Walkthrough
Ellen | Walter | Rupert | Leinhardt | Cirith | Morene | Urukubarr |
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Once you do, disptach him quickly. Remember too that you are fighting humans, so target human units - not Dark Elves! Point 1 Fight off the initial batch of enemies and stop under Rumen's tree of illusion. If you don't take much damage from the first fight, you will be sitting pretty for the next fight. 2009-2-8/Kingdom Under Fire II has been confirmed for a 2009 release. Kuf II was announced last year and now is confirmed for a 2009 release on pc and xbox 360.Expect it to come out this fall.So rally your troops and prepare for battle this year as you march across Bersia.
Leinhardt's Campaign 001 - Cimitardell
Point 1 - Minefield and ambush.
Point 2 - Recommended battlefield.
This mission can be terribly difficult if you rush and operate stupidly (just like a human). Dark Legion units are fundamentally the same as human units, but small details make their management different from what you may have grown accustomed to while playing Walter's and Ellen's campaigns.
First off, the healing spell is not immediate, but more of a slow regeneration -- HP Recovery bonus items are needed in addition to SP Maximum bonus items to give the SP-reliant Dark Legion any advantage. Owlet 1 5 1 – unbiasedly cute 3d rendering software. You need to reserve at least 450 SP for the spell as well (compare this to the 150 SP for Curio).
Additionally, Dark Elves are weaker than humans, so they need to fight in forests -- this helps them regenerate their wounds (even during battle) and makes them as tough as humans in melee. Fight the first enemy infantry with Leinhardt (X, X, X is his best combo) and back him up with archers and a tree of healing to cover wounds. When the enemy runs, order all units to stop. Send a scout ahead and trigger the trap and the ambush event.
You know the ambush event starts when the enemy unit that ran off turns and attacks your forces. Keep the axemen out of melee and behind your forces (to the west). While fighting the orc infantry, orc cavalry will appear on the west and attack. If your axemen are not deployed well, your infantry takes grave losses. Have your archers down the second cavalry if it breaks free of the axemen. Once this first enemy wave is destroyed, place your archers and Leinhardt's unit in the forest away from the trapped north east corner and wait for them to regenerate health. Your orc axemen can be healed using a tree of healing, as can the supply units.
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Send a scout south and west to the middle (point 2) to trigger two more infantry. Fight them in the north edge of the map and annihilate them. Once you wait long enough, reinforcements will appear. Buddies are important in KUFH -- they give the enemy AI another target to aim at. With the reinforcements attacking, take your forces south and west to follow them. Your archers should focus on shooting down the enemy wyverns and dirigibles (dirigibles are a greater threat) while your axemen and Leinhardt can attack the other units.
Your archers should not be in melee -- they need to cast the tree of illusion to keep your infantry and axemen in good health. Follow your allies (the allied Wyvern unit is devastating to the enemy) and with your combined might, you can easily mop up the rest of the enemies and clear the mission. The most important thing is to avoid sending a scout to the green marked area on the south -- alerting those enemies will be the last thing you'll do.
Leinhardt's Campaign 002 - Darohka Village Random
This is a random mission. Use it to get used to Leinhardt and the Dark Legion. The biggest question you face now is whether or not you should swap the existing archer leader with Leinhardt's default hot Dark Elf officer-ette. Both have the necessary skills for the archer unit, but the archer leader has a given Ice ability, which with the lich officer's Lightning, makes Leinhardt's unit more useful against human, orc, and dark elf units (particularly the knights and infantry). Leinhardt's Dark Elf officer-ette starts with a higher range skill as well -- since you usually only use archers to cast the Tree of Illusion, this elf leader's experience should be re-allocated to the current archer leader since you only need to focus on an officer's magic skill.
Later, when you've gained more experience and have a more powerful force after clearing Leinhardt's campaign, you may want to add spell skills to your archer leader or give her riding skill and make her unit into a mounted archer unit. Although mounted archers will not have the Elemental Boost power (doubling the damage your arrows do temporarily), the mobility offered by the mounted archers more than make up for the punch, which Leinhardt's infantry should supply.
A more practical way of organisation is simply to hire a second lich as an officer (use Devald for now). The Dark Elf officer can be assigned as an archer, the default archer unit can be turned into a cavalry unit (strip your orc axemen for the XP). This all Dark Elf force is more easy to maintain in terms of light wounds. You can simply heal for free in any forest provided people aren't trying to kill you. Morene's default forces start as all Dark Elves and served as a good model for Leinhardt's forces.
https://free-dex.medium.com/download-minecraft-bedrock-edition-pc-windows-10-gratis-ffc3e44e4140. Leinhardt's Campaign 003 - Woodenshade
Point 1 - Minor chiefs fighting here.
