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Guide and Walkthrough by Kayzer76th

Version: 1.1 | Updated: 08/09/2003

Written by: Kayzer76th
E-mail     : as13th@yahoo.com
Dated     : July 6, 2003

I. Introduction
II. History 
III. Character List
	a. Wolf Clan
		-Shale Lord
	b. Lotus Clan	
		- Koril
		- Issyl
		- Soban
	c. Serpent Clan
		- Budo
                                - Utara
                                - Taro
IV. Building List
V.  Unit List
V.  Walkthrough
VI. References/Credits


Battle Realms: Winter of the Wolf and all its characters and logos are 
copyright (c)2002 Crave Entertainment, Inc. This FAQ is free and may be 
distributed or reproduced in any way, shape or form whether it may be 
electronical or not, providing the content of this document may not be altered 
in any way. If you want to use this for commercial use, ask Kayzer 76th 
(as13th@yahoo.com) for permission.

The authorized sites that post my FAQ are:


08/08-03 >Version 1.1  -added  Mission 4, 5 & 6.
                                        -editing Walkthrough for Mission 4
                                        -added  Building List
                                        -added Expansion Units

I wrote this Walkthrough since nobody has written the walkthrough for Battle 
Realms expansion: Winter of the Wolf. Probably, the single-player campaign 
is ridiculously easy for some people. However, I find them quite challenging; 
not to mention the exciting storyline (though it quite strays from the 
original canon and linear) Anyway, I made this just for enjoyment and to help 

Though already released since 2002, I admit that I finish the Winter of the 
Wolf campaign on last July. Due to lack of information, probably you'll find 
that some information might incorrect. If you want to give any suggestion 
or critics, e-mail me at as13th@yahoo.com.


You'll assume the role of Grayback when he was still a slave in the Lotus 
shale mines. These mines are under the direct control of the sorceress Yvaine, 
and she acts as Zymeth's (the Lotus leader from Battle Realms) right hand. 
Yvaine is a cruel mistress, often working her Wolf slaves to death, leaving 
them to starve, or using unspeakable methods to make examples out of those 
who challenge her. Winter of the Wolf will open up with Grayback's discovery 
of Yvaine's plot to use an ancient Wolf relic called the Skull of the White 
Wolf to completely destroy the Serpent Clan and forever suppress any hope 
the Wolf Clan has of escaping its captivity. Caught spying, Grayback is sent 
into the bowels of the deep mines, where he resolves to stage an uprising. 
Meanwhile, Yvaine unleashes the power of this ancient artifact and releases 
an intense winter upon the world. Spring turns to a frigid winter overnight 
as ice and snow grip the land. 


Here is the information I've got about the BR Characters. Their abilities, 
weakness and strengths also included. Information about the Expansion 
Characters is my own description; if anyone wants to add or correct their 
help are welcome!

A. Wolf Clan

Grayback: "Hear me, sorcerers: you cannot cage the wolf." 

Tier: Zen Master
Rice Cost: 600
Water Cost: 200
Yang Cost: 2	
Melee: Piercing
Missile: n/a 
Weakness: Explosive, Magic
Strength: Piercing
Training: Keep
Innate Ability: Regeneration: The unit can naturally heal to full health and 
does so slightly faster than normal.
About: Grayback emerged as the new chief in the time of the Wolf Clan's 
enslavement, when the old line of chieftains was dead, and the clan's very 
existence was threatened. The force of mind that allowed them to break their 
bonds was Grayback's - the covert training, the cunningly orchestrated 
uprising, and the carefully timed messages to the Serpent. A menial slave, 
son of primitive hunters, he is clearly more than a match for the proudest 
Serpent Lord, or for Lord Zymeth himself.
The wolves themselves know Grayback's authority, sensing in his smell and 
body language the undisputed leader of the pack. In battle Grayback wields 
an enormous pickaxe, a tool that strikes with crushing force while reminding 
all who see it of the reason why Grayback fights on.
Wolf Howl: Grayback is a peerless battle leader. When he wishes, he can urge 
nearby warriors to strike with increased force.

Longtooth: "Even the warlocks who claim to know death, cringe from my fury." 

Tier: Zen Master
Rice Cost: 250
Water Cost: 250
Yang Cost: 1	
Melee: Magic
Missile: Magic
Weakness: Explosive, Magic
Strength: none
Training: Keep
Innate Ability: Regeneration: The unit can naturally heal to full health and 
does so slightly faster than normal. / Climber: His speed is unaffected by 
About: Even as a slave-child, Longtooth was famous for his athleticism - 
leaping between rocks and swimming through the treacherous underground 
waterways, he astonished his masters. Meanwhile he was winning a secret fame 
as a boxer and wrestler in the underground fighting pits and quarries. When 
the uprising came, those abilities were matched by a terrifying hatred and 
impressive generalship. His deeds of that night have placed him next in line 
for clan leadership.
In battle Longtooth carries a unique weapon, a heavy bladed boomerang he has 
learned to hurl with astonishing accuracy. Uneven battlegrounds give him a 
special advantage, as his athletic ability grants him a mobility others lack. 
Razor-Edged Boomerang : No one knows what mineral or alloy Longtooth's 
boomerang is made of, but at times he can throw it with terrible force, so 
that it moves unimpeded through flesh, bone, and even solid walls. 

Gaihla: "Tread lightly in this place, for every forest is a temple." 

Tier: Zen Master
Rice Cost: 150
Water Cost: 350
Yang Cost: 1	
Melee: Cutting
Missile: n/a 
Weakness: Fire
Strength: Piercing, Blunt, Magic
Training: Keep
Innate Ability: Regeneration: The unit can naturally heal to full health and 
does so slightly faster than normal. / Forest Friend: Not slowed by forest 
terrain. Crop Blessing: Rice regrows more quickly when she idles near it.
About: We do not know much about Gaihla. She dwells in the deepest, oldest 
woodlands, and according to the tales she is a solitary druidess or forest 
goddess, or something in-between. Hundreds of years old, she has been known 
to disappear for decades and live out the time as a giant oak tree. All forests 
and growing things are under her protection.
Despite her allegiance to life, she can be a vicious fighter, wielding a 
wreath of thorns against those who would threaten the forests. Her 
relationship with plant life is mysterious - she moves unimpeded through the 
densest undergrowth, and any crops thrive in her very presence.
Chant of Life: Gaihla's powers are root in life and growth, the essence of 
yang. Her ancient druidic chant has healing power in its very sound.

Shale Lord: "..." 

Tier: Zen Master
Rice Cost: 500
Water Cost: 150
Yang Cost: 2	
Melee: Blunt
Missile: n/a 
Weakness: Explosive, Magic
Strength: Cutting, Blunt, Fire
Training: Keep
Innate Ability: Regeneration: The unit can naturally heal to full health and 
does so slightly faster than normal. / Battle Lust: While he is fighting, 
he slowly regains stamina.
About: The Shale Lord is a symbol of the Wolf Clan's enslavement, a failed 
magical experiment, a lonely outcast, a military asset. No one knows his real 
name, but he was once a Wolf Clan slave, chosen by Lord Soban as an 
experimental subject in his attempts to breed a better slave worker. He 
escaped captivity and roamed the wilderness for years - a strange stone man, 
faceless, voiceless, alone. When the Wolf rebelled he returned to fight at 
their sides, and became a hero.
In battle there is no more terrifying opponent. Naturally armored and hugely 
strong, he fights with his macelike fists. No one hates the Lotus Clan more, 
and his rage seems to increase his strength even has he battles.
Armored Friend : The Shale Lord can flake sheets of stone off his own body, 
sacrificing his own health in the process. Already man-shaped, it can serve 
as stone plate armor for his allies.


