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=== Campaign-level notes ===
 
=== Campaign-level notes ===
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:<i>Descent into Darkness</i> had a significant revision in version 1.14.7. This walkthrough is current as of version 1.16.6, so much of the advice here no longer applies to earlier versions.
  
 
==== Recruitment Strategy ====
 
==== Recruitment Strategy ====
  
'''Ghosts'' will be a useful part of your force, and it's a good idea to allocate some experience to leveling them up. Now, while both the Wraith and Shadow units are nice advancements generally, in this particularly campaign it is especially useful to have at least 4 Shadows available for recall by a certain scenario.  
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Malin Keshar and Spectral Servant both have unique advancement paths in this campaign. When one of these units reaches its xp cap, you will be offered a choice of several possible "AMLA" upgrades, such as +1 melee damage, +1 ranged damage, or various special abilities, after which your xp will return to zero with a higher cap. Sometimes these AMLA advancements will be accompanied with a level increase and a significant boost in overall stats, and sometimes not. They will generally not be accompanied by healing to full hp. The exact xp requirements differ based on difficulty level and the order in which you select the upgrades. They can continue to accumulate AMLA upgrades after reaching lvl 3.
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In total, these units will end up requiring much more xp to reach level 3 than an ordinary dark adept or ghost would, but they will also end up being far more powerful due to all the cumulative upgrades they get along the way. For example, in one playthrough on Hard difficulty Malin required a total of 105 xp to reach lvl 2, and another 313 xp to reach lvl 3. Spectral Servant took 50 xp to reach lvl 2 and another 264 to reach lvl 3.
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This is a slight spoiler, but there will be a scenario toward the end of the campaign where Malin will need to fight a large number of enemies solo and then even more enemies with very few units to help him, so getting these two units, especially Malin, as powerful as possible is a good investment that you will need to start working on immediately. The Vitalize upgrade to Malin's melee weapon will also be very useful to help him survive better when fighting solo. At a key point Malin will need to tank a very large amount of arcane damage, so it is not wise to take too many of the upgrades that include the 'minor' cost of increasing vulnerability to arcane.
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You'll be introduced to ''Walking Corpses'' very early on, and some tend to forget about them in favor of snazzy and more capable units - but never discount how their numbers can add up later on with the plague ability, especially when you want to protect those high-level specialist units of yours. They can level up to Soulless, but it is almost always more cost effective to just recruit fresh Walking Corpses in the next scenario rather than recalling a Soulless.
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''Ghosts'' will be a useful part of your force - mostly when leveled up. Prefer them for recruitment even if initially they require some help from other units, and allocate enough experience to make them into Wraiths or Shadows. Both these units are useful in general when playing undead, but in this particularly campaign it is extremely beneficial to have at least 4 Shadows/Nightgaunts available for recall as soon as you can manage it.
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''Bats'' are less useful in this campaign as in some other cases, as your Ghost-based units are just as mobile and not much slower; and sometimes invisible to boot.
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''Dark Adepts'' are not available in this campaign, so your only option for ranged damage will be skeleton archers, Darken Volk, and Malin himself.
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Darken Volk will accompany you in many of your scenarios. He starts at level 2, and getting him up to level 3 will be very helpful, given how limited your other options for ranged damage are.
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Skeletons will be the backbone of your army. You will face some very scary orcish crossbowmen and human mages who can quickly wipe out your undead units with fire/arcane attacks, and skeletons and their advancements will be your best tools for taking them out asap to minimize the damage they can cause. Skeletons' high blade resistance also makes them very effective for going toe to toe with even lvl 3 orcish warlords.
  
 
=== Saving Parthyn ===
 
=== Saving Parthyn ===
* Objective: Defend the ford for two nights
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* Objective: Defend the fort for two nights
* (Alternative Objective: Kill the enemy leader)
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* (Alternative Objective: Kill the orcish leader)
* Lose if: Malin Keshar or Drogan die
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* Lose if: Deaths of Malin, Dela, or Drogan, OR Orcs reach the outskirts of Parthyn
* Turns: 15
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* Turns: 13
 
* Starting units: Malin Keshar, two Spearmen and a Bowman
 
* Starting units: Malin Keshar, two Spearmen and a Bowman
 
* New Recruitment options: Walking Corpse (8 Gold).
 
* New Recruitment options: Walking Corpse (8 Gold).
  
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Your starting level is a small section of the Abez, with a ford between the South and Northern side. Your starting fort is just to its south, the L2 Orc Warrior enemy leader's - slightly farther away to its north. To your west, Drogan occupies another fort.
  
Your starting level is a small section of the Abez, with a ford between the South and Northern side. Your starting fort is just to its south, the L2 Orc Warrior enemy leader's - slightly farther away to its north. To your west, Drogan occupies another fort.
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The orc leader has more initial gold than you, and he will recruit some lvl 2 Crossbowmen, while you have only your 3 loyal lvl 1 units and lvl 0 Walking Corpses. So, you will have to play to your strengths, which are terrain, numbers, and the plague ability. 
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Make sure that your units occupy all of the favorable terrain on your side of the river and force the orcs to fight you from the water whenever possible. Rotate your walking corpses to the front during the night and save your loyal lawful units for daytime to maximize their damage output. Actually killing the enemy leader is extremely difficult on the highest difficulty, so you can play very defensively and let Drogan's reinforcements keep rushing past you to fight the orcs in the water. Since your units all have zero upkeep, you can still get a decent carryover by stealing all of your allies' villages in the first few turns and only recruiting ~8-10 Walking Corpses, which should be all you need if you play defensively and maximize your plague ability.
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None of your loyal units will follow you to the next scenario, and even if you do level up a Walking Corpse, it will max out as a lvl 1 Soulless and will not be worth recalling later, so you should focus on getting Malin as many kills as possible. It will still be useful to kill a couple enemies with Walking Corpses in order to generate reinforcements with their Plague ability. Focus your Walking Corpses' attacks on the archers and crossbowmen, as it can be suicidal to have them directly attack grunts.  
  
While the Orc leader has more money than you, you have a triple advantage on him:
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There are 3 objects on this map that trigger events. It will take the orcs several turns to reach you, so that will give you time to trigger all of them and also steal your allies' villages. The objects and their events are:  
  
# You start with a small initial force while your adversary begins with an empty fort.
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1. Book at 20.17 - If Malin steps on it, gives +4xp
# The scenario starts at Dawn, so the daily cycle gives you protection in turns 2 and 3, and is not too bad on turn 4.
 
# You have the ability to recruit walking corpses. Now, true, a Walking Corpse is a rather pathetic unit, but:
 
#* They're super-cheap
 
#* You get another one for every kill - and since they're typically numerous, you can probably get one of them to make the kills
 
#* They make the awesome Orcish Grunts ineffective, in that they can only kill one Walking Corpse per turn, so their 22 damage (at night) is not sunk into units you need to keep alive. And if your Corpse did make it somehow, a kill will heal it as it levels up
 
#* They level into Soulless. These are still weaklings at 28 HP, but at least they can be punishing at 27 maximum melee damage; Orcs have no impact resistance.
 
  
So you'll want to send your Parthyners North to block the ford - while recruiting as many Walking Corpses as you can to back them up later. You can take the opposite riverbank by rushing with your Human units, but may get pushed back. That's okay, just try not to fight in the water while the enemy stands on the bank, or you will be at a disadvantage. If you're on Difficult - don't panic: once Drogan's troops arrive, they should make short work of the Orcs; if you're on Easy or Medium, you should be able to take them on yourself and your small horde of Corpses.
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2. White monolith at 30.15 - If Malin steps on it, gives +8xp
  
The scenario will end early if the Orc leader is killed - which you should definitely try and make happen. Those corpses don't spawn for free after all...
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3. Sunken boat at 31.9 - If a Walking Corpse steps on it, gives a swimmer-type Soulless unit.  
  
Spoiler: Your Spearmen and Bowman are Loyal, but don't bother trying to level them, because you lose them forever (sob) at the end of this scenario. Also, all your recruits are Walking Corpses, and they are almost never worth recalling (except after having been somehow both leveled and AMLA'ed several times, and close to AMLA'ing again so they will heal on impact - and this won't happen here). So if you're thinking about collecting experience for anyone - it should be yourself (Malin). Still, you do want to have the Walking Corpses do most of your kills, since that will give you an extra Corpse.
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The Defeat condition says "Orcs reach the outskirts of Parthyn". Mechanically, the "outskirts of Parthyn" are defined as an invisible vertical line marked by the signpost at 17.16 (hexes 17.13 - 17.20). If any orcish unit steps on a hex on or left of that line, you will immediately lose. This still gives you a lot of wiggle room, as you can still win if the orcs overrun your starting keep, as long as you don't let them get as far west as the signpost.
  
 
=== A Peaceful Valley ===
 
=== A Peaceful Valley ===
 
* Objectives: Occupy all of the Goblin villages
 
* Objectives: Occupy all of the Goblin villages
 
* Lose if: Malin Keshar or Darken Volk die or time runs out
 
* Lose if: Malin Keshar or Darken Volk die or time runs out
* Turns: 29/26/23 (easy/medium/hard)
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* Turns: 29/26/15 (easy/medium/hard)
 
* Starting units: Malin Keshar and Darken Volk
 
* Starting units: Malin Keshar and Darken Volk
 
* New Recruitment options: Vampire Bat (13 Gold)
 
* New Recruitment options: Vampire Bat (13 Gold)
  
In this small map you are tasked with occupying a Goblin settlement: The Western half of the level is full of village hexes. The settlement is guarded by an L2 Goblin Knight in the mid-North of the level, who recruits (Goblin) Wolf Riders, Goblin Spearmen and Goblin Rousers. He's not too rich, but don't underestimate him.
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In this small map you are tasked with occupying a Goblin settlement. There are 6 total villages on the map, and you win the scenario the moment you own all of them, even if you have not yet defeated the enemy leader.  
  
The villages hold rather nasty surprises: 0 to 2 Goblins will spring out of each village you capture, ''including those that you recapture''. Thus the key is not to capture villages quickly, but rather to clear all defenders and kill the leader, allowing you to gang up on villages gradually. Ironically, this will allow you to capture all the villages more quickly than with a greedy approach.
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The settlement is guarded by an L2 Goblin Knight in the mid-North of the level, who recruits (Goblin) Wolf Riders, Goblin Impalers and Goblin Rousers. He's not too rich, but don't underestimate him.
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The villages hold rather nasty surprises: 0 to 2 Goblins will spring out of each village you capture, ''including those that you recapture''. Thus the key is not to capture villages quickly, but rather to clear all defenders and kill the leader, allowing you to gang up on villages gradually. Ironically, this will allow you to capture all the villages more quickly than with a greedy approach.
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One exception to this could be if you captured the last 2-3 villages with bats all on the same turn, thus winning the scenario suddenly without having to fight any of the remaining goblins. But since there are so few villages on this map, the early finish bonus is not that high, so the extra xp from killing all the goblins will probably be more valuable to you than a few extra gold in carryover.  
  
 
In this level you will be able recruit Bats in addition to Walking Corpses. Bats are generally very useful creatures to have:
 
In this level you will be able recruit Bats in addition to Walking Corpses. Bats are generally very useful creatures to have:
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... but in this scenario, they won't be useful to you: It's a small map, the villages are close rather than remote, and your L1 Vampire Bat will have a hard time with the spawning Goblin guards. You could theoretically recruit a Bat intending to just level it up for later recall, but there's XP to distribute elsewhere.
 
... but in this scenario, they won't be useful to you: It's a small map, the villages are close rather than remote, and your L1 Vampire Bat will have a hard time with the spawning Goblin guards. You could theoretically recruit a Bat intending to just level it up for later recall, but there's XP to distribute elsewhere.
  
If not Bats, then - it's the Walking Corpse horde again. They'll be up against units with low HP and damage, so a few of them could even take out a Goblin, especially with some terrain advantage (but caution is advised, especially on Hard difficulty). Also, the replenishment of your ranks by the dead Goblins is important here - snowball your forces. Finally, place Walking Corpses as cheap captured-village guards to prevent retaking by a convergence of the Goblin forces. You'll appreciate the irony of the dead Goblins continuing the same guard duty they were assigned to before, only this time on your behalf.
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If not Bats, then - it's the Walking Corpse horde again. They'll be up against units with low HP and damage, so a few of them could even take out a Goblin, especially with some terrain advantage. Caution is still advised, though. You can easily lose several Walking Corpses trying to wear down a healthy Goblin Impaler at night. Also, the replenishment of your ranks by the dead Goblins is important here - snowball your forces. Finally, place Walking Corpses as cheap captured-village guards to prevent retaking by a convergence of the Goblin forces. You'll appreciate the irony of the dead Goblins continuing the same guard duty they were assigned to before, only this time on your behalf.
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As you begin the level, Darken suggests you visit the swamp. Note that either Darken or Malin can do this, and it is usually easier to do it with Darken so that Malin can focus on recruiting the Walking Corpse horde. When Darken or Malin step onto a swamp hex, you'll be introduced to Ghouls - and get 3 of these for free. Get these into the line of fire ASAP, as your enemy has only melee attackers and you can quickly poison most of his army.
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The enemy leader will send out an attack wave, starting to hit you by turn 3 or so. In fact, the Goblin Knight leader ''himself'' is likely to join this raid, despite it being out of sight of its fort - something you may not be used to from other campaigns. He'll likely retreat soon enough (even if he's not badly hurt), so don't focus on him. You should have many Walking Corpses to set up a defensive line along the edge of the forested region to the North-West of your fort - this will give you a terrain advantage. Alternatively, you could let the enemy units come further South, into the forest, buying an extra turn before they hit you for a better defensive bonus for them. Anyway, if you support your WCs with Malin and Volken you should be fine.
  
As you begin the level, Volken suggests you visit the swamp. That's a good idea, but don't do this before maxing out your Gold with WC recruitment, as the swamp is more than a turn's walk away, and you need those troops early. You see, the enemy leader will send out an attack wave, starting to hit you by turn 3 or so. In fact, the Goblin Knight leader ''himself'' is likely to join this raid, despite it being out of sight of its fort - something you may not be used to from other campaigns. He'll likely retreat soon enough (even if he's not badly hurt), so don't focus on him. You should have many Walking Corpses to set up a defensive line along the edge of the forested region to the North-West of your fort - this will give you a terrain advantage. Alternatively, you could let the enemy units come further South, into the forest, buying an extra turn before they hit you for a better defensive bonus for them. Anyway, if you support your WCs with Malin and Volken you should be fine.
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Your #1 focus in this scenario, like the last one, is feeding Malin xp. It will take a lot of kills to get him to level 2, but when you do he will get access to cold and arcane damage and a big damage output boost, which will make the next scenario much easier. Walking Corpses, ghouls, and bats will not be your most effective units later in the campaign, so all the xp from this level is best concentrated in Malin and Darken.  
  
As the first attack subsides, have Malin visit the swamp (no need for Volken to do so as well). You'll be introduced to Ghouls - and get 3 of these for free. The only caveat is that it takes them a few turns to move out of the swamp. These can soak up some damage when you counter-attack, or if a Wolf Riders comes down South again. When the tide turns, remember: Easy on the villages; eyes on the enemy leader (which Malin and Volken should take care of).
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There is a key at 7.9 and a cage at 4.12. If you have Malin first step on the key and then the cage, you will get a Walking Corpse and a Soulless for free. However, you probably won't need them to win this scenario, and the turns spent triggering this event will be better spent getting kills for Malin.  
  
 
Notes:
 
Notes:
 
* Not all Goblin village hexes are on the grassy plain: There are 2 in the hills/Montains to the NW of the enemy leader's fort, one near your own fort (that one's revealed to you when you start out), and one that's very easy to miss to the North-East of the level, North of the Swamp. Make sure you plan your village sweep to include those.
 
