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This is a discussion of The Eastern Invasion, the campaign featuring Gweddry General of Wesnoth.
This is a discussion of The Eastern Invasion, the campaign featuring Gweddry General of Wesnoth.

Revision as of 06:56, 6 September 2009

This is a discussion of The Eastern Invasion, the campaign featuring Gweddry General of Wesnoth.

Note by Crus4a7E: I played this campaing in V 1.4.5 (medium difficulty) using this walkthrough. As most parts did not quite seem to reflect the current state of the campain anymore, I felt obliged to contribute a number of updates to most scenarios' walkthroughs. Nevertheless, please feel free to further improve this walkthrough in particular for those scenarios I have not played and thus not updated. Overall the campain now seems well-balanced and is fun to play.

The following descriptions are aimed at the "medium" difficulty level (as "easy" lets you get away with sloppiness and "hard" is for people who are comfortable with Advanced Tactics). Please improve these and add your own for later levels.

Warning: spoilers ahead!


The Outpost

It is probably best to recruit 5 heavy infantry and 1 mage on this scenario. The heavy infantry can flag the villages surrounding you by turn 3, turn 2 if they're quick, and the mage can flag the northern forest village on turn 2 if quick.

Sending 2 HI(heavy infantry) south, to the revenants, is a good idea because you can usually get both of them a 2nd level kill without having either die. The other ones should stand and fight against the enemies coming at you from the north and east. Use the HI most of time, and use the mage when they are in forest and it can get a killing blow. By the end of the scenario, you should have 2-3 shock troopers and 1 half-advanced mage.

It is sometimes a good idea to recruit another mage on turn 10 or so, since you will probably end the scenario with less than 100 gold anyway, so you save money by buying in advance. (mathematically this does make sense). Also, you can get them about 10 experience along the way.

Alternative Strategy

The above strategy did not work for me despite of several attempts. Whenever I recruited only 5 HI or tried to send 2 HI southwards to capture villages I got slaughtered around turns 10 to 12 by the latest. (Played with V 1.4.5 on medium difficulty) Thus below I describe an alternative strategy which worked rather painlessly for me.

Remark: In V 1.4.5 all of the villages surrounding the player's keep are already flagged at the start. Only in the very south (south of the river) are a couple of unflagged villages.

Recruit one keep full of HI in turn 1 (no mage, as there is little use in it in this scenario and we are short of money). In turn 2, move the HI to build a straight line northeast and east of your castle (the line should be inside the castle walls whereever possible to use its high defence rating but other than that as straight as possible to only allow two enemy units at a time to attack any of your HI). Then wait about 2 to 3 turns until the enemy forces start to attack and you have enough money to recruit about another 3 HI. Use them to reinforce your line.

Then just hold out the enemy attack during night time; only rotate wounded units if possible, but do not counter-attack. At dawn start your counter-attack without worrying to much about keeping the original line intact. Instead try to level 2 or 3 HI to Shock Troopers. The enemy forces quickly cease to be any danger to your forces.

Also around turn 12 the white mage re-arrives and points out a trap door you should use. The trap door is located near your castle and clearly visible unless any unit stands on it. So if you do not see it right away, just move your units around a little.

Position your leader near the trap door so he can reach it in one turn. As it is almost impossible to finish with more than 100 gold (which is the minimum starting gold of the next level), use the remaining turns to level as many units as possible and only move your leader onto the trap door in the very last turn.

Using this strategy I finished with 2 shock troopers and several well-levelled HI. Also your leader and the white mage should have gained a little experience.

Alternative Strategy #2

An alternative strategy to consider is to recruit as late as possible and to start fighting when the sun is up. Somehow you will be able to decide when to engage in the battle, as the enemy will let you stay in your castle without bothering you.

At turn #4, recruit 1 Mage and 5 Heavy Infantrymen (HI). The trick is not to move a single unit and somehow, no one attacks you. I did the test multiple times and I always started the first fight when I decided it was time (i.e. during the day light). A variation of the strategy that does not work is to start recruiting only when the sun is up; somehow the enemy attacks your leader.