Tier: Zen Master
Rice Cost: 150
Water Cost: 150
Yang Points: 1	
Melee: Blunt
Missile: n/a 
Weakness: Cutting
Strength: Blunt
Training: Keep
Innate Ability: Regeneration: The unit can naturally heal to full health and 
does so slightly faster than normal. 
About: After losing battle with the Lotus, Wildeye has lost all but his life. 
Yet, he refuses to surrender and spend his life as a fugitive. It seems that 
he hold a certain grudge toward Yvaine as the one who are responsible with 
the death of his family. Like Grayback, he seeks chance to free his brethren 
from the enslavement.
Ancestral Spirit : Wildeye's relationship with the wild wolves, has granted 
him the ability to summon spirits of the ancient, ferocious wolves to aid 
him in battle. Even, those beasts will gladly follow and defend those whom 
he deemed as allies.

B. Lotus Clan

Koril: "You may think of space and distance as solid facts. I prefer a more 
fluid interpretation." 

Innate Ability: Evasiveness: He is less likely to be hit by projectile 
About: By consensus, Lord Koril is believed to be the second most powerful 
warlock of the Lotus Clan, both magically and politically. It is also rumored 
that he is by far the eldest of any of them, older than Zymeth himself. To 
have survived so long in the Byzantine, the deadly world of the Lotus, -- 
this bespeaks a brilliant mind and ruthless political instincts. He does not 
lead openly, but is always present at critical debates.
Koril if formally styled "Master of the College of Space," and pursues a 
species of magic distinct from but related to the Forbidden Path. Position 
and distance are no great trouble to him, and he is often seen at opposite 
ends of the land in a single day. His power is such that he seems to shimmer 
at all times, a trait infuriating to enemy archers.
Teleport: Koril never has to stay where he is if he doesn't want to. A wave 
of the hand, an exertion of mental strength, and he is elsewhere.

Issyl: "Hey Mister! Want to see me do a trick?" 

Innate Abilities: Regeneration: Heals twice as fast as normal and up to 100%.
About: Visitors to the court of the Lotus Clan will nervously wonder why a 
twelve-year-old child sits on their high council, clutching an oversized 
hourglass. They don't feel any better when they learn that this is Lord Issyl, 
Dean of the College of Time, one of the most powerful wizards in the world. 
When they realize that eyes hundreds of years old peer from the face of a 
nasty little boy, nausea is a common reaction.
Lord Issyl ages slowly backwards, a condition resulting from an accident 70 
years ago. Despite this misfortune, his body is free from the rampant decay 
that plagues many who follow the Path. Time flows... interestingly... around him, 
and he controls it to some degree. Wounds he takes in battle knit with 
unnatural swiftness.
Haste: With some effort, Issyl can warp the flow of time in his allies' bodies, 
letting them move, attack, and recuperate much more rapidly.

Soban: "While my colleagues waste their time studying death, I have taught 
the very stones to live." 

Innate Ability: none
About: Like all the highest-level Lotus warlocks, Soban's researches have 
taken him on a unique path. His work blends clockwork and high wizardry to 
produce alchemical feats like his tireless servants, the golems. He is called 
"Lord" as a courtesy for his accomplishments but he holds no political sway, 
having always kept out of power struggles of the Lotus elite.
Behind his back, Soban's colleagues deride him as a mere tinkerer or mechanic, 
but his powers are genuine. The Wolf Clan's Shale Lord hero is a result of 
one of his experiments gone wrong.
Create Golem: With a wave of his staff, Lord Soban can call a golem from the 
ground, a tireless peasant laborer made of dirt and rock.

Innate Ability: Freezing Breath: Slows enemies around her range of attack
About: As Zymeth's right-hand, Yvaine controlled the Shaleback region with 
iron hand. She was among the few whom close with the leader of the Lotus Clan. 
Even so, some unpleasant rumors say that she got her recent position due to 
her relation with him. Nobody ever lived to tell the truth between them. 
Unlike the warlocks of the Forbidden Path, Yvaine specializes in frost magic. 
Her mere presence is enough to chill the bones. 
Prison of Ice: Those who foolishly attempted to attack Yvaine, would find 
themselves freeze to death inside her icy prison.

C. Serpent Clan

Budo: "What are you looking at?" 

Innate Ability: None. Budo has plenty of endurance from working too many hours 
into peasant beating routines on the Serpent rice fields. He has more 
endurance than any other human being. 
About: Budo is a peasant overseer, a large man who is always seen with a barbed 
whip in his hand and a look of low cunning on his face, early in his career 
he was the target of multiple accusations of torture, wanton beatings, and 
callous murder. Naturally the Serpent lords saw the limitless potential in 
this rising star. 
Budo's cruelty and stupidity became a perfect tool in the hands of men like 
Lord Shinja. Any province where Budo was put in charge would reliable have 
the hardest productivity and lowest crime-rate in the known world - albeit 
also the highest rate of peasant deaths. After a while the simple threat of 
placing Budo in charge meant a ten percent jump in the harvest. 
Slave Driver : At this point in his career, Budo doesn't have to beat people 
to death quite so often - a mere crack of his whip sends peasants scurrying 
into faster action.

Utara: "Share my bed, share my sorrow." 

Innate Ability: Pleasure and Pain: When Utara takes damage, nearby enemies 
get momentarily stunned.
About: Anyone who believes the geisha arts are a harmless business of strewing 
flowers and strumming tunes should meet Utara. In appearance she resembles 
a normal geisha of great beauty, but she incarnates the dark side of their 
practices - she is a seductress, a poisoner, and possibly insane.
At four, Utara was orphaned by bandits and adopted by local geisha. She proved 
an apt pupil, delving into medicine and other arts. One day she disappeared 
from the bathhouse, leaving dead a dozen Serpent raiders - by all accounts 
men not unlike those who had killed her parents. A few years later she 
reappeared as one of the strangest weapons in the Serpent Clan's arsenal. 
Song of Sorrow: When she wishes Utara can sing a strange, keening song, borne 
of her tragic past and thirst for revenge. None can hear it without risk to 
their life and sanity. 

Innate Ability: none
About: Like other Serpent Clan, Taro believes the strong must rules the weak.  
In fact, he was groomed to be a successor of his father. Unfortunately, he 
has none of the qualities of his father and his younger brother Kenji has. 
Arrogant, but weak-hearted, he is widely despised by his own subjects, yet 
they dare not to say that, lest they will incur the ire of his bodyguards 
who always around him.
Insidious Hex: Taro is a decent fighter, yet he doesn't rely to his skill 
alone. Therefore he had his swords specially crafted with certain black 
sorceries to make his opponents become more susceptible even to his slightest 

* I added this just for information only. I got these from 

Peasant Hut 
Tier: Basic Rice Cost: 50 Water Cost: 0
About : The Peasant Hut is the most basic of all buildings, offering little 
more than a roof to keep both rice and peasants dry. Dragon, Serpent, Lotus 
and Wolf Clans build their dwellings in vastly different shapes and forms, 
but all share similar characteristics: simplicity, practicality, and the 
desire to keep occupants warm and safe at the least possible expense. 
Combat Pit
Tier: Basic Rice Cost: 125 Water Cost: 50 Prequisites: Peasant Hut
About : The Combat Pit has been a fixcture of all Wolf towns since the shale 
mine revolts, and is little more than a clearing in which two combatants may 
square off. Its layout deliberately mimics the storerooms and caverns in 
which enslaved Wolves once honed their fighting skills.
TECHNIQUES  Wolfball League: Brawlers and Hurlers can run further.
                              Fight Crew: Peasants have more health.
                              Grooming: Reduces Combat Pit's training 
Upgrades : Peasants to Brawlers , Hurlers to Ballistamen, Maulers to Sledgers, 
and Pitch Slingers to Berserkers. 

Ballistic Grounds
Tier: Basic Rice Cost: 75 Water Cost: 125 Prequisites: Peasant Hut 
About : Ballistics is a recent deevelopment in Wolf warfare, which was once 
marked by proud disdain for all ranged combat. Mondern Wolf strategists 
recognize the usefulness of distance kiling; thus the invention of the 
Grouunds, where one can see a bizarre array of stones and sandbags (in lieu 
of burning pitch) hurled towards makeshift targets. 
TECHNIQUES  Eagle's Eye: Hurlers, Pitch Slingers and Balistamen have a longer 
                             King of the Mountain: Hurlers, Pitch Slingers 
and Balistamen do more damage from higher ground.
                             Dodging: Brawlers and Hurlers are less likely 
to be hit by projectiles.
Upgrades : Peasants to Hurlers, Brawlers to Ballistamen, Maulers to Pitch 
Slingers, and Sledgers to Bersekers. 

