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		<id>https://wiki.wesnoth.org/index.php?title=TheHammerOfThursagan&amp;diff=36499</id>
		<title>TheHammerOfThursagan</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=TheHammerOfThursagan&amp;diff=36499"/>
		<updated>2010-05-14T21:14:33Z</updated>

		<summary type="html">&lt;p&gt;Cph: /* The Underlevels */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The walkthrough is based on medium difficulty, and there are comments covering hard difficulty too.&lt;br /&gt;
&lt;br /&gt;
==Campaign Strategy==&lt;br /&gt;
&lt;br /&gt;
This is quite a balanced campaign - basically all the unit types available to you are useful. Here are some overall hints:&lt;br /&gt;
&lt;br /&gt;
* Angarthing is perhaps the best support unit ever invented.  He has two magical impact attacks, one of which slows, he’s very fast and, most importantly, he can give a Leadership-like 25% attack boost to units on the same level (so, once you have him at L3, he gives even your L3 units a boost).  As he levels up he becomes able to cure, and then heal +4. As he is your only healer for a while (until scenario 8), make it a priority to level him up all the way.  Angarthing makes fighting much easier.&lt;br /&gt;
* You gain the ability to recruit mages from mid-campaign. Don't let all your mages die as you then lose the recruit ability. You want to level up at least two white mages as soon as practical after that - you need two +8 healers by the final level.&lt;br /&gt;
* But red mages are useful too; you get a free arch mage at Medium, but at hard (Lord) you want to level up a red mage instead. A red mage/arch mage, backed by Angarthing, is excellent at dealing large amounts of damage against enemies in good defensive spots on the final level.&lt;br /&gt;
* Dwarf Lords are the backbone of any dwarven army; you will want ~4 by the final level, and more is better.&lt;br /&gt;
* It is very useful to level up one or two scouts all the way to an explorers, as their ranged attack is excellent against woses. 2-3 thunderguards are useful too, for the scenarios against dwarves.&lt;br /&gt;
* Preserve the Gryphon Rider - you are not able to recruit more. He can only reach L2 but that is worth having, as then it can beat any enemy scouts that it runs into.&lt;br /&gt;
&lt;br /&gt;
==Scenarios==&lt;br /&gt;
&lt;br /&gt;
=== At The East Gate ===&lt;br /&gt;
* Objectives: Defeat Orcish leader&lt;br /&gt;
* Lose if: Aiglondur dies or turns run out&lt;br /&gt;
* Turns: 32/30/28 (easy/medium/hard)&lt;br /&gt;
* Starting units: Aiglondur, Gryphon Rider&lt;br /&gt;
&lt;br /&gt;
This is pretty simple. Send a mixed force of Thunderers, Fighters, and Guardsmen along the road, and a few units south into the hills if the orcs go that way. That path through the forest can be deadly – they will surround you if they can, and can heal at the base of the path. Any Dwarf in forest is weak, while Wolf Riders are at a defensive advantage. Send the Gryphon Rider off village gathering to the north. The enemy recruited mostly Wolf Riders and Grunts, with a few Archers as I neared his keep. &lt;br /&gt;
&lt;br /&gt;
Try and keep your units alive (this can be tricky to achieve while moving forward – his units are dangerous, and some are very fast – make sure hurt units stay out of reach, rather than failing to notice that an almost dead Wolf Rider being chased by a Gryphon is still a threat), and try to level at least one dwarf – your leader is an excellent choice. Play according to the basics, and you’ll have no trouble.&lt;br /&gt;
&lt;br /&gt;
=== Reclaiming The Past ===&lt;br /&gt;
&lt;br /&gt;
Plot only - here you gain Angarthing.&lt;br /&gt;
&lt;br /&gt;
=== Strange Allies ===&lt;br /&gt;
&lt;br /&gt;
* Objectives: Defeat Bandit leader&lt;br /&gt;
* Lose if: Aiglondur, Angarthing or Marth-Tak (Orcish leader) die or turns run out&lt;br /&gt;
* Turns: 30/28/24 (easy/medium/hard)&lt;br /&gt;
* Starting units: Aiglondur and Angarthing&lt;br /&gt;
&lt;br /&gt;
In this scenario, you are allies with the orcs, and must defeat the bandits, who start at the east end of the map, and with quite a fair bit of gold.  The bandits recruited mostly footpads and outlaws, but a few thugs, and a poacher or two near the end.  I recalled only one turns worth of dwarves and the Gryphon, and sent them straight east, through the river at the ford.  Your allies are an incredible help in this level; once you reach the bandit's side of the river, the orcs should already have engaged most of their troops to the south.  One good way to go about the rest of this battle is to keep your units off to one side, and grab the finishing blows, especially to those level 2 outlaws.  You should have 3 or 4 people (hopefully including Aiglondur and Angarthing) leveled by the end of this battle.&lt;br /&gt;
&lt;br /&gt;
[ [[User:Cph|Cph]] - at Lord, the ally isn't strong enough to survive unaided (1.8.1). Turn 1 you should recruit a small strike force to go east to take out the enemy boss (just a couple of recruits should do to go with your leaders, or ideally a couple of quick recalls) plus recall the gryphon rider to take the more scattered villages and snipe enemies for XP; turn 2, recruit some dwarvish fighters (5 should be enough) to go and block up the plain '''in front of''' the ally's keep (they can grab all his villages on the way). Mainly you want to hold the ford near his keep as this is the most direct route and so is where the first enemy units would reach him from. Your aim isn't to defend, it is to stop or save the ally boss from suicidally attacking the enemy around turn 8. You just need to buy the turn or two that your strike force needs to finish sneaking around the north of the map and take out the enemy boss.]&lt;br /&gt;
&lt;br /&gt;
=== Troll Bridge ===&lt;br /&gt;
* Objectives: Defeat Troll leader&lt;br /&gt;
* Lose if: Aiglondur or Angarthing die or turns run out&lt;br /&gt;
* Turns: 20/16/12 (easy/medium/hard)&lt;br /&gt;
* Starting units: Aiglondur and Angarthing&lt;br /&gt;
* Other: You loot 200 gold from the troll&lt;br /&gt;
&lt;br /&gt;
This one was a piece of cake.  Recall a castle-full of troops, and set camp at the first line of trees and mountains, to the north side of the road.  Your opponent can only recruit Level 1 Troll Whelps, so he doesn't have much attack strength.  After the first onslaught, the remaining Whelps either retreat, or throw themselves at your weakest unit.  Try and kill the enemies with weaker units, as it's a great chance to gain some experience.  Also, after you kill the Troll leader, you find that he was sitting on a pile of 200 gold.&lt;br /&gt;
&lt;br /&gt;
[ [[User:Cph|Cph]] - at Lord, the trolls can recruit Trolls. They are still no real problem though - recall a steelclad, a couple of thunderers close to leveling, and fill the rest of the keep with recruited thunderers; just the 1 round of recruit/recall is fine. Push a couple of strong melee units forward to take the shock of the first attack (there are a few hill tiles conveniently placed, and you must not allow any trolls onto these), then swarm them with thunderers. Angarthing 'slow' attack is useful. ]&lt;br /&gt;
&lt;br /&gt;
=== Invaders ===&lt;br /&gt;
* Objectives: Defeat enemy leaders (3)&lt;br /&gt;
* Lose if: Aiglondur or Angarthing die or turns run out&lt;br /&gt;
* Turns: 40/40/40 (easy/medium/hard)&lt;br /&gt;
* Starting units: Aiglondur, Angarthing and another dwarf &lt;br /&gt;
* Other: Hostile villagers come out of some villages when first flagged&lt;br /&gt;
&lt;br /&gt;
When you flag your first village, you will discover that there are quite a number of outlaws hiding in it.  This can be your undoing, but it can also work to your advantage: Try not to flag too many villages and retain a tight group.  That way, your opponents will be quite preoccupied fighting the outlaws and you won't have to fight them simultaneously.  Move in a tight pack along the southern border of the map and take out your enemies one by one.  When I finally reached the northern orc, his troops were happily brawling away with the outlaws in the northwest...&lt;br /&gt;
&lt;br /&gt;
The randomization on the bandit spawning system is also another advantage.  Occasionally, you may play a map in which all the villages you flag are bandit-free.&lt;br /&gt;
&lt;br /&gt;
[ [[User:Cph|Cph]] - A simple defensive strategy can work too. There is a convenient line of hills and woods just east of the start; form a defensive line there, but you can afford to take and hold all the villages in the south-west and deal with the ambushes there first, as the enemy won't get to you fast. Just don't get tempted to take any villages further east, as you won't want to deploy units further east to extricate your ambushed unit. Your army should be a mix of fighters and thunderers, including some recalls near leveling and a few already at L2.&lt;br /&gt;
&lt;br /&gt;
Once the enemy's weakened units (from fighting outlaws) hit your defensive line, you get lots of XP from finishing them off; with care you can attack and roll forward, killing lots of enemy units each turn. Once you have crushed the first wave of enemies you can start clearing up. ]&lt;br /&gt;
&lt;br /&gt;
=== High Pass ===&lt;br /&gt;
* Objectives: Move Aiglondur to signpost at end of pass&lt;br /&gt;
* Lose if: Aiglondur, Angarthing or Ratheln die or turns run out&lt;br /&gt;
* Turns: 24/18/12 (easy/medium/hard)&lt;br /&gt;
* Starting units: Aiglondur and Angarthing&lt;br /&gt;
* Other: Friendly Arch Mage, Ratheln, available in a village near the middle of the path&lt;br /&gt;
&lt;br /&gt;
Recalling your Gryphon Rider is a must on this scenario, he will be your eye in the fog.  Dwarves just can't see very far in the snow.  The rest is pretty straight forward, just make sure you meet the Arch Mage hiding in a village near the center of the pass.&lt;br /&gt;
Time is pretty tight in this scenario. Don't dawdle.&lt;br /&gt;
&lt;br /&gt;
=== Mages and Drakes ===&lt;br /&gt;
* Objectives: Defeat Drake leader&lt;br /&gt;
* Lose if: Aiglondur or Angarthing die or turns run out&lt;br /&gt;
* Turns: 30/24/18 (easy/medium/hard)&lt;br /&gt;
* Starting units: Aiglondur and Angarthing&lt;br /&gt;
&lt;br /&gt;
Guardsmen and Thunderers are your units of choice in this scenario since they have piercing attacks that are quite deadly to drakes. Do not try to sweep the map of all opposition, your mobility disadvantage is too huge for that. Just move to the nest of the drakes with a pack of well seasoned troops, trying to stay in the mountains/hills as much as possible, otherwise the fire drakes could really hurt your dwarves.&lt;br /&gt;
&lt;br /&gt;
=== Fear ===&lt;br /&gt;
* Objectives: Find the villagers then defeat Masked Dwarf leader&lt;br /&gt;
* Lose if: Aiglondur or Angarthing die or turns run out&lt;br /&gt;
* Turns: 30/24/18 (easy/medium/hard)&lt;br /&gt;
* Starting units: Aiglondur, Angarthing and 1 or 2 Mages and Ratheln (depending on difficulty)&lt;br /&gt;
&lt;br /&gt;
The worst mistake you can make in this scenario is to recall too many troops.  Those Ulfserkers look dangerous (and they probably are, if you let them get at one of your Thunderers or Magi), but otherwise your enemy is weak and you will need your gold.  Just make sure, the Dwarvish Ulfserkers hit only a Dwarvish Lord or Sentinel, preferably while he's standing on a village, and everything will be fine.&lt;br /&gt;
&lt;br /&gt;
[ [[User:Cph|Cph]] at Hard, it's different. The problem at hard is that the enemy recruits lots of units and keeps recruiting all the way through - you will barely finish inside the turn limit. So recruit a decent size army; fight in a solid formation against the first wave of enemies, while using your gryphon rider to take and hold the villages to the north; then push forward once the main body of resistance is broken, even though there will still be a steady stream of reinforcements - watch the clock and don't leave it to chance on the last turn. ]&lt;br /&gt;
&lt;br /&gt;
You get an experienced Mage (or two, on easy) at the start of this scenario, and can recruit more.  If all of your Magi die (and you have none available for recall) you will lose the ability to recruit them - don't let that happen. Aim for white mages first, see [[#Campaign Strategy]].&lt;br /&gt;
&lt;br /&gt;
=== Forbidden Forest ===&lt;br /&gt;
* Objectives: Move '''both''' Aiglondur and Angarthing to the eastern signpost&lt;br /&gt;
* Lose if: Aiglondur or Angarthing die or turns run out&lt;br /&gt;
* Turns: 40/34/28 (easy/medium/hard)&lt;br /&gt;
* Starting units: Aiglondur, Angarthing and any surviving Mages from Scenario 8&lt;br /&gt;
&lt;br /&gt;
This is a tough one.  You are fighting elves.  You are fighting them in a forest.  And you are fighting them under fog of war.  So, once again, your Gryphon Rider (preferably leveled into a Gryphon Master) is a must.  Trouble is, Elvish Riders are as fast or faster than he is, and, he won't be able to spot Elvish Rangers or Woses because of their Ambush ability.  If I were playing the elves in this scenario, I would take on almost any number of dwarves.  Only the stupidity of the AI saves you from a grim defeat.  So recall as many units as you can, you need your numbers to make up for your tactical disadvantage.&lt;br /&gt;
&lt;br /&gt;
I've never tried to run in a tight pack to the signpost.  It might work, but those elves would swarm you from all sides.  Of course you don't have to finish off their leaders, you will have to finish off their entire troops however.&lt;br /&gt;
&lt;br /&gt;
Because of all the ambushing, you only want to have tough units with you that can withstand woses and elves popping out at then from all sides without warning. Recall up to 4 Dwarvish Pathfinders or Explorers that you have available (the blade ranged attack is awesome against woses) and make up to ~7 units with a mix of steelclads near to leveling and dwarf lords. You want only 1 white mage, and recall the gryphon to grab villages. Go for a quick knock-out against the SW enemy (who has only weak units including sorcerors), then park in the wooded hills just east of that keep and fight off the main attack of woses from the SE and elves from the NE. If you park in the wooded hills right beside the road, then some elves will foolishly attack you from the open road tiles, making it easy to kill them.&lt;br /&gt;
&lt;br /&gt;
Then head east to knock off the Elder Wose in the SE, then go for the signpost. Forget the NE enemy and don't bother walking to the center to get the Staff which seems not that useful; splitting your army makes it harder to defend against ambushes. Take care with your gryphon, but most of enemy army will head south (drawn to your leaders) so it should be safe flying around between villages in the NW to keep your income high; it is also useful to have it just at the edge of range to dive in and finish off weakened elves in the road during that first fight.&lt;br /&gt;
&lt;br /&gt;
[ previous suggestion:&lt;br /&gt;
If you are struggling with this level, take note that you have quite a few turns.  You do not need to sprint to the signpost.  The enemy leader to the south is poorly funded and recruits weak units.  You should be able to handle her forces by getting to the riverbank quickly and digging in (there is some forested hill terrain useful for this).  Magic users will have always have a high chance to hit elves in the forest.  The leader won't come get you so once you have killed her units you can move on.&lt;br /&gt;
&lt;br /&gt;
When you reach the central region of the map, expect to get ambushed by several Woses.  Fighting them off will not be too hard, as Dwarvish Lords and Magi are highly effective in destroying them.  Be careful with your Gryphon, as he is susceptible to getting ambushed, trapped and killed by the hiding Woses, Rangers and Scouts/Riders.&lt;br /&gt;
&lt;br /&gt;
In that temple in the center of the map is the Staff of Righteous Flame that will strike down every enemy next to a dying Mage.  It might be worth to give it to an inexperienced Mage and do a kamikaze attack with him. He might take out two or more Level 2 units that way. You could also give it to a more experienced unit and save him until the last scenario, when it could be very useful. ]&lt;br /&gt;
&lt;br /&gt;
=== The Siege of Kal Kartha ===&lt;br /&gt;
* Objectives: Defeat Orcish leaders (3)&lt;br /&gt;
* Lose if: Aiglondur, Angarthing, or Dulcatulos(allied leader) die or turns run out&lt;br /&gt;
* Turns: 35/35/35 (easy/medium/hard)&lt;br /&gt;
* Starting units: Aiglondur, Angarthing and any surviving Mages from Scenario 8&lt;br /&gt;
&lt;br /&gt;
It is quite easy to grab the patch of hills in front of you, wait for the northern enemies to come to you and chew them up.  But you also need to make sure, that you put enough pressure on the central enemy.  If left alone, he gangs up with the southern one and you may be too late to rescue your ally.&lt;br /&gt;
&lt;br /&gt;
More often than not, the Orcs will ignore you completely and focus all their firepower on your weak ally.  If this happens, create three strike teams and rush the enemy leaders (who will be completely unguarded), as your ally will not be able to hold off their collective might for very long.&lt;br /&gt;
&lt;br /&gt;
=== The Court of Karrag ===&lt;br /&gt;
* Objectives: Defeat Karrag&lt;br /&gt;
* Lose if: Aiglondur, Angarthing, or Dulcatulos die or turns run out&lt;br /&gt;
* Turns: 12/12/12 (easy/medium/hard)&lt;br /&gt;
* Starting units: Aiglondur, Angarthing, Dulcatulos and Ratheln&lt;br /&gt;
* Other: Neither side can recruit units&lt;br /&gt;
&lt;br /&gt;
Almost story only. Once again, those Berserkers are your most dangerous opponents, so take them out with your Dwarvish Lords. Don't let the Lich slip past you (he tries to run NW), as that would slow down killing him - there's a lot of bonus gold to be had here if you can kill him fast. Just ZOC his route for those early turns and then close in for the kill once you've dealt with his henchmen.&lt;br /&gt;
&lt;br /&gt;
=== The Underlevels ===&lt;br /&gt;
* Objectives: Defeat Karrag&lt;br /&gt;
* Lose if: Aiglondur, Angarthing, or Dulcatulos die&lt;br /&gt;
* Turns: no limit&lt;br /&gt;
* Starting units: Aiglondur, Angarthing, Dulcatulos and Ratheln&lt;br /&gt;
* Other:&lt;br /&gt;
** Two alcoves with 150 gold in the first gallery&lt;br /&gt;
** 4 caves with friendly prisoners in the north (just before the spiders)&lt;br /&gt;
** Teleportation runes&lt;br /&gt;
** Secret passage down to the first Lich&lt;br /&gt;
&lt;br /&gt;
Don't start playing this scenario, if you don't have a lot of time to spare.  It's not so much of a scenario, it's actually a small campaign in itself.  This is even more extreme than the missions in &amp;quot;Under the Burning Suns&amp;quot;. In short, you will have to fight a gallery full of Masked Dwarves, 4 different Masked Dwarf leaders and their armies, a cavern full of Giant Spiders, 2 Liches and their Undead armies, and finally, once you're done with all that, have a final showdown with Karrag.  But there is no time limit, so you can take as long as you wish to complete this mission.&lt;br /&gt;
&lt;br /&gt;
It's going to be a long brawl, so you need to be prepared. You will have few villages for a long time, and need a big army from the start, so you will be in massive negative gold quite soon: so just recall and recruit as much as you can and move off. As this is the last fighting scenario, you can recall shamelessly.&lt;br /&gt;
&lt;br /&gt;
(If you come in short of gold - less than 300 say - it may be worth recalling a smaller force and rushing an attack on one of the two side galleries in the start area - there is bonus gold behind a secret door in each gallery. If you have plenty of gold, you can just recall and you will be so negative by the time you get that gold that it won't help you.)&lt;br /&gt;
&lt;br /&gt;
Two White Mages, your loyal Arch Mage and another Red Mage are really useful here. You would like 2-4 thunderguards or dragonguards, and a couple of sentinels would be handy for holding low-defence tiles. Most of your army should be Dwarvish Lords - you want at least 4 lords to start I would say, and in total 10 units that are either lords or will level into lords. Recall everything and recruit more with your leftover gold.  &lt;br /&gt;
&lt;br /&gt;
==== The Gallery ====&lt;br /&gt;
&lt;br /&gt;
A hall with a line of dwarves on either side in extremely good defensive position. Try to take them out as fast as you can,  as there is a treasure behind each line of defenders, which provides a little extra cash should you need it for more recruits. Establish a defensive line across the room on one of the north-south lines of cave tiles that cut into the room - before long, masked dwarves will start to pour into the gallery from the other side, and you can sit your dwarves on the cave tiles and have a terrain advantage.&lt;br /&gt;
&lt;br /&gt;
==== The First Enemy ====&lt;br /&gt;
&lt;br /&gt;
He sits right at the other end of the gallery, again in a good defensive position. But with enough aggression, he should not be a problem.&lt;br /&gt;
&lt;br /&gt;
Once you've taken his castle, you will need to split your forces. Split them as evenly as you can. (Did I mention, that two White Mages are a real asset? Each group will need a healer!) There are more enemies to the north, so send more units requiring XP to level up in that direction.&lt;br /&gt;
&lt;br /&gt;
==== The Fight in the Corridors ====&lt;br /&gt;
&lt;br /&gt;
You are fighting a steady stream of tough enemies. But you are fighting underground in passages only three hexes wide. This is your advantage. Keep a solid defensive line, let their units come to you, and keep killing and advancing as opportunity permits. Don't worry if this takes some time, there is no turn limit anyway.&lt;br /&gt;
&lt;br /&gt;
When you reach the main enemy at the end of each passage, as you enter the chamber with the keep, the enemy gives a speech and gets a big gold bonus to recruit a horde of L2 units. So don't rush in - step in, form a short solid line in the entrance, let them attack, keep cycling injured units for fresh ones and keep doing damage where you can. Their force will soon be spent and you can then advance again.&lt;br /&gt;
&lt;br /&gt;
Once you defeat the southern enemy, you will find a locked door. Just leave your troops there, your other group can easily take care of getting the key in the north east corner.&lt;br /&gt;
&lt;br /&gt;
When you have defeated the last enemy in the north, make sure to free the prisoners in the cells near his castle.&lt;br /&gt;
&lt;br /&gt;
==== The Spiders and the First Lich ====&lt;br /&gt;
&lt;br /&gt;
Before you move your norther force east to find the key, you should make a decision. There is a Lich on the eastern side of the map. You can enter his cellar from behind the locked door in the south, or through a long windy passage from the north. He's rather weak, but you need to take him out first, if you don't want him attacking your back while you face your real enemy.&lt;br /&gt;
&lt;br /&gt;
The first possibility is to use the transportation runes to get your forces down to the locked door and fight him from there. In that case, go east with only a few well leveled dwarves, Angarthing and a White Mage, for there is quite a number of Spiders defending the key. Once your read the spell, go back to the runes, reunite your forces and take out the Lich in the east. The lich recruits a big army to start with, but then recruits hardly any more; so once you defeat his main force, you only need to send 4 dwarf lords and Angarthing through the tunnels to take out the lich (moving your white mages through the narrow tunnels is very slow and they won't be needed).&lt;br /&gt;
&lt;br /&gt;
But if you want to get to the Lich through the back door, you need to take your whole northern force east. Defeat the Spiders, run down that narrow passage until your reach the end of the tunnel. It's just caved in, you can open it by moving a unit there. Before you do, open the locked door and advance with your southern force south east until you meet the undead forces. Be careful, they recruit quite a number of Shadows, nasty skirmishing, nightstalking Ghosts. Once the battle is raging you can open the backdoor to the Lich's castle and take him out.&lt;br /&gt;
&lt;br /&gt;
Either way, you will have to do some boring running here.&lt;br /&gt;
&lt;br /&gt;
==== The Second Lich ====&lt;br /&gt;
&lt;br /&gt;
He sits in a big cavern behind the doors in the south west. Only take him on with your entire army (if you don't want to do a slow chokepoint fight at the door). He too makes heavy use of shadows, so make sure to form solid lines (including along the edge of the side chasms - the shadows can fly over them of course).&lt;br /&gt;
&lt;br /&gt;
His forces are likely to be at a fair distance when you open the door, so, if you don't mind save-loading if it doesn't work, you could rush him - but there seems little point as you have to fight his army to progress anyway. So instead form up a solid formation just inside the door to his cavern - advance as far in as you can cover with dwarf lords, with plenty to spare - and then crush his forces when they come to attack you.&lt;br /&gt;
&lt;br /&gt;
==== Karrag ====&lt;br /&gt;
&lt;br /&gt;
He's defended by quite a number of Draugs. They can take out a fully healed Dwarvish Lord in a single turn! So make sure, they don't hack Aiglondur to pieces. Dwarvish Lords are your unit of choice nevertheless, since their hammers do heavy damage while they fight off the onslaught. Take out the wounded with your Mages, protecting them once again with Dwarvish Lords. You should be able to get to Karrag before you have to finish off all the Draugs.&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns]]&lt;/div&gt;</summary>
		<author><name>Cph</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=TheHammerOfThursagan&amp;diff=36498</id>
		<title>TheHammerOfThursagan</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=TheHammerOfThursagan&amp;diff=36498"/>
		<updated>2010-05-14T20:43:36Z</updated>

		<summary type="html">&lt;p&gt;Cph: Start a &amp;quot;campaign strategy&amp;quot; section and consolidate advice about troops in general here. Tweaks to scenario advice.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The walkthrough is based on medium difficulty, and there are comments covering hard difficulty too.&lt;br /&gt;
&lt;br /&gt;
==Campaign Strategy==&lt;br /&gt;
&lt;br /&gt;
This is quite a balanced campaign - basically all the unit types available to you are useful. Here are some overall hints:&lt;br /&gt;
&lt;br /&gt;
* Angarthing is perhaps the best support unit ever invented.  He has two magical impact attacks, one of which slows, he’s very fast and, most importantly, he can give a Leadership-like 25% attack boost to units on the same level (so, once you have him at L3, he gives even your L3 units a boost).  As he levels up he becomes able to cure, and then heal +4. As he is your only healer for a while (until scenario 8), make it a priority to level him up all the way.  Angarthing makes fighting much easier.&lt;br /&gt;
* You gain the ability to recruit mages from mid-campaign. Don't let all your mages die as you then lose the recruit ability. You want to level up at least two white mages as soon as practical after that - you need two +8 healers by the final level.&lt;br /&gt;
* But red mages are useful too; you get a free arch mage at Medium, but at hard (Lord) you want to level up a red mage instead. A red mage/arch mage, backed by Angarthing, is excellent at dealing large amounts of damage against enemies in good defensive spots on the final level.&lt;br /&gt;
* Dwarf Lords are the backbone of any dwarven army; you will want ~4 by the final level, and more is better.&lt;br /&gt;
* It is very useful to level up one or two scouts all the way to an explorers, as their ranged attack is excellent against woses. 2-3 thunderguards are useful too, for the scenarios against dwarves.&lt;br /&gt;
* Preserve the Gryphon Rider - you are not able to recruit more. He can only reach L2 but that is worth having, as then it can beat any enemy scouts that it runs into.&lt;br /&gt;
&lt;br /&gt;
==Scenarios==&lt;br /&gt;
&lt;br /&gt;
=== At The East Gate ===&lt;br /&gt;
* Objectives: Defeat Orcish leader&lt;br /&gt;
* Lose if: Aiglondur dies or turns run out&lt;br /&gt;
* Turns: 32/30/28 (easy/medium/hard)&lt;br /&gt;
* Starting units: Aiglondur, Gryphon Rider&lt;br /&gt;
&lt;br /&gt;
This is pretty simple. Send a mixed force of Thunderers, Fighters, and Guardsmen along the road, and a few units south into the hills if the orcs go that way. That path through the forest can be deadly – they will surround you if they can, and can heal at the base of the path. Any Dwarf in forest is weak, while Wolf Riders are at a defensive advantage. Send the Gryphon Rider off village gathering to the north. The enemy recruited mostly Wolf Riders and Grunts, with a few Archers as I neared his keep. &lt;br /&gt;
&lt;br /&gt;
Try and keep your units alive (this can be tricky to achieve while moving forward – his units are dangerous, and some are very fast – make sure hurt units stay out of reach, rather than failing to notice that an almost dead Wolf Rider being chased by a Gryphon is still a threat), and try to level at least one dwarf – your leader is an excellent choice. Play according to the basics, and you’ll have no trouble.&lt;br /&gt;
&lt;br /&gt;
=== Reclaiming The Past ===&lt;br /&gt;
&lt;br /&gt;
Plot only - here you gain Angarthing.&lt;br /&gt;
&lt;br /&gt;
=== Strange Allies ===&lt;br /&gt;
&lt;br /&gt;
* Objectives: Defeat Bandit leader&lt;br /&gt;
* Lose if: Aiglondur, Angarthing or Marth-Tak (Orcish leader) die or turns run out&lt;br /&gt;
* Turns: 30/28/24 (easy/medium/hard)&lt;br /&gt;
* Starting units: Aiglondur and Angarthing&lt;br /&gt;
&lt;br /&gt;
In this scenario, you are allies with the orcs, and must defeat the bandits, who start at the east end of the map, and with quite a fair bit of gold.  The bandits recruited mostly footpads and outlaws, but a few thugs, and a poacher or two near the end.  I recalled only one turns worth of dwarves and the Gryphon, and sent them straight east, through the river at the ford.  Your allies are an incredible help in this level; once you reach the bandit's side of the river, the orcs should already have engaged most of their troops to the south.  One good way to go about the rest of this battle is to keep your units off to one side, and grab the finishing blows, especially to those level 2 outlaws.  You should have 3 or 4 people (hopefully including Aiglondur and Angarthing) leveled by the end of this battle.&lt;br /&gt;
&lt;br /&gt;
[ [[User:Cph|Cph]] - at Lord, the ally isn't strong enough to survive unaided (1.8.1). Turn 1 you should recruit a small strike force to go east to take out the enemy boss (just a couple of recruits should do to go with your leaders, or ideally a couple of quick recalls) plus recall the gryphon rider to take the more scattered villages and snipe enemies for XP; turn 2, recruit some dwarvish fighters (5 should be enough) to go and block up the plain '''in front of''' the ally's keep (they can grab all his villages on the way). Mainly you want to hold the ford near his keep as this is the most direct route and so is where the first enemy units would reach him from. Your aim isn't to defend, it is to stop or save the ally boss from suicidally attacking the enemy around turn 8. You just need to buy the turn or two that your strike force needs to finish sneaking around the north of the map and take out the enemy boss.]&lt;br /&gt;
&lt;br /&gt;
=== Troll Bridge ===&lt;br /&gt;
* Objectives: Defeat Troll leader&lt;br /&gt;
* Lose if: Aiglondur or Angarthing die or turns run out&lt;br /&gt;
* Turns: 20/16/12 (easy/medium/hard)&lt;br /&gt;
* Starting units: Aiglondur and Angarthing&lt;br /&gt;
* Other: You loot 200 gold from the troll&lt;br /&gt;
&lt;br /&gt;
This one was a piece of cake.  Recall a castle-full of troops, and set camp at the first line of trees and mountains, to the north side of the road.  Your opponent can only recruit Level 1 Troll Whelps, so he doesn't have much attack strength.  After the first onslaught, the remaining Whelps either retreat, or throw themselves at your weakest unit.  Try and kill the enemies with weaker units, as it's a great chance to gain some experience.  Also, after you kill the Troll leader, you find that he was sitting on a pile of 200 gold.&lt;br /&gt;
&lt;br /&gt;
[ [[User:Cph|Cph]] - at Lord, the trolls can recruit Trolls. They are still no real problem though - recall a steelclad, a couple of thunderers close to leveling, and fill the rest of the keep with recruited thunderers; just the 1 round of recruit/recall is fine. Push a couple of strong melee units forward to take the shock of the first attack (there are a few hill tiles conveniently placed, and you must not allow any trolls onto these), then swarm them with thunderers. Angarthing 'slow' attack is useful. ]&lt;br /&gt;
&lt;br /&gt;
=== Invaders ===&lt;br /&gt;
* Objectives: Defeat enemy leaders (3)&lt;br /&gt;
* Lose if: Aiglondur or Angarthing die or turns run out&lt;br /&gt;
* Turns: 40/40/40 (easy/medium/hard)&lt;br /&gt;
* Starting units: Aiglondur, Angarthing and another dwarf &lt;br /&gt;
* Other: Hostile villagers come out of some villages when first flagged&lt;br /&gt;
&lt;br /&gt;
When you flag your first village, you will discover that there are quite a number of outlaws hiding in it.  This can be your undoing, but it can also work to your advantage: Try not to flag too many villages and retain a tight group.  That way, your opponents will be quite preoccupied fighting the outlaws and you won't have to fight them simultaneously.  Move in a tight pack along the southern border of the map and take out your enemies one by one.  When I finally reached the northern orc, his troops were happily brawling away with the outlaws in the northwest...&lt;br /&gt;
&lt;br /&gt;
The randomization on the bandit spawning system is also another advantage.  Occasionally, you may play a map in which all the villages you flag are bandit-free.&lt;br /&gt;
&lt;br /&gt;
[ [[User:Cph|Cph]] - A simple defensive strategy can work too. There is a convenient line of hills and woods just east of the start; form a defensive line there, but you can afford to take and hold all the villages in the south-west and deal with the ambushes there first, as the enemy won't get to you fast. Just don't get tempted to take any villages further east, as you won't want to deploy units further east to extricate your ambushed unit. Your army should be a mix of fighters and thunderers, including some recalls near leveling and a few already at L2.&lt;br /&gt;
&lt;br /&gt;
Once the enemy's weakened units (from fighting outlaws) hit your defensive line, you get lots of XP from finishing them off; with care you can attack and roll forward, killing lots of enemy units each turn. Once you have crushed the first wave of enemies you can start clearing up. ]&lt;br /&gt;
&lt;br /&gt;
=== High Pass ===&lt;br /&gt;
* Objectives: Move Aiglondur to signpost at end of pass&lt;br /&gt;
* Lose if: Aiglondur, Angarthing or Ratheln die or turns run out&lt;br /&gt;
* Turns: 24/18/12 (easy/medium/hard)&lt;br /&gt;
* Starting units: Aiglondur and Angarthing&lt;br /&gt;
* Other: Friendly Arch Mage, Ratheln, available in a village near the middle of the path&lt;br /&gt;
&lt;br /&gt;
Recalling your Gryphon Rider is a must on this scenario, he will be your eye in the fog.  Dwarves just can't see very far in the snow.  The rest is pretty straight forward, just make sure you meet the Arch Mage hiding in a village near the center of the pass.&lt;br /&gt;
Time is pretty tight in this scenario. Don't dawdle.&lt;br /&gt;
&lt;br /&gt;
=== Mages and Drakes ===&lt;br /&gt;
* Objectives: Defeat Drake leader&lt;br /&gt;
* Lose if: Aiglondur or Angarthing die or turns run out&lt;br /&gt;
* Turns: 30/24/18 (easy/medium/hard)&lt;br /&gt;
* Starting units: Aiglondur and Angarthing&lt;br /&gt;
&lt;br /&gt;
Guardsmen and Thunderers are your units of choice in this scenario since they have piercing attacks that are quite deadly to drakes. Do not try to sweep the map of all opposition, your mobility disadvantage is too huge for that. Just move to the nest of the drakes with a pack of well seasoned troops, trying to stay in the mountains/hills as much as possible, otherwise the fire drakes could really hurt your dwarves.&lt;br /&gt;
&lt;br /&gt;
=== Fear ===&lt;br /&gt;
* Objectives: Find the villagers then defeat Masked Dwarf leader&lt;br /&gt;
* Lose if: Aiglondur or Angarthing die or turns run out&lt;br /&gt;
* Turns: 30/24/18 (easy/medium/hard)&lt;br /&gt;
* Starting units: Aiglondur, Angarthing and 1 or 2 Mages and Ratheln (depending on difficulty)&lt;br /&gt;
&lt;br /&gt;
The worst mistake you can make in this scenario is to recall too many troops.  Those Ulfserkers look dangerous (and they probably are, if you let them get at one of your Thunderers or Magi), but otherwise your enemy is weak and you will need your gold.  Just make sure, the Dwarvish Ulfserkers hit only a Dwarvish Lord or Sentinel, preferably while he's standing on a village, and everything will be fine.&lt;br /&gt;
&lt;br /&gt;
[ [[User:Cph|Cph]] at Hard, it's different. The problem at hard is that the enemy recruits lots of units and keeps recruiting all the way through - you will barely finish inside the turn limit. So recruit a decent size army; fight in a solid formation against the first wave of enemies, while using your gryphon rider to take and hold the villages to the north; then push forward once the main body of resistance is broken, even though there will still be a steady stream of reinforcements - watch the clock and don't leave it to chance on the last turn. ]&lt;br /&gt;
&lt;br /&gt;
You get an experienced Mage (or two, on easy) at the start of this scenario, and can recruit more.  If all of your Magi die (and you have none available for recall) you will lose the ability to recruit them - don't let that happen. Aim for white mages first, see [[#Campaign Strategy]].&lt;br /&gt;
&lt;br /&gt;
=== Forbidden Forest ===&lt;br /&gt;
* Objectives: Move '''both''' Aiglondur and Angarthing to the eastern signpost&lt;br /&gt;
* Lose if: Aiglondur or Angarthing die or turns run out&lt;br /&gt;
* Turns: 40/34/28 (easy/medium/hard)&lt;br /&gt;
* Starting units: Aiglondur, Angarthing and any surviving Mages from Scenario 8&lt;br /&gt;
&lt;br /&gt;
This is a tough one.  You are fighting elves.  You are fighting them in a forest.  And you are fighting them under fog of war.  So, once again, your Gryphon Rider (preferably leveled into a Gryphon Master) is a must.  Trouble is, Elvish Riders are as fast or faster than he is, and, he won't be able to spot Elvish Rangers or Woses because of their Ambush ability.  If I were playing the elves in this scenario, I would take on almost any number of dwarves.  Only the stupidity of the AI saves you from a grim defeat.  So recall as many units as you can, you need your numbers to make up for your tactical disadvantage.&lt;br /&gt;
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I've never tried to run in a tight pack to the signpost.  It might work, but those elves would swarm you from all sides.  Of course you don't have to finish off their leaders, you will have to finish off their entire troops however.&lt;br /&gt;
&lt;br /&gt;
Because of all the ambushing, you only want to have tough units with you that can withstand woses and elves popping out at then from all sides without warning. Recall up to 4 Dwarvish Pathfinders or Explorers that you have available (the blade ranged attack is awesome against woses) and make up to ~7 units with a mix of steelclads near to leveling and dwarf lords. You want only 1 white mage, and recall the gryphon to grab villages. Go for a quick knock-out against the SW enemy (who has only weak units including sorcerors), then park in the wooded hills just east of that keep and fight off the main attack of woses from the SE and elves from the NE. If you park in the wooded hills right beside the road, then some elves will foolishly attack you from the open road tiles, making it easy to kill them.&lt;br /&gt;
&lt;br /&gt;
Then head east to knock off the Elder Wose in the SE, then go for the signpost. Forget the NE enemy and don't bother walking to the center to get the Staff which seems not that useful; splitting your army makes it harder to defend against ambushes. Take care with your gryphon, but most of enemy army will head south (drawn to your leaders) so it should be safe flying around between villages in the NW to keep your income high; it is also useful to have it just at the edge of range to dive in and finish off weakened elves in the road during that first fight.&lt;br /&gt;
&lt;br /&gt;
[ previous suggestion:&lt;br /&gt;
If you are struggling with this level, take note that you have quite a few turns.  You do not need to sprint to the signpost.  The enemy leader to the south is poorly funded and recruits weak units.  You should be able to handle her forces by getting to the riverbank quickly and digging in (there is some forested hill terrain useful for this).  Magic users will have always have a high chance to hit elves in the forest.  The leader won't come get you so once you have killed her units you can move on.&lt;br /&gt;
&lt;br /&gt;
When you reach the central region of the map, expect to get ambushed by several Woses.  Fighting them off will not be too hard, as Dwarvish Lords and Magi are highly effective in destroying them.  Be careful with your Gryphon, as he is susceptible to getting ambushed, trapped and killed by the hiding Woses, Rangers and Scouts/Riders.&lt;br /&gt;
&lt;br /&gt;
In that temple in the center of the map is the Staff of Righteous Flame that will strike down every enemy next to a dying Mage.  It might be worth to give it to an inexperienced Mage and do a kamikaze attack with him. He might take out two or more Level 2 units that way. You could also give it to a more experienced unit and save him until the last scenario, when it could be very useful. ]&lt;br /&gt;
&lt;br /&gt;
=== The Siege of Kal Kartha ===&lt;br /&gt;
* Objectives: Defeat Orcish leaders (3)&lt;br /&gt;
* Lose if: Aiglondur, Angarthing, or Dulcatulos(allied leader) die or turns run out&lt;br /&gt;
* Turns: 35/35/35 (easy/medium/hard)&lt;br /&gt;
* Starting units: Aiglondur, Angarthing and any surviving Mages from Scenario 8&lt;br /&gt;
&lt;br /&gt;
It is quite easy to grab the patch of hills in front of you, wait for the northern enemies to come to you and chew them up.  But you also need to make sure, that you put enough pressure on the central enemy.  If left alone, he gangs up with the southern one and you may be too late to rescue your ally.&lt;br /&gt;
&lt;br /&gt;
More often than not, the Orcs will ignore you completely and focus all their firepower on your weak ally.  If this happens, create three strike teams and rush the enemy leaders (who will be completely unguarded), as your ally will not be able to hold off their collective might for very long.&lt;br /&gt;
&lt;br /&gt;
=== The Court of Karrag ===&lt;br /&gt;
* Objectives: Defeat Karrag&lt;br /&gt;
* Lose if: Aiglondur, Angarthing, or Dulcatulos die or turns run out&lt;br /&gt;
* Turns: 12/12/12 (easy/medium/hard)&lt;br /&gt;
* Starting units: Aiglondur, Angarthing, Dulcatulos and Ratheln&lt;br /&gt;
* Other: Neither side can recruit units&lt;br /&gt;
&lt;br /&gt;
Almost story only. Once again, those Berserkers are your most dangerous opponents, so take them out with your Dwarvish Lords. Don't let the Lich slip past you (he tries to run NW), as that would slow down killing him - there's a lot of bonus gold to be had here if you can kill him fast. Just ZOC his route for those early turns and then close in for the kill once you've dealt with his henchmen.&lt;br /&gt;
&lt;br /&gt;
=== The Underlevels ===&lt;br /&gt;
* Objectives: Defeat Karrag&lt;br /&gt;
* Lose if: Aiglondur, Angarthing, or Dulcatulos die&lt;br /&gt;
* Turns: no limit&lt;br /&gt;
* Starting units: Aiglondur, Angarthing, Dulcatulos and Ratheln&lt;br /&gt;
* Other:&lt;br /&gt;
** Two alcoves with 150 gold in the first gallery&lt;br /&gt;
** 4 caves with friendly prisoners in the north (just before the spiders)&lt;br /&gt;
** Teleportation runes&lt;br /&gt;
** Secret passage down to the first Lich&lt;br /&gt;
&lt;br /&gt;
Don't start playing this scenario, if you don't have a lot of time to spare.  It's not so much of a scenario, it's actually a small campaign in itself.  This is even more extreme than the missions in &amp;quot;Under the Burning Suns&amp;quot;.  As this is the last fighting scenario, you can recall shamelessly.  Two White Mages, your loyal Arch Mage and another Red Mage are really useful here.  By now, your army should consist of numerous Dwarvish Lords, Sentinels and Dragonguards, along with lower-level units. Recall everything and recruit more with your leftover gold.  It's going to be a long brawl, so you need to be prepared.&lt;br /&gt;
&lt;br /&gt;
In short, you will have to fight a gallery full of Masked Dwarves, 4 different Masked Dwarf leaders and their armies, a cavern full of Giant Spiders, 2 Liches and their Undead armies, and finally, once you're done with all that, have a final showdown with Karrag.  But there is no time limit, so you can take as long as you wish to complete this mission.&lt;br /&gt;
&lt;br /&gt;
==== The Gallery ====&lt;br /&gt;
&lt;br /&gt;
A hall with a line of dwarves on either side in extremely good defensive position. Try to take them out as fast as you can, cycling wounded units back to your healers for, before long, masked dwarves will start to pour into the gallery from the other side. There is a treasure behind each line of defenders, which provides a little extra cash should you need it for more recruits.&lt;br /&gt;
&lt;br /&gt;
==== The First Enemy ====&lt;br /&gt;
&lt;br /&gt;
He sits right at the other end of the gallery, again in a good defensive position. But with enough aggression, he should not be a problem. Once you've taken his castle, you will need to split your forces. Split them as evenly as you can. (Did I mention, that two White Mages are a real asset? Each group will need a healer!)&lt;br /&gt;
&lt;br /&gt;
==== The Fight in the Corridors ====&lt;br /&gt;
&lt;br /&gt;
Your enemies now are numerous and strong. But you are fighting underground in passages only three hexes wide. This is your advantage. Form defensive lines, let them come to you, and beat them to a pulp once they do. Don't worry if this takes some time, you will have to defeat almost their entire forces, before you can dare to enter the halls at the ends of the corridors. There is no turn limit anyway.&lt;br /&gt;
&lt;br /&gt;
Once you defeat the southern enemy, you will find a locked door. Just leave your troops there, your other group can easily take care of getting the key in the north east corner.&lt;br /&gt;
&lt;br /&gt;
When you have defeated the last enemy in the north, make sure to free the prisoners in the cells near his castle.&lt;br /&gt;
&lt;br /&gt;
==== The Spiders and the First Lich ====&lt;br /&gt;
&lt;br /&gt;
Before you move your norther force east to find the key, you should make a decision. There is a Lich on the eastern side of the map. You can enter his cellar from behind the locked door in the south, or through a long windy passage from the north. He's rather weak, but you need to take him out first, if you don't want him attacking your back while you face your real enemy.&lt;br /&gt;
&lt;br /&gt;
The first possibility is to use the transportation runes to get your forces down to the locked door and fight him from there. In that case, go east with only a few well leveled dwarves, Angarthing and a White Mage, for there is quite a number of Spiders defending the key. Once your read the spell, go back to the runes, reunite your forces and take out the Lich in the east.&lt;br /&gt;
&lt;br /&gt;
But if you want to get to the Lich through the back door, you need to take your whole northern force east. Defeat the Spiders, run down that narrow passage until your reach the end of the tunnel. It's just caved in, you can open it by moving a unit there. Before you do, open the locked door and advance with your southern force south east until you meet the undead forces. Be careful, they recruit quite a number of Shadows, nasty skirmishing, nightstalking Ghosts. Once the battle is raging you can open the backdoor to the Lich's castle and take him out.&lt;br /&gt;
&lt;br /&gt;
Either way, you will have to do some boring running here.&lt;br /&gt;
&lt;br /&gt;
==== The Second Lich ====&lt;br /&gt;
&lt;br /&gt;
He sits in a big cavern behind the doors in the south west. Only take him on with your entire army (if you don't want to do another chokepoint fight at the door). He too makes heavy use of shadows, so make sure to form solid lines! His forces are likely to be at a fair distance when you open the door, so, with your entire army, you have a good chance to finish him in only a few turns by rushing in at top speed. If that does not work, safeload and do a chokepoint fight at the door.&lt;br /&gt;
&lt;br /&gt;
==== Karrag ====&lt;br /&gt;
&lt;br /&gt;
He's defended by quite a number of Draugs. They can take out a fully healed Dwarvish Lord in a single turn! So make sure, they don't hack Aiglondur to pieces. Dwarvish Lords are your unit of choice nevertheless, since their hammers do heavy damage while they fight off the onslaught. Take out the wounded with your Mages, protecting them once again with Dwarvish Lords. You should be able to get to Karrag before you have to finish off all the Draugs.&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns]]&lt;/div&gt;</summary>
		<author><name>Cph</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=TheHammerOfThursagan&amp;diff=36477</id>
		<title>TheHammerOfThursagan</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=TheHammerOfThursagan&amp;diff=36477"/>
		<updated>2010-05-10T20:44:48Z</updated>

		<summary type="html">&lt;p&gt;Cph: A more polished strategy for FF&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The walkthrough is based on medium difficulty.&lt;br /&gt;
&lt;br /&gt;
=== At The East Gate ===&lt;br /&gt;
* Objectives: Defeat Orcish leader&lt;br /&gt;
* Lose if: Aiglondur dies or turns run out&lt;br /&gt;
* Turns: 32/30/28 (easy/medium/hard)&lt;br /&gt;
* Starting units: Aiglondur, Gryphon Rider&lt;br /&gt;
This is pretty simple. Send a mixed force of Thunderers, Fighters, and Guardsmen along the road, and a few units south into the hills if the orcs go that way. That path through the forest can be deadly – they will surround you if they can, and can heal at the base of the path. Any Dwarf in forest is weak, while Wolf Riders are at a defensive advantage. Send the Gryphon Rider off village gathering to the north. The enemy recruited mostly Wolf Riders and Grunts, with a few Archers as I neared his keep. &lt;br /&gt;
Preserve the Gryphon Rider; you are not able to recruit more. Try and keep your units alive (this can be tricky to achieve while moving forward – his units are dangerous, and some are very fast – make sure hurt units stay out of reach, rather than failing to notice that an almost dead Wolf Rider being chased by a Gryphon is still a threat), and try to level at least one dwarf – your leader is an excellent choice. Play according to the basics, and you’ll have no trouble.&lt;br /&gt;
&lt;br /&gt;
=== Reclaiming The Past ===&lt;br /&gt;
Plot only.  You gain what is perhaps the best support unit ever invented.  Your new companion has two magical impact attacks, one of which slows, he’s very fast, and most importantly, he can give a Leadership-like 25% attack boost to units on the same level.  He later becomes able to cure, and then heal +4. As he is your only healer for a while (until scenario 8), make it a priority to level him and get the curing/healing.  Angarthing makes fighting much easier.&lt;br /&gt;
&lt;br /&gt;
=== Strange Allies ===&lt;br /&gt;
* Objectives: Defeat Bandit leader&lt;br /&gt;
* Lose if: Aiglondur, Angarthing or Marth-Tak (Orcish leader) die or turns run out&lt;br /&gt;
* Turns: 30/28/24 (easy/medium/hard)&lt;br /&gt;
* Starting units: Aiglondur and Angarthing&lt;br /&gt;
&lt;br /&gt;
In this scenario, you are allies with the orcs, and must defeat the bandits, who start at the east end of the map, and with quite a fair bit of gold.  The bandits recruited mostly footpads and outlaws, but a few thugs, and a poacher or two near the end.  I recalled only one turns worth of dwarves and the Gryphon, and sent them straight east, through the river at the ford.  Your allies are an incredible help in this level; once you reach the bandit's side of the river, the orcs should already have engaged most of their troops to the south.  One good way to go about the rest of this battle is to keep your units off to one side, and grab the finishing blows, especially to those level 2 outlaws.  You should have 3 or 4 people (hopefully including Aiglondur and Angarthing) leveled by the end of this battle.&lt;br /&gt;
&lt;br /&gt;
[ [[User:Cph|Cph]] - at Lord, the ally isn't strong enough to survive unaided (1.8.1). Turn 1 you should recruit a small strike force to go east to take out the enemy boss (just a couple of recruits should do to go with your leaders, or ideally a couple of quick recalls) plus recall the gryphon rider to take the more scattered villages and snipe enemies for XP; turn 2, recruit some dwarvish fighters (5 should be enough) to go and block up the plain '''in front of''' the ally's keep (they can grab all his villages on the way). Mainly you want to hold the ford near his keep as this is the most direct route and so is where the first enemy units would reach him from. Your aim isn't to defend, it is to stop or save the ally boss from suicidally attacking the enemy around turn 8. You just need to buy the turn or two that your strike force needs to finish sneaking around the north of the map and take out the enemy boss.]&lt;br /&gt;
&lt;br /&gt;
=== Troll Bridge ===&lt;br /&gt;
* Objectives: Defeat Troll leader&lt;br /&gt;
* Lose if: Aiglondur or Angarthing die or turns run out&lt;br /&gt;
* Turns: 20/16/12 (easy/medium/hard)&lt;br /&gt;
* Starting units: Aiglondur and Angarthing&lt;br /&gt;
* Other: You loot 200 gold from the troll&lt;br /&gt;
&lt;br /&gt;
This one was a piece of cake.  Recall a castle-full of troops, and set camp at the first line of trees and mountains, to the north side of the road.  Your opponent can only recruit Level 1 Troll Whelps, so he doesn't have much attack strength.  After the first onslaught, the remaining Whelps either retreat, or throw themselves at your weakest unit.  Try and kill the enemies with weaker units, as it's a great chance to gain some experience.  Also, after you kill the Troll leader, you find that he was sitting on a pile of 200 gold.&lt;br /&gt;
&lt;br /&gt;
[ [[User:Cph|Cph]] - at Lord, the trolls can recruit Trolls. They are still no real problem though - recall a steelclad, a couple of thunderers close to leveling, and fill the rest of the keep with recruited thunderers; just the 1 round of recruit/recall is fine. Push a couple of strong melee units forward to take the shock of the first attack (there are a few hill tiles conveniently placed, and you must not allow any trolls onto these), then swarm them with thunderers. Angarthing 'slow' attack is useful. ]&lt;br /&gt;
&lt;br /&gt;
=== Invaders ===&lt;br /&gt;
* Objectives: Defeat enemy leaders (3)&lt;br /&gt;
* Lose if: Aiglondur or Angarthing die or turns run out&lt;br /&gt;
* Turns: 40/40/40 (easy/medium/hard)&lt;br /&gt;
* Starting units: Aiglondur, Angarthing and another dwarf &lt;br /&gt;
* Other: Hostile villagers come out of some villages when first flagged&lt;br /&gt;
When you flag your first village, you will discover that there are quite a number of outlaws hiding in it.  This can be your undoing, but it can also work to your advantage: Try not to flag too many villages and retain a tight group.  That way, your opponents will be quite preoccupied fighting the outlaws and you won't have to fight them simultaneously.  Move in a tight pack along the southern border of the map and take out your enemies one by one.  When I finally reached the northern orc, his troops were happily brawling away with the outlaws in the northwest...&lt;br /&gt;
&lt;br /&gt;
The randomization on the bandit spawning system is also another advantage.  Occasionally, you may play a map in which all the villages you flag are bandit-free.&lt;br /&gt;
&lt;br /&gt;
[ [[User:Cph|Cph]] - A simple defensive strategy can work too. There is a convenient line of hills and woods just east of the start; form a defensive line there, but you can afford to take and hold all the villages in the south-west and deal with the ambushes there first, as the enemy won't get to you fast. Just don't get tempted to take any villages further east, as you won't want to deploy units further east to extricate your ambushed unit. Your army should be a mix of fighters and thunderers, including some recalls near leveling and a few already at L2.&lt;br /&gt;
&lt;br /&gt;
Once the enemy's weakened units (from fighting outlaws) hit your defensive line, you get lots of XP from finishing them off; with care you can attack and roll forward, killing lots of enemy units each turn. Once you have crushed the first wave of enemies you can start clearing up. ]&lt;br /&gt;
&lt;br /&gt;
=== High Pass ===&lt;br /&gt;
* Objectives: Move Aiglondur to signpost at end of pass&lt;br /&gt;
* Lose if: Aiglondur, Angarthing or Ratheln die or turns run out&lt;br /&gt;
* Turns: 24/18/12 (easy/medium/hard)&lt;br /&gt;
* Starting units: Aiglondur and Angarthing&lt;br /&gt;
* Other: Friendly Arch Mage, Ratheln, available in a village near the middle of the path&lt;br /&gt;
Recalling your Gryphon Rider is a must on this scenario, he will be your eye in the fog.  Dwarves just can't see very far in the snow.  The rest is pretty straight forward, just make sure you meet the Arch Mage hiding in a village near the center of the pass.&lt;br /&gt;
Time is pretty tight in this scenario. Don't dawdle.&lt;br /&gt;
&lt;br /&gt;
=== Mages and Drakes ===&lt;br /&gt;
* Objectives: Defeat Drake leader&lt;br /&gt;
* Lose if: Aiglondur or Angarthing die or turns run out&lt;br /&gt;
* Turns: 30/24/18 (easy/medium/hard)&lt;br /&gt;
* Starting units: Aiglondur and Angarthing&lt;br /&gt;
Guardsmen and Thunderers are your units of choice in this scenario since they have piercing attacks that are quite deadly to drakes. Do not try to sweep the map of all opposition, your mobility disadvantage is too huge for that. Just move to the nest of the drakes with a pack of well seasoned troops, trying to stay in the mountains/hills as much as possible, otherwise the fire drakes could really hurt your dwarves.&lt;br /&gt;
&lt;br /&gt;
=== Fear ===&lt;br /&gt;
* Objectives: Find the villagers then defeat Masked Dwarf leader&lt;br /&gt;
* Lose if: Aiglondur or Angarthing die or turns run out&lt;br /&gt;
* Turns: 30/24/18 (easy/medium/hard)&lt;br /&gt;
* Starting units: Aiglondur, Angarthing and 1 or 2 Mages and Ratheln (depending on difficulty)&lt;br /&gt;
The worst mistake you can make in this scenario is to recall too many troops.  Those Ulfserkers look dangerous (and they probably are, if you let them get at one of your Thunderers or Magi), but otherwise your enemy is weak and you will need your gold.  Just make sure, the Dwarvish Ulfserkers hit only a Dwarvish Lord or Sentinel, preferably while he's standing on a village, and everything will be fine.&lt;br /&gt;
&lt;br /&gt;
You get an experienced Mage (or two, on easy) at the start of this scenario.  Level him to a White Mage, you'll be facing undead before long and you'll need his healing abilities.  It really pays to educate a second White Mage, by the way, even better if he's quick.&lt;br /&gt;
&lt;br /&gt;
You can recruit the Mage unit now.  If all of your Magi die (and you have none available for recall) you will lose the ability to recruit them.  This would be a big blow, so don't let it happen.&lt;br /&gt;
&lt;br /&gt;
=== Forbidden Forest ===&lt;br /&gt;
* Objectives: Move '''both''' Aiglondur and Angarthing to the eastern signpost&lt;br /&gt;
* Lose if: Aiglondur or Angarthing die or turns run out&lt;br /&gt;
* Turns: 40/34/28 (easy/medium/hard)&lt;br /&gt;
* Starting units: Aiglondur, Angarthing and any surviving Mages from Scenario 8&lt;br /&gt;
&lt;br /&gt;
This is a tough one.  You are fighting elves.  You are fighting them in a forest.  And you are fighting them under fog of war.  So, once again, your Gryphon Rider (preferably leveled into a Gryphon Master) is a must.  Trouble is, Elvish Riders are as fast or faster than he is, and, he won't be able to spot Elvish Rangers or Woses because of their Ambush ability.  If I were playing the elves in this scenario, I would take on almost any number of dwarves.  Only the stupidity of the AI saves you from a grim defeat.  So recall as many units as you can, you need your numbers to make up for your tactical disadvantage.&lt;br /&gt;
&lt;br /&gt;
I've never tried to run in a tight pack to the signpost.  It might work, but those elves would swarm you from all sides.  Of course you don't have to finish off their leaders, you will have to finish off their entire troops however.&lt;br /&gt;
&lt;br /&gt;
Because of all the ambushing, you only want to have tough units with you that can withstand woses and elves popping out at then from all sides without warning. Recall up to 4 Dwarvish Pathfinders or Explorers that you have available (the blade ranged attack is awesome against woses) and make up to ~7 units with a mix of steelclads near to leveling and dwarf lords. You want only 1 white mage, and recall the gryphon to grab villages. Go for a quick knock-out against the SW enemy (who has only weak units including sorcerors), then park in the wooded hills just east of that keep and fight off the main attack of woses from the SE and elves from the NE. If you park in the wooded hills right beside the road, then some elves will foolishly attack you from the open road tiles, making it easy to kill them.&lt;br /&gt;
&lt;br /&gt;
Then head east to knock off the Elder Wose in the SE, then go for the signpost. Forget the NE enemy and don't bother walking to the center to get the Staff which seems not that useful; splitting your army makes it harder to defend against ambushes. Take care with your gryphon, but most of enemy army will head south (drawn to your leaders) so it should be safe flying around between villages in the NW to keep your income high; it is also useful to have it just at the edge of range to dive in and finish off weakened elves in the road during that first fight.&lt;br /&gt;
&lt;br /&gt;
[ previous suggestion:&lt;br /&gt;
If you are struggling with this level, take note that you have quite a few turns.  You do not need to sprint to the signpost.  The enemy leader to the south is poorly funded and recruits weak units.  You should be able to handle her forces by getting to the riverbank quickly and digging in (there is some forested hill terrain useful for this).  Magic users will have always have a high chance to hit elves in the forest.  The leader won't come get you so once you have killed her units you can move on.&lt;br /&gt;
&lt;br /&gt;
When you reach the central region of the map, expect to get ambushed by several Woses.  Fighting them off will not be too hard, as Dwarvish Lords and Magi are highly effective in destroying them.  Be careful with your Gryphon, as he is susceptible to getting ambushed, trapped and killed by the hiding Woses, Rangers and Scouts/Riders.&lt;br /&gt;
&lt;br /&gt;
In that temple in the center of the map is the Staff of Righteous Flame that will strike down every enemy next to a dying Mage.  It might be worth to give it to an inexperienced Mage and do a kamikaze attack with him. He might take out two or more Level 2 units that way. You could also give it to a more experienced unit and save him until the last scenario, when it could be very useful. ]&lt;br /&gt;
&lt;br /&gt;
=== The Siege of Kal Kartha ===&lt;br /&gt;
* Objectives: Defeat Orcish leaders (3)&lt;br /&gt;
* Lose if: Aiglondur, Angarthing, or Dulcatulos(allied leader) die or turns run out&lt;br /&gt;
* Turns: 35/35/35 (easy/medium/hard)&lt;br /&gt;
* Starting units: Aiglondur, Angarthing and any surviving Mages from Scenario 8&lt;br /&gt;
It is quite easy to grab the patch of hills in front of you, wait for the northern enemies to come to you and chew them up.  But you also need to make sure, that you put enough pressure on the central enemy.  If left alone, he gangs up with the southern one and you may be too late to rescue your ally.&lt;br /&gt;
&lt;br /&gt;
More often than not, the Orcs will ignore you completely and focus all their firepower on your weak ally.  If this happens, create three strike teams and rush the enemy leaders (who will be completely unguarded), as your ally will not be able to hold off their collective might for very long.&lt;br /&gt;
&lt;br /&gt;
=== The Court of Karrag ===&lt;br /&gt;
* Objectives: Defeat Karrag&lt;br /&gt;
* Lose if: Aiglondur, Angarthing, or Dulcatulos die or turns run out&lt;br /&gt;
* Turns: 12/12/12 (easy/medium/hard)&lt;br /&gt;
* Starting units: Aiglondur, Angarthing, Dulcatulos and Ratheln&lt;br /&gt;
* Other: Neither side can recruit units&lt;br /&gt;
Almost story only. Once again, those Berserkers are your most dangerous opponents, so take them out with your Dwarvish Lords.&lt;br /&gt;
&lt;br /&gt;
If you can, get Dulcatulos some kills. Leveling him helps his survival in the next scenario.&lt;br /&gt;
&lt;br /&gt;
=== The Underlevels ===&lt;br /&gt;
* Objectives: Defeat Karrag&lt;br /&gt;
* Lose if: Aiglondur, Angarthing, or Dulcatulos die&lt;br /&gt;
* Turns: no limit&lt;br /&gt;
* Starting units: Aiglondur, Angarthing, Dulcatulos and Ratheln&lt;br /&gt;
* Other:&lt;br /&gt;
** Two alcoves with 150 gold in the first gallery&lt;br /&gt;
** 4 caves with friendly prisoners in the north (just before the spiders)&lt;br /&gt;
** Teleportation runes&lt;br /&gt;
** Secret passage down to the first Lich&lt;br /&gt;
&lt;br /&gt;
Don't start playing this scenario, if you don't have a lot of time to spare.  It's not so much of a scenario, it's actually a small campaign in itself.  This is even more extreme than the missions in &amp;quot;Under the Burning Suns&amp;quot;.  As this is the last fighting scenario, you can recall shamelessly.  Two White Mages, your loyal Arch Mage and another Red Mage are really useful here.  By now, your army should consist of numerous Dwarvish Lords, Sentinels and Dragonguards, along with lower-level units. Recall everything and recruit more with your leftover gold.  It's going to be a long brawl, so you need to be prepared.&lt;br /&gt;
&lt;br /&gt;
In short, you will have to fight a gallery full of Masked Dwarves, 4 different Masked Dwarf leaders and their armies, a cavern full of Giant Spiders, 2 Liches and their Undead armies, and finally, once you're done with all that, have a final showdown with Karrag.  But there is no time limit, so you can take as long as you wish to complete this mission.&lt;br /&gt;
&lt;br /&gt;
==== The Gallery ====&lt;br /&gt;
&lt;br /&gt;
A hall with a line of dwarves on either side in extremely good defensive position. Try to take them out as fast as you can, cycling wounded units back to your healers for, before long, masked dwarves will start to pour into the gallery from the other side. There is a treasure behind each line of defenders, which provides a little extra cash should you need it for more recruits.&lt;br /&gt;
&lt;br /&gt;
==== The First Enemy ====&lt;br /&gt;
&lt;br /&gt;
He sits right at the other end of the gallery, again in a good defensive position. But with enough aggression, he should not be a problem. Once you've taken his castle, you will need to split your forces. Split them as evenly as you can. (Did I mention, that two White Mages are a real asset? Each group will need a healer!)&lt;br /&gt;
&lt;br /&gt;
==== The Fight in the Corridors ====&lt;br /&gt;
&lt;br /&gt;
Your enemies now are numerous and strong. But you are fighting underground in passages only three hexes wide. This is your advantage. Form defensive lines, let them come to you, and beat them to a pulp once they do. Don't worry if this takes some time, you will have to defeat almost their entire forces, before you can dare to enter the halls at the ends of the corridors. There is no turn limit anyway.&lt;br /&gt;
&lt;br /&gt;
Once you defeat the southern enemy, you will find a locked door. Just leave your troops there, your other group can easily take care of getting the key in the north east corner.&lt;br /&gt;
&lt;br /&gt;
When you have defeated the last enemy in the north, make sure to free the prisoners in the cells near his castle.&lt;br /&gt;
&lt;br /&gt;
==== The Spiders and the First Lich ====&lt;br /&gt;
&lt;br /&gt;
Before you move your norther force east to find the key, you should make a decision. There is a Lich on the eastern side of the map. You can enter his cellar from behind the locked door in the south, or through a long windy passage from the north. He's rather weak, but you need to take him out first, if you don't want him attacking your back while you face your real enemy.&lt;br /&gt;
&lt;br /&gt;
The first possibility is to use the transportation runes to get your forces down to the locked door and fight him from there. In that case, go east with only a few well leveled dwarves, Angarthing and a White Mage, for there is quite a number of Spiders defending the key. Once your read the spell, go back to the runes, reunite your forces and take out the Lich in the east.&lt;br /&gt;
&lt;br /&gt;
But if you want to get to the Lich through the back door, you need to take your whole northern force east. Defeat the Spiders, run down that narrow passage until your reach the end of the tunnel. It's just caved in, you can open it by moving a unit there. Before you do, open the locked door and advance with your southern force south east until you meet the undead forces. Be careful, they recruit quite a number of Shadows, nasty skirmishing, nightstalking Ghosts. Once the battle is raging you can open the backdoor to the Lich's castle and take him out.&lt;br /&gt;
&lt;br /&gt;
Either way, you will have to do some boring running here.&lt;br /&gt;
&lt;br /&gt;
==== The Second Lich ====&lt;br /&gt;
&lt;br /&gt;
He sits in a big cavern behind the doors in the south west. Only take him on with your entire army (if you don't want to do another chokepoint fight at the door). He too makes heavy use of shadows, so make sure to form solid lines! His forces are likely to be at a fair distance when you open the door, so, with your entire army, you have a good chance to finish him in only a few turns by rushing in at top speed. If that does not work, safeload and do a chokepoint fight at the door.&lt;br /&gt;
&lt;br /&gt;
==== Karrag ====&lt;br /&gt;
&lt;br /&gt;
He's defended by quite a number of Draugs. They can take out a fully healed Dwarvish Lord in a single turn! So make sure, they don't hack Aiglondur to pieces. Dwarvish Lords are your unit of choice nevertheless, since their hammers do heavy damage while they fight off the onslaught. Take out the wounded with your Mages, protecting them once again with Dwarvish Lords. You should be able to get to Karrag before you have to finish off all the Draugs.&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns]]&lt;/div&gt;</summary>
		<author><name>Cph</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=TheHammerOfThursagan&amp;diff=36465</id>
		<title>TheHammerOfThursagan</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=TheHammerOfThursagan&amp;diff=36465"/>
		<updated>2010-05-09T17:17:51Z</updated>

		<summary type="html">&lt;p&gt;Cph: Invaders&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The walkthrough is based on medium difficulty.&lt;br /&gt;
&lt;br /&gt;
=== At The East Gate ===&lt;br /&gt;
* Objectives: Defeat Orcish leader&lt;br /&gt;
* Lose if: Aiglondur dies or turns run out&lt;br /&gt;
* Turns: 32/30/28 (easy/medium/hard)&lt;br /&gt;
* Starting units: Aiglondur, Gryphon Rider&lt;br /&gt;
This is pretty simple. Send a mixed force of Thunderers, Fighters, and Guardsmen along the road, and a few units south into the hills if the orcs go that way. That path through the forest can be deadly – they will surround you if they can, and can heal at the base of the path. Any Dwarf in forest is weak, while Wolf Riders are at a defensive advantage. Send the Gryphon Rider off village gathering to the north. The enemy recruited mostly Wolf Riders and Grunts, with a few Archers as I neared his keep. &lt;br /&gt;
Preserve the Gryphon Rider; you are not able to recruit more. Try and keep your units alive (this can be tricky to achieve while moving forward – his units are dangerous, and some are very fast – make sure hurt units stay out of reach, rather than failing to notice that an almost dead Wolf Rider being chased by a Gryphon is still a threat), and try to level at least one dwarf – your leader is an excellent choice. Play according to the basics, and you’ll have no trouble.&lt;br /&gt;
&lt;br /&gt;
=== Reclaiming The Past ===&lt;br /&gt;
Plot only.  You gain what is perhaps the best support unit ever invented.  Your new companion has two magical impact attacks, one of which slows, he’s very fast, and most importantly, he can give a Leadership-like 25% attack boost to units on the same level.  He later becomes able to cure, and then heal +4. As he is your only healer for a while (until scenario 8), make it a priority to level him and get the curing/healing.  Angarthing makes fighting much easier.&lt;br /&gt;
&lt;br /&gt;
=== Strange Allies ===&lt;br /&gt;
* Objectives: Defeat Bandit leader&lt;br /&gt;
* Lose if: Aiglondur, Angarthing or Marth-Tak (Orcish leader) die or turns run out&lt;br /&gt;
* Turns: 30/28/24 (easy/medium/hard)&lt;br /&gt;
* Starting units: Aiglondur and Angarthing&lt;br /&gt;
&lt;br /&gt;
In this scenario, you are allies with the orcs, and must defeat the bandits, who start at the east end of the map, and with quite a fair bit of gold.  The bandits recruited mostly footpads and outlaws, but a few thugs, and a poacher or two near the end.  I recalled only one turns worth of dwarves and the Gryphon, and sent them straight east, through the river at the ford.  Your allies are an incredible help in this level; once you reach the bandit's side of the river, the orcs should already have engaged most of their troops to the south.  One good way to go about the rest of this battle is to keep your units off to one side, and grab the finishing blows, especially to those level 2 outlaws.  You should have 3 or 4 people (hopefully including Aiglondur and Angarthing) leveled by the end of this battle.&lt;br /&gt;
&lt;br /&gt;
[ [[User:Cph|Cph]] - at Lord, the ally isn't strong enough to survive unaided (1.8.1). Turn 1 you should recruit a small strike force to go east to take out the enemy boss (just a couple of recruits should do to go with your leaders, or ideally a couple of quick recalls) plus recall the gryphon rider to take the more scattered villages and snipe enemies for XP; turn 2, recruit some dwarvish fighters (5 should be enough) to go and block up the plain '''in front of''' the ally's keep (they can grab all his villages on the way). Mainly you want to hold the ford near his keep as this is the most direct route and so is where the first enemy units would reach him from. Your aim isn't to defend, it is to stop or save the ally boss from suicidally attacking the enemy around turn 8. You just need to buy the turn or two that your strike force needs to finish sneaking around the north of the map and take out the enemy boss.]&lt;br /&gt;
&lt;br /&gt;
=== Troll Bridge ===&lt;br /&gt;
* Objectives: Defeat Troll leader&lt;br /&gt;
* Lose if: Aiglondur or Angarthing die or turns run out&lt;br /&gt;
* Turns: 20/16/12 (easy/medium/hard)&lt;br /&gt;
* Starting units: Aiglondur and Angarthing&lt;br /&gt;
* Other: You loot 200 gold from the troll&lt;br /&gt;
&lt;br /&gt;
This one was a piece of cake.  Recall a castle-full of troops, and set camp at the first line of trees and mountains, to the north side of the road.  Your opponent can only recruit Level 1 Troll Whelps, so he doesn't have much attack strength.  After the first onslaught, the remaining Whelps either retreat, or throw themselves at your weakest unit.  Try and kill the enemies with weaker units, as it's a great chance to gain some experience.  Also, after you kill the Troll leader, you find that he was sitting on a pile of 200 gold.&lt;br /&gt;
&lt;br /&gt;
[ [[User:Cph|Cph]] - at Lord, the trolls can recruit Trolls. They are still no real problem though - recall a steelclad, a couple of thunderers close to leveling, and fill the rest of the keep with recruited thunderers; just the 1 round of recruit/recall is fine. Push a couple of strong melee units forward to take the shock of the first attack (there are a few hill tiles conveniently placed, and you must not allow any trolls onto these), then swarm them with thunderers. Angarthing 'slow' attack is useful. ]&lt;br /&gt;
&lt;br /&gt;
=== Invaders ===&lt;br /&gt;
* Objectives: Defeat enemy leaders (3)&lt;br /&gt;
* Lose if: Aiglondur or Angarthing die or turns run out&lt;br /&gt;
* Turns: 40/40/40 (easy/medium/hard)&lt;br /&gt;
* Starting units: Aiglondur, Angarthing and another dwarf &lt;br /&gt;
* Other: Hostile villagers come out of some villages when first flagged&lt;br /&gt;
When you flag your first village, you will discover that there are quite a number of outlaws hiding in it.  This can be your undoing, but it can also work to your advantage: Try not to flag too many villages and retain a tight group.  That way, your opponents will be quite preoccupied fighting the outlaws and you won't have to fight them simultaneously.  Move in a tight pack along the southern border of the map and take out your enemies one by one.  When I finally reached the northern orc, his troops were happily brawling away with the outlaws in the northwest...&lt;br /&gt;
&lt;br /&gt;
The randomization on the bandit spawning system is also another advantage.  Occasionally, you may play a map in which all the villages you flag are bandit-free.&lt;br /&gt;
&lt;br /&gt;
[ [[User:Cph|Cph]] - A simple defensive strategy can work too. There is a convenient line of hills and woods just east of the start; form a defensive line there, but you can afford to take and hold all the villages in the south-west and deal with the ambushes there first, as the enemy won't get to you fast. Just don't get tempted to take any villages further east, as you won't want to deploy units further east to extricate your ambushed unit. Your army should be a mix of fighters and thunderers, including some recalls near leveling and a few already at L2.&lt;br /&gt;
&lt;br /&gt;
Once the enemy's weakened units (from fighting outlaws) hit your defensive line, you get lots of XP from finishing them off; with care you can attack and roll forward, killing lots of enemy units each turn. Once you have crushed the first wave of enemies you can start clearing up. ]&lt;br /&gt;
&lt;br /&gt;
=== High Pass ===&lt;br /&gt;
* Objectives: Move Aiglondur to signpost at end of pass&lt;br /&gt;
* Lose if: Aiglondur, Angarthing or Ratheln die or turns run out&lt;br /&gt;
* Turns: 24/18/12 (easy/medium/hard)&lt;br /&gt;
* Starting units: Aiglondur and Angarthing&lt;br /&gt;
* Other: Friendly Arch Mage, Ratheln, available in a village near the middle of the path&lt;br /&gt;
Recalling your Gryphon Rider is a must on this scenario, he will be your eye in the fog.  Dwarves just can't see very far in the snow.  The rest is pretty straight forward, just make sure you meet the Arch Mage hiding in a village near the center of the pass.&lt;br /&gt;
Time is pretty tight in this scenario. Don't dawdle.&lt;br /&gt;
&lt;br /&gt;
=== Mages and Drakes ===&lt;br /&gt;
* Objectives: Defeat Drake leader&lt;br /&gt;
* Lose if: Aiglondur or Angarthing die or turns run out&lt;br /&gt;
* Turns: 30/24/18 (easy/medium/hard)&lt;br /&gt;
* Starting units: Aiglondur and Angarthing&lt;br /&gt;
Guardsmen and Thunderers are your units of choice in this scenario since they have piercing attacks that are quite deadly to drakes. Do not try to sweep the map of all opposition, your mobility disadvantage is too huge for that. Just move to the nest of the drakes with a pack of well seasoned troops, trying to stay in the mountains/hills as much as possible, otherwise the fire drakes could really hurt your dwarves.&lt;br /&gt;
&lt;br /&gt;
=== Fear ===&lt;br /&gt;
* Objectives: Find the villagers then defeat Masked Dwarf leader&lt;br /&gt;
* Lose if: Aiglondur or Angarthing die or turns run out&lt;br /&gt;
* Turns: 30/24/18 (easy/medium/hard)&lt;br /&gt;
* Starting units: Aiglondur, Angarthing and 1 or 2 Mages and Ratheln (depending on difficulty)&lt;br /&gt;
The worst mistake you can make in this scenario is to recall too many troops.  Those Ulfserkers look dangerous (and they probably are, if you let them get at one of your Thunderers or Magi), but otherwise your enemy is weak and you will need your gold.  Just make sure, the Dwarvish Ulfserkers hit only a Dwarvish Lord or Sentinel, preferably while he's standing on a village, and everything will be fine.&lt;br /&gt;
&lt;br /&gt;
You get an experienced Mage (or two, on easy) at the start of this scenario.  Level him to a White Mage, you'll be facing undead before long and you'll need his healing abilities.  It really pays to educate a second White Mage, by the way, even better if he's quick.&lt;br /&gt;
&lt;br /&gt;
You can recruit the Mage unit now.  If all of your Magi die (and you have none available for recall) you will lose the ability to recruit them.  This would be a big blow, so don't let it happen.&lt;br /&gt;
&lt;br /&gt;
=== Forbidden Forest ===&lt;br /&gt;
* Objectives: Move '''both''' Aiglondur and Angarthing to the eastern signpost&lt;br /&gt;
* Lose if: Aiglondur or Angarthing die or turns run out&lt;br /&gt;
* Turns: 40/34/28 (easy/medium/hard)&lt;br /&gt;
* Starting units: Aiglondur, Angarthing and any surviving Mages from Scenario 8&lt;br /&gt;
This is a tough one.  You are fighting elves.  You are fighting them in a forest.  And you are fighting them under fog of war.  So, once again, your Gryphon Rider (preferably leveled into a Gryphon Master) is a must.  Trouble is, Elvish Riders are as fast or faster than he is, and, he won't be able to spot Elvish Rangers or Woses because of their Ambush ability.  If I were playing the elves in this scenario, I would take on almost any number of dwarves.  Only the stupidity of the AI saves you from a grim defeat.  So recall as many units as you can, you need your numbers to make up for your tactical disadvantage.&lt;br /&gt;
&lt;br /&gt;
I've never tried to run in a tight pack to the signpost.  It might work, but those elves would swarm you from all sides.  Of course you don't have to finish off their leaders, you will have to finish off their entire troops however.&lt;br /&gt;
&lt;br /&gt;
In that temple in the center of the map is the Staff of Righteous Flame that will strike down every enemy next to a dying Mage.  It might be worth to give it to an inexperienced Mage and do a kamikaze attack with him. He might take out two or more Level 2 units that way. You could also give it to a more experienced unit and save him until the last scenario, when it could be very useful.&lt;br /&gt;
&lt;br /&gt;
If you are struggling with this level, take note that you have quite a few turns.  You do not need to sprint to the signpost.  The enemy leader to the south is poorly funded and recruits weak units.  You should be able to handle her forces by getting to the riverbank quickly and digging in (there is some forested hill terrain useful for this).  Magic users will have always have a high chance to hit elves in the forest.  The leader won't come get you so once you have killed her units you can move on.&lt;br /&gt;
&lt;br /&gt;
When you reach the central region of the map, expect to get ambushed by several Woses.  Fighting them off will not be too hard, as Dwarvish Lords and Magi are highly effective in destroying them.  Be careful with your Gryphon, as he is susceptible to getting ambushed, trapped and killed by the hiding Woses, Rangers and Scouts/Riders.&lt;br /&gt;
&lt;br /&gt;
=== The Siege of Kal Kartha ===&lt;br /&gt;
* Objectives: Defeat Orcish leaders (3)&lt;br /&gt;
* Lose if: Aiglondur, Angarthing, or Dulcatulos(allied leader) die or turns run out&lt;br /&gt;
* Turns: 35/35/35 (easy/medium/hard)&lt;br /&gt;
* Starting units: Aiglondur, Angarthing and any surviving Mages from Scenario 8&lt;br /&gt;
It is quite easy to grab the patch of hills in front of you, wait for the northern enemies to come to you and chew them up.  But you also need to make sure, that you put enough pressure on the central enemy.  If left alone, he gangs up with the southern one and you may be too late to rescue your ally.&lt;br /&gt;
&lt;br /&gt;
More often than not, the Orcs will ignore you completely and focus all their firepower on your weak ally.  If this happens, create three strike teams and rush the enemy leaders (who will be completely unguarded), as your ally will not be able to hold off their collective might for very long.&lt;br /&gt;
&lt;br /&gt;
=== The Court of Karrag ===&lt;br /&gt;
* Objectives: Defeat Karrag&lt;br /&gt;
* Lose if: Aiglondur, Angarthing, or Dulcatulos die or turns run out&lt;br /&gt;
* Turns: 12/12/12 (easy/medium/hard)&lt;br /&gt;
* Starting units: Aiglondur, Angarthing, Dulcatulos and Ratheln&lt;br /&gt;
* Other: Neither side can recruit units&lt;br /&gt;
Almost story only. Once again, those Berserkers are your most dangerous opponents, so take them out with your Dwarvish Lords.&lt;br /&gt;
&lt;br /&gt;
If you can, get Dulcatulos some kills. Leveling him helps his survival in the next scenario.&lt;br /&gt;
&lt;br /&gt;
=== The Underlevels ===&lt;br /&gt;
* Objectives: Defeat Karrag&lt;br /&gt;
* Lose if: Aiglondur, Angarthing, or Dulcatulos die&lt;br /&gt;
* Turns: no limit&lt;br /&gt;
* Starting units: Aiglondur, Angarthing, Dulcatulos and Ratheln&lt;br /&gt;
* Other:&lt;br /&gt;
** Two alcoves with 150 gold in the first gallery&lt;br /&gt;
** 4 caves with friendly prisoners in the north (just before the spiders)&lt;br /&gt;
** Teleportation runes&lt;br /&gt;
** Secret passage down to the first Lich&lt;br /&gt;
&lt;br /&gt;
Don't start playing this scenario, if you don't have a lot of time to spare.  It's not so much of a scenario, it's actually a small campaign in itself.  This is even more extreme than the missions in &amp;quot;Under the Burning Suns&amp;quot;.  As this is the last fighting scenario, you can recall shamelessly.  Two White Mages, your loyal Arch Mage and another Red Mage are really useful here.  By now, your army should consist of numerous Dwarvish Lords, Sentinels and Dragonguards, along with lower-level units. Recall everything and recruit more with your leftover gold.  It's going to be a long brawl, so you need to be prepared.&lt;br /&gt;
&lt;br /&gt;
In short, you will have to fight a gallery full of Masked Dwarves, 4 different Masked Dwarf leaders and their armies, a cavern full of Giant Spiders, 2 Liches and their Undead armies, and finally, once you're done with all that, have a final showdown with Karrag.  But there is no time limit, so you can take as long as you wish to complete this mission.&lt;br /&gt;
&lt;br /&gt;
==== The Gallery ====&lt;br /&gt;
&lt;br /&gt;
A hall with a line of dwarves on either side in extremely good defensive position. Try to take them out as fast as you can, cycling wounded units back to your healers for, before long, masked dwarves will start to pour into the gallery from the other side. There is a treasure behind each line of defenders, which provides a little extra cash should you need it for more recruits.&lt;br /&gt;
&lt;br /&gt;
==== The First Enemy ====&lt;br /&gt;
&lt;br /&gt;
He sits right at the other end of the gallery, again in a good defensive position. But with enough aggression, he should not be a problem. Once you've taken his castle, you will need to split your forces. Split them as evenly as you can. (Did I mention, that two White Mages are a real asset? Each group will need a healer!)&lt;br /&gt;
&lt;br /&gt;
==== The Fight in the Corridors ====&lt;br /&gt;
&lt;br /&gt;
Your enemies now are numerous and strong. But you are fighting underground in passages only three hexes wide. This is your advantage. Form defensive lines, let them come to you, and beat them to a pulp once they do. Don't worry if this takes some time, you will have to defeat almost their entire forces, before you can dare to enter the halls at the ends of the corridors. There is no turn limit anyway.&lt;br /&gt;
&lt;br /&gt;
Once you defeat the southern enemy, you will find a locked door. Just leave your troops there, your other group can easily take care of getting the key in the north east corner.&lt;br /&gt;
&lt;br /&gt;
When you have defeated the last enemy in the north, make sure to free the prisoners in the cells near his castle.&lt;br /&gt;
&lt;br /&gt;
==== The Spiders and the First Lich ====&lt;br /&gt;
&lt;br /&gt;
Before you move your norther force east to find the key, you should make a decision. There is a Lich on the eastern side of the map. You can enter his cellar from behind the locked door in the south, or through a long windy passage from the north. He's rather weak, but you need to take him out first, if you don't want him attacking your back while you face your real enemy.&lt;br /&gt;
&lt;br /&gt;
The first possibility is to use the transportation runes to get your forces down to the locked door and fight him from there. In that case, go east with only a few well leveled dwarves, Angarthing and a White Mage, for there is quite a number of Spiders defending the key. Once your read the spell, go back to the runes, reunite your forces and take out the Lich in the east.&lt;br /&gt;
&lt;br /&gt;
But if you want to get to the Lich through the back door, you need to take your whole northern force east. Defeat the Spiders, run down that narrow passage until your reach the end of the tunnel. It's just caved in, you can open it by moving a unit there. Before you do, open the locked door and advance with your southern force south east until you meet the undead forces. Be careful, they recruit quite a number of Shadows, nasty skirmishing, nightstalking Ghosts. Once the battle is raging you can open the backdoor to the Lich's castle and take him out.&lt;br /&gt;
&lt;br /&gt;
Either way, you will have to do some boring running here.&lt;br /&gt;
&lt;br /&gt;
==== The Second Lich ====&lt;br /&gt;
&lt;br /&gt;
He sits in a big cavern behind the doors in the south west. Only take him on with your entire army (if you don't want to do another chokepoint fight at the door). He too makes heavy use of shadows, so make sure to form solid lines! His forces are likely to be at a fair distance when you open the door, so, with your entire army, you have a good chance to finish him in only a few turns by rushing in at top speed. If that does not work, safeload and do a chokepoint fight at the door.&lt;br /&gt;
&lt;br /&gt;
==== Karrag ====&lt;br /&gt;
&lt;br /&gt;
He's defended by quite a number of Draugs. They can take out a fully healed Dwarvish Lord in a single turn! So make sure, they don't hack Aiglondur to pieces. Dwarvish Lords are your unit of choice nevertheless, since their hammers do heavy damage while they fight off the onslaught. Take out the wounded with your Mages, protecting them once again with Dwarvish Lords. You should be able to get to Karrag before you have to finish off all the Draugs.&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns]]&lt;/div&gt;</summary>
		<author><name>Cph</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=TheHammerOfThursagan&amp;diff=36463</id>
		<title>TheHammerOfThursagan</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=TheHammerOfThursagan&amp;diff=36463"/>
		<updated>2010-05-09T17:03:29Z</updated>

