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Kingdom Under Fire: Heroes
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Contents

NB: Use Find (Ctrl+F) and put in the bracketed letter and/or number to scroll to
that point.

i) Introduction                               {I}
ii) Tactics                                   {T}
iii) Bestiary                                 {B}
iv) Abilities                                 {A}
v) Walkthrough                                {W}
  1) Ellen's Campaign (Easy)                  [E]
      West of Arein                           [E1]
      Arein Inner Castle                      [E2]
      Glaucus (1)                             [E3]
      Nowart                                  [E4]
      Pineth Cave                             [L5]
      Woodenshade                             [L6]
      Unknown 1                               [L7]
      Ravens Meadow                           [E8]
      Unknown 2                               [E9]
      Glaucus (2)                             [E10]
      Unknown 3                               [L11]
      Arein Castle Siege                      [E12]
  2) Leinhart's Campaign (Normal)             [L]
      Cimitardell                             [L1]
      Unknown 1                               [L2]
      Woodenshade                             [L3]
      Unknown 2                               [L4]
      Lichen Vale                             [L5]
      Glaucus                                 [L6]
      Unknown 3                               [L7]
      Unknown 4                               [L8]
      Undersand Path                          [L9]
      Unknown 5                               [L10]
      Colonack                                [L11]
      Unknown 6                               [L12]
      Unknown 7                               [L13]
      Arein Inner Castle                      [L14]
      Hexter's Heartland                      [L15]
  3) Walter's Campaign (Difficult)            [W]
      Greyhampton                             [W1]
      Unknown 1                               [W2]
      Unknown 2                               [W3]
      Altar of Destruction                    [W4]
      Unknown 3                               [W5]
      Unknown 4                               [W6]
      Brimstone 1                             [W7]
      Unknown 5                               [W8]
      Unknown 6                               [W9]
      Brimstone 2                             [W10]
      Altar of Nowart                         [W11]
  4) Rupert's Campaign (Hard)                 [R]
      Greyhampton                             [R1]
      Green Hill                              [R2]
      Unknown 1                               [R3]
      Unknown 2                               [R4]
      Steel Mounds                            [R5]
      Unknown 3                               [R6]
      Unknown 4                               [R7]
      Blackedmark                             [R8]
      Unknown 5                               [R9]
      Unknown 6                              [R10]
      Posterous Green                        [R11]
      Unknown 7                              [R12]
      Hironeiden Inner Walls                 [R13]
  5) Cirith's Campaign (Very Hard)            [C]
      Colonock                                [C1]
      Unknown 1                               [C2]
      Unknown 2                               [C3]
      Lichen Vale                             [C4]
      Unknown 3                               [C5]
      Unknown 4                               [C6]
      Unknown 5                               [C7]
      Woodenshade                             [C8]
      Unknown 6                               [C9]
      Lichen Vale                             [C10]
      El Nido                                 [C11]      
  6) Morene's Campaign (Nightmare)            [M]
      Nymphbarren                             [M1]
      Unknown 1                               [M2]
      Unknown 2                               [M3]
      Lichen Vale                             [M4]
      Unknown 3                               [M5]
      Ravens Meadow                           [M6]
      Brimstone Forest                        [M7]
      Nowart (2)                              [M8]
      Cloud Bourne                            [M9]
      Unknown 4                               [M10]
      Unknown 5                               [M11]
      Unknown 6                               [M12]
      Wicktow                                 [M13]
  7) Urukubarr's Camapign (Hell)              [U]
      Vasmargin                               [U1]
      Unknown 1                               [U2]
      Unknown 2                               [U3]
      Darokha Village                         [U4]
      Unknown 3                               [U5]
      Storm Rift                              [U6]
      Unknown 4                               [U7]
      Unknown 5                               [U8]
      Ancestral Burial Grounds                [U9]
      Unknown 6                               [U10]
      Kapellen                                [U11]
vi) Extras                                    {E}
vii) Experience Table                         {P}
viii) Copyright Info                          {C}

NB: Unknown missions are simply search and destroy missions. They do not have to
be played, but I highly reccomend playing them to get EXP and Gold. The enemies,
and their placement, are random. I will list the enemies at each that I found. I
will not go into tactics for each. The best way is to have a Scout lead enemies
back to the Hero, who can then destroy them.

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i) Introduction                                                              {I}
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This is a walkthrough for the great XBOX game Kingdom Under Fire: Heroes. I will
cover the way that I played each mission for each character. These are only my
thoughts on how to play. It is entirely possible that some other way could be
better. 

If you have some hints or need help, by all means contact me. Any abilities that
I have missed, or mistakes made, please point out.

I can be reached through the email:

prince_khorne@yahoo.co.nz.

Please put the subject as KUFH so that I can identify it easier. 

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ii) Tactics                                                                  {T}
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Setup: Keep your melee units in front of your ranged troops. This way the enemy
can break on the heavy units while your ranged units provide support. Keep your
heroes troop edged slightly out in front, as an incentive for enemy. The hero
can take greater amounts of damage and dishes out greater punishment. If you are
unsure of your surroundings, or if you know enemies are prowling around, keep a
melee unit out of combat to ensure the ranged units are not engaged in melee.

Order of Engagement: First take on the melee units with your hero. Send any 
unengaged melee units after enemy ranged support. As the hero is more effective
then any other troop you possess, have at least one ranged unit helping the
other melee units out. The exception to this rule is if the hero has four or
more troops on them, meaning that they will require help and healing.

Archers: Usually as you charge at a ranged unit, you will find that your troops
cower under showers of arrows, making progress slow. Instead of charging at the
enemy, point the cursor just behind the enemy. Your troop will run at this point
without ducking for cover against arrows. When they run into the enemy, they 
will engage them in melee. Just make sure that the enemy does not flee as you
approach, making your troop miss the enemy. Another way to keep ranged units
from attacking is to use cavalry. Either charge them in, as their great speed 
helps to minimise damage, or set up patrols between ranged units, to keep them
firing at the cavalry instead of melees.

Bait: This involves setting your troops up in a defensive position. Send a scout
out from the hero's squad, and cover the map looking for an enemy unit. As soon
as you find one, position the scout in front to draw the enemy out. Run back to
the hero's squad. Don't worry if you lose sight of the enemy, they almost always
follow the scout (98% of the time). This is a good tactic to get melee units 
engaged out of range of the enemy archers. This tactic can be practised best on
any Unknown mission.

Battlefield: Prepare for any situation. If you know that the enemy has air 
support, get under some forest cover. If there is a hill, put your ranged units
on it. Ranged units suffer damage penalties when in forests against ground 
forces, but deal full damage against air units. If there is a strong sun (which
I will note for each mission) have ranged units shoot with the sun behind them 
to do full damage and blind enemies. They are not effective when they shoot into
the sun.

Cavalry: Either use them against ranged units, as noted above under Archers, or
put them on apatrol through several combats. Unlike normal patrols, if a 
waypoint is placed on an enemy unit, then out onto another point, the cavalry 
will charge through to gain SP, without getting caught in combat.

SP=Gold: Either it is SP spent or earned, but either way, the more SP, the
larger your gold total. The best unit fo this is Orc Riders, with a low Frontal
skill to reduce damage. They can rack up huge amounts of SP on waypoints and can
heal themselves with Enrage. Otherwise, always heal, and use offensive magics 
before charging into a combat if possible. The better your gold status, the 
better equipment you can buy to transform your squad into an effective killing
machine.

Diversity: The key to winning is to have an all-round force, able to take 
whatever comes at it. For example, while you can have four Flame Elementals, 
someone casting Blizzard on all of them will ultimately win, despite admittedly
severe losses. Another example is some missions when you can have two support 
units. While one Swamp Mammoth is great, two would be better, right? Wrong! In
these missions there are aerial or cavalry units that should have your aerial
support unit harrying them. Mammoths are too slow, meaning they can be a
hindrance.

Annoyances: Enemy cavalry should be tied up by either having an aerial support
unit constantly harrying them, or by setting your own cavalry onto them. They
either run away, or scrap it out, allowing you to engage them in melee, and
reduce their effectiveness. Aerial support units should be taken care of with
archers or, in the case of Dirigibles and Bomber Wings, set your own aerial 
support units (Storm Riders or Wyverns) on them.

Mostly Useless Units: Sapper of any kind are fairly useless. Only use them if
you must. They are not really effective enough to justify a slot being used on
them. If you are told that they are useful, instead use a scout to find enemy 
traps, then simply ensure you avoid them. Spearmen/Axemen are not worth using a
slot on. They are of little use in combat, and you are unlikely to face any more
than three cavalry units, never all at the same time. On harder difficulties, 
the enemy AI takes greater precautions to evade your anti-cavalry units, while
you run around in their wake.

Leaders: The most effective way to destroy an enemy is to kill the enemy Leader.
Then the troop flees/dies/does whatever. This may be difficult in some 
situations, like Knights, but at other times is amazingly easy. An Archer troop
led by a horse rider, or a silver Paladin leading a gold armoured Paladin troop.
A classic example is with Dark Elf Archers, who I find frequently have a Leader
with a Kite Shield. Always look out for the red bar by an enemies feet. Once 
this is found, you have got your Leader. Concentrate on them to destroy the 
troop.

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iii) Bestiary                                                                {B}
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-----
Human
-----
Infantry
Required Skill: 1 Melee
Description: A weak melee troop. Should be upgraded to Heavy Infantry, then
Knights.

Spearmen
Required Skill: 2 Melee, 3 Frontal
Description: A weak melee troop. Effective against cavalry. Ineffective against
everything else. Not worth the slot to field them.

Heavy Infantry
Required Skill: 10 Melee
Description: An average melee troop. Should be upgraded to Knights. Weak against
Lightning.

Knights
Required Skill: 15 Melee
Description: A good melee troop. Should be equipped with EXP boosting equipment
and Lightning resistent armour.

Paladins
Abilities: Curatio, Holy Explosion, Bless and Heal
Required Skill: 15 Melee, 6 Holy
Description: An average melee troop. Should be kept out of battle if possible,
to use their effective healing spells. Weak against Lightning.

Archers
Abilities: Fire Arrow, Direct Shot
Required Skill: 1 Melee, 1 Ranged
Description: A good ranged troop. Should be upgraded to Longbowmen and given at
least one point of Holy to help those in combat.

Longbowmen
Abilities: Fire Arrow, Direct Shot
Required Skill: 3 Melee, 7 Ranged
Description: An effective ranged troop. Should be given at least one point of 
Holy, and have majority of points put into Ranged to maximise their use.

Mortars
Required Skill: 5 Melee, 7 Ranged, 10 Gunpowder
Description: This troop excels at destroying enemy troops. As they are slow, 
engage enemy with a melee unit, and set Mortars to bomb them, for devastating 
effects.

Cavalry
Required Skill: 5 Melee, 2 Frontal, 2 Riding
Description: A fast riding troop. Should be upgraded to Heavy Cavalry as soon as
possible. Good against Elementals and for racking up SP.

Heavy Cavalry
Required Skill: 7 Melee, 5 Frontal, 5 Riding
Description: An excellent riding troop. Should be given Lightning resistent 
equipment. Very effective against Elementals and getting SP. Get 10 points into
Riding to allow it to manauvere better, and put lots into Frontal to increase 
damage.

Storm Riders
Required Skill: 10 Melee, 10 Riding, 8 Frontal
Description: A good support troop. Effective against other air units. Weak 
against ranged units.

Sappers
Abilities: Remove, Open Water Gate, Set Trap, Set Fire
Required Skill: 1 Melee, 1 Teamwork
Description: A weak melee troop. Should be upgraded to Pyro Technicians if you
must waste a slot on using them. Good at gaining gold if you set a trap, 
recover, then set the trap again.

Pyro Technician
Abilities: Remove, Open Water Gate, Set Trap, Set Fire, Mine
Required Skill: 4 Melee, 4 Teamwork, 5 Gunpowder
Description: A more effective Sapper unit. Good at gaining gold if you set a 
trap, recover, then set the trap again. Can lay more damaging traps.

Bomber Wing
Required Skill: 9 Melee, 12 Gunpowder, 8 Teamwork 
Description: An effective air-to-ground support troop. Weak against ranged units
and air-to-air units. Very good at harrying cavalry and Swamp Mammoths.

Ballista
Required Skill: 6 Melee, 6 Ranged, 10 Teamwork
Description: A good ranged troop. Has best range of the game. Not too damaging
due to the narrow path of missile. Good against Swamp Mammoths.

Catapult
Required Skill: 3 Melee, 3 Ranged, 4 Teamwork
Abilities: Fire Pot
Description: A good ranged troop. Hits a lot of units due to large spread of 
missile. Not as damaging as a Ballista, and has less range, but can be more 
effective due to the splash damage. Good against Swamp Mammoths.

----------
Dark Elves
----------
Fighters
Required Skill: 1 Melee
Abilities: Tree of Healing, Elemental Boost
Description: A weak melee troop. Should be upgraded to Knights almost 
immediately.

Knights
Required Skill: 7 Melee
Abilities: Tree of Healing, Elemental Boost
Description: A better melee unit. Should be given Lightning resistent equipment.

Archers
Required Skill: 1 Melee, 1 Ranged
Abilities: Tree of Healing, Elemental Boost
Description: An effective ranged unit. While lacking the range of their Human 
counterparts, they benefit from firing faster, and having Elemental Boost.

Cavalry Archers
Required Skill: 6 Melee, 6 Ranged, 7 Riding
Abilities: Tree of Healing, Elemental Boost
Description: A fast ranged unit. Advantage is in speed. Put on a patrol around
an enemy unit to minimise damage while creating the damage. As they fire on the
left side, put them on anti-clockwise circles. Clockwise nullifies their ability
to shoot.

Cavalry
Required Skill: 3 Melee, 3 Frontal, 4 Riding
Abilities: Tree of Healing, Elemental Boost
Description: Lacks the strength of Human or Orc cavalry. I don't use them much,
as the Orcs are preferable.

----
Orcs
----
Infantry
Required Skill: 1 Melee
Abilities: Enrage
Description: Stronger than other basic infantry units, but should be upgraded to
Heavy Infantry quickly.

Axemen
Required Skill: 2 Melee, 3 Frontal
Abilities: Enrage
Description: Average melee unit. Not too effective against anything but cavalry
and Elementals. Closest thing Orcs have to ranged units. Not really worth the 
slot to take them.

Heavy Infantry
Required Skill: 9 Melee
Abilities: Enrage
Description: Very good Orc melee unit. Preferable over other Infantry for their
better strength.

Rider
Required Skill: 3 Melee, 4 Frontal, 4 Riding
Abilities: Enrage
Description: Fast troop. Should be upgraded to Axe Riders to be more effective.

Axe Rider
Required Skill: 5 Melee, 5 Frontal, 7 Riding
Abilities: Enrage
Description: Fast troop. Deals good damage. Put points into Frontal to make them
more effective on the charge.

Sapper
Required Skill: 1 Melee, 1 Teamwork
Abilities: Enrage, Remove, Trap, Open Watergate
Description: A weak melee troop. Good for if you want to set traps to weaken 
enemy units. Not worth the slot otherwise.

Scorpion
Required Skill: 4 Melee, 5 Teamwork, 2 Taming
Abilities: Shockwave
Description: Effective when shooting into combat, and as a combat unit. Anyone
hitting the head will kill it quickly though.

Dirigible
Required Skill: 5 Melee, 6 Teamwork, 7 Taming
Description: An effective air-to-ground unit. Weak against ranged units and 
air-to-air units. Effective when shooting into combat or harrying cavalry.

Swamp Mammoth
Required Skill: 5 Melee, 7 Teamwork, 10 Taming
Description: Probably the best unit. Effective versus all ground units. Weak 
against explosives and siege weapons.

Wyverns
Required Skill: 10 Melee, 10 Riding
Description: A good air-to-air unit or cavalry harrier. Limited effectiveness
against ground troops on a forest filled board. Weak against ranged units.

Ghoul
Required Skill: 10 Melee, 8 Curse
Abilities: Silence, Dark mist, Self Destruct
Description: Good melee unit. Weak against Explosions, Ice and Holy. Can be good
as a support unit to a Hero by casting magic into a combat, then entering the 
fray.

----------
Elementals
----------
Earth Golem
Required Skill: 5 Melee, 25 Earth
Abilities: Vine
Description: Good melee unit due to the fact that it is quite damage resistant.
Weak against Explosions, Frontal and Lightning.

Ice Maiden
Required Skill: 5 Melee, 25 Ice
Abilities: Blizzard
Description: Fast melee unit. An Ice Maiden will phase out when hit, reducing
damage. Weak against Frontal and Fire.

Thunder Rhino
Required Skill: 5 Melee, 25 Lightning
Abilities: Thunder Storm
Description: Not as good a melee unit as the other Elementals due to low melee
resistance. Weak spot seems to be its green sides. Weak against Explosions, 
Frontal and Earth

Flame Wraith
Required Skill: 5 Melee, 25 Fire
Abilities: Meteor
Description: Good melee unit, due to better all round resistences. Weak against
Frontal and Ice.

-------
Special
-------
Battaloon
Required Skill: 9 Melee, 9 Ranged, 9 Gunpowder
Race: Human
Description: Despite getting the proficiencies required, you cannot change to
this troop choice.

Bone Dragon
Required Skill: 9 Melee, 9 Ranged, 9 Curse
Race: Orc
Description: The difficulty is in finding an Orc squad with the Ranged skill.

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iv) Abilities                                                                {A}
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-----
Human
-----
Curatio
Available to: Any with one point in Holy
Cost: 150 SP
Description: A good healing spell. More points increases range and amount 
healed.

Bless and Heal
Available to: Paladins
Cost: 800 SP
Description: A very good healing spell. Heals and dispels magic effects on 
target.

Holy Explosion
Available to: Paladins
Cost: 300 SP
Description: Increases the targets regeneration rate. Similar to Tree of 
Healing. Not as good as Curatio since it occurs over time.

Mine
Available to: Pyro Technician
Cost: 100 SP
Description: A more explosive version of a trap, this deals explosive and fire
damage to any enemy passing through it.

Fire Pot
Available to: Catapults
Cost: 100 SP
Description: Fires an explosive missile that sets the ground on fire for a short
time.

Cover Shot
Available to: Officer with a Bow equipped and one point in Ranged
Cost: 200 SP
Description: The officer shoots an arrow at a single target, causing high 
damage.

Onslaught
Available to: Officer with sword and shield
Cost: 200 SP
Description: The officer charges around the battle, causing moderate damage to
multiple enemies.

Cure
Available to: Officer with one point in Holy and has a staff or booster equipped
Cost: 200 SP
Description: Heals a certain amount to all friendlies in combat.

--------
Dark Elf
--------
Tree of Life
Available to: Any Dark Elf
Cost: 450 SP
Description: A good area of effect healing spell over time. 

Elemental Boost
Available to: Any Dark Elf with at least one point in an elemental magic
Cost: 200 SP
Description: Boosts non-magic weapons with whatever elemental magic that the 
squad has.

Thrust
Available to: Any Dark Elf Officer
Cost: 200 SP
Description: Damages multiple enemies around the combat.

Arrow Shower
Available to: Any female Dark Elf Officer with at least one point in Ranged
Cost: 200 SP
Description: Damages multiple enemies in an area. More arrows are shot with a 
higher Ranged skill.

---
Orc
---
Enrage
Available to: Any Orc
Cost: 400 SP
Description: Instantly heals the troop. Awesome due to its ability to be used in
combat.

Shockwave
Available to: Scorpions
Cost: 15 SP
Description: Damages and knocks down troops. Can destroy walls.

Self Destruct
Available to: Ghouls
Cost: 5 SP
Description: Sends a Ghoul to do huge damage to an enemy troop.

Reckless
Available to: Any Ogre Officer
Cost: 200 SP
Description: Damages any enemies in an area around the Hero.

The Wrath
Available to: Any Orc Officer
Cost: 200 SP
Description: Damages multiple enemies around the combat.

-------
General
-------
Trap
Available to: Sapper, Pyro Technician
Cost: 100 SP
Description: Places a trap at the target location, harming enemies who pass
through.

Remove
Available to: Sapper, Pyro Technician
Cost: 50 SP (Regained)
Description: Removes any trap at the target location.

Set Fire
Available to: Sapper, Pyro Technician
Cost: 100 SP
Description: Places flames at a target location, burning any who pass through
them.

Open Watergate
Available to: Sapper, Pyro Technician
Cost: 0 SP
Description: Opens a watergate. An immensely useful ability, considering the
huge amounts of watergates that you will find on maps.

Thunderstorm
Available to: Any with 5 points in Lightning
Cost: 750 SP
Description: Damages a target.

Meteor
Available to: Any with 5 points in Fire
Cost: 750 SP
Description: Damages a target.

Blizzard
Available to: Any with 5 points in Ice
Cost: 750 SP
Description: Damages a target.

Vine
Available to: Any with 5 points in Earth
Cost: 560 SP
Description: Damages a target.

Silence
Available to: Any with five points in Curse
Cost: 600 SP
Description: Prevents spells from being cast.

Darkmist
Available to: Any with five points in Curse
Cost: 750 SP
Description: Reduces defense and offensive strength to low levels.

Curse
Available to: Any Officer with 5 points in Curse
Cost: 200 SP
Description: Reduces SP of any unit in combat.

Fireball
Available to: Officer with one point in Fire and a staff or booster
Cost: 200 SP
Description: Shoots a fireball for each level in fire (max four) that homes in
on a target.

KaleidoFlamma
Available to: Officer with five points in Fire and a staff or booster
Cost: 200 SP
Description: Causes moderate fire damage to all enemies engaged in combat within
a certain area.

Electric Shock
Available to: Officer with one point in Lightning and a staff or booster
Cost: 200 SP
Description: Hurts a small group of enemies for moderate damage.

Lightning Bolt
Available to: Officer with five points in Lightning and a staff or booster
Cost: 200 SP
Description: Hurts a large group of enemies for large damage.

Chilling Touch
Available to: Officer with one point in Ice and a staff or booster
Cost: 200 SP
Description: Hurts a small group of enemies for moderate ice damage.

Ice Spear
Available to: Officer with five points in Ice and a staff or booster
Cost: 200 SP
Description: Hurts a large group of enemies for large ice damage.

Poison Sting
Available to: Officer with one point in Earth and a staff or booster
Cost: 200 SP
Description: Poisons a small group of enemies.

Electric Shock
Available to: Officer with five points in Earth and a staff or booster
Cost: 200 SP
Description: Poisons a large group of enemies with a more damaging poison.

Scout
Available to: Any Hero
Cost: 0 SP
Description: Creates a scout unit that can be used to scout out the battlefield.

________________________________________________________________________________
v) Walkthrough                                                               {W}
________________________________________________________________________________
1) Ellen's Campaign                                                          [E]

-----
Ellen
-----
Ellen deals very little damage physically, but is quite fast. She starts out 
with a level 3 Infantry troop, which should be upgraded to Knights as soon as 
possible. Give this unit EXP boosting equipment, as it will be your main melee 
unit. Her officers are Ebbard and Paltor. After the Woodenshade mission you 
should upgrade Ebbard's Fire skill. Don't waste points on him before that as he
is absent for a mission. Swap Paltor for a magic user hired as a mercenary. This
is either a elf or a robed face at the pub. Give this officer cure and upgrade
to ten in this skill. Give a staff to them to allow them to heal allies rather
then damage enemies in combat.

------
Combos
------
X+X+X (No direction) Talon Thrust
X+X+X (Direction)    Falcon Swipe
X+X+(Direction)+X    Talon Super Thrust
A+A                  Eagle Slasher
Y+Y+Y+Y (Direction)  Gatling Arrow
Y                    Arrow Shower
B+X                  Counter Attack
X+X+Y+Y+Y+Y          Gatling Falcon
X+X+A+A (Direction)  Falcon Storm
A+X                  Finishing Move

----------
Characters
----------
Paltor
Ellen's officer.

Ebbard
Ellen's officer and mage.

Justino
The commander of the aid to Arein.

Gerald
Commander of Hironeiden forces under General Hugh.

Rupert
A friend of Gerald.

Snowstone
Elf princess, soon to be ruler of Arein.

General Hugh
The main General of Hironeiden forces.


------------------------
Mission 1: West of Arein                                                    [E1]
------------------------
My selection:
Ellen Level 3.

This is a simple starter mission. There is only one enemy on the board, and I 
believe that there is no possible way to lose. After the credits, listen to the
banter between Ellen, Paltor and Ebbard. Then head directly North along the 
path. Either use the cursor on the game screen (point and press [A]) or press
[BACK] and use the cursor on the minimap. I prefer the minimap as it gives a 
better view of where your troops are and their destination. Once you get to the
NW corner, you should head East. At some point, Level 1 Orc Infantry will attack
you. This is an easy fight, but can take a while due to your low level. Use 
Ellen's combos during this practice fight. In the event that Ellen is knocked 
down, rock the [Left Thumbstick] from left to right several times until Ellen 
gets back up. Once you have enough practice, attack the Leader, who is 
conveniently mounted on a Boar. Once he is dead (red bar is empty) the squad
runs away. Head to the NE corner to complete the mission.