* Not all Goblin village hexes are on the grassy plain: There are 2 in the hills/Montains to the NW of the enemy leader's fort, one near your own fort (that one's revealed to you when you start out), and one that's very easy to miss to the North-East of the level, North of the Swamp. Make sure you plan your village sweep to include those.
 
* It's difficult to get through this level without the Ghouls, so don't wait too long before visiting the swamp
 
* It's difficult to get through this level without the Ghouls, so don't wait too long before visiting the swamp
* As in the previous scenario - don't bother trying to level-up the Walking Corpses. Almost-leveling up a Ghoul could be useful, and/or giving Malin more experience.
 
  
 
=== A Haunting in Winter ===
 
=== A Haunting in Winter ===
* Objectives: Clear the cave of enemies
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* Objectives: Reach the end of the cave
* Lose if: Malin Keshar or Darken Volk die, or time runs out
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* Lose if: Malin Keshar dies
* Turns: 36/34/32 (easy/medium/hard)
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* Turns: no limit
* Starting units: Malin Keshar and Darken Volk
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* Starting units: Malin Keshar
* New Recruitment options: Ghoul (16 Gold) Ghost (20 Gold).
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* New Recruitment options: Ghoul (16 Gold)
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This scenario is more a series of puzzles than a typical Wesnoth battle. Malin has to learn independence by fighting a variety of cave denizens with a few undead helpers.
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The income on this level works in an unusual way. You are charged upkeep on your units as usual, but no matter how many villages you capture you never earn any income. This means you should spend all of your starting gold ASAP in the first 1-3 turns before it gets eaten up by your upkeep.
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WARNING: SPOILERS AHEAD! This scenario is intended to be a long exploration/puzzle challenge, so this walkthrough will include the solutions to the puzzles. I will try to list them all out sequentially, so that readers can just read the solution to whatever puzzle they are stuck on, without spoiling the following ones.
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1 - Young Ogres
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There are 2 partially damaged young ogres south of you. Your best units against them will be ghouls, so first recruit 2 ghouls and then retreat so that Malin is out of their reach. The ogres will attack and poison themselves. The next turn, move your ghouls and immediately recruit more if you can afford it. There is no time limit and you have a very limited number of units, so it can be a good idea to play very passively , rotate your injured ghoul out of harm's way, and let poison do its work, rather than risking losing a ghoul by pressing the attack. On the third turn, spend whatever remains of your gold and try to kill one or both of the ogres with Malin if possible.
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2 - Ogre
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After you kill the young ogres, all of your units will automatically heal to full and a lvl 2 ogre will appear to the north. Again, your goal is to avoid losing any units and to feed Malin the xp. So place a ghoul in the convenient bottleneck, allow the ogre to attack it and become poisoned. Then rotate the ghoul out and send it to the villages to the southeast, and replace it with either another ghoul if the ogre isn't poisoned yet, or a skeleton if it is. Play passively, don't attack, just allow the ogre to attack your skeleton, rotate the other skeleton in to take it's place, and repeat until the ogre is at low enough hp for Malin to take it out.
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3 - Mudcrawlers
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All of your units heal to full again after the Ogre dies. Now you are faced with the most difficult challenge of this scenario, a swarm of giant mudcrawlers. Your goal is to take them out while losing as few of your skeletal undead as possible, which is difficult given their melee AND ranged impact attacks. They are very vulnerable to cold and arcane and very resistant to impact damage, so if you have managed to get Malin to level 2 he will tear right through them, and if not then you're going to have trouble.
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There are two basic ways to tackle this challenge. The easier way, if Malin is far from level 2 and/or you came in with a low amount of gold and couldn't afford many ghouls, is to retreat into the western tunnel behind Darken Volk. Darken won't move, but if a mudcrawler steps next to him he will attack it, and his arcane/cold attacks are extremely effective. He will probably kill several of them outright, which is ok because he needs the xp to get to level 3 anyway, and you can steal the rest of his kills with skeletons or Malin.
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The harder way is to use the bottleneck north of your keep to allow mudcrawlers to come onto hexes 21.11 or 20.11 one at a time, then wear them down with ghouls until they're at a low enough hp that a skeleton has a good chance of finishing them off in one attack. Then rotate your skeletons back to heal, rinse and repeat. You will lose a couple ghouls and maybe your skeleton archer, but ideally you will come out of it with both skeletons at least partway to leveling up.
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4 - Mudcrawler Spawn Puzzle
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You will notice that there are only a limited number of lvl 1 Giant Mudcrawlers, but that there is also one pesky lvl 0 mudcrawler that just keeps coming back. Every time you kill it, a new one spawns from the glyph at 26.5. To disable this spawn point, you must:
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1. Have Malin step on the storm trident at 29.10
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2. Have Malin step on the forest at 23.6
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3. Have Malin step on the glyph at 26.5
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You will receive an xp reward based on difficulty level, and the mudcrawlers will stop spawning.
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Solving this puzzle is not necessary for finishing the scenario.
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5 - Wolf pack
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If you have enough skeletons and ghouls, this should be no problem. The wolves will trigger once you move any further west than the village at 10.4. Just position your skeletons and ghouls on good defensive terrain, poison everything you can, rotate your units back to heal, and try to farm kills for Malin and/or skeletons. Remember that there is no turn limit and you have poison, so time is on your side and you can afford to play very passively.
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6 - Rat Spawn Puzzle
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Just like the mudcrawlers, rats will continuously spawn from 8.7. Solving this puzzle is also not required to complete the level, but here are the steps:
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1. Move Malin to the bottle at 2.2
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2. Kill the scorpion at 8.9, then have Malin step on its corpse.
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3. Move Malin to 8.7 (this can be difficult because of the rats respawning every turn, so just place Malin right behind an undead unit so that the unit can kill the rat and Malin can jump into its spot before it respawns.)
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Again, you will get an xp reward based on difficulty level
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7 - Ghost Training
  
It's important to not get bottled up in the passageway prior to the central chamber, or you will burn up a lot of turns. Use Ghosts to speedily enter the chamber. After a certain point, you are going to split your forces, with Ghosts heading to the Dwarves in the northeast and your two leaders and ground forces headed to the outlaws in the southwest. So, you should recruit a lot of Ghosts, at least five. Bats are useful to snatch up villages.
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Move Malin into the water at 5.11
  
This scenario is a good opportunity to gain experience for your Ghosts. With foresight, make it a priority to level a Ghost or two into Shadows. Your Ghosts can get easy experience from killing the Dwarves as they wade through the swamp in the northeast, and you should be able to level one or more to Shadows. Then you can use a Shadow or two, accompanied by a Ghost or two, to kill the Dwarven leader. Also note that there are two routes to the Dwarven leader. One is through the swamp, but you can also send flying units over the chasm to the south of the swamp and attack the Dwarves on two fronts.
 
  
Spoiler: At one point in this scenario, a special event occurs: one of your Ghosts will rebel and run off to the outlaw's keep. For each turn until you kill him, another of your units will rebel. You'll want to keep all of your Ghosts close by until one rebels, and then kill the rebel quickly. So, delay your Dwarf hunting expedition until the rebellion occurs, or recruit several Ghosts and keep them together so that the rest can subdue the one that goes rogue.
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ALTERNATE STRATEGY: The endlessly respawning mudcrawlers and rats on this level only provide 1 xp each when killed, but a very patient player can choose to farm them for as long as they want, which will of course make future levels easier. The way to exploit this maximally is with ghouls. Once they reach lvl 2 they gain the 'feeding' ability, and the endless supply of rats allows you to create a necrophage/ghast with hundreds of hp if you so desire, although Malin himself will start to get sick of it and complain at some point. This strategy is not at all required to beat the rest of the campaign, even on the hardest difficulty.
  
=== Beginning of the Revenge ===
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=== Spring of Reprisal ===
* Objectives: Either Defeat the Orc leaders, or move Malin Keshar to the mountain pass
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* Objectives: Either Defeat the Orc leaders, or move Malin Keshar to the end of the mountain pass
 
* Lose if: Malin Keshar or Darken Volk die, or time runs out
 
* Lose if: Malin Keshar or Darken Volk die, or time runs out
* Turns: 36
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* Turns: 26
 
* Starting units: Malin Keshar and Darken Volk
 
* Starting units: Malin Keshar and Darken Volk
 
* New Recruitment options: Skeleton, Skeleton Archer.
 
* New Recruitment options: Skeleton, Skeleton Archer.
  
Note that the scenario ends when both orc leaders are dead; you do not need to move Malin Keshar to the signpost.
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NOTE AS OF VERSION 1.14: Although this map itself has not changed much since the campaign was revamped in version 1.14, the rest of the campaign has changed in one very significant way: In the past, you could recruit and level up ghosts in the previous scenario, whereas now there is no way to start this scenario with shadows or wraiths. Many of the original strategies for this scenario were based on using shadows/wraiths as part of assassination teams to take out the orcish leaders. Assassination strategies might still be possible with only lvl 1 ghosts, but their low damage output and high cost makes these strategies less viable since the 1.14 update. I have kept the descriptions of these strategies at the end of this walkthrough entry, and I would be interested to hear if people have pulled them off post-1.14, but I will describe a more straightforward skeleton-based strategy.
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Note that if you defeat both orc leaders, you win immediately and do not need to move Malin to the signpost.  
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The spring thaw is underway, which means the ice on the river is thin. Whenever a non-flying unit starts its turn on an ice hex, it will start to show cracks. The next time a non-flying unit starts its turn on an ice hex with cracks, it will die and the hex will change to deep water. Counterintuitively, this also applies to skeletons who have the submerge ability, explained as them getting stuck in the mud at the bottom of the river. You can take advantage of this by using your ghost/bat units to lure enemies onto the ice, or by having your skeletons step onto ice hexes to 'pre-crack' them, then stepping back off and inviting the orcs to take their place.
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The only level 2 units your enemies will recruit in this scenario are Goblin Pillagers and Orcish Crossbowmen. These are very dangerous units for most of your undead due to their fire and impact attacks. Ghouls are useful in this scenario both because they are the least fire-vulnerable units you have access to, and because poisoning your enemies will encourage them to retreat back over the already-cracked ice in at attempt to reach villages, and hopefully fall through during the crossing. Mass skeletons are also a viable strategy, especially once you get some to lvl 2, because they can simply do enough damage to take these dangerous enemies out as quickly as possible. Large numbers of skeleton archers are less useful, even against the pillagers, as the nets will still do significant impact damage, and greatly slow down your attempts to kill them. And large numbers of bats and ghosts are not very useful because of their high cost, low hp, and vulnerability to fire.
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The most straightforward strategy is to recruit mostly skeletons, maybe a ghoul or two, and recall your spectral servant and any skeletons with significant xp from last scenario. Set up a defensive line centered on the village at 16.13 (you can grab it with Darken Volk while your other units catch up). Prioritize taking out crossbowmen and archers, then pillagers, then grunts and wolf riders, and rotate your heavily wounded skeletons back to villages in your backfield to heal. You are ignoring the wolf riders and grunts at first because they use only melee blade attacks, so if they attack your skeletons you will hurt them more in retaliation damage due to your blade resistance, and if they attack your ghouls they will get poisoned, so you come out ahead either way with no effort. Save Darken Volk for his most important job, softening up Pillagers so your skeletons can finish them off.
 +
You can leave Malin in his keep for a while to keep recruiting reinforcements, but he should get moving by turn 12 at latest if he wants to grab the book at 24.6 for an xp bonus and then make a run for the signpost. Avoid engaging with the southern orcish leader and just use your group of skeletons and Darken to clear a path for Malin. In those first 12 turns, focus on leveling up some skeletons to revenants or deathblades, and also stealing some kills with Spectral Servant.
 +
 
 +
Below are assassination based strategies that were confirmed to be successful pre-1.14:
 +
 
  
The mountainous geography begs you to use ghosts and their kin for mobility. Ghosts can cross the mountains and river left of your starting fortress. (So can Corpses, by the way, but slowly.) Unfortunately, the fire arrows are quite effective against ghosts, so tread carefully.
 
  
 
Players have used different strategies with success...
 
Players have used different strategies with success...
Line 93: Line 175:
 
'''Option 3, feint:''' Use ghosts to discourage the enemy from concentrating his forces at the lake. Sending a few ghosts over the mountains and river allows you to distract the computer into sending troops back to its base, because it interprets the closer enemies as a larger threat. By doing this, you can delay the southern orcs and meet the northern orcs at the lake. Just be careful, because if you distract them too long, they build up a substantial force (rather then sending troops in piecemeal like the computer usually does) which takes a while to cut through.
 
'''Option 3, feint:''' Use ghosts to discourage the enemy from concentrating his forces at the lake. Sending a few ghosts over the mountains and river allows you to distract the computer into sending troops back to its base, because it interprets the closer enemies as a larger threat. By doing this, you can delay the southern orcs and meet the northern orcs at the lake. Just be careful, because if you distract them too long, they build up a substantial force (rather then sending troops in piecemeal like the computer usually does) which takes a while to cut through.
  
'''Spoiler:''' Be careful when moving non-flying units onto the ice next to the bridge which separates you from the orcs' valley, as the ice weakens when a non-flying unit starts a turn on it and weakened ice then breaks and drowns any unit which starts a turn on in. This even applies to Skeletons and Skeleton Archers! Use breaking ice to your advantage; try to lure high level orcs to their demise by placing ghosts in the middle of weakened ice.
+
=== Schism ===
 +
* Objectives: Defeat the Orc leaders
 +
* Lose if: Malin Keshar or Darken Volk die or time runs out
 +
* Turns: 37
 +
* Starting units: Malin Keshar and Darken Volk
 +
 
 +
The objectives in this scenario are a little misleading; while there are 3 Orc leaders on the map, it is actually enough to defeat any two of them, as the third will retreat.
 +
 
 +
Your enemies start out with unusually low starting gold, but they each have a BASE income of +12 or +14, and this is a big map with lots of villages so in the first few turns their incomes will quickly reach +20 or more. This means that time is not on your side and this favors rush strategies.
 +
 
 +
The enemy leaders are not quite evenly spaced; the northwest and southwest leaders are closer to each other than either of them is to the northeast leader. So for the quickest finish, the simplest strategy is an all-out rush against the northwest leader, followed by immediately rushing the southwest leader, aiming to finish before the eastern leader's forces can even reach you. Mostly ignore villages/income, accept some casualties, aim for healing in form of leveling up skeletons, and try to funnel xp into your loyal units and leader as usual. Assuming that you have a couple lvl 2 units from last scenario, you should be able to finish by turn 10 for a truly massive early finish bonus.
 +
 
 +
The next scenario will be much easier if your loyal ghost (spectral servant/phantom/eidolon) is lvl 2, so focus on feeding him the necessary xp during this scenario. Remember that he has an unusual advancement process like Malin, so you will actually have to hit his xp cap multiple times before he properly levels.  
  
=== Orc War ===
+
Ghouls will be less useful than skeletons on this level, because you're playing so aggressively that you don't have time to wait around for poison to take effect, and higher immediate damage will serve you better. Don't be afraid to attack the lvl 3 orcish leaders directly with your skeletons, as your blade resistance will minimize their retaliation damage.
* Objectives: Defeat the orc leaders
 
* Lose if: Malin Keshar or Darken Volk die or time runs out
 
* Turns: 30
 
* Starting units: Malin Keshar and Darken Volk
 
Starting with this mission you can recruit Dark Adepts.
 
