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	<id>https://wiki.wesnoth.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Gdou</id>
	<title>The Battle for Wesnoth Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.wesnoth.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Gdou"/>
	<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/Special:Contributions/Gdou"/>
	<updated>2026-05-12T05:11:11Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Gdou&amp;diff=15605</id>
		<title>User:Gdou</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Gdou&amp;diff=15605"/>
		<updated>2007-05-30T14:47:52Z</updated>

		<summary type="html">&lt;p&gt;Gdou: /* Completed campains : */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Identity : =&lt;br /&gt;
 &lt;br /&gt;
I'am a belgian user of this game since a rather long time, closely following the project since version 0.6.4. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Completed campains : ==&lt;br /&gt;
 &lt;br /&gt;
I have completed mainline campains : &lt;br /&gt;
&lt;br /&gt;
- HttT&lt;br /&gt;
&lt;br /&gt;
- TRoW&lt;br /&gt;
&lt;br /&gt;
- Two Brothers&lt;br /&gt;
&lt;br /&gt;
- The South Guard&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And User made campagns : &lt;br /&gt;
&lt;br /&gt;
- Delfador Memories (which campaign is not complete, but I played all available scenarios)&lt;br /&gt;
&lt;br /&gt;
== Abandonned campains : ==&lt;br /&gt;
&lt;br /&gt;
I have played a bit on but have not gone to the end : &lt;br /&gt;
&lt;br /&gt;
- SotBE&lt;br /&gt;
&lt;br /&gt;
- TDH&lt;br /&gt;
&lt;br /&gt;
- EI&lt;br /&gt;
&lt;br /&gt;
- A New Order&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Currently playing ==&lt;br /&gt;
&lt;br /&gt;
I am currently playing : &lt;br /&gt;
&lt;br /&gt;
- The Scepter of Fire&lt;br /&gt;
&lt;br /&gt;
- Under The Burning Suns&lt;br /&gt;
&lt;br /&gt;
= Contributions : =&lt;br /&gt;
&lt;br /&gt;
In return of the joy this game brings to me, this is the first Open Source Project on which I actively contribute. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Completed == &lt;br /&gt;
&lt;br /&gt;
My contributions are rather limited, only french translation of user made campains.&lt;br /&gt;
&lt;br /&gt;
- A New Order&lt;br /&gt;
&lt;br /&gt;
- The South Guard (which in the meantime has been put in mainline)&lt;br /&gt;
&lt;br /&gt;
- The Scepter of Fire (which in the meantime has been put in mainline)&lt;br /&gt;
&lt;br /&gt;
- Northern Rebirth (which in the meantime has been put in mainline). My translation was not selected by the french translation team, but the version from Damien was.&lt;br /&gt;
&lt;br /&gt;
- Son Of The Black Eye updated (which in the meantime has been put in mainline)&lt;br /&gt;
&lt;br /&gt;
== On going ==&lt;br /&gt;
&lt;br /&gt;
I am now working on the translation in French of &lt;br /&gt;
&lt;br /&gt;
- Liberty&lt;/div&gt;</summary>
		<author><name>Gdou</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Gdou&amp;diff=15604</id>
		<title>User:Gdou</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Gdou&amp;diff=15604"/>
		<updated>2007-05-30T14:46:20Z</updated>

		<summary type="html">&lt;p&gt;Gdou: /* On going */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Identity : =&lt;br /&gt;
 &lt;br /&gt;
I'am a belgian user of this game since a rather long time, closely following the project since version 0.6.4. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Completed campains : ==&lt;br /&gt;
 &lt;br /&gt;
I have completed mainline campains : &lt;br /&gt;
&lt;br /&gt;
- HttT&lt;br /&gt;
&lt;br /&gt;
- TRoW&lt;br /&gt;
&lt;br /&gt;
- Two Brothers&lt;br /&gt;
&lt;br /&gt;
- The South Guard&lt;br /&gt;
&lt;br /&gt;
== Abandonned campains : ==&lt;br /&gt;
&lt;br /&gt;
I have played a bit on but have not gone to the end : &lt;br /&gt;
&lt;br /&gt;
- SotBE&lt;br /&gt;
&lt;br /&gt;
- TDH&lt;br /&gt;
&lt;br /&gt;
- EI&lt;br /&gt;
&lt;br /&gt;
- A New Order&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Currently playing ==&lt;br /&gt;
&lt;br /&gt;
I am currently playing : &lt;br /&gt;
&lt;br /&gt;
- The Scepter of Fire&lt;br /&gt;
&lt;br /&gt;
- Under The Burning Suns&lt;br /&gt;
&lt;br /&gt;
= Contributions : =&lt;br /&gt;
&lt;br /&gt;
In return of the joy this game brings to me, this is the first Open Source Project on which I actively contribute. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Completed == &lt;br /&gt;
&lt;br /&gt;
My contributions are rather limited, only french translation of user made campains.&lt;br /&gt;
&lt;br /&gt;
- A New Order&lt;br /&gt;
&lt;br /&gt;
- The South Guard (which in the meantime has been put in mainline)&lt;br /&gt;
&lt;br /&gt;
- The Scepter of Fire (which in the meantime has been put in mainline)&lt;br /&gt;
&lt;br /&gt;
- Northern Rebirth (which in the meantime has been put in mainline). My translation was not selected by the french translation team, but the version from Damien was.&lt;br /&gt;
&lt;br /&gt;
- Son Of The Black Eye updated (which in the meantime has been put in mainline)&lt;br /&gt;
&lt;br /&gt;
== On going ==&lt;br /&gt;
&lt;br /&gt;
I am now working on the translation in French of &lt;br /&gt;
&lt;br /&gt;
- Liberty&lt;/div&gt;</summary>
		<author><name>Gdou</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Gdou&amp;diff=15603</id>
		<title>User:Gdou</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Gdou&amp;diff=15603"/>
		<updated>2007-05-30T14:45:54Z</updated>

		<summary type="html">&lt;p&gt;Gdou: /* Completed */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Identity : =&lt;br /&gt;
 &lt;br /&gt;
I'am a belgian user of this game since a rather long time, closely following the project since version 0.6.4. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Completed campains : ==&lt;br /&gt;
 &lt;br /&gt;
I have completed mainline campains : &lt;br /&gt;
&lt;br /&gt;
- HttT&lt;br /&gt;
&lt;br /&gt;
- TRoW&lt;br /&gt;
&lt;br /&gt;
- Two Brothers&lt;br /&gt;
&lt;br /&gt;
- The South Guard&lt;br /&gt;
&lt;br /&gt;
== Abandonned campains : ==&lt;br /&gt;
&lt;br /&gt;
I have played a bit on but have not gone to the end : &lt;br /&gt;
&lt;br /&gt;
- SotBE&lt;br /&gt;
&lt;br /&gt;
- TDH&lt;br /&gt;
&lt;br /&gt;
- EI&lt;br /&gt;
&lt;br /&gt;
- A New Order&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Currently playing ==&lt;br /&gt;
&lt;br /&gt;
I am currently playing : &lt;br /&gt;
&lt;br /&gt;
- The Scepter of Fire&lt;br /&gt;
&lt;br /&gt;
- Under The Burning Suns&lt;br /&gt;
&lt;br /&gt;
= Contributions : =&lt;br /&gt;
&lt;br /&gt;
In return of the joy this game brings to me, this is the first Open Source Project on which I actively contribute. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Completed == &lt;br /&gt;
&lt;br /&gt;
My contributions are rather limited, only french translation of user made campains.&lt;br /&gt;
&lt;br /&gt;
- A New Order&lt;br /&gt;
&lt;br /&gt;
- The South Guard (which in the meantime has been put in mainline)&lt;br /&gt;
&lt;br /&gt;
- The Scepter of Fire (which in the meantime has been put in mainline)&lt;br /&gt;
&lt;br /&gt;
- Northern Rebirth (which in the meantime has been put in mainline). My translation was not selected by the french translation team, but the version from Damien was.&lt;br /&gt;
&lt;br /&gt;
- Son Of The Black Eye updated (which in the meantime has been put in mainline)&lt;br /&gt;
&lt;br /&gt;
== On going ==&lt;br /&gt;
&lt;br /&gt;
I am now working on the translation in French of &lt;br /&gt;
&lt;br /&gt;
- Son of the Black Eye (revised by Taurus)&lt;/div&gt;</summary>
		<author><name>Gdou</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Gdou&amp;diff=15602</id>
		<title>User:Gdou</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Gdou&amp;diff=15602"/>
		<updated>2007-05-30T14:43:34Z</updated>

		<summary type="html">&lt;p&gt;Gdou: /* Currently playing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Identity : =&lt;br /&gt;
 &lt;br /&gt;
I'am a belgian user of this game since a rather long time, closely following the project since version 0.6.4. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Completed campains : ==&lt;br /&gt;
 &lt;br /&gt;
I have completed mainline campains : &lt;br /&gt;
&lt;br /&gt;
- HttT&lt;br /&gt;
&lt;br /&gt;
- TRoW&lt;br /&gt;
&lt;br /&gt;
- Two Brothers&lt;br /&gt;
&lt;br /&gt;
- The South Guard&lt;br /&gt;
&lt;br /&gt;
== Abandonned campains : ==&lt;br /&gt;
&lt;br /&gt;
I have played a bit on but have not gone to the end : &lt;br /&gt;
&lt;br /&gt;
- SotBE&lt;br /&gt;
&lt;br /&gt;
- TDH&lt;br /&gt;
&lt;br /&gt;
- EI&lt;br /&gt;
&lt;br /&gt;
- A New Order&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Currently playing ==&lt;br /&gt;
&lt;br /&gt;
I am currently playing : &lt;br /&gt;
&lt;br /&gt;
- The Scepter of Fire&lt;br /&gt;
&lt;br /&gt;
- Under The Burning Suns&lt;br /&gt;
&lt;br /&gt;
= Contributions : =&lt;br /&gt;
&lt;br /&gt;
In return of the joy this game brings to me, this is the first Open Source Project on which I actively contribute. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Completed == &lt;br /&gt;
&lt;br /&gt;
My contributions are rather limited, only french translation of user made campains.&lt;br /&gt;
&lt;br /&gt;
- A New Order&lt;br /&gt;
&lt;br /&gt;
- The South Guard (which in the meantime has been put in mainline)&lt;br /&gt;
&lt;br /&gt;
- The Scepter of Fire&lt;br /&gt;
&lt;br /&gt;
- Northern Rebirth&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== On going ==&lt;br /&gt;
&lt;br /&gt;
I am now working on the translation in French of &lt;br /&gt;
&lt;br /&gt;
- Son of the Black Eye (revised by Taurus)&lt;/div&gt;</summary>
		<author><name>Gdou</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Gdou&amp;diff=15601</id>
		<title>User:Gdou</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Gdou&amp;diff=15601"/>
		<updated>2007-05-30T14:42:38Z</updated>

		<summary type="html">&lt;p&gt;Gdou: /* Completed campains : */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Identity : =&lt;br /&gt;
 &lt;br /&gt;
I'am a belgian user of this game since a rather long time, closely following the project since version 0.6.4. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Completed campains : ==&lt;br /&gt;
 &lt;br /&gt;
I have completed mainline campains : &lt;br /&gt;
&lt;br /&gt;
- HttT&lt;br /&gt;
&lt;br /&gt;
- TRoW&lt;br /&gt;
&lt;br /&gt;
- Two Brothers&lt;br /&gt;
&lt;br /&gt;
- The South Guard&lt;br /&gt;
&lt;br /&gt;
== Abandonned campains : ==&lt;br /&gt;
&lt;br /&gt;
I have played a bit on but have not gone to the end : &lt;br /&gt;
&lt;br /&gt;
- SotBE&lt;br /&gt;
&lt;br /&gt;
- TDH&lt;br /&gt;
&lt;br /&gt;
- EI&lt;br /&gt;
&lt;br /&gt;
- A New Order&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Currently playing ==&lt;br /&gt;
&lt;br /&gt;
I am currently playing : &lt;br /&gt;
&lt;br /&gt;
As soon as I can gat 1.1.12 compiled, I'll play the South Guard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Contributions : =&lt;br /&gt;
&lt;br /&gt;
In return of the joy this game brings to me, this is the first Open Source Project on which I actively contribute. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Completed == &lt;br /&gt;
&lt;br /&gt;
My contributions are rather limited, only french translation of user made campains.&lt;br /&gt;
&lt;br /&gt;
- A New Order&lt;br /&gt;
&lt;br /&gt;
- The South Guard (which in the meantime has been put in mainline)&lt;br /&gt;
&lt;br /&gt;
- The Scepter of Fire&lt;br /&gt;
&lt;br /&gt;
- Northern Rebirth&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== On going ==&lt;br /&gt;
&lt;br /&gt;
I am now working on the translation in French of &lt;br /&gt;
&lt;br /&gt;
- Son of the Black Eye (revised by Taurus)&lt;/div&gt;</summary>
		<author><name>Gdou</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=NomsCommuns&amp;diff=13733</id>
		<title>NomsCommuns</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=NomsCommuns&amp;diff=13733"/>
		<updated>2007-02-08T14:02:45Z</updated>

		<summary type="html">&lt;p&gt;Gdou: /* Jurons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Voici le dictionnaire des noms communs récurrents dans Wesnoth.&lt;br /&gt;
Cela permettra d'avoir une meilleure cohérence des traductions d'un traducteur à l'autre.&lt;br /&gt;
&lt;br /&gt;
''Liste des termes non spécifiques à une campagne, par exemple des objets classiques du gameplay d'un scénario.''&lt;br /&gt;
&lt;br /&gt;
== Traits ==&lt;br /&gt;
* loyal : fidèle (qui ne nécessite pas d'entretien)&lt;br /&gt;
* lawful : loyal (qui combat mieux le jour)&lt;br /&gt;
* chaotic : chaotique (qui combat mieux la nuit)&lt;br /&gt;
&lt;br /&gt;
== Armes et protections ==&lt;br /&gt;
=== Protections ===&lt;br /&gt;
* breastplate : plastron&lt;br /&gt;
* tower shield : pavois&lt;br /&gt;
&lt;br /&gt;
=== Armes et attaques ===&lt;br /&gt;
; damage : dégâts (et non pas ''dommages'').&lt;br /&gt;
&lt;br /&gt;
* blade : tranchant&lt;br /&gt;
* pierce : perforant&lt;br /&gt;
* impact : contondant&lt;br /&gt;
* fire : feu&lt;br /&gt;
* cold : froid&lt;br /&gt;
* holy : sacré (littéralement &amp;quot;saint&amp;quot;, mais ça passe mal ici)&lt;br /&gt;
&lt;br /&gt;
* axe : hache&lt;br /&gt;
* backstab : coup dans le dos&lt;br /&gt;
* baneblade : lame de ruine&lt;br /&gt;
* battle axe : hache de bataille&lt;br /&gt;
* bite : morsure&lt;br /&gt;
* blood kiss : baiser sanguinaire&lt;br /&gt;
* bow : arc&lt;br /&gt;
* chill tempest : tempête glaciale&lt;br /&gt;
* chill touch : toucher glacial&lt;br /&gt;
* claws : griffes&lt;br /&gt;
* club : gourdin (ou massue)&lt;br /&gt;
* cold blast : onde glaciale&lt;br /&gt;
* crossbow : arbalète&lt;br /&gt;
* crush : écrasement&lt;br /&gt;
* curse : malédiction&lt;br /&gt;
* dagger : dague (ou poignard, mais j'aime moins)&lt;br /&gt;
* dummy : arme factice (normalement dummy = mannequin. Mais quelques scénarios utilisent cette traduction)&lt;br /&gt;
* entangle : enchevêtrement&lt;br /&gt;
* faerie fire : feu féerique&lt;br /&gt;
* faerie touch : toucher féerique&lt;br /&gt;
* fangs : crocs&lt;br /&gt;
* fist : poing&lt;br /&gt;
* fireball : boule de feu&lt;br /&gt;
* fire breath : souffle de feu&lt;br /&gt;
* flail : fléau&lt;br /&gt;
* gaze : regard&lt;br /&gt;
* glaive : pertuisane (ou éventuellement vouge)&lt;br /&gt;
* gossamer : littéralement, ça signifie &amp;quot;gaze&amp;quot; ou &amp;quot;tulle&amp;quot; (tissu très léger...). Voile ?&lt;br /&gt;
* greatsword : grande épée&lt;br /&gt;
* hatchet : hachette&lt;br /&gt;
* halberd : hallebarde&lt;br /&gt;
* hammer : marteau&lt;br /&gt;
* javelin : javelot&lt;br /&gt;
* knife : couteau&lt;br /&gt;
* lance : lance (de cavalerie)&lt;br /&gt;
* leadership : commandement&lt;br /&gt;
* longbow : arc long&lt;br /&gt;
* lightbeam : rayon de lumière&lt;br /&gt;
* lightning (bolt) : éclair / foudre&lt;br /&gt;
* mace : masse (&amp;quot;massue&amp;quot; est trop primitif)&lt;br /&gt;
* melee : corps à corps&lt;br /&gt;
* missile : projectile magique (pour les magiciens)&lt;br /&gt;
* morning star : morgenstern (féminin) ou étoile du matin&lt;br /&gt;
* net : filet&lt;br /&gt;
* pike : pique&lt;br /&gt;
* quarterstaff : c'est un grand bâton, comme celui de Frère Tuck dans Robin des Bois... à moins que ça ne prête à confusion, je serais d'avis de garder &amp;quot;bâton&amp;quot; aussi.&lt;br /&gt;
* sabre : sabre&lt;br /&gt;
* scepter : sceptre&lt;br /&gt;
* scimitar : cimeterre&lt;br /&gt;
* shield : bouclier&lt;br /&gt;
* short bow : arc court&lt;br /&gt;
* short sword : épée courte&lt;br /&gt;
* shove : bousculade&lt;br /&gt;
* slam : heurt&lt;br /&gt;
* sling : fronde&lt;br /&gt;
* slurbow : cranequin&lt;br /&gt;
* spear : lance&lt;br /&gt;
* staff : bâton&lt;br /&gt;
* steadfast : inébranlable&lt;br /&gt;
* sword : épée&lt;br /&gt;
* tail : queue&lt;br /&gt;
* talon : serre&lt;br /&gt;
* thunder staff : bâton de tonnerre&lt;br /&gt;
* torch : torche&lt;br /&gt;
* touch : toucher&lt;br /&gt;
* trident : trident&lt;br /&gt;
* thorns : épines&lt;br /&gt;
* throwing knife : couteau de lancer&lt;br /&gt;
* two-handed axe : hache à deux mains&lt;br /&gt;
* two-handed sword : épée à deux mains&lt;br /&gt;
* wail : hurlement, plainte ou gémissement (breversa : j'aime bien plainte)&lt;br /&gt;
&lt;br /&gt;
== Lieux et géographie ==&lt;br /&gt;
* keep : donjon&lt;br /&gt;
* signpost : panneau&lt;br /&gt;
&lt;br /&gt;
== Jurons et onomatopées ==&lt;br /&gt;
=== Jurons ===&lt;br /&gt;
* Diantre !&lt;br /&gt;
* Diable !&lt;br /&gt;
* Enfer et damnation !&lt;br /&gt;
* Fichtre !&lt;br /&gt;
* Foutredieu !&lt;br /&gt;
* Malédiction !&lt;br /&gt;
* Mazette !&lt;br /&gt;
* Miséricorde !&lt;br /&gt;
* Morbleu !&lt;br /&gt;
* Nom d'un chien !&lt;br /&gt;
* Par la malpeste !&lt;br /&gt;
* Par ma barbe !&lt;br /&gt;
* Parbleu !&lt;br /&gt;
* Peste !&lt;br /&gt;
* Purée !&lt;br /&gt;
* Sacrebleu !&lt;br /&gt;
* Vacherie !&lt;br /&gt;
* Ventrebleu !&lt;br /&gt;
* Ventre de biche !&lt;br /&gt;
* Ventre saint gris !&lt;br /&gt;
* Zut !&lt;br /&gt;
* ...&lt;br /&gt;
&lt;br /&gt;
=== Onomatopées ===&lt;br /&gt;
* Ah ! Aha !&lt;br /&gt;
* Argh...&lt;br /&gt;
* Oh ! Ho !&lt;br /&gt;
* Ô&lt;br /&gt;
* Ah Ah Ah&lt;br /&gt;
* Couic&lt;br /&gt;
* Hé !&lt;br /&gt;
* Eh eh...&lt;br /&gt;
* Hum, Hem&lt;br /&gt;
* Hmmm (pour le gout)&lt;br /&gt;
* Woua, Wahou, Waou&lt;br /&gt;
* ...&lt;br /&gt;
Ou encore : http://perso.orange.fr/grapharax/onomatopee.htm&lt;br /&gt;
&lt;br /&gt;
== Divers == &lt;br /&gt;
; dark : ... des Ténèbres ''par convention'' (breversa)&lt;br /&gt;
&lt;br /&gt;
; defeat ''someone'' : vaincre ''quelqu'un'' (objectif de scénario)&lt;br /&gt;
&lt;br /&gt;
; friendly unit : unité alliée (et non pas ''unité amie'').&lt;/div&gt;</summary>
		<author><name>Gdou</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=CampaignSouthGuard&amp;diff=12839</id>
		<title>CampaignSouthGuard</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=CampaignSouthGuard&amp;diff=12839"/>
		<updated>2006-11-28T16:28:28Z</updated>

		<summary type="html">&lt;p&gt;Gdou: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==  Translation of The South Guard  ==&lt;br /&gt;
&lt;br /&gt;
This is a list of the people currently translating The South Guard into different languages:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; style=&amp;quot;width:65%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Language&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Translator&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Status&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Afrikaans (af)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Brazilian Portuguese (pt_BR)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;British English (en_GB)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bulgarian (bg)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Catalan (ca)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Chinese (zh_CN)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Czech (cs)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Danish (da)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dutch (nl)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Kvasir&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;complete&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Estonian (et)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Finnish (fi)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;French (fr)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[User:Gdou|Gdou]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;complete&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;German (de)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Greek (el_GR)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Hungarian (hu)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Italian (it)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;luciano/Gwain&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;complete&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Japanese (ja)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Latin (la)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Norwegian (no)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Polish (pl)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;grzywacz&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;in progress&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Russian (ru)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Serbian (sr)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Slovak (sk)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Slovenian (sl)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Spanish (es)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Lancelot&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;in progress&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Swedish (sv)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Turkish (tr)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==  Status Descriptions  ==&lt;br /&gt;
* '''unknown'''&lt;br /&gt;
&lt;br /&gt;
It is not known if someone is actually translating this campaign.&lt;br /&gt;
* '''work in progress'''&lt;br /&gt;
&lt;br /&gt;
Someone is working on it, but it is not done, yet.&lt;br /&gt;
* '''correction'''&lt;br /&gt;
&lt;br /&gt;
Translation is already completed, but it is being corrected at the moment.&lt;br /&gt;
* '''completed'''&lt;br /&gt;
&lt;br /&gt;
It is already completed and updated when there are changes.&lt;br /&gt;
* '''completed (not active)'''&lt;br /&gt;
&lt;br /&gt;
It is already completed and but not updated when there are changes.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[WesCamp]]&lt;br /&gt;
* [http://pulsar.unizar.es/~isaac/wesnoth-gettext/westats/index.php?package=wesnoth-The_South_Guard&amp;amp;order=trans Translation stats for The South Guard]&lt;/div&gt;</summary>
		<author><name>Gdou</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Credits&amp;diff=12838</id>
		<title>Credits</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Credits&amp;diff=12838"/>
		<updated>2006-11-28T16:26:04Z</updated>

