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		<id>https://wiki.wesnoth.org/index.php?title=TheEasternInvasion&amp;diff=13673</id>
		<title>TheEasternInvasion</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=TheEasternInvasion&amp;diff=13673"/>
		<updated>2007-02-05T23:43:56Z</updated>

		<summary type="html">&lt;p&gt;Hstech: Fixed the last sentence to what the author probably meant&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;
'''''NOTE: Eastern Invasion is still undergoing both balancing and plot changes, so these descriptions might not be applicable to later versions of the campaign'''''&lt;br /&gt;
&lt;br /&gt;
Perhaps this will provide grounds for trenchant criticism from more experienced and abler players. These descriptions are aimed at the &amp;quot;medium&amp;quot; difficulty level (as &amp;quot;easy&amp;quot; lets you get away with sloppiness and &amp;quot;hard&amp;quot; is for people who are comfortable with Advanced Tactics). Please improve these and add your own for later levels.&lt;br /&gt;
&lt;br /&gt;
'''Warning: spoilers ahead!'''&lt;br /&gt;
&lt;br /&gt;
==Scenarios==&lt;br /&gt;
=== The Outpost ===&lt;br /&gt;
&lt;br /&gt;
it is probably best to recruit 5 heavy infantry and 1 mage on this scenario. The heavy infantry can flag the villages surrounding you by turn 3, turn 2 if they're quick, and the mage can flag the northern forest village on turn 2 if quick.&lt;br /&gt;
&lt;br /&gt;
Sending 2 HI south, to the revenants, is a good idea because you can usually get both of them a 2nd level kill without having either die. The other ones should stand and fight against the enemies coming at you from the north and east. Use the HI most of time, and use the mage when they are in forest and it can get a killing blow. By the end of the scenario, you should have 2-3 shock troopers and 1 half-advanced mage.&lt;br /&gt;
&lt;br /&gt;
It is sometimes a good idea to recruit another mage on turn 10 or so, since you will probably end the gold with less than 100 gold anyway, so you save money by buying in advance. (mathematically this does make sense). Also, you can get them about 10 experience along the way.&lt;br /&gt;
&lt;br /&gt;
=== Escape Tunnel ===&lt;br /&gt;
&lt;br /&gt;
Don't bother recalling HI, they go too slow in caves. Go for a group of mostly mages, and a couple of spearmen. If a spearmen or mage is quick, have it get the holy water (unlike in other campaigns this holy water is permanent). Use it and Dacyn against the undead, and use the mages against the trolls.&lt;br /&gt;
Since you have allies they shouldn't die. Send Gweddry with a (hopefully) quick mage southeast to avoid the trolls and go to the finish. Send the mage to get the gold, and get Gweddry to the end of the tunnel for a victory.&lt;br /&gt;
&lt;br /&gt;
Giving Gweddry the holy amulet here allows him to level very quickly, which is important, since he can advance to Grand Marshal.  This gives benefits in other ways on a number of later scenarios as well, such as the River Crossing, where you can get an easy 1st turn kill against the undead leader and take his castle.  Note that the leader is very hard to kill anyway.&lt;br /&gt;
&lt;br /&gt;
=== An Unexpected Appearance ===&lt;br /&gt;
&lt;br /&gt;
What you do in this scenario depends on which way you want to go. Going east is harder, but brings you more reward, such as the chance to go to Mal-Ravanal's Capital, which gives you the opportunity to get extra experience (a lot for whoever survives) and a free Paladin and several Knights.&lt;br /&gt;
&lt;br /&gt;
Obviously, first kill Mal-Tar. To do this, shoot him with Dacyn and attacking him with Gweddry's melee. It probably won't kill him the first turn, so second turn kill the vampire bat he recruits with Dacyn and finish Mal-Tar off with Gweddry.&lt;br /&gt;
&lt;br /&gt;
Then, recall 2 shock troopers and 1 half-advanced heavy infantry on the side of the castle you are going (so if you are attacking eastward, recall them on the 3 eastern castle hexes). This gives them  a headstart in that direction.&lt;br /&gt;
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;
&lt;br /&gt;
Recall any mages with a lot of XP and the spearman you gave the holy water in the previous scenario, then go whichever way you are going. You might want to recruit one throw-away cavalryman to go north, since he gives you income and draws away enemies that otherwise would attack your main force from behind.&lt;br /&gt;
&lt;br /&gt;
===Diverging Campaign Path===&lt;br /&gt;
==== Elven Alliance ====&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
Once you have gotten past turn 6, it will be day, and the orcs will be very easy to defeat. When the assassin appears on turn 7, ignore it unless you have a cavalryman still down there. In that case, use it to fight the assassin. Keep pressing up. By turn 9, the orcish leader should be dead.&lt;br /&gt;
&lt;br /&gt;
==== The Undead Border Patrol ====&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
I would use mostly heavy infantry and spearmen with holy water 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;
&lt;br /&gt;
Try to get the opponent to fight you from the sand. This gives you something like a 70% CTH. &amp;gt;)&lt;br /&gt;
&lt;br /&gt;
===== Mal-Ravanal's Capital =====&lt;br /&gt;
&lt;br /&gt;
Only reachable from ''The Undead Border Patrol'' scenario, but you might also skip it and go directly to ''Northern Outpost''.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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;
As of 1.0.2 it's the Bone Shooters that must be killed to release knights.  On the first kill you will get a Paladin as well as the Knight.  These seem to all appear around the same village.  Maybe they group around the Paladin.  Each unit pops in with full moves.  If you can use some of them to kill other Bone Shooters, you end up with a substantial cavalry force very quickly.&lt;br /&gt;
&lt;br /&gt;
On easy at least, in 1.0.2, my opponents summoned no Bone Shooters, only Revenants.  It took a while for them to arrive, and I could have killed the NW Necromancer, but I waited it out.  I still got paladins and knights for killing Revenants.  (vfb)&lt;br /&gt;
&lt;br /&gt;
=== The Northern Outpost ===&lt;br /&gt;
&lt;br /&gt;
Reachable both from ''The Undead Border Patrol'' and the ''Elven Alliance'' scenarios.&lt;br /&gt;
&lt;br /&gt;
There are two enemies in this scenario that you must defeat - the undead and the outlaws.The undead are fairly straightforward to defeat, and in any case Owaec usually does most of the work. Just aid him with a few well-placed shock troopers (1-2 should do). That was the easy part.&lt;br /&gt;
&lt;br /&gt;