		<summary type="html">&lt;p&gt;Cph: Troll Bridge @ Lord&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The walkthrough is based on medium difficulty.&lt;br /&gt;
&lt;br /&gt;
=== At The East Gate ===&lt;br /&gt;
* Objectives: Defeat Orcish leader&lt;br /&gt;
* Lose if: Aiglondur dies or turns run out&lt;br /&gt;
* Turns: 32/30/28 (easy/medium/hard)&lt;br /&gt;
* Starting units: Aiglondur, Gryphon Rider&lt;br /&gt;
This is pretty simple. Send a mixed force of Thunderers, Fighters, and Guardsmen along the road, and a few units south into the hills if the orcs go that way. That path through the forest can be deadly – they will surround you if they can, and can heal at the base of the path. Any Dwarf in forest is weak, while Wolf Riders are at a defensive advantage. Send the Gryphon Rider off village gathering to the north. The enemy recruited mostly Wolf Riders and Grunts, with a few Archers as I neared his keep. &lt;br /&gt;
Preserve the Gryphon Rider; you are not able to recruit more. Try and keep your units alive (this can be tricky to achieve while moving forward – his units are dangerous, and some are very fast – make sure hurt units stay out of reach, rather than failing to notice that an almost dead Wolf Rider being chased by a Gryphon is still a threat), and try to level at least one dwarf – your leader is an excellent choice. Play according to the basics, and you’ll have no trouble.&lt;br /&gt;
&lt;br /&gt;
=== Reclaiming The Past ===&lt;br /&gt;
Plot only.  You gain what is perhaps the best support unit ever invented.  Your new companion has two magical impact attacks, one of which slows, he’s very fast, and most importantly, he can give a Leadership-like 25% attack boost to units on the same level.  He later becomes able to cure, and then heal +4. As he is your only healer for a while (until scenario 8), make it a priority to level him and get the curing/healing.  Angarthing makes fighting much easier.&lt;br /&gt;
&lt;br /&gt;
=== Strange Allies ===&lt;br /&gt;
* Objectives: Defeat Bandit leader&lt;br /&gt;
* Lose if: Aiglondur, Angarthing or Marth-Tak (Orcish leader) die or turns run out&lt;br /&gt;
* Turns: 30/28/24 (easy/medium/hard)&lt;br /&gt;
* Starting units: Aiglondur and Angarthing&lt;br /&gt;
&lt;br /&gt;
In this scenario, you are allies with the orcs, and must defeat the bandits, who start at the east end of the map, and with quite a fair bit of gold.  The bandits recruited mostly footpads and outlaws, but a few thugs, and a poacher or two near the end.  I recalled only one turns worth of dwarves and the Gryphon, and sent them straight east, through the river at the ford.  Your allies are an incredible help in this level; once you reach the bandit's side of the river, the orcs should already have engaged most of their troops to the south.  One good way to go about the rest of this battle is to keep your units off to one side, and grab the finishing blows, especially to those level 2 outlaws.  You should have 3 or 4 people (hopefully including Aiglondur and Angarthing) leveled by the end of this battle.&lt;br /&gt;
&lt;br /&gt;
[ [[User:Cph|Cph]] - at Lord, the ally isn't strong enough to survive unaided (1.8.1). Turn 1 you should recruit a small strike force to go east to take out the enemy boss (just a couple of recruits should do to go with your leaders, or ideally a couple of quick recalls) plus recall the gryphon rider to take the more scattered villages and snipe enemies for XP; turn 2, recruit some dwarvish fighters (5 should be enough) to go and block up the plain '''in front of''' the ally's keep (they can grab all his villages on the way). Mainly you want to hold the ford near his keep as this is the most direct route and so is where the first enemy units would reach him from. Your aim isn't to defend, it is to stop or save the ally boss from suicidally attacking the enemy around turn 8. You just need to buy the turn or two that your strike force needs to finish sneaking around the north of the map and take out the enemy boss.]&lt;br /&gt;
&lt;br /&gt;
=== Troll Bridge ===&lt;br /&gt;
* Objectives: Defeat Troll leader&lt;br /&gt;
* Lose if: Aiglondur or Angarthing die or turns run out&lt;br /&gt;
* Turns: 20/16/12 (easy/medium/hard)&lt;br /&gt;
* Starting units: Aiglondur and Angarthing&lt;br /&gt;
* Other: You loot 200 gold from the troll&lt;br /&gt;
&lt;br /&gt;
This one was a piece of cake.  Recall a castle-full of troops, and set camp at the first line of trees and mountains, to the north side of the road.  Your opponent can only recruit Level 1 Troll Whelps, so he doesn't have much attack strength.  After the first onslaught, the remaining Whelps either retreat, or throw themselves at your weakest unit.  Try and kill the enemies with weaker units, as it's a great chance to gain some experience.  Also, after you kill the Troll leader, you find that he was sitting on a pile of 200 gold.&lt;br /&gt;
&lt;br /&gt;
[ [[User:Cph|Cph]] - at Lord, the trolls can recruit Trolls. They are still no real problem though - recall a steelclad, a couple of thunderers close to leveling, and fill the rest of the keep with recruited thunderers; just the 1 round of recruit/recall is fine. Push a couple of strong melee units forward to take the shock of the first attack (there are a few hill tiles conveniently placed, and you must not allow any trolls onto these), then swarm them with thunderers. Angarthing 'slow' attack is useful. ]&lt;br /&gt;
&lt;br /&gt;
=== Invaders ===&lt;br /&gt;
* Objectives: Defeat enemy leaders (3)&lt;br /&gt;
* Lose if: Aiglondur or Angarthing die or turns run out&lt;br /&gt;
* Turns: 40/40/40 (easy/medium/hard)&lt;br /&gt;
* Starting units: Aiglondur, Angarthing and another dwarf &lt;br /&gt;
* Other: Hostile villagers come out of some villages when first flagged&lt;br /&gt;
When you flag your first village, you will discover that there are quite a number of outlaws hiding in it.  This can be your undoing, but it can also work to your advantage: Try not to flag too many villages and retain a tight group.  That way, your opponents will be quite preoccupied fighting the outlaws and you won't have to fight them simultaneously.  Move in a tight pack along the southern border of the map and take out your enemies one by one.  When I finally reached the northern orc, his troops were happily brawling away with the outlaws in the northwest...&lt;br /&gt;
&lt;br /&gt;
The randomization on the bandit spawning system is also another advantage.  Occasionally, you may play a map in which all the villages you flag are bandit-free.&lt;br /&gt;
&lt;br /&gt;
=== High Pass ===&lt;br /&gt;
* Objectives: Move Aiglondur to signpost at end of pass&lt;br /&gt;
* Lose if: Aiglondur, Angarthing or Ratheln die or turns run out&lt;br /&gt;
* Turns: 24/18/12 (easy/medium/hard)&lt;br /&gt;
* Starting units: Aiglondur and Angarthing&lt;br /&gt;
* Other: Friendly Arch Mage, Ratheln, available in a village near the middle of the path&lt;br /&gt;
Recalling your Gryphon Rider is a must on this scenario, he will be your eye in the fog.  Dwarves just can't see very far in the snow.  The rest is pretty straight forward, just make sure you meet the Arch Mage hiding in a village near the center of the pass.&lt;br /&gt;
Time is pretty tight in this scenario. Don't dawdle.&lt;br /&gt;
&lt;br /&gt;
=== Mages and Drakes ===&lt;br /&gt;
* Objectives: Defeat Drake leader&lt;br /&gt;
* Lose if: Aiglondur or Angarthing die or turns run out&lt;br /&gt;
* Turns: 30/24/18 (easy/medium/hard)&lt;br /&gt;
* Starting units: Aiglondur and Angarthing&lt;br /&gt;
Guardsmen and Thunderers are your units of choice in this scenario since they have piercing attacks that are quite deadly to drakes. Do not try to sweep the map of all opposition, your mobility disadvantage is too huge for that. Just move to the nest of the drakes with a pack of well seasoned troops, trying to stay in the mountains/hills as much as possible, otherwise the fire drakes could really hurt your dwarves.&lt;br /&gt;
&lt;br /&gt;
=== Fear ===&lt;br /&gt;
* Objectives: Find the villagers then defeat Masked Dwarf leader&lt;br /&gt;
* Lose if: Aiglondur or Angarthing die or turns run out&lt;br /&gt;
* Turns: 30/24/18 (easy/medium/hard)&lt;br /&gt;
* Starting units: Aiglondur, Angarthing and 1 or 2 Mages and Ratheln (depending on difficulty)&lt;br /&gt;
The worst mistake you can make in this scenario is to recall too many troops.  Those Ulfserkers look dangerous (and they probably are, if you let them get at one of your Thunderers or Magi), but otherwise your enemy is weak and you will need your gold.  Just make sure, the Dwarvish Ulfserkers hit only a Dwarvish Lord or Sentinel, preferably while he's standing on a village, and everything will be fine.&lt;br /&gt;
&lt;br /&gt;
You get an experienced Mage (or two, on easy) at the start of this scenario.  Level him to a White Mage, you'll be facing undead before long and you'll need his healing abilities.  It really pays to educate a second White Mage, by the way, even better if he's quick.&lt;br /&gt;
&lt;br /&gt;
You can recruit the Mage unit now.  If all of your Magi die (and you have none available for recall) you will lose the ability to recruit them.  This would be a big blow, so don't let it happen.&lt;br /&gt;
&lt;br /&gt;
=== Forbidden Forest ===&lt;br /&gt;
* Objectives: Move '''both''' Aiglondur and Angarthing to the eastern signpost&lt;br /&gt;
* Lose if: Aiglondur or Angarthing die or turns run out&lt;br /&gt;
* Turns: 40/34/28 (easy/medium/hard)&lt;br /&gt;
* Starting units: Aiglondur, Angarthing and any surviving Mages from Scenario 8&lt;br /&gt;
This is a tough one.  You are fighting elves.  You are fighting them in a forest.  And you are fighting them under fog of war.  So, once again, your Gryphon Rider (preferably leveled into a Gryphon Master) is a must.  Trouble is, Elvish Riders are as fast or faster than he is, and, he won't be able to spot Elvish Rangers or Woses because of their Ambush ability.  If I were playing the elves in this scenario, I would take on almost any number of dwarves.  Only the stupidity of the AI saves you from a grim defeat.  So recall as many units as you can, you need your numbers to make up for your tactical disadvantage.&lt;br /&gt;
&lt;br /&gt;
I've never tried to run in a tight pack to the signpost.  It might work, but those elves would swarm you from all sides.  Of course you don't have to finish off their leaders, you will have to finish off their entire troops however.&lt;br /&gt;
&lt;br /&gt;
In that temple in the center of the map is the Staff of Righteous Flame that will strike down every enemy next to a dying Mage.  It might be worth to give it to an inexperienced Mage and do a kamikaze attack with him. He might take out two or more Level 2 units that way. You could also give it to a more experienced unit and save him until the last scenario, when it could be very useful.&lt;br /&gt;
&lt;br /&gt;
If you are struggling with this level, take note that you have quite a few turns.  You do not need to sprint to the signpost.  The enemy leader to the south is poorly funded and recruits weak units.  You should be able to handle her forces by getting to the riverbank quickly and digging in (there is some forested hill terrain useful for this).  Magic users will have always have a high chance to hit elves in the forest.  The leader won't come get you so once you have killed her units you can move on.&lt;br /&gt;
&lt;br /&gt;
When you reach the central region of the map, expect to get ambushed by several Woses.  Fighting them off will not be too hard, as Dwarvish Lords and Magi are highly effective in destroying them.  Be careful with your Gryphon, as he is susceptible to getting ambushed, trapped and killed by the hiding Woses, Rangers and Scouts/Riders.&lt;br /&gt;
&lt;br /&gt;
=== The Siege of Kal Kartha ===&lt;br /&gt;
* Objectives: Defeat Orcish leaders (3)&lt;br /&gt;
* Lose if: Aiglondur, Angarthing, or Dulcatulos(allied leader) die or turns run out&lt;br /&gt;
* Turns: 35/35/35 (easy/medium/hard)&lt;br /&gt;
* Starting units: Aiglondur, Angarthing and any surviving Mages from Scenario 8&lt;br /&gt;
It is quite easy to grab the patch of hills in front of you, wait for the northern enemies to come to you and chew them up.  But you also need to make sure, that you put enough pressure on the central enemy.  If left alone, he gangs up with the southern one and you may be too late to rescue your ally.&lt;br /&gt;
&lt;br /&gt;
More often than not, the Orcs will ignore you completely and focus all their firepower on your weak ally.  If this happens, create three strike teams and rush the enemy leaders (who will be completely unguarded), as your ally will not be able to hold off their collective might for very long.&lt;br /&gt;
&lt;br /&gt;
=== The Court of Karrag ===&lt;br /&gt;
* Objectives: Defeat Karrag&lt;br /&gt;
* Lose if: Aiglondur, Angarthing, or Dulcatulos die or turns run out&lt;br /&gt;
* Turns: 12/12/12 (easy/medium/hard)&lt;br /&gt;
* Starting units: Aiglondur, Angarthing, Dulcatulos and Ratheln&lt;br /&gt;
* Other: Neither side can recruit units&lt;br /&gt;
Almost story only. Once again, those Berserkers are your most dangerous opponents, so take them out with your Dwarvish Lords.&lt;br /&gt;
&lt;br /&gt;
If you can, get Dulcatulos some kills. Leveling him helps his survival in the next scenario.&lt;br /&gt;
&lt;br /&gt;
=== The Underlevels ===&lt;br /&gt;
* Objectives: Defeat Karrag&lt;br /&gt;
* Lose if: Aiglondur, Angarthing, or Dulcatulos die&lt;br /&gt;
* Turns: no limit&lt;br /&gt;
* Starting units: Aiglondur, Angarthing, Dulcatulos and Ratheln&lt;br /&gt;
* Other:&lt;br /&gt;
** Two alcoves with 150 gold in the first gallery&lt;br /&gt;
** 4 caves with friendly prisoners in the north (just before the spiders)&lt;br /&gt;
** Teleportation runes&lt;br /&gt;
** Secret passage down to the first Lich&lt;br /&gt;
&lt;br /&gt;
Don't start playing this scenario, if you don't have a lot of time to spare.  It's not so much of a scenario, it's actually a small campaign in itself.  This is even more extreme than the missions in &amp;quot;Under the Burning Suns&amp;quot;.  As this is the last fighting scenario, you can recall shamelessly.  Two White Mages, your loyal Arch Mage and another Red Mage are really useful here.  By now, your army should consist of numerous Dwarvish Lords, Sentinels and Dragonguards, along with lower-level units. Recall everything and recruit more with your leftover gold.  It's going to be a long brawl, so you need to be prepared.&lt;br /&gt;
&lt;br /&gt;
In short, you will have to fight a gallery full of Masked Dwarves, 4 different Masked Dwarf leaders and their armies, a cavern full of Giant Spiders, 2 Liches and their Undead armies, and finally, once you're done with all that, have a final showdown with Karrag.  But there is no time limit, so you can take as long as you wish to complete this mission.&lt;br /&gt;
&lt;br /&gt;
==== The Gallery ====&lt;br /&gt;
&lt;br /&gt;
A hall with a line of dwarves on either side in extremely good defensive position. Try to take them out as fast as you can, cycling wounded units back to your healers for, before long, masked dwarves will start to pour into the gallery from the other side. There is a treasure behind each line of defenders, which provides a little extra cash should you need it for more recruits.&lt;br /&gt;
&lt;br /&gt;
==== The First Enemy ====&lt;br /&gt;
&lt;br /&gt;
He sits right at the other end of the gallery, again in a good defensive position. But with enough aggression, he should not be a problem. Once you've taken his castle, you will need to split your forces. Split them as evenly as you can. (Did I mention, that two White Mages are a real asset? Each group will need a healer!)&lt;br /&gt;
&lt;br /&gt;
==== The Fight in the Corridors ====&lt;br /&gt;
&lt;br /&gt;
Your enemies now are numerous and strong. But you are fighting underground in passages only three hexes wide. This is your advantage. Form defensive lines, let them come to you, and beat them to a pulp once they do. Don't worry if this takes some time, you will have to defeat almost their entire forces, before you can dare to enter the halls at the ends of the corridors. There is no turn limit anyway.&lt;br /&gt;
&lt;br /&gt;
Once you defeat the southern enemy, you will find a locked door. Just leave your troops there, your other group can easily take care of getting the key in the north east corner.&lt;br /&gt;
&lt;br /&gt;
When you have defeated the last enemy in the north, make sure to free the prisoners in the cells near his castle.&lt;br /&gt;
&lt;br /&gt;
==== The Spiders and the First Lich ====&lt;br /&gt;
&lt;br /&gt;
Before you move your norther force east to find the key, you should make a decision. There is a Lich on the eastern side of the map. You can enter his cellar from behind the locked door in the south, or through a long windy passage from the north. He's rather weak, but you need to take him out first, if you don't want him attacking your back while you face your real enemy.&lt;br /&gt;
&lt;br /&gt;
The first possibility is to use the transportation runes to get your forces down to the locked door and fight him from there. In that case, go east with only a few well leveled dwarves, Angarthing and a White Mage, for there is quite a number of Spiders defending the key. Once your read the spell, go back to the runes, reunite your forces and take out the Lich in the east.&lt;br /&gt;
&lt;br /&gt;
But if you want to get to the Lich through the back door, you need to take your whole northern force east. Defeat the Spiders, run down that narrow passage until your reach the end of the tunnel. It's just caved in, you can open it by moving a unit there. Before you do, open the locked door and advance with your southern force south east until you meet the undead forces. Be careful, they recruit quite a number of Shadows, nasty skirmishing, nightstalking Ghosts. Once the battle is raging you can open the backdoor to the Lich's castle and take him out.&lt;br /&gt;
&lt;br /&gt;
Either way, you will have to do some boring running here.&lt;br /&gt;
&lt;br /&gt;
==== The Second Lich ====&lt;br /&gt;
&lt;br /&gt;
He sits in a big cavern behind the doors in the south west. Only take him on with your entire army (if you don't want to do another chokepoint fight at the door). He too makes heavy use of shadows, so make sure to form solid lines! His forces are likely to be at a fair distance when you open the door, so, with your entire army, you have a good chance to finish him in only a few turns by rushing in at top speed. If that does not work, safeload and do a chokepoint fight at the door.&lt;br /&gt;
&lt;br /&gt;
==== Karrag ====&lt;br /&gt;
&lt;br /&gt;
He's defended by quite a number of Draugs. They can take out a fully healed Dwarvish Lord in a single turn! So make sure, they don't hack Aiglondur to pieces. Dwarvish Lords are your unit of choice nevertheless, since their hammers do heavy damage while they fight off the onslaught. Take out the wounded with your Mages, protecting them once again with Dwarvish Lords. You should be able to get to Karrag before you have to finish off all the Draugs.&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns]]&lt;/div&gt;</summary>
		<author><name>Cph</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=TheHammerOfThursagan&amp;diff=36406</id>
		<title>TheHammerOfThursagan</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=TheHammerOfThursagan&amp;diff=36406"/>
		<updated>2010-05-04T22:32:21Z</updated>

		<summary type="html">&lt;p&gt;Cph: /* Strange Allies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The walkthrough is based on medium difficulty.&lt;br /&gt;
&lt;br /&gt;
=== At The East Gate ===&lt;br /&gt;
* Objectives: Defeat Orcish leader&lt;br /&gt;
* Lose if: Aiglondur dies or turns run out&lt;br /&gt;
* Turns: 32/30/28 (easy/medium/hard)&lt;br /&gt;
* Starting units: Aiglondur, Gryphon Rider&lt;br /&gt;
This is pretty simple. Send a mixed force of Thunderers, Fighters, and Guardsmen along the road, and a few units south into the hills if the orcs go that way. That path through the forest can be deadly – they will surround you if they can, and can heal at the base of the path. Any Dwarf in forest is weak, while Wolf Riders are at a defensive advantage. Send the Gryphon Rider off village gathering to the north. The enemy recruited mostly Wolf Riders and Grunts, with a few Archers as I neared his keep. &lt;br /&gt;
Preserve the Gryphon Rider; you are not able to recruit more. Try and keep your units alive (this can be tricky to achieve while moving forward – his units are dangerous, and some are very fast – make sure hurt units stay out of reach, rather than failing to notice that an almost dead Wolf Rider being chased by a Gryphon is still a threat), and try to level at least one dwarf – your leader is an excellent choice. Play according to the basics, and you’ll have no trouble.&lt;br /&gt;
&lt;br /&gt;
=== Reclaiming The Past ===&lt;br /&gt;
Plot only.  You gain what is perhaps the best support unit ever invented.  Your new companion has two magical impact attacks, one of which slows, he’s very fast, and most importantly, he can give a Leadership-like 25% attack boost to units on the same level.  He later becomes able to cure, and then heal +4. As he is your only healer for a while (until scenario 8), make it a priority to level him and get the curing/healing.  Angarthing makes fighting much easier.&lt;br /&gt;
&lt;br /&gt;
=== Strange Allies ===&lt;br /&gt;
* Objectives: Defeat Bandit leader&lt;br /&gt;
* Lose if: Aiglondur, Angarthing or Marth-Tak (Orcish leader) die or turns run out&lt;br /&gt;
* Turns: 30/28/24 (easy/medium/hard)&lt;br /&gt;
* Starting units: Aiglondur and Angarthing&lt;br /&gt;
&lt;br /&gt;
In this scenario, you are allies with the orcs, and must defeat the bandits, who start at the east end of the map, and with quite a fair bit of gold.  The bandits recruited mostly footpads and outlaws, but a few thugs, and a poacher or two near the end.  I recalled only one turns worth of dwarves and the Gryphon, and sent them straight east, through the river at the ford.  Your allies are an incredible help in this level; once you reach the bandit's side of the river, the orcs should already have engaged most of their troops to the south.  One good way to go about the rest of this battle is to keep your units off to one side, and grab the finishing blows, especially to those level 2 outlaws.  You should have 3 or 4 people (hopefully including Aiglondur and Angarthing) leveled by the end of this battle.&lt;br /&gt;
&lt;br /&gt;
[ [[User:Cph|Cph]] - at Lord, the ally isn't strong enough to survive unaided (1.8.1). Turn 1 you should recruit a small strike force to go east to take out the enemy boss (just a couple of recruits should do to go with your leaders, or ideally a couple of quick recalls) plus recall the gryphon rider to take the more scattered villages and snipe enemies for XP; turn 2, recruit some dwarvish fighters (5 should be enough) to go and block up the plain '''in front of''' the ally's keep (they can grab all his villages on the way). Mainly you want to hold the ford near his keep as this is the most direct route and so is where the first enemy units would reach him from. Your aim isn't to defend, it is to stop or save the ally boss from suicidally attacking the enemy around turn 8. You just need to buy the turn or two that your strike force needs to finish sneaking around the north of the map and take out the enemy boss.]&lt;br /&gt;
&lt;br /&gt;
=== Troll Bridge ===&lt;br /&gt;
* Objectives: Defeat Troll leader&lt;br /&gt;
* Lose if: Aiglondur or Angarthing die or turns run out&lt;br /&gt;
* Turns: 20/16/12 (easy/medium/hard)&lt;br /&gt;
* Starting units: Aiglondur and Angarthing&lt;br /&gt;
* Other: You loot 200 gold from the troll&lt;br /&gt;
This one was a piece of cake.  Recall a castle-full of troops, and set camp at the first line of trees and mountains, to the north side of the road.  Your opponent can only recruit Level 1 Troll Whelps, so he doesn't have much attack strength.  After the first onslaught, the remaining Whelps either retreat, or throw themselves at your weakest unit.  Try and kill the enemies with weaker units, as it's a great chance to gain some experience.  Also, after you kill the Troll leader, you find that he was sitting on a pile of 200 gold.&lt;br /&gt;
&lt;br /&gt;
=== Invaders ===&lt;br /&gt;
* Objectives: Defeat enemy leaders (3)&lt;br /&gt;
* Lose if: Aiglondur or Angarthing die or turns run out&lt;br /&gt;
* Turns: 40/40/40 (easy/medium/hard)&lt;br /&gt;
* Starting units: Aiglondur, Angarthing and another dwarf &lt;br /&gt;
* Other: Hostile villagers come out of some villages when first flagged&lt;br /&gt;
When you flag your first village, you will discover that there are quite a number of outlaws hiding in it.  This can be your undoing, but it can also work to your advantage: Try not to flag too many villages and retain a tight group.  That way, your opponents will be quite preoccupied fighting the outlaws and you won't have to fight them simultaneously.  Move in a tight pack along the southern border of the map and take out your enemies one by one.  When I finally reached the northern orc, his troops were happily brawling away with the outlaws in the northwest...&lt;br /&gt;
&lt;br /&gt;
The randomization on the bandit spawning system is also another advantage.  Occasionally, you may play a map in which all the villages you flag are bandit-free.&lt;br /&gt;
&lt;br /&gt;
=== High Pass ===&lt;br /&gt;
* Objectives: Move Aiglondur to signpost at end of pass&lt;br /&gt;
* Lose if: Aiglondur, Angarthing or Ratheln die or turns run out&lt;br /&gt;
* Turns: 24/18/12 (easy/medium/hard)&lt;br /&gt;
* Starting units: Aiglondur and Angarthing&lt;br /&gt;
* Other: Friendly Arch Mage, Ratheln, available in a village near the middle of the path&lt;br /&gt;
Recalling your Gryphon Rider is a must on this scenario, he will be your eye in the fog.  Dwarves just can't see very far in the snow.  The rest is pretty straight forward, just make sure you meet the Arch Mage hiding in a village near the center of the pass.&lt;br /&gt;
Time is pretty tight in this scenario. Don't dawdle.&lt;br /&gt;
&lt;br /&gt;
=== Mages and Drakes ===&lt;br /&gt;
* Objectives: Defeat Drake leader&lt;br /&gt;
* Lose if: Aiglondur or Angarthing die or turns run out&lt;br /&gt;
* Turns: 30/24/18 (easy/medium/hard)&lt;br /&gt;
* Starting units: Aiglondur and Angarthing&lt;br /&gt;
Guardsmen and Thunderers are your units of choice in this scenario since they have piercing attacks that are quite deadly to drakes. Do not try to sweep the map of all opposition, your mobility disadvantage is too huge for that. Just move to the nest of the drakes with a pack of well seasoned troops, trying to stay in the mountains/hills as much as possible, otherwise the fire drakes could really hurt your dwarves.&lt;br /&gt;
&lt;br /&gt;
=== Fear ===&lt;br /&gt;
* Objectives: Find the villagers then defeat Masked Dwarf leader&lt;br /&gt;
* Lose if: Aiglondur or Angarthing die or turns run out&lt;br /&gt;
* Turns: 30/24/18 (easy/medium/hard)&lt;br /&gt;
* Starting units: Aiglondur, Angarthing and 1 or 2 Mages and Ratheln (depending on difficulty)&lt;br /&gt;
The worst mistake you can make in this scenario is to recall too many troops.  Those Ulfserkers look dangerous (and they probably are, if you let them get at one of your Thunderers or Magi), but otherwise your enemy is weak and you will need your gold.  Just make sure, the Dwarvish Ulfserkers hit only a Dwarvish Lord or Sentinel, preferably while he's standing on a village, and everything will be fine.&lt;br /&gt;
&lt;br /&gt;
You get an experienced Mage (or two, on easy) at the start of this scenario.  Level him to a White Mage, you'll be facing undead before long and you'll need his healing abilities.  It really pays to educate a second White Mage, by the way, even better if he's quick.&lt;br /&gt;
&lt;br /&gt;
You can recruit the Mage unit now.  If all of your Magi die (and you have none available for recall) you will lose the ability to recruit them.  This would be a big blow, so don't let it happen.&lt;br /&gt;
&lt;br /&gt;
=== Forbidden Forest ===&lt;br /&gt;
* Objectives: Move '''both''' Aiglondur and Angarthing to the eastern signpost&lt;br /&gt;
* Lose if: Aiglondur or Angarthing die or turns run out&lt;br /&gt;
* Turns: 40/34/28 (easy/medium/hard)&lt;br /&gt;
* Starting units: Aiglondur, Angarthing and any surviving Mages from Scenario 8&lt;br /&gt;
This is a tough one.  You are fighting elves.  You are fighting them in a forest.  And you are fighting them under fog of war.  So, once again, your Gryphon Rider (preferably leveled into a Gryphon Master) is a must.  Trouble is, Elvish Riders are as fast or faster than he is, and, he won't be able to spot Elvish Rangers or Woses because of their Ambush ability.  If I were playing the elves in this scenario, I would take on almost any number of dwarves.  Only the stupidity of the AI saves you from a grim defeat.  So recall as many units as you can, you need your numbers to make up for your tactical disadvantage.&lt;br /&gt;
&lt;br /&gt;
I've never tried to run in a tight pack to the signpost.  It might work, but those elves would swarm you from all sides.  Of course you don't have to finish off their leaders, you will have to finish off their entire troops however.&lt;br /&gt;
&lt;br /&gt;
In that temple in the center of the map is the Staff of Righteous Flame that will strike down every enemy next to a dying Mage.  It might be worth to give it to an inexperienced Mage and do a kamikaze attack with him. He might take out two or more Level 2 units that way. You could also give it to a more experienced unit and save him until the last scenario, when it could be very useful.&lt;br /&gt;
&lt;br /&gt;
If you are struggling with this level, take note that you have quite a few turns.  You do not need to sprint to the signpost.  The enemy leader to the south is poorly funded and recruits weak units.  You should be able to handle her forces by getting to the riverbank quickly and digging in (there is some forested hill terrain useful for this).  Magic users will have always have a high chance to hit elves in the forest.  The leader won't come get you so once you have killed her units you can move on.&lt;br /&gt;
&lt;br /&gt;
When you reach the central region of the map, expect to get ambushed by several Woses.  Fighting them off will not be too hard, as Dwarvish Lords and Magi are highly effective in destroying them.  Be careful with your Gryphon, as he is susceptible to getting ambushed, trapped and killed by the hiding Woses, Rangers and Scouts/Riders.&lt;br /&gt;
&lt;br /&gt;
=== The Siege of Kal Kartha ===&lt;br /&gt;
* Objectives: Defeat Orcish leaders (3)&lt;br /&gt;
* Lose if: Aiglondur, Angarthing, or Dulcatulos(allied leader) die or turns run out&lt;br /&gt;
* Turns: 35/35/35 (easy/medium/hard)&lt;br /&gt;
* Starting units: Aiglondur, Angarthing and any surviving Mages from Scenario 8&lt;br /&gt;
It is quite easy to grab the patch of hills in front of you, wait for the northern enemies to come to you and chew them up.  But you also need to make sure, that you put enough pressure on the central enemy.  If left alone, he gangs up with the southern one and you may be too late to rescue your ally.&lt;br /&gt;
&lt;br /&gt;
More often than not, the Orcs will ignore you completely and focus all their firepower on your weak ally.  If this happens, create three strike teams and rush the enemy leaders (who will be completely unguarded), as your ally will not be able to hold off their collective might for very long.&lt;br /&gt;
&lt;br /&gt;
=== The Court of Karrag ===&lt;br /&gt;
* Objectives: Defeat Karrag&lt;br /&gt;
* Lose if: Aiglondur, Angarthing, or Dulcatulos die or turns run out&lt;br /&gt;
* Turns: 12/12/12 (easy/medium/hard)&lt;br /&gt;
* Starting units: Aiglondur, Angarthing, Dulcatulos and Ratheln&lt;br /&gt;
* Other: Neither side can recruit units&lt;br /&gt;
Almost story only. Once again, those Berserkers are your most dangerous opponents, so take them out with your Dwarvish Lords.&lt;br /&gt;
&lt;br /&gt;
If you can, get Dulcatulos some kills. Leveling him helps his survival in the next scenario.&lt;br /&gt;
&lt;br /&gt;
=== The Underlevels ===&lt;br /&gt;
* Objectives: Defeat Karrag&lt;br /&gt;
* Lose if: Aiglondur, Angarthing, or Dulcatulos die&lt;br /&gt;
* Turns: no limit&lt;br /&gt;
* Starting units: Aiglondur, Angarthing, Dulcatulos and Ratheln&lt;br /&gt;
* Other:&lt;br /&gt;
** Two alcoves with 150 gold in the first gallery&lt;br /&gt;
** 4 caves with friendly prisoners in the north (just before the spiders)&lt;br /&gt;
** Teleportation runes&lt;br /&gt;
** Secret passage down to the first Lich&lt;br /&gt;
&lt;br /&gt;
Don't start playing this scenario, if you don't have a lot of time to spare.  It's not so much of a scenario, it's actually a small campaign in itself.  This is even more extreme than the missions in &amp;quot;Under the Burning Suns&amp;quot;.  As this is the last fighting scenario, you can recall shamelessly.  Two White Mages, your loyal Arch Mage and another Red Mage are really useful here.  By now, your army should consist of numerous Dwarvish Lords, Sentinels and Dragonguards, along with lower-level units. Recall everything and recruit more with your leftover gold.  It's going to be a long brawl, so you need to be prepared.&lt;br /&gt;
&lt;br /&gt;
In short, you will have to fight a gallery full of Masked Dwarves, 4 different Masked Dwarf leaders and their armies, a cavern full of Giant Spiders, 2 Liches and their Undead armies, and finally, once you're done with all that, have a final showdown with Karrag.  But there is no time limit, so you can take as long as you wish to complete this mission.&lt;br /&gt;
&lt;br /&gt;
==== The Gallery ====&lt;br /&gt;
&lt;br /&gt;
A hall with a line of dwarves on either side in extremely good defensive position. Try to take them out as fast as you can, cycling wounded units back to your healers for, before long, masked dwarves will start to pour into the gallery from the other side. There is a treasure behind each line of defenders, which provides a little extra cash should you need it for more recruits.&lt;br /&gt;
&lt;br /&gt;
==== The First Enemy ====&lt;br /&gt;
&lt;br /&gt;
He sits right at the other end of the gallery, again in a good defensive position. But with enough aggression, he should not be a problem. Once you've taken his castle, you will need to split your forces. Split them as evenly as you can. (Did I mention, that two White Mages are a real asset? Each group will need a healer!)&lt;br /&gt;
&lt;br /&gt;
==== The Fight in the Corridors ====&lt;br /&gt;
&lt;br /&gt;
Your enemies now are numerous and strong. But you are fighting underground in passages only three hexes wide. This is your advantage. Form defensive lines, let them come to you, and beat them to a pulp once they do. Don't worry if this takes some time, you will have to defeat almost their entire forces, before you can dare to enter the halls at the ends of the corridors. There is no turn limit anyway.&lt;br /&gt;
&lt;br /&gt;
Once you defeat the southern enemy, you will find a locked door. Just leave your troops there, your other group can easily take care of getting the key in the north east corner.&lt;br /&gt;
&lt;br /&gt;
When you have defeated the last enemy in the north, make sure to free the prisoners in the cells near his castle.&lt;br /&gt;
&lt;br /&gt;
==== The Spiders and the First Lich ====&lt;br /&gt;
&lt;br /&gt;
Before you move your norther force east to find the key, you should make a decision. There is a Lich on the eastern side of the map. You can enter his cellar from behind the locked door in the south, or through a long windy passage from the north. He's rather weak, but you need to take him out first, if you don't want him attacking your back while you face your real enemy.&lt;br /&gt;
&lt;br /&gt;
The first possibility is to use the transportation runes to get your forces down to the locked door and fight him from there. In that case, go east with only a few well leveled dwarves, Angarthing and a White Mage, for there is quite a number of Spiders defending the key. Once your read the spell, go back to the runes, reunite your forces and take out the Lich in the east.&lt;br /&gt;
&lt;br /&gt;
But if you want to get to the Lich through the back door, you need to take your whole northern force east. Defeat the Spiders, run down that narrow passage until your reach the end of the tunnel. It's just caved in, you can open it by moving a unit there. Before you do, open the locked door and advance with your southern force south east until you meet the undead forces. Be careful, they recruit quite a number of Shadows, nasty skirmishing, nightstalking Ghosts. Once the battle is raging you can open the backdoor to the Lich's castle and take him out.&lt;br /&gt;
&lt;br /&gt;
Either way, you will have to do some boring running here.&lt;br /&gt;
&lt;br /&gt;
==== The Second Lich ====&lt;br /&gt;
&lt;br /&gt;
He sits in a big cavern behind the doors in the south west. Only take him on with your entire army (if you don't want to do another chokepoint fight at the door). He too makes heavy use of shadows, so make sure to form solid lines! His forces are likely to be at a fair distance when you open the door, so, with your entire army, you have a good chance to finish him in only a few turns by rushing in at top speed. If that does not work, safeload and do a chokepoint fight at the door.&lt;br /&gt;
&lt;br /&gt;
==== Karrag ====&lt;br /&gt;
&lt;br /&gt;
He's defended by quite a number of Draugs. They can take out a fully healed Dwarvish Lord in a single turn! So make sure, they don't hack Aiglondur to pieces. Dwarvish Lords are your unit of choice nevertheless, since their hammers do heavy damage while they fight off the onslaught. Take out the wounded with your Mages, protecting them once again with Dwarvish Lords. You should be able to get to Karrag before you have to finish off all the Draugs.&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns]]&lt;/div&gt;</summary>
		<author><name>Cph</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=TheHammerOfThursagan&amp;diff=36405</id>
		<title>TheHammerOfThursagan</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=TheHammerOfThursagan&amp;diff=36405"/>
		<updated>2010-05-04T22:31:06Z</updated>

		<summary type="html">&lt;p&gt;Cph: Suggested approach for saving the ally at Lord.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The walkthrough is based on medium difficulty.&lt;br /&gt;
&lt;br /&gt;
=== At The East Gate ===&lt;br /&gt;
* Objectives: Defeat Orcish leader&lt;br /&gt;
* Lose if: Aiglondur dies or turns run out&lt;br /&gt;
* Turns: 32/30/28 (easy/medium/hard)&lt;br /&gt;
* Starting units: Aiglondur, Gryphon Rider&lt;br /&gt;
This is pretty simple. Send a mixed force of Thunderers, Fighters, and Guardsmen along the road, and a few units south into the hills if the orcs go that way. That path through the forest can be deadly – they will surround you if they can, and can heal at the base of the path. Any Dwarf in forest is weak, while Wolf Riders are at a defensive advantage. Send the Gryphon Rider off village gathering to the north. The enemy recruited mostly Wolf Riders and Grunts, with a few Archers as I neared his keep. &lt;br /&gt;
Preserve the Gryphon Rider; you are not able to recruit more. Try and keep your units alive (this can be tricky to achieve while moving forward – his units are dangerous, and some are very fast – make sure hurt units stay out of reach, rather than failing to notice that an almost dead Wolf Rider being chased by a Gryphon is still a threat), and try to level at least one dwarf – your leader is an excellent choice. Play according to the basics, and you’ll have no trouble.&lt;br /&gt;
&lt;br /&gt;
=== Reclaiming The Past ===&lt;br /&gt;
Plot only.  You gain what is perhaps the best support unit ever invented.  Your new companion has two magical impact attacks, one of which slows, he’s very fast, and most importantly, he can give a Leadership-like 25% attack boost to units on the same level.  He later becomes able to cure, and then heal +4. As he is your only healer for a while (until scenario 8), make it a priority to level him and get the curing/healing.  Angarthing makes fighting much easier.&lt;br /&gt;
&lt;br /&gt;
=== Strange Allies ===&lt;br /&gt;
* Objectives: Defeat Bandit leader&lt;br /&gt;
* Lose if: Aiglondur, Angarthing or Marth-Tak (Orcish leader) die or turns run out&lt;br /&gt;
* Turns: 30/28/24 (easy/medium/hard)&lt;br /&gt;
* Starting units: Aiglondur and Angarthing&lt;br /&gt;
&lt;br /&gt;
In this scenario, you are allies with the orcs, and must defeat the bandits, who start at the east end of the map, and with quite a fair bit of gold.  The bandits recruited mostly footpads and outlaws, but a few thugs, and a poacher or two near the end.  I recalled only one turns worth of dwarves and the Gryphon, and sent them straight east, through the river at the ford.  Your allies are an incredible help in this level; once you reach the bandit's side of the river, the orcs should already have engaged most of their troops to the south.  One good way to go about the rest of this battle is to keep your units off to one side, and grab the finishing blows, especially to those level 2 outlaws.  You should have 3 or 4 people (hopefully including Aiglondur and Angarthing) leveled by the end of this battle.&lt;br /&gt;
&lt;br /&gt;
[[[User:Cph|Cph]] - at Lord, the ally isn't strong enough to survive unaided (1.8.1). Turn 1 you should recruit a small strike force to go east to take out the enemy boss (just a couple of recruits should do to go with your leaders, or ideally a couple of quick recalls) plus recall the gryphon rider to take the more scattered villages and snipe enemies for XP; turn 2, recruit some dwarvish fighters (5 should be enough) to go and block up the plain '''in front of''' the ally's keep (they can grab all his villages on the way). Mainly you want to hold the ford near his keep as this is the most direct route and so is where the first enemy units would reach him from. Your aim isn't to defend, it is to stop or save the ally boss from suicidally attacking the enemy around turn 8. You just need to buy the turn or two that your strike force needs to finish sneaking around the north of the map and take out the enemy boss.)&lt;br /&gt;
&lt;br /&gt;
=== Troll Bridge ===&lt;br /&gt;
* Objectives: Defeat Troll leader&lt;br /&gt;
* Lose if: Aiglondur or Angarthing die or turns run out&lt;br /&gt;
* Turns: 20/16/12 (easy/medium/hard)&lt;br /&gt;
* Starting units: Aiglondur and Angarthing&lt;br /&gt;
* Other: You loot 200 gold from the troll&lt;br /&gt;
This one was a piece of cake.  Recall a castle-full of troops, and set camp at the first line of trees and mountains, to the north side of the road.  Your opponent can only recruit Level 1 Troll Whelps, so he doesn't have much attack strength.  After the first onslaught, the remaining Whelps either retreat, or throw themselves at your weakest unit.  Try and kill the enemies with weaker units, as it's a great chance to gain some experience.  Also, after you kill the Troll leader, you find that he was sitting on a pile of 200 gold.&lt;br /&gt;
&lt;br /&gt;
=== Invaders ===&lt;br /&gt;
* Objectives: Defeat enemy leaders (3)&lt;br /&gt;
* Lose if: Aiglondur or Angarthing die or turns run out&lt;br /&gt;
* Turns: 40/40/40 (easy/medium/hard)&lt;br /&gt;
* Starting units: Aiglondur, Angarthing and another dwarf &lt;br /&gt;
* Other: Hostile villagers come out of some villages when first flagged&lt;br /&gt;
When you flag your first village, you will discover that there are quite a number of outlaws hiding in it.  This can be your undoing, but it can also work to your advantage: Try not to flag too many villages and retain a tight group.  That way, your opponents will be quite preoccupied fighting the outlaws and you won't have to fight them simultaneously.  Move in a tight pack along the southern border of the map and take out your enemies one by one.  When I finally reached the northern orc, his troops were happily brawling away with the outlaws in the northwest...&lt;br /&gt;
&lt;br /&gt;
The randomization on the bandit spawning system is also another advantage.  Occasionally, you may play a map in which all the villages you flag are bandit-free.&lt;br /&gt;
&lt;br /&gt;
=== High Pass ===&lt;br /&gt;
* Objectives: Move Aiglondur to signpost at end of pass&lt;br /&gt;
* Lose if: Aiglondur, Angarthing or Ratheln die or turns run out&lt;br /&gt;
* Turns: 24/18/12 (easy/medium/hard)&lt;br /&gt;
* Starting units: Aiglondur and Angarthing&lt;br /&gt;
* Other: Friendly Arch Mage, Ratheln, available in a village near the middle of the path&lt;br /&gt;
Recalling your Gryphon Rider is a must on this scenario, he will be your eye in the fog.  Dwarves just can't see very far in the snow.  The rest is pretty straight forward, just make sure you meet the Arch Mage hiding in a village near the center of the pass.&lt;br /&gt;
Time is pretty tight in this scenario. Don't dawdle.&lt;br /&gt;
&lt;br /&gt;
=== Mages and Drakes ===&lt;br /&gt;
* Objectives: Defeat Drake leader&lt;br /&gt;
* Lose if: Aiglondur or Angarthing die or turns run out&lt;br /&gt;
* Turns: 30/24/18 (easy/medium/hard)&lt;br /&gt;
* Starting units: Aiglondur and Angarthing&lt;br /&gt;
Guardsmen and Thunderers are your units of choice in this scenario since they have piercing attacks that are quite deadly to drakes. Do not try to sweep the map of all opposition, your mobility disadvantage is too huge for that. Just move to the nest of the drakes with a pack of well seasoned troops, trying to stay in the mountains/hills as much as possible, otherwise the fire drakes could really hurt your dwarves.&lt;br /&gt;
&lt;br /&gt;
=== Fear ===&lt;br /&gt;
* Objectives: Find the villagers then defeat Masked Dwarf leader&lt;br /&gt;
* Lose if: Aiglondur or Angarthing die or turns run out&lt;br /&gt;
* Turns: 30/24/18 (easy/medium/hard)&lt;br /&gt;
* Starting units: Aiglondur, Angarthing and 1 or 2 Mages and Ratheln (depending on difficulty)&lt;br /&gt;
The worst mistake you can make in this scenario is to recall too many troops.  Those Ulfserkers look dangerous (and they probably are, if you let them get at one of your Thunderers or Magi), but otherwise your enemy is weak and you will need your gold.  Just make sure, the Dwarvish Ulfserkers hit only a Dwarvish Lord or Sentinel, preferably while he's standing on a village, and everything will be fine.&lt;br /&gt;
&lt;br /&gt;
You get an experienced Mage (or two, on easy) at the start of this scenario.  Level him to a White Mage, you'll be facing undead before long and you'll need his healing abilities.  It really pays to educate a second White Mage, by the way, even better if he's quick.&lt;br /&gt;
&lt;br /&gt;
You can recruit the Mage unit now.  If all of your Magi die (and you have none available for recall) you will lose the ability to recruit them.  This would be a big blow, so don't let it happen.&lt;br /&gt;
&lt;br /&gt;
=== Forbidden Forest ===&lt;br /&gt;
* Objectives: Move '''both''' Aiglondur and Angarthing to the eastern signpost&lt;br /&gt;
* Lose if: Aiglondur or Angarthing die or turns run out&lt;br /&gt;
* Turns: 40/34/28 (easy/medium/hard)&lt;br /&gt;
* Starting units: Aiglondur, Angarthing and any surviving Mages from Scenario 8&lt;br /&gt;
This is a tough one.  You are fighting elves.  You are fighting them in a forest.  And you are fighting them under fog of war.  So, once again, your Gryphon Rider (preferably leveled into a Gryphon Master) is a must.  Trouble is, Elvish Riders are as fast or faster than he is, and, he won't be able to spot Elvish Rangers or Woses because of their Ambush ability.  If I were playing the elves in this scenario, I would take on almost any number of dwarves.  Only the stupidity of the AI saves you from a grim defeat.  So recall as many units as you can, you need your numbers to make up for your tactical disadvantage.&lt;br /&gt;
&lt;br /&gt;
I've never tried to run in a tight pack to the signpost.  It might work, but those elves would swarm you from all sides.  Of course you don't have to finish off their leaders, you will have to finish off their entire troops however.&lt;br /&gt;
&lt;br /&gt;
In that temple in the center of the map is the Staff of Righteous Flame that will strike down every enemy next to a dying Mage.  It might be worth to give it to an inexperienced Mage and do a kamikaze attack with him. He might take out two or more Level 2 units that way. You could also give it to a more experienced unit and save him until the last scenario, when it could be very useful.&lt;br /&gt;
&lt;br /&gt;
If you are struggling with this level, take note that you have quite a few turns.  You do not need to sprint to the signpost.  The enemy leader to the south is poorly funded and recruits weak units.  You should be able to handle her forces by getting to the riverbank quickly and digging in (there is some forested hill terrain useful for this).  Magic users will have always have a high chance to hit elves in the forest.  The leader won't come get you so once you have killed her units you can move on.&lt;br /&gt;
&lt;br /&gt;
When you reach the central region of the map, expect to get ambushed by several Woses.  Fighting them off will not be too hard, as Dwarvish Lords and Magi are highly effective in destroying them.  Be careful with your Gryphon, as he is susceptible to getting ambushed, trapped and killed by the hiding Woses, Rangers and Scouts/Riders.&lt;br /&gt;
&lt;br /&gt;
=== The Siege of Kal Kartha ===&lt;br /&gt;
* Objectives: Defeat Orcish leaders (3)&lt;br /&gt;
* Lose if: Aiglondur, Angarthing, or Dulcatulos(allied leader) die or turns run out&lt;br /&gt;
* Turns: 35/35/35 (easy/medium/hard)&lt;br /&gt;
* Starting units: Aiglondur, Angarthing and any surviving Mages from Scenario 8&lt;br /&gt;
It is quite easy to grab the patch of hills in front of you, wait for the northern enemies to come to you and chew them up.  But you also need to make sure, that you put enough pressure on the central enemy.  If left alone, he gangs up with the southern one and you may be too late to rescue your ally.&lt;br /&gt;
&lt;br /&gt;
More often than not, the Orcs will ignore you completely and focus all their firepower on your weak ally.  If this happens, create three strike teams and rush the enemy leaders (who will be completely unguarded), as your ally will not be able to hold off their collective might for very long.&lt;br /&gt;
&lt;br /&gt;
=== The Court of Karrag ===&lt;br /&gt;
* Objectives: Defeat Karrag&lt;br /&gt;
* Lose if: Aiglondur, Angarthing, or Dulcatulos die or turns run out&lt;br /&gt;
* Turns: 12/12/12 (easy/medium/hard)&lt;br /&gt;
* Starting units: Aiglondur, Angarthing, Dulcatulos and Ratheln&lt;br /&gt;
* Other: Neither side can recruit units&lt;br /&gt;
Almost story only. Once again, those Berserkers are your most dangerous opponents, so take them out with your Dwarvish Lords.&lt;br /&gt;
&lt;br /&gt;
If you can, get Dulcatulos some kills. Leveling him helps his survival in the next scenario.&lt;br /&gt;
&lt;br /&gt;
=== The Underlevels ===&lt;br /&gt;
* Objectives: Defeat Karrag&lt;br /&gt;
* Lose if: Aiglondur, Angarthing, or Dulcatulos die&lt;br /&gt;
* Turns: no limit&lt;br /&gt;
* Starting units: Aiglondur, Angarthing, Dulcatulos and Ratheln&lt;br /&gt;
* Other:&lt;br /&gt;
** Two alcoves with 150 gold in the first gallery&lt;br /&gt;
** 4 caves with friendly prisoners in the north (just before the spiders)&lt;br /&gt;
** Teleportation runes&lt;br /&gt;
** Secret passage down to the first Lich&lt;br /&gt;
&lt;br /&gt;
Don't start playing this scenario, if you don't have a lot of time to spare.  It's not so much of a scenario, it's actually a small campaign in itself.  This is even more extreme than the missions in &amp;quot;Under the Burning Suns&amp;quot;.  As this is the last fighting scenario, you can recall shamelessly.  Two White Mages, your loyal Arch Mage and another Red Mage are really useful here.  By now, your army should consist of numerous Dwarvish Lords, Sentinels and Dragonguards, along with lower-level units. Recall everything and recruit more with your leftover gold.  It's going to be a long brawl, so you need to be prepared.&lt;br /&gt;
&lt;br /&gt;
In short, you will have to fight a gallery full of Masked Dwarves, 4 different Masked Dwarf leaders and their armies, a cavern full of Giant Spiders, 2 Liches and their Undead armies, and finally, once you're done with all that, have a final showdown with Karrag.  But there is no time limit, so you can take as long as you wish to complete this mission.&lt;br /&gt;
&lt;br /&gt;
==== The Gallery ====&lt;br /&gt;
&lt;br /&gt;
A hall with a line of dwarves on either side in extremely good defensive position. Try to take them out as fast as you can, cycling wounded units back to your healers for, before long, masked dwarves will start to pour into the gallery from the other side. There is a treasure behind each line of defenders, which provides a little extra cash should you need it for more recruits.&lt;br /&gt;
&lt;br /&gt;
==== The First Enemy ====&lt;br /&gt;
&lt;br /&gt;
He sits right at the other end of the gallery, again in a good defensive position. But with enough aggression, he should not be a problem. Once you've taken his castle, you will need to split your forces. Split them as evenly as you can. (Did I mention, that two White Mages are a real asset? Each group will need a healer!)&lt;br /&gt;
&lt;br /&gt;
==== The Fight in the Corridors ====&lt;br /&gt;
&lt;br /&gt;
Your enemies now are numerous and strong. But you are fighting underground in passages only three hexes wide. This is your advantage. Form defensive lines, let them come to you, and beat them to a pulp once they do. Don't worry if this takes some time, you will have to defeat almost their entire forces, before you can dare to enter the halls at the ends of the corridors. There is no turn limit anyway.&lt;br /&gt;
&lt;br /&gt;
Once you defeat the southern enemy, you will find a locked door. Just leave your troops there, your other group can easily take care of getting the key in the north east corner.&lt;br /&gt;
&lt;br /&gt;
When you have defeated the last enemy in the north, make sure to free the prisoners in the cells near his castle.&lt;br /&gt;
&lt;br /&gt;
==== The Spiders and the First Lich ====&lt;br /&gt;
&lt;br /&gt;
Before you move your norther force east to find the key, you should make a decision. There is a Lich on the eastern side of the map. You can enter his cellar from behind the locked door in the south, or through a long windy passage from the north. He's rather weak, but you need to take him out first, if you don't want him attacking your back while you face your real enemy.&lt;br /&gt;
&lt;br /&gt;
The first possibility is to use the transportation runes to get your forces down to the locked door and fight him from there. In that case, go east with only a few well leveled dwarves, Angarthing and a White Mage, for there is quite a number of Spiders defending the key. Once your read the spell, go back to the runes, reunite your forces and take out the Lich in the east.&lt;br /&gt;
&lt;br /&gt;
But if you want to get to the Lich through the back door, you need to take your whole northern force east. Defeat the Spiders, run down that narrow passage until your reach the end of the tunnel. It's just caved in, you can open it by moving a unit there. Before you do, open the locked door and advance with your southern force south east until you meet the undead forces. Be careful, they recruit quite a number of Shadows, nasty skirmishing, nightstalking Ghosts. Once the battle is raging you can open the backdoor to the Lich's castle and take him out.&lt;br /&gt;
&lt;br /&gt;
Either way, you will have to do some boring running here.&lt;br /&gt;
&lt;br /&gt;
==== The Second Lich ====&lt;br /&gt;
&lt;br /&gt;
He sits in a big cavern behind the doors in the south west. Only take him on with your entire army (if you don't want to do another chokepoint fight at the door). He too makes heavy use of shadows, so make sure to form solid lines! His forces are likely to be at a fair distance when you open the door, so, with your entire army, you have a good chance to finish him in only a few turns by rushing in at top speed. If that does not work, safeload and do a chokepoint fight at the door.&lt;br /&gt;
&lt;br /&gt;
==== Karrag ====&lt;br /&gt;
&lt;br /&gt;
He's defended by quite a number of Draugs. They can take out a fully healed Dwarvish Lord in a single turn! So make sure, they don't hack Aiglondur to pieces. Dwarvish Lords are your unit of choice nevertheless, since their hammers do heavy damage while they fight off the onslaught. Take out the wounded with your Mages, protecting them once again with Dwarvish Lords. You should be able to get to Karrag before you have to finish off all the Draugs.&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns]]&lt;/div&gt;</summary>
		<author><name>Cph</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=DelfadorsMemoirs&amp;diff=36298</id>
		<title>DelfadorsMemoirs</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=DelfadorsMemoirs&amp;diff=36298"/>
		<updated>2010-04-25T14:17:39Z</updated>

		<summary type="html">&lt;p&gt;Cph: /* The Road to Weldyn */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Story==&lt;br /&gt;
&lt;br /&gt;
This campaign follows the adventures of Delfador, beginning from him leaving home as a newly qualified journeyman mage,&lt;br /&gt;
and leading up to him helping to bring peace to Wesnoth.  It is set a couple of generations earlier than &amp;quot;Heir to the&lt;br /&gt;
Throne&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
&lt;br /&gt;
Original developer: email to Josh Parsons, jp30 AT st-and.ac.uk.&lt;br /&gt;
Thread is at http://www.wesnoth.org/forum/viewtopic.php?t=1293.&lt;br /&gt;
&lt;br /&gt;
More recently, the campaign has been picked up and improved by 'tapik' - see [[CampaignDelfadorsMemoirs]].&lt;br /&gt;
&lt;br /&gt;
==Campaign Strategy==&lt;br /&gt;
&lt;br /&gt;
This section gives some advice on long-term strategy in this campaign.&lt;br /&gt;
&lt;br /&gt;
''NOTE: plot spoilers''. In this campaign, you work with 6 different armies: your starting loyalist army, an undead army in the underworld, Kalenz and Chantal's elven armies, a dwarf army, and a loyalist army from Parthyn. Which armies are on the recall list varies from scenario to scenario. To an extent that means that long-term strategy doesn't matter, because you keep being given a clean slate; conversely, if you are short of vital units, you might have to go back 10 levels to fix it.&lt;br /&gt;
&lt;br /&gt;
Useful long term strategies are:&lt;br /&gt;
&lt;br /&gt;
* loyalists:&lt;br /&gt;
** '''mages''': for your starting loyalist army, mages are important. '''Get 2 white mages as early as you can'''. You face a lot of assassins in the early levels, and from level 7 onward there are a lot of undead. One red mage is all you will want, for map 8.&lt;br /&gt;
** '''heavy infantry''': not that useful, despite the numbers of undead. Too many of the levels are big wide open spaces, or have difficult terrain where your HI will founder, or you are given holy water or dwarves and so have better options. Nonetheless it is worth recruiting some HI in levels that do suit them, because you lose the ability to recruit them at some points but can still recall them.&lt;br /&gt;
** '''horsemen''': now these are useful - many of the early levels suit horsemen well, and you should pick a couple of good horsemen and level them all the way up to paladins. These will be valuable in the later levels.&lt;br /&gt;
* elves: standard mixture of elves is fine (although there are many undead, you get holy water to deal with them), except:&lt;br /&gt;
** '''sorcerors''': you get a druid free, and will want a second, but perhaps more importantly you want plenty of sorcerors as these are good against the sort of undead that you don't want to melee even with holy water (spectres).&lt;br /&gt;
* Delfador: perhaps the most important long run strategy in this campaign is to get Delfador to level 3 early, and near to reaching level 4 by the end of the loyalist levels (1-8). Delfador has to fight one level essentially on his own, and it helps a lot if he is at or near level 4 (the free heal from the level-up would be useful during that level).&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
&lt;br /&gt;
You should be familiar with the basics in [[WesnothManual]] -- this is a walkthrough, not an exposition of basic game mechanics.&lt;br /&gt;
&lt;br /&gt;
Each scenario has an individual forum thread where you can provide feedback to the authors.  You can find these [http://www.wesnoth.org/forum/viewtopic.php?f=22&amp;amp;t=25554 here]. Feedback is useful as it helps the developers improve the campaign in future versions; and the posts by other players may contain advice or pointers beyond those in this walkthrough.&lt;br /&gt;
&lt;br /&gt;
===Overture===&lt;br /&gt;
&lt;br /&gt;
Just an introduction - sit back and enjoy the show.&lt;br /&gt;
&lt;br /&gt;
===This Valley Belongs to Me===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Grogor-Tuk, the enemy leader.&lt;br /&gt;
&lt;br /&gt;
This one is tricky (at least at Great Mage - hard). The enemy has a lot of gold and sends a steady stream of units your way for the first day. In the south/centre is the easy bit - defend the river. Use your mage of light here to back up a few horsemen/spearmen to fend off the attackers.&lt;br /&gt;
&lt;br /&gt;
The tricky bit is to the north - wolf riders cross the river to the north and come down through the woods. Some spearmen and mages in the woods works here, and there's a village in the woods to the north to anchor your defence on. Wolf riders don't benefit as much as your units do on the wooded tiles. Aim to give plenty of XP to at least one mage, so you can level him up here or early at the next level.&lt;br /&gt;
&lt;br /&gt;
===The Road to Weldyn===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Urthaka-Tan, the enemy leader.&lt;br /&gt;
&lt;br /&gt;
You want quite a few horsemen here; it's a good opportunity to get lots of horsemen on your recall list (they are cheaper to recall than recruit later on). There are enough villages to fund recruiting or recalling 9 units and still have positive income throughout. You want at least half of your units to be horsemen: the enemy will have lots of archers who are easy prey in these open fields. You start with an archer and gain the ability to recruit more here, but you are better off recalling or recruiting mages, plus a couple of spearmen to play defence in the first night.&lt;br /&gt;
&lt;br /&gt;
This level is dead easy to win because the enemy has a small keep, so his forces arrive spread out and not supporting each other. Use the day/night cycle; at night just fall back and, particularly on the first night, use the line of woods and castle tiles just west of your start. Your horsemen can go and take villages and make it back to fight at dawn on day 2. In the day, crush them with the horsemen and mages. You want to level up mages and horsemen.&lt;br /&gt;
&lt;br /&gt;
Once you have crushed the enemy army, take the remaining villages and milk for XP - the early exit bonus is only +15/turn, and you should be able to get +14/turn while prolonging the level. You are heading for knights (for paladins later) and white mages, as per [[#Campaign_Strategy]].&lt;br /&gt;
&lt;br /&gt;
===Leollyn===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Hagha-Tan, and keep Leollyn alive.&lt;br /&gt;
&lt;br /&gt;
You can ignore the ally in my experience; the enemy send a few units down that way, but the L3 mage and his L2 mage recruits are well able to handle them.&lt;br /&gt;
&lt;br /&gt;
You want to recall at least one and preferably two white mages (there will be lots of assassins), and a horseman near leveling up. The rest of your recruit should be a mix of bowmen and spearmen, including one or two level 2 ones. March up to the ford to the north-west and build a defensive position for the night; keep the front line together with as few units as you can, as most will end up poisoned each turn; cycle them out and replace with others. Once day breaks, hopefully you have enough decent units left to mop up the enemy's first wave; your horseman is ideal to pick off any strong enemy units standing in the water.&lt;br /&gt;
&lt;br /&gt;
Hopefully you can push over the river by afternoon on the second day. You can lure out the enemy leader and then run him down with your knight and Delfador.&lt;br /&gt;
&lt;br /&gt;
===Council in Weldyn===&lt;br /&gt;
&lt;br /&gt;
Just story.&lt;br /&gt;
&lt;br /&gt;
===Swamps of Illuven===&lt;br /&gt;
&lt;br /&gt;
Objectives: Delfador must reach signpost in north-east before time runs out.&lt;br /&gt;
&lt;br /&gt;
The protection charge is always 80% of your gold, and gets rid of the north-west enemy (the one not in the way of getting to the signpost). The other enemy player (the one blocking the signpost) gets a small gold bonus. So, you are losing 80% of your gold to get rid of around 40% of the enemy gold - hence I think that you are better off not paying ''in general''. At Easy it is even worse, as the net effect is only about -25% of the enemy gold.&lt;br /&gt;
&lt;br /&gt;
And there is a gold bonus available if you don't pay and do defeat the NW enemy. It is not noted in the &amp;quot;Objectives&amp;quot; - instead a treasure chest is shown on the map. Remember to take it.&lt;br /&gt;
&lt;br /&gt;
If you don't pay the charge, you get to recruit a big army, get more XP, and finish quicker. You should be able to hold the central island while pushing a force from there to take out the NW leader. I suggest a couple of horsemen, 2 white mages, recall a couple of level 2s, a couple of level 1 mages (which are pretty good against footpads and poachers as they ignore their high defense ratings), and the rest spearmen as fodder to form your defensive line. It is vital to use Lionel's level-3 leadership to help your level-1 units fight better.&lt;br /&gt;
&lt;br /&gt;
====Paying the charge====&lt;br /&gt;
&lt;br /&gt;
The level is playable paying the charge if you are coming in with ~250 gold or more. Although it gives the AI a big lead in gold, you have halved the recruit rate for the AIs and ensured that they are all on the far side of the level; the AI's forces don't concentrate so well and your small force can evade them at night. You may prefer this route if you prefer a challenging small-army scouting battle rather than a big army battle.&lt;br /&gt;
&lt;br /&gt;
I recruited as much as I could, which was only 2 raw spearmen and a horseman recall; these go with Lionel to hold the centre island and take the villages there. Delfador marched to the vacated NW keep, taking villages on the way. Once there I had accumulated enough gold to recall a few more units and so could bring a second force into play.&lt;br /&gt;
&lt;br /&gt;
===Night in the Swamp===&lt;br /&gt;
&lt;br /&gt;
Objective: survive 12 turns.&lt;br /&gt;
&lt;br /&gt;
It is hard to get an early exit bonus here, and you don't need it, so just take the opportunity to level up some units. Grab some heavy infantry and mages, and perhaps a knight - see [[#Campaign Strategy]]. &lt;br /&gt;
&lt;br /&gt;
You can put a generator out of action by landing any level 2 or better mage on it; the level will end when there are no skeletons left. At easy, it appears that there is only one generator - you can storm it and get an early exit bonus if you find the next level easier that way, but I think leveling up units is more useful here.&lt;br /&gt;
&lt;br /&gt;
===Ur-Thorodor===&lt;br /&gt;
&lt;br /&gt;
Objectives: get Delfador into the wose castle. No early exit bonus.&lt;br /&gt;
&lt;br /&gt;
The main hazard here is the gryphons - they will attack as you cross the water. Be careful with Lionel and Delfador; you may need to use fodder to lure the gryphons and then blast them. Recall a red mage, a good damage sink (a knight will do), a healer, and perhaps another mage and a fodder unit. Cross straight away, and don't get bogged down on the other side - blast a hole with your mages and get Delfador into the castle asap. You are not likely to win a long fight. Remember that Lionel's leadership helps mages too.&lt;br /&gt;
&lt;br /&gt;
===Houses of the Dead===&lt;br /&gt;
&lt;br /&gt;
Objective: find the Staff and get Delfador to the north signpost within 64 turns.&lt;br /&gt;
&lt;br /&gt;
Explore to your north-west first - there is one village in that direction. To your north is an impassable barrier behind those mountains, so next turn back and work around the level anti-clockwise. The ghosts act as allies, but usually throw their, uh, existences away against the skeletons quite quickly; at least they distract the skeletons while you take villages. If you can, keep any allies with XP alive - they will join your army free in the next level. But it's hard to do so don't worry if you fail.&lt;br /&gt;
&lt;br /&gt;
''NOTE: spoilers''. (Okay, so a walkthrough is always spoilerish, but generally playing hints don't detract from the experience of playing. On this occasion, you might feel that it spoils this excellent level to see this hint.) Once you get around to Sythan's village, as noted by one of the other ghosts there is a secret passage in one of the little paths up into the mountains to the north. This takes you to the chamber with the Staff, where you can hole up in a village and fight off the skeletons. This route is probably easier than the direct approach, as there is an ambush when you take either village to the east of the castle, and the enemy leader packs a powerful melee attack.&lt;br /&gt;
&lt;br /&gt;
Don't exit until turn 64, as there is no early exit bonus but you should have a good income. Waiting gives you more gold for the next scenario (1.8.0).&lt;br /&gt;
&lt;br /&gt;
===The Gate Between Worlds===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Iliah-Malal&lt;br /&gt;
&lt;br /&gt;
You get to recruit ghosts and ghouls here, your allies of the last level. Money should be no problem. Don't overdo the ghosts - get 4-5 for scouting and killing the enemy's bats, and to pick off stragglers. Your main army has to be ghouls, as the enemy will recruit a lot of dark adepts and they can kill a ghost in one turn, so your ghosts will have to stay away from the main fight. Draw them into the swamp and then crush them with a wave of ghouls, backed by Delfador's leadership.&lt;br /&gt;
&lt;br /&gt;
You will be able to recall this undead force in a later scenario, but I don't think it was useful, so you don't have to worry about leveling up units for later levels.&lt;br /&gt;
&lt;br /&gt;
===Wasteland===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Tish Golub&lt;br /&gt;
&lt;br /&gt;
Straightforward scenario, albeit the enemy can recruit L2 units and you have only raw Elven recruits. The walk north to the Elven castle is simple. Most of the fighting takes place in the woods that you can see to your west, so elven archers are good here. Also grab a scout to steal all your ally's villages, otherwise she will keep recruiting L2 units and stealing your XP. Definitely recruit 1 or 2 shamans, as you would like to have a sorcerer early in the next level.&lt;br /&gt;
&lt;br /&gt;
===Terror at the Ford of Parthyn===&lt;br /&gt;
&lt;br /&gt;
Objectives: defeat both the orc and undead leaders.&lt;br /&gt;
&lt;br /&gt;
One strategy here is to send one scout south to find the ford guard (which then come under your control), while recruiting an army to go west and take out the orc leader. I played the level this way at Great Mage and... it went badly, although I won in the end. If playing this way, withdraw the ford guard entirely to the castle south of the ford and hole up there until relieved.&lt;br /&gt;
&lt;br /&gt;
You will find that some villages in the north of the map contain ambushes. Two villages near the ford contain allied troops; releasing these early would be a big help to defending the south castle.&lt;br /&gt;
&lt;br /&gt;
An alternative strategy is to race to the south castle (without recruiting at all) and play defensive through the first wave of enemies. The orcs and undead are hostile to each other, so this gives them a lot of chance to fight amongst themselves. ''Needs investigation and comments.''&lt;br /&gt;
&lt;br /&gt;
===The Return of Trouble===&lt;br /&gt;
&lt;br /&gt;
Objectives: defeat all enemy leaders.&lt;br /&gt;
&lt;br /&gt;
This level has a no-breathing-room start - the east enemy is almost on top of you and has as much gold as you (at Great Mage). The mountains and starting camp are poor terrain for you as that terrain is better for orcs; cross your forces into the woods opposite where you have advantages in defence and movement.&lt;br /&gt;
&lt;br /&gt;
Although you can recruit &amp;quot;raw&amp;quot; L2 units here, don't feel you need to recruit too many of them; the large number of enemy L2s attacking mean that it is hard to keep units in the front line alive, and so recruiting good numbers of units matters here. Recruiting a few druids and captains and recruiting L1 units for the bulk of the army works well. &lt;br /&gt;
&lt;br /&gt;
The ally spends his forces quickly and his leader will die early, but you aren't required to keep him alive, so don't worry about him; when he dies it is even an advantage as it stops encouraging the orcs to go through the woods south of your position.&lt;br /&gt;
&lt;br /&gt;
At lower skills, aim to knock out the east enemy early. His right flank is open but rests on the mountains, which is bad terrain for you - if you try to go around that way he can easily shift forces to meet you. Instead you can approach close to his keep through the woods; this, his left flank, usually isn't open but the AI isn't smart about keeping a proper line here. At Great Mage, you may not have the forces to spare to take him out (if you can even make an opening - he has plenty of units); instead slow him with a shaman when he pops out of his keep to attack and block him from getting back to recruit.&lt;br /&gt;
&lt;br /&gt;
You should aim to maintain a line along the north part of the woods; the main line is down the west side of the woods for a few tiles and this is where Kalenz should be; and a line back east inside the wood for your left flank, to catch enemy units coming at you through the woods. Hold out in the woods for 2 days and the storm will eventually subside; you will probably have heavy losses but your survivors should all be L3 or close to it by the end. You can then seize villages and take out the enemy commanders.&lt;br /&gt;
&lt;br /&gt;
===Shadows===&lt;br /&gt;
&lt;br /&gt;
Objectives: defeat all enemy leaders.&lt;br /&gt;
&lt;br /&gt;
You start with your Kalenz force, and get back your Delfador force during the scenario (he arrives in the SE). Grab all three holy waters near the start, but you should then move all your elven forces in one direction, head west to take out the west lich. The forest slows up most of the undead and so means that the undead converging from the other two camps won't catch you before you overwhelm and eliminate the enemy leader that you target. Because you are facing some L1 and L2 troops here, don't feel that you need to give the holy water to L3 units - a mix of L1 and L2 units is ideal and they should level all the way to L3 during the level. Recall any Elven sorcerers or shaman with good XP, and shaman are good extra recruits at the start, again to level to sorcerers.&lt;br /&gt;
&lt;br /&gt;
Once you have knocked out the NW leader, you elven force should head south to take out the south leader, and Delfador's force can head north to take out the NE leader. Lots of the undead forces will spend the whole level floundering around in the north woods around your start camp, chasing but never catching you up.&lt;br /&gt;
&lt;br /&gt;
===Save the King===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Zorlan, and (at Mage and above) kill all the enemy leaders; and keep Garard alive until that is done.&lt;br /&gt;
&lt;br /&gt;
You don't have to worry about Garard - even at Great Mage, he is more than strong enough to defeat the two southern enemies and his forces significantly help defeat Zorlan (1.8.0). You get a big automatic recall of your white mages, Chantal, and a shock trooper and Kalenz; that's plenty to win with, but recruit some new elves as it gives you some units to give XP to, fodder to face the trolls with, and they are handy to take out the SW enemy faster (at Mage and above). An elven sorcerer is a good recall, but 1 is enough.&lt;br /&gt;
&lt;br /&gt;
Zorlan should be simple; some of his units tangle with Garard's units in the river, so you should meet little opposition getting to his camp - which can be easily crushed with your mages. The onset of trolls at around first watch is the only dangerous moment, but once they have attacked, your mages and high level units can wipe them out mostly in one round. Then send Delfador and a couple of other units to take out the troll leader, and send some elves south with Kalenz to help Garard clean up and then take out the SW leader. Garard usually kills the SE leader by himself.&lt;br /&gt;
&lt;br /&gt;
===Dark Sky Over Weldyn===&lt;br /&gt;
&lt;br /&gt;
Just story.&lt;br /&gt;
&lt;br /&gt;
===A New Ally===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Gruv-Malal; keep Ulrek and Relgorn alive.&lt;br /&gt;
&lt;br /&gt;
Recruit and recall some mages - get a few L1s and you should be able to level up a couple by the end of the level. Move to Ulrek's keep - provided you have some units there by second watch, there is no danger of him being defeated. The dwarves wear down the undead and your mages get to clean up and take the XP.&lt;br /&gt;
&lt;br /&gt;
===The Portal of Doom===&lt;br /&gt;
&lt;br /&gt;
Objectives: close the portal and get your units out via the mine shaft where you start.&lt;br /&gt;
&lt;br /&gt;
Heavy-infantry are too slow on the ice. Similarly it is best to recall quick mages. Your main force should be dwarf warriors, with a few white mages or quick mages to weaken enemy units and to deal with nightgaunts and the like. A knight (even better, a paladin) would also be useful here, due to the speed and for finishing off enemy units when the dwarves can't reach.&lt;br /&gt;
&lt;br /&gt;
Don't worry about the villages to the north - Illah-Malal appears on day 2 at the north castle, so scouting units sent north would probably get killed. You can defend at your camp to defeat the first wave of undead, then march over the ice to close the portal; the northern undead will come to you. You will finish with deep negative gold but it doesn't matter.&lt;br /&gt;
&lt;br /&gt;
===Showdown in the Northern Swamp===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Illah-Malal with Delfador.&lt;br /&gt;
&lt;br /&gt;
There is lots of holy water at the start, and you might struggle to have enough units to give it to. You get control of Lionel on turn 3 (plus a castle of rubbish L1 recruits), so you don't have to take villages off of him. I suggest give Lionel and Kalenz a holy water each and the third to a good L2 melee unit. Your other 4 recalls could be 2 white mages, a steelclad and a paladin (or a knight close to leveling - as it is an open level).&lt;br /&gt;
&lt;br /&gt;
A good strategy here is to strike straight north and seize the south end of the bridge. The NE necromancer recruits a lot of dark adepts, and you will have to run a long way during the night to outrun them if you don't bottle them up at the crossing. Once you hold the bridge, a good melee unit and a white mage, plus some of the ally's archers, can easily hold off the NE forces. The NW enemies attack during the first night, and the main tricky bit is dealing with the nightgaunts and spectres here - just keep L2 and L3 melee units in the front line to meet the attack, then clean up with your mages. The SW enemy's units are slower and arrive on day 2; so by moving to the bridge, you've split the enemy attack and can crush each in turn.&lt;br /&gt;
&lt;br /&gt;
===Prince of Wesnoth===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill an enemy commander.&lt;br /&gt;
&lt;br /&gt;
Do not attempt to cross into the central woods; it seems like a tempting spot to fight from, but you will struggle to maximise your recruitment and still get all your units across into it, because the southern enemy camp is close to your line of advance. Instead, abandon all your villages and the rest of the level to the enemy and just defend the SW corner. Elves along the edge of the woods should be able to hold out and wear through the enemy. The number of L2 units, and the mages that the enemy recruit, mean that you will take casualties; but you will be killing a lot and scoring plenty of XP. A general mix of level 1, 2 and 3 units works well here; use the best units to hold tiles that can be attacked from several directions, which will deter the enemy from attacking them.&lt;br /&gt;
&lt;br /&gt;
Once the initial wave of enemies is spent, mop up and proceed swiftly through the central woods and jump into an enemy camp to kill the general. You don't have to have much gold for the next level, but will want high-level units, so take time here to level some up if you don't have enough.&lt;br /&gt;
&lt;br /&gt;
===Clash at the Manor===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill the enemy commander; prevent any enemies escaping via the roads.&lt;br /&gt;
&lt;br /&gt;
As there are two roads, you want two combat groups, each covering a road and heading for a bridge. You get given Chantal, and I would recall a second druid or shyde so you have a healer and someone to entangle any royal guards that you encounter with each combat group. The rest of your recall should be top melee units (champions and avengers mainly). Move fairly quickly so the enemy don't sneak to the signposts; after that it is an easy mopping up exercise.&lt;br /&gt;
&lt;br /&gt;
The second phase of the level is a search - just visit all the tiles outside the cave area north of the mansion.&lt;br /&gt;
&lt;br /&gt;
===Face of the Enemy===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill the enemy commander.&lt;br /&gt;
&lt;br /&gt;
Last level, so you don't have to worry about losses or leveling up; recall some sorcerers and a decent melee unit to take the holy water. The enemy recruits few units, so you don't have to cover all the passageways; just advance as a group by the shortest route to the keep, and keep side passages covered (the enemy uses nightgaunts to ambush and slip in through any gaps). Beware of putting Delfador in front, as the enemy will use Banebows like walking corpses for suicide attacks against him.&lt;br /&gt;
&lt;br /&gt;
== Old Version ==&lt;br /&gt;
&lt;br /&gt;
Before its inclusion as a mainline campaign, Delfador's Memoirs was distributed as a separate add-on. &lt;br /&gt;
&lt;br /&gt;
=== Installation notes ===&lt;br /&gt;
&lt;br /&gt;
Delfador's Memoirs is distributed as a tarball (.tar.gz), containing all sources for the campaign.&lt;br /&gt;
The tarball is built with automake.  To install, unpack it, change into the directory delfadors-memoirs-(version) and&lt;br /&gt;
run (as root) &amp;quot;./configure &amp;amp;&amp;amp; make &amp;amp;&amp;amp; make install&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If you can't install DM this way, then you may install download and install it from the campaign server (you will need wesnoth 0.8.5 or a current CVS version to do this).&lt;br /&gt;
&lt;br /&gt;
=== Download ===&lt;br /&gt;
&lt;br /&gt;
Version 0.1: (3 playable scenarios) requires wesnoth = 0.7.7&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/memoirs-0.1.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.2: (7 playable scenarios) requires wesnoth = 0.7.9&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.2.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.2.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.3: (9 playable scenarios) requires wesnoth &amp;gt;= 0.7.11 (=0.7.11 for the tarball)&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.3.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.3.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.4: (10 playable scenarios) requires wesnoth &amp;gt;= 0.7.11, &amp;lt;= 0.8.3&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.4.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.4.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.5: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.4, &amp;lt;= 0.8.7&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.5.1: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.4, &amp;lt;= 0.8.7&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.1.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.5.2: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.9&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.2.tar.gz&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Mainline Campaigns]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns - Walkthroughs]]&lt;/div&gt;</summary>
		<author><name>Cph</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=DelfadorsMemoirs&amp;diff=36297</id>
		<title>DelfadorsMemoirs</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=DelfadorsMemoirs&amp;diff=36297"/>
		<updated>2010-04-25T14:16:13Z</updated>

