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    Ellen by demian23

    Version: 1.4 | Updated: 11/18/05 | Search Guide | Bookmark Guide

    Kingdom Under Fire: Heroes
    Character FAQ: Ellen 
    
    version 1.4
    
    Copyright (c) 2005 Erik Harris demian23[at]stanfordalumni[dot]org
    
    Please email corrections, suggestions, or errata to the above email address ;)
    
    TABLE OF CONTENTS
    
    1. Introduction
    
    2. Ellen
    
    3. Adjutant Officers
         3.1  Paltor
         3.2  Ebbard
    
    4. Mission Walkthrough
         4.1   Mission 1: West of Arein
         4.2   Base 1: Arein
         4.3   Base 2: Advance Base
         4.4   Mission 2: Arein Inner Castle
         4.5   Base 3: Advance Base
         4.6   Mission 3: Glaucus
         4.7   Base 4: Arein
         4.8   Base 5: Ecclesia
         4.9   Mission 4: Nowart
         4.10  Mission 5: Pineth Cave
         4.11  Mission 6: Woodenshade
         4.12  Base 5: Esse
         4.13  Mission 6.5: Unknown (optional)
         4.14  Mission 7: Raven Meadow
         4.15  Base 6: Advance Base
         4.16  Mission 7.5: Unknown (optional)
         4.17  Mission 8: Glaucus
         4.18  Base 7: Advance Base
         4.19  Mission 8.5: Unknown (optional)
         4.20  Mission 9: Arein Castle Siege
    
    5. Troop Guide: Human Alliance
         5.1   Infantry
         5.2   Heavy Infantry
         5.3   Spearmen
         5.4   Knight
         5.5   Cavalry
         5.6   Heavy Cavalry
         5.7   Storm Rider
         5.8   Archer
         5.9   Longbow
         5.10  Mortar
         5.11  Sapper
         5.12  Pyro Technician
         5.13  Bomber Wing
         5.14  Ballista
         5.15  Catapult
         5.16  Earth Golem
         5.17  Ice Maiden
         5.18  Thunder Rhino
         5.19  Flame Wraith
    
    6.  Revision History
    
    --------------------------------------------------------------------------------
    1.                             Introduction
    --------------------------------------------------------------------------------
    Ellen is the "first" campaign in terms of difficulty and presentation.  We know
    this because as we start her campaign, the opening credits roll...  She
    starts out with a level 3 force and a completely linear campaign with no frills
    for the first several missions.  There are also in-game control tips included, 
    but guess what:  if you don't know the controls already, and haven't played
    KUF: Crusaders, you are going to be quickly frustrated.  Tutorial mode is not
    included in Heroes, and the learning curve is steep indeed.  If you aren't
    a KUF veteran, I would suggest that you buy and play through KUF: Crusaders 
    first, especially because it's super cheap now that Heroes is out, and the games
    aren't radically different except for the complexity and difficulty.  Crusaders
    gives newbies a much gentler learning curve, and KUF: Heroes pretty much starts
    out where Crusaders left off, i.e., medium difficulty progressing 
    quickly to hard missions.
    
    -------------------------------------------------------------------------------
    2.                                Ellen
    -------------------------------------------------------------------------------
    Ellen is a mysterious female warrior, the only "good" female character 
    in the game.  For those who played Crusaders, we know that Ellen eventually
    becomes one of Gerald's right-hand officers, but she begins her campaign in 
    Heroes as an Ecclesian officer.  As a figher, Ellen has quickness and relatively
    good power.  Her special attacks are arrow based, and somewhat lacking in power.
    
    Because none of her missions are terribly difficult, she is a more than adequate
    fighter for the challenges she will face.  One of her best moves is the coup de
    grace which allows her to finish off a downed enemy.  This is especially useful
    when using Mortars, Ballistae or Catapults that will knock down your enemies 
    as they fire into melee!
    
    Combos:	 X X X     Quick slash combo
    	 X X -> X  Quick slash + warp thrust
    	 X X A     Quick slash + upward slash
    	 A A       Heavy slash + spinning slash
    	 A + X     Finish downed enemy (coup de grace)
    	 Y Y Y Y   Rapid Shot
    	 Hold Y    Jumping shot
    	 B X	   Evade + Riposte
    	 B	   Evade
    
    
    -------------------------------------------------------------------------------
    3.                           Adjutant Officers
    -------------------------------------------------------------------------------
    
    -----------,
    3.1  Paltor|
    -----------'
    Paltor is Ellen's loyal and easy-going healer / archer adjutant.  Because his 
    special ability is so lacking in combat (cover shot is not particularly 
    powerful), and Curatio is only usable outside of combat, you may want to switch
    Paltor for another officer and give him his own troop of Archers.  Replace him
    with a Mercenary Mage with Holy skill and a staff or booster to cast Heal 
    during melee.
    
    Skill:
    ------      Melee   1
    	    Ranged  1
                Holy    1
    
    Equipment:
    ----------  Lvl. 1 Improved 1H Sword
                Lvl. 1 Improved Bow
                Empty
    
    
    Special Ability:
    ----------------
                Active:  Cover Shot
                         Curatio
    
                Available:               Required Skill
                ----------               --------------
                   Onslaught               Melee 1 + Sword and Shield
                   Meteor                  Fire 5
                   Thunderstorm            Lightning 5
                   Blizzard                Ice 5
                   Vine                    Earth 5
    
    
    -----------,
    3.2  Ebbard|
    -----------'
    Ebbard is Ellen's mage, and though he defects for a few missions (Pineth Cave
    and Woodenshade), he is definitely the campaign MVP.  Ebbard's ability to cast
    Kaleidoflamma in combat will make him the biggest damage dealer in your 
    arsenal.  Make sure to up his Fire skill and give him Fire boosting equipment.
    After completing Woodenshade, try to max out his Fire skill to 25.
    
    Skill:
    ------      Melee   1
    	    Fire    1
                Empty   -
    
    Equipment:
    ----------  Lvl. 1 Improved 1H Sword
                Lvl. 1 Improved Staff
                Lvl. 1 Great Cloak
    
    
    Special Ability:
    ----------------
                Active:  Fireball
    
                Available:               Required Skill
                ----------               --------------
                   Heal                    Holy 1 + Staff or Booster
                   Curatio                 Holy 1
                   Fireball                Fire 1 + Staff or Booster
                   Kaleidoflamma           Fire 5 + Staff or Booster
                   Meteor                  Fire 5
                   Electric Shock          Lightning 1 + Staff or Booster
                   Lightning Bolt          Lightning 5 + Staff or Booster
                   Thunderstorm            Lightning 5
                   Chilling Touch          Ice 1 + Staff or Booster
                   Ice Spear               Ice 5 + Staff or Booster
                   Blizzard                Ice 5
                   Poison Sting            Earth 1 + Staff or Booster
                   Poison Gas              Earth 5 + Staff or Booster
                   Vine                    Earth 5
                         
    ------------------------------------------------------------------------------
    ------------------------------------------------------------------------------
    4.                            MISSION WALKTHROUGH
    -------------------------------------------------------------------------------
    4.1                       Mission 1:  West of Arein
    -------------------------------------------------------------------------------
    
    This mission begins with Ellen leading her level 3 Infantry force through the
    forest toward Arein.  Credits roll and witty banter ensues.  We are introduced
    to the worldly and sarcastic Paltor (a ranged and holy adjutant) and the 
    ascetic, mysterious Ebbard (your fire mage and Primary Offensive Option).  
    There will be instructions on how to move.  
    
    *TIP*  How to Move:  Most movement should be done from the mini-map - pull and
    hold R, and use A to set the troop's destination.  To set waypoints, pull and 
    hold L, and use A to set waypoints.  You can also move using A from the field,
    though it's difficult to accurately set the reticle.
    
    Follow the path north using your newfound techniques.  
    You can't go any other way for some mysterious reason.  You will trigger a 
    cut-scene and be attacked by a level 1 Orc Infantry troop.
    
    ----------------------------
    Battle:  Orc Infantry lvl. 1
    ----------------------------
    
    Because your troop is so weak, these guys will take a while to kill.  Because
    they're so weak, they won't do barely any damage to your troop at all.  Use 
    this opportunity to get used to Ellen's combos.  X X X is a standard fast 
    combo.  X X Y will give you a fast couple swipes and a spinning upward slash.
    X X -> X will give two quick slashes and a warp thrust. You can also try out 
    your officer's special abilities by using the black or white buttons.  Ebbard
    has a fireball attack that does almost no damage (yet).  
    
    Paltor has a slashing charge that does even less.  Ellen can use Y to launch 
    a special bow attack, but this is a waste of SP considering the lack of damage.
    If you feel the need to blow through SP (and why not?  you won't need SP for 
    anything else this mission), stick to Ebbard's fireball.  
    
    Once you're done hacking up Orcs, head the only way you can go - Northeast.
    This will take you to Castle Arein and more credits and another cutscene.
    
    -------------------------------------------------------------------------------
    4.2                         Base 1:  Arein
    -------------------------------------------------------------------------------
    
    You won't be able to do much in Arein, aside from plot development.
    
    Operations:  Lonefield, of the Arein light elves, and Justino, of Ecclesia,
    will negotiate to an impasse with Ellen present as a bystander.  It seems that
    Justino wishes to extend the services of the Ecclesian military to Arein's 
    defenders.  Lonefield claims to see the angle, and doesn't wish Ecclesian 
    military inside of Arein for fear that the Eccelsians are simply maneuvering
    for strategic military superiority in the area.  They are at an impasse.  The
    interesting thing here is that Ellen refuses to remove her helmet in 
    Lonefield's presence, even after he calls attention to this fact.  She claims
    to have "an ugly scar."  Hmm... Interessant, n'est-ce pas?
    
