides no protection against hits from a mortar.

How to Use: This 4-skull machine is just like your Grudgebringer 
Cannon in experience, armour and lethality. However unlike the cannon 
it has the advantage of firing OVER allies and does NOT require a 
line of sight to bombard enemies. The mortar has the ability to fire 
over a hill to bombard enemy ranks and that gives it a significant 
advantage over the cannon as your first choice artillery unit

+ Long range
+ Can shoot over allied units and obstacles
+ Gives you an extra attacking option
+ Extremely vital in missions where you can't use the cannon (because 
buildings prevent you from shooting the enemy for example)

- Requires protection
- Fires up into the air, enemies can easily move out of the way 
especially cavalry units.
- Can't fight in hand to hand combat
- The cannon is better when firing at close range as the cannonball 
goes straight into the enemy as opposed to UP then back DOWN.
- The Mortar is obviously not too accurate at long range

*Note: You must choose between the mortar or the cannon. I personally 
vouch for the mortar as you really don't require two cannons and the 
mortar is something different

Name: Mercenary Ogres _FEAR_ (see note)

Background: These massive creatures stand at twice as tall as a man 
and are far more strongly built. Although they are not particularly 
intelligent they are strong and tough and fight ferociously. They are 
notoriously indiscriminate about who they fight for as long as they 
are rewarded. Due to their large and threatening appearance Ogres 
provoke fear.

How to Use: An infantry unit that for once is THREE skull. The catch 
is the max size of this unit is limited to THREE men. The Mercenary 
Ogre unit of three also can only wear ONE shield of armour. This may 
sound like it makes them a useless bunch of troops and potetionally 
they are. However these troops tend to be better than even the 
Imperial Greatswords and as a bonus they cause fear, which is great 
when facing either Orcs or undead. Orcs and goblins will flee from 
the Ogres most times and the fact that Ogres cause fear makes them 
immune to fear that undead units cause! 
 Be careful how you use them as they are a small unit it would be 
wasted to get them killed. Against any one skull troop they can 
usually hold their own but in the case of large 2skull units or any 
3skull unit you should always have a backup unit help them out. The 
Ogres may benefit most with the special item "Enchanted Shield" so 
give that to them if you want.

NOTE: The Ogres will only join you if you agree to help them attack 
the Orc and Goblin Army.

+ Cause fear
+ Are stronger and tougher than humans
+ Unit of three ogres counts to about 6-9 humans.
+ Start at three skulls!

- Small unit, easily wiped out if you aren't careful
- Flee if the odds are against them
- Low armour
- Are only really effective as a backup unit unless you're lucky 
enough to get the enemy to flee straight away!

*Section 2.1*

|Units, which join then, leave your army |

Units, which join and then leave your army, are indicated with a 
green arrow on their emblem in the troop roster. SOME units will re-
join you later in the game and become permanent units; these units 
are listed in Section 2.0.
Units here will NEVER join you permanently at all during the game and 
will only stay for a brief time.

Name: Carlsson's Cavalry
Led by: Unknown

Background: These warriors form part of the militia commanded by the 
Border Prince and former mercenary Sven Carlsson, a personal friend 
of Bernhardt. They ride into battle on mighty war-horses and are 
proficient in combat.

How to use:

Carlsson's Cavalry are much better than in the first game where they 
were two useless units of infantry! The Cavalry is given to you for a 
few battles at the start of the game and should be used to good 
 Use them to attack and support the Grudgebringers most of the time 
since they are equal in skill to the Grudgebringers and MORE heavily 
armoured! A 3 skulled unit with 4 of 5 shields covered! Don't buy 
them additional armour since they WILL leave. 
 Basically these guys won't get wiped out unless you are that 
unlucky! They are tougher than nails and although only have 14 men 
compared to the Grudgebringer cavalry's 16 they never do get many 
 Use them for support, and if you don't care about experience points 
send them in as a main attack force.

+ As strong as the Grudgebringer Cavalry
+ Have MORE armour than your cavalry and are thus less likely to die.
+ Reliable in the midst of battle!

- Flee more than the Grudgebringer Cavalry.
- Only stick around for 2 missions.

Name: Helmgart Bowmen
Led by: Unknown

Background: Like all warriors of the Empire these bowmen are highly 
trained in their art. They are aimed with standard bows, which have a 
medium range. Although they wield their bows with skill they are not 
particularly effective in hand to hand combat. Only the front two 
ranks of archers may fire. 

How to use: These guys are utter crap. I could shout 50 rude words 
and you could get the picture of how BAD these archers are! Believe 
me if you were moaning about the Grudgebringer Crossbows being crap 
shots these guys excel in being totally utterly useless at shooting! 
The Crossbowmen are the BEST crossbow unit in the game and although 
I've been saying that ARCHERS or BOWMEN are better don't even bother 
with the Helmgart Bowmen because they pale in comparison.
 A 2 skull, 1 of three shields filled, these boys are "average" 
bowmen the same as the Grudgebringer Crossbowmen except worst shots! 
If you are going to use them then do as they walkthrough says, they 
have good range and don't really need line of sight however though if 
you get them in a firefight with another enemy unit of archers they 
will much like the did in the first game lose and die! They do 
however have huge numbers, 20 in all but that means nothing for 

+ Are bowmen thus can fire OVER allies.
+ Above average rate of fire.

- Awful shots, even your own crossbow unit is better.
- Easily wiped out in a firefight with enemy archers.
- Slow and unreliable.

Name: Countess Guards
Led by: Unknown

Background: These fighters like all the Empire's infantry, are highly 
trained and proficient fighters. They are skilled in combat and the 
halberds they wield are heavy weapons, which hit with great force. 
These weapons must be wielded with both hands, so these troops are 
limited in the amount of armour they can utilise.

How to Use: The countess Guard come with the Helmgart Bowmen and are 
basically the guys who protect the countess. After seeing the 
Helmgart Bowmen and these guys in action I will assure you, you'll 
understand just why the Empire needs men like you to do the dirty 
 The Countess Guards aren't that bad in all honesty but because of 
the two handed weapons they use they hit LAST all the time no matter 
what. And when you are facing a unit of 20 zombies this is not 
something useful! They also tend to flee about three times more than 
your own units would which makes me laugh sometimes.
 They are as usual an average unit of 2 skull rating and have 1 
shield of a possible two! Because of the lack of armour it's no 
surprise the ranks of these sturdy 10 men seem to get demolished all 
the time. (Low armour + always hit last + 10 men = Death)
 You won't use them much so can't really offer any tactics!

+ Bodyguards!
+ Aren't too shabby in battle compared to most units.
+ Are likely to cause havoc if they are charged.

- Have low armour and generally get slaughtered
- Small Unit (10 men)
- Hit last in battle
- Hit last, small unit, low armour = bye bye.
- Are a "guard" unit... In other words they're the LAST line of defence
- As a guard unit they are worthless holding the front line
- Retreat a LOT.

Name: Imperial Steam Tank:

Background: This machine is in effect a mobile cannon and is very 
heavily armoured. In battle it cannot be engaged in hand to hand 
combat as it would simply run over any troops in its path. The 
cannon, which has a very long range but is progressively more 
inaccurate the further it fires, launches heavy cannonballs, which 
can tear through an enemy regiment with ease. Armour provides no 
protection against hits from  cannonballs.

How to Use: The Steam Tank is an impressive 4 skull unit operated by 
1 man. Like the Grudgebringer cannon it's a great artillery the added 
bonus being you can move this thing and it can simply not be 
destroyed via any means but other cannons/archers. There's not much 
advice I can give since I don't really use this mainly because I've 
never required to.

+ It's a cannon that can move
+ Is immune to hand to hand combat
- You probably won't ever need to use it.

*Section 3.0*

Advance notice: The following bestiary can be used to plan or make up 
your own battle tactics and complete the game without the use of the 
walkthrough. This is very useful if you do not wish to be forced to 
use my own tactics and methods to win the game. 
 You can though use the bestiary and the walkthrough to see what to 
do if you feel up to it. However for those who wish to get STRAIGHT 
to the game then go to the walkthrough section. The bestiary is here 
to give you additional information and options of taking on the game. 
- Robbie

|Bestiary: All enemy units and how to deal with them. |
Note: This is listed in the order you will find them. If the same 
unit re-appears but with the same strength then they will not be 

"Name of Enemy:" Threat Rating out of ten (1=laughable, 10=RUN!!!). 
Recommended Unit to be used taking them on. Lowest-biggest unit (if 
one number all units have same amount of men). "flee rating" out of 
ten 1= Runs all the time, 10= never flees. 

Any special notes will be highlighted like this:

_FEAR_ This unit causes fear. Depending on your unit's leadership 
rating (hidden in game) your unit will either flee or fight. If you 
told your unit to attack they will either not attack or they will 

Night Goblins: 1/10, Grudgebringer Infantry, 15-21, 2.

The 1 skull variant of night goblins appears in mission 1. They will 
reappear to be slaughtered in mission 7. Your Grudgebringer Infantry 
unit should easily slaughter them. Remember against all types of 
goblins you should send LARGE infantry units (like the 
Grudgebringers) because goblin units tend to be large enough to win 
by sheer numbers rather than skill so be careful.

Orc Boyz: 6/10, Grudgebringer Infantry/Cavalry, 9-14, 5.

2 skull troops appear in mission 2 and 9. They are easily taken out 
with the Infantry however Orcs tend to be harder to kill than most 
creatures plus they hit harder so make sure the Infantry has the 
advantage of numbers. (Example don't send the infantry in again a 
unit of 15 or more because the odds of winning will then turn 50-50 
and you'd rather be guaranteed a win.) In events of large numbers 
send in the Cavalry.

Zombies: 1/10, Grudgebringer Infantry, 12-19, 3.

One-skull zombies appear in mission 3, 5a-b and 11. They really 
aren't any harder than Night Goblins but LIKE night goblins they have 
the advantage in numbers. Always send a strong and sturdy unit to 
eliminate them, the Infantry will do fine but the Cavalry will slice 
them down if you're in a rush. Remember that Zombie units are 
destroyed when they flee as their master's control over them weakens 
enough for them to return to the grave. 
 Two-skull zombies appear in mission 6, you'll require a little more 
strength to win. The Infantry should easily win against these too. 

Ghouls: 4/10, Grudgebringer Cavalry, 12-18, 4.

