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		<title>HeirToTheThrone</title>
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		<summary type="html">&lt;p&gt;Hipparchos: /* Scenario 8 - The Princess of Wesnoth */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a walkthrough of '''Heir to the Throne''', the campaign featuring Konrad. It contains spoilers.&lt;br /&gt;
&lt;br /&gt;
The suggestions herein are based on the &amp;quot;Medium&amp;quot; and &amp;quot;Hard&amp;quot; difficulty levels. It should be possible to win the &amp;quot;Easy&amp;quot; difficulty level without trying very hard if you are an accomplished gamer.  If you feel comfortable with turn-based games, especially ones featuring units moving on a hex map, then you can play the Tutorial and then dive right into &amp;quot;Medium&amp;quot; to get a feel for the elements of the game. After you have played a few scenarios and are ready to restart from the beginning (and yes, it is  very likely you will have to restart the first time you play Wesnoth), try reading [[AdvancedTactics]].  You should also be familiar with the basics in [[WesnothManual]] -- this is a walkthrough, not an exposition of basic game mechanics.&lt;br /&gt;
&lt;br /&gt;
Each scenario has an individual forum thread where you can provide feedback to the authors.  See also the forum posts [http://www.wesnoth.org/forum/viewtopic.php?t=3601 Suggestions for Heir to the Throne walkthrough] and [http://www.wesnoth.org/forum/viewtopic.php?t=4026 Yet another &amp;quot;Heir to the Throne&amp;quot; walktrough] (sic) for more.  [http://www.wesnoth.org/forum/viewtopic.php?t=7064 Ye Compleat Walkthrough To &amp;quot;Heir To The Throne&amp;quot;] is a detailed guide, with illustrations, to the first several scenarios.&lt;br /&gt;
&lt;br /&gt;
Finally, some [http://www.hermann-uwe.de/blog/my-wesnoth-replays-online replays] were posted by Uwe Hermann.&lt;br /&gt;
&lt;br /&gt;
'''Warning spoilers ahead!'''&lt;br /&gt;
&lt;br /&gt;
== Scenario 1 - The Elves Besieged ==&lt;br /&gt;
Scenario objectives: Both Konrad and Delfador must survive, and Konrad must escape to the signpost in the northwest corner of the map.&lt;br /&gt;
&lt;br /&gt;
The orcs as well as your allies will levy a great many troops, you'll soon find yourself between the lines in a huge battle. All those units slugging it out can take quite some time, you may want to try two options on the Preferences dialog, &amp;quot;Accelerated Speed&amp;quot; or maybe even &amp;quot;Skip AI Moves&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
This scenario is a &amp;quot;runner&amp;quot; scenario; on turn one, recruit a castle full of fresh recruits, and immediately make a break for it! If you're new to Wesnoth, getting Konrad out of there in one piece will be difficult enough and may require you to start over a couple of times. Hint: don't keep your units all lumped around Konrad, as a large host will attract the enemies' attention. &lt;br /&gt;
&lt;br /&gt;
Terrain dictates two routes to the signpost: west to the druid and then north, or north over the bridge and then west. Either way, you should send Delfador and most of your army straight north. This is a ruse, the sole purpose is to lure the enemy towards the road  while Konrad (with only one or two level-1 bodyguards) makes his way towards the exit. There's no chance of winning, your troops should perform a skirmishing retreat westwards into the forest.&lt;br /&gt;
&lt;br /&gt;
Other than getting Konrad on his way, the inofficial objective of this scenario is to gain some experience for your troops. Experience is gained by fighting; once a level of experience is reached, your units will &amp;quot;level up&amp;quot; and become more powerful units. Killing an opponent will give much more experience than just fighting, so you should try to arrange it in such a way that the unit you want to upgrade gets to deliver the coup de grace.&lt;br /&gt;
&lt;br /&gt;
Now a few words about the units at your disposal. In-game, you cannot check the data of unknown units; if you want to take a peek anyway, check the [http://www.wesnoth.org/units/ Wesnoth Unit Tree].&lt;br /&gt;
&lt;br /&gt;
* Fighters and Archers. Melee and ranged, all elvish warriors are capable of both, it's more a matter of emphasis than an actual distinction. When they level up, most should become Heroes and Rangers, repectively; you'll only need one or two Captains, and probably are better off without any Marksmen: spellcasters will serve the same purpose much better.&lt;br /&gt;
&lt;br /&gt;
* Shamans are minor healers. As a rule of thumb, you should never enter into any scenario without at least one healer. Leveling up a Shaman is somewhat tricky, as they can do only very little damage. If you use stronger units to knock an enemy unit's HP down, you can move your shamans up from behind the lines to administer the finishing blow. As difficult as it is to level up a shaman, it is well worth the hassle. Druids will be standard healers, you want one (and possibly only one) of those as soon as possible. A Sorceress cannot heal at all, but is a powerful spellcaster. At their higest level, both will learn to fly and become very mobile.&lt;br /&gt;
&lt;br /&gt;
* Scouts may seem weak, but there's more to them than meets the eye. While most riders suffer severe penalties in difficult terrain, the elvish variant can cross rivers, swamps and even mountains rather quickly and will usually even receive a reasonable defense modifier. Insofar, they're less like horsemen and more like fast infantry. Whether you employ them in numbers is a matter of taste, however, you should always remember that you have these extremely mobile units at your disposal.&lt;br /&gt;
&lt;br /&gt;
* Konrad, your leader, starts most scenarios at a keep where he may recruit some troops, but that doesn't mean that he should stay there forever: Being always on the map, he may just as well make himself useful. Getting him to level two will earn him a bow as well as the &amp;quot;leadership&amp;quot; ability, both will come in handy time and again.&lt;br /&gt;
&lt;br /&gt;
* Delfador, the Elder Mage, is insanely powerful (at least compared to your other troops for the time being). Mages usually aren't very sturdy, but at level 5 he has so many hit points that you don't have to worry too much about him &amp;amp;ndash; he'll survive quite a few counterattacks. Don't overcommit him, but the first few scenarios depend on his abilities to instantly slay nearly any opponent and soaking up some damage that would otherwise kill several of your (still minor) units.&lt;br /&gt;
&lt;br /&gt;
Remember to use the CTRL-v command to see how far all enemy units will be able to move on their next turn. Click on an unoccupied hex and then move the cursor over an enemy unit to see how far that unit will be able to move. Be careful with your heroes and constantly think of their safety.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus: 32 gold per turn.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=2881 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 2 - Blackwater Port ==&lt;br /&gt;
Scenario objectives: Survive 12 turns (9 on Hard), or kill the enemy leader.&lt;br /&gt;
&lt;br /&gt;
The opening dialog will introduce a new friend, Haldiel, a loyal Horseman. The importance of loyalty is explained in [http://www.wesnoth.org/wiki/CampaignStrategies#The_importance_of_loyalty Campaign Strategies].&lt;br /&gt;
&lt;br /&gt;
'''Horsemen'''&lt;br /&gt;
:Now that's cavalry as we know it. Their charges can be truly devastating if somewhat suicidal, as your ally will demonstrate soon. Employing charge attacks takes a little getting used to, as it differs so much from ordinary melee. Keep an eye on the &amp;quot;Damage Calculations&amp;quot; until you get the knack of it.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Back to topic: If you recall units, choose those that have enough experience to be worth the 2 to 6 gold difference over fresh recruits, or who have specific traits that you need. Hole up in the forest on your side of the road (so the enemy has to stand on the plains to face you). Feel free to seize a few villages from your ally, he won't complain. If you have a unit to spare, you may even take the villages next his castle. Matter of fact, this is a prudent move &amp;amp;ndash; after all, Sir Kaylan would only use the gold to recruit troops that would steal your experience!&lt;br /&gt;
&lt;br /&gt;
You can also send Haldiel west as fast as possible and attempt to take the village due south of the enemy castle.  This will draw some orcs south, reducing the pressure on your actual army and giving you more freedom to shape the battle. However, be careful to not let him get pinned down and killed.&lt;br /&gt;
&lt;br /&gt;
Sir Kaylan will send one or two horsemen to the enemy lines to assist you.  Although these horsemen are not under your direct control, they can serve as a distraction if you manoeuver your forces properly, taking the brunt during the enemy's turn to attack. &lt;br /&gt;
&lt;br /&gt;
The first night will be tough, be prepared to lose some units; but if you use the terrain to your advantage, you should have enough of an army left to launch a serious counterattack during the next day. The momentum should keep you going even through the next night and you may soon find yourself besieging the enemy keep. However, the actual objective is merely to survive &amp;amp;ndash; if everything fails, you may still retreat behind the swordsmen guarding Sir Kaylans fortress.&lt;br /&gt;
&lt;br /&gt;
There is an early finish bonus for killing the enemy leader, however, it will probably be small. In other words: rushing it won't be worthwhile, instead you should play it safe: manoeuver carefully and try to get some experience to those units that need it most. By the end of this scenario, you really ought to have a Druid &amp;amp;ndash; that's absolutely vital. Next in line should be an elvish Fighter (make him a Captain) and Konrad, anything else is optional. But the more the merrier as they say.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=2929 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 3 - Isle of Alduin ==&lt;br /&gt;
Scenario objectives: Kill the enemy leader.&lt;br /&gt;
&lt;br /&gt;
The key to victory is to control the villages, earning the gold you need to recruit or recall troops.  You have the option to send the majority of your army west or south with village grabbers going the opposite direction.  If you choose to send your army west (recommended) send a scout and an archer south, grabbing alternating villages. Done intelligently they will each grab 1 village per turn until they are near the opponents keep. Be careful of engaging the enemy on the west flank near the hills at night: this is where they shine. Back off to the forests and wait for a more favorable time of day if necessary.&lt;br /&gt;
&lt;br /&gt;
The following strategy works well if you take care of your unit placement. Protect units you cannot afford to lose from multiple attacks at night or when weakened, particularly new horsemen and magi.&lt;br /&gt;
&lt;br /&gt;
First recall or recruit 3 elvish scouts. Send two scouts to the southern villages, and the third to the village to the northwest. Recruit 3 fighters; send one to the south and the other two to the southwest. This works best if one scout is &amp;quot;quick&amp;quot; and the fighter recruited to fill the southeastern hex of your castle is also &amp;quot;quick&amp;quot;. If not you may have to modify this strategy. Send Delfador up to the northwest on the first turn to find the mage and send the mage down to the village next to the castle. Konrad should take two nearby villages in the first two turns, because you have no money left anyway.&lt;br /&gt;
&lt;br /&gt;
One of the scouts goes as far south as possible, taking villages and distracting the enemy. This scout is usually destroyed by turn 4. That's OK. The other scout in the south usually has to retreat to survive. You try to take all the villages in the south you can and then reinforce the south slowly and move south. Now your main push is in the west because most villages are there and you need an income of over 20 per turn to recall all of your good troops. I usually use the scout I have sent to the northwest village on the island to take all of the far northwest villages. Delfador can destroy an enemy unit each turn, especially saurians, because these pesky units can kill weakened units in the rear. Horsemen take too long to cross the forest south of your castle but are strong on the western plains during daytime. Send newly-recruited horsemen to the west along with magi. A shaman is useful to the south and later one can be sent to the west.&lt;br /&gt;
&lt;br /&gt;
Approaching turn 10-12, you should have assembled two reasonably powerful forces on each side of the lake. The westerly one usually is based on Delfador and horsemen-mage combos with fighters and archers for ZOC purposes, and the eastern force almost entirely of elves. Remember magi work best against trolls and grunts, and horsemen against archers.&lt;br /&gt;
&lt;br /&gt;
Move south in tight groups, trying not to get too aggressive at night with the west group, until they meet at the far southern end of the island, and assault the castle together.&lt;br /&gt;
&lt;br /&gt;
If you are a new player, you've probably been focusing on game mechanics and how the units and terrain interact. If so, it's time to give serious thought to leveling up some units by allowing them to strike the killing blow. When Konrad or an elven fighter is at level 2, they get the &amp;quot;leadership&amp;quot; skill. When a shaman levels up, they get the &amp;quot;cure&amp;quot; skill.&lt;br /&gt;
&lt;br /&gt;
Hardly any player notices this, but this scenario offers the opportunity for some extra experience at the expense of very little gold. The early finish bonus is 38, but there are 36 villages on the island, so if you control all villages, you only lose 2 gold per turn (or only 1.6 gold, since only 80% can be retained - should be less than 24, since you hardly ever finish more than 15 turns early). So instead of killing the remaining enemies - especially the enemy leader - you might encircle them and reduce their health to a minimum. If you do not attack them in the subsequent turns, they will neither attack nor move, thus regain 2 HP per turn and will eventually be healthy enough to stand an attack of your weaker units. This is a relatively safe way to milk some extra XPs out of them for your weaker units (preferably magi and shamans). While milking level 1 units may not be very rewarding, milking the level 2 leader might easily give 20 extra XPs.&lt;br /&gt;
&lt;br /&gt;
A note about playing with Magi: They are weak units, but become important later in the game. Over the next few levels, you'll want to level at least two Magi to White Magi for later in the game; they have an arcane (or holy) attack which does incredible amounts of damage to the undead. Fire Magi can eventually level up to level 4 Great Magi, which are walking killing machines, and Fire Magi do decent damage to most other units, especially trolls and skeletons. Magi are weak, however, so they need to be guarded by stronger units. Don't let the enemy have more than one attack position on them.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=2959 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 4 - Bay of Pearls ==&lt;br /&gt;
Scenario objectives: Kill one or both enemy leaders.&lt;br /&gt;
&lt;br /&gt;
Opening moves: On the first turn, have Konrad recruit or recall some units. Which units, and in which order, is your first tactical decision. If you recruit/recall in pairs, with one fast (6 movement points or more) and one slow unit, then one will be able to move onto the island the next turn, while the other is still wading through the river.&lt;br /&gt;
&lt;br /&gt;
Then, move Konrad to the cage on the island just to the east. This will free some mermen. (How many depends on whether you are playing on Easy, Medium, or Hard.) One of these can go open the second cage, and so on: by the end of your very first turn, you should have five mermen in the water.&lt;br /&gt;
&lt;br /&gt;
Watch out: there's one cage far out at sea that's easily overlooked. The first Merman you set free tells you as much, but if you skip the message... Anyway, it is guarded by two nagas. Send two or (at most) three Mermen up there and *do not* fight it out: get the cage first, then kill the nagas with the help of the mermen from that cage. It holds at least four Mermen, on of them an Initiate. The latter may become a healer, try to get her experienced as soon as possible.&lt;br /&gt;
&lt;br /&gt;
Even further north than the last cage there's a trident in the water. It will confer a powerful ranged attack to its bearer. Have a &amp;quot;quick&amp;quot; merman pick it up (who should eventually become a Hoplite).&lt;br /&gt;
&lt;br /&gt;
The remaining mermen should try to hold the sea leaders' recruits at bay. Mermen and nagas both have high defense in water, so combat can be a bit slow and frustrating. Concentrate three or four mermen on a single enemy unit at a time, rather than spreading your attacks piecemeal. Don't push too hard, especially not at night when your attacks are weak. Keeping your loyal mermen alive is more important than the possession of a village, and things will look much better on the next day. If that doesn't suffice, the troops from the deep-sea cage may lend a hand.&lt;br /&gt;
&lt;br /&gt;
It will be nigh impossible for your horsemen and elves to wade to the island to fight the sea leader in time, so eventually your need to do this. The Storm Trident and the Initiate both have magic attacks (70% to-hit regardless of terrain) and should go a long way... you better attack him during the day, even if it means that you need to wait for a few turns.&lt;br /&gt;
&lt;br /&gt;
On land, you have to fight off a wave of orcs and wolves. Your decision is how far west to engage the enemy, though really, you have little choice: You are hindered by the limited recruitment you can do each turn, and how long it takes your elves and horsemen to trickle across the river. Some wolves may reach you in the night, but the bulk of his army won't arrive until daybreak. Press hard during the day, and there will be little left of his army when the night comes. &lt;br /&gt;
&lt;br /&gt;
Careful management of your killing blows should allow several units to get to Level 2. A charging horseman does so much damage it will be easy for the horsemen to get all the kills, but try to get at least Konrad, your loyal mage,  and an elven fighter to level-2 (if you haven't already).&lt;br /&gt;
&lt;br /&gt;
The outcome of this battle affects the next scenario you play. If you kill the sea leader you wind up on Isle of the Damned. If you kill the land leader you wind up on Muff Malal's Peninsula. If you kill both, you can choose (and get an early finish bonus).&lt;br /&gt;
&lt;br /&gt;
New players should take the land route to Muff Malal's Peninsula, where you can easily level up many units or collect an early finish bonus. Experienced players or those who are looking for an interesting tactical exercise may wish to consider the sea route to the Isle of the Damned, where you will find a loyal White Mage who *might* join you... if you meet some very tough winning conditions. Either choice will be a battle against undead.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3022 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Diverging campaign path ==&lt;br /&gt;
=== Scenario 5A - Muff Malal's Peninsula ===&lt;br /&gt;
Scenario objectives: Kill the enemy leader.&lt;br /&gt;
&lt;br /&gt;
This is an easy scenario, and your aim here should be to build up your gold by controlling most villages, while earning experience against enemy forces. The enemy recruits bats to capture villages, and hordes of Walking Corpses to keep you busy.  The occasional Dark Adept can be dangerous on Hard difficulty, but is vulnerable to melee attack, especially from knights.&lt;br /&gt;
&lt;br /&gt;
One approach is to recall a few level 2 units supported by a mage. These units build a defensive position in the central part of the map, using hills and forest for cover, and hold off the first wave of Walking Corpses. Mounted troops capture villages in the north and west, and can charge down the flanks at daytime. A merman or two distract enemy bats and capture sea villages. If you can recall the merman that picked up the trident in Bay of Pearls, it will be able to dispatch bats easily on its own.&lt;br /&gt;
&lt;br /&gt;
During daytime, your main force advances to one of the villages in the south-east, where you wait for more Walking Corpses to attack. A level 2 melee unit (eg. Elvish Captain) can use the village defense bonus to survive attacks, and heal between turns. By the time it is low on hit points, it should be advancing to level 3.&lt;br /&gt;
&lt;br /&gt;
You should now control most villages and have some gold, so recruit or recall additional troops. Launch an offensive with your central force, supported by your horsemen advancing at the sides.  Don't forget to use Konrad in the attack.&lt;br /&gt;
&lt;br /&gt;
Try to attack with human units only at day, when the undead are at their weakest, and hold the lines with your elves at night.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing the enemy leader.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3178 forum discussion].&lt;br /&gt;
&lt;br /&gt;
=== Scenario 5B - Isle of the Damned ===&lt;br /&gt;
Scenario objectives: Kill the enemy leaders, or survive for 27 turns.&lt;br /&gt;
&lt;br /&gt;
Konrad is washed overboard during a storm, but is rescued by two mermen. You start out with 100 gold and cannot recall any units. You are joined by Urlaf, a level 2 Outlaw.  In addition to Mermen, you can recruit his friends: Thugs, Poachers and Footpads. This is the only time in the campaign that these units can be recruited, but any outlaw units surviving this scenario can be recalled later. Your gold from Bay of Pearls (minus the usual 20% discount) is saved for the next scenario.&lt;br /&gt;
&lt;br /&gt;
Moremirmu is a White Mage with a holy sword which is very effective against undead. He is hiding in one of the three temples, and will join your cause if you find him. Beware: Xakae, a Revenant with a retinue of Walking Corpses, is waiting to ambush you in another temple. Moremirmu and Xakae are randomly placed; the third temple is always empty. Xakae and the Corpses can be a useful source of experience if you have the troops to deal with them.&lt;br /&gt;
&lt;br /&gt;
While your new units might seem weaker than your old troops, they are chaotic like their undead opponents and Thugs and Footpads deal useful impact damage. Use the Footpads effectively to hold your line and the Thugs to deal the main portion of the damage.&lt;br /&gt;
&lt;br /&gt;
Mermen can be used successfully to harass the undead in their rear. Typically the undead responds by withdrawing forces to deal with your mermen. Occasionally this tactic can be used to isolate and trap an undead leader while their forces are busy with your land troops. Don't expect the mermen to survive, though - their pierce damage does very little to the undead, especially at night. Mermen are also useful to hold the many isolated villages scattered throughout the map.&lt;br /&gt;
&lt;br /&gt;
Moremirmu is critical to winning but also quite fragile. He will die quickly if he is attacked by multiple undead.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing both enemy leaders. Moremirmu (and his holy sword) will join you in future scenarios only if both are defeated. There are only a few ways to achieve the early finish. One involves recalling mermen from the previous scenario, including the one with the magical trident, and sending them to kill the southern lich, while land troops attack the other.&lt;br /&gt;
&lt;br /&gt;
The other two center on Moremirmu. Get Moremirmu early, and send him along with a few footmen and thugs north, and use other units to draw fire. Meanwhile, secure the rest of the center of the map from the south. If Moremirmu can finish off the first Lich in time, send that group south -- it takes 10 turns to reach the other Lich, so you'll need to accomplish this by Turn 16! The alternative is to simultaneously send a large force south with Konrad, lure the Lich onto bad ground and surround it.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3179 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 6 - The Siege of Elensefar ==&lt;br /&gt;
Scenario objectives: Kill both enemy leaders.&lt;br /&gt;
&lt;br /&gt;
Konrad arrives at the southern end of a large map. The island city of Elensefar dominates the center, and the cave of the necromancer Muff Jaanal is far to the north. The orcish warlord Agadla has taken the city. You know what to do!&lt;br /&gt;
&lt;br /&gt;
Your first objective is to retake the city. You could choose to charge across the bridges and fight your way onto the island, taking heavy casualties from the level 2 orcish warriors along the way - but casualties will probably be lower than if you do it the slow way. Or, you can lure the orcs into the water where they are easy to hit. Remember that mermen, especially the one with the Storm Trident, move quickly and defend quite well in water or on the bridges.  Whichever strategy you choose, remember that the undead are well on their way to join the orcs occupying the city.  Speed is a factor.&lt;br /&gt;
&lt;br /&gt;
Konrad will receive some help from the Thieves Guild. Apparently, an orcish occupation is bad for business. They will either show you a hidden ford onto the island, or attack the north gate after you take one of the island villages. Whether you choose to storm the city, and which aid to accept, depends in large part on how much of a hurry you are in.  Every turn, the undead march southward, and you'll have quite a fight on your hands after they reinforce the orcs in the city proper.&lt;br /&gt;
&lt;br /&gt;
After you defeat the orcs, you must fight your way north.  Fighting against the undead requires a different mix of units than fighting the orcs. Your mermen are too slow on land.  Horsemen and elvish units do reduced damage to skeletons.  Here, you need... mages.  Lots and lots of mages. And a paladin, if you've leveled a unit that high enough. Expect to spend many turns fighting through the northernmost six hexes. You are fighting in a cave, which slows your units down. Being underground, it is also treated as night for the time of day penalties.  Also, don't forget that mages can't take a lot of abuse, especially from melee attacks.  You will have to figure out how to use your less effective elvish units and horsemen to shield your mages.&lt;br /&gt;
&lt;br /&gt;
By now, you should have either Konrad or a level 2 elven fighter with the Leadership ability. A unit adjacent to a leader receives a +25% bonus to damage. Likewise, carefully position shamen or white mages in your lines so they can heal wounded units.  Two adjacent healers will heal each other.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing both enemy leaders.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3224 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 7 - Crossroads ==&lt;br /&gt;
Scenario objectives: Kill the north-eastern enemy leader.&lt;br /&gt;
&lt;br /&gt;
There are two strategies: either to &amp;quot;run for it&amp;quot;, or &amp;quot;kill them all&amp;quot;.  Which you choose will probably depend on whether you want to earn lots of gold, or level up lots of units.&lt;br /&gt;
&lt;br /&gt;
If you choose to run,  recall two turn's worth of troops.  Most should be level 2, but you should recruit one or two units as sacrifical lambs. Having two healers (who will stay adjacent to each other for mutual healing) is almost a necessity. Move the units in formation (probably in two packs) along the road. Do not be tempted to move units into the mountains.  The increased defence is not worth the risk of triggering ambushes. Drive your way to the leader in the northwest, kill them, and reap the early finish bonus.&lt;br /&gt;
&lt;br /&gt;
The second strategy is to methodically destroy all enemy units on the map. Recruit two turns worth of units, and then drive south.  Overcome the southern leader, and recruit more troops in his castle.  Move back north, moving into every town and through the mountains, in order to trigger ambushes. This strategy is trickier to pull off, but careful management of your kills should allow you to level multiple units. (Just be careful not to run out of turns...)&lt;br /&gt;
&lt;br /&gt;
Note:  The first two villages on the screen that you will likely attempt to grab trigger an Elvish Fighter and Elvish Archer to join your party and warn you about the hills.  Keep in mind that they, too, are Loyal troops.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3281 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 8 - The Princess of Wesnoth ==&lt;br /&gt;
Scenario objectives: Subdue Li'sar to win&lt;br /&gt;
&lt;br /&gt;
Konrad's life now takes an interesting turn, as he meets the Princess of Wesnoth, Li'sar.  Instead of dying when you &amp;quot;kill&amp;quot; her, she surrenders.&lt;br /&gt;
&lt;br /&gt;
Li'sar is supported by troops from the Loyalist faction. Even your tough level 2 units make tempting targets for her lawful horsemen; they will charge and probably kill them.  Use terrain and position sacrificial level 1 screening units while the sun is high. Likewise, you can try for a quick kill by charging Li'sar with your own horsemen or knights.&lt;br /&gt;
&lt;br /&gt;
This otherwise straightforward battle is enlivened by reinforcements that Li'sar summons on turns 5 and 10.  Also, a level 2 Duelist will defend the Princess' honor when you approach her, appearing from the south of your position.  You can trigger his arrival by exploring the mountain with an entrance. Capture the villages on the eastern side as you cross the river, and position units to cover the north-eastern plain to prevent Li'sar's mounted units from capturing these villages.&lt;br /&gt;
&lt;br /&gt;
By the end of this scenario, you should have learned a painful lesson in how the computer player targets its attacks...&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3401 forum discussion].&lt;br /&gt;
&lt;br /&gt;
[hipparchos] Patience is the key here. I send a couple of L2 horsemen north to take the northern villages, then cover your left flank. A couple of mermen swing south to take the southern ones, then cover your right flank. (The storm-trident merman stays on the village next to the mineshaft will deal with the Duellists.) But I put the bulk of my army on the west bank of the river, ''without crossing it''. Let the enemy come to you, because they will be much easier to defeat when they're standing in the river, and that's especially true as the Princess recruits L2 defenders later in the scenario. The bridge is the northern end of your main line, and Delfador can defend it easily with one other strong unit. Only after all the Princess's defenders have been defeated do you cross the river and take her keep.&lt;br /&gt;
&lt;br /&gt;
== Scenario 9 - The Valley of Death ==&lt;br /&gt;
Scenario objectives: Survive 12 turns.&lt;br /&gt;
&lt;br /&gt;
There are two holy water bottles on the map. The unit which picks them up will have their melee attacks be holy for the duration of this scenario. These are especially useful for powerful melee units like Elvish Heroes or Champions which otherwise do little damage to the undead. Or, you could recruit Horsemen and have them grab the holy water.  They should easily level to level 2 Lancers or Knights, and maybe even to a Level 3 Paladin by the end of the scenario. As in previous scenarios, mages will be effective against most of the undead enemies.&lt;br /&gt;
&lt;br /&gt;
You'll be facing many level-2 undead. They're all dangerous but two kinds require special attention:&lt;br /&gt;
* Spectres (level2 ghosts) are fast in every terrain, somewhat hard to hit, resistant to all common kinds of damage, and have a draining attack. Attacking them in melee is not recommendend, killing them with arrows will eventually work but takes many arrows. They are vulnerable to arcane spells and fireballs, though.&lt;br /&gt;
* Walking Corpses: they're slow, they're weak, they're fragile. Usually nothing to worry about, but this time they're many. Hordes. Night of the Living Dead. A strong fighter will easily slay them, but that can become his downfall: an attacking corpse that gets killed makes room for the next corpse to move in and attack... and the next, and the next, and each one gets a few blows. Even a Paladin or Champion will eventually be overwhelmed, taking around ten or fifteen zombies with him. Whether you consider this to be a good exchange is up to you. Incidentally, something similar can happen between Paladins and level-1 Skeletons.&lt;br /&gt;
&lt;br /&gt;
The castle you start in is a well-defensible position, but all enemies arrive at about the same time. Once surrounded, you'll have very little wiggle room or inside tiles for your wounded units to retreat to. Filling the moat with Mermen might work a bit better, but their tridents won't impress the skeletons.&lt;br /&gt;
&lt;br /&gt;
You should consider attacking the southern enemy, then hole up in his castle and the surrounding hills. This increases the distance to the others: their troops will reach you later and they will be strung out, so you don't have to fight them all at once.&lt;br /&gt;
&lt;br /&gt;
If you don't have the money to recruit a large or powerful army, recruit a few Elvish Fighters and send them to the forest north of your castle. Their job is to slow the Revenant for several turns and then die gloriously. Flee with Konrad and the rest of your army to the south-east corner. If you're lucky, the WC horde will be too slow to reach you before the scenario ends. A cowardly tactic, yes -- but you'll survive...&lt;br /&gt;
&lt;br /&gt;
If you played Isle of The Damned without killing both Liches, and Moremirmu survived, then he will reinforce you with three White Mage buddies between turns 7-10. You can't recall them after this scenario, so they are expendable.&lt;br /&gt;
&lt;br /&gt;
Another strategy, which requires to have Moremirmu to help you and allows you to kill the three Liches, is to recruit 2 horsemen (or recall their leveled up units) and as many thieves as you can, send each horsemen to gather the bottles of holy water, and kill with them the northern and eastern Liches; don't send them the horseman to the northern Lich too quick, because if you do his army will focus on it, and it won't reach the Lich. Move Konrad, Delfador, Kalenz, and your thieves towards the southeast corner. The thieves be used as a barrier to protect your more important units; place them in woods, mountains or villages(never in plains) as soon as they can, so that the northern and eastern Liches concentrate on them and leave Konrad and his group alone. With some luck you'll kill the northern and eastern Liches around the same turn that Moremirmu appears, and Konrad and his group will survive enough time to have one of Moremirmu's white mages kill the Southern Lich during day time.&lt;br /&gt;
&lt;br /&gt;
[edit: Viper] On medium, I found that I could only make this strategy work by save/loading &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; by using knights or better for the Litches (as horsemen could not do the job in a single turn even hitting on every attack).&lt;br /&gt;
&lt;br /&gt;
Early finish bonus if you somehow manage to defeat all enemy leaders. If you do, feel free to boast about your accomplishment at the [http://www.wesnoth.org/forum/viewtopic.php?t=3402 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 10 - Gryphon Mountain ==&lt;br /&gt;
Scenario objectives: Kill the enemy leader.&lt;br /&gt;
&lt;br /&gt;
Konrad starts in the lower left corner of the map.  General Robert, commanding Loyalist troops, is in the upper right.  In the middle of the map, surrounded by mountains, is the Mother Gryphon and four sleeping Gryphons.&lt;br /&gt;
&lt;br /&gt;
If you kill the Mother Gryphon before the Loyalists do, you will have access to gryphon eggs, allowing you to to recruit Gryphon Riders in future scenarios.  Opinions differ as to whether their ability to capture far-flung villages, safely lure enemy troops, and ability to pierce the map shroud are worth their high cost.  Even if you decide not to attack the Gryphons, the enemy will -- and then the wild beasts of the air might decide to attack you.  &lt;br /&gt;
&lt;br /&gt;
For a quick victory to earn the early finish bonus, head up the right side of the mountains.  To earn experience, head towards the Mother Gryphon, and the enemy will come to you.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing both the mother gryphon as well as the enemy leader.&lt;br /&gt;
&lt;br /&gt;
== Scenario 11 - The Ford of Abez ==&lt;br /&gt;
Scenario objectives: Move Konrad to the north side of the river&lt;br /&gt;
&lt;br /&gt;
The wide Abez river cuts across the middle of the map from left to right, with Konrad starting on the lower right side. Princess Li'sar starts on the lower left, and an orc band is on the north side of the river. Killing the Princess is meant to be impossible: she has plenty of troops as is, and if you actually get near her there will be numerous high-quality reinforcements. Do not even try to attack her, it will be a waste of good troops for no gain. Instead, fill the river with mermen: this is an excellent opportunity to get many of them leveled up.&lt;br /&gt;
&lt;br /&gt;
But first things first: your task is to get Konrad across the river. The chaotic orcs will attack from the north, the Princess's lawful Loyalists will attack from the south, and... a new enemy (alignment: hungry) will be attacking from downstream. All will happily fight each other if they ever meet, but with your army standing right between them in the middle of the river... it will pretty much seem as if everyone was out to get you.&lt;br /&gt;
&lt;br /&gt;
Remember those loyal mermen from in the Bay of Pearls? They should comprise your principal fighting force. Be sure to send one downstream to acquire the Storm Trident there. If you have some of the flying elvish units, they move and fight equally well over land or water. Wait for the Orcs and Humans to get into the water where the mermen have excellent defence while the landlubbers do not. &lt;br /&gt;
&lt;br /&gt;
Even if you have the money, don't recruit for more than two turns, otherwise Konrad might not even make it into the river. The scenario ends as soon as he makes it to the other side (off the beach and onto flat ground) -- by the time he gets there, there will be few orcs left on that shore, Kalenz and Delfador can well deal with them. If you recruit any land troops at all (healers perhaps?), make sure they have at least two moves in shallow water.&lt;br /&gt;
&lt;br /&gt;
This is an excellent opportunity to get your mermen some XP, and you don't really need the early finish bonus. &lt;br /&gt;
&lt;br /&gt;
Early finish bonus for getting Konrad onto dry land.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=8716 forum discussion]&lt;br /&gt;
&lt;br /&gt;
== Scenario 12 - Northern Winter ==&lt;br /&gt;
*Objectives: Defeat all enemy leaders (2 of them)&lt;br /&gt;
*Lose if: Konrad, Delfador or Kalenz die or turns run out&lt;br /&gt;
*Turns: 50 (as of 1.8.3 on medium difficulty turns = 40)&lt;br /&gt;
*Starting units: Konrad, Delfador, Kalenz, a random soldier&lt;br /&gt;
*Early finish bonus: 47 / turn&lt;br /&gt;
*Other:&lt;br /&gt;
**Snow falls on turns 6 and 10, making the tundra patches larger.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
This is a relatively simple scenario. The enemy will mostly raise level-1 wolf riders and orcish archers, plus the occasional level-2 Ogre or Troll. You can field a similar mix of mostly fresh recruits plus a few veterans. Throughout the scenario, the wolves will attempt to seize villages, often bypassing your forces: a few Elvish Scouts behind your lines will come in handy. Alternatively, your loyal Thieves can play hide-and-seek just as well. Don't overrecruit, though: there's only so many units you can actually bring to bear on the enemy. You've got enough time to win this twice, so you may chose to take it slow and milk this battle for experience. You'll still end this with more than enough gold in your coffers.&lt;br /&gt;
&lt;br /&gt;
== Scenario 13 - The Dwarven Doors ==&lt;br /&gt;
* Objectives: Move Konrad to entrance of the Dwarfen Kingdom&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die or turns run out&lt;br /&gt;
* Turns: 26 / 20 / 15&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, one experienced Rider, one outlaw unit (if you have any)&lt;br /&gt;
&lt;br /&gt;
You may defeat all enemy leaders if you feel like it, but this won't end the scenario. The sole winning condition is to get Konrad to the entrance of the Dwarven Kingdom. Actually, there are two entrances: the &amp;quot;Great Gates&amp;quot;, clearly labeled as such, and a less conspicious side entrance in the north-eastern corner. Only one of these is open, the other is blocked from the inside (determined at random).&lt;br /&gt;
&lt;br /&gt;
You start the scenario with one rider who suggests to scout ahead: that's a good idea, even though you may chose another unit for the task (the game picks the most experienced). Anyone reaching an entrance will tell you whether it's open or not. Alternatively, if you played the Isle of the Damned, one of your outlaws will tell you about his uncle who used to have business with the dwarves, hiding in a village along the way (at 18/24, you'd probably seize it anyway). The uncle is a loyal bandit who joins your troops; he also tells you which entrance to chose, main gate or mine tunnels. It pays off to actually read that dialog.&lt;br /&gt;
&lt;br /&gt;
The most minimalistic approach is to recruit one castle full of cavalry and RUN. The enemies have to cover some distance and cross difficult terrain in order to get in you way -- if Konrad starts running on turn one, he can move past them practically unopposed. It falls to the cavalry to bring up the rear: let them form a line somewhere near the Pillars of Thunedain while Konrad, Delfador and the other walkers keep going. Holding the line for a single turn is enough, then the riders may follow Konrad, leaving the pursuers behind and unable to catch up again (except for the wolves, but there shouldn't be many).&lt;br /&gt;
&lt;br /&gt;
You can still follow this basic principle if you recruit for two turns, adding a healer or two and perhaps some Rangers (their ambushes will stop many opponents). If you recruit for more than two turns, this will become a rather normal battle: your rearguard can no longer disengage, but will have to keep on fighting. There's nothing wrong with that, you can gain quite some experience that way, just don't forget the actual objective.&lt;br /&gt;
&lt;br /&gt;
Konrad needs to get into the mines. Scenario ends with early finish bonus as soon he does so.&lt;br /&gt;
&lt;br /&gt;
== Scenario 14 - Plunging into the Darkness ==&lt;br /&gt;
* Objectives: Find the dwarves&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die or turns run out&lt;br /&gt;
* Turns: 19&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz&lt;br /&gt;
* Early finish bonus: n/a&lt;br /&gt;
* Other:&lt;br /&gt;
** Secret pasage in southeastern part of the tunnel&lt;br /&gt;
** A very short and straightforward map&lt;br /&gt;
&lt;br /&gt;
In principle, this is quite simple. You cannot recruit and just have to walk down that corridor until you find the dwarves -- you can't possibly miss them. You will be attacked by a few bats. They may hurt, that's all. This is mostly a lesson: see how slow Kalenz is in the caves? Notice his abysmal terrain defense? Clearly, this is no place for elves.&lt;br /&gt;
&lt;br /&gt;
Since you're reading this walkthrough, you'll also be interested in locating the secret passage leading to a chest of 200 gold pieces in the southwest. Just stick to the wall, step by step, and you'll eventually find it. However, said chest is guarded by a rather nasty spider: watch out! It's a level-3 beast that poisons and slows.&lt;br /&gt;
&lt;br /&gt;
After you're done with the bats, you can just sit there and wait until your men are healed again. There is no turn limit, after all. Once you found the secret door, do not get in. Step back a bit and the spider will rush out where you can attack her three to one. You should be able to kill her in a single turn, don't worry about getting poisoned -- you won't die from poison and there are no other enemies left. However, if you fail to kill her quickly... you saved the game, didn't you?&lt;br /&gt;
&lt;br /&gt;
== Scenario 15 - The Lost General ==&lt;br /&gt;
* Objectives: Kill all enemy leaders (there are two)&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die or turns run out&lt;br /&gt;
* Turns: 64(!)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz&lt;br /&gt;
* Early finish bonus: Killing both enemy leaders&lt;br /&gt;
&lt;br /&gt;
Moving underground is slow, especially for elves.  Their fighters and archers are also ineffective against undead.  Outriders and slyphs might be worth recalling, if you can afford them.  Likewise, gryphons and horsemen are bogged down.  Recruit dwarves for speed, and mages to back them up. (However, a Gryphon can pass the small pond quickly, and there are four towns on the other side.)&lt;br /&gt;
&lt;br /&gt;
You are fighting Lionel, a former general turned Death Knight, who starts trapped in the south.  To the west is the usual orc/troll force.  In the north is a dwarven ally, although if you are too slow they will be overwhelmed by the orcs. &lt;br /&gt;
&lt;br /&gt;
Dwarven fighters do well against the undead, while the Thunderers do best against the orcs and trolls.    If you choose to go for money, rush troops both south and north, reinforcing the native dwarves and triggering the appearance of the undead.  If you choose to go for experience, ignore the undead until you have killed the orcs, then return en masse to destroy the undead.  Don't take too long, as Lionel will break forth on turn 20.&lt;br /&gt;
&lt;br /&gt;
There are two ways to get to Lionel: an entrance opens in the pond on turn 19/20; and walls collapse when units move into tiles just south of the sign that says &amp;quot;Guest Quarters&amp;quot;, regardless of when this happens.&lt;br /&gt;
&lt;br /&gt;
Tip: If you make dwarf leader to survive (and actually reveal him), Dwarvish Guardsman will become available.&lt;br /&gt;
&lt;br /&gt;
Note: If you recall/recruit a merman and send it to the pond, then have it go to the whirlpool, it will arrive in a hidden cavern with a friendly ulfserker. Once your merman returns to the whirlpool through the other end, it will carry the ulf with it.&lt;br /&gt;
&lt;br /&gt;
== Scenario 16 - Hasty Alliance ==&lt;br /&gt;
* Objectives: Defeat the enemy leader&lt;br /&gt;
* Lose if: Konrad, Delfador, Kalenz or Li'sar die or turns run out&lt;br /&gt;
* Turns: 33&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz&lt;br /&gt;
* Early finish bonus: Killing enemy leader + 200 Gold from Li'sar&lt;br /&gt;
&lt;br /&gt;
Li'sar is about to attack, when you are surrounded by orcs and trolls.  She joins forces with you to defeat the troll leader, bringing her Royal Guards and 500 gold worth of allied troops to the struggle.&lt;br /&gt;
&lt;br /&gt;
Your greatest challenge will be to survive the first few turns, as the death of any of Konrad's companions will end the scenario.  &lt;br /&gt;
Once you have defeated the first wave, it is relatively easy to finish off any remaining trolls and move north to the troll leader.  Try and encourage your allies to go first and take the hefty damage from the Level 2 and Level 3 trolls, while your mages and dwarves get the experience for killing blows.&lt;br /&gt;
&lt;br /&gt;
The way I did it was to recruit a keep of thieves (the cheapest unit) and move Delfador and Kalenz out of the way. Then my allies were able to send help over so that I could get 'real' units on my second turn without suffering casualties. One thief survived and I got a Rogue with 36/56 XP by the end of the scenario! -CountPenguin&lt;br /&gt;
&lt;br /&gt;
== Scenario 17 - The Sceptre of Fire ==&lt;br /&gt;
* Objectives: Capture the Sceptre of Fire with Konrad or Li'sar&lt;br /&gt;
* Lose if: Konrad, Delfador, Kalenz or Li'sar die or turns run out&lt;br /&gt;
* Turns: 50&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar&lt;br /&gt;
* Early finish bonus: n/a&lt;br /&gt;
* Other:&lt;br /&gt;
** 300 gold gift from Li'sar&lt;br /&gt;
** Milk this level for experience as there is no early finish bonus&lt;br /&gt;
** Randomly generated map&lt;br /&gt;
&lt;br /&gt;
The map changes each time, so if you're save-scumming, be sure to checkpoint right after the scenario starts, and replay once you know where the Sceptre is.&lt;br /&gt;
&lt;br /&gt;
There's three or four enemy leaders, depending on difficulty. The map is randomly generated; there's no telling how many villages there are and where... but more often than not, it's something like 25 villages and most will be placed where you can seize them early. The scenario certainly feels as if you're in for a major underground struggle, but the enemy leaders have little money to begin with and -usually- they won't have much of an income either.&lt;br /&gt;
&lt;br /&gt;
Usually there's two large tunnels going north, and quite often you meet little resistance in one, and quite a lot in the other -- though the latter still doesn't qualify as tough. You can gain quite some XP in the contested tunnel, just form a shieldwall with (mostly) guardians, play it safe, and you can level up some 4-8 dwarves. It's a good idea to station Kalenz here, his faerie fire will help a lot against the occasional lvl-3 Troll.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, The Princess, Delfador, one healer and several of your better dwarves should move up the less contested corridor and scout the map. The Scepter usually is somewhere about 2/3rds up the map. You may encounter the occasional enemy... it's alright to buzz off in all directions, but make sure that everyone has a line of retreat and may receive support within a turn or two. &lt;br /&gt;
&lt;br /&gt;
The scenario ends as soon as Konrad or the Princess gets to the scepter. You may delay this a bit in order to milk a few more XP, but there's not that many more to be gained by then. All things considered, it's better to let Li'sar have the scepter -- she'll be with you until the end, she has no ranged attack, and while Konrad will often be held back by recruiting, Li'sar can be in the frontline from turn one.&lt;br /&gt;
&lt;br /&gt;
Note: When the earth rumbles, something actually happens. There are lava chasms in various places, and these grow when there is a rumble, so keep your units away.&lt;br /&gt;
&lt;br /&gt;
== Scenario 18 - A Choice Must Be Made ==&lt;br /&gt;
* Objectives: Defeat either of the leaders&lt;br /&gt;
* Lose if: Konrad, Delfador, Kalenz or Li'sar die or turns run out&lt;br /&gt;
* Turns: 33&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar&lt;br /&gt;
* Early finish bonus: Kill either leader&lt;br /&gt;
* Other:&lt;br /&gt;
** Next level depends on killed leader&lt;br /&gt;
*** Northern orcish leader will get you to the ''Snow Plains'' and the Flaming Sword (15-4, magical)&lt;br /&gt;
*** Southern undead leader will get you to the ''Swamp Of Dread'' and a suit of armor (high resistance to blade, pierce, impact)&lt;br /&gt;
*** If you take a merman to the eastern side of the river, you get to the cliffs of Thoria, an insanely difficult battle where you can find a loyal Sergeant (may become a level-4 leader)&lt;br /&gt;
** Simply decide for one direction and block the bridge in the other direction unless you want to fight on two large fronts&lt;br /&gt;
** First real chance to level gryphons&lt;br /&gt;
&lt;br /&gt;
Scenario objectives: Kill either leader.&lt;br /&gt;
&lt;br /&gt;
Going south is the easiest way: the orcs coming from the north may only cross the river at the bridge, a chokepoint that's easy to block. In fact, a determined attack may defeat the undead before the bulk of the orcs even makes it to the bridge. Fighting the orcs in the hills will take longer while the undead can walk through deep water or fly over it, crossing the river wherever they like.&lt;br /&gt;
&lt;br /&gt;
Going south will also the most prudent choice when considering the possible goodies: currently, Li'sar goes into battle wearing lingerie. While a magic sword or a loyal leader might come in handy, you don't need them as badly as the Princess needs a suit of armor.&lt;br /&gt;
&lt;br /&gt;
The undead need to be dealt with even if you don't want to kill their leader. Delfador, Kalenz and Lisar all have undead-killing ranged attacks (you *did* give her the scepter, didn't you?) -- add two more mages (one of them a healer) and three dwarfish steelclads as bodyguards. Recruit those on turn one and move them to a position where they may receive the chocobones' attack by dusk. You need at least steelclads in order to survive their charge. However, after the chocobones are gone the remaining undead ought to be manageable even if you don't throw any more troops that way (though you may do so if you're after the undead and want this to be finished quickly). You may need a few turns' rest before you can tackle the Death Knight, but eventually your spellcasters should dispose of him quickly.&lt;br /&gt;
&lt;br /&gt;
In order to hold back the orcs, a few elves plus a healer are enough to secure your end of the bridge; the orcs will be reluctant to attack even level-1 archers during the day, and if you employ more and better troops (like, level-3 loyalists  in the woods and a few mermen in the water) the orcs may not even attack at night. There's not much experience to be gained that way, though. If you want to actually fight the orcs, you should get to the other side and meet them there. There's plenty of mountains, an excellent opportunity to get some more experience to your dwarves (you will have good use for high-level dwarves later on). Dwarves, Gryphons and Orcs all have high defense in the mountains, so fighting will be slow.&lt;br /&gt;
&lt;br /&gt;
It will be a long walk to the northern leader even after you rubbed out his army. You might consider an assassination: send like 4-6 suicidal gryphons to his keep. Bonus points if you have a silver mage (teleport!). Of course, you can assassinate him without defeating his host first. just wait until his army is too far away to turn back and help him.&lt;br /&gt;
&lt;br /&gt;
Talking about Gryphons... this is the first time that you can really use them. Gryphons alone won't really impress the orcs, not even when supported by leaders and healers (they're level-1 units, after all). They may however seize a few villages, harass and distract the enemy, track down wounded units and so on. You should certainly get a few.&lt;br /&gt;
&lt;br /&gt;
They must have changed this scenario. As of v 1.9.5 at medium level it's absurdly easy. I recruited just one keep (two paladins, two mages of light, and two griffons). Then charged for the undead leader (South) and wiped him and his evil minions out by the end of turn 9. The griffons didn't even get in the fight. The orcs hadn't even reached the river bridge. ~ Sojourner, 4/16/11.&lt;br /&gt;
&lt;br /&gt;
== Diverging campaign path ==&lt;br /&gt;
=== Scenario 19A - Snow Plains ===&lt;br /&gt;
* Objectives: Defeat the enemy leader&lt;br /&gt;
* Lose if: Konrad, Delfador, Kalenz or Li'sar die or turns run out&lt;br /&gt;
* Turns: 43&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar&lt;br /&gt;
* Early finish bonus: Kill the leader&lt;br /&gt;
* Other:&lt;br /&gt;
** Li'sar will tell you she does not like her mother&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Konrad will find the Flaming Sword (15-4 melee, fire, magical) hidden under the great tree in the northeast near the enemy keep.  It will take Konrad a while to slog through the snow, forest, and hills, so you'll have to think about how many turns he will recall units.  Dwarves will do well in the mountains, as will the flying gryphons.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing the enemy leader.&lt;br /&gt;
&lt;br /&gt;
=== Scenario 19B - Swamp Of Dread ===&lt;br /&gt;
Scenario objectives: Kill all enemy leaders.&lt;br /&gt;
&lt;br /&gt;
There are lots of undead, but mostly level-1. The terrain is unfavorable, but hampers the undead as much as you.&lt;br /&gt;
&lt;br /&gt;
The swamp is good terrain for your mermen. Those with attacks that hurt the undead (the ones with Storm Tridents, Netcasters, Healers...) can make quite a difference. However, be aware that the campaign is coming to an end and you'll have little use for mermen in the following battles. So while the mermen may well lend a hand, any experience they gain will effectively be wasted.&lt;br /&gt;
 &lt;br /&gt;
One of the Death Knights drops the Void Armor when killed. The unit that picks it up will gain high resistance to physical damage (blade, impact and pierce). Since Li'sar is very vulnerable to precisely those types of damage, you should probably give her the armor. Keep her in the center at first so she doesn't have to walk across the whole map if the armor appears at the other end.&lt;br /&gt;
&lt;br /&gt;
Some of the Liches' power seems to be tied to the death knights; killing all four will hurt the Lich for about half its hitpoints.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing all 5 enemy leaders.&lt;br /&gt;
&lt;br /&gt;
=== Scenario 19C - The Cliffs of Thoria ===&lt;br /&gt;
Scenario Objective: Make it to the end of the river&lt;br /&gt;
&lt;br /&gt;
Turns: 45&lt;br /&gt;
&lt;br /&gt;
Defeat:&lt;br /&gt;
* Death of Konrad, Delfador, Li'sar, or Kalenz&lt;br /&gt;
* Turns run out&lt;br /&gt;
&lt;br /&gt;
Early Finish Bonus: 40% gold carryover&lt;br /&gt;
&lt;br /&gt;
Starting Units:&lt;br /&gt;
* Konrad&lt;br /&gt;
* Delfador&lt;br /&gt;
* Li'sar&lt;br /&gt;
* Kalenz&lt;br /&gt;
* Your strongest merman&lt;br /&gt;
&lt;br /&gt;
After a little spat between Kalenz and the merman you use to go east, you'll head for the Cliffs of Thoria. You'll find a long water level full of derelict vessels of the Queen. You'll also meet a Drake. After some conversation you discover that the Queens' forces attacked the Drakes, and now the Drakes will stop you from going forward. Since you have to move forward, you'll have to fight them.&lt;br /&gt;
&lt;br /&gt;
There are a number of small islands on this map with Drake bases. Each base will produce one Drake every turn until one of your units occupies the base. This means that although the drakes may run out of money, they will never run out of reinforcements. In order to win this, you need to kill them faster than they spawn new recruits. No easy task.&lt;br /&gt;
&lt;br /&gt;
Further, if you find that you can't win in a direct assault and want to bypass the drakes by going through the swamps, you'll discover very powerful undead enemies guarding the shoreline. They won't move, but any casualty will be immediately replaced by a new unit. Clearly, that area is cursed. Just avoid the dark blue water. It's impossible to get into the swamps, any attempt will be a waste of time.&lt;br /&gt;
&lt;br /&gt;
Tip: Compared to the other two choices, this map is insanely hard. While there is an opportunity to pick up a wonderful loyal unit, you may wish to skip the challenge unless you have at least 800 gold and a sufficient number of leveled-up mermen.&lt;br /&gt;
&lt;br /&gt;
If you're going to insist on playing this map, hire many gryphons and merfolk and move as fast as you can and just take the heavy losses. Since each base creates a unit every turn, to destroy a base you have to kill the unit occupying it and immediately move onto the base in that turn. Since merfolk can't move onto mountains, you'll need  gryphons for that. Getting the first two or three bases quickly is absolutely vital.&lt;br /&gt;
&lt;br /&gt;
With a somewhat longer perspective, spend all your money as long as you have it: you will inevitably run out of funds during this scenario. Drakes are vulnerable to piercing and arcane damage, so elvish arrows can be useful, as can your healers as spellcasters. Don't get too many landlubbers though, most of the fighting will happen in or over the water. Level-1 mermen will either die quickly or level up; high-level mermen will wreak havoc on the drakes. However, you need a good many level-2 mermen to begin with. Rookies alone cannot maintain the constant pressure you need, and the turn limit is short enough as it is.&lt;br /&gt;
&lt;br /&gt;
When you finally make it to the far side, you'll be told that the waterfall is impassable: you need Konrad to enter the cave in the middle of the map. Start walking early, he'll take a while.&lt;br /&gt;
&lt;br /&gt;
A loyal leader can be found on the most south-eastern island. He's badly hurt, keeping him alive may be tricky... better to discover him only on he very last moment.&lt;br /&gt;
&lt;br /&gt;
== Scenario 20 - Home of the North Elves ==&lt;br /&gt;
* Objectives:&lt;br /&gt;
* Konrad must reach the forest kingdom of Emetria&lt;br /&gt;
* Lose if: Konrad, Delfador, Kalenz or Li'sar die or turns run out&lt;br /&gt;
* Turns: 21&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar&lt;br /&gt;
* Early finish bonus: 47 Gold per turn&lt;br /&gt;
* Other:&lt;br /&gt;
** Your base will be dismantled after the first turn&lt;br /&gt;
&lt;br /&gt;
This is a very large map with some interesting challenges. First, Konrad needs to move all the way across to the right side, and if you're playing on Medium or Hard, you don't have many turns to waste.  Second, Fog of War is turned on, so you won't know where the enemy is until you blunder into them.&lt;br /&gt;
&lt;br /&gt;
However, even in the fog you can see the terrain, including the enemy keeps. The orcs start in the north central part of the map, while the humans begin in the southeast. What you can't see are the large hosts of level-3 units standing near their respective camps: these are the armies, and *they will not move* unless someone walks into their striking range. Getting at an enemy leader will be difficult indeed, but if you're content with moving past the armies you'll only have to cope with the level-2 vanguards seeking each other.&lt;br /&gt;
&lt;br /&gt;
You start with all loyal units who can move six or more hexes per turn (provided you kept them alive) and can recruit one castle full of more troops; it's probably best to get only riders, be they human, elf or gryphon. Most of them should be level-2. If you want to bring a healer, get the fastest on your roster (a quick elvish flyer, perhaps?) and make sure it's spawned at the right side of your keep.&lt;br /&gt;
&lt;br /&gt;
There is some dialogue to remind you that the winning condition is to a) move Konrad into the forest and b) keep Li'sar, Delfador and Kalenz alive; everyone else is &amp;quot;not important&amp;quot;. During the game, some elvish riders will show up and happily demonstrate how sacrificing a single unit can keep many others safe; they do it so well that you probably don't need to sacrifice any units of your own, but now you know how it works.&lt;br /&gt;
&lt;br /&gt;
The dialogue makes you expect a large battle between humans and orcs, but noone tells you that the elves (they have a keep in the woods) will also recruit a large force and attack anyone in sight; you'll probably see your first human warriors much later than you'd expect and find that they're busy enough fighting the elves. So you only really have to deal with the orcs; once you're confident that they can't get at Konrad anymore, he can move on pretty much on his own. Your troops may turn around and fight the remaining orcs, or join the elves and steal a few kills there, or whatever. Have Konrad stop short of the forest to give your troops more time for fighting if you feel like it.&lt;br /&gt;
&lt;br /&gt;
Delfador will tell you when Konrad enters the domain of the elves, but the scenario won't end then: you need to finish your turn and let everyone else have one last chance to attack your troops. If Konrad is still alive at the beginning of your next turn, you've won.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus: 47/turn&lt;br /&gt;
&lt;br /&gt;
== Scenario 21 - The Elven Council ==&lt;br /&gt;
This is a cut-scene furthering the storyline.  No combat takes place.&lt;br /&gt;
&lt;br /&gt;
== Scenario 22 - Return to Wesnoth ==&lt;br /&gt;
Scenario objectives: Kill all three enemy leaders. &lt;br /&gt;
&lt;br /&gt;
Three Halbardiers appear as enemy reinforcements in the lower southeastern corner of the map when you slay the nearest general, Josephus. The bridge across the river is a good place to establish a defensive position, since attackers have to use the beach and water hexes to attack. Use the forests to your advantage: elven troops are best in forest, while the loyalists and orcs are seriously slowed by the trees.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing all enemy leaders: 27 Gold&lt;br /&gt;
&lt;br /&gt;
== Scenario 23 - Test of the Clans ==&lt;br /&gt;
* Objectives: Defeat either all four leaders or 25 units in total&lt;br /&gt;
* Lose if: Konrad, Delfador, Kalenz or Li'sar die or turns run out&lt;br /&gt;
* Turns: 53&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar&lt;br /&gt;
* Early finish bonus: 55 Gold per turn&lt;br /&gt;
&lt;br /&gt;
This is a large map against mostly Knights, Horsemen and Bowmen. The map is mostly open plains which is ideal for horse-bound units. The easiest way to win the scenario is to keep all your units in one group and take them en mass to the enemy. Fast and powerful units like Grand Knights, Lancers or Paladins are important. Units with pierce attacks (Archers, Shydes, Knights) will do good damage to Knights.&lt;br /&gt;
&lt;br /&gt;
Expect heavy losses from the charge attacks, but don't fret because this is the second-to-last scenario. You'll want to finish this scenario quickly to get a nice bonus for the next level.&lt;br /&gt;
&lt;br /&gt;
When any of the enemy leaders is killed, it is replaced with one or two knights (two or three in Hard). Reportedly, one way to win is to gang up on Bayar with fast units while attacking the south-eastern leader with the rest of your army.&lt;br /&gt;
&lt;br /&gt;
If you want to have a long field battle, you can put groups of dwarves or elves in the hills. The enemy will tend to attack the hills, thus giving you some advantage. Hills also make a good safe haven for healing your mounted units. Try to kill the south-eastern leader early so you don't have to divert so many of your resources to the south flank.&lt;br /&gt;
&lt;br /&gt;
If you want to kill all the clan leaders before killing 25 units (which finishes the scenario), recruit a castle of healers, then recruit a good force of Gryphon Riders. Grab as many villages as is safe, and then position your Gryphons on the deep water in the lake. The next castleful of recruits is your main army and two more Gryphon rides. March this south, take out the south-east leader and then send the two Gryphons to the group in the lake. &lt;br /&gt;
&lt;br /&gt;
As soon as the majority of the northwest leader's troops move away from him, assassinate him with your Gryphons.  He should die in 1-2 rounds of attacks assuming you don't lose too many of your troops.  In the south-east, recruit a couple of castles worth of Gryphon Riders and send them west to take on the Southwest (black) leader, all the while keeping your main force just out of range of attackers if at all possible.  As your Gryphons cross the river on the offensive, the AI usually moves troops back in to defend with. You should be able to out-run these. Converge all the Gryphons you have left on the middle leader (purple).  I won around turn 25 giving me around 1600 gold to start the last scenario.&lt;br /&gt;
&lt;br /&gt;
== Scenario 24 - The Battle for Wesnoth ==&lt;br /&gt;
* Objectives: Defeat Asheviere&lt;br /&gt;
* Lose if: Konrad, Delfador, Kalenz or Li'sar die or turns run out&lt;br /&gt;
* Turns: 60&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar, as many Grand Knights as you defeated in the last map&lt;br /&gt;
* Early finish bonus: 46&lt;br /&gt;
Scenario objectives: Defeat Asheviere and, by killing her, reclaim the throne. &lt;br /&gt;
&lt;br /&gt;
One good strategy for this scenario is to set up camp around your fort and let the enemy come to you. You'll want to make sure the units on your front line can survive the beating they receive for one turn, and then you rotate them with freshly healed units. Don't attack the attackers if it means your unit won't have enough hit points to survive the next thrashing. Three or four healers will be needed behind the lines, and keep them fully occupied (remember that healers will heap 8HP to every unit adjacent to them. They're like walking sets of 6 villages). &lt;br /&gt;
&lt;br /&gt;
For front-line units, level one Dwarvish Guardsman are excellent; they'll take a good beating but not lose too many hit points because of their steadfast attribute. Because they don't lose many HP, they'll also heal quickly. Only attack the enemy if no hit points will be lost. Guardsmen can throw a spear at the attacker on every turn if the attacker has no ranged attack. &lt;br /&gt;
&lt;br /&gt;
Other units that are good for the front line are any unit with more than 50HP. Elvish Marshals will make your Dwarvish Guardsmen even more awesome. Dwarvish Lords have an incredible 79HP and can dish it out back to the enemy. Unfortunately, after a good thrashing, these units will take a long time to heal back up because of the large number of HP lost.&lt;br /&gt;
&lt;br /&gt;
If you have any Assassins, rotate them up and down the line poisoning each enemy unit. The enemies have very few villages available to them, so with three Assassins you can poison half the army until the enemies have a bunch of level three units walking around with 1HP each.&lt;br /&gt;
&lt;br /&gt;
Once the enemy has no army left, you can just wander up to Asheviere and discuss her resignation over a cup of hot tea. Asheviere has exactly 48 HP, so three hits of a 16-damage weapon, like the Scepter, or four 12-damage hits, is enough for the kill. Or you could surround her with about 20 Elvish Shamans and get the last little bit of fun juice out of this game.&lt;br /&gt;
&lt;br /&gt;
A quick assassination can even be performed by Master Gryphons or even sometimes Gryphon Riders: you can recruit a castle of them on turn 1, send them south, elude enemy forces sent by the general in the futile attempt to catch you, then approach Asheviere for the kill (she will not have many troops at her own protection). Using this strategy, I won on turn 6 (and without losses). Swarming all four enemies with 6 new knights each turn is a very effective distraction strategy. Asheviere may divert about half of her force to destory the Gryphons. If this happens, congratulations. This means you've won. You should have still about 20 living Knights, and you should easily break through her lines.&lt;br /&gt;
&lt;br /&gt;
A good bonus from The Test of the Clans should be enough to win this scenario.&lt;br /&gt;
&lt;br /&gt;
One extraordinarily hilarious way to win this battle is through mass recruiting of Knights, which is quite possibly the only level Two unit you can ever recruit in the mainline campaigns.  With roughly 1500 Gold from the plains battle, you can recall every single unit of level two or higher before recruiting loads of Knights to massacre the enemy with suicidal attacks.  As long as you keep your heroes alive...  It'll be a very bloody, but short, win.&lt;br /&gt;
&lt;br /&gt;
== Scenario 25 - Epilogue ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns - Walkthroughs]][[Category:Campaigns - Heir to the Throne]]&lt;/div&gt;</summary>
		<author><name>Hipparchos</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=HeirToTheThrone&amp;diff=46677</id>
		<title>HeirToTheThrone</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=HeirToTheThrone&amp;diff=46677"/>
		<updated>2012-06-08T13:58:36Z</updated>