-----
Arein
-----
This is the first base. Unfortunately you can not use any experience that you 
gained in the last mission to level up.

Operations: Ellen is present for Justino's offer of aid to Arein. The Elves 
decline this offer, and Justino tells Ellen that they are to leave Arein. You 
can now enter the Pub.

Barracks: Cannot be entered.

Pub: After Ellen visits Operations, she talks to Paltor and Ebbard, telling them
to move out.

Main Gate: After the Pub, go here to exit Arein. head NNW to the Advance Base.

----------------------------
Advance Base 1 (First Visit)
----------------------------
This is the second base. Open visiting it, Justino tells Ellen to let the 
soldiers rest. Head to the Pub.

Operations: Nothing occurs.

Barracks: Cannot be entered.

Pub: Ellen tells Paltor that they are to wait. Paltor explains to Ebbard that 
once Arein has fallen to the Dark Legion, Ecclesia will then take Arein from the
weakened Legion. One week passes.

Main Gate. After the Pub, exit through here to the SSW location: Arein Inner 
Castle.

-----------------------------
Mission 2: Arein Inner Castle                                               [E2]
----------------------------- 
My selection:
Ellen Level 3.

After Justino's spiel, press [START] to enter the mission. Watch the cutscene.

############
First Battle
############
Allies:
4x Knights Level 1 
4x Infantry Level 1 
1x Gerald Level 1 
1x Catapults Level 1
Enemies:
5x Orc Infantry Level 1 

Upon gaining control of Ellen, attack the Orcs around you. To frustrate your 
efforts, Catapults are shooting at your combat, doing no damage to you, but 
knocking everyone around. Once you defeat the Orcs, head to the South and engage
the next unit. Continue until all the Orcs are dead. You will have fought 3-4 
times, depending on how fast you are. There is then a cutcene between Ellen, 
Rupert and Gerald.

Staying as far East as you can, head North. Two squads of Knights Level 1 follow
you. By staying in the forest you should evade the combat that Gerald and his 
units are stuck in. Once past them, engage the nearest Scorpion.

#############
Second Battle
#############
Allies:
4x Knights Level 1 
4x Infantry Level 1 
1x Gerald Level 1 
Enemies:
2x Orc Infantry Level 1 
2x Scorpion Level 1

The Scorpions are usually so clos together that you enter combat with both. A 
Scorpion dies to attacks on the head between its pincers, or fire spells 
([White] button). After each Scorpion is killed, you get given full health. This
turns all red into green. Any black will be dead soldiers, which cannot be 
healed. You gain 150 EXP as well. Support Gerald by attacking the Orcs. Once all
units are dead, follow Gerald around the forest, but hold back to the North. You
will then be engaged by Dark Elves. Head South to join the combat once all units
are engaged.

############
Third Battle
############
Allies:
4x Knights Level 1 
4x Infantry Level 1 
1x Gerald Level 1 
Enemies:
5x Dark Fighters Level 1 
2x Wyverns Level 1

Dark Elves are weaker than Humans, so it should be faster combats than Orcs. The
first combat you enter, will have dialogue between Ellen and a Dark Elf, who 
seems to recognise Ellen. Sweep across all the combats that you can, to maximise
your EXP. After a time elapses, Wyverns appear, and you gain Archers. The 
Wyverns usually go for Ellen, so get her under the trees to the East. You can
retreat by bringing the Minimap up, and selecting a destination. The Archers 
should target the Wyverns, and defeat them easily. A second Wyvern troop 
appears, so kill it also. Once all units are dead, head South with Gerald.

#############
Fourth Battle
#############
Allies:
4x Knights Level 1 
4x Infantry Level 1 
1x Gerald Level 1 
Enemies:
2x Dark Fighters Level 1 
5x Dark Archers Level 1

You have to multitask here. immediately press [Black] button on Ellen's squad to
reduce arrow damage. Send the Archers South into the forest. By the time they 
get here, a path should be marked as green circles. Follow them East, to trigger
a cutscene in which the Archers destroy the enemy with Fire Arrows. Ellen may be
too damaged to risk while the enemy Archers are alive, so you can pull her out 
if you want. Once the Archers have been fired, kill the Fighters to finish the 
mission You gain 50 EXP.

I finished with 140 EXP and 200 kills, and 11000 Gold.

Listen to your next mission, finding the new Elf leader, Snowstone. Move to the
Advance Base.

-----------------------------
Advance Base 1 (Second Visit)
-----------------------------
Operations: Recaps the Snowstone mission.

Barracks: Finally! Level up your units. As Paltor has a higher level than Ellen,
select Paltor, go to change officer, and select Allen. Go to the squad marked as
Paltor and reset it to default with [X] on the select squad screen. Swap Paltor
back to Ellen's squad, and give him one point of Holy. Raise Ellen's Melee skill
to 10, then go to her troop and select Job. Make them Heavy Infantry. Give Allen
1 point of Holy, and raise his Ranged skill to 6. Final result: Level 11 Ellen 
Heavy infantry with Level 2 Paltor and Ebbard. Level 8 Allen. I advise against
spending Gold at this point. Wait until you get a higher level to get better
weaponry.

Pub: Eavesdrop only. No mercenaries are available.

Main Gate: Select to go to Glaucus.

------------------
Mission 3: Glaucus                                                          [E3]
------------------
My selection:
Ellen (Heavy Infantry) Level 11, Archers Level 8.

The pillar with the gargoyle seen in the opening cutscene is known as a Tower of
Healing. These regenerate the health of anyone in a radius around it. On this
level there are two, on opposite sides of the river bank.

You have also gained the use of your d-pad, allowing you to cast Curatio to heal
your squad.

You start at the south side of the river (SW corner). Head East. At some point
around the middle of the map (still south of the river) you will run across a
level 6 Dark Fighter troop. Lowering it to a third health will have them
calling for surrender. Bring up the minimap and order your units out of combat.
The sneaky rats might then decide to run. Tap the [White] button to run faster,
and get into combat again. Withdraw when told to, and a Dark Elf will tell you
that Snowstone is to the NE. For extra experience, put the Dark Elf hating Ellen
back into combat to pick up bonus EXP on top of the EXP for killing the squad.
Head further East to find a level 6 Orc Infantry.

Head back to the ford at the centre of the map. Cross to the other side. Archers
will be somewhere to the North, but ignore them for now and head West to find a
level 6 Dark Fighter squad. At some point during this battle, a level 6 Orc
Infantry unit may turn up. Simply heal Ellen's troop with Archers until the 
battle is over. Then fight the level 6 Dark Archers. Usually a level 6 Orc 
Infantry unit will turn up around now, so wipe that out too. A last level 6 Orc
Infantry troop will turn up as you head NE. Then, at the NE corner is Snowstone
fighting a level 6 Dark Fighter troop. Kill the enemy, and Snowstone agrees
to follow you.

As you head SW to the ford, a level 6 Orc Infantry will attack you. Snowstone 
casts a fairly powerful Meteor, which helps you out tremendously, but also 
steals some of your kills. Another three level 6 Orc Infantry are somewhere in
the area too, with a level 6 Dark Archer troop providing support. Simply 
Heal with your Archers, and the Meteor spell should be quite damaging. There is
another level 6 Dark Archer troop usually around the North-most Tower of 
Healing. Once everyone is dead, head to the exit point (SE corner) to finish the
mission. If you could not find any of the units I mentioned then look around for
them. You will need the EXP.

I finished with 1000 EXP and 250 kills, and 11000 Gold.

--------------------
Arein (Second Visit)
--------------------
After Snowstone tells you it will be alright (?) head to Operations.

Operations: Justino is angry about the lack of escort for Snowstone. You are
given marching orders to go to Ecclesia. Ebbard also wants to speak to you, but
is interrupted by an Elf

Barracks: Anything that has been put on Ebbard, strip off now. He is absent for
the next mission, and quite useless in the two missions after that. Don't level
up yet. 

Pub: Eavesdrop only. No mercenaries are available.

Main Gate: Select to go to Ecclesia.

--------
Ecclesia
--------
First go to the pub, and hire a mercenary mage. They have a hood over their
head. If there is none, save and reload until one is found. Then go to the
Barracks.

Operations: Some statement about going to the Barracks/Pub/Main Gate.

Barracks: With the mercenary, swap him into Ellen's troop. Give him three points
of Holy and ensure that he has a staff equipped to allow him to use the Heal 
Special Ability. Take Holy off Paltor, and put him up to level 4 with points of
Melee. Ellen should be put up to level 16 with 15 points into Melee. Upgrade her
troop to Knights. Put Allen's squad up to 3 points of Melee, and 7 points of
Ranged. Keep the 1 point of Holy. Make this squad Longbowmen. Any additional
points, put on Melee for Ellen. Purchase a weapon for Ellen that will add an
elemental effect. I finished with a level 18 Ellen with a Sword of Lightning,
and a level 11 Longbowmen troop. On exiting the Barracks, you will find out 
something from a man. Then head to the Pub.

Pub: Eavesdrop or mercenaries are available. After the Barracks, Ellen reveals
to Paltor that she is a Half-Elf, and is leaving. Ebbard has overheard Elf 
conversations, and reported Ellen's lineage. Head to the Main Gate.

Main Gate: After the Pub, Paltor brings the men to follow Ellen. You will then
exit Ecclesia.

Head to the only open area, Nowart

----------------- 
Mission 4: Nowart                                                           [E4]
-----------------
My selection:
Ellen (Knights) Level 18, Longbowmen Level 11.

This is a fairly simple mission. It is your first against humans, and is mostly
forest in the areas that you fight in. Take Longbowmen as your second choice.
The sun is at the West, so try to get your troops coming from the West when
charging. In this you can head either East or West. I advise West, as it is 
easier, but afterwards to swing back to the East side for the EXP.

You now can use the Scout ability, which creates a fully controllable unit for
no SP. Send a Scout out West, and you will be shown two level 7 Archers, 2 level
12 Knights and a Tower of Healing. Bring both your units along the South edge of
the map to avoid detection. When ready, simply charge with the sun behind you at
each group of Archers. There is a clearing to the West that the Longbowmen can
fire from. Once each Archer troop is dead, retreat into the forest to minimise
arrow damage, head North, and attack the next group. If you took my advise with
the Mage, pressing either the [White] or [Black] button should heal any damage
taken. There is less healed then Curatio though, so be careful when you use it.
There are three level 7 Archers in total, one directly West of the lower Knights
unit. Once they are dead, put your troops into the clearing just South of the
first level 12 Knight. Then use a Scout to draw the enemy back towards Ellen.
Counterattacks are key, as the swords can knock Ellen back and break combos.
Once the first is dead, lead the second South, and kill it also.

Head North, and you will be shown Gwen, a Spearman. He asks you to take control
of the Spearmen, who are to the East. Send the Scout East, and you should find
three level 12 Knights and a level 12 Infantry roaming around. Draw them one at
a time back to Ellen, and anihalate them. Then progress up to the NE corner from
the centre mountain line. YOu should be shown a level 8 Ice Maiden troop 
attacking level 10 Spearmen. The Ice maidens should be hit while they are solid.
They phase in and out, making it a long battle. Heal with your Archers. Once the
Ice Maidens are dead, head to the North point of the map, which should flash
orange. Somewhere along this length is a cave, which is randomly placed (I found
it mostly at the NW corner). Once all troops are at the location, a troop of 
Cavalry charge you, and are dealt with by Spearmen. Quickly move your troops
behind the Spearmen, and wait till you are charged by the second level 8 Cavalry
troop. Once they impale themselves on Spearmen, you have completed the mission.

I finished with 2000 EXP, 210 kills and 15000 Gold.

On the World Map Ellen reveals that her mother took her through the cave before
to escape Arein. Ellen's mother then died. How saddening.

----------------------
Mission 5: Pineth Cave                                                      [E5]
----------------------
My selection:
Ellen (Knights) Level 18, Longbowmen Level 11, Spearmen Level 10.

A very difficult mission with respawning enemies. How great. There are a few
tactics, which I will explain, but it is recommended that you follow my 
preferred way.

Be prepared to do this map maybe a few times. You start in the SW corner, and
must head East to where a stalagmite is blocking the way. Once Ellen is at this 
point, it triggers the arrival of level 6 Archers, level 8 Paladins and level 10
Knights. So first position your Longbowmen on the slope just in front of the
stalagmite. Have your Spearmen just down from the narrow passage. Once the 
enemies appear, leave Ellen back until the Knights engage the Spearmen. Have the
Longbowmen shoot into this melee. Meanwhile, have Ellen circle around to charge
the Archers. Once they are dead, deal with the pesky Paladins. Then finish up 
with the Knights. Keep healing the Spearmen with the Longbowmen, you need 
everyone that you've got. Once the first group is dead, two level 10 Paladins
appear. Engage one with Ellen, and hopefully both will enter combat. If not,
engage the second with Spearmen. Keep Longbowmen shooting and healing. Once a
squad has lost half health, or both Leaders have been killed, Ebbard appears,
using Meteor to destroy the stalagmite. If any Paladins are alive, he will use
Meteor to kill them also.

Leave Ellen back, otherwise it starts unlimited Ecclesian respawns, and send 
your Spearmen through the new passage. At about the middle North point of the 
map is the exit, guarded by two level 5 Dark Knights, and a level 3 Dark Knight
that casts Blizzard. Draw them back towards Ebbard with the Spearmen, as 
they ignore the Scout. Try to combat the level 3 before Blizzard is cast to 
minimise losses. Once all three units are dead, bring Ellen to Ebbard to get a
apology.

Now the humans will spawn either two or three level 12 Paladins or Knights at 
the entrance, while there are two sets of level 6 Dark Elf Fighters, level 6
Dark Archers and a level 10 Dark Knights. Each set blocks one possible
way to the exit. So choose a point, hammer through, and try to have your 
Longbowmen on the far side of the combat so they are not charged by Ecclesians. 
Once through one group, you can head for the exit, or fight of the waves of
humans and kill the Dark Elves at the other passage.

If you choose to fight, take on the Dark Elves by circling around to where the
two passages meet, and attacking from the rear. You can then hold off the 
Paladins easily, with Direct Arrow from Longbowmen doing large amounts of 
damage. For great amounts of Gold, have your Longbowmen shoot from a hill to
gain heaps of SP. If you tire of fighting, head to the exit.

Once near the exit, Ellen commands all troops to run for the exit. This stops
the Ecclesians from respawning, so you should kill this group off and the get
all troops to the target to complete the mission.

For an hours play, I got 5200 EXP, 750 Kills and 40000 Gold.

Alternatively; once the stalgmite is destroyed, just run all units to the end.
You gain very little EXP for this, so I don't recommend this tactic. only use it
if you have huge amounts of difficulty.

Or; put a Scout to the end while the stalagmite is still there. The Scout runs
right through it. While battling the first group, the level 3 Dark Knights
with Blizzard might turn up, and will do huge damage to everyone. As long as you
are ready for this with healing spells, you should be alright. However, you will
then face two enemies, and are trapped between them. The Knights also gain the
kills that you could get.

Either way, now move onto Woodenshade.

----------------------
Mission 6: Woodenshade                                                      [E6]
----------------------
My selection:
Ellen (Knights) Level 18.

Do not take any other squad except for Ellen. This mission involves running away
from countless amounts of Orcs, and any kills do not even give you EXP.

Simply run around the map for 3 minutes. Then head to the SE side to trigger a
cutscene in which you are rescued by Gerald, and a FMV were Ellen removes her 
helmet. Hmmm, I thought she had black hair?

Rupert believes you are spies, and takes every oppertunity to harass you, while
Gerald constantly defends you. Must be love. Go to Esse, where you can level up
finally.

------------------
Esse (First Visit)
------------------
Head to Operations.

Operations: The general tells you that you are to join the Hironeiden Army, with
Gerald as your Commander. Head to the Pub.

Barracks: Swap Ebbard into Ellen's squad, replacing Paltor. Now you have
offensive and defensive Officers to call upon. Boost Ebbard's Fire skill above
five to allow him to cast a better fire spell in combat. Boost Ellen up to level
25. Change the Spearmen into Heavy Cavalry, and put them and the Longbowmen up
to level 20. Create a second squad of Knights and put them up as far as you can.
Then head to the Main Gate.

Pub: Ebbard apologises for his betrayal. How touching. Now head to the Barracks.

Main Gate: Head to the Unknown mission.

---------------
Unknown 1 (SSE)                                                             [E7]
---------------
My selection:
Ellen Level 25, Longbowmen Level 20, Heavy Cavalry Level 20, Knights Level 15.

These missions are simple seek and destroy objectives. They are not required,
but I would recommend always doing them, as they are simple, and can give great
amounts of EXP and Gold. This is the first of three for Ellen.

A good tactic is to send your Heavy Cavalry around the board until you find a
troop, then put waypoints through the enemy. You build up great amounts of SP,
which you can then spend with healing or offensive magic spells to get heaps of
Gold. When your Cavalry need healing, spread them out, run for your healers,
then run back before the enemy attack Ellen rather then the Cavalry.

I found:

Enemies:
5x Dark Knights Level 21
4x Orc Axemen Level 25
3x Dark Archers Level 18

I finished with 5800 EXP, 230 Kills and 35000 Gold.

Head back to Esse.


-------------------
Esse (Second Visit)
-------------------
Head to the barracks to level up.

Barracks: Put Ellen up to level 30. Make sure she has top of the line weapons
and armour. Give her EXP boosting equipment. If there is none, save and reload
your game. All items are randomly generated, so by reloading, it creates new
stocks. Reset the Cavalry, Longbowmen and second squad of Knights, and create
Mortars and a Bomber Wing, who are very effective on the next mission.
Recreate the Longbowmen, but leave them at the low level. They are mainly for
healing in the next battle. Then head to the Main Gate.

Main Gate: Head to the Ravens Meadow mission.

-------------
Ravens Meadow                                                               [E8]
-------------
My selection:
Ellen Level 25, Longbowmen Level 12, Mortars Level 22, Bomber Wing Level 29.

This is a practice mission for controlling multiple squads effectively during
large battle situations. Gerald has a huge number of powerful troops, and should
easily manage against the enemy, with Ellen supporting him.

############
First Battle
############
Allies:
1x Gerald Level 15
1x Rupert Level 15
5x Infantry Levels 15-18
3x Paladins Levels 15-17
2x Mortars Level 15
2x Archers Level 15
Enemies:
4x Orc Infantry Levels 15-19
8x Scorpions Levels 14-17
4x Dark Archers Levels 14-17

There are large numbers of troops, so I am not too sure if the levels are random
or not. I have put the levels down as a range. As Ellen is level 30, any combat
she enters should be finshed quickly. Leave the Bomber Wing for now. Set the
Longbowmen to shoot the Infantry, while Mortars shoot the Scorpions. Follow
Rupert South, then around to kill Scorpions and Archers.

Once you are told that the enemy are attacking the mortars, head back behind
your lines, and bring your other units South. Use your bomber Wing to fire into
these combats, as it should be out of Archer range.

#################################
Second Battle (Behind your lines)
#################################
Allies:
Archers, Paladins, Mortars
Enemies:
6x Dark Fighters Levels 17-19

Once all enemy troops are dead, the next phase starts.

############
Third Battle
############
Allies:
Remaining Units
Enemies:
7x Orc Infantry Levels 15-17
3x Dark Archers Levels 15-16
2x Wyverns Level 15
2x Swamp Mammoths Level 15

Ignore the Mammoths. have Ellen fight in the centre, casting Meteor before she
enters combat. The Longbowmen should shoot the Wyverns, as they kill them faster
than the allied Archers. Have your Mortars shooting the enemy Archers at either
the North or South side. Once the Archers at either side are dead, send the
Bomber Wing after the Mammoth at that side. You can get good EXP for killing one
of these.

Once enough damage has been sustained, the Dark Legion forces will retreat.
Mission complete.

I finished with 4500 EXP, 230 Kills and 7000 Gold.

Head to the Advance Base.

----------------------------
Advance Base 2 (First Visit)
----------------------------
Head to the Pub.

Operations: Reminder to go to Glaucus.

Barracks: Firstly, boost your Longbowmen up to level 20. Give them EXP boosters.
Level another squad up to level 20 and make them Knights with some elemental
spell. The reamaining points spread equally between your troops. Head to the
Main Gate.

Pub: Rupert insists on insulting you. Gerald threatens to transfer Rupert to a
real hard-ass commander if Rupert insults Ellen any further. head to the
Barracks.

Main Gate: Head to the Unknown mission.

---------------
Unknown 2 (SSE)                                                             [E9]
---------------
My selection:
Ellen Level 25, Longbowmen Level 20, Mortars Level 22, Knights Level 20, Bomber
Wing Level 29.

As you dont have Knights, use a Scout as bait to draw an enemy in. Keep your
Bomber Wing back if Archers are near, but bombard a single troop by itself.

I found:

Enemies:
5x Dark Fighters Level 26
4x Axemen Level 21
4x Dark Archers Level 17

I got 8200 EXP, 300 Kills and 12000 Gold.

Head back to the Advance Base.


-----------------------------
Advance Base 2 (Second Visit)
-----------------------------
Head to the barracks to level up.

Barracks: Reset all troops except for Ellen and Mortars to default. The next
mission allows only one additional unit, and that should be ranged. As it is 
also well populated by forest, Longbowmen are best. Split your EXP equally
between these two troops. I could get a level 40 Ellen and a level 35 Mortars.
Make sure you have EXP boosters on everyone. Head to the Main Gate.

Main Gate: Head to the Glaucus mission.

-------
Glaucus                                                                    [E10]
-------
My selection:
Ellen Level 40, Mortars Level 35.

This is again a trainer mission, which is suprising, being the second to last
campaign mission. The objective is to get to the West side and open the dam with
Sappers.

Follow Gerald to the West until you run into the first group of enemies.

############
First Battle
############
Allies:
1x Gerald Level 20
1x Rupert Level 20
1x Sapper Level 20
Enemies:
3x Orc Infantry Levels 17-22
2x Dark Archers Levels 17-18

Move Ellen around the Infantry, and engage the first Archer troop. Engage the
second with your Mortars to limit their shooting. Have Ellen clean up the second
if needed, then engage the Infantry.

Once finished, move West to the flashing orange zone. You are shown the dam, and
given command of level 20 Sappers. Move all units to the opposite river bank.
You will come up against another enemy patrol.

#############
Second Battle
#############
Allies:
Allies:
1x Gerald Level 20
1x Rupert Level 20
Enemies:
5x Orc Infantry Levels 21-24

Enage these units with Ellen. Support her with Mortars. Keep the Sappers out of
combat unless enemy attacks your Mortars. Kill them all, then head South.

I advise keeping Ellen back out of sight range, then using a Scout to bring each
Fighter up to Ellen. Do not bring them to Gerald, as Ellen can easily beat them
individually.

############
Third Battle
############
Enemies:
4x Dark Fighters Levels 21-26

Kill them all, then head through the narrow passage to the SE to get to the
other side of the river. Someone with good eyes manages to pick out some traps
further ahead. Good spotting! Send your Sappers in and disable the traps. Once
done, the next patrol happens upon you.

#############
Fourth Battle
#############
Enemies:
3x Orc Infantry Levels 14-15

One hyperactive soldier declares that you will be overrun. If you are wiped out
against these three troops using a level 40 Ellen, I suggest you stop playing
now. Kill them (or throw away the game if you can't), then send a Scout West to
attract the next patrol to Ellen.

############
Fifth Battle
############
Enemies:
1x Dark Fighter Level 15

Head North afterwards, and engage the Archers.

############
Sixth Battle
############
Enemies:
2x Dark Archers Level 12-13

Engage one with Ellen, then put the Sappers and Mortars on the other. Kill them
both, and use the Open Watergate ability where directed on the dam to complete
the mission. Now remember how to use this ability, as it will be very useful in
your remaining missions, where there are no more dams.

I finshed with 9000 EXP, 370 Kills and 16000 Gold.

Head to the Advance Base.

----------------------------
Advance Base 3 (First Visit)
----------------------------
Go to the Pub.

Operations: A reminder to attack Arein.

Barracks: There is one more Unknown mission, so use whatever you believe suits
you best. I took a level 36 Ellen, level 30 Mortars, level 30 Catapults, level
30 Fire Elementals and a level 30 Bomber Wing. head to the Main Gate.

Pub: Rupert apologises, tells you he couldn't of opened the dam himself, and
says that he doesn't like Dwarf women. I find the last one doubtful (refer to
Rupert's Camapign). Head to the barracks to level up.

Main Gate: Head to the Unknown mission.

----------------
Unknown 3 (East)                                                           [E11]
----------------
My selection:
Ellen Level 36, Catapults Level 30, Mortars Level 30, Fire Elementals Level 30,
Bomber Wing Level 30.

The usual drill. I found:

Enemies:
6x Orc Sappers Level 23
6x Dark Knights Level 26
4x Dark Archers Level 30

Maybe if the Sapper placed some traps this would be difficult. But its not.

I got 11000 EXP, 320 Kills and 11000 Gold.

Head back to the Advance Base.


----------------------------
Advance Base 3 (First Visit)
----------------------------
Go to the barracks to level up.

