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	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Campaign/Invasion_of_Arendia&amp;diff=36398</id>
		<title>Campaign/Invasion of Arendia</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Campaign/Invasion_of_Arendia&amp;diff=36398"/>
		<updated>2010-05-04T06:07:36Z</updated>

		<summary type="html">&lt;p&gt;Lx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Invasion of Arendia ==&lt;br /&gt;
&lt;br /&gt;
This is the Invasion of Arendia campaign wiki, basically it's purpose is to allow other users to easily modify the campaign, and submit the results to me (Ranger M), and also so that people can download new scnearios as I make them, and edit them where they can improve them. You can edit any scenario you wish and fix typing or WML errors or even contribute to the dialogues in order to make them more immersive.&lt;br /&gt;
There is a story page which outlines my purpose for the storyline one or two scenarios ahead, and has a general map of the whole thing.&lt;br /&gt;
&lt;br /&gt;
;Spoiler Warning&lt;br /&gt;
Be aware that this is a complete spoiler. If you wish to contribute adequately you'll have no choice but to see the storyline.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here's what you can edit right now&lt;br /&gt;
=== Scenarios ===&lt;br /&gt;
*1. [[Campaign/Invasion_of_Arendia/01_Reths_Beginning | Reth's Beginning]]&lt;br /&gt;
*2. [[Campaign/Invasion_of_Arendia/02_Reths_Training | Reth's Training]]&lt;br /&gt;
*3. [[Campaign/Invasion_of_Arendia/03_Border_Disturbance | Border Disturbance]]&lt;br /&gt;
*4. [[Campaign/Invasion_of_Arendia/04_Midnight_Raiding | Midnight Raiding]]&lt;br /&gt;
*5. [[Campaign/Invasion_of_Arendia/05_Threats | Threats]]&lt;br /&gt;
*6. [[Campaign/Invasion_of_Arendia/06_Black_Hand_Attack | Black Hand Attack]]&lt;br /&gt;
*7. [[Campaign/Invasion_of_Arendia/07_The_Enemy_Of_My_Enemy | The Enemy of my Enemy]]&lt;br /&gt;
*8. [[Campaign/Invasion_of_Arendia/08_Turlins_Fall | Turlin's Fall]]&lt;br /&gt;
*9. [[Campaign/Invasion_of_Arendia/09_Fleeing_East | Fleeing East]]&lt;br /&gt;
*10. [[Campaign/Invasion_of_Arendia/10_Sneaking_Around | Sneaking Around]]&lt;br /&gt;
*11. [[Campaign/Invasion_of_Arendia/11_Thrashan | Thrashan]]&lt;br /&gt;
*12. [[Campaign/Invasion_of_Arendia/12_Freeing_Nagas | Freeing Nagas]]&lt;br /&gt;
*13. [[Campaign/Invasion_of_Arendia/13_Naga_Temple | Naga Temple]]&lt;br /&gt;
*14. [[Campaign/Invasion_of_Arendia/14_Saving_Thrashan | Saving Thrashan]]&lt;br /&gt;
*15. [[Campaign/Invasion_of_Arendia/15_Through_Water_and_Stone | Through Water and Stone]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns - Invasion of Arendia]][[Category:Campaigns - Invasion of Arendia - Development]]&lt;/div&gt;</summary>
		<author><name>Lx</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Category:Campaigns_-_Invasion_of_Arendia_-_Development&amp;diff=36397</id>
		<title>Category:Campaigns - Invasion of Arendia - Development</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Category:Campaigns_-_Invasion_of_Arendia_-_Development&amp;diff=36397"/>
		<updated>2010-05-04T06:06:51Z</updated>

		<summary type="html">&lt;p&gt;Lx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:campaigns - Invasion of Arendia]]&lt;br /&gt;
[[Category:campaigns - Development]]&lt;/div&gt;</summary>
		<author><name>Lx</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Campaign/Invasion_of_Arendia&amp;diff=36396</id>
		<title>Campaign/Invasion of Arendia</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Campaign/Invasion_of_Arendia&amp;diff=36396"/>
		<updated>2010-05-04T06:06:06Z</updated>

		<summary type="html">&lt;p&gt;Lx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Invasion of Arendia ==&lt;br /&gt;
&lt;br /&gt;
This is the Invasion of Arendia campaign wiki, basically it's purpose is to allow other users to easily modify the campaign, and submit the results to me (Ranger M), and also so that people can download new scnearios as I make them, and edit them where they can improve them. You can edit any scenario you wish and fix typing or WML errors or even contribute to the dialogues in order to make them more immersive.&lt;br /&gt;
There is a story page which outlines my purpose for the storyline one or two scenarios ahead, and has a general map of the whole thing.&lt;br /&gt;
&lt;br /&gt;
;Spoiler Warning&lt;br /&gt;
Be aware that this is a complete spoiler. If you wish to contribute adequately you'll have no choice but to see the storyline.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here's what you can edit right now&lt;br /&gt;
=== Scenarios ===&lt;br /&gt;
*1. [[Campaign/Invasion_of_Arendia/01_Reths_Beginning | Reth's Beginning]]&lt;br /&gt;
*2. [[Campaign/Invasion_of_Arendia/02_Reths_Training | Reth's Training]]&lt;br /&gt;
*3. [[Campaign/Invasion_of_Arendia/03_Border_Disturbance | Border Disturbance]]&lt;br /&gt;
*4. [[Campaign/Invasion_of_Arendia/04_Midnight_Raiding | Midnight Raiding]]&lt;br /&gt;
*5. [[Campaign/Invasion_of_Arendia/05_Threats | Threats]]&lt;br /&gt;
*6. [[Campaign/Invasion_of_Arendia/06_Black_Hand_Attack | Black Hand Attack]]&lt;br /&gt;
*7. [[Campaign/Invasion_of_Arendia/07_The_Enemy_Of_My_Enemy | The Enemy of my Enemy]]&lt;br /&gt;
*8. [[Campaign/Invasion_of_Arendia/08_Turlins_Fall | Turlin's Fall]]&lt;br /&gt;
*9. [[Campaign/Invasion_of_Arendia/09_Fleeing_East | Fleeing East]]&lt;br /&gt;
*10. [[Campaign/Invasion_of_Arendia/10_Sneaking_Around | Sneaking Around]]&lt;br /&gt;
*11. [[Campaign/Invasion_of_Arendia/11_Thrashan | Thrashan]]&lt;br /&gt;
*12. [[Campaign/Invasion_of_Arendia/12_Freeing_Nagas | Freeing Nagas]]&lt;br /&gt;
*13. [[Campaign/Invasion_of_Arendia/13_Naga_Temple | Naga Temple]]&lt;br /&gt;
*14. [[Campaign/Invasion_of_Arendia/14_Saving_Thrashan | Saving Thrashan]]&lt;br /&gt;
