Kingdom Under Fire: Heroes Character FAQ: Walter version 1.0 Copyright (c) 2005 Erik Harris demian23[at]stanfordalumni[dot]org Please email corrections, suggestions, or errata to the above email address ;) TABLE OF CONTENTS 1. Introduction 2. Walter 3. Adjutant Officers 4. Mission Walkthrough 4.1 Mission 1: Greyhampton 4.2 Base 1: Advance Base 4.3 Base 2: Ecclesia 4.4 Base 3: Advance Base 4.5 Mission 1.5: Unknown West 4.6 Mission 1.75: Unknown East 4.7 Mission 2: The Altar of Destruction 4.8 Base 4: Advance Base 4.9 Base 5: Jungsburg 4.10 Mission 2.5: Unknown Mission West 4.11 Mission 2.75: Unknown Mission East 4.12 Mission 3: Brimstone 4.13 Base 6: Advance Base 4.14 Mission 3.5: Unknown West 4.15 Mission 3.75: Unknown North 4.16 Mission 4: Brimstone 2 4.17 Mission 5: Nowart 5. Troop Guide: Human Alliance 5.1 Infantry 5.2 Heavy Infantry 5.3 Spearmen 5.4 Knight 5.5 Cavalry 5.6 Heavy Cavalry 5.7 Storm Rider 5.8 Archer 5.9 Longbow 5.10 Mortar 5.11 Sapper 5.12 Pyro Technician 5.13 Bomber Wing 5.14 Ballista 5.15 Catapult 5.16 Earth Golem 5.17 Ice Maiden 5.18 Thunder Rhino 5.19 Flame Wraith 6. Revision History -------------------------------------------------------------------------------- 1. Introduction -------------------------------------------------------------------------------- Walter is a moderate difficulty campaign in KUF:Heroes, and should be played before tackling the tougher campaigns of the Dark Legion. For the best story and learning curve, I recommend playing Ellen first, then Rupert, then either Leinhart or Walter. Walter's campaign is shorter, but possibly slightly more difficult than Leinhart's Walter's campaign will answer quite a few questions left open in KUF: Crusaders, e.g. what happened to start the war? Why did the Patriarch act as he did? And why did the Patriarchal Guard rebel and awaken Encablossa? We also find out what REALLY happened to Rithrin (the Kaedes Dark Elf Archer Captain). We also get to know Justino (the haughty Captain from Ellen's campaign) quite a bit better. ------------------------------------------------------------------------------- 2. Walter ------------------------------------------------------------------------------- Walter is the captain of the Patriarchal Guard, and the highest ranking and most respected warrior in Ecclesia. He and the Patriarch both were blessed with hearing the voice of "The Oracle" and are the only two parties (aside from Regnier) with any knowledge of the Ancient Heart and its power. Walter is a man of deep faith in God, and believes in doing God's will no matter what the cost. He is the quintissential religious fanatic. For those that played KUF: Crusaders, Walter is the only playable character in Heroes that was not an adjutant officer in Crusaders. He appeared briefly in Kendal's campaign where he was introduced as Kendal's best friend and Thomas' father. His actions and the bizzare actions of the Patriarch drove most of the events in Kendal's campaign, leading up to the awakening of Encablossa at Nowart. With a few notable exceptions (the Altar of Destruction), Walter's missions are not terribly difficult, and and all of his unit selection is identical to what you probably played through with Rupert or Ellen. As a melee fighter, Walter is on the slow and powerful side. He uses a large shield and mace, and wades deliberately through combat, smashing aside whatever he comes up against. His best moves are his defensive moves, either a retaliatory strike or a riposte. Both are executed with B. The retaliatory strike can be used against an enemy that has just hit Walter, and throws them back with a powerful shield thrust. The riposte requires better timing, and must be exectued just as an enemy is beginning their attack. It interrupts their attack with a very powerful strike that also nets an SP bonus. Practice it and use it often. Combos: X X X Quick slash combo X X Y Quick slashes + Spinning slash X X A Quick slash + overhead smash A A Double overhead smash A A Y Double overhead smash + thrust A A -> Y Double overhead smash + open swipe A + X Shield bash Hold Y Holy Flame B (right after being hit) Retaliatory strike B (right before being hit) Riposte ------------------------------------------------------------------------------- 3. Adjutant Officers ------------------------------------------------------------------------------- Walter's adjutants are Lance and Alan. Neither one takes an active part in the story, unlike other Hero's adjutants. Instead, Justino fills this role for Walter, but unfortunately, he isn't available as an adjutant! He only appears as leader of an allied Spearmen troop in several missions. Since Alan comes pre-loaded with Fire skill 12 and Kaleidoflamma, I would boost his fire skill to 25 (the max) as soon as possible. He will be the source of most of the damage you deal in melee. Swap out Lance as soon as possible for a mercenary mage with Holy skill and the Heal ability (you may need to equip your merc with a Staff or Booster to make this available.) Lance makes a fine Mortar or Ballista officer, IMHO. ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ 4. MISSION WALKTHROUGH ------------------------------------------------------------------------------- 4.1 Mission 1: Greyhampton ------------------------------------------------------------------------------- Overview: --------- Walter's campaign begins with a meeting with Rithrin, the Dark Elf Archer Captain from KUF: Crusaders. For those not in-the-know, Rithrin is part of a rebel faction of Dark Elves called Kaedes. This faction wishes to over-throw the regime of Valedmar and establish a Dark Elf nation. The purpose of the meeting is to establish a secret cooperation between Ecclesia and the Kaedes. Of course, this would be blasphemous and scandalous were it to get out to the general public that Holer-than Thou Ecclesia was dealing with rebel Dark Elves. Enter the hapless Hironeiden scout... When he is noticed by Walter and Justino fleeing back to the Hironeiden camp after spying on the illicit meeting, a decision is made to exterminate the village of Greyhampton to ensure that the word doesn't spread. Walter justifies this to his men as being for the greater good of humankind. He tells them to kill everyone in the village, and to make it look like a Dark Legion attack. This board is fairly simple, and despite its obviously morbid overtones, it's quite fun! The idea is to burn two guard camps, then take down the walls of Greyhampton, and finally to chase down and kill all of the hapless peasants that try to flee. Unit selection: --------------- Walter Infantry - lvl. 20 Cavalry - lvl. 18 Archer - lvl. 18 First, send out a scout to assess the enemy resistance at the guard camps. Both are protected by Infantry units and an Archer. Draw the Infantry off with a Scout, and engage them out of the range of their Archers. Once the Infantry are dealt with, bust the Archers with the following tactic: *TIP: Ranged Support Neutralization with Cavalry* * Ranged support units can be murderous if they're allowed to fire unchecked * into a melee that your troops are fighting in. For this reason, you'll always * want to deal with the enemy ranged support first, OR, neutralize them until * they can be engaged in melee with your main melee troop(s). Since ranged * support can neither fire nor use magic while they're in melee, you will want * to engage them as quickly as possible while taking the minimum amount of * damage moving in. Cavalry are ideal for this since they move so quickly, * though other Range resistant units can be used as well (such as Ghouls or * Elementals). The advantage to using this tactic is one of speed, and also * one of priority. Oftentimes there are bigger fish to fry on the field, and * you'll want to deal with other threats with your Hero's troop without having * to get peppered by debilitating spells and missile fire. Once you've * engaged the ranged support with your main force, you can then move the * Cavalry back out to do what they do best: charge around the field racking up * SP. Be careful with the Spearmen, and don't get near them with the Cavalry until you've engaged the in melee. They will OWN your Cavalry if you make the mistake of using the Y command to send an all out attack. Once Walter has engaged them in melee, you're perfectly safe to charge through the melee over and over again to rack up SP. I guess they can't use their spears if they're getting hit over the head with a mace... If you want to clear a battlefield fast, use Kaleidoflamma (available on the Black button on the controller). This ability is broken, and comes standard with your Adjutant Officer Mage. Top camp ---------------------------- Battle: 2 Infantry lvl. 19 1 Archer lvl. 18 ---------------------------- Bottom camp ---------------------------- Battle: 1 Infantry lvl. 19 1 Spearmen lvl. 17 1 Archer lvl. 18 ---------------------------- After eliminating the guards, burn the camps using the Archer's Fire Arrow special ability (use the D-Pad -> to select it) to target the camp. It's highlighted on your mini-map and also by a glowing green circle on the ground. If you got hurt, use Curatio. Your Archers came equipped with Holy (as they should). ---------------------------- Battle: 2 Infantry lvl. 14 ---------------------------- You'll probably run into the Infantry patrols at some point. These are stationed in the vicinity of each of the camps, and may attack in support of the other Infantry. Move Northeast to the walls of Grayhampton. Don't use the Fire Arrows just yet. You'll be attacked from different directions by two waves of Peasant troop. From one side will be Infantry, from the other, Spearmen. Send your Cavalry to tie up the Infantry with Archer support, and Walter to take on the Spearmen. If you use Kaleidoflamma, these Peasant units will die unbelievably quickly. Just to keep it simple, make sure you kill ALL the Peasant militia before setting fire to the walls. ----------------------------------- Battle: 3 Peasant Infantry lvl. 10 3 Peasant Spearmen lvl. 10 ----------------------------------- ----------------------------------- Battle: 3 Peasant Infantry lvl. 10 3 Peasant Spearmen lvl. 10 ----------------------------------- Set fire to the walls in zones (East, West and Center) Three adjacent markers define a zone. When a whole zone is on fire, three Peasants and six Peasant militia will materialize. Concentrate on killing the Peasants first, then take care of the militia second. If any of the Peasants reach the marked areas at the Southwest corner, you will fail the mission automatically. Don't set all the zones on fire at once. Take them one by one, and this will be a cakewalk. Also, be sure to spread your units out along the wall to intercept all three peasants immediately. Eastern Zone ----------------------------------- Battle: 3 Peasant Infantry lvl. 10 3 Peasant Spearmen lvl. 10 3 Peasant lvl. 3 ----------------------------------- Center Zone ----------------------------------- Battle: 3 Peasant Infantry lvl. 10 3 Peasant Spearmen lvl. 10 3 Peasant lvl. 3 ----------------------------------- Western Zone ----------------------------------- Battle: 3 Peasant Infantry lvl. 10 3 Peasant Spearmen lvl. 10 3 Peasant lvl. 3 ----------------------------------- If you had, or are having difficulty with this mission, you should play through Ellen and Rupert's missions first. This mission is, and should be, quite easy if you take it nice and slow. I finished with 5962 EXP and 18722 Gold (and a heavy, gloomy frown). ------------------------------------------------------------------------------- 4.2 Base 1: Advance Base ------------------------------------------------------------------------------- Time to get drunk... Operations: Justino tells Walter that he's been appointed Captain of the Patriarchal Guards. He