King's Bounty II

King's Bounty II

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witek125 Aug 28, 2021 @ 3:15am
Amok quest
You have an idea how to approach the quest "Amok fortune-teller" I tried several times and there is always 1 squad that I can't beat. :steamfacepalm:
Originally posted by karlssonstefan1:
From the left of the first row (closest to the enemy) have a clear space, then knight, assassin, assassin and ghost, last spot clear. The mage somewhere in the lower left corner. The deathknight MUST be reachable (in several turns) for the souleaters and samurai lookalikes (fourarmed knights), otherwise the souleaters target something else. Then wait with attacks until you've used the mages to debuff one samurai (and of course you've shattered their armor, I targeted the two samurai groups and the archers first round, then a poison on the souleaters), and used the taunt on the death knight. Two poison backstabs remove a group almost completely if all hits are crits and armor is damaged. You use the ghost to hinder the archers, use the right slot (if you do you might get a hit with that black ball spell your single mage has), and wail.
From here it is trial and error but this start got me through that damnable fight.
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Showing 1-11 of 11 comments
UnluckyNoob Aug 28, 2021 @ 3:47am 
It's one of the easiest fights in quest chain.

Use +50% damage buff, 25% armor debuff and always crit debuff to kill elite infantry stack at turn 1. Use taunt on turn 2.
witek125 Aug 28, 2021 @ 4:09am 
How to use this combination in the 1st round, since I have to move the killers first and the death knights are at the end and the opponent uses a taunt in the 1st turn.
UnluckyNoob Aug 28, 2021 @ 4:19am 
Wait at the beginning of turn 1 and use backstab(or whatever that skill is named) at the end. Also wait at the beginning of turn 2(with all units except DKs) so opponent's taunt will run out.
witek125 Aug 28, 2021 @ 4:34am 
in the 1st round I prepared myself, I gave a boost to dmg to strengthen the critics and attack the shooters with a magician to weaken them. 2nd round stab in the back 2 times 1 squad of, say, samurai dies but then I get a volley from the shooters, the snakes block me and THE END

Yograin Aug 28, 2021 @ 4:45am 
The Ghosts are there to kill the shooters. They are very mobile.

You can use one backstab against the manawyrms even. When done with shooters I used ghost to scream at enemy tanks to slow them.

Also remember your dark caster has this debuff to always land a crit with all attacks for 2 turns. Used that to kill one of the enemy tanks.

Also what seemed to work very well through these trials is not attacking with a unit you put some place just to delay the enemy so it lasts longer.

TBH I think Amok was the hardest of them all. Until I found the ghosts can reach the shooters so fast from left side.

Last edited by Yograin; Aug 28, 2021 @ 4:50am
witek125 Aug 28, 2021 @ 5:08am 
3 ghosts kill max 1 shooter to kill them all and mana snakes immediately chew on the ghosts on the left of the shooters
Yograin Aug 28, 2021 @ 5:22am 
You just place ghosts next to shooters and they try to disengage and get attacked! You do not need to attack with ghosts as then you probably die indeed.

Also you debuff enemy armor.

Mana snakes go after the Death Knights who use taunt so they ignore Ghosts.
Last edited by Yograin; Aug 28, 2021 @ 5:22am
karlssonstefan1 Aug 28, 2021 @ 5:24am 
You forgot to mention there needs be a "restart battle" in the menu, so you don't have to exit, reenter the battle and everything time and again!
The author of this thread has indicated that this post answers the original topic.
karlssonstefan1 Aug 28, 2021 @ 5:49am 
From the left of the first row (closest to the enemy) have a clear space, then knight, assassin, assassin and ghost, last spot clear. The mage somewhere in the lower left corner. The deathknight MUST be reachable (in several turns) for the souleaters and samurai lookalikes (fourarmed knights), otherwise the souleaters target something else. Then wait with attacks until you've used the mages to debuff one samurai (and of course you've shattered their armor, I targeted the two samurai groups and the archers first round, then a poison on the souleaters), and used the taunt on the death knight. Two poison backstabs remove a group almost completely if all hits are crits and armor is damaged. You use the ghost to hinder the archers, use the right slot (if you do you might get a hit with that black ball spell your single mage has), and wail.
From here it is trial and error but this start got me through that damnable fight.
Last edited by karlssonstefan1; Aug 28, 2021 @ 5:49am
witek125 Aug 28, 2021 @ 7:04am 
I won super just a small change to your tactics for the start 1 assassin unit give in the 2nd row for 1 only closer to the left side so that the corpses could not attack them in the 2nd round which will allow you to easily deal with mana spouts
PewSquare Sep 2, 2021 @ 5:29pm 
I used the terrain on the right+knights(enemy range wont hit you) to set up for turn 2 since turn 1 gets ruined by taunts.
Delayed ghost turn lets you scream the samurai and next turn teleport next to the enemy ranged units to block their attack. And on the third turn scream the samurai again, effectively wasting nearly 4 turns for the samurai.
In the meantime, assassinate and crit on the floating tadpoles to get rid of them., Very important, remember your assassins do not take retaliation. Which means if on turn 2 you buff them with knights, they can pretty much take out anything the enemy has if both squads attack it.
You never should attack an enemy with assassins without reducing armour before.
And last but not least, using the mage to reduce casualties your ghosts would take feels pretty important. Just whack whoever you think is gonna attack your poor banshees.

Both the poison spell and the chain damage spell from the mage feel like red herrings. So i 100% ignored them.

Oh also i have beaten this trial without using the knights buff, since i did not know it buffs surronding units, i thought it was a self buff only. Welp. It still worked.
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Date Posted: Aug 28, 2021 @ 3:15am
Posts: 11