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The Legends of Arkain: The True Story 7.1 - Hunter and Prey 

JayborinoPlays
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Playlist: • The Legends of Arkain:...
An uncommentated playthrough of The Legends of Arkain True Story with some halfway decent gameplay and planned routes through maps for time effective completion. I will pin a comment with my walkthrough strategy and other thoughts on each mission video.
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9 июн 2024

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Комментарии : 3   
@JayborinoPlays
@JayborinoPlays 2 месяца назад
Act 7 may have the longest missions due to both difficult gameplay and long cinematics. This is the hardest act in my opinion. We start this mission completely surrounded, but no enemy is aware of our presence at the start. Without aggravating the Golden Guard and Dwarves, only the Demons will attack via portals that open up twice based on timers. I chose Kazardius' boni that buffs Frost Wyrms because this is the only mission it is available, but it is also incredibly powerful since we need freedom of movement to sneak around better. Demon Gates have huge health pools and Freezing Breath keeps them inactive as they slowly get destroyed. The Bastion is available as a handy demihero here too. If the Golden Guard or Dwarves see any of your units, they will begin attacking your base and I work hard to avoid this for as much of the map as possible. They will helpfully begin attacking the Demons once Saint Loraine is possessed; this must be done to complete the mission, but it can be done at any time. Loraine is powerful and fun to use - I chose to take her relatively early - but you can almost entirely avoid the risk of accidentally engaging the Golden Guard and Dwarves if you let her be until the very end and let them stay passive. I take the right gold mine quickly for the income and also incredibly important positioning because behind the trees is a pathway to the Demon base. I start harvesting lumber over here to clear out space for structures and make my way to the hidden route. Building production on the right means I do not need to cross the Golden Guard attack lane to reinforce my army and therefore avoid making the map much harder by antagonizing them directly. Shades are great for keeping any eyes on the attack lanes to make sure I never walk into enemy waves. I tower up and bring my heroes and some units back to my main base to take care of the Portals that summon in Demons. These will spawn units forever until the portals are destroyed. Because the second wave is situated a bit farther out, it's hard to tower them and I hold off any offensive until after I focus on getting rid of them. The leftmost is a bit close to the Dwarves and can accidentally be walked into when A-moving towards the portal. Progderas is just below the right expansion site and the path to him is quite cramped. He isn't magic immune like his minions, so Frost Wyrms are helpful and don't clutter up the already cramped terrain. From here it is a standard push into the Demon Gates from the southeast, but eventually you will risk hitting the Golden Guard waves. I do well avoiding them entirely until they puzzlingly decide to walk into my right base and trigger their hostilities. It's possible this is meant to happen if you go long enough into the map without fighting them, otherwise I have no idea why. The Demon Gate defenses are very strong, so this is where Loraine and Frost Wyrms shine. I try to keep at least some of the Gates frozen to slow enemy reinforcements to a trickle and wipe their production Gate by Gate. The end cleanup here was actually quite risky for me because my expansion production was gone and I had no great way to reinforce my army. Air units from my main base were at least able to fly over. Overall a risky map with the potential to be much more challenging if you attack the Golden Guard and Dwarves early.
@user-ld2ic2tt1x
@user-ld2ic2tt1x 29 дней назад
Great
@MadridistaFrieren
@MadridistaFrieren 29 дней назад
FINALLY a arkain vid after almost a week
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