also says that Thomas is being looked after by Kendal. Overnight, a soldier named Jefferson hangs himself out of grief. Walter decides to doubletime to Eccelsia to distract them. Barracks: Time to level up the troops! There are several areas you can focus on, and don't be afraid to experiment since you can always reset a troop to recoup all the EXP you spent by using the X button from the troop selection screen. You should be far more careful about your equipment purchases. Early on, EXP boosting equipment is the best. Late on, HP and SP boosting items are the best. Armor is always the most expensive, so be sure that any elemental resistances you purchase are going to be worth your while. Try to bolster your strengths since you won't be able to effectively compensate for weaknesses anyway. Strategically, it's much more advantageous to walk a troop of Knights into a hail of arrows to take nearly NO damage than it is to fly a troop of Storm Riders into those same arrows to take average damage. The things you MUST do include: Change Jobs for Walter's troop to Knights, Marion's troop to Longbowmen, Kelsey's troop to Heavy Cavalry. Marion and Kelsey will both need two points of Melee skill each, but these are points well spent. Next, determine who will be going with Walter into the next mission and spend all your points on them. I strongly suggest either Cavalry or Mortars * TIP: Troop Min-Maxing* * This trick works really well if you are facing a tough mission where a small * number of units are allowed to participate (as in the Altar of Destruction). * Use the X button from the troop selection screen to strip all your units of * their Skill points for EXP. Then spend this EXP on only the units you will * choose to take into the next mission. Pub: Some of the soldiers offer their dark philosophies. Pub chatter is a good plot development area if you care about the finer points of the KUF universe. If you don't, skip to the Hire Mercenaries area. Don't worry about the skills the mercenary comes loaded with since you'll be able to reset them and build them back however you like. Instead, look for the right combination of available skills to build the troop type you want. Here and now, I strongly recommend hiring a Mage (Rian or Gagamel) to swap in to Walter's troop to replace Lance. Load him with Holy, and equip him with a staff or booster to be able to cast Heal while in melee. This ability, coupled with Kaleidoflamma will be the bread-and-butter of melee combat while controlling Walter's troop. It's also handy to have an extra unit to cast Curatio in case you don't want to bring Longbows into a mission. Main Gate: The Main Gate will take you to Ecclesia. ------------------------------------------------------------------------------ 4.3 Base 2: Ecclesia ------------------------------------------------------------------------------ Operations: The Patriarch meets with Walter to congratulate him. He also says that Hironeiden has invaded Hexter, and that Kendal would be leading a Crusade to retake the Holy Ground. Justino seems upset that he can't join the crusade, but instead has to accompany Walter and the Patriarch to chase around the will of the Oracle. Barrack: You can do everything here you could do at the Advance Base. If you anticipate having trouble at the Altar of Destruction, I would suggest using the Troop Min-Maxing tip above to max out Walter and one other troop. Pub: This is a mirror of the encounter in KUF: Crusaders where Kendal and Walter meet up. Walter also meets up with his son Thomas and asks that Kendal take him on the Crusade to get some trigger time in. Main Gate: If you leave Ecclesia, you won't be able to get back, so make sure you REALLY want to leave. Once you do leave, you'll be sent to the Altar of Destruction (possibly the most frustrating mission in the entire game). ----------------------------------------------------------------------------- 4.4 Base 3: Advance Base ----------------------------------------------------------------------------- Wait a minute! Aren't you supposed to go to the Altar of Destruction? Well, yes. But you don't have to quite yet if you don't want to. It's far better to back out of the Altar of Destruction, I think, and tackle some Unknown mission first to build EXP. This way, you'll have an easier time tackling all those lvl. 23 Flame Wraiths, and be able to purchase some heavier troops to stomp on the endless stream of Dark Legion for max EXP. Hit the Start button to exit to World Map, then back out to the Advance Base. He he... ------------------------------------------------------------------------------ 4.5 Mission 1.5: Unknown West ------------------------------------------------------------------------------ Unit selection: --------------- Walter Infantry - locked 3 Free 1 Support Overview: --------- Although you don't have to complete the Unknown missions, they're fun and not too difficult since they're search and destroy missions. Use them to build gold and EXP for the more difficult story-line missions. Walkthrough: ------------ This board is a desert with no trees and a bright sun in the West. Work your way to the Western edge of the board ASAP to avoid being blinded. Hunt down each enemy one (or two or three) at a time after Scouting their position. All of the enemies here are fairly easy and low level. I ran into the following, and you can expect something similar (there's a degree of variability in the troop types on Unknown missions). The unique challenges here are the Elemental and the Dirigible. Don't stand under Dirigibles or you'll be really massively hurt in a hurry. Longbows kill Dirigibles VERY quickly, however, so make sure to focus on the Dirigible first while keeping the Longbows out of melee. Elementals are all universally strong versus melee and ranged attacks. They have unique vulnerabilities, and are generally best addressed with either Cavalry, seige weapons, and/or the Hero. The Hero is the most effective way to kill an Elemental quickly (similar to Scorpions). Check the Troop Guide at the end of this FAQ for strengths and weaknesses of the Elementals. ---------------------------------- Battle: 5 Orc Heavy Infantry lvl. 11 5 Ghoul lvl. 12 3 Dark Elf Archer lvl. 12 2 Dirigible lvl. 21 1 Earth Golem lvl. 15 ---------------------------------- Once all of the above enemies are eliminated, your mission will be a success. I finished with 4393 EXP and 18393 Gold. ----------------------------------------------------------------------------- 4.6 Mission 1.75: Unknown East ----------------------------------------------------------------------------- Unit selection: --------------- Walter Infantry - locked 3 Free 1 Support Overview: --------- This mission is nearly identical to the Unknown West mission with slightly fewer enemies. Walkthrough: ------------ Search and destroy everything out there. Having high ground and the sun at your back helps, but isn't necessary. I ran into the following mix of troops: ---------------------------------- Battle: 4 Ghoul lvl. 16 5 Dark Knight lvl. 17 3 Dark Elf Archer lvl. 14 2 Wyvern lvl. 20 1 Earth Golem lvl. 15 ---------------------------------- Once all of the above enemies are eliminated, your mission will be a success. I finished with 5541 EXP and 15724 Gold. ------------------------------------------------------------------------------ 4.7 Mission 2: The Altar of Destruction ------------------------------------------------------------------------------ Unit selection: --------------- Walter Infantry - locked 1 Free (Cavalry Strongly recommended) Overview: --------- Welcome to possibly the most difficult and frustrating mission in the entire game. Difficult because you'll face an unlimited number of well mixed enemies. Frustrating because the object is not to crush your enemies, but rather to slink around the battlefield and merely survive. Oh, and you have to escort a braindead moron through a hot battlefield. You'll start out in the Southwest corner of the map with Justino (Spearmen) as backup. The battle itself is being fought in the center of the board. An unlimited supply of Dark Legion units will be pouring in from the North. They have the sun at their back, and they are relentless and aggressive. The Hironeiden fighters issue from the Northeast corner, and they do not re-spawn as quickly as the Dark Legion. As time goes on, they will be outnumbered and outfought, pushed more and more into the Northeast corner until (probably) they are finally eliminated. You can choose to help out Hironeiden, and if you do, they can more than hold their own while you rack up EXP. The goal is to find Rithrin in the Nortwest quadrant and escort him through the hot zone down to the Southwest corner where the Ancient Heart is located. Of course, the Ancient Heart is guarded by 5 very aggressive Flame Wraiths who cast Meteor seemingly at will. Walkthrough: ------------ I strongly recommend Cavalry, though this mission is also possible with Mortars, Longbows, or pretty much any other unit. Cavalry is the best choice because you will be able to rack up HUGE amounts of SP, which means you'll be able to cast spells to clear the battlefield instead of getting into melee. If you want big EXP and big Gold, go with Cavalry. ------------------------------------------ Battle: infinite Dark Elf Fighter lvl. 21 infinite Dark Elf Archer lvl. 21 infinite Scorpion lvl. 20 infinite Swamp Mammoth lvl. 26 5 Flame Wraith lvl. 23 ------------------------------------------ Getting to Rithrin ------------------ You'll begin in the Southwest, and will have to move East and then North to get to Rithrin. Since you'll be walking right through the thick of the battle, you will be best served by aiding Hironeiden for a few minutes to push back and thin out the Dark Legion forces. Since you only need Walter to rendezvous with Rithrin, leave your other unit in the center behind the Hironeiden lines to support the Hironeiden troops and collect SP. If you're using Cavalry, send them on a tour of the battlefield. You'll quickly max out your SP and be able to cast Meteor repeatedly to eliminate most of the Dark Elf Archers that are standing in your way. If you don't take these Archers out from a distance, you might find yourself pinned down under heavy fire from three or four Archer troops. Once these Archers are eliminated or thinned out enough to walk by, you'll be able to walk Walter around the point and up to Rithrin. Meet with Rithrin and he'll make some snide comments. Make sure he finishes his spiel before you walk away. Escorting Rithrin ----------------- Make sure Rithrin is following you at all times. Not only is he dumb as a herd of cattle, but he's twice as slow. If you get too far ahead, he'll simply stop and proceed to get clobbered. Try to keep the path ahead clear, and move deliberately. Skirt the edges of the battle and try to stay clear of the clumps of Dark Elf Archers. Cavalry and a few Meteors will clear these out easily. The Swamp Mammoth should have appeared by now, and will be parked in the middle of the field. Stay away from his feet, and he probably will not fire on your troop. If you possibly can, get Rithrin and Walter well behind the Hironeiden line before turning to take on the Flame Wraiths. Flame Wraiths ------------- Another reason to bring Cavalry... Flame Wraiths are weak against Cavalry and their Meteors are less effective against a fast moving target. You can keep Walter and Rithrin clear of danger while you wear down the Wraiths and simply pull back for healing when you need it. You can also use the SP you'll gain from the Cavalry charges here to cast Meteor into the thick of the battle for more kills, and more gold. If you brought Longbows, they'll be nearly useless against Flame Wraiths, so you'll be best off using a Scout to lure each Wraith troop out