Where is rolf spellforce 2




















Once you've dealt with the 10 ogres, report back to Falida, then Redmond, to receive 5 militia troops to go along with your 5 druids. Now you're ready to take on Hagard; travel north to his castle. He has a force of summoned level 9 demons to defend him, but after a prolonged battle you should destroy them all with the loss of few, if any, troops of your own. Hagard will flee when you emerge victorious, so go speak with Ylia. After the cutscene, use your Portal Stone to activate the Portal to Dun Mora and proceed to the next segment of the game.

Dun Mora Dun Mora and the Depressed Elves When you arrive you'll encounter your sister Shea, who will now join your party as another spellcaster. Follow her to a meeting with the elf queen Sansha. It seems the entire nation of Dun Mora are in a state of depression due to the presence of ghosts of fallen elves. You'll need to deal with the ghosts, as well as fend off attacks from demons spawning from a series of bases in the northern portion of the map, in order to get the elves to support your forthcoming assault on the Bulwark.

The ghosts are represented on the minimap by five white diamond shapes. Go visit each of them; two can be killed after a brief fight, but the "Frightened Mourning Ghost" and the "Lonely Mourning Ghost" require quests to other areas of the map, while the Furious Mourning Ghost requires a particular path thru the conversation tree in order to be persuaded to leave. Focus on taking down the two ghosts that offer a fight, because this will free some elf troops to join your force.

Ignore the Frightened and Lonely ghosts' quests for the moment, because by now, the demons you saw at the beginning of the level will return; have your heroes armed with bows and ranged spells and take on the demons in the town square of Dun Mora.

After an extended fight they will retreat, and you will receive word to go speak to Sansha. But first you should go back to the Furious Ghosts' dialogue puzzle, solve it, and get the extra troops.

You should now go retrieve the lost message for the Frightened Ghost, and solve the side quest for the Lonely Ghost, to get those troops into your army as well: Have your forces rush down to the south portion of the map and eliminate the golems and demons guarding the missing letter of the Frightened Ghost. Then rush over to the monsters guarding the corpse of the Lonely Ghost, and take them down to be able to bury her corpse.

Now you have increased your army still further. Return to the main elf encampment and speak with Sansha. Along with some XP you get for completing the Ghost quests, you'll also see a cutscene in which Io, the elf archer, leads a team of human workers thru the portal from Sevenkeeps to help you construct a base.

Defending Dun Mora Sansha will tell you that another, larger wave of demons and swamp lurkers will be coming to attack the camp, and you must erect defenses to stop them. A timer will start counting down from 17 minutes, until the attack occurs. Note that you already have some stone and silver, and there is some lenya near the HQ to the south. There are some buildings already erected here; the elf archers are particularly powerful against flying units. So you can try and either produce troops to assist with the defense, or try and erect some towers near the northern approach to the town square in Dun Mora this is the direction the attack will come from , or, use both towers and troops the best choice, perhaps.

However, note the presence of quite a few monsters near stone, silver, and lenya areas in the south, so be careful as to how you disperse your workers.

Throughout the Countdown there will be constant attacks on your HQ and harvesting sites by small parties of Elementals, Golems, and beasts, and it will be imperative that you split your force into multiple groups to run around the map and handle these attacks, even as you try to direct your workers towards harvesting and building.

Try and upgrade any towers you erect in the town square with the Elf upgrade, which heals nearby friendly troops. This costs lenya, but it's well spent. It's also a good idea to create several Druids and have them join your defense force in the square, as they can provide healing to your troops. When the Countdown gets to below 3 mins have the bulk of your troops convene at the town square, and prepare for the Demon attack.

You may want to have a small detachment left behind to defend your HQ frustatingly, enemy forays will continue here, even as you are supposed to battle this big Demon assault. When the Demon Wave comes, just ride it out with whatever spells you can use best. There are successive waves, so have some workers at hand to repair any damaged towers in between assaults.

You'll get a notification when the Demon 'Wave' is finished, after which you will be tasked with eliminating the nests of the demons located in the northern area of the map. Assign each group its own number and get ready to have them rushing about the southern area of the map, clearing out resource areas so your workers can begin harvesting, and also deterring what will be regular assaults on your HQ and gathering operations by forays of enemies.

Erecting towers in this southern region is sort of a hit or miss affair because many of the enemy attacks are 'spawning' types, where it's difficult to figure out what direction they are coming from and where best to place your towers.

The fact that your workers will be scattered over a large area of the southern portion of the map will make static defenses that much more difficult to construct.

I found it easier to have some quick reaction forces stationed at various areas, ready to intervene within a few seconds of an enemy attack on my workers. As far as the 'nest invasion' force goes, I would avoid investing in mounted troops, and stick with cheaper, but nonetheless effective, foot soldiers for this map, but it's up to the player as to how you want to equip your force.