Turn #7, this is dawn and now you can start attacking. My goal is to finish any fight with my Mage or the Leader to get them to level 2 and 3 as soon as possible. White Mages always make my life easier during Campaigns. I also recruit 2 HI, 1 Cavalryman to go get some villages, and 1 Mage.

You will end up with 1 HI or your Leader at level 2 and your Mages should be half way to Level 2.

Alternative Strategy... #3

None of the above tactics work when playing under the "challenging" difficulty level(since you are given only 80 coins at the beginning of the scenario).

My advice when playing this on the hardest level is to spend your starting money on two HI units and two cavalry units. Don't buy any mages -- they are too fragile and expensive. Your main goal is to keep away as much enemy forces as possible from your keep (ESPECIALLY during night). Use the cavalry to divert at least a small portion of the undead by making them chase your horsemen. Remember to always "taunt" them -- capture the villages near their keeps and run away from there the next turn. This way you can keep your fortress not owerwhelmed for some time. Spend every coin possible on heavy infantry and don't let skeletons/bats occupy tiles in your keep. If you do let them, this may be fatal to your leader. ;) You may even recruit a spearman or two to "block" a keep tile if this may save your main character.

NOTE: I did use this exact same tactic to beat the scenario on challenging, however, it did require some luck and re-loading. Remember -- when things seem dire, leveling up is the best healing. I saved my leader(why do I always forget his name?) by letting him kill a second-level skeleton archer, but that only happened by miracle - he hit all three times on 40% and didn't get killed by counter-attacks although he had only 3 HP left! I must be lucky :P


Escape Tunnel

Remark: The following applies to V 1.4.5 medium difficulty.

Don't bother recalling HI, they go too slow in caves. Go for a group of mostly mages, and a couple of spearmen. (One keep of units in total should easily be enough.)

Move your units to the east until you encounter trolls and reach a crossroads. A couple of dwarfts will kindly become your allies and keep off the trolls for a few turns. Send a quick spearman to the north where he can pick up a holy amulet (unlike in other campaigns this holy amulet is permanent!). As soon as you have got the holy amulet start to move all your units south without bothering about the trolls or the undead which appear after a number of turns from the direction of your keep.

The undead, trolls and dwarves will all fight each other, so after having moved all your units south position one healthy spearman at the end of the cave leading south (so only one unit a turn can attack him) and position the white mage right behind him to heal it every turn. These two units should easily keep of the enemies following you until the end of the scenario. Move Gweddry to the northeast accompanied by a mage and a spearman (to fight individual trolls coming your way).

Before moving Gweddry to the end of the cave (which ends the level) send the mage to the east past the funny signpost warning you of the troll hole. In the cave the mages discovers a chest containing a troll treasure amounting to 200 gold.

Following this strategy you should earn a decent early finish bonus plus the 200 extra gold, so you finish with well over 300 gold.

Remark: Giving Gweddry the holy amulet (instead of a spearman) allows him to level very quickly, which is important, since he can advance to Grand Marshal. This gives benefits in other ways on a number of later scenarios as well, such as the River Crossing, where you can get an easy 1st turn kill against the undead leader and take his castle. Note that the leader is very hard to kill anyway.

An Unexpected Appearance

What you do in this scenario depends on which way you want to go. Going east is harder, but brings you more reward, such as the chance to go to Mal-Ravanal's Capital, which gives you the opportunity to get extra experience (a lot for whoever survives) and a free Paladin and several Knights.

Obviously, first kill Mal-Tar. To do this, shoot him with Dacyn and attack him with Gweddry's melee. It probably won't kill him the first turn, so second turn kill the vampire bat he recruits with Dacyn and finish Mal-Tar off with Gweddry.