Barracks: Strip down your Flame Wraiths(if you followed my setup for the last
mission). For the next, you only get two choices and a support unit, not three
like it says. I suggest Catapults, Mortars and a Bomber Wing. Put Ellen to level
40, and boost the others up equally. Put on equipment that boosts
SP/Health/Recovery, as this is the last mission, so EXP does not matter (you do
not acctually gain any EXP for this mission). Head to the Main Gate.

Main Gate: Head to the Arein Castle Siege mission.

------------------
Arein Castle Siege                                                         [E12]
------------------
My selection:
Ellen Level 40, Catapults Level 35, Mortars Level 35, Bomber Wing Level 30.

This is the last mission, and the most difficult of Ellen's missions. There is a
glitch at times. You may see a Mortar troop at the lower SE corner. This means
that the second battle is not fought in the proper place, and is likely a
glitch. But it is a quicker way to complete the mission, so go with it.

Concentrate on elimenating the closest troops, and keeping enemies off the
Mortars and Catapults. Keep the Bomber Wing safely out of the way of Archers.

############
First Battle
############
Allies:
1x Gerald Level 24
2x Knights Level 24
1x Infantry Level 24
4x Archers Level 22
2x Mortars Level 22
2x Catapults Level 22
Enemies:
4x Orc Infantry Level 24
4x Dark Knights Level 24
Infinite Orc Infantry Level 24

Concentrate each of your troops on a different enemy to conserve your allies
health. Eventually, unless you do it, an ally will move south to target the
wall, attracting the attention of the Dark Knights guarding the wall. Let them
attack whatever ally it is, and concentrate your ranged units on this, backed
up with healing or offensive spells. Until the walls collapse, Orc Infantry will
appear from the East woods. Your allies will likely engage these. help them if
needed. Heal the Mortars engaging the walls. If there are no immediate targets,
shoot the walls with your Catapults.

Once the outer walls have collapsed, you will see a cutscene featuring Leinhart.
If the glitch has occured, then Gerald will engage Leinhart in combat at the
break in the Outer Wall. Otherwise, the enemies that appear are like this:

#############
Second Battle
#############
Allies:
Whatever remains
Enemies:
1x Leinhart Level 99
2x Dark Knights Level 24
6x Orc Infantry Level. 22 
2x Orc Ghouls Level 21

Engage the Ghouls. Leinhart and Gerald will fight and become invincible. After
half the enemies (or half combined health is lost) while, more enemy will turn
up.

#####################
Second Battle (cont.)
#####################
Allies:
Whatever remains
Enemies:
Whatever remains
1x Leinhart Level 99
2x Dark Knights Level 24
4x Orc Infantry Level. 22 
3x Dark Archers Level 18

Enage the Archers. Then take on the other units. once everyone bar Leinhart is
dead, you will be told that Gerald needs help. Run and heal Gerald, then get
into melee.

Gerald will fall, and Leinhart will have a few remarks about his fighting
ability and Ellen. He then withdraws.
___
OR:
___
If the glitch has occured, get Ellen down to help the Mortar in the SE corner.
It is usually attacked by a Dark Knight troop, so if you save it, then you
can still continue with the mission. The Mortar will destroy the wall, then you
can heal Gerald and fight Leinhart as usual. If the Mortar is not saved, then
you are screwed, as the allied catapults all get stuck in combat with Leinhart
and die.


You then see a cutscene with Gerald, Rupert and Ellen, wondering why Leinhart
withdrew from the battle. The screen fades to black, and it seems that Ellen and
Gerald have a baby. How touching.

You have now unlocked Rupert's Campaign. Save your game to replay any level with
your improved abilities.
________________________________________________________________________________
2) Leinhart's Campaign                                                       [L]

--------
Leinhart
--------
Leinhart has a very difficult first mission when compared to the rest of his
camapign. Another problem is the large level of Orcs and Dark Elves that you
fight, meaning you can get confused in combat. He gets a level 15 Infantry 
troop, with a lightning mage and a Dark Elf as officers. Swap the Dark Elf for
a Ogre officer, since they deal more damage (I believe), and are generally more
impressive then Dark Elves. Quite often I found enemy officers mounted (on
horses or boars) so it was quite simple for Leinhart to kill the troop. He also
has a level 13 Archer troop and a level 11 Axemen troop.

------
Combos
------
X+X+A+A              Launcher Combo
A+A                  Grind Launcher
X+X+X                Blade Rage
B+Y                  Supersonic Charge
Y+(Direction)+Y+Y+Y  Bat Assault
A+X                  Ground Assault (Finishing Move)
B                    Phantom Strike

----------
Characters
----------
Darokha
Ogre commanding the Darokha tribe

Jubal
Ogre commanding the Jurai tribe

Valdemar
Half-vampire King of the Dark Elves. Ruler of Vellond

Morene
Half-vampire freind? of Leinhart's.

Regnier
Immortal guardian of the Ancient Heart.
 

----------------------
Mission 1: Cimitardell                                                      [L1]
----------------------
My selection:
Leinhart Level 15, Archers Level 13, Axemen Level 11.

This is a difficult first mission really. You have to ensure that at least one
supply unit (blue squads) reaches the end. Move all units foward along the road.
A level 12 Orc Infantry squad will engage you. The supply units pile in, but 
shouldn't take much damage. After about a quarter health has been lost, the 
enemy will pull out. Send a scout to follow it, and move all the units slightly
foward. Lead the enemy unit back once it has stopped around the first corner of
the path. I have found a glitch to occur here. At times, the Orcs did not lose
any more health, and kept getting back up, no matter how many times Leinhart
knocked them down. Even Blizzard from the Archers did nothing. The solution is
to restart the mission. Kill the unit if the glitch does not occur.

#############
Second Battle
#############
Allies:
4x Orc Supply Unit Level 10
Enemies:
4x Orc Infantry Level 8
2x Orc Riders Level 10

Then move all units to the first corner. Four level 8 Orcs ambush you. Stay away
from the NE corner of the path as it is trapped. Keep your Archers out of
combat, and heal if necessary. While it can prove difficult with the large
number of Orcs (allied or enemy), simply attack the Orcs with the green hair.
If you see any Ogres, then these will be the Leader. Eventually two Orc Riders
appear. Form up your Axemen with your units behind them. The riders will be
quickly wiped out. 

Then move around the path, staying North as much as possible. At times the vast
numbers of level 12 Dirigibles have swooped down and destroyed Leinhart, and
they seem to be nearly invincible but staying away from the water should keep
you safe. About midway to the next corner, more Orcs will appear.

############
Third Battle
############
Allies:
4x Orc Supply Unit Level 10
Enemies:
2x Orc Infantry Level 10

Kill them, and head to the next corner.


#############
Fourth Battle
#############
Allies:
4x Orc Supply Unit Level 10
Enemies:
1x Orc Infantry Level 10
1x Orc Axemen Level 10
1x Scorpion level 12

Damage these troops severly, and you will receive Darokhan allies.

#####################
Fourth Battle (cont.)
#####################
Allies:
4x Orc Supply Unit Level 10
1x Orc Rider Level 10
1x Wyvern Level 20
3x Orc Infantry Level 10
Enemies:
Remaining from start of battle
2x Wyvern Level 8
2x Scorpion Level 12
4x Orc Infantry Level 10

The Supply Units move towards the Darokhans. Once there, you get 450 EXP,
decreasing if you lost a Supply Unit. Once all units are dead, you have
completed the mission.

I finished with 1650 EXP, 150 Kills and 15000 Gold.

After listening to the talkative Orc, head to the Darokha Village.

-----------------------------
Darokha Village (First Visit)
-----------------------------
Listen to Leinhart's very accurate imitation of Dark Elves, and head to
Operations.

Operations: Listen to the Chieftain's spiel, then select Operations again when
possible. You now hear how Humans have attacked the Jurai Tribe, and decide to
help them. Go to visit the Pub.

Barracks: Put Leinhart up to level 20 by investing in Melee. Swap the second
Officer out to strip off the levels assigned to her. Upgrade the Archers to
level 15 by putting points into Ranged. I bought a Bow of Abundance and Greed
for the EXP boost. Strip the Orc Axemen down, and create Orc Axe Riders. Head to
the Main Gate.

Pub: You learn from Devald that he is an Orc Lich, and that Leinhart hungers for
combat. Go to the Barracks to level up. Hire mercenaries and eavesdrop.

Main Gate: I advise doing the Unknown mission to the NNE.

---------------
Unknown 1 (NNE)                                                             [L2]
---------------
My selection:
Leinhart Level 20, Archers Level 15, Axe Riders Level 18.

Use the Orc Axe Riders to charge around creating SP, and use Enrage to heal
them. Keep them back from your other two troops so that they do not get into
combat. Your enemies might be similar to:

Enemies:
5x Dark Fighters Level 17
4x Orc Sappers Level 11
2x Dark Archers Level 11

If you have any trouble, drop the Archers, and put the points into the Riders.

I finished with 3000 EXP, 250 Kills, and 50000 Gold.

Head back to the Darokha Village.

-------------------------------
Darokha Village (Second Visit)
-------------------------------
Go to the Barracks to level up.

Barracks: Put three points into Frontal to bring the Orc Riders up to level 20.
Put the remaining points into Leinhart's Melee. I got him up to level 26, and
gave him a Falcat of Curse. His Dark Elf Knights I gave a Sabre of Plenty and a
Kite Shield protecting Melee and Range. Outfit your Riders with EXP boosting
equipment. I got a Harness of Abundance and a 2H Axe of Iron Will and Plenty to
give a bonus 25% EXP. Go to the Main Gate.

Main Gate: Head to Woodenshade.

-----------
Woodenshade                                                                 [L3]
-----------
My selection:
Leinhart Level 26, Archers Level 15, Axe Riders Level 18.

This battle is easy, due to the enemy Leaders being mostly identifiable. You
will find Elves and Horsemen leading Archers and Infantry, so find the Leaders
and kill them for easy battles.

Send your Riders East to help out Kinsa. Ride patrols through enemy units.
Meanwhile, have your Knights engage the Infantry that appear next to you and
have your Archers shoot the nearby Archers.

############
First Battle
############
Enemies:
1x Infantry Level 13
1x Archers Level 17

Head East to help out Kinsa. A good idea is to cast Tree of healing on Kinsa and
Kulu to make sure they survive.

####################
Second Battle (East)
####################
Allies:
1x Kinsa Level 28
2x Orc Infantry level 16
Enemies:
2x Infantry Level 14
1x Heavy Infantry Level 16
1x Longbow Level 16
1x Spearmen Level 15

During this battle, a level 15 Spearmen troop will appear from the SE corner.
Make sure you don't get your Riders near them. Once this is over, you will be
shown Jubal, but head NW to support Kulu.

#################
Third Battle (NW)
#################
Allies:
1x Kulu Level 28
1x Orc Infantry Level 12
1x Orc Infantry Level 14
1x Orc Infantry Level 18
Enemies:
2x Infantry Level 14
1x Heavy Infantry Level 16
1x Longbow Level 16
1x Archers Level 13

Once this is done, help Jubal in the NE corner out.

##################
Fourth Battle (NE)
##################
Allies:
1x Jubal Level 35
2x Orc Infantry level 20
Enemies:
2x Infantry Level 15
3x Archers Level 14

At some point, reinforcements turn up for the humans from the SE.

############
Fifth Battle
############
Allies:
Whoevers left
Enemies:
1x Spearmen Level 15
1x Heavy Cavalry Level 18
1x Archers Level 17
1x Ballista Level 20

Shoot the Heavy Cavalry down quickly. I would send your Riders to engage the
Ballista in HTH to prevent it shooting. If you have problems with the Heavy
Cavalry, tail them with your Riders. Once all units are dead, Jubal thanks you.
You have completed the mission.

I got 4600 EXP, 250 Kills and 25000 Gold.

Head to the Jurai Village

---------------------------
Jurai Village (First Visit)
---------------------------
Head to Operations.

Operations: Jubal joins the alliance. A month goes by. Select Operations again,
and you will be told that you are going back to Vellond. Head to the Barracks to
level up.

Barracks: Put Leinhart up to Level 30. Give his Knights protection against Melee
and Ranged if you have not already done so. Put the Archers up to level 20 by
putting points into Ranged. Level your Riders up with the remaining EXP. I got
them to level 25. Make sure everyone has EXP boosting equipment. Head to the
Main Gate.

Pub: Hire mercenaries and eavesdrop.

Main Gate: Jubal gives you a Swamp Mammoth. Unfortunately, you cannot use it for
the next mission you embark on, the Unknown mission to the NNE.

---------------
Unknown 2 (NNE)                                                             [L4]
---------------
My selection:
Leinhart Level 30, Archers Level 20, Axe Riders Level 25.

Again, use the Riders to gain lots of SP by charging through enemies repeatedly.
I found the following:

Enemies:
5x Paladin Level 21
6x Heavy Infantry Level 12
3x Archers Level 21
1x Catapult Level 18

Beware the Fire Arrows that the Archers will shoot. Though they seem to targtet
their own troops, as I found several that were on low health that I just
discovered.

I got 5500 EXP, 300 Kills and 40000 Gold.

Head back to the Jurai Village.

----------------------------
Jurai Village (Second Visit)
----------------------------
Head to the Barracks to level up.

Barracks: Put points into Frontal on the Riders, to get them up to 30. They
should be at 18 Frontal by now. I then leveled Leinhart up to 33 by putting
points into Melee. Swap the points put into Fire on the Archers into Ice. Head
to the Main Gate.

Main Gate: Head to Lichen Vale.

-----------
Lichen Vale                                                                 [L5]
-----------
My selection:
Leinhart Level 33, Archers Level 20, Axe Riders Level 30, Swamp Mammoth Level
25.

This mission has countless respawns of Ghouls. Casting Blizzard with your
Archers should thin the numbers.
############
First Battle
############
Allies
6x Orc Infantry Level 18
1x Dark Archers Level 19
Unlimited Orc Infantry level 18
Enemies:
5x Ghouls Level 19
4x Dark Archers Level 17
Unlimited Ghouls Level 14

Straight away target the Archers with your Swamp Mammoth. Wait till the units
are engaged, and concentrate your forces on one flank. Heal with Archers, and
have Riders patrolling between the units. Your allies respawn slower then the
enemy Ghouls, so watch that you are not overwhelmed. Keep healing your allies.
Eventually two units of Dark Elf Cavalry Archers Level 22 appear. Shoot at them
with Arhers and keep charging them with your Orc Riders. Eventually they will
die, but the Riders prevent them from attacking anyone. Once all units on the
board are defeated, it is mission over.

I finished with 7400 EXP, 380 Kills and 25000 Gold.

Head back to the Jurai Village.

---------------------------
Jurai Village (Third Visit)
---------------------------
Head to the Barracks to level up.

Barracks: As the next mission only allows three units, strip down the Mammoth.
Then put Leinhart up to level 40. I then put Archers up to level 27 by putting
points into Ranged. Go to the Main Gate.

Main Gate: Head back to Lichen Vale, then head on to Glaucus.

-------
Glaucus                                                                     [L6]
-------
My selection:
Leinhart Level 40, Archers Level 27, Axe Riders Level 30.

A Sapper unit is recommended. I say don't bother. It is a waste of a slot, and
you are unlikely to have much time to retrieve traps between patrols. if you
don't get the message to go to the NE corner after killing the Commander, then
you were probably discovered before you found the Commander. I believe that it
may be a glitch, as it happened to me twice, that I killed the Commander, and
everything else on the map, but allies never turned up, and I couldn't complete
the mission.

You start off in the NW corner. Detatch a Scout, and send him to the NE corner.
Near the river is an Archer level 25 that is patrolling. Keep out of its way
until it is gone. Once across the river, head South. The Archer unit will carry
on backwards and fowards along the map, so wait till its gone and then move down
to the SE corner. Avoid the traps. You may see a Dark Elf Fighter troop as well.
Avoid this also. Once at the SE corner, head West until the clearing is
revealed. Move West some more, until it states that the Commander is escaping.
Don't worry, this means nothing.

Now move your other troops to the NE corner. Make sure you evade the patrols, as
they make it difficult. Then head South, and avoid the traps you saw earlier.
Move to the Commander. 

############
First Battle
############
Enemies:
1x Dark Elf Commander Level 33
1x Dark Fighter Level 25
1x Dark Archer Level 25

Easiest way is for Leinhart to kill the Commander. Have your Riders move between
troops, and have your Archers attack the other Archers. Once the Commander and
guards are dead, you should be told to head back to the NE corner. Run through
combat, because there are a large number of troops to face. Once with your 
allies, attack the enemy. 

#############
Second Battle
#############
Allies:
3x Dark Fighters Level 28
6x Dark Archers Level 28
1x Swamp Mammoth Level 33
Enemies:
2x Ghouls Level 23
3x Dark Fighter Level 25
2x Dark Archers Level 25

Once all are dead, you have completed the mission.

I finished with 5300 EXP, 150 kills and 20000 Gold.

Head South to the Advance Base 1

----------------------------
Advance Base 1 (First Visit)
----------------------------
Do not eavesdrop in the Pub in this base as it is a glitch. Head to Operations.

Operations: Leinhart interrogates the prisoner, discovering that it is a Dark
Elf uprising group known as Kaedes. The prisoner states that the Orc Ghouls are
to ruin the Appeasement Plan, while another plan is being set up in Vellond. The
prisoner then kills himself. Later, the Jurai Tribe approaches, and Leinhart
assures Jubal that he had nothing to do with the Ghouls. Head to the barracks to
level up.

Barracks: Get the Archers up to level 30. Create a Swamp Mammoth with the
remaining EXP. Then head to the Main Gate.

Pub: Hire mercenaries. DO NOT EAVESDROP! It is a glitch that causes freezing of
the XBOX!

Main Gate: I chose to do the NW Unknown mission first.

--------------
Unknown 3 (NW)                                                              [L7]
--------------
My selection:
Leinhart Level 40, Archers Level 30, Axe Riders Level 30, Swamp Mammoth Level 25

Usual tactics apply. I found:

Enemies:
6x Heavy Infantry Level 32
4x Paladins Level 25
3x Archers Level 16
1x Ballista Level 17

Once all enemies are defeated, the mission is over.

I finished with 11200 EXP, 300 Kills and 23000 Gold.

Head to the Advance Base 1.

-----------------------------
Advance Base 1 (Second Visit)
-----------------------------
Do not eavesdrop in the Pub in this base as it is a glitch. Head to the
Barracks.

Barracks: I put Riding up to 10, and Frontal up to 21 on the Riders to give a
total level of 36. I gave the Archers a Ranged of 30, to get them to level 36
also. Then head to the Main Gate.

Main Gate: Head to the East Unknown mission.

--------------
Unknown 4 (E)                                                               [L8]
--------------
My selection:
Leinhart Level 40, Archers Level 36, Axe Riders Level 36, Swamp Mammoth Level 25

Usual tactics apply. I found:

Enemies:
6x Dark Fighters Level 32
5x Ghouls Level 27
2x Dark Archers Level 35
1x Ice Maidens Level 33

Once all enemies are defeated, the mission is over.

I finished with 15000 EXP, 320 Kills and 24000 Gold.

Head to the Advance Base 1.

----------------------------
Advance Base 1 (Third Visit)
----------------------------
Do not eavesdrop in the Pub in this base as it is a glitch. Head to the
Barracks.

Barracks: The next mission allows four slots, and no support, so reset the
Mammoth to default and create another troop of Archers. You may need to hire a
Mercenary. I got mine to level 36 with five points into Fire and the rest in
Ranged. The remaining points I put onto Leinhart to get him to level 44. Head to
the Main Gate.

Main Gate: Head to the Undersand Path mission.

--------------
Undersand Path                                                              [L9]
--------------
My selection:
Leinhart Level 44, Archers Level 36, Archers Level 36, Axe Riders Level 36.

This can be difficult as the enemies respawn. The objective is to kill the five
Chieftains at each extremity of the map. I will go clockwise around the map.
There are two main ways to do this:

1) Send a Scout to draw the Chieftain into the centre combat. This may not
always work, as the Chieftain may stop, or you may draw his guard out instead.
The respawning enemies also have a tendancy to kill the Scout. This is time
consuming, and your mission is limited by Jubal's health.

2) Fight as usual aginst every force you face. This is recommended to maximise
your EXP.

Hint: The Chieftain of each group is different to the Orcs that he leads. I have
included a description of what each looks like to speed your battle up.

######
Centre
######
Allies:
1x Jubal Level 37
2x Orc Heavy Infantry Level 35
3x Orc Infantry Level 28
2x Dark Elf Archers Level 28
Enemies:
4x Orc Infantry Level 28
Infinite Respawns

Going clockwise:
#################
First Battle (NE)
#################
Enemies:
1x Tribal Chieftain Level 33
1x Thunder Rhino Level 26
1x Wyvern Level 31

Chieftain has no armour.

#################
Second Battle (E)
#################
Enemies:
1x Tribal Chieftain Level 33
1x Flame Wraith Level 30
1x Wyvern Level 31

Chieftain is an Ogre.

################
Third Battle (S)
################
Enemies:
1x Tribal Chieftain Level 33
1x Thunder Rhino Level 29
1x Wyvern Level 31

Chieftain has black armour.

##################
Fourth Battle (SW)
##################
Enemies:
1x Tribal Chieftain Level 33
1x Earth Golem Level 29
1x Wyvern Level 31

Chieftain is an Ogre.

################
Fifth Battle (W)
################
Enemies:
1x Tribal Chieftain Level 33
1x Flame Wraith Level 26
1x Wyvern Level 31

Chieftain wears black armour.

Kill all five Chieftains and you have completed the mission.

I finished with 23000 EXP, 380 Kills and 52000 Gold.

Head to the Darokha Village.

-----------------------------
Darokha Village (Third Visit)
-----------------------------
After the initial spiel, Leinhart decides to return to Arein. Head to the
Barracks to level up.

Operations: "We'd better take shelter in Arein for now."

Barracks: Put Leinhart up to level 50. This is a good level for him for the rest
of the game. Put enough points into Ranged to get one set of Archers up to level
40. Put points into Frontal to get Riders up to level 40 also. Put points into a
Swamp Mammoth to get to level 30. Save the rest of your EXP for now. I suggest
doing the Unknown mission first. The mission after allows two units other than
Leinhart (Archers and Riders) and two Support units (Swamp Mammoth). I suggest
you use the EXP from the next mission to get a Dirigible. head to the Main Gate.

Pub: Eavesdrop and hire soldiers.

Main Gate: Head to the Unknown mission.

---------------
Unknown 5 (SSE)                                                            [L10]
---------------
My selection:
Leinhart Level 50, Archers Level 40, Axe Riders Level 40, Swamp Mammoth Level 30

Usual tactics apply. I found the following:

Enemies:
7x Heavy Infantry Level 33
5x Ghoul Level 21
2x Ice Maiden Level 36
4x Dark Archers Level 23
3x Wyverns Level 32

This can be difficult due to the large number of Wyverns, but you should be able
to get through with all living. Despite the fact that you haven't got another
troop leveled up, use a Dark Elf Fighter troop to provide healing and as a meat
shield if needed.

I finished with 19500 EXP, 380 Kills and 35000 Gold.

Head to the Darokha Village.

------------------------------
Darokha Village (Fourth Visit)
------------------------------
Head to the Barracks to level up.

Barracks: Create a Dirigible. Get it and the Swamp Mammoth to level 35. Put
remaining EXP into your Archers (I got to level 44). Then go to the Main Gate.

Main Gate: Head to the Colonack mission.

--------
Colonack                                                                   [L11]
--------
My selection:
Leinhart Level 50, Archers Level 44, Axe Riders Level 40, Swamp Mammoth Level
35, Dirigible Level 35.

The objective is to stay alive for as long as possible. After a while, you will
be told that the Jurai tribe is coming. Later, the Jurai tribe arrives, and you
have to flee.

Immediately place traps to the East, South and West of where your troops are
ranked up. You are later given zones where you should place them, but you will
lose time by waiting. Once the timer runs out, the first enemies appear.
Withdraw inside the ring of traps and wait. I suggest putting a Swamp Mammoth
at the NW passage, preventing any enemies seeking to pass this way.

Allies:
5x Dark Fighters Level 35
4x Dark Archers Level 35

##########
First Wave
##########
6x Orc Infantry Level 31

###########
Second Wave
###########
3x Scorpions Level 33

After this wave appears, Ketol, a level 46 Orc Axe Rider comes from the SE
corner. He brings a message of aid from the Jurai tribe. You must now hold out
for 400 seconds (6 minutes, 40 seconds).

##########
Third Wave
##########
5x Orc Infantry Level 31

###########
Fourth Wave
###########
4x Scorpions Level 33
4x Orc Heavy Infantry Level 31
2x Orc Riders Level 33

##########
Fifth Wave
##########
2x Wyverns Level 33
4x Orc Heavy Infantry Level 31

Leinhart promises gold and warhorses to whoever spots the reinforcements.

##########
Sixth Wave
##########
1x Dirigible Level 28

Wow! This is a wave of Wyverns and Dirigibles! Where's the Wyverns?

By now about 30 seconds remain.