A mix of human melee troops and elf archers seemed to work fine for me. By now four yellow symbols should appear on the northern section of your minimap; these are the Nests that Sansha wants you to destroy in order to drive the demons "back into the ground". These are all well-defended, so you'll need an army of 50 or more troops to have the best chance of beating them down. Destroying the Demon Nests When you've finally got a force assembled of 50 or more troops, with a good portion of them archers or crossbowmen, you can start to send your force north to begin eliminating the demon nests.

The nests can be frustrating to destroy, because the Portals located in them spawn new units on a regular basis. Try and form up your own units just out of range of the nest, and then send them on a dash to destroy the Portal.

Ignore enemy units until the Portal is destroyed, and then you can whittle away the enemy units. It's a tough fight, and you will have to be cranking out replacement troops of your own throughout the rest of the level, but be patient and grind away. Since the nests are located in close proximity to one another, be careful your troops don't run off to attack another nest while you are trying to recoup your losses- use the 'hold' H key as needed.

Attacks on your base will continue even with one, two, or three nests destroyed, so be sure to have some troops left behind at your HQ to help fend off these raiders. It can be a bit exasperating at times to have to constantly switch between defending your HQ, and directing your invasion of the nesting areas, but when the fourth nest is eliminated the attacks on Dun Mora will stop. If there are unexplored areas of the map, particularly in the south, now is the time to check them out for remaining loot.

When you're done, return to see Io back at the elf city and after the cutscene, you get the help of the elves and XP. You'll also get a quest to find Nightsong, who, it seems, has disappeared..

Visit General Redmond in the Militia quarters to learn she was abducted and carried away to the NE portion of the map. A Journey Stone in that area is now activated, so send your avatar there. Have your heroes Summoned to join him or her. Also, remember the elf and militia troops you were given to attack Hagard a few quests back?

They're still in Sevenkeeps, so if you can find where you last left them, have them join your avatar, too- you will need them. Explore the NE, killing various level 13 - 15 wild animals and looting chests. Eventually you'll come to a glade where some dark elves of the Pact are protecting The battle here is intense but with the aid of your militia and druids, you should emerge victorious. Be sure to get the mind shard from the corpse of the dark elf, then head up the trail and talk to Nightsong.

After the dialogue is exhausted, she re-joins your party. Clean out some nearby skeletons to liberate some loot, and use the Mind Stone to eavesdrop on the thoughts of Sorvina, the 'Queen' of the Shadow Pact. There is a Portal nearby; activate it and travel on to The Needle. The Needle The Needle: Defend your Camp and Matricus This is the hardest and most lengthy level in the game so far, mainly because so much is going on at once. It may take a few tries to get things right, particularly at the start, so just be sure to Save often!

You will come thru the Portal and trigger a cutscene. It seems that some hotheads, including griffons "Magicians" , went out looking for combat and as a result got themselves surrounded by the Pact army; they are on a hilltop in the southern portion of the map, across the river that divides the map roughly into 'west' and 'east' halves.

Matricus, Einar, and Karan are all waiting to have your avatar take command and bring the battle to the Pact forces guarding the approaches to the Bulwark. Just downhill from the portal is a base camp that you will use.

North and south of your camp are separate camps of Einar and Karan, but you cannot control those camps, or the troops they spawn, directly. If you talk with Matricus he will fill you in on the situation, and essentially dump command of all the Order forces in your lap. Once you finish talking with him you'll get some workers spawned, and receive messages advising you to get some archer units up and running to defend the fords over which the Pact forces will make their way to attack your base.

Soon after activating your camp, you'll have to deal with a wave of attacks from Pact archers and melee troops. Have your heroes and avatar bear the brunt of it, and throw in any rangers you've created so far.

You should beat back the attack and get a bit of breathing room. Matricus will participate in this attack but you can't control him, so keep an eye on him and make sure he doesn't get in over his head and die. Pump out the workers as soon as they can spawn and have them hard at work collecting resources. Don't waste stone on building defense towers at this point.

While this is going on, marauding Pact forces will be coming primarily from the North, across the ford there, and winged Pact units- Spiritists- will be flying southwards from The Needle, a mountain peak in the north of the map.

They spawn there on a continuous basis, and because only flying units can access the peak, you will ultimately have to construct Magicians to carry the fight to the Needle. Once the initial attack on your base is over, move your avatar and heroes to the Northern ford and prevent the Pact forces from crossing it and attacking your base. This is not easy, but keep Lya and her healing staff going and be sure to resurrect any fallen heroes.

