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Ý \ Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý
Ý Ý Ý Ý Ý ===== Ý ==== Ý Ý Ý Ý Ý Ý Ý ==== Ý ===== ===== Ý
Ý Ý\ Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý
Ý Ý \ Ý Ý Ý Ý ===== Ý Ý Ý Ý Ý Ý Ý Ý Ý == Ý ===== === Ý
Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý=== Ý Ý Ý Ý Ý Ý Ý Ý
Ý Ý / Ý Ý Ý ==== Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý == ==== Ý Ý ====
Ý Ý/ Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý
Ý Ý Ý Ý === Ý Ý ==== Ý Ý Ý Ý Ý ===== Ý ==== ==== Ý Ý =====
Ý / Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý
====== === ======= ======= === === ======== ======= ======= ========
g a l l e a n ' s r e t u r n
==============================================================================
Ý The aim of this file is to provide you with general information on Ý
Ý Disciples 2 : Gallean's Return in a clear and readable format. Ý
Ý I hope it serves you well !! - Mister Sinister Ý
==============================================================================
Dedicated to Nabs, representing the next-generation of Disciples 2 players.
Table of Contents
1. Introduction and Overview of the Game
2. Basic Controls
3. The Four Races
4. Tact & Diplomacy
5. Types of Items
6. Empire Saga Walkthrough
7. Mountain Clans Saga Walkthrough
8. Undead Hordes Saga Walkthrough
9. Legions of the Damned Saga Walkthrough
10. Stats for Units
11. Rulers and Leaders
12. Comments on Units and Suggested Upgrade Routes
13. Tips and Tricks
14. Credits
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Ý SECTION ONE Ý
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
OVERVIEW
Disciples 2 : Gallean's Return is a turn-based strategy game where the player picks one of two major races and battles across either a pre-defined sequence of levels (the Sagas), one of a number of set individual missions (the Quests), plays in a Custom Saga, or with other human in multi-player mode.
Gallean's Return is an official Expansion Pack for the Disciples 2 title, that is effectively a combination of both the Guardians of the Light and Servants of the Dark Expansion Packs, rolled into one.
It is a swords and sorcery type game, with a reasonably simple interface and gentle learning curve, but which boasts hours and hours of gameplay, and is quite honestly ? HELLISHLY addictive ... I heartily recommend it.
I have written individual in-depth walkthroughs for the Sagas for the four main races in this expansion pack - the Empire, the Mountain Clans, the Undead
Hordes and the Legions of the Damned, and all of these can be found at http://www.gamefaqs.com.
Helpful comments and so on are always welcome, and I can be reached at shadowpath@hotmail.com
- Mister Sinister, 2004
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Ý SECTION TWO Ý
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
BASIC CONTROLS
As with any strategy game, troop management skills are FUNDAMENTAL to your success. In order to become a good Gallean's Return player, you will need to learn which units function well together, which units complement each other, and which units should definitely NEVER be placed together.
For example, sending nothing but Undead Troops to battle Undead Troops doesn't
SOUND unreasonable until you consider that MOST undead troops are immune to death magic, so if YOUR set of troops comprises nothing but Undead Spellcasters they will do practically NO good whatsoever.
I have sub-divided this section of my FAQ into three parts :-
A) The World Map
B) Combat
C) City Management
=============================== THE WORLD MAP ================================
The World Map is where (not surprisingly) you move all your troops about. Each unit is led by one of the creatures in it, and this creature represents the entire unit's icon on the map. For example, a unit led by a werewolf will be depicted as a werewolf on the map.
Each unit has a different number of movement points, and these are reduced at different speeds depending on which type of terrain you are crossing ... for example, you will travel MUCH slower by water than you will through forests ...
... some units can fly, and this helps get about the map a fair bit quicker ... but if you put flying units with non-flying units, you are once again (by and large - there ARE a couple of exceptions) slowing down your troop movement as the unit must move together, as one.
Combat is initiated by moving to a square adjacent to a rival or enemy unit on the map, and combat is dealt with in a separate screen.
The world map begins by being totally covered in a fog of war, which disperses as you move your units about ... certain terrain cannot be traversed, and you will have to find ways around it ... examples include waterfalls, whirlpools and mountain ranges.
Obviously not all of the creatures you encounter on the world map will be hostile - some will give you sub-quests which you can complete to gain prizes should you wish ... others will be territorial, and will either attack you on sight or pursue you until you leave their area of the map.
You will encounter cities belonging to other players, as well as neutral cities, and various other structures dotted about the map, ALL of which can be explored and/or conquered.
BEAR IN MIND AT ALL TIMES that this is a TURN-BASED strategy game. Therefore, whilst you have the luxury of time to think your moves through, as you would in a chess game, poor troop movement can lead to units becoming isolated at the end of a turn, and easy pickings for roaming creatures ...
