________________________________________________________________________________ ________________________________________________________________________________ Kingdom Under Fire: Heroes ________________________________________________________________________________ ________________________________________________________________________________ Contents NB: Use Find (Ctrl+F) and put in the bracketed letter and/or number to scroll to that point. i) Introduction {I} ii) Tactics {T} iii) Bestiary {B} iv) Abilities {A} v) Walkthrough {W} 1) Ellen's Campaign (Easy) [E] West of Arein [E1] Arein Inner Castle [E2] Glaucus (1) [E3] Nowart [E4] Pineth Cave [L5] Woodenshade [L6] Unknown 1 [L7] Ravens Meadow [E8] Unknown 2 [E9] Glaucus (2) [E10] Unknown 3 [L11] Arein Castle Siege [E12] 2) Leinhart's Campaign (Normal) [L] Cimitardell [L1] Unknown 1 [L2] Woodenshade [L3] Unknown 2 [L4] Lichen Vale [L5] Glaucus [L6] Unknown 3 [L7] Unknown 4 [L8] Undersand Path [L9] Unknown 5 [L10] Colonack [L11] Unknown 6 [L12] Unknown 7 [L13] Arein Inner Castle [L14] Hexter's Heartland [L15] 3) Walter's Campaign (Difficult) [W] Greyhampton [W1] Unknown 1 [W2] Unknown 2 [W3] Altar of Destruction [W4] Unknown 3 [W5] Unknown 4 [W6] Brimstone 1 [W7] Unknown 5 [W8] Unknown 6 [W9] Brimstone 2 [W10] Altar of Nowart [W11] 4) Rupert's Campaign (Hard) [R] Greyhampton [R1] Green Hill [R2] Unknown 1 [R3] Unknown 2 [R4] Steel Mounds [R5] Unknown 3 [R6] Unknown 4 [R7] Blackedmark [R8] Unknown 5 [R9] Unknown 6 [R10] Posterous Green [R11] Unknown 7 [R12] Hironeiden Inner Walls [R13] 5) Cirith's Campaign (Very Hard) [C] Colonock [C1] Unknown 1 [C2] Unknown 2 [C3] Lichen Vale [C4] Unknown 3 [C5] Unknown 4 [C6] Unknown 5 [C7] Woodenshade [C8] Unknown 6 [C9] Lichen Vale [C10] El Nido [C11] 6) Morene's Campaign (Nightmare) [M] Nymphbarren [M1] Unknown 1 [M2] Unknown 2 [M3] Lichen Vale [M4] Unknown 3 [M5] Ravens Meadow [M6] Brimstone Forest [M7] Nowart (2) [M8] Cloud Bourne [M9] Unknown 4 [M10] Unknown 5 [M11] Unknown 6 [M12] Wicktow [M13] 7) Urukubarr's Camapign (Hell) [U] Vasmargin [U1] Unknown 1 [U2] Unknown 2 [U3] Darokha Village [U4] Unknown 3 [U5] Storm Rift [U6] Unknown 4 [U7] Unknown 5 [U8] Ancestral Burial Grounds [U9] Unknown 6 [U10] Kapellen [U11] vi) Extras {E} vii) Experience Table {P} viii) Copyright Info {C} NB: Unknown missions are simply search and destroy missions. They do not have to be played, but I highly reccomend playing them to get EXP and Gold. The enemies, and their placement, are random. I will list the enemies at each that I found. I will not go into tactics for each. The best way is to have a Scout lead enemies back to the Hero, who can then destroy them. ________________________________________________________________________________ i) Introduction {I} ________________________________________________________________________________ This is a walkthrough for the great XBOX game Kingdom Under Fire: Heroes. I will cover the way that I played each mission for each character. These are only my thoughts on how to play. It is entirely possible that some other way could be better. If you have some hints or need help, by all means contact me. Any abilities that I have missed, or mistakes made, please point out. I can be reached through the email: [email protected]. Please put the subject as KUFH so that I can identify it easier. ________________________________________________________________________________ ii) Tactics {T} ________________________________________________________________________________ Setup: Keep your melee units in front of your ranged troops. This way the enemy can break on the heavy units while your ranged units provide support. Keep your heroes troop edged slightly out in front, as an incentive for enemy. The hero can take greater amounts of damage and dishes out greater punishment. If you are unsure of your surroundings, or if you know enemies are prowling around, keep a melee unit out of combat to ensure the ranged units are not engaged in melee. Order of Engagement: First take on the melee units with your hero. Send any unengaged melee units after enemy ranged support. As the hero is more effective then any other troop you possess, have at least one ranged unit helping the other melee units out. The exception to this rule is if the hero has four or more troops on them, meaning that they will require help and healing. Archers: Usually as you charge at a ranged unit, you will find that your troops cower under showers of arrows, making progress slow. Instead of charging at the enemy, point the cursor just behind the enemy. Your troop will run at this point without ducking for cover against arrows. When they run into the enemy, they will engage them in melee. Just make sure that the enemy does not flee as you approach, making your troop miss the enemy. Another way to keep ranged units from attacking is to use cavalry. Either charge them in, as their great speed helps to minimise damage, or set up patrols between ranged units, to keep them firing at the cavalry instead of melees. Bait: This involves setting your troops up in a defensive position. Send a scout out from the hero's squad, and cover the map looking for an enemy unit. As soon as you find one, position the scout in front to draw the enemy out. Run back to the hero's squad. Don't worry if you lose sight of the enemy, they almost always follow the scout (98% of the time). This is a good tactic to get melee units engaged out of range of the enemy archers. This tactic can be practised best on any Unknown mission. Battlefield: Prepare for any situation. If you know that the enemy has air support, get under some forest cover. If there is a hill, put your ranged units on it. Ranged units suffer damage penalties when in forests against ground forces, but deal full damage against air units. If there is a strong sun (which I will note for each mission) have ranged units shoot with the sun behind them to do full damage and blind enemies. They are not effective when they shoot into the sun. Cavalry: Either use them against ranged units, as noted above under Archers, or put them on apatrol through several combats. Unlike normal patrols, if a waypoint is placed on an enemy unit, then out onto another point, the cavalry will charge through to gain SP, without getting caught in combat. SP=Gold: Either it is SP spent or earned, but either way, the more SP, the larger your gold total. The best unit fo this is Orc Riders, with a low Frontal skill to reduce damage. They can rack up huge amounts of SP on waypoints and can heal themselves with Enrage. Otherwise, always heal, and use offensive magics before charging into a combat if possible. The better your gold status, the better equipment you can buy to transform your squad into an effective killing machine. Diversity: The key to winning is to have an all-round force, able to take whatever comes at it. For example, while you can have four Flame Elementals, someone casting Blizzard on all of them will ultimately win, despite admittedly severe losses. Another example is some missions when you can have two support units. While one Swamp Mammoth is great, two would be better, right? Wrong! In these missions there are aerial or cavalry units that should have your aerial support unit harrying them. Mammoths are too slow, meaning they can be a hindrance. Annoyances: Enemy cavalry should be tied up by either having an aerial support unit constantly harrying them, or by setting your own cavalry onto them. They either run away, or scrap it out, allowing you to engage them in melee, and reduce their effectiveness. Aerial support units should be taken care of with archers or, in the case of Dirigibles and Bomber Wings, set your own aerial support units (Storm Riders or Wyverns) on them. Mostly Useless Units: Sapper of any kind are fairly useless. Only use them if you must. They are not really effective enough to justify a slot being used on them. If you are told that they are useful, instead use a scout to find enemy traps, then simply ensure you avoid them. Spearmen/Axemen are not worth using a slot on. They are of little use in combat, and you are unlikely to face any more than three cavalry units, never all at the same time. On harder difficulties, the enemy AI takes greater precautions to evade your anti-cavalry units, while you run around in their wake. Leaders: The most effective way to destroy an enemy is to kill the enemy Leader. Then the troop flees/dies/does whatever. This may be difficult in some situations, like Knights, but at other times is amazingly easy. An Archer troop led by a horse rider, or a silver Paladin leading a gold armoured Paladin troop. A classic example is with Dark Elf Archers, who I find frequently have a Leader with a Kite Shield. Always look out for the red bar by an enemies feet. Once this is found, you have got your Leader. Concentrate on them to destroy the troop. ________________________________________________________________________________ iii) Bestiary {B} ________________________________________________________________________________ ----- Human ----- Infantry Required Skill: 1 Melee Description: A weak melee troop. Should be upgraded to Heavy Infantry, then Knights. Spearmen Required Skill: 2 Melee, 3 Frontal Description: A weak melee troop. Effective against cavalry. Ineffective against everything else. Not worth the slot to field them. Heavy Infantry Required Skill: 10 Melee Description: An average melee troop. Should be upgraded to Knights. Weak against Lightning. Knights Required Skill: 15 Melee Description: A good melee troop. Should be equipped with EXP boosting equipment and Lightning resistent armour. Paladins Abilities: Curatio, Holy Explosion, Bless and Heal Required Skill: 15 Melee, 6 Holy Description: An average melee troop. Should be kept out of battle if possible, to use their effective healing spells. Weak against Lightning. Archers Abilities: Fire Arrow, Direct Shot Required Skill: 1 Melee, 1 Ranged Description: A good ranged troop. Should be upgraded to Longbowmen and given at least one point of Holy to help those in combat. Longbowmen Abilities: Fire Arrow, Direct Shot Required Skill: 3 Melee, 7 Ranged Description: An effective ranged troop. Should be given at least one point of Holy, and have majority of points put into Ranged to maximise their use. Mortars Required Skill: 5 Melee, 7 Ranged, 10 Gunpowder Description: This troop excels at destroying enemy troops. As they are slow, engage enemy with a melee unit, and set Mortars to bomb them, for devastating effects. Cavalry Required Skill: 5 Melee, 2 Frontal, 2 Riding Description: A fast riding troop. Should be upgraded to Heavy Cavalry as soon as possible. Good against Elementals and for racking up SP. Heavy Cavalry Required Skill: 7 Melee, 5 Frontal, 5 Riding Description: An excellent riding troop. Should be given Lightning resistent equipment. Very effective against Elementals and getting SP. Get 10 points into Riding to allow it to manauvere better, and put lots into Frontal to increase damage. Storm Riders Required Skill: 10 Melee, 10 Riding, 8 Frontal Description: A good support troop. Effective against other air units. Weak against ranged units. Sappers Abilities: Remove, Open Water Gate, Set Trap, Set Fire Required Skill: 1 Melee, 1 Teamwork Description: A weak melee troop. Should be upgraded to Pyro Technicians if you must waste a slot on using them. Good at gaining gold if you set a trap, recover, then set the trap again. Pyro Technician Abilities: Remove, Open Water Gate, Set Trap, Set Fire, Mine Required Skill: 4 Melee, 4 Teamwork, 5 Gunpowder Description: A more effective Sapper unit. Good at gaining gold if you set a trap, recover, then set the trap again. Can lay more damaging traps. Bomber Wing Required Skill: 9 Melee, 12 Gunpowder, 8 Teamwork Description: An effective air-to-ground support troop. Weak against ranged units and air-to-air units. Very good at harrying cavalry and Swamp Mammoths. Ballista Required Skill: 6 Melee, 6 Ranged, 10 Teamwork Description: A good ranged troop. Has best range of the game. Not too damaging due to the narrow path of missile. Good against Swamp Mammoths. Catapult Required Skill: 3 Melee, 3 Ranged, 4 Teamwork Abilities: Fire Pot Description: A good ranged troop. Hits a lot of units due to large spread of missile. Not as damaging as a Ballista, and has less range, but can be more effective due to the splash damage. Good against Swamp Mammoths. ---------- Dark Elves ---------- Fighters Required Skill: 1 Melee Abilities: Tree of Healing, Elemental Boost Description: A weak melee troop. Should be upgraded to Knights almost immediately. Knights Required Skill: 7 Melee Abilities: Tree of Healing, Elemental Boost Description: A better melee unit. Should be given Lightning resistent equipment. Archers Required Skill: 1 Melee, 1 Ranged Abilities: Tree of Healing, Elemental Boost Description: An effective ranged unit. While lacking the range of their Human counterparts, they benefit from firing faster, and having Elemental Boost. Cavalry Archers Required Skill: 6 Melee, 6 Ranged, 7 Riding Abilities: Tree of Healing, Elemental Boost Description: A fast ranged unit. Advantage is in speed. Put on a patrol around an enemy unit to minimise damage while creating the damage. As they fire on the left side, put them on anti-clockwise circles. Clockwise nullifies their ability to shoot. Cavalry Required Skill: 3 Melee, 3 Frontal, 4 Riding Abilities: Tree of Healing, Elemental Boost Description: Lacks the strength of Human or Orc cavalry. I don't use them much, as the Orcs are preferable. ---- Orcs ---- Infantry Required Skill: 1 Melee Abilities: Enrage Description: Stronger than other basic infantry units, but should be upgraded to Heavy Infantry quickly. Axemen Required Skill: 2 Melee, 3 Frontal Abilities: Enrage Description: Average melee unit. Not too effective against anything but cavalry and Elementals. Closest thing Orcs have to ranged units. Not really worth the slot to take them. Heavy Infantry Required Skill: 9 Melee Abilities: Enrage Description: Very good Orc melee unit. Preferable over other Infantry for their better strength. Rider Required Skill: 3 Melee, 4 Frontal, 4 Riding Abilities: Enrage Description: Fast troop. Should be upgraded to Axe Riders to be more effective. Axe Rider Required Skill: 5 Melee, 5 Frontal, 7 Riding Abilities: Enrage Description: Fast troop. Deals good damage. Put points into Frontal to make them more effective on the charge. Sapper Required Skill: 1 Melee, 1 Teamwork Abilities: Enrage, Remove, Trap, Open Watergate Description: A weak melee troop. Good for if you want to set traps to weaken enemy units. Not worth the slot otherwise. Scorpion Required Skill: 4 Melee, 5 Teamwork, 2 Taming Abilities: Shockwave Description: Effective when shooting into combat, and as a combat unit. Anyone hitting the head will kill it quickly though. Dirigible Required Skill: 5 Melee, 6 Teamwork, 7 Taming Description: An effective air-to-ground unit. Weak against ranged units and air-to-air units. Effective when shooting into combat or harrying cavalry. Swamp Mammoth Required Skill: 5 Melee, 7 Teamwork, 10 Taming Description: Probably the best unit. Effective versus all ground units. Weak against explosives and siege weapons. Wyverns Required Skill: 10 Melee, 10 Riding Description: A good air-to-air unit or cavalry harrier. Limited effectiveness against ground troops on a forest filled board. Weak against ranged units. Ghoul Required Skill: 10 Melee, 8 Curse Abilities: Silence, Dark mist, Self Destruct Description: Good melee unit. Weak against Explosions, Ice and Holy. Can be good as a support unit to a Hero by casting magic into a combat, then entering the fray. ---------- Elementals ---------- Earth Golem Required Skill: 5 Melee, 25 Earth Abilities: Vine Description: Good melee unit due to the fact that it is quite damage resistant. Weak against Explosions, Frontal and Lightning. Ice Maiden Required Skill: 5 Melee, 25 Ice Abilities: Blizzard Description: Fast melee unit. An Ice Maiden will phase out when hit, reducing damage. Weak against Frontal and Fire. Thunder Rhino Required Skill: 5 Melee, 25 Lightning Abilities: Thunder Storm Description: Not as good a melee unit as the other Elementals due to low melee resistance. Weak spot seems to be its green sides. Weak against Explosions, Frontal and Earth Flame Wraith Required Skill: 5 Melee, 25 Fire Abilities: Meteor Description: Good melee unit, due to better all round resistences. Weak against Frontal and Ice. ------- Special ------- Battaloon Required Skill: 9 Melee, 9 Ranged, 9 Gunpowder Race: Human Description: Despite getting the proficiencies required, you cannot change to this troop choice. Bone Dragon Required Skill: 9 Melee, 9 Ranged, 9 Curse Race: Orc Description: The difficulty is in finding an Orc squad with the Ranged skill. ________________________________________________________________________________ iv) Abilities {A} ________________________________________________________________________________ ----- Human ----- Curatio Available to: Any with one point in Holy Cost: 150 SP Description: A good healing spell. More points increases range and amount healed. Bless and Heal Available to: Paladins Cost: 800 SP Description: A very good healing spell. Heals and dispels magic effects on target. Holy Explosion Available to: Paladins Cost: 300 SP Description: Increases the targets regeneration rate. Similar to Tree of Healing. Not as good as Curatio since it occurs over time. Mine Available to: Pyro Technician Cost: 100 SP Description: A more explosive version of a trap, this deals explosive and fire damage to any enemy passing through it. Fire Pot Available to: Catapults Cost: 100 SP Description: Fires an explosive missile that sets the ground on fire for a short time. Cover Shot Available to: Officer with a Bow equipped and one point in Ranged Cost: 200 SP Description: The officer shoots an arrow at a single target, causing high damage. Onslaught Available to: Officer with sword and shield Cost: 200 SP Description: The officer charges around the battle, causing moderate damage to multiple enemies. Cure Available to: Officer with one point in Holy and has a staff or booster equipped Cost: 200 SP Description: Heals a certain amount to all friendlies in combat. -------- Dark Elf -------- Tree of Life Available to: Any Dark Elf Cost: 450 SP Description: A good area of effect healing spell over time. Elemental Boost Available to: Any Dark Elf with at least one point in an elemental magic Cost: 200 SP Description: Boosts non-magic weapons with whatever elemental magic that the squad has. Thrust Available to: Any Dark Elf Officer Cost: 200 SP Description: Damages multiple enemies around the combat. Arrow Shower Available to: Any female Dark Elf Officer with at least one point in Ranged Cost: 200 SP Description: Damages multiple enemies in an area. More arrows are shot with a higher Ranged skill. --- Orc --- Enrage Available to: Any Orc Cost: 400 SP Description: Instantly heals the troop. Awesome due to its ability to be used in combat. Shockwave Available to: Scorpions Cost: 15 SP Description: Damages and knocks down troops. Can destroy walls. Self Destruct Available to: Ghouls Cost: 5 SP Description: Sends a Ghoul to do huge damage to an enemy troop. Reckless Available to: Any Ogre Officer Cost: 200 SP Description: Damages any enemies in an area around the Hero. The Wrath Available to: Any Orc Officer Cost: 200 SP Description: Damages multiple enemies around the combat. ------- General ------- Trap Available to: Sapper, Pyro Technician Cost: 100 SP Description: Places a trap at the target location, harming enemies who pass through. Remove Available to: Sapper, Pyro Technician Cost: 50 SP (Regained) Description: Removes any trap at the target location. Set Fire Available to: Sapper, Pyro Technician Cost: 100 SP Description: Places flames at a target location, burning any who pass through them. Open Watergate Available to: Sapper, Pyro Technician Cost: 0 SP Description: Opens a watergate. An immensely useful ability, considering the huge amounts of watergates that you will find on maps. Thunderstorm Available to: Any with 5 points in Lightning Cost: 750 SP Description: Damages a target. Meteor Available to: Any with 5 points in Fire Cost: 750 SP Description: Damages a target. Blizzard Available to: Any with 5 points in Ice Cost: 750 SP Description: Damages a target. Vine Available to: Any with 5 points in Earth Cost: 560 SP Description: Damages a target. Silence Available to: Any with five points in Curse Cost: 600 SP Description: Prevents spells from being cast. Darkmist Available to: Any with five points in Curse Cost: 750 SP Description: Reduces defense and offensive strength to low levels. Curse Available to: Any Officer with 5 points in Curse Cost: 200 SP Description: Reduces SP of any unit in combat. Fireball Available to: Officer with one point in Fire and a staff or booster Cost: 200 SP Description: Shoots a fireball for each level in fire (max four) that homes in on a target. KaleidoFlamma Available to: Officer with five points in Fire and a staff or booster Cost: 200 SP Description: Causes moderate fire damage to all enemies engaged in combat within a certain area. Electric Shock Available to: Officer with one point in Lightning and a staff or booster Cost: 200 SP Description: Hurts a small group of enemies for moderate damage. Lightning Bolt Available to: Officer with five points in Lightning and a staff or booster Cost: 200 SP Description: Hurts a large group of enemies for large damage. Chilling Touch Available to: Officer with one point in Ice and a staff or booster Cost: 200 SP Description: Hurts a small group of enemies for moderate ice damage. Ice Spear Available to: Officer with five points in Ice and a staff or booster Cost: 200 SP Description: Hurts a large group of enemies for large ice damage. Poison Sting Available to: Officer with one point in Earth and a staff or booster Cost: 200 SP Description: Poisons a small group of enemies. Electric Shock Available to: Officer with five points in Earth and a staff or booster Cost: 200 SP Description: Poisons a large group of enemies with a more damaging poison. Scout Available to: Any Hero Cost: 0 SP Description: Creates a scout unit that can be used to scout out the battlefield. ________________________________________________________________________________ v) Walkthrough {W} ________________________________________________________________________________ 1) Ellen's Campaign [E] ----- Ellen ----- Ellen deals very little damage physically, but is quite fast. She starts out with a level 3 Infantry troop, which should be upgraded to Knights as soon as possible. Give this unit EXP boosting equipment, as it will be your main melee unit. Her officers are Ebbard and Paltor. After the Woodenshade mission you should upgrade Ebbard's Fire skill. Don't waste points on him before that as he is absent for a mission. Swap Paltor for a magic user hired as a mercenary. This is either a elf or a robed face at the pub. Give this officer cure and upgrade to ten in this skill. Give a staff to them to allow them to heal allies rather then damage enemies in combat. ------ Combos ------ X+X+X (No direction) Talon Thrust X+X+X (Direction) Falcon Swipe X+X+(Direction)+X Talon Super Thrust A+A Eagle Slasher Y+Y+Y+Y (Direction) Gatling Arrow Y Arrow Shower B+X Counter Attack X+X+Y+Y+Y+Y Gatling Falcon X+X+A+A (Direction) Falcon Storm A+X Finishing Move ---------- Characters ---------- Paltor Ellen's officer. Ebbard Ellen's officer and mage. Justino The commander of the aid to Arein. Gerald Commander of Hironeiden forces under General Hugh. Rupert A friend of Gerald. Snowstone Elf princess, soon to be ruler of Arein. General Hugh The main General of Hironeiden forces. ------------------------ Mission 1: West of Arein [E1] ------------------------ My selection: Ellen Level 3. This is a simple starter mission. There is only one enemy on the board, and I believe that there is no possible way to lose. After the credits, listen to the banter between Ellen, Paltor and Ebbard. Then head directly North along the path. Either use the cursor on the game screen (point and press [A]) or press [BACK] and use the cursor on the minimap. I prefer the minimap as it gives a better view of where your troops are and their destination. Once you get to the NW corner, you should head East. At some point, Level 1 Orc Infantry will attack you. This is an easy fight, but can take a while due to your low level. Use Ellen's combos during this practice fight. In the event that Ellen is knocked down, rock the [Left Thumbstick] from left to right several times until Ellen gets back up. Once you have enough practice, attack the Leader, who is conveniently mounted on a Boar. Once he is dead (red bar is empty) the squad runs away. Head to the NE corner to complete the mission. ----- Arein ----- This is the first base. Unfortunately you can not use any experience that you gained in the last mission to level