As soon as you get five elf rangers created, have them join your 'ford force' and help with its defense. You'll need to move the camera around the map constantly during this very hectic phase. Keep an eye on your production and unit creation; get some farms up and running, periodically scan the HQ to activate the unit numbers Upgrade whenever it becomes available, and create more rangers and Hold them near your HQ to shoot down spiritists and attacking trolls.

Get some dwarf Defenders up and running as a good, cheap melee unit to complement the rangers. Endure the Pact assaults for what seem like a long time and eventually you'll get word from Matricus that you can order Einar and Karan's forces to attack the enemy.

Send your avatar back to the HQ area and talk with each general. I asked both of them to attack the northern Pact camp first; this concentrates your forces on one target. Once they go off, ignore them; their own camps will regularly spawn new troops to replace those lost. Check out their battle from time to time but for the most part, work on assembling your own army. Once Einar and Karan have eliminated the Northern camp, Pact attacks coming across the northern ford should dwindle and then cease, but the spiritists will still come southwards, so move your party back to the HQ and have the rangers at hand to deal with the spiritists.

You'll get a voiceover announcing that the northern pact camps have been eliminated, so now you can order Einar and Karan, standing near the HQ, to attack other targets; I ordered both to take down the southern Pact camp. Let their forces go off and do their thing. At this point you can invest in a dwarven Forge and then make catapults, or other unit types as you prefer. If resources are getting low, send some workers to the northern part of the 'west' side of the river; a Pact camp here should have been leveled by Einar or Karan, and there should be some lenya fields you can safely harvest.

There are other stone and silver deposits south of your base that you can exploit as well but beware the skeleton encampment in thr far south in terms of directing your workers. By now you should have a force of 35 - 40 troops of the ultimate total slot for this map of mostly rangers, three or four druids, to heal your troops; five or more catapults, if you like; some melee troops, or perhaps even a human Titan. By this time, too, Einar and Karan should have succeeded in destroying the Pact's southern camp.

Now it's time to go on the offensive. On the Offensive Against the Pact Move your army south but not too far south just yet!

Wipe out the trolls and you will have two Magicians now at your disposal, and the ability to create more as you prefer. You will also now have the ability to order Einar and Karan to attack another target; I selected the large Pact force in front of the Bulwark. Each general will complain this task is impossible without some form of aid, so have them team up and attack together. Once you've liberated the Citadel, have your army move north along the eastern shore of the river and assist Einar and Karan in wiping out the Pact bases located there.

As you approach the Bulwark be careful of getting too close to its walls, because Pact catapults, defensive towers, and archers will hit you with deadly ranged weapons. This will influence the gameplay later in this level, see below].

Wipe out the troll structures just outside the Bulwark's walls. You will encounter a mercenary named Mordecay who, in exchange for his life, will reveal that the old mine, located in the SE portion of the map, has a Journey Stone on its path that will allow you to circumvent a blocked segment of the trail, and thus get close to the inner sections of the Bulwark.

With the Pact structures outside the Bulwark eliminated, tell Einar and Karan to gather resources for the time being. First, upgrade your HQ and expand your farms and create a total of 6 or more Magicians. Send them to the far northern border of the map to the camps on the Needle, to take on the Spiritist Patriarchs responsible for spawning the spiritists attacking your base. Watch out for the troll archers in these camps, and focus on eliminating the patriarchs first.

Once you've killed both patriarchs, the attacks by the spiritists will cease. You can have your flying units explore the area here, just be careful keep them from getting too close to the concentrations of Pact axemen, fire towers, and archers associated with The Bulwark. In the meantime, have your heroes, avatar, and ground troops cross back over to the western side of the river and explore the far southern bank; there is a camp of skeletons here, all high-level, who will put up a stiff fight.

Grab the loot they drop. As a final preliminary mission, you can have your avatar and heroes explore the old dwarf mine in the SE corner of the map. There are ore carts with precious minerals for the taking, as well as some chests to loot.

As you advance along the northern portion of the mine path you'll come upon a segment that has been filled with collapsed timber and cannot be traversed; on the opposite side of the timber is the Mine Path Journey Stone, which will be active. You can have your avatar teleport there, but a bit farther up the trail lurks Hong, a level 12 orc, along with several level 11 veterans. If you want to explore the trail further, have your magicians come up, and summon your heroes beside you, and then take on Hong and his troops.

After the Hong Force has been eliminated, cautiously advance north until the trail ends and you can see the rear echelons of the Pact forces guarding the Bulwark. While I did not attempt to mount a 'behind-the-enemy-lines' attack, thinking it difficult with my existing Party, there are Posts at the Spellforce 2 Forums from players who actually did this and succeeded in eliminating the Pact presence on The Bulwark without need for a frontal attack below.

