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.
Borders
[WHU] Proceed southwest to your keep, and clean it out. Recall a couple of castles. A couple fast flying units will be helpful. Let your ally do a lot of the fighting, or at least the dying part. Send several units to help your ally deal with the enemies coming up from the south, then probably no more than a couple to help finish off the southern leader and collect the goods.
[WHU] Most of the fight will be along the river to the west of your keep. Keep it well covered so the enemy can't cross, leaving his forces to die in the icy river. Once the western enemy has used up most of his forces, send a few units to kill the leader, and start your push northwest.
Empire of Twilight
[WHU] Recruit/recall heavily (like 20 units), as you will be fighting on several fronts at once. There is a cave just to the northeast with some nasty demons. If you follow the obvious path mostly southwest, you'll find a castle in the center. At this point, you'll have enemies constantly upon you from the west and south, and soon possibly demons from the northeast. There's a castle directly to the south that is constantly recruiting, so either split your force and take out that leader as quickly as possible, or milk some XP. Watch out for skirmishers and fast moving units with charge who can get behind your lines to attack your injured units.
[WHU] Once the first two enemies are dispatched, head west through the gap in the mountains and take out the third group (or fourth if you went into the cave). Send someone almost directly south, staying just west of the mountains and you will find the entrance of a cave that leads southeast to an optional scenario. Here you have a choice, there are two more leaders to the west, who will be triggered if you move even a few tiles west of the third castle. They are just mid-level humans, though they have some chargers who can hit you out of the shroud. Fight them for XP, or don't trigger them and sneak away (with one unit) through the southern cave.
Trolls
[WHU] There aren't a lot of turns here to find and kill ALL dwarves (not just the leaders), so make sure your army can move through caves. Several whelps would be useful for scouting, and generally getting in the way of dwarves that might surprise you. There are two dwarf castles, one in the center of the map and one to the southeast of center.