TheSouthGuard

From The Battle for Wesnoth Wiki
Revision as of 15:35, 30 March 2022 by Mal Shubertal (talk | contribs) (Proven By The Sword)

General Campaign Advice (SPOILERS!)

The toughest enemies in this campaign will be skeletal undead and liches. It is helpful to prioritize promoting units that perform well against these enemies, such as those with arcane or impact attacks, and to avoid promoting units that do poorly against these enemies, such as those with primarily piercing attacks.

Both Deoran and Sir Gerrick acquire impact attacks when they level up, and those will be the only impact attacks you have access to for the first 3 scenarios, so maximizing their XP early can make a big difference.

This campaign was significantly updated in version 1.14.6. One of the notable changes is that almost every enemy keep is now much more easily accessible via either water or swamp, which makes Merfolk more relevant than in earlier versions. The merman hunter starts off with only piercing attacks, but promoting it to a netcaster gives you access to both impact damage and the Slow ability.

Born To The Banner

  • Objectives: Defeat Bandit leader
  • Lose if: Deoran dies or turns run out
  • Turns: 40/32/24 (easy/medium/hard)
  • Starting Gold: 120/100/80
  • Starting Units: Deoran, Moreth

You start with Moreth, a loyal spearman, and only the ability to recruit peasants. You will see the River Fort marked on the map south of your keep. Once you move a unit to the River Fort, you will be joined by Sir Gerrick and gain the ability to recruit spearmen and bowmen. Note that the dialogue says Deoran must move to the fort, but in reality you get the same result by using Moreth.

In the river to the southwest there is a water village. When capture it, you will receive a loyal merman fighter and a loyal merman hunter. You will also gain the ability to recruit merman hunters, but not fighters, so be careful not to throw away your one fighter carelessly!

The enemy has to travel for several turns to get to you, and Deoran will be occupied travelling to and from the river fort to get Sir Gerrick anyway, so by the time you start recruiting, you will know the enemy's force composition and can recruit the right mix of units to counter it (i.e. bowmen for thugs, spearmen for poachers and footpads).

The first enemies will reach the river around First Watch on Turn 4. You can try to hold the river with the help of the mermen, or let the first wave cross to your side and surround them. If you want to hold the river, it is better to leave Deoran in your keep on turn 1 and send Moreth to activate the river fort. This allows you to start recruiting bowmen and spearmen earlier and gives them more time to set up defensive lines on your side of the river. You can then send Moreth west to activate the water village on turn 5. Remember to use Sir Gerrick's leadership, and note that he has great resistance to blade and pierce, but very little to impact, so a few lucky thugs at night can take him out if you leave him exposed.

Time is on your side, since you have more villages on your side of the river than your enemy does, so just hold out through the night, try to get a kill or 2 with Deoran/Gerrick/the merman hunter, and then counterattack in the morning. Again, you will get more desirable troops than spearman/bowmen later in the campaign, so your xp is better invested in your leaders and possibly in leveling your hunter into a netcaster.

Note that leadership only applies to units that are lower in level than the leader. A first-level leader can only lead Peasants and other zero-level troops. Sir Gerrick will be able to use his leadership on Deoran and your other units, but Deoran's leadership will only apply to peasants right now, since he starts at level 1.

When you capture the village at 11.12 you will receive a surprise. On easy, you'll be rewarded with Aleron, a Longbowman who is loyal to you. On medium, Aleron will be a Peasant, and on hard you'll find an enemy Footpad instead.

In game terms, a loyal unit will work for you for free [has no upkeep]. If you have Aleron as a Peasant, you might think to yourself: he is only a level 0, there's no upkeep cost anyway. Big deal, right? Well, it is. You should make every effort to keep those loyal troops alive, and those should be the ones that reach the highest levels. If Aleron becomes a Royal Guard or Master Bowman [units which normally cost you 3 gold per turn to supply], he will still be loyal and still cost you nothing. Moreth and the Mermen are loyal as well, so keep them alive. That means don't throw Mermen away on land attacks. Keep them in the river or swamps where they are better adapted. After you have crossed the river, leave them behind as a rear guard or send them down the west side of the map through the swamps.