    Barracks:  Ellen simply doesn't have time to linger in the Barracks to level up
    her troops.  She does, however, have time to linger at the PUB!  Lush...
    
    Pub:  Paltor, Ellen, and Ebbard discuss the situation.  Paltor says that he 
    already knew the elves wouldn't take Ecclesia's aid.
    
    ------------------------------------------------------------------------------
    4.3                       Base 2:  Advance Base
    ------------------------------------------------------------------------------
    
    Operations:  You apparently aren't cool enough to participate.  High ranking 
    officers ONLY.
    
    Barrack:  First there's no time to linger, now Justino won't let you bug the 
    soldiers because they need their beauty sleep.
    
    Pub:  Paltor, Ellen, and Ebbard have another conversation.  Paltor says that 
    Ecclesia is going to wait for the Dark Legion to overthrow Arein before 
    Ecclesia moves in to take over.  Ebbard and Ellen don't seem to think so. 
    
    A week passes...  Then Justino interjects that the Dark Legion is going to 
    launch a massive assault within a few days.  He says that the Ecclesian forces
    are to save Arein right before they fall.  He also says that the mission is
    secret, and not to be spoken of.  After this point, all you can do is proceed
    to the Main Gate to walk to the battlefield.
    
    -----------------------------------------------------------------------------
    4.4                  Mission 2: Arein Inner Castle
    -----------------------------------------------------------------------------
    
    Justino doesn't want you freelancing...  That's ok, the linear gameplay won't 
    let you!   The Dark Legion is attacking Arein, and Justino says it's up to 
    Ecclesia to bail them out (at the last minute, of course).
    
    Unit selection:
    ---------------
    Ellen Infantry - locked
    
    
    This level starts with a cool cutscene of Arein's defenders engaging the Dark 
    Legion.  Hey!  It's Gerald!  And he's got Rupert with him, too.  Ecclesia
    waits until Justino gives the word, then Ecclesia charges the battlefield to
    give aid.  You will be thrust into battle with another level 1 Orc Infantry 
    troop.
    
    ------------------------------
    Battle:  3 Orc Infantry lvl. 1
    ------------------------------
    This battle is very similar to the first.  It will take some time to hack 
    through all the orcs, but they won't damage your troop much.  After you finish 
    with the first troop of orcs, you have the choice of moving North or South to 
    assist other units.  As soon as you finish mopping up two more orc troops, the
    first battle of the mission is over
    
    A cutscene plays where Gerald and Ellen meet for the first time.  Gerald thanks
    Ellen for her help, and dismisses her.  Ellen says she's just following orders.
    Gerald runs off to fight more Dark Legion.
    
    Paltor criticizes Gerald's troop selection; it seems he only has infantry to 
    fight with and no archer support.  Then Gerald gives reason to question his 
    tactics as well.  He runs headlong into some Orc Infantry backed by Scorpions.
    Then he fails to eliminate the Scorpions first and starts to get spanked rather
    embarrassingly
    
    -------------------------------
    Battle:  2 Orc Infantry lvl. 1
             2 Scorpion lvl. 1 
    -------------------------------
    Gerald's troops are tangling with the Orc Infantry while the two Scorpions are 
    hanging back, firing into the melee.  A message pops up on screen telling you 
    to fight the Scorpions first.  If you try to engage the orcs first, Ellen will
    tell you to fight the Scorpions first.  And if you DON'T fight the Scorpions 
    first, their shockwaves will tear your troop apart rather quickly.  So run past
    or through the orcs, and fight the Scorpions.  They will die rather quickly, as
    long as you use Ellen to target their head and front claws.  If you attack from
    the rear, you will do no damage with Ellen.  It helps to use a spread formation
    when running up to the Scorpions as they will do less damage to you with their
    shockwave, and you will close the distance quicker.
    
      *TIP* Scorpions are very vulnerable to fire.  Use Ebbard's Fireball whenever
            your SP are over 200.
    
    After the Scorpions are dead, you will get instantly and mysteriously healed!
    Hey now.  Who needs Curatio?
    
    Gerald's troop and his allied infantry will still be fighting the two Orc 
    troops.  You can choose either to support, but I would recommend supporting 
    Gerald first, since his troop will kill more orcs, meaning less EXP for you if
    you don't steal some of his kills.  After you kill both orc troops, Gerald will
    try to dismiss Ellen again.  That's OK, because Ellen doesn't take orders from 
    Gerald... yet.
    
    Follow Gerald North and turn the corner to go East.  Once Gerald turns the 
    to go South again, he will run into 5 Dark Elf Fighter troops.
    
    
    -----------------------------------
    Battle:  5 Dark Elf Fighters lvl. 1
             2 Wyverns lvl. 1 
    -----------------------------------
    
    Engage one of the Dark Elf troops (it doesn't matter which).  The Dark Elf 
    leader talks some smack to Ellen in Elvish.  Ellen talks some smack back in
    English.  These Dark Elvish fighters aren't as tough as the orcs, and they'll
    be a lot easier to kill.  After you've defeated the first of the five troops, a
    troop of wyverns will appear from the south.  At this point, your archers will
    appear, and you'll be instructed to run to the forest.  If you choose to stay in
    melee, you will be very badly damaged by the wyverns.  Best to run to the trees
    where Ellen's troop can take cover.  Use the archers to shoot down the wyverns.
    As soon as you're done shooting down these wyverns, MORE wyverns will appear.
    Leave Ellen in the trees, and run the archers over to shoot down these wyverns
    also.  After all the wyverns are eliminated, move to mop up the remaining four 
    Dark Elf Fighters.  Target the weakest groups first to maximize your EXP.
    
    After all the Dark Elves are eliminated, Gerald will thank you for the archers,
    but says he still doesn't need you.  Then he walks into a box canyon with the 
    sun in his face and gets surprised by a group of archers on a ridge in front, 
    and Dark Elf Fighters running in from behind.  Gerald is a walking lesson in 
    BAD tactics.
    
    
    -----------------------------------
    Battle:  2 Dark Elf Fighters lvl. 1
             5 Dark Elf Archers lvl. 1 
    -----------------------------------
    
    Send the Archers to the rear position marked on the map by using way-points (use
    the L trigger to pull up the map to set way-points).  Once the Archers are in 
    position, a cut-scene will play showing the Archers setting the ground on fire
    underneath the Dark Elf Archers.  The Dark Elf Archers will burn and die.  After
    this, all you will need to do is clean up the remaining two Dark Elf Fighter 
    troops.  With the Archers supporting you, they will die quickly.
    
    ** Alternate Strategy **
    Setting the ground on fire doesn't allow you to get EXP for killing the troops
    individually.  Since the Dark Elf archers aren't REALLY a threat once you get
    into the trees, it's possible to run them down and engage them in melee with
    Ellen.  You can leave the archers in the field to support the Infantry and rack
    up even more kills.  I found that even though Ellen came under fire, her troop
    took almost no damage once engaged in melee.
    
    This mission nets a PATHETIC amount of EXP given the number of kills you should
    have.  You should end this mission with around 200 kills for around 130 EXP if 
    you don't use the alternate strategy.  The alternate strategy nets you over
    270 kills for around 165 - 170 EXP.
    
    
    At the conclusion of this mission, Justino sends you North to look for 
    Lonefield's exiled sister, Snowstone.  The idea is that Ecclesia will bring
    Snowstone back to Arein, then install her as their puppet ruler of Arein.  You
    have the choice of going to Base to level, or to proceed directly to battle.
    I would strongly recommend leveling up Ellen's troop before proceeding.  From
    here out, the training wheels are off.
    
    
    ------------------------------------------------------------------------------
    4.5                      Base 3:  Advance Base
    ------------------------------------------------------------------------------
    
    Operations:  Justino tells you Snowstone is somewhere North of Arein, and that
    the Dark Legion is also searching for her.
    
    Barrack:  Time to level up.  There are a number of ways to level, but I would 
    suggest adding to Ellen's Melee ability (don't buy Scout yet since you won't be
    able to use it on the next board).  Also, I would give Allen
    (the Archer officer) Holy, allowing him to heal, and upgrade his Range ability.
    Holy is the single most important spell-casting skill, especially for ranged
    units.  You should never enter a battlefield without at least one ranged unit
    that has Holy.  When equipping units, try to buy items that have an added 
    ability.  The best items are those that provide an EXP bonus, but items are 
    random, so you have to buy the best available for the unit at the time.  Buy 
    weapons for first for Heroes and troops, buy defensive items first for Officers.
    Your adjutant officers' equipment will not add any offensive bonuses, but their
    defensive bonuses stack, meaning that your Hero's troop can have a total of 
    FOUR defensive resistance bonuses (one from your troop, one from the Hero, and
    one from each adjutant officer).
    
    Pub:  Some of the soldiers have some moderately uninteresting things to say.  
    One wants to write a book about Elvish fitness, the others talk about the war
    between Vellond and Hextor.  Another criticizes the Ecclesian's dirty tactics.
    Yet another compliments Ellen.  Unfortunately, you can't hire any Mercenaries.
    