Tier: Basic Rice Cost: 150 Water Cost: 25 Prequisites: Peasant Hut 
About : The Quarry is primarily used for strength training. Here, massive 
Wolf fighters learn the art of breaking shale with their bare hands, just 
as other (and, to a Wolf's mind, lesser) martial artists break boards. 
Contests are frequent and intense, and the bragging rights of the victor are 
much desired. 
TECHNIQUES  Petrified Wood: Sledgers do more damage.
                             Miner's Union: Maulers do more damage.
                             Blast Furnace: Maulers, Pitch Slingers take 
less damage from explosives.
Upgrades : Peasants to Maulers, Brawlers to Sledgers, Hurlers to Pitch 
Slingers, and Ballistamen to Berserkers. 

Vitality Garden
Tier: Basic Rice Cost: 50 Water Cost: 150 Prequisites: Peasant Hut 
About : The Vitality Garden is an oasis of abundance, tended by the Druidesses 
who guide almost all non-military aspects of Wolf life. Here, they exchange 
wisdom regarding plants and animals, learn the names and purposes of the 
beneficial spirits, and prepare themselves mentally for the demands of war. 

TECHNIQUES  Forest Blessing: Druidesses receive two additional blessing 
charges from the Cairn. 
                              Herbalists: Increases the rate of natural 
healing of all Wolf Clan units.
                             Mother Earth: Druidesses have a longer range. 
Upgrades : Peasants to Druidesses.

Wolves Den 
Tier: Advanced Rice Cost: 100 Water Cost: 200 Prequisites: Combat Pit
About : Any foreigners who mistakes the Wolves' Den for a kennel may pay with 
his life: wild wolves live here by choice, and are free to roam and prey as 
they please. The Wolf Clan has no tradition of horseback riding, but the Pack 
Master finds a use here for captured steeds, as fodder for his hungry pack. 
TECHNIQUES  Wolves Among Sheep: Tamed wolves have more health.
                              Freedom's Howl: Packmasters, Berserkers and 
Werewolves do more damage.
                              Foraging: Packmasters have more health

Wolfball Court (Town Square)
Tier: Basic Rice Cost: 150 Water Cost: 300 Prequisites: Wolves' Den
About : Though differing widely in appearance, town Squares always serve the 
same functio. Regular town meetings help to organize the peasants, improving 
their ability to effectively harvest and store rice. They are also critical 
to a community's sense of identity, increasing its storage capacitiy, 
prestige, sense of purpose, and consequent accumulation of Yin or Yang 

Tier: Basic Rice Cost: 125 Water Cost: 0 Prequisites: Peasant Hut
About : The digging of a well is a difficult, backbreaking process for the 
peasantry, requiring a great investment of time and resource. Once water is 
struck, however, the rewards are plentiful: peasants need never again to trek 
to a river for their drink, the risk posed by fires is greatly reduced, and 
certain advanced engineering projects become possible. 

Tier: Basic Rice Cost: 100 Water Cost: 0 Prequisites: one available at start, 
two more when Town Square is built, one more when Keep is built 
About : Any unit who is in a Watchtowers benefits from an increase in line 
of sight. All ranged weapons will also be able to fire at a greater distance.

Tier: Advanced Rice Cost: 650 Water Cost: 350 Prequisites: Cairn and Shalery
About : A Keep is an imposing structure, well defined from assault and 
relatively luxurious in its accommodations. Within, great leaders and 
scholars study their tomes in safety, while warriors argue over their 
strategies in heated tones.
Heroes regularly make pilgrimages to these strongholds from afar, seeking 
service or employment with their wealthy lords, and are summoned forth at 
a cost of rice, water, or Yin or Yang energy. Monks and ninjas may also take 
note of your importance, and flock here to assist you - usually a maximum 
of four at a time. 

Tier: Advanced Rice Cost: 250 Water Cost: 100 Prequisites: Quarry and Well
About : A Wolf Clan Shalery is a combination of quarry and forge, where 
clansmen are fitted with shale armor. Shale has long been a common material 
in Wolf architecture, armor, and weapons, and one of the few blessings of 
their enslavement under the Lotus was access to this material, and the 
discovery that it affords some protection from Lotus magics. 
The Wolf Clan's approach to bodily protection is typical of their approach 
to everything. Oversized plates of shale are hewn from the cliff face, 
shattered, then strapped to any body part they seem appropriate for. Wolf 
Clansmen don't mind the rough feel of it, let alone the weight, and if they 
did would rather die than admit it. Any discomfort merely makes up for the 
slight shame of asking for protection from enemy weaponry.  
Provides : Shale Armor: Gives a defense bonus against piercing, fire, and 
magic attacks.

Tier: Advanced Rice Cost: 100 Water Cost: 200 Prequisites: Vitality Garden
About : The Cairn is the holiest place of the Wolf Clan. a ring of roughhewn 
granite stones, each inscribeed with the name of a powerful Clan matriarch, 
surrouunds a simple raised platform. On this platform, a Druidess calls on 
the spirits of Nature and her ancestors to imbue her blessings with magical 
force. Assuming that her pleas are answered, the Druidess can grant divine 
favors to three brave Wolf combatants before she musut once again ask for 
the spirits' assistance. The construction of a Cairn is not to be undertaken 
lightly, and relatively few Wolf settlements raise one; however, where they 
are built, Wolves consider the ground sanctified, and forever after consider 
such land theirs by divine right. 

The units I noted here are the Wolf Clan's units; for the other clans, you 
can find them in www. strategyplanet.com/battlerealms.  As you have seen, 
I don't have information about the expansion units. Now for the informations:

Peasant: "The rice is my brother, the wind is my sister, and the sun is my 
friend. I never lack for companions." 

Tier: n/a
Rice Cost: 0
Water Cost: 0	
Melee: Piercing
Missile: n/a 
Weakness: all
Strength: none
Training: none 
Innate Abilities: Building, Repairing, Training, Gathering Resources / 
Regeneration: The unit can naturally heal to full health and does so slightly 
faster than normal.
About: The peasants of the Wolf Clan are hardy and cheerful, viewing their 
work in the fields as less a chore than a lifestyle they quite enjoy. They 
spend all day working the land they love, building their strength, and keeping 
their families fed; what's to complain about?

Druidess: "All things turn with the seasons. Fear not defeat and winter, lest 
you fly from the spring and triumph." 

Tier: n/a 
Rice Cost: 30
Water Cost: 30	
Melee: Magic
Missile: Magic
Weakness: none
Strength: Fire
Training: Vitality Garden
Innate Ability: Regeneration: The unit can naturally heal to full health and 
does so slightly faster than normal.
About: The Druidesses of the Cairn stand at the heart of the Wolf Clan. They 
alone practice the witchcraft of their lost homeland; Wolf warriors refuse 
to study magic, believing that the spirit realms are best walked by those 
who devote their lives to wisdom and healing, not bravado and slaughter. They 
also pass down the stories of their clan from mother to daughter, and every 
Druidess knows at least a thousand tales, from rude jokes to holy fables. 
Thus, even though the Wolf Clan has little use for books and written lore, 
theyhknow more about their own origins than even the near-immortals of the 
Lotus Clan.
In battle, the Druidess calls on her plant allies to entangle and slow enemies. 
She can also work intricate charms, imbueing Wolf fighters with superhuman 
abilities. However, these charms are gifts of the spirits, and she must return 
to the Cairn periodically in order to meditate and ask for their favor. When 
not fighting, or praying, Druidesses may often be found in the rice fields, 
which always grow faster and more abundantly in their presence.
Blessing: After praying at the cairn, the Druidess may bless three of her 
warriors with great strength and prowess before the must return for further 

Brawler: "Swords are for wimps." 