		<summary type="html">&lt;p&gt;Gdou: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;float:right&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
__TOC__&lt;br /&gt;
|}&lt;br /&gt;
In July 2003, '''David White''' released the first version of Wesnoth. Since then, many people have joined the project, contributing in very different ways.&lt;br /&gt;
&lt;br /&gt;
== Developers ==&lt;br /&gt;
====Coders, (minor and major)====&lt;br /&gt;
* Alfredo Beaumont (ziberpunk) - autotools&lt;br /&gt;
* András Salamon ([[User:Ott|ott]]) - QA, bug fixing, subediting, game mechanics&lt;br /&gt;
* Benoît Timbert (Noyga) - coder&lt;br /&gt;
* Bram Ridder (Morloth) - editor improvements&lt;br /&gt;
* [[User:bruno|Bruno Wolff III]] - Campaign web interface, [[MainlineScenarios#The_Dark_Hordes|The Dark Hordes]] maintainer, bug fixing, minor coder&lt;br /&gt;
* Cédric Duval - coder, internationalization manager&lt;br /&gt;
* David Philippi (Torangan) - internationalization manager, wescamp&lt;br /&gt;
* [mailto:davidnwhite_AT_verizon.net David White] (Sirp) - founder, lead developer, scenario designer&lt;br /&gt;
* Dominic Bolin (Xan) - programmer&lt;br /&gt;
* Guillaume Melquiond (silene) - coding, bug fixes&lt;br /&gt;
* Jérémy Rosen (Boucman) - coder&lt;br /&gt;
* Jörg Hinrichs (Yogi Bear/YogiHH) - coder&lt;br /&gt;
* Jon Daniel (forcemstr) - coder, bug fixes&lt;br /&gt;
* [mailto:mcnabb_AT_gravity.psu.edu J.W.C. McNabb] (Darth Fool) - coder, graphics&lt;br /&gt;
* Justin Zaun (jzaun) - coder, scenario designer&lt;br /&gt;
* [mailto:erl_AT_erl.se Kristoffer Erlandsson] (erl) - help system, editor&lt;br /&gt;
* Nicolas Weeger (ryo) - Python API&lt;br /&gt;
* [mailto:patrick_x99(AT).hotmail.com Patrick Parker] ([[User:Sapient|Sapient]]) - misc. gui changes, orphaned-idea adopter&lt;br /&gt;
* [mailto:philippe.plantier_AT_naema.org Philippe Plantier] ([[User:Ayin|Ayin]]) - several parts of the code, notably terrain graphics code&lt;br /&gt;
* [mailto:ydirson_AT_altern.org Yann Dirson] - gettext support, tinygui&lt;br /&gt;
&lt;br /&gt;
====Miscellaneous====&lt;br /&gt;
* Benjamin Drieu (benj) - campaign writer (wrote &amp;quot;Son of the Black Eye&amp;quot;)&lt;br /&gt;
* [mailto:dragonking_AT_o2.pl Bartek Waresiak] (Dragonking) - multiplayer balancing&lt;br /&gt;
* Crossbow/Miyo - administrator, release manager&lt;br /&gt;
* Francisco Muñoz (fmunoz) - artwork manager, many images, scenario designer (also listed below)&lt;br /&gt;
* Hogne Håskjold (frame) - terrain designer (also listed below)&lt;br /&gt;
* [mailto:isaac_AT_sindominio.net Isaac Clerencia] - administrator, release manager&lt;br /&gt;
* James Spencer (Shade) - campaign writer (wrote &amp;quot;The Rise of Wesnoth&amp;quot;)&lt;br /&gt;
* Joseph Simmons (Turin) - campaign writer, some graphics (wrote &amp;quot;The Eastern Invasion,&amp;quot; and others)&lt;br /&gt;
* Mark Michelsen (skovbaer) - internationalization manager&lt;br /&gt;
* Mike Quiñones (Doc Paterson) - multiplayer balancing, multiplayer maps&lt;br /&gt;
* [mailto:Crazy-Ivanovic_AT_gmx.net Nils Kneuper] (Ivanovic) - internationalization manager, campaign maintainer (Two Brothers)&lt;br /&gt;
* Richard Kettering (Jetryl) - artwork manager, many images (also listed below)&lt;br /&gt;
* Richard S. (Noy) - multiplayer balancing&lt;br /&gt;
* Soliton - multiplayer balancing&lt;br /&gt;
* Susanna Björverud (sanna) - internationalization manager&lt;br /&gt;
* [mailto:kleinfel_AT_wpi.edu Zack Kleinfeld] - multiplayer maps, unit balancing&lt;br /&gt;
&lt;br /&gt;
====Unclassified====&lt;br /&gt;
* Jan Zvánovec (jaz)&lt;br /&gt;
* John B. Messerly (jbm)&lt;br /&gt;
* [mailto:jorda_AT_ettin.org Jordà Polo] (ettin)&lt;br /&gt;
* J.R. Blain (Cowboy)&lt;br /&gt;
* Maksim Orlovich (SadEagle)&lt;br /&gt;
* Zas&lt;br /&gt;
&lt;br /&gt;
== Artists ==&lt;br /&gt;
==== Major Contributors ====&lt;br /&gt;
* Francisco Muñoz (fmunoz) - Founding Artist and former lead artist, worked consistently on all aspects till around v0.7-0.9.&lt;br /&gt;
* Richard Kettering (Jetryl) - Current art director/slave, major focus on sprites, portraits, buildings, and icons&lt;br /&gt;
* Hogne Håskjold (frame/freim) - Current director of terrain art, made much of the current terrains (esp. mountains)&lt;br /&gt;
* J.W. Bjerk [http://www.wesnoth.org/wiki/User:Eleazar (Eleazar)] - terrain (esp Chasm, Cave, Water), sprite animations, many general graphics tasks&lt;br /&gt;
* James Woo (Pickslide) - portraits (major focus on orcs and campaigns)&lt;br /&gt;
* Jason Lutes - portraits (major focus on humans, some campaign portraits)&lt;br /&gt;
* ?? (Neoriceisgood) - sprite creator and animator (major focus on drakes, dwarves, saurians)&lt;br /&gt;
* Peter Geinitz (Shadow/Wayfarer) - sprite creator and animator&lt;br /&gt;
&lt;br /&gt;
==== Moderate Contributors ====&lt;br /&gt;
* Alex Jarocha-Ernst (Jormungandr) - portraits&lt;br /&gt;
* Eli Dupree (Elvish Pillager) - sprites and animations&lt;br /&gt;
* Pekka Aikio (pekka) - tiles, esp. castles, and attack icons&lt;br /&gt;
* Michael Gil de Muro (grp21) - portraits (for the campaign &amp;quot;The Rise of Wesnoth&amp;quot;)&lt;br /&gt;
* Robert Bolin (Zebulon) - tiles, sprite editing and animations&lt;br /&gt;
* Christophe Anjard (Christophe33) - made many of the old (c. v0.6) terrains, and some sprites for the dwarves&lt;br /&gt;
* Johann de Venecia (Johann) - drew the new campaign story art for HttT&lt;br /&gt;
&lt;br /&gt;
==== Minor Contributors ====&lt;br /&gt;
* Maximiliano Buis (Redeth) - sprite animator&lt;br /&gt;
* Gerald Clears (Smok'em Jags) - sprite animator&lt;br /&gt;
* Jesse Holland (Kestenvarn) - map illustrator, designed the current map for HttT&lt;br /&gt;
* Mark Goodenough (Ranger M) - Sprite animator&lt;br /&gt;
* ?? (Zhukov) - Sprite animator&lt;br /&gt;
* Mikko Kraft (Deserter) - Sprite animator&lt;br /&gt;
* Michael Mielewczik (Mille) - Sprite animator&lt;br /&gt;
* Stephen Stone (Disto) - Sprite animator&lt;br /&gt;
* Andrew James Patterson (Kamahawk) - sprites&lt;br /&gt;
* Diego Brea (Cobretti) - sprite creator/animator&lt;br /&gt;
* ?? (antwerpz) - sprite creator/animator for old saurian units&lt;br /&gt;
* Moritz Göbelbecker (mog) - improved encampment&lt;br /&gt;
* Gareth Miller (Gafgarion) - made some early sprites/tiles&lt;br /&gt;
* James Barton (Sangel) - sprites&lt;br /&gt;
* John Muccigrosso (Eponymous Archon) - made some early sprites, such as the human bowmen&lt;br /&gt;
* ?? (Slainte) - made sprites for c. v0.6 mages, also made many of the old attack icons&lt;br /&gt;
* ?? (Svetac) - made many of the old attack icons&lt;br /&gt;
* Johanna Manninen (lohari) - edited tiles, ported freeciv tiles used in very early versions of wesnoth&lt;br /&gt;
* Tristan Millner (tatmf) - made portrait of dwarven fighter&lt;br /&gt;
&lt;br /&gt;
==== Very Minor Contributors ====&lt;br /&gt;
* Gideon Chia (Deonjo) - new &amp;quot;units&amp;quot; icon for general status bar&lt;br /&gt;
* John-Robert Funck (XJaPaN) - sprite animator&lt;br /&gt;
* Jonatan Alamà (tin) - made red logo used until before v1.0&lt;br /&gt;
* Jimmy Olsson (Azlan) - made old icons for windows version&lt;br /&gt;
* Randall Walls (slightcrazed) - sprite animator&lt;br /&gt;
* Jason Frailey (Valdroni) - made scorpion portrait&lt;br /&gt;
* Nicholas Kerpan (Thrawn) - made human theif portrait&lt;br /&gt;
* ?? (Highhole) - revised storm trident&lt;br /&gt;
* Irwin Ismail (Swordy) - original projectile/attack icon for chakram&lt;br /&gt;
* Evan Crook (Flametrooper) - Sprite animator (TC conversion)&lt;br /&gt;
&lt;br /&gt;
== Musicians ==&lt;br /&gt;
* Aleksi Aubry-Carlson (Aleksi) - music coordinator/composer&lt;br /&gt;
* Joseph Toscano (zhaymusic.com) - music&lt;br /&gt;
* Pau Congost - music&lt;br /&gt;
* Fredrik Lindroth - music&lt;br /&gt;
* Timothy Pinkham (TimothyP)&lt;br /&gt;
&lt;br /&gt;
== Translators ==&lt;br /&gt;
* adson - hungarian translation&lt;br /&gt;
* İhsan Akın - turkish translation&lt;br /&gt;
* Agata Chmiel - polish translation&lt;br /&gt;
* Aleksej Korgenkov (Grimpanto) - esperanto translation&lt;br /&gt;
* Alessio D'Ascanio (otaku) - italian translation&lt;br /&gt;
* Alexander Alexiou (Santi) - greek translation&lt;br /&gt;
* Alexander Kjäll (capitol) - swedish translation&lt;br /&gt;
* Alexandr Menovchicov - russian translation&lt;br /&gt;
* Alexey Remizov - russian translation&lt;br /&gt;
* Alexey Zakharchenko - russian translation&lt;br /&gt;
* Alfredo Beaumont (ziberpunk) - basque translation&lt;br /&gt;
* Ambra Viviani Loos - brazilian portuguese translation&lt;br /&gt;
* Americo Iacovizzi (DarkAmex) - italian translation&lt;br /&gt;
* Anders K. Madsen (madsen) - danish translation&lt;br /&gt;
* András Salamon ([[User:Ott|ott]]) - afrikaans, english and hungarian translation&lt;br /&gt;
* Andre Schmidt (schmidta) - german translation&lt;br /&gt;
* Anežka Bubeníčková (Bubu) - czech translation&lt;br /&gt;
* Ankka - finnish translation&lt;br /&gt;
* Anton Tsigularov (Atilla) - bulgarian translation&lt;br /&gt;
* Arkadiusz Danilecki (szopen) - polish translation&lt;br /&gt;
* Arnaud Garoux (La vie en wose) - french translation&lt;br /&gt;
* Arne Deprez - dutch translation&lt;br /&gt;
* Artur R. Czechowski - polish translation&lt;br /&gt;
* Åse Petersson (tintin) - swedish translation&lt;br /&gt;
* Aurélien Brevers (Breversa) - french translation&lt;br /&gt;
* Azamat Hackimov - russian translation&lt;br /&gt;
* Bartek Waresiak (Dragonking) - polish translation&lt;br /&gt;
* Beer (Eddi) - hungarian translation&lt;br /&gt;
* Benoit Astruc - french translation&lt;br /&gt;
* Benoît Timbert (Noyga) - french translation&lt;br /&gt;
* Bjarke Sørensen (basher) - danish translation&lt;br /&gt;
* BlueStar - japanese translation&lt;br /&gt;
* Boris Stumm (quijote_) - german translation&lt;br /&gt;
* BOrsuk - polish translation&lt;br /&gt;
* Branko Kokanovic (kokan) - serbian translation&lt;br /&gt;
* Bruno Fève (PP) - french translation&lt;br /&gt;
* Cédric Duval - french translation&lt;br /&gt;
* Carles Company (brrr) - catalan translation&lt;br /&gt;
* Celso Goya - brazilian portuguese translation&lt;br /&gt;
* Christoph Berg (chrber) - german translation&lt;br /&gt;
* [mailto:cbterra_AT_gmail.com Claudio Terra] - brazilian portuguese translation&lt;br /&gt;
* Claus Aranha - brazilian portuguese translation&lt;br /&gt;
* crys0000 - italian translation&lt;br /&gt;
* Dan Rosàs Garcia (focks) - catalan translation&lt;br /&gt;
* Damien Jacquot - french translation&lt;br /&gt;
* Daniel López (Azazelo) - catalan translation&lt;br /&gt;
* DaringTremayne - french translation&lt;br /&gt;
* David Martínez Moreno - spanish translation&lt;br /&gt;
* David Nečas (Yeti) - czech translation&lt;br /&gt;
* dentro - hungarian translation&lt;br /&gt;
* Enes Akın (yekialem) - turkish translation&lt;br /&gt;
* Erik J. Mesoy (Circon) - norwegian translation&lt;br /&gt;
* Eugenio Favalli (ElvenProgrammer) - italian translation&lt;br /&gt;
* Federico Tomassetti - italian translation&lt;br /&gt;
* Flamma - spanish translation&lt;br /&gt;
* Foppe Benedictus - dutch translation&lt;br /&gt;
* Franciso Muñoz (fmunoz) - spanish translation&lt;br /&gt;
* François Mariage (Paquito) - french translation&lt;br /&gt;
* François Orieux - french translation&lt;br /&gt;
* Gabriel Rodríguez (Chewie) - spanish translation&lt;br /&gt;
* Gaute Jao (Bombadil) - norwegian translation&lt;br /&gt;
* Geoffroy Douillié ([[User:Gdou|Gdou]]) - french translation&lt;br /&gt;
* Georgi Dimitrov (oblak)- bulgarian translation&lt;br /&gt;
* Gérard Bodin - french translation&lt;br /&gt;
* Gerfried Fuchs (Alfie) - german translation&lt;br /&gt;
* Gilluin - hungarian translation&lt;br /&gt;
* Guillaume Duwelz-Rebert - french translation&lt;br /&gt;
* [mailto:massart.guillaume_AT_wanadoo.fr Guillaume Massart (Piou2fois)] - french translation&lt;br /&gt;
* Guillaume Melquiond (silene) - french translation&lt;br /&gt;
* Hallvard Norheim Bø (Lysander) - norwegian translation&lt;br /&gt;
* Håvard Korsvoll - norwegian translation&lt;br /&gt;
* Huang huan (unicon) - chinese translation&lt;br /&gt;
* Hugo Gerlach (Entrimo) - swedish translation&lt;br /&gt;
* Ilya Kaznacheev - russian translation&lt;br /&gt;
* Ilya Kotov - russian translation&lt;br /&gt;
* Ivan Kovacs - slovak translation&lt;br /&gt;
* isazi - italian translation&lt;br /&gt;
* Iván Herrero (navitux) - spanish translator&lt;br /&gt;
* Jaka Kranjc (lynx) - slovenian translation&lt;br /&gt;
* Jan Greve (Jan) - german translation&lt;br /&gt;
* Jan-Heiner Laberenz (jan-heiner) - german translation&lt;br /&gt;
* Jean Privat (Tout) - french translation&lt;br /&gt;
* Jean-Luc Richard (Le Gnome) - french translation&lt;br /&gt;
* Jehan Hysseo (Jey) - french translation&lt;br /&gt;
* Jérémy Rosen (Boucman) - french translation&lt;br /&gt;
* Jesper Fuglsang Wolff (ulven) - danish translation&lt;br /&gt;
* Joan Queralt - catalan translation&lt;br /&gt;
* Joeri Melis - dutch translation&lt;br /&gt;
* Jonatan Alamà (tin) - catalan translation&lt;br /&gt;
* [mailto:jorda_AT_ettin.org Jordà Polo] (ettin) - catalan translation coordinator&lt;br /&gt;
* Jose Gordillo (kilder) - spanish and catalan translation&lt;br /&gt;
* Jose Manuel Gomez (joseg) - spanish translation&lt;br /&gt;
* Joset Anthony Zamora (sophie^) - filipino translation&lt;br /&gt;
* Julien Moncel - french translation&lt;br /&gt;
* Julien Tailleur - french translation&lt;br /&gt;
* Julen Landa (genars) - basque translation&lt;br /&gt;
* Jussi Rautio (jgrr) - finnish translation&lt;br /&gt;
* Kai Ensenbach (Pingu) - german translation&lt;br /&gt;
* Kékkői László (BlackEvil) - hungarian translation&lt;br /&gt;
* Karol Nowak (grzywacz) - polish translation&lt;br /&gt;
* Katerina Sykioti - greek translation&lt;br /&gt;
* Kertész Csaba - hungarian translation&lt;br /&gt;
* Khiraly - hungarian translation&lt;br /&gt;
* Kim Woong (Kazya) - korean translation&lt;br /&gt;
* kko - finnish translation&lt;br /&gt;
* Konstantinos Karasavvas - greek translation&lt;br /&gt;
* Kosif -  turkish translation&lt;br /&gt;
* Kovács Dániel - hungarian translation&lt;br /&gt;
* krix - hungarian translation&lt;br /&gt;
* Lala - dutch translation&lt;br /&gt;
* Leo Danielson (Lugo Moll) - swedish translation&lt;br /&gt;
* Luciano Montanaro (Luciano) - italian translation&lt;br /&gt;
* Lukáš Faltýnek - czech translation&lt;br /&gt;
* Ľubo Fajth - esperanto translation&lt;br /&gt;
* Maarten Albrecht - dutch and esperanto translation&lt;br /&gt;
* Mark Michelsen (skovbaer) - danish translation&lt;br /&gt;
* Mark Polo (mpolo) - latin translation&lt;br /&gt;
* Mark Recasens - catalan translation&lt;br /&gt;
* Marko Vasic - serbian translation&lt;br /&gt;
* Mart Tõnso - estonian translation&lt;br /&gt;
* Martin Dzbor - slovak translation&lt;br /&gt;
* Martin Šín - czech translation&lt;br /&gt;
* Matej Repinc - slovenian translation&lt;br /&gt;
* Mathias Bundgaard Svensson (freaken) - danish translation&lt;br /&gt;
* Matias Parmala - finnish translation&lt;br /&gt;
* methinks - polish translation&lt;br /&gt;
* Michał Jedynak (Artanis) - polish translation&lt;br /&gt;
* Michał Ligowski (misiorysio) - polish translation&lt;br /&gt;
* Michel Loos - brazilian portuguese translation&lt;br /&gt;
* Mikel Olasagasti (Hey_neken) - basque translation&lt;br /&gt;
* Mikko Kraft (deserter) - finnish translation&lt;br /&gt;
* Mintaka - czech translation&lt;br /&gt;
* Naoki Iimura (amatubu) いいむらなおき - japanese translation&lt;br /&gt;
* Nico Oliver - afrikaans translation&lt;br /&gt;
* Nicolas Boudin (Blurgk) - french translation&lt;br /&gt;
* [mailto:Crazy-Ivanovic_AT_gmx.net Nils Kneuper] (Ivanovic) - german translation&lt;br /&gt;
* [mailto:okyada_AT_gmail.com Nobuhito Okada] 岡田信人 - japanese translation&lt;br /&gt;
* [mailto:tapik_AT_buchtovi.cz Oto Buchta] ([[User:Tapik|tapik]]) - czech translation&lt;br /&gt;
* Pau Rul·lan Ferragut - catalan translation&lt;br /&gt;
* Paweł Stradomski - polish translation&lt;br /&gt;
* Paweł Tomak - polish translation&lt;br /&gt;
* paxed - finnish translation&lt;br /&gt;
* Petr Kopač (Ferda) - czech translation&lt;br /&gt;
* Petr Kovár (Juans) - czech translation&lt;br /&gt;
* [mailto:philippe.plantier_AT_naema.org Philippe Plantier] ([[User:Ayin|Ayin]]) - french translation&lt;br /&gt;
* Pieter Vermeylen (Onne) - dutch translation&lt;br /&gt;
* P&amp;amp;#305;nar Yanarda&amp;amp;#287; (moonquelle) - turkish translation&lt;br /&gt;
* Q - japanese translation&lt;br /&gt;
* Rastislav Šarišský (Asto) - esperanto translation&lt;br /&gt;
* Renato Cunha - brazilian portuguese translation&lt;br /&gt;
* Ricardo Sodré Andrade - brazilian portuguese translation&lt;br /&gt;
* Roberto Garcia (Motxales) - catalan translation&lt;br /&gt;
* Roel Thijs (Roel) - dutch translation&lt;br /&gt;
* Roger Koot - dutch translation&lt;br /&gt;
* RokStar - italian translation&lt;br /&gt;
* Roman Tuchin (Sankt) - russian translation&lt;br /&gt;
* Rudolf Orság - czech translation&lt;br /&gt;
* Ruben Philipp Wickenhäuser (The Very Uhu) - german translation&lt;br /&gt;
* Sébastien Raynaud (Galactic turkey) - french translation&lt;br /&gt;
* Sérgio de Miranda Costa -  brazilian portuguese translation&lt;br /&gt;
* Selim Farsakoğlu -  turkish translation&lt;br /&gt;
* Sofronius - czech translation&lt;br /&gt;
* Spiros, Giorgis - greek translation&lt;br /&gt;
* [mailto:sreckotoroman_AT_gmail_DOT_com Srećko Toroman] (FreeCraft) - serbian translation&lt;br /&gt;
* Stefan Bergström (tephlon) - swedish translation&lt;br /&gt;
* Stephan Grochtmann (Schattenstephan) - german translation&lt;br /&gt;
* [mailto:susanna.bjorverud_AT_telia.com Susanna Björverud] (sanna) - swedish translation&lt;br /&gt;
* Susanne Mesoy (Rarlgland) - norwegian translation&lt;br /&gt;
* Széll Tamás (TomJoad) - hungarian translation&lt;br /&gt;
* Takanobu Hirai - japanese translation&lt;br /&gt;
* Tiago Souza (Salvador) - brazilian portuguese translation&lt;br /&gt;
* Tobe Deprez - dutch translation&lt;br /&gt;
* Vít Komárek - czech translation&lt;br /&gt;
* Vít Krčál - czech translation&lt;br /&gt;
* [http://www.viliam.bur.sk/ Viliam Búr] - slovak translation&lt;br /&gt;
* Vladimír Slávik - czech translation&lt;br /&gt;
* vonHalenbach - german translation&lt;br /&gt;
* William Dupré - french translation&lt;br /&gt;
* wint3r - swedish translation&lt;br /&gt;
* [mailto:ydirson_AT_altern.org Yann Dirson] - french translation&lt;br /&gt;
* Yuji Matsumoto - japanese translation&lt;br /&gt;
* Zas - french translation&lt;br /&gt;
&lt;br /&gt;
== Other Contributions ==&lt;br /&gt;
* ?? (lwa) - Mac OS X packager&lt;br /&gt;
* Ben Anderman (crimson_penguin) - unit list&lt;br /&gt;
* Dacyn - scenario designer&lt;br /&gt;
* Cyril Bouthors (CyrilB) - debian packager, patron&lt;br /&gt;
* Darryl Dixon - packager&lt;br /&gt;
* edge - packager&lt;br /&gt;
* Francesco Gigli (Jaramir) - wiki, wesnoth.slack.it&lt;br /&gt;
* Frédéric Wagner&lt;br /&gt;
* Jay Hopping - packager&lt;br /&gt;
* Jeff Breidenbach (Jab) - Bilinear interpolation&lt;br /&gt;
* Joshua Northey (Becephalus) - multiplayer maps&lt;br /&gt;
* Marcin Konicki (ahwayakchih) - BeOS packager&lt;br /&gt;
* Marcus Phillips (Sithrandel) - Mac OS X packager (for v1.0 and before)&lt;br /&gt;
* Mark Michelsen (skovbaer) - slackware packager&lt;br /&gt;
* Peter Groen (pg) - multiplayer maps&lt;br /&gt;
* Ruben Philipp Wickenhäuser (The Very Uhu) - multiplayer maps&lt;br /&gt;
* Tom Chance (telex4) - multiplayer maps, scenario balancing&lt;br /&gt;
* Sam Phillips (dark172) - creation of campains and multiplayer maps&lt;br /&gt;
&lt;br /&gt;
{{Home}}&lt;/div&gt;</summary>
		<author><name>Gdou</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=CampaignSeptreOfFire&amp;diff=12837</id>
		<title>CampaignSeptreOfFire</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=CampaignSeptreOfFire&amp;diff=12837"/>
		<updated>2006-11-28T16:24:40Z</updated>