Two skull troops, Ghouls appear in mission three and are easily 
thwarted by the Cavalry. You may want to use the Infantry though 
however the Cavalry slices through these like a hot knife through 
butter. Nothing to worry about here move along now!
Ghouls reappear later in large numbers in mission 10 and 11.

Brigand Swordsmen: 2/10, Any infantry unit, 14, 5-7

One skull troops that appear in Mission 4. They aren't good fighters 
so you should easily eliminate them, however you may notice they have 
a "5-7" rating on leadership. This is because they are fighting for a 
LOT of money and thus you can say they are "Determined". In other 
words they'll take an ass of a time to flee from melee combat but 
they'll usually always flee if you damage them a LOT with your cannon 
and archers. Unless it's safe to do so bombard them before engaging 
them in hand to hand combat.

Skeleton Warriors: 9/10, Grudgebringer Cavalry, 15-16, 10

Two-skull troops that appear in mission 5a-c, 6 and 11. Skeleton 
Warriors are solid units that _NEVER_ flee from melee combat no 
matter how bad you hurt them. Even if you shoot them to 1 man they 
will never run away, instead opting to fight to the death. For this 
reason send in strong units preferably ELITES like the Cavalry 
against weakened skeleton units. If the enemy is at FULL strength 
you'd be well advised to outnumber then 2-1 in order to reduce 
casualties and as a safeguard from your own units fleeing. Never 
underestimate these units.

Wights: 9/10, Grudgebringer Cavalry, 7-10, 8-10 _FEAR_

Two-skull infantry that make their appearance in mission 5c or 6 if 
you skipped the optional mission. They appear again in mission 
11.Wights rarely retreat from battle and cause fear. Be careful when 
entering battle with them as although a small unit they are 
incredibly hard to break down, they can last longer than a 16 man 
strong skeleton warrior unit if you need to know their full 

Mummies: 6/10, any strong infantry unit, 4, 7 _FEAR_ 

Three-skull crack troops of the undead horde that make their 
wonderful appearance in mission 6. They take double damage from fire 
attacks so the Grudgebringer sword's fireball attack and the bright 
wizard are usually well suited to combat these. Provided you don't 
flee and you get a decent unit in battle with them they shouldn't 
give you too much trouble. Don't underestimate them though they can 
force the whole army to retreat as I learnt the hard way.

Orc Big Uns: 7/10, Grudgebringer Cavalry or Flagellants, 9-12, 7

These 2 skull infantry troops appear in mission 8. They are easily 
dispatched by any good infantry but the Flagellants who are around 
the same size as a Big Un unit should be used to make it harder to 
win! Haha!

Wraiths: 9/10, Grudgebringer Cavalry, 4-5, 8 _FEAR_

Wraiths make their unwelcome appearance in mission 10 and continue to 
appear in mission 11. They are 3skull troops and come in small 
manageable numbers for 16 strong Cavalries. Do not send in even the 
Flagellants alone against these as they are easily one of the 
toughest units to break down.


Night Goblin Archers: 2/10, Grudgebringer Cavalry and Cannon, 14-15, 

The 1 skull variant of Night Goblin Archers appears in mission 1. 
They reappear to be slaughtered in mission 7. A direct hit from your 
cannon should easily send them packing but if they get too close the 
Cavalry should quickly wipe them out. 

Orc Arrer Boyz: 8/10, Carlsson Cavalry or Grudgebringer Cavalry, 9-
15, 4

2-skull variants of the arrer boyz appear in mission 2 and show up in 
huge numbers in missions 8 and 9. In mission 2 these guys tend to 
make a beeline for your cannon crew, as of such because of the 
positioning the best placed troops to take them on would be the 
Carlsson Cavalry. An attack from behind by these will send them 
running easily. Arrer Boyz should be treated with respect, they may 
seem pathetic but they have a NASTY bite. 

Brigand Archers: 0-10/10, Grudgebringer Cavalry, 14, 6

One skull troops that appear in mission four. Like all archers when 
they are not fighting they are a HUGE threat, do your BEST to 
eliminate them with the Cavalry. In hand to hand combat these are no 
problem, outside of it they can be a major threat. Take note that 
these men are not afraid of shooting their own units to kill you so 
don't get into a fight anywhere near them unless you're fighting 
them! Unlike most archers they'll take a longer time to flee.

Skeleton Archers: 9/10, Grudgebringer Cavalry, 11-18, 10

Two-skull archers, these skeletons are very good shots. These appear 
in mission 5a-c and 6! They also appear in mission 10 and 11
 You could probably survive a fire fight against these on even ground 
but it's pretty unlikely. Send your Cavalry if they're free to 
demolish them although you might want to send in your Infantry 
instead (pepper them with arrows to distract them). Like all 
skeletons these units fight to the death and _never_ flee from 
combat. Always make sure you've covered your flanks _before_ engaging 
these units in hand to hand combat.


Orc Boar Boyz: 8/10, Grudgebringer Cavalry, 6-8, 8

These are elite Orc Troops and have a three skull rating. They appear 
in mission 2 and re-appear in missions 8 and 9. They are pretty 
lethal to the point that they can easily overwhelm units. The 
Grudgebringer Cavalry is most suited to taking these boys on although 
the Infantry DOES stand a chance. Keep in mind that the Boar Boyz 
have TWO attacks compared to the normal one.

Skeleton Horsemen: 10/10, Grudgebringer Cavalry and other unit, 12-
16, 10 _FEAR_

Skeletons... on skeleton horses, they appear in mission 5a2 and b. 
These are the kind of troops you really want to run away from. They 
are an UTTER pain in the butt. They cause fear, are quicker than your 
cavalry, will NEVER flee, FIGHT TO THE DEATH, and just about love to 
make your life a misery. They move too fast to "cannon" to death, to 
fast to "shoot", don't get hurt much by fire spells and the firestorm 
spell takes too long to start up to be effective. Your CAVALRY will 
flee from these! Now to take them out always use TWO units due to the 
"fear" and "fight to the death" rules. The easiest way to take them 
down is to use the "Banner of defiance" which will cause your unit to 
be immune to fear and likewise you'll be able to fight without fear 
of EVERY unit running away!


Necromancer: 10/10, Grudgebringer Cavalry, Bright Wizard, 1, 7

The Necromancer makes it's appearance in mission 4 where it will flee 
when approached by your units. In mission 5a1 and 5b you will easily 
be able to dispatch the necromancer in one shot generally, they also 
make an appearance in 5a2. An example of the necromancer's power is 
shown in mission 5c where he will do teleport raids on your cavalry 
or any frontline unit.  Necromancers are generally more dangerous in 
the later missions as you will find out the hard way. When charging 
them have your wizard cast dispel on whichever unit you send to fight 
them to nullify all spells cast against them.

Night Goblin Shaman: 4/10, Grudgebringer Cavalry, 1, 5

Night Goblin Shaman have a habit of killing themselves by casting 
spells. They make their first appearance in mission 7 and should 
easily be dispatched by the Cavalry. Be warned they can cause a weak 
unit (greatswords *hint*) to flee.

Orc Shaman: 7/10, anyone, 1, 9

They appear in mission 8 and 9 but are easily wiped out before they 
get a chance to move.

Vampire Lord: 10/10, EVERYONE, 1, 4

The Vampire Lord makes his appearance in mission 10. In mission 10 he 
comes with a wand of jet that obviously doubles his capability of 
destroying your units in one shot. A 4-skull unit, treat him with 
respect and fear, shoot him down if possible.

Mannfred von Carstein: 10/10, EVERYONE, 1, 10, _BOSS_

The first boss of the game is a vampire lord named Mannfred Von 
Carstein. A 4 skull guy who is not to be messed with, Carstein loves 
to fight dirty sniping your men off with teleport raids. What's more 
he'll fire blast spells into your ranks WHILE you are fighting the 
enemy just to annoy you. When you wipe him out laugh and spit at his 
dead... er... twice-dead body!


Boars: 4-10/10.

Boars are pretty nasty creatures to fight. The Orcs tend to use them 
as Cavalry mounts and for a good reason too! Boars like Orcs are 
slimy and gruesome and in general aren't exactly good looking. Boars 
can outrun even War-horses (Grudgebringer Cav's) and they can attack 
in battle (giving the entire unit TWO attacks per men). Units who 
ride Boars also gain the advantage of gaining more attack strength 
and power AND attacks when they charge, simply crushing the enemy.

*Robbie's note: DO NOT Ever let anything on boars charge. In most 
cases you'll see your men slaughtered. When mounts on boars charge 
the rider has 1 attack, the BOAR gets an attack and due to the boar's 
tusks counting as lance gets double strength. If the rider has a 
spear or lance double the strength again. That means the enemy gets a 
grand total of 2 extra attacks at four times its strength. Charge 
them... or pay for it.* 

Skeleton Horse: 0/10

Fast but I don't believe they have an extra attack (anyone of W:FB 
correct me here). They're fast though so NEVER try to outrun them.


Giant Scorpion: 7/10, Grudgebringer Cavalry, 1, 6, _FEAR_

Giant Scorpions appear in mission 7. They cause fear but can usually 
easily be dispatched by anyone really as they don't have great 
courage in battle.

Gigantic Spider: 8/10, Grudgebringer Cavalry, 1, 8, _FEAR_

These also appear in mission 7. They cause fear and are slightly more 
lethal than scorpions. They can be ridden as mounts by goblins but 
provided your men don't flee you should easily wipe them out in melee 
even with your Crossbow unit. Just be careful when handling enemies 
that cause fear.


Orc Rock Lobber: 10/10, Grudgebringer Cavalry, 4, 8.

This war machine is the Orc army's answer to your Grudgebringer 
cannon. Same range but crap accuracy even so still a dangerous weapon 
that you should aim to take out quickly. They don't mind shooting 
their own troops (who said Orc's were smart?) in order to get you. 
(Example: Mission 9 the Rock Lobber fired at my infantry completely 
missed and hit their own Arrer Boyz sending them fleeing. What a 
whacky case of "friendly fire"!) 
Orc Rock Lobbers appear in mission 9 as a 1 skull war machine.

Orc Bolt Thrower: 7/10, Grudgebringer Cavalry, 4, 7

This war machine is kind of like an arbalast (however you spell it 
lol). The bolts have short range and tend to sail up over your units 
especially fast cavalry units. Don't underestimate them though as 
they have the ability to shred a row of your men to their deaths.
They appear in mission 9 as 1 skull war machines. 

|Section 4.0|


1)	Are there any hidden units I can find?

