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Game Cheats » Microsoft Xbox Cheat Codes » Games Starting with the Letter K » Kingdom Under Fire: The Crusaders - Strategy Guide (Page 02)

Kingdom Under Fire: The Crusaders - Strategy Guide (Page 02)

Below are the cheat codes, hints and help for Kingdom Under Fire: The Crusaders - Strategy Guide (Page 02).

   *Hugh will inform you that this area is Heck territory. They will have
    several border guards on patrol, so keep alert. Hugh wants your Sappers and
    Catapults to concentrate on destroying their barricades. The rear force
    will attack the main defense, and provide cover for the support units.*

- Press START to begin. Hugh will give some orders to arm the Archers, and
ensure that the Infantry get out front to provide cover. The first rain of
arrows will do very little. By the time the Catapults are readied, it's too
late. The Orcs have charged. Your infantry units counter-charge, and it's time
to kick some green butt.

- Start off by immediately rushing the Orcs ahead. Look for the Orc who is in
shroud black armor on top of a horse. This is the enemy leader. Focus your
attacks and special spin move (Y + Y) on him. Your fellow troops will actually
do quite good in this battle, so keep your attacks focused on him. Fend off any
Orcs who try to nail you from behind. Once the leader is dead, this unit
should collapse. Unfortunately, your fellow units are being flanked. Look to
where the objective arrow is pointing, and press A by guiding the column out
there. You should see a huge mass of troops. Now, start to engage the other
squad of Ogres. This battle will be much tougher, as there are actually TWO
leaders. The first Orc is the same as before, armed on a horse with black
armor. Focus your attacks on him. If you have enough SP, a Y + Y special move
will instant-kill him. Now, focus on the other leader. Trust me, you'll be able
to notice this behemoth.

- The second leader is a huge Ogre, usually 3 times as big as the normal
troops. First of all, he seems to have a huge life bar, but it can easily be
lowered by doing Y + Y special attacks and rapid X, X, X attacks. Try to slowly
nail his life bar down with quick jabs. He has a powerful swipe fist attack
that can knock you away. If you get knocked down during the battle, rotate the
left joystick back and forth to catch your breath. Keep focusing till he dies.

   *Your Paladins will cast some healing spells to regain lost life. However,
    your fellow Sappers are under attack!*

Start off by flipping to open formation by pressing the White button. Rush
ahead, and you'll notice that another formation splits away from the Archers.
Rather than chasing them, take out the Archers first. The leader should have a
Black Shield/longer life bar than normal. The group is small, and try going to
Close formation when you're close to them. Once they're finished, you should
note that the Paladins are still having trouble. Follow the next green
directional location on your map. Make sure you're in Open formation to get
there quicker. Suddenly, a group of Dark Elves will approach from the right.
Engage this formation first, and make sure you're in closed formation. One of
the leaders will introduce himself. He's outfitted in a black uniform with a
Sabre. Focus your attacks on him, but be careful, as he's very block-prone.
When he charges with a red swirl, be prepared to block on each telewarp-swipe
he performs. Again, use special moves and counter-attack him afterwards. Once
he's dead, rush back, and engage the troops near your Archers. Your Paladins
may be getting nailed, but the Archers are defenseless.

- This battle with the large group near the Archers will have two Dark Elves
leading them. Unfortunately, BOTH are well-disguised, meaning you're going to
have a crapload of trouble focusing on reducing losses. I tried my best in
taking out the masses and hoping for the best. You're majorly overwhelmed
though, so don't feel deprived if you take heavy HP losses. Make sure you get
Ellen to help when surrounded.

   *When they both die, you'll notice your sappers have been lost. Fortunately
    you still have the Archers and Catapults.*

Enter open formation, and rush towards the Catapults past the pine trees. When
you reach the opening, all has been lost. The Catapults are burning, and the
north side has been breached. Suddenly, a group of Dark Cavalary Archers rush
your position. They will start to circle you. It's futile to chase them down on
foot. Thankfully, switch to the Archers unit by pressing L or R. Now, aim
steady, and get the reticle on them in the distance to attack the Dark Cavalry.
After a few circles, the horsemen should be knocked down. Make sure you enter
Closed formation while on defense. Now, you'll have to rescue the captured
Catapults. Rush to the next area with all troops. When you're close, have your
Archers stop outside the perimeter, and have them attack separately from the
distance. Meanwhile, Gerald's unit should charge in. Focus on the horsed Orc
with black armor, as he is the opposing leader. Again, a few swipes here and
there, plus a special move ought to put him down for good. Once defeated, you
should have recaptured the Catapults. Move all troops towards the wall
perimeter.

   *When you're in position, the order is given, and the Catapults are
    launched. The exterior wall is breached. Rupert says to give em' hell!*

When you charge through, proceed to the next point with all troops. You'll
eventually reach a wide open field, along with up to 7 Vell units. This is
going to get rough. First of all, get your Archers in the open so they can
attack approaching units. Enter Open formation with all troops, and charge.
Unfortunately, all of the Dark Legion troops are retreating, so it's going to
be extremely difficult to get any kills whatsoever. In my case, ALL units
retreated and made it out alive.

