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Kingdom Under Fire: The Crusaders - Strategy Guide (Page 03)

Below are the cheat codes, hints and help for Kingdom Under Fire: The Crusaders - Strategy Guide (Page 03).

 ___________________________________
/Mission 10 - Posterus Green (3.10)/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  > Destroy the (10) Orc Camps
  > Head back to NW corner for extraction

   *The mission is simple. Gerald does not want the Hogs being able to build on
    Hironeiden land. Your mission is to destroy all of the Hog buildings by
    burning them down.*

- First of all, you'll be locked to use your Archers and Gerald's unit. You can
only have one free one. I selected to use my Sappers unit. If you don't have a
Catapult unit, try placing in your Mortars, Sappers, or someone with close
combat abilities. Getting another ranged unit will NOT help, as you can get
flanked at times. Cavalry are useless on this mission, due to the heavy
forests.

- As stated before, this mission is more about "burning down", rather than
slaughtering everyone. It's still a great experience boost if needed. There
should be a lvl. 16 Orc unit in front of you. With your ranged units, attack
and lure the unit towards you. Take it out. Shouldn't be too much trouble. Head
east towards the opening where the spotted Orc Buildings are. Watch out for
another lvl. 16 Orc unit to rush you. There are Dark Archers to the south of
where you originally spawned, not to mention southeast of where the buildings
are. Raze them down with fire arrows or have the Sappers burn them. Take out
any units that lure near you. You'll find one northwest of the initial
village. Burn that one down as well. Now, move to the far northeast corner, and
you'll find another small establishment. Another two establishments are
directly south of this one. You should have 5 Orc camps left at this point.
Head to the center of the map where the large opening. Meanwhile, you'll
probably get rushed by two Heavy Orc units from the south. Just keep the
Archers back, and have Gerald focus on their individual leaders.

- Two more camps are in the middle. Some Orc infantry will rush from the
south, but it's nothing to worry about. You can try using your Scout to lure
the Infantry into Archer fire/traps, then halt the fire, and counter-rush with
Gerald's unit. Now, head into the thick forest south with all units. Only 3
camps should remain. Watch for a cluster of Orc units near the middle. Now,
there are two more camps southwest of these two directly in the middle. They're
along the far lower borders of the map, fairly unguarded. You can burn them
down with the Sappers while your other units engage the Hogs. Now, proceed
east. In the lower right corner should be the last Orc establishment, quite a
large place if you ask me. Have your Sappers burn it down, and retreat slightly
west. Wait for the Dark Archers to come from up north. Have your Archers
counter with some fire arrows to repel them.

   *Gerald says it's time to return to Esse. Let's move!*

- Head to the NW corner where you first started. Remember, there are still some
scattered units throughout the forest. Mainly though, they're isolated,
unorganized, and not threats to be worried about. When you reach the red zone,
heads up for a heavy lvl. 24 Ogre unit. It'll be lead by a giant troll.
Concentrate on the leader as usual, using your special, Rupert, and Ellen for
assistance. He'll take some of your troops' life away quite quickly, but he'll
eventually die by your hands.

   *Gerald and Rupert still aren't satisfied, seeing that Regnier still
    breathes life as a simple Orc. Ellen really doesn't give a crud about their
    mumblings.*

- Head to Castle Esse.

   *Esse is still intact for some odd reason. Matter of fact, the Ecclesians
    are here, and it seems like something is up. Gerald goes to find out. It
    ends up that the King called in for the Patriarchs to help. Captain Walter
    is there to assist them. Apparently, the Patriarch Army is having trouble
    battling Regnier. Their Storm Riders are proving to be fairly useless,
    since it's during their rampant mating season. The Ecclesians never helped
    Hironeiden during its time of distress, but now the Reclamation Army wants
    help at the Holy Ground. In exchange, if you help them, they will provide
    assistance in rebuilding Hironeiden, not to mention holding no grudges. And
    thus, the deal is made between the Ecclesians and Hironeiden.*

- Enter the Pub to discover more helpful info.

   *Gerald informs Rupert that Regnier is still at the Holy Ground, and Rupert
    let's a sense of Hugh's vengeance ride within him. Also, one of the
    soldiers feels honored to serve under Gerald's valor at the Hironeiden
    battle.*

   *The King orders Gerald to go give aid to the Ecclesians, according to
    the alliance. He wishes good luck to you. Gerald, Rupert, and Ellen express
    their opinions. Gerald has a particular interest in spurting the blood of
    the Hecks all over the place. Yeesh.*

- As usual, upgrade your character. TRY at all costs to get a Bomber Wings unit
ready by wasting away your Sappers. The Bomber Wings are almost necessary for
the next mission as a support unit.

- Enter the Main Gate, and proceed southeast to Nymphbarren.