		<summary type="html">&lt;p&gt;Gdou: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Translation of Sceptre of Fire ==&lt;br /&gt;
This is a list of the people currently translating Sceptre of Fire into different languages:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; style=&amp;quot;width:65%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Language&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Translator&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Status&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Afrikaans (af)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Brazilian Portuguese (pt_BR)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;British English (en_GB)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;pjr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;completed&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bulgarian (bg)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Catalan (ca)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Chinese (zh_CN)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Czech (cs)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Danish (da)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dutch (nl)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Estonian (et)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Finnish (fi)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;French (fr)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[User:Gdou|Gdou]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;completed&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;German (de)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ivanovic&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;completed&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Greek (el_GR)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Hungarian (hu)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Italian (it)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Japanese (ja)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Latin (la)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Norwegian (no)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Polish (pl)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Russian (ru)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Serbian (sr)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Slovak (sk)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Slovenian (sl)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Spanish (es)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Swedish (sv)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Sanna&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;completed&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Turkish (tr)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Status Descriptions ==&lt;br /&gt;
* '''unknown'''&lt;br /&gt;
&lt;br /&gt;
It is not known if someone is actually translating this campaign.&lt;br /&gt;
* '''work in progress'''&lt;br /&gt;
&lt;br /&gt;
Someone is working on it, but it is not done, yet.&lt;br /&gt;
* '''correction'''&lt;br /&gt;
&lt;br /&gt;
Translation is already completed, but it is being corrected at the moment.&lt;br /&gt;
* '''completed'''&lt;br /&gt;
&lt;br /&gt;
It is already completed and updated when there are changes.&lt;br /&gt;
* '''completed (not active)'''&lt;br /&gt;
&lt;br /&gt;
It is already completed and but not updated when there are changes.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[WesCamp]]&lt;br /&gt;
* [http://pulsar.unizar.es/~isaac/wesnoth-gettext/westats/index.php?package=wesnoth-Sceptre_of_Fire&amp;amp;order=trans Translation stats for Sceptre of Fire]&lt;/div&gt;</summary>
		<author><name>Gdou</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=CampaignNorthernRebirth&amp;diff=12835</id>
		<title>CampaignNorthernRebirth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=CampaignNorthernRebirth&amp;diff=12835"/>
		<updated>2006-11-28T16:21:23Z</updated>

		<summary type="html">&lt;p&gt;Gdou: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==  Translation of Northern Rebirth  ==&lt;br /&gt;
&lt;br /&gt;
This is a list of the people currently translating Northern Rebirth into different languages:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; style=&amp;quot;width:65%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Language&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Translator&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Status&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Afrikaans (af)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Brazilian Portuguese (pt_BR)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;British English (en_GB)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[User:Placid|Placid]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;completed&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bulgarian (bg)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Catalan (ca)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Chinese (zh_CN)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Czech (cs)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Danish (da)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dutch (nl)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Fopper&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Work in progress&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Estonian (et)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Finnish (fi)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;French (fr)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[User:Gdou|Gdou]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Completed&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;German (de)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Belchion&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;completed (not active)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Greek (el_GR)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Hungarian (hu)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Italian (it)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Luciano&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Work in progress&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Japanese (ja)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Latin (la)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Norwegian (no)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Polish (pl)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Russian (ru)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Serbian (sr)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Slovak (sk)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Slovenian (sl)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Spanish (es)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Swedish (sv)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Unassigned&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;stalled&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Turkish (tr)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==  Status Descriptions  ==&lt;br /&gt;
* '''unknown'''&lt;br /&gt;
&lt;br /&gt;
It is not known if someone is actually translating this campaign.&lt;br /&gt;
* '''work in progress'''&lt;br /&gt;
&lt;br /&gt;
Someone is working on it, but it is not done, yet.&lt;br /&gt;
* '''completed'''&lt;br /&gt;
&lt;br /&gt;
It is already completed and updated when there are changes.&lt;br /&gt;
* '''completed (not active)'''&lt;br /&gt;
&lt;br /&gt;
It is already completed and but not updated when there are changes.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[WesCamp]]&lt;br /&gt;
* [http://pulsar.unizar.es/~isaac/wesnoth-gettext/westats/index.php?package=wesnoth-Northern_Rebirth&amp;amp;order=trans Translation stats for Northern Rebirth]&lt;/div&gt;</summary>
		<author><name>Gdou</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Gdou&amp;diff=12834</id>
		<title>User:Gdou</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Gdou&amp;diff=12834"/>
		<updated>2006-11-28T16:04:50Z</updated>

		<summary type="html">&lt;p&gt;Gdou: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Identity : =&lt;br /&gt;
 &lt;br /&gt;
I'am a belgian user of this game since a rather long time, closely following the project since version 0.6.4. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Completed campains : ==&lt;br /&gt;
 &lt;br /&gt;
I have completed mainline campains : &lt;br /&gt;
&lt;br /&gt;
- HttT&lt;br /&gt;
&lt;br /&gt;
- TRoW&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Abandonned campains : ==&lt;br /&gt;
&lt;br /&gt;
I have played a bit on but have not gone to the end : &lt;br /&gt;
&lt;br /&gt;
- SotBE&lt;br /&gt;
&lt;br /&gt;
- TDH&lt;br /&gt;
&lt;br /&gt;
- EI&lt;br /&gt;
&lt;br /&gt;
- A New Order&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Currently playing ==&lt;br /&gt;
&lt;br /&gt;
I am currently playing : &lt;br /&gt;
&lt;br /&gt;
As soon as I can gat 1.1.12 compiled, I'll play the South Guard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Contributions : =&lt;br /&gt;
&lt;br /&gt;
In return of the joy this game brings to me, this is the first Open Source Project on which I actively contribute. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Completed == &lt;br /&gt;
&lt;br /&gt;
My contributions are rather limited, only french translation of user made campains.&lt;br /&gt;
&lt;br /&gt;
- A New Order&lt;br /&gt;
&lt;br /&gt;
- The South Guard (which in the meantime has been put in mainline)&lt;br /&gt;
&lt;br /&gt;
- The Scepter of Fire&lt;br /&gt;
&lt;br /&gt;
- Northern Rebirth&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== On going ==&lt;br /&gt;
&lt;br /&gt;
I am now working on the translation in French of &lt;br /&gt;
&lt;br /&gt;
- Son of the Black Eye (revised by Taurus)&lt;/div&gt;</summary>
		<author><name>Gdou</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=CampaignNorthernRebirth&amp;diff=8390</id>
		<title>CampaignNorthernRebirth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=CampaignNorthernRebirth&amp;diff=8390"/>
		<updated>2006-03-22T10:15:00Z</updated>

		<summary type="html">&lt;p&gt;Gdou: /* Translation of Northern Rebirth */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==  Translation of Northern Rebirth  ==&lt;br /&gt;
&lt;br /&gt;
This is a list of the people currently translating Northern Rebirth into different languages:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; style=&amp;quot;width:65%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Language&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Translator&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Status&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Afrikaans (af)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Brazilian Portuguese (pt_BR)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;British English (en_GB)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bulgarian (bg)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Catalan (ca)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Chinese (zh_CN)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Czech (cs)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Danish (da)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dutch (nl)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Estonian (et)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Finnish (fi)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;French (fr)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;gdou&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Work in progress&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;German (de)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Belchion&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;completed (not active)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Greek (el_GR)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Hungarian (hu)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Italian (it)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Japanese (ja)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Latin (la)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Norwegian (no)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Polish (pl)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Russian (ru)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Serbian (sr)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Slovak (sk)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Slovenian (sl)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Spanish (es)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Swedish (sv)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Unassigned&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;stalled&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Turkish (tr)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==  Status Descriptions  ==&lt;br /&gt;
* '''unknown'''&lt;br /&gt;
&lt;br /&gt;
It is not known if someone is actually translating this campaign.&lt;br /&gt;
* '''work in progress'''&lt;br /&gt;
&lt;br /&gt;
Someone is working on it, but it is not done, yet.&lt;br /&gt;
* '''completed'''&lt;br /&gt;
&lt;br /&gt;
It is already completed and updated when there are changes.&lt;br /&gt;
* '''completed (not active)'''&lt;br /&gt;
&lt;br /&gt;
It is already completed and but not updated when there are changes.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[WesCamp]]&lt;br /&gt;
* [http://pulsar.unizar.es/~isaac/wesnoth-gettext/westats/index.php?package=wesnoth-Northern_Rebirth&amp;amp;order=trans Translation stats for Northern Rebirth]&lt;/div&gt;</summary>
		<author><name>Gdou</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Gdou&amp;diff=8389</id>
		<title>User:Gdou</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Gdou&amp;diff=8389"/>
		<updated>2006-03-22T10:08:20Z</updated>

		<summary type="html">&lt;p&gt;Gdou: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Identity : =&lt;br /&gt;
 &lt;br /&gt;
I'am a belgian user of this game since a rather long time, closely following the project since version 0.6.4. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Completed campains : ==&lt;br /&gt;
 &lt;br /&gt;
I have completed mainline campains : &lt;br /&gt;
&lt;br /&gt;
- HttT&lt;br /&gt;
&lt;br /&gt;
- TRoW&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Abandonned campains : ==&lt;br /&gt;
&lt;br /&gt;
I have played a bit on but have not gone to the end : &lt;br /&gt;
&lt;br /&gt;
- SotBE&lt;br /&gt;
&lt;br /&gt;
- TDH&lt;br /&gt;
&lt;br /&gt;
Notice I plan to restart the &amp;quot;touched by Taurus&amp;quot; versions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Currently playing ==&lt;br /&gt;
&lt;br /&gt;
I am currently playing : &lt;br /&gt;
&lt;br /&gt;
- EI&lt;br /&gt;
&lt;br /&gt;
- A New Order&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Contributions : =&lt;br /&gt;
&lt;br /&gt;
In return of the joy this game brings to me, this is the first Open Source Project on which I actively contribute. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Completed == &lt;br /&gt;
&lt;br /&gt;
My contributions are rather limited, only french translation of user made campains.&lt;br /&gt;
&lt;br /&gt;
- A New Order&lt;br /&gt;
&lt;br /&gt;
- The South Guard (which in the meantime has been put in mainline)&lt;br /&gt;
&lt;br /&gt;
- The Scepter of Fire&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== On going ==&lt;br /&gt;
&lt;br /&gt;
I am now working on the translation in French of &lt;br /&gt;
&lt;br /&gt;
- The Northern Rebirth&lt;/div&gt;</summary>
		<author><name>Gdou</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=CampaignSeptreOfFire&amp;diff=8055</id>
		<title>CampaignSeptreOfFire</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=CampaignSeptreOfFire&amp;diff=8055"/>
		<updated>2006-03-10T09:01:19Z</updated>

		<summary type="html">&lt;p&gt;Gdou: /* Translation of Sceptre of Fire */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Translation of Sceptre of Fire ==&lt;br /&gt;
This is a list of the people currently translating Sceptre of Fire into different languages:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; style=&amp;quot;width:65%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Language&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Translator&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Status&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Afrikaans (af)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Brazilian Portuguese (pt_BR)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;British English (en_GB)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bulgarian (bg)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Catalan (ca)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Chinese (zh_CN)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Czech (cs)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Danish (da)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dutch (nl)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Estonian (et)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Finnish (fi)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;French (fr)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Gdou&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;completed&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;German (de)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ivanovic&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;completed&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Greek (el_GR)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Hungarian (hu)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Italian (it)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Japanese (ja)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Latin (la)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Norwegian (no)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Polish (pl)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Russian (ru)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Serbian (sr)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Slovak (sk)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Slovenian (sl)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Spanish (es)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Swedish (sv)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Sanna&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;completed&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Turkish (tr)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Status Descriptions ==&lt;br /&gt;
* '''unknown'''&lt;br /&gt;
&lt;br /&gt;
It is not known if someone is actually translating this campaign.&lt;br /&gt;
* '''work in progress'''&lt;br /&gt;
&lt;br /&gt;
Someone is working on it, but it is not done, yet.&lt;br /&gt;
* '''correction'''&lt;br /&gt;
&lt;br /&gt;
Translation is already completed, but it is being corrected at the moment.&lt;br /&gt;
* '''completed'''&lt;br /&gt;
&lt;br /&gt;
It is already completed and updated when there are changes.&lt;br /&gt;
* '''completed (not active)'''&lt;br /&gt;
&lt;br /&gt;
It is already completed and but not updated when there are changes.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[WesCamp]]&lt;br /&gt;
* [http://pulsar.unizar.es/~isaac/wesnoth-gettext/westats/index.php?package=wesnoth-Sceptre_of_Fire&amp;amp;order=trans Translation stats for Sceptre of Fire]&lt;/div&gt;</summary>
		<author><name>Gdou</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=CampaignSeptreOfFire&amp;diff=7262</id>
		<title>CampaignSeptreOfFire</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=CampaignSeptreOfFire&amp;diff=7262"/>
		<updated>2006-02-13T12:21:55Z</updated>

		<summary type="html">&lt;p&gt;Gdou: /* Translation of Sceptre of Fire */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Translation of Sceptre of Fire ==&lt;br /&gt;
This is a list of the people currently translating Sceptre of Fire into different languages:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; style=&amp;quot;width:65%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Language&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Translator&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Status&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Afrikaans (af)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Brazilian Portuguese (pt_BR)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;British English (en_GB)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bulgarian (bg)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Catalan (ca)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Chinese (zh_CN)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Czech (cs)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Danish (da)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dutch (nl)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Estonian (et)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Finnish (fi)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;French (fr)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Gdou&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;work in progress&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;German (de)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ivanovic&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;completed&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Greek (el_GR)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Hungarian (hu)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Italian (it)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Japanese (ja)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Latin (la)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Norwegian (no)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Polish (pl)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Russian (ru)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Serbian (sr)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Slovak (sk)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Slovenian (sl)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Spanish (es)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Swedish (sv)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Sanna&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;completed&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Turkish (tr)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Status Descriptions ==&lt;br /&gt;
* '''unknown'''&lt;br /&gt;
&lt;br /&gt;
It is not known if someone is actually translating this campaign.&lt;br /&gt;
* '''work in progress'''&lt;br /&gt;
&lt;br /&gt;
Someone is working on it, but it is not done, yet.&lt;br /&gt;
* '''correction'''&lt;br /&gt;
&lt;br /&gt;
Translation is already completed, but it is being corrected at the moment.&lt;br /&gt;
* '''completed'''&lt;br /&gt;
&lt;br /&gt;
It is already completed and updated when there are changes.&lt;br /&gt;
* '''completed (not active)'''&lt;br /&gt;
&lt;br /&gt;
It is already completed and but not updated when there are changes.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[WesCamp]]&lt;br /&gt;
* [http://pulsar.unizar.es/~isaac/wesnoth-gettext/westats/index.php?package=wesnoth-Sceptre_of_Fire&amp;amp;order=trans Translation stats for Sceptre of Fire]&lt;/div&gt;</summary>
		<author><name>Gdou</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=CampaignSouthGuard&amp;diff=5447</id>
		<title>CampaignSouthGuard</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=CampaignSouthGuard&amp;diff=5447"/>
		<updated>2005-12-22T15:38:51Z</updated>

		<summary type="html">&lt;p&gt;Gdou: /* Translation of The South Guard */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==  Translation of The South Guard  ==&lt;br /&gt;
&lt;br /&gt;
This is a list of the people currently translating The South Guard into different languages:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; style=&amp;quot;width:65%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Language&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Translator&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Status&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Afrikaans (af)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Brazilian Portuguese (pt_BR)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;British English (en_GB)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bulgarian (bg)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Catalan (ca)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Chinese (zh_CN)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Czech (cs)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Danish (da)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dutch (nl)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Estonian (et)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Finnish (fi)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;French (fr)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;gdou&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;complete&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;German (de)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Greek (el_GR)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Hungarian (hu)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Italian (it)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Japanese (ja)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Latin (la)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Norwegian (no)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Polish (pl)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Russian (ru)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Serbian (sr)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Slovak (sk)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Slovenian (sl)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Spanish (es)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Swedish (sv)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Turkish (tr)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==  Status Descriptions  ==&lt;br /&gt;
* '''unknown'''&lt;br /&gt;
&lt;br /&gt;
It is not known if someone is actually translating this campaign.&lt;br /&gt;
* '''work in progress'''&lt;br /&gt;
&lt;br /&gt;
Someone is working on it, but it is not done, yet.&lt;br /&gt;
* '''correction'''&lt;br /&gt;
&lt;br /&gt;
Translation is already completed, but it is being corrected at the moment.&lt;br /&gt;
* '''completed'''&lt;br /&gt;
&lt;br /&gt;
It is already completed and updated when there are changes.&lt;br /&gt;
* '''completed (not active)'''&lt;br /&gt;
&lt;br /&gt;
It is already completed and but not updated when there are changes.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[WesCamp]]&lt;br /&gt;
* [http://pulsar.unizar.es/~isaac/wesnoth-gettext/westats/index.php?package=wesnoth-The_South_Guard&amp;amp;order=trans Translation stats for The South Guard]&lt;/div&gt;</summary>
		<author><name>Gdou</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=WesCamp&amp;diff=3137</id>
		<title>WesCamp</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=WesCamp&amp;diff=3137"/>
		<updated>2005-09-22T15:25:48Z</updated>

		<summary type="html">&lt;p&gt;Gdou: /* How to contibute to this Project */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Wescamp-i18n =&lt;br /&gt;
This page is dedicated to describe how to translate User made Campaigns with the help of the project [https://developer.berlios.de/projects/wescamp-i18n Wescamp-i18n].&lt;br /&gt;
This project is hosted at berlios.de and maintained by Torangan ( david AT torangan.de ). Campaigns are uploaded&lt;br /&gt;
into the SVN rep and po-files of the campaigns are created. The po-files are updated regulary and the stats are shown at&lt;br /&gt;
http://gettext.wesnoth.org.&lt;br /&gt;
&lt;br /&gt;
== If you are someone who just wants to translate a campaign ==&lt;br /&gt;
Then, simply go to http://gettext.wesnoth.org , and download the .po file of your chosen campaign and language. Then read the information '''for translators''' on this page here, to know who to tell what you are working on, and where to submit your translations.&lt;br /&gt;
&lt;br /&gt;
== How to contibute to this Project ==&lt;br /&gt;
'' ''' Campaign Designers ''' ''&lt;br /&gt;
&lt;br /&gt;
If you want to contribute to this project, you should follow this list:&lt;br /&gt;
* Make sure that there is a _ in front of the strings that can be translated.&lt;br /&gt;
* Make sure that you've got the #textdomain directives right. More information in this thread  [http://www.wesnoth.org/forum/viewtopic.php?t=5535 Changes to translating user campaigns in wesnoth (post 0.9.1)]&lt;br /&gt;
* Notice that when you reuse official units, you can put them into the textdomain wesnoth and the game will automatically use the official translations. This does not work for textdomains from other campaigns hosted here, only for the official textdomains. It does also make sense to have the description in your textdomain and to put an #textdomain wesnoth before the [attack] part. There's no real need to translate sword, bow and friends in every campaign.&lt;br /&gt;
* If you want the names of attacks to be translateable, you need to add a field description = _&amp;quot;whatever&amp;quot; into the [attack] tag. This should be the same value as used for name= but that one can't be translated. As mentioned above, this makes only sense if you're using a new name.&lt;br /&gt;
* Please use the splitted objectives syntax as described [http://www.wesnoth.org/forum/viewtopic.php?t=5060 here]. (The exact definition is in the post from Ayin at the end of the page.)&lt;br /&gt;
* If you got further questions feel free to join the irc channel #wesnoth on irc.freenode.net and ask in there. You can also ask your questions in the forum, or directly contact Torangan ( david AT torangan.de ).&lt;br /&gt;
* [[WescampInstructions]] - How to get started.  Written from a Mac OS X perspective, but the instructions should be valid for Linux users&lt;br /&gt;
* Subversion for Windows - a GUI: http://tortoisesvn.tigris.org&lt;br /&gt;
* If you're keen on doing all yourself, have a look at yann's pokit available [http://ydirson.free.fr/soft/wesnoth/pokit/ here]. This is only required if you'd like to do the technical part yourself as this is usually done by Torangan. Be warned, pokit is somewhat outdated at the time of this writing and needs some derivation from the procedure described within the README.&lt;br /&gt;
&lt;br /&gt;
'' ''' Translators ''' ''&lt;br /&gt;
&lt;br /&gt;
Translating user campaigns is the same like translating the normal files. All the info about this is already existing in&lt;br /&gt;
the wiki (see the links below). The files you do need are located at [http://svn.berlios.de/viewcvs/wescamp-i18n/ here]. When they&lt;br /&gt;
are translated mail them to Torangan ( david AT torangan.de ).&lt;br /&gt;
Before you start translating you should&lt;br /&gt;
* look at the sub-page of the campaign you want to translate, to see if somebody already is working on it.&lt;br /&gt;
* contact Torangan and edit the subpage, so that it is known that someone is working on it.&lt;br /&gt;
If you got further questions, join the ircchannel #wesnoth on irc.freenode.net and ask them in there. Of course you will&lt;br /&gt;
also get answers if you ask your questions in the Forum, or mail Torangan.&lt;br /&gt;
&lt;br /&gt;
A very usefull tool for translation can be found there : [http://www.poedit.org/ poedit].&lt;br /&gt;
&lt;br /&gt;
== Campaigns in the rep ==&lt;br /&gt;
Here is a list of the campaigns that are already in the repository. The subpages are used to coordinate your and our&lt;br /&gt;
efforts. We will put in there a list of the translators working on the specific campaign.&lt;br /&gt;
* [[CampaignANewOrder|A New Order]]&lt;br /&gt;
* [[CampaignDelfardorsMemoirs|Delfador's Memoirs]]&lt;br /&gt;
* [[CampaignFlightFreedom|Flight to Freedom]]&lt;br /&gt;
* [[CampaignEliador|Invasion of Eliador]]&lt;br /&gt;
* [[CampaignLegendOfWesmere|Legend of Wesmere]]&lt;br /&gt;
* [[CampaignLiberty|Liberty]]&lt;br /&gt;
* [[CampaignMageRepublic|Mage Republic]]&lt;br /&gt;
* [[CampaignMysteryCampaign|Mystery Campaign]]&lt;br /&gt;
* [[CampaignNorthernRebirth|Northern Rebirth]]&lt;br /&gt;
* [[CampaignOrcishIncursion|Orcish Incursion]]&lt;br /&gt;
* [[CampaignSavingElensefar|Saving Elensefar]]&lt;br /&gt;
* [[CampaignSeptreOfFire|Sceptre of Fire]]&lt;br /&gt;
* [[CampaignTwoBrothers|Two Brothers]]&lt;br /&gt;
* [[CampaignUnrest|Unrest in Elfland]]&lt;br /&gt;
* [[CampaignBurningSuns|Under the Burning Suns]]&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[GettextForTranslators]] - how to translate Wesnoth under [[GetText]]&lt;br /&gt;
* [[WesnothTranslations]]&lt;br /&gt;
* [[TranslatorsGuide]]&lt;br /&gt;
* [http://gettext.wesnoth.org Translation statistics]&lt;br /&gt;
* [https://developer.berlios.de/projects/wescamp-i18n Wescamp-i18n project at Berlios.de]&lt;br /&gt;
* [http://svn.berlios.de/viewcvs/wescamp-i18n/ Wescamp-i18n SVN-Tree]&lt;/div&gt;</summary>
		<author><name>Gdou</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=TheRiseOfWesnoth&amp;diff=3002</id>
		<title>TheRiseOfWesnoth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=TheRiseOfWesnoth&amp;diff=3002"/>
		<updated>2005-09-19T09:22:02Z</updated>