   *Hugh congratulates you on your valor, and says they will camp at Raven
    Meadow tonight. After a night in the camp, rumors pass around that you've
    been promoted for your actions on the battlefield. You're now "General"
    Gerald, how fitting. You meet up with an old time friend, better known as
    Walden. After some chit chat, you have to report with Hugh to find out
    what's going on.*

- Enter the Operations screen.

   *Hugh commends you on your key decisions. One of the interrogated Darks
    barked up that Regnier's troops are headed this way. Apparently, the leader
    who fled from before is holding the plans to the attack on your units, and
    he's hiding in Greywood Forest. One of your scouts has verified the intel,
    and Hugh wants the plans urgently. He will lend you a Spearmen troop to get
    there safely during the morning. Walden exchanges a few wise-crack words to
    you, and it ticks you off greatly. Ellen recommends you visit the Barracks
    for some equipment/training.*

- Enter the Barracks tab. First of all, note that the Archers unit from before
has now joined your "control." It should be led by a man named Eldric. You can
now modify the soldiers, leaders, and troops inside your two units with better
equipment, teach them new skills by spending EXP, and what not. Start off by
purchasing the Lv. 1 One-Handed Axe for your general Infantry troops (2133
gold). You may also want to upgrade skills on Gerald and your other Archers
unit by upgrading the leader's individual Melee/Ranged abilities. Some of them
may learn a new skill. You can spend the rest of the gold on either armor
upgrades, or what not. Right now, the changes are not important.

NOTE: Equipment will change at the Barracks from time to time. Don't assume the
      same item will be in place each time you visit. Apparently, it uses a
      random item generator.

 __________________________________
/Mission 3 - Greywood Forest (3.3)/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  > Fend off Cavalry ambush
  > Chase and destroy enemy leader on horse

   *Ellen spots something ahead. We're then debriefed with a small overview
    map of Greywood Forest. Apparently, they want the unit to circle around
    clockwise to clear out the opposing enemies. Note that they believe
    Cavalry are in the area, so use the spearmen to your advantage!*

Start off by quickly rushing east. Engage the Dark Elves with your main force
and Gerald. Their enemy leader is well-disguised amongst the regular troops, so
don't get too flustered. Meanwhile, switch to Walden's Spearmen with R, and
attack the Dark Archers in the distance. Make sure you target them by clicking
with the red-highlighted cursor. While he's engaging them, finish off the Dark
Elves, then help Walden finish off the Archers. Both leaders are weaker Dark
Elf versions; nothing extreme to worry about.

   *Ellen will then notice the rest of the troops baiting you towards some
    heavily clustered area. Ah, what the hell, charge!*

When you reach the wide-open field, prepare for an ambush. A small group of
cavalry will charge your position. A short sequence is shown with the spearmen
quickly eliminating the threat. Unfortunately, another series of them come, and
it's much larger. You'll also have to deal with the manually. Quickly take
control of Gerald's unit, and move them BEHIND the Spearmen unit. The
long-piked fellows will automatically disperse and eliminate the horses. Repeat
the pattern on any survivors (the cavalry will just circle around). Ellen
believes there are cliffs to the south with the remaining dark units, so charge
southward. Move to open formation and move south. Another ambush is in place up
ahead. You'll have to use a "stealth" meter to make it past them. Basically,
don't raise the suspicion meter too far.

Anyhow, take hold of Walden's spearmen, and move them west. Make sure they're
in closed formation not to raise any suspicions in the enemy's mind. Now, move
him south when he's about a few clicks west. Move along the cliff edge, and
start to move Gerald's unit near the edge of the forest. The two infantry units
will charge blindly towards Gerald. Meanwhile, send Walden on attack mode
towards the archers, and they will be engaged. Meanwhile, finish off the two
remaining Dark Infantry units, and help Walden finish off the archers. The
leaders are again, VERY hidden, making it hard to concentrate on a certain
opponent to kill. Walden will do just enough to distract the archers from
laying fire down on you. Afterwards, charge west towards the fleeing enemy
leader. You'll be in plenty of thick brush now. Move to open formation as the
enemy unit starts to flee. Now, here comes the tricky part. The fleeing unit
will run to the NW, meaning you'll have to intercept it somewhere directly
north. There's an enemy unit of Lv. 2 Dark Fighters to the Northeast that tries
to join up with him unless you cut him off. Simply charge in between and move
upper left to prevent both armies from joining. Look for the Elf riding the
black horse, and focus your attacks on him. Do your special Y + Y move, combo
attacks, and help from officers to finish him off.

   *After the battle ends, Walden says that you couldn't have done this
    without his spearmen. What a prick. Anyhow, Gerald assures him that he
    will receive a reward, and Walden heads back to base. You should do
    the same before another ambush pops up.*

- Head back to Forward Base. Again, Walden criticizes you for hogging the
spotlight. Sounds like nothing much to me. Hugh rewards you with a night to
rest.