*15. [[Campaign/Invasion_of_Arendia/15_Through_Water_and_Stone | Through Water and Stone]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns - Invasion of Arendia]][[Category:Campaigns - Development]][[Category:Campaigns - Invasion of Arendia - Development]]&lt;/div&gt;</summary>
		<author><name>Lx</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Campaign/Invasion_of_Arendia/01_Reths_Beginning&amp;diff=36395</id>
		<title>Campaign/Invasion of Arendia/01 Reths Beginning</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Campaign/Invasion_of_Arendia/01_Reths_Beginning&amp;diff=36395"/>
		<updated>2010-05-04T06:03:44Z</updated>

		<summary type="html">&lt;p&gt;Lx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;     [scenario]&lt;br /&gt;
     &lt;br /&gt;
     	id=Reths_beginning&lt;br /&gt;
     	name=&amp;quot;Reths beginning&amp;quot;&lt;br /&gt;
     	map_data=&amp;quot;ggrrgrgrgrfggfgfgfgfgggnrnggff&lt;br /&gt;
     ccvgrgrgrgrrrrggfgfgggnvrvnggf&lt;br /&gt;
     ffc|gfggggvgggrrgrgvggnrrnKggf&lt;br /&gt;
     ggfgcgfgffgffggfrgrrrrrrngggff&lt;br /&gt;
     gfvgccgggcccccgfgggggffrggfffg&lt;br /&gt;
     fgggfv/cggccscggfgggfggrggfggf&lt;br /&gt;
     gggffffgcccgcfgvggggggfrrggggg&lt;br /&gt;
     gffgggfgggcfgfffffhhgrrgrrvgff&lt;br /&gt;
     ggggggggggccffgcfvfrrhhhggrrgg&lt;br /&gt;
     gggggfgggffgcccnhrrggfggggfrgh&lt;br /&gt;
     gggffffwwwwc\rnvrnccfvgrrrgrgh&lt;br /&gt;
     gfggfgwwfwwcnrrnrrn/rrrgggrgfh&lt;br /&gt;
     gffgfwffwwwcnrn2nvrcfgfgffrfgh&lt;br /&gt;
     fggwwgwwfww/rvnnnrnccwgwfgrgfh&lt;br /&gt;
     ggfffwfwwggcnnrvrrncwwwgggrrgf&lt;br /&gt;
     gfffwgwfgfwwccrnnc\gfXXhggvrgf&lt;br /&gt;
     gfggggfgwcwwfw|ccwwgXwghgggrgg&lt;br /&gt;
     gggfhhfgwwwfXX|fcwwXwfgffggrgg&lt;br /&gt;
     fggggghhggggww|XwwXhgfwfggggrg&lt;br /&gt;
     fffggfggghhhgfgwXrrwgffggggrrg&lt;br /&gt;
     gvgggffgggfgghgggwrffffggvgrgg&lt;br /&gt;
     ggggfgfgggffgrrffffgfggggrrfff&lt;br /&gt;
     gggngggffvgfgrfrrrgggrrrrggfff&lt;br /&gt;
     gg1grgfggggggrrffgrrrggggfffff&lt;br /&gt;
     ggggrrrrrrrrrgrgggggfffffgffff&amp;quot;&lt;br /&gt;
     &lt;br /&gt;
     	turns=1&lt;br /&gt;
     &lt;br /&gt;
     	{DAWN}&lt;br /&gt;
     	{MORNING}&lt;br /&gt;
     	{AFTERNOON}&lt;br /&gt;
     	{DUSK}&lt;br /&gt;
     	{FIRST_WATCH}&lt;br /&gt;
     	{SECOND_WATCH}&lt;br /&gt;
     &lt;br /&gt;
     next_scenario=&amp;quot;Reths_training&amp;quot;&lt;br /&gt;
     &lt;br /&gt;
     	[story]&lt;br /&gt;
     	[part]&lt;br /&gt;
     	music=wesnoth-1.ogg&lt;br /&gt;
     	background=Northern_Arendia.jpg&lt;br /&gt;
     	show_title=yes&lt;br /&gt;
     	story= _ &amp;quot;This tale begins in the north of a country called Arendia, near Wesnoth. It the story of a man called Reth, and of his people's struggle to escape a soon-to-be decimated continent.&amp;quot;&lt;br /&gt;
     	[/part]&lt;br /&gt;
     	[part]&lt;br /&gt;
     	background=Northern_Arendia.jpg&lt;br /&gt;
     	story= _ &amp;quot;This tale, like many others, begins with a child...&amp;quot;&lt;br /&gt;
     	[/part]&lt;br /&gt;
     	[/story]&lt;br /&gt;
     &lt;br /&gt;
     	music=&amp;quot;wesnoth-2.ogg&amp;quot;&lt;br /&gt;
     &lt;br /&gt;
     	[event]&lt;br /&gt;
     	name=prestart&lt;br /&gt;
     	[/event]&lt;br /&gt;
     &lt;br /&gt;
     	[side]&lt;br /&gt;
     		type=Brunette Kid&lt;br /&gt;
     		description=Young Reth&lt;br /&gt;
     		user_description=_&amp;quot;Young Reth&amp;quot;&lt;br /&gt;
     		unrenamable=yes&lt;br /&gt;
     		side=1&lt;br /&gt;
     		canrecruit=no&lt;br /&gt;
     		controller=human&lt;br /&gt;
     		gold=50&lt;br /&gt;
     		team_name=Reth&lt;br /&gt;
     &lt;br /&gt;
     		[unit]&lt;br /&gt;
     			description=Young Matt&lt;br /&gt;
     			user_description=Young Matt&lt;br /&gt;
     			type=Blonde Kid&lt;br /&gt;
     			x=6&lt;br /&gt;
     			y=23&lt;br /&gt;
     		[/unit]&lt;br /&gt;
     &lt;br /&gt;
     		[unit]&lt;br /&gt;
     			description=Young Tom&lt;br /&gt;
     			user_description=Young Tom&lt;br /&gt;
     			type=Redheaded Kid&lt;br /&gt;
     			x=3&lt;br /&gt;
     			y=21&lt;br /&gt;
     		[/unit]&lt;br /&gt;
     	[/side]&lt;br /&gt;
     &lt;br /&gt;
     	[side]&lt;br /&gt;
     	type=B-Shadow Mage&lt;br /&gt;
     	description=Turlin&lt;br /&gt;
     	user_description=_&amp;quot;Turlin&amp;quot;&lt;br /&gt;
     	unrenamable=yes&lt;br /&gt;
     	side=2&lt;br /&gt;
     	canrecruit=no&lt;br /&gt;
     	controller=ai&lt;br /&gt;
     	gold=0&lt;br /&gt;
     	team_name=Bandits&lt;br /&gt;
     	[/side]&lt;br /&gt;
     &lt;br /&gt;
     	[event]&lt;br /&gt;
     	name=start&lt;br /&gt;
     &lt;br /&gt;
     		[message]&lt;br /&gt;
     		speaker=narrator&lt;br /&gt;
     		message= _ &amp;quot;One early morning, near the keep of the local bandit leader and shadow elder, Turlin...&amp;quot;&lt;br /&gt;
     		[/message]&lt;br /&gt;
     		[message]&lt;br /&gt;
     		description=Turlin&lt;br /&gt;
     		image=portraits/Shadow_elder.png&lt;br /&gt;
     		message= _ &amp;quot;Where are those two young rascals! I swear, they will be the death of me some day.&amp;quot;&lt;br /&gt;
     		[/message]&lt;br /&gt;
     		[message]&lt;br /&gt;
     		description=Young Matt&lt;br /&gt;
     		message= _ &amp;quot;Father, Father...we were playing (pants)&amp;quot;&lt;br /&gt;
     		[/message]&lt;br /&gt;
     		[message]&lt;br /&gt;
     		description=Young Tom&lt;br /&gt;
     		message= _ &amp;quot;Alongside the road to Barnabon when w...&amp;quot;&lt;br /&gt;
     		[/message]&lt;br /&gt;
     		[message]&lt;br /&gt;
     		description=Turlin&lt;br /&gt;
     		image=portraits/Shadow_elder.png&lt;br /&gt;
     		message= _ &amp;quot;Exactly how many times have I told you not to go near Barnabon or the road leading to it, huh? It's dangerous. I have many enemies who would just love to get their hands on you two.&amp;quot;&lt;br /&gt;
     		[/message]&lt;br /&gt;
     		[message]&lt;br /&gt;