If you have a strong avatar and party and the assistance of 6 or more magicians it's possible to make this sneak attack work and eliminate all the formidable enemy forces, with some laborious battles and the careful handling of your units.

Otherwise, prepare to make a bloody frontal assault: Storming the Bulwark So you have no real alternative except to Storm the Bulwark, so now move your troops to a position safely outside the range of the Bulwark's first wall, bring some workers up near them, and start building troop-spawning structures like the elven fortress.

This will make reinforcements spawn closer to the upcoming action. Note that at this stage I had maxed out my troop slots at Have your avatar speak with Einar and Karan and tell both of them to storm the Bulwark.

Then return to where your troops are, and Read a book, have a snack, do some laundry. If you try and send your troops into the Bulwark along with those of Einar and Karan, they will get wiped out with dismaying speed. Just sit tight and let the continuously spawning Paladins of Einar and Karan grind their way through each of the five palisades that make up the Bulwark. If you can't stand sitting idle, you can try sending your dwarf catapults up in support, but make sure they are targeting Pact buildings and troops already under attack from Einar's troops, so your catapults will escape direct enemy attention.

Be sure to Save a lot, so if you blunder and get 6 or 8 of your catapults destroyed in a minute or two, you can reload rather than re-build. As Einar and Karan clean out each tier of the Bulwark, cautiously have your army advance behind it.

After what seems like a long, long time, the top tier will be breached and you'll get some voiceovers letting you know that the Pact and the Norcaine are fighting among themselves, and you can use this to your advantage. Now you can get your force involved in the fight; take down the Pact camp at the center of the top tier. Have some free workers travel up to this part of the map and erect troop-spawning buildings, so reinforcements can be close at hand if needed.

Be sure to check the camps for chests with loot, including some nice pieces or armor. Work your way to the east and you'll come upon a camp where Kara, Warrad's daughter from Westguard, is held captive; free her to partially fulfill the side quest 'The Girl and The Clans' you'll need to go see Warrad to complete the quest.

There is a Portal in the eastern half of this ridge but it cannot be activated. Once the camps are eliminated, you'll notice that a new batch of enemies have spawned to block your access to the Portal to the Iron Fields in the western side of the ridge. These include four trolls at level 9, two Titans at level 13, and a level 15 Titan. These are tough opponents, so have your army set up out of range, array your catapults nearby, then trigger an attack.

When the Titans come running have the catapults target them. Be sure to loot the corpses for the Portal Key. Next you'll trigger a cutscene showing bad blood between Orc and Norcaine. Then you'll find your avatar and heroes facing Sinistron Kaziz, level 15, with a closed gate at your back. Just have your party bash away at Kaziz; if you have flying units still in action, they can attack over the gate. The death of Kaziz triggers another cutscene; after the Orc Chieftan Kor is revived and recruited to your cause, you are free to go thru the Portal to the Iron Fields.

Side Quest: Westguard Detour to the Westguard Prior to the Iron Fields missions, why not take some Light Refreshment and detour to the Westguard if you haven't already returned here since your first visit? There are lots of XP to be earned for relatively minor tasks.

When you arrive, speak with Bailiff Utrecht to get the inevitable building quests, and some loot as a reward. You'll also see Jandrim Windhammer nearby; he has come from Underhall to hang out with your avatar at the Westguard, instead of King Ulf's palace in Sevenkeeps. He'll give you some side quests associated with forging high-powered weapons; the ingredients will be found on upcoming maps and levels, so be sure to collect them and then return to Jandrim to have them forged.

If you remembered to collect 8 crystals from the mine in Underhall, he'll forge the Lightfist hammer for you; this weapon is particularly effective against the Undead, whom you will be facing quite frequently as the game unfolds. Near the center of the map, alongside a grove of lenya, is Ylia the elf ambassadress. Talk to her, and she mention making Westguard a welcoming place for elves, and she'll volunteer to bless your well which Warrad will build for you for stone and gold with healing powers.

Also on the map, in an enclosed 'arena' area in the east accessible only by the Spear Heights Journey Stone, you will see a small group of Cultists, including the Captain of the Cult, Thur, and your friend from Norimar, Magistra Hedwig. It turns out the Captain is responsible for the mayhem in The Westguard. You can kill them all if you like summoning your heroes to help you may be necessary and loot their corpses; or, if you spared the Cult necromancer in Norimar, and received the Symbol of the Cult, you can choose an option in the conversation tree with the Captain to reveal you are a Cult member and obtain various favors.

Speak with Hedwig, and while she is skeptical of your intentions towards the Cult, she'll give you a ring. Speak with Thur and he'll give you The Fruits of Mercy side quest, in which you need to obtain two books. Go into the merchant's area and sell the loot you've accumulated; you should also talk to Warrad to get the final XP due from the "Girl and the Clans" quest. Have your workers build the required Elf and Dwarf structures, as well as upgrading the towers you've previously placed at strategic locations around Westguard.