up. Operations: Ellen is present for Justino's offer of aid to Arein. The Elves decline this offer, and Justino tells Ellen that they are to leave Arein. You can now enter the Pub. Barracks: Cannot be entered. Pub: After Ellen visits Operations, she talks to Paltor and Ebbard, telling them to move out. Main Gate: After the Pub, go here to exit Arein. head NNW to the Advance Base. ---------------------------- Advance Base 1 (First Visit) ---------------------------- This is the second base. Open visiting it, Justino tells Ellen to let the soldiers rest. Head to the Pub. Operations: Nothing occurs. Barracks: Cannot be entered. Pub: Ellen tells Paltor that they are to wait. Paltor explains to Ebbard that once Arein has fallen to the Dark Legion, Ecclesia will then take Arein from the weakened Legion. One week passes. Main Gate. After the Pub, exit through here to the SSW location: Arein Inner Castle. ----------------------------- Mission 2: Arein Inner Castle [E2] ----------------------------- My selection: Ellen Level 3. After Justino's spiel, press [START] to enter the mission. Watch the cutscene. ############ First Battle ############ Allies: 4x Knights Level 1 4x Infantry Level 1 1x Gerald Level 1 1x Catapults Level 1 Enemies: 5x Orc Infantry Level 1 Upon gaining control of Ellen, attack the Orcs around you. To frustrate your efforts, Catapults are shooting at your combat, doing no damage to you, but knocking everyone around. Once you defeat the Orcs, head to the South and engage the next unit. Continue until all the Orcs are dead. You will have fought 3-4 times, depending on how fast you are. There is then a cutcene between Ellen, Rupert and Gerald. Staying as far East as you can, head North. Two squads of Knights Level 1 follow you. By staying in the forest you should evade the combat that Gerald and his units are stuck in. Once past them, engage the nearest Scorpion. ############# Second Battle ############# Allies: 4x Knights Level 1 4x Infantry Level 1 1x Gerald Level 1 Enemies: 2x Orc Infantry Level 1 2x Scorpion Level 1 The Scorpions are usually so clos together that you enter combat with both. A Scorpion dies to attacks on the head between its pincers, or fire spells ([White] button). After each Scorpion is killed, you get given full health. This turns all red into green. Any black will be dead soldiers, which cannot be healed. You gain 150 EXP as well. Support Gerald by attacking the Orcs. Once all units are dead, follow Gerald around the forest, but hold back to the North. You will then be engaged by Dark Elves. Head South to join the combat once all units are engaged. ############ Third Battle ############ Allies: 4x Knights Level 1 4x Infantry Level 1 1x Gerald Level 1 Enemies: 5x Dark Fighters Level 1 2x Wyverns Level 1 Dark Elves are weaker than Humans, so it should be faster combats than Orcs. The first combat you enter, will have dialogue between Ellen and a Dark Elf, who seems to recognise Ellen. Sweep across all the combats that you can, to maximise your EXP. After a time elapses, Wyverns appear, and you gain Archers. The Wyverns usually go for Ellen, so get her under the trees to the East. You can retreat by bringing the Minimap up, and selecting a destination. The Archers should target the Wyverns, and defeat them easily. A second Wyvern troop appears, so kill it also. Once all units are dead, head South with Gerald. ############# Fourth Battle ############# Allies: 4x Knights Level 1 4x Infantry Level 1 1x Gerald Level 1 Enemies: 2x Dark Fighters Level 1 5x Dark Archers Level 1 You have to multitask here. immediately press [Black] button on Ellen's squad to reduce arrow damage. Send the Archers South into the forest. By the time they get here, a path should be marked as green circles. Follow them East, to trigger a cutscene in which the Archers destroy the enemy with Fire Arrows. Ellen may be too damaged to risk while the enemy Archers are alive, so you can pull her out if you want. Once the Archers have been fired, kill the Fighters to finish the mission You gain 50 EXP. I finished with 140 EXP and 200 kills, and 11000 Gold. Listen to your next mission, finding the new Elf leader, Snowstone. Move to the Advance Base. ----------------------------- Advance Base 1 (Second Visit) ----------------------------- Operations: Recaps the Snowstone mission. Barracks: Finally! Level up your units. As Paltor has a higher level than Ellen, select Paltor, go to change officer, and select Allen. Go to the squad marked as Paltor and reset it to default with [X] on the select squad screen. Swap Paltor back to Ellen's squad, and give him one point of Holy. Raise Ellen's Melee skill to 10, then go to her troop and select Job. Make them Heavy Infantry. Give Allen 1 point of Holy, and raise his Ranged skill to 6. Final result: Level 11 Ellen Heavy infantry with Level 2 Paltor and Ebbard. Level 8 Allen. I advise against spending Gold at this point. Wait until you get a higher level to get better weaponry. Pub: Eavesdrop only. No mercenaries are available. Main Gate: Select to go to Glaucus. ------------------ Mission 3: Glaucus [E3] ------------------ My selection: Ellen (Heavy Infantry) Level 11, Archers Level 8. The pillar with the gargoyle seen in the opening cutscene is known as a Tower of Healing. These regenerate the health of anyone in a radius around it. On this level there are two, on opposite sides of the river bank. You have also gained the use of your d-pad, allowing you to cast Curatio to heal your squad. You start at the south side of the river (SW corner). Head East. At some point around the middle of the map (still south of the river) you will run across a level 6 Dark Fighter troop. Lowering it to a third health will have them calling for surrender. Bring up the minimap and order your units out of combat. The sneaky rats might then decide to run. Tap the [White] button to run faster, and get into combat again. Withdraw when told to, and a Dark Elf will tell you that Snowstone is to the NE. For extra experience, put the Dark Elf hating Ellen back into combat to pick up bonus EXP on top of the EXP for killing the squad. Head further East to find a level 6 Orc Infantry. Head back to the ford at the centre of the map. Cross to the other side. Archers will be somewhere to the North, but ignore them for now and head West to find a level 6 Dark Fighter squad. At some point during this battle, a level 6 Orc Infantry unit may turn up. Simply heal Ellen's troop with Archers until the battle is over. Then fight the level 6 Dark Archers. Usually a level 6 Orc Infantry unit will turn up around now, so wipe that out too. A last level 6 Orc Infantry troop will turn up as you head NE. Then, at the NE corner is Snowstone fighting a level 6 Dark Fighter troop. Kill the enemy, and Snowstone agrees to follow you. As you head SW to the ford, a level 6 Orc Infantry will attack you. Snowstone casts a fairly powerful Meteor, which helps you out tremendously, but also steals some of your kills. Another three level 6 Orc Infantry are somewhere in the area too, with a level 6 Dark Archer troop providing support. Simply Heal with your Archers, and the Meteor spell should be quite damaging. There is another level 6 Dark Archer troop usually around the North-most Tower of Healing. Once everyone is dead, head to the exit point (SE corner) to finish the mission. If you could not find any of the units I mentioned then look around for them. You will need the EXP. I finished with 1000 EXP and 250 kills, and 11000 Gold. -------------------- Arein (Second Visit) -------------------- After Snowstone tells you it will be alright (?) head to Operations. Operations: Justino is angry about the lack of escort for Snowstone. You are given marching orders to go to Ecclesia. Ebbard also wants to speak to you, but is interrupted by an Elf Barracks: Anything that has been put on Ebbard, strip off now. He is absent for the next mission, and quite useless in the two missions after that. Don't level up yet. Pub: Eavesdrop only. No mercenaries are available. Main Gate: Select to go to Ecclesia. -------- Ecclesia -------- First go to the pub, and hire a mercenary mage. They have a hood over their head. If there is none, save and reload until one is found. Then go to the Barracks. Operations: Some statement about going to the Barracks/Pub/Main Gate. Barracks: With the mercenary, swap him into Ellen's troop. Give him three points of Holy and ensure that he has a staff equipped to allow him to use the Heal Special Ability. Take Holy off Paltor, and put him up to level 4 with points of Melee. Ellen should be put up to level 16 with 15 points into Melee. Upgrade her troop to Knights. Put Allen's squad up to 3 points of Melee, and 7 points of Ranged. Keep the 1 point of Holy. Make this squad Longbowmen. Any additional points, put on Melee for Ellen. Purchase a weapon for Ellen that will add an elemental effect. I finished with a level 18 Ellen with a Sword of Lightning, and a level 11 Longbowmen troop. On exiting the Barracks, you will find out something from a man. Then head to the Pub. Pub: Eavesdrop or mercenaries are available. After the Barracks, Ellen reveals to Paltor that she is a Half-Elf, and is leaving. Ebbard has overheard Elf conversations, and reported Ellen's lineage. Head to the Main Gate. Main Gate: After the Pub, Paltor brings the men to follow Ellen. You will then exit Ecclesia. Head to the only open area, Nowart ----------------- Mission 4: Nowart [E4] ----------------- My selection: Ellen (Knights) Level 18, Longbowmen Level 11. This is a fairly simple mission. It is your first against humans, and is mostly forest in the areas that you fight in. Take Longbowmen as your second choice. The sun is at the West, so try to get your troops coming from the West when charging. In this you can head either East or West. I advise West, as it is easier, but afterwards to swing back to the East side for the EXP. You now can use the Scout ability, which creates a fully controllable unit for no SP. Send a Scout out West, and you will be shown two level 7 Archers, 2 level 12 Knights and a Tower of Healing. Bring both your units along the South edge of the map to avoid detection. When ready, simply charge with the sun behind you at each group of Archers. There is a clearing to the West that the Longbowmen can fire from. Once each Archer troop is dead, retreat into the forest to minimise arrow damage, head North, and attack the next group. If you took my advise with the Mage, pressing either the [White] or [Black] button should heal any damage taken. There is less healed then Curatio though, so be careful when you use it. There are three level 7 Archers in total, one directly West of the lower Knights unit. Once they are dead, put your troops into the clearing just South of the first level 12 Knight. Then use a Scout to draw the enemy back towards Ellen. Counterattacks are key, as the swords can knock Ellen back and break combos. Once the first is dead, lead the second South, and kill it also. Head North, and you will be shown Gwen, a Spearman. He asks you to take control of the Spearmen, who are to the East. Send the Scout East, and you should find three level 12 Knights and a level 12 Infantry roaming around. Draw them one at a time back to Ellen, and anihalate them. Then progress up to the NE corner from the centre mountain line. YOu should be shown a level 8 Ice Maiden troop attacking level 10 Spearmen. The Ice maidens should be hit while they are solid. They phase in and out, making it a long battle. Heal with your Archers. Once the Ice Maidens are dead, head to the North point of the map, which should flash orange. Somewhere along this length is a cave, which is randomly placed (I found it mostly at the NW corner). Once all troops are at the location, a troop of Cavalry charge you, and are dealt with by Spearmen. Quickly move your troops behind the Spearmen, and wait till you are charged by the second level 8 Cavalry troop. Once they impale themselves on Spearmen, you have completed the mission. I finished with 2000 EXP, 210 kills and 15000 Gold. On the World Map Ellen reveals that her mother took her through the cave before to escape Arein. Ellen's mother then died. How saddening. ---------------------- Mission 5: Pineth Cave [E5] ---------------------- My selection: Ellen (Knights) Level 18, Longbowmen Level 11, Spearmen Level 10. A very difficult mission with respawning enemies. How great. There are a few tactics, which I will explain, but it is recommended that you follow my preferred way. Be prepared to do this map maybe a few times. You start in the SW corner, and must head East to where a stalagmite is blocking the way. Once Ellen is at this point, it triggers the arrival of level 6 Archers, level 8 Paladins and level 10 Knights. So first position your Longbowmen on the slope just in front of the stalagmite. Have your Spearmen just down from the narrow passage. Once the enemies appear, leave Ellen back until the Knights engage the Spearmen. Have the Longbowmen shoot into this melee. Meanwhile, have Ellen circle around to charge the Archers. Once they are dead, deal with the pesky Paladins. Then finish up with the Knights. Keep healing the Spearmen with the Longbowmen, you need everyone that you've got. Once the first group is dead, two level 10 Paladins appear. Engage one with Ellen, and hopefully both will enter combat. If not, engage the second with Spearmen. Keep Longbowmen shooting and healing. Once a squad has lost half health, or both Leaders have been killed, Ebbard appears, using Meteor to destroy the stalagmite. If any Paladins are alive, he will use Meteor to kill them also. Leave Ellen back, otherwise it starts unlimited Ecclesian respawns, and send your Spearmen through the new passage. At about the middle North point of the map is the exit, guarded by two level 5 Dark Knights, and a level 3 Dark Knight that casts Blizzard. Draw them back towards Ebbard with the Spearmen, as they ignore the Scout. Try to combat the level 3 before Blizzard is cast to minimise losses. Once all three units are dead, bring Ellen to Ebbard to get a apology. Now the humans will spawn either two or three level 12 Paladins or Knights at the entrance, while there are two sets of level 6 Dark Elf Fighters, level 6 Dark Archers and a level 10 Dark Knights. Each set blocks one possible way to the exit. So choose a point, hammer through, and try to have your Longbowmen on the far side of the combat so they are not charged by Ecclesians. Once through one group, you can head for the exit, or fight of the waves of humans and kill the Dark Elves at the other passage. If you choose to fight, take on the Dark Elves by circling around to where the two passages meet, and attacking from the rear. You can then hold off the Paladins easily, with Direct Arrow from Longbowmen doing large amounts of damage. For great amounts of Gold, have your Longbowmen shoot from a hill to gain heaps of SP. If you tire of fighting, head to the exit. Once near the exit, Ellen commands all troops to run for the exit. This stops the Ecclesians from respawning, so you should kill this group off and the get all troops to the target to complete the mission. For an hours play, I got 5200 EXP, 750 Kills and 40000 Gold. Alternatively; once the stalgmite is destroyed, just run all units to the end. You gain very little EXP for this, so I don't recommend this tactic. only use it if you have huge amounts of difficulty. Or; put a Scout to the end while the stalagmite is still there. The Scout runs right through it. While battling the first group, the level 3 Dark Knights with Blizzard might turn up, and will do huge damage to everyone. As long as you are ready for this with healing spells, you should be alright. However, you will then face two enemies, and are trapped between them. The Knights also gain the kills that you could get. Either way, now move onto Woodenshade. ---------------------- Mission 6: Woodenshade [E6] ---------------------- My selection: Ellen (Knights) Level 18. Do not take any other squad except for Ellen. This mission involves running away from countless amounts of Orcs, and any kills do not even give you EXP. Simply run around the map for 3 minutes. Then head to the SE side to trigger a cutscene in which you are rescued by Gerald, and a FMV were Ellen removes her helmet. Hmmm, I thought she had black hair? Rupert believes you are spies, and takes every oppertunity to harass you, while Gerald constantly defends you. Must be love. Go to Esse, where you can level up finally. ------------------ Esse (First Visit) ------------------ Head to Operations. Operations: The general tells you that you are to join the Hironeiden Army, with Gerald as your Commander. Head to the Pub. Barracks: Swap Ebbard into Ellen's squad, replacing Paltor. Now you have offensive and defensive Officers to call upon. Boost Ebbard's Fire skill above five to allow him to cast a better fire spell in combat. Boost Ellen up to level 25. Change the Spearmen into Heavy Cavalry, and put them and the Longbowmen up to level 20. Create a second squad of Knights and put them up as far as you can. Then head to the Main Gate. Pub: Ebbard apologises for his betrayal. How touching. Now head to the Barracks. Main Gate: Head to the Unknown mission. --------------- Unknown 1 (SSE) [E7] --------------- My selection: Ellen Level 25, Longbowmen Level 20, Heavy Cavalry Level 20, Knights Level 15. These missions are simple seek and destroy objectives. They are not required, but I would recommend always doing them, as they are simple, and can give great amounts of EXP and Gold. This is the first of three for Ellen. A good tactic is to send your Heavy Cavalry around the board until you find a troop, then put waypoints through the enemy. You build up great amounts of SP, which you can then spend with healing or offensive magic spells to get heaps of Gold. When your Cavalry need healing, spread them out, run for your healers, then run back before the enemy attack Ellen rather then the Cavalry. I found: Enemies: 5x Dark Knights Level 21 4x Orc Axemen Level 25 3x Dark Archers Level 18 I finished with 5800 EXP, 230 Kills and 35000 Gold. Head back to Esse. ------------------- Esse (Second Visit) ------------------- Head to the barracks to level up. Barracks: Put Ellen up to level 30. Make sure she has top of the line weapons and armour. Give her EXP boosting equipment. If there is none, save and reload your game. All items are randomly generated, so by reloading, it creates new stocks. Reset the Cavalry, Longbowmen and second squad of Knights, and create Mortars and a Bomber Wing, who are very effective on the next mission. Recreate the Longbowmen, but leave them at the low level. They are mainly for healing in the next battle. Then head to the Main Gate. Main Gate: Head to the Ravens Meadow mission. ------------- Ravens Meadow [E8] ------------- My selection: Ellen Level 25, Longbowmen Level 12, Mortars Level 22, Bomber Wing Level 29. This is a practice mission for controlling multiple squads effectively during large battle situations. Gerald has a huge number of powerful troops, and should easily manage against the enemy, with Ellen supporting him. ############ First Battle ############ Allies: 1x Gerald Level 15 1x Rupert Level 15 5x Infantry Levels 15-18 3x Paladins Levels 15-17 2x Mortars Level 15 2x Archers Level 15 Enemies: 4x Orc Infantry Levels 15-19 8x Scorpions Levels 14-17 4x Dark Archers Levels 14-17 There are large numbers of troops, so I am not too sure if the levels are random or not. I have put the levels down as a range. As Ellen is level 30, any combat she enters should be finshed quickly. Leave the Bomber Wing for now. Set the Longbowmen to shoot the Infantry, while Mortars shoot the Scorpions. Follow Rupert South, then around to kill Scorpions and Archers. Once you are told that the enemy are attacking the mortars, head back behind your lines, and bring your other units South. Use your bomber Wing to fire into these combats, as it should be out of Archer range. ################################# Second Battle (Behind your lines) ################################# Allies: Archers, Paladins, Mortars Enemies: 6x Dark Fighters Levels 17-19 Once all enemy troops are dead, the next phase starts. ############ Third Battle ############ Allies: Remaining Units Enemies: 7x Orc Infantry Levels 15-17 3x Dark Archers Levels 15-16 2x Wyverns Level 15 2x Swamp Mammoths Level 15 Ignore the Mammoths. have Ellen fight in the centre, casting Meteor before she enters combat. The Longbowmen should shoot the Wyverns, as they kill them faster than the allied Archers. Have your Mortars shooting the enemy Archers at either the North or South side. Once the Archers at either side are dead, send the Bomber Wing after the Mammoth at that side. You can get good EXP for killing one of these. Once enough damage has been sustained, the Dark Legion forces will retreat. Mission complete. I finished with 4500 EXP, 230 Kills and 7000 Gold. Head to the Advance Base. ---------------------------- Advance Base 2 (First Visit) ---------------------------- Head to the Pub. Operations: Reminder to go to Glaucus. Barracks: Firstly, boost your Longbowmen up to level 20. Give them EXP boosters. Level another squad up to level 20 and make them Knights with some elemental spell. The reamaining points spread equally between your troops. Head to the Main Gate. Pub: Rupert insists on insulting you. Gerald threatens to transfer Rupert to a real hard-ass commander if Rupert insults Ellen any further. head to the Barracks. Main Gate: Head to the Unknown mission. --------------- Unknown 2 (SSE) [E9] --------------- My selection: Ellen Level 25, Longbowmen Level 20, Mortars Level 22, Knights Level 20, Bomber Wing Level 29. As you dont have Knights, use a Scout as bait to draw an enemy in. Keep your Bomber Wing back if Archers are near, but bombard a single troop by itself. I found: Enemies: 5x Dark Fighters Level 26 4x Axemen Level 21 4x Dark Archers Level 17 I got 8200 EXP, 300 Kills and 12000 Gold. Head back to the Advance Base. ----------------------------- Advance Base 2 (Second Visit) ----------------------------- Head to the barracks to level up. Barracks: Reset all troops except for Ellen and Mortars to default. The next mission allows only one additional unit, and that should be ranged. As it is also well populated by forest, Longbowmen are best. Split your EXP equally between these two troops. I could get a level 40 Ellen and a level 35 Mortars. Make sure you have EXP boosters on everyone. Head to the Main Gate. Main Gate: Head to the Glaucus mission. ------- Glaucus [E10] ------- My selection: Ellen Level 40, Mortars Level 35. This is again a trainer mission, which is suprising, being the second to last campaign mission. The objective is to get to the West side and open the dam with Sappers. Follow Gerald to the West until you run into the first group of enemies. ############ First Battle ############ Allies: 1x Gerald Level 20 1x Rupert Level 20 1x Sapper Level 20 Enemies: 3x Orc Infantry Levels 17-22 2x Dark Archers Levels 17-18 Move Ellen around the Infantry, and engage the first Archer troop. Engage the second with your Mortars to limit their shooting. Have Ellen clean up the second if needed, then engage the Infantry. Once finished, move West to the flashing orange zone. You are shown the dam, and given command of level 20 Sappers. Move all units to the opposite river bank. You will come up against another enemy patrol. ############# Second Battle ############# Allies: Allies: 1x Gerald Level 20 1x Rupert Level 20 Enemies: 5x Orc Infantry Levels 21-24 Enage these units with Ellen. Support her with Mortars. Keep the Sappers out of combat unless enemy attacks your Mortars. Kill them all, then head South. I advise keeping Ellen back out of sight range, then using a Scout to bring each Fighter up to Ellen. Do not bring them to Gerald, as Ellen can easily beat them individually. ############ Third Battle ############ Enemies: 4x Dark Fighters Levels 21-26 Kill them all, then head through the narrow passage to the SE to get to the other side of the river. Someone with good eyes manages to pick out some traps further ahead. Good spotting! Send your Sappers in and disable the traps. Once done, the next patrol happens upon you. ############# Fourth Battle ############# Enemies: 3x Orc Infantry Levels 14-15 One hyperactive soldier declares that you will be overrun. If you are wiped out against these three troops using a level 40 Ellen, I suggest you stop playing now. Kill them (or throw away the game if you can't), then send a Scout West to attract the next patrol to Ellen. ############ Fifth Battle ############ Enemies: 1x Dark Fighter Level 15 Head North afterwards, and engage the Archers. ############ Sixth Battle ############ Enemies: 2x Dark Archers Level 12-13 Engage one with Ellen, then put the Sappers and Mortars on the other. Kill them both, and use the Open Watergate ability where directed on the dam to complete the mission. Now remember how to use this ability, as it will be very useful in your remaining missions, where there are no more dams. I finshed with 9000 EXP, 370 Kills and 16000 Gold. Head to the Advance Base. ---------------------------- Advance Base 3 (First Visit) ---------------------------- Go to the Pub. Operations: A reminder to attack Arein. Barracks: There is one more Unknown mission, so use whatever you believe suits you best. I took a level 36 Ellen, level 30 Mortars, level 30 Catapults, level 30 Fire Elementals and a level 30 Bomber Wing. head to the Main Gate. Pub: Rupert apologises, tells you he couldn't of opened the dam himself, and says that he doesn't like Dwarf women. I find the last one doubtful (refer to Rupert's Camapign). Head to the barracks to level up. Main Gate: Head to the Unknown mission. ---------------- Unknown 3 (East) [E11] ---------------- My selection: Ellen Level 36, Catapults Level 30, Mortars Level 30, Fire Elementals Level 30, Bomber Wing Level 30. The usual drill. I found: Enemies: 6x Orc Sappers Level 23 6x Dark Knights Level 26 4x Dark Archers Level 30 Maybe if the Sapper placed some traps this would be difficult. But its not. I got 11000 EXP, 320 Kills and 11000 Gold. Head back to the Advance Base. ---------------------------- Advance Base 3 (First Visit) ---------------------------- Go to the barracks to level up. Barracks: Strip down your Flame Wraiths(if you followed my setup for the last mission). For the next, you only get two choices and a support unit, not three like it says. I suggest Catapults, Mortars and a Bomber Wing. Put Ellen to level 40, and boost the others up equally. Put on equipment that boosts SP/Health/Recovery, as this is the last mission, so EXP does not matter (you do not acctually gain any EXP for this mission). Head to the Main Gate. Main Gate: Head to the Arein Castle Siege mission. ------------------ Arein Castle Siege [E12] ------------------ My selection: Ellen Level 40, Catapults Level 35, Mortars Level 35, Bomber Wing Level 30. This is the last mission, and the most difficult of Ellen's missions. There is a glitch at times. You may see a Mortar troop at the lower SE corner. This means that the second battle is not fought in the proper place, and is likely a glitch. But it is a quicker way to complete the mission, so go with it. Concentrate on elimenating the closest troops, and keeping enemies off the Mortars and Catapults. Keep the Bomber Wing safely out of the way of Archers. ############ First Battle ############ Allies: 1x Gerald Level 24 2x Knights Level 24 1x Infantry Level 24 4x Archers Level 22 2x Mortars Level 22 2x Catapults Level 22 Enemies: 4x Orc Infantry Level 24 4x Dark Knights Level 24 Infinite Orc Infantry Level 24 Concentrate each of your troops on a different enemy to conserve your allies health. Eventually, unless you do it, an ally will move south to target the wall, attracting the attention of the Dark Knights guarding the wall. Let them attack whatever ally it is, and concentrate your ranged units on this, backed up with healing or offensive spells. Until the walls collapse, Orc Infantry will appear from the East woods. Your allies will likely engage these. help them if needed. Heal the Mortars engaging the walls. If there are no immediate targets, shoot the walls with your Catapults. Once the outer walls have collapsed, you will see a cutscene featuring Leinhart. If the glitch has occured, then Gerald will engage Leinhart in combat at the break in the Outer Wall. Otherwise, the enemies that appear are like this: ############# Second Battle ############# Allies: Whatever remains Enemies: 1x Leinhart Level 99 2x Dark Knights Level 24 6x Orc Infantry Level. 