############
Seventh Wave
############
1x Darokha Level 49
1x Urukubarr Level 51
4x Orc Heavy Infantry Level 31
2x Orc Infantry Level 31
1x Swamp Mammoth Level 32
Infinite Respawning Orc Heavy Infantry Level 31

At 0 seconds, your allies show up. if you look at your Objectives at the Pause
Menu, you should see "Consumed 100 Gold and 2 Warhorses of Leinhart." This is
the payment to whoever noticed the reinforcements first.

#######
Allies:
#######
1x Jubal Level 49
2x Orc Heavy Infantry Level 31
2x Wyverns Level 33

Straight away head to the SE corner. Put your Dirigible into shooting whatever
non-hero unit they can find to build EXP. Definately destroy the Swamp Mammoth.
Have the Mammoth stand at the top of the SE passage and shoot any non-hero troop
also for this reason. Jubal will be wiped out, but seems to believe that he is
strong enough to defeat the combined forces of Darokha and Gorzanik tribes. I
believe he is suicidal.

I found by leaving my Dirigible at the centre and shooting into a combat, all
enemies eventually went to this point, and stood in a mass waiting to be shot.
As they have no way to destroy the Dirigible, you are safe.

Once the Orcs start coming after Leinhart, head into the flashing zone to
complete the mission. Your support units do not have to enter the zone.

I got 26000 EXP, the bulk from my support units at the end, 550 Kills and
26000 Gold.

Head to Arein

-------------------
Arein (First Visit)
-------------------
Head to Operations to see "His Majesty."

Operations: The King is displeased with how his plans for Hexter have been
ruined. He suspends his Appeasement Plan, and Leinhart declares that he will
personally defend Arein from the invading Hironeidens. Go to the Pub to talk to
Morene.

Barracks: First of all, strip down the Sappers. Create another Orc Axe Rider
troop, and boost all troops up equally, except for the Dirigible, as it dies too
swiftly to warrant the EXP. Then head to the Main Gate

Pub: Morene tells you about the large amount of Catapults that are being brought
to assault Arein. Head to the Barracks to level up.

Main Gate: There are two Unknown missions. I did the NNE mission first.

---------------
Unknown 6 (NNE)                                                            [L12]
---------------
My selection:
Leinhart Level 50, Archers Level 44, Axe Riders Level 42, Axe Riders Level 42,
Swamp Mammoth Level 40, Dirigible Level 35.

Usual tactics apply. I found:

Enemies:
7x Dark Knights Level 29
3x Axemen Level 33
4x Dark Archers Level 23
3x Wyverns Level 24
2x Earth Golems Level 18

Once all enemies are defeated, the mission is over.

I finished with 16200 EXP, 335 Kills and 28000 Gold.

Head to Arein.

--------------------
Arein (Second Visit)
--------------------
Head to the Barracks to level up.

Barracks: Make sure that your support units are level 40 and your Riders are
level 45. Put the remaining into your Archers. Head to the Main Gate.

Main Gate: Do the second Unknown mission now.

--------------
Unknown 7 (SE)                                                             [L13]
--------------
My selection:
Leinhart Level 50, Archers Level 44, Axe Riders Level 45, Axe Riders Level 45,
Swamp Mammoth Level 40, Dirigible Level 40.

Usual tactics apply. I found:

Enemies:
7x Dark Fighters Level 36
5x Orc Sappers Level 29
3x Dark Archers Level 39
3x Scorpions Level 33
3x Dirigibles Level 29

Once all enemies are defeated, the mission is over.

I finished with 21200 EXP, 340 Kills and 35000 Gold.

Head to Arein.

-------------------
Arein (Third Visit)
-------------------
Head to the Barracks to level up.

Barracks: Put your Riders up to level 50. Swap your Dirigible for a Swamp
Mammoth. You will be facing too many Longbowmen for a Dirigible to be effective.
Then head to the Main Gate.

Main Gate: Head to the Arein Inner Castle.

------------------
Arein Inner Castle                                                         [L14]
------------------
My selection:
Leinhart Level 50, Archers Level 44, Axe Riders Level 50, Axe Riders Level 50,
Swamp Mammoth Level 40, Swamp Mammoth Level 40.

This is the siege of Arein that was Ellen's final mission, as seen from the Dark
Legion side. And Leinhart is not level 99! What a pity.

###########
First Phase
###########
Allies:
2x Dark Fighters Level 35
2x Dark Archers Level 35
Infinite respawning Dark Elf Fighters Level 28
Enemies:
2x Paladins Level 35
4x Heavy Infantry Level 35
4x Longbowmen Level 35
4x Catapults Level 35
Infinite respawning Heavy Infantry Level 35

Put a Swamp Mammoth on the most West Catapult. Put the second Mammoth on the
next most West Catapult. Have one group of Orc Riders moving between these two
Catapults, and have your other Riders moving between the two East most
Catapults. Put Leinhart into combat with the Longbowmen, and have your Archers
support him. As each Catapult is destroyed, or a wall falls, you are warned.
Once all four Catapults are destroyed, the next phase begins.

############
Second Phase
############
Allies:
Remaining forces
Infinite respawning Dark Fighters Level 28
Enemies:
1x Gerald Level 35
4x Heavy Infantry Level 35
Infinite respawning Heavy Infantry Level 35

Gerald will seek Leinhart out and get in combat. Have your other units
concentrate on the other enemies. Have your Archers heal Leinhart as he
requires. Gerald himself is invincible, though his squad may be weakened. Once
Gerald has finished his prattle, then the enemy siege equipment arrives.

###########
Third Phase
###########
Allies:
Remaining forces
Infinite respawning Dark Fighters Level 28
Enemies:
1x Gerald Level 35
Remaining forces
4x Longbowmen Level 35
4x Mortars Level 35

Destroy the Mortars first with your Swamp Mammoths to prevent them from wiping
the Swamp Mammoths out. Have Leinhart kill Gerald, then engage the Longbowmen.
Have the Riders attacking the siege equipment.

Eventually Morene (Level 32) will appear. Get Leinhart over to her, and she will
reveal that all forces are to retreat. She will then assist you in destroying
the remaining enemy forces. Once all enemies are dead, you have completed the
mission.

I finished with 20000 EXP, 340 Kills and 45000 Gold.

Head to the Advance Base.

--------------
Advance Base 2
--------------
Head to Operations.

Operations: The King reveals that he has decided to concentrate his efforts on
Hexter. Leinhart is quite annoyed about Arein being given up, and is appointed
Inspector to watch Regnier's progress in Hexter. Head to the Pub.

Barracks: For the next mission, you will want Archers. Have two units of
Archers, and some Cavalry Archers. Have one Swamp Mammoth, and get Wyverns as
well. Give everything HP/SP/Recovery boosting equipment, as the next mission is
Leinhart's last. I finished with level 50: Leinhart, Archers, Archers; level 45
Wyverns, Cavalry Archers; level 40 Swamp Mammoth. Head to the Main Gate.

Pub: Morene reveals that she knew of Leinhart's "demotion." She then tells you
that Regnier has already left.

Main Gate: Head to Colonock.

--------
Colonock
--------
Regnier reveals his rather ambitious plan to take Hexter within two months. Time
fast-fowards a month. You are then at Hexter's Heartland.

------------------
Hexter's Heartland                                                         [L15]
------------------
My selection:
Leinhart Level 50, Archers Level 50, Archers Level 50, Cavalry Archers Level 45,
Swamp Mammoth Level 40, Wyverns Level 45.

This is the final mission for Leinhart. If you decide you do not like this setup
of troops, then exit to the World Map to find an Advance Base to the NE.

The objective is to wipe out as many aerial support units as possible. This is
why you have three Archer units. A bar will appear in the lower SE corner, which
decreases the more aerial units you shoot down.

######
Battle
######
Allies:
1x Regnier Level 55
8x Dark Knights Level 45
8x Dark Archers Level 35
Enemies:
1x Orc Riders Level 45
Infinite Scorpions Level 45
Infinte Orc Infantry Level 45
Infinte Shaman Level 45
Infinite Wyverns Level 45
Infinite Dirigibles Level 35

This mission can be over in five minutes by shooting all the aerial units that
you can. Have Leinhart moving around in combats where the enemy are attacking
Archers. Have your two Archers stand at the middle of the map and shoot. Your
Cavalry Archers should move to where they are needed most. Due to their speed,
they can swiftly move to their objective. Keep healing your allies, and it
should be a simple matter to wipe out the required amount of flying creatures.

Once the bar is empty, Devald will state that the flyers have stopped. You have
about 30 seconds remaining, so don't let Leinhart die now. Pull everyone back.
Urukubarr will appear.

You then see a cutscene where Regnier attacks Urukubarr. While you don't
actually see it, Regnier defeats Urukubarr. The scene then shifts, and Regnier
and Leinhart overlook the Holy Ground. Leinhart swears fealty to Regnier. This
mission sets the scene for Leinhart and Urukubarr both being the officers seen
in The Crusaders for Regnier.

Save your game to be able to replay any of Leinhart's missions. You have now
unlocked Rupert's and Cirith's Campaigns.
________________________________________________________________________________
3) Walter's Campaign                                                         [W]

------
Walter
------
Walter is an average hero in terms of power and speeed. His specials are modest
in damage, but his normal attack (X+X+X) excels in combat. His strong attack 
deals too little damage and is too concentrated for my liking. He gets a level
20 Heavy Infantry troop, which should be upgraded to Knights, a level 17 Cavalry
troop and a level 19 Longbow troop. His officers play no part in the story, and
he should have both a healer and an offensive officer in his troop.

------
Combos
------
A+A+(Direction)+Y    Divine Smash
A+A+Y                Divine Pummel
A+X                  R.I.P (Finishing Move)
X+X+X+Y              Divine Fury
X+X+X+(Direction)+Y  Divine Strike
(Direction)+Y        Charging Smash
Y                    Holy Explosion
X+X+A+Y              Eradicator
B (Before hit)       Divine Smite
B (After hit)        Shield Revenge

----------
Characters
----------
Justino
Friend of Walter's. Part of the Patraichal Guard.

Patriach
Ruler of the Ecclesians

Kendal
Commander in charge of reclaiming the Holy Ground.

Thomas
Walter's son.

Rithrin
Kaedes member who knows the location of the Ancient Heart.

Regnier
Immortal guardian of the Ancient Heart

Encablossa
Being that brings about the end of the world.


-----------
Greyhampton                                                                 [W1]
-----------
The Oracle speaks to the Patriach and Walter, telling them to do God's bidding.

The scene shifts, with Walter meeting Rithrin, of the Kaedes, an underground
resistance movement of Dark Elves. A Hironeiden soldier sees the meeting, and
reports it to the guard camps. Justino talks Walter into killing the human
forces nearby.

There are two Guard Camps.

##########
South Camp
##########
Allies:
1x Justino Level 17
Enemies:
1x Infantry Level 17
1x Spearmen Level 17
1x Archers Level 18

Have Walter engage in melee, with Archers supporting. The Cavalry should target
the enemy Archers. This should be an easy fight. Make sure to burn the Camp with
Fire Arrows.

##########
North Camp
##########
Allies:
1x Justino Level 17
Enemies:
2x Infantry Level 19
1x Archers Level 18
2x Infantry Level 14

The lower leveled Infantry will come from the North and South, so make sure to
protect your Archers from melee. Send Walter through to get the Archers, and
have your Cavalry make the rounds. Make sure to burn the Camp with Fire Arrows.

Now you have to burn the town (Greyhampton) to the NE. On the way to the town,
you will face militia.

############
Third Battle
############
Allies:
1x Justino Level 17
Enemies:
7x Peasant Infantry Level 10
6x Peasant Spearmen Level 10

Peasants die quickly, so this should be over fast. Just ensure that your Archers
aren't attacked, and that your Cavalry aren't speared.

Afterwards, move your Cavalry to the SW corner, and move your Archers to the
town, and fire the zones highlighted. Every three consecutive zones burnt will
release:

################
Battles 4, 5 & 6
################
3x Peasants Level 3
3x Peasant Infantry Level 10
3x Peasant Spearmen Level 10

Take out the level 3 Peasants first. If these escape, then you fail the mission.
Have your Cavalry attack any who get away. Clean up the higher leveled troops,
then burn some more zones.

Once all zones are destroyed, and all Peasants dead, you have completed the
mission.

I got 7100 EXP, 835 Kills and 23000 Gold.

Head to the Advance Base.

--------------
Advance Base 1
--------------
Head to Operations.

Operations: Walter is appointed Captain. Later, a soldier that had spoken out
against the killings had hung himself. Head to the Main Gate.

Main Gate: Head to Ecclesia.

--------
Ecclesia
--------
Head to Operations.

Operations: The Patriach decides to begin a Crusade, with Kendal in charge.
Justino is troubled about something. Head to the Pub.

Barracks: There are two Unknown missions, so prepare for them by upgrading and
leveling Walter's troop to Knights, Cavalry to Heavy Cavalry, Archers to
Longbowmen, and hiring another troop to fill out the slots available. I made
this last troop Knights. I also hired a Mage, and gave him Holy and put him in
Walter's troop. You may want to strip down the Officers to get some EXP. My
Officers were level 23, with Fire and Holy. The other troops I made level 20.
Head to the Main Gate.

Pub: Walter talks to his son, Thomas, and Kendal. He also asks Kendal to take
Thomas along on the Crusade. Three months pass. Walter is ordered to move for
the Holy Ground. You can visit the Barracks now.

Main Gate: You are transported to the Altar of Destruction. Do not enter the
battle. instead, head to the Advance Base.

----------------------------
Advance Base 2 (First Visit)
----------------------------
Level up here if you haven't done so already. Then head to the Main Gate.

Main Gate: I did the West Unknown mission first.

----------------
Unknown 1 (West)                                                            [W2]
----------------
My selection:
Walter Level 25, Knights Level 20, Heavy Cavalry Level 20, Longbowmen Level 20

Enemies:
5x Dark Knights Level 13
5x Orc Sappers Level 12
3x Dark Archers Level 15
1x Ice Maiden Level 19
2x Dirigible Level 19

I got 4300 EXP, 285 Kills and 50800 Gold.

Head to the Advance Base.

-----------------------------
Advance Base 2 (Second Visit)
-----------------------------
Head to the Barracks to level up.

Barracks: I put Walter up to level 30, and the Cavalry up to level 24. Head to
the Main Gate.

Main Gate: Do the East Unknown mission next.

----------------
Unknown 2 (East)                                                            [W3]
----------------
My selection:
Walter Level 30, Knights Level 20, Heavy Cavalry Level 24, Longbowmen Level 20

Enemies:
5x Ghouls Level 20
5x Orc Infantry Level 12
3x Dark Archers Level 17
1x Ice Maiden Level 24
2x Dirigible Level 16

I got 6000 EXP, 275 Kills and 30800 Gold.

Head to the Advance Base.

----------------------------
Advance Base 2 (Third Visit)
----------------------------
Head to the Barracks to level up.

Barracks: The next mission allows one choice, so strip off all EXP from your
Longbowmen and Knights. Upgrade the spells of the Officers to maximum, then put
the Cavalry to level 30. The remaining EXP should go onto Walter. Head to the
Main Gate.

Main Gate: Do the Altar of Destruction mission.

--------------------
Altar of Destruction                                                        [W4]
--------------------
My selection:
Walter Level 34, Heavy Cavalry Level 30

This is a very difficult mission. The Hironeiden forces respawn from the NE
corner. Dark Legion forces arrive from the NE corner as well, but are separated
from the humans by a rock wall. The centre is a large battle that moves steadily
towards the Hironeiden respawn point. The objective is to get to the mid-west
point, exposing Rithrin, a Dark Elf with a poor sense of direction, a tendancy
to walk into walls, and a suicidal instinct to charge into mass melees and
Mammoths. I like Heavy Cavalry for this mission, due to the SP they rack up, and
damage that they can cause against the melees. Walter should be in a spellcaster
mode, using the SP gained from the Cavalry.

##############
Central Battle
##############
Allies:
1x Justino Level 20
Infantry Level 14
Heavy Infantry Level 21
Spearmen Level 16
Paladins Level 18
Archers Level 12
Catapult Level 16
Enemies:
Dark Fighter Level 21
Orc Infantry Level 18
Dark Archers Level 21
Scorpions Level 20
Swamp Mammoth Level 26

To begin with, send your Cavalry through to gain SP. Have Walter use Meteor to
destroy the enemy. You will want to force the enemy back so that you can get to
Rithrin easily, without having to fight through enemies. Once a Swamp Mammoth
appears, you will have to Meteor it, or hope that the Catapult takes it out
quickly. But generally, the appearance of a Mammoth means your allies are
screwed. The Dark Elves heal it, so you cannot usually hurt it fast enough.

Head to Rithrin. He is in the NW most passage. No Dark Elves will come through
this passage. A cutscene will show him exchanging pleasantries as insults. He
agrees to show you the location of the Ancient Heart. You now have a level 21
Dark Fighter/Knight troop that will follow you. He loses health easily, and will
attack anything remotely close. Send your Cavalry to the location of the Ancient
Heart while Walter remains where he is. They will find:

#############
Ancient Heart
#############
Enemies:
4x Flame Wraiths Level 23

Elementals are weak vs Frontal, so Cavalry are effective against them. Try to
evade their Meteor spells. As you will likely get injured from arrows, then
Meteor, the easiest way is to let the Dark Legion push past the entrance to the
Ancient Heart, as this will limit the damage done to the Cavalry. Remember, you
don't get EXP from dead units. Constantly go back for healing. It is no use if
your Cavalry lose their effectivenenss.

Once the Elementals are dead, slowly bring Walter to the Ancient Heart. Try to
Meteor any enemies that might attack Rithrin. He may for some reason decide to
attack in the wrong direction, or get caught up on the wall and decimated by
Archers. Once, he did a suicidal charge on a Mammoth. I cried for weeks. Get him
to the Ancient Heart, and the Patriach appears. Walter then kills Rithrin.
Mission complete.

I got 13000 EXP (Walter didn't kill enough), 480 Kills and 60000 Gold. About 250
kills each would guarantee full EXP.

Head to the Advance Base.

-----------------------------
Advance Base 1 (Fourth Visit)
-----------------------------
Kendal has taken the Holy Ground. Head to the Main Gate.

Main Gate: You are automatically transported to Essex Forest.

------------
Essex Forest
------------
The Patriach does not feel well, and snaps at Walter. Hmmm, some corruption?
Head to Jungsberg.

-----------------------
Jungsberg (First Visit)
-----------------------
Head to Operations.

Operations: The Patriach has decided to study the Ancient Heart, and decides to
go to Ecclesia. Walter is unhappy against going against the will of the Oracle.
Head to the Pub.

Barracks: There is an Unknown mission next. You should have a hefty amount of
EXP to spend. Take three other troops and a support. I had Longbowmen (level
25), Mortars (level 28), Paladins (level 30) and a Bomber Wing (level 30). Head
to the Main Gate.

Pub: Justino suggests that the Patriach may have been corrupted by the Ancient
Heart. Walter tells him not to speak such sacrilege. Head to the Barracks to
level up.

Main Gate: Head to the SE Unknown mission.

--------------
Unknown 3 (SE)                                                              [W5]
--------------
My selection:
Walter Level 30, Paladins Level 30, Longbowmen Level 25, Mortars Level 28,
Bomber Wing Level 30

Enemies:
6x Orc Infantry Level 19
5x Orc Sappers Level 28
3x Dark Archers Level 19
1x Flame Wraiths Level 26
2x Dirigible Level 22

I got 9400 EXP, 290 Kills and 22300 Gold.

Head to Jungsberg.

------------------------
Jungsberg (Second Visit)
------------------------
Head to the Main Gate. You do not actually need to level up. The game gives
easy enemies for these Unknown missions.

Main Gate: Head to the next Unknown mission.

-------------
Unknown 4 (S)                                                               [W6]
-------------
My selection:
Walter Level 30, Paladins Level 30, Longbowmen Level 25, Mortars Level 28,
Bomber Wing Level 30

Enemies:
6x Orc Heavy Infantry Level 21
5x Orc Sappers Level 21
3x Dark Archers Level 16
1x Thunder Rhino Level 19
2x Dirigible Level 17

I got 8100 EXP, 290 Kills and 20100 Gold.

Head to Jungsberg.

-----------------------
Jungsberg (Third Visit)
-----------------------
Head to the Barracks to level up.

Barracks: The next mission is difficult. Put Walter up to level 40, the others
to level 30, and the Paladins get the remaining EXP. Head to the Main Gate.

Main Gate: Head to the Brimstone mission.

-------------
Brimstone (1)                                                               [W7]
-------------
My selection:
Walter Level 40, Paladins Level 34, Longbowmen Level 30, Mortars Level 30,
Bomber Wing Level 30

I do not think that one troop of Riders is sufficient to waste a slot on
Spearmen. This is just my thoughts on the matter. I can easily defeat Riders
with the troops I used.

This is difficult. You face Dark Legion, then Regnier himself, and finally the
Patriachal forces.

You start off surrounded by enemies. An Infantry troop will probably attack
Walter, and another will attack your ranged units.

############
First Battle
############
Allies:
1x Patriach Level 30
2x Knights Level 27
1x Paladins Level 28
2x Longbowmen Levels 26-28
Enemies:
2x Orc Infantry Level 24-25
2x Orc Heavy Infantry Level 26
2x Ghouls Levels 24-25
1x Orc Axemen Level 25
2x Dark Archers Levels 24-26
1x Dirigible Level 25
1x Orc Riders Level 25

Make sure you have a troop standing by to heal the Patriach. You will face him
later on, so let him lose about half health to make it easier later on. The same
goes for his other troops. The Dirigible is taken apart quickly by allies. The
Patriach runs away alot. The Riders come along late in the battle. They will
focus on the Patriach, so put your Bomber Wing onto them. Once all other troops
are dead, concentrate your troops on the Riders. After destroying them, head
along the path to the SW corner. You will be ambushed here.

#############
Second Battle
#############
Allies:
1x Patriach Level 30
Whatever remains
Enemies:
2x Orc Infantry Levels 24-26
1x Ghoul Level 25
1x Dark Archer Level 24

An easy fight. I advise sending your troops other than Walter to the end (NW
corner). Walter's presence would start the next fight. Having your troops there
will prevent later scramblings to get your ranged troops out of melee. Have your
second melee troop in front to take on any others in melee. Once this is done,
bring Walter to the NW corner. About the middle of the map...

############
Third Battle
############
Allies:
1x Patriach Level 30
Whatever remains
Enemies:
1x Regnier Level 33
1x Orc Infantry Levels 24
3x Orc Heavy Infantry Levels 25-26
1x Orc Axemen Levels 25
1x Ghoul Level 25
1x Dark Archer Level 25
1x Dirigible Level 25

Regnier is not around to begin with. Two melee troops will come from the West,
so block with your Paladins, then blow them away with ranged units. Then head
steadily East, against whatever you come up against. Walter should remove the
Archer troop first. Leave the allies to die, or at least get seriously damaged.
Heal the Patriach. Regnier will emerge from the South. He will head for the
Patriach. Try to intercept him. After Walter says that he will deal with
Regnier, you should be able to halt him. At this point you both become
invincible. Build your SP up quickly by smashing Regnier.

The screen fades to black. The Patriach uses the power of the Ancient Heart to
command Regnier to leave. Regnier's forces will then retreat. After a few
moments, another cutscene will start, with the Patriach revealing his plans to
use Regnier to unite Bersia under the Patriach's rule. Walter speaks out against
going against the Oracle's will, and is subjected to a tantrum from the
Patriach.

Once you regain control, pull all forces back to the SE corner. Once there,
engage the Longbowmen, then send the Bomber Wing after the Mortars. Destroying
the ranged enemies will amke the melee fights a lot easier. Kill all the
enemies, then go after the Patriach. Kill the squad to capture him and end the
mission.

I got 12500 EXP, 340 Kills and 27000 Gold.

Head to the Advance Base.

----------------------------
Advance Base 2 (First Visit)
----------------------------
Head to Operations.

Operations: Justino tells you that you have done the right thing. Walter
justifies all his actions as having been done for God. Head to the Barracks.

Barracks: I put Walter to level 45 and the Paladins got the remaining EXP. Head
to the Main Gate.

Main Gate: I did the NW Unknown mission first.

--------------
Unknown 5 (NW)                                                              [W8]
--------------
My selection:
Walter Level 40, Paladins Level 34, Longbowmen Level 30, Mortars Level 30,
Bomber Wing Level 30

Enemies:
7x Heavy Infantry Level 23
5x Sappers Level 29
1x Thunder Rhino Level 19
3x Archers Level 16
2x Storm Riders Level 25

I got 10200 EXP, 295 Kills and 19000 Gold.

Head to the next Unknown mission via the Advance Base.

----------------
Unknown 6 (East)                                                            [W9]
----------------
My selection:
Walter Level 40, Paladins Level 34, Longbowmen Level 30, Mortars Level 30,
Bomber Wing Level 30

Enemies:
7x Dark Knights Level 20
5x Orc Infantry Level 32
1x Ice Maidens Level 27
3x Dark Archers Level 32
2x Dirigibles Level 23

I got 12700 EXP, 295 Kills and 23000 Gold.