Point 2 - Jubai under attack here.
Take your infantry, archer and cavalry combination into the mission. Luckily, Leinhardt is not as horrible to play (leader-wise) as Morene, so in combat, the X-X-X combo will quickly help you down enemies and gain SP. Your ally orcs will help the endangered group in the north -- Leinhardt needs to head east.
Fight to preserve your allies -- the stronger they are, the more time the enemy needs to take them down. Don't waste SP bringing a nearly decimated unit back to life -- just focus on the well off units and fight, fight, fight. Chances are, the other warchief you didn't go after will get turned into butt-sauce. The game does not fail you for it, but expect heavy resistance in the north east.
Have your cavalry 'sit' on the archers and move Leinhardt around the general melee to get the archers. Your own archers need to follow Leinhardt and avoid melee to cast the Tree of Illusion. Move your cavalry to support the nearby orc allies (stay away from spearmen) and quickly mop up before heading north. Take down all the enemies up north -- watch for archer units that have a circular sparkle -- this means they are casting spells. Take out those units first using your forces.
Your cavalry can agains sit on spell-casting units and prevent them from casting spells if you need to buy time for Leinhardt to catch up. Once all the enemies in the north are weakened or ineffective, move the cavalry east to support the orc chief Jubal (and gain SP). Leinhardt and the archer unit can catch up and destroy the remaining enemies before a ballista unit shows up with some other enemies. Use what's left to take out the archers first, then the spearmen. Orc cavalry can squat on the ballista (south of point 2) until you're free. When all enemies are dead, the mission is cleared.
Leinhardt's Campaign 004 - Jurai Village Random
One of the key things about KUFTC and KUFH is that you build a save history. While you may want to keep your cleared missions, you will also need to learn how to keep four or five saved games immediately after you finish a mission -- this save should be untouched until you've progressed a few more missions into the story. Have one save game at the top as your 'quick save' where you keep some of your changes but not all. The reason behind this anal-retentive behaviour is so you have a 'back-up file' when you accidentally spend experience or gold on stuff you don't need. You can also use this system to safely experiment with some units in a campaign and then go back and reload an earlier save if things don't go your way.
While KUFH's new experience system allows you to correct your XP expenditure mistakes, you will find having a save game history handy when you mess up and need to go back to an earlier area of the game. Don't forget to plan ahead and have seven open slots for your cleared campaigns -- the payoff in playing your old file is worth the headache of all this planning. As for Leinhardt's unit, make it as tough as possible melee and range wise. Assuming your wounds are red (wounds) and not black (deaths), Dark Legion forces can always find a forest and let time heal your wounds.
Leinhardt's Campaign 005 - Lichenvale
Leinhardt gains a Swamp Mammoth unit. Swamp Mammoths are support units and slow. However, they are extremely powerful (make that invincible), except against spells and explosives. If you have units of archers, spearmen and infantry near your Swamp Mammoth, you have a mobile little fortress.
This mission teaches you what to do and what not to do with a Swamp Mammoth. For those players who missed out on Crusaders, using a Swamp Mammoth was one strategy to pass Lucretia's final mission, although it was not the fastest method. The Ghouls here pose little threat to Leinhardt. Although you do not have access to Holy magic, your melee attacks should be high -- if you haven't prepared Leinhardt with a good weapon (melee 10 or more, IGN found and bought a melee 14 sword that attacks with Curse) and increased his melee skill above 20, you're a poor planner.
The lich officer with some kinda Star Trek name mentions that cavalry archers will be around -- whether your own archer unit is standard or mounted, it will make little difference. With mounted archers, your archers can certainly move faster around the map to cast the SP intensive Tree of Healing, but they will lack the punch of having elemental boost (consequently, if your Dark Elf officer has a spell, Leinhardt's infantry can cast Elemental Boost). Both archer units heal in the forest. The Swamp Mammoth makes any opposition moot since Dark Legion forces have no means to destroy a Swamp Mammoth save by aerial bombardment by dirigible or Bone Dragon (which is unavailable to players).
The Swamp Mammoth should be moved towards the centre mass of opposition and blast the hell out of anytyhing that likes to rub against Leinhardt's corpse smooth skin. Your other units need to support it by destroying the archers and infnatry that can mass against it and waste the mammoth (it happens after fifteen minutes of fighting . but that is unlikely). The Swamp Mammoth can destroy cavalry archers and mounted cavalry easily while your other units can focus on destroying enemy units that aren't so tough to catch, like archers. There's not much to this mission, hence the spartan manner of the map. Note things will not be as easy after this mission.