   *Ellen reports that all ranking officers have been called to a meeting.
    The leader you captured must have spoken some truth. Head to the
    Operations room. Apparently, Regnier is on the move, and is as close as
    the Glaucus River. His only way across is via a floodgate, which is
    too controlled by the Darks. Hugh says an assault will begin in four
    days along with a briefing, sounds like an important mission.*

   *Four days later, Walden is surprised by a surprise attack on Glaucus.
    We're to move via the rear, where General Hugh shall lead the way.*

- Start off by equipping any new items to your troops, especially Gerald, such
as a powerful Sword or accessory. You may also want to teach Rupert the Frontal
skill, not to mention upgrading your Melee/Ranged techniques on your Officers.
Try to upgrade your units' levels above 5. Enter the Main Gate when ready. Head
over to Glaucus.

 __________________________
/Mission 4 - Glaucus (3.4)/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  > Engage lured Orcs at Hugh's position
  > Disarm traps near river border
  > Open Floodgate
  > Rescue General Hugh

   *Hugh wants to take the floodgate before Regnier crosses, and also before
    the enemy can respond. You'll have to meet up with a group of Sappers
    after clearing out the initial enemy units. Have your sappers clear out
    the traps near the river bank, then rush the gate, and release the water.*

Start off by moving south, and sending a Scout out. You'll see about (3) Dark
Orc units around level 5. Hugh says that he will lure the enemy troops to
attack him, then you shall flank them from behind with the suns to your back to
prevent blindness. Move everyone to the rendevous to the point to the east, and
wait for the three Orc units to follow after Hugh's diversion. Move south,
then charge when you see a white "light" flare shot in the air. Quickly engage
the Orcs using your Special Move to wipe out whole realms of them. Make sure
your Archers attack as well, and widen the attack area via one of the hills.
The Ogres will fall quickly and swiftly. Now, Hugh says to go northeast and
rendevous with the Sappers. They're our only way of removing the traps near the
river.

Move northeast, and meet up at the marked point on your map. Unfortunately, you
will be intercepted by a group of Dark Archers (in the forest), and Orc
Infantry directly in front of you. You'll have to engage the Orcs first and
foremost, because the Dark Archers cannot be hit in the forest (trees block
your own projectiles). Focus on the Orcs, then shift to Standard formation,
and rush the group of Archers in the forest. Their unit is small, so be swift,
and concentrate on the leader. Once dead, the Sappers will join under your
command. Move southeast to where Ellen marked on your map. Try to have the
Sappers lead the way. Now, here comes the tricky part. In order to remove the
traps, you must have the Sappers lead the way, and they'll start to detect
[SKELETON] areas, which are marked usually with mines underground. To remove
them, press the control pad, and select the "Remove" ability. Much like Gerald
sending out a scout, the Sappers can remove the traps. After remove is
selected, pick the reddish area that has traps. The Sappers should only spend a
few moments eliminating the threats.

There are about 3 "solid" clusters of mines in the direction of Ellen's arrow,
so clear them out, then charge with the main force. There are some dark Archers
in the distance that must be eliminated. Go to Closed formation to fend off the
attacks, and slowly charge in. Take out the Dark Archers (very small group of
units). Now, Hugh will start to lead the rest of the Dark Legion troops after
him. Highlight the Sappers, and select the "Open Water Gate" command. Highlight
it over the dam, and they shall open it.

   *A brief cutscene shows a hugh gush of water wipe out the remaining Orcs/
    Elves that charged after General Hugh. Unfortunately, Hugh has been
    overrun by a large group of the remaining units. Ellen demands that your
    troops stay at the Floodgate to prevent Regnier from crossing. Rupert
    says that you must save the General. You decide to save the General and
    accept all responsibility.*

Charge valiantly towards his position to the West. Be CAREFUL though. There are
still some mine groups there, and it's best to have the Sappers lead the way.
Try to defuse any in the way without letting your men be slaughtered. When you
reach the battle, engage the mixed fleet of various units. You'll meet a new
Dark Elf female called Lucretia. Apparently she has heard about you, the great
Gerald. Doesn't look so positive right now. She has various magic moves, but
most of them can be blocked and countered quite easily.

   *After a few bytes from the sound battle, Lucretia will flee back to the
    unguarded Floodgate because of your decision. Looks like Regnier will be
    uniting with her. This can't be good. General Hugh also suffered a
    horrible wound, and he's being rushed out of the battlefield as we speak.*

- The battle should end, and Gerald gives the command to head back to forward
base.

