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Kingdom Under Fire: The Crusaders
Walkthrough v0.65
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Author: thrakkemarn (Jared Mohamed)
E-mail: thrakkemarn@nyc.rr.comKUF (remove KUF) put KUF: TC in subject
        Please search for what you want before e-mailing me, I will ignore
        questions that are answered within this guide. (ctrl+f default search)
Updated: 10/20/04
Version: 0.65
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Contents (search for the number and letter, i.e. 9.F, to find what you want)
1. Game Basics
 A Controls
 B Barracks
 C Pub

2. Human Alliance Units (to get to the root of human units search for 2.)
 A Human Infantry (to get to infantry search for 2.A)
 B Archers
 C Cavalry
 D Sappers
 E Spearmen
 F Siege units
 G Support units

3. Dark Legion Units
 A DarkElf and Orc Infantry 
 B DarkElf Archers and Cavalry Archers
 C DarkElf Cavalry and Orc Riders
 D Orc Sappers
 E Orc Axemen
 F Orc Ghouls
 G Scorpions
 H Support Units

4. Gerald Guide
 A First Mission (Greyhampton)
 B Second Mission (Raven Meadow) 
 C Third Mission (Greywood Forest)
 D Fourth Mission (Glaucus)
 E Fifth Mission (Woodenshade)
 F Sixth Mission (Roserain)
 G Seventh Mission (Halmoral)
 H Eighth Mission (Stormdeen)
 I Ninth Mission (Outer Hironeiden)
 J Tenth Mission (Posterus Green)
 K Final Mission (Nymphbarren)


5. Lucretia Guide
 A First Mission (Dryglade)
 B Second Mission (Wicktow)
 C Third Mission (Lichenvale/Valley of Lichen)
 D Fourth Mission (Glaucus)
 E Fifth Mission (Aten)
 F Sixth Mission (Esse, Wall Defenses)
 G Seventh Mission (Halmoral)

6. Kendal Guide
7. Regnier Guide

8. Spells, skills and other lists
 A Skills
 B Unit Type Stats (resistances etc)

9. Extras
10. FAQs
11. Version history
12. Copyright and credits

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1. Game Basics

This is a very complex game, but fortunately learning the basics is very easy.
Playing Gerald's campaign and going through all of the training missions as
they appear is a great way to learn pretty much everything you need to know.

Because so many people have trouble with this I'm putting it all over:
In order to save your game, press start from the world map, and save there.
The game does NOT save when you increase skills, this is merely a yes/no.

Another common concern is what the different colors of HP mean. Green means
fully healed. Red means wounded (can be healed). Black means dead, and you will
notice missing units from your troop when you start to see black on your HP.

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1.A Controls

The controls for this game are pretty good, and easy to pick up.

In battle:
A - strong attack (with X call officer) (in mini-map press to move troop)*
X - attack
Y - special attack (uses SP) (with B call officer)*
B - dodge/counter-attack
R trigger - switch troop down (hold for mini-map)
L trigger - switch troop up (in mini-map, hold and press A to set waypoints)**
Right stick - move camera
Left stick - move hero (use to run and aim attacks)
D-pad - call support troops
start - pauses/menu
back - toggles mini-map

On the field:
A - move to cursor (in mini-map press to move troop)*
Y - move all troops to cursor*
B - halt
X - aiming mode
R trigger - switch troop down (hold for mini-map)
L trigger - switch troop up (in mini-map, hold and press A to set waypoints)**
Right stick - move camera (click to zoom)
Left stick - move cursor
D-pad - use abilities/call support troops
start - pauses/menu
back - toggles mini-map
black button - decrease formation/firing spread
white button - increase formation/firing spread

On the world map:
A - move to location (press again to move faster)
start - menu (SAVE YOUR GAME OFTEN. After each mission. Before each mission.)

*(A really nifty way to move your troops besides using the Y button is to have
  them follow each other. For example, to have your archers follow your main
  infantry around and automatically attack the same targets, simply open the 
  mini-map, select your archers and click onto your main infantry. Now the 
  archers will follow your infantry and provide cover fire.)

*(From Lionel: You can HOLD A or Y while issuing movement commands to make
  your units walk. This is great for stealth missions. Not in the manual but
  I have confirmed that it works.)

**(Waypoints are critical to success and something many people forget about.
   Simply HOLD L press A at multiple points to set waypoints.)

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1.B The Barracks

The barracks are ESSENTIAL to playing successfully. This is where you do
everything from equip your troops to changing their jobs. It's all pretty
self-explanatory, but I will note here that you sell equipment by going into
a troop, selecting equipment, selecting a piece of gear, and going left TWICE.
Now you can see all of your gear and sell anything you don't want.

A good tip is to not buy any equipment for the troop until you know what job
it will end up as. However, equipping the officer is always good. You can also
go DOWN jobs, so if you decide you want to go back to a heavy infantry from
a knight, then that's fine.

You can save and then load the game over and over to find different items if
what you want isn't available the first time you look, same for mercs.

Also, it is very important to realize that when you upgrade your officers, and
select save to confirm your choices THIS IS NOT A SAVE STATE YOU CAN LOAD. You
must go to the menu and select save game.

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1.C The Pub

The Pub is where you can talk to your troops, who occasionally say some very
funny things. But more importantly it's where you hire mercenaries. Mercs are
a big part of this game once you get to normal, and even more so in hard. Be
selective when hiring mercs. On the human side, you can re-assign jobs very
easily, so just pick a merc that can learn the skills you need.

For the darks it's a little different. If you see a merc that looks like an
elf then it gets a D. Elf troop, which you can upgrade within the elf tree.
If it looks like an orc or an ogre (you can see the difference clearly),
then it will get an orc infantry troop that can be upgraded within the orc
tree. So choose based on what type of troop, and then skills secondarily.

Also, I've found that you can barter for their cost pretty effectively. If 
there is a selection to pay them about 2-300 less, then you can probably get
them for that. Any more and they will refuse and disappear. Also, you can
generate an entirely new set of mercs for hire by simply loading a game. So,
before you go merc hunting make a save, and then load until you get the merc
you want.

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2. Human Alliance Units

Humans have the advantage of great versatility. They have more variations on
their units than the dark legion, allowing you to select EXACTLY the right unit
for the job ... assuming you know what your going to need. Discounting your
hero troop, with a mere 3 troops (and the appropriate skill assignments) you 
can access all 16 jobs. Now, you'd probably want more than that ... but still
it's impressive. Given a choice, I usually use about 8 troops, so that I can
focus a few of them, and have the others fill in multiple roles. But I'll get
into that later.

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2.A Human Infantry (requires Melee 1)
Upgrades to: 
 Heavy Infantry (Melee 10); Knight (Melee 15); Paladin (Melee 15 Holy 6)

Infantry is the backbone of any army, and that is true for this game as well.
Your hero unit will always be comprised of infantry, as your hero cannot learn
any skills besides Melee and Scout. Therefore it is very important you learn 
how to effectively use human infantry.

At the basic and heavy levels they function almost identically. Wielding a 
weapon and shield, they are all-around units, good at everything except anti-
cavalry and anti-aerial attacks. These are their two weaknesses, so never let 
them face cavalry or aerial units without support.

The most powerful aspect of your hero unit is the ability to scout. Scouting
properly is essential to a good survival rate. Your scout can do many 
useful things, including luring enemies into ambushed and traps, sighting a
long range attack by archers or siege units, and increasing the LOS of your
sappers so that they can better avoid and disarm traps. USE YOUR SCOUT. In
almost every mission it is better to have your scout out and moving, your
won't lose anything if it dies, and it really won't help you in your troop.
Also, scout maxes out at level 3, so upgrade it immediately.

Against other infantry, the only real tactic is to rush them, occasionally 
using magic. Formations won't matter in these situations. This holds true for
attacking any melee unit, including axe-men and sappers (assuming no traps).

When facing archers, ALWAYS engage them in melee, even if you have to break
away to do it. If you're far away, then go to tight formation, so that the
troop can raise shields against volleys. When you get close break into open
formation for the final few yards, so that the archers can't try to run.

If you're heavily engaged, you might want to try breaking away and rushing them
in open formation, even though you'll take some hits. This way you won't get
re-engaged in melee before you reach them.

Against siege units ALWAYS rush in OPEN formation, to reduce damage. Siege 
units will destroy you faster than anything.

Cavalry units will do a lot of damage too, and if you find yourself without a
screen of spears, go to tight formation to reduce damage, and hope you have
SOME sort of support. Magic is a good option here.

I highly recommend having a healing spell on all of your infantry units,
that way if you're taking too much damage you can disengage and quickly heal.

In terms of equipment, priority goes to melee, then range, then explosion. In
some cases explosion takes priority. Even though the heavier varieties are weak
to lightning, it won't occur very often. However, poison damage and fire damage
are common, so those should also get priority.

SP bonuses are pretty worthless for infantry. EXP and HP are they important 
ones, so if you can afford it give those priority over damage boosts. Just
buy weapons that correspond to the leader's skills and all will go well.

Paladins are essentially the same, except that they have more healing power.
They're not that useful though, since they can't heal if engaged. It's better
to have support units such as archers with healing, but paladins can be of
some use if used correctly (which requires quite a bit of micro-managing).
The trick to using paladins effectively is to always cast Holy Explosion right
before you engage. This will regenerate the troop's health during battle, and
can significantly increase your life span. Also, keep in mind that Bless & Heal
will not restore health, but will remove negative buffs like poison and curse.

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2.B Human Archers (requires Melee 1 Ranged 1)
Upgrades to:
 Longbowmen (Melee 3 Ranged 7)

Archers are even more versatile than infantry. They don't have the strength at
melee, even with equipment and armor, but they can be decent at it. In addition
they can attack aerial units, and can even do some damage against cavalry. But
their biggest asset is in their support role.

There are two main ways to use archers. The first is simply to have them attack
the enemies your infantry is engaging. This will give you a nice SP bonus and
help make sure your infantry gets out with minimal damage. The other advantage
to using them this way is that they can cast magic, anything from healing to
fireballs, to support your infantry and make the fight even easier. If they
get close, they can also use their direct shot skill, although it's not really
worth the 400 SP it costs. This tactic is great in open areas, especially if 
you've got the sun at your back. In trees, or facing the sun, it's not so 
useful. If you use them this way, then having them follow your infantry is a
useful method. Just be careful that they don't get ambushed, since the AI
likes to go after archers.