one by one. Melee them and make sure you have healing support. If you brought Mortars, Catapults, or Ballistae, the same strategy applies, but of course you won't have the healing support. This is a much more difficult scenario, and all the more important to lure them out one at a time. If you brought any other unit types, you're just foolish. Sappers or Pyrotechs might be useful, but they're way too vulnerable to attack in my opinion, and on this board, there aren't many places to hide nor are there many quiet spots to lay traps. After the Flame Wraiths are eliminated, lead Rithrin down to the marked area. After he has lead you to the Ancient Heart, the Godfather ERR, Patriarch appears and strikes Rithrin down! It was a setup all along... Using Cavalry, I finished this mission with max EXP of 14000 (7000 for each troop) and a whopping 94667 Gold! Had to blow through a lot of SP for that one, and I could have stuck around to rack up more. With Longbows and Mortars, I finished with substantially less EXP and Gold, and with a lot more trouble. ------------------------------------------------------------------------------ 4.8 Base 4: Advance Base ------------------------------------------------------------------------------ Operations: Kendal is to stay to guard the Holy Ground while Walter is to escort the Patriarch to Nowart to destroy the Ancient Heart Barrack: No need to level up just yet. Get to Jungsburg first. Pub: The soldiers have some things to say as usual. You can hire a Merc if you want. More than likely you don't need to. Main Gate: The Main Gate will take you all the way North to Essex Forest. Make sure you're done before you leave (though you'll be able to visit the base in Jungsburg to level up) ----------------------------------------------------------------------------- 4.9 Base 5: Jungsburg ----------------------------------------------------------------------------- Operations: The Patriarch tells Walter that he wants to hang on to the Ancient Heart a while longer to "study" it. Barrack: Level up your troops. By now, you should have enough EXP to purchase a troop of Bomber Wings. You'll be able to use Support troops for the rest of the Walter's campaign, so you should invest in one. Storm Riders are a second best choice given their profound vulnerability to Archers. They make great scouts, but can't deal or take enough damage to stand up to an enemy in a straight fight. Bomber Wings, on the other hand, are able to deal a great amount of damage if they have a high enough Gunpowder skill. Pub: Justino thinks the Patriarch has lost it. So does Walter, he just won't admit it as yet. The Ancient Heart is corrupting his judgement. Main Gate: The Main Gate will take you to two Unknown missions and Brimstone. ----------------------------------------------------------------------------- 4.10 Mission 2.5: Unknown West ----------------------------------------------------------------------------- Unit selection: --------------- Walter Infantry - locked 3 Free 1 Support Overview: --------- Ahh... The unknown missions are a nice break after that last one. This board is a heavily forested area at sunset. Walkthrough: ------------ Search and destroy everything in the forest. When you run into the Wyverns, stay in the trees and they won't be able to hit you. I ran into the following mix of troops: ---------------------------------- Battle: 5 Orc Axemen lvl. 25 5 Orc Infantry lvl. 28 4 Dark Elf Archer lvl. 29 2 Wyvern lvl. 21 1 Earth Golem lvl. 20 ---------------------------------- Once all of the above enemies are eliminated, your mission will be a success. I finished with 12123 EXP and 18766 Gold. ----------------------------------------------------------------------------- 4.11 Mission 2.75: Unknown East ----------------------------------------------------------------------------- Unit selection: --------------- Walter Infantry - locked 3 Free 1 Support Overview: --------- This mission is nearly identical to the Unknown West mission with slightly fewer enemies. Walkthrough: ------------ Search and destroy. Take out the Dirigibles first when you see them. The Ice Maidens are a pushover with Kaleidoflamma. ---------------------------------- Battle: 4 Orc Axemen lvl. 21 6 Dark Elf Fighter lvl. 16 3 Dark Elf Archer lvl. 27 2 Dirigible lvl. 30 1 Ice Maiden lvl. 19 ---------------------------------- Once all of the above enemies are eliminated, your mission will be a success. I finished with 8238 EXP and 13765 Gold. ------------------------------------------------------------------------------ 4.12 Mission 3: Brimstone ------------------------------------------------------------------------------ Unit selection: --------------- Walter Infantry - locked 3 Free 1 Support Overview: --------- The Dark Legion has finally caught up to Walter and the Patriarch. The goal of this mission is to first protect, then destroy the Patriarch. Sensing a turning point? After a while, even Walter can no longer rationalize the Patriarch's behavior. The intro to the mission says to prepare for enemy cavalry. You will see a cavalry unit, but it's nothing to get too excited about, and certainly not enough to justify wasting a slot on Spearmen. Longbows, Mortars, and a Bomber Wing can more than take care of the one Orc Rider you'll see. Walkthrough: ------------ ------------------------------------- Battle: 2 Orc Heavy Infantry lvl. 26 2 Orc Infantry lvl. 24 1 Orc Axemen lvl. 25 2 Ghoul lvl. 25 2 Dark Elf Archer lvl. 26 1 Dirigible lvl. 25 1 Orc Rider lvl. 25 -------------------------------------- You'll start out right in the thick of things, and probably have to scramble to get your ranged units out of melee. The Patriarch is fighting to the West and may need help later on in the battle, so keep an eye on his life bar. If he dies, you fail. Take on the closest infantry units first, then move out to assist the Patriarchal Guard units fighting in melees to the North and West. A troop of Orc Riders will show up and try to kill the Patriarch. They may also ignore the Patriarch and try to take on your units. Target them above all other units because they can cause substantial damage if not killed quickly. If you didn't bring Spearmen (hopefully you didn't), use your ranged units and Bomber Wing to target them. This battle is a little chaotic, but not overwhelming. You should finish with full health. Keep moving West, then Northeast to engage the following lone patrol troops: ------------------------------------- Battle: 2 Orc Infantry lvl. 25 1 Ghoul lvl. 25 1 Dark Elf Archer lvl. 26 1 Orc Rider lvl. 25 -------------------------------------- No problem so far. When you get to the large field to the North, be careful. A fairly large Dark Legion force will materialize out of nowhere as soon as Walter passes a certain point near the North center region of the map. You will be surrounded, so be prepared by keeping your units close together and be ready to scramble the ranged units to safety. --------------------------------------------- Battle: 3 Orc Heavy Infantry lvl. 26 1 Orc Infantry lvl. 24 1 Orc Axemen lvl. 25 1 Ghoul lvl. 25 1 Dark Elf Archer lvl. 26 1 Dirigible lvl. 25 1 Regnier Orc Heavy Infantry lvl. 33 --------------------------------------------- You'll be attacked from the North, East and West simultaneously. Once again, engage the closest units first, then move to help the Patriarch's men. About halfway through the fight, Regnier will appear from the South and engage the Patriarch's unit (unless you stand in his way, in which case he'll engage whoever he comes up against). Try to avoid Regnier until you've taken out all the Dark Legion troops scattered around the battlefield. Make sure the Patriarch doesn't die, however, or you will fail the mission. Give him healing if he needs it, but let him get depleted at least a little bit. It will make your life easier in the long run. Once you join the battle between the Patriarch and Regnier, you will trigger a cutscene in which the Patriarch commands Regnier to retreat by invoking the power of the Ancient Heart. After Regnier retreats, the Patriarch reveals his plan to use power of the Ancient Heart to conquer and unite all of Bersia. At this point, Walter challenges him, and is excommunicated on the spot. Walter commands his men to take the Ancient Heart from the Patriarch, and battle begins. You'll find yourself suddenly and mysteriously teleported right to the front gates of Ecclesia. Not a very tactically sound position, if you ask me. You'll have a few moments to flee. Go as far South and East as possible to get away from the Ecclesian units issuing from the Northwest corner. You can stand and fight, but it's advantageous to string out the Ecclesian units and get out of range of their Mortars. Be prepared to scramble, though. Use a spread formation to run faster and avoid damage from Lightning that will be cast at you from behind. Watch Walter's heatlh especially since he's vulnerable to Lightning. --------------------------------------------- Battle: 2 Knight lvl. 27 2 Paladin lvl. 28 1 Longbow lvl. 27 1 Spearmen lvl. 28 1 Mortar lvl. 28 1 Patriarch Heavy Infantry lvl. 30 --------------------------------------------- The Knights and Paladins will most likely be damaged, so take them out first (once you're out of Mortar range of course). The Longbows, Spearmen, and Mortars are fresh, and very dangerous. Take the Longbows on if you're still out of Mortar range, otherwise, split your forces and make sure you melee with both to stop the bleeding. The Patriarch will avoid combat, so don't worry about him until the very end. And it goes without saying that you need to keep your Cavalry out of range of these high level Spearmen. Expect to get seriously hurt during this fight and maybe even lose a unit. It's tough to get ambushed like this and have to scramble all of your ranged support units out of melee while getting bombarded by Mortar fire. Luckily, this is one of the few cheap shots KUF: Heroes will take at you. Once all of the above enemies are eliminated, your mission will be a success. I finished with 13000 EXP and 31680 Gold. Expect less EXP if you lost a troop. ----------------------------------------------------------------------------- 4.13 Base 6: Advance Base ----------------------------------------------------------------------------- Operations: Walter and Justino have a conversation about their relationship. Justino supports and believes in Walter. Barrack: Level up the soldiers! You have two more Unknown missions, then another Brimstone mission vs. Dark Legion and Ecclesian units. With this kind of variety of opposition, you have to go with a well balanced force. I suggest you max out the following unit selection: Walter - Heavy Infantry, Heavy Cavalry, Longbows, Mortars, Bomber Wing. If you're tempted to go with an Elemental unit, I would go with either a Flame Wraith or Ice Maiden unit due to the fact that their resistances are more in line with the damage types you'll face in Walter's missions. See Section 5. of this guide for tips on Elemental units. Pub: The soldiers have some things to say as usual. You can hire a Merc if you want. More than likely you don't need to. Main Gate: The Main Gate will take you to Brimstone 2, or either of two Unknown Missions. ----------------------------------------------------------------------------- 4.14 Mission 3.5: Unknown West ----------------------------------------------------------------------------- Unit selection: --------------- Walter Infantry - locked 3 Free 1 Support Overview: --------- You know these missions by now. Go get some, Marines! Walkthrough: ------------ Business as usual. Use good tactics, and match your strengths against their weaknesses. If you have any trouble, it will be because you charged in too quickly. ---------------------------------- Battle: 