As you press towards the Urza, the majority of your troops will be funneled along the road south. A few should come along the edge of the hills in order to attack the enemy keep from due north. The idea here is to get the enemy to split up his forces, or you'll have an unguarded area to attack. By turn 9 you should be in more defensible terrain [forest, hills or mountains] as night will be falling again. Hopefully you will have dispatched the majority of the baddies in the battle by the river, but a lucky strike by some bandits could still cripple you. By the way [this is a matter of playing style] I usually pull a unit back for healing once its health bar turns yellow or red. There are times when you have to sacrifice a unit to achieve some bigger goal, but you'll never get your units to level up if they get killed before they get enough experience...

By turn 11 or so, you should have captured all the villages on the map. On turn 12 I would expect to see some of your units in the enemy keep. The keep is the best defensive terrain; also, the more of its area you fill up, the fewer fresh troops the enemy can recruit. By turn 13 your troops could be attacking the Urza himself, and daylight is coming. With luck you can finish him off on turn 14. Since the enemy keep is mostly surrounded by forest it gets kind of fussy juggling all your troops around so as to rest the wounded, bring your attackers where they will do the most good [Bowmen against Thugs, Spearmen against Poachers, or either against Footpads], and get the most from your leaders. If it is not obvious, you can have Sir Gerrick direct several attacks, move him, direct more attacks, etc. Optimally he should finish his turn by attacking. Ideally you'd like the killing blow against the Urza to be delivered by Sir Gerrick or [better] Deoran. That way he can accumulate enough experience to eventually advance.

Proven By The Sword

  • Objectives: Capture the Citadel of Westin and defeat Bandit leader
  • Lose if: Deoran or Sir Gerrick die or turns run out
  • Turns: 40/32/28 (easy/medium/hard)
  • Base Starting Gold: 130/100/85
  • Starting Units: Deoran, Sir Gerrick

Similar to the last go round, this scenario comes in two parts: first is seizing control of the Westin Keep, second is actually defeating the enemy. There are only a few footpads and thieves between you and Westin Keep right now, but you want to secure the city before the enemy reinforcements get across the river to the south. 1 or 2 turns of recruitment at your initial keep should be plenty. Recalling loyal troops here saves you some upkeep as you fight your way to Westin. Sending a unit northwest to tag villages can also be a good long term investment. Bowmen will be your best recruits at this point, since they'll be more useful against the bats you face later.

Here I'll give a few words about a few of the criminals: Footpads and Thieves are "elusive" units, which means that they are extremely agile and quite fast. If they are on halfway defensible terrain, you'll have a pathetic 30% chance to hit them. However, they are weak to blades and piercing weapons, so if you do hit them, you do more damage. The other thing to watch out for is the 'backstab' ability that the Thieves possess: they can stab for double damage if an allied unit is on the other side of their target. You have to keep you units close enough together that they can't break through and surround you.

By turn 4 Deoran and his retinue should cross the bridge and face down the criminals in the city. If it takes you longer than that, the Urza's forces will have reinforced the city and you'll have a *much* harder time crossing the river. After Deoran has captured the city [i.e., is at the hex 22.13, labeled 'Westin'], the citizens of the city will give him 5 more loyal troops: 4 more Peasants and a White Mage. Minister Hylas is an extremely important figure in this campaign, and is currently the only of your troops who will be very effective against the undead that you will soon face. Deoran should recruit/recall again here, possibly including bringing back the loyal Mermen, then go on the attack. Remember that the peasants are lvl 0, so they don't exert any Zone of Control on enemy units.

Now the Urza begins playing hardball: he won't capture any of your villages. If one of his troops comes upon a village held by you, they will destroy it. It can make sense to not even attack with your peasants, but just leave them sitting on villages to buy time until your more powerful troops can push the bandits back.

Once you have Minister Hylas on your side, the Urza reveals all the tricks up his sleeve: he can recruit Undead. The skeletons and skeleton archers are a real nuisance, as they are highly resistant to attacks by piercing and bladed weapons [exactly the kind that most of your troops possess].

If you're curious, select a Skeleton and look at the description. Depending upon how the version of Wesnoth you are using was compiled, usually this is accomplished by pressing the 'd' key or right-clicking and selecting 'Unit Description'. You will see that the Skeletons are vulnerable to fire and impact weapons, and particularly weak against arcane attacks. You don't have any fire attacks yet, but Minister Hylas' arcane 'Lightbeam' spell, though, is extremely powerful against these foul creatures:

  • The Skeletons' -50% resistance to this attack means you will deliver much better damage to them. During broad daylight this totals up to a maximum 51 points of damage every turn.
  • Three strikes make it quite reliable, and two hits will bring down a Skeleton from full health at daytime.
  • The Lightbeam is a magical attack. This means that it does not matter if they're hiding in mountains, a village or whatever; you still have a 70% chance to hit them.