... always watch your back ...
Each unit on the map can comprise up to SIX individual characters. So, taking our earlier example of the unit being led by the Werewolf, this unit can comprise the Werewolf that leads them, and up to FIVE other characters ... if the leader dies, the unit will still be able to move, but will do so at a MUCH slower rate, and the unit's icon on the map will change. It will still be the
Werewolf, but you will see that the leader has died because a little skull shield will be displayed at the foot of the icon. This allows you at a glance to see units which have had their leaders slain.
Provided at least ONE character in the unit is still alive, it is possible to heal and/or resurrect those characters in the unit which have died. You can either do this via magic, CHEATING (tut tut), at any of your Cities (provided you have constructed a Temple in your Capital City), or using potions.
Your Capital City (each major race has one) is your seat of Power on the level
BUT, unlike many OTHER turn-based strategy games where there is a REAL risk of losing your Capital, and thus losing the level, in Disciples 2 each player's
Capital City is occupied by (not only a maximum of 11 "normal" troops but also) an INCREDIBLY powerful Guardian, who CANNOT leave and who's SOLE purpose is to protect the Capital.
Sounds like you might still be vulnerable ? In all practical reality you won't be - the Guardians are WELL powerful, and it is EXCEEDINGLY unlikely that you will ever lose your Capital ;)
You will ALSO find shops on the world map ... there are several merchants in the game who have set up shop on the various levels, and with whom you can trade ... even if you can see no use for something you have picked up on a level, you can always sell it at a shop to gain extra gold ;)
The currencies of the game are five-fold. You have gold (obviously), which you use to buy upgrades for your cities, to recruit new troops, to bribe the other players, and so on.
Then there are the four types of mana. There is Death Mana, Runestone Mana,
Life Mana and Infernal Mana.
Both gold AND mana are generated at resources on the map, and these resources can be bled off to give (effectively) unlimited resources to your race - I say *effectively* unlimited as, whilst there is only a certain amount of each type of energy that will be generated by each resource per turn, the supply from which this is drawn is infinite - i.e. you will never deplete a gold or mana resource on the map (which is KEWL !!)
One last thing.
When you look at the map you will be able to see the terrain that belongs to your race by looking at the ground. Each turn, your race's terrain expands from every city in every direction, and whenever it touches an unclaimed resource, it seizes it for your race.
Since it would take an eternity to gain control over the ENTIRE map this way, the game designers have very kindly provided each race with one type of unit that can be recruited who's sole purposes is to "plant rods". Planting a rod is a very simple process which allows you to stake a claim to a very small parcel of land which is not already yours.
... I hope that makes sense ... I'll try to explain ...
Say this is the world, and you own the left-hand side of it. :-
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Ý Ý Ý
Ý Ý Ý
Ý Ý Ý
Ý Ý Ý
Ý Ý Ý
Ý YOUR Ý MY Ý
Ý Ý Ý
Ý LAND Ý LAND Ý
Ý Ý Ý
Ý Ý Ý
Ý Ý Ý======Ý Ý
Ý Ý Ý GOLD Ý Ý
Ý Ý Ý======Ý Ý
Ý Ý Ý
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
If you want to take control over the GOLD resource I have labelled in MY land, you would either have to expand your terrain on a turn by turn basis until the
Gold Resource was yours, OR you could send your "rod-planter" (the name for the character varies with each race) TO the Gold Resource, and then stake it.
If you plant a rod at the Gold Resource, and thereby stake it as being yours, the terrain around the resource changes to become yours.
Rods CAN, however, be destroyed by other rod-planters, and this dispute over resources forms a VERY important part of the game, naturally ...
... right ! I've bored you with that - now we can go onwards to the combat aspect of the game !!
=================================== COMBAT ===================================
As I stated in the previous section, combat occurs when one of your units enters a square on the map that is adjacent to a non-friendly unit (or, conversely, when a non-friendly unit enters a square that is adjacent to one of YOUR troops).
When this happens, the action switches to a 3-dimensional view of the square in question, and combat takes place.
Combat in Disciples 2 is a VERY very simple affair. The unit that is attacking is highlighted at its feet in yellow, and the units you are presently opting to attack is highlighted at its feet in red ... just point the mouse at the unit you want to attack (or help, depending on your race), and click !
HOW EASY IS THAT BY THE WAY !?!?!
Combat is, however, not as DULL as that sounds.
You recall I mentioned earlier that a unit can comprise a maximum of SIX characters ?? Well, each unit is broken up into two RANKS as well.
THIS IS VITALLY IMPORTANT.