6 Orc Sapper lvl. 15 6 Orc Infantry lvl. 17 3 Dark Elf Archer lvl. 28 1 Earth Golem lvl. 33 ---------------------------------- Once all of the above enemies are eliminated, your mission will be a success. I finished with 7993 EXP and 22015 Gold. ----------------------------------------------------------------------------- 4.15 Mission 3.75: Unknown North ----------------------------------------------------------------------------- Unit selection: --------------- Walter Infantry - locked 3 Free 1 Support Overview: --------- Hey! A little variety. In this one, you'll face Ecclesian units instead of the standard Dark Legion bunny hunt. Beware of the Mortar units since they can fire at you from out of your line of sight. Make sure you scout them out and eliminate them first. Walkthrough: ------------ Kill all the following Ecclesian units (or a similar mixture) and you will taste victory! Mmmm... Victory... ---------------------------------- Battle: 5 Paladin lvl. 23 3 Mortar lvl. 31 4 Heavy Infantry lvl. 31 2 Storm Rider lvl. 34 1 Earth Golem lvl. 33 ---------------------------------- I finished with 14761 EXP and 17259 Gold. ----------------------------------------------------------------------------- 4.16 Mission 4: Brimstone 2 ----------------------------------------------------------------------------- Unit selection: --------------- Walter Infantry - locked 3 Free 1 Support Overview: --------- Hey! An Ambush! For them, maybe. These guys won't know what hit them. This is probably Walter's most fun mission. You'll see quite a few enemies, but you'll also have a number of fairly strong allies. Because you enter the level well behind the front lines, and with a full view of the battlefield, you'll have plenty of time to swoop in on all the melees in progress and lay a little bit of smack down. You'll see two Heavy Cavalry troops, but they shouldn't give you a lot of trouble, even if you aren't using Spearmen. A strong support troop can chase them down and keep them running while you fire away with ranged troops. Walkthrough: ------------ You'll have some allies in this mission holding lines to the North. These will be the main battle areas, but before you can jump in, you will need to mop up some flankers coming in from the Southeast. There are little areas of combat scattered all around the map in the following places. Periodic reinforcements will issue from locations around the map perimeter, but nothing too shocking. Cavalry will enter the field around halfway through, and near the end, a Ballista will appear. Nothing here should give you overly much trouble if you keep all your troops together and pick your battles one by one. Southeast ---------------------------------- Battle: 1 Heavy Infantry lvl. 33 3 Longbow lvl. 34 1 Heavy Cavalry lvl. 33 1 Knight lvl. 33 ---------------------------------- Take care of these units first, since they're the closest. They're also the enemy's heaviest concentration of ranged support. The Cavalry and Knights are reinforcements that will come in toward the mid and late phases of the battle. South central ---------------------------------- Battle: 1 Heavy Infantry lvl. 33 2 Knight lvl. 35 1 Spearmen lvl. 34 ---------------------------------- These units are meleeing with your allies to the North of your starting position. Take them out after eliminating the ranged support troops in the Southeast. Northwest ---------------------------------- Battle: 1 Heavy Infantry lvl. 33 1 Spearmen lvl. 34 2 Paladin lvl. 34 ---------------------------------- This is a small cluster of melee units. Since they don't have ranged support, you can send your Bomber Wing over to wreak havoc. Center ---------------------------------- Battle: 1 Paladin lvl. 35 1 Longbow lvl. 34 1 Mortar lvl. 33 1 Ballista lvl. 34 ---------------------------------- Only a few enemy troops occupy the center, and these will likely move to support the other areas of combat. The Mortars stationed here should be dealt with as soon as possible. Northeast ---------------------------------- Battle: 2 Heavy Infantry lvl. 33 1 Longbow lvl. 34 1 Paladin lvl. 33 3 Knight lvl. 33-34 1 Spearmen lvl. 34 1 Mortar lvl. 33 1 Heavy Cavalry lvl. 34 ---------------------------------- This is the main theater of combat operations. Toward the end, you will almost certainly end up here. There are a lot of enemies, but you have a lot of help also. Be opportunistic and don't get surrounded. Once all of the above enemies are eliminated, your mission will be a success. I finished with 14396 EXP and 16040 Gold. Not as much as you would think, but there's a bunch of other "helpers" stealing your kills. ----------------------------------------------------------------------------- 4.17 Mission 5: Nowart ----------------------------------------------------------------------------- Unit selection: --------------- Walter Infantry - locked 3 Free 2 Support Overview: --------- Nowart already? This is Walter's final mission, and it's a fairly tough and frustrating one. Did I mention how much I HATE Wyverns? They're absolutely without a doubt my least favorite unit to face because they just seem to do a broken amount of damage to the Hero's troop. This board is chock full of Wyverns, and you'll be forced to stay in the woods to avoid them. The mission also has an escort element (you have to rescue Justino in the beginning), and it lacks a decisive show of force (you're forced to slink around the edges of combat at the end). All around irritating... Here's another irritation: this is the first and only opportunity Walter has to field two support units. And yet, there are so many Wyverns and Archers in the mix that your support units will spend all of their time running and hiding instead of fighting. They will become such a liability and distraction that they aren't even worth bringing (unless you just want disposable scouts). Because of all the Wyverns and Storm Riders, Longbows will reign supreme in this mission. You would think Ballistae would be good also, but they are a little too slow considering all the running you'll be doing in this mission. They risk being caught out in the open and forcing you into rescuing them. Walkthrough: ------------ You'll start in the Southeast behind an advancing line of allies. Your allies will quickly engage the following enemies Southeast ---------------------------------- Battle: 4 Orc Infantry lvl. 32 3 Scorpion lvl. 35 1 Dark Elf Archer lvl. 37 2 Wyvern lvl. 37 ---------------------------------- Ignore this battle for now and head straight North and West around the outer edge of the map. You'll get a chance to mop up later, but you have to save Justino first. Justino is in the Northwest corner, and he will die if you don't come for him immediately. Northwest (Justino's battle) ---------------------------------- Battle: 4 Orc Infantry lvl. 32 1 Scorpion lvl. 35 4 Dark Elf Archer lvl. 37 2 Wyvern lvl. 37 ---------------------------------- Once you get close to Justino, he'll be considered rescued and you can slow your roll. Take out all the units in the area, then proceed South to eliminate the remainder of the Dark Legion forces. You should finish this section with very little damage taken. Be sure to stay under the trees if there are still Wyverns about. When all of the Dark Legion vanguard are defeated, Walter will rally the troops back at the mouth of the cave and give a rousing speech. Get ready for some chaos... The following unit types will flood the field from all directions, fighting you and each other. ---------------------------------- Battle: Infantry lvl. 29 Archer lvl. 33 Storm Rider lvl. 33 Orc Infantry lvl. 32 Scorpion lvl. 35 Dark Elf Archer lvl. 37 Wyvern lvl. 37 ---------------------------------- If you try to stand and fight, you'll quickly be overwhelmed and die. Instead, you must retreat to the edge of the map and hide like a complete wuss, preferably under the trees where the big bad Wyverns and Storm Riders can't get to you. The point is to get the Dark Legion and Ecclesian units to fight each other. If you can do this, and then wait for a little while, Kendal will finally appear to end your misery. When you get the message that Kendal has appeared, head Southwest and engage his unit in combat. That's all you have to do to trigger the cutscene that ends the level. This cutscene is essentially the same as the one in KUF: Crusaders that portrays the awakening of Encablossa. Come on Phantagram! Recycled FMV? Please... What's the point of making a sequel? Oh, yeah, to make money with a minimum of overhead. But I digress. Watch through the credits and save your game. You'll then be able to replay Walter's missions at a higher level and stomp some fools! Of course, the only missions that were tough were the ones with endlessly respawning enemies. (Missions 2 and 5). All in all, Walter's campaign is not nearly as fun as the others, but hey. Walter's just not a fun dude. You will also have unlocked Cirith's campaign (if you hadn't already). I would recommend playing Leinhart next after Walter's campaign. Leinhart's missions are actually quite fun and not too frustrating (with the possible exception of his first mission). ------------------------------------------------------------------------------- 5. Troop Guide : Human Alliance ------------------------------------------------------------------------------- --------------, 5.1 Infantry | --------------' Infantry are the basic unit of the Human Alliance. All other units start out as Infantry, but they shouldn't STAY Infantry. The ONLY reason to use basic Infantry in combat is because the game forces you to (like in your first mission). Infantry are resistant to arrow attack if you place them in closed formation, though you shouldn't ever be using Infantry on a board where there are Archers. Required Skill Equipment Resistance -------------- --------- ----------------- Melee 1 Sword / Axe Melee 0 Buckler / Shield Range 21 Armor Explosion 0 Frontal 0 Fire 0 Lightning -19 Ice -150 Holy 0 Earth -50 Curse -19 -------------------------------------------------------------------------------- --------------------, 5.2 Heavy Infantry | --------------------' Heavy Infantry are more heavily armed and armored fighting men. They are not quite as strong as Knights, but have the advantage of slightly greater speed and less vulnerability to lightning. They can also can equip shields, where Knights cannot. Heavy Infantry in closed formation are resistant to arrow attacks, though they will move very slowly. All in all, the defensive and mobility advantages of Heavy Infantry don't outweigh the decreased offensive ability. Since the Hero's troop will mow through enemies with magic skills, the best defense for the Hero's troop is a strong offense. Required Skill Equipment Resistance -------------- --------- ----------------- Melee 10 Sword / Axe Melee 0 Buckler / Shield Range 21 Armor Explosion 0 Frontal 0 Fire 0 Lightning -79 Ice 0 Holy 0 Earth -50 Curse 0
-------------------------------------------------------------------------------
---------------,               
5.3  Spearmen  |                 
---------------'   
Spearmen are essentially Infantry that are specialized to kill Cavalry.  They 
have great resistance to Frontal damage (from charging Cavalry) and their
spears are deadly to oncoming Cavalry.  Spearmen in melee are identical to 
regular Infantry, and are not able to deal Frontal damage to charging Cavalry
(though they are still resistant to the damage).  Spearmen should only be used 
in battles where you expect to see enemy Cavalry.  There are two such 
missions in Walter's campaign (the Brimstone missions), though you don't NEED
Spearmen even in these missions.  The grand total number of Cavalry units you'll
see in Walter's campaign?  Three.  Leave the Spearmen at home and take someone
more useful.