		<summary type="html">&lt;p&gt;Gdou: /* A Spy In The Woods */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Strategy Guide for The Rise of Wesnoth Campaign ==&lt;br /&gt;
&lt;br /&gt;
==Scenarios==&lt;br /&gt;
===A summer of storms ===&lt;br /&gt;
&lt;br /&gt;
At first it's best to hire 2 horsemen and 3 spearmen. Send the horsemen with the king over the brige, and the spearmen should start going over the mountain, to avoid being attacked from behind. Then you should probably hire bowmen and more spearmen. Send them on the &amp;quot;over-the-bridge&amp;quot; road and hire some more troops. Start going with the troops and prince Haldric on the &amp;quot;over-the-bridge&amp;quot; road and by this time the king and the horsemen should have arrived, use the king wisely, he has leadership. When the rest of your troops arrive, you should get to the enemy camp.&lt;br /&gt;
&lt;br /&gt;
[Comments by Easuth] Over the course of this campaign, you will need to level up to some:&lt;br /&gt;
&lt;br /&gt;
* Paladins (lots)&lt;br /&gt;
* Silver Mages (at least one, preferably more)&lt;br /&gt;
* White Mages/Mages of Light (at least four)&lt;br /&gt;
* Royal Guards (lots)&lt;br /&gt;
* Assorted other units, maybe some Bowmen and Grand Knights, Great Mages are nice&lt;br /&gt;
&lt;br /&gt;
===The Fall===&lt;br /&gt;
&lt;br /&gt;
Saving heavy infantry pays off in later scenarios. So it is useful to retreat them south to your other forces. There are two basic strategies to kill the outlaw leader. You can either march west with a large army and use part of it to hold nortwestern orc. Use the rest to fight outlaws and kill the leader. This strategy requires a lot of troops but it can bring you plenty of experience, and can bring a quick victory. Another way is to assassinate the outlaw leader. One way is to wait till orcs have killed all outlaws and assassinate outlaw leader with knights. This strategy is risky because orcs can kill the leader before you. Another way to assassinate the leader is to send mages protected by a spearmen through the mountains to the outlaw keep. Two mages and three spearmen are enough. If you use assassination strategy it is a good idea to fight against eastern orc nearby your keep. This way you can secure your back and earn experience.&lt;br /&gt;
&lt;br /&gt;
===A Harrowing Escape===&lt;br /&gt;
&lt;br /&gt;
There is Dwarf Steelclad in the village at 8,5. Its not far from your camp, so send Lady Outlaw there. Dwarf joins you because &amp;quot;It has been a long time since he felt the satisfying crunch of Orcs under his Axe.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[this is just my comments after playing it once in medium - Allefant]&lt;br /&gt;
In medium, simply recruit what you want, and go along the road. You get enough villages to pay upkeep for quite some army, and can give some of them a bit of experience.&lt;br /&gt;
&lt;br /&gt;
===Diverging Campaign Path===&lt;br /&gt;
====The Midlands====&lt;br /&gt;
''No walkthrough provided yet, please add one''&lt;br /&gt;
====The Swamp Of Esten====&lt;br /&gt;
&lt;br /&gt;
You should kill the eastern enemy quickly. Send Burin with knights, a white mage, and some other mages east at start.&lt;br /&gt;
Mages are effective against scorpions. Try to attack dark adepts with Burin or horsemen before they have chance to attack you. You can send some horsemen from the second castle you recruit to strengthen the eastern front. There is also a White Mage in the temple at 19,5. &lt;br /&gt;
After you have killed the eastern leader and eliminated troops there you can send the eastern army south against next leader. Send a second army south with Haldric. Bowmen and shocktroopers are useful on southern front. Bowmen can shoot outlaws and scorpions. They also retaliate against dark adepts so they are good for defence. Shocktroopers survive even if they are attacked with several outlaws. A couple of horsemen and mages are also useful. You can also add spearmen or swordsmen in southern army. If you have a rogue send him also south. An assassin will be very useful later. There are temples in the swamp. Searching them is good. However, some of them contain nasty surprises. So keep extra troops nearby when you enter one.&lt;br /&gt;
&lt;br /&gt;
===The Oldwood===&lt;br /&gt;
&lt;br /&gt;
[comments by Allefant]&lt;br /&gt;
This is how I played in medium: I sent 3 knights, 3 mages, Haldric and some spearmen south, and all the rest east (4 knights, 4 mages, some other units). Every group had 2 white mages to heal wounded ones. Both were very slowly (avoid placing knights in the forest, don't attack at night-time) making for the two enemy leaders. It's important to keep an eye also on the middle, sending some units around in the forest, since the orcs will try to kill the tree.&lt;br /&gt;
&lt;br /&gt;
===Temple in the Deep===&lt;br /&gt;
&lt;br /&gt;
[comments by Allefant]&lt;br /&gt;
One advice here: Don't over-recruit. Knights are useless in caves. I dragged them all around at the back, doing nothing at all and eating up my complete gold reserves. In fact, I think you can win this with just mages. The dwarf also is very useful, he'll fully upgrade if he hasn't yet.&lt;br /&gt;
&lt;br /&gt;
[comments by Gdou]&lt;br /&gt;
(on easy mode at least) You can beat this level by recruiting only mages.&lt;br /&gt;
Give Holy Water to Haldric. use the dwarf to weak at maximum strongest skeletons (lvl2 and 3), finish them with the mages. &lt;br /&gt;
At the begining wait for the first wave of skelettons on your side of the lake. Skeletons are less resistants in water, so killing them is easier.&lt;br /&gt;
Then, use the less experienced mages as cannon fodder, protecting your more important units. The lich can kill almost every unit in one turn with a 15*4 magical attack.&lt;br /&gt;
I killed the lich in one turn by attacking it with the dwarf, the knight (Sir Ruddry), the Prince (Haldric) and finished him with one or two fireballs launched by a freshly upgraded red mage.&lt;br /&gt;
Some white mages are useful as there are few places where wounded units can recover healing.&lt;br /&gt;
&lt;br /&gt;
===Return to Oldwood===&lt;br /&gt;
&lt;br /&gt;
Just story. I wonder what would have happened if the outlaw lady had died in one of the previous scenarios.  [She just poofs back in and rejoins the plot at that point.  --Anon. speaking from experience]&lt;br /&gt;
&lt;br /&gt;
===Clearwater Port===&lt;br /&gt;
&lt;br /&gt;
Your allies are useless, unless they do suicide runs, which is at least entertaining.  The north leader will waste a lot of time trying to move his units E and then S over the shallows toward your rearguard, no matter how strongly defended you are there.  So defend strongly on the coastline and fill the bay with their corpses.  You will need to recruit lots of units to fight off the hordes to the W, so don't be a piker.  Pikemen are fine, though.  Try to get lots of your allies killed early so they don't clog the bridges later when you split your forces N and S.&lt;br /&gt;
&lt;br /&gt;
===Fallen Lich Point===&lt;br /&gt;
&lt;br /&gt;
The Orcs will be busy with the Yetis, so you can walk with a big group (best to use mostly wizards for that) south and kill the Lich-Lord. Move Haldric over the stone to de-petrify him. It may help to post some wizards around the undead before doing so. After that, head north and walk into the sewer enrance, and possibly kill the Orc leaders before.&lt;br /&gt;
&lt;br /&gt;
===Sewer of Southbay===&lt;br /&gt;
&lt;br /&gt;
As always, don't recruit a lot of units in underground, and don't recruit units which can barely move there. Only wizards is probably best, maybe some thieves. If you have enough levelled up wizards, you can divide into two groups and attack both brothers simultanously - else do them one after the other, and then look for the exit.&lt;br /&gt;
&lt;br /&gt;
Pay particular attention to the Giant Spider at the exit. I found best to keep one or two canon fooding units in order to be able to save to most advanced units.&lt;br /&gt;
&lt;br /&gt;
===Southbay in Winter===&lt;br /&gt;
&lt;br /&gt;
Just plot.&lt;br /&gt;
&lt;br /&gt;
===A Final Spring===&lt;br /&gt;
&lt;br /&gt;
For the south land area, do a counter-clockwise sweep with mounted units.  Move slower units to defend the walled city, which you would think your allies could do a better job of.  Take their villages; they don't do anything useful with the money anyway.  When your mounted units complete their sweep, you can break the remaining southern forces against the walls in a hammer and anvil.  Then your united forces can move north.&lt;br /&gt;
&lt;br /&gt;
Treat the island boss as a separate effort.  Do not use assassins.  Assassins have relatively weak defense in water against Sea Orcs and Nagas, they're very weak against blade, which is all Sea Orcs and Nagas use, and their relatively slow movement in water makes backstab hard to use reliably.  Instead, wait until your first combat, after which you can recruit Mermen.  Maybe send a white mage into the water with the mermen for healing purposes, and when you get to the island's cities, you can bring in Silver Mages (hopefully you have at least one by now) to help finish off the boss.&lt;br /&gt;
&lt;br /&gt;
===Peoples in Decline===&lt;br /&gt;
&lt;br /&gt;
Pay attention to the day-night cycle in this scenario. Drakes will be strong during day, but become very weak in the night. I found it best to play a bit defensive, taking advantage of the mountains. Most of the drake leaders were careless enough to fly near enough to me that I could kill them outside their bases. Make sure you get the Storm Trident in the middle of the sea, but be certain that you've cleared most of the drakes first, since a sea serpent will appear. It's best to have some strong units ready to kill it in 1 or 2 turns. You can give the trident to Lord Typhon, but since he leaves a bit later, you may want to give it to another Merman.&lt;br /&gt;
&lt;br /&gt;
[Comments by Easuth]  Movement over land is important for Mermen in the campaign as a whole.  If the Merman you give the storm trident to has the Quick attribute, you can make him a Hoplite when he gets to level 3.  Otherwise, make him a Triton.&lt;br /&gt;
&lt;br /&gt;
[Comments by gdou] Drakes have less resistance towards pierce attacks. I used mainly Bowmen and horsemen during days, and Poachers at nights.&lt;br /&gt;
&lt;br /&gt;
===Rough Landing===&lt;br /&gt;
&lt;br /&gt;
Recruit just mermen and thieves (you should already have some assassins to recall at this point as well). Maybe a white mage or two for extra healing. Try to level up the mermen, they can be useful in another scenario later. I went first for the right enemy, keeping all my troops together and moving straight east. The other two leaders sent all their troops towards me as well, so after the southeast leader was finished, there weren't much enemies left. I sent all remaining mermen to the northwest one, and a group of assassins to the northeast one over the long isle.&lt;br /&gt;
&lt;br /&gt;
Also, beware of sea serpents, make sure to surround them and kill at once. The trident from the previous scenario will come in handy as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===A New Land===&lt;br /&gt;
&lt;br /&gt;
In case you find the map looks familiar, it seems to be from &amp;quot;Bay of Pearls&amp;quot; from HttT. This scenario is mainly story though.&lt;br /&gt;
&lt;br /&gt;
===The Ka'lian===&lt;br /&gt;
&lt;br /&gt;
Story, with your choice of four battles next.  You have to beat them all in whatever order.  The amount of gold you have should be the factor in deciding when you choose to play Cursed Isle (the undead problem).&lt;br /&gt;
&lt;br /&gt;
===Diverging Campaign Path===&lt;br /&gt;
&lt;br /&gt;
All four scenarios have to be beaten, but in whatever order you choose.&lt;br /&gt;
====The Dragon====&lt;br /&gt;
&lt;br /&gt;
There are a lot of Saurian enemies in this, and they all have the [i]skirmish[/i] ability. My strategy to win was to recruit a lot of units, and then move the whole army as one big bulk. Keep healers in the middle (I used four), rotate stronger units outwards, and make sure you leave no gaps. The Saurians will slip through the tiniest gap and kill your weak units. My route was to start off straight east, towards the green enemy, but I was surrounded about half-way, then camped their and fight a huge onslaught of Saurians until around turn 10. By that time, there were much less Saurians&lt;br /&gt;
left then in the beginning. And the green leader foolishly placed himself next to Haldric's Sceptre and was killed as well. So I now split up my group, sent one half back to the blue leader, and another south. The southern group first killed off the yellow leader, and then met the dragon. After that I also let the west group who had killed the blue leader finish of the SW leader. The key really is the beginning turns, if you can survive the initial onslaught without half your troops dying already, the map is won.&lt;br /&gt;
&lt;br /&gt;
[Comments by Easuth]  Fighting Saurians requires a disciplined formation.  If you're used to stringing out troops to move them into position as they get there, that won't work after Turn 2 or 3.  I use a &amp;quot;healing hedgehog&amp;quot; of ten troops--two white mages next to each other and eight troops completely encircling them.  If someone gets badly injured, move them to the inside and put a white mage on one of the long edges, fighting as you go.  If you're trying for the big bonus, you'll need two hedgehogs.  Try to keep reserves back a bit in cities.  If the terrain favorably protects you, or the wounded is a fast unit, you can try moving wounded back to cities too.  Once the main wave of Saurians is broken,&lt;br /&gt;
you can string non-wounded troops out a bit in the rush for the leaders.  If you have a Lancer in position, rush in to the cave after the Dragon leaves to grab the gold, though that's nothing compared to the Hero bonus for defeating all the Saurian leaders.  So focus on killing all of them first.&lt;br /&gt;
&lt;br /&gt;
====Lizard Beach====&lt;br /&gt;
&lt;br /&gt;
That's the scenario where I found the mermen from earlier useful. Sent a bunch of them along the river west, and my main army towards the SW leader. The basic idea of this, fight the SW leader while being shielded from the north. I ended up all in one big bulk again, with mermen in the water/swamp and the other units right south of them. When the Saurians got less, it was the time to finish off the remaining green Mud Crawlers and the leader. Be careful to not send mermen out west into the sea, since enemy reinforcements appear there around turn 10. From the south leader, my whole army went north, and with rather little resistance killed off the north leader as well.&lt;br /&gt;
&lt;br /&gt;
[Comments by Easuth]  A Silver Mage is worth at least three regular troops here.  You can't recruit Mermen this time, but hopefully you have plenty that you can recall.&lt;br /&gt;
&lt;br /&gt;
====The Troll Hole====&lt;br /&gt;
&lt;br /&gt;
There are 4 castles, and two of them (randomly placed it seems) are the troll leaders you need to kill. It's underground time again, so as before, mainly recruit mages. The trolls are strong, so hopefully you have lots of levelled up mages. Try to use the narrow corridors to your advantage, so the enemy can only place one attack against a strong unit of yours, but you can kill a troll at a time with two mages or Haldric. Also keep an eye at your back since they will try to surround you. And resist the temptation to send single units wandering around in what seems empty caves - they will all die. I had to restart just to save the dwarf, who had happily wandered off alone searching for gold,&lt;br /&gt;
right into the lair of a giant spider.&lt;br /&gt;
&lt;br /&gt;
[Comments by Easuth]  Try to arrange it so one troll can enter to be attacked by many troops.  Have regular troops in front initially.  Move mages forward to finish the troll, plug the gap where the troll was with Burin or a Royal Guard or an Iron Mauler, and reset the trap on the next turn.  When you've whittled down the enemy, go the direction they came from and kill the leaders, ignoring spider keeps.&lt;br /&gt;
&lt;br /&gt;
====Cursed Isle====&lt;br /&gt;
&lt;br /&gt;
This can be the first or last map you choose, depending on how desperate you are for cash.  If you can wait, do it last. All you really need is a Paladin or three to rush the temples, one of which contains a Vampire Lady.  Defeat her, and the scene is over just like that. One of the other temples has some gold; grab that too.  Ignore the holy water.  No one will ever use it effectively in time.&lt;br /&gt;
&lt;br /&gt;
===A Spy In The Woods===&lt;br /&gt;
&lt;br /&gt;
Plot only.&lt;br /&gt;
&lt;br /&gt;
===The Vanguard===&lt;br /&gt;
&lt;br /&gt;
My strategy was to seal of all the gaps in the canyon. So, recruit a lot of units, you will need them. When the onslaught begins, wounded units can retreat back into villages or being cared for by healers. Or actually both, since soon you will be out of non-wounded units.&lt;br /&gt;
&lt;br /&gt;
[Comments by Easuth]  This map is smaller than fog of war and canyons make it appear.  Rush the NW gaps with mounted units, but slow &amp;amp; strong will carry the day once the sun rises and the odds are in your favor.  Don't forget the cash, which you can see even in fog.&lt;br /&gt;
&lt;br /&gt;
===Return of the Fleet===&lt;br /&gt;
&lt;br /&gt;
Welcome to the &amp;quot;kitchen sink&amp;quot; defense.  You've made it this far; now the game will start to throw things at you, whatever it has left.  The effect is mostly psychological, but it could be a problem if your initial assessment causes you to drastically under-recruit.  Time is money.&lt;br /&gt;
&lt;br /&gt;
This map starts out in shroud, like a cave.  You just haven't been informed of it yet.  So while you're still amazingly able to see, note the key terrain features and castle and city locations.  Also, physically explore the avenues of approach you want to be able to see later.&lt;br /&gt;
&lt;br /&gt;
It would be very useful to bring a storm trident into the water.  It'll take a few turns, but the undead trying to reach shore will take even longer.  Paladins are so effective against undead that you can wade into the water after them.  But keep some around for the Chocobones.  Just remember, Paladins can't go into deep water and undead can.  Once you take an island city, use Silver Mages in support to finish the leader.&lt;br /&gt;
&lt;br /&gt;
When you reach the swamp in the north, tighten to a hedgehog formation.  Not only are Saurian skirmishers a problem, but Chocobones move fairly quickly through a variety of terrain, and they have Charge.  Defend until the most dangerous enemies are in poor position, then wipe them out.  This map sports the least effective Cuttlefish I've ever seen; he was in the water near me but fled.  Remember where the keeps are, and advance to the finish.&lt;br /&gt;
&lt;br /&gt;
===Rise of Wesnoth===&lt;br /&gt;
&lt;br /&gt;
It's the final battle: be patient, recall everybody, the early finish bonus doesn't mean anything.  Some Mermen would be useful here, but surprisingly, they're not really necessary.  I started by sending mounted units around both sides of the forest to your SW.  Whichever troops the orange guys go after, slam into their rear guard with the other forces, making an orc sandwich.  Ewww.  I thought I would have to sneak the Paladins back to the E for the undead troops, but once the first east bridge collapses, the undead want to follow the path that doesn't leave them floundering in the water.  So leave the W bridge intact, playing Catch the Sea Orc on the north shore with Haldric &amp;amp; Co., and you can send a large force down the E side practically unopposed by the second wave of Jevyan's troops.  You'll need at least two Paladins in the E to kill Jevyan himself; nothing else is half as effective.  Don't forget to sacrifice Aethyr to Jevyan.  If he doesn't want to come out and play, march up to Jevyan and use a crossbow attack.  When Jevyan is dead, the yellow and green leaders will probably still be alive. You'll have to kill one, leaving at least one orc leader alive. You pick.  Congratulations!  Enjoy the ending!&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[ScenarioDiscussion]]&lt;/div&gt;</summary>
		<author><name>Gdou</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=TheRiseOfWesnoth&amp;diff=2612</id>
		<title>TheRiseOfWesnoth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=TheRiseOfWesnoth&amp;diff=2612"/>
		<updated>2005-09-05T09:08:32Z</updated>