		<summary type="html">&lt;p&gt;Cph: This is a walkthrough&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Story==&lt;br /&gt;
&lt;br /&gt;
This campaign follows the adventures of Delfador, beginning from him leaving home as a newly qualified journeyman mage,&lt;br /&gt;
and leading up to him helping to bring peace to Wesnoth.  It is set a couple of generations earlier than &amp;quot;Heir to the&lt;br /&gt;
Throne&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
&lt;br /&gt;
Original developer: email to Josh Parsons, jp30 AT st-and.ac.uk.&lt;br /&gt;
Thread is at http://www.wesnoth.org/forum/viewtopic.php?t=1293.&lt;br /&gt;
&lt;br /&gt;
More recently, the campaign has been picked up and improved by 'tapik' - see [[CampaignDelfadorsMemoirs]].&lt;br /&gt;
&lt;br /&gt;
==Campaign Strategy==&lt;br /&gt;
&lt;br /&gt;
This section gives some advice on long-term strategy in this campaign.&lt;br /&gt;
&lt;br /&gt;
''NOTE: plot spoilers''. In this campaign, you work with 6 different armies: your starting loyalist army, an undead army in the underworld, Kalenz and Chantal's elven armies, a dwarf army, and a loyalist army from Parthyn. Which armies are on the recall list varies from scenario to scenario. To an extent that means that long-term strategy doesn't matter, because you keep being given a clean slate; conversely, if you are short of vital units, you might have to go back 10 levels to fix it.&lt;br /&gt;
&lt;br /&gt;
Useful long term strategies are:&lt;br /&gt;
&lt;br /&gt;
* loyalists:&lt;br /&gt;
** '''mages''': for your starting loyalist army, mages are important. '''Get 2 white mages as early as you can'''. You face a lot of assassins in the early levels, and from level 7 onward there are a lot of undead. One red mage is all you will want, for map 8.&lt;br /&gt;
** '''heavy infantry''': not that useful, despite the numbers of undead. Too many of the levels are big wide open spaces, or have difficult terrain where your HI will founder, or you are given holy water or dwarves and so have better options. Nonetheless it is worth recruiting some HI in levels that do suit them, because you lose the ability to recruit them at some points but can still recall them.&lt;br /&gt;
** '''horsemen''': now these are useful - many of the early levels suit horsemen well, and you should pick a couple of good horsemen and level them all the way up to paladins. These will be valuable in the later levels.&lt;br /&gt;
* elves: standard mixture of elves is fine (although there are many undead, you get holy water to deal with them), except:&lt;br /&gt;
** '''sorcerors''': you get a druid free, and will want a second, but perhaps more importantly you want plenty of sorcerors as these are good against the sort of undead that you don't want to melee even with holy water (spectres).&lt;br /&gt;
* Delfador: perhaps the most important long run strategy in this campaign is to get Delfador to level 3 early, and near to reaching level 4 by the end of the loyalist levels (1-8). Delfador has to fight one level essentially on his own, and it helps a lot if he is at or near level 4 (the free heal from the level-up would be useful during that level).&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
&lt;br /&gt;
You should be familiar with the basics in [[WesnothManual]] -- this is a walkthrough, not an exposition of basic game mechanics.&lt;br /&gt;
&lt;br /&gt;
Each scenario has an individual forum thread where you can provide feedback to the authors.  You can find these [http://www.wesnoth.org/forum/viewtopic.php?f=22&amp;amp;t=25554 here]. Feedback is useful as it helps the developers improve the campaign in future versions; and the posts by other players may contain advice or pointers beyond those in this walkthrough.&lt;br /&gt;
&lt;br /&gt;
===Overture===&lt;br /&gt;
&lt;br /&gt;
Just an introduction - sit back and enjoy the show.&lt;br /&gt;
&lt;br /&gt;
===This Valley Belongs to Me===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Grogor-Tuk, the enemy leader.&lt;br /&gt;
&lt;br /&gt;
This one is tricky (at least at Great Mage - hard). The enemy has a lot of gold and sends a steady stream of units your way for the first day. In the south/centre is the easy bit - defend the river. Use your mage of light here to back up a few horsemen/spearmen to fend off the attackers.&lt;br /&gt;
&lt;br /&gt;
The tricky bit is to the north - wolf riders cross the river to the north and come down through the woods. Some spearmen and mages in the woods works here, and there's a village in the woods to the north to anchor your defence on. Wolf riders don't benefit as much as your units do on the wooded tiles. Aim to give plenty of XP to at least one mage, so you can level him up here or early at the next level.&lt;br /&gt;
&lt;br /&gt;
===The Road to Weldyn===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Urthaka-Tan, the enemy leader.&lt;br /&gt;
&lt;br /&gt;
You want quite a few horsemen here; it's a good opportunity to get lots of horsemen on your recall list (they are cheaper to recall then recruit later on). There are enough villages to fund recruiting or recalling 9 units and still have positive income throughout. You want at least half of your units to be horsemen: the enemy will have lots of archers who are easy prey in these open fields. You start with an archer and gain the ability to recruit more here, but you are better off recalling or recruiting mages, plus a couple of spearmen to play defence in the first night.&lt;br /&gt;
&lt;br /&gt;
This level is dead easy to win because the enemy has a small keep, so his forces arrive spread out and not supporting each other. Use the day/night cycle; at night just fall back and, particularly on the first night, use the line of woods and castle tiles just west of your start. Your horsemen can go and take villages and make it back to fight at dawn on day 2. In the day, crush them with the horsemen and mages. You want to level up mages and horsemen.&lt;br /&gt;
&lt;br /&gt;
Once you have crushed the enemy army, take the remaining villages and milk for XP - the early exit bonus is only +15/turn, and you should be able to get +14/turn while prolonging the level. You are heading for knights (for paladins later) and white mages, as per [[#Campaign_Strategy]].&lt;br /&gt;
&lt;br /&gt;
===Leollyn===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Hagha-Tan, and keep Leollyn alive.&lt;br /&gt;
&lt;br /&gt;
You can ignore the ally in my experience; the enemy send a few units down that way, but the L3 mage and his L2 mage recruits are well able to handle them.&lt;br /&gt;
&lt;br /&gt;
You want to recall at least one and preferably two white mages (there will be lots of assassins), and a horseman near leveling up. The rest of your recruit should be a mix of bowmen and spearmen, including one or two level 2 ones. March up to the ford to the north-west and build a defensive position for the night; keep the front line together with as few units as you can, as most will end up poisoned each turn; cycle them out and replace with others. Once day breaks, hopefully you have enough decent units left to mop up the enemy's first wave; your horseman is ideal to pick off any strong enemy units standing in the water.&lt;br /&gt;
&lt;br /&gt;
Hopefully you can push over the river by afternoon on the second day. You can lure out the enemy leader and then run him down with your knight and Delfador.&lt;br /&gt;
&lt;br /&gt;
===Council in Weldyn===&lt;br /&gt;
&lt;br /&gt;
Just story.&lt;br /&gt;
&lt;br /&gt;
===Swamps of Illuven===&lt;br /&gt;
&lt;br /&gt;
Objectives: Delfador must reach signpost in north-east before time runs out.&lt;br /&gt;
&lt;br /&gt;
The protection charge is always 80% of your gold, and gets rid of the north-west enemy (the one not in the way of getting to the signpost). The other enemy player (the one blocking the signpost) gets a small gold bonus. So, you are losing 80% of your gold to get rid of around 40% of the enemy gold - hence I think that you are better off not paying ''in general''. At Easy it is even worse, as the net effect is only about -25% of the enemy gold.&lt;br /&gt;
&lt;br /&gt;
And there is a gold bonus available if you don't pay and do defeat the NW enemy. It is not noted in the &amp;quot;Objectives&amp;quot; - instead a treasure chest is shown on the map. Remember to take it.&lt;br /&gt;
&lt;br /&gt;
If you don't pay the charge, you get to recruit a big army, get more XP, and finish quicker. You should be able to hold the central island while pushing a force from there to take out the NW leader. I suggest a couple of horsemen, 2 white mages, recall a couple of level 2s, a couple of level 1 mages (which are pretty good against footpads and poachers as they ignore their high defense ratings), and the rest spearmen as fodder to form your defensive line. It is vital to use Lionel's level-3 leadership to help your level-1 units fight better.&lt;br /&gt;
&lt;br /&gt;
====Paying the charge====&lt;br /&gt;
&lt;br /&gt;
The level is playable paying the charge if you are coming in with ~250 gold or more. Although it gives the AI a big lead in gold, you have halved the recruit rate for the AIs and ensured that they are all on the far side of the level; the AI's forces don't concentrate so well and your small force can evade them at night. You may prefer this route if you prefer a challenging small-army scouting battle rather than a big army battle.&lt;br /&gt;
&lt;br /&gt;
I recruited as much as I could, which was only 2 raw spearmen and a horseman recall; these go with Lionel to hold the centre island and take the villages there. Delfador marched to the vacated NW keep, taking villages on the way. Once there I had accumulated enough gold to recall a few more units and so could bring a second force into play.&lt;br /&gt;
&lt;br /&gt;
===Night in the Swamp===&lt;br /&gt;
&lt;br /&gt;
Objective: survive 12 turns.&lt;br /&gt;
&lt;br /&gt;
It is hard to get an early exit bonus here, and you don't need it, so just take the opportunity to level up some units. Grab some heavy infantry and mages, and perhaps a knight - see [[#Campaign Strategy]]. &lt;br /&gt;
&lt;br /&gt;
You can put a generator out of action by landing any level 2 or better mage on it; the level will end when there are no skeletons left. At easy, it appears that there is only one generator - you can storm it and get an early exit bonus if you find the next level easier that way, but I think leveling up units is more useful here.&lt;br /&gt;
&lt;br /&gt;
===Ur-Thorodor===&lt;br /&gt;
&lt;br /&gt;
Objectives: get Delfador into the wose castle. No early exit bonus.&lt;br /&gt;
&lt;br /&gt;
The main hazard here is the gryphons - they will attack as you cross the water. Be careful with Lionel and Delfador; you may need to use fodder to lure the gryphons and then blast them. Recall a red mage, a good damage sink (a knight will do), a healer, and perhaps another mage and a fodder unit. Cross straight away, and don't get bogged down on the other side - blast a hole with your mages and get Delfador into the castle asap. You are not likely to win a long fight. Remember that Lionel's leadership helps mages too.&lt;br /&gt;
&lt;br /&gt;
===Houses of the Dead===&lt;br /&gt;
&lt;br /&gt;
Objective: find the Staff and get Delfador to the north signpost within 64 turns.&lt;br /&gt;
&lt;br /&gt;
Explore to your north-west first - there is one village in that direction. To your north is an impassable barrier behind those mountains, so next turn back and work around the level anti-clockwise. The ghosts act as allies, but usually throw their, uh, existences away against the skeletons quite quickly; at least they distract the skeletons while you take villages. If you can, keep any allies with XP alive - they will join your army free in the next level. But it's hard to do so don't worry if you fail.&lt;br /&gt;
&lt;br /&gt;
''NOTE: spoilers''. (Okay, so a walkthrough is always spoilerish, but generally playing hints don't detract from the experience of playing. On this occasion, you might feel that it spoils this excellent level to see this hint.) Once you get around to Sythan's village, as noted by one of the other ghosts there is a secret passage in one of the little paths up into the mountains to the north. This takes you to the chamber with the Staff, where you can hole up in a village and fight off the skeletons. This route is probably easier than the direct approach, as there is an ambush when you take either village to the east of the castle, and the enemy leader packs a powerful melee attack.&lt;br /&gt;
&lt;br /&gt;
Don't exit until turn 64, as there is no early exit bonus but you should have a good income. Waiting gives you more gold for the next scenario (1.8.0).&lt;br /&gt;
&lt;br /&gt;
===The Gate Between Worlds===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Iliah-Malal&lt;br /&gt;
&lt;br /&gt;
You get to recruit ghosts and ghouls here, your allies of the last level. Money should be no problem. Don't overdo the ghosts - get 4-5 for scouting and killing the enemy's bats, and to pick off stragglers. Your main army has to be ghouls, as the enemy will recruit a lot of dark adepts and they can kill a ghost in one turn, so your ghosts will have to stay away from the main fight. Draw them into the swamp and then crush them with a wave of ghouls, backed by Delfador's leadership.&lt;br /&gt;
&lt;br /&gt;
You will be able to recall this undead force in a later scenario, but I don't think it was useful, so you don't have to worry about leveling up units for later levels.&lt;br /&gt;
&lt;br /&gt;
===Wasteland===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Tish Golub&lt;br /&gt;
&lt;br /&gt;
Straightforward scenario, albeit the enemy can recruit L2 units and you have only raw Elven recruits. The walk north to the Elven castle is simple. Most of the fighting takes place in the woods that you can see to your west, so elven archers are good here. Also grab a scout to steal all your ally's villages, otherwise she will keep recruiting L2 units and stealing your XP. Definitely recruit 1 or 2 shamans, as you would like to have a sorcerer early in the next level.&lt;br /&gt;
&lt;br /&gt;
===Terror at the Ford of Parthyn===&lt;br /&gt;
&lt;br /&gt;
Objectives: defeat both the orc and undead leaders.&lt;br /&gt;
&lt;br /&gt;
One strategy here is to send one scout south to find the ford guard (which then come under your control), while recruiting an army to go west and take out the orc leader. I played the level this way at Great Mage and... it went badly, although I won in the end. If playing this way, withdraw the ford guard entirely to the castle south of the ford and hole up there until relieved.&lt;br /&gt;
&lt;br /&gt;
You will find that some villages in the north of the map contain ambushes. Two villages near the ford contain allied troops; releasing these early would be a big help to defending the south castle.&lt;br /&gt;
&lt;br /&gt;
An alternative strategy is to race to the south castle (without recruiting at all) and play defensive through the first wave of enemies. The orcs and undead are hostile to each other, so this gives them a lot of chance to fight amongst themselves. ''Needs investigation and comments.''&lt;br /&gt;
&lt;br /&gt;
===The Return of Trouble===&lt;br /&gt;
&lt;br /&gt;
Objectives: defeat all enemy leaders.&lt;br /&gt;
&lt;br /&gt;
This level has a no-breathing-room start - the east enemy is almost on top of you and has as much gold as you (at Great Mage). The mountains and starting camp are poor terrain for you as that terrain is better for orcs; cross your forces into the woods opposite where you have advantages in defence and movement.&lt;br /&gt;
&lt;br /&gt;
Although you can recruit &amp;quot;raw&amp;quot; L2 units here, don't feel you need to recruit too many of them; the large number of enemy L2s attacking mean that it is hard to keep units in the front line alive, and so recruiting good numbers of units matters here. Recruiting a few druids and captains and recruiting L1 units for the bulk of the army works well. &lt;br /&gt;
&lt;br /&gt;
The ally spends his forces quickly and his leader will die early, but you aren't required to keep him alive, so don't worry about him; when he dies it is even an advantage as it stops encouraging the orcs to go through the woods south of your position.&lt;br /&gt;
&lt;br /&gt;
At lower skills, aim to knock out the east enemy early. His right flank is open but rests on the mountains, which is bad terrain for you - if you try to go around that way he can easily shift forces to meet you. Instead you can approach close to his keep through the woods; this, his left flank, usually isn't open but the AI isn't smart about keeping a proper line here. At Great Mage, you may not have the forces to spare to take him out (if you can even make an opening - he has plenty of units); instead slow him with a shaman when he pops out of his keep to attack and block him from getting back to recruit.&lt;br /&gt;
&lt;br /&gt;
You should aim to maintain a line along the north part of the woods; the main line is down the west side of the woods for a few tiles and this is where Kalenz should be; and a line back east inside the wood for your left flank, to catch enemy units coming at you through the woods. Hold out in the woods for 2 days and the storm will eventually subside; you will probably have heavy losses but your survivors should all be L3 or close to it by the end. You can then seize villages and take out the enemy commanders.&lt;br /&gt;
&lt;br /&gt;
===Shadows===&lt;br /&gt;
&lt;br /&gt;
Objectives: defeat all enemy leaders.&lt;br /&gt;
&lt;br /&gt;
You start with your Kalenz force, and get back your Delfador force during the scenario (he arrives in the SE). Grab all three holy waters near the start, but you should then move all your elven forces in one direction, head west to take out the west lich. The forest slows up most of the undead and so means that the undead converging from the other two camps won't catch you before you overwhelm and eliminate the enemy leader that you target. Because you are facing some L1 and L2 troops here, don't feel that you need to give the holy water to L3 units - a mix of L1 and L2 units is ideal and they should level all the way to L3 during the level. Recall any Elven sorcerers or shaman with good XP, and shaman are good extra recruits at the start, again to level to sorcerers.&lt;br /&gt;
&lt;br /&gt;
Once you have knocked out the NW leader, you elven force should head south to take out the south leader, and Delfador's force can head north to take out the NE leader. Lots of the undead forces will spend the whole level floundering around in the north woods around your start camp, chasing but never catching you up.&lt;br /&gt;
&lt;br /&gt;
===Save the King===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Zorlan, and (at Mage and above) kill all the enemy leaders; and keep Garard alive until that is done.&lt;br /&gt;
&lt;br /&gt;
You don't have to worry about Garard - even at Great Mage, he is more than strong enough to defeat the two southern enemies and his forces significantly help defeat Zorlan (1.8.0). You get a big automatic recall of your white mages, Chantal, and a shock trooper and Kalenz; that's plenty to win with, but recruit some new elves as it gives you some units to give XP to, fodder to face the trolls with, and they are handy to take out the SW enemy faster (at Mage and above). An elven sorcerer is a good recall, but 1 is enough.&lt;br /&gt;
&lt;br /&gt;
Zorlan should be simple; some of his units tangle with Garard's units in the river, so you should meet little opposition getting to his camp - which can be easily crushed with your mages. The onset of trolls at around first watch is the only dangerous moment, but once they have attacked, your mages and high level units can wipe them out mostly in one round. Then send Delfador and a couple of other units to take out the troll leader, and send some elves south with Kalenz to help Garard clean up and then take out the SW leader. Garard usually kills the SE leader by himself.&lt;br /&gt;
&lt;br /&gt;
===Dark Sky Over Weldyn===&lt;br /&gt;
&lt;br /&gt;
Just story.&lt;br /&gt;
&lt;br /&gt;
===A New Ally===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Gruv-Malal; keep Ulrek and Relgorn alive.&lt;br /&gt;
&lt;br /&gt;
Recruit and recall some mages - get a few L1s and you should be able to level up a couple by the end of the level. Move to Ulrek's keep - provided you have some units there by second watch, there is no danger of him being defeated. The dwarves wear down the undead and your mages get to clean up and take the XP.&lt;br /&gt;
&lt;br /&gt;
===The Portal of Doom===&lt;br /&gt;
&lt;br /&gt;
Objectives: close the portal and get your units out via the mine shaft where you start.&lt;br /&gt;
&lt;br /&gt;
Heavy-infantry are too slow on the ice. Similarly it is best to recall quick mages. Your main force should be dwarf warriors, with a few white mages or quick mages to weaken enemy units and to deal with nightgaunts and the like. A knight (even better, a paladin) would also be useful here, due to the speed and for finishing off enemy units when the dwarves can't reach.&lt;br /&gt;
&lt;br /&gt;
Don't worry about the villages to the north - Illah-Malal appears on day 2 at the north castle, so scouting units sent north would probably get killed. You can defend at your camp to defeat the first wave of undead, then march over the ice to close the portal; the northern undead will come to you. You will finish with deep negative gold but it doesn't matter.&lt;br /&gt;
&lt;br /&gt;
===Showdown in the Northern Swamp===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Illah-Malal with Delfador.&lt;br /&gt;
&lt;br /&gt;
There is lots of holy water at the start, and you might struggle to have enough units to give it to. You get control of Lionel on turn 3 (plus a castle of rubbish L1 recruits), so you don't have to take villages off of him. I suggest give Lionel and Kalenz a holy water each and the third to a good L2 melee unit. Your other 4 recalls could be 2 white mages, a steelclad and a paladin (or a knight close to leveling - as it is an open level).&lt;br /&gt;
&lt;br /&gt;
A good strategy here is to strike straight north and seize the south end of the bridge. The NE necromancer recruits a lot of dark adepts, and you will have to run a long way during the night to outrun them if you don't bottle them up at the crossing. Once you hold the bridge, a good melee unit and a white mage, plus some of the ally's archers, can easily hold off the NE forces. The NW enemies attack during the first night, and the main tricky bit is dealing with the nightgaunts and spectres here - just keep L2 and L3 melee units in the front line to meet the attack, then clean up with your mages. The SW enemy's units are slower and arrive on day 2; so by moving to the bridge, you've split the enemy attack and can crush each in turn.&lt;br /&gt;
&lt;br /&gt;
===Prince of Wesnoth===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill an enemy commander.&lt;br /&gt;
&lt;br /&gt;
Do not attempt to cross into the central woods; it seems like a tempting spot to fight from, but you will struggle to maximise your recruitment and still get all your units across into it, because the southern enemy camp is close to your line of advance. Instead, abandon all your villages and the rest of the level to the enemy and just defend the SW corner. Elves along the edge of the woods should be able to hold out and wear through the enemy. The number of L2 units, and the mages that the enemy recruit, mean that you will take casualties; but you will be killing a lot and scoring plenty of XP. A general mix of level 1, 2 and 3 units works well here; use the best units to hold tiles that can be attacked from several directions, which will deter the enemy from attacking them.&lt;br /&gt;
&lt;br /&gt;
Once the initial wave of enemies is spent, mop up and proceed swiftly through the central woods and jump into an enemy camp to kill the general. You don't have to have much gold for the next level, but will want high-level units, so take time here to level some up if you don't have enough.&lt;br /&gt;
&lt;br /&gt;
===Clash at the Manor===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill the enemy commander; prevent any enemies escaping via the roads.&lt;br /&gt;
&lt;br /&gt;
As there are two roads, you want two combat groups, each covering a road and heading for a bridge. You get given Chantal, and I would recall a second druid or shyde so you have a healer and someone to entangle any royal guards that you encounter with each combat group. The rest of your recall should be top melee units (champions and avengers mainly). Move fairly quickly so the enemy don't sneak to the signposts; after that it is an easy mopping up exercise.&lt;br /&gt;
&lt;br /&gt;
The second phase of the level is a search - just visit all the tiles outside the cave area north of the mansion.&lt;br /&gt;
&lt;br /&gt;
===Face of the Enemy===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill the enemy commander.&lt;br /&gt;
&lt;br /&gt;
Last level, so you don't have to worry about losses or leveling up; recall some sorcerers and a decent melee unit to take the holy water. The enemy recruits few units, so you don't have to cover all the passageways; just advance as a group by the shortest route to the keep, and keep side passages covered (the enemy uses nightgaunts to ambush and slip in through any gaps). Beware of putting Delfador in front, as the enemy will use Banebows like walking corpses for suicide attacks against him.&lt;br /&gt;
&lt;br /&gt;
== Old Version ==&lt;br /&gt;
&lt;br /&gt;
Before its inclusion as a mainline campaign, Delfador's Memoirs was distributed as a separate add-on. &lt;br /&gt;
&lt;br /&gt;
=== Installation notes ===&lt;br /&gt;
&lt;br /&gt;
Delfador's Memoirs is distributed as a tarball (.tar.gz), containing all sources for the campaign.&lt;br /&gt;
The tarball is built with automake.  To install, unpack it, change into the directory delfadors-memoirs-(version) and&lt;br /&gt;
run (as root) &amp;quot;./configure &amp;amp;&amp;amp; make &amp;amp;&amp;amp; make install&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If you can't install DM this way, then you may install download and install it from the campaign server (you will need wesnoth 0.8.5 or a current CVS version to do this).&lt;br /&gt;
&lt;br /&gt;
=== Download ===&lt;br /&gt;
&lt;br /&gt;
Version 0.1: (3 playable scenarios) requires wesnoth = 0.7.7&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/memoirs-0.1.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.2: (7 playable scenarios) requires wesnoth = 0.7.9&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.2.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.2.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.3: (9 playable scenarios) requires wesnoth &amp;gt;= 0.7.11 (=0.7.11 for the tarball)&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.3.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.3.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.4: (10 playable scenarios) requires wesnoth &amp;gt;= 0.7.11, &amp;lt;= 0.8.3&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.4.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.4.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.5: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.4, &amp;lt;= 0.8.7&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.5.1: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.4, &amp;lt;= 0.8.7&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.1.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.5.2: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.9&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.2.tar.gz&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Mainline Campaigns]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns - Walkthroughs]]&lt;/div&gt;</summary>
		<author><name>Cph</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=DelfadorsMemoirs&amp;diff=36296</id>
		<title>DelfadorsMemoirs</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=DelfadorsMemoirs&amp;diff=36296"/>
		<updated>2010-04-25T11:21:59Z</updated>

		<summary type="html">&lt;p&gt;Cph: General tidy of the walkthrough now it is complete and #Campaign Strategy is written.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Story==&lt;br /&gt;
&lt;br /&gt;
This campaign follows the adventures of Delfador, beginning from him leaving home as a newly qualified journeyman mage,&lt;br /&gt;
and leading up to him helping to bring peace to Wesnoth.  It is set a couple of generations earlier than &amp;quot;Heir to the&lt;br /&gt;
Throne&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
&lt;br /&gt;
Original developer: email to Josh Parsons, jp30 AT st-and.ac.uk.&lt;br /&gt;
Thread is at http://www.wesnoth.org/forum/viewtopic.php?t=1293.&lt;br /&gt;
&lt;br /&gt;
More recently, the campaign has been picked up and improved by 'tapik' - see [[CampaignDelfadorsMemoirs]].&lt;br /&gt;
&lt;br /&gt;
==Campaign Strategy==&lt;br /&gt;
&lt;br /&gt;
This section gives some advice on long-term strategy in this campaign.&lt;br /&gt;
&lt;br /&gt;
''NOTE: plot spoilers''. In this campaign, you work with 6 different armies: your starting loyalist army, an undead army in the underworld, Kalenz and Chantal's elven armies, a dwarf army, and a loyalist army from Parthyn. Which armies are on the recall list varies from scenario to scenario. To an extent that means that long-term strategy doesn't matter, because you keep being given a clean slate; conversely, if you are short of vital units, you might have to go back 10 levels to fix it.&lt;br /&gt;
&lt;br /&gt;
Useful long term strategies are:&lt;br /&gt;
&lt;br /&gt;
* loyalists:&lt;br /&gt;
** '''mages''': for your starting loyalist army, mages are important. '''Get 2 white mages as early as you can'''. You face a lot of assassins in the early levels, and from level 7 onward there are a lot of undead. One red mage is all you will want, for map 8.&lt;br /&gt;
** '''heavy infantry''': not that useful, despite the numbers of undead. Too many of the levels are big wide open spaces, or have difficult terrain where your HI will founder, or you are given holy water or dwarves and so have better options. Nonetheless it is worth recruiting some HI in levels that do suit them, because you lose the ability to recruit them at some points but can still recall them.&lt;br /&gt;
** '''horsemen''': now these are useful - many of the early levels suit horsemen well, and you should pick a couple of good horsemen and level them all the way up to paladins. These will be valuable in the later levels.&lt;br /&gt;
* elves: standard mixture of elves is fine (although there are many undead, you get holy water to deal with them), except:&lt;br /&gt;
** '''sorcerors''': you get a druid free, and will want a second, but perhaps more importantly you want plenty of sorcerors as these are good against the sort of undead that you don't want to melee even with holy water (spectres).&lt;br /&gt;
* Delfador: perhaps the most important long run strategy in this campaign is to get Delfador to level 3 early, and near to reaching level 4 by the end of the loyalist levels (1-8). Delfador has to fight one level essentially on his own, and it helps a lot if he is at or near level 4 (the free heal from the level-up would be useful during that level).&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
&lt;br /&gt;
You should be familiar with the basics in [[WesnothManual]] -- this is a walkthrough, not an exposition of basic game mechanics.&lt;br /&gt;
&lt;br /&gt;
Each scenario has an individual forum thread where you can provide feedback to the authors.  You can find these [http://www.wesnoth.org/forum/viewtopic.php?f=22&amp;amp;t=25554 here]. Feedback is useful as it helps the developers improve the campaign in future versions; and the posts by other players may contain advice or pointers beyond those in this walkthrough.&lt;br /&gt;
&lt;br /&gt;
===Overture===&lt;br /&gt;
&lt;br /&gt;
Just an introduction - sit back and enjoy the show.&lt;br /&gt;
&lt;br /&gt;
===This Valley Belongs to Me===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Grogor-Tuk, the enemy leader.&lt;br /&gt;
&lt;br /&gt;
This one is tricky (at least at Great Mage - hard). The enemy has a lot of gold and sends a steady stream of units your way for the first day. In the south/centre is the easy bit - defend the river. Use your mage of light here to back up a few horsemen/spearmen to fend off the attackers.&lt;br /&gt;
&lt;br /&gt;
The tricky bit is to the north - wolf riders cross the river to the north and come down through the woods. Some spearmen and mages in the woods works here, and there's a village in the woods to the north to anchor your defence on. Wolf riders don't benefit as much as your units do on the wooded tiles. Aim to give plenty of XP to at least one mage, so you can level him up here or early at the next level.&lt;br /&gt;
&lt;br /&gt;
===The Road to Weldyn===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Urthaka-Tan, the enemy leader.&lt;br /&gt;
&lt;br /&gt;
You want quite a few horsemen here; it's a good opportunity to get lots of horsemen on your recall list (they are cheaper to recall then recruit later on). There are enough villages to fund recruiting or recalling 9 units and still have positive income throughout. You want at least half of your units to be horsemen: the enemy will have lots of archers who are easy prey in these open fields. You start with an archer and gain the ability to recruit more here, but you are better off recalling or recruiting mages, plus a couple of spearmen to play defence in the first night.&lt;br /&gt;
&lt;br /&gt;
This level is dead easy to win because the enemy has a small keep, so his forces arrive spread out and not supporting each other. Use the day/night cycle; at night just fall back and, particularly on the first night, use the line of woods and castle tiles just west of your start. Your horsemen can go and take villages and make it back to fight at dawn on day 2. In the day, crush them with the horsemen and mages. You want to level up mages and horsemen.&lt;br /&gt;
&lt;br /&gt;
Once you have crushed the enemy army, take the remaining villages and milk for XP - the early exit bonus is only +15/turn, and you should be able to get +14/turn while prolonging the level. You are heading for knights (for paladins later) and white mages, as per [[#Campaign_Strategy]].&lt;br /&gt;
&lt;br /&gt;
===Leollyn===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Hagha-Tan, and keep Leollyn alive.&lt;br /&gt;
&lt;br /&gt;
You can ignore the ally in my experience; the enemy send a few units down that way, but the L3 mage and his L2 mage recruits are well able to handle them.&lt;br /&gt;
&lt;br /&gt;
You want to recall at least one and preferably two white mages (there will be lots of assassins), and a horseman near leveling up. The rest of your recruit should be a mix of bowmen and spearmen, including one or two level 2 ones. March up to the ford to the north-west and build a defensive position for the night; keep the front line together with as few units as you can, as most will end up poisoned each turn; cycle them out and replace with others. Once day breaks, hopefully you have enough decent units left to mop up the enemy's first wave; your horseman is ideal to pick off any strong enemy units standing in the water.&lt;br /&gt;
&lt;br /&gt;
Hopefully you can push over the river by afternoon on the second day. You can lure out the enemy leader and then run him down with your knight and Delfador.&lt;br /&gt;
&lt;br /&gt;
===Council in Weldyn===&lt;br /&gt;
&lt;br /&gt;
Just story.&lt;br /&gt;
&lt;br /&gt;
===Swamps of Illuven===&lt;br /&gt;
&lt;br /&gt;
Objectives: Delfador must reach signpost in north-east before time runs out.&lt;br /&gt;
&lt;br /&gt;
The protection charge is always 80% of your gold, and gets rid of the north-west enemy (the one not in the way of getting to the signpost). The other enemy player (the one blocking the signpost) gets a small gold bonus. So, you are losing 80% of your gold to get rid of around 40% of the enemy gold - hence I think that you are better off not paying ''in general''. At Easy it is even worse, as the net effect is only about -25% of the enemy gold.&lt;br /&gt;
&lt;br /&gt;
And there is a gold bonus available if you don't pay and do defeat the NW enemy. It is not noted in the &amp;quot;Objectives&amp;quot; - instead a treasure chest is shown on the map. Remember to take it.&lt;br /&gt;
&lt;br /&gt;
If you don't pay the charge, you get to recruit a big army, get more XP, and finish quicker. You should be able to hold the central island while pushing a force from there to take out the NW leader. I suggest a couple of horsemen, 2 white mages, recall a couple of level 2s, a couple of level 1 mages (which are pretty good against footpads and poachers as they ignore their high defense ratings), and the rest spearmen as fodder to form your defensive line. It is vital to use Lionel's level-3 leadership to help your level-1 units fight better.&lt;br /&gt;
&lt;br /&gt;
====Paying the charge====&lt;br /&gt;
&lt;br /&gt;
The level is playable paying the charge if you are coming in with ~250 gold or more. Although it gives the AI a big lead in gold, you have halved the recruit rate for the AIs and ensured that they are all on the far side of the level; the AI's forces don't concentrate so well and your small force can evade them at night. You may prefer this route if you prefer a challenging small-army scouting battle rather than a big army battle.&lt;br /&gt;
&lt;br /&gt;
I recruited as much as I could, which was only 2 raw spearmen and a horseman recall; these go with Lionel to hold the centre island and take the villages there. Delfador marched to the vacated NW keep, taking villages on the way. Once there I had accumulated enough gold to recall a few more units and so could bring a second force into play.&lt;br /&gt;
&lt;br /&gt;
===Night in the Swamp===&lt;br /&gt;
&lt;br /&gt;
Objective: survive 12 turns.&lt;br /&gt;
&lt;br /&gt;
It is hard to get an early exit bonus here, and you don't need it, so just take the opportunity to level up some units. Grab some heavy infantry and mages, and perhaps a knight - see [[#Campaign Strategy]]. &lt;br /&gt;
&lt;br /&gt;
You can put a generator out of action by landing any level 2 or better mage on it; the level will end when there are no skeletons left. At easy, it appears that there is only one generator - you can storm it and get an early exit bonus if you find the next level easier that way, but I think leveling up units is more useful here.&lt;br /&gt;
&lt;br /&gt;
===Ur-Thorodor===&lt;br /&gt;
&lt;br /&gt;
Objectives: get Delfador into the wose castle. No early exit bonus.&lt;br /&gt;
&lt;br /&gt;
The main hazard here is the gryphons - they will attack as you cross the water. Be careful with Lionel and Delfador; you may need to use fodder to lure the gryphons and then blast them. Recall a red mage, a good damage sink (a knight will do), a healer, and perhaps another mage and a fodder unit. Cross straight away, and don't get bogged down on the other side - blast a hole with your mages and get Delfador into the castle asap. You are not likely to win a long fight. Remember that Lionel's leadership helps mages too.&lt;br /&gt;
&lt;br /&gt;
===Houses of the Dead===&lt;br /&gt;
&lt;br /&gt;
Objective: find the Staff and get Delfador to the north signpost within 64 turns.&lt;br /&gt;
&lt;br /&gt;
Explore to your north-west first - there is one village in that direction. To your north is an impassable barrier behind those mountains, so next turn back and work around the level anti-clockwise. The ghosts act as allies, but usually throw their, uh, existences away against the skeletons quite quickly; at least they distract the skeletons while you take villages. If you can, keep any allies with XP alive - they will join your army free in the next level. But it's hard to do so don't worry if you fail.&lt;br /&gt;
&lt;br /&gt;
''NOTE: spoilers''. (Okay, so a walkthrough is always spoilerish, but generally playing hints don't detract from the experience of playing. On this occasion, you might feel that it spoils this excellent level to see this hint.) Once you get around to Sythan's village, as noted by one of the other ghosts there is a secret passage in one of the little paths up into the mountains to the north. This takes you to the chamber with the Staff, where you can hole up in a village and fight off the skeletons. This route is probably easier than the direct approach, as there is an ambush when you take either village to the east of the castle, and the enemy leader packs a powerful melee attack.&lt;br /&gt;
&lt;br /&gt;
Don't exit until turn 64, as there is no early exit bonus but you should have a good income. Waiting gives you more gold for the next scenario (1.8.0).&lt;br /&gt;
&lt;br /&gt;
===The Gate Between Worlds===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Iliah-Malal&lt;br /&gt;
&lt;br /&gt;
You get to recruit ghosts and ghouls here, your allies of the last level. Money should be no problem. Don't overdo the ghosts - get 4-5 for scouting and killing the enemy's bats, and to pick off stragglers. Your main army has to be ghouls, as the enemy will recruit a lot of dark adepts and they can kill a ghost in one turn, so your ghosts will have to stay away from the main fight. Draw them into the swamp and then crush them with a wave of ghouls, backed by Delfador's leadership.&lt;br /&gt;
&lt;br /&gt;
You will be able to recall this undead force in a later scenario, but I don't think it was useful, so you don't have to worry about leveling up units for later levels.&lt;br /&gt;
&lt;br /&gt;
===Wasteland===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Tish Golub&lt;br /&gt;
&lt;br /&gt;
Straightforward scenario, albeit the enemy can recruit L2 units and you have only raw Elven recruits. The walk north to the Elven castle is simple. Most of the fighting takes place in the woods that you can see to your west, so elven archers are good here. Also grab a scout to steal all your ally's villages, otherwise she will keep recruiting L2 units and stealing your XP. Definitely recruit 1 or 2 shamans, as you would like to have a sorcerer early in the next level.&lt;br /&gt;
&lt;br /&gt;
===Terror at the Ford of Parthyn===&lt;br /&gt;
&lt;br /&gt;
Objectives: defeat both the orc and undead leaders.&lt;br /&gt;
&lt;br /&gt;
One strategy here is to send one scout south to find the ford guard (which then come under your control), while recruiting an army to go west and take out the orc leader. I played the level this way at Great Mage and... it went badly, although I won in the end. If playing this way, withdraw the ford guard entirely to the castle south of the ford and hole up there until relieved.&lt;br /&gt;
&lt;br /&gt;
You will find that some villages in the north of the map contain ambushes. Two villages near the ford contain allied troops; releasing these early would be a big help to defending the south castle.&lt;br /&gt;
&lt;br /&gt;
An alternative strategy is to race to the south castle (without recruiting at all) and play defensive through the first wave of enemies. The orcs and undead are hostile to each other, so this gives them a lot of chance to fight amongst themselves. ''Needs investigation and comments.''&lt;br /&gt;
&lt;br /&gt;
===The Return of Trouble===&lt;br /&gt;
&lt;br /&gt;
Objectives: defeat all enemy leaders.&lt;br /&gt;
&lt;br /&gt;
This level has a no-breathing-room start - the east enemy is almost on top of you and has as much gold as you (at Great Mage). The mountains and starting camp are poor terrain for you as that terrain is better for orcs; cross your forces into the woods opposite where you have advantages in defence and movement.&lt;br /&gt;
&lt;br /&gt;
Although you can recruit &amp;quot;raw&amp;quot; L2 units here, don't feel you need to recruit too many of them; the large number of enemy L2s attacking mean that it is hard to keep units in the front line alive, and so recruiting good numbers of units matters here. Recruiting a few druids and captains and recruiting L1 units for the bulk of the army works well. &lt;br /&gt;
&lt;br /&gt;
The ally spends his forces quickly and his leader will die early, but you aren't required to keep him alive, so don't worry about him; when he dies it is even an advantage as it stops encouraging the orcs to go through the woods south of your position.&lt;br /&gt;
&lt;br /&gt;
At lower skills, aim to knock out the east enemy early. His right flank is open but rests on the mountains, which is bad terrain for you - if you try to go around that way he can easily shift forces to meet you. Instead you can approach close to his keep through the woods; this, his left flank, usually isn't open but the AI isn't smart about keeping a proper line here. At Great Mage, you may not have the forces to spare to take him out (if you can even make an opening - he has plenty of units); instead slow him with a shaman when he pops out of his keep to attack and block him from getting back to recruit.&lt;br /&gt;
&lt;br /&gt;
You should aim to maintain a line along the north part of the woods; the main line is down the west side of the woods for a few tiles and this is where Kalenz should be; and a line back east inside the wood for your left flank, to catch enemy units coming at you through the woods. Hold out in the woods for 2 days and the storm will eventually subside; you will probably have heavy losses but your survivors should all be L3 or close to it by the end. You can then seize villages and take out the enemy commanders.&lt;br /&gt;
&lt;br /&gt;
===Shadows===&lt;br /&gt;
&lt;br /&gt;
Objectives: defeat all enemy leaders.&lt;br /&gt;
&lt;br /&gt;
You start with your Kalenz force, and get back your Delfador force during the scenario (he arrives in the SE). Grab all three holy waters near the start, but you should then move all your elven forces in one direction, head west to take out the west lich. The forest slows up most of the undead and so means that the undead converging from the other two camps won't catch you before you overwhelm and eliminate the enemy leader that you target. Because you are facing some L1 and L2 troops here, don't feel that you need to give the holy water to L3 units - a mix of L1 and L2 units is ideal and they should level all the way to L3 during the level. Recall any Elven sorcerers or shaman with good XP, and shaman are good extra recruits at the start, again to level to sorcerers.&lt;br /&gt;
&lt;br /&gt;
Once you have knocked out the NW leader, you elven force should head south to take out the south leader, and Delfador's force can head north to take out the NE leader. Lots of the undead forces will spend the whole level floundering around in the north woods around your start camp, chasing but never catching you up.&lt;br /&gt;
&lt;br /&gt;
===Save the King===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Zorlan, and (at Mage and above) kill all the enemy leaders; and keep Garard alive until that is done.&lt;br /&gt;
&lt;br /&gt;
You don't have to worry about Garard - even at Great Mage, he is more than strong enough to defeat the two southern enemies and his forces significantly help defeat Zorlan (1.8.0). You get a big automatic recall of your white mages, Chantal, and a shock trooper and Kalenz; that's plenty to win with, but recruit some new elves as it gives you some units to give XP to, fodder to face the trolls with, and they are handy to take out the SW enemy faster (at Mage and above). An elven sorcerer is a good recall, but 1 is enough.&lt;br /&gt;
&lt;br /&gt;
Zorlan should be simple; some of his units tangle with Garard's units in the river, so you should meet little opposition getting to his camp - which can be easily crushed with your mages. The onset of trolls at around first watch is the only dangerous moment, but once they have attacked, your mages and high level units can wipe them out mostly in one round. Then send Delfador and a couple of other units to take out the troll leader, and send some elves south with Kalenz to help Garard clean up and then take out the SW leader. Garard usually kills the SE leader by himself.&lt;br /&gt;
&lt;br /&gt;
===Dark Sky Over Weldyn===&lt;br /&gt;
&lt;br /&gt;
Just story.&lt;br /&gt;
&lt;br /&gt;
===A New Ally===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Gruv-Malal; keep Ulrek and Relgorn alive.&lt;br /&gt;
&lt;br /&gt;
Recruit and recall some mages - get a few L1s and you should be able to level up a couple by the end of the level. Move to Ulrek's keep - provided you have some units there by second watch, there is no danger of him being defeated. The dwarves wear down the undead and your mages get to clean up and take the XP.&lt;br /&gt;
&lt;br /&gt;
===The Portal of Doom===&lt;br /&gt;
&lt;br /&gt;
Objectives: close the portal and get your units out via the mine shaft where you start.&lt;br /&gt;
&lt;br /&gt;
Heavy-infantry are too slow on the ice. Similarly it is best to recall quick mages. Your main force should be dwarf warriors, with a few white mages or quick mages to weaken enemy units and to deal with nightgaunts and the like. A knight (even better, a paladin) would also be useful here, due to the speed and for finishing off enemy units when the dwarves can't reach.&lt;br /&gt;
&lt;br /&gt;
Don't worry about the villages to the north - Illah-Malal appears on day 2 at the north castle, so scouting units sent north would probably get killed. You can defend at your camp to defeat the first wave of undead, then march over the ice to close the portal; the northern undead will come to you. You will finish with deep negative gold but it doesn't matter.&lt;br /&gt;
&lt;br /&gt;
===Showdown in the Northern Swamp===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Illah-Malal with Delfador.&lt;br /&gt;
&lt;br /&gt;
There is lots of holy water at the start, and you might struggle to have enough units to give it to. You get control of Lionel on turn 3 (plus a castle of rubbish L1 recruits), so you don't have to take villages off of him. I suggest give Lionel and Kalenz a holy water each and the third to a good L2 melee unit. Your other 4 recalls could be 2 white mages, a steelclad and a paladin (or a knight close to leveling - as it is an open level).&lt;br /&gt;
&lt;br /&gt;
A good strategy here is to strike straight north and seize the south end of the bridge. The NE necromancer recruits a lot of dark adepts, and you will have to run a long way during the night to outrun them if you don't bottle them up at the crossing. Once you hold the bridge, a good melee unit and a white mage, plus some of the ally's archers, can easily hold off the NE forces. The NW enemies attack during the first night, and the main tricky bit is dealing with the nightgaunts and spectres here - just keep L2 and L3 melee units in the front line to meet the attack, then clean up with your mages. The SW enemy's units are slower and arrive on day 2; so by moving to the bridge, you've split the enemy attack and can crush each in turn.&lt;br /&gt;
&lt;br /&gt;
===Prince of Wesnoth===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill an enemy commander.&lt;br /&gt;
&lt;br /&gt;
Do not attempt to cross into the central woods; it seems like a tempting spot to fight from, but you will struggle to maximise your recruitment and still get all your units across into it, because the southern enemy camp is close to your line of advance. Instead, abandon all your villages and the rest of the level to the enemy and just defend the SW corner. Elves along the edge of the woods should be able to hold out and wear through the enemy. The number of L2 units, and the mages that the enemy recruit, mean that you will take casualties; but you will be killing a lot and scoring plenty of XP. A general mix of level 1, 2 and 3 units works well here; use the best units to hold tiles that can be attacked from several directions, which will deter the enemy from attacking them.&lt;br /&gt;
&lt;br /&gt;
Once the initial wave of enemies is spent, mop up and proceed swiftly through the central woods and jump into an enemy camp to kill the general. You don't have to have much gold for the next level, but will want high-level units, so take time here to level some up if you don't have enough.&lt;br /&gt;
&lt;br /&gt;
===Clash at the Manor===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill the enemy commander; prevent any enemies escaping via the roads.&lt;br /&gt;
&lt;br /&gt;
As there are two roads, you want two combat groups, each covering a road and heading for a bridge. You get given Chantal, and I would recall a second druid or shyde so you have a healer and someone to entangle any royal guards that you encounter with each combat group. The rest of your recall should be top melee units (champions and avengers mainly). Move fairly quickly so the enemy don't sneak to the signposts; after that it is an easy mopping up exercise.&lt;br /&gt;
&lt;br /&gt;
The second phase of the level is a search - just visit all the tiles outside the cave area north of the mansion.&lt;br /&gt;
&lt;br /&gt;
===Face of the Enemy===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill the enemy commander.&lt;br /&gt;
&lt;br /&gt;
Last level, so you don't have to worry about losses or leveling up; recall some sorcerers and a decent melee unit to take the holy water. The enemy recruits few units, so you don't have to cover all the passageways; just advance as a group by the shortest route to the keep, and keep side passages covered (the enemy uses nightgaunts to ambush and slip in through any gaps). Beware of putting Delfador in front, as the enemy will use Banebows like walking corpses for suicide attacks against him.&lt;br /&gt;
&lt;br /&gt;
== Old Version ==&lt;br /&gt;
&lt;br /&gt;
Before its inclusion as a mainline campaign, Delfador's Memoirs was distributed as a separate add-on. &lt;br /&gt;
&lt;br /&gt;
=== Installation notes ===&lt;br /&gt;
&lt;br /&gt;
Delfador's Memoirs is distributed as a tarball (.tar.gz), containing all sources for the campaign.&lt;br /&gt;
The tarball is built with automake.  To install, unpack it, change into the directory delfadors-memoirs-(version) and&lt;br /&gt;
run (as root) &amp;quot;./configure &amp;amp;&amp;amp; make &amp;amp;&amp;amp; make install&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If you can't install DM this way, then you may install download and install it from the campaign server (you will need wesnoth 0.8.5 or a current CVS version to do this).&lt;br /&gt;
&lt;br /&gt;
=== Download ===&lt;br /&gt;
&lt;br /&gt;
Version 0.1: (3 playable scenarios) requires wesnoth = 0.7.7&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/memoirs-0.1.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.2: (7 playable scenarios) requires wesnoth = 0.7.9&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.2.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.2.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.3: (9 playable scenarios) requires wesnoth &amp;gt;= 0.7.11 (=0.7.11 for the tarball)&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.3.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.3.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.4: (10 playable scenarios) requires wesnoth &amp;gt;= 0.7.11, &amp;lt;= 0.8.3&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.4.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.4.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.5: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.4, &amp;lt;= 0.8.7&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.5.1: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.4, &amp;lt;= 0.8.7&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.1.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.5.2: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.9&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.2.tar.gz&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Mainline Campaigns]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns]]&lt;/div&gt;</summary>
		<author><name>Cph</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=DelfadorsMemoirs&amp;diff=36295</id>
		<title>DelfadorsMemoirs</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=DelfadorsMemoirs&amp;diff=36295"/>
		<updated>2010-04-25T10:47:27Z</updated>

		<summary type="html">&lt;p&gt;Cph: /* Campaign Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Story==&lt;br /&gt;
&lt;br /&gt;
This campaign follows the adventures of Delfador, beginning from him leaving home as a newly qualified journeyman mage,&lt;br /&gt;
and leading up to him helping to bring peace to Wesnoth.  It is set a couple of generations earlier than &amp;quot;Heir to the&lt;br /&gt;
Throne&amp;quot;.&lt;br /&gt;
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==Development==&lt;br /&gt;
&lt;br /&gt;
Original developer: email to Josh Parsons, jp30 AT st-and.ac.uk.&lt;br /&gt;
Thread is at http://www.wesnoth.org/forum/viewtopic.php?t=1293.&lt;br /&gt;
&lt;br /&gt;
More recently, the campaign has been picked up and improved by 'tapik' - see [[CampaignDelfadorsMemoirs]].&lt;br /&gt;
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==Campaign Strategy==&lt;br /&gt;
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This section gives some advice on long-term strategy in this campaign.&lt;br /&gt;
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''NOTE: plot spoilers''. In this campaign, you work with 6 different armies: your starting loyalist army, an undead army in the underworld, Kalenz and Chantal's elven armies, a dwarf army, and a loyalist army from Parthyn. Which armies are on the recall list varies from scenario to scenario. To an extent that means that long-term strategy doesn't matter, because you keep being given a clean slate; conversely, if you are short of vital units, you might have to go back 10 levels to fix it.&lt;br /&gt;
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Useful long term strategies are:&lt;br /&gt;
&lt;br /&gt;
* loyalists:&lt;br /&gt;
** '''mages''': for your starting loyalist army, mages are important. '''Get 2 white mages as early as you can'''. You face a lot of assassins in the early levels, and from level 7 onward there are a lot of undead. One red mage is all you will want, for map 8.&lt;br /&gt;
** '''heavy infantry''': not that useful, despite the numbers of undead. Too many of the levels are big wide open spaces, or have difficult terrain where your HI will founder, or you are given holy water or dwarves and so have better options. Nonetheless it is worth recruiting some HI in levels that do suit them, because you lose the ability to recruit them at some points but can still recall them.&lt;br /&gt;
** '''horsemen''': now these are useful - many of the early levels suit horsemen well, and you should pick a couple of good horsemen and level them all the way up to paladins. These will be valuable in the later levels.&lt;br /&gt;
* elves: standard mixture of elves is fine (although there are many undead, you get holy water to deal with them), except:&lt;br /&gt;
** '''sorcerors''': you get a druid free, and will want a second, but perhaps more importantly you want plenty of sorcerors as these are good against the sort of undead that you don't want to melee even with holy water (spectres).&lt;br /&gt;
* Delfador: perhaps the most important long run strategy in this campaign is to get Delfador to level 3 early, and near to reaching level 4 by the end of the loyalist levels (1-8). Delfador has to fight one level essentially on his own, and it helps a lot if he is at or near level 4 (the free heal from the level-up would be useful during that level).&lt;br /&gt;
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==Walkthrough==&lt;br /&gt;
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You should be familiar with the basics in [[WesnothManual]] -- this is a walkthrough, not an exposition of basic game mechanics.&lt;br /&gt;
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Each scenario has an individual forum thread where you can provide feedback to the authors.  You can find these [http://www.wesnoth.org/forum/viewtopic.php?f=22&amp;amp;t=25554 here]. Feedback is useful as it helps the developers improve the campaign in future versions; and the posts by other players may contain advice or pointers beyond those in this walkthrough.&lt;br /&gt;
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===Overture===&lt;br /&gt;
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Just an introduction - sit back and enjoy the show.&lt;br /&gt;
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===This Valley Belongs to Me===&lt;br /&gt;
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Objectives: kill Grogor-Tuk, the enemy leader.&lt;br /&gt;
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This one is tricky (at least at Great Mage - hard).The enemy has a lot of gold and sends a steady stream of units your way for the first day. In the south/centre is the easy bit - defend the river. Use your mage of light here to back up a few horsemen/spearmen to fend off the attackers; in the water or on sand they are at a disadvantage and can't concentrate attacks easily from the bad terrain.&lt;br /&gt;
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The tricky bit is to the north - wolf riders cross the river to the north and come down through the woods. Some spearmen and mages in the woods works here, and there's a village in the woods to the north to anchor your defence on. Wolf riders don't benefit as much as your units do on the wooded tiles. Aim to give plenty of XP to at least one mage, so you can level him up here or early at the next level.&lt;br /&gt;
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===The Road to Weldyn===&lt;br /&gt;
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Objectives: kill Urthaka-Tan, the enemy leader.&lt;br /&gt;
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You want quite a few horsemen here; it's a good opportunity to get lots of horsemen on your recall list (they are cheaper to recall then recruit later on). There are enough villages to fund recruiting or recalling 9 units and still have positive income throughout. At Great Mage you want at least half of your units to be horsemen: the enemy will have lots of archers who are easy prey in these open fields. You start with an archer and gain the ability to recruit more here, but you won't need more than two - the enemy uses a lot of troll whelps, so you are better off recalling or recruiting mages, plus a couple of spearmen to play defence in the first night.&lt;br /&gt;
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This level is dead easy to win because the enemy has a small keep, so his forces arrive spread out and not supporting each other. Use the day/night cycle; at night just fall back and, particularly on the first night, use the line of woods and castle tiles just west of your start. Your horsemen can go and take villages and make it back to fight at dawn on day 2. In the day, crush them with the horsemen and mages. You want to level up mages and horsemen.&lt;br /&gt;
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I exited as early as I could manage, but the early finish bonus is only 15/turn and I was getting 14/turn anyway, so perhaps it would be better to milk the level for XP instead.&lt;br /&gt;
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===Leollyn===&lt;br /&gt;
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Objectives: kill Hagha-Tan, and keep Leollyn alive.&lt;br /&gt;
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You can ignore the ally in my experience; the enemy send a few units down that way, but the L3 mage and his L2 mage recruits are well able to handle them.&lt;br /&gt;
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You want to recall at least one and preferably two white mages (there will be lots of assassins), and a horseman near leveling up. The rest of your recruit should be a mix of bowmen and spearmen, including one or two level 2 ones. March up to the ford to the north-west and build a defensive position for the night; keep the front line together with as few units as you can, as most will end up poisoned each turn; cycle them out and replace with others. Once day breaks, hopefully you have enough decent units left to mop up the enemy's first wave; your horseman is ideal to pick off any strong enemy units standing in the water.&lt;br /&gt;
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Hopefully you can push over the river by afternoon on the second day. You can lure out the enemy leader and then run him down with your knight and Delfador.&lt;br /&gt;
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===Council in Weldyn===&lt;br /&gt;
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Just story.&lt;br /&gt;
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===Swamps of Illuven===&lt;br /&gt;
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Objectives: Delfador must reach signpost in north-east before time runs out.&lt;br /&gt;
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The protection charge is always 80% of your gold, and gets rid of the north-west enemy (the one not in the way of getting to the signpost). The other enemy player (the one blocking the signpost) gets a small gold bonus. So, you are losing 80% of your gold to get rid of around 40% of the enemy gold - hence I think that you are better off not paying ''in general''. At Easy it is even worse, as the net effect is only about -25% of the enemy gold.&lt;br /&gt;
&lt;br /&gt;
And there is a gold bonus available if you don't pay and do defeat the NW enemy. It is not noted in the &amp;quot;Objectives&amp;quot; - instead a treasure chest is shown on the map. Remember to take it.&lt;br /&gt;
&lt;br /&gt;
If you don't pay the charge, you get to recruit a big army, get more XP, and finish quicker. You should be able to hold the central island while pushing a force from there to take out the NW leader. I suggest a couple of horsemen, 2 white mages, recall a couple of level 2s, a couple of level 1 mages (which are pretty good against footpads and poachers as they ignore their high defense ratings), and the rest spearmen as fodder to form your defensive line. It is vital to use Lionel's level-3 leadership to help your level-1 units fight better.&lt;br /&gt;
&lt;br /&gt;
You could include a heavy-infantry in your recruit - not great for this level, but it would be useful to give one some XP so it can level up during the next level. What you ''need'' is two white mages by the time you finish this level, and one or two other mages at L2 or nearly there will help also.&lt;br /&gt;
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====Paying the charge====&lt;br /&gt;
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The level is playable paying the charge if you are coming in with ~250 gold or more (mainly because, although the AI has a big lead in gold, you have halved the recruit rate for the AIs and ensured that they are all on the far side of the level; the AI's forces don't concentrate so well and your small force can evade them at night). You may prefer this route if you prefer a small scouting battle rather than a big army battle.&lt;br /&gt;
&lt;br /&gt;
I recruited as much as I could (which was only 2 raw spearmen and a horseman recall, to go with Lionel to hold the centre island) and marched Delfador to the vacated NW keep, taking villages on the way. Once there I had accumulated enough gold to recall a few more units and so could bring a second force into play.&lt;br /&gt;
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===Night in the Swamp===&lt;br /&gt;
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Objective: survive 12 turns&lt;br /&gt;
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Grab some Heavy infantry and mages. You can put a generator out of action by landing any level 2 or better mage on it; the level will end when there are no skeletons left. &lt;br /&gt;
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At easy, it appears that there is only one generator - you can storm it and get an early exit bonus. Or you can milk it for XP if you like - it is a good chance to get XP for mages.&lt;br /&gt;
&lt;br /&gt;
At hard, an early exit looks unlikely as one generator is some way off in hostile terrain. If it doesn't look practical to storm them, then don't bother and just milk for XP; an early exit by only 1 or 2 turns doesn't gain you much since the bonus is small and you will have had negative cashflow for ~10 turns, so probably won't be above the 100 start gold for the next level anyway.&lt;br /&gt;
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===Ur-Thorodor===&lt;br /&gt;
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Objectives: get Delfador into the wose castle. No early exit bonus.&lt;br /&gt;
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The main hazard here is the gryphons - they will attack as you cross the water. Be careful with Lionel and Delfador; you may need to use fodder to lure the gryphons and then blast them. Recall a red mage, a good damage sink (a knight will do), a healer, and perhaps another mage and a fodder unit. Cross straight away, and don't get bogged down on the other side - blast a hole with your mages and get Delfador into the castle asap. You are not likely to win a long fight. Remember that Lionel's leadership helps mages too.&lt;br /&gt;
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===Houses of the Dead===&lt;br /&gt;
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Objective: find the Staff and get Delfador to the north signpost within 64 turns.&lt;br /&gt;
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Explore to your north-west first - there is one village in that direction. To your north is an impassable barrier behind those mountains, so next turn back and work around the level anti-clockwise. The ghosts act as allies, but usually throw their, uh, existences away against the skeletons quite quickly; at least they distract the skeletons while you take villages.&lt;br /&gt;
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''NOTE: spoilers here''. (Okay, so the whole walkthrough is somewhat spoilerish, but generally it doesn't give away anything that detracts from the experience of playing. On this occasion, you might think it spoils the level to see the following.) Once you get around to Sythan's village, as noted by one of the other ghosts there is a secret passage in one of the little paths up into the mountains to the north. This takes you to the chamber with the Staff, where you can hole up in a village and fight off the skeletons. This route is probably easier than the direct approach, as there is an ambush when you take either village to the east of the castle, and the enemy leader packs a powerful melee attack.&lt;br /&gt;
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Don't exit until turn 64, as there is no early exit bonus but you should have a good income. Waiting gives you more gold for the next scenario (1.8.0).&lt;br /&gt;
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If you can, keep any allies with XP alive - they will join your army free in the next level. But it's hard to do so don't worry if you fail.&lt;br /&gt;
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===The Gate Between Worlds===&lt;br /&gt;
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Objectives: kill Iliah-Malal&lt;br /&gt;
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You get to recruit ghosts and ghouls here, your allies of the last level. Money should be no problem. Don't overdo the ghosts - get 4-5 for scouting and killing the enemy's bats, and to pick off stragglers. Your main army has to be ghouls, as the enemy will recruit a lot of dark adepts and they can kill a ghost in one turn, so your ghosts will have to stay away from the main fight. Draw them into the swamp and then crush them with a wave of ghouls, backed by Delfador's leadership.&lt;br /&gt;
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===Wasteland===&lt;br /&gt;
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Objectives: kill Tish Golub&lt;br /&gt;
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Straightforward scenario, albeit the enemy can recruit L2 units and you have only raw Elven recruits. The walk north to the Elven castle is simple. Most of the fighting takes place in the woods that you can see to your west, so elven archers are good here; also grab at least one scout to steal all your ally's villages, otherwise she will keep recruiting L2 units and stealing your XP.&lt;br /&gt;
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===Terror at the Ford of Parthyn===&lt;br /&gt;
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Objectives: defeat both the orc and undead leaders.&lt;br /&gt;
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''TODO''&lt;br /&gt;
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===The Return of Trouble===&lt;br /&gt;
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Objectives: defeat all enemy leaders.&lt;br /&gt;
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This level has a no-breathing-room start - the east enemy is almost on top of you and has as much gold as you (at Great Mage). The mountains and starting camp are poor terrain for you as that terrain is better for orcs; cross your forces into the woods opposite where you have advantages in defence and movement.&lt;br /&gt;
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Although you can recruit &amp;quot;raw&amp;quot; L2 units here, don't feel you need to recruit too many of them; the large number of enemy L2s attacking mean that it's hard to keep units in the front line alive, and so recruiting good numbers of units matters here. Recruiting a few druids and captains and recruiting L1 units for the bulk of the army works well. &lt;br /&gt;
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The ally spends his forces quickly and his leader will die early, but you aren't required to keep him alive, so don't worry about him; when he dies it is even an advantage as it stops encouraging the orcs to go through the woods south of your position.&lt;br /&gt;
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At lower skills, aim to knock out the east enemy early. His right flank is open but rests on the mountains, which is bad terrain for you - if you try to go around that way he can easily shift forces to meet you. Instead you can approach close to his keep through the woods; this, his left flank, usually isn't open but the AI isn't smart about keeping a proper line here. At Great Mage, you may not have the forces to spare to take him out (if you can even make an opening - he has plenty of units); instead slow him with a shaman when he pops out of his keep to attack and block him from getting back to recruit.&lt;br /&gt;
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You should aim to maintain a line along the north part of the woods; the main line is down the west side of the woods for a few tiles and this is where Kalenz should be; and a line back east inside the wood for your left flank, to catch enemy units coming at you through the woods. Hold out in the woods for 2 days and the storm will eventually subside; you will probably have heavy losses but your survivors should all be L3 or close to it by the end. You can then seize villages and take out the enemy commanders.&lt;br /&gt;
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===Shadows===&lt;br /&gt;
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Objectives: defeat all enemy leaders.&lt;br /&gt;
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You start with your Kalenz force, and get back your Delfador force during the scenario (he arrives in the SE). Grab all three holy waters near the start, but you should then move all your elven forces in one direction, head west to take out the west lich. The forest slows up most of the undead and so means that the undead converging from the other two camps won't catch you before you overwhelm and eliminate the enemy leader that you target. Because you are facing some L1 and L2 troops here, don't feel that you need to give the holy water to L3 units - a mix of L1 and L2 units is ideal and they should level all the way to L3 during the level. Recall any Elven sorcerers or shaman with good XP, and shaman are good extra recruits at the start, again to level to sorcerers.&lt;br /&gt;
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Once you have knocked out the NW leader, you elven force should head south to take out the south leader, and Delfador's force can head north to take out the NE leader. Lots of the undead forces will spend the whole level floundering around in the north woods around your start camp, chasing but never catching you up.&lt;br /&gt;
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===Save the King===&lt;br /&gt;
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Objectives: kill Zorlan, and (at Mage and above) kill all the enemy leaders; and keep Garard alive until that is done.&lt;br /&gt;
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You don't have to worry about Garard - even at Great Mage, he is more than strong enough to defeat the two southern enemies and his forces significantly help defeat Zorlan (1.8.0). You get a big automatic recall of your white mages, Chantal, and a shock trooper and Kalenz; that's plenty to win with, but recruit some new elves as it gives you some units to give XP to, fodder to face the trolls with, and they are handy to take out the SW enemy faster (at Mage and above). An elven sorcerer is a good recall, but 1 is enough.&lt;br /&gt;
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Zorlan should be simple; some of his units tangle with Garard's units in the river, so you should meet little opposition getting to his camp - which can be easily crushed with your mages. The onset of trolls at around first watch is the only dangerous moment, but once they have attacked, your mages and high level units can wipe them out mostly in one round. Then send Delfador and a couple of other units to take out the troll leader, and send some elves south with Kalenz to help Garard finish off and then take out the SW leader. Garard usually kills the SE leader by himself.&lt;br /&gt;
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===Dark Sky Over Weldyn===&lt;br /&gt;
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Just story.&lt;br /&gt;
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===A New Ally===&lt;br /&gt;
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Objectives: kill Gruv-Malal; keep Ulrek and Relgorn alive.&lt;br /&gt;
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Recruit and recall some mages - get a few L1s and you should be able to level up a couple by the end of the level. Move to Ulrek's keep - provided you have some units there by second watch, there is no danger of him being defeated. The dwarves wear down the undead and your mages get to clean up and take the XP.&lt;br /&gt;
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===The Portal of Doom===&lt;br /&gt;
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Objectives: close the portal and get your units out via the mine shaft where you start.&lt;br /&gt;
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Heavy-infantry are too slow on the ice. Similarly it is best to recall quick mages. Your main force should be dwarf warriors, with a few white mages or quick mages to weaken enemy units and to deal with nightgaunts and the like. A knight would also be useful here, due to the speed and for finishing off enemy units when the dwarves can't reach.&lt;br /&gt;
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Don't worry about the villages to the north - Illah-Malal appears on day 2 at the north castle, so scouting units sent north would probably get killed. You can defend at your camp to defeat the first wave of undead, then march over the ice to close the portal; the northern undead will come to you. You will finish with deep negative gold but it doesn't matter.&lt;br /&gt;
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===Showdown in the Northern Swamp===&lt;br /&gt;
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Objectives: kill Illah-Malal with Delfador.&lt;br /&gt;
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There is lots of holy water at the start, and you might struggle to have enough units to give it to. You get control of Lionel on turn 3 (plus a castle of rubbish L1 recruits), so you don't have to take villages off of him. I suggest give Lionel and Kalenz a holy water each and the third to a good L2 melee unit. Your other 4 recalls could be 2 white mages, a steelclad and a paladin (or knight close to levelling - as it is an open level).&lt;br /&gt;
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A good strategy here is to strike straight north and seize the south end of the bridge. The NE necromancer recruits a lot of dark adepts, and you will have to run a long way during the night to outrun them if you don't bottle them up at the crossing. Once you hold the bridge, a good melee unit and a white mage, plus some of the ally's archers, can easily hold off the NE forces. The NW enemies attack during the first night, and the main tricky bit is dealing with the nightgaunts and spectres here - just keep L2 and L3 melee units in the front line to meet the attack, then clean up with your mages. The SW enemy's units are slower and arrive on day 2; so by moving to the bridge, you've split the enemy attack and can crush each in turn.&lt;br /&gt;
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===Prince of Wesnoth===&lt;br /&gt;
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Objectives: kill an enemy commander.&lt;br /&gt;
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Do not attempt to cross into the central woods; it seems like a tempting spot to fight from, but you will struggle to maximise your recruitment and still get all your units across into it, because the southern enemy camp is close to your line of advance. Instead, abandon all your villages and the rest of the level to the enemy and just defend the SW corner. Elves along the edge of the woods should be able to hold out and wear through the enemy. The number of L2 units, and the mages that the enemy recruit, mean that you will take casualties; but you will be killing a lot and scoring plenty of XP. A general mix of level 1, 2 and 3 units works well here; use the best units to hold tiles that can be attacked from several directions, which will deter the enemy from attacking them.&lt;br /&gt;
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Once the initial wave of enemies is spent, mop up and proceed swiftly through the central woods and jump into an enemy camp to kill the general. You don't have to have much gold for the next level, but will want high-level units, so take time here to level some up if you don't have enough.&lt;br /&gt;
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===Clash at the Manor===&lt;br /&gt;
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Objectives: kill the enemy commander; prevent any enemies escaping via the roads.&lt;br /&gt;
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As there are two roads, you want two combat groups, each covering a road and heading for a bridge. You get given Chantal, and I would recall a second druid or shyde so you have a healer and someone to entangle any royal guards that you encounter with each combat group. The rest of your recall should be top melee units (champions and avengers mainly). Most out fairly quickly so the enemy don't sneak to the signposts; after that it is an easy mopping up exercise.&lt;br /&gt;
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The second phase of the level is a search - just visit all the tiles outside the cave area north of the mansion.&lt;br /&gt;
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===Face of the Enemy===&lt;br /&gt;
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Objectives: kill the enemy commander.&lt;br /&gt;
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Last level, so you don't have to worry about losses or leveling up; recall some sorcerors and a decent melee unit to take the holy water. The enemy recruits few units, so you don't have to cover all the passageways; just advance as a group by the shortest route to the keep, and keep side passages covered (the enemy uses nightgaunts to ambush and slip in through any gaps). Beware of putting Delfador in front, as the enemy will use Banebows like walking corpses for suicide attacks against him.&lt;br /&gt;
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== Old Version ==&lt;br /&gt;
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Before its inclusion as a mainline campaign, Delfador's Memoirs was distributed as a separate add-on. &lt;br /&gt;
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=== Installation notes ===&lt;br /&gt;
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Delfador's Memoirs is distributed as a tarball (.tar.gz), containing all sources for the campaign.&lt;br /&gt;
The tarball is built with automake.  To install, unpack it, change into the directory delfadors-memoirs-(version) and&lt;br /&gt;
run (as root) &amp;quot;./configure &amp;amp;&amp;amp; make &amp;amp;&amp;amp; make install&amp;quot;&lt;br /&gt;
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If you can't install DM this way, then you may install download and install it from the campaign server (you will need wesnoth 0.8.5 or a current CVS version to do this).&lt;br /&gt;
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=== Download ===&lt;br /&gt;
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Version 0.1: (3 playable scenarios) requires wesnoth = 0.7.7&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/memoirs-0.1.tar.gz&lt;br /&gt;
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Version 0.2: (7 playable scenarios) requires wesnoth = 0.7.9&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.2.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.2.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.3: (9 playable scenarios) requires wesnoth &amp;gt;= 0.7.11 (=0.7.11 for the tarball)&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.3.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.3.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.4: (10 playable scenarios) requires wesnoth &amp;gt;= 0.7.11, &amp;lt;= 0.8.3&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.4.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.4.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.5: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.4, &amp;lt;= 0.8.7&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.5.1: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.4, &amp;lt;= 0.8.7&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.1.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.5.2: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.9&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.2.tar.gz&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Mainline Campaigns]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns]]&lt;/div&gt;</summary>
		<author><name>Cph</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Talk:DelfadorsMemoirs&amp;diff=36294</id>
		<title>Talk:DelfadorsMemoirs</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Talk:DelfadorsMemoirs&amp;diff=36294"/>
		<updated>2010-04-25T10:45:59Z</updated>

		<summary type="html">&lt;p&gt;Cph: Created page with 'Moving some stuff here that is really meta-content:  So far, this is just ~~~'s comments, so feel free to refine the suggestions or add alternatives (otherwise it is just a &amp;quot;how …'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Moving some stuff here that is really meta-content:&lt;br /&gt;
&lt;br /&gt;
So far, this is just [[User:Cph|Cph]]'s comments, so feel free to refine the suggestions or add alternatives (otherwise it is just a &amp;quot;how I completed DM&amp;quot; guide).&lt;br /&gt;
&lt;br /&gt;
The walkthrough was written from playing through at Great Mage. Contributions where lower skills need a different approach would be good.&lt;br /&gt;
&lt;br /&gt;
Can all the &amp;quot;Old Version&amp;quot; stuff be dropped? It looks old.&lt;/div&gt;</summary>
		<author><name>Cph</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=DelfadorsMemoirs&amp;diff=36293</id>
		<title>DelfadorsMemoirs</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=DelfadorsMemoirs&amp;diff=36293"/>
		<updated>2010-04-25T10:45:47Z</updated>