 ________________________________
/Mission 11 - Nymphbarren (3.11)/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  > Fight off initial wave of Dark Legion units
  > Protect Ballistae so they may engage Swamp Mammoth
  > Protect Ecclesian Infantry unit to NW
  > Proceed to SE corner to engage Regnier

   *Gerald gives quite possibly his best speech as of yet. The battle fought
    today will be supported by Storm Riders from the Ecclesians, not to mention
    the fact that we must assist the Ecclesians who have been overrun by Dark
    Legion forces. Today you must exact your vengeance against the man who took
    the life of General Hugh - Regnier!*

- This mission is one of the huge party fests you're going to fight out. You'll
automatically be assigned to use Gerald's unit, and the Ecclesian Storm Riders.
A huge recommendation on my part is that you create a Bomber Wing unit from
your own party, and add them into the remaining slot for a Support Unit. For
the two free slots, add Mortars/Heavy Cavalry & Longbowmen. You will need
Longbowmen to engage the flying units of the Dark Legion, so it's absolutely
necessary. I prefer Mortars for their ground fire, although Heavy Cavalry are
great on counter-rushes.

- Let's start off by saying this mission is NOT like your typical one. You'll
start off by receiving "Support" units, which are more of the less called in on
demand. They're not active units. Select Gerald's unit, hit the control pad,
and select one of the support units. Remember, Bomber Wings and Storm Riders
are effective, but only with supporting units in position. Sending a Storm
Rider against a group of Archers will only get you slaughtered. Same can be
said about Bomber Wings. Get the enemy distracted on the ground with default
forces, then drop in Support for extra power. Now, you'll also receive "bonus"
units that are non-commandable, but help distract the main Dark Legion forces.
They will move by themselves. Now, start off by rushing your Cavalry towards
one of the frontline forces. The way the battlefield is setup is like this:

    ARCHERS                       <--- Let your initial forces engage the
                                       main infantry next to each Dark
  ENEMY       ARCHERS                  Archers unit. Rush your Heavy Cav.
                                       in towards the Archers on sweeping
          ENEMY                        attacks, and have your ranged unit
                      ARCHERS          (preferably Mortars) lay down
                ENEMY                  rounds on the bulk of Ogres engaging
                                       your bonus units. Have Gerald's unit
                        ARCHERS        engage the southern flank.
                   ENEMY

- Once your forces have ripped apart the initial lines, a second wave of Dark
Legion troops will appear. The problem, a Swamp Mammoth appears. This gigantic
creature can absolutely crush you unless you have Ballistae to counter it.
While this seems good on paper, it's tough to sketch out. Have Gerald's unit
retreat to the back line where a marked zone is, as to where the Ballista unit
is going to arrive. Meanwhile, move your Mortar up near the middle flank, and
have them lay down fire on the infantry bulk engaging your troops. Send in your
Bomber Wings and Storm Riders to attack the Orc troops in the center as well.
AVOID the archers. Have your own Archers protect the opposing units by shooting
out the Wyverns in the sky. The Ballistae will move by themselves towards the
Mammoth, but it's best to lay down some ground fire with the Mortars on the
Mammoth and opposing Dark Archers near the hills. Make sure you have your
Longbowmen back to help shoot off the nearby Wyverns.

- After most of the default Orcs are killed, watch for a quick rush of about 7
units from the southeast flank. They'll try to get your Ballistae from behind.
Have Gerald's unit, the Longbowmen, and the Mortar lay down fire as you engage
the large flank. Be careful not to kill yourself with bomber wing fire. After
this initial flank is destroyed, rush towards the Swamp Mammoth, have your
support units attack it, along with protecting the Ballistae. Now, comes part
two.

- Some Ecclesian soldiers are in the northeast corner. Their unit is marked
with a green circle. You MUST keep them alive long enough, based on the bar in
the lower right corner. Get Gerald's unit next to them if possible, and keep
casting Curatio, while your Mortar takes care of the surrounding Archers.
Bomber Wing the large groups of Orcs that appear from the northwest.

   *One of the Ecclesian soldiers said a horned demon was to the southeast
    slaughtering each and everyone of them. Gerald decides to split the forces.
    Half will proceed onward via the northeast into the Holy Ground, while his
    personal elite units go to combat Regnier to the southeast.*

- Send all of your guys down to the southeast. Keep your support units backed
out for the time being.

   *When Gerald's unit breaks the perimeter zone, a brief FMV is shown. Gerald
    gives one last emotional speech saying how this is the day we fight for
    our king and country. Of course, he's really doing it to avenge Hugh.*

- Regnier is a powerful lvl. 50 foe that can't quite be beaten with sticks and
stones. Keep on engaging him briefly and swiftly. After a minute or so in the
battle, a FMV takes place.