		<summary type="html">&lt;p&gt;Hipparchos: /* Scenario 8 - The Princess of Wesnoth */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a walkthrough of '''Heir to the Throne''', the campaign featuring Konrad. It contains spoilers.&lt;br /&gt;
&lt;br /&gt;
The suggestions herein are based on the &amp;quot;Medium&amp;quot; and &amp;quot;Hard&amp;quot; difficulty levels. It should be possible to win the &amp;quot;Easy&amp;quot; difficulty level without trying very hard if you are an accomplished gamer.  If you feel comfortable with turn-based games, especially ones featuring units moving on a hex map, then you can play the Tutorial and then dive right into &amp;quot;Medium&amp;quot; to get a feel for the elements of the game. After you have played a few scenarios and are ready to restart from the beginning (and yes, it is  very likely you will have to restart the first time you play Wesnoth), try reading [[AdvancedTactics]].  You should also be familiar with the basics in [[WesnothManual]] -- this is a walkthrough, not an exposition of basic game mechanics.&lt;br /&gt;
&lt;br /&gt;
Each scenario has an individual forum thread where you can provide feedback to the authors.  See also the forum posts [http://www.wesnoth.org/forum/viewtopic.php?t=3601 Suggestions for Heir to the Throne walkthrough] and [http://www.wesnoth.org/forum/viewtopic.php?t=4026 Yet another &amp;quot;Heir to the Throne&amp;quot; walktrough] (sic) for more.  [http://www.wesnoth.org/forum/viewtopic.php?t=7064 Ye Compleat Walkthrough To &amp;quot;Heir To The Throne&amp;quot;] is a detailed guide, with illustrations, to the first several scenarios.&lt;br /&gt;
&lt;br /&gt;
Finally, some [http://www.hermann-uwe.de/blog/my-wesnoth-replays-online replays] were posted by Uwe Hermann.&lt;br /&gt;
&lt;br /&gt;
'''Warning spoilers ahead!'''&lt;br /&gt;
&lt;br /&gt;
== Scenario 1 - The Elves Besieged ==&lt;br /&gt;
Scenario objectives: Both Konrad and Delfador must survive, and Konrad must escape to the signpost in the northwest corner of the map.&lt;br /&gt;
&lt;br /&gt;
The orcs as well as your allies will levy a great many troops, you'll soon find yourself between the lines in a huge battle. All those units slugging it out can take quite some time, you may want to try two options on the Preferences dialog, &amp;quot;Accelerated Speed&amp;quot; or maybe even &amp;quot;Skip AI Moves&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
This scenario is a &amp;quot;runner&amp;quot; scenario; on turn one, recruit a castle full of fresh recruits, and immediately make a break for it! If you're new to Wesnoth, getting Konrad out of there in one piece will be difficult enough and may require you to start over a couple of times. Hint: don't keep your units all lumped around Konrad, as a large host will attract the enemies' attention. &lt;br /&gt;
&lt;br /&gt;
Terrain dictates two routes to the signpost: west to the druid and then north, or north over the bridge and then west. Either way, you should send Delfador and most of your army straight north. This is a ruse, the sole purpose is to lure the enemy towards the road  while Konrad (with only one or two level-1 bodyguards) makes his way towards the exit. There's no chance of winning, your troops should perform a skirmishing retreat westwards into the forest.&lt;br /&gt;
&lt;br /&gt;
Other than getting Konrad on his way, the inofficial objective of this scenario is to gain some experience for your troops. Experience is gained by fighting; once a level of experience is reached, your units will &amp;quot;level up&amp;quot; and become more powerful units. Killing an opponent will give much more experience than just fighting, so you should try to arrange it in such a way that the unit you want to upgrade gets to deliver the coup de grace.&lt;br /&gt;
&lt;br /&gt;
Now a few words about the units at your disposal. In-game, you cannot check the data of unknown units; if you want to take a peek anyway, check the [http://www.wesnoth.org/units/ Wesnoth Unit Tree].&lt;br /&gt;
&lt;br /&gt;
* Fighters and Archers. Melee and ranged, all elvish warriors are capable of both, it's more a matter of emphasis than an actual distinction. When they level up, most should become Heroes and Rangers, repectively; you'll only need one or two Captains, and probably are better off without any Marksmen: spellcasters will serve the same purpose much better.&lt;br /&gt;
&lt;br /&gt;
* Shamans are minor healers. As a rule of thumb, you should never enter into any scenario without at least one healer. Leveling up a Shaman is somewhat tricky, as they can do only very little damage. If you use stronger units to knock an enemy unit's HP down, you can move your shamans up from behind the lines to administer the finishing blow. As difficult as it is to level up a shaman, it is well worth the hassle. Druids will be standard healers, you want one (and possibly only one) of those as soon as possible. A Sorceress cannot heal at all, but is a powerful spellcaster. At their higest level, both will learn to fly and become very mobile.&lt;br /&gt;
&lt;br /&gt;
* Scouts may seem weak, but there's more to them than meets the eye. While most riders suffer severe penalties in difficult terrain, the elvish variant can cross rivers, swamps and even mountains rather quickly and will usually even receive a reasonable defense modifier. Insofar, they're less like horsemen and more like fast infantry. Whether you employ them in numbers is a matter of taste, however, you should always remember that you have these extremely mobile units at your disposal.&lt;br /&gt;
&lt;br /&gt;
* Konrad, your leader, starts most scenarios at a keep where he may recruit some troops, but that doesn't mean that he should stay there forever: Being always on the map, he may just as well make himself useful. Getting him to level two will earn him a bow as well as the &amp;quot;leadership&amp;quot; ability, both will come in handy time and again.&lt;br /&gt;
&lt;br /&gt;
* Delfador, the Elder Mage, is insanely powerful (at least compared to your other troops for the time being). Mages usually aren't very sturdy, but at level 5 he has so many hit points that you don't have to worry too much about him &amp;amp;ndash; he'll survive quite a few counterattacks. Don't overcommit him, but the first few scenarios depend on his abilities to instantly slay nearly any opponent and soaking up some damage that would otherwise kill several of your (still minor) units.&lt;br /&gt;
&lt;br /&gt;
Remember to use the CTRL-v command to see how far all enemy units will be able to move on their next turn. Click on an unoccupied hex and then move the cursor over an enemy unit to see how far that unit will be able to move. Be careful with your heroes and constantly think of their safety.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus: 32 gold per turn.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=2881 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 2 - Blackwater Port ==&lt;br /&gt;
Scenario objectives: Survive 12 turns (9 on Hard), or kill the enemy leader.&lt;br /&gt;
&lt;br /&gt;
The opening dialog will introduce a new friend, Haldiel, a loyal Horseman. The importance of loyalty is explained in [http://www.wesnoth.org/wiki/CampaignStrategies#The_importance_of_loyalty Campaign Strategies].&lt;br /&gt;
&lt;br /&gt;
'''Horsemen'''&lt;br /&gt;
:Now that's cavalry as we know it. Their charges can be truly devastating if somewhat suicidal, as your ally will demonstrate soon. Employing charge attacks takes a little getting used to, as it differs so much from ordinary melee. Keep an eye on the &amp;quot;Damage Calculations&amp;quot; until you get the knack of it.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Back to topic: If you recall units, choose those that have enough experience to be worth the 2 to 6 gold difference over fresh recruits, or who have specific traits that you need. Hole up in the forest on your side of the road (so the enemy has to stand on the plains to face you). Feel free to seize a few villages from your ally, he won't complain. If you have a unit to spare, you may even take the villages next his castle. Matter of fact, this is a prudent move &amp;amp;ndash; after all, Sir Kaylan would only use the gold to recruit troops that would steal your experience!&lt;br /&gt;
&lt;br /&gt;
You can also send Haldiel west as fast as possible and attempt to take the village due south of the enemy castle.  This will draw some orcs south, reducing the pressure on your actual army and giving you more freedom to shape the battle. However, be careful to not let him get pinned down and killed.&lt;br /&gt;
&lt;br /&gt;
Sir Kaylan will send one or two horsemen to the enemy lines to assist you.  Although these horsemen are not under your direct control, they can serve as a distraction if you manoeuver your forces properly, taking the brunt during the enemy's turn to attack. &lt;br /&gt;
&lt;br /&gt;
The first night will be tough, be prepared to lose some units; but if you use the terrain to your advantage, you should have enough of an army left to launch a serious counterattack during the next day. The momentum should keep you going even through the next night and you may soon find yourself besieging the enemy keep. However, the actual objective is merely to survive &amp;amp;ndash; if everything fails, you may still retreat behind the swordsmen guarding Sir Kaylans fortress.&lt;br /&gt;
&lt;br /&gt;
There is an early finish bonus for killing the enemy leader, however, it will probably be small. In other words: rushing it won't be worthwhile, instead you should play it safe: manoeuver carefully and try to get some experience to those units that need it most. By the end of this scenario, you really ought to have a Druid &amp;amp;ndash; that's absolutely vital. Next in line should be an elvish Fighter (make him a Captain) and Konrad, anything else is optional. But the more the merrier as they say.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=2929 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 3 - Isle of Alduin ==&lt;br /&gt;
Scenario objectives: Kill the enemy leader.&lt;br /&gt;
&lt;br /&gt;
The key to victory is to control the villages, earning the gold you need to recruit or recall troops.  You have the option to send the majority of your army west or south with village grabbers going the opposite direction.  If you choose to send your army west (recommended) send a scout and an archer south, grabbing alternating villages. Done intelligently they will each grab 1 village per turn until they are near the opponents keep. Be careful of engaging the enemy on the west flank near the hills at night: this is where they shine. Back off to the forests and wait for a more favorable time of day if necessary.&lt;br /&gt;
&lt;br /&gt;
The following strategy works well if you take care of your unit placement. Protect units you cannot afford to lose from multiple attacks at night or when weakened, particularly new horsemen and magi.&lt;br /&gt;
&lt;br /&gt;
First recall or recruit 3 elvish scouts. Send two scouts to the southern villages, and the third to the village to the northwest. Recruit 3 fighters; send one to the south and the other two to the southwest. This works best if one scout is &amp;quot;quick&amp;quot; and the fighter recruited to fill the southeastern hex of your castle is also &amp;quot;quick&amp;quot;. If not you may have to modify this strategy. Send Delfador up to the northwest on the first turn to find the mage and send the mage down to the village next to the castle. Konrad should take two nearby villages in the first two turns, because you have no money left anyway.&lt;br /&gt;
&lt;br /&gt;
One of the scouts goes as far south as possible, taking villages and distracting the enemy. This scout is usually destroyed by turn 4. That's OK. The other scout in the south usually has to retreat to survive. You try to take all the villages in the south you can and then reinforce the south slowly and move south. Now your main push is in the west because most villages are there and you need an income of over 20 per turn to recall all of your good troops. I usually use the scout I have sent to the northwest village on the island to take all of the far northwest villages. Delfador can destroy an enemy unit each turn, especially saurians, because these pesky units can kill weakened units in the rear. Horsemen take too long to cross the forest south of your castle but are strong on the western plains during daytime. Send newly-recruited horsemen to the west along with magi. A shaman is useful to the south and later one can be sent to the west.&lt;br /&gt;
&lt;br /&gt;
Approaching turn 10-12, you should have assembled two reasonably powerful forces on each side of the lake. The westerly one usually is based on Delfador and horsemen-mage combos with fighters and archers for ZOC purposes, and the eastern force almost entirely of elves. Remember magi work best against trolls and grunts, and horsemen against archers.&lt;br /&gt;
&lt;br /&gt;
Move south in tight groups, trying not to get too aggressive at night with the west group, until they meet at the far southern end of the island, and assault the castle together.&lt;br /&gt;
&lt;br /&gt;
If you are a new player, you've probably been focusing on game mechanics and how the units and terrain interact. If so, it's time to give serious thought to leveling up some units by allowing them to strike the killing blow. When Konrad or an elven fighter is at level 2, they get the &amp;quot;leadership&amp;quot; skill. When a shaman levels up, they get the &amp;quot;cure&amp;quot; skill.&lt;br /&gt;
&lt;br /&gt;
Hardly any player notices this, but this scenario offers the opportunity for some extra experience at the expense of very little gold. The early finish bonus is 38, but there are 36 villages on the island, so if you control all villages, you only lose 2 gold per turn (or only 1.6 gold, since only 80% can be retained - should be less than 24, since you hardly ever finish more than 15 turns early). So instead of killing the remaining enemies - especially the enemy leader - you might encircle them and reduce their health to a minimum. If you do not attack them in the subsequent turns, they will neither attack nor move, thus regain 2 HP per turn and will eventually be healthy enough to stand an attack of your weaker units. This is a relatively safe way to milk some extra XPs out of them for your weaker units (preferably magi and shamans). While milking level 1 units may not be very rewarding, milking the level 2 leader might easily give 20 extra XPs.&lt;br /&gt;
&lt;br /&gt;
A note about playing with Magi: They are weak units, but become important later in the game. Over the next few levels, you'll want to level at least two Magi to White Magi for later in the game; they have an arcane (or holy) attack which does incredible amounts of damage to the undead. Fire Magi can eventually level up to level 4 Great Magi, which are walking killing machines, and Fire Magi do decent damage to most other units, especially trolls and skeletons. Magi are weak, however, so they need to be guarded by stronger units. Don't let the enemy have more than one attack position on them.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=2959 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 4 - Bay of Pearls ==&lt;br /&gt;
Scenario objectives: Kill one or both enemy leaders.&lt;br /&gt;
&lt;br /&gt;
Opening moves: On the first turn, have Konrad recruit or recall some units. Which units, and in which order, is your first tactical decision. If you recruit/recall in pairs, with one fast (6 movement points or more) and one slow unit, then one will be able to move onto the island the next turn, while the other is still wading through the river.&lt;br /&gt;
&lt;br /&gt;
Then, move Konrad to the cage on the island just to the east. This will free some mermen. (How many depends on whether you are playing on Easy, Medium, or Hard.) One of these can go open the second cage, and so on: by the end of your very first turn, you should have five mermen in the water.&lt;br /&gt;
&lt;br /&gt;
Watch out: there's one cage far out at sea that's easily overlooked. The first Merman you set free tells you as much, but if you skip the message... Anyway, it is guarded by two nagas. Send two or (at most) three Mermen up there and *do not* fight it out: get the cage first, then kill the nagas with the help of the mermen from that cage. It holds at least four Mermen, on of them an Initiate. The latter may become a healer, try to get her experienced as soon as possible.&lt;br /&gt;
&lt;br /&gt;
Even further north than the last cage there's a trident in the water. It will confer a powerful ranged attack to its bearer. Have a &amp;quot;quick&amp;quot; merman pick it up (who should eventually become a Hoplite).&lt;br /&gt;
&lt;br /&gt;
The remaining mermen should try to hold the sea leaders' recruits at bay. Mermen and nagas both have high defense in water, so combat can be a bit slow and frustrating. Concentrate three or four mermen on a single enemy unit at a time, rather than spreading your attacks piecemeal. Don't push too hard, especially not at night when your attacks are weak. Keeping your loyal mermen alive is more important than the possession of a village, and things will look much better on the next day. If that doesn't suffice, the troops from the deep-sea cage may lend a hand.&lt;br /&gt;
&lt;br /&gt;
It will be nigh impossible for your horsemen and elves to wade to the island to fight the sea leader in time, so eventually your need to do this. The Storm Trident and the Initiate both have magic attacks (70% to-hit regardless of terrain) and should go a long way... you better attack him during the day, even if it means that you need to wait for a few turns.&lt;br /&gt;
&lt;br /&gt;
On land, you have to fight off a wave of orcs and wolves. Your decision is how far west to engage the enemy, though really, you have little choice: You are hindered by the limited recruitment you can do each turn, and how long it takes your elves and horsemen to trickle across the river. Some wolves may reach you in the night, but the bulk of his army won't arrive until daybreak. Press hard during the day, and there will be little left of his army when the night comes. &lt;br /&gt;
&lt;br /&gt;
Careful management of your killing blows should allow several units to get to Level 2. A charging horseman does so much damage it will be easy for the horsemen to get all the kills, but try to get at least Konrad, your loyal mage,  and an elven fighter to level-2 (if you haven't already).&lt;br /&gt;
&lt;br /&gt;
The outcome of this battle affects the next scenario you play. If you kill the sea leader you wind up on Isle of the Damned. If you kill the land leader you wind up on Muff Malal's Peninsula. If you kill both, you can choose (and get an early finish bonus).&lt;br /&gt;
&lt;br /&gt;
New players should take the land route to Muff Malal's Peninsula, where you can easily level up many units or collect an early finish bonus. Experienced players or those who are looking for an interesting tactical exercise may wish to consider the sea route to the Isle of the Damned, where you will find a loyal White Mage who *might* join you... if you meet some very tough winning conditions. Either choice will be a battle against undead.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3022 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Diverging campaign path ==&lt;br /&gt;
=== Scenario 5A - Muff Malal's Peninsula ===&lt;br /&gt;
Scenario objectives: Kill the enemy leader.&lt;br /&gt;
&lt;br /&gt;
This is an easy scenario, and your aim here should be to build up your gold by controlling most villages, while earning experience against enemy forces. The enemy recruits bats to capture villages, and hordes of Walking Corpses to keep you busy.  The occasional Dark Adept can be dangerous on Hard difficulty, but is vulnerable to melee attack, especially from knights.&lt;br /&gt;
&lt;br /&gt;
One approach is to recall a few level 2 units supported by a mage. These units build a defensive position in the central part of the map, using hills and forest for cover, and hold off the first wave of Walking Corpses. Mounted troops capture villages in the north and west, and can charge down the flanks at daytime. A merman or two distract enemy bats and capture sea villages. If you can recall the merman that picked up the trident in Bay of Pearls, it will be able to dispatch bats easily on its own.&lt;br /&gt;
&lt;br /&gt;
During daytime, your main force advances to one of the villages in the south-east, where you wait for more Walking Corpses to attack. A level 2 melee unit (eg. Elvish Captain) can use the village defense bonus to survive attacks, and heal between turns. By the time it is low on hit points, it should be advancing to level 3.&lt;br /&gt;
&lt;br /&gt;
You should now control most villages and have some gold, so recruit or recall additional troops. Launch an offensive with your central force, supported by your horsemen advancing at the sides.  Don't forget to use Konrad in the attack.&lt;br /&gt;
&lt;br /&gt;
Try to attack with human units only at day, when the undead are at their weakest, and hold the lines with your elves at night.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing the enemy leader.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3178 forum discussion].&lt;br /&gt;
&lt;br /&gt;
=== Scenario 5B - Isle of the Damned ===&lt;br /&gt;
Scenario objectives: Kill the enemy leaders, or survive for 27 turns.&lt;br /&gt;
&lt;br /&gt;
Konrad is washed overboard during a storm, but is rescued by two mermen. You start out with 100 gold and cannot recall any units. You are joined by Urlaf, a level 2 Outlaw.  In addition to Mermen, you can recruit his friends: Thugs, Poachers and Footpads. This is the only time in the campaign that these units can be recruited, but any outlaw units surviving this scenario can be recalled later. Your gold from Bay of Pearls (minus the usual 20% discount) is saved for the next scenario.&lt;br /&gt;
&lt;br /&gt;
Moremirmu is a White Mage with a holy sword which is very effective against undead. He is hiding in one of the three temples, and will join your cause if you find him. Beware: Xakae, a Revenant with a retinue of Walking Corpses, is waiting to ambush you in another temple. Moremirmu and Xakae are randomly placed; the third temple is always empty. Xakae and the Corpses can be a useful source of experience if you have the troops to deal with them.&lt;br /&gt;
&lt;br /&gt;
While your new units might seem weaker than your old troops, they are chaotic like their undead opponents and Thugs and Footpads deal useful impact damage. Use the Footpads effectively to hold your line and the Thugs to deal the main portion of the damage.&lt;br /&gt;
&lt;br /&gt;
Mermen can be used successfully to harass the undead in their rear. Typically the undead responds by withdrawing forces to deal with your mermen. Occasionally this tactic can be used to isolate and trap an undead leader while their forces are busy with your land troops. Don't expect the mermen to survive, though - their pierce damage does very little to the undead, especially at night. Mermen are also useful to hold the many isolated villages scattered throughout the map.&lt;br /&gt;
&lt;br /&gt;
Moremirmu is critical to winning but also quite fragile. He will die quickly if he is attacked by multiple undead.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing both enemy leaders. Moremirmu (and his holy sword) will join you in future scenarios only if both are defeated. There are only a few ways to achieve the early finish. One involves recalling mermen from the previous scenario, including the one with the magical trident, and sending them to kill the southern lich, while land troops attack the other.&lt;br /&gt;
&lt;br /&gt;
The other two center on Moremirmu. Get Moremirmu early, and send him along with a few footmen and thugs north, and use other units to draw fire. Meanwhile, secure the rest of the center of the map from the south. If Moremirmu can finish off the first Lich in time, send that group south -- it takes 10 turns to reach the other Lich, so you'll need to accomplish this by Turn 16! The alternative is to simultaneously send a large force south with Konrad, lure the Lich onto bad ground and surround it.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3179 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 6 - The Siege of Elensefar ==&lt;br /&gt;
Scenario objectives: Kill both enemy leaders.&lt;br /&gt;
&lt;br /&gt;
Konrad arrives at the southern end of a large map. The island city of Elensefar dominates the center, and the cave of the necromancer Muff Jaanal is far to the north. The orcish warlord Agadla has taken the city. You know what to do!&lt;br /&gt;
&lt;br /&gt;
Your first objective is to retake the city. You could choose to charge across the bridges and fight your way onto the island, taking heavy casualties from the level 2 orcish warriors along the way - but casualties will probably be lower than if you do it the slow way. Or, you can lure the orcs into the water where they are easy to hit. Remember that mermen, especially the one with the Storm Trident, move quickly and defend quite well in water or on the bridges.  Whichever strategy you choose, remember that the undead are well on their way to join the orcs occupying the city.  Speed is a factor.&lt;br /&gt;
&lt;br /&gt;
Konrad will receive some help from the Thieves Guild. Apparently, an orcish occupation is bad for business. They will either show you a hidden ford onto the island, or attack the north gate after you take one of the island villages. Whether you choose to storm the city, and which aid to accept, depends in large part on how much of a hurry you are in.  Every turn, the undead march southward, and you'll have quite a fight on your hands after they reinforce the orcs in the city proper.&lt;br /&gt;
&lt;br /&gt;
After you defeat the orcs, you must fight your way north.  Fighting against the undead requires a different mix of units than fighting the orcs. Your mermen are too slow on land.  Horsemen and elvish units do reduced damage to skeletons.  Here, you need... mages.  Lots and lots of mages. And a paladin, if you've leveled a unit that high enough. Expect to spend many turns fighting through the northernmost six hexes. You are fighting in a cave, which slows your units down. Being underground, it is also treated as night for the time of day penalties.  Also, don't forget that mages can't take a lot of abuse, especially from melee attacks.  You will have to figure out how to use your less effective elvish units and horsemen to shield your mages.&lt;br /&gt;
&lt;br /&gt;
By now, you should have either Konrad or a level 2 elven fighter with the Leadership ability. A unit adjacent to a leader receives a +25% bonus to damage. Likewise, carefully position shamen or white mages in your lines so they can heal wounded units.  Two adjacent healers will heal each other.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing both enemy leaders.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3224 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 7 - Crossroads ==&lt;br /&gt;
Scenario objectives: Kill the north-eastern enemy leader.&lt;br /&gt;
&lt;br /&gt;
There are two strategies: either to &amp;quot;run for it&amp;quot;, or &amp;quot;kill them all&amp;quot;.  Which you choose will probably depend on whether you want to earn lots of gold, or level up lots of units.&lt;br /&gt;
&lt;br /&gt;
If you choose to run,  recall two turn's worth of troops.  Most should be level 2, but you should recruit one or two units as sacrifical lambs. Having two healers (who will stay adjacent to each other for mutual healing) is almost a necessity. Move the units in formation (probably in two packs) along the road. Do not be tempted to move units into the mountains.  The increased defence is not worth the risk of triggering ambushes. Drive your way to the leader in the northwest, kill them, and reap the early finish bonus.&lt;br /&gt;
&lt;br /&gt;
The second strategy is to methodically destroy all enemy units on the map. Recruit two turns worth of units, and then drive south.  Overcome the southern leader, and recruit more troops in his castle.  Move back north, moving into every town and through the mountains, in order to trigger ambushes. This strategy is trickier to pull off, but careful management of your kills should allow you to level multiple units. (Just be careful not to run out of turns...)&lt;br /&gt;
&lt;br /&gt;
Note:  The first two villages on the screen that you will likely attempt to grab trigger an Elvish Fighter and Elvish Archer to join your party and warn you about the hills.  Keep in mind that they, too, are Loyal troops.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3281 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 8 - The Princess of Wesnoth ==&lt;br /&gt;
Scenario objectives: Subdue Li'sar to win&lt;br /&gt;
&lt;br /&gt;
Konrad's life now takes an interesting turn, as he meets the Princess of Wesnoth, Li'sar.  Instead of dying when you &amp;quot;kill&amp;quot; her, she surrenders.&lt;br /&gt;
&lt;br /&gt;
Li'sar is supported by troops from the Loyalist faction. Even your tough level 2 units make tempting targets for her lawful horsemen; they will charge and probably kill them.  Use terrain and position sacrificial level 1 screening units while the sun is high. Likewise, you can try for a quick kill by charging Li'sar with your own horsemen or knights.&lt;br /&gt;
&lt;br /&gt;
This otherwise straightforward battle is enlivened by reinforcements that Li'sar summons on turns 5 and 10.  Also, a level 2 Duelist will defend the Princess' honor when you approach her, appearing from the south of your position.  You can trigger his arrival by exploring the mountain with an entrance. Capture the villages on the eastern side as you cross the river, and position units to cover the north-eastern plain to prevent Li'sar's mounted units from capturing these villages.&lt;br /&gt;
&lt;br /&gt;
By the end of this scenario, you should have learned a painful lesson in how the computer player targets its attacks...&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3401 forum discussion].&lt;br /&gt;
&lt;br /&gt;
[hipparchos] Patience is the key here. I send a couple of L2 horsemen north to take the northern villages, then cover your left flank. A couple of mermen swing south to take the southern ones, then cover your right flank. (The storm-trident merman stays on the village next to the mineshaft will deal with the Duellists.) But I put the bulk of my army on the west bank of the river, ''without crossing it''. Let the enemy come to you, because they will be much easier to defeat when they're standing in the river, and that's especially true as the Princess recruits L2 defenders later in the scenario. The bridge is the northern end of your main line, and Delfador can defend it easily. Only after all the Princess's defenders have been defeated do you cross the river and take her keep.&lt;br /&gt;
&lt;br /&gt;
== Scenario 9 - The Valley of Death ==&lt;br /&gt;
Scenario objectives: Survive 12 turns.&lt;br /&gt;
&lt;br /&gt;
There are two holy water bottles on the map. The unit which picks them up will have their melee attacks be holy for the duration of this scenario. These are especially useful for powerful melee units like Elvish Heroes or Champions which otherwise do little damage to the undead. Or, you could recruit Horsemen and have them grab the holy water.  They should easily level to level 2 Lancers or Knights, and maybe even to a Level 3 Paladin by the end of the scenario. As in previous scenarios, mages will be effective against most of the undead enemies.&lt;br /&gt;
&lt;br /&gt;
You'll be facing many level-2 undead. They're all dangerous but two kinds require special attention:&lt;br /&gt;
* Spectres (level2 ghosts) are fast in every terrain, somewhat hard to hit, resistant to all common kinds of damage, and have a draining attack. Attacking them in melee is not recommendend, killing them with arrows will eventually work but takes many arrows. They are vulnerable to arcane spells and fireballs, though.&lt;br /&gt;
* Walking Corpses: they're slow, they're weak, they're fragile. Usually nothing to worry about, but this time they're many. Hordes. Night of the Living Dead. A strong fighter will easily slay them, but that can become his downfall: an attacking corpse that gets killed makes room for the next corpse to move in and attack... and the next, and the next, and each one gets a few blows. Even a Paladin or Champion will eventually be overwhelmed, taking around ten or fifteen zombies with him. Whether you consider this to be a good exchange is up to you. Incidentally, something similar can happen between Paladins and level-1 Skeletons.&lt;br /&gt;
&lt;br /&gt;
The castle you start in is a well-defensible position, but all enemies arrive at about the same time. Once surrounded, you'll have very little wiggle room or inside tiles for your wounded units to retreat to. Filling the moat with Mermen might work a bit better, but their tridents won't impress the skeletons.&lt;br /&gt;
&lt;br /&gt;
You should consider attacking the southern enemy, then hole up in his castle and the surrounding hills. This increases the distance to the others: their troops will reach you later and they will be strung out, so you don't have to fight them all at once.&lt;br /&gt;
&lt;br /&gt;
If you don't have the money to recruit a large or powerful army, recruit a few Elvish Fighters and send them to the forest north of your castle. Their job is to slow the Revenant for several turns and then die gloriously. Flee with Konrad and the rest of your army to the south-east corner. If you're lucky, the WC horde will be too slow to reach you before the scenario ends. A cowardly tactic, yes -- but you'll survive...&lt;br /&gt;
&lt;br /&gt;
If you played Isle of The Damned without killing both Liches, and Moremirmu survived, then he will reinforce you with three White Mage buddies between turns 7-10. You can't recall them after this scenario, so they are expendable.&lt;br /&gt;
&lt;br /&gt;
Another strategy, which requires to have Moremirmu to help you and allows you to kill the three Liches, is to recruit 2 horsemen (or recall their leveled up units) and as many thieves as you can, send each horsemen to gather the bottles of holy water, and kill with them the northern and eastern Liches; don't send them the horseman to the northern Lich too quick, because if you do his army will focus on it, and it won't reach the Lich. Move Konrad, Delfador, Kalenz, and your thieves towards the southeast corner. The thieves be used as a barrier to protect your more important units; place them in woods, mountains or villages(never in plains) as soon as they can, so that the northern and eastern Liches concentrate on them and leave Konrad and his group alone. With some luck you'll kill the northern and eastern Liches around the same turn that Moremirmu appears, and Konrad and his group will survive enough time to have one of Moremirmu's white mages kill the Southern Lich during day time.&lt;br /&gt;
&lt;br /&gt;
[edit: Viper] On medium, I found that I could only make this strategy work by save/loading &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; by using knights or better for the Litches (as horsemen could not do the job in a single turn even hitting on every attack).&lt;br /&gt;
&lt;br /&gt;
Early finish bonus if you somehow manage to defeat all enemy leaders. If you do, feel free to boast about your accomplishment at the [http://www.wesnoth.org/forum/viewtopic.php?t=3402 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 10 - Gryphon Mountain ==&lt;br /&gt;
Scenario objectives: Kill the enemy leader.&lt;br /&gt;
&lt;br /&gt;
Konrad starts in the lower left corner of the map.  General Robert, commanding Loyalist troops, is in the upper right.  In the middle of the map, surrounded by mountains, is the Mother Gryphon and four sleeping Gryphons.&lt;br /&gt;
&lt;br /&gt;
If you kill the Mother Gryphon before the Loyalists do, you will have access to gryphon eggs, allowing you to to recruit Gryphon Riders in future scenarios.  Opinions differ as to whether their ability to capture far-flung villages, safely lure enemy troops, and ability to pierce the map shroud are worth their high cost.  Even if you decide not to attack the Gryphons, the enemy will -- and then the wild beasts of the air might decide to attack you.  &lt;br /&gt;
&lt;br /&gt;
For a quick victory to earn the early finish bonus, head up the right side of the mountains.  To earn experience, head towards the Mother Gryphon, and the enemy will come to you.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing both the mother gryphon as well as the enemy leader.&lt;br /&gt;
&lt;br /&gt;
== Scenario 11 - The Ford of Abez ==&lt;br /&gt;
Scenario objectives: Move Konrad to the north side of the river&lt;br /&gt;
&lt;br /&gt;
The wide Abez river cuts across the middle of the map from left to right, with Konrad starting on the lower right side. Princess Li'sar starts on the lower left, and an orc band is on the north side of the river. Killing the Princess is meant to be impossible: she has plenty of troops as is, and if you actually get near her there will be numerous high-quality reinforcements. Do not even try to attack her, it will be a waste of good troops for no gain. Instead, fill the river with mermen: this is an excellent opportunity to get many of them leveled up.&lt;br /&gt;
&lt;br /&gt;
But first things first: your task is to get Konrad across the river. The chaotic orcs will attack from the north, the Princess's lawful Loyalists will attack from the south, and... a new enemy (alignment: hungry) will be attacking from downstream. All will happily fight each other if they ever meet, but with your army standing right between them in the middle of the river... it will pretty much seem as if everyone was out to get you.&lt;br /&gt;
&lt;br /&gt;
Remember those loyal mermen from in the Bay of Pearls? They should comprise your principal fighting force. Be sure to send one downstream to acquire the Storm Trident there. If you have some of the flying elvish units, they move and fight equally well over land or water. Wait for the Orcs and Humans to get into the water where the mermen have excellent defence while the landlubbers do not. &lt;br /&gt;
&lt;br /&gt;
Even if you have the money, don't recruit for more than two turns, otherwise Konrad might not even make it into the river. The scenario ends as soon as he makes it to the other side (off the beach and onto flat ground) -- by the time he gets there, there will be few orcs left on that shore, Kalenz and Delfador can well deal with them. If you recruit any land troops at all (healers perhaps?), make sure they have at least two moves in shallow water.&lt;br /&gt;
&lt;br /&gt;
This is an excellent opportunity to get your mermen some XP, and you don't really need the early finish bonus. &lt;br /&gt;
&lt;br /&gt;
Early finish bonus for getting Konrad onto dry land.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=8716 forum discussion]&lt;br /&gt;
&lt;br /&gt;
== Scenario 12 - Northern Winter ==&lt;br /&gt;
*Objectives: Defeat all enemy leaders (2 of them)&lt;br /&gt;
*Lose if: Konrad, Delfador or Kalenz die or turns run out&lt;br /&gt;
*Turns: 50 (as of 1.8.3 on medium difficulty turns = 40)&lt;br /&gt;
*Starting units: Konrad, Delfador, Kalenz, a random soldier&lt;br /&gt;
*Early finish bonus: 47 / turn&lt;br /&gt;
*Other:&lt;br /&gt;
**Snow falls on turns 6 and 10, making the tundra patches larger.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
This is a relatively simple scenario. The enemy will mostly raise level-1 wolf riders and orcish archers, plus the occasional level-2 Ogre or Troll. You can field a similar mix of mostly fresh recruits plus a few veterans. Throughout the scenario, the wolves will attempt to seize villages, often bypassing your forces: a few Elvish Scouts behind your lines will come in handy. Alternatively, your loyal Thieves can play hide-and-seek just as well. Don't overrecruit, though: there's only so many units you can actually bring to bear on the enemy. You've got enough time to win this twice, so you may chose to take it slow and milk this battle for experience. You'll still end this with more than enough gold in your coffers.&lt;br /&gt;
&lt;br /&gt;
== Scenario 13 - The Dwarven Doors ==&lt;br /&gt;
* Objectives: Move Konrad to entrance of the Dwarfen Kingdom&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die or turns run out&lt;br /&gt;
* Turns: 26 / 20 / 15&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, one experienced Rider, one outlaw unit (if you have any)&lt;br /&gt;
&lt;br /&gt;
You may defeat all enemy leaders if you feel like it, but this won't end the scenario. The sole winning condition is to get Konrad to the entrance of the Dwarven Kingdom. Actually, there are two entrances: the &amp;quot;Great Gates&amp;quot;, clearly labeled as such, and a less conspicious side entrance in the north-eastern corner. Only one of these is open, the other is blocked from the inside (determined at random).&lt;br /&gt;
&lt;br /&gt;
You start the scenario with one rider who suggests to scout ahead: that's a good idea, even though you may chose another unit for the task (the game picks the most experienced). Anyone reaching an entrance will tell you whether it's open or not. Alternatively, if you played the Isle of the Damned, one of your outlaws will tell you about his uncle who used to have business with the dwarves, hiding in a village along the way (at 18/24, you'd probably seize it anyway). The uncle is a loyal bandit who joins your troops; he also tells you which entrance to chose, main gate or mine tunnels. It pays off to actually read that dialog.&lt;br /&gt;
&lt;br /&gt;
The most minimalistic approach is to recruit one castle full of cavalry and RUN. The enemies have to cover some distance and cross difficult terrain in order to get in you way -- if Konrad starts running on turn one, he can move past them practically unopposed. It falls to the cavalry to bring up the rear: let them form a line somewhere near the Pillars of Thunedain while Konrad, Delfador and the other walkers keep going. Holding the line for a single turn is enough, then the riders may follow Konrad, leaving the pursuers behind and unable to catch up again (except for the wolves, but there shouldn't be many).&lt;br /&gt;
&lt;br /&gt;
You can still follow this basic principle if you recruit for two turns, adding a healer or two and perhaps some Rangers (their ambushes will stop many opponents). If you recruit for more than two turns, this will become a rather normal battle: your rearguard can no longer disengage, but will have to keep on fighting. There's nothing wrong with that, you can gain quite some experience that way, just don't forget the actual objective.&lt;br /&gt;
&lt;br /&gt;
Konrad needs to get into the mines. Scenario ends with early finish bonus as soon he does so.&lt;br /&gt;
&lt;br /&gt;
== Scenario 14 - Plunging into the Darkness ==&lt;br /&gt;
* Objectives: Find the dwarves&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die or turns run out&lt;br /&gt;
* Turns: 19&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz&lt;br /&gt;
* Early finish bonus: n/a&lt;br /&gt;
* Other:&lt;br /&gt;
** Secret pasage in southeastern part of the tunnel&lt;br /&gt;
** A very short and straightforward map&lt;br /&gt;
&lt;br /&gt;
In principle, this is quite simple. You cannot recruit and just have to walk down that corridor until you find the dwarves -- you can't possibly miss them. You will be attacked by a few bats. They may hurt, that's all. This is mostly a lesson: see how slow Kalenz is in the caves? Notice his abysmal terrain defense? Clearly, this is no place for elves.&lt;br /&gt;
&lt;br /&gt;
Since you're reading this walkthrough, you'll also be interested in locating the secret passage leading to a chest of 200 gold pieces in the southwest. Just stick to the wall, step by step, and you'll eventually find it. However, said chest is guarded by a rather nasty spider: watch out! It's a level-3 beast that poisons and slows.&lt;br /&gt;
&lt;br /&gt;
After you're done with the bats, you can just sit there and wait until your men are healed again. There is no turn limit, after all. Once you found the secret door, do not get in. Step back a bit and the spider will rush out where you can attack her three to one. You should be able to kill her in a single turn, don't worry about getting poisoned -- you won't die from poison and there are no other enemies left. However, if you fail to kill her quickly... you saved the game, didn't you?&lt;br /&gt;
&lt;br /&gt;
== Scenario 15 - The Lost General ==&lt;br /&gt;
* Objectives: Kill all enemy leaders (there are two)&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die or turns run out&lt;br /&gt;
* Turns: 64(!)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz&lt;br /&gt;
* Early finish bonus: Killing both enemy leaders&lt;br /&gt;
&lt;br /&gt;
Moving underground is slow, especially for elves.  Their fighters and archers are also ineffective against undead.  Outriders and slyphs might be worth recalling, if you can afford them.  Likewise, gryphons and horsemen are bogged down.  Recruit dwarves for speed, and mages to back them up. (However, a Gryphon can pass the small pond quickly, and there are four towns on the other side.)&lt;br /&gt;
&lt;br /&gt;
You are fighting Lionel, a former general turned Death Knight, who starts trapped in the south.  To the west is the usual orc/troll force.  In the north is a dwarven ally, although if you are too slow they will be overwhelmed by the orcs. &lt;br /&gt;
&lt;br /&gt;
Dwarven fighters do well against the undead, while the Thunderers do best against the orcs and trolls.    If you choose to go for money, rush troops both south and north, reinforcing the native dwarves and triggering the appearance of the undead.  If you choose to go for experience, ignore the undead until you have killed the orcs, then return en masse to destroy the undead.  Don't take too long, as Lionel will break forth on turn 20.&lt;br /&gt;
&lt;br /&gt;
There are two ways to get to Lionel: an entrance opens in the pond on turn 19/20; and walls collapse when units move into tiles just south of the sign that says &amp;quot;Guest Quarters&amp;quot;, regardless of when this happens.&lt;br /&gt;
&lt;br /&gt;
Tip: If you make dwarf leader to survive (and actually reveal him), Dwarvish Guardsman will become available.&lt;br /&gt;
&lt;br /&gt;
Note: If you recall/recruit a merman and send it to the pond, then have it go to the whirlpool, it will arrive in a hidden cavern with a friendly ulfserker. Once your merman returns to the whirlpool through the other end, it will carry the ulf with it.&lt;br /&gt;
&lt;br /&gt;
== Scenario 16 - Hasty Alliance ==&lt;br /&gt;
* Objectives: Defeat the enemy leader&lt;br /&gt;
* Lose if: Konrad, Delfador, Kalenz or Li'sar die or turns run out&lt;br /&gt;
* Turns: 33&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz&lt;br /&gt;
* Early finish bonus: Killing enemy leader + 200 Gold from Li'sar&lt;br /&gt;
&lt;br /&gt;
Li'sar is about to attack, when you are surrounded by orcs and trolls.  She joins forces with you to defeat the troll leader, bringing her Royal Guards and 500 gold worth of allied troops to the struggle.&lt;br /&gt;
&lt;br /&gt;
Your greatest challenge will be to survive the first few turns, as the death of any of Konrad's companions will end the scenario.  &lt;br /&gt;
Once you have defeated the first wave, it is relatively easy to finish off any remaining trolls and move north to the troll leader.  Try and encourage your allies to go first and take the hefty damage from the Level 2 and Level 3 trolls, while your mages and dwarves get the experience for killing blows.&lt;br /&gt;
&lt;br /&gt;
The way I did it was to recruit a keep of thieves (the cheapest unit) and move Delfador and Kalenz out of the way. Then my allies were able to send help over so that I could get 'real' units on my second turn without suffering casualties. One thief survived and I got a Rogue with 36/56 XP by the end of the scenario! -CountPenguin&lt;br /&gt;
&lt;br /&gt;
== Scenario 17 - The Sceptre of Fire ==&lt;br /&gt;
* Objectives: Capture the Sceptre of Fire with Konrad or Li'sar&lt;br /&gt;
* Lose if: Konrad, Delfador, Kalenz or Li'sar die or turns run out&lt;br /&gt;
* Turns: 50&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar&lt;br /&gt;
* Early finish bonus: n/a&lt;br /&gt;
* Other:&lt;br /&gt;
** 300 gold gift from Li'sar&lt;br /&gt;
** Milk this level for experience as there is no early finish bonus&lt;br /&gt;
** Randomly generated map&lt;br /&gt;
&lt;br /&gt;
The map changes each time, so if you're save-scumming, be sure to checkpoint right after the scenario starts, and replay once you know where the Sceptre is.&lt;br /&gt;
&lt;br /&gt;
There's three or four enemy leaders, depending on difficulty. The map is randomly generated; there's no telling how many villages there are and where... but more often than not, it's something like 25 villages and most will be placed where you can seize them early. The scenario certainly feels as if you're in for a major underground struggle, but the enemy leaders have little money to begin with and -usually- they won't have much of an income either.&lt;br /&gt;
&lt;br /&gt;
Usually there's two large tunnels going north, and quite often you meet little resistance in one, and quite a lot in the other -- though the latter still doesn't qualify as tough. You can gain quite some XP in the contested tunnel, just form a shieldwall with (mostly) guardians, play it safe, and you can level up some 4-8 dwarves. It's a good idea to station Kalenz here, his faerie fire will help a lot against the occasional lvl-3 Troll.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, The Princess, Delfador, one healer and several of your better dwarves should move up the less contested corridor and scout the map. The Scepter usually is somewhere about 2/3rds up the map. You may encounter the occasional enemy... it's alright to buzz off in all directions, but make sure that everyone has a line of retreat and may receive support within a turn or two. &lt;br /&gt;
&lt;br /&gt;
The scenario ends as soon as Konrad or the Princess gets to the scepter. You may delay this a bit in order to milk a few more XP, but there's not that many more to be gained by then. All things considered, it's better to let Li'sar have the scepter -- she'll be with you until the end, she has no ranged attack, and while Konrad will often be held back by recruiting, Li'sar can be in the frontline from turn one.&lt;br /&gt;
&lt;br /&gt;
Note: When the earth rumbles, something actually happens. There are lava chasms in various places, and these grow when there is a rumble, so keep your units away.&lt;br /&gt;
&lt;br /&gt;
== Scenario 18 - A Choice Must Be Made ==&lt;br /&gt;
* Objectives: Defeat either of the leaders&lt;br /&gt;
* Lose if: Konrad, Delfador, Kalenz or Li'sar die or turns run out&lt;br /&gt;
* Turns: 33&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar&lt;br /&gt;
* Early finish bonus: Kill either leader&lt;br /&gt;
* Other:&lt;br /&gt;
** Next level depends on killed leader&lt;br /&gt;
*** Northern orcish leader will get you to the ''Snow Plains'' and the Flaming Sword (15-4, magical)&lt;br /&gt;
*** Southern undead leader will get you to the ''Swamp Of Dread'' and a suit of armor (high resistance to blade, pierce, impact)&lt;br /&gt;
*** If you take a merman to the eastern side of the river, you get to the cliffs of Thoria, an insanely difficult battle where you can find a loyal Sergeant (may become a level-4 leader)&lt;br /&gt;
** Simply decide for one direction and block the bridge in the other direction unless you want to fight on two large fronts&lt;br /&gt;
** First real chance to level gryphons&lt;br /&gt;
&lt;br /&gt;
Scenario objectives: Kill either leader.&lt;br /&gt;
&lt;br /&gt;
Going south is the easiest way: the orcs coming from the north may only cross the river at the bridge, a chokepoint that's easy to block. In fact, a determined attack may defeat the undead before the bulk of the orcs even makes it to the bridge. Fighting the orcs in the hills will take longer while the undead can walk through deep water or fly over it, crossing the river wherever they like.&lt;br /&gt;
&lt;br /&gt;
Going south will also the most prudent choice when considering the possible goodies: currently, Li'sar goes into battle wearing lingerie. While a magic sword or a loyal leader might come in handy, you don't need them as badly as the Princess needs a suit of armor.&lt;br /&gt;
&lt;br /&gt;
The undead need to be dealt with even if you don't want to kill their leader. Delfador, Kalenz and Lisar all have undead-killing ranged attacks (you *did* give her the scepter, didn't you?) -- add two more mages (one of them a healer) and three dwarfish steelclads as bodyguards. Recruit those on turn one and move them to a position where they may receive the chocobones' attack by dusk. You need at least steelclads in order to survive their charge. However, after the chocobones are gone the remaining undead ought to be manageable even if you don't throw any more troops that way (though you may do so if you're after the undead and want this to be finished quickly). You may need a few turns' rest before you can tackle the Death Knight, but eventually your spellcasters should dispose of him quickly.&lt;br /&gt;
&lt;br /&gt;
In order to hold back the orcs, a few elves plus a healer are enough to secure your end of the bridge; the orcs will be reluctant to attack even level-1 archers during the day, and if you employ more and better troops (like, level-3 loyalists  in the woods and a few mermen in the water) the orcs may not even attack at night. There's not much experience to be gained that way, though. If you want to actually fight the orcs, you should get to the other side and meet them there. There's plenty of mountains, an excellent opportunity to get some more experience to your dwarves (you will have good use for high-level dwarves later on). Dwarves, Gryphons and Orcs all have high defense in the mountains, so fighting will be slow.&lt;br /&gt;
&lt;br /&gt;
It will be a long walk to the northern leader even after you rubbed out his army. You might consider an assassination: send like 4-6 suicidal gryphons to his keep. Bonus points if you have a silver mage (teleport!). Of course, you can assassinate him without defeating his host first. just wait until his army is too far away to turn back and help him.&lt;br /&gt;
&lt;br /&gt;
Talking about Gryphons... this is the first time that you can really use them. Gryphons alone won't really impress the orcs, not even when supported by leaders and healers (they're level-1 units, after all). They may however seize a few villages, harass and distract the enemy, track down wounded units and so on. You should certainly get a few.&lt;br /&gt;
&lt;br /&gt;
They must have changed this scenario. As of v 1.9.5 at medium level it's absurdly easy. I recruited just one keep (two paladins, two mages of light, and two griffons). Then charged for the undead leader (South) and wiped him and his evil minions out by the end of turn 9. The griffons didn't even get in the fight. The orcs hadn't even reached the river bridge. ~ Sojourner, 4/16/11.&lt;br /&gt;
&lt;br /&gt;
== Diverging campaign path ==&lt;br /&gt;
=== Scenario 19A - Snow Plains ===&lt;br /&gt;
* Objectives: Defeat the enemy leader&lt;br /&gt;
* Lose if: Konrad, Delfador, Kalenz or Li'sar die or turns run out&lt;br /&gt;
* Turns: 43&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar&lt;br /&gt;
* Early finish bonus: Kill the leader&lt;br /&gt;
* Other:&lt;br /&gt;
** Li'sar will tell you she does not like her mother&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Konrad will find the Flaming Sword (15-4 melee, fire, magical) hidden under the great tree in the northeast near the enemy keep.  It will take Konrad a while to slog through the snow, forest, and hills, so you'll have to think about how many turns he will recall units.  Dwarves will do well in the mountains, as will the flying gryphons.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing the enemy leader.&lt;br /&gt;
&lt;br /&gt;
=== Scenario 19B - Swamp Of Dread ===&lt;br /&gt;
Scenario objectives: Kill all enemy leaders.&lt;br /&gt;
&lt;br /&gt;
There are lots of undead, but mostly level-1. The terrain is unfavorable, but hampers the undead as much as you.&lt;br /&gt;
&lt;br /&gt;
The swamp is good terrain for your mermen. Those with attacks that hurt the undead (the ones with Storm Tridents, Netcasters, Healers...) can make quite a difference. However, be aware that the campaign is coming to an end and you'll have little use for mermen in the following battles. So while the mermen may well lend a hand, any experience they gain will effectively be wasted.&lt;br /&gt;
 &lt;br /&gt;
One of the Death Knights drops the Void Armor when killed. The unit that picks it up will gain high resistance to physical damage (blade, impact and pierce). Since Li'sar is very vulnerable to precisely those types of damage, you should probably give her the armor. Keep her in the center at first so she doesn't have to walk across the whole map if the armor appears at the other end.&lt;br /&gt;
&lt;br /&gt;
Some of the Liches' power seems to be tied to the death knights; killing all four will hurt the Lich for about half its hitpoints.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing all 5 enemy leaders.&lt;br /&gt;
&lt;br /&gt;
=== Scenario 19C - The Cliffs of Thoria ===&lt;br /&gt;
Scenario Objective: Make it to the end of the river&lt;br /&gt;
&lt;br /&gt;
Turns: 45&lt;br /&gt;
&lt;br /&gt;
Defeat:&lt;br /&gt;
* Death of Konrad, Delfador, Li'sar, or Kalenz&lt;br /&gt;
* Turns run out&lt;br /&gt;
&lt;br /&gt;
Early Finish Bonus: 40% gold carryover&lt;br /&gt;
&lt;br /&gt;
Starting Units:&lt;br /&gt;
* Konrad&lt;br /&gt;
* Delfador&lt;br /&gt;
* Li'sar&lt;br /&gt;
* Kalenz&lt;br /&gt;
* Your strongest merman&lt;br /&gt;
&lt;br /&gt;
After a little spat between Kalenz and the merman you use to go east, you'll head for the Cliffs of Thoria. You'll find a long water level full of derelict vessels of the Queen. You'll also meet a Drake. After some conversation you discover that the Queens' forces attacked the Drakes, and now the Drakes will stop you from going forward. Since you have to move forward, you'll have to fight them.&lt;br /&gt;
&lt;br /&gt;
There are a number of small islands on this map with Drake bases. Each base will produce one Drake every turn until one of your units occupies the base. This means that although the drakes may run out of money, they will never run out of reinforcements. In order to win this, you need to kill them faster than they spawn new recruits. No easy task.&lt;br /&gt;
&lt;br /&gt;
Further, if you find that you can't win in a direct assault and want to bypass the drakes by going through the swamps, you'll discover very powerful undead enemies guarding the shoreline. They won't move, but any casualty will be immediately replaced by a new unit. Clearly, that area is cursed. Just avoid the dark blue water. It's impossible to get into the swamps, any attempt will be a waste of time.&lt;br /&gt;
&lt;br /&gt;
Tip: Compared to the other two choices, this map is insanely hard. While there is an opportunity to pick up a wonderful loyal unit, you may wish to skip the challenge unless you have at least 800 gold and a sufficient number of leveled-up mermen.&lt;br /&gt;
&lt;br /&gt;
If you're going to insist on playing this map, hire many gryphons and merfolk and move as fast as you can and just take the heavy losses. Since each base creates a unit every turn, to destroy a base you have to kill the unit occupying it and immediately move onto the base in that turn. Since merfolk can't move onto mountains, you'll need  gryphons for that. Getting the first two or three bases quickly is absolutely vital.&lt;br /&gt;
&lt;br /&gt;
With a somewhat longer perspective, spend all your money as long as you have it: you will inevitably run out of funds during this scenario. Drakes are vulnerable to piercing and arcane damage, so elvish arrows can be useful, as can your healers as spellcasters. Don't get too many landlubbers though, most of the fighting will happen in or over the water. Level-1 mermen will either die quickly or level up; high-level mermen will wreak havoc on the drakes. However, you need a good many level-2 mermen to begin with. Rookies alone cannot maintain the constant pressure you need, and the turn limit is short enough as it is.&lt;br /&gt;
&lt;br /&gt;
When you finally make it to the far side, you'll be told that the waterfall is impassable: you need Konrad to enter the cave in the middle of the map. Start walking early, he'll take a while.&lt;br /&gt;
&lt;br /&gt;
A loyal leader can be found on the most south-eastern island. He's badly hurt, keeping him alive may be tricky... better to discover him only on he very last moment.&lt;br /&gt;
&lt;br /&gt;
== Scenario 20 - Home of the North Elves ==&lt;br /&gt;
* Objectives:&lt;br /&gt;
* Konrad must reach the forest kingdom of Emetria&lt;br /&gt;
* Lose if: Konrad, Delfador, Kalenz or Li'sar die or turns run out&lt;br /&gt;
* Turns: 21&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar&lt;br /&gt;
* Early finish bonus: 47 Gold per turn&lt;br /&gt;
* Other:&lt;br /&gt;
** Your base will be dismantled after the first turn&lt;br /&gt;
&lt;br /&gt;
This is a very large map with some interesting challenges. First, Konrad needs to move all the way across to the right side, and if you're playing on Medium or Hard, you don't have many turns to waste.  Second, Fog of War is turned on, so you won't know where the enemy is until you blunder into them.&lt;br /&gt;
&lt;br /&gt;
However, even in the fog you can see the terrain, including the enemy keeps. The orcs start in the north central part of the map, while the humans begin in the southeast. What you can't see are the large hosts of level-3 units standing near their respective camps: these are the armies, and *they will not move* unless someone walks into their striking range. Getting at an enemy leader will be difficult indeed, but if you're content with moving past the armies you'll only have to cope with the level-2 vanguards seeking each other.&lt;br /&gt;
&lt;br /&gt;
You start with all loyal units who can move six or more hexes per turn (provided you kept them alive) and can recruit one castle full of more troops; it's probably best to get only riders, be they human, elf or gryphon. Most of them should be level-2. If you want to bring a healer, get the fastest on your roster (a quick elvish flyer, perhaps?) and make sure it's spawned at the right side of your keep.&lt;br /&gt;
&lt;br /&gt;
There is some dialogue to remind you that the winning condition is to a) move Konrad into the forest and b) keep Li'sar, Delfador and Kalenz alive; everyone else is &amp;quot;not important&amp;quot;. During the game, some elvish riders will show up and happily demonstrate how sacrificing a single unit can keep many others safe; they do it so well that you probably don't need to sacrifice any units of your own, but now you know how it works.&lt;br /&gt;
&lt;br /&gt;
The dialogue makes you expect a large battle between humans and orcs, but noone tells you that the elves (they have a keep in the woods) will also recruit a large force and attack anyone in sight; you'll probably see your first human warriors much later than you'd expect and find that they're busy enough fighting the elves. So you only really have to deal with the orcs; once you're confident that they can't get at Konrad anymore, he can move on pretty much on his own. Your troops may turn around and fight the remaining orcs, or join the elves and steal a few kills there, or whatever. Have Konrad stop short of the forest to give your troops more time for fighting if you feel like it.&lt;br /&gt;
&lt;br /&gt;
Delfador will tell you when Konrad enters the domain of the elves, but the scenario won't end then: you need to finish your turn and let everyone else have one last chance to attack your troops. If Konrad is still alive at the beginning of your next turn, you've won.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus: 47/turn&lt;br /&gt;
&lt;br /&gt;
== Scenario 21 - The Elven Council ==&lt;br /&gt;
This is a cut-scene furthering the storyline.  No combat takes place.&lt;br /&gt;
&lt;br /&gt;
== Scenario 22 - Return to Wesnoth ==&lt;br /&gt;
Scenario objectives: Kill all three enemy leaders. &lt;br /&gt;
&lt;br /&gt;
Three Halbardiers appear as enemy reinforcements in the lower southeastern corner of the map when you slay the nearest general, Josephus. The bridge across the river is a good place to establish a defensive position, since attackers have to use the beach and water hexes to attack. Use the forests to your advantage: elven troops are best in forest, while the loyalists and orcs are seriously slowed by the trees.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing all enemy leaders: 27 Gold&lt;br /&gt;
&lt;br /&gt;
== Scenario 23 - Test of the Clans ==&lt;br /&gt;
* Objectives: Defeat either all four leaders or 25 units in total&lt;br /&gt;
* Lose if: Konrad, Delfador, Kalenz or Li'sar die or turns run out&lt;br /&gt;
* Turns: 53&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar&lt;br /&gt;
* Early finish bonus: 55 Gold per turn&lt;br /&gt;
&lt;br /&gt;
This is a large map against mostly Knights, Horsemen and Bowmen. The map is mostly open plains which is ideal for horse-bound units. The easiest way to win the scenario is to keep all your units in one group and take them en mass to the enemy. Fast and powerful units like Grand Knights, Lancers or Paladins are important. Units with pierce attacks (Archers, Shydes, Knights) will do good damage to Knights.&lt;br /&gt;
&lt;br /&gt;
Expect heavy losses from the charge attacks, but don't fret because this is the second-to-last scenario. You'll want to finish this scenario quickly to get a nice bonus for the next level.&lt;br /&gt;
&lt;br /&gt;
When any of the enemy leaders is killed, it is replaced with one or two knights (two or three in Hard). Reportedly, one way to win is to gang up on Bayar with fast units while attacking the south-eastern leader with the rest of your army.&lt;br /&gt;
&lt;br /&gt;
If you want to have a long field battle, you can put groups of dwarves or elves in the hills. The enemy will tend to attack the hills, thus giving you some advantage. Hills also make a good safe haven for healing your mounted units. Try to kill the south-eastern leader early so you don't have to divert so many of your resources to the south flank.&lt;br /&gt;
&lt;br /&gt;
If you want to kill all the clan leaders before killing 25 units (which finishes the scenario), recruit a castle of healers, then recruit a good force of Gryphon Riders. Grab as many villages as is safe, and then position your Gryphons on the deep water in the lake. The next castleful of recruits is your main army and two more Gryphon rides. March this south, take out the south-east leader and then send the two Gryphons to the group in the lake. &lt;br /&gt;
&lt;br /&gt;
As soon as the majority of the northwest leader's troops move away from him, assassinate him with your Gryphons.  He should die in 1-2 rounds of attacks assuming you don't lose too many of your troops.  In the south-east, recruit a couple of castles worth of Gryphon Riders and send them west to take on the Southwest (black) leader, all the while keeping your main force just out of range of attackers if at all possible.  As your Gryphons cross the river on the offensive, the AI usually moves troops back in to defend with. You should be able to out-run these. Converge all the Gryphons you have left on the middle leader (purple).  I won around turn 25 giving me around 1600 gold to start the last scenario.&lt;br /&gt;
&lt;br /&gt;
== Scenario 24 - The Battle for Wesnoth ==&lt;br /&gt;
* Objectives: Defeat Asheviere&lt;br /&gt;
* Lose if: Konrad, Delfador, Kalenz or Li'sar die or turns run out&lt;br /&gt;
* Turns: 60&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar, as many Grand Knights as you defeated in the last map&lt;br /&gt;
* Early finish bonus: 46&lt;br /&gt;
Scenario objectives: Defeat Asheviere and, by killing her, reclaim the throne. &lt;br /&gt;
&lt;br /&gt;
One good strategy for this scenario is to set up camp around your fort and let the enemy come to you. You'll want to make sure the units on your front line can survive the beating they receive for one turn, and then you rotate them with freshly healed units. Don't attack the attackers if it means your unit won't have enough hit points to survive the next thrashing. Three or four healers will be needed behind the lines, and keep them fully occupied (remember that healers will heap 8HP to every unit adjacent to them. They're like walking sets of 6 villages). &lt;br /&gt;
&lt;br /&gt;
For front-line units, level one Dwarvish Guardsman are excellent; they'll take a good beating but not lose too many hit points because of their steadfast attribute. Because they don't lose many HP, they'll also heal quickly. Only attack the enemy if no hit points will be lost. Guardsmen can throw a spear at the attacker on every turn if the attacker has no ranged attack. &lt;br /&gt;
&lt;br /&gt;
Other units that are good for the front line are any unit with more than 50HP. Elvish Marshals will make your Dwarvish Guardsmen even more awesome. Dwarvish Lords have an incredible 79HP and can dish it out back to the enemy. Unfortunately, after a good thrashing, these units will take a long time to heal back up because of the large number of HP lost.&lt;br /&gt;
&lt;br /&gt;
If you have any Assassins, rotate them up and down the line poisoning each enemy unit. The enemies have very few villages available to them, so with three Assassins you can poison half the army until the enemies have a bunch of level three units walking around with 1HP each.&lt;br /&gt;
&lt;br /&gt;
Once the enemy has no army left, you can just wander up to Asheviere and discuss her resignation over a cup of hot tea. Asheviere has exactly 48 HP, so three hits of a 16-damage weapon, like the Scepter, or four 12-damage hits, is enough for the kill. Or you could surround her with about 20 Elvish Shamans and get the last little bit of fun juice out of this game.&lt;br /&gt;
&lt;br /&gt;
A quick assassination can even be performed by Master Gryphons or even sometimes Gryphon Riders: you can recruit a castle of them on turn 1, send them south, elude enemy forces sent by the general in the futile attempt to catch you, then approach Asheviere for the kill (she will not have many troops at her own protection). Using this strategy, I won on turn 6 (and without losses). Swarming all four enemies with 6 new knights each turn is a very effective distraction strategy. Asheviere may divert about half of her force to destory the Gryphons. If this happens, congratulations. This means you've won. You should have still about 20 living Knights, and you should easily break through her lines.&lt;br /&gt;
&lt;br /&gt;
A good bonus from The Test of the Clans should be enough to win this scenario.&lt;br /&gt;
&lt;br /&gt;
One extraordinarily hilarious way to win this battle is through mass recruiting of Knights, which is quite possibly the only level Two unit you can ever recruit in the mainline campaigns.  With roughly 1500 Gold from the plains battle, you can recall every single unit of level two or higher before recruiting loads of Knights to massacre the enemy with suicidal attacks.  As long as you keep your heroes alive...  It'll be a very bloody, but short, win.&lt;br /&gt;
&lt;br /&gt;
== Scenario 25 - Epilogue ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns - Walkthroughs]][[Category:Campaigns - Heir to the Throne]]&lt;/div&gt;</summary>
		<author><name>Hipparchos</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=HeirToTheThrone&amp;diff=46676</id>
		<title>HeirToTheThrone</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=HeirToTheThrone&amp;diff=46676"/>
		<updated>2012-06-08T13:54:32Z</updated>