It's a good idea to have at least one tower in the bunch with an elf upgrade; also note that you can apply human, elf, and dwarf upgrades to the same tower. You should also seek out the patches of lenya and silver on the map and make sure they are being harvested; it will come in handy later. See Utrecht after all the requested construction is completed to get XP and loot. This will also trigger him to announce, rather abruptly, that Undead from the camp in the ruins in the NW corner of the map are now attacking Westguard!

This is not a Quest proper, but you will get some XP out of it and some nice level 14 loot. Stopping the Undead Attack on Westguard A small party of skeletons will attack your farms in the NE corner of the map, so have your party rush up there and eliminate them. The main assault of the undead will come down the trail in the NW that leads to the stone platform where your HQ is sited. Of course, if you've placed some defense towers across that path, the undead will be deterred.

Remember the paladins or other troops you created to go 'monster hunting' when you first arrived at Westguard? They will now be very helpful in repelling the undead attacks, so have them participate in the defense around the HQ. Hold off the undead attacks by level 10 enemies such as skeletons, undead animals, and spellcasters while you crank out 5 or more catapults, some druids, and perhaps some dwarf or human melee troops. The pile of boulders that used to block access to it is now gone.

The undead resistance within the camp will not be that tough, but there are a lot of defense towers and buildings to destroy. You'll need to work the 'hold' key often to keep your troops from scattering in all directions. Have your troops repel skeleton attacks, while the catapults methodically destroy all the undead structures.

When you've wiped out the camp, be sure to search the chests for loot. Move your army out of the remains of the camp and station them in the central part of the map, because later in the game you'll have to go and deal with some other troublemakers here in the Westguard.

Return to Bailiff Utrecht for a reward and yet another 'construction' task; this time it's a monument he'll also ask you to create at least 60 troops but you may already have reached, or exceeded, this number in the course of playing the earlier segments of this map. Go see Warrad, who will charge stone, gold, 10 boulders of limestone, and 10 lumps of clay. Hopefully you've been dutifully collecting the last two minerals over the course of the past levels with the hope that sooner or later you may be putting them to use; so give them to Warrad and he'll tell you the next time you come to Westguard the monument will be in place.

With our diversion in Westguard completed for the moment, it's time to proceed with the Iron Fields level you might recall this was the very first map of the game and when you departed, Sorvina and Toth Lar were just arriving with their army.

Teleport to the Needle map, and step thru the portal to the Fields. Trying to construct a base at the start is NOT easy. For one thing, you are restricted as far as the number of units you can create; it's 30 slots.

The best way is to attack it from two sides simultaneously: send one group from Headquarter and another from Connach. The second group must not leave a path, there are still Orcs coming to recapture Usal. After destroying the outpost head your army North. Destroy all met Orcs. This way you reach the Orcs' main camp Before attack try to destroy all watchtowers and troops stationing outside a palisade.

Do not attack the camp frontally. Be patient and try to lure Orcs outside the palisade, and when you defeat them destroy the base. When succeeded you receive a next quest: go back to Matricus. Now back to the castle in the town. Talk to Matricus. He supports your mission and gives you a letter to the King. You are given a few new instructions and quests: search for the old Order's Stronghold, look for the Portal Stone there and recover four books about portal's magic.

So, carry on then. Going through the city you meet Alwin Talk to him and give him the letter from Inga and Rolf. You are rewarded with an excellent piece of armor. Continue a chat and ask of Iron Falcons.

You are given next quest: talk to Berengar He is an expert of ancient Iron Falcons' armors. Before you go to the old Order Stronghold visit Berengar in Connach. Talk to Berengar. You receive a next quest: find the Berengar's armor, lost somewhere near the portal to Sevenkeeps.

Blacksmith points out Letho Grey kneeling nearby Talk to Letho. You receive a quest: find the Grey's family hiding somewhere in the Gate of Swords.

Take items from the chest standing nearby and go to the ruins. Before you go straight to the ruins try to explore an area. On the North you can find a fermentation container guarded by a group of wolves Kill all beasts and take items you find in chests standing nearby. Now go to the West outskirts of the map. Next to the portal you face doctor Mauser Attack him, and after a while a strange man materializes next to you. It's Professor Twiddle, who helps you in a battle. Talk to him and you receive a quest: find out what the strange talk of Professor Twiddle was about.

Loot the doctor's body and take items and a letter with you. Read the letter and this way you discover a mystery of Berengar's lost armor. Use a Journey Stone to teleport to Connach. Now back to your party and go to the ruins. Enter the ruins You can find here Skeletons grouped in a few squads. Destroy them one by one.

