10- Apple picking. A lot of this mission is randomly generated. The bushes all over the place make ranged units, fly units, and the assassin's leap ability very useful. You can end the mission early by destroying the trees and grabbing bags, or just pick everyone off.
Shopkeep returns. You can buy a single helipack as a special deal- it gives cheap 1 round flight that ends start of their next turn (you can cross water but don't recommend staying there). Get iron helms for everyone who can wear them and replenish your likely dwindling weapon supply. especially crossbow, bow, and knife.
11- Psychic Toll. This mission can be very scary, which is why they let you buy your way out of it for 100 aura. However, it is very beatable. Make sure to bring your light and Ice mages, Engineer, and everyone who can shove. Deploy Emma in the way back because the Cutscene will give her free move. First round hang back and rest stay out of every caster's range to get Energy. Then with your engineer plant two bombs in a vertical line near the water. Provoke the front two mages to approach the bombs and detonate one (light magic or spear) to cause a chain explosion. This should leave them near dead so focus them down. When the other mages approach those who killed the Cryo/Light mages, shove them into the tiny pools or the lake at the bottom- between the Striders, Harriet, Scarlet's charge, and Louis telekinetic pull you can disable everyone. Before the Stone Golem gets to reach anyone, rush your ice mage to him and freeze him. While her success chance is elevated, keep a motivate or psychic pull to retrieve her if she fails. Once the non-healer mages are dead, carry the golem into the water- reapplying freeze if needed. With the shores of the water surrounded the golem is harmless and you can taunt the healer for massive exp.
12- Moonlit Lizards. The first Fog of war map, movement cannot be undo so take your turns step by step and consider not spending your last move point unless it's to retreat. You have 15 turns before the lights turn on and everyone goes into aggressive mode- until then they only attack if they can both see you and you are in range. Exploit the snare trap for massive effectiveness- everything drops bandages so share the wealth since your main guy doesn't start with any. You want to go straight north, then west, then south to find Glutch and his fire mage. Rush the fire mage the turn after you find it's position, and take it out quickly.
Shopkeep returns. You can buy a single helipack as a special deal- it gives cheap 1 round flight that ends start of their next turn (you can cross water but don't recommend staying there). Get iron helms for everyone who can wear them and replenish your likely dwindling weapon supply. especially crossbow, bow, and knife.
11- Psychic Toll. This mission can be very scary, which is why they let you buy your way out of it for 100 aura. However, it is very beatable. Make sure to bring your light and Ice mages, Engineer, and everyone who can shove. Deploy Emma in the way back because the Cutscene will give her free move. First round hang back and rest stay out of every caster's range to get Energy. Then with your engineer plant two bombs in a vertical line near the water. Provoke the front two mages to approach the bombs and detonate one (light magic or spear) to cause a chain explosion. This should leave them near dead so focus them down. When the other mages approach those who killed the Cryo/Light mages, shove them into the tiny pools or the lake at the bottom- between the Striders, Harriet, Scarlet's charge, and Louis telekinetic pull you can disable everyone. Before the Stone Golem gets to reach anyone, rush your ice mage to him and freeze him. While her success chance is elevated, keep a motivate or psychic pull to retrieve her if she fails. Once the non-healer mages are dead, carry the golem into the water- reapplying freeze if needed. With the shores of the water surrounded the golem is harmless and you can taunt the healer for massive exp.
12- Moonlit Lizards. The first Fog of war map, movement cannot be undo so take your turns step by step and consider not spending your last move point unless it's to retreat. You have 15 turns before the lights turn on and everyone goes into aggressive mode- until then they only attack if they can both see you and you are in range. Exploit the snare trap for massive effectiveness- everything drops bandages so share the wealth since your main guy doesn't start with any. You want to go straight north, then west, then south to find Glutch and his fire mage. Rush the fire mage the turn after you find it's position, and take it out quickly.