		<summary type="html">&lt;p&gt;Hipparchos: /* Scenario 8 - The Princess of Wesnoth */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a walkthrough of '''Heir to the Throne''', the campaign featuring Konrad. It contains spoilers.&lt;br /&gt;
&lt;br /&gt;
The suggestions herein are based on the &amp;quot;Medium&amp;quot; and &amp;quot;Hard&amp;quot; difficulty levels. It should be possible to win the &amp;quot;Easy&amp;quot; difficulty level without trying very hard if you are an accomplished gamer.  If you feel comfortable with turn-based games, especially ones featuring units moving on a hex map, then you can play the Tutorial and then dive right into &amp;quot;Medium&amp;quot; to get a feel for the elements of the game. After you have played a few scenarios and are ready to restart from the beginning (and yes, it is  very likely you will have to restart the first time you play Wesnoth), try reading [[AdvancedTactics]].  You should also be familiar with the basics in [[WesnothManual]] -- this is a walkthrough, not an exposition of basic game mechanics.&lt;br /&gt;
&lt;br /&gt;
Each scenario has an individual forum thread where you can provide feedback to the authors.  See also the forum posts [http://www.wesnoth.org/forum/viewtopic.php?t=3601 Suggestions for Heir to the Throne walkthrough] and [http://www.wesnoth.org/forum/viewtopic.php?t=4026 Yet another &amp;quot;Heir to the Throne&amp;quot; walktrough] (sic) for more.  [http://www.wesnoth.org/forum/viewtopic.php?t=7064 Ye Compleat Walkthrough To &amp;quot;Heir To The Throne&amp;quot;] is a detailed guide, with illustrations, to the first several scenarios.&lt;br /&gt;
&lt;br /&gt;
Finally, some [http://www.hermann-uwe.de/blog/my-wesnoth-replays-online replays] were posted by Uwe Hermann.&lt;br /&gt;
&lt;br /&gt;
'''Warning spoilers ahead!'''&lt;br /&gt;
&lt;br /&gt;
== Scenario 1 - The Elves Besieged ==&lt;br /&gt;
Scenario objectives: Both Konrad and Delfador must survive, and Konrad must escape to the signpost in the northwest corner of the map.&lt;br /&gt;
&lt;br /&gt;
The orcs as well as your allies will levy a great many troops, you'll soon find yourself between the lines in a huge battle. All those units slugging it out can take quite some time, you may want to try two options on the Preferences dialog, &amp;quot;Accelerated Speed&amp;quot; or maybe even &amp;quot;Skip AI Moves&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
This scenario is a &amp;quot;runner&amp;quot; scenario; on turn one, recruit a castle full of fresh recruits, and immediately make a break for it! If you're new to Wesnoth, getting Konrad out of there in one piece will be difficult enough and may require you to start over a couple of times. Hint: don't keep your units all lumped around Konrad, as a large host will attract the enemies' attention. &lt;br /&gt;
&lt;br /&gt;
Terrain dictates two routes to the signpost: west to the druid and then north, or north over the bridge and then west. Either way, you should send Delfador and most of your army straight north. This is a ruse, the sole purpose is to lure the enemy towards the road  while Konrad (with only one or two level-1 bodyguards) makes his way towards the exit. There's no chance of winning, your troops should perform a skirmishing retreat westwards into the forest.&lt;br /&gt;
&lt;br /&gt;
Other than getting Konrad on his way, the inofficial objective of this scenario is to gain some experience for your troops. Experience is gained by fighting; once a level of experience is reached, your units will &amp;quot;level up&amp;quot; and become more powerful units. Killing an opponent will give much more experience than just fighting, so you should try to arrange it in such a way that the unit you want to upgrade gets to deliver the coup de grace.&lt;br /&gt;
&lt;br /&gt;
Now a few words about the units at your disposal. In-game, you cannot check the data of unknown units; if you want to take a peek anyway, check the [http://www.wesnoth.org/units/ Wesnoth Unit Tree].&lt;br /&gt;
&lt;br /&gt;
* Fighters and Archers. Melee and ranged, all elvish warriors are capable of both, it's more a matter of emphasis than an actual distinction. When they level up, most should become Heroes and Rangers, repectively; you'll only need one or two Captains, and probably are better off without any Marksmen: spellcasters will serve the same purpose much better.&lt;br /&gt;
&lt;br /&gt;
* Shamans are minor healers. As a rule of thumb, you should never enter into any scenario without at least one healer. Leveling up a Shaman is somewhat tricky, as they can do only very little damage. If you use stronger units to knock an enemy unit's HP down, you can move your shamans up from behind the lines to administer the finishing blow. As difficult as it is to level up a shaman, it is well worth the hassle. Druids will be standard healers, you want one (and possibly only one) of those as soon as possible. A Sorceress cannot heal at all, but is a powerful spellcaster. At their higest level, both will learn to fly and become very mobile.&lt;br /&gt;
&lt;br /&gt;
* Scouts may seem weak, but there's more to them than meets the eye. While most riders suffer severe penalties in difficult terrain, the elvish variant can cross rivers, swamps and even mountains rather quickly and will usually even receive a reasonable defense modifier. Insofar, they're less like horsemen and more like fast infantry. Whether you employ them in numbers is a matter of taste, however, you should always remember that you have these extremely mobile units at your disposal.&lt;br /&gt;
&lt;br /&gt;
* Konrad, your leader, starts most scenarios at a keep where he may recruit some troops, but that doesn't mean that he should stay there forever: Being always on the map, he may just as well make himself useful. Getting him to level two will earn him a bow as well as the &amp;quot;leadership&amp;quot; ability, both will come in handy time and again.&lt;br /&gt;
&lt;br /&gt;
* Delfador, the Elder Mage, is insanely powerful (at least compared to your other troops for the time being). Mages usually aren't very sturdy, but at level 5 he has so many hit points that you don't have to worry too much about him &amp;amp;ndash; he'll survive quite a few counterattacks. Don't overcommit him, but the first few scenarios depend on his abilities to instantly slay nearly any opponent and soaking up some damage that would otherwise kill several of your (still minor) units.&lt;br /&gt;
&lt;br /&gt;
Remember to use the CTRL-v command to see how far all enemy units will be able to move on their next turn. Click on an unoccupied hex and then move the cursor over an enemy unit to see how far that unit will be able to move. Be careful with your heroes and constantly think of their safety.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus: 32 gold per turn.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=2881 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 2 - Blackwater Port ==&lt;br /&gt;
Scenario objectives: Survive 12 turns (9 on Hard), or kill the enemy leader.&lt;br /&gt;
&lt;br /&gt;
The opening dialog will introduce a new friend, Haldiel, a loyal Horseman. The importance of loyalty is explained in [http://www.wesnoth.org/wiki/CampaignStrategies#The_importance_of_loyalty Campaign Strategies].&lt;br /&gt;
&lt;br /&gt;
'''Horsemen'''&lt;br /&gt;
:Now that's cavalry as we know it. Their charges can be truly devastating if somewhat suicidal, as your ally will demonstrate soon. Employing charge attacks takes a little getting used to, as it differs so much from ordinary melee. Keep an eye on the &amp;quot;Damage Calculations&amp;quot; until you get the knack of it.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Back to topic: If you recall units, choose those that have enough experience to be worth the 2 to 6 gold difference over fresh recruits, or who have specific traits that you need. Hole up in the forest on your side of the road (so the enemy has to stand on the plains to face you). Feel free to seize a few villages from your ally, he won't complain. If you have a unit to spare, you may even take the villages next his castle. Matter of fact, this is a prudent move &amp;amp;ndash; after all, Sir Kaylan would only use the gold to recruit troops that would steal your experience!&lt;br /&gt;
&lt;br /&gt;
You can also send Haldiel west as fast as possible and attempt to take the village due south of the enemy castle.  This will draw some orcs south, reducing the pressure on your actual army and giving you more freedom to shape the battle. However, be careful to not let him get pinned down and killed.&lt;br /&gt;
&lt;br /&gt;
Sir Kaylan will send one or two horsemen to the enemy lines to assist you.  Although these horsemen are not under your direct control, they can serve as a distraction if you manoeuver your forces properly, taking the brunt during the enemy's turn to attack. &lt;br /&gt;
&lt;br /&gt;
The first night will be tough, be prepared to lose some units; but if you use the terrain to your advantage, you should have enough of an army left to launch a serious counterattack during the next day. The momentum should keep you going even through the next night and you may soon find yourself besieging the enemy keep. However, the actual objective is merely to survive &amp;amp;ndash; if everything fails, you may still retreat behind the swordsmen guarding Sir Kaylans fortress.&lt;br /&gt;
&lt;br /&gt;
There is an early finish bonus for killing the enemy leader, however, it will probably be small. In other words: rushing it won't be worthwhile, instead you should play it safe: manoeuver carefully and try to get some experience to those units that need it most. By the end of this scenario, you really ought to have a Druid &amp;amp;ndash; that's absolutely vital. Next in line should be an elvish Fighter (make him a Captain) and Konrad, anything else is optional. But the more the merrier as they say.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=2929 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 3 - Isle of Alduin ==&lt;br /&gt;
Scenario objectives: Kill the enemy leader.&lt;br /&gt;
&lt;br /&gt;
The key to victory is to control the villages, earning the gold you need to recruit or recall troops.  You have the option to send the majority of your army west or south with village grabbers going the opposite direction.  If you choose to send your army west (recommended) send a scout and an archer south, grabbing alternating villages. Done intelligently they will each grab 1 village per turn until they are near the opponents keep. Be careful of engaging the enemy on the west flank near the hills at night: this is where they shine. Back off to the forests and wait for a more favorable time of day if necessary.&lt;br /&gt;
&lt;br /&gt;
The following strategy works well if you take care of your unit placement. Protect units you cannot afford to lose from multiple attacks at night or when weakened, particularly new horsemen and magi.&lt;br /&gt;
&lt;br /&gt;
First recall or recruit 3 elvish scouts. Send two scouts to the southern villages, and the third to the village to the northwest. Recruit 3 fighters; send one to the south and the other two to the southwest. This works best if one scout is &amp;quot;quick&amp;quot; and the fighter recruited to fill the southeastern hex of your castle is also &amp;quot;quick&amp;quot;. If not you may have to modify this strategy. Send Delfador up to the northwest on the first turn to find the mage and send the mage down to the village next to the castle. Konrad should take two nearby villages in the first two turns, because you have no money left anyway.&lt;br /&gt;
&lt;br /&gt;
One of the scouts goes as far south as possible, taking villages and distracting the enemy. This scout is usually destroyed by turn 4. That's OK. The other scout in the south usually has to retreat to survive. You try to take all the villages in the south you can and then reinforce the south slowly and move south. Now your main push is in the west because most villages are there and you need an income of over 20 per turn to recall all of your good troops. I usually use the scout I have sent to the northwest village on the island to take all of the far northwest villages. Delfador can destroy an enemy unit each turn, especially saurians, because these pesky units can kill weakened units in the rear. Horsemen take too long to cross the forest south of your castle but are strong on the western plains during daytime. Send newly-recruited horsemen to the west along with magi. A shaman is useful to the south and later one can be sent to the west.&lt;br /&gt;
&lt;br /&gt;
Approaching turn 10-12, you should have assembled two reasonably powerful forces on each side of the lake. The westerly one usually is based on Delfador and horsemen-mage combos with fighters and archers for ZOC purposes, and the eastern force almost entirely of elves. Remember magi work best against trolls and grunts, and horsemen against archers.&lt;br /&gt;
&lt;br /&gt;
Move south in tight groups, trying not to get too aggressive at night with the west group, until they meet at the far southern end of the island, and assault the castle together.&lt;br /&gt;
&lt;br /&gt;
If you are a new player, you've probably been focusing on game mechanics and how the units and terrain interact. If so, it's time to give serious thought to leveling up some units by allowing them to strike the killing blow. When Konrad or an elven fighter is at level 2, they get the &amp;quot;leadership&amp;quot; skill. When a shaman levels up, they get the &amp;quot;cure&amp;quot; skill.&lt;br /&gt;
&lt;br /&gt;
Hardly any player notices this, but this scenario offers the opportunity for some extra experience at the expense of very little gold. The early finish bonus is 38, but there are 36 villages on the island, so if you control all villages, you only lose 2 gold per turn (or only 1.6 gold, since only 80% can be retained - should be less than 24, since you hardly ever finish more than 15 turns early). So instead of killing the remaining enemies - especially the enemy leader - you might encircle them and reduce their health to a minimum. If you do not attack them in the subsequent turns, they will neither attack nor move, thus regain 2 HP per turn and will eventually be healthy enough to stand an attack of your weaker units. This is a relatively safe way to milk some extra XPs out of them for your weaker units (preferably magi and shamans). While milking level 1 units may not be very rewarding, milking the level 2 leader might easily give 20 extra XPs.&lt;br /&gt;
&lt;br /&gt;
A note about playing with Magi: They are weak units, but become important later in the game. Over the next few levels, you'll want to level at least two Magi to White Magi for later in the game; they have an arcane (or holy) attack which does incredible amounts of damage to the undead. Fire Magi can eventually level up to level 4 Great Magi, which are walking killing machines, and Fire Magi do decent damage to most other units, especially trolls and skeletons. Magi are weak, however, so they need to be guarded by stronger units. Don't let the enemy have more than one attack position on them.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=2959 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 4 - Bay of Pearls ==&lt;br /&gt;
Scenario objectives: Kill one or both enemy leaders.&lt;br /&gt;
&lt;br /&gt;
Opening moves: On the first turn, have Konrad recruit or recall some units. Which units, and in which order, is your first tactical decision. If you recruit/recall in pairs, with one fast (6 movement points or more) and one slow unit, then one will be able to move onto the island the next turn, while the other is still wading through the river.&lt;br /&gt;
&lt;br /&gt;
Then, move Konrad to the cage on the island just to the east. This will free some mermen. (How many depends on whether you are playing on Easy, Medium, or Hard.) One of these can go open the second cage, and so on: by the end of your very first turn, you should have five mermen in the water.&lt;br /&gt;
&lt;br /&gt;
Watch out: there's one cage far out at sea that's easily overlooked. The first Merman you set free tells you as much, but if you skip the message... Anyway, it is guarded by two nagas. Send two or (at most) three Mermen up there and *do not* fight it out: get the cage first, then kill the nagas with the help of the mermen from that cage. It holds at least four Mermen, on of them an Initiate. The latter may become a healer, try to get her experienced as soon as possible.&lt;br /&gt;
&lt;br /&gt;
Even further north than the last cage there's a trident in the water. It will confer a powerful ranged attack to its bearer. Have a &amp;quot;quick&amp;quot; merman pick it up (who should eventually become a Hoplite).&lt;br /&gt;
&lt;br /&gt;
The remaining mermen should try to hold the sea leaders' recruits at bay. Mermen and nagas both have high defense in water, so combat can be a bit slow and frustrating. Concentrate three or four mermen on a single enemy unit at a time, rather than spreading your attacks piecemeal. Don't push too hard, especially not at night when your attacks are weak. Keeping your loyal mermen alive is more important than the possession of a village, and things will look much better on the next day. If that doesn't suffice, the troops from the deep-sea cage may lend a hand.&lt;br /&gt;
&lt;br /&gt;
It will be nigh impossible for your horsemen and elves to wade to the island to fight the sea leader in time, so eventually your need to do this. The Storm Trident and the Initiate both have magic attacks (70% to-hit regardless of terrain) and should go a long way... you better attack him during the day, even if it means that you need to wait for a few turns.&lt;br /&gt;
&lt;br /&gt;
On land, you have to fight off a wave of orcs and wolves. Your decision is how far west to engage the enemy, though really, you have little choice: You are hindered by the limited recruitment you can do each turn, and how long it takes your elves and horsemen to trickle across the river. Some wolves may reach you in the night, but the bulk of his army won't arrive until daybreak. Press hard during the day, and there will be little left of his army when the night comes. &lt;br /&gt;
&lt;br /&gt;
Careful management of your killing blows should allow several units to get to Level 2. A charging horseman does so much damage it will be easy for the horsemen to get all the kills, but try to get at least Konrad, your loyal mage,  and an elven fighter to level-2 (if you haven't already).&lt;br /&gt;
&lt;br /&gt;
The outcome of this battle affects the next scenario you play. If you kill the sea leader you wind up on Isle of the Damned. If you kill the land leader you wind up on Muff Malal's Peninsula. If you kill both, you can choose (and get an early finish bonus).&lt;br /&gt;
&lt;br /&gt;
New players should take the land route to Muff Malal's Peninsula, where you can easily level up many units or collect an early finish bonus. Experienced players or those who are looking for an interesting tactical exercise may wish to consider the sea route to the Isle of the Damned, where you will find a loyal White Mage who *might* join you... if you meet some very tough winning conditions. Either choice will be a battle against undead.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3022 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Diverging campaign path ==&lt;br /&gt;
=== Scenario 5A - Muff Malal's Peninsula ===&lt;br /&gt;
Scenario objectives: Kill the enemy leader.&lt;br /&gt;
&lt;br /&gt;
This is an easy scenario, and your aim here should be to build up your gold by controlling most villages, while earning experience against enemy forces. The enemy recruits bats to capture villages, and hordes of Walking Corpses to keep you busy.  The occasional Dark Adept can be dangerous on Hard difficulty, but is vulnerable to melee attack, especially from knights.&lt;br /&gt;
&lt;br /&gt;
One approach is to recall a few level 2 units supported by a mage. These units build a defensive position in the central part of the map, using hills and forest for cover, and hold off the first wave of Walking Corpses. Mounted troops capture villages in the north and west, and can charge down the flanks at daytime. A merman or two distract enemy bats and capture sea villages. If you can recall the merman that picked up the trident in Bay of Pearls, it will be able to dispatch bats easily on its own.&lt;br /&gt;
&lt;br /&gt;
During daytime, your main force advances to one of the villages in the south-east, where you wait for more Walking Corpses to attack. A level 2 melee unit (eg. Elvish Captain) can use the village defense bonus to survive attacks, and heal between turns. By the time it is low on hit points, it should be advancing to level 3.&lt;br /&gt;
&lt;br /&gt;
You should now control most villages and have some gold, so recruit or recall additional troops. Launch an offensive with your central force, supported by your horsemen advancing at the sides.  Don't forget to use Konrad in the attack.&lt;br /&gt;
&lt;br /&gt;
Try to attack with human units only at day, when the undead are at their weakest, and hold the lines with your elves at night.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing the enemy leader.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3178 forum discussion].&lt;br /&gt;
&lt;br /&gt;
=== Scenario 5B - Isle of the Damned ===&lt;br /&gt;
Scenario objectives: Kill the enemy leaders, or survive for 27 turns.&lt;br /&gt;
&lt;br /&gt;
Konrad is washed overboard during a storm, but is rescued by two mermen. You start out with 100 gold and cannot recall any units. You are joined by Urlaf, a level 2 Outlaw.  In addition to Mermen, you can recruit his friends: Thugs, Poachers and Footpads. This is the only time in the campaign that these units can be recruited, but any outlaw units surviving this scenario can be recalled later. Your gold from Bay of Pearls (minus the usual 20% discount) is saved for the next scenario.&lt;br /&gt;
&lt;br /&gt;
Moremirmu is a White Mage with a holy sword which is very effective against undead. He is hiding in one of the three temples, and will join your cause if you find him. Beware: Xakae, a Revenant with a retinue of Walking Corpses, is waiting to ambush you in another temple. Moremirmu and Xakae are randomly placed; the third temple is always empty. Xakae and the Corpses can be a useful source of experience if you have the troops to deal with them.&lt;br /&gt;
&lt;br /&gt;
While your new units might seem weaker than your old troops, they are chaotic like their undead opponents and Thugs and Footpads deal useful impact damage. Use the Footpads effectively to hold your line and the Thugs to deal the main portion of the damage.&lt;br /&gt;
&lt;br /&gt;
Mermen can be used successfully to harass the undead in their rear. Typically the undead responds by withdrawing forces to deal with your mermen. Occasionally this tactic can be used to isolate and trap an undead leader while their forces are busy with your land troops. Don't expect the mermen to survive, though - their pierce damage does very little to the undead, especially at night. Mermen are also useful to hold the many isolated villages scattered throughout the map.&lt;br /&gt;
&lt;br /&gt;
Moremirmu is critical to winning but also quite fragile. He will die quickly if he is attacked by multiple undead.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing both enemy leaders. Moremirmu (and his holy sword) will join you in future scenarios only if both are defeated. There are only a few ways to achieve the early finish. One involves recalling mermen from the previous scenario, including the one with the magical trident, and sending them to kill the southern lich, while land troops attack the other.&lt;br /&gt;
&lt;br /&gt;
The other two center on Moremirmu. Get Moremirmu early, and send him along with a few footmen and thugs north, and use other units to draw fire. Meanwhile, secure the rest of the center of the map from the south. If Moremirmu can finish off the first Lich in time, send that group south -- it takes 10 turns to reach the other Lich, so you'll need to accomplish this by Turn 16! The alternative is to simultaneously send a large force south with Konrad, lure the Lich onto bad ground and surround it.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3179 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 6 - The Siege of Elensefar ==&lt;br /&gt;
Scenario objectives: Kill both enemy leaders.&lt;br /&gt;
&lt;br /&gt;
Konrad arrives at the southern end of a large map. The island city of Elensefar dominates the center, and the cave of the necromancer Muff Jaanal is far to the north. The orcish warlord Agadla has taken the city. You know what to do!&lt;br /&gt;
&lt;br /&gt;
Your first objective is to retake the city. You could choose to charge across the bridges and fight your way onto the island, taking heavy casualties from the level 2 orcish warriors along the way - but casualties will probably be lower than if you do it the slow way. Or, you can lure the orcs into the water where they are easy to hit. Remember that mermen, especially the one with the Storm Trident, move quickly and defend quite well in water or on the bridges.  Whichever strategy you choose, remember that the undead are well on their way to join the orcs occupying the city.  Speed is a factor.&lt;br /&gt;
&lt;br /&gt;
Konrad will receive some help from the Thieves Guild. Apparently, an orcish occupation is bad for business. They will either show you a hidden ford onto the island, or attack the north gate after you take one of the island villages. Whether you choose to storm the city, and which aid to accept, depends in large part on how much of a hurry you are in.  Every turn, the undead march southward, and you'll have quite a fight on your hands after they reinforce the orcs in the city proper.&lt;br /&gt;
&lt;br /&gt;
After you defeat the orcs, you must fight your way north.  Fighting against the undead requires a different mix of units than fighting the orcs. Your mermen are too slow on land.  Horsemen and elvish units do reduced damage to skeletons.  Here, you need... mages.  Lots and lots of mages. And a paladin, if you've leveled a unit that high enough. Expect to spend many turns fighting through the northernmost six hexes. You are fighting in a cave, which slows your units down. Being underground, it is also treated as night for the time of day penalties.  Also, don't forget that mages can't take a lot of abuse, especially from melee attacks.  You will have to figure out how to use your less effective elvish units and horsemen to shield your mages.&lt;br /&gt;
&lt;br /&gt;
By now, you should have either Konrad or a level 2 elven fighter with the Leadership ability. A unit adjacent to a leader receives a +25% bonus to damage. Likewise, carefully position shamen or white mages in your lines so they can heal wounded units.  Two adjacent healers will heal each other.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing both enemy leaders.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3224 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 7 - Crossroads ==&lt;br /&gt;
Scenario objectives: Kill the north-eastern enemy leader.&lt;br /&gt;
&lt;br /&gt;
There are two strategies: either to &amp;quot;run for it&amp;quot;, or &amp;quot;kill them all&amp;quot;.  Which you choose will probably depend on whether you want to earn lots of gold, or level up lots of units.&lt;br /&gt;
&lt;br /&gt;
If you choose to run,  recall two turn's worth of troops.  Most should be level 2, but you should recruit one or two units as sacrifical lambs. Having two healers (who will stay adjacent to each other for mutual healing) is almost a necessity. Move the units in formation (probably in two packs) along the road. Do not be tempted to move units into the mountains.  The increased defence is not worth the risk of triggering ambushes. Drive your way to the leader in the northwest, kill them, and reap the early finish bonus.&lt;br /&gt;
&lt;br /&gt;
The second strategy is to methodically destroy all enemy units on the map. Recruit two turns worth of units, and then drive south.  Overcome the southern leader, and recruit more troops in his castle.  Move back north, moving into every town and through the mountains, in order to trigger ambushes. This strategy is trickier to pull off, but careful management of your kills should allow you to level multiple units. (Just be careful not to run out of turns...)&lt;br /&gt;
&lt;br /&gt;
Note:  The first two villages on the screen that you will likely attempt to grab trigger an Elvish Fighter and Elvish Archer to join your party and warn you about the hills.  Keep in mind that they, too, are Loyal troops.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3281 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 8 - The Princess of Wesnoth ==&lt;br /&gt;
Scenario objectives: Subdue Li'sar to win&lt;br /&gt;
&lt;br /&gt;
Konrad's life now takes an interesting turn, as he meets the Princess of Wesnoth, Li'sar.  Instead of dying when you &amp;quot;kill&amp;quot; her, she surrenders.&lt;br /&gt;
&lt;br /&gt;
Li'sar is supported by troops from the Loyalist faction. Even your tough level 2 units make tempting targets for her lawful horsemen; they will charge and probably kill them.  Use terrain and position sacrificial level 1 screening units while the sun is high. Likewise, you can try for a quick kill by charging Li'sar with your own horsemen or knights.&lt;br /&gt;
&lt;br /&gt;
This otherwise straightforward battle is enlivened by reinforcements that Li'sar summons on turns 5 and 10.  Also, a level 2 Duelist will defend the Princess' honor when you approach her, appearing from the south of your position.  You can trigger his arrival by exploring the mountain with an entrance. Capture the villages on the eastern side as you cross the river, and position units to cover the north-eastern plain to prevent Li'sar's mounted units from capturing these villages.&lt;br /&gt;
&lt;br /&gt;
By the end of this scenario, you should have learned a painful lesson in how the computer player targets its attacks...&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3401 forum discussion].&lt;br /&gt;
&lt;br /&gt;
[hipparchos] Patience is the key here. I send a couple of L2 horsemen north to take the northern villages, and a couple of mermen south to take the southern ones. The storm-trident merman stays on the village next to the mineshaft will deal with the Duellists. But I put the bulk of my army on the west bank of the river, ''without crossing it''. Let the enemy come to you, because they will be much easier to defeat when they're standing in the river, and that's especially true as the Princess recruits L2 defenders later in the scenario. The bridge is the northern end of your main line, and Delfador can defend it easily. Only after all the Princess's defenders have been defeated do you cross the river and take her keep.&lt;br /&gt;
&lt;br /&gt;
== Scenario 9 - The Valley of Death ==&lt;br /&gt;
Scenario objectives: Survive 12 turns.&lt;br /&gt;
&lt;br /&gt;
There are two holy water bottles on the map. The unit which picks them up will have their melee attacks be holy for the duration of this scenario. These are especially useful for powerful melee units like Elvish Heroes or Champions which otherwise do little damage to the undead. Or, you could recruit Horsemen and have them grab the holy water.  They should easily level to level 2 Lancers or Knights, and maybe even to a Level 3 Paladin by the end of the scenario. As in previous scenarios, mages will be effective against most of the undead enemies.&lt;br /&gt;
&lt;br /&gt;
You'll be facing many level-2 undead. They're all dangerous but two kinds require special attention:&lt;br /&gt;
* Spectres (level2 ghosts) are fast in every terrain, somewhat hard to hit, resistant to all common kinds of damage, and have a draining attack. Attacking them in melee is not recommendend, killing them with arrows will eventually work but takes many arrows. They are vulnerable to arcane spells and fireballs, though.&lt;br /&gt;
* Walking Corpses: they're slow, they're weak, they're fragile. Usually nothing to worry about, but this time they're many. Hordes. Night of the Living Dead. A strong fighter will easily slay them, but that can become his downfall: an attacking corpse that gets killed makes room for the next corpse to move in and attack... and the next, and the next, and each one gets a few blows. Even a Paladin or Champion will eventually be overwhelmed, taking around ten or fifteen zombies with him. Whether you consider this to be a good exchange is up to you. Incidentally, something similar can happen between Paladins and level-1 Skeletons.&lt;br /&gt;
&lt;br /&gt;
The castle you start in is a well-defensible position, but all enemies arrive at about the same time. Once surrounded, you'll have very little wiggle room or inside tiles for your wounded units to retreat to. Filling the moat with Mermen might work a bit better, but their tridents won't impress the skeletons.&lt;br /&gt;
&lt;br /&gt;
You should consider attacking the southern enemy, then hole up in his castle and the surrounding hills. This increases the distance to the others: their troops will reach you later and they will be strung out, so you don't have to fight them all at once.&lt;br /&gt;
&lt;br /&gt;
If you don't have the money to recruit a large or powerful army, recruit a few Elvish Fighters and send them to the forest north of your castle. Their job is to slow the Revenant for several turns and then die gloriously. Flee with Konrad and the rest of your army to the south-east corner. If you're lucky, the WC horde will be too slow to reach you before the scenario ends. A cowardly tactic, yes -- but you'll survive...&lt;br /&gt;
&lt;br /&gt;
If you played Isle of The Damned without killing both Liches, and Moremirmu survived, then he will reinforce you with three White Mage buddies between turns 7-10. You can't recall them after this scenario, so they are expendable.&lt;br /&gt;
&lt;br /&gt;
Another strategy, which requires to have Moremirmu to help you and allows you to kill the three Liches, is to recruit 2 horsemen (or recall their leveled up units) and as many thieves as you can, send each horsemen to gather the bottles of holy water, and kill with them the northern and eastern Liches; don't send them the horseman to the northern Lich too quick, because if you do his army will focus on it, and it won't reach the Lich. Move Konrad, Delfador, Kalenz, and your thieves towards the southeast corner. The thieves be used as a barrier to protect your more important units; place them in woods, mountains or villages(never in plains) as soon as they can, so that the northern and eastern Liches concentrate on them and leave Konrad and his group alone. With some luck you'll kill the northern and eastern Liches around the same turn that Moremirmu appears, and Konrad and his group will survive enough time to have one of Moremirmu's white mages kill the Southern Lich during day time.&lt;br /&gt;
&lt;br /&gt;
[edit: Viper] On medium, I found that I could only make this strategy work by save/loading &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; by using knights or better for the Litches (as horsemen could not do the job in a single turn even hitting on every attack).&lt;br /&gt;
&lt;br /&gt;
Early finish bonus if you somehow manage to defeat all enemy leaders. If you do, feel free to boast about your accomplishment at the [http://www.wesnoth.org/forum/viewtopic.php?t=3402 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 10 - Gryphon Mountain ==&lt;br /&gt;
Scenario objectives: Kill the enemy leader.&lt;br /&gt;
&lt;br /&gt;
Konrad starts in the lower left corner of the map.  General Robert, commanding Loyalist troops, is in the upper right.  In the middle of the map, surrounded by mountains, is the Mother Gryphon and four sleeping Gryphons.&lt;br /&gt;
&lt;br /&gt;
If you kill the Mother Gryphon before the Loyalists do, you will have access to gryphon eggs, allowing you to to recruit Gryphon Riders in future scenarios.  Opinions differ as to whether their ability to capture far-flung villages, safely lure enemy troops, and ability to pierce the map shroud are worth their high cost.  Even if you decide not to attack the Gryphons, the enemy will -- and then the wild beasts of the air might decide to attack you.  &lt;br /&gt;
&lt;br /&gt;
For a quick victory to earn the early finish bonus, head up the right side of the mountains.  To earn experience, head towards the Mother Gryphon, and the enemy will come to you.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing both the mother gryphon as well as the enemy leader.&lt;br /&gt;
&lt;br /&gt;
== Scenario 11 - The Ford of Abez ==&lt;br /&gt;
Scenario objectives: Move Konrad to the north side of the river&lt;br /&gt;
&lt;br /&gt;
The wide Abez river cuts across the middle of the map from left to right, with Konrad starting on the lower right side. Princess Li'sar starts on the lower left, and an orc band is on the north side of the river. Killing the Princess is meant to be impossible: she has plenty of troops as is, and if you actually get near her there will be numerous high-quality reinforcements. Do not even try to attack her, it will be a waste of good troops for no gain. Instead, fill the river with mermen: this is an excellent opportunity to get many of them leveled up.&lt;br /&gt;
&lt;br /&gt;
But first things first: your task is to get Konrad across the river. The chaotic orcs will attack from the north, the Princess's lawful Loyalists will attack from the south, and... a new enemy (alignment: hungry) will be attacking from downstream. All will happily fight each other if they ever meet, but with your army standing right between them in the middle of the river... it will pretty much seem as if everyone was out to get you.&lt;br /&gt;
&lt;br /&gt;
Remember those loyal mermen from in the Bay of Pearls? They should comprise your principal fighting force. Be sure to send one downstream to acquire the Storm Trident there. If you have some of the flying elvish units, they move and fight equally well over land or water. Wait for the Orcs and Humans to get into the water where the mermen have excellent defence while the landlubbers do not. &lt;br /&gt;
&lt;br /&gt;
Even if you have the money, don't recruit for more than two turns, otherwise Konrad might not even make it into the river. The scenario ends as soon as he makes it to the other side (off the beach and onto flat ground) -- by the time he gets there, there will be few orcs left on that shore, Kalenz and Delfador can well deal with them. If you recruit any land troops at all (healers perhaps?), make sure they have at least two moves in shallow water.&lt;br /&gt;
&lt;br /&gt;
This is an excellent opportunity to get your mermen some XP, and you don't really need the early finish bonus. &lt;br /&gt;
&lt;br /&gt;
Early finish bonus for getting Konrad onto dry land.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=8716 forum discussion]&lt;br /&gt;
&lt;br /&gt;
== Scenario 12 - Northern Winter ==&lt;br /&gt;
*Objectives: Defeat all enemy leaders (2 of them)&lt;br /&gt;
*Lose if: Konrad, Delfador or Kalenz die or turns run out&lt;br /&gt;
*Turns: 50 (as of 1.8.3 on medium difficulty turns = 40)&lt;br /&gt;
*Starting units: Konrad, Delfador, Kalenz, a random soldier&lt;br /&gt;
*Early finish bonus: 47 / turn&lt;br /&gt;
*Other:&lt;br /&gt;
**Snow falls on turns 6 and 10, making the tundra patches larger.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
This is a relatively simple scenario. The enemy will mostly raise level-1 wolf riders and orcish archers, plus the occasional level-2 Ogre or Troll. You can field a similar mix of mostly fresh recruits plus a few veterans. Throughout the scenario, the wolves will attempt to seize villages, often bypassing your forces: a few Elvish Scouts behind your lines will come in handy. Alternatively, your loyal Thieves can play hide-and-seek just as well. Don't overrecruit, though: there's only so many units you can actually bring to bear on the enemy. You've got enough time to win this twice, so you may chose to take it slow and milk this battle for experience. You'll still end this with more than enough gold in your coffers.&lt;br /&gt;
&lt;br /&gt;
== Scenario 13 - The Dwarven Doors ==&lt;br /&gt;
* Objectives: Move Konrad to entrance of the Dwarfen Kingdom&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die or turns run out&lt;br /&gt;
* Turns: 26 / 20 / 15&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, one experienced Rider, one outlaw unit (if you have any)&lt;br /&gt;
&lt;br /&gt;
You may defeat all enemy leaders if you feel like it, but this won't end the scenario. The sole winning condition is to get Konrad to the entrance of the Dwarven Kingdom. Actually, there are two entrances: the &amp;quot;Great Gates&amp;quot;, clearly labeled as such, and a less conspicious side entrance in the north-eastern corner. Only one of these is open, the other is blocked from the inside (determined at random).&lt;br /&gt;
&lt;br /&gt;
You start the scenario with one rider who suggests to scout ahead: that's a good idea, even though you may chose another unit for the task (the game picks the most experienced). Anyone reaching an entrance will tell you whether it's open or not. Alternatively, if you played the Isle of the Damned, one of your outlaws will tell you about his uncle who used to have business with the dwarves, hiding in a village along the way (at 18/24, you'd probably seize it anyway). The uncle is a loyal bandit who joins your troops; he also tells you which entrance to chose, main gate or mine tunnels. It pays off to actually read that dialog.&lt;br /&gt;
&lt;br /&gt;
The most minimalistic approach is to recruit one castle full of cavalry and RUN. The enemies have to cover some distance and cross difficult terrain in order to get in you way -- if Konrad starts running on turn one, he can move past them practically unopposed. It falls to the cavalry to bring up the rear: let them form a line somewhere near the Pillars of Thunedain while Konrad, Delfador and the other walkers keep going. Holding the line for a single turn is enough, then the riders may follow Konrad, leaving the pursuers behind and unable to catch up again (except for the wolves, but there shouldn't be many).&lt;br /&gt;
&lt;br /&gt;
You can still follow this basic principle if you recruit for two turns, adding a healer or two and perhaps some Rangers (their ambushes will stop many opponents). If you recruit for more than two turns, this will become a rather normal battle: your rearguard can no longer disengage, but will have to keep on fighting. There's nothing wrong with that, you can gain quite some experience that way, just don't forget the actual objective.&lt;br /&gt;
&lt;br /&gt;
Konrad needs to get into the mines. Scenario ends with early finish bonus as soon he does so.&lt;br /&gt;
&lt;br /&gt;
== Scenario 14 - Plunging into the Darkness ==&lt;br /&gt;
* Objectives: Find the dwarves&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die or turns run out&lt;br /&gt;
* Turns: 19&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz&lt;br /&gt;
* Early finish bonus: n/a&lt;br /&gt;
* Other:&lt;br /&gt;
** Secret pasage in southeastern part of the tunnel&lt;br /&gt;
** A very short and straightforward map&lt;br /&gt;
&lt;br /&gt;
In principle, this is quite simple. You cannot recruit and just have to walk down that corridor until you find the dwarves -- you can't possibly miss them. You will be attacked by a few bats. They may hurt, that's all. This is mostly a lesson: see how slow Kalenz is in the caves? Notice his abysmal terrain defense? Clearly, this is no place for elves.&lt;br /&gt;
&lt;br /&gt;
Since you're reading this walkthrough, you'll also be interested in locating the secret passage leading to a chest of 200 gold pieces in the southwest. Just stick to the wall, step by step, and you'll eventually find it. However, said chest is guarded by a rather nasty spider: watch out! It's a level-3 beast that poisons and slows.&lt;br /&gt;
&lt;br /&gt;
After you're done with the bats, you can just sit there and wait until your men are healed again. There is no turn limit, after all. Once you found the secret door, do not get in. Step back a bit and the spider will rush out where you can attack her three to one. You should be able to kill her in a single turn, don't worry about getting poisoned -- you won't die from poison and there are no other enemies left. However, if you fail to kill her quickly... you saved the game, didn't you?&lt;br /&gt;
&lt;br /&gt;
== Scenario 15 - The Lost General ==&lt;br /&gt;
* Objectives: Kill all enemy leaders (there are two)&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die or turns run out&lt;br /&gt;
* Turns: 64(!)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz&lt;br /&gt;
* Early finish bonus: Killing both enemy leaders&lt;br /&gt;
&lt;br /&gt;
Moving underground is slow, especially for elves.  Their fighters and archers are also ineffective against undead.  Outriders and slyphs might be worth recalling, if you can afford them.  Likewise, gryphons and horsemen are bogged down.  Recruit dwarves for speed, and mages to back them up. (However, a Gryphon can pass the small pond quickly, and there are four towns on the other side.)&lt;br /&gt;
&lt;br /&gt;
You are fighting Lionel, a former general turned Death Knight, who starts trapped in the south.  To the west is the usual orc/troll force.  In the north is a dwarven ally, although if you are too slow they will be overwhelmed by the orcs. &lt;br /&gt;
&lt;br /&gt;
Dwarven fighters do well against the undead, while the Thunderers do best against the orcs and trolls.    If you choose to go for money, rush troops both south and north, reinforcing the native dwarves and triggering the appearance of the undead.  If you choose to go for experience, ignore the undead until you have killed the orcs, then return en masse to destroy the undead.  Don't take too long, as Lionel will break forth on turn 20.&lt;br /&gt;
&lt;br /&gt;
There are two ways to get to Lionel: an entrance opens in the pond on turn 19/20; and walls collapse when units move into tiles just south of the sign that says &amp;quot;Guest Quarters&amp;quot;, regardless of when this happens.&lt;br /&gt;
&lt;br /&gt;
Tip: If you make dwarf leader to survive (and actually reveal him), Dwarvish Guardsman will become available.&lt;br /&gt;
&lt;br /&gt;
Note: If you recall/recruit a merman and send it to the pond, then have it go to the whirlpool, it will arrive in a hidden cavern with a friendly ulfserker. Once your merman returns to the whirlpool through the other end, it will carry the ulf with it.&lt;br /&gt;
&lt;br /&gt;
== Scenario 16 - Hasty Alliance ==&lt;br /&gt;
* Objectives: Defeat the enemy leader&lt;br /&gt;
* Lose if: Konrad, Delfador, Kalenz or Li'sar die or turns run out&lt;br /&gt;
* Turns: 33&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz&lt;br /&gt;
* Early finish bonus: Killing enemy leader + 200 Gold from Li'sar&lt;br /&gt;
&lt;br /&gt;
Li'sar is about to attack, when you are surrounded by orcs and trolls.  She joins forces with you to defeat the troll leader, bringing her Royal Guards and 500 gold worth of allied troops to the struggle.&lt;br /&gt;
&lt;br /&gt;
Your greatest challenge will be to survive the first few turns, as the death of any of Konrad's companions will end the scenario.  &lt;br /&gt;
Once you have defeated the first wave, it is relatively easy to finish off any remaining trolls and move north to the troll leader.  Try and encourage your allies to go first and take the hefty damage from the Level 2 and Level 3 trolls, while your mages and dwarves get the experience for killing blows.&lt;br /&gt;
&lt;br /&gt;
The way I did it was to recruit a keep of thieves (the cheapest unit) and move Delfador and Kalenz out of the way. Then my allies were able to send help over so that I could get 'real' units on my second turn without suffering casualties. One thief survived and I got a Rogue with 36/56 XP by the end of the scenario! -CountPenguin&lt;br /&gt;
&lt;br /&gt;
== Scenario 17 - The Sceptre of Fire ==&lt;br /&gt;
* Objectives: Capture the Sceptre of Fire with Konrad or Li'sar&lt;br /&gt;
* Lose if: Konrad, Delfador, Kalenz or Li'sar die or turns run out&lt;br /&gt;
* Turns: 50&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar&lt;br /&gt;
* Early finish bonus: n/a&lt;br /&gt;
* Other:&lt;br /&gt;
** 300 gold gift from Li'sar&lt;br /&gt;
** Milk this level for experience as there is no early finish bonus&lt;br /&gt;
** Randomly generated map&lt;br /&gt;
&lt;br /&gt;
The map changes each time, so if you're save-scumming, be sure to checkpoint right after the scenario starts, and replay once you know where the Sceptre is.&lt;br /&gt;
&lt;br /&gt;
There's three or four enemy leaders, depending on difficulty. The map is randomly generated; there's no telling how many villages there are and where... but more often than not, it's something like 25 villages and most will be placed where you can seize them early. The scenario certainly feels as if you're in for a major underground struggle, but the enemy leaders have little money to begin with and -usually- they won't have much of an income either.&lt;br /&gt;
&lt;br /&gt;
Usually there's two large tunnels going north, and quite often you meet little resistance in one, and quite a lot in the other -- though the latter still doesn't qualify as tough. You can gain quite some XP in the contested tunnel, just form a shieldwall with (mostly) guardians, play it safe, and you can level up some 4-8 dwarves. It's a good idea to station Kalenz here, his faerie fire will help a lot against the occasional lvl-3 Troll.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, The Princess, Delfador, one healer and several of your better dwarves should move up the less contested corridor and scout the map. The Scepter usually is somewhere about 2/3rds up the map. You may encounter the occasional enemy... it's alright to buzz off in all directions, but make sure that everyone has a line of retreat and may receive support within a turn or two. &lt;br /&gt;
&lt;br /&gt;
The scenario ends as soon as Konrad or the Princess gets to the scepter. You may delay this a bit in order to milk a few more XP, but there's not that many more to be gained by then. All things considered, it's better to let Li'sar have the scepter -- she'll be with you until the end, she has no ranged attack, and while Konrad will often be held back by recruiting, Li'sar can be in the frontline from turn one.&lt;br /&gt;
&lt;br /&gt;
Note: When the earth rumbles, something actually happens. There are lava chasms in various places, and these grow when there is a rumble, so keep your units away.&lt;br /&gt;
&lt;br /&gt;
== Scenario 18 - A Choice Must Be Made ==&lt;br /&gt;
* Objectives: Defeat either of the leaders&lt;br /&gt;
* Lose if: Konrad, Delfador, Kalenz or Li'sar die or turns run out&lt;br /&gt;
* Turns: 33&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar&lt;br /&gt;
* Early finish bonus: Kill either leader&lt;br /&gt;
* Other:&lt;br /&gt;
** Next level depends on killed leader&lt;br /&gt;
*** Northern orcish leader will get you to the ''Snow Plains'' and the Flaming Sword (15-4, magical)&lt;br /&gt;
*** Southern undead leader will get you to the ''Swamp Of Dread'' and a suit of armor (high resistance to blade, pierce, impact)&lt;br /&gt;
*** If you take a merman to the eastern side of the river, you get to the cliffs of Thoria, an insanely difficult battle where you can find a loyal Sergeant (may become a level-4 leader)&lt;br /&gt;
** Simply decide for one direction and block the bridge in the other direction unless you want to fight on two large fronts&lt;br /&gt;
** First real chance to level gryphons&lt;br /&gt;
&lt;br /&gt;
Scenario objectives: Kill either leader.&lt;br /&gt;
&lt;br /&gt;
Going south is the easiest way: the orcs coming from the north may only cross the river at the bridge, a chokepoint that's easy to block. In fact, a determined attack may defeat the undead before the bulk of the orcs even makes it to the bridge. Fighting the orcs in the hills will take longer while the undead can walk through deep water or fly over it, crossing the river wherever they like.&lt;br /&gt;
&lt;br /&gt;
Going south will also the most prudent choice when considering the possible goodies: currently, Li'sar goes into battle wearing lingerie. While a magic sword or a loyal leader might come in handy, you don't need them as badly as the Princess needs a suit of armor.&lt;br /&gt;
&lt;br /&gt;
The undead need to be dealt with even if you don't want to kill their leader. Delfador, Kalenz and Lisar all have undead-killing ranged attacks (you *did* give her the scepter, didn't you?) -- add two more mages (one of them a healer) and three dwarfish steelclads as bodyguards. Recruit those on turn one and move them to a position where they may receive the chocobones' attack by dusk. You need at least steelclads in order to survive their charge. However, after the chocobones are gone the remaining undead ought to be manageable even if you don't throw any more troops that way (though you may do so if you're after the undead and want this to be finished quickly). You may need a few turns' rest before you can tackle the Death Knight, but eventually your spellcasters should dispose of him quickly.&lt;br /&gt;
&lt;br /&gt;
In order to hold back the orcs, a few elves plus a healer are enough to secure your end of the bridge; the orcs will be reluctant to attack even level-1 archers during the day, and if you employ more and better troops (like, level-3 loyalists  in the woods and a few mermen in the water) the orcs may not even attack at night. There's not much experience to be gained that way, though. If you want to actually fight the orcs, you should get to the other side and meet them there. There's plenty of mountains, an excellent opportunity to get some more experience to your dwarves (you will have good use for high-level dwarves later on). Dwarves, Gryphons and Orcs all have high defense in the mountains, so fighting will be slow.&lt;br /&gt;
&lt;br /&gt;
It will be a long walk to the northern leader even after you rubbed out his army. You might consider an assassination: send like 4-6 suicidal gryphons to his keep. Bonus points if you have a silver mage (teleport!). Of course, you can assassinate him without defeating his host first. just wait until his army is too far away to turn back and help him.&lt;br /&gt;
&lt;br /&gt;
Talking about Gryphons... this is the first time that you can really use them. Gryphons alone won't really impress the orcs, not even when supported by leaders and healers (they're level-1 units, after all). They may however seize a few villages, harass and distract the enemy, track down wounded units and so on. You should certainly get a few.&lt;br /&gt;
&lt;br /&gt;
They must have changed this scenario. As of v 1.9.5 at medium level it's absurdly easy. I recruited just one keep (two paladins, two mages of light, and two griffons). Then charged for the undead leader (South) and wiped him and his evil minions out by the end of turn 9. The griffons didn't even get in the fight. The orcs hadn't even reached the river bridge. ~ Sojourner, 4/16/11.&lt;br /&gt;
&lt;br /&gt;
== Diverging campaign path ==&lt;br /&gt;
=== Scenario 19A - Snow Plains ===&lt;br /&gt;
* Objectives: Defeat the enemy leader&lt;br /&gt;
* Lose if: Konrad, Delfador, Kalenz or Li'sar die or turns run out&lt;br /&gt;
* Turns: 43&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar&lt;br /&gt;
* Early finish bonus: Kill the leader&lt;br /&gt;
* Other:&lt;br /&gt;
** Li'sar will tell you she does not like her mother&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Konrad will find the Flaming Sword (15-4 melee, fire, magical) hidden under the great tree in the northeast near the enemy keep.  It will take Konrad a while to slog through the snow, forest, and hills, so you'll have to think about how many turns he will recall units.  Dwarves will do well in the mountains, as will the flying gryphons.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing the enemy leader.&lt;br /&gt;
&lt;br /&gt;
=== Scenario 19B - Swamp Of Dread ===&lt;br /&gt;
Scenario objectives: Kill all enemy leaders.&lt;br /&gt;
&lt;br /&gt;
There are lots of undead, but mostly level-1. The terrain is unfavorable, but hampers the undead as much as you.&lt;br /&gt;
&lt;br /&gt;
The swamp is good terrain for your mermen. Those with attacks that hurt the undead (the ones with Storm Tridents, Netcasters, Healers...) can make quite a difference. However, be aware that the campaign is coming to an end and you'll have little use for mermen in the following battles. So while the mermen may well lend a hand, any experience they gain will effectively be wasted.&lt;br /&gt;
 &lt;br /&gt;
One of the Death Knights drops the Void Armor when killed. The unit that picks it up will gain high resistance to physical damage (blade, impact and pierce). Since Li'sar is very vulnerable to precisely those types of damage, you should probably give her the armor. Keep her in the center at first so she doesn't have to walk across the whole map if the armor appears at the other end.&lt;br /&gt;
&lt;br /&gt;
Some of the Liches' power seems to be tied to the death knights; killing all four will hurt the Lich for about half its hitpoints.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing all 5 enemy leaders.&lt;br /&gt;
&lt;br /&gt;
=== Scenario 19C - The Cliffs of Thoria ===&lt;br /&gt;
Scenario Objective: Make it to the end of the river&lt;br /&gt;
&lt;br /&gt;
Turns: 45&lt;br /&gt;
&lt;br /&gt;
Defeat:&lt;br /&gt;
* Death of Konrad, Delfador, Li'sar, or Kalenz&lt;br /&gt;
* Turns run out&lt;br /&gt;
&lt;br /&gt;
Early Finish Bonus: 40% gold carryover&lt;br /&gt;
&lt;br /&gt;
Starting Units:&lt;br /&gt;
* Konrad&lt;br /&gt;
* Delfador&lt;br /&gt;
* Li'sar&lt;br /&gt;
* Kalenz&lt;br /&gt;
* Your strongest merman&lt;br /&gt;
&lt;br /&gt;
After a little spat between Kalenz and the merman you use to go east, you'll head for the Cliffs of Thoria. You'll find a long water level full of derelict vessels of the Queen. You'll also meet a Drake. After some conversation you discover that the Queens' forces attacked the Drakes, and now the Drakes will stop you from going forward. Since you have to move forward, you'll have to fight them.&lt;br /&gt;
&lt;br /&gt;
There are a number of small islands on this map with Drake bases. Each base will produce one Drake every turn until one of your units occupies the base. This means that although the drakes may run out of money, they will never run out of reinforcements. In order to win this, you need to kill them faster than they spawn new recruits. No easy task.&lt;br /&gt;
&lt;br /&gt;
Further, if you find that you can't win in a direct assault and want to bypass the drakes by going through the swamps, you'll discover very powerful undead enemies guarding the shoreline. They won't move, but any casualty will be immediately replaced by a new unit. Clearly, that area is cursed. Just avoid the dark blue water. It's impossible to get into the swamps, any attempt will be a waste of time.&lt;br /&gt;
&lt;br /&gt;
Tip: Compared to the other two choices, this map is insanely hard. While there is an opportunity to pick up a wonderful loyal unit, you may wish to skip the challenge unless you have at least 800 gold and a sufficient number of leveled-up mermen.&lt;br /&gt;
&lt;br /&gt;
If you're going to insist on playing this map, hire many gryphons and merfolk and move as fast as you can and just take the heavy losses. Since each base creates a unit every turn, to destroy a base you have to kill the unit occupying it and immediately move onto the base in that turn. Since merfolk can't move onto mountains, you'll need  gryphons for that. Getting the first two or three bases quickly is absolutely vital.&lt;br /&gt;
&lt;br /&gt;
With a somewhat longer perspective, spend all your money as long as you have it: you will inevitably run out of funds during this scenario. Drakes are vulnerable to piercing and arcane damage, so elvish arrows can be useful, as can your healers as spellcasters. Don't get too many landlubbers though, most of the fighting will happen in or over the water. Level-1 mermen will either die quickly or level up; high-level mermen will wreak havoc on the drakes. However, you need a good many level-2 mermen to begin with. Rookies alone cannot maintain the constant pressure you need, and the turn limit is short enough as it is.&lt;br /&gt;
&lt;br /&gt;
When you finally make it to the far side, you'll be told that the waterfall is impassable: you need Konrad to enter the cave in the middle of the map. Start walking early, he'll take a while.&lt;br /&gt;
&lt;br /&gt;
A loyal leader can be found on the most south-eastern island. He's badly hurt, keeping him alive may be tricky... better to discover him only on he very last moment.&lt;br /&gt;
&lt;br /&gt;
== Scenario 20 - Home of the North Elves ==&lt;br /&gt;
* Objectives:&lt;br /&gt;
* Konrad must reach the forest kingdom of Emetria&lt;br /&gt;
* Lose if: Konrad, Delfador, Kalenz or Li'sar die or turns run out&lt;br /&gt;
* Turns: 21&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar&lt;br /&gt;
* Early finish bonus: 47 Gold per turn&lt;br /&gt;
* Other:&lt;br /&gt;
** Your base will be dismantled after the first turn&lt;br /&gt;
&lt;br /&gt;
This is a very large map with some interesting challenges. First, Konrad needs to move all the way across to the right side, and if you're playing on Medium or Hard, you don't have many turns to waste.  Second, Fog of War is turned on, so you won't know where the enemy is until you blunder into them.&lt;br /&gt;
&lt;br /&gt;
However, even in the fog you can see the terrain, including the enemy keeps. The orcs start in the north central part of the map, while the humans begin in the southeast. What you can't see are the large hosts of level-3 units standing near their respective camps: these are the armies, and *they will not move* unless someone walks into their striking range. Getting at an enemy leader will be difficult indeed, but if you're content with moving past the armies you'll only have to cope with the level-2 vanguards seeking each other.&lt;br /&gt;
&lt;br /&gt;
You start with all loyal units who can move six or more hexes per turn (provided you kept them alive) and can recruit one castle full of more troops; it's probably best to get only riders, be they human, elf or gryphon. Most of them should be level-2. If you want to bring a healer, get the fastest on your roster (a quick elvish flyer, perhaps?) and make sure it's spawned at the right side of your keep.&lt;br /&gt;
&lt;br /&gt;
There is some dialogue to remind you that the winning condition is to a) move Konrad into the forest and b) keep Li'sar, Delfador and Kalenz alive; everyone else is &amp;quot;not important&amp;quot;. During the game, some elvish riders will show up and happily demonstrate how sacrificing a single unit can keep many others safe; they do it so well that you probably don't need to sacrifice any units of your own, but now you know how it works.&lt;br /&gt;
&lt;br /&gt;
The dialogue makes you expect a large battle between humans and orcs, but noone tells you that the elves (they have a keep in the woods) will also recruit a large force and attack anyone in sight; you'll probably see your first human warriors much later than you'd expect and find that they're busy enough fighting the elves. So you only really have to deal with the orcs; once you're confident that they can't get at Konrad anymore, he can move on pretty much on his own. Your troops may turn around and fight the remaining orcs, or join the elves and steal a few kills there, or whatever. Have Konrad stop short of the forest to give your troops more time for fighting if you feel like it.&lt;br /&gt;
&lt;br /&gt;
Delfador will tell you when Konrad enters the domain of the elves, but the scenario won't end then: you need to finish your turn and let everyone else have one last chance to attack your troops. If Konrad is still alive at the beginning of your next turn, you've won.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus: 47/turn&lt;br /&gt;
&lt;br /&gt;
== Scenario 21 - The Elven Council ==&lt;br /&gt;
This is a cut-scene furthering the storyline.  No combat takes place.&lt;br /&gt;
&lt;br /&gt;
== Scenario 22 - Return to Wesnoth ==&lt;br /&gt;
Scenario objectives: Kill all three enemy leaders. &lt;br /&gt;
&lt;br /&gt;
Three Halbardiers appear as enemy reinforcements in the lower southeastern corner of the map when you slay the nearest general, Josephus. The bridge across the river is a good place to establish a defensive position, since attackers have to use the beach and water hexes to attack. Use the forests to your advantage: elven troops are best in forest, while the loyalists and orcs are seriously slowed by the trees.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing all enemy leaders: 27 Gold&lt;br /&gt;
&lt;br /&gt;
== Scenario 23 - Test of the Clans ==&lt;br /&gt;
* Objectives: Defeat either all four leaders or 25 units in total&lt;br /&gt;
* Lose if: Konrad, Delfador, Kalenz or Li'sar die or turns run out&lt;br /&gt;
* Turns: 53&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar&lt;br /&gt;
* Early finish bonus: 55 Gold per turn&lt;br /&gt;
&lt;br /&gt;
This is a large map against mostly Knights, Horsemen and Bowmen. The map is mostly open plains which is ideal for horse-bound units. The easiest way to win the scenario is to keep all your units in one group and take them en mass to the enemy. Fast and powerful units like Grand Knights, Lancers or Paladins are important. Units with pierce attacks (Archers, Shydes, Knights) will do good damage to Knights.&lt;br /&gt;
&lt;br /&gt;
Expect heavy losses from the charge attacks, but don't fret because this is the second-to-last scenario. You'll want to finish this scenario quickly to get a nice bonus for the next level.&lt;br /&gt;
&lt;br /&gt;
When any of the enemy leaders is killed, it is replaced with one or two knights (two or three in Hard). Reportedly, one way to win is to gang up on Bayar with fast units while attacking the south-eastern leader with the rest of your army.&lt;br /&gt;
&lt;br /&gt;
If you want to have a long field battle, you can put groups of dwarves or elves in the hills. The enemy will tend to attack the hills, thus giving you some advantage. Hills also make a good safe haven for healing your mounted units. Try to kill the south-eastern leader early so you don't have to divert so many of your resources to the south flank.&lt;br /&gt;
&lt;br /&gt;
If you want to kill all the clan leaders before killing 25 units (which finishes the scenario), recruit a castle of healers, then recruit a good force of Gryphon Riders. Grab as many villages as is safe, and then position your Gryphons on the deep water in the lake. The next castleful of recruits is your main army and two more Gryphon rides. March this south, take out the south-east leader and then send the two Gryphons to the group in the lake. &lt;br /&gt;
&lt;br /&gt;
As soon as the majority of the northwest leader's troops move away from him, assassinate him with your Gryphons.  He should die in 1-2 rounds of attacks assuming you don't lose too many of your troops.  In the south-east, recruit a couple of castles worth of Gryphon Riders and send them west to take on the Southwest (black) leader, all the while keeping your main force just out of range of attackers if at all possible.  As your Gryphons cross the river on the offensive, the AI usually moves troops back in to defend with. You should be able to out-run these. Converge all the Gryphons you have left on the middle leader (purple).  I won around turn 25 giving me around 1600 gold to start the last scenario.&lt;br /&gt;
&lt;br /&gt;
== Scenario 24 - The Battle for Wesnoth ==&lt;br /&gt;
* Objectives: Defeat Asheviere&lt;br /&gt;
* Lose if: Konrad, Delfador, Kalenz or Li'sar die or turns run out&lt;br /&gt;
* Turns: 60&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar, as many Grand Knights as you defeated in the last map&lt;br /&gt;
* Early finish bonus: 46&lt;br /&gt;
Scenario objectives: Defeat Asheviere and, by killing her, reclaim the throne. &lt;br /&gt;
&lt;br /&gt;
One good strategy for this scenario is to set up camp around your fort and let the enemy come to you. You'll want to make sure the units on your front line can survive the beating they receive for one turn, and then you rotate them with freshly healed units. Don't attack the attackers if it means your unit won't have enough hit points to survive the next thrashing. Three or four healers will be needed behind the lines, and keep them fully occupied (remember that healers will heap 8HP to every unit adjacent to them. They're like walking sets of 6 villages). &lt;br /&gt;
&lt;br /&gt;
For front-line units, level one Dwarvish Guardsman are excellent; they'll take a good beating but not lose too many hit points because of their steadfast attribute. Because they don't lose many HP, they'll also heal quickly. Only attack the enemy if no hit points will be lost. Guardsmen can throw a spear at the attacker on every turn if the attacker has no ranged attack. &lt;br /&gt;
&lt;br /&gt;
Other units that are good for the front line are any unit with more than 50HP. Elvish Marshals will make your Dwarvish Guardsmen even more awesome. Dwarvish Lords have an incredible 79HP and can dish it out back to the enemy. Unfortunately, after a good thrashing, these units will take a long time to heal back up because of the large number of HP lost.&lt;br /&gt;
&lt;br /&gt;
If you have any Assassins, rotate them up and down the line poisoning each enemy unit. The enemies have very few villages available to them, so with three Assassins you can poison half the army until the enemies have a bunch of level three units walking around with 1HP each.&lt;br /&gt;
&lt;br /&gt;
Once the enemy has no army left, you can just wander up to Asheviere and discuss her resignation over a cup of hot tea. Asheviere has exactly 48 HP, so three hits of a 16-damage weapon, like the Scepter, or four 12-damage hits, is enough for the kill. Or you could surround her with about 20 Elvish Shamans and get the last little bit of fun juice out of this game.&lt;br /&gt;
&lt;br /&gt;
A quick assassination can even be performed by Master Gryphons or even sometimes Gryphon Riders: you can recruit a castle of them on turn 1, send them south, elude enemy forces sent by the general in the futile attempt to catch you, then approach Asheviere for the kill (she will not have many troops at her own protection). Using this strategy, I won on turn 6 (and without losses). Swarming all four enemies with 6 new knights each turn is a very effective distraction strategy. Asheviere may divert about half of her force to destory the Gryphons. If this happens, congratulations. This means you've won. You should have still about 20 living Knights, and you should easily break through her lines.&lt;br /&gt;
&lt;br /&gt;
A good bonus from The Test of the Clans should be enough to win this scenario.&lt;br /&gt;
&lt;br /&gt;
One extraordinarily hilarious way to win this battle is through mass recruiting of Knights, which is quite possibly the only level Two unit you can ever recruit in the mainline campaigns.  With roughly 1500 Gold from the plains battle, you can recall every single unit of level two or higher before recruiting loads of Knights to massacre the enemy with suicidal attacks.  As long as you keep your heroes alive...  It'll be a very bloody, but short, win.&lt;br /&gt;
&lt;br /&gt;
== Scenario 25 - Epilogue ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns - Walkthroughs]][[Category:Campaigns - Heir to the Throne]]&lt;/div&gt;</summary>
		<author><name>Hipparchos</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=TheEasternInvasion&amp;diff=46615</id>
		<title>TheEasternInvasion</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=TheEasternInvasion&amp;diff=46615"/>
		<updated>2012-05-19T03:53:29Z</updated>