22 2x Orc Ghouls Level 21 Engage the Ghouls. Leinhart and Gerald will fight and become invincible. After half the enemies (or half combined health is lost) while, more enemy will turn up. ##################### Second Battle (cont.) ##################### Allies: Whatever remains Enemies: Whatever remains 1x Leinhart Level 99 2x Dark Knights Level 24 4x Orc Infantry Level. 22 3x Dark Archers Level 18 Enage the Archers. Then take on the other units. once everyone bar Leinhart is dead, you will be told that Gerald needs help. Run and heal Gerald, then get into melee. Gerald will fall, and Leinhart will have a few remarks about his fighting ability and Ellen. He then withdraws. ___ OR: ___ If the glitch has occured, get Ellen down to help the Mortar in the SE corner. It is usually attacked by a Dark Knight troop, so if you save it, then you can still continue with the mission. The Mortar will destroy the wall, then you can heal Gerald and fight Leinhart as usual. If the Mortar is not saved, then you are screwed, as the allied catapults all get stuck in combat with Leinhart and die. You then see a cutscene with Gerald, Rupert and Ellen, wondering why Leinhart withdrew from the battle. The screen fades to black, and it seems that Ellen and Gerald have a baby. How touching. You have now unlocked Rupert's Campaign. Save your game to replay any level with your improved abilities. ________________________________________________________________________________ 2) Leinhart's Campaign [L] -------- Leinhart -------- Leinhart has a very difficult first mission when compared to the rest of his camapign. Another problem is the large level of Orcs and Dark Elves that you fight, meaning you can get confused in combat. He gets a level 15 Infantry troop, with a lightning mage and a Dark Elf as officers. Swap the Dark Elf for a Ogre officer, since they deal more damage (I believe), and are generally more impressive then Dark Elves. Quite often I found enemy officers mounted (on horses or boars) so it was quite simple for Leinhart to kill the troop. He also has a level 13 Archer troop and a level 11 Axemen troop. ------ Combos ------ X+X+A+A Launcher Combo A+A Grind Launcher X+X+X Blade Rage B+Y Supersonic Charge Y+(Direction)+Y+Y+Y Bat Assault A+X Ground Assault (Finishing Move) B Phantom Strike ---------- Characters ---------- Darokha Ogre commanding the Darokha tribe Jubal Ogre commanding the Jurai tribe Valdemar Half-vampire King of the Dark Elves. Ruler of Vellond Morene Half-vampire freind? of Leinhart's. Regnier Immortal guardian of the Ancient Heart. ---------------------- Mission 1: Cimitardell [L1] ---------------------- My selection: Leinhart Level 15, Archers Level 13, Axemen Level 11. This is a difficult first mission really. You have to ensure that at least one supply unit (blue squads) reaches the end. Move all units foward along the road. A level 12 Orc Infantry squad will engage you. The supply units pile in, but shouldn't take much damage. After about a quarter health has been lost, the enemy will pull out. Send a scout to follow it, and move all the units slightly foward. Lead the enemy unit back once it has stopped around the first corner of the path. I have found a glitch to occur here. At times, the Orcs did not lose any more health, and kept getting back up, no matter how many times Leinhart knocked them down. Even Blizzard from the Archers did nothing. The solution is to restart the mission. Kill the unit if the glitch does not occur. ############# Second Battle ############# Allies: 4x Orc Supply Unit Level 10 Enemies: 4x Orc Infantry Level 8 2x Orc Riders Level 10 Then move all units to the first corner. Four level 8 Orcs ambush you. Stay away from the NE corner of the path as it is trapped. Keep your Archers out of combat, and heal if necessary. While it can prove difficult with the large number of Orcs (allied or enemy), simply attack the Orcs with the green hair. If you see any Ogres, then these will be the Leader. Eventually two Orc Riders appear. Form up your Axemen with your units behind them. The riders will be quickly wiped out. Then move around the path, staying North as much as possible. At times the vast numbers of level 12 Dirigibles have swooped down and destroyed Leinhart, and they seem to be nearly invincible but staying away from the water should keep you safe. About midway to the next corner, more Orcs will appear. ############ Third Battle ############ Allies: 4x Orc Supply Unit Level 10 Enemies: 2x Orc Infantry Level 10 Kill them, and head to the next corner. ############# Fourth Battle ############# Allies: 4x Orc Supply Unit Level 10 Enemies: 1x Orc Infantry Level 10 1x Orc Axemen Level 10 1x Scorpion level 12 Damage these troops severly, and you will receive Darokhan allies. ##################### Fourth Battle (cont.) ##################### Allies: 4x Orc Supply Unit Level 10 1x Orc Rider Level 10 1x Wyvern Level 20 3x Orc Infantry Level 10 Enemies: Remaining from start of battle 2x Wyvern Level 8 2x Scorpion Level 12 4x Orc Infantry Level 10 The Supply Units move towards the Darokhans. Once there, you get 450 EXP, decreasing if you lost a Supply Unit. Once all units are dead, you have completed the mission. I finished with 1650 EXP, 150 Kills and 15000 Gold. After listening to the talkative Orc, head to the Darokha Village. ----------------------------- Darokha Village (First Visit) ----------------------------- Listen to Leinhart's very accurate imitation of Dark Elves, and head to Operations. Operations: Listen to the Chieftain's spiel, then select Operations again when possible. You now hear how Humans have attacked the Jurai Tribe, and decide to help them. Go to visit the Pub. Barracks: Put Leinhart up to level 20 by investing in Melee. Swap the second Officer out to strip off the levels assigned to her. Upgrade the Archers to level 15 by putting points into Ranged. I bought a Bow of Abundance and Greed for the EXP boost. Strip the Orc Axemen down, and create Orc Axe Riders. Head to the Main Gate. Pub: You learn from Devald that he is an Orc Lich, and that Leinhart hungers for combat. Go to the Barracks to level up. Hire mercenaries and eavesdrop. Main Gate: I advise doing the Unknown mission to the NNE. --------------- Unknown 1 (NNE) [L2] --------------- My selection: Leinhart Level 20, Archers Level 15, Axe Riders Level 18. Use the Orc Axe Riders to charge around creating SP, and use Enrage to heal them. Keep them back from your other two troops so that they do not get into combat. Your enemies might be similar to: Enemies: 5x Dark Fighters Level 17 4x Orc Sappers Level 11 2x Dark Archers Level 11 If you have any trouble, drop the Archers, and put the points into the Riders. I finished with 3000 EXP, 250 Kills, and 50000 Gold. Head back to the Darokha Village. ------------------------------- Darokha Village (Second Visit) ------------------------------- Go to the Barracks to level up. Barracks: Put three points into Frontal to bring the Orc Riders up to level 20. Put the remaining points into Leinhart's Melee. I got him up to level 26, and gave him a Falcat of Curse. His Dark Elf Knights I gave a Sabre of Plenty and a Kite Shield protecting Melee and Range. Outfit your Riders with EXP boosting equipment. I got a Harness of Abundance and a 2H Axe of Iron Will and Plenty to give a bonus 25% EXP. Go to the Main Gate. Main Gate: Head to Woodenshade. ----------- Woodenshade [L3] ----------- My selection: Leinhart Level 26, Archers Level 15, Axe Riders Level 18. This battle is easy, due to the enemy Leaders being mostly identifiable. You will find Elves and Horsemen leading Archers and Infantry, so find the Leaders and kill them for easy battles. Send your Riders East to help out Kinsa. Ride patrols through enemy units. Meanwhile, have your Knights engage the Infantry that appear next to you and have your Archers shoot the nearby Archers. ############ First Battle ############ Enemies: 1x Infantry Level 13 1x Archers Level 17 Head East to help out Kinsa. A good idea is to cast Tree of healing on Kinsa and Kulu to make sure they survive. #################### Second Battle (East) #################### Allies: 1x Kinsa Level 28 2x Orc Infantry level 16 Enemies: 2x Infantry Level 14 1x Heavy Infantry Level 16 1x Longbow Level 16 1x Spearmen Level 15 During this battle, a level 15 Spearmen troop will appear from the SE corner. Make sure you don't get your Riders near them. Once this is over, you will be shown Jubal, but head NW to support Kulu. ################# Third Battle (NW) ################# Allies: 1x Kulu Level 28 1x Orc Infantry Level 12 1x Orc Infantry Level 14 1x Orc Infantry Level 18 Enemies: 2x Infantry Level 14 1x Heavy Infantry Level 16 1x Longbow Level 16 1x Archers Level 13 Once this is done, help Jubal in the NE corner out. ################## Fourth Battle (NE) ################## Allies: 1x Jubal Level 35 2x Orc Infantry level 20 Enemies: 2x Infantry Level 15 3x Archers Level 14 At some point, reinforcements turn up for the humans from the SE. ############ Fifth Battle ############ Allies: Whoevers left Enemies: 1x Spearmen Level 15 1x Heavy Cavalry Level 18 1x Archers Level 17 1x Ballista Level 20 Shoot the Heavy Cavalry down quickly. I would send your Riders to engage the Ballista in HTH to prevent it shooting. If you have problems with the Heavy Cavalry, tail them with your Riders. Once all units are dead, Jubal thanks you. You have completed the mission. I got 4600 EXP, 250 Kills and 25000 Gold. Head to the Jurai Village --------------------------- Jurai Village (First Visit) --------------------------- Head to Operations. Operations: Jubal joins the alliance. A month goes by. Select Operations again, and you will be told that you are going back to Vellond. Head to the Barracks to level up. Barracks: Put Leinhart up to Level 30. Give his Knights protection against Melee and Ranged if you have not already done so. Put the Archers up to level 20 by putting points into Ranged. Level your Riders up with the remaining EXP. I got them to level 25. Make sure everyone has EXP boosting equipment. Head to the Main Gate. Pub: Hire mercenaries and eavesdrop. Main Gate: Jubal gives you a Swamp Mammoth. Unfortunately, you cannot use it for the next mission you embark on, the Unknown mission to the NNE. --------------- Unknown 2 (NNE) [L4] --------------- My selection: Leinhart Level 30, Archers Level 20, Axe Riders Level 25. Again, use the Riders to gain lots of SP by charging through enemies repeatedly. I found the following: Enemies: 5x Paladin Level 21 6x Heavy Infantry Level 12 3x Archers Level 21 1x Catapult Level 18 Beware the Fire Arrows that the Archers will shoot. Though they seem to targtet their own troops, as I found several that were on low health that I just discovered. I got 5500 EXP, 300 Kills and 40000 Gold. Head back to the Jurai Village. ---------------------------- Jurai Village (Second Visit) ---------------------------- Head to the Barracks to level up. Barracks: Put points into Frontal on the Riders, to get them up to 30. They should be at 18 Frontal by now. I then leveled Leinhart up to 33 by putting points into Melee. Swap the points put into Fire on the Archers into Ice. Head to the Main Gate. Main Gate: Head to Lichen Vale. ----------- Lichen Vale [L5] ----------- My selection: Leinhart Level 33, Archers Level 20, Axe Riders Level 30, Swamp Mammoth Level 25. This mission has countless respawns of Ghouls. Casting Blizzard with your Archers should thin the numbers. ############ First Battle ############ Allies 6x Orc Infantry Level 18 1x Dark Archers Level 19 Unlimited Orc Infantry level 18 Enemies: 5x Ghouls Level 19 4x Dark Archers Level 17 Unlimited Ghouls Level 14 Straight away target the Archers with your Swamp Mammoth. Wait till the units are engaged, and concentrate your forces on one flank. Heal with Archers, and have Riders patrolling between the units. Your allies respawn slower then the enemy Ghouls, so watch that you are not overwhelmed. Keep healing your allies. Eventually two units of Dark Elf Cavalry Archers Level 22 appear. Shoot at them with Arhers and keep charging them with your Orc Riders. Eventually they will die, but the Riders prevent them from attacking anyone. Once all units on the board are defeated, it is mission over. I finished with 7400 EXP, 380 Kills and 25000 Gold. Head back to the Jurai Village. --------------------------- Jurai Village (Third Visit) --------------------------- Head to the Barracks to level up. Barracks: As the next mission only allows three units, strip down the Mammoth. Then put Leinhart up to level 40. I then put Archers up to level 27 by putting points into Ranged. Go to the Main Gate. Main Gate: Head back to Lichen Vale, then head on to Glaucus. ------- Glaucus [L6] ------- My selection: Leinhart Level 40, Archers Level 27, Axe Riders Level 30. A Sapper unit is recommended. I say don't bother. It is a waste of a slot, and you are unlikely to have much time to retrieve traps between patrols. if you don't get the message to go to the NE corner after killing the Commander, then you were probably discovered before you found the Commander. I believe that it may be a glitch, as it happened to me twice, that I killed the Commander, and everything else on the map, but allies never turned up, and I couldn't complete the mission. You start off in the NW corner. Detatch a Scout, and send him to the NE corner. Near the river is an Archer level 25 that is patrolling. Keep out of its way until it is gone. Once across the river, head South. The Archer unit will carry on backwards and fowards along the map, so wait till its gone and then move down to the SE corner. Avoid the traps. You may see a Dark Elf Fighter troop as well. Avoid this also. Once at the SE corner, head West until the clearing is revealed. Move West some more, until it states that the Commander is escaping. Don't worry, this means nothing. Now move your other troops to the NE corner. Make sure you evade the patrols, as they make it difficult. Then head South, and avoid the traps you saw earlier. Move to the Commander. ############ First Battle ############ Enemies: 1x Dark Elf Commander Level 33 1x Dark Fighter Level 25 1x Dark Archer Level 25 Easiest way is for Leinhart to kill the Commander. Have your Riders move between troops, and have your Archers attack the other Archers. Once the Commander and guards are dead, you should be told to head back to the NE corner. Run through combat, because there are a large number of troops to face. Once with your allies, attack the enemy. ############# Second Battle ############# Allies: 3x Dark Fighters Level 28 6x Dark Archers Level 28 1x Swamp Mammoth Level 33 Enemies: 2x Ghouls Level 23 3x Dark Fighter Level 25 2x Dark Archers Level 25 Once all are dead, you have completed the mission. I finished with 5300 EXP, 150 kills and 20000 Gold. Head South to the Advance Base 1 ---------------------------- Advance Base 1 (First Visit) ---------------------------- Do not eavesdrop in the Pub in this base as it is a glitch. Head to Operations. Operations: Leinhart interrogates the prisoner, discovering that it is a Dark Elf uprising group known as Kaedes. The prisoner states that the Orc Ghouls are to ruin the Appeasement Plan, while another plan is being set up in Vellond. The prisoner then kills himself. Later, the Jurai Tribe approaches, and Leinhart assures Jubal that he had nothing to do with the Ghouls. Head to the barracks to level up. Barracks: Get the Archers up to level 30. Create a Swamp Mammoth with the remaining EXP. Then head to the Main Gate. Pub: Hire mercenaries. DO NOT EAVESDROP! It is a glitch that causes freezing of the XBOX! Main Gate: I chose to do the NW Unknown mission first. -------------- Unknown 3 (NW) [L7] -------------- My selection: Leinhart Level 40, Archers Level 30, Axe Riders Level 30, Swamp Mammoth Level 25 Usual tactics apply. I found: Enemies: 6x Heavy Infantry Level 32 4x Paladins Level 25 3x Archers Level 16 1x Ballista Level 17 Once all enemies are defeated, the mission is over. I finished with 11200 EXP, 300 Kills and 23000 Gold. Head to the Advance Base 1. ----------------------------- Advance Base 1 (Second Visit) ----------------------------- Do not eavesdrop in the Pub in this base as it is a glitch. Head to the Barracks. Barracks: I put Riding up to 10, and Frontal up to 21 on the Riders to give a total level of 36. I gave the Archers a Ranged of 30, to get them to level 36 also. Then head to the Main Gate. Main Gate: Head to the East Unknown mission. -------------- Unknown 4 (E) [L8] -------------- My selection: Leinhart Level 40, Archers Level 36, Axe Riders Level 36, Swamp Mammoth Level 25 Usual tactics apply. I found: Enemies: 6x Dark Fighters Level 32 5x Ghouls Level 27 2x Dark Archers Level 35 1x Ice Maidens Level 33 Once all enemies are defeated, the mission is over. I finished with 15000 EXP, 320 Kills and 24000 Gold. Head to the Advance Base 1. ---------------------------- Advance Base 1 (Third Visit) ---------------------------- Do not eavesdrop in the Pub in this base as it is a glitch. Head to the Barracks. Barracks: The next mission allows four slots, and no support, so reset the Mammoth to default and create another troop of Archers. You may need to hire a Mercenary. I got mine to level 36 with five points into Fire and the rest in Ranged. The remaining points I put onto Leinhart to get him to level 44. Head to the Main Gate. Main Gate: Head to the Undersand Path mission. -------------- Undersand Path [L9] -------------- My selection: Leinhart Level 44, Archers Level 36, Archers Level 36, Axe Riders Level 36. This can be difficult as the enemies respawn. The objective is to kill the five Chieftains at each extremity of the map. I will go clockwise around the map. There are two main ways to do this: 1) Send a Scout to draw the Chieftain into the centre combat. This may not always work, as the Chieftain may stop, or you may draw his guard out instead. The respawning enemies also have a tendancy to kill the Scout. This is time consuming, and your mission is limited by Jubal's health. 