Then, recall 2 shock troopers and 1 half-advanced heavy infantry on the side of the castle you are going (so if you are attacking eastward, recall them on the 3 eastern castle hexes). This gives them a headstart in that direction. Dacyn might be wounded, so send him to a village. Don't worry, he can fend for himself, since the bats usually arrive one at a time and he can kill one per turn.

Recall any mages with a lot of XP and the spearman you gave the holy amulet in the previous scenario, then go whichever way you are going. You might want to recruit one throw-away cavalryman to go north, since he gives you income and draws away enemies that otherwise would attack your main force from behind.

Diverging Campaign Path

Elven Alliance

The Orc's warning about the assassin is overrated; Volas can probably take care of it himself, although you might want to leave ONE unit near him to make sure.

Recruit / recall a wide assortment of units, mostly mages, spearmen and cavalry. Send mages and spearmen up to fight the opponent, send cavalry down as scouts. Any heavy infantry should go up to fight also; they will probably arrive late, and be good for reinforcements when the first troops are wounded.

Align the troops in the forest, so that the enemy will be on grass; this gives you a tactical advantage. Use Dacyn to heal those who need it most - those on the corners, and any mages who are on the front lines.

There is a village at {20,8} that can prove tactically very useful, because the elves usually fight somewhere near it. The elves are defeated most of the time, and the orcs claim this village; it is crucial to kill the orc on this village and take it over with a resilient spearman, or a HI.

Once you have gotten past turn 6, it will be day, and the orcs will be very easy to defeat. When the assassin appears on turn 7, ignore it unless you have a cavalryman still down there. In that case, use it to fight the assassin. Keep pressing up. By turn 9, the orcish leader should be dead.

The Undead Border Patrol

This scenario also depends on which way you want to go. If going NW, it is fairly straightforward. The enemy is relatively weak. Do the same as in Unexpected Appearance - recruit 2 suicide cavalrymen to distract the bats. One will probably get enough XP to be worth recalling.

I would use mostly heavy infantry and spearmen with the holy amulet on this level, because mages will only get a +10% to hit from magical. However, as in most scenarios against undead, white mages are very useful.

Try to get the opponent to fight you from the sand. This gives you something like a 70% CTH. >)

(CTH = Chance To Hit).

Mal-Ravanal's Capital

Only reachable from The Undead Border Patrol scenario, but you might also skip it and go directly to Northern Outpost.

This is a very challenging scenario. I started with only 100 gold, so I recalled one Mage, two Shock Troopers, one Heavy Infantry, and my holy Halberdier. I defended the starting castle for about 10 turns until the Revenants had made their way over to me. Upon killing several of them, I freed some imprisoned Knights and a Paladin. I moved my forces to kill the Death Knight, and then split my forces. I sent one group to attack Mal-Ravanal and the other to kill the Necromancer in the NW corner.

By turn 30, my Eastern assault force was in postion to attack Mal-Ravanal. However, when I attacked him, he teleported my troops back to the starting castle, so I wasn't able to defeat him. When I was ready, I killed the NW Necromancer and progressed to The Northern Outpost.

The reason to go here is to acquire a cavalry force of one Paladin and five Knights. To do this kill six of the Death Knight's troops. The first kill gets you a Paladin. Each succeeding kill gets you one more Knight. They all appear in or around the village southeast of your castle. To end the scenario, have your cavalry force kill the southwest Necromancer while holding your castle from the assault. This can be done by turn 14 giving you a sizeable bonus. You might send expendable cavalrymen north and southeast to distract the enemies, but it won't do much.

As of 1.0.2 it's the Bone Shooters that must be killed to release knights. On the first kill you will get a Paladin as well as the Knight. These seem to all appear around the same village. Maybe they group around the Paladin. Each unit pops in with full moves. If you can use some of them to kill other Bone Shooters, you end up with a substantial cavalry force very quickly.