Ý \ Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý
Ý Ý Ý Ý Ý ===== Ý ==== Ý Ý Ý Ý Ý Ý Ý ==== Ý ===== ===== Ý
Ý Ý\ Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý
Ý Ý \ Ý Ý Ý Ý ===== Ý Ý Ý Ý Ý Ý Ý Ý Ý == Ý ===== === Ý
Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý=== Ý Ý Ý Ý Ý Ý Ý Ý
Ý Ý / Ý Ý Ý ==== Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý == ==== Ý Ý ====
Ý Ý/ Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý
Ý Ý Ý Ý === Ý Ý ==== Ý Ý Ý Ý Ý ===== Ý ==== ==== Ý Ý =====
Ý / Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý
====== === ======= ======= === === ======== ======= ======= ========
g a l l e a n ' s r e t u r n
==============================================================================
Ý The aim of this file is to provide you with general information on Ý
Ý Disciples 2 : Gallean's Return in a clear and readable format. Ý
Ý I hope it serves you well !! - Mister Sinister Ý
==============================================================================
Dedicated to Nabs, representing the next-generation of Disciples 2 players.
Table of Contents
1. Introduction and Overview of the Game
2. Basic Controls
3. The Four Races
4. Tact & Diplomacy
5. Types of Items
6. Empire Saga Walkthrough
7. Mountain Clans Saga Walkthrough
8. Undead Hordes Saga Walkthrough
9. Legions of the Damned Saga Walkthrough
10. Stats for Units
11. Rulers and Leaders
12. Comments on Units and Suggested Upgrade Routes
13. Tips and Tricks
14. Credits
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Ý SECTION ONE Ý
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
OVERVIEW
Disciples 2 : Gallean's Return is a turn-based strategy game where the player picks one of two major races and battles across either a pre-defined sequence of levels (the Sagas), one of a number of set individual missions (the Quests), plays in a Custom Saga, or with other human in multi-player mode.
Gallean's Return is an official Expansion Pack for the Disciples 2 title, that is effectively a combination of both the Guardians of the Light and Servants of the Dark Expansion Packs, rolled into one.
It is a swords and sorcery type game, with a reasonably simple interface and gentle learning curve, but which boasts hours and hours of gameplay, and is quite honestly ? HELLISHLY addictive ... I heartily recommend it.
I have written individual in-depth walkthroughs for the Sagas for the four main races in this expansion pack - the Empire, the Mountain Clans, the Undead
Hordes and the Legions of the Damned, and all of these can be found at http://www.gamefaqs.com.
Helpful comments and so on are always welcome, and I can be reached at shadowpath@hotmail.com
- Mister Sinister, 2004
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Ý SECTION TWO Ý
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
BASIC CONTROLS
As with any strategy game, troop management skills are FUNDAMENTAL to your success. In order to become a good Gallean's Return player, you will need to learn which units function well together, which units complement each other, and which units should definitely NEVER be placed together.
For example, sending nothing but Undead Troops to battle Undead Troops doesn't
SOUND unreasonable until you consider that MOST undead troops are immune to death magic, so if YOUR set of troops comprises nothing but Undead Spellcasters they will do practically NO good whatsoever.
I have sub-divided this section of my FAQ into three parts :-
A) The World Map
B) Combat
C) City Management
=============================== THE WORLD MAP ================================
The World Map is where (not surprisingly) you move all your troops about. Each unit is led by one of the creatures in it, and this creature represents the entire unit's icon on the map. For example, a unit led by a werewolf will be depicted as a werewolf on the map.
Each unit has a different number of movement points, and these are reduced at different speeds depending on which type of terrain you are crossing ... for example, you will travel MUCH slower by water than you will through forests ...
... some units can fly, and this helps get about the map a fair bit quicker ... but if you put flying units with non-flying units, you are once again (by and large - there ARE a couple of exceptions) slowing down your troop movement as the unit must move together, as one.
Combat is initiated by moving to a square adjacent to a rival or enemy unit on the map, and combat is dealt with in a separate screen.
The world map begins by being totally covered in a fog of war, which disperses as you move your units about ... certain terrain cannot be traversed, and you will have to find ways around it ... examples include waterfalls, whirlpools and mountain ranges.
Obviously not all of the creatures you encounter on the world map will be hostile - some will give you sub-quests which you can complete to gain prizes should you wish ... others will be territorial, and will either attack you on sight or pursue you until you leave their area of the map.
You will encounter cities belonging to other players, as well as neutral cities, and various other structures dotted about the map, ALL of which can be explored and/or conquered.
BEAR IN MIND AT ALL TIMES that this is a TURN-BASED strategy game. Therefore, whilst you have the luxury of time to think your moves through, as you would in a chess game, poor troop movement can lead to units becoming isolated at the end of a turn, and easy pickings for roaming creatures ...