    
    -----------------------------------------------------------------------------
    4.6                       Mission 3: Glaucus
    -----------------------------------------------------------------------------
    
    Apparently Glaucus was once the site of a castle, but the castle either lifted 
    off into the sky, or was destroyed by a meteor.  Ancient History notwithstanding
    you still need to find Snowstone.  It's raining, by the way, so fire arrows
    won't work as well on this board.
    
    Unit selection:
    ---------------
    Ellen Infantry - locked
    Allen Archers  - locked
    
    
    This board is very 3-D with high ridges along the North and South edges, and a
    low river ravine in the middle.  Archers will be most effective when placed on
    high ground, so make every effort to station them on high points and use Ellen 
    to lure enemy units into melee in clear areas below the Archers.
    
    You will start on the Southwest corner of the board, and will need to explore 
    to find several Dark Legion units.  A lvl 6 Dark Elf Fighter troop and 
    lvl. 6 Orc Infantry troop are located in the Southeast quarter of the map.
    
    After you engage your first Dark Elf Fighter troop and reduce it to half of 
    its HP, the leader will attempt to parlay by promising you "valuable 
    information."  If you halt your attack, the enemy troop will attempt to run.
    Engage a second time, and the leader will once again plead for amnesty, 
    promising to reveal to location of Snowstone (she's in the Northeast corner).
    Disengage once more, and she will tell you this.  you can choose to leave the
    enemy troop (softie!), or better yet, kill it.  This will net you the EXP for 
    the kills as well as a roleplaying bonus of 150 EXP (Ellen deeply hates Dark 
    Elves).
    
    ----------------------------------
    Battle:  2 Orc Infantry lvl. 6
             1 Dark Elf Fighter lvl. 6
             1 Dark Elf Archer lvl. 6
    ----------------------------------
    After you cross the river, you'll be met with some moderate resistance.  There
    are Dark Elf Archers stationed just a little to the Northeast of the river ford.
    Resist the urge to charge in since you'll be getting charged very soon by Orc
    Infantry, and you want to be able to protect your Archers.  Try to stay in the 
    trees to miminize the effects of support fire from the Dark Archers.  You won't
    get charged by all three melee units at once, so stay alert to the mini-map to
    make sure your Archers don't get caught in melee.  If you have to, break Ellen
    from battle to chase down any units that chase your Archers.  Keeping the 
    Archers out of melee is critically important.
    
    As long as you have given your Allen a bit of Holy skill, this battle is fairly
    easy.  Try to get the Archers to higher ground if you can to maximize their
    effectiveness.  And don't bother with the fire arrow skill since the rain will
    prevent it from working.
    
    After you finish mopping up, head Northwest.  There aren't any enemies in this 
    corner, and you want to get to the highest ground possible before attacking the
    enemies stationed in the Northeast corner.  Once you reach the Northwest corner,
    head East.
    
    **Note **  Once I found Snowstone in the Northwest corner instead of Northeast,
    though the Orc Infantry troop was still in the Northeast.  I took out the Orcs
    first, and then moved over to help Snowstone.
    
    ----------------------------------
    Battle:  1 Orc Infantry lvl. 6
             1 Dark Elf Fighter lvl. 6
    ----------------------------------
    
    Snowstone is in melee with a Dark Elf Fighter troop, but let her be.  There's an
    Orc Infantry troop heading up from the South, and you'll want to intercept them
    to prevent them from getting to the Archers.  Once they're gone, eliminate the
    Dark Elf Fighters to save Snowstone. 
    
    Snowstone knows you only want her as a puppet to rule Arein on Ecclesia's 
    behalf, but agrees to follow you anyway.  She wants you to lead her to the 
    Southwest while she supports you with magic (and her magic is potent).  Head 
    carefully Southwest, keeping the Archers well in the rear.
    
    ----------------------------------
    Battle:  4 Orc Infantry lvl. 6
             2 Dark Elf Fighter lvl. 6
    ----------------------------------
    
    When you get to the river ford, there will be a total of four Orc Infantry
    troops that will charge you.  They are supported by Dark Elf Archers on both
    sides of the ford.  Draw the orcs uphill into your archer fire and away from 
    their support fire.  Snowstone will fire off meteors that are devastating.
    This battle is tougher than the other because you will have to face all four 
    Orc Infantry at once.  Have the archers cast Curatio frequently. 
    
    After this battle is finished, there are no more enemies on the board.  Lead
    Snowstone to the Southwest corner of the board (or Southeast if she was in the 
    Northwest) and you will be finished.  You should finish with around 240 kills 
    and 1000 - 1100 EXP.  Lead Snowstone back to Arein for more level-up action!
    
    
    ------------------------------------------------------------------------------
    4.7                       Base 4:  Arein
    ------------------------------------------------------------------------------
    
    You have to go to Operations first so Justino can lecture you for not following
    Snowstone into the castle.  Justino dismisses Ellen back to Eccelsia now that
    Arein is under Ecclesian control.
    
    There is some confusing dialog between Ellen, Paltor and Ebbard, and some 
    Elvish girl.  Ebbard has something to say, but then decides not to say anything.
    This will become important later.
    
    Operations:  Justino tells you to go back to Ecclesia.
    
    Barrack:  Time to level up again.  Get Ellen's melee skill above 10, then change
    the troop's job to Heavy Infantry.  Also, get Allen's melee skill above 3 and
    Ranged skill above 7 to change the troop's job to Longbowmen.  Don't give any 
    extra points to Ebbard on this level since you won't be able to use his skills
    on the next board.  Feel free to purchase equipment that's good since you should
    have a fair amount of gold saved up.  Investing in Ice Resistance might help 
    you on the next board.
    
    Pub:  Some of the soldiers have some more badly edited things to say.  Nothing
    consequential except for comments that Arein is now under Ecclesian control
    by way of Snowstone.  You still can't hire any Mercenaries.
    
    Main Gate:  The Main Gate will take you to Ecclesia.
    
    
    ------------------------------------------------------------------------------
    4.8                       Base 5:  Ecclesia
    ------------------------------------------------------------------------------
    
    Operations:  Apparently you're here for an equipment inspection.
    
    Barrack:  You can do any leveling up you didn't accomplish in Arein.  More than
    likely you will not need to.  You should notice that Ebbard is missing from
    your troop.  As you leave, the Ecclesian guards will try to detain Ellen.  
    Something happens to the guard (Ellen kicks him in the nuts?) and Ellen calls
    Ebbard a fool.
    
    Pub:  Same dialog here as you saw in Arein.  But now you can hire mercenaries!!
    You won't need any for the next mission, though, nor can you afford to spread
    your resources thin at this point.  If you've already visited the Barracks and
    the guard tried to detain Ellen, Paltor and Ellen will have a conversation in 
    which Ellen reveals that she's a half-elf, and that she needs to flee Ecclesia.
    Paltor insists on following.
    
    Main Gate:  Paltor brings Ellen's troop to follow Ellen to the cave that leads
    to the South.  Hooyah.
    
    
    -----------------------------------------------------------------------------
    4.9                    Mission 4: Nowart
    -----------------------------------------------------------------------------
    
    Unit selection:
    ---------------
    Ellen Infantry - locked
    1 Free 
    
    Overview:
    ---------
    This is a snowy board where the sun sits at a low angle in the West.  Facing 
    away from the sun is critical in this board, so hug the Western edge and work
    West to East when possible.  The object is to get to the area at the Northern 
    edge of the board and find the cave entrance (at the top edge, just West of the 
    Northeast corner.).  This is more of a search and destroy mission, where you 
    should send out a scout and either lure back or attack each enemy troop one by 
    one.
    
    You will start from the center of the board.  To the East is a troop of Lvl. 12
    Infantry and three troops of Lvl. 12 Knights. If you're using Longbows, they 
    will be very effective firing at oncoming enemies with the sun at their back.  
    Use a scout or Ellen's troop to lure them into the line of fire.  These units
    are patrolling, so more than likely, you'll encounter them one by one.
    
    To the West are three troops of Archers with the sun at their back.  Send out a 
    scout to find the locations of the enemy Archers.  You should also find two 
    troops of Kinghts to the North of the southernmost two Archer troops. There is
    a Tower of Healing  that's highlighted on the map also in case you need healing.
    More than likely, if you've invested in Holy, you won't.  Mop up the three 
    Archer troops one by one, then take out the two Knight troops.
    
    Just to the North of the Knights is Gwen, a fallen Officer of a Spearmen troop
    that tried to follow Ellen, but ran into some trouble in the form of an Ice
    Maiden troop.  After you're done talking to Gwen, go East to the marked area to 
    pick up a troop of Spearmen!  Of course, you'll have to kill a Lvl. 8 troop
    of Ice Maidens first.  Ice Maidens are annoying to fight because they keep
    phasing in and out and have a lot of HP and melee resistance.  Luckily, they
    also aren't very powerful in melee, so they won't do much damage to your troop
    even if they take a LONG time to kill.  At the conclusion of the battle, you'll
    have inherited a Lvl. 10 Spearmen troop.
    
    Proceed North to the Northeast corner.  Move West along the Northern wall (stay
    as close to the wall as you can) and you will find the cave entrance.  As soon
    as you try to enter the cave, two Lvl. 8 Cavalry troops will appear out of the
    West and charge your position.  The first will be taken care of in a cut scene
    demonstrating the powerful defense your Spearmen provide you from Cavalry 
    charges.  You will have to maneuver appropriately to take care of the second 
    troop yourself.  Just move your other units behind the Spearmen, and the Cavalry
    will charge into the spears.  As soon as you defeat this last Cavalry unit, you 
    will have accomplished the mission.
    