On easy at least, in 1.0.2, my opponents summoned no Bone Shooters, only Revenants. It took a while for them to arrive, and I could have killed the NW Necromancer, but I waited it out. I still got paladins and knights for killing Revenants. (vfb)

As of version 1.5.4 the cavalry (not apparently loyal) are earned by killing the Death Knight's troops. There are a total of one Paladin and five Knights available, but the number of Knights available is reduced by one for each of your troops that die *after you get the Paladin*. You might want to make sure any expendable troops are "expended" by the time the Death Knight's troops reach your line--units on their own won't last too long with all the ghosts flying around.

The Northern Outpost

Reachable both from The Undead Border Patrol and the Elven Alliance scenarios.

There are two enemies in this scenario that you must defeat - the undead and the outlaws. The undead are fairly straightforward to defeat, and in any case Owaec usually does a good part of the work. Recall a number of shock troopers, a white mage and the spearman who picked up the holy amulet in one of the previous scenarios. I addition recruit one mage.

Then send Gweddry to the holy amulet in the south west accompanied by the mage. The spearman and the white mage go straight southwards and help Owaec with the undead. Your shock troopers go to the east and surround one of the villages over there without flagging it. (As they are quite slow-moving, having them already over there saves you time later on.) Once Gweddry picked up the holy amulet, send him and the mage to finish off the undead leader together with your spearman. (Note: Your spearman is very effective against the undead and will likely level up.) That was the easy part.

The main challenge is the criminals. They appear randomly in the villages you flag (one of the villages has assasin that is outlaw leader), but not in those Owaec flags. So don't worry about him uncovering enemies for you. Since when you capture a village the outlaws surround it, you should surround each village before you capture it, so the enemy surrounds you. This makes it so they can't gang up on one of your units with more than 3 people. Also, when you capture a village, try to kill as many enemies as you can before they get a turn.

Send your your entire force up on the eastern side of the map flagging one village a turn and fighting the bandits. Once you come across the village where the bandid leader hides, concentrate your attacks on him as the bandits are quite strong.

Note: A Cavalry force (such as the one acquired in Mal-Ravanal's Capital) makes short work of the bandits. Lower level units have trouble against the Bandits, especially at night. Slower moving units also have a disadvantage in searching the villages.

Also note, that from this scenario on you can recruit horsemen. You might want to level up a paladin or two, for fast mobile undead removal services (and quick leader assasination).

/* governor */ Just a note: I had the misfortune of taking a group of men to a village where 5or6 enemies appeared. After taking heavy damage, I retreated my char (low on hitpoints) out of the village. When I recaptured the village the same group of enemies reappeared. Since AI enemies seem to prefer recapturing villages this can allow you to obtain easy experience for weak units a few times.

Two Paths

This is a fairly tough level (played in V 1.4.5 on medium difficulty) which took several attempts to get through. In V 1.4.5 you have 16 turns (unlike 12 as in earlier versions) and can choose between going north to attack the orc leader or going north-east to attack the undead leader.

One option is going north on the very east side of the map trying to fight your enemies from solid ground and mountains while they stand on sand ground with weak defense. As your troops move very slowly on this terrain, you will likely take some heavy losses however, as your enemies keep surrounding you. Also this will presumably take too many turns to reach the orc leader in time.

Thus the preferred choice is to recall a couple of shock troopers and white mages and move them on the path to the north-east in a thigh formation towards the undead leader. Once you survived the first enemy onslaught without loosing units, the rest of this scenario becomes rather easy as the remaining enemies come one by one. Make sure to keep on moving fast to the north-east to reach the undead leader before turns run out.

Diverging Campaign Path

Undead Crossing

Fighting the undead in this scenario is not the actual problem as they are quite weak. Recall a keep full of shock troopers, white mages and the spearman with the holy amulet (who has likely levelled up by now). Use your faster units to capture the villages in the south-east and move your shock troopers directly to the river crossing.