   *General Hugh is disgusted at you for saving his life, rather than holding
    the river bank. Now that Regnier's men have crossed, the scale of this
    war has magnified greatly. Hugh curses you, and orders you back to the
    forward base. Ellen is also pissed that you didn't hold the rivergate,
    as she's willing to sacrifice lives for the utmost mission. Regardless,
    Gerald prepares for the battle ahead.*

- Before we may begin, we now have the options to upgrade MANY available stats
on our units. The Sappers unit from the previous mission should have joined
your Army unit. Now, you should have a hefty sum of EXP. Try to upgrade the
main infantry unit under Gerald, and make them Heavy Infantry. Get your troops
a decent shield for defense, and your ground unit should be fairly powerful
now. Remember that you need to upgrade Gerald's (or any of the other two
officers) skills to reach the required minimums (10 Melee rating). Secondly,
also try upgrading your default Archers into Longbowmen. Shouldn't cost too
much, EXP/Gold wise. You may want to teach Eldric a third skill which will
combine well for future classes, or simply upgrade him with a powerful magic (I
chose Ice). Also, try to look for an upgraded weapon for the Sappers unit,
preferably a pick axe with special effects (found one with +20% EXP bonus). I
love Engineers/Sappers, so that can also be considered personal biasness.
Anyhow, head to the Pub when ready.

   *A small conversation between Rupert and Gerald shows that Walden has a true
    disliking for you since day one in basic training. It also appears that
    Hugh is looking for you, or so Ellen says.*

- Select the Operations tab.

   *Hugh doesn't seem as treacherous as you'd expect. Seems somewhat jovial
    now that he realizes you saved his life, but still consequences you for
    disobeying orders. You shouldn't have saved Hugh's life, but rather held
    the river bank. Regardless of the task at hand, Regnier is approaching, and
    a new mission is at hand.*

- Select the Operations tab, yet again.

   *Regnier is approaching faster than a broomstick caught on fire. Apparently,
   the enemy is headed towards Woodenshade, where there are hunky trees
   protruding throughout the area. The idea is to lure the Dark Legion troops
   into the woods, then unleash fire upon them. You will be informed more
   in-depth as you move further into the woods.*

- If you have any more selections to do, do them now. Head off to the Main
Gate.

 ______________________________
/Mission 5 - Woodenshade (3.5)/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  > Torch the trees to ambush Regnier
  > Retreat and protect the King
  > Proceed to the northwest by taking out enemy units

   *A brief emotional speech is yelled out by General Hugh. Apparently, Regnier
    is an insanely powerful Ogre who shoots out lightning and has eight horns.
    In more seriousness, he's just an Orc/Human, and we (the humans) have the
    ability to use teamwork and overwhelm them.*

   *The plan is to taunt and lure Regnier, who will approach from the
    northeast, into the thick woods directly south, where Archers will stand by
    and lay ablaze to the forest with fire arrows. Hopefully, he shall be
    consumed by the flames, and the Majesty himself will lay a hand in this
    battle.*

   *Finally, one more victory speech is spoken. The Majesty and leader of
    Hironeiden is here in presence to watch over the battle. Regnier's
    appearance is that somewhat of a human, but apparently he's an Orcish
    bastard. Hugh gives the command to charge, and thus they do!*

- Right when the charge begins, you'll have to face (2) Heavy Dark Orcs units.
Use basic Y + Y special moves, along with Officer help, and typical beatdowns.
There's no "true" leader of the Orcs, so kill as many as you can. Your Heavy
Infantry should match well to there's. Meanwhile, switch to the Longbowmen
unit, and have them move down to the southern position with the Majesty
himself. Now, your men and Hugh will engage the Orcs for some time. When he
gives the retreat command, use the minimap, and press Y at the designated green
circle to retreat. When you get down there, wait a bit for the Orcs to enter
the forest. Now, for the tricky part. Select the Archers unit, and press the
control pad. Pick the Fire Arrow option, but don't select a radius. Hold down
the mini-map with the ability selected, and fire at the orange-marked section
on your map (which represents the area to be lit). Try 2-3 times to get it lit.
On my try, I failed, and did very little damage. Light it BEFORE they get
there, otherwise, it takes too long to repeat-fire and hope for the best. When
the two Dark Orc units break through, their health should be lowered. Finish
them off using combo attacks.

   *Suddenly, Regnier will walk out of the fire as if it was nothing. Hugh and
    Gerald tell their men not to fear, that he's simply another Ogre. Not quite
    if you ask me. Anyhow, his fellow Orc units charge your men.*

You'll immediately spawn in yet another battle. Your HP loss from the previous
battle will be minimized, but not quite fixed. As before, you wouldn't expect
Regnier to be much of a threat, but I tend to differ. He's actually a level 50
leader, that seems to be "undamaged" by the fire lit in the forest. Anyhow,
continue battling, and General Hugh will soon realize that the battle is no
match for his men. Regnier is too powerful to humanly take down. He wants you
to retreat and protect the King. Take Gerald's unit, and head west to the
marked point. Make sure the King follows. Hugh will stay behind and die with
honor.