Head to the Advance Base.

----------------------------
Advance Base 2 (Third Visit)
----------------------------
Head to the Barracks to level up.

Barracks: The next mission will suit your troops fine. You can swap your
Paladins for some ranged troop if you wish. I didn't. Put the Paladins to level
40, and spread the remaining EXP over ranged troops. Head to the Main Gate.

Main Gate: Brimstone next.

-------------
Brimstone (2)                                                              [W10]
-------------
My selection:
Walter Level 45, Paladins Level 40, Longbowmen Level 40, Mortars Level 40,
Bomber Wing Level 30

############
First Battle
############
Allies:
1x Knights Level 35
1x Paladins Level 38
1x Heavy Infantry Level 36
3x Longbowmen Level 38
Enemies:
2x Knights Level 35
2x Heavy Infantry Level 33
1x Spearmen Level 34
1x Longbowmen Level 34
1x Heavy Cavalry Level 35

Try to conserve as much of your allies as possible. Attack the enemy Longbowmen
first, then mop up the melee units. The Cavalry will turn up late into this
skirmish, and can be dealt with easily by the ranged troops and Bomber Wing.

Now there are several skirmishes going on around the map. I advise doing them in
the following order.

#########
NW Corner
#########
Allies:
1x Knights Level 37
1x Mortar Level 32
Enemies:
1x Paladins Level 35
1x Heavy Infantry Level 34
1x Spearmen Level 34

Free the Mortars first. You can send your Bomber Wing into this combat at the
start of the battle.

#############
Central South
#############
Enemies:
2x Knight Level 35
1x Heavy Infantry Level 33
1x Spearmen Level 34

This group may attack you while you are fighting in the SW corner.

######
Centre
######
Enemies:
1x Paladins Level 35
1x Longbowmen Level 34
1x Mortars Level 34
1x Ballista Level 34

Deal with this once you have a few allies in melee to tie up the ranged troops.
They can do a lot of damage if you do not get in melee with all of them.

#########
NE Corner
#########
2x Knights Level 38
1x Paladins Level 38
1x Heavy Infantry Level 39
1x Longbowmen Level 42
Enemies:
2x Knights Levels 33-34
1x Paladins Level 33
2x Heavy Infantry Levels 33-34
1x Longbowmen Level 34
1x Mortars Level 33
1x Heavy Cavalry Level 35

This should be the last place that you should attack. By then you will have
several allies. Get the Mortars and Longbowmen first, then the melee enemies.
The Cavalry will show up when you get here, so deal with them with your ranged
units. Your Bomber Wing should attack only when the Longbowmen are engaged in
melee.

Kill all enemies, and the mission will be complete.

I got 16500 EXP, 270 Kills and 22000 Gold.

Head to the Advance Base.

-----------------------------
Advance Base 2 (Fourth Visit)
-----------------------------
Head to the Barracks to level up.

Barracks: The next mission is the last. Put SP/Health/Regeneration equipment on
your troops. You can have 2 Support Choices. I advise against even having one.
There are too many trees to have Storm Riders, and their are respawning Strom
Riders, Wyverns and Archers, so your flyers will be quickly overwhelmed. I would
use the EXP to level Walter up to level 50, and the Paladins to level 45. Head
to the Main Gate.

Main Gate: Altar of Nowart next, passing over Brimstone.

---------------
Altar of Nowart                                                            [W11]
---------------
My selection:
Walter Level 50, Paladins Level 45, Longbowmen Level 40, Mortars Level 40

This map is annoying. You have to rescue Justino before he is wiped out, then
hide in the woods from the flyers until Kendal shows up. Too many times have I
been destroyed before Kendal turns up, or picked apart by flyers as I seek
Kendal out. This is a frustrating map.

#########
SE Battle
#########
Allies:
4x Infantry Level 29
4x Archers Level 33
Enemies:
4x Orc Infantry Level 32
2x Scorpions LeEvel 35
1x Dark Archer Level 37
1x Wyvern Level 37

#########
NW Battle
#########
Allies:
1x Justino Level 47
4x Patriachal Guard (Melee) Level 42
2x Patriachal Guard (Ranged) Level 42
Enemies:
6x Orc Infantry Level 32
1x Scorpion Level 35
2x Dark Archers Level 37
1x Wyvern Level 37

Ignore the SE battle for now. Once they have been engaged, head North along the
Eastern edge of the map, then swing West to Justino. Once you get near him, a
dialogue will begin. He now counts as being rescued. Attack the Archers and
Scorpions first, then mop up the melee troops. Once these are done, head to the
SE battle.

Walter will give a rousing speech. Now it gets very difficult.

Immediately get into the woods. You will face the following:

###########
Last Battle
###########
Allies:
Whatever remains
Enemies:
1x Kendal Level 47
Infantry Level 29
Archer Level 33
Storm Rider Level 33
Orc Infantry Level 32
Scorpion Level 35
Dark Archer Level 37
Wyvern Level 37

Expect to get seriously hurt. You may lose entire troops. Justino is killed
quickly. The Humans and Dark Legion will attack each other and you. From the
East spawns Dark LEgion forces. From the South spawns Human forces. I find that
the SE corner has very little enemies going near. After about 5 minutes, Kendal
arrives. Now you must get down to him. Try to stay under trees, and avoid combat
if possible. You might want to sacrifice a unit to hold enemies up. Once you get
Walter to Kendal, and wait a few moments, the mission is complete.

Walter tells Kendal what has happened, then hears that the Patriach has got to
the Dungeon. An FMV begins, showing a Paladin smashing the Ancient Heart.
Encablossa is awakened. The Oracle was sent by Encablossa to have the Ancient
Heart smashed. You then see soldiers getting sucked towards Encablossa, and
mutants being spawned. This is also seen in Morene's Camapign. Walter then hears
Kendal. It seems that both were sucked into Encablossa, and have been held there
for 30 years.

Skip/Watch the credits, and save your game to be able to replay Walter's
missions.

________________________________________________________________________________
4) Rupert's Campaign                                                         [R]

------
Rupert
------
Rupert is a slow moving hero, but deals massive damage and can regain SP really
quickly in combat. Keep a curing mage and an offensive mage as his officers. 
They will be quite useful. He originally gets a level 10 Infantry troop, which
should upgrade to Knights quickly. Give EXP boosters to this troop. His campaign
is humourous. Even his armour makes fun of Rupert's size. And when he gets to
the Dwarf village...

------
Combos
------
A+(Direction)+A            Super Double Swing
X+X+B                      Quick Tackle
X+X+A+(DIrection)+A        Swing Combo
(Direction)+B              Full Power Tackle
Y                          Grand Launcher
Y (Hold)                   Grand Slammer
A+X                        Stay Down (Finishing Move)
X+X+X+A                    Hammer Time
A+(Pause)+A (Rapidly Tap)  Whirlwind

A note on Whirlwind:
Press A once. As Rupert nears the end of the swing, rapidly tap A to get him to
whirl around. The Left Thumbstick can control him. After about 5 seconds,
rapidly press Y to extend the duration and cause greater damage.

----------
Characters
----------
Gerald
Commander of Rupert's division and friend.

Ellen
Gerald's officer and wife.

Paroth
Messenger seeking aid from Elves and Dwarves to help Hironeiden.

Mr Ben's Daughter
Some very pushy woman who has most of the army wanting her as a wife.

Dolgahn
Leader of the Dwarves.

Snowstone
Leader of the Elves.


---------
Stormdeen                                                                   [W1]
---------
The Greyhampton Massacre forced Hironeiden into the war. They were pushed back
to their Capitol. Paroth is a messenger sent out to get aid from Dwarves and
Elves. Rupert is his escort. There is friction between these two that creates
humourous dialougue. A pity that the Greyhampton Massacre was in fact committed
by an ally, Ecclesian forces under the command of Walter.

You start off in battle.

############
First Battle
############
Allies:
1x Gerald Level 10
Enemies:
1x Orc Infantry Level 15

This may be a long combat. Use it as practice for Rupert's hammer, Betty. White
Button calls healing spells. There is a Fire Mage, Seth, who plays no part in
Rupert's Camapign, except for spells.

After the battle, head North after Gerald. You will see Orcs in the middle of
the map. You cannot go near them at all (invisable walls), so head West. You
will be attacked:

#############
Second Battle
#############
Allies:
1x Gerald Level 10
Enemies:
3x Orc Infantry Level 15

You face one Orc to begin with, while the other two charge you later. The final
troop has a Leader on a boar. The othes Leaders are wearing black armour.
Concentrate on them to finish it quickly. Then head North.

Gerald spots a zone full of traps. You can now create a Scout, so do so, and
search for a spot that is wide enoguh to fit Rupert's bulk between traps. I
found one to the West of Gerald. Get to the other side of the traps, and Gerald
will follow, walking right through the minefield over traps. Head NE to find:

############
Third Battle
############
Allies:
1x Gerald Level 10
Enemies:
2x Scorpions Level 20

You should come against these heading East, so run through the first to get to
the second. This will prevent one standing out using Shockwave. Strike the head
to kill it. It will take alot of hits due to the high level. Killthe other
Scorpion, then head NE again.

Once you get there, you will find Dark Elves. At this point, you can head for
the exit, which is located now in the centre of the North edge, or fight as many
Dark Elves as you can (recommended). Thye will spawn at intervals, so should
allow time for you to search and destroy the Leader of each.

###############
Optional Battle
###############
Allies:
1x Gerald Level 10
Enemies:
2x Dark Fighters Level 20
3x Dark Fighters Level 30

Gerald will tell you repeatedly to leave. After a while, he will pull out,
leaving you alone to fight. At this point you will be swiftly overwhelmed, so I
advise following Gerald. But if you do defeat all the Dark Elves, then you get
bonus EXP (500). I have only managed this when replaying with another character.

I got 2200 EXP, 100 Kills and 13000 Gold.

Head to Green Hill.

----------
Green Hill                                                                  [R2]
----------
This can be a frustrating mission. There are multiple traps, lots of enemies,
and an annoying end. There are three allies in total: Sappers, Infantry and
Archers. All are the remains of Walden's force, who Gerald used as a threat to
make Rupert stop hassling Ellen.

All troops are either level 15 Orc Infantry or level 15 Dark Archers. Any traps
found should be recovered by your Sappers.

You start off having to locate the allies nearby. Send a Scout out NE to find
an Orc Infantry troop, and lead it to Rupert. Then head directly North to
discover Sappers level 10, who will now join you. +200 EXP.

Head North, being careful of the traps. You will find an Orc Infantry troop,
and a Dark Archer troop. Past them is a level 10 Infantry troop, who will join
you. +200 EXP.

Now head South. You will come across a Dark Archer at the central South edge.
Head East afterwards. You will find a level 10 Archer troop who will join you.
+200 EXP.

To the North is another Orc Infantry patrol. Past them is the exit. But it is
blocked by:

###########
Battle (NE)
###########
Enemies:
4x Orc Infantry Level 15
1x Dark Archer Level 15

They are too powerful to fight with your force (it can be done, but is
difficult). I recommend putting down three traps in a line, then another row
behind the first. Position Rupert on the far side.

                                DA
Key:                    OI
R=Rupert                   OI
OI=Orc Infantry               OI
DA=Dark Archer                   OI
T=Trap           T
                T  T
                 T   T
                R  T

Send a Scout out to draw the enemies back over the traps one by one. After the
Infantry is dead, Paltor is amazed. Move everything up and assault the Archers.
Once they are dead, move everyone into the green circle to complete the mission.

I got 3700 EXP, 265 Kills and 20000 Gold.

Head to the Advance Base.

----------------------------
Advance Base 1 (First Visit)
----------------------------
Head to the Pub.

Operations: Paltor reveals how they will have to lure the pursuers into a trap
before continuing onto the Dwarf village. Head to the Barracks to level up.

Barracks: There are two Unknown missions next. Give Seth (the mage) another
point of Fire to allow him to cast Meteor. Rupert should go to level 20. Make
the Sappers into Mortars, and Archers into Longbowmen at level 15 with Holy. I
always prefer a second melee troop, so I made the Infantry into Paladins. Head
to the Main Gate.

Pub: What follows is the men hassling Rupert, who they don't know is listening.
There is some fiance story about Rupert and Mr Ben's daughter. Another soldier
reckons that the daughter has eyes only for him. Some fool has a poem
collection. The one who believes Mr Ben's daughter prefers him over Rupert calls
him a simpleton. Eavesdropping may reveal that another soldier believes Mr
Ben's daughter is interested in him. Head to Operations.

Main Gate: I did the South Unknown mission first.

-----------------
Unknown 1 (South)                                                           [R3]
-----------------
My selection:
Rupert Level 20, Paladins Level 21, Mortars Level 22, Longbowmen Level 15

Enemies:
4x Orc Sappers Level 16
5x Dark Knights Level 15
2x Dark Archers Level 18
2x Earth Golems Level 16

I got 4600 EXP, 260 Kills and 17000 Gold.

Head to the Advance Base.

-----------------------------
Advance Base 1 (Second Visit)
-----------------------------
Head to the Barracks to level up.

Barracks: I put Rupert to level 25, with the fire mage being put to level 20.
The Longbowmen were also put to level 20. Head to the Main Gate.

Main Gate: Do the next Unknown mission.

----------------
Unknown 2 (East)                                                            [R4]
----------------
My selection:
Rupert Level 25, Paladins Level 21, Mortars Level 22, Longbowmen Level 20

Enemies:
5x Orc Sappers Level 20
5x Dark Knights Level 17
3x Dark Archers Level 15
2x Dirigibles Level 22

I got 7000 EXP, 300 Kills and 22000 Gold.

Head to the Advance Base.

----------------------------
Advance Base 1 (Third Visit)
----------------------------
Head to the Barracks to level up.

Barracks: I put the fire mage to level 26, maxing Fire. All other troops were
put to level 25. Any remaining EXP should go to Paroth's Holy skill. Head to the
Main Gate.

Main Gate: Do the Steel Mounds mission.

------------
Steel Mounds                                                                [R5]
------------
My selection:
Rupert Level 25, Paladins Level 25, Mortars Level 25, Longbowmen Level 25

This mission is about reaching preset points, and defeating the Dark Legion
that appears at each part. Obviously, the enemies will get harder as the mission
progresses.

You start with Dark LEgion about to appear from behind you. Put Rupert in the SW
corner, with the others behind him.

############
First Battle
############
Enemies:
2x Dark Fighters Level 20
1x Dark Knight Level 20

There is a Fighter initially. Finish this up and the remaining 2 troops appear.

The next contact point is South Central. Leave all but Rupert in the first
clearing.

#############
Second Battle
#############
Enemies:
1x Dark Fighters Level 20
3x Dark Knight Level 20
1x Dark Archer Level 20

There are two Knights initially. Once the Archers appear, have your remaining
troops attack them while Rupert absorbs the melees.

The third contact point is to the East again. There will be two spawn points.
One is the SE corenr. The other is East Central. I advise keeping your troops
along the South edge, which forces the enemy to move further to reach you.

############
Third Battle
############
SE Enemies:
3x Dark Knight Level 20
2x Dark Archer Level 20
East Central Enemies:
1x Orc Infantry Level 20
1x Orc Axemen Level 20
1x Orc Heavy Infantry Level 20

Have your Paladins stand in the second clearing to protect your ranged troops
from the Orcs. Rupert should attack the Dark Elves. YOu might want the Mortars
to lay down covering fir upon an Archer troop for Rupert. If you are not going
after Archers, stay under trees to minimise damage.

The last contact point is to the North. Orcs come from the East Central, while
Dark Elves come from the NE corner. Send a Scout to trigger the spawns. I would
prepare for the East Central. Get Rupert as close as possible to the spawn zone
to be on top of enemies when they appear.

#############
Fourth Battle
#############
NE Enemies:
1x Dark Fighter Level 30
1x Dark Knight Level 30
1x Dark Archer Level 30
East Central Enemies:
1x Orc Infantry Level 30
1x Scorpion Level 25
1x Orc Heavy Infantry Level 30

You get Infantry and Fighters to begin with. The second and final wave produces
a Scorpion, but if Rupert is on the spawn zone then it will be in combat, so
can't Shockwave. Send your Paladins after the Archers once Rupert has the
Knights in combat, and have rnaged troops support the Paladins. The last unit
standing will likely be the Archers.

I got 11700 EXP, 385 Kills and 21000 Gold.

Head to Longdust.

----------------------
Longdust (First Visit)
----------------------
There is a lot of talk, and moving between areas. A lot of drink is also
involved. You must first go to the Pub (1).

Operations (1): Paroth promises mining rights and concessions. Rupert gets
bored, and is told to wait in the Pub. After explaining that he has no money,
Dolgahn foolishly gives Rupert unlimited credit. Head to the Pub (2).

Operations (2): Dolgahn tells Rupert that Paroth went to find the Elves. Rupert
is told to get some more beers. Head to the Pub (3).

Operations (3): Dolgahn says that he is going to the Elf Village as well. Head
to the Barracks.

Barracks: There are two Unknown missions coming up. Prepare for these. I made a
Bomber Wing and put Rupert to level 30. With Paroth missing, hire an Elf and
give her Holy. I also put the Paladins to level 30. Head to the Main Gate.

Pub (1): You have to see Dolgahn in the evening. Paroth explains to Rupert
how the Dwarves are all scattered now from the last war. Head to Operations (1).

Pub (2): Rupert is given free drinks, and when Paroth calls by later, has
soaked up a lot of guild responsibilities. And thats not all that he has
soaked up. Rupert looks around later for Paroth. Head to Operations (2).

Pub (3): Two days have passed since Paroth left. Head to Operations (3).

Main Gate: I did the East Unknown mission first.

----------------
Unknown 3 (East)                                                            [R6]
----------------
My selection:
Rupert Level 30, Paladins Level 30, Mortars Level 25, Longbowmen Level 25

Enemies:
6x Orc Heavy Infantry Level 20
5x Orc Axemen Level 28
3x Dark Archers Level 23
3x Scorpions Level 18

I got 8000 EXP, 295 Kills and 17000 Gold.

Head to Longdust.

-----------------------
Longdust (Second Visit)
-----------------------
Head to the Barracks to level up.

Barracks: I put everyone up to level 30. Rupert got the remainder. Head to the
Main Gate.

Main Gate: Do the next Unknown mission.

--------------
Unknown 4 (SE)                                                              [R7]
--------------
My selection:
Rupert Level 32, Paladins Level 30, Mortars Level 30, Longbowmen Level 30

Enemies:
5x Orc Heavy Infantry Level 20
5x Orc Sappers Level 24
3x Dark Archers Level 20
3x Wyverns Level 17

I got 9100 EXP, 305 Kills and 20000 Gold.

Head to Longdust.

----------------------
Longdust (Third Visit)
----------------------
Head to the Barracks to level up.

Barracks: The next mission allows no support, so reset your Bomber Wing to
default. I then put Rupert up to level 40, Paladins up to level 35, and the
remaining on the Mortars. Head to the Main Gate.

Main Gate: Go to Blackedmark.

-----------
Blackedmark                                                                 [R8]
-----------
My selection:
Rupert Level 40, Paladins Level 35, Mortars Level 33, Longbowmen Level 30

The first objective is to find an Elf patrol. Once this is done, you must fight
off Dark Legion forces until Snowstone is safe.

Send a Scout North. Near the corner, he will uncover Dark Elves, who will
actively search for Rupert.

############
First Battle
############
Allies:
1x Dolgahn Level 40
Enemies:
3x Dark Knights Level 20
1x Dark Archer Level 20

This should be a simple fight. Just make sure the Paladins tie up the Archer
troop while Rupert handles the melee.

Move the Scout to the middle of the North edge. More Dark Elves will appear.

#############
Second Battle
#############
Allies:
1x Dolgahn Level 40
Enemies:
2x Dark Archer Level 20
1x Wyvern Level 20

Shoot down the Wyverns, engage the Archers in melee. Another simple battle.

Send the Scout further East. He will expose:

############
Third Battle
############
Allies:
1x Dolgahn Level 40
Enemies:
1x Dark Knights Level 20
3x Dark Archers Level 20

Engage the Archers, even if it means pushing through the combats with the
Knights. Otherwise, this will not be a problem.

The Scout should move along the Western edge of the map to find:

#############
Fourth Battle
#############
Allies:
1x Dolgahn Level 40
Enemies:
2x Dark Knights Level 20
1x Dark Archer Level 20
1x Wyvern Level 20

Engage the Archer troop, while shooting down the Wyverns. Mop up the Knights
afterwards.

Now the Scout should expose the Rangers near the middle of the map.

############
Fifth Battle
############
Allies:
1x Dolgahn Level 40
1x Elf Ranger Level 30
Enemies:
1x Dark Knights Level 20

A very simple fight. I won't even go into how simple this should be.

The Rangers reveal how the Kaedes forces raided the Elf village. Dolgahn
promises full support. Now you must deal with the raiders that spawn along the
entire South zone.

############
Sixth Battle
############
Allies:
1x Dolgahn Level 40
3x Elf Rangers Level 30
Enemies:
4x Dark Knights Level 20
1x Dark Archer Level 20
1x Wyvern Level 20

Shoot the Wyverns down to help out your allies, who will bear the brunt of the
attack. Go after the Archers first. The remaining forces are not much to deal
with.

Some time passes...

2x Elf Rangers appear, as do Dark Elves. They must be protected (or left do
die, but I like EXP).

##############
Seventh Battle
##############
Allies:
1x Snowstone Level 50
1x Dolgahn Level 40
6x Elf Rangers
Enemies:
6x Dark Knights Level 20
5x Dark Archer Level 20
1x Dark Riders Level 20

The Cavalry will almost always end up charging Dolgahn. Mortar them out of
existence if not. Aim for the Archers first (as always), and have your Paladins
provide healing to allies if needed. Snowstone will appear a few moments into
the battle from the West. This will then trigger more reinforcements for the
Dark Elves. However, you and your allies are all high levels, so this should be
no problem. Kill all of the enemy to finish the mission.

I got 15300 EXP, 560 Kills and 31000 Gold.

Snowstone talks about the Ancient Heart. It seems that the Elves want the
artifact as badly as everyone else that knows about it does.

Head to Longdust.

-----------------------
Longdust (Fourth Visit)
-----------------------
Head to the Pub.

Barracks: Put everyone to level 35. Paladins should go to level 40. Max out
Paroth's Holy skill after transferring him back to Rupert's troop. Don't forget
to strip off the mage that was standing in for Paroth. Head to the Main Gate.

Pub: It turns out that the Dwarves and Elves will help out Hironeiden. But the
Elves have an unhealthy obseesion with the Ancient Heart that has the Dwarves
concerned. Time passes. Some fool mentions Mr Ben's daughter. The soldier who
likes poems talks about meeting the poet. And another soldier believes that
after Hironeiden is Arein. Head to the Barracks.

Main Gate: There are a couple of Unknown missions first. Only one is available
at this time though. Head to that.

-----------------
Unknown 5 (South)                                                           [R9]
-----------------
My selection:
Rupert Level 40, Paladins Level 40, Mortars Level 35, Longbowmen Level 35

Enemies:
6x Dark Knights Level 25
5x Orc Axemen Level 17
3x Dark Archers Level 24
1x Scorpion Level 29
2x Wyverns Level 23

I got 9800 EXP, 285 Kills and 17000 Gold.

Head to the next Unknown mission. You can go back to Longdust and upgrade if
you want, then return, but it is not really needed.

---------------
Unknown 6 (SSW)                                                            [R10]
---------------
My selection:
Rupert Level 40, Paladins Level 40, Mortars Level 35, Longbowmen Level 35

Enemies:
6x Orc Heavy Infantry Level 27
5x Orc Axemen Level 23
3x Dark Archers Level 28
2x Dirigibles Level 34
1x Flame Wraith Level 31

I got 13500 EXP, 295 Kills and 23000 Gold.

Head to Longdust.

----------------------
Longdust (Fifth Visit)
----------------------
Head to the Barracks to level up.

Barracks: Make a Bomber Wing. Put everyone else to level 40. Do not level the
Bomber Wing past level 30, it might get shot down for a waste of EXP. Any
remaining EXP goes to Rupert. Head to the Main Gate.

Main Gate: Go to Posterous Green.

---------------
Posterous Green                                                            [R11]
---------------
My selection:
Rupert Level 42, Paladins Level 40, Mortars Level 40, Longbowmen Level 40,
Bomber Wing Level 30

The objective is to get at least five out of ten Supply Units to the SW corner.
You have a timer that counts down the remaining time until the Supply units get
to the NE corner, then you must fight off the Dark Legion to let the Supply
Units pass.

You begin with a battle about to begin.

############
First Battle
############
Allies:
4x Infantry Level 25
2x Archers Level 25
Enemies:
5x Orc Infantry Level 30
1x Axemen Level 30
2x Dark Archers Level 30

Go after the Archers with Rupert, while your others support your allies. This
should be a simple fight, but will likely take until the time elapses.

3x Supply Units appear in the NE corner. Have your troops waiting to engage the
Dark Legion forces arriving from the SE corner.