If you find yourself in a densely wooded area, then another option is to use
fire tactics. This is a way to easily and cost-effectively demolish whole 
troops of enemies without engaging them. The danger is that fire spreads. So
this only works if you're willing to put the effort into it, and you must be
careful. The Gerald campaign will give you lots and lots and lots of chances
to test this tactic out, and you can use it to burn those dark legion bastards
to ash.

A good way to use fire arrows is in aiming mode (X). Use this to ready fire 
arrows and then shoot them at the last second (A) for pinpoint timing.

I almost exclusively use focused shots. Wide shots are only useful if there's 
a really big battle. I find that focusing shots is great, especially into trees 
and against aerial units. Against moving units, wide shots are useful.

Upgrade to longbowmen asap. There are NO disadvantages. Equipment ... SP 
bonus eq is very useful. Explosion, ranged and melee armor, in that order of 
importance. I like bows that boost holy, because I almost always have my 
archers as my primary healing unit. They can heal at almost any time, and so 
they are prime for this task. However, if you prefer to go the offensive route, 
then any other spells are fair game as well.

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2.C Human Cavalry (requires Melee 5 Frontal 2 Riding 2)
Upgrades to:
 Heavy Cavalry (Melee 7 Frontal 5 Riding 5); 
 Storm Rider (Melee 10 Riding 10 Frontal 8) (support unit, see below)

Cavalry can be the hardest units to get used to. They are a very powerful unit,
but in the wrong hands they're about as useful as a overused cliche. So, here
you will learn how to use them to the best effect.

The trick with cavalry is that if they stop, they die. THEY MUST NOT ENGAGE IN
MELEE. They are effective only when charging THROUGH the enemy. You can learn
all of this is the training mode, which is pretty useful. I suggest you go do
it at least once.

Naturally you can control them yourself. This is the method you should use if
there are anti-cavalry units on the field, or if your chasing someone. 
But what if you want to use cavalry to support your infantry? They can be even
more useful than archers in a big brawl. The solution: waypoints.

Yeah, waypoints are critical to using cavalry successfully. But how do you get
around the fact that they need to make a wide, sweeping curve?
The first thing you should do is engage the enemy infantry/archers with your 
own infantry. Once you've got a nice fight going (or if you know where it will
be) you can set up your charges.

Let's say you want your cavalry to make passes east-west (because drawing it
north-south would waste too much space =).

X= infantry units #s = waypoints

0-------------1 X 3--------------2  (BOW BEFORE MY ANSI)

Basically what you're doing is getting the cavalry to turn right before they 
hit the infantry. They won't follow the line perfectly, but they WILL hit the 
infantry EVERY TIME dead on. 

So, what you want to do is set waypoints at 0, 1, 2 then 3, then back to 0, and 
repeat for the maximum number of waypoints. This way you can set your cavalry 
and forget them, and control your hero. They'll come barreling through every 
few seconds, earning you SP and sending your foes sprawling. Plus, they'll take 
no damage whatsoever.

This works best with a standard formation. The further apart the outside 
waypoints are from the infantry, then you can use a tighter formation, and 
vice-versa. If you have a lot of space to charge then set the waypoints really 
far apart and use a tight formation for maximum damage. Just remember than 1 
and 3 must be as close to the fight as possible.

Go into training mode and practice this, it will make your life MUCH easier.

The great thing is that you can set up at least 3-4 passes (unlike the manual
says you can set more than 4 waypoints). Then you can go back to your hero and
kick some major arse (I'm a Brit, so sue me).

Priority goes all into riding, then frontal. Melee NEVER, since if you're in
melee you're doing something wrong. This goes for equipment as well as the
leader skills. If you have extra gold, consider buying frontal, explosion or
ranged armor. Of course, if you've upgraded then you only have lightning to
choose, but it's not a big deal since you won't be hurt. Upgrading gives you a
better attack though, so it's quite worth it to go heavy cavalry.

From Lasher Dragon:
"As far as cavalry, they are one of my fave things about this game. I set mine 
up like this: 
Start,4~~~~~~~~~~~~~X1,3~~~~~~~~~~~2 
Wow, thought it was different than the way you had it, but now that I've 
"drawn" it I guess it's the same. Oh yeah, I've also used just cavalry against 
infantry, keeping my infantry back. That mission where you have to stop the 
castle siege, in the beginning when there were like 3 infantry enemies running 
around, I had my cavalry waypointed to all 3 in a row, then run out, then they 
would chase for a bit. I'd wait until I had a good amount of room, then I'd 
swing around and repeat the process. Oh yeah, ride skill makes turning tighter 
- you probably already knew that though."

It's a good point that I forgot. You can use cavalry to charge several troops
at once ... they are possibly the only the unit in the game that can attack
multiple troops that are separated from each other. The only downside is that
you may have to adjust their waypoints occasionally. Also, if charging moving
enemies, you will probably have to control the cavalry yourself, because the
AI will run away from cavalry charges if not engaged. And that's the reason I
made riding first priority; tighter turning will make for much more effective
cavalry.

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2.D Human Sappers (requires Melee 1 Teamwork 1)
Upgrades to:
 Pyro Technician (Melee 4 Teamwork 4 Gunpowder 5);
 Bomber Wing (Melee 9 Gunpowder 12 Teamwork 8) (support unit, see below)

Sappers are mission-specific unit. The only unit capable of locating and
disarming traps, they are critical for missions with enemy sappers. Yet they
can be a most useful unit on any mission, taking out entire troops of enemies 
with their own traps. Naturally they need time and space to deploy traps, so in
a mission where you will have neither, they are useless. But if you can use
them then do so ... they'll make your life a lot easier.

The basics on using sappers can be learned in training. What they don't tell is
that you do NOT have to move them around manually disarming traps. If you 
select their remove command and click on the ground they will move to that spot 
and disarm any and all traps that they pass.

Pyro technicians are identical to sappers, except that they have more options.
They can disarm and set regular traps, open floodgates and all that jazz. They
can ALSO set fires and plant mines, which do explosive damage and are really
fun to watch. So there's no real reason not to upgrade. The advantage to pyro
units is that you can upgrade their explosive skill, so that mines have the
potential to do a LOT more damage than regular traps.

In terms of equipment, look for gunpowder and teamwork upgrades. Teamwork will
let you disarm traps blazingly fast, gunpowder will increase your mine damage.
In armor, look for explosive and ranged, and maybe some melee.

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2.E Human Spearmen (requires Melee 2 Frontal 3)
No upgrades

Spearmen are for use against cavalry. That's it. They have nothing else. But
fortunately, they are VERY good at what they do. Spearmen training will teach
you the basics ... unfortunately that's not really enough. In my opinion this
is by far the hardest unit to use effectively.

In order for spearmen to decimate the cavalry, and be effective at all, they
need to be out of melee, and standing still. This makes it almost impossible to
use them in a big fight, since your infantry will most likely be engaged, with 
cavalry charging it. Thus, the spearmen need to stand on one side of the fight,
and, contrary to the training, run into position. This is tricky, because they
need to avoid being engaged and get into position, with enough time to stop 
moving and face the charge. All I can say is practice it and hope that when the
cavalry comes there's no infantry trying to engage your spearmen...

If anyone knows a way to use spearmen really efficiently PLEASE share it.

Equipment should focus on ranged, melee or explosive damage reduction. Melee is
fairly important, and frontal will marginally reduce the amount of time it
takes to kill cavalry. If they are charging you though, it won't take more than
2 or 3 passes regardless of your frontal.


From Lionel: 
"Personally, they are my favorite unit (especially when sent into melee, as 
they have a spear advantage to poke guys far and form a line, hehe) and I just 
wanted to add that you do not need to stop at all for spearmen to form against 
calvary."
"Spearmen CAN engage while moving, and they can also engage and kill calvary in
a melee fight, only if they are in their line formation.  The calvary doesn't 
have to touch them, as the spearmen give the whole melee "fight" the advantage 
of spear cover, thus skewing calvary should they run through the fight.  Of 
course, this bonus doesn't apply if their line is broken and they start 
fighting in direct combat, which can be prevented by tightening the formation 
and backing them up with another squad of soldiers (they support from the sides
while the other squad fights it out face-to-face) and also to note as long as 
there is some semblance of a line (not all the spearmen have to form it, you 
may see a majority with their spear wall while some spearmen are fighting it 
out in the thick of it), the bonus of  "spearwall" still applies. Same goes 
with axemen (if you ever notice them non- stop throwing axes in a fight, its 
the same as the spearmen jabbing their spears in a line, they are giving the 
spear bonus to the whole fight)."

This is true, I have seen them form a defensive line sometimes while moving. I
also frequently manage to engage the AI cavalry in melee. Not sure if this is 
a glitch, or what.

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2.F Human Siege Units
 Catapult (requires Melee 3 Ranged 3 Teamwork 4);
 Ballista (requires Melee 6 Ranged 6 Teamwork 10);
 Mortar (Melee 5 Teamwork 7 Gunpowder 10);

These are the most powerful basic units you have. They're uses are myriad and
very different. They are, however, extremely vulnerable to melee, even more so
than cavalry.

Catapults have the ability to destroy walls and decimate ground units. They are
better and dishing out ground damage than any other unit, and can cut down 
entire troops. They are very, VERY, useful against enemy siege units. They can
take out mammoths really easily. However, they are slow and cumbersome, and 
require a lot of range to be effective.

Ballista are the best anti-aerial unit available. They can take down those 
pesky wyverns faster than you can say a really long word. They are also very
useful at taking out archers and other long range units, and are a great unit
for supporting infantry. Just watch out because the AI likes to ambush them.

Mortar units can destroy walls like catapults, and are particularly useful 
at taking out archers and enemy siege units. The difference between them and 
other siege units is twofold: mortar units have greater mobility and can engage 
in melee with swords. Naturally you should avoid melee, but they won't get 
slaughtered like other siege units.

