Difference between revisions of "LotI Walkthrough-Part1-Chapter01"
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==Escape from Oblivion== | ==Escape from Oblivion== | ||
− | '''[WHU]''' As long as you don't get unlucky and get bogged down by bats in the beginning, this one is pretty easy. Follow the path until it starts to head northwest, then be careful. When you get to a certain point, the undead will start spawning and you need Efraim to get to the keep in time to start recalling. One thing you definitely do not want to do is have Lethalia fly over the lava, skipping the path entirely. | + | '''[WHU]''' As long as you don't get unlucky and get bogged down by bats in the beginning, this one is pretty easy. Follow the path until it starts to head northwest, then be careful. When you get to a certain point, the undead will start spawning and you need Efraim to get to the keep in time to start recalling. One thing you definitely do not want to do is have Lethalia fly over the lava, skipping the path entirely and triggering the undead long before Efraim can catch up. |
'''[WHU]''' Recall some Elfish Sorceresses and Druids and Heavy Infantry, or other units that do impact and arcane damage, and some good archery units to take out walking dead. If you position your units well around y=21, with powerful units up front and healers and leaders just behind them and rotate out the injured, the wave of undead are pretty easy to deal with. Then just carefully move forward and kill the leader. There are quite a few areas that are lit which will negate the undead's advantage here, though I've never really felt the need to make use of them. | '''[WHU]''' Recall some Elfish Sorceresses and Druids and Heavy Infantry, or other units that do impact and arcane damage, and some good archery units to take out walking dead. If you position your units well around y=21, with powerful units up front and healers and leaders just behind them and rotate out the injured, the wave of undead are pretty easy to deal with. Then just carefully move forward and kill the leader. There are quite a few areas that are lit which will negate the undead's advantage here, though I've never really felt the need to make use of them. |
Revision as of 01:58, 3 November 2021
Part I, Embracing the Darkness, Chapter 1, Ascension
Generally
Add here.
Contents
An Orcish Assault
[WHU]A classic frontal assault is difficult and time consuming. I will send one or two units west to collect villages, and Delenia (Delly) south along the east edge. Send a couple other units, perhaps rogues, west then south going around the Orc forces to eventually meet Delly at the Orc keep for some glorious backstabbing. While keeping Efraim protected, allow the orcs to enter the city, at which point Lord Redain's troops will become active.
[WHU]Pick up dropped items and store them or give them to your leaders, your troops are too junior at this point and if you give them items and they die the items are lost.
[WHU]Steal all your ally's villages, he doesn't need them.
[WHU]If you recruit any loyal units, they should probably hide behind the lines for future service.
The Assassination
[WHU]Recruit or possibly recall (Mario) very lightly, the fight will be quick and in close quarters. Grab all the villages, you have plenty of time. There is usually a nice item to the northeast, but it's covered by a unit that doesn't die easily, and by the time you kill him either the scenario has ended or some very bad dudes have come up behind you. Travel northwest, then south. Make sure all of your units are in place with full movement before you step into the chamber. Usually Mario will be one XP from levelling up, so give him the first hit. On lower difficulties you can make great use of backstab here, but even on hard Redain should go down in a turn or two.
Banished
[WHU]Start with a couple recruits/recalls, focusing on speed. Send Delly west (assuming she still has the Twinkling Sword and its +2 move), and the rest of the units generally following the course of the road but a few tiles to either side, finding and taking villages. Do not get too close to the river until Efraim can get across and into the keep in one turn. Recruit lots of bowmen and poachers depending on time of day, and be aggressive about moving them out of the castle so you can recruit more. Any loyal recruits and seriously injured or poisoned units can be sent north across the river for healing and safety. Efraim should find plenty of cheap kills, keep him protected and he can probably level a couple times (I focus on advancements that make him hard to hit). Once the initial wave of enemies are beaten back, charge south for the easy finish.
Paradise Lost
[WHU]The turn limit is tight here. You are probably going to lose some units as the trolls and orcs come across the river, so initially recruiting fodder is helpful, but save some gold for additional recruits and possibly recalls after you take the central orc keep (you don't want a bunch of units getting bogged down in the river). Pay attention to the terrain at the river bank.