############
First Battle
############
Allies:
Whatever remains
3x Supply Units Level 10
Enemies:
5x Dark Fighters Level 30
3x Dark Archers Level 30

Go for the leaders, who should be identifiable to end this swiftly. Keep the
Supply Units out of combat at all costs. They are too weak. If they are in
combat, Meteor, and blow them away with bombs. This should be a simple fight.

As each Supply Unit makes it to the end, your troops are healed, and you gain
+100 EXP per Supply Unit. So for this run you get a maximum of +300 EXP. Ath the
end of the battle, you have 50 seconds to position your troops before the next
group arrives.

Another three Supply Units arrive in the NE. Dark Legion forces come from the 
SE.

#############
Second Battle
#############
Allies:
Whatever remains
1x Elf Ranger Level 30
3x Supply Units Level 10
Enemies:
4x Dark Fighter Level 30
1x Orc Axemen Level 30
2x Scorpions Level 30
1x Dark Archer Level 30
1x Orc Rider Level 30
2x Wyvern Level 30

Once the Wyverns are shot down, have your Bomber Wing run the Riders off. Go
after the Scorpions when they appear. This should be another simple battle
otherwise.

As each Supply Unit makes it to the end, your troops are healed, and you gain
+100 EXP per Supply Unit. So for this run you get a maximum of +300 EXP. Ath the
end of the battle, you have 40 seconds to position your troops before the next
group arrives.

Four Supply Units now appear in the NE corner. The Dark Legion comes from the
SE.

############
Third Battle
############
Allies:
Whatever remains
4 Supply Units Level 10
Enemies:
2x Dark Fighter Level 30
5x Orc Infantry Level 30
1x Orc Axemen Level 30
1x Scorpions Level 30
1x Orc Rider Level 30
1x Swamp Mammoth Level 30

The Mammoth is one of the last to arrive. Try to kill as much as you can before
it does. The Riders should be bombed to scare them off. Once the Mammoth
appears, Rupert tells you to concentrate on the others because the Mammoth is
still a way off. I would put the Bomber Wing on to the Mammoth, and have the
Mortars use their smallest blast radius (which concentrates the damage more) on
the Mammoth. Killing it gives you +100 EXP. Then go back after the Riders if you
have not killed them yet. Without the Mammoth, this will be an easy fight.

As each Supply Unit makes it to the end, your troops are healed, and you gain
+100 EXP per Supply Unit. So for this run you get +400 EXP.

Rupert then tells everyone that the drinks are on him, and an objective appears
to move to the SW corner. This does not matter, because almost immediately
Mission Accomplished appears.

I got 19700 EXP, 505 Kills and 29000 Gold.

Head to the Advance Base. If you missed either of the previous two Unknown
missions, you can do them now.

----------------------------
Advance Base 2 (First Visit)
----------------------------
Head to the Barracks to level up.

Barracks: Put Rupert to level 50, and the Paladins should get the rest of the
EXP. Head to the Main Gate.

Main Gate: Go to the Unknown mission first.

--------------
Unknown 7 (SE)                                                             [R12]
--------------
My selection:
Rupert Level 50, Paladins Level 42, Mortars Level 40, Longbowmen Level 40,
Bomber Wing Level 30

Enemies:
6x Ghouls Level 23
6x Orc Heavy Infantry Level 23
4x Dark Archers Level 35
2x Earth Golems Level 27
2x Wyverns Level 30

I got 11900 EXP, 360 Kills and 28000 Gold.

Head to the Advance Base.

-----------------------------
Advance Base 2 (Second Visit)
-----------------------------
Head to the Barracks to level up.

Barracks: The next mission is the last, so buy SP/Health/Regeneration equipment,
as you will not get any EXP for this mission. You may only take 2 choices, so I
advise stripping down your Mortars and Bomber Wing. I then put my Paladins to
level 50, and the remaining EXP went to my Longbowmen, to get them to level 48.
You are given a Bomber Wing and a Mortar troop for the next mission, which is
why I recommended the removal of these troops. You can swap Longbowmen for
Mortars if you want, but I like to have a ranged unit for emergency healing.
Unfortunately both are level 30, but there is nothing to be done about this.
Head to the Main Gate.

Main Gate: Go to the Hironeiden Inner Castle.

-----------------------
Hironeiden Inner Castle                                                    [R13]
-----------------------
Rupert Level 50, Paladins Level 42, Longbowmen Level 40, Mortars Level 30
(FIXED), Bomber Wing Level 30 (FIXED)

This is a simple enough mission, though you can get overwhelmed at times. It is
extremely important that you keep the Mortars and Bomber Wing alive, otherwise
it will prove difficult to kill the 3 Swamp Mammoths later on.

###########
First Phase
###########
Allies:
9x Infantry Level 25
Enemies:
12x Ghouls Levels 30-40
2x Scorpions Level 40

Your allies will be swiftly wiped out unless helped. Send the Bomber Wing to
weaken the Southern end, which will collapse soon, but you can weaken the troops
somewhat. Have your troops support the allies, but not where Rupert fights.
Rupert will be knocked around by mortar fire, breaking his combos, and limiting
his effectiveness. Always heal your troops. You do not want to lose health,
because it will make the battle even more difficult. Keep moving Rupert South,
while bringing the Bomber Wing after Scorpions.

As soon as you hear that the Outer Wall is breached, bring your Bomber Wing
North. This triggers the second phase, which contains Archers.

############
Second Phase
############
Allies:
Whatever remains
Enemies:
5x Dark Fighter Level 35
1x Scorpion Level 35
2x Dark Archers Level 35

Your already weakened allies will likely die in this skirmish. Rupert should
push after the Dark Archers, ignoring the Fighters. Your Ranged troops should
shoot the Fighters while Paladins cast Bless and Heal to aid your allies. Once
the Archers are gone, bring the Bomber Wing back for the melees. Have Rupert
heal and assault as needed.

Once finished in this combat, a cutscene shows a Mammoth, and Gerald is
signalled. Send a AScout to find the location of the Mammoth. You will find:

###########
Third Phase
###########
Allies:
Whatever remains (likely none)
Enemies:
2x Dark Fighter Level 40
1x Dark Archers Level 40
1x Swamp Mammoth Level 30

Getting more difficult. Quickly finish the Archers so that the Bomber Wing can
pursue the Mammoth without worry. Wipe out the melee troops, then pull all but
Mortars and Bomber Wings back. These two troops should take down the Mammoth.

A cutscene plays, where Gerald meets Rupert. Rupert promises to take apart the
Mammoths. Well, he's about to get his chance.

############
Fourth Phase
############
Allies:
1x Gerald Level 40
1x Infantry Level 40
6x Infantry Level 25
Enemies:
6x Scorpions Level 40
2x Swamp Mammoths Level 40

There are no Archers, so your Bomber Wings can operate without worry. Start at a
Scorpion, and move down after each victory. Ignore the Mammoths until the
Scorpions are dead; the Mammoths are too slow to get to Rupert before being
wiped out. I tmay be that after the allies have been wiped out that the Mammoths
will not stand still, and advance towards you. In this case you should move
Rupert twoards the enemy in wide formation for speed. Gerald will follow. Once
the Mammoth stops, get out of it range, and fire with Mortars. Gerald and the
other Infantry will patrol around to get its attention. This will keep it still
for you to kill easily. Move on to the next one. Any Scorpions will assault
Gerald, so may easy targets there too.

You will see a cutscene once all of these enemies are dead, showing a Mammoth
dying. All your forces are now in the SE quadrant. You should pull them all back
to the NW quickly.

A cutscene shows Lucretia appear in the SE.

###########
Fifth Phase
###########
Allies:
1x Gerald Level 40
1x Infantry Level 40
Enemies:
1x Lucretia Level 50
4x Dark Knights Level 40
2x Dark Archers Level 40
1x Scorpion Level 40

This is a large force. Once they are within sight range, Gerald will make a
beeline for Lucretia. She will retreat from combat, and come for Rupert. This is
an easy fight. Knock her troop down to half strength for them to retreat. Then
head after the Scorpion and Archers. Gerald will end up fighting Knights, so
ignore him for now. Make sure to protect the Bomber Wing, because at least one
Archer usually tries to seek it out. Morene informs Lucretia of losses. Once
over three quarters are lost, a retreat order comes, and Lucretia will quit the
field. Mission complete.

A cutscen reveals how the Dark Legion was puched back to the Holy Ground. After
the Ancient Heart was discovered, General Hugh and Rupert died from Regnier's
attack. Gerald failed to avenge his comrades.

Skip/Watch the credits, and then save the game to replay Rupert's missions.

________________________________________________________________________________
5) Cirith's Campaign                                                         [C]

------
Cirith
------
Cirith is a Dark Legion version of Ellen. Cirith is fast and agile, but lacks 
strength at early levels. Her interactions are with Dyesa, Elcam and Nachmir,
who are allied to you for most battles. Her camapign does not achieve much. She
supposedly is to chase the Patriach, but is always left in situations where she
is heavily outnumbered and must run away. On nearly all of her missions, a Swamp
Mammoth and Orc Axe Riders can take care of the enemy. However, most of her
missions are fun, and I enjoyed her camapign. The banter with Elcam, Dyesa and
Nachmir is strange, but eavesdropping reveals humourous details. She begins at
level 16, with a level 18 Archer, level 12 Archer and a level 12 Orc Axemen.

------
Combos
------
X+X+A+A        Soultaker
X+X+X+X        Viper Rush
A+X            Punishing Stiletto (Finishing Move)
X+X+X+A        Viper Sommersault
X+X+X+Y        Electric Charge
X+X+Y+Y        Electric Rush
B              Evasion
A+(Direction)  Sommersault

----------
Characters
----------
Nachmir
Jewel obsessed sister of Cirith's.

Elcam
Lovesick elf determined to win Cirith over with bad poetry.

Dyesa
Commander of Cirith's division and in love with Elcam.

Morene
Half-vampire who was previously ordered to watch over Cirith for any Kaedes
connections.


########
Colonock                                                                    [C1]
########
My selection:
Cirith Level 16, Archer Level 18, Archer Level 12, Axemen Level 12.

Advance northwards. After a period of time elapses, you will see a cutscene
featuring Storm Riders flying towards you. Use Elemental Boost on your Archers
to take them down with ease. Then the ambush is struck.

############
First Battle
############
Allies:
1x Dyesa Level 15
1x Nachmir Level 12
1x Elcam Level 9
Enemies:
6x Longbowmen Levels 10-18

Your allies will tie up the Longbowmen that appear to the West. Hold your forces
back momentarily. Two Longbowmen will appear on high ground, and you will be
ordered to intercept them. Put your Axemen on one, and Cirith on the other. Have
Archers support. If you need to heal, cast tree of Healing in between the two
combats to maximise its effect. It is a regeneration over time spell. Once these
Longbowmen are dead, pile into the others if needed. Usually while you are still
fighting...

##############
Reinforcements
##############
Enemies:
1x Cavalry Level 10
2x Knights Level 12
3x Paladins Levels 13-14

Have your Axemen take down the Cavalry. You may need to pull them out of combat.
Enage the Paladins to prevent their healing magic. The leader might have a
winged helmet, or different coloured armour. Kill him to wipe out the squad
easily. Remember to heal. Expect to maybe lose some health permanantly. By now,
your allies are likely to be on the smallest unit of life. Don't worry, in most
missions they are invincible. After all enemies are dead, head west.

#############
Second Battle
#############
Allies:
1x Dyesa Level 15
1x Nachmir Level 12
1x Elcam Level 9
Enemies:
1x Paladins Level 14
1x Knights Level 12
1x Longbowmen Level 9
1x Archers Level 9

Engage the ranged enemies first. If they are in combat, head for the Paladins.
Leave the Knights for last. Once all enemies are dead, head to the exit zone to
the West to complete the mission.

I finished with 3000 EXP, 250 Kills and 13000 Gold.

Head to Arein.

-------------------
Arein (First Visit)
-------------------
Elcam will flirt for the remainder of the campaign, and Nachmir will continue to
be fixated on gems, as painful as it may seem. Luckily Dyesa is always around to
break it up. head to Operations.

Operation: Morene will tell Cirith to get the Ancient Heart from the Patriach.
This same scene is repeated in Morene's mission, where Morene was told to get
the Ancient Heart herself. ( A short note on history: Rithrin was a half-vampire
who stole the Ancient Heart. Lucretia was a Dark Elf who commanded the Border
Guard, which Morene watched over as an Inspector. Cirith failed to take the
Ancient Heart from Rithrin, and moved to her sister Nachmir's unit). Head to the
Pub.

Barracks: Put Cirith up to level 20 and change her troop into Knights. Strip
down the mage officer, as I don't find Curse magic to be as helpful as offensive
elemental magic. Change the Axemen into Orc Axe Riders. You will need gold, and
these guys can get gold easily. Put them up to level 20 also. Strip down the
Archers. These troops do not need Melee, and each has four points! Give each a
different magic, with five points in each, and level them up evenly with Ranged
skill. I got mine to level 17. Now head to the Main Gate.

Pub: Elcam will flirt, Nachmir will mention gems, and Dyesa will break it up.
She also mentions an impending battle against the Patriach. Head to the Barracks
to level up.

Main Gate: I did the West Unknown mission first.

----------------
Unknown 1 (West)                                                            [C2]
----------------
My selection:
Cirith Level 20, Archer Level 17, Archer Level 17, Axe Riders Level 20.

Send your Axe Riders around for SP. Use this to heal with Enrage. The more SP
you use, the higher your Gold total will be. So use waypoints (Left Trigger+[A])
to ride through enemies multiple times.

I found the following:

Enemies:
6x Infantry Level 17
4x Sappers Level 18
2x Mortars Level 12
1x Storm Rider Level 10

I finished with 4000 EXP, 250 Kills and 30000 Gold.

Head to Arein.

--------------------
Arein (Second Visit)
--------------------
Head to the Barracks to level up.

Barracks: Level both Cirith and the Riders up to level 25. EXP boosters are
recommended. Head to the Main Gate.

Main Gate: Do the next Unknown mission.

---------------
Unknown 2 (NNE)                                                             [C3]
---------------
My selection: Cirith Level 25, Archer Level 17, Archer Level 17, Axe Riders
Level 25.

Usual tactics apply. I found the following:

Enemies:
5x Dark Fighters Level 13
4x Orc Axemen Level 17
1x Scorpion Level 11
3x Dark Archers Level 15
2x Dirigibles level 17

I got 5000 EXP, 280 Kills and 30000 Gold.

Head to Arein.

-------------------
Arein (Third Visit)
-------------------
Head to the Barracks to level up.

Barracks: Level Cirith up to level 30. Get your Archers up to level 20. Put the
remainder into an Officer. I recommend putting Lightning abilities to your
troops, as the next mission has an abundance of Knights and Paladins. Head to
the Main Gate.

Pub: Dyesa will "show" Elcam something. Eavesdrop to hear that she left in a
hurry.

Main Gate: Do the Lichen Vale mission.

---------------
Lichen Vale (1)                                                             [C4]
---------------
My selection:
Cirith Level 30, Archer Level 20, Archer Level 17, Axe Riders Level 25

This mission is difficult. You will have to ensure Dyesa does not die, then you
will face a very powerful Regnier.

You start off right before a battle.

############
First Battle
############
Allies:
1x Dyesa Level 30
1x Nachmir Level 26
1x Elcam Level 20
Enemies:
1x Knights Level 26
3x Paladins Levels 25-27
1x Longbowmen Level 23

Send your Riders out after the Longbowmen. Have your Archers support your
allies. Cirith should go after a Paladin troop. Once all enemies here are wiped
out, head South.

#############
Second Battle
#############
Allies:
1x Dyesa Level 30
1x Nachmir Level 26
1x Elcam Level 20
Enemies:
2x Paladins Levels 26-27

These troops will advance northwards. Once they are dead, head East around the
mountain.

############
Third Battle
############
Allies:
1x Dyesa Level 30
1x Nachmir Level 26
1x Elcam Level 20
Enemies:
1x Knights Level 22
4x Paladins Levels 25-27
2x Cavalry Level 18
2x Longbowmen Levels 20-23
2x Mortar Levels 17-19

Send your Riders after their ranged troops. hopefully you can get them to shoot
your Riders instead of Dyesa. Put Cirith into combat with a Mortar troop if
possible. have one Archer stationed near Dyesa for healing. The Cavalry are not
smart, and will usually end up in combat.

Once you have the upper hand...

###################
Reinforcements (SW)
###################
1x Cavalry Level 24
1x Paladin Level 28
1x Longbowmen Level 25

###################
Reinforcements (SE)
###################
1x Spearmen Level 29

Send your Riders after the Cavalry, and Have Cirith take on the Longbowmen.
Beware the Spearmen on your Riders. Head East afterwards.

#############
Fourth Battle
#############
Allies:
1x Dyesa Level 30
1x Nachmir Level 26
1x Elcam Level 20
Enemies:
3x Paladins Levels 29-31
2x Longbowmen Level 26

Very shortly into this battle, Regnier will show up from the East side. Leave
Cirith in combat. She will become temporarily invincible against Regnier.

###############
Regniers Forces
###############
1x Regnier Level 42
1x Orc Riders Level 20

Concentrate on the forces other than Regnier to gain EXP. Luckily...

################
Cirith's Saviour
################
1x Morene Level 34

Morene will get into combat with Regnier, who will pull away to the North. Head
South slightly, with Cirith in front. Humans are blocking your escape route in
the SE corner.

############
Fifth Battle
############
Allies:
1x Nachmir Level 26
Enemies:
2x Knights Levels 26-28
1x Longbowmen Level 27

Have Cirith engage the Longbowmen. After everything you've faced so far, this
shouldn't be a problem. Get Cirith into the flashing zone to complete the
mission.

I got 19600 EXP, 520 Kills and 65000 Gold.

Head to the Advance Base

----------------------------
Advance Base 1 (First Visit)
----------------------------
Upon entering the base, Dyesa explains that she needed to get the Patriach, and
that Cirith was a distraction. Elcam flirts, Nachmir talks about gems, and Dyesa
breaks it up. Head to Operations.

Operations: Dyesa reveals a Supply Depot that they will raid. Head to the Pub.

Barracks: Create a Swamp Mammoth and put it up to level 30. Swap one of your
Archers for Flame Wraiths. Make sure all units are level 30. Head to the Main
Gate.

Pub: Nachmir reveals how Dyesa was flirting with Elcam. Hmmm... now it all makes
sense. Head to the barracks to level up.

Main Gate: Head to the Unknown mission to the North.

-----------------
Unknown 3 (North)                                                           [C5]
-----------------
My selection:
Cirith Level 30, Flame Wraiths Level 30, Archer Level 30, Axe Riders Level 30, 
Swamp Mammoth Level 30

I found the following:

Enemies:
6x Orc Infantry Level 31
4x Ghouls Level 29
3x Dark Archers Level 22
1x Ice Maidens Level 23
2x Wyverns Level 27

I finished with 16800 EXP, 320 kills and 25000 Gold.

I chose to do the NE Unknown mission next, but you can head to the Advance Base
and level up if you wish.

--------------
Unknown 4 (NE)                                                              [C6]
--------------
My selection:
Cirith Level 30, Flame Wraiths Level 30, Archer Level 30, Axe Riders Level 30,
Swamp Mammoth Level 30

I found the following:

Enemies:
6x Orc Infantry Level 24
5x Ghouls Level 29
3x Dark Archers Level 30
1x Flame Wraiths Level 21
2x Wyverns Level 24

I finished with 13800 EXP, 320 kills and 20000 Gold.

Head to Kallishire.

----------
Kallishire
----------
Operations: Elcam will recite all of his sayings to you again here if you really
want to listen to them.

Barracks: Upgrade Cirith and the Riders to level 40. Put the Flame Wraiths and
Archers up to level 35. I put the remaining into the Mammoth. Head to the Main
Gate.

Main Gate: head to the remaining Unknown mission.

--------------
Unknown 5 (SW)                                                              [C7]
--------------
My selection:
Cirith Level 40, Flame Wraiths Level 35, Archer Level 35, Axe Riders Level 40,
Swamp Mammoth Level 33

I found the following:

Enemies:
6x Heavy Infantry Level 20
5x Sappers Level 26
3x Mortars Level 27
1x Catapults Level 24
2x Bomber Wings Level 21

I finished with 11100 EXP, 320 kills and 25000 Gold.

Head to Advance Base via Unknown mission 3.

-----------------------------
Advance Base 1 (Second Visit)
-----------------------------
Barracks: Reset your Flame Wraiths to default. You are only allowed three units
and a support in the next mission. Upgrade your Archers to level 40, and put
Cirith up to level 45. Any additional points put into the Mammoth. Head to the
Main Gate.

Main Gate: Head to the Woodenshade mission.

-----------
Woodenshade                                                                 [C8]
-----------
My selection:
Cirith Level 45, Archer Level 40, Axe Riders Level 40, Swamp Mammoth Level 38

This may take a while due to large numbers of enemies and ambushes. I recommend
leaving your Mammoth to do the hard waork, while Cirith cleans up any
stragglers.

Have your Mammoth move NE. It can do quite a bit of damage on its own, so let it
take on the first lot of troops. Dyesa and Elcam will leave you to take on the
base with Nachmir.

############
First Battle
############
Allies:
1x Nachmir Level 27
Enemies:
3x Knights Levels 26-32
1x Paladin Level 30
1x Archers Level 31

Target the Paladin first. They will just heal the others constantly. And most
annoyingly, they have Heal and Meteor as spells. Then destroy the Archers, then
the Knights. Once these are dead, you will see a cutscene showing
reinforcements.

#############
Second Battle
#############
Allies:
1x Nachmir Level 27
Enemies:
2x Knights Levels 33-34
1x Infantry Level 28
1x Spearmen Level 31
1x Paladin Level 34
2x Longbowmen Levels 31-33

Again, let the Mammoth handle the brunt of the attack Take out the Paladins,
then the Longbowmen. At times, the groups may split up, so if you are lucky, you
only face a few enemies at a time.

############
Third Battle
############
Allies:
1x Nachmir Level 27
Enemies:
2x Paladin Levels 30-33
2x Longbowmen Levels 30-31
1x Archer Level 32
1x Cavalry Level 25
1x Mortars Level 27

The Mammoth can take them on all day. There may be more forces, but just run up,
heal the Mammoth, then head back to the SW corner.

Once this lot is dead, bring everything to the SW corner, then head East with a
Scout/Mammoth/Riders. Follow the path North, and you should see a cutscene in
which you are "surrounded." Simply punch through with Riders and bombard with
the Mammoth.

#############
Fourth Battle
#############
Allies:
1x Nachmir Level 27
Enemies:
3x Knights Levels 25-30
1x Paladin Level 34
1x Longbowmen Level 17

Send a troop North after killing these enemies.

##############
Final Position
##############
Allies:
1x Nachmir Level 27
Enemies:
Knights Levels 25-30
Infantry Level 25-29
Paladin Level 24
Longbowmen Levels 27-32
Mortars Level 22
Storm Rider Level 20

The enemy keeps respawning here, so you will be overwhelmed quickly in melee.
Have your Orc Riders charge around, racking up the kills, then rush Cirith
through to the flashing zone to complete the mission.

I got 16400 EXP, 450 Kills and 32000 Gold.

Head to the Advance Base.

----------------------------
Advance Base 1 (Third Visit)
----------------------------
Operations: Dyesa reveals that her retreat was due to tactics. Hmmm, yes, all
right. Cirith flirts with Elcam to get a rise out of Dyesa. Now we know whats
going on. Dyesa is trying to get rid of Cirith so that she can have Elcam. This
is all that Cirith's campaign really accomplishes. After the next mission,
Cirith says she will take Dyesa to another Supply Depot. Head to the Pub.

Barracks: Put Cirith up to level 50. I then used the remaining experience to get
the Riders up to level 42. Head to the Main Gate.

Pub: Cirith reveals how she is going to kill Dyesa. Head to the barracks to
level up.

Main Gate: Head to the Unknown mission to the NW.

--------------
Unknown 6 (NW)                                                              [C9]
--------------
My selection:
Cirith Level 50, Archer Level 40, Axe Riders Level 42, Swamp Mammoth Level 38

I found the following:

Enemies:
6x Infantry Level 19
5x Paladins Level 23
3x Longbowmen Level 15
1x Earth Golem Level 17
2x Bomber Wings Level 27

I finished with 10200 EXP, 320 kills and 31000 Gold.

Head to the Advance Base.

-----------------------------
Advance Base 1 (Fourth Visit)
-----------------------------
Head to the Barracks to level up.

Barracks: Put the Mammoth up to level 40, and the Riders up to level 45. Head to
the Main Gate.

Main Gate: Head to the Lichen Vale mission.

---------------
Lichen Vale (2)                                                            [C10]
---------------
My selection:
Cirith Level 50, Archer Level 40, Axe Riders Level 45, Swamp Mammoth Level 40

One thing to note, don't let Dyesa die. You have to lead her to the depot to
kill her remember.