A) Yes there are but they aren't exactly hidden. In fact most units 
that are "hidden" are those that leave and re-join later. The Dwarfs 
for example join you if you choose to help them get home. All hidden 
units are listed in the Allied Units area and the walkthrough.

*Section 5.0*


Quick Mission Name Guide: (optional missions marked with a * while A 
and B are missions you can take by choosing one path i.e. you cannot 
take mission 5a1 and 5b. You can however take optional missions after 
any choice i.e. mission 5a1 and 5c or mission 5b and 5c)

1)	Trading Post 
2) Border Princes 
3) Grissburg (Defence at)
4) Brigands Attack 
5a1) Bogenhafen
5a2) Assault on Helmgart
5b) Defence at Helmgart
5c*) Axebite Pass (Encounter at)
6) Ambush at the Great Forest
7) The night goblin ambush
8) Conflict at the great forest
9) Siege of the Blighted Towers (The,)
10) Skirmish at Sylvania
11) The tunnels of Darkenhof Castle

 Starting a new campaign takes you to the unit selection screen. 
First off enter the troop roster to view your units and buy some more 
armour for the Grudgebringer Infantry, the largest and best infantry 
unit in the game. (1,200G)

Back on the unit select screen choose all available units for battle, 
the cavalry, infantry, crossbows and cannon.

Mission 1: Trading Post 1
Objective: Protect the village and defeat all enemies
Enemies: Night Goblins x2, Night Goblin Archers x2.

A rather simple battle here. There's simply no way you can lose 
unless you're unlucky so try out some risky tactics and such to 
figure out the AI. If you wish however for a comfortable victory you 
shouldn't need too much help.

Place the Cavalry and Infantry to the right of the battlefield (put 
the Cavalry closer to the forest so it's "hidden") Set it so that the 
infantry will move up to the forest below the road (move up then 
right). The Cannon should be placed just below the cliff face away 
from the forest where it can fire it's long range cannonballs far at 
the Archers and Infantry units up ahead. The Crossbow unit is pretty 
much useless in this battle because you start at the bottom of a hill 
meaning if you engage the enemy archers they'll be shot to pieces 
(and they'll have to get closer) and if you shoot the enemy infantry 
you'll only get one or two rounds off. However if you take the 
Crossbowmen place them to the right of the cannon and set them to 
move away from the cliff (preferably beside the Cavalry where the 
Infantry were).

If you're feeling risky and don't mind wasting a few lives move the 
crossbows to the bottom of the cliff where they can shoot. Order the 
cannon (and crossbows) to fire at the Night Goblin Archers while you 
set up the Infantry for battle. When in range have your infantry 
intercept the Night Goblins and if possible charge the enemy in the 
flanks or rear with your Cavalry. Once finished send the Cavalry to 
finish off the archers if they're still alive.

A second batch of archers and infantry will approach. Take them out 
the same way, charging their rear will cause them to flee almost 9 
times out of 10 so you'd be smart to try pincer attacks. (If the 
archers flee then come back you can easily pincer attack the archers 
by sending the cavalry one way and the infantry the other, I'll let 
you figure out the rest)

Don't forget to grab the chest of gold in the village at the end of 
the fight.

Expected amount of Casualties: 4 (It's possible to only lose 3 men 
and most likely possible to lose NO men in this battle but it really 
doesn't matter too much unless you want to save money. You should 
only ever lose 4 men no more than that.)

Expected defeated units: None. The Infantry will take the most damage 
as will the crossbows if you were unlucky. The Cavalry should NEVER 
have a single death by this stage!

*Robbie's notes: Try and have the Infantry do most the fighting since 
you really want to "beef" them up quickly*

Mission 2: The Border Princes
Objective: Ambush the retreating Orc Army and slaughter them.
Enemies: Orc Boyz x2, Orc Arrer Boyz x1, Orc Boar Boyz x1.

Another fun battle that this time sees you attacking instead of 
defending. Fans of the original game will be laughing in delight as 
you for once actually get to AMBUSH the orcs on LEVEL terms. The 
Carlsson Cavalry (infantry in the original game) join you here and 
are just about as strong as the Grudgebringer Cavalry. If you failed 
to do so earlier you should upgrade the Infantry's armour.

All you have to do is simply "trap" the enemy in a flank attack. You 
are strong enough to take them on head on however doing so is rather 
risky as it leaves you open for attack. If you decide to fight head 
on try to keep a cavalry unit free to attack the archers who really 
can make short work of your cannon crew.

For those who want to flank and slaughter the enemy read on. For 
deployment notice where the cannon is placed? Surprisingly the cannon 
is in a PERECT shooting position. Place the Grudgebringer Cavalry 
just to the bottom left of the cannon and place the Grudgebringer 
Infantry just to the top right (not in the firing line please!) Now 
you've got two units flanking the cannon that is going to prove vital 
in this attack, time to sort out the other flank!

 Move the archers as FAR right as possible on the hilltop (they can 
stand right on the edge) until you get an arrow with an eye on it 
when you choose to fire at an Orc unit. Place the Carlsson Cavalry 
RIGHT up to the bottom of the hill and leave them there.

When you start the battle it is VITAL you keep an eye on the enemy 
units. Straight away if you hadn't done so in the deployment stage 
get the cannon to shoot at the regiment of 9 Orc Boyz, the cannon 
will usually miss however the shots that miss will sail into the 
regiment of archers behind!

Have your own crossbowmen fire at the other Orc Unit and quickly 
order the Carlsson Cavalry to attack the Orc Archers. Now wait and 
keep you eye on the Orc Infantry units. As soon as they get too close 
(which they will since your cannon and crossbows will miss a lot) 
send the Grudgebringer Cavalry over to the forest to intercept the 
regiment of 14 orc boyz. Have the Infantry on stand by to intercept 
the regiment of 9 Orc Boyz if the cannon doesn't finish them off 
(timing is everything, just remember to tell the cannon to hold fire 
or you'll blow your own Infantry away as they cross over).

By now you should tell the crossbows to stop firing as you will be 
laughing at the massacre. Your cavalry should be slaughtering the 
regiment of 14 orc boyz, the Carlsson Cavalry should be chasing down 
the Arrer boyz (who should be by now well and truly DEAD) and your 
Infantry will be chopping away at the nine Orc Boyz (who have a 
potion of strength although that's impossible to gain). 

Prime your cannon up for firing duty. As soon as you eliminate two 
units (or just the archers I believe) a regiment of Orc Boar Boyz 
will come into view. Fire with the cannon and crossbows and 
Immediately get your cavalry units on stand by to intercept. The Boar 
Boyz are ORC ELITE troops so you might want to send both cavalry 
units or if you want to take a risk and gain some experience have 
your infantry charge and have the Cavalry attack the rear if things 
go wrong (or just use your own troops and not the Carlsson guards for 
the exp!)

Once you kill the boar boyz they will usually drop a chest, grab it 
and search for other chests before leaving the battle.

Expected amount of Casualties: None! I'm being serious here you can 
complete this battle with NO losses. I lost 2 men once by friendly 
fire (and you can lose a lot of men if you don't attack, the archers 
act as a decoy and fire if you don't take them out) but in general 
you can complete this with no defeats.

Expected defeated units: None, the Cannon is most likely to get 
slaughtered if you do a "frontal assault" and not my flanking attack 
so be careful either way.

*Robbie's notes: Try not to use the Carlsson Cavalry in this battle. 
Use them to take out the Arrer Boyz but then dump them you really 
need experience for YOUR own cavalry and infantry units. Once again 
you can safely leave the crossbows behind in this battle too 'cos 
they do practically NOTHING (that or they miss a helluva lot!)*

Mission 3: Grissburg
Objective: Defend the town and eliminate the undead threat. 
Enemies: Zombies x4, Ghouls x2.

The Bright Wizard joins you for this mission. You can safely leave 
behind the cannon and Carlsson's Cavalry for this mission as your 
Grudgebringer Cavalry, Infantry and Crossbowmen along with the wizard 
are more than well equipped to take out zombies and Ghouls.

The cannon will find it impossible to attack the graveyard as 
buildings are in the way so I wouldn't bother (You aren't going to 
sit back and wait now are you?) 

Place your units to the LEFT of the building on the FAR right of the 
deployment zone. You want it in this order: Infantry-Wizard-Cavalry 
followed with the Crossbows from behind. Order them to move up the 
road to the top of the village where the Zombie unit was facing.

When you start the mission your aim is to create an ambush situation. 
You will want to use a "bowl" formation kind of like |_| where the 
enemy is lured into the centre and surrounded thus slaughtered. To 
start off with when you get to the turn in the road you should be 
seeing the zombie unit again. You want the Cavalry to the north of 
the road (scroll up on the map in other words), the infantry south 
and the crossbows in the centre. Have the wizard remain by the 
Cavalry. Now simply make all units face the enemy that advances. By 
this time the second zombie unit should have appeared. Wait patiently 
and order your crossbows to fire (they might be a little slow so you 
may want to wait) and order your mage to fire a "Blast" spell or any 
other decent fire spell that is quick to cast at the NEAREST Zombie 

Now depending on which way the zombie unit goes intercept them with 
your Cavalry or Infantry (example: Zombies go south attack with 
infantry) and provided that the other zombie unit isn't too close 
send the Cavalry charging into the rear. However if the other unit is 
too close for your liking attack them instead. Remember to tell your 
archers to stop firing!

Once you slaughter the two zombie units another unit of zombies and a 
unit of Ghouls will appear. Get your men back into the 'bowl' 
formation and wait patiently. Use Blast spells with the wizard (these 
work great) and have your crossbows fire like crazy at the Ghouls. 
Intercept the ghouls with your cavalry and send the Infantry to mop 
up the zombies, when the Cavalry is done quickly aid the Infantry and 
move back into position. Another unit of Ghouls and Zombies appear, 
just pepper them with blast spells and arrows and send the Cavalry on 
the Ghouls and the Infantry on the Zombies. All in all this should 
end the mission easily for you, after the battle why don't you reward 
yourself by upgrading the Cavalry's armour if you think you're taking 
too many losses.

Expected amount of Casualties: Three. Less is possible I suppose but 
with the above tactic you'll use the Cavalry quite a lot (they 
slaughtered 45 compared to like 5 or so by the infantry proving that 
they are quicker killers too! (note: and they fought LESS!))

Expected defeated units: None whatsoever.