The main challenge is the criminals. They appear randomly in the villages you flag (one of the villages has assasin that is outlaw leader), but not in those Owaec flags. So don't worry about him uncovering enemies for you. Since when you capture a village the outlaws surround it, you should&lt;br /&gt;
surround each village before you capture it, so the enemy surrounds you. This makes it so they can't gang up on one of your units with more than 3 people. Also, when you capture a village, try to kill as many enemies as you can before they get a turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Faster units are good on this level, since you need to run quickly around from village to village. Probably 1-2 cavalrymen, and 1-2 horsemen, plus some advanced mages and spearmen, will make large enough force. Don't take any heavy infantry along bandit-hunting, although they're useful, as stated before, in fighting the undead.&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
/* 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;
&lt;br /&gt;
=== Two Paths ===&lt;br /&gt;
&lt;br /&gt;
There is a choice to be made here, whether you want to fight the undead or the orcs. The orcs will be harder to defeat, because their leader is level 3, but it might pay off later to kill him. It depends on how large an army you have by now. If you can't take the orcs, you should recall what holy and impact units you do have and attack the undead. You should set up a barrier so that the orcs can't attack your white mages and such. The orcs like to use assassins, so you might need a white mage to help support the barrier, or just put a HI on a village. The orcs might go for him, not around him.&lt;br /&gt;
&lt;br /&gt;
If you want to go for the orcs, remember, there are only 12 turns, so you have to go straight north. I used lots of level 2 and 3 mages I had from the previous maps, then sent the 2 strongest west to fight off the (very weak) undead creatures, while everything else went north, killing the orc warlord just in time at turn 12.&lt;br /&gt;
&lt;br /&gt;
=== Diverging Campaign Path===&lt;br /&gt;
==== Undead Crossing ====&lt;br /&gt;
&lt;br /&gt;
Nicknameless person thinks that this is easier choice, because you're facing lich. Lich is turned to undead so it's weak to fire, impact and holy attacks, unlike Necromancer. Just get all those units with holy water, recruit lots of heavy infantry and mages, get everyone over river, to the east coast of island the lich is at. Wait there until it's daytime, and then simply CHARGE!!!&lt;br /&gt;
&lt;br /&gt;
==== The Crossing ====&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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.  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;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
If you manage to hold the south bank against the undead, don't leave Owaec there.  He needs to cross to the north bank to complete the scenario, and he moves one hex a turn in the water.&lt;br /&gt;
&lt;br /&gt;
=== Training the Ogres ===&lt;br /&gt;
&lt;br /&gt;
This can be a confusing scenario to understand. Basically, you are fighting the ogres while also trying not to let them reach the rocky borders where they will &amp;quot;escape&amp;quot; (or disappear). Understand how the AI works and that units will attack the weakest units who are closest to levelling. &lt;br /&gt;
&lt;br /&gt;
I made it 5 turns with 2 ogres remaining by killing two of them right at the start with Gweddry, then letting the other two chase Dacyn and Owaec.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;(what did you do about the remaining minus one ogres in version 1.1.11?  Also, I find that when there are only two, they try their utmost to escape)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: Whether or not to use ogres is a matter of playing style.  Once they level up, Ogres are quite a tough unit that deals middling damage, but unfortunately can't advance beyond level 2.  Their upside is that they move at normal speed on hills and cave floor, which makes them your most mobile unit in at least one scenario (''Captured'').  And as they are of neutral alignment, they can sometimes be handy to have around at nighttime.&lt;br /&gt;
&lt;br /&gt;
=== Xenophobia  ===&lt;br /&gt;
&lt;br /&gt;
This one was pretty easy. I recruited as much as I could, then went straight west to the elves, since they looked weakest. Then from there I went north, letting Owaec grab the holy water. When I arrived at the orc castle, orcs and dwarfs had almost killed each other - so I went with a huge army to the dwarven castle and finished around turn 25.&lt;br /&gt;
(Allefant)&lt;br /&gt;
&lt;br /&gt;
Another strategy is to go for the dwarves first. They start out by sending my of their troops to fight the orcs, leaving their leader unguarded. When you kill him, start going west. When you get to the orcs, they and the elves should have reduced their numbers drastically, allowing you a relatively easy victory. Then, head south for the elvish leader, who will probably not have much to recruit. Although it is forest, a few mages will make sure a little bad luck doesn't hurt you.&lt;br /&gt;
&lt;br /&gt;
The main strategy in this scenario is staying out of the fighting as much as possible, picking off the weaker sides, and in general letting your enemies kill themselves.&lt;br /&gt;
&lt;br /&gt;
There was a bug in this scenario [really just a typo in the event] that was causing the holy amulet on square 20, 12 to actually be trigered when you move onto sqare 12, 2.  This is fixed as of 1.0.2.&lt;br /&gt;
&lt;br /&gt;
=== Lake Vrug ===&lt;br /&gt;
&lt;br /&gt;
A dragon and a gryphon caught me by surprise, but I had way over-recruited so both were slain on sight. Later some trolls attacked along the way, which I chased to get some XP. On this scenario, don't recruit too much, since there aren't many enemies.&lt;br /&gt;
&lt;br /&gt;
This scenario is fairly straightforward. You start in the south and need to move your leaders north across a bridge and to the west to the end of the path. As mentioned above, there isn't much need to recruit heavily: some heavy infantry to block attackers and some mages to kill trolls. To save on gold, recruit a horseman or two and send them west right before the river--there's a path there leading through some Gryphon villages.&lt;br /&gt;
&lt;br /&gt;
You will run into some gryphon, a dragon, and a handful of trolls across the river. Keep a cadre of heavy infantry and mages to tackle them while you send your leaders to the west. Be careful of the gryphons' mobility and ability to swing around troops' zones of control and deliver the final blow to some injured troops.&lt;br /&gt;
&lt;br /&gt;
If you'd like you can follow the path through the mountains to the northeast where there may be a few more trolls to hack up.&lt;br /&gt;