With the exception of Minister Hylas, your most effective anti-skeleton units are ones with impact attacks. Gerrick gets an impact attack at lvl 3 and Deoran gets one at lvl 2, which is why leveling them up early is such a high priority. Merman netcasters also have impact attacks, and can be devastating against skeletal undead trying to cross the river. Piercing attacks are extremely bad against skeletons and skeleton archers, but massed blade attacks from Gerrick's glaive, bowmen's shortswords, or any spearmen you have leveled into Swordsmen, can eventually wear them down.

When you claim the swamp village at 14.20, you will get a loyal merman fighter. This is the second and last merman fighter you have access to in the whole campaign, whereas you can recruit as many merman hunters as you want, so think carefully before putting him at risk. Hunters are generally more desirable anyway, since they can advance into netcasters with impact attacks, but merman fighters at least get a blade attack at lvl 3, and there will be some moments in the campaign where having a powerful aquatic melee attack can open up important strategic options.

Anyway, by turn 8 you can have cleared the west bank of the river and will be lined up ready to wade across. Here is where merman hunters can be very helpful. They will do pitiful damage against the skeletons (unless you level one into a netcaster) , but their mobility and defense in water is much better than the skeletons', so the mermen can encircle and slowly whittle down the skeletons while your other troops wade toward the enemy keep.

If it takes longer to clear out the city, or if the resistance in the south is particularly stiff, then better wait on your side of the river and let them attack you from the water. Mermen are again useful here for coming around behind the skeletons after they engage with your troops on the shore. By turn 14 you should have reduced their numbers enough to make it across.

After you've crossed the river again, the rest is quite straightforward: get through the forest to the enemy keep, and beat them down. Mermen can circle around the east side of his peninsula and attack from the south as your ground troops attack from the north. Note that mermen get a decent 40% defense in castle tiles, which is the same as your land troops standing on open ground. This lets them clog up your enemy's castle tiles and prevent him from recruiting.

I should mention that while Minister Hylas is healing all of your troops that are near him, nobody is healing Minister Hylas. Since he is so critical, you'll have to retreat him if he gets banged up too bad. For this reason, it is often a bad idea to use his ranged attack against skeleton archers, since they will often hit him back hard, and he will have to sit on a village for several turns before he can attack again. Against skeleton archers, it is better to use the melee impact attacks from deoran/gerrick/a netcaster if you have them levelled up, or just to beat on them with bladed weapons like Gerrick's glaive or even a bowman's short sword.

Also note that the enemy keep is on an isolated peninsula at the southernmost part of the map, with no nearby villages. This means that, if you don't let any villages be burned, you can just tag all the villages and then camp around the enemy keep for the rest of the scenario, farming some xp from his last few units without sacrificing too much carryover gold.

For promotions in this scenario, feeding xp to Deoran, Gerrick, and minister Hylas are high priorities, as well as levelling hunters into netcasters. You can level some spearmen into swordsmen, but you're going to get better options for melee units later. Levelling bowmen is mostly a waste in this campaign due to the preponderance of skeletons.

A Desperate Errand

  • Objectives: Move Deoran to the elvish city
  • Lose if: Deoran, Sir Gerrick or Minister Hylas die or turns run out
  • Turns: 30/24/20 (easy/medium/hard)
  • Base Starting Gold: 120/105/75
  • Starting Units: Deoran, Sir Gerrick, Minister Hylas

Your keep is on the east bank of a river. The objective is to move Deoran northwest across the river and through the forest to an elvish keep. There is a bandit keep on an island in the river adjacent to your route. You can technically beat the level without defeating the bandit leader, but in practice there is no reason not to.

On turn 3 a loyal cavalryman named Jarek will arrive, and you will gain the ability to recruit cavalrymen. Note that, if Jarek survives, you get him for free at the start of most scenarios after this one, so although you don't NEED to keep him alive and level him up, it is a VERY good idea. Cavalry start with bladed weapons, which are more effective against skeletons than the pierce weapons on your other lvl 1 melee units. They also have better resistances against blade and impact, although they are more vulnerable to pierce. For that reason, it's probably not a good idea to recruit any spearmen in this level and is better to wait for the cavalry to arrive.