*Robbie's notes: The Carlsson Cavalry will be leaving soon so why use 
them? Second... the cannon takes too much to "hit" enemies in this 
level so why bother there either? If your crossbows are as bad hits 
as mine then leave them behind too! Even better! Leave EVERYONE 
behind and murder the bloody mission with the Cavalry! Although I 
think it's probably safer to take the Infantry but it's quite easy to 
win with just the Cavalry... Unless I took drugs again and saw 
hallucination's there? *

Mission 4: Brigand's Attack
Objective: Eliminate all ambushing units.
Enemies: Brigand Swordsmen x3, Brigand Archers x2, Necromancer x1.

A rather simple fight here if you know how to win. If you don't know 
where the enemies are which unless this isn't your first playthrough 
you won't then it will usually be a massacre resulting on your 
defeat. The overall problem with this battle is you are in the centre 
flanked by trees with openings to the left, right and top (east, west 
and north or in other words BOTH flanks exposed and your vanguard.)

The Carlsson Cavalry leave (boo!) and in their place you have the 
Helmgart Bowmen and Countess Guards. I'd rather keep the Carlsson 
Cavalry but I suppose we'll have to make do with a few rubbish units 
for once.

 In order to win this battle with little casualties you will have to 
be quick and in most cases lucky. To the FAR left just under the 
forest place your Cavalry and have them march to the hilltop. To the 
"north" where the Brigand Swordsmen are place your cannon-infantry 
and then crossbows in that order just to the left of the bunch of 
trees on your right. Place the wizard in a "safespot" behind the 
cannon. (You may wish to put the Countess guards here in place of the 
infantry but it's fine either way.)

Place the Helmgart Bowmen and the Countess Guards facing the East 
flank with the Guards CLOSER to the southern forests. 

Make sure you've ordered your cannon and crossbows to fire for fun at 
the only visible enemy on the map... and let hell freeze over. 

Follow the cavalry, they will find a bunch of archers firing at your 
cannon by now. The archers should only get enough time to fire off 
one round before you manually CHARGE your cavalry into their flanks. 
Quickly select and move to the Helmgart Bowmen and order them to fire 
on the Swordsmen that have emerged from the forest. The hard part 
comes now, you must be quick on the controller to switch between the 
Grudgebringer Infantry and the Countess Guard. In most cases the 
enemy approaching from the North will flee right off the battlefield 
due to your "crossfire" situation of the cannon and crossbows. If so 
laugh and switch to whichever infantry unit you have guarding the 
East flank. Also in most cases if you're lucky the Helmgart Bowmen 
will cause the unit there to flee (they fire faster than the 
crossbows being the reason we've put them there) if however they 
don't wait until the last possible second before you dare to charge 
the enemy. The reason I've suggested putting the countess guards to 
the East rather than the North is because if the enemy on the north 
doesn't retreat you can easily charge them while not having to worry 
about charging the other unit (Countess Guards get an extra strength 
attack if they get charged), plus the unit at the north could very 
well go for your cannon and crossbows while the one on the East 
_always_ attacks the southern unit being your infantry!

 With both Infantry units fleeing re-arrange your formation. The 
Cavalry being on a hill and most likely STILL fighting the archers 
should see another unit of Swordsmen approaching from the North-East. 
The countess guard will spot a unit of archers and a Necromancer to 
the hill on the East. Now The archers _can_ attack you from here so 
you might want to pull back (don't get in a firefight with them 
please). Re-arrange your army so that your infantry are now on the 
East and not to the north (the enemy will come down and attack the 
East flank and your Infantry are more reliable than the guard unit). 
You will need to be quick if you fail though... then just send every 
unit into battle to rescue whomever got attacked.

By now your Cavalry should be free, send them AROUND the forest(s) 
and if you are lucky you will be able to trap the swordsmen in a 
pincer attack! Be careful though any units that retreated may turn 
back and attack so if there are any of those get the Cavalry to hunt 
them down. (The north should be easily covered by your cannon and 
archers.) if you wish send the Cavalry in to charge the Archers 
however QUICKLY use the Wizard's teleport spell to appear behind the 
Necormancer and BLAST him with whatever attack spells you have. Most 
of the time however the Necromancer will flee as soon as the Cavalry 
or Wizard appear in attack range.

Wipe out the last remaining archer units with whoever you have left 
and rest easy, you just slaughtered everyone.
Expected amount of Casualties: Three again, you might get sniped by 
archers though so probably a little more losses especially if this is 
your first playthrough or you're not fast on the controls. In general 
though three men lost should be the exception. (Enemy archers don't 
care about firing on their own men so just be careful)

Expected defeated units: None at all, the Cannon, Wizard and the two 
newer units that joined you are all easily wiped out though so be 
careful with them. The wizard has a habit of getting sniped as does 
the cannon so be quick on the Cavalry wiping out the enemy archers.

*Robbie's notes: In most cases your wizard will never see any action. 
He'll be shot if he moves West or East and he'll be blocking your 
infantry if he moves North so you might want to leave him behind. 
Everyone though should get a few experience points from this fight.*

You will be coming up to one of many path selections soon. I strongly 
suggest you always take optional battles as they give you more 
experience points and could have special items. They also give good 
money if you're greedy! I will tell you the advantages and 
disadvantages of each path as they come up, the end choice is up to 
you however I strongly suggest you take optional missions for they 
make the game a lot easier later on... (easier as in you'll have a hard 
time as opposed to you'll get slaughtered!)
Choice selection:
1) Stay and Fight (Go to Mission 5a1)
2)	Continue to Helmgart (Go to Mission 5b)

The countess guard requires you to "defend" her however the tower of 
Helmgart is under siege and is unlikely to hold out much longer. If 
you stay and fight you will defend the Countess and retain the 
services of the Countess guard for one more fight. You also get a 
special item for it although it's not much. Also the Helmgart Bowmen 
will stay with you as they can't fight alone now can they? However 
should you stay and fight it is likely the Tower of Helmgart will 
 If you choose to stay and fight you will go through two tough 
battles and gain TWO special item, you will also come out with triple 
the amount of experience as opposed to fighting one normal fight. I 
personally strongly suggest you choose path one "stay and fight" as 
the experienced gained by going through two tough battles are a lot 
more benefiting in the long run than one simple fight. However like I 
said the choice is yours.

Mission 5a1: Bogenhafen
Objective: Destroy the undead attack.
Enemies: Zombies x4, Skeleton Archers x1, Skeleton Warriors x2, 
Necromancer x1.

I congratulate you here for your bravery. This battle takes place 
inside Bogenhafen... The countess will hide in a church so your main 
aim is to defend the church from attack, luck will play a slight role 
in this battle.

Set your Cavalry to the top left with the Wizard behind them. Put the 
Crossbows in the middle of the northern area slightly south a little 
and the cannon to it's right. You want the crossbows slightly south 
so when you order them to fire to the north-west they won't move into 
the firing line of the Cannon.

Now place your Infantry to the southeast, the countess guard to the 
southwest and the Helmgart Bowmen to the south.

Start the battle. Straight away a unit of zombies approach from the 
northwest, here is where you need your luck, send your cavalry to 
intercept them. Now get your crossbows, wizard and cannon to fire at 
the unit of zombies that appear (they WILL in all cases surround the 
cavalry but by now your cavalry should be strong enough to take both 
of them on.) Remember to order them to hold their fire when the 
zombies get into battle (if you're lucky they should flee as soon as 
they charge).

Now to the southern front. Get the bowmen to fire at the approaching 
zombie unit. They alone should easily wipe them out however if they 
fail the zombie unit will charge your Infantry so no need to worry 
(if they go for your archers get the countess guard to help NOT your 
infantry). If you wipe them out then immediately order your Countess 
guards to move north and get your cavalry back into position. Order 
the Grudgebringer infantry to face the next unit of zombies and 
CHARGE when in range (do NOT move to intercept them as you want to 
allow the Bowmen to fire as MUCH as possible.)

Once they have been eliminated have the bowmen fire at the skeleton 
archers when they come into range and send the Infantry to charge the 
bowmen. The countess guard and Cavalry should charge the Skeleton 
Warriors quickly. Now focus to the North and have your cannon, 
archers and wizard throw EVERYTHING at the Necromancer to slaughter 
him and then have all three fire at the approaching Skeleton 
Warriors. IF you FAIL to kill the Skeleton warriors then CHARGE them 
with your crossbows, wizard (if you're sure) and then the Cavalry 
when they're free. Send the countess guard south to help your 
infantry. Congratulations the mission is over but before you finish 
up here send the wizard south and blast a few fireballs at one of the 
buildings there (if you remember where you placed the countess guards 
when the battle started just trace their position and HEAD SOUTH, 
it's that building there I believe). As a reward you should get the 
Book of Ashur (pick it up before you leave).

Expected amount of Casualties: Three again excluding the Countess 
Guards and Helmgart Bowmen who don't really matter. But if it's a 
grand total then you should go anywhere over about 5 or 6 casulties.

Expected defeated units: None, the cannon can be wiped out if you 
aren't too careful but overall no one should be wiped out.

*Robbie's notes: Everyone should get kills here especially the 
cannon. Remember that Skeletons _Never_ retreat and they're plentiful 
here so be careful. *

Mission 5a2: Assault on Helmgart
Objective: Destroy the undead forces and retake Helmgart.
Enemies: Zombies x3, Skeleton Archers x2, Skeleton Horsemen x1, 
Skeleton Warriors x1, Necromancer x1.

Defending the Countess has predictably delayed you enough that the 
tower/fort (whatever I say Tower!) of Helmgart has fallen into enemy 
hands. It's now your business and your job to retake Helmgart in the 
name of the Empire! (And the name of the living of course!)

The main thing any up and coming strategist will see here is this 
battle is an awful attacking front but an excellent defensive 
fortress. HOW the Empire lost is beyond believable. To start with you 
will be at the bottom of the map the only possible entrance to 
Helmgart is up north through a narrow canyon surrounded by mountains. 
As you'll see there are TWO units of skeleton Archers on the first 
cliff face meaning... if you go into that canyon not only will you be 
most likely trapped by enemy soldiers but shot to death! It's a 
massacre to even try and re-take this fort but you must...

Notice the deployment zone's row of white flags, well your aim is to 
place units around a "unit length" from the line of white flags on 
the "north" of the deployment zone. The reason being if you are 
anywhere near those flags when the battle starts you'll be shot to 

Set the cannon bottom right not too far though, make sure they can 
shoot the archers and position them just right so you can see the 
Zombie unit behind them. In the following order from right to left 
place these units down next to the cannon... The Cavalry, Infantry, 
Wizard, Crossbows and finally Helmgart Bowmen. Leave enough space so 
your wizard doesn't get shot.