     		description=Young Matt&lt;br /&gt;
     		message= _ &amp;quot;Dad listen. We were playing there, when we heard a group of thugs from the Black Hand coming.&amp;quot;&lt;br /&gt;
     		[/message]&lt;br /&gt;
     		[message]&lt;br /&gt;
     		description=Young Tom&lt;br /&gt;
     		message= _ &amp;quot;So we hid in the bushes and waited for them to pass by, just like you told us to.&amp;quot;&lt;br /&gt;
     		[/message]&lt;br /&gt;
     		[message]&lt;br /&gt;
     		description=Young Matt&lt;br /&gt;
     		message= _ &amp;quot;But instead of walking on by, they stopped near us a...&amp;quot;&lt;br /&gt;
     		[/message]&lt;br /&gt;
     		[message]&lt;br /&gt;
     		description=Young Tom&lt;br /&gt;
     		message= _ &amp;quot;And I thought, 'This is it! We've been caught!' but...&amp;quot;&lt;br /&gt;
     		[/message]&lt;br /&gt;
     		[message]&lt;br /&gt;
     		description=Young Matt&lt;br /&gt;
     		message= _ &amp;quot;Hey! I was telling this bit. Anyway they stopped to dump a body in the ditch.&amp;quot;&lt;br /&gt;
     		[/message]&lt;br /&gt;
     		[message]&lt;br /&gt;
     		description=Turlin&lt;br /&gt;
     		image=portraits/Shadow_elder.png&lt;br /&gt;
     		message= _ &amp;quot;So you DID leave it, IN CASE it was a trap, LIKE I TOLD YOU, RIGHT?&amp;quot;&lt;br /&gt;
     		[/message]&lt;br /&gt;
     		[message]&lt;br /&gt;
     		description=Young Tom&lt;br /&gt;
     		message= _ &amp;quot;Weeell...Not exactly. It groaned in a sort of 'help me...I'm dying' sort of way, so...&amp;quot;&lt;br /&gt;
     		[/message]&lt;br /&gt;
     		[message]&lt;br /&gt;
     		description=Young Matt&lt;br /&gt;
     		message= _ &amp;quot;After they left, we went to see who it was, and we found him (points at Reth)&amp;quot;&lt;br /&gt;
     		[/message]&lt;br /&gt;
     		[message]&lt;br /&gt;
     		description=Young Tom&lt;br /&gt;
     		message= _ &amp;quot;Dad, he's really hurt, but please, can he stay?! pleeeeease?!&amp;quot;&lt;br /&gt;
     		[/message]&lt;br /&gt;
     		[message]&lt;br /&gt;
     		description=Young Matt&lt;br /&gt;
     		message= _ &amp;quot; Yeah dad, It's very boring being the only kids around here.&amp;quot;&lt;br /&gt;
     		[/message]&lt;br /&gt;
     		[message]&lt;br /&gt;
     		description=Turlin&lt;br /&gt;
     		image=portraits/Shadow_elder.png&lt;br /&gt;
     		message= _ &amp;quot;Hmmmm, alright. I won't let him study shadow craft with you, but okay. However, if he turns out to be annoying or lazy, he's out! We've already got more than enough to feed.&amp;quot;&lt;br /&gt;
     		[/message]&lt;br /&gt;
     			[endlevel]&lt;br /&gt;
     				result=victory&lt;br /&gt;
     				bonus=yes&lt;br /&gt;
     			[/endlevel]&lt;br /&gt;
     	[/event]&lt;br /&gt;
     [/scenario]&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns - Invasion of Arendia - Development - Scenario files]]&lt;/div&gt;</summary>
		<author><name>Lx</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Category:Campaigns_-_Invasion_of_Arendia_-_Development&amp;diff=36394</id>
		<title>Category:Campaigns - Invasion of Arendia - Development</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Category:Campaigns_-_Invasion_of_Arendia_-_Development&amp;diff=36394"/>
		<updated>2010-05-04T06:03:08Z</updated>

		<summary type="html">&lt;p&gt;Lx: Created page with 'Category:campaigns - Invasion of Arendia'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:campaigns - Invasion of Arendia]]&lt;/div&gt;</summary>
		<author><name>Lx</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Category:Campaigns_-_Invasion_of_Arendia_-_Development_-_Scenario_files&amp;diff=36393</id>
		<title>Category:Campaigns - Invasion of Arendia - Development - Scenario files</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Category:Campaigns_-_Invasion_of_Arendia_-_Development_-_Scenario_files&amp;diff=36393"/>
		<updated>2010-05-04T06:02:16Z</updated>

		<summary type="html">&lt;p&gt;Lx: Created page with 'Category:campaigns - Invasion of Arendia - DevelopmentCategory:Scenario Files'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:campaigns - Invasion of Arendia - Development]][[Category:Scenario Files]]&lt;/div&gt;</summary>
		<author><name>Lx</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Campaign/Invasion_of_Arendia/01_Reths_Beginning&amp;diff=36392</id>
		<title>Campaign/Invasion of Arendia/01 Reths Beginning</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Campaign/Invasion_of_Arendia/01_Reths_Beginning&amp;diff=36392"/>
		<updated>2010-05-04T06:01:09Z</updated>

		<summary type="html">&lt;p&gt;Lx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;     [scenario]&lt;br /&gt;
     &lt;br /&gt;
     	id=Reths_beginning&lt;br /&gt;
     	name=&amp;quot;Reths beginning&amp;quot;&lt;br /&gt;
     	map_data=&amp;quot;ggrrgrgrgrfggfgfgfgfgggnrnggff&lt;br /&gt;
     ccvgrgrgrgrrrrggfgfgggnvrvnggf&lt;br /&gt;
     ffc|gfggggvgggrrgrgvggnrrnKggf&lt;br /&gt;
     ggfgcgfgffgffggfrgrrrrrrngggff&lt;br /&gt;
     gfvgccgggcccccgfgggggffrggfffg&lt;br /&gt;
     fgggfv/cggccscggfgggfggrggfggf&lt;br /&gt;
     gggffffgcccgcfgvggggggfrrggggg&lt;br /&gt;
     gffgggfgggcfgfffffhhgrrgrrvgff&lt;br /&gt;
     ggggggggggccffgcfvfrrhhhggrrgg&lt;br /&gt;
     gggggfgggffgcccnhrrggfggggfrgh&lt;br /&gt;
     gggffffwwwwc\rnvrnccfvgrrrgrgh&lt;br /&gt;
     gfggfgwwfwwcnrrnrrn/rrrgggrgfh&lt;br /&gt;
     gffgfwffwwwcnrn2nvrcfgfgffrfgh&lt;br /&gt;
     fggwwgwwfww/rvnnnrnccwgwfgrgfh&lt;br /&gt;
     ggfffwfwwggcnnrvrrncwwwgggrrgf&lt;br /&gt;
     gfffwgwfgfwwccrnnc\gfXXhggvrgf&lt;br /&gt;
     gfggggfgwcwwfw|ccwwgXwghgggrgg&lt;br /&gt;
     gggfhhfgwwwfXX|fcwwXwfgffggrgg&lt;br /&gt;
     fggggghhggggww|XwwXhgfwfggggrg&lt;br /&gt;
     fffggfggghhhgfgwXrrwgffggggrrg&lt;br /&gt;
     gvgggffgggfgghgggwrffffggvgrgg&lt;br /&gt;
     ggggfgfgggffgrrffffgfggggrrfff&lt;br /&gt;
     gggngggffvgfgrfrrrgggrrrrggfff&lt;br /&gt;