		<summary type="html">&lt;p&gt;Cph: move some meta-content to Talk:&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Story==&lt;br /&gt;
&lt;br /&gt;
This campaign follows the adventures of Delfador, beginning from him leaving home as a newly qualified journeyman mage,&lt;br /&gt;
and leading up to him helping to bring peace to Wesnoth.  It is set a couple of generations earlier than &amp;quot;Heir to the&lt;br /&gt;
Throne&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
&lt;br /&gt;
Original developer: email to Josh Parsons, jp30 AT st-and.ac.uk.&lt;br /&gt;
Thread is at http://www.wesnoth.org/forum/viewtopic.php?t=1293.&lt;br /&gt;
&lt;br /&gt;
More recently, the campaign has been picked up and improved by 'tapik' - see [[CampaignDelfadorsMemoirs]].&lt;br /&gt;
&lt;br /&gt;
==Campaign Strategy==&lt;br /&gt;
&lt;br /&gt;
This section gives some advice on long-term strategy in this campaign.&lt;br /&gt;
&lt;br /&gt;
''NOTE: plot spoilers''. In this campaign, you work with 6 different armies: your starting loyalist army, an undead army in the underworld, Kalenz and Chantal's elven armies, a dwarf army, and a loyalist army from Parthyn. Which armies are on the recall list varies from scenario to scenario. To an extent that means that long-term strategy doesn't matter, because you keep being given a clean slate; conversely, if you are short of vital units, you might have to go back 10 levels to fix it.&lt;br /&gt;
&lt;br /&gt;
Useful long term strategies are:&lt;br /&gt;
&lt;br /&gt;
* loyalists:&lt;br /&gt;
** '''mages''': for your starting loyalist army, mages are important. '''Get 2 white mages as early as you can'''. You face a lot of assassins in the early levels, and from level 7 onward there are a lot of undead. One red mage is all you will want, for map 8.&lt;br /&gt;
** '''heavy infantry''': not that useful, despite the numbers of undead. Too many of the levels are big wide open spaces, or have difficult terrain where your HI will founder, or you are given holy water so you can choose a more mobile melee unit to take it. Nonetheless it is worth recruiting some HI in levels that do suit them, because you lose the ability to recruit them at some points but can still recall them.&lt;br /&gt;
** '''horsemen''': now these are useful - many of the early levels suit horsemen well, and you should pick a couple of good horsemen and level them all the way up to paladins. These will be valuable in the later levels.&lt;br /&gt;
* elves: standard mixture of elves is fine (although there are many undead, you get holy water to deal with them), except:&lt;br /&gt;
** '''sorcerors''': you get a druid free, and will want a second, but perhaps more importantly you want plenty of sorcerors as these are good against the sort of undead that you don't want to melee even with holy water (spectres).&lt;br /&gt;
* Delfador: perhaps the most important long run strategy in this campaign is to get Delfador to level 3 early, and near to reaching level 4 by the end of the loyalist levels (1-8). Delfador has to fight one level essentially on his own, and it helps a lot if he is at or near level 4 (the free heal from the level-up would be useful during that level).&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
&lt;br /&gt;
You should be familiar with the basics in [[WesnothManual]] -- this is a walkthrough, not an exposition of basic game mechanics.&lt;br /&gt;
&lt;br /&gt;
Each scenario has an individual forum thread where you can provide feedback to the authors.  You can find these [http://www.wesnoth.org/forum/viewtopic.php?f=22&amp;amp;t=25554 here]. Feedback is useful as it helps the developers improve the campaign in future versions; and the posts by other players may contain advice or pointers beyond those in this walkthrough.&lt;br /&gt;
&lt;br /&gt;
===Overture===&lt;br /&gt;
&lt;br /&gt;
Just an introduction - sit back and enjoy the show.&lt;br /&gt;
&lt;br /&gt;
===This Valley Belongs to Me===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Grogor-Tuk, the enemy leader.&lt;br /&gt;
&lt;br /&gt;
This one is tricky (at least at Great Mage - hard).The enemy has a lot of gold and sends a steady stream of units your way for the first day. In the south/centre is the easy bit - defend the river. Use your mage of light here to back up a few horsemen/spearmen to fend off the attackers; in the water or on sand they are at a disadvantage and can't concentrate attacks easily from the bad terrain.&lt;br /&gt;
&lt;br /&gt;
The tricky bit is to the north - wolf riders cross the river to the north and come down through the woods. Some spearmen and mages in the woods works here, and there's a village in the woods to the north to anchor your defence on. Wolf riders don't benefit as much as your units do on the wooded tiles. Aim to give plenty of XP to at least one mage, so you can level him up here or early at the next level.&lt;br /&gt;
&lt;br /&gt;
===The Road to Weldyn===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Urthaka-Tan, the enemy leader.&lt;br /&gt;
&lt;br /&gt;
You want quite a few horsemen here; it's a good opportunity to get lots of horsemen on your recall list (they are cheaper to recall then recruit later on). There are enough villages to fund recruiting or recalling 9 units and still have positive income throughout. At Great Mage you want at least half of your units to be horsemen: the enemy will have lots of archers who are easy prey in these open fields. You start with an archer and gain the ability to recruit more here, but you won't need more than two - the enemy uses a lot of troll whelps, so you are better off recalling or recruiting mages, plus a couple of spearmen to play defence in the first night.&lt;br /&gt;
&lt;br /&gt;
This level is dead easy to win because the enemy has a small keep, so his forces arrive spread out and not supporting each other. Use the day/night cycle; at night just fall back and, particularly on the first night, use the line of woods and castle tiles just west of your start. Your horsemen can go and take villages and make it back to fight at dawn on day 2. In the day, crush them with the horsemen and mages. You want to level up mages and horsemen.&lt;br /&gt;
&lt;br /&gt;
I exited as early as I could manage, but the early finish bonus is only 15/turn and I was getting 14/turn anyway, so perhaps it would be better to milk the level for XP instead.&lt;br /&gt;
&lt;br /&gt;
===Leollyn===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Hagha-Tan, and keep Leollyn alive.&lt;br /&gt;
&lt;br /&gt;
You can ignore the ally in my experience; the enemy send a few units down that way, but the L3 mage and his L2 mage recruits are well able to handle them.&lt;br /&gt;
&lt;br /&gt;
You want to recall at least one and preferably two white mages (there will be lots of assassins), and a horseman near leveling up. The rest of your recruit should be a mix of bowmen and spearmen, including one or two level 2 ones. March up to the ford to the north-west and build a defensive position for the night; keep the front line together with as few units as you can, as most will end up poisoned each turn; cycle them out and replace with others. Once day breaks, hopefully you have enough decent units left to mop up the enemy's first wave; your horseman is ideal to pick off any strong enemy units standing in the water.&lt;br /&gt;
&lt;br /&gt;
Hopefully you can push over the river by afternoon on the second day. You can lure out the enemy leader and then run him down with your knight and Delfador.&lt;br /&gt;
&lt;br /&gt;
===Council in Weldyn===&lt;br /&gt;
&lt;br /&gt;
Just story.&lt;br /&gt;
&lt;br /&gt;
===Swamps of Illuven===&lt;br /&gt;
&lt;br /&gt;
Objectives: Delfador must reach signpost in north-east before time runs out.&lt;br /&gt;
&lt;br /&gt;
The protection charge is always 80% of your gold, and gets rid of the north-west enemy (the one not in the way of getting to the signpost). The other enemy player (the one blocking the signpost) gets a small gold bonus. So, you are losing 80% of your gold to get rid of around 40% of the enemy gold - hence I think that you are better off not paying ''in general''. At Easy it is even worse, as the net effect is only about -25% of the enemy gold.&lt;br /&gt;
&lt;br /&gt;
And there is a gold bonus available if you don't pay and do defeat the NW enemy. It is not noted in the &amp;quot;Objectives&amp;quot; - instead a treasure chest is shown on the map. Remember to take it.&lt;br /&gt;
&lt;br /&gt;
If you don't pay the charge, you get to recruit a big army, get more XP, and finish quicker. You should be able to hold the central island while pushing a force from there to take out the NW leader. I suggest a couple of horsemen, 2 white mages, recall a couple of level 2s, a couple of level 1 mages (which are pretty good against footpads and poachers as they ignore their high defense ratings), and the rest spearmen as fodder to form your defensive line. It is vital to use Lionel's level-3 leadership to help your level-1 units fight better.&lt;br /&gt;
&lt;br /&gt;
You could include a heavy-infantry in your recruit - not great for this level, but it would be useful to give one some XP so it can level up during the next level. What you ''need'' is two white mages by the time you finish this level, and one or two other mages at L2 or nearly there will help also.&lt;br /&gt;
&lt;br /&gt;
====Paying the charge====&lt;br /&gt;
&lt;br /&gt;
The level is playable paying the charge if you are coming in with ~250 gold or more (mainly because, although the AI has a big lead in gold, you have halved the recruit rate for the AIs and ensured that they are all on the far side of the level; the AI's forces don't concentrate so well and your small force can evade them at night). You may prefer this route if you prefer a small scouting battle rather than a big army battle.&lt;br /&gt;
&lt;br /&gt;
I recruited as much as I could (which was only 2 raw spearmen and a horseman recall, to go with Lionel to hold the centre island) and marched Delfador to the vacated NW keep, taking villages on the way. Once there I had accumulated enough gold to recall a few more units and so could bring a second force into play.&lt;br /&gt;
&lt;br /&gt;
===Night in the Swamp===&lt;br /&gt;
&lt;br /&gt;
Objective: survive 12 turns&lt;br /&gt;
&lt;br /&gt;
Grab some Heavy infantry and mages. You can put a generator out of action by landing any level 2 or better mage on it; the level will end when there are no skeletons left. &lt;br /&gt;
&lt;br /&gt;
At easy, it appears that there is only one generator - you can storm it and get an early exit bonus. Or you can milk it for XP if you like - it is a good chance to get XP for mages.&lt;br /&gt;
&lt;br /&gt;
At hard, an early exit looks unlikely as one generator is some way off in hostile terrain. If it doesn't look practical to storm them, then don't bother and just milk for XP; an early exit by only 1 or 2 turns doesn't gain you much since the bonus is small and you will have had negative cashflow for ~10 turns, so probably won't be above the 100 start gold for the next level anyway.&lt;br /&gt;
&lt;br /&gt;
===Ur-Thorodor===&lt;br /&gt;
&lt;br /&gt;
Objectives: get Delfador into the wose castle. No early exit bonus.&lt;br /&gt;
&lt;br /&gt;
The main hazard here is the gryphons - they will attack as you cross the water. Be careful with Lionel and Delfador; you may need to use fodder to lure the gryphons and then blast them. Recall a red mage, a good damage sink (a knight will do), a healer, and perhaps another mage and a fodder unit. Cross straight away, and don't get bogged down on the other side - blast a hole with your mages and get Delfador into the castle asap. You are not likely to win a long fight. Remember that Lionel's leadership helps mages too.&lt;br /&gt;
&lt;br /&gt;
===Houses of the Dead===&lt;br /&gt;
&lt;br /&gt;
Objective: find the Staff and get Delfador to the north signpost within 64 turns.&lt;br /&gt;
&lt;br /&gt;
Explore to your north-west first - there is one village in that direction. To your north is an impassable barrier behind those mountains, so next turn back and work around the level anti-clockwise. The ghosts act as allies, but usually throw their, uh, existences away against the skeletons quite quickly; at least they distract the skeletons while you take villages.&lt;br /&gt;
&lt;br /&gt;
''NOTE: spoilers here''. (Okay, so the whole walkthrough is somewhat spoilerish, but generally it doesn't give away anything that detracts from the experience of playing. On this occasion, you might think it spoils the level to see the following.) Once you get around to Sythan's village, as noted by one of the other ghosts there is a secret passage in one of the little paths up into the mountains to the north. This takes you to the chamber with the Staff, where you can hole up in a village and fight off the skeletons. This route is probably easier than the direct approach, as there is an ambush when you take either village to the east of the castle, and the enemy leader packs a powerful melee attack.&lt;br /&gt;
&lt;br /&gt;
Don't exit until turn 64, as there is no early exit bonus but you should have a good income. Waiting gives you more gold for the next scenario (1.8.0).&lt;br /&gt;
&lt;br /&gt;
If you can, keep any allies with XP alive - they will join your army free in the next level. But it's hard to do so don't worry if you fail.&lt;br /&gt;
&lt;br /&gt;
===The Gate Between Worlds===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Iliah-Malal&lt;br /&gt;
&lt;br /&gt;
You get to recruit ghosts and ghouls here, your allies of the last level. Money should be no problem. Don't overdo the ghosts - get 4-5 for scouting and killing the enemy's bats, and to pick off stragglers. Your main army has to be ghouls, as the enemy will recruit a lot of dark adepts and they can kill a ghost in one turn, so your ghosts will have to stay away from the main fight. Draw them into the swamp and then crush them with a wave of ghouls, backed by Delfador's leadership.&lt;br /&gt;
&lt;br /&gt;
===Wasteland===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Tish Golub&lt;br /&gt;
&lt;br /&gt;
Straightforward scenario, albeit the enemy can recruit L2 units and you have only raw Elven recruits. The walk north to the Elven castle is simple. Most of the fighting takes place in the woods that you can see to your west, so elven archers are good here; also grab at least one scout to steal all your ally's villages, otherwise she will keep recruiting L2 units and stealing your XP.&lt;br /&gt;
&lt;br /&gt;
===Terror at the Ford of Parthyn===&lt;br /&gt;
&lt;br /&gt;
Objectives: defeat both the orc and undead leaders.&lt;br /&gt;
&lt;br /&gt;
''TODO''&lt;br /&gt;
&lt;br /&gt;
===The Return of Trouble===&lt;br /&gt;
&lt;br /&gt;
Objectives: defeat all enemy leaders.&lt;br /&gt;
&lt;br /&gt;
This level has a no-breathing-room start - the east enemy is almost on top of you and has as much gold as you (at Great Mage). The mountains and starting camp are poor terrain for you as that terrain is better for orcs; cross your forces into the woods opposite where you have advantages in defence and movement.&lt;br /&gt;
&lt;br /&gt;
Although you can recruit &amp;quot;raw&amp;quot; L2 units here, don't feel you need to recruit too many of them; the large number of enemy L2s attacking mean that it's hard to keep units in the front line alive, and so recruiting good numbers of units matters here. Recruiting a few druids and captains and recruiting L1 units for the bulk of the army works well. &lt;br /&gt;
&lt;br /&gt;
The ally spends his forces quickly and his leader will die early, but you aren't required to keep him alive, so don't worry about him; when he dies it is even an advantage as it stops encouraging the orcs to go through the woods south of your position.&lt;br /&gt;
&lt;br /&gt;
At lower skills, aim to knock out the east enemy early. His right flank is open but rests on the mountains, which is bad terrain for you - if you try to go around that way he can easily shift forces to meet you. Instead you can approach close to his keep through the woods; this, his left flank, usually isn't open but the AI isn't smart about keeping a proper line here. At Great Mage, you may not have the forces to spare to take him out (if you can even make an opening - he has plenty of units); instead slow him with a shaman when he pops out of his keep to attack and block him from getting back to recruit.&lt;br /&gt;
&lt;br /&gt;
You should aim to maintain a line along the north part of the woods; the main line is down the west side of the woods for a few tiles and this is where Kalenz should be; and a line back east inside the wood for your left flank, to catch enemy units coming at you through the woods. Hold out in the woods for 2 days and the storm will eventually subside; you will probably have heavy losses but your survivors should all be L3 or close to it by the end. You can then seize villages and take out the enemy commanders.&lt;br /&gt;
&lt;br /&gt;
===Shadows===&lt;br /&gt;
&lt;br /&gt;
Objectives: defeat all enemy leaders.&lt;br /&gt;
&lt;br /&gt;
You start with your Kalenz force, and get back your Delfador force during the scenario (he arrives in the SE). Grab all three holy waters near the start, but you should then move all your elven forces in one direction, head west to take out the west lich. The forest slows up most of the undead and so means that the undead converging from the other two camps won't catch you before you overwhelm and eliminate the enemy leader that you target. Because you are facing some L1 and L2 troops here, don't feel that you need to give the holy water to L3 units - a mix of L1 and L2 units is ideal and they should level all the way to L3 during the level. Recall any Elven sorcerers or shaman with good XP, and shaman are good extra recruits at the start, again to level to sorcerers.&lt;br /&gt;
&lt;br /&gt;
Once you have knocked out the NW leader, you elven force should head south to take out the south leader, and Delfador's force can head north to take out the NE leader. Lots of the undead forces will spend the whole level floundering around in the north woods around your start camp, chasing but never catching you up.&lt;br /&gt;
&lt;br /&gt;
===Save the King===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Zorlan, and (at Mage and above) kill all the enemy leaders; and keep Garard alive until that is done.&lt;br /&gt;
&lt;br /&gt;
You don't have to worry about Garard - even at Great Mage, he is more than strong enough to defeat the two southern enemies and his forces significantly help defeat Zorlan (1.8.0). You get a big automatic recall of your white mages, Chantal, and a shock trooper and Kalenz; that's plenty to win with, but recruit some new elves as it gives you some units to give XP to, fodder to face the trolls with, and they are handy to take out the SW enemy faster (at Mage and above). An elven sorcerer is a good recall, but 1 is enough.&lt;br /&gt;
&lt;br /&gt;
Zorlan should be simple; some of his units tangle with Garard's units in the river, so you should meet little opposition getting to his camp - which can be easily crushed with your mages. The onset of trolls at around first watch is the only dangerous moment, but once they have attacked, your mages and high level units can wipe them out mostly in one round. Then send Delfador and a couple of other units to take out the troll leader, and send some elves south with Kalenz to help Garard finish off and then take out the SW leader. Garard usually kills the SE leader by himself.&lt;br /&gt;
&lt;br /&gt;
===Dark Sky Over Weldyn===&lt;br /&gt;
&lt;br /&gt;
Just story.&lt;br /&gt;
&lt;br /&gt;
===A New Ally===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Gruv-Malal; keep Ulrek and Relgorn alive.&lt;br /&gt;
&lt;br /&gt;
Recruit and recall some mages - get a few L1s and you should be able to level up a couple by the end of the level. Move to Ulrek's keep - provided you have some units there by second watch, there is no danger of him being defeated. The dwarves wear down the undead and your mages get to clean up and take the XP.&lt;br /&gt;
&lt;br /&gt;
===The Portal of Doom===&lt;br /&gt;
&lt;br /&gt;
Objectives: close the portal and get your units out via the mine shaft where you start.&lt;br /&gt;
&lt;br /&gt;
Heavy-infantry are too slow on the ice. Similarly it is best to recall quick mages. Your main force should be dwarf warriors, with a few white mages or quick mages to weaken enemy units and to deal with nightgaunts and the like. A knight would also be useful here, due to the speed and for finishing off enemy units when the dwarves can't reach.&lt;br /&gt;
&lt;br /&gt;
Don't worry about the villages to the north - Illah-Malal appears on day 2 at the north castle, so scouting units sent north would probably get killed. You can defend at your camp to defeat the first wave of undead, then march over the ice to close the portal; the northern undead will come to you. You will finish with deep negative gold but it doesn't matter.&lt;br /&gt;
&lt;br /&gt;
===Showdown in the Northern Swamp===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Illah-Malal with Delfador.&lt;br /&gt;
&lt;br /&gt;
There is lots of holy water at the start, and you might struggle to have enough units to give it to. You get control of Lionel on turn 3 (plus a castle of rubbish L1 recruits), so you don't have to take villages off of him. I suggest give Lionel and Kalenz a holy water each and the third to a good L2 melee unit. Your other 4 recalls could be 2 white mages, a steelclad and a paladin (or knight close to levelling - as it is an open level).&lt;br /&gt;
&lt;br /&gt;
A good strategy here is to strike straight north and seize the south end of the bridge. The NE necromancer recruits a lot of dark adepts, and you will have to run a long way during the night to outrun them if you don't bottle them up at the crossing. Once you hold the bridge, a good melee unit and a white mage, plus some of the ally's archers, can easily hold off the NE forces. The NW enemies attack during the first night, and the main tricky bit is dealing with the nightgaunts and spectres here - just keep L2 and L3 melee units in the front line to meet the attack, then clean up with your mages. The SW enemy's units are slower and arrive on day 2; so by moving to the bridge, you've split the enemy attack and can crush each in turn.&lt;br /&gt;
&lt;br /&gt;
===Prince of Wesnoth===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill an enemy commander.&lt;br /&gt;
&lt;br /&gt;
Do not attempt to cross into the central woods; it seems like a tempting spot to fight from, but you will struggle to maximise your recruitment and still get all your units across into it, because the southern enemy camp is close to your line of advance. Instead, abandon all your villages and the rest of the level to the enemy and just defend the SW corner. Elves along the edge of the woods should be able to hold out and wear through the enemy. The number of L2 units, and the mages that the enemy recruit, mean that you will take casualties; but you will be killing a lot and scoring plenty of XP. A general mix of level 1, 2 and 3 units works well here; use the best units to hold tiles that can be attacked from several directions, which will deter the enemy from attacking them.&lt;br /&gt;
&lt;br /&gt;
Once the initial wave of enemies is spent, mop up and proceed swiftly through the central woods and jump into an enemy camp to kill the general. You don't have to have much gold for the next level, but will want high-level units, so take time here to level some up if you don't have enough.&lt;br /&gt;
&lt;br /&gt;
===Clash at the Manor===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill the enemy commander; prevent any enemies escaping via the roads.&lt;br /&gt;
&lt;br /&gt;
As there are two roads, you want two combat groups, each covering a road and heading for a bridge. You get given Chantal, and I would recall a second druid or shyde so you have a healer and someone to entangle any royal guards that you encounter with each combat group. The rest of your recall should be top melee units (champions and avengers mainly). Most out fairly quickly so the enemy don't sneak to the signposts; after that it is an easy mopping up exercise.&lt;br /&gt;
&lt;br /&gt;
The second phase of the level is a search - just visit all the tiles outside the cave area north of the mansion.&lt;br /&gt;
&lt;br /&gt;
===Face of the Enemy===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill the enemy commander.&lt;br /&gt;
&lt;br /&gt;
Last level, so you don't have to worry about losses or leveling up; recall some sorcerors and a decent melee unit to take the holy water. The enemy recruits few units, so you don't have to cover all the passageways; just advance as a group by the shortest route to the keep, and keep side passages covered (the enemy uses nightgaunts to ambush and slip in through any gaps). Beware of putting Delfador in front, as the enemy will use Banebows like walking corpses for suicide attacks against him.&lt;br /&gt;
&lt;br /&gt;
== Old Version ==&lt;br /&gt;
&lt;br /&gt;
Before its inclusion as a mainline campaign, Delfador's Memoirs was distributed as a separate add-on. &lt;br /&gt;
&lt;br /&gt;
=== Installation notes ===&lt;br /&gt;
&lt;br /&gt;
Delfador's Memoirs is distributed as a tarball (.tar.gz), containing all sources for the campaign.&lt;br /&gt;
The tarball is built with automake.  To install, unpack it, change into the directory delfadors-memoirs-(version) and&lt;br /&gt;
run (as root) &amp;quot;./configure &amp;amp;&amp;amp; make &amp;amp;&amp;amp; make install&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If you can't install DM this way, then you may install download and install it from the campaign server (you will need wesnoth 0.8.5 or a current CVS version to do this).&lt;br /&gt;
&lt;br /&gt;
=== Download ===&lt;br /&gt;
&lt;br /&gt;
Version 0.1: (3 playable scenarios) requires wesnoth = 0.7.7&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/memoirs-0.1.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.2: (7 playable scenarios) requires wesnoth = 0.7.9&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.2.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.2.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.3: (9 playable scenarios) requires wesnoth &amp;gt;= 0.7.11 (=0.7.11 for the tarball)&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.3.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.3.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.4: (10 playable scenarios) requires wesnoth &amp;gt;= 0.7.11, &amp;lt;= 0.8.3&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.4.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.4.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.5: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.4, &amp;lt;= 0.8.7&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.5.1: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.4, &amp;lt;= 0.8.7&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.1.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.5.2: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.9&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.2.tar.gz&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Mainline Campaigns]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns]]&lt;/div&gt;</summary>
		<author><name>Cph</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=DelfadorsMemoirs&amp;diff=36292</id>
		<title>DelfadorsMemoirs</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=DelfadorsMemoirs&amp;diff=36292"/>
		<updated>2010-04-25T10:42:41Z</updated>

		<summary type="html">&lt;p&gt;Cph: Campaign strategy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Story==&lt;br /&gt;
&lt;br /&gt;
This campaign follows the adventures of Delfador, beginning from him leaving home as a newly qualified journeyman mage,&lt;br /&gt;
and leading up to him helping to bring peace to Wesnoth.  It is set a couple of generations earlier than &amp;quot;Heir to the&lt;br /&gt;
Throne&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
&lt;br /&gt;
Original developer: email to Josh Parsons, jp30 AT st-and.ac.uk.&lt;br /&gt;
Thread is at http://www.wesnoth.org/forum/viewtopic.php?t=1293.&lt;br /&gt;
&lt;br /&gt;
More recently, the campaign has been picked up and improved by 'tapik' - see [[CampaignDelfadorsMemoirs]].&lt;br /&gt;
&lt;br /&gt;
==Campaign Strategy==&lt;br /&gt;
&lt;br /&gt;
This section gives some advice on long-term strategy in this campaign.&lt;br /&gt;
&lt;br /&gt;
''NOTE: plot spoilers''. In this campaign, you work with 6 different armies: your starting loyalist army, an undead army in the underworld, Kalenz and Chantal's elven armies, a dwarf army, and a loyalist army from Parthyn. Which armies are on the recall list varies from scenario to scenario. To an extent that means that long-term strategy doesn't matter, because you keep being given a clean slate; conversely, if you are short of vital units, you might have to go back 10 levels to fix it.&lt;br /&gt;
&lt;br /&gt;
Useful long term strategies are:&lt;br /&gt;
&lt;br /&gt;
* loyalists:&lt;br /&gt;
** '''mages''': for your starting loyalist army, mages are important. '''Get 2 white mages as early as you can'''. You face a lot of assassins in the early levels, and from level 7 onward there are a lot of undead. One red mage is all you will want, for map 8.&lt;br /&gt;
** '''heavy infantry''': not that useful, despite the numbers of undead. Too many of the levels are big wide open spaces, or have difficult terrain where your HI will founder, or you are given holy water so you can choose a more mobile melee unit to take it. Nonetheless it is worth recruiting some HI in levels that do suit them, because you lose the ability to recruit them at some points but can still recall them.&lt;br /&gt;
** '''horsemen''': now these are useful - many of the early levels suit horsemen well, and you should pick a couple of good horsemen and level them all the way up to paladins. These will be valuable in the later levels.&lt;br /&gt;
* elves: standard mixture of elves is fine (although there are many undead, you get holy water to deal with them), except:&lt;br /&gt;
** '''sorcerors''': you get a druid free, and will want a second, but perhaps more importantly you want plenty of sorcerors as these are good against the sort of undead that you don't want to melee even with holy water (spectres).&lt;br /&gt;
* Delfador: perhaps the most important long run strategy in this campaign is to get Delfador to level 3 early, and near to reaching level 4 by the end of the loyalist levels (1-8). Delfador has to fight one level essentially on his own, and it helps a lot if he is at or near level 4 (the free heal from the level-up would be useful during that level).&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
&lt;br /&gt;
You should be familiar with the basics in [[WesnothManual]] -- this is a walkthrough, not an exposition of basic game mechanics.&lt;br /&gt;
&lt;br /&gt;
Each scenario has an individual forum thread where you can provide feedback to the authors.  You can find these [http://www.wesnoth.org/forum/viewtopic.php?f=22&amp;amp;t=25554 here]. Feedback is useful as it helps the developers improve the campaign in future versions; and the posts by other players may contain advice or pointers beyond those in this walkthrough.&lt;br /&gt;
&lt;br /&gt;
So far, this is just one player's comments, so feel free to refine the suggestions or add alternatives (otherwise it is just a &amp;quot;how I completed DM&amp;quot; guide).&lt;br /&gt;
&lt;br /&gt;
===Overture===&lt;br /&gt;
&lt;br /&gt;
Just an introduction - sit back and enjoy the show.&lt;br /&gt;
&lt;br /&gt;
===This Valley Belongs to Me===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Grogor-Tuk, the enemy leader.&lt;br /&gt;
&lt;br /&gt;
This one is tricky (at least at Great Mage - hard).The enemy has a lot of gold and sends a steady stream of units your way for the first day. In the south/centre is the easy bit - defend the river. Use your mage of light here to back up a few horsemen/spearmen to fend off the attackers; in the water or on sand they are at a disadvantage and can't concentrate attacks easily from the bad terrain.&lt;br /&gt;
&lt;br /&gt;
The tricky bit is to the north - wolf riders cross the river to the north and come down through the woods. Some spearmen and mages in the woods works here, and there's a village in the woods to the north to anchor your defence on. Wolf riders don't benefit as much as your units do on the wooded tiles. Aim to give plenty of XP to at least one mage, so you can level him up here or early at the next level.&lt;br /&gt;
&lt;br /&gt;
===The Road to Weldyn===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Urthaka-Tan, the enemy leader.&lt;br /&gt;
&lt;br /&gt;
You want quite a few horsemen here; it's a good opportunity to get lots of horsemen on your recall list (they are cheaper to recall then recruit later on). There are enough villages to fund recruiting or recalling 9 units and still have positive income throughout. At Great Mage you want at least half of your units to be horsemen: the enemy will have lots of archers who are easy prey in these open fields. You start with an archer and gain the ability to recruit more here, but you won't need more than two - the enemy uses a lot of troll whelps, so you are better off recalling or recruiting mages, plus a couple of spearmen to play defence in the first night.&lt;br /&gt;
&lt;br /&gt;
This level is dead easy to win because the enemy has a small keep, so his forces arrive spread out and not supporting each other. Use the day/night cycle; at night just fall back and, particularly on the first night, use the line of woods and castle tiles just west of your start. Your horsemen can go and take villages and make it back to fight at dawn on day 2. In the day, crush them with the horsemen and mages. You want to level up mages and horsemen.&lt;br /&gt;
&lt;br /&gt;
I exited as early as I could manage, but the early finish bonus is only 15/turn and I was getting 14/turn anyway, so perhaps it would be better to milk the level for XP instead.&lt;br /&gt;
&lt;br /&gt;
===Leollyn===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Hagha-Tan, and keep Leollyn alive.&lt;br /&gt;
&lt;br /&gt;
You can ignore the ally in my experience; the enemy send a few units down that way, but the L3 mage and his L2 mage recruits are well able to handle them.&lt;br /&gt;
&lt;br /&gt;
You want to recall at least one and preferably two white mages (there will be lots of assassins), and a horseman near leveling up. The rest of your recruit should be a mix of bowmen and spearmen, including one or two level 2 ones. March up to the ford to the north-west and build a defensive position for the night; keep the front line together with as few units as you can, as most will end up poisoned each turn; cycle them out and replace with others. Once day breaks, hopefully you have enough decent units left to mop up the enemy's first wave; your horseman is ideal to pick off any strong enemy units standing in the water.&lt;br /&gt;
&lt;br /&gt;
Hopefully you can push over the river by afternoon on the second day. You can lure out the enemy leader and then run him down with your knight and Delfador.&lt;br /&gt;
&lt;br /&gt;
===Council in Weldyn===&lt;br /&gt;
&lt;br /&gt;
Just story.&lt;br /&gt;
&lt;br /&gt;
===Swamps of Illuven===&lt;br /&gt;
&lt;br /&gt;
Objectives: Delfador must reach signpost in north-east before time runs out.&lt;br /&gt;
&lt;br /&gt;
The protection charge is always 80% of your gold, and gets rid of the north-west enemy (the one not in the way of getting to the signpost). The other enemy player (the one blocking the signpost) gets a small gold bonus. So, you are losing 80% of your gold to get rid of around 40% of the enemy gold - hence I think that you are better off not paying ''in general''. At Easy it is even worse, as the net effect is only about -25% of the enemy gold.&lt;br /&gt;
&lt;br /&gt;
And there is a gold bonus available if you don't pay and do defeat the NW enemy. It is not noted in the &amp;quot;Objectives&amp;quot; - instead a treasure chest is shown on the map. Remember to take it.&lt;br /&gt;
&lt;br /&gt;
If you don't pay the charge, you get to recruit a big army, get more XP, and finish quicker. You should be able to hold the central island while pushing a force from there to take out the NW leader. I suggest a couple of horsemen, 2 white mages, recall a couple of level 2s, a couple of level 1 mages (which are pretty good against footpads and poachers as they ignore their high defense ratings), and the rest spearmen as fodder to form your defensive line. It is vital to use Lionel's level-3 leadership to help your level-1 units fight better.&lt;br /&gt;
&lt;br /&gt;
You could include a heavy-infantry in your recruit - not great for this level, but it would be useful to give one some XP so it can level up during the next level. What you ''need'' is two white mages by the time you finish this level, and one or two other mages at L2 or nearly there will help also.&lt;br /&gt;
&lt;br /&gt;
====Paying the charge====&lt;br /&gt;
&lt;br /&gt;
The level is playable paying the charge if you are coming in with ~250 gold or more (mainly because, although the AI has a big lead in gold, you have halved the recruit rate for the AIs and ensured that they are all on the far side of the level; the AI's forces don't concentrate so well and your small force can evade them at night). You may prefer this route if you prefer a small scouting battle rather than a big army battle.&lt;br /&gt;
&lt;br /&gt;
I recruited as much as I could (which was only 2 raw spearmen and a horseman recall, to go with Lionel to hold the centre island) and marched Delfador to the vacated NW keep, taking villages on the way. Once there I had accumulated enough gold to recall a few more units and so could bring a second force into play.&lt;br /&gt;
&lt;br /&gt;
===Night in the Swamp===&lt;br /&gt;
&lt;br /&gt;
Objective: survive 12 turns&lt;br /&gt;
&lt;br /&gt;
Grab some Heavy infantry and mages. You can put a generator out of action by landing any level 2 or better mage on it; the level will end when there are no skeletons left. &lt;br /&gt;
&lt;br /&gt;
At easy, it appears that there is only one generator - you can storm it and get an early exit bonus. Or you can milk it for XP if you like - it is a good chance to get XP for mages.&lt;br /&gt;
&lt;br /&gt;
At hard, an early exit looks unlikely as one generator is some way off in hostile terrain. If it doesn't look practical to storm them, then don't bother and just milk for XP; an early exit by only 1 or 2 turns doesn't gain you much since the bonus is small and you will have had negative cashflow for ~10 turns, so probably won't be above the 100 start gold for the next level anyway.&lt;br /&gt;
&lt;br /&gt;
===Ur-Thorodor===&lt;br /&gt;
&lt;br /&gt;
Objectives: get Delfador into the wose castle. No early exit bonus.&lt;br /&gt;
&lt;br /&gt;
The main hazard here is the gryphons - they will attack as you cross the water. Be careful with Lionel and Delfador; you may need to use fodder to lure the gryphons and then blast them. Recall a red mage, a good damage sink (a knight will do), a healer, and perhaps another mage and a fodder unit. Cross straight away, and don't get bogged down on the other side - blast a hole with your mages and get Delfador into the castle asap. You are not likely to win a long fight. Remember that Lionel's leadership helps mages too.&lt;br /&gt;
&lt;br /&gt;
===Houses of the Dead===&lt;br /&gt;
&lt;br /&gt;
Objective: find the Staff and get Delfador to the north signpost within 64 turns.&lt;br /&gt;
&lt;br /&gt;
Explore to your north-west first - there is one village in that direction. To your north is an impassable barrier behind those mountains, so next turn back and work around the level anti-clockwise. The ghosts act as allies, but usually throw their, uh, existences away against the skeletons quite quickly; at least they distract the skeletons while you take villages.&lt;br /&gt;
&lt;br /&gt;
''NOTE: spoilers here''. (Okay, so the whole walkthrough is somewhat spoilerish, but generally it doesn't give away anything that detracts from the experience of playing. On this occasion, you might think it spoils the level to see the following.) Once you get around to Sythan's village, as noted by one of the other ghosts there is a secret passage in one of the little paths up into the mountains to the north. This takes you to the chamber with the Staff, where you can hole up in a village and fight off the skeletons. This route is probably easier than the direct approach, as there is an ambush when you take either village to the east of the castle, and the enemy leader packs a powerful melee attack.&lt;br /&gt;
&lt;br /&gt;
Don't exit until turn 64, as there is no early exit bonus but you should have a good income. Waiting gives you more gold for the next scenario (1.8.0).&lt;br /&gt;
&lt;br /&gt;
If you can, keep any allies with XP alive - they will join your army free in the next level. But it's hard to do so don't worry if you fail.&lt;br /&gt;
&lt;br /&gt;
===The Gate Between Worlds===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Iliah-Malal&lt;br /&gt;
&lt;br /&gt;
You get to recruit ghosts and ghouls here, your allies of the last level. Money should be no problem. Don't overdo the ghosts - get 4-5 for scouting and killing the enemy's bats, and to pick off stragglers. Your main army has to be ghouls, as the enemy will recruit a lot of dark adepts and they can kill a ghost in one turn, so your ghosts will have to stay away from the main fight. Draw them into the swamp and then crush them with a wave of ghouls, backed by Delfador's leadership.&lt;br /&gt;
&lt;br /&gt;
===Wasteland===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Tish Golub&lt;br /&gt;
&lt;br /&gt;
Straightforward scenario, albeit the enemy can recruit L2 units and you have only raw Elven recruits. The walk north to the Elven castle is simple. Most of the fighting takes place in the woods that you can see to your west, so elven archers are good here; also grab at least one scout to steal all your ally's villages, otherwise she will keep recruiting L2 units and stealing your XP.&lt;br /&gt;
&lt;br /&gt;
===Terror at the Ford of Parthyn===&lt;br /&gt;
&lt;br /&gt;
Objectives: defeat both the orc and undead leaders.&lt;br /&gt;
&lt;br /&gt;
''TODO''&lt;br /&gt;
&lt;br /&gt;
===The Return of Trouble===&lt;br /&gt;
&lt;br /&gt;
Objectives: defeat all enemy leaders.&lt;br /&gt;
&lt;br /&gt;
This level has a no-breathing-room start - the east enemy is almost on top of you and has as much gold as you (at Great Mage). The mountains and starting camp are poor terrain for you as that terrain is better for orcs; cross your forces into the woods opposite where you have advantages in defence and movement.&lt;br /&gt;
&lt;br /&gt;
Although you can recruit &amp;quot;raw&amp;quot; L2 units here, don't feel you need to recruit too many of them; the large number of enemy L2s attacking mean that it's hard to keep units in the front line alive, and so recruiting good numbers of units matters here. Recruiting a few druids and captains and recruiting L1 units for the bulk of the army works well. &lt;br /&gt;
&lt;br /&gt;
The ally spends his forces quickly and his leader will die early, but you aren't required to keep him alive, so don't worry about him; when he dies it is even an advantage as it stops encouraging the orcs to go through the woods south of your position.&lt;br /&gt;
&lt;br /&gt;
At lower skills, aim to knock out the east enemy early. His right flank is open but rests on the mountains, which is bad terrain for you - if you try to go around that way he can easily shift forces to meet you. Instead you can approach close to his keep through the woods; this, his left flank, usually isn't open but the AI isn't smart about keeping a proper line here. At Great Mage, you may not have the forces to spare to take him out (if you can even make an opening - he has plenty of units); instead slow him with a shaman when he pops out of his keep to attack and block him from getting back to recruit.&lt;br /&gt;
&lt;br /&gt;
You should aim to maintain a line along the north part of the woods; the main line is down the west side of the woods for a few tiles and this is where Kalenz should be; and a line back east inside the wood for your left flank, to catch enemy units coming at you through the woods. Hold out in the woods for 2 days and the storm will eventually subside; you will probably have heavy losses but your survivors should all be L3 or close to it by the end. You can then seize villages and take out the enemy commanders.&lt;br /&gt;
&lt;br /&gt;
===Shadows===&lt;br /&gt;
&lt;br /&gt;
Objectives: defeat all enemy leaders.&lt;br /&gt;
&lt;br /&gt;
You start with your Kalenz force, and get back your Delfador force during the scenario (he arrives in the SE). Grab all three holy waters near the start, but you should then move all your elven forces in one direction, head west to take out the west lich. The forest slows up most of the undead and so means that the undead converging from the other two camps won't catch you before you overwhelm and eliminate the enemy leader that you target. Because you are facing some L1 and L2 troops here, don't feel that you need to give the holy water to L3 units - a mix of L1 and L2 units is ideal and they should level all the way to L3 during the level. Recall any Elven sorcerers or shaman with good XP, and shaman are good extra recruits at the start, again to level to sorcerers.&lt;br /&gt;
&lt;br /&gt;
Once you have knocked out the NW leader, you elven force should head south to take out the south leader, and Delfador's force can head north to take out the NE leader. Lots of the undead forces will spend the whole level floundering around in the north woods around your start camp, chasing but never catching you up.&lt;br /&gt;
&lt;br /&gt;
===Save the King===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Zorlan, and (at Mage and above) kill all the enemy leaders; and keep Garard alive until that is done.&lt;br /&gt;
&lt;br /&gt;
You don't have to worry about Garard - even at Great Mage, he is more than strong enough to defeat the two southern enemies and his forces significantly help defeat Zorlan (1.8.0). You get a big automatic recall of your white mages, Chantal, and a shock trooper and Kalenz; that's plenty to win with, but recruit some new elves as it gives you some units to give XP to, fodder to face the trolls with, and they are handy to take out the SW enemy faster (at Mage and above). An elven sorcerer is a good recall, but 1 is enough.&lt;br /&gt;
&lt;br /&gt;
Zorlan should be simple; some of his units tangle with Garard's units in the river, so you should meet little opposition getting to his camp - which can be easily crushed with your mages. The onset of trolls at around first watch is the only dangerous moment, but once they have attacked, your mages and high level units can wipe them out mostly in one round. Then send Delfador and a couple of other units to take out the troll leader, and send some elves south with Kalenz to help Garard finish off and then take out the SW leader. Garard usually kills the SE leader by himself.&lt;br /&gt;
&lt;br /&gt;
===Dark Sky Over Weldyn===&lt;br /&gt;
&lt;br /&gt;
Just story.&lt;br /&gt;
&lt;br /&gt;
===A New Ally===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Gruv-Malal; keep Ulrek and Relgorn alive.&lt;br /&gt;
&lt;br /&gt;
Recruit and recall some mages - get a few L1s and you should be able to level up a couple by the end of the level. Move to Ulrek's keep - provided you have some units there by second watch, there is no danger of him being defeated. The dwarves wear down the undead and your mages get to clean up and take the XP.&lt;br /&gt;
&lt;br /&gt;
===The Portal of Doom===&lt;br /&gt;
&lt;br /&gt;
Objectives: close the portal and get your units out via the mine shaft where you start.&lt;br /&gt;
&lt;br /&gt;
Heavy-infantry are too slow on the ice. Similarly it is best to recall quick mages. Your main force should be dwarf warriors, with a few white mages or quick mages to weaken enemy units and to deal with nightgaunts and the like. A knight would also be useful here, due to the speed and for finishing off enemy units when the dwarves can't reach.&lt;br /&gt;
&lt;br /&gt;
Don't worry about the villages to the north - Illah-Malal appears on day 2 at the north castle, so scouting units sent north would probably get killed. You can defend at your camp to defeat the first wave of undead, then march over the ice to close the portal; the northern undead will come to you. You will finish with deep negative gold but it doesn't matter.&lt;br /&gt;
&lt;br /&gt;
===Showdown in the Northern Swamp===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Illah-Malal with Delfador.&lt;br /&gt;
&lt;br /&gt;
There is lots of holy water at the start, and you might struggle to have enough units to give it to. You get control of Lionel on turn 3 (plus a castle of rubbish L1 recruits), so you don't have to take villages off of him. I suggest give Lionel and Kalenz a holy water each and the third to a good L2 melee unit. Your other 4 recalls could be 2 white mages, a steelclad and a paladin (or knight close to levelling - as it is an open level).&lt;br /&gt;
&lt;br /&gt;
A good strategy here is to strike straight north and seize the south end of the bridge. The NE necromancer recruits a lot of dark adepts, and you will have to run a long way during the night to outrun them if you don't bottle them up at the crossing. Once you hold the bridge, a good melee unit and a white mage, plus some of the ally's archers, can easily hold off the NE forces. The NW enemies attack during the first night, and the main tricky bit is dealing with the nightgaunts and spectres here - just keep L2 and L3 melee units in the front line to meet the attack, then clean up with your mages. The SW enemy's units are slower and arrive on day 2; so by moving to the bridge, you've split the enemy attack and can crush each in turn.&lt;br /&gt;
&lt;br /&gt;
===Prince of Wesnoth===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill an enemy commander.&lt;br /&gt;
&lt;br /&gt;
Do not attempt to cross into the central woods; it seems like a tempting spot to fight from, but you will struggle to maximise your recruitment and still get all your units across into it, because the southern enemy camp is close to your line of advance. Instead, abandon all your villages and the rest of the level to the enemy and just defend the SW corner. Elves along the edge of the woods should be able to hold out and wear through the enemy. The number of L2 units, and the mages that the enemy recruit, mean that you will take casualties; but you will be killing a lot and scoring plenty of XP. A general mix of level 1, 2 and 3 units works well here; use the best units to hold tiles that can be attacked from several directions, which will deter the enemy from attacking them.&lt;br /&gt;
&lt;br /&gt;
Once the initial wave of enemies is spent, mop up and proceed swiftly through the central woods and jump into an enemy camp to kill the general. You don't have to have much gold for the next level, but will want high-level units, so take time here to level some up if you don't have enough.&lt;br /&gt;
&lt;br /&gt;
===Clash at the Manor===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill the enemy commander; prevent any enemies escaping via the roads.&lt;br /&gt;
&lt;br /&gt;
As there are two roads, you want two combat groups, each covering a road and heading for a bridge. You get given Chantal, and I would recall a second druid or shyde so you have a healer and someone to entangle any royal guards that you encounter with each combat group. The rest of your recall should be top melee units (champions and avengers mainly). Most out fairly quickly so the enemy don't sneak to the signposts; after that it is an easy mopping up exercise.&lt;br /&gt;
&lt;br /&gt;
The second phase of the level is a search - just visit all the tiles outside the cave area north of the mansion.&lt;br /&gt;
&lt;br /&gt;
===Face of the Enemy===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill the enemy commander.&lt;br /&gt;
&lt;br /&gt;
Last level, so you don't have to worry about losses or leveling up; recall some sorcerors and a decent melee unit to take the holy water. The enemy recruits few units, so you don't have to cover all the passageways; just advance as a group by the shortest route to the keep, and keep side passages covered (the enemy uses nightgaunts to ambush and slip in through any gaps). Beware of putting Delfador in front, as the enemy will use Banebows like walking corpses for suicide attacks against him.&lt;br /&gt;
&lt;br /&gt;
== Old Version ==&lt;br /&gt;
&lt;br /&gt;
Before its inclusion as a mainline campaign, Delfador's Memoirs was distributed as a separate add-on. &lt;br /&gt;
&lt;br /&gt;
This could probably all be removed now.&lt;br /&gt;
&lt;br /&gt;
=== Installation notes ===&lt;br /&gt;
&lt;br /&gt;
Delfador's Memoirs is distributed as a tarball (.tar.gz), containing all sources for the campaign.&lt;br /&gt;
The tarball is built with automake.  To install, unpack it, change into the directory delfadors-memoirs-(version) and&lt;br /&gt;
run (as root) &amp;quot;./configure &amp;amp;&amp;amp; make &amp;amp;&amp;amp; make install&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If you can't install DM this way, then you may install download and install it from the campaign server (you will need&lt;br /&gt;
wesnoth 0.8.5 or a current CVS version to do this).&lt;br /&gt;
&lt;br /&gt;
=== Download ===&lt;br /&gt;
&lt;br /&gt;
Version 0.1: (3 playable scenarios) requires wesnoth = 0.7.7&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/memoirs-0.1.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.2: (7 playable scenarios) requires wesnoth = 0.7.9&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.2.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.2.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.3: (9 playable scenarios) requires wesnoth &amp;gt;= 0.7.11 (=0.7.11 for the tarball)&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.3.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.3.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.4: (10 playable scenarios) requires wesnoth &amp;gt;= 0.7.11, &amp;lt;= 0.8.3&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.4.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.4.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.5: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.4, &amp;lt;= 0.8.7&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.5.1: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.4, &amp;lt;= 0.8.7&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.1.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.5.2: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.9&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.2.tar.gz&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Mainline Campaigns]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns]]&lt;/div&gt;</summary>
		<author><name>Cph</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=DelfadorsMemoirs&amp;diff=36291</id>
		<title>DelfadorsMemoirs</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=DelfadorsMemoirs&amp;diff=36291"/>
		<updated>2010-04-25T10:16:34Z</updated>

		<summary type="html">&lt;p&gt;Cph: Face of the enemy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Story==&lt;br /&gt;
&lt;br /&gt;
This campaign follows the adventures of Delfador, beginning from him leaving home as a newly qualified journeyman mage,&lt;br /&gt;
and leading up to him helping to bring peace to Wesnoth.  It is set a couple of generations earlier than &amp;quot;Heir to the&lt;br /&gt;
Throne&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
&lt;br /&gt;
Original developer: email to Josh Parsons, jp30 AT st-and.ac.uk.&lt;br /&gt;
Thread is at http://www.wesnoth.org/forum/viewtopic.php?t=1293.&lt;br /&gt;
&lt;br /&gt;
More recently, the campaign has been picked up and improved by 'tapik' - see [[CampaignDelfadorsMemoirs]].&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
&lt;br /&gt;
You should be familiar with the basics in [[WesnothManual]] -- this is a walkthrough, not an exposition of basic game mechanics.&lt;br /&gt;
&lt;br /&gt;
Each scenario has an individual forum thread where you can provide feedback to the authors.  You can find these [http://www.wesnoth.org/forum/viewtopic.php?f=22&amp;amp;t=25554 here]. Feedback is useful as it helps the developers improve the campaign in future versions; and the posts by other players may contain advice or pointers beyond those in this walkthrough.&lt;br /&gt;
&lt;br /&gt;
So far, this is just one player's comments, so feel free to refine the suggestions or add alternatives (otherwise it is just a &amp;quot;how I completed DM&amp;quot; guide).&lt;br /&gt;
&lt;br /&gt;
===Overture===&lt;br /&gt;
&lt;br /&gt;
Just an introduction - sit back and enjoy the show.&lt;br /&gt;
&lt;br /&gt;
===This Valley Belongs to Me===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Grogor-Tuk, the enemy leader.&lt;br /&gt;
&lt;br /&gt;
This one is tricky (at least at Great Mage - hard).The enemy has a lot of gold and sends a steady stream of units your way for the first day. In the south/centre is the easy bit - defend the river. Use your mage of light here to back up a few horsemen/spearmen to fend off the attackers; in the water or on sand they are at a disadvantage and can't concentrate attacks easily from the bad terrain.&lt;br /&gt;
&lt;br /&gt;
The tricky bit is to the north - wolf riders cross the river to the north and come down through the woods. Some spearmen and mages in the woods works here, and there's a village in the woods to the north to anchor your defence on. Wolf riders don't benefit as much as your units do on the wooded tiles. Aim to give plenty of XP to at least one mage, so you can level him up here or early at the next level.&lt;br /&gt;
&lt;br /&gt;
===The Road to Weldyn===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Urthaka-Tan, the enemy leader.&lt;br /&gt;
&lt;br /&gt;
You want quite a few horsemen here; it's a good opportunity to get lots of horsemen on your recall list (they are cheaper to recall then recruit later on). There are enough villages to fund recruiting or recalling 9 units and still have positive income throughout. At Great Mage you want at least half of your units to be horsemen: the enemy will have lots of archers who are easy prey in these open fields. You start with an archer and gain the ability to recruit more here, but you won't need more than two - the enemy uses a lot of troll whelps, so you are better off recalling or recruiting mages, plus a couple of spearmen to play defence in the first night.&lt;br /&gt;
&lt;br /&gt;
This level is dead easy to win because the enemy has a small keep, so his forces arrive spread out and not supporting each other. Use the day/night cycle; at night just fall back and, particularly on the first night, use the line of woods and castle tiles just west of your start. Your horsemen can go and take villages and make it back to fight at dawn on day 2. In the day, crush them with the horsemen and mages. You want to level up mages and horsemen.&lt;br /&gt;
&lt;br /&gt;
I exited as early as I could manage, but the early finish bonus is only 15/turn and I was getting 14/turn anyway, so perhaps it would be better to milk the level for XP instead.&lt;br /&gt;
&lt;br /&gt;
===Leollyn===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Hagha-Tan, and keep Leollyn alive.&lt;br /&gt;
&lt;br /&gt;
You can ignore the ally in my experience; the enemy send a few units down that way, but the L3 mage and his L2 mage recruits are well able to handle them.&lt;br /&gt;
&lt;br /&gt;
You want to recall at least one and preferably two white mages (there will be lots of assassins), and a horseman near leveling up. The rest of your recruit should be a mix of bowmen and spearmen, including one or two level 2 ones. March up to the ford to the north-west and build a defensive position for the night; keep the front line together with as few units as you can, as most will end up poisoned each turn; cycle them out and replace with others. Once day breaks, hopefully you have enough decent units left to mop up the enemy's first wave; your horseman is ideal to pick off any strong enemy units standing in the water.&lt;br /&gt;
&lt;br /&gt;
Hopefully you can push over the river by afternoon on the second day. You can lure out the enemy leader and then run him down with your knight and Delfador.&lt;br /&gt;
&lt;br /&gt;
===Council in Weldyn===&lt;br /&gt;
&lt;br /&gt;
Just story.&lt;br /&gt;
&lt;br /&gt;
===Swamps of Illuven===&lt;br /&gt;
&lt;br /&gt;
Objectives: Delfador must reach signpost in north-east before time runs out.&lt;br /&gt;
&lt;br /&gt;
The protection charge is always 80% of your gold, and gets rid of the north-west enemy (the one not in the way of getting to the signpost). The other enemy player (the one blocking the signpost) gets a small gold bonus. So, you are losing 80% of your gold to get rid of around 40% of the enemy gold - hence I think that you are better off not paying ''in general''. At Easy it is even worse, as the net effect is only about -25% of the enemy gold.&lt;br /&gt;
&lt;br /&gt;
And there is a gold bonus available if you don't pay and do defeat the NW enemy. It is not noted in the &amp;quot;Objectives&amp;quot; - instead a treasure chest is shown on the map. Remember to take it.&lt;br /&gt;
&lt;br /&gt;
If you don't pay the charge, you get to recruit a big army, get more XP, and finish quicker. You should be able to hold the central island while pushing a force from there to take out the NW leader. I suggest a couple of horsemen, 2 white mages, recall a couple of level 2s, a couple of level 1 mages (which are pretty good against footpads and poachers as they ignore their high defense ratings), and the rest spearmen as fodder to form your defensive line. It is vital to use Lionel's level-3 leadership to help your level-1 units fight better.&lt;br /&gt;
&lt;br /&gt;
You could include a heavy-infantry in your recruit - not great for this level, but it would be useful to give one some XP so it can level up during the next level. What you ''need'' is two white mages by the time you finish this level, and one or two other mages at L2 or nearly there will help also.&lt;br /&gt;
&lt;br /&gt;
====Paying the charge====&lt;br /&gt;
&lt;br /&gt;
The level is playable paying the charge if you are coming in with ~250 gold or more (mainly because, although the AI has a big lead in gold, you have halved the recruit rate for the AIs and ensured that they are all on the far side of the level; the AI's forces don't concentrate so well and your small force can evade them at night). You may prefer this route if you prefer a small scouting battle rather than a big army battle.&lt;br /&gt;
&lt;br /&gt;
I recruited as much as I could (which was only 2 raw spearmen and a horseman recall, to go with Lionel to hold the centre island) and marched Delfador to the vacated NW keep, taking villages on the way. Once there I had accumulated enough gold to recall a few more units and so could bring a second force into play.&lt;br /&gt;
&lt;br /&gt;
===Night in the Swamp===&lt;br /&gt;
&lt;br /&gt;
Objective: survive 12 turns&lt;br /&gt;
&lt;br /&gt;
Grab some Heavy infantry and mages. You can put a generator out of action by landing any level 2 or better mage on it; the level will end when there are no skeletons left. &lt;br /&gt;
&lt;br /&gt;
At easy, it appears that there is only one generator - you can storm it and get an early exit bonus. Or you can milk it for XP if you like - it is a good chance to get XP for mages.&lt;br /&gt;
&lt;br /&gt;
At hard, an early exit looks unlikely as one generator is some way off in hostile terrain. If it doesn't look practical to storm them, then don't bother and just milk for XP; an early exit by only 1 or 2 turns doesn't gain you much since the bonus is small and you will have had negative cashflow for ~10 turns, so probably won't be above the 100 start gold for the next level anyway.&lt;br /&gt;
&lt;br /&gt;
===Ur-Thorodor===&lt;br /&gt;
&lt;br /&gt;
Objectives: get Delfador into the wose castle. No early exit bonus.&lt;br /&gt;
&lt;br /&gt;
The main hazard here is the gryphons - they will attack as you cross the water. Be careful with Lionel and Delfador; you may need to use fodder to lure the gryphons and then blast them. Recall a red mage, a good damage sink (a knight will do), a healer, and perhaps another mage and a fodder unit. Cross straight away, and don't get bogged down on the other side - blast a hole with your mages and get Delfador into the castle asap. You are not likely to win a long fight. Remember that Lionel's leadership helps mages too.&lt;br /&gt;
&lt;br /&gt;
===Houses of the Dead===&lt;br /&gt;
&lt;br /&gt;
Objective: find the Staff and get Delfador to the north signpost within 64 turns.&lt;br /&gt;
&lt;br /&gt;
Explore to your north-west first - there is one village in that direction. To your north is an impassable barrier behind those mountains, so next turn back and work around the level anti-clockwise. The ghosts act as allies, but usually throw their, uh, existences away against the skeletons quite quickly; at least they distract the skeletons while you take villages.&lt;br /&gt;
&lt;br /&gt;
''NOTE: spoilers here''. (Okay, so the whole walkthrough is somewhat spoilerish, but generally it doesn't give away anything that detracts from the experience of playing. On this occasion, you might think it spoils the level to see the following.) Once you get around to Sythan's village, as noted by one of the other ghosts there is a secret passage in one of the little paths up into the mountains to the north. This takes you to the chamber with the Staff, where you can hole up in a village and fight off the skeletons. This route is probably easier than the direct approach, as there is an ambush when you take either village to the east of the castle, and the enemy leader packs a powerful melee attack.&lt;br /&gt;
&lt;br /&gt;
Don't exit until turn 64, as there is no early exit bonus but you should have a good income. Waiting gives you more gold for the next scenario (1.8.0).&lt;br /&gt;
&lt;br /&gt;
If you can, keep any allies with XP alive - they will join your army free in the next level. But it's hard to do so don't worry if you fail.&lt;br /&gt;
&lt;br /&gt;
===The Gate Between Worlds===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Iliah-Malal&lt;br /&gt;
&lt;br /&gt;
You get to recruit ghosts and ghouls here, your allies of the last level. Money should be no problem. Don't overdo the ghosts - get 4-5 for scouting and killing the enemy's bats, and to pick off stragglers. Your main army has to be ghouls, as the enemy will recruit a lot of dark adepts and they can kill a ghost in one turn, so your ghosts will have to stay away from the main fight. Draw them into the swamp and then crush them with a wave of ghouls, backed by Delfador's leadership.&lt;br /&gt;
&lt;br /&gt;
===Wasteland===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Tish Golub&lt;br /&gt;
&lt;br /&gt;
Straightforward scenario, albeit the enemy can recruit L2 units and you have only raw Elven recruits. The walk north to the Elven castle is simple. Most of the fighting takes place in the woods that you can see to your west, so elven archers are good here; also grab at least one scout to steal all your ally's villages, otherwise she will keep recruiting L2 units and stealing your XP.&lt;br /&gt;
&lt;br /&gt;
===Terror at the Ford of Parthyn===&lt;br /&gt;
&lt;br /&gt;
Objectives: defeat both the orc and undead leaders.&lt;br /&gt;
&lt;br /&gt;
''TODO''&lt;br /&gt;
&lt;br /&gt;
===The Return of Trouble===&lt;br /&gt;
&lt;br /&gt;
Objectives: defeat all enemy leaders.&lt;br /&gt;
&lt;br /&gt;
This level has a no-breathing-room start - the east enemy is almost on top of you and has as much gold as you (at Great Mage). The mountains and starting camp are poor terrain for you as that terrain is better for orcs; cross your forces into the woods opposite where you have advantages in defence and movement.&lt;br /&gt;
&lt;br /&gt;
Although you can recruit &amp;quot;raw&amp;quot; L2 units here, don't feel you need to recruit too many of them; the large number of enemy L2s attacking mean that it's hard to keep units in the front line alive, and so recruiting good numbers of units matters here. Recruiting a few druids and captains and recruiting L1 units for the bulk of the army works well. &lt;br /&gt;
&lt;br /&gt;
The ally spends his forces quickly and his leader will die early, but you aren't required to keep him alive, so don't worry about him; when he dies it is even an advantage as it stops encouraging the orcs to go through the woods south of your position.&lt;br /&gt;
&lt;br /&gt;
At lower skills, aim to knock out the east enemy early. His right flank is open but rests on the mountains, which is bad terrain for you - if you try to go around that way he can easily shift forces to meet you. Instead you can approach close to his keep through the woods; this, his left flank, usually isn't open but the AI isn't smart about keeping a proper line here. At Great Mage, you may not have the forces to spare to take him out (if you can even make an opening - he has plenty of units); instead slow him with a shaman when he pops out of his keep to attack and block him from getting back to recruit.&lt;br /&gt;
&lt;br /&gt;
You should aim to maintain a line along the north part of the woods; the main line is down the west side of the woods for a few tiles and this is where Kalenz should be; and a line back east inside the wood for your left flank, to catch enemy units coming at you through the woods. Hold out in the woods for 2 days and the storm will eventually subside; you will probably have heavy losses but your survivors should all be L3 or close to it by the end. You can then seize villages and take out the enemy commanders.&lt;br /&gt;
&lt;br /&gt;
===Shadows===&lt;br /&gt;
&lt;br /&gt;
Objectives: defeat all enemy leaders.&lt;br /&gt;
&lt;br /&gt;
You start with your Kalenz force, and get back your Delfador force during the scenario (he arrives in the SE). Grab all three holy waters near the start, but you should then move all your elven forces in one direction, head west to take out the west lich. The forest slows up most of the undead and so means that the undead converging from the other two camps won't catch you before you overwhelm and eliminate the enemy leader that you target. Because you are facing some L1 and L2 troops here, don't feel that you need to give the holy water to L3 units - a mix of L1 and L2 units is ideal and they should level all the way to L3 during the level. Recall any Elven sorcerers or shaman with good XP, and shaman are good extra recruits at the start, again to level to sorcerers.&lt;br /&gt;
&lt;br /&gt;
Once you have knocked out the NW leader, you elven force should head south to take out the south leader, and Delfador's force can head north to take out the NE leader. Lots of the undead forces will spend the whole level floundering around in the north woods around your start camp, chasing but never catching you up.&lt;br /&gt;
&lt;br /&gt;
===Save the King===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Zorlan, and (at Mage and above) kill all the enemy leaders; and keep Garard alive until that is done.&lt;br /&gt;
&lt;br /&gt;
You don't have to worry about Garard - even at Great Mage, he is more than strong enough to defeat the two southern enemies and his forces significantly help defeat Zorlan (1.8.0). You get a big automatic recall of your white mages, Chantal, and a shock trooper and Kalenz; that's plenty to win with, but recruit some new elves as it gives you some units to give XP to, fodder to face the trolls with, and they are handy to take out the SW enemy faster (at Mage and above). An elven sorcerer is a good recall, but 1 is enough.&lt;br /&gt;
&lt;br /&gt;
Zorlan should be simple; some of his units tangle with Garard's units in the river, so you should meet little opposition getting to his camp - which can be easily crushed with your mages. The onset of trolls at around first watch is the only dangerous moment, but once they have attacked, your mages and high level units can wipe them out mostly in one round. Then send Delfador and a couple of other units to take out the troll leader, and send some elves south with Kalenz to help Garard finish off and then take out the SW leader. Garard usually kills the SE leader by himself.&lt;br /&gt;
&lt;br /&gt;
===Dark Sky Over Weldyn===&lt;br /&gt;
&lt;br /&gt;
Just story.&lt;br /&gt;
&lt;br /&gt;
===A New Ally===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Gruv-Malal; keep Ulrek and Relgorn alive.&lt;br /&gt;
&lt;br /&gt;
Recruit and recall some mages - get a few L1s and you should be able to level up a couple by the end of the level. Move to Ulrek's keep - provided you have some units there by second watch, there is no danger of him being defeated. The dwarves wear down the undead and your mages get to clean up and take the XP.&lt;br /&gt;
&lt;br /&gt;
===The Portal of Doom===&lt;br /&gt;
&lt;br /&gt;
Objectives: close the portal and get your units out via the mine shaft where you start.&lt;br /&gt;
&lt;br /&gt;
Heavy-infantry are too slow on the ice. Similarly it is best to recall quick mages. Your main force should be dwarf warriors, with a few white mages or quick mages to weaken enemy units and to deal with nightgaunts and the like. A knight would also be useful here, due to the speed and for finishing off enemy units when the dwarves can't reach.&lt;br /&gt;
&lt;br /&gt;
Don't worry about the villages to the north - Illah-Malal appears on day 2 at the north castle, so scouting units sent north would probably get killed. You can defend at your camp to defeat the first wave of undead, then march over the ice to close the portal; the northern undead will come to you. You will finish with deep negative gold but it doesn't matter.&lt;br /&gt;
&lt;br /&gt;
===Showdown in the Northern Swamp===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Illah-Malal with Delfador.&lt;br /&gt;
&lt;br /&gt;
There is lots of holy water at the start, and you might struggle to have enough units to give it to. You get control of Lionel on turn 3 (plus a castle of rubbish L1 recruits), so you don't have to take villages off of him. I suggest give Lionel and Kalenz a holy water each and the third to a good L2 melee unit. Your other 4 recalls could be 2 white mages, a steelclad and a paladin (or knight close to levelling - as it is an open level).&lt;br /&gt;
&lt;br /&gt;
A good strategy here is to strike straight north and seize the south end of the bridge. The NE necromancer recruits a lot of dark adepts, and you will have to run a long way during the night to outrun them if you don't bottle them up at the crossing. Once you hold the bridge, a good melee unit and a white mage, plus some of the ally's archers, can easily hold off the NE forces. The NW enemies attack during the first night, and the main tricky bit is dealing with the nightgaunts and spectres here - just keep L2 and L3 melee units in the front line to meet the attack, then clean up with your mages. The SW enemy's units are slower and arrive on day 2; so by moving to the bridge, you've split the enemy attack and can crush each in turn.&lt;br /&gt;
&lt;br /&gt;
===Prince of Wesnoth===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill an enemy commander.&lt;br /&gt;
&lt;br /&gt;
Do not attempt to cross into the central woods; it seems like a tempting spot to fight from, but you will struggle to maximise your recruitment and still get all your units across into it, because the southern enemy camp is close to your line of advance. Instead, abandon all your villages and the rest of the level to the enemy and just defend the SW corner. Elves along the edge of the woods should be able to hold out and wear through the enemy. The number of L2 units, and the mages that the enemy recruit, mean that you will take casualties; but you will be killing a lot and scoring plenty of XP. A general mix of level 1, 2 and 3 units works well here; use the best units to hold tiles that can be attacked from several directions, which will deter the enemy from attacking them.&lt;br /&gt;
&lt;br /&gt;
Once the initial wave of enemies is spent, mop up and proceed swiftly through the central woods and jump into an enemy camp to kill the general. You don't have to have much gold for the next level, but will want high-level units, so take time here to level some up if you don't have enough.&lt;br /&gt;
&lt;br /&gt;
===Clash at the Manor===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill the enemy commander; prevent any enemies escaping via the roads.&lt;br /&gt;
&lt;br /&gt;
As there are two roads, you want two combat groups, each covering a road and heading for a bridge. You get given Chantal, and I would recall a second druid or shyde so you have a healer and someone to entangle any royal guards that you encounter with each combat group. The rest of your recall should be top melee units (champions and avengers mainly). Most out fairly quickly so the enemy don't sneak to the signposts; after that it is an easy mopping up exercise.&lt;br /&gt;
&lt;br /&gt;
The second phase of the level is a search - just visit all the tiles outside the cave area north of the mansion.&lt;br /&gt;
&lt;br /&gt;
===Face of the Enemy===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill the enemy commander.&lt;br /&gt;
&lt;br /&gt;
Last level, so you don't have to worry about losses or leveling up; recall some sorcerors and a decent melee unit to take the holy water. The enemy recruits few units, so you don't have to cover all the passageways; just advance as a group by the shortest route to the keep, and keep side passages covered (the enemy uses nightgaunts to ambush and slip in through any gaps). Beware of putting Delfador in front, as the enemy will use Banebows like walking corpses for suicide attacks against him.&lt;br /&gt;
&lt;br /&gt;
== Old Version ==&lt;br /&gt;
&lt;br /&gt;
Before its inclusion as a mainline campaign, Delfador's Memoirs was distributed as a separate add-on. &lt;br /&gt;
&lt;br /&gt;
This could probably all be removed now.&lt;br /&gt;
&lt;br /&gt;
=== Installation notes ===&lt;br /&gt;
&lt;br /&gt;
Delfador's Memoirs is distributed as a tarball (.tar.gz), containing all sources for the campaign.&lt;br /&gt;
The tarball is built with automake.  To install, unpack it, change into the directory delfadors-memoirs-(version) and&lt;br /&gt;
run (as root) &amp;quot;./configure &amp;amp;&amp;amp; make &amp;amp;&amp;amp; make install&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If you can't install DM this way, then you may install download and install it from the campaign server (you will need&lt;br /&gt;
wesnoth 0.8.5 or a current CVS version to do this).&lt;br /&gt;
&lt;br /&gt;
=== Download ===&lt;br /&gt;
&lt;br /&gt;
Version 0.1: (3 playable scenarios) requires wesnoth = 0.7.7&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/memoirs-0.1.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.2: (7 playable scenarios) requires wesnoth = 0.7.9&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.2.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.2.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.3: (9 playable scenarios) requires wesnoth &amp;gt;= 0.7.11 (=0.7.11 for the tarball)&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.3.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.3.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.4: (10 playable scenarios) requires wesnoth &amp;gt;= 0.7.11, &amp;lt;= 0.8.3&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.4.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.4.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.5: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.4, &amp;lt;= 0.8.7&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.5.1: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.4, &amp;lt;= 0.8.7&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.1.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.5.2: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.9&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.2.tar.gz&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Mainline Campaigns]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns]]&lt;/div&gt;</summary>
		<author><name>Cph</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=DelfadorsMemoirs&amp;diff=36290</id>
		<title>DelfadorsMemoirs</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=DelfadorsMemoirs&amp;diff=36290"/>
		<updated>2010-04-24T21:32:53Z</updated>

		<summary type="html">&lt;p&gt;Cph: Prince of Wesnoth, Clash at the Manor&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Story==&lt;br /&gt;
&lt;br /&gt;
This campaign follows the adventures of Delfador, beginning from him leaving home as a newly qualified journeyman mage,&lt;br /&gt;
and leading up to him helping to bring peace to Wesnoth.  It is set a couple of generations earlier than &amp;quot;Heir to the&lt;br /&gt;
Throne&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
&lt;br /&gt;
Original developer: email to Josh Parsons, jp30 AT st-and.ac.uk.&lt;br /&gt;
Thread is at http://www.wesnoth.org/forum/viewtopic.php?t=1293.&lt;br /&gt;
&lt;br /&gt;
More recently, the campaign has been picked up and improved by 'tapik' - see [[CampaignDelfadorsMemoirs]].&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
&lt;br /&gt;
You should be familiar with the basics in [[WesnothManual]] -- this is a walkthrough, not an exposition of basic game mechanics.&lt;br /&gt;
&lt;br /&gt;
Each scenario has an individual forum thread where you can provide feedback to the authors.  You can find these [http://www.wesnoth.org/forum/viewtopic.php?f=22&amp;amp;t=25554 here]. Feedback is useful as it helps the developers improve the campaign in future versions; and the posts by other players may contain advice or pointers beyond those in this walkthrough.&lt;br /&gt;
&lt;br /&gt;
So far, this is just one player's comments, so feel free to refine the suggestions or add alternatives (otherwise it is just a &amp;quot;how I completed DM&amp;quot; guide).&lt;br /&gt;
&lt;br /&gt;
===Overture===&lt;br /&gt;
&lt;br /&gt;
Just an introduction - sit back and enjoy the show.&lt;br /&gt;
&lt;br /&gt;
===This Valley Belongs to Me===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Grogor-Tuk, the enemy leader.&lt;br /&gt;
&lt;br /&gt;
This one is tricky (at least at Great Mage - hard).The enemy has a lot of gold and sends a steady stream of units your way for the first day. In the south/centre is the easy bit - defend the river. Use your mage of light here to back up a few horsemen/spearmen to fend off the attackers; in the water or on sand they are at a disadvantage and can't concentrate attacks easily from the bad terrain.&lt;br /&gt;
&lt;br /&gt;
The tricky bit is to the north - wolf riders cross the river to the north and come down through the woods. Some spearmen and mages in the woods works here, and there's a village in the woods to the north to anchor your defence on. Wolf riders don't benefit as much as your units do on the wooded tiles. Aim to give plenty of XP to at least one mage, so you can level him up here or early at the next level.&lt;br /&gt;
&lt;br /&gt;
===The Road to Weldyn===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Urthaka-Tan, the enemy leader.&lt;br /&gt;
&lt;br /&gt;
You want quite a few horsemen here; it's a good opportunity to get lots of horsemen on your recall list (they are cheaper to recall then recruit later on). There are enough villages to fund recruiting or recalling 9 units and still have positive income throughout. At Great Mage you want at least half of your units to be horsemen: the enemy will have lots of archers who are easy prey in these open fields. You start with an archer and gain the ability to recruit more here, but you won't need more than two - the enemy uses a lot of troll whelps, so you are better off recalling or recruiting mages, plus a couple of spearmen to play defence in the first night.&lt;br /&gt;
&lt;br /&gt;
This level is dead easy to win because the enemy has a small keep, so his forces arrive spread out and not supporting each other. Use the day/night cycle; at night just fall back and, particularly on the first night, use the line of woods and castle tiles just west of your start. Your horsemen can go and take villages and make it back to fight at dawn on day 2. In the day, crush them with the horsemen and mages. You want to level up mages and horsemen.&lt;br /&gt;
&lt;br /&gt;
I exited as early as I could manage, but the early finish bonus is only 15/turn and I was getting 14/turn anyway, so perhaps it would be better to milk the level for XP instead.&lt;br /&gt;
&lt;br /&gt;
===Leollyn===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Hagha-Tan, and keep Leollyn alive.&lt;br /&gt;
&lt;br /&gt;
You can ignore the ally in my experience; the enemy send a few units down that way, but the L3 mage and his L2 mage recruits are well able to handle them.&lt;br /&gt;
&lt;br /&gt;
You want to recall at least one and preferably two white mages (there will be lots of assassins), and a horseman near leveling up. The rest of your recruit should be a mix of bowmen and spearmen, including one or two level 2 ones. March up to the ford to the north-west and build a defensive position for the night; keep the front line together with as few units as you can, as most will end up poisoned each turn; cycle them out and replace with others. Once day breaks, hopefully you have enough decent units left to mop up the enemy's first wave; your horseman is ideal to pick off any strong enemy units standing in the water.&lt;br /&gt;
&lt;br /&gt;
Hopefully you can push over the river by afternoon on the second day. You can lure out the enemy leader and then run him down with your knight and Delfador.&lt;br /&gt;
&lt;br /&gt;
===Council in Weldyn===&lt;br /&gt;
&lt;br /&gt;
Just story.&lt;br /&gt;
&lt;br /&gt;
===Swamps of Illuven===&lt;br /&gt;
&lt;br /&gt;
Objectives: Delfador must reach signpost in north-east before time runs out.&lt;br /&gt;
&lt;br /&gt;
The protection charge is always 80% of your gold, and gets rid of the north-west enemy (the one not in the way of getting to the signpost). The other enemy player (the one blocking the signpost) gets a small gold bonus. So, you are losing 80% of your gold to get rid of around 40% of the enemy gold - hence I think that you are better off not paying ''in general''. At Easy it is even worse, as the net effect is only about -25% of the enemy gold.&lt;br /&gt;
&lt;br /&gt;
And there is a gold bonus available if you don't pay and do defeat the NW enemy. It is not noted in the &amp;quot;Objectives&amp;quot; - instead a treasure chest is shown on the map. Remember to take it.&lt;br /&gt;
&lt;br /&gt;
If you don't pay the charge, you get to recruit a big army, get more XP, and finish quicker. You should be able to hold the central island while pushing a force from there to take out the NW leader. I suggest a couple of horsemen, 2 white mages, recall a couple of level 2s, a couple of level 1 mages (which are pretty good against footpads and poachers as they ignore their high defense ratings), and the rest spearmen as fodder to form your defensive line. It is vital to use Lionel's level-3 leadership to help your level-1 units fight better.&lt;br /&gt;
&lt;br /&gt;
You could include a heavy-infantry in your recruit - not great for this level, but it would be useful to give one some XP so it can level up during the next level. What you ''need'' is two white mages by the time you finish this level, and one or two other mages at L2 or nearly there will help also.&lt;br /&gt;
&lt;br /&gt;
====Paying the charge====&lt;br /&gt;
&lt;br /&gt;
The level is playable paying the charge if you are coming in with ~250 gold or more (mainly because, although the AI has a big lead in gold, you have halved the recruit rate for the AIs and ensured that they are all on the far side of the level; the AI's forces don't concentrate so well and your small force can evade them at night). You may prefer this route if you prefer a small scouting battle rather than a big army battle.&lt;br /&gt;
&lt;br /&gt;
I recruited as much as I could (which was only 2 raw spearmen and a horseman recall, to go with Lionel to hold the centre island) and marched Delfador to the vacated NW keep, taking villages on the way. Once there I had accumulated enough gold to recall a few more units and so could bring a second force into play.&lt;br /&gt;
&lt;br /&gt;
===Night in the Swamp===&lt;br /&gt;
&lt;br /&gt;
Objective: survive 12 turns&lt;br /&gt;
&lt;br /&gt;
Grab some Heavy infantry and mages. You can put a generator out of action by landing any level 2 or better mage on it; the level will end when there are no skeletons left. &lt;br /&gt;
&lt;br /&gt;
At easy, it appears that there is only one generator - you can storm it and get an early exit bonus. Or you can milk it for XP if you like - it is a good chance to get XP for mages.&lt;br /&gt;
&lt;br /&gt;
At hard, an early exit looks unlikely as one generator is some way off in hostile terrain. If it doesn't look practical to storm them, then don't bother and just milk for XP; an early exit by only 1 or 2 turns doesn't gain you much since the bonus is small and you will have had negative cashflow for ~10 turns, so probably won't be above the 100 start gold for the next level anyway.&lt;br /&gt;
&lt;br /&gt;
===Ur-Thorodor===&lt;br /&gt;
&lt;br /&gt;
Objectives: get Delfador into the wose castle. No early exit bonus.&lt;br /&gt;
&lt;br /&gt;
The main hazard here is the gryphons - they will attack as you cross the water. Be careful with Lionel and Delfador; you may need to use fodder to lure the gryphons and then blast them. Recall a red mage, a good damage sink (a knight will do), a healer, and perhaps another mage and a fodder unit. Cross straight away, and don't get bogged down on the other side - blast a hole with your mages and get Delfador into the castle asap. You are not likely to win a long fight. Remember that Lionel's leadership helps mages too.&lt;br /&gt;
&lt;br /&gt;
===Houses of the Dead===&lt;br /&gt;
&lt;br /&gt;
Objective: find the Staff and get Delfador to the north signpost within 64 turns.&lt;br /&gt;
&lt;br /&gt;
Explore to your north-west first - there is one village in that direction. To your north is an impassable barrier behind those mountains, so next turn back and work around the level anti-clockwise. The ghosts act as allies, but usually throw their, uh, existences away against the skeletons quite quickly; at least they distract the skeletons while you take villages.&lt;br /&gt;
&lt;br /&gt;
''NOTE: spoilers here''. (Okay, so the whole walkthrough is somewhat spoilerish, but generally it doesn't give away anything that detracts from the experience of playing. On this occasion, you might think it spoils the level to see the following.) Once you get around to Sythan's village, as noted by one of the other ghosts there is a secret passage in one of the little paths up into the mountains to the north. This takes you to the chamber with the Staff, where you can hole up in a village and fight off the skeletons. This route is probably easier than the direct approach, as there is an ambush when you take either village to the east of the castle, and the enemy leader packs a powerful melee attack.&lt;br /&gt;
&lt;br /&gt;
Don't exit until turn 64, as there is no early exit bonus but you should have a good income. Waiting gives you more gold for the next scenario (1.8.0).&lt;br /&gt;
&lt;br /&gt;
If you can, keep any allies with XP alive - they will join your army free in the next level. But it's hard to do so don't worry if you fail.&lt;br /&gt;
&lt;br /&gt;
===The Gate Between Worlds===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Iliah-Malal&lt;br /&gt;
&lt;br /&gt;
You get to recruit ghosts and ghouls here, your allies of the last level. Money should be no problem. Don't overdo the ghosts - get 4-5 for scouting and killing the enemy's bats, and to pick off stragglers. Your main army has to be ghouls, as the enemy will recruit a lot of dark adepts and they can kill a ghost in one turn, so your ghosts will have to stay away from the main fight. Draw them into the swamp and then crush them with a wave of ghouls, backed by Delfador's leadership.&lt;br /&gt;
&lt;br /&gt;
===Wasteland===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Tish Golub&lt;br /&gt;
&lt;br /&gt;
Straightforward scenario, albeit the enemy can recruit L2 units and you have only raw Elven recruits. The walk north to the Elven castle is simple. Most of the fighting takes place in the woods that you can see to your west, so elven archers are good here; also grab at least one scout to steal all your ally's villages, otherwise she will keep recruiting L2 units and stealing your XP.&lt;br /&gt;
&lt;br /&gt;
===Terror at the Ford of Parthyn===&lt;br /&gt;
&lt;br /&gt;
Objectives: defeat both the orc and undead leaders.&lt;br /&gt;
&lt;br /&gt;
''TODO''&lt;br /&gt;
&lt;br /&gt;
===The Return of Trouble===&lt;br /&gt;
&lt;br /&gt;
Objectives: defeat all enemy leaders.&lt;br /&gt;
&lt;br /&gt;
This level has a no-breathing-room start - the east enemy is almost on top of you and has as much gold as you (at Great Mage). The mountains and starting camp are poor terrain for you as that terrain is better for orcs; cross your forces into the woods opposite where you have advantages in defence and movement.&lt;br /&gt;
&lt;br /&gt;
Although you can recruit &amp;quot;raw&amp;quot; L2 units here, don't feel you need to recruit too many of them; the large number of enemy L2s attacking mean that it's hard to keep units in the front line alive, and so recruiting good numbers of units matters here. Recruiting a few druids and captains and recruiting L1 units for the bulk of the army works well. &lt;br /&gt;
&lt;br /&gt;
The ally spends his forces quickly and his leader will die early, but you aren't required to keep him alive, so don't worry about him; when he dies it is even an advantage as it stops encouraging the orcs to go through the woods south of your position.&lt;br /&gt;
&lt;br /&gt;
At lower skills, aim to knock out the east enemy early. His right flank is open but rests on the mountains, which is bad terrain for you - if you try to go around that way he can easily shift forces to meet you. Instead you can approach close to his keep through the woods; this, his left flank, usually isn't open but the AI isn't smart about keeping a proper line here. At Great Mage, you may not have the forces to spare to take him out (if you can even make an opening - he has plenty of units); instead slow him with a shaman when he pops out of his keep to attack and block him from getting back to recruit.&lt;br /&gt;
&lt;br /&gt;
You should aim to maintain a line along the north part of the woods; the main line is down the west side of the woods for a few tiles and this is where Kalenz should be; and a line back east inside the wood for your left flank, to catch enemy units coming at you through the woods. Hold out in the woods for 2 days and the storm will eventually subside; you will probably have heavy losses but your survivors should all be L3 or close to it by the end. You can then seize villages and take out the enemy commanders.&lt;br /&gt;
&lt;br /&gt;
===Shadows===&lt;br /&gt;
&lt;br /&gt;
Objectives: defeat all enemy leaders.&lt;br /&gt;
&lt;br /&gt;
You start with your Kalenz force, and get back your Delfador force during the scenario (he arrives in the SE). Grab all three holy waters near the start, but you should then move all your elven forces in one direction, head west to take out the west lich. The forest slows up most of the undead and so means that the undead converging from the other two camps won't catch you before you overwhelm and eliminate the enemy leader that you target. Because you are facing some L1 and L2 troops here, don't feel that you need to give the holy water to L3 units - a mix of L1 and L2 units is ideal and they should level all the way to L3 during the level. Recall any Elven sorcerers or shaman with good XP, and shaman are good extra recruits at the start, again to level to sorcerers.&lt;br /&gt;
&lt;br /&gt;
Once you have knocked out the NW leader, you elven force should head south to take out the south leader, and Delfador's force can head north to take out the NE leader. Lots of the undead forces will spend the whole level floundering around in the north woods around your start camp, chasing but never catching you up.&lt;br /&gt;
&lt;br /&gt;
===Save the King===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Zorlan, and (at Mage and above) kill all the enemy leaders; and keep Garard alive until that is done.&lt;br /&gt;
&lt;br /&gt;
You don't have to worry about Garard - even at Great Mage, he is more than strong enough to defeat the two southern enemies and his forces significantly help defeat Zorlan (1.8.0). You get a big automatic recall of your white mages, Chantal, and a shock trooper and Kalenz; that's plenty to win with, but recruit some new elves as it gives you some units to give XP to, fodder to face the trolls with, and they are handy to take out the SW enemy faster (at Mage and above). An elven sorcerer is a good recall, but 1 is enough.&lt;br /&gt;
&lt;br /&gt;
Zorlan should be simple; some of his units tangle with Garard's units in the river, so you should meet little opposition getting to his camp - which can be easily crushed with your mages. The onset of trolls at around first watch is the only dangerous moment, but once they have attacked, your mages and high level units can wipe them out mostly in one round. Then send Delfador and a couple of other units to take out the troll leader, and send some elves south with Kalenz to help Garard finish off and then take out the SW leader. Garard usually kills the SE leader by himself.&lt;br /&gt;
&lt;br /&gt;
===Dark Sky Over Weldyn===&lt;br /&gt;
&lt;br /&gt;
Just story.&lt;br /&gt;
&lt;br /&gt;
===A New Ally===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Gruv-Malal; keep Ulrek and Relgorn alive.&lt;br /&gt;
&lt;br /&gt;
Recruit and recall some mages - get a few L1s and you should be able to level up a couple by the end of the level. Move to Ulrek's keep - provided you have some units there by second watch, there is no danger of him being defeated. The dwarves wear down the undead and your mages get to clean up and take the XP.&lt;br /&gt;
&lt;br /&gt;
===The Portal of Doom===&lt;br /&gt;
&lt;br /&gt;
Objectives: close the portal and get your units out via the mine shaft where you start.&lt;br /&gt;
&lt;br /&gt;
Heavy-infantry are too slow on the ice. Similarly it is best to recall quick mages. Your main force should be dwarf warriors, with a few white mages or quick mages to weaken enemy units and to deal with nightgaunts and the like. A knight would also be useful here, due to the speed and for finishing off enemy units when the dwarves can't reach.&lt;br /&gt;
&lt;br /&gt;
Don't worry about the villages to the north - Illah-Malal appears on day 2 at the north castle, so scouting units sent north would probably get killed. You can defend at your camp to defeat the first wave of undead, then march over the ice to close the portal; the northern undead will come to you. You will finish with deep negative gold but it doesn't matter.&lt;br /&gt;
&lt;br /&gt;
===Showdown in the Northern Swamp===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Illah-Malal with Delfador.&lt;br /&gt;
&lt;br /&gt;
There is lots of holy water at the start, and you might struggle to have enough units to give it to. You get control of Lionel on turn 3 (plus a castle of rubbish L1 recruits), so you don't have to take villages off of him. I suggest give Lionel and Kalenz a holy water each and the third to a good L2 melee unit. Your other 4 recalls could be 2 white mages, a steelclad and a paladin (or knight close to levelling - as it is an open level).&lt;br /&gt;
&lt;br /&gt;
A good strategy here is to strike straight north and seize the south end of the bridge. The NE necromancer recruits a lot of dark adepts, and you will have to run a long way during the night to outrun them if you don't bottle them up at the crossing. Once you hold the bridge, a good melee unit and a white mage, plus some of the ally's archers, can easily hold off the NE forces. The NW enemies attack during the first night, and the main tricky bit is dealing with the nightgaunts and spectres here - just keep L2 and L3 melee units in the front line to meet the attack, then clean up with your mages. The SW enemy's units are slower and arrive on day 2; so by moving to the bridge, you've split the enemy attack and can crush each in turn.&lt;br /&gt;
&lt;br /&gt;
===Prince of Wesnoth===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill an enemy commander.&lt;br /&gt;
&lt;br /&gt;
Do not attempt to cross into the central woods; it seems like a tempting spot to fight from, but you will struggle to maximise your recruitment and still get all your units across into it, because the southern enemy camp is close to your line of advance. Instead, abandon all your villages and the rest of the level to the enemy and just defend the SW corner. Elves along the edge of the woods should be able to hold out and wear through the enemy. The number of L2 units, and the mages that the enemy recruit, mean that you will take casualties; but you will be killing a lot and scoring plenty of XP. A general mix of level 1, 2 and 3 units works well here; use the best units to hold tiles that can be attacked from several directions, which will deter the enemy from attacking them.&lt;br /&gt;
&lt;br /&gt;
Once the initial wave of enemies is spent, mop up and proceed swiftly through the central woods and jump into an enemy camp to kill the general. You don't have to have much gold for the next level, but will want high-level units, so take time here to level some up if you don't have enough.&lt;br /&gt;
&lt;br /&gt;
===Clash at the Manor===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill the enemy commander; prevent any enemies escaping via the roads.&lt;br /&gt;
&lt;br /&gt;
As there are two roads, you want two combat groups, each covering a road and heading for a bridge. You get given Chantal, and I would recall a second druid or shyde so you have a healer and someone to entangle any royal guards that you encounter with each combat group. The rest of your recall should be top melee units (champions and avengers mainly). Most out fairly quickly so the enemy don't sneak to the signposts; after that it is an easy mopping up exercise.&lt;br /&gt;
&lt;br /&gt;
The second phase of the level is a search - just visit all the tiles outside the cave area north of the mansion.&lt;br /&gt;
&lt;br /&gt;
== Old Version ==&lt;br /&gt;
&lt;br /&gt;
Before its inclusion as a mainline campaign, Delfador's Memoirs was distributed as a separate add-on. &lt;br /&gt;
&lt;br /&gt;
This could probably all be removed now.&lt;br /&gt;
&lt;br /&gt;
=== Installation notes ===&lt;br /&gt;
&lt;br /&gt;
Delfador's Memoirs is distributed as a tarball (.tar.gz), containing all sources for the campaign.&lt;br /&gt;
The tarball is built with automake.  To install, unpack it, change into the directory delfadors-memoirs-(version) and&lt;br /&gt;
run (as root) &amp;quot;./configure &amp;amp;&amp;amp; make &amp;amp;&amp;amp; make install&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If you can't install DM this way, then you may install download and install it from the campaign server (you will need&lt;br /&gt;
wesnoth 0.8.5 or a current CVS version to do this).&lt;br /&gt;
&lt;br /&gt;
=== Download ===&lt;br /&gt;
&lt;br /&gt;
Version 0.1: (3 playable scenarios) requires wesnoth = 0.7.7&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/memoirs-0.1.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.2: (7 playable scenarios) requires wesnoth = 0.7.9&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.2.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.2.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.3: (9 playable scenarios) requires wesnoth &amp;gt;= 0.7.11 (=0.7.11 for the tarball)&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.3.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.3.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.4: (10 playable scenarios) requires wesnoth &amp;gt;= 0.7.11, &amp;lt;= 0.8.3&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.4.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.4.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.5: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.4, &amp;lt;= 0.8.7&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.5.1: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.4, &amp;lt;= 0.8.7&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.1.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.5.2: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.9&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.2.tar.gz&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Mainline Campaigns]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns]]&lt;/div&gt;</summary>
		<author><name>Cph</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=DelfadorsMemoirs&amp;diff=36289</id>
		<title>DelfadorsMemoirs</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=DelfadorsMemoirs&amp;diff=36289"/>
		<updated>2010-04-24T17:12:01Z</updated>