		<summary type="html">&lt;p&gt;Gdou: /* Peoples in Decline */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Strategy Guide for The Rise of Wesnoth Campaign ==&lt;br /&gt;
&lt;br /&gt;
==Scenarios==&lt;br /&gt;
===A summer of storms ===&lt;br /&gt;
&lt;br /&gt;
At first it's best to hire 2 horsemen and 3 spearmen. Send the horsemen with the king over the brige, and the spearmen should start going over the mountain, to avoid being attacked from behind. Then you should probably hire bowmen and more spearmen. Send them on the &amp;quot;over-the-bridge&amp;quot; road and hire some more troops. Start going with the troops and prince Haldric on the &amp;quot;over-the-bridge&amp;quot; road and by this time the king and the horsemen should have arrived, use the king wisely, he has leadership. When the rest of your troops arrive, you should get to the enemy camp.&lt;br /&gt;
&lt;br /&gt;
[Comments by Easuth] Over the course of this campaign, you will need to level up to some:&lt;br /&gt;
&lt;br /&gt;
* Paladins (lots)&lt;br /&gt;
* Silver Mages (at least one, preferably more)&lt;br /&gt;
* White Mages/Mages of Light (at least four)&lt;br /&gt;
* Royal Guards (lots)&lt;br /&gt;
* Assorted other units, maybe some Bowmen and Grand Knights, Great Mages are nice&lt;br /&gt;
&lt;br /&gt;
===The Fall===&lt;br /&gt;
&lt;br /&gt;
Saving heavy infantry pays off in later scenarios. So it is useful to retreat them south to your other forces. There are two basic strategies to kill the outlaw leader. You can either march west with a large army and use part of it to hold nortwestern orc. Use the rest to fight outlaws and kill the leader. This strategy requires a lot of troops but it can bring you plenty of experience, and can bring a quick victory. Another way is to assassinate the outlaw leader. One way is to wait till orcs have killed all outlaws and assassinate outlaw leader with knights. This strategy is risky because orcs can kill the leader before you. Another way to assassinate the leader is to send mages protected by a spearmen through the mountains to the outlaw keep. Two mages and three spearmen are enough. If you use assassination strategy it is a good idea to fight against eastern orc nearby your keep. This way you can secure your back and earn experience.&lt;br /&gt;
&lt;br /&gt;
===A Harrowing Escape===&lt;br /&gt;
&lt;br /&gt;
There is Dwarf Steelclad in the village at 8,5. Its not far from your camp, so send Lady Outlaw there. Dwarf joins you because &amp;quot;It has been a long time since he felt the satisfying crunch of Orcs under his Axe.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[this is just my comments after playing it once in medium - Allefant]&lt;br /&gt;
In medium, simply recruit what you want, and go along the road. You get enough villages to pay upkeep for quite some army, and can give some of them a bit of experience.&lt;br /&gt;
&lt;br /&gt;
===Diverging Campaign Path===&lt;br /&gt;
====The Midlands====&lt;br /&gt;
''No walkthrough provided yet, please add one''&lt;br /&gt;
====The Swamp Of Esten====&lt;br /&gt;
&lt;br /&gt;
You should kill the eastern enemy quickly. Send Burin with knights, a white mage, and some other mages east at start.&lt;br /&gt;
Mages are effective against scorpions. Try to attack dark adepts with Burin or horsemen before they have chance to attack you. You can send some horsemen from the second castle you recruit to strengthen the eastern front. There is also a White Mage in the temple at 19,5. &lt;br /&gt;
After you have killed the eastern leader and eliminated troops there you can send the eastern army south against next leader. Send a second army south with Haldric. Bowmen and shocktroopers are useful on southern front. Bowmen can shoot outlaws and scorpions. They also retaliate against dark adepts so they are good for defence. Shocktroopers survive even if they are attacked with several outlaws. A couple of horsemen and mages are also useful. You can also add spearmen or swordsmen in southern army. If you have a rogue send him also south. An assassin will be very useful later. There are temples in the swamp. Searching them is good. However, some of them contain nasty surprises. So keep extra troops nearby when you enter one.&lt;br /&gt;
&lt;br /&gt;
===The Oldwood===&lt;br /&gt;
&lt;br /&gt;
[comments by Allefant]&lt;br /&gt;
This is how I played in medium: I sent 3 knights, 3 mages, Haldric and some spearmen south, and all the rest east (4 knights, 4 mages, some other units). Every group had 2 white mages to heal wounded ones. Both were very slowly (avoid placing knights in the forest, don't attack at night-time) making for the two enemy leaders. It's important to keep an eye also on the middle, sending some units around in the forest, since the orcs will try to kill the tree.&lt;br /&gt;
&lt;br /&gt;
===Temple in the Deep===&lt;br /&gt;
&lt;br /&gt;
[comments by Allefant]&lt;br /&gt;
One advice here: Don't over-recruit. Knights are useless in caves. I dragged them all around at the back, doing nothing at all and eating up my complete gold reserves. In fact, I think you can win this with just mages. The dwarf also is very useful, he'll fully upgrade if he hasn't yet.&lt;br /&gt;
&lt;br /&gt;
[comments by Gdou]&lt;br /&gt;
(on easy mode at least) You can beat this level by recruiting only mages.&lt;br /&gt;
Give Holy Water to Haldric. use the dwarf to weak at maximum strongest skeletons (lvl2 and 3), finish them with the mages. &lt;br /&gt;
At the begining wait for the first wave of skelettons on your side of the lake. Skeletons are less resistants in water, so killing them is easier.&lt;br /&gt;
Then, use the less experienced mages as cannon fodder, protecting your more important units. The lich can kill almost every unit in one turn with a 15*4 magical attack.&lt;br /&gt;
I killed the lich in one turn by attacking it with the dwarf, the knight (Sir Ruddry), the Prince (Haldric) and finished him with one or two fireballs launched by a freshly upgraded red mage.&lt;br /&gt;
Some white mages are useful as there are few places where wounded units can recover healing.&lt;br /&gt;
&lt;br /&gt;
===Return to Oldwood===&lt;br /&gt;
&lt;br /&gt;
Just story. I wonder what would have happened if the outlaw lady had died in one of the previous scenarios.  [She just poofs back in and rejoins the plot at that point.  --Anon. speaking from experience]&lt;br /&gt;
&lt;br /&gt;
===Clearwater Port===&lt;br /&gt;
&lt;br /&gt;
Your allies are useless, unless they do suicide runs, which is at least entertaining.  The north leader will waste a lot of time trying to move his units E and then S over the shallows toward your rearguard, no matter how strongly defended you are there.  So defend strongly on the coastline and fill the bay with their corpses.  You will need to recruit lots of units to fight off the hordes to the W, so don't be a piker.  Pikemen are fine, though.  Try to get lots of your allies killed early so they don't clog the bridges later when you split your forces N and S.&lt;br /&gt;
&lt;br /&gt;
===Fallen Lich Point===&lt;br /&gt;
&lt;br /&gt;
The Orcs will be busy with the Yetis, so you can walk with a big group (best to use mostly wizards for that) south and kill the Lich-Lord. Move Haldric over the stone to de-petrify him. It may help to post some wizards around the undead before doing so. After that, head north and walk into the sewer enrance, and possibly kill the Orc leaders before.&lt;br /&gt;
&lt;br /&gt;
===Sewer of Southbay===&lt;br /&gt;
&lt;br /&gt;
As always, don't recruit a lot of units in underground, and don't recruit units which can barely move there. Only wizards is probably best, maybe some thieves. If you have enough levelled up wizards, you can divide into two groups and attack both brothers simultanously - else do them one after the other, and then look for the exit.&lt;br /&gt;
&lt;br /&gt;
Pay particular attention to the Giant Spider at the exit. I found best to keep one or two canon fooding units in order to be able to save to most advanced units.&lt;br /&gt;
&lt;br /&gt;
===Southbay in Winter===&lt;br /&gt;
&lt;br /&gt;
Just plot.&lt;br /&gt;
&lt;br /&gt;
===A Final Spring===&lt;br /&gt;
&lt;br /&gt;
For the south land area, do a counter-clockwise sweep with mounted units.  Move slower units to defend the walled city, which you would think your allies could do a better job of.  Take their villages; they don't do anything useful with the money anyway.  When your mounted units complete their sweep, you can break the remaining southern forces against the walls in a hammer and anvil.  Then your united forces can move north.&lt;br /&gt;
&lt;br /&gt;
Treat the island boss as a separate effort.  Do not use assassins.  Assassins have relatively weak defense in water against Sea Orcs and Nagas, they're very weak against blade, which is all Sea Orcs and Nagas use, and their relatively slow movement in water makes backstab hard to use reliably.  Instead, wait until your first combat, after which you can recruit Mermen.  Maybe send a white mage into the water with the mermen for healing purposes, and when you get to the island's cities, you can bring in Silver Mages (hopefully you have at least one by now) to help finish off the boss.&lt;br /&gt;
&lt;br /&gt;
===Peoples in Decline===&lt;br /&gt;
&lt;br /&gt;
Pay attention to the day-night cycle in this scenario. Drakes will be strong during day, but become very weak in the night. I found it best to play a bit defensive, taking advantage of the mountains. Most of the drake leaders were careless enough to fly near enough to me that I could kill them outside their bases. Make sure you get the Storm Trident in the middle of the sea, but be certain that you've cleared most of the drakes first, since a sea serpent will appear. It's best to have some strong units ready to kill it in 1 or 2 turns. You can give the trident to Lord Typhon, but since he leaves a bit later, you may want to give it to another Merman.&lt;br /&gt;
&lt;br /&gt;
[Comments by Easuth]  Movement over land is important for Mermen in the campaign as a whole.  If the Merman you give the storm trident to has the Quick attribute, you can make him a Hoplite when he gets to level 3.  Otherwise, make him a Triton.&lt;br /&gt;
&lt;br /&gt;
[Comments by gdou] Drakes have less resistance towards pierce attacks. I used mainly Bowmen and horsemen during days, and Poachers at nights.&lt;br /&gt;
&lt;br /&gt;
===Rough Landing===&lt;br /&gt;
&lt;br /&gt;
Recruit just mermen and thieves (you should already have some assassins to recall at this point as well). Maybe a white mage or two for extra healing. Try to level up the mermen, they can be useful in another scenario later. I went first for the right enemy, keeping all my troops together and moving straight east. The other two leaders sent all their troops towards me as well, so after the southeast leader was finished, there weren't much enemies left. I sent all remaining mermen to the northwest one, and a group of assassins to the northeast one over the long isle.&lt;br /&gt;
&lt;br /&gt;
Also, beware of sea serpents, make sure to surround them and kill at once. The trident from the previous scenario will come in handy as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===A New Land===&lt;br /&gt;
&lt;br /&gt;
In case you find the map looks familiar, it seems to be from &amp;quot;Bay of Pearls&amp;quot; from HttT. This scenario is mainly story though.&lt;br /&gt;
&lt;br /&gt;
===The Ka'lian===&lt;br /&gt;
&lt;br /&gt;
Story, with your choice of four battles next.  You have to beat them all in whatever order.  The amount of gold you have should be the factor in deciding when you choose to play Cursed Isle (the undead problem).&lt;br /&gt;
&lt;br /&gt;
===Diverging Campaign Path===&lt;br /&gt;
&lt;br /&gt;
All four scenarios have to be beaten, but in whatever order you choose.&lt;br /&gt;
====The Dragon====&lt;br /&gt;
&lt;br /&gt;
There are a lot of Saurian enemies in this, and they all have the [i]skirmish[/i] ability. My strategy to win was to recruit a lot of units, and then move the whole army as one big bulk. Keep healers in the middle (I used four), rotate stronger units outwards, and make sure you leave no gaps. The Saurians will slip through the tiniest gap and kill your weak units. My route was to start off straight east, towards the green enemy, but I was surrounded about half-way, then camped their and fight a huge onslaught of Saurians until around turn 10. By that time, there were much less Saurians&lt;br /&gt;
left then in the beginning. And the green leader foolishly placed himself next to Haldric's Sceptre and was killed as well. So I now split up my group, sent one half back to the blue leader, and another south. The southern group first killed off the yellow leader, and then met the dragon. After that I also let the west group who had killed the blue leader finish of the SW leader. The key really is the beginning turns, if you can survive the initial onslaught without half your troops dying already, the map is won.&lt;br /&gt;
&lt;br /&gt;
[Comments by Easuth]  Fighting Saurians requires a disciplined formation.  If you're used to stringing out troops to move them into position as they get there, that won't work after Turn 2 or 3.  I use a &amp;quot;healing hedgehog&amp;quot; of ten troops--two white mages next to each other and eight troops completely encircling them.  If someone gets badly injured, move them to the inside and put a white mage on one of the long edges, fighting as you go.  If you're trying for the big bonus, you'll need two hedgehogs.  Try to keep reserves back a bit in cities.  If the terrain favorably protects you, or the wounded is a fast unit, you can try moving wounded back to cities too.  Once the main wave of Saurians is broken,&lt;br /&gt;
you can string non-wounded troops out a bit in the rush for the leaders.  If you have a Lancer in position, rush in to the cave after the Dragon leaves to grab the gold, though that's nothing compared to the Hero bonus for defeating all the Saurian leaders.  So focus on killing all of them first.&lt;br /&gt;
&lt;br /&gt;
====Lizard Beach====&lt;br /&gt;
&lt;br /&gt;
That's the scenario where I found the mermen from earlier useful. Sent a bunch of them along the river west, and my main army towards the SW leader. The basic idea of this, fight the SW leader while being shielded from the north. I ended up all in one big bulk again, with mermen in the water/swamp and the other units right south of them. When the Saurians got less, it was the time to finish off the remaining green Mud Crawlers and the leader. Be careful to not send mermen out west into the sea, since enemy reinforcements appear there around turn 10. From the south leader, my whole army went north, and with rather little resistance killed off the north leader as well.&lt;br /&gt;
&lt;br /&gt;
[Comments by Easuth]  A Silver Mage is worth at least three regular troops here.  You can't recruit Mermen this time, but hopefully you have plenty that you can recall.&lt;br /&gt;
&lt;br /&gt;
====The Troll Hole====&lt;br /&gt;
&lt;br /&gt;
There are 4 castles, and two of them (randomly placed it seems) are the troll leaders you need to kill. It's underground time again, so as before, mainly recruit mages. The trolls are strong, so hopefully you have lots of levelled up mages. Try to use the narrow corridors to your advantage, so the enemy can only place one attack against a strong unit of yours, but you can kill a troll at a time with two mages or Haldric. Also keep an eye at your back since they will try to surround you. And resist the temptation to send single units wandering around in what seems empty caves - they will all die. I had to restart just to save the dwarf, who had happily wandered off alone searching for gold,&lt;br /&gt;
right into the lair of a giant spider.&lt;br /&gt;
&lt;br /&gt;
[Comments by Easuth]  Try to arrange it so one troll can enter to be attacked by many troops.  Have regular troops in front initially.  Move mages forward to finish the troll, plug the gap where the troll was with Burin or a Royal Guard or an Iron Mauler, and reset the trap on the next turn.  When you've whittled down the enemy, go the direction they came from and kill the leaders, ignoring spider keeps.&lt;br /&gt;
&lt;br /&gt;
====Cursed Isle====&lt;br /&gt;
&lt;br /&gt;
This can be the first or last map you choose, depending on how desperate you are for cash.  If you can wait, do it last. All you really need is a Paladin or three to rush the temples, one of which contains a Vampire Lady.  Defeat her, and the scene is over just like that. One of the other temples has some gold; grab that too.  Ignore the holy water.  No one will ever use it effectively in time.&lt;br /&gt;
&lt;br /&gt;
===A Spy In The Woods===&lt;br /&gt;
&lt;br /&gt;
Plot only???&lt;br /&gt;
&lt;br /&gt;
===The Vanguard===&lt;br /&gt;
&lt;br /&gt;
My strategy was to seal of all the gaps in the canyon. So, recruit a lot of units, you will need them. When the onslaught begins, wounded units can retreat back into villages or being cared for by healers. Or actually both, since soon you will be out of non-wounded units.&lt;br /&gt;
&lt;br /&gt;
[Comments by Easuth]  This map is smaller than fog of war and canyons make it appear.  Rush the NW gaps with mounted units, but slow &amp;amp; strong will carry the day once the sun rises and the odds are in your favor.  Don't forget the cash, which you can see even in fog.&lt;br /&gt;
&lt;br /&gt;
===Return of the Fleet===&lt;br /&gt;
&lt;br /&gt;
Welcome to the &amp;quot;kitchen sink&amp;quot; defense.  You've made it this far; now the game will start to throw things at you, whatever it has left.  The effect is mostly psychological, but it could be a problem if your initial assessment causes you to drastically under-recruit.  Time is money.&lt;br /&gt;
&lt;br /&gt;
This map starts out in shroud, like a cave.  You just haven't been informed of it yet.  So while you're still amazingly able to see, note the key terrain features and castle and city locations.  Also, physically explore the avenues of approach you want to be able to see later.&lt;br /&gt;
&lt;br /&gt;
It would be very useful to bring a storm trident into the water.  It'll take a few turns, but the undead trying to reach shore will take even longer.  Paladins are so effective against undead that you can wade into the water after them.  But keep some around for the Chocobones.  Just remember, Paladins can't go into deep water and undead can.  Once you take an island city, use Silver Mages in support to finish the leader.&lt;br /&gt;
&lt;br /&gt;
When you reach the swamp in the north, tighten to a hedgehog formation.  Not only are Saurian skirmishers a problem, but Chocobones move fairly quickly through a variety of terrain, and they have Charge.  Defend until the most dangerous enemies are in poor position, then wipe them out.  This map sports the least effective Cuttlefish I've ever seen; he was in the water near me but fled.  Remember where the keeps are, and advance to the finish.&lt;br /&gt;
&lt;br /&gt;
===Rise of Wesnoth===&lt;br /&gt;
&lt;br /&gt;
It's the final battle: be patient, recall everybody, the early finish bonus doesn't mean anything.  Some Mermen would be useful here, but surprisingly, they're not really necessary.  I started by sending mounted units around both sides of the forest to your SW.  Whichever troops the orange guys go after, slam into their rear guard with the other forces, making an orc sandwich.  Ewww.  I thought I would have to sneak the Paladins back to the E for the undead troops, but once the first east bridge collapses, the undead want to follow the path that doesn't leave them floundering in the water.  So leave the W bridge intact, playing Catch the Sea Orc on the north shore with Haldric &amp;amp; Co., and you can send a large force down the E side practically unopposed by the second wave of Jevyan's troops.  You'll need at least two Paladins in the E to kill Jevyan himself; nothing else is half as effective.  Don't forget to sacrifice Aethyr to Jevyan.  If he doesn't want to come out and play, march up to Jevyan and use a crossbow attack.  When Jevyan is dead, the yellow and green leaders will probably still be alive. You'll have to kill one, leaving at least one orc leader alive. You pick.  Congratulations!  Enjoy the ending!&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[ScenarioDiscussion]]&lt;/div&gt;</summary>
		<author><name>Gdou</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=TheRiseOfWesnoth&amp;diff=2471</id>
		<title>TheRiseOfWesnoth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=TheRiseOfWesnoth&amp;diff=2471"/>
		<updated>2005-08-30T12:07:35Z</updated>