		<summary type="html">&lt;p&gt;Hipparchos: /* The Crossing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a discussion of The Eastern Invasion, the campaign featuring Gweddry General of Wesnoth.&lt;br /&gt;
&lt;br /&gt;
''This walkthrough has been updated by Maiklas3000 to reflect changes up to version 1.8.3 on hard and previously by Crus4a7E for up to version 1.4.5 on medium. Feel free to add your own updates.''&lt;br /&gt;
&lt;br /&gt;
'''Warning: spoilers ahead!'''&lt;br /&gt;
&lt;br /&gt;
This is a campaign where you may wish to read ahead to see what you will be facing. In particular, you might wish to read about the scenarios Captured, Evacuation and Weldyn Under Attack in order to plan ahead.&lt;br /&gt;
&lt;br /&gt;
=== The Outpost ===&lt;br /&gt;
&lt;br /&gt;
The best approach is to recruit heavy infantry and optionally a mage (who should not be expected to survive.) Build a line using the heavy infantry, using the castle hexes and other hexes to the northwest. When and if you have more money available later, purchase additional heavy infantry.&lt;br /&gt;
&lt;br /&gt;
Just hold out for the enemy attack during night time; only rotate wounded units if possible, but do not counter-attack. At dawn, start your counter-attack without worrying too much about keeping the original line intact. Instead, try to level 2 or 3 HI to Shock Troopers. The enemy's forces quickly will cease to be any danger to yours.&lt;br /&gt;
&lt;br /&gt;
Also, around turn 12 the white mage returns and points out a trap door you should use. (Note that this trap door will be near your starting fort, so you'll either need to hold the fort or be prepared to get back to it by turn 16).&lt;br /&gt;
&lt;br /&gt;
Position your leader near the trap door, so he can reach it in one turn. As it is almost impossible to finish with more than 100 gold (which is the minimum starting gold of the next level), use the remaining turns to level as many units as possible and only move your leader onto the trap door in the very last turn.&lt;br /&gt;
&lt;br /&gt;
Using this strategy, you may be able to finish with a couple of shock troopers, as well as adding experience to your other units.&lt;br /&gt;
&lt;br /&gt;
In 1.8.6, 40% of any gold you finish with is ADDED to your 100 starting gold in the next scenario.  So you'll have to decide if money or experience is more important for you.&lt;br /&gt;
&lt;br /&gt;
On challenging, this scenario is quite, hmm, challenging. These tactics can succeed, but alternatively you can try purchasing a couple of calvary to use as a diversionary force, capturing enemy villages and running away, taunting and distracting the enemy.&lt;br /&gt;
&lt;br /&gt;
=== Escape Tunnel ===&lt;br /&gt;
* Objectives: Move Gweddry to the end of the tunnel&lt;br /&gt;
* Lose if: Gweddry or Dacyn dies or turns run out&lt;br /&gt;
* Turns: 26/24/22 (easy/medium/hard)&lt;br /&gt;
* Starting units: Gweddry, Dacyn&lt;br /&gt;
* Other&lt;br /&gt;
** Permanent holy amulet in north&lt;br /&gt;
** Treasure of 200 gold in southeast&lt;br /&gt;
&lt;br /&gt;
Don't bother recalling Heavy Infantry, as they go too slow in caves. Go for a group of mostly Mages, and a couple of Spearmen. (One keep of units in total should easily be enough.)&lt;br /&gt;
&lt;br /&gt;
The map is quite small. Bypass the fights that you can until you have the bulk of your units in the safety of the dwarf leader's keep area. When you are just moving Gweddry along, be opportunistic and get some experience. Move your units to the east until you encounter trolls and reach a crossroads. A couple of dwarves will kindly become your allies and keep off the trolls for a few turns. &lt;br /&gt;
&lt;br /&gt;
There is a holy amulet to the north (and unlike in other campaigns this holy amulet is permanent!). Send a quick Spearman there or Gweddry. Giving Gweddry the holy amulet (instead of a Spearman) allows him to level very quickly, which is important, since he can advance to Grand Marshal. This gives benefits in other ways on a number of later scenarios as well, such as the River Crossing, where you can get an easy first turn kill against the undead leader and take his castle.  Note that the leader is very hard to kill anyway.&lt;br /&gt;
&lt;br /&gt;
As soon as you have got the holy amulet start to move all your units south without bothering about the trolls or the undead, which appear after a number of turns from the direction of your keep.&lt;br /&gt;
&lt;br /&gt;
The undead, trolls and dwarves will all fight each other, so after having moved all your units south position one Spearman at the end of the cave leading south (so only one unit a turn can attack him) and position the White Mage right behind him to heal it every turn. These two units should easily keep of the enemies following you until the end of the scenario. Move Gweddry to the northeast accompanied by a Mage and a Spearman (to fight individual trolls coming your way).&lt;br /&gt;
&lt;br /&gt;
Before moving Gweddry to the end of the cave (which ends the level) send the Mage to the east past the funny signpost warning you of the troll hole. In the cave the Mage discovers a chest containing a troll treasure amounting to 200 gold.&lt;br /&gt;
&lt;br /&gt;
[Thrash: Alternately, I used predominately Heavy Infantry on this level. I found (on medium) they were tough enough to hold the central cave and pretty much beat the trolls into submission long enough for Gweddry to run north to the the amulet and then cover his retreat south, only then recruiting a mage when the troll numbers were lower. With other units, I had problems with the trolls overrunning them and getting Gweddry trapped to the north. Also a heavy infantry in the village by your starting fort will hold off the undead for a long time.]&lt;br /&gt;
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=== An Unexpected Appearance ===&lt;br /&gt;
* Objectives: Defeat either enemy leader&lt;br /&gt;
* Lose if: Gweddry or Dacyn dies or turns run out&lt;br /&gt;
* Turns: 20/20/20 (easy/medium/hard)&lt;br /&gt;
* Starting units: Gweddry, Dacyn&lt;br /&gt;
* Other: your next scenario depends on which leader you defeat&lt;br /&gt;
&lt;br /&gt;
What you do in this scenario depends on which way you want to go. Going east is more difficult, especially on hard, but brings you more reward, such as the chance to go to Mal-Ravanal's Capital, which gives you the opportunity to get extra experience (a lot for whoever survives) and a free Paladin and several Knights.&lt;br /&gt;
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First kill Mal-Tar to get your keep. To do this, shoot him with Dacyn and attack him with Gweddry's melee. If you don't kill him the first turn, second turn kill him with Dacyn so Gweddry can recruit. You will be fighting a mix of undead and bats, so recruit Heavy Infantry and Mages (if you gave the amulet to a Spearman in the previous scenario, recall him, too). Dacyn might be wounded, so send him to a village. Don't worry, he can fend for himself, since the bats usually arrive one at a time and he can kill one per turn.&lt;br /&gt;
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On easy or medium (or hard going west), the attackers should be no problem, so focus on leveling units. If you move quickly you should only need to fight the attackers from one leader. Of course you can have some of your units double back to engage the second set.&lt;br /&gt;
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===Diverging Campaign Path===&lt;br /&gt;
==== Elven Alliance ====&lt;br /&gt;
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The Orc's warning about the assassin is overrated; Volas can probably take care of it himself, although you might want to leave ONE unit near him to make sure.&lt;br /&gt;
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Recruit / recall a wide assortment of units, mostly mages, spearmen and cavalry. Send mages and spearmen up to fight the opponent, send cavalry down as scouts. Any heavy infantry should go up to fight also; they will probably arrive late, and be good for reinforcements when the first troops are wounded.&lt;br /&gt;
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Align the troops in the forest, so that the enemy will be on grass; this gives you a tactical advantage. Use Dacyn to heal those who need it most - those on the corners, and any mages who are on the front lines.&lt;br /&gt;
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There is a village at {20,8} that can prove tactically very useful, because the elves usually fight somewhere near it.&lt;br /&gt;
The elves are defeated most of the time, and the orcs claim this village; it is crucial to kill the orc on this village and take it over with a resilient spearman, or a HI.&lt;br /&gt;
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Once you have gotten past turn 6, it will be day, and the orcs will be very easy to defeat. When the assassin appears on turn 7, ignore it unless you have a cavalryman still down there. In that case, use it to fight the assassin. Keep pressing up. It is possible to kill the orcish leader by turn 9 for a nice gold bonus.&lt;br /&gt;
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==== The Undead Border Patrol ====&lt;br /&gt;
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This scenario also depends on which way you want to go. If going NW, it is fairly straightforward. The enemy is relatively weak. Do the same as in Unexpected Appearance - recruit 2 suicide cavalrymen to distract the bats. One will probably get enough XP to be worth recalling.&lt;br /&gt;
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I would use mostly heavy infantry and spearmen with the holy amulet on this level, because mages will only get a +10% to hit from magical. However, as in most scenarios against undead, white mages are very useful.&lt;br /&gt;
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Try to get the opponent to fight you from the sand. This gives you something like a 70% CTH. &amp;gt;)&lt;br /&gt;
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(CTH = Chance To Hit).&lt;br /&gt;
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If you go East, expect to take some time getting over the river and through the swamp. A small force recruited to defend the fort will keep troops from the NW off of your backside and they'll pick up a good amount of experience in the process.&lt;br /&gt;
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===== Mal-Ravanal's Capital =====&lt;br /&gt;
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Only reachable from ''The Undead Border Patrol'' scenario, but you might also skip it and go directly to ''Northern Outpost''.&lt;br /&gt;
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This is a very challenging scenario. I started with only 100 gold, so I recalled one Mage, two Shock Troopers, one Heavy Infantry, and my holy Halberdier. I defended the starting castle for about 10 turns until the Revenants had made their way over to me. Upon killing several of them, I freed some imprisoned Knights and a Paladin. I moved my forces to kill the Death Knight, and then split my forces. I sent one group to attack Mal-Ravanal and the other to kill the Necromancer in the NW corner. By turn 30, my Eastern assault force was in postion to attack Mal-Ravanal. However, when I attacked him, he teleported my troops back to the starting castle, so I wasn't able to defeat him. When I was ready, I killed the NW Necromancer and progressed to &amp;lt;i&amp;gt;The Northern Outpost&amp;lt;/i&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The reason to go here is to acquire a cavalry force of one Paladin and five Knights. To do this kill the 6 Revenants guarding the cages, but note the number of Knights available is reduced by one for each of your troops that die *after you rescue the first one*. You might want to make sure any expendable troops are &amp;quot;expended&amp;quot; before this. Each rescued unit pops in with full moves.  &lt;br /&gt;
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If you just want to rescue the paladin and 5 knights and get out (in 1.6), this is how I finished that by turn 8. The horses were captive in 6 cages, 4 in a northern loop and 2 in a southern loop. First turn, I sent a quick shock trooper, quick heavy, and a white mage (not Dacyn) around the northern loop, looping from bottom to top (start at bottom knight, end at paladin). I looped that way to clear the middle ASAP and escape the oncoming troops. Also first turn, I sent 3 shock troopers around the southern loop, looping from top to bottom. If you encounter resistance, kill it quick or run as required, and instead focus on killing the guards fast, which conveniently don't hit back. On turn 2, I recruited another keep full of recruits and immediately sent everyone else to take out the northwestern leader. Time it so you kill the northwestern leader just as the last horses are rescued. It is by no means easy, but this way I managed to lose only a few HI types while picking up all 6 horses.&lt;br /&gt;
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[elvish_sovereign] (1.8.2 Normal) An alternate strategy for the above if you have more leveled mages than leveled HI's. It also requires that you gave the Holy Amulet to Gweddry. I sent a single quick Shock Trooper due south (recruited on the southern-most hex on the starting castle), which promptly took out the southern Revenant on turn 3. Forget about the villages, it'll only delay you. I sent Dacyn due north, a quick RM go take out the second from the bottom Revenant, and a quick HI and a WM with Gweddry to take out the middle-couple Revenants. I also recruited two HI's to stop the advance and distract the two Dark Sorcerers' troops. After Gweddry and the WM take out the third from the bottom Revenant, send that Knight south. After taking out the Revenant with the RM, send the RM, Shock Trooper, and the three Knights in the direction of the SW Dark Sorcerer. Meanwhile, Gweddry, the WM, and the HI take out the third from the top Revenant, and then get Gweddry the hell outta there with the WM. have Dacyn free the Paladin first, then have the remaining Knights, HI, and the Paladin take out the remaining Revenant and hold out in the north. As Gweddry is fleeing and th e final Revenants are being felled, break through the SW Dark Sorcerer's lines (which should be easy if you distracted them properly) with the RM and the Shock Trooper, and send the three Knights to knock him into oblivion. I finished on turn 8 with no losses, but had some near-death moments.&lt;br /&gt;
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[Thrash] My take on justing getting the paladin and 5 knights quickly is you want to send units in parallel to attack the NW enemy and free as many of the knights at the same time. The trick is you free the knights and then kill the NW leader right after before all your troops get overwhelmed by units from the East. Time of day is critical - if you can get to the revenants before dusk, a white mage or shock trooper can kill them in one turn, after that it will take two turns or a little help (like a previously freed knight). Gweddry, even with an amulet, will probably take 3 turns to kill one, but with his one turn head start, that's OK. With one fort of recruits (2 white mages and 4 shock troopers), I was able to free 5 of the 6 and kill the NW enemy leader on turn 6. I sent 3 shock troopers and a white mage at the NW enemy, diverting one of those to freeing the 6th knight probably would have gotten me 6 out of the 6.&lt;br /&gt;
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=== The Northern Outpost ===&lt;br /&gt;
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This scenario is reachable both from ''The Undead Border Patrol'' and the ''Elven Alliance'' scenarios.&lt;br /&gt;
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Here, there are two enemies that you must defeat: the undead and the outlaws. You will create a separate task force for each.&lt;br /&gt;
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The undead are fairly straightforward to defeat, and in any case Owaec usually does a good part of the work. To finish off the undead, it's useful to have a white mage, since Dacyn has gone AWOL for this scenario. If you don't have a white mage, you can try recruiting a few mages or else go back one or more scenarios and promote a mage to white mage. In addition to the mages or white mage, recall whomever picked up the holy amulet in one of the previous scenarios and have them accompany Gweddry to the southeast. If Gweddry is the one with the holy amulet and you have a white mage, then you can supplement them with a mage. You should also send a horseman or quick spearman to pick up the new holy amulet in the southwest.&lt;br /&gt;
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By contrast to the undead, the outlaws require a novel strategy. Recruit/recall fast units, e.g., cavalry and horsemen. You may supplement them by recalling quick spearmen and quick shock troopers. The challenge is that criminals will sometimes appear randomly around the villages you flag. Therefore, before flagging a village, position as many healthy units as you can immediately around it. Note that you will get a chance to kill any newly appeared outlaws before they get a move. Outlaws will not appear in the villages that Owaec flags, so don't worry about him uncovering enemies for you. Send your outlaw hunting posse up the eastern side of the map flagging one village a turn and fighting the bandits. One of the villages has the assassin that is the outlaw leader, and there are a lot of villages, so speed is of the essence.&lt;br /&gt;
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Once your undead task force has finished the undead, form them into a second outlaw hunting posse, transferring units as needed from the first posse.&lt;br /&gt;
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When you come across the village where the bandit leader hides, divert any available units to the battle, as the bandits have a bite.&lt;br /&gt;
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Note: A Cavalry force (such as the one acquired in Mal-Ravanal's Capital) makes short work of the bandits.  Lower level units have trouble against the bandits, especially at night.&lt;br /&gt;
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Also note, that from this scenario on you can recruit horsemen. You might want to level up a paladin or two, for fast mobile undead removal services (and quick leader assasination).&lt;br /&gt;
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/* governor */ Just a note: I had the misfortune of taking a group of men to a village where 5or6 enemies appeared. After taking heavy damage, I retreated my char (low on hitpoints) out of the village. When I recaptured the village the same group of enemies reappeared. Since AI enemies seem to prefer recapturing villages this can allow you to obtain easy experience for weak units a few times.&lt;br /&gt;
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[Thrash] When I played, Oweac only recruited a couple mages, so he needed significant help as they get slaughtered quickly - I'd say 3-4 units. Also you don't really need to surround a village before flagging it, just have units in range to sweep in and attack if bandits pop out; this can save you some turns as move around as you can send one unit in to flag a village and move the rest on if nothing appears. Finally, the outlaw leader ran away when I played, so be prepared to chase him down.&lt;br /&gt;
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=== Two Paths ===&lt;br /&gt;
This is a fairly tough level (played in V 1.4.5 on medium difficulty) which took several attempts to get through. In V 1.4.5 you have 16 turns (unlike 12 as in earlier versions) and can choose between going north to attack the orc leader or going north-west to attack the undead leader.&lt;br /&gt;
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One option is going north on the very east side of the map trying to fight your enemies from solid ground and mountains while they stand on sand ground with weak defense. As your troops move very slowly on this terrain, you will likely take some heavy losses however, as your enemies keep surrounding you. Also this will presumably take too many turns to reach the orc leader in time.&lt;br /&gt;
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Thus the preferred choice is to recall a couple of shock troopers and white mages and move them on the path to the north-west in a tight formation towards the undead leader. Once you survived the first enemy onslaught without loosing units, the rest of this scenario becomes rather easy as the remaining enemies come one by one. Make sure to keep on moving fast to the north-west to reach the undead leader before turns run out.&lt;br /&gt;
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On hard (and version 1.8.3), what will probably work better is an all-out suicidal calvary charge to assassinate the undead leader as quickly as possible.&lt;br /&gt;
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It's worth noting that killing the orc leader results in what appears to be a easier and more rewarding subsequent scenario (The Crossing) than killing the undead leader (Undead Crossing).&lt;br /&gt;
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=== Diverging Campaign Path===&lt;br /&gt;
==== Undead Crossing ====&lt;br /&gt;
Spoiler ahead... this scenario has a surprise that will be explained below.&lt;br /&gt;
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Recall a couple of quick swordsmen (or about-to-level quick spearmen), two white mages, a red mage or multiple regular mages, and any units with holy amulets. Shock troopers are too slow. Send these units as quickly as possible northwest through the swamp towards the eastern crossing. Meanwhile, recruit/recall calvary. The calvary should run as fast as possible along the southern board edge (so as to not attract undue attention from bats and swimming undead) and then up the western crossing. You can divert a couple of calvary and Owaec to snatch up villages and then those units can join the eastern assault.&lt;br /&gt;
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Now for the surprise... Once you have fought off the bats and skeletons, you will find this was not your biggest challenge, as the undead leader summons two or three cuttlefish, which appear in the water between the two crossings. These always appear on the same turn number. Be very careful where to position your troops as the cuttlefish have a very nasty melee attack. You have at least three options for the crossing. Option 1 is to just try to get a couple of your calvary across each of the two crossings, while the rest of your units run like hell away from the water and swamp. Option 2 is to send across more units while tossing a spearman into the water as bait. Option 3 is to fight the cuttlefish, which is extremely hazardous. For a fight, maneuver your units to encourage the cuttlefish to separate, then use good melee troops backed by Gweddry (for leadership) and a white mage to kill them one at a time. Good luck. Make sure you leave your units enough time to cross the river and kill the undead leader before turns run out.&lt;br /&gt;
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==== The Crossing ====&lt;br /&gt;
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I had only 100 gold, so recruited some units and went straight north from turn one on. The fighting in the water was quite hard, with some orcs coming down from the north. The un-dead only appeared when I was in the middle of the river, so no encounter with them, and the ogre's helped get rid of the orcs on the north side. (Allefant)&lt;br /&gt;
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If you have Holy Gweddry, you can (sometimes) get a 1st turn kill on the 1st undead leader, scarf up all the villages, and return to kill the 2nd undead forces before their leader can recruit anything.  If you don't, the second undead leader will recruit lots of level two units.  The orcs will start out across the river, but usually most of them turn back to fight the ogre reinforcements.  Waiting till their first wave hits your shore and wiping them out in the water will probably leave you just enough time to cross the river and find there are only 2 or 3 enemy units left besides the leaders.&lt;br /&gt;
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[Thrash] I don't think the above is realistic in 1.8.3. The leader is a Revenant with 47HP, both Gweddry (lvl 2) and Oweac (lvl 1) together would have to hit 100% to dish that out in one turn. He does come out to grab a village though, and Dacyn can make short work of him on turn 2.&lt;br /&gt;
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Make sure to cover your rear flank with some expendable troops (such as Heavy Infantry) as the undead can move more quickly through the water than your units. Alternately, if you kill the first wave of undead quickly enough (by turn 3), you can make it across the river before the second wave catches you from behind.&lt;br /&gt;
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Another strategy is to go straight into the water after killing the first undead leader using the deep water in the middle of the path to seperate the orc forces.  You go to the right with Gweddry and Owaec and some support troops while letting the ogres kill many of the orcs in your way.  Knights and a Paladin can hold off the orcs enough to get across while the undead behind you are not an issue.  &lt;br /&gt;
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Note:  Owaec can move only one hex a turn in the water.&lt;br /&gt;
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Important: If the ogre leader is alive at the end of the scenario, he agrees to help you, which results in the following bonuses: he joins you as a loyal unit, you get two free Ogres, you gain the ability to recruit Young Ogres, and you skip &amp;quot;Training the Ogres&amp;quot; scenario and go directly to &amp;quot;Xenophobia&amp;quot;.&lt;br /&gt;
(shadowblack)&lt;br /&gt;
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[Thrash] I had problems with the Ogre leader dying before I could get to him. Sending Oweac into the river on turn 1 seemed to draw enough of the orcs south to solve this problem.&lt;br /&gt;
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[Hipparchos] Agreed this is the only way to save the ogre leader (all others are too slow). I played this several ways before deciding the easiest is to recruit/recall only units with 6+ movement (horsemen, cavalrymen, fast mages and fast spearmen) which move 2 hexes through the water. Send them immediately south to the undead keep and defeat the units there in the first few turns. Then occupy the keep and wait for the reinforcements while one horseman goes west to take villages. With no keep, the reinforcements are small and easy to defeat. Then you have no problems to your rear as your fast units catch up to Oweac and cross the river. You'll take some hits on the far bank but should get through in time to keep the ogres alive.&lt;br /&gt;
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=== Training the Ogres ===&lt;br /&gt;
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*This scenario was missing in 1.6.&lt;br /&gt;
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This can be a confusing scenario to understand. Basically, your three units just have to survive. However, if you want to be able to recruit young ogres later, you need a couple of the ogres to not reach the rocky borders where they will &amp;quot;escape&amp;quot;, whereby they seem to disappear into thin air. You have a couple of options for accomplishing this. Option 1 is to run. To keep ogres in the area, you wind up running in a circle, probably with Gweddry. However, running in a circle, Gweddry cannot outrun ogres and he will not survive repeated attacks from multiple ogres. Therefore, you need some of the ogres to &amp;quot;escape&amp;quot;, which you can arrange by having Gweddry run close to the rocky border. Option 2 is to fight and kill some of the ogres, but this is hazardous. Or you could try a combination of these options.&lt;br /&gt;
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Being able to recruit young ogres allows you to promote them to ogres, which do middling damage, but unfortunately can't advance beyond level 2. Ogres are especially mobile on mountains (such as in the later scenario ''Lake Vrug'') and in caves (in the scenario ''Captured''). Being of neutral alignment, ogres can be helpful at night (especially in the scenario ''Weldyn Under Attack''). Perhaps less obvious is that even young ogres are quite useful. Given their low, low price of 15 gold, they make good spam, attracting attention from the enemy and soaking up a lot of damage before they die.&lt;br /&gt;
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=== Xenophobia  ===&lt;br /&gt;
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This is a fun and silly level as all parties in the scenario (i.e. elves, orcs, drawves, and yourself) decide to fight each other instead of forming aliances. The scenario is not very difficult, so you can use this time to gain some experience for your units, pick up another permanent holy amulet (in the north, roughly in the middle between the dwarf and the orc keep), and train ogres (see below).&lt;br /&gt;
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You have two obvious options: attack the elves first or the dwarves first. Don't worry, they will be distracted by the orcs. After you kill the first leader, proceed to the orcs and then finish off the remaining leader.&lt;br /&gt;
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Attacking the elves first has the advantage that they have the richest lands, i.e., the most villages, so it means more gold for you by the end of the scenario. It has the side effect that you're more likely to face a live orc leader relative to if you had attacked the dwarves first, as the elves are pretty good at killing him.&lt;br /&gt;
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Attacking the dwarves first has the advantage that it's probably easier, since the orc leader is more likely to die at the hands of the elves, plus the mountains make good ogre training grounds. It has the disadvantage that you have to spend time getting out of the dwarven mountains and then you will ultimately fight a lot of elves, though most of them will have come out of their forests by then.&lt;br /&gt;
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In either case, you have a lot of ground to cover, so try to do without any non-quick shock troopers. Calvary, white mages, red mages and spearman track units (preferably quick) are all good.&lt;br /&gt;
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Strongly consider recruiting three or four young ogres as well. Use the young ogres on the mountains in the north (and west) to hunt down any stray dwarves (and elves) whilst levelling up to ogres. &lt;br /&gt;
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(Future spoiler: This is your last chance to level non-leader units you will play two scenarios ahead in Captured. For instance, you may want to prepare a dragoon, a white mage, and a couple of adult ogres for that scenario.)&lt;br /&gt;
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=== Lake Vrug ===&lt;br /&gt;
This is a very confusing hide and seek scenario that could take you several pointless restarts until you have finally discover the enemy leaders. To spare you the frustration, here is a spoiler...&lt;br /&gt;
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Spoiler: there are three enemy keeps, all north of the river. One is to the very northeast (go to the right into the mounts directly after crossing the bridge), one is between the path leading west and the river bank just before the path turns northwards, and one is in the very north at the end of the path. The orc leader resides in the first keep, the gryphon leader in the second, and the third is empty.&lt;br /&gt;
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Gryphons are vulnerable to the impact damage of heavy infantry and shock troopers, so recall two or three, preferably quick ones. Also recall another white mage to supplement Dacyn and recall as many ogres as possible, supplemented by young ogres. (Most of the enemy keeps are surrounded by high mountains which some of your troops cannot pass, but which the ogres handle quite easily.) You might also want to recruit a horseman to scout ahead.&lt;br /&gt;
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Apart from finding the keeps, the main challenge in this scenario is surviving the first onslaught of gryphons, which starts around turn 4 with quite a number of gryphons appearing from the northwest. On hard, the onslaught will be especially difficult to handle. When you see the first gryphon swoop out of the fog, ''panic!'' Generally where there is one gryphon, there are more gryphons. So, fall back away from the fog and form a defensive line that will eventually become a circle. Keep in mind that you can grab good terrain, i.e., the mountains, as gryphons are only too happy to attack you wherever you are, and your ogres and young ogres will hold up well there. Once you have wounded units, position your heavy units such as shock troopers and ogres very tighly around them, as the gryphons really have quite a large moving range and thus mercilessly slay unprotected injured units.&lt;br /&gt;
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Just when you thought you had the gryphons wrapped up, here come the trolls across the bridge. They may be only a minor nuisance on medium or easy, but on hard it's a strain facing a large number of trolls with troops bloodied by the swarm of gryphons. Trolls are really no match for your shock troopers, however, who happily troll-crack away.&lt;br /&gt;
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Unfortunately, the shock troopers won't do you much good in the end phase. When taking the enemy keeps, use the ogres, who can move well on the high mountains, unlike most of your other units.&lt;br /&gt;
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=== Captured ===&lt;br /&gt;
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Gweddry starts out on autopilot, running up a tunnel to find some of his companions. These companions will consist of Dacyn, Oweac and, from your recall list, one Red Mage, Longbowman, Master Bowman, Arch Mage, Silver Mage, or Great Mage, plus one Swordsman, Pikeman, Javelineer, Royal Guard, or Halberdier. If you don't have any of those units, Gweddry, Dacyn and Oweac will be on their own and facing a tough challenge.&lt;br /&gt;
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Do not send this group back the way he came, or you will have to face some extremely mean trolls in the narrow tunnel. Instead, follow the tunnel to the north and west. You will face a few bats as you proceed.  At the end of that tunnel, you will enter a throne room where you will find an enemy leader and his troops. Don't panic; the leader doesn't recruit and the troops are pretty sedate. Beware that a troll can ambush you out of the shroud, though.&lt;br /&gt;
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Meanwhile, when any of your units first enters the throne room, the resulting ruckus causes a group of your captured troops to plot an escape. Already wounded, they appear in a cavern called the &amp;quot;Torture Room&amp;quot; to the east. These troops will face a number of assassins as they leave the Torture Room moving west. Try to get through the prison &amp;quot;door&amp;quot; of the torture room quickly; otherwise, the enemy units have an easy time keeping your entire army locked away using just a single unit blocking the door. To get through the entrance quickly, you need to have your troops back away, allowing the guard to come in so that you can get multiple attacks on him to kill him. Any ogres you have will come in handy to rush out and prevent other assassins from blocking the entrance.&lt;br /&gt;
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[Thrash] From looking at the WML I believe the captured troops will consist of the 13 highest level troops from your recall list. You are well served by making sure you've got some Ogres, Mages of Light and others who do well in caves in that list.&lt;br /&gt;
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Victory occurs when Gweddry moves through the exit in the southwest corner. There is quite a comfortable early finish bonus, so you might want to move him there quickly, because - believe me when I say - you're going to need every gold piece for the next scenario. You should also quickly flag the numerous villages in a cavern called &amp;quot;The City&amp;quot;, a cavern southwest of the Torture Room, where you will be confronted by a troll and other enemy units. If you have a silver mage, remember that the silver mage can teleport back and forth between the Throne Room and The City, as needed. With these things in mind, it should be possible to finish with over 500 gold on medium or 300 gold on hard. &lt;br /&gt;
&lt;br /&gt;
There is a holy necklace on this level in the City, at coordinates x=22, y=38. Preferably grab it with a horseman or something similar. He will come in very hand in later scenarios (if he survives the next scenario, that is.)&lt;br /&gt;
&lt;br /&gt;
Note: Most of the orcs are level two and three units.&lt;br /&gt;
&lt;br /&gt;
=== Evacuation ===&lt;br /&gt;
This is one of those scenarios many deem &amp;quot;impossible&amp;quot;, but it is by no means impossible, even on hard, given adequate gold. However, you must wrap your mind around an unpleasant truth: it may be necessary to accept heavy losses of high level troops. On the other hand, some players with strong rosters after going to Mal-Ravanal's Capital have beat this scenario on medium with minimal losses.&lt;br /&gt;
&lt;br /&gt;
Note: You should have over 400 gold and a large number of level 2 and 3 units to recall to start this scenario. The scenario is doable with 300 gold even on hard, but will result in even higher casualties.&lt;br /&gt;
&lt;br /&gt;
There are two options in this scenario: you can either defeat all enemy leaders or blow up the bridge in the south. In the former case, you could suffer quite some casualties in fighting the enemy. In the latter case, all your units that are not on the south side of the river by the time you blow up the bridge are killed by the explosion. Cruelly, this includes your nonrecalled units! Whichever option you take, watch out for the very tight time limit of 12 turns. And watch out for the level 2 trolls, as they can (and frequently will) instantly kill almost any of your units. Best fight them with two white mages or a white mage accompanied by some other unit.&lt;br /&gt;
&lt;br /&gt;
Of the two options, killing all the enemy leaders is preferable if you can pull it off, so that you can keep your nonrecalled troops. First, recruit two to three keeps full of your typical experienced troops like iron maulers, white mages, and so on. If you went Mal-Ravanal's Capital and so have a lot of knights, recall them too. Ogres are also helpful, if you have some left, as they are strong and you will have no use for them in later scenarios (except maybe ''Weldyn Under Attack''). After that, for cannon fodder, recall a keep full of young ogres and calvary.&lt;br /&gt;
&lt;br /&gt;
Start to move your units south and attack the central enemy right away (i.e., do not wait until you have recruited all units). Split the second batch of recalls, sending half of them to the northeast and the other half to the southwest (otherwise you might not make it to all three leaders in time). Finally, send some young ogres and calvary to the northeast and southwest to distract the enemies there for two or three turns. &lt;br /&gt;
&lt;br /&gt;
With all three groups of your units try to focus on attacking the enemy leaders as soon as possible, so you do not run out of time. With a bit of luck and probably some nasty casualties, you will have killed all three leaders around turns 10 to 12.&lt;br /&gt;
&lt;br /&gt;
The second option - blowing up the bridge - is quite a bit easier to pull off, especially on hard or with less than 400 gold. Your opening move will be to start running the engineer, Dacyn, and Owaec to the southwest. Then recall a keep of cannon fodder: young ogres, ogres, and calvary. Send them in all directions to distract the enemy. On subsequent turns, recall the troops that you want to try to save, putting slower ones at the head of the line. However, non-quick shock troopers and iron maulers are so slow that they should be sacrificed in rear guard action. Focus on running the engineer, using other units to block for him, creating a ZOC corridor. Keep in mind that almost everyone is expendable. Use combat sparingly, just where you need to open a hole or where you see an opportunity to level up and heal.&lt;br /&gt;
&lt;br /&gt;
If you finish the scenario with just the required units plus about three level 3 units, don't panic. You can indeed finish the rest of the scenarios, even on hard, starting with just a few level 3's. Note that the next scenario, ''The Drowned Plains'', is good for levelling raw recruits. However, if you have a lot of level 3's, it would certainly be easier to tackle another upcoming &amp;quot;impossible&amp;quot; scenario, namely ''Weldyn Under Attack'', so you may wish to replay ''Evacuation'' to get a better result.&lt;br /&gt;
&lt;br /&gt;
=== The Drowned Plains ===&lt;br /&gt;
The Skeletal Dragon will be found in or near the castle (located on an island in the south).  In getting there, you need to proceed slowly and carefully through the swamp. That is because there are lots of fairly high level undead hidden there, waiting to ambush your troops. Don't panic. They are easy to take one at a time, and you can offer the killing blow to troops that you are eager to promote. Think twice about trying to maneuver more units around the back of the one you're trying to kill, as there may be more ambushing undead there.&lt;br /&gt;
&lt;br /&gt;
The dragon wanders around near the castle but only attacks units which he can kill instantly. If only strong units come near him, he tries to flee. Because of the fog the major challenge of this scenario is finding him and then getting him surrounded so he cannot just move away again. Once you have him trapped like this, slaying him should be easy using your stronger units (preferrably impact weapons because the dragon has a low resistance there).&lt;br /&gt;
&lt;br /&gt;
Note: On at least version 1.8.3, the Skeletal Dragon is buggy. It comes to you in the northeast early on and sits in your keep. [Thrash] I saw this behavior as well, the dragon just camped and didn't even attack, just sat there. I also found him far from the castle, not too far from where I started. Same problem observed in 1.8.5. Mages magic attacks very effective against the dragon. Since there's a good early finish bonus, just recruit a keep of high mages/paladins/etc, surround and kill the dragon and reap the reward. [Sojourner].&lt;br /&gt;
&lt;br /&gt;
=== Approaching Weldyn ===&lt;br /&gt;
The objective is to &amp;quot;get Gweddry to Weldyn&amp;quot;, which means that Gweddry has to reach one of the seven castle hexes. This is simply a matter of moving him there quickly. The end.&lt;br /&gt;
&lt;br /&gt;
There is no challenge here, but with undead around you can pick up some XP with your fast moving arcane-enhanced troops (i.e., the ones that picked up holy amulets in earlier scenarios.) Try not to overrecruit or dilly-dally, though, as you need all the gold you can get for the next scenario, ''Weldyn Under Attack''.&lt;br /&gt;
&lt;br /&gt;
=== The Council ===&lt;br /&gt;
&lt;br /&gt;
Only plot in this. You see the inside of the castle.&lt;br /&gt;
&lt;br /&gt;
=== Weldyn Under Attack ===&lt;br /&gt;
*Objectives: Survive until end of turns&lt;br /&gt;
*Lose if: Gweddry, Dacyn, Owaec, or Konrad II dies &lt;br /&gt;
*Turns: 18/18/18 (easy/medium/hard) &lt;br /&gt;
*Starting units: Gweddry, Dacyn, Owaec, Konrad II, engineer&lt;br /&gt;
&lt;br /&gt;
Brace yourself. This is the most difficult scenario of the campaign to this point. You already survived one scenario that many have found impossible, namely ''Evacuation'', so you can survive this one too. Rest assured, the scenario is winnable on hard with ~500 gold even without very many high level troops.&lt;br /&gt;
&lt;br /&gt;
At scenario start, you find your keep in the center of an island. Three allied leaders also have their keeps on the island around yours. There are three enemy leaders with equal amounts of gold at their disposal. The southwestern enemy leader is the only one that recruits nightgaunts, the southeastern enemy leader is the only one that recruits bats, and the northern leader is the only one that recruits Spectres. It stays nighttime (first and second watch) during most of the scenario, which is painful with the damage the undead will unleash.&lt;br /&gt;
 &lt;br /&gt;
Your strategy should be to kill off one of the leaders and his troops, so that you can take over his defensive position. It's probably easiest to take the northern keep.&lt;br /&gt;
&lt;br /&gt;
The backbone of your army will be heavy infantry track units, mages, and mages of light. On the first turn, recall one of each, plus three calvary units to the rear, preferably quick. Send the calvary to backstab your allies, robbing them of their villages. They won't mind. Later, the calvary can run around to distract the enemy. Send your heavy infantry types, mages, and mages of light towards the target enemy stronghold. You should supplement them with any units with arcane attacks: arch mages, silver mages, white mages, and any units that picked up amulets in previous scenarios. Pad out your force with ogre / young ogre spam. As ogres are neutral, their attacks won't suffer in the near-permanent darkness, and they are useful on the hills to protect your flanks.&lt;br /&gt;
&lt;br /&gt;
You probably will not be able to assassinate the leader before he is out of gold. When he dashes out to attack, check his gold. If he's broke, you might wish to ignore him for a turn or two while you kill off other units.&lt;br /&gt;
&lt;br /&gt;
After you take over the stronghold, you may be able to recruit some more troops, if you saved some gold and/or did a good job capturing villages with your calvary. Note that saving gold is of no use for ''The Duel'', so spend it now. Next, you should start preparing for the assault waves of the other two leaders. The combined assault waves may be more than your forces can survive. Therefore, while your main force braces itself, you should send out some ogres, young ogres, calvary, and/or silver mages as distractions, mostly along the board edges. They can even get in a few kills.&lt;br /&gt;
&lt;br /&gt;
For your main force, unless you have taken over the southwestern keep, you need to think about the invisible, infiltrating, backstabbing Nightgaunts that are now headed your way. Have your units form a block with their back to the board edge. Round the corners of the block towards the enemy (so that you don't have one unit face four attacks.) Keep your whole line solid and heavily wounded units buried deep inside.&lt;br /&gt;
&lt;br /&gt;
In addition to Nightgaunts, you have the threat of Banebows, which can do 52 ranged damage in one turn. However, they are fairly easily killed with proper strategy. Move a mage of light adjacent to blind the Banebow (i.e., remove its +25% bonus) and provide light for your lawful unit's attack (i.e., remove its -25% adjustment.) Move a shock trooper (or similar, preferably arcane enhanced) adjacent to the banebow and mage of light. Move a general up to lend leadership to the attacker. You may kill the Banebow in one attack. Otherwise, if the Banebow is quite wounded, you can use the mage of light to finish it off.&lt;br /&gt;
&lt;br /&gt;
If you lose when you try to make a stand, you could instead try splitting your forces in two, travelling along the board edges to attack the remaining two leaders. Some players have had success with this, killing the last leader by turn 14 or 15. Just remember that the objective is to survive until the end of turns, and Nightgaunts may be a problem. Killing all three leaders is a victory though and will earn you a early finish bonus of 54/turn, which is important if you go on to Weldyn Besieged.&lt;br /&gt;
 &lt;br /&gt;
Hint: If you have one or two silver mages available, they are quite useful in this scenario. The map is rather large so have some fast-moving units like horsemen run through enemy territory and capture individual villages. Then use the teleport ability of your silver mage to perform hit-and-run (or rather: hit-and-teleport) attacks. Make sure you do not get him killed, though, by holding out too long after attacking.&lt;br /&gt;
&lt;br /&gt;
At the end of the scenario, an enemy messenger appears telling you that you have only fought some delegates of the ancient lich Mal-Ravanal. It challenges you to a duel with Mal-Ravanal instead of letting the armies meet for a final battle. If you accept the challenge, you get to scenario ''The Duel''. Otherwise you go to ''Weldyn Besieged''. [Thrash: In my opinion Weldyn Besieged is much tougher and you probably only want to go that route if you have a decent carry-over.]&lt;br /&gt;
&lt;br /&gt;
===Diverging Campaign Path===&lt;br /&gt;
==== The Duel ====&lt;br /&gt;
* Objectives: Defeat Mal-Ravanal&lt;br /&gt;
* Lose if: Gweddry dies &lt;br /&gt;
* Turns: infinite&lt;br /&gt;
* Starting units: Gweddry&lt;br /&gt;
* Other &lt;br /&gt;
** Maximum six recruits/recalls for you.&lt;br /&gt;
** Starting gold is 200.&lt;br /&gt;
&lt;br /&gt;
This is a somewhat strange scenario: you and Mal-Ravanal get to recall/recruit exactly six units each and then have to fight each other. Mal-Ravanal will recruit mostly level 3 units so this looks difficult. However, it is, in fact, quite manageable. Your goal is to attack first and hit hard--you should be able to eliminate two or three enemy units before they even get the chance to attack.&lt;br /&gt;
&lt;br /&gt;
Recall mages of light and other high-level arcane troops. Advance onto the battlefield, but stop just short of the enemies' range. After the enemies move closer, concentrate your attacks on a few of their units, particularly those with the strongest attacks. &amp;quot;Cowardly&amp;quot; Gweddry may be able to grant leadership bonuses to your troops, however he should probably refrain from actual fighting so he does not accidentally get killed.&lt;br /&gt;
&lt;br /&gt;
Try to finish the fight quickly, as Mal-Ravanal plays unfair and every so often recruits another 3 units, albeit not so tough as the first batch of 6. If you position a weak unit within Mal-Ravanal's movement range the arrogant lich will gleefully charge out onto the battlefield and leave himself wide open for your counterattack.&lt;br /&gt;
&lt;br /&gt;
==== Weldyn Besieged ====&lt;br /&gt;
&lt;br /&gt;
This battle is intended as a substantial challenge, and is inadvisable with low gold or an inadequate recall list. You face off against seven enemy leaders, with the goal of finding and eliminating Mal-Ravanal among them. The liches' names aren't revealed until they are attacked, and Mal-Ravanal is more likely to be revealed later in the scenario (the names are randomly assigned when you attack). Sending fast scouts to attack all the liches is not advisable since each lich receives a boost of gold for another round of recruitment after its name is revealed.&lt;br /&gt;
&lt;br /&gt;
One strategy is to recall a group of cavalry with holy amulets and paladins to circle behind the undead horde and terminate the liches. You can draw the liches out of their keeps by positioning a sacrificial horseman within their attack radius. Once the lich is out in the open, your arcane damage cavalry should have no trouble finishing the lich off in a single turn.&lt;br /&gt;
&lt;br /&gt;
Meanwhile you'll need the rest of your troops to hold the central keep against the undead onslaught. If you can spare the funds, a few sacrificial troops can delay the incoming enemies on one side, giving you the opportunity to focus your firepower on the undead approaching from the other side(s). If things turn grim, retreat to the castle and make your final stand.&lt;br /&gt;
&lt;br /&gt;
[Thrash: I had no success with the strategy of sending out a group of cavalry as I needed all hands on deck to defend the keep. What I found to be the key to winning was to make sure you get good hard first attacks on the approaching undead, starting with the ones from the south on turn 3 and then others on turn 4.]&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns]]&lt;br /&gt;
[[Category:Campaigns - Walkthroughs]]&lt;/div&gt;</summary>
		<author><name>Hipparchos</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=DelfadorsMemoirs&amp;diff=46594</id>
		<title>DelfadorsMemoirs</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=DelfadorsMemoirs&amp;diff=46594"/>
		<updated>2012-05-16T07:29:30Z</updated>