		<summary type="html">&lt;p&gt;Cph: A New Ally, Nothern Swamp&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Story==&lt;br /&gt;
&lt;br /&gt;
This campaign follows the adventures of Delfador, beginning from him leaving home as a newly qualified journeyman mage,&lt;br /&gt;
and leading up to him helping to bring peace to Wesnoth.  It is set a couple of generations earlier than &amp;quot;Heir to the&lt;br /&gt;
Throne&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
&lt;br /&gt;
Original developer: email to Josh Parsons, jp30 AT st-and.ac.uk.&lt;br /&gt;
Thread is at http://www.wesnoth.org/forum/viewtopic.php?t=1293.&lt;br /&gt;
&lt;br /&gt;
More recently, the campaign has been picked up and improved by 'tapik' - see [[CampaignDelfadorsMemoirs]].&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
&lt;br /&gt;
You should be familiar with the basics in [[WesnothManual]] -- this is a walkthrough, not an exposition of basic game mechanics.&lt;br /&gt;
&lt;br /&gt;
Each scenario has an individual forum thread where you can provide feedback to the authors.  You can find these [http://www.wesnoth.org/forum/viewtopic.php?f=22&amp;amp;t=25554 here]. Feedback is useful as it helps the developers improve the campaign in future versions; and the posts by other players may contain advice or pointers beyond those in this walkthrough.&lt;br /&gt;
&lt;br /&gt;
So far, this is just one player's comments, so feel free to refine the suggestions or add alternatives (otherwise it is just a &amp;quot;how I completed DM&amp;quot; guide).&lt;br /&gt;
&lt;br /&gt;
===Overture===&lt;br /&gt;
&lt;br /&gt;
Just an introduction - sit back and enjoy the show.&lt;br /&gt;
&lt;br /&gt;
===This Valley Belongs to Me===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Grogor-Tuk, the enemy leader.&lt;br /&gt;
&lt;br /&gt;
This one is tricky (at least at Great Mage - hard).The enemy has a lot of gold and sends a steady stream of units your way for the first day. In the south/centre is the easy bit - defend the river. Use your mage of light here to back up a few horsemen/spearmen to fend off the attackers; in the water or on sand they are at a disadvantage and can't concentrate attacks easily from the bad terrain.&lt;br /&gt;
&lt;br /&gt;
The tricky bit is to the north - wolf riders cross the river to the north and come down through the woods. Some spearmen and mages in the woods works here, and there's a village in the woods to the north to anchor your defence on. Wolf riders don't benefit as much as your units do on the wooded tiles. Aim to give plenty of XP to at least one mage, so you can level him up here or early at the next level.&lt;br /&gt;
&lt;br /&gt;
===The Road to Weldyn===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Urthaka-Tan, the enemy leader.&lt;br /&gt;
&lt;br /&gt;
You want quite a few horsemen here; it's a good opportunity to get lots of horsemen on your recall list (they are cheaper to recall then recruit later on). There are enough villages to fund recruiting or recalling 9 units and still have positive income throughout. At Great Mage you want at least half of your units to be horsemen: the enemy will have lots of archers who are easy prey in these open fields. You start with an archer and gain the ability to recruit more here, but you won't need more than two - the enemy uses a lot of troll whelps, so you are better off recalling or recruiting mages, plus a couple of spearmen to play defence in the first night.&lt;br /&gt;
&lt;br /&gt;
This level is dead easy to win because the enemy has a small keep, so his forces arrive spread out and not supporting each other. Use the day/night cycle; at night just fall back and, particularly on the first night, use the line of woods and castle tiles just west of your start. Your horsemen can go and take villages and make it back to fight at dawn on day 2. In the day, crush them with the horsemen and mages. You want to level up mages and horsemen.&lt;br /&gt;
&lt;br /&gt;
I exited as early as I could manage, but the early finish bonus is only 15/turn and I was getting 14/turn anyway, so perhaps it would be better to milk the level for XP instead.&lt;br /&gt;
&lt;br /&gt;
===Leollyn===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Hagha-Tan, and keep Leollyn alive.&lt;br /&gt;
&lt;br /&gt;
You can ignore the ally in my experience; the enemy send a few units down that way, but the L3 mage and his L2 mage recruits are well able to handle them.&lt;br /&gt;
&lt;br /&gt;
You want to recall at least one and preferably two white mages (there will be lots of assassins), and a horseman near leveling up. The rest of your recruit should be a mix of bowmen and spearmen, including one or two level 2 ones. March up to the ford to the north-west and build a defensive position for the night; keep the front line together with as few units as you can, as most will end up poisoned each turn; cycle them out and replace with others. Once day breaks, hopefully you have enough decent units left to mop up the enemy's first wave; your horseman is ideal to pick off any strong enemy units standing in the water.&lt;br /&gt;
&lt;br /&gt;
Hopefully you can push over the river by afternoon on the second day. You can lure out the enemy leader and then run him down with your knight and Delfador.&lt;br /&gt;
&lt;br /&gt;
===Council in Weldyn===&lt;br /&gt;
&lt;br /&gt;
Just story.&lt;br /&gt;
&lt;br /&gt;
===Swamps of Illuven===&lt;br /&gt;
&lt;br /&gt;
Objectives: Delfador must reach signpost in north-east before time runs out.&lt;br /&gt;
&lt;br /&gt;
The protection charge is always 80% of your gold, and gets rid of the north-west enemy (the one not in the way of getting to the signpost). The other enemy player (the one blocking the signpost) gets a small gold bonus. So, you are losing 80% of your gold to get rid of around 40% of the enemy gold - hence I think that you are better off not paying ''in general''. At Easy it is even worse, as the net effect is only about -25% of the enemy gold.&lt;br /&gt;
&lt;br /&gt;
And there is a gold bonus available if you don't pay and do defeat the NW enemy. It is not noted in the &amp;quot;Objectives&amp;quot; - instead a treasure chest is shown on the map. Remember to take it.&lt;br /&gt;
&lt;br /&gt;
If you don't pay the charge, you get to recruit a big army, get more XP, and finish quicker. You should be able to hold the central island while pushing a force from there to take out the NW leader. I suggest a couple of horsemen, 2 white mages, recall a couple of level 2s, a couple of level 1 mages (which are pretty good against footpads and poachers as they ignore their high defense ratings), and the rest spearmen as fodder to form your defensive line. It is vital to use Lionel's level-3 leadership to help your level-1 units fight better.&lt;br /&gt;
&lt;br /&gt;
You could include a heavy-infantry in your recruit - not great for this level, but it would be useful to give one some XP so it can level up during the next level. What you ''need'' is two white mages by the time you finish this level, and one or two other mages at L2 or nearly there will help also.&lt;br /&gt;
&lt;br /&gt;
====Paying the charge====&lt;br /&gt;
&lt;br /&gt;
The level is playable paying the charge if you are coming in with ~250 gold or more (mainly because, although the AI has a big lead in gold, you have halved the recruit rate for the AIs and ensured that they are all on the far side of the level; the AI's forces don't concentrate so well and your small force can evade them at night). You may prefer this route if you prefer a small scouting battle rather than a big army battle.&lt;br /&gt;
&lt;br /&gt;
I recruited as much as I could (which was only 2 raw spearmen and a horseman recall, to go with Lionel to hold the centre island) and marched Delfador to the vacated NW keep, taking villages on the way. Once there I had accumulated enough gold to recall a few more units and so could bring a second force into play.&lt;br /&gt;
&lt;br /&gt;
===Night in the Swamp===&lt;br /&gt;
&lt;br /&gt;
Objective: survive 12 turns&lt;br /&gt;
&lt;br /&gt;
Grab some Heavy infantry and mages. You can put a generator out of action by landing any level 2 or better mage on it; the level will end when there are no skeletons left. &lt;br /&gt;
&lt;br /&gt;
At easy, it appears that there is only one generator - you can storm it and get an early exit bonus. Or you can milk it for XP if you like - it is a good chance to get XP for mages.&lt;br /&gt;
&lt;br /&gt;
At hard, an early exit looks unlikely as one generator is some way off in hostile terrain. If it doesn't look practical to storm them, then don't bother and just milk for XP; an early exit by only 1 or 2 turns doesn't gain you much since the bonus is small and you will have had negative cashflow for ~10 turns, so probably won't be above the 100 start gold for the next level anyway.&lt;br /&gt;
&lt;br /&gt;
===Ur-Thorodor===&lt;br /&gt;
&lt;br /&gt;
Objectives: get Delfador into the wose castle. No early exit bonus.&lt;br /&gt;
&lt;br /&gt;
The main hazard here is the gryphons - they will attack as you cross the water. Be careful with Lionel and Delfador; you may need to use fodder to lure the gryphons and then blast them. Recall a red mage, a good damage sink (a knight will do), a healer, and perhaps another mage and a fodder unit. Cross straight away, and don't get bogged down on the other side - blast a hole with your mages and get Delfador into the castle asap. You are not likely to win a long fight. Remember that Lionel's leadership helps mages too.&lt;br /&gt;
&lt;br /&gt;
===Houses of the Dead===&lt;br /&gt;
&lt;br /&gt;
Objective: find the Staff and get Delfador to the north signpost within 64 turns.&lt;br /&gt;
&lt;br /&gt;
Explore to your north-west first - there is one village in that direction. To your north is an impassable barrier behind those mountains, so next turn back and work around the level anti-clockwise. The ghosts act as allies, but usually throw their, uh, existences away against the skeletons quite quickly; at least they distract the skeletons while you take villages.&lt;br /&gt;
&lt;br /&gt;
''NOTE: spoilers here''. (Okay, so the whole walkthrough is somewhat spoilerish, but generally it doesn't give away anything that detracts from the experience of playing. On this occasion, you might think it spoils the level to see the following.) Once you get around to Sythan's village, as noted by one of the other ghosts there is a secret passage in one of the little paths up into the mountains to the north. This takes you to the chamber with the Staff, where you can hole up in a village and fight off the skeletons. This route is probably easier than the direct approach, as there is an ambush when you take either village to the east of the castle, and the enemy leader packs a powerful melee attack.&lt;br /&gt;
&lt;br /&gt;
Don't exit until turn 64, as there is no early exit bonus but you should have a good income. Waiting gives you more gold for the next scenario (1.8.0).&lt;br /&gt;
&lt;br /&gt;
If you can, keep any allies with XP alive - they will join your army free in the next level. But it's hard to do so don't worry if you fail.&lt;br /&gt;
&lt;br /&gt;
===The Gate Between Worlds===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Iliah-Malal&lt;br /&gt;
&lt;br /&gt;
You get to recruit ghosts and ghouls here, your allies of the last level. Money should be no problem. Don't overdo the ghosts - get 4-5 for scouting and killing the enemy's bats, and to pick off stragglers. Your main army has to be ghouls, as the enemy will recruit a lot of dark adepts and they can kill a ghost in one turn, so your ghosts will have to stay away from the main fight. Draw them into the swamp and then crush them with a wave of ghouls, backed by Delfador's leadership.&lt;br /&gt;
&lt;br /&gt;
===Wasteland===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Tish Golub&lt;br /&gt;
&lt;br /&gt;
Straightforward scenario, albeit the enemy can recruit L2 units and you have only raw Elven recruits. The walk north to the Elven castle is simple. Most of the fighting takes place in the woods that you can see to your west, so elven archers are good here; also grab at least one scout to steal all your ally's villages, otherwise she will keep recruiting L2 units and stealing your XP.&lt;br /&gt;
&lt;br /&gt;
===Terror at the Ford of Parthyn===&lt;br /&gt;
&lt;br /&gt;
Objectives: defeat both the orc and undead leaders.&lt;br /&gt;
&lt;br /&gt;
''TODO''&lt;br /&gt;
&lt;br /&gt;
===The Return of Trouble===&lt;br /&gt;
&lt;br /&gt;
Objectives: defeat all enemy leaders.&lt;br /&gt;
&lt;br /&gt;
This level has a no-breathing-room start - the east enemy is almost on top of you and has as much gold as you (at Great Mage). The mountains and starting camp are poor terrain for you as that terrain is better for orcs; cross your forces into the woods opposite where you have advantages in defence and movement.&lt;br /&gt;
&lt;br /&gt;
Although you can recruit &amp;quot;raw&amp;quot; L2 units here, don't feel you need to recruit too many of them; the large number of enemy L2s attacking mean that it's hard to keep units in the front line alive, and so recruiting good numbers of units matters here. Recruiting a few druids and captains and recruiting L1 units for the bulk of the army works well. &lt;br /&gt;
&lt;br /&gt;
The ally spends his forces quickly and his leader will die early, but you aren't required to keep him alive, so don't worry about him; when he dies it is even an advantage as it stops encouraging the orcs to go through the woods south of your position.&lt;br /&gt;
&lt;br /&gt;
At lower skills, aim to knock out the east enemy early. His right flank is open but rests on the mountains, which is bad terrain for you - if you try to go around that way he can easily shift forces to meet you. Instead you can approach close to his keep through the woods; this, his left flank, usually isn't open but the AI isn't smart about keeping a proper line here. At Great Mage, you may not have the forces to spare to take him out (if you can even make an opening - he has plenty of units); instead slow him with a shaman when he pops out of his keep to attack and block him from getting back to recruit.&lt;br /&gt;
&lt;br /&gt;
You should aim to maintain a line along the north part of the woods; the main line is down the west side of the woods for a few tiles and this is where Kalenz should be; and a line back east inside the wood for your left flank, to catch enemy units coming at you through the woods. Hold out in the woods for 2 days and the storm will eventually subside; you will probably have heavy losses but your survivors should all be L3 or close to it by the end. You can then seize villages and take out the enemy commanders.&lt;br /&gt;
&lt;br /&gt;
===Shadows===&lt;br /&gt;
&lt;br /&gt;
Objectives: defeat all enemy leaders.&lt;br /&gt;
&lt;br /&gt;
You start with your Kalenz force, and get back your Delfador force during the scenario (he arrives in the SE). Grab all three holy waters near the start, but you should then move all your elven forces in one direction, head west to take out the west lich. The forest slows up most of the undead and so means that the undead converging from the other two camps won't catch you before you overwhelm and eliminate the enemy leader that you target. Because you are facing some L1 and L2 troops here, don't feel that you need to give the holy water to L3 units - a mix of L1 and L2 units is ideal and they should level all the way to L3 during the level. Recall any Elven sorcerers or shaman with good XP, and shaman are good extra recruits at the start, again to level to sorcerers.&lt;br /&gt;
&lt;br /&gt;
Once you have knocked out the NW leader, you elven force should head south to take out the south leader, and Delfador's force can head north to take out the NE leader. Lots of the undead forces will spend the whole level floundering around in the north woods around your start camp, chasing but never catching you up.&lt;br /&gt;
&lt;br /&gt;
===Save the King===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Zorlan, and (at Mage and above) kill all the enemy leaders; and keep Garard alive until that is done.&lt;br /&gt;
&lt;br /&gt;
You don't have to worry about Garard - even at Great Mage, he is more than strong enough to defeat the two southern enemies and his forces significantly help defeat Zorlan (1.8.0). You get a big automatic recall of your white mages, Chantal, and a shock trooper and Kalenz; that's plenty to win with, but recruit some new elves as it gives you some units to give XP to, fodder to face the trolls with, and they are handy to take out the SW enemy faster (at Mage and above). An elven sorcerer is a good recall, but 1 is enough.&lt;br /&gt;
&lt;br /&gt;
Zorlan should be simple; some of his units tangle with Garard's units in the river, so you should meet little opposition getting to his camp - which can be easily crushed with your mages. The onset of trolls at around first watch is the only dangerous moment, but once they have attacked, your mages and high level units can wipe them out mostly in one round. Then send Delfador and a couple of other units to take out the troll leader, and send some elves south with Kalenz to help Garard finish off and then take out the SW leader. Garard usually kills the SE leader by himself.&lt;br /&gt;
&lt;br /&gt;
===Dark Sky Over Weldyn===&lt;br /&gt;
&lt;br /&gt;
Just story.&lt;br /&gt;
&lt;br /&gt;
===A New Ally===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Gruv-Malal; keep Ulrek and Relgorn alive.&lt;br /&gt;
&lt;br /&gt;
Recruit and recall some mages - get a few L1s and you should be able to level up a couple by the end of the level. Move to Ulrek's keep - provided you have some units there by second watch, there is no danger of him being defeated. The dwarves wear down the undead and your mages get to clean up and take the XP.&lt;br /&gt;
&lt;br /&gt;
===The Portal of Doom===&lt;br /&gt;
&lt;br /&gt;
Objectives: close the portal and get your units out via the mine shaft where you start.&lt;br /&gt;
&lt;br /&gt;
Heavy-infantry are too slow on the ice. Similarly it is best to recall quick mages. Your main force should be dwarf warriors, with a few white mages or quick mages to weaken enemy units and to deal with nightgaunts and the like. A knight would also be useful here, due to the speed and for finishing off enemy units when the dwarves can't reach.&lt;br /&gt;
&lt;br /&gt;
Don't worry about the villages to the north - Illah-Malal appears on day 2 at the north castle, so scouting units sent north would probably get killed. You can defend at your camp to defeat the first wave of undead, then march over the ice to close the portal; the northern undead will come to you. You will finish with deep negative gold but it doesn't matter.&lt;br /&gt;
&lt;br /&gt;
===Showdown in the Northern Swamp===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Illah-Malal with Delfador.&lt;br /&gt;
&lt;br /&gt;
There is lots of holy water at the start, and you might struggle to have enough units to give it to. You get control of Lionel on turn 3 (plus a castle of rubbish L1 recruits), so you don't have to take villages off of him. I suggest give Lionel and Kalenz a holy water each and the third to a good L2 melee unit. Your other 4 recalls could be 2 white mages, a steelclad and a paladin (or knight close to levelling - as it is an open level).&lt;br /&gt;
&lt;br /&gt;
A good strategy here is to strike straight north and seize the south end of the bridge. The NE necromancer recruits a lot of dark adepts, and you will have to run a long way during the night to outrun them if you don't bottle them up at the crossing. Once you hold the bridge, a good melee unit and a white mage, plus some of the ally's archers, can easily hold off the NE forces. The NW enemies attack during the first night, and the main tricky bit is dealing with the nightgaunts and spectres here - just keep L2 and L3 melee units in the front line to meet the attack, then clean up with your mages. The SW enemy's units are slower and arrive on day 2; so by moving to the bridge, you've split the enemy attack and can crush each in turn.&lt;br /&gt;
&lt;br /&gt;
== Old Version ==&lt;br /&gt;
&lt;br /&gt;
Before its inclusion as a mainline campaign, Delfador's Memoirs was distributed as a separate add-on. &lt;br /&gt;
&lt;br /&gt;
This could probably all be removed now.&lt;br /&gt;
&lt;br /&gt;
=== Installation notes ===&lt;br /&gt;
&lt;br /&gt;
Delfador's Memoirs is distributed as a tarball (.tar.gz), containing all sources for the campaign.&lt;br /&gt;
The tarball is built with automake.  To install, unpack it, change into the directory delfadors-memoirs-(version) and&lt;br /&gt;
run (as root) &amp;quot;./configure &amp;amp;&amp;amp; make &amp;amp;&amp;amp; make install&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If you can't install DM this way, then you may install download and install it from the campaign server (you will need&lt;br /&gt;
wesnoth 0.8.5 or a current CVS version to do this).&lt;br /&gt;
&lt;br /&gt;
=== Download ===&lt;br /&gt;
&lt;br /&gt;
Version 0.1: (3 playable scenarios) requires wesnoth = 0.7.7&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/memoirs-0.1.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.2: (7 playable scenarios) requires wesnoth = 0.7.9&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.2.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.2.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.3: (9 playable scenarios) requires wesnoth &amp;gt;= 0.7.11 (=0.7.11 for the tarball)&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.3.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.3.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.4: (10 playable scenarios) requires wesnoth &amp;gt;= 0.7.11, &amp;lt;= 0.8.3&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.4.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.4.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.5: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.4, &amp;lt;= 0.8.7&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.5.1: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.4, &amp;lt;= 0.8.7&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.1.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.5.2: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.9&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.2.tar.gz&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Mainline Campaigns]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns]]&lt;/div&gt;</summary>
		<author><name>Cph</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=DelfadorsMemoirs&amp;diff=36267</id>
		<title>DelfadorsMemoirs</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=DelfadorsMemoirs&amp;diff=36267"/>
		<updated>2010-04-23T22:16:26Z</updated>

		<summary type="html">&lt;p&gt;Cph: A New Ally&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Story==&lt;br /&gt;
&lt;br /&gt;
This campaign follows the adventures of Delfador, beginning from him leaving home as a newly qualified journeyman mage,&lt;br /&gt;
and leading up to him helping to bring peace to Wesnoth.  It is set a couple of generations earlier than &amp;quot;Heir to the&lt;br /&gt;
Throne&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
&lt;br /&gt;
Original developer: email to Josh Parsons, jp30 AT st-and.ac.uk.&lt;br /&gt;
Thread is at http://www.wesnoth.org/forum/viewtopic.php?t=1293.&lt;br /&gt;
&lt;br /&gt;
More recently, the campaign has been picked up and improved by 'tapik' - see [[CampaignDelfadorsMemoirs]].&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
&lt;br /&gt;
You should be familiar with the basics in [[WesnothManual]] -- this is a walkthrough, not an exposition of basic game mechanics.&lt;br /&gt;
&lt;br /&gt;
Each scenario has an individual forum thread where you can provide feedback to the authors.  You can find these [http://www.wesnoth.org/forum/viewtopic.php?f=22&amp;amp;t=25554 here]. Feedback is useful as it helps the developers improve the campaign in future versions; and the posts by other players may contain advice or pointers beyond those in this walkthrough.&lt;br /&gt;
&lt;br /&gt;
So far, this is just one player's comments, so feel free to refine the suggestions or add alternatives (otherwise it is just a &amp;quot;how I completed DM&amp;quot; guide).&lt;br /&gt;
&lt;br /&gt;
===Overture===&lt;br /&gt;
&lt;br /&gt;
Just an introduction - sit back and enjoy the show.&lt;br /&gt;
&lt;br /&gt;
===This Valley Belongs to Me===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Grogor-Tuk, the enemy leader.&lt;br /&gt;
&lt;br /&gt;
This one is tricky (at least at Great Mage - hard).The enemy has a lot of gold and sends a steady stream of units your way for the first day. In the south/centre is the easy bit - defend the river. Use your mage of light here to back up a few horsemen/spearmen to fend off the attackers; in the water or on sand they are at a disadvantage and can't concentrate attacks easily from the bad terrain.&lt;br /&gt;
&lt;br /&gt;
The tricky bit is to the north - wolf riders cross the river to the north and come down through the woods. Some spearmen and mages in the woods works here, and there's a village in the woods to the north to anchor your defence on. Wolf riders don't benefit as much as your units do on the wooded tiles. Aim to give plenty of XP to at least one mage, so you can level him up here or early at the next level.&lt;br /&gt;
&lt;br /&gt;
===The Road to Weldyn===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Urthaka-Tan, the enemy leader.&lt;br /&gt;
&lt;br /&gt;
You want quite a few horsemen here; it's a good opportunity to get lots of horsemen on your recall list (they are cheaper to recall then recruit later on). There are enough villages to fund recruiting or recalling 9 units and still have positive income throughout. At Great Mage you want at least half of your units to be horsemen: the enemy will have lots of archers who are easy prey in these open fields. You start with an archer and gain the ability to recruit more here, but you won't need more than two - the enemy uses a lot of troll whelps, so you are better off recalling or recruiting mages, plus a couple of spearmen to play defence in the first night.&lt;br /&gt;
&lt;br /&gt;
This level is dead easy to win because the enemy has a small keep, so his forces arrive spread out and not supporting each other. Use the day/night cycle; at night just fall back and, particularly on the first night, use the line of woods and castle tiles just west of your start. Your horsemen can go and take villages and make it back to fight at dawn on day 2. In the day, crush them with the horsemen and mages. You want to level up mages and horsemen.&lt;br /&gt;
&lt;br /&gt;
I exited as early as I could manage, but the early finish bonus is only 15/turn and I was getting 14/turn anyway, so perhaps it would be better to milk the level for XP instead.&lt;br /&gt;
&lt;br /&gt;
===Leollyn===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Hagha-Tan, and keep Leollyn alive.&lt;br /&gt;
&lt;br /&gt;
You can ignore the ally in my experience; the enemy send a few units down that way, but the L3 mage and his L2 mage recruits are well able to handle them.&lt;br /&gt;
&lt;br /&gt;
You want to recall at least one and preferably two white mages (there will be lots of assassins), and a horseman near leveling up. The rest of your recruit should be a mix of bowmen and spearmen, including one or two level 2 ones. March up to the ford to the north-west and build a defensive position for the night; keep the front line together with as few units as you can, as most will end up poisoned each turn; cycle them out and replace with others. Once day breaks, hopefully you have enough decent units left to mop up the enemy's first wave; your horseman is ideal to pick off any strong enemy units standing in the water.&lt;br /&gt;
&lt;br /&gt;
Hopefully you can push over the river by afternoon on the second day. You can lure out the enemy leader and then run him down with your knight and Delfador.&lt;br /&gt;
&lt;br /&gt;
===Council in Weldyn===&lt;br /&gt;
&lt;br /&gt;
Just story.&lt;br /&gt;
&lt;br /&gt;
===Swamps of Illuven===&lt;br /&gt;
&lt;br /&gt;
Objectives: Delfador must reach signpost in north-east before time runs out.&lt;br /&gt;
&lt;br /&gt;
The protection charge is always 80% of your gold, and gets rid of the north-west enemy (the one not in the way of getting to the signpost). The other enemy player (the one blocking the signpost) gets a small gold bonus. So, you are losing 80% of your gold to get rid of around 40% of the enemy gold - hence I think that you are better off not paying ''in general''. At Easy it is even worse, as the net effect is only about -25% of the enemy gold.&lt;br /&gt;
&lt;br /&gt;
And there is a gold bonus available if you don't pay and do defeat the NW enemy. It is not noted in the &amp;quot;Objectives&amp;quot; - instead a treasure chest is shown on the map. Remember to take it.&lt;br /&gt;
&lt;br /&gt;
If you don't pay the charge, you get to recruit a big army, get more XP, and finish quicker. You should be able to hold the central island while pushing a force from there to take out the NW leader. I suggest a couple of horsemen, 2 white mages, recall a couple of level 2s, a couple of level 1 mages (which are pretty good against footpads and poachers as they ignore their high defense ratings), and the rest spearmen as fodder to form your defensive line. It is vital to use Lionel's level-3 leadership to help your level-1 units fight better.&lt;br /&gt;
&lt;br /&gt;
You could include a heavy-infantry in your recruit - not great for this level, but it would be useful to give one some XP so it can level up during the next level. What you ''need'' is two white mages by the time you finish this level, and one or two other mages at L2 or nearly there will help also.&lt;br /&gt;
&lt;br /&gt;
====Paying the charge====&lt;br /&gt;
&lt;br /&gt;
The level is playable paying the charge if you are coming in with ~250 gold or more (mainly because, although the AI has a big lead in gold, you have halved the recruit rate for the AIs and ensured that they are all on the far side of the level; the AI's forces don't concentrate so well and your small force can evade them at night). You may prefer this route if you prefer a small scouting battle rather than a big army battle.&lt;br /&gt;
&lt;br /&gt;
I recruited as much as I could (which was only 2 raw spearmen and a horseman recall, to go with Lionel to hold the centre island) and marched Delfador to the vacated NW keep, taking villages on the way. Once there I had accumulated enough gold to recall a few more units and so could bring a second force into play.&lt;br /&gt;
&lt;br /&gt;
===Night in the Swamp===&lt;br /&gt;
&lt;br /&gt;
Objective: survive 12 turns&lt;br /&gt;
&lt;br /&gt;
Grab some Heavy infantry and mages. You can put a generator out of action by landing any level 2 or better mage on it; the level will end when there are no skeletons left. &lt;br /&gt;
&lt;br /&gt;
At easy, it appears that there is only one generator - you can storm it and get an early exit bonus. Or you can milk it for XP if you like - it is a good chance to get XP for mages.&lt;br /&gt;
&lt;br /&gt;
At hard, an early exit looks unlikely as one generator is some way off in hostile terrain. If it doesn't look practical to storm them, then don't bother and just milk for XP; an early exit by only 1 or 2 turns doesn't gain you much since the bonus is small and you will have had negative cashflow for ~10 turns, so probably won't be above the 100 start gold for the next level anyway.&lt;br /&gt;
&lt;br /&gt;
===Ur-Thorodor===&lt;br /&gt;
&lt;br /&gt;
Objectives: get Delfador into the wose castle. No early exit bonus.&lt;br /&gt;
&lt;br /&gt;
The main hazard here is the gryphons - they will attack as you cross the water. Be careful with Lionel and Delfador; you may need to use fodder to lure the gryphons and then blast them. Recall a red mage, a good damage sink (a knight will do), a healer, and perhaps another mage and a fodder unit. Cross straight away, and don't get bogged down on the other side - blast a hole with your mages and get Delfador into the castle asap. You are not likely to win a long fight. Remember that Lionel's leadership helps mages too.&lt;br /&gt;
&lt;br /&gt;
===Houses of the Dead===&lt;br /&gt;
&lt;br /&gt;
Objective: find the Staff and get Delfador to the north signpost within 64 turns.&lt;br /&gt;
&lt;br /&gt;
Explore to your north-west first - there is one village in that direction. To your north is an impassable barrier behind those mountains, so next turn back and work around the level anti-clockwise. The ghosts act as allies, but usually throw their, uh, existences away against the skeletons quite quickly; at least they distract the skeletons while you take villages.&lt;br /&gt;
&lt;br /&gt;
''NOTE: spoilers here''. (Okay, so the whole walkthrough is somewhat spoilerish, but generally it doesn't give away anything that detracts from the experience of playing. On this occasion, you might think it spoils the level to see the following.) Once you get around to Sythan's village, as noted by one of the other ghosts there is a secret passage in one of the little paths up into the mountains to the north. This takes you to the chamber with the Staff, where you can hole up in a village and fight off the skeletons. This route is probably easier than the direct approach, as there is an ambush when you take either village to the east of the castle, and the enemy leader packs a powerful melee attack.&lt;br /&gt;
&lt;br /&gt;
Don't exit until turn 64, as there is no early exit bonus but you should have a good income. Waiting gives you more gold for the next scenario (1.8.0).&lt;br /&gt;
&lt;br /&gt;
If you can, keep any allies with XP alive - they will join your army free in the next level. But it's hard to do so don't worry if you fail.&lt;br /&gt;
&lt;br /&gt;
===The Gate Between Worlds===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Iliah-Malal&lt;br /&gt;
&lt;br /&gt;
You get to recruit ghosts and ghouls here, your allies of the last level. Money should be no problem. Don't overdo the ghosts - get 4-5 for scouting and killing the enemy's bats, and to pick off stragglers. Your main army has to be ghouls, as the enemy will recruit a lot of dark adepts and they can kill a ghost in one turn, so your ghosts will have to stay away from the main fight. Draw them into the swamp and then crush them with a wave of ghouls, backed by Delfador's leadership.&lt;br /&gt;
&lt;br /&gt;
===Wasteland===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Tish Golub&lt;br /&gt;
&lt;br /&gt;
Straightforward scenario, albeit the enemy can recruit L2 units and you have only raw Elven recruits. The walk north to the Elven castle is simple. Most of the fighting takes place in the woods that you can see to your west, so elven archers are good here; also grab at least one scout to steal all your ally's villages, otherwise she will keep recruiting L2 units and stealing your XP.&lt;br /&gt;
&lt;br /&gt;
===Terror at the Ford of Parthyn===&lt;br /&gt;
&lt;br /&gt;
Objectives: defeat both the orc and undead leaders.&lt;br /&gt;
&lt;br /&gt;
''TODO''&lt;br /&gt;
&lt;br /&gt;
===The Return of Trouble===&lt;br /&gt;
&lt;br /&gt;
Objectives: defeat all enemy leaders.&lt;br /&gt;
&lt;br /&gt;
This level has a no-breathing-room start - the east enemy is almost on top of you and has as much gold as you (at Great Mage). The mountains and starting camp are poor terrain for you as that terrain is better for orcs; cross your forces into the woods opposite where you have advantages in defence and movement.&lt;br /&gt;
&lt;br /&gt;
Although you can recruit &amp;quot;raw&amp;quot; L2 units here, don't feel you need to recruit too many of them; the large number of enemy L2s attacking mean that it's hard to keep units in the front line alive, and so recruiting good numbers of units matters here. Recruiting a few druids and captains and recruiting L1 units for the bulk of the army works well. &lt;br /&gt;
&lt;br /&gt;
The ally spends his forces quickly and his leader will die early, but you aren't required to keep him alive, so don't worry about him; when he dies it is even an advantage as it stops encouraging the orcs to go through the woods south of your position.&lt;br /&gt;
&lt;br /&gt;
At lower skills, aim to knock out the east enemy early. His right flank is open but rests on the mountains, which is bad terrain for you - if you try to go around that way he can easily shift forces to meet you. Instead you can approach close to his keep through the woods; this, his left flank, usually isn't open but the AI isn't smart about keeping a proper line here. At Great Mage, you may not have the forces to spare to take him out (if you can even make an opening - he has plenty of units); instead slow him with a shaman when he pops out of his keep to attack and block him from getting back to recruit.&lt;br /&gt;
&lt;br /&gt;
You should aim to maintain a line along the north part of the woods; the main line is down the west side of the woods for a few tiles and this is where Kalenz should be; and a line back east inside the wood for your left flank, to catch enemy units coming at you through the woods. Hold out in the woods for 2 days and the storm will eventually subside; you will probably have heavy losses but your survivors should all be L3 or close to it by the end. You can then seize villages and take out the enemy commanders.&lt;br /&gt;
&lt;br /&gt;
===Shadows===&lt;br /&gt;
&lt;br /&gt;
Objectives: defeat all enemy leaders.&lt;br /&gt;
&lt;br /&gt;
You start with your Kalenz force, and get back your Delfador force during the scenario (he arrives in the SE). Grab all three holy waters near the start, but you should then move all your elven forces in one direction, head west to take out the west lich. The forest slows up most of the undead and so means that the undead converging from the other two camps won't catch you before you overwhelm and eliminate the enemy leader that you target. Because you are facing some L1 and L2 troops here, don't feel that you need to give the holy water to L3 units - a mix of L1 and L2 units is ideal and they should level all the way to L3 during the level. Recall any Elven sorcerers or shaman with good XP, and shaman are good extra recruits at the start, again to level to sorcerers.&lt;br /&gt;
&lt;br /&gt;
Once you have knocked out the NW leader, you elven force should head south to take out the south leader, and Delfador's force can head north to take out the NE leader. Lots of the undead forces will spend the whole level floundering around in the north woods around your start camp, chasing but never catching you up.&lt;br /&gt;
&lt;br /&gt;
===Save the King===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Zorlan, and (at Mage and above) kill all the enemy leaders; and keep Garard alive until that is done.&lt;br /&gt;
&lt;br /&gt;
You don't have to worry about Garard - even at Great Mage, he is more than strong enough to defeat the two southern enemies and his forces significantly help defeat Zorlan (1.8.0). You get a big automatic recall of your white mages, Chantal, and a shock trooper and Kalenz; that's plenty to win with, but recruit some new elves as it gives you some units to give XP to, fodder to face the trolls with, and they are handy to take out the SW enemy faster (at Mage and above). An elven sorcerer is a good recall, but 1 is enough.&lt;br /&gt;
&lt;br /&gt;
Zorlan should be simple; some of his units tangle with Garard's units in the river, so you should meet little opposition getting to his camp - which can be easily crushed with your mages. The onset of trolls at around first watch is the only dangerous moment, but once they have attacked, your mages and high level units can wipe them out mostly in one round. Then send Delfador and a couple of other units to take out the troll leader, and send some elves south with Kalenz to help Garard finish off and then take out the SW leader. Garard usually kills the SE leader by himself.&lt;br /&gt;
&lt;br /&gt;
===Dark Sky Over Weldyn===&lt;br /&gt;
&lt;br /&gt;
Just story.&lt;br /&gt;
&lt;br /&gt;
===A New Ally===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Gruv-Malal; keep Ulrek and Relgorn alive.&lt;br /&gt;
&lt;br /&gt;
Recruit and recall some mages - get a few L1s and you should be able to level up a couple by the end of the level. Move to Ulrek's keep - provided you have some units there by second watch, there is no danger of him being defeated. The dwarves wear down the undead and your mages get to clean up and take the XP.&lt;br /&gt;
&lt;br /&gt;
== Old Version ==&lt;br /&gt;
&lt;br /&gt;
Before its inclusion as a mainline campaign, Delfador's Memoirs was distributed as a separate add-on. &lt;br /&gt;
&lt;br /&gt;
This could probably all be removed now.&lt;br /&gt;
&lt;br /&gt;
=== Installation notes ===&lt;br /&gt;
&lt;br /&gt;
Delfador's Memoirs is distributed as a tarball (.tar.gz), containing all sources for the campaign.&lt;br /&gt;
The tarball is built with automake.  To install, unpack it, change into the directory delfadors-memoirs-(version) and&lt;br /&gt;
run (as root) &amp;quot;./configure &amp;amp;&amp;amp; make &amp;amp;&amp;amp; make install&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If you can't install DM this way, then you may install download and install it from the campaign server (you will need&lt;br /&gt;
wesnoth 0.8.5 or a current CVS version to do this).&lt;br /&gt;
&lt;br /&gt;
=== Download ===&lt;br /&gt;
&lt;br /&gt;
Version 0.1: (3 playable scenarios) requires wesnoth = 0.7.7&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/memoirs-0.1.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.2: (7 playable scenarios) requires wesnoth = 0.7.9&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.2.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.2.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.3: (9 playable scenarios) requires wesnoth &amp;gt;= 0.7.11 (=0.7.11 for the tarball)&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.3.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.3.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.4: (10 playable scenarios) requires wesnoth &amp;gt;= 0.7.11, &amp;lt;= 0.8.3&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.4.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.4.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.5: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.4, &amp;lt;= 0.8.7&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.5.1: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.4, &amp;lt;= 0.8.7&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.1.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.5.2: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.9&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.2.tar.gz&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Mainline Campaigns]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns]]&lt;/div&gt;</summary>
		<author><name>Cph</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=DelfadorsMemoirs&amp;diff=36264</id>
		<title>DelfadorsMemoirs</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=DelfadorsMemoirs&amp;diff=36264"/>
		<updated>2010-04-22T23:24:55Z</updated>

		<summary type="html">&lt;p&gt;Cph: Dark sky over Weldyn&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Story==&lt;br /&gt;
&lt;br /&gt;
This campaign follows the adventures of Delfador, beginning from him leaving home as a newly qualified journeyman mage,&lt;br /&gt;
and leading up to him helping to bring peace to Wesnoth.  It is set a couple of generations earlier than &amp;quot;Heir to the&lt;br /&gt;
Throne&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
&lt;br /&gt;
Original developer: email to Josh Parsons, jp30 AT st-and.ac.uk.&lt;br /&gt;
Thread is at http://www.wesnoth.org/forum/viewtopic.php?t=1293.&lt;br /&gt;
&lt;br /&gt;
More recently, the campaign has been picked up and improved by 'tapik' - see [[CampaignDelfadorsMemoirs]].&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
&lt;br /&gt;
You should be familiar with the basics in [[WesnothManual]] -- this is a walkthrough, not an exposition of basic game mechanics.&lt;br /&gt;
&lt;br /&gt;
Each scenario has an individual forum thread where you can provide feedback to the authors.  You can find these [http://www.wesnoth.org/forum/viewtopic.php?f=22&amp;amp;t=25554 here]. Feedback is useful as it helps the developers improve the campaign in future versions; and the posts by other players may contain advice or pointers beyond those in this walkthrough.&lt;br /&gt;
&lt;br /&gt;
So far, this is just one player's comments, so feel free to refine the suggestions or add alternatives (otherwise it is just a &amp;quot;how I completed DM&amp;quot; guide).&lt;br /&gt;
&lt;br /&gt;
===Overture===&lt;br /&gt;
&lt;br /&gt;
Just an introduction - sit back and enjoy the show.&lt;br /&gt;
&lt;br /&gt;
===This Valley Belongs to Me===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Grogor-Tuk, the enemy leader.&lt;br /&gt;
&lt;br /&gt;
This one is tricky (at least at Great Mage - hard).The enemy has a lot of gold and sends a steady stream of units your way for the first day. In the south/centre is the easy bit - defend the river. Use your mage of light here to back up a few horsemen/spearmen to fend off the attackers; in the water or on sand they are at a disadvantage and can't concentrate attacks easily from the bad terrain.&lt;br /&gt;
&lt;br /&gt;
The tricky bit is to the north - wolf riders cross the river to the north and come down through the woods. Some spearmen and mages in the woods works here, and there's a village in the woods to the north to anchor your defence on. Wolf riders don't benefit as much as your units do on the wooded tiles. Aim to give plenty of XP to at least one mage, so you can level him up here or early at the next level.&lt;br /&gt;
&lt;br /&gt;
===The Road to Weldyn===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Urthaka-Tan, the enemy leader.&lt;br /&gt;
&lt;br /&gt;
You want quite a few horsemen here; it's a good opportunity to get lots of horsemen on your recall list (they are cheaper to recall then recruit later on). There are enough villages to fund recruiting or recalling 9 units and still have positive income throughout. At Great Mage you want at least half of your units to be horsemen: the enemy will have lots of archers who are easy prey in these open fields. You start with an archer and gain the ability to recruit more here, but you won't need more than two - the enemy uses a lot of troll whelps, so you are better off recalling or recruiting mages, plus a couple of spearmen to play defence in the first night.&lt;br /&gt;
&lt;br /&gt;
This level is dead easy to win because the enemy has a small keep, so his forces arrive spread out and not supporting each other. Use the day/night cycle; at night just fall back and, particularly on the first night, use the line of woods and castle tiles just west of your start. Your horsemen can go and take villages and make it back to fight at dawn on day 2. In the day, crush them with the horsemen and mages. You want to level up mages and horsemen.&lt;br /&gt;
&lt;br /&gt;
I exited as early as I could manage, but the early finish bonus is only 15/turn and I was getting 14/turn anyway, so perhaps it would be better to milk the level for XP instead.&lt;br /&gt;
&lt;br /&gt;
===Leollyn===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Hagha-Tan, and keep Leollyn alive.&lt;br /&gt;
&lt;br /&gt;
You can ignore the ally in my experience; the enemy send a few units down that way, but the L3 mage and his L2 mage recruits are well able to handle them.&lt;br /&gt;
&lt;br /&gt;
You want to recall at least one and preferably two white mages (there will be lots of assassins), and a horseman near leveling up. The rest of your recruit should be a mix of bowmen and spearmen, including one or two level 2 ones. March up to the ford to the north-west and build a defensive position for the night; keep the front line together with as few units as you can, as most will end up poisoned each turn; cycle them out and replace with others. Once day breaks, hopefully you have enough decent units left to mop up the enemy's first wave; your horseman is ideal to pick off any strong enemy units standing in the water.&lt;br /&gt;
&lt;br /&gt;
Hopefully you can push over the river by afternoon on the second day. You can lure out the enemy leader and then run him down with your knight and Delfador.&lt;br /&gt;
&lt;br /&gt;
===Council in Weldyn===&lt;br /&gt;
&lt;br /&gt;
Just story.&lt;br /&gt;
&lt;br /&gt;
===Swamps of Illuven===&lt;br /&gt;
&lt;br /&gt;
Objectives: Delfador must reach signpost in north-east before time runs out.&lt;br /&gt;
&lt;br /&gt;
The protection charge is always 80% of your gold, and gets rid of the north-west enemy (the one not in the way of getting to the signpost). The other enemy player (the one blocking the signpost) gets a small gold bonus. So, you are losing 80% of your gold to get rid of around 40% of the enemy gold - hence I think that you are better off not paying ''in general''. At Easy it is even worse, as the net effect is only about -25% of the enemy gold.&lt;br /&gt;
&lt;br /&gt;
And there is a gold bonus available if you don't pay and do defeat the NW enemy. It is not noted in the &amp;quot;Objectives&amp;quot; - instead a treasure chest is shown on the map. Remember to take it.&lt;br /&gt;
&lt;br /&gt;
If you don't pay the charge, you get to recruit a big army, get more XP, and finish quicker. You should be able to hold the central island while pushing a force from there to take out the NW leader. I suggest a couple of horsemen, 2 white mages, recall a couple of level 2s, a couple of level 1 mages (which are pretty good against footpads and poachers as they ignore their high defense ratings), and the rest spearmen as fodder to form your defensive line. It is vital to use Lionel's level-3 leadership to help your level-1 units fight better.&lt;br /&gt;
&lt;br /&gt;
You could include a heavy-infantry in your recruit - not great for this level, but it would be useful to give one some XP so it can level up during the next level. What you ''need'' is two white mages by the time you finish this level, and one or two other mages at L2 or nearly there will help also.&lt;br /&gt;
&lt;br /&gt;
====Paying the charge====&lt;br /&gt;
&lt;br /&gt;
The level is playable paying the charge if you are coming in with ~250 gold or more (mainly because, although the AI has a big lead in gold, you have halved the recruit rate for the AIs and ensured that they are all on the far side of the level; the AI's forces don't concentrate so well and your small force can evade them at night). You may prefer this route if you prefer a small scouting battle rather than a big army battle.&lt;br /&gt;
&lt;br /&gt;
I recruited as much as I could (which was only 2 raw spearmen and a horseman recall, to go with Lionel to hold the centre island) and marched Delfador to the vacated NW keep, taking villages on the way. Once there I had accumulated enough gold to recall a few more units and so could bring a second force into play.&lt;br /&gt;
&lt;br /&gt;
===Night in the Swamp===&lt;br /&gt;
&lt;br /&gt;
Objective: survive 12 turns&lt;br /&gt;
&lt;br /&gt;
Grab some Heavy infantry and mages. You can put a generator out of action by landing any level 2 or better mage on it; the level will end when there are no skeletons left. &lt;br /&gt;
&lt;br /&gt;
At easy, it appears that there is only one generator - you can storm it and get an early exit bonus. Or you can milk it for XP if you like - it is a good chance to get XP for mages.&lt;br /&gt;
&lt;br /&gt;
At hard, an early exit looks unlikely as one generator is some way off in hostile terrain. If it doesn't look practical to storm them, then don't bother and just milk for XP; an early exit by only 1 or 2 turns doesn't gain you much since the bonus is small and you will have had negative cashflow for ~10 turns, so probably won't be above the 100 start gold for the next level anyway.&lt;br /&gt;
&lt;br /&gt;
===Ur-Thorodor===&lt;br /&gt;
&lt;br /&gt;
Objectives: get Delfador into the wose castle. No early exit bonus.&lt;br /&gt;
&lt;br /&gt;
The main hazard here is the gryphons - they will attack as you cross the water. Be careful with Lionel and Delfador; you may need to use fodder to lure the gryphons and then blast them. Recall a red mage, a good damage sink (a knight will do), a healer, and perhaps another mage and a fodder unit. Cross straight away, and don't get bogged down on the other side - blast a hole with your mages and get Delfador into the castle asap. You are not likely to win a long fight. Remember that Lionel's leadership helps mages too.&lt;br /&gt;
&lt;br /&gt;
===Houses of the Dead===&lt;br /&gt;
&lt;br /&gt;
Objective: find the Staff and get Delfador to the north signpost within 64 turns.&lt;br /&gt;
&lt;br /&gt;
Explore to your north-west first - there is one village in that direction. To your north is an impassable barrier behind those mountains, so next turn back and work around the level anti-clockwise. The ghosts act as allies, but usually throw their, uh, existences away against the skeletons quite quickly; at least they distract the skeletons while you take villages.&lt;br /&gt;
&lt;br /&gt;
''NOTE: spoilers here''. (Okay, so the whole walkthrough is somewhat spoilerish, but generally it doesn't give away anything that detracts from the experience of playing. On this occasion, you might think it spoils the level to see the following.) Once you get around to Sythan's village, as noted by one of the other ghosts there is a secret passage in one of the little paths up into the mountains to the north. This takes you to the chamber with the Staff, where you can hole up in a village and fight off the skeletons. This route is probably easier than the direct approach, as there is an ambush when you take either village to the east of the castle, and the enemy leader packs a powerful melee attack.&lt;br /&gt;
&lt;br /&gt;
Don't exit until turn 64, as there is no early exit bonus but you should have a good income. Waiting gives you more gold for the next scenario (1.8.0).&lt;br /&gt;
&lt;br /&gt;
If you can, keep any allies with XP alive - they will join your army free in the next level. But it's hard to do so don't worry if you fail.&lt;br /&gt;
&lt;br /&gt;
===The Gate Between Worlds===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Iliah-Malal&lt;br /&gt;
&lt;br /&gt;
You get to recruit ghosts and ghouls here, your allies of the last level. Money should be no problem. Don't overdo the ghosts - get 4-5 for scouting and killing the enemy's bats, and to pick off stragglers. Your main army has to be ghouls, as the enemy will recruit a lot of dark adepts and they can kill a ghost in one turn, so your ghosts will have to stay away from the main fight. Draw them into the swamp and then crush them with a wave of ghouls, backed by Delfador's leadership.&lt;br /&gt;
&lt;br /&gt;
===Wasteland===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Tish Golub&lt;br /&gt;
&lt;br /&gt;
Straightforward scenario, albeit the enemy can recruit L2 units and you have only raw Elven recruits. The walk north to the Elven castle is simple. Most of the fighting takes place in the woods that you can see to your west, so elven archers are good here; also grab at least one scout to steal all your ally's villages, otherwise she will keep recruiting L2 units and stealing your XP.&lt;br /&gt;
&lt;br /&gt;
===Terror at the Ford of Parthyn===&lt;br /&gt;
&lt;br /&gt;
Objectives: defeat both the orc and undead leaders.&lt;br /&gt;
&lt;br /&gt;
''TODO''&lt;br /&gt;
&lt;br /&gt;
===The Return of Trouble===&lt;br /&gt;
&lt;br /&gt;
Objectives: defeat all enemy leaders.&lt;br /&gt;
&lt;br /&gt;
This level has a no-breathing-room start - the east enemy is almost on top of you and has as much gold as you (at Great Mage). The mountains and starting camp are poor terrain for you as that terrain is better for orcs; cross your forces into the woods opposite where you have advantages in defence and movement.&lt;br /&gt;
&lt;br /&gt;
Although you can recruit &amp;quot;raw&amp;quot; L2 units here, don't feel you need to recruit too many of them; the large number of enemy L2s attacking mean that it's hard to keep units in the front line alive, and so recruiting good numbers of units matters here. Recruiting a few druids and captains and recruiting L1 units for the bulk of the army works well. &lt;br /&gt;
&lt;br /&gt;
The ally spends his forces quickly and his leader will die early, but you aren't required to keep him alive, so don't worry about him; when he dies it is even an advantage as it stops encouraging the orcs to go through the woods south of your position.&lt;br /&gt;
&lt;br /&gt;
At lower skills, aim to knock out the east enemy early. His right flank is open but rests on the mountains, which is bad terrain for you - if you try to go around that way he can easily shift forces to meet you. Instead you can approach close to his keep through the woods; this, his left flank, usually isn't open but the AI isn't smart about keeping a proper line here. At Great Mage, you may not have the forces to spare to take him out (if you can even make an opening - he has plenty of units); instead slow him with a shaman when he pops out of his keep to attack and block him from getting back to recruit.&lt;br /&gt;
&lt;br /&gt;
You should aim to maintain a line along the north part of the woods; the main line is down the west side of the woods for a few tiles and this is where Kalenz should be; and a line back east inside the wood for your left flank, to catch enemy units coming at you through the woods. Hold out in the woods for 2 days and the storm will eventually subside; you will probably have heavy losses but your survivors should all be L3 or close to it by the end. You can then seize villages and take out the enemy commanders.&lt;br /&gt;
&lt;br /&gt;
===Shadows===&lt;br /&gt;
&lt;br /&gt;
Objectives: defeat all enemy leaders.&lt;br /&gt;
&lt;br /&gt;
You start with your Kalenz force, and get back your Delfador force during the scenario (he arrives in the SE). Grab all three holy waters near the start, but you should then move all your elven forces in one direction, head west to take out the west lich. The forest slows up most of the undead and so means that the undead converging from the other two camps won't catch you before you overwhelm and eliminate the enemy leader that you target. Because you are facing some L1 and L2 troops here, don't feel that you need to give the holy water to L3 units - a mix of L1 and L2 units is ideal and they should level all the way to L3 during the level. Recall any Elven sorcerers or shaman with good XP, and shaman are good extra recruits at the start, again to level to sorcerers.&lt;br /&gt;
&lt;br /&gt;
Once you have knocked out the NW leader, you elven force should head south to take out the south leader, and Delfador's force can head north to take out the NE leader. Lots of the undead forces will spend the whole level floundering around in the north woods around your start camp, chasing but never catching you up.&lt;br /&gt;
&lt;br /&gt;
===Dark Sky Over Weldyn===&lt;br /&gt;
&lt;br /&gt;
Just story.&lt;br /&gt;
&lt;br /&gt;
===Save the King===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Zorlan, and (at Mage and above) kill all the enemy leaders; and keep Garard alive until that is done.&lt;br /&gt;
&lt;br /&gt;
You don't have to worry about Garard - even at Great Mage, he is more than strong enough to defeat the two southern enemies and his forces significantly help defeat Zorlan (1.8.0). You get a big automatic recall of your white mages, Chantal, and a shock trooper and Kalenz; that's plenty to win with, but recruit some new elves as it gives you some units to give XP to, fodder to face the trolls with, and they are handy to take out the SW enemy faster (at Mage and above). An elven sorcerer is a good recall, but 1 is enough.&lt;br /&gt;
&lt;br /&gt;
Zorlan should be simple; some of his units tangle with Garard's units in the river, so you should meet little opposition getting to his camp - which can be easily crushed with your mages. The onset of trolls at around first watch is the only dangerous moment, but once they have attacked, your mages and high level units can wipe them out mostly in one round. Then send Delfador and a couple of other units to take out the troll leader, and send some elves south with Kalenz to help Garard finish off and then take out the SW leader. Garard usually kills the SE leader by himself.&lt;br /&gt;
&lt;br /&gt;
== Old Version ==&lt;br /&gt;
&lt;br /&gt;
Before its inclusion as a mainline campaign, Delfador's Memoirs was distributed as a separate add-on. &lt;br /&gt;
&lt;br /&gt;
This could probably all be removed now.&lt;br /&gt;
&lt;br /&gt;
=== Installation notes ===&lt;br /&gt;
&lt;br /&gt;
Delfador's Memoirs is distributed as a tarball (.tar.gz), containing all sources for the campaign.&lt;br /&gt;
The tarball is built with automake.  To install, unpack it, change into the directory delfadors-memoirs-(version) and&lt;br /&gt;
run (as root) &amp;quot;./configure &amp;amp;&amp;amp; make &amp;amp;&amp;amp; make install&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If you can't install DM this way, then you may install download and install it from the campaign server (you will need&lt;br /&gt;
wesnoth 0.8.5 or a current CVS version to do this).&lt;br /&gt;
&lt;br /&gt;
=== Download ===&lt;br /&gt;
&lt;br /&gt;
Version 0.1: (3 playable scenarios) requires wesnoth = 0.7.7&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/memoirs-0.1.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.2: (7 playable scenarios) requires wesnoth = 0.7.9&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.2.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.2.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.3: (9 playable scenarios) requires wesnoth &amp;gt;= 0.7.11 (=0.7.11 for the tarball)&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.3.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.3.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.4: (10 playable scenarios) requires wesnoth &amp;gt;= 0.7.11, &amp;lt;= 0.8.3&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.4.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.4.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.5: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.4, &amp;lt;= 0.8.7&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.5.1: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.4, &amp;lt;= 0.8.7&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.1.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.5.2: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.9&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.2.tar.gz&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Mainline Campaigns]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns]]&lt;/div&gt;</summary>
		<author><name>Cph</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=DelfadorsMemoirs&amp;diff=36263</id>
		<title>DelfadorsMemoirs</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=DelfadorsMemoirs&amp;diff=36263"/>
		<updated>2010-04-22T23:18:18Z</updated>

		<summary type="html">&lt;p&gt;Cph: Save the King&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Story==&lt;br /&gt;
&lt;br /&gt;
This campaign follows the adventures of Delfador, beginning from him leaving home as a newly qualified journeyman mage,&lt;br /&gt;
and leading up to him helping to bring peace to Wesnoth.  It is set a couple of generations earlier than &amp;quot;Heir to the&lt;br /&gt;
Throne&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
&lt;br /&gt;
Original developer: email to Josh Parsons, jp30 AT st-and.ac.uk.&lt;br /&gt;
Thread is at http://www.wesnoth.org/forum/viewtopic.php?t=1293.&lt;br /&gt;
&lt;br /&gt;
More recently, the campaign has been picked up and improved by 'tapik' - see [[CampaignDelfadorsMemoirs]].&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
&lt;br /&gt;
You should be familiar with the basics in [[WesnothManual]] -- this is a walkthrough, not an exposition of basic game mechanics.&lt;br /&gt;
&lt;br /&gt;
Each scenario has an individual forum thread where you can provide feedback to the authors.  You can find these [http://www.wesnoth.org/forum/viewtopic.php?f=22&amp;amp;t=25554 here]. Feedback is useful as it helps the developers improve the campaign in future versions; and the posts by other players may contain advice or pointers beyond those in this walkthrough.&lt;br /&gt;
&lt;br /&gt;
So far, this is just one player's comments, so feel free to refine the suggestions or add alternatives (otherwise it is just a &amp;quot;how I completed DM&amp;quot; guide).&lt;br /&gt;
&lt;br /&gt;
===Overture===&lt;br /&gt;
&lt;br /&gt;
Just an introduction - sit back and enjoy the show.&lt;br /&gt;
&lt;br /&gt;
===This Valley Belongs to Me===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Grogor-Tuk, the enemy leader.&lt;br /&gt;
&lt;br /&gt;
This one is tricky (at least at Great Mage - hard).The enemy has a lot of gold and sends a steady stream of units your way for the first day. In the south/centre is the easy bit - defend the river. Use your mage of light here to back up a few horsemen/spearmen to fend off the attackers; in the water or on sand they are at a disadvantage and can't concentrate attacks easily from the bad terrain.&lt;br /&gt;
&lt;br /&gt;
The tricky bit is to the north - wolf riders cross the river to the north and come down through the woods. Some spearmen and mages in the woods works here, and there's a village in the woods to the north to anchor your defence on. Wolf riders don't benefit as much as your units do on the wooded tiles. Aim to give plenty of XP to at least one mage, so you can level him up here or early at the next level.&lt;br /&gt;
&lt;br /&gt;
===The Road to Weldyn===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Urthaka-Tan, the enemy leader.&lt;br /&gt;
&lt;br /&gt;
You want quite a few horsemen here; it's a good opportunity to get lots of horsemen on your recall list (they are cheaper to recall then recruit later on). There are enough villages to fund recruiting or recalling 9 units and still have positive income throughout. At Great Mage you want at least half of your units to be horsemen: the enemy will have lots of archers who are easy prey in these open fields. You start with an archer and gain the ability to recruit more here, but you won't need more than two - the enemy uses a lot of troll whelps, so you are better off recalling or recruiting mages, plus a couple of spearmen to play defence in the first night.&lt;br /&gt;
&lt;br /&gt;
This level is dead easy to win because the enemy has a small keep, so his forces arrive spread out and not supporting each other. Use the day/night cycle; at night just fall back and, particularly on the first night, use the line of woods and castle tiles just west of your start. Your horsemen can go and take villages and make it back to fight at dawn on day 2. In the day, crush them with the horsemen and mages. You want to level up mages and horsemen.&lt;br /&gt;
&lt;br /&gt;
I exited as early as I could manage, but the early finish bonus is only 15/turn and I was getting 14/turn anyway, so perhaps it would be better to milk the level for XP instead.&lt;br /&gt;
&lt;br /&gt;
===Leollyn===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Hagha-Tan, and keep Leollyn alive.&lt;br /&gt;
&lt;br /&gt;
You can ignore the ally in my experience; the enemy send a few units down that way, but the L3 mage and his L2 mage recruits are well able to handle them.&lt;br /&gt;
&lt;br /&gt;
You want to recall at least one and preferably two white mages (there will be lots of assassins), and a horseman near leveling up. The rest of your recruit should be a mix of bowmen and spearmen, including one or two level 2 ones. March up to the ford to the north-west and build a defensive position for the night; keep the front line together with as few units as you can, as most will end up poisoned each turn; cycle them out and replace with others. Once day breaks, hopefully you have enough decent units left to mop up the enemy's first wave; your horseman is ideal to pick off any strong enemy units standing in the water.&lt;br /&gt;
&lt;br /&gt;
Hopefully you can push over the river by afternoon on the second day. You can lure out the enemy leader and then run him down with your knight and Delfador.&lt;br /&gt;
&lt;br /&gt;
===Council in Weldyn===&lt;br /&gt;
&lt;br /&gt;
Just story.&lt;br /&gt;
&lt;br /&gt;
===Swamps of Illuven===&lt;br /&gt;
&lt;br /&gt;
Objectives: Delfador must reach signpost in north-east before time runs out.&lt;br /&gt;
&lt;br /&gt;
The protection charge is always 80% of your gold, and gets rid of the north-west enemy (the one not in the way of getting to the signpost). The other enemy player (the one blocking the signpost) gets a small gold bonus. So, you are losing 80% of your gold to get rid of around 40% of the enemy gold - hence I think that you are better off not paying ''in general''. At Easy it is even worse, as the net effect is only about -25% of the enemy gold.&lt;br /&gt;
&lt;br /&gt;
And there is a gold bonus available if you don't pay and do defeat the NW enemy. It is not noted in the &amp;quot;Objectives&amp;quot; - instead a treasure chest is shown on the map. Remember to take it.&lt;br /&gt;
&lt;br /&gt;
If you don't pay the charge, you get to recruit a big army, get more XP, and finish quicker. You should be able to hold the central island while pushing a force from there to take out the NW leader. I suggest a couple of horsemen, 2 white mages, recall a couple of level 2s, a couple of level 1 mages (which are pretty good against footpads and poachers as they ignore their high defense ratings), and the rest spearmen as fodder to form your defensive line. It is vital to use Lionel's level-3 leadership to help your level-1 units fight better.&lt;br /&gt;
&lt;br /&gt;
You could include a heavy-infantry in your recruit - not great for this level, but it would be useful to give one some XP so it can level up during the next level. What you ''need'' is two white mages by the time you finish this level, and one or two other mages at L2 or nearly there will help also.&lt;br /&gt;
&lt;br /&gt;
====Paying the charge====&lt;br /&gt;
&lt;br /&gt;
The level is playable paying the charge if you are coming in with ~250 gold or more (mainly because, although the AI has a big lead in gold, you have halved the recruit rate for the AIs and ensured that they are all on the far side of the level; the AI's forces don't concentrate so well and your small force can evade them at night). You may prefer this route if you prefer a small scouting battle rather than a big army battle.&lt;br /&gt;
&lt;br /&gt;
I recruited as much as I could (which was only 2 raw spearmen and a horseman recall, to go with Lionel to hold the centre island) and marched Delfador to the vacated NW keep, taking villages on the way. Once there I had accumulated enough gold to recall a few more units and so could bring a second force into play.&lt;br /&gt;
&lt;br /&gt;
===Night in the Swamp===&lt;br /&gt;
&lt;br /&gt;
Objective: survive 12 turns&lt;br /&gt;
&lt;br /&gt;
Grab some Heavy infantry and mages. You can put a generator out of action by landing any level 2 or better mage on it; the level will end when there are no skeletons left. &lt;br /&gt;
&lt;br /&gt;
At easy, it appears that there is only one generator - you can storm it and get an early exit bonus. Or you can milk it for XP if you like - it is a good chance to get XP for mages.&lt;br /&gt;
&lt;br /&gt;
At hard, an early exit looks unlikely as one generator is some way off in hostile terrain. If it doesn't look practical to storm them, then don't bother and just milk for XP; an early exit by only 1 or 2 turns doesn't gain you much since the bonus is small and you will have had negative cashflow for ~10 turns, so probably won't be above the 100 start gold for the next level anyway.&lt;br /&gt;
&lt;br /&gt;
===Ur-Thorodor===&lt;br /&gt;
&lt;br /&gt;
Objectives: get Delfador into the wose castle. No early exit bonus.&lt;br /&gt;
&lt;br /&gt;
The main hazard here is the gryphons - they will attack as you cross the water. Be careful with Lionel and Delfador; you may need to use fodder to lure the gryphons and then blast them. Recall a red mage, a good damage sink (a knight will do), a healer, and perhaps another mage and a fodder unit. Cross straight away, and don't get bogged down on the other side - blast a hole with your mages and get Delfador into the castle asap. You are not likely to win a long fight. Remember that Lionel's leadership helps mages too.&lt;br /&gt;
&lt;br /&gt;
===Houses of the Dead===&lt;br /&gt;
&lt;br /&gt;
Objective: find the Staff and get Delfador to the north signpost within 64 turns.&lt;br /&gt;
&lt;br /&gt;
Explore to your north-west first - there is one village in that direction. To your north is an impassable barrier behind those mountains, so next turn back and work around the level anti-clockwise. The ghosts act as allies, but usually throw their, uh, existences away against the skeletons quite quickly; at least they distract the skeletons while you take villages.&lt;br /&gt;
&lt;br /&gt;
''NOTE: spoilers here''. (Okay, so the whole walkthrough is somewhat spoilerish, but generally it doesn't give away anything that detracts from the experience of playing. On this occasion, you might think it spoils the level to see the following.) Once you get around to Sythan's village, as noted by one of the other ghosts there is a secret passage in one of the little paths up into the mountains to the north. This takes you to the chamber with the Staff, where you can hole up in a village and fight off the skeletons. This route is probably easier than the direct approach, as there is an ambush when you take either village to the east of the castle, and the enemy leader packs a powerful melee attack.&lt;br /&gt;
&lt;br /&gt;
Don't exit until turn 64, as there is no early exit bonus but you should have a good income. Waiting gives you more gold for the next scenario (1.8.0).&lt;br /&gt;
&lt;br /&gt;
If you can, keep any allies with XP alive - they will join your army free in the next level. But it's hard to do so don't worry if you fail.&lt;br /&gt;
&lt;br /&gt;
===The Gate Between Worlds===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Iliah-Malal&lt;br /&gt;
&lt;br /&gt;
You get to recruit ghosts and ghouls here, your allies of the last level. Money should be no problem. Don't overdo the ghosts - get 4-5 for scouting and killing the enemy's bats, and to pick off stragglers. Your main army has to be ghouls, as the enemy will recruit a lot of dark adepts and they can kill a ghost in one turn, so your ghosts will have to stay away from the main fight. Draw them into the swamp and then crush them with a wave of ghouls, backed by Delfador's leadership.&lt;br /&gt;
&lt;br /&gt;
===Wasteland===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Tish Golub&lt;br /&gt;
&lt;br /&gt;
Straightforward scenario, albeit the enemy can recruit L2 units and you have only raw Elven recruits. The walk north to the Elven castle is simple. Most of the fighting takes place in the woods that you can see to your west, so elven archers are good here; also grab at least one scout to steal all your ally's villages, otherwise she will keep recruiting L2 units and stealing your XP.&lt;br /&gt;
&lt;br /&gt;
===Terror at the Ford of Parthyn===&lt;br /&gt;
&lt;br /&gt;
Objectives: defeat both the orc and undead leaders.&lt;br /&gt;
&lt;br /&gt;
''TODO''&lt;br /&gt;
&lt;br /&gt;
===The Return of Trouble===&lt;br /&gt;
&lt;br /&gt;
Objectives: defeat all enemy leaders.&lt;br /&gt;
&lt;br /&gt;
This level has a no-breathing-room start - the east enemy is almost on top of you and has as much gold as you (at Great Mage). The mountains and starting camp are poor terrain for you as that terrain is better for orcs; cross your forces into the woods opposite where you have advantages in defence and movement.&lt;br /&gt;
&lt;br /&gt;
Although you can recruit &amp;quot;raw&amp;quot; L2 units here, don't feel you need to recruit too many of them; the large number of enemy L2s attacking mean that it's hard to keep units in the front line alive, and so recruiting good numbers of units matters here. Recruiting a few druids and captains and recruiting L1 units for the bulk of the army works well. &lt;br /&gt;
&lt;br /&gt;
The ally spends his forces quickly and his leader will die early, but you aren't required to keep him alive, so don't worry about him; when he dies it is even an advantage as it stops encouraging the orcs to go through the woods south of your position.&lt;br /&gt;
&lt;br /&gt;
At lower skills, aim to knock out the east enemy early. His right flank is open but rests on the mountains, which is bad terrain for you - if you try to go around that way he can easily shift forces to meet you. Instead you can approach close to his keep through the woods; this, his left flank, usually isn't open but the AI isn't smart about keeping a proper line here. At Great Mage, you may not have the forces to spare to take him out (if you can even make an opening - he has plenty of units); instead slow him with a shaman when he pops out of his keep to attack and block him from getting back to recruit.&lt;br /&gt;
&lt;br /&gt;
You should aim to maintain a line along the north part of the woods; the main line is down the west side of the woods for a few tiles and this is where Kalenz should be; and a line back east inside the wood for your left flank, to catch enemy units coming at you through the woods. Hold out in the woods for 2 days and the storm will eventually subside; you will probably have heavy losses but your survivors should all be L3 or close to it by the end. You can then seize villages and take out the enemy commanders.&lt;br /&gt;
&lt;br /&gt;
===Shadows===&lt;br /&gt;
&lt;br /&gt;
Objectives: defeat all enemy leaders.&lt;br /&gt;
&lt;br /&gt;
You start with your Kalenz force, and get back your Delfador force during the scenario (he arrives in the SE). Grab all three holy waters near the start, but you should then move all your elven forces in one direction, head west to take out the west lich. The forest slows up most of the undead and so means that the undead converging from the other two camps won't catch you before you overwhelm and eliminate the enemy leader that you target. Because you are facing some L1 and L2 troops here, don't feel that you need to give the holy water to L3 units - a mix of L1 and L2 units is ideal and they should level all the way to L3 during the level. Recall any Elven sorcerers or shaman with good XP, and shaman are good extra recruits at the start, again to level to sorcerers.&lt;br /&gt;
&lt;br /&gt;
Once you have knocked out the NW leader, you elven force should head south to take out the south leader, and Delfador's force can head north to take out the NE leader. Lots of the undead forces will spend the whole level floundering around in the north woods around your start camp, chasing but never catching you up.&lt;br /&gt;
&lt;br /&gt;
===Save the King===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Zorlan, and (at Mage and above) kill all the enemy leaders; and keep Garard alive until that is done.&lt;br /&gt;
&lt;br /&gt;
You don't have to worry about Garard - even at Great Mage, he is more than strong enough to defeat the two southern enemies and his forces significantly help defeat Zorlan (1.8.0). You get a big automatic recall of your white mages, Chantal, and a shock trooper and Kalenz; that's plenty to win with, but recruit some new elves as it gives you some units to give XP to, fodder to face the trolls with, and they are handy to take out the SW enemy faster (at Mage and above). An elven sorcerer is a good recall, but 1 is enough.&lt;br /&gt;
&lt;br /&gt;
Zorlan should be simple; some of his units tangle with Garard's units in the river, so you should meet little opposition getting to his camp - which can be easily crushed with your mages. The onset of trolls at around first watch is the only dangerous moment, but once they have attacked, your mages and high level units can wipe them out mostly in one round. Then send Delfador and a couple of other units to take out the troll leader, and send some elves south with Kalenz to help Garard finish off and then take out the SW leader. Garard usually kills the SE leader by himself.&lt;br /&gt;
&lt;br /&gt;
== Old Version ==&lt;br /&gt;
&lt;br /&gt;
Before its inclusion as a mainline campaign, Delfador's Memoirs was distributed as a separate add-on. &lt;br /&gt;
&lt;br /&gt;
This could probably all be removed now.&lt;br /&gt;
&lt;br /&gt;
=== Installation notes ===&lt;br /&gt;
&lt;br /&gt;
Delfador's Memoirs is distributed as a tarball (.tar.gz), containing all sources for the campaign.&lt;br /&gt;
The tarball is built with automake.  To install, unpack it, change into the directory delfadors-memoirs-(version) and&lt;br /&gt;
run (as root) &amp;quot;./configure &amp;amp;&amp;amp; make &amp;amp;&amp;amp; make install&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If you can't install DM this way, then you may install download and install it from the campaign server (you will need&lt;br /&gt;
wesnoth 0.8.5 or a current CVS version to do this).&lt;br /&gt;
&lt;br /&gt;
=== Download ===&lt;br /&gt;
&lt;br /&gt;
Version 0.1: (3 playable scenarios) requires wesnoth = 0.7.7&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/memoirs-0.1.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.2: (7 playable scenarios) requires wesnoth = 0.7.9&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.2.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.2.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.3: (9 playable scenarios) requires wesnoth &amp;gt;= 0.7.11 (=0.7.11 for the tarball)&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.3.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.3.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.4: (10 playable scenarios) requires wesnoth &amp;gt;= 0.7.11, &amp;lt;= 0.8.3&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.4.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.4.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.5: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.4, &amp;lt;= 0.8.7&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.5.1: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.4, &amp;lt;= 0.8.7&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.1.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.5.2: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.9&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.2.tar.gz&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Mainline Campaigns]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns]]&lt;/div&gt;</summary>
		<author><name>Cph</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=DelfadorsMemoirs&amp;diff=36230</id>
		<title>DelfadorsMemoirs</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=DelfadorsMemoirs&amp;diff=36230"/>
		<updated>2010-04-21T21:56:11Z</updated>

		<summary type="html">&lt;p&gt;Cph: Shadows&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Story==&lt;br /&gt;
&lt;br /&gt;
This campaign follows the adventures of Delfador, beginning from him leaving home as a newly qualified journeyman mage,&lt;br /&gt;
and leading up to him helping to bring peace to Wesnoth.  It is set a couple of generations earlier than &amp;quot;Heir to the&lt;br /&gt;
Throne&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
&lt;br /&gt;
Original developer: email to Josh Parsons, jp30 AT st-and.ac.uk.&lt;br /&gt;
Thread is at http://www.wesnoth.org/forum/viewtopic.php?t=1293.&lt;br /&gt;
&lt;br /&gt;
More recently, the campaign has been picked up and improved by 'tapik' - see [[CampaignDelfadorsMemoirs]].&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
&lt;br /&gt;
You should be familiar with the basics in [[WesnothManual]] -- this is a walkthrough, not an exposition of basic game mechanics.&lt;br /&gt;
&lt;br /&gt;
Each scenario has an individual forum thread where you can provide feedback to the authors.  You can find these [http://www.wesnoth.org/forum/viewtopic.php?f=22&amp;amp;t=25554 here]. Feedback is useful as it helps the developers improve the campaign in future versions; and the posts by other players may contain advice or pointers beyond those in this walkthrough.&lt;br /&gt;
&lt;br /&gt;
So far, this is just one player's comments, so feel free to refine the suggestions or add alternatives (otherwise it is just a &amp;quot;how I completed DM&amp;quot; guide).&lt;br /&gt;
&lt;br /&gt;
===Overture===&lt;br /&gt;
&lt;br /&gt;
Just an introduction - sit back and enjoy the show.&lt;br /&gt;
&lt;br /&gt;
===This Valley Belongs to Me===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Grogor-Tuk, the enemy leader.&lt;br /&gt;
&lt;br /&gt;
This one is tricky (at least at Great Mage - hard).The enemy has a lot of gold and sends a steady stream of units your way for the first day. In the south/centre is the easy bit - defend the river. Use your mage of light here to back up a few horsemen/spearmen to fend off the attackers; in the water or on sand they are at a disadvantage and can't concentrate attacks easily from the bad terrain.&lt;br /&gt;
&lt;br /&gt;
The tricky bit is to the north - wolf riders cross the river to the north and come down through the woods. Some spearmen and mages in the woods works here, and there's a village in the woods to the north to anchor your defence on. Wolf riders don't benefit as much as your units do on the wooded tiles. Aim to give plenty of XP to at least one mage, so you can level him up here or early at the next level.&lt;br /&gt;
&lt;br /&gt;
===The Road to Weldyn===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Urthaka-Tan, the enemy leader.&lt;br /&gt;
&lt;br /&gt;
You want quite a few horsemen here; it's a good opportunity to get lots of horsemen on your recall list (they are cheaper to recall then recruit later on). There are enough villages to fund recruiting or recalling 9 units and still have positive income throughout. At Great Mage you want at least half of your units to be horsemen: the enemy will have lots of archers who are easy prey in these open fields. You start with an archer and gain the ability to recruit more here, but you won't need more than two - the enemy uses a lot of troll whelps, so you are better off recalling or recruiting mages, plus a couple of spearmen to play defence in the first night.&lt;br /&gt;
&lt;br /&gt;
This level is dead easy to win because the enemy has a small keep, so his forces arrive spread out and not supporting each other. Use the day/night cycle; at night just fall back and, particularly on the first night, use the line of woods and castle tiles just west of your start. Your horsemen can go and take villages and make it back to fight at dawn on day 2. In the day, crush them with the horsemen and mages. You want to level up mages and horsemen.&lt;br /&gt;
&lt;br /&gt;
I exited as early as I could manage, but the early finish bonus is only 15/turn and I was getting 14/turn anyway, so perhaps it would be better to milk the level for XP instead.&lt;br /&gt;
&lt;br /&gt;
===Leollyn===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Hagha-Tan, and keep Leollyn alive.&lt;br /&gt;
&lt;br /&gt;
You can ignore the ally in my experience; the enemy send a few units down that way, but the L3 mage and his L2 mage recruits are well able to handle them.&lt;br /&gt;
&lt;br /&gt;
You want to recall at least one and preferably two white mages (there will be lots of assassins), and a horseman near leveling up. The rest of your recruit should be a mix of bowmen and spearmen, including one or two level 2 ones. March up to the ford to the north-west and build a defensive position for the night; keep the front line together with as few units as you can, as most will end up poisoned each turn; cycle them out and replace with others. Once day breaks, hopefully you have enough decent units left to mop up the enemy's first wave; your horseman is ideal to pick off any strong enemy units standing in the water.&lt;br /&gt;
&lt;br /&gt;
Hopefully you can push over the river by afternoon on the second day. You can lure out the enemy leader and then run him down with your knight and Delfador.&lt;br /&gt;
&lt;br /&gt;
===Council in Weldyn===&lt;br /&gt;
&lt;br /&gt;
Just story.&lt;br /&gt;
&lt;br /&gt;
===Swamps of Illuven===&lt;br /&gt;
&lt;br /&gt;
Objectives: Delfador must reach signpost in north-east before time runs out.&lt;br /&gt;
&lt;br /&gt;
The protection charge is always 80% of your gold, and gets rid of the north-west enemy (the one not in the way of getting to the signpost). The other enemy player (the one blocking the signpost) gets a small gold bonus. So, you are losing 80% of your gold to get rid of around 40% of the enemy gold - hence I think that you are better off not paying ''in general''. At Easy it is even worse, as the net effect is only about -25% of the enemy gold.&lt;br /&gt;
&lt;br /&gt;
And there is a gold bonus available if you don't pay and do defeat the NW enemy. It is not noted in the &amp;quot;Objectives&amp;quot; - instead a treasure chest is shown on the map. Remember to take it.&lt;br /&gt;
&lt;br /&gt;
If you don't pay the charge, you get to recruit a big army, get more XP, and finish quicker. You should be able to hold the central island while pushing a force from there to take out the NW leader. I suggest a couple of horsemen, 2 white mages, recall a couple of level 2s, a couple of level 1 mages (which are pretty good against footpads and poachers as they ignore their high defense ratings), and the rest spearmen as fodder to form your defensive line. It is vital to use Lionel's level-3 leadership to help your level-1 units fight better.&lt;br /&gt;
&lt;br /&gt;
You could include a heavy-infantry in your recruit - not great for this level, but it would be useful to give one some XP so it can level up during the next level. What you ''need'' is two white mages by the time you finish this level, and one or two other mages at L2 or nearly there will help also.&lt;br /&gt;
&lt;br /&gt;
====Paying the charge====&lt;br /&gt;
&lt;br /&gt;
The level is playable paying the charge if you are coming in with ~250 gold or more (mainly because, although the AI has a big lead in gold, you have halved the recruit rate for the AIs and ensured that they are all on the far side of the level; the AI's forces don't concentrate so well and your small force can evade them at night). You may prefer this route if you prefer a small scouting battle rather than a big army battle.&lt;br /&gt;
&lt;br /&gt;
I recruited as much as I could (which was only 2 raw spearmen and a horseman recall, to go with Lionel to hold the centre island) and marched Delfador to the vacated NW keep, taking villages on the way. Once there I had accumulated enough gold to recall a few more units and so could bring a second force into play.&lt;br /&gt;
&lt;br /&gt;
===Night in the Swamp===&lt;br /&gt;
&lt;br /&gt;
Objective: survive 12 turns&lt;br /&gt;
&lt;br /&gt;
Grab some Heavy infantry and mages. You can put a generator out of action by landing any level 2 or better mage on it; the level will end when there are no skeletons left. &lt;br /&gt;
&lt;br /&gt;
At easy, it appears that there is only one generator - you can storm it and get an early exit bonus. Or you can milk it for XP if you like - it is a good chance to get XP for mages.&lt;br /&gt;
&lt;br /&gt;
At hard, an early exit looks unlikely as one generator is some way off in hostile terrain. If it doesn't look practical to storm them, then don't bother and just milk for XP; an early exit by only 1 or 2 turns doesn't gain you much since the bonus is small and you will have had negative cashflow for ~10 turns, so probably won't be above the 100 start gold for the next level anyway.&lt;br /&gt;
&lt;br /&gt;
===Ur-Thorodor===&lt;br /&gt;
&lt;br /&gt;
Objectives: get Delfador into the wose castle. No early exit bonus.&lt;br /&gt;
&lt;br /&gt;
The main hazard here is the gryphons - they will attack as you cross the water. Be careful with Lionel and Delfador; you may need to use fodder to lure the gryphons and then blast them. Recall a red mage, a good damage sink (a knight will do), a healer, and perhaps another mage and a fodder unit. Cross straight away, and don't get bogged down on the other side - blast a hole with your mages and get Delfador into the castle asap. You are not likely to win a long fight. Remember that Lionel's leadership helps mages too.&lt;br /&gt;
&lt;br /&gt;
===Houses of the Dead===&lt;br /&gt;
&lt;br /&gt;
Objective: find the Staff and get Delfador to the north signpost within 64 turns.&lt;br /&gt;
&lt;br /&gt;
Explore to your north-west first - there is one village in that direction. To your north is an impassable barrier behind those mountains, so next turn back and work around the level anti-clockwise. The ghosts act as allies, but usually throw their, uh, existences away against the skeletons quite quickly; at least they distract the skeletons while you take villages.&lt;br /&gt;
&lt;br /&gt;
''NOTE: spoilers here''. (Okay, so the whole walkthrough is somewhat spoilerish, but generally it doesn't give away anything that detracts from the experience of playing. On this occasion, you might think it spoils the level to see the following.) Once you get around to Sythan's village, as noted by one of the other ghosts there is a secret passage in one of the little paths up into the mountains to the north. This takes you to the chamber with the Staff, where you can hole up in a village and fight off the skeletons. This route is probably easier than the direct approach, as there is an ambush when you take either village to the east of the castle, and the enemy leader packs a powerful melee attack.&lt;br /&gt;
&lt;br /&gt;
Don't exit until turn 64, as there is no early exit bonus but you should have a good income. Waiting gives you more gold for the next scenario (1.8.0).&lt;br /&gt;
&lt;br /&gt;
If you can, keep any allies with XP alive - they will join your army free in the next level. But it's hard to do so don't worry if you fail.&lt;br /&gt;
&lt;br /&gt;
===The Gate Between Worlds===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Iliah-Malal&lt;br /&gt;
&lt;br /&gt;
You get to recruit ghosts and ghouls here, your allies of the last level. Money should be no problem. Don't overdo the ghosts - get 4-5 for scouting and killing the enemy's bats, and to pick off stragglers. Your main army has to be ghouls, as the enemy will recruit a lot of dark adepts and they can kill a ghost in one turn, so your ghosts will have to stay away from the main fight. Draw them into the swamp and then crush them with a wave of ghouls, backed by Delfador's leadership.&lt;br /&gt;
&lt;br /&gt;
===Wasteland===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Tish Golub&lt;br /&gt;
&lt;br /&gt;
Straightforward scenario, albeit the enemy can recruit L2 units and you have only raw Elven recruits. The walk north to the Elven castle is simple. Most of the fighting takes place in the woods that you can see to your west, so elven archers are good here; also grab at least one scout to steal all your ally's villages, otherwise she will keep recruiting L2 units and stealing your XP.&lt;br /&gt;
&lt;br /&gt;
===Terror at the Ford of Parthyn===&lt;br /&gt;
&lt;br /&gt;
Objectives: defeat both the orc and undead leaders.&lt;br /&gt;
&lt;br /&gt;
''TODO''&lt;br /&gt;
&lt;br /&gt;
===The Return of Trouble===&lt;br /&gt;
&lt;br /&gt;
Objectives: defeat all enemy leaders.&lt;br /&gt;
&lt;br /&gt;
This level has a no-breathing-room start - the east enemy is almost on top of you and has as much gold as you (at Great Mage). The mountains and starting camp are poor terrain for you as that terrain is better for orcs; cross your forces into the woods opposite where you have advantages in defence and movement.&lt;br /&gt;
&lt;br /&gt;
Although you can recruit &amp;quot;raw&amp;quot; L2 units here, don't feel you need to recruit too many of them; the large number of enemy L2s attacking mean that it's hard to keep units in the front line alive, and so recruiting good numbers of units matters here. Recruiting a few druids and captains and recruiting L1 units for the bulk of the army works well. &lt;br /&gt;
&lt;br /&gt;
The ally spends his forces quickly and his leader will die early, but you aren't required to keep him alive, so don't worry about him; when he dies it is even an advantage as it stops encouraging the orcs to go through the woods south of your position.&lt;br /&gt;
&lt;br /&gt;
At lower skills, aim to knock out the east enemy early. His right flank is open but rests on the mountains, which is bad terrain for you - if you try to go around that way he can easily shift forces to meet you. Instead you can approach close to his keep through the woods; this, his left flank, usually isn't open but the AI isn't smart about keeping a proper line here. At Great Mage, you may not have the forces to spare to take him out (if you can even make an opening - he has plenty of units); instead slow him with a shaman when he pops out of his keep to attack and block him from getting back to recruit.&lt;br /&gt;
&lt;br /&gt;
You should aim to maintain a line along the north part of the woods; the main line is down the west side of the woods for a few tiles and this is where Kalenz should be; and a line back east inside the wood for your left flank, to catch enemy units coming at you through the woods. Hold out in the woods for 2 days and the storm will eventually subside; you will probably have heavy losses but your survivors should all be L3 or close to it by the end. You can then seize villages and take out the enemy commanders.&lt;br /&gt;
&lt;br /&gt;
===Shadows===&lt;br /&gt;
&lt;br /&gt;
Objectives: defeat all enemy leaders.&lt;br /&gt;
&lt;br /&gt;
You start with your Kalenz force, and get back your Delfador force during the scenario (he arrives in the SE). Grab all three holy waters near the start, but you should then move all your elven forces in one direction, head west to take out the west lich. The forest slows up most of the undead and so means that the undead converging from the other two camps won't catch you before you overwhelm and eliminate the enemy leader that you target. Because you are facing some L1 and L2 troops here, don't feel that you need to give the holy water to L3 units - a mix of L1 and L2 units is ideal and they should level all the way to L3 during the level. Recall any Elven sorcerers or shaman with good XP, and shaman are good extra recruits at the start, again to level to sorcerers.&lt;br /&gt;
&lt;br /&gt;
Once you have knocked out the NW leader, you elven force should head south to take out the south leader, and Delfador's force can head north to take out the NE leader. Lots of the undead forces will spend the whole level floundering around in the north woods around your start camp, chasing but never catching you up.&lt;br /&gt;
&lt;br /&gt;
== Old Version ==&lt;br /&gt;
&lt;br /&gt;
Before its inclusion as a mainline campaign, Delfador's Memoirs was distributed as a separate add-on. &lt;br /&gt;
&lt;br /&gt;
This could probably all be removed now.&lt;br /&gt;
&lt;br /&gt;
=== Installation notes ===&lt;br /&gt;
&lt;br /&gt;
Delfador's Memoirs is distributed as a tarball (.tar.gz), containing all sources for the campaign.&lt;br /&gt;
The tarball is built with automake.  To install, unpack it, change into the directory delfadors-memoirs-(version) and&lt;br /&gt;
run (as root) &amp;quot;./configure &amp;amp;&amp;amp; make &amp;amp;&amp;amp; make install&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If you can't install DM this way, then you may install download and install it from the campaign server (you will need&lt;br /&gt;
wesnoth 0.8.5 or a current CVS version to do this).&lt;br /&gt;
&lt;br /&gt;
=== Download ===&lt;br /&gt;
&lt;br /&gt;
Version 0.1: (3 playable scenarios) requires wesnoth = 0.7.7&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/memoirs-0.1.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.2: (7 playable scenarios) requires wesnoth = 0.7.9&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.2.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.2.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.3: (9 playable scenarios) requires wesnoth &amp;gt;= 0.7.11 (=0.7.11 for the tarball)&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.3.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.3.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.4: (10 playable scenarios) requires wesnoth &amp;gt;= 0.7.11, &amp;lt;= 0.8.3&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.4.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.4.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.5: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.4, &amp;lt;= 0.8.7&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.5.1: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.4, &amp;lt;= 0.8.7&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.1.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.5.2: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.9&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.2.tar.gz&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Mainline Campaigns]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns]]&lt;/div&gt;</summary>
		<author><name>Cph</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=DelfadorsMemoirs&amp;diff=36226</id>
		<title>DelfadorsMemoirs</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=DelfadorsMemoirs&amp;diff=36226"/>
		<updated>2010-04-21T08:11:14Z</updated>