    You should finish the mission with a little over 220 kills and 2450 EXP.  
    Unfortunately, you won't be able to spend any of it for two more missions.
    
    
    
    -----------------------------------------------------------------------------
    4.10                    Mission 5: Pineth Cave
    -----------------------------------------------------------------------------
    
    Unit selection:
    ---------------
    Ellen Infantry - locked
    2 Free 
    
    Overview:
    ---------
    This level is the first truly difficult board to play.  The two major challenges
    presented are the endless stream of Ecclesian units using healing magic, and 
    the powerful blizzard attacks of the Dark Elvish troops at the end of the level.
    This is not a board where you will have time to pick apart enemy troops
    tactically since you will be constantly pressured from the rear by re-spawning 
    Ecclesian units.  The key will be to beat back the Ecclesians long enough to run
    past the dark Elves, then attack the two sides as they fight each other.  
    Getting past the Blizzard casters at the end will require timing, luck, and 
    a little AI exploitation.
    
    Walkthrough:
    ------------
    
    You will start at the Southern edge of the cave.  The exit is at the North edge
    in the middle.  At first, there will be no enemy in sight.  The Ecclesian armies
    will not begin spawning until Ellen's troop reaches the stalagmite blocking the
    exit from the first chamber.  The only enemy troops on the board will be the 
    Dark Elves guarding the exit (two Lvl. 5 and one Lvl. 3 Dark Knight troops).  
    These troops will initially ignore your scout, so you can walk by and mad-dog
    them all you want. 
    
    As soon as Ellen's troop walks up to the stalagmite blocking the path North, 
    you will get a cutscene where Ellen says that she remembers the path being 
    different...  If you brought Longbows, get them up as close to the Stalagmite
    as possible so they will have high ground and be protected.
    
    the first wave of Ecclesians will spawn at the cave entrance.
    
    ----------------------------------
    Battle:  1 Knight lvl. 10
             1 Paladin lvl. 8
             1 Archer lvl. 6
    ----------------------------------
    This first battle will be tougher than all the others you've yet faced.  This is
    because you face a diversity of troops, and they use sound tactics.  Get used to
    this for the rest of the game, especially when facing human troops.  First 
    off, the Knights are relatively strong, and will charge your position, 
    attempting to tangle you in melee.  They will have fire support from Archers
    and healing support from Paladins, both of whom will avoid melee.  Assuming you
    brought Longbow and Spearmen to the party, have your Spearmen engage the Knights
    with fire support from the Archers.  They should be able to hold their own, with
    healing and fire support.  Have Ellen chase down the Archers.  The Archers need
    to be dealt with first since you will be decimated if they fire into your melee.
    Set a closed formation, walk up, and wallop them.  The Paladins will heal them 
    from a safe distance, which is moderately annoying, but not too bad.  Make sure 
    you finish off downed units using Ellen's A + X move to make sure they don't get
    up again fully healed.  After all, healing only works on the LIVING.  After the
    Archers are mopped up, chase down and eliminate those pesky Paladins.  Have your
    other troops assist as soon as they're done with the Knights.
    
    *NOTE* If you sent your Scout up to stand next to the Dark Elf Knights at the 
    exit, one or more will activate after Ellen enters melee and may chase down your
    position.  You will know if they activate when someone yells "The enemy captured
    our scout!"
    
    They could arrive at any time and start casting Blizzard, so be 
    prepared. This is a GOOD THING if you do happen to draw them out.  Less to worry
    about later.
    
    ----------------------------------
    Battle:  2 Paladin lvl. 10
    ----------------------------------
    Right after you finish the first wave, a second wave of two Paladins will spawn
    at the cave entrance and try to make your life difficult.  You should be able
    to handle them easily.  Just make sure you engage both in melee at the same
    time so you don't have to worry about healing.  Split your spearmen off to
    attack one troop if they separate and run.  When the Paladins are about half 
    dead, Ebbard will appear and cast meteor twice!  He will first destroy that 
    pesky stalagmite (but how did he get to the other side?).  He will then destroy
    the remainder of the Paladins.  Good old Ebbard...
    
    You'll get a break in the action now as long as you don't talk to Ebbard, so 
    keep your troops well within the first chamber.  Once you do talk to Ebbard, the
    Ecclesians will start their endless stream of re-spawning units at the cave 
    entrance.  Send a scout up toward the Dark Elf troops and mad-dog them some 
    more.  Get right up in their face and shout obscenities!  They're like the 
    Buckingham Palace guards... won't move a muscle.  Just let your scout stand 
    there.  He'll be dead soon enough...
    
    ----------------------------------
    Battle:  2 lvl. 5 Dark Elf Knight
             1 lvl. 3 Dark Elf Knight
    ------------------------.----------
    If you don't handle the guard to the exit at this point, they will become a 
    right pain in the arse at the end of the level.  Since nothing will advance
    without Ellen talking to Ebbard, leave Ellen well in the rear and send your
    Spearmen up to bait the Dark Elves into chasing you.  Once they see your
    Spearmen, they will give chase (probably gobbling up your scout in the process).
    Lead them down to where Ebbard's troop is standing, and they will engage Ebbard
    in melee.  If you left Ellen far enough back, you won't see any of the pesky
    blizzard action they so enjoy unleashing... (I think something in the AI of 
    these enemies is coded to only unleash Blizzard when Ellen is present). Once
    they are in melee, you won't have to worry about the Blizzard anymore, so you
    can throw everything in the toolshed at them.  I left Ellen back anyway so as
    not to trigger her dialog with Ebbard and get flanked by the Ecclesians.  With 
    healing support, Ebbard, the Spearmen, and Longbowmen are perfectly able to take
    out these Dark Elf troops.  If you handle this battle successfully, the rest of
    the level is a bunny hunt for EXP.  Well, maybe not a bunny hunt, but you can
    just run to the end when you get low on life.
    
    There are two paths to take, one to the East, one to the West.  Both paths
    are protected by troops of lvl. 6 Dark Elf Fighters, lvl. 10 Dark Elf Knights,
    and lvl. 6 Dark Elf Archers that will run fight either you or the Ecclesians 
    depending on who gets there first.  I counted a total of 4 lvl. 10 Dark Elf 
    Knights, two lvl. 6 Dark Elf Fighter, and two lvl. 6 Dark Elf Archers.
     
    If you don't want anymore EXP, you can simply run through combat to the end of 
    the level, which is at the North center where you found the Dark Elf troops that
    you baited with your Spearmen.  Or you can be like me and fight for as long as 
    you can hold out against the Ecclesians.  They'll throw Paladins at you three at
    a time until the cows come home.  Kill as many as you feel you will need to max 
    out your EXP, then head for the exit.  If you brought Longbows like you should,
    Direct Arrow works REALLY well to kill Paladins in large numbers.  Once you get
    close enough to the exit, Ellen will say "Head for the exit!"  At this point, 
    the enemies will stop spawning.  To max out your unit EXP, you will need 
    somewhere close to 900 kills for every unit!  To do that, you'd have to stay 
    in the fight for about three hours I'm guessing.  I finished with a lot less 
    than that: about 800 kills total for about 6000 EXP and 27,000 Gold.  Walk out 
    the door, and get ready for the most annoying level yet!  
    
    *Alternate Strategy* 
    --------------------
    If the above strategy was too technical or you just want to get through the 
    level quickly, you can try an alternative strategy submitted by Adam Blaukowitch
    According to Adam, as soon as Ellen's first dialog with Ebbard is over, start
    running for the exit.  Don't stop to engage the Paladins or the Dark Elves at
    all.  They'll eventually start fighting each other, and if you run for dear life
    you should be able to get to the end without losing much life.  You'll get hit 
    with the Blizzards, but if you fight through, you should be able to make it.
    I tried this method, and it works, but only Ellen's troop survived, which is
    all that really matters since the other units will not have made many (if any)
    kills.  The advantage to this method is that you get through quickly.  The 
    disadvantage is that you sacrifice EXP and Gold that you could have made by
    hunting down and killing all the Dark Elves and the all-you-can-eat Paladins.
    
    -----------------------------------------------------------------------------
    4.11                   Mission 6: Woodenshade
    -----------------------------------------------------------------------------
    
    Unit selection:
    ---------------
    Ellen Infantry - locked
    2 Free 
    
    Overview:
    ---------
    Did I mention this level was annoying?  It is, not because it's hard, but 
    because you aren't supposed to kill anything.  The object is to run away.  How 
    stupid.
    
    Walkthrough:
    ------------
    You'll start in the Northwest corner of the board.  The goal is to get Ellen's 
    troop to the Southeast corner.  Just run through.  Run out of combat.  You won't
    get any EXP for kills, so don't bother.  The level is just filler as a prelude
    to a FMV cut-scene in which Ellen is saved from the rampaging orcs by Gerald. 
    After Gerald's archers cut down the pursuing orcs, Gerald demands that Ellen 
    drop her arms and remove her helmet.  Ellen does, and reveals to him that she is
    a half-elf.
    
    *TIP* Don't bring all your units into this fight.  Since there's only running, 
    and no fighting, other units will only slow you down.  Only Ellen is required,
    and she should be the only unit you bring.
    
    
    ------------------------------------------------------------------------------
    4.12                       Base 5:  Esse
    ------------------------------------------------------------------------------
    
    You're part of the Hironeiden army now under Gerald.  Finally, a base to do some
    levelling up.
    
    Operations:  Ellen is introduced to General Hugh.  He tells her that Hironeiden 
    is more tolerant of elves than Ecclesia.  Hugh assigns Ellen to Gerald's 
    company.
    