   ************************************************************************
   # ODD GLITCH # Killing Regnier *                                       *
   ************************************************************************
   - Believe it or not, you can actually kill Regnier and his level 50 army.
     The way the battle is scripted, you're suppose to send ALL units to the
     green marked points. I accidentally left my Longbowmen behind, and noticed
     that General Hugh's health was hardly falling. So I actually started to
     have my Archers constantly rain down fire on Regnier's unit engaging Hugh.
     Well, apparently, the battle is scripted so both Hugh's unit and Regnier's
     unit "disappear" from the map after you get past a certain radius. I
     actually managed to knock Regnier's health bar down to nothing, and he
     died. My archers even got experience for killing him! After I retreated
     the Archers to the spot (Hugh just stood there), then the game acted as if
     I never killed Regnier. Bah, short story short, it's unavoidable either
     way.

   *When all of YOUR units reach the marked area, Gerald will ask where Esse
    is located. Ellen responds by saying to the Northwest. There are probably
    enemy patrols nearby, so it's best to "scout" the area ahead to see what to
    expect. Protecting the King is your utmost priority.*

This next part is tricky somewhat again, although VERY manageable under the
right circumstances. Start to move north, but use the scout ability on Gerald,
and send out a scout to the Northwest. You'll find about 2-3 Dark Legion Ogre
units in the forest. Lure them out by sending the Scout near them, then rush
him back using the Mini-map. Now, select the Fire Arrow ability on the Archers,
highlight the opposing unit, and watch them fry. Most of the troops will be
killed, with exception to arrows block by trees or aimed at various areas. If a
Dark Orc unit rushes you, simply have Gerald charge out in front to engage
them. Then, have the Archers pull back, and loose away at the exposed targets.
The King will rarely get attacked. Move directly north once these units are
cleared. Send another scout up. This time, there will be five small Orc units
directly north in the forest. It's a tad trickier to lure them down, because
the units will stop chasing the scout after a certain proximity. You MUST lure
the first grouping of three down, because Fire Arrows will get blocked when
fired upon. Get them fairly close, then try to toast them.

Move to the northwest past the forest into the small opening, then slightly
north. Watch for the two Dark Knight units (we don't want to engage them yet).
Instead, focus on eliminating the remaining Dark Legion units to the east of
your position by using fire arrows. You can use the scout-lure strategy, but,
the distance between you and them is slim. You do not have to kill these units
in the forest, but it's recommended as they can only be added to the fight
later on. To the far north are two Dark Elf Knight units. They're slightly
tougher than the Vells before, but it's a battle nonetheless. BE careful, since
the second unit will charge your King while you are distracted with the first
group. I had to retreat back to where my King was, and help fend off the
remaining Vells. You may want to use Direct Arrow with your Archers to quickly
kill most of the troops around the King. Once these two Dark units are knocked
out, you can now head northwest to Esse. When the King arrives, the mission
should be complete.

   *Rupert is deeply saddened due to Hugh's loss. Moreover, the King greatly
    mourns his sacrifice, but nonetheless, you must head to Castle Esse.*

- Move up to Esse.

   *Ellen criticizes Rupert for wanting to go back to save General Hugh, who
    bravehearted himself for a just cause. Gerald orders Ellen to give out some
    extra food to boost soldier morale, and Gerald heads off to see the
    majesty.*

- Select the Operations tab.

   *Gerald is promoted to the General status, after Hugh's death. Doesn't look
    too good in the political spotlight if you ask me. Walden approaches Gerald
    and "congratulates" him on becoming General. While he's obviously jealous
    of his upgrade, it came at the worst time with Hugh's disappearance. Walden
    also managed to come across a patrol during his mission. One of the
    supposed scouts had a parchment which explained that Sappers were arriving
    via the southeast within the next two days. Sounds like a day for an
    ambush.*

- Let's make some upgrades with the newly acquired EXP. First of all, you
should have plenty of EXP, perhaps TOO much at this point. I upgraded my Heavy
Infantry into Knights, managed to make sure all units were lvl 15+, and got my
Knights a high +Melee damage two-handed sword. This ensures that they'll be set
for quite some time. Head to the Pub for the next demographic.

   *Rupert greets you as the "General." Anyhow, Walden sends some scouts out,
    and the Scouts report that the Hecks are closer than you thought. Gerald
    decides to try and intercept the enemy forces with a perceptible ambush.*

 ___________________________
/Mission 6 - Roserain (3.6)/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  > Disable enemy scout unit
  > Plant traps to disable first Darks wave
  > Finish off remaining Dark Units
  > Setup marked traps before timer runs out
  > Destroy remnants of troop transport

   *Gerald's plan involves ambushing the enemy's convoy along a southern route.
    Unfortunately, there is a cliff blocking access directly down. We must head
    around this, ignore enemy units, plant the traps, then ambush them. If
    we get recognized early on, the battle will be hectic.*

  ^^NOTE: You'll receive a lvl. 9 Cavalry unit, so this should be interesting.