   *A video shows Regnier kicking butt. He's about to whack Gerald in the head
    when Rupert attempts to save him, and kicks his butt. Regnier gashes steel
    into Rupert's chest, and he dies. Gerald collapses in the battlefields from
    emotions. He awakens to see the sky, and oh, a friggin' Battaloon (thank
    god for the powerful Ecclesians). Two days later, we're brought forward to
    Gerald and Ellen looking into the distance at the Holy Ground site.
    Apparently, Regnier has been defeated, or so we believe. One of the
    soldiers discovers something on the ground, preferably the Ancient
    Heart...we may never know, until the next campaign of course.*

   =-= It's a new age... =-=

        _   _   _   _+       |      THE END -- Part I
       /_`-'_`-'_`-'_|  \+/  |
       \_`M'_`D'_`C'_| _<=>_ |
         `-' `-' `-' 0/ \ / o=o
                     \/\ ^ /`0
                     | /_^_\
                     | || ||
       ______________|_d|_|b____

-<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>-

============================
- 4) Lucretia's Campaign   -
============================
As we all know, Lucretia is one of the "bad girls" during the game, at least
considered so by most players. After completing Gerald's campaign, it is
recommended that you take up Lucretia's one. Her settings are:

  + Difficulty: NORMAL
  + Region: Vellond
  + Race: Dark Elf

Press A to enter her campaign.

   *We're brought to a desolate land where we see Lucretia and her troops
    marching inside this location. Apparently, some Dwarves have decided
    to build a dragon tomb inside Dark Legion territory.*

 ___________________________
/Mission 1 - Dryglade (4.1)/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  > Find Dragon Tomb
  > Destroy lone human infantry unit

- Your mission is to continue marching south. Proceed onward. When you reach
the green zone, Morene, Cirith, and yourself start arguing over the stupidity
of the tomb. Anyhow, search for this now in this orange zone. You'll find the
Dragon Tomb in the lower right section of the orange zone.

   *After its discovery, Morene claims that the Liches can now summon Bone
    Dragons thanks to this handy little artifact. Suddenly, a group of human
    infantry charge your Elf unit!*

- The battle will be tougher than when you used Gerald, because of Lucretia's
playing style, and how the Dark Elves kick butt on paper. For starters, Dark
Elves are all about speed, agility, and quick attacks. They will not shred
their enemies into pieces of mallard with one swipe. Rather, try to use the
extreme combos and power moves to spin around the battlefield, almost doing
"constant" damage. Again, Lucretia's special is based around the Y button,
(Y+Y), and it involves a few spiral slashes with a leaping downward slash. Very
powerful indeed. Another nice little combo is X+X+X+X+A+A+A+A+A+A which will do
a plethora of slashes. Lucretia cannot block, but rather "invisi-evade" by
warping from spot to spot. Use this often to avoid attacks. Just move around
the battlefield slaughtering the Infantry unit. If you get ganged upon, use
your officer's help.

   *After defeating the infantry unit, your Elves wonder how humans are this
    far into Dark territory. Suddenly, Morene says to come to the cliff. We're
    brought to notice that there are 4-5 Catapults, several infantry divisions,
    and just a huge group of humans marching towards this dragon tomb. You are
    to head back to your patrol base, and inform the leader of the humans'
    movement.*

- Head NE to Scimeterdell.

   *Lucretia informs Rumen (her Captain), that an overwhelming amount of
    Hironeidens are marching into Heck territory. Rumen orders you to fall back
    to Arein to slow down the humans, in exchange for receiving reinforcements
    from the Dark Legion capital. Head off to Wicktow to intercept the humans.*

- Head north to Wicktow.

 __________________________
/Mission 2 - Wicktow (4.2)/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  > Ambush human forces in southwest
  > Rescue Rithrin to north
  > Take out Storm Riders with Archers
  > Finish off remaining humans in southeast corner

   *The mission is quite simple. The Humans must approach from the SW in order
    to pass through this area. You are to head to the middle western area, hold
    it, then Lucretia's unit must engage the Catapults in the back line before
    taking out any infantry. The catapults can do extreme damage and are your
    utmost priority.*

   *Another FMV is shown with the Dark Legion troops lined up against the
    humans with their catapults. Suddenly, heavy cavalry rush the Elves, and
    it's all looking bad. However, Rumen calls for the Axemen forward, and they
    easily mow down the cavalry. Then, both lines charge towards each other.*

- Don't worry about the Catapults for now; they won't lay down any fire until
you kill this infantry unit. Concentrate on the soldiers, and try to search for
their leader. His armor is usually more exceptional than usual. Use elemental
boost in between the battles to give you ice, fire, and lightning on attacks.
After destroying this initial unit, Rumen wants you to rush the Catapults while
she keeps the infantry busy. Rush the Catapult unit to the south. You'll find
the leader as one of the most prominently dressed. Focus all of your blinding
attacks on him, and try getting use to Lucretia's special move. Once he's down,
the entire unit should fall. Go give reinforcements to Rumen's unit up north,
and fend off the two remaining infantry units.