2) Fight as usual aginst every force you face. This is recommended to maximise your EXP. Hint: The Chieftain of each group is different to the Orcs that he leads. I have included a description of what each looks like to speed your battle up. ###### Centre ###### Allies: 1x Jubal Level 37 2x Orc Heavy Infantry Level 35 3x Orc Infantry Level 28 2x Dark Elf Archers Level 28 Enemies: 4x Orc Infantry Level 28 Infinite Respawns Going clockwise: ################# First Battle (NE) ################# Enemies: 1x Tribal Chieftain Level 33 1x Thunder Rhino Level 26 1x Wyvern Level 31 Chieftain has no armour. ################# Second Battle (E) ################# Enemies: 1x Tribal Chieftain Level 33 1x Flame Wraith Level 30 1x Wyvern Level 31 Chieftain is an Ogre. ################ Third Battle (S) ################ Enemies: 1x Tribal Chieftain Level 33 1x Thunder Rhino Level 29 1x Wyvern Level 31 Chieftain has black armour. ################## Fourth Battle (SW) ################## Enemies: 1x Tribal Chieftain Level 33 1x Earth Golem Level 29 1x Wyvern Level 31 Chieftain is an Ogre. ################ Fifth Battle (W) ################ Enemies: 1x Tribal Chieftain Level 33 1x Flame Wraith Level 26 1x Wyvern Level 31 Chieftain wears black armour. Kill all five Chieftains and you have completed the mission. I finished with 23000 EXP, 380 Kills and 52000 Gold. Head to the Darokha Village. ----------------------------- Darokha Village (Third Visit) ----------------------------- After the initial spiel, Leinhart decides to return to Arein. Head to the Barracks to level up. Operations: "We'd better take shelter in Arein for now." Barracks: Put Leinhart up to level 50. This is a good level for him for the rest of the game. Put enough points into Ranged to get one set of Archers up to level 40. Put points into Frontal to get Riders up to level 40 also. Put points into a Swamp Mammoth to get to level 30. Save the rest of your EXP for now. I suggest doing the Unknown mission first. The mission after allows two units other than Leinhart (Archers and Riders) and two Support units (Swamp Mammoth). I suggest you use the EXP from the next mission to get a Dirigible. head to the Main Gate. Pub: Eavesdrop and hire soldiers. Main Gate: Head to the Unknown mission. --------------- Unknown 5 (SSE) [L10] --------------- My selection: Leinhart Level 50, Archers Level 40, Axe Riders Level 40, Swamp Mammoth Level 30 Usual tactics apply. I found the following: Enemies: 7x Heavy Infantry Level 33 5x Ghoul Level 21 2x Ice Maiden Level 36 4x Dark Archers Level 23 3x Wyverns Level 32 This can be difficult due to the large number of Wyverns, but you should be able to get through with all living. Despite the fact that you haven't got another troop leveled up, use a Dark Elf Fighter troop to provide healing and as a meat shield if needed. I finished with 19500 EXP, 380 Kills and 35000 Gold. Head to the Darokha Village. ------------------------------ Darokha Village (Fourth Visit) ------------------------------ Head to the Barracks to level up. Barracks: Create a Dirigible. Get it and the Swamp Mammoth to level 35. Put remaining EXP into your Archers (I got to level 44). Then go to the Main Gate. Main Gate: Head to the Colonack mission. -------- Colonack [L11] -------- My selection: Leinhart Level 50, Archers Level 44, Axe Riders Level 40, Swamp Mammoth Level 35, Dirigible Level 35. The objective is to stay alive for as long as possible. After a while, you will be told that the Jurai tribe is coming. Later, the Jurai tribe arrives, and you have to flee. Immediately place traps to the East, South and West of where your troops are ranked up. You are later given zones where you should place them, but you will lose time by waiting. Once the timer runs out, the first enemies appear. Withdraw inside the ring of traps and wait. I suggest putting a Swamp Mammoth at the NW passage, preventing any enemies seeking to pass this way. Allies: 5x Dark Fighters Level 35 4x Dark Archers Level 35 ########## First Wave ########## 6x Orc Infantry Level 31 ########### Second Wave ########### 3x Scorpions Level 33 After this wave appears, Ketol, a level 46 Orc Axe Rider comes from the SE corner. He brings a message of aid from the Jurai tribe. You must now hold out for 400 seconds (6 minutes, 40 seconds). ########## Third Wave ########## 5x Orc Infantry Level 31 ########### Fourth Wave ########### 4x Scorpions Level 33 4x Orc Heavy Infantry Level 31 2x Orc Riders Level 33 ########## Fifth Wave ########## 2x Wyverns Level 33 4x Orc Heavy Infantry Level 31 Leinhart promises gold and warhorses to whoever spots the reinforcements. ########## Sixth Wave ########## 1x Dirigible Level 28 Wow! This is a wave of Wyverns and Dirigibles! Where's the Wyverns? By now about 30 seconds remain. ############ Seventh Wave ############ 1x Darokha Level 49 1x Urukubarr Level 51 4x Orc Heavy Infantry Level 31 2x Orc Infantry Level 31 1x Swamp Mammoth Level 32 Infinite Respawning Orc Heavy Infantry Level 31 At 0 seconds, your allies show up. if you look at your Objectives at the Pause Menu, you should see "Consumed 100 Gold and 2 Warhorses of Leinhart." This is the payment to whoever noticed the reinforcements first. ####### Allies: ####### 1x Jubal Level 49 2x Orc Heavy Infantry Level 31 2x Wyverns Level 33 Straight away head to the SE corner. Put your Dirigible into shooting whatever non-hero unit they can find to build EXP. Definately destroy the Swamp Mammoth. Have the Mammoth stand at the top of the SE passage and shoot any non-hero troop also for this reason. Jubal will be wiped out, but seems to believe that he is strong enough to defeat the combined forces of Darokha and Gorzanik tribes. I believe he is suicidal. I found by leaving my Dirigible at the centre and shooting into a combat, all enemies eventually went to this point, and stood in a mass waiting to be shot. As they have no way to destroy the Dirigible, you are safe. Once the Orcs start coming after Leinhart, head into the flashing zone to complete the mission. Your support units do not have to enter the zone. I got 26000 EXP, the bulk from my support units at the end, 550 Kills and 26000 Gold. Head to Arein ------------------- Arein (First Visit) ------------------- Head to Operations to see "His Majesty." Operations: The King is displeased with how his plans for Hexter have been ruined. He suspends his Appeasement Plan, and Leinhart declares that he will personally defend Arein from the invading Hironeidens. Go to the Pub to talk to Morene. Barracks: First of all, strip down the Sappers. Create another Orc Axe Rider troop, and boost all troops up equally, except for the Dirigible, as it dies too swiftly to warrant the EXP. Then head to the Main Gate Pub: Morene tells you about the large amount of Catapults that are being brought to assault Arein. Head to the Barracks to level up. Main Gate: There are two Unknown missions. I did the NNE mission first. --------------- Unknown 6 (NNE) [L12] --------------- My selection: Leinhart Level 50, Archers Level 44, Axe Riders Level 42, Axe Riders Level 42, Swamp Mammoth Level 40, Dirigible Level 35. Usual tactics apply. I found: Enemies: 7x Dark Knights Level 29 3x Axemen Level 33 4x Dark Archers Level 23 3x Wyverns Level 24 2x Earth Golems Level 18 Once all enemies are defeated, the mission is over. I finished with 16200 EXP, 335 Kills and 28000 Gold. Head to Arein. -------------------- Arein (Second Visit) -------------------- Head to the Barracks to level up. Barracks: Make sure that your support units are level 40 and your Riders are level 45. Put the remaining into your Archers. Head to the Main Gate. Main Gate: Do the second Unknown mission now. -------------- Unknown 7 (SE) [L13] -------------- My selection: Leinhart Level 50, Archers Level 44, Axe Riders Level 45, Axe Riders Level 45, Swamp Mammoth Level 40, Dirigible Level 40. Usual tactics apply. I found: Enemies: 7x Dark Fighters Level 36 5x Orc Sappers Level 29 3x Dark Archers Level 39 3x Scorpions Level 33 3x Dirigibles Level 29 Once all enemies are defeated, the mission is over. I finished with 21200 EXP, 340 Kills and 35000 Gold. Head to Arein. ------------------- Arein (Third Visit) ------------------- Head to the Barracks to level up. Barracks: Put your Riders up to level 50. Swap your Dirigible for a Swamp Mammoth. You will be facing too many Longbowmen for a Dirigible to be effective. Then head to the Main Gate. Main Gate: Head to the Arein Inner Castle. ------------------ Arein Inner Castle [L14] ------------------ My selection: Leinhart Level 50, Archers Level 44, Axe Riders Level 50, Axe Riders Level 50, Swamp Mammoth Level 40, Swamp Mammoth Level 40. This is the siege of Arein that was Ellen's final mission, as seen from the Dark Legion side. And Leinhart is not level 99! What a pity. ########### First Phase ########### Allies: 2x Dark Fighters Level 35 2x Dark Archers Level 35 Infinite respawning Dark Elf Fighters Level 28 Enemies: 2x Paladins Level 35 4x Heavy Infantry Level 35 4x Longbowmen Level 35 4x Catapults Level 35 Infinite respawning Heavy Infantry Level 35 Put a Swamp Mammoth on the most West Catapult. Put the second Mammoth on the next most West Catapult. Have one group of Orc Riders moving between these two Catapults, and have your other Riders moving between the two East most Catapults. Put Leinhart into combat with the Longbowmen, and have your Archers support him. As each Catapult is destroyed, or a wall falls, you are warned. Once all four Catapults are destroyed, the next phase begins. ############ Second Phase ############ Allies: Remaining forces Infinite respawning Dark Fighters Level 28 Enemies: 1x Gerald Level 35 4x Heavy Infantry Level 35 Infinite respawning Heavy Infantry Level 35 Gerald will seek Leinhart out and get in combat. Have your other units concentrate on the other enemies. Have your Archers heal Leinhart as he requires. Gerald himself is invincible, though his squad may be weakened. Once Gerald has finished his prattle, then the enemy siege equipment arrives. ########### Third Phase ########### Allies: Remaining forces Infinite respawning Dark Fighters Level 28 Enemies: 1x Gerald Level 35 Remaining forces 4x Longbowmen Level 35 4x Mortars Level 35 Destroy the Mortars first with your Swamp Mammoths to prevent them from wiping the Swamp Mammoths out. Have Leinhart kill Gerald, then engage the Longbowmen. Have the Riders attacking the siege equipment. Eventually Morene (Level 32) will appear. Get Leinhart over to her, and she will reveal that all forces are to retreat. She will then assist you in destroying the remaining enemy forces. Once all enemies are dead, you have completed the mission. I finished with 20000 EXP, 340 Kills and 45000 Gold. Head to the Advance Base. -------------- Advance Base 2 -------------- Head to Operations. Operations: The King reveals that he has decided to concentrate his efforts on Hexter. Leinhart is quite annoyed about Arein being given up, and is appointed Inspector to watch Regnier's progress in Hexter. Head to the Pub. Barracks: For the next mission, you will want Archers. Have two units of Archers, and some Cavalry Archers. Have one Swamp Mammoth, and get Wyverns as well. Give everything HP/SP/Recovery boosting equipment, as the next mission is Leinhart's last. I finished with level 50: Leinhart, Archers, Archers; level 45 Wyverns, Cavalry Archers; level 40 Swamp Mammoth. Head to the Main Gate. Pub: Morene reveals that she knew of Leinhart's "demotion." She then tells you that Regnier has already left. Main Gate: Head to Colonock. -------- Colonock -------- Regnier reveals his rather ambitious plan to take Hexter within two months. Time fast-fowards a month. You are then at Hexter's Heartland. ------------------ Hexter's Heartland [L15] ------------------ My selection: Leinhart Level 50, Archers Level 50, Archers Level 50, Cavalry Archers Level 45, Swamp Mammoth Level 40, Wyverns Level 45. This is the final mission for Leinhart. If you decide you do not like this setup of troops, then exit to the World Map to find an Advance Base to the NE. The objective is to wipe out as many aerial support units as possible. This is why you have three Archer units. A bar will appear in the lower SE corner, which decreases the more aerial units you shoot down. ###### Battle ###### Allies: 1x Regnier Level 55 8x Dark Knights Level 45 8x Dark Archers Level 35 Enemies: 1x Orc Riders Level 45 Infinite Scorpions Level 45 Infinte Orc Infantry Level 45 Infinte Shaman Level 45 Infinite Wyverns Level 45 Infinite Dirigibles Level 35 This mission can be over in five minutes by shooting all the aerial units that you can. Have Leinhart moving around in combats where the enemy are attacking Archers. Have your two Archers stand at the middle of the map and shoot. Your Cavalry Archers should move to where they are needed most. Due to their speed, they can swiftly move to their objective. Keep healing your allies, and it should be a simple matter to wipe out the required amount of flying creatures. Once the bar is empty, Devald will state that the flyers have stopped. You have about 30 seconds remaining, so don't let Leinhart die now. Pull everyone back. Urukubarr will appear. You then see a cutscene where Regnier attacks Urukubarr. While you don't actually see it, Regnier defeats Urukubarr. The scene then shifts, and Regnier and Leinhart overlook the Holy Ground. Leinhart swears fealty to Regnier. This mission sets the scene for Leinhart and Urukubarr both being the officers seen in The Crusaders for Regnier. Save your game to be able to replay any of Leinhart's missions. You have now unlocked Rupert's and Cirith's Campaigns. ________________________________________________________________________________ 3) Walter's Campaign [W] ------ Walter ------ Walter is an average hero in terms of power and speeed. His specials are modest in damage, but his normal attack (X+X+X) excels in combat. His strong attack deals too little damage and is too concentrated for my liking. He gets a level 20 Heavy Infantry troop, which should be upgraded to Knights, a level 17 Cavalry troop and a level 19 Longbow troop. His officers play no part in the story, and he should have both a healer and an offensive officer in his troop. ------ Combos ------ A+A+(Direction)+Y Divine Smash A+A+Y Divine Pummel A+X R.I.P (Finishing Move) X+X+X+Y Divine Fury X+X+X+(Direction)+Y Divine Strike (Direction)+Y Charging Smash Y Holy Explosion X+X+A+Y Eradicator B (Before hit) Divine Smite B (After hit) Shield Revenge ---------- Characters ---------- Justino Friend of Walter's. Part of the Patraichal Guard. Patriach Ruler of the Ecclesians Kendal Commander in charge of reclaiming the Holy Ground. Thomas Walter's son. Rithrin Kaedes member who knows the location of the Ancient Heart. Regnier Immortal guardian of the Ancient Heart Encablossa Being that brings about the end of the world. ----------- Greyhampton [W1] ----------- The Oracle speaks to the Patriach and Walter, telling them to do God's bidding. The scene shifts, with Walter meeting Rithrin, of the Kaedes, an underground resistance movement of Dark Elves. A Hironeiden soldier sees the meeting, and reports it to the guard camps. Justino talks Walter into killing the human forces nearby. There are two Guard Camps. ########## South Camp ########## Allies: 1x Justino Level 17 Enemies: 1x Infantry Level 17 1x Spearmen Level 17 1x Archers Level 18 Have Walter engage in melee, with Archers supporting. The Cavalry should target the enemy Archers. This should be an easy fight. Make sure to burn the Camp with Fire Arrows. ########## North Camp ########## Allies: 1x Justino Level 17 Enemies: 2x Infantry Level 19 1x Archers Level 18 2x Infantry Level 14 The lower leveled Infantry will come from the North and South, so make sure to protect your Archers from melee. Send Walter through to get the Archers, and have your Cavalry make the rounds. Make sure to burn the Camp with Fire Arrows. Now you have to burn the town (Greyhampton) to the NE. On the way to the town, you will face militia. ############ Third Battle ############ Allies: 1x Justino Level 17 Enemies: 7x Peasant Infantry Level 10 6x Peasant Spearmen Level 10 Peasants die quickly, so this should be over fast. Just ensure that your Archers aren't attacked, and that your Cavalry aren't speared. Afterwards, move your Cavalry to the SW corner, and move your Archers to the town, and fire the zones highlighted. Every three consecutive zones burnt will release: ################ Battles 4, 5 & 6 ################ 3x Peasants Level 3 3x Peasant Infantry Level 10 3x Peasant Spearmen Level 10 Take out the level 3 Peasants first. If these escape, then you fail the mission. Have your Cavalry attack any who get away. Clean up the higher leveled troops, then burn some more zones. Once all zones are destroyed, and all Peasants dead, you have completed the mission. I got 7100 EXP, 835 Kills and 23000 Gold. Head to the Advance Base. -------------- Advance Base 1 -------------- Head to Operations. Operations: Walter is appointed Captain. Later, a soldier that had spoken out against the killings had hung himself. Head to the Main Gate. Main Gate: Head to Ecclesia. -------- Ecclesia -------- Head to Operations. Operations: The Patriach decides to begin a Crusade, with Kendal in charge. Justino is troubled about something. Head to the Pub. Barracks: There are two Unknown missions, so prepare for them by upgrading and leveling Walter's troop to Knights, Cavalry to Heavy Cavalry, Archers to Longbowmen, and hiring another troop to fill out the slots available. I made this last troop Knights. I also hired a Mage, and gave him Holy and put him in Walter's troop. You may want to strip down the Officers to get some EXP. My Officers were level 23, with Fire and Holy. The other troops I made level 20. Head to the Main Gate. Pub: Walter talks to his son, Thomas, and Kendal. He also asks Kendal to take Thomas along on the Crusade. Three months pass. Walter is ordered to move for the Holy Ground. You can visit the Barracks now. Main Gate: You are transported to the Altar of Destruction. Do not enter the battle. instead, head to the Advance Base. ---------------------------- Advance Base 2 (First Visit) ---------------------------- Level up here if you haven't done so already. Then head to the Main Gate. Main Gate: I did the West Unknown mission first. ---------------- Unknown 1 (West) [W2] ---------------- My selection: Walter Level 25, Knights Level 20, Heavy Cavalry Level 20, Longbowmen Level 20 Enemies: 5x Dark Knights Level 13 5x Orc Sappers Level 12 3x Dark Archers Level 15 1x Ice Maiden Level 19 2x Dirigible Level 19 I got 4300 EXP, 285 Kills and 50800 Gold. Head to the Advance Base. ----------------------------- Advance Base 2 (Second Visit) ----------------------------- Head to the Barracks to level up. Barracks: I put Walter up to level 30, and the Cavalry up to level 24. Head to the Main Gate. Main Gate: Do the East Unknown mission next. ---------------- Unknown 2 (East) [W3] ---------------- My selection: Walter Level 30, Knights Level 20, Heavy Cavalry Level 24, Longbowmen Level 20 Enemies: 5x Ghouls Level 20 5x Orc Infantry Level 12 3x Dark Archers Level 17 1x Ice Maiden Level 24 2x Dirigible Level 16 I got 6000 EXP, 275 Kills and 30800 Gold. Head to the Advance Base. ---------------------------- Advance Base 2 (Third Visit) ---------------------------- Head to the Barracks to level up. Barracks: The next mission allows one choice, so strip off all EXP from your Longbowmen and Knights. Upgrade the spells of the Officers to maximum, then put the Cavalry to level 30. The remaining EXP should go onto Walter. Head to the Main Gate. Main Gate: Do the Altar of Destruction mission. -------------------- Altar of Destruction [W4] -------------------- My selection: Walter Level 34, Heavy Cavalry Level 30 This is a very difficult mission. The Hironeiden forces respawn from the NE corner. Dark Legion forces arrive from the NE corner as well, but are separated from the humans by a rock wall. The centre is a large battle that moves steadily towards the Hironeiden respawn point. The objective is to get to the mid-west point, exposing Rithrin, a Dark Elf with a poor sense of direction, a tendancy to walk into walls, and a suicidal instinct to charge into mass melees and Mammoths. I like Heavy Cavalry for this mission, due to the SP they rack up, and damage that they can cause against the melees. Walter should be in a spellcaster mode, using the SP gained from the Cavalry. ############## Central Battle ############## Allies: 1x Justino Level 20 Infantry Level 14 Heavy Infantry Level 21 Spearmen Level 16 Paladins Level 18 Archers Level 12 Catapult Level 16 Enemies: Dark Fighter Level 21 Orc Infantry Level 18 Dark Archers Level 21 Scorpions Level 20 Swamp Mammoth Level 26 To begin with, send your Cavalry through to gain SP. Have Walter use Meteor to destroy the enemy. You will want to force the enemy back so that you can get to Rithrin easily, without having to fight through enemies. Once a Swamp Mammoth appears, you will have to Meteor it, or hope that the Catapult takes it out quickly. But generally, the appearance of a Mammoth means your allies are screwed. The Dark Elves heal it, so you cannot usually hurt it fast enough. Head to Rithrin. He is in the NW most passage. No Dark Elves will come through this passage. A cutscene will show him exchanging pleasantries as insults. He agrees to show you the location of the Ancient Heart. You now have a level 21 Dark Fighter/Knight troop that will follow you. He loses health easily, and will attack anything remotely close. Send your Cavalry to the location of the Ancient Heart while Walter remains where he is. They will find: ############# Ancient Heart ############# Enemies: 4x Flame Wraiths Level 23 Elementals are weak vs Frontal, so Cavalry are effective against them. Try to evade their Meteor spells. As you will likely get injured from arrows, then Meteor, the easiest way is to let the Dark Legion push past the entrance to the Ancient Heart, as this will limit the damage done to the Cavalry. Remember, you don't get EXP from dead units. Constantly go back for healing. It is no use if your Cavalry lose their effectivenenss. Once the Elementals are dead, slowly bring Walter to the Ancient Heart. Try to Meteor any enemies that might attack Rithrin. He may for some reason decide to attack in the wrong direction, or get caught up on the wall and decimated by Archers. Once, he did a suicidal charge on a Mammoth. I cried for weeks. Get him to the Ancient Heart, and the Patriach appears. Walter then kills Rithrin. Mission complete. I got 13000 EXP (Walter didn't kill enough), 480 Kills and 60000 Gold. About 250 kills each would guarantee full EXP. Head to the Advance Base. ----------------------------- Advance Base 1 (Fourth Visit) ----------------------------- Kendal has taken the Holy Ground. Head to the Main Gate. Main Gate: You are automatically transported to Essex Forest. ------------ Essex Forest ------------ The Patriach does not feel well, and snaps at Walter. Hmmm, some corruption? Head to Jungsberg. ----------------------- Jungsberg (First Visit) ----------------------- Head to Operations. Operations: The Patriach has decided to study the Ancient Heart, and decides to go to Ecclesia. Walter is unhappy against going against the will of the Oracle. Head to the Pub. Barracks: There is an Unknown mission next. You should have a hefty amount of EXP to spend. Take three other troops and a support. I had Longbowmen (level 25), Mortars (level 28), Paladins (level 30) and a Bomber Wing (level 30). Head to the Main Gate. Pub: Justino suggests that the Patriach may have been corrupted by the Ancient Heart. Walter tells him not to speak such sacrilege. Head to the Barracks to level up. Main Gate: Head to the SE Unknown mission. -------------- Unknown 3 (SE) [W5] -------------- My selection: Walter Level 30, Paladins Level 30, Longbowmen Level 25, Mortars Level 28, Bomber Wing Level 30 Enemies: 6x Orc Infantry Level 19 5x Orc Sappers Level 28 3x Dark Archers Level 19 1x Flame Wraiths Level 26 2x Dirigible Level 22 I got 9400 EXP, 290 Kills and 22300 Gold. Head to Jungsberg. ------------------------ Jungsberg (Second Visit) ------------------------ Head to the Main Gate. You do not actually need to level up. The game gives easy enemies for these Unknown missions. Main Gate: Head to the next Unknown mission. ------------- Unknown 4 (S) [W6] ------------- My selection: Walter Level 30, Paladins Level 30, Longbowmen Level 25, Mortars Level 28, Bomber Wing Level 30 Enemies: 6x Orc Heavy Infantry Level 21 5x Orc Sappers Level 21 3x Dark Archers Level 16 1x Thunder Rhino Level 19 2x Dirigible Level 17 I got 8100 EXP, 290 Kills and 20100 Gold. Head to Jungsberg. ----------------------- Jungsberg (Third Visit) ----------------------- Head to the Barracks to level up. Barracks: The next mission is difficult. Put Walter up to level 40, the others to level 30, and the Paladins get the remaining EXP. Head to the Main Gate. Main Gate: Head to the Brimstone mission. ------------- Brimstone (1) [W7] ------------- My selection: Walter Level 40, Paladins Level 34, Longbowmen Level 30, Mortars Level 30, Bomber Wing Level 30 I do not think that one troop of Riders is sufficient to waste a slot on Spearmen. This is just my thoughts on the matter. I can easily defeat Riders with the troops I used. This is difficult. You face Dark Legion, then Regnier himself, and finally the Patriachal forces. You start off surrounded by enemies. An Infantry troop will probably attack Walter, and another will attack your ranged units. ############ First Battle ############ Allies: 1x Patriach Level 30 2x Knights Level 27 1x Paladins Level 28 2x Longbowmen Levels 26-28 Enemies: 2x Orc Infantry Level 24-25 2x Orc Heavy Infantry Level 26 2x Ghouls Levels 24-25 1x Orc Axemen Level 25 2x Dark Archers Levels 24-26 1x Dirigible Level 25 1x Orc Riders Level 25 Make sure you have a troop standing by to heal the Patriach. You will face him later on, so let him lose about half health to make it easier later on. The same goes for his other troops. The Dirigible is taken apart quickly by allies. The Patriach runs away alot. The Riders come along late in the battle. They will focus on the Patriach, so put your Bomber Wing onto them. Once all other troops are dead, concentrate your troops on the Riders. After destroying them, head along the path to the SW corner. You will be ambushed here. ############# Second Battle ############# Allies: 1x Patriach Level 30 Whatever remains Enemies: 2x Orc Infantry Levels 24-26 1x Ghoul Level 25 1x Dark Archer Level 24 An easy fight. I advise sending your troops other than Walter to the end (NW corner). Walter's presence would start the next fight. Having your troops there will prevent later scramblings to get your ranged troops out of melee. Have your second melee troop in front to take on any others in melee. Once this is done, bring Walter to the NW corner. About the middle of the map... ############ Third Battle ############ Allies: 1x Patriach Level 30 Whatever remains Enemies: 1x Regnier Level 33 1x Orc Infantry Levels 24 3x Orc Heavy Infantry Levels 25-26 1x Orc Axemen Levels 25 1x Ghoul Level 25 1x Dark Archer Level 25 1x Dirigible Level 25 Regnier is not around to begin with. Two melee troops will come from the West, so block with your Paladins, then blow them away with ranged units. Then head steadily East, against whatever you come up against. Walter should remove the Archer troop first. Leave the allies to die, or at least get seriously damaged. Heal the Patriach. Regnier will emerge from the South. He will head for the Patriach. Try to intercept him. After Walter says that he will deal with Regnier, you should be able to halt him. At this point you both become invincible. Build your SP up quickly by smashing Regnier. The screen fades to black. The Patriach uses the power of the Ancient Heart to command Regnier to leave. Regnier's forces will then retreat. After a few moments, another cutscene will start, with the Patriach revealing his plans to use Regnier to unite Bersia under the Patriach's rule. Walter speaks out against going against the Oracle's will, and is subjected to a tantrum from the Patriach. Once you regain control, pull all forces back to the SE corner. Once there, engage