There is a bend in the river that leads from the southern edge of your starting castle to the southern edge of the the enemy's castle,

There is a marker at 17,7 indicating where Deoran should head, though it is partly obscured by the large tree in front of it. You don't need lots of troops for this scenario, maybe just two or three keeps' worth at most. On the first turn I would just bring back the loyals, perhaps one of them a Merman. Don't head to the target yet, as on turn two Jarek [a Cavalier, Dragoon, or Cavalryman depending on difficulty level] will arrive and you will gain the ability to recruit Cavalrymen. Buy one or two to screen Deoran, and then perhaps bring back another Merman. Deoran and the other mounted troops can immediately cross the river heading north, while the others head west. When there are no enemies in the immediate area, the cavalry can capture villages while still remaining somewhat close to Deoran. He should just make a beeline towards the elven keep. As enemies get closer he should be a little more conservative in his movement, not ending his turn in a forest, for example.

By about turn six or seven the walking and swimming types should be in the neighborhood of the village at 12, 24 while the Vampire Bats will be catching up with the horsey set having just crossed the river again. You should be able to hold 12, 24, though expect to see some fierce attempts to wrest the village from you. It would be possible to send a Merman to the village at 4, 23, though I wouldn't recommend you send anybody you really like there, as they're likely to get slaughtered. Still, it might be worthwhile to send a throwaway [read: non-loyal] Merman there to take the heat off the main force around 12, 24. Note that the scenario objectives say nothing about defeating the Urza. Your foot troops need only engage him to keep him out of Deoran's hair, and you're home free. Of course if you are able to finish him off, then good for you.


Note that on Easy difficulty, you'll only be facing a few bandits, while on the harder difficulties first-level Skeletons will also join them, so remember to keep Minister Hylas and perhaps a Netcaster around to help your main force combat them. As for the bandits, your regular troops[ideally, Cavalrymen, Swordsmen and Longbowmen by now] can easily handle 'em. Note also that Cavalrymen are impressively tough against the blade and impact weapons used by Thugs, Footpads and Thieves, and their own blades can slice these units to pieces. Try to level them up and they'll be useful later, and also try not to allow Poachers and Skeleton Archers to shoot them, as they are weak to arrows.

Vale of Tears

  • Objectives: Defeat all enemies and move Ethiliel to Mebrin's village
  • Lose if: Deoran, Sir Gerrick, Minister Hylas or Ethiliel die or turns run out
  • Turns: 40/32/28 (easy/medium/hard)
  • Base Starting Gold: 150/125/80
  • Starting Units: Deoran, Sir Gerrick, Minister Hylas, Ethiliel, and Jarek

I might initially recall a single keep's worth of troops, as another five bodies might be overkill on top the now large retinue around Deoran. On the other hand, you'll have to fight Skeletons again, so expect to lose a few. As always, Minister Hylas can take down one every turn. Ethiliel can put her 'Ensnare' attack to good use as well. It inflicts impact damage and, like the Merman Netcaster, has the beneficial effect of Slowing down the target. If she hits, the target will only deliver half damage for the remainder of this round and the beginning of next. It's best to use her to attack an axe-wielding Skeleton, then quickly finish it off with your melee fighters. You'll have to rein in the temptation to have Deoran or any of the mounted fighters charge in ahead of the others; that could be a form of suicide. If you keep your troops shoulder-to-shoulder [in a line] that'll reduce the ability of the enemy to gang up on any one character. Of course, you can afford to take more risks after there are only a few skeletons left. There will also be times when you choose to expose some of your troops in order to surround and defeat an enemy.

If you have chosen Hard difficulty, though, this part of the mission becomes significantly harder, as the enemy can recruit second level Revenants and Bone Shooters instead of the normal first-level skellies you've been facing so far. The basic tactics remain the same, but the Bone Shooters can be problematic as you cannot us Minister Hylas on them because of their strong retaliation fire, and because their powerful arrows are extremely effective against your Cavalry and Deoran. However, you should have leveled up Gerrick by now, and his Slowing impact shield-bash attack combined with leadership-boosted melee Swordsmen ought to be able to contain the Shooters. If you keep your important units (loyals, leveled-up troops, etc.) alive, this could be an opportunity to gain large amounts of experience as each second-level unit gives you double the XP a first-level unit would.