- You'll have a time limit on this one, before the convoy arrives, which should
make it somewhat "pressure-orientated." Start off by sending a scout to the
east. You'll soon discover that enemy scouts are rampaging the forests as well.
Bring up your Cavalry unit and attack the enemy scouts. They should die within
a few seconds. Now, send all troops in open formation to the tip of the cliff.
Continue to send your lone scout ahead to ensure no other units exist. Now,
around the corner will be about (6) Lvl. 12 Heavy Orcs. Normally, this isn't a
challenge, but it's unexpected at the time. Now, a small argument will ensue
between Rupert and Gerald. If you check your map, you'll notice that there is a
small rectangular portion selected where the traps are suppose to go. Set them
slightly to the right of the marked area, like an arc, and about 6 in total.
Don't worry, you can plant them in the open.

- Now, move your normal troops behind the traps, and pull your Sappers back.
Send a Scout to lure the heavy Orcs towards your position. They should plow
into your wall of traps, then finish them off with your infantry. Now, proceed
south around the cliff edge with all troops. You'll receive word that there's
another formation of Darks to the south - two units to be exact. Engage this
main force with Gerald and the Cavalry. Meanwhile, ship out your Sappers unit
to the south where the area is marked with four squares. Plant the traps in
each of the four squares, then a few more in between to ensure maximum damage.
Now, lead all units to the marked "ambush point." You shouldn't have too much
trouble with those Darks from before, although Curatio helps gain some life at
this point. The game will then reload, give a EXP bonus, and the counter should
leave. The troops will march on towards your traps.

- Now, a majority of the troops will walk over the traps. Take your Cavalry
unit, and set them after the back Orc Sappers. We want to prevent the Dark
Legion from being able to disarm these traps. Also, have Gerald's unit rush the
Scorpion unit (which should divert from the traps). The Scorpion is a powerful
being similar to a large arachnid, except when surrounded, becomes quite
useless. Watch out for the leader of the transport, which is a large red troll.
He has many earth pounding attacks, so try to concentrate on him, to take his
unit down quickly. Rupert can lay down some devastating pain in rememberance of
General Hugh. The mission should be over when all enemies are killed.

   *After a joyous victory, you soon realize it was a complete joke. You run
    into a scrambling soldier who says that Esse was overrun by the Darks!
    The transport you engaged was just a foolish trap. Apparently, Walden
    fled with the King to Hironeiden, and everyone else at Esse was killed.
    That bastard Walden gave us bait information, and is now trying to
    brown-nose to be the King's General. Anyhow, head west to Halmoral.*

 ___________________________
/Mission 7 - Halmoral (3.7)/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  > Destroy enemy units to the right of the river
  > Proceed to north tip and nail fire arrows on opposite shore
  > Cross river and proceed to marked point

   *The road to Hironeiden has fallen to the Hecks, who also slaughtered
    everyone at Esse. You must cross this river at Halmoral in order to
    approach the capital where Walden and the King is.*

- This is the first mission where you get to setup your own custom units,
besides Gerald's himself. I chose my Sappers and Archers unit.

- Start off by sending a Scout north. You'll soon discover two smaller Orc
units along the river, not to mention a Dark Legion unit far up north (which is
marked specially). Engage the two small Orc units along the river with Gerald
and the Longbowmen.

   *Gerald will have a misfit, and freak out while attacking the Orcs.
    Apparently, he has some sort of personal vendetta against these
    wretched beasts. Nonetheless, a good drink ought to solve that. Ellen calms
    him down.*

Also, make sure to take care of the lvl. 8 unit that rushes from the north.
You'll hardly lose any life. Watch for the two Dark Elf units to the far north
that will flank downward. You can either plant traps, lure them down, and
ambush them. Or, you can light the forests with Fire Arrows, and then finish
off the remaining ones. Either way, focus on their leader to kill them quickly,
as the elemental boosts will do more damage against your lack of resistance.
Once they're both dead, send a Scout across the river. There are about 7-8 Dark
Archers units. This is a whole crapload. Apparently, they have some form of
knowing you were coming.

   *After a bit, Rupert suggests that your men use Fire to flush the Dark Elves
    out, but at the same time, that would also slaughter your men - or so
    you'd think.*

- Move to the very top of the river. Look at a small lip that sticks out along
the land. Now, set a point for your Longbowmen to stand, and launch fire arrows
directly across on land. Some of the trees should catch on fire. This will
scare off most of the Dark Elves stationed there. When they move south, WAIT
for the flames to die down. Then, move across, and you have two choices. You
can attempt to kill some of these Archers units for some needed EXP, or simply
rush south along the western edge to the point. I'd rather kill some of the
units. Be weary of the lvl. 25 ones though, as they're much tougher.

- Head off to Hironeiden.

   *Gerald is anxious to see the King after the disaster at Esse. At the
    Operations tab, we soon learn that Captain Walden was captured while
    helping the King retreat to Hironeiden. Sounds a bit fishy if you ask me.
    Anyhow, the King understands that the Dark Legion threat is too much to
    handle alone. He wants you to escort some messengers to the Dwarves and
    Elves kingdoms in exchange for assistance in this war. As we know, they
    will not refuse knowing that they're next if Hironeiden falls. It's up to
    you General Gerald.*

- Enter the Pub.