		<summary type="html">&lt;p&gt;Cph: /* Swamps of Illuven */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Story==&lt;br /&gt;
&lt;br /&gt;
This campaign follows the adventures of Delfador, beginning from him leaving home as a newly qualified journeyman mage,&lt;br /&gt;
and leading up to him helping to bring peace to Wesnoth.  It is set a couple of generations earlier than &amp;quot;Heir to the&lt;br /&gt;
Throne&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
&lt;br /&gt;
Original developer: email to Josh Parsons, jp30 AT st-and.ac.uk.&lt;br /&gt;
Thread is at http://www.wesnoth.org/forum/viewtopic.php?t=1293.&lt;br /&gt;
&lt;br /&gt;
More recently, the campaign has been picked up and improved by 'tapik' - see [[CampaignDelfadorsMemoirs]].&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
&lt;br /&gt;
You should be familiar with the basics in [[WesnothManual]] -- this is a walkthrough, not an exposition of basic game mechanics.&lt;br /&gt;
&lt;br /&gt;
Each scenario has an individual forum thread where you can provide feedback to the authors.  You can find these [http://www.wesnoth.org/forum/viewtopic.php?f=22&amp;amp;t=25554 here]. Feedback is useful as it helps the developers improve the campaign in future versions; and the posts by other players may contain advice or pointers beyond those in this walkthrough.&lt;br /&gt;
&lt;br /&gt;
So far, this is just one player's comments, so feel free to refine the suggestions or add alternatives (otherwise it is just a &amp;quot;how I completed DM&amp;quot; guide).&lt;br /&gt;
&lt;br /&gt;
===Overture===&lt;br /&gt;
&lt;br /&gt;
Just an introduction - sit back and enjoy the show.&lt;br /&gt;
&lt;br /&gt;
===This Valley Belongs to Me===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Grogor-Tuk, the enemy leader.&lt;br /&gt;
&lt;br /&gt;
This one is tricky (at least at Great Mage - hard).The enemy has a lot of gold and sends a steady stream of units your way for the first day. In the south/centre is the easy bit - defend the river. Use your mage of light here to back up a few horsemen/spearmen to fend off the attackers; in the water or on sand they are at a disadvantage and can't concentrate attacks easily from the bad terrain.&lt;br /&gt;
&lt;br /&gt;
The tricky bit is to the north - wolf riders cross the river to the north and come down through the woods. Some spearmen and mages in the woods works here, and there's a village in the woods to the north to anchor your defence on. Wolf riders don't benefit as much as your units do on the wooded tiles. Aim to give plenty of XP to at least one mage, so you can level him up here or early at the next level.&lt;br /&gt;
&lt;br /&gt;
===The Road to Weldyn===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Urthaka-Tan, the enemy leader.&lt;br /&gt;
&lt;br /&gt;
You want quite a few horsemen here; it's a good opportunity to get lots of horsemen on your recall list (they are cheaper to recall then recruit later on). There are enough villages to fund recruiting or recalling 9 units and still have positive income throughout. At Great Mage you want at least half of your units to be horsemen: the enemy will have lots of archers who are easy prey in these open fields. You start with an archer and gain the ability to recruit more here, but you won't need more than two - the enemy uses a lot of troll whelps, so you are better off recalling or recruiting mages, plus a couple of spearmen to play defence in the first night.&lt;br /&gt;
&lt;br /&gt;
This level is dead easy to win because the enemy has a small keep, so his forces arrive spread out and not supporting each other. Use the day/night cycle; at night just fall back and, particularly on the first night, use the line of woods and castle tiles just west of your start. Your horsemen can go and take villages and make it back to fight at dawn on day 2. In the day, crush them with the horsemen and mages. You want to level up mages and horsemen.&lt;br /&gt;
&lt;br /&gt;
I exited as early as I could manage, but the early finish bonus is only 15/turn and I was getting 14/turn anyway, so perhaps it would be better to milk the level for XP instead.&lt;br /&gt;
&lt;br /&gt;
===Leollyn===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Hagha-Tan, and keep Leollyn alive.&lt;br /&gt;
&lt;br /&gt;
You can ignore the ally in my experience; the enemy send a few units down that way, but the L3 mage and his L2 mage recruits are well able to handle them.&lt;br /&gt;
&lt;br /&gt;
You want to recall at least one and preferably two white mages (there will be lots of assassins), and a horseman near leveling up. The rest of your recruit should be a mix of bowmen and spearmen, including one or two level 2 ones. March up to the ford to the north-west and build a defensive position for the night; keep the front line together with as few units as you can, as most will end up poisoned each turn; cycle them out and replace with others. Once day breaks, hopefully you have enough decent units left to mop up the enemy's first wave; your horseman is ideal to pick off any strong enemy units standing in the water.&lt;br /&gt;
&lt;br /&gt;
Hopefully you can push over the river by afternoon on the second day. You can lure out the enemy leader and then run him down with your knight and Delfador.&lt;br /&gt;
&lt;br /&gt;
===Council in Weldyn===&lt;br /&gt;
&lt;br /&gt;
Just story.&lt;br /&gt;
&lt;br /&gt;
===Swamps of Illuven===&lt;br /&gt;
&lt;br /&gt;
Objectives: Delfador must reach signpost in north-east before time runs out.&lt;br /&gt;
&lt;br /&gt;
The protection charge is always 80% of your gold, and gets rid of the north-west enemy (the one not in the way of getting to the signpost). The other enemy player (the one blocking the signpost) gets a small gold bonus. So, you are losing 80% of your gold to get rid of around 40% of the enemy gold - hence I think that you are better off not paying ''in general''. At Easy it is even worse, as the net effect is only about -25% of the enemy gold.&lt;br /&gt;
&lt;br /&gt;
And there is a gold bonus available if you don't pay and do defeat the NW enemy. It is not noted in the &amp;quot;Objectives&amp;quot; - instead a treasure chest is shown on the map. Remember to take it.&lt;br /&gt;
&lt;br /&gt;
If you don't pay the charge, you get to recruit a big army, get more XP, and finish quicker. You should be able to hold the central island while pushing a force from there to take out the NW leader. I suggest a couple of horsemen, 2 white mages, recall a couple of level 2s, a couple of level 1 mages (which are pretty good against footpads and poachers as they ignore their high defense ratings), and the rest spearmen as fodder to form your defensive line. It is vital to use Lionel's level-3 leadership to help your level-1 units fight better.&lt;br /&gt;
&lt;br /&gt;
You could include a heavy-infantry in your recruit - not great for this level, but it would be useful to give one some XP so it can level up during the next level. What you ''need'' is two white mages by the time you finish this level, and one or two other mages at L2 or nearly there will help also.&lt;br /&gt;
&lt;br /&gt;
====Paying the charge====&lt;br /&gt;
&lt;br /&gt;
The level is playable paying the charge if you are coming in with ~250 gold or more (mainly because, although the AI has a big lead in gold, you have halved the recruit rate for the AIs and ensured that they are all on the far side of the level; the AI's forces don't concentrate so well and your small force can evade them at night). You may prefer this route if you prefer a small scouting battle rather than a big army battle.&lt;br /&gt;
&lt;br /&gt;
I recruited as much as I could (which was only 2 raw spearmen and a horseman recall, to go with Lionel to hold the centre island) and marched Delfador to the vacated NW keep, taking villages on the way. Once there I had accumulated enough gold to recall a few more units and so could bring a second force into play.&lt;br /&gt;
&lt;br /&gt;
===Night in the Swamp===&lt;br /&gt;
&lt;br /&gt;
Objective: survive 12 turns&lt;br /&gt;
&lt;br /&gt;
Grab some Heavy infantry and mages. You can put a generator out of action by landing any level 2 or better mage on it; the level will end when there are no skeletons left. &lt;br /&gt;
&lt;br /&gt;
At easy, it appears that there is only one generator - you can storm it and get an early exit bonus. Or you can milk it for XP if you like - it is a good chance to get XP for mages.&lt;br /&gt;
&lt;br /&gt;
At hard, an early exit looks unlikely as one generator is some way off in hostile terrain. If it doesn't look practical to storm them, then don't bother and just milk for XP; an early exit by only 1 or 2 turns doesn't gain you much since the bonus is small and you will have had negative cashflow for ~10 turns, so probably won't be above the 100 start gold for the next level anyway.&lt;br /&gt;
&lt;br /&gt;
===Ur-Thorodor===&lt;br /&gt;
&lt;br /&gt;
Objectives: get Delfador into the wose castle. No early exit bonus.&lt;br /&gt;
&lt;br /&gt;
The main hazard here is the gryphons - they will attack as you cross the water. Be careful with Lionel and Delfador; you may need to use fodder to lure the gryphons and then blast them. Recall a red mage, a good damage sink (a knight will do), a healer, and perhaps another mage and a fodder unit. Cross straight away, and don't get bogged down on the other side - blast a hole with your mages and get Delfador into the castle asap. You are not likely to win a long fight. Remember that Lionel's leadership helps mages too.&lt;br /&gt;
&lt;br /&gt;
===Houses of the Dead===&lt;br /&gt;
&lt;br /&gt;
Objective: find the Staff and get Delfador to the north signpost within 64 turns.&lt;br /&gt;
&lt;br /&gt;
Explore to your north-west first - there is one village in that direction. To your north is an impassable barrier behind those mountains, so next turn back and work around the level anti-clockwise. The ghosts act as allies, but usually throw their, uh, existences away against the skeletons quite quickly; at least they distract the skeletons while you take villages.&lt;br /&gt;
&lt;br /&gt;
''NOTE: spoilers here''. (Okay, so the whole walkthrough is somewhat spoilerish, but generally it doesn't give away anything that detracts from the experience of playing. On this occasion, you might think it spoils the level to see the following.) Once you get around to Sythan's village, as noted by one of the other ghosts there is a secret passage in one of the little paths up into the mountains to the north. This takes you to the chamber with the Staff, where you can hole up in a village and fight off the skeletons. This route is probably easier than the direct approach, as there is an ambush when you take either village to the east of the castle, and the enemy leader packs a powerful melee attack.&lt;br /&gt;
&lt;br /&gt;
Don't exit until turn 64, as there is no early exit bonus but you should have a good income. Waiting gives you more gold for the next scenario (1.8.0).&lt;br /&gt;
&lt;br /&gt;
If you can, keep any allies with XP alive - they will join your army free in the next level. But it's hard to do so don't worry if you fail.&lt;br /&gt;
&lt;br /&gt;
===The Gate Between Worlds===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Iliah-Malal&lt;br /&gt;
&lt;br /&gt;
You get to recruit ghosts and ghouls here, your allies of the last level. Money should be no problem. Don't overdo the ghosts - get 4-5 for scouting and killing the enemy's bats, and to pick off stragglers. Your main army has to be ghouls, as the enemy will recruit a lot of dark adepts and they can kill a ghost in one turn, so your ghosts will have to stay away from the main fight. Draw them into the swamp and then crush them with a wave of ghouls, backed by Delfador's leadership.&lt;br /&gt;
&lt;br /&gt;
===Wasteland===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Tish Golub&lt;br /&gt;
&lt;br /&gt;
Straightforward scenario, albeit the enemy can recruit L2 units and you have only raw Elven recruits. The walk north to the Elven castle is simple. Most of the fighting takes place in the woods that you can see to your west, so elven archers are good here; also grab at least one scout to steal all your ally's villages, otherwise she will keep recruiting L2 units and stealing your XP.&lt;br /&gt;
&lt;br /&gt;
===Terror at the Ford of Parthyn===&lt;br /&gt;
&lt;br /&gt;
Objectives: defeat both the orc and undead leaders.&lt;br /&gt;
&lt;br /&gt;
''TODO''&lt;br /&gt;
&lt;br /&gt;
===The Return of Trouble===&lt;br /&gt;
&lt;br /&gt;
Objectives: defeat all enemy leaders.&lt;br /&gt;
&lt;br /&gt;
This level has a no-breathing-room start - the east enemy is almost on top of you and has as much gold as you (at Great Mage). The mountains and starting camp are poor terrain for you as that terrain is better for orcs; cross your forces into the woods opposite where you have advantages in defence and movement.&lt;br /&gt;
&lt;br /&gt;
Although you can recruit &amp;quot;raw&amp;quot; L2 units here, don't feel you need to recruit too many of them; the large number of enemy L2s attacking mean that it's hard to keep units in the front line alive, and so recruiting good numbers of units matters here. Recruiting a few druids and captains and recruiting L1 units for the bulk of the army works well. &lt;br /&gt;
&lt;br /&gt;
The ally spends his forces quickly and his leader will die early, but you aren't required to keep him alive, so don't worry about him; when he dies it is even an advantage as it stops encouraging the orcs to go through the woods south of your position.&lt;br /&gt;
&lt;br /&gt;
At lower skills, aim to knock out the east enemy early. His right flank is open but rests on the mountains, which is bad terrain for you - if you try to go around that way he can easily shift forces to meet you. Instead you can approach close to his keep through the woods; this, his left flank, usually isn't open but the AI isn't smart about keeping a proper line here. At Great Mage, you may not have the forces to spare to take him out (if you can even make an opening - he has plenty of units); instead slow him with a shaman when he pops out of his keep to attack and block him from getting back to recruit.&lt;br /&gt;
&lt;br /&gt;
You should aim to maintain a line along the north part of the woods; the main line is down the west side of the woods for a few tiles and this is where Kalenz should be; and a line back east inside the wood for your left flank, to catch enemy units coming at you through the woods. Hold out in the woods for 2 days and the storm will eventually subside; you will probably have heavy losses but your survivors should all be L3 or close to it by the end. You can then seize villages and take out the enemy commanders.&lt;br /&gt;
&lt;br /&gt;
== Old Version ==&lt;br /&gt;
&lt;br /&gt;
Before its inclusion as a mainline campaign, Delfador's Memoirs was distributed as a separate add-on. &lt;br /&gt;
&lt;br /&gt;
This could probably all be removed now.&lt;br /&gt;
&lt;br /&gt;
=== Installation notes ===&lt;br /&gt;
&lt;br /&gt;
Delfador's Memoirs is distributed as a tarball (.tar.gz), containing all sources for the campaign.&lt;br /&gt;
The tarball is built with automake.  To install, unpack it, change into the directory delfadors-memoirs-(version) and&lt;br /&gt;
run (as root) &amp;quot;./configure &amp;amp;&amp;amp; make &amp;amp;&amp;amp; make install&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If you can't install DM this way, then you may install download and install it from the campaign server (you will need&lt;br /&gt;
wesnoth 0.8.5 or a current CVS version to do this).&lt;br /&gt;
&lt;br /&gt;
=== Download ===&lt;br /&gt;
&lt;br /&gt;
Version 0.1: (3 playable scenarios) requires wesnoth = 0.7.7&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/memoirs-0.1.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.2: (7 playable scenarios) requires wesnoth = 0.7.9&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.2.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.2.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.3: (9 playable scenarios) requires wesnoth &amp;gt;= 0.7.11 (=0.7.11 for the tarball)&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.3.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.3.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.4: (10 playable scenarios) requires wesnoth &amp;gt;= 0.7.11, &amp;lt;= 0.8.3&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.4.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.4.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.5: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.4, &amp;lt;= 0.8.7&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.5.1: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.4, &amp;lt;= 0.8.7&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.1.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.5.2: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.9&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.2.tar.gz&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Mainline Campaigns]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns]]&lt;/div&gt;</summary>
		<author><name>Cph</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=DelfadorsMemoirs&amp;diff=36225</id>
		<title>DelfadorsMemoirs</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=DelfadorsMemoirs&amp;diff=36225"/>
		<updated>2010-04-21T08:07:45Z</updated>

		<summary type="html">&lt;p&gt;Cph: /* The Return of Trouble */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Story==&lt;br /&gt;
&lt;br /&gt;
This campaign follows the adventures of Delfador, beginning from him leaving home as a newly qualified journeyman mage,&lt;br /&gt;
and leading up to him helping to bring peace to Wesnoth.  It is set a couple of generations earlier than &amp;quot;Heir to the&lt;br /&gt;
Throne&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
&lt;br /&gt;
Original developer: email to Josh Parsons, jp30 AT st-and.ac.uk.&lt;br /&gt;
Thread is at http://www.wesnoth.org/forum/viewtopic.php?t=1293.&lt;br /&gt;
&lt;br /&gt;
More recently, the campaign has been picked up and improved by 'tapik' - see [[CampaignDelfadorsMemoirs]].&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
&lt;br /&gt;
You should be familiar with the basics in [[WesnothManual]] -- this is a walkthrough, not an exposition of basic game mechanics.&lt;br /&gt;
&lt;br /&gt;
Each scenario has an individual forum thread where you can provide feedback to the authors.  You can find these [http://www.wesnoth.org/forum/viewtopic.php?f=22&amp;amp;t=25554 here]. Feedback is useful as it helps the developers improve the campaign in future versions; and the posts by other players may contain advice or pointers beyond those in this walkthrough.&lt;br /&gt;
&lt;br /&gt;
So far, this is just one player's comments, so feel free to refine the suggestions or add alternatives (otherwise it is just a &amp;quot;how I completed DM&amp;quot; guide).&lt;br /&gt;
&lt;br /&gt;
===Overture===&lt;br /&gt;
&lt;br /&gt;
Just an introduction - sit back and enjoy the show.&lt;br /&gt;
&lt;br /&gt;
===This Valley Belongs to Me===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Grogor-Tuk, the enemy leader.&lt;br /&gt;
&lt;br /&gt;
This one is tricky (at least at Great Mage - hard).The enemy has a lot of gold and sends a steady stream of units your way for the first day. In the south/centre is the easy bit - defend the river. Use your mage of light here to back up a few horsemen/spearmen to fend off the attackers; in the water or on sand they are at a disadvantage and can't concentrate attacks easily from the bad terrain.&lt;br /&gt;
&lt;br /&gt;
The tricky bit is to the north - wolf riders cross the river to the north and come down through the woods. Some spearmen and mages in the woods works here, and there's a village in the woods to the north to anchor your defence on. Wolf riders don't benefit as much as your units do on the wooded tiles. Aim to give plenty of XP to at least one mage, so you can level him up here or early at the next level.&lt;br /&gt;
&lt;br /&gt;
===The Road to Weldyn===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Urthaka-Tan, the enemy leader.&lt;br /&gt;
&lt;br /&gt;
You want quite a few horsemen here; it's a good opportunity to get lots of horsemen on your recall list (they are cheaper to recall then recruit later on). There are enough villages to fund recruiting or recalling 9 units and still have positive income throughout. At Great Mage you want at least half of your units to be horsemen: the enemy will have lots of archers who are easy prey in these open fields. You start with an archer and gain the ability to recruit more here, but you won't need more than two - the enemy uses a lot of troll whelps, so you are better off recalling or recruiting mages, plus a couple of spearmen to play defence in the first night.&lt;br /&gt;
&lt;br /&gt;
This level is dead easy to win because the enemy has a small keep, so his forces arrive spread out and not supporting each other. Use the day/night cycle; at night just fall back and, particularly on the first night, use the line of woods and castle tiles just west of your start. Your horsemen can go and take villages and make it back to fight at dawn on day 2. In the day, crush them with the horsemen and mages. You want to level up mages and horsemen.&lt;br /&gt;
&lt;br /&gt;
I exited as early as I could manage, but the early finish bonus is only 15/turn and I was getting 14/turn anyway, so perhaps it would be better to milk the level for XP instead.&lt;br /&gt;
&lt;br /&gt;
===Leollyn===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Hagha-Tan, and keep Leollyn alive.&lt;br /&gt;
&lt;br /&gt;
You can ignore the ally in my experience; the enemy send a few units down that way, but the L3 mage and his L2 mage recruits are well able to handle them.&lt;br /&gt;
&lt;br /&gt;
You want to recall at least one and preferably two white mages (there will be lots of assassins), and a horseman near leveling up. The rest of your recruit should be a mix of bowmen and spearmen, including one or two level 2 ones. March up to the ford to the north-west and build a defensive position for the night; keep the front line together with as few units as you can, as most will end up poisoned each turn; cycle them out and replace with others. Once day breaks, hopefully you have enough decent units left to mop up the enemy's first wave; your horseman is ideal to pick off any strong enemy units standing in the water.&lt;br /&gt;
&lt;br /&gt;
Hopefully you can push over the river by afternoon on the second day. You can lure out the enemy leader and then run him down with your knight and Delfador.&lt;br /&gt;
&lt;br /&gt;
===Council in Weldyn===&lt;br /&gt;
&lt;br /&gt;
Just story.&lt;br /&gt;
&lt;br /&gt;
===Swamps of Illuven===&lt;br /&gt;
&lt;br /&gt;
Objectives: Delfador must reach signpost in north-east before time runs out.&lt;br /&gt;
&lt;br /&gt;
The protection charge is always 80% of your gold, and gets rid of the north-west enemy (the one not in the way of getting to the signpost). The other enemy player (the one blocking the signpost) gets a small gold bonus. So, you are losing 80% of your gold to get rid of 40% of the enemy gold - hence I think that you are better off not paying ''in general''. At Easy it is even worse, as only get rid of about 25% of the enemy gold.&lt;br /&gt;
&lt;br /&gt;
And there is a gold bonus available if you don't pay and do defeat the NW enemy. It is not noted in the &amp;quot;Objectives&amp;quot; - instead a treasure chest is shown on the map. Remember to take it.&lt;br /&gt;
&lt;br /&gt;
If you don't pay the charge, you get to recruit a big army, get more XP, and finish quicker. You should be able to hold the central island while pushing a force from there to take out the NW leader. I suggest a couple of horsemen, 2 white mages, recall a couple of level 2s, a couple of level 1 mages (which are pretty good against footpads and poachers as they ignore their high defense ratings), and the rest spearmen as fodder to form your defensive line. It is vital to use Lionel's level-3 leadership to help your level-1 units fight better.&lt;br /&gt;
&lt;br /&gt;
You could include a heavy-infantry in your recruit - not great for this level, but it would be useful to give one some XP so it can level up during the next level. What you ''need'' is two white mages by the time you finish this level, and one or two other mages at L2 or nearly there will help also.&lt;br /&gt;
&lt;br /&gt;
====Paying the charge====&lt;br /&gt;
&lt;br /&gt;
The level is playable paying the charge if you are coming in with ~250 gold or more (mainly because, although the AI has a big lead in gold, you have halved the recruit rate for the AIs and ensured that they are all on the far side of the level; the AI's forces don't concentrate so well and your small force can evade them at night). You may prefer this route if you prefer a small scouting battle rather than a big army battle.&lt;br /&gt;
&lt;br /&gt;
I recruited as much as I could (which was only 2 raw spearmen and a horseman recall, to go with Lionel to hold the centre island) and marched Delfador to the vacated NW keep, taking villages on the way. Once there I had accumulated enough gold to recall a few more units and so could bring a second force into play.&lt;br /&gt;
&lt;br /&gt;
===Night in the Swamp===&lt;br /&gt;
&lt;br /&gt;
Objective: survive 12 turns&lt;br /&gt;
&lt;br /&gt;
Grab some Heavy infantry and mages. You can put a generator out of action by landing any level 2 or better mage on it; the level will end when there are no skeletons left. &lt;br /&gt;
&lt;br /&gt;
At easy, it appears that there is only one generator - you can storm it and get an early exit bonus. Or you can milk it for XP if you like - it is a good chance to get XP for mages.&lt;br /&gt;
&lt;br /&gt;
At hard, an early exit looks unlikely as one generator is some way off in hostile terrain. If it doesn't look practical to storm them, then don't bother and just milk for XP; an early exit by only 1 or 2 turns doesn't gain you much since the bonus is small and you will have had negative cashflow for ~10 turns, so probably won't be above the 100 start gold for the next level anyway.&lt;br /&gt;
&lt;br /&gt;
===Ur-Thorodor===&lt;br /&gt;
&lt;br /&gt;
Objectives: get Delfador into the wose castle. No early exit bonus.&lt;br /&gt;
&lt;br /&gt;
The main hazard here is the gryphons - they will attack as you cross the water. Be careful with Lionel and Delfador; you may need to use fodder to lure the gryphons and then blast them. Recall a red mage, a good damage sink (a knight will do), a healer, and perhaps another mage and a fodder unit. Cross straight away, and don't get bogged down on the other side - blast a hole with your mages and get Delfador into the castle asap. You are not likely to win a long fight. Remember that Lionel's leadership helps mages too.&lt;br /&gt;
&lt;br /&gt;
===Houses of the Dead===&lt;br /&gt;
&lt;br /&gt;
Objective: find the Staff and get Delfador to the north signpost within 64 turns.&lt;br /&gt;
&lt;br /&gt;
Explore to your north-west first - there is one village in that direction. To your north is an impassable barrier behind those mountains, so next turn back and work around the level anti-clockwise. The ghosts act as allies, but usually throw their, uh, existences away against the skeletons quite quickly; at least they distract the skeletons while you take villages.&lt;br /&gt;
&lt;br /&gt;
''NOTE: spoilers here''. (Okay, so the whole walkthrough is somewhat spoilerish, but generally it doesn't give away anything that detracts from the experience of playing. On this occasion, you might think it spoils the level to see the following.) Once you get around to Sythan's village, as noted by one of the other ghosts there is a secret passage in one of the little paths up into the mountains to the north. This takes you to the chamber with the Staff, where you can hole up in a village and fight off the skeletons. This route is probably easier than the direct approach, as there is an ambush when you take either village to the east of the castle, and the enemy leader packs a powerful melee attack.&lt;br /&gt;
&lt;br /&gt;
Don't exit until turn 64, as there is no early exit bonus but you should have a good income. Waiting gives you more gold for the next scenario (1.8.0).&lt;br /&gt;
&lt;br /&gt;
If you can, keep any allies with XP alive - they will join your army free in the next level. But it's hard to do so don't worry if you fail.&lt;br /&gt;
&lt;br /&gt;
===The Gate Between Worlds===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Iliah-Malal&lt;br /&gt;
&lt;br /&gt;
You get to recruit ghosts and ghouls here, your allies of the last level. Money should be no problem. Don't overdo the ghosts - get 4-5 for scouting and killing the enemy's bats, and to pick off stragglers. Your main army has to be ghouls, as the enemy will recruit a lot of dark adepts and they can kill a ghost in one turn, so your ghosts will have to stay away from the main fight. Draw them into the swamp and then crush them with a wave of ghouls, backed by Delfador's leadership.&lt;br /&gt;
&lt;br /&gt;
===Wasteland===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Tish Golub&lt;br /&gt;
&lt;br /&gt;
Straightforward scenario, albeit the enemy can recruit L2 units and you have only raw Elven recruits. The walk north to the Elven castle is simple. Most of the fighting takes place in the woods that you can see to your west, so elven archers are good here; also grab at least one scout to steal all your ally's villages, otherwise she will keep recruiting L2 units and stealing your XP.&lt;br /&gt;
&lt;br /&gt;
===Terror at the Ford of Parthyn===&lt;br /&gt;
&lt;br /&gt;
Objectives: defeat both the orc and undead leaders.&lt;br /&gt;
&lt;br /&gt;
''TODO''&lt;br /&gt;
&lt;br /&gt;
===The Return of Trouble===&lt;br /&gt;
&lt;br /&gt;
Objectives: defeat all enemy leaders.&lt;br /&gt;
&lt;br /&gt;
This level has a no-breathing-room start - the east enemy is almost on top of you and has as much gold as you (at Great Mage). The mountains and starting camp are poor terrain for you as that terrain is better for orcs; cross your forces into the woods opposite where you have advantages in defence and movement.&lt;br /&gt;
&lt;br /&gt;
Although you can recruit &amp;quot;raw&amp;quot; L2 units here, don't feel you need to recruit too many of them; the large number of enemy L2s attacking mean that it's hard to keep units in the front line alive, and so recruiting good numbers of units matters here. Recruiting a few druids and captains and recruiting L1 units for the bulk of the army works well. &lt;br /&gt;
&lt;br /&gt;
The ally spends his forces quickly and his leader will die early, but you aren't required to keep him alive, so don't worry about him; when he dies it is even an advantage as it stops encouraging the orcs to go through the woods south of your position.&lt;br /&gt;
&lt;br /&gt;
At lower skills, aim to knock out the east enemy early. His right flank is open but rests on the mountains, which is bad terrain for you - if you try to go around that way he can easily shift forces to meet you. Instead you can approach close to his keep through the woods; this, his left flank, usually isn't open but the AI isn't smart about keeping a proper line here. At Great Mage, you may not have the forces to spare to take him out (if you can even make an opening - he has plenty of units); instead slow him with a shaman when he pops out of his keep to attack and block him from getting back to recruit.&lt;br /&gt;
&lt;br /&gt;
You should aim to maintain a line along the north part of the woods; the main line is down the west side of the woods for a few tiles and this is where Kalenz should be; and a line back east inside the wood for your left flank, to catch enemy units coming at you through the woods. Hold out in the woods for 2 days and the storm will eventually subside; you will probably have heavy losses but your survivors should all be L3 or close to it by the end. You can then seize villages and take out the enemy commanders.&lt;br /&gt;
&lt;br /&gt;
== Old Version ==&lt;br /&gt;
&lt;br /&gt;
Before its inclusion as a mainline campaign, Delfador's Memoirs was distributed as a separate add-on. &lt;br /&gt;
&lt;br /&gt;
This could probably all be removed now.&lt;br /&gt;
&lt;br /&gt;
=== Installation notes ===&lt;br /&gt;
&lt;br /&gt;
Delfador's Memoirs is distributed as a tarball (.tar.gz), containing all sources for the campaign.&lt;br /&gt;
The tarball is built with automake.  To install, unpack it, change into the directory delfadors-memoirs-(version) and&lt;br /&gt;
run (as root) &amp;quot;./configure &amp;amp;&amp;amp; make &amp;amp;&amp;amp; make install&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If you can't install DM this way, then you may install download and install it from the campaign server (you will need&lt;br /&gt;
wesnoth 0.8.5 or a current CVS version to do this).&lt;br /&gt;
&lt;br /&gt;
=== Download ===&lt;br /&gt;
&lt;br /&gt;
Version 0.1: (3 playable scenarios) requires wesnoth = 0.7.7&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/memoirs-0.1.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.2: (7 playable scenarios) requires wesnoth = 0.7.9&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.2.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.2.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.3: (9 playable scenarios) requires wesnoth &amp;gt;= 0.7.11 (=0.7.11 for the tarball)&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.3.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.3.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.4: (10 playable scenarios) requires wesnoth &amp;gt;= 0.7.11, &amp;lt;= 0.8.3&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.4.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.4.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.5: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.4, &amp;lt;= 0.8.7&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.5.1: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.4, &amp;lt;= 0.8.7&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.1.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.5.2: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.9&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.2.tar.gz&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Mainline Campaigns]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns]]&lt;/div&gt;</summary>
		<author><name>Cph</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=DelfadorsMemoirs&amp;diff=36224</id>
		<title>DelfadorsMemoirs</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=DelfadorsMemoirs&amp;diff=36224"/>
		<updated>2010-04-21T08:06:59Z</updated>

		<summary type="html">&lt;p&gt;Cph: The Return of Trouble&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Story==&lt;br /&gt;
&lt;br /&gt;
This campaign follows the adventures of Delfador, beginning from him leaving home as a newly qualified journeyman mage,&lt;br /&gt;
and leading up to him helping to bring peace to Wesnoth.  It is set a couple of generations earlier than &amp;quot;Heir to the&lt;br /&gt;
Throne&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
&lt;br /&gt;
Original developer: email to Josh Parsons, jp30 AT st-and.ac.uk.&lt;br /&gt;
Thread is at http://www.wesnoth.org/forum/viewtopic.php?t=1293.&lt;br /&gt;
&lt;br /&gt;
More recently, the campaign has been picked up and improved by 'tapik' - see [[CampaignDelfadorsMemoirs]].&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
&lt;br /&gt;
You should be familiar with the basics in [[WesnothManual]] -- this is a walkthrough, not an exposition of basic game mechanics.&lt;br /&gt;
&lt;br /&gt;
Each scenario has an individual forum thread where you can provide feedback to the authors.  You can find these [http://www.wesnoth.org/forum/viewtopic.php?f=22&amp;amp;t=25554 here]. Feedback is useful as it helps the developers improve the campaign in future versions; and the posts by other players may contain advice or pointers beyond those in this walkthrough.&lt;br /&gt;
&lt;br /&gt;
So far, this is just one player's comments, so feel free to refine the suggestions or add alternatives (otherwise it is just a &amp;quot;how I completed DM&amp;quot; guide).&lt;br /&gt;
&lt;br /&gt;
===Overture===&lt;br /&gt;
&lt;br /&gt;
Just an introduction - sit back and enjoy the show.&lt;br /&gt;
&lt;br /&gt;
===This Valley Belongs to Me===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Grogor-Tuk, the enemy leader.&lt;br /&gt;
&lt;br /&gt;
This one is tricky (at least at Great Mage - hard).The enemy has a lot of gold and sends a steady stream of units your way for the first day. In the south/centre is the easy bit - defend the river. Use your mage of light here to back up a few horsemen/spearmen to fend off the attackers; in the water or on sand they are at a disadvantage and can't concentrate attacks easily from the bad terrain.&lt;br /&gt;
&lt;br /&gt;
The tricky bit is to the north - wolf riders cross the river to the north and come down through the woods. Some spearmen and mages in the woods works here, and there's a village in the woods to the north to anchor your defence on. Wolf riders don't benefit as much as your units do on the wooded tiles. Aim to give plenty of XP to at least one mage, so you can level him up here or early at the next level.&lt;br /&gt;
&lt;br /&gt;
===The Road to Weldyn===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Urthaka-Tan, the enemy leader.&lt;br /&gt;
&lt;br /&gt;
You want quite a few horsemen here; it's a good opportunity to get lots of horsemen on your recall list (they are cheaper to recall then recruit later on). There are enough villages to fund recruiting or recalling 9 units and still have positive income throughout. At Great Mage you want at least half of your units to be horsemen: the enemy will have lots of archers who are easy prey in these open fields. You start with an archer and gain the ability to recruit more here, but you won't need more than two - the enemy uses a lot of troll whelps, so you are better off recalling or recruiting mages, plus a couple of spearmen to play defence in the first night.&lt;br /&gt;
&lt;br /&gt;
This level is dead easy to win because the enemy has a small keep, so his forces arrive spread out and not supporting each other. Use the day/night cycle; at night just fall back and, particularly on the first night, use the line of woods and castle tiles just west of your start. Your horsemen can go and take villages and make it back to fight at dawn on day 2. In the day, crush them with the horsemen and mages. You want to level up mages and horsemen.&lt;br /&gt;
&lt;br /&gt;
I exited as early as I could manage, but the early finish bonus is only 15/turn and I was getting 14/turn anyway, so perhaps it would be better to milk the level for XP instead.&lt;br /&gt;
&lt;br /&gt;
===Leollyn===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Hagha-Tan, and keep Leollyn alive.&lt;br /&gt;
&lt;br /&gt;
You can ignore the ally in my experience; the enemy send a few units down that way, but the L3 mage and his L2 mage recruits are well able to handle them.&lt;br /&gt;
&lt;br /&gt;
You want to recall at least one and preferably two white mages (there will be lots of assassins), and a horseman near leveling up. The rest of your recruit should be a mix of bowmen and spearmen, including one or two level 2 ones. March up to the ford to the north-west and build a defensive position for the night; keep the front line together with as few units as you can, as most will end up poisoned each turn; cycle them out and replace with others. Once day breaks, hopefully you have enough decent units left to mop up the enemy's first wave; your horseman is ideal to pick off any strong enemy units standing in the water.&lt;br /&gt;
&lt;br /&gt;
Hopefully you can push over the river by afternoon on the second day. You can lure out the enemy leader and then run him down with your knight and Delfador.&lt;br /&gt;
&lt;br /&gt;
===Council in Weldyn===&lt;br /&gt;
&lt;br /&gt;
Just story.&lt;br /&gt;
&lt;br /&gt;
===Swamps of Illuven===&lt;br /&gt;
&lt;br /&gt;
Objectives: Delfador must reach signpost in north-east before time runs out.&lt;br /&gt;
&lt;br /&gt;
The protection charge is always 80% of your gold, and gets rid of the north-west enemy (the one not in the way of getting to the signpost). The other enemy player (the one blocking the signpost) gets a small gold bonus. So, you are losing 80% of your gold to get rid of 40% of the enemy gold - hence I think that you are better off not paying ''in general''. At Easy it is even worse, as only get rid of about 25% of the enemy gold.&lt;br /&gt;
&lt;br /&gt;
And there is a gold bonus available if you don't pay and do defeat the NW enemy. It is not noted in the &amp;quot;Objectives&amp;quot; - instead a treasure chest is shown on the map. Remember to take it.&lt;br /&gt;
&lt;br /&gt;
If you don't pay the charge, you get to recruit a big army, get more XP, and finish quicker. You should be able to hold the central island while pushing a force from there to take out the NW leader. I suggest a couple of horsemen, 2 white mages, recall a couple of level 2s, a couple of level 1 mages (which are pretty good against footpads and poachers as they ignore their high defense ratings), and the rest spearmen as fodder to form your defensive line. It is vital to use Lionel's level-3 leadership to help your level-1 units fight better.&lt;br /&gt;
&lt;br /&gt;
You could include a heavy-infantry in your recruit - not great for this level, but it would be useful to give one some XP so it can level up during the next level. What you ''need'' is two white mages by the time you finish this level, and one or two other mages at L2 or nearly there will help also.&lt;br /&gt;
&lt;br /&gt;
====Paying the charge====&lt;br /&gt;
&lt;br /&gt;
The level is playable paying the charge if you are coming in with ~250 gold or more (mainly because, although the AI has a big lead in gold, you have halved the recruit rate for the AIs and ensured that they are all on the far side of the level; the AI's forces don't concentrate so well and your small force can evade them at night). You may prefer this route if you prefer a small scouting battle rather than a big army battle.&lt;br /&gt;
&lt;br /&gt;
I recruited as much as I could (which was only 2 raw spearmen and a horseman recall, to go with Lionel to hold the centre island) and marched Delfador to the vacated NW keep, taking villages on the way. Once there I had accumulated enough gold to recall a few more units and so could bring a second force into play.&lt;br /&gt;
&lt;br /&gt;
===Night in the Swamp===&lt;br /&gt;
&lt;br /&gt;
Objective: survive 12 turns&lt;br /&gt;
&lt;br /&gt;
Grab some Heavy infantry and mages. You can put a generator out of action by landing any level 2 or better mage on it; the level will end when there are no skeletons left. &lt;br /&gt;
&lt;br /&gt;
At easy, it appears that there is only one generator - you can storm it and get an early exit bonus. Or you can milk it for XP if you like - it is a good chance to get XP for mages.&lt;br /&gt;
&lt;br /&gt;
At hard, an early exit looks unlikely as one generator is some way off in hostile terrain. If it doesn't look practical to storm them, then don't bother and just milk for XP; an early exit by only 1 or 2 turns doesn't gain you much since the bonus is small and you will have had negative cashflow for ~10 turns, so probably won't be above the 100 start gold for the next level anyway.&lt;br /&gt;
&lt;br /&gt;
===Ur-Thorodor===&lt;br /&gt;
&lt;br /&gt;
Objectives: get Delfador into the wose castle. No early exit bonus.&lt;br /&gt;
&lt;br /&gt;
The main hazard here is the gryphons - they will attack as you cross the water. Be careful with Lionel and Delfador; you may need to use fodder to lure the gryphons and then blast them. Recall a red mage, a good damage sink (a knight will do), a healer, and perhaps another mage and a fodder unit. Cross straight away, and don't get bogged down on the other side - blast a hole with your mages and get Delfador into the castle asap. You are not likely to win a long fight. Remember that Lionel's leadership helps mages too.&lt;br /&gt;
&lt;br /&gt;
===Houses of the Dead===&lt;br /&gt;
&lt;br /&gt;
Objective: find the Staff and get Delfador to the north signpost within 64 turns.&lt;br /&gt;
&lt;br /&gt;
Explore to your north-west first - there is one village in that direction. To your north is an impassable barrier behind those mountains, so next turn back and work around the level anti-clockwise. The ghosts act as allies, but usually throw their, uh, existences away against the skeletons quite quickly; at least they distract the skeletons while you take villages.&lt;br /&gt;
&lt;br /&gt;
''NOTE: spoilers here''. (Okay, so the whole walkthrough is somewhat spoilerish, but generally it doesn't give away anything that detracts from the experience of playing. On this occasion, you might think it spoils the level to see the following.) Once you get around to Sythan's village, as noted by one of the other ghosts there is a secret passage in one of the little paths up into the mountains to the north. This takes you to the chamber with the Staff, where you can hole up in a village and fight off the skeletons. This route is probably easier than the direct approach, as there is an ambush when you take either village to the east of the castle, and the enemy leader packs a powerful melee attack.&lt;br /&gt;
&lt;br /&gt;
Don't exit until turn 64, as there is no early exit bonus but you should have a good income. Waiting gives you more gold for the next scenario (1.8.0).&lt;br /&gt;
&lt;br /&gt;
If you can, keep any allies with XP alive - they will join your army free in the next level. But it's hard to do so don't worry if you fail.&lt;br /&gt;
&lt;br /&gt;
===The Gate Between Worlds===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Iliah-Malal&lt;br /&gt;
&lt;br /&gt;
You get to recruit ghosts and ghouls here, your allies of the last level. Money should be no problem. Don't overdo the ghosts - get 4-5 for scouting and killing the enemy's bats, and to pick off stragglers. Your main army has to be ghouls, as the enemy will recruit a lot of dark adepts and they can kill a ghost in one turn, so your ghosts will have to stay away from the main fight. Draw them into the swamp and then crush them with a wave of ghouls, backed by Delfador's leadership.&lt;br /&gt;
&lt;br /&gt;
===Wasteland===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Tish Golub&lt;br /&gt;
&lt;br /&gt;
Straightforward scenario, albeit the enemy can recruit L2 units and you have only raw Elven recruits. The walk north to the Elven castle is simple. Most of the fighting takes place in the woods that you can see to your west, so elven archers are good here; also grab at least one scout to steal all your ally's villages, otherwise she will keep recruiting L2 units and stealing your XP.&lt;br /&gt;
&lt;br /&gt;
===Terror at the Ford of Parthyn===&lt;br /&gt;
&lt;br /&gt;
Objectives: defeat both the orc and undead leaders.&lt;br /&gt;
&lt;br /&gt;
''TODO''&lt;br /&gt;
&lt;br /&gt;
===The Return of Trouble===&lt;br /&gt;
&lt;br /&gt;
Objectives: defeat all enemy leaders.&lt;br /&gt;
&lt;br /&gt;
This level has a no-breathing-room start - the east enemy is almost on top of you and has as much gold as you (at Great Mage). The mountains and starting camp are poor terrain for you as that terrain is better for orcs; cross your forces into the woods opposite where you have advantages in defence and movement.&lt;br /&gt;
&lt;br /&gt;
Although you can recruit &amp;quot;raw&amp;quot; L2 units here, don't feel you need to recruit too many of them; the large number of enemy L2s attacking mean that it's hard to keep units in the fton line alive, and so recruiting good numbers of units matters here. Recruiting a few druids and captains and recruiting L1 units for the bulk of the army works well. &lt;br /&gt;
&lt;br /&gt;
The ally spends his forces quickly and his leader will die early, but you aren't required to keep him alive, so don't worry about him; when he dies it is even an advantage as it stops encouraging the orcs to go through the woods south of your position.&lt;br /&gt;
&lt;br /&gt;
At lower skills, aim to knock out the east enemy early. His right flank is open but rests on the mountains, which is bad terrain for you - if you try to go around that way he can easily shift forces to meet you. Instead you can approach close to his keep through the woods; this, his left flank, usually isn't open but the AI isn't smart about keeping a proper line here. At Great Mage, you may not have the forces to spare to take him out (if you can even make an opening - he has plenty of units); instead slow him with a shaman when he pops out of his keep to attack and block him from getting back to recruit.&lt;br /&gt;
&lt;br /&gt;
You should aim to maintain a line along the north part of the woods; the main line is down the west side of the woods for a few tiles and this is where Kalenz should be; and a line back east inside the wood for your left flank, to catch enemy units coming at you through the woods. Hold out in the woods for 2 days and the storm will eventually subside; you will probably have heavy losses but your survivors should all be L3 or close to it by the end. You can then seize villages and take out the enemy commanders.&lt;br /&gt;
&lt;br /&gt;
== Old Version ==&lt;br /&gt;
&lt;br /&gt;
Before its inclusion as a mainline campaign, Delfador's Memoirs was distributed as a separate add-on. &lt;br /&gt;
&lt;br /&gt;
This could probably all be removed now.&lt;br /&gt;
&lt;br /&gt;
=== Installation notes ===&lt;br /&gt;
&lt;br /&gt;
Delfador's Memoirs is distributed as a tarball (.tar.gz), containing all sources for the campaign.&lt;br /&gt;
The tarball is built with automake.  To install, unpack it, change into the directory delfadors-memoirs-(version) and&lt;br /&gt;
run (as root) &amp;quot;./configure &amp;amp;&amp;amp; make &amp;amp;&amp;amp; make install&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If you can't install DM this way, then you may install download and install it from the campaign server (you will need&lt;br /&gt;
wesnoth 0.8.5 or a current CVS version to do this).&lt;br /&gt;
&lt;br /&gt;
=== Download ===&lt;br /&gt;
&lt;br /&gt;
Version 0.1: (3 playable scenarios) requires wesnoth = 0.7.7&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/memoirs-0.1.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.2: (7 playable scenarios) requires wesnoth = 0.7.9&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.2.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.2.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.3: (9 playable scenarios) requires wesnoth &amp;gt;= 0.7.11 (=0.7.11 for the tarball)&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.3.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.3.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.4: (10 playable scenarios) requires wesnoth &amp;gt;= 0.7.11, &amp;lt;= 0.8.3&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.4.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.4.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.5: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.4, &amp;lt;= 0.8.7&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.5.1: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.4, &amp;lt;= 0.8.7&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.1.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.5.2: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.9&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.2.tar.gz&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Mainline Campaigns]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns]]&lt;/div&gt;</summary>
		<author><name>Cph</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=DelfadorsMemoirs&amp;diff=36163</id>
		<title>DelfadorsMemoirs</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=DelfadorsMemoirs&amp;diff=36163"/>
		<updated>2010-04-18T21:13:33Z</updated>

		<summary type="html">&lt;p&gt;Cph: /* Walkthrough */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Story==&lt;br /&gt;
&lt;br /&gt;
This campaign follows the adventures of Delfador, beginning from him leaving home as a newly qualified journeyman mage,&lt;br /&gt;
and leading up to him helping to bring peace to Wesnoth.  It is set a couple of generations earlier than &amp;quot;Heir to the&lt;br /&gt;
Throne&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
&lt;br /&gt;
Original developer: email to Josh Parsons, jp30 AT st-and.ac.uk.&lt;br /&gt;
Thread is at http://www.wesnoth.org/forum/viewtopic.php?t=1293.&lt;br /&gt;
&lt;br /&gt;
More recently, the campaign has been picked up and improved by 'tapik' - see [[CampaignDelfadorsMemoirs]].&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
&lt;br /&gt;
You should be familiar with the basics in [[WesnothManual]] -- this is a walkthrough, not an exposition of basic game mechanics.&lt;br /&gt;
&lt;br /&gt;
Each scenario has an individual forum thread where you can provide feedback to the authors.  You can find these [http://www.wesnoth.org/forum/viewtopic.php?f=22&amp;amp;t=25554 here]. Feedback is useful as it helps the developers improve the campaign in future versions; and the posts by other players may contain advice or pointers beyond those in this walkthrough.&lt;br /&gt;
&lt;br /&gt;
So far, this is just one player's comments, so feel free to refine the suggestions or add alternatives (otherwise it is just a &amp;quot;how I completed DM&amp;quot; guide).&lt;br /&gt;
&lt;br /&gt;
===Overture===&lt;br /&gt;
&lt;br /&gt;
Just an introduction - sit back and enjoy the show.&lt;br /&gt;
&lt;br /&gt;
===This Valley Belongs to Me===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Grogor-Tuk, the enemy leader.&lt;br /&gt;
&lt;br /&gt;
This one is tricky (at least at Great Mage - hard).The enemy has a lot of gold and sends a steady stream of units your way for the first day. In the south/centre is the easy bit - defend the river. Use your mage of light here to back up a few horsemen/spearmen to fend off the attackers; in the water or on sand they are at a disadvantage and can't concentrate attacks easily from the bad terrain.&lt;br /&gt;
&lt;br /&gt;
The tricky bit is to the north - wolf riders cross the river to the north and come down through the woods. Some spearmen and mages in the woods works here, and there's a village in the woods to the north to anchor your defence on. Wolf riders don't benefit as much as your units do on the wooded tiles. Aim to give plenty of XP to at least one mage, so you can level him up here or early at the next level.&lt;br /&gt;
&lt;br /&gt;
===The Road to Weldyn===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Urthaka-Tan, the enemy leader.&lt;br /&gt;
&lt;br /&gt;
You want quite a few horsemen here; it's a good opportunity to get lots of horsemen on your recall list (they are cheaper to recall then recruit later on). There are enough villages to fund recruiting or recalling 9 units and still have positive income throughout. At Great Mage you want at least half of your units to be horsemen: the enemy will have lots of archers who are easy prey in these open fields. You start with an archer and gain the ability to recruit more here, but you won't need more than two - the enemy uses a lot of troll whelps, so you are better off recalling or recruiting mages, plus a couple of spearmen to play defence in the first night.&lt;br /&gt;
&lt;br /&gt;
This level is dead easy to win because the enemy has a small keep, so his forces arrive spread out and not supporting each other. Use the day/night cycle; at night just fall back and, particularly on the first night, use the line of woods and castle tiles just west of your start. Your horsemen can go and take villages and make it back to fight at dawn on day 2. In the day, crush them with the horsemen and mages. You want to level up mages and horsemen.&lt;br /&gt;
&lt;br /&gt;
I exited as early as I could manage, but the early finish bonus is only 15/turn and I was getting 14/turn anyway, so perhaps it would be better to milk the level for XP instead.&lt;br /&gt;
&lt;br /&gt;
===Leollyn===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Hagha-Tan, and keep Leollyn alive.&lt;br /&gt;
&lt;br /&gt;
You can ignore the ally in my experience; the enemy send a few units down that way, but the L3 mage and his L2 mage recruits are well able to handle them.&lt;br /&gt;
&lt;br /&gt;
You want to recall at least one and preferably two white mages (there will be lots of assassins), and a horseman near leveling up. The rest of your recruit should be a mix of bowmen and spearmen, including one or two level 2 ones. March up to the ford to the north-west and build a defensive position for the night; keep the front line together with as few units as you can, as most will end up poisoned each turn; cycle them out and replace with others. Once day breaks, hopefully you have enough decent units left to mop up the enemy's first wave; your horseman is ideal to pick off any strong enemy units standing in the water.&lt;br /&gt;
&lt;br /&gt;
Hopefully you can push over the river by afternoon on the second day. You can lure out the enemy leader and then run him down with your knight and Delfador.&lt;br /&gt;
&lt;br /&gt;
===Swamp of Illuven===&lt;br /&gt;
&lt;br /&gt;
Objectives: Delfador must reach signpost in north-east before time runs out.&lt;br /&gt;
&lt;br /&gt;
The protection charge is always 80% of your gold, and gets rid of the north-west enemy (the one not in the way of getting to the signpost). The other enemy player (the one blocking the signpost) gets a small gold bonus. So, you are losing 80% of your gold to get rid of 40% of the enemy gold - hence I think that you are better off not paying ''in general''. At Easy it is even worse, as only get rid of about 25% of the enemy gold.&lt;br /&gt;
&lt;br /&gt;
And there is a gold bonus available if you don't pay and do defeat the NW enemy. It is not noted in the &amp;quot;Objectives&amp;quot; - instead a treasure chest is shown on the map. Remember to take it.&lt;br /&gt;
&lt;br /&gt;
If you don't pay the charge, you get to recruit a big army, get more XP, and finish quicker. You should be able to hold the central island while pushing a force from there to take out the NW leader. I suggest a couple of horsemen, 2 white mages, recall a couple of level 2s, a couple of level 1 mages (which are pretty good against footpads and poachers as they ignore their high defense ratings), and the rest spearmen as fodder to form your defensive line. It is vital to use Lionel's level-3 leadership to help your level-1 units fight better.&lt;br /&gt;
&lt;br /&gt;
You could include a heavy-infantry in your recruit - not great for this level, but it would be useful to give one some XP so it can level up during the next level. What you ''need'' is two white mages by the time you finish this level, and one or two other mages at L2 or nearly there will help also.&lt;br /&gt;
&lt;br /&gt;
====Paying the charge====&lt;br /&gt;
&lt;br /&gt;
The level is playable paying the charge if you are coming in with ~250 gold or more (mainly because, although the AI has a big lead in gold, you have halved the recruit rate for the AIs and ensured that they are all on the far side of the level; the AI's forces don't concentrate so well and your small force can evade them at night). You may prefer this route if you prefer a small scouting battle rather than a big army battle.&lt;br /&gt;
&lt;br /&gt;
I recruited as much as I could (which was only 2 raw spearmen and a horseman recall, to go with Lionel to hold the centre island) and marched Delfador to the vacated NW keep, taking villages on the way. Once there I had accumulated enough gold to recall a few more units and so could bring a second force into play.&lt;br /&gt;
&lt;br /&gt;
===Night in the Swamp===&lt;br /&gt;
&lt;br /&gt;
Objective: survive 12 turns&lt;br /&gt;
&lt;br /&gt;
Grab some Heavy infantry and mages. You can put a generator out of action by landing any level 2 or better mage on it; the level will end when there are no skeletons left. &lt;br /&gt;
&lt;br /&gt;
At easy, it appears that there is only one generator - you can storm it and get an early exit bonus. Or you can milk it for XP if you like - it is a good chance to get XP for mages.&lt;br /&gt;
&lt;br /&gt;
At hard, an early exit looks unlikely as one generator is some way off in hostile terrain. If it doesn't look practical to storm them, then don't bother and just milk for XP; an early exit by only 1 or 2 turns doesn't gain you much since the bonus is small and you will have had negative cashflow for ~10 turns, so probably won't be above the 100 start gold for the next level anyway.&lt;br /&gt;
&lt;br /&gt;
===Ur-Thorodor===&lt;br /&gt;
&lt;br /&gt;
Objectives: get Delfador into the wose castle. No early exit bonus.&lt;br /&gt;
&lt;br /&gt;
The main hazard here is the gryphons - they will attack as you cross the water. Be careful with Lionel and Delfador; you may need to use fodder to lure the gryphons and then blast them. Recall a red mage, a good damage sink (a knight will do), a healer, and perhaps another mage and a fodder unit. Cross straight away, and don't get bogged down on the other side - blast a hole with your mages and get Delfador into the castle asap. You are not likely to win a long fight. Remember that Lionel's leadership helps mages too.&lt;br /&gt;
&lt;br /&gt;
===Houses of the Dead===&lt;br /&gt;
&lt;br /&gt;
Objective: find the Staff and get Delfador to the north signpost within 64 turns.&lt;br /&gt;
&lt;br /&gt;
Explore to your north-west first - there is one village in that direction. To your north is an impassable barrier behind those mountains, so next turn back and work around the level anti-clockwise. The ghosts act as allies, but usually throw their, uh, existences away against the skeletons quite quickly; at least they distract the skeletons while you take villages.&lt;br /&gt;
&lt;br /&gt;
''NOTE: spoilers here''. (Okay, so the whole walkthrough is somewhat spoilerish, but generally it doesn't give away anything that detracts from the experience of playing. On this occasion, you might think it spoils the level to see the following.) Once you get around to Sythan's village, as noted by one of the other ghosts there is a secret passage in one of the little paths up into the mountains to the north. This takes you to the chamber with the Staff, where you can hole up in a village and fight off the skeletons. This route is probably easier than the direct approach, as there is an ambush when you take either village to the east of the castle, and the enemy leader packs a powerful melee attack.&lt;br /&gt;
&lt;br /&gt;
Don't exit until turn 64, as there is no early exit bonus but you should have a good income. Waiting gives you more gold for the next scenario (1.8.0).&lt;br /&gt;
&lt;br /&gt;
If you can, keep any allies with XP alive - they will join your army free in the next level. But it's hard to do so don't worry if you fail.&lt;br /&gt;
&lt;br /&gt;
===The Gate Between Worlds===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Iliah-Malal&lt;br /&gt;
&lt;br /&gt;
You get to recruit ghosts and ghouls here, your allies of the last level. Money should be no problem. Don't overdo the ghosts - get 4-5 for scouting and killing the enemy's bats, and to pick off stragglers. Your main army has to be ghouls, as the enemy will recruit a lot of dark adepts and they can kill a ghost in one turn, so your ghosts will have to stay away from the main fight. Draw them into the swamp and then crush them with a wave of ghouls, backed by Delfador's leadership.&lt;br /&gt;
&lt;br /&gt;
===Wasteland===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Tish Golub&lt;br /&gt;
&lt;br /&gt;
Straightforward scenario, albeit the enemy can recruit L2 units and you have only raw Elven recruits. The walk north to the Elven castle is simple. Most of the fighting takes place in the woods that you can see to your west, so elven archers are good here; also grab at least one scout to steal all your ally's villages, otherwise she will keep recruiting L2 units and stealing your XP.&lt;br /&gt;
&lt;br /&gt;
== Old Version ==&lt;br /&gt;
&lt;br /&gt;
Before its inclusion as a mainline campaign, Delfador's Memoirs was distributed as a separate add-on. &lt;br /&gt;
&lt;br /&gt;
This could probably all be removed now.&lt;br /&gt;
&lt;br /&gt;
=== Installation notes ===&lt;br /&gt;
&lt;br /&gt;
Delfador's Memoirs is distributed as a tarball (.tar.gz), containing all sources for the campaign.&lt;br /&gt;
The tarball is built with automake.  To install, unpack it, change into the directory delfadors-memoirs-(version) and&lt;br /&gt;
run (as root) &amp;quot;./configure &amp;amp;&amp;amp; make &amp;amp;&amp;amp; make install&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If you can't install DM this way, then you may install download and install it from the campaign server (you will need&lt;br /&gt;
wesnoth 0.8.5 or a current CVS version to do this).&lt;br /&gt;
&lt;br /&gt;
=== Download ===&lt;br /&gt;
&lt;br /&gt;
Version 0.1: (3 playable scenarios) requires wesnoth = 0.7.7&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/memoirs-0.1.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.2: (7 playable scenarios) requires wesnoth = 0.7.9&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.2.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.2.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.3: (9 playable scenarios) requires wesnoth &amp;gt;= 0.7.11 (=0.7.11 for the tarball)&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.3.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.3.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.4: (10 playable scenarios) requires wesnoth &amp;gt;= 0.7.11, &amp;lt;= 0.8.3&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.4.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.4.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.5: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.4, &amp;lt;= 0.8.7&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.5.1: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.4, &amp;lt;= 0.8.7&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.1.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.5.2: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.9&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.2.tar.gz&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Mainline Campaigns]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns]]&lt;/div&gt;</summary>
		<author><name>Cph</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=DelfadorsMemoirs&amp;diff=36156</id>
		<title>DelfadorsMemoirs</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=DelfadorsMemoirs&amp;diff=36156"/>
		<updated>2010-04-18T19:47:00Z</updated>

		<summary type="html">&lt;p&gt;Cph: Wasteland&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Story==&lt;br /&gt;
&lt;br /&gt;
This campaign follows the adventures of Delfador, beginning from him leaving home as a newly qualified journeyman mage,&lt;br /&gt;
and leading up to him helping to bring peace to Wesnoth.  It is set a couple of generations earlier than &amp;quot;Heir to the&lt;br /&gt;
Throne&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
&lt;br /&gt;
Original developer: email to Josh Parsons, jp30 AT st-and.ac.uk.&lt;br /&gt;
Thread is at http://www.wesnoth.org/forum/viewtopic.php?t=1293.&lt;br /&gt;
&lt;br /&gt;
More recently, the campaign has been picked up and improved by 'tapik' - see [[CampaignDelfadorsMemoirs]].&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
&lt;br /&gt;
You should be familiar with the basics in [[WesnothManual]] -- this is a walkthrough, not an exposition of basic game mechanics.&lt;br /&gt;
&lt;br /&gt;
Each scenario has an individual forum thread where you can provide feedback to the authors.  You can find these [http://www.wesnoth.org/forum/viewtopic.php?f=22&amp;amp;t=25554 here]. Feedback is useful as it helps the developers improve the campaign in future versions; and the posts by other players may contain advice or pointers beyond those in this walkthrough.&lt;br /&gt;
&lt;br /&gt;
So far, this is just one player's comments, so feel free to refine the suggestions or add alternatives (otherwise it is just a &amp;quot;how I completed DM&amp;quot; guide).&lt;br /&gt;
&lt;br /&gt;
===Overture===&lt;br /&gt;
&lt;br /&gt;
Just an introduction - sit back and enjoy the show.&lt;br /&gt;
&lt;br /&gt;
===This Valley Belongs to Me===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Grogor-Tuk, the enemy leader.&lt;br /&gt;
&lt;br /&gt;
This one is tricky (at least at Great Mage - hard).The enemy has a lot of gold and sends a steady stream of units your way for the first day. In the south/centre is the easy bit - defend the river. Use your mage of light here to back up a few horsemen/spearmen to fend off the attackers; in the water or on sand they are at a disadvantage and can't concentrate attacks easily from the bad terrain.&lt;br /&gt;
&lt;br /&gt;
The tricky bit is to the north - wolf riders cross the river to the north and come down through the woods. Some spearmen and mages in the woods works here, and there's a village in the woods to the north to anchor your defence on. Wolf riders don't benefit as much as your units do on the wooded tiles. Aim to give plenty of XP to at least one mage, so you can level him up here or early at the next level.&lt;br /&gt;
&lt;br /&gt;
===The Road to Weldyn===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Urthaka-Tan, the enemy leader.&lt;br /&gt;
&lt;br /&gt;
You want quite a few horsemen here; it's a good opportunity to get lots of horsemen on your recall list (they are cheaper to recall then recruit later on). There are enough villages to fund recruiting or recalling 9 units and still have positive income throughout. At Great Mage you want at least half of your units to be horsemen: the enemy will have lots of archers who are easy prey in these open fields. You start with an archer and gain the ability to recruit more here, but you won't need more than two - the enemy uses a lot of troll whelps, so you are better off recalling or recruiting mages, plus a couple of spearmen to play defence in the first night.&lt;br /&gt;
&lt;br /&gt;
This level is dead easy to win because the enemy has a small keep, so his forces arrive spread out and not supporting each other. Use the day/night cycle; at night just fall back and, particularly on the first night, use the line of woods and castle tiles just west of your start. Your horsemen can go and take villages and make it back to fight at dawn on day 2. In the day, crush them with the horsemen and mages. You want to level up mages and horsemen.&lt;br /&gt;
&lt;br /&gt;
I exited as early as I could manage, but the early finish bonus is only 15/turn and I was getting 14/turn anyway, so perhaps it would be better to milk the level for XP instead.&lt;br /&gt;
&lt;br /&gt;
===Leollyn===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Hagha-Tan, and keep Leollyn alive.&lt;br /&gt;
&lt;br /&gt;
You can ignore the ally in my experience; the enemy send a few units down that way, but the L3 mage and his L2 mage recruits are well able to handle them.&lt;br /&gt;
&lt;br /&gt;
You want to recruit at least one and preferably two white mages (there will be lots of assassins), and a horseman near leveling up. The rest of your recruit should be a mix of bowmen and spearmen, including one or two level 2 ones. March up to the ford to the north-west and build a defensive position for the night; keep the front line together with as few units as you can, as most will end up poisoned each turn; cycle them out and replace with others. Once day breaks, hopefully you have enough decent units left to mop up the enemy's first wave; your horseman is ideal to pick off any strong enemy units standing in the water.&lt;br /&gt;
&lt;br /&gt;
Hopefully you can push over the river by afternoon on the second day. You can lure out the enemy leader and then run him down with your knight and Delfador.&lt;br /&gt;
&lt;br /&gt;
===Swamp of Illuven===&lt;br /&gt;
&lt;br /&gt;
Objectives: Delfador must reach signpost in north-east before time runs out.&lt;br /&gt;
&lt;br /&gt;
The protection charge is always 80% of your gold, and gets rid of the north-west enemy (the one not in the way of getting to the signpost). The other enemy player (the one blocking the signpost) gets a small gold bonus. So, you are losing 80% of your gold to get rid of 40% of the enemy gold - hence I think that you are better off not paying ''in general''. At Easy it is even worse, as only get rid of about 25% of the enemy gold.&lt;br /&gt;
&lt;br /&gt;
And there is a gold bonus available if you don't pay and do defeat the NW enemy. It is not noted in the &amp;quot;Objectives&amp;quot; - instead a treasure chest is shown on the map. Remember to take it.&lt;br /&gt;
&lt;br /&gt;
If you don't pay the charge, you get to recruit a big army, get more XP, and finish quicker. You should be able to hold the central island while pushing a force from there to take out the NW leader. I suggest a couple of horsemen, 2 white mages, recall a couple of level 2s, a couple of level 1 mages (which are pretty good against footpads and poachers as they ignore their high defense ratings), and the rest spearmen as fodder to form your defensive line. It is vital to use Lionel's level-3 leadership to help your level-1 units fight better.&lt;br /&gt;
&lt;br /&gt;
You could include a heavy-infantry in your recruit - not great for this level, but it would be useful to give one some XP so it can level up during the next level. What you ''need'' is two white mages by the time you finish this level, and one or two other mages at L2 or nearly there will help also.&lt;br /&gt;
&lt;br /&gt;
====Paying the charge====&lt;br /&gt;
&lt;br /&gt;
The level is playable paying the charge if you are coming in with ~250 gold or more (mainly because, although the AI has a big lead in gold, you have halved the recruit rate for the AIs and ensured that they are all on the far side of the level; the AI's forces don't concentrate so well and your small force can evade them at night). You may prefer this route if you prefer a small scouting battle rather than a big army battle.&lt;br /&gt;
&lt;br /&gt;
I recruited as much as I could (which was only 2 raw spearmen and a horseman recall, to go with Lionel to hold the centre island) and marched Delfador to the vacated NW keep, taking villages on the way. Once there I had accumulated enough gold to recall a few more units and so could bring a second force into play.&lt;br /&gt;
&lt;br /&gt;
===Night in the Swamp===&lt;br /&gt;
&lt;br /&gt;
Objective: survive 12 turns&lt;br /&gt;
&lt;br /&gt;
Grab some Heavy infantry and mages. You can put a generator out of action by landing any level 2 or better mage on it; the level will end when there are no skeletons left. &lt;br /&gt;
&lt;br /&gt;
At easy, it appears that there is only one generator - you can storm it and get an early exit bonus. Or you can milk it for XP if you like - it is a good chance to get XP for mages.&lt;br /&gt;
&lt;br /&gt;
At hard, an early exit looks unlikely as one generator is some way off in hostile terrain. If it doesn't look practical to storm them, then don't bother and just milk for XP; an early exit by only 1 or 2 turns doesn't gain you much since the bonus is small and you will have had negative cashflow for ~10 turns, so probably won't be above the 100 start gold for the next level anyway.&lt;br /&gt;
&lt;br /&gt;
===Ur-Thorodor===&lt;br /&gt;
&lt;br /&gt;
Objectives: get Delfador into the wose castle. No early exit bonus.&lt;br /&gt;
&lt;br /&gt;
The main hazard here is the gryphons - they will attack as you cross the water. Be careful with Lionel and Delfador; you may need to use fodder to lure the gryphons and then blast them. Recall a red mage, a good damage sink (a knight will do), a healer, and perhaps another mage and a fodder unit. Cross straight away, and don't get bogged down on the other side - blast a hole with your mages and get Delfador into the castle asap. You are not likely to win a long fight. Remember that Lionel's leadership helps mages too.&lt;br /&gt;
&lt;br /&gt;
===Houses of the Dead===&lt;br /&gt;
&lt;br /&gt;
Objective: find the Staff and get Delfador to the north signpost within 64 turns.&lt;br /&gt;
&lt;br /&gt;
Explore to your north-west first - there is one village in that direction. To your north is an impassable barrier behind those mountains, so next turn back and work around the level anti-clockwise. The ghosts act as allies, but usually throw their, uh, existences away against the skeletons quite quickly; at least they distract the skeletons while you take villages.&lt;br /&gt;
&lt;br /&gt;
''NOTE: spoilers here''. (Okay, so the whole walkthrough is somewhat spoilerish, but generally it doesn't give away anything that detracts from the experience of playing. On this occasion, you might think it spoils the level to see the following.) Once you get around to Sythan's village, as noted by one of the other ghosts there is a secret passage in one of the little paths up into the mountains to the north. This takes you to the chamber with the Staff, where you can hole up in a village and fight off the skeletons. This route is probably easier than the direct approach, as there is an ambush when you take either village to the east of the castle, and the enemy leader packs a powerful melee attack.&lt;br /&gt;
&lt;br /&gt;
Don't exit until turn 64, as there is no early exit bonus but you should have a good income. Waiting gives you more gold for the next scenario (1.8.0).&lt;br /&gt;
&lt;br /&gt;
If you can, keep an allies with XP alive - they will join your army free in the next level. But it's hard to do so don't worry if you fail.&lt;br /&gt;
&lt;br /&gt;
===The Gate Between Worlds===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Iliah-Malal&lt;br /&gt;
&lt;br /&gt;
You get to recruit ghosts and ghouls here, your allies of the last level. Money should be no problem. Don't overdo the ghosts - get 4-5 for scouting and killing the enemy's bats, and to pick off stragglers. Your main army has to be ghouls, as the enemy will recruit a lot of dark adepts and they can kill a ghost in one turn, so your ghosts will have to stay away from the main fight. Draw them into the swamp and then crush them with a wave of ghouls, backed by Delfador's leadership.&lt;br /&gt;
&lt;br /&gt;
===Wasteland===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Tish Golub&lt;br /&gt;
&lt;br /&gt;
Straightforward scenario, albeit the enemy can recruit L2 units and you have only raw Elven recruits. The walk north to the Elven castle is simple. Most of the fighting takes place in the woods that you can see to your west, so elven archers are good here; also grab at least one scout to steal all your ally's villages, otherwise she will keep recruiting L2 units and stealing your XP.&lt;br /&gt;
&lt;br /&gt;
== Old Version ==&lt;br /&gt;
&lt;br /&gt;
Before its inclusion as a mainline campaign, Delfador's Memoirs was distributed as a separate add-on. &lt;br /&gt;
&lt;br /&gt;
This could probably all be removed now.&lt;br /&gt;
&lt;br /&gt;
=== Installation notes ===&lt;br /&gt;
&lt;br /&gt;
Delfador's Memoirs is distributed as a tarball (.tar.gz), containing all sources for the campaign.&lt;br /&gt;
The tarball is built with automake.  To install, unpack it, change into the directory delfadors-memoirs-(version) and&lt;br /&gt;
run (as root) &amp;quot;./configure &amp;amp;&amp;amp; make &amp;amp;&amp;amp; make install&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If you can't install DM this way, then you may install download and install it from the campaign server (you will need&lt;br /&gt;
wesnoth 0.8.5 or a current CVS version to do this).&lt;br /&gt;
&lt;br /&gt;
=== Download ===&lt;br /&gt;
&lt;br /&gt;
Version 0.1: (3 playable scenarios) requires wesnoth = 0.7.7&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/memoirs-0.1.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.2: (7 playable scenarios) requires wesnoth = 0.7.9&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.2.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.2.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.3: (9 playable scenarios) requires wesnoth &amp;gt;= 0.7.11 (=0.7.11 for the tarball)&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.3.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.3.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.4: (10 playable scenarios) requires wesnoth &amp;gt;= 0.7.11, &amp;lt;= 0.8.3&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.4.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.4.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.5: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.4, &amp;lt;= 0.8.7&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.5.1: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.4, &amp;lt;= 0.8.7&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.1.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.5.2: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.9&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.2.tar.gz&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Mainline Campaigns]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns]]&lt;/div&gt;</summary>
		<author><name>Cph</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=DelfadorsMemoirs&amp;diff=36154</id>
		<title>DelfadorsMemoirs</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=DelfadorsMemoirs&amp;diff=36154"/>
		<updated>2010-04-18T14:53:05Z</updated>