There are a couple of ways to approach this scenario:
 
  
*One strategy is to recruit two major forces and send one south to hold back the orcs at the bridge (a Wraith does a good job of holding the bridge) then send the other force northwest to take out that leader first.  At that point, if you've had particularly good luck on the the southern front you might want to go after that leader next, but more likely, you will want to recruit a few more units plus the units you used to kill the northwest leader and head south to kill the southwest orc leader.
+
On lower difficulties or with a lot of carryover gold, you could try splitting your forces and trying to rush two leaders simultaneously. Which leaders you pick depends on your roster. Each enemy leader recruits a slightly different mix of units. All of them recruit grunts and archers, but they have these additional unit options that are unique to them:
*Another strategy is to recruit one large force and take out either the northwestern or southeastern orc leaders before the other orcish troops can catch up with you. Then you'll probably want to take out the southwestern orc leader. When I tried this I took heavier casualties and had less gold at the end of the scenario but it did work.
+
Northwest: goblin spearman, orcish crossbowman, orcish warrior
*If you've managed to acquire at least two Shadows you can try slipping them behind enemy lines and assassinating one of the orc leaders. If you have at least 4 Shadows your chances of success increase greatly.
+
Southwest: goblin pillager, wolf rider, goblin knight
 +
Northeast: troll whelp, troll, troll rocklobber, orcish assassin
  
Spoiler: After you kill two orc leaders the third will flee and this will end the scenario.  You probably will want to postpone this as long as possible to allow your forces to gain experience.
+
If your strongest units are skeletal undead, then you will want to avoid the northeast leader with all of his impact-using units. If you managed to level up several wraiths in the last scenario, then they can be very effective against all of the trolls and you might want to instead avoid the pillagers with their powerful fire attacks.
  
 
=== Return to Parthyn ===
 
=== Return to Parthyn ===
* Objectives: Kill Drogan then escape to the northwest
+
* Objectives: Kill Drogan, then escape to the Northwest / Kill Orc Leader
* Lose if: Malin Keshar dies or any people from Parthyn die (except Drogan)
+
* Lose if: Malin Keshar dies or any people from Parthyn die before Drogan
* Turns: n/a
+
* Turns: 17
* Starting units: Malin Keshar and a Wraith, Shadow, or Spectre, if available
+
* Starting units: Malin Keshar and Spectral Servant/Phantom/Eidolon
 +
 
 +
Your first objective is to kill Drogan; if any other human unit dies before Drogan, you lose. This is much easier if both Malin and your loyal ghost (now "phantom") are at least lvl 2 already. In that case, you can just recruit 3 ghosts and attack drogan right in his keep. The enemy is very cautious and will not jump out into the river to attack ghosts, although they will do it for Malin. So just make sure Malin stays behind the loyal ghost until he's close enough to attack drogan directly.
 +
 
 +
If Malin and Spectral Servant/Phantom are not lvl 2, this direct attack method becomes more dicey, and you can instead try to lure  drogan out of his keep by putting any unit without a ranged attack (e.g. skeleton, ghoul, bat) in range of him so that he will jump out and shoot his crossbow at it. Then you can surround him and take him out.
 +
 
 +
When you've taken out Drogan you discover that, oops, your sister and the people of Parthyn hate you anyway. The orcs then appear at turn 5, hostile to both you and your sister's forces. Also, your goal has changed: You can either run for the signpost at the northern edge of the map, or defeat the orcish leader. Note that you can now kill human units without losing the scenario.
 +
 
 +
You can essentially either play this scenario to optimize gold or xp for the next level:
 +
 
 +
Gold: If Malin and your loyal ghost were strong enough to take out Drogan with only 3 additional ghosts for backup, then Malin can just make a run for it without recruiting any more units, sacrificing any remaining ghosts to cover his retreat if necessary. You mostly likely came into this scenario with an enormous carryover from Schism, you only spent 57 gold total this scenario, and even 40 percent of what you have left will still give you a very healthy surplus for the next scenario (A Small Favor - I). Being able to recruit a lot of units in A Small Favor - I is huge, because those units will have to last you all the way through A Small Favor II and III. The best route for Malin's escape around the western edge of the mountain range that separates him from the orc leader. Since there's no early finish bonus, you can afford to dilly-dally for a few turns and let your ghosts steal some kills if no one is putting too much pressure on Malin at the signpost.
 +
 
 +
XP: You can just spend all that surplus gold from Schism here, recruit a huge army, let the orcs and humans soften each other up, then take them BOTH out, and hopefully get a bunch of lvl 2 and even lvl 3 units out of it, as well as getting Malin and your loyal ghost well on the way to lvl 3 themselves. This takes you in to A Small Favor with a smaller but more elite force. If you take this path, try to have at least one, ideally two Shadows by the end of this scenario, as they will be very useful for A Small Favor II and III.
 +
 
 +
There are several triggerable events on this map:
  
Your first objective is to kill Drogan; if any other human unit dies before Drogan, you lose. A Wraith, Shadow, or Spectre will probably start with Malin. If you recall an appealing target like a Revenant into the keep's northwest hex, Drogan should run out to shoot some arrows at it. Between this and recalling another Wraith or Shadow as a backup plan, it should be easy to take out Drogan and discover, oops, the Parthyn townspeople hate you anyway. Wraiths and Shadows are particularly effective, since they can fly across the river quite quickly. After you kill Drogan, you should escape across the river and to the west.
+
1. Malin steps on monolith on 14.9 - gain xp based on difficulty level.  
  
Option 1: Kill the orcs so that you can flee across the ford. This shouldn't be a problem. What might be a problem is that the Parthyn troops will continue to attack you as you flee.
+
2. Malin steps on book on 29.25 - gain xp based on difficulty level.  
  
Option 2: Leave the ford open, and cross in water at far right, hoping for the orcs and village militia to clash and leave you alone, at least until the orcs are dead. As an additional distraction, you can send some Ghouls and Walking Corpses south/southwest in the forest. Both this and the first option have the disadvantage that you will lose all the villages you hold south of the river and will probably end up losing a bunch of gold but, oh well.
+
3. Malin steps on monolith at 19.24 (appears after Drogan's death) - gain xp based on difficulty level
  
Option 3: Stay and fight. You don't <i>have</i> to flee immediately. But you face fairly strong opposition and will probably take enough casualties that it isn't really worth it to stay and fight longer than you need to. Also, you'll have to recruit enough units that you lose gold each turn, since there's no time limit, if you defeat the Parthyn townspeople after taking heavy enough casualties that you gain gold each turn, you can wait and make up the loss. It isn't really worth it, however, because you'll need your high level troops for the next mission.
+
4. Recall the swimmer-type Soulless you got from the special event in the first scenario (Sushi), and move it to the boat at 31.15 - gain special ability.
  
 
===A Small Favor - Part One===
 
===A Small Favor - Part One===
* Objectives: Malin Keshar and Darken Volk enter the manor
+
* Objectives: Malin Keshar and Darken Volk enter Karae' manor, or Defeat General Taylor
 
* Lose if: Malin Keshar or Darken Volk die or time runs out
 
* Lose if: Malin Keshar or Darken Volk die or time runs out
* Turns: 28/26/22 (easy/medium/hard)
+
* Turns: 28/26/16 (easy/medium/hard)
 
* Starting units: Malin Keshar and Darken Volk
 
* Starting units: Malin Keshar and Darken Volk
  
First off, you can capture the free villages scattered around near your keep, but don't capture any enemy-owned villages using units that lack Nightstalk ability.
+
You start the level in the woods, near the outskirts of Tath. You're not actually going into the heart of the city - but the manor you want to infiltrate is on the inside of the guarded perimeter. It's night, and it's a safe area of Wesnoth, so there are few guards on duty and only a single officer in charge on call in a castle; that's General Taylor. The head trainer of the Tath city guard is having trouble sleeping apparently (maybe he has a nose for the undead?), and a couple of men who aren't manning the guard posts. Finally, the manor entrance proper is guarded by a couple of Mages.
 +
 
 +
It's not possible for Malin and Darken to get past the guards and reach the manor undetected - only an invisible unit get in between consecutive posts. Also, if even a single guard is alerted, he'll immediately sound the alarm - which will make General Taylor wake up a hefty contingent of guardsmen. Darken casts a spell which shortens all the guards' vision ranges, but the moment one of them spots one of your units, all of their vision ranges return to normal.
 +
 
 +
The level has many villages - most within the Tarth city borders, owned by the enemy, but some are owner-less, in the woods. Those you can just go ahead and capture. The enemy villages may be captured without alerting the guards only by invisible units.
 +
 
 +
As for the guards themselves - on Medium difficulty, you'll be facing Spearmen (L1) mostly, with some Pikemen (L2) and Heavy Infantrymen (L1), and the mages are an L1 and an L2, so light fare; on Hard it should still be, well, not that hard. The head trainer is a Lieutenant, and then there's the General and possibly his troops.
 +
 
 +
For this scenario, the time of day remains Night throughout, so your shadows/nightgaunts will be continually invisible and all of your units will be continually punching above their weight.  
  
Then there are a few options that players have tried with success:
+
The most important aspect of this scenario is that whatever units you have on the map on the last turn are the units you will start with for A Small Favor Part II, and your surviving units from Part II will carry over to part III, but this will be your last chance to recruit until after Part III. So even if you employ a very non-confrontational strategy and don't NEED a lot of troops, you should still recall/recruit all the units you can in this scenario, as you will need them in Part II and III.
  
'''Option 1, leader assassination:''' You should have at least 2 Shadows (or Nightgaunts), preferably more, to assassinate the leader. Their nightstalk ability gets them past the perimeter guards and directly to the enemy leader. Take him out in one turn or two, or he will recruit heavily. Keep Malin and Volk out of sight. After you takeout the enemy leader, take out the rest of the human troops and capture the rest of the villages at your leisure. Once that is accomplished, send Volk directly to the manor, but send Malin to the enemy commander's keep. Wait here accumulating cash each turn until the penultimate turn. On the penultimate turn recruit all the units you will want to take forward into part 2; Wraiths and Shadows are particularly useful, while level 1 units are not. Then move Malin towards the manor. On the last turn move Malin into the manor to join Volk to end the scenario. While carry over gold won't help you in parts two and three (no recruiting), it will carry over to the next scenario.
+
There are a few options that players have tried with success:
  
'''Option 2, mage assassination:''' It is possible to win this part without any Shadows. You can use about 6 Wraiths/Spectres and slip them around the north of the map as near to the entrance of the manor as possible while staying out of sight (you can see how much your enemies can see with Ctrl-v). Malin and Darken Volk should take the same route, but can't get as far as the Ghosts. Then take out as many enemies as you can with your Ghosts, targeting the Mages first, and rush towards the manor with your heroes. You should be inside before the battle gets ugly.
+
# '''Leader Assassination.''' Use several Shadows (or Nightgaunts) to assassinate the guard General; their Nightstalk ability gets them past the perimeter guards and directly to his castle. Take him out in one turn or two, or he will recruit heavily. Moreover, either the manor entrance watchmen, or some guards to the south of the castle, will be alerted. Thus it is somewhat risky to try this even with 3 Shadows.
  
'''Option 3, guard assassination:''' If you kill a guard in one turn, he won't have time to raise the alarm. Therefore, you can proceed across the map, assassinating guards one by one, until you get within strike distance of the leader.
+
# '''Spectre-acular Cover Action.''' For this course of actions, no Shadows are necessary. You can use about 6 Wraiths/Spectres and slip them around the north of the map, as near to the manor entrance as possible, while staying out of sight. Malin and Darken Volk should take the same route, but can't get as far as the Ghosts. Then take out as many enemies as you can with your Wraiths, targeting the Mages first, and rush towards the manor with your heroes. You should be inside before the battle gets ugly. But - remember to recruit what you'll need later on before leaving the woods.
  
[Mal Shubertal: Each guard will only leave its post to attack you if it can personally see you, and the enemy leader doesn't actually recruit all that much. So what worked for me was to trigger one isolated guard, then pull back and fight the enemy army without triggering any more guards. After they were done, I moved through the level killing one or two guards at a time until I reached the manor. This probably would not have worked if I didn't have 5 level-three units to recall, though. ]
+
# '''Bait and Ambush.''' Each guard will only leave its post to attack you if it can personally see you, and General Taylor doesn't actually recruit all that much. So, pick a lone guard to be the first you alert - and make sure you kill it on the first round of your attack. If you can do so with a couple of Shadows - all the better, since, you'll disappear on the next turn. Then let the enemy force come to you - yes, it seems Taylor will also not continue to recruit. After his force is gone, continue picking off one guard at a time, luring each of them away to where you have sufficient units to gang up on the poor soul. In some cases you could risk it and do 2 at a time. This strategy is more likely to work if you have a few higher-level units to recall.
 +
 
 +
#'''Party Crasher.''' If you went with the minimal recruitment strategy last scenario and came into this one with a lot of starting gold, you can just treat it as a straightforward battle and stage a frontal assault on General Taylor. Recall all of your best units, and as many ghosts as you can afford. Taylor will recruit a lot of HI-type units, so the arcane melee attacks will be helpful for taking them down, and you will NEED at least 1-2 shadows, ideally up to 4, for Part II, so this bloodbath is a good opportunity to level up some ghosts. A few skeleton archers might be useful here as well, as Taylor likes to recruit cavalry-type units as well, but skeletons can also wear them down well enough in the perpetual night.
 +
 
 +
<br/>
 +
Remember to stay safely out of sight as much as possible (Ctrl+V will show you the enemies' moves, and their sight range is +1 of that, just like their attack range).
 +
 
 +
===== Which units to bring into the manor? =====
 +
 
 +
Troubled Adept asks: "Dear Walkthrough authors: I have raised many units from the dead, and now as I'm about to embark on a field trip to this lovely cave, they're all pestering me to take them with me! Whatever should I do?"
 +
 
 +
Well, dear Troubled, remember that there are no villages in caves, which means no healing for your troops, except by leveling-up or if they have draining attacks. So Wraiths and Spectres are probably the most useful. Nightgaunts, and perhaps Shadows, are also useful in that their skirmishing ability allows them to move into the back of a narrow space and kill on the same turn as first being noticed; but - they're not as useful as outside, since the manor is lit so they'll be visible. You should have some units which can take a beating - either sacrificial L1s (e.g. Ghouls or Skeletons), or higher-HP ones (Necrophage, Revenant). It's particularly useful to have units which are close to leveling-up - even if they're otherwise not so useful - since you can have them up front at the end of a turn, take some damage, and then either heal immediately or with another kill. Skeletons are pretty good for this.
 +
 
 +
As for ''how many'' units to bring in - don't overdo it. On Medium difficulty, 7 or 8 reasonable units in addition to Malin and Darken should be enough. You will need that carry-over gold later, you see.
 +
 
 +
An interesting option for Parts 2 and 3 is to bring in a Walking Corpse or Soulless (if you don't have a Necromancer) - which allows you to make additional sacrificial units inside. If you're short on better units, this might not be such a bad idea. Remember than for the price of 2 recalls you get 5 corpses to start with...
 +
 
 +
 
 +
Events that can be triggered in this Scenario:
 +
 
 +
1. Any unit moves onto whirlpool at 38.23 - hostile lvl 2 tentacle of the deep appears
 +
 
 +
2. Any unit moves to temple at 10.18 - get a special Soulless
 +
 
 +
3. Create a mounted-type Walking Corpse by killing a mounted unit with a plague attack, then move that WC to the Stables at 9.15 - Get a Chocobone
  
 
===A Small Favor - Part Two===
 
===A Small Favor - Part Two===
* Objectives: Defeat Mage Lord Karres then move through the northwest passage
+
* Objectives: Defeat Mage Lady Karae then move through the northwest passage
 
* Lose if: Malin Keshar or Darken Volk die or time runs out
 
* Lose if: Malin Keshar or Darken Volk die or time runs out
* Turns: 30/27/25 (easy/medium/hard)
+
* Turns: 30/27/19 (easy/medium/hard)
 
* Starting units: Malin Keshar, Darken Volk and any units that survived the previous scenario
 
* Starting units: Malin Keshar, Darken Volk and any units that survived the previous scenario
  
 
* Other: You can't recruit or recall; only the units from last scenario will be present
 
* Other: You can't recruit or recall; only the units from last scenario will be present
You start with the units you recalled at the end of the last mission, but you don't have to pay their upkeep for this scenario (nor are there any villages, anyway). Since there are no villages, you won't be able to heal your units unless they have a drain attack.
+
You start with the units you had on the map at the end of the last mission, but you don't have to pay their upkeep for this scenario (nor are there any villages, anyway). Since there are no villages, you won't be able to heal your units unless they have a drain attack. Any unit which does not move for a turn will still heal 2 hp as usual.
  