[WHU]Lethalia generally needs at least a little help, so at a minimum send Delly west and then south, picking up villages along the way. Once you take the central orc keep, you may want to recruit/recall more than you think you would normally need, as the villages are hard to get to if you need to heal, and any units you had healing north of the river probably won't have time to reach the other castles. If you haven't already, send a couple quick units to assist Delly, even if it's just picking up dropped items.
Shatter the Defilers
[WHU]You have a bunch of elves in the forest. There's a river. Not real difficult. Send the elves east of the river south to gather villages, then west. Send a couple elves west and then south gathering villages. Recruit/recall heavily from the second keep, you're going to have a lot of income and a nice early finish bonus. Kill the orcs in the river, then finish off the leaders.
[WHU]The next scenario is not difficult, but it is useful to have a decent number of troops and you won't be able to recruit, only recall, so you may want to recruit units now that you don't actually need if your recall list is sparse.
The Ruins of Lost Empires
[WHU]The in-game walkthrough says something about killing the SW leader to get the other factions to fight. I've never seen the point. Recall a couple castles worth of troops. Send half north of the river to fight orcs, half across the bridge to fight trolls. The orcs will go down easily, find the gap in the mountains to the west and encounter the elves. No reason to send many troops to help the elves, there are bottlenecks that will limit the fighting. Send most of the northern forces south along the river, then southwest following the road, while the southern force heads southeast to take out the trolls then southwest to take out another orc leader.
[WHU]When you kill the northwest leader, send those troops south. When you spot the southwest leader, send some troops northwest into the mountains. Yes, you did just finish about 60 turns early, with a nice fat bonus. Also, early finishes like that will eventually add up to unlocking a secret boss fight.
The Return
[WHU]Pay attention to what Delly says at the beginning. Recall a few units, high HP and impact resistance and/or ranged units with marksman . Stick together and stay on the path as much as possible. As you move forward you will trigger packs of bandits, so do not run ahead. There are not a lot of turns, but enough to kill one pack of enemies at a time as long as you keep moving slowly forward.
Where the Sun Does not Shine
[WHU] Head south, east, then southeast. You have plague, use the walking corpses to distract the bats and keep moving. You will come to a corridor where you will start to head north. You can leave Argan there in a one tile wide passage to block the bats. Send someone northwest to pick up an item, though your true target is the passage that starts northeast and then quickly turns southeast. When you come to a deep water river, if you can send someone south to pick up an item, while the rest head northwest and then southwest.
[WHU] This scenario has no early finish bonus, and as long as you keep moving and do not get surrounded by bats before you start heading north you should finish with around 30 turns left. You could spend a couple dozen turns farming XP from bats, but since they are often level 0, I like to finish early to help attract the previously mentioned boss instead.
Escape from Oblivion
[WHU] As long as you don't get unlucky and get bogged down by bats in the beginning, this one is pretty easy. Follow the path until it starts to head northwest, then be careful. When you get to a certain point, the undead will start spawning and you need Efraim to get to the keep in time to start recalling. One thing you definitely do not want to do is have Lethalia fly over the lava, skipping the path entirely and triggering the undead long before Efraim can catch up.
[WHU] Recall some Elfish Sorceresses and Druids and Heavy Infantry, or other units that do impact and arcane damage, and some good archery units to take out walking dead. If you position your units well around y=21, with powerful units up front and healers and leaders just behind them and rotate out the injured, the wave of undead are pretty easy to deal with. Then just carefully move forward and kill the leader. There are quite a few areas that are lit which will negate the undead's advantage here, though I've never really felt the need to make use of them.
The Poison
[WHU] This one can be tricky due to the time limit if you try to stand and fight. You need to be moving ahead. When you finally get to the dragon, he'll often fly away, so you'll probably need a few turns to chase him around. A fast, flying, Lethalia can help pin him down.
[WHU] Chocobones are good at charging drakes. They may seem a little expensive, but you should have plenty of gold at this point. I'll use (okay, waste) a couple castles worth of them, often doing almost enough damage to leave the XP for the kill for units I actually care about. I don't worry much about rotating them out to heal, they are simple fodder to pound forward.