the Longbowmen, then send the Bomber Wing after the Mortars. Destroying the ranged enemies will amke the melee fights a lot easier. Kill all the enemies, then go after the Patriach. Kill the squad to capture him and end the mission. I got 12500 EXP, 340 Kills and 27000 Gold. Head to the Advance Base. ---------------------------- Advance Base 2 (First Visit) ---------------------------- Head to Operations. Operations: Justino tells you that you have done the right thing. Walter justifies all his actions as having been done for God. Head to the Barracks. Barracks: I put Walter to level 45 and the Paladins got the remaining EXP. Head to the Main Gate. Main Gate: I did the NW Unknown mission first. -------------- Unknown 5 (NW) [W8] -------------- My selection: Walter Level 40, Paladins Level 34, Longbowmen Level 30, Mortars Level 30, Bomber Wing Level 30 Enemies: 7x Heavy Infantry Level 23 5x Sappers Level 29 1x Thunder Rhino Level 19 3x Archers Level 16 2x Storm Riders Level 25 I got 10200 EXP, 295 Kills and 19000 Gold. Head to the next Unknown mission via the Advance Base. ---------------- Unknown 6 (East) [W9] ---------------- My selection: Walter Level 40, Paladins Level 34, Longbowmen Level 30, Mortars Level 30, Bomber Wing Level 30 Enemies: 7x Dark Knights Level 20 5x Orc Infantry Level 32 1x Ice Maidens Level 27 3x Dark Archers Level 32 2x Dirigibles Level 23 I got 12700 EXP, 295 Kills and 23000 Gold. Head to the Advance Base. ---------------------------- Advance Base 2 (Third Visit) ---------------------------- Head to the Barracks to level up. Barracks: The next mission will suit your troops fine. You can swap your Paladins for some ranged troop if you wish. I didn't. Put the Paladins to level 40, and spread the remaining EXP over ranged troops. Head to the Main Gate. Main Gate: Brimstone next. ------------- Brimstone (2) [W10] ------------- My selection: Walter Level 45, Paladins Level 40, Longbowmen Level 40, Mortars Level 40, Bomber Wing Level 30 ############ First Battle ############ Allies: 1x Knights Level 35 1x Paladins Level 38 1x Heavy Infantry Level 36 3x Longbowmen Level 38 Enemies: 2x Knights Level 35 2x Heavy Infantry Level 33 1x Spearmen Level 34 1x Longbowmen Level 34 1x Heavy Cavalry Level 35 Try to conserve as much of your allies as possible. Attack the enemy Longbowmen first, then mop up the melee units. The Cavalry will turn up late into this skirmish, and can be dealt with easily by the ranged troops and Bomber Wing. Now there are several skirmishes going on around the map. I advise doing them in the following order. ######### NW Corner ######### Allies: 1x Knights Level 37 1x Mortar Level 32 Enemies: 1x Paladins Level 35 1x Heavy Infantry Level 34 1x Spearmen Level 34 Free the Mortars first. You can send your Bomber Wing into this combat at the start of the battle. ############# Central South ############# Enemies: 2x Knight Level 35 1x Heavy Infantry Level 33 1x Spearmen Level 34 This group may attack you while you are fighting in the SW corner. ###### Centre ###### Enemies: 1x Paladins Level 35 1x Longbowmen Level 34 1x Mortars Level 34 1x Ballista Level 34 Deal with this once you have a few allies in melee to tie up the ranged troops. They can do a lot of damage if you do not get in melee with all of them. ######### NE Corner ######### 2x Knights Level 38 1x Paladins Level 38 1x Heavy Infantry Level 39 1x Longbowmen Level 42 Enemies: 2x Knights Levels 33-34 1x Paladins Level 33 2x Heavy Infantry Levels 33-34 1x Longbowmen Level 34 1x Mortars Level 33 1x Heavy Cavalry Level 35 This should be the last place that you should attack. By then you will have several allies. Get the Mortars and Longbowmen first, then the melee enemies. The Cavalry will show up when you get here, so deal with them with your ranged units. Your Bomber Wing should attack only when the Longbowmen are engaged in melee. Kill all enemies, and the mission will be complete. I got 16500 EXP, 270 Kills and 22000 Gold. Head to the Advance Base. ----------------------------- Advance Base 2 (Fourth Visit) ----------------------------- Head to the Barracks to level up. Barracks: The next mission is the last. Put SP/Health/Regeneration equipment on your troops. You can have 2 Support Choices. I advise against even having one. There are too many trees to have Storm Riders, and their are respawning Strom Riders, Wyverns and Archers, so your flyers will be quickly overwhelmed. I would use the EXP to level Walter up to level 50, and the Paladins to level 45. Head to the Main Gate. Main Gate: Altar of Nowart next, passing over Brimstone. --------------- Altar of Nowart [W11] --------------- My selection: Walter Level 50, Paladins Level 45, Longbowmen Level 40, Mortars Level 40 This map is annoying. You have to rescue Justino before he is wiped out, then hide in the woods from the flyers until Kendal shows up. Too many times have I been destroyed before Kendal turns up, or picked apart by flyers as I seek Kendal out. This is a frustrating map. ######### SE Battle ######### Allies: 4x Infantry Level 29 4x Archers Level 33 Enemies: 4x Orc Infantry Level 32 2x Scorpions LeEvel 35 1x Dark Archer Level 37 1x Wyvern Level 37 ######### NW Battle ######### Allies: 1x Justino Level 47 4x Patriachal Guard (Melee) Level 42 2x Patriachal Guard (Ranged) Level 42 Enemies: 6x Orc Infantry Level 32 1x Scorpion Level 35 2x Dark Archers Level 37 1x Wyvern Level 37 Ignore the SE battle for now. Once they have been engaged, head North along the Eastern edge of the map, then swing West to Justino. Once you get near him, a dialogue will begin. He now counts as being rescued. Attack the Archers and Scorpions first, then mop up the melee troops. Once these are done, head to the SE battle. Walter will give a rousing speech. Now it gets very difficult. Immediately get into the woods. You will face the following: ########### Last Battle ########### Allies: Whatever remains Enemies: 1x Kendal Level 47 Infantry Level 29 Archer Level 33 Storm Rider Level 33 Orc Infantry Level 32 Scorpion Level 35 Dark Archer Level 37 Wyvern Level 37 Expect to get seriously hurt. You may lose entire troops. Justino is killed quickly. The Humans and Dark Legion will attack each other and you. From the East spawns Dark LEgion forces. From the South spawns Human forces. I find that the SE corner has very little enemies going near. After about 5 minutes, Kendal arrives. Now you must get down to him. Try to stay under trees, and avoid combat if possible. You might want to sacrifice a unit to hold enemies up. Once you get Walter to Kendal, and wait a few moments, the mission is complete. Walter tells Kendal what has happened, then hears that the Patriach has got to the Dungeon. An FMV begins, showing a Paladin smashing the Ancient Heart. Encablossa is awakened. The Oracle was sent by Encablossa to have the Ancient Heart smashed. You then see soldiers getting sucked towards Encablossa, and mutants being spawned. This is also seen in Morene's Camapign. Walter then hears Kendal. It seems that both were sucked into Encablossa, and have been held there for 30 years. Skip/Watch the credits, and save your game to be able to replay Walter's missions. ________________________________________________________________________________ 4) Rupert's Campaign [R] ------ Rupert ------ Rupert is a slow moving hero, but deals massive damage and can regain SP really quickly in combat. Keep a curing mage and an offensive mage as his officers. They will be quite useful. He originally gets a level 10 Infantry troop, which should upgrade to Knights quickly. Give EXP boosters to this troop. His campaign is humourous. Even his armour makes fun of Rupert's size. And when he gets to the Dwarf village... ------ Combos ------ A+(Direction)+A Super Double Swing X+X+B Quick Tackle X+X+A+(DIrection)+A Swing Combo (Direction)+B Full Power Tackle Y Grand Launcher Y (Hold) Grand Slammer A+X Stay Down (Finishing Move) X+X+X+A Hammer Time A+(Pause)+A (Rapidly Tap) Whirlwind A note on Whirlwind: Press A once. As Rupert nears the end of the swing, rapidly tap A to get him to whirl around. The Left Thumbstick can control him. After about 5 seconds, rapidly press Y to extend the duration and cause greater damage. ---------- Characters ---------- Gerald Commander of Rupert's division and friend. Ellen Gerald's officer and wife. Paroth Messenger seeking aid from Elves and Dwarves to help Hironeiden. Mr Ben's Daughter Some very pushy woman who has most of the army wanting her as a wife. Dolgahn Leader of the Dwarves. Snowstone Leader of the Elves. --------- Stormdeen [W1] --------- The Greyhampton Massacre forced Hironeiden into the war. They were pushed back to their Capitol. Paroth is a messenger sent out to get aid from Dwarves and Elves. Rupert is his escort. There is friction between these two that creates humourous dialougue. A pity that the Greyhampton Massacre was in fact committed by an ally, Ecclesian forces under the command of Walter. You start off in battle. ############ First Battle ############ Allies: 1x Gerald Level 10 Enemies: 1x Orc Infantry Level 15 This may be a long combat. Use it as practice for Rupert's hammer, Betty. White Button calls healing spells. There is a Fire Mage, Seth, who plays no part in Rupert's Camapign, except for spells. After the battle, head North after Gerald. You will see Orcs in the middle of the map. You cannot go near them at all (invisable walls), so head West. You will be attacked: ############# Second Battle ############# Allies: 1x Gerald Level 10 Enemies: 3x Orc Infantry Level 15 You face one Orc to begin with, while the other two charge you later. The final troop has a Leader on a boar. The othes Leaders are wearing black armour. Concentrate on them to finish it quickly. Then head North. Gerald spots a zone full of traps. You can now create a Scout, so do so, and search for a spot that is wide enoguh to fit Rupert's bulk between traps. I found one to the West of Gerald. Get to the other side of the traps, and Gerald will follow, walking right through the minefield over traps. Head NE to find: ############ Third Battle ############ Allies: 1x Gerald Level 10 Enemies: 2x Scorpions Level 20 You should come against these heading East, so run through the first to get to the second. This will prevent one standing out using Shockwave. Strike the head to kill it. It will take alot of hits due to the high level. Killthe other Scorpion, then head NE again. Once you get there, you will find Dark Elves. At this point, you can head for the exit, which is located now in the centre of the North edge, or fight as many Dark Elves as you can (recommended). Thye will spawn at intervals, so should allow time for you to search and destroy the Leader of each. ############### Optional Battle ############### Allies: 1x Gerald Level 10 Enemies: 2x Dark Fighters Level 20 3x Dark Fighters Level 30 Gerald will tell you repeatedly to leave. After a while, he will pull out, leaving you alone to fight. At this point you will be swiftly overwhelmed, so I advise following Gerald. But if you do defeat all the Dark Elves, then you get bonus EXP (500). I have only managed this when replaying with another character. I got 2200 EXP, 100 Kills and 13000 Gold. Head to Green Hill. ---------- Green Hill [R2] ---------- This can be a frustrating mission. There are multiple traps, lots of enemies, and an annoying end. There are three allies in total: Sappers, Infantry and Archers. All are the remains of Walden's force, who Gerald used as a threat to make Rupert stop hassling Ellen. All troops are either level 15 Orc Infantry or level 15 Dark Archers. Any traps found should be recovered by your Sappers. You start off having to locate the allies nearby. Send a Scout out NE to find an Orc Infantry troop, and lead it to Rupert. Then head directly North to discover Sappers level 10, who will now join you. +200 EXP. Head North, being careful of the traps. You will find an Orc Infantry troop, and a Dark Archer troop. Past them is a level 10 Infantry troop, who will join you. +200 EXP. Now head South. You will come across a Dark Archer at the central South edge. Head East afterwards. You will find a level 10 Archer troop who will join you. +200 EXP. To the North is another Orc Infantry patrol. Past them is the exit. But it is blocked by: ########### Battle (NE) ########### Enemies: 4x Orc Infantry Level 15 1x Dark Archer Level 15 They are too powerful to fight with your force (it can be done, but is difficult). I recommend putting down three traps in a line, then another row behind the first. Position Rupert on the far side. DA Key: OI R=Rupert OI OI=Orc Infantry OI DA=Dark Archer OI T=Trap T T T T T R T Send a Scout out to draw the enemies back over the traps one by one. After the Infantry is dead, Paltor is amazed. Move everything up and assault the Archers. Once they are dead, move everyone into the green circle to complete the mission. I got 3700 EXP, 265 Kills and 20000 Gold. Head to the Advance Base. ---------------------------- Advance Base 1 (First Visit) ---------------------------- Head to the Pub. Operations: Paltor reveals how they will have to lure the pursuers into a trap before continuing onto the Dwarf village. Head to the Barracks to level up. Barracks: There are two Unknown missions next. Give Seth (the mage) another point of Fire to allow him to cast Meteor. Rupert should go to level 20. Make the Sappers into Mortars, and Archers into Longbowmen at level 15 with Holy. I always prefer a second melee troop, so I made the Infantry into Paladins. Head to the Main Gate. Pub: What follows is the men hassling Rupert, who they don't know is listening. There is some fiance story about Rupert and Mr Ben's daughter. Another soldier reckons that the daughter has eyes only for him. Some fool has a poem collection. The one who believes Mr Ben's daughter prefers him over Rupert calls him a simpleton. Eavesdropping may reveal that another soldier believes Mr Ben's daughter is interested in him. Head to Operations. Main Gate: I did the South Unknown mission first. ----------------- Unknown 1 (South) [R3] ----------------- My selection: Rupert Level 20, Paladins Level 21, Mortars Level 22, Longbowmen Level 15 Enemies: 4x Orc Sappers Level 16 5x Dark Knights Level 15 2x Dark Archers Level 18 2x Earth Golems Level 16 I got 4600 EXP, 260 Kills and 17000 Gold. Head to the Advance Base. ----------------------------- Advance Base 1 (Second Visit) ----------------------------- Head to the Barracks to level up. Barracks: I put Rupert to level 25, with the fire mage being put to level 20. The Longbowmen were also put to level 20. Head to the Main Gate. Main Gate: Do the next Unknown mission. ---------------- Unknown 2 (East) [R4] ---------------- My selection: Rupert Level 25, Paladins Level 21, Mortars Level 22, Longbowmen Level 20 Enemies: 5x Orc Sappers Level 20 5x Dark Knights Level 17 3x Dark Archers Level 15 2x Dirigibles Level 22 I got 7000 EXP, 300 Kills and 22000 Gold. Head to the Advance Base. ---------------------------- Advance Base 1 (Third Visit) ---------------------------- Head to the Barracks to level up. Barracks: I put the fire mage to level 26, maxing Fire. All other troops were put to level 25. Any remaining EXP should go to Paroth's Holy skill. Head to the Main Gate. Main Gate: Do the Steel Mounds mission. ------------ Steel Mounds [R5] ------------ My selection: Rupert Level 25, Paladins Level 25, Mortars Level 25, Longbowmen Level 25 This mission is about reaching preset points, and defeating the Dark Legion that appears at each part. Obviously, the enemies will get harder as the mission progresses. You start with Dark LEgion about to appear from behind you. Put Rupert in the SW corner, with the others behind him. ############ First Battle ############ Enemies: 2x Dark Fighters Level 20 1x Dark Knight Level 20 There is a Fighter initially. Finish this up and the remaining 2 troops appear. The next contact point is South Central. Leave all but Rupert in the first clearing. ############# Second Battle ############# Enemies: 1x Dark Fighters Level 20 3x Dark Knight Level 20 1x Dark Archer Level 20 There are two Knights initially. Once the Archers appear, have your remaining troops attack them while Rupert absorbs the melees. The third contact point is to the East again. There will be two spawn points. One is the SE corenr. The other is East Central. I advise keeping your troops along the South edge, which forces the enemy to move further to reach you. ############ Third Battle ############ SE Enemies: 3x Dark Knight Level 20 2x Dark Archer Level 20 East Central Enemies: 1x Orc Infantry Level 20 1x Orc Axemen Level 20 1x Orc Heavy Infantry Level 20 Have your Paladins stand in the second clearing to protect your ranged troops from the Orcs. Rupert should attack the Dark Elves. YOu might want the Mortars to lay down covering fir upon an Archer troop for Rupert. If you are not going after Archers, stay under trees to minimise damage. The last contact point is to the North. Orcs come from the East Central, while Dark Elves come from the NE corner. Send a Scout to trigger the spawns. I would prepare for the East Central. Get Rupert as close as possible to the spawn zone to be on top of enemies when they appear. ############# Fourth Battle ############# NE Enemies: 1x Dark Fighter Level 30 1x Dark Knight Level 30 1x Dark Archer Level 30 East Central Enemies: 1x Orc Infantry Level 30 1x Scorpion Level 25 1x Orc Heavy Infantry Level 30 You get Infantry and Fighters to begin with. The second and final wave produces a Scorpion, but if Rupert is on the spawn zone then it will be in combat, so can't Shockwave. Send your Paladins after the Archers once Rupert has the Knights in combat, and have rnaged troops support the Paladins. The last unit standing will likely be the Archers. I got 11700 EXP, 385 Kills and 21000 Gold. Head to Longdust. ---------------------- Longdust (First Visit) ---------------------- There is a lot of talk, and moving between areas. A lot of drink is also involved. You must first go to the Pub (1). Operations (1): Paroth promises mining rights and concessions. Rupert gets bored, and is told to wait in the Pub. After explaining that he has no money, Dolgahn foolishly gives Rupert unlimited credit. Head to the Pub (2). Operations (2): Dolgahn tells Rupert that Paroth went to find the Elves. Rupert is told to get some more beers. Head to the Pub (3). Operations (3): Dolgahn says that he is going to the Elf Village as well. Head to the Barracks. Barracks: There are two Unknown missions coming up. Prepare for these. I made a Bomber Wing and put Rupert to level 30. With Paroth missing, hire an Elf and give her Holy. I also put the Paladins to level 30. Head to the Main Gate. Pub (1): You have to see Dolgahn in the evening. Paroth explains to Rupert how the Dwarves are all scattered now from the last war. Head to Operations (1). Pub (2): Rupert is given free drinks, and when Paroth calls by later, has soaked up a lot of guild responsibilities. And thats not all that he has soaked up. Rupert looks around later for Paroth. Head to Operations (2). Pub (3): Two days have passed since Paroth left. Head to Operations (3). Main Gate: I did the East Unknown mission first. ---------------- Unknown 3 (East) [R6] ---------------- My selection: Rupert Level 30, Paladins Level 30, Mortars Level 25, Longbowmen Level 25 Enemies: 6x Orc Heavy Infantry Level 20 5x Orc Axemen Level 28 3x Dark Archers Level 23 3x Scorpions Level 18 I got 8000 EXP, 295 Kills and 17000 Gold. Head to Longdust. ----------------------- Longdust (Second Visit) ----------------------- Head to the Barracks to level up. Barracks: I put everyone up to level 30. Rupert got the remainder. Head to the Main Gate. Main Gate: Do the next Unknown mission. -------------- Unknown 4 (SE) [R7] -------------- My selection: Rupert Level 32, Paladins Level 30, Mortars Level 30, Longbowmen Level 30 Enemies: 5x Orc Heavy Infantry Level 20 5x Orc Sappers Level 24 3x Dark Archers Level 20 3x Wyverns Level 17 I got 9100 EXP, 305 Kills and 20000 Gold. Head to Longdust. ---------------------- Longdust (Third Visit) ---------------------- Head to the Barracks to level up. Barracks: The next mission allows no support, so reset your Bomber Wing to default. I then put Rupert up to level 40, Paladins up to level 35, and the remaining on the Mortars. Head to the Main Gate. Main Gate: Go to Blackedmark. ----------- Blackedmark [R8] ----------- My selection: Rupert Level 40, Paladins Level 35, Mortars Level 33, Longbowmen Level 30 The first objective is to find an Elf patrol. Once this is done, you must fight off Dark Legion forces until Snowstone is safe. Send a Scout North. Near the corner, he will uncover Dark Elves, who will actively search for Rupert. ############ First Battle ############ Allies: 1x Dolgahn Level 40 Enemies: 3x Dark Knights Level 20 1x Dark Archer Level 20 This should be a simple fight. Just make sure the Paladins tie up the Archer troop while Rupert handles the melee. Move the Scout to the middle of the North edge. More Dark Elves will appear. ############# Second Battle ############# Allies: 1x Dolgahn Level 40 Enemies: 2x Dark Archer Level 20 1x Wyvern Level 20 Shoot down the Wyverns, engage the Archers in melee. Another simple battle. Send the Scout further East. He will expose: ############ Third Battle ############ Allies: 1x Dolgahn Level 40 Enemies: 1x Dark Knights Level 20 3x Dark Archers Level 20 Engage the Archers, even if it means pushing through the combats with the Knights. Otherwise, this will not be a problem. The Scout should move along the Western edge of the map to find: ############# Fourth Battle ############# Allies: 1x Dolgahn Level 40 Enemies: 2x Dark Knights Level 20 1x Dark Archer Level 20 1x Wyvern Level 20 Engage the Archer troop, while shooting down the Wyverns. Mop up the Knights afterwards. Now the Scout should expose the Rangers near the middle of the map. ############ Fifth Battle ############ Allies: 1x Dolgahn Level 40 1x Elf Ranger Level 30 Enemies: 1x Dark Knights Level 20 A very simple fight. I won't even go into how simple this should be. The Rangers reveal how the Kaedes forces raided the Elf village. Dolgahn promises full support. Now you must deal with the raiders that spawn along the entire South zone. ############ Sixth Battle ############ Allies: 1x Dolgahn Level 40 3x Elf Rangers Level 30 Enemies: 4x Dark Knights Level 20 1x Dark Archer Level 20 1x Wyvern Level 20 Shoot the Wyverns down to help out your allies, who will bear the brunt of the attack. Go after the Archers first. The remaining forces are not much to deal with. Some time passes... 2x Elf Rangers appear, as do Dark Elves. They must be protected (or left do die, but I like EXP). ############## Seventh Battle ############## Allies: 1x Snowstone Level 50 1x Dolgahn Level 40 6x Elf Rangers Enemies: 6x Dark Knights Level 20 5x Dark Archer Level 20 1x Dark Riders Level 20 The Cavalry will almost always end up charging Dolgahn. Mortar them out of existence if not. Aim for the Archers first (as always), and have your Paladins provide healing to allies if needed. Snowstone will appear a few moments into the battle from the West. This will then trigger more reinforcements for the Dark Elves. However, you and your allies are all high levels, so this should be no problem. Kill all of the enemy to finish the mission. I got 15300 EXP, 560 Kills and 31000 Gold. Snowstone talks about the Ancient Heart. It seems that the Elves want the artifact as badly as everyone else that knows about it does. Head to Longdust. ----------------------- Longdust (Fourth Visit) ----------------------- Head to the Pub. Barracks: Put everyone to level 35. Paladins should go to level 40. Max out Paroth's Holy skill after transferring him back to Rupert's troop. Don't forget to strip off the mage that was standing in for Paroth. Head to the Main Gate. Pub: It turns out that the Dwarves and Elves will help out Hironeiden. But the Elves have an unhealthy obseesion with the Ancient Heart that has the Dwarves concerned. Time passes. Some fool mentions Mr Ben's daughter. The soldier who likes poems talks about meeting the poet. And another soldier believes that after Hironeiden is Arein. Head to the Barracks. Main Gate: There are a couple of Unknown missions first. Only one is available at this time though. Head to that. ----------------- Unknown 5 (South) [R9] ----------------- My selection: Rupert Level 40, Paladins Level 40, Mortars Level 35, Longbowmen Level 35 Enemies: 6x Dark Knights Level 25 5x Orc Axemen Level 17 3x Dark Archers Level 24 1x Scorpion Level 29 2x Wyverns Level 23 I got 9800 EXP, 285 Kills and 17000 Gold. Head to the next Unknown mission. You can go back to Longdust and upgrade if you want, then return, but it is not really needed. --------------- Unknown 6 (SSW) [R10] --------------- My selection: Rupert Level 40, Paladins Level 40, Mortars Level 35, Longbowmen Level 35 Enemies: 6x Orc Heavy Infantry Level 27 5x Orc Axemen Level 23 3x Dark Archers Level 28 2x Dirigibles Level 34 1x Flame Wraith Level 31 I got 13500 EXP, 295 Kills and 23000 Gold. Head to Longdust. ---------------------- Longdust (Fifth Visit) ---------------------- Head to the Barracks to level up. Barracks: Make a Bomber Wing. Put everyone else to level 40. Do not level the Bomber Wing past level 30, it might get shot down for a waste of EXP. Any remaining EXP goes to Rupert. Head to the Main Gate. Main Gate: Go to Posterous Green. --------------- Posterous Green [R11] --------------- My selection: Rupert Level 42, Paladins Level 40, Mortars Level 40, Longbowmen Level 40, Bomber Wing Level 30 The objective is to get at least five out of ten Supply Units to the SW corner. You have a timer that counts down the remaining time until the Supply units get to the NE corner, then you must fight off the Dark Legion to let the Supply Units pass. You begin with a battle about to begin. ############ First Battle ############ Allies: 4x Infantry Level 25 2x Archers Level 25 Enemies: 5x Orc Infantry Level 30 1x Axemen Level 30 2x Dark Archers Level 30 Go after the Archers with Rupert, while your others support your allies. This should be a simple fight, but will likely take until the time elapses. 