Leinhardt's Campaign 006 - Glaucus
Point 1 - Recommended battlefield prior to killing commander.
Point 2 - Commander's position.
Point 3 - Ally reinforcement rally point.
Leinhardt can head back to base at Jurai's Village. It's seldom you will not be able to prepare adequately, but always maintain that whatever force you bring with you will be one that is capable of killing any threat -- you never know when you are cut off from supplies and have to keep a force you specialised for one mission. Swinsian 2 1 2 – music manager and player. Then again, IGN will do its best to help forewarn you of these problems.
In this mission, Leinhardt attempts to do some assassination work with about 300 people following him. It would've been easier to use mist or bat form and enter the camp, but Leinhardt's a dumb ass despite his good looks to do just that. Since there are traps, you would be tempted to take the Swamp Mammoth unit and change its job to an Orc Sapper unit. However, there is a more effective way to clear this mission. The only note to mention is if the cavalry archers are too much for you to handle, you can simply use them as normal archers (mounted archers are faster) -- recycle the experience used for riding into one point for any spell skill (for Elemental Boost) and dump the rest into someone else's skill.
Leinhardt starts off in the north west (similar to Lucretia's mission to fire the Hironeiden camp), only this time, if you mess up, you will have infinite enemies swarm and destroy your forces. The enemy commander is in the south east at point 2 -- once it detects you, it will try to run and cause an event to create more enemy units, as well as converge everyone on your force. Although you can slowly lure enemy units back to your starting position and use your expendable scout to find/detect traps and enemy units, a more practical method is to bring along cavalry to help with your archers.
Just don't forget that without sappers, you will not be able to destroy traps; you must go around them after seeing them with the scout or manually on the playing field (traps appear as red circles on the ground even if you are not selecting a sapper or scout unit). Although the game says there are reinforcements, the game only spawns one ghoul unit (which really don't have much attack power) each time there are no more units before you kill the Dark Elf Commander. The best way to get to the Dark Elf commander is simply to move your forces to the center of the map and thereby lure all the sucker units into a single battle of annihilation (i.e., a 'Tannenberg'). The best spot to do this is just north of the enemy commander -- at point 1.
Use your infantry, archers and cavalry to keep Leinhardt and everyone else alive with the tree of illusion. While fighting in the forest in the middle, you also reduce the effectiveness of enemy arrows on your melee. Once you expreience the slack of enemies, whittle down the last ghoul unit to 25% health and move to the south east. Have Leinhardt take down the archer unit quickly and then focus attention on the commander's unit. A combined assault of your core units will make this over quick -- just don't forget the traps.
Keep a scout around to detect traps and simply avoid them. Once the commander's unit is dead, retreat quickly to the north east for reinforcements at point 3. Once one of your units reaches the red area, the order to destroy the remaining enemies will be issued. Mop up to clear the mission. Just be wary that when swimming in the river, your units are vulnerable to arrows. It may be better to let your allies distract the enemy before you head back. Your units can also heal in the small patch of forest at point 3 before re-entering battle. Be sure to have your scout reveal the orange dot highlighting the commander at point 2 before you attack and kill him; if not, you can kill the commander and not trigger the second half of the mission.
Leinhardt's Campaigns 007/008 - Advance Base Randoms
There is a bug on IGN's copy that causes your game to freeze and be impossible to proceed if you're not aware of it. If you visit the pub after this battle and choose to eavesdrop on soldiers, your game will freeze. After this really hard mission, you probably will want to save immediately, in case the game decides to stop when you visit other menus. Just a friendly warning. Simply stick to the barracks and non-eavesdropping choices when in the town for now (it may not have made it for the final copy).
There are two unknown random missions before you go to Undersand Path, the next story level. Take the opportunity to go through both missions quickly and reap the harvest. If you need the extra experience, strip the Swamp Mammoth unit of experience and dole it out to your own units: Leinhardt, the archers, cavalry, and may a second infantry unit (around melee 30 or so) of Orc heavies. Focus equipment purchases only on your 'unchanging' units -- the archers and elf cavalry, as well as Leinhardt's own troops.
Leinhardt's Campaign 009 - Undersand Path
Point 1 - Central dais for Jubai's forces.
Point 2 - Tribal cheiftain locations.
Your force should be fat with experience and gold. Focus on your infantry, archers, cavalry and perhaps make a second unit infantry consisting of Orcs. There will be wyvern riders in the next mission. Only archers can destroy wyvern riders (Storm and Wyvern riders can also attack one another, but this is an equal trade-off) so your archers will need to be in top shape.