   *Everyone is glorified over the victory today. Unfortunately, some of the
    troops have taken damage, and must be healed under an illusionary Tree of
    Healing. Pretty tasty if you ask me.*

- Follow Rumen's unit up north, and you'll discover another band of Vells being
chased by humans. Go attack the humans by entering open formation. Cast
Elemental Boost right before you hit them, to give you a clear-cut advantage.
Engage the main infantry using a plethora of attacks. Be weary though. A group
of human archers will appear slightly north of this initial group. Open the
mini-map, and give the command to go engage the Archers. Their unit is fairly
weak, and you'll find the leader to be the only well-suited one. Take him down,
to bring the Archers unit down in a breeze. Then, charge back south, and the
infantry unit from before should be dead. Rejoin Rumen's command, and follow
her.

   *We soon learn that the man retreating with the archers was actually
    Rithrin. Apparently, he and his units were defeated at Raven Meadow by a
    man named Gerald. Sounds familiar, huh? Lucretia knows him from before -
    looks like they had a fling of some sort.*

- As you move east, you'll run into a small group of Storm Riders. Highlight
the Archers, and give them the command to attack those cursed birds. They'll go
down fairly quick actually. Seems like the humans are very near to attacking
full-breach. Keep following Rumen's unit. Eventually, you'll run into a series
of three infantry units to the south, with an Archers unit in the back
supporting them. Rumen wants you to flank west, attack the Archers in the back,
then help her back in the front while she distracts. Move all of your units SW
towards the marked point. Unfortunately, you'll note that there's a lvl. 2
infantry unit protecting the back flank from attack. Looks like it's gonna get
tricky. Take out this infantry unit first, and wait for Rumen to engage ALL 3
infantry units. If you rush too soon, you'll be engaged by the infantry, and
probably slaughtered. Right when all 3 are lured up, open charge the Archers.
Concentrate on their leader, then help out Rumen finish off the 3 infantry
units. Have the Archers lay down fire on the other unit while you're attacking
one.

   *Since Rithrin came from Raven Meadow, and was heavily outnumbered, Rumen
    starts to ponder where the humans would be camping base-wise. The most
    obvious choice is fairly close to Raven Meadow. She wants Lucretia to take
    Rithrin and some Cavalry units. Go burn down their storage supplies, to
    help cleansen the way for Regnier.*

- Head to the Valley of Lichen. Along the way, Lucretia is somewhat angered
with the way Rumen is ordering her around. She's apparently serving the
half-vampires too eagerly.

 ___________________________________
/Mission 3 - Valley of Lichen (4.3)/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  > Kill initial enemy scouts with Cavalry
  > Take out enemy units near proximity of base
  > Take out enemy units inside base

   *Apparently, we know there's an enemy base around this area somewhere.
    Their base is somewhere to the northwest. You must light them up with a
    sizzling fire to help cut off their supplies to the main forces.*

- Start off by moving south. Morene will notice some scouts in the distance.
Send the Cavalry in open formation to charge and kill the enemy scouts before
they reach back to their base. Now, move all of your forces into the open
field. Suddenly, about 3-4 human infantry units will notice you. Cast Elemental
Boost, and engage the first line. Have your Cavalry do repeat charges on the
opposing unit by retreating in and out, charging, and attack. Have your Archers
assist Lucretia's unit with ranged attacks, then focus on the third unit. Most
of these units have disguised leaders, so it'll be tough for quick kills. Cast
the Tree of Healing after the battle is through, then head south with all
units. Move east into the forest, then head right. You'll run into another lone
infantry unit. This time though, it has some Archers to the east supporting it.
Have your Cavalry rush and engage the Archers, while Lucretia & Rithrin take
out the infantry. Move to help afterwards.

   *Another incident breaks out on the battlefield. Lucretia wants to kill
    Morene badly, but Morene is more disciplined in her actions and stays away
    keenly. She says that there are Archers in the distance, and this incident
    is more important than a feuding quarrel.*

- The two Archers units are in the southeast corner. They're higher than
normal, level-wise. Hence, enter closed formation with the Cavalry and
Lucretia's unit when approaching. The Cavalry should take the unit in the lower
right, while Lucretia's attacks the Archers above the lower one. You'll find
the Archers easy to slaughter for Lucretia, although your Cavalry won't do
exceptional damage. Flank downward and finish them off. Now, cast a Tree of
Healing. Head north. You're going to run into some tougher resistance. The
enemy base will be in the northeast corner, however, there will be a lvl. 10
Knights unit, and lvl. 5 Archers in the back row. As usual, send your Cavalry
at the Archers in the back row to distract. Hopefully you'll have enough SP to
cast an Elemental Boost to take down the Knights quicker. If not, simply keep
slicing and dicing throughout the battlefield. Call upon Cirith's Lightning
attack to knock off their HP. They don't really have a leader, so it'll be
tough to focus attacks. Once the Knights are down, rush the remaining Archers,
and concentrate on their generic leader. After both of these units are
destroyed, the enemy camp is now yours. Mission accomplished.

   *Again, Lucretia claims the rivalry between her and Morene isn't over.
    As usual, they use the b-word quite often, in almost a fashionable sense.
    It's time to head back to Arein.*

- Head back to Arein, capital of the Dark Elves.