&lt;br /&gt;
=== Captured ===&lt;br /&gt;
&lt;br /&gt;
You start out by running up a tunnel to find some of your companions. Don't go back down that way or you will have to face some extremely mean trolls in the narrow tunnel. Instead, follow the Northern tunnel around. At the end of that tunnel, you will enter the throne room where there is a leader and some enemy troops. &lt;br /&gt;
&lt;br /&gt;
At that moment, you will then have access to a number of wounded troops, automatically recalled, to the east. They will face a number of assassins and trolls, working their way west.&lt;br /&gt;
&lt;br /&gt;
The exit is in the SW corner, so move your mounted units in that direction since they move very slowly in cave tunnels. You should have plenty of turns to wipe everything out. You are victorious when Gweddry moves outside of the caves.&lt;br /&gt;
&lt;br /&gt;
The current version (gotten with the Debian package for Wesnoth 1.0) has a holy necklace on this level, at coordinates x=12, y=2. Grab it to kill undead better.&lt;br /&gt;
&lt;br /&gt;
Also in version 1.0, the carry-over bonus seems to be absent. There is however, a huge collections of villages in the south (the City). If you need money for the next scenario, this is where to get it. Beware that if you move to the City too early, there will be a troll there ready to hack up any level one troops.&lt;br /&gt;
&lt;br /&gt;
=== Evacuation ===&lt;br /&gt;
&lt;br /&gt;
In version 0.9.1, this one seems to be a bit unbalanced (i.e., too easy). I recalled all my strong units because of the messages that you have to move everyone you want to keep south and then destroy the bridge. But instead, I could kill all three enemy leaders in just a few turns and no losses (I had only level 2 and 3 units). First I moved my whole army to the eastern Orc, then to the southern, then to the Troll, and was done in 6 turns. That way I didn't have to blow up the bridge (which isn't worth seeing - I expected a big explosion, but the bridge just disappeared) and could keep all recruits, not just the ones I recalled.&lt;br /&gt;
&lt;br /&gt;
It seems that in 1.0, the scenario is a bit more balanced. In fact many players find this frustratingly difficult--you '''will''' lose troops you've spent the whole game trying to deveop.&lt;br /&gt;
&lt;br /&gt;
Some strategies suggest taking out one or two of the leaders, but many end up losing too many troops and having an unprotected rear while crossing the bridge. In the end, spend the first round recruiting fodder, the second for recalling the troops you want to keep, and the rest sending fodder out and trying to get across the damn bridge.&lt;br /&gt;
&lt;br /&gt;
You will need quite a bit of gold to complete this scenario, as you won't be able to hold enough villages to sustain your upkeep. You might consider replaying the previous scenario--look for the City to the south--to acquire over 400 gold to enter this scenario.&lt;br /&gt;
&lt;br /&gt;
Note that troops left on the bridge when the engineer reaches the signposts will also be retained.&lt;br /&gt;
&lt;br /&gt;
[Garion] In 1.0, I recruited a lot of Cavalry for fodder, spacing them 1 hex apart to establish a ZOC corridor from my castle to the bridge.  They got chewed up very quickly, but they bought me enough time to get out.  Use a few Shock Troopers to guard your rear against the Blue enemy; they're too slow to escape anyway.  Remember to recall your slowest units closest to the bridge, to minimize the time they spend in transit.  I was able to evacuate 2 Holy Cavaliers, 2 Paladins, a Great Mage, the three heroes, a quick Iron Mauler, 2 White Mages, and a Mage of Light.&lt;br /&gt;
&lt;br /&gt;
=== The Drowned Plains ===&lt;br /&gt;
In this scenario, every time you move there is a chance that undead will spring out of the ground a few hexes away from the moving unit. Try to conserve moves and don't recall too many units. (They really aren't necessary, anyways). &lt;br /&gt;
&lt;br /&gt;
Also note that the Skeletal Dragon has lowered resistance against impact (but not holy, and strong resistance against everything else). The dragon is just wandering around, and won't attack or go for you until you get near it, so make sure you have a powerful enough force ready to kill it before you move within range of it.&lt;br /&gt;
&lt;br /&gt;
[Bartimaeus] Or you could just sacrifice the peasants that you might find in some of the villages. Get them to charge into unknown territory, reveal the enemy and get your stronger units to obliterate them next turn.&lt;br /&gt;
&lt;br /&gt;
=== Approaching Weldyn ===&lt;br /&gt;
This scenario is fairly easy, and should only take 6-8 units. The first turn, recall any mounted holy units you may have (paladins, or any other who have picked up an amulet), and some advanced mages. Don't get heavy infantry, they are too slow, and a rush strategy is most appropriate. Rush the Dark Sorcerer closest to you; since he only recruits level 1 units, he should be easy to defeat. If you are good, he will be dead around turn 5. Then, just run south with Gweddry, and defeat against any undead coming at you from the west with your other units. Since the other two enemies are more powerful than the one you killed, and Konrad II acts, well, stupid, they might start beating him. So, send some of your quicker units (the mounted ones) to help him out. Just make sure the undead archers don't kill them.&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;
&lt;br /&gt;
Luckily, you have a lot of allies, but they tend to act rather stupid, and their units are level 1 while the enemies' are level 2 or 3. So, they will serve as distractions, but won't win the battle for you. The northern enemy is one of the strongest, so don't attack him first, just send a few units to form a defensive wall. He tends to recruit a lot of Spectres, and a group of 4 of them can kill any first level unit in one turn. You should try to kill the enemies on this level, not just survive the night. Send rather large forces to attack the south-eastern and south-western enemies, making sure that your ally puts his units on the front line - that way, the undead will kill his units, but have no one left to attack you. Advanced mages are very useful, since they tend to kill revenants and ghouls in one attack. Once the other enemies are defeate, advance on the northern enemy, killing his spectres with mages. You should be able to level up a few. After the scenario, there is a choice of going to The Duel, or to Weldyn Besieged. In The Duel, you can only use your 6 best units, and Weldyn Besieged is just another big battle.&lt;br /&gt;
&lt;br /&gt;
===Diverging Campaign Path===&lt;br /&gt;
==== The Duel ====&lt;br /&gt;
&lt;br /&gt;