... always watch your back ...
Each unit on the map can comprise up to SIX individual characters. So, taking our earlier example of the unit being led by the Werewolf, this unit can comprise the Werewolf that leads them, and up to FIVE other characters ... if the leader dies, the unit will still be able to move, but will do so at a MUCH slower rate, and the unit's icon on the map will change. It will still be the
Werewolf, but you will see that the leader has died because a little skull shield will be displayed at the foot of the icon. This allows you at a glance to see units which have had their leaders slain.
Provided at least ONE character in the unit is still alive, it is possible to heal and/or resurrect those characters in the unit which have died. You can either do this via magic, CHEATING (tut tut), at any of your Cities (provided you have constructed a Temple in your Capital City), or using potions.
Your Capital City (each major race has one) is your seat of Power on the level
BUT, unlike many OTHER turn-based strategy games where there is a REAL risk of losing your Capital, and thus losing the level, in Disciples 2 each player's
Capital City is occupied by (not only a maximum of 11 "normal" troops but also) an INCREDIBLY powerful Guardian, who CANNOT leave and who's SOLE purpose is to protect the Capital.
Sounds like you might still be vulnerable ? In all practical reality you won't be - the Guardians are WELL powerful, and it is EXCEEDINGLY unlikely that you will ever lose your Capital ;)
You will ALSO find shops on the world map ... there are several merchants in the game who have set up shop on the various levels, and with whom you can trade ... even if you can see no use for something you have picked up on a level, you can always sell it at a shop to gain extra gold ;)
The currencies of the game are five-fold. You have gold (obviously), which you use to buy upgrades for your cities, to recruit new troops, to bribe the other players, and so on.
Then there are the four types of mana. There is Death Mana, Runestone Mana,
Life Mana and Infernal Mana.
Both gold AND mana are generated at resources on the map, and these resources can be bled off to give (effectively) unlimited resources to your race - I say *effectively* unlimited as, whilst there is only a certain amount of each type of energy that will be generated by each resource per turn, the supply from which this is drawn is infinite - i.e. you will never deplete a gold or mana resource on the map (which is KEWL !!)
One last thing.
When you look at the map you will be able to see the terrain that belongs to your race by looking at the ground. Each turn, your race's terrain expands from every city in every direction, and whenever it touches an unclaimed resource, it seizes it for your race.
Since it would take an eternity to gain control over the ENTIRE map this way, the game designers have very kindly provided each race with one type of unit that can be recruited who's sole purposes is to "plant rods". Planting a rod is a very simple process which allows you to stake a claim to a very small parcel of land which is not already yours.
... I hope that makes sense ... I'll try to explain ...
Say this is the world, and you own the left-hand side of it. :-
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Ý Ý Ý
Ý Ý Ý
Ý Ý Ý
Ý Ý Ý
Ý Ý Ý
Ý YOUR Ý MY Ý
Ý Ý Ý
Ý LAND Ý LAND Ý
Ý Ý Ý
Ý Ý Ý
Ý Ý Ý======Ý Ý
Ý Ý Ý GOLD Ý Ý
Ý Ý Ý======Ý Ý
Ý Ý Ý
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
If you want to take control over the GOLD resource I have labelled in MY land, you would either have to expand your terrain on a turn by turn basis until the
Gold Resource was yours, OR you could send your "rod-planter" (the name for the character varies with each race) TO the Gold Resource, and then stake it.
If you plant a rod at the Gold Resource, and thereby stake it as being yours, the terrain around the resource changes to become yours.
Rods CAN, however, be destroyed by other rod-planters, and this dispute over resources forms a VERY important part of the game, naturally ...
... right ! I've bored you with that - now we can go onwards to the combat aspect of the game !!
=================================== COMBAT ===================================
As I stated in the previous section, combat occurs when one of your units enters a square on the map that is adjacent to a non-friendly unit (or, conversely, when a non-friendly unit enters a square that is adjacent to one of YOUR troops).
When this happens, the action switches to a 3-dimensional view of the square in question, and combat takes place.
Combat in Disciples 2 is a VERY very simple affair. The unit that is attacking is highlighted at its feet in yellow, and the units you are presently opting to attack is highlighted at its feet in red ... just point the mouse at the unit you want to attack (or help, depending on your race), and click !
HOW EASY IS THAT BY THE WAY !?!?!
Combat is, however, not as DULL as that sounds.
You recall I mentioned earlier that a unit can comprise a maximum of SIX characters ?? Well, each unit is broken up into two RANKS as well.
THIS IS VITALLY IMPORTANT.
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- Disciples 2 - Gallean's Return FAQ by System on 09/03/2006, 09:50