Ranged will increase your damage and teamwork will help shoot a bit faster.
Gunpowder will increase your mortar damage. There's not much choice in terms of
equipment, so just buy what you can afford.

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2.G Human Support Units
 Storm Rider (Melee 10 Riding 10 Frontal 8);
 Bomber Wing (Melee 9 Gunpowder 12 Teamwork 8)

Support units have yellow icons and can only be deployed in certain missions.
They function very differently from other units, being controlled through the
D-pad. However, they DO respond to all unit move/attack commands (the Y button)
and so are pretty convenient to control.

Storm Riders are anti-ground and anti-aerial units. They will perform great
against everything except enemy archers. They also can't attack enemies hiding
in trees. Use them in open areas to add a lot of weight to a melee, or send
them off to scout. They have a lot of uses.

Bomber Wings are even better at attacking the ground, and can even destroy
enemies within trees. However, they can't fight aerial units, so watch out for
wyverns. These guys pack a really big punch, but are even more vulnerable to
archers than storm riders.

Naturally don't bother to upgrade melee for the bombers, but it's useful for 
the storm riders. Just put points and buy equipment when you can afford it.

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3. Dark Legion Units

Darks have some really, really awesome units. The drawback is that none of them
are as specialized as human units. Nonetheless, they can get the job done just
as well. It's a lot harder to build a dark army, because the job tree is split
between dark elf and orc units. However, there's less variety within each, so
you can more easily focus on specific units. It's all about trade-offs. If you
like brutishly powerful and self-regenerating units over versatility, then the
dark legion is for you.

All dark elf units regenerate automatically within trees, and come with Tree of
Healing spells.

All orc units come with Enrage, which makes them berserk and regenerate.

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3.A Dark Elf Fighter (requires Melee 1); Orc Infantry (requires Melee 1)
Upgrades to: 
 Dark Elf Knight (Melee 7)             ; Orc Heavy Infantry (Melee 9)

Infantry is the backbone of any army, and that is true for this game as well.
Your hero unit will always be comprised of infantry, as your hero cannot learn
any skills besides Melee and Scout. Therefore it is very important you learn 
how to effectively use human infantry.

At the basic and heavy levels they function almost identically. Wielding a 
weapon and shield, they are all-around units, good at everything except anti-
cavalry and anti-aerial attacks. These are their two weaknesses, so never let 
them face cavalry or aerial units without support. This holds true for the orcs
as well as the elves.

The difference between the elves and orcs is sheer power. The orcs, with their
ingrained ability to berserk, are a LOT more offensive, and can actually take
more damage. Their resistances are slightly different, but ultimately balance
out. From what I can tell though, orcs have more HP. So, if you're engaged in
a fierce, short battle then orcs will fare very, very well.

The elves are most effective against enemy heavy infantry and knights, due to
their ability to add elemental damage. This comes in the form of lightning,
which is absolutely devastating against enemy heavy infantry.

The most powerful aspect of your hero unit is the ability to scout. Scouting
properly is essential to a good survival rate. Your scout can do many 
useful things, including luring enemies into ambushed and traps, sighting a
long range attack by archers or siege units, and increasing the LOS of your
sappers so that they can better avoid and disarm traps. USE YOUR SCOUT. In
almost every mission it is better to have your scout out and moving, your
won't lose anything if it dies, and it really won't help you in your troop.
Also, scout maxes out at level 3, so upgrade it immediately.

Against other infantry, the only real tactic is to rush them, occasionally 
using magic. Formations won't matter in these situations. This holds true for
attacking any melee unit, including spearmen and sappers (assuming no traps).

When facing archers, ALWAYS engage them in melee, even if you have to break
away to do it. If you're far away, then go to tight formation, so that the
troop can raise shields against volleys. When you get close break into open
formation for the final few yards, so that the archers can't try to run.

If you're heavily engaged, you might want to try breaking away and rushing them
in open formation, even though you'll take some hits. This way you won't get
re-engaged in melee before you reach them.

Against siege units ALWAYS rush in OPEN formation, to reduce damage. Siege 
units will destroy you faster than anything.

Cavalry units will do a lot of damage too, and if you find yourself without a
screen of spears, go to tight formation to reduce damage, and hope you have
SOME sort of support. Magic is a good option here.

In terms of equipment, priority goes to melee, then range, then explosion. In
some cases explosion takes priority.

SP bonuses are pretty worthless for infantry. EXP and HP are they important 
ones, so if you can afford it give those priority over damage boosts. Just
buy weapons that correspond to the leader's skills and all will go well.

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3.B Darkelf Archers (requires Melee 1 Ranged 1); 
      Cavalry Archers (requires Melee 6 Ranged 6 Riding 7)
No upgrades

Archers are even more versatile than infantry. They don't have the strength at
melee, even with equipment and armor, but they can be decent at it. In addition
they can attack aerial units, and can even do some damage against cavalry. But
their biggest asset is in their support role.

There is only one way to use elf archers. This is simply to have them attack
the enemies your infantry is engaging. This will give you a nice SP bonus and
help make sure your infantry gets out with minimal damage. The other advantage
to using them this way is that they can cast magic, anything from healing to
fireballs, to support your infantry and make the fight even easier. If they
get close, they can also use their direct shot skill, although it's not really
worth the 400 SP it costs. This tactic is great in open areas, especially if 
you've got the sun at your back. In trees, or facing the sun, it's not so 
useful. If you use them this way, then having them follow your infantry is a
useful method. Just be careful that they don't get ambushed, since the AI
likes to go after archers.

Also, elf archers can enchant their arrows with elemental damage, adding slight
fire damage to them. Even with this though, they barely match up with human
longbowmen, so try to avoid archer duels, unless your level is way higher.

Cavalry archers are, in a word, simplyfreakingawesome. They might not have the
punch of human archers, or the enchantment of elf archers, or be able to cast
offensive spells ... but who cares?!? They can ride as fast as regular cavalry,
and fire arrows all the time. You can set waypoints for them to circle around
your enemy, and they can drive your enemy INSANE WITH ANGER because there's no
way to catch them! Just set a chain of waypoints going COUNTER CLOCKWISE around
the enemy, after you target them, and you'll ride around shooting them to death
They are my favorite unit to mess around with because they are so much fun! 
Just watch out for enemy ranged units ... they can seriously put a crimp in 
your fun if you're not careful.

I almost exclusively use focused shots. Wide shots are only useful if there's 
a really big battle. I find that focusing shots is great, especially into trees 
and against aerial units. Against moving units, wide shots are useful.

SP bonus eq is very useful. Explosion, ranged and melee armor, in that order of 
importance. I use either cavalry or archers ... or cavalry archers ... (HAHA) 
to cast Tree of Healing on my units in battle. They can heal at almost any time 
and so they are prime for this task. However, if you prefer to go the offensive 
route, then any other spells are fair game as well.

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3.C Dark Elf Cavalry (requires Melee 3 Frontal 4 Riding 4);
      Orc Riders (Melee 3 Frontal 4 Riding 4)
Upgrades to:
      Orc Axe Riders (Melee 5 Frontal 5 Riding 7)

Cavalry can be the hardest units to get used to. They are a very powerful unit,
but in the wrong hands they're about as useful as a overused cliche. So, here
you will learn how to use them to the best effect.

The trick with cavalry is that if they stop, they die. THEY MUST NOT ENGAGE IN
MELEE. They are effective only when charging THROUGH the enemy. You can learn
all of this is the training mode, which is pretty useful. I suggest you go do
it at least once.

The advantage to the elf cavalry, besides their healing ability, is that they
have more armor than orcs, as they use a sword and shield. Because of this, it
is possible to use them in a melee role, especially for short periods of 
holding, which can be VERY useful in certain situations. However, prolonged
melee will still drain their health in a bad way. The other advantage to elf
riders is that they can cast Tree of Healing, so as they are charging through
they can (without pausing) heal themselves and they infantry unit they are
supporting.

Orc riders are practically identical to human cavalry.

Naturally you can control them yourself. This is the method you should use if
there are anti-cavalry units on the field, or if your chasing someone. 
But what if you want to use cavalry to support your infantry? They can be even
more useful than archers in a big brawl. The solution: waypoints.

Yeah, waypoints are critical to using cavalry successfully. But how do you get
around the fact that they need to make a wide, sweeping curve?
The first thing you should do is engage the enemy infantry/archers with your 
own infantry. Once you've got a nice fight going (or if you know where it will
be) you can set up your charges.

Let's say you want your cavalry to make passes east-west (because drawing it
north-south would waste too much space =).

X= infantry units #s = waypoints

0-------------1 X 3--------------2  (BOW BEFORE MY ANSI)

Basically what you're doing is getting the cavalry to turn right before they 
hit the infantry. They won't follow the line perfectly, but they WILL hit the 
infantry EVERY TIME dead on. 

So, what you want to do is set waypoints at 0, 1, 2 then 3, then back to 0, and 
repeat for the maximum number of waypoints. This way you can set your cavalry 
and forget them, and control your hero. They'll come barreling through every 
few seconds, earning you SP and sending your foes sprawling. Plus, they'll take 
no damage whatsoever.

This works best with a standard formation. The further apart the outside 
waypoints are from the infantry, then you can use a tighter formation, and 
vice-versa. If you have a lot of space to charge then set the waypoints really 
far apart and use a tight formation for maximum damage. Just remember than 1 
and 3 must be as close to the fight as possible.

Go into training mode and practice this, it will make your life MUCH easier.

The great thing is that you can set up at least 3-4 passes (unlike the manual
says you can set more than 4 waypoints). Then you can go back to your hero and
kick some major arse (I'm a Brit, so sue me).

Priority goes all into riding, then frontal. Melee NEVER, since if you're in
melee you're doing something wrong (unless your using elf riders for holding).
This goes for equipment as well as the leader skills. If you have extra gold, 
consider buying frontal, explosion or ranged armor. Upgrading gives you a 
better attack though, so it's quite worth it to go axe riders.