Get ready to face an assorted set of one ancient lich, 6 liches and necromancers, plus some lower units.&lt;br /&gt;
&lt;br /&gt;
3 great mages and 3 mages of light can do the trick, just go for Mal-Ravanal at daylight. Seemed much too easy (version 0.9.1 + 1.0, medium difficulty). He is really dumb (or cocky), blindly rushing forward. Even suiciding on a white mage isn't beneath him.&lt;br /&gt;
&lt;br /&gt;
If you ever gave a red mage an amulet and leveled him up, a holy great mage can kill Mal-Ravanal in two hits. A strong Iron Mauler with an amulet and leadership (Grand Marshal) can even take him out in one hit. But if you plan on Iron Mauling your way through, keep in mind that they are vulnerable to cold ! Thus the best units here are without a doubt cavaliers outfitted with an amulet. If you don't have or want amulets, I guess some paladins could be used too.&lt;br /&gt;
&lt;br /&gt;
==== Weldyn Besieged ====&lt;br /&gt;
&lt;br /&gt;
I had hoped for a big final battle like in Heir of the Throne - but instead I could assassinate Mal-Ravnal in just 5 turns. Apparently, the later scenarios in &amp;quot;Eastern Invasion&amp;quot; aren't balanced yet (version 0.9.1 here, medium difficulty).&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[ScenarioDiscussion]]&lt;br /&gt;
* [[LoyalistCampaign]]&lt;/div&gt;</summary>
		<author><name>Hstech</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=HeirToTheThrone&amp;diff=13672</id>
		<title>HeirToTheThrone</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=HeirToTheThrone&amp;diff=13672"/>
		<updated>2007-02-05T22:24:44Z</updated>

		<summary type="html">&lt;p&gt;Hstech: A space was missing&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;
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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 &amp;quot;Easy&amp;quot; level without trying very hard. 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;
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The walkthrough below was originally written for game versions 0.8 to 0.8.11. A revision is in progress based on 0.9.x. Descriptions that still need updating include Test of the Clans (renamed and redone), Princess of Wesnoth (now harder), and Crossroads (now easier).&lt;br /&gt;
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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;
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Finally, some [http://www.hermann-uwe.de/blog/my-wesnoth-replays-online replays] were posted by Uwe Hermann.&lt;br /&gt;
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'''Warning spoilers ahead!'''&lt;br /&gt;
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== 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 by turn 16.&lt;br /&gt;
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Terrain dictates two routes to the signpost: west to the druid and then north, or north over the bridge and then west. If Konrad goes west, consider sending Delfador north to encourage the northern army to split. Otherwise, Konrad's route might be blocked by enemy units. If you take the northern path, veer west just south of the rough terrain.&lt;br /&gt;
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You have enough gold to build 6 units (4 costing 17 or 18, 2 costing 14). For example: two scouts, a shaman, an archer, and two fighters. If you recruit scouts, send them south to capture villages that do not have red flags.  They will also delay the southern orcs. 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. Position the scouts so only one enemy can attack each scout at once. Do not let them be surrounded, or they will be pinned down and killed!&lt;br /&gt;
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Your allies will attempt to defend a corridor for Konrad to reach the signpost. Your primary goals in this scenario are to learn how your units move and fight, and observe the strengths and weaknesses of the orcish units.  Do not attempt to stand and fight!  Not only are you and the elves outnumbered, but many of the orcs are level 2 and 3 units.&lt;br /&gt;
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Your secondary goal is for some of your units to earn experience points, so they can start advancing. Let your allies lead the attack and bear the brunt of the enemy blows before you slip in an elf to deliver the killing blow. Earning experience in this scenario, without having your units killed, is quite difficult, because the orcs are very strong and your elvish allies are just as eager to earn experience as you are! Note that Delfador is already at his maximum level, try to use him only to weaken enemies, without finishing them off (not always so easy).&lt;br /&gt;
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Another strategy is to do no recruiting and instead move Konrad west to the castle. After a turn or two, the Elven Lord there will move out and allow Konrad to move to the Keep and do some recruiting. This will change where the orcish units move.&lt;br /&gt;
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Finally, you can do no recruiting, avoid combat, and move Konrad to the signpost as fast as possible for a nice gold bonus -- but then you will have no units to recall in the second scenario. There are two options on the Preferences dialog that will speed things up: &amp;quot;Skip AI Moves&amp;quot; and &amp;quot;Accelerated Speed&amp;quot;.&lt;br /&gt;
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Early finish bonus: 30 gold per turn.&lt;br /&gt;
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See also the [http://www.wesnoth.org/forum/viewtopic.php?t=2881 forum discussion].&lt;br /&gt;
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== Blackwater Port ==&lt;br /&gt;
Scenario objectives: Survive 12 turns (9 on Hard), or kill the enemy leader.&lt;br /&gt;
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The opening dialog will introduce a new friend, Haldiel. He is a loyal Horseman, and costs less each turn than those you recruit, so try to keep him alive.&lt;br /&gt;
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Beginning players should start with at least 200 gold that will be used to recruit or recall units. If you have less, redo the first scenario and try to finish before turn 14. If you recall units, choose those that have enough experience to be worth the 2 to 6 gold difference over fresh recruits, or that have specific traits that you need.&lt;br /&gt;
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Recruit or recall some fast units (scouts or horsemen) to take the villages to the south and southwest.  Do not overspend on Horsemen. Acquire at least 4 to 6 elves, including some shamans. (Even if you don't think they are very useful.)&lt;br /&gt;