3x Supply Units appear in the NE corner. Have your troops waiting to engage the Dark Legion forces arriving from the SE corner. ############ First Battle ############ Allies: Whatever remains 3x Supply Units Level 10 Enemies: 5x Dark Fighters Level 30 3x Dark Archers Level 30 Go for the leaders, who should be identifiable to end this swiftly. Keep the Supply Units out of combat at all costs. They are too weak. If they are in combat, Meteor, and blow them away with bombs. This should be a simple fight. As each Supply Unit makes it to the end, your troops are healed, and you gain +100 EXP per Supply Unit. So for this run you get a maximum of +300 EXP. Ath the end of the battle, you have 50 seconds to position your troops before the next group arrives. Another three Supply Units arrive in the NE. Dark Legion forces come from the SE. ############# Second Battle ############# Allies: Whatever remains 1x Elf Ranger Level 30 3x Supply Units Level 10 Enemies: 4x Dark Fighter Level 30 1x Orc Axemen Level 30 2x Scorpions Level 30 1x Dark Archer Level 30 1x Orc Rider Level 30 2x Wyvern Level 30 Once the Wyverns are shot down, have your Bomber Wing run the Riders off. Go after the Scorpions when they appear. This should be another simple battle otherwise. As each Supply Unit makes it to the end, your troops are healed, and you gain +100 EXP per Supply Unit. So for this run you get a maximum of +300 EXP. Ath the end of the battle, you have 40 seconds to position your troops before the next group arrives. Four Supply Units now appear in the NE corner. The Dark Legion comes from the SE. ############ Third Battle ############ Allies: Whatever remains 4 Supply Units Level 10 Enemies: 2x Dark Fighter Level 30 5x Orc Infantry Level 30 1x Orc Axemen Level 30 1x Scorpions Level 30 1x Orc Rider Level 30 1x Swamp Mammoth Level 30 The Mammoth is one of the last to arrive. Try to kill as much as you can before it does. The Riders should be bombed to scare them off. Once the Mammoth appears, Rupert tells you to concentrate on the others because the Mammoth is still a way off. I would put the Bomber Wing on to the Mammoth, and have the Mortars use their smallest blast radius (which concentrates the damage more) on the Mammoth. Killing it gives you +100 EXP. Then go back after the Riders if you have not killed them yet. Without the Mammoth, this will be an easy fight. As each Supply Unit makes it to the end, your troops are healed, and you gain +100 EXP per Supply Unit. So for this run you get +400 EXP. Rupert then tells everyone that the drinks are on him, and an objective appears to move to the SW corner. This does not matter, because almost immediately Mission Accomplished appears. I got 19700 EXP, 505 Kills and 29000 Gold. Head to the Advance Base. If you missed either of the previous two Unknown missions, you can do them now. ---------------------------- Advance Base 2 (First Visit) ---------------------------- Head to the Barracks to level up. Barracks: Put Rupert to level 50, and the Paladins should get the rest of the EXP. Head to the Main Gate. Main Gate: Go to the Unknown mission first. -------------- Unknown 7 (SE) [R12] -------------- My selection: Rupert Level 50, Paladins Level 42, Mortars Level 40, Longbowmen Level 40, Bomber Wing Level 30 Enemies: 6x Ghouls Level 23 6x Orc Heavy Infantry Level 23 4x Dark Archers Level 35 2x Earth Golems Level 27 2x Wyverns Level 30 I got 11900 EXP, 360 Kills and 28000 Gold. Head to the Advance Base. ----------------------------- Advance Base 2 (Second Visit) ----------------------------- Head to the Barracks to level up. Barracks: The next mission is the last, so buy SP/Health/Regeneration equipment, as you will not get any EXP for this mission. You may only take 2 choices, so I advise stripping down your Mortars and Bomber Wing. I then put my Paladins to level 50, and the remaining EXP went to my Longbowmen, to get them to level 48. You are given a Bomber Wing and a Mortar troop for the next mission, which is why I recommended the removal of these troops. You can swap Longbowmen for Mortars if you want, but I like to have a ranged unit for emergency healing. Unfortunately both are level 30, but there is nothing to be done about this. Head to the Main Gate. Main Gate: Go to the Hironeiden Inner Castle. ----------------------- Hironeiden Inner Castle [R13] ----------------------- Rupert Level 50, Paladins Level 42, Longbowmen Level 40, Mortars Level 30 (FIXED), Bomber Wing Level 30 (FIXED) This is a simple enough mission, though you can get overwhelmed at times. It is extremely important that you keep the Mortars and Bomber Wing alive, otherwise it will prove difficult to kill the 3 Swamp Mammoths later on. ########### First Phase ########### Allies: 9x Infantry Level 25 Enemies: 12x Ghouls Levels 30-40 2x Scorpions Level 40 Your allies will be swiftly wiped out unless helped. Send the Bomber Wing to weaken the Southern end, which will collapse soon, but you can weaken the troops somewhat. Have your troops support the allies, but not where Rupert fights. Rupert will be knocked around by mortar fire, breaking his combos, and limiting his effectiveness. Always heal your troops. You do not want to lose health, because it will make the battle even more difficult. Keep moving Rupert South, while bringing the Bomber Wing after Scorpions. As soon as you hear that the Outer Wall is breached, bring your Bomber Wing North. This triggers the second phase, which contains Archers. ############ Second Phase ############ Allies: Whatever remains Enemies: 5x Dark Fighter Level 35 1x Scorpion Level 35 2x Dark Archers Level 35 Your already weakened allies will likely die in this skirmish. Rupert should push after the Dark Archers, ignoring the Fighters. Your Ranged troops should shoot the Fighters while Paladins cast Bless and Heal to aid your allies. Once the Archers are gone, bring the Bomber Wing back for the melees. Have Rupert heal and assault as needed. Once finished in this combat, a cutscene shows a Mammoth, and Gerald is signalled. Send a AScout to find the location of the Mammoth. You will find: ########### Third Phase ########### Allies: Whatever remains (likely none) Enemies: 2x Dark Fighter Level 40 1x Dark Archers Level 40 1x Swamp Mammoth Level 30 Getting more difficult. Quickly finish the Archers so that the Bomber Wing can pursue the Mammoth without worry. Wipe out the melee troops, then pull all but Mortars and Bomber Wings back. These two troops should take down the Mammoth. A cutscene plays, where Gerald meets Rupert. Rupert promises to take apart the Mammoths. Well, he's about to get his chance. ############ Fourth Phase ############ Allies: 1x Gerald Level 40 1x Infantry Level 40 6x Infantry Level 25 Enemies: 6x Scorpions Level 40 2x Swamp Mammoths Level 40 There are no Archers, so your Bomber Wings can operate without worry. Start at a Scorpion, and move down after each victory. Ignore the Mammoths until the Scorpions are dead; the Mammoths are too slow to get to Rupert before being wiped out. I tmay be that after the allies have been wiped out that the Mammoths will not stand still, and advance towards you. In this case you should move Rupert twoards the enemy in wide formation for speed. Gerald will follow. Once the Mammoth stops, get out of it range, and fire with Mortars. Gerald and the other Infantry will patrol around to get its attention. This will keep it still for you to kill easily. Move on to the next one. Any Scorpions will assault Gerald, so may easy targets there too. You will see a cutscene once all of these enemies are dead, showing a Mammoth dying. All your forces are now in the SE quadrant. You should pull them all back to the NW quickly. A cutscene shows Lucretia appear in the SE. ########### Fifth Phase ########### Allies: 1x Gerald Level 40 1x Infantry Level 40 Enemies: 1x Lucretia Level 50 4x Dark Knights Level 40 2x Dark Archers Level 40 1x Scorpion Level 40 This is a large force. Once they are within sight range, Gerald will make a beeline for Lucretia. She will retreat from combat, and come for Rupert. This is an easy fight. Knock her troop down to half strength for them to retreat. Then head after the Scorpion and Archers. Gerald will end up fighting Knights, so ignore him for now. Make sure to protect the Bomber Wing, because at least one Archer usually tries to seek it out. Morene informs Lucretia of losses. Once over three quarters are lost, a retreat order comes, and Lucretia will quit the field. Mission complete. A cutscen reveals how the Dark Legion was puched back to the Holy Ground. After the Ancient Heart was discovered, General Hugh and Rupert died from Regnier's attack. Gerald failed to avenge his comrades. Skip/Watch the credits, and then save the game to replay Rupert's missions. ________________________________________________________________________________ 5) Cirith's Campaign [C] ------ Cirith ------ Cirith is a Dark Legion version of Ellen. Cirith is fast and agile, but lacks strength at early levels. Her interactions are with Dyesa, Elcam and Nachmir, who are allied to you for most battles. Her camapign does not achieve much. She supposedly is to chase the Patriach, but is always left in situations where she is heavily outnumbered and must run away. On nearly all of her missions, a Swamp Mammoth and Orc Axe Riders can take care of the enemy. However, most of her missions are fun, and I enjoyed her camapign. The banter with Elcam, Dyesa and Nachmir is strange, but eavesdropping reveals humourous details. She begins at level 16, with a level 18 Archer, level 12 Archer and a level 12 Orc Axemen. ------ Combos ------ X+X+A+A Soultaker X+X+X+X Viper Rush A+X Punishing Stiletto (Finishing Move) X+X+X+A Viper Sommersault X+X+X+Y Electric Charge X+X+Y+Y Electric Rush B Evasion A+(Direction) Sommersault ---------- Characters ---------- Nachmir Jewel obsessed sister of Cirith's. Elcam Lovesick elf determined to win Cirith over with bad poetry. Dyesa Commander of Cirith's division and in love with Elcam. Morene Half-vampire who was previously ordered to watch over Cirith for any Kaedes connections. ######## Colonock [C1] ######## My selection: Cirith Level 16, Archer Level 18, Archer Level 12, Axemen Level 12. Advance northwards. After a period of time elapses, you will see a cutscene featuring Storm Riders flying towards you. Use Elemental Boost on your Archers to take them down with ease. Then the ambush is struck. ############ First Battle ############ Allies: 1x Dyesa Level 15 1x Nachmir Level 12 1x Elcam Level 9 Enemies: 6x Longbowmen Levels 10-18 Your allies will tie up the Longbowmen that appear to the West. Hold your forces back momentarily. Two Longbowmen will appear on high ground, and you will be ordered to intercept them. Put your Axemen on one, and Cirith on the other. Have Archers support. If you need to heal, cast tree of Healing in between the two combats to maximise its effect. It is a regeneration over time spell. Once these Longbowmen are dead, pile into the others if needed. Usually while you are still fighting... ############## Reinforcements ############## Enemies: 1x Cavalry Level 10 2x Knights Level 12 3x Paladins Levels 13-14 Have your Axemen take down the Cavalry. You may need to pull them out of combat. Enage the Paladins to prevent their healing magic. The leader might have a winged helmet, or different coloured armour. Kill him to wipe out the squad easily. Remember to heal. Expect to maybe lose some health permanantly. By now, your allies are likely to be on the smallest unit of life. Don't worry, in most missions they are invincible. After all enemies are dead, head west. ############# Second Battle ############# Allies: 1x Dyesa Level 15 1x Nachmir Level 12 1x Elcam Level 9 Enemies: 1x Paladins Level 14 1x Knights Level 12 1x Longbowmen Level 9 1x Archers Level 9 Engage the ranged enemies first. If they are in combat, head for the Paladins. Leave the Knights for last. Once all enemies are dead, head to the exit zone to the West to complete the mission. I finished with 3000 EXP, 250 Kills and 13000 Gold. Head to Arein. ------------------- Arein (First Visit) ------------------- Elcam will flirt for the remainder of the campaign, and Nachmir will continue to be fixated on gems, as painful as it may seem. Luckily Dyesa is always around to break it up. head to Operations. Operation: Morene will tell Cirith to get the Ancient Heart from the Patriach. This same scene is repeated in Morene's mission, where Morene was told to get the Ancient Heart herself. ( A short note on history: Rithrin was a half-vampire who stole the Ancient Heart. Lucretia was a Dark Elf who commanded the Border Guard, which Morene watched over as an Inspector. Cirith failed to take the Ancient Heart from Rithrin, and moved to her sister Nachmir's unit). Head to the Pub. Barracks: Put Cirith up to level 20 and change her troop into Knights. Strip down the mage officer, as I don't find Curse magic to be as helpful as offensive elemental magic. Change the Axemen into Orc Axe Riders. You will need gold, and these guys can get gold easily. Put them up to level 20 also. Strip down the Archers. These troops do not need Melee, and each has four points! Give each a different magic, with five points in each, and level them up evenly with Ranged skill. I got mine to level 17. Now head to the Main Gate. Pub: Elcam will flirt, Nachmir will mention gems, and Dyesa will break it up. She also mentions an impending battle against the Patriach. Head to the Barracks to level up. Main Gate: I did the West Unknown mission first. ---------------- Unknown 1 (West) [C2] ---------------- My selection: Cirith Level 20, Archer Level 17, Archer Level 17, Axe Riders Level 20. Send your Axe Riders around for SP. Use this to heal with Enrage. The more SP you use, the higher your Gold total will be. So use waypoints (Left Trigger+[A]) to ride through enemies multiple times. I found the following: Enemies: 6x Infantry Level 17 4x Sappers Level 18 2x Mortars Level 12 1x Storm Rider Level 10 I finished with 4000 EXP, 250 Kills and 30000 Gold. Head to Arein. -------------------- Arein (Second Visit) -------------------- Head to the Barracks to level up. Barracks: Level both Cirith and the Riders up to level 25. EXP boosters are recommended. Head to the Main Gate. Main Gate: Do the next Unknown mission. --------------- Unknown 2 (NNE) [C3] --------------- My selection: Cirith Level 25, Archer Level 17, Archer Level 17, Axe Riders Level 25. Usual tactics apply. I found the following: Enemies: 5x Dark Fighters Level 13 4x Orc Axemen Level 17 1x Scorpion Level 11 3x Dark Archers Level 15 2x Dirigibles level 17 I got 5000 EXP, 280 Kills and 30000 Gold. Head to Arein. ------------------- Arein (Third Visit) ------------------- Head to the Barracks to level up. Barracks: Level Cirith up to level 30. Get your Archers up to level 20. Put the remainder into an Officer. I recommend putting Lightning abilities to your troops, as the next mission has an abundance of Knights and Paladins. Head to the Main Gate. Pub: Dyesa will "show" Elcam something. Eavesdrop to hear that she left in a hurry. Main Gate: Do the Lichen Vale mission. --------------- Lichen Vale (1) [C4] --------------- My selection: Cirith Level 30, Archer Level 20, Archer Level 17, Axe Riders Level 25 This mission is difficult. You will have to ensure Dyesa does not die, then you will face a very powerful Regnier. You start off right before a battle. ############ First Battle ############ Allies: 1x Dyesa Level 30 1x Nachmir Level 26 1x Elcam Level 20 Enemies: 1x Knights Level 26 3x Paladins Levels 25-27 1x Longbowmen Level 23 Send your Riders out after the Longbowmen. Have your Archers support your allies. Cirith should go after a Paladin troop. Once all enemies here are wiped out, head South. ############# Second Battle ############# Allies: 1x Dyesa Level 30 1x Nachmir Level 26 1x Elcam Level 20 Enemies: 2x Paladins Levels 26-27 These troops will advance northwards. Once they are dead, head East around the mountain. ############ Third Battle ############ Allies: 1x Dyesa Level 30 1x Nachmir Level 26 1x Elcam Level 20 Enemies: 1x Knights Level 22 4x Paladins Levels 25-27 2x Cavalry Level 18 2x Longbowmen Levels 20-23 2x Mortar Levels 17-19 Send your Riders after their ranged troops. hopefully you can get them to shoot your Riders instead of Dyesa. Put Cirith into combat with a Mortar troop if possible. have one Archer stationed near Dyesa for healing. The Cavalry are not smart, and will usually end up in combat. Once you have the upper hand... ################### Reinforcements (SW) ################### 1x Cavalry Level 24 1x Paladin Level 28 1x Longbowmen Level 25 ################### Reinforcements (SE) ################### 1x Spearmen Level 29 Send your Riders after the Cavalry, and Have Cirith take on the Longbowmen. Beware the Spearmen on your Riders. Head East afterwards. ############# Fourth Battle ############# Allies: 1x Dyesa Level 30 1x Nachmir Level 26 1x Elcam Level 20 Enemies: 3x Paladins Levels 29-31 2x Longbowmen Level 26 Very shortly into this battle, Regnier will show up from the East side. Leave Cirith in combat. She will become temporarily invincible against Regnier. ############### Regniers Forces ############### 1x Regnier Level 42 1x Orc Riders Level 20 Concentrate on the forces other than Regnier to gain EXP. Luckily... ################ Cirith's Saviour ################ 1x Morene Level 34 Morene will get into combat with Regnier, who will pull away to the North. Head South slightly, with Cirith in front. Humans are blocking your escape route in the SE corner. ############ Fifth Battle ############ Allies: 1x Nachmir Level 26 Enemies: 2x Knights Levels 26-28 1x Longbowmen Level 27 Have Cirith engage the Longbowmen. After everything you've faced so far, this shouldn't be a problem. Get Cirith into the flashing zone to complete the mission. I got 19600 EXP, 520 Kills and 65000 Gold. Head to the Advance Base ---------------------------- Advance Base 1 (First Visit) ---------------------------- Upon entering the base, Dyesa explains that she needed to get the Patriach, and that Cirith was a distraction. Elcam flirts, Nachmir talks about gems, and Dyesa breaks it up. Head to Operations. Operations: Dyesa reveals a Supply Depot that they will raid. Head to the Pub. Barracks: Create a Swamp Mammoth and put it up to level 30. Swap one of your Archers for Flame Wraiths. Make sure all units are level 30. Head to the Main Gate. Pub: Nachmir reveals how Dyesa was flirting with Elcam. Hmmm... now it all makes sense. Head to the barracks to level up. Main Gate: Head to the Unknown mission to the North. ----------------- Unknown 3 (North) [C5] ----------------- My selection: Cirith Level 30, Flame Wraiths Level 30, Archer Level 30, Axe Riders Level 30, Swamp Mammoth Level 30 I found the following: Enemies: 6x Orc Infantry Level 31 4x Ghouls Level 29 3x Dark Archers Level 22 1x Ice Maidens Level 23 2x Wyverns Level 27 I finished with 16800 EXP, 320 kills and 25000 Gold. I chose to do the NE Unknown mission next, but you can head to the Advance Base and level up if you wish. -------------- Unknown 4 (NE) [C6] -------------- My selection: Cirith Level 30, Flame Wraiths Level 30, Archer Level 30, Axe Riders Level 30, Swamp Mammoth Level 30 I found the following: Enemies: 6x Orc Infantry Level 24 5x Ghouls Level 29 3x Dark Archers Level 30 1x Flame Wraiths Level 21 2x Wyverns Level 24 I finished with 13800 EXP, 320 kills and 20000 Gold. Head to Kallishire. ---------- Kallishire ---------- Operations: Elcam will recite all of his sayings to you again here if you really want to listen to them. Barracks: Upgrade Cirith and the Riders to level 40. Put the Flame Wraiths and Archers up to level 35. I put the remaining into the Mammoth. Head to the Main Gate. Main Gate: head to the remaining Unknown mission. -------------- Unknown 5 (SW) [C7] -------------- My selection: Cirith Level 40, Flame Wraiths Level 35, Archer Level 35, Axe Riders Level 40, Swamp Mammoth Level 33 I found the following: Enemies: 6x Heavy Infantry Level 20 5x Sappers Level 26 3x Mortars Level 27 1x Catapults Level 24 2x Bomber Wings Level 21 I finished with 11100 EXP, 320 kills and 25000 Gold. Head to Advance Base via Unknown mission 3. ----------------------------- Advance Base 1 (Second Visit) ----------------------------- Barracks: Reset your Flame Wraiths to default. You are only allowed three units and a support in the next mission. Upgrade your Archers to level 40, and put Cirith up to level 45. Any additional points put into the Mammoth. Head to the Main Gate. Main Gate: Head to the Woodenshade mission. ----------- Woodenshade [C8] ----------- My selection: Cirith Level 45, Archer Level 40, Axe Riders Level 40, Swamp Mammoth Level 38 This may take a while due to large numbers of enemies and ambushes. I recommend leaving your Mammoth to do the hard waork, while Cirith cleans up any stragglers. Have your Mammoth move NE. It can do quite a bit of damage on its own, so let it take on the first lot of troops. Dyesa and Elcam will leave you to take on the base with Nachmir. ############ First Battle ############ Allies: 1x Nachmir Level 27 Enemies: 3x Knights Levels 26-32 1x Paladin Level 30 1x Archers Level 31 Target the Paladin first. They will just heal the others constantly. And most annoyingly, they have Heal and Meteor as spells. Then destroy the Archers, then the Knights. Once these are dead, you will see a cutscene showing reinforcements. ############# Second Battle ############# Allies: 1x Nachmir Level 27 Enemies: 2x Knights Levels 33-34 1x Infantry Level 28 1x Spearmen Level 31 1x Paladin Level 34 2x Longbowmen Levels 31-33 Again, let the Mammoth handle the brunt of the attack Take out the Paladins, then the Longbowmen. At times, the groups may split up, so if you are lucky, you only face a few enemies at a time. ############ Third Battle ############ Allies: 1x Nachmir Level 27 Enemies: 2x Paladin Levels 30-33 2x Longbowmen Levels 30-31 1x Archer Level 32 1x Cavalry Level 25 1x Mortars Level 27 The Mammoth can take them on all day. There may be more forces, but just run up, heal the Mammoth, then head back to the SW corner. Once this lot is dead, bring everything to the SW corner, then head East with a Scout/Mammoth/Riders. Follow the path North, and you should see a cutscene in which you are "surrounded." Simply punch through with Riders and bombard with the Mammoth. ############# Fourth Battle ############# Allies: 1x Nachmir Level 27 Enemies: 3x Knights Levels 25-30 1x Paladin Level 34 1x Longbowmen Level 17 Send a troop North after killing these enemies. ############## Final Position ############## Allies: 1x Nachmir Level 27 Enemies: Knights Levels 25-30 Infantry Level 25-29 Paladin Level 24 Longbowmen Levels 27-32 Mortars Level 22 Storm Rider Level 20 The enemy keeps respawning here, so you will be overwhelmed quickly in melee. Have your Orc Riders charge around, racking up the kills, then rush Cirith through to the flashing zone to complete the mission. I got 16400 EXP, 450 Kills and 32000 Gold. Head to the Advance Base. ---------------------------- Advance Base 1 (Third Visit) ---------------------------- Operations: Dyesa reveals that her retreat was due to tactics. Hmmm, yes, all right. Cirith flirts with Elcam to get a rise out of Dyesa. Now we know whats going on. Dyesa is trying to get rid of Cirith so that she can have Elcam. This is all that Cirith's campaign really accomplishes. After the next mission, Cirith says she will take Dyesa to another Supply Depot. Head to the Pub. Barracks: Put Cirith up to level 50. I then used the remaining experience to get the Riders up to level 42. Head to the Main Gate. Pub: Cirith reveals how she is going to kill Dyesa. Head to the barracks to level up. Main Gate: Head to the Unknown mission to the