Tier: 1
Rice Cost: 30 (20 after grooming)
Water Cost: 40 (27 after grooming)	
Melee: Cutting
Missile: n/a 
Weakness: none
Strength: none
Training: Combat Pit
Innate Ability: Regeneration: The unit can naturally heal to full health and 
does so slightly faster than normal.
About: Brawlers of the Wolf Clan believe that in combat, as in life, 
simplicity always triumphs over refinement. To this end, these fighters 
brandish enormous twin slabs of granite in battle, bashing with enough force 
to splinter a full-grown oak, or to rip enemies' limbs from their sockets. 
This unique and straightforward fighting style, like most of those now 
practiced by the Wolf, evolved during the slave mine revolts. No matter how 
vigilant the overseer, slaves in a mine cannot be prevented from owning rocks. 
In fairness, the granite slab suffers from certain shortcomings as a weapon; 
its reach is limited, and its crushing blows are ineffective against armored 
foes. Brawlers argue that an enemy afraid to fight bare-chested is hardly 
worth worrying about. 
Zen Counter Punch: The blessing of a Druidess can inspire the Brawler to fight 
with unusually subtlety. This single, perfectly timed strike is best used 
against those enemies who are most overconfident. It can slaughter those who 
foolishly believe their strength to be heroic. 

Hurler: "It's a good thing this is war, not a real game. Otherwise I might 
get hurt." 

Tier: 1
Rice Cost: 30
Water Cost: 40	
Melee: Blunt
Missile: Blunt
Weakness: none
Strength: Explosive, Fire
Training: Ballistics Grounds
Innate Ability: Regeneration: The unit can naturally heal to full health and 
does so slightly faster than normal. / Pass-through Damage: The Hurler's 
shots go through enemies and buildings, damaging all it passes through.
About: The origins of Wolfball are lost in the mists of time. Even those few 
Wolves with a taste for history know only that the sport has been played as 
long as anyone can remember. Famously bloody matches that took place over 
five hundred years ago are still avidly recounted around the campfire. 
Outside scholars are evenly divided on whether Wolfball evolved as a means 
of avoiding war, or simply waging it.
In any case, it is the most dangerous sport ever invented, involving dozens 
of players, wicked weapons, and an iron ball as large as a man's head, put 
into play by a massive two-pronged fork. Surprisingly few Wolves actually 
perish during the course of a game, but no foreigner has ever survived the 
first round of play. The very best Wolfball players take their forks to the 
battlefield, with which they hurl heavy granite boulders at opponents shortly 
before impaling them.
Lava Rock : A Druidess can enchant a Hurler's fork so that it heats ordinary 
stones into searing, near-molted temperatures. These brittle missiles 
explode when they strike the ground, spraying nearby enemies with scalding 

Mauler: "I killed my Lotus master. Why did he then give me a weapon?" 

Tier: 1
Rice Cost: 30
Water Cost: 40	
Melee: Blunt
Missile: n/a 
Weakness: none
Strength: Magic, Fire
Training: Quarry
Innate Ability: Regeneration: The unit can naturally heal to full health and 
does so slightly faster than normal.
About: Maulers started out as prisoners among prisoners, and slaves among 
slaves. They were those who, in fits of rage, wounded or murdered heir Lotus 
overseers. Such crimes would earn death from most masters. However, the Lotus 
understand he nature of cruelty, and knew such men would suffer more from 
continued service than they would from death. 
Therefore, these pariahs were chained to incredibly massive stones both night 
and day, magically compelled to work at twice the speed of the other slaves. 
They slept in their chains, moving only when an ore deposit was exhausted. 
The Maulers had their revenge on the day of the Wolf rebellion, when the Lotus 
learned that their 'prisoners' had not only developed the strength to move 
their boulders, but also to swing them as terrifying, bone-crushing maces. 
Used to dragging enormous loads, they are not surprisingly fast on their feet. 
Wrecking Ball : When emboldened by a Druidess' chants, a Mauler can actually 
swing his boulder in a full circle, smashing and scattering foes in all 

Ballistaman: "Let's see... twist this crank, pull that lever, yank the other 
cord... oh, can't I just hit them with it?" 

Tier: 2
Rice Cost: 60 (50 after Grooming)
Water Cost: 70 (57 after grooming)	
Melee: Piercing
Missile: Piercing
Weakness: Explosive
Strength: Blunt
Training: Combat Pit / Ballistics Grounds
Innate Abilities: Regeneration: The unit can naturally heal to full health 
and does so slightly faster than normal.
About: The Wolves have always preferred the active, outdoor life, and have 
little interest in devising machines to help them avoid effort; thus, they 
are not particularly talented engineers. However, they picked up a few tricks 
in the slave mines, and have recently invented their own version of the 
footman's crossbow. Of course, like all things Wolf, size triumphs over 
delicacy. This massive, crank-loaded Ballista launches twenty-pound logs 
with enough force to crash through strong fortifications of impale three men 
at once. 
The Ballistaman can be defensive about his weapon of choice; other Wolves 
often mockingly describe it as 'an enormous toy for enormous children.' The 
ballista has a very specific role on the battlefield: it reloads slowly, and 
its wielder depends on the assistance of more agile defenders to survive. 
Still, no missile weapon packs a bigger punch. 
Totem: A Druidess crafts these small, intricate totems from blessed saplings. 
When fired, they embed themselves in the ground, blanketing the area with 
a beneficial aura that strengthens Wolves and slows their enemies. The 
Ballistaman must repeat a simple chant to maintain the totem's power; 
unfortunately, this distracts him from firing his weapon. 

Sledger: If it takes more than one hit, you're not doing it right." 

Tier: 2
Rice Cost: 60 (50 after Grooming)
Water Cost: 90 (77 after Grooming)	
Melee: Blunt
Missile: n/a 
Weakness: Magic
Strength: Explosive, Fire
Training: Combat Pit / Quarry
Innate Ability: Regeneration: The unit can naturally heal to full health and 
does so slightly faster than normal. / Demolisher: Sledgers demolish 
structures with incredible potency.
About: Often Lotus overseers would order large shale slabs broken down into 
manageable chunks, and this job fell to the Sledgers. Wolf Clan slaves 
undertook the job with gusto, as it appealed to their natural instincts - 
hitting something repeatedly until it fell apart. The tool of choice was an 
oversized hammer, and under Grayback's direction this simple job became the 
training ground for a secret fighting style based around single, , shattering 
Sledgers complain that no one understands the intellectual side of their 
discipline - their keen eye for structural weaknesses, and the mental focus 
necessary for maximum breaking power.
Stun Slam : The Stun Slam was invented by a notoriously inaccurate Sledger, 
whose missed attacks would sometimes throw bystanders off their feet. When 
inspired to great force by a Druidess blessing, the Sledger can stun units 
for a wide area with a single blow to the earth.

Pitch Slinger: "Sure, I'll accept any man's honorable surrender-as long as 
he's willing to shake on it." 

Tier: 2
Rice Cost: 60
Water Cost: 90	
Melee: Fire
Missile: Explosive
Weakness: Magic
Strength: Cutting, Fire
Training: Quarry / Ballistics Grounds
Innate Ability: Regeneration: The unit can naturally heal to full health and 
does so slightly faster than normal. / Pass-through Damage: The Pitch 
Slinger's shots go through enemies and buildings, damaging all it passes 
About: The art of Pitch Slinging evolved as a lifesaving tactic in the mines. 
As the enslaved Wolves burrowed deeper into the earth, something horrible 
began to happen: entire mining teams would be discovered dead in the lower 
tunnels, their bodies unmarked by violence. At first, these deaths were 
attributed to subterranean demons. Only after a skeptical Lotus overseer 
demanded to examine these bodies by torchlight - and was disintegrated by 
the ensuing blast - did the Wolves realize their men had struck pockets of 
odorless, poisonous gas, and that only their reliance on low-burning lanterns 
had saved them from the flames.
The obvious solution was to detonate these pockets of gas from a distance. 
Burning pitch proved the hottest and most reliable substance for the task. 
Always eager to demonstrate their bravery, Wolf pitch slingers took to 
flinging the fiery sludge with their hands, protected only by tattered strips 
of cloth. These slingers are feared in combat, as much for their cheerful 
disregard for pain as for the agony that a fistful of flaming pitch can 
Scorched Earth : Together, the Pitch Slingers and the Druidesses can extend 
the potency of burning pitch, so that they can lay a flaming trail as they 
withdraw. Nothing makes a Wolf angrier than retreating, and nothing eases 
the anguish better than the howls of seared pursuers. 