		<summary type="html">&lt;p&gt;Hipparchos: /* Terror at the Ford of Parthyn */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Story==&lt;br /&gt;
&lt;br /&gt;
This campaign follows the adventures of Delfador, beginning from him leaving home as a newly qualified journeyman mage,&lt;br /&gt;
and leading up to him helping to bring peace to Wesnoth.  It is set a couple of generations earlier than &amp;quot;Heir to the&lt;br /&gt;
Throne&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
&lt;br /&gt;
Original developer: email to Josh Parsons, jp30 AT st-and.ac.uk.&lt;br /&gt;
Thread is at http://www.wesnoth.org/forum/viewtopic.php?t=1293.&lt;br /&gt;
&lt;br /&gt;
More recently, the campaign has been picked up and improved by 'tapik' - see [[CampaignDelfadorsMemoirs]].&lt;br /&gt;
&lt;br /&gt;
==Campaign Strategy==&lt;br /&gt;
&lt;br /&gt;
This section gives some advice on long-term strategy in this campaign.&lt;br /&gt;
&lt;br /&gt;
''NOTE: plot spoilers''. In this campaign, you work with 6 different armies: your starting loyalist army, an undead army in the underworld, Kalenz and Chantal's elven armies, a dwarf army, and a loyalist army from Parthyn. Which armies are on the recall list varies from scenario to scenario. To an extent that means that long-term strategy doesn't matter, because you keep being given a clean slate; conversely, if you are short of vital units, you might have to go back 10 levels to fix it.&lt;br /&gt;
&lt;br /&gt;
As the campaign progresses, money will become scarce and you'll recall ever smaller armies; don't spread experience among too many units, but strive to build a small core of elite troops. Useful long term strategies are:&lt;br /&gt;
&lt;br /&gt;
* loyalists:&lt;br /&gt;
** '''mages''': for your starting loyalist army, mages are important. '''Get 2 white mages as early as you can'''. You face a lot of assassins in the early levels, and from level 7 onward there are a lot of undead. You'll have little use for red mages, one really is enough.&lt;br /&gt;
** '''heavy infantry''': not that useful, despite the numbers of undead. Too many of the levels are big wide open spaces, or have difficult terrain where your HI will founder, or you are given holy water or dwarves and so have better options. Nonetheless it is worth recruiting some HI in levels that do suit them, because you lose the ability to recruit them at some points but can still recall them.&lt;br /&gt;
** '''horsemen''': now these are useful - the early levels suit them well and you can employ them in numbers. Later you'll be mostly facing undead: paladins will be excellent, but it will be hard to level up any more knights. Make your paladins while you're still facing orcs, you'll hardly be able to make more than three (and probably employ only two).&lt;br /&gt;
* elves: standard mixture of elves is fine (although there are many undead, you get holy water to deal with them), except:&lt;br /&gt;
** '''sorcerors''': you get a druid free, and will want a second, but perhaps more importantly you want plenty of sorcerors as these are good against the sort of undead that you don't want to melee even with holy water (spectres).&lt;br /&gt;
* Delfador: perhaps the most important long run strategy in this campaign is to get Delfador to level 3 early, and near to reaching level 4 by the end of the loyalist levels (1-8). Delfador has to fight one level essentially on his own, and it helps a lot if he is at or near level 4 (the free heal from the level-up would be useful during that level).&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
&lt;br /&gt;
You should be familiar with the basics in [[WesnothManual]] -- this is a walkthrough, not an exposition of basic game mechanics.&lt;br /&gt;
&lt;br /&gt;
Each scenario has an individual forum thread where you can provide feedback to the authors.  You can find these [http://www.wesnoth.org/forum/viewtopic.php?f=22&amp;amp;t=25554 here]. Feedback is useful as it helps the developers improve the campaign in future versions; and the posts by other players may contain advice or pointers beyond those in this walkthrough.&lt;br /&gt;
&lt;br /&gt;
===Overture===&lt;br /&gt;
&lt;br /&gt;
Just an introduction - sit back and enjoy the show.&lt;br /&gt;
&lt;br /&gt;
===This Valley Belongs to Me===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Grogor-Tuk, the enemy leader.&lt;br /&gt;
&lt;br /&gt;
This one is tricky (at least at Great Mage - hard). The enemy has a lot of gold and sends a steady stream of units your way for the first day. In the south/centre is the easy bit - defend the river. Use your mage of light here to back up a few horsemen/spearmen to fend off the attackers.&lt;br /&gt;
&lt;br /&gt;
The tricky bit is to the north - wolf riders cross the river to the north and come down through the woods. Some spearmen and mages in the woods works here, and there's a village in the woods to the north to anchor your defence on. Wolf riders don't benefit as much as your units do on the wooded tiles. Aim to give plenty of XP to at least one mage, so you can level him up here or early at the next level.&lt;br /&gt;
&lt;br /&gt;
===The Road to Weldyn===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Urthaka-Tan, the enemy leader.&lt;br /&gt;
&lt;br /&gt;
You want quite a few horsemen here; it's a good opportunity to get lots of horsemen on your recall list (they are cheaper to recall than recruit later on). There are enough villages to fund recruiting or recalling 9 units and still have positive income throughout. You want at least half of your units to be horsemen: the enemy will have lots of archers who are easy prey in these open fields. You start with an archer and gain the ability to recruit more here, but you are better off recalling or recruiting mages, plus a couple of spearmen to play defence in the first night.&lt;br /&gt;
&lt;br /&gt;
[Thrash: When I played it in 1.8.4, the enemy recruited very few archers, instead it was mainly melee units (trollchens, wolves and grunts) so archers and mages were very useful to me, horsemen less so.]&lt;br /&gt;
&lt;br /&gt;
This level is dead easy to win because the enemy has a small keep, so his forces arrive spread out and not supporting each other. Use the day/night cycle; at night just fall back and, particularly on the first night, use the line of woods and castle tiles just west of your start. Your horsemen can go and take villages and make it back to fight at dawn on day 2. In the day, crush them with the horsemen and mages. You want to level up mages and horsemen.&lt;br /&gt;
&lt;br /&gt;
Once you have crushed the enemy army, take the remaining villages and milk for XP - the early exit bonus is only +15/turn, and you should be able to get +14/turn while prolonging the level. You are heading for knights (for paladins later) and white mages, as per [[#Campaign_Strategy]].&lt;br /&gt;
&lt;br /&gt;
===Leollyn===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Hagha-Tan, and keep Leollyn alive.&lt;br /&gt;
&lt;br /&gt;
You can ignore the ally in my experience; the enemy send a few units down that way, but the L3 mage and his L2 mage recruits are well able to handle them.&lt;br /&gt;
&lt;br /&gt;
You want to recall at least one and preferably two white mages (there will be lots of assassins), and a horseman near leveling up. The rest of your recruit should be a mix of bowmen and spearmen, including one or two level 2 ones. March up to the ford to the north-west and build a defensive position for the night; keep the front line together with as few units as you can, as most will end up poisoned each turn; cycle them out and replace with others. Once day breaks, hopefully you have enough decent units left to mop up the enemy's first wave; your horseman is ideal to pick off any strong enemy units standing in the water.&lt;br /&gt;
&lt;br /&gt;
Hopefully you can push over the river by afternoon on the second day. You can lure out the enemy leader and then run him down with your knight and Delfador.&lt;br /&gt;
&lt;br /&gt;
[Thash: In my experience you want to finish this one early, by say turn 10, to get a big enough bonus for the next scenario, as it seem impossible with minimum starting gold.]&lt;br /&gt;
&lt;br /&gt;
===Council in Weldyn===&lt;br /&gt;
&lt;br /&gt;
Just story.&lt;br /&gt;
&lt;br /&gt;
===Swamps of Illuven===&lt;br /&gt;
&lt;br /&gt;
Objectives: Delfador must reach signpost in north-east before time runs out.&lt;br /&gt;
&lt;br /&gt;
Spoiler: The protection charge is always 80% of your gold, and gets rid of the north-west enemy (the one not in the way of getting to the signpost). The other enemy player (the one blocking the signpost) gets a small gold bonus. So, you are losing 80% of your gold to get rid of around 40% of the enemy gold; hence, it's normally best to refuse to pay. At Easy, the deal is even worse, as the net effect is only about -25% of the enemy gold. Additionally, there is a gold bonus available if you don't pay and do defeat the NW enemy. It is not noted in the &amp;quot;Objectives&amp;quot;; instead, a treasure chest is shown on the map. Remember to take it.&lt;br /&gt;
&lt;br /&gt;
Option 1, refusing to pay: If you don't pay the charge, you get to recruit a big army, get more XP, and finish quicker. You should be able to hold the central island while pushing a force from there to take out the NW leader. A balanced force would consist of couple of horsemen, 2 white mages, a couple of level 2s, a couple of level 1 mages (which are pretty good against footpads and poachers as they ignore their high defense ratings), and the rest spearmen as fodder to form your defensive line. It is vital to use Lionel's level-3 leadership to help your level-1 units fight better.&lt;br /&gt;
&lt;br /&gt;
Option 2, paying the charge: The level is playable paying the charge if you are coming in with ~250 gold or more. Although it gives the AI a big lead in gold, you have halved the recruit rate for the AIs and ensured that they are all on the far side of the level; the AI's forces don't concentrate so well and your small force can evade them at night. You may prefer this route if you prefer a challenging small-army scouting battle rather than a big army battle. You can win by starting with as little as two raw recruit Spearman and a recalled horseman, if you take some villages so that you can recall some more units later.&lt;br /&gt;
&lt;br /&gt;
===Night in the Swamp===&lt;br /&gt;
&lt;br /&gt;
Objective: survive 12 turns.&lt;br /&gt;
&lt;br /&gt;
It is hard to get an early exit bonus here, and you don't need it, so just take the opportunity to level up some units. Grab some heavy infantry and mages, and perhaps a knight - see [[#Campaign Strategy]]. &lt;br /&gt;
&lt;br /&gt;
You can put a generator out of action by landing any level 2 or better mage on it; the level will end when there are no skeletons left. At easy, it appears that there is only one generator - you can storm it and get an early exit bonus if you find the next level easier that way, but I think leveling up units is more useful here.&lt;br /&gt;
&lt;br /&gt;
===Ur-Thorodor===&lt;br /&gt;
&lt;br /&gt;
Objectives: get Delfador into the wose castle. No early exit bonus.&lt;br /&gt;
&lt;br /&gt;
The main hazard here is the gryphons - they will attack as you cross the water. Be careful with Lionel and Delfador; you may need to use fodder to lure the gryphons and then blast them. Recall a red mage, a good damage sink (a knight will do), a healer, and perhaps another mage and a fodder unit. Cross straight away, and don't get bogged down on the other side - blast a hole with your mages and get Delfador into the castle asap. You are not likely to win a long fight. Remember that Lionel's leadership helps mages too.&lt;br /&gt;
&lt;br /&gt;
===Houses of the Dead===&lt;br /&gt;
&lt;br /&gt;
Objective: find the Staff and get Delfador to the north signpost within 64 turns.&lt;br /&gt;
&lt;br /&gt;
Explore to your north-west first - there is one village in that direction. To your north is an impassable barrier behind those mountains, so next turn back and work around the level anti-clockwise. No need to climb through the mountains: if you stick to the &amp;quot;road&amp;quot; you won't miss anything. If you pay attention to what you're told, you'll learn about a secret passage that *will* make life easier. But this scenario is pretty straightforward either way.&lt;br /&gt;
&lt;br /&gt;
The friends you find will try to help, but usually throw their, uh, existences away against the skeletons quite quickly; at least they serve as distraction. Any survivors will be available for recall on the next level, one even for free -- but that's not much of a benefit, so don't worry too much.&lt;br /&gt;
&lt;br /&gt;
Don't exit until turn 64, as there is no early exit bonus but you should have a good income. Waiting gives you more gold for the next scenario (1.8.0).&lt;br /&gt;
&lt;br /&gt;
===The Gate Between Worlds===&lt;br /&gt;
&lt;br /&gt;
* Objectives: kill Iliah-Malal&lt;br /&gt;
* Starting units: Delfador and a surviving Ghost, Ghoul or advancement from the previous scenario&lt;br /&gt;
&lt;br /&gt;
You get to recruit Ghosts and Ghouls here, your allies of the last level. Money should be no problem.&lt;br /&gt;
&lt;br /&gt;
Players have used two options with success:&lt;br /&gt;
&lt;br /&gt;
Option 1, attack with Ghouls. Backed by Delfador's leadership, ghouls can actually do a lot of damage. But he can't be everywhere, and anyway the ghouls will probably perish quickly. That's alright, as long as you manage to poison most enemies. There's not enough villages for your opponent to heal his army, and if you give battle on your shore of the swamp they won't get anywhere quickly. Ghosts can then finish the poisoned enemies.&lt;br /&gt;
&lt;br /&gt;
Option 2, leader assassination with Ghosts. Send 8 Ghosts around the flanks of the enemy to converge on Iliah-Malal, surrounding and killing him, albeit slowly. Send a Ghoul-heavy force supported by Delfador and a couple of Ghosts up the middle to distract the majority of the enemy forces. Delfador should be cautious; he is only there to distract, and the Dark Adepts and Thugs pack enough of a punch to kill him if you are not careful.&lt;br /&gt;
&lt;br /&gt;
Note: You will be able to recall this undead force in a later scenario, but this may not be very useful, so you don't have to worry about leveling up units for later levels. [glandis: Somewhere in 1.9.x, recalling at least one undead became vital in that later scenario.  I found having two shadows really useful.]&lt;br /&gt;
===Wasteland===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Tish Golub&lt;br /&gt;
&lt;br /&gt;
Straightforward scenario, albeit the enemy can recruit L2 units and you have only raw Elven recruits. The walk north to the Elven castle is simple. Most of the fighting takes place in the woods that you can see to your west, so elven archers are good here. Also grab a scout to steal all your ally's villages, otherwise she will keep recruiting L2 units and stealing your XP. Definitely recruit 1 or 2 shamans, as you would like to have a sorcerer early in the next level.&lt;br /&gt;
&lt;br /&gt;
===Terror at the Ford of Parthyn===&lt;br /&gt;
&lt;br /&gt;
Objectives: defeat both the orc and undead leaders.&lt;br /&gt;
&lt;br /&gt;
'''Conservative strategy:'''&lt;br /&gt;
As soon as you spot the ford guard, it will come under your control. Using a scout, you can get there in time for the humans to man the walls. Actually, the walls are one huge keep, so Delfador can recruit directly into the fortifications and fill the gaps. You should be able to fend off the first wave of attackers, the more so as the baddies will conveniently arrive at daybreak. The mages, on the other hand, won't get across the river until the fun is mostly over; recall your own healers. You should leave two mages on the other shore anyway, in order to deal with any ghosts that try to get at the villages down there.&lt;br /&gt;
&lt;br /&gt;
'''Play-it-safe strategy:'''&lt;br /&gt;
Abandon the northern shore; run to the south castle (without recruiting at all) and play defensive through the first wave of enemies. The orcs and undead are hostile to each other, so this gives them ample opportunity to fight amongst themselves. ''Needs investigation and comments.''&lt;br /&gt;
&lt;br /&gt;
[Hipparchos] This is definitely the easiest way to play it. Run Delfador and Chantal straight south and pick up the north castle defenders as a bodyguard as you head for the south castle. You'll get a few hits as you retreat but nothing serious, as long as you keep Chantal well guarded. Use Niktor to wake the mages and put the White Mages initially in the center of the castle to heal the wall defenders (but be prepared to move them to the walls). When Delfador gets to the south castle, have him recall any L2 and L3 elves to fill any remaining wall spots. Don't over-recruit because you won't have anywhere to put them. I also put a few strong units and a mage in the villages just southeast of the castle to deal with the ambushers who will pop up there.&lt;br /&gt;
&lt;br /&gt;
Basically what happens is the orcs from the west and undead from the east will meet at the north castle and have a massive battle, which you cannot see because of the fog of war. The undead will win this battle and send the surviving remnants of their army straggling across the ford, 2 or 3 per turn, where they will be decimated by your mages on the walls. The draugs look dangerous but are no match for an arch  mage. Patience is the key: just sit tight and kill what comes across.&lt;br /&gt;
&lt;br /&gt;
By dawn on turn 16 the undead stragglers will be done for. Send your army back across the ford and split it into two groups, one northwest to kill the orcish warlord (who might be beset by a spectre) and one east to kill the Death Knight. You will pick up the village defenders when you re-take the north castle. Make sure you put at least one red mage and one white mage with each group, and you're home free. I played this strategy and didn't lose a single unit.&lt;br /&gt;
&lt;br /&gt;
'''Aggressive strategy:'''&lt;br /&gt;
Recruit/Recall an army and send them west to deal with the orcs; only one scout should head south and find the guards, which should then retreat to the sourthern castle. The downside is that this approach will lead to more night-time engagements; dont try this if you don't have several lvl-2 elves to begin with. The benefit is that you'll get more experience on the units that need it most: your elves and the human mages. The latter will stay with your host, and often be automatically recalled for free.&lt;br /&gt;
&lt;br /&gt;
You will find that some villages in the north of the map contain ambushes. Two villages near the ford contain allied troops; releasing these early would be a big help to defending the south castle.&lt;br /&gt;
&lt;br /&gt;
===The Return of Trouble===&lt;br /&gt;
&lt;br /&gt;
Objectives: defeat all enemy leaders.&lt;br /&gt;
&lt;br /&gt;
This level has a no-breathing-room start - the east enemy is almost on top of you and has as much gold as you (at Great Mage). The mountains and starting camp are poor terrain for you as that terrain is better for orcs; cross your forces into the woods opposite where you have advantages in defence and movement.&lt;br /&gt;
&lt;br /&gt;
Although you can recruit &amp;quot;raw&amp;quot; L2 units here, don't feel you need to recruit too many of them; the large number of enemy L2s attacking mean that it is hard to keep units in the front line alive, and so recruiting good numbers of units matters here. Recruiting a few druids and captains and recruiting L1 units for the bulk of the army works well. &lt;br /&gt;
&lt;br /&gt;
The ally spends his forces quickly and his leader will die early, but you aren't required to keep him alive, so don't worry about him; when he dies it is even an advantage as it stops encouraging the orcs to go through the woods south of your position.&lt;br /&gt;
&lt;br /&gt;
At lower skills, aim to knock out the east enemy early. His right flank is open but rests on the mountains, which is bad terrain for you - if you try to go around that way he can easily shift forces to meet you. Instead you can approach close to his keep through the woods; this, his left flank, usually isn't open but the AI isn't smart about keeping a proper line here. At Great Mage, you may not have the forces to spare to take him out (if you can even make an opening - he has plenty of units); instead slow him with a shaman when he pops out of his keep to attack and block him from getting back to recruit.  Note: With the right recruits it is possible to snipe the east leader on the second turn (but rather difficult and low probability).&lt;br /&gt;
&lt;br /&gt;
You should aim to maintain a line along the north part of the woods; the main line is down the west side of the woods for a few tiles and this is where Kalenz should be; and a line back east inside the wood for your left flank, to catch enemy units coming at you through the woods. Hold out in the woods for 2 days and the storm will eventually subside; you will probably have heavy losses but your survivors should all be L3 or close to it by the end. You can then seize villages and take out the enemy commanders.&lt;br /&gt;
&lt;br /&gt;
===Shadows===&lt;br /&gt;
&lt;br /&gt;
Objectives: defeat all enemy leaders.&lt;br /&gt;
&lt;br /&gt;
You start with your Kalenz force, and get back your Delfador force during the scenario (he arrives in the SE). Grab all three holy waters near the start, but you should then move all your elven forces in one direction, head west to take out the west lich. The forest slows up most of the undead and so means that the undead converging from the other two camps won't catch you before you overwhelm and eliminate the enemy leader that you target. Because you are facing some L1 and L2 troops here, don't feel that you need to give the holy water to L3 units - a mix of L1 and L2 units is ideal and they should level all the way to L3 during the level. Recall any Elven sorcerers or shaman with good XP, and shaman are good extra recruits at the start, again to level to sorcerers.&lt;br /&gt;
&lt;br /&gt;
Once you have knocked out the NW leader, your elven force should head south to take out the south leader, and Delfador's force can head north to take out the NE leader. Lots of the undead forces will spend the whole level floundering around in the north woods around your start camp, chasing but never catching you up.&lt;br /&gt;
&lt;br /&gt;
===Save the King===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Zorlan, and (at Mage and above) kill all the enemy leaders; and keep Garard alive until that is done.&lt;br /&gt;
&lt;br /&gt;
You don't have to worry about Garard - even at Great Mage, he is more than strong enough to defeat the two southern enemies and his forces significantly help defeat Zorlan (1.8.0). You get a big automatic recall of your white mages, Chantal, and a shock trooper and Kalenz; that's plenty to win with, but recruit some new elves as it gives you some units to give XP to, fodder to face the trolls with, and they are handy to take out the SW enemy faster (at Mage and above). An elven sorcerer is a good recall, but 1 is enough.&lt;br /&gt;
&lt;br /&gt;
Zorlan should be simple; some of his units tangle with Garard's units in the river, so you should meet little opposition getting to his camp - which can be easily crushed with your mages. The onset of trolls at around first watch is the only dangerous moment, but once they have attacked, your mages and high level units can wipe them out mostly in one round. Then send Delfador and a couple of other units to take out the troll leader, and send some elves south with Kalenz to help Garard clean up and then take out the SW leader. Garard usually kills the SE leader by himself.&lt;br /&gt;
&lt;br /&gt;
===Dark Sky Over Weldyn===&lt;br /&gt;
&lt;br /&gt;
Just story.&lt;br /&gt;
&lt;br /&gt;
===A New Ally===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Gruv-Malal; keep Ulrek and Relgorn alive.&lt;br /&gt;
&lt;br /&gt;
Recruit and recall some mages - get a few L1s and you should be able to level up a couple by the end of the level. Move to Ulrek's keep - provided you have some units there by second watch, there is no danger of him being defeated. The dwarves wear down the undead and your mages get to clean up and take the XP.&lt;br /&gt;
&lt;br /&gt;
===The Portal of Doom===&lt;br /&gt;
&lt;br /&gt;
Objectives: close the portal and get your units out via the mine shaft where you start.&lt;br /&gt;
&lt;br /&gt;
Heavy-infantry are too slow on the ice. Similarly it is best to recall quick mages. Your main force should be dwarf warriors, with a few white mages or quick mages to weaken enemy units and to deal with nightgaunts and the like. A knight (even better, a paladin) would also be useful here, due to the speed and for finishing off enemy units when the dwarves can't reach.&lt;br /&gt;
&lt;br /&gt;
Don't worry about the villages to the north - Illah-Malal appears on day 2 at the north castle, so scouting units sent north would probably get killed. You can defend at your camp to defeat the first wave of undead, then march over the ice to close the portal; the northern undead will come to you. You will finish with deep negative gold but it doesn't matter.&lt;br /&gt;
&lt;br /&gt;
===Showdown in the Northern Swamp===&lt;br /&gt;
&lt;br /&gt;
* Objectives: kill all enemy leaders.&lt;br /&gt;
* Other: must kill Illah-Malal with Delfador. [glandis: in 1.9.x somewhere, this was changed so that one of the undead must kill Illah-Malal]&lt;br /&gt;
&lt;br /&gt;
There is lots of holy water at the start, and you might struggle to have enough units to give it to. You get control of Lionel on turn 3 (plus a castle of rubbish L1 recruits), so you don't have to take villages off of him. I suggest give Lionel and Kalenz a holy water each and the third to a good L2 melee unit or knight. Your other 4 recalls could be 2 white mages, a steelclad and a paladin (or a knight close to leveling - as it is an open level).&lt;br /&gt;
&lt;br /&gt;
A good strategy here is to strike straight north and seize the south end of the bridge. The NE necromancer recruits a lot of dark adepts, and you will have to run a long way during the night to outrun them if you don't bottle them up at the crossing. Once you hold the bridge, a good melee unit and a white mage, plus some of the ally's archers, can easily hold off the NE forces. The NW enemies attack during the first night, and the main tricky bit is dealing with the nightgaunts and spectres here - just keep L2 and L3 melee units in the front line to meet the attack, then clean up with your mages. The SW enemy's units are slower and arrive on day 2; so by moving to the bridge, you've split the enemy attack and can crush each in turn.&lt;br /&gt;
&lt;br /&gt;
===Prince of Wesnoth===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill an enemy commander.&lt;br /&gt;
&lt;br /&gt;
Do not attempt to cross into the central woods; it seems like a tempting spot to fight from, but you will struggle to maximise your recruitment and still get all your units across into it, because the southern enemy camp is close to your line of advance. Instead, abandon all your villages and the rest of the level to the enemy and just defend the SW corner. Elves along the edge of the woods should be able to hold out and wear through the enemy. The number of L2 units, and the mages that the enemy recruit, mean that you will take casualties; but you will be killing a lot and scoring plenty of XP. A general mix of level 1, 2 and 3 units works well here; use the best units to hold tiles that can be attacked from several directions, which will deter the enemy from attacking them.&lt;br /&gt;
&lt;br /&gt;
Once the initial wave of enemies is spent, mop up and proceed swiftly through the central woods and jump into an enemy camp to kill the general. You don't have to have much gold for the next level, but will want high-level units, so take time here to level some up if you don't have enough.&lt;br /&gt;
&lt;br /&gt;
====Alternative Strategy====&lt;br /&gt;
crus4a8e: I used the following on V1.8.5 (hard) with minimum starting gold of 100. While I had a though struggle using the strategy described above, doing the following worked nicely and was quite a fun way of playing this scenario, too.&lt;br /&gt;
&lt;br /&gt;
Recall the following units: 4 Avengers or Rangers, 2 Shydes. (Remember: Avengers/Rangers are invisible in the woods which comes in very handy in this scenario.)&lt;br /&gt;
&lt;br /&gt;
Kalenz and the 2 Shydes stay in the western woods. Start moving them up to the northern part of the woods in the beginning and then back down south. Basically their job is not to get killed. ;-) So only attack single enemies and retreat whenever you are under serious attack.&lt;br /&gt;
&lt;br /&gt;
The Avengers cross over into the central woods right away. Whenever only one or at most two enemy units are in reach, they attack or flag villages to become visible and lure individual enemy units into the woods. This also distracts most of the main enemy forces and stops them from attacking Kalenz.&lt;br /&gt;
&lt;br /&gt;
Doing this for about 10 to 15 turns wears down the enemy forces quite easily. When only a few enemy units are left, move your 4 Avenger/Ranger units into the keep of either one enemy leader. You should be able to finish him off in 1 or at most 2 turns.&lt;br /&gt;
&lt;br /&gt;
===Clash at the Manor===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill the enemy commander; prevent any enemies escaping via the roads.&lt;br /&gt;
&lt;br /&gt;
As there are two roads and two signposts, you need to watch both routes. You can break your forces in two or just send one unit to keep an eye on the other route. If you wait at the edge of your forest, almost all the forces should come to you (Dragoons and Cavalry will try to escape instead), and you'll have the terrain advantage. Just be ready to counter anyone trying to make a run for it. You start with Chantal, and a second druid or shyde would be a good idea so that you have a healer and someone to entangle any royal guards. The rest of your recalls should be top melee units (e.g., champions and avengers.) After the assault is broken, the mopping up operation is just to kill the sitting duck leader.&lt;br /&gt;
&lt;br /&gt;
The second phase of the level is a search; just visit &amp;lt;i&amp;gt;all&amp;lt;/i&amp;gt; the tiles outside the cave area north of the mansion.&lt;br /&gt;
&lt;br /&gt;
[Thrash: I don't think just sending a single unit to cover one route will work. If enemy sends a couple riders that way, you won't catch them.]&lt;br /&gt;
&lt;br /&gt;
===Face of the Enemy===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill the enemy commander.&lt;br /&gt;
&lt;br /&gt;
Last level, so you don't have to worry about losses or leveling up; recall some sorcerers and a decent melee unit to take the holy water. The enemy recruits few units, so you don't have to cover all the passageways; just advance as a group by the shortest route to the keep, and keep side passages covered (the enemy sometimes uses nightgaunts to ambush and slip in through any gaps). Beware of putting Delfador in front, as the enemy can use Banebows like walking corpses for suicide attacks against him.&lt;br /&gt;
&lt;br /&gt;
This scenario is too easy up to at least 1.8.4, so just play conservatively and coast to victory.&lt;br /&gt;
&lt;br /&gt;
== Old Version ==&lt;br /&gt;
&lt;br /&gt;
Before its inclusion as a mainline campaign, Delfador's Memoirs was distributed as a separate add-on. &lt;br /&gt;
&lt;br /&gt;
=== Installation notes ===&lt;br /&gt;
&lt;br /&gt;
Delfador's Memoirs is distributed as a tarball (.tar.gz), containing all sources for the campaign.&lt;br /&gt;
The tarball is built with automake.  To install, unpack it, change into the directory delfadors-memoirs-(version) and&lt;br /&gt;
run (as root) &amp;quot;./configure &amp;amp;&amp;amp; make &amp;amp;&amp;amp; make install&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If you can't install DM this way, then you may install download and install it from the campaign server (you will need wesnoth 0.8.5 or a current CVS version to do this).&lt;br /&gt;
&lt;br /&gt;
=== Download ===&lt;br /&gt;
&lt;br /&gt;
Version 0.1: (3 playable scenarios) requires wesnoth = 0.7.7&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/memoirs-0.1.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.2: (7 playable scenarios) requires wesnoth = 0.7.9&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.2.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.2.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.3: (9 playable scenarios) requires wesnoth &amp;gt;= 0.7.11 (=0.7.11 for the tarball)&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.3.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.3.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.4: (10 playable scenarios) requires wesnoth &amp;gt;= 0.7.11, &amp;lt;= 0.8.3&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.4.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.4.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.5: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.4, &amp;lt;= 0.8.7&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.5.1: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.4, &amp;lt;= 0.8.7&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.1.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.5.2: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.9&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.2.tar.gz&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Mainline Campaigns]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns - Walkthroughs]]&lt;/div&gt;</summary>
		<author><name>Hipparchos</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=DelfadorsMemoirs&amp;diff=46593</id>
		<title>DelfadorsMemoirs</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=DelfadorsMemoirs&amp;diff=46593"/>
		<updated>2012-05-16T02:06:36Z</updated>

		<summary type="html">&lt;p&gt;Hipparchos: /* Terror at the Ford of Parthyn */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Story==&lt;br /&gt;
&lt;br /&gt;
This campaign follows the adventures of Delfador, beginning from him leaving home as a newly qualified journeyman mage,&lt;br /&gt;
and leading up to him helping to bring peace to Wesnoth.  It is set a couple of generations earlier than &amp;quot;Heir to the&lt;br /&gt;
Throne&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
&lt;br /&gt;
Original developer: email to Josh Parsons, jp30 AT st-and.ac.uk.&lt;br /&gt;
Thread is at http://www.wesnoth.org/forum/viewtopic.php?t=1293.&lt;br /&gt;
&lt;br /&gt;
More recently, the campaign has been picked up and improved by 'tapik' - see [[CampaignDelfadorsMemoirs]].&lt;br /&gt;
&lt;br /&gt;
==Campaign Strategy==&lt;br /&gt;
&lt;br /&gt;
This section gives some advice on long-term strategy in this campaign.&lt;br /&gt;
&lt;br /&gt;
''NOTE: plot spoilers''. In this campaign, you work with 6 different armies: your starting loyalist army, an undead army in the underworld, Kalenz and Chantal's elven armies, a dwarf army, and a loyalist army from Parthyn. Which armies are on the recall list varies from scenario to scenario. To an extent that means that long-term strategy doesn't matter, because you keep being given a clean slate; conversely, if you are short of vital units, you might have to go back 10 levels to fix it.&lt;br /&gt;
&lt;br /&gt;
As the campaign progresses, money will become scarce and you'll recall ever smaller armies; don't spread experience among too many units, but strive to build a small core of elite troops. Useful long term strategies are:&lt;br /&gt;
&lt;br /&gt;
* loyalists:&lt;br /&gt;
** '''mages''': for your starting loyalist army, mages are important. '''Get 2 white mages as early as you can'''. You face a lot of assassins in the early levels, and from level 7 onward there are a lot of undead. You'll have little use for red mages, one really is enough.&lt;br /&gt;
** '''heavy infantry''': not that useful, despite the numbers of undead. Too many of the levels are big wide open spaces, or have difficult terrain where your HI will founder, or you are given holy water or dwarves and so have better options. Nonetheless it is worth recruiting some HI in levels that do suit them, because you lose the ability to recruit them at some points but can still recall them.&lt;br /&gt;
** '''horsemen''': now these are useful - the early levels suit them well and you can employ them in numbers. Later you'll be mostly facing undead: paladins will be excellent, but it will be hard to level up any more knights. Make your paladins while you're still facing orcs, you'll hardly be able to make more than three (and probably employ only two).&lt;br /&gt;
* elves: standard mixture of elves is fine (although there are many undead, you get holy water to deal with them), except:&lt;br /&gt;
** '''sorcerors''': you get a druid free, and will want a second, but perhaps more importantly you want plenty of sorcerors as these are good against the sort of undead that you don't want to melee even with holy water (spectres).&lt;br /&gt;
* Delfador: perhaps the most important long run strategy in this campaign is to get Delfador to level 3 early, and near to reaching level 4 by the end of the loyalist levels (1-8). Delfador has to fight one level essentially on his own, and it helps a lot if he is at or near level 4 (the free heal from the level-up would be useful during that level).&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
&lt;br /&gt;
You should be familiar with the basics in [[WesnothManual]] -- this is a walkthrough, not an exposition of basic game mechanics.&lt;br /&gt;
&lt;br /&gt;
Each scenario has an individual forum thread where you can provide feedback to the authors.  You can find these [http://www.wesnoth.org/forum/viewtopic.php?f=22&amp;amp;t=25554 here]. Feedback is useful as it helps the developers improve the campaign in future versions; and the posts by other players may contain advice or pointers beyond those in this walkthrough.&lt;br /&gt;
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===Overture===&lt;br /&gt;
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Just an introduction - sit back and enjoy the show.&lt;br /&gt;
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===This Valley Belongs to Me===&lt;br /&gt;
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Objectives: kill Grogor-Tuk, the enemy leader.&lt;br /&gt;
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This one is tricky (at least at Great Mage - hard). The enemy has a lot of gold and sends a steady stream of units your way for the first day. In the south/centre is the easy bit - defend the river. Use your mage of light here to back up a few horsemen/spearmen to fend off the attackers.&lt;br /&gt;
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The tricky bit is to the north - wolf riders cross the river to the north and come down through the woods. Some spearmen and mages in the woods works here, and there's a village in the woods to the north to anchor your defence on. Wolf riders don't benefit as much as your units do on the wooded tiles. Aim to give plenty of XP to at least one mage, so you can level him up here or early at the next level.&lt;br /&gt;
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===The Road to Weldyn===&lt;br /&gt;
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Objectives: kill Urthaka-Tan, the enemy leader.&lt;br /&gt;
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You want quite a few horsemen here; it's a good opportunity to get lots of horsemen on your recall list (they are cheaper to recall than recruit later on). There are enough villages to fund recruiting or recalling 9 units and still have positive income throughout. You want at least half of your units to be horsemen: the enemy will have lots of archers who are easy prey in these open fields. You start with an archer and gain the ability to recruit more here, but you are better off recalling or recruiting mages, plus a couple of spearmen to play defence in the first night.&lt;br /&gt;
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[Thrash: When I played it in 1.8.4, the enemy recruited very few archers, instead it was mainly melee units (trollchens, wolves and grunts) so archers and mages were very useful to me, horsemen less so.]&lt;br /&gt;
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This level is dead easy to win because the enemy has a small keep, so his forces arrive spread out and not supporting each other. Use the day/night cycle; at night just fall back and, particularly on the first night, use the line of woods and castle tiles just west of your start. Your horsemen can go and take villages and make it back to fight at dawn on day 2. In the day, crush them with the horsemen and mages. You want to level up mages and horsemen.&lt;br /&gt;
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Once you have crushed the enemy army, take the remaining villages and milk for XP - the early exit bonus is only +15/turn, and you should be able to get +14/turn while prolonging the level. You are heading for knights (for paladins later) and white mages, as per [[#Campaign_Strategy]].&lt;br /&gt;
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===Leollyn===&lt;br /&gt;
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Objectives: kill Hagha-Tan, and keep Leollyn alive.&lt;br /&gt;
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You can ignore the ally in my experience; the enemy send a few units down that way, but the L3 mage and his L2 mage recruits are well able to handle them.&lt;br /&gt;
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You want to recall at least one and preferably two white mages (there will be lots of assassins), and a horseman near leveling up. The rest of your recruit should be a mix of bowmen and spearmen, including one or two level 2 ones. March up to the ford to the north-west and build a defensive position for the night; keep the front line together with as few units as you can, as most will end up poisoned each turn; cycle them out and replace with others. Once day breaks, hopefully you have enough decent units left to mop up the enemy's first wave; your horseman is ideal to pick off any strong enemy units standing in the water.&lt;br /&gt;
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Hopefully you can push over the river by afternoon on the second day. You can lure out the enemy leader and then run him down with your knight and Delfador.&lt;br /&gt;
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[Thash: In my experience you want to finish this one early, by say turn 10, to get a big enough bonus for the next scenario, as it seem impossible with minimum starting gold.]&lt;br /&gt;
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===Council in Weldyn===&lt;br /&gt;
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Just story.&lt;br /&gt;
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===Swamps of Illuven===&lt;br /&gt;
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Objectives: Delfador must reach signpost in north-east before time runs out.&lt;br /&gt;
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Spoiler: The protection charge is always 80% of your gold, and gets rid of the north-west enemy (the one not in the way of getting to the signpost). The other enemy player (the one blocking the signpost) gets a small gold bonus. So, you are losing 80% of your gold to get rid of around 40% of the enemy gold; hence, it's normally best to refuse to pay. At Easy, the deal is even worse, as the net effect is only about -25% of the enemy gold. Additionally, there is a gold bonus available if you don't pay and do defeat the NW enemy. It is not noted in the &amp;quot;Objectives&amp;quot;; instead, a treasure chest is shown on the map. Remember to take it.&lt;br /&gt;
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Option 1, refusing to pay: If you don't pay the charge, you get to recruit a big army, get more XP, and finish quicker. You should be able to hold the central island while pushing a force from there to take out the NW leader. A balanced force would consist of couple of horsemen, 2 white mages, a couple of level 2s, a couple of level 1 mages (which are pretty good against footpads and poachers as they ignore their high defense ratings), and the rest spearmen as fodder to form your defensive line. It is vital to use Lionel's level-3 leadership to help your level-1 units fight better.&lt;br /&gt;
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Option 2, paying the charge: The level is playable paying the charge if you are coming in with ~250 gold or more. Although it gives the AI a big lead in gold, you have halved the recruit rate for the AIs and ensured that they are all on the far side of the level; the AI's forces don't concentrate so well and your small force can evade them at night. You may prefer this route if you prefer a challenging small-army scouting battle rather than a big army battle. You can win by starting with as little as two raw recruit Spearman and a recalled horseman, if you take some villages so that you can recall some more units later.&lt;br /&gt;
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===Night in the Swamp===&lt;br /&gt;
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Objective: survive 12 turns.&lt;br /&gt;
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It is hard to get an early exit bonus here, and you don't need it, so just take the opportunity to level up some units. Grab some heavy infantry and mages, and perhaps a knight - see [[#Campaign Strategy]]. &lt;br /&gt;
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You can put a generator out of action by landing any level 2 or better mage on it; the level will end when there are no skeletons left. At easy, it appears that there is only one generator - you can storm it and get an early exit bonus if you find the next level easier that way, but I think leveling up units is more useful here.&lt;br /&gt;
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===Ur-Thorodor===&lt;br /&gt;
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Objectives: get Delfador into the wose castle. No early exit bonus.&lt;br /&gt;
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The main hazard here is the gryphons - they will attack as you cross the water. Be careful with Lionel and Delfador; you may need to use fodder to lure the gryphons and then blast them. Recall a red mage, a good damage sink (a knight will do), a healer, and perhaps another mage and a fodder unit. Cross straight away, and don't get bogged down on the other side - blast a hole with your mages and get Delfador into the castle asap. You are not likely to win a long fight. Remember that Lionel's leadership helps mages too.&lt;br /&gt;
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===Houses of the Dead===&lt;br /&gt;
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Objective: find the Staff and get Delfador to the north signpost within 64 turns.&lt;br /&gt;
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Explore to your north-west first - there is one village in that direction. To your north is an impassable barrier behind those mountains, so next turn back and work around the level anti-clockwise. No need to climb through the mountains: if you stick to the &amp;quot;road&amp;quot; you won't miss anything. If you pay attention to what you're told, you'll learn about a secret passage that *will* make life easier. But this scenario is pretty straightforward either way.&lt;br /&gt;
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The friends you find will try to help, but usually throw their, uh, existences away against the skeletons quite quickly; at least they serve as distraction. Any survivors will be available for recall on the next level, one even for free -- but that's not much of a benefit, so don't worry too much.&lt;br /&gt;
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Don't exit until turn 64, as there is no early exit bonus but you should have a good income. Waiting gives you more gold for the next scenario (1.8.0).&lt;br /&gt;
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===The Gate Between Worlds===&lt;br /&gt;
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* Objectives: kill Iliah-Malal&lt;br /&gt;
* Starting units: Delfador and a surviving Ghost, Ghoul or advancement from the previous scenario&lt;br /&gt;
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You get to recruit Ghosts and Ghouls here, your allies of the last level. Money should be no problem.&lt;br /&gt;
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Players have used two options with success:&lt;br /&gt;
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Option 1, attack with Ghouls. Backed by Delfador's leadership, ghouls can actually do a lot of damage. But he can't be everywhere, and anyway the ghouls will probably perish quickly. That's alright, as long as you manage to poison most enemies. There's not enough villages for your opponent to heal his army, and if you give battle on your shore of the swamp they won't get anywhere quickly. Ghosts can then finish the poisoned enemies.&lt;br /&gt;
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Option 2, leader assassination with Ghosts. Send 8 Ghosts around the flanks of the enemy to converge on Iliah-Malal, surrounding and killing him, albeit slowly. Send a Ghoul-heavy force supported by Delfador and a couple of Ghosts up the middle to distract the majority of the enemy forces. Delfador should be cautious; he is only there to distract, and the Dark Adepts and Thugs pack enough of a punch to kill him if you are not careful.&lt;br /&gt;
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Note: You will be able to recall this undead force in a later scenario, but this may not be very useful, so you don't have to worry about leveling up units for later levels. [glandis: Somewhere in 1.9.x, recalling at least one undead became vital in that later scenario.  I found having two shadows really useful.]&lt;br /&gt;
===Wasteland===&lt;br /&gt;
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Objectives: kill Tish Golub&lt;br /&gt;
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Straightforward scenario, albeit the enemy can recruit L2 units and you have only raw Elven recruits. The walk north to the Elven castle is simple. Most of the fighting takes place in the woods that you can see to your west, so elven archers are good here. Also grab a scout to steal all your ally's villages, otherwise she will keep recruiting L2 units and stealing your XP. Definitely recruit 1 or 2 shamans, as you would like to have a sorcerer early in the next level.&lt;br /&gt;
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===Terror at the Ford of Parthyn===&lt;br /&gt;
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Objectives: defeat both the orc and undead leaders.&lt;br /&gt;
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'''Conservative strategy:'''&lt;br /&gt;
As soon as you spot the ford guard, it will come under your control. Using a scout, you can get there in time for the humans to man the walls. Actually, the walls are one huge keep, so Delfador can recruit directly into the fortifications and fill the gaps. You should be able to fend off the first wave of attackers, the more so as the baddies will conveniently arrive at daybreak. The mages, on the other hand, won't get across the river until the fun is mostly over; recall your own healers. You should leave two mages on the other shore anyway, in order to deal with any ghosts that try to get at the villages down there.&lt;br /&gt;
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'''Play-it-safe strategy:'''&lt;br /&gt;
Abandon the northern shore; run to the south castle (without recruiting at all) and play defensive through the first wave of enemies. The orcs and undead are hostile to each other, so this gives them ample opportunity to fight amongst themselves. ''Needs investigation and comments.''&lt;br /&gt;
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[Hipparchos] This is definitely the easiest way to play it. Run Delfador and Chantal straight south and pick up the north castle defenders as a bodyguard as you head for the south castle. You'll get a few hits as you retreat but nothing serious, as long as you keep Chantal well guarded. Use Niktor to wake the mages and put the White Mages initially in the center of the castle to heal the wall defenders (but be prepared to move them to the walls). When Delfador gets to the south castle, have him recall any L2 and L3 elves to fill any remaining wall spots. Don't over-recruit because you won't have anywhere to put them. I also put a few strong units and a mage in the villages just southeast of the castle to deal with the ambushers who will pop up there.&lt;br /&gt;
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Basically what happens is the orcs from the west and undead from the east will meet at the north castle and have a massive battle, which you cannot see because of the fog of war. The undead will win this battle and send the surviving remnants of their army straggling across the ford, 2 or 3 per turn, where they will be decimated by your mages on the walls. The draugs look dangerous but are no match for an arch  mage. Patience is the key: just sit tight and kill what comes across.&lt;br /&gt;
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By dawn on turn 16 the undead stragglers will be done for. Send your army back across the ford and split it into two groups, one northwest to kill the orcish warlord (who might be beset by a spectre) and one east to kill the Death Knight. You will pick up the village defenders when you re-take the north castle. Make sure you put at least one red mage and one white mage with each group, and you're done.&lt;br /&gt;
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'''Aggressive strategy:'''&lt;br /&gt;
Recruit/Recall an army and send them west to deal with the orcs; only one scout should head south and find the guards, which should then retreat to the sourthern castle. The downside is that this approach will lead to more night-time engagements; dont try this if you don't have several lvl-2 elves to begin with. The benefit is that you'll get more experience on the units that need it most: your elves and the human mages. The latter will stay with your host, and often be automatically recalled for free.&lt;br /&gt;
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You will find that some villages in the north of the map contain ambushes. Two villages near the ford contain allied troops; releasing these early would be a big help to defending the south castle.&lt;br /&gt;
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===The Return of Trouble===&lt;br /&gt;
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Objectives: defeat all enemy leaders.&lt;br /&gt;
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This level has a no-breathing-room start - the east enemy is almost on top of you and has as much gold as you (at Great Mage). The mountains and starting camp are poor terrain for you as that terrain is better for orcs; cross your forces into the woods opposite where you have advantages in defence and movement.&lt;br /&gt;
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Although you can recruit &amp;quot;raw&amp;quot; L2 units here, don't feel you need to recruit too many of them; the large number of enemy L2s attacking mean that it is hard to keep units in the front line alive, and so recruiting good numbers of units matters here. Recruiting a few druids and captains and recruiting L1 units for the bulk of the army works well. &lt;br /&gt;
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The ally spends his forces quickly and his leader will die early, but you aren't required to keep him alive, so don't worry about him; when he dies it is even an advantage as it stops encouraging the orcs to go through the woods south of your position.&lt;br /&gt;
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At lower skills, aim to knock out the east enemy early. His right flank is open but rests on the mountains, which is bad terrain for you - if you try to go around that way he can easily shift forces to meet you. Instead you can approach close to his keep through the woods; this, his left flank, usually isn't open but the AI isn't smart about keeping a proper line here. At Great Mage, you may not have the forces to spare to take him out (if you can even make an opening - he has plenty of units); instead slow him with a shaman when he pops out of his keep to attack and block him from getting back to recruit.  Note: With the right recruits it is possible to snipe the east leader on the second turn (but rather difficult and low probability).&lt;br /&gt;
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You should aim to maintain a line along the north part of the woods; the main line is down the west side of the woods for a few tiles and this is where Kalenz should be; and a line back east inside the wood for your left flank, to catch enemy units coming at you through the woods. Hold out in the woods for 2 days and the storm will eventually subside; you will probably have heavy losses but your survivors should all be L3 or close to it by the end. You can then seize villages and take out the enemy commanders.&lt;br /&gt;
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===Shadows===&lt;br /&gt;
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Objectives: defeat all enemy leaders.&lt;br /&gt;
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You start with your Kalenz force, and get back your Delfador force during the scenario (he arrives in the SE). Grab all three holy waters near the start, but you should then move all your elven forces in one direction, head west to take out the west lich. The forest slows up most of the undead and so means that the undead converging from the other two camps won't catch you before you overwhelm and eliminate the enemy leader that you target. Because you are facing some L1 and L2 troops here, don't feel that you need to give the holy water to L3 units - a mix of L1 and L2 units is ideal and they should level all the way to L3 during the level. Recall any Elven sorcerers or shaman with good XP, and shaman are good extra recruits at the start, again to level to sorcerers.&lt;br /&gt;
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Once you have knocked out the NW leader, your elven force should head south to take out the south leader, and Delfador's force can head north to take out the NE leader. Lots of the undead forces will spend the whole level floundering around in the north woods around your start camp, chasing but never catching you up.&lt;br /&gt;
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===Save the King===&lt;br /&gt;
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Objectives: kill Zorlan, and (at Mage and above) kill all the enemy leaders; and keep Garard alive until that is done.&lt;br /&gt;
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You don't have to worry about Garard - even at Great Mage, he is more than strong enough to defeat the two southern enemies and his forces significantly help defeat Zorlan (1.8.0). You get a big automatic recall of your white mages, Chantal, and a shock trooper and Kalenz; that's plenty to win with, but recruit some new elves as it gives you some units to give XP to, fodder to face the trolls with, and they are handy to take out the SW enemy faster (at Mage and above). An elven sorcerer is a good recall, but 1 is enough.&lt;br /&gt;
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Zorlan should be simple; some of his units tangle with Garard's units in the river, so you should meet little opposition getting to his camp - which can be easily crushed with your mages. The onset of trolls at around first watch is the only dangerous moment, but once they have attacked, your mages and high level units can wipe them out mostly in one round. Then send Delfador and a couple of other units to take out the troll leader, and send some elves south with Kalenz to help Garard clean up and then take out the SW leader. Garard usually kills the SE leader by himself.&lt;br /&gt;
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===Dark Sky Over Weldyn===&lt;br /&gt;
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Just story.&lt;br /&gt;
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===A New Ally===&lt;br /&gt;
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Objectives: kill Gruv-Malal; keep Ulrek and Relgorn alive.&lt;br /&gt;
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Recruit and recall some mages - get a few L1s and you should be able to level up a couple by the end of the level. Move to Ulrek's keep - provided you have some units there by second watch, there is no danger of him being defeated. The dwarves wear down the undead and your mages get to clean up and take the XP.&lt;br /&gt;
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===The Portal of Doom===&lt;br /&gt;
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Objectives: close the portal and get your units out via the mine shaft where you start.&lt;br /&gt;
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Heavy-infantry are too slow on the ice. Similarly it is best to recall quick mages. Your main force should be dwarf warriors, with a few white mages or quick mages to weaken enemy units and to deal with nightgaunts and the like. A knight (even better, a paladin) would also be useful here, due to the speed and for finishing off enemy units when the dwarves can't reach.&lt;br /&gt;
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Don't worry about the villages to the north - Illah-Malal appears on day 2 at the north castle, so scouting units sent north would probably get killed. You can defend at your camp to defeat the first wave of undead, then march over the ice to close the portal; the northern undead will come to you. You will finish with deep negative gold but it doesn't matter.&lt;br /&gt;
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===Showdown in the Northern Swamp===&lt;br /&gt;
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* Objectives: kill all enemy leaders.&lt;br /&gt;
* Other: must kill Illah-Malal with Delfador. [glandis: in 1.9.x somewhere, this was changed so that one of the undead must kill Illah-Malal]&lt;br /&gt;
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There is lots of holy water at the start, and you might struggle to have enough units to give it to. You get control of Lionel on turn 3 (plus a castle of rubbish L1 recruits), so you don't have to take villages off of him. I suggest give Lionel and Kalenz a holy water each and the third to a good L2 melee unit or knight. Your other 4 recalls could be 2 white mages, a steelclad and a paladin (or a knight close to leveling - as it is an open level).&lt;br /&gt;
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A good strategy here is to strike straight north and seize the south end of the bridge. The NE necromancer recruits a lot of dark adepts, and you will have to run a long way during the night to outrun them if you don't bottle them up at the crossing. Once you hold the bridge, a good melee unit and a white mage, plus some of the ally's archers, can easily hold off the NE forces. The NW enemies attack during the first night, and the main tricky bit is dealing with the nightgaunts and spectres here - just keep L2 and L3 melee units in the front line to meet the attack, then clean up with your mages. The SW enemy's units are slower and arrive on day 2; so by moving to the bridge, you've split the enemy attack and can crush each in turn.&lt;br /&gt;
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===Prince of Wesnoth===&lt;br /&gt;
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Objectives: kill an enemy commander.&lt;br /&gt;
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Do not attempt to cross into the central woods; it seems like a tempting spot to fight from, but you will struggle to maximise your recruitment and still get all your units across into it, because the southern enemy camp is close to your line of advance. Instead, abandon all your villages and the rest of the level to the enemy and just defend the SW corner. Elves along the edge of the woods should be able to hold out and wear through the enemy. The number of L2 units, and the mages that the enemy recruit, mean that you will take casualties; but you will be killing a lot and scoring plenty of XP. A general mix of level 1, 2 and 3 units works well here; use the best units to hold tiles that can be attacked from several directions, which will deter the enemy from attacking them.&lt;br /&gt;
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Once the initial wave of enemies is spent, mop up and proceed swiftly through the central woods and jump into an enemy camp to kill the general. You don't have to have much gold for the next level, but will want high-level units, so take time here to level some up if you don't have enough.&lt;br /&gt;
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====Alternative Strategy====&lt;br /&gt;
crus4a8e: I used the following on V1.8.5 (hard) with minimum starting gold of 100. While I had a though struggle using the strategy described above, doing the following worked nicely and was quite a fun way of playing this scenario, too.&lt;br /&gt;
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Recall the following units: 4 Avengers or Rangers, 2 Shydes. (Remember: Avengers/Rangers are invisible in the woods which comes in very handy in this scenario.)&lt;br /&gt;
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Kalenz and the 2 Shydes stay in the western woods. Start moving them up to the northern part of the woods in the beginning and then back down south. Basically their job is not to get killed. ;-) So only attack single enemies and retreat whenever you are under serious attack.&lt;br /&gt;
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The Avengers cross over into the central woods right away. Whenever only one or at most two enemy units are in reach, they attack or flag villages to become visible and lure individual enemy units into the woods. This also distracts most of the main enemy forces and stops them from attacking Kalenz.&lt;br /&gt;
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Doing this for about 10 to 15 turns wears down the enemy forces quite easily. When only a few enemy units are left, move your 4 Avenger/Ranger units into the keep of either one enemy leader. You should be able to finish him off in 1 or at most 2 turns.&lt;br /&gt;
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===Clash at the Manor===&lt;br /&gt;
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Objectives: kill the enemy commander; prevent any enemies escaping via the roads.&lt;br /&gt;
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As there are two roads and two signposts, you need to watch both routes. You can break your forces in two or just send one unit to keep an eye on the other route. If you wait at the edge of your forest, almost all the forces should come to you (Dragoons and Cavalry will try to escape instead), and you'll have the terrain advantage. Just be ready to counter anyone trying to make a run for it. You start with Chantal, and a second druid or shyde would be a good idea so that you have a healer and someone to entangle any royal guards. The rest of your recalls should be top melee units (e.g., champions and avengers.) After the assault is broken, the mopping up operation is just to kill the sitting duck leader.&lt;br /&gt;
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The second phase of the level is a search; just visit &amp;lt;i&amp;gt;all&amp;lt;/i&amp;gt; the tiles outside the cave area north of the mansion.&lt;br /&gt;
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[Thrash: I don't think just sending a single unit to cover one route will work. If enemy sends a couple riders that way, you won't catch them.]&lt;br /&gt;
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===Face of the Enemy===&lt;br /&gt;
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Objectives: kill the enemy commander.&lt;br /&gt;
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Last level, so you don't have to worry about losses or leveling up; recall some sorcerers and a decent melee unit to take the holy water. The enemy recruits few units, so you don't have to cover all the passageways; just advance as a group by the shortest route to the keep, and keep side passages covered (the enemy sometimes uses nightgaunts to ambush and slip in through any gaps). Beware of putting Delfador in front, as the enemy can use Banebows like walking corpses for suicide attacks against him.&lt;br /&gt;
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This scenario is too easy up to at least 1.8.4, so just play conservatively and coast to victory.&lt;br /&gt;
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== Old Version ==&lt;br /&gt;
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Before its inclusion as a mainline campaign, Delfador's Memoirs was distributed as a separate add-on. &lt;br /&gt;
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=== Installation notes ===&lt;br /&gt;
&lt;br /&gt;
Delfador's Memoirs is distributed as a tarball (.tar.gz), containing all sources for the campaign.&lt;br /&gt;
The tarball is built with automake.  To install, unpack it, change into the directory delfadors-memoirs-(version) and&lt;br /&gt;
run (as root) &amp;quot;./configure &amp;amp;&amp;amp; make &amp;amp;&amp;amp; make install&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If you can't install DM this way, then you may install download and install it from the campaign server (you will need wesnoth 0.8.5 or a current CVS version to do this).&lt;br /&gt;
&lt;br /&gt;
=== Download ===&lt;br /&gt;
&lt;br /&gt;
Version 0.1: (3 playable scenarios) requires wesnoth = 0.7.7&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/memoirs-0.1.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.2: (7 playable scenarios) requires wesnoth = 0.7.9&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.2.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.2.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.3: (9 playable scenarios) requires wesnoth &amp;gt;= 0.7.11 (=0.7.11 for the tarball)&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.3.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.3.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.4: (10 playable scenarios) requires wesnoth &amp;gt;= 0.7.11, &amp;lt;= 0.8.3&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.4.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.4.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.5: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.4, &amp;lt;= 0.8.7&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.5.1: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.4, &amp;lt;= 0.8.7&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.1.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.5.2: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.9&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.2.tar.gz&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Mainline Campaigns]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns - Walkthroughs]]&lt;/div&gt;</summary>
		<author><name>Hipparchos</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=DelfadorsMemoirs&amp;diff=46592</id>
		<title>DelfadorsMemoirs</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=DelfadorsMemoirs&amp;diff=46592"/>
		<updated>2012-05-15T23:03:29Z</updated>