From Lasher Dragon:
"As far as cavalry, they are one of my fave things about this game. I set mine 
up like this: 
Start,4~~~~~~~~~~~~~X1,3~~~~~~~~~~~2 
Wow, thought it was different than the way you had it, but now that I've 
"drawn" it I guess it's the same. Oh yeah, I've also used just cavalry against 
infantry, keeping my infantry back. That mission where you have to stop the 
castle siege, in the beginning when there were like 3 infantry enemies running 
around, I had my cavalry waypointed to all 3 in a row, then run out, then they 
would chase for a bit. I'd wait until I had a good amount of room, then I'd 
swing around and repeat the process. Oh yeah, ride skill makes turning tighter 
- you probably already knew that though."

It's a good point that I forgot. You can use cavalry to charge several troops
at once ... they are possibly the only the unit in the game that can attack
multiple troops that are separated from each other. The only downside is that
you may have to adjust their waypoints occasionally. Also, if charging moving
enemies, you will probably have to control the cavalry yourself, because the
AI will run away from cavalry charges if not engaged. And that's the reason I
made riding first priority; tighter turning will make for much more effective
cavalry.

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3.D Orc Sappers (requires Melee 1 Teamwork 1)
No upgrades

Sappers are mission-specific unit. The only unit capable of locating and
disarming traps, they are critical for missions with enemy sappers. Yet they
can be a most useful unit on any mission, taking out entire troops of enemies 
with their own traps. Naturally they need time and space to deploy traps, so in
a mission where you will have neither, they are useless. But if you can use
them then do so ... they'll make your life a lot easier.

The basics on using sappers can be learned in training. What they don't tell is
that you do NOT have to move them around manually disarming traps. If you 
select their remove command and click on the ground they will move to that spot 
and disarm any and all traps that they pass.

In terms of equipment, look for teamwork upgrades. Teamwork will let you disarm 
traps faster. In armor, look for explosive and ranged, and maybe some melee.

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3.E Orc Axemen (requires Melee 2 Frontal 3)
No upgrades

Axemen are for use against cavalry. That's it. They have nothing else. But
fortunately, they are VERY good at what they do. Axemen training will teach
you the basics ... unfortunately that's not really enough. In my opinion this
is by far the hardest unit to use effectively.

In order for axemen to decimate the cavalry, and be effective at all, they
need to be out of melee, and standing still. This makes it almost impossible to
use them in a big fight, since your infantry will most likely be engaged, with 
cavalry charging it. Thus, the axemen need to stand on one side of the fight,
and, contrary to the training, run into position. This is tricky, because they
need to avoid being engaged and get into position, with enough time to stop 
moving and face the charge. All I can say is practice it and hope that when the
cavalry comes there's no infantry trying to engage your axemen...

If anyone knows a way to use axemen really efficiently PLEASE share it.

Equipment should focus on ranged, melee or explosive damage reduction. Melee is
fairly important, and frontal will marginally reduce the amount of time it
takes to kill cavalry. If they are charging you though, it won't take more than
2 or 3 passes regardless of your frontal.

From Lionel: 
"Personally, they are my favorite unit (especially when sent into melee, as 
they have a spear advantage to poke guys far and form a line, hehe) and I just 
wanted to add that you do not need to stop at all for spearmen to form against 
calvary. I did a mission on Kendal's hard and I was having a problem with them
forming the wall, and found out through moving them that they will form a spear
wall while on the move, but not engaged in melee, and still take down calvary,
so they aren't all that bad. Anyway, that's my observations on it."

This is true, I have seen them form a defensive line sometimes while moving. 
Not sure if this is a glitch, or what.

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3.F Orc Ghouls (requires Melee 10 Curse 8)
No upgrades

Now these guys are FUN. They can't equip anything. At all. But they have great
natural resistances. They are nearly immune to archers, and with a buffed up
melee (which start out high), they are a big threat to infantry. But we're just
getting started.

You will have access to the silence and dark mist spells. Silence will shut up
those pesky paladins who are messing with your undead. Dark mist will cut down
your enemies attack and defense so much that you can take them out with barely
any loss at all.

But on to the MOST fun and useful ghoul ability. SELF-DESTRUCT. That's right.
Just like infested marines in good ol' Starcraft, these guys can run around and 
go boom! They are great. It works like this: Target an enemy or area of the 
ground and use the self-destruct skill. A ghoul will run out of your troop and
go to the enemy and blow up for big damage. If you target an area of the ground
then it will act as a scout ... a VERY deadly scout with a surprise for the
enemy that discovers it. In either of these situations, the HP of the ghoul
troop will decrease by one. You cannot re-group the troop or regain the health
at all, so be careful.

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3.G Scorpions (requires Melee 4 Teamwork 5 Taming 2)
No upgrades

These are the most powerful basic units you have. They're uses are myriad and
very different. Unlike human siege units, they can dominate in melee and are
almost immune to archers.

Their shockwave is great for clearing troops of enemies, disrupting cavalry
charges and taking out walls. They don't have much range though, so they are
likely to be engaged in melee. But that's a good thing! They can seriously
damage, and even take out entire troops of enemies in melee.

Just watch out for explosive and long-range attacks, as well as aerial attacks.
These will majorly screw up your scorpion. And it's slow ... so always scout
ahead and make sure you're not about to lose your scorpion to an unseen siege
attack.

Taming will increase your shockwave damage and teamwork will help shoot a bit 
faster. Melee will increase your defense and fighting ability. There's not much 
choice in terms of equipment, so just buy what you can afford.

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3.H Dark Support Units
 Black Wyvern (Melee 10 Riding 10);
 Dirigible (Melee 5 Teamwork 6 Taming 7);
 Swamp Mammoth (Melee 5 Teamwork 7 Taming 10)

Support units have yellow icons and can only be deployed in certain missions.
They function very differently from other units, being controlled through the
D-pad. However, they DO respond to all unit move/attack commands (the Y button)
and so are pretty convenient to control.

Black wyverns are anti-ground and anti-aerial units. They will perform great
against everything except enemy archers. They also can't attack enemies hiding
in trees. Use them in open areas to add a lot of weight to a melee, or send
them off to scout. They have a lot of uses. I think that they do poison damage,
but I'm not entirely sure.

Dirigibles are even better at attacking the ground, and can even destroy
enemies within trees. However, they can't fight aerial units, so watch out for
wyverns. These guys pack a really big punch, but are even more vulnerable to
archers than storm riders. These guys definitely do poison damage, and maybe
explosive, not too sure.

Swamp mammoths ... wow. These guys are HUGE. ENORMOUS huge. They are almost
completely immune to everything except explosive damage. They can destroy 
everything. They'll walk around crushing the enemy to pieces, spitting out
poison for kicks. Just watch out for catapults and the like, as they will kill
these guys in a few hits.

Naturally don't bother to upgrade melee for the dirigibles, but it's useful for 
the wyverns. Just put points and buy equipment when you can afford it.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

4. Gerald Campaign

"I am Gerald! And you will all die by my hand!"

Gerald's campaign is mostly a tutorial campaign, and is very easy compared to
the later ones. For RTS beginners, it will pose some challenges, and for those
who are experienced with the style of game it will teach all of the basics that
you need to get through the tougher missions.

Gerald himself is a bad ass, and my personal favorite hero. Unfortunately his
campaign is short, but still pretty sweet. He is a pretty medium character,
being moderately slow and moderately powerful. His combos are simple and easy
to master, but his counter-attack adds a surprising level of depth and requires
almost expert timing to pull off. But when you do ... it's pretty amazing.

Giving him poison or ice damage works best, as these will prove most effective
against the myriad enemies you will encounter. Poison will take down even big
ogres quickly, whereas ice will give you a more tactical advantage, freezing
multiple enemies in place, especially with his wider attacks.

Moves: (any move with ... means continue pressing for more hits; neutral stick
        means do not move the stick, any direction means press in a direction
        to aim your attacks)

X X X X X - Wide, wild swings, weak but good for crowd control. Easy to aim and
            stop.

X X X X A any direction - Wide sweeps, followed by a lunging attack. Not great.

X X X X A A A stick neutral - Great for attacking a single enemy, like a boss. 
          Good damage and knockback. Can start the A after only one X.

Y Y neutral stick - Shoulder charge followed by a powerful upward strike. Great
          for rushing a boss.

Y Y any direction - Shoulder charge followed by a powerful horizontal swing.
          Great for crowd clearing.

B - Counter-attack. If you time it right you'll do MASSIVE damage to your
          attacker, if not you'll shove back a small amount of enemies.

Officers:

A + X - Ellen shoots a bunch of homing arrows, great for focused damage.

Y + B - Rupert jumps to your location and slams the ground, then starts to 
        spin around like some sort of twister, smashing a wide group of 
        enemies. Better in a big group, or when you're being overwhelmed.

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4.A First Mission (Greyhampton) 1 Infantry

Easy. Beyond easy. Follow the instructions and learn to fight.

Try not to kill the leader of the infantry, at least until you're about to win
anyway, and simply ignore the archers. This way you'll get some more exp and
gold ... but it will be meager regardless, so don't sweat it.

-------------------------------------------------------------------------------

4.B Second Mission (Raven Meadow) 1 Infantry

Nothing to do but go onto the 2nd mission.

Take your time fighting the first group of orcs (Level 1), but don't be lazy 
about it. The leader is on a a giant boar, so he's easy to spot if you want to 
go after him.

Go help the paladins fighting another group of orcs(L1). The leader of these 
guys is a big old ogre, and he'll use his powers a bit, so stay away from him 
if you're not up for a tough fight. You'll probably be fighting 2 orc troops 
(L1) at this point, so it might be wise to hunt out the leader on the boar, 
and take him down. Then you can either go for the ogre or just clear out his 
troops. After this fight the paladins will heal you.

Then you'll be told to go to the wall. On the way is a group of d. archers (L1)
and orc infantry (L1). I suggest going for the archers first. The leader has a
shield, and so isn't too hard to spot. She uses abilities quite a bit, so you 
might want to take her out. Then go help the paladins, who have probably engaged
the orc infantry. The leader here is on a boar.

Next there are three groups of enemies. All are D.Fighters (L1). Fight them to
the best of you ability. Ignore Rithrin, he can't be hurt. Go for the leaders.

A troop of archers will join you now. Order them to follow Gerald, and they'll
automatically engage the enemy he is fighting. Just tell the archers to shoot
the cavalry archers, it's real easy...

Go after the nest group of (L1) orcs. Leader is a boar rider.