Once you fought of the bats and skeletons (which the above units should handle quite easily), the undead leader summons two cuttlefish which appear in the water between the two crossings. Be very careful where to position your troops as the cuttlefish have a very nasty melee attack. Fight them with a pair of shock troopers accompanied by Gweddry (to give them leadership) and a white mage for healing.

Make sure you leave your units enough time to cross the river and kill the undead leader before turns run out.

The Crossing

I had only 100 gold, so recruited some units and went straight north from turn one on. The fighting in the water was quite hard, with some orcs coming down from the north. The un-dead only appeared when I was in the middle of the river, so no encounter with them, and the ogre's helped get rid of the orcs on the north side. (Allefant)

If you have Holy Gweddry, you can (sometimes) get a 1st turn kill on the 1st undead leader, scarf up all the villages, and return to kill the 2nd undead forces before their leader can recruit anything. If you don't, the second undead leader will recruit lots of level two units. The orcs will start out across the river, but usually most of them turn back to fight the ogre reinforcements. Waiting till their first wave hits your shore and wiping them out in the water will probably leave you just enough time to cross the river and find there are only 2 or 3 enemy units left besides the leaders.

Make sure to cover your rear flank with some expendable troops (such as Heavy Infantry) as the undead can move more quickly through the water than your units.

Another strategy is to go straight into the water after killing the first undead leader using the deep water in the middle of the path to seperate the orc forces. You go to the right with Gweddry and Owaec and some support troops while letting the ogres kill many of the orcs in your way. Knights and a Paladin can hold off the orcs enough to get across while the undead behind you are not an issue.

Note: Owaec can move only one hex a turn in the water.

Training the Ogres

This can be a confusing scenario to understand. Basically, you are fighting the ogres while also trying not to let them reach the rocky borders where they will "escape" (or disappear). Understand how the AI works and that units will attack the weakest units who are closest to leveling.

Whenever I tried to attack the ogres or surround them or using any other intuitive strategy, I always ended up getting my white mage killed by turn 3 at the latest.

Thus try the following which makes keeping all 4 ogres on the green very easy (although I still do not understand why the AI behaves as it does...): Move the white mage and the horseman to the very north outside the moving range of the ogres. Position Gweddry on one of the hills in the west just inside their moving range. For the first two turns the ogres hardly move. Then they start to attack Gweddry which he should be able to withstand. By turn 5 when Gweddry's health starts to wear down, the scenario is over already with all four ogres still on the green and all of your units alive.

(It's a bit of a digression, but the AI in this case is failing to realize that, though each Ogre has an individually unfavorable attack on Gweddry, all four attacking together would be rather more favorable. So, the AI decides to form a defensive line and wait for the sun to set, when Gweddry's 25% bonus disappears and their attacks are more favorable. Note that this technique generally only works for units with full health on defensible terrain, and may disappear entirely if the AI is improved to consider joint attacks.)

It is unclear to me however, what the benefit of all four ogres surviving is though.

Note: Whether or not to use ogres is a matter of playing style. Once they level up, Ogres are quite a tough unit that deals middling damage, but unfortunately can't advance beyond level 2. Their upside is that they move at normal speed on hills and cave floor, which makes them your most mobile unit in at least one scenario (Captured). And as they are of neutral alignment, they can sometimes be handy to have around at nighttime.


In V 1.4.5 on medium difficulty is a very easy and fun level as all parties in the scenario (i.e. elves, orcs, drawves, and yourself) decide to fight each other instead of forming aliances. Thus you can use this level to gain some experience for your units, pick up another permanent holy amulet (in the north, roughly in the middle between the dwarf and the orc keep) e.g. by a shock trooper, and as the actual ogre training camp (see below).

Recall a keep full of shock troopers and send them straight to the north as they are very slow moving. Then recall one or two white mages and recruit about two to four young ogres. Send all of your units straight north to kill the dwarf leader who unwisely sends all his troops for the orcs right at the start and then misses the money to recruit any more troops to defend his keep.