		<summary type="html">&lt;p&gt;Hipparchos: /* Terror at the Ford of Parthyn */ Play-it-safe strategy cmments&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Story==&lt;br /&gt;
&lt;br /&gt;
This campaign follows the adventures of Delfador, beginning from him leaving home as a newly qualified journeyman mage,&lt;br /&gt;
and leading up to him helping to bring peace to Wesnoth.  It is set a couple of generations earlier than &amp;quot;Heir to the&lt;br /&gt;
Throne&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
&lt;br /&gt;
Original developer: email to Josh Parsons, jp30 AT st-and.ac.uk.&lt;br /&gt;
Thread is at http://www.wesnoth.org/forum/viewtopic.php?t=1293.&lt;br /&gt;
&lt;br /&gt;
More recently, the campaign has been picked up and improved by 'tapik' - see [[CampaignDelfadorsMemoirs]].&lt;br /&gt;
&lt;br /&gt;
==Campaign Strategy==&lt;br /&gt;
&lt;br /&gt;
This section gives some advice on long-term strategy in this campaign.&lt;br /&gt;
&lt;br /&gt;
''NOTE: plot spoilers''. In this campaign, you work with 6 different armies: your starting loyalist army, an undead army in the underworld, Kalenz and Chantal's elven armies, a dwarf army, and a loyalist army from Parthyn. Which armies are on the recall list varies from scenario to scenario. To an extent that means that long-term strategy doesn't matter, because you keep being given a clean slate; conversely, if you are short of vital units, you might have to go back 10 levels to fix it.&lt;br /&gt;
&lt;br /&gt;
As the campaign progresses, money will become scarce and you'll recall ever smaller armies; don't spread experience among too many units, but strive to build a small core of elite troops. Useful long term strategies are:&lt;br /&gt;
&lt;br /&gt;
* loyalists:&lt;br /&gt;
** '''mages''': for your starting loyalist army, mages are important. '''Get 2 white mages as early as you can'''. You face a lot of assassins in the early levels, and from level 7 onward there are a lot of undead. You'll have little use for red mages, one really is enough.&lt;br /&gt;
** '''heavy infantry''': not that useful, despite the numbers of undead. Too many of the levels are big wide open spaces, or have difficult terrain where your HI will founder, or you are given holy water or dwarves and so have better options. Nonetheless it is worth recruiting some HI in levels that do suit them, because you lose the ability to recruit them at some points but can still recall them.&lt;br /&gt;
** '''horsemen''': now these are useful - the early levels suit them well and you can employ them in numbers. Later you'll be mostly facing undead: paladins will be excellent, but it will be hard to level up any more knights. Make your paladins while you're still facing orcs, you'll hardly be able to make more than three (and probably employ only two).&lt;br /&gt;
* elves: standard mixture of elves is fine (although there are many undead, you get holy water to deal with them), except:&lt;br /&gt;
** '''sorcerors''': you get a druid free, and will want a second, but perhaps more importantly you want plenty of sorcerors as these are good against the sort of undead that you don't want to melee even with holy water (spectres).&lt;br /&gt;
* Delfador: perhaps the most important long run strategy in this campaign is to get Delfador to level 3 early, and near to reaching level 4 by the end of the loyalist levels (1-8). Delfador has to fight one level essentially on his own, and it helps a lot if he is at or near level 4 (the free heal from the level-up would be useful during that level).&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
&lt;br /&gt;
You should be familiar with the basics in [[WesnothManual]] -- this is a walkthrough, not an exposition of basic game mechanics.&lt;br /&gt;
&lt;br /&gt;
Each scenario has an individual forum thread where you can provide feedback to the authors.  You can find these [http://www.wesnoth.org/forum/viewtopic.php?f=22&amp;amp;t=25554 here]. Feedback is useful as it helps the developers improve the campaign in future versions; and the posts by other players may contain advice or pointers beyond those in this walkthrough.&lt;br /&gt;
&lt;br /&gt;
===Overture===&lt;br /&gt;
&lt;br /&gt;
Just an introduction - sit back and enjoy the show.&lt;br /&gt;
&lt;br /&gt;
===This Valley Belongs to Me===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Grogor-Tuk, the enemy leader.&lt;br /&gt;
&lt;br /&gt;
This one is tricky (at least at Great Mage - hard). The enemy has a lot of gold and sends a steady stream of units your way for the first day. In the south/centre is the easy bit - defend the river. Use your mage of light here to back up a few horsemen/spearmen to fend off the attackers.&lt;br /&gt;
&lt;br /&gt;
The tricky bit is to the north - wolf riders cross the river to the north and come down through the woods. Some spearmen and mages in the woods works here, and there's a village in the woods to the north to anchor your defence on. Wolf riders don't benefit as much as your units do on the wooded tiles. Aim to give plenty of XP to at least one mage, so you can level him up here or early at the next level.&lt;br /&gt;
&lt;br /&gt;
===The Road to Weldyn===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Urthaka-Tan, the enemy leader.&lt;br /&gt;
&lt;br /&gt;
You want quite a few horsemen here; it's a good opportunity to get lots of horsemen on your recall list (they are cheaper to recall than recruit later on). There are enough villages to fund recruiting or recalling 9 units and still have positive income throughout. You want at least half of your units to be horsemen: the enemy will have lots of archers who are easy prey in these open fields. You start with an archer and gain the ability to recruit more here, but you are better off recalling or recruiting mages, plus a couple of spearmen to play defence in the first night.&lt;br /&gt;
&lt;br /&gt;
[Thrash: When I played it in 1.8.4, the enemy recruited very few archers, instead it was mainly melee units (trollchens, wolves and grunts) so archers and mages were very useful to me, horsemen less so.]&lt;br /&gt;
&lt;br /&gt;
This level is dead easy to win because the enemy has a small keep, so his forces arrive spread out and not supporting each other. Use the day/night cycle; at night just fall back and, particularly on the first night, use the line of woods and castle tiles just west of your start. Your horsemen can go and take villages and make it back to fight at dawn on day 2. In the day, crush them with the horsemen and mages. You want to level up mages and horsemen.&lt;br /&gt;
&lt;br /&gt;
Once you have crushed the enemy army, take the remaining villages and milk for XP - the early exit bonus is only +15/turn, and you should be able to get +14/turn while prolonging the level. You are heading for knights (for paladins later) and white mages, as per [[#Campaign_Strategy]].&lt;br /&gt;
&lt;br /&gt;
===Leollyn===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Hagha-Tan, and keep Leollyn alive.&lt;br /&gt;
&lt;br /&gt;
You can ignore the ally in my experience; the enemy send a few units down that way, but the L3 mage and his L2 mage recruits are well able to handle them.&lt;br /&gt;
&lt;br /&gt;
You want to recall at least one and preferably two white mages (there will be lots of assassins), and a horseman near leveling up. The rest of your recruit should be a mix of bowmen and spearmen, including one or two level 2 ones. March up to the ford to the north-west and build a defensive position for the night; keep the front line together with as few units as you can, as most will end up poisoned each turn; cycle them out and replace with others. Once day breaks, hopefully you have enough decent units left to mop up the enemy's first wave; your horseman is ideal to pick off any strong enemy units standing in the water.&lt;br /&gt;
&lt;br /&gt;
Hopefully you can push over the river by afternoon on the second day. You can lure out the enemy leader and then run him down with your knight and Delfador.&lt;br /&gt;
&lt;br /&gt;
[Thash: In my experience you want to finish this one early, by say turn 10, to get a big enough bonus for the next scenario, as it seem impossible with minimum starting gold.]&lt;br /&gt;
&lt;br /&gt;
===Council in Weldyn===&lt;br /&gt;
&lt;br /&gt;
Just story.&lt;br /&gt;
&lt;br /&gt;
===Swamps of Illuven===&lt;br /&gt;
&lt;br /&gt;
Objectives: Delfador must reach signpost in north-east before time runs out.&lt;br /&gt;
&lt;br /&gt;
Spoiler: The protection charge is always 80% of your gold, and gets rid of the north-west enemy (the one not in the way of getting to the signpost). The other enemy player (the one blocking the signpost) gets a small gold bonus. So, you are losing 80% of your gold to get rid of around 40% of the enemy gold; hence, it's normally best to refuse to pay. At Easy, the deal is even worse, as the net effect is only about -25% of the enemy gold. Additionally, there is a gold bonus available if you don't pay and do defeat the NW enemy. It is not noted in the &amp;quot;Objectives&amp;quot;; instead, a treasure chest is shown on the map. Remember to take it.&lt;br /&gt;
&lt;br /&gt;
Option 1, refusing to pay: If you don't pay the charge, you get to recruit a big army, get more XP, and finish quicker. You should be able to hold the central island while pushing a force from there to take out the NW leader. A balanced force would consist of couple of horsemen, 2 white mages, a couple of level 2s, a couple of level 1 mages (which are pretty good against footpads and poachers as they ignore their high defense ratings), and the rest spearmen as fodder to form your defensive line. It is vital to use Lionel's level-3 leadership to help your level-1 units fight better.&lt;br /&gt;
&lt;br /&gt;
Option 2, paying the charge: The level is playable paying the charge if you are coming in with ~250 gold or more. Although it gives the AI a big lead in gold, you have halved the recruit rate for the AIs and ensured that they are all on the far side of the level; the AI's forces don't concentrate so well and your small force can evade them at night. You may prefer this route if you prefer a challenging small-army scouting battle rather than a big army battle. You can win by starting with as little as two raw recruit Spearman and a recalled horseman, if you take some villages so that you can recall some more units later.&lt;br /&gt;
&lt;br /&gt;
===Night in the Swamp===&lt;br /&gt;
&lt;br /&gt;
Objective: survive 12 turns.&lt;br /&gt;
&lt;br /&gt;
It is hard to get an early exit bonus here, and you don't need it, so just take the opportunity to level up some units. Grab some heavy infantry and mages, and perhaps a knight - see [[#Campaign Strategy]]. &lt;br /&gt;
&lt;br /&gt;
You can put a generator out of action by landing any level 2 or better mage on it; the level will end when there are no skeletons left. At easy, it appears that there is only one generator - you can storm it and get an early exit bonus if you find the next level easier that way, but I think leveling up units is more useful here.&lt;br /&gt;
&lt;br /&gt;
===Ur-Thorodor===&lt;br /&gt;
&lt;br /&gt;
Objectives: get Delfador into the wose castle. No early exit bonus.&lt;br /&gt;
&lt;br /&gt;
The main hazard here is the gryphons - they will attack as you cross the water. Be careful with Lionel and Delfador; you may need to use fodder to lure the gryphons and then blast them. Recall a red mage, a good damage sink (a knight will do), a healer, and perhaps another mage and a fodder unit. Cross straight away, and don't get bogged down on the other side - blast a hole with your mages and get Delfador into the castle asap. You are not likely to win a long fight. Remember that Lionel's leadership helps mages too.&lt;br /&gt;
&lt;br /&gt;
===Houses of the Dead===&lt;br /&gt;
&lt;br /&gt;
Objective: find the Staff and get Delfador to the north signpost within 64 turns.&lt;br /&gt;
&lt;br /&gt;
Explore to your north-west first - there is one village in that direction. To your north is an impassable barrier behind those mountains, so next turn back and work around the level anti-clockwise. No need to climb through the mountains: if you stick to the &amp;quot;road&amp;quot; you won't miss anything. If you pay attention to what you're told, you'll learn about a secret passage that *will* make life easier. But this scenario is pretty straightforward either way.&lt;br /&gt;
&lt;br /&gt;
The friends you find will try to help, but usually throw their, uh, existences away against the skeletons quite quickly; at least they serve as distraction. Any survivors will be available for recall on the next level, one even for free -- but that's not much of a benefit, so don't worry too much.&lt;br /&gt;
&lt;br /&gt;
Don't exit until turn 64, as there is no early exit bonus but you should have a good income. Waiting gives you more gold for the next scenario (1.8.0).&lt;br /&gt;
&lt;br /&gt;
===The Gate Between Worlds===&lt;br /&gt;
&lt;br /&gt;
* Objectives: kill Iliah-Malal&lt;br /&gt;
* Starting units: Delfador and a surviving Ghost, Ghoul or advancement from the previous scenario&lt;br /&gt;
&lt;br /&gt;
You get to recruit Ghosts and Ghouls here, your allies of the last level. Money should be no problem.&lt;br /&gt;
&lt;br /&gt;
Players have used two options with success:&lt;br /&gt;
&lt;br /&gt;
Option 1, attack with Ghouls. Backed by Delfador's leadership, ghouls can actually do a lot of damage. But he can't be everywhere, and anyway the ghouls will probably perish quickly. That's alright, as long as you manage to poison most enemies. There's not enough villages for your opponent to heal his army, and if you give battle on your shore of the swamp they won't get anywhere quickly. Ghosts can then finish the poisoned enemies.&lt;br /&gt;
&lt;br /&gt;
Option 2, leader assassination with Ghosts. Send 8 Ghosts around the flanks of the enemy to converge on Iliah-Malal, surrounding and killing him, albeit slowly. Send a Ghoul-heavy force supported by Delfador and a couple of Ghosts up the middle to distract the majority of the enemy forces. Delfador should be cautious; he is only there to distract, and the Dark Adepts and Thugs pack enough of a punch to kill him if you are not careful.&lt;br /&gt;
&lt;br /&gt;
Note: You will be able to recall this undead force in a later scenario, but this may not be very useful, so you don't have to worry about leveling up units for later levels. [glandis: Somewhere in 1.9.x, recalling at least one undead became vital in that later scenario.  I found having two shadows really useful.]&lt;br /&gt;
===Wasteland===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Tish Golub&lt;br /&gt;
&lt;br /&gt;
Straightforward scenario, albeit the enemy can recruit L2 units and you have only raw Elven recruits. The walk north to the Elven castle is simple. Most of the fighting takes place in the woods that you can see to your west, so elven archers are good here. Also grab a scout to steal all your ally's villages, otherwise she will keep recruiting L2 units and stealing your XP. Definitely recruit 1 or 2 shamans, as you would like to have a sorcerer early in the next level.&lt;br /&gt;
&lt;br /&gt;
===Terror at the Ford of Parthyn===&lt;br /&gt;
&lt;br /&gt;
Objectives: defeat both the orc and undead leaders.&lt;br /&gt;
&lt;br /&gt;
'''Conservative strategy:'''&lt;br /&gt;
As soon as you spot the ford guard, it will come under your control. Using a scout, you can get there in time for the humans to man the walls. Actually, the walls are one huge keep, so Delfador can recruit directly into the fortifications and fill the gaps. You should be able to fend off the first wave of attackers, the more so as the baddies will conveniently arrive at daybreak. The mages, on the other hand, won't get across the river until the fun is mostly over; recall your own healers. You should leave two mages on the other shore anyway, in order to deal with any ghosts that try to get at the villages down there.&lt;br /&gt;
&lt;br /&gt;
'''Play-it-safe strategy:'''&lt;br /&gt;
Abandon the northern shore; run to the south castle (without recruiting at all) and play defensive through the first wave of enemies. The orcs and undead are hostile to each other, so this gives them ample opportunity to fight amongst themselves. ''Needs investigation and comments.''&lt;br /&gt;
&lt;br /&gt;
[Hipparchos] This is definitely the easiest way to play it. Run Delfador and Chantal straight south and pick up the north castle defenders as a bodyguard as you head for the south castle. You'll get a few hits as you retreat but nothing serious, as long as you keep Chantal well guarded. Use Niktor to wake the mages and put the White Mages initially in the center of the castle to heal the wall defenders. When Delfador gets to the south castle, have him recall any L2 and L3 elves to fill any remaining wall spots. Don't over-recruit because you won't have anywhere to put them. I also put a few strong units and a mage in the villages just southeast of the castle to deal with the ambushers who will pop up there.&lt;br /&gt;
&lt;br /&gt;
Basically what happens is the orcs from the west and undead from the east will meet at the north castle and have a massive battle, which you cannot see because of the fog of war. The undead will win this battle and send the surviving remnants of their army straggling across the ford, 2 or 3 per turn, where they will be decimated by your mages on the walls. The draugs look dangerous but are no match for an arch  mage. Patience is the key: just sit tight and kill what comes across.&lt;br /&gt;
&lt;br /&gt;
By dawn on turn 16 the undead stragglers will be done for. Send your army back across the ford and split it into two groups, one northwest to kill the orcish warlord (who might be beset by a spectre) and one east to kill the Death Knight. You will pick up the village defenders when you re-take the north castle. Make sure you put at least one red mage and one white mage with each group, and you're done.&lt;br /&gt;
&lt;br /&gt;
'''Aggressive strategy:'''&lt;br /&gt;
Recruit/Recall an army and send them west to deal with the orcs; only one scout should head south and find the guards, which should then retreat to the sourthern castle. The downside is that this approach will lead to more night-time engagements; dont try this if you don't have several lvl-2 elves to begin with. The benefit is that you'll get more experience on the units that need it most: your elves and the human mages. The latter will stay with your host, and often be automatically recalled for free.&lt;br /&gt;
&lt;br /&gt;
You will find that some villages in the north of the map contain ambushes. Two villages near the ford contain allied troops; releasing these early would be a big help to defending the south castle.&lt;br /&gt;
&lt;br /&gt;
===The Return of Trouble===&lt;br /&gt;
&lt;br /&gt;
Objectives: defeat all enemy leaders.&lt;br /&gt;
&lt;br /&gt;
This level has a no-breathing-room start - the east enemy is almost on top of you and has as much gold as you (at Great Mage). The mountains and starting camp are poor terrain for you as that terrain is better for orcs; cross your forces into the woods opposite where you have advantages in defence and movement.&lt;br /&gt;
&lt;br /&gt;
Although you can recruit &amp;quot;raw&amp;quot; L2 units here, don't feel you need to recruit too many of them; the large number of enemy L2s attacking mean that it is hard to keep units in the front line alive, and so recruiting good numbers of units matters here. Recruiting a few druids and captains and recruiting L1 units for the bulk of the army works well. &lt;br /&gt;
&lt;br /&gt;
The ally spends his forces quickly and his leader will die early, but you aren't required to keep him alive, so don't worry about him; when he dies it is even an advantage as it stops encouraging the orcs to go through the woods south of your position.&lt;br /&gt;
&lt;br /&gt;
At lower skills, aim to knock out the east enemy early. His right flank is open but rests on the mountains, which is bad terrain for you - if you try to go around that way he can easily shift forces to meet you. Instead you can approach close to his keep through the woods; this, his left flank, usually isn't open but the AI isn't smart about keeping a proper line here. At Great Mage, you may not have the forces to spare to take him out (if you can even make an opening - he has plenty of units); instead slow him with a shaman when he pops out of his keep to attack and block him from getting back to recruit.  Note: With the right recruits it is possible to snipe the east leader on the second turn (but rather difficult and low probability).&lt;br /&gt;
&lt;br /&gt;
You should aim to maintain a line along the north part of the woods; the main line is down the west side of the woods for a few tiles and this is where Kalenz should be; and a line back east inside the wood for your left flank, to catch enemy units coming at you through the woods. Hold out in the woods for 2 days and the storm will eventually subside; you will probably have heavy losses but your survivors should all be L3 or close to it by the end. You can then seize villages and take out the enemy commanders.&lt;br /&gt;
&lt;br /&gt;
===Shadows===&lt;br /&gt;
&lt;br /&gt;
Objectives: defeat all enemy leaders.&lt;br /&gt;
&lt;br /&gt;
You start with your Kalenz force, and get back your Delfador force during the scenario (he arrives in the SE). Grab all three holy waters near the start, but you should then move all your elven forces in one direction, head west to take out the west lich. The forest slows up most of the undead and so means that the undead converging from the other two camps won't catch you before you overwhelm and eliminate the enemy leader that you target. Because you are facing some L1 and L2 troops here, don't feel that you need to give the holy water to L3 units - a mix of L1 and L2 units is ideal and they should level all the way to L3 during the level. Recall any Elven sorcerers or shaman with good XP, and shaman are good extra recruits at the start, again to level to sorcerers.&lt;br /&gt;
&lt;br /&gt;
Once you have knocked out the NW leader, your elven force should head south to take out the south leader, and Delfador's force can head north to take out the NE leader. Lots of the undead forces will spend the whole level floundering around in the north woods around your start camp, chasing but never catching you up.&lt;br /&gt;
&lt;br /&gt;
===Save the King===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Zorlan, and (at Mage and above) kill all the enemy leaders; and keep Garard alive until that is done.&lt;br /&gt;
&lt;br /&gt;
You don't have to worry about Garard - even at Great Mage, he is more than strong enough to defeat the two southern enemies and his forces significantly help defeat Zorlan (1.8.0). You get a big automatic recall of your white mages, Chantal, and a shock trooper and Kalenz; that's plenty to win with, but recruit some new elves as it gives you some units to give XP to, fodder to face the trolls with, and they are handy to take out the SW enemy faster (at Mage and above). An elven sorcerer is a good recall, but 1 is enough.&lt;br /&gt;
&lt;br /&gt;
Zorlan should be simple; some of his units tangle with Garard's units in the river, so you should meet little opposition getting to his camp - which can be easily crushed with your mages. The onset of trolls at around first watch is the only dangerous moment, but once they have attacked, your mages and high level units can wipe them out mostly in one round. Then send Delfador and a couple of other units to take out the troll leader, and send some elves south with Kalenz to help Garard clean up and then take out the SW leader. Garard usually kills the SE leader by himself.&lt;br /&gt;
&lt;br /&gt;
===Dark Sky Over Weldyn===&lt;br /&gt;
&lt;br /&gt;
Just story.&lt;br /&gt;
&lt;br /&gt;
===A New Ally===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Gruv-Malal; keep Ulrek and Relgorn alive.&lt;br /&gt;
&lt;br /&gt;
Recruit and recall some mages - get a few L1s and you should be able to level up a couple by the end of the level. Move to Ulrek's keep - provided you have some units there by second watch, there is no danger of him being defeated. The dwarves wear down the undead and your mages get to clean up and take the XP.&lt;br /&gt;
&lt;br /&gt;
===The Portal of Doom===&lt;br /&gt;
&lt;br /&gt;
Objectives: close the portal and get your units out via the mine shaft where you start.&lt;br /&gt;
&lt;br /&gt;
Heavy-infantry are too slow on the ice. Similarly it is best to recall quick mages. Your main force should be dwarf warriors, with a few white mages or quick mages to weaken enemy units and to deal with nightgaunts and the like. A knight (even better, a paladin) would also be useful here, due to the speed and for finishing off enemy units when the dwarves can't reach.&lt;br /&gt;
&lt;br /&gt;
Don't worry about the villages to the north - Illah-Malal appears on day 2 at the north castle, so scouting units sent north would probably get killed. You can defend at your camp to defeat the first wave of undead, then march over the ice to close the portal; the northern undead will come to you. You will finish with deep negative gold but it doesn't matter.&lt;br /&gt;
&lt;br /&gt;
===Showdown in the Northern Swamp===&lt;br /&gt;
&lt;br /&gt;
* Objectives: kill all enemy leaders.&lt;br /&gt;
* Other: must kill Illah-Malal with Delfador. [glandis: in 1.9.x somewhere, this was changed so that one of the undead must kill Illah-Malal]&lt;br /&gt;
&lt;br /&gt;
There is lots of holy water at the start, and you might struggle to have enough units to give it to. You get control of Lionel on turn 3 (plus a castle of rubbish L1 recruits), so you don't have to take villages off of him. I suggest give Lionel and Kalenz a holy water each and the third to a good L2 melee unit or knight. Your other 4 recalls could be 2 white mages, a steelclad and a paladin (or a knight close to leveling - as it is an open level).&lt;br /&gt;
&lt;br /&gt;
A good strategy here is to strike straight north and seize the south end of the bridge. The NE necromancer recruits a lot of dark adepts, and you will have to run a long way during the night to outrun them if you don't bottle them up at the crossing. Once you hold the bridge, a good melee unit and a white mage, plus some of the ally's archers, can easily hold off the NE forces. The NW enemies attack during the first night, and the main tricky bit is dealing with the nightgaunts and spectres here - just keep L2 and L3 melee units in the front line to meet the attack, then clean up with your mages. The SW enemy's units are slower and arrive on day 2; so by moving to the bridge, you've split the enemy attack and can crush each in turn.&lt;br /&gt;
&lt;br /&gt;
===Prince of Wesnoth===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill an enemy commander.&lt;br /&gt;
&lt;br /&gt;
Do not attempt to cross into the central woods; it seems like a tempting spot to fight from, but you will struggle to maximise your recruitment and still get all your units across into it, because the southern enemy camp is close to your line of advance. Instead, abandon all your villages and the rest of the level to the enemy and just defend the SW corner. Elves along the edge of the woods should be able to hold out and wear through the enemy. The number of L2 units, and the mages that the enemy recruit, mean that you will take casualties; but you will be killing a lot and scoring plenty of XP. A general mix of level 1, 2 and 3 units works well here; use the best units to hold tiles that can be attacked from several directions, which will deter the enemy from attacking them.&lt;br /&gt;
&lt;br /&gt;
Once the initial wave of enemies is spent, mop up and proceed swiftly through the central woods and jump into an enemy camp to kill the general. You don't have to have much gold for the next level, but will want high-level units, so take time here to level some up if you don't have enough.&lt;br /&gt;
&lt;br /&gt;
====Alternative Strategy====&lt;br /&gt;
crus4a8e: I used the following on V1.8.5 (hard) with minimum starting gold of 100. While I had a though struggle using the strategy described above, doing the following worked nicely and was quite a fun way of playing this scenario, too.&lt;br /&gt;
&lt;br /&gt;
Recall the following units: 4 Avengers or Rangers, 2 Shydes. (Remember: Avengers/Rangers are invisible in the woods which comes in very handy in this scenario.)&lt;br /&gt;
&lt;br /&gt;
Kalenz and the 2 Shydes stay in the western woods. Start moving them up to the northern part of the woods in the beginning and then back down south. Basically their job is not to get killed. ;-) So only attack single enemies and retreat whenever you are under serious attack.&lt;br /&gt;
&lt;br /&gt;
The Avengers cross over into the central woods right away. Whenever only one or at most two enemy units are in reach, they attack or flag villages to become visible and lure individual enemy units into the woods. This also distracts most of the main enemy forces and stops them from attacking Kalenz.&lt;br /&gt;
&lt;br /&gt;
Doing this for about 10 to 15 turns wears down the enemy forces quite easily. When only a few enemy units are left, move your 4 Avenger/Ranger units into the keep of either one enemy leader. You should be able to finish him off in 1 or at most 2 turns.&lt;br /&gt;
&lt;br /&gt;
===Clash at the Manor===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill the enemy commander; prevent any enemies escaping via the roads.&lt;br /&gt;
&lt;br /&gt;
As there are two roads and two signposts, you need to watch both routes. You can break your forces in two or just send one unit to keep an eye on the other route. If you wait at the edge of your forest, almost all the forces should come to you (Dragoons and Cavalry will try to escape instead), and you'll have the terrain advantage. Just be ready to counter anyone trying to make a run for it. You start with Chantal, and a second druid or shyde would be a good idea so that you have a healer and someone to entangle any royal guards. The rest of your recalls should be top melee units (e.g., champions and avengers.) After the assault is broken, the mopping up operation is just to kill the sitting duck leader.&lt;br /&gt;
&lt;br /&gt;
The second phase of the level is a search; just visit &amp;lt;i&amp;gt;all&amp;lt;/i&amp;gt; the tiles outside the cave area north of the mansion.&lt;br /&gt;
&lt;br /&gt;
[Thrash: I don't think just sending a single unit to cover one route will work. If enemy sends a couple riders that way, you won't catch them.]&lt;br /&gt;
&lt;br /&gt;
===Face of the Enemy===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill the enemy commander.&lt;br /&gt;
&lt;br /&gt;
Last level, so you don't have to worry about losses or leveling up; recall some sorcerers and a decent melee unit to take the holy water. The enemy recruits few units, so you don't have to cover all the passageways; just advance as a group by the shortest route to the keep, and keep side passages covered (the enemy sometimes uses nightgaunts to ambush and slip in through any gaps). Beware of putting Delfador in front, as the enemy can use Banebows like walking corpses for suicide attacks against him.&lt;br /&gt;
&lt;br /&gt;
This scenario is too easy up to at least 1.8.4, so just play conservatively and coast to victory.&lt;br /&gt;
&lt;br /&gt;
== Old Version ==&lt;br /&gt;
&lt;br /&gt;
Before its inclusion as a mainline campaign, Delfador's Memoirs was distributed as a separate add-on. &lt;br /&gt;
&lt;br /&gt;
=== Installation notes ===&lt;br /&gt;
&lt;br /&gt;
Delfador's Memoirs is distributed as a tarball (.tar.gz), containing all sources for the campaign.&lt;br /&gt;
The tarball is built with automake.  To install, unpack it, change into the directory delfadors-memoirs-(version) and&lt;br /&gt;
run (as root) &amp;quot;./configure &amp;amp;&amp;amp; make &amp;amp;&amp;amp; make install&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If you can't install DM this way, then you may install download and install it from the campaign server (you will need wesnoth 0.8.5 or a current CVS version to do this).&lt;br /&gt;
&lt;br /&gt;
=== Download ===&lt;br /&gt;
&lt;br /&gt;
Version 0.1: (3 playable scenarios) requires wesnoth = 0.7.7&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/memoirs-0.1.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.2: (7 playable scenarios) requires wesnoth = 0.7.9&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.2.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.2.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.3: (9 playable scenarios) requires wesnoth &amp;gt;= 0.7.11 (=0.7.11 for the tarball)&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.3.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.3.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.4: (10 playable scenarios) requires wesnoth &amp;gt;= 0.7.11, &amp;lt;= 0.8.3&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.4.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.4.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.5: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.4, &amp;lt;= 0.8.7&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.5.1: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.4, &amp;lt;= 0.8.7&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.1.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.5.2: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.9&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.2.tar.gz&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Mainline Campaigns]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns - Walkthroughs]]&lt;/div&gt;</summary>
		<author><name>Hipparchos</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=TheHammerOfThursagan&amp;diff=46581</id>
		<title>TheHammerOfThursagan</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=TheHammerOfThursagan&amp;diff=46581"/>
		<updated>2012-05-13T03:41:58Z</updated>

		<summary type="html">&lt;p&gt;Hipparchos: /* The Second Lich */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The walkthrough is based on medium difficulty, and there are comments covering hard difficulty too.&lt;br /&gt;
&lt;br /&gt;
==Campaign Strategy==&lt;br /&gt;
&lt;br /&gt;
This is quite a balanced campaign - basically all the unit types available to you are useful. Here are some overall hints:&lt;br /&gt;
&lt;br /&gt;
* Angarthing is perhaps the best support unit ever invented.  He has two magical impact attacks, one of which slows, he’s very fast and, most importantly, he can give a Leadership-like 25% attack boost to units on the same level (so, once you have him at L3, he gives even your L3 units a boost).  As he levels up he becomes able to cure, and then heal +4. As he is your only healer for a while (until scenario 8), make it a priority to level him up all the way.  Angarthing makes fighting much easier.&lt;br /&gt;
* You gain the ability to recruit mages from mid-campaign. Don't let all your mages die as you then lose the recruit ability. You want to level up at least two white mages as soon as practical after that - you need two +8 healers by the final level.&lt;br /&gt;
* But red mages are useful too; you get a free arch mage at Medium, but at hard (Lord) you want to level up a red mage instead. A red mage/arch mage, backed by Angarthing, is excellent at dealing large amounts of damage against enemies in good defensive spots on the final level.&lt;br /&gt;
* Dwarf Lords are the backbone of any dwarven army; you will want ~4 by the final level, and more is better.&lt;br /&gt;
* It is very useful to level up one or two scouts all the way to an explorers, as their ranged attack is excellent against woses. 2-3 thunderguards are useful too, for the scenarios against dwarves.&lt;br /&gt;
* Preserve the Gryphon Rider - you are not able to recruit more. He can only reach L2 but that is worth having, as then it can beat any enemy scouts that it runs into.&lt;br /&gt;
&lt;br /&gt;
==Scenarios==&lt;br /&gt;
&lt;br /&gt;
=== At The East Gate ===&lt;br /&gt;
* Objectives: Defeat Orcish leader&lt;br /&gt;
* Lose if: Aiglondur dies or turns run out&lt;br /&gt;
* Turns: 32/30/28 (easy/medium/hard)&lt;br /&gt;
* Starting units: Aiglondur, Gryphon Rider&lt;br /&gt;
&lt;br /&gt;
This is pretty simple. Send a mixed force of Thunderers, Fighters, and Guardsmen along the road, and a few units south into the hills if the orcs go that way. That path through the forest can be deadly – they will surround you if they can, and can heal at the base of the path. Any Dwarf in forest is weak, while Wolf Riders are at a defensive advantage. Send the Gryphon Rider off village gathering to the north. The enemy recruited mostly Wolf Riders and Grunts, with a few Archers as I neared his keep. &lt;br /&gt;
&lt;br /&gt;
Try and keep your units alive (this can be tricky to achieve while moving forward – his units are dangerous, and some are very fast – make sure hurt units stay out of reach, rather than failing to notice that an almost dead Wolf Rider being chased by a Gryphon is still a threat), and try to level at least one dwarf – your leader is an excellent choice. Play according to the basics, and you’ll have no trouble.&lt;br /&gt;
&lt;br /&gt;
=== Reclaiming The Past ===&lt;br /&gt;
&lt;br /&gt;
Plot only - here you gain Angarthing.&lt;br /&gt;
&lt;br /&gt;
=== Strange Allies ===&lt;br /&gt;
&lt;br /&gt;
* Objectives: Defeat Bandit leader&lt;br /&gt;
* Lose if: Aiglondur, Angarthing or Marth-Tak (Orcish leader) die or turns run out&lt;br /&gt;
* Turns: 30/28/24 (easy/medium/hard)&lt;br /&gt;
* Starting units: Aiglondur and Angarthing&lt;br /&gt;
&lt;br /&gt;
In this scenario, you are allies with the orcs, and must defeat the bandits, who start at the east end of the map, and with quite a fair bit of gold.  The bandits recruited mostly footpads and outlaws, but a few thugs, and a poacher or two near the end.  I recalled only one turns worth of dwarves and the Gryphon, and sent them straight east, through the river at the ford.  Your allies are an incredible help in this level; once you reach the bandit's side of the river, the orcs should already have engaged most of their troops to the south.  One good way to go about the rest of this battle is to keep your units off to one side, and grab the finishing blows, especially to those level 2 outlaws.  You should have 3 or 4 people (hopefully including Aiglondur and Angarthing) leveled by the end of this battle.&lt;br /&gt;
&lt;br /&gt;
[ [[User:Cph|Cph]] - at Lord, the ally isn't strong enough to survive unaided (1.8.1). Turn 1 you should recruit a small strike force to go east to take out the enemy boss (just a couple of recruits should do to go with your leaders, or ideally a couple of quick recalls) plus recall the gryphon rider to take the more scattered villages and snipe enemies for XP; turn 2, recruit some dwarvish fighters (5 should be enough) to go and block up the plain '''in front of''' the ally's keep (they can grab all his villages on the way). Mainly you want to hold the ford near his keep as this is the most direct route and so is where the first enemy units would reach him from. Your aim isn't to defend, it is to stop or save the ally boss from suicidally attacking the enemy around turn 8. You just need to buy the turn or two that your strike force needs to finish sneaking around the north of the map and take out the enemy boss.]&lt;br /&gt;
&lt;br /&gt;
=== Troll Bridge ===&lt;br /&gt;
* Objectives: Defeat Troll leader&lt;br /&gt;
* Lose if: Aiglondur or Angarthing die or turns run out&lt;br /&gt;
* Turns: 20/16/12 (easy/medium/hard)&lt;br /&gt;
* Starting units: Aiglondur and Angarthing&lt;br /&gt;
* Other: You loot 200 gold from the troll&lt;br /&gt;
&lt;br /&gt;
This one was a piece of cake.  Recall a castle-full of troops, and set camp at the first line of trees and mountains, to the north side of the road.  Your opponent can only recruit Level 1 Troll Whelps, so he doesn't have much attack strength.  After the first onslaught, the remaining Whelps either retreat, or throw themselves at your weakest unit.  Try and kill the enemies with weaker units, as it's a great chance to gain some experience.  Also, after you kill the Troll leader, you find that he was sitting on a pile of 200 gold.&lt;br /&gt;
&lt;br /&gt;
[ [[User:Cph|Cph]] - at Lord, the trolls can recruit Trolls. They are still no real problem though - recall a steelclad, a couple of thunderers close to leveling, and fill the rest of the keep with recruited thunderers; just the 1 round of recruit/recall is fine. Push a couple of strong melee units forward to take the shock of the first attack (there are a few hill tiles conveniently placed, and you must not allow any trolls onto these), then swarm them with thunderers. Angarthing 'slow' attack is useful. ]&lt;br /&gt;
&lt;br /&gt;
=== Invaders ===&lt;br /&gt;
* Objectives: Defeat enemy leaders (3)&lt;br /&gt;
* Lose if: Aiglondur or Angarthing die or turns run out&lt;br /&gt;
* Turns: 40/40/40 (easy/medium/hard)&lt;br /&gt;
* Starting units: Aiglondur, Angarthing and another dwarf &lt;br /&gt;
* Other: Hostile villagers come out of some villages when first flagged&lt;br /&gt;
&lt;br /&gt;
When you flag your first village, you will discover that there are quite a number of outlaws hiding in it.  This can be your undoing, but it can also work to your advantage: Try not to flag too many villages and retain a tight group.  That way, your opponents will be quite preoccupied fighting the outlaws and you won't have to fight them simultaneously.  Move in a tight pack along the southern border of the map and take out your enemies one by one.  When I finally reached the northern orc, his troops were happily brawling away with the outlaws in the northwest...&lt;br /&gt;
&lt;br /&gt;
The randomization on the bandit spawning system is also another advantage.  Occasionally, you may play a map in which all the villages you flag are bandit-free.&lt;br /&gt;
&lt;br /&gt;
[ [[User:Cph|Cph]] - A simple defensive strategy can work too. There is a convenient line of hills and woods just east of the start; form a defensive line there, but you can afford to take and hold all the villages in the south-west and deal with the ambushes there first, as the enemy won't get to you fast. Just don't get tempted to take any villages further east, as you won't want to deploy units further east to extricate your ambushed unit. Your army should be a mix of fighters and thunderers, including some recalls near leveling and a few already at L2.&lt;br /&gt;
&lt;br /&gt;
Once the enemy's weakened units (from fighting outlaws) hit your defensive line, you get lots of XP from finishing them off; with care you can attack and roll forward, killing lots of enemy units each turn. Once you have crushed the first wave of enemies you can start clearing up. ]&lt;br /&gt;
&lt;br /&gt;
=== High Pass ===&lt;br /&gt;
* Objectives: Move Aiglondur to signpost at end of pass&lt;br /&gt;
* Lose if: Aiglondur, Angarthing or Ratheln die or turns run out&lt;br /&gt;
* Turns: 24/18/12 (easy/medium/hard)&lt;br /&gt;
* Starting units: Aiglondur and Angarthing&lt;br /&gt;
* Other: Friendly Arch Mage, Ratheln, available in a village near the middle of the path&lt;br /&gt;
&lt;br /&gt;
Recalling your Gryphon Rider is a must on this scenario, he will be your eye in the fog.  Dwarves just can't see very far in the snow.  The rest is pretty straight forward, just make sure you meet the Arch Mage hiding in a village near the center of the pass.&lt;br /&gt;
Time is pretty tight in this scenario. Don't dawdle.&lt;br /&gt;
&lt;br /&gt;
=== Mages and Drakes ===&lt;br /&gt;
* Objectives: Defeat Drake leader&lt;br /&gt;
* Lose if: Aiglondur or Angarthing die or turns run out&lt;br /&gt;
* Turns: 30/24/18 (easy/medium/hard)&lt;br /&gt;
* Starting units: Aiglondur, Angarthing, and Ratheln&lt;br /&gt;
&lt;br /&gt;
Guardsmen and Thunderers are your units of choice in this scenario since they have piercing attacks that are quite deadly to drakes. Do not try to sweep the map of all opposition; your mobility disadvantage is too huge for that. Just quickly move to the nest of the drakes with a pack of well seasoned troops, trying to stay in the mountains/hills as much as possible, otherwise the fire drakes could really hurt your dwarves. Crossing the river at the mountains is going to be safer than crossing at the ford.&lt;br /&gt;
&lt;br /&gt;
Ratheln, the arch mage, does not travel well through the mountains and so is difficult to protect with your dwarves. Run him down the waterfront, then through the forest and have him crossover to the backside of the mountains, where he can continue to run.&lt;br /&gt;
&lt;br /&gt;
=== Fear ===&lt;br /&gt;
* Objectives: Find the villagers then defeat Masked Dwarf leader&lt;br /&gt;
* Lose if: Aiglondur or Angarthing die or turns run out&lt;br /&gt;
* Turns: 30/24/18 (easy/medium/hard)&lt;br /&gt;
* Starting units: Aiglondur, Angarthing and 1 or 2 Mages and Ratheln (depending on difficulty)&lt;br /&gt;
&lt;br /&gt;
The worst mistake you can make in this scenario is to recall too many troops.  Those Ulfserkers look dangerous (and they probably are, if you let them get at one of your Thunderers or Magi), but otherwise your enemy is weak and you will need your gold.  Just make sure, the Dwarvish Ulfserkers hit only a Dwarvish Lord or Sentinel, preferably while he's standing on a village, and everything will be fine.&lt;br /&gt;
&lt;br /&gt;
[ [[User:Cph|Cph]] at Hard, it's different. The problem at hard is that the enemy recruits lots of units and keeps recruiting all the way through - you will barely finish inside the turn limit. So recruit a decent size army; fight in a solid formation against the first wave of enemies, while using your gryphon rider to take and hold the villages to the north; then push forward once the main body of resistance is broken, even though there will still be a steady stream of reinforcements - watch the clock and don't leave it to chance on the last turn. ]&lt;br /&gt;
&lt;br /&gt;
You get an experienced Mage (or two, on easy) at the start of this scenario, and can recruit more.  If all of your Magi die (and you have none available for recall) you will lose the ability to recruit them - don't let that happen. Aim for white mages first, see [[#Campaign Strategy]].&lt;br /&gt;
&lt;br /&gt;
=== Forbidden Forest ===&lt;br /&gt;
* Objectives: Move '''both''' Aiglondur and Angarthing to the eastern signpost&lt;br /&gt;
* Lose if: Aiglondur or Angarthing die or turns run out&lt;br /&gt;
* Turns: 40/34/28 (easy/medium/hard)&lt;br /&gt;
* Starting units: Aiglondur, Angarthing and any surviving Mages from Scenario 8&lt;br /&gt;
* Other: Staff of Righteous Flame&lt;br /&gt;
&lt;br /&gt;
This is a tricky one.  You are fighting elves.  You are fighting them in a forest.  And you are fighting them under fog of war.  So, once again, your Gryphon Rider (preferably leveled into a Gryphon Master) is a must.  Trouble is, Elvish Riders are as fast or faster than he is, and, he won't be able to spot Elvish Rangers or Woses because of their Ambush ability.  A human playing the elves could take on almost any number of dwarves. Only the stupidity of the AI saves you from a grim defeat.&lt;br /&gt;
&lt;br /&gt;
Proper recruitment is critical for this scenario. Explorers are the key to success. Recall up to four Explorers and Pathfinders. Their blade ranged attack is awesome against Woses, like paper over rock. Make it your #1 priority to promote any Pathfinders to Explorers. If you're lacking in the Pathfinder/Explorer department, Mages can substitute, as Woes are arcane vulnerable. Another reason Mages are nice here is that they always have a high chance to hit elves in the forest. However, Mages are slow in forest, especially non-quick ones. And they are vulnerable. If you recall/recruit a Mage, your second priority becomes trying to promote him to Red Mage. You also hopefully started with a free White Mage or else can recall one. Then add a couple of Dwarf Lords or high XP Steelclads plus the Gryphon and you should be set. &lt;br /&gt;
&lt;br /&gt;
Because of all the ambushing, do not lead with low hit point units like Mages. And because of all the Riders, keep any critically injured units well protected.&lt;br /&gt;
&lt;br /&gt;
For your initial strategy, you have two options:&lt;br /&gt;
&lt;br /&gt;
Option #1: You can go for a lightening fast knock-out against the southwest enemy (who has mostly weak units including sorcerors).&lt;br /&gt;
&lt;br /&gt;
Option #2: You can park in the wooded hills just southeast of your keep. You will need to finish off the assault from the southwest very quickly, because Woes will cross the river and elf Riders will come swooping in from the northeast, and you don't want to fight all three at once. You do not need to fight here to the bitter end, especially if there are multiple Woses approaching. When you see an opening, head south and across the river to finish off the southwest leader.&lt;br /&gt;
&lt;br /&gt;
After knocking off the southwest leader, there's not much reason to knock off the Elder Wose in the Southeast (or the Elf in the Northeast.) So, just head for the signpost, but be extremely cautious: along the way there will be ambushing Woses, not to mention Elves. If you choose to follow the road, you'll go by the temple and can send a mage there to pick up the Staff of Righteous Flame. In addition to acting like a suicide bomber upon death, the bearer of the Staff gets the steadfast ability, doubling resistances, which is nice for Red Mages and their advancements, with their 20% arcane resistance being doubled to 40%.&lt;br /&gt;
&lt;br /&gt;
Be careful with your Gryphon, as he is susceptible to getting ambushed, trapped and killed by the hiding Woses, Rangers and Scouts/Riders. However, most of enemy army will head south (drawn to your leaders) so it is usually safe flying around between villages in the northwest to keep your income high. Use control-v and steer clear of where you could get trapped. Once the Gryphon has flagged the northwest villages, send it to join your main force.&lt;br /&gt;
&lt;br /&gt;
If you are struggling with this level, take note that you have quite a few turns.  You do not need to sprint to the signpost.&lt;br /&gt;
&lt;br /&gt;
If you're trying to win on the last turn, be warned that you need to move Aiglondur or Angarthing onto the signpost &amp;lt;i&amp;gt;and then off again&amp;lt;/i&amp;gt;, and then move the other onto the signpost. You can't undo if you used up all your movement getting onto the signpost.&lt;br /&gt;
&lt;br /&gt;
=== The Siege of Kal Kartha ===&lt;br /&gt;
* Objectives: Defeat Orcish leaders (3)&lt;br /&gt;
* Lose if: Aiglondur, Angarthing, or Dulcatulos(allied leader) die or turns run out&lt;br /&gt;
* Turns: 35/35/35 (easy/medium/hard)&lt;br /&gt;
* Starting units: Aiglondur, Angarthing and any surviving Mages from Scenario 8&lt;br /&gt;
&lt;br /&gt;
It is quite easy to grab the patch of hills in front of you, wait for the northern enemies to come to you and chew them up.  But you also need to make sure, that you put enough pressure on the central enemy.  If left alone, he gangs up with the southern one and you may be too late to rescue your ally.&lt;br /&gt;
&lt;br /&gt;
More often than not, the Orcs will ignore you completely and focus all their firepower on your weak ally.  If this happens, create three strike teams and rush the enemy leaders (who will be completely unguarded), as your ally will not be able to hold off their collective might for very long.&lt;br /&gt;
&lt;br /&gt;
=== The Court of Karrag ===&lt;br /&gt;
* Objectives: Defeat Karrag&lt;br /&gt;
* Lose if: Aiglondur, Angarthing, or Dulcatulos die or turns run out&lt;br /&gt;
* Turns: 12/12/12 (easy/medium/hard)&lt;br /&gt;
* Starting units: Aiglondur, Angarthing, Dulcatulos and Ratheln&lt;br /&gt;
* Other: Neither side can recruit units&lt;br /&gt;
&lt;br /&gt;
Almost story only. Once again, those Berserkers are your most dangerous opponents, so take them out with your Dwarvish Lords. Don't let the Lich slip past you (he tries to run NW), as that would slow down killing him - there's a lot of bonus gold to be had here if you can kill him fast. Just ZOC his route for those early turns and then close in for the kill once you've dealt with his henchmen.&lt;br /&gt;
&lt;br /&gt;
=== The Underlevels ===&lt;br /&gt;
* Objectives: Defeat Karrag&lt;br /&gt;
* Lose if: Aiglondur, Angarthing, or Dulcatulos die&lt;br /&gt;
* Turns: no limit&lt;br /&gt;
* Starting units: Aiglondur, Angarthing, Dulcatulos and Ratheln&lt;br /&gt;
* Other:&lt;br /&gt;
** Two alcoves with 150 gold in the first gallery&lt;br /&gt;
** 4 caves with friendly prisoners in the north (just before the spiders)&lt;br /&gt;
** Teleportation runes&lt;br /&gt;
** Secret passage down to the first Lich&lt;br /&gt;
&lt;br /&gt;
Don't start playing this scenario, if you don't have a lot of time to spare.  It's not so much of a scenario, it's actually a small campaign in itself.  This is even more extreme than the missions in &amp;quot;Under the Burning Suns&amp;quot;. In short, you will have to fight a gallery full of Masked Dwarves, 4 different Masked Dwarf leaders and their armies, a cavern full of Giant Spiders, 2 Liches and their Undead armies, and finally, once you're done with all that, have a final showdown with Karrag.  But there is no time limit, so you can take as long as you wish to complete this mission.&lt;br /&gt;
&lt;br /&gt;
It's going to be a long brawl, so you need to be prepared. You will have few villages for a long time, and need a big army from the start, so you will be in massive negative gold quite soon: so just recall and recruit as much as you can and move off. As this is the last fighting scenario, you can recall shamelessly.&lt;br /&gt;
&lt;br /&gt;
(If you come in short of gold - less than 300 say - it may be worth recalling a smaller force and rushing an attack on one of the two side galleries in the start area - there is bonus gold behind a secret door in each gallery. If you have plenty of gold, you can just recall and you will be so negative by the time you get that gold that it won't help you.)&lt;br /&gt;
&lt;br /&gt;
Two White Mages, your loyal Arch Mage and another Red Mage are really useful here. You would like 2-4 thunderguards or dragonguards, and a couple of sentinels would be handy for holding low-defence tiles. Most of your army should be Dwarvish Lords - you want at least 4 lords to start I would say, and in total 10 units that are either lords or will level into lords. Recall everything and recruit more with your leftover gold.  &lt;br /&gt;
&lt;br /&gt;
==== The Gallery ====&lt;br /&gt;
&lt;br /&gt;
A hall with a line of dwarves on either side in extremely good defensive position. Try to take them out as fast as you can,  as there is a treasure behind each line of defenders, which provides a little extra cash should you need it for more recruits. Establish a defensive line across the room on one of the north-south lines of cave tiles that cut into the room - before long, masked dwarves will start to pour into the gallery from the other side, and you can sit your dwarves on the cave tiles and have a terrain advantage.&lt;br /&gt;
&lt;br /&gt;
==== The First Enemy ====&lt;br /&gt;
&lt;br /&gt;
He sits right at the other end of the gallery, again in a good defensive position. But with enough aggression, he should not be a problem.&lt;br /&gt;
&lt;br /&gt;
Once you've taken his castle, you will need to split your forces. Split them as evenly as you can. (Did I mention, that two White Mages are a real asset? Each group will need a healer!) There are more enemies to the north, so send more units requiring XP to level up in that direction.&lt;br /&gt;
&lt;br /&gt;
==== The Fight in the Corridors ====&lt;br /&gt;
&lt;br /&gt;
You are fighting a steady stream of tough enemies. But you are fighting underground in passages only three hexes wide. This is your advantage. Keep a solid defensive line, let their units come to you, and keep killing and advancing as opportunity permits. Don't worry if this takes some time, there is no turn limit anyway.&lt;br /&gt;
&lt;br /&gt;
When you reach the main enemy at the end of each passage, as you enter the chamber with the keep, the enemy gives a speech and gets a big gold bonus to recruit a horde of L2 units. So don't rush in - step in, form a short solid line in the entrance, let them attack, keep cycling injured units for fresh ones and keep doing damage where you can. Their force will soon be spent and you can then advance again.&lt;br /&gt;
&lt;br /&gt;
Once you defeat the southern enemy, you will find a locked door. Just leave your troops there, your other group can easily take care of getting the key in the north east corner.&lt;br /&gt;
&lt;br /&gt;
When you have defeated the last enemy in the north, make sure to free the prisoners in the cells near his castle.&lt;br /&gt;
&lt;br /&gt;
==== The Spiders and the First Lich ====&lt;br /&gt;
&lt;br /&gt;
Before you move your norther force east to find the key, you should make a decision. There is a Lich on the eastern side of the map. You can enter his cellar from behind the locked door in the south, or through a long windy passage from the north. He's rather weak, but you need to take him out first, if you don't want him attacking your back while you face your real enemy.&lt;br /&gt;
&lt;br /&gt;
The first possibility is to use the transportation runes to get your forces down to the locked door and fight him from there. In that case, go east with only a few well leveled dwarves, Angarthing and a White Mage, for there is quite a number of Spiders defending the key. Once your read the spell, go back to the runes, reunite your forces and take out the Lich in the east. The lich recruits a big army to start with, but then recruits hardly any more; so once you defeat his main force, you only need to send 4 dwarf lords and Angarthing through the tunnels to take out the lich (moving your white mages through the narrow tunnels is very slow and they won't be needed).&lt;br /&gt;
&lt;br /&gt;
But if you want to get to the Lich through the back door, you need to take your whole northern force east. Defeat the Spiders, run down that narrow passage until your reach the end of the tunnel. It's just caved in, you can open it by moving a unit there. Before you do, open the locked door and advance with your southern force south east until you meet the undead forces. Be careful, they recruit quite a number of Shadows, nasty skirmishing, nightstalking Ghosts. Once the battle is raging you can open the backdoor to the Lich's castle and take him out.&lt;br /&gt;
&lt;br /&gt;
Either way, you will have to do some boring running here.&lt;br /&gt;
&lt;br /&gt;
==== The Second Lich ====&lt;br /&gt;
&lt;br /&gt;
He sits in a big cavern behind the doors in the south west. Only take him on with your entire army (if you don't want to do a slow chokepoint fight at the door). He too makes heavy use of shadows, so make sure to form solid lines (including along the edge of the side chasms - the shadows can fly over them of course).&lt;br /&gt;
&lt;br /&gt;
His forces are likely to be at a fair distance when you open the door, so, if you don't mind save-loading if it doesn't work, you could rush him - but there seems little point as you have to fight his army to progress anyway. So instead form up a solid formation just inside the door to his cavern - advance as far in as you can cover with dwarf lords, with plenty to spare - and then crush his forces when they come to attack you.&lt;br /&gt;
&lt;br /&gt;
-- Or, just *outside* the door, where the passage narrows to one hex. Advance far enough into the cavern to provoke a response, then retreat to that point where you can play 2-on-1 for turn after turn until he's done for. Put your healer right behind your 2-unit front line and it's a snap.&lt;br /&gt;
&lt;br /&gt;
==== Karrag ====&lt;br /&gt;
&lt;br /&gt;
He's defended by quite a number of Draugs. They can take out a fully healed Dwarvish Lord in a single turn! So make sure, they don't hack Aiglondur to pieces. Dwarvish Lords are your unit of choice nevertheless, since their hammers do heavy damage while they fight off the onslaught. Take out the wounded with your Mages, protecting them once again with Dwarvish Lords. You should be able to get to Karrag before you have to finish off all the Draugs.&lt;br /&gt;
&lt;br /&gt;
[elvish_sovereign] The easiest way for me to kill Karrag was to suicide my Mage with the Staff of Righteous Flame on him. It took on shot, my mage and Karrag died. Almost no blood shed!&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns]]&lt;br /&gt;
[[Category:Campaigns - Walkthroughs]]&lt;/div&gt;</summary>
		<author><name>Hipparchos</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Liberty&amp;diff=46463</id>
		<title>Liberty</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Liberty&amp;diff=46463"/>
		<updated>2012-04-15T04:02:36Z</updated>