           
Required Skill          Equipment                    Resistance                
--------------          ---------                    -----------------
Melee        2          Spear                        Melee           0        
Frontal      3          None                         Range          21      
                        Armor                        Explosion       0        
                                                     Frontal        75        
                                                     Fire            0        
                                                     Lightning     -19
                                                     Ice          -150
                                                     Holy            0
                                                     Earth         -50
                                                     Curse         -19
-------------------------------------------------------------------------------
------------,               
5.4  Knight |                 
------------'   
Knights are the strongest human infantry unit, and Walter should upgrade his 
troop to Knights after the first mission.  The achilles heel of Knights is their
weakness to Lightning.  You'll probably get hit with Lightning a few times, most
notably in the first Brimstone mission.  Knights share the ability of Heavy and 
regular Infantry to resist arrow attacks when using a closed formation.
           
Required Skill          Equipment                    Resistance                
--------------          ---------                    -----------------
Melee       15          Two Handed Sword             Melee          11        
                        None                         Range          29      
                        Armor                        Explosion       0        
                                                     Frontal         0        
                                                     Fire            0        
                                                     Lightning    -200
                                                     Ice             0
                                                     Holy            0
                                                     Earth         -50
                                                     Curse           0
-------------------------------------------------------------------------------
-------------,               
5.5  Cavalry |                 
-------------'   
Cavalry are mounted horsemen with lances.  They are able to fight effectively 
in melee, but are most effective when charging through units that are already 
engaged in melee.  This allows them to inflict Frontal damage instead of Melee
damage in addition to racking up large amounts of SP.  Because of their speed,
Cavalry are effective at quickly charging and engaging ranged and magic using
support units, disrupting these units abilities to use magic and ranged spells.
Waypoints should be used when charging cavalry through battle.  Set a waypoint
on the enemy, one past the enemy, one on the enemy, one past the enemy, one on
the enemy, etc... for as many passes as you wish to execute.  You can also 
route cavalry from enemy troop to enemy troop to make "rounds" of a 
battlefield, racking up SP while harrying the enemy.  
           