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An aggressive strategy is to recruit heavily. Move your elves to the woods east of the enemy's castle and hold a defensive position during the night. When day comes, attack every enemy unit in the hills, then continue onto the enemy castle and destroy the leader. You will probably need to start with at least 250 gold for this to work.&lt;br /&gt;
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A fiscally conservative strategy is to form up inside the closer woods out of range of the orcs. At dawn, move the horsemen to lure the orcs into the open ground. Be patient and let the enemy come to you.  Position your horsemen in the grasslands and your elves in the woods to improve your defence. The knights provided by your ally will cover your northern flank. Mix your units in with your allies and try to get the finishing blow after they have weakened enemy units.&lt;br /&gt;
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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 the orcs south and make it more likely you will be able to engage them in the woods, where your elves rule.  Be careful to not let Haldiel get pinned down and killed.&lt;br /&gt;
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Feel free to send units to take the villages close to your ally's castle. After all, Sir Kaylan would only use the gold to recruit troops that would steal your experience!&lt;br /&gt;
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Early finish bonus for killing the enemy leader.&lt;br /&gt;
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See also the [http://www.wesnoth.org/forum/viewtopic.php?t=2929 forum discussion].&lt;br /&gt;
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== Isle of Anduin ==&lt;br /&gt;
Scenario objectives: Kill the enemy leader.&lt;br /&gt;
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The key to victory is to control the villages, earning the gold you need to recruit or recall troops. Send elvish scouts south through the forest and horsemen west across the river and into the plains.  This will also encourage the enemy to split their forces. Avoid serious engagements until you have built up a powerful army.&lt;br /&gt;
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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 mages.&lt;br /&gt;
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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;
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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 mages. A shaman is useful to the south and later one can be sent to the west.&lt;br /&gt;
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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 mages work best against trolls and grunts, and horsemen against archers.&lt;br /&gt;
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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;
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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;
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Hardly any player notices this, but this scenario offers the opportunity for some extra experience at the expence of very little gold. The early finish bonus is 38, but there are 36 villages on the island, so if you controll all villages, you only loose 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 save way to milk some extra XPs out of them for your weaker units (preferably mages 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;
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Early finish bonus for killing the enemy leader.&lt;br /&gt;
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See also the [http://www.wesnoth.org/forum/viewtopic.php?t=2959 forum discussion].&lt;br /&gt;
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== Bay of Pearls ==&lt;br /&gt;
Scenario objectives: Kill one or both enemy leaders.&lt;br /&gt;
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You must fight the sea leader, a sea orc, bats, and nagas with the mermen. It will be nigh impossible for your horsemen and elves to wade to the island to fight the sea leader in time, so try to preserve your mermen for this. 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.&lt;br /&gt;
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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;
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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. There is another cage to the northeast, and one far to the north. Your second tactical decision is which of these two objectives will receive the bulk of your mermen.&lt;br /&gt;
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Even further north is the Storm Trident, which can only be picked up by one of your mermen.  This ranged attack will be crucial in defeating the sea leader. If you win the sea battle, you can use the mermen in one of two ways. You can harass or even assassinate the land orc leader, although you should expect heavy losses; Or, you can attempt to lure the land orcs into the water, where they will be easy prey.&lt;br /&gt;
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On land, you have to fight off a wave of orcs and trolls heading south and then west. Your third tactical decision is how far west to engage the enemy. Consider carefully the time of day! 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.  You will probably need to advance and retreat your units several times, depending on time of day.&lt;br /&gt;
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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, a shaman, the merman with the trident, and an elven fighter leveled up.&lt;br /&gt;
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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. You fight undead either way.&lt;br /&gt;
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New players should take the land route to Muff Malal's Peninsula, where you can easily level up your existing units or collect an early finish bonus. Experienced players who are looking for an interesting tactical exercise shoud take the sea route to the Isle of the Damned: you can't recall your usual units but you can recruit outlaws and perhaps recruit a loyal White Mage for future scenarios.&lt;br /&gt;
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Early finish bonus for killing both enemy leaders, and the ability to choose the next scenario.&lt;br /&gt;
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See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3022 forum discussion].&lt;br /&gt;