     gg1grgfggggggrrffgrrrggggfffff&lt;br /&gt;
     ggggrrrrrrrrrgrgggggfffffgffff&amp;quot;&lt;br /&gt;
     &lt;br /&gt;
     	turns=1&lt;br /&gt;
     &lt;br /&gt;
     	{DAWN}&lt;br /&gt;
     	{MORNING}&lt;br /&gt;
     	{AFTERNOON}&lt;br /&gt;
     	{DUSK}&lt;br /&gt;
     	{FIRST_WATCH}&lt;br /&gt;
     	{SECOND_WATCH}&lt;br /&gt;
     &lt;br /&gt;
     next_scenario=&amp;quot;Reths_training&amp;quot;&lt;br /&gt;
     &lt;br /&gt;
     	[story]&lt;br /&gt;
     	[part]&lt;br /&gt;
     	music=wesnoth-1.ogg&lt;br /&gt;
     	background=Northern_Arendia.jpg&lt;br /&gt;
     	show_title=yes&lt;br /&gt;
     	story= _ &amp;quot;This tale begins in the north of a country called Arendia, near Wesnoth. It the story of a man called Reth, and of his people's struggle to escape a soon-to-be decimated continent.&amp;quot;&lt;br /&gt;
     	[/part]&lt;br /&gt;
     	[part]&lt;br /&gt;
     	background=Northern_Arendia.jpg&lt;br /&gt;
     	story= _ &amp;quot;This tale, like many others, begins with a child...&amp;quot;&lt;br /&gt;
     	[/part]&lt;br /&gt;
     	[/story]&lt;br /&gt;
     &lt;br /&gt;
     	music=&amp;quot;wesnoth-2.ogg&amp;quot;&lt;br /&gt;
     &lt;br /&gt;
     	[event]&lt;br /&gt;
     	name=prestart&lt;br /&gt;
     	[/event]&lt;br /&gt;
     &lt;br /&gt;
     	[side]&lt;br /&gt;
     		type=Brunette Kid&lt;br /&gt;
     		description=Young Reth&lt;br /&gt;
     		user_description=_&amp;quot;Young Reth&amp;quot;&lt;br /&gt;
     		unrenamable=yes&lt;br /&gt;
     		side=1&lt;br /&gt;
     		canrecruit=no&lt;br /&gt;
     		controller=human&lt;br /&gt;
     		gold=50&lt;br /&gt;
     		team_name=Reth&lt;br /&gt;
     &lt;br /&gt;
     		[unit]&lt;br /&gt;
     			description=Young Matt&lt;br /&gt;
     			user_description=Young Matt&lt;br /&gt;
     			type=Blonde Kid&lt;br /&gt;
     			x=6&lt;br /&gt;
     			y=23&lt;br /&gt;
     		[/unit]&lt;br /&gt;
     &lt;br /&gt;
     		[unit]&lt;br /&gt;
     			description=Young Tom&lt;br /&gt;
     			user_description=Young Tom&lt;br /&gt;
     			type=Redheaded Kid&lt;br /&gt;
     			x=3&lt;br /&gt;
     			y=21&lt;br /&gt;
     		[/unit]&lt;br /&gt;
     	[/side]&lt;br /&gt;
     &lt;br /&gt;
     	[side]&lt;br /&gt;
     	type=B-Shadow Mage&lt;br /&gt;
     	description=Turlin&lt;br /&gt;
     	user_description=_&amp;quot;Turlin&amp;quot;&lt;br /&gt;
     	unrenamable=yes&lt;br /&gt;
     	side=2&lt;br /&gt;
     	canrecruit=no&lt;br /&gt;
     	controller=ai&lt;br /&gt;
     	gold=0&lt;br /&gt;
     	team_name=Bandits&lt;br /&gt;
     	[/side]&lt;br /&gt;
     &lt;br /&gt;
     	[event]&lt;br /&gt;
     	name=start&lt;br /&gt;
     &lt;br /&gt;
     		[message]&lt;br /&gt;
     		speaker=narrator&lt;br /&gt;
     		message= _ &amp;quot;One early morning, near the keep of the local bandit leader and shadow elder, Turlin...&amp;quot;&lt;br /&gt;
     		[/message]&lt;br /&gt;
     		[message]&lt;br /&gt;
     		description=Turlin&lt;br /&gt;
     		image=portraits/Shadow_elder.png&lt;br /&gt;
     		message= _ &amp;quot;Where are those two young rascals! I swear, they will be the death of me some day.&amp;quot;&lt;br /&gt;
     		[/message]&lt;br /&gt;
     		[message]&lt;br /&gt;
     		description=Young Matt&lt;br /&gt;
     		message= _ &amp;quot;Father, Father...we were playing (pants)&amp;quot;&lt;br /&gt;
     		[/message]&lt;br /&gt;
     		[message]&lt;br /&gt;
     		description=Young Tom&lt;br /&gt;
     		message= _ &amp;quot;Alongside the road to Barnabon when w...&amp;quot;&lt;br /&gt;
     		[/message]&lt;br /&gt;
     		[message]&lt;br /&gt;
     		description=Turlin&lt;br /&gt;
     		image=portraits/Shadow_elder.png&lt;br /&gt;
     		message= _ &amp;quot;Exactly how many times have I told you not to go near Barnabon or the road leading to it, huh? It's dangerous. I have many enemies who would just love to get their hands on you two.&amp;quot;&lt;br /&gt;
     		[/message]&lt;br /&gt;
     		[message]&lt;br /&gt;
     		description=Young Matt&lt;br /&gt;
     		message= _ &amp;quot;Dad listen. We were playing there, when we heard a group of thugs from the Black Hand coming.&amp;quot;&lt;br /&gt;
     		[/message]&lt;br /&gt;
     		[message]&lt;br /&gt;
     		description=Young Tom&lt;br /&gt;
     		message= _ &amp;quot;So we hid in the bushes and waited for them to pass by, just like you told us to.&amp;quot;&lt;br /&gt;
     		[/message]&lt;br /&gt;
     		[message]&lt;br /&gt;
     		description=Young Matt&lt;br /&gt;
     		message= _ &amp;quot;But instead of walking on by, they stopped near us a...&amp;quot;&lt;br /&gt;
     		[/message]&lt;br /&gt;
     		[message]&lt;br /&gt;
     		description=Young Tom&lt;br /&gt;
     		message= _ &amp;quot;And I thought, 'This is it! We've been caught!' but...&amp;quot;&lt;br /&gt;
     		[/message]&lt;br /&gt;
     		[message]&lt;br /&gt;
     		description=Young Matt&lt;br /&gt;
     		message= _ &amp;quot;Hey! I was telling this bit. Anyway they stopped to dump a body in the ditch.&amp;quot;&lt;br /&gt;
     		[/message]&lt;br /&gt;
     		[message]&lt;br /&gt;
     		description=Turlin&lt;br /&gt;
     		image=portraits/Shadow_elder.png&lt;br /&gt;
     		message= _ &amp;quot;So you DID leave it, IN CASE it was a trap, LIKE I TOLD YOU, RIGHT?&amp;quot;&lt;br /&gt;
     		[/message]&lt;br /&gt;
     		[message]&lt;br /&gt;
     		description=Young Tom&lt;br /&gt;
     		message= _ &amp;quot;Weeell...Not exactly. It groaned in a sort of 'help me...I'm dying' sort of way, so...&amp;quot;&lt;br /&gt;
     		[/message]&lt;br /&gt;
     		[message]&lt;br /&gt;
     		description=Young Matt&lt;br /&gt;
     		message= _ &amp;quot;After they left, we went to see who it was, and we found him (points at Reth)&amp;quot;&lt;br /&gt;
     		[/message]&lt;br /&gt;
     		[message]&lt;br /&gt;
     		description=Young Tom&lt;br /&gt;