		<summary type="html">&lt;p&gt;Hipparchos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Footpads are the core unit for this campaign. High defense, mixed attacks, and cheap makes them handy in all events. You get Harper in all scenarios, plus two loyal Footpads; level these up, plus any others you recruit with good traits.&lt;br /&gt;
&lt;br /&gt;
The main problem in this campaign is finding units to deal damage; Footpads are great for swarming and pinning enemies, but even swarming an enemy from all sides they might take less than half its HP off in one turn. In daylight, or even at dawn/dusk against enemies with resistances, none of your L1 units cause much damage. It's important to level up a couple each of Thugs and Poachers; you then use these as first strike against an enemy unit, followed by the Footpad swarm to finish them off or at least pin them so you can finish them next turn. In particular, you want a Huntsman by scenario 7 so you have decent marksman damage for busting enemy commanders.&lt;br /&gt;
&lt;br /&gt;
=== The Raid ===&lt;br /&gt;
* Objectives: Defeat the goblins &lt;br /&gt;
* Lose if: The goblins reach the village or Baldras or Harper die or time runs out&lt;br /&gt;
* Turns: 24/18/14 (easy/medium/hard)&lt;br /&gt;
* Starting units: Baldras, Harper and other bandits&lt;br /&gt;
You have enough troops to beat the goblins in a straight-up fight;&lt;br /&gt;
your problem is luring the leader to attack you rather than running&lt;br /&gt;
straight up the board and into the village (if this happens you&lt;br /&gt;
lose!).  This means you need to dangle some units in his engagement&lt;br /&gt;
range.  Spend your loyal Footpads, you won't get to keep more than two&lt;br /&gt;
of them after you leave the village.&lt;br /&gt;
&lt;br /&gt;
Running Harper and one other Footpad north works well; provided the other draws the goblin leader off of his run north, Harper can then either join in fighting him, or complete the run north (where you get a couple of thugs for free) and return with them, depending on how far north you get before he breaks his run.&lt;br /&gt;
&lt;br /&gt;
=== Civil Disobedience ===&lt;br /&gt;
* Objectives: Defeat the army captain&lt;br /&gt;
* Lose if: Baldras or Harper die or time runs out&lt;br /&gt;
* Turns: 14/13/12 (easy/medium/hard)&lt;br /&gt;
* Starting units: Baldras and Harper&lt;br /&gt;
Bunch up all your fighters and use them to swarm single or paired cavalry units. Use houses for cover. Remember to keep recruiting in those early turns, even if you have to forgo attacking enemies from good cover to make the space for the recruit to stand.&lt;br /&gt;
&lt;br /&gt;
Poachers are useful for getting damage into the enemy cavalry and have decent defense when in your castle or in villages, and then use footpads to take positions in the open (they have good defense in the open) to wrap around enemy units. Ideally you want the enemy to wrap cavalry around units in your keep, and you then wrap around the ones behind your keep with Poachers and Footpads. The enemy commander is a tough fight, since he often meets you in daylight and has good melee and ranged attacks; ideally get him next to your keep so you can have your commander and two Poachers hitting him from relative safety, and then put a Footpad or Thug on the other side to pin him there.&lt;br /&gt;
&lt;br /&gt;
=== A Strategy of Hope ===&lt;br /&gt;
* Objectives: Defeat the enemy leaders&lt;br /&gt;
* Lose if: Baldras, Harper or Relana die or time runs out&lt;br /&gt;
* Turns: 35/30/25 (easy/medium/hard)&lt;br /&gt;
* Starting units: Baldras and Harper&lt;br /&gt;
The orcs don't make a lot of archers, so swarm them with Footpads and Outlaws firing slingstones. Detach one or two Footpads to go on an extended village-stealing run in the north of the board while you're doing this. The saurians are much weaker than the orcs so concentrate your forces against the orcs. Your allies are a little better than evenly matched against the saurians, so by the time you finish the orcs you should be able to run northwest and take the leader without too much trouble.&lt;br /&gt;
&lt;br /&gt;
=== Unlawful Orders ===&lt;br /&gt;
* Objectives: Defeat Asheviere's general&lt;br /&gt;
* Lose if: Baldras, Harper or Lord Maddock die or time runs out&lt;br /&gt;
* Turns: 30/22/16 (easy/medium/hard)&lt;br /&gt;
* Starting units: Baldras and Harper&lt;br /&gt;
Detach two Footpads to grab villages, one in the town (Lord Maddock isn't going to use them all&lt;br /&gt;
anyway) and one to the north. Move your commander onto Lord Maddock's keep at the first chance you get, so you can recruit more and closer to the action.&lt;br /&gt;
&lt;br /&gt;
Lord Maddock's throws his troops away early. Your force should be a few Thugs, a couple of Footpads and perhaps 2 Poachers to hold the south bank of the island; let the enemy come to you here and fight from in the water. Then send an Outlaw and Footpad strike force out the east gate and down, which will swarm enemy stragglers and late recruits and then hit the enemy commander.&lt;br /&gt;
&lt;br /&gt;
=== Hide and Seek ===&lt;br /&gt;
* Objectives: Get Baldras to the signpost (preferably without being seen)&lt;br /&gt;
* Lose if: Baldras or Harper die or time runs out&lt;br /&gt;
* Turns: 34/30/26 (easy/medium/hard)&lt;br /&gt;
* Starting units: Baldras and Harper&lt;br /&gt;
* Other: You will be seen if you end your turn within visual range of an enemy unit&lt;br /&gt;
The moment you get within visual range of an enemy it will attack and all the other enemies wake up also. What saves you is that Harper can see farther than they can. Don't run ahead with him, you need Baldras to the exit point; Harper scouts the way, he follows.&lt;br /&gt;
&lt;br /&gt;
The safe route is south-east, using Harper to eye a way between the soldiers. Head between some others through some mountains and head all the way across to the east edge of the map. Then head south through a lake and then southeast until above the exit and down. Also avoid the temptation to grab a village. This will trigger an attack even when not in range of a soldier.&lt;br /&gt;
&lt;br /&gt;
If you still need to level either Harper or Baldras, go ahead and kill one or two of the soldiers when you are right near the signpost.&lt;br /&gt;
&lt;br /&gt;
=== The Grey Woods ===&lt;br /&gt;
* Objectives: Defeat the Lich and the other two enemy leaders&lt;br /&gt;
* Lose if: Baldras or Harper die or time runs out&lt;br /&gt;
* Turns: 50/44/42 (easy/medium/hard)&lt;br /&gt;
* Starting units: Baldras and Harper&lt;br /&gt;
This is a fairly easy search-and destroy, with lots of relatively weak undead so lots of leveling-up opportunities. Grab Helicrom's villages, he starts with a ton of gold anyway. The bad guys are at the southeast, southwest and northwest corners.&lt;br /&gt;
&lt;br /&gt;
You could almost ignore the southeast village, Helicrom's troops will take care of it; just send say an Outlaw and a Footpad to maybe sneak some XP, and to scout and grab villages below the southeast enemy. Your main force, Footpads plus a few Thugs/Bandits should head southwest across the bridge and have a quick fight with the green Lich's forces that have made it out. Continue on to kill him, and then head south to the other Lich. It is an excellent place to level up some Footpads to L2 or even L3. While I am not over judicious with my use of the &amp;quot;fodder&amp;quot; units, I still came out with about 8 or 9 L2+ units. &lt;br /&gt;
&lt;br /&gt;
At the end, choose to have Helicrom join you in battle (you only get this choice if Helicrom is alive). You probably don't need the gold and being able to recruit Rogue Mages isn't that helpful (they don't heal). It makes the last scenario (while frustrating because your allies get in your way) pretty easy.&lt;br /&gt;
&lt;br /&gt;
=== The Hunters ===&lt;br /&gt;
* Objectives: Defeat all the enemy forces&lt;br /&gt;
* Lose if: Baldras or Harper die or time runs out&lt;br /&gt;
* Turns: 36/31/26 (easy/medium/hard)&lt;br /&gt;
* Starting units: Baldras and Harper&lt;br /&gt;
The trick in this one is that your Outlaws fight better in mountains than Heavy Infantry do. So bean them with missile weapons from the mountains at the north edge of the road, then clump your guys and go west towards the keep. Swarm the cavalry units as they hit you; they probably won't concentrate enough to be more than a nuisance to L2 and L3 characters.&lt;br /&gt;
&lt;br /&gt;
[Comments by Bumblebee] Another trick is that Outlaws are good in the forest, and enemies from the castle have a long way to go before they reach it, so they don't reach the forest together. After Heavy Infantry platoon is taken care of, prepare to meat the first wave of attackers in the forest (some Trappers or Poachers with pierce attack are helpful, Shadow Mages are surprisingly effective too). Send few quick units to the north to take villages. In my game at medium, two Footpads and a watchman were enough to draw two riders to the north, trap them on the narrow forest road for several turns and finally kill them (there are villages to heal in and plenty of space to retreat). As soon as enemies of the first wave have found their eternal home in the forest, counterattack. Take villages, protect wounded, swarm in the dark. Don't recruit too many units in this mission because you will need money for the next one.&lt;br /&gt;
&lt;br /&gt;
=== Glory ===&lt;br /&gt;
* Objectives: Destroy all four towers&lt;br /&gt;
* Lose if: Baldras dies or time runs out&lt;br /&gt;
* Turns: 48/45/40 (easy/medium/hard)&lt;br /&gt;
* Starting units: Baldras and Harper&lt;br /&gt;
* Other: Move a unit onto the trap door to destroy a tower&lt;br /&gt;
The only genuinely difficult puzzle in Liberty, because the Wesnoth army is tough to beat if you have to try to take them inside their fortress (and they get reinforcements every afternoon). You have to lure as many as possible out of the fortress -- dangle bait just within their engagement range. It's the final scenario, so don't worry about money, just recall all your L2 and L3 recalls and recruit until you are out of gold.&lt;br /&gt;
&lt;br /&gt;
If you chose to have Helicrom join you in battle, he appears in a camp to your right at the start. While his troops get in the way a lot, they do kill some units and help if only by diverting some of the opposing forces.&lt;br /&gt;
&lt;br /&gt;
March them straight north and hang out around the first village there. It will be a nice pitched battle for a few turns, but eventually your numbers will overwhelm them. Then you can split your forces a bit to the west and south entrances. Remember that your Outlaws and above fight a lot better in the mountains than your opponents (offsetting the garrison bonus).&lt;br /&gt;
&lt;br /&gt;
[Comments by cph] At hard, I played it a bit differently. Helicrom's units throw themselves at the south gate and clog it for a day or so; the riders attack the west gate and tie up the enemy there. So I marched my entire force into the woods southwest of the fortress; once both gates were clogged by the allies, I moved my forces closer to both gates, and then lunged into the fortress with all the Footpads, Outlaws and Fugitives I could fit in. Fugitives on good defensive tiles are great for holding the flanks of the thrust, and Footpads are expendable. Bash away throughout the night on all the enemies you can, moving as much as you can into the fortress; seize the central fort with outlaws, and rush Footpads to the 4 towers as soon as you get an opening. The orcs went down the east side of the level, so they ran straight into the reinforcements, and I didn't have to fight either.&lt;br /&gt;
&lt;br /&gt;
[Comments by Bumblebee] A different strategy is to avoid direct fight as much as possible and remember you lead guerilla fighters. Recall all quick L2 and L3 units (with at least 6 or 7 moves per turn), recall all ''quick'' L1 Footpads, some poachers and a couple of Thieves or Rogues are helpful too. Spend the first day taking villages and moving your forces, let riders and orcs kill some defenders. Don't send too many units on eastern flank, or they will lure orcs, and orcs will fight mostly you instead of garrison. When army reinforces arrive, retreat if they notice you. Kill pursuers one by one. Let reinforces meet orcs.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, put quick units near every tower. Southern, western and northern sides of the fortress are relatively safe for that. Don't put units too close to bridges and entrances, or they will draw defenders' attention. Let riders and orcs fight and lure enemy forces away from the towers. When a tower is empty for a moment, sneak into it. Quick Footpads can reach entrance to catacombs from outside in one turn if way is free. When riders and orcs are dead, simulate night attacks on the bridge opposite to the towers you want to take. I had to sacrifice some units at the southern bridge before guards left one of the northern towers. I finished at turn 16 at medium.&lt;br /&gt;
&lt;br /&gt;
[Comments by KingElk] Similar to bumblebee, but more specific. This worked on normal difficulty, I'm not sure if it would work on hard. First, recall any Outlaws/Fugitives, or Rangers (I had one ranger (L3 Poacher) and it came in handy fending some of the enemies off, and it is fast.) As the above states, any units with 6/7 moves per turn. Do NOT recall anything else, even if its L3. After, with any leftover gold, recruit Outlaws until you are out of money. Move your entire army (and leader) along the dead west part of the map, until you reach the west entrance. Do NOT fight the army coming from the south gate. They might get a few shots at you but you will beat the scenario before they swing around their main army to trap you in the west (your northwest ally will fend them off for 3+ turns). Split your Outlaws and send 3-5 to the north gate, and the remaining shoved into the west gate. You will probably meet resistance in the west, but the only entrance you need to reach from the west gate is the southwest one. From the north, split again and attempt to reach the northwest and northeast objectives in one turn if possible. As a bonus, if your Outlaw has one extra movement point when it takes an objective, it still has that after and can move onto a castle for 70% defense. The southwest objective can be taken by pushing through the west gate. After those three are down, squeeze some Outlaws from the north or west to the southeast, at any cost. In all likelihood, the northeast Outlaw will have little resistance because of the orc/human fighting. Your leader can head northwest to the corner of the map for safety, don't use him for fighting. NOTE: You don't need the extra ally that was offered earlier in the campaign, or the extra gold. I made the mistake of getting Rogue Mages, but it didn't matter.&lt;br /&gt;
&lt;br /&gt;
[Comments by Hipparchos] Similar to KingElk, but even faster in my experience: recall/recruit all quick troops then it's &amp;quot;student body left&amp;quot; as you march north along the west side of the map. Hugging the edge isn't necessary (and slows you down a bit), just stay about 4 hexes away from the city walls and you won't attract any defenders (which is what you want). Avoid all enemy contact and combat, and ignore villages, as your goal is the NORTH gate! You must accept Helicrom's help, then fall in behind his lines as his horsemen attack the city and attract the guards away from the western walls while the orcs attract the guards away from the eastern walls. I also send a single sacrificial unit east to distract and delay the Wesnoth reinforcements. And sometimes the west gate is left unguarded for a turn, so it's a good idea to drop off an outlaw nearby to exploit that. By the time you're at the north gate, it should be unguarded. The city is fast-moving pavement, so you should be able to rush enough units in through the north gate to take all four towers in one or two turns. The game's AI makes the enemy seek out weaker units to attack, which means they will mostly leave you alone as you take their rear. The entire scenario takes me 12 turns this way at normal difficulty.&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns - Walkthroughs]]&lt;br /&gt;
[[Category:Campaigns - Liberty]]&lt;/div&gt;</summary>
		<author><name>Hipparchos</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Liberty&amp;diff=46462</id>
		<title>Liberty</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Liberty&amp;diff=46462"/>
		<updated>2012-04-15T03:55:08Z</updated>

		<summary type="html">&lt;p&gt;Hipparchos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Footpads are the core unit for this campaign. High defense, mixed attacks, and cheap makes them handy in all events. You get Harper in all scenarios, plus two loyal Footpads; level these up, plus any others you recruit with good traits.&lt;br /&gt;
&lt;br /&gt;
The main problem in this campaign is finding units to deal damage; Footpads are great for swarming and pinning enemies, but even swarming an enemy from all sides they might take less than half its HP off in one turn. In daylight, or even at dawn/dusk against enemies with resistances, none of your L1 units cause much damage. It's important to level up a couple each of Thugs and Poachers; you then use these as first strike against an enemy unit, followed by the Footpad swarm to finish them off or at least pin them so you can finish them next turn. In particular, you want a Huntsman by scenario 7 so you have decent marksman damage for busting enemy commanders.&lt;br /&gt;
&lt;br /&gt;
=== The Raid ===&lt;br /&gt;
* Objectives: Defeat the goblins &lt;br /&gt;
* Lose if: The goblins reach the village or Baldras or Harper die or time runs out&lt;br /&gt;
* Turns: 24/18/14 (easy/medium/hard)&lt;br /&gt;
* Starting units: Baldras, Harper and other bandits&lt;br /&gt;
You have enough troops to beat the goblins in a straight-up fight;&lt;br /&gt;
your problem is luring the leader to attack you rather than running&lt;br /&gt;
straight up the board and into the village (if this happens you&lt;br /&gt;
lose!).  This means you need to dangle some units in his engagement&lt;br /&gt;
range.  Spend your loyal Footpads, you won't get to keep more than two&lt;br /&gt;
of them after you leave the village.&lt;br /&gt;
&lt;br /&gt;
Running Harper and one other Footpad north works well; provided the other draws the goblin leader off of his run north, Harper can then either join in fighting him, or complete the run north (where you get a couple of thugs for free) and return with them, depending on how far north you get before he breaks his run.&lt;br /&gt;
&lt;br /&gt;
=== Civil Disobedience ===&lt;br /&gt;
* Objectives: Defeat the army captain&lt;br /&gt;
* Lose if: Baldras or Harper die or time runs out&lt;br /&gt;
* Turns: 14/13/12 (easy/medium/hard)&lt;br /&gt;
* Starting units: Baldras and Harper&lt;br /&gt;
Bunch up all your fighters and use them to swarm single or paired cavalry units. Use houses for cover. Remember to keep recruiting in those early turns, even if you have to forgo attacking enemies from good cover to make the space for the recruit to stand.&lt;br /&gt;
&lt;br /&gt;
Poachers are useful for getting damage into the enemy cavalry and have decent defense when in your castle or in villages, and then use footpads to take positions in the open (they have good defense in the open) to wrap around enemy units. Ideally you want the enemy to wrap cavalry around units in your keep, and you then wrap around the ones behind your keep with Poachers and Footpads. The enemy commander is a tough fight, since he often meets you in daylight and has good melee and ranged attacks; ideally get him next to your keep so you can have your commander and two Poachers hitting him from relative safety, and then put a Footpad or Thug on the other side to pin him there.&lt;br /&gt;
&lt;br /&gt;
=== A Strategy of Hope ===&lt;br /&gt;
* Objectives: Defeat the enemy leaders&lt;br /&gt;
* Lose if: Baldras, Harper or Relana die or time runs out&lt;br /&gt;
* Turns: 35/30/25 (easy/medium/hard)&lt;br /&gt;
* Starting units: Baldras and Harper&lt;br /&gt;
The orcs don't make a lot of archers, so swarm them with Footpads and Outlaws firing slingstones. Detach one or two Footpads to go on an extended village-stealing run in the north of the board while you're doing this. The saurians are much weaker than the orcs so concentrate your forces against the orcs. Your allies are a little better than evenly matched against the saurians, so by the time you finish the orcs you should be able to run northwest and take the leader without too much trouble.&lt;br /&gt;
&lt;br /&gt;
=== Unlawful Orders ===&lt;br /&gt;
* Objectives: Defeat Asheviere's general&lt;br /&gt;
* Lose if: Baldras, Harper or Lord Maddock die or time runs out&lt;br /&gt;
* Turns: 30/22/16 (easy/medium/hard)&lt;br /&gt;
* Starting units: Baldras and Harper&lt;br /&gt;
Detach two Footpads to grab villages, one in the town (Lord Maddock isn't going to use them all&lt;br /&gt;
anyway) and one to the north. Move your commander onto Lord Maddock's keep at the first chance you get, so you can recruit more and closer to the action.&lt;br /&gt;
&lt;br /&gt;
Lord Maddock's throws his troops away early. Your force should be a few Thugs, a couple of Footpads and perhaps 2 Poachers to hold the south bank of the island; let the enemy come to you here and fight from in the water. Then send an Outlaw and Footpad strike force out the east gate and down, which will swarm enemy stragglers and late recruits and then hit the enemy commander.&lt;br /&gt;
&lt;br /&gt;
=== Hide and Seek ===&lt;br /&gt;
* Objectives: Get Baldras to the signpost (preferably without being seen)&lt;br /&gt;
* Lose if: Baldras or Harper die or time runs out&lt;br /&gt;
* Turns: 34/30/26 (easy/medium/hard)&lt;br /&gt;
* Starting units: Baldras and Harper&lt;br /&gt;
* Other: You will be seen if you end your turn within visual range of an enemy unit&lt;br /&gt;
The moment you get within visual range of an enemy it will attack and all the other enemies wake up also. What saves you is that Harper can see farther than they can. Don't run ahead with him, you need Baldras to the exit point; Harper scouts the way, he follows.&lt;br /&gt;
&lt;br /&gt;
The safe route is south-east, using Harper to eye a way between the soldiers. Head between some others through some mountains and head all the way across to the east edge of the map. Then head south through a lake and then southeast until above the exit and down. Also avoid the temptation to grab a village. This will trigger an attack even when not in range of a soldier.&lt;br /&gt;
&lt;br /&gt;
If you still need to level either Harper or Baldras, go ahead and kill one or two of the soldiers when you are right near the signpost.&lt;br /&gt;
&lt;br /&gt;
=== The Grey Woods ===&lt;br /&gt;
* Objectives: Defeat the Lich and the other two enemy leaders&lt;br /&gt;
* Lose if: Baldras or Harper die or time runs out&lt;br /&gt;
* Turns: 50/44/42 (easy/medium/hard)&lt;br /&gt;
* Starting units: Baldras and Harper&lt;br /&gt;
This is a fairly easy search-and destroy, with lots of relatively weak undead so lots of leveling-up opportunities. Grab Helicrom's villages, he starts with a ton of gold anyway. The bad guys are at the southeast, southwest and northwest corners.&lt;br /&gt;
&lt;br /&gt;
You could almost ignore the southeast village, Helicrom's troops will take care of it; just send say an Outlaw and a Footpad to maybe sneak some XP, and to scout and grab villages below the southeast enemy. Your main force, Footpads plus a few Thugs/Bandits should head southwest across the bridge and have a quick fight with the green Lich's forces that have made it out. Continue on to kill him, and then head south to the other Lich. It is an excellent place to level up some Footpads to L2 or even L3. While I am not over judicious with my use of the &amp;quot;fodder&amp;quot; units, I still came out with about 8 or 9 L2+ units. &lt;br /&gt;
&lt;br /&gt;
At the end, choose to have Helicrom join you in battle (you only get this choice if Helicrom is alive). You probably don't need the gold and being able to recruit Rogue Mages isn't that helpful (they don't heal). It makes the last scenario (while frustrating because your allies get in your way) pretty easy.&lt;br /&gt;
&lt;br /&gt;
=== The Hunters ===&lt;br /&gt;
* Objectives: Defeat all the enemy forces&lt;br /&gt;
* Lose if: Baldras or Harper die or time runs out&lt;br /&gt;
* Turns: 36/31/26 (easy/medium/hard)&lt;br /&gt;
* Starting units: Baldras and Harper&lt;br /&gt;
The trick in this one is that your Outlaws fight better in mountains than Heavy Infantry do. So bean them with missile weapons from the mountains at the north edge of the road, then clump your guys and go west towards the keep. Swarm the cavalry units as they hit you; they probably won't concentrate enough to be more than a nuisance to L2 and L3 characters.&lt;br /&gt;
&lt;br /&gt;
[Comments by Bumblebee] Another trick is that Outlaws are good in the forest, and enemies from the castle have a long way to go before they reach it, so they don't reach the forest together. After Heavy Infantry platoon is taken care of, prepare to meat the first wave of attackers in the forest (some Trappers or Poachers with pierce attack are helpful, Shadow Mages are surprisingly effective too). Send few quick units to the north to take villages. In my game at medium, two Footpads and a watchman were enough to draw two riders to the north, trap them on the narrow forest road for several turns and finally kill them (there are villages to heal in and plenty of space to retreat). As soon as enemies of the first wave have found their eternal home in the forest, counterattack. Take villages, protect wounded, swarm in the dark. Don't recruit too many units in this mission because you will need money for the next one.&lt;br /&gt;
&lt;br /&gt;
=== Glory ===&lt;br /&gt;
* Objectives: Destroy all four towers&lt;br /&gt;
* Lose if: Baldras dies or time runs out&lt;br /&gt;
* Turns: 48/45/40 (easy/medium/hard)&lt;br /&gt;
* Starting units: Baldras and Harper&lt;br /&gt;
* Other: Move a unit onto the trap door to destroy a tower&lt;br /&gt;
The only genuinely difficult puzzle in Liberty, because the Wesnoth army is tough to beat if you have to try to take them inside their fortress (and they get reinforcements every afternoon). You have to lure as many as possible out of the fortress -- dangle bait just within their engagement range. It's the final scenario, so don't worry about money, just recall all your L2 and L3 recalls and recruit until you are out of gold.&lt;br /&gt;
&lt;br /&gt;
If you chose to have Helicrom join you in battle, he appears in a camp to your right at the start. While his troops get in the way a lot, they do kill some units and help if only by diverting some of the opposing forces.&lt;br /&gt;
&lt;br /&gt;
March them straight north and hang out around the first village there. It will be a nice pitched battle for a few turns, but eventually your numbers will overwhelm them. Then you can split your forces a bit to the west and south entrances. Remember that your Outlaws and above fight a lot better in the mountains than your opponents (offsetting the garrison bonus).&lt;br /&gt;
&lt;br /&gt;
[Comments by cph] At hard, I played it a bit differently. Helicrom's units throw themselves at the south gate and clog it for a day or so; the riders attack the west gate and tie up the enemy there. So I marched my entire force into the woods southwest of the fortress; once both gates were clogged by the allies, I moved my forces closer to both gates, and then lunged into the fortress with all the Footpads, Outlaws and Fugitives I could fit in. Fugitives on good defensive tiles are great for holding the flanks of the thrust, and Footpads are expendable. Bash away throughout the night on all the enemies you can, moving as much as you can into the fortress; seize the central fort with outlaws, and rush Footpads to the 4 towers as soon as you get an opening. The orcs went down the east side of the level, so they ran straight into the reinforcements, and I didn't have to fight either.&lt;br /&gt;
&lt;br /&gt;
[Comments by Bumblebee] A different strategy is to avoid direct fight as much as possible and remember you lead guerilla fighters. Recall all quick L2 and L3 units (with at least 6 or 7 moves per turn), recall all ''quick'' L1 Footpads, some poachers and a couple of Thieves or Rogues are helpful too. Spend the first day taking villages and moving your forces, let riders and orcs kill some defenders. Don't send too many units on eastern flank, or they will lure orcs, and orcs will fight mostly you instead of garrison. When army reinforces arrive, retreat if they notice you. Kill pursuers one by one. Let reinforces meet orcs.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, put quick units near every tower. Southern, western and northern sides of the fortress are relatively safe for that. Don't put units too close to bridges and entrances, or they will draw defenders' attention. Let riders and orcs fight and lure enemy forces away from the towers. When a tower is empty for a moment, sneak into it. Quick Footpads can reach entrance to catacombs from outside in one turn if way is free. When riders and orcs are dead, simulate night attacks on the bridge opposite to the towers you want to take. I had to sacrifice some units at the southern bridge before guards left one of the northern towers. I finished at turn 16 at medium.&lt;br /&gt;
&lt;br /&gt;
[Comments by KingElk] Similar to bumblebee, but more specific. This worked on normal difficulty, I'm not sure if it would work on hard. First, recall any Outlaws/Fugitives, or Rangers (I had one ranger (L3 Poacher) and it came in handy fending some of the enemies off, and it is fast.) As the above states, any units with 6/7 moves per turn. Do NOT recall anything else, even if its L3. After, with any leftover gold, recruit Outlaws until you are out of money. Move your entire army (and leader) along the dead west part of the map, until you reach the west entrance. Do NOT fight the army coming from the south gate. They might get a few shots at you but you will beat the scenario before they swing around their main army to trap you in the west (your northwest ally will fend them off for 3+ turns). Split your Outlaws and send 3-5 to the north gate, and the remaining shoved into the west gate. You will probably meet resistance in the west, but the only entrance you need to reach from the west gate is the southwest one. From the north, split again and attempt to reach the northwest and northeast objectives in one turn if possible. As a bonus, if your Outlaw has one extra movement point when it takes an objective, it still has that after and can move onto a castle for 70% defense. The southwest objective can be taken by pushing through the west gate. After those three are down, squeeze some Outlaws from the north or west to the southeast, at any cost. In all likelihood, the northeast Outlaw will have little resistance because of the orc/human fighting. Your leader can head northwest to the corner of the map for safety, don't use him for fighting. NOTE: You don't need the extra ally that was offered earlier in the campaign, or the extra gold. I made the mistake of getting Rogue Mages, but it didn't matter.&lt;br /&gt;
&lt;br /&gt;
[Comments by Hipparchos] Similar to KingElk, but even faster in my experience: recall/recruit all quick troops then it's &amp;quot;student body left&amp;quot; as you march north along the west side of the map. Hugging the edge isn't necessary (and slows you down a bit), just stay about 3 hexes away from the city walls and you won't attract any defenders (which is what you want). Avoid all enemy contact and combat, and ignore villages, as your goal is the NORTH gate! You must accept Helicrom's help, then fall in behind his lines as his horsemen attack the city and attract the guards away from the western walls while the orcs attract the guards away from the eastern walls. I also send a single sacrificial unit east to distract and delay the Wesnoth reinforcements. And sometimes the west gate is left unguarded for a turn, so it's a good idea to drop off an outlaw nearby to exploit that. By the time you're at the north gate, it should be unguarded. The city is fast-moving pavement, so you should be able to rush enough units in through the north gate to take all four towers in one or two turns. The game's AI makes the enemy seek out weaker units to attack, which means they will mostly leave you alone as you take their rear. The entire scenario takes me 12 turns this way at normal difficulty.&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns - Walkthroughs]]&lt;br /&gt;
[[Category:Campaigns - Liberty]]&lt;/div&gt;</summary>
		<author><name>Hipparchos</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Liberty&amp;diff=46461</id>
		<title>Liberty</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Liberty&amp;diff=46461"/>
		<updated>2012-04-15T03:51:30Z</updated>

		<summary type="html">&lt;p&gt;Hipparchos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Footpads are the core unit for this campaign. High defense, mixed attacks, and cheap makes them handy in all events. You get Harper in all scenarios, plus two loyal Footpads; level these up, plus any others you recruit with good traits.&lt;br /&gt;
&lt;br /&gt;
The main problem in this campaign is finding units to deal damage; Footpads are great for swarming and pinning enemies, but even swarming an enemy from all sides they might take less than half its HP off in one turn. In daylight, or even at dawn/dusk against enemies with resistances, none of your L1 units cause much damage. It's important to level up a couple each of Thugs and Poachers; you then use these as first strike against an enemy unit, followed by the Footpad swarm to finish them off or at least pin them so you can finish them next turn. In particular, you want a Huntsman by scenario 7 so you have decent marksman damage for busting enemy commanders.&lt;br /&gt;
&lt;br /&gt;
=== The Raid ===&lt;br /&gt;
* Objectives: Defeat the goblins &lt;br /&gt;
* Lose if: The goblins reach the village or Baldras or Harper die or time runs out&lt;br /&gt;
* Turns: 24/18/14 (easy/medium/hard)&lt;br /&gt;
* Starting units: Baldras, Harper and other bandits&lt;br /&gt;
You have enough troops to beat the goblins in a straight-up fight;&lt;br /&gt;
your problem is luring the leader to attack you rather than running&lt;br /&gt;
straight up the board and into the village (if this happens you&lt;br /&gt;
lose!).  This means you need to dangle some units in his engagement&lt;br /&gt;
range.  Spend your loyal Footpads, you won't get to keep more than two&lt;br /&gt;
of them after you leave the village.&lt;br /&gt;
&lt;br /&gt;
Running Harper and one other Footpad north works well; provided the other draws the goblin leader off of his run north, Harper can then either join in fighting him, or complete the run north (where you get a couple of thugs for free) and return with them, depending on how far north you get before he breaks his run.&lt;br /&gt;
&lt;br /&gt;
=== Civil Disobedience ===&lt;br /&gt;
* Objectives: Defeat the army captain&lt;br /&gt;
* Lose if: Baldras or Harper die or time runs out&lt;br /&gt;
* Turns: 14/13/12 (easy/medium/hard)&lt;br /&gt;
* Starting units: Baldras and Harper&lt;br /&gt;
Bunch up all your fighters and use them to swarm single or paired cavalry units. Use houses for cover. Remember to keep recruiting in those early turns, even if you have to forgo attacking enemies from good cover to make the space for the recruit to stand.&lt;br /&gt;
&lt;br /&gt;
Poachers are useful for getting damage into the enemy cavalry and have decent defense when in your castle or in villages, and then use footpads to take positions in the open (they have good defense in the open) to wrap around enemy units. Ideally you want the enemy to wrap cavalry around units in your keep, and you then wrap around the ones behind your keep with Poachers and Footpads. The enemy commander is a tough fight, since he often meets you in daylight and has good melee and ranged attacks; ideally get him next to your keep so you can have your commander and two Poachers hitting him from relative safety, and then put a Footpad or Thug on the other side to pin him there.&lt;br /&gt;
&lt;br /&gt;
=== A Strategy of Hope ===&lt;br /&gt;
* Objectives: Defeat the enemy leaders&lt;br /&gt;
* Lose if: Baldras, Harper or Relana die or time runs out&lt;br /&gt;
* Turns: 35/30/25 (easy/medium/hard)&lt;br /&gt;
* Starting units: Baldras and Harper&lt;br /&gt;
The orcs don't make a lot of archers, so swarm them with Footpads and Outlaws firing slingstones. Detach one or two Footpads to go on an extended village-stealing run in the north of the board while you're doing this. The saurians are much weaker than the orcs so concentrate your forces against the orcs. Your allies are a little better than evenly matched against the saurians, so by the time you finish the orcs you should be able to run northwest and take the leader without too much trouble.&lt;br /&gt;
&lt;br /&gt;
=== Unlawful Orders ===&lt;br /&gt;
* Objectives: Defeat Asheviere's general&lt;br /&gt;
* Lose if: Baldras, Harper or Lord Maddock die or time runs out&lt;br /&gt;
* Turns: 30/22/16 (easy/medium/hard)&lt;br /&gt;
* Starting units: Baldras and Harper&lt;br /&gt;
Detach two Footpads to grab villages, one in the town (Lord Maddock isn't going to use them all&lt;br /&gt;
anyway) and one to the north. Move your commander onto Lord Maddock's keep at the first chance you get, so you can recruit more and closer to the action.&lt;br /&gt;
&lt;br /&gt;
Lord Maddock's throws his troops away early. Your force should be a few Thugs, a couple of Footpads and perhaps 2 Poachers to hold the south bank of the island; let the enemy come to you here and fight from in the water. Then send an Outlaw and Footpad strike force out the east gate and down, which will swarm enemy stragglers and late recruits and then hit the enemy commander.&lt;br /&gt;
&lt;br /&gt;
=== Hide and Seek ===&lt;br /&gt;
* Objectives: Get Baldras to the signpost (preferably without being seen)&lt;br /&gt;
* Lose if: Baldras or Harper die or time runs out&lt;br /&gt;
* Turns: 34/30/26 (easy/medium/hard)&lt;br /&gt;
* Starting units: Baldras and Harper&lt;br /&gt;
* Other: You will be seen if you end your turn within visual range of an enemy unit&lt;br /&gt;
The moment you get within visual range of an enemy it will attack and all the other enemies wake up also. What saves you is that Harper can see farther than they can. Don't run ahead with him, you need Baldras to the exit point; Harper scouts the way, he follows.&lt;br /&gt;
&lt;br /&gt;
The safe route is south-east, using Harper to eye a way between the soldiers. Head between some others through some mountains and head all the way across to the east edge of the map. Then head south through a lake and then southeast until above the exit and down. Also avoid the temptation to grab a village. This will trigger an attack even when not in range of a soldier.&lt;br /&gt;
&lt;br /&gt;
If you still need to level either Harper or Baldras, go ahead and kill one or two of the soldiers when you are right near the signpost.&lt;br /&gt;
&lt;br /&gt;
=== The Grey Woods ===&lt;br /&gt;
* Objectives: Defeat the Lich and the other two enemy leaders&lt;br /&gt;
* Lose if: Baldras or Harper die or time runs out&lt;br /&gt;
* Turns: 50/44/42 (easy/medium/hard)&lt;br /&gt;
* Starting units: Baldras and Harper&lt;br /&gt;
This is a fairly easy search-and destroy, with lots of relatively weak undead so lots of leveling-up opportunities. Grab Helicrom's villages, he starts with a ton of gold anyway. The bad guys are at the southeast, southwest and northwest corners.&lt;br /&gt;
&lt;br /&gt;
You could almost ignore the southeast village, Helicrom's troops will take care of it; just send say an Outlaw and a Footpad to maybe sneak some XP, and to scout and grab villages below the southeast enemy. Your main force, Footpads plus a few Thugs/Bandits should head southwest across the bridge and have a quick fight with the green Lich's forces that have made it out. Continue on to kill him, and then head south to the other Lich. It is an excellent place to level up some Footpads to L2 or even L3. While I am not over judicious with my use of the &amp;quot;fodder&amp;quot; units, I still came out with about 8 or 9 L2+ units. &lt;br /&gt;
&lt;br /&gt;
At the end, choose to have Helicrom join you in battle (you only get this choice if Helicrom is alive). You probably don't need the gold and being able to recruit Rogue Mages isn't that helpful (they don't heal). It makes the last scenario (while frustrating because your allies get in your way) pretty easy.&lt;br /&gt;
&lt;br /&gt;
=== The Hunters ===&lt;br /&gt;
* Objectives: Defeat all the enemy forces&lt;br /&gt;
* Lose if: Baldras or Harper die or time runs out&lt;br /&gt;
* Turns: 36/31/26 (easy/medium/hard)&lt;br /&gt;
* Starting units: Baldras and Harper&lt;br /&gt;
The trick in this one is that your Outlaws fight better in mountains than Heavy Infantry do. So bean them with missile weapons from the mountains at the north edge of the road, then clump your guys and go west towards the keep. Swarm the cavalry units as they hit you; they probably won't concentrate enough to be more than a nuisance to L2 and L3 characters.&lt;br /&gt;
&lt;br /&gt;
[Comments by Bumblebee] Another trick is that Outlaws are good in the forest, and enemies from the castle have a long way to go before they reach it, so they don't reach the forest together. After Heavy Infantry platoon is taken care of, prepare to meat the first wave of attackers in the forest (some Trappers or Poachers with pierce attack are helpful, Shadow Mages are surprisingly effective too). Send few quick units to the north to take villages. In my game at medium, two Footpads and a watchman were enough to draw two riders to the north, trap them on the narrow forest road for several turns and finally kill them (there are villages to heal in and plenty of space to retreat). As soon as enemies of the first wave have found their eternal home in the forest, counterattack. Take villages, protect wounded, swarm in the dark. Don't recruit too many units in this mission because you will need money for the next one.&lt;br /&gt;
&lt;br /&gt;
=== Glory ===&lt;br /&gt;
* Objectives: Destroy all four towers&lt;br /&gt;
* Lose if: Baldras dies or time runs out&lt;br /&gt;
* Turns: 48/45/40 (easy/medium/hard)&lt;br /&gt;
* Starting units: Baldras and Harper&lt;br /&gt;
* Other: Move a unit onto the trap door to destroy a tower&lt;br /&gt;
The only genuinely difficult puzzle in Liberty, because the Wesnoth army is tough to beat if you have to try to take them inside their fortress (and they get reinforcements every afternoon). You have to lure as many as possible out of the fortress -- dangle bait just within their engagement range. It's the final scenario, so don't worry about money, just recall all your L2 and L3 recalls and recruit until you are out of gold.&lt;br /&gt;
&lt;br /&gt;
If you chose to have Helicrom join you in battle, he appears in a camp to your right at the start. While his troops get in the way a lot, they do kill some units and help if only by diverting some of the opposing forces.&lt;br /&gt;
&lt;br /&gt;
March them straight north and hang out around the first village there. It will be a nice pitched battle for a few turns, but eventually your numbers will overwhelm them. Then you can split your forces a bit to the west and south entrances. Remember that your Outlaws and above fight a lot better in the mountains than your opponents (offsetting the garrison bonus).&lt;br /&gt;
&lt;br /&gt;
[Comments by cph] At hard, I played it a bit differently. Helicrom's units throw themselves at the south gate and clog it for a day or so; the riders attack the west gate and tie up the enemy there. So I marched my entire force into the woods southwest of the fortress; once both gates were clogged by the allies, I moved my forces closer to both gates, and then lunged into the fortress with all the Footpads, Outlaws and Fugitives I could fit in. Fugitives on good defensive tiles are great for holding the flanks of the thrust, and Footpads are expendable. Bash away throughout the night on all the enemies you can, moving as much as you can into the fortress; seize the central fort with outlaws, and rush Footpads to the 4 towers as soon as you get an opening. The orcs went down the east side of the level, so they ran straight into the reinforcements, and I didn't have to fight either.&lt;br /&gt;
&lt;br /&gt;
[Comments by Bumblebee] A different strategy is to avoid direct fight as much as possible and remember you lead guerilla fighters. Recall all quick L2 and L3 units (with at least 6 or 7 moves per turn), recall all ''quick'' L1 Footpads, some poachers and a couple of Thieves or Rogues are helpful too. Spend the first day taking villages and moving your forces, let riders and orcs kill some defenders. Don't send too many units on eastern flank, or they will lure orcs, and orcs will fight mostly you instead of garrison. When army reinforces arrive, retreat if they notice you. Kill pursuers one by one. Let reinforces meet orcs.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, put quick units near every tower. Southern, western and northern sides of the fortress are relatively safe for that. Don't put units too close to bridges and entrances, or they will draw defenders' attention. Let riders and orcs fight and lure enemy forces away from the towers. When a tower is empty for a moment, sneak into it. Quick Footpads can reach entrance to catacombs from outside in one turn if way is free. When riders and orcs are dead, simulate night attacks on the bridge opposite to the towers you want to take. I had to sacrifice some units at the southern bridge before guards left one of the northern towers. I finished at turn 16 at medium.&lt;br /&gt;
&lt;br /&gt;
[Comments by KingElk] Similar to bumblebee, but more specific. This worked on normal difficulty, I'm not sure if it would work on hard. First, recall any Outlaws/Fugitives, or Rangers (I had one ranger (L3 Poacher) and it came in handy fending some of the enemies off, and it is fast.) As the above states, any units with 6/7 moves per turn. Do NOT recall anything else, even if its L3. After, with any leftover gold, recruit Outlaws until you are out of money. Move your entire army (and leader) along the dead west part of the map, until you reach the west entrance. Do NOT fight the army coming from the south gate. They might get a few shots at you but you will beat the scenario before they swing around their main army to trap you in the west (your northwest ally will fend them off for 3+ turns). Split your Outlaws and send 3-5 to the north gate, and the remaining shoved into the west gate. You will probably meet resistance in the west, but the only entrance you need to reach from the west gate is the southwest one. From the north, split again and attempt to reach the northwest and northeast objectives in one turn if possible. As a bonus, if your Outlaw has one extra movement point when it takes an objective, it still has that after and can move onto a castle for 70% defense. The southwest objective can be taken by pushing through the west gate. After those three are down, squeeze some Outlaws from the north or west to the southeast, at any cost. In all likelihood, the northeast Outlaw will have little resistance because of the orc/human fighting. Your leader can head northwest to the corner of the map for safety, don't use him for fighting. NOTE: You don't need the extra ally that was offered earlier in the campaign, or the extra gold. I made the mistake of getting Rogue Mages, but it didn't matter.&lt;br /&gt;
&lt;br /&gt;
[Comments by Hipparchos] Similar to KingElk, but even faster in my experience: recall/recruit all quick troops then it's &amp;quot;student body left&amp;quot; as you march north along the west side of the map. Hugging the edge isn't necessary (and slows you down a bit), just stay about 3 hexes away from the city walls and you won't attract any defenders (which is what you want). Avoid all enemy contact and combat, and ignore villages, as your goal is the NORTH gate! You must accept Helicrom's help, then fall in behind his lines as his horsemen attack the city and attract the guards away from the western walls while the orcs attract the guards away from the eastern walls. I also send a single sacrificial unit east to distract and delay the Wesnoth reinforcements. And sometimes the west gate is left unguarded for a turn, so it's a good idea to drop off a footpad nearby to exploit that. By the time you're at the north gate, it should be unguarded. The city is fast-moving pavement, so you should be able to rush enough units in through the north gate to take all four towers in one or two turns. The game's AI makes the enemy seek out weaker units to attack, which means they will mostly leave you alone as you take their rear. The entire scenario takes me 12 turns this way at normal difficulty.&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns - Walkthroughs]]&lt;br /&gt;
[[Category:Campaigns - Liberty]]&lt;/div&gt;</summary>
		<author><name>Hipparchos</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Liberty&amp;diff=46460</id>
		<title>Liberty</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Liberty&amp;diff=46460"/>
		<updated>2012-04-15T03:10:07Z</updated>

		<summary type="html">&lt;p&gt;Hipparchos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Footpads are the core unit for this campaign. High defense, mixed attacks, and cheap makes them handy in all events. You get Harper in all scenarios, plus two loyal Footpads; level these up, plus any others you recruit with good traits.&lt;br /&gt;
&lt;br /&gt;
The main problem in this campaign is finding units to deal damage; Footpads are great for swarming and pinning enemies, but even swarming an enemy from all sides they might take less than half its HP off in one turn. In daylight, or even at dawn/dusk against enemies with resistances, none of your L1 units cause much damage. It's important to level up a couple each of Thugs and Poachers; you then use these as first strike against an enemy unit, followed by the Footpad swarm to finish them off or at least pin them so you can finish them next turn. In particular, you want a Huntsman by scenario 7 so you have decent marksman damage for busting enemy commanders.&lt;br /&gt;
&lt;br /&gt;
=== The Raid ===&lt;br /&gt;
* Objectives: Defeat the goblins &lt;br /&gt;
* Lose if: The goblins reach the village or Baldras or Harper die or time runs out&lt;br /&gt;
* Turns: 24/18/14 (easy/medium/hard)&lt;br /&gt;
* Starting units: Baldras, Harper and other bandits&lt;br /&gt;
You have enough troops to beat the goblins in a straight-up fight;&lt;br /&gt;
your problem is luring the leader to attack you rather than running&lt;br /&gt;
straight up the board and into the village (if this happens you&lt;br /&gt;
lose!).  This means you need to dangle some units in his engagement&lt;br /&gt;
range.  Spend your loyal Footpads, you won't get to keep more than two&lt;br /&gt;
of them after you leave the village.&lt;br /&gt;
&lt;br /&gt;
Running Harper and one other Footpad north works well; provided the other draws the goblin leader off of his run north, Harper can then either join in fighting him, or complete the run north (where you get a couple of thugs for free) and return with them, depending on how far north you get before he breaks his run.&lt;br /&gt;
&lt;br /&gt;
=== Civil Disobedience ===&lt;br /&gt;
* Objectives: Defeat the army captain&lt;br /&gt;
* Lose if: Baldras or Harper die or time runs out&lt;br /&gt;
* Turns: 14/13/12 (easy/medium/hard)&lt;br /&gt;
* Starting units: Baldras and Harper&lt;br /&gt;
Bunch up all your fighters and use them to swarm single or paired cavalry units. Use houses for cover. Remember to keep recruiting in those early turns, even if you have to forgo attacking enemies from good cover to make the space for the recruit to stand.&lt;br /&gt;
&lt;br /&gt;
Poachers are useful for getting damage into the enemy cavalry and have decent defense when in your castle or in villages, and then use footpads to take positions in the open (they have good defense in the open) to wrap around enemy units. Ideally you want the enemy to wrap cavalry around units in your keep, and you then wrap around the ones behind your keep with Poachers and Footpads. The enemy commander is a tough fight, since he often meets you in daylight and has good melee and ranged attacks; ideally get him next to your keep so you can have your commander and two Poachers hitting him from relative safety, and then put a Footpad or Thug on the other side to pin him there.&lt;br /&gt;
&lt;br /&gt;
=== A Strategy of Hope ===&lt;br /&gt;
* Objectives: Defeat the enemy leaders&lt;br /&gt;
* Lose if: Baldras, Harper or Relana die or time runs out&lt;br /&gt;
* Turns: 35/30/25 (easy/medium/hard)&lt;br /&gt;
* Starting units: Baldras and Harper&lt;br /&gt;
The orcs don't make a lot of archers, so swarm them with Footpads and Outlaws firing slingstones. Detach one or two Footpads to go on an extended village-stealing run in the north of the board while you're doing this. The saurians are much weaker than the orcs so concentrate your forces against the orcs. Your allies are a little better than evenly matched against the saurians, so by the time you finish the orcs you should be able to run northwest and take the leader without too much trouble.&lt;br /&gt;
&lt;br /&gt;
=== Unlawful Orders ===&lt;br /&gt;
* Objectives: Defeat Asheviere's general&lt;br /&gt;
* Lose if: Baldras, Harper or Lord Maddock die or time runs out&lt;br /&gt;
* Turns: 30/22/16 (easy/medium/hard)&lt;br /&gt;
* Starting units: Baldras and Harper&lt;br /&gt;
Detach two Footpads to grab villages, one in the town (Lord Maddock isn't going to use them all&lt;br /&gt;
anyway) and one to the north. Move your commander onto Lord Maddock's keep at the first chance you get, so you can recruit more and closer to the action.&lt;br /&gt;
&lt;br /&gt;
Lord Maddock's throws his troops away early. Your force should be a few Thugs, a couple of Footpads and perhaps 2 Poachers to hold the south bank of the island; let the enemy come to you here and fight from in the water. Then send an Outlaw and Footpad strike force out the east gate and down, which will swarm enemy stragglers and late recruits and then hit the enemy commander.&lt;br /&gt;
&lt;br /&gt;
=== Hide and Seek ===&lt;br /&gt;
* Objectives: Get Baldras to the signpost (preferably without being seen)&lt;br /&gt;
* Lose if: Baldras or Harper die or time runs out&lt;br /&gt;
* Turns: 34/30/26 (easy/medium/hard)&lt;br /&gt;
* Starting units: Baldras and Harper&lt;br /&gt;
* Other: You will be seen if you end your turn within visual range of an enemy unit&lt;br /&gt;
The moment you get within visual range of an enemy it will attack and all the other enemies wake up also. What saves you is that Harper can see farther than they can. Don't run ahead with him, you need Baldras to the exit point; Harper scouts the way, he follows.&lt;br /&gt;
&lt;br /&gt;
The safe route is south-east, using Harper to eye a way between the soldiers. Head between some others through some mountains and head all the way across to the east edge of the map. Then head south through a lake and then southeast until above the exit and down. Also avoid the temptation to grab a village. This will trigger an attack even when not in range of a soldier.&lt;br /&gt;
&lt;br /&gt;
If you still need to level either Harper or Baldras, go ahead and kill one or two of the soldiers when you are right near the signpost.&lt;br /&gt;
&lt;br /&gt;
=== The Grey Woods ===&lt;br /&gt;
* Objectives: Defeat the Lich and the other two enemy leaders&lt;br /&gt;
* Lose if: Baldras or Harper die or time runs out&lt;br /&gt;
* Turns: 50/44/42 (easy/medium/hard)&lt;br /&gt;
* Starting units: Baldras and Harper&lt;br /&gt;
This is a fairly easy search-and destroy, with lots of relatively weak undead so lots of leveling-up opportunities. Grab Helicrom's villages, he starts with a ton of gold anyway. The bad guys are at the southeast, southwest and northwest corners.&lt;br /&gt;
&lt;br /&gt;
You could almost ignore the southeast village, Helicrom's troops will take care of it; just send say an Outlaw and a Footpad to maybe sneak some XP, and to scout and grab villages below the southeast enemy. Your main force, Footpads plus a few Thugs/Bandits should head southwest across the bridge and have a quick fight with the green Lich's forces that have made it out. Continue on to kill him, and then head south to the other Lich. It is an excellent place to level up some Footpads to L2 or even L3. While I am not over judicious with my use of the &amp;quot;fodder&amp;quot; units, I still came out with about 8 or 9 L2+ units. &lt;br /&gt;
&lt;br /&gt;
At the end, choose to have Helicrom join you in battle (you only get this choice if Helicrom is alive). You probably don't need the gold and being able to recruit Rogue Mages isn't that helpful (they don't heal). It makes the last scenario (while frustrating because your allies get in your way) pretty easy.&lt;br /&gt;
&lt;br /&gt;
=== The Hunters ===&lt;br /&gt;
* Objectives: Defeat all the enemy forces&lt;br /&gt;
* Lose if: Baldras or Harper die or time runs out&lt;br /&gt;
* Turns: 36/31/26 (easy/medium/hard)&lt;br /&gt;
* Starting units: Baldras and Harper&lt;br /&gt;
The trick in this one is that your Outlaws fight better in mountains than Heavy Infantry do. So bean them with missile weapons from the mountains at the north edge of the road, then clump your guys and go west towards the keep. Swarm the cavalry units as they hit you; they probably won't concentrate enough to be more than a nuisance to L2 and L3 characters.&lt;br /&gt;
&lt;br /&gt;
[Comments by Bumblebee] Another trick is that Outlaws are good in the forest, and enemies from the castle have a long way to go before they reach it, so they don't reach the forest together. After Heavy Infantry platoon is taken care of, prepare to meat the first wave of attackers in the forest (some Trappers or Poachers with pierce attack are helpful, Shadow Mages are surprisingly effective too). Send few quick units to the north to take villages. In my game at medium, two Footpads and a watchman were enough to draw two riders to the north, trap them on the narrow forest road for several turns and finally kill them (there are villages to heal in and plenty of space to retreat). As soon as enemies of the first wave have found their eternal home in the forest, counterattack. Take villages, protect wounded, swarm in the dark. Don't recruit too many units in this mission because you will need money for the next one.&lt;br /&gt;
&lt;br /&gt;
=== Glory ===&lt;br /&gt;
* Objectives: Destroy all four towers&lt;br /&gt;
* Lose if: Baldras dies or time runs out&lt;br /&gt;
* Turns: 48/45/40 (easy/medium/hard)&lt;br /&gt;
* Starting units: Baldras and Harper&lt;br /&gt;
* Other: Move a unit onto the trap door to destroy a tower&lt;br /&gt;
The only genuinely difficult puzzle in Liberty, because the Wesnoth army is tough to beat if you have to try to take them inside their fortress (and they get reinforcements every afternoon). You have to lure as many as possible out of the fortress -- dangle bait just within their engagement range. It's the final scenario, so don't worry about money, just recall all your L2 and L3 recalls and recruit until you are out of gold.&lt;br /&gt;
&lt;br /&gt;
If you chose to have Helicrom join you in battle, he appears in a camp to your right at the start. While his troops get in the way a lot, they do kill some units and help if only by diverting some of the opposing forces.&lt;br /&gt;
&lt;br /&gt;
March them straight north and hang out around the first village there. It will be a nice pitched battle for a few turns, but eventually your numbers will overwhelm them. Then you can split your forces a bit to the west and south entrances. Remember that your Outlaws and above fight a lot better in the mountains than your opponents (offsetting the garrison bonus).&lt;br /&gt;
&lt;br /&gt;
[Comments by cph] At hard, I played it a bit differently. Helicrom's units throw themselves at the south gate and clog it for a day or so; the riders attack the west gate and tie up the enemy there. So I marched my entire force into the woods southwest of the fortress; once both gates were clogged by the allies, I moved my forces closer to both gates, and then lunged into the fortress with all the Footpads, Outlaws and Fugitives I could fit in. Fugitives on good defensive tiles are great for holding the flanks of the thrust, and Footpads are expendable. Bash away throughout the night on all the enemies you can, moving as much as you can into the fortress; seize the central fort with outlaws, and rush Footpads to the 4 towers as soon as you get an opening. The orcs went down the east side of the level, so they ran straight into the reinforcements, and I didn't have to fight either.&lt;br /&gt;
&lt;br /&gt;
[Comments by Bumblebee] A different strategy is to avoid direct fight as much as possible and remember you lead guerilla fighters. Recall all quick L2 and L3 units (with at least 6 or 7 moves per turn), recall all ''quick'' L1 Footpads, some poachers and a couple of Thieves or Rogues are helpful too. Spend the first day taking villages and moving your forces, let riders and orcs kill some defenders. Don't send too many units on eastern flank, or they will lure orcs, and orcs will fight mostly you instead of garrison. When army reinforces arrive, retreat if they notice you. Kill pursuers one by one. Let reinforces meet orcs.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, put quick units near every tower. Southern, western and northern sides of the fortress are relatively safe for that. Don't put units too close to bridges and entrances, or they will draw defenders' attention. Let riders and orcs fight and lure enemy forces away from the towers. When a tower is empty for a moment, sneak into it. Quick Footpads can reach entrance to catacombs from outside in one turn if way is free. When riders and orcs are dead, simulate night attacks on the bridge opposite to the towers you want to take. I had to sacrifice some units at the southern bridge before guards left one of the northern towers. I finished at turn 16 at medium.&lt;br /&gt;
&lt;br /&gt;
[Comments by KingElk] Similar to bumblebee, but more specific. This worked on normal difficulty, I'm not sure if it would work on hard. First, recall any Outlaws/Fugitives, or Rangers (I had one ranger (L3 Poacher) and it came in handy fending some of the enemies off, and it is fast.) As the above states, any units with 6/7 moves per turn. Do NOT recall anything else, even if its L3. After, with any leftover gold, recruit Outlaws until you are out of money. Move your entire army (and leader) along the dead west part of the map, until you reach the west entrance. Do NOT fight the army coming from the south gate. They might get a few shots at you but you will beat the scenario before they swing around their main army to trap you in the west (your northwest ally will fend them off for 3+ turns). Split your Outlaws and send 3-5 to the north gate, and the remaining shoved into the west gate. You will probably meet resistance in the west, but the only entrance you need to reach from the west gate is the southwest one. From the north, split again and attempt to reach the northwest and northeast objectives in one turn if possible. As a bonus, if your Outlaw has one extra movement point when it takes an objective, it still has that after and can move onto a castle for 70% defense. The southwest objective can be taken by pushing through the west gate. After those three are down, squeeze some Outlaws from the north or west to the southeast, at any cost. In all likelihood, the northeast Outlaw will have little resistance because of the orc/human fighting. Your leader can head northwest to the corner of the map for safety, don't use him for fighting. NOTE: You don't need the extra ally that was offered earlier in the campaign, or the extra gold. I made the mistake of getting Rogue Mages, but it didn't matter.&lt;br /&gt;
&lt;br /&gt;
[Comments by Hipparchos] Similar to KingElk, but even faster in my experience: recall/recruit all quick troops then it's &amp;quot;student body left&amp;quot; as you march north along the west side of the map. Hugging the edge isn't necessary (and slows you down a bit), just stay about 3 hexes away from the city walls and you won't attract any defenders (which is what you want). Avoid all enemy contact and combat, and ignore villages, as your goal is the NORTH gate! You must accept Helicrom's help, then fall in behind his lines as his horsemen attack the city and attract the guards away from the western walls while the orcs attract the guards away from the eastern walls. I also send a single sacrificial unit east to distract and delay the Wesnoth reinforcements. By the time you're at the north gate, it should be totally unguarded. The city is fast-moving pavement, so you should be able to rush enough units in through the north gate to take all four towers in one or two turns. The game's AI makes the enemy seek out weaker units to attack, which means they will leave you alone as you take their rear. The entire scenario takes me 12 turns this way.&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns - Walkthroughs]]&lt;br /&gt;
[[Category:Campaigns - Liberty]]&lt;/div&gt;</summary>
		<author><name>Hipparchos</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Liberty&amp;diff=46459</id>
		<title>Liberty</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Liberty&amp;diff=46459"/>
		<updated>2012-04-15T03:07:47Z</updated>