   *Each of the characters mention their memories of Arein. Morene wonders
    how a human castle was built here.*

- Head to the Barracks if you want to upgrade troops. For now though, go to the
Pub.

   *Apparently, Lucretia still despises Rumen for being such a bloodsucking
    loyalist. Rithrin makes mention of the Kaedes, which are High Elf Rebels
    who want their own nation, as opposed to the Dark Legion alliance of Elves,
    Orcs, and Half-Vampires. Rithrin claims Regnier really doesn't care; he
    wanted control of Hexter, that's all. Anyhow, Lucretia is to report to the
    castle.*

- You can now hire mercenaries, which is fairly cool for only the fourth
mission. Head off to the Operations room for now.

   *Apparently, Captain Rumen wants you to head off to the Glaucus River.
    Word has been received that Regnier will be crossing there, and a floodgate
    helps control the upstream river. If the humans were to attempt to cross
    there, and gain control of the Floodgate, Regnier would have serious
    problems. You are to watch over some Orc Sappers who will lay mines to
    protect the river, and ensure defense over the Floodgate at all costs.*

- Now, let's upgrade some characters. Lucretia will be your prime importance,
since she's the only one you control. Remember, it's better to get awesome
early weapons, rather than later on when they'll have extreme costs. Remember,
she's the only Dark Elf who wields TWO weapons at once, so you can double the
power. Try to get (2) +DMG swords, or at least one that has Lightning added to
attack. Don't worry about armor for now, none of it should be interesting. Get
Lucretia to at least lvl. 10, and don't forget to upgrade your officers from
the 7-9 range. Upgrade the entire unit to Dark Elf Knights. Get Rithrin's unit
up to lvl. 10 as well. If you want, you can add a few levels to your Cavalry,
although it's "really" not necessary. Let's hire one mercenary as well. You
really have two choices as to which one to get. You can either get a Power
Ogre, and try to build up a large melee unit. That, or you can sift aside, and
pick up a Lich, which is capable of casting in-battle magic. The Lich "sounds"
more exciting, but it needs some resources invested to become a powerhouse
unit. Either way, try to get an Orc unit, since they have plenty more jobs to
select from. Chief Orcs are a waste of time in my opinion, unless you want to
get Orc Riders. I ended up getting a Scorpion, led by one of the Power Ogres.

- Now, head off to the Main Gate when you're ready. Proceed NW to Glaucus.

 __________________________
/Mission 4 - Glaucus (4.4)/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  > Fend off Human troops on south side of river
  > Chase Hugh
  > Lure Gerald to Hugh by taking away Hugh's health
  > Run back to Floodgate after battling Gerald briefly

   *The plan is quite simple. Regnier will be crossing the river soon. Our
    Orc Sappers have planted traps, and are guarding the rivergate in the NE
    corner. All you have to do is defend the Orcs from getting out of hand, or
    so you think.*

- You'll only be using your Archers and normal Infantry on this one. Head west,
and you'll notice that the Orcs were slaughtered by the humans. Apparently, the
humans are here and ready to attack. Charge east, and engage the lone infantry
unit. Your Archers may have trouble aiming towards the sun, so try to move them
perpendicular, then aim down. Keep moving towards the river where the humans
are probably attacking. When you get near there, you're going to notice that
there are TWO infantry divisions to your east. Try to take them out if
possible, and make sure you have Elemental Boost on, since their Heavy armor
will attract quite nicely to your lightning. Keep pounding down on the attacks.
Once both divisions are down, head north to where the gate is. Suddenly, Morene
notices that some of your friendly Axemen are getting beat down by Hugh's unit,
Gerald's leader. Send both units down, but try to keep your Archers in the
forest. Hugh will then start to retreat towards some of his reinforcements, 2-3
groups of Heavy Infantry. Cast Elemental Boost again, and ENGAGE ONLY the units
that approach the river. Don't get misled away from the gate. Keep your ground,
and attack the units approaching it. Try to get the units' life down, then your
Axemen will come in to distract them. Chase the other unit that tries to catch
your Archers behind you.

Now, once the first two attacking Heavy Infantry units are down, keep your
Archers back here for recon. Meanwhile, send Lucretia's unit after the army in
the distance. Help save the Orc Axemen from the remaining humans. Morene will
you to go search the riverbank area. You MUST send all units to the marked
spot. As much as you'd love to leave a unit or two behind at the Gate, you
cannot. The game is scripted so that you send all units into the circle. Move
them south of the gate.

   *A brief video shows Lucretia confident that the Floodgate is secure.
    Suddenly, the old human (Hugh) rushes in again. He tries to bait you guys,
    and does - into a line of Cavalry. The Axemen gloriously chop down the
    first line.*

- However, quickly realign your troops for the second flank. Move Lucretia's
unit behind them. The Axemen must stand still, so do your best to get them
behind. Remember, Cavalry circle around a few times, so reorganize during the
shuffle. Once the unit is down, you are told to kill the enemy commander. Send
out a Scout via the abilities menu. You'll find General Hugh directly west of
where you were standing, about 3 inches across the mini map. Once there, send
all troops to attack Hugh.