    Barrack:  Time to level up again.  Get Ellen's melee skill above 15 to upgrade 
    the troop to Knights.  Also, get Ebbard's fire skill up and swap him back into
    Ellen's troop.  Make sure he can cast Kaleidoflamma (fire 5 required) since 
    this will be your primary offensive weapon from here on out.  I hired a 
    mercenary with the Heal skill to swap in to Ellen's troop to allow Ellen to 
    Heal during melee.  I also gave Paltor his own troop and upgraded them to 
    mortars.  You may also want to upgrade a unit to either a Storm Rider or Bomber
    Wing since you'll be able to use support units on the next boards.
    
    Pub:  Ebbard says he's sorry.  That's OK, Ebbard...  We can level up your 
    Fire skill now for some Kaleidoflamma smack-down!  You can hire mercenaries
    here too.  I would advise hiring a mage or an elf so you can swap Ebbard for
    someone with the Heal skill.  
    
    *TIP* When you hire a mercenary, make sure you use the X button to reset the 
    mercenary troop to default.  That way you will get back EXP for the merc 
    officer's skills!  You can then build them back up the way you want them.
    
    Main Gate:  The Main Gate will take you to either the optional Unknown battle
    or Raven Meadow.
    
    -----------------------------------------------------------------------------
    4.13                   Mission 6.5: Unknown (optional)
    -----------------------------------------------------------------------------
    
    Unit selection:
    ---------------
    Ellen Infantry - locked
    3 Free 
    1 Support
    
    Overview:
    ---------
    Although you don't have to complete the Unknown missions, they're fun and not 
    too difficult since they're search and destroy missions.  Use them to build gold
    and EXP for the more difficult story-line missions.  This is the first of three
    Unknown missions in Ellen's campaign.  The other Heroes have many more of these
    type of missions.  The enemies you'll face and your starting position are random
    so you may or may not face the exact same troop types that I describe here.  Be 
    prepared for similar units, numbers, and levels.
    
    Walkthrough:
    ------------
    This board is primarily a forest with rolling hills.  Hunt down each enemy one 
    (or two or three) at a time.  If you purchased mortars, they will shine on this
    board. 
    
    -----------------------------------
    Battle:  3 lvl. 21 Dark Elf Archer
             4 lvl. 18 Dark Elf Knight
             5 lvl. 20 Ghouls
    ----------------------------------
    
    Once all of the above enemies are eliminated, your mission will be a success.
    I finished with 218 kills for approximately 4600 EXP and 5470 Gold.  Not huge,
    but a nice bonus.
    
    
    -----------------------------------------------------------------------------
    4.14                   Mission 7: Raven Meadow
    -----------------------------------------------------------------------------
    
    Unit selection:
    ---------------
    Ellen Infantry - locked
    2 Free 
    1 Support
    
    Overview:
    ---------
    This will be the first large-scale battle you will participate in in Ellen's 
    campaign.  You will start out behind Gerald's lines as the Hironeiden army 
    engages the Dark Legion.  The idea is to support Gerald's forces while racking
    up as many kills as possible.  You'll run into Wyverns on this board, as well as
    Swamp Mammoths, though you can avoid them easily.  All in all, this battle looks
    scarier than it is.  It is really quite easy because your role is not as 
    critical to the outcome of the battle.  Gerald has a huge advantage, and the 
    outcome is scripted, so it's really just another training scenario in 
    battlefield tactics and unit types.
    
    Mortars, Catapults, and Ballistae will be unstoppable on this board since 
    you'll be facing enemy Archers, Infantry, and Scorpions.  There's also a lot of
    thick melee, perfect for huge splash damage.  And of course, Scorpions are 
    vulnerable to siege fire, and there's several of them on this board.  Longbows
    are good for all the same reasons mortars are good, but they can't touch 
    Scorpions.  They can, however, kill Wyverns quicker than the Hironeiden Archers.
    Cavalry will be able to charge through melee racking up huge numbers
    of SP and disrupting enemy Archers.  Even though you're allowed to bring in 
    support units, neither Storm Riders nor Bomber Wings will be very useful here
    since there are a large number of enemy Archers behind each melee.
    
    Walkthrough:
    ------------
    The level starts just as the battle begins.  All of your units will be centered 
    behind Gerald's lines.  Gerald will tell you to take out the enemy archers.  
    
    -------------------------------------
    Battle:  6 lvl. 14-17 Scorpion
             4 lvl. 15-19 Orc Infantry
             4 lvl. 12-16 Dark Elf Archer
    -------------------------------------
    
    The Orc Infantry will charge and engage Gerald's Infantry units.  The Scorpions
    will hang back, as will the Archers.  Eventually, the Hironeiden Infantry will 
    push through and engage the Scorpions in melee.
    
    Your priority should be to take out the Archers, followed by the Scorpions.  If
    you brought mortars, use them to target the Scorpions.  Use Ellen to sweep up
    the archers.  Go either North or South then turn and get behind the Scorpions
    to take out the Archers.  This way you won't expose yourself to fire 
    unnecessarily, and won't get tangled in melee with the Infantry or Scorpions.
    
    --------------------------------------
    Battle:  6 lvl. 18-20 Dark Elf Fighter
    --------------------------------------
    Once you've gained a decisive advantage and enter the mop up phase on the 
    first wave of enemies, six troops of fast-moving Dark Elf fighters will move in
    to flank the Hironeiden missile units: three from the North, three from the 
    South.  Pick the closest group, and take them on one by one.  You should be able
    to clean these melee troops up rather easily.
    
    -----------------------------------
    Battle:  7 lvl. 15-18 Orc Infantry
             2 lvl. 15 Wyvern
    	 5 lvl. 16 Dark Elf Archers
             2 lvl. 15 Swamp Mammoth
    -----------------------------------
    The next wave of enemies will be spread out both in space and time and will be
    well mixed.  The main push of the enemy force will come in the middle as they 
    try to cross the river.  Wyverns will come through the center of the board and 
    Swamp Mammoths will come shortly after from the South.
    
    You can choose to fight on the outskirts at either the North or South end, or 
    stand fast in the thick of the fight in the middle.  If you have longbow 
    support, I would suggest going to the middle.  If you have  Cavalry, I would 
    suggest harrying the enemy flanks and letting the allied Archers deal with the 
    Wyverns.
    
    Gerald's forces can more than hold their own, try not to split your forces up 
    too much.  Take on one section of the battlefield at a time.  If you didn't 
    bring Longbows, stay away from the Wyverns, or stay in the trees!  Under no
    circumstances should you go within range of the Swamp Mammoths.  If you brought
    mortars, use them against the mammoths, but don't go in with melee units.  
    
    Once you kill a certain number of enemies, they will signal the retreat, and 
    you will have won the mission.  No, you don't get to kill every single thing 
    that moves...  Weak.
    
    I finished this mission with surprisingly little experience despite a very 
    aggressive approach: 241 kills for 4733 EXP and 8527 Gold.
    
    
    ------------------------------------------------------------------------------
    4.15                       Base 6:  Advance Base
    ------------------------------------------------------------------------------
    
    Operations:  Nothing here.  Go to the Pub to get your marching orders.
    
    Barrack:  Business as usual here - more leveling up!
    
    Pub:  Dark Elves have infiltrated the area!  And it's up to YOU to stop them...
    Rupert says something bad about Ellen and Gerald defends her.  Must be love.
    
    Main Gate:  The Main Gate will take you to either the optional Unknown battle
    or Glaucus.  As always, I would advise that you fight the Unknown battle to 
    build EXP and gold.
    
    -----------------------------------------------------------------------------
    4.16                   Mission 7.5: Unknown (optional)
    -----------------------------------------------------------------------------
    
    Unit selection:
    ---------------
    Ellen Infantry - locked
    3 Free 
    1 Support
    
    Overview:
    ---------
    This mission, like the last, is a search and destroy mission where the object
    is to eliminate all enemy forces on the board.  The enemy forces are stationary,
    so it's pretty elementary.  Use the sun and the terrain to approach them from 
    the proper side, with the proper support behind your infantry.  If you brought
    Cavalry, don't take them anywhere near any enemy Axemen.
    
    Walkthrough:
    ------------
    This board is primarily a forest with rolling hills like the last one.  Because
    of the thick forest, go with Mortars instead of Longbows and Bomber Wings in 
    lieu of Storm Riders if you have the choice.  Be careful of Infantry units 
    flanking you to battle your ranged support, make sure you match up your Infantry
    and ranged support with their Axemen and Infantry, and try to use Cavalry to 
    disrupt the enemy Archers.
    
    -----------------------------------
    Battle:  5 lvl. 18 Orc Axemen
             3 lvl. 16 Dark Elf Archers
             6 lvl. 19 Orc Infantry
    ----------------------------------
    
    Once all of the above enemies are eliminated, your mission will be a success.
    I finished with 269 kills for approximately 5170 EXP and 9000 Gold.  
    
    
    -----------------------------------------------------------------------------
    4.17                   Mission 8: Glaucus
    -----------------------------------------------------------------------------
    
    Unit selection:
    ---------------
    Ellen Infantry - locked
    1 Free 
    
    
    Overview:
    ---------
    Gerald suspects that a Dark Legion base may be in the area of Glaucus, and wants
    to take Ellen and Rupert to search for it.  When they reach the Glaucus river,
    it seems as though the river is lower than it should be...  Head West with 
    Gerald to join the first battle
    
    -----------------------------------
    Battle:  3 lvl. 17-22 Orc Infantry
             2 lvl. 17-18 Dark Elf Archers
    --------------------------------------
    This is an easy battle because you outnumber the enemy.  The Infantry will 
    charge while the Archers hang back.  If you are able to engage the Infantry
    in the trees, do so, otherwise, take out the Archers first.  No matter what, 
    Gerald's forces will eventually take out all the enemies.  After the battle is
    done, move to the flashing red square, and trigger a cut-scene.
    