Pack Master: "I have not the jaws of the Wolf, nor the ferocity, or the speed... 
but I do have friends." 

Tier: n/a 
Rice Cost: 30
Water Cost: 30	
Melee: Blunt
Missile: Pack Wolf
Missile: n/a 
Weakness: none
Strength: none
Training: Wolves' Den
Innate Ability: Regeneration: The unit can naturally heal to full health and 
does so slightly faster than normal.
About: The relationship of the Wolf Clan to its totem animal is far from 
symbolic. Certainly, clan members seek to emulate the best qualities of the 
wolf - strength, endurance, and loyalty - but they also worship the spirit 
of the Wolf, and believe themselves close kin to these quiet stalkers of the 
A Pack Master is something like a priest, a ranger and a combat instruction 
in one. He communes freely with wild wolves, speaking their language, living 
with them, and establishing their respect. Once a month, the Pack Master 
leaves his village to run with his pack beneath the full moon, usually 
returning with his face and hands covered in the dried blood of the kill. 
The Pack Master shares equally in the wolves' hunts and feasts, counting this 
the greatest pleasure attainable by a mere human. 
In battle, the Pack Master fights with bestial strength and courage. His 
wolves pose a greater danger, as they stand ready to rip the throats from 
any who dare harm their master.
Howl: With the blessing of the Druidess, the Pack Master is granted the true 
voice of the Wolf. No matter how far away from his den, or how beleaguered 
by enemies, he can summon companions to his side as long as any remain alive.

Berserker: "A man taught me to fight; a wolf taught me to live." 

Tier: 3 
Rice Cost: 90
Water Cost: 150	
Melee: Cutting
Missile: n/a 
Weakness: none
Strength: Cutting, Explosive, Fire
Training: Quarry / Ballistics Grounds / Combat Pit
Innate Ability: Regeneration: The unit can naturally heal to full health and 
does so slightly faster than normal.
About: The Berserker is the embodiment of the Wolf warrior's ideal. Sleeping 
beneath the stars, abstaining from cooked meat and plant food, he yet 
epitomizes the unique humor and humanity of the Wolf Clan. Berserkers relish 
the art of storytelling, repeating their brutal tails of wood and jungle to 
awed listeners around a fire. They also delight in sports, and are the equal 
of ten men on a Wolfball court. Though bearing the shape of a man, they are 
said to be already quarter wolf within.
Such a warrior is terrible to behold in battle. He invariable assaults his 
strongest enemy first, reasoning that courage makes a better story than 
cowardice, even in the event of the hero's death. A fable among the Clan claims 
that three enraged Berserkers once defeated a company of nearly fifty men, 
fifteen of whom were trampled in the others' rush to flee.
Lycanthropy: Only a Berserker has the strength and wisdom to survive a 
Druidess' greatest sorcery, which is simultaneously a blessing and a curse: 
the transformation of man into beast.

Werewolf: "Swords are the fangs of men, but fangs are the swords of Gods." 

Tier: n/a	
Melee: Piercing
Missile: n/a 
Weakness: Fire
Strength: Blunt
Rice Cost: 123 
110 after Forest Blessing 
113 after Grooming
100 after Both Upgrades
Water Cost: 167 
130 after Forest Blessing 
154 after Grooming 
147 after Both Upgrades 
Training: A Berserker transformed by Lycanthropy becomes a Werewolf.
Innate Abilities: Regeneration: The unit can naturally heal to full health 
and does so slightly faster than normal. / Alpha Wolf: Wolves found in the 
wild will regard the Werewolf as the Alpha Wolf and follow him wherever he 
About: The Werewolf is no longer human. Clad only in fur, rarely speaking 
the tongues of men, he lives apart from the rest of the Clan. Even veteran 
Pack Masters keep their distance from him. The reason is simple: a Werewolf 
does not embody the loyal, dependable spirit of the pack member, but rather 
the ravenous essence of the alpha wolf. Wolves who meet him in the wild 
recognize this terrible authority and instantly submit to his rule., Both 
innocent and guilty must beware the whims of this stalker; it is in his nature 
to kill the weak, and most mortals seem tempting and delicious pray indeed.
Though vicious, these ex-Berserkers remember their human pasts, and rarely 
harm those of their own Clan. However, they hate outsiders with feral 
intensity, and recognize no difference between war and peacetime except that 
the former brings more prey to their hunting grounds. No Werewolf has ever 
given quarter or recognized and enemy's surrender. They fight only to kill, 
and will not be denied their victory feasts.
Wolf's Bite: Should a Werewolf grow lonely for the company of men, he may 
choose to transfer his curse of lycanthropy to his prey, becoming a Berserker 
once more. His helpless enemy is trapped in the body of an ordinary wolf. 
There is no cure, and he is eventually ripped apart by the conflict between 
his soul and body.

*Expansion Units
-Note: The expansion units for Dragon Clan are not playable! You will 
encounter them later.

*Digger (Wolf )

Tier: 1
Rice Cost: 30
Water Cost: 30	
Melee: Cutting
Missile: n/a 
Weakness: Cutting
Strength: Magic, Fire
Training: Forest Garden
Innate Ability: Regeneration: The unit can naturally heal to full health and 
does so slightly faster than normal.
About: Diggers are very valuable to dig through the mines, in order to find 
another shale deposits. Though death due to suffocation is possible, these 
scrappy people never shrinks from their job. They continuously wore a wolf 
mask that symbolized their bravery to take such risk, however they were unable 
to speak like a normal people again, mostly they spoke gibberish. The Diggers 
rely on their sharp, digging claw. Though lack physical strength like the 
other clansmen, they can inflict a grievous wound with their claws.
Tunneling: Sometimes it needs a superhuman strength to digging past the hard 
rocks or a great distance. Therefore the Druidess give this blessing to enable 
the Diggers digs farther than their mortal frame allowed. Even, they can stay 
underground for a certain period. This allows them to spying the enemy 

*Dryad (Wolf)

Tier: 2
Rice Cost: 30
Water Cost: 60	
Melee: Cutting
Missile: n/a 
Weakness: Fire
Strength: Magic
Training: Forest Garden
Innate Ability: Regeneration: The unit can naturally heal to full health and 
does so slightly faster than normal.
About: They usually called as 'wood-walkers', since these women almost 
resemble the tree itself.  Clad in the living wood, the Dryads vowed to protect 
the forest with their own life. Stoic like the tree, they armed in a magical 
blade that capable to cut anything. In addition for that, they can turn the 
tide of war by neutralizing the enemy defenses.
Sapping Ritual: Due to the ageless wisdom of the nature, the Dryads have 
learned how to sap the magical charges that empowered the tower, including 
the Lotus. In return, they convert it into a defensive aura for the Wolf 
clansmen. However, they have maintain their position, thus compromised their 
own life in the enemy's line of fire.