Order your archers (all of them) to attack the zombie unit with 
arrows, get the cannon to fire on the archers. Now sit down and wait, 
and wait... and wait!

By the time the zombies get in range of your cavalry they'll flee... 
Reason being you've shot them to pieces. Now you'll have to wait 
until the Skeleton archers are destroyed by your cannons (or they 
pull back) before you bait the enemy. Send the Cavalry up through the 
narrow canyon just enough to spot the two zombie units. Now run back 
get all archers and cannons to fire, wizard to spell cast too! 
(remember Line OF SIGHT, as a rule of thumb DO NOT SHOOT unless the 
path is clear. In general fire with your bowmen first then cannon 
when you know the path is clear and finally crossbows)

The zombies should retreat giving your archers and cannons a MASSIVE 
experience gain but your cavalry and infantry may need to finish them 
off. Once again send the Cavalry out and "bait" the enemy. You'll 
lure a unit of Skeleton horsemen (these usually cause you to retreat 
so be careful), a unit of Skeleton warriors, the archers and a 

Use all archers and fire at the necromancer, get the wizard to shoot 
too! Use the cannon to fire against the horsemen and CHARGE them with 
the infantry and cavalry. One they're done go and slaughter the 
warriors then the necromancer if he's still alive and finally the 

If the cannon gets charged FLEE, the rest is up to luck and how well 
you've trained your men.

Now that you've retaken Helmgart move on to mission six! Or just skip 
the next part and read the SECOND path selection of the game which 
will take you to either mission 5c or mission 6.

Expected amount of Casualties: Four this time really. Three is 
possible however if you fail to kill the Necromancer (bad luck maybe) 
then you can expect up to 10-20 defeats. On a bad day my Infantry 
lost 10 men and killed none!

Expected defeated units: None, the cannon can be wiped out if you 
aren't too careful but overall no one should be wiped out.

*Robbie's notes: Everyone should get kills here especially the cannon 
and crossbows. Remember that Skeletons _Never_ retreat and they're 
plentiful here so be careful. In ALL cases your archers and cannon 
will be laughing. The cavalry should now be a 4 skull troop if they 
aren't already and as you've "levelled" buy them some armour. The 
only weak spot _might_ be the Infantry who may not even get a kill 
even if they have been in combat (like in my case!) *

If you chose to continue onto Helmgart you will now fight this 
mission. However if you chose to stay and fight at the last choice 
selection skip this part.

Mission 5b: Defence at Helmgart
Objective: Defend Helmgart from the undead attack.
Enemies: Skeleton Archers x2, Skeleton Warriors x2, Necromancer x1, 
Zombies x3, Skeleton Horsemen x1.

A rather simple battle here compared to the two you would have had 
had you chosen the other path. Personally I find this battle great 
for sharing out the experience points for everyone although the 
cannon and wizard may not get anything on an unlucky day, however 
it's a great exp. booster for the infantry.

You start on top of a hill with a narrow canyon being the only way to 
attack you. Even a blind man who dropped out of high school should 
realise how easy it is to win this. Put the Cavalry at the far right 
end of the deployment zone where they can face the canyon, place the 
infantry shortly up and right from their position as a backup unit.

The crossbows should be placed on the hill just by the Cavalry but 
not anywhere too close. You may want to buy them armour before this 
battle, as they'll be entering a "firefight" with enemy archers. The 
cannon should be to it's left the wizard behind the cannon out of 
range and the Helmgart Bowmen FAR left where they can see the 

Have the bowmen fire at the necromancer, the cannon and crossbow fire 
at the visible archer unit (or skeleton warrior unit) and then hit 
the START button. Get the wizard to cast Dispel on the Helmgart 
Bowmen so they don't get slaughter by the Necromancer's spells and 
just from this point on be quick with the halt, fire and charge 

Two zombie units will usually be the first to get close, charge them 
with the Cavalry AND Infantry. The Skeleton Warriors will enter the 
battle as usual. Have your archers and cannons fire at the enemy 
archers (have you killed the necromancer? Everything will flee 
quicker if you did). As soon as you eliminate all ground troops 
provided your crossbows aren't dead yet (they shouldn't be don't 
worry) then hold fire and charge in with your Cavalry and Infantry.

With the archers dead you now have two choices. You can "bait" more 
of the enemy out or you can go wild and get into a clusternut of a 
fight. If you bait the enemy with you Cavalry you'll draw out a bunch 
of Skeleton horsemen followed by Zombies and Skeleton Warriors! 
Baiting them will allow you to take them out one on one. However the 
Skeleton Horsemen can practically outrun you so you might not want 
to. If you choose the fun way and the risky way throw the Cavalry and 
Infantry down at the Horsemen, the Zombies and Warriors will charge 
you from behind after you pepper them with arrows and cannonballs (if 
they even HIT!) and of course if you had a bit of crap luck like me 
one of the units will run (in my case the Cavalry but they'll stop 
and turn back right into a unit of skeleton warriors they just 
'lured' haha)

In any case your Infantry should be well equipped to take on both the 
Skeleton horsemen AND zombies if you took out the necromancer and as 
Zombies instantly get destroyed as soon as they flee you've really 
got no excuse for losing with the Infantry (except perhaps.. bad 

Expected amount of Casualties: 14 is generally a decent estimate 
mainly from the Cavalry and archers who will be in firefights and 
stupid odds of fighting! You can of course get less but does it 
really matter in this battle? It's not like you'll lose unless you're 
that bad... (Think mission 1 kind of easiness here)

Expected defeated units: None.

*Robbie's notes: If the cannon is having a bad day you can expect it 
to be shooting forever and it still wouldn't hit a thing (like it did 
with me once). Overall though you should have good kill totals for 
each of your units. *
Choice selection:
1) Help fight the undead (Go to mission 5c*)
2)	Return to Altdorf

Well, another choice selection here. Helping to fight the undead 
takes you to an optional battle (more experience points!) gains you a 
potion of strength and of course gains you the services of the Dwarf 
Warriors later in the game (the second biggest infantry unit).

Returning to Altdorf however does nothing but starts mission 6 after 
an FMV so it's up to you really. Skip this and continue to mission 6 
or take this optional mission, gain a little item, the services of 
another infantry unit and a nice amount of experience points. Totally 
up to you. If you choose to help fight the undead read the next part 
of the walkthrough, however if you decide not to help your old 
friends out then skip ahead to mission 6.

Mission 5c: Axebite Pass
Objective: Break through the undead forces. 
Enemies: Skeleton Archers x3, Zombies x2, Wights x2, Skeleton 
Warriors x1, Necromancer x1

A rather easy battle that luck plays a rather heavy part in. Wights 
appear in this mission and cause _FEAR_ they are also rather tough 
cookies to break. You must be utterly careful in this mission as the 
majority of the fighting will be taking place right next to your 
cannon and archers, meaning that a lot of your own men will be killed 
to friendly fire. 

The Dwarf Warriors will join you here and the Helmgart Bowmen 
predictably leave. You will be in a long winding path called Axebite 
Pass and it's a brilliant spot for ambushes.

Place your cannon on the far right followed with the crossbows, 
wizard, cavalry, infantry and finally dwarf warrior unit. (Make sure 
they're out of range of the enemy archers!)

Now first off have the cannon fire away for fun against the archers 
until they pull back. When they pull back it's pretty much a waste of 
time trying to hit them (you can however hit them) so it's up to you 
whenever to wait or use the Cavalry as bait. If you bait you will 
draw out a unit of 8 zombies who between your cannon, archers and 
wizard should easily be dispatched. Now have your wizard move up 
ahead on his own, cast dispel on the Cavalry and order your cannon 
and archers to FIRE like crazy at the teleporting Necromancer. Your 
wizard should use whatever spell he has fireball and the burning head 
are good spells. Keep firing until the Necromancer drops dead (pardon 
the pun) and then laugh at the fact that it's usually your cannon 
that manages to blow the Necromancer away!

Bait again with the Cavalry (move the wizard just a little north of 
where your dwarves are. You'll lure out a unit of wights and Skeleton 
warriors. The wights can instantly end the battle here so bombard 
them with flamestorm, cannonballs and arrows. When they get too close 
CHARGE with the cavalry and get everyone to fire at the skeleton 
archers (I was unfortunate enough to mistime my charge and get hit in 
the rear with a cannonball... Friendly fire indeed, luckily they didn't 

Charge all your men into battle hold fire and watch as the Wights and 
Skeleton Warriors fall. Once they've fallen a unit of Zombies should 
appear, a well-timed flamestorm will cut them in half and your 
archers followed by the cavalry and all infantry units should wipe 
them out in a hit.

There's nothing to do now but send ALL infantry units and the Cavalry 
up to charge whatever archers remained alive from your cannon 
bombing. Send the wizard and crossbows up as you will spot another 
unit of Skeleton archers (they will shoot their own unit to kill 
you). Distract the new batch of archers with your own (you should 
force them to pull back) and once your infantry units get free (The 
dwarfs should be heading towards these archers by now anyway) send 
the Cavalry in and slaughter them. KEEP your Grudgebringer Infantry 
free as a unit of wights will appear from the north. The infantry 
should win easily here if they don't retreat and you've won the 

The Skeleton archers drop a chest of gold so pick it up before you 
leave the battlefield.
Expected amount of Casualties: Never more than THREE on a good day. 
Including friendly fire and retreats and you should have over 20 
defeats. The worst I've ever had is 11 with 8 of those being to that 
cannon shot from behind!

Expected defeated units: None.

*Robbie's notes: This battle seems tough for the fact you're fighting 
dangerously close to the artillery units. By now you should have 
enough money to cover for any losses but do try to keep them to a 
minimum. Remember every time you level up buy the unit new armour, by 
this time your cannon should have levelled. In reality don't worry 
about levels too much as it's completely random how good the unit 
does in battle. (My infantry got no kills once despite being in 
combat more than my Cavalry and yet got more kills than my cavalry 
when they weren't even in combat!) On another note, you don't have to 
follow that general rule but I figured the stronger that unit gets 
the more you'd like to keep them alive and armour plays a heavy part 
in that role! *

Mission 6: Ambush at the Great Forest
Objective: Break through the undead ambush.
Enemies: Zombies x2, Skeleton Warriors x2, Skeleton Archers x2, 
Mummies x1, Wights x1

A rather easy battle for most the part at least until the end. This 
undead ambush is lead by a unit of wights that hold the sacred banner 
of defiance. This banner causes fear, makes the bearer immune to fear 
and makes the wear stubborn to the point of fighting to death. This 
makes for rather difficult dispatching of such a strong unit anyway!