Required Skill          Equipment                    Resistance                 
--------------          ---------                    -----------------
Melee        5          Lance                        Melee           0        
Frontal      2          Equipment                    Range           5      
Riding       2          Armor                        Explosion       0        
                                                     Frontal       -50        
                                                     Fire         -150        
                                                     Lightning     -19
                                                     Ice             0
                                                     Holy            0
                                                     Earth         -50
                                                     Curse        -150
-------------------------------------------------------------------------------
-------------------,               
5.6  Heavy Cavalry |                 
-------------------'   
Heavy Cavalry are in all ways the same as regular Cavalry with the exception
that they are tougher (more HP), more resistant to ranged attacks, and more 
vulnerable to lightning.  You should upgrade your regular Cavalry to Heavy 
Cavalry as soon as possible.  Heavy Cavalry will be extremely useful in almost
every one of Walter's missions.  Get their Riding skill to at least 10, and 
their Frontal to at least 15.
           
Required Skill          Equipment                    Resistance               
--------------          ---------                    -----------------
Melee        7          Lance                        Melee           0        
Frontal      5          Equipment                    Range          21      
Riding       5          Armor                        Explosion       0        
                                                     Frontal       -50        
                                                     Fire         -150        
                                                     Lightning    -200
                                                     Ice             0
                                                     Holy            0
                                                     Earth         -50
                                                     Curse        -150
-------------------------------------------------------------------------------
-----------------,               
5.7  Storm Rider |                 
-----------------'   
Storm Riders are trained giant eagles that have been trained and equipped for
combat.  They are one of two aerial support units available to the Human 
Alliance.  Storm Riders have the advantage of being fast (the fastest unit in 
the game), and able to attack air and ground units.  They have the disadvantage
of being very fragile.  They cannot stand against any other unit able to hit 
them, and will very quickly be eliminated by any type of magic.  They also 
cannot attack ground units that are in a forest.  This combination of strengths
and weaknesses makes Storm Riders great scouts and raiders, but very poor front
line combatants.  Very often, you will find yourself running critically injured
Storm Riders out of range of the Archers that they got too close to for a few 
seconds.  In Walter's campaign, you won't see a single mission that doesn't have
numerous enemy Archers, making Storm Riders the next best thing to useless.
           