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== Diverging campaign path ==&lt;br /&gt;
=== Muff Malal's Peninsula ===&lt;br /&gt;
Scenario objectives: Kill the enemy leader.&lt;br /&gt;
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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;
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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;
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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;
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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;
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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;
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Early finish bonus for killing the enemy leader.&lt;br /&gt;
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See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3178 forum discussion].&lt;br /&gt;
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=== Isle of the Damned ===&lt;br /&gt;
Scenario objectives: Kill the enemy leaders, or survive for 27 turns.&lt;br /&gt;
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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;
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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;
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Mermen can be used succesfully to harrass 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.&lt;br /&gt;
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Moremirmu is critical to winning but also quite fragile. He will die quickly if he is attacked by multiple undead.&lt;br /&gt;
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Early finish bonus for killing both enemy leaders. Moremirmu (and his holy sword) will join you in future scenarios only if both are defeated.&lt;br /&gt;
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See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3179 forum discussion].&lt;br /&gt;
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== The Siege of Elensefar ==&lt;br /&gt;
Scenario objectives: Kill both enemy leaders.&lt;br /&gt;
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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;
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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. 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.&lt;br /&gt;
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Konrad will recieve 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;
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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.&lt;br /&gt;
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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;
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Early finish bonus for killing both enemy leaders.&lt;br /&gt;
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See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3224 forum discussion].&lt;br /&gt;
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== Crossroads ==&lt;br /&gt;
Scenario objectives: Kill the north-eastern enemy leader.&lt;br /&gt;
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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;
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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;
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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;
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See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3281 forum discussion].&lt;br /&gt;
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== The Princess of Wesnoth ==&lt;br /&gt;
Scenario objectives: Subdue Li'sar to win&lt;br /&gt;
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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;
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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;
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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;
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By the end of this scenario, you should have learned a painful lesson in how the computer player targets its attacks...&lt;br /&gt;
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See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3401 forum discussion].&lt;br /&gt;
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== The Valley of Death ==&lt;br /&gt;
Scenario objectives: Survive 12 turns.&lt;br /&gt;
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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;
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One strategy is recruit a large army, defeat one of the enemies, and hole up in that enemy's castle. The southern enemy is popular for this strategy. It apparently also works to pack the lake around the starting castle with mermen, and hole up there. Don't underestimate the power of the Walking Corpses (WCs) recruited by the eastern necromancer.  They are slow but there are so many that they can overwhelm and kill even your most powerful units if given the chance. On the other hand, do not underestimate the crowd-clearing ability of a Paladin or blessed Champion!  A WC will lurch next to your unit. It will attack.  It will die, leaving room for another WC to lurch forward. &lt;br /&gt;
(Windscion: Unfortunately, this is also a good way to get a high level unit killed: 10 WCs in one turn can be deadly. I prefer a line of archers backed by healers.)&lt;br /&gt;
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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;
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If you played Isle of The Damned without killing both Lichs, 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;
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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;
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== Gryphon Mountain ==&lt;br /&gt;
Scenario objectives: Kill the enemy leader.&lt;br /&gt;
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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 three sleeping Gryphons.&lt;br /&gt;
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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;
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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;
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Early finish bonus for killing both the mother gryphon as well as the enemy leader.&lt;br /&gt;
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== The Ford of Abez ==&lt;br /&gt;