Go through the wall. Don't panic, these guys are all just running away. Pick a
group and go after them. Use wide formation to catch them. You'll most likely
only be able to kill one of the retreating groups, but don't worry. Once they
all run away you win.

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4.C Third Mission (Greywood Forest) 1 Infantry 1 Spearman

You can now go to the barracks, so go ahead and spend your exp and gold.

This mission you'll start out chasing some infantry. Then you'll get 'ambushed'
by some (L2) fighters and archers. Just follow instructions, waypoint walden
around the infantry to the archers and set him to wide so he'll rush it. Kill
the fighters then go help with the archers. The leader has a shield.

Somehow you'll be magically healed... so go to the next spot. The spearmen will
automatically kill off the first cavalry. After that just try to hide behind
the spearmen and let them do their thing. Occasionally the cavalry will decide
to engage in melee ... and that's just easy kills for you, so hope it happens.

Then go south ... and enjoy their 'lively' banter. The plan is for Walden to go
after the archers. Send him to the west, through the forest, and then south and 
around to flank the (L3) archers. Once he's in position use Gerald to charge
the two (L2) infantry. Take them out then go help walden.

Finally chase down the last group. The enemy leader is on a nice high horse, so
you can easily hunt her down and take her out.

-------------------------------------------------------------------------------

4.D Fourth Mission (Glaucus) 1 Infantry 1 Archer

Scout ahead into the red area. Don't even consider attacking the enemies you
see (3 L5 orc infantry). Move into the designated areas as directed. The red
areas now have a lot of traps so stay clear. Then attack the enemy. If you use
your archers well this will be a cinch. You'll again be magically healed (do
NOT get used to this). 

Move to the next area and you'll be attacked by (L5) orc infantry and (L4) 
archers. Use your archers to fight theirs, and engage the infantry in melee. If
you followed my advice in making your archers healing troops, then use curatio
if you start to see a lot of red in your health. Otherwise just pound the snot
out of them. The archer's leader has a shield.

Heal up if you can, then head south. I like to have my infantry follow my
sappers and my archers follow the infantry whenever possible. This avoids the
possibility of blundering into traps, as well as insures that if your sappers
get attacked they'll have immediate support. Also, I like to have a scout out,
because he will spot traps really far away if he's with sappers.

Select the disarm trap skill, with your sappers, and click on a spot in the red
zone. This will cause your sappers to move there and disarm all traps along the
way. Make sure that the sappers disarm all traps in the western block of red.

When you move to the east, you'll encounter more (L4) archers. Either circle up 
to the north to attack them with your archers (so you're not firing into the 
sun) or just charge them full out. Again the leader has a shield. Healed!

Open the gate and enjoy the cool scene. You have to click right in the middle 
of the river to trigger the skill.

You should have cleared the path, so just go help Hugh with all of your troops,
sappers included. Ignore Lucretia and beat up as many elves as you can before
they run, then clean up the hogs.

-------------------------------------------------------------------------------

4.E Fifth Mission (Woodenshade) 1 Infantry 1 Archer

Now this is a really cool mission. And the first remotely difficult one too.
You are completely invincible at the start of this mission, so take your time.
This is a great time to just have some fun. At the very least, max out your SP.
Even after the archers are in position and the order to retreat is given, you
are still invincible. Use this time to position the archers within bow-shot of
the trees to the north of their position. At this point you will be fighting
three troops of orcs ... even though it's not a real fight, it looks amazing.

A great way to earn extra exp and gold here is to just whack away at the orcs
for a while. Exp seems to accumulate per hit, in addition to per kill. So if
you stay here and just mess around, you can come out of this with an extra
few thousand exp and gold. Not bad.

When you're ready retreat to the marked area and switch to your archers. Be
ready to shoot flame arrows as soon as the red markers show up. Shoot two
volleys, one to the middle left, and then to the middle right. If you do this
right then you'll decimate them. For a cool view send a scout to the edge of 
the woods and watch them buuurn.

After the cutscene, you'll be fighting Regnier for real. Get your archers into
it asap. Then stay away from the big scary fire guy. He'll KO you in like two
hits. Retreat when told to. Heal up if you can, cause Regnier packs a punch.
Head through the woods and the king will follow, occasionally healing you ...
but he's pretty inept so don't bet on it.

Now it gets fun. Send out a scout and you'll see that you're boxed in. Starting
with the (L7) heavy orcs to the west, line your archers up within range of the 
woods there, and put Gerald just in front of them. Realize that they have quite
good range, so you don't have to get too close. Then, send the scout to lure 
them out. Send him to where he is ALMOST touching them (on the mini-map) then
quickly turn him around and send him to Gerald. As soon as you click on Gerald,
switch to your archers and use the fire skill in the path of the oncoming orcs.

If you mess up then just duke it out, you should be able to take the orcs one 
at a time if you have to. The next group, right above the (L7) orcs is a (L6)
troop of orc heavies. Lure them south, then burn them. They'll run away, but by 
then they'll be mostly dead. Lure them out or just shoot them dead. Repeat this
with all the remaining groups, and you should have no trouble.

If you're having trouble starting fires, that area of woods may already be 
burned out, so lure them somewhere else. Also, stay completely out of the woods
with your own troops, as the fires can spread quite a bit.

Once you're through there, you have to fight two last groups of (L6) d.Knights.
Just use your archers and you should be fine. Their leaders are hard to spot,
but if you can take them, do so. Then go northeast, and once the king catches 
up you'll win.

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4.F Sixth Mission (Roserain) 1 Infantry 1 Sapper 1 Cavalry

You should have a ton of exp and gold after the last mission, I suggest majorly
upgrading you infantry.

This mission is a lot of fun, because you get to see traps in action.

This is the first mission with cavalry. The first task is to take out some
nearby (L10) scouts. Wait for them to start moving towards you, then when they
turn back around, charge them in standard formation. If you hit them dead on 
you will kill them in one charge. Then move forward. You'll see a HUGE amount
of (L12) heavy orcs. Plant traps in all of the red areas, and plant a few more
for good measure. In front or next to the red zones is perfect. Then place your
troops directly behind the traps, and use a scout to lure the enemy along the
line of traps. If any survive, give them a good, hard smack for surviving. Two
more traps than the red marks should suffice to kill them all.

Now go down south. Two (L8) orcs will attack you. Engage with Gerald, set up 
some cavalry charges, and use your sappers to heal. It should be over in no
time.

Now set as many traps as you have time and SP for. Once the red zones are 
filled, put a bunch more near them. Then go to the ambush spot and wait.
Make sure your troops are all the way inside the zone, move them one by
one if you have to. Then wait and watch.

Two (L10) scorpions and a (L10) orc heavy led by an ogre are guarding the
transports. The traps will soften them up, so finish them with Gerald, using 
the sappers to heal. Let Gerald fight by himself, and instead control the
cavalry. Some of the sappers will undoubtedly survive (even with 10 or so
traps at least one troop will probably survive), so use the cavalry to charge 
them down. With luck only one troop will survive, in which case you can use
your cavalry to engage them in melee, assuring they won't escape, and then go
back to Gerald.

The only secret to this mission is planting lots and lots of traps.

-------------------------------------------------------------------------------

4.G Seventh Mission (Halmoral) 1 Infantry 2 Free

This is the first mission where you have a choice of units to take with you. 
It's also the first where you have to figure things out for yourself.

TAKE ARCHERS. This is the only way that I know of to complete the mission.
You can take the cavalry, or the sappers if you want to be more inventive.

Send a scout towards the river. Try to swim across. (How do knights in heavy
armor swim anyway?!?) You'll see that it's suicide to go directly across. Go 
back and scout north of zone in.

You'll see a (L4) orc heavy troop, and further north another (L5). Engage them
with all of your troops, or lure them into the forest for fire tactics. Wow...
Gerald is a madman. This is the most emotion I think he ever has in his voice.

Past them is a (L8) heavy Orc troop and (L7) d.Knight troop. Use either of the 
same tactics.

Now ... to cross the river. There is a slight outcrop, sticking into the river,
at the very north of the map. Use a scout to go into the river, far enough to
see across up there. Then take your archers and use them to shoot fire arrows
across the river, which will scare the vells south. You can then cross in peace
and either fight for some more exp and gold, or simply go to the exit. Just be
careful to wait for any fires you start to die out first... Also if you fight,
there are 5-6 (L12) and 2 (L25) archers ... so be careful.

-------------------------------------------------------------------------------

4.H Eighth Mission (Stormdeen) 1 Infantry 1 Paladin

This is the first mission where mercenaries become available. I highly, highly
suggest getting a mage. They are the old guys with skull caps, who look like
they have a badger up their ass. Or the young blond guys with hoods. Keep 
loading the game till you get one, then use him to replace Rupert. They can
cast magic DURING fights ... which makes them really useful. Ice is the ticket
for this mission, as it works very well against orcs.

This mission can be hard as all hell, especially if you are not careful AND
lucky. If you are clumsy, there are several (L40), (L50) and (L100) orc troops
that will make you regret it.

Basically, scout carefully, move in tight formation, and be very, very patient.
Use scouts to lure enemies away, or to observe their patterns.

Within the southern woods, you must pass to the west. There is a (L10) heavy 
orc with an ogre, a (L15) orc infantry, a (L9) orc heavy and a (L12) heavy.
Unless you're up for a big fight ... watch their movements and sneak past.
Past them is a (L11) orc infantry. If you can get a scout to the northeast
part of that first forest, you should be able to see them all without getting
caught. Just bide your time. If you stay in tight formation and move along the
very bottom, you can avoid fighting altogether, and if you are engaged you can
probably finish it off before any more come. If more than one is chasing you, 
try to draw them further south so that you are less likely to attract unwanted
attention. Use Rupert to heal, and try to keep him out of battle.

The next area has a scorpion (L6), so try to lure it away. There's also a (L9)
orc infantry, a (L12) and a (L7). A (L14) heavy orc is also here. There's a 
small copse of trees, right above where the scorpion was. A scout can sit there
and observe all of their movements. Try to lure some of them away, then make a
break for it. If you fail, rely on your ice magic to weaken them enough that 
you don't die. Don't hold back. Also, if you have an ice weapon, that's a big 
bonus, because you can take their leaders out really easily.