NW. -------------- Unknown 6 (NW) [C9] -------------- My selection: Cirith Level 50, Archer Level 40, Axe Riders Level 42, Swamp Mammoth Level 38 I found the following: Enemies: 6x Infantry Level 19 5x Paladins Level 23 3x Longbowmen Level 15 1x Earth Golem Level 17 2x Bomber Wings Level 27 I finished with 10200 EXP, 320 kills and 31000 Gold. Head to the Advance Base. ----------------------------- Advance Base 1 (Fourth Visit) ----------------------------- Head to the Barracks to level up. Barracks: Put the Mammoth up to level 40, and the Riders up to level 45. Head to the Main Gate. Main Gate: Head to the Lichen Vale mission. --------------- Lichen Vale (2) [C10] --------------- My selection: Cirith Level 50, Archer Level 40, Axe Riders Level 45, Swamp Mammoth Level 40 One thing to note, don't let Dyesa die. You have to lead her to the depot to kill her remember. This is the situation as it stands: ############### First Zone (NE) ############### Allies: 2x Dark Knights Levels 39-41 Enemies: 1x Knight Level 48 1x Paladin Level 47 1x Longbowmen Level 39 ################ Second Zone (SE) ################ Allies: 2x Dark Knights Levels 38-40 Enemies: 1x Infantry Level 37 1x Paladin Level 37 1x Longbowmen Level 38 ############### Third Zone (SW) ############### Allies: 2x Dark Elf Knights Levels 37-38 1x Scorpion Level 43 Enemies: 2x Paladin Level 38-39 2x Longbowmen Level 39 ################ Fourth Zone (NW) ################ Allies: 2x Dark Knights Level 42 1x Scorpion Level 43 Enemies: 1x Knight Level 46 1x Paladin Level 47 2x Longbowmen Levels 39-40 ################## Fifth Zone (North) ################## Allies: 2x Dark Knights Levels 40-41 Enemies: 3x Paladin Level 45-47 You also have the following: ###### Allies ###### 1x Dyesa Level 51 1x Dark Knight Level 47 1x Wyvern Level 41 I usually head to those zones in the order that they are entered. It does not matter overly much though. I would send Cirith and Archers to one zone, the Mammoth to another, and the Riders to patrol along the West side. After two strongpoints are secured, reinforcements arrive for the humans from the NE corner. ############## Reinforcements ############## 3x Paladins Levels 44-48 2x Knights Level 47 1x Longbowmen Level 41-42 1x Storm Rider Level 48 I advise dealing with this first, as it can get overwhelming against your allies in the nearby zones. After all enemies are dead, Dyesa will tell you to lead on towards the Supply Depot. Head to the NW corner, to find... ############# Second Battle ############# Allies: All remaining forces Enemies: 3x Paladins Level 48-49 2x Mortars Level 34-35 1x Storm Rider Level 42 Kill them all, watch Dyesa's health, then move to the NW corner. A cutscene reveals no depot, and Dyesa is told that she is about to die. You will now face a full health Dyesa, and worse, she will be invincible, while you are not. Heal with your Archers while Cirith ties Dyesa up in combat. After Cirith finally fishes her spiel, you can kill Dyesa. Luckily, the other forces have disappeared. If you are out of SP, use your Riders to hold Dyesa in combat, while you pull your other forces back. Once Dyesa becomes vulnerable, you can kill her quickly with the Mammoth. Kill Dyesa, and you will complete the mission. I got 23300 EXP, 250 Kills and 25000 Gold. Head to the Advance Base. ---------------------------- Advance Base 1 (Fifth Visit) ---------------------------- On arrival, Elcam flirts, nachmir asks about jewellery, and NNNNNNNOOOOOOOOO! Dyesa isn't there to break it up! Head to the Pub. Operations: Elcam flirts, and Cirith reveals that she will go after Nachmir. Head to the Barracks to level up. Barracks: The next mission allows the use of an extra troop. I prefer Riders again. I got them up to level 45. The next mission is the last, so put SP/HP/Regeneration equipment on your troops. Head to the Main Gate. Pub: Nachmir talks about an Opal Mine, then disappears to go looking for it. Head to Operations. Main Gate: Head to the El Nido mission. ------- El Nido [C11] ------- My selection: Cirith Level 50, Archer Level 40, Axe Riders Level 45, Axe Riders Level 45, Swamp Mammoth Level 40 This mission is annoying. It is not hard, if done right, but sums up Cirith's Campign quite well as a time waster before moving onto Morene's more challenging missions. Nachmir is to the South of your starting position. Send the Mammoth in and blast Paladins, then Archers until Elcam arrives. Once he does, Nachmir is revealed. Get Cirith to her, then move West, then North along the Western edge of the map. Run through combat. This is a simple mission if you don't fight much. ######## Enemies: ######## 2x Paladins Levels 36-40 1x Sappers Level 35 The Paladins use healing and Meteor, so tie them up with Cavalry, heal with Archers, and bombard with the Mammoth. Leave Cirith out to keep as much health as possible. You will have reinforcements: ####### Allies: ####### 1x Elcam Level 42 2x Dark Elf Archers Level 41-42 The Humans will have reinforcements: ######## Enemies: ######## Knights Paladins Mortars Longbowmen These keep respawning so forget them, rush South to Nachmir. Use your Riders to get the enemies attention by patrolling through them in a big loop. Have Cirith head West along the Southern edge, then North along the Western edge. Once Cirith and Nachmir reach that zone in the NW corner, you have completed the mission. You then see a cutscene which shows Encablossa. You learn more about this in Morene's Campaign. Unfortunately, Cirith allows Elcam to recite a poem, and ends up crying. This completes Cirith's missions. Save after the credits to replay any of Cirith's missions. You have also unlocked Morene's Campaign ________________________________________________________________________________ 6) Morene's Campaign [M] ------ Morene ------ Morene's camapign is difficult for the sheer number of enemies that you are likely to face. She is an average character, in terms of strength and speed. But get her leveled up with a good weapon, and she has devastating specials. She has one of the few FMVs in the game, and it is a good one. It is part of the FMV from Walter's Camapign, but is much easier to get then the one from Walter's last mission. She also fights Encablossa Mutants, which is a different twist on the enemies you usually face. She begins at level 11, with level 10 Dark Elf Knights, level 9 Dark Elf Cavalry, level 8 Dark Elf Archers and a level 20 Wyvern. ------ Combos ------ X+X+A+A Soultaker A+A Gutspiller Y Boneblade Y+Y Bloody Winch Y+A Brainbuster Y+B (HOLD) Twister Y+(Direction) Spinebreaker A+X Divebomber (Finishing Move) X+X+X+X+A Skullcrusher B+Y Multiple Boneblades ---------- Characters ---------- Valdemar Half-vampire king of the Dark Elves. Ruler of Vellond. Ilfa Dark Elf who serves the King. Ordered to help Morene. Cirith Dark Elf who is ordered to locate the Ancient Heart. ----------- Nymphbarren [M1] ----------- The cutscene shows Lucretia. You will see her again. ############ First Battle ############ Allies: 2x Dark Knight Level 10 1x Dark Cavalry Level 9 1x Dark Archers Level 9 1x Wyvern Level 11 Enemies: 2x Knights Levels 9-10 1x Paladin Level 7 1x Infantry Level 7 2x Longbowmen Level 7 Head around the melees and engage the Archers. Build up SP and heal with the Cavalry. After this is over, more enemies will appear on high ground. ############# Second Battle ############# Allies: Remaining Forces Enemies: 3x Longbowmen Levels 1-2 3x Paladins Levels 7-11 Engage the Archers, but keep back from the West side. Reinforcements arrive from there as these enemies lose about half combined health. ############## Reinforcements ############## 1x Paladin Level 12 2x Knights Level 8 2x Archer Level 8 Morene will be told that the Patriach has escaped, and will order a retreat. You have to go North to curve around the walls. Blocking the way is two Level 6 Catapults. Ignore these. In the exit zone... ############ Third Battle ############ Allies: Remaining Forces Enemies: 2x Paladins Levels 10-11 1x Mortars Level 8 Wyverns are effective against Mortars in disrupting their fire. Destroy these forces, then move into the exit zone to complete the mission. YOu gain 150 EXP for getting to the exit. I got 1300 EXP, 200 Kills and 15000 Gold. Head to Arein. ------------------- Arein (First Visit) ------------------- Head to Operations. Operations: Morene flirts with Valdemar, then gets testy towards Ilfa. Her mission is to get the Ancient Heart, and is allied with Ilfa. Head to the Pub. Barracks: Reset your officers, and the Archers. Get Morene up to level 20, and put Ice on the Archers so they can cast blizzard, then put them to level 10. Head to the Main Gate. Pub: This is the scene from Cirith's Campaign, when Morene tasks Cirith with getting the Ancient Heart. Head to the Barracks to level up. Main Gate: I did the North Unknown mission first. ----------------- Unknown 1 (North) [M2] ----------------- My selection: Morene Level 20, Dark Knights Level 10, Archers Level 10, Cavalry Level 10, Wyverns Level 20 I found the following: Enemies: 4x Orc Axemen Level 15 4x Orc Infantry Level 13 2x Dark Archers Level 13 1x Dirigble Level 12 I finished with 3200 EXP, 230 Kills and 17000 Gold. Head to Arein. -------------------- Arein (Second Visit) -------------------- Head to the Barracks to level up. Barracks: I made Morene level 25, and the Archers and Knights level 15. Head to the Main Gate. Main Gate: Do the next Unknown mission. -------------- Unknown 2 (NW) [M3] -------------- My selection: Morene Level 25, Dark Knights Level 15, Archers Level 15, Axe Riders Level 17, Swamp Mammoth Level 22 I found the following: Enemies: 5x Infantry Level 14 3x Pyro Technicians Level 13 2x Longbowmen Level 11 1x Storm Rider Level 12 I finished with 3000 EXP, 250 Kills and 22000 Gold. Head to Arein. ------------------- Arein (Third Visit) ------------------- Head to the Barracks to level up. Barracks: Put Morene up to level 27. I recommend Cavalry for this next mission to provide swift healing. Head to the Main Gate. Main Gate: Do the Lichen Vale mission. ----------- Lichen Vale [M4] ----------- My selection: Morene Level 27, Dark Knights Level 15, Archers Level 15, Cavalry Level 17, Swamp Mammoth Level 22 This mission features part of Cirith's mission, when she fights Regnier. The Mammoth is quite stubborn here. If not told to move to the right place, it just turns on the spot. Most annoying. You start off with battle about to commence. Get across the river first. ############ First Battle ############ Allies: 1x Ilfa Level 29 1x Orc Axemen Level 25 1x Dark Knights Level 26 1x Dark Archers Level 26 Enemies: 5x Knights Levels 25-26 4x Longbowmen Levels 18-21 2x Archers Levels 18-19 2x Mortars Levels 19-20 Engage the ranged units quickly. Try to get the Mammoth into disrupting Mortars. Have Riders patrolling through the battle. Try to heal your Archers as much as possible. Once done, a circle zone is shown to you. Put the Swamp Mammoth into here. Keep all other units back. ############# Second Battle ############# Allies: Whatever remains Enemies: 1x Knights Level 26 2x Paladins Levels 24-26 2x Mortars Levels 24-26 1x Longbowmen Level 25 Attack the Mortars with the Mammoth, bring them to critical, then wipe out the squad with Riders. Target Paladins afterwards, and finally the Longbowmen. After the last unit dies, more humans appear from the SW. ############ Third Battle ############ Allies: Whatever remains Enemies: 3x Paladins Levels 28-29 1x Catapult Level 25 1x Storm Rider Level 25 If you only have your Mammoth and Cavalry, the Catapult might stay in the corner. Put the Cavalry on this, and destroy the Paladins with the Mammoth. You will have to bring in Archers for the Storm Riders, so have Morene keep the Paladins off your Archers. Do not go under the mammoth, as the Storm Riders can then hurt you as well as the Mammoth. During this battle... A cutscene shows the Patriach escape. At times he runs into your units. Let him go. The next cutscene shows Cirith and Regnier fighting. Remember this? ############# Fourth Battle ############# Enemies: 1x Regnier Level 50 1x Orc Riders Level 28 1x Scorpion Level 27 Try to destroy the other units before moving into Regnier. If Cirith becomes critical, get in there. Disengage once Morene starts talking, and prepare for the next part. Regnier will withdraw. The cutscene shows Leinhart fighting Morene. ############ Fifth Battle ############ Enemies: 1x Leinhart Level 45 1x Orc Infantry Level 28 1x Orc Axemen Level 24 1x Scorpion Level 27 When you regain control, pull all units back except for Cavalry and the Mammoth. Have your Cavalry hold up Leinhart, while your other troops heal and destroy the other enemy troops. Destroy all but Leinhart to complete the mission. I got 13300 EXP, 300 Kills and 45000 Gold. Head to the Advance Base. ---------------------------- Advance Base 1 (First Visit) ---------------------------- This is the "Main Castle"? Head to Operations. Operations: Morene reports to Valdemar, and it seems that Morene may have had quite a history with Leinhart. Head to the Barracks to level up. Barracks: I put Morene up to level 30. Give her and the Knights the best possible weapons. I then defaulted the other Knights, and created Orc Axe Riders, who I put up to level 25 with the Cavalry. The Archers were put up to level 20. Pub: Hire mercenaries or eavesdrop. Main Gate: Head to the Unknown mission. -------------- Unknown 3 (NW) [M5] -------------- My selection: Morene Level 35, Archers Level 20, Cavalry Level 25, Axe Riders Level 25, Swamp Mammoth Level 22 I found the following: Enemies: 5x Dark Knights Level 12 4x Orc Axemen Level 23 3x Dark Archers Level 25 1x Dirigble Level 18 1x Ice Maidens Level 20 I finished with 7700 EXP, 310 Kills and 17000 Gold. Head to the Advance Base. ----------------------------- Advance Base 1 (Second Visit) ----------------------------- Head to the Barracks to level up. Barracks: I put the Swamp Mammoth up to level 25, made the Cavalry Flame Wraiths, and put the rest of the EXP on the Archers. Head to the Main Gate. Main Gate: Head to the Ravens Meadow mission. ------------- Ravens Meadow [M6] ------------- My selection: Morene Level 35, Archers Level 28, Flame Wraiths Level 30, Axe Riders Level 25, Swamp Mammoth Level 25 This can be handled like an Unknown mission, as the objective is to kill all enemy forces. I found the following enemies: Enemies: 6x Orc Heavy Infantry Level 19 5x Orc Sappers Level 16 3x Dark Archers Level 17 2x Wyverns Level 12 1x Earth Golem Level 24 I finished with 7100 EXP, 320 Kills and 20000 Gold. Head to Kallishire. ---------- Kallishire ---------- Head to the Barracks to level up. Barracks: I put Morene up to level 40, and the Archers to level 30. Head to the Main Gate. Main Gate: Head to Brimstone Forest. ---------------- Brimstone Forest [M7] ---------------- My selection: Morene Level 40, Archers Level 30, Flame Wraiths Level 30, Axe Riders Level 25, Swamp Mammoth Level 25 You begin with a battle imminent. ############ First Battle ############ Allies: 1x Ilfa Level 22 1x Dark Archer Level 19 1x Cavlry Level 20 1x Wyvern Level 23 1x Dirigible Level 19 Enemies: 3x Knights Level 23 3x Paladins Levels 23-25 3x Longbowmen Levels 17-18 2x Storm Rider Levels 18-20 Shoot down the Storm Riders. Try to get around and take out the Longbowmen first. These enemies may use Flame Arrow, so beware. Cast Meteor from the Flame Wraiths when you can. This is hugely powerful. Once you have killed all of the enemy, send the Mammoth and Riders West. ############# Second Battle ############# Allies: Whatever remains Enemies: Hexter Forces 1x Rider Level 21 3x Infantry Levels 23-25 2x Axemen Levels 22-24 Human Forces 1x Paladins Level 2x Knights Levels 24-25 4x Longbowmen Levels 17-22 Let them fight, and send your Mammoth and Riders around to take advantage of the melees. Once they are all gone, the Patriachal Emmissaries arrive. ############ Third Battle ############ Allies: Whatever remains Enemies: 1x Walter Level 27 3x Paladins Levels 24-25 1x Spearmen Level 22 3x Longbowmen Levels 16-22 This should be a simple fight. Kill these enemies and it is mission complete. I got 11800 EXP, 440 Kills and 33600 Gold. Head to the Advance Base. -------------- Advance Base 2 -------------- Head to Operations. Operations: Morene reports to the King that the Emmissaries and Patriach are moving in different directions. Head to Operations a second time. Ilfa reveals that the two groups split and the Emisseries are planning to destroy the Ancient Heart. This releases Encablossa, who brings about the end of the world. Head to the Barracks to level up. Barracks: I put the Flame Wraiths and Riders up to level 35. Head to the Main Gate. Pub: Hire mercenaries or eavesdrop. Main Gate: Head to Nowart. ---------- Nowart (1) ---------- This is a video of Encablossa awakening. It looks awesome. It is the last part of the FMV from Walter's Camapign. Head to Nowart. ---------- Nowart (2) [M8] ---------- My selection: Morene Level 40, Archers Level 30, Flame Wraiths Level 35, Axe Riders Level 35, Swamp Mammoth Level 25 This is the actual mission. It can be treated like an Unknown mission. Encablossas are melee monsters. Spitters are ranged monsters shooting blue gobs of acid. Flyers are weaker then Dirigibles, but I believe them to be more damaging. I found the following enemies: Enemies: 7x Encablossa Level 30 4x Encablossa Spitters Level 34 1x Ice Maidens Level 25 2x Encablossa Flyers Level 30 I finished with 14600 EXP, 180 Kills and 33000 Gold. Head to the Advance Base. -------------- Advance Base 3 -------------- Head to the Barracks to level up. Barracks: The next mission allows three troops, so I put Morene up to level 50 and the Riders to level 38 by resetting the Mammoth and Elementals. I also made sure that the Officers had maxed skills (I had Fire and Lightning). Head to the Main Gate. Main Gate: Head to Cloud Bourne. ------------ Cloud Bourne [M9] ------------ My selection: Morene Level 50, Archers Level 30, Axe Riders Level 38 This can be annoying, as the allies move on their own, and you will have to keep up with them. The allies are also level 25, and the enemies are level 40. This seems uneven. Periodic ambushes by mutants get the Archers, who get stuck on walls, and are stranded from the rest of the party. TIP: Keep an eye on the combined health of the allies at the lower right corner of the screen. There are periodic ambushes of level 38 Encablossa troops. Cast meteor to finish them quickly before the next ambush appears. Move North at the start. A battle will commence. ############ First Battle ############ Allies: 6x Dark Fighters Level 25 3x Dark Archers Level 25 Enemies: 6x Encablossa Level 40 2x Encablossa Spitters Level 40 Let the Fighters get tangled, and cast a powerful Meteor into the combat. Engage the Spitters. They are not damaging, but are annoying. This should be over quickly if you heal your allies and support with magic. ############# Second Battle ############# Allies: Whatever remains Enemies: 9x Encablossa Spitters Level 40 Meteor them from afar, and heal the Fighters. This should be done quickly. Head East at the South most point past this battle. At the SE corner, head North. ############ Third Battle ############ Allies: Whatever remains Enemies: 4x Encablossa Level 40 This should be easy after the other battles you've had. Head North afterwards. ############# Fourth Battle ############# Allies: Whatever remains Enemies: 4x Encablossa Level 40 Again, this should be simple. Head West. ############ Fifth Battle ############ Allies: Whatever remains Enemies: 2x Enca Level 80 It doesn't matter what you do. You gain 1200 EXP for getting all of your allies to this point. I got 23000 EXP and 33000 Gold. Head to the Advance Base. ---------------------------- Advance Base 4 (First Visit) ---------------------------- Head to the Barracks to level up. Barracks: Put the Riders up to level 40, create a Mammoth and put it to level 30, then put the remaining EXP into Orc Heavy Infantry. Head to the Main Gate. Main Gate: Head to Cloud Bourne. ---------------- Unknown 4 (East) [M10] ---------------- My selection: Morene Level 50, Archers Level 30, Heavy Infantry Level 39, Axe Riders Level 40, Swamp Mammoth Level 30 I found the following: Enemies: 6x Orc Infantry Level 32 5x Orc Axemen Level 30 3x Dark Archers Level 35 1x Flame Elemental Level 33 2x Wyvern Level 21 I got 18000 EXP, 320 Kills and 35000 Gold. Head to the Advance Base. ----------------------------- Advance Base 4 (Second Visit) ----------------------------- Head to the Barracks to level up. Barracks: Put the Riders up to level 50, then put the remaining EXP into Orc Heavy Infantry. Head to the Main Gate. Main Gate: I did the NW Unknown mission next. -------------- Unknown 5 (NW) [M11] -------------- My selection: Morene Level 50, Archers Level 30, Heavy Infantry Level 41, Axe Riders Level 50, Swamp Mammoth Level 30 I found the following: Enemies: 6x Heavy Infantry Level 27 5x Paladins Level 24 1x Knights Level 21 4x Longbowmen Level 29 1x Ice Maidens Level 36 3x Storm Riders Level 35 I got 16000 EXP, 350 Kills and 37000 Gold. Head to the Advance Base. ---------------------------- Advance Base 4 (Third Visit) ---------------------------- Head to the Barracks to level up. Barracks: I put the Archers up to level 40. Head to the Main Gate. Main Gate: Head to Cloud Bourne. ---------------- Unknown 6 (West) [M12] ---------------- My selection: Morene Level 50, Archers Level 40, Heavy Infantry Level 41, Axe Riders Level 50, Swamp Mammoth Level 30 I found the following: Enemies: 6x Knights Level 25 5x Pyro Technicians Level 37 1x Infantry Level 28 4x Archers Level 38 2x Ice Maidens Level 34 3x Bomber Wings Level 24 I got 18000 EXP, 370 Kills and 32000 Gold. Head to the Advance Base. ----------------------------- Advance Base 4 (Fourth Visit) ----------------------------- Head to the Barracks to level up. Barracks: I put the Archers and Heavy Infantry up to level 46 by defaulting the Mammoth. The next mission is the last, and allows no Support choice. Put on any Health/SP/Regeneration items, as EXP is not granted for the next mission. Head to the Main Gate. Main Gate: Head to Wicktow. ------- Wicktow [M13] ------- My selection: Morene Level 50, Archers Level 46, Heavy Infantry Level 46, Axe Riders Level 50 Morene's last mission. This can be difficult if you save everyone. Really you just need Ilfa, and she is invincible, so will tie everyone up in combat for you to Meteor. There are many ways to do this. Yenicheri Corps are the allies who were escorting the King. You need to find two, before Ilfa will appear. I search the West side, as these enemies are easier than facing a Swamp Mammoth (in the NE corner, if you want to know). There are Yenicheri in the NE, near the centre of the north edge, and in the SE, in addition to the ones that I will cover below. Immediately move Morene SE as far as you can. Move the Archers and Heavy Infantry into the NW corner, and have them in the same spot. After the Cowardice dialogue, Orcs will appear. ############ First Battle ############ Enemies: 3x Orc Infantry Level 30 1x Orc Axemen Level 30 Engage the Orc Axemen with Morene. Hopefully another troop will engage Morene, but otherwise, they will go for the Archers. Pull the Archers out of melee, and your Infantry will be in combat. Heal, shoot and have the Riders charge the Infantry. Morene should handle the Axemen easily, then help out the others. Set up for another battle approaching from the SE. Have all your forces close to each other. Send a Scout out to where the two walls have a gap. An enemy force is waiting here. Lead them back to Morene. ############# Second Battle ############# Enemies: 1x Orc Heavy Infantry Level 30 2x Scorpion Level 30 1x Wyvern Level 30 Make sure to engage the Scorpions simultaneously. Shoot down the Wyverns and the rest is easy. Send a Scout South once through the gap in the walls, then head West. You will find another force at about the centre of the map to lead back to Morene. ############ Third Battle ############ Enemies: 2x Orc Heavy Infantry Level 30 1x Scorpion Level 30 1x Wyvern Level 30 Again, this should be a simple fight. Head to where the force was found, then go West. ############# Fourth Battle ############# Enemies: 1x Dark Knights Level 30 1x Scorpion Level 30 1x Dark Archer Level 30 Continue into the valley that this force was guarding. At the far point (about midway along the West edge of the map) is the first Yenicheri. ############# Fifth Battle ############# Allies: 1x Yenicheri Level 30 Enemies: 1x Dark Archer Level 30 1x Wyvern Level 30 When you get close, the Yenicheri will join you. Defeat these enemies, and then head East. Below the passage that you entered the valley is another passage. Pass through here. There are Dark Elf Kaedes guarding it. ############# Sixth Battle ############# Allies: 1x Yenicheri Level 30 Enemies: 2x Dark Knights Level 30 2x Dark Archer Level 30 Engage the Archers first. The Leader may be carrying a shield. Move onto the Knights last. Then send a Scout South