     		message= _ &amp;quot;Dad, he's really hurt, but please, can he stay?! pleeeeease?!&amp;quot;&lt;br /&gt;
     		[/message]&lt;br /&gt;
     		[message]&lt;br /&gt;
     		description=Young Matt&lt;br /&gt;
     		message= _ &amp;quot; Yeah dad, It's very boring being the only kids around here.&amp;quot;&lt;br /&gt;
     		[/message]&lt;br /&gt;
     		[message]&lt;br /&gt;
     		description=Turlin&lt;br /&gt;
     		image=portraits/Shadow_elder.png&lt;br /&gt;
     		message= _ &amp;quot;Hmmmm, alright. I won't let him study shadow craft with you, but okay. However, if he turns out to be annoying or lazy, he's out! We've already got more than enough to feed.&amp;quot;&lt;br /&gt;
     		[/message]&lt;br /&gt;
     			[endlevel]&lt;br /&gt;
     				result=victory&lt;br /&gt;
     				bonus=yes&lt;br /&gt;
     			[/endlevel]&lt;br /&gt;
     	[/event]&lt;br /&gt;
     [/scenario]&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns - Invasion of Arendia]][[Category:Campaigns - Invasion of Arendia - Development - Scenario files]]&lt;/div&gt;</summary>
		<author><name>Lx</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Campaign/Invasion_of_Arendia/01_Reths_Beginning&amp;diff=36391</id>
		<title>Campaign/Invasion of Arendia/01 Reths Beginning</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Campaign/Invasion_of_Arendia/01_Reths_Beginning&amp;diff=36391"/>
		<updated>2010-05-04T05:59:10Z</updated>

		<summary type="html">&lt;p&gt;Lx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;     [scenario]&lt;br /&gt;
     &lt;br /&gt;
     	id=Reths_beginning&lt;br /&gt;
     	name=&amp;quot;Reths beginning&amp;quot;&lt;br /&gt;
     	map_data=&amp;quot;ggrrgrgrgrfggfgfgfgfgggnrnggff&lt;br /&gt;
     ccvgrgrgrgrrrrggfgfgggnvrvnggf&lt;br /&gt;
     ffc|gfggggvgggrrgrgvggnrrnKggf&lt;br /&gt;
     ggfgcgfgffgffggfrgrrrrrrngggff&lt;br /&gt;
     gfvgccgggcccccgfgggggffrggfffg&lt;br /&gt;
     fgggfv/cggccscggfgggfggrggfggf&lt;br /&gt;
     gggffffgcccgcfgvggggggfrrggggg&lt;br /&gt;
     gffgggfgggcfgfffffhhgrrgrrvgff&lt;br /&gt;
     ggggggggggccffgcfvfrrhhhggrrgg&lt;br /&gt;
     gggggfgggffgcccnhrrggfggggfrgh&lt;br /&gt;
     gggffffwwwwc\rnvrnccfvgrrrgrgh&lt;br /&gt;
     gfggfgwwfwwcnrrnrrn/rrrgggrgfh&lt;br /&gt;
     gffgfwffwwwcnrn2nvrcfgfgffrfgh&lt;br /&gt;
     fggwwgwwfww/rvnnnrnccwgwfgrgfh&lt;br /&gt;
     ggfffwfwwggcnnrvrrncwwwgggrrgf&lt;br /&gt;
     gfffwgwfgfwwccrnnc\gfXXhggvrgf&lt;br /&gt;
     gfggggfgwcwwfw|ccwwgXwghgggrgg&lt;br /&gt;
     gggfhhfgwwwfXX|fcwwXwfgffggrgg&lt;br /&gt;
     fggggghhggggww|XwwXhgfwfggggrg&lt;br /&gt;
     fffggfggghhhgfgwXrrwgffggggrrg&lt;br /&gt;
     gvgggffgggfgghgggwrffffggvgrgg&lt;br /&gt;
     ggggfgfgggffgrrffffgfggggrrfff&lt;br /&gt;
     gggngggffvgfgrfrrrgggrrrrggfff&lt;br /&gt;
     gg1grgfggggggrrffgrrrggggfffff&lt;br /&gt;
     ggggrrrrrrrrrgrgggggfffffgffff&amp;quot;&lt;br /&gt;
     &lt;br /&gt;
     	turns=1&lt;br /&gt;
     &lt;br /&gt;
     	{DAWN}&lt;br /&gt;
     	{MORNING}&lt;br /&gt;
     	{AFTERNOON}&lt;br /&gt;
     	{DUSK}&lt;br /&gt;
     	{FIRST_WATCH}&lt;br /&gt;
     	{SECOND_WATCH}&lt;br /&gt;
     &lt;br /&gt;
     next_scenario=&amp;quot;Reths_training&amp;quot;&lt;br /&gt;
     &lt;br /&gt;
     	[story]&lt;br /&gt;
     	[part]&lt;br /&gt;
     	music=wesnoth-1.ogg&lt;br /&gt;
     	background=Northern_Arendia.jpg&lt;br /&gt;
     	show_title=yes&lt;br /&gt;
     	story= _ &amp;quot;This tale begins in the north of a country called Arendia, near Wesnoth. It the story of a man called Reth, and of his people's struggle to escape a soon-to-be decimated continent.&amp;quot;&lt;br /&gt;
     	[/part]&lt;br /&gt;
     	[part]&lt;br /&gt;
     	background=Northern_Arendia.jpg&lt;br /&gt;
     	story= _ &amp;quot;This tale, like many others, begins with a child...&amp;quot;&lt;br /&gt;
     	[/part]&lt;br /&gt;
     	[/story]&lt;br /&gt;
     &lt;br /&gt;
     	music=&amp;quot;wesnoth-2.ogg&amp;quot;&lt;br /&gt;
     &lt;br /&gt;
     	[event]&lt;br /&gt;
     	name=prestart&lt;br /&gt;
     	[/event]&lt;br /&gt;
     &lt;br /&gt;
     	[side]&lt;br /&gt;
     		type=Brunette Kid&lt;br /&gt;
     		description=Young Reth&lt;br /&gt;
     		user_description=_&amp;quot;Young Reth&amp;quot;&lt;br /&gt;
     		unrenamable=yes&lt;br /&gt;
     		side=1&lt;br /&gt;
     		canrecruit=no&lt;br /&gt;
     		controller=human&lt;br /&gt;
     		gold=50&lt;br /&gt;
     		team_name=Reth&lt;br /&gt;
     &lt;br /&gt;
     		[unit]&lt;br /&gt;
     			description=Young Matt&lt;br /&gt;
     			user_description=Young Matt&lt;br /&gt;
     			type=Blonde Kid&lt;br /&gt;
     			x=6&lt;br /&gt;
     			y=23&lt;br /&gt;
     		[/unit]&lt;br /&gt;
     &lt;br /&gt;
     		[unit]&lt;br /&gt;
     			description=Young Tom&lt;br /&gt;
     			user_description=Young Tom&lt;br /&gt;
     			type=Redheaded Kid&lt;br /&gt;
     			x=3&lt;br /&gt;
     			y=21&lt;br /&gt;
     		[/unit]&lt;br /&gt;
     	[/side]&lt;br /&gt;
     &lt;br /&gt;
     	[side]&lt;br /&gt;
     	type=B-Shadow Mage&lt;br /&gt;
     	description=Turlin&lt;br /&gt;
     	user_description=_&amp;quot;Turlin&amp;quot;&lt;br /&gt;
     	unrenamable=yes&lt;br /&gt;
     	side=2&lt;br /&gt;
     	canrecruit=no&lt;br /&gt;
     	controller=ai&lt;br /&gt;
     	gold=0&lt;br /&gt;
     	team_name=Bandits&lt;br /&gt;
     	[/side]&lt;br /&gt;
     &lt;br /&gt;
     	[event]&lt;br /&gt;
     	name=start&lt;br /&gt;
     &lt;br /&gt;
     		[message]&lt;br /&gt;
     		speaker=narrator&lt;br /&gt;
     		message= _ &amp;quot;One early morning, near the keep of the local bandit leader and shadow elder, Turlin...&amp;quot;&lt;br /&gt;
     		[/message]&lt;br /&gt;
     		[message]&lt;br /&gt;
     		description=Turlin&lt;br /&gt;
     		image=portraits/Shadow_elder.png&lt;br /&gt;
     		message= _ &amp;quot;Where are those two young rascals! I swear, they will be the death of me some day.&amp;quot;&lt;br /&gt;