    It turns out the river is dammed, and that's why it's low.  Gerald sends Ellen
    with a troop of Sappers to go open the floodgates (with their oh-so useful
    "Open Floodgate" special ability).
    
    -----------------------------------
    Battle:  6 lvl. 19-24 Orc Infantry
    -----------------------------------
    As soon as Gerald sends you off, 6 groups of Orc Infantry (somewhat spread out)
    will charge his position.  I would recommend you stay and support Gerald while
    keeping the Sappers out of combat in a quiet corner.  Ellen and her support unit
    (I used Mortars) will make quick work of these Infantry for lots of EXP and 
    gold.
    
    --------------------------------------
    Battle:  4 lvl. 21-26 Dark Elf Fighter
    --------------------------------------
    Use a scout to find the Dark Elf Fighters to the South.  There's a narrow pass
    you have to go through to get to the Southern half of the board before hooking
    around to the Northwest where the goal is.    The Dark Elf Fighters are strung
    out in a line along the wall you have to go around.  Since there's only 4, I 
    would also recommend ignoring Gerald's commands and just eliminate all 4 with 
    Ellen's troop and her support.  Use the wall to your advantage to prevent your
    troops from getting flanked.  If you move along the wall, you'll meet up with 
    the Dark Elves one by one.
    
    Once you turn the corner around the wall, you'll be notified that there are 
    traps ahead, and a flashing red square will appear to show you where they are.
    Nice to have psychics in the ranks...  Use your Scout and the Sappers to detect
    the traps, and the Sappers to remove them.  Keep all the other units back at 
    edge of the red square.  As soon as all the traps are removed, move through the
    red square and get your units positioned for battle.
    
    --------------------------------------
    Battle:  1 lvl. 15 Dark Elf Fighter
             3 lvl. 14-15 Orc Infantry
    --------------------------------------
    Your alarmist troops exclaim that they'll be overrun!  Oh no!  By FOUR mediocre
    Infantry units!!  Set a trap with the Sappers, and retreat a little way.  The
    Dark Elves will come from the West, and the Orcs from the East.  Try to walk the
    Orcs into the traps, and engage with everyone.  You'll quickly be victorious.
    
    *TIP*  Sapper Trap Trick: Sappers can put down and pick up traps, one costs SP,
    and one recovers it.  Since gold is linked to the amount of SP spent in a 
    mission, you can rack up massive gold if you have the patience to put down and
    pick up a bunch of traps in a quiet moment.  You can do that here and now if
    you so desire.
    
    --------------------------------------
    Battle:  2 lvl. 12-13 Dark Elf Archer
    --------------------------------------
    Not much of a battle really, but there are two low-level Dark Elf Archers 
    guarding the floodgate.  Take them out before deploying the Sappers to open the
    gate.  Once the gate is open, the river floods, and the mission ends.  
    I finished with 350 kills for approximately 7600 EXP and 9000 Gold. 
    
    ------------------------------------------------------------------------------
    4.18                      Base 7:  Advance Base
    ------------------------------------------------------------------------------
    Operations:  Last Battle?  Really? Not if you do the Unknown mission!
    
    Barrack:  Before going into the last battle (Arein), make sure you pick out
    which units you want to take with you (Ellen, 2 other, 1 support) and strip
    down all the EXP and Items from the other units.  Also, sell all your EXP
    generating equipment for HP or SP boosting equipment if you can.  You won't be
    needing any more EXP, and you won't be needing any units again except the ones
    you take into this battle.  
    
    Pub:  Rupert apologizes to Ellen and says he doesn't know if he could have taken
    out the dam gate (yeah...)  He also says he really isn't into Dwarf women.
    
    Main Gate:  The Main Gate will take you to either the optional Unknown battle
    or Arein.  As always, I would advise that you fight the Unknown battle to 
    build EXP and gold.
    
    
    -----------------------------------------------------------------------------
    4.19                   Mission 8.5: Unknown (optional)
    -----------------------------------------------------------------------------
    
    Unit selection:
    ---------------
    Ellen Infantry - locked
    3 Free 
    1 Support
    
    Overview:
    ---------
    This optional mission is more or less a bunny hunt.  The primary enemy troop on
    this board is the Orc Sapper, which would be more of a challenge if they 
    actually laid down some traps.  But they don't, not a single one.  Cavalry, 
    catapults, Longbows, Mortars, whatever you have, throw at them and enjoy the
    carnage.  The Orc Infantry are not too tough, and there aren't enough Dark Elf
    Archers to cause much of a problem except for your Support troop.
    
    Walkthrough:
    ------------
    Kill them as you find them.  Units are scattered fairly randomly around the 
    board and will attack recklessly when they see you.  Foolish Orc Sappers... 
    
    -----------------------------------
    Battle:  8 lvl. 21 Orc Sapper
             4 lvl. 24 Dark Elf Archers
             6 lvl. 22 Orc Infantry
    ----------------------------------
    
    Once all of the above enemies are eliminated, your mission will be a success.
    I finished with 340 kills for approximately 8000 EXP and 15000 Gold. 
    
    
    -----------------------------------------------------------------------------
    4.20                   Mission 9: Arein Castle Siege
    -----------------------------------------------------------------------------
    
    Unit selection: 
    ---------------
    There's a bug here. The map says Infantry, 3 free, 1 support, but you are only
    allowed to deploy Infantry, 2 free and 1 support.
    
    Ellen Infantry - locked
    2 Free 
    1 Support
    
    Overview:
    ---------
    This will be the final mission, and it's definitely a comprehensive test of your
    battle skills.  You'll see quite a bit of action and need to keep all your units
    together and coordinated to operate effectively.  Make sure you don't get too
    spread out, even though you'll be tempted to send different units in different
    directions.  Remember, since this is the last battle, kills, EXP and Gold don't
    count.  Survival does.  The most important thing is not to let your ranged 
    support units get surrounded, and don't fly your Support troop near enemy
    Archers.
    
    Walkthrough:
    ------------
    You will start near the flank of Gerald's army as part of the front line.  The 
    castle wall is to the South, and you'll be at the Northwest corner of the map.
    
    -----------------------------------
    Battle:  5 lvl. 24 Orc Infantry
             4 lvl. 24 Dark Elf Knights
    ----------------------------------
    Your first task will be to engage Orc Infantry in order to protect the catapult 
    and mortar units giving fire support from the rear. Engage each Orc Infantry 
    troop one by one.  Once you've eliminated most of them, the Dark Elf Knights
    will come up to attack from the South.  Don't get drawn into the range of the
    Archers on the castle wall.  Let the Knights come to your position.
    
    -----------------------------------
    Battle:  4 lvl. 24 Ghouls
             4 lvl. 18 Dark Elf Archers
             2 lvl. 22 Orc Infantry
    ----------------------------------
    When you've eliminated the Knights, the outer wall will fall, and the battle 
    enters phase two.  Four troops of Ghouls will come up through the breach in 
    the wall, and Orc Infantry will follow them.  Gerald will charge into the breach
    and engage the Ghouls.  Behind the Orc Infantry are four Dark Elf Archer units
    that will need to be taken care of quickly in order to avoid them decimating the
    Infantry in melee.
    
    -----------------------------------
    Battle:  2 lvl. 21 Ghouls
             2 lvl. 24 Dark Elf Knights
             6 lvl. 22 Orc Infantry
    ----------------------------------
    Several Ghoul, Dark Elf Knight, and Orc Infantry units are spaced out inside
    the outer castle wall, guarding the inner castle wall.  The Ghouls in the rear
    will cast Dark Mist if you don't deal with them first.  After you kill all the
    Ghouls, move on to the Orc Infantry and the Knights.  
    
    -----------------------------------
    Battle:  1 lvl. 99 Leinhart
             2 lvl. 24 Dark Elf Knights
             4 lvl. 22 Orc Infantry
             3 lvl. 18 Dark Elf Archers
    -----------------------------------
    About halfway through the skirmish with the Ghouls, Leinhart and two Dark Elf 
    Knights will come from the Southwest.  At the same time, several Dark Elf 
    Archers will come from the East, and Orc Infantry from the North to flank the 
    Catapults.
    
    Stay away from Leinhart, since you won't be able to damage his troop just yet.
    He will engage Gerald and the two will be invincible (for now).  Take on the
    Orcs and Dark Elves to the North, and clean up the rest of the area around the
    inner wall as you can.  This battle may get a little dicey because you won't get
    much melee support from Gerald's mortars and Catapults, and you'll have to deal
    with a large number of enemies all at once.  Watch your life-bar, and don't get 
    killed now after you've come so far.
    
    As soon as the wall comes down, focus on the melee between Leinhart and Gerald.
    Nothing else matters at this point except saving Gerald's butt with healing 
    spells and getting into melee with Leinhart before Gerald dies.
    
    During melee with Leinhart, Gerald will fall, and Ellen and Leinhart will have
    a conversation.  Leinhart says fighting Gerald was more fun than fighting orcs.
    Then, for some reason, the Dark Elves withdraw and Arein is once again in the
    hands of Hironeiden.
    