*Reaper (Lotus)

Tier: 1
Rice Cost: 30
Water Cost: 30	
Melee: Cutting
Missile: n/a 
Weakness: none
Strength: Magic, Fire
Training: Flesh Crucible
Innate Ability: none
About: These creatures are the horrible handiwork of the Lotus warlocks, 
created to serve them only. They are composed from the different body parts.  
Though their appearance looked stout and larger than other Lotus clansmen, 
the Reapers are frail, but devastating with their weapon, a wicked, huge 
scythe. The people sometimes dubbed them as 'angel of death' due to their 
weapon and frightening ability to raise the corpses to do their whims.
Servant of Flesh: Being the undeath itself, the Reaper is able to transform 
the flesh of the dead into a disgusting creature called 'shamblers'. What 
makes the shamblers widely feared is their cannibalistic appetite. They will 
eat any flesh, living or death to maintain their 'borrowed' life. For the 
Reaper himself, he care less of his creation, as long as their purposes are 

*Overseer (Lotus)

Tier: 2
Rice Cost: 30
Water Cost: 60	
Melee: Blunt
Missile: n/a 
Weakness: none
Strength: Magic, Fire
Training: Flesh Crucible
Innate Ability: 
About: The strong-willed channelers will be promoted into Overseers to 
supervise the slaves. Nobody know what Soban did to these women inside the 
Flesh Crucible, but one thing is certain; the Overseers are stronger than 
their frail counterparts. Even some said that they are undergoes a horrible 
transformation that changes them dramatically.
Tower Corruption: Though rarely seen in the battle, the Overseer packs their 
own surprise when they are fighting. The enemy's laughter will be turned into 
terror as they saw their own defenses were against themselves as these 
nefarious women channels the unholy power to their defenses.

*Enforcer (Serpent)

Tier: 1
Rice Cost: 30
Water Cost: 30	
Melee: Blunt
Missile: n/a 
Weakness: none
Strength: Blunt
Training: Assassin Den
Innate Ability: 
About: While the Raiders relied to their agility and the Swordsmen to their 
sword, these people relied on brute force. With a formidable body, the 
Enforcers cowed their victims to terror. To show their pride, sometimes they 
tattooed their body with menacing symbols. The most seasoned among them will 
likely be an elite bodyguard for the Serpent Lords.
Low Blow: From the Thieves' Guild, the Enforcer gets a technique that enables 
them to focus their attack to the deadly points of the body. Get their strike 
once, the enemy will be severely crippled, however if they got another attack, 
they won't live longer to see another dawn again
Hob-nailed Shoes: The Metal Shop gives this unique device to help an Enforcer 
runs and attacks faster than their usual rate.

*Witch (Serpent)
Tier: 2
Rice Cost: 30
Water Cost: 60	
Melee: Blunt
Missile: Magic 
Weakness: none
Strength: Blunt
Training: Assassin Den
Innate Ability: 
About: These black-magic practitioners are formerly the geishas who want more 
than being a geisha. Led by Utara, the Witches associate closely with the 
Lotus and even learn more from them. They know how to concoct a poison or 
an inflammable potion, even imbues their punch with a brimming fire. Though 
they dress with the most alluring clothes, anyone will think twice before 
crosses them or they will know the meaning of 'the hell hath known no fury 
like a scorned woman'
Vampiric Gaze: Thanks to the Thieves' Guild, the Witch knows how to use their 
beauty as a deadly weapon. While stunning the enemy, she will cast a magical 
incantation that enables her to drain the magical charges and converts it 
into a healing aura to the Serpent soldiers.
Demon's Amulet: Nobody know where the Metal Shop got the accursed relic, 
however the Witches cares none as long as it can help. Once summoned, the 
relic will transform her into an evil-looking demoness and instantly wreaking 
havoc among the enemy.

*Guardian (Dragon)

Tier: 1
Rice Cost: 30
Water Cost: 30	
Melee: Blunt
Missile: n/a 
Weakness: none
Strength: Blunt, Cutting
Training: Royal Academy
Innate Ability: 
About: The Guardians are the reminders of the past glory when the Serpent 
Clan still holds bravery and wisdom long time ago. These stouthearted 
fighters were armed with 'tetsubo', a huge hexagonal club. Unlike other 
Serpents, the Guardians never shrink from the battle, though the situation 
looks unfavorable. They continued to fight until death takes them, such 
attitude has won admiration from both friends and foes alike.
Last Stand: From endless mediation inside Shrine, the Guardian has prepared 
himself to embrace death and believe that he will attain a greater honor when 
he do so. When death comes, he will go into a rage and smash his foes with 
superhuman strength and speed. It is not often that when the enemy flees from 
the scene, they found the warrior lies dead with a smile.
Concussion Smash: The Fireworks Factory equipped the Guardian's tetsubo with 
explosive materials. When he execute the powerful overhead smash to the enemy, 
the explosives will explode in contact with the enemy and sending them howling 
with a searing pain and a state of shock. However, the tactics sometimes 
backfires upon them, yet the Guardian considers that it is worth a risk to 
got an injury during battles.

*Battle Maiden (Dragon)

Tier: 2
Rice Cost: 30
Water Cost: 60	
Melee: Cutting
Missile: Magic 
Weakness: none
Strength: Blunt
Training: Royal Academy
Innate Ability: 
About: These women are the former geishas who has a reputation for being 'less 
graceful' or rude. Yet, the Dragon has found the better use for them. Inside 
the Academy, the Battle Maidens are trained in martial arts and court 
etiquette at the same time. Once in battle, these maidens shows the same 
fighting spirit and ferocity like the other Dragon fighters. People can 
recognize them by spotting the buxom ladies carrying big axes. Some swears 
that the Maidens are capable to take a seasoned fighter and entertaining the 
tired soldiers with their dance of knives.
Double Image: The Battle Maiden is capable to project her mental image 
whenever she wishes; when the enemy cornered her, her 'double' will distract 
them, while she retreats in the dark.
Power Transfer: From the Fireworks Factory, the Battle Maiden learns how to 
render the enemy Watchtower useless. Risking her own life, she uses her own 
body to drain the tower's energy and convert it into a strength-enhancing 
aura for her Dragon fighters.

Mission 1 - 'Budo's Ploy'
Difficulty: Easy
Starting units: Grayback, 1 Sledger 
This mission serves as tutorial for environment in Battle Realms: Winter of 
the Wolf. After the cutscene, you will control Grayback now. First, move to 
your right. On the way, say hello to the creep at BR: WOTW, Cave Spider. There 
are 2 of them. Don't worry, just hack them! When you finish, go to the shale 
slabs and break them by click the slabs with the pointer. After finish, return 
to the starting point and Budo will give you another task. Now a Sledger 
accompanies you. Go to your left and down to the south. Three spiders will 
attack you immediately. Use your Wolf Howl; it will increase the Sledger's 
damage. Finish with the creeps, you will find the road blocked. Send the 
Sledger to break the blockade, and then break another shale slabs.

Note: If you try to go east, A Staff Adept will send you back.  No, you can't 
kill him! Just return later...

When you are back, Budo has another goose chasing for you. Return to the place 
where you meet the Staff Adept. This time, he will let you pass. Another 
blockade? That's the Sledger's use for! Then the spiders...(again, kill them!) 
When you arrive at the spot, you accomplish the mission in most unpleasant 

Mission 2 - 'Escape from the Deep Mines'
Difficulty: Moderate
Starting units: 1 Sledger
Zen Master: Longtooth
After you break the shale, you will know why Yvaine send you to the deep mines. 
There will be 6 spiders; they're damn good in numbers! But I can show you 
how to kill them without lose your Sledger.  Start your Battle Gear 
immediately and concentrate to a single spider before go to another. If you 
do it right, you still have your friend around. Watch the cutscene and now 
you have another objective: free 10 slaves. First of all, go down to East. 
There you will see 2 Brawlers, but first, you have to kill an Overseer next 
to them. Afterward, bring Grayback to free them. If you go down, you'll meet 
a Blade Acolyte and 2 Leaf Disciples.After finishing them, go left until you 
see 2 lakes. 

Note: Be careful here, another batch of spiders has waited you there! Activate 
your BG and charge them. Let your warriors for a while to let their health 
regenerates again. 