When your first unit dies, Ethiliel summons her bodyguard, composed of loyal Elvish Rangers. The size of the bodyguard will be of 4, 3 or 2 units for the easy/medium/hard difficulty levels, respectively. These rangers are fast and powerful in the forest, and they possess the ambush ability, which helps you set up traps for the enemy. You might want to recruit a Peasant to go on a suicide rush just to trigger this early.

After you have finished off Mal A'kai you can use his keep to replenish your forces for the next battle. A useful shortcut at this point might be to send Ethiliel due south after she's done bashing Skeletons. Hopefully you won't really need her help to deal with the villains in the woods; also, the sooner you send her off to Mebrin's village, the sooner you can complete the second objective for this scenario. If she circles around the eastern side of the lake she can make the village [31, 32] in about a half dozen turns.

Meanwhile the villains should mostly be so spread out as to be easy prey. Just regular first level bandit scum. Slice them to pieces, and you win.


Updates: having just replayed this on on 1.10.7, the single-keep technique definitely doesn't work now. If your troops are lined up, they can only go five hexes per turn. At this rate, fast Footpads will come up behind them about the time you are attacking skellies in earnest. Instead, have the first keep be Bows and Spears, and they can head towards the village at [16, 21]. Note that if you send Ethiliel with them, it gives you two benefits:

  1. One, your foot soldiers will have some healing as they slog through the hills.
  2. Two, Mal A'kai will actually send most of his forces towards Ethiliel and will leave himself relatively unguarded this way.

Just make sure not to leave Ethiliel too exposed, as most of the attacks will gravitate towards her.

Choice In The Fog

  • Objectives: Defeat all enemies
  • Lose if: Deoran, Sir Gerrick, Minister Hylas or Ethiliel die or turns run out
  • Turns: 50/40/35 (easy/medium/hard)
  • Base Starting Gold: 150/125/80
  • Starting Units: Deoran, Sir Gerrick, Minister Hylas, Ethiliel, and Jarek
  • Other: You must side with either the Elves or the Bandits when you first sight the bandit keep

The title is a precise summation of this scenario, but more about that later. Right now, you're surrounded by fog that only lets you see as far as you can move in the next turn. One possible [though expensive] means of dealing with this is to make sure that every squad of yours has a fast-moving unit like Cavalrymen with them. However, cavalry fight at a disadvantage in the woods, which is mostly what you'll be dealing with here. Elves are much better in the forest, and therein lies the choice I mentioned earlier. You won't be forced to chose yet, but you may as well think about it: your decision will affect the type of recruits you are about to gather. As of now, Ethiliel will allow you to recruit Elvish Fighters and Elvish Shamans. The Shaman is the only healing unit you'll get other than Ethiliel and Minister Hylas in the whole campaign, and also has a Slowing attack which can come in handy against strong opponents. If you choose to ally with the Bandits, you will then be allowed to recruit units that are strong against Undead. If you're going to go that way, then don't bother recruiting any elves, as you will not be keeping them long.

So recruit a keep's worth of mixed troops. You might need more, depending upon how you choose. Your objective now is simply to explore. I don't think it will be too much of a spoiler to tell you that there are a handful of sites to ford the river, but only one bridge. I usually send freshly-recruited Elves and loyal Mermen along the river, since it's a long way across the map. Minister Hylas and the rest of the humans, including fast-moving Dragoons, should march south along the road and across the bridge. Of course, if you're going with the elves, you may as well reinforce them with some Elvish Fighters and a Shaman or two as well. Your northern Elves will eventually encounter some resistance about three quarters of the way across. After you've cleared the northern bank, prepare to cross the river and meet them on their own turf.

Meanwhile, the others should keep heading south and will eventually run into hordes of Soulless zombies. While they are quite weak individually, wave after wave of them can eventually wear down even the strongest hero. The unique plague attack of the Walking Corpses and Soulless means that any living creature they kill will be brought back as one of their own. Keep your fighters close to Minister Hylas, and rotate them as necessary. As level zero creatures, Walking Corpses don't exert a Zone of Control. In practical terms, it means that they can't slow your movement. Just remember you are in no hurry, and eventually you will beat them at their own game. Even if they hurry it is unlikely that they could meet up with their brethren for the battle against the Skeletons on the east side. The leader of the Walking Corpses is a level-one Soulless called Gruth.