Scenario objectives: Move Konrad to the north side of the river&lt;br /&gt;
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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.  If you have lots of gold, if you have a plethora of well-seasoned fighting troops, and you think you're ready for a challenge, you could try and attack the Princess.  But do a save first; you'll need it after you are wiped out by her Royal Guards.&lt;br /&gt;
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Your major decision (after you learn that the Princess's escort is just too tough) is whether to have Konrad recruit for one turn or two.  Do not recruit land troops with less than five movement points, as they will have trouble wading across the ford. You're under immense time pressure.  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.  Except for the hungry ones--who will be focused on killing anything in their path--all the enemies will be focused on killing Konrad. The hungry enemies might assist you somewhat as they will probably hit the orcs and humans before trying to snack on your forces.  Also, the orcs and humans will fight if they happen to cross paths.&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.  Lure the orcs into the water, where your mermen have excellent defence and the orcs are highly vulnerable.  If you captured the eggs last scenario, consider using a gryphon to distract the enemy.(Note in the latest version Gryphons are not available until a later scenario)&lt;br /&gt;
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Early finish bonus for getting Konrad onto dry land.&lt;br /&gt;
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== Northern Winter ==&lt;br /&gt;
Scenario objectives: Kill the two orc leaders. More snow falls on turns 6 and 12, making the tundra patches larger.&lt;br /&gt;
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Early finish bonus for killing both enemy leaders.&lt;br /&gt;
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== Mountain Pass ==&lt;br /&gt;
'''Note: This scenario is no longer present in 1.1.2 and later.'''&lt;br /&gt;
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Scenario objectives: Move Konrad to the end of the road, in the north-west, or defeat both enemy leaders.&lt;br /&gt;
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There are two mages in the mountains, one recruiting trolls and the other ogres, mages and trolls (or gryphons instead of trolls on Hard). Usually you are better off killing the mages instead of getting Konrad to the end of the road, since the mages are in your path anyway. You will probably need some mages against the enemy trolls.&lt;br /&gt;
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Another strategy, promising a quick and therefore lucrative finish is to recruit your most capable land units in the first turn and march them northeast. in the second one recruit gryphons, and fly them north, to attack the other leader. though you gain hardly any XP that way.&lt;br /&gt;
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Early finish bonus for killing both enemy leaders.&lt;br /&gt;
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== 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&lt;br /&gt;
* Starting units: Konrad, Delfador, Blidd, Kalenz, level 1 thug&lt;br /&gt;
* Early finish bonus: Find the correct entrance (the eastern one)&lt;br /&gt;
&lt;br /&gt;
This scenario offers the usual strategic choice -- run for the exit and an early finish bonus, or slowly and carefully exterminate the enemy forces.  If you choose to follow Delfador's advice and flee in terror, recruit one turn's worth of elven riders or gryphons to sacrifice as screening units.  If you choose to attack, you'll be in for a struggle.  For a real challenge, move to the middle of the map and get attacked from all sides... If you want to kill all three leaders, taking out the south eastern one with your full force and then splitting to take on both the others. Move Konrad near the exit (the eastern one!) so you can abort at any time.&lt;br /&gt;
&lt;br /&gt;
The main door by the lake is barred from the inside.  Further, there is the usual tentacular horror hiding in the lake near the ancient subterranean Dwarven Kingdom. This means you will have to go into the entrance on the east.&lt;br /&gt;
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If you fought on the Isle of the Damned, one of your outlaws will tell you about a Bandit who will be willing to ally with you. The initial outlaw is expendable, the other one is loyal, though (no upkeep cost!)&lt;br /&gt;
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== 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;
** Pretty dull and boring ;)&lt;br /&gt;
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&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 southeast.  However, said chest is guarded by a rather nasty poison-biting, slow-web-throwing level 3 spider. Beware the blood bats, seek out a niche in the wall, and be wary exploring the secret passage!&lt;br /&gt;
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== 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 recruiting, if you can afford them.  Likewise, gryphons and horsemen are bogged down.  Recruit dwarves for speed, and mages to back them up. (However, a griffon can pass the small pond quickly, and there are four towns on the other side.)&lt;br /&gt;
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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;
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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;
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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;
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== 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;
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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;
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== The Sceptre of Fire ==&lt;br /&gt;
* Objectives: Capture the Scepter 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;
** Gold gift from Li'sar: 300 on easy, 200 on medium, 100 on hard&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 scepter is.&lt;br /&gt;
Give Li'sar the sceptre as it gives her a ranged attack and Konrad will be able to pick up another artifact later on.&lt;br /&gt;
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No early finish bonus, so if you have the gold, this is a good place to level up. If you do, poise the character who is going to pick up the Sceptre right next to it, then send everybody else up to attack. Since there is a large time limit, milk every unit you can for maximum experience. And remember, Dwarvish Lords came in very handy later on.&lt;br /&gt;