When you trail the path Southeast, you'll encounter 2 Staff Adepts. Trash 
them and proceed to kill 2 Overseers; you are going to see 2 Sledgers at the 
cave wall. Free them and you have 6 people in your group. Now go to the lakes 
and be careful with the Unclean One who guards the path between the lakes. 
Of course, the Spiders! Continue to the next lake and meet 2 Leaf Disciples 
with an Overseer. What are you waiting for? Kill and free a Sledger. By now, 
you already have 4 Sledgers and 2 Brawlers. If you go to the Eastern end of 
the cave, you have to pass 1 Diseased One, 1 Blade Acolyte and 1 Overseer. 
Then you'll get a Mauler. Go upward to find another batch of slaves. On the 
way, 2 Warlocks, 2 Leaf Disciples, 2 Blade Acolytes and 1 Staff Adept will 
block your way. I suggest that you take the Warlocks first, since they're 
annoying with their Soul Lick. After the fight, be preparing for another fight 
with the spiders.
Now continue to the third intersection, probably you'll meet the Infested 
One. There is a blockade here, use the Sledgers to break it and get your fifth 
Sledger. At the fourth, you'll find a Brawler. Now your team already numbered 
8 people. Just continue to the end and free a Mauler. Finish? Not yet, you 
still have to find the last slave. Trace your way back downward and turn West 
after breaking a blockade. Once again, the Lotus will block your way. This 
time, you are going to have 2 Staff Adepts, 2 Blade Acolytes and 3 Overseers. 
Finish them all, and then Grayback heard someone shouting. It is Longtooth! 
He fights 4 Spiders alone. Rush to him and kill the Spiders immediately. After 
a cutscene, Longtooth will join you.

Note: Longtooth is quite useful, since he's the only one who has long-range 
attack! Keep him well!

Go down and turn East again, before went to the entrance. There you are about 
to meet Mistress Yvaine personally! Greet her with your warriors; in no time 
you beat the mission.

Mission 3 - "Breakthrough"
Difficulty: Moderate
Zen Master: Longtooth
This time, Longtooth accompanies you. Go above and slay the Blade Acolyte 
who guards 3 Brawlers.

Note: This time, the mission requires a certain Wolf Clan warriors to perform 
a specific task. You know already with the Sledgers. 

Go to West to find the Sledger. After you kill the guards (1 Diseased One 
and 2 Blade Acolytes), the Sledger will automatically crushes the cages and 
let his friends join you! 1 cage consists 2 people!

Note: You can't go to Northwest since the poisonous gases blocked your way. 
To get rid that; you need a Pitch Slinger.

Continue to East and open the gate by flip the lever. Wow, this time is tough. 
The Lotus has 1 Warlock, 2 Staff Adepts, 1 Leaf Disciple, 1 Infested and 1 
Diseased. As always, activate your BG and kill them all! Go the Warlock first, 
then followed with the Diseased and Leaf Disciple. Use your Sledgers to knock 
the cages down and voila, you got 4 Pitch Slingers. After the gas exploded, 
Budo will come and congratulate your success. Perhaps you wonders why there 
is no Spiders around; guess what! The Serpents replaces them and it is quite 
a problem, since they are quite tough compared to the Spiders. When the 
cutscene finished, activate your BG again and bring your troops immediately! 
There are 4 Enforcers and 1 Crossbowman. After you finish, you will encounter 
another gate, however you can't see the lever around. Now go West to find 
some Diggers; there 1 Warlock, 2 Unclean, 4 Ronins and a Swordsman already 
waited you. Ronins and Unclean? The Unclean can wound you with their 
slingshots, while the Ronins can causes headache in their afterlife with 
their innate ability, Cursed Sword. Finish the Warlock first, because he is 
the weakest one, and then go to Unclean or Ronin. After a few minutes, break 
the cage and you got your Diggers. Return to the gate and use Tunneling ability 
to find the lever across the gate. You should send all of them, since 2 
Crossbowmen and 1 Bandit guarded the lever. Your Diggers will finish them 
in no time, but be careful, there are 4 Ronins, 1 Warlock and 1 Master Warlock 
not far from them! Flip the lever and rush your forces to fight the guards. 
Go to their place and find the other lever to open the next gate. However, 
it was located across the chasm. Don't worry, send Longtooth to attack the 
lever and your problem are solved. Go to the right and you got another cutscene. 
This time, you will fight Budo and his 'converted' Wolf Peasants. The Peasants 
itself is not a problem, but Budo is really a pain in a#%#! His whip can cost 
your health! You may save your game here, just in case you lose! First, get 
rid the Peasants and then concentrate to the big fat himself. Keep attacking, 
until you or he lost! (Fortunately, somehow Grayback is tougher than Budo! 
What do you expect from a barbarian?) Thus you end the mission.

Mission 4 - "Escape (Again?)"
Difficulty: Moderate
Zen Master: None
Note: The map is more maze-like than the previous, and they put the levers 
at the almost unreachable place. In addition, the Lotus will always annoy 
you by attacking from any direction, either front or behind! You need more 
patience to finish this mission. 

After the cutscene, you have to find another exit. Go down, then turn left 
at the pouch-like tunnel. You'll find 2 Sledgers and a Shalery!
Wow, now you have a well-armed and dangerous Grayback! ( I like him better, 
since he has double attack; first, his ax and second, the wrist knives!) After 
you free the Sledgers, they automatically crash the cage and now you have 
4 of them. To make Shale Armor, break the rice bin close to the Shalery. I 
suggest you give the armor to 1 warrior only to save more rice. Beside, I 
will show you another shaleries as you read my guide. Once you get out, 2 
Leaf Disciples, 1 Staff Adept and 1 Infested will greet you!  Thrash them 
all! Go to another tunnel below, break the blockade and free 3 Sledgers. Then 
continue to left and upward; 5 Blade Acotyles will attack you one by one. 
If you think it is over, guess what! They have a Watchtower with 1 Leaf 
Disciple inside. Rush to the tower with your Sledgers and demolish it fast, 
before it charges the Lightning! For a bonus, you got another rice bin! Go 
down again and continue until you find an intersection. If you go Northeast, 
the Lotus already waited you! They are composed of 2 Infested, 1 Diseased, 
4 Staff Adepts, 3 Blade Acotyles, 3 Leaf Disciples, and the last but not the 
least, 1 Unclean inside Watchtower (What can I say? They are tough!) I'm 
afraid you are going to lose some of your warriors. 
It is imperative to kill the Diseased first, since his poison can hurt you 
much! After the battle, break the cage and release 4 Pitch Slingers.
Well, if you want another fight, just go to Northwest and say hello to 2 Staff 
Adepts and 2 Leaf Disciples (One of them are inside the Watchtower) once you 
finish, continue to West. You probably will encounter the poisonous gas; 
don't worry! Use the Pitch Slingers!
Go to the North and find the gate. The lever is located across the chasm, 
but you don't have Longtooth now! Use the Pitch Slinger (again!)
At the East, there are 1 Unclean, 2 Leaf Disciples, 1 Staff Adept, 1 Channeler 
and 1 Blade Acotyles. Finish them and you will receive additional 2 Sledgers 
and 2 Pitch Slingers. Continue again to Northeast until you find the rice 
bin, then go to North. A lone warlock guards a Shalery and 2 cage from his 
Watchtower. What are you waiting for? Relieve the poor Warlock from his duty 
and free 4 Diggers inside the cage. How many rice bins you found? Three? I 
guess you already have 210 rice, now you can give the Shale Armor to your 
warrior. Give the Sledgers and Pitch Slingers, except Diggers. 

Note : If you give the Diggers Shale Armor, you'll lose the Tunnelling ablity! 
There is no way to get it back, except from the Druidess' Blessing BG.