By the time I reached the dwarf leader, the orcs had already killed the elvish leader, so there was two down and only one to go. Use the young ogres on the mountains in the north to fight the remaining dwarves whilst levelling up to ogres.

By the time you killed the dwarf leader, there should be hardly any enemy troops left, so go straight towards the orc leader and earn a decent early finish bonus. And don't forget to pick up the holy amulet on the way.

The main strategy in this scenario is staying out of the fighting as much as possible, picking off the weaker sides, and in general letting your enemies kill themselves. One successful strategy is to delay moving from your keep for 5-6 turns. Let the other factions weaken each other before you move off. (Although that reduces your early finish bonus, so do not do this if your troops are strong enough.)

By the end of the scenario you should have one or two ogres which comes in quite handy in the next scenarios.

Lake Vrug

This is a very confusing hide and seek sceario which is not actually hard, but likely takes you several pointless restarts until you have finally discovered the enemy leaders. (Spoiler: there are three enemy keeps, all north of the river. One is to the very north west (go to the right into the mounts directly after crossing the bridge), one is between the path leading east and the river bank just before the path turns northwards, and one is in the very north at the end of the path. The orc leader resides in the first keep, the gryphon leader in the second, and the third is empty.

Recall two or three shock troopers, two white mages and then recall/recruit as many ogres as possible. (Most of the enemy keeps are surrounded by high mountains which most of your troops cannot pass, but which the ogres handle quite easily.) You might also want to recruit a horseman to scout ahead.

The only challenge in this scenario (apart from finding the keeps) is surviving the first onslaught of gryphoons which starts around turn 4 with quite a number of gryphoons appearing from the north-east. Position your heavy units like shock troopers and ogres very tighly around wounded units as the gryphons and dragons really have quite a large moving range and ignore zones of control and thus mercilessly slay away unprotected injured units. To fight them use heavy melee troops like shock troopers.

As you start to cross the bridge a couple of trolls attack. They are really no match for your shock troopers, however, who happy troll-crack away.

When taking the enemy keeps, use the ogres who can move on the high mountains unlike most of your other units.


You start out by running up a tunnel to find some of your companions. If you go back down that way or you will have to face some extremely mean trolls in the narrow tunnel. Instead, follow the tunnel to the north and west and face a few bats as you proceed. At the end of that tunnel, you will enter a throne room where there is a leader and some enemy troops.

Upon entering the throne room, a group of your wounded troops will appear in a cavern called the "Torture Room" to the east. They will face a number of assassins and trolls as they leave the Torture Room moving west. (Hint: Try to get through the prison "door" of the torture room quickly as otherwise the enemy units have an easy time keeping your entire army locked away with only one unit at a time, i.e. the unit standing at the door, being able to take part in the fighting.)

Victory occurs when Gweddry moves through the exit in the southwest corner. There is quite a comfortable early finish bonus, so you might want to move him there quickly in order to put some money on savings for later scenarios. It should be possible to finish with over 500 gold without making haste, however. You should also flag the numerous villages in a cavern called "The City", a cavern southwest of the Torture Room.

There is a holy necklace on this level, at coordinates x=12, y=2. Preferrably grab it with a horseman or someting similar. He will come in very hand in later scenarios.

Note: Most of the orcs are level two and three units.


This scenario is a little frusting. Not so much because of its difficulty (it is hard but managable with enough high-level recalls and lots of money), but because you will take some heavy losses of high-level troops.

Note: You should have over 400 gold and a large number of level 2 and 3 units to recall to start this scenario.

There are two options in this scenario: you can either defeat all enemy leaders or blow up the bridge in the south. In the former case, you will have to accept quite some casualties in fighting the enemy; In the latter case, all your units which are not on the south side of the river by the time you blow up the bridge (including not recalled units, meanly!) are killed by the explosion. In both cases you have to watch out for the very tight time limit of 12 turns.