Anyway, your first task is to kill Karres, who is a Great Mage and is put into one of the rooms at random.  Each room is filled with mages of one variety or another. They won't leave the rooms of their own accord, although a couple of Swordsmen and other human units wander the halls, but these shouldn't be a big deal. The mages, however, can be quite deadly. Always make sure you have sufficient forces to wipe out at least three Red or White Mages before opening a door. (You open doors by placing a unit in front of the door). However, most rooms only have one or two Mages in it, and they may be level one Mages. The skirmishing of Shadows and Nightgaunts is useful in wiping out mages. If you let the mages counter-attack, you will risk losing one or more units. Head northwest with Malin and move on.
+
Anyway, your first task is to kill Karae, who is a Silver Mage and is put into one of the rooms at random.  Each room is filled with mages of one variety or another. They won't leave the rooms of their own accord, although a couple of Swordsmen and other human units wander the halls, but these shouldn't be a big deal. The mages, however, can be quite deadly. Always make sure you have sufficient forces to wipe out at least three Red or White Mages before opening a door. (You open doors by placing a unit in front of the door). However, most rooms only have one or two Mages in it, and they may be level one Mages. The skirmishing of Shadows and Nightgaunts is useful in wiping out mages. If you let the mages counter-attack, you will risk losing one or more units. Head northwest with Malin and move on.
  
There doesn't seem to be any bonus for an early finish, so if you get the objective early, you can hold off and harvest some XP.
+
There doesn't seem to be any bonus for an early finish, so if you get the objective early, you can hold off and harvest some XP. The city guard will helpfully filter in a few units at a time, and you can just camp your whole army around the entrance and kill them each turn before they have a chance to move. The scenario ends when Darken OR Malin exit through the northwest passage, so you can just sent Darken that way and let Malin keep killing city guard until the very last turn. Your top xp priorities should be getting Malin and your loyal ghost across the lvl 3 threshold, and trying to get as many lvl 3 ghosts, nightgaunts or spectres, as possible.
 +
 
 +
There are a lot of objects scattered around this level, and many of them trigger dialogue, poems, etc, but the only one which has a mechanical effect is the amulet at 3.15 which will give Malin 10% cold resistance if he steps on it.
  
 
===A Small Favor - Part Three===
 
===A Small Favor - Part Three===
 
* Objectives: Find the book and then escape
 
* Objectives: Find the book and then escape
 
* Lose if: Malin Keshar or Darken Volk die or time runs out
 
* Lose if: Malin Keshar or Darken Volk die or time runs out
* Turns: 30/27/25 (easy/medium/hard)
+
* Turns: 21/18/15 (easy/medium/hard)
 
* Starting units: Malin Keshar and any units that survived the previous scenario
 
* Starting units: Malin Keshar and any units that survived the previous scenario
 
* Other
 
* Other
Line 165: Line 302:
 
Darken Volk will operate separately with an army of allied undead. Hmmm, in all previous missions you commanded him directly... could this be foreshadowing? Head to the northwest to grab the book. Then head to the northeast to exit.
 
Darken Volk will operate separately with an army of allied undead. Hmmm, in all previous missions you commanded him directly... could this be foreshadowing? Head to the northwest to grab the book. Then head to the northeast to exit.
  
[Mal Shubertal: The enemy here is all mages, which can kill even one of your level 3's if you get unlucky. But on hard in 1.12.2, Darken Volk's army is strong enough to take them by itself. So I just let them do the dirty work and headed straight to the exit once Volk picked up the book. ]
+
City guard units will continue to arrive through the entrance, like last scenario.
 +
 
 +
There are 3 rooms in front of you, and then a big cavern beyond with the book towards the northwest section. The enemy mages can do enormous damage to your forces, but they don't move unless you put a unit in their attack range, so use your more expendable or sturdy units to bait them out one at a time and then quickly dispatch them. You can also have your units follow along behind Darken Volk's reckless forces and take out the enemy mages after his units take the big hits.
 +
 
 +
As with last time, after you get the book and clear out the enemies in the cavern, you can camp at the entrance for as long as you want to farm xp. As with last time, the top priorities are getting to lvl 3 for Malin and your loyal ghost, and getting as many other lvl 3's as possible, especially Nightgaunts and Specters.
 +
 
 +
The room furthest to the left is the 'armory', and if you have the right lvl 3 units you can have them pick up some of the weapons on the ground:
 +
 
 +
1. Have a Draug step on the axe at 27.9 - permanent +1 damage
 +
 
 +
2. Have a Banebow step on the bow at 29.9 - permanent +1 damage
 +
 
 +
3. Have a Chocobone step on the spear at 27.10 - permanent +2 damage
  
 
===Alone at Last===
 
===Alone at Last===
 
* Objectives: Take the book from Darken Volk and bring it back to Malin's castle
 
* Objectives: Take the book from Darken Volk and bring it back to Malin's castle
 
* Lose if: Malin Keshar dies
 
* Lose if: Malin Keshar dies
* Turns: 24
+
* Turns: 35/32/29
* Starting units: Malin Keshar and one unit
+
* Starting units: Malin Keshar and loyal ghost
 
* Other: Ghosts and Bats (and the rest of their unit trees) cannot pick up the book
 
* Other: Ghosts and Bats (and the rest of their unit trees) cannot pick up the book
  
The situation is that you must take the book from Darken Volk, but two additional armies will appear in the middle of the battle, bent on killing both your army and Volk's, making the task more than a little difficult. When the battle reaches its peek, you probably won't have much money, and your forces will be outnumbered and at great disadvantage.
+
The situation is that you must take the book from Darken Volk, but two additional forces will appear in the middle of the battle, bent on killing both your army and Volk's, making the task more than a little difficult. When the battle reaches its peak, you probably won't have much money (and may have Malin away from a castle), and your forces will be outnumbered and at great disadvantage.
 +
 
 +
The two extra forces are:
 +
 
 +
# '''Sir Cadaeus the Paladin''' is bent on making both you and Darken Volk pay for your attack on the city of Tath:
 +
#* Arrives on turn: 6.
 +
#* Inital force: 1 Paladins, 1 Mage of Light (+ Cadaeus, a paladin who will attack units that enter his movement range but will always return to his keep to recruit)
 +
#* Finances: (on Hard) 100 gold on arrival + 20 base income.
 +
#* Recruits: mages, white mages, paladins, spearmen, heavy infantry
 +
 
 +
# '''Dela Keshar''' is making good on her word to climb up the ladder for inheritance.
 +
#* Arrives on turn: 13.
 +
#* Initial force: None.
 +
#* Finances: (on Hard) 240 gold on arrival + 24 base income.
 +
#* Recruits: Spearman,Bowman,Swordsman,Longbowman,Thug,Poacher,Footpad
  
Sir Cadaeus arrives on turn 8 to take revenge for your attack on the city of Tath. He sets up camp in the southeast corner of the map, and his army of paladins and mages will present a grave danger to your army of undead. However, his forces will attack Volk's as well. More importantly, Volk's forces will attack <i>Sir Cadaeus'</i>. Effectively, Volk is a bit of an ally, even if he is trying to kill you.
+
Now, this is a small level, and there really isn't room for 4 forces on it... your castle is on the West of the level, slightly to the South; Darken Volk is on the East and slightly to the North. Cadaeus sets up camp in the South-Eastern edge, and Dela in the northeast corner. You and Darken are separated by a narrow river, which at some point widens to surround a small island; and there are two connecting bridges, although the crossing is not a big deal at most points.  
  
By the end of turn 11, Dela Keshar will show up to the north, set up camp and send her army of loyalists and outlaws to attack you as well.
+
Now, Cadaeus' forces are extremely dangerous. While there's not too many of his units, the Paladins and the Mage of Light are the Humans' Undead-killer units, and, indeed, will kill most of your units in a single turn at daytime. And - guess what? He arrives on the second night, so his forces will start hitting you and Volk during the third day. ... but here's your silver lining: Cadaeus will advance on Darken Volk first, unless you're very much in his way, and no less importantly, Volk's forces will attack <i>Sir Cadaeus'</i> - if you've not already engaged most of them by that time. Effectively, Volk could be a bit of an ally, albeit one which is trying to kill you.
  
By around this time, Volk should be dead, by Sir Cadaeus' hands if not yours. He leaves behind the book, which you need to retrieve and bring to your initial keep. Ghosts and Bats (and Spectres, Shadows, Wraiths, and Nightgaunts) can't carry the book. Try to use the quickest unit you can to pick it up and bring it back.
+
When Dela shows up, you will have lost any land to which you can run and hide. On the other hand, at least you're better equipped to deal with her units, and she arrives at Dusk. The Parthynians (sigh)... poor judgement through and through.
  
For general strategy, players have had success with at least three alternatives...
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Remember, though, that this level is not about defeating all enemy forces, nor even all enemy leaders. There are just two things you need to do, which are kill Darken Volk and bring the [https://en.wikipedia.org/wiki/MacGuffin McGuffin], uh, I mean the book, back to your castle. Note that '''not all units can carry the book'''. Indeed, it so happens that all the fast units can't be used: No Bats and no Ghosts (nor Shadow, Wraiths, Spectres and Nightgaunts). The fastest choices are Malin himself or a Deathblade; and even with one of these units it takes 4 long turns to make it back to your castle... while probably engaged in painful rear-guard combat.
  
'''Option 1, grab and run:''' Run for the book with a few elite units capable of carrying it. Along the way, you can either engage Volk's forces or try to run away from them. To kill Volk, you can use leveled ghostly units, e.g., Nightgaunts. Run back once you get the book. You will lose units in rear guard action during the retreat, but you can try to choose which ones.
+
A silver lining is that for the next level you don't really need extra money above the minimum starting gold, so you can at least splurge with recruitment.
  
'''Option 2, the northern end around:''' Summon all your good troops and move everyone almost due north. Once Sir Cadaeus arrives, Volk's forces will shift attention southwards, and you can start moving east. As you do so, Dela will arrive close to your forces, where she will build a stronghold and recruit. You can surround her stronghold to prevent her from getting more than six recruits, then kill her recruits and her (not possible on older versions.) Kill her quickly before Sir Cadaeus' forces crash into your forces after killing Volk. Break Sir Cadaeus' assault wave and then send someone to get the book and take it back to your stronghold. Optionally, back at the start, you can try to pull Volk's attention south with a fast, strong feint to the southeast using Ghosts, Bats and possibly your leader (since the enemy likes to hone in on him.)
+
For all the strategies below, it's important to remember that, on Hard, Darken Volk has a +32 BASE income, before any villages, so he will keep recruiting to the very end and is surprisingly resilient against even sir Cadeaus's forces.  
  
'''Option 3, the waiting game:''' Recruit just a couple of bats initially for village capturing out of range of the enemy. Once Sir Cadeus' forces arrive, begin recruiting in earnest and make a dash for the book. You will probably lose a lot of the units in the process.
+
At any rate, here are two proven strategies for clearing the level:
  
 +
# '''Assasinate, Grab, Run.''' Recall several squads of units:<br>Assasination squad:  Nightgaunts and Shadows - less than 2+2 would probably not be enough)<br>Book carrier squad: Malin or Deathblade to carry, Wraiths (escort only), Spectres (escort only), and slower units if you must - but not that many overall.<br>Diversion/cannon fodder: Go cheap here and mostly recruit.<br>The assassins will circle Volk's forces from the North and assassinate him. The carriers and escort make a run for it; along the way, don't get too deep into confrontation with Volk's forces - you have a book to grap after all - but you don't have to completely avoid them either. Try to have the diversion get close enough to Volk's troops to make them want to attack. Run back with _all_ the carriers and the escort once you get the book. You will lose units in rear guard action during the retreat, but you can at least try to choose which ones. Some assassins might need to lay down their (un)lives for the (dubious) cause.
 +
# '''The Northern End Around.''' Summon all your good troops and move everyone almost all the way North. Try to avoid full engagement with Volk for as long as you can - which will not be easy, since his units should be making contact by Turn 4.<br>Once Sir Cadaeus arrives, Volk's forces will shift attention Southwards, and you can start moving East (still being North of the river). As you do so, Dela will arrive close to your forces, where she will build a stronghold and recruit. You now turn the tables on her and surround her stronghold - thus preventing her troops from moving and her from recruiting. YOu know kill her recruits, then her self (this was not possible with older versions of Wesnoth, now it is.) Make sure you dispatch her quickly, or else Sir Cadaeus' forces will crash into your own after killing Volk. Now face Sir Cadaeus' assault wave, while send a few units. off South into the river, out again and to Volk's castle to get the book and take it back to your stronghold.<br>A variant of this strategy is to send, during the first few turns, some units due South-East as a diversion, trying to pull Volk's attention Southward. This feint can use some Ghost, Bats, and possibly even Malin himself, as the enemy really likes to focus on him for some reason...
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# '''Fast and Ugly.''' Recall everybody, from Draugs to Nightgaunts, as well as a couple extra ghosts if you can afford them, and attack Darken head-on with a coordinated assault, across the south bridge. His wraiths will the most dangerous units to you with their arcane attack, so prioritize taking them out with Eidolon/Malin, and just wear everyone else down with weight of numbers, Draugs softening up his units and shadows/nightgaunts finishing them off. Move into the forests and hills west of Darken's castle and start pressuring him from that direction while Sir Cadaeus hits him from the Southeast. Prioritize taking out paladins, as they will be the biggest pain in the butt during your retreat, but ignore most of the rest of cadaeus' forces to encourage him and Darken to duke it out. When you see your chance, grab the book with Malin and then run like hell. Know which units are expendable. For the next scenarios, you NEED at least 2 level-3 ghost-type units to survive, but you can afford to lose a lot of Draugs and other strong units here and still be able to finish the campaign. This gets you done as quickly as possible, and you probably never interact with Dela's units at all.
  
 
Whatever initial course you take, the end game is the same: you will need to retrieve the book with a nonflying unit and head west, back to your stronghold.
 
Whatever initial course you take, the end game is the same: you will need to retrieve the book with a nonflying unit and head west, back to your stronghold.
Line 195: Line 361:
 
Grabbing villages after a few at the start won't help you in this scenario. You will likely end negative on gold.
 
Grabbing villages after a few at the start won't help you in this scenario. You will likely end negative on gold.
  
