LotI Walkthrough-Part2-Chapter10
Part II, Into the Light, Chapter 10, Dawning of a New Era
Generally
This section needs info.
Contents
Despair
[WHU] Back to Krux and Vritra, along with a batch of new loyal allies. You have no recall list, no items in storage (but you do have your gem collection), and several items on the ground. You are going to be encountering some tough enemies, and you want to protect your loyal units, and you probably have a decent gem collection, so now is the time to do some crafting. I like Forestburner melee weapons for my units that do not, and in particular will not after advancing, have ranged attacks. Wretched Defiler gives one more attack, and creates undead that can be used as fodder, a good choice for units with few powerful attacks, such as a paladin. At a minimum, lots of Konrad's Might weapons and Mastadon armor items.
[WHU] Move forward (north), slowly and carefully, and remember to check the demons' stats carefully. There are caves to be explored, some good, some bad. It's best to enter a cave with a few movement points remaining, the gryphon rider with speed upgrade is good for that. Try to take out the enemies one at a time with overwhelming force. No early finish bonus, and plenty of turns, it may be a good idea to go after some XP here, if possible.
And Another Orcish Assault
[WHU] I have absolutely no idea what to do with this one. The demons are so powerful, and the orcs just suicide all of their forces on them, usually one with regrowing, doing little to no damage. The only way to win is not to play.
Fimbulwinter
[WHU] Again, no idea. If there were more turns, I'd capture some villages and keep recruiting fodder so I could take on the superior demons one or two at a time. But there's not enough turns to begin with. I usually get to about turn 4 or 5 before I remember that I hate this chapter and quit. That's probably not the recommended strategy. Maybe I need to spend a lot more time crafting in the first scenario.
Betrayers of Humankind
[WHU] Finally. You have to kill a demon leader, then Delly. You don't get any extra turns, so you want to make sure you're making progress towards her. This is mostly a straight up fight where you can use terrain to your advantage. I like to use walking dead to screen and distract the enemy.
The Chase
[WHU] A castle of recalls is plenty. Move forward and find terrain advantage, fight off the first wave and take out Delly. Assume position in "her" castle, using the mountains for cover if the next wave contains strong mounted units with charge. There's a cave with villages and loot in the northwest, a fast gryphon rider would be great to explore it. There's another cave to the east and just south of the second castle. Defeat the second wave, advance and take out Delly, again. The third time you defeat her the objectives will change, so make sure you do it at the beginning of a turn and when your army is present and not lagging behind. This would be a good time to recruit a few units to gather some XP.
Truth
[WHU] A quick fight. Recall a front line that can get hit hard, and then a second force to push the counterattack forward while the front line heals.