   *You inform Ellen and Rupert of the King's news. Rupert is eager to help
    out, and wants to escort the messengers to the Elven kingdom. Gerald will
    go along with Rupert for the time being for a little push-off towards the
    Heck-filled area.*

- Don't forget to upgrade your army as usual. You should truly have Knights by
now, and ensure that your Cavalry unit is upgraded to full strength along with
the other units. It would be best to hire a Mercenary, and you can do so by
visiting the Pub >> Selecting Hire Mercenaries. Now, there are various types,
and because of Rupert's departure, you'll also have to fill a spot in Gerald's
unit. Typically, one of the best officers you'll find out there is a Wizard,
who is usually a gray-haired lookalike Dwarf who has a hood. This is the
most primitive form of Wizards. You'll also find other Sorcerers such as the
gray-haired man with a curl near the back of his head, or the man wearing a
hood. Either way, try to get a magic user in Gerald's unit. It'll balance the
lackof, therefore. You can check out the "full" list of mercenaries under the
Jobs section. I personally took one of my former leaders, moved him to Gerald's
unit, then created a Mercenary, and upgraded the previously futile unit to a
Mortar unit. Make sure you get heavy Cavalry, or something with a speed rush.
Proceed to Stormdeen.

 ____________________________
/Mission 8 - Stormdeen (3.8)/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  > Flank west along the wall
  > Escort Rupert's unit to marked point in northeast corner

   *The path to the next area is via the Northeast. Unfortunately, it appears
    that many enemy patrols are in the direct path to it. We may have to
    circle around via the woods to avoid detection. Rupert will be leading
    Paladins to the destination. Their healing spells should let them survive
    over time. You'll be forced to use a Paladin/Infantry unit.*

- Move a scout directly ahead through the flaming wall, and you'll be
astonished by the overwhelming amount of enemies. Some of the units are lvl.
100. Anyhow, enter the crack in the wall, and head west. As you'll notice,
there are several enemy units in the forest as well. Proceed under the Scorpion
not to alarm it, although you probably should engage the lvl. 12 Orc unit
patrolling. Once that's down, move onward west. Again, there are another 5-6
units up north that patrol in patterns. Your best bet is to continue west, but
keep Rupert out of the action. You'll probably have to engage another 4 Dark
units. You can attempt to lure them away, but they're fairly low level-wise,
and shouldn't lure TOO many troops towards you. Concentrate on their leaders,
as that's the easiet way of finishing them each time. After destroying 3-4
units, send a scout against the west wall, and proceed north. Keep your troops
in safe measure.

- Again, if you scout north, you'll discover a "line" of Scorpions against the
northern wall. You'll have to lure them south with a scout, or attempt to
distract them while moving on up. I personally slaughtered my way through the
entire battle. Don't even think about trying to "distract" the troops and get
Rupert to the end, as it can only spell more doom. Don't move to the upper NW
corner all the way. Go slightly south from the last forest patch, and send your
scout west. Now, try to lure the line of 3-4 Scorpions south so they're laying
in the plains. Then, you'll move your troops horizontally east via the forest
where the Scorpions were before to the point. HOWEVER, be very careful. There
is a lvl. 21 Dark Archers unit right in the middle, south of those Scorpions.
Your scout will keep getting shot whenever you try to lure the Scorpions down.

- Here's the trick. Get within range of the Dark Archers so they set an attack
command on you. Now, retreat to the far northwest corner with both units. The
Dark Archers will chase Rupert's unit. He might take some damage, but just use
Curatio. Now, charge with Open formation at the distracted Dark Archers who
were lured over. Now you can easily rape them up close. Now, send your scout
west and lure the Scorpions down. Move west, in closed formation, through the
forest. You'll notice (2) Lvl. 6 Dark Fighters near the very north. DO NOT
underestimate these fools. They'll start to cast Meteor on your units. Start
off by giving Rupert's unit the command to charge the NE corner. Meanwhile,
have Gerald's unit enter Open formation and charge the Lvl. 6 Dark Fighters to
the south. All you need is for Rupert to get inside the green circle. You'll
notice a special mage in the forest...which you can't attack. Anyhow, keep
casting Curatio on Gerald & Rupert's units while they make the final charge.
Once Rupert's in, mission accomplished.

   *Rupert says goodbye to everybody, and Ellen gets slightly tearful. Guess
    she has something for those big delts, huh?*

- Head back to Hironeiden.

   *Two months pass by. Apparently, no word has arrived from the messengers.
    Not to say that Rupert is a lazy fool, but the King is somewhat impatient
    that the enemy has yet to attack Hironeiden. They're truly trying to starve
    us out. Ellen still worries about Rupert.*

- Prepare your units. Once you're ready, head to the Main Gate.