Although you may think you need to use sappers to set traps and head out to destroy the enemies, there is a better way to do so by exploiting the game AI and relying on Jubal's substantial forces. Since enemies constantly respawn from the edges of the map, it is almost suicide to venture too far just with your own forces since your units will be in disarray and lack the manpower to do the job. Instead opt to send out a scout. This not only forces the enemies to come to Leinhardt at your advantage, but it also leaves out the elemental juggernaut escorting the Tribal Chief unit. Disco light software free for pc.
You start at the top of the map north of point 1. Head to the center at point 1 and secure the area (stay there). You should be able hold with Leinhardt around melee 40 and his supporting archers and cavalry at skill 20 (range and frontal). A second unit of Orc heavy infantry may help by attacking weaker units and to help Leinhardt's troops in battle (it's called increasing the odds). Leinhardt needs to be fast and kill all five chieftains before Jubal the Orc becomes Jubal the Dead Orc. Push your scout ahead of the pack and avoid all enemies if possible. If your scout dies, you will need to wait until all the enemies are dead before you send out another one.
Have your scout approach each arm carefully -- wyverns are stationed on the east and southwest edges and will not stop until what ever they chase is dead. You may want to battle the chief immediately on the west and the one in the northeast (where the scorpions are coming from) first since they are so close. By this time, enemies will be more and more concentrated in the other arms, so you will want to use your scouts to lure the Tribal Chiefs instead. Do so and if you keep Jubal's forces moderately healed and in okay shape, his units can help you tips the odds of battle in your favour when enemies come to attack.
Don't worry about running out of friendly reinforcements either, since a friendly unit of Orc infantry is created and sent in from the north occasionally if your allied forces are under strength. Don't expect too much though and play this mission patiently. You can do things brashly, but simply get your ass handed back (bloodied no doubt) on XBox Live.
Leinhardt's Campaign 010 - Jubai Village Random
Another random mission. Take it before heading to Colonock, or you will not be able to return to it. The eavesdropping bug is gone by this stage for Leinhardt's campaign. Although you do not need the XP yet, plan to have about 25,000 XP for two Swamp Mammoths later.
Leinhardt's Campaign 011 - Colonock
Point 1 - Enemy cavalry rally and spawn points.
Point 2 - Jubai and ally spawn points. Evacuation point.
This mission has Leinhardt's forces surrounded in the middle of the map and have to survive for a little while (about five minutes) under infantry, cavalry, and air unit attacks. Take two swamp mammoths (or wyverns) -- they can be at the minimal level if you don't have the XP (mammoths will still be tough customers since they cannot be killed by enemy infantry and cavalry). Wyverns can kill cavalry, but may get caught up in enemy wyvern attacks. Your problem is a preset Sapper unit will fill one active spot and only lets you bring two more free active units. Take the archers and cavalry -- your swamp mammoths/wyverns (both of them) can deal with the enemy cavalry while they charge your allies.
The basic principle here is to keep your units in the center while your sappers lay traps in the north east area at point 1 right next to your own blue ally troops. You only have 30 seconds before the first enemies show up, so set your sappers wide and hurry them the hell up. Build a small wall of traps on the north east (next to your forces). The reason why you're ignoring the other marked areas is the cavalry usually charges from the north east. Once the first enemies start appearing, move your sappers back to the middle of the camp.
Unless your archers are in mortal danger of being in melee, have them stay put and move your other units out to destroy enemies. Your cavalry should start churning SP through other battles to keep your SP meter full and the Tree of Illusion going. The archers and Leinhardt should employ any elemental boosts if the chance arises. The mammoths or wyverns can take down errant units -- concentrated fire will nuke the opposition dead with your infantry. Since things are hectic, don't be surprised if you do not do anything with Leinhardt except move him around to help out and to cast spells. As long as your melee skill is high, you should not feel threatened about the performance of Leinhardt's troop. If you do need to fight, make the most of the SP and engage all your officers' assists to quickly destroy the enemy. Maintaining your SP is crucial, so don't let your cavalry stop moving through enemies.
As soon as the cavalry alert is sounded, focus your mammoth and wyvern fire on the cavalry. When they draw close, have your archers fire; just make sure to tell them to halt if the enemy cavalry moves out of range or you might have your archers run into a melee. When the air alert is sounded, again have your archers ready. If you must, sacrifice your sappers to screen your archers -- you may even be able to pull back and have them cast the tree of healing while mammoths or wyverns continue their attack. Use elemental boost wisely (i.e., right before the dirigibles hit) and set your grouping circle to wide. It should be enough to down the flyers provided your range skill is at 30 and you have a good (10 range or more) bow for your troops/leader.