If you make it to the north, the east has a (L14) orc infantry and (L12) orc 
heavy and a (L9). More importantly are the scorpions. There are three (L6), so 
lure them south-east. Then fight or sneak past the last patrols.

Now, go to open formation and RUN to the exit. DO NOT LET RUPERT GET ENGAGED.
Ignore Gerald and just make Rupert disengage whatever he has to and dash to the
exit zone. You win.

-------------------------------------------------------------------------------

4.I Ninth Mission (Outer Hironeiden) 1 Infantry 1 Paladin 1 Free

Meet the ghouls! These guys are tough customers, with magic of their own and
some major resistances. To beat them, use curatio and go after their leaders.
Fortunately these guys are easy to spot, as they look like nazgul or dementors.

I used archers on this mission, as they had additional curatio. This way I 
could go after the ghouls with two units, and use Gerald to fight the scorpions.

The other option is to have a unit with fire spells, to cast meteor on the
scorpions. The paladins are great at engaging multiple troops at a time, as they
have a lot of armor and HP. So use them to hold the scorpions back while you
pick off the ones that get through. Use your other troop to either cast curatio
on the ghouls or meteor on the scorpions. If you play it right, and go for the
leaders, and attack the scorpions yourself (from the front), you might be able 
to flat out win.

If you can't, then try to hold the scorpions back just enough that they don't 
destroy all your walls. If you hold out long enough, then Rupert will show up
and rescue you. This is really just a test of how good YOU are ... so keep 
trying and get better at taking out leaders. It REALLY helps to have a good 
sword with ice or fire or even poison damage. There's no real strategy to this
if you can't kill the enemies quickly enough.

The only advice I can give you if you're struggling is to go back out and try
it with some different equipment and spells. Fire spells and curatio can 
seriously make the difference in this mission. Use holding tactics (engage as
many scorpions as you can) to try and last longer, if your walls are collapsing
and you can't stop the scorpions from overwhelming you.

If you're dying ... well, use more curatio and GO FOR THE LEADERS. Those are 
the only effective ways to fight ghouls.

-------------------------------------------------------------------------------

4.J Tenth Mission (Posterus Green) 1 Infantry 1 Archer 1 Free

I opted for cavalry here, but take whatever you like.

Immediately ahead of you is a (L16) orc heavy. SE of that is a (L13) d.archer.
Further south is 2 (L12) orc infantry and a (L16) orc heavy, with a scorpion 
(L14), and to the east is another (L16) heavy with a (L13) archer and a (L12)
orc infantry patrolling nearby. Further south is another (L14) scorpion and a
(L15) archer. To the far east is another (L14) scorpion. None of them should 
pose much of a challenge. Use whatever to kill them. Burn the scorps.
The annoying part is hunting down all the huts and burning them...
There will be a (L24) orc heavy troop led by an ogre trying to block your exit.
Show him who he is messing with. Then go have a BBQ...

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4.K Final Mission (Nymphbarren) 1 Infantry 2 Free 1 Storm Rider 1 Support

Aaah...support units. I suggest turning your sappers into bombers, but riders
work well also. TAKE ARCHERS. Then fill the other spot with your troop of
choice.

There are a LOT of troops in this battle. I suggest hanging back and supporting 
whichever allies need the help most. But rushing in ahead of them is just as 
viable, if you're good enough. At the start there are four (L13) orc infantry 
and four (L13) archers. Easy fights. More (L13) orcs will come, and more ...
and more.

Then the mammoths come. Send your bomber wing to attack it immediately. If you
don't have one, then retreat immediately. PROTECT THOSE BALLISTA. Use your 
archers to take out the wyverns. Try to keep everything away from the ballista
so that they can fire at the mammoth.

After you kill everything off (or sooner if you do a good job) the mammoth will
go down. Go rescue your allies, the ecks.

You can fight whatever enemies remain, or just go straight to the red zone to
find Regnier. Just survive for a few minutes of banter. Congratz! You beat the
easy campaign.

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-------------------------------------------------------------------------------

5. Lucretia Campaign

"Yeah, you monkey ... you want a piece of me?"

I personally dislike Lucretia ... mostly because the dark elves are my least
favorite units in the game (not including the cav archers ... ride cavalry
archers, ride my sweet ones! ... muhahaha). Anyway, she differs drastically
from Gerald. While not nearly as powerful, she is fast. She can run really
fast. She can attack really fast. She can dodge at plaid-speed. Did i mention
that she is fast? The redeeming feature is (sorry ladies) the awesome clothing
that her coterie wears. Or should I say lack of clothing? Let's just go with
costumes. The sultry, sexy, totally unfit for battle costumes. Also, the voice
acting picks up here.

You won't need to worry about elemental damage, since your troop comes with
built-in elemental boost, of the lightning variety. How convenient that all the
tin monkeys are weak against lightning. Yummy. You'll be fighting lots of
heavy infantry and knights ... all of whom are giant conductors. Lightning.
Lots and lots of lightning. For some variety, poison works well against a lot
of human units, and ice is moderate.

Moves: (any move with ... means continue pressing for more hits; neutral stick
        means do not move the stick, any direction means press in a direction
        to aim your attacks)

X X X X X... This attack can get pretty damn long. Lots of pretty twirling
           attacks, not that great but it suffices.

A A A A A... neutral - Infinite spinning attacks. Can be great or horrible.

X X... A X X... any dir. - This is possibly her most useful basic move. You 
          will constantly dash around the battle field dealing tons of damage. 
          If you equip a nice weapon ... the potential for destruction is big.

X X X X A A... neutral - This is an awesome attack which is the best crowd 
          control move she has. You really need to try this out and see it.

X X... A Y Y - A pretty powerful series of rushing attacks, can go straight
           back into X X... after.

X X... Y Y - An awesome powerful strike, followed by a huge jump and a swan
          dive for big damage. Can chain back into X X...

B - SUPER fast backwards dashing dodge move. Can chain into combos.

Basically Lucretia is a freestyle character. The more inventive and precise
you are with her attacks, the more powerful she will be. Be creative!

Officers:

A + X - Morene shoots out blades on ribbons for decent damage. Can attack a lot
        of enemies if leveled up. Decent.

Y + B - Cirith unleashes a powerful lightning attack. LEVEL THIS UP. It will be 
        your best friend. At least level 5 lighting is REQUIRED cause I SAY SO.

-------------------------------------------------------------------------------

5.A First Mission (Dryglade) 1 Infantry

I'm going to assume you've done Gerald's campaign and/or know the basics by now
and so I will NOT be re-explaining anything. The basic units operate the same.

Go to the marker. Then go slightly south-east to the pillar in the cutscene.

Fight the (L1) apes and win. You'd better. Oh ... that's all.

-------------------------------------------------------------------------------

5.B Second Mission (Wicktow) 1 Infantry

You start out in melee. Use Cirith to bust them up or just fight it out. Note
that you have elemental boost on. You can cast this on yourself anytime you are
not engaged. Use it often and well. It will DESTROY heavy infantry, such as the
(L1) heavies you're engaged with.

As soon as you beat them cast Tree of Healing. You're gonna need it. Then go
straight for the (L1) catapult that appears. Charge it in wide formation to
reduce damage. The leader should come straight for you. He's easy to spot.

Heal up then go help Rumen. There are two more (L1) infantry. One of them is
really spearmen, and the other is heavy infantry. Go figure... at least the
goofy leaders are easy to find.

You'll get healed after this scuffle. Follow Rumen. Go engage the (L2) group
of infantry chasing the archers. In the middle of the fight enemy archers (L1)
will crash the party. Disengage and go kick them out.

Rithrin will join. Follow Rumen. Use the archers to take out the (L1) storm
riders. Focus your shots for more damage. Thrill at the rumbles as they crash
to the ground. Follow...

Go to your flanking position. Take out the (L1) infantry. Go to your position.
Rush the archers in tight formation. Then go help Rumen mop up the remaining
(L2) and two (L3) infantry.

You win. No thanks to that gigolo...

-------------------------------------------------------------------------------

5.C Third Mission (Lichenvale/Valley of Lichen) 1 Infantry 1 Archer 1 Cavalry

Straight on to un deux trois, don't collect 200 dollars and GO. No seriously...
go catch the scouts that are about to give you away. These (L1) scouts can
sometimes be very hard to catch ... so feel free to just engage them.

Go south. Engage the two (L1) infantry, boost your archers, and set up a few
cavalry passes. Should be a piece of cake. Ape cake. Use the cavalry or the
archers to cast Tree of Healing if you need it.

Morene will 'score you' based on how many of your troops live. If you get a 
high score you'll get an exp bonus. Go to the forests to heal, and use Tree of
Healing if you've taken a lot of damage or are lazy like me. Go down to the
indicated spot. I must say the banter here is SOOOOO much better than in the
Gerald campaign. It's actually pretty intelligent and witty.

Anyways, head east. You'll encounter (L1) infantry. Wait for them to leave the
woods then engage with your infantry and archers. From the east will come some
(L1) archers. Send your cavalry to engage them in melee so they can't shoot at 
you. Finish off the infantry and then go deal with the archers.

You should see two groups of (L7) archers to the east. Send your infantry on
ahead in tight formation to engage one group. Send the archers to engage the
other with the cavalry. Finish off the first group then go relieve the cavalry.

Now head north. Knights (L10) and archers (L5) await you. I suggest using the
elemental boost on your infantry. Then go THROUGH the knights and engage the 
archers (just keep clicking on them in the map) in wide formation. Then you'll
just have one big melee, because the knights will follow you. You know what to
do. KEEEEL DEM. And remember ... it's Lucretia, bitch!

-------------------------------------------------------------------------------

5.D Fourth Mission (Glaucus) 1 Infantry 1 Archer

FINALLY the barracks. Use your exp and gold here.

Look familiar? You're on the other side now.

Head to the first marker. After the scene attack the (L1) heavy infantry. Be
aware that the sun is low in the east, so that if you are attacking from the
west you will be at a big disadvantage.