   *Another video is shown with Hugh retreating. Your Dark Legion units cross
    the river, but suddenly, a majority of the Orcs are wiped out by Gerald who
    unleashes the fury of the Floodgate upon thee.*

- Suddenly, you're entrapped on the other side. Cast Elemental Boost and attack
General Hugh. Focus all of your attacks on him to lower his health. Eventually,
Gerald will notice that General Hugh is getting overpowered. He'll retreat from
his Floodgate position and attempt to save Hugh. When this happens, leave the
battle from Hugh, and engage Gerald's unit. Some brief pesky talking will
continue between the two. Quite a fierce battle if you ask me. Anyhow, when
Lucretia says "ta-ta", move towards the Riverbank with both units. Gerald
orders the retreat, and your mission should be a success.

   *The mission was a success, but Lucretia questions how Rumen knew the humans
    would be there.*

- Head back to Arein.

   *Regnier has arrived. Apparently, they all share their opinions on Regnier
    and his origins. Some say he is Rick Blood, and immortal warlord from the
    past - cursed to reign the Earth as an immortal. Lucretia reports to Rumen
    at the operations room. Regnier orders for the Dark Elves to assemble at
    once and attack Hironeiden before they are able to fortify themselves.*

- Head to the Pub.

   *More arguing between Lucretia and Rithrin occurs. Rithrin thinks Luci still
    likes him. I think not. They prepare to head out.*

- First of all, you'll have another unit to deal with, some Orc Axemen. I'd
probably leave them this way, since they're your only effective counter
against Cavalry. Right now though, you may notice that the EXP rewards aren't
as great as you'd expect as in the Gerald battles. Try to be conservative to an
extent. Try to get Lucretia up three levels, and see if there are any
accessories that will help your officers boost their magic abilities. Get
Rithrin something nice, preferably a ring to accompany his skills. Finally, you
can spend the rest on your fourth mercenary unit, or upgrade the Axemen to full
capacity. Just do something with what you have, for now. Move to the Main Gate.

 _______________________
/Mission 5 - Aten (4.5)/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  > Kill as many Knights, Heavy Infantry, and Archers units to fill the
    Elf pride meter

   *Thanks to the defense of Glaucus, Regnier is chasing the humans back to
    the west. The plan is to ambush the humans as they cross through the
    center of the region diagonally downward. Hit them from the SE corner
    and eliminate all forces.*

- You'll be forced to use Lucretia's unit, but two of your own. I chose to
bring my Sappers and Cavalry along. For this mission, I specifically got my
Cavalry as high as possible (lvl. 25) just to give it a shot, and see if there
would be a speed difference. They truly zoom around, but aren't as powerful as
Lucretia's unit. The Sappers are an optional unit. Axemen, or another combat
unit works. I found Archers to be somewhat useless because they couldn't finish
units off, and act more like support.

- This mission is quite a tricky one, because you're not suppose to let the
humans escape to the red zone to SW corner. The idea is to get your units down
there, and then fend off the humans as they approach. There is a "High Elf" bar
in the lower right corner which is suppose to represent your pride. You must
kill more humans to increase the bar, and fill it up. It decreases each time a
human unit escapes. Get fast moving units to hunt down the humans, because each
time they'll retreat when in proximity with you. Here's how I setup my units:

 ___ SAPPERS                - The basic idea is to use your Sappers right near
    |           <--- Traps    the beginning to plant traps down the center
    |___ LUCRETIA             pathway that leads into the zone, preferably
        |                     stacked into two rows. Then, move your Sappers
        |__ D. CAVALRY        on the north corner of the zone as a distraction
  ZONE     |                  to keep units from getting in this way. They'll
           |                  actually run away from the Sappers.

- Now, Lucretia should be your main killer on this one. Have her strafe back
and forth taking care of units in the center alley, not to mention left/right
sides. Your Dark Cavalry should be attacking a unit all the time during the
battle, but also acting as a temporary distraction. When you notice lots more
enemies overunning a distraction point, send the Cavalry up as a way of
"pushing" them back. Try casting Meteor/Lightning spells in the meantime to
knock a unit's health down, plus traps, and burn the surrounding forests as
barriers as well. Eventually, after about 12-15 Heavy Infantry units, Knights
will start to spawn from the NE corner. I found it best to simply cast
Elemental Boost before heading on in. Use Lucretia to finish these units off,
but do OUTSIDE rushes with your Dark Cavalry to really knock down their health.
Cirith's lightning attack does extreme damage on the Knights, and should be
used when you're surrounded by a whole clusterload. Remember, this mission is
all about filling your High Elf meter bar, so keep fighting and killing. A unit
must be destroyed in order for a rise to occur. I filled my bar after killing
the 4th Knight unit. Eventually, Lucretia will say enough have been killed, and
that it's time to return home.