		<summary type="html">&lt;p&gt;Cph: 9, 10&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Story==&lt;br /&gt;
&lt;br /&gt;
This campaign follows the adventures of Delfador, beginning from him leaving home as a newly qualified journeyman mage,&lt;br /&gt;
and leading up to him helping to bring peace to Wesnoth.  It is set a couple of generations earlier than &amp;quot;Heir to the&lt;br /&gt;
Throne&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
&lt;br /&gt;
Original developer: email to Josh Parsons, jp30 AT st-and.ac.uk.&lt;br /&gt;
Thread is at http://www.wesnoth.org/forum/viewtopic.php?t=1293.&lt;br /&gt;
&lt;br /&gt;
More recently, the campaign has been picked up and improved by 'tapik' - see [[CampaignDelfadorsMemoirs]].&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
&lt;br /&gt;
You should be familiar with the basics in [[WesnothManual]] -- this is a walkthrough, not an exposition of basic game mechanics.&lt;br /&gt;
&lt;br /&gt;
Each scenario has an individual forum thread where you can provide feedback to the authors.  You can find these [http://www.wesnoth.org/forum/viewtopic.php?f=22&amp;amp;t=25554 here]. Feedback is useful as it helps the developers improve the campaign in future versions; and the posts by other players may contain advice or pointers beyond those in this walkthrough.&lt;br /&gt;
&lt;br /&gt;
So far, this is just one player's comments, so feel free to refine the suggestions or add alternatives (otherwise it is just a &amp;quot;how I completed DM&amp;quot; guide).&lt;br /&gt;
&lt;br /&gt;
===Overture===&lt;br /&gt;
&lt;br /&gt;
Just an introduction - sit back and enjoy the show.&lt;br /&gt;
&lt;br /&gt;
===This Valley Belongs to Me===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Grogor-Tuk, the enemy leader.&lt;br /&gt;
&lt;br /&gt;
This one is tricky (at least at Great Mage - hard).The enemy has a lot of gold and sends a steady stream of units your way for the first day. In the south/centre is the easy bit - defend the river. Use your mage of light here to back up a few horsemen/spearmen to fend off the attackers; in the water or on sand they are at a disadvantage and can't concentrate attacks easily from the bad terrain.&lt;br /&gt;
&lt;br /&gt;
The tricky bit is to the north - wolf riders cross the river to the north and come down through the woods. Some spearmen and mages in the woods works here, and there's a village in the woods to the north to anchor your defence on. Wolf riders don't benefit as much as your units do on the wooded tiles. Aim to give plenty of XP to at least one mage, so you can level him up here or early at the next level.&lt;br /&gt;
&lt;br /&gt;
===The Road to Weldyn===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Urthaka-Tan, the enemy leader.&lt;br /&gt;
&lt;br /&gt;
You want quite a few horsemen here; it's a good opportunity to get lots of horsemen on your recall list (they are cheaper to recall then recruit later on). There are enough villages to fund recruiting or recalling 9 units and still have positive income throughout. At Great Mage you want at least half of your units to be horsemen: the enemy will have lots of archers who are easy prey in these open fields. You start with an archer and gain the ability to recruit more here, but you won't need more than two - the enemy uses a lot of troll whelps, so you are better off recalling or recruiting mages, plus a couple of spearmen to play defence in the first night.&lt;br /&gt;
&lt;br /&gt;
This level is dead easy to win because the enemy has a small keep, so his forces arrive spread out and not supporting each other. Use the day/night cycle; at night just fall back and, particularly on the first night, use the line of woods and castle tiles just west of your start. Your horsemen can go and take villages and make it back to fight at dawn on day 2. In the day, crush them with the horsemen and mages. You want to level up mages and horsemen.&lt;br /&gt;
&lt;br /&gt;
I exited as early as I could manage, but the early finish bonus is only 15/turn and I was getting 14/turn anyway, so perhaps it would be better to milk the level for XP instead.&lt;br /&gt;
&lt;br /&gt;
===Leollyn===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Hagha-Tan, and keep Leollyn alive.&lt;br /&gt;
&lt;br /&gt;
You can ignore the ally in my experience; the enemy send a few units down that way, but the L3 mage and his L2 mage recruits are well able to handle them.&lt;br /&gt;
&lt;br /&gt;
You want to recruit at least one and preferably two white mages (there will be lots of assassins), and a horseman near leveling up. The rest of your recruit should be a mix of bowmen and spearmen, including one or two level 2 ones. March up to the ford to the north-west and build a defensive position for the night; keep the front line together with as few units as you can, as most will end up poisoned each turn; cycle them out and replace with others. Once day breaks, hopefully you have enough decent units left to mop up the enemy's first wave; your horseman is ideal to pick off any strong enemy units standing in the water.&lt;br /&gt;
&lt;br /&gt;
Hopefully you can push over the river by afternoon on the second day. You can lure out the enemy leader and then run him down with your knight and Delfador.&lt;br /&gt;
&lt;br /&gt;
===Swamp of Illuven===&lt;br /&gt;
&lt;br /&gt;
Objectives: Delfador must reach signpost in north-east before time runs out.&lt;br /&gt;
&lt;br /&gt;
The protection charge is always 80% of your gold, and gets rid of the north-west enemy (the one not in the way of getting to the signpost). The other enemy player (the one blocking the signpost) gets a small gold bonus. So, you are losing 80% of your gold to get rid of 40% of the enemy gold - hence I think that you are better off not paying ''in general''. At Easy it is even worse, as only get rid of about 25% of the enemy gold.&lt;br /&gt;
&lt;br /&gt;
And there is a gold bonus available if you don't pay and do defeat the NW enemy. It is not noted in the &amp;quot;Objectives&amp;quot; - instead a treasure chest is shown on the map. Remember to take it.&lt;br /&gt;
&lt;br /&gt;
If you don't pay the charge, you get to recruit a big army, get more XP, and finish quicker. You should be able to hold the central island while pushing a force from there to take out the NW leader. I suggest a couple of horsemen, 2 white mages, recall a couple of level 2s, a couple of level 1 mages (which are pretty good against footpads and poachers as they ignore their high defense ratings), and the rest spearmen as fodder to form your defensive line. It is vital to use Lionel's level-3 leadership to help your level-1 units fight better.&lt;br /&gt;
&lt;br /&gt;
You could include a heavy-infantry in your recruit - not great for this level, but it would be useful to give one some XP so it can level up during the next level. What you ''need'' is two white mages by the time you finish this level, and one or two other mages at L2 or nearly there will help also.&lt;br /&gt;
&lt;br /&gt;
====Paying the charge====&lt;br /&gt;
&lt;br /&gt;
The level is playable paying the charge if you are coming in with ~250 gold or more (mainly because, although the AI has a big lead in gold, you have halved the recruit rate for the AIs and ensured that they are all on the far side of the level; the AI's forces don't concentrate so well and your small force can evade them at night). You may prefer this route if you prefer a small scouting battle rather than a big army battle.&lt;br /&gt;
&lt;br /&gt;
I recruited as much as I could (which was only 2 raw spearmen and a horseman recall, to go with Lionel to hold the centre island) and marched Delfador to the vacated NW keep, taking villages on the way. Once there I had accumulated enough gold to recall a few more units and so could bring a second force into play.&lt;br /&gt;
&lt;br /&gt;
===Night in the Swamp===&lt;br /&gt;
&lt;br /&gt;
Objective: survive 12 turns&lt;br /&gt;
&lt;br /&gt;
Grab some Heavy infantry and mages. You can put a generator out of action by landing any level 2 or better mage on it; the level will end when there are no skeletons left. &lt;br /&gt;
&lt;br /&gt;
At easy, it appears that there is only one generator - you can storm it and get an early exit bonus. Or you can milk it for XP if you like - it is a good chance to get XP for mages.&lt;br /&gt;
&lt;br /&gt;
At hard, an early exit looks unlikely as one generator is some way off in hostile terrain. If it doesn't look practical to storm them, then don't bother and just milk for XP; an early exit by only 1 or 2 turns doesn't gain you much since the bonus is small and you will have had negative cashflow for ~10 turns, so probably won't be above the 100 start gold for the next level anyway.&lt;br /&gt;
&lt;br /&gt;
===Ur-Thorodor===&lt;br /&gt;
&lt;br /&gt;
Objectives: get Delfador into the wose castle. No early exit bonus.&lt;br /&gt;
&lt;br /&gt;
The main hazard here is the gryphons - they will attack as you cross the water. Be careful with Lionel and Delfador; you may need to use fodder to lure the gryphons and then blast them. Recall a red mage, a good damage sink (a knight will do), a healer, and perhaps another mage and a fodder unit. Cross straight away, and don't get bogged down on the other side - blast a hole with your mages and get Delfador into the castle asap. You are not likely to win a long fight. Remember that Lionel's leadership helps mages too.&lt;br /&gt;
&lt;br /&gt;
===Houses of the Dead===&lt;br /&gt;
&lt;br /&gt;
Objective: find the Staff and get Delfador to the north signpost within 64 turns.&lt;br /&gt;
&lt;br /&gt;
Explore to your north-west first - there is one village in that direction. To your north is an impassable barrier behind those mountains, so next turn back and work around the level anti-clockwise. The ghosts act as allies, but usually throw their, uh, existences away against the skeletons quite quickly; at least they distract the skeletons while you take villages.&lt;br /&gt;
&lt;br /&gt;
''NOTE: spoilers here''. (Okay, so the whole walkthrough is somewhat spoilerish, but generally it doesn't give away anything that detracts from the experience of playing. On this occasion, you might think it spoils the level to see the following.) Once you get around to Sythan's village, as noted by one of the other ghosts there is a secret passage in one of the little paths up into the mountains to the north. This takes you to the chamber with the Staff, where you can hole up in a village and fight off the skeletons. This route is probably easier than the direct approach, as there is an ambush when you take either village to the east of the castle, and the enemy leader packs a powerful melee attack.&lt;br /&gt;
&lt;br /&gt;
Don't exit until turn 64, as there is no early exit bonus but you should have a good income. Waiting gives you more gold for the next scenario (1.8.0).&lt;br /&gt;
&lt;br /&gt;
If you can, keep an allies with XP alive - they will join your army free in the next level. But it's hard to do so don't worry if you fail.&lt;br /&gt;
&lt;br /&gt;
===The Gate Between Worlds===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Iliah-Malal&lt;br /&gt;
&lt;br /&gt;
You get to recruit ghosts and ghouls here, your allies of the last level. Money should be no problem. Don't overdo the ghosts - get 4-5 for scouting and killing the enemy's bats, and to pick off stragglers. Your main army has to be ghouls, as the enemy will recruit a lot of dark adepts and they can kill a ghost in one turn, so your ghosts will have to stay away from the main fight. Draw them into the swamp and then crush them with a wave of ghouls, backed by Delfador's leadership.&lt;br /&gt;
&lt;br /&gt;
== Old Version ==&lt;br /&gt;
&lt;br /&gt;
Before its inclusion as a mainline campaign, Delfador's Memoirs was distributed as a separate add-on. &lt;br /&gt;
&lt;br /&gt;
This could probably all be removed now.&lt;br /&gt;
&lt;br /&gt;
=== Installation notes ===&lt;br /&gt;
&lt;br /&gt;
Delfador's Memoirs is distributed as a tarball (.tar.gz), containing all sources for the campaign.&lt;br /&gt;
The tarball is built with automake.  To install, unpack it, change into the directory delfadors-memoirs-(version) and&lt;br /&gt;
run (as root) &amp;quot;./configure &amp;amp;&amp;amp; make &amp;amp;&amp;amp; make install&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If you can't install DM this way, then you may install download and install it from the campaign server (you will need&lt;br /&gt;
wesnoth 0.8.5 or a current CVS version to do this).&lt;br /&gt;
&lt;br /&gt;
=== Download ===&lt;br /&gt;
&lt;br /&gt;
Version 0.1: (3 playable scenarios) requires wesnoth = 0.7.7&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/memoirs-0.1.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.2: (7 playable scenarios) requires wesnoth = 0.7.9&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.2.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.2.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.3: (9 playable scenarios) requires wesnoth &amp;gt;= 0.7.11 (=0.7.11 for the tarball)&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.3.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.3.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.4: (10 playable scenarios) requires wesnoth &amp;gt;= 0.7.11, &amp;lt;= 0.8.3&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.4.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.4.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.5: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.4, &amp;lt;= 0.8.7&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.5.1: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.4, &amp;lt;= 0.8.7&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.1.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.5.2: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.9&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.2.tar.gz&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Mainline Campaigns]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns]]&lt;/div&gt;</summary>
		<author><name>Cph</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=DelfadorsMemoirs&amp;diff=36148</id>
		<title>DelfadorsMemoirs</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=DelfadorsMemoirs&amp;diff=36148"/>
		<updated>2010-04-17T23:42:47Z</updated>

		<summary type="html">&lt;p&gt;Cph: /* Ur-Thorodor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Story==&lt;br /&gt;
&lt;br /&gt;
This campaign follows the adventures of Delfador, beginning from him leaving home as a newly qualified journeyman mage,&lt;br /&gt;
and leading up to him helping to bring peace to Wesnoth.  It is set a couple of generations earlier than &amp;quot;Heir to the&lt;br /&gt;
Throne&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
&lt;br /&gt;
Original developer: email to Josh Parsons, jp30 AT st-and.ac.uk.&lt;br /&gt;
Thread is at http://www.wesnoth.org/forum/viewtopic.php?t=1293.&lt;br /&gt;
&lt;br /&gt;
More recently, the campaign has been picked up and improved by 'tapik' - see [[CampaignDelfadorsMemoirs]].&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
&lt;br /&gt;
You should be familiar with the basics in [[WesnothManual]] -- this is a walkthrough, not an exposition of basic game mechanics.&lt;br /&gt;
&lt;br /&gt;
Each scenario has an individual forum thread where you can provide feedback to the authors.  You can find these [http://www.wesnoth.org/forum/viewtopic.php?f=22&amp;amp;t=25554 here]. Feedback is useful as it helps the developers improve the campaign in future versions; and the posts by other players may contain advice or pointers beyond those in this walkthrough.&lt;br /&gt;
&lt;br /&gt;
So far, this is just one player's comments, so feel free to refine the suggestions or add alternatives (otherwise it is just a &amp;quot;how I completed DM&amp;quot; guide).&lt;br /&gt;
&lt;br /&gt;
===Overture===&lt;br /&gt;
&lt;br /&gt;
Just an introduction - sit back and enjoy the show.&lt;br /&gt;
&lt;br /&gt;
===This Valley Belongs to Me===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Grogor-Tuk, the enemy leader.&lt;br /&gt;
&lt;br /&gt;
This one is tricky (at least at Great Mage - hard).The enemy has a lot of gold and sends a steady stream of units your way for the first day. In the south/centre is the easy bit - defend the river. Use your mage of light here to back up a few horsemen/spearmen to fend off the attackers; in the water or on sand they are at a disadvantage and can't concentrate attacks easily from the bad terrain.&lt;br /&gt;
&lt;br /&gt;
The tricky bit is to the north - wolf riders cross the river to the north and come down through the woods. Some spearmen and mages in the woods works here, and there's a village in the woods to the north to anchor your defence on. Wolf riders don't benefit as much as your units do on the wooded tiles. Aim to give plenty of XP to at least one mage, so you can level him up here or early at the next level.&lt;br /&gt;
&lt;br /&gt;
===The Road to Weldyn===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Urthaka-Tan, the enemy leader.&lt;br /&gt;
&lt;br /&gt;
You want quite a few horsemen here; it's a good opportunity to get lots of horsemen on your recall list (they are cheaper to recall then recruit later on). There are enough villages to fund recruiting or recalling 9 units and still have positive income throughout. At Great Mage you want at least half of your units to be horsemen: the enemy will have lots of archers who are easy prey in these open fields. You start with an archer and gain the ability to recruit more here, but you won't need more than two - the enemy uses a lot of troll whelps, so you are better off recalling or recruiting mages, plus a couple of spearmen to play defence in the first night.&lt;br /&gt;
&lt;br /&gt;
This level is dead easy to win because the enemy has a small keep, so his forces arrive spread out and not supporting each other. Use the day/night cycle; at night just fall back and, particularly on the first night, use the line of woods and castle tiles just west of your start. Your horsemen can go and take villages and make it back to fight at dawn on day 2. In the day, crush them with the horsemen and mages. You want to level up mages and horsemen.&lt;br /&gt;
&lt;br /&gt;
I exited as early as I could manage, but the early finish bonus is only 15/turn and I was getting 14/turn anyway, so perhaps it would be better to milk the level for XP instead.&lt;br /&gt;
&lt;br /&gt;
===Leollyn===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Hagha-Tan, and keep Leollyn alive.&lt;br /&gt;
&lt;br /&gt;
You can ignore the ally in my experience; the enemy send a few units down that way, but the L3 mage and his L2 mage recruits are well able to handle them.&lt;br /&gt;
&lt;br /&gt;
You want to recruit at least one and preferably two white mages (there will be lots of assassins), and a horseman near leveling up. The rest of your recruit should be a mix of bowmen and spearmen, including one or two level 2 ones. March up to the ford to the north-west and build a defensive position for the night; keep the front line together with as few units as you can, as most will end up poisoned each turn; cycle them out and replace with others. Once day breaks, hopefully you have enough decent units left to mop up the enemy's first wave; your horseman is ideal to pick off any strong enemy units standing in the water.&lt;br /&gt;
&lt;br /&gt;
Hopefully you can push over the river by afternoon on the second day. You can lure out the enemy leader and then run him down with your knight and Delfador.&lt;br /&gt;
&lt;br /&gt;
===Swamp of Illuven===&lt;br /&gt;
&lt;br /&gt;
Objectives: Delfador must reach signpost in north-east before time runs out.&lt;br /&gt;
&lt;br /&gt;
The protection charge is always 80% of your gold, and gets rid of the north-west enemy (the one not in the way of getting to the signpost). The other enemy player (the one blocking the signpost) gets a small gold bonus. So, you are losing 80% of your gold to get rid of 40% of the enemy gold - hence I think that you are better off not paying ''in general''. At Easy it is even worse, as only get rid of about 25% of the enemy gold.&lt;br /&gt;
&lt;br /&gt;
And there is a gold bonus available if you don't pay and do defeat the NW enemy. It is not noted in the &amp;quot;Objectives&amp;quot; - instead a treasure chest is shown on the map. Remember to take it.&lt;br /&gt;
&lt;br /&gt;
If you don't pay the charge, you get to recruit a big army, get more XP, and finish quicker. You should be able to hold the central island while pushing a force from there to take out the NW leader. I suggest a couple of horsemen, 2 white mages, recall a couple of level 2s, a couple of level 1 mages (which are pretty good against footpads and poachers as they ignore their high defense ratings), and the rest spearmen as fodder to form your defensive line. It is vital to use Lionel's level-3 leadership to help your level-1 units fight better.&lt;br /&gt;
&lt;br /&gt;
You could include a heavy-infantry in your recruit - not great for this level, but it would be useful to give one some XP so it can level up during the next level. What you ''need'' is two white mages by the time you finish this level, and one or two other mages at L2 or nearly there will help also.&lt;br /&gt;
&lt;br /&gt;
====Paying the charge====&lt;br /&gt;
&lt;br /&gt;
The level is playable paying the charge if you are coming in with ~250 gold or more (mainly because, although the AI has a big lead in gold, you have halved the recruit rate for the AIs and ensured that they are all on the far side of the level; the AI's forces don't concentrate so well and your small force can evade them at night). You may prefer this route if you prefer a small scouting battle rather than a big army battle.&lt;br /&gt;
&lt;br /&gt;
I recruited as much as I could (which was only 2 raw spearmen and a horseman recall, to go with Lionel to hold the centre island) and marched Delfador to the vacated NW keep, taking villages on the way. Once there I had accumulated enough gold to recall a few more units and so could bring a second force into play.&lt;br /&gt;
&lt;br /&gt;
===Night in the Swamp===&lt;br /&gt;
&lt;br /&gt;
Objective: survive 12 turns&lt;br /&gt;
&lt;br /&gt;
Grab some Heavy infantry and mages. You can put a generator out of action by landing any level 2 or better mage on it; the level will end when there are no skeletons left. &lt;br /&gt;
&lt;br /&gt;
At easy, it appears that there is only one generator - you can storm it and get an early exit bonus. Or you can milk it for XP if you like - it is a good chance to get XP for mages.&lt;br /&gt;
&lt;br /&gt;
At hard, an early exit looks unlikely as one generator is some way off in hostile terrain. If it doesn't look practical to storm them, then don't bother and just milk for XP; an early exit by only 1 or 2 turns doesn't gain you much since the bonus is small and you will have had negative cashflow for ~10 turns, so probably won't be above the 100 start gold for the next level anyway.&lt;br /&gt;
&lt;br /&gt;
===Ur-Thorodor===&lt;br /&gt;
&lt;br /&gt;
Objectives: get Delfador into the wose castle. No early exit bonus.&lt;br /&gt;
&lt;br /&gt;
The main hazard here is the gryphons - they will attack as you cross the water. Be careful with Lionel and Delfador; you may need to use fodder to lure the gryphons and then blast them. Recall a red mage, a good damage sink (a knight will do), a healer, and perhaps another mage and a fodder unit. Cross straight away, and don't get bogged down on the other side - blast a hole with your mages and get Delfador into the castle asap. You are not likely to win a long fight. Remember that Lionel's leadership helps mages too.&lt;br /&gt;
&lt;br /&gt;
== Old Version ==&lt;br /&gt;
&lt;br /&gt;
Before its inclusion as a mainline campaign, Delfador's Memoirs was distributed as a separate add-on. &lt;br /&gt;
&lt;br /&gt;
This could probably all be removed now.&lt;br /&gt;
&lt;br /&gt;
=== Installation notes ===&lt;br /&gt;
&lt;br /&gt;
Delfador's Memoirs is distributed as a tarball (.tar.gz), containing all sources for the campaign.&lt;br /&gt;
The tarball is built with automake.  To install, unpack it, change into the directory delfadors-memoirs-(version) and&lt;br /&gt;
run (as root) &amp;quot;./configure &amp;amp;&amp;amp; make &amp;amp;&amp;amp; make install&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If you can't install DM this way, then you may install download and install it from the campaign server (you will need&lt;br /&gt;
wesnoth 0.8.5 or a current CVS version to do this).&lt;br /&gt;
&lt;br /&gt;
=== Download ===&lt;br /&gt;
&lt;br /&gt;
Version 0.1: (3 playable scenarios) requires wesnoth = 0.7.7&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/memoirs-0.1.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.2: (7 playable scenarios) requires wesnoth = 0.7.9&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.2.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.2.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.3: (9 playable scenarios) requires wesnoth &amp;gt;= 0.7.11 (=0.7.11 for the tarball)&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.3.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.3.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.4: (10 playable scenarios) requires wesnoth &amp;gt;= 0.7.11, &amp;lt;= 0.8.3&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.4.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.4.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.5: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.4, &amp;lt;= 0.8.7&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.5.1: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.4, &amp;lt;= 0.8.7&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.1.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.5.2: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.9&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.2.tar.gz&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Mainline Campaigns]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns]]&lt;/div&gt;</summary>
		<author><name>Cph</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=DelfadorsMemoirs&amp;diff=36147</id>
		<title>DelfadorsMemoirs</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=DelfadorsMemoirs&amp;diff=36147"/>
		<updated>2010-04-17T23:37:39Z</updated>

		<summary type="html">&lt;p&gt;Cph: /* Night in the Swamp */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Story==&lt;br /&gt;
&lt;br /&gt;
This campaign follows the adventures of Delfador, beginning from him leaving home as a newly qualified journeyman mage,&lt;br /&gt;
and leading up to him helping to bring peace to Wesnoth.  It is set a couple of generations earlier than &amp;quot;Heir to the&lt;br /&gt;
Throne&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
&lt;br /&gt;
Original developer: email to Josh Parsons, jp30 AT st-and.ac.uk.&lt;br /&gt;
Thread is at http://www.wesnoth.org/forum/viewtopic.php?t=1293.&lt;br /&gt;
&lt;br /&gt;
More recently, the campaign has been picked up and improved by 'tapik' - see [[CampaignDelfadorsMemoirs]].&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
&lt;br /&gt;
You should be familiar with the basics in [[WesnothManual]] -- this is a walkthrough, not an exposition of basic game mechanics.&lt;br /&gt;
&lt;br /&gt;
Each scenario has an individual forum thread where you can provide feedback to the authors.  You can find these [http://www.wesnoth.org/forum/viewtopic.php?f=22&amp;amp;t=25554 here]. Feedback is useful as it helps the developers improve the campaign in future versions; and the posts by other players may contain advice or pointers beyond those in this walkthrough.&lt;br /&gt;
&lt;br /&gt;
So far, this is just one player's comments, so feel free to refine the suggestions or add alternatives (otherwise it is just a &amp;quot;how I completed DM&amp;quot; guide).&lt;br /&gt;
&lt;br /&gt;
===Overture===&lt;br /&gt;
&lt;br /&gt;
Just an introduction - sit back and enjoy the show.&lt;br /&gt;
&lt;br /&gt;
===This Valley Belongs to Me===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Grogor-Tuk, the enemy leader.&lt;br /&gt;
&lt;br /&gt;
This one is tricky (at least at Great Mage - hard).The enemy has a lot of gold and sends a steady stream of units your way for the first day. In the south/centre is the easy bit - defend the river. Use your mage of light here to back up a few horsemen/spearmen to fend off the attackers; in the water or on sand they are at a disadvantage and can't concentrate attacks easily from the bad terrain.&lt;br /&gt;
&lt;br /&gt;
The tricky bit is to the north - wolf riders cross the river to the north and come down through the woods. Some spearmen and mages in the woods works here, and there's a village in the woods to the north to anchor your defence on. Wolf riders don't benefit as much as your units do on the wooded tiles. Aim to give plenty of XP to at least one mage, so you can level him up here or early at the next level.&lt;br /&gt;
&lt;br /&gt;
===The Road to Weldyn===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Urthaka-Tan, the enemy leader.&lt;br /&gt;
&lt;br /&gt;
You want quite a few horsemen here; it's a good opportunity to get lots of horsemen on your recall list (they are cheaper to recall then recruit later on). There are enough villages to fund recruiting or recalling 9 units and still have positive income throughout. At Great Mage you want at least half of your units to be horsemen: the enemy will have lots of archers who are easy prey in these open fields. You start with an archer and gain the ability to recruit more here, but you won't need more than two - the enemy uses a lot of troll whelps, so you are better off recalling or recruiting mages, plus a couple of spearmen to play defence in the first night.&lt;br /&gt;
&lt;br /&gt;
This level is dead easy to win because the enemy has a small keep, so his forces arrive spread out and not supporting each other. Use the day/night cycle; at night just fall back and, particularly on the first night, use the line of woods and castle tiles just west of your start. Your horsemen can go and take villages and make it back to fight at dawn on day 2. In the day, crush them with the horsemen and mages. You want to level up mages and horsemen.&lt;br /&gt;
&lt;br /&gt;
I exited as early as I could manage, but the early finish bonus is only 15/turn and I was getting 14/turn anyway, so perhaps it would be better to milk the level for XP instead.&lt;br /&gt;
&lt;br /&gt;
===Leollyn===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Hagha-Tan, and keep Leollyn alive.&lt;br /&gt;
&lt;br /&gt;
You can ignore the ally in my experience; the enemy send a few units down that way, but the L3 mage and his L2 mage recruits are well able to handle them.&lt;br /&gt;
&lt;br /&gt;
You want to recruit at least one and preferably two white mages (there will be lots of assassins), and a horseman near leveling up. The rest of your recruit should be a mix of bowmen and spearmen, including one or two level 2 ones. March up to the ford to the north-west and build a defensive position for the night; keep the front line together with as few units as you can, as most will end up poisoned each turn; cycle them out and replace with others. Once day breaks, hopefully you have enough decent units left to mop up the enemy's first wave; your horseman is ideal to pick off any strong enemy units standing in the water.&lt;br /&gt;
&lt;br /&gt;
Hopefully you can push over the river by afternoon on the second day. You can lure out the enemy leader and then run him down with your knight and Delfador.&lt;br /&gt;
&lt;br /&gt;
===Swamp of Illuven===&lt;br /&gt;
&lt;br /&gt;
Objectives: Delfador must reach signpost in north-east before time runs out.&lt;br /&gt;
&lt;br /&gt;
The protection charge is always 80% of your gold, and gets rid of the north-west enemy (the one not in the way of getting to the signpost). The other enemy player (the one blocking the signpost) gets a small gold bonus. So, you are losing 80% of your gold to get rid of 40% of the enemy gold - hence I think that you are better off not paying ''in general''. At Easy it is even worse, as only get rid of about 25% of the enemy gold.&lt;br /&gt;
&lt;br /&gt;
And there is a gold bonus available if you don't pay and do defeat the NW enemy. It is not noted in the &amp;quot;Objectives&amp;quot; - instead a treasure chest is shown on the map. Remember to take it.&lt;br /&gt;
&lt;br /&gt;
If you don't pay the charge, you get to recruit a big army, get more XP, and finish quicker. You should be able to hold the central island while pushing a force from there to take out the NW leader. I suggest a couple of horsemen, 2 white mages, recall a couple of level 2s, a couple of level 1 mages (which are pretty good against footpads and poachers as they ignore their high defense ratings), and the rest spearmen as fodder to form your defensive line. It is vital to use Lionel's level-3 leadership to help your level-1 units fight better.&lt;br /&gt;
&lt;br /&gt;
You could include a heavy-infantry in your recruit - not great for this level, but it would be useful to give one some XP so it can level up during the next level. What you ''need'' is two white mages by the time you finish this level, and one or two other mages at L2 or nearly there will help also.&lt;br /&gt;
&lt;br /&gt;
====Paying the charge====&lt;br /&gt;
&lt;br /&gt;
The level is playable paying the charge if you are coming in with ~250 gold or more (mainly because, although the AI has a big lead in gold, you have halved the recruit rate for the AIs and ensured that they are all on the far side of the level; the AI's forces don't concentrate so well and your small force can evade them at night). You may prefer this route if you prefer a small scouting battle rather than a big army battle.&lt;br /&gt;
&lt;br /&gt;
I recruited as much as I could (which was only 2 raw spearmen and a horseman recall, to go with Lionel to hold the centre island) and marched Delfador to the vacated NW keep, taking villages on the way. Once there I had accumulated enough gold to recall a few more units and so could bring a second force into play.&lt;br /&gt;
&lt;br /&gt;
===Night in the Swamp===&lt;br /&gt;
&lt;br /&gt;
Objective: survive 12 turns&lt;br /&gt;
&lt;br /&gt;
Grab some Heavy infantry and mages. You can put a generator out of action by landing any level 2 or better mage on it; the level will end when there are no skeletons left. &lt;br /&gt;
&lt;br /&gt;
At easy, it appears that there is only one generator - you can storm it and get an early exit bonus. Or you can milk it for XP if you like - it is a good chance to get XP for mages.&lt;br /&gt;
&lt;br /&gt;
At hard, an early exit looks unlikely as one generator is some way off in hostile terrain. If it doesn't look practical to storm them, then don't bother and just milk for XP; an early exit by only 1 or 2 turns doesn't gain you much since the bonus is small and you will have had negative cashflow for ~10 turns, so probably won't be above the 100 start gold for the next level anyway.&lt;br /&gt;
&lt;br /&gt;
===Ur-Thorodor===&lt;br /&gt;
&lt;br /&gt;
== Old Version ==&lt;br /&gt;
&lt;br /&gt;
Before its inclusion as a mainline campaign, Delfador's Memoirs was distributed as a separate add-on. &lt;br /&gt;
&lt;br /&gt;
This could probably all be removed now.&lt;br /&gt;
&lt;br /&gt;
=== Installation notes ===&lt;br /&gt;
&lt;br /&gt;
Delfador's Memoirs is distributed as a tarball (.tar.gz), containing all sources for the campaign.&lt;br /&gt;
The tarball is built with automake.  To install, unpack it, change into the directory delfadors-memoirs-(version) and&lt;br /&gt;
run (as root) &amp;quot;./configure &amp;amp;&amp;amp; make &amp;amp;&amp;amp; make install&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If you can't install DM this way, then you may install download and install it from the campaign server (you will need&lt;br /&gt;
wesnoth 0.8.5 or a current CVS version to do this).&lt;br /&gt;
&lt;br /&gt;
=== Download ===&lt;br /&gt;
&lt;br /&gt;
Version 0.1: (3 playable scenarios) requires wesnoth = 0.7.7&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/memoirs-0.1.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.2: (7 playable scenarios) requires wesnoth = 0.7.9&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.2.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.2.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.3: (9 playable scenarios) requires wesnoth &amp;gt;= 0.7.11 (=0.7.11 for the tarball)&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.3.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.3.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.4: (10 playable scenarios) requires wesnoth &amp;gt;= 0.7.11, &amp;lt;= 0.8.3&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.4.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.4.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.5: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.4, &amp;lt;= 0.8.7&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.5.1: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.4, &amp;lt;= 0.8.7&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.1.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.5.2: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.9&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.2.tar.gz&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Mainline Campaigns]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns]]&lt;/div&gt;</summary>
		<author><name>Cph</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=DelfadorsMemoirs&amp;diff=36146</id>
		<title>DelfadorsMemoirs</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=DelfadorsMemoirs&amp;diff=36146"/>
		<updated>2010-04-17T23:29:16Z</updated>

		<summary type="html">&lt;p&gt;Cph: /* Swamp of Illuven */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Story==&lt;br /&gt;
&lt;br /&gt;
This campaign follows the adventures of Delfador, beginning from him leaving home as a newly qualified journeyman mage,&lt;br /&gt;
and leading up to him helping to bring peace to Wesnoth.  It is set a couple of generations earlier than &amp;quot;Heir to the&lt;br /&gt;
Throne&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
&lt;br /&gt;
Original developer: email to Josh Parsons, jp30 AT st-and.ac.uk.&lt;br /&gt;
Thread is at http://www.wesnoth.org/forum/viewtopic.php?t=1293.&lt;br /&gt;
&lt;br /&gt;
More recently, the campaign has been picked up and improved by 'tapik' - see [[CampaignDelfadorsMemoirs]].&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
&lt;br /&gt;
You should be familiar with the basics in [[WesnothManual]] -- this is a walkthrough, not an exposition of basic game mechanics.&lt;br /&gt;
&lt;br /&gt;
Each scenario has an individual forum thread where you can provide feedback to the authors.  You can find these [http://www.wesnoth.org/forum/viewtopic.php?f=22&amp;amp;t=25554 here]. Feedback is useful as it helps the developers improve the campaign in future versions; and the posts by other players may contain advice or pointers beyond those in this walkthrough.&lt;br /&gt;
&lt;br /&gt;
So far, this is just one player's comments, so feel free to refine the suggestions or add alternatives (otherwise it is just a &amp;quot;how I completed DM&amp;quot; guide).&lt;br /&gt;
&lt;br /&gt;
===Overture===&lt;br /&gt;
&lt;br /&gt;
Just an introduction - sit back and enjoy the show.&lt;br /&gt;
&lt;br /&gt;
===This Valley Belongs to Me===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Grogor-Tuk, the enemy leader.&lt;br /&gt;
&lt;br /&gt;
This one is tricky (at least at Great Mage - hard).The enemy has a lot of gold and sends a steady stream of units your way for the first day. In the south/centre is the easy bit - defend the river. Use your mage of light here to back up a few horsemen/spearmen to fend off the attackers; in the water or on sand they are at a disadvantage and can't concentrate attacks easily from the bad terrain.&lt;br /&gt;
&lt;br /&gt;
The tricky bit is to the north - wolf riders cross the river to the north and come down through the woods. Some spearmen and mages in the woods works here, and there's a village in the woods to the north to anchor your defence on. Wolf riders don't benefit as much as your units do on the wooded tiles. Aim to give plenty of XP to at least one mage, so you can level him up here or early at the next level.&lt;br /&gt;
&lt;br /&gt;
===The Road to Weldyn===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Urthaka-Tan, the enemy leader.&lt;br /&gt;
&lt;br /&gt;
You want quite a few horsemen here; it's a good opportunity to get lots of horsemen on your recall list (they are cheaper to recall then recruit later on). There are enough villages to fund recruiting or recalling 9 units and still have positive income throughout. At Great Mage you want at least half of your units to be horsemen: the enemy will have lots of archers who are easy prey in these open fields. You start with an archer and gain the ability to recruit more here, but you won't need more than two - the enemy uses a lot of troll whelps, so you are better off recalling or recruiting mages, plus a couple of spearmen to play defence in the first night.&lt;br /&gt;
&lt;br /&gt;
This level is dead easy to win because the enemy has a small keep, so his forces arrive spread out and not supporting each other. Use the day/night cycle; at night just fall back and, particularly on the first night, use the line of woods and castle tiles just west of your start. Your horsemen can go and take villages and make it back to fight at dawn on day 2. In the day, crush them with the horsemen and mages. You want to level up mages and horsemen.&lt;br /&gt;
&lt;br /&gt;
I exited as early as I could manage, but the early finish bonus is only 15/turn and I was getting 14/turn anyway, so perhaps it would be better to milk the level for XP instead.&lt;br /&gt;
&lt;br /&gt;
===Leollyn===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Hagha-Tan, and keep Leollyn alive.&lt;br /&gt;
&lt;br /&gt;
You can ignore the ally in my experience; the enemy send a few units down that way, but the L3 mage and his L2 mage recruits are well able to handle them.&lt;br /&gt;
&lt;br /&gt;
You want to recruit at least one and preferably two white mages (there will be lots of assassins), and a horseman near leveling up. The rest of your recruit should be a mix of bowmen and spearmen, including one or two level 2 ones. March up to the ford to the north-west and build a defensive position for the night; keep the front line together with as few units as you can, as most will end up poisoned each turn; cycle them out and replace with others. Once day breaks, hopefully you have enough decent units left to mop up the enemy's first wave; your horseman is ideal to pick off any strong enemy units standing in the water.&lt;br /&gt;
&lt;br /&gt;
Hopefully you can push over the river by afternoon on the second day. You can lure out the enemy leader and then run him down with your knight and Delfador.&lt;br /&gt;
&lt;br /&gt;
===Swamp of Illuven===&lt;br /&gt;
&lt;br /&gt;
Objectives: Delfador must reach signpost in north-east before time runs out.&lt;br /&gt;
&lt;br /&gt;
The protection charge is always 80% of your gold, and gets rid of the north-west enemy (the one not in the way of getting to the signpost). The other enemy player (the one blocking the signpost) gets a small gold bonus. So, you are losing 80% of your gold to get rid of 40% of the enemy gold - hence I think that you are better off not paying ''in general''. At Easy it is even worse, as only get rid of about 25% of the enemy gold.&lt;br /&gt;
&lt;br /&gt;
And there is a gold bonus available if you don't pay and do defeat the NW enemy. It is not noted in the &amp;quot;Objectives&amp;quot; - instead a treasure chest is shown on the map. Remember to take it.&lt;br /&gt;
&lt;br /&gt;
If you don't pay the charge, you get to recruit a big army, get more XP, and finish quicker. You should be able to hold the central island while pushing a force from there to take out the NW leader. I suggest a couple of horsemen, 2 white mages, recall a couple of level 2s, a couple of level 1 mages (which are pretty good against footpads and poachers as they ignore their high defense ratings), and the rest spearmen as fodder to form your defensive line. It is vital to use Lionel's level-3 leadership to help your level-1 units fight better.&lt;br /&gt;
&lt;br /&gt;
You could include a heavy-infantry in your recruit - not great for this level, but it would be useful to give one some XP so it can level up during the next level. What you ''need'' is two white mages by the time you finish this level, and one or two other mages at L2 or nearly there will help also.&lt;br /&gt;
&lt;br /&gt;
====Paying the charge====&lt;br /&gt;
&lt;br /&gt;
The level is playable paying the charge if you are coming in with ~250 gold or more (mainly because, although the AI has a big lead in gold, you have halved the recruit rate for the AIs and ensured that they are all on the far side of the level; the AI's forces don't concentrate so well and your small force can evade them at night). You may prefer this route if you prefer a small scouting battle rather than a big army battle.&lt;br /&gt;
&lt;br /&gt;
I recruited as much as I could (which was only 2 raw spearmen and a horseman recall, to go with Lionel to hold the centre island) and marched Delfador to the vacated NW keep, taking villages on the way. Once there I had accumulated enough gold to recall a few more units and so could bring a second force into play.&lt;br /&gt;
&lt;br /&gt;
===Night in the Swamp===&lt;br /&gt;
&lt;br /&gt;
===Ur-Thorodor===&lt;br /&gt;
&lt;br /&gt;
== Old Version ==&lt;br /&gt;
&lt;br /&gt;
Before its inclusion as a mainline campaign, Delfador's Memoirs was distributed as a separate add-on. &lt;br /&gt;
&lt;br /&gt;
This could probably all be removed now.&lt;br /&gt;
&lt;br /&gt;
=== Installation notes ===&lt;br /&gt;
&lt;br /&gt;
Delfador's Memoirs is distributed as a tarball (.tar.gz), containing all sources for the campaign.&lt;br /&gt;
The tarball is built with automake.  To install, unpack it, change into the directory delfadors-memoirs-(version) and&lt;br /&gt;
run (as root) &amp;quot;./configure &amp;amp;&amp;amp; make &amp;amp;&amp;amp; make install&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If you can't install DM this way, then you may install download and install it from the campaign server (you will need&lt;br /&gt;
wesnoth 0.8.5 or a current CVS version to do this).&lt;br /&gt;
&lt;br /&gt;
=== Download ===&lt;br /&gt;
&lt;br /&gt;
Version 0.1: (3 playable scenarios) requires wesnoth = 0.7.7&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/memoirs-0.1.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.2: (7 playable scenarios) requires wesnoth = 0.7.9&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.2.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.2.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.3: (9 playable scenarios) requires wesnoth &amp;gt;= 0.7.11 (=0.7.11 for the tarball)&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.3.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.3.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.4: (10 playable scenarios) requires wesnoth &amp;gt;= 0.7.11, &amp;lt;= 0.8.3&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.4.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.4.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.5: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.4, &amp;lt;= 0.8.7&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.5.1: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.4, &amp;lt;= 0.8.7&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.1.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.5.2: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.9&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.2.tar.gz&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Mainline Campaigns]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns]]&lt;/div&gt;</summary>
		<author><name>Cph</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=DelfadorsMemoirs&amp;diff=36145</id>
		<title>DelfadorsMemoirs</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=DelfadorsMemoirs&amp;diff=36145"/>
		<updated>2010-04-17T23:27:48Z</updated>

		<summary type="html">&lt;p&gt;Cph: /* Swamp of Illuven */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Story==&lt;br /&gt;
&lt;br /&gt;
This campaign follows the adventures of Delfador, beginning from him leaving home as a newly qualified journeyman mage,&lt;br /&gt;
and leading up to him helping to bring peace to Wesnoth.  It is set a couple of generations earlier than &amp;quot;Heir to the&lt;br /&gt;
Throne&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
&lt;br /&gt;
Original developer: email to Josh Parsons, jp30 AT st-and.ac.uk.&lt;br /&gt;
Thread is at http://www.wesnoth.org/forum/viewtopic.php?t=1293.&lt;br /&gt;
&lt;br /&gt;
More recently, the campaign has been picked up and improved by 'tapik' - see [[CampaignDelfadorsMemoirs]].&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
&lt;br /&gt;
You should be familiar with the basics in [[WesnothManual]] -- this is a walkthrough, not an exposition of basic game mechanics.&lt;br /&gt;
&lt;br /&gt;
Each scenario has an individual forum thread where you can provide feedback to the authors.  You can find these [http://www.wesnoth.org/forum/viewtopic.php?f=22&amp;amp;t=25554 here]. Feedback is useful as it helps the developers improve the campaign in future versions; and the posts by other players may contain advice or pointers beyond those in this walkthrough.&lt;br /&gt;
&lt;br /&gt;
So far, this is just one player's comments, so feel free to refine the suggestions or add alternatives (otherwise it is just a &amp;quot;how I completed DM&amp;quot; guide).&lt;br /&gt;
&lt;br /&gt;
===Overture===&lt;br /&gt;
&lt;br /&gt;
Just an introduction - sit back and enjoy the show.&lt;br /&gt;
&lt;br /&gt;
===This Valley Belongs to Me===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Grogor-Tuk, the enemy leader.&lt;br /&gt;
&lt;br /&gt;
This one is tricky (at least at Great Mage - hard).The enemy has a lot of gold and sends a steady stream of units your way for the first day. In the south/centre is the easy bit - defend the river. Use your mage of light here to back up a few horsemen/spearmen to fend off the attackers; in the water or on sand they are at a disadvantage and can't concentrate attacks easily from the bad terrain.&lt;br /&gt;
&lt;br /&gt;
The tricky bit is to the north - wolf riders cross the river to the north and come down through the woods. Some spearmen and mages in the woods works here, and there's a village in the woods to the north to anchor your defence on. Wolf riders don't benefit as much as your units do on the wooded tiles. Aim to give plenty of XP to at least one mage, so you can level him up here or early at the next level.&lt;br /&gt;
&lt;br /&gt;
===The Road to Weldyn===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Urthaka-Tan, the enemy leader.&lt;br /&gt;
&lt;br /&gt;
You want quite a few horsemen here; it's a good opportunity to get lots of horsemen on your recall list (they are cheaper to recall then recruit later on). There are enough villages to fund recruiting or recalling 9 units and still have positive income throughout. At Great Mage you want at least half of your units to be horsemen: the enemy will have lots of archers who are easy prey in these open fields. You start with an archer and gain the ability to recruit more here, but you won't need more than two - the enemy uses a lot of troll whelps, so you are better off recalling or recruiting mages, plus a couple of spearmen to play defence in the first night.&lt;br /&gt;
&lt;br /&gt;
This level is dead easy to win because the enemy has a small keep, so his forces arrive spread out and not supporting each other. Use the day/night cycle; at night just fall back and, particularly on the first night, use the line of woods and castle tiles just west of your start. Your horsemen can go and take villages and make it back to fight at dawn on day 2. In the day, crush them with the horsemen and mages. You want to level up mages and horsemen.&lt;br /&gt;
&lt;br /&gt;
I exited as early as I could manage, but the early finish bonus is only 15/turn and I was getting 14/turn anyway, so perhaps it would be better to milk the level for XP instead.&lt;br /&gt;
&lt;br /&gt;
===Leollyn===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Hagha-Tan, and keep Leollyn alive.&lt;br /&gt;
&lt;br /&gt;
You can ignore the ally in my experience; the enemy send a few units down that way, but the L3 mage and his L2 mage recruits are well able to handle them.&lt;br /&gt;
&lt;br /&gt;
You want to recruit at least one and preferably two white mages (there will be lots of assassins), and a horseman near leveling up. The rest of your recruit should be a mix of bowmen and spearmen, including one or two level 2 ones. March up to the ford to the north-west and build a defensive position for the night; keep the front line together with as few units as you can, as most will end up poisoned each turn; cycle them out and replace with others. Once day breaks, hopefully you have enough decent units left to mop up the enemy's first wave; your horseman is ideal to pick off any strong enemy units standing in the water.&lt;br /&gt;
&lt;br /&gt;
Hopefully you can push over the river by afternoon on the second day. You can lure out the enemy leader and then run him down with your knight and Delfador.&lt;br /&gt;
&lt;br /&gt;
===Swamp of Illuven===&lt;br /&gt;
&lt;br /&gt;
Objectives: Delfador must reach signpost in north-east before time runs out.&lt;br /&gt;
&lt;br /&gt;
The protection charge is always 80% of your gold, and gets rid of the north-west enemy (the one not in the way of getting to the signpost). The other enemy player (the one blocking the signpost) gets a small gold bonus. So, you are losing 80% of your gold to get rid of 40% of the enemy gold - hence I think that you are better off not paying ''in general''. At Easy it is even worse, as only get rid of about 25% of the enemy gold.&lt;br /&gt;
&lt;br /&gt;
And there is a gold bonus available if you don't pay and do defeat the NW enemy. It is not noted in the &amp;quot;Objectives&amp;quot; - instead a treasure chest is shown on the map. Remember to take it.&lt;br /&gt;
&lt;br /&gt;
If you don't pay the charge, you get to recruit a big army, get more XP, and finish quicker. You should be able to hold the central island while pushing a force from there to take out the NW leader. I suggest a couple of horsemen, 2 white mages, recall a couple of level 2s, a couple of level 1 mages (which are pretty good against footpads and poachers as they ignore their high defense ratings), and the rest spearmen as fodder to form your defensive line. It is vital to use Lionel's level-3 leadership to help your level-1 units fight better.&lt;br /&gt;
&lt;br /&gt;
You could include a heavy-infantry in your recruit - not great for this level, but it would be useful to give one some XP so it can level up during the next level.&lt;br /&gt;
&lt;br /&gt;
====Paying the charge====&lt;br /&gt;
&lt;br /&gt;
The level is playable paying the charge if you are coming in with ~250 gold or more (mainly because, although the AI has a big lead in gold, you have halved the recruit rate for the AIs and ensured that they are all on the far side of the level; the AI's forces don't concentrate so well and your small force can evade them at night). You may prefer this route if you prefer a small scouting battle rather than a big army battle.&lt;br /&gt;
&lt;br /&gt;
I recruited as much as I could (which was only 2 raw spearmen and a horseman recall, to go with Lionel to hold the centre island) and marched Delfador to the vacated NW keep, taking villages on the way. Once there I had accumulated enough gold to recall a few more units and so could bring a second force into play.&lt;br /&gt;
&lt;br /&gt;
===Night in the Swamp===&lt;br /&gt;
&lt;br /&gt;
===Ur-Thorodor===&lt;br /&gt;
&lt;br /&gt;
== Old Version ==&lt;br /&gt;
&lt;br /&gt;
Before its inclusion as a mainline campaign, Delfador's Memoirs was distributed as a separate add-on. &lt;br /&gt;
&lt;br /&gt;
This could probably all be removed now.&lt;br /&gt;
&lt;br /&gt;
=== Installation notes ===&lt;br /&gt;
&lt;br /&gt;
Delfador's Memoirs is distributed as a tarball (.tar.gz), containing all sources for the campaign.&lt;br /&gt;
The tarball is built with automake.  To install, unpack it, change into the directory delfadors-memoirs-(version) and&lt;br /&gt;
run (as root) &amp;quot;./configure &amp;amp;&amp;amp; make &amp;amp;&amp;amp; make install&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If you can't install DM this way, then you may install download and install it from the campaign server (you will need&lt;br /&gt;
wesnoth 0.8.5 or a current CVS version to do this).&lt;br /&gt;
&lt;br /&gt;
=== Download ===&lt;br /&gt;
&lt;br /&gt;
Version 0.1: (3 playable scenarios) requires wesnoth = 0.7.7&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/memoirs-0.1.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.2: (7 playable scenarios) requires wesnoth = 0.7.9&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.2.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.2.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.3: (9 playable scenarios) requires wesnoth &amp;gt;= 0.7.11 (=0.7.11 for the tarball)&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.3.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.3.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.4: (10 playable scenarios) requires wesnoth &amp;gt;= 0.7.11, &amp;lt;= 0.8.3&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.4.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.4.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.5: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.4, &amp;lt;= 0.8.7&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.5.1: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.4, &amp;lt;= 0.8.7&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.1.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.5.2: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.9&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.2.tar.gz&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Mainline Campaigns]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns]]&lt;/div&gt;</summary>
		<author><name>Cph</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=DelfadorsMemoirs&amp;diff=36144</id>
		<title>DelfadorsMemoirs</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=DelfadorsMemoirs&amp;diff=36144"/>
		<updated>2010-04-17T21:30:20Z</updated>

		<summary type="html">&lt;p&gt;Cph: note the bonus too&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Story==&lt;br /&gt;
&lt;br /&gt;
This campaign follows the adventures of Delfador, beginning from him leaving home as a newly qualified journeyman mage,&lt;br /&gt;
and leading up to him helping to bring peace to Wesnoth.  It is set a couple of generations earlier than &amp;quot;Heir to the&lt;br /&gt;
Throne&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
&lt;br /&gt;
Original developer: email to Josh Parsons, jp30 AT st-and.ac.uk.&lt;br /&gt;
Thread is at http://www.wesnoth.org/forum/viewtopic.php?t=1293.&lt;br /&gt;
&lt;br /&gt;
More recently, the campaign has been picked up and improved by 'tapik' - see [[CampaignDelfadorsMemoirs]].&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
&lt;br /&gt;
You should be familiar with the basics in [[WesnothManual]] -- this is a walkthrough, not an exposition of basic game mechanics.&lt;br /&gt;
&lt;br /&gt;
Each scenario has an individual forum thread where you can provide feedback to the authors.  You can find these [http://www.wesnoth.org/forum/viewtopic.php?f=22&amp;amp;t=25554 here]. Feedback is useful as it helps the developers improve the campaign in future versions; and the posts by other players may contain advice or pointers beyond those in this walkthrough.&lt;br /&gt;
&lt;br /&gt;
So far, this is just one player's comments, so feel free to refine the suggestions or add alternatives (otherwise it is just a &amp;quot;how I completed DM&amp;quot; guide).&lt;br /&gt;
&lt;br /&gt;
===Overture===&lt;br /&gt;
&lt;br /&gt;
Just an introduction - sit back and enjoy the show.&lt;br /&gt;
&lt;br /&gt;
===This Valley Belongs to Me===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Grogor-Tuk, the enemy leader.&lt;br /&gt;
&lt;br /&gt;
This one is tricky (at least at Great Mage - hard).The enemy has a lot of gold and sends a steady stream of units your way for the first day. In the south/centre is the easy bit - defend the river. Use your mage of light here to back up a few horsemen/spearmen to fend off the attackers; in the water or on sand they are at a disadvantage and can't concentrate attacks easily from the bad terrain.&lt;br /&gt;
&lt;br /&gt;
The tricky bit is to the north - wolf riders cross the river to the north and come down through the woods. Some spearmen and mages in the woods works here, and there's a village in the woods to the north to anchor your defence on. Wolf riders don't benefit as much as your units do on the wooded tiles. Aim to give plenty of XP to at least one mage, so you can level him up here or early at the next level.&lt;br /&gt;
&lt;br /&gt;
===The Road to Weldyn===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Urthaka-Tan, the enemy leader.&lt;br /&gt;
&lt;br /&gt;
You want quite a few horsemen here; it's a good opportunity to get lots of horsemen on your recall list (they are cheaper to recall then recruit later on). There are enough villages to fund recruiting or recalling 9 units and still have positive income throughout. At Great Mage you want at least half of your units to be horsemen: the enemy will have lots of archers who are easy prey in these open fields. You start with an archer and gain the ability to recruit more here, but you won't need more than two - the enemy uses a lot of troll whelps, so you are better off recalling or recruiting mages, plus a couple of spearmen to play defence in the first night.&lt;br /&gt;
&lt;br /&gt;
This level is dead easy to win because the enemy has a small keep, so his forces arrive spread out and not supporting each other. Use the day/night cycle; at night just fall back and, particularly on the first night, use the line of woods and castle tiles just west of your start. Your horsemen can go and take villages and make it back to fight at dawn on day 2. In the day, crush them with the horsemen and mages. You want to level up mages and horsemen.&lt;br /&gt;
&lt;br /&gt;
I exited as early as I could manage, but the early finish bonus is only 15/turn and I was getting 14/turn anyway, so perhaps it would be better to milk the level for XP instead.&lt;br /&gt;
&lt;br /&gt;
===Leollyn===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Hagha-Tan, and keep Leollyn alive.&lt;br /&gt;
&lt;br /&gt;
You can ignore the ally in my experience; the enemy send a few units down that way, but the L3 mage and his L2 mage recruits are well able to handle them.&lt;br /&gt;
&lt;br /&gt;
You want to recruit at least one and preferably two white mages (there will be lots of assassins), and a horseman near leveling up. The rest of your recruit should be a mix of bowmen and spearmen, including one or two level 2 ones. March up to the ford to the north-west and build a defensive position for the night; keep the front line together with as few units as you can, as most will end up poisoned each turn; cycle them out and replace with others. Once day breaks, hopefully you have enough decent units left to mop up the enemy's first wave; your horseman is ideal to pick off any strong enemy units standing in the water.&lt;br /&gt;
&lt;br /&gt;
Hopefully you can push over the river by afternoon on the second day. You can lure out the enemy leader and then run him down with your knight and Delfador.&lt;br /&gt;
&lt;br /&gt;
===Swamp of Illuven===&lt;br /&gt;
&lt;br /&gt;
Objectives: Delfador must reach signpost in north-east before time runs out.&lt;br /&gt;
&lt;br /&gt;
The protection charge is always 80% of your gold, and gets rid of the north-west enemy (the one not in the way of getting to the signpost). The other enemy player (the one blocking the signpost) gets a small gold bonus. So, you are losing 80% of your gold to get rid of 40% of the enemy gold - hence I think that you are better off not paying ''in general''. At Easy it is even worse, as only get rid of about 25% of the enemy gold.&lt;br /&gt;
&lt;br /&gt;
And there is a gold bonus available if you don't pay and do defeat the NW enemy. It is not noted in the &amp;quot;Objectives&amp;quot; - instead a treasure chest is shown on the map. Remember to take it.&lt;br /&gt;
&lt;br /&gt;
If you don't pay the charge, you get to recruit a big army, get more XP, and finish quicker. You should be able to hold the central island while pushing a force from there to take out the NW leader. I suggest a couple of horsemen, 2 white mages, recall a couple of level 2s, a couple of level 1 mages (which are pretty good against footpads and poachers as they ignore their high defense ratings), and the rest spearmen as fodder to form your defensive line. It is vital to use Lionel's level-3 leadership to help your level-1 units fight better.&lt;br /&gt;
&lt;br /&gt;
====Paying the charge====&lt;br /&gt;
&lt;br /&gt;
The level is playable paying the charge if you are coming in with ~250 gold or more (mainly because, although the AI has a big lead in gold, you have halved the recruit rate for the AIs and ensured that they are all on the far side of the level; the AI's forces don't concentrate so well and your small force can evade them at night). You may prefer this route if you prefer a small scouting battle rather than a big army battle.&lt;br /&gt;
&lt;br /&gt;
I recruited as much as I could (which was only 2 raw spearmen and a horseman recall, to go with Lionel to hold the centre island) and marched Delfador to the vacated NW keep, taking villages on the way. Once there I had accumulated enough gold to recall a few more units and so could bring a second force into play.&lt;br /&gt;
&lt;br /&gt;
== Old Version ==&lt;br /&gt;
&lt;br /&gt;
Before its inclusion as a mainline campaign, Delfador's Memoirs was distributed as a separate add-on. &lt;br /&gt;
&lt;br /&gt;
This could probably all be removed now.&lt;br /&gt;
&lt;br /&gt;
=== Installation notes ===&lt;br /&gt;
&lt;br /&gt;
Delfador's Memoirs is distributed as a tarball (.tar.gz), containing all sources for the campaign.&lt;br /&gt;
The tarball is built with automake.  To install, unpack it, change into the directory delfadors-memoirs-(version) and&lt;br /&gt;
run (as root) &amp;quot;./configure &amp;amp;&amp;amp; make &amp;amp;&amp;amp; make install&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If you can't install DM this way, then you may install download and install it from the campaign server (you will need&lt;br /&gt;
wesnoth 0.8.5 or a current CVS version to do this).&lt;br /&gt;
&lt;br /&gt;
=== Download ===&lt;br /&gt;
&lt;br /&gt;
Version 0.1: (3 playable scenarios) requires wesnoth = 0.7.7&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/memoirs-0.1.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.2: (7 playable scenarios) requires wesnoth = 0.7.9&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.2.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.2.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.3: (9 playable scenarios) requires wesnoth &amp;gt;= 0.7.11 (=0.7.11 for the tarball)&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.3.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.3.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.4: (10 playable scenarios) requires wesnoth &amp;gt;= 0.7.11, &amp;lt;= 0.8.3&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.4.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.4.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.5: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.4, &amp;lt;= 0.8.7&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.5.1: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.4, &amp;lt;= 0.8.7&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.1.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.5.2: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.9&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.2.tar.gz&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Mainline Campaigns]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns]]&lt;/div&gt;</summary>
		<author><name>Cph</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=DelfadorsMemoirs&amp;diff=36143</id>
		<title>DelfadorsMemoirs</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=DelfadorsMemoirs&amp;diff=36143"/>
		<updated>2010-04-17T21:27:38Z</updated>

		<summary type="html">&lt;p&gt;Cph: /* Swamp of Illuven */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Story==&lt;br /&gt;
&lt;br /&gt;
This campaign follows the adventures of Delfador, beginning from him leaving home as a newly qualified journeyman mage,&lt;br /&gt;
and leading up to him helping to bring peace to Wesnoth.  It is set a couple of generations earlier than &amp;quot;Heir to the&lt;br /&gt;
Throne&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
&lt;br /&gt;
Original developer: email to Josh Parsons, jp30 AT st-and.ac.uk.&lt;br /&gt;
Thread is at http://www.wesnoth.org/forum/viewtopic.php?t=1293.&lt;br /&gt;
&lt;br /&gt;
More recently, the campaign has been picked up and improved by 'tapik' - see [[CampaignDelfadorsMemoirs]].&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
&lt;br /&gt;
You should be familiar with the basics in [[WesnothManual]] -- this is a walkthrough, not an exposition of basic game mechanics.&lt;br /&gt;
&lt;br /&gt;
Each scenario has an individual forum thread where you can provide feedback to the authors.  You can find these [http://www.wesnoth.org/forum/viewtopic.php?f=22&amp;amp;t=25554 here]. Feedback is useful as it helps the developers improve the campaign in future versions; and the posts by other players may contain advice or pointers beyond those in this walkthrough.&lt;br /&gt;
&lt;br /&gt;
So far, this is just one player's comments, so feel free to refine the suggestions or add alternatives (otherwise it is just a &amp;quot;how I completed DM&amp;quot; guide).&lt;br /&gt;
&lt;br /&gt;
===Overture===&lt;br /&gt;
&lt;br /&gt;
Just an introduction - sit back and enjoy the show.&lt;br /&gt;
&lt;br /&gt;
===This Valley Belongs to Me===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Grogor-Tuk, the enemy leader.&lt;br /&gt;
&lt;br /&gt;
This one is tricky (at least at Great Mage - hard).The enemy has a lot of gold and sends a steady stream of units your way for the first day. In the south/centre is the easy bit - defend the river. Use your mage of light here to back up a few horsemen/spearmen to fend off the attackers; in the water or on sand they are at a disadvantage and can't concentrate attacks easily from the bad terrain.&lt;br /&gt;
&lt;br /&gt;
The tricky bit is to the north - wolf riders cross the river to the north and come down through the woods. Some spearmen and mages in the woods works here, and there's a village in the woods to the north to anchor your defence on. Wolf riders don't benefit as much as your units do on the wooded tiles. Aim to give plenty of XP to at least one mage, so you can level him up here or early at the next level.&lt;br /&gt;
&lt;br /&gt;
===The Road to Weldyn===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Urthaka-Tan, the enemy leader.&lt;br /&gt;
&lt;br /&gt;
You want quite a few horsemen here; it's a good opportunity to get lots of horsemen on your recall list (they are cheaper to recall then recruit later on). There are enough villages to fund recruiting or recalling 9 units and still have positive income throughout. At Great Mage you want at least half of your units to be horsemen: the enemy will have lots of archers who are easy prey in these open fields. You start with an archer and gain the ability to recruit more here, but you won't need more than two - the enemy uses a lot of troll whelps, so you are better off recalling or recruiting mages, plus a couple of spearmen to play defence in the first night.&lt;br /&gt;
&lt;br /&gt;
This level is dead easy to win because the enemy has a small keep, so his forces arrive spread out and not supporting each other. Use the day/night cycle; at night just fall back and, particularly on the first night, use the line of woods and castle tiles just west of your start. Your horsemen can go and take villages and make it back to fight at dawn on day 2. In the day, crush them with the horsemen and mages. You want to level up mages and horsemen.&lt;br /&gt;
&lt;br /&gt;
I exited as early as I could manage, but the early finish bonus is only 15/turn and I was getting 14/turn anyway, so perhaps it would be better to milk the level for XP instead.&lt;br /&gt;
&lt;br /&gt;
===Leollyn===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Hagha-Tan, and keep Leollyn alive.&lt;br /&gt;
&lt;br /&gt;
You can ignore the ally in my experience; the enemy send a few units down that way, but the L3 mage and his L2 mage recruits are well able to handle them.&lt;br /&gt;
&lt;br /&gt;
You want to recruit at least one and preferably two white mages (there will be lots of assassins), and a horseman near leveling up. The rest of your recruit should be a mix of bowmen and spearmen, including one or two level 2 ones. March up to the ford to the north-west and build a defensive position for the night; keep the front line together with as few units as you can, as most will end up poisoned each turn; cycle them out and replace with others. Once day breaks, hopefully you have enough decent units left to mop up the enemy's first wave; your horseman is ideal to pick off any strong enemy units standing in the water.&lt;br /&gt;
&lt;br /&gt;
Hopefully you can push over the river by afternoon on the second day. You can lure out the enemy leader and then run him down with your knight and Delfador.&lt;br /&gt;
&lt;br /&gt;
===Swamp of Illuven===&lt;br /&gt;
&lt;br /&gt;
Objectives: Delfador must reach signpost in north-east before time runs out.&lt;br /&gt;
&lt;br /&gt;
The protection charge is always 80% of your gold, and gets rid of the north-west enemy (the one not in the way of getting to the signpost). The other enemy player (the one blocking the signpost) gets a small gold bonus. So, you are losing 80% of your gold to get rid of 40% of the enemy gold - hence I think that you are better off not paying ''in general''. At Easy it is even worse, as only get rid of about 25% of the enemy gold.&lt;br /&gt;
&lt;br /&gt;
If you don't pay the charge, you get to recruit a big army, get more XP, and finish quicker. You should be able to hold the central island while pushing a force from there to take out the NW leader. I suggest a couple of horsemen, 2 white mages, recall a couple of level 2s, a couple of level 1 mages (which are pretty good against footpads and poachers as they ignore their high defense ratings), and the rest spearmen as fodder to form your defensive line. It is vital to use Lionel's level-3 leadership to help your level-1 units fight better.&lt;br /&gt;
&lt;br /&gt;
====Paying the charge====&lt;br /&gt;
&lt;br /&gt;
The level is playable paying the charge if you are coming in with ~250 gold or more (mainly because, although the AI has a big lead in gold, you have halved the recruit rate for the AIs and ensured that they are all on the far side of the level; the AI's forces don't concentrate so well and your small force can evade them at night). You may prefer this route if you prefer a small scouting battle rather than a big army battle.&lt;br /&gt;
&lt;br /&gt;
I recruited as much as I could (which was only 2 raw spearmen and a horseman recall, to go with Lionel to hold the centre island) and marched Delfador to the vacated NW keep, taking villages on the way. Once there I had accumulated enough gold to recall a few more units and so could bring a second force into play.&lt;br /&gt;
&lt;br /&gt;
== Old Version ==&lt;br /&gt;
&lt;br /&gt;
Before its inclusion as a mainline campaign, Delfador's Memoirs was distributed as a separate add-on. &lt;br /&gt;
&lt;br /&gt;
This could probably all be removed now.&lt;br /&gt;
&lt;br /&gt;
=== Installation notes ===&lt;br /&gt;
&lt;br /&gt;
Delfador's Memoirs is distributed as a tarball (.tar.gz), containing all sources for the campaign.&lt;br /&gt;
The tarball is built with automake.  To install, unpack it, change into the directory delfadors-memoirs-(version) and&lt;br /&gt;
run (as root) &amp;quot;./configure &amp;amp;&amp;amp; make &amp;amp;&amp;amp; make install&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If you can't install DM this way, then you may install download and install it from the campaign server (you will need&lt;br /&gt;
wesnoth 0.8.5 or a current CVS version to do this).&lt;br /&gt;
&lt;br /&gt;
=== Download ===&lt;br /&gt;
&lt;br /&gt;
Version 0.1: (3 playable scenarios) requires wesnoth = 0.7.7&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/memoirs-0.1.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.2: (7 playable scenarios) requires wesnoth = 0.7.9&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.2.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.2.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.3: (9 playable scenarios) requires wesnoth &amp;gt;= 0.7.11 (=0.7.11 for the tarball)&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.3.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.3.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.4: (10 playable scenarios) requires wesnoth &amp;gt;= 0.7.11, &amp;lt;= 0.8.3&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.4.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.4.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.5: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.4, &amp;lt;= 0.8.7&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.5.1: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.4, &amp;lt;= 0.8.7&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.1.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.5.2: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.9&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.2.tar.gz&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Mainline Campaigns]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns]]&lt;/div&gt;</summary>
		<author><name>Cph</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=DelfadorsMemoirs&amp;diff=36142</id>
		<title>DelfadorsMemoirs</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=DelfadorsMemoirs&amp;diff=36142"/>
		<updated>2010-04-17T21:25:42Z</updated>

		<summary type="html">&lt;p&gt;Cph: Swamp of Illuven - both ways&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Story==&lt;br /&gt;
&lt;br /&gt;
This campaign follows the adventures of Delfador, beginning from him leaving home as a newly qualified journeyman mage,&lt;br /&gt;
and leading up to him helping to bring peace to Wesnoth.  It is set a couple of generations earlier than &amp;quot;Heir to the&lt;br /&gt;
Throne&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
&lt;br /&gt;
Original developer: email to Josh Parsons, jp30 AT st-and.ac.uk.&lt;br /&gt;
Thread is at http://www.wesnoth.org/forum/viewtopic.php?t=1293.&lt;br /&gt;
&lt;br /&gt;
More recently, the campaign has been picked up and improved by 'tapik' - see [[CampaignDelfadorsMemoirs]].&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
&lt;br /&gt;
You should be familiar with the basics in [[WesnothManual]] -- this is a walkthrough, not an exposition of basic game mechanics.&lt;br /&gt;
&lt;br /&gt;
Each scenario has an individual forum thread where you can provide feedback to the authors.  You can find these [http://www.wesnoth.org/forum/viewtopic.php?f=22&amp;amp;t=25554 here]. Feedback is useful as it helps the developers improve the campaign in future versions; and the posts by other players may contain advice or pointers beyond those in this walkthrough.&lt;br /&gt;
&lt;br /&gt;
So far, this is just one player's comments, so feel free to refine the suggestions or add alternatives (otherwise it is just a &amp;quot;how I completed DM&amp;quot; guide).&lt;br /&gt;
&lt;br /&gt;
===Overture===&lt;br /&gt;
&lt;br /&gt;
Just an introduction - sit back and enjoy the show.&lt;br /&gt;
&lt;br /&gt;
===This Valley Belongs to Me===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Grogor-Tuk, the enemy leader.&lt;br /&gt;
&lt;br /&gt;
This one is tricky (at least at Great Mage - hard).The enemy has a lot of gold and sends a steady stream of units your way for the first day. In the south/centre is the easy bit - defend the river. Use your mage of light here to back up a few horsemen/spearmen to fend off the attackers; in the water or on sand they are at a disadvantage and can't concentrate attacks easily from the bad terrain.&lt;br /&gt;
&lt;br /&gt;
The tricky bit is to the north - wolf riders cross the river to the north and come down through the woods. Some spearmen and mages in the woods works here, and there's a village in the woods to the north to anchor your defence on. Wolf riders don't benefit as much as your units do on the wooded tiles. Aim to give plenty of XP to at least one mage, so you can level him up here or early at the next level.&lt;br /&gt;
&lt;br /&gt;
===The Road to Weldyn===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Urthaka-Tan, the enemy leader.&lt;br /&gt;
&lt;br /&gt;
You want quite a few horsemen here; it's a good opportunity to get lots of horsemen on your recall list (they are cheaper to recall then recruit later on). There are enough villages to fund recruiting or recalling 9 units and still have positive income throughout. At Great Mage you want at least half of your units to be horsemen: the enemy will have lots of archers who are easy prey in these open fields. You start with an archer and gain the ability to recruit more here, but you won't need more than two - the enemy uses a lot of troll whelps, so you are better off recalling or recruiting mages, plus a couple of spearmen to play defence in the first night.&lt;br /&gt;
&lt;br /&gt;
This level is dead easy to win because the enemy has a small keep, so his forces arrive spread out and not supporting each other. Use the day/night cycle; at night just fall back and, particularly on the first night, use the line of woods and castle tiles just west of your start. Your horsemen can go and take villages and make it back to fight at dawn on day 2. In the day, crush them with the horsemen and mages. You want to level up mages and horsemen.&lt;br /&gt;
&lt;br /&gt;
I exited as early as I could manage, but the early finish bonus is only 15/turn and I was getting 14/turn anyway, so perhaps it would be better to milk the level for XP instead.&lt;br /&gt;
&lt;br /&gt;
===Leollyn===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Hagha-Tan, and keep Leollyn alive.&lt;br /&gt;
&lt;br /&gt;
You can ignore the ally in my experience; the enemy send a few units down that way, but the L3 mage and his L2 mage recruits are well able to handle them.&lt;br /&gt;
&lt;br /&gt;
You want to recruit at least one and preferably two white mages (there will be lots of assassins), and a horseman near leveling up. The rest of your recruit should be a mix of bowmen and spearmen, including one or two level 2 ones. March up to the ford to the north-west and build a defensive position for the night; keep the front line together with as few units as you can, as most will end up poisoned each turn; cycle them out and replace with others. Once day breaks, hopefully you have enough decent units left to mop up the enemy's first wave; your horseman is ideal to pick off any strong enemy units standing in the water.&lt;br /&gt;
&lt;br /&gt;
Hopefully you can push over the river by afternoon on the second day. You can lure out the enemy leader and then run him down with your knight and Delfador.&lt;br /&gt;
&lt;br /&gt;
===Swamp of Illuven===&lt;br /&gt;
&lt;br /&gt;
Objectives: Delfador must reach signpost in north-east before time runs out.&lt;br /&gt;
&lt;br /&gt;
The protection charge is always 80% of your gold, and gets rid of the north-west enemy (the one not in the way of getting to the signpost). The other enemy player (the one blocking the signpost) gets a small gold bonus. So, you are losing 80% of your gold to get rid of 40% of the enemy gold - hence I think that you are better off not paying ''in general''.&lt;br /&gt;
&lt;br /&gt;
If you don't pay the charge, you get to recruit a big army, get more XP, and finish quicker. You should be able to hold the central island while pushing a force from there to take out the NW leader. I suggest a couple of horsemen, 2 white mages, recall a couple of level 2s, a couple of level 1 mages (which are pretty good against footpads and poachers as they ignore their high defense ratings), and the rest spearmen as fodder to form your defensive line. It is vital to use Lionel's level-3 leadership to help your level-1 units fight better.&lt;br /&gt;
&lt;br /&gt;
====Paying the charge====&lt;br /&gt;
&lt;br /&gt;
The level is playable paying the charge if you are coming in with ~250 gold or more (mainly because, although the AI has a big lead in gold, you have halved the recruit rate for the AIs and ensured that they are all on the far side of the level; the AI's forces don't concentrate so well and your small force can evade them at night). You may prefer this route if you prefer a small scouting battle rather than a big army battle.&lt;br /&gt;
&lt;br /&gt;
I recruited as much as I could (which was only 2 raw spearmen and a horseman recall, to go with Lionel to hold the centre island) and marched Delfador to the vacated NW keep, taking villages on the way. Once there I had accumulated enough gold to recall a few more units and so could bring a second force into play.&lt;br /&gt;
&lt;br /&gt;
== Old Version ==&lt;br /&gt;
&lt;br /&gt;
Before its inclusion as a mainline campaign, Delfador's Memoirs was distributed as a separate add-on. &lt;br /&gt;
&lt;br /&gt;
This could probably all be removed now.&lt;br /&gt;
&lt;br /&gt;
=== Installation notes ===&lt;br /&gt;
&lt;br /&gt;
Delfador's Memoirs is distributed as a tarball (.tar.gz), containing all sources for the campaign.&lt;br /&gt;
The tarball is built with automake.  To install, unpack it, change into the directory delfadors-memoirs-(version) and&lt;br /&gt;
run (as root) &amp;quot;./configure &amp;amp;&amp;amp; make &amp;amp;&amp;amp; make install&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If you can't install DM this way, then you may install download and install it from the campaign server (you will need&lt;br /&gt;
wesnoth 0.8.5 or a current CVS version to do this).&lt;br /&gt;
&lt;br /&gt;
=== Download ===&lt;br /&gt;
&lt;br /&gt;
Version 0.1: (3 playable scenarios) requires wesnoth = 0.7.7&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/memoirs-0.1.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.2: (7 playable scenarios) requires wesnoth = 0.7.9&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.2.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.2.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.3: (9 playable scenarios) requires wesnoth &amp;gt;= 0.7.11 (=0.7.11 for the tarball)&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.3.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.3.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.4: (10 playable scenarios) requires wesnoth &amp;gt;= 0.7.11, &amp;lt;= 0.8.3&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.4.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.4.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.5: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.4, &amp;lt;= 0.8.7&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.5.1: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.4, &amp;lt;= 0.8.7&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.1.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.5.2: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.9&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.2.tar.gz&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Mainline Campaigns]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns]]&lt;/div&gt;</summary>
		<author><name>Cph</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=DelfadorsMemoirs&amp;diff=36133</id>
		<title>DelfadorsMemoirs</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=DelfadorsMemoirs&amp;diff=36133"/>
		<updated>2010-04-16T22:52:00Z</updated>

		<summary type="html">&lt;p&gt;Cph: /* Walkthrough */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Story==&lt;br /&gt;
&lt;br /&gt;
This campaign follows the adventures of Delfador, beginning from him leaving home as a newly qualified journeyman mage,&lt;br /&gt;
and leading up to him helping to bring peace to Wesnoth.  It is set a couple of generations earlier than &amp;quot;Heir to the&lt;br /&gt;
Throne&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
&lt;br /&gt;
Original developer: email to Josh Parsons, jp30 AT st-and.ac.uk.&lt;br /&gt;
Thread is at http://www.wesnoth.org/forum/viewtopic.php?t=1293.&lt;br /&gt;
&lt;br /&gt;
More recently, the campaign has been picked up and improved by 'tapik' - see [[CampaignDelfadorsMemoirs]].&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
&lt;br /&gt;
You should be familiar with the basics in [[WesnothManual]] -- this is a walkthrough, not an exposition of basic game mechanics.&lt;br /&gt;
&lt;br /&gt;
Each scenario has an individual forum thread where you can provide feedback to the authors.  You can find these [http://www.wesnoth.org/forum/viewtopic.php?f=22&amp;amp;t=25554 here]. Feedback is useful as it helps the developers improve the campaign in future versions; and the posts by other players may contain advice or pointers beyond those in this walkthrough.&lt;br /&gt;
&lt;br /&gt;
So far, this is just one player's comments, so feel free to refine the suggestions or add alternatives (otherwise it is just a &amp;quot;how I completed DM&amp;quot; guide).&lt;br /&gt;
&lt;br /&gt;
===Overture===&lt;br /&gt;
&lt;br /&gt;
Just an introduction - sit back and enjoy the show.&lt;br /&gt;
&lt;br /&gt;
===This Valley Belongs to Me===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Grogor-Tuk, the enemy leader.&lt;br /&gt;
&lt;br /&gt;
This one is tricky (at least at Great Mage - hard).The enemy has a lot of gold and sends a steady stream of units your way for the first day. In the south/centre is the easy bit - defend the river. Use your mage of light here to back up a few horsemen/spearmen to fend off the attackers; in the water or on sand they are at a disadvantage and can't concentrate attacks easily from the bad terrain.&lt;br /&gt;
&lt;br /&gt;
The tricky bit is to the north - wolf riders cross the river to the north and come down through the woods. Some spearmen and mages in the woods works here, and there's a village in the woods to the north to anchor your defence on. Wolf riders don't benefit as much as your units do on the wooded tiles. Aim to give plenty of XP to at least one mage, so you can level him up here or early at the next level.&lt;br /&gt;
&lt;br /&gt;
===The Road to Weldyn===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Urthaka-Tan, the enemy leader.&lt;br /&gt;
&lt;br /&gt;
You want quite a few horsemen here; it's a good opportunity to get lots of horsemen on your recall list (they are cheaper to recall then recruit later on). There are enough villages to fund recruiting or recalling 9 units and still have positive income throughout. At Great Mage you want at least half of your units to be horsemen: the enemy will have lots of archers who are easy prey in these open fields. You start with an archer and gain the ability to recruit more here, but you won't need more than two - the enemy uses a lot of troll whelps, so you are better off recalling or recruiting mages, plus a couple of spearmen to play defence in the first night.&lt;br /&gt;
&lt;br /&gt;
This level is dead easy to win because the enemy has a small keep, so his forces arrive spread out and not supporting each other. Use the day/night cycle; at night just fall back and, particularly on the first night, use the line of woods and castle tiles just west of your start. Your horsemen can go and take villages and make it back to fight at dawn on day 2. In the day, crush them with the horsemen and mages. You want to level up mages and horsemen.&lt;br /&gt;
&lt;br /&gt;
I exited as early as I could manage, but the early finish bonus is only 15/turn and I was getting 14/turn anyway, so perhaps it would be better to milk the level for XP instead.&lt;br /&gt;
&lt;br /&gt;
===Leollyn===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Hagha-Tan, and keep Leollyn alive.&lt;br /&gt;
&lt;br /&gt;
You can ignore the ally in my experience; the enemy send a few units down that way, but the L3 mage and his L2 mage recruits are well able to handle them.&lt;br /&gt;
&lt;br /&gt;
You want to recruit at least one and preferably two white mages (there will be lots of assassins), and a horseman near leveling up. The rest of your recruit should be a mix of bowmen and spearmen, including one or two level 2 ones. March up to the ford to the north-west and build a defensive position for the night; keep the front line together with as few units as you can, as most will end up poisoned each turn; cycle them out and replace with others. Once day breaks, hopefully you have enough decent units left to mop up the enemy's first wave; your horseman is ideal to pick off any strong enemy units standing in the water.&lt;br /&gt;
&lt;br /&gt;
Hopefully you can push over the river by afternoon on the second day. You can lure out the enemy leader and then run him down with your knight and Delfador.&lt;br /&gt;
&lt;br /&gt;
== Old Version ==&lt;br /&gt;
&lt;br /&gt;
Before its inclusion as a mainline campaign, Delfador's Memoirs was distributed as a separate add-on. &lt;br /&gt;
&lt;br /&gt;
This could probably all be removed now.&lt;br /&gt;
&lt;br /&gt;
=== Installation notes ===&lt;br /&gt;
&lt;br /&gt;
Delfador's Memoirs is distributed as a tarball (.tar.gz), containing all sources for the campaign.&lt;br /&gt;
The tarball is built with automake.  To install, unpack it, change into the directory delfadors-memoirs-(version) and&lt;br /&gt;
run (as root) &amp;quot;./configure &amp;amp;&amp;amp; make &amp;amp;&amp;amp; make install&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If you can't install DM this way, then you may install download and install it from the campaign server (you will need&lt;br /&gt;
wesnoth 0.8.5 or a current CVS version to do this).&lt;br /&gt;
&lt;br /&gt;
=== Download ===&lt;br /&gt;
&lt;br /&gt;
Version 0.1: (3 playable scenarios) requires wesnoth = 0.7.7&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/memoirs-0.1.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.2: (7 playable scenarios) requires wesnoth = 0.7.9&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.2.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.2.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.3: (9 playable scenarios) requires wesnoth &amp;gt;= 0.7.11 (=0.7.11 for the tarball)&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.3.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.3.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.4: (10 playable scenarios) requires wesnoth &amp;gt;= 0.7.11, &amp;lt;= 0.8.3&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.4.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.4.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.5: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.4, &amp;lt;= 0.8.7&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.5.1: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.4, &amp;lt;= 0.8.7&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.1.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.5.2: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.9&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.2.tar.gz&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Mainline Campaigns]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns]]&lt;/div&gt;</summary>
		<author><name>Cph</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=DelfadorsMemoirs&amp;diff=36132</id>
		<title>DelfadorsMemoirs</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=DelfadorsMemoirs&amp;diff=36132"/>
		<updated>2010-04-16T22:44:39Z</updated>

		<summary type="html">&lt;p&gt;Cph: /* Leollyn */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Story==&lt;br /&gt;
&lt;br /&gt;
This campaign follows the adventures of Delfador, beginning from him leaving home as a newly qualified journeyman mage,&lt;br /&gt;
and leading up to him helping to bring peace to Wesnoth.  It is set a couple of generations earlier than &amp;quot;Heir to the&lt;br /&gt;
Throne&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
&lt;br /&gt;
Original developer: email to Josh Parsons, jp30 AT st-and.ac.uk.&lt;br /&gt;
Thread is at http://www.wesnoth.org/forum/viewtopic.php?t=1293.&lt;br /&gt;
&lt;br /&gt;
More recently, the campaign has been picked up and improved by 'tapik' - see [[CampaignDelfadorsMemoirs]].&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
&lt;br /&gt;
You should be familiar with the basics in [[WesnothManual]] -- this is a walkthrough, not an exposition of basic game mechanics.&lt;br /&gt;
&lt;br /&gt;
Each scenario has an individual forum thread where you can provide feedback to the authors.  You can find these [http://www.wesnoth.org/forum/viewtopic.php?f=22&amp;amp;t=25554 here]. Feedback is useful as it helps the developers improve the campaign in future versions; and the posts by other players may contain advice or pointers beyond those in this walkthrough.&lt;br /&gt;
&lt;br /&gt;
===Overture===&lt;br /&gt;
&lt;br /&gt;
Just an introduction - sit back and enjoy the show.&lt;br /&gt;
&lt;br /&gt;
===This Valley Belongs to Me===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Grogor-Tuk, the enemy leader.&lt;br /&gt;
&lt;br /&gt;
This one is tricky (at least at Great Mage - hard).The enemy has a lot of gold and sends a steady stream of units your way for the first day. In the south/centre is the easy bit - defend the river. Use your mage of light here to back up a few horsemen/spearmen to fend off the attackers; in the water or on sand they are at a disadvantage and can't concentrate attacks easily from the bad terrain.&lt;br /&gt;
&lt;br /&gt;
The tricky bit is to the north - wolf riders cross the river to the north and come down through the woods. Some spearmen and mages in the woods works here, and there's a village in the woods to the north to anchor your defence on. Wolf riders don't benefit as much as your units do on the wooded tiles. Aim to give plenty of XP to at least one mage, so you can level him up here or early at the next level.&lt;br /&gt;
&lt;br /&gt;
===The Road to Weldyn===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Urthaka-Tan, the enemy leader.&lt;br /&gt;
&lt;br /&gt;
You want quite a few horsemen here; it's a good opportunity to get lots of horsemen on your recall list (they are cheaper to recall then recruit later on). There are enough villages to fund recruiting or recalling 9 units and still have positive income throughout. At Great Mage you want at least half of your units to be horsemen: the enemy will have lots of archers who are easy prey in these open fields. You start with an archer and gain the ability to recruit more here, but you won't need more than two - the enemy uses a lot of troll whelps, so you are better off recalling or recruiting mages, plus a couple of spearmen to play defence in the first night.&lt;br /&gt;
&lt;br /&gt;
This level is dead easy to win because the enemy has a small keep, so his forces arrive spread out and not supporting each other. Use the day/night cycle; at night just fall back and, particularly on the first night, use the line of woods and castle tiles just west of your start. Your horsemen can go and take villages and make it back to fight at dawn on day 2. In the day, crush them with the horsemen and mages. You want to level up mages and horsemen.&lt;br /&gt;
&lt;br /&gt;
I exited as early as I could manage, but the early finish bonus is only 15/turn and I was getting 14/turn anyway, so perhaps it would be better to milk the level for XP instead.&lt;br /&gt;
&lt;br /&gt;
===Leollyn===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Hagha-Tan, and keep Leollyn alive.&lt;br /&gt;
&lt;br /&gt;
You can ignore the ally in my experience; the enemy send a few units down that way, but the L3 mage and his L2 mage recruits are well able to handle them.&lt;br /&gt;
&lt;br /&gt;
You want to recruit at least one and preferably two white mages (there will be lots of assassins), and a horseman near leveling up. The rest of your recruit should be a mix of bowmen and spearmen, including one or two level 2 ones. March up to the ford to the north-west and build a defensive position for the night; keep the front line together with as few units as you can, as most will end up poisoned each turn; cycle them out and replace with others. Once day breaks, hopefully you have enough decent units left to mop up the enemy's first wave; your horseman is ideal to pick off any strong enemy units standing in the water.&lt;br /&gt;
&lt;br /&gt;
Hopefully you can push over the river by afternoon on the second day. You can lure out the enemy leader and then run him down with your knight and Delfador.&lt;br /&gt;
&lt;br /&gt;
== Old Version ==&lt;br /&gt;
&lt;br /&gt;
Before its inclusion as a mainline campaign, Delfador's Memoirs was distributed as a separate add-on. &lt;br /&gt;
&lt;br /&gt;
This could probably all be removed now.&lt;br /&gt;
&lt;br /&gt;
=== Installation notes ===&lt;br /&gt;
&lt;br /&gt;
Delfador's Memoirs is distributed as a tarball (.tar.gz), containing all sources for the campaign.&lt;br /&gt;
The tarball is built with automake.  To install, unpack it, change into the directory delfadors-memoirs-(version) and&lt;br /&gt;
run (as root) &amp;quot;./configure &amp;amp;&amp;amp; make &amp;amp;&amp;amp; make install&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If you can't install DM this way, then you may install download and install it from the campaign server (you will need&lt;br /&gt;
wesnoth 0.8.5 or a current CVS version to do this).&lt;br /&gt;
&lt;br /&gt;
=== Download ===&lt;br /&gt;
&lt;br /&gt;
Version 0.1: (3 playable scenarios) requires wesnoth = 0.7.7&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/memoirs-0.1.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.2: (7 playable scenarios) requires wesnoth = 0.7.9&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.2.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.2.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.3: (9 playable scenarios) requires wesnoth &amp;gt;= 0.7.11 (=0.7.11 for the tarball)&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.3.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.3.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.4: (10 playable scenarios) requires wesnoth &amp;gt;= 0.7.11, &amp;lt;= 0.8.3&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.4.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.4.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.5: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.4, &amp;lt;= 0.8.7&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.5.1: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.4, &amp;lt;= 0.8.7&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.1.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.5.2: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.9&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.2.tar.gz&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Mainline Campaigns]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns]]&lt;/div&gt;</summary>
		<author><name>Cph</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=DelfadorsMemoirs&amp;diff=36112</id>
		<title>DelfadorsMemoirs</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=DelfadorsMemoirs&amp;diff=36112"/>
		<updated>2010-04-16T08:13:41Z</updated>