		<summary type="html">&lt;p&gt;Hipparchos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Footpads are the core unit for this campaign. High defense, mixed attacks, and cheap makes them handy in all events. You get Harper in all scenarios, plus two loyal Footpads; level these up, plus any others you recruit with good traits.&lt;br /&gt;
&lt;br /&gt;
The main problem in this campaign is finding units to deal damage; Footpads are great for swarming and pinning enemies, but even swarming an enemy from all sides they might take less than half its HP off in one turn. In daylight, or even at dawn/dusk against enemies with resistances, none of your L1 units cause much damage. It's important to level up a couple each of Thugs and Poachers; you then use these as first strike against an enemy unit, followed by the Footpad swarm to finish them off or at least pin them so you can finish them next turn. In particular, you want a Huntsman by scenario 7 so you have decent marksman damage for busting enemy commanders.&lt;br /&gt;
&lt;br /&gt;
=== The Raid ===&lt;br /&gt;
* Objectives: Defeat the goblins &lt;br /&gt;
* Lose if: The goblins reach the village or Baldras or Harper die or time runs out&lt;br /&gt;
* Turns: 24/18/14 (easy/medium/hard)&lt;br /&gt;
* Starting units: Baldras, Harper and other bandits&lt;br /&gt;
You have enough troops to beat the goblins in a straight-up fight;&lt;br /&gt;
your problem is luring the leader to attack you rather than running&lt;br /&gt;
straight up the board and into the village (if this happens you&lt;br /&gt;
lose!).  This means you need to dangle some units in his engagement&lt;br /&gt;
range.  Spend your loyal Footpads, you won't get to keep more than two&lt;br /&gt;
of them after you leave the village.&lt;br /&gt;
&lt;br /&gt;
Running Harper and one other Footpad north works well; provided the other draws the goblin leader off of his run north, Harper can then either join in fighting him, or complete the run north (where you get a couple of thugs for free) and return with them, depending on how far north you get before he breaks his run.&lt;br /&gt;
&lt;br /&gt;
=== Civil Disobedience ===&lt;br /&gt;
* Objectives: Defeat the army captain&lt;br /&gt;
* Lose if: Baldras or Harper die or time runs out&lt;br /&gt;
* Turns: 14/13/12 (easy/medium/hard)&lt;br /&gt;
* Starting units: Baldras and Harper&lt;br /&gt;
Bunch up all your fighters and use them to swarm single or paired cavalry units. Use houses for cover. Remember to keep recruiting in those early turns, even if you have to forgo attacking enemies from good cover to make the space for the recruit to stand.&lt;br /&gt;
&lt;br /&gt;
Poachers are useful for getting damage into the enemy cavalry and have decent defense when in your castle or in villages, and then use footpads to take positions in the open (they have good defense in the open) to wrap around enemy units. Ideally you want the enemy to wrap cavalry around units in your keep, and you then wrap around the ones behind your keep with Poachers and Footpads. The enemy commander is a tough fight, since he often meets you in daylight and has good melee and ranged attacks; ideally get him next to your keep so you can have your commander and two Poachers hitting him from relative safety, and then put a Footpad or Thug on the other side to pin him there.&lt;br /&gt;
&lt;br /&gt;
=== A Strategy of Hope ===&lt;br /&gt;
* Objectives: Defeat the enemy leaders&lt;br /&gt;
* Lose if: Baldras, Harper or Relana die or time runs out&lt;br /&gt;
* Turns: 35/30/25 (easy/medium/hard)&lt;br /&gt;
* Starting units: Baldras and Harper&lt;br /&gt;
The orcs don't make a lot of archers, so swarm them with Footpads and Outlaws firing slingstones. Detach one or two Footpads to go on an extended village-stealing run in the north of the board while you're doing this. The saurians are much weaker than the orcs so concentrate your forces against the orcs. Your allies are a little better than evenly matched against the saurians, so by the time you finish the orcs you should be able to run northwest and take the leader without too much trouble.&lt;br /&gt;
&lt;br /&gt;
=== Unlawful Orders ===&lt;br /&gt;
* Objectives: Defeat Asheviere's general&lt;br /&gt;
* Lose if: Baldras, Harper or Lord Maddock die or time runs out&lt;br /&gt;
* Turns: 30/22/16 (easy/medium/hard)&lt;br /&gt;
* Starting units: Baldras and Harper&lt;br /&gt;
Detach two Footpads to grab villages, one in the town (Lord Maddock isn't going to use them all&lt;br /&gt;
anyway) and one to the north. Move your commander onto Lord Maddock's keep at the first chance you get, so you can recruit more and closer to the action.&lt;br /&gt;
&lt;br /&gt;
Lord Maddock's throws his troops away early. Your force should be a few Thugs, a couple of Footpads and perhaps 2 Poachers to hold the south bank of the island; let the enemy come to you here and fight from in the water. Then send an Outlaw and Footpad strike force out the east gate and down, which will swarm enemy stragglers and late recruits and then hit the enemy commander.&lt;br /&gt;
&lt;br /&gt;
=== Hide and Seek ===&lt;br /&gt;
* Objectives: Get Baldras to the signpost (preferably without being seen)&lt;br /&gt;
* Lose if: Baldras or Harper die or time runs out&lt;br /&gt;
* Turns: 34/30/26 (easy/medium/hard)&lt;br /&gt;
* Starting units: Baldras and Harper&lt;br /&gt;
* Other: You will be seen if you end your turn within visual range of an enemy unit&lt;br /&gt;
The moment you get within visual range of an enemy it will attack and all the other enemies wake up also. What saves you is that Harper can see farther than they can. Don't run ahead with him, you need Baldras to the exit point; Harper scouts the way, he follows.&lt;br /&gt;
&lt;br /&gt;
The safe route is south-east, using Harper to eye a way between the soldiers. Head between some others through some mountains and head all the way across to the east edge of the map. Then head south through a lake and then southeast until above the exit and down. Also avoid the temptation to grab a village. This will trigger an attack even when not in range of a soldier.&lt;br /&gt;
&lt;br /&gt;
If you still need to level either Harper or Baldras, go ahead and kill one or two of the soldiers when you are right near the signpost.&lt;br /&gt;
&lt;br /&gt;
=== The Grey Woods ===&lt;br /&gt;
* Objectives: Defeat the Lich and the other two enemy leaders&lt;br /&gt;
* Lose if: Baldras or Harper die or time runs out&lt;br /&gt;
* Turns: 50/44/42 (easy/medium/hard)&lt;br /&gt;
* Starting units: Baldras and Harper&lt;br /&gt;
This is a fairly easy search-and destroy, with lots of relatively weak undead so lots of leveling-up opportunities. Grab Helicrom's villages, he starts with a ton of gold anyway. The bad guys are at the southeast, southwest and northwest corners.&lt;br /&gt;
&lt;br /&gt;
You could almost ignore the southeast village, Helicrom's troops will take care of it; just send say an Outlaw and a Footpad to maybe sneak some XP, and to scout and grab villages below the southeast enemy. Your main force, Footpads plus a few Thugs/Bandits should head southwest across the bridge and have a quick fight with the green Lich's forces that have made it out. Continue on to kill him, and then head south to the other Lich. It is an excellent place to level up some Footpads to L2 or even L3. While I am not over judicious with my use of the &amp;quot;fodder&amp;quot; units, I still came out with about 8 or 9 L2+ units. &lt;br /&gt;
&lt;br /&gt;
At the end, choose to have Helicrom join you in battle (you only get this choice if Helicrom is alive). You probably don't need the gold and being able to recruit Rogue Mages isn't that helpful (they don't heal). It makes the last scenario (while frustrating because your allies get in your way) pretty easy.&lt;br /&gt;
&lt;br /&gt;
=== The Hunters ===&lt;br /&gt;
* Objectives: Defeat all the enemy forces&lt;br /&gt;
* Lose if: Baldras or Harper die or time runs out&lt;br /&gt;
* Turns: 36/31/26 (easy/medium/hard)&lt;br /&gt;
* Starting units: Baldras and Harper&lt;br /&gt;
The trick in this one is that your Outlaws fight better in mountains than Heavy Infantry do. So bean them with missile weapons from the mountains at the north edge of the road, then clump your guys and go west towards the keep. Swarm the cavalry units as they hit you; they probably won't concentrate enough to be more than a nuisance to L2 and L3 characters.&lt;br /&gt;
&lt;br /&gt;
[Comments by Bumblebee] Another trick is that Outlaws are good in the forest, and enemies from the castle have a long way to go before they reach it, so they don't reach the forest together. After Heavy Infantry platoon is taken care of, prepare to meat the first wave of attackers in the forest (some Trappers or Poachers with pierce attack are helpful, Shadow Mages are surprisingly effective too). Send few quick units to the north to take villages. In my game at medium, two Footpads and a watchman were enough to draw two riders to the north, trap them on the narrow forest road for several turns and finally kill them (there are villages to heal in and plenty of space to retreat). As soon as enemies of the first wave have found their eternal home in the forest, counterattack. Take villages, protect wounded, swarm in the dark. Don't recruit too many units in this mission because you will need money for the next one.&lt;br /&gt;
&lt;br /&gt;
=== Glory ===&lt;br /&gt;
* Objectives: Destroy all four towers&lt;br /&gt;
* Lose if: Baldras dies or time runs out&lt;br /&gt;
* Turns: 48/45/40 (easy/medium/hard)&lt;br /&gt;
* Starting units: Baldras and Harper&lt;br /&gt;
* Other: Move a unit onto the trap door to destroy a tower&lt;br /&gt;
The only genuinely difficult puzzle in Liberty, because the Wesnoth army is tough to beat if you have to try to take them inside their fortress (and they get reinforcements every afternoon). You have to lure as many as possible out of the fortress -- dangle bait just within their engagement range. It's the final scenario, so don't worry about money, just recall all your L2 and L3 recalls and recruit until you are out of gold.&lt;br /&gt;
&lt;br /&gt;
If you chose to have Helicrom join you in battle, he appears in a camp to your right at the start. While his troops get in the way a lot, they do kill some units and help if only by diverting some of the opposing forces.&lt;br /&gt;
&lt;br /&gt;
March them straight north and hang out around the first village there. It will be a nice pitched battle for a few turns, but eventually your numbers will overwhelm them. Then you can split your forces a bit to the west and south entrances. Remember that your Outlaws and above fight a lot better in the mountains than your opponents (offsetting the garrison bonus).&lt;br /&gt;
&lt;br /&gt;
[Comments by cph] At hard, I played it a bit differently. Helicrom's units throw themselves at the south gate and clog it for a day or so; the riders attack the west gate and tie up the enemy there. So I marched my entire force into the woods southwest of the fortress; once both gates were clogged by the allies, I moved my forces closer to both gates, and then lunged into the fortress with all the Footpads, Outlaws and Fugitives I could fit in. Fugitives on good defensive tiles are great for holding the flanks of the thrust, and Footpads are expendable. Bash away throughout the night on all the enemies you can, moving as much as you can into the fortress; seize the central fort with outlaws, and rush Footpads to the 4 towers as soon as you get an opening. The orcs went down the east side of the level, so they ran straight into the reinforcements, and I didn't have to fight either.&lt;br /&gt;
&lt;br /&gt;
[Comments by Bumblebee] A different strategy is to avoid direct fight as much as possible and remember you lead guerilla fighters. Recall all quick L2 and L3 units (with at least 6 or 7 moves per turn), recall all ''quick'' L1 Footpads, some poachers and a couple of Thieves or Rogues are helpful too. Spend the first day taking villages and moving your forces, let riders and orcs kill some defenders. Don't send too many units on eastern flank, or they will lure orcs, and orcs will fight mostly you instead of garrison. When army reinforces arrive, retreat if they notice you. Kill pursuers one by one. Let reinforces meet orcs.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, put quick units near every tower. Southern, western and northern sides of the fortress are relatively safe for that. Don't put units too close to bridges and entrances, or they will draw defenders' attention. Let riders and orcs fight and lure enemy forces away from the towers. When a tower is empty for a moment, sneak into it. Quick Footpads can reach entrance to catacombs from outside in one turn if way is free. When riders and orcs are dead, simulate night attacks on the bridge opposite to the towers you want to take. I had to sacrifice some units at the southern bridge before guards left one of the northern towers. I finished at turn 16 at medium.&lt;br /&gt;
&lt;br /&gt;
[Comments by KingElk] Similar to bumblebee, but more specific. This worked on normal difficulty, I'm not sure if it would work on hard. First, recall any Outlaws/Fugitives, or Rangers (I had one ranger (L3 Poacher) and it came in handy fending some of the enemies off, and it is fast.) As the above states, any units with 6/7 moves per turn. Do NOT recall anything else, even if its L3. After, with any leftover gold, recruit Outlaws until you are out of money. Move your entire army (and leader) along the dead west part of the map, until you reach the west entrance. Do NOT fight the army coming from the south gate. They might get a few shots at you but you will beat the scenario before they swing around their main army to trap you in the west (your northwest ally will fend them off for 3+ turns). Split your Outlaws and send 3-5 to the north gate, and the remaining shoved into the west gate. You will probably meet resistance in the west, but the only entrance you need to reach from the west gate is the southwest one. From the north, split again and attempt to reach the northwest and northeast objectives in one turn if possible. As a bonus, if your Outlaw has one extra movement point when it takes an objective, it still has that after and can move onto a castle for 70% defense. The southwest objective can be taken by pushing through the west gate. After those three are down, squeeze some Outlaws from the north or west to the southeast, at any cost. In all likelihood, the northeast Outlaw will have little resistance because of the orc/human fighting. Your leader can head northwest to the corner of the map for safety, don't use him for fighting. NOTE: You don't need the extra ally that was offered earlier in the campaign, or the extra gold. I made the mistake of getting Rogue Mages, but it didn't matter.&lt;br /&gt;
&lt;br /&gt;
[Comments by Hipparchos] Similar to KingElk, but even faster in my experience: recall/recruit all quick troops then it's &amp;quot;student body left&amp;quot; as you march north along the west side of the map. Hugging the edge isn't necessary (and slows you down a bit), just stay about 3 hexes away from the city walls and you won't attract any defenders (which is what you want). Avoid all enemy contact and combat, and ignore villages, as your goal is the NORTH gate! You must accept Helicrom's help, then fall in behind his lines as his horsemen attack the city and attract the guards away from the western walls while the orcs attract the guards away from the eastern walls. I also send a single sacrificial unit east to distract and delay the Wesnoth reinforcements. By the time you're at the north gate, it should be totally unguarded. The city is fast-moving pavement, so you should be able to rush enough units in through the north gate to take all four towers in one or two turns. The game's AI makes defenders seek out weaker units to attack, which means they will leave you alone as you take their rear. The entire scenario takes me 12 turns this way.&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns - Walkthroughs]]&lt;br /&gt;
[[Category:Campaigns - Liberty]]&lt;/div&gt;</summary>
		<author><name>Hipparchos</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Liberty&amp;diff=46458</id>
		<title>Liberty</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Liberty&amp;diff=46458"/>
		<updated>2012-04-15T03:02:02Z</updated>

		<summary type="html">&lt;p&gt;Hipparchos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Footpads are the core unit for this campaign. High defense, mixed attacks, and cheap makes them handy in all events. You get Harper in all scenarios, plus two loyal Footpads; level these up, plus any others you recruit with good traits.&lt;br /&gt;
&lt;br /&gt;
The main problem in this campaign is finding units to deal damage; Footpads are great for swarming and pinning enemies, but even swarming an enemy from all sides they might take less than half its HP off in one turn. In daylight, or even at dawn/dusk against enemies with resistances, none of your L1 units cause much damage. It's important to level up a couple each of Thugs and Poachers; you then use these as first strike against an enemy unit, followed by the Footpad swarm to finish them off or at least pin them so you can finish them next turn. In particular, you want a Huntsman by scenario 7 so you have decent marksman damage for busting enemy commanders.&lt;br /&gt;
&lt;br /&gt;
=== The Raid ===&lt;br /&gt;
* Objectives: Defeat the goblins &lt;br /&gt;
* Lose if: The goblins reach the village or Baldras or Harper die or time runs out&lt;br /&gt;
* Turns: 24/18/14 (easy/medium/hard)&lt;br /&gt;
* Starting units: Baldras, Harper and other bandits&lt;br /&gt;
You have enough troops to beat the goblins in a straight-up fight;&lt;br /&gt;
your problem is luring the leader to attack you rather than running&lt;br /&gt;
straight up the board and into the village (if this happens you&lt;br /&gt;
lose!).  This means you need to dangle some units in his engagement&lt;br /&gt;
range.  Spend your loyal Footpads, you won't get to keep more than two&lt;br /&gt;
of them after you leave the village.&lt;br /&gt;
&lt;br /&gt;
Running Harper and one other Footpad north works well; provided the other draws the goblin leader off of his run north, Harper can then either join in fighting him, or complete the run north (where you get a couple of thugs for free) and return with them, depending on how far north you get before he breaks his run.&lt;br /&gt;
&lt;br /&gt;
=== Civil Disobedience ===&lt;br /&gt;
* Objectives: Defeat the army captain&lt;br /&gt;
* Lose if: Baldras or Harper die or time runs out&lt;br /&gt;
* Turns: 14/13/12 (easy/medium/hard)&lt;br /&gt;
* Starting units: Baldras and Harper&lt;br /&gt;
Bunch up all your fighters and use them to swarm single or paired cavalry units. Use houses for cover. Remember to keep recruiting in those early turns, even if you have to forgo attacking enemies from good cover to make the space for the recruit to stand.&lt;br /&gt;
&lt;br /&gt;
Poachers are useful for getting damage into the enemy cavalry and have decent defense when in your castle or in villages, and then use footpads to take positions in the open (they have good defense in the open) to wrap around enemy units. Ideally you want the enemy to wrap cavalry around units in your keep, and you then wrap around the ones behind your keep with Poachers and Footpads. The enemy commander is a tough fight, since he often meets you in daylight and has good melee and ranged attacks; ideally get him next to your keep so you can have your commander and two Poachers hitting him from relative safety, and then put a Footpad or Thug on the other side to pin him there.&lt;br /&gt;
&lt;br /&gt;
=== A Strategy of Hope ===&lt;br /&gt;
* Objectives: Defeat the enemy leaders&lt;br /&gt;
* Lose if: Baldras, Harper or Relana die or time runs out&lt;br /&gt;
* Turns: 35/30/25 (easy/medium/hard)&lt;br /&gt;
* Starting units: Baldras and Harper&lt;br /&gt;
The orcs don't make a lot of archers, so swarm them with Footpads and Outlaws firing slingstones. Detach one or two Footpads to go on an extended village-stealing run in the north of the board while you're doing this. The saurians are much weaker than the orcs so concentrate your forces against the orcs. Your allies are a little better than evenly matched against the saurians, so by the time you finish the orcs you should be able to run northwest and take the leader without too much trouble.&lt;br /&gt;
&lt;br /&gt;
=== Unlawful Orders ===&lt;br /&gt;
* Objectives: Defeat Asheviere's general&lt;br /&gt;
* Lose if: Baldras, Harper or Lord Maddock die or time runs out&lt;br /&gt;
* Turns: 30/22/16 (easy/medium/hard)&lt;br /&gt;
* Starting units: Baldras and Harper&lt;br /&gt;
Detach two Footpads to grab villages, one in the town (Lord Maddock isn't going to use them all&lt;br /&gt;
anyway) and one to the north. Move your commander onto Lord Maddock's keep at the first chance you get, so you can recruit more and closer to the action.&lt;br /&gt;
&lt;br /&gt;
Lord Maddock's throws his troops away early. Your force should be a few Thugs, a couple of Footpads and perhaps 2 Poachers to hold the south bank of the island; let the enemy come to you here and fight from in the water. Then send an Outlaw and Footpad strike force out the east gate and down, which will swarm enemy stragglers and late recruits and then hit the enemy commander.&lt;br /&gt;
&lt;br /&gt;
=== Hide and Seek ===&lt;br /&gt;
* Objectives: Get Baldras to the signpost (preferably without being seen)&lt;br /&gt;
* Lose if: Baldras or Harper die or time runs out&lt;br /&gt;
* Turns: 34/30/26 (easy/medium/hard)&lt;br /&gt;
* Starting units: Baldras and Harper&lt;br /&gt;
* Other: You will be seen if you end your turn within visual range of an enemy unit&lt;br /&gt;
The moment you get within visual range of an enemy it will attack and all the other enemies wake up also. What saves you is that Harper can see farther than they can. Don't run ahead with him, you need Baldras to the exit point; Harper scouts the way, he follows.&lt;br /&gt;
&lt;br /&gt;
The safe route is south-east, using Harper to eye a way between the soldiers. Head between some others through some mountains and head all the way across to the east edge of the map. Then head south through a lake and then southeast until above the exit and down. Also avoid the temptation to grab a village. This will trigger an attack even when not in range of a soldier.&lt;br /&gt;
&lt;br /&gt;
If you still need to level either Harper or Baldras, go ahead and kill one or two of the soldiers when you are right near the signpost.&lt;br /&gt;
&lt;br /&gt;
=== The Grey Woods ===&lt;br /&gt;
* Objectives: Defeat the Lich and the other two enemy leaders&lt;br /&gt;
* Lose if: Baldras or Harper die or time runs out&lt;br /&gt;
* Turns: 50/44/42 (easy/medium/hard)&lt;br /&gt;
* Starting units: Baldras and Harper&lt;br /&gt;
This is a fairly easy search-and destroy, with lots of relatively weak undead so lots of leveling-up opportunities. Grab Helicrom's villages, he starts with a ton of gold anyway. The bad guys are at the southeast, southwest and northwest corners.&lt;br /&gt;
&lt;br /&gt;
You could almost ignore the southeast village, Helicrom's troops will take care of it; just send say an Outlaw and a Footpad to maybe sneak some XP, and to scout and grab villages below the southeast enemy. Your main force, Footpads plus a few Thugs/Bandits should head southwest across the bridge and have a quick fight with the green Lich's forces that have made it out. Continue on to kill him, and then head south to the other Lich. It is an excellent place to level up some Footpads to L2 or even L3. While I am not over judicious with my use of the &amp;quot;fodder&amp;quot; units, I still came out with about 8 or 9 L2+ units. &lt;br /&gt;
&lt;br /&gt;
At the end, choose to have Helicrom join you in battle (you only get this choice if Helicrom is alive). You probably don't need the gold and being able to recruit Rogue Mages isn't that helpful (they don't heal). It makes the last scenario (while frustrating because your allies get in your way) pretty easy.&lt;br /&gt;
&lt;br /&gt;
=== The Hunters ===&lt;br /&gt;
* Objectives: Defeat all the enemy forces&lt;br /&gt;
* Lose if: Baldras or Harper die or time runs out&lt;br /&gt;
* Turns: 36/31/26 (easy/medium/hard)&lt;br /&gt;
* Starting units: Baldras and Harper&lt;br /&gt;
The trick in this one is that your Outlaws fight better in mountains than Heavy Infantry do. So bean them with missile weapons from the mountains at the north edge of the road, then clump your guys and go west towards the keep. Swarm the cavalry units as they hit you; they probably won't concentrate enough to be more than a nuisance to L2 and L3 characters.&lt;br /&gt;
&lt;br /&gt;
[Comments by Bumblebee] Another trick is that Outlaws are good in the forest, and enemies from the castle have a long way to go before they reach it, so they don't reach the forest together. After Heavy Infantry platoon is taken care of, prepare to meat the first wave of attackers in the forest (some Trappers or Poachers with pierce attack are helpful, Shadow Mages are surprisingly effective too). Send few quick units to the north to take villages. In my game at medium, two Footpads and a watchman were enough to draw two riders to the north, trap them on the narrow forest road for several turns and finally kill them (there are villages to heal in and plenty of space to retreat). As soon as enemies of the first wave have found their eternal home in the forest, counterattack. Take villages, protect wounded, swarm in the dark. Don't recruit too many units in this mission because you will need money for the next one.&lt;br /&gt;
&lt;br /&gt;
=== Glory ===&lt;br /&gt;
* Objectives: Destroy all four towers&lt;br /&gt;
* Lose if: Baldras dies or time runs out&lt;br /&gt;
* Turns: 48/45/40 (easy/medium/hard)&lt;br /&gt;
* Starting units: Baldras and Harper&lt;br /&gt;
* Other: Move a unit onto the trap door to destroy a tower&lt;br /&gt;
The only genuinely difficult puzzle in Liberty, because the Wesnoth army is tough to beat if you have to try to take them inside their fortress (and they get reinforcements every afternoon). You have to lure as many as possible out of the fortress -- dangle bait just within their engagement range. It's the final scenario, so don't worry about money, just recall all your L2 and L3 recalls and recruit until you are out of gold.&lt;br /&gt;
&lt;br /&gt;
If you chose to have Helicrom join you in battle, he appears in a camp to your right at the start. While his troops get in the way a lot, they do kill some units and help if only by diverting some of the opposing forces.&lt;br /&gt;
&lt;br /&gt;
March them straight north and hang out around the first village there. It will be a nice pitched battle for a few turns, but eventually your numbers will overwhelm them. Then you can split your forces a bit to the west and south entrances. Remember that your Outlaws and above fight a lot better in the mountains than your opponents (offsetting the garrison bonus).&lt;br /&gt;
&lt;br /&gt;
[Comments by cph] At hard, I played it a bit differently. Helicrom's units throw themselves at the south gate and clog it for a day or so; the riders attack the west gate and tie up the enemy there. So I marched my entire force into the woods southwest of the fortress; once both gates were clogged by the allies, I moved my forces closer to both gates, and then lunged into the fortress with all the Footpads, Outlaws and Fugitives I could fit in. Fugitives on good defensive tiles are great for holding the flanks of the thrust, and Footpads are expendable. Bash away throughout the night on all the enemies you can, moving as much as you can into the fortress; seize the central fort with outlaws, and rush Footpads to the 4 towers as soon as you get an opening. The orcs went down the east side of the level, so they ran straight into the reinforcements, and I didn't have to fight either.&lt;br /&gt;
&lt;br /&gt;
[Comments by Bumblebee] A different strategy is to avoid direct fight as much as possible and remember you lead guerilla fighters. Recall all quick L2 and L3 units (with at least 6 or 7 moves per turn), recall all ''quick'' L1 Footpads, some poachers and a couple of Thieves or Rogues are helpful too. Spend the first day taking villages and moving your forces, let riders and orcs kill some defenders. Don't send too many units on eastern flank, or they will lure orcs, and orcs will fight mostly you instead of garrison. When army reinforces arrive, retreat if they notice you. Kill pursuers one by one. Let reinforces meet orcs.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, put quick units near every tower. Southern, western and northern sides of the fortress are relatively safe for that. Don't put units too close to bridges and entrances, or they will draw defenders' attention. Let riders and orcs fight and lure enemy forces away from the towers. When a tower is empty for a moment, sneak into it. Quick Footpads can reach entrance to catacombs from outside in one turn if way is free. When riders and orcs are dead, simulate night attacks on the bridge opposite to the towers you want to take. I had to sacrifice some units at the southern bridge before guards left one of the northern towers. I finished at turn 16 at medium.&lt;br /&gt;
&lt;br /&gt;
[Comments by KingElk] Similar to bumblebee, but more specific. This worked on normal difficulty, I'm not sure if it would work on hard. First, recall any Outlaws/Fugitives, or Rangers (I had one ranger (L3 Poacher) and it came in handy fending some of the enemies off, and it is fast.) As the above states, any units with 6/7 moves per turn. Do NOT recall anything else, even if its L3. After, with any leftover gold, recruit Outlaws until you are out of money. Move your entire army (and leader) along the dead west part of the map, until you reach the west entrance. Do NOT fight the army coming from the south gate. They might get a few shots at you but you will beat the scenario before they swing around their main army to trap you in the west (your northwest ally will fend them off for 3+ turns). Split your Outlaws and send 3-5 to the north gate, and the remaining shoved into the west gate. You will probably meet resistance in the west, but the only entrance you need to reach from the west gate is the southwest one. From the north, split again and attempt to reach the northwest and northeast objectives in one turn if possible. As a bonus, if your Outlaw has one extra movement point when it takes an objective, it still has that after and can move onto a castle for 70% defense. The southwest objective can be taken by pushing through the west gate. After those three are down, squeeze some Outlaws from the north or west to the southeast, at any cost. In all likelihood, the northeast Outlaw will have little resistance because of the orc/human fighting. Your leader can head northwest to the corner of the map for safety, don't use him for fighting. NOTE: You don't need the extra ally that was offered earlier in the campaign, or the extra gold. I made the mistake of getting Rogue Mages, but it didn't matter.&lt;br /&gt;
&lt;br /&gt;
[Comments by Hipparchos] Similar to KingElk, but even faster in my experience: recall/recruit all quick troops then it's &amp;quot;student body left&amp;quot; as you march north along the west side of the map. Hugging the edge isn't necessary (and slows you down a bit), just stay about 3 hexes away from the city walls and you won't attract any defenders (which is what you want). Avoid all enemy contact and combat, and ignore villages, as your goal is the NORTH gate! You must accept Helicrom's help, then fall in behind his lines as his horsemen attack the city and attract the guards away from the western walls while the orcs attract the guards away from the eastern walls. I also send a single sacrificial unit east to distract and delay the Wesnoth reinforcements. By the time you're at the north gate, it should be totally unguarded. The city is fast-moving pavement, so you should be able to rush enough units in through the north gate to take all four towers in one or two turns. The entire scenario takes me 12 turns this way.&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns - Walkthroughs]]&lt;br /&gt;
[[Category:Campaigns - Liberty]]&lt;/div&gt;</summary>
		<author><name>Hipparchos</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Liberty&amp;diff=46457</id>
		<title>Liberty</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Liberty&amp;diff=46457"/>
		<updated>2012-04-15T02:55:23Z</updated>

		<summary type="html">&lt;p&gt;Hipparchos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Footpads are the core unit for this campaign. High defense, mixed attacks, and cheap makes them handy in all events. You get Harper in all scenarios, plus two loyal Footpads; level these up, plus any others you recruit with good traits.&lt;br /&gt;
&lt;br /&gt;
The main problem in this campaign is finding units to deal damage; Footpads are great for swarming and pinning enemies, but even swarming an enemy from all sides they might take less than half its HP off in one turn. In daylight, or even at dawn/dusk against enemies with resistances, none of your L1 units cause much damage. It's important to level up a couple each of Thugs and Poachers; you then use these as first strike against an enemy unit, followed by the Footpad swarm to finish them off or at least pin them so you can finish them next turn. In particular, you want a Huntsman by scenario 7 so you have decent marksman damage for busting enemy commanders.&lt;br /&gt;
&lt;br /&gt;
=== The Raid ===&lt;br /&gt;
* Objectives: Defeat the goblins &lt;br /&gt;
* Lose if: The goblins reach the village or Baldras or Harper die or time runs out&lt;br /&gt;
* Turns: 24/18/14 (easy/medium/hard)&lt;br /&gt;
* Starting units: Baldras, Harper and other bandits&lt;br /&gt;
You have enough troops to beat the goblins in a straight-up fight;&lt;br /&gt;
your problem is luring the leader to attack you rather than running&lt;br /&gt;
straight up the board and into the village (if this happens you&lt;br /&gt;
lose!).  This means you need to dangle some units in his engagement&lt;br /&gt;
range.  Spend your loyal Footpads, you won't get to keep more than two&lt;br /&gt;
of them after you leave the village.&lt;br /&gt;
&lt;br /&gt;
Running Harper and one other Footpad north works well; provided the other draws the goblin leader off of his run north, Harper can then either join in fighting him, or complete the run north (where you get a couple of thugs for free) and return with them, depending on how far north you get before he breaks his run.&lt;br /&gt;
&lt;br /&gt;
=== Civil Disobedience ===&lt;br /&gt;
* Objectives: Defeat the army captain&lt;br /&gt;
* Lose if: Baldras or Harper die or time runs out&lt;br /&gt;
* Turns: 14/13/12 (easy/medium/hard)&lt;br /&gt;
* Starting units: Baldras and Harper&lt;br /&gt;
Bunch up all your fighters and use them to swarm single or paired cavalry units. Use houses for cover. Remember to keep recruiting in those early turns, even if you have to forgo attacking enemies from good cover to make the space for the recruit to stand.&lt;br /&gt;
&lt;br /&gt;
Poachers are useful for getting damage into the enemy cavalry and have decent defense when in your castle or in villages, and then use footpads to take positions in the open (they have good defense in the open) to wrap around enemy units. Ideally you want the enemy to wrap cavalry around units in your keep, and you then wrap around the ones behind your keep with Poachers and Footpads. The enemy commander is a tough fight, since he often meets you in daylight and has good melee and ranged attacks; ideally get him next to your keep so you can have your commander and two Poachers hitting him from relative safety, and then put a Footpad or Thug on the other side to pin him there.&lt;br /&gt;
&lt;br /&gt;
=== A Strategy of Hope ===&lt;br /&gt;
* Objectives: Defeat the enemy leaders&lt;br /&gt;
* Lose if: Baldras, Harper or Relana die or time runs out&lt;br /&gt;
* Turns: 35/30/25 (easy/medium/hard)&lt;br /&gt;
* Starting units: Baldras and Harper&lt;br /&gt;
The orcs don't make a lot of archers, so swarm them with Footpads and Outlaws firing slingstones. Detach one or two Footpads to go on an extended village-stealing run in the north of the board while you're doing this. The saurians are much weaker than the orcs so concentrate your forces against the orcs. Your allies are a little better than evenly matched against the saurians, so by the time you finish the orcs you should be able to run northwest and take the leader without too much trouble.&lt;br /&gt;
&lt;br /&gt;
=== Unlawful Orders ===&lt;br /&gt;
* Objectives: Defeat Asheviere's general&lt;br /&gt;
* Lose if: Baldras, Harper or Lord Maddock die or time runs out&lt;br /&gt;
* Turns: 30/22/16 (easy/medium/hard)&lt;br /&gt;
* Starting units: Baldras and Harper&lt;br /&gt;
Detach two Footpads to grab villages, one in the town (Lord Maddock isn't going to use them all&lt;br /&gt;
anyway) and one to the north. Move your commander onto Lord Maddock's keep at the first chance you get, so you can recruit more and closer to the action.&lt;br /&gt;
&lt;br /&gt;
Lord Maddock's throws his troops away early. Your force should be a few Thugs, a couple of Footpads and perhaps 2 Poachers to hold the south bank of the island; let the enemy come to you here and fight from in the water. Then send an Outlaw and Footpad strike force out the east gate and down, which will swarm enemy stragglers and late recruits and then hit the enemy commander.&lt;br /&gt;
&lt;br /&gt;
=== Hide and Seek ===&lt;br /&gt;
* Objectives: Get Baldras to the signpost (preferably without being seen)&lt;br /&gt;
* Lose if: Baldras or Harper die or time runs out&lt;br /&gt;
* Turns: 34/30/26 (easy/medium/hard)&lt;br /&gt;
* Starting units: Baldras and Harper&lt;br /&gt;
* Other: You will be seen if you end your turn within visual range of an enemy unit&lt;br /&gt;
The moment you get within visual range of an enemy it will attack and all the other enemies wake up also. What saves you is that Harper can see farther than they can. Don't run ahead with him, you need Baldras to the exit point; Harper scouts the way, he follows.&lt;br /&gt;
&lt;br /&gt;
The safe route is south-east, using Harper to eye a way between the soldiers. Head between some others through some mountains and head all the way across to the east edge of the map. Then head south through a lake and then southeast until above the exit and down. Also avoid the temptation to grab a village. This will trigger an attack even when not in range of a soldier.&lt;br /&gt;
&lt;br /&gt;
If you still need to level either Harper or Baldras, go ahead and kill one or two of the soldiers when you are right near the signpost.&lt;br /&gt;
&lt;br /&gt;
=== The Grey Woods ===&lt;br /&gt;
* Objectives: Defeat the Lich and the other two enemy leaders&lt;br /&gt;
* Lose if: Baldras or Harper die or time runs out&lt;br /&gt;
* Turns: 50/44/42 (easy/medium/hard)&lt;br /&gt;
* Starting units: Baldras and Harper&lt;br /&gt;
This is a fairly easy search-and destroy, with lots of relatively weak undead so lots of leveling-up opportunities. Grab Helicrom's villages, he starts with a ton of gold anyway. The bad guys are at the southeast, southwest and northwest corners.&lt;br /&gt;
&lt;br /&gt;
You could almost ignore the southeast village, Helicrom's troops will take care of it; just send say an Outlaw and a Footpad to maybe sneak some XP, and to scout and grab villages below the southeast enemy. Your main force, Footpads plus a few Thugs/Bandits should head southwest across the bridge and have a quick fight with the green Lich's forces that have made it out. Continue on to kill him, and then head south to the other Lich. It is an excellent place to level up some Footpads to L2 or even L3. While I am not over judicious with my use of the &amp;quot;fodder&amp;quot; units, I still came out with about 8 or 9 L2+ units. &lt;br /&gt;
&lt;br /&gt;
At the end, choose to have Helicrom join you in battle (you only get this choice if Helicrom is alive). You probably don't need the gold and being able to recruit Rogue Mages isn't that helpful (they don't heal). It makes the last scenario (while frustrating because your allies get in your way) pretty easy.&lt;br /&gt;
&lt;br /&gt;
=== The Hunters ===&lt;br /&gt;
* Objectives: Defeat all the enemy forces&lt;br /&gt;
* Lose if: Baldras or Harper die or time runs out&lt;br /&gt;
* Turns: 36/31/26 (easy/medium/hard)&lt;br /&gt;
* Starting units: Baldras and Harper&lt;br /&gt;
The trick in this one is that your Outlaws fight better in mountains than Heavy Infantry do. So bean them with missile weapons from the mountains at the north edge of the road, then clump your guys and go west towards the keep. Swarm the cavalry units as they hit you; they probably won't concentrate enough to be more than a nuisance to L2 and L3 characters.&lt;br /&gt;
&lt;br /&gt;
[Comments by Bumblebee] Another trick is that Outlaws are good in the forest, and enemies from the castle have a long way to go before they reach it, so they don't reach the forest together. After Heavy Infantry platoon is taken care of, prepare to meat the first wave of attackers in the forest (some Trappers or Poachers with pierce attack are helpful, Shadow Mages are surprisingly effective too). Send few quick units to the north to take villages. In my game at medium, two Footpads and a watchman were enough to draw two riders to the north, trap them on the narrow forest road for several turns and finally kill them (there are villages to heal in and plenty of space to retreat). As soon as enemies of the first wave have found their eternal home in the forest, counterattack. Take villages, protect wounded, swarm in the dark. Don't recruit too many units in this mission because you will need money for the next one.&lt;br /&gt;
&lt;br /&gt;
=== Glory ===&lt;br /&gt;
* Objectives: Destroy all four towers&lt;br /&gt;
* Lose if: Baldras dies or time runs out&lt;br /&gt;
* Turns: 48/45/40 (easy/medium/hard)&lt;br /&gt;
* Starting units: Baldras and Harper&lt;br /&gt;
* Other: Move a unit onto the trap door to destroy a tower&lt;br /&gt;
The only genuinely difficult puzzle in Liberty, because the Wesnoth army is tough to beat if you have to try to take them inside their fortress (and they get reinforcements every afternoon). You have to lure as many as possible out of the fortress -- dangle bait just within their engagement range. It's the final scenario, so don't worry about money, just recall all your L2 and L3 recalls and recruit until you are out of gold.&lt;br /&gt;
&lt;br /&gt;
If you chose to have Helicrom join you in battle, he appears in a camp to your right at the start. While his troops get in the way a lot, they do kill some units and help if only by diverting some of the opposing forces.&lt;br /&gt;
&lt;br /&gt;
March them straight north and hang out around the first village there. It will be a nice pitched battle for a few turns, but eventually your numbers will overwhelm them. Then you can split your forces a bit to the west and south entrances. Remember that your Outlaws and above fight a lot better in the mountains than your opponents (offsetting the garrison bonus).&lt;br /&gt;
&lt;br /&gt;
[Comments by cph] At hard, I played it a bit differently. Helicrom's units throw themselves at the south gate and clog it for a day or so; the riders attack the west gate and tie up the enemy there. So I marched my entire force into the woods southwest of the fortress; once both gates were clogged by the allies, I moved my forces closer to both gates, and then lunged into the fortress with all the Footpads, Outlaws and Fugitives I could fit in. Fugitives on good defensive tiles are great for holding the flanks of the thrust, and Footpads are expendable. Bash away throughout the night on all the enemies you can, moving as much as you can into the fortress; seize the central fort with outlaws, and rush Footpads to the 4 towers as soon as you get an opening. The orcs went down the east side of the level, so they ran straight into the reinforcements, and I didn't have to fight either.&lt;br /&gt;
&lt;br /&gt;
[Comments by Bumblebee] A different strategy is to avoid direct fight as much as possible and remember you lead guerilla fighters. Recall all quick L2 and L3 units (with at least 6 or 7 moves per turn), recall all ''quick'' L1 Footpads, some poachers and a couple of Thieves or Rogues are helpful too. Spend the first day taking villages and moving your forces, let riders and orcs kill some defenders. Don't send too many units on eastern flank, or they will lure orcs, and orcs will fight mostly you instead of garrison. When army reinforces arrive, retreat if they notice you. Kill pursuers one by one. Let reinforces meet orcs.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, put quick units near every tower. Southern, western and northern sides of the fortress are relatively safe for that. Don't put units too close to bridges and entrances, or they will draw defenders' attention. Let riders and orcs fight and lure enemy forces away from the towers. When a tower is empty for a moment, sneak into it. Quick Footpads can reach entrance to catacombs from outside in one turn if way is free. When riders and orcs are dead, simulate night attacks on the bridge opposite to the towers you want to take. I had to sacrifice some units at the southern bridge before guards left one of the northern towers. I finished at turn 16 at medium.&lt;br /&gt;
&lt;br /&gt;
[Comments by KingElk] Similar to bumblebee, but more specific. This worked on normal difficulty, I'm not sure if it would work on hard. First, recall any Outlaws/Fugitives, or Rangers (I had one ranger (L3 Poacher) and it came in handy fending some of the enemies off, and it is fast.) As the above states, any units with 6/7 moves per turn. Do NOT recall anything else, even if its L3. After, with any leftover gold, recruit Outlaws until you are out of money. Move your entire army (and leader) along the dead west part of the map, until you reach the west entrance. Do NOT fight the army coming from the south gate. They might get a few shots at you but you will beat the scenario before they swing around their main army to trap you in the west (your northwest ally will fend them off for 3+ turns). Split your Outlaws and send 3-5 to the north gate, and the remaining shoved into the west gate. You will probably meet resistance in the west, but the only entrance you need to reach from the west gate is the southwest one. From the north, split again and attempt to reach the northwest and northeast objectives in one turn if possible. As a bonus, if your Outlaw has one extra movement point when it takes an objective, it still has that after and can move onto a castle for 70% defense. The southwest objective can be taken by pushing through the west gate. After those three are down, squeeze some Outlaws from the north or west to the southeast, at any cost. In all likelihood, the northeast Outlaw will have little resistance because of the orc/human fighting. Your leader can head northwest to the corner of the map for safety, don't use him for fighting. NOTE: You don't need the extra ally that was offered earlier in the campaign, or the extra gold. I made the mistake of getting Rogue Mages, but it didn't matter.&lt;br /&gt;
&lt;br /&gt;
[Comments by Hipparchos] Similar to KingElk, but even faster in my experience: recall/recruit all quick troops then it's &amp;quot;student body left&amp;quot; as you march north along the west side of the map. Hugging the edge isn't necessary (and slows you down a bit), just stay about 3 hexes away from the city walls and you won't attract any defenders (which is what you want). Avoid all enemy contact and combat, and ignore villages, as your goal is the NORTH gate! You must accept Helicrom's help, then fall in behind his lines as his horsemen attack the city and attract the guards away from the western walls while the orcs attract the guards away from the eastern walls. I also send a single sacrificial unit east to distract and delay the Wesnoth reinforcements. By the time you're at the north gate, it should be totally unguarded. The city is fast-moving pavement, so you should be able to rush enough units in through the north gate to take all four towers in one or two turns. The entire scenario takes me 12 turns or so this way.&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns - Walkthroughs]]&lt;br /&gt;
[[Category:Campaigns - Liberty]]&lt;/div&gt;</summary>
		<author><name>Hipparchos</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Liberty&amp;diff=46456</id>
		<title>Liberty</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Liberty&amp;diff=46456"/>
		<updated>2012-04-15T00:52:15Z</updated>

		<summary type="html">&lt;p&gt;Hipparchos: /* Glory */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Footpads are the core unit for this campaign. High defense, mixed attacks, and cheap makes them handy in all events. You get Harper in all scenarios, plus two loyal Footpads; level these up, plus any others you recruit with good traits.&lt;br /&gt;
&lt;br /&gt;
The main problem in this campaign is finding units to deal damage; Footpads are great for swarming and pinning enemies, but even swarming an enemy from all sides they might take less than half its HP off in one turn. In daylight, or even at dawn/dusk against enemies with resistances, none of your L1 units cause much damage. It's important to level up a couple each of Thugs and Poachers; you then use these as first strike against an enemy unit, followed by the Footpad swarm to finish them off or at least pin them so you can finish them next turn. In particular, you want a Huntsman by scenario 7 so you have decent marksman damage for busting enemy commanders.&lt;br /&gt;
&lt;br /&gt;
=== The Raid ===&lt;br /&gt;
* Objectives: Defeat the goblins &lt;br /&gt;
* Lose if: The goblins reach the village or Baldras or Harper die or time runs out&lt;br /&gt;
* Turns: 24/18/14 (easy/medium/hard)&lt;br /&gt;
* Starting units: Baldras, Harper and other bandits&lt;br /&gt;
You have enough troops to beat the goblins in a straight-up fight;&lt;br /&gt;
your problem is luring the leader to attack you rather than running&lt;br /&gt;
straight up the board and into the village (if this happens you&lt;br /&gt;
lose!).  This means you need to dangle some units in his engagement&lt;br /&gt;
range.  Spend your loyal Footpads, you won't get to keep more than two&lt;br /&gt;
of them after you leave the village.&lt;br /&gt;
&lt;br /&gt;
Running Harper and one other Footpad north works well; provided the other draws the goblin leader off of his run north, Harper can then either join in fighting him, or complete the run north (where you get a couple of thugs for free) and return with them, depending on how far north you get before he breaks his run.&lt;br /&gt;
&lt;br /&gt;
=== Civil Disobedience ===&lt;br /&gt;
* Objectives: Defeat the army captain&lt;br /&gt;
* Lose if: Baldras or Harper die or time runs out&lt;br /&gt;
* Turns: 14/13/12 (easy/medium/hard)&lt;br /&gt;
* Starting units: Baldras and Harper&lt;br /&gt;
Bunch up all your fighters and use them to swarm single or paired cavalry units. Use houses for cover. Remember to keep recruiting in those early turns, even if you have to forgo attacking enemies from good cover to make the space for the recruit to stand.&lt;br /&gt;
&lt;br /&gt;
Poachers are useful for getting damage into the enemy cavalry and have decent defense when in your castle or in villages, and then use footpads to take positions in the open (they have good defense in the open) to wrap around enemy units. Ideally you want the enemy to wrap cavalry around units in your keep, and you then wrap around the ones behind your keep with Poachers and Footpads. The enemy commander is a tough fight, since he often meets you in daylight and has good melee and ranged attacks; ideally get him next to your keep so you can have your commander and two Poachers hitting him from relative safety, and then put a Footpad or Thug on the other side to pin him there.&lt;br /&gt;
&lt;br /&gt;
=== A Strategy of Hope ===&lt;br /&gt;
* Objectives: Defeat the enemy leaders&lt;br /&gt;
* Lose if: Baldras, Harper or Relana die or time runs out&lt;br /&gt;
* Turns: 35/30/25 (easy/medium/hard)&lt;br /&gt;
* Starting units: Baldras and Harper&lt;br /&gt;
The orcs don't make a lot of archers, so swarm them with Footpads and Outlaws firing slingstones. Detach one or two Footpads to go on an extended village-stealing run in the north of the board while you're doing this. The saurians are much weaker than the orcs so concentrate your forces against the orcs. Your allies are a little better than evenly matched against the saurians, so by the time you finish the orcs you should be able to run northwest and take the leader without too much trouble.&lt;br /&gt;
&lt;br /&gt;
=== Unlawful Orders ===&lt;br /&gt;
* Objectives: Defeat Asheviere's general&lt;br /&gt;
* Lose if: Baldras, Harper or Lord Maddock die or time runs out&lt;br /&gt;
* Turns: 30/22/16 (easy/medium/hard)&lt;br /&gt;
* Starting units: Baldras and Harper&lt;br /&gt;
Detach two Footpads to grab villages, one in the town (Lord Maddock isn't going to use them all&lt;br /&gt;
anyway) and one to the north. Move your commander onto Lord Maddock's keep at the first chance you get, so you can recruit more and closer to the action.&lt;br /&gt;
&lt;br /&gt;
Lord Maddock's throws his troops away early. Your force should be a few Thugs, a couple of Footpads and perhaps 2 Poachers to hold the south bank of the island; let the enemy come to you here and fight from in the water. Then send an Outlaw and Footpad strike force out the east gate and down, which will swarm enemy stragglers and late recruits and then hit the enemy commander.&lt;br /&gt;
&lt;br /&gt;
=== Hide and Seek ===&lt;br /&gt;
* Objectives: Get Baldras to the signpost (preferably without being seen)&lt;br /&gt;
* Lose if: Baldras or Harper die or time runs out&lt;br /&gt;
* Turns: 34/30/26 (easy/medium/hard)&lt;br /&gt;
* Starting units: Baldras and Harper&lt;br /&gt;
* Other: You will be seen if you end your turn within visual range of an enemy unit&lt;br /&gt;
The moment you get within visual range of an enemy it will attack and all the other enemies wake up also. What saves you is that Harper can see farther than they can. Don't run ahead with him, you need Baldras to the exit point; Harper scouts the way, he follows.&lt;br /&gt;
&lt;br /&gt;
The safe route is south-east, using Harper to eye a way between the soldiers. Head between some others through some mountains and head all the way across to the east edge of the map. Then head south through a lake and then southeast until above the exit and down. Also avoid the temptation to grab a village. This will trigger an attack even when not in range of a soldier.&lt;br /&gt;
&lt;br /&gt;
If you still need to level either Harper or Baldras, go ahead and kill one or two of the soldiers when you are right near the signpost.&lt;br /&gt;
&lt;br /&gt;
=== The Grey Woods ===&lt;br /&gt;
* Objectives: Defeat the Lich and the other two enemy leaders&lt;br /&gt;
* Lose if: Baldras or Harper die or time runs out&lt;br /&gt;
* Turns: 50/44/42 (easy/medium/hard)&lt;br /&gt;
* Starting units: Baldras and Harper&lt;br /&gt;
This is a fairly easy search-and destroy, with lots of relatively weak undead so lots of leveling-up opportunities. Grab Helicrom's villages, he starts with a ton of gold anyway. The bad guys are at the southeast, southwest and northwest corners.&lt;br /&gt;
&lt;br /&gt;
You could almost ignore the southeast village, Helicrom's troops will take care of it; just send say an Outlaw and a Footpad to maybe sneak some XP, and to scout and grab villages below the southeast enemy. Your main force, Footpads plus a few Thugs/Bandits should head southwest across the bridge and have a quick fight with the green Lich's forces that have made it out. Continue on to kill him, and then head south to the other Lich. It is an excellent place to level up some Footpads to L2 or even L3. While I am not over judicious with my use of the &amp;quot;fodder&amp;quot; units, I still came out with about 8 or 9 L2+ units. &lt;br /&gt;
&lt;br /&gt;
At the end, choose to have Helicrom join you in battle (you only get this choice if Helicrom is alive). You probably don't need the gold and being able to recruit Rogue Mages isn't that helpful (they don't heal). It makes the last scenario (while frustrating because your allies get in your way) pretty easy.&lt;br /&gt;
&lt;br /&gt;
=== The Hunters ===&lt;br /&gt;
* Objectives: Defeat all the enemy forces&lt;br /&gt;
* Lose if: Baldras or Harper die or time runs out&lt;br /&gt;
* Turns: 36/31/26 (easy/medium/hard)&lt;br /&gt;
* Starting units: Baldras and Harper&lt;br /&gt;
The trick in this one is that your Outlaws fight better in mountains than Heavy Infantry do. So bean them with missile weapons from the mountains at the north edge of the road, then clump your guys and go west towards the keep. Swarm the cavalry units as they hit you; they probably won't concentrate enough to be more than a nuisance to L2 and L3 characters.&lt;br /&gt;
&lt;br /&gt;
[Comments by Bumblebee] Another trick is that Outlaws are good in the forest, and enemies from the castle have a long way to go before they reach it, so they don't reach the forest together. After Heavy Infantry platoon is taken care of, prepare to meat the first wave of attackers in the forest (some Trappers or Poachers with pierce attack are helpful, Shadow Mages are surprisingly effective too). Send few quick units to the north to take villages. In my game at medium, two Footpads and a watchman were enough to draw two riders to the north, trap them on the narrow forest road for several turns and finally kill them (there are villages to heal in and plenty of space to retreat). As soon as enemies of the first wave have found their eternal home in the forest, counterattack. Take villages, protect wounded, swarm in the dark. Don't recruit too many units in this mission because you will need money for the next one.&lt;br /&gt;
&lt;br /&gt;
=== Glory ===&lt;br /&gt;
* Objectives: Destroy all four towers&lt;br /&gt;
* Lose if: Baldras dies or time runs out&lt;br /&gt;
* Turns: 48/45/40 (easy/medium/hard)&lt;br /&gt;
* Starting units: Baldras and Harper&lt;br /&gt;
* Other: Move a unit onto the trap door to destroy a tower&lt;br /&gt;
The only genuinely difficult puzzle in Liberty, because the Wesnoth army is tough to beat if you have to try to take them inside their fortress (and they get reinforcements every afternoon). You have to lure as many as possible out of the fortress -- dangle bait just within their engagement range. It's the final scenario, so don't worry about money, just recall all your L2 and L3 recalls and recruit until you are out of gold.&lt;br /&gt;
&lt;br /&gt;
If you chose to have Helicrom join you in battle, he appears in a camp to your right at the start. While his troops get in the way a lot, they do kill some units and help if only by diverting some of the opposing forces.&lt;br /&gt;
&lt;br /&gt;
March them straight north and hang out around the first village there. It will be a nice pitched battle for a few turns, but eventually your numbers will overwhelm them. Then you can split your forces a bit to the west and south entrances. Remember that your Outlaws and above fight a lot better in the mountains than your opponents (offsetting the garrison bonus).&lt;br /&gt;
&lt;br /&gt;
[Comments by cph] At hard, I played it a bit differently. Helicrom's units throw themselves at the south gate and clog it for a day or so; the riders attack the west gate and tie up the enemy there. So I marched my entire force into the woods southwest of the fortress; once both gates were clogged by the allies, I moved my forces closer to both gates, and then lunged into the fortress with all the Footpads, Outlaws and Fugitives I could fit in. Fugitives on good defensive tiles are great for holding the flanks of the thrust, and Footpads are expendable. Bash away throughout the night on all the enemies you can, moving as much as you can into the fortress; seize the central fort with outlaws, and rush Footpads to the 4 towers as soon as you get an opening. The orcs went down the east side of the level, so they ran straight into the reinforcements, and I didn't have to fight either.&lt;br /&gt;
&lt;br /&gt;
[Comments by Bumblebee] A different strategy is to avoid direct fight as much as possible and remember you lead guerilla fighters. Recall all quick L2 and L3 units (with at least 6 or 7 moves per turn), recall all ''quick'' L1 Footpads, some poachers and a couple of Thieves or Rogues are helpful too. Spend the first day taking villages and moving your forces, let riders and orcs kill some defenders. Don't send too many units on eastern flank, or they will lure orcs, and orcs will fight mostly you instead of garrison. When army reinforces arrive, retreat if they notice you. Kill pursuers one by one. Let reinforces meet orcs.&lt;br /&gt;
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Meanwhile, put quick units near every tower. Southern, western and northern sides of the fortress are relatively safe for that. Don't put units too close to bridges and entrances, or they will draw defenders' attention. Let riders and orcs fight and lure enemy forces away from the towers. When a tower is empty for a moment, sneak into it. Quick Footpads can reach entrance to catacombs from outside in one turn if way is free. When riders and orcs are dead, simulate night attacks on the bridge opposite to the towers you want to take. I had to sacrifice some units at the southern bridge before guards left one of the northern towers. I finished at turn 16 at medium.&lt;br /&gt;
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[Comments by KingElk] Similar to bumblebee, but more specific. This worked on normal difficulty, I'm not sure if it would work on hard. First, recall any Outlaws/Fugitives, or Rangers (I had one ranger (L3 Poacher) and it came in handy fending some of the enemies off, and it is fast.) As the above states, any units with 6/7 moves per turn. Do NOT recall anything else, even if its L3. After, with any leftover gold, recruit Outlaws until you are out of money. Move your entire army (and leader) along the dead west part of the map, until you reach the west entrance. Do NOT fight the army coming from the south gate. They might get a few shots at you but you will beat the scenario before they swing around their main army to trap you in the west (your northwest ally will fend them off for 3+ turns). Split your Outlaws and send 3-5 to the north gate, and the remaining shoved into the west gate. You will probably meet resistance in the west, but the only entrance you need to reach from the west gate is the southwest one. From the north, split again and attempt to reach the northwest and northeast objectives in one turn if possible. As a bonus, if your Outlaw has one extra movement point when it takes an objective, it still has that after and can move onto a castle for 70% defense. The southwest objective can be taken by pushing through the west gate. After those three are down, squeeze some Outlaws from the north or west to the southeast, at any cost. In all likelihood, the northeast Outlaw will have little resistance because of the orc/human fighting. Your leader can head northwest to the corner of the map for safety, don't use him for fighting. NOTE: You don't need the extra ally that was offered earlier in the campaign, or the extra gold. I made the mistake of getting Rogue Mages, but it didn't matter.&lt;br /&gt;
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[Comments by Hipparchos] Similar to KingElk, but even faster in my experience: recall/recruit all quick troops then it's &amp;quot;student body left&amp;quot; as you march north along the west side of the map. Hugging the edge isn't necessary (and slows you down a bit), just stay about 3 hexes away from the city walls and you won't attract any defenders (which is what you want). Avoid all enemy contact and combat, and ignore villages, as your goal is the NORTH gate! You must accept Helicrom's help, then fall in behind his lines as his horsemen attack the city and attract the guards away from the western walls while the orcs attract the guards away from the eastern walls. I also send a single sacrificial unit east to distract and delay the Wesnoth reinforcements. By the time you're at the north gate, it should be totally unguarded. The city is fast-moving pavement, so you should be able to rush enough units in through the north gate to take all four towers in one or two turns.&lt;br /&gt;
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[[Category:Campaigns - Walkthroughs]]&lt;br /&gt;
[[Category:Campaigns - Liberty]]&lt;/div&gt;</summary>
		<author><name>Hipparchos</name></author>
		
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