A faster alternate strategy for the western front would involve sending Etheliel's bodyguard Rangers straight south across the bridge and through the forest at maximum speed. Using their 'Ambush' stealth ability to get past the Soulless hordes unnoticed, they can quickly reach and assassinate Gruth and cut off the supply of zombie reinforcements. After that, the Rangers would join up with the rest of the southern force and help clear out the remaining enemies.

On the eastern front, you will face bandits and such again. Eventually sordid secrets will be revealed, and you will be forced to choose between them and the Elves. If you chose Bandits, your elven allies will IMMEDIATELY disappear. This may leave some of your units exposed to counterattack from the Undead, so beware. After so choosing, Urza Afalas and all his surviving bandits will become yours to command, and you will be able to use his keep to recruit more Thugs and Footpads. Both are well suited to cracking skeletal skulls with their impact weapons. If you choose to stay with the Elves, of course you'll have the Shamans and fast Fighters to console you as you fight your way through the bandits, and plus, you also get to keep Ethiliel and her bodyguards. By the time you are through with them, the Skeletons will probably be making their way up from their keep on the southeast corner of the map.

Just keep bashing away, and eventually you will win through to the big baddie: Mal M'Brin, who, in terms of number of units, is actually quite weak and easy to defeat. This name might sound vaguely familiar, but I won't go into that now. Just keep in mind that it is tougher than the other two leaders put together. Its magic attack can hit you for a basic 36 points [Dawn/Dusk] of ranged magical cold damage, while its melee attack does 24 points of arcane. It's worse than that, however, as the melee attack can drain hit points from the target to regain Mal's hit points. Just keep hammering away at it, and hold Deoran back so he can get the final whack. It turns out that this is merely an apparition of the real Mal M'Brin, and the actual one is hiding in tunnels beneath his keep.

After this scenario, there will be a branch: If you chose to stay with the elves, you'll lead Sir Gerrick back to Wesnoth to deliver news of the undead in a scenario that's almost a pushover, and then you'll try to hunt out Mal inside his caves. If you chose to go with the bandits, then you'll try to return to Wesnoth, but the remaining undead, under the real Mal M'Brin, will follow you. The first fork is much less difficult.

If you are going to side with the elves, delay meeting the bandits for a while. That way they and the undead will weaken one another. Conversely, if you are going to side with the bandits, get there ASAP; once Urza Afalas joins you, his recruits are yours. Along those lines, don't kill too many bandits before allying with them.

Diverging campaign path - Elf branch

Into the Depths

  • Objectives: Root out the source of the undead
  • Lose if: Deoran, Minister Hylas or Ethiliel die or turns run out
  • Turns: 50/45/40 (easy/medium/hard)
  • Base Starting Gold: 125/100/80
  • Starting Units: Deoran, Minister Hylas, and Ethiliel

One of the few genuinely tough scenarios in this campaign, mainly because you're fighting underground with Loyalist humans and Elves. The Loyalists are lawful and get -25% damage penalties, and the Elves get very poor evasion and are heavily slowed down. Recall your blade-armed units, like Royal Guards, at the start, along with any other loyal troops, and then maybe some Elvish Fighters for fodder and a Shaman or two for healing/slowing support. Avoid Cavalry - they completely suck in caves. Also, try for units with 6 moves (ones with the 'quick' trait), as they'll be able to cover an extra hex every turn through the caves compared to 5-move units. If you've leveled Minister Hylas into a Mage of Light, he'll be very useful here, supporting your lawful human troops with his Illumination ability and blasting Undead with his boosted Lightbeams.

At the start, you face an "Eyestalk" creature with a powerful draining ranged attack, and a regular Revenant nearby. The Eyestalk is difficult and dangerous to take down using ranged attackers, but it is easily dispatched by blade-armed units, as it is weak against them. The reason I advised bringing blades down here is simple: they're the most useful damage type you have in this dungeon. Although far inferior to impact when facing Skeletons and Ghouls, it is nevertheless a good deal better than piercing damage, which is your only other option. Your archers are still relatively useful against Ghost-type Undead, though.

You will encounter a fork soon, one heading south and the other continuing east, with skeletons and ghouls pressing from both sides. Heading south will bring you into contact with the Trolls, and you may try to form an alliance with them. You also gain access to a bridge that gives you a shorter route to Mal M'Brin's castle than the fork going east.