   *Regnier and Rumen have setup camp. Go join up with them.*

- Head to the Forward Base. Enter the Operations Room.

   *Rumen has requested permission to promote Lucretia for her valiant actions.
    Lucretia questions Rumen as to why she's so loyal to the Half-Vamps. Rumen
    gives a long, drawn out speech about how the Elves are hardly fighting with
    each other now, but rather as a united race. This is the first time in
    their history that such an event has happened. She tells you to keep your
    troops sharp for the sacking of Esse.*

- Move to the Pub. Then, build up your troops for the combat ahead. I
personally just upgraded everyone a tad bit. Make sure your Cavalry is at least
lvl. 20 or higher. For this next mission, you'll be given a Scorpion, so don't
worry about it. Proceed to Esse.

 _______________________
/Mission 6 - Esse (4.6)/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  > Keep at least One Scorpion alive till both walls are breached
  > Take out exterior Hironeiden forces
  > Destroy Outer Wall
  > Destroy Inner Wall
  > Chase after King

   *The plan is quite simple. Captain Rumen needs to sack Esse as a showing of
    Hironeiden being nothing but a fleeing weakling. To do so, you're going to
    need Scorpions to attack the southern wall of Esse with shockwave in
    order to knock it down. However, Catapults have been spotted nearby, and
    could easily destroy the Scorpions if you're not armed. Take out the units
    outside the wall, most importantly the Catapults, then knock down Esse's
    walls with the Scorpions. You can loot whatever you find inside the
    castle!*

- You'll only have one free slot on this mission. Since you already have
Lucretia, and a given Scorpion unit, I added my Dark Cavalry.

- Right off the bat, never order your Scorpion to move. Your blue allied units
will charge ASAP, but they will get mowed down regardless of what you do. Make
sure you charge the Catapults in open formation. Engage the first series of
Heavy Infantry that meet you about 3/4 of the way to the Catapult. I recommend
casting Elemental Boost to take care of them quickly and efficiently. Next, try
rushing the Catapult with Lucretia's unit. Be careful, as there's another
Catapult unit directly behind it. Their leaders are dressed in normal slackey
clothes, so try to swing around and find them by accident. The Catapults should
fall quite quickly. When this occurs, you should NOW move your Scorpion unit
forward to the southern tip of the wall, and start blasting away at a section
with Shockwave. Eventually, the wall will fall. Cast a Tree of Healing for both
your Cavalry and Infantry. Now, here comes the tricky part. Inside Esse are
several units to deal with. Send ONLY your Cavalry in, but keep Lucretia right
where the wall fell, and the Scorpion a few meters behind. The Cavalry should
charge north, do a sweep through the lone units, and attack the Archers next to
the one Catapult. When the rest of the humans catch up with your Dark Cavalry,
retreat the unit back to the broken segment in the wall.

- Wait for the pursuing units to chase you, then bam, attack with Lucretia.
Also, manually control the Scorpion, and lay down a constant wave of Shockwaves
on the humans for an easy kill. Repeat this strategy, charging in with the
Cavalry, and pulling back to where they can get slaughtered by your awaiting
units. There will be two more Heavy Infantry units along the right portion of
the town which must be lured down manually by Scouts. Do this, and kill them as
usual. Now that only Archers and Catapults are left, charge Lucretia's unit
towards one Catapult, and the Heavy Cavalry towards the other. The Archers
won't be able to do much, and by using elementals, you should bring them down
fairly quick. Move back, and take out the remaining Archers. Once everything
INSIDE Esse is destroyed, send a Scout around to make sure. If you're sure,
send up your lone Scorpion to the rest of your units.

- That was just the outer wall. Now, you must destroy the inner wall, and
charge in yet again. Break it down using your last Scorpion. This time, the
King can be seen in the distance.

   *Lucretia gives the command to charge after the Hironeiden King. Apparently
    though, he's not going without a fight.*

- There are really three units to worry about with this one. Captain Walden
will immediately charge you with his Knights. Cast Elemental Boost, and fend
off the attacks by focusing on all of the Knights. Meanwhile, command your Dark
Cavalry to charge after the "Magic Infantry." Don't worry about the Paladins,
they'll just heal till engaged. Walden should go down fairly quick, as long as
you use Cirith's lightning stream and elemental attacks. Once he's down, charge
after the Paladins with Lucretia. Try using a large magic attack on them, and
simply chase after their leader. They should fall quickly, although their magic
resistance will be higher. Finally, finish off the Magic Infantry by focusing
on their leader wearing a cloak.