     		[/message]&lt;br /&gt;
     		[message]&lt;br /&gt;
     		description=Young Matt&lt;br /&gt;
     		message= _ &amp;quot;Father, Father...we were playing (pants)&amp;quot;&lt;br /&gt;
     		[/message]&lt;br /&gt;
     		[message]&lt;br /&gt;
     		description=Young Tom&lt;br /&gt;
     		message= _ &amp;quot;Alongside the road to Barnabon when w...&amp;quot;&lt;br /&gt;
     		[/message]&lt;br /&gt;
     		[message]&lt;br /&gt;
     		description=Turlin&lt;br /&gt;
     		image=portraits/Shadow_elder.png&lt;br /&gt;
     		message= _ &amp;quot;Exactly how many times have I told you not to go near Barnabon or the road leading to it, huh? It's dangerous. I have many enemies who would just love to get their hands on you two.&amp;quot;&lt;br /&gt;
     		[/message]&lt;br /&gt;
     		[message]&lt;br /&gt;
     		description=Young Matt&lt;br /&gt;
     		message= _ &amp;quot;Dad listen. We were playing there, when we heard a group of thugs from the Black Hand coming.&amp;quot;&lt;br /&gt;
     		[/message]&lt;br /&gt;
     		[message]&lt;br /&gt;
     		description=Young Tom&lt;br /&gt;
     		message= _ &amp;quot;So we hid in the bushes and waited for them to pass by, just like you told us to.&amp;quot;&lt;br /&gt;
     		[/message]&lt;br /&gt;
     		[message]&lt;br /&gt;
     		description=Young Matt&lt;br /&gt;
     		message= _ &amp;quot;But instead of walking on by, they stopped near us a...&amp;quot;&lt;br /&gt;
     		[/message]&lt;br /&gt;
     		[message]&lt;br /&gt;
     		description=Young Tom&lt;br /&gt;
     		message= _ &amp;quot;And I thought, 'This is it! We've been caught!' but...&amp;quot;&lt;br /&gt;
     		[/message]&lt;br /&gt;
     		[message]&lt;br /&gt;
     		description=Young Matt&lt;br /&gt;
     		message= _ &amp;quot;Hey! I was telling this bit. Anyway they stopped to dump a body in the ditch.&amp;quot;&lt;br /&gt;
     		[/message]&lt;br /&gt;
     		[message]&lt;br /&gt;
     		description=Turlin&lt;br /&gt;
     		image=portraits/Shadow_elder.png&lt;br /&gt;
     		message= _ &amp;quot;So you DID leave it, IN CASE it was a trap, LIKE I TOLD YOU, RIGHT?&amp;quot;&lt;br /&gt;
     		[/message]&lt;br /&gt;
     		[message]&lt;br /&gt;
     		description=Young Tom&lt;br /&gt;
     		message= _ &amp;quot;Weeell...Not exactly. It groaned in a sort of 'help me...I'm dying' sort of way, so...&amp;quot;&lt;br /&gt;
     		[/message]&lt;br /&gt;
     		[message]&lt;br /&gt;
     		description=Young Matt&lt;br /&gt;
     		message= _ &amp;quot;After they left, we went to see who it was, and we found him (points at Reth)&amp;quot;&lt;br /&gt;
     		[/message]&lt;br /&gt;
     		[message]&lt;br /&gt;
     		description=Young Tom&lt;br /&gt;
     		message= _ &amp;quot;Dad, he's really hurt, but please, can he stay?! pleeeeease?!&amp;quot;&lt;br /&gt;
     		[/message]&lt;br /&gt;
     		[message]&lt;br /&gt;
     		description=Young Matt&lt;br /&gt;
     		message= _ &amp;quot; Yeah dad, It's very boring being the only kids around here.&amp;quot;&lt;br /&gt;
     		[/message]&lt;br /&gt;
     		[message]&lt;br /&gt;
     		description=Turlin&lt;br /&gt;
     		image=portraits/Shadow_elder.png&lt;br /&gt;
     		message= _ &amp;quot;Hmmmm, alright. I won't let him study shadow craft with you, but okay. However, if he turns out to be annoying or lazy, he's out! We've already got more than enough to feed.&amp;quot;&lt;br /&gt;
     		[/message]&lt;br /&gt;
     			[endlevel]&lt;br /&gt;
     				result=victory&lt;br /&gt;
     				bonus=yes&lt;br /&gt;
     			[/endlevel]&lt;br /&gt;
     	[/event]&lt;br /&gt;
     [/scenario]&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns - Invasion of Arendia]]&lt;/div&gt;</summary>
		<author><name>Lx</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Category:Campaigns_-_The_Rise_of_Wesnoth&amp;diff=36390</id>
		<title>Category:Campaigns - The Rise of Wesnoth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Category:Campaigns_-_The_Rise_of_Wesnoth&amp;diff=36390"/>
		<updated>2010-05-04T05:58:10Z</updated>

		<summary type="html">&lt;p&gt;Lx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Campaigns - by Title]]&lt;br /&gt;
[[Category:Mainline Campaigns]]&lt;/div&gt;</summary>
		<author><name>Lx</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Category:Campaigns_-_The_Rise_of_Wesnoth&amp;diff=36389</id>
		<title>Category:Campaigns - The Rise of Wesnoth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Category:Campaigns_-_The_Rise_of_Wesnoth&amp;diff=36389"/>
		<updated>2010-05-04T05:56:57Z</updated>

		<summary type="html">&lt;p&gt;Lx: Created page with 'Category:Campaigns - by Title'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Campaigns - by Title]]&lt;/div&gt;</summary>
		<author><name>Lx</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=TheRiseOfWesnoth&amp;diff=36388</id>
		<title>TheRiseOfWesnoth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=TheRiseOfWesnoth&amp;diff=36388"/>
		<updated>2010-05-04T05:56:21Z</updated>

		<summary type="html">&lt;p&gt;Lx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Strategy Guide for The Rise of Wesnoth Campaign ==&lt;br /&gt;
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===Campaign strategy===&lt;br /&gt;
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[Comments by Easuth] Over the course of this campaign, you will need to level up to some:&lt;br /&gt;
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* Paladins (lots)&lt;br /&gt;
* Silver Mages (at least one, preferably more)&lt;br /&gt;
* White Mages/Mages of Light (at least four)&lt;br /&gt;
* Royal Guards (lots)&lt;br /&gt;
* Assorted other units, maybe some Bowmen and Grand Knights, Great Mages are nice&lt;br /&gt;