		<summary type="html">&lt;p&gt;Cph: /* The Road to Weldyn */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Story==&lt;br /&gt;
&lt;br /&gt;
This campaign follows the adventures of Delfador, beginning from him leaving home as a newly qualified journeyman mage,&lt;br /&gt;
and leading up to him helping to bring peace to Wesnoth.  It is set a couple of generations earlier than &amp;quot;Heir to the&lt;br /&gt;
Throne&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
&lt;br /&gt;
Original developer: email to Josh Parsons, jp30 AT st-and.ac.uk.&lt;br /&gt;
Thread is at http://www.wesnoth.org/forum/viewtopic.php?t=1293.&lt;br /&gt;
&lt;br /&gt;
More recently, the campaign has been picked up and improved by 'tapik' - see [[CampaignDelfadorsMemoirs]].&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
&lt;br /&gt;
You should be familiar with the basics in [[WesnothManual]] -- this is a walkthrough, not an exposition of basic game mechanics.&lt;br /&gt;
&lt;br /&gt;
Each scenario has an individual forum thread where you can provide feedback to the authors.  You can find these [http://www.wesnoth.org/forum/viewtopic.php?f=22&amp;amp;t=25554 here]. Feedback is useful as it helps the developers improve the campaign in future versions; and the posts by other players may contain advice or pointers beyond those in this walkthrough.&lt;br /&gt;
&lt;br /&gt;
===Overture===&lt;br /&gt;
&lt;br /&gt;
Just an introduction - sit back and enjoy the show.&lt;br /&gt;
&lt;br /&gt;
===This Valley Belongs to Me===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Grogor-Tuk, the enemy leader.&lt;br /&gt;
&lt;br /&gt;
This one is tricky (at least at Great Mage - hard).The enemy has a lot of gold and sends a steady stream of units your way for the first day. In the south/centre is the easy bit - defend the river. Use your mage of light here to back up a few horsemen/spearmen to fend off the attackers; in the water or on sand they are at a disadvantage and can't concentrate attacks easily from the bad terrain.&lt;br /&gt;
&lt;br /&gt;
The tricky bit is to the north - wolf riders cross the river to the north and come down through the woods. Some spearmen and mages in the woods works here, and there's a village in the woods to the north to anchor your defence on. Wolf riders don't benefit as much as your units do on the wooded tiles. Aim to give plenty of XP to at least one mage, so you can level him up here or early at the next level.&lt;br /&gt;
&lt;br /&gt;
===The Road to Weldyn===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Urthaka-Tan, the enemy leader.&lt;br /&gt;
&lt;br /&gt;
You want quite a few horsemen here; it's a good opportunity to get lots of horsemen on your recall list (they are cheaper to recall then recruit later on). There are enough villages to fund recruiting or recalling 9 units and still have positive income throughout. At Great Mage you want at least half of your units to be horsemen: the enemy will have lots of archers who are easy prey in these open fields. You start with an archer and gain the ability to recruit more here, but you won't need more than two - the enemy uses a lot of troll whelps, so you are better off recalling or recruiting mages, plus a couple of spearmen to play defence in the first night.&lt;br /&gt;
&lt;br /&gt;
This level is dead easy to win because the enemy has a small keep, so his forces arrive spread out and not supporting each other. Use the day/night cycle; at night just fall back and, particularly on the first night, use the line of woods and castle tiles just west of your start. Your horsemen can go and take villages and make it back to fight at dawn on day 2. In the day, crush them with the horsemen and mages. You want to level up mages and horsemen.&lt;br /&gt;
&lt;br /&gt;
I exited as early as I could manage, but the early finish bonus is only 15/turn and I was getting 14/turn anyway, so perhaps it would be better to milk the level for XP instead.&lt;br /&gt;
&lt;br /&gt;
== Old Version ==&lt;br /&gt;
&lt;br /&gt;
Before its inclusion as a mainline campaign, Delfador's Memoirs was distributed as a separate add-on. &lt;br /&gt;
&lt;br /&gt;
This could probably all be removed now.&lt;br /&gt;
&lt;br /&gt;
=== Installation notes ===&lt;br /&gt;
&lt;br /&gt;
Delfador's Memoirs is distributed as a tarball (.tar.gz), containing all sources for the campaign.&lt;br /&gt;
The tarball is built with automake.  To install, unpack it, change into the directory delfadors-memoirs-(version) and&lt;br /&gt;
run (as root) &amp;quot;./configure &amp;amp;&amp;amp; make &amp;amp;&amp;amp; make install&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If you can't install DM this way, then you may install download and install it from the campaign server (you will need&lt;br /&gt;
wesnoth 0.8.5 or a current CVS version to do this).&lt;br /&gt;
&lt;br /&gt;
=== Download ===&lt;br /&gt;
&lt;br /&gt;
Version 0.1: (3 playable scenarios) requires wesnoth = 0.7.7&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/memoirs-0.1.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.2: (7 playable scenarios) requires wesnoth = 0.7.9&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.2.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.2.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.3: (9 playable scenarios) requires wesnoth &amp;gt;= 0.7.11 (=0.7.11 for the tarball)&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.3.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.3.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.4: (10 playable scenarios) requires wesnoth &amp;gt;= 0.7.11, &amp;lt;= 0.8.3&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.4.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.4.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.5: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.4, &amp;lt;= 0.8.7&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.5.1: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.4, &amp;lt;= 0.8.7&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.1.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.5.2: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.9&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.2.tar.gz&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Mainline Campaigns]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns]]&lt;/div&gt;</summary>
		<author><name>Cph</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=DelfadorsMemoirs&amp;diff=36111</id>
		<title>DelfadorsMemoirs</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=DelfadorsMemoirs&amp;diff=36111"/>
		<updated>2010-04-16T08:11:34Z</updated>

		<summary type="html">&lt;p&gt;Cph: /* Walkthrough */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Story==&lt;br /&gt;
&lt;br /&gt;
This campaign follows the adventures of Delfador, beginning from him leaving home as a newly qualified journeyman mage,&lt;br /&gt;
and leading up to him helping to bring peace to Wesnoth.  It is set a couple of generations earlier than &amp;quot;Heir to the&lt;br /&gt;
Throne&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
&lt;br /&gt;
Original developer: email to Josh Parsons, jp30 AT st-and.ac.uk.&lt;br /&gt;
Thread is at http://www.wesnoth.org/forum/viewtopic.php?t=1293.&lt;br /&gt;
&lt;br /&gt;
More recently, the campaign has been picked up and improved by 'tapik' - see [[CampaignDelfadorsMemoirs]].&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
&lt;br /&gt;
You should be familiar with the basics in [[WesnothManual]] -- this is a walkthrough, not an exposition of basic game mechanics.&lt;br /&gt;
&lt;br /&gt;
Each scenario has an individual forum thread where you can provide feedback to the authors.  You can find these [http://www.wesnoth.org/forum/viewtopic.php?f=22&amp;amp;t=25554 here]. Feedback is useful as it helps the developers improve the campaign in future versions; and the posts by other players may contain advice or pointers beyond those in this walkthrough.&lt;br /&gt;
&lt;br /&gt;
===Overture===&lt;br /&gt;
&lt;br /&gt;
Just an introduction - sit back and enjoy the show.&lt;br /&gt;
&lt;br /&gt;
===This Valley Belongs to Me===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Grogor-Tuk, the enemy leader.&lt;br /&gt;
&lt;br /&gt;
This one is tricky (at least at Great Mage - hard).The enemy has a lot of gold and sends a steady stream of units your way for the first day. In the south/centre is the easy bit - defend the river. Use your mage of light here to back up a few horsemen/spearmen to fend off the attackers; in the water or on sand they are at a disadvantage and can't concentrate attacks easily from the bad terrain.&lt;br /&gt;
&lt;br /&gt;
The tricky bit is to the north - wolf riders cross the river to the north and come down through the woods. Some spearmen and mages in the woods works here, and there's a village in the woods to the north to anchor your defence on. Wolf riders don't benefit as much as your units do on the wooded tiles. Aim to give plenty of XP to at least one mage, so you can level him up here or early at the next level.&lt;br /&gt;
&lt;br /&gt;
===The Road to Weldyn===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Urthaka-Tan, the enemy leader.&lt;br /&gt;
&lt;br /&gt;
You want quite a few horsemen here; it's a good opportunity to get lots of horsemen on your recall list (they are cheaper to recall then recruit later on). There are enough villages to fund recruiting or recalling 9 units and still have positive income throughout. At Great Mage you want at least half of your units to be horsemen; the enemy will have lots of archers who are easy prey in the open fields here. You start with an archer and gain the ability to recruit more here, but you won't need more than two - the enemy uses a lot of troll whelps, so you are better off recalling or recruiting mages, plus a couple of spearmen to play defence in the first night.&lt;br /&gt;
&lt;br /&gt;
This level is dead easy to win because the enemy has a small keep; his forces arrive spread out and not supporting each other. Use the day/night cycle; at night just fall back and, particularly on the first night, use the line of woods and castle tiles just west of your start. Your horsemen can go and take villages and make it back to fight at dawn on day 2. In the day, crush them with the horsemen and mages. You want to level up mages and horsemen.&lt;br /&gt;
&lt;br /&gt;
I exited as early as I could manage, but the early finish bonus is only 15/turn and I was getting 14/turn anyway, so perhaps it would be better to milk the level for XP instead.&lt;br /&gt;
&lt;br /&gt;
== Old Version ==&lt;br /&gt;
&lt;br /&gt;
Before its inclusion as a mainline campaign, Delfador's Memoirs was distributed as a separate add-on. &lt;br /&gt;
&lt;br /&gt;
This could probably all be removed now.&lt;br /&gt;
&lt;br /&gt;
=== Installation notes ===&lt;br /&gt;
&lt;br /&gt;
Delfador's Memoirs is distributed as a tarball (.tar.gz), containing all sources for the campaign.&lt;br /&gt;
The tarball is built with automake.  To install, unpack it, change into the directory delfadors-memoirs-(version) and&lt;br /&gt;
run (as root) &amp;quot;./configure &amp;amp;&amp;amp; make &amp;amp;&amp;amp; make install&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If you can't install DM this way, then you may install download and install it from the campaign server (you will need&lt;br /&gt;
wesnoth 0.8.5 or a current CVS version to do this).&lt;br /&gt;
&lt;br /&gt;
=== Download ===&lt;br /&gt;
&lt;br /&gt;
Version 0.1: (3 playable scenarios) requires wesnoth = 0.7.7&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/memoirs-0.1.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.2: (7 playable scenarios) requires wesnoth = 0.7.9&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.2.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.2.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.3: (9 playable scenarios) requires wesnoth &amp;gt;= 0.7.11 (=0.7.11 for the tarball)&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.3.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.3.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.4: (10 playable scenarios) requires wesnoth &amp;gt;= 0.7.11, &amp;lt;= 0.8.3&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.4.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.4.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.5: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.4, &amp;lt;= 0.8.7&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.5.1: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.4, &amp;lt;= 0.8.7&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.1.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.5.2: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.9&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.2.tar.gz&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Mainline Campaigns]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns]]&lt;/div&gt;</summary>
		<author><name>Cph</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=DelfadorsMemoirs&amp;diff=36110</id>
		<title>DelfadorsMemoirs</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=DelfadorsMemoirs&amp;diff=36110"/>
		<updated>2010-04-16T08:11:01Z</updated>

		<summary type="html">&lt;p&gt;Cph: /* This Valley Belongs to Me */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Story==&lt;br /&gt;
&lt;br /&gt;
This campaign follows the adventures of Delfador, beginning from him leaving home as a newly qualified journeyman mage,&lt;br /&gt;
and leading up to him helping to bring peace to Wesnoth.  It is set a couple of generations earlier than &amp;quot;Heir to the&lt;br /&gt;
Throne&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
&lt;br /&gt;
Original developer: email to Josh Parsons, jp30 AT st-and.ac.uk.&lt;br /&gt;
Thread is at http://www.wesnoth.org/forum/viewtopic.php?t=1293.&lt;br /&gt;
&lt;br /&gt;
More recently, the campaign has been picked up and improved by 'tapik' - see [[CampaignDelfadorsMemoirs]].&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
&lt;br /&gt;
You should also be familiar with the basics in [[WesnothManual]] -- this is a walkthrough, not an exposition of basic game mechanics.&lt;br /&gt;
&lt;br /&gt;
Each scenario has an individual forum thread where you can provide feedback to the authors.  You can find these [http://www.wesnoth.org/forum/viewtopic.php?f=22&amp;amp;t=25554 here]. Feedback is useful as it helps the developers improve the campaign in future versions; and the posts by other players may contain advice or pointers beyond those in this walkthrough.&lt;br /&gt;
&lt;br /&gt;
===Overture===&lt;br /&gt;
&lt;br /&gt;
Just an introduction - sit back and enjoy the show.&lt;br /&gt;
&lt;br /&gt;
===This Valley Belongs to Me===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Grogor-Tuk, the enemy leader.&lt;br /&gt;
&lt;br /&gt;
This one is tricky (at least at Great Mage - hard).The enemy has a lot of gold and sends a steady stream of units your way for the first day. In the south/centre is the easy bit - defend the river. Use your mage of light here to back up a few horsemen/spearmen to fend off the attackers; in the water or on sand they are at a disadvantage and can't concentrate attacks easily from the bad terrain.&lt;br /&gt;
&lt;br /&gt;
The tricky bit is to the north - wolf riders cross the river to the north and come down through the woods. Some spearmen and mages in the woods works here, and there's a village in the woods to the north to anchor your defence on. Wolf riders don't benefit as much as your units do on the wooded tiles. Aim to give plenty of XP to at least one mage, so you can level him up here or early at the next level.&lt;br /&gt;
&lt;br /&gt;
===The Road to Weldyn===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Urthaka-Tan, the enemy leader.&lt;br /&gt;
&lt;br /&gt;
You want quite a few horsemen here; it's a good opportunity to get lots of horsemen on your recall list (they are cheaper to recall then recruit later on). There are enough villages to fund recruiting or recalling 9 units and still have positive income throughout. At Great Mage you want at least half of your units to be horsemen; the enemy will have lots of archers who are easy prey in the open fields here. You start with an archer and gain the ability to recruit more here, but you won't need more than two - the enemy uses a lot of troll whelps, so you are better off recalling or recruiting mages, plus a couple of spearmen to play defence in the first night.&lt;br /&gt;
&lt;br /&gt;
This level is dead easy to win because the enemy has a small keep; his forces arrive spread out and not supporting each other. Use the day/night cycle; at night just fall back and, particularly on the first night, use the line of woods and castle tiles just west of your start. Your horsemen can go and take villages and make it back to fight at dawn on day 2. In the day, crush them with the horsemen and mages. You want to level up mages and horsemen.&lt;br /&gt;
&lt;br /&gt;
I exited as early as I could manage, but the early finish bonus is only 15/turn and I was getting 14/turn anyway, so perhaps it would be better to milk the level for XP instead.&lt;br /&gt;
&lt;br /&gt;
== Old Version ==&lt;br /&gt;
&lt;br /&gt;
Before its inclusion as a mainline campaign, Delfador's Memoirs was distributed as a separate add-on. &lt;br /&gt;
&lt;br /&gt;
This could probably all be removed now.&lt;br /&gt;
&lt;br /&gt;
=== Installation notes ===&lt;br /&gt;
&lt;br /&gt;
Delfador's Memoirs is distributed as a tarball (.tar.gz), containing all sources for the campaign.&lt;br /&gt;
The tarball is built with automake.  To install, unpack it, change into the directory delfadors-memoirs-(version) and&lt;br /&gt;
run (as root) &amp;quot;./configure &amp;amp;&amp;amp; make &amp;amp;&amp;amp; make install&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If you can't install DM this way, then you may install download and install it from the campaign server (you will need&lt;br /&gt;
wesnoth 0.8.5 or a current CVS version to do this).&lt;br /&gt;
&lt;br /&gt;
=== Download ===&lt;br /&gt;
&lt;br /&gt;
Version 0.1: (3 playable scenarios) requires wesnoth = 0.7.7&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/memoirs-0.1.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.2: (7 playable scenarios) requires wesnoth = 0.7.9&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.2.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.2.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.3: (9 playable scenarios) requires wesnoth &amp;gt;= 0.7.11 (=0.7.11 for the tarball)&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.3.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.3.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.4: (10 playable scenarios) requires wesnoth &amp;gt;= 0.7.11, &amp;lt;= 0.8.3&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.4.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.4.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.5: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.4, &amp;lt;= 0.8.7&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.5.1: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.4, &amp;lt;= 0.8.7&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.1.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.5.2: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.9&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.2.tar.gz&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Mainline Campaigns]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns]]&lt;/div&gt;</summary>
		<author><name>Cph</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=DelfadorsMemoirs&amp;diff=36109</id>
		<title>DelfadorsMemoirs</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=DelfadorsMemoirs&amp;diff=36109"/>
		<updated>2010-04-16T08:08:05Z</updated>

		<summary type="html">&lt;p&gt;Cph: /* The Road to Weldyn */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Story==&lt;br /&gt;
&lt;br /&gt;
This campaign follows the adventures of Delfador, beginning from him leaving home as a newly qualified journeyman mage,&lt;br /&gt;
and leading up to him helping to bring peace to Wesnoth.  It is set a couple of generations earlier than &amp;quot;Heir to the&lt;br /&gt;
Throne&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
&lt;br /&gt;
Original developer: email to Josh Parsons, jp30 AT st-and.ac.uk.&lt;br /&gt;
Thread is at http://www.wesnoth.org/forum/viewtopic.php?t=1293.&lt;br /&gt;
&lt;br /&gt;
More recently, the campaign has been picked up and improved by 'tapik' - see [[CampaignDelfadorsMemoirs]].&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
&lt;br /&gt;
You should also be familiar with the basics in [[WesnothManual]] -- this is a walkthrough, not an exposition of basic game mechanics.&lt;br /&gt;
&lt;br /&gt;
Each scenario has an individual forum thread where you can provide feedback to the authors.  You can find these [http://www.wesnoth.org/forum/viewtopic.php?f=22&amp;amp;t=25554 here]. Feedback is useful as it helps the developers improve the campaign in future versions; and the posts by other players may contain advice or pointers beyond those in this walkthrough.&lt;br /&gt;
&lt;br /&gt;
===Overture===&lt;br /&gt;
&lt;br /&gt;
Just an introduction - sit back and enjoy the show.&lt;br /&gt;
&lt;br /&gt;
===This Valley Belongs to Me===&lt;br /&gt;
&lt;br /&gt;
This one is tricky (at least at Great Mage - hard).The enemy has a lot of gold and sends a steady stream of units your way for the first day. In the south/centre is the easy bit - defend the river. Use your mage of light here to back up a few horsemen/spearmen to fend off the attackers; in the water or on sand they are at a disadvantage and can't concentrate attacks easily from the bad terrain.&lt;br /&gt;
&lt;br /&gt;
The tricky bit is to the north - wolf riders cross the river to the north and come down through the woods. Some spearmen and mages in the woods works here, and there's a village in the woods to the north to anchor your defence on. Wolf riders don't benefit as much as your units do on the wooded tiles. Aim to give plenty of XP to at least one mage, so you can level him up here or early at the next level.&lt;br /&gt;
&lt;br /&gt;
===The Road to Weldyn===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Urthaka-Tan, the enemy leader.&lt;br /&gt;
&lt;br /&gt;
You want quite a few horsemen here; it's a good opportunity to get lots of horsemen on your recall list (they are cheaper to recall then recruit later on). There are enough villages to fund recruiting or recalling 9 units and still have positive income throughout. At Great Mage you want at least half of your units to be horsemen; the enemy will have lots of archers who are easy prey in the open fields here. You start with an archer and gain the ability to recruit more here, but you won't need more than two - the enemy uses a lot of troll whelps, so you are better off recalling or recruiting mages, plus a couple of spearmen to play defence in the first night.&lt;br /&gt;
&lt;br /&gt;
This level is dead easy to win because the enemy has a small keep; his forces arrive spread out and not supporting each other. Use the day/night cycle; at night just fall back and, particularly on the first night, use the line of woods and castle tiles just west of your start. Your horsemen can go and take villages and make it back to fight at dawn on day 2. In the day, crush them with the horsemen and mages. You want to level up mages and horsemen.&lt;br /&gt;
&lt;br /&gt;
I exited as early as I could manage, but the early finish bonus is only 15/turn and I was getting 14/turn anyway, so perhaps it would be better to milk the level for XP instead.&lt;br /&gt;
&lt;br /&gt;
== Old Version ==&lt;br /&gt;
&lt;br /&gt;
Before its inclusion as a mainline campaign, Delfador's Memoirs was distributed as a separate add-on. &lt;br /&gt;
&lt;br /&gt;
This could probably all be removed now.&lt;br /&gt;
&lt;br /&gt;
=== Installation notes ===&lt;br /&gt;
&lt;br /&gt;
Delfador's Memoirs is distributed as a tarball (.tar.gz), containing all sources for the campaign.&lt;br /&gt;
The tarball is built with automake.  To install, unpack it, change into the directory delfadors-memoirs-(version) and&lt;br /&gt;
run (as root) &amp;quot;./configure &amp;amp;&amp;amp; make &amp;amp;&amp;amp; make install&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If you can't install DM this way, then you may install download and install it from the campaign server (you will need&lt;br /&gt;
wesnoth 0.8.5 or a current CVS version to do this).&lt;br /&gt;
&lt;br /&gt;
=== Download ===&lt;br /&gt;
&lt;br /&gt;
Version 0.1: (3 playable scenarios) requires wesnoth = 0.7.7&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/memoirs-0.1.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.2: (7 playable scenarios) requires wesnoth = 0.7.9&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.2.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.2.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.3: (9 playable scenarios) requires wesnoth &amp;gt;= 0.7.11 (=0.7.11 for the tarball)&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.3.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.3.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.4: (10 playable scenarios) requires wesnoth &amp;gt;= 0.7.11, &amp;lt;= 0.8.3&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.4.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.4.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.5: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.4, &amp;lt;= 0.8.7&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.5.1: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.4, &amp;lt;= 0.8.7&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.1.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.5.2: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.9&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.2.tar.gz&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Mainline Campaigns]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns]]&lt;/div&gt;</summary>
		<author><name>Cph</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=DelfadorsMemoirs&amp;diff=36107</id>
		<title>DelfadorsMemoirs</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=DelfadorsMemoirs&amp;diff=36107"/>
		<updated>2010-04-15T23:15:35Z</updated>

		<summary type="html">&lt;p&gt;Cph: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Story==&lt;br /&gt;
&lt;br /&gt;
This campaign follows the adventures of Delfador, beginning from him leaving home as a newly qualified journeyman mage,&lt;br /&gt;
and leading up to him helping to bring peace to Wesnoth.  It is set a couple of generations earlier than &amp;quot;Heir to the&lt;br /&gt;
Throne&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
&lt;br /&gt;
Original developer: email to Josh Parsons, jp30 AT st-and.ac.uk.&lt;br /&gt;
Thread is at http://www.wesnoth.org/forum/viewtopic.php?t=1293.&lt;br /&gt;
&lt;br /&gt;
More recently, the campaign has been picked up and improved by 'tapik' - see [[CampaignDelfadorsMemoirs]].&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
&lt;br /&gt;
You should also be familiar with the basics in [[WesnothManual]] -- this is a walkthrough, not an exposition of basic game mechanics.&lt;br /&gt;
&lt;br /&gt;
Each scenario has an individual forum thread where you can provide feedback to the authors.  You can find these [http://www.wesnoth.org/forum/viewtopic.php?f=22&amp;amp;t=25554 here]. Feedback is useful as it helps the developers improve the campaign in future versions; and the posts by other players may contain advice or pointers beyond those in this walkthrough.&lt;br /&gt;
&lt;br /&gt;
===Overture===&lt;br /&gt;
&lt;br /&gt;
Just an introduction - sit back and enjoy the show.&lt;br /&gt;
&lt;br /&gt;
===This Valley Belongs to Me===&lt;br /&gt;
&lt;br /&gt;
This one is tricky (at least at Great Mage - hard).The enemy has a lot of gold and sends a steady stream of units your way for the first day. In the south/centre is the easy bit - defend the river. Use your mage of light here to back up a few horsemen/spearmen to fend off the attackers; in the water or on sand they are at a disadvantage and can't concentrate attacks easily from the bad terrain.&lt;br /&gt;
&lt;br /&gt;
The tricky bit is to the north - wolf riders cross the river to the north and come down through the woods. Some spearmen and mages in the woods works here, and there's a village in the woods to the north to anchor your defence on. Wolf riders don't benefit as much as your units do on the wooded tiles. Aim to give plenty of XP to at least one mage, so you can level him up here or early at the next level.&lt;br /&gt;
&lt;br /&gt;
===The Road to Weldyn===&lt;br /&gt;
&lt;br /&gt;
You want quite a few horsemen here; it's a good opportunity to get lots of horsemen on your recall list (they are cheaper to recall then recruit later on). There are enough villages to fund recruiting or recalling 9 units and still have positive income throughout. At Great Mage you want at least half of your units to be horsemen; the enemy will have lots of archers who are easy prey in the open fields here. You start with an archer and gain the ability to recruit more here, but you won't need more than two - the enemy uses a lot of troll whelps, so you are better off recalling or recruiting mages, plus a couple of spearmen to play defence in the first night.&lt;br /&gt;
&lt;br /&gt;
This level is dead easy to win because the enemy has a small keep; his forces arrive spread out and not supporting each other. Use the day/night cycle; at night just fall back and, particularly on the first night, use the line of woods and castle tiles just west of your start. Your horsemen can go and take villages and make it back to fight at dawn on day 2. In the day, crush them with the horsemen and mages. You want to level up mages and horsemen.&lt;br /&gt;
&lt;br /&gt;
I exited as early as I could manage, but the early finish bonus is only 15/turn and I was getting 14/turn anyway, so perhaps it would be better to milk the level for XP instead.&lt;br /&gt;
&lt;br /&gt;
== Old Version ==&lt;br /&gt;
&lt;br /&gt;
Before its inclusion as a mainline campaign, Delfador's Memoirs was distributed as a separate add-on. &lt;br /&gt;
&lt;br /&gt;
This could probably all be removed now.&lt;br /&gt;
&lt;br /&gt;
=== Installation notes ===&lt;br /&gt;
&lt;br /&gt;
Delfador's Memoirs is distributed as a tarball (.tar.gz), containing all sources for the campaign.&lt;br /&gt;
The tarball is built with automake.  To install, unpack it, change into the directory delfadors-memoirs-(version) and&lt;br /&gt;
run (as root) &amp;quot;./configure &amp;amp;&amp;amp; make &amp;amp;&amp;amp; make install&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If you can't install DM this way, then you may install download and install it from the campaign server (you will need&lt;br /&gt;
wesnoth 0.8.5 or a current CVS version to do this).&lt;br /&gt;
&lt;br /&gt;
=== Download ===&lt;br /&gt;
&lt;br /&gt;
Version 0.1: (3 playable scenarios) requires wesnoth = 0.7.7&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/memoirs-0.1.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.2: (7 playable scenarios) requires wesnoth = 0.7.9&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.2.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.2.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.3: (9 playable scenarios) requires wesnoth &amp;gt;= 0.7.11 (=0.7.11 for the tarball)&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.3.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.3.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.4: (10 playable scenarios) requires wesnoth &amp;gt;= 0.7.11, &amp;lt;= 0.8.3&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.4.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.4.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.5: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.4, &amp;lt;= 0.8.7&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.5.1: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.4, &amp;lt;= 0.8.7&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.1.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.5.2: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.9&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.2.tar.gz&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Mainline Campaigns]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns]]&lt;/div&gt;</summary>
		<author><name>Cph</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=AnOrcishIncursion&amp;diff=36093</id>
		<title>AnOrcishIncursion</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=AnOrcishIncursion&amp;diff=36093"/>
		<updated>2010-04-15T08:18:52Z</updated>

		<summary type="html">&lt;p&gt;Cph: bottleneck strategy seems unsuitable for Challenging&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you feel comfortable with turn-based games, especially ones featuring units moving on a hex map, then you can play the Tutorial and then dive right into &amp;quot;Medium&amp;quot; to get a feel for the elements of the game. After you have played a few scenarios and are ready to hone your skills, try reading [[AdvancedTactics]].  You should also be familiar with the basics in [[WesnothManual]] -- this is a walkthrough, not an exposition of basic game mechanics.&lt;br /&gt;
&lt;br /&gt;
Each scenario has an individual forum thread where you can provide feedback to the authors.  You can find these [http://www.wesnoth.org/forum/viewtopic.php?f=22&amp;amp;t=20249 here].&lt;br /&gt;
&lt;br /&gt;
=== Defend the Forest ===&lt;br /&gt;
* Objectives: Defeat Urugha, the enemy leader&lt;br /&gt;
* Lose if: Erlornas dies or turns run out&lt;br /&gt;
* Turns: 24&lt;br /&gt;
* Starting units: Erlornas and an Elvish Rider&lt;br /&gt;
&lt;br /&gt;
This is a simple 'Kill the enemy leader' scenario.  The main objective in the first couple scenarios in this campaign is to develop your shaman line recruits, so you should recruit a fairly even mix of fighters, archers, and shamans.  Normally as Rebels you would recruit many more fighters, but in this campaign you can be assured of lots of forest, so you don't need quite as many of them.  As always, plan your starting recruits so that you can get the most villages quickly (many require a quick archer to reach expediently, unfortunately).&lt;br /&gt;
&lt;br /&gt;
The battle is quickly over.  Watch for the enemy Grunts as they have the highest damage dealing potential, and some Wolf Riders may try to steal your village.  Try to milk the enemy leader for XP at the end, especially on your Shamans.  If he's slowed, he's not much of a threat, even at night.  Finish early for a nice bonus.&lt;br /&gt;
&lt;br /&gt;
=== Assassins === &lt;br /&gt;
* Objectives: Defeat Ghalrsa, the enemy leader&lt;br /&gt;
* Lose if: Erlornas dies or turns run out&lt;br /&gt;
* Turns: 24&lt;br /&gt;
* Starting units: Erlornas and another unit&lt;br /&gt;
Hopefully you're entering this scenario with a good hunk of XP on your units, if not level 2s already.  Your primary goal is to get a Druid quickly in this scenario - the AI uses Orcish Assassins, which will poison you.  A Druid will make this far less painful than if you were relying solely on your Shamans.&lt;br /&gt;
&lt;br /&gt;
It is up to you where to make your stand, but try to get the enemy to fight from the river.  Even if you lose a unit or two, the return damage he will deal hitting them in the river is quite tremendous and will greatly weaken their forces.  Especially on the higher levels of difficulty, consider recruiting quite a bit more than one castleful for this scenario as the enemy will have units aplenty.  This enemy leader isn't quite so easy to milk so finish it as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
=== Wasteland === &lt;br /&gt;
&lt;br /&gt;
* Objectives: Defeat Gnargha, the Orcish Warlord&lt;br /&gt;
* Lose if: Erlornas dies or turns run out&lt;br /&gt;
* Turns: 24&lt;br /&gt;
* Starting units: Erlornas and another unit&lt;br /&gt;
&lt;br /&gt;
This is an interesting scenario - no villages.  Check your income in the top: it's all you're going to get.  The next scenario is possible with minimum starting gold but painful, especially if you don't have leveled troops that you're willing to lose.  This is slightly offset by the gold bonus you will (hopefully) get at the end of the scenario.  This scenario is as much an exercise in gold management as anything else.  Keep in mind that some troops may level and try to stay under your income as much as possible with your upkeep.  Multiple level 1s may be better than your leveled units in some cases.  A Druid, of course, is a necessity with the lack of villages.&lt;br /&gt;
&lt;br /&gt;
Establish your units in the middle &amp;quot;island&amp;quot; of forest. With some healers behind your line you should easily absorb the wave of attackers then take out the leader.&lt;br /&gt;
&lt;br /&gt;
When you finish, you will get a small gold bonus that was laying around the orcish camp.&lt;br /&gt;
&lt;br /&gt;
=== Valley of Trolls === &lt;br /&gt;
* Objectives: Defeat the two Troll leaders&lt;br /&gt;
* Lose if: Erlornas dies or turns run out&lt;br /&gt;
* Turns: 24&lt;br /&gt;
* Starting units: Erlornas and another unit&lt;br /&gt;
&lt;br /&gt;
Largely regarded as the first truly difficult scenario by many beginners, this has stumped many by either waves of Troll Whelps or truly scary adult Trolls, depending on your difficulty.  What may not be obvious to you is that the troll AI has been set up to NOT USE the two mountain hexes that border their caves, but only the path through the middle.  Once you realize this it is far easier to setup a nice bottleneck for them.&lt;br /&gt;
&lt;br /&gt;
The troops from the shaman line should make good use of their slow attack. A slowed troll is much more survivable.&lt;br /&gt;
&lt;br /&gt;
Good luck!  Try to eliminate the blue troll quickly so that the teal one will be a sole target.&lt;br /&gt;
&lt;br /&gt;
[stupidjaguar] I agree with all of the above. The scenario becomes much easier if you use the Sorceress line and Elornas, because of the Trolls' vulnerabilities to arcane damage. Slow them with Shamen and Druids, then take them out with faerie fire.&lt;br /&gt;
&lt;br /&gt;
[cph] Maybe the bottleneck approach above works for the Easy skill, but I don't think it's suitable for Challenging. Instead, it's a divide-and-conquer level. Send a scout west over the river to grab villages and distract the west trolls, and throw the rest of your forces in a quick knock-out against the east trolls. Remember to recall some L2 or near-to-levelling up units with good ranged damage: you want to be able to take out trolls in 1 or two turns. It would help to level up Erlornas before you get here, as he does more ranged damage at L3.&lt;br /&gt;
&lt;br /&gt;
=== Linaera the Quick === &lt;br /&gt;
* Objectives: Defeat the enemy leaders&lt;br /&gt;
* Lose if: Erlornas or Linaera die or turns run out&lt;br /&gt;
* Turns: 24&lt;br /&gt;
* Starting units: Erlornas, another unit, Linaera and three Mages&lt;br /&gt;
&lt;br /&gt;
This is a fun scenario lending you a very handy unit, the Silver Mage.  Be careful not to lose her and use her as a surprise attacker.  The AI does not understand that a Silver Mage can appear from any of your villages, so when she's not teleporting around the map grabbing more villages for you keep her on a village so that she's handy to aid in a strike on an unsuspecting AI unit.&lt;br /&gt;
&lt;br /&gt;
You may start off with low gold after last scenario, so start off slow, especially on higher difficulty levels.  Let them come to you instead of you rushing them.  You have plenty of time to take the rest of the map once the first wave has pummeled you.&lt;br /&gt;
&lt;br /&gt;
=== A Detour Through the Swamp === &lt;br /&gt;
&lt;br /&gt;
* Objectives: Defeat Keremal the Lich&lt;br /&gt;
* Lose if: Erlornas or Linaera die or turns run out&lt;br /&gt;
* Turns: 24&lt;br /&gt;
* Starting units: Erlornas, Linaera and any surviving Mages&lt;br /&gt;
&lt;br /&gt;
Pretty simple 'kill the enemy leader' scenario again.  This campaign has a lot of them.  Be careful of the undead at night - they pack a serious punch, but they're much less scary in the daytime.  Your best unit will be your Mages. The final boss is a toughy.  The only thing you really have that can hurt him is your Mages, with Linaera being by far the best as a Silver Mage (she resists the Lich attack quite a bit!).  Get in a gang around him and then try to finish him off in one turn.  If that fails, try again.  You'll probably have heavy casualties finishing him if you're new to fighting Liches, and beware using melee attacks on him (he'll heal when he hits you), even if his ranged attack is truly terrifyingly powerful. Again, slowing the Lich will help a lot.&lt;br /&gt;
&lt;br /&gt;
[comments by scorchgeek]&lt;br /&gt;
Erlornas and Elvish Sorceresses also do heavy damage to undead. I sacrificed all my mages in the previous scenario and at first thought I would have to go back and repeat it, but as I had 2 Sorceresses, I did fine in the end.&lt;br /&gt;
&lt;br /&gt;
=== Showdown === &lt;br /&gt;
* Objectives: Defeat the Orcish Sovereign&lt;br /&gt;
* Lose if: Erlornas dies or turns run out&lt;br /&gt;
* Turns: 24&lt;br /&gt;
* Starting units: Erlornas, Linaera, another unit and 4 Elvish Rangers&lt;br /&gt;
&lt;br /&gt;
Another kill the enemy leader, but with a twist: you get 4 loyal Rangers to sneak around the backside for an assassination!  If you have any rangers of your own, send them along to and use the rest of your forces as a diversion to the southwest.  If played well you can actually just destroy his army at the moment, but it's always fun to pop out of the trees and surround the bewildered AI.&lt;br /&gt;
&lt;br /&gt;
[[Category: Campaigns]]&lt;/div&gt;</summary>
		<author><name>Cph</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Liberty&amp;diff=26164</id>
		<title>Liberty</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Liberty&amp;diff=26164"/>
		<updated>2008-07-12T12:00:03Z</updated>

		<summary type="html">&lt;p&gt;Cph: /* Glory */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=General Strategy=&lt;br /&gt;
&lt;br /&gt;
Footpads are the core unit for this campaign. High defence, mixed attacks, and cheap makes them handy in all events. You get Harper in all scenarios, plus two loyal footpads; level these up, plus any others you recruit with good traits.&lt;br /&gt;
&lt;br /&gt;
The main problem in this campaign is finding units to deal damage; footpads are great for swarming and pinning enemies, but even swarming an enemy from all sides they might take less than half its HP off in one turn. In daylight, or even at dawn/dusk against enemies with resistances, none of your L1 units cause much damage. It's important to level up a couple each of thugs and poachers; you then use these as first strike against an enemy unit, followed by the footpad swarm to finish them off or at least pin them so you can finish them next turn. In particular, you want a huntsman by scenario 7 so you have decent marksman damage for busting enemy commanders.&lt;br /&gt;
&lt;br /&gt;
=Scenarios=&lt;br /&gt;
&lt;br /&gt;
=== The Raid ===&lt;br /&gt;
&lt;br /&gt;
You have enough troops to beat the goblins in a straight-up fight;&lt;br /&gt;
your problem is luring the leader to attack you rather than running&lt;br /&gt;
straight up the board and into the village (if this happens you&lt;br /&gt;
lose!).  This means you need to dangle some units in his engagement&lt;br /&gt;
range.  Spend your loyal footpads, you won't get to keep more than two&lt;br /&gt;
of them after you leave the village.&lt;br /&gt;
&lt;br /&gt;
Running Harper and one other footpad north works well; provided the other draws the goblin leader off of his run north, Harper can then either join in fighting him, or complete the run north (where you get a couple of thugs for free) and return with them, depending on how far north you get before he breaks his run.&lt;br /&gt;
&lt;br /&gt;
=== Civil Disobedience ===&lt;br /&gt;
&lt;br /&gt;
Bunch up all your fighters and use them to swarm single or paired cavalry  units. Use houses for cover. Remember to keep recruiting in those early turns, even if you have to forgo attacking enemies from good cover to make the space for the recruit to stand.&lt;br /&gt;
&lt;br /&gt;
Poachers are useful for getting damage into the enemy cavalry and have decent defence when in your castle or in villages, and then use footpads to take positions in the open (they have good defence in the open) to wrap around enemy units. Ideally you want the enemy to wrap cavalry around units in your keep, and you then wrap around the ones behind your keep with poachers and footpads. The enemy commander is a tough fight, since he often meets you in daylight and has good melee and ranged attacks; ideally get him next to your keep so you can have your commander and two poachers hitting him from relative safety, and then put a footpad or thug on the other side to pin him there.&lt;br /&gt;
&lt;br /&gt;
=== A Strategy of Hope ===&lt;br /&gt;
&lt;br /&gt;
The orcs don't make a lot of archers, so swarm them with footpads and&lt;br /&gt;
outlaws firing slingstones.  Detach one or two footpads to go on an&lt;br /&gt;
extended village-stealing run in the north of the board while you're&lt;br /&gt;
doing this.  Your allies are a little better than evenly matched&lt;br /&gt;
against the saurians, so by the time you finish the orcs you should be&lt;br /&gt;
able to run northwest and take the leader without too much trouble.&lt;br /&gt;
&lt;br /&gt;
=== Unlawful Orders ===&lt;br /&gt;
&lt;br /&gt;
Detach two footpads to grab villages, one in the town (Lord Maddock isn't going to use them all&lt;br /&gt;
anyway) and one to the north. Move your commander onto Lord Maddock's keep at the first chance you get, so you can recruit more &amp;amp; closer to the action.&lt;br /&gt;
&lt;br /&gt;
Lord Maddock's throws his troops away early. Your force should be a few thugs, a couple of footpads and perhaps 2 poachers to hold the south bank of the island; let the enemy come to you here and fight from in the water. Then send an outlaw and footpad strike force out the east gate and down, which will swarm enemy stragglers and late recruits and then hit the enemy commander.&lt;br /&gt;
&lt;br /&gt;
=== Hide and Seek ===&lt;br /&gt;
&lt;br /&gt;
The moment you get within visual range of an enemy it will attack, and in 1.4 all the other enemies wake up also. What saves you is that Harper can see farther than they can. Don't run ahead with him, you need Baldras to the exit point; Harper scouts the way, he follows.&lt;br /&gt;
&lt;br /&gt;
The safe route is south-east, using Harper to eye a way between the soldiers. Head between some others through some mountains and head all the way across to the east edge of the map. Then head south through a lake and then SE until above the exit and down. Also avoid the temptation to grab a village. This will trigger an attack even when not in range of a soldier.&lt;br /&gt;
&lt;br /&gt;
=== The Gray Woods ===&lt;br /&gt;
&lt;br /&gt;
This is a fairly easy search-and destroy, with lots of relatively weak&lt;br /&gt;
undead so lots of leveling-up opportunities.  Grab Helicrom's&lt;br /&gt;
villages, he starts with a ton of gold anyway.  The bad guys are at the SE,&lt;br /&gt;
SW, and NW corners.  There's a holy ankh in the south center of the&lt;br /&gt;
board that will give the unit that finds it an arcane attack.&lt;br /&gt;
&lt;br /&gt;
You could almost ignore the SE village, Helicrom's troops will take care of it; just send say an outlaw and a footpad to maybe sneak some XP, and to scout and grab villages below the SE enemy. Your main force, footpads plus a few thugs/marauders should head SWish across the bridge and have a quick fight with the green lich's forces that have made it out.  Continue on to kill him, and then head south to the other lich.  It is an excellent place to level up some footpads to L2 or even L3.  While I am not over judicious with my use of the &amp;quot;fodder&amp;quot; units, I still came out with about 8 or 9 L2+ units. &lt;br /&gt;
&lt;br /&gt;
At the end, choose to have Helicrom join you in battle.  It makes the last scenario (while frustrating because your allies get in your way) pretty easy.&lt;br /&gt;
&lt;br /&gt;
=== The Hunters ===&lt;br /&gt;
&lt;br /&gt;
The trick in this one is that your outlaws fight better in mountains than &lt;br /&gt;
heavy infantry do.  So bean them with missile weapons from the mountains at&lt;br /&gt;
the north edge of the road, then clump your guys and go west towards the &lt;br /&gt;
keep.  Swarm the cavalry units as they hit you; they probably won't &lt;br /&gt;
concentrate enough to be more than a nuisance to L2 and L3 characters.&lt;br /&gt;
&lt;br /&gt;
=== Glory ===&lt;br /&gt;
&lt;br /&gt;
The only genuinely difficult puzzle in Liberty, because the Wesnoth army&lt;br /&gt;
is tough to beat if you have to try to take them inside their fortress&lt;br /&gt;
(and they get reinforcements every afternoon).  You have to lure as many&lt;br /&gt;
as possible out of the fortress -- dangle bait just within their &lt;br /&gt;
engagement range. It's the final scenario, so don't worry about money, just recall all your L2 and L3 recalls and recruit until you are out of gold.&lt;br /&gt;
&lt;br /&gt;
If you chose to have Helicrom join you in battle, he appears in a camp to your right at the start. While his troops get in the way a lot, they do kill some units and help if  only by diverting some of the opposing forces.&lt;br /&gt;
&lt;br /&gt;
March them straight N and hang out around the first village there.  It will be a nice pitched battle for a few turns, but eventually your numbers will overwhelm them.  Then you can split your forces a bit to the West and South entrances.  Remember that your Outlaws and above fight a lot better in the mountains then your opponents (offsetting the garrison bonus).&lt;br /&gt;
&lt;br /&gt;
[Comments by cph] At hard, I played it a bit differently. Helicrom's units throw themselves at the south gate and clog it for a day or so; the riders attack the west gate and tie up the enemy there. So I marched my entire force into the woods SW of the fortress; once both gates were clogged by the allies, I moved my forces closer to both gates, and then lunged into the fortress with all the footpads, outlaws and fugitives I could fit in. Fugitives on good defensive tiles are great for holding the flanks of the thrust, and footpads are expendable. Bash away throughout the night on all the enemies you can, moving as much as you can into the fortress; seize the central fort with outlaws, and rush footpads to the 4 towers as soon as you get an opening. The orcs went down the east side of the level, so they ran straight into the reinforcements, and I didn't have to fight either.&lt;br /&gt;
&lt;br /&gt;
=== Epilogue ===&lt;br /&gt;
&lt;br /&gt;
Storyline only, no combat.&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns]]&lt;/div&gt;</summary>
		<author><name>Cph</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Liberty&amp;diff=26153</id>
		<title>Liberty</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Liberty&amp;diff=26153"/>
		<updated>2008-07-11T21:35:55Z</updated>

		<summary type="html">&lt;p&gt;Cph: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=General Strategy=&lt;br /&gt;
&lt;br /&gt;
Footpads are the core unit for this campaign. High defence, mixed attacks, and cheap makes them handy in all events. You get Harper in all scenarios, plus two loyal footpads; level these up, plus any others you recruit with good traits.&lt;br /&gt;
&lt;br /&gt;
The main problem in this campaign is finding units to deal damage; footpads are great for swarming and pinning enemies, but even swarming an enemy from all sides they might take less than half its HP off in one turn. In daylight, or even at dawn/dusk against enemies with resistances, none of your L1 units cause much damage. It's important to level up a couple each of thugs and poachers; you then use these as first strike against an enemy unit, followed by the footpad swarm to finish them off or at least pin them so you can finish them next turn. In particular, you want a huntsman by scenario 7 so you have decent marksman damage for busting enemy commanders.&lt;br /&gt;
&lt;br /&gt;
=Scenarios=&lt;br /&gt;
&lt;br /&gt;
=== The Raid ===&lt;br /&gt;
&lt;br /&gt;
You have enough troops to beat the goblins in a straight-up fight;&lt;br /&gt;
your problem is luring the leader to attack you rather than running&lt;br /&gt;
straight up the board and into the village (if this happens you&lt;br /&gt;
lose!).  This means you need to dangle some units in his engagement&lt;br /&gt;
range.  Spend your loyal footpads, you won't get to keep more than two&lt;br /&gt;
of them after you leave the village.&lt;br /&gt;
&lt;br /&gt;
Running Harper and one other footpad north works well; provided the other draws the goblin leader off of his run north, Harper can then either join in fighting him, or complete the run north (where you get a couple of thugs for free) and return with them, depending on how far north you get before he breaks his run.&lt;br /&gt;
&lt;br /&gt;
=== Civil Disobedience ===&lt;br /&gt;
&lt;br /&gt;
Bunch up all your fighters and use them to swarm single or paired cavalry  units. Use houses for cover. Remember to keep recruiting in those early turns, even if you have to forgo attacking enemies from good cover to make the space for the recruit to stand.&lt;br /&gt;
&lt;br /&gt;
Poachers are useful for getting damage into the enemy cavalry and have decent defence when in your castle or in villages, and then use footpads to take positions in the open (they have good defence in the open) to wrap around enemy units. Ideally you want the enemy to wrap cavalry around units in your keep, and you then wrap around the ones behind your keep with poachers and footpads. The enemy commander is a tough fight, since he often meets you in daylight and has good melee and ranged attacks; ideally get him next to your keep so you can have your commander and two poachers hitting him from relative safety, and then put a footpad or thug on the other side to pin him there.&lt;br /&gt;
&lt;br /&gt;
=== A Strategy of Hope ===&lt;br /&gt;
&lt;br /&gt;
The orcs don't make a lot of archers, so swarm them with footpads and&lt;br /&gt;
outlaws firing slingstones.  Detach one or two footpads to go on an&lt;br /&gt;
extended village-stealing run in the north of the board while you're&lt;br /&gt;
doing this.  Your allies are a little better than evenly matched&lt;br /&gt;
against the saurians, so by the time you finish the orcs you should be&lt;br /&gt;
able to run northwest and take the leader without too much trouble.&lt;br /&gt;
&lt;br /&gt;
=== Unlawful Orders ===&lt;br /&gt;
&lt;br /&gt;
Detach two footpads to grab villages, one in the town (Lord Maddock isn't going to use them all&lt;br /&gt;
anyway) and one to the north. Move your commander onto Lord Maddock's keep at the first chance you get, so you can recruit more &amp;amp; closer to the action.&lt;br /&gt;
&lt;br /&gt;
Lord Maddock's throws his troops away early. Your force should be a few thugs, a couple of footpads and perhaps 2 poachers to hold the south bank of the island; let the enemy come to you here and fight from in the water. Then send an outlaw and footpad strike force out the east gate and down, which will swarm enemy stragglers and late recruits and then hit the enemy commander.&lt;br /&gt;
&lt;br /&gt;
=== Hide and Seek ===&lt;br /&gt;
&lt;br /&gt;
The moment you get within visual range of an enemy it will attack, and in 1.4 all the other enemies wake up also. What saves you is that Harper can see farther than they can. Don't run ahead with him, you need Baldras to the exit point; Harper scouts the way, he follows.&lt;br /&gt;
&lt;br /&gt;
The safe route is south-east, using Harper to eye a way between the soldiers. Head between some others through some mountains and head all the way across to the east edge of the map. Then head south through a lake and then SE until above the exit and down. Also avoid the temptation to grab a village. This will trigger an attack even when not in range of a soldier.&lt;br /&gt;
&lt;br /&gt;
=== The Gray Woods ===&lt;br /&gt;
&lt;br /&gt;
This is a fairly easy search-and destroy, with lots of relatively weak&lt;br /&gt;
undead so lots of leveling-up opportunities.  Grab Helicrom's&lt;br /&gt;
villages, he starts with a ton of gold anyway.  The bad guys are at the SE,&lt;br /&gt;
SW, and NW corners.  There's a holy ankh in the south center of the&lt;br /&gt;
board that will give the unit that finds it an arcane attack.&lt;br /&gt;
&lt;br /&gt;
You could almost ignore the SE village, Helicrom's troops will take care of it; just send say an outlaw and a footpad to maybe sneak some XP, and to scout and grab villages below the SE enemy. Your main force, footpads plus a few thugs/marauders should head SWish across the bridge and have a quick fight with the green lich's forces that have made it out.  Continue on to kill him, and then head south to the other lich.  It is an excellent place to level up some footpads to L2 or even L3.  While I am not over judicious with my use of the &amp;quot;fodder&amp;quot; units, I still came out with about 8 or 9 L2+ units. &lt;br /&gt;
&lt;br /&gt;
At the end, choose to have Helicrom join you in battle.  It makes the last scenario (while frustrating because your allies get in your way) pretty easy.&lt;br /&gt;
&lt;br /&gt;
=== The Hunters ===&lt;br /&gt;
&lt;br /&gt;
The trick in this one is that your outlaws fight better in mountains than &lt;br /&gt;
heavy infantry do.  So bean them with missile weapons from the mountains at&lt;br /&gt;
the north edge of the road, then clump your guys and go west towards the &lt;br /&gt;
keep.  Swarm the cavalry units as they hit you; they probably won't &lt;br /&gt;
concentrate enough to be more than a nuisance to L2 and L3 characters.&lt;br /&gt;
&lt;br /&gt;
=== Glory ===&lt;br /&gt;
&lt;br /&gt;
The only genuinely difficult puzzle in Liberty, because the Wesnoth army&lt;br /&gt;
is tough to beat if you have to try to take them inside their fortress&lt;br /&gt;
(and they get reinforcements every afternoon).  You have to lure as many&lt;br /&gt;
as possible out of the fortress -- dangle bait just within their &lt;br /&gt;
engagement range.&lt;br /&gt;
&lt;br /&gt;
*addition: This scenario was relatively easy, assuming a few things.  First, you chose to have Helicrom join you in battle.  While his troops get in the way a lot, they do kill some units and help if  only by diverting some of the opposing forces.  Second, it is the final scenario - so who cares about money anyway?  Finally, you should have a fair number of leveled up units (10 or maybe more), but if not never fear because you can recruit L2 units.  Don't worry about money, just recall the L2 and L3 units you have to start.  March them straight N and hang out around the first village there.  It will be a nice pitched battle for a few turns, but eventually your numbers will overwhelm them.  Then you can split your forces a bit to the West and South entrances.  Remember that your Outlaws and above fight a lot better in the mountains then your opponents (offsetting the garrison bonus).&lt;br /&gt;
&lt;br /&gt;
=== Epilogue ===&lt;br /&gt;
&lt;br /&gt;
Storyline only, no combat.&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns]]&lt;/div&gt;</summary>
		<author><name>Cph</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Liberty&amp;diff=26152</id>
		<title>Liberty</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Liberty&amp;diff=26152"/>
		<updated>2008-07-11T21:26:44Z</updated>

		<summary type="html">&lt;p&gt;Cph: /* The Gray Woods */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== The Raid ===&lt;br /&gt;
&lt;br /&gt;
You have enough troops to beat the goblins in a straight-up fight;&lt;br /&gt;
your problem is luring the leader to attack you rather than running&lt;br /&gt;
straight up the board and into the village (if this happens you&lt;br /&gt;
lose!).  This means you need to dangle some units in his engagement&lt;br /&gt;
range.  Spend your loyal footpads, you won't get to keep more than two&lt;br /&gt;
of them after you leave the village.&lt;br /&gt;
&lt;br /&gt;
Running Harper and one other footpad north works well; provided the other draws the goblin leader off of his run north, Harper can then either join in fighting him, or complete the run north (where you get a couple of thugs for free) and return with them, depending on how far north you get before he breaks his run.&lt;br /&gt;
&lt;br /&gt;
=== Civil Disobedience ===&lt;br /&gt;
&lt;br /&gt;
Bunch up all your fighters and use them to swarm single or paired cavalry  units. Use houses for cover. Remember to keep recruiting in those early turns, even if you have to forgo attacking enemies from good cover to make the space for the recruit to stand.&lt;br /&gt;
&lt;br /&gt;
Poachers are useful for getting damage into the enemy cavalry and have decent defence when in your castle or in villages, and then use footpads to take positions in the open (they have good defence in the open) to wrap around enemy units. Ideally you want the enemy to wrap cavalry around units in your keep, and you then wrap around the ones behind your keep with poachers and footpads. The enemy commander is a tough fight, since he often meets you in daylight and has good melee and ranged attacks; ideally get him next to your keep so you can have your commander and two poachers hitting him from relative safety, and then put a footpad or thug on the other side to pin him there.&lt;br /&gt;
&lt;br /&gt;
=== A Strategy of Hope ===&lt;br /&gt;
&lt;br /&gt;
The orcs don't make a lot of archers, so swarm them with footpads and&lt;br /&gt;
outlaws firing slingstones.  Detach one or two footpads to go on an&lt;br /&gt;
extended village-stealing run in the north of the board while you're&lt;br /&gt;
doing this.  Your allies are a little better than evenly matched&lt;br /&gt;
against the saurians, so by the time you finish the orcs you should be&lt;br /&gt;
able to run northwest and take the leader without too much trouble.&lt;br /&gt;
&lt;br /&gt;
=== Unlawful Orders ===&lt;br /&gt;
&lt;br /&gt;
Detach two footpads to grab villages, one in the town (Lord Maddock isn't going to use them all&lt;br /&gt;
anyway) and one to the north. Move your commander onto Lord Maddock's keep at the first chance you get, so you can recruit more &amp;amp; closer to the action.&lt;br /&gt;
&lt;br /&gt;
Lord Maddock's throws his troops away early. Your force should be a few thugs, a couple of footpads and perhaps 2 poachers to hold the south bank of the island; let the enemy come to you here and fight from in the water. Then send an outlaw and footpad strike force out the east gate and down, which will swarm enemy stragglers and late recruits and then hit the enemy commander.&lt;br /&gt;
&lt;br /&gt;
=== Hide and Seek ===&lt;br /&gt;
&lt;br /&gt;
The moment you get within visual range of an enemy it will attack, and in 1.4 all the other enemies wake up also. What saves you is that Harper can see farther than they can. Don't run ahead with him, you need Baldras to the exit point; Harper scouts the way, he follows.&lt;br /&gt;
&lt;br /&gt;
The safe route is south-east, using Harper to eye a way between the soldiers. Head between some others through some mountains and head all the way across to the east edge of the map. Then head south through a lake and then SE until above the exit and down. Also avoid the temptation to grab a village. This will trigger an attack even when not in range of a soldier.&lt;br /&gt;
&lt;br /&gt;
=== The Gray Woods ===&lt;br /&gt;
&lt;br /&gt;
This is a fairly easy search-and destroy, with lots of relatively weak&lt;br /&gt;
undead so lots of leveling-up opportunities.  Grab Helicrom's&lt;br /&gt;
villages, he starts with a ton of gold anyway.  The bad guys are at the SE,&lt;br /&gt;
SW, and NW corners.  There's a holy ankh in the south center of the&lt;br /&gt;
board that will give the unit that finds it an arcane attack.&lt;br /&gt;
&lt;br /&gt;
You could almost ignore the SE village, Helicrom's troops will take care of it; just send say an outlaw and a footpad to maybe sneak some XP, and to scout and grab villages below the SE enemy. Your main force, footpads plus a few thugs/marauders should head SWish across the bridge and have a quick fight with the green lich's forces that have made it out.  Continue on to kill him, and then head south to the other lich.  It is an excellent place to level up some footpads to L2 or even L3.  While I am not over judicious with my use of the &amp;quot;fodder&amp;quot; units, I still came out with about 8 or 9 L2+ units. &lt;br /&gt;
&lt;br /&gt;
At the end, choose to have Helicrom join you in battle.  It makes the last scenario (while frustrating because your allies get in your way) pretty easy.&lt;br /&gt;
&lt;br /&gt;
=== The Hunters ===&lt;br /&gt;
&lt;br /&gt;
The trick in this one is that your outlaws fight better in mountains than &lt;br /&gt;
heavy infantry do.  So bean them with missile weapons from the mountains at&lt;br /&gt;
the north edge of the road, then clump your guys and go west towards the &lt;br /&gt;
keep.  Swarm the cavalry units as they hit you; they probably won't &lt;br /&gt;
concentrate enough to be more than a nuisance to L2 and L3 characters.&lt;br /&gt;
&lt;br /&gt;
=== Glory ===&lt;br /&gt;
&lt;br /&gt;
The only genuinely difficult puzzle in Liberty, because the Wesnoth army&lt;br /&gt;
is tough to beat if you have to try to take them inside their fortress&lt;br /&gt;
(and they get reinforcements every afternoon).  You have to lure as many&lt;br /&gt;
as possible out of the fortress -- dangle bait just within their &lt;br /&gt;
engagement range.&lt;br /&gt;
&lt;br /&gt;
*addition: This scenario was relatively easy, assuming a few things.  First, you chose to have Helicrom join you in battle.  While his troops get in the way a lot, they do kill some units and help if  only by diverting some of the opposing forces.  Second, it is the final scenario - so who cares about money anyway?  Finally, you should have a fair number of leveled up units (10 or maybe more), but if not never fear because you can recruit L2 units.  Don't worry about money, just recall the L2 and L3 units you have to start.  March them straight N and hang out around the first village there.  It will be a nice pitched battle for a few turns, but eventually your numbers will overwhelm them.  Then you can split your forces a bit to the West and South entrances.  Remember that your Outlaws and above fight a lot better in the mountains then your opponents (offsetting the garrison bonus).&lt;br /&gt;
&lt;br /&gt;
=== Epilogue ===&lt;br /&gt;
&lt;br /&gt;
Storyline only, no combat.&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns]]&lt;/div&gt;</summary>
		<author><name>Cph</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Liberty&amp;diff=26150</id>
		<title>Liberty</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Liberty&amp;diff=26150"/>
		<updated>2008-07-11T20:32:44Z</updated>

		<summary type="html">&lt;p&gt;Cph: /* Hide and Seek */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Cph</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Liberty&amp;diff=26149</id>
		<title>Liberty</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Liberty&amp;diff=26149"/>
		<updated>2008-07-11T20:29:45Z</updated>

		<summary type="html">&lt;p&gt;Cph: /* Unlawful Orders */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Cph</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Liberty&amp;diff=26148</id>
		<title>Liberty</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Liberty&amp;diff=26148"/>
		<updated>2008-07-11T20:22:09Z</updated>

		<summary type="html">&lt;p&gt;Cph: /* Civil Disobedience */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== The Raid ===&lt;br /&gt;
&lt;br /&gt;
You have enough troops to beat the goblins in a straight-up fight;&lt;br /&gt;
your problem is luring the leader to attack you rather than running&lt;br /&gt;
straight up the board and into the village (if this happens you&lt;br /&gt;
lose!).  This means you need to dangle some units in his engagement&lt;br /&gt;
range.  Spend your loyal footpads, you won't get to keep more than two&lt;br /&gt;
of them after you leave the village.&lt;br /&gt;
&lt;br /&gt;
Running Harper and one other footpad north works well; provided the other draws the goblin leader off of his run north, Harper can then either join in fighting him, or complete the run north (where you get a couple of thugs for free) and return with them, depending on how far north you get before he breaks his run.&lt;br /&gt;
&lt;br /&gt;
=== Civil Disobedience ===&lt;br /&gt;
&lt;br /&gt;
Bunch up all your fighters and use them to swarm single or paired cavalry  units. Use houses for cover. Remember to keep recruiting in those early turns, even if you have to forgo attacking enemies from good cover to make the space for the recruit to stand.&lt;br /&gt;
&lt;br /&gt;
Poachers are useful for getting damage into the enemy cavalry and have decent defence when in your castle or in villages, and then use footpads to take positions in the open (they have good defence in the open) to wrap around enemy units. Ideally you want the enemy to wrap cavalry around units in your keep, and you then wrap around the ones behind your keep with poachers and footpads. The enemy commander is a tough fight, since he often meets you in daylight and has good melee and ranged attacks; ideally get him next to your keep so you can have your commander and two poachers hitting him from relative safety, and then put a footpad or thug on the other side to pin him there.&lt;br /&gt;
&lt;br /&gt;
=== A Strategy of Hope ===&lt;br /&gt;
&lt;br /&gt;
The orcs don't make a lot of archers, so swarm them with footpads and&lt;br /&gt;
outlaws firing slingstones.  Detach one or two footpads to go on an&lt;br /&gt;
extended village-stealing run in the north of the board while you're&lt;br /&gt;
doing this.  Your allies are a little better than evenly matched&lt;br /&gt;
against the saurians, so by the time you finish the orcs you should be&lt;br /&gt;
able to run northwest and take the leader without too much trouble.&lt;br /&gt;
&lt;br /&gt;
=== Unlawful Orders ===&lt;br /&gt;
&lt;br /&gt;
Detach one footpad to grab villages; Lord Maddock isn't going to use them all&lt;br /&gt;
anyway.  Bunch up your fighters and run them towards the enemy keep while&lt;br /&gt;
he's distracted fighting Lord Maddock's troops.&lt;br /&gt;
&lt;br /&gt;
*additional hints: as the story progresses, you have little need for harper to be leveled so using him to grab the villages is a good strategy.  using footpads and thugs is recommended here, as you will see once the scenario progesses.  i pretty much ran my troops out the east gate (the right hand side) and down.  effective use of your troops can get you some leveled up guys.&lt;br /&gt;
&lt;br /&gt;
=== Hide and Seek ===&lt;br /&gt;
&lt;br /&gt;
The moment you get within visual range of an enemy it will attack, and&lt;br /&gt;
it's likely you'll be swarmed by its buddies, so attack only isolated&lt;br /&gt;
units.  What saves you is you can see farther than they can.  You'll&lt;br /&gt;
need to run down the west edge of the board, then through the center&lt;br /&gt;
of the city to the signpost at the southeast corner.&lt;br /&gt;
&lt;br /&gt;
*addition: This is a tough scenario.  Just grab your one recruit and head down the west (left side of the map).  Once you get around town, be careful to fight the defenders one at a time.  It takes a little patience, but is doable.  Watch the health of your two main troops here.&lt;br /&gt;
&lt;br /&gt;
*update: for 1.4 all the enemies will attack as soon any see you, so the route down the west does not work. There is a route to the east. Go east then bear SE below a couple of soldiers, head between some others through some mountains and head all the way across to the edge of the map. Then head south through a lake and then SE until above the exit and down. Also avoid the temptation to grab a village. This will trigger an attack even when not in range of a soldier.&lt;br /&gt;
&lt;br /&gt;
=== The Gray Woods ===&lt;br /&gt;
&lt;br /&gt;
This is a fairly easy search-and destroy, with lots of relatively weak&lt;br /&gt;
undead so lots of leveling-up opportunities.  Grab Helicrom's&lt;br /&gt;
villages, he doesn't actually need them.  The bad guys are at the SE,&lt;br /&gt;
SW, and NW corners.  There's a holy ankh in the south center of the&lt;br /&gt;
board that will give the unit that finds it an arcane attack.&lt;br /&gt;
&lt;br /&gt;
*addition: You can pretty well ignore the SE village.  Helicrom's troops will take care of it, and unless you try to race them down there it is a waste of time and turns.  Just head SWish across the bridge and have a quick fight with the green lich's forces that have made it out.  Continue on to kill him, and then head south to the other lich.  It is an excellent place to level up some footpads to L2 or even L3.  While I am not over judicious with my use of the &amp;quot;fodder&amp;quot; units, I still came out with about 8 or 9 L2+ units.  as an aside, have Helicrom join you in battle.  It makes the last scenario (while frustrating because your allies get in your way) pretty easy.&lt;br /&gt;
&lt;br /&gt;
=== The Hunters ===&lt;br /&gt;
&lt;br /&gt;
The trick in this one is that your outlaws fight better in mountains than &lt;br /&gt;
heavy infantry do.  So bean them with missile weapons from the mountains at&lt;br /&gt;
the north edge of the road, then clump your guys and go west towards the &lt;br /&gt;
keep.  Swarm the cavalry units as they hit you; they probably won't &lt;br /&gt;
concentrate enough to be more than a nuisance to L2 and L3 characters.&lt;br /&gt;
&lt;br /&gt;
=== Glory ===&lt;br /&gt;
&lt;br /&gt;
The only genuinely difficult puzzle in Liberty, because the Wesnoth army&lt;br /&gt;
is tough to beat if you have to try to take them inside their fortress&lt;br /&gt;
(and they get reinforcements every afternoon).  You have to lure as many&lt;br /&gt;
as possible out of the fortress -- dangle bait just within their &lt;br /&gt;
engagement range.&lt;br /&gt;
&lt;br /&gt;
*addition: This scenario was relatively easy, assuming a few things.  First, you chose to have Helicrom join you in battle.  While his troops get in the way a lot, they do kill some units and help if  only by diverting some of the opposing forces.  Second, it is the final scenario - so who cares about money anyway?  Finally, you should have a fair number of leveled up units (10 or maybe more), but if not never fear because you can recruit L2 units.  Don't worry about money, just recall the L2 and L3 units you have to start.  March them straight N and hang out around the first village there.  It will be a nice pitched battle for a few turns, but eventually your numbers will overwhelm them.  Then you can split your forces a bit to the West and South entrances.  Remember that your Outlaws and above fight a lot better in the mountains then your opponents (offsetting the garrison bonus).&lt;br /&gt;
&lt;br /&gt;
=== Epilogue ===&lt;br /&gt;
&lt;br /&gt;
Storyline only, no combat.&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns]]&lt;/div&gt;</summary>
		<author><name>Cph</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Liberty&amp;diff=26147</id>
		<title>Liberty</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Liberty&amp;diff=26147"/>
		<updated>2008-07-11T20:20:57Z</updated>

		<summary type="html">&lt;p&gt;Cph: /* Civil Disobedience */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== The Raid ===&lt;br /&gt;
&lt;br /&gt;
You have enough troops to beat the goblins in a straight-up fight;&lt;br /&gt;
your problem is luring the leader to attack you rather than running&lt;br /&gt;
straight up the board and into the village (if this happens you&lt;br /&gt;
lose!).  This means you need to dangle some units in his engagement&lt;br /&gt;
range.  Spend your loyal footpads, you won't get to keep more than two&lt;br /&gt;
of them after you leave the village.&lt;br /&gt;
&lt;br /&gt;
Running Harper and one other footpad north works well; provided the other draws the goblin leader off of his run north, Harper can then either join in fighting him, or complete the run north (where you get a couple of thugs for free) and return with them, depending on how far north you get before he breaks his run.&lt;br /&gt;
&lt;br /&gt;
=== Civil Disobedience ===&lt;br /&gt;
&lt;br /&gt;
Bunch up all your fighters and use them to swarm single or paired cavalry  units. Use houses for cover. This is a rare level where playing like the AI can work - aim to surround enemy units and, except in daylight, don't worry too much about the terrain your own are standing in. Remember to keep recruiting in those early turns, even if you have to forgo attacking enemies from good cover to make the space for the recruit to stand.&lt;br /&gt;
&lt;br /&gt;
Poachers are useful for getting damage into the enemy cavalry and have decent defence when in your castle or in villages, and then use footpads to take positions in the open (they have good defence in the open) to wrap around enemy units. Ideally you want the enemy to wrap cavalry around units in your keep, and you then wrap around the ones behind your keep with poachers and footpads. The enemy commander is a tough fight, since he often meets you in daylight and has good melee and ranged attacks; ideally get him next to your keep so you can have your commander and two poachers hitting him from relative safety, and then put a footpad or thug on the other side to pin him there.&lt;br /&gt;
&lt;br /&gt;
=== A Strategy of Hope ===&lt;br /&gt;
&lt;br /&gt;
The orcs don't make a lot of archers, so swarm them with footpads and&lt;br /&gt;
outlaws firing slingstones.  Detach one or two footpads to go on an&lt;br /&gt;
extended village-stealing run in the north of the board while you're&lt;br /&gt;
doing this.  Your allies are a little better than evenly matched&lt;br /&gt;
against the saurians, so by the time you finish the orcs you should be&lt;br /&gt;
able to run northwest and take the leader without too much trouble.&lt;br /&gt;
&lt;br /&gt;
=== Unlawful Orders ===&lt;br /&gt;
&lt;br /&gt;
Detach one footpad to grab villages; Lord Maddock isn't going to use them all&lt;br /&gt;
anyway.  Bunch up your fighters and run them towards the enemy keep while&lt;br /&gt;
he's distracted fighting Lord Maddock's troops.&lt;br /&gt;
&lt;br /&gt;
*additional hints: as the story progresses, you have little need for harper to be leveled so using him to grab the villages is a good strategy.  using footpads and thugs is recommended here, as you will see once the scenario progesses.  i pretty much ran my troops out the east gate (the right hand side) and down.  effective use of your troops can get you some leveled up guys.&lt;br /&gt;
&lt;br /&gt;
=== Hide and Seek ===&lt;br /&gt;
&lt;br /&gt;
The moment you get within visual range of an enemy it will attack, and&lt;br /&gt;
it's likely you'll be swarmed by its buddies, so attack only isolated&lt;br /&gt;
units.  What saves you is you can see farther than they can.  You'll&lt;br /&gt;
need to run down the west edge of the board, then through the center&lt;br /&gt;
of the city to the signpost at the southeast corner.&lt;br /&gt;
&lt;br /&gt;
*addition: This is a tough scenario.  Just grab your one recruit and head down the west (left side of the map).  Once you get around town, be careful to fight the defenders one at a time.  It takes a little patience, but is doable.  Watch the health of your two main troops here.&lt;br /&gt;
&lt;br /&gt;
*update: for 1.4 all the enemies will attack as soon any see you, so the route down the west does not work. There is a route to the east. Go east then bear SE below a couple of soldiers, head between some others through some mountains and head all the way across to the edge of the map. Then head south through a lake and then SE until above the exit and down. Also avoid the temptation to grab a village. This will trigger an attack even when not in range of a soldier.&lt;br /&gt;
&lt;br /&gt;
=== The Gray Woods ===&lt;br /&gt;
&lt;br /&gt;
This is a fairly easy search-and destroy, with lots of relatively weak&lt;br /&gt;
undead so lots of leveling-up opportunities.  Grab Helicrom's&lt;br /&gt;
villages, he doesn't actually need them.  The bad guys are at the SE,&lt;br /&gt;
SW, and NW corners.  There's a holy ankh in the south center of the&lt;br /&gt;
board that will give the unit that finds it an arcane attack.&lt;br /&gt;
&lt;br /&gt;
*addition: You can pretty well ignore the SE village.  Helicrom's troops will take care of it, and unless you try to race them down there it is a waste of time and turns.  Just head SWish across the bridge and have a quick fight with the green lich's forces that have made it out.  Continue on to kill him, and then head south to the other lich.  It is an excellent place to level up some footpads to L2 or even L3.  While I am not over judicious with my use of the &amp;quot;fodder&amp;quot; units, I still came out with about 8 or 9 L2+ units.  as an aside, have Helicrom join you in battle.  It makes the last scenario (while frustrating because your allies get in your way) pretty easy.&lt;br /&gt;
&lt;br /&gt;
=== The Hunters ===&lt;br /&gt;
&lt;br /&gt;
The trick in this one is that your outlaws fight better in mountains than &lt;br /&gt;
heavy infantry do.  So bean them with missile weapons from the mountains at&lt;br /&gt;
the north edge of the road, then clump your guys and go west towards the &lt;br /&gt;
keep.  Swarm the cavalry units as they hit you; they probably won't &lt;br /&gt;
concentrate enough to be more than a nuisance to L2 and L3 characters.&lt;br /&gt;
&lt;br /&gt;
=== Glory ===&lt;br /&gt;
&lt;br /&gt;
The only genuinely difficult puzzle in Liberty, because the Wesnoth army&lt;br /&gt;
is tough to beat if you have to try to take them inside their fortress&lt;br /&gt;
(and they get reinforcements every afternoon).  You have to lure as many&lt;br /&gt;
as possible out of the fortress -- dangle bait just within their &lt;br /&gt;
engagement range.&lt;br /&gt;
&lt;br /&gt;
*addition: This scenario was relatively easy, assuming a few things.  First, you chose to have Helicrom join you in battle.  While his troops get in the way a lot, they do kill some units and help if  only by diverting some of the opposing forces.  Second, it is the final scenario - so who cares about money anyway?  Finally, you should have a fair number of leveled up units (10 or maybe more), but if not never fear because you can recruit L2 units.  Don't worry about money, just recall the L2 and L3 units you have to start.  March them straight N and hang out around the first village there.  It will be a nice pitched battle for a few turns, but eventually your numbers will overwhelm them.  Then you can split your forces a bit to the West and South entrances.  Remember that your Outlaws and above fight a lot better in the mountains then your opponents (offsetting the garrison bonus).&lt;br /&gt;
&lt;br /&gt;
=== Epilogue ===&lt;br /&gt;
&lt;br /&gt;
Storyline only, no combat.&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns]]&lt;/div&gt;</summary>
		<author><name>Cph</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Liberty&amp;diff=26146</id>
		<title>Liberty</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Liberty&amp;diff=26146"/>
		<updated>2008-07-11T20:13:44Z</updated>

		<summary type="html">&lt;p&gt;Cph: /* The Raid */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== The Raid ===&lt;br /&gt;
&lt;br /&gt;
You have enough troops to beat the goblins in a straight-up fight;&lt;br /&gt;
your problem is luring the leader to attack you rather than running&lt;br /&gt;
straight up the board and into the village (if this happens you&lt;br /&gt;
lose!).  This means you need to dangle some units in his engagement&lt;br /&gt;
range.  Spend your loyal footpads, you won't get to keep more than two&lt;br /&gt;
of them after you leave the village.&lt;br /&gt;
&lt;br /&gt;
Running Harper and one other footpad north works well; provided the other draws the goblin leader off of his run north, Harper can then either join in fighting him, or complete the run north (where you get a couple of thugs for free) and return with them, depending on how far north you get before he breaks his run.&lt;br /&gt;
&lt;br /&gt;
=== Civil Disobedience ===&lt;br /&gt;
&lt;br /&gt;
Bunch up all your fighters and use them to swarm single or paired cavalry &lt;br /&gt;
units. Use houses for cover.&lt;br /&gt;
&lt;br /&gt;
=== A Strategy of Hope ===&lt;br /&gt;
&lt;br /&gt;
The orcs don't make a lot of archers, so swarm them with footpads and&lt;br /&gt;
outlaws firing slingstones.  Detach one or two footpads to go on an&lt;br /&gt;
extended village-stealing run in the north of the board while you're&lt;br /&gt;
doing this.  Your allies are a little better than evenly matched&lt;br /&gt;
against the saurians, so by the time you finish the orcs you should be&lt;br /&gt;
able to run northwest and take the leader without too much trouble.&lt;br /&gt;
&lt;br /&gt;
=== Unlawful Orders ===&lt;br /&gt;
&lt;br /&gt;
Detach one footpad to grab villages; Lord Maddock isn't going to use them all&lt;br /&gt;
anyway.  Bunch up your fighters and run them towards the enemy keep while&lt;br /&gt;
he's distracted fighting Lord Maddock's troops.&lt;br /&gt;
&lt;br /&gt;
*additional hints: as the story progresses, you have little need for harper to be leveled so using him to grab the villages is a good strategy.  using footpads and thugs is recommended here, as you will see once the scenario progesses.  i pretty much ran my troops out the east gate (the right hand side) and down.  effective use of your troops can get you some leveled up guys.&lt;br /&gt;
&lt;br /&gt;
=== Hide and Seek ===&lt;br /&gt;
&lt;br /&gt;
The moment you get within visual range of an enemy it will attack, and&lt;br /&gt;
it's likely you'll be swarmed by its buddies, so attack only isolated&lt;br /&gt;
units.  What saves you is you can see farther than they can.  You'll&lt;br /&gt;
need to run down the west edge of the board, then through the center&lt;br /&gt;
of the city to the signpost at the southeast corner.&lt;br /&gt;
&lt;br /&gt;
*addition: This is a tough scenario.  Just grab your one recruit and head down the west (left side of the map).  Once you get around town, be careful to fight the defenders one at a time.  It takes a little patience, but is doable.  Watch the health of your two main troops here.&lt;br /&gt;
&lt;br /&gt;
*update: for 1.4 all the enemies will attack as soon any see you, so the route down the west does not work. There is a route to the east. Go east then bear SE below a couple of soldiers, head between some others through some mountains and head all the way across to the edge of the map. Then head south through a lake and then SE until above the exit and down. Also avoid the temptation to grab a village. This will trigger an attack even when not in range of a soldier.&lt;br /&gt;
&lt;br /&gt;
=== The Gray Woods ===&lt;br /&gt;
&lt;br /&gt;
This is a fairly easy search-and destroy, with lots of relatively weak&lt;br /&gt;
undead so lots of leveling-up opportunities.  Grab Helicrom's&lt;br /&gt;
villages, he doesn't actually need them.  The bad guys are at the SE,&lt;br /&gt;
SW, and NW corners.  There's a holy ankh in the south center of the&lt;br /&gt;
board that will give the unit that finds it an arcane attack.&lt;br /&gt;
&lt;br /&gt;
*addition: You can pretty well ignore the SE village.  Helicrom's troops will take care of it, and unless you try to race them down there it is a waste of time and turns.  Just head SWish across the bridge and have a quick fight with the green lich's forces that have made it out.  Continue on to kill him, and then head south to the other lich.  It is an excellent place to level up some footpads to L2 or even L3.  While I am not over judicious with my use of the &amp;quot;fodder&amp;quot; units, I still came out with about 8 or 9 L2+ units.  as an aside, have Helicrom join you in battle.  It makes the last scenario (while frustrating because your allies get in your way) pretty easy.&lt;br /&gt;
&lt;br /&gt;
=== The Hunters ===&lt;br /&gt;
&lt;br /&gt;
The trick in this one is that your outlaws fight better in mountains than &lt;br /&gt;
heavy infantry do.  So bean them with missile weapons from the mountains at&lt;br /&gt;
the north edge of the road, then clump your guys and go west towards the &lt;br /&gt;
keep.  Swarm the cavalry units as they hit you; they probably won't &lt;br /&gt;
concentrate enough to be more than a nuisance to L2 and L3 characters.&lt;br /&gt;
&lt;br /&gt;
=== Glory ===&lt;br /&gt;
&lt;br /&gt;
The only genuinely difficult puzzle in Liberty, because the Wesnoth army&lt;br /&gt;
is tough to beat if you have to try to take them inside their fortress&lt;br /&gt;
(and they get reinforcements every afternoon).  You have to lure as many&lt;br /&gt;
as possible out of the fortress -- dangle bait just within their &lt;br /&gt;
engagement range.&lt;br /&gt;
&lt;br /&gt;
*addition: This scenario was relatively easy, assuming a few things.  First, you chose to have Helicrom join you in battle.  While his troops get in the way a lot, they do kill some units and help if  only by diverting some of the opposing forces.  Second, it is the final scenario - so who cares about money anyway?  Finally, you should have a fair number of leveled up units (10 or maybe more), but if not never fear because you can recruit L2 units.  Don't worry about money, just recall the L2 and L3 units you have to start.  March them straight N and hang out around the first village there.  It will be a nice pitched battle for a few turns, but eventually your numbers will overwhelm them.  Then you can split your forces a bit to the West and South entrances.  Remember that your Outlaws and above fight a lot better in the mountains then your opponents (offsetting the garrison bonus).&lt;br /&gt;
&lt;br /&gt;
=== Epilogue ===&lt;br /&gt;
&lt;br /&gt;
Storyline only, no combat.&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns]]&lt;/div&gt;</summary>
		<author><name>Cph</name></author>
		
	</entry>
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