After you clear the cavalry and enemy air attacks, you might consider moving east and then south to the exit at point 2. Soon, just as the friendly cavalry riders promised, Jubal appears in the southeast and you should be able to evacuate all your troops quickly. Your mammoths (better than wyverns) can serve as damage sinks and enemies will continue to attack them, though to no effect while your core forces retreat. Good idea having two mammoths!
Leinhardt's Campaign 012/013 - Arein Randoms
Two more random missions to bulk up Leinhardt before facing the final challenge. Riders are needed for this one. Given the human pechance for longbows, air units are a bad idea, but you may be able to use cavalry (two units) to sit on surrounding archers, then have your wyvern riders squat on the catapults until Leinhardt arrives and kicks ass. In any case, spend judiciously -- consider armor for your cavalry and riders. They will need explosive and melee resistance to survive this job.
Leinhardt's Campaign 014 - Arein Inner Wall
Time to destroy catapults using a combination of Leinhardt's infantry and cavalry. There should be enough walls for you to take down all the catapults with a pack of archers, cavalry and wyverns helping. With a good development of skills, your units can attack all the units without much fear of being killed. Let your allied units head north while pointing your forces west. Sweep north and east as you work on the catapults.
Have your cavalry sweep the enemy group twice then sit them on the enemy archers before you bring your wyverns in. Once your wyverns are in range, the enemy archers don't let them out of sight. The wvyerns are needed to help you sweep up the masses of infantry accosting Leinhardt.
Unleash both your lich officer's spells in the middle of a large melee and you will be able to clean house. Just don't let your archers get caught in melee if possible -- with cavalry sitting on the enemy bowmen, you may need the archers to cast the tree of healing.
When Morene shows up in the north east, let her join you in battle -- in the chance you killed all the units before Morene joins, simply meet her unit. Revolve 1 0 – sci fi action & platformer game. Some dialogue will occur and then Leinhardt simply needs to destroy all the other enemies on the map to clear the mission.
Leinhardt's Campaign 015 - Hexter Heartland
No random missions any more. Your job is to protect big fat Regnier as he masses against ground enemies. There will be a lot of flying units so you may be tempted to bring a second archer unit along. If you've bought a load of equipment for your Dark Elf Cavalry, you may consider hiring an elf mercenary and make him or her an archer leader if you're still into having all your units as Dark Elves. However, there is one unit of enemy cavalry in the beginning that will attempt to destroy your archers and you can't have that or Leinhardt's forces can measure their lifespan in seconds once the first wave of air cavalry hits Regnier.
Luckily, Regnier is invincible, so you can use his unit as a 'shield' between your archers and the masses of Orcs and Scorpions trying to turn Leinhardt's man-pretty undead butt into some kinda Orc sex toy. The best solution is to route XP from your orc units and make one unit of Level 30 axemen (10 Melee, 20 Frontal) and the XP you normally used for Riding or left over from the previous mission to increase the range skill of both units of archers to range 35. Look for equipment to increase your range skills (around range 12 to 15 are good additions for now). Don't forget that female Dark Elf leaders can also equip bows to increase the deadliness of their troops' lethality at range.
Enter the battle and move Leinhardt and archers north and west so your axemen can quickly intercept enemy cavalry coming at your forces from the east and south. Your axemen may not need to move if you have the selector on them and order the whole army to move to a spot; press the B button to make your axemen stop and enemy cavalry chasing your forces will meet a wall of axes. Your archers simply need to wait in the north or south -- a majority of the enemies attack up and down the line -- and being in one end lets your allied archers bear the brunt of the attacks while you survive.
Use elemental boost and the default or widest grouping circle and then sic both archer units on the enemy air units. With their range skills at 35 and augemented higher with equipment, you should be able to shred most air units in one to five seconds of firing. Keep Leinhardt and the axemen out of the melee and only have Leinhardt attack enemy scorpion units if one is chewing up an archer. The reason to concentrate on managing your archers is because letting even one of the air units attack your troops means certain death when six or seven units of dirigibles/wyverns rain acid crap on your vampire head and melt off Leinhardt's pretty face.
Focus on your orders and keep attacking air units to depopulate the meter shown on the bottom right corner of the playfield. Once that meter expires, Urukubarr's unit will appear and then a cut-scene with Regnier will occur. If you really want to knock the socks off this mission and clear it over and over again for massive experience on a replay, do it with human longbowmen -- their impressive ranges will completely wipe out the incoming air units. Just don't get too cocky -- if one air unit gets a bead on your leader or archers, you may easily fail the mission.Dark Elves Warhammer
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