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Tactics[edit]

Ranged combat[edit]

Enemy action Best reaction
Shoot/throw Sprint (2-tiles movement)
It is impossible to predict which hero will be shot at,
but usually the monsters aim at the closest hero.
The first sprinting step is usually performed before any enemy action.
Move Shoot the tile where it will move to
Close-combat attack
or stand still (rest)
Shoot the tile where it stands

Close combat[edit]

All melee weapons can be used to hack vertically and berserk. Many weapons can only be used to either hack and slash (13) or hack and thrust (2); some weapons (8) can be used to attack in every way.

Enemy defence Best attack
Duck Aim low
Jump Aim high
Dodge sideways Slash sideways
Dodge backwards Stab straightforward (faster)
OR hack vertically (slower)
Retreat Most attacks will miss
Move Quick attack where it stands
OR slow attack where it moves to
OR follow it
No defence Any attack
OR focus on your defence, too
Enemy attack Best defence
Aim low Jump
Aim high Duck
Sideways slash Dodge backwards
Straight stab Dodge sideways
Vertical hack Dodge sideways or backwards
(no jump, no duck)
Berserk Retreat
No attack No defence: focus on your attack

Strategies[edit]

Keep your distance[edit]

Since healing costs money, you have interest in avoiding damage to your characters as much as possible. This means: keep enemies at a distance; defeat them before they can touch you. In fact, "armor" is far less effective than "distance". Therefore, bows and arrows are a must.

Enemies have just about 10 arrows/boulders; some enemies have none at all. Let your quickest character run around the enemy party until they waste all their arrows. In the meanwhile, the rest of your party should get into formation.

Horatii and Curiatii[edit]

Recommended in open field encounters.

Let all your party run in one direction. Enemies will start running after them; some enemy will remain behind. As a result, the enemy party will make a loose queue after your knights. Then, you can take them down suffering minimal damage.

Your party should make this formation:

  • 1 bait (a dwarf) should stay just behind the others, because the enemies move towards the nearest hero.
  • 4 archers in a straight line, just one/two steps beyond the "bait", two on each side of him; when an enemy approaches the bait, all four archers can shoot it at the same time.
    • E.g.: if your party is running to the east or west, the archers should make a north-south line; if your party is running to the north or south, the archers should make a east-west line.
  • 1 scout should press on and find the border of the battlefield, then backtrack a few steps; this is to prevent your party from getting pinced between the enemies and the border; when the party reaches the scout, change direction.

If all chasing enemies are defeated, but some monster remained behind, you have to go and look for it. Spread your heroes in a wide line, so that each one can see two, one at each limit of his/her field of view. Advance until one spots the remaining enemies, then regroup and fight.

Ambush[edit]

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Recommended in "boss" quest battles.