		<summary type="html">&lt;p&gt;Gdou: /* Sewer of Southbay */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Strategy Guide for The Rise of Wesnoth Campaign ==&lt;br /&gt;
&lt;br /&gt;
==Scenarios==&lt;br /&gt;
===A summer of storms ===&lt;br /&gt;
&lt;br /&gt;
At first it's best to hire 2 horsemen and 3 spearmen. Send the horsemen with the king over the brige, and the spearmen should start going over the mountain, to avoid being attacked from behind. Then you should probably hire bowmen and more spearmen. Send them on the &amp;quot;over-the-bridge&amp;quot; road and hire some more troops. Start going with the troops and prince Haldric on the &amp;quot;over-the-bridge&amp;quot; road and by this time the king and the horsemen should have arrived, use the king wisely, he has leadership. When the rest of your troops arrive, you should get to the enemy camp.&lt;br /&gt;
&lt;br /&gt;
[Comments by Easuth] Over the course of this campaign, you will need to level up to some:&lt;br /&gt;
&lt;br /&gt;
* Paladins (lots)&lt;br /&gt;
* Silver Mages (at least one, preferably more)&lt;br /&gt;
* White Mages/Mages of Light (at least four)&lt;br /&gt;
* Royal Guards (lots)&lt;br /&gt;
* Assorted other units, maybe some Bowmen and Grand Knights, Great Mages are nice&lt;br /&gt;
&lt;br /&gt;
===The Fall===&lt;br /&gt;
&lt;br /&gt;
Saving heavy infantry pays off in later scenarios. So it is useful to retreat them south to your other forces. There are two basic strategies to kill the outlaw leader. You can either march west with a large army and use part of it to hold nortwestern orc. Use the rest to fight outlaws and kill the leader. This strategy requires a lot of troops but it can bring you plenty of experience, and can bring a quick victory. Another way is to assassinate the outlaw leader. One way is to wait till orcs have killed all outlaws and assassinate outlaw leader with knights. This strategy is risky because orcs can kill the leader before you. Another way to assassinate the leader is to send mages protected by a spearmen through the mountains to the outlaw keep. Two mages and three spearmen are enough. If you use assassination strategy it is a good idea to fight against eastern orc nearby your keep. This way you can secure your back and earn experience.&lt;br /&gt;
&lt;br /&gt;
===A Harrowing Escape===&lt;br /&gt;
&lt;br /&gt;
There is Dwarf Steelclad in the village at 8,5. Its not far from your camp, so send Lady Outlaw there. Dwarf joins you because &amp;quot;It has been a long time since he felt the satisfying crunch of Orcs under his Axe.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[this is just my comments after playing it once in medium - Allefant]&lt;br /&gt;
In medium, simply recruit what you want, and go along the road. You get enough villages to pay upkeep for quite some army, and can give some of them a bit of experience.&lt;br /&gt;
&lt;br /&gt;
===Diverging Campaign Path===&lt;br /&gt;
====The Midlands====&lt;br /&gt;
''No walkthrough provided yet, please add one''&lt;br /&gt;
====The Swamp Of Esten====&lt;br /&gt;
&lt;br /&gt;
You should kill the eastern enemy quickly. Send Burin with knights, a white mage, and some other mages east at start.&lt;br /&gt;
Mages are effective against scorpions. Try to attack dark adepts with Burin or horsemen before they have chance to attack you. You can send some horsemen from the second castle you recruit to strengthen the eastern front. There is also a White Mage in the temple at 19,5. &lt;br /&gt;
After you have killed the eastern leader and eliminated troops there you can send the eastern army south against next leader. Send a second army south with Haldric. Bowmen and shocktroopers are useful on southern front. Bowmen can shoot outlaws and scorpions. They also retaliate against dark adepts so they are good for defence. Shocktroopers survive even if they are attacked with several outlaws. A couple of horsemen and mages are also useful. You can also add spearmen or swordsmen in southern army. If you have a rogue send him also south. An assassin will be very useful later. There are temples in the swamp. Searching them is good. However, some of them contain nasty surprises. So keep extra troops nearby when you enter one.&lt;br /&gt;
&lt;br /&gt;
===The Oldwood===&lt;br /&gt;
&lt;br /&gt;
[comments by Allefant]&lt;br /&gt;
This is how I played in medium: I sent 3 knights, 3 mages, Haldric and some spearmen south, and all the rest east (4 knights, 4 mages, some other units). Every group had 2 white mages to heal wounded ones. Both were very slowly (avoid placing knights in the forest, don't attack at night-time) making for the two enemy leaders. It's important to keep an eye also on the middle, sending some units around in the forest, since the orcs will try to kill the tree.&lt;br /&gt;
&lt;br /&gt;
===Temple in the Deep===&lt;br /&gt;
&lt;br /&gt;
[comments by Allefant]&lt;br /&gt;
One advice here: Don't over-recruit. Knights are useless in caves. I dragged them all around at the back, doing nothing at all and eating up my complete gold reserves. In fact, I think you can win this with just mages. The dwarf also is very useful, he'll fully upgrade if he hasn't yet.&lt;br /&gt;
&lt;br /&gt;
[comments by Gdou]&lt;br /&gt;
(on easy mode at least) You can beat this level by recruiting only mages.&lt;br /&gt;
Give Holy Water to Haldric. use the dwarf to weak at maximum strongest skeletons (lvl2 and 3), finish them with the mages. &lt;br /&gt;
At the begining wait for the first wave of skelettons on your side of the lake. Skeletons are less resistants in water, so killing them is easier.&lt;br /&gt;
Then, use the less experienced mages as cannon fodder, protecting your more important units. The lich can kill almost every unit in one turn with a 15*4 magical attack.&lt;br /&gt;
I killed the lich in one turn by attacking it with the dwarf, the knight (Sir Ruddry), the Prince (Haldric) and finished him with one or two fireballs launched by a freshly upgraded red mage.&lt;br /&gt;
Some white mages are useful as there are few places where wounded units can recover healing.&lt;br /&gt;
&lt;br /&gt;
===Return to Oldwood===&lt;br /&gt;
&lt;br /&gt;
Just story. I wonder what would have happened if the outlaw lady had died in one of the previous scenarios.  [She just poofs back in and rejoins the plot at that point.  --Anon. speaking from experience]&lt;br /&gt;
&lt;br /&gt;
===Clearwater Port===&lt;br /&gt;
&lt;br /&gt;
Your allies are useless, unless they do suicide runs, which is at least entertaining.  The north leader will waste a lot of time trying to move his units E and then S over the shallows toward your rearguard, no matter how strongly defended you are there.  So defend strongly on the coastline and fill the bay with their corpses.  You will need to recruit lots of units to fight off the hordes to the W, so don't be a piker.  Pikemen are fine, though.  Try to get lots of your allies killed early so they don't clog the bridges later when you split your forces N and S.&lt;br /&gt;
&lt;br /&gt;
===Fallen Lich Point===&lt;br /&gt;
&lt;br /&gt;
The Orcs will be busy with the Yetis, so you can walk with a big group (best to use mostly wizards for that) south and kill the Lich-Lord. Move Haldric over the stone to de-petrify him. It may help to post some wizards around the undead before doing so. After that, head north and walk into the sewer enrance, and possibly kill the Orc leaders before.&lt;br /&gt;
&lt;br /&gt;
===Sewer of Southbay===&lt;br /&gt;
&lt;br /&gt;
As always, don't recruit a lot of units in underground, and don't recruit units which can barely move there. Only wizards is probably best, maybe some thieves. If you have enough levelled up wizards, you can divide into two groups and attack both brothers simultanously - else do them one after the other, and then look for the exit.&lt;br /&gt;
&lt;br /&gt;
Pay particular attention to the Giant Spider at the exit. I found best to keep one or two canon fooding units in order to be able to save to most advanced units.&lt;br /&gt;
&lt;br /&gt;
===Southbay in Winter===&lt;br /&gt;
&lt;br /&gt;
Just plot.&lt;br /&gt;
&lt;br /&gt;
===A Final Spring===&lt;br /&gt;
&lt;br /&gt;
For the south land area, do a counter-clockwise sweep with mounted units.  Move slower units to defend the walled city, which you would think your allies could do a better job of.  Take their villages; they don't do anything useful with the money anyway.  When your mounted units complete their sweep, you can break the remaining southern forces against the walls in a hammer and anvil.  Then your united forces can move north.&lt;br /&gt;
&lt;br /&gt;
Treat the island boss as a separate effort.  Do not use assassins.  Assassins have relatively weak defense in water against Sea Orcs and Nagas, they're very weak against blade, which is all Sea Orcs and Nagas use, and their relatively slow movement in water makes backstab hard to use reliably.  Instead, wait until your first combat, after which you can recruit Mermen.  Maybe send a white mage into the water with the mermen for healing purposes, and when you get to the island's cities, you can bring in Silver Mages (hopefully you have at least one by now) to help finish off the boss.&lt;br /&gt;
&lt;br /&gt;
===Peoples in Decline===&lt;br /&gt;
&lt;br /&gt;
Pay attention to the day-night cycle in this scenario. Drakes will be strong during day, but become very weak in the night. I found it best to play a bit defensive, taking advantage of the mountains. Most of the drake leaders were careless enough to fly near enough to me that I could kill them outside their bases. Make sure you get the Storm Trident in the middle of the sea, but be certain that you've cleared most of the drakes first, since a sea serpent will appear. It's best to have some strong units ready to kill it in 1 or 2 turns. You can give the trident to Lord Typhon, but since he leaves a bit later, you may want to give it to another Merman.&lt;br /&gt;
&lt;br /&gt;
[Comments by Easuth]  Movement over land is important for Mermen in the campaign as a whole.  If the Merman you give the storm trident to has the Quick attribute, you can make him a Hoplite when he gets to level 3.  Otherwise, make him a Triton.&lt;br /&gt;
&lt;br /&gt;
===Rough Landing===&lt;br /&gt;
&lt;br /&gt;
Recruit just mermen and thieves (you should already have some assassins to recall at this point as well). Maybe a white mage or two for extra healing. Try to level up the mermen, they can be useful in another scenario later. I went first for the right enemy, keeping all my troops together and moving straight east. The other two leaders sent all their troops towards me as well, so after the southeast leader was finished, there weren't much enemies left. I sent all remaining mermen to the northwest one, and a group of assassins to the northeast one over the long isle.&lt;br /&gt;
&lt;br /&gt;
Also, beware of sea serpents, make sure to surround them and kill at once. The trident from the previous scenario will come in handy as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===A New Land===&lt;br /&gt;
&lt;br /&gt;
In case you find the map looks familiar, it seems to be from &amp;quot;Bay of Pearls&amp;quot; from HttT. This scenario is mainly story though.&lt;br /&gt;
&lt;br /&gt;
===The Ka'lian===&lt;br /&gt;
&lt;br /&gt;
Story, with your choice of four battles next.  You have to beat them all in whatever order.  The amount of gold you have should be the factor in deciding when you choose to play Cursed Isle (the undead problem).&lt;br /&gt;
&lt;br /&gt;
===Diverging Campaign Path===&lt;br /&gt;
&lt;br /&gt;
All four scenarios have to be beaten, but in whatever order you choose.&lt;br /&gt;
====The Dragon====&lt;br /&gt;
&lt;br /&gt;
There are a lot of Saurian enemies in this, and they all have the [i]skirmish[/i] ability. My strategy to win was to recruit a lot of units, and then move the whole army as one big bulk. Keep healers in the middle (I used four), rotate stronger units outwards, and make sure you leave no gaps. The Saurians will slip through the tiniest gap and kill your weak units. My route was to start off straight east, towards the green enemy, but I was surrounded about half-way, then camped their and fight a huge onslaught of Saurians until around turn 10. By that time, there were much less Saurians&lt;br /&gt;
left then in the beginning. And the green leader foolishly placed himself next to Haldric's Sceptre and was killed as well. So I now split up my group, sent one half back to the blue leader, and another south. The southern group first killed off the yellow leader, and then met the dragon. After that I also let the west group who had killed the blue leader finish of the SW leader. The key really is the beginning turns, if you can survive the initial onslaught without half your troops dying already, the map is won.&lt;br /&gt;
&lt;br /&gt;
[Comments by Easuth]  Fighting Saurians requires a disciplined formation.  If you're used to stringing out troops to move them into position as they get there, that won't work after Turn 2 or 3.  I use a &amp;quot;healing hedgehog&amp;quot; of ten troops--two white mages next to each other and eight troops completely encircling them.  If someone gets badly injured, move them to the inside and put a white mage on one of the long edges, fighting as you go.  If you're trying for the big bonus, you'll need two hedgehogs.  Try to keep reserves back a bit in cities.  If the terrain favorably protects you, or the wounded is a fast unit, you can try moving wounded back to cities too.  Once the main wave of Saurians is broken,&lt;br /&gt;
you can string non-wounded troops out a bit in the rush for the leaders.  If you have a Lancer in position, rush in to the cave after the Dragon leaves to grab the gold, though that's nothing compared to the Hero bonus for defeating all the Saurian leaders.  So focus on killing all of them first.&lt;br /&gt;
&lt;br /&gt;
====Lizard Beach====&lt;br /&gt;
&lt;br /&gt;
That's the scenario where I found the mermen from earlier useful. Sent a bunch of them along the river west, and my main army towards the SW leader. The basic idea of this, fight the SW leader while being shielded from the north. I ended up all in one big bulk again, with mermen in the water/swamp and the other units right south of them. When the Saurians got less, it was the time to finish off the remaining green Mud Crawlers and the leader. Be careful to not send mermen out west into the sea, since enemy reinforcements appear there around turn 10. From the south leader, my whole army went north, and with rather little resistance killed off the north leader as well.&lt;br /&gt;
&lt;br /&gt;
[Comments by Easuth]  A Silver Mage is worth at least three regular troops here.  You can't recruit Mermen this time, but hopefully you have plenty that you can recall.&lt;br /&gt;
&lt;br /&gt;
====The Troll Hole====&lt;br /&gt;
&lt;br /&gt;
There are 4 castles, and two of them (randomly placed it seems) are the troll leaders you need to kill. It's underground time again, so as before, mainly recruit mages. The trolls are strong, so hopefully you have lots of levelled up mages. Try to use the narrow corridors to your advantage, so the enemy can only place one attack against a strong unit of yours, but you can kill a troll at a time with two mages or Haldric. Also keep an eye at your back since they will try to surround you. And resist the temptation to send single units wandering around in what seems empty caves - they will all die. I had to restart just to save the dwarf, who had happily wandered off alone searching for gold,&lt;br /&gt;
right into the lair of a giant spider.&lt;br /&gt;
&lt;br /&gt;
[Comments by Easuth]  Try to arrange it so one troll can enter to be attacked by many troops.  Have regular troops in front initially.  Move mages forward to finish the troll, plug the gap where the troll was with Burin or a Royal Guard or an Iron Mauler, and reset the trap on the next turn.  When you've whittled down the enemy, go the direction they came from and kill the leaders, ignoring spider keeps.&lt;br /&gt;
&lt;br /&gt;
====Cursed Isle====&lt;br /&gt;
&lt;br /&gt;
This can be the first or last map you choose, depending on how desperate you are for cash.  If you can wait, do it last. All you really need is a Paladin or three to rush the temples, one of which contains a Vampire Lady.  Defeat her, and the scene is over just like that. One of the other temples has some gold; grab that too.  Ignore the holy water.  No one will ever use it effectively in time.&lt;br /&gt;
&lt;br /&gt;
===A Spy In The Woods===&lt;br /&gt;
&lt;br /&gt;
Plot only???&lt;br /&gt;
&lt;br /&gt;
===The Vanguard===&lt;br /&gt;
&lt;br /&gt;
My strategy was to seal of all the gaps in the canyon. So, recruit a lot of units, you will need them. When the onslaught begins, wounded units can retreat back into villages or being cared for by healers. Or actually both, since soon you will be out of non-wounded units.&lt;br /&gt;
&lt;br /&gt;
[Comments by Easuth]  This map is smaller than fog of war and canyons make it appear.  Rush the NW gaps with mounted units, but slow &amp;amp; strong will carry the day once the sun rises and the odds are in your favor.  Don't forget the cash, which you can see even in fog.&lt;br /&gt;
&lt;br /&gt;
===Return of the Fleet===&lt;br /&gt;
&lt;br /&gt;
Welcome to the &amp;quot;kitchen sink&amp;quot; defense.  You've made it this far; now the game will start to throw things at you, whatever it has left.  The effect is mostly psychological, but it could be a problem if your initial assessment causes you to drastically under-recruit.  Time is money.&lt;br /&gt;
&lt;br /&gt;
This map starts out in shroud, like a cave.  You just haven't been informed of it yet.  So while you're still amazingly able to see, note the key terrain features and castle and city locations.  Also, physically explore the avenues of approach you want to be able to see later.&lt;br /&gt;
&lt;br /&gt;
It would be very useful to bring a storm trident into the water.  It'll take a few turns, but the undead trying to reach shore will take even longer.  Paladins are so effective against undead that you can wade into the water after them.  But keep some around for the Chocobones.  Just remember, Paladins can't go into deep water and undead can.  Once you take an island city, use Silver Mages in support to finish the leader.&lt;br /&gt;
&lt;br /&gt;
When you reach the swamp in the north, tighten to a hedgehog formation.  Not only are Saurian skirmishers a problem, but Chocobones move fairly quickly through a variety of terrain, and they have Charge.  Defend until the most dangerous enemies are in poor position, then wipe them out.  This map sports the least effective Cuttlefish I've ever seen; he was in the water near me but fled.  Remember where the keeps are, and advance to the finish.&lt;br /&gt;
&lt;br /&gt;
===Rise of Wesnoth===&lt;br /&gt;
&lt;br /&gt;
It's the final battle: be patient, recall everybody, the early finish bonus doesn't mean anything.  Some Mermen would be useful here, but surprisingly, they're not really necessary.  I started by sending mounted units around both sides of the forest to your SW.  Whichever troops the orange guys go after, slam into their rear guard with the other forces, making an orc sandwich.  Ewww.  I thought I would have to sneak the Paladins back to the E for the undead troops, but once the first east bridge collapses, the undead want to follow the path that doesn't leave them floundering in the water.  So leave the W bridge intact, playing Catch the Sea Orc on the north shore with Haldric &amp;amp; Co., and you can send a large force down the E side practically unopposed by the second wave of Jevyan's troops.  You'll need at least two Paladins in the E to kill Jevyan himself; nothing else is half as effective.  Don't forget to sacrifice Aethyr to Jevyan.  If he doesn't want to come out and play, march up to Jevyan and use a crossbow attack.  When Jevyan is dead, the yellow and green leaders will probably still be alive. You'll have to kill one, leaving at least one orc leader alive. You pick.  Congratulations!  Enjoy the ending!&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[ScenarioDiscussion]]&lt;/div&gt;</summary>
		<author><name>Gdou</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=TheRiseOfWesnoth&amp;diff=2470</id>
		<title>TheRiseOfWesnoth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=TheRiseOfWesnoth&amp;diff=2470"/>
		<updated>2005-08-30T12:06:57Z</updated>

		<summary type="html">&lt;p&gt;Gdou: /* Sewer of Southbay */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Strategy Guide for The Rise of Wesnoth Campaign ==&lt;br /&gt;
&lt;br /&gt;
==Scenarios==&lt;br /&gt;
===A summer of storms ===&lt;br /&gt;
&lt;br /&gt;
At first it's best to hire 2 horsemen and 3 spearmen. Send the horsemen with the king over the brige, and the spearmen should start going over the mountain, to avoid being attacked from behind. Then you should probably hire bowmen and more spearmen. Send them on the &amp;quot;over-the-bridge&amp;quot; road and hire some more troops. Start going with the troops and prince Haldric on the &amp;quot;over-the-bridge&amp;quot; road and by this time the king and the horsemen should have arrived, use the king wisely, he has leadership. When the rest of your troops arrive, you should get to the enemy camp.&lt;br /&gt;
&lt;br /&gt;
[Comments by Easuth] Over the course of this campaign, you will need to level up to some:&lt;br /&gt;
&lt;br /&gt;
* Paladins (lots)&lt;br /&gt;
* Silver Mages (at least one, preferably more)&lt;br /&gt;
* White Mages/Mages of Light (at least four)&lt;br /&gt;
* Royal Guards (lots)&lt;br /&gt;
* Assorted other units, maybe some Bowmen and Grand Knights, Great Mages are nice&lt;br /&gt;
&lt;br /&gt;
===The Fall===&lt;br /&gt;
&lt;br /&gt;
Saving heavy infantry pays off in later scenarios. So it is useful to retreat them south to your other forces. There are two basic strategies to kill the outlaw leader. You can either march west with a large army and use part of it to hold nortwestern orc. Use the rest to fight outlaws and kill the leader. This strategy requires a lot of troops but it can bring you plenty of experience, and can bring a quick victory. Another way is to assassinate the outlaw leader. One way is to wait till orcs have killed all outlaws and assassinate outlaw leader with knights. This strategy is risky because orcs can kill the leader before you. Another way to assassinate the leader is to send mages protected by a spearmen through the mountains to the outlaw keep. Two mages and three spearmen are enough. If you use assassination strategy it is a good idea to fight against eastern orc nearby your keep. This way you can secure your back and earn experience.&lt;br /&gt;
&lt;br /&gt;
===A Harrowing Escape===&lt;br /&gt;
&lt;br /&gt;
There is Dwarf Steelclad in the village at 8,5. Its not far from your camp, so send Lady Outlaw there. Dwarf joins you because &amp;quot;It has been a long time since he felt the satisfying crunch of Orcs under his Axe.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[this is just my comments after playing it once in medium - Allefant]&lt;br /&gt;
In medium, simply recruit what you want, and go along the road. You get enough villages to pay upkeep for quite some army, and can give some of them a bit of experience.&lt;br /&gt;
&lt;br /&gt;
===Diverging Campaign Path===&lt;br /&gt;
====The Midlands====&lt;br /&gt;
''No walkthrough provided yet, please add one''&lt;br /&gt;
====The Swamp Of Esten====&lt;br /&gt;
&lt;br /&gt;
You should kill the eastern enemy quickly. Send Burin with knights, a white mage, and some other mages east at start.&lt;br /&gt;
Mages are effective against scorpions. Try to attack dark adepts with Burin or horsemen before they have chance to attack you. You can send some horsemen from the second castle you recruit to strengthen the eastern front. There is also a White Mage in the temple at 19,5. &lt;br /&gt;
After you have killed the eastern leader and eliminated troops there you can send the eastern army south against next leader. Send a second army south with Haldric. Bowmen and shocktroopers are useful on southern front. Bowmen can shoot outlaws and scorpions. They also retaliate against dark adepts so they are good for defence. Shocktroopers survive even if they are attacked with several outlaws. A couple of horsemen and mages are also useful. You can also add spearmen or swordsmen in southern army. If you have a rogue send him also south. An assassin will be very useful later. There are temples in the swamp. Searching them is good. However, some of them contain nasty surprises. So keep extra troops nearby when you enter one.&lt;br /&gt;
&lt;br /&gt;
===The Oldwood===&lt;br /&gt;
&lt;br /&gt;
[comments by Allefant]&lt;br /&gt;
This is how I played in medium: I sent 3 knights, 3 mages, Haldric and some spearmen south, and all the rest east (4 knights, 4 mages, some other units). Every group had 2 white mages to heal wounded ones. Both were very slowly (avoid placing knights in the forest, don't attack at night-time) making for the two enemy leaders. It's important to keep an eye also on the middle, sending some units around in the forest, since the orcs will try to kill the tree.&lt;br /&gt;
&lt;br /&gt;
===Temple in the Deep===&lt;br /&gt;
&lt;br /&gt;
[comments by Allefant]&lt;br /&gt;
One advice here: Don't over-recruit. Knights are useless in caves. I dragged them all around at the back, doing nothing at all and eating up my complete gold reserves. In fact, I think you can win this with just mages. The dwarf also is very useful, he'll fully upgrade if he hasn't yet.&lt;br /&gt;
&lt;br /&gt;
[comments by Gdou]&lt;br /&gt;
(on easy mode at least) You can beat this level by recruiting only mages.&lt;br /&gt;
Give Holy Water to Haldric. use the dwarf to weak at maximum strongest skeletons (lvl2 and 3), finish them with the mages. &lt;br /&gt;
At the begining wait for the first wave of skelettons on your side of the lake. Skeletons are less resistants in water, so killing them is easier.&lt;br /&gt;
Then, use the less experienced mages as cannon fodder, protecting your more important units. The lich can kill almost every unit in one turn with a 15*4 magical attack.&lt;br /&gt;
I killed the lich in one turn by attacking it with the dwarf, the knight (Sir Ruddry), the Prince (Haldric) and finished him with one or two fireballs launched by a freshly upgraded red mage.&lt;br /&gt;
Some white mages are useful as there are few places where wounded units can recover healing.&lt;br /&gt;
&lt;br /&gt;
===Return to Oldwood===&lt;br /&gt;
&lt;br /&gt;
Just story. I wonder what would have happened if the outlaw lady had died in one of the previous scenarios.  [She just poofs back in and rejoins the plot at that point.  --Anon. speaking from experience]&lt;br /&gt;
&lt;br /&gt;
===Clearwater Port===&lt;br /&gt;
&lt;br /&gt;
Your allies are useless, unless they do suicide runs, which is at least entertaining.  The north leader will waste a lot of time trying to move his units E and then S over the shallows toward your rearguard, no matter how strongly defended you are there.  So defend strongly on the coastline and fill the bay with their corpses.  You will need to recruit lots of units to fight off the hordes to the W, so don't be a piker.  Pikemen are fine, though.  Try to get lots of your allies killed early so they don't clog the bridges later when you split your forces N and S.&lt;br /&gt;
&lt;br /&gt;
===Fallen Lich Point===&lt;br /&gt;
&lt;br /&gt;
The Orcs will be busy with the Yetis, so you can walk with a big group (best to use mostly wizards for that) south and kill the Lich-Lord. Move Haldric over the stone to de-petrify him. It may help to post some wizards around the undead before doing so. After that, head north and walk into the sewer enrance, and possibly kill the Orc leaders before.&lt;br /&gt;
&lt;br /&gt;
===Sewer of Southbay===&lt;br /&gt;
&lt;br /&gt;
As always, don't recruit a lot of units in underground, and don't recruit units which can barely move there. Only wizards is probably best, maybe some thieves. If you have enough levelled up wizards, you can divide into two groups and attack both brothers simultanously - else do them one after the other, and then look for the exit.&lt;br /&gt;
&lt;br /&gt;
Pay particular attention to the Giant Spider. I found best to keep one or to canon fooding unit in order to be able to save to most advanced units.&lt;br /&gt;
&lt;br /&gt;
===Southbay in Winter===&lt;br /&gt;
&lt;br /&gt;
Just plot.&lt;br /&gt;
&lt;br /&gt;
===A Final Spring===&lt;br /&gt;
&lt;br /&gt;
For the south land area, do a counter-clockwise sweep with mounted units.  Move slower units to defend the walled city, which you would think your allies could do a better job of.  Take their villages; they don't do anything useful with the money anyway.  When your mounted units complete their sweep, you can break the remaining southern forces against the walls in a hammer and anvil.  Then your united forces can move north.&lt;br /&gt;
&lt;br /&gt;
Treat the island boss as a separate effort.  Do not use assassins.  Assassins have relatively weak defense in water against Sea Orcs and Nagas, they're very weak against blade, which is all Sea Orcs and Nagas use, and their relatively slow movement in water makes backstab hard to use reliably.  Instead, wait until your first combat, after which you can recruit Mermen.  Maybe send a white mage into the water with the mermen for healing purposes, and when you get to the island's cities, you can bring in Silver Mages (hopefully you have at least one by now) to help finish off the boss.&lt;br /&gt;
&lt;br /&gt;
===Peoples in Decline===&lt;br /&gt;
&lt;br /&gt;
Pay attention to the day-night cycle in this scenario. Drakes will be strong during day, but become very weak in the night. I found it best to play a bit defensive, taking advantage of the mountains. Most of the drake leaders were careless enough to fly near enough to me that I could kill them outside their bases. Make sure you get the Storm Trident in the middle of the sea, but be certain that you've cleared most of the drakes first, since a sea serpent will appear. It's best to have some strong units ready to kill it in 1 or 2 turns. You can give the trident to Lord Typhon, but since he leaves a bit later, you may want to give it to another Merman.&lt;br /&gt;
&lt;br /&gt;
[Comments by Easuth]  Movement over land is important for Mermen in the campaign as a whole.  If the Merman you give the storm trident to has the Quick attribute, you can make him a Hoplite when he gets to level 3.  Otherwise, make him a Triton.&lt;br /&gt;
&lt;br /&gt;
===Rough Landing===&lt;br /&gt;
&lt;br /&gt;
Recruit just mermen and thieves (you should already have some assassins to recall at this point as well). Maybe a white mage or two for extra healing. Try to level up the mermen, they can be useful in another scenario later. I went first for the right enemy, keeping all my troops together and moving straight east. The other two leaders sent all their troops towards me as well, so after the southeast leader was finished, there weren't much enemies left. I sent all remaining mermen to the northwest one, and a group of assassins to the northeast one over the long isle.&lt;br /&gt;
&lt;br /&gt;
Also, beware of sea serpents, make sure to surround them and kill at once. The trident from the previous scenario will come in handy as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===A New Land===&lt;br /&gt;
&lt;br /&gt;
In case you find the map looks familiar, it seems to be from &amp;quot;Bay of Pearls&amp;quot; from HttT. This scenario is mainly story though.&lt;br /&gt;
&lt;br /&gt;
===The Ka'lian===&lt;br /&gt;
&lt;br /&gt;
Story, with your choice of four battles next.  You have to beat them all in whatever order.  The amount of gold you have should be the factor in deciding when you choose to play Cursed Isle (the undead problem).&lt;br /&gt;
&lt;br /&gt;
===Diverging Campaign Path===&lt;br /&gt;
&lt;br /&gt;
All four scenarios have to be beaten, but in whatever order you choose.&lt;br /&gt;
====The Dragon====&lt;br /&gt;
&lt;br /&gt;
There are a lot of Saurian enemies in this, and they all have the [i]skirmish[/i] ability. My strategy to win was to recruit a lot of units, and then move the whole army as one big bulk. Keep healers in the middle (I used four), rotate stronger units outwards, and make sure you leave no gaps. The Saurians will slip through the tiniest gap and kill your weak units. My route was to start off straight east, towards the green enemy, but I was surrounded about half-way, then camped their and fight a huge onslaught of Saurians until around turn 10. By that time, there were much less Saurians&lt;br /&gt;
left then in the beginning. And the green leader foolishly placed himself next to Haldric's Sceptre and was killed as well. So I now split up my group, sent one half back to the blue leader, and another south. The southern group first killed off the yellow leader, and then met the dragon. After that I also let the west group who had killed the blue leader finish of the SW leader. The key really is the beginning turns, if you can survive the initial onslaught without half your troops dying already, the map is won.&lt;br /&gt;
&lt;br /&gt;
[Comments by Easuth]  Fighting Saurians requires a disciplined formation.  If you're used to stringing out troops to move them into position as they get there, that won't work after Turn 2 or 3.  I use a &amp;quot;healing hedgehog&amp;quot; of ten troops--two white mages next to each other and eight troops completely encircling them.  If someone gets badly injured, move them to the inside and put a white mage on one of the long edges, fighting as you go.  If you're trying for the big bonus, you'll need two hedgehogs.  Try to keep reserves back a bit in cities.  If the terrain favorably protects you, or the wounded is a fast unit, you can try moving wounded back to cities too.  Once the main wave of Saurians is broken,&lt;br /&gt;
you can string non-wounded troops out a bit in the rush for the leaders.  If you have a Lancer in position, rush in to the cave after the Dragon leaves to grab the gold, though that's nothing compared to the Hero bonus for defeating all the Saurian leaders.  So focus on killing all of them first.&lt;br /&gt;
&lt;br /&gt;
====Lizard Beach====&lt;br /&gt;
&lt;br /&gt;
That's the scenario where I found the mermen from earlier useful. Sent a bunch of them along the river west, and my main army towards the SW leader. The basic idea of this, fight the SW leader while being shielded from the north. I ended up all in one big bulk again, with mermen in the water/swamp and the other units right south of them. When the Saurians got less, it was the time to finish off the remaining green Mud Crawlers and the leader. Be careful to not send mermen out west into the sea, since enemy reinforcements appear there around turn 10. From the south leader, my whole army went north, and with rather little resistance killed off the north leader as well.&lt;br /&gt;
&lt;br /&gt;
[Comments by Easuth]  A Silver Mage is worth at least three regular troops here.  You can't recruit Mermen this time, but hopefully you have plenty that you can recall.&lt;br /&gt;
&lt;br /&gt;
====The Troll Hole====&lt;br /&gt;
&lt;br /&gt;
There are 4 castles, and two of them (randomly placed it seems) are the troll leaders you need to kill. It's underground time again, so as before, mainly recruit mages. The trolls are strong, so hopefully you have lots of levelled up mages. Try to use the narrow corridors to your advantage, so the enemy can only place one attack against a strong unit of yours, but you can kill a troll at a time with two mages or Haldric. Also keep an eye at your back since they will try to surround you. And resist the temptation to send single units wandering around in what seems empty caves - they will all die. I had to restart just to save the dwarf, who had happily wandered off alone searching for gold,&lt;br /&gt;
right into the lair of a giant spider.&lt;br /&gt;
&lt;br /&gt;
[Comments by Easuth]  Try to arrange it so one troll can enter to be attacked by many troops.  Have regular troops in front initially.  Move mages forward to finish the troll, plug the gap where the troll was with Burin or a Royal Guard or an Iron Mauler, and reset the trap on the next turn.  When you've whittled down the enemy, go the direction they came from and kill the leaders, ignoring spider keeps.&lt;br /&gt;
&lt;br /&gt;
====Cursed Isle====&lt;br /&gt;
&lt;br /&gt;
This can be the first or last map you choose, depending on how desperate you are for cash.  If you can wait, do it last. All you really need is a Paladin or three to rush the temples, one of which contains a Vampire Lady.  Defeat her, and the scene is over just like that. One of the other temples has some gold; grab that too.  Ignore the holy water.  No one will ever use it effectively in time.&lt;br /&gt;
&lt;br /&gt;
===A Spy In The Woods===&lt;br /&gt;
&lt;br /&gt;
Plot only???&lt;br /&gt;
&lt;br /&gt;
===The Vanguard===&lt;br /&gt;
&lt;br /&gt;
My strategy was to seal of all the gaps in the canyon. So, recruit a lot of units, you will need them. When the onslaught begins, wounded units can retreat back into villages or being cared for by healers. Or actually both, since soon you will be out of non-wounded units.&lt;br /&gt;
&lt;br /&gt;
[Comments by Easuth]  This map is smaller than fog of war and canyons make it appear.  Rush the NW gaps with mounted units, but slow &amp;amp; strong will carry the day once the sun rises and the odds are in your favor.  Don't forget the cash, which you can see even in fog.&lt;br /&gt;
&lt;br /&gt;
===Return of the Fleet===&lt;br /&gt;
&lt;br /&gt;
Welcome to the &amp;quot;kitchen sink&amp;quot; defense.  You've made it this far; now the game will start to throw things at you, whatever it has left.  The effect is mostly psychological, but it could be a problem if your initial assessment causes you to drastically under-recruit.  Time is money.&lt;br /&gt;
&lt;br /&gt;
This map starts out in shroud, like a cave.  You just haven't been informed of it yet.  So while you're still amazingly able to see, note the key terrain features and castle and city locations.  Also, physically explore the avenues of approach you want to be able to see later.&lt;br /&gt;
&lt;br /&gt;
It would be very useful to bring a storm trident into the water.  It'll take a few turns, but the undead trying to reach shore will take even longer.  Paladins are so effective against undead that you can wade into the water after them.  But keep some around for the Chocobones.  Just remember, Paladins can't go into deep water and undead can.  Once you take an island city, use Silver Mages in support to finish the leader.&lt;br /&gt;
&lt;br /&gt;
When you reach the swamp in the north, tighten to a hedgehog formation.  Not only are Saurian skirmishers a problem, but Chocobones move fairly quickly through a variety of terrain, and they have Charge.  Defend until the most dangerous enemies are in poor position, then wipe them out.  This map sports the least effective Cuttlefish I've ever seen; he was in the water near me but fled.  Remember where the keeps are, and advance to the finish.&lt;br /&gt;
&lt;br /&gt;
===Rise of Wesnoth===&lt;br /&gt;
&lt;br /&gt;
It's the final battle: be patient, recall everybody, the early finish bonus doesn't mean anything.  Some Mermen would be useful here, but surprisingly, they're not really necessary.  I started by sending mounted units around both sides of the forest to your SW.  Whichever troops the orange guys go after, slam into their rear guard with the other forces, making an orc sandwich.  Ewww.  I thought I would have to sneak the Paladins back to the E for the undead troops, but once the first east bridge collapses, the undead want to follow the path that doesn't leave them floundering in the water.  So leave the W bridge intact, playing Catch the Sea Orc on the north shore with Haldric &amp;amp; Co., and you can send a large force down the E side practically unopposed by the second wave of Jevyan's troops.  You'll need at least two Paladins in the E to kill Jevyan himself; nothing else is half as effective.  Don't forget to sacrifice Aethyr to Jevyan.  If he doesn't want to come out and play, march up to Jevyan and use a crossbow attack.  When Jevyan is dead, the yellow and green leaders will probably still be alive. You'll have to kill one, leaving at least one orc leader alive. You pick.  Congratulations!  Enjoy the ending!&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[ScenarioDiscussion]]&lt;/div&gt;</summary>
		<author><name>Gdou</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=TheRiseOfWesnoth&amp;diff=2307</id>
		<title>TheRiseOfWesnoth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=TheRiseOfWesnoth&amp;diff=2307"/>
		<updated>2005-08-25T09:44:21Z</updated>