Go through the trees to the west, angling to the north. A (L6) heavy and (L6)
archers will come from the east. Try to engage them north to south, so that
you nullify their sun advantage. Swing your archers around if necessary. Engage
the archers with your infantry, and then beat them all to snot.

You'll see a group of orc axemen engaging Hugh's troop (L11). Go help them.
After a few seconds he'll retreat. Don't bother trying to catch him, he's too
fast. Two groups of heavies (L11) will come to block your path. Take them out
however you want. Don't forget your archers can cast Tree of Healing.

You'll be joined by the axemen. Go northwest along the river, in the opposite
direction that Hugh fled. Your elves should auto-heal in the forests. Now you
will be charged by cavalry. Should be simple to defeat them.

Now you'll get scouts with Lucretia. Send one northwest along the riverbank
until you spot him. Now, charge him. You might recognize this scene...

Afterwards you'll be fighting Hugh again, and there'll be a group of (L11)
archers shooting at you. A note here: Hugh is invincible. Beat on him as
much as possible for extra exp and gold. Use your archers to take out the enemy
archers, and heal your infantry whenever you start turning red.

After a while Hugh will start to hurt. Then Gerald will enter the fray. After a
second or two they'll both run away and you'll win.

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5.E Fifth Mission (Aten) 1 Infantry 2 Free

I highly recommend taking at least one other infantry, dark elf if possible. Or
ghoul. Filling both of your slots with infantry is not a bad idea at all. Just 
go to the pub and hunt around for suitable leaders. Other good choices are 
d.cavalry, or even cavalry archers. Anything that is fast or good at melee is a
viable choice. Or highly damaging (scorpions anybody?).

I traditionally take 1 d.archer and 1 ghoul. It's the best for this strat.

To win this mission you must kill as many enemies as possible, while letting as
few as possible through to the exit. There are MANY (L6) and (L8) heavies here,
but they will be running away from you. That's your key to victory.

This method is slow but almost fool-proof. The trick is to keep the enemies
running in circles, trying to avoid your troops. It's easier than it sounds.
The exit zone is set up like a giant L. As soon as the mission starts send all 
of your units west, and slightly south. Don't engage any of the enemies. By 
running past them you will scare them north and buy yourself time to set up.

Now, the exit zone will pop up.
    
--X
---
---    >
---
---         O
--------------  Y
--------------

As soon as it does, send your ghouls (or whatever infantry you brought) to the
X, and leave them there in wide formation if possible. Then, move Lucretia to
the O, or slightly north/south depending on where the enemies are. Then, move
your archers (if you have them) or whatever your third unit is to the middle,
at the >. If you have archers, start shooting at the nearest enemies. If not,
this will get tricky. Now, send a scout to the Y, because that is the area the
enemies will mostly try to sneak through. Now, eventually (quicker if you leave
a nice gap) enemies will try to sneak between your troops. Try to get them to
sneak near Lucretia, then pounce on them in wide formation, and get a quick kill
if you can. Or use your cavalry to melee them if you want. Keep this up and
you will win. Just keep an eye on the map and reposition your troops as needed.

There are millions of ways to beat this mission. This is my favorite, as it 
requires minimal troop control and takes advantage of the fact that the AI will
go loopy ... literally. Feel free to try whatever you want ... substitute the
archers with spellcasters, or just all-out attack and see how many kills you
can rack up. The choices are endless.

I like ghouls because the enemy will run from the suicide bombers, making them
an additional screen (or mobile attack force, 3-4 will wipe out a troop).

Also, there are always seven total enemies on the screen, so if you kill them
one at a time, you'll only have to worry about 1 new troop at a time too.

-X-
---  +
---     >
---         O
---         
--------------  
--------------     Y

My final screen looked something like this, with X being the ghouls, + being a
suicide bomber, > the archers, O Lucretia and Y the scout. NOTHING could get
past, and anything that got near was shot to pieces or weakened by the ghoul
spells. I'd move Lucretia south into the red zone, then charge out in wide
formation to catch any enemies trying to sneak through. Easy pickings.

When you get close to winning, a bunch of (L15) knights will show up. Regroup
all of your troops to fight them. Nobody will escape while you are fighting the
two knights and (L12) archers. I used my ghouls to fight their archers, and
used magic to soften up the knights. After the first wave is a second of the
same troops. Once the knights die you win.

-------------------------------------------------------------------------------

5.F Sixth Mission (Esse, Wall Defenses) 1 Infantry 1 Scorpion 1 Free

I used archers, but use whatever you like.

The first thing to do is nothing. You're scorpions (all except the one you did
NOT move) are going to get ambushed and killed. Move Lucretia behind them in a
wide formation, and try to avoid the catapult shots. Once the scorpions stop,
wait for the catapults to fire then rush them. By running in between the shots
you should be able to make it with minimal damage. A (L10) heavy will rush out
to try and block you, but run past it to the two (L15) catapults. Find and kill
the leaders FAST. If you're fast enough you can even save some of the allied
scorps.

Now use your scorpion to knock down the wall near where you killed the 
catapults. Send a scout north. Use your scout to lure the enemies down to the 
wall one by one and kill them, or move up and try to rush them. This is basic
stuff now (except for the catapults). To your north is a (L15) heavy, archer
and catapult. I'd start with the heavies first. To the east are some more (L5),
(L12) and (L15) heavies. Lure them all out or rush them. Behind them is another
(L15) heavy and archer. Up north is a second catapult.

To beat the catapults, I went north, then came down on them from above. This
way they couldn't turn fast enough to hit me before i was onto them. I used my
archers to attack from the trees to the east and my scorpion from the south 
once they were engaged.

Now knock down the wall and go through. You will see a bunch of units to the
northeast protecting the king. Walden (L16) is a group of knights. Also there
are mages (L14) and paladins (L14). Go for the magic infantry, and use the
scorpions shockwave to damage several troops at once. Then go after the 
paladins, and finally Walden's knights. A surprisingly weak fight.

-------------------------------------------------------------------------------

5.G Seventh Mission (Halmoral) 1 Infantry 1 Sapper

Ok, I'm doing this quick cause I'm tired, I'll revise it later:

First, set a horde of traps in the northwest where you start. there are a lot
of enemies patrolling around so lure them all into the traps with your scouts
and then finish off whatever is left.

now go south to the marker, carefully. once you're told about the river, go
back north into the forest and the slightly east. Scout towards the river. you
will see a huge amount of enemies to the north. Use your scout to lure a few
of them into some more traps. 

Once you have them thinned down a little, send your scout to the river. Look
across at the enemies patrolling. There will be a huge gap in the patrol. Go
across the river quickly, and head east. Then go north along the eastern border
and disarm the traps. Rush the mortars in wide formation after you scout out
their locations. Kill them quickly. Then take your sappers all the way to the
north and activate the gate. (you have to put the cursor on the middle of the
river at the gate to do this, don't worry your sappers will open it from the
shore.) you win.

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

7. Regnier Campaign

From M1sta Chron1c:
"Here are a few tips, for the quick to judge.

Push and hold "B" -- This catches his sword on fire, making for WAY more damage
... while he's on fire you constantly use your skill points, so just use this 
attack when you first start combat to whittle the enemy down (if there are 
enough enemies, he'll earn more SP than he uses)... another note, you can 
push and hold "B" to turn the power off.

Push and hold "Y" -- This a ranged attack similar to a scorpion's blast attack.
 This is another attack to use when you first start battle, or are surrounded 
by enemies... if you position yourself correctly the attack will earn far more 
SP than it uses.

"A", hold "X", hold "X" -- great when surrounded, the holding the "X" down 
makes those two large sweeping attacks enflamed, for extra damage. Slow, but 
great when surrounded.

hold "A", hold "A" -- the boss killer... simple, easy, rinse and repeat."

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

8. Lists, lists, lists

I have to really thank all the people that helped with this section. I'm not
sure that it would even exist without them, and it certainly wouldn't have
appeared so quickly. So thanks to all of you!

-------------------------------------------------------------------------------

8.A Skills

Skills

Thanks to fizzguy47(gs) for these. (stuff in brackets is my 2 cents)

-Melee-

Basic skill. Every job has this requirement. It is not unimportant since it 
determines HP, melee damage and melee resistance. This is important for your 
Hero's troop, probably since it is the only class related skill your hero has.
It's also useful for close-range aerial support units, incase they need to duke
it out with other support units. All infantry need this stat, knights, heavy 
orcs etc. Cavalry also benefit since most of the time you'll be using cavalry 
in melee anyway. Scorpions and Swamp Mammoths get a lot more damage this way 
too in melee combat. A good level is 10 to 15 for units that don't have this 
as a class requirement and 20-30 for infantry units that only have this as a 
class skill. The skill level only determines the damage your troop and Hero 
deal. All resistance is increased by equipment although infantry armor gets the
most increase in melee resistance.

Units with Melee as a sole class skill :
   Infantry, Heavy Infantry, Knights, Darkelf Fighter, Darkelf Knight, 
       Orc Infantry, Orc Heavy Infantry, Orc Ghouls


-Ranged-

The Ranged skill is the main skill for long range units that use bows and 
arrows. Therefore archers, longbowmen, darkelf archers and cavalry archers 
determine damage with this skill. It is also a prerequisite for most ranged 
troops, excluding support units, which makes me think that this skill has some 
effect on range. So theoretically, higher Ranged skill = farther range. Given, 
mortars have longer range than longbowmen but a longbowmen troop that can 
change jobs to mortar still benefits from the high range skill. The skill also
determines some officers' abilities damage such as Ellen's Rapid Shot skill. 
Most infantry are resistant to this type of damage thanks to the tight 
formation, but cavalry, aerial support units and ground units without shields 
are susceptible to this kind of damage. Ranged attacks get SP from many events
such as attacking from high ground, attacking with sun behind the troop etc. 
Good high-level longbowmen at about level 40 can rip up aerial support units.

Units that have Ranged as damage-determining stat :
   Archers, Longbowmen, Darkelf Archers, Cavalry Archers


-Frontal-

The most important skill for cavalry and riders, including storm riders. It 
increases damage done by charging through the enemy. It also increases damage 
done by spearmen, either against charging cavalry or when poking troops at 
close range. Yeah, spearmen can engage in fighting without losing their ability 
to use abilities. The same applies for axemen. This skill can turn the tide of
battle if you use your troops wisely. Cavalry get tons of SP by charging 
so be liberal with spells and other SP powers when you have cavalry. Storm 
Riders get additional damage attacking ground troops only, cos against aerial 
troops they use melee.