 This unit of wights are deployed at the top of the screen as a decoy 
next to a rather tempting treasure chest (which the wights will pick 
up when you're busy fighting later so forget about it for now). Now 
deployment; place the cannon smartly in the centre of the battlefield 
in line with the wights (as in opposite the wights). Place the wizard 
next to it on the right as a "guard" the Infantry next to the wizard. 
The Cavalry should be on the cannons left hand side with the 
crossbows to the Cavalry's left. In this battle the Cavalry will do 
the most fighting.

Fire a hit or miss shot with your cannon at the wights (most of the 
times you'll miss but you never know) and wait until the wights 
retreat before baiting the enemy with your Cavalry. You will lure out 
two units of zombies (who are now 2-skull troops) for your crossbows 
and cannons to pepper to death. Get the wizard to cast a flamestorm 
at the zombie unit closest to the Cavalry as you REALLY need to be 
quick killing them here.

Charge the left zombie unit with the cavalry and the right hand unit 
with the Infantry (use flamestorm there if need be) and get the 
Crossbows ready for a surprise attack on it's left flank. A unit of 
Skeleton Warriors will appear use the kamikaze tactic (wait until the 
last possible second and SHOOT!) if the Cavalry aren't quick enough 
with the Zombies. In most cases you'll wipe out the zombies easily 
enough so get the Cavalry to intercept the Skeleton warriors (use the 
last second shot here too just before the Cavalry charge in!)

A bunch of skeleton archers now appear and make their way down to 
you. The general idea is to enter a firefight with them, so like any 
bad officer you will order your men to death by shooting them yep? Of 
course! Get the crossbows and cannon to fire away, the catch here is 
you'll get a LOT less casulties in the long run. Why? Because you're 
going to order your wizard to cast flamestorm on the stupid Skeleton 
archers who will sit there all day long trigger happy until you end 
up with a... pile of burnt bones really. (I believe that's a glitch but 
it's too funny to laugh at the pathetic AI there!)

 When everyone is done get them back into positions. Cancel the 
flamestorm spell when you've slaughtered the enemy and then bait the 
enemy again. This time you'll draw out a bunch of Skeleton warriors 
and a unit of 3-skull mummies. Fire away at the skeletons and get 
your wizard pompey to use flamestorm on the mummies who just happen 
to be drench in some substance called oil!

Charge in and wipe out the mummies and skeleton warriors, all the 
while have fun laughing as another skeleton archer unit appears (you 
know the drill... FIRE away literally with a flamestorm spell on their 
position AS WELL as cannons and arrows for fun!)

 Once done the hard part comes. Your cannon will be generally useless 
around now so arrange your army into a bowl formation. Cavalry on the 
left, infantry on the right and crossbows in the centre with the 
wizard shortly behind. Shift the Crossbows so they "trail" behind the 
cavalry as you move upwards (this allows you a DIRECT shot on the 
wights when they come down). Unfortunatly the wights aren't the only 
unit up north. A bunch of Skeleton warriors appear, shoot with your 
arrows and focus the cannon on the wights. CHARGE with the cavalry, 
now once the wights charge your own cavalry PRAY that they don't run 
away and then charge the Infantry into the rear. Order everyone to 
hold fire! You might want to charge in the crossbows too since this 
is practically all up to luck.

If anyone retreats the whole army will fall back. Fire away with your 
cannon and cast BLAST spells with your wizard. Retreat if the wizard 
gets charged continue blasting away with the cannon and charge the 
wights in the rear with whatever units decide to turn around (usually 
all of them will so relax don't panic so much if they do run.)

When you beat the wights pick up their magic banner and the chest of 
Expected amount of Casualties: 10 last time I played through. There's 
no MINIMUM or MAX amount of casualties I can suggest here because of 
the wights' magic banner.

Expected defeated units: None.

*Robbie's notes: Such a tedious battle but one where your crossbows, 
cavalry, cannon and most likely your wizard will benefit. The 
infantry may not do anything special here. You gain the banner of 
defiance for your troubles here! *

Mission 7: The night goblin ambush.
Objective: Break through the goblin ambush
Enemies: Night Goblin Archers x2, Night Goblins x2, Night goblin 
Shaman x1, Gigantic spider x2, Giant Scorpion x2

The Imperial Greatswords and Flagellants join you here.

A surprisingly easy battle if you know how. A lot of people have 
emailed me about losing the flagellants on this battle but this 
tactic should ensure you never lose a unit.

Place the cannon at the top by the road (next to the cavalry) where 
it will be firing at most monster units in this battle. Move the 
wizard to just below and to the right of the cannon as a backup in 
case the cannon fails to hit the enemy.

Move the cavalry to the left a little south facing west and put the 
Imperial Greatswords to the left of the cannon as a "guard" unit. Now 
move the flagellants below the Cavalry as they're a small infantry 
unit and are surprisingly quick due to no armour. Have them face west 
too. Now, have the Infantry down the bottom right corner facing East 
and the Crossbows above them as artillery.

The battle starts with a unit of Night Goblin archers approaching on 
the right (East) flank fire at them with the cannon and crossbows, 
they should flee straight away due to the cannon's shot. On the west 
flank a unit of goblin archers appear, charge them with the Cavalry 
AND flagellants for a quick rout then immediately charge the shaman 
with the cavalry and have the flagellants collect the dropped chest. 
Have the cannon fire at the oncoming Giant scorpion and use BLAST 
spells with the wizard to finish the job once it moves in range. 
During this time send the Cavalry and Flagellants back into 

Get the archers to fire at the spider approaching on the east and 
have the Cavalry charge the scorpion approaching from the southwest, 
the scorpion should flee quickly enough.

Immediately send the Infantry to intercept the Goblin unit and if the 
spider isn't dead get the Cavalry to help the Crossbows (if they 
aren't fleeing by now).

Get the Imperial Greatswords and Flagellants up to fight the Goblins 
in the north west and then fire at the spider that approaches in the 
same area with the cannon. Quickly get the cavalry to charge the 
spider when they're free. Pick up all 4 treasure chests the night 
goblins drop and pat yourself on the back for a rather easy win.
Expected amount of Casualties: 17 is my lowest total so far, aim for 
the same number.

Expected defeated units: None but a lot of people lose the 

*Robbie's notes: A simple battle, everyone should gain good exp. The 
cannon and wizard will have the lowest number of kills but overall 
this mission is a good all round experience gain for the troops. *

Mission 8: Conflict at the Great Forest.
Objective: Defeat the Orc army. 
Enemies: Orc Arrer Boyz x3, Orc Big Uns x3, Orc Boar Boyz x1, Orc 
Shaman x1.

Dunno if I was lucky here but I found this stupidly easy. Leave the 
cannon and wizard behind you only need all infantry units for this 
battle as well as the crossbows. 

Place the cavalry to the left of the hill (facing north) and the 
infantry on the right of the hill facing north. The crossbows should 
be behind the infantry by quite a bit. Have the Imperial Steam Cannon 
that joined you just now in the centre of the map and the flagellants 
and Imperial Swordsmen opposite. Send these two units south to the 
hill and have the Cavalry and Infantry along with the crossbows move 
UP the cliff.

You will unveil three units of Orc Big Uns and a unit of Orc Arrer 
Boys that carry the Banner of Wrath. Charge the Cavalry into the two 
units of Big Uns on the left and have the crossbows fire away while 
charging the other unit of big uns with the infantry. Have the 
crossbows get in hand to hand combat (or have them fight the Arrer 
boys in a shoot out not suggested though). Now once finished with the 
big uns send the Cavalry and Infantry to wipe out the Arrer boys to 
gain their banner (it is STRONGLY suggested for this mission you have 
the Cavalry use the banner of defiance to prevent any sob stories of 
how they flee!)

Once you wipe them out a unit of Boar Boyz, two units of arrer Boyz 
and a Orc Shaman will appear far south where your Imperial 
Greatswords and Flagellants will be waiting. Send the Flagellants 
spiralling into the Orc Boars and get the Greatswords to ambush the 
Shaman. If things go the right way the arrer Boyz will be suckered 
into melee combat and between your flagellants and Greatswords you 
should wipe the entire southern attack out before your cavalry even 
gets down to help them. Pick up the banner of wrath dropped by an 
arrer boy unit and rejoice!
Expected amount of Casualties: 16 due to the banner of wrath!

Expected defeated units: None of course!

*Robbie's notes: No point bringing anything but fighters here. You 
shouldn't have any trouble really just focus on the north then the 
south area if you want to do it in a more "reliable" way! *

Mission 9: Siege of the Blighted Towers!
Objective: Retake the Blighted Towers
Enemies: Orc Rock Lobber x1, Orc Bolt thrower x2, Orc Boar Boyz x4, 
Orc Boyz x2, Orc Arrer Boyz x3, Orc Shaman x1

The Imperial Mortar and Cannon join you for this mission and MUST be 
taken. Because of this leave the Grudgebringer Cannon and the Steam 
Tank behind.

First things first, notice that the enemy now has artillery. This 
makes the game twice as annoying in terms of difficulity. Before it 
was easy simply because you could bomb the enemy down to manageable 
numbers. Now the enemy can do the same to you. 

The Orc Rock Lobber has the same range as your cannon so you need to 
be careful when positioning your troops. Firstly leave the mortar in 
place as it's well out of combat range and can hit anything on the 
hill ahead. Now place all your units to the right of the mortar in 
the following order; Greatswords, Infantry, Cavalry, Cannon and 
crossbows. Put the wizard to the left of the cannon it's unlikely 
he'll see any action so you may want to leave him behind. The 
flagellants should be behind the crossbows and should move to the 
crossbow's right at the start of the battle.

 Have the mortar target the arrer boyz and the cannon and Crossbows 
target ALL and ANY troops that come down the hill. The first should 
be a bunch of Boar Boyz. The cannon and archers should lessen their 
numbers to the point that your Infantry with the Banner of Wrath 
should be able to take them out. Fire against the Orc Boyz unit 
coming up and charge them with the flagellants. DESTROY them because 
they contain the Shield of Ptolos. Don't pick it up just yet just 
fire at the other oncoming unit of Orc Boyz, charge in with the 
cavalry if they don't retreat. 