If you choose to offer gold to the Trolls (you're required to pay 100/150/200 gold on easy/medium/hard, respectively), they ally with you and also grant you a shortcut to Mal M'Brin's castle. The scenario is extremely easy if you fight alongside the Trolls. Once you've paid, simply move your army towards the bomb and let the Trolls duke it out against the pursuing Undead. Take their villages if you want. Then, once you reach the bomb, detonate it and storm into Mal M'Brin's chamber. He'll have some Undead and Dark Adepts in the region, but you ought to be able to fight them off without much trouble. When that's done, take out M'Brin, and you win.

If you want to try to fight the trolls, offer them freedom. They don't want that. They'll turn it down, and you can barrage them with Elvish Fighters. However, fighting against the Trolls is not advisable - even if you don't have enough gold to buy their help, offer them gold anyway and you can pay later once you collect that amount. Or even if you don't pay them at all, you still keep them neutrally aligned and none of your business, instead of turning them against yourself.

Alt strategy: Another possible strategy is not to recall any Loyalist troops but spam Elvish Fighters. By now you should have two healers (one of which is a white mage), keep them behind the fighters. The elves will level up quickly and you will not waste lvl 3 human units who are extremely vulnerable in caves.

The white mage will come handy to give the coupe de grâce to bosses (especially liches), while a few bowmen will take care of any bats. Attack the second lich from the three possible sides (main, side and water), otherwise you will find yourself wasting turns in a bottleneck.

With the help of trolls you should be able to win with ease even at higher difficulty levels, and your tough spearmen will be available in the next battle unscatched.

Return to Kerlath

  • Objectives: Move Deoran into Kerlath Province
  • Lose if: Deoran, Minister Hylas or Ethiliel die or turns run out
  • Turns: 22/20/18 (easy/medium/hard)
  • Base Starting Gold: 125/100/80
  • Starting Units: Deoran, Minister Hylas, and Ethiliel

This is a straightforward level, a walk in the park to put it simply. Recall your high-level units, and then slaughter the bandits. They are relatively strung out and have only first-level units interspersed with a few level twos. They should be easy pickings for your army by this point.

Just keep moving Deoran north, and level any units that still need a bit more experience. When you cross the bridge and meet the Wesnoth lieutenant, you win.

Vengeance

  • Objectives: Keep the elves from sacking Westin, then move Ethiliel to the Great Tree
  • Lose if: Deoran or Ethiliel die or turns run out
  • Turns: No limit
  • Base Starting Gold: 125/100/80
  • Starting Units: Deoran, Minister Hylas, Sir Gerrick and Ethiliel and several defenders

Another simple mission, once you know how to play it. Spam fodder units to screen Ethiliel. It's even easier to do this if she's a Shyde by now, since she can flank north through the hills at full speed. Do not kill the enemy Elves - it will just cause more, stronger Elves to appear near the Great Tree, exactly where you do not want them.

You may also use a distraction tactic. Move your units south, while Ethiliel goes north, staying out of the enemy move zones. Remember to protect Deoran with weaker units. Once Ethiliel reaches the tree, you win the mission and the campaign.

Diverging campaign path - Bandit branch

Long March

  • Objectives: Move Deoran across the river
  • Lose if: Deoran, Sir Gerrick, Minister Hylas or Urza Afalas die or turns run out
  • Turns: 30/25/20 (easy/medium/hard)
  • Starting units: Deoran, Sir Gerrick, Minister Hylas, Afalas and Jarek

Just follow Urza Afalas for a standard scenario unless you want a challenge, in which case head north and fight. The end result is the same.

Actually, the above is a matter of opinion. In earlier versions, following the suggestion of the Urza would allow you to sneak around the edges of the map with relatively few contacts with the enemy. As of version 1.3.14 and above, many users find that this scenario is so hard that they end up going back to "Choice in the Fog" and choosing to side with the elves. In the newer versions, the amount and level of enemies that come hunting you down will provide plenty of challenge even if all your important characters are fully leveled up. For starters, this scenario resembles "Crossroads" from the Heir to the Throne campaign in that every time you step off the path you are likely to create several new elves to harass you. Staying on the path makes you an easy target for the hordes of undead and elves that each want your blood. The only reprieve you'll have is that the elves and undead are equally willing to destroy each other, though in my experience this rarely worked in my favor.

The good thing is that the victory condition is fairly simple: Deoran is the only unit that needs to cross the river. I don't think it's too much of a spoiler to let you know that only a Naga awaits you on the South bank of the river, so it's perfectly okay to send him out alone once you've dealt with it. At this point, it would be better if the rest of your team hunker down together in a classic hedgehog defense. The less you move, the fewer elves attack you. Also, you may want to avoid the valley with the three villages in it - setting foot in there summons a large Elven ambush. Actually, the northmost of the three villages is safe to rest in.