    Congratulations!  Watch your cut-scene and credits.  You have won Ellen's 
    campaign.  After the credits, save your game, and you'll be able to replay
    any of Ellen's completed levels with your high-level troops just for fun.  It's
    really quite satisfying to replay Woodenshade with Mortars, an Earth Golem, and
    a leveled up Ellen.
    
    
    
    -------------------------------------------------------------------------------
    5.                        Troop Guide : Human Alliance
    -------------------------------------------------------------------------------
    --------------,               
    5.1  Infantry |                 
    --------------'   
    Infantry are the basic unit of the Human Alliance.  All other units start out
    as Infantry, but they shouldn't STAY Infantry.  The ONLY reason to use basic 
    Infantry in combat is because you have to (as in Ellen's first mission).  
    Infantry are resistant to arrow attack if you place them in closed formation, 
    though you shouldn't ever be using Infantry on a board where there are Archers.
               
    Required Skill          Equipment                    Resistance                 
    --------------          ---------                    -----------------
    Melee        1          Sword / Axe                  Melee           0        
                            Buckler / Shield             Range          21      
                            Armor                        Explosion       0        
                                                         Frontal         0        
                                                         Fire            0        
                                                         Lightning     -19
                                                         Ice          -150
                                                         Holy            0
                                                         Earth         -50
                                                         Curse         -19
    --------------------------------------------------------------------------------
    --------------------,               
    5.2  Heavy Infantry |                 
    --------------------'   
    Heavy Infantry are more heavily armed and armored fighting men.  They are not
    quite as strong as Knights, but have the advantage of slightly greater speed and
    less vulnerability to lightning.  They can also can equip shields, where Knights
    cannot.  Heavy Infantry in closed formation are resistant to arrow attacks, 
    though they will move very slowly.
              
    Required Skill          Equipment                    Resistance                 
    --------------          ---------                    -----------------
    Melee       10          Sword / Axe                  Melee           0        
                            Buckler / Shield             Range          21      
                            Armor                        Explosion       0        
                                                         Frontal         0        
                                                         Fire            0        
                                                         Lightning     -79
                                                         Ice             0
                                                         Holy            0
                                                         Earth         -50
                                                         Curse           0
    -------------------------------------------------------------------------------
    ---------------,               
    5.3  Spearmen  |                 
    ---------------'   
    Spearmen are essentially Infantry that are specialized to kill Cavalry.  They 
    have great resistance to Frontal damage (from charging Cavalry) and their
    spears are deadly to oncoming Cavalry.  Spearmen in melee are identical to 
    regular Infantry, and are not able to deal Frontal damage to charging Cavalry
    (though they are still resistant to the damage).  Spearmen should only be used 
    in battles where you expect to see enemy Cavalry.  There is only one such 
    mission in Ellen's campaign (Nowart) and in this mission, you will be supplied
    with Spearmen right before you need them. 
               
    Required Skill          Equipment                    Resistance                
    --------------          ---------                    -----------------
    Melee        2          Spear                        Melee           0        
    Frontal      3          None                         Range          21      
                            Armor                        Explosion       0        
                                                         Frontal        75        
                                                         Fire            0        
                                                         Lightning     -19
                                                         Ice          -150
                                                         Holy            0
                                                         Earth         -50
                                                         Curse         -19
    -------------------------------------------------------------------------------
    ------------,               
    5.4  Knight |                 
    ------------'   
    Knights are the strongest human infantry unit, and Ellen should upgrade her 
    troop to Knights as soon as possible.  The achilles heel of Knights is their
    weakness to Lightning.  Fortunately, you will not see any enemies wielding 
    Lightning magic in Ellen's campaign.  Knights share the ability of Heavy and 
    regular Infantry to resist arrow attacks when using a closed formation.
               
    Required Skill          Equipment                    Resistance                
    --------------          ---------                    -----------------
    Melee       15          Two Handed Sword             Melee          11        
                            None                         Range          29      
                            Armor                        Explosion       0        
                                                         Frontal         0        
                                                         Fire            0        
                                                         Lightning    -200
                                                         Ice             0
                                                         Holy            0
                                                         Earth         -50
                                                         Curse           0
    -------------------------------------------------------------------------------
    -------------,               
    5.5  Cavalry |                 
    -------------'   
    Cavalry are mounted horsemen with lances.  They are able to fight effectively 
    in melee, but are most effective when charging through units that are already 
    engaged in melee.  This allows them to inflict Frontal damage instead of Melee
    damage in addition to racking up large amounts of SP.  Because of their speed,
    Cavalry are effective at quickly charging and engaging ranged and magic using
    support units, disrupting these units abilities to use magic and ranged spells.
    Waypoints should be used when charging cavalry through battle.  Set a waypoint
    on the enemy, one past the enemy, one on the enemy, one past the enemy, one on
    the enemy, etc... for as many passes as you wish to execute.  You can also 
    route cavalry from enemy troop to enemy troop to make "rounds" of a 
    battlefield, racking up SP while harrying the enemy.
               
    Required Skill          Equipment                    Resistance                 
    --------------          ---------                    -----------------
    Melee        5          Lance                        Melee           0        
    Frontal      2          Equipment                    Range           5      
    Riding       2          Armor                        Explosion       0        
                                                         Frontal       -50        
                                                         Fire         -150        
                                                         Lightning     -19
                                                         Ice             0
                                                         Holy            0
                                                         Earth         -50
                                                         Curse        -150
    -------------------------------------------------------------------------------
    -------------------,               
    5.6  Heavy Cavalry |                 
    -------------------'   
    Heavy Cavalry are in all ways the same as regular Cavalry with the exception
    that they are tougher (more HP), more resistant to ranged attacks, and more 
    vulnerable to lightning.  You should upgrade your regular Cavalry to Heavy 
    Cavalry as soon as possible since you won't be seeing any lightning in Ellen's
    campaign.
               
    Required Skill          Equipment                    Resistance               
    --------------          ---------                    -----------------
    Melee        7          Lance                        Melee           0        
    Frontal      5          Equipment                    Range          21      
    Riding       5          Armor                        Explosion       0        
                                                         Frontal       -50        
                                                         Fire         -150        
                                                         Lightning    -200
                                                         Ice             0
                                                         Holy            0
                                                         Earth         -50
                                                         Curse        -150
    -------------------------------------------------------------------------------
    -----------------,               
    5.7  Storm Rider |                 
    -----------------'   
    Storm Riders are trained giant eagles that have been trained and equipped for
    combat.  They are one of two aerial support units available to the Human 
    Alliance.  Storm Riders have the advantage of being fast (the fastest unit in 
    the game), and able to attack air and ground units.  They have the disadvantage
    of being very fragile.  They cannot stand against any other unit able to hit 
    them, and will very quickly be eliminated by any type of magic.  They also 
    cannot attack ground units that are in a forest.  This combination of strengths
    and weaknesses makes Storm Riders great scouts and raiders, but very poor front
    line combatants.  Very often, you will find yourself running critically injured
    Storm Riders out of range of the Archers that they got too close to for a few 
    seconds.
               
    Required Skill          Equipment                    Resistance                
    --------------          ---------                    -----------------
    Melee       10          None                         Melee           0        
    Frontal      8          Equipment                    Range        -200      
    Riding      10          None                         Explosion    -100        
                                                         Frontal         0        
                                                         Fire         -400        
                                                         Lightning    -400
                                                         Ice          -400
                                                         Holy          -50
                                                         Earth        -400
                                                         Curse        -400
    -------------------------------------------------------------------------------
    ------------,               
    5.8  Archer |                 
    ------------'   
    Archers are bowmen that can also fight in melee.  They are able to use Fire
    Arrows to set forests on fire, and Direct Shot to fire a focused volley at 
    short range for great damage.  Archers are able to attack both air and ground 
    targets, and are especially strong against air units.  Archers get an advantage
    when firing at an enemy from higher ground, or with the sun at their back.  The
    main advantage of Archers is that you can give their officer the Holy skill so 
    they can cast Curatio.  Archers/Longbows are the only ranged units that have 
    two skill slots available for an additional magic skill.  You could give them 
    any magic skill, but being able to cast Curatio with ranged units that 
    generally stay out of melee is a huge advantage.
               
    Required Skill          Equipment                    Resistance                 
    --------------          ---------                    -----------------
    Melee        1          Bow                          Melee           0        
    Ranged       1          Sword / Axe                  Range           0      
                            Armor                        Explosion       0        
                                                         Frontal         0        
                                                         Fire            0        
                                                         Lightning     -19
                                                         Ice          -150
                                                         Holy            0
                                                         Earth         -50
                                                         Curse         -19
    -------------------------------------------------------------------------------
    --------------,               
    5.9  Longbow  |                 
    --------------'   
    Longbowmen are upgraded Archers with greater range and HP.  They also have 
    slightly more resistance to physical attacks.   In all other ways, they are the 
    same as Archers.  Upgrade your Archers to Longbows as soon as possible.
               