You can find one book on each group. The last squad, led by Skeleton Mage, possesses the Portal Stone. Kill Skeletons.

All quest items are yours. You may continue a journey. In Sevenkeeps you may lead a little squad of soldiers. These are the basic units so do not change your tactics.

Next to the portal there is Gertbrandt standing. Talk to him, he shows you the way to the King's court and tells about the plague. Explore the nearest area and then follow the path.

Beware of Sand Spiders and Large Hornets. There are a lot of quest items in Sevenkeeps. You have to be careful twice as usual. Always check if there are any items left in the area and in the town as well.

Grounds around the town are infested with monsters. There is a cave inhabited by a group of Swamp Spiders. Do not enter the cave, try to lure a small group of beasts outside. Destroy following groups until you kill them all. Remember about using offensive spells. When you're done continue a journey. Just next to the town's main gate there is a lair of mighty Sister Silverweb.

You have to be careful: when defeated, Spider breeds a horde of smaller spiders. Kill them all and enter the city. Do not stop to talk to citizens, just go straight to the King Ulf.

Falkmar helps you to go through a guard. But your party leaves you. Talk to the King, courtiers and Nightsong. Unfortunately the audience does not finish well - the King makes you his fiefdom but does not support your demands.

You have to look for allies in some other places. You receive a next quest: talk to the General Einar. He stands just next to the King. He tells you that the only way to get back to Iron Fields is to destroy the Orcs' fortress standing on your way. To do that you have to ask Dwarves and Elves for help. You receive a next quest: talk to Jandrim Windhammer, the dwarven ambassador. You may use a Journey Stone to reach Jandrim.

The Supply Unit: bring the supply unit to Rushwater Downs. Destroy the Undead and seal the Vault of the Undead. After a while Bor and Lya join you. Talk to Nightsong. She's not going to accompany you anymore. There is Utrecht standing nearby.

He is the bailiff of your fiefdom - Westguard. He awaits you there. Meeting Utrecht in Westguard is your next task. Explore the area near the main court - you can find a few quest items in chests. Now, go to the portal leading to Westguard In Westguard you may improve your base to its full potential, and recruit the strongest units.

But it doesn't mean you have to do that. I suggest recruiting a large number of basic and medium units. You may also recruit a Titan if you want. Quest given to you makes you to recruit at least sixty units and several towers.

You have to gather materials all the time and be sure that you have a magnificent army. You are going to fight a few battles using different units. It's not possible to do that at once but you have to remember about that. Utrecht is waiting in front of the portal 7 , talk to him.

You are given a next quest: destroy the demons that attacked the Westguard and repair damaged buildings. Continue a chat to learn the history of Westguard. Up to North there is a market where you can find merchants.

It's good idea to arrange your inventory. You can also find Warrad on the market 8. Talk to him and you receive a next quest: find his missing daughter Kara. Ask Bara if she knows something. The Girl went to Sevenkeeps to visit her aunt Bara. Since then no one saw her. You should look for Bara in Sevenkeeps.

But now you should take care of Demon's case. Check if you are equipped with a range weapon only this way you can attack flying beasts , and go to the North village 9. Demons are not really demanding enemies so there should not be any problems with recapturing the village. When you set the village free try to kill al wolves and bears wondering around.

You can find a few items. When you're done go to the South village By the way, you come across Clay Golem Destroy it and you find 10 Lumps of Clay quest item. Recapturing the village is quite easy.

Kill all Demons and take items with you. Go back to your castle. Talk to Utrecht once more. You are given a next task: construct the Altar of Life, the Blacksmith and the Laboratory. Order workers to gather materials. It takes some time so in a meantime try to explore the Northwest area. You can find there a large number of wolves and bears, and a lot of classy items. Beware of the ruler of this area - Great Hunting Wolf Before you face him recruit a few soldiers to help you build Barracks earlier.

Search the wolf's body and you find a great weapon. When you have all buildings ready go to Utrecht again. Talk to him and you receive new quests: recruit at least twenty soldiers, and build at least five watchtowers.

Start with soldiers, they help you to kill the strongest monsters living in Westguard. Lead your army to finish exploration of the Northwest area. In the chest defended by two bears you find a scroll The Creation of Lightfist. Quest solved side quest : construct the Altar of Life, the Blacksmith and the Laboratory. Now start to build watchtowers. In a meantime get all your soldiers and go to the Southeast outskirts of the map. There is a family of very mean spiders living there. Especially beware of huge Dragon Spider Do not attack frontally - beasts are extremely strong.