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[Comments by Jonadab] Actually, I played through the campaign with just one Royal Guard (who was strong and quick, and I let him tough-up several times).  On the whole, most of the enemies you encounter will have better melee than ranged attacks, so it is better tactics to attack them with bowmen (and mages, if you can avoid being hit back with too many units).  When you do need to attack with a strong melee attack, you will generally have your advanced horsemen (Paladins, and whatever Lancers or Grand Knights you may level up).  Also by the third scenario you will be able to recruit thugs, which being chaotic are a rather better complement for your mages and horsemen than swordsmen would be.  In my estimation it is not necessary to have very many Royal Guards.  The other level-up paths for spearmen are, IMO, even less useful in this campaign.&lt;br /&gt;
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However, you do need a limited number of &amp;quot;damage sink&amp;quot; units (units that can absorb damage without getting killed), and the Royal Guard is excellent in that regard.  Burin also serves that purpose very well, and Haldric at level 3 can also take a hit or two.  You can pick up one of the white mages you need by choosing the swamp (see below), and he'll be loyal, which is nice, but yes, you will still want to level up 2-3 additional white mages, as they will be your only poison-curing healers, and you will encounter orcish assassins on numerous occasions.  And, several Great Mages will be very nice to have.  This makes levelling up mages an important strategic goal of the campaign overall.  I like to go every-other with the mage levelups:  white, then red, then white, then red, and so forth, although after four or so white you may want to make the rest red.&lt;br /&gt;
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[Comments by Owke] Just finished on medium difficulty. I largely second all of the above, but instead of lots of Paladins I would just level up two, for undead disposal purposes. Make the rest of them Grand Knights, since they easily kill most low level orc or saurian units in a one blow. A mage of light, one paladin, and five Grand Knights make a perfect assault team !&lt;br /&gt;
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[Comments by cph] Yes just 2 paladins, and you don't need the second of those until The Return of the Fleet. Important not to be too reliant on horsemen through the middle part of the campaign, as there are many hard levels underground, in swamps, in water, or against saurians; use The Vanguard to get to 2 paladins and 2+ grand knights.&lt;br /&gt;
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Pikemen/halberdiers are useful in many levels; pierce attacks work well against drakes and against the dragon, and they are handy for defensive roles esp. repelling wolf riders. They are less good against undead, though, and don't get that +1 royal guard speed bonus. So I leveled up any non-quick spearmen to swordsmen, and the first 4-5 quick ones as pikemen (to give me some halberdiers for Peoples in Decline).&lt;br /&gt;
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Due to many undead opponents, you will want to recruit many thugs at times, and get a few (the quick ones, since you need them underground) levelled up. These, plus Lady Thief, give tactical options at other levels too: some decent chaotic troops form an ideal reserve, since you can attack with your lawful troops at dawn, and by nightfall when you need to heal them, use some chaotic troops to either continue the attack or to shield your healing lawful units.&lt;br /&gt;
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==Scenarios==&lt;br /&gt;
===A Summer Of Storms ===&lt;br /&gt;
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At first it's best to hire 2 horsemen and 3 other units, possibly spearmen. Note, however, that you will not have any healers until you level up at least one mage to White Mage status, and the sooner you can do that the better.  Red mages will also prove very useful in subsequent scenarios, so consider recruiting at least two mages.  In any case, send the horsemen with the king over the brige, and the others should follow or start going over the mountain, to avoid being attacked from behind. Then you should probably hire bowmen and more spearmen. Whatever bowmen you can get advanced will be useful later on for fighting the many trolls and grunts you will encounter.  Send them on the &amp;quot;over-the-bridge&amp;quot; road and hire some more troops. Start going with the troops and prince Haldric on the &amp;quot;over-the-bridge&amp;quot; road and by this time the king and the horsemen should have arrived, use the king wisely, he has leadership. When the rest of your troops arrive, you should get to the enemy camp.&lt;br /&gt;
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[Comments by Jonadab] So for recruiting in the first scenario, I would start with two horsemen, and one each mage, bowman, spearman.  After that I would go for additional mages and bowmen mostly.&lt;br /&gt;
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[Comments By Imperative] I would actually go with sending the King off with 3 Horsemen to capture the nearest houses, then retreat into the swamp area until you have your lawful bonus to kill off troops during the day. To hold them back I use spearman and a mage (to level him) whilest I send 1 mage and 2 spearmen up the mountains to flank the boss.&lt;br /&gt;
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===The Fall===&lt;br /&gt;