   *Apparently, the leader of the charging unit from before is alive. It's
    Captain Walden. He says his name, and Lucretia dismisses him as nothing
    more than a typical human. Kill him. Now we "really" know what happened to
    Walden, rather than assuming he switched over in Gerald's campaign.*

   *Walden managed to save the King by distracting Lucretia. Gerald wasn't with
    the King though, which means he was kicking butt somewhere else. Lucretia
    heads back to the Operations room to find out what's wrong. Apparently,
    Regnier's Altar of Destruction is planning to be invaded by the Ecclesians.
    Regnier will hand over some of his army so you can keep a stranglehold on
    the Hironeidens, while Regnier goes with the rest of his army to save the
    Altar of Destruction.*

- Enter the Pub for a good ole drink.

   *Another small discussion occurs between Rithrin, Morene, and Lucretia.
    Morene isn't so confident that we alone can destroy the Hironeidens,
    without aid of Regnier.*

- Now would be a good time to hire a mercenary capable of commanding a Dark Elf
Cavalry Archers unit. While you probably have found no need for them now,
you'll most likely need them in the final mission. Hire a Dark Elf mercenary
who's fairly high in level, with the ability to learn Melee/Riding/Ranged. Get
the job requirements for Dark Elf Cavalry Archers, create the unit, then
upgrade some of the bows for + Ranged bonuses. Now you have some mobile
powerful Archers. Give Lucretia a 2-3 level increase as well. Head off to the
Main Gate. Proceed to Halmoral.

   *Scouts have discovered a small camp of Hironeidens. Rumen orders you to
    take some Sappers, raze their camp, while Rumen attacks the humans'
    capital. An ideal hit n' run tactic. Seems kind of skimpy since you're
    only being given a sappers unit.*

 ___________________________
/Mission 7 - Halmoral (4.7)/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  > Take out a few surrounding enemy patrols
  > Destroy Hironeiden Base Camp by releasing floodgate in NE

   *The plan is quite simple. Scouts have spotted the Hironeiden base
    south of the NW corner. You will infiltrate from the NW, must send
    Sappers down to burn their base, then retreat out once the mission
    is accomplished. You'll meet up with Rumen afterwards.*

- Let's start off by saying that this mission WILL be tough, but more of a
fighting endurance challenge, because you have an enemy suspicion meter to deal
with, several high level Hironeiden patrols, and the base directly south which
is heavily guarded. Proceed east using your Scouts for guidance. Two lvl. 20+
Infantry troops will be marching around a few clicks east, and you may want to
actually engage them since they're fairly weak. Excellent EXP too. Cast a Tree
of Healing after the battle ends. Keep proceeding east. Eventually, you'll
reach a solid cliff, with some units on the other side. Eventually, your
suspicion meter may also be broken after a bit, so watch for a continuous
stream of about 4-6 Heavy Infantry units to charge you. Simply combat most of
them with Lucretia's unit. Keep the Sappers out of battle, except when you're
stacked up by two units, in which you can call on them for some quick melee
hits here and there. The problem is you won't have a break in between battle to
cast the Tree of Healing, or Elemental Boost, so be swift in your blows. The
leaders also seem impossible to find, so these scenarios will be based on
kills.

- Simply put, this mission feels like a EXP booster. After knocking off the
four to five units, send a scout past the canyon cliff, but NOT up into it.
There are a crapload of Archers/Mortars stacked, almost 5 units in one spot to
be exact. Go past this Canyon, and you'll be dead before you reach freedom.
Send the scout diagonally south past the river, then cut in around the camp.
You should notice the remnants of (2) lvl. 29 Knights units. They're also
fairly smart, as they will not seek to chase your scout. This calls for plan B.

   *Morene noticed the Knights inside the enemy camp, and suggests an alternate
    plan. There's a floodgate for this river to the northeast which could wipe
    out any possible reinforcements in the woods, if the base was attempted to
    be burned down. You have a choice to make. Engage the Knights and burn the
    village, or attempt to wipe everything out by releasing the Floodgate.*

- I personally chose to go for the Floodgate. If you check it out with a scout,
head to the SE corner. There's a curl-around ledge that leads up to this
canyon. You'll have to fight through two Infantry units, which aren't as bad as
those Knights. Also, don't go right up via the river. You'll discover that's
where the hidden reinforcements are. If you attempt to burn the camp and kill
the Knights, the reinforcements from the river will be triggered and flank you
from the rear. Hence, listen to Morene this time, and take your units to the
SE. Travel them up until she mentions something about traps. Start deactivating
the traps with your Sappers. Keep doing this along the right hand side. Your
Sappers will start to take extreme damage though, probably from Mortars to your
left. Keep deactivating the traps, and then charge in with Lucretia's unit. She
can lay waste to the Mortars quite easily once the traps are cleared out. You
can try casting a Tree of Healing while the Sappers disarm the traps, to help
them sustain the damage. Send your Sappers north right along the canyon edge,
and pick the Open Water Gate command. You'll have to pick the gate manually,
because it's unselectable from the mini-map. Do this, and then after about 25
seconds, a FMV will play. We'll watch the Hironeiden base get swallowed in
water, along with all of their reinforcements.

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