Use the tested tactic: try to lure spiders outside and attack the weakest ones. When there is only Dragon Spider standing attack it with all you have. You can find a fine weapon on its body and there is something hidden in a den too. By this time your towers should be ready.

Get back to Utrecht. Talk to Utrecht. There is a nice surprise waiting for you: people settling your land paid a tribute. You are given next task: build a well in Westguard. You have to talk to Warrad.

Fortunately you have enough resources - give it to Warrad. The well is going to be finished in some time. Now you have to take care of something else. It's high time to finish the case of Demon plague. You can find here the Captain of the Cult Talk to him and you see what is the reason of Demon's attack. Conversation ends with a fight. Kill the Captain and his summoned followers. Loot bodies. Your short journey via teleports is long enough for Warrad to finish the well. Go to Utrecht.

You receive a next quest: upgrade two of the farms and the headquarter with Elven and Dwarf upgrades. The first one needs a minute to be done, the second takes much more time. Upgrade farms and leave Westguard. Go to Sevenkeeps. Go to the University 3. Talk to the Master Askan and give him magic books. You are rewarded with a ring.

Now it's time for the Professor Twiddle. Talk to him and you will know whom the mysterious Doctor Mauser was. You receive a task: rescue Lela from Underhall. Now talk to Undergant. This way you recapture the Berengar's armor.

You have to choose one of two armors choose the better one for your hero. Now go to Connach use a Journey Stone and talk to Berengar. Blacksmith asks you if you want to keep the armor or sell it.

Keep it for yourself, it's an excellent piece of armor. Go back to Sevenkeeps. Now go to the Dwarven Ambassador 4. You are given new task: get a sobering up potion that will help Jandrim.

Talk to Jared. He gives you another task: get Bitter Lye and Crystal Vial. Start with Alastar. He can help but you have to earn some trust and respect first. It means that you have to accomplish at least one task given by priests. Priestess Sephis gives you a quest: cleanse the Sanctuary of Light in the Northwest 6. So, go there now. The situation seems a little suspicious - there is only one Skeleton waiting for you! And it's a trap indeed.

When you kill first Skeleton the Undead starts to appear from nowhere. There are a lot of them but you should not have much trouble with them. Go back to the priestess. This way you earned some respect, but you may solve some more quests to earn more experience. Talk to Sephis and you are given a next task: unmask the followers of the Cult in Sevenkeeps.

Start with Olar. This quest can be solved in the night only, so in the meantime you can find another priest and a new job. There is the Priest Galius standing nearby. He gives you a quest: gather a few medicinal herbs for Galius. There is a chance, that you have found some of them or even all so far, while accomplishing other tasks.

If you haven't you must take a look around the town. When searching for herbs you may also find some useful equipment and quest items. Beware of hordes of spiders, wolves and hornets. When you collect all herbs go back to Galius. It's time to take care of cultists. You must approach a house of the accused citizen and wait until he leaves his house.

And then follow his steps to see what is he going to do. You don't have to be discreet. All houses of cultists are signed with a large, circular sign in front of the door. When investigating you must remember who is a cultist and who is innocent. It may happen that one night is not enough for you to check all houses. If so, do not waste your time and go to the Marketplace 7. You can find Baru there. Talk to Baru and she tells you where is Kara.

You may also talk to Laudinia and other merchants. Jorge gives you a task: ask craftsman Firin to open Jorge's chest. You can find Firin in the Crafters Quarter. Odger asks you to find a few varieties of spidersilk. You have to look for it in the Spider Lair 8. When you manage to observe all cultists go back to Sephis. The rest is innocent. Now you may go to Alastar for your prize.

You will be rewarded with a few items, including Bitter Lye. Now go to the Crafters Quarter 9. You can find the Guild Master Cardogan and Firin there. Talk to Cardogan, who asks you for accomplishing a few quests. When you solve them you will be rewarded with Crystal Vial. Talk to crafters and ask for tasks.

Start with Firin. Tell him about Jorge's chest. Firin agrees to help but he must be rewarded suitably. Go to Jorge to discuss the deal.

Now you must decide if you want to support merchant's side you have to open the chest by yourself or crafter's side you order Firin to do that. Now talk to Troya she stands nearby. You are given a next task: clear the Quarry in Sevenkeeps of Golems. The Quarry is next to the Dwarven Ambassador's place Now it's time to visit the Spider Lair to get some spidersilk for Odger. It's really hard battle, there are a lot of spiders. Do not attack frontally, try to lure beasts outside their lair and destroy all approaching groups.

When you kill at least a half of spider's population you may storm their lair. This way you get spidersilk and a few items. Go back to Odger. Give the spidersilk to him and talk to Laudinia.