When you go back to East again, you will meet 1 Warlock, 1 Channeler, 1 
Infested, 1 Crossbowman and 1 Fan Geisha on your way. Whoa! What are they 
doing? (Hmm, it sounds suspicious! Do you think what I think?) Too bad, this 
is war; not time to be romantic! Slay them all, I say! After doing the cruel 
deed, continue to Southeast and another gate blocked your way. The lever is 
located at the West and guarded by 1 Warlock. Send your Diggers and they will 
finish him in no time. After you opened the gate, go to North and finish 1 
Leaf Disciple and 1 Staff Adept. From there, go West. Across the chasm, you'll 
find a lever. However, the poisonous gas also present as well. Send your Pitch 
Slinger to ignite the gas and the Digger to attack the lever. After the gate 
opened, break the blockade with the Sledgers. From Southeast, there is 
another lever below. Send your Digger to flip it, then continue to Southeast 
and wipe 1 Infested, 1 Unclean, 1 Leaf Disciple and 1 Blade Acotyle. Go 
directly to East. 1 Blade Acotyle, 1 Leaf Disciple and 1 Unclean guarded the 
last rice bin. Get rid those guards and claim the rice! Go upward, and then 
go to West. Another gate (again?) prevents you. The lever located at North, 
not far from the gate. This is the Digger's time! Once you break the first 
blockade, there is another lever at East. Send your Digger again. When you 
go to East, A Warlock will greet you! Send him to meet his creator and go 
to West to find the last Shalery. If you want to get Shale Armor, do it now 
and quickly. As you trail your path back, the Lotus will send 2 Staff Adepts, 
2 Blade Acotyles and 2 Leaf Disciples to attack you. If you lost your men, 
don't fret! There are the cages waiting to be broken at East. Keep going to 
South and finish 2 Unclean, 1 Diseased and 1 Channeler. Now it is getting 
complicated; you are going to have the double gate. First, flip the first 
lever at East. 3 Blade Acotyles guarded it. Go down and turn West. Another 
lever located across the chasm, do you know the routine. Keep your back since 
the Lotus likes to attack you from behind through 1 Staff Adept and 1 Leaf 
Disciple. Once the second gate shuts down, go right. 

Note: The lever is behind the gate this time. You can send a Pitch 
Slinger/Digger to flip it. The funny thing is the lever will shuts two gates 
at once.

The last lever is located at Southwest (As usual!) Go to South and find 1 
Master Warlock on Watchtower. Destroy him and go East to enjoy your freedom! 
The mission is ended!

Mission 5- "Reunion"
Difficulty: Moderate
Starting units : 2 Mauler, 2 Brawler,  1 Pitch Slinger
Zen Master: Longtooth, Wildeye
After you comes out from the mine, 2 Blade Acotyles, 2 Leaf Disciples, 1 
Infested and 1 Diseased will greets you. Activate your BG and kill the 
Diseased first, then go to the Disciples. 

Note: It is a must to keep the Pitch Slinger alive, since you will use him 
to give the signal to Longtooth.

If you are fast enough, your casualty is at least 1 warrior only. Wait for 
a while to recover, and then go West. Soon you will see the slope at North, 
but first, go to South. You will find 5 Staff Adepts there! It might hard, 
but at least they won't ambush you once you get to the slope. Finish with 
them, continue to the slope and you are going to meet 1 Unclean and 2 Leaf 
Disciples. There are 2 Unclean below the slope. Once you finish, the scene 
will moves to Longtooth. 5 Hurlers and 2 Balistamen accompanied him. 

Make Longtooth and the others as Team2, and then move them to the northern 
slope where there are 2 boulder rocks. When you got there, 2 Unclean and 2 
Warlocks welcomes you with their slingshots and bolts. Reply them with your 
own (Hurlers and Ballistamen). Then continue to West. Downward, 3 Blade 
Acotyle waits you. You can shot them from the slope, though they will know 
it and bring 3 Warlocks. Keep the pressure and go down to the mine. As Grayback, 
bring your team to meet with Longtooth below the slope. There is a Wolf village 
at Southwest and the Lotus base at East. Bring your forces go there, however 
the gate blocks your way once again. Longtooth will help you for this; just 
direct his attack at the lever behind the gate. After you open the gate, 
Wildeye make his appearence and attacks 2 Overseers. Help him immediately 
and you will get him after the cutscene.

The village already has a Quarry, Combat Pit, Wolf Den and 2 Huts, yet there 
is no Ballistic Ground, Shalery etc. Don't be afraid; the Lotus won't attack 
you. Just build your force. Here is my arrangement ( you can have your own 
arrangement for battle...it is up to you.)
                    - Grayback, 3 Berserkers, 2 Maulers, 2 Sledgers
                    - Longtooth, 5 Hurlers, 2 Ballistamen
                    - Wildeye, 4 Pack Masters

Note: Use Wildeye's BG; it will help you a little at least!

Once your force is assembled, go to East. Be careful, the Lotus will rush 
you with their entire force. Activate the BGs! If you are surviving, proceed 
to demolish 2 Peasant Huts, 1 Watchtower and 1 well. Rush upward, turn right 
and destroy another 2 Huts and 2 Watchtowers. The good thing from the first 
assault is the enemy can't muster their forces in short time. Go to South 
and destroy 1 Leaf Garden, 1 Forge and 1 Training Yard. Once you turn to 
Southeast. There is a blockade. Use your Sledgers to break it. Yvaine has 
waited you, and the snow began to fall at the same time. After finished, she 
left 2 Master Warlocks to have a parley with you! Waste them and you beat 
the mission!

Mission 6- "Protect the Druidesses"
Difficulty: Hard
Starting units: 3 Peasants, 1 Dryad
Zen Master: Longtooth, Wildeye
Did I say that? Protect? Actually, the Wolf base at Northeast is more than 
capable to protect themselves. Even they try to attack the enemy back.  You 
may try to combine their attack with yours. Though the mission noted that 
you should protect the Forest Temple above, forget it for a while. Nothing 
serious happened! Run to the Northwest rice field and build your base quickly.

Note: Snow made the rice grow slowly; so you must water them continually in 
order to have a constant flow of cash.

Though you don't go to the Forest Garden, now you can build your own by 
transforming your Wolfball Court. The structure provides 2 new units: Digger 
and Dryad. Here is my advice, make 2-3 Dryads and bless them. You'll get 
Sapping Ritual BG, which drains the Watchtower's energy and transform it into 
bonus armor for the friendly units nearby.

Note: You have to very, very close to the Watchtower if you are going to use 
the BG

So you think you are going to fight the girls' fight? Wrong answer! The Serpent 
Witches are sexy but deadly, they occasionally vex you! To make the mission 
harder, somehow they manage to bring the Swordsmen, Raiders, Enforcers, 
Ronins and Ninjas! What an unfair fight! Not mention, you have to pass the 
forest at Southeast, which make you an easy target for ambush. I use the same 
arrangement like the previous mission.

Note: Dragon players, here is the match for Fire Arrow, Lava Rock! Bless your 
Hurlers with them and you will have a full-scale, long-ranged demolition team! 
Combine them with Pitch Slingers, these people will leave nothing in their 
wake of destruction!

After finish with your force, go to Southeast and be prepare for the ambush! 
If you continue to East, there is a lone Watchtower with a Raider. Tame it 
with the Dryads, and then demolish it! Go upward and keep steady, since the 
Serpents have a higher ground for their advantage. When you reach the 
perimeter of base, meet Utara! (I wonder if Grayback is the women's man!) 
Finish with her chat and proceed to destroy her base.  You should take the 
force-producing structures first, like Tavern and Shooting Field. Save the 
Keep later; the ninjas are easy to dealt with. If you use Lava Rocks and Pitch 
Slingers, the base will be gone in 3 minutes. Though cornered, Utara still 
taunts Grayback until Wildeye say that they simply turn her over to the Dryads. 
She cursed, "Ugh, what a boring fate!" Then she will say where is Gaihla; 
this will be your next mission!

Mission 7- "Rescuing Gaihla"
Difficulty: Easy
Starting units: 4 Peasants, 1 Dryad, 1 Digger
Zen Master: Longtooth, Wildeye, Shale Lord

- will be updated next time-


Thanks for the sites that provides me with a lot of information, so I can 
write this walkthrough:

-www. gamefaqs.com 
For allowing me to post the FAQ, and provide me a nice BR walkthrough.

For the detailed information about units and Zen Masters.

For additional information about the game and a nice game history.

-Ubisoft Entertainment, Liquid Entertaiment and Crave Entertainment
For making this interesting and great game!

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