There are some elves that will come out even if you keep to the path. The ambushes happen when you stray. You can use this to your advantage by recruiting a Peasant or two. Have them hang back behind the party. When you start to see undead, have the peasants sprint south into the forest/off the path. They will trigger an ambush. Since the undead are south and the triggered ambush is south, hopefully the elves and undead will attack one another (or at least ZOC each other). Besides that, stay to the path. The elves you encounter on the path are weaker than the elves who ambush you.

Pebbles in the Flood

  • Objectives: Hold out as long as possible
  • Lose if: n/a
  • Turns: n/a
  • Starting units: Sir Gerrick, Urza Afalas and several defenders

Deoran leaves Sir Gerrick behind to hold the undead at a border fort while he and Minister Hylas prepare at Westin. Urza Afalas stays with Gerrick to atone for his prior transgressions. The objective is to keep Sir Gerrick alive as long as possible.

The longer you hold out, the better the set up is in the next scenario. The milestones are lasting 6, 22, or 24 turns. The following table describes these benefits; the column on the right explains your reward for holding the undead for at least the number of turns in the left column.

Turns Benefits
6 An Encampment (Castle) location on the northern bank of the river.
7 A Heavy Infantryman occupies the above encampment.
8 A new Encampment (Castle) location.
9 A Heavy Infantryman occupies the above encampment.
10 Two additional villages.
11 Two additional villages.
12 Two additional Castle locations.
13 A new Encampment (Castle) location, occupied by a Lieutenant.
14 A new Encampment (Castle) location, occupied by a Spearman.
15 A new Encampment (Castle) location, occupied by a Bowman.
16 A new Encampment (Castle) location, occupied by a Heavy Infantryman.
17 An illuminating campfire. This is a special terrain modifier that irradiates light for a large radius around it, providing all those locations with the same effect as the illuminates ability of certain units (like Mages of Light).
18 A new illuminating campfire.
19 A new illuminating campfire.
20 A new illuminating campfire.
21 A new Encampment (Castle), south of the river.
22 A new Encampment (Castle).
> 22 20 additional gold per turn, above 22.

In addition to this, one of the key elements for the next scenario is the help you receive from the Council of Westin, composed by an Arch Mage, a Red Mage, a Silver Mage and two White Mages. If you happen to maintain Sir Gerrick alive for 24 turns here, the full Council will be with you from the start. Otherwise, you will start with just the Silver Mage, and the rest of the Council will arrive in turn number (25 - number_of_turns_lasted).

Unlocking all the benefits can be quite a challenge (at least on Normal and Hard difficulties), but with some effort it shouldn't be too hard to hold out for at least 12 turns, which gives you those two extra Castle locations. They are quite useful to start recruiting in larger numbers from the beginning.

When Gerrick dies, the scenario is over (you 'win'). You cannot kill all the units as Mal M'Brin cannot be hit (in this scenario only).

You will be fighting all undead, so recruit Footpads and Thugs. You can't recall any units (they are all with Deoran, not Gerrick).

The Tides of War

  • Objectives: Defeat Mal M'Brin
  • Lose if: Deoran dies or turns run out
  • Turns: 60/60/60 (easy/medium/hard)
  • Starting units: Deoran, Minister Hylas, Jarek and some defenders

With Gerrick and his band of defenders defeated, the undead arrive at Westin. Deoran has fortified the city and recruited some defenders (how much of both depends on the previous scenario). Minister Hylas has summoned the Council of Westin. The Council consists of a Silver Mage, a Red Mage, two White Mages and an Arch Mage. The Silver Mage, Minister Mefel arrives at the beginning. Depending on how well you did in the last level, the rest of the Council may or may not be with him.

This level is not that difficult and is easy once the Council arrives. Recruit fodder Footpad after fodder Footpad. Secure the two crossings. Note that Draugs are Level 3, so killing a single one can almost level up an intelligent Footpad on its own. When the Council arrives, push towards Mal M'Brin. All the heroes except Deoran can die.

Try and keep your Silver Mage alive. Also when the Red Mage levels up, turn it into a Silver Mage. They will be very helpful when the time comes to kill Mal M'Brin who, as an Ancient Lich, is quite robust.