 ___________________________________
/Mission 9 - Outer Hironeiden (3.9)/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  > Hold off the oncoming Undead/Ogre/Scorpion rush

   *Gerald wants to check the outer wall of Hironeiden, as he is anxious to
    know why the enemy has gone "missing" recently. Check out the eastern
    wall and report back.*

- You'll start off by being given the choice to add one free unit. Get
something with range, either Longbowmen, or Mortars. Sappers/Pyros can work as
an alternative, but it's much easier with Archers of some sort.

   *A brief FMV shows many of the soldiers speaking about how they'd love to
    have a juicy steak, or some mashed potatoes. As you know, the Dark Legion
    has been starving off supplies from Hironeiden for quite some time.
    Suddenly, Undead bash through the walls, and rain down terror. Gerald gives
    the command to retreat to the inner wall.*

- This mission is all based around protecting the Wall HP. It's a small bar in
the lower right corner. Try not to stray off too far, as you need to protect
the wall from all entirety. This means the north and south sections as well.
Start off by moving your units slightly east of the wall, preferably a 1/2 inch
across the mini-map. Now, set your long range unit (preferably Mortars,
although Longbowmen work) slightly behind your main attack force. Your Paladins
should cast down Curatio from their abilities list on the Undead Ghouls
that charge Gerald's unit. This will help reduce some of their health. It has a
hefty SP cost, so be weary. Meanwhile, give your Mortars the attack command
from the back row to pelt down the Undead that rush right into your trap. The
Undead units of Ghouls are usually led by tall-looking Ghoul Ghosts, so
concentrate your special moves on them. They're fairly weak when ganged up on.

- A second series of enemies will approach. This time, some Orcs will be mixed
in. Try to lay down Curatio on the Ghouls, although it'll be tough. I found it
best to have your Paladins cover the south section, while Gerald hits the
north. Your mortar should be in the middle, and reign down support fire to both
columns. When the Scorpion rushes along with 2-3 other units, gang up on the
Scorpion with a special move. They have a powerful claw which can rip the
Wall's health down rapidly. Kill these at all costs. The Undead have plenty of
life, but HE and mortar make them fairly easy to beat. The third wave is
tougher. They'll actually spread out. Again, cast your spells, and try to get
as many ranged attacks in. Make sure you take care of the Scorpion to the north
first.

- The fourth series of enemies and beyond will be a complete pain in the arse.
You're going to see up to 12+ enemy units on screen. I tried to get my Mortars
behind Gerald's unit, and simply pound away, inch by inch, at the enemy. Keep
the pressure mounted down. Eventually, your Paladins should get overrun along
the south, and the wall will start to take damage from suiciders. Keep focusing
on killing the leaders and Scorpions you are entangled with. The battle will
eventually get so chaotic that Ellen collapses, and prays for something good to
happen.

   *Rupert returns, with a whole flock of Dwarves and Elves beside him. They
    should rain down a large line of explosive materials on top of the poor
    Undead. Mission accomplished, by a daisy too! Rupert mocks Ellen for
    crying out Gerald's name on the battlefield, and Gerald tells them to both
    shape up.*

   *The King thanks the Dwarves and Elves for saving Hironeiden from its
    greatest peril. The Elves reveal their position about how they want to
    gain control of the Ancient Heart. The King dismisses it as nothing more
    than blasphemy, or so the Patriarch says. The Elves believe the Ancient
    Heart has a greater power, and whoever controls it, can control ultimate
    power. The Elves and Humans must fight back for the Holy Ground, regain the
    Ancient Heart, and seal it away forever. Hironeiden must retake the Holy
    Ground, while the Elves and Dwarves search for the Heart, in exchange for
    their support of course. The King orders Gerald to ready the army within
    one month.*

- Enter the Pub.

   *Rupert and Ellen both worry about the Elves, although they don't really
    mind the Dwarves tagging along. Seems like these small creatures have some
    problem with Humans perhaps? One month will pass by, and Rupert says it's
    time to leave.*

- Before heading off, Rupert has now rejoined Gerald's unit. You might want to
reorganize the man you placed in his spot. Secondly, you should have a smaller
amount of EXP than as before. You'll have plenty of gold, but try to keep a
1,000+ EXP reserve in case you need to make an "emergency" unit before a
mission. Usually you'll want something left over to transform a current unit
into something more powerful, like Bomber Wings. Anyhow, now's the time to
upgrade Gerald's unit to the max, especially equipment wise. Secondly, give
your Mortar items as much as possible to make them effective during combat.
Don't worry too much about the Paladins. While they're useful during battle, I
really don't prefer using them against the dead. Head off when you're ready.

- Head northeast to the Posterus Green.

   *Rupert reports that there is a Heck camp to the southeast. It looks like a
    small village, but there are about fifteen units and some Scorpions. Looks
    like it's nukem time. Gerald is determined to kill these swines,
    regardless of whether or not victory is spelled by it.*

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