This is the situation as it stands:

###############
First Zone (NE)
###############
Allies:
2x Dark Knights Levels 39-41
Enemies:
1x Knight Level 48
1x Paladin Level 47
1x Longbowmen Level 39

################
Second Zone (SE)
################
Allies:
2x Dark Knights Levels 38-40
Enemies:
1x Infantry Level 37
1x Paladin Level 37
1x Longbowmen Level 38

###############
Third Zone (SW)
###############
Allies:
2x Dark Elf Knights Levels 37-38
1x Scorpion Level 43
Enemies:
2x Paladin Level 38-39
2x Longbowmen Level 39

################
Fourth Zone (NW)
################
Allies:
2x Dark Knights Level 42
1x Scorpion Level 43
Enemies:
1x Knight Level 46
1x Paladin Level 47
2x Longbowmen Levels 39-40

##################
Fifth Zone (North)
##################
Allies:
2x Dark Knights Levels 40-41
Enemies:
3x Paladin Level 45-47

You also have the following:

######
Allies
######
1x Dyesa Level 51
1x Dark Knight Level 47
1x Wyvern Level 41

I usually head to those zones in the order that they are entered. It does not
matter overly much though. I would send Cirith and Archers to one zone, the
Mammoth to another, and the Riders to patrol along the West side. After two
strongpoints are secured, reinforcements arrive for the humans from the NE
corner.

##############
Reinforcements
##############
3x Paladins Levels 44-48
2x Knights Level 47
1x Longbowmen Level 41-42
1x Storm Rider Level 48

I advise dealing with this first, as it can get overwhelming against your allies
in the nearby zones.

After all enemies are dead, Dyesa will tell you to lead on towards the Supply
Depot. Head to the NW corner, to find...

#############
Second Battle
#############
Allies:
All remaining forces
Enemies:
3x Paladins Level 48-49
2x Mortars Level 34-35
1x Storm Rider Level 42

Kill them all, watch Dyesa's health, then move to the NW corner. A cutscene
reveals no depot, and Dyesa is told that she is about to die.

You will now face a full health Dyesa, and worse, she will be invincible, while
you are not. Heal with your Archers while Cirith ties Dyesa up in combat. After
Cirith finally fishes her spiel, you can kill Dyesa. Luckily, the other forces
have disappeared. If you are out of SP, use your Riders to hold Dyesa in combat,
while you pull your other forces back. Once Dyesa becomes vulnerable, you can
kill her quickly with the Mammoth. Kill Dyesa, and you will complete the
mission.

I got 23300 EXP, 250 Kills and 25000 Gold.

Head to the Advance Base.

----------------------------
Advance Base 1 (Fifth Visit)
----------------------------
On arrival, Elcam flirts, nachmir asks about jewellery, and NNNNNNNOOOOOOOOO!
Dyesa isn't there to break it up! Head to the Pub.

Operations: Elcam flirts, and Cirith reveals that she will go after Nachmir.
Head to the Barracks to level up.

Barracks: The next mission allows the use of an extra troop. I prefer Riders
again. I got them up to level 45. The next mission is the last, so put
SP/HP/Regeneration equipment on your troops. Head to the Main Gate.

Pub: Nachmir talks about an Opal Mine, then disappears to go looking for it.
Head to Operations.

Main Gate: Head to the El Nido mission.

-------
El Nido                                                                    [C11]
-------
My selection:
Cirith Level 50, Archer Level 40, Axe Riders Level 45, Axe Riders Level 45,
Swamp Mammoth Level 40

This mission is annoying. It is not hard, if done right, but sums up Cirith's
Campign quite well as a time waster before moving onto Morene's more
challenging missions.

Nachmir is to the South of your starting position. Send the Mammoth in and blast
Paladins, then Archers until Elcam arrives. Once he does, Nachmir is revealed.
Get Cirith to her, then move West, then North along the Western edge of the map.
Run through combat. This is a simple mission if you don't fight much.

########
Enemies:
########
2x Paladins Levels 36-40
1x Sappers Level 35

The Paladins use healing and Meteor, so tie them up with Cavalry, heal with
Archers, and bombard with the Mammoth. Leave Cirith out to keep as much health
as possible.

You will have reinforcements:

#######
Allies:
#######
1x Elcam Level 42
2x Dark Elf Archers Level 41-42

The Humans will have reinforcements:

########
Enemies:
########
Knights
Paladins
Mortars
Longbowmen

These keep respawning so forget them, rush South to Nachmir. Use your Riders to
get the enemies attention by patrolling through them in a big loop. Have Cirith
head West along the Southern edge, then North along the Western edge. Once
Cirith and Nachmir reach that zone in the NW corner, you have completed the
mission.

You then see a cutscene which shows Encablossa. You learn more about this in
Morene's Campaign. Unfortunately, Cirith allows Elcam to recite a poem, and ends
up crying. This completes Cirith's missions. Save after the credits to replay
any of Cirith's missions. You have also unlocked Morene's Campaign


________________________________________________________________________________
6) Morene's Campaign                                                         [M]

------
Morene
------
Morene's camapign is difficult for the sheer number of enemies that you are
likely to face. She is an average character, in terms of strength and speed. But
get her leveled up with a good weapon, and she has devastating specials. She has
one of the few FMVs in the game, and it is a good one. It is part of the FMV
from Walter's Camapign, but is much easier to get then the one from Walter's
last mission. She also fights Encablossa Mutants, which is a different twist on
the enemies you usually face. She begins at level 11, with level 10 Dark Elf
Knights, level 9 Dark Elf Cavalry, level 8 Dark Elf Archers and a level 20
Wyvern.

------
Combos
------
X+X+A+A        Soultaker
A+A            Gutspiller
Y              Boneblade
Y+Y            Bloody Winch
Y+A            Brainbuster
Y+B (HOLD)     Twister
Y+(Direction)  Spinebreaker
A+X            Divebomber (Finishing Move)
X+X+X+X+A      Skullcrusher
B+Y            Multiple Boneblades

----------
Characters
----------
Valdemar
Half-vampire king of the Dark Elves. Ruler of Vellond.

Ilfa
Dark Elf who serves the King. Ordered to help Morene.

Cirith
Dark Elf who is ordered to locate the Ancient Heart.


-----------
Nymphbarren                                                                 [M1]
-----------
The cutscene shows Lucretia. You will see her again.

############
First Battle
############
Allies:
2x Dark Knight Level 10
1x Dark Cavalry Level 9
1x Dark Archers Level 9
1x Wyvern Level 11
Enemies:
2x Knights Levels 9-10
1x Paladin Level 7
1x Infantry Level 7
2x Longbowmen Level 7

Head around the melees and engage the Archers. Build up SP and heal with the
Cavalry. After this is over, more enemies will appear on high ground.

#############
Second Battle
#############
Allies:
Remaining Forces
Enemies:
3x Longbowmen Levels 1-2
3x Paladins Levels 7-11

Engage the Archers, but keep back from the West side. Reinforcements arrive from
there as these enemies lose about half combined health.

##############
Reinforcements
##############
1x Paladin Level 12
2x Knights Level 8
2x Archer Level 8

Morene will be told that the Patriach has escaped, and will order a retreat. You
have to go North to curve around the walls. Blocking the way is two Level 6
Catapults. Ignore these. In the exit zone...

############
Third Battle
############
Allies:
Remaining Forces
Enemies:
2x Paladins Levels 10-11
1x Mortars Level 8

Wyverns are effective against Mortars in disrupting their fire. Destroy these
forces, then move into the exit zone to complete the mission. YOu gain 150 EXP
for getting to the exit.

I got 1300 EXP, 200 Kills and 15000 Gold.

Head to Arein.

-------------------
Arein (First Visit)
-------------------
Head to Operations.

Operations: Morene flirts with Valdemar, then gets testy towards Ilfa. Her
mission is to get the Ancient Heart, and is allied with Ilfa. Head to the Pub.

Barracks: Reset your officers, and the Archers. Get Morene up to level 20, and
put Ice on the Archers so they can cast blizzard, then put them to level 10.
Head to the Main Gate.

Pub: This is the scene from Cirith's Campaign, when Morene tasks Cirith with
getting the Ancient Heart. Head to the Barracks to level up.

Main Gate: I did the North Unknown mission first.

-----------------
Unknown 1 (North)                                                           [M2]
-----------------
My selection:
Morene Level 20, Dark Knights Level 10, Archers Level 10, Cavalry Level 10,
Wyverns Level 20

I found the following:

Enemies:
4x Orc Axemen Level 15
4x Orc Infantry Level 13
2x Dark Archers Level 13
1x Dirigble Level 12

I finished with 3200 EXP, 230 Kills and 17000 Gold.

Head to Arein.

--------------------
Arein (Second Visit)
--------------------
Head to the Barracks to level up.

Barracks: I made Morene level 25, and the Archers and Knights level 15. Head to
the Main Gate.

Main Gate: Do the next Unknown mission.

--------------
Unknown 2 (NW)                                                              [M3]
--------------
My selection:
Morene Level 25, Dark Knights Level 15, Archers Level 15, Axe Riders Level 17,
Swamp Mammoth Level 22

I found the following:

Enemies:
5x Infantry Level 14
3x Pyro Technicians Level 13
2x Longbowmen Level 11
1x Storm Rider Level 12

I finished with 3000 EXP, 250 Kills and 22000 Gold.

Head to Arein.

-------------------
Arein (Third Visit)
-------------------
Head to the Barracks to level up.

Barracks: Put Morene up to level 27. I recommend Cavalry for this next mission
to provide swift healing. Head to the Main Gate.

Main Gate: Do the Lichen Vale mission.

-----------
Lichen Vale                                                                 [M4]
-----------
My selection:
Morene Level 27, Dark Knights Level 15, Archers Level 15, Cavalry Level 17,
Swamp Mammoth Level 22

This mission features part of Cirith's mission, when she fights Regnier.

The Mammoth is quite stubborn here. If not told to move to the right place, it
just turns on the spot. Most annoying.

You start off with battle about to commence. Get across the river first.

############
First Battle
############
Allies:
1x Ilfa Level 29
1x Orc Axemen Level 25
1x Dark Knights Level 26
1x Dark Archers Level 26
Enemies:
5x Knights Levels 25-26
4x Longbowmen Levels 18-21
2x Archers Levels 18-19
2x Mortars Levels 19-20

Engage the ranged units quickly. Try to get the Mammoth into disrupting Mortars.
Have Riders patrolling through the battle. Try to heal your Archers as much as
possible.

Once done, a circle zone is shown to you. Put the Swamp Mammoth into here. Keep
all other units back.

#############
Second Battle
#############
Allies:
Whatever remains
Enemies:
1x Knights Level 26
2x Paladins Levels 24-26
2x Mortars Levels 24-26
1x Longbowmen Level 25

Attack the Mortars with the Mammoth, bring them to critical, then wipe out the
squad with Riders. Target Paladins afterwards, and finally the Longbowmen.

After the last unit dies, more humans appear from the SW.

############
Third Battle
############
Allies:
Whatever remains
Enemies:
3x Paladins Levels 28-29
1x Catapult Level 25
1x Storm Rider Level 25

If you only have your Mammoth and Cavalry, the Catapult might stay in the
corner. Put the Cavalry on this, and destroy the Paladins with the Mammoth. You
will have to bring in Archers for the Storm Riders, so have Morene keep the
Paladins off your Archers. Do not go under the mammoth, as the Storm Riders can
then hurt you as well as the Mammoth. During this battle...

A cutscene shows the Patriach escape. At times he runs into your units. Let him
go. The next cutscene shows Cirith and Regnier fighting. Remember this?

#############
Fourth Battle
#############
Enemies:
1x Regnier Level 50
1x Orc Riders Level 28
1x Scorpion Level 27

Try to destroy the other units before moving into Regnier. If Cirith becomes
critical, get in there. Disengage once Morene starts talking, and prepare for
the next part. Regnier will withdraw. The cutscene shows Leinhart fighting
Morene.

############
Fifth Battle
############
Enemies:
1x Leinhart Level 45
1x Orc Infantry Level 28
1x Orc Axemen Level 24
1x Scorpion Level 27

When you regain control, pull all units back except for Cavalry and the Mammoth.
Have your Cavalry hold up Leinhart, while your other troops heal and destroy the
other enemy troops. Destroy all but Leinhart to complete the mission.

I got 13300 EXP, 300 Kills and 45000 Gold.

Head to the Advance Base.

----------------------------
Advance Base 1 (First Visit)
----------------------------
This is the "Main Castle"? Head to Operations.

Operations: Morene reports to Valdemar, and it seems that Morene may have had
quite a history with Leinhart. Head to the Barracks to level up.

Barracks: I put Morene up to level 30. Give her and the Knights the best
possible weapons. I then defaulted the other Knights, and created Orc Axe
Riders, who I put up to level 25 with the Cavalry. The Archers were put up to
level 20.

Pub: Hire mercenaries or eavesdrop.

Main Gate: Head to the Unknown mission.

--------------
Unknown 3 (NW)                                                              [M5]
--------------
My selection:
Morene Level 35, Archers Level 20, Cavalry Level 25, Axe Riders Level 25, Swamp
Mammoth Level 22

I found the following:

Enemies:
5x Dark Knights Level 12
4x Orc Axemen Level 23
3x Dark Archers Level 25
1x Dirigble Level 18
1x Ice Maidens Level 20

I finished with 7700 EXP, 310 Kills and 17000 Gold.

Head to the Advance Base.

-----------------------------
Advance Base 1 (Second Visit)
-----------------------------
Head to the Barracks to level up.

Barracks: I put the Swamp Mammoth up to level 25, made the Cavalry Flame
Wraiths, and put the rest of the EXP on the Archers. Head to the Main Gate.

Main Gate: Head to the Ravens Meadow mission.

-------------
Ravens Meadow                                                               [M6]
-------------
My selection:
Morene Level 35, Archers Level 28, Flame Wraiths Level 30, Axe Riders Level 25,
Swamp Mammoth Level 25

This can be handled like an Unknown mission, as the objective is to kill all
enemy forces.

I found the following enemies:

Enemies:
6x Orc Heavy Infantry Level 19
5x Orc Sappers Level 16
3x Dark Archers Level 17
2x Wyverns Level 12
1x Earth Golem Level 24

I finished with 7100 EXP, 320 Kills and 20000 Gold.

Head to Kallishire.

----------
Kallishire
----------
Head to the Barracks to level up.

Barracks: I put Morene up to level 40, and the Archers to level 30. Head to the
Main Gate.

Main Gate: Head to Brimstone Forest.

----------------
Brimstone Forest                                                            [M7]
----------------
My selection:
Morene Level 40, Archers Level 30, Flame Wraiths Level 30, Axe Riders Level 25,
Swamp Mammoth Level 25

You begin with a battle imminent.

############
First Battle
############
Allies:
1x Ilfa Level 22
1x Dark Archer Level 19
1x Cavlry Level 20
1x Wyvern Level 23
1x Dirigible Level 19
Enemies:
3x Knights Level 23
3x Paladins Levels 23-25
3x Longbowmen Levels 17-18
2x Storm Rider Levels 18-20

Shoot down the Storm Riders. Try to get around and take out the Longbowmen
first. These enemies may use Flame Arrow, so beware. Cast Meteor from the Flame
Wraiths when you can. This is hugely powerful. Once you have killed all of the
enemy, send the Mammoth and Riders West.

#############
Second Battle
#############
Allies:
Whatever remains
Enemies:
Hexter Forces
1x Rider Level 21
3x Infantry Levels 23-25
2x Axemen Levels 22-24
Human Forces
1x Paladins Level
2x Knights Levels 24-25
4x Longbowmen Levels 17-22

Let them fight, and send your Mammoth and Riders around to take advantage of the
melees. Once they are all gone, the Patriachal Emmissaries arrive.

############
Third Battle
############
Allies:
Whatever remains
Enemies:
1x Walter Level 27
3x Paladins Levels 24-25
1x Spearmen Level 22
3x Longbowmen Levels 16-22

This should be a simple fight. Kill these enemies and it is mission complete.

I got 11800 EXP, 440 Kills and 33600 Gold.

Head to the Advance Base.

--------------
Advance Base 2
--------------
Head to Operations.

Operations: Morene reports to the King that the Emmissaries and Patriach are
moving in different directions. Head to Operations a second time. Ilfa reveals
that the two groups split and the Emisseries are planning to destroy the Ancient
Heart. This releases Encablossa, who brings about the end of the world. Head to
the Barracks to level up.

Barracks: I put the Flame Wraiths and Riders up to level 35. Head to the Main
Gate.

Pub: Hire mercenaries or eavesdrop.

Main Gate: Head to Nowart.

----------
Nowart (1)
----------
This is a video of Encablossa awakening. It looks awesome. It is the last part
of the FMV from Walter's Camapign.

Head to Nowart.

----------
Nowart (2)                                                                  [M8]
----------
My selection:
Morene Level 40, Archers Level 30, Flame Wraiths Level 35, Axe Riders Level 35,
Swamp Mammoth Level 25

This is the actual mission. It can be treated like an Unknown mission.
Encablossas are melee monsters. Spitters are ranged monsters shooting blue gobs
of acid. Flyers are weaker then Dirigibles, but I believe them to be more
damaging. I found the following enemies:

Enemies:
7x Encablossa Level 30
4x Encablossa Spitters Level 34
1x Ice Maidens Level 25
2x Encablossa Flyers Level 30

I finished with 14600 EXP, 180 Kills and 33000 Gold.

Head to the Advance Base.

--------------
Advance Base 3
--------------
Head to the Barracks to level up.

Barracks: The next mission allows three troops, so I put Morene up to level 50
and the Riders to level 38 by resetting the Mammoth and Elementals. I also made
sure that the Officers had maxed skills (I had Fire and Lightning). Head to the
Main Gate.

Main Gate: Head to Cloud Bourne.

------------
Cloud Bourne                                                                [M9]
------------
My selection:
Morene Level 50, Archers Level 30, Axe Riders Level 38

This can be annoying, as the allies move on their own, and you will have to keep
up with them. The allies are also level 25, and the enemies are level 40. This
seems uneven. Periodic ambushes by mutants get the Archers, who get stuck on
walls, and are stranded from the rest of the party.

TIP: Keep an eye on the combined health of the allies at the lower right corner
of the screen.

There are periodic ambushes of level 38 Encablossa troops. Cast meteor to finish
them quickly before the next ambush appears.

Move North at the start. A battle will commence.

############
First Battle
############
Allies:
6x Dark Fighters Level 25
3x Dark Archers Level 25
Enemies:
6x Encablossa Level 40
2x Encablossa Spitters Level 40

Let the Fighters get tangled, and cast a powerful Meteor into the combat. Engage
the Spitters. They are not damaging, but are annoying. This should be over
quickly if you heal your allies and support with magic.

#############
Second Battle
#############
Allies:
Whatever remains
Enemies:
9x Encablossa Spitters Level 40

Meteor them from afar, and heal the Fighters. This should be done quickly. Head
East at the South most point past this battle. At the SE corner, head North.

############
Third Battle
############
Allies:
Whatever remains
Enemies:
4x Encablossa Level 40

This should be easy after the other battles you've had. Head North afterwards.

#############
Fourth Battle
#############
Allies:
Whatever remains
Enemies:
4x Encablossa Level 40

Again, this should be simple. Head West.

############
Fifth Battle
############
Allies:
Whatever remains
Enemies:
2x Enca Level 80

It doesn't matter what you do. You gain 1200 EXP for getting all of your
allies to this point.

I got 23000 EXP and 33000 Gold.

Head to the Advance Base.

----------------------------
Advance Base 4 (First Visit)
----------------------------
Head to the Barracks to level up.

Barracks: Put the Riders up to level 40, create a Mammoth and put it to level
30, then put the remaining EXP into Orc Heavy Infantry. Head to the Main Gate.

Main Gate: Head to Cloud Bourne.

----------------
Unknown 4 (East)                                                           [M10]
----------------
My selection:
Morene Level 50, Archers Level 30, Heavy Infantry Level 39, Axe Riders Level 40,
Swamp Mammoth Level 30

I found the following:

Enemies:
6x Orc Infantry Level 32
5x Orc Axemen Level 30
3x Dark Archers Level 35
1x Flame Elemental Level 33
2x Wyvern Level 21

I got 18000 EXP, 320 Kills and 35000 Gold.

Head to the Advance Base.

-----------------------------
Advance Base 4 (Second Visit)
-----------------------------
Head to the Barracks to level up.

Barracks: Put the Riders up to level 50, then put the remaining EXP into Orc
Heavy Infantry. Head to the Main Gate.

Main Gate: I did the NW Unknown mission next.

--------------
Unknown 5 (NW)                                                             [M11]
--------------
My selection:
Morene Level 50, Archers Level 30, Heavy Infantry Level 41, Axe Riders Level 50,
Swamp Mammoth Level 30

I found the following:

Enemies:
6x Heavy Infantry Level 27
5x Paladins Level 24
1x Knights Level 21
4x Longbowmen Level 29
1x Ice Maidens Level 36
3x Storm Riders Level 35

I got 16000 EXP, 350 Kills and 37000 Gold.

Head to the Advance Base.

----------------------------
Advance Base 4 (Third Visit)
----------------------------
Head to the Barracks to level up.

Barracks: I put the Archers up to level 40. Head to the Main Gate.

Main Gate: Head to Cloud Bourne.

----------------
Unknown 6 (West)                                                           [M12]
----------------
My selection:
Morene Level 50, Archers Level 40, Heavy Infantry Level 41, Axe Riders Level 50,
Swamp Mammoth Level 30

I found the following:

Enemies:
6x Knights Level 25
5x Pyro Technicians Level 37
1x Infantry Level 28
4x Archers Level 38
2x Ice Maidens Level 34
3x Bomber Wings Level 24

I got 18000 EXP, 370 Kills and 32000 Gold.

Head to the Advance Base.

-----------------------------
Advance Base 4 (Fourth Visit)
-----------------------------
Head to the Barracks to level up.

Barracks: I put the Archers and Heavy Infantry up to level 46 by defaulting the
Mammoth. The next mission is the last, and allows no Support choice. Put on any
Health/SP/Regeneration items, as EXP is not granted for the next mission. Head
to the Main Gate.

Main Gate: Head to Wicktow.

-------
Wicktow                                                                    [M13]
-------
My selection:
Morene Level 50, Archers Level 46, Heavy Infantry Level 46, Axe Riders Level 50

Morene's last mission. This can be difficult if you save everyone. Really you
just need Ilfa, and she is invincible, so will tie everyone up in combat for you
to Meteor.

There are many ways to do this. Yenicheri Corps are the allies who were
escorting the King. You need to find two, before Ilfa will appear. I search the
West side, as these enemies are easier than facing a Swamp Mammoth (in the NE
corner, if you want to know). There are Yenicheri in the NE, near the centre of
the north edge, and in the SE, in addition to the ones that I will cover below.

Immediately move Morene SE as far as you can. Move the Archers and Heavy
Infantry into the NW corner, and have them in the same spot. After the Cowardice
dialogue, Orcs will appear.

############
First Battle
############
Enemies:
3x Orc Infantry Level 30
1x Orc Axemen Level 30

Engage the Orc Axemen with Morene. Hopefully another troop will engage Morene,
but otherwise, they will go for the Archers. Pull the Archers out of melee, and
your Infantry will be in combat. Heal, shoot and have the Riders charge the
Infantry. Morene should handle the Axemen easily, then help out the others. Set
up for another battle approaching from the SE. Have all your forces close to
each other. Send a Scout out to where the two walls have a gap. An enemy force
is waiting here. Lead them back to Morene.

#############
Second Battle
#############
Enemies:
1x Orc Heavy Infantry Level 30
2x Scorpion Level 30
1x Wyvern Level 30

Make sure to engage the Scorpions simultaneously. Shoot down the Wyverns and the
rest is easy. Send a Scout South once through the gap in the walls, then head
West. You will find another force at about the centre of the map to lead back to
Morene.

############
Third Battle
############
Enemies:
2x Orc Heavy Infantry Level 30
1x Scorpion Level 30
1x Wyvern Level 30

Again, this should be a simple fight. Head to where the force was found, then go
West.

#############
Fourth Battle
#############
Enemies:
1x Dark Knights Level 30
1x Scorpion Level 30
1x Dark Archer Level 30

Continue into the valley that this force was guarding. At the far point (about
midway along the West edge of the map) is the first Yenicheri.

#############
Fifth Battle
#############
Allies:
1x Yenicheri Level 30
Enemies:
1x Dark Archer Level 30
1x Wyvern Level 30

When you get close, the Yenicheri will join you. Defeat these enemies, and then
head East. Below the passage that you entered the valley is another passage. 
Pass through here. There are Dark Elf Kaedes guarding it.

#############
Sixth Battle
#############
Allies:
1x Yenicheri Level 30
Enemies:
2x Dark Knights Level 30
2x Dark Archer Level 30

Engage the Archers first. The Leader may be carrying a shield. Move onto the
Knights last. Then send a Scout South of this battle. A Yenicheri is down here.

##############
Seventh Battle
##############
Allies:
2x Yenicheri Level 30
Enemies:
1x Dark Knights Level 30
1x Dark Cavalry Level 30
1x Dark Archer Level 30

Destroy the Cavalry with your Riders and Archers, and take out the enemy in
melee. The Yenicheri will join you. Head East and exit this valley.