Troops whose special attacks use Frontal skill to determine damage :
   Cavalry, Heavy Cavalry, Spearmen, Storm Riders, Orc Riders, Orc Axe Riders, 
       Orc Axemen, Darkelf Cavalry
Note : Special Attacks are attacks that do no use SP, instead they are 
       condition-based such as charging with cavalry.

-Riding-

Another crucial skill to cavalry and riders. It increases turning speed and 
probably forward speed (not sure). This allows more charges which equals more 
SP in the long run (thanks to thrakkemarn). Personally I prioritize Frontal but
Riding is for those people who want to earn more SP and money. Storm Riders and
Wyverns have an increased attack rate not damage, same for all cavalry 
excluding cavalry archers. Remember, this increases mobility, Frontal increases
damage.

Troops that have Riding as a class skill :
   Cavalry, Heavy Cavalry, Storm Riders, Darkelf Cavalry, Cavalry Archers, 
       Orc Riders, Orc Axe Riders, Wyverns

-Teamwork-

This skill is very exclusive. The units that have this skill usually work in 
teams such as Catapults, Ballistae, Bomber Wings and all sappers. The few 
exceptions are Scorpions, Swamp Mammoths and Dirigibles. High Teamwork shortens
all sapper work times drastically and also increases the damage of Human siege 
units. The effect on Bomber Wings and the Dark Legion units is admittedly 
insignificant IMO. Teamwork should be around 10-15 for sappers and 20-25 for 
the Human siege units.

Troops that gain significant advantages from Teamwork skill :
   Sappers, Pyrotechs, Ballistae, Catapults, Orc Sappers

-------------------------------------------------------------------------------

8.B Spells

-Holy-

from Lionel:
"You may want to double check this, but I think holy resistance is bugged.  
With high holy resist, it seems my guys don't get healed much, but a lower to 
nonexistent resistance heals a whole 4th or so of a squads bar (I've been saved
many times by a curatio or a battle heal, which is the most useful officer 
ability for the main unit, as it allows you to heal and then jump to other 
squads)."

I'd appreciate it if anyone can verify this, but it seems to make sense to me!

-------------------------------------------------------------------------------

8.C Unit Stats
Big thanks to boztakang for this section. All the numbers are his (though I
had to do a bit of formatting to make it look so pretty =).

This is a list of every unit, their HP and resistances.

unit name, starting HP, HP gained per level, Resistances: Melee, Range, 
Explosion, Frontal, Fire, Lightning, Ice, Holy, Earth, Curse

NAME  START HP|HP/LV|MELEE|RANGE|EXPLO|FRONT|FIRE |LIGHT| ICE |HOLY |EARTH|CURS
Orcs:
Infantry 9500 | 475 |   0 |  21 |-004 |   0 |  21 |  11 |-150 |  11 |  25 |  11
Sapper   8400 | 400 |   0 |  21 |  -4 |   0 |  21 |  11 |-150 |  11 |  25 |  11
Axemen  11280 | 480 |   0 |  21 |  -4 |  75 |  21 |-150 |-150 |  11 |  25 |  11
Riders  15036 | 504 |   0 |   5 |  -4 |   0 |-150 |-150 |  31 |  11 |  25 |  11
AxeRdrs 18060 | 504 |   0 |  21 |  -4 |   0 |-150 |-150 |  31 |  11 |  25 |  11
HvyInf  14000 | 500 |   0 |  29 |  -4 |   0 |  21 |  11 |-150 |  11 |  25 |  11
Ghoul   18500 | 500 |   0 |  68 | -25 |   0 |  50 |  50 |-100 |-200 | 100 | 100
Scorpion 1550 |  50 |  25 | 100 |-170 |   0 |-100 |  21 | -79 |  21 | 100 |  21

NAME  START HP|HP/LV|MELEE|RANGE|EXPLO|FRONT|FIRE |LIGHT| ICE |HOLY |EARTH|CURS
Support:
Wyvern  19446 | 497 |   0 | -50 |-100 |   0 |   0 |   0 |   0 |   0 |   0 |   0
Drgble  18500 | 500 |  21 | -50 |-100 |   0 |   0 |   0 |   0 |   0 |   0 |   0
Mammoth 20500 | 500 | 100 | 100 |-170 | 100 | 100 | 100 | 100 | 100 | 100 | 100

NAME  START HP|HP/LV|MELEE|RANGE|EXPLO|FRONT|FIRE |LIGHT| ICE |HOLY |EARTH|CURS
Elves:
Fighter  8750 | 450 |   0 |  13 | -10 |   0 |  11 |  11 |  11 |  11 |-150 |  11
Archer   5040 | 240 |   0 |  -6 | -10 |   0 |  11 |  11 |  11 |  11 |-150 |  11
Knight  11700 | 450 |   0 |  21 | -10 |   0 |  11 |  11 |  11 |  11 |-150 |  11
Cavalry 15036 | 504 |   0 |  -3 | -10 |   0 |  11 |  11 |  11 |  11 |-150 |  11
CArcher 19068 | 504 |   0 | -29 | -10 |   0 |  11 |  11 |  11 |  11 |-150 |  11

from boztakang:
"It looks like it is Level that determines HP.  so each skill that affects a 
units level grants a HP/level amount of HP.  so a 20melee 1ranged archer 
should have the same HP as a 1melee 20ranged one (9600, unless I messed up) 
but a 1melee, 1ranged, 20 lightning archer would still only have 5040, since 
the magic isn't counted for level. Might be easier to explain it as no direct 
HP bonus from stats, just HP per level (that level is determined by stats is 
just incidental.)"



-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

9. Extras

For beating the hard difficulty campaign you can unlock two mini-games, one per
campaign. To access these go to the options from the main menu. More details to
come.

-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

10. FAQs

Q: How do I save?
A: From the world map, press start. You can do this from the barracks and pub,
anywhere until you go to the mission planning stage. You can have 20 saves.

Q: Hey, what's the deal with custom soundtracks? Are they in this game or what?
A: No. There is no way at all to access custom soundtracks. This was "an error 
in box printing". So just leave it at that.

Q: But I want custom music ... I hate the in game music!
A: This isn't even a question! Just play music on your speakers or something...
YOU CANNOT GET CUSTOM SOUNDTRACKS IN THE GAME!!! End. Of. Story.

Q: How do I save my game? I said save after I upgraded ReadTheManual's skills,
then I turned my game off, and I lost 20 million missions!
A: The ONLY way to save the game is to go to the menu from the world map. If
you are anywhere on the world map, including in the barracks or the pub, then
press start and save your game there. This is the ONLY way to save the game.

Q: Hey, I beat Lucretia's mission, how do I save my progress?
A: Any time you finish a campaign and see the credits, the game will save your
progress automatically. So even if you turn the power off after the credits,
you will still have unlocked whatever you unlocked.

Q: What does X skill/spell/equipment do?
A: The easiest way to find this out is to look at it in the barracks. The game
is pretty good at detailing what everything does. Otherwise go to the message
boards at GameFaqs.com and ask, or wait till I update the guide.

Q: How do I damage ghouls with spells?
A: Use curatio. It's the only spell or attack that will seriously hurt ghouls.
Bless & heal will merely remove negative buffs from your troops, while holy
explosion (sounds like an attack, right?) will simply cast regeneration on all
nearby troops.

Q: The box says 1-2 players? How can I play with my friend/dog/wife/brother?
A: What 1-2 players means is you can play singleplayer, or multiplayer ONLY
on Xbox Live. That's the ONLY way to play multiplayer. And it only goes up to 
1v1. There is no split-screen at all.

Q: Can I play coop online?
A: No. You can only play 1 vs 1 (and possibly 2v2 with the downloads).

Q: Hey, what you put in the guide is wrong, I can't beat the mission even the
using your so-called strategy. By the way, make it better.
A: Ok, if you can't beat it my way, and can't beat it YOUR way ... then I don't
think it's my fault. If you find something factually wrong, or you discover a
better way than mine, by all means let me know. But DO NOT send me e-mail that
basically details how much you suck at the game. Thanks.

Q: Are there cheat codes? What are they? GIVE ME CHEATS!
A: As far as I know there are no cheats at all ... so stop asking!

Q: Yo, how do I go back to previous levels? I want more exp/gold!
A: Unfortunately you can't repeat levels, unless you saved before it. You have
to start the campaign over and play through them all, or save before each and
every mission.

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11. Version History
First version submitted to gamefaqs on 10/16/04:
  Game Basics and Human Units 'complete'
v0.35 submitted on 10/18/04
  Added input from e-mails, updated Human Units, added Dark units
v0.40 submitted on 10/19/04 (at like 1:30 am =)
  Added to new websites and added first section of Gerald walkthrough
v0.50 submitted on 10/19/04
  Added to Gerald walkthrough ('complete') and FAQs
v0.55 submitted on 10/20/04
  Added skills section and scattered updates/contributions, started Luci guide
v0.60 submitted late 10/20/04
  Added a few missions to the Lucretia guide (these suckers start to get long)
v0.65
  Updated a bunch of stuff, and wrote then somehow LOST Lucretia additions...
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12. Copyright and credits

This document is Copyright 2004 Jared Mohamed. It is not to be distributed in 
any form without the permission of the author. The author of this document is 
not affiliated with the creators of this game in any way. The latest version of
this document can be found at the following list of websites:
www.gamefaqs.com
www.cheathappens.com
www.cheatcc.com
www.thegenie.net
www.ign.com
Any discovery of violation of this copyright please report to 
                                                   thrakkemarn at nyc.rr.com

I would like to thank everyone who read the guide, especially for all of the 
e-mails I received. Especially from Lasher Dragon (lots of good and helped test 
a few things out and get started). Also thanks to all the other people who 
contributed and helped out (credited throughout). This guide wouldn't be nearly
as good without the tons of support, feedback and contributions I've received!

Thanks to Phantagram for making such an awesome game.

Thanks to gamefaqs for being the best gamers' site out there.
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