		<summary type="html">&lt;p&gt;Gdou: /* Temple in the Deep */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Strategy Guide for The Rise of Wesnoth Campaign ==&lt;br /&gt;
&lt;br /&gt;
==Scenarios==&lt;br /&gt;
===A summer of storms ===&lt;br /&gt;
&lt;br /&gt;
At first it's best to hire 2 horsemen and 3 spearmen. Send the horsemen with the king over the brige, and the spearmen should start going over the mountain, to avoid being attacked from behind. Then you should probably hire bowmen and more spearmen. Send them on the &amp;quot;over-the-bridge&amp;quot; road and hire some more troops. Start going with the troops and prince Haldric on the &amp;quot;over-the-bridge&amp;quot; road and by this time the king and the horsemen should have arrived, use the king wisely, he has leadership. When the rest of your troops arrive, you should get to the enemy camp.&lt;br /&gt;
&lt;br /&gt;
[Comments by Easuth] Over the course of this campaign, you will need to level up to some:&lt;br /&gt;
&lt;br /&gt;
* Paladins (lots)&lt;br /&gt;
* Silver Mages (at least one, preferably more)&lt;br /&gt;
* White Mages/Mages of Light (at least four)&lt;br /&gt;
* Royal Guards (lots)&lt;br /&gt;
* Assorted other units, maybe some Bowmen and Grand Knights, Great Mages are nice&lt;br /&gt;
&lt;br /&gt;
===The Fall===&lt;br /&gt;
&lt;br /&gt;
Saving heavy infantry pays off in later scenarios. So it is useful to retreat them south to your other forces. There are two basic strategies to kill the outlaw leader. You can either march west with a large army and use part of it to hold nortwestern orc. Use the rest to fight outlaws and kill the leader. This strategy requires a lot of troops but it can bring you plenty of experience, and can bring a quick victory. Another way is to assassinate the outlaw leader. One way is to wait till orcs have killed all outlaws and assassinate outlaw leader with knights. This strategy is risky because orcs can kill the leader before you. Another way to assassinate the leader is to send mages protected by a spearmen through the mountains to the outlaw keep. Two mages and three spearmen are enough. If you use assassination strategy it is a good idea to fight against eastern orc nearby your keep. This way you can secure your back and earn experience.&lt;br /&gt;
&lt;br /&gt;
===A Harrowing Escape===&lt;br /&gt;
&lt;br /&gt;
There is Dwarf Steelclad in the village at 8,5. Its not far from your camp, so send Lady Outlaw there. Dwarf joins you because &amp;quot;It has been a long time since he felt the satisfying crunch of Orcs under his Axe.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[this is just my comments after playing it once in medium - Allefant]&lt;br /&gt;
In medium, simply recruit what you want, and go along the road. You get enough villages to pay upkeep for quite some army, and can give some of them a bit of experience.&lt;br /&gt;
&lt;br /&gt;
===Diverging Campaign Path===&lt;br /&gt;
====The Midlands====&lt;br /&gt;
''No walkthrough provided yet, please add one''&lt;br /&gt;
====The Swamp Of Esten====&lt;br /&gt;
&lt;br /&gt;
You should kill the eastern enemy quickly. Send Burin with knights, a white mage, and some other mages east at start.&lt;br /&gt;
Mages are effective against scorpions. Try to attack dark adepts with Burin or horsemen before they have chance to attack you. You can send some horsemen from the second castle you recruit to strengthen the eastern front. There is also a White Mage in the temple at 19,5. &lt;br /&gt;
After you have killed the eastern leader and eliminated troops there you can send the eastern army south against next leader. Send a second army south with Haldric. Bowmen and shocktroopers are useful on southern front. Bowmen can shoot outlaws and scorpions. They also retaliate against dark adepts so they are good for defence. Shocktroopers survive even if they are attacked with several outlaws. A couple of horsemen and mages are also useful. You can also add spearmen or swordsmen in southern army. If you have a rogue send him also south. An assassin will be very useful later. There are temples in the swamp. Searching them is good. However, some of them contain nasty surprises. So keep extra troops nearby when you enter one.&lt;br /&gt;
&lt;br /&gt;
===The Oldwood===&lt;br /&gt;
&lt;br /&gt;
[comments by Allefant]&lt;br /&gt;
This is how I played in medium: I sent 3 knights, 3 mages, Haldric and some spearmen south, and all the rest east (4 knights, 4 mages, some other units). Every group had 2 white mages to heal wounded ones. Both were very slowly (avoid placing knights in the forest, don't attack at night-time) making for the two enemy leaders. It's important to keep an eye also on the middle, sending some units around in the forest, since the orcs will try to kill the tree.&lt;br /&gt;
&lt;br /&gt;
===Temple in the Deep===&lt;br /&gt;
&lt;br /&gt;
[comments by Allefant]&lt;br /&gt;
One advice here: Don't over-recruit. Knights are useless in caves. I dragged them all around at the back, doing nothing at all and eating up my complete gold reserves. In fact, I think you can win this with just mages. The dwarf also is very useful, he'll fully upgrade if he hasn't yet.&lt;br /&gt;
&lt;br /&gt;
[comments by Gdou]&lt;br /&gt;
(on easy mode at least) You can beat this level by recruiting only mages.&lt;br /&gt;
Give Holy Water to Haldric. use the dwarf to weak at maximum strongest skeletons (lvl2 and 3), finish them with the mages. &lt;br /&gt;
At the begining wait for the first wave of skelettons on your side of the lake. Skeletons are less resistants in water, so killing them is easier.&lt;br /&gt;
Then, use the less experienced mages as cannon fodder, protecting your more important units. The lich can kill almost every unit in one turn with a 15*4 magical attack.&lt;br /&gt;
I killed the lich in one turn by attacking it with the dwarf, the knight (Sir Ruddry), the Prince (Haldric) and finished him with one or two fireballs launched by a freshly upgraded red mage.&lt;br /&gt;
Some white mages are useful as there are few places where wounded units can recover healing.&lt;br /&gt;
&lt;br /&gt;
===Return to Oldwood===&lt;br /&gt;
&lt;br /&gt;
Just story. I wonder what would have happened if the outlaw lady had died in one of the previous scenarios.  [She just poofs back in and rejoins the plot at that point.  --Anon. speaking from experience]&lt;br /&gt;
&lt;br /&gt;
===Clearwater Port===&lt;br /&gt;
&lt;br /&gt;
Your allies are useless, unless they do suicide runs, which is at least entertaining.  The north leader will waste a lot of time trying to move his units E and then S over the shallows toward your rearguard, no matter how strongly defended you are there.  So defend strongly on the coastline and fill the bay with their corpses.  You will need to recruit lots of units to fight off the hordes to the W, so don't be a piker.  Pikemen are fine, though.  Try to get lots of your allies killed early so they don't clog the bridges later when you split your forces N and S.&lt;br /&gt;
&lt;br /&gt;
===Fallen Lich Point===&lt;br /&gt;
&lt;br /&gt;
The Orcs will be busy with the Yetis, so you can walk with a big group (best to use mostly wizards for that) south and kill the Lich-Lord. Move Haldric over the stone to de-petrify him. It may help to post some wizards around the undead before doing so. After that, head north and walk into the sewer enrance, and possibly kill the Orc leaders before.&lt;br /&gt;
&lt;br /&gt;
===Sewer of Southbay===&lt;br /&gt;
&lt;br /&gt;
As always, don't recruit a lot of units in underground, and don't recruit units which can barely move their. Only wizards is probably best, maybe some thieves. If you have enough levelled up wizards, you can divide into two groups and attack both brothers simultanously - else do them one after the other, and then look for the exit.&lt;br /&gt;
&lt;br /&gt;
===Southbay in Winter===&lt;br /&gt;
&lt;br /&gt;
Just plot.&lt;br /&gt;
&lt;br /&gt;
===A Final Spring===&lt;br /&gt;
&lt;br /&gt;
For the south land area, do a counter-clockwise sweep with mounted units.  Move slower units to defend the walled city, which you would think your allies could do a better job of.  Take their villages; they don't do anything useful with the money anyway.  When your mounted units complete their sweep, you can break the remaining southern forces against the walls in a hammer and anvil.  Then your united forces can move north.&lt;br /&gt;
&lt;br /&gt;
Treat the island boss as a separate effort.  Do not use assassins.  Assassins have relatively weak defense in water against Sea Orcs and Nagas, they're very weak against blade, which is all Sea Orcs and Nagas use, and their relatively slow movement in water makes backstab hard to use reliably.  Instead, wait until your first combat, after which you can recruit Mermen.  Maybe send a white mage into the water with the mermen for healing purposes, and when you get to the island's cities, you can bring in Silver Mages (hopefully you have at least one by now) to help finish off the boss.&lt;br /&gt;
&lt;br /&gt;
===Peoples in Decline===&lt;br /&gt;
&lt;br /&gt;
Pay attention to the day-night cycle in this scenario. Drakes will be strong during day, but become very weak in the night. I found it best to play a bit defensive, taking advantage of the mountains. Most of the drake leaders were careless enough to fly near enough to me that I could kill them outside their bases. Make sure you get the Storm Trident in the middle of the sea, but be certain that you've cleared most of the drakes first, since a sea serpent will appear. It's best to have some strong units ready to kill it in 1 or 2 turns. You can give the trident to Lord Typhon, but since he leaves a bit later, you may want to give it to another Merman.&lt;br /&gt;
&lt;br /&gt;
[Comments by Easuth]  Movement over land is important for Mermen in the campaign as a whole.  If the Merman you give the storm trident to has the Quick attribute, you can make him a Hoplite when he gets to level 3.  Otherwise, make him a Triton.&lt;br /&gt;
&lt;br /&gt;
===Rough Landing===&lt;br /&gt;
&lt;br /&gt;
Recruit just mermen and thieves (you should already have some assassins to recall at this point as well). Maybe a white mage or two for extra healing. Try to level up the mermen, they can be useful in another scenario later. I went first for the right enemy, keeping all my troops together and moving straight east. The other two leaders sent all their troops towards me as well, so after the southeast leader was finished, there weren't much enemies left. I sent all remaining mermen to the northwest one, and a group of assassins to the northeast one over the long isle.&lt;br /&gt;
&lt;br /&gt;
Also, beware of sea serpents, make sure to surround them and kill at once. The trident from the previous scenario will come in handy as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===A New Land===&lt;br /&gt;
&lt;br /&gt;
In case you find the map looks familiar, it seems to be from &amp;quot;Bay of Pearls&amp;quot; from HttT. This scenario is mainly story though.&lt;br /&gt;
&lt;br /&gt;
===The Ka'lian===&lt;br /&gt;
&lt;br /&gt;
Story, with your choice of four battles next.  You have to beat them all in whatever order.  The amount of gold you have should be the factor in deciding when you choose to play Cursed Isle (the undead problem).&lt;br /&gt;
&lt;br /&gt;
===Diverging Campaign Path===&lt;br /&gt;
&lt;br /&gt;
All four scenarios have to be beaten, but in whatever order you choose.&lt;br /&gt;
====The Dragon====&lt;br /&gt;
&lt;br /&gt;
There are a lot of Saurian enemies in this, and they all have the [i]skirmish[/i] ability. My strategy to win was to recruit a lot of units, and then move the whole army as one big bulk. Keep healers in the middle (I used four), rotate stronger units outwards, and make sure you leave no gaps. The Saurians will slip through the tiniest gap and kill your weak units. My route was to start off straight east, towards the green enemy, but I was surrounded about half-way, then camped their and fight a huge onslaught of Saurians until around turn 10. By that time, there were much less Saurians&lt;br /&gt;
left then in the beginning. And the green leader foolishly placed himself next to Haldric's Sceptre and was killed as well. So I now split up my group, sent one half back to the blue leader, and another south. The southern group first killed off the yellow leader, and then met the dragon. After that I also let the west group who had killed the blue leader finish of the SW leader. The key really is the beginning turns, if you can survive the initial onslaught without half your troops dying already, the map is won.&lt;br /&gt;
&lt;br /&gt;
[Comments by Easuth]  Fighting Saurians requires a disciplined formation.  If you're used to stringing out troops to move them into position as they get there, that won't work after Turn 2 or 3.  I use a &amp;quot;healing hedgehog&amp;quot; of ten troops--two white mages next to each other and eight troops completely encircling them.  If someone gets badly injured, move them to the inside and put a white mage on one of the long edges, fighting as you go.  If you're trying for the big bonus, you'll need two hedgehogs.  Try to keep reserves back a bit in cities.  If the terrain favorably protects you, or the wounded is a fast unit, you can try moving wounded back to cities too.  Once the main wave of Saurians is broken,&lt;br /&gt;
you can string non-wounded troops out a bit in the rush for the leaders.  If you have a Lancer in position, rush in to the cave after the Dragon leaves to grab the gold, though that's nothing compared to the Hero bonus for defeating all the Saurian leaders.  So focus on killing all of them first.&lt;br /&gt;
&lt;br /&gt;
====Lizard Beach====&lt;br /&gt;
&lt;br /&gt;
That's the scenario where I found the mermen from earlier useful. Sent a bunch of them along the river west, and my main army towards the SW leader. The basic idea of this, fight the SW leader while being shielded from the north. I ended up all in one big bulk again, with mermen in the water/swamp and the other units right south of them. When the Saurians got less, it was the time to finish off the remaining green Mud Crawlers and the leader. Be careful to not send mermen out west into the sea, since enemy reinforcements appear there around turn 10. From the south leader, my whole army went north, and with rather little resistance killed off the north leader as well.&lt;br /&gt;
&lt;br /&gt;
[Comments by Easuth]  A Silver Mage is worth at least three regular troops here.  You can't recruit Mermen this time, but hopefully you have plenty that you can recall.&lt;br /&gt;
&lt;br /&gt;
====The Troll Hole====&lt;br /&gt;
&lt;br /&gt;
There are 4 castles, and two of them (randomly placed it seems) are the troll leaders you need to kill. It's underground time again, so as before, mainly recruit mages. The trolls are strong, so hopefully you have lots of levelled up mages. Try to use the narrow corridors to your advantage, so the enemy can only place one attack against a strong unit of yours, but you can kill a troll at a time with two mages or Haldric. Also keep an eye at your back since they will try to surround you. And resist the temptation to send single units wandering around in what seems empty caves - they will all die. I had to restart just to save the dwarf, who had happily wandered off alone searching for gold,&lt;br /&gt;
right into the lair of a giant spider.&lt;br /&gt;
&lt;br /&gt;
[Comments by Easuth]  Try to arrange it so one troll can enter to be attacked by many troops.  Have regular troops in front initially.  Move mages forward to finish the troll, plug the gap where the troll was with Burin or a Royal Guard or an Iron Mauler, and reset the trap on the next turn.  When you've whittled down the enemy, go the direction they came from and kill the leaders, ignoring spider keeps.&lt;br /&gt;
&lt;br /&gt;
====Cursed Isle====&lt;br /&gt;
&lt;br /&gt;
This can be the first or last map you choose, depending on how desperate you are for cash.  If you can wait, do it last. All you really need is a Paladin or three to rush the temples, one of which contains a Vampire Lady.  Defeat her, and the scene is over just like that. One of the other temples has some gold; grab that too.  Ignore the holy water.  No one will ever use it effectively in time.&lt;br /&gt;
&lt;br /&gt;
===A Spy In The Woods===&lt;br /&gt;
&lt;br /&gt;
Plot only???&lt;br /&gt;
&lt;br /&gt;
===The Vanguard===&lt;br /&gt;
&lt;br /&gt;
My strategy was to seal of all the gaps in the canyon. So, recruit a lot of units, you will need them. When the onslaught begins, wounded units can retreat back into villages or being cared for by healers. Or actually both, since soon you will be out of non-wounded units.&lt;br /&gt;
&lt;br /&gt;
[Comments by Easuth]  This map is smaller than fog of war and canyons make it appear.  Rush the NW gaps with mounted units, but slow &amp;amp; strong will carry the day once the sun rises and the odds are in your favor.  Don't forget the cash, which you can see even in fog.&lt;br /&gt;
&lt;br /&gt;
===Return of the Fleet===&lt;br /&gt;
&lt;br /&gt;
Welcome to the &amp;quot;kitchen sink&amp;quot; defense.  You've made it this far; now the game will start to throw things at you, whatever it has left.  The effect is mostly psychological, but it could be a problem if your initial assessment causes you to drastically under-recruit.  Time is money.&lt;br /&gt;
&lt;br /&gt;
This map starts out in shroud, like a cave.  You just haven't been informed of it yet.  So while you're still amazingly able to see, note the key terrain features and castle and city locations.  Also, physically explore the avenues of approach you want to be able to see later.&lt;br /&gt;
&lt;br /&gt;
It would be very useful to bring a storm trident into the water.  It'll take a few turns, but the undead trying to reach shore will take even longer.  Paladins are so effective against undead that you can wade into the water after them.  But keep some around for the Chocobones.  Just remember, Paladins can't go into deep water and undead can.  Once you take an island city, use Silver Mages in support to finish the leader.&lt;br /&gt;
&lt;br /&gt;
When you reach the swamp in the north, tighten to a hedgehog formation.  Not only are Saurian skirmishers a problem, but Chocobones move fairly quickly through a variety of terrain, and they have Charge.  Defend until the most dangerous enemies are in poor position, then wipe them out.  This map sports the least effective Cuttlefish I've ever seen; he was in the water near me but fled.  Remember where the keeps are, and advance to the finish.&lt;br /&gt;
&lt;br /&gt;
===Rise of Wesnoth===&lt;br /&gt;
&lt;br /&gt;
It's the final battle: be patient, recall everybody, the early finish bonus doesn't mean anything.  Some Mermen would be useful here, but surprisingly, they're not really necessary.  I started by sending mounted units around both sides of the forest to your SW.  Whichever troops the orange guys go after, slam into their rear guard with the other forces, making an orc sandwich.  Ewww.  I thought I would have to sneak the Paladins back to the E for the undead troops, but once the first east bridge collapses, the undead want to follow the path that doesn't leave them floundering in the water.  So leave the W bridge intact, playing Catch the Sea Orc on the north shore with Haldric &amp;amp; Co., and you can send a large force down the E side practically unopposed by the second wave of Jevyan's troops.  You'll need at least two Paladins in the E to kill Jevyan himself; nothing else is half as effective.  Don't forget to sacrifice Aethyr to Jevyan.  If he doesn't want to come out and play, march up to Jevyan and use a crossbow attack.  When Jevyan is dead, the yellow and green leaders will probably still be alive. You'll have to kill one, leaving at least one orc leader alive. You pick.  Congratulations!  Enjoy the ending!&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[ScenarioDiscussion]]&lt;/div&gt;</summary>
		<author><name>Gdou</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=TheRiseOfWesnoth&amp;diff=1952</id>
		<title>TheRiseOfWesnoth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=TheRiseOfWesnoth&amp;diff=1952"/>
		<updated>2005-08-18T12:15:09Z</updated>