#############
Eighth Battle
#############
Allies:
2x Yenicheri Level 30
Enemies:
2x Dark Elf Knights Level 30
1x Wyvern Level 30

Defeat these, then head North. You will find Ilfa almost directly East of the
North most passage into the valley where you found the Yenicheri.

############
Ninth Battle
############
Allies:
1x Ilfa Level 40
2x Yenicheri Level 30
Enemies:
1x Dark Knights Level 30
1x Dark Cavalry Level 30

Ilfa is invincible, so can handle these enemies. but pitch in to make it go
faster. The Cavalry will quite likely start engaged in melee, so won't be a
problem. Once this is over, send a Scout or Riders to the exit zone. They will
expose Kaedes forces.

############
Tenth Battle
############
Allies:
1x Ilfa Level 40
2x Yenicheri Level 30
Enemies:
6x Kaedes (Melee) Level 30
3x Kaedes (Range) Level 30

Let Ilfa engage them, while Morene Meteors them. Defeat them, then head to the
SE corner.

A cutscene reveals Lucretia as leader of the Kaedes. Morene reveals that the
King was already dead, and that the Kaedes only killed a look-alike. If you
eavesdropped regularly, there was one conversation where a Dark Elf was
wondering why the King wasn't as charismatic anymore. You now have a choice of
endings.

###################
Eleventh Battle (A)
###################
Enemies:
1x Ilfa Level 40

Attack Ilfa. Morene is invincible, Ilfa is not. Destroy the troop to end the
game. Lucretia tells you to go back to Vellond. Refer to last cutscene.

###################
Eleventh Battle (B)
###################
Enemies:
1x Lucretia Level 60

Attack Lucretia. Morene is invincible, Lucretia is not. Lucretia is easily.
Destroy the troop to end the game. You see a fight enacted between Morene and
Lucretia, who decides to let Morene and Ilfa go back to Vellond. Refer to last
cutscene.

Last Cutscene: One year after the Encablossa War, Vellond is destroyed, but will
live on in Morene's memories.

Skip/Watch the credits, then save your game. Use this save to replay any mission
of any completed campaign with Morene. You have unlocked Urukubarr's Campaign.


________________________________________________________________________________
7) Urukubarr's Campaign                                                      [U]

---------
Urukubarr
---------
A hugely powerful hero, Urukubarr has only a few missions, but they are quite
difficult. He has no Archers, and it is a problem when you go up against a huge
amount of Bomber Wings and Storm Riders in one of his missions. However, his
Enrage ability provides the healing that he needs, and all of his troops should
be Orcs with Enrage. He begins at level 15, with a level 13 Scorpion and level
13 Orc Riders. As the Scorpion does not have Enrage, I suggest swapping it for
Orc Heavy Infantry. Riders are invaluable in his missions, as they provide the
necessary SP to keep Urukubarr going. He is limited with his attacks, as they
seem to be mostly stronger Ogre attacks. As his Earthquake attack is stronger
than his Officers, you should not call upon them often. I prefer to use two
mages instead.

------
Combos
------
Y                      Earthquake
(Direction)+A+A+X      Deathgrip Catapult
(Direction)+A+A        Deathgrip Launcher
A+A                    Total Wipeout
B (No attack)          Battlecry
B (Before hit)         Gigantes Stomp
B (After hit)          Titan Stomp
A+X+X+X+X+A            Overpowered Wipe Out
X+X+X                  Atomic Swing
A+X+(Pause)+A          Giganton Stomp

NB: I use mostly the [X] combos. Urukubarr has some strong [A] combos, but they
require an enemy in front to pick up and bash. He is slow to turn. The best way
is to use a combo while moving in a direction. The Battlecry attack is good at
this. He also gets caught up on trees often.

----------
Characters
----------
Darokha
Ogre who leads the Darokha tribe.


---------
Vasmargin                                                                   [U1]
---------
Send your Riders North. They will expose...

############
First Battle
############
Enemies:
6x Earth Golems Level 15

The objective is to bring the Golems to the NW corner, allowing Urukubarr to
slip by. However, if you invest (admittedly a great deal of) time in killing the
Golems, who are weak against Frontal, you will get more EXP, and lots of Gold
due to the SP gained and consequently spent. During this time, Urukubarr might
be attacked by 2 level 10 Orc Infantry, which should be an easy fight.

After these are dead, bring all your forces foward. Head South along the East
edge of the map with a Scout and draw out the forces there.

#############
Second Battle
#############
Enemies:
3x Orc Infantry Levels 9-13
2x Earth Golems Level 15

This should be a simple fight if you draw out the Infantry first. Afterwards,
head South with the Riders, and attack the Golems. Then use Shockwave from the
Scorpion and break down the walls to free your allies. Haad back to the start
position. Just past the wall will be a fight.

############
Third Battle
############
Allies:
2x Orc Infantry Level 6
2x Orc Axemen Level 10
1x Orc Heavy Infantry Level 10
Enemies:
3x Shaman Level 10
1x Orc Heavy Infantry Level 25
3x Earth Golem Level 15

There is an Ogre leader for the Heavy Infantry. This is a tough fight. Hopefully
you can get the enemies immobilised in front of the Axemen, then plow through on
Riders and clean up individuals with Urukubarr. Expect to lose most of your
allies.

I finished with 6000 EXP, 210 Kills and 66000 Gold.

Head to the Gorzanik Village.

------------------------------
Gorzanik Village (First Visit)
------------------------------
Head to Operations.

Operations: Urukubarr decides to help the Darokha Tribe fight off the Ghouls.
The motive for this is seen in Leinhart's Campaign, being a result of the Dark
Elf Kaedes forces. Head to the Barracks to level up.

Barracks: Urukubarr goes to level 20 and make the troop Heavy Infantry. Swap out
an Ogre officer for a Mage hired from the Pub. Give the Mage Ice Magic, which is
effective versus Ghouls. Get the Riders up to level 20, and upgrade to Axe
Riders. Create a Swamp Mammoth. I put the remaining EXP into Orc Heavy Infantry
with Fire magic. I put EXP boosters on Urukubarr's troop, and the Axe Riders.
Head to the Main Gate.

Pub: Eavesdrop and hire mercenaries.

Main Gate: I did the West Unknown mission first.

----------------
Unknown 1 (West)                                                            [U2]
----------------
My selection:
Urukubarr Level 20, Heavy Infantry Level 19, Scorpion Level 13, Axe Riders Level
20, Swamp Mammoth Level 22

I found the following:

Enemies:
4x Orc Heavy Infantry Level 16
4x Orc Sappers Level 15
3x Dark Archers Level 18

I got 4000 EXP, 230 Kills and 16600 Gold.

Head to the Gorzanik Village.

-------------------------------
Gorzanik Village (Second Visit)
-------------------------------
Head to the Barracks to level up.

Barracks: I put Urukubarr and the Axe Riders up to level 25, and put the
remainder on the Heavy Infantry. Head to the Main Gate.

Main Gate: I did the East Unknown mission next.

----------------
Unknown 2 (East)                                                            [U3]
----------------
My selection:
Urukubarr Level 25, Heavy Infantry Level 20, Scorpion Level 13, Axe Riders Level
25, Swamp Mammoth Level 22

I found the following:

Enemies:
4x Orc Heavy Infantry Level 16
4x Orc Sappers Level 15
3x Dark Archers Level 18

I got 6000 EXP, 320 Kills and 23600 Gold.

Head to the Gorzanik Village.

------------------------------
Gorzanik Village (Third Visit)
------------------------------
Head to the Barracks to level up.

Barracks: The next mission allows three slots, so ditch the Mammoth and the
Scorpion. Put Urukubarr and the Riders up to level 30. I got a second Mage and
gave him Fire. The remaining EXP should go on the Heavy Infantry. Head to the
Main Gate.

Main Gate: Head to the Darokha Village next.

---------------
Darokha Village                                                            [U4]
---------------
My selection:
Urukubarr Level 30, Heavy Infantry Level 28, Axe Riders Level 30

This is a very difficult mission due to the large numbers of varied troops you
will face. After saving your allies, you have to face four Liches in
progressively difficult situations. Always use your Riders to build the SP you
will need to constantly heal yourself. Make sure that Urukubarr does not lose
too much health. Try to get through the enemy as quickly as you can. This is
important, as they build up quickly. If it is any consolation, I believe this
to be the hardest mission of Urukubarr's.

Hey, the village is under attack. Now you have to save your allies.

############
First Battle
############
Allies:
5x Nazarahm Levels 15-17
Enemies:
8x Ghouls Levels 15-19
1x Scorpion Level 20
3x Dark Archers Levels 16-18

You will quite likely be attacked by a couple of Ghouls if you stay stationary.
Send the Riders out to harry the Archers, who will hopefully target your guys,
who can heal themselves. Have Urukubarr take out the Ghouls, then take out the
Scorpion and Archers. Finally mop up the Ghouls. If you are quick, between 1 and
5 Nazarahm will have survived, but on low health. They do not heal often.

Now you have to destroy the Liches. The first starts out on the middle of the
East side of the map. You do not have to worry about your allies health from now
on, though they can be helpful.

#############
Second Battle
#############
Allies:
Whatever remains
Enemies:
1x Lich Level 23  (1)
2x Axemen Level 19
4x Ghouls Levels 17-19
Respawning Ghouls

Beware the Lich, as it can cast powerful spells like Meteor in combat. Engage
the first lot of units, then once the Lich is revealed, attack it. Concentrate
on the Lich with Urukubarr to prevent its spells and end the combat quickly.
Then clean up the other enemies. Now go find the second Lich to the NE.

############
Third Battle
############
Allies:
Whatever remains
Enemies:
1x Lich Level 23  (2)
4x Dark Archers Levels 16-20

Have the Riders attract the fire while you get into melee. Push through to get
to the Lich, and then kill it. Wipe up the remaining enemies.

The next Lich is to the NW. Unfortunately, you will be quickly chewed apart by
Scorpions. Send a Scout in, and lead the troops down one by one.

#############
Fourth Battle
#############
Allies:
Whatever remains
Enemies:
1x Lich Level 25  (3)
2x Ghouls Levels 17-18
1x Dark Archers Level 17
3x Scorpions Levels 24-26

You now have to defeat the final Lich, Raexis. This Lich is level 40, and pours
a huge amount of Ghouls onto you. You ahve to keep moving through the Ghouls,
trying to blunt the attack on your second troop, while your Riders gather SP.
Urukubarr should try to reach the Lich quickly to prevent the respawns.

############
Fifth Battle
############
Allies:
Whatever remains
Enemies:
1x Raexis Level 40  (Lich 4)
6x Ghouls Levels 16-19
Respawning Ghouls

Raexis is difficult. You will have to get to him quickly, as you will be
overwhelmed by Ghouls otherwise. Try to hold the Ghouls on your second unit,
with Riders supporting while Urukubarr hunts down Raexis. Kill him, and the game
is effectively over. Raexis will make mention of Valdemar, trying to get the
Orcs to launch an assault against Vellond. Mission Accomplished.

A glitch may occur here, with the game freezing. It has happened often for me.
You have to restart the entire game. This is really annoying. I believe it
occurs if you have retried the mission. The glitch happens after Raexis is
shown, and Urukubarr shouts "Get him" (or words to that effect).

I got 10700 EXP, 440 Kills and 50000 Gold.

Darokha thanks Urukubarr, and agrees to rally the tribes of the East. Urukubarr
will gather the West, then they will march.

Head to the Gorzanik Village.

-------------------------------
Gorzanik Village (Fourth Visit)
-------------------------------
Time will pass. Head to Operations.

Operations: Urukubarr hears of a force of Ghouls going to attack the Burial
Grounds. He orders all the Wyverns and Swamp Mammoths to march. The next two
story missions are quite fun. Head to the Barracks to level up.

Barracks: The next mission is an Unknown mission. Prepare for this. I created a
Swamp Mammoth, and an Earth Golem. Head to the Main Gate.

Main Gate: Head to the Unknown mission next.

-----------------
Unknown 3 (North)                                                           [U5]
-----------------
My selection:
Urukubarr Level 35, Heavy Infantry Level 25, Earth Golem Level 30, Axe Riders
Level 25, Swamp Mammoth Level 22

I found the following:

Enemies:
6x Infantry Level 26
5x Paladins Level 22
3x Longbowmen Level 27
1x Thunder Rhino Level 21

I got 10000 EXP, 290 Kills and 27000 Gold.

Head to the Gorzanik Village.

------------------------------
Gorzanik Village (Fifth Visit)
------------------------------
Head to the Barracks to level up.

Barracks: The next mission actually only allows two choices. I recommend Riders
and Heavy Infantry. I put Urukubarr up to level 40, and put the mage up to level
26 with Fire skill maxed. The Riders went to level 35, and the Heavy Infantry up
to level 31 on remaining EXP. Head to the Main Gate.

Main Gate: Head to Storm Rift.

----------
Storm Rift                                                                  [U6]
----------
My selection:
Urukubarr Level 40, Heavy Infantry Level 31, Axe Riders Level 35
2x Wyverns Level 25 Fixed

This is a fun mission. You just have to let the Mammoths get to the far side.
There are huge numbers of Bomber Wings and Storm Riders.

Allies:
10x Wyverns Levels 20-24
3x Swamp Mammoths Levels 35-36

Enemies:
Bomber Wings Levels 20-25
Storm Riders levels 21-25
Knights Levels 21-24
Heavy Infantry Levels 21-23
Mortars Level 22
Longbowmen Level 21

As there are a lot of enemies, I will just point out the enemies at each stage.

To begin with, Storm Riders and Bomber Wings will appear. Have your Wyverns gang
up on the fight that has the most allies in it to reduce the damage done to
yours. Once the Mammoths get around the first corner, a Mortar will appear. Send
your Riders in. Have your melee troops get them if they are in the trees. A
Mammoth will get a splinter, requiring a period of 2 minutes for the splinter to
be removed. This is quite good for removing a tree trunk from an injured animal.
Knights, Mortars, Heavy Infantry and Longbowmen will appear from the SE. Have
Urukubarr engage any under the cover of trees. The Riders should deal with the
ranged troops. Watch that your Wyverns are not massacred by Longbowmen.

Once the Mammoths reach the last stretch to the North, they will turn hostile
due to lack of food. 2x Heavy Infantry and a Longbowmen troop will appear from
the NW. Defeat these, and wait for the 2 minutes to run out. 2x Knights will
appear from the NW once the time expires, and a Mortar will block the way from
the North in front of the Mammoths. Once a Mammoth reaches the end zone, you
have completed the mission.

I got 5300 EXP, 180 Kills and 18000 Gold. Not much, but then there wasn't many
normal enemies to fight.

Head to the Darokha Village.

-----------------------------
Darokha Village (First Visit)
-----------------------------
Head to the Barracks to level up.

Barracks: There are Unknown missions to complete, so I made a Swamp Mammoth and
an Earth Golem. Head to the Main Gate.

Main Gate: I did the NNW Unknown mission.

---------------
Unknown 4 (NNW)                                                             [U7]
---------------
My selection:
Urukubarr Level 40, Heavy Infantry Level 30, Earth Golem Level 35, Axe Riders
Level 35, Swamp Mammoth Level 22

I found the following:

Enemies:
6x Infantry Level 27
5x Spearmen Level 30
3x Longbowmen Level 16
1x Ballista Level 30

I got 9200 EXP, 270 Kills and 20600 Gold.

Head to the Darokha Village.

------------------------------
Darokha Village (Second Visit)
------------------------------
Head to the Barracks to level up.

Barracks: I put the Mammoth up to level 30, and the Riders to level 39. Head to
the Main Gate.

Main Gate: Head to the next Unknown mission.

-----------------
Unknown 5 (North)                                                           [U8]
-----------------
My selection:
Urukubarr Level 40, Heavy Infantry Level 30, Earth Golem Level 35, Axe Riders
Level 39, Swamp Mammoth Level 22

I found the following:

Enemies:
6x Dark Fighters Level 32
5x Ghouls Level 31
3x Dark Archers Level 35
1x Earth Golem Level 22

I got 13200 EXP, 300 Kills and 30700 Gold.

Head to the Darokha Village.

-----------------------------
Darokha Village (Third Visit)
-----------------------------
Head to the Barracks to level up.

Barracks: I created a second Mammoth and put it to level 30. The Riders went to
level 40. I put a Mage as the second officer in Urukubarr's troop, and maxed out
Ice. The remaining points went into the Heavy Infantry. Head to the Main Gate.

Main Gate: Head to the Ancestral Burial Grounds mission.

------------------------
Ancestral Burial Grounds                                                    [U9]
------------------------
My selection:
Urukubarr Level 40, Heavy Infantry Level 32, Earth Golem Level 35, Axe Riders
Level 40, Swamp Mammoth Level 30, Swamp Mammoth Level 30

This is a mission where you must hold out for 900 seconds, or 15 minutes. It is
simple enough as long as you do not break the defensive line.

I will not list the waves of enemies, as they are a constant swarm, and are too
many.

Allies:
2x Orc Infantry Level 25
4x Swamp Mammoths Levels 39-41

Enemies:
Scorpions Levels 44-49
Dark Fighters Level 26
Dark Archers Level 26
Ghouls Levels 25-29

Scorpions die easily to Mammoths. Keep your Mammoths at the starting positions.
When a Scorpion gets near, blast it. Have your melee troops on the NW and NE
corners of the entrance to the Burial Grounds. They should engage the Ghouls
that attempt to get to the grounds. Urukubarr should roam around behind the
Mammoths, getting the Ghouls early. The Riders should help out where needed,
and to go past the lines after Archers.

After 15 minutes are up, the enemy retreats because Darokha shows up.

Allies:
4x Heavy Infantry Levels 31-32
3x Wyverns Level 50

What a relief force! The enemy runs away. The mission is complete.

I finished with 23800 EXP, 825 Kills and 50500 Gold.

Head to the Darokha Village.

------------------------------
Darokha Village (Fourth Visit)
------------------------------
Go to Operations.

Operations: Urukubarr gives a stirring speech. The tribes will march on
Kapellen. Head to the Barracks to level up.

Barracks: There is one more Unknown mission, then the final of Urukubarr's
Campaign. Use whatever you want for the Unknown mission. Head to the Main Gate.

Main Gate: Head to the Unknown mission.

-----------------
Unknown 6 (North)                                                          [U10]
-----------------
My selection:
Urukubarr Level 50, Heavy Infantry Level 34, Earth Golem Level 35, Axe Riders
Level 39, Swamp Mammoth Level 30

I found the following:

Enemies:
6x Dark Fighters Level 38
5x Orc Sappers Level 36
3x Dark Archers Level 32
1x Flame Wraith Level 38

I got 16100 EXP, 300 Kills and 30700 Gold.

Head to the Darokha Village.

-----------------------------
Darokha Village (Fifth Visit)
-----------------------------
Head to the Barracks to level up.

Barracks: This is the last mission, so put on equipment granting
Health/SP/Regeneration. I swapped a Swamp Mammoth for a Wyvern. The Heavy
Infantry and Golem went to level 40. Head to the Main Gate.

Main Gate: Head to the Kapellen mission.

--------
Kapellen                                                                   [U11]
--------
My selection:
Urukubarr Level 50, Heavy Infantry Level 40, Earth Golem Level 40, Axe Riders
Level 39, Swamp Mammoth Level 30, Wyvern Level 30

This can be tricky if you get swamped by melee fighters. The trick is to let
your allies get into combat, then sneak around and assault the Archers.

############
First Battle
############
Allies:
4x Orc Infantry Levels 21-25
8x Scorpions Levels 45-50
Respawning Scorpions
Enemies:
6x Dark Knights Levels 21-25
6x Dark Archers Levels 21-25
2x Dirigibles Level 25

Go for the Archers. Wait till the Dirigibles are South of the Archers, or the
Archers are all engaged. Then send the Wyverns after the Dirigibles. Shortly
after the battle starts, you will see a Commander unit.

##################
Commander's Forces
##################
1x Dark Elf Commander Level 39
4x Dark Knights Levels 21-25
4x Dark Archers Levels 21-25
Respawning Dark Knights

Until you kill the Commander, Knights will respawn from the SE. So push
through to the Commander. This is an easy battle. Finish up the remaining
forces, while the Scorpions demolish the Outer Wall.

Once the Outer Wall is down, head through the gap to find the next lot of enemy.

#############
Second Battle
#############
Allies:
Whatever remains
Respawning Scorpions
Enemies:
1x Dark Elf Commander Level 42
5x Dark Knights Levels 21-25
Respawning Elementals Levels 35-38

The Commander should be your priority. Once this troop is destroyed, the
Elementals stop respawning. Clean up the remaining forces. The Scorpions will
knock down the Inner Wall.

This is the final assault.

############
Third Battle
############
Allies:
Whatever remains
Respawning Scorpions
Enemies:
1x Dark Elf Commander Level 45
5x Dark Knights Levels 21-25
1x Swamp Mammoth Level 62
Respawning Dark Knights

Wait till the Commander is through the gap in the walls. All the enemy forces
will push through the walls, which gets them out of the range of the Mammoth.
Kill the Commander, then move your Mammoth through the gap into the Inner
Courtyard. Fire at the enemy Mammoth. Enemies will continue through the wall
after Urukubarr, but should be easy to defeat. Once this is destroyed, the
mission is complete.

Urukubarr has united the Orc and Ogre tribes. All is well, until a disguised
Hero sneaks into Hexter...
________________________________________________________________________________
vi) Extras                                                                   {E}
________________________________________________________________________________

Custom battles allow you to create units of Bone Dragons and Battaloons. These
units look awesome, and it is a pity that you cannot use them in games. Any EXP
you gain after a battle you can keep to level up that Hero and their army.

Quick EXP Guide in Custom Battles:
To get easy full EXP in custom battles, take 4 Archer type units in addition to
your hero. Level them all up fully after putting the hero to level 99. The
Archers would be about level 68-70. Put one unit of level 99 Infantry and 4x
level 99 Encablossa Flyers on a map with no terrain features. Have the hero
attack the Infantry, and each of your Archers target a different Flyer. As long
as each troop of yours kills an entire enemy troop, you will gain the maximum
EXP possible, 35000.

After completing a Campaign, skip/watch the credits, then save your game. You
can then reload this save to replay any of your missions or play the missions
of any other character whose campaign you have completed. Strangely, you can
hire Dark Elves/Orcs from Esse (if Dark Legion/Urukubarr), and
Dwarves/Elves/Humans from Kallishire (if Human). The designers thought of
everything to prevent the swap over of units to a different force, though
Urukubarr can hire Dark Elves.

________________________________________________________________________________
vii) Experience Table                                                        {P}
________________________________________________________________________________
This table shows the EXP needed to get to each level, and the collective EXP.

LEVEL  EXP NEEDED  TOTAL EXP
 1        
 2        20          20
 3        21          41
 4        23          64
 5        26          90
 6        30          120
 7        35          155
 8        42          197
 9        51          248
10        62          310
11        75          385
12        90          475
13        107         582
14        126         708
15        147         855
16        170         1025
17        194         1219
18        219         1438
19        245         1683
20        272         1955
21        300         2255
22        328         2583
23        359         2942
24        393         3335
25        430         3765
26        470         4235
27        513         4748
28        559         5307
29        608         5915
30        660         6575
31        715         7290
32        773         8063
33        837         8900
34        907         9807
35        983         10790
36        1065        11855
37        1153        13008
38        1247        14255
39        1347        15602
40        1453        17055
41        1565        18620
42        1683        20303
43        1809        22112
44        1943        24055
45        2085        26140
46        2235        28375
47        2393        30768
48        2559        33327
49        2733        36060
50        2915        38975
51        3105        42080
52        3303        45383
53        3509        48892
54        3723        52617
55        3945        56562
56        4175        60737
57        4413        65150
58        4659        69809
59        4913        74722
60        5175        79897
61        5445        85342
62        5723        91065
63        6006        97071
64        6294        103365
65        6587        109952
66        6885        116837
67        7188        124025
68        7496        131521
69        7809        139330
70        8127        147457
71        8450        155907
72        8778        164685
73        9111        173796
74        9449        183245
75        9792        193037
76        10140       203177
77        10493       213670
78        10851       224521
79        11214       235735
80        11582       247317
81        11955       259272
82        12333       271605
83        12716       284321
84        13104       297425
85        13497       310922
86        13895       324817
87        14298       339115
88        14706       353821
89        15119       368940
90        15537       384477
91        15960       400437
92        16388       416825
93        16821       433646
94        17259       450905
95        17702       468607
96        18150       486757
97        18603       505360
98        19061       534421
99        19524       543945

So to get 2x level 99 troops in a custom battle, you will an additional 87890
EXP, or about 3 battles following the quick EXP guide I set out above.

________________________________________________________________________________
viii) Copyright                                                              {C}
________________________________________________________________________________

This guide is for personal use, anyone who distributes this guide for
profit is in direct violation of copyright laws. No part of this guide
can be altered or distributed in any form.

The only sites (so far) permitted to use this guide are:

www.gamefaqs.com
www.1up.com
www.supercheats.com
www.gamerstemple.com

If you see this guide anywhere else please contact me. If you want this guide on
your site then contact me and I will consider giving permission.