If you decide you need more gold to play this scenario, you have to go all the way back three scenarios to Return to Parthyn - Part One. There, one way to get gold is to use Shadows to steal the enemy's villages without him noticing. However, your first option above, the grab and run, should not require much gold.
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If you decide you need more gold to play this scenario, you have to go all the way back three scenarios to [[#A_Small_Favor_-_Part_One|A Small Favor - Part One]]. There, one way to get gold is to use Shadows to steal the enemy's villages without him noticing. However, your first option above, the grab and run, should not require much gold.
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 +
The next scenario will demand a lot of Malin and Eidolon, so get them as much xp as possible here, and try to get Malin the Vitalize upgrade if he doesn't have it already.
 +
 
 +
Here are the events which can be triggered in this scenario:
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 +
1. Malin steps on monolith on 5.18 - gain xp based on difficulty level
 +
 
 +
2. Recall special Zombie Jaime (the one you got from the temple 3 scenarios ago) and move him to boat at 16.4 - gain special abilities
  
'''Note''': This scenario was rebalanced some time after v1.8.5, so if you are playing an old version, there will be many differences.
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3. Malin steps on monolith at 23.14 that appears when Darken Volk dies - gain xp based on difficulty level
  
 
===Descent into Darkness===
 
===Descent into Darkness===
* Objectives: Defeat the troll leader
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* Objectives: Multiple
 
* Lose if: Mal Keshar is destroyed
 
* Lose if: Mal Keshar is destroyed
 
* Turns: n/a
 
* Turns: n/a
 
* Starting units: Mal Keshar
 
* Starting units: Mal Keshar
The first segment of the mission is pretty self-explanatory. After you reach the small keep you need to decide which way to send your troops to the large castle, there is a main passage and two side passages. I'm not sure it matters, but I successfully advanced through the main passage. You will face some high level trolls, including Troll Shamans capable of throwing deadly fireballs at your undead minions. Wraiths and Spectres and quite good at killing Troll Shamans, since they deal arcane damage. You just have to make sure that you kill the Shamans before they get to attack you. Note that all the trolls deal impact damage, which your Skeletons are weak against, so you may want to avoid recalling your Skeletons.
 
  
Since this scenario is quite easy, it's a good chance to train your units and see strange monsters. In both side passages you can find a Troll Shaman, few Trolls and lots of villages. But the left passage is more interesting: in the middle of some water there's a tree where an Ancient Woose waits to ambush. Shadows and Wraiths will kill him easily. Enjoy its dying animation! At the top left of this room there's a path that leads to the hardest step of the scenario: 3 Giant Spiders. Try to make them follow you outside through the corridor to sorround them one by one.
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This is a massive scenario that will usually take 100+ turns. Like an intensified version of A Haunting in Winter, it is mostly Malin flying solo, with a few undead sidekicks showing up right at the end, and it plays more like a series of puzzles than a typical Wesnoth battle. The downside of this is that if Malin has not accumulated enough of the right upgrades by this point it may be simply unwinnable and require either replaying several earlier scenarios to get him up to speed or relying on a lot of save-reloading to win the tricky solo fights.
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You will get a lot of xp in this level, and the upgrades you choose will be very important. Counterintuitively, the most useful upgrades will be melee focused, first getting the strongest vitalize effect you can up until you finish the ritual, and then increasing your melee damage as much as possible afterward. The upgrade to get your movement points up to 6 and the one that gives you quasi-leadership are also very helpful in the upcoming boss battle.
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1 - The Flesh
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 +
Malin starts the ritual to become a lich, and he first must 'overcome the limitations of his flesh', symbolically represented by a bunch of zombies and ghouls. You are surrounded by 6 runes, 2 each of 3 types. Each type of rune gives one of the following bonuses,and you can find out experimentally which rune gives which bonus:  
 +
1. Lifeblood - heal 40hp every turn, or cure poison
 +
2. Carapace - gain 40% to all resistances
 +
3. Conscience - increase damage 50%
  
However, it is possible to avoid all that if you wish. Once you find your castle, just recall at least two Nightgaunts, three to be safe, and send them up the main passageway. They can kill the troll leader before he knows what hit him, leading to an instant victory.
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Don't bother exploring the area away from the runes, there is nothing to discover. You just need to kill the randomly spawning enemies until a Necrophage named The Flesh of Malin Keshar shows up. Once you defeat it, you move on to the next challenge. This is where vitalize becomes so critical, as you will be taking a LOT of unavoidable melee hits, and those little 2 hp boosts really add up. Get the upgraded 4hp version if you get the chance. The Lifeblood rune will be very useful here as you will probably be repeatedly poisoned by all the ghouls.
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2 - The Bones
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Same set up, same runes, but now a bunch of random skeletons and skeleton archers, followed by the Bones of Malin Keshar, represented by a Revenant. The Lifeblood rune will serve you well again here, and carapace is helpful too now that you don't need to worry about poison.
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3 - The Soul
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The hardest stage by far, and the one where good upgrade selection can help but bad luck can still take you down. You're facing ghosts, spectres, and a very chonky 70hp Spectre named The Soul of Malin Keshar. The Carapace rune, the vitalize upgrades, and not taking too many of the upgrades that make you more vulnerable to arcane damage will hopefully get you through this battle...un-alive.
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 +
4 - Regaining Strength
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 +
You made it! It turns out that day one of glorious un-death consists of alternately chasing and hiding from various vermin. You're in a big complicated cavern system infested with various bats, scorpions, and rats. You need to explore, find stuff you can use, and maximize your new drain attack to recover you hp.
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 +
The key to making an hp 'profit' from your drain attack is standing on good defensive terrain. Try to sit on castle or hill hexes and let the animals come to you, so that the probabilities favor you coming out of the fight with more hp than you went in. Vampire bats are often just a bad investment in this sense because they have such good defense on all terrain, and it can be better to just zap them and wait for a rat or scorpion to come along instead.
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There is one Dread Bat at 2.23 that you should avoid until you have a robust amount of hp built up, and should absolutely zap rather than trying to melee.
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As you explore, you'll get a sneak preview that SOMETHING very scary is in a keep at 17.7, so you will wisely avoid it for now and solve the various puzzles to prepare yourself for the next battle.
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 +
Here are the events you can trigger in the cavern:
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 +
1. Step on the treasure boxes on 4.19, 28.23, 27.6, and 4.26 - get gold depending on difficulty level
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 +
2. Potion puzzle: Step on the brazier at 21.18, then the ice at 15.18, then the flask at 15.22, then the water at 15.18 (formerly ice), then the flask of water at 14.18, then the altar at 6.15 - +1 ranged damage
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3. Coffin puzzle: Step on the key at 2.1, then the coffin at 3.2, then the skeleton at 1.3, then the coffin at 3.2, then the brazier at 5.3, then the coffin at 3.2 - +2 melee damage 
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4. Reflection Pool: step in the water around 19.30 - preview of the enemy keep.
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Hopefully by the time you've solved all the puzzles and killed all the little creatures, you have a decent supply of hp and are ready for the main event.  
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5 - Xanthric
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Once you get too close to the keep, specifically once your sight range covers the keep tile itself, it will trigger the boss battle. Xanthric's stats and the number of minions he gets vary with difficulty level, but he's always a big problem. His ranged attack does an absurd amount of fire damage with the marksmanship ability to boot, and he has a strong impact melee attack as well. The lava around his lair all counts as illuminated, which shuts off your nightgaunt's invisibility. And his minions both have fire attacks which are very effective against your units AND they respawn from the lava the turn after you kill them. He also has a pet giant spider hanging out on a village at 13.6 just to make your life even harder.
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 +
The first step of your strategy should be carefully baiting out the spider before triggering Xanthric and the rest of his minions. If you haven't been able to get  your hp to full from all the random animals, you can sneak around the west side of Xanthric's keep and sit on the village at 12.1 until you get to full. Then sneak back south, keeping just outside the range where you can see the keep tile, and sit on the village at 10.8. Here, the spider can see you, but xanthric cannot. So the spider will jump out and attack you, and you will fight back with your ranged attack. He will probably retreat to his village before you can kill him, but DO NOT chase him! If you do, you'll trigger Xanthric. Instead, just sit patiently on your village (no turn limit!) until he decides to attack you again. Eventually, you'll get a couple lucky magic attacks and kill him before he has a chance to retreat. Then you can heal to full and start the main event.
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When you move close enough to see Xanthric on his keep, Eidolon and your other 2 strongest ghost-type units will appear next to you. This is why pouring xp into Eidolon and finishing Alone at Last with at least 2 lvl 3 ghost type units was so critical. A bunch of runes will also appear around Xanthric's keep, and you can step on one of them per turn to summon a random assortment of low level undead units to help you. Unfortunately, Xanthric's team also appears, a number of fire elementals dependent on difficulty, (on Hard, it's FIVE).
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Xanthric's fire elementals will respawn every turn, so trying to fight them head on is not useful, but you can beat them with trickery. It's a very big map, the fire elementals have a huge movement cost over cave tiles, and as long as the original number of elementals are alive SOMEWHERE on the map, no new ones will spawn. So you can use Malin and your ghosts to lure the elementals south, always staying just out of their reach, all the way down to the signpost near the start of the level, then ditch them and race back north up a parallel tunnel. That will buy you 2-3 precious turns to fight Xanthric by himself.
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Once it's just you and Xanthric, trigger one of the runes, ideally the one on the east side of his keep near the two bridges. If you keep all of your ghost type units entirely out of his reach, he will jump out to attack one of your random fodder units. Now you can dog-pile him with Eidolon, your two other ghosts, and Malin with his melee attack (using your ranged attack would do more damage, but he does so much fire damage in retaliation that it is extremely risky). If you don't want to risk Malin in a direct fight, you can keep Xanthric ZOC locked by your other units while Malin rushes to his keep and uses the gold from the treasure chests to recall some other heavy hitters to finish the job. You're going to lose some high level ghosts in this fight no matter what, unless you get extremely lucky, but the last scenario is not that hard and you are about to get a new minion to compensate you for your losses.
  
 
===Endless Night===
 
===Endless Night===
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For this reason, heroes of every race that has been victimized by Mal Keshar's troops follow him to his lair, wanting to finally put an end to his advances. In this scenario you will be fighting this ''foolish'' hero, which will be either an elf, a loyalist, an outlaw, a dwarf, or an orc, chosen at random. You will be fighting them in your cave, so you have some advantage, but every time you beat one of these heroes, the scenario will repeat itself and a new hero will come for you, with more gold on his side, so it will be increasingly difficult to fight their armies.
 
For this reason, heroes of every race that has been victimized by Mal Keshar's troops follow him to his lair, wanting to finally put an end to his advances. In this scenario you will be fighting this ''foolish'' hero, which will be either an elf, a loyalist, an outlaw, a dwarf, or an orc, chosen at random. You will be fighting them in your cave, so you have some advantage, but every time you beat one of these heroes, the scenario will repeat itself and a new hero will come for you, with more gold on his side, so it will be increasingly difficult to fight their armies.
  
You can play this scenario as many times as you want to. You really have to beat only the very first hero—when Malin is defeated by any subsequent hero, the victor will give a short monologue and the campaign will end.
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You can play this scenario as many times as you want to. You really have to beat only the first two heroes—on the third iteration Malin's death becomes one of the 'victory conditions'. When Malin is defeated by any subsequent hero, the victor will give a short monologue and the campaign will end. You also have the option of choosing to give away the book in hopes that the world will one day accept necromancy.
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 +
Your new skeleton dragon pet has his own series of AMLA upgrades, like Malin and Eidolon, which you can explore to your heart's content by eating Foolish Heroes.  
  
Addition by cMaster: If you care to play this scenario more than just a few times, it might be worth noting the small cavity to the right at the bottom of the map. You can easily place 11 units inside (you won't be able to recall more than 10 units + Mal Keshar) and it's got a choke point of only two hexes. Use this to chew away any enemy foolish enough to enter the choke point, and forget about the seven villages. Your enemy will not be able to pay the upkeep of his troops anyway. Correctly used you should not have to fear any number of enemies!
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If you want to take the 'give away the book' path, then just tuck Malin and a few of his friends into the little side cavern with the bottleneck at 20.27. The enemy will pile up outside the bottleneck,and eventually one of them will stumble onto the book.  
  
 
[[Category:Campaigns]]
 
[[Category:Campaigns]]
 
[[Category:Campaigns - Walkthroughs]]
 
[[Category:Campaigns - Walkthroughs]]

Latest revision as of 16:19, 18 January 2023

Campaign-level notes

Descent into Darkness had a significant revision in version 1.14.7. This walkthrough is current as of version 1.16.6, so much of the advice here no longer applies to earlier versions.

Recruitment Strategy

Malin Keshar and Spectral Servant both have unique advancement paths in this campaign. When one of these units reaches its xp cap, you will be offered a choice of several possible "AMLA" upgrades, such as +1 melee damage, +1 ranged damage, or various special abilities, after which your xp will return to zero with a higher cap. Sometimes these AMLA advancements will be accompanied with a level increase and a significant boost in overall stats, and sometimes not. They will generally not be accompanied by healing to full hp. The exact xp requirements differ based on difficulty level and the order in which you select the upgrades. They can continue to accumulate AMLA upgrades after reaching lvl 3. In total, these units will end up requiring much more xp to reach level 3 than an ordinary dark adept or ghost would, but they will also end up being far more powerful due to all the cumulative upgrades they get along the way. For example, in one playthrough on Hard difficulty Malin required a total of 105 xp to reach lvl 2, and another 313 xp to reach lvl 3. Spectral Servant took 50 xp to reach lvl 2 and another 264 to reach lvl 3. This is a slight spoiler, but there will be a scenario toward the end of the campaign where Malin will need to fight a large number of enemies solo and then even more enemies with very few units to help him, so getting these two units, especially Malin, as powerful as possible is a good investment that you will need to start working on immediately. The Vitalize upgrade to Malin's melee weapon will also be very useful to help him survive better when fighting solo. At a key point Malin will need to tank a very large amount of arcane damage, so it is not wise to take too many of the upgrades that include the 'minor' cost of increasing vulnerability to arcane.

You'll be introduced to Walking Corpses very early on, and some tend to forget about them in favor of snazzy and more capable units - but never discount how their numbers can add up later on with the plague ability, especially when you want to protect those high-level specialist units of yours. They can level up to Soulless, but it is almost always more cost effective to just recruit fresh Walking Corpses in the next scenario rather than recalling a Soulless.

Ghosts will be a useful part of your force - mostly when leveled up. Prefer them for recruitment even if initially they require some help from other units, and allocate enough experience to make them into Wraiths or Shadows. Both these units are useful in general when playing undead, but in this particularly campaign it is extremely beneficial to have at least 4 Shadows/Nightgaunts available for recall as soon as you can manage it.

Bats are less useful in this campaign as in some other cases, as your Ghost-based units are just as mobile and not much slower; and sometimes invisible to boot.

Dark Adepts are not available in this campaign, so your only option for ranged damage will be skeleton archers, Darken Volk, and Malin himself.

Darken Volk will accompany you in many of your scenarios. He starts at level 2, and getting him up to level 3 will be very helpful, given how limited your other options for ranged damage are.

Skeletons will be the backbone of your army. You will face some very scary orcish crossbowmen and human mages who can quickly wipe out your undead units with fire/arcane attacks, and skeletons and their advancements will be your best tools for taking them out asap to minimize the damage they can cause. Skeletons' high blade resistance also makes them very effective for going toe to toe with even lvl 3 orcish warlords.

Saving Parthyn

  • Objective: Defend the fort for two nights
  • (Alternative Objective: Kill the orcish leader)
  • Lose if: Deaths of Malin, Dela, or Drogan, OR Orcs reach the outskirts of Parthyn
  • Turns: 13
  • Starting units: Malin Keshar, two Spearmen and a Bowman
  • New Recruitment options: Walking Corpse (8 Gold).

Your starting level is a small section of the Abez, with a ford between the South and Northern side. Your starting fort is just to its south, the L2 Orc Warrior enemy leader's - slightly farther away to its north. To your west, Drogan occupies another fort.

The orc leader has more initial gold than you, and he will recruit some lvl 2 Crossbowmen, while you have only your 3 loyal lvl 1 units and lvl 0 Walking Corpses. So, you will have to play to your strengths, which are terrain, numbers, and the plague ability.

Make sure that your units occupy all of the favorable terrain on your side of the river and force the orcs to fight you from the water whenever possible. Rotate your walking corpses to the front during the night and save your loyal lawful units for daytime to maximize their damage output. Actually killing the enemy leader is extremely difficult on the highest difficulty, so you can play very defensively and let Drogan's reinforcements keep rushing past you to fight the orcs in the water. Since your units all have zero upkeep, you can still get a decent carryover by stealing all of your allies' villages in the first few turns and only recruiting ~8-10 Walking Corpses, which should be all you need if you play defensively and maximize your plague ability.