 Two units of arrer boyz should now make their way down the hill with 
a shaman in their ranks. Fire away unit you slaughter them or make 
them flee get the mortar to help too. Pick up the Shield with the 
crossbows or whoeever you want to have it with and then prepare to go 

 The Cavalry with the banner of defiance and the infantry with the 
banner of wrath should be enough. Send those two up for a massacre. 
The Cavalry should target the bolt thrower to the right while the 
Infantry should go for the arrer boyz. Send the Greatswords and 
Flagellants up with the Cavalry as you will spring a wave of attack 
by THREE Orc Boar Boyz. Your Cavalry should easily take them on since 
they have the banner of defiance but even so send in your flagellants 
and Greatswords in attempt to lessen the defeats. If the Boar Boyz 
flee then send the Greatswords to help the Infantry and keep the 
flagellant on hold in case any of the Boar Boyz turn and fight again.

 Charge the Rock lobber with the cavalry and the Bolt thrower with 
the Infantry to end the mission. It shouldn't be too much of a fight 
and you get a nice magic item.
Expected amount of Casualties: 14 in all and only the Cavalry and 
Infantry should be harmed in any way since they're your main attack 

Expected defeated units: None of course!

*Robbie's notes: This battle sucks really. I mean why does this game 
LOVE making you have to retake towers and forts on HILLS. Much less 
with artillery it's just a waste of lives. *

You now get a choice of whenever to hire the Mortar or Cannon. Choose 
mortar since you already have a cannon.

Mission 10: Skirmish at Sylvania
Objective: Destroy all enemies
Enemies: Ghouls x5, Skeleton Archers x2, Wraiths x2, Vampire Lord x1

An annoying mission that takes a lot of guts to win though rather 
easy at the end of it anyway. You will start this mission on the 
opposite end of the river where the wonderful 4 skull Vampire Lord 
resides. The Vampire Lord can wipe out enemies in one hit because he 
has the magic item "Wand Of Jet" which you shall pick up after you 
kill him with your Bright Wizard so make sure he has a slot free.

Make sure one of your infantry units for this battle has a magic item 
slot free as there are TWO magic items to be gained in this level.

Notice the amount of buildings facing to the west? Well if you chose 
the cannon and not the mortar earlier then you've lost a bombardment 

In the deployment zone is one building, your aim is to deploy your 
troops under that building (anywhere NORTH of that building puts you 
in range of the enemy archers). From where the mortar is positioned 
place below them the Cavalry, Infantry and Crossbows with the wizard 
slightly in front of the infantry. Place the Greatswords and 
Flagellants behind the Cavalry and Infantry as backup troops. The 
cannon should be pulled back under the building where it can STILL 
hit the enemy archers but yet remains out of range.

Start the battle and with the cannon and mortar fire away at the 
archers (don't worry about the Vampire lord the idiot teleports all 
over the place and you can't hit him yet anyway). Have your own 
crossbow unit fire at the unit of Ghouls that will be marching 
towards you. The wizard should use blast spells on the Ghouls be 
careful not to hit your cavalry in the process. Use the Banner of 
Wrath and Grudgebringer swords while you're at it for fun as they'll 
flee soon enough. 

Fire away at the archers continously because they being dead don't 
have brains and thus walk back into your line of sight every so often 
(in other words bad AI). If you want more fighting send the wizard to 
the back where the cannon is and then bait the enemy with the 
Cavalry. You'll draw out a unit of Ghouls and Wraiths. Shell the 
Ghouls with the mortar and have the archers take pot shots at the 
Wraiths. When they get too close (the ghouls should flee use banner 
of wrath and grudgebringer sword while you're at it) charge them with 
in no specific order... The Cavalry, Infantry and Greatswords. Don't 
waste your Flagellants you need them full strength for later anyway.

Mortar and cannon fire any remaining archers and once they've been 
wiped out spend the next few minutes attempting to kill the Vampire 
Lord (shouldn't be too hard). Once he's out the rest is rather easy. 
Send ALL your units to the west in a line formation like so: | with 
the Cavalry and Flagellants up top with the crossbows behind them, 
the Greatswords and Infantry down south. The wizard should follow 
from behind as well.

When you uncover the Wraiths and Ghouls fire away with the archers, 
banner of wrath and Grudgebringer sword. The Greatswords should 
instantly send the Ghouls fleeing if not charge with the Infantry and 
have the Flagellants and Cavalry dismantle the Wraiths.

Move everyone up in a line formation like so: ---- With the Cavalry-
Infantry-Flagellants-Greatswords in that order with the Crossbows and 
Wizard behind them. Move up and then charge the Ghouls on the west 
with the Cavalry (banner of wrath while you're at it) Have the 
crossbows attempt to fire at the other unit of Ghouls and Wraiths on 
the East (if they can't then don't bother) and charge in with the 
infantry against the Ghouls and Flagellants and Wraiths against the 

Charge in the cavalry to help whoever needs help and have the Wizard 
and Crossbows shoot down anyone who flees in case they turn around 
and fight.

When you're done send the wizard to get the wand of jet (book icon) 
wherever you killed the Vampire Lord and then have both the cannon 
and mortar blow up the Tower on the north river. The tower will 
"drop" the Hellfire sword so go pick it up and relax for another 
mission well done!
Expected amount of Casualties: 22 preferably anything UNDER 20 would 
be better.

Expected defeated units: None.

*Robbie's notes: A bit of an annoying mission where everyone should 
get nice experience gains. Two magic items that you can now use 
although if your wizard isn't levelled up yet then you won't be able 
to use both wizard items yet. If you're lucky enough you should now 
have levelled up the Cavalry again although if unlucky like me you'll 
be 1xp away from a level! *

Mission 11: The tunnels of Drakenhof Castle
Objective: Destroy the undead army.
Enemies: Skeleton Warriors x3, Zombies x1, Wraiths x1, Skeleton 
Archers x3, Ghouls x1, Wights x1, Count Von Carstein.

Note: Make sure the Crossbows have the Shield of Ptolos for this 

Annoying mission here, fans of the original will be able to relate to 
this as it's tunnel fighting. Tunnel fighting is basically fighting 
underground in mines or tunnels. Basically any regiment without one 
shield rating is screwed and mortars and cannons are not deployed 
because they'd bring the entire tunnel down! In this battle you are 
severely outnumbered and have the masterful Count Von Carstein as the 
"boss" fight so to speak. You will suffer a LOT of losses here but 
you can't really sit back and wait and you can't attack one area and 
then go onto the next. This battle requires you to fight on TWO 
fronts with a bloody wizard shooting bolts up your backside!

You can leave the wizard behind here unless you don't mind getting 
him into a one on one match with the Count, either way it's up to 

Line up your men in this order; Wizard(if you took him), Cavalry, 
Crossbows, Greatswords, Infantry. Have the Flagellants BEHIND the 
Cavalry as a backup for the Cavalry.

Sit and wait for the first few units, 9 skeleton warriors a unit of 
1skull zombies and another unit of skeletons. Fire at the unit of 9 
warriors and have the wizard conjure up flamestorm for the zombies. 
The zombies should flee but if not the Greatswords and Infantry 
should take BOTH them and the Skeleton warriors on. Have the Cavalry 
charge the other unit of Skeletons and have the Flagellants charge in 
too. Immediately cast Dispel on the Greatswords because the Count 
loves doing teleport raids.

Now that's sorted! Send the crossbows up and East and send EVERYONE 
else to the west. The Crossbows provided you gave them the Shield of 
Ptolos will be entering a firefight with skeleton archers, your men 
with the magic shield should win hands down. Charge the Cavalry and 
Flagellants into the Skeleton Archers on the west but get the 
Infantry and Greatswords to charge the Count and if he flees then 
charge the Wraiths before they do any damage.

The wizard if you brought him should fire away all his spells at the 
Count in hope of killing him.

Archers down, charge the unit of Skeleton warriors from the west. 
When the Wraiths are dead charge the wights up from the North, your 
own crossbows should have won by now keep them there because another 
unit of Archers (9 men though) will approach fire away.

Finally with everything dead and buried you can now laugh evily as 
you charge everyone in on the Count or if you kept a unit free charge 
away (I charged my flagellants who had 2 men left because that Count 
fired a couple of bolts when they were in battle so, revenge indeed.)
Expected amount of Casualties: 28... You can probably get less but it 
depends how the count is... Usually he snipes you while you're in 
combat... See he likes fighting dirty (ok that's enough excuses from me 
I guess)

Expected defeated units: None.

*Robbie's notes: I hate this battle. Ah well without the artillery 
it's kind of harder isn't it? Just do your best and it should be over 
in no time at all! The Cavalry should level up by now. *


Name: Rating, special effects, and unit who should be equipped with 

Grudgebringer Sword: 9/10, Hits are more accurate plus ONE fireball 
per magic cycle, Grudgebringer Cavalry.

This marvellous sword is in your possession from the start of the 
game! You can shoot fireballs which I recommend you do *just* before 
you charge an enemy! It *sometimes* makes them flee! It also is a 
brilliant weapon as it allows whoever uses it to hit more accurately! 
This should be kept with the Grudgebringer Cavalry at all times. 
(You have it at the start of the game)

Potion of Strength: 3/10 increases commander's strength for one turn, 
anyone in melee combat.

This potion is found with the Dwarf Warriors once you help them. It 
can only be used once and basically lets you do more damage in close 
combat for one round only. Useful if you fight a STRONGER unit than 
yours or if you're losing the fight and need that little "ooh la la"! 
Give to the Infantry or anyone really not the wizard! 
(Found if you help the dwarfs)

Book of Ashur: 8/10 allows wizards to enter battle with ONE 
additional spell, any wizard preferably the bright wizard.

The Book of Ashur can only be used by wizards so you generally NEED 
to take the bright wizard to pick up this book in battle. It grants 
an extra spell slot very useful for low level wizards who you haven't 
managed to level up yet.
(Found in mission 5a1)

Enchanted Shield: 4/10, Extra Shield rating (invisible), anyone who 
needs additional armour.

This just gives an extra shield rate although it isn't shown. It does 
not work for wizards. Basically if a unit has NO armour then this 
shield gives them 1 armour rating. You may want to give this to the 
Grudgebringer Infantry to beef them up to 4 shield ratings
(Given to you after mission 5c if you decided to help the dwarves)

Banner of Defiance: 8/10, Unit causes _FEAR_, is immune to _FEAR_ and 
will _NEVER_ flee from melee combat, Grudgebringer Cavalry or any 
MELEE unit.