Required Skill          Equipment                    Resistance                
--------------          ---------                    -----------------
Melee       10          None                         Melee           0        
Frontal      8          Equipment                    Range        -200      
Riding      10          None                         Explosion    -100        
                                                     Frontal         0        
                                                     Fire         -400        
                                                     Lightning    -400
                                                     Ice          -400
                                                     Holy          -50
                                                     Earth        -400
                                                     Curse        -400
-------------------------------------------------------------------------------
------------,               
5.8  Archer |                 
------------'   
Archers are bowmen that can also fight in melee.  They are able to use Fire
Arrows to set forests on fire, and Direct Shot to fire a focused volley at 
short range for great damage.  Archers are able to attack both air and ground 
targets, and are especially strong against air units.  Archers get an advantage
when firing at an enemy from higher ground, or with the sun at their back.  The
main advantage of Archers is that you can give their officer the Holy skill so 
they can cast Curatio.  Archers/Longbows are the only ranged units that have 
two skill slots available for an additional magic skill.  You could give them 
any magic skill, but being able to cast Curatio with ranged units that 
generally stay out of melee is a huge advantage.
           
Required Skill          Equipment                    Resistance                 
--------------          ---------                    -----------------
Melee        1          Bow                          Melee           0        
Ranged       1          Sword / Axe                  Range           0      
                        Armor                        Explosion       0        
                                                     Frontal         0        
                                                     Fire            0        
                                                     Lightning     -19
                                                     Ice          -150
                                                     Holy            0
                                                     Earth         -50
                                                     Curse         -19
-------------------------------------------------------------------------------
--------------,               
5.9  Longbow  |                 
--------------'   
Longbowmen are upgraded Archers with greater range and HP.  They also have 
slightly more resistance to physical attacks.   In all other ways, they are the 
same as Archers.  Upgrade your Archers to Longbows as soon as possible and take
them with you everywhere.  They are indispensible.  Get their Range skill over
20 as soon as possible.
           
Required Skill          Equipment                    Resistance                 
--------------          ---------                    -----------------
Melee        3          Bow                          Melee           6        
Ranged       7          Sword / Axe                  Range           6      
                        Armor                        Explosion       6        
                                                     Frontal         6        
                                                     Fire            0        
                                                     Lightning     -19
                                                     Ice          -150
                                                     Holy            0
                                                     Earth         -50
                                                     Curse         -19
-------------------------------------------------------------------------------
-------------,               
5.10  Mortar |                 
-------------'   
Mortars are small field artillery, but they do HUGE damage.  Mortars are quite 
possibly the best unit available to the Human Alliance.  They can't stand alone,
but used properly, they are overwhelmingly powerful.  Their main advantage is 
that they have very long range, and inflict splash damage.  Catapults and 
Ballistae also have long range, but fire and move slower, and don't inflict 
splash damage.  Mortar fire also knocks down units that are hit, disrupting 
opposing missilers and slowing the pace of damage dealing in melee.  The main
disadvantage of Mortars is that they can't hit aerial units.  In order to make
your Mortars more effective, upgrade the Gunpowder skill to at least 15.
           
Required Skill          Equipment                    Resistance                
--------------          ---------                    -----------------
Melee        5          Mortar                       Melee          21        
Ranged       7          Sword / Axe                  Range           0      
Gunpowder   10          Armor                        Explosion       0        
                                                     Frontal         0        
                                                     Fire         -150        
                                                     Lightning    -150
                                                     Ice             0
                                                     Holy            0
                                                     Earth         -50
                                                     Curse         -19
-------------------------------------------------------------------------------
-------------,               
5.11  Sapper |                 
-------------'   
Sappers are combat engineers that set and remove traps on the battlefield.
Sappers can be very effective when used properly, but because of their poor 
melee skill, most of the time you will want to bring a more powerful combat 
unit whose damage dealing doesn't rely on the enemy moving toward YOUR forces.
After all, Mortars, Ballistae, and Catapults can inflict similar damage, and do
so at no SP cost against a stationary enemy from a greater range than the 
enemy's line of sight.  If traps were stronger, I would use Sappers more, but
really they're too much trouble to manage in the heat of battle for the low
amount of damage they do.