None of your loyal units will follow you to the next scenario, and even if you do level up a Walking Corpse, it will max out as a lvl 1 Soulless and will not be worth recalling later, so you should focus on getting Malin as many kills as possible. It will still be useful to kill a couple enemies with Walking Corpses in order to generate reinforcements with their Plague ability. Focus your Walking Corpses' attacks on the archers and crossbowmen, as it can be suicidal to have them directly attack grunts.

There are 3 objects on this map that trigger events. It will take the orcs several turns to reach you, so that will give you time to trigger all of them and also steal your allies' villages. The objects and their events are:

1. Book at 20.17 - If Malin steps on it, gives +4xp

2. White monolith at 30.15 - If Malin steps on it, gives +8xp

3. Sunken boat at 31.9 - If a Walking Corpse steps on it, gives a swimmer-type Soulless unit.

The Defeat condition says "Orcs reach the outskirts of Parthyn". Mechanically, the "outskirts of Parthyn" are defined as an invisible vertical line marked by the signpost at 17.16 (hexes 17.13 - 17.20). If any orcish unit steps on a hex on or left of that line, you will immediately lose. This still gives you a lot of wiggle room, as you can still win if the orcs overrun your starting keep, as long as you don't let them get as far west as the signpost.

A Peaceful Valley

  • Objectives: Occupy all of the Goblin villages
  • Lose if: Malin Keshar or Darken Volk die or time runs out
  • Turns: 29/26/15 (easy/medium/hard)
  • Starting units: Malin Keshar and Darken Volk
  • New Recruitment options: Vampire Bat (13 Gold)

In this small map you are tasked with occupying a Goblin settlement. There are 6 total villages on the map, and you win the scenario the moment you own all of them, even if you have not yet defeated the enemy leader.

The settlement is guarded by an L2 Goblin Knight in the mid-North of the level, who recruits (Goblin) Wolf Riders, Goblin Impalers and Goblin Rousers. He's not too rich, but don't underestimate him.

The villages hold rather nasty surprises: 0 to 2 Goblins will spring out of each village you capture, including those that you recapture. Thus the key is not to capture villages quickly, but rather to clear all defenders and kill the leader, allowing you to gang up on villages gradually. Ironically, this will allow you to capture all the villages more quickly than with a greedy approach.

One exception to this could be if you captured the last 2-3 villages with bats all on the same turn, thus winning the scenario suddenly without having to fight any of the remaining goblins. But since there are so few villages on this map, the early finish bonus is not that high, so the extra xp from killing all the goblins will probably be more valuable to you than a few extra gold in carryover.

In this level you will be able recruit Bats in addition to Walking Corpses. Bats are generally very useful creatures to have:

  • They're effective scouts: Flying allows them to ignore otherwise-unfriendly terrain, and they have 8 (later 9) movement points.
  • They're good at remote village capture
  • While they aren't skirmishers, their mobility often makes it possible for them to fly around part of an enemy line and attack vulnerable units. They're similarly often able to flee to safety after having engaged.
  • They're one of the few Undead-associated units which are not vulnerable to Arcane attacks.

... but in this scenario, they won't be useful to you: It's a small map, the villages are close rather than remote, and your L1 Vampire Bat will have a hard time with the spawning Goblin guards. You could theoretically recruit a Bat intending to just level it up for later recall, but there's XP to distribute elsewhere.

If not Bats, then - it's the Walking Corpse horde again. They'll be up against units with low HP and damage, so a few of them could even take out a Goblin, especially with some terrain advantage. Caution is still advised, though. You can easily lose several Walking Corpses trying to wear down a healthy Goblin Impaler at night. Also, the replenishment of your ranks by the dead Goblins is important here - snowball your forces. Finally, place Walking Corpses as cheap captured-village guards to prevent retaking by a convergence of the Goblin forces. You'll appreciate the irony of the dead Goblins continuing the same guard duty they were assigned to before, only this time on your behalf.

As you begin the level, Darken suggests you visit the swamp. Note that either Darken or Malin can do this, and it is usually easier to do it with Darken so that Malin can focus on recruiting the Walking Corpse horde. When Darken or Malin step onto a swamp hex, you'll be introduced to Ghouls - and get 3 of these for free. Get these into the line of fire ASAP, as your enemy has only melee attackers and you can quickly poison most of his army.

The enemy leader will send out an attack wave, starting to hit you by turn 3 or so. In fact, the Goblin Knight leader himself is likely to join this raid, despite it being out of sight of its fort - something you may not be used to from other campaigns. He'll likely retreat soon enough (even if he's not badly hurt), so don't focus on him. You should have many Walking Corpses to set up a defensive line along the edge of the forested region to the North-West of your fort - this will give you a terrain advantage. Alternatively, you could let the enemy units come further South, into the forest, buying an extra turn before they hit you for a better defensive bonus for them. Anyway, if you support your WCs with Malin and Volken you should be fine.

Your #1 focus in this scenario, like the last one, is feeding Malin xp. It will take a lot of kills to get him to level 2, but when you do he will get access to cold and arcane damage and a big damage output boost, which will make the next scenario much easier. Walking Corpses, ghouls, and bats will not be your most effective units later in the campaign, so all the xp from this level is best concentrated in Malin and Darken.

There is a key at 7.9 and a cage at 4.12. If you have Malin first step on the key and then the cage, you will get a Walking Corpse and a Soulless for free. However, you probably won't need them to win this scenario, and the turns spent triggering this event will be better spent getting kills for Malin.

Notes:

  • Not all Goblin village hexes are on the grassy plain: There are 2 in the hills/Montains to the NW of the enemy leader's fort, one near your own fort (that one's revealed to you when you start out), and one that's very easy to miss to the North-East of the level, North of the Swamp. Make sure you plan your village sweep to include those.
  • It's difficult to get through this level without the Ghouls, so don't wait too long before visiting the swamp

A Haunting in Winter

  • Objectives: Reach the end of the cave
  • Lose if: Malin Keshar dies
  • Turns: no limit
  • Starting units: Malin Keshar
  • New Recruitment options: Ghoul (16 Gold)

This scenario is more a series of puzzles than a typical Wesnoth battle. Malin has to learn independence by fighting a variety of cave denizens with a few undead helpers.

The income on this level works in an unusual way. You are charged upkeep on your units as usual, but no matter how many villages you capture you never earn any income. This means you should spend all of your starting gold ASAP in the first 1-3 turns before it gets eaten up by your upkeep.

WARNING: SPOILERS AHEAD! This scenario is intended to be a long exploration/puzzle challenge, so this walkthrough will include the solutions to the puzzles. I will try to list them all out sequentially, so that readers can just read the solution to whatever puzzle they are stuck on, without spoiling the following ones.

1 - Young Ogres

There are 2 partially damaged young ogres south of you. Your best units against them will be ghouls, so first recruit 2 ghouls and then retreat so that Malin is out of their reach. The ogres will attack and poison themselves. The next turn, move your ghouls and immediately recruit more if you can afford it. There is no time limit and you have a very limited number of units, so it can be a good idea to play very passively , rotate your injured ghoul out of harm's way, and let poison do its work, rather than risking losing a ghoul by pressing the attack. On the third turn, spend whatever remains of your gold and try to kill one or both of the ogres with Malin if possible.

2 - Ogre

After you kill the young ogres, all of your units will automatically heal to full and a lvl 2 ogre will appear to the north. Again, your goal is to avoid losing any units and to feed Malin the xp. So place a ghoul in the convenient bottleneck, allow the ogre to attack it and become poisoned. Then rotate the ghoul out and send it to the villages to the southeast, and replace it with either another ghoul if the ogre isn't poisoned yet, or a skeleton if it is. Play passively, don't attack, just allow the ogre to attack your skeleton, rotate the other skeleton in to take it's place, and repeat until the ogre is at low enough hp for Malin to take it out.

3 - Mudcrawlers

All of your units heal to full again after the Ogre dies. Now you are faced with the most difficult challenge of this scenario, a swarm of giant mudcrawlers. Your goal is to take them out while losing as few of your skeletal undead as possible, which is difficult given their melee AND ranged impact attacks. They are very vulnerable to cold and arcane and very resistant to impact damage, so if you have managed to get Malin to level 2 he will tear right through them, and if not then you're going to have trouble. There are two basic ways to tackle this challenge. The easier way, if Malin is far from level 2 and/or you came in with a low amount of gold and couldn't afford many ghouls, is to retreat into the western tunnel behind Darken Volk. Darken won't move, but if a mudcrawler steps next to him he will attack it, and his arcane/cold attacks are extremely effective. He will probably kill several of them outright, which is ok because he needs the xp to get to level 3 anyway, and you can steal the rest of his kills with skeletons or Malin. The harder way is to use the bottleneck north of your keep to allow mudcrawlers to come onto hexes 21.11 or 20.11 one at a time, then wear them down with ghouls until they're at a low enough hp that a skeleton has a good chance of finishing them off in one attack. Then rotate your skeletons back to heal, rinse and repeat. You will lose a couple ghouls and maybe your skeleton archer, but ideally you will come out of it with both skeletons at least partway to leveling up.

4 - Mudcrawler Spawn Puzzle

You will notice that there are only a limited number of lvl 1 Giant Mudcrawlers, but that there is also one pesky lvl 0 mudcrawler that just keeps coming back. Every time you kill it, a new one spawns from the glyph at 26.5. To disable this spawn point, you must: 1. Have Malin step on the storm trident at 29.10

2. Have Malin step on the forest at 23.6

3. Have Malin step on the glyph at 26.5

You will receive an xp reward based on difficulty level, and the mudcrawlers will stop spawning. Solving this puzzle is not necessary for finishing the scenario.

5 - Wolf pack

If you have enough skeletons and ghouls, this should be no problem. The wolves will trigger once you move any further west than the village at 10.4. Just position your skeletons and ghouls on good defensive terrain, poison everything you can, rotate your units back to heal, and try to farm kills for Malin and/or skeletons. Remember that there is no turn limit and you have poison, so time is on your side and you can afford to play very passively.

6 - Rat Spawn Puzzle

Just like the mudcrawlers, rats will continuously spawn from 8.7. Solving this puzzle is also not required to complete the level, but here are the steps: 1. Move Malin to the bottle at 2.2

2. Kill the scorpion at 8.9, then have Malin step on its corpse.

3. Move Malin to 8.7 (this can be difficult because of the rats respawning every turn, so just place Malin right behind an undead unit so that the unit can kill the rat and Malin can jump into its spot before it respawns.)

Again, you will get an xp reward based on difficulty level

7 - Ghost Training

Move Malin into the water at 5.11


ALTERNATE STRATEGY: The endlessly respawning mudcrawlers and rats on this level only provide 1 xp each when killed, but a very patient player can choose to farm them for as long as they want, which will of course make future levels easier. The way to exploit this maximally is with ghouls. Once they reach lvl 2 they gain the 'feeding' ability, and the endless supply of rats allows you to create a necrophage/ghast with hundreds of hp if you so desire, although Malin himself will start to get sick of it and complain at some point. This strategy is not at all required to beat the rest of the campaign, even on the hardest difficulty.

Spring of Reprisal

  • Objectives: Either Defeat the Orc leaders, or move Malin Keshar to the end of the mountain pass
  • Lose if: Malin Keshar or Darken Volk die, or time runs out
  • Turns: 26
  • Starting units: Malin Keshar and Darken Volk
  • New Recruitment options: Skeleton, Skeleton Archer.

NOTE AS OF VERSION 1.14: Although this map itself has not changed much since the campaign was revamped in version 1.14, the rest of the campaign has changed in one very significant way: In the past, you could recruit and level up ghosts in the previous scenario, whereas now there is no way to start this scenario with shadows or wraiths. Many of the original strategies for this scenario were based on using shadows/wraiths as part of assassination teams to take out the orcish leaders. Assassination strategies might still be possible with only lvl 1 ghosts, but their low damage output and high cost makes these strategies less viable since the 1.14 update. I have kept the descriptions of these strategies at the end of this walkthrough entry, and I would be interested to hear if people have pulled them off post-1.14, but I will describe a more straightforward skeleton-based strategy.


Note that if you defeat both orc leaders, you win immediately and do not need to move Malin to the signpost.

The spring thaw is underway, which means the ice on the river is thin. Whenever a non-flying unit starts its turn on an ice hex, it will start to show cracks. The next time a non-flying unit starts its turn on an ice hex with cracks, it will die and the hex will change to deep water. Counterintuitively, this also applies to skeletons who have the submerge ability, explained as them getting stuck in the mud at the bottom of the river. You can take advantage of this by using your ghost/bat units to lure enemies onto the ice, or by having your skeletons step onto ice hexes to 'pre-crack' them, then stepping back off and inviting the orcs to take their place.

The only level 2 units your enemies will recruit in this scenario are Goblin Pillagers and Orcish Crossbowmen. These are very dangerous units for most of your undead due to their fire and impact attacks. Ghouls are useful in this scenario both because they are the least fire-vulnerable units you have access to, and because poisoning your enemies will encourage them to retreat back over the already-cracked ice in at attempt to reach villages, and hopefully fall through during the crossing. Mass skeletons are also a viable strategy, especially once you get some to lvl 2, because they can simply do enough damage to take these dangerous enemies out as quickly as possible. Large numbers of skeleton archers are less useful, even against the pillagers, as the nets will still do significant impact damage, and greatly slow down your attempts to kill them. And large numbers of bats and ghosts are not very useful because of their high cost, low hp, and vulnerability to fire.

The most straightforward strategy is to recruit mostly skeletons, maybe a ghoul or two, and recall your spectral servant and any skeletons with significant xp from last scenario. Set up a defensive line centered on the village at 16.13 (you can grab it with Darken Volk while your other units catch up). Prioritize taking out crossbowmen and archers, then pillagers, then grunts and wolf riders, and rotate your heavily wounded skeletons back to villages in your backfield to heal. You are ignoring the wolf riders and grunts at first because they use only melee blade attacks, so if they attack your skeletons you will hurt them more in retaliation damage due to your blade resistance, and if they attack your ghouls they will get poisoned, so you come out ahead either way with no effort. Save Darken Volk for his most important job, softening up Pillagers so your skeletons can finish them off. You can leave Malin in his keep for a while to keep recruiting reinforcements, but he should get moving by turn 12 at latest if he wants to grab the book at 24.6 for an xp bonus and then make a run for the signpost. Avoid engaging with the southern orcish leader and just use your group of skeletons and Darken to clear a path for Malin. In those first 12 turns, focus on leveling up some skeletons to revenants or deathblades, and also stealing some kills with Spectral Servant.

Below are assassination based strategies that were confirmed to be successful pre-1.14:


Players have used different strategies with success...

Option 1, defeat in detail: This is probably the easiest plan, with the highest chance of success. Attack the southern orc first, then the northern orc. You can recruit/recall mostly Ghosts, Shadows, and Wraiths, supplemented by Vampire Bats. Ghosts and Bats can capture difficult to reach villages and move on, thus weakening your foes. Keep Malin Keshar and Darken Volk alive by hiding them in the mountains, which have two chokepoints. Either give them a small guard force or be prepared to redirect some of your leveled Ghosts to assist as needed.

Option 2, assassination: Kill both leaders at once. Recruit/recall almost exclusively Ghosts, Shadows, and Wraiths, and split them into two, one taskforce for each leader. A minimal strike force for one leader would be four Ghosts and two Shadows. Wait patiently across the river from the strongholds until darkness descends on turn 8. Then assassinate both leaders. If all goes well, the leaders will be dead by turn 9, for a nice gold bonus. Just in case it doesn't end so quickly, Malin Keshar and Darken Volk should have already been running into the deepest part of the southern mountains for safety. Exercise restraint with respect to capturing villages with bats or ghosts near the strongholds before the strike, as the enemy may divert units to intercept, which may interfere with your assassination plot.