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Saving the Shock Troopers pays off in later scenarios. To save all three, move them south towards the outlaws and recruit two spearmen to stand in their places. This will hold off the orcs for a time. There are two basic strategies to kill the outlaw leader. You can either march west with a large army and use part of it to hold nortwestern orc. Use the rest to fight outlaws and kill the leader. This strategy requires a lot of troops but it can bring you plenty of experience, and can bring a quick victory. Another way is to assassinate the outlaw leader. One way is to wait till orcs have killed all outlaws and assassinate outlaw leader with knights. This strategy is risky because orcs can kill the leader before you. Another way to assassinate the leader is to send mages protected by a spearmen through the mountains to the outlaw keep. Two mages and three spearmen are enough. If you use assassination strategy it is a good idea to fight against eastern orc nearby your keep. This way you can secure your back and earn experience.&lt;br /&gt;
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===A Harrowing Escape===&lt;br /&gt;
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There is Dwarf Steelclad in the village at 8,5. Its not far from your camp, so send Lady Outlaw there. Dwarf joins you because &amp;quot;It has been a long time since he felt the satisfying crunch of Orcs under his Axe.&amp;quot;&lt;br /&gt;
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You should recruit at least one, possibly two mages here, and use them for killing goblin spearmen and finishing off injured wolf riders in the hills &amp;amp; mountains bordering the valley. It is essential to have at least 1 (preferably 2) mages either levelled up or about to level up before going to the Swamp.&lt;br /&gt;
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[this is just my comments after playing it once in medium - Allefant]&lt;br /&gt;
In medium, simply recruit what you want, and go along the road. You get enough villages to pay upkeep for quite some army, and can give some of them a bit of experience.&lt;br /&gt;
[Windscion: leave a few units in the rear, as the enemy can cross hills quickly.] [Samsara: Footpads and Outlaws will also cross hills at reasonable speed. You will, however, only capture about four enemy units that way (in easy). Still, better than having the enemy catch villages behind you!]&lt;br /&gt;
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(Drake Raider added this note:There are two castle tiles about halfway down, try to send Lady Outlaw and Brunin the Lost to them, they make good guards incase th enemy tries to come straight up. You can also send a couple groups of units down SE to the lake so you can prevent the Green team [SE] from comeing up the river. You can also kill the two Orcish Grunts on the southern castle tiles and then move L.O. and B.t.L. to them.)&lt;br /&gt;
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===Diverging Campaign Path===&lt;br /&gt;
====The Midlands====&lt;br /&gt;
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Orcs again. But you chose that way. You are given plenty of time, so use it wisely. The enemies send lots of orcs, mostly weak ones. So recruit and recall. I took 1 castle of recruits and almost all my recalls, even HI. Then go south. If you go west, only your knights and horsemen will arrive and fight at daytime. My choice was to go south. Take the bridge and defend against the enemy closing in from the west. Take out Yellow with a fast assault team (they should take a healer along), but be careful about the leader. Your main force moves west, takes and holds the second bridge, and takes out Blue. Your assault team stays in the south and goes for the last enemy leader - they won't face any serious resistance. The enemy moves north to support Blue. The HI guarding the bridge might gain a level or die. Mine took the first option, but that depends on the experience it starts with. That way you can finish early (25 turns) and keep your losses low (3 horsemen at the leaders, because they were charging, and he hit 4 times wiht double damage).&lt;br /&gt;
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The 'Dark' Option:  Using Footpads.  If you chose to work with the the outlaws in the last round, then this works good.  Footpads are cheap.  And they are fast.  And they have good defensive abilities.  Plus they fight well in the dark, and in the forest.  So recruit lots of footpads-pawns and quickly dispatch to the upper west and south, followed by higher level units: mages, horseman etc.  For the time being, we will be leaving the middle enemy alone.  To the upper west, send several footpads into the forest and capture the village and set up a defensive line.  This cuts down the enemys gold and increases yours.  Don't attack at first, just defend, until more of your slow higher powered units arrive.  I sent a level 2 horseman and a red mage along with level 2 lost dwarf.  The strategy here is to pick off the orcs, and send the horseman to capture villages.  While this is going, to the south you send your footpads to capture any villages you can and, more imporantly put a footpad on the hex that is adjacent to the bridge, there by stopping easy advancement of their greater numbered troops.   Probably sending a thief or two would be good, as one enemy got into one of the villages on the north of river, and it took a lot to dislodge him.  I sent the white mage along with this group and also had some level 2 trappers.  The intention is to engage the enemy so that they are fighting from the river squares, at a huge disadvantage.  I also sent some level one bowman for the orc-wolves.&lt;br /&gt;
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====The Swamp Of Esten====&lt;br /&gt;
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You should kill the eastern enemy quickly. Send Burin with knights, a white mage, and some other mages east at start. Mages are effective against scorpions. Try to attack dark adepts with Burin or horsemen before they have chance to attack you. You can send some horsemen from the second castle you recruit to strengthen the eastern front.&lt;br /&