This makes your unit fight to the utter death. Useful indeed however 
giving it to the cavalry has its downsides though. If they die since 
they NEVER flee the games over. Give it to your wonderful Infantry or 
a unit that flees a lot.
(The unit of Wights in mission 6: Ambush at the Great Forest, have 
this banner. Destroy their unit for them to drop the banner, this 
shouldn't be too hard as they'll never retreat.)

Banner of Wrath: 9/10, Can attack enemy units with SIX bolts of 
lightning per magic cycle, Infantry or any other melee unit.

This banner has the power to fire lightning bolts at any enemy within 
range and does NOT hit allied troops. A very nice banner to have.
(Mission 8 destroy the unit of Orc Arrer Boyz to the north for the 
banner. Note: If they flee you won't be able to get it.)

Shield of Ptolos: 8/10, grants the unit a certain immunity to arrows, 
bolts and cannon attacks also provides the unit with a BASIC level of 
armour if they have none, Grudgebringer Crossbows or any melee unit 
you want to be your "archer stomper".

The Shield of Ptolos grants a certain immunity to archers and war 
machines. Given to your archers pretty much gaurentees they will 
never get destroyed in a firefight with enemy archers.
(Mission 9 the first Orc Boyz unit carries this, their destruction 
obviously ensures you win the shield)

Wand Of Jet: 10/10, All spells cost 1mp, Bright Wizard.

The Wand of Jet reduces all spell costs to 1 magic point. This really 
allows you to abuse how many spells you cast, repeated flamestorms 
(Mission 10, kill the Vampire Lord for the wand.)

Hellfire Sword: 6/10, magic sword that can cast fire magic, any melee 
unit you will send into battle ALONE.

I am not sure whenever the hellfire sword like the Grudgebringer 
Sword grants the user more accuracy when attacking. However the sword 
does grant a magic fire attack that can be used ONCE per magic phase 
that goes out in a circle in melee combat. It has been said that this 
attack hurts other ALLIED units in the same battle but I'll test this 
(Mission 10, destroy the tower on the north shore of the river with 
your cannons)

Heart of Woe: 3/10, pendent that explodes if the wearer dies, anyone 
you plan to kill LOL. Seriously give this to a unit that is easily 
killed like the Imperial Greatswords or Flagellants. 

The Heart of Woe explodes if the owner dies. This causes wonderful 
amounts of damage to your enemies so it's useful as a kamikaze tactic 
probably in the later levels when the odds are against you. Combine 
the Heart of Woe with the Banner of Defiance and you have a unit that 
will fight to the death and when slain will take the enemy with it! 
Preferably you wouldn't do this with the Cavalry now would you?
(After successful completion of mission 10 (or before mission 11 take 
your pick) you will be given this by the Countess.)

*Section 7.0*

Spell book:

Bright Wizard spells:

1.	Dispel Magic: Costs 1 magic point: 10/10

Description: Dispel Magic creates an aura of Anti-magic around the 
chosen friendly regiment, and any offensive magic entering this zone 
of protection may be neutralised. It may also be casted on a unit, 
which is currently engulfed with magic. Dispel magic is more 
effective when more magic is channelling into it, but its potency is 
reduced after each attempt to dispel.

Effectiveness: Against those Necromancers you'll need this every day 
of the week. It's handy against every spell that the enemy uses. Use 
it on a unit that you know will face an enemy wizard beforehand and 
they'll be safe!

2.	Fireball: costs 1 magic point: 9/10

Description: A fiery ball of energy blasts forth from the mage's 
hands and hurtles towards its target wounding any troops in the blast 
area. The spell has a medium range and armour offers NO protection 
from the searing blast. By channelling more magic into the spell, the 
mage can produce multiple fireballs

Effectiveness: Use against zombies and an on target fireball will 
wreck the unit. Effective against some other units especially heavily 
armoured Orcs and Necromancers I suggest using these as a missile 
option. Shoot them into the enemy right before a charge from the 
cavalry and you'll have them running away! This is a simple but 
effective spell.

3.	Sanguine Sword: costs 3 magic points: 7/10

Description: Magical flaming swords will materialise around the mage 
and will attack enemy units on behalf of their invoker. The swords 
fly towards any nearby enemies, each dealing a powerful blow before 
returning once more to the caster's side. The spell lasts for a short 
while before the sword's fade away.

Effectiveness: Use when close to enemy units or in hand to hand. I've 
never seen this really and I've never got the spell in a battle 
before! Although I have seen the one in the first game. Anyone 
willing to send in a personal rating send to my email please.

4.	Blast: costs 2 magic points: 9/10

Description: A powerful attack, blast launches a lethal volley of 
burning energy at the target. The range is of a medium distance, but 
the flames deal a lethal blow to all but the hardiest of targets.

Effectiveness: This should wipe out some zombies or skeletons. If 
you're lucky enough you'll blast through 3 or 4 lines of enemies. 
ABUSE IT! I prefer this over the fireball spell when up against 
multiple units. It's slightly more accurate too and very effective.

5.	The Burning Head: costs 2 magic points: 7/10

Description: A phantasmal flaming skull flies from the mage's hands 
and travels a short distance until the spell expires or hits a solid 
object. The disembodied head causes a good amount of damage to any 
target it passes through, and its unearthly laughter can cause units 
to flee in fear.

Effectiveness: Used against Orc's and Goblins this can be handy. 
Against the undead though I wouldn't really know. It effects allies 
as well so use caution when deploying this spell!

6.	Conflagration of Doom: Costs 3 magic points: 8/10

Description: This powerful spell creates a flaming meteor, suspended 
in the air high above the heads of enemy troops. The meteor crashes 
to the ground delivering an awesome blast to anything onto which it 
falls. The mere sight of the flames descending from the sky is often 
enough to make the enemy flee in fear.

Effectiveness: Undead forces don't fear anything because they cause 
fear. In effect though a successful hit from this spell will wipe 
them out!

7.	Flamestorm (fire wall): costs 2 magic points: 10/10

Description: A fierce column of fire erupts from the ground spewing 
forth flame and ash. All troops who are caught in the blast are 
burned and attempt to back away from the flames. The spell stays in 
effect for a short time unless dispelled or cancelled by the casting 
mage. Only one flamestorm can be in effect at any one time.

Effectiveness: Oh hell yeah! This is an awesome babe of attacks when 
placed in front of your troops causing the enemy to walk into a wall 
of fire to BURN! The thing that comes to my mind when thinking of 
this spell is "burn baby burn!" Use against zombies and skeletons of 
course seeing as skeletons will just stand in the flames and die! 
(This spell is easy to abuse in several missions but I'm leaving this 
to you to find out since I don't want to make the game too easy now 

8.	Crimson Bands: Costs 3 magic points: 9/10 if you ever get it.

Description: Twisting bands of energy entwine the enemy unit, 
entangling them and rendering them unable to move, fight shoot or 
cast spells. It remains in effect for a short time until dispelled or 
cancelled by the caster.

Effectiveness: Sweet spell. I hadn't thought of using this against a 
mage I MUST try that! Of course use it against an enemy unit and 
shoot at them and laugh as they die die die! Mwahaha.

9.	Wings of fire: 2 magic points: 10/10

Description: The mage is lifted up on ethereal fiery wings and is 
transported to another part of the battlefield. This can take the 
mage into close combat with the usual advantages, but not into any 
areas that are normally inaccessible.

Effectiveness: Handy to get the hell out of a nasty situation and to 
appear next to a necromancer.

Section 8.0 Control FAQ.

Notes: After being emailed several times from readers I realised that 
I had forgotten completely about the CONTROLS section of the FAQ. 
While this may be quite strange that this section is right down the 
end there is a general point to it. This section of the FAQ was 
intended as a separate FAQ to be written by me. However given that it 
is unlikely some sites will accept a "control" FAQ given this 
information comes direct out of the manual book, I have decided not 
to bother and instead put all information into this FAQ where chances 
are the control FAQ will remain viewable for all, especially those 
without a manual who have been kind enough to persuade me into 
writing this here. 
 For those who have sent emails about it I trust you have a copy of 
this section of the FAQ.


START Button: Deploys Troops (on Map), pauses game (AFTER Deployment)

SELECT Button: When paused triggers in-game options menu. 
               (unpaused:) Triggers overhead map (press select to                           
               leave map). 
               (in menus/at camp) toggle in game options menu.

Directional buttons: Moves on screen cursor

X Button: When placed over regiment's flag, selects regiment. 
          When regiment selected: move regiment to cursor's location
          When cursor over enemy: Attack/fire at enemy

X Button and Directional button: Moves camera around the battlefield
X button and L1 or L2 button: Rotates camera clockwise
X button and R1 or R2 button: Rotates camera anticlockwise
X button and L1 + R1 buttons: Zooms out
X button and L2 + R2 buttons: Zooms in

Square Button: Switches between fire/hand to hand attacks (only for 
certain units)

Square Button: In combat boosts the unit's HERO power.

Triangle Button: Halt or if in combat RETREAT (unit must be selected)

O button: Opens and closes Spell menu.

X button: Selects spells and changes cursor to wand (place over enemy 
or ally unit and press X to cast spell)

L1 or R1: Cycle through Allied Units
L2 or R2: Cycle through enemy units

Legal Disclaimer: 

This FAQ is copyright 2001-2003; Robert Blowes (Robbie B). This FAQ 
may not be used, copied or modified without permission of the author. 
Use of this FAQ in anyway without written permission of the author is 
a criminal offence.
Use of this FAQ for financial gain no matter how small is not 

Permission to host this FAQ has been granted to these sites listed 

Gamefaqs: www.gamefaqs.com 
Psxcodez: www.psxcodez.com 
Neoseeker: www.neoseeker.com
Gamesover: www.gamesover.com
Cheat Happens: www.cheathappens.com

Section 11: Credits and how to contribute.

How to Contribute: 

Simply send an email tagged "Dark Omen info" to my email address 
found at the top of this FAQ. All information will go directly onto 
the FAQ and your name printed here. Keep in mind that I will test 
your information to prove credibility, anyone sending in false 
information will be ignored.


Paulo from Gamefaqs for allowing me to use his Magic Items guide to 
find items I haven't been able to find on my own yet and also for 
confirming what some of the items do.

Thanks to all the guys on the Warhammer: Dark Omen board who 
encouraged me to write this FAQ, and who constantly humour me with 
discussion of Warhammer 40K!

CJC for being the first to post this guide.

ALL of you who read this FAQ, and to those who email me with much 
needed feedback about this FAQ.