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== 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&lt;br /&gt;
*** Southern undead leader will get you to the ''Swamp Of Dread'' and give you the chance to get lotsa gold&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;
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Scenario objectives: Kill either leader.&lt;br /&gt;
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You must choose whether to go north or south.  A Death Knight and the undead lie to the south, guarding the way to the Swamp of Dread.  This path is easier, as the undead are hampered by the swampy terrain even more than you.  To the north are the usual orc horde, fighting in the hills, a tougher battle. Your choice will affect which magic artifact you can get in the next level. Northwards are the Snow Plains, where a magic weapon awaits; south is the Undead Swamp, where one of your units can obtain better armor.&lt;br /&gt;
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Whether you go north or south, recruit a few level 1 units as sacrifices, or use fast-moving gryphons to delay the other force.&lt;br /&gt;
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== Diverging campaign path ==&lt;br /&gt;
=== 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;
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Konrad will find the Flaming Sword (15-4 melee, fire, magical) hidden in one of the northern villages (under the great tree in 1.1). 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;
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Early finish bonus for killing the enemy leader.&lt;br /&gt;
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=== Swamp Of Dread ===&lt;br /&gt;
Scenario objectives: Kill all enemy leaders.&lt;br /&gt;
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There are lots of undead, but also many villages. You can earn lots of gold if you can capture and hold villages. It may be useful recruiting cheap units to defend villages against bats. 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 vulnerable to precisely those types of damage, you should probably give her the armor.&lt;br /&gt;
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Early finish bonus for killing all 5 enemy leaders.&lt;br /&gt;
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== Home of the North Elves ==&lt;br /&gt;
* Objectives:&lt;br /&gt;
** Reach the forest kingdom of Emetria&lt;br /&gt;
** Survive until turns run out&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;
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On the other hand, while both the orc and human sides will attack you, you can lure them into attacking each other.  The orcs start in the north central part of the map, while the humans begin in the southeast.  You must decide whether Konrad will try to sneak along the northern map edge, or try to thread between the two opponents.&lt;br /&gt;
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In order to win, Konrad must be in the Elvish castle by the end of the last turn.  The early finish bonus is rather substantial: 44 gp per turn. However, you only get it if you kill both enemy leaders. Also, if both leaders are dead, it no longer matters whether your hero has reached the elven castle. Therefore, if one's dead already, killing the other makes for a workable 'plan b' if you realise you're 4 turns away from the castle, but only 2 away from the timer running out. (In 1.1, the enemy camps have been reinforced, and it is no longer practical to kill the leaders.)&lt;br /&gt;
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== The Elven Council ==&lt;br /&gt;
This is a cut-scene furthering the storyline.  No combat takes place.&lt;br /&gt;
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== Return to Wesnoth ==&lt;br /&gt;
Scenario objectives: Kill all three enemy leaders. &lt;br /&gt;
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Three Halbardiers appear when Josephus dies. 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;
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Early finish bonus for killing all enemy leaders: 27 Gold&lt;br /&gt;
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== 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;
You are facing mostly knights and horsemen, so fast and powerful units like Grand Knights, Lancers or Paladins are important. 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;
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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;
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== 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;
Healers are useful for your army, as are high level units to take the large amounts of damage the enemies deal. You don't need to worry about saving them for later, because this is the last scenario. Useful recruits are Dwarvish Fighters and Elvish Shamans to aid the rest of your army. Try to level some of them up. Since the enemies are so high-level and numerous, it is surprisingly easy.&lt;br /&gt;
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You can make a line with new and higher level dwarves in the front ranks. Put leadership units and healers behind. Behind that, let the wounded units rest. Put the line quite near your castle so your fresh recruits can reach the front line in 1-2 turns. A shorter line will also be easier to manage. Some seem to put heavy emphasis on healing units here, but the battle is so short and intense, that some prefer more fighters, and fewer healers.&lt;br /&gt;
&lt;br /&gt;
After you have killed most of the enemy units, advance your powerful units towards Asheviere for the kill. Your main units, Delfador, Li'sar, and the rest, are good here.  Especially Li'sar with skirmisher and the Scepter (if you gave it to her), who can do a quick and deadly assassination once the enemies have reduced in numbers. Knights are probably good here as well. 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.&lt;br /&gt;
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A quick assassination can even be performed by Master Gryphons: 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).&lt;br /&gt;
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A good bonus from The Test of the Clans should be enough to win this scenario.&lt;br /&gt;
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== See Also == &lt;br /&gt;
* [[ScenarioDiscussion]]&lt;/div&gt;</summary>
		<author><name>Hstech</name></author>
		
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