Option 3, feint: Use ghosts to discourage the enemy from concentrating his forces at the lake. Sending a few ghosts over the mountains and river allows you to distract the computer into sending troops back to its base, because it interprets the closer enemies as a larger threat. By doing this, you can delay the southern orcs and meet the northern orcs at the lake. Just be careful, because if you distract them too long, they build up a substantial force (rather then sending troops in piecemeal like the computer usually does) which takes a while to cut through.

Schism

  • Objectives: Defeat the Orc leaders
  • Lose if: Malin Keshar or Darken Volk die or time runs out
  • Turns: 37
  • Starting units: Malin Keshar and Darken Volk

The objectives in this scenario are a little misleading; while there are 3 Orc leaders on the map, it is actually enough to defeat any two of them, as the third will retreat.

Your enemies start out with unusually low starting gold, but they each have a BASE income of +12 or +14, and this is a big map with lots of villages so in the first few turns their incomes will quickly reach +20 or more. This means that time is not on your side and this favors rush strategies.

The enemy leaders are not quite evenly spaced; the northwest and southwest leaders are closer to each other than either of them is to the northeast leader. So for the quickest finish, the simplest strategy is an all-out rush against the northwest leader, followed by immediately rushing the southwest leader, aiming to finish before the eastern leader's forces can even reach you. Mostly ignore villages/income, accept some casualties, aim for healing in form of leveling up skeletons, and try to funnel xp into your loyal units and leader as usual. Assuming that you have a couple lvl 2 units from last scenario, you should be able to finish by turn 10 for a truly massive early finish bonus.

The next scenario will be much easier if your loyal ghost (spectral servant/phantom/eidolon) is lvl 2, so focus on feeding him the necessary xp during this scenario. Remember that he has an unusual advancement process like Malin, so you will actually have to hit his xp cap multiple times before he properly levels.

Ghouls will be less useful than skeletons on this level, because you're playing so aggressively that you don't have time to wait around for poison to take effect, and higher immediate damage will serve you better. Don't be afraid to attack the lvl 3 orcish leaders directly with your skeletons, as your blade resistance will minimize their retaliation damage.

On lower difficulties or with a lot of carryover gold, you could try splitting your forces and trying to rush two leaders simultaneously. Which leaders you pick depends on your roster. Each enemy leader recruits a slightly different mix of units. All of them recruit grunts and archers, but they have these additional unit options that are unique to them: Northwest: goblin spearman, orcish crossbowman, orcish warrior Southwest: goblin pillager, wolf rider, goblin knight Northeast: troll whelp, troll, troll rocklobber, orcish assassin

If your strongest units are skeletal undead, then you will want to avoid the northeast leader with all of his impact-using units. If you managed to level up several wraiths in the last scenario, then they can be very effective against all of the trolls and you might want to instead avoid the pillagers with their powerful fire attacks.

Return to Parthyn

  • Objectives: Kill Drogan, then escape to the Northwest / Kill Orc Leader
  • Lose if: Malin Keshar dies or any people from Parthyn die before Drogan
  • Turns: 17
  • Starting units: Malin Keshar and Spectral Servant/Phantom/Eidolon

Your first objective is to kill Drogan; if any other human unit dies before Drogan, you lose. This is much easier if both Malin and your loyal ghost (now "phantom") are at least lvl 2 already. In that case, you can just recruit 3 ghosts and attack drogan right in his keep. The enemy is very cautious and will not jump out into the river to attack ghosts, although they will do it for Malin. So just make sure Malin stays behind the loyal ghost until he's close enough to attack drogan directly.

If Malin and Spectral Servant/Phantom are not lvl 2, this direct attack method becomes more dicey, and you can instead try to lure drogan out of his keep by putting any unit without a ranged attack (e.g. skeleton, ghoul, bat) in range of him so that he will jump out and shoot his crossbow at it. Then you can surround him and take him out.

When you've taken out Drogan you discover that, oops, your sister and the people of Parthyn hate you anyway. The orcs then appear at turn 5, hostile to both you and your sister's forces. Also, your goal has changed: You can either run for the signpost at the northern edge of the map, or defeat the orcish leader. Note that you can now kill human units without losing the scenario.

You can essentially either play this scenario to optimize gold or xp for the next level:

Gold: If Malin and your loyal ghost were strong enough to take out Drogan with only 3 additional ghosts for backup, then Malin can just make a run for it without recruiting any more units, sacrificing any remaining ghosts to cover his retreat if necessary. You mostly likely came into this scenario with an enormous carryover from Schism, you only spent 57 gold total this scenario, and even 40 percent of what you have left will still give you a very healthy surplus for the next scenario (A Small Favor - I). Being able to recruit a lot of units in A Small Favor - I is huge, because those units will have to last you all the way through A Small Favor II and III. The best route for Malin's escape around the western edge of the mountain range that separates him from the orc leader. Since there's no early finish bonus, you can afford to dilly-dally for a few turns and let your ghosts steal some kills if no one is putting too much pressure on Malin at the signpost.

XP: You can just spend all that surplus gold from Schism here, recruit a huge army, let the orcs and humans soften each other up, then take them BOTH out, and hopefully get a bunch of lvl 2 and even lvl 3 units out of it, as well as getting Malin and your loyal ghost well on the way to lvl 3 themselves. This takes you in to A Small Favor with a smaller but more elite force. If you take this path, try to have at least one, ideally two Shadows by the end of this scenario, as they will be very useful for A Small Favor II and III.

There are several triggerable events on this map:

1. Malin steps on monolith on 14.9 - gain xp based on difficulty level.

2. Malin steps on book on 29.25 - gain xp based on difficulty level.

3. Malin steps on monolith at 19.24 (appears after Drogan's death) - gain xp based on difficulty level

4. Recall the swimmer-type Soulless you got from the special event in the first scenario (Sushi), and move it to the boat at 31.15 - gain special ability.

A Small Favor - Part One

  • Objectives: Malin Keshar and Darken Volk enter Karae' manor, or Defeat General Taylor
  • Lose if: Malin Keshar or Darken Volk die or time runs out
  • Turns: 28/26/16 (easy/medium/hard)
  • Starting units: Malin Keshar and Darken Volk

You start the level in the woods, near the outskirts of Tath. You're not actually going into the heart of the city - but the manor you want to infiltrate is on the inside of the guarded perimeter. It's night, and it's a safe area of Wesnoth, so there are few guards on duty and only a single officer in charge on call in a castle; that's General Taylor. The head trainer of the Tath city guard is having trouble sleeping apparently (maybe he has a nose for the undead?), and a couple of men who aren't manning the guard posts. Finally, the manor entrance proper is guarded by a couple of Mages.

It's not possible for Malin and Darken to get past the guards and reach the manor undetected - only an invisible unit get in between consecutive posts. Also, if even a single guard is alerted, he'll immediately sound the alarm - which will make General Taylor wake up a hefty contingent of guardsmen. Darken casts a spell which shortens all the guards' vision ranges, but the moment one of them spots one of your units, all of their vision ranges return to normal.

The level has many villages - most within the Tarth city borders, owned by the enemy, but some are owner-less, in the woods. Those you can just go ahead and capture. The enemy villages may be captured without alerting the guards only by invisible units.

As for the guards themselves - on Medium difficulty, you'll be facing Spearmen (L1) mostly, with some Pikemen (L2) and Heavy Infantrymen (L1), and the mages are an L1 and an L2, so light fare; on Hard it should still be, well, not that hard. The head trainer is a Lieutenant, and then there's the General and possibly his troops.

For this scenario, the time of day remains Night throughout, so your shadows/nightgaunts will be continually invisible and all of your units will be continually punching above their weight.

The most important aspect of this scenario is that whatever units you have on the map on the last turn are the units you will start with for A Small Favor Part II, and your surviving units from Part II will carry over to part III, but this will be your last chance to recruit until after Part III. So even if you employ a very non-confrontational strategy and don't NEED a lot of troops, you should still recall/recruit all the units you can in this scenario, as you will need them in Part II and III.

There are a few options that players have tried with success:

  1. Leader Assassination. Use several Shadows (or Nightgaunts) to assassinate the guard General; their Nightstalk ability gets them past the perimeter guards and directly to his castle. Take him out in one turn or two, or he will recruit heavily. Moreover, either the manor entrance watchmen, or some guards to the south of the castle, will be alerted. Thus it is somewhat risky to try this even with 3 Shadows.
  1. Spectre-acular Cover Action. For this course of actions, no Shadows are necessary. You can use about 6 Wraiths/Spectres and slip them around the north of the map, as near to the manor entrance as possible, while staying out of sight. Malin and Darken Volk should take the same route, but can't get as far as the Ghosts. Then take out as many enemies as you can with your Wraiths, targeting the Mages first, and rush towards the manor with your heroes. You should be inside before the battle gets ugly. But - remember to recruit what you'll need later on before leaving the woods.
  1. Bait and Ambush. Each guard will only leave its post to attack you if it can personally see you, and General Taylor doesn't actually recruit all that much. So, pick a lone guard to be the first you alert - and make sure you kill it on the first round of your attack. If you can do so with a couple of Shadows - all the better, since, you'll disappear on the next turn. Then let the enemy force come to you - yes, it seems Taylor will also not continue to recruit. After his force is gone, continue picking off one guard at a time, luring each of them away to where you have sufficient units to gang up on the poor soul. In some cases you could risk it and do 2 at a time. This strategy is more likely to work if you have a few higher-level units to recall.
  1. Party Crasher. If you went with the minimal recruitment strategy last scenario and came into this one with a lot of starting gold, you can just treat it as a straightforward battle and stage a frontal assault on General Taylor. Recall all of your best units, and as many ghosts as you can afford. Taylor will recruit a lot of HI-type units, so the arcane melee attacks will be helpful for taking them down, and you will NEED at least 1-2 shadows, ideally up to 4, for Part II, so this bloodbath is a good opportunity to level up some ghosts. A few skeleton archers might be useful here as well, as Taylor likes to recruit cavalry-type units as well, but skeletons can also wear them down well enough in the perpetual night.


Remember to stay safely out of sight as much as possible (Ctrl+V will show you the enemies' moves, and their sight range is +1 of that, just like their attack range).

Which units to bring into the manor?

Troubled Adept asks: "Dear Walkthrough authors: I have raised many units from the dead, and now as I'm about to embark on a field trip to this lovely cave, they're all pestering me to take them with me! Whatever should I do?"

Well, dear Troubled, remember that there are no villages in caves, which means no healing for your troops, except by leveling-up or if they have draining attacks. So Wraiths and Spectres are probably the most useful. Nightgaunts, and perhaps Shadows, are also useful in that their skirmishing ability allows them to move into the back of a narrow space and kill on the same turn as first being noticed; but - they're not as useful as outside, since the manor is lit so they'll be visible. You should have some units which can take a beating - either sacrificial L1s (e.g. Ghouls or Skeletons), or higher-HP ones (Necrophage, Revenant). It's particularly useful to have units which are close to leveling-up - even if they're otherwise not so useful - since you can have them up front at the end of a turn, take some damage, and then either heal immediately or with another kill. Skeletons are pretty good for this.

As for how many units to bring in - don't overdo it. On Medium difficulty, 7 or 8 reasonable units in addition to Malin and Darken should be enough. You will need that carry-over gold later, you see.

An interesting option for Parts 2 and 3 is to bring in a Walking Corpse or Soulless (if you don't have a Necromancer) - which allows you to make additional sacrificial units inside. If you're short on better units, this might not be such a bad idea. Remember than for the price of 2 recalls you get 5 corpses to start with...


Events that can be triggered in this Scenario:

1. Any unit moves onto whirlpool at 38.23 - hostile lvl 2 tentacle of the deep appears

2. Any unit moves to temple at 10.18 - get a special Soulless

3. Create a mounted-type Walking Corpse by killing a mounted unit with a plague attack, then move that WC to the Stables at 9.15 - Get a Chocobone

A Small Favor - Part Two

  • Objectives: Defeat Mage Lady Karae then move through the northwest passage
  • Lose if: Malin Keshar or Darken Volk die or time runs out
  • Turns: 30/27/19 (easy/medium/hard)
  • Starting units: Malin Keshar, Darken Volk and any units that survived the previous scenario
  • Other: You can't recruit or recall; only the units from last scenario will be present

You start with the units you had on the map at the end of the last mission, but you don't have to pay their upkeep for this scenario (nor are there any villages, anyway). Since there are no villages, you won't be able to heal your units unless they have a drain attack. Any unit which does not move for a turn will still heal 2 hp as usual.

Anyway, your first task is to kill Karae, who is a Silver Mage and is put into one of the rooms at random. Each room is filled with mages of one variety or another. They won't leave the rooms of their own accord, although a couple of Swordsmen and other human units wander the halls, but these shouldn't be a big deal. The mages, however, can be quite deadly. Always make sure you have sufficient forces to wipe out at least three Red or White Mages before opening a door. (You open doors by placing a unit in front of the door). However, most rooms only have one or two Mages in it, and they may be level one Mages. The skirmishing of Shadows and Nightgaunts is useful in wiping out mages. If you let the mages counter-attack, you will risk losing one or more units. Head northwest with Malin and move on.

There doesn't seem to be any bonus for an early finish, so if you get the objective early, you can hold off and harvest some XP. The city guard will helpfully filter in a few units at a time, and you can just camp your whole army around the entrance and kill them each turn before they have a chance to move. The scenario ends when Darken OR Malin exit through the northwest passage, so you can just sent Darken that way and let Malin keep killing city guard until the very last turn. Your top xp priorities should be getting Malin and your loyal ghost across the lvl 3 threshold, and trying to get as many lvl 3 ghosts, nightgaunts or spectres, as possible.

There are a lot of objects scattered around this level, and many of them trigger dialogue, poems, etc, but the only one which has a mechanical effect is the amulet at 3.15 which will give Malin 10% cold resistance if he steps on it.

A Small Favor - Part Three

  • Objectives: Find the book and then escape
  • Lose if: Malin Keshar or Darken Volk die or time runs out
  • Turns: 21/18/15 (easy/medium/hard)
  • Starting units: Malin Keshar and any units that survived the previous scenario
  • Other
    • You can't recruit or recall; only the units from last scenario will be present
    • You no longer control Darken Volk

Darken Volk will operate separately with an army of allied undead. Hmmm, in all previous missions you commanded him directly... could this be foreshadowing? Head to the northwest to grab the book. Then head to the northeast to exit.

City guard units will continue to arrive through the entrance, like last scenario.

There are 3 rooms in front of you, and then a big cavern beyond with the book towards the northwest section. The enemy mages can do enormous damage to your forces, but they don't move unless you put a unit in their attack range, so use your more expendable or sturdy units to bait them out one at a time and then quickly dispatch them. You can also have your units follow along behind Darken Volk's reckless forces and take out the enemy mages after his units take the big hits.

As with last time, after you get the book and clear out the enemies in the cavern, you can camp at the entrance for as long as you want to farm xp. As with last time, the top priorities are getting to lvl 3 for Malin and your loyal ghost, and getting as many other lvl 3's as possible, especially Nightgaunts and Specters.