I went for option 2 (killing all leaders). First recruit two to tree keeps full of your typical experienced troops like iron maulers, white mages, and so on. Ogres are also helpful, if you have some left, as they are strong and you will have no use for them in later scnearios. After that recall a keep full of young ogres as cannon fodder.

Start to move you units south and attack the central enemy right away (i.e. do not wait until you have recruited all units). The last recalls before the young ogres split and send half of them to the north-east and the other half to the south-west (otherwise you might not make it to all three leaders in time). Finally, send some young ogres to the north-east and south-west to distract the enemies there for two or three turns.

With all three groops of your units try to focus on attacking the enemy leaders as soon as possible so you do not run out of time. Apart from that, watch out for the level 2 trolls, particularly, as they can (and frequently will...) instantly kill almost any of your units. Best fight them with two white mages or a white mage accompanied by some other unit.

With a bit of luck and probably some nasty casualties you will have killed all three leaders around turns 10 to 12.

[Garion] In 1.0, I recruited a lot of Cavalry for fodder, spacing them 1 hex apart to establish a ZOC corridor from my castle to the bridge. They got chewed up very quickly, but they bought me enough time to get out. Use a few Shock Troopers to guard your rear against the Blue enemy; they're too slow to escape anyway. Remember to recall your slowest units closest to the bridge, to minimize the time they spend in transit. I was able to evacuate 2 Holy Cavaliers, 2 Paladins, a Great Mage, the three heroes, a quick Iron Mauler, 2 White Mages, and a Mage of Light.

[Vladevil] In 1.2.6 what worked best for me was recruiting only fodder for 2 turns, then running away with all the main characters. I let Owaec and the mage first and Gweddry last since he can take some hits. All in all I was finished on the 6th turn without losing any valuable troops.

The Drowned Plains

The Skeletal Dragon will be found in or near the castle (located on an island in the south-east). In getting there, there is a chance the undead (three units mostly level two and an occasional level three) will spring out of the ground near the unit you just moved. Therefore less units are better. Advanced mages, paladins, and other fast-moving units with arcane weapons work well here. To withstand the initial dragon attack you will need very strong units (with more than 50 HP). In order to discover the dragon despite the fog units with a large moving range (and thus large visible area) like horseman are helpful.

The dragon wanders around near the castle but only attacks units which he can kill instantly. If only strong units come near him, he tries to flee. Because of the fog the major challenge of this scenario is finding him and then getting him surrounded so he cannot just move away again. Once you have him trapped like this, slaying him should be easy using your stronger units (preferrably impact weapons because the dragon has a low resistance there).

Approaching Weldyn

This scenario is fairly easy, but also fun to play. The essence to success is being very fast.

Recall 6 to 8 fast-moving units with arcane attacks. This should be any fast unit who has picked up a holy amulet in earlier scenarios like horsemen or spearmen plus some level 2 or level 3 mages. Completely forget about heavy infantry or other slow-moving troops of similar kind. Move all your units to the eastern enemy and try to kill him by turn 3 or 4 by the latest. This should be easy, as he is still very weak.

Then rush over to the western enemy. It will be night by now so not a good time for attacking. If you have a very strong and fast unit (like a dragoon) try to position it on the enemies keep. This trick stops the enemy leader from recruiting more troops despite having plenty of money left. Once your other troops arrive and daylight breaks you should have an easy time finishing of this enemy leader and those of his troops which you ally has not yet killed.

Then attack the third leader in the south-west in the same manner. If you hurry, you should be able to finish by turn 9 and gain a good early finish bonus.

The Council

Only plot in this. You see the inside of the castle.

Weldyn Under Attack

This is an interesting scenario where once again choosing the right strategy is the key to success. Also watch out for the time, as you have only 18 turns to finish.

You find your keep in the center of an island. Three allied leaders also have their keeps on the island around yours. There are three enemy leaders: a weak one in the very north, and two equally strong ones in the south-east and south-west, respectively. It stays nighttime (first and second watch) during the entire scenario which is somewhat uncomfortable, but not a big problem.