		<summary type="html">&lt;p&gt;Gdou: /* Scenario 6 &amp;quot;Temple in the Deep&amp;quot; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Strategy Guide for The Rise of Wesnoth Campaign ==&lt;br /&gt;
&lt;br /&gt;
==  Scenario 1 &amp;quot;A summer of storms&amp;quot;  ==&lt;br /&gt;
&lt;br /&gt;
At first it's best to hire 2 horsemen and 3 spearmen. Send the horsemen with the king over the brige, and the spearmen&lt;br /&gt;
should start going over the mountain, to avoid being attacked from behind. Then you should probably hire bowmen and&lt;br /&gt;
more&lt;br /&gt;
spearmen. Send them on the &amp;quot;over-the-bridge&amp;quot; road and hire some more troops. Start going with the troops and prince&lt;br /&gt;
Haldric on the &amp;quot;over-the-bridge&amp;quot; road and by this time the king and the horsemen should have arrived, use the king&lt;br /&gt;
wisely, he has leadership. When the rest of your troops arrive, you should get to the enemy camp.&lt;br /&gt;
&lt;br /&gt;
[Comments by Easuth] Over the course of this campaign, you will need to level up to some:&lt;br /&gt;
&lt;br /&gt;
* Paladins (lots)&lt;br /&gt;
* Silver Mages (at least one, preferably more)&lt;br /&gt;
* White Mages/Mages of Light (at least four)&lt;br /&gt;
* Royal Guards (lots)&lt;br /&gt;
* Assorted other units, maybe some Bowmen and Grand Knights, Great Mages are nice&lt;br /&gt;
&lt;br /&gt;
== Scenario 2 &amp;quot;The Fall&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
Saving heavy infantry pays off in later scenarios. So it is useful to retreat them south to your other forces. There&lt;br /&gt;
are two basic strategies to kill the outlaw leader. You can either march west with a large army and use part of it to&lt;br /&gt;
hold nortwestern orc. Use the rest to fight outlaws and kill the leader. This strategy requires a lot of troops but it&lt;br /&gt;
can bring you plenty of experience, and can bring a quick victory. Another way is to assassinate the outlaw leader. One&lt;br /&gt;
way is to wait till orcs have killed all outlaws and assassinate outlaw leader with knights. This strategy is risky&lt;br /&gt;
because orcs can kill the leader before you. Another way to assassinate the leader is to send mages protected by a&lt;br /&gt;
spearmen through the mountains to the outlaw keep. Two mages and three spearmen are enough. If you use assassination&lt;br /&gt;
strategy it is a good idea to fight against eastern orc nearby your keep. This way you can secure your back and earn&lt;br /&gt;
experience.&lt;br /&gt;
&lt;br /&gt;
== Scenario 3 &amp;quot;A Harrowing Escape&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
There is Dwarf Steelclad in the village at 8,5. Its not far from your camp, so send Lady Outlaw there. Dwarf joins you&lt;br /&gt;
because &amp;quot;It has been a long time since he felt the satisfying crunch of Orcs under his Axe.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[this is just my comments after playing it once in medium - Allefant]&lt;br /&gt;
In medium, simply recruit what you want, and go along the road. You get enough villages to pay upkeep for quite some&lt;br /&gt;
army, and can give some of them a bit of experience.&lt;br /&gt;
&lt;br /&gt;
== Scenario 4b &amp;quot;The Swamp Of Esten&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
You should kill the eastern enemy quickly. Send Burin with knights, a white mage, and some other mages east at start.&lt;br /&gt;
Mages are effective against scorpions. Try to attack dark adepts with Burin or horsemen before they have chance to&lt;br /&gt;
attack you. You can send some horsemen from the second castle you recruit to strengthen the eastern front. There is also a White Mage in the temple at 19,5. &lt;br /&gt;
After you have killed the eastern leader and eliminated troops there you can send the eastern army south against next leader. Send a second army south with Haldric. Bowmen and shocktroopers are useful on southern front. Bowmen can shoot outlaws and scorpions. They also retaliate against dark adepts so they are good for defence. Shocktroopers survive even if they are attacked with several outlaws. A couple of horsemen and mages are also useful. You can also add spearmen or swordsmen in southern army. If you have a rogue send him also south. An assassin will be very useful later. There are temples in the swamp. Searching them is good. However, some of them contain nasty suprises. So keep extra troops nearby when you enter one.&lt;br /&gt;
&lt;br /&gt;
== Scenario 5 &amp;quot;The Oldwood&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
[comments by Allefant]&lt;br /&gt;
This is how I played in medium: I sent 3 knights, 3 mages, Haldric and some spearmen south, and all the rest east (4&lt;br /&gt;
knights, 4 mages, some other units). Every group had 2 white mages to heal wounded ones. Both were very slowly (avoid&lt;br /&gt;
placing knights in the forest, don't attack at night-time) making for the two enemy leaders. It's important to keep an&lt;br /&gt;
eye also on the middle, sending some units around in the forest, since the orcs will try to kill the tree.&lt;br /&gt;
&lt;br /&gt;
== Scenario 6 &amp;quot;Temple in the Deep&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
[comments by Allefant]&lt;br /&gt;
One advice here: Don't over-recruit. Knights are useless in caves. I dragged them all around at the back, doing nothing&lt;br /&gt;
at all and eating up my complete gold reserves. In fact, I think you can win this with just mages. The dwarf also is&lt;br /&gt;
very useful, he'll fully upgrade if he hasn't yet.&lt;br /&gt;
&lt;br /&gt;
[comments by Gdou]&lt;br /&gt;
(on easy mode at least) You can beat this level by recruiting only mages.&lt;br /&gt;
Give Holy Water to Haldric. use the dwarf to weak at maximum strongest skeletons (lvl2 and 3) with the dwarf, finish them with the mages. &lt;br /&gt;
At the begining wait for the first wave of skelettons on you side of the lac. Skeletons are less resistants in water, so killing them is easier.&lt;br /&gt;
Then, use the less experienced mages as cannon fooding, protecting you more important units. The lich can kill almost every unit in one turn with a 15*4 magical attack.&lt;br /&gt;
I killed the lich in one turn by attacking it with the dwarf, the knight (Sir Ruddy), the Prince (Haldric) and finished him with one or two fireball launched by a freshly upgraded red mage.&lt;br /&gt;
Some white mages are usefull as there are few places where wounded units can recover healing.&lt;br /&gt;
&lt;br /&gt;
== Scenario 7 &amp;quot;Return to Oldwood&amp;quot;  ==&lt;br /&gt;
&lt;br /&gt;
Just story. I wonder what would have happened if the outlaw lady had died in one of the previous scenarios.  [She just&lt;br /&gt;
poofs back in and rejoins the plot at that point.  --Anon. speaking from experience]&lt;br /&gt;
&lt;br /&gt;
== Scenario 8 &amp;quot;Clearwater Port&amp;quot;  ==&lt;br /&gt;
&lt;br /&gt;
Your allies are useless, unless they do suicide runs, which is at least entertaining.  The north leader will waste a lot&lt;br /&gt;
of time trying to move his units E and then S over the shallows toward your rearguard, no matter how strongly defended&lt;br /&gt;
you are there.  So defend strongly on the coastline and fill the bay with their corpses.  You will need to recruit lots&lt;br /&gt;
of units to fight off the hordes to the W, so don't be a piker.  Pikemen are fine, though.  Try to get lots of your&lt;br /&gt;
allies killed early so they don't clog the bridges later when you split your forces N and S.&lt;br /&gt;
&lt;br /&gt;
== Scenario 9 &amp;quot;Fallen Lich Point&amp;quot;  ==&lt;br /&gt;
&lt;br /&gt;
The Orcs will be busy with the Yetis, so you can walk with a big group (best to use mostly wizards for that) south and&lt;br /&gt;
kill the Lich-Lord. Move Haldric over the stone to de-petrify him. It may help to post some wizards around the undead&lt;br /&gt;
before doing so. After that, head north and walk into the sewer enrance, and possibly kill the Orc leaders before.&lt;br /&gt;
&lt;br /&gt;
== Scenario 10 &amp;quot;Sewer of Southbay&amp;quot;  ==&lt;br /&gt;
&lt;br /&gt;
As always, don't recruit a lot of units in underground, and don't recruit units which can barely move their. Only&lt;br /&gt;
wizards is probably best, maybe some thieves. If you have enough levelled up wizards, you can divide into two groups&lt;br /&gt;
and&lt;br /&gt;
attack both brothers simultanously - else do them one after the other, and then look for the exit.&lt;br /&gt;
&lt;br /&gt;
== Scenario 11 &amp;quot;Southbay in Winter&amp;quot;  ==&lt;br /&gt;
&lt;br /&gt;
Just plot.&lt;br /&gt;
&lt;br /&gt;
== Scenario 12 &amp;quot;A Final Spring&amp;quot;  ==&lt;br /&gt;
&lt;br /&gt;
For the south land area, do a counter-clockwise sweep with mounted units.  Move slower units to defend the walled city,&lt;br /&gt;
which you would think your allies could do a better job of.  Take their villages; they don't do anything useful with the&lt;br /&gt;
money anyway.  When your mounted units complete their sweep, you can break the remaining southern forces against the&lt;br /&gt;
walls in a hammer and anvil.  Then your united forces can move north.&lt;br /&gt;
&lt;br /&gt;
Treat the island boss as a separate effort.  Do not use assassins.  Assassins have relatively weak defense in water&lt;br /&gt;
against Sea Orcs and Nagas, they're very weak against blade, which is all Sea Orcs and Nagas use, and their relatively&lt;br /&gt;
slow movement in water makes backstab hard to use reliably.  Instead, wait until your first combat, after which you can&lt;br /&gt;
recruit Mermen.  Maybe send a white mage into the water with the mermen for healing purposes, and when you get to the&lt;br /&gt;
island's cities, you can bring in Silver Mages (hopefully you have at least one by now) to help finish off the boss.&lt;br /&gt;
&lt;br /&gt;
== Scenario 13 &amp;quot;Peoples in Decline&amp;quot;  ==&lt;br /&gt;
&lt;br /&gt;
Pay attention to the day-night cycle in this scenario. Drakes will be strong during day, but become very weak in the&lt;br /&gt;
night. I found it best to play a bit defensive, taking advantage of the mountains. Most of the drake leaders were&lt;br /&gt;
careless enough to fly near enough to me that I could kill them outside their bases. Make sure you get the Storm&lt;br /&gt;
Trident in the middle of the sea, but be certain that you've cleared most of the drakes first, since a sea serpent will&lt;br /&gt;
appear. It's best to have some strong units ready to kill it in 1 or 2 turns. You can give the trident to Lord Typhon,&lt;br /&gt;
but since he leaves a bit later, you may want to give it to another Merman.&lt;br /&gt;
&lt;br /&gt;
[Comments by Easuth]  Movement over land is important for Mermen in the campaign as a whole.  If the Merman you give the&lt;br /&gt;
storm trident to has the Quick attribute, you can make him a Hoplite when he gets to level 3.  Otherwise, make him a Triton.&lt;br /&gt;
&lt;br /&gt;
== Scenario 13 &amp;quot;Rough Landing&amp;quot;  ==&lt;br /&gt;
&lt;br /&gt;
Recruit just mermen and thieves (you should already have some assassins to recall at this point as well). Maybe a white&lt;br /&gt;
mage or two for extra healing. Try to level up the mermen, they can be useful in another scenario later. I went first&lt;br /&gt;
for the right enemy, keeping all my troops together and moving straight east. The other two leaders sent all their&lt;br /&gt;
troops towards me as well, so after the southeast leader was finished, there weren't much enemies left. I sent all&lt;br /&gt;
remaining mermen to the northwest one, and a group of assassins to the northeast one over the long isle.&lt;br /&gt;
&lt;br /&gt;
Also, beware of sea serpents, make sure to surround them and kill at once. The trident from the previous scenarion will&lt;br /&gt;
come in handy as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Scenario 14 &amp;quot;A New Land&amp;quot;  ==&lt;br /&gt;
&lt;br /&gt;
In case you find the map looks familiar, it seems to be from &amp;quot;Bay of Pearls&amp;quot; from HttT. This scenario is mainly story&lt;br /&gt;
though.&lt;br /&gt;
&lt;br /&gt;
==  Scenario 15 &amp;quot;The Ka'lian&amp;quot;  ==&lt;br /&gt;
&lt;br /&gt;
Story, with your choice of four battles next.  You have to beat them all in whatever order.  The amount of gold you have&lt;br /&gt;
should be the factor in deciding when you choose to play Cursed Isle (the undead problem).&lt;br /&gt;
&lt;br /&gt;
==  Scenario 16a &amp;quot;The Dragon&amp;quot;  ==&lt;br /&gt;
&lt;br /&gt;
There are a lot of Saurian enemies in this, and they all have the [i]skirmish[/i] ability. My strategy to win was to&lt;br /&gt;
recruit a lot of units, and then move the whole army as one big bulk. Keep healers in the middle (I used four), rotate&lt;br /&gt;
stronger units outwards, and make sure you leave no gaps. The Saurians will slip through the tiniest gap and kill your&lt;br /&gt;
weak units. My route was to start off straight east, towards the green enemy, but I was surrounded about half-way, then&lt;br /&gt;
camped their and fight a huge onslaught of Saurians until around turn 10. By that time, there were much less Saurians&lt;br /&gt;
left then in the beginning. And the green leader foolishly placed himself next to Haldric's Sceptre and was killed as&lt;br /&gt;
well. So I now split up my group, sent one half back to the blue leader, and another south. The southern group first&lt;br /&gt;
killed off the yellow leader, and then met the dragon. After that I also let the west group who had killed the blue&lt;br /&gt;
leader finish of the SW leader. The key really is the beginning turns, if you can survive the initial onslaught&lt;br /&gt;
without half your troops dying already, the map is won.&lt;br /&gt;
&lt;br /&gt;
[Comments by Easuth]  Fighting Saurians requires a disciplined formation.  If you're used to stringing out troops to&lt;br /&gt;
move them into position as they get there, that won't work after Turn 2 or 3.  I use a &amp;quot;healing hedgehog&amp;quot; of ten&lt;br /&gt;
troops--two white mages next to each other and eight troops completely encircling them.  If someone gets badly injured,&lt;br /&gt;
move them to the inside and put a white mage on one of the long edges, fighting as you go.  If you're trying for the big&lt;br /&gt;
bonus, you'll need two hedgehogs.  Try to keep reserves back a bit in cities.  If the terrain favorably protects you, or&lt;br /&gt;
the wounded is a fast unit, you can try moving wounded back to cities too.  Once the main wave of Saurians is broken,&lt;br /&gt;
you can string non-wounded troops out a bit in the rush for the leaders.  If you have a Lancer in position, rush in to&lt;br /&gt;
the cave after the Dragon leaves to grab the gold, though that's nothing compared to the Hero bonus for defeating all&lt;br /&gt;
the Saurian leaders.  So focus on killing all of them first.&lt;br /&gt;
&lt;br /&gt;
==  Scenario 18b &amp;quot;Lizard Beach&amp;quot;  ==&lt;br /&gt;
&lt;br /&gt;
That's the scenario where I found the mermen from earlier useful. Sent a bunch of them along the river west, and my&lt;br /&gt;
main army towards the SW leader. The basic idea of this, fight the SW leader while being shielded from the north. I&lt;br /&gt;
ended up all in one big bulk again, with mermen in the water/swamp and the other units right south of them. When the&lt;br /&gt;
Saurians got less, it was the time to finish off the remaining green Mud Crawlers and the leader. Be careful to not send&lt;br /&gt;
mermen out west into the sea, since enemy reinforcements appear there around turn 10. From the south leader, my whole&lt;br /&gt;
army went north, and with rather little resistance killed off the north leader as well.&lt;br /&gt;
&lt;br /&gt;
[Comments by Easuth]  A Silver Mage is worth at least three regular troops here.  You can't recruit Mermen this time,&lt;br /&gt;
but hopefully you have plenty that you can recall.&lt;br /&gt;
&lt;br /&gt;
==  Scenario 20c &amp;quot;The Troll Hole&amp;quot;  ==&lt;br /&gt;
&lt;br /&gt;
There are 4 castles, and two of them (randomly placed it seems) are the troll leaders you need to kill. It's&lt;br /&gt;
underground time again, so as before, mainly recruit mages. The trolls are strong, so hopefully you have lots of&lt;br /&gt;
levelled up mages. Try to use the narrow corridors to your advantage, so the enemy can only place one attack against a&lt;br /&gt;
strong unit of yours, but you can kill a troll at a time with two mages or Haldric. Also keep an eye at your back since&lt;br /&gt;
they will try to surround you. And resist the temptation to send single units wandering around in what seems empty caves&lt;br /&gt;
- they will all die. I had to restart just to save the dwarf, who had happily wandered off alone searching for gold,&lt;br /&gt;
right into the lair of a giant spider.&lt;br /&gt;
&lt;br /&gt;
[Comments by Easuth]  Try to arrange it so one troll can enter to be attacked by many troops.  Have regular troops in&lt;br /&gt;
front initially.  Move mages forward to finish the troll, plug the gap where the troll was with Burin or a Royal Guard&lt;br /&gt;
or an Iron Mauler, and reset the trap on the next turn.  When you've whittled down the enemy, go the direction they came&lt;br /&gt;
from and kill the leaders, ignoring spider keeps.&lt;br /&gt;
&lt;br /&gt;
==  Scenario 22d &amp;quot;Cursed Isle&amp;quot;  ==&lt;br /&gt;
&lt;br /&gt;
This can be the first or last map you choose, depending on how desperate you are for cash.  If you can wait, do it last.&lt;br /&gt;
All you really need is a Paladin or three to rush the temples, one of which contains a Vampire Lady.  Defeat her, and&lt;br /&gt;
the scene is over just like that.  One of the other temples has some gold; grab that too.  Ignore the holy water.  No&lt;br /&gt;
one will ever use it effectively in time.&lt;br /&gt;
&lt;br /&gt;
==  Scenario 25 &amp;quot;The Vanguard&amp;quot;  ==&lt;br /&gt;
&lt;br /&gt;
My strategy was to seal of all the gaps in the canyon. So, recruit a lot of units, you will need them. When the&lt;br /&gt;
onslaught begins, wounded units can retreat back into villages or being cared for by healers. Or actually both, since&lt;br /&gt;
soon you will be out of non-wounded units.&lt;br /&gt;
&lt;br /&gt;
[Comments by Easuth]  This map is smaller than fog of war and canyons make it appear.  Rush the NW gaps with mounted&lt;br /&gt;
units, but slow &amp;amp; strong will carry the day once the sun rises and the odds are in your favor.  Don't forget the cash,&lt;br /&gt;
which you can see even in fog.&lt;br /&gt;
&lt;br /&gt;
==  Scenario 26 &amp;quot;Return of the Fleet&amp;quot;  ==&lt;br /&gt;
&lt;br /&gt;
Welcome to the &amp;quot;kitchen sink&amp;quot; defense.  You've made it this far; now the game will start to throw things at you,&lt;br /&gt;
whatever it has left.  The effect is mostly psychological, but it could be a problem if your initial assessment causes&lt;br /&gt;
you to drastically under-recruit.  Time is money.&lt;br /&gt;
&lt;br /&gt;
This map starts out in shroud, like a cave.  You just haven't been informed of it yet.  So while you're still amazingly&lt;br /&gt;
able to see, note the key terrain features and castle and city locations.  Also, physically explore the avenues of&lt;br /&gt;
approach you want to be able to see later.&lt;br /&gt;
&lt;br /&gt;
It would be very useful to bring a storm trident into the water.  It'll take a few turns, but the undead trying to reach&lt;br /&gt;
shore will take even longer.  Paladins are so effective against undead that you can wade into the water after them.  But&lt;br /&gt;
keep some around for the Chocobones.  Just remember, Paladins can't go into deep water and undead can.  Once you take an&lt;br /&gt;
island city, use Silver Mages in support to finish the leader.&lt;br /&gt;
&lt;br /&gt;
When you reach the swamp in the north, tighten to a hedgehog formation.  Not only are Saurian skirmishers a problem, but&lt;br /&gt;
Chocobones move fairly quickly through a variety of terrain, and they have Charge.  Defend until the most dangerous&lt;br /&gt;
enemies are in poor position, then wipe them out.  This map sports the least effective Cuttlefish I've ever seen; he was&lt;br /&gt;
in the water near me but fled.  Remember where the keeps are, and advance to the finish.&lt;br /&gt;
&lt;br /&gt;
==  Scenario 27 &amp;quot;Rise of Wesnoth&amp;quot;  ==&lt;br /&gt;
&lt;br /&gt;
It's the final battle: be patient, recall everybody, the early finish bonus doesn't mean anything.  Some Mermen would be&lt;br /&gt;
useful here, but surprisingly, they're not really necessary.  I started by sending mounted units around both sides of&lt;br /&gt;
the forest to your SW.  Whichever troops the orange guys go after, slam into their rear guard with the other forces,&lt;br /&gt;
making an orc sandwich.  Ewww.  I thought I would have to sneak the Paladins back to the E for the undead troops, but&lt;br /&gt;
once the first east bridge collapses, the undead want to follow the path that doesn't leave them floundering in the&lt;br /&gt;
water.  So leave the W bridge intact, playing Catch the Sea Orc on the north shore with Haldric &amp;amp; Co., and you can send&lt;br /&gt;
a large force down the E side practically unopposed by the second wave of Jevyan's troops.  You'll need at least two&lt;br /&gt;
Paladins in the E to kill Jevyan himself; nothing else is half as effective.  Don't forget to sacrifice Aethyr to&lt;br /&gt;
Jevyan.  If he doesn't want to come out and play, march up to Jevyan and use a crossbow attack.  When Jevyan is dead,&lt;br /&gt;
the yellow and green leaders will probably still be alive. You'll have to kill one, leaving at least one orc leader&lt;br /&gt;
alive.  You pick.  Congratulations!  Enjoy the ending!&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[ScenarioDiscussion]]&lt;/div&gt;</summary>
		<author><name>Gdou</name></author>
		
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