Required Skill          Equipment                    Resistance                
--------------          ---------                    -----------------
Melee        1          Pickaxe                      Melee           0        
Teamwork     1          Knapsack                     Range           0      
                        Armor                        Explosion       0        
                                                     Frontal         0        
                                                     Fire            0        
                                                     Lightning     -19
                                                     Ice          -150
                                                     Holy            0
                                                     Earth         -50
                                                     Curse         -19
-------------------------------------------------------------------------------
----------------------,               
5.12  Pyro Technician |                 
----------------------'   
Pyro Technicians are upgraded Sappers that set explosive mines instead of traps.
They also have the ability to set fires.  If you use Sappers, you should upgrade
to Pyro Technicians as soon as possible to get more damage out of their traps.
           
Required Skill          Equipment                    Resistance                 
--------------          ---------                    -----------------
Melee        4          Pickaxe                      Melee           0        
Teamwork     4          Knapsack                     Range           0      
Gunpowder    5          Armor                        Explosion       0        
                                                     Frontal         0        
                                                     Fire         -150        
                                                     Lightning    -150
                                                     Ice             0
                                                     Holy            0
                                                     Earth         -50
                                                     Curse         -19
-------------------------------------------------------------------------------
------------------,               
5.13  Bomber Wing |                 
------------------'   
Bomber Wings are small dirigibles that drop explosives into combat.  They are
the second support unit available to the Human Alliance, and are better damage
dealers than Storm Riders.  Actually, the damage they deal is quite substantial,
especially with an upgraded Gunpowder skill.  They are, however, very weak to 
all forms of physical and magical attack, and are unable to attack other aerial
units.  If you're using a Support unit, use a Bomber Wing.
           
Required Skill          Equipment                    Resistance                 
--------------          ---------                    -----------------
Melee        9          None                         Melee         -19        
Teamwork    10          Aviation Gear                Range        -200      
Gunpowder   12          None                         Explosion    -100        
                                                     Frontal         0        
                                                     Fire         -400        
                                                     Lightning    -400
                                                     Ice          -400
                                                     Holy          -50
                                                     Earth        -400
                                                     Curse        -400
-------------------------------------------------------------------------------
---------------,               
5.14  Ballista |                 
---------------'   
Ballistae are huge crossbows used as field artillery and as siege weapons.  They
are slow moving and firing, but deal great damage, and knock down humanoid units
They also have the longest range of any unit, and are most effective with a 
Scout being used as a spotter.  Ballistae are especially effective against 
aerial units and large Beast units like Swamp Mammoths and Scorpions.  
Ballistae can be very useful in Walter's campaigns because you'll see a fair 
number of Scorpions and Wyverns.

Required Skill          Equipment                    Resistance                 
--------------          ---------                    -----------------
Melee        6          Ballista                     Melee          50        
Ranged       6          None                         Range          25      
Teamwork    10          None                         Explosion     -50        
                                                     Frontal        81        
                                                     Fire            0        
                                                     Lightning     -19
                                                     Ice          -150
                                                     Holy            0
                                                     Earth         -50
                                                     Curse         -19
-------------------------------------------------------------------------------
---------------,               
5.15  Catapult |                 
---------------'   
Catapults are large siege weapons that hurl stones.  They have long range, great
damage, and inflict knockdown on humanoid troops.  They can't, however, hit 
aerial units.  In all other ways, Catapults are the same as Ballistae, but with
less range and fewer HP.  When given the choice, go with Ballistae.
            
Required Skill          Equipment                    Resistance                 
--------------          ---------                    -----------------
Melee        3          Catapult                     Melee          50        
Ranged       3          None                         Range          25      
Teamwork     4          None                         Explosion     -50        
                                                     Frontal        81        
                                                     Fire            0        
                                                     Lightning     -19
                                                     Ice          -150
                                                     Holy            0
                                                     Earth         -50
                                                     Curse         -19
-------------------------------------------------------------------------------
------------------,               
5.16  Earth Golem |                 
------------------'   
Earth Golems are a single large, rock creature that is nearly indestructible by
normal attacks.  Earth Golems cast a very powerful poison Vine.
The Earth Golem is a poor choice for Walter's campaign because it is vulnerable
to the Explosions, Frontal, and Lightning, all of which you'll see during the
course of Walter's campaign.
           
Required Skill          Equipment                    Resistance                 
--------------          ---------                    -----------------
Melee        5          None                         Melee          61        
Earth       25                                       Range          91      
                                                     Explosion    -200        
                                                     Frontal      -150        
                                                     Fire           25        
                                                     Lightning    -150
                                                     Ice            25
                                                     Holy            0
                                                     Earth           0
                                                     Curse           0
-------------------------------------------------------------------------------
-----------------,               
5.17  Ice Maiden |                 
-----------------'   
Ice Maidens are feminine shaped ice spirits that are very difficult to kill 
conventional attacks.  They have the ability to cast a potent Blizzard.  Ice 
Maidens are a good choice for Walter's campaign since their vulnerability
to Fire isn't likely to be exposed by any of the enemies faced during his
missions.  Their resistance to ranged attacks makes them good Archer killers.
           
Required Skill          Equipment                    Resistance               
--------------          ---------                    -----------------
Melee        5          None                         Melee          61        
Ice         25                                       Range          91      
                                                     Explosion       0        
                                                     Frontal       -50        
                                                     Fire         -400        
                                                     Lightning      25
                                                     Ice             0
                                                     Holy            0
                                                     Earth          25
                                                     Curse           0
-------------------------------------------------------------------------------
--------------------,               
5.18  Thunder Rhino |                 
--------------------'   
The Thunder Rhino is a large thunder spirit animal with a strong Thunderstorm
attack.  The Thunder Rhino is vulnerable to Explosion and Frontal attacks, 
both of which you'll see in Walter's more difficult missions.  Unfortunately,
you'll find them dying just when you need them most.  If you must have an 
Elemental, stick with the Ice Maiden or Flame Wraith.
           
Required Skill          Equipment                    Resistance               
--------------          ---------                    -----------------
Melee        5          None                         Melee          16        
Lightning   25                                       Range          91      
                                                     Explosion    -200        
                                                     Frontal      -150        
                                                     Fire            0        
                                                     Lightning       0
                                                     Ice            25
                                                     Holy            0
                                                     Earth         -19
                                                     Curse           0
-------------------------------------------------------------------------------
-------------------,               
5.19  Flame Wraith |                 
-------------------'   
Flame Wraiths are a cadre of sword weilding Fire spirits with a powerful meteor
spell.  They have better resistances than the other elementals, but aren't as 
resistant to melee attacks, and are very susceptible to Ice magic.  They are 
another good choice for Walter's campaign since you won't see much (if any)
Ice magic.
           
Required Skill          Equipment                    Resistance                
--------------          ---------                    -----------------
Melee        5          None                         Melee          36        
Fire        25                                       Range          91      
                                                     Explosion      21        
                                                     Frontal       -50        
                                                     Fire            0        
                                                     Lightning      25
                                                     Ice          -150
                                                     Holy            0
                                                     Earth          25
                                                     Curse           0

--------------------------------------------------------------------------------
6.                             REVISION HISTORY
--------------------------------------------------------------------------------
11-11-2005  version 1.0 - First draft of walkthrough: sections 1-6