    Required Skill          Equipment                    Resistance                 
    --------------          ---------                    -----------------
    Melee        3          Bow                          Melee           6        
    Ranged       7          Sword / Axe                  Range           6      
                            Armor                        Explosion       6        
                                                         Frontal         6        
                                                         Fire            0        
                                                         Lightning     -19
                                                         Ice          -150
                                                         Holy            0
                                                         Earth         -50
                                                         Curse         -19
    -------------------------------------------------------------------------------
    -------------,               
    5.10  Mortar |                 
    -------------'   
    Mortars are small field artillery, but they do HUGE damage.  Mortars are quite 
    possibly the best unit available to the Human Alliance.  They can't stand alone,
    but used properly, they are overwhelmingly powerful.  Their main advantage is 
    that they have very long range, and inflict splash damage.  Catapults and 
    Ballistae also have long range, but fire and move slower, and don't inflict 
    splash damage.  Mortar fire also knocks down units that are hit, disrupting 
    opposing missilers and slowing the pace of damage dealing in melee.  The main
    disadvantage of Mortars is that they can't hit aerial units.  In order to make
    your Mortars more effective, upgrade the Gunpowder skill to at least 15.
               
    Required Skill          Equipment                    Resistance                
    --------------          ---------                    -----------------
    Melee        5          Mortar                       Melee          21        
    Ranged       7          Sword / Axe                  Range           0      
    Gunpowder   10          Armor                        Explosion       0        
                                                         Frontal         0        
                                                         Fire         -150        
                                                         Lightning    -150
                                                         Ice             0
                                                         Holy            0
                                                         Earth         -50
                                                         Curse         -19
    -------------------------------------------------------------------------------
    -------------,               
    5.11  Sapper |                 
    -------------'   
    Sappers are combat engineers that set and remove traps on the battlefield.  You
    won't have much use for them in Ellen's campaign except in one campaign 
    (Glaucus).  Sappers can be very effective when used properly, but because of 
    their poor melee skill, most of the time you will want to bring a more powerful
    combat unit whose damage dealing doesn't rely on the enemy moving toward YOUR
    forces.
              
    Required Skill          Equipment                    Resistance                
    --------------          ---------                    -----------------
    Melee        1          Pickaxe                      Melee           0        
    Teamwork     1          Knapsack                     Range           0      
                            Armor                        Explosion       0        
                                                         Frontal         0        
                                                         Fire            0        
                                                         Lightning     -19
                                                         Ice          -150
                                                         Holy            0
                                                         Earth         -50
                                                         Curse         -19
    -------------------------------------------------------------------------------
    ----------------------,               
    5.12  Pyro Technician |                 
    ----------------------'   
    Pyro Technicians are upgraded Sappers that set explosive mines instead of traps.
    They also have the ability to set fires.  If you use Sappers, you should upgrade
    to Pyro Technicians as soon as possible to get more damage out of their traps.
               
    Required Skill          Equipment                    Resistance                 
    --------------          ---------                    -----------------
    Melee        4          Pickaxe                      Melee           0        
    Teamwork     4          Knapsack                     Range           0      
    Gunpowder    5          Armor                        Explosion       0        
                                                         Frontal         0        
                                                         Fire         -150        
                                                         Lightning    -150
                                                         Ice             0
                                                         Holy            0
                                                         Earth         -50
                                                         Curse         -19
    -------------------------------------------------------------------------------
    ------------------,               
    5.13  Bomber Wing |                 
    ------------------'   
    Bomber Wings are small dirigibles that drop explosives into combat.  They are
    the second support unit available to the Human Alliance, and are better damage
    dealers than Storm Riders.  Actually, the damage they deal is quite substantial,
    especially with an upgraded Gunpowder skill.  They are, however, very weak to 
    all forms of physical and magical attack, and are unable to attack other aerial
    units.
               
    Required Skill          Equipment                    Resistance                 
    --------------          ---------                    -----------------
    Melee        9          None                         Melee         -19        
    Teamwork    10          Aviation Gear                Range        -200      
    Gunpowder   12          None                         Explosion    -100        
                                                         Frontal         0        
                                                         Fire         -400        
                                                         Lightning    -400
                                                         Ice          -400
                                                         Holy          -50
                                                         Earth        -400
                                                         Curse        -400
    -------------------------------------------------------------------------------
    ---------------,               
    5.14  Ballista |                 
    ---------------'   
    Ballistae are huge crossbows used as field artillery and as siege weapons.  They
    are slow moving and firing, but deal great damage, and knock down humanoid units
    They also have the longest range of any unit, and are most effective with a 
    Scout being used as a spotter.  Ballistae are especially effective against 
    aerial units and large Beast units like Swamp Mammoths and Scorpions.  
    Ballistae will probably not be more useful than Mortars in most of Ellen's 
    missions.
               
    Required Skill          Equipment                    Resistance                 
    --------------          ---------                    -----------------
    Melee        6          Ballista                     Melee          50        
    Ranged       6          None                         Range          25      
    Teamwork    10          None                         Explosion     -50        
                                                         Frontal        81        
                                                         Fire            0        
                                                         Lightning     -19
                                                         Ice          -150
                                                         Holy            0
                                                         Earth         -50
                                                         Curse         -19
    -------------------------------------------------------------------------------
    ---------------,               
    5.15  Catapult |                 
    ---------------'   
    Catapults are large siege weapons that hurl stones.  They have long range, great
    damage, and inflict knockdown on humanoid troops.  They can't, however, hit 
    aerial units.  In all other ways, Catapults are the same as Ballistae, but with
    less range and fewer HP.  They have the advantage of being cheaper in terms of
    EXP, though.
                
    Required Skill          Equipment                    Resistance                 
    --------------          ---------                    -----------------
    Melee        3          Catapult                     Melee          50        
    Ranged       3          None                         Range          25      
    Teamwork     4          None                         Explosion     -50        
                                                         Frontal        81        
                                                         Fire            0        
                                                         Lightning     -19
                                                         Ice          -150
                                                         Holy            0
                                                         Earth         -50
                                                         Curse         -19
    -------------------------------------------------------------------------------
    ------------------,               
    5.16  Earth Golem |                 
    ------------------'   
    Earth Golems are a single large, rock creature that is nearly indestructible by
    normal attacks.  Earth Golems cast a very powerful poison Vine.
    The Earth Golem is the best Elemental unit to use in Ellen's campaign as it is
    resistant to Melee and Range damage, the most common type of damage you will 
    encounter.  Their vulnerability to Frontal, Lightning, and Explosion damage will
    not be exposed in any of Ellen's missions.
               
    Required Skill          Equipment                    Resistance                 
    --------------          ---------                    -----------------
    Melee        5          None                         Melee          61        
    Earth       25                                       Range          91      
                                                         Explosion    -200        
                                                         Frontal      -150        
                                                         Fire           25        
                                                         Lightning    -150
                                                         Ice            25
                                                         Holy            0
                                                         Earth           0
                                                         Curse           0
    -------------------------------------------------------------------------------
    -----------------,               
    5.17  Ice Maiden |                 
    -----------------'   
    Ice Maidens are feminine shaped ice spirits that are very difficult to kill 
    conventional attacks.  They have the ability to cast a potent Blizzard.  Ice 
    Maidens are another good choice for Ellen's campaign since their vulnerability
    to Fire isn't likely to be exposed by any of the enemies faced during Ellen's
    missions.
               
    Required Skill          Equipment                    Resistance               
    --------------          ---------                    -----------------
    Melee        5          None                         Melee          61        
    Ice         25                                       Range          91      
                                                         Explosion       0        
                                                         Frontal       -50        
                                                         Fire         -400        
                                                         Lightning      25
                                                         Ice             0
                                                         Holy            0
                                                         Earth          25
                                                         Curse           0
    -------------------------------------------------------------------------------
    --------------------,               
    5.18  Thunder Rhino |                 
    --------------------'   
    The Thunder Rhino is a large thunder spirit animal with a strong Thunderstorm
    attack.  The Thunder Rhino is vulnerable to Explosion and Frontal attacks, 
    neither of which you're likely to see in Ellen's campaign.  Their slightly 
    lower resistance to melee attacks makes them a second best choice for Ellen's
    campaign than the other Elementals.
               
    Required Skill          Equipment                    Resistance               
    --------------          ---------                    -----------------
    Melee        5          None                         Melee          16        
    Lightning   25                                       Range          91      
                                                         Explosion    -200        
                                                         Frontal      -150        
                                                         Fire            0        
                                                         Lightning       0
                                                         Ice            25
                                                         Holy            0
                                                         Earth         -19
                                                         Curse           0
    -------------------------------------------------------------------------------
    -------------------,               
    5.19  Flame Wraith |                 
    -------------------'   
    Flame Wraiths are a cadre of sword weilding Fire spirits with a powerful meteor
    spell.  They have better resistances than the other elementals, but aren't as 
    resistant to melee attacks, and are very susceptible to Ice magic (something 
    you will definitely see in Pineth Cave).
               
    Required Skill          Equipment                    Resistance                
    --------------          ---------                    -----------------
    Melee        5          None                         Melee          36        
    Fire        25                                       Range          91      
                                                         Explosion      21        
                                                         Frontal       -50        
                                                         Fire            0        
                                                         Lightning      25
                                                         Ice          -150
                                                         Holy            0
                                                         Earth          25
                                                         Curse           0
    
    --------------------------------------------------------------------------------
    6.                             REVISION HISTORY
    --------------------------------------------------------------------------------
    10-23-2005  version 1.0 - First draft of walkthrough: sections 1-6
    10-23-2005  version 1.1 - Error fixed - "L" to set waypoints not "R"
    10-31-2005  version 1.2 - Error fixed - Earth Golem Required skill changed from
                              "Fire" to "Earth"
    11-11-2005  version 1.3 - Fixed 4.20 Overview section
    11-18-2005  version 1.4 - Added Alternate Strategy contributed by Adam
    			  Blaukowitch to section 4.10 Pineth Cave

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