Now go to the quarry and destroy all Golems. Your party should be strong enough to crush them even if you choose frontal attack. Now get back to Thoya. Talk to her and then to Cardogan. You are rewarded with a few items and Crystal Vial. It's time to give ingredients of the potion to Jared.

But there is a harsh surprise waiting for you - Jared is dying. Save him using the power of Shaikan blood. Jared joins your party. He prepares the potion for Jandrim. Go to the Dwarven Ambassador. Talk to Jandrim who tells you about his problems. When you reach the junction some undead scouts try to make their way north towards. Kill them with your riders or just block their way north with your army before they can reach the Vault and more undead are summoned.

Proceed north and when you reach the Vault talk to the necromancer, Thur, or kill him. If you spare his life he offers you membership of a Cult and you may meet him and Hedwig later in the story.

To Rushwater Downs With the Vault closed and the threat of the undead thwarted your job in Norimar is done and you can bring the supply unit to Rushwater Downs and the besieged town of Lyraine. Side quests Rottgar's Letter When speaking to him after you relight the first tower, Sentry Rottgar will give you a letter for his bride Solveig , who lives in Falcon Castle. Further up the road to Falcon Castle you'll find the corpse of Leif and his diary from which you learn that Solveig choose Leif and Rottgar left Leif to the undead.

When speaking with her and her father later you can choose how to resolve the issue Weapons Master Uland When you tell Solveig the truth about Rottgar, but ask her to forgive him rather then to seek revenge, she'll ask you to see her father and tell him about what happened. Uland will offer you a choice from his weapons, a club, a knife or a short sword. After that, he asks you to look for his two wards. The Wards Two young warriors that were in training with Master Uland have fled the castle shortly before the attack on the castle.

The went west and disappeared behind the lines of the undead. If they are alive, their father in Rushwater would be very pleased with news from them.

He gives you his dog Cyclops who can reconize their smell and can thus help you tracking them. Rolf Track down the ward Rolf with the help of Cyclops. From the junction in the east with the journeystone take the trail leading south-east up into the hills. Follow the trail, Rolf is on a ledge northeast of, and above the portal to Rushwater Downs. Talk to him and recieve a letter for his father in Lyraine and Hedwig's Staff.

Inga Track down the ward Inga with the help of Cyclops. Follow the path east, then south, from the ledge where you found Rolf. There are some strong mobs here so it might be a good idea to take part of your army along. Traitors in Falcon Castle When you speak with Magistra Hedwig , after you got the Wards quest from Uland, and are willing to listen to her she asks you to kill those two "little brats", who not only "stole a cult wand" but also "overheard some things That would explain why they fled the castle.

Once the Adept and his skeletons are dead the tower will automatically light; check the Adept's corpse for loot. Return to Rottgar after igniting the first tower, and he'll be so pleased that he'll give you his men to help you clear the remaining towers. You'll also be able to pick up a sidequest from Rottgar involving the delivery of a letter to Solveig, a woman in the Castle. Make your way around the surrounding landscape and clear the Undead from the towers.

Try to avoid timing your assault on a tower when wolves or skeletons are on their patrol route nearby, since they'll be attracted by the fighting and you'll find it makes sense to save as many of the Castle guard assisting you as possible.

At the eastern edge of the map there is a small fortress standing a bit off the path; this is guarded by a sizeable force of Undead, including a powerful mage, and attacking it is very challenging. After lighting all the signal towers, you'll hear a voiceover by Ortbrandt declare that the Castle gates are to be opened to you, so continue up the path, taking on the wolf packs scattered along the route. Be sure to examine the corpse of a dead Norimar soldier for a letter related to Rottgar and Solveig.

Also note the location of what appears to be an enormous horn mounted on the rocks overlooking the trail on your left as you ascend towards the castle. When you reach Castle Falcon, you can check in with the merchants there to sell your excess equipment. It's worthwhile investing in some protective headgear for you and your heroes. Speak with Solveig, then Uland to give him the dirt on Rottgar; he'll let you have a weapon as a reward.

Then go see Baron Ortbrandt. He'll tell you that the enormous horn mounted on the side of the trail was created by the dwarves for the purpose of causing a landslide that will block the path to the castle, and thus deter the attacking Pact army.

It's imperative that you get to the horn as soon as possible and trigger the landslide; he provides some mounted troops to aid you. As soon as the cutscene finishes Save your game, then send the mounted troops rushing down the trail to the horn. There are already some Dark Elf attackers scattered along the road, but ignore them for the moment and have you and your heroes following the mounted troops.

When you arrive at the horn have the troops and your heroes deal with the attacking elves while your avatar right-clicks on the 'gear' icons near the horn. This will trigger a cutscene in which the horn blows, and a massive rockslide closes off the path.



0コメント

  • 1000 / 1000