of this battle. A Yenicheri is down here. ############## Seventh Battle ############## Allies: 2x Yenicheri Level 30 Enemies: 1x Dark Knights Level 30 1x Dark Cavalry Level 30 1x Dark Archer Level 30 Destroy the Cavalry with your Riders and Archers, and take out the enemy in melee. The Yenicheri will join you. Head East and exit this valley. ############# Eighth Battle ############# Allies: 2x Yenicheri Level 30 Enemies: 2x Dark Elf Knights Level 30 1x Wyvern Level 30 Defeat these, then head North. You will find Ilfa almost directly East of the North most passage into the valley where you found the Yenicheri. ############ Ninth Battle ############ Allies: 1x Ilfa Level 40 2x Yenicheri Level 30 Enemies: 1x Dark Knights Level 30 1x Dark Cavalry Level 30 Ilfa is invincible, so can handle these enemies. but pitch in to make it go faster. The Cavalry will quite likely start engaged in melee, so won't be a problem. Once this is over, send a Scout or Riders to the exit zone. They will expose Kaedes forces. ############ Tenth Battle ############ Allies: 1x Ilfa Level 40 2x Yenicheri Level 30 Enemies: 6x Kaedes (Melee) Level 30 3x Kaedes (Range) Level 30 Let Ilfa engage them, while Morene Meteors them. Defeat them, then head to the SE corner. A cutscene reveals Lucretia as leader of the Kaedes. Morene reveals that the King was already dead, and that the Kaedes only killed a look-alike. If you eavesdropped regularly, there was one conversation where a Dark Elf was wondering why the King wasn't as charismatic anymore. You now have a choice of endings. ################### Eleventh Battle (A) ################### Enemies: 1x Ilfa Level 40 Attack Ilfa. Morene is invincible, Ilfa is not. Destroy the troop to end the game. Lucretia tells you to go back to Vellond. Refer to last cutscene. ################### Eleventh Battle (B) ################### Enemies: 1x Lucretia Level 60 Attack Lucretia. Morene is invincible, Lucretia is not. Lucretia is easily. Destroy the troop to end the game. You see a fight enacted between Morene and Lucretia, who decides to let Morene and Ilfa go back to Vellond. Refer to last cutscene. Last Cutscene: One year after the Encablossa War, Vellond is destroyed, but will live on in Morene's memories. Skip/Watch the credits, then save your game. Use this save to replay any mission of any completed campaign with Morene. You have unlocked Urukubarr's Campaign. ________________________________________________________________________________ 7) Urukubarr's Campaign [U] --------- Urukubarr --------- A hugely powerful hero, Urukubarr has only a few missions, but they are quite difficult. He has no Archers, and it is a problem when you go up against a huge amount of Bomber Wings and Storm Riders in one of his missions. However, his Enrage ability provides the healing that he needs, and all of his troops should be Orcs with Enrage. He begins at level 15, with a level 13 Scorpion and level 13 Orc Riders. As the Scorpion does not have Enrage, I suggest swapping it for Orc Heavy Infantry. Riders are invaluable in his missions, as they provide the necessary SP to keep Urukubarr going. He is limited with his attacks, as they seem to be mostly stronger Ogre attacks. As his Earthquake attack is stronger than his Officers, you should not call upon them often. I prefer to use two mages instead. ------ Combos ------ Y Earthquake (Direction)+A+A+X Deathgrip Catapult (Direction)+A+A Deathgrip Launcher A+A Total Wipeout B (No attack) Battlecry B (Before hit) Gigantes Stomp B (After hit) Titan Stomp A+X+X+X+X+A Overpowered Wipe Out X+X+X Atomic Swing A+X+(Pause)+A Giganton Stomp NB: I use mostly the [X] combos. Urukubarr has some strong [A] combos, but they require an enemy in front to pick up and bash. He is slow to turn. The best way is to use a combo while moving in a direction. The Battlecry attack is good at this. He also gets caught up on trees often. ---------- Characters ---------- Darokha Ogre who leads the Darokha tribe. --------- Vasmargin [U1] --------- Send your Riders North. They will expose... ############ First Battle ############ Enemies: 6x Earth Golems Level 15 The objective is to bring the Golems to the NW corner, allowing Urukubarr to slip by. However, if you invest (admittedly a great deal of) time in killing the Golems, who are weak against Frontal, you will get more EXP, and lots of Gold due to the SP gained and consequently spent. During this time, Urukubarr might be attacked by 2 level 10 Orc Infantry, which should be an easy fight. After these are dead, bring all your forces foward. Head South along the East edge of the map with a Scout and draw out the forces there. ############# Second Battle ############# Enemies: 3x Orc Infantry Levels 9-13 2x Earth Golems Level 15 This should be a simple fight if you draw out the Infantry first. Afterwards, head South with the Riders, and attack the Golems. Then use Shockwave from the Scorpion and break down the walls to free your allies. Haad back to the start position. Just past the wall will be a fight. ############ Third Battle ############ Allies: 2x Orc Infantry Level 6 2x Orc Axemen Level 10 1x Orc Heavy Infantry Level 10 Enemies: 3x Shaman Level 10 1x Orc Heavy Infantry Level 25 3x Earth Golem Level 15 There is an Ogre leader for the Heavy Infantry. This is a tough fight. Hopefully you can get the enemies immobilised in front of the Axemen, then plow through on Riders and clean up individuals with Urukubarr. Expect to lose most of your allies. I finished with 6000 EXP, 210 Kills and 66000 Gold. Head to the Gorzanik Village. ------------------------------ Gorzanik Village (First Visit) ------------------------------ Head to Operations. Operations: Urukubarr decides to help the Darokha Tribe fight off the Ghouls. The motive for this is seen in Leinhart's Campaign, being a result of the Dark Elf Kaedes forces. Head to the Barracks to level up. Barracks: Urukubarr goes to level 20 and make the troop Heavy Infantry. Swap out an Ogre officer for a Mage hired from the Pub. Give the Mage Ice Magic, which is effective versus Ghouls. Get the Riders up to level 20, and upgrade to Axe Riders. Create a Swamp Mammoth. I put the remaining EXP into Orc Heavy Infantry with Fire magic. I put EXP boosters on Urukubarr's troop, and the Axe Riders. Head to the Main Gate. Pub: Eavesdrop and hire mercenaries. Main Gate: I did the West Unknown mission first. ---------------- Unknown 1 (West) [U2] ---------------- My selection: Urukubarr Level 20, Heavy Infantry Level 19, Scorpion Level 13, Axe Riders Level 20, Swamp Mammoth Level 22 I found the following: Enemies: 4x Orc Heavy Infantry Level 16 4x Orc Sappers Level 15 3x Dark Archers Level 18 I got 4000 EXP, 230 Kills and 16600 Gold. Head to the Gorzanik Village. ------------------------------- Gorzanik Village (Second Visit) ------------------------------- Head to the Barracks to level up. Barracks: I put Urukubarr and the Axe Riders up to level 25, and put the remainder on the Heavy Infantry. Head to the Main Gate. Main Gate: I did the East Unknown mission next. ---------------- Unknown 2 (East) [U3] ---------------- My selection: Urukubarr Level 25, Heavy Infantry Level 20, Scorpion Level 13, Axe Riders Level 25, Swamp Mammoth Level 22 I found the following: Enemies: 4x Orc Heavy Infantry Level 16 4x Orc Sappers Level 15 3x Dark Archers Level 18 I got 6000 EXP, 320 Kills and 23600 Gold. Head to the Gorzanik Village. ------------------------------ Gorzanik Village (Third Visit) ------------------------------ Head to the Barracks to level up. Barracks: The next mission allows three slots, so ditch the Mammoth and the Scorpion. Put Urukubarr and the Riders up to level 30. I got a second Mage and gave him Fire. The remaining EXP should go on the Heavy Infantry. Head to the Main Gate. Main Gate: Head to the Darokha Village next. --------------- Darokha Village [U4] --------------- My selection: Urukubarr Level 30, Heavy Infantry Level 28, Axe Riders Level 30 This is a very difficult mission due to the large numbers of varied troops you will face. After saving your allies, you have to face four Liches in progressively difficult situations. Always use your Riders to build the SP you will need to constantly heal yourself. Make sure that Urukubarr does not lose too much health. Try to get through the enemy as quickly as you can. This is important, as they build up quickly. If it is any consolation, I believe this to be the hardest mission of Urukubarr's. Hey, the village is under attack. Now you have to save your allies. ############ First Battle ############ Allies: 5x Nazarahm Levels 15-17 Enemies: 8x Ghouls Levels 15-19 1x Scorpion Level 20 3x Dark Archers Levels 16-18 You will quite likely be attacked by a couple of Ghouls if you stay stationary. Send the Riders out to harry the Archers, who will hopefully target your guys, who can heal themselves. Have Urukubarr take out the Ghouls, then take out the Scorpion and Archers. Finally mop up the Ghouls. If you are quick, between 1 and 5 Nazarahm will have survived, but on low health. They do not heal often. Now you have to destroy the Liches. The first starts out on the middle of the East side of the map. You do not have to worry about your allies health from now on, though they can be helpful. ############# Second Battle ############# Allies: Whatever remains Enemies: 1x Lich Level 23 (1) 2x Axemen Level 19 4x Ghouls Levels 17-19 Respawning Ghouls Beware the Lich, as it can cast powerful spells like Meteor in combat. Engage the first lot of units, then once the Lich is revealed, attack it. Concentrate on the Lich with Urukubarr to prevent its spells and end the combat quickly. Then clean up the other enemies. Now go find the second Lich to the NE. ############ Third Battle ############ Allies: Whatever remains Enemies: 1x Lich Level 23 (2) 4x Dark Archers Levels 16-20 Have the Riders attract the fire while you get into melee. Push through to get to the Lich, and then kill it. Wipe up the remaining enemies. The next Lich is to the NW. Unfortunately, you will be quickly chewed apart by Scorpions. Send a Scout in, and lead the troops down one by one. ############# Fourth Battle ############# Allies: Whatever remains Enemies: 1x Lich Level 25 (3) 2x Ghouls Levels 17-18 1x Dark Archers Level 17 3x Scorpions Levels 24-26 You now have to defeat the final Lich, Raexis. This Lich is level 40, and pours a huge amount of Ghouls onto you. You ahve to keep moving through the Ghouls, trying to blunt the attack on your second troop, while your Riders gather SP. Urukubarr should try to reach the Lich quickly to prevent the respawns. ############ Fifth Battle ############ Allies: Whatever remains Enemies: 1x Raexis Level 40 (Lich 4) 6x Ghouls Levels 16-19 Respawning Ghouls Raexis is difficult. You will have to get to him quickly, as you will be overwhelmed by Ghouls otherwise. Try to hold the Ghouls on your second unit, with Riders supporting while Urukubarr hunts down Raexis. Kill him, and the game is effectively over. Raexis will make mention of Valdemar, trying to get the Orcs to launch an assault against Vellond. Mission Accomplished. A glitch may occur here, with the game freezing. It has happened often for me. You have to restart the entire game. This is really annoying. I believe it occurs if you have retried the mission. The glitch happens after Raexis is shown, and Urukubarr shouts "Get him" (or words to that effect). I got 10700 EXP, 440 Kills and 50000 Gold. Darokha thanks Urukubarr, and agrees to rally the tribes of the East. Urukubarr will gather the West, then they will march. Head to the Gorzanik Village. ------------------------------- Gorzanik Village (Fourth Visit) ------------------------------- Time will pass. Head to Operations. Operations: Urukubarr hears of a force of Ghouls going to attack the Burial Grounds. He orders all the Wyverns and Swamp Mammoths to march. The next two story missions are quite fun. Head to the Barracks to level up. Barracks: The next mission is an Unknown mission. Prepare for this. I created a Swamp Mammoth, and an Earth Golem. Head to the Main Gate. Main Gate: Head to the Unknown mission next. ----------------- Unknown 3 (North) [U5] ----------------- My selection: Urukubarr Level 35, Heavy Infantry Level 25, Earth Golem Level 30, Axe Riders Level 25, Swamp Mammoth Level 22 I found the following: Enemies: 6x Infantry Level 26 5x Paladins Level 22 3x Longbowmen Level 27 1x Thunder Rhino Level 21 I got 10000 EXP, 290 Kills and 27000 Gold. Head to the Gorzanik Village. ------------------------------ Gorzanik Village (Fifth Visit) ------------------------------ Head to the Barracks to level up. Barracks: The next mission actually only allows two choices. I recommend Riders and Heavy Infantry. I put Urukubarr up to level 40, and put the mage up to level 26 with Fire skill maxed. The Riders went to level 35, and the Heavy Infantry up to level 31 on remaining EXP. Head to the Main Gate. Main Gate: Head to Storm Rift. ---------- Storm Rift [U6] ---------- My selection: Urukubarr Level 40, Heavy Infantry Level 31, Axe Riders Level 35 2x Wyverns Level 25 Fixed This is a fun mission. You just have to let the Mammoths get to the far side. There are huge numbers of Bomber Wings and Storm Riders. Allies: 10x Wyverns Levels 20-24 3x Swamp Mammoths Levels 35-36 Enemies: Bomber Wings Levels 20-25 Storm Riders levels 21-25 Knights Levels 21-24 Heavy Infantry Levels 21-23 Mortars Level 22 Longbowmen Level 21 As there are a lot of enemies, I will just point out the enemies at each stage. To begin with, Storm Riders and Bomber Wings will appear. Have your Wyverns gang up on the fight that has the most allies in it to reduce the damage done to yours. Once the Mammoths get around the first corner, a Mortar will appear. Send your Riders in. Have your melee troops get them if they are in the trees. A Mammoth will get a splinter, requiring a period of 2 minutes for the splinter to be removed. This is quite good for removing a tree trunk from an injured animal. Knights, Mortars, Heavy Infantry and Longbowmen will appear from the SE. Have Urukubarr engage any under the cover of trees. The Riders should deal with the ranged troops. Watch that your Wyverns are not massacred by Longbowmen. Once the Mammoths reach the last stretch to the North, they will turn hostile due to lack of food. 2x Heavy Infantry and a Longbowmen troop will appear from the NW. Defeat these, and wait for the 2 minutes to run out. 2x Knights will appear from the NW once the time expires, and a Mortar will block the way from the North in front of the Mammoths. Once a Mammoth reaches the end zone, you have completed the mission. I got 5300 EXP, 180 Kills and 18000 Gold. Not much, but then there wasn't many normal enemies to fight. Head to the Darokha Village. ----------------------------- Darokha Village (First Visit) ----------------------------- Head to the Barracks to level up. Barracks: There are Unknown missions to complete, so I made a Swamp Mammoth and an Earth Golem. Head to the Main Gate. Main Gate: I did the NNW Unknown mission. --------------- Unknown 4 (NNW) [U7] --------------- My selection: Urukubarr Level 40, Heavy Infantry Level 30, Earth Golem Level 35, Axe Riders Level 35, Swamp Mammoth Level 22 I found the following: Enemies: 6x Infantry Level 27 5x Spearmen Level 30 3x Longbowmen Level 16 1x Ballista Level 30 I got 9200 EXP, 270 Kills and 20600 Gold. Head to the Darokha Village. ------------------------------ Darokha Village (Second Visit) ------------------------------ Head to the Barracks to level up. Barracks: I put the Mammoth up to level 30, and the Riders to level 39. Head to the Main Gate. Main Gate: Head to the next Unknown mission. ----------------- Unknown 5 (North) [U8] ----------------- My selection: Urukubarr Level 40, Heavy Infantry Level 30, Earth Golem Level 35, Axe Riders Level 39, Swamp Mammoth Level 22 I found the following: Enemies: 6x Dark Fighters Level 32 5x Ghouls Level 31 3x Dark Archers Level 35 1x Earth Golem Level 22 I got 13200 EXP, 300 Kills and 30700 Gold. Head to the Darokha Village. ----------------------------- Darokha Village (Third Visit) ----------------------------- Head to the Barracks to level up. Barracks: I created a second Mammoth and put it to level 30. The Riders went to level 40. I put a Mage as the second officer in Urukubarr's troop, and maxed out Ice. The remaining points went into the Heavy Infantry. Head to the Main Gate. Main Gate: Head to the Ancestral Burial Grounds mission. ------------------------ Ancestral Burial Grounds [U9] ------------------------ My selection: Urukubarr Level 40, Heavy Infantry Level 32, Earth Golem Level 35, Axe Riders Level 40, Swamp Mammoth Level 30, Swamp Mammoth Level 30 This is a mission where you must hold out for 900 seconds, or 15 minutes. It is simple enough as long as you do not break the defensive line. I will not list the waves of enemies, as they are a constant swarm, and are too many. Allies: 2x Orc Infantry Level 25 4x Swamp Mammoths Levels 39-41 Enemies: Scorpions Levels 44-49 Dark Fighters Level 26 Dark Archers Level 26 Ghouls Levels 25-29 Scorpions die easily to Mammoths. Keep your Mammoths at the starting positions. When a Scorpion gets near, blast it. Have your melee troops on the NW and NE corners of the entrance to the Burial Grounds. They should engage the Ghouls that attempt to get to the grounds. Urukubarr should roam around behind the Mammoths, getting the Ghouls early. The Riders should help out where needed, and to go past the lines after Archers. After 15 minutes are up, the enemy retreats because Darokha shows up. Allies: 4x Heavy Infantry Levels 31-32 3x Wyverns Level 50 What a relief force! The enemy runs away. The mission is complete. I finished with 23800 EXP, 825 Kills and 50500 Gold. Head to the Darokha Village. ------------------------------ Darokha Village (Fourth Visit) ------------------------------ Go to Operations. Operations: Urukubarr gives a stirring speech. The tribes will march on Kapellen. Head to the Barracks to level up. Barracks: There is one more Unknown mission, then the final of Urukubarr's Campaign. Use whatever you want for the Unknown mission. Head to the Main Gate. Main Gate: Head to the Unknown mission. ----------------- Unknown 6 (North) [U10] ----------------- My selection: Urukubarr Level 50, Heavy Infantry Level 34, Earth Golem Level 35, Axe Riders Level 39, Swamp Mammoth Level 30 I found the following: Enemies: 6x Dark Fighters Level 38 5x Orc Sappers Level 36 3x Dark Archers Level 32 1x Flame Wraith Level 38 I got 16100 EXP, 300 Kills and 30700 Gold. Head to the Darokha Village. ----------------------------- Darokha Village (Fifth Visit) ----------------------------- Head to the Barracks to level up. Barracks: This is the last mission, so put on equipment granting Health/SP/Regeneration. I swapped a Swamp Mammoth for a Wyvern. The Heavy Infantry and Golem went to level 40. Head to the Main Gate. Main Gate: Head to the Kapellen mission. -------- Kapellen [U11] -------- My selection: Urukubarr Level 50, Heavy Infantry Level 40, Earth Golem Level 40, Axe Riders Level 39, Swamp Mammoth Level 30, Wyvern Level 30 This can be tricky if you get swamped by melee fighters. The trick is to let your allies get into combat, then sneak around and assault the Archers. ############ First Battle ############ Allies: 4x Orc Infantry Levels 21-25 8x Scorpions Levels 45-50 Respawning Scorpions Enemies: 6x Dark Knights Levels 21-25 6x Dark Archers Levels 21-25 2x Dirigibles Level 25 Go for the Archers. Wait till the Dirigibles are South of the Archers, or the Archers are all engaged. Then send the Wyverns after the Dirigibles. Shortly after the battle starts, you will see a Commander unit. ################## Commander's Forces ################## 1x Dark Elf Commander Level 39 4x Dark Knights Levels 21-25 4x Dark Archers Levels 21-25 Respawning Dark Knights Until you kill the Commander, Knights will respawn from the SE. So push through to the Commander. This is an easy battle. Finish up the remaining forces, while the Scorpions demolish the Outer Wall. Once the Outer Wall is down, head through the gap to find the next lot of enemy. ############# Second Battle ############# Allies: Whatever remains Respawning Scorpions Enemies: 1x Dark Elf Commander Level 42 5x Dark Knights Levels 21-25 Respawning Elementals Levels 35-38 The Commander should be your priority. Once this troop is destroyed, the Elementals stop respawning. Clean up the remaining forces. The Scorpions will knock down the Inner Wall. This is the final assault. ############ Third Battle ############ Allies: Whatever remains Respawning Scorpions Enemies: 1x Dark Elf Commander Level 45 5x Dark Knights Levels 21-25 1x Swamp Mammoth Level 62 Respawning Dark Knights Wait till the Commander is through the gap in the walls. All the enemy forces will push through the walls, which gets them out of the range of the Mammoth. Kill the Commander, then move your Mammoth through the gap into the Inner Courtyard. Fire at the enemy Mammoth. Enemies will continue through the wall after Urukubarr, but should be easy to defeat. Once this is destroyed, the mission is complete. Urukubarr has united the Orc and Ogre tribes. All is well, until a disguised Hero sneaks into Hexter... ________________________________________________________________________________ vi) Extras {E} ________________________________________________________________________________ Custom battles allow you to create units of Bone Dragons and Battaloons. These units look awesome, and it is a pity that you cannot use them in games. Any EXP you gain after a battle you can keep to level up that Hero and their army. Quick EXP Guide in Custom Battles: To get easy full EXP in custom battles, take 4 Archer type units in addition to your hero. Level them all up fully after putting the hero to level 99. The Archers would be about level 68-70. Put one unit of level 99 Infantry and 4x level 99 Encablossa Flyers on a map with no terrain features. Have the hero attack the Infantry, and each of your Archers target a different Flyer. As long as each troop of yours kills an entire enemy troop, you will gain the maximum EXP possible, 35000. After completing a Campaign, skip/watch the credits, then save your game. You can then reload this save to replay any of your missions or play the missions of any other character whose campaign you have completed. Strangely, you can hire Dark Elves/Orcs from Esse (if Dark Legion/Urukubarr), and Dwarves/Elves/Humans from Kallishire (if Human). The designers thought of everything to prevent the swap over of units to a different force, though Urukubarr can hire Dark Elves. ________________________________________________________________________________ vii) Experience Table {P} ________________________________________________________________________________ This table shows the EXP needed to get to each level, and the collective EXP. LEVEL EXP NEEDED TOTAL EXP 1 2 20 20 3 21 41 4 23 64 5 26 90 6 30 120 7 35 155 8 42 197 9 51 248 10 62 310 11 75 385 12 90 475 13 107 582 14 126 708 15 147 855 16 170 1025 17 194 1219 18 219 1438 19 245 1683 20 272 1955 21 300 2255 22 328 2583 23 359 2942 24 393 3335 25 430 3765 26 470 4235 27 513 4748 28 559 5307 29 608 5915 30 660 6575 31 715 7290 32 773 8063 33 837 8900 34 907 9807 35 983 10790 36 1065 11855 37 1153 13008 38 1247 14255 39 1347 15602 40 1453 17055 41 1565 18620 42 1683 20303 43 1809 22112 44 1943 24055 45 2085 26140 46 2235 28375 47 2393 30768 48 2559 33327 49 2733 36060 50 2915 38975 51 3105 42080 52 3303 45383 53 3509 48892 54 3723 52617 55 3945 56562 56 4175 60737 57 4413 65150 58 4659 69809 59 4913 74722 60 5175 79897 61 5445 85342 62 5723 91065 63 6006 97071 64 6294 103365 65 6587 109952 66 6885 116837 67 7188 124025 68 7496 131521 69 7809 139330 70 8127 147457 71 8450 155907 72 8778 164685 73 9111 173796 74 9449 183245 75 9792 193037 76 10140 203177 77 10493 213670 78 10851 224521 79 11214 235735 80 11582 247317 81 11955 259272 82 12333 271605 83 12716 284321 84 13104 297425 85 13497 310922 86 13895 324817 87 14298 339115 88 14706 353821 89 15119 368940 90 15537 384477 91 15960 400437 92 16388 416825 93 16821 433646 94 17259 450905 95 17702 468607 96 18150 486757 97 18603 505360 98 19061 534421 99 19524 543945 So to get 2x level 99 troops in a custom battle, you will an additional 87890 EXP, or about 3 battles following the quick EXP guide I set out above. ________________________________________________________________________________ viii) Copyright {C} ________________________________________________________________________________ This guide is for personal use, anyone who distributes this guide for profit is in direct violation of copyright laws. No part of this guide can be altered or distributed in any form. The only sites (so far) permitted to use this guide are: www.gamefaqs.com www.1up.com www.supercheats.com www.gamerstemple.com If you see this guide anywhere else please contact me. If you want this guide on your site then contact me and I will consider giving permission.