Start by recalling all high-level units with arcane attacks (6-8 units max). Then recruit two keeps full of mages. Send your troops straight north and finish of the enemy leader. He is quite weak and even moves onto your island so this should be painlessly accomplished by turn 3.

Then split your troops: one half moves onto the western shore (along the very border of the map), the other half onto the eastern shore (same). To get across the river use the bridges in the north-west and the north-east, respectively. Let some of the mages stay behind and capture the villages on the island so you do not loose money. The may also assist you allies so they do not fall so quickly and keep the enemy busy.

The rest of the scenario is straight-forward: move both your troops southwards straight towards the enemy keeps and kill the leaders. As they have sent most of their troops onto the island where they are busy happily slaying away your allies, this should be no challenge for your troops. Watch out for the nightgaunts, though, which tend to ambush you or rush for weak units without you seeing them coming.

If all goes right you should have killed the remaining two enemy leaders around turns 14 or 15.

Hint: If you have one or two silver mages available (e.g. the engineer unit you joined you in the Escape scneario, if he has levelled by now) this is quite useful in this scenario. The map is rather large so have some fast-moving units like horseman run through enemy territory and capture individual villages. Then use the teleport ability of your silver mage to perform hit-and-run (or rather: hit-and-teleport) attacks to weaken your enemy before attacking with your main force. Make sure you do not get him killed, though, by holding out too long after attacking.

After killing all enemy leaders, an enemy messenger appears telling you that you have only fought some delegates of the ancient lich Mal-Ravenal. It challenges you to have a duel with Mal-Ravenal instead of letting the armies meet for a final battle. If you accept the challenge, you get to scenario "The Duel". Otherwise you get to "Weldyn Besieged".

Diverging Campaign Path

The Duel

This is a somewhat strange scenario: you and Mal-Ravanal get to recall/recruit exactly six units each and then have to fight each other. Mal-Ravenal will recruit mostly level 3 units so this looks difficult. In fact, it is quite managable, however.

Recall mostly mages of light and other high-level arcance troops. Set them up in a line of 4 units backed up by 2 units at the edge of one of the forsts near your keep. (Your leader should stand in the back up line so he does not accidentaly get killed.)

Then wait for his troops to reach you, but make sure you are the first to attack. By the time you meet it will be close to nightfall. Do not hesitate to attack, however, as Mal-Ravanal plays unfair and recruits another 3 units on every first watch.

In your first attack you should be able to kill two enemy units. Try to have at least 5 of your units survive the first round of enemy attacks. Then kill the remaining enemy units near you and move over to Mal-Ravenal straight away who hides by himself on the very border of the map in the mountains. Again, do not wait for daylight, as you can reach him before his reinforcements get to you, so you should have an easy time killing him with your remaining units.

Spoiler: After killing Mal-Ravanal the campaign ends with a final scene of Gweddry and his companions being honoured by the king.

Weldyn Besieged

On versions prior to 1.5.6 the siege is laughably easy to break; just recall a keep full of your best troops and rush Mal-Ravanal in the south.

As of 1.5.6 this battle should prove a more substantial challenge. Now the liches' names aren't revealed until they are attacked, and Mal-Ravanal is more likely to be revealed later in the scenario. Sending fast scouts to attack all the liches is not advisable since each lich receives a boost of gold for another round of recruitment after its name is revealed.

A workable strategy is to recall a group of cavalry with holy amulets and paladins to circle behind the undead horde and terminate the liches. You can draw the liches out of their keeps by positioning a sacrificial horseman within their attack radius. Once the lich is out in the open, your arcane damage cavalry should have no trouble finishing the lich off in a single turn.

Meanwhile you'll need the rest of your troops to hold the central keep against the undead onslaught. If you can spare the funds, a few sacrificial troops can delay the incoming enemies on one side, giving you the opportunity to focus your firepower on the undead approaching from the other side(s). If things turn grim, retreat to the castle and make your final stand.