The room furthest to the left is the 'armory', and if you have the right lvl 3 units you can have them pick up some of the weapons on the ground:

1. Have a Draug step on the axe at 27.9 - permanent +1 damage

2. Have a Banebow step on the bow at 29.9 - permanent +1 damage

3. Have a Chocobone step on the spear at 27.10 - permanent +2 damage

Alone at Last

  • Objectives: Take the book from Darken Volk and bring it back to Malin's castle
  • Lose if: Malin Keshar dies
  • Turns: 35/32/29
  • Starting units: Malin Keshar and loyal ghost
  • Other: Ghosts and Bats (and the rest of their unit trees) cannot pick up the book

The situation is that you must take the book from Darken Volk, but two additional forces will appear in the middle of the battle, bent on killing both your army and Volk's, making the task more than a little difficult. When the battle reaches its peak, you probably won't have much money (and may have Malin away from a castle), and your forces will be outnumbered and at great disadvantage.

The two extra forces are:

  1. Sir Cadaeus the Paladin is bent on making both you and Darken Volk pay for your attack on the city of Tath:
    • Arrives on turn: 6.
    • Inital force: 1 Paladins, 1 Mage of Light (+ Cadaeus, a paladin who will attack units that enter his movement range but will always return to his keep to recruit)
    • Finances: (on Hard) 100 gold on arrival + 20 base income.
    • Recruits: mages, white mages, paladins, spearmen, heavy infantry
  1. Dela Keshar is making good on her word to climb up the ladder for inheritance.
    • Arrives on turn: 13.
    • Initial force: None.
    • Finances: (on Hard) 240 gold on arrival + 24 base income.
    • Recruits: Spearman,Bowman,Swordsman,Longbowman,Thug,Poacher,Footpad

Now, this is a small level, and there really isn't room for 4 forces on it... your castle is on the West of the level, slightly to the South; Darken Volk is on the East and slightly to the North. Cadaeus sets up camp in the South-Eastern edge, and Dela in the northeast corner. You and Darken are separated by a narrow river, which at some point widens to surround a small island; and there are two connecting bridges, although the crossing is not a big deal at most points.

Now, Cadaeus' forces are extremely dangerous. While there's not too many of his units, the Paladins and the Mage of Light are the Humans' Undead-killer units, and, indeed, will kill most of your units in a single turn at daytime. And - guess what? He arrives on the second night, so his forces will start hitting you and Volk during the third day. ... but here's your silver lining: Cadaeus will advance on Darken Volk first, unless you're very much in his way, and no less importantly, Volk's forces will attack Sir Cadaeus' - if you've not already engaged most of them by that time. Effectively, Volk could be a bit of an ally, albeit one which is trying to kill you.

When Dela shows up, you will have lost any land to which you can run and hide. On the other hand, at least you're better equipped to deal with her units, and she arrives at Dusk. The Parthynians (sigh)... poor judgement through and through.

Remember, though, that this level is not about defeating all enemy forces, nor even all enemy leaders. There are just two things you need to do, which are kill Darken Volk and bring the McGuffin, uh, I mean the book, back to your castle. Note that not all units can carry the book. Indeed, it so happens that all the fast units can't be used: No Bats and no Ghosts (nor Shadow, Wraiths, Spectres and Nightgaunts). The fastest choices are Malin himself or a Deathblade; and even with one of these units it takes 4 long turns to make it back to your castle... while probably engaged in painful rear-guard combat.

A silver lining is that for the next level you don't really need extra money above the minimum starting gold, so you can at least splurge with recruitment.

For all the strategies below, it's important to remember that, on Hard, Darken Volk has a +32 BASE income, before any villages, so he will keep recruiting to the very end and is surprisingly resilient against even sir Cadeaus's forces.

At any rate, here are two proven strategies for clearing the level:

  1. Assasinate, Grab, Run. Recall several squads of units:
    Assasination squad: Nightgaunts and Shadows - less than 2+2 would probably not be enough)
    Book carrier squad: Malin or Deathblade to carry, Wraiths (escort only), Spectres (escort only), and slower units if you must - but not that many overall.
    Diversion/cannon fodder: Go cheap here and mostly recruit.
    The assassins will circle Volk's forces from the North and assassinate him. The carriers and escort make a run for it; along the way, don't get too deep into confrontation with Volk's forces - you have a book to grap after all - but you don't have to completely avoid them either. Try to have the diversion get close enough to Volk's troops to make them want to attack. Run back with _all_ the carriers and the escort once you get the book. You will lose units in rear guard action during the retreat, but you can at least try to choose which ones. Some assassins might need to lay down their (un)lives for the (dubious) cause.
  2. The Northern End Around. Summon all your good troops and move everyone almost all the way North. Try to avoid full engagement with Volk for as long as you can - which will not be easy, since his units should be making contact by Turn 4.
    Once Sir Cadaeus arrives, Volk's forces will shift attention Southwards, and you can start moving East (still being North of the river). As you do so, Dela will arrive close to your forces, where she will build a stronghold and recruit. You now turn the tables on her and surround her stronghold - thus preventing her troops from moving and her from recruiting. YOu know kill her recruits, then her self (this was not possible with older versions of Wesnoth, now it is.) Make sure you dispatch her quickly, or else Sir Cadaeus' forces will crash into your own after killing Volk. Now face Sir Cadaeus' assault wave, while send a few units. off South into the river, out again and to Volk's castle to get the book and take it back to your stronghold.
    A variant of this strategy is to send, during the first few turns, some units due South-East as a diversion, trying to pull Volk's attention Southward. This feint can use some Ghost, Bats, and possibly even Malin himself, as the enemy really likes to focus on him for some reason...
  3. Fast and Ugly. Recall everybody, from Draugs to Nightgaunts, as well as a couple extra ghosts if you can afford them, and attack Darken head-on with a coordinated assault, across the south bridge. His wraiths will the most dangerous units to you with their arcane attack, so prioritize taking them out with Eidolon/Malin, and just wear everyone else down with weight of numbers, Draugs softening up his units and shadows/nightgaunts finishing them off. Move into the forests and hills west of Darken's castle and start pressuring him from that direction while Sir Cadaeus hits him from the Southeast. Prioritize taking out paladins, as they will be the biggest pain in the butt during your retreat, but ignore most of the rest of cadaeus' forces to encourage him and Darken to duke it out. When you see your chance, grab the book with Malin and then run like hell. Know which units are expendable. For the next scenarios, you NEED at least 2 level-3 ghost-type units to survive, but you can afford to lose a lot of Draugs and other strong units here and still be able to finish the campaign. This gets you done as quickly as possible, and you probably never interact with Dela's units at all.

Whatever initial course you take, the end game is the same: you will need to retrieve the book with a nonflying unit and head west, back to your stronghold.

Grabbing villages after a few at the start won't help you in this scenario. You will likely end negative on gold.

If you decide you need more gold to play this scenario, you have to go all the way back three scenarios to A Small Favor - Part One. There, one way to get gold is to use Shadows to steal the enemy's villages without him noticing. However, your first option above, the grab and run, should not require much gold.

The next scenario will demand a lot of Malin and Eidolon, so get them as much xp as possible here, and try to get Malin the Vitalize upgrade if he doesn't have it already.

Here are the events which can be triggered in this scenario:

1. Malin steps on monolith on 5.18 - gain xp based on difficulty level

2. Recall special Zombie Jaime (the one you got from the temple 3 scenarios ago) and move him to boat at 16.4 - gain special abilities

3. Malin steps on monolith at 23.14 that appears when Darken Volk dies - gain xp based on difficulty level

Descent into Darkness

  • Objectives: Multiple
  • Lose if: Mal Keshar is destroyed
  • Turns: n/a
  • Starting units: Mal Keshar

This is a massive scenario that will usually take 100+ turns. Like an intensified version of A Haunting in Winter, it is mostly Malin flying solo, with a few undead sidekicks showing up right at the end, and it plays more like a series of puzzles than a typical Wesnoth battle. The downside of this is that if Malin has not accumulated enough of the right upgrades by this point it may be simply unwinnable and require either replaying several earlier scenarios to get him up to speed or relying on a lot of save-reloading to win the tricky solo fights.

You will get a lot of xp in this level, and the upgrades you choose will be very important. Counterintuitively, the most useful upgrades will be melee focused, first getting the strongest vitalize effect you can up until you finish the ritual, and then increasing your melee damage as much as possible afterward. The upgrade to get your movement points up to 6 and the one that gives you quasi-leadership are also very helpful in the upcoming boss battle.

1 - The Flesh

Malin starts the ritual to become a lich, and he first must 'overcome the limitations of his flesh', symbolically represented by a bunch of zombies and ghouls. You are surrounded by 6 runes, 2 each of 3 types. Each type of rune gives one of the following bonuses,and you can find out experimentally which rune gives which bonus: 1. Lifeblood - heal 40hp every turn, or cure poison 2. Carapace - gain 40% to all resistances 3. Conscience - increase damage 50%

Don't bother exploring the area away from the runes, there is nothing to discover. You just need to kill the randomly spawning enemies until a Necrophage named The Flesh of Malin Keshar shows up. Once you defeat it, you move on to the next challenge. This is where vitalize becomes so critical, as you will be taking a LOT of unavoidable melee hits, and those little 2 hp boosts really add up. Get the upgraded 4hp version if you get the chance. The Lifeblood rune will be very useful here as you will probably be repeatedly poisoned by all the ghouls.

2 - The Bones

Same set up, same runes, but now a bunch of random skeletons and skeleton archers, followed by the Bones of Malin Keshar, represented by a Revenant. The Lifeblood rune will serve you well again here, and carapace is helpful too now that you don't need to worry about poison.

3 - The Soul

The hardest stage by far, and the one where good upgrade selection can help but bad luck can still take you down. You're facing ghosts, spectres, and a very chonky 70hp Spectre named The Soul of Malin Keshar. The Carapace rune, the vitalize upgrades, and not taking too many of the upgrades that make you more vulnerable to arcane damage will hopefully get you through this battle...un-alive.

4 - Regaining Strength

You made it! It turns out that day one of glorious un-death consists of alternately chasing and hiding from various vermin. You're in a big complicated cavern system infested with various bats, scorpions, and rats. You need to explore, find stuff you can use, and maximize your new drain attack to recover you hp.

The key to making an hp 'profit' from your drain attack is standing on good defensive terrain. Try to sit on castle or hill hexes and let the animals come to you, so that the probabilities favor you coming out of the fight with more hp than you went in. Vampire bats are often just a bad investment in this sense because they have such good defense on all terrain, and it can be better to just zap them and wait for a rat or scorpion to come along instead.

There is one Dread Bat at 2.23 that you should avoid until you have a robust amount of hp built up, and should absolutely zap rather than trying to melee.

As you explore, you'll get a sneak preview that SOMETHING very scary is in a keep at 17.7, so you will wisely avoid it for now and solve the various puzzles to prepare yourself for the next battle.

Here are the events you can trigger in the cavern:

1. Step on the treasure boxes on 4.19, 28.23, 27.6, and 4.26 - get gold depending on difficulty level

2. Potion puzzle: Step on the brazier at 21.18, then the ice at 15.18, then the flask at 15.22, then the water at 15.18 (formerly ice), then the flask of water at 14.18, then the altar at 6.15 - +1 ranged damage

3. Coffin puzzle: Step on the key at 2.1, then the coffin at 3.2, then the skeleton at 1.3, then the coffin at 3.2, then the brazier at 5.3, then the coffin at 3.2 - +2 melee damage

4. Reflection Pool: step in the water around 19.30 - preview of the enemy keep.

Hopefully by the time you've solved all the puzzles and killed all the little creatures, you have a decent supply of hp and are ready for the main event.

5 - Xanthric

Once you get too close to the keep, specifically once your sight range covers the keep tile itself, it will trigger the boss battle. Xanthric's stats and the number of minions he gets vary with difficulty level, but he's always a big problem. His ranged attack does an absurd amount of fire damage with the marksmanship ability to boot, and he has a strong impact melee attack as well. The lava around his lair all counts as illuminated, which shuts off your nightgaunt's invisibility. And his minions both have fire attacks which are very effective against your units AND they respawn from the lava the turn after you kill them. He also has a pet giant spider hanging out on a village at 13.6 just to make your life even harder.

The first step of your strategy should be carefully baiting out the spider before triggering Xanthric and the rest of his minions. If you haven't been able to get your hp to full from all the random animals, you can sneak around the west side of Xanthric's keep and sit on the village at 12.1 until you get to full. Then sneak back south, keeping just outside the range where you can see the keep tile, and sit on the village at 10.8. Here, the spider can see you, but xanthric cannot. So the spider will jump out and attack you, and you will fight back with your ranged attack. He will probably retreat to his village before you can kill him, but DO NOT chase him! If you do, you'll trigger Xanthric. Instead, just sit patiently on your village (no turn limit!) until he decides to attack you again. Eventually, you'll get a couple lucky magic attacks and kill him before he has a chance to retreat. Then you can heal to full and start the main event.

When you move close enough to see Xanthric on his keep, Eidolon and your other 2 strongest ghost-type units will appear next to you. This is why pouring xp into Eidolon and finishing Alone at Last with at least 2 lvl 3 ghost type units was so critical. A bunch of runes will also appear around Xanthric's keep, and you can step on one of them per turn to summon a random assortment of low level undead units to help you. Unfortunately, Xanthric's team also appears, a number of fire elementals dependent on difficulty, (on Hard, it's FIVE).

Xanthric's fire elementals will respawn every turn, so trying to fight them head on is not useful, but you can beat them with trickery. It's a very big map, the fire elementals have a huge movement cost over cave tiles, and as long as the original number of elementals are alive SOMEWHERE on the map, no new ones will spawn. So you can use Malin and your ghosts to lure the elementals south, always staying just out of their reach, all the way down to the signpost near the start of the level, then ditch them and race back north up a parallel tunnel. That will buy you 2-3 precious turns to fight Xanthric by himself.

Once it's just you and Xanthric, trigger one of the runes, ideally the one on the east side of his keep near the two bridges. If you keep all of your ghost type units entirely out of his reach, he will jump out to attack one of your random fodder units. Now you can dog-pile him with Eidolon, your two other ghosts, and Malin with his melee attack (using your ranged attack would do more damage, but he does so much fire damage in retaliation that it is extremely risky). If you don't want to risk Malin in a direct fight, you can keep Xanthric ZOC locked by your other units while Malin rushes to his keep and uses the gold from the treasure chests to recall some other heavy hitters to finish the job. You're going to lose some high level ghosts in this fight no matter what, unless you get extremely lucky, but the last scenario is not that hard and you are about to get a new minion to compensate you for your losses.

Endless Night

  • Objectives: Defeat the foolish hero
  • Lose if: Mal Keshar is destroyed
  • Turns: Unlimited
  • Starting units: Mal Keshar

And so we reach the conclusion of the campaign. We learn that Mal Keshar—formerly Malin—has become a somewhat powerful lich that has gained a reputation for himself for fighting the orc armies (and anyone who comes in his way) every summer.

For this reason, heroes of every race that has been victimized by Mal Keshar's troops follow him to his lair, wanting to finally put an end to his advances. In this scenario you will be fighting this foolish hero, which will be either an elf, a loyalist, an outlaw, a dwarf, or an orc, chosen at random. You will be fighting them in your cave, so you have some advantage, but every time you beat one of these heroes, the scenario will repeat itself and a new hero will come for you, with more gold on his side, so it will be increasingly difficult to fight their armies.

You can play this scenario as many times as you want to. You really have to beat only the first two heroes—on the third iteration Malin's death becomes one of the 'victory conditions'. When Malin is defeated by any subsequent hero, the victor will give a short monologue and the campaign will end. You also have the option of choosing to give away the book in hopes that the world will one day accept necromancy.

Your new skeleton dragon pet has his own series of AMLA upgrades, like Malin and Eidolon, which you can explore to your heart's content by eating Foolish Heroes.

If you want to take the 'give away the book' path, then just tuck Malin and a few of his friends into the little side cavern with the bottleneck at 20.27. The enemy will pile up outside the bottleneck,and eventually one of them will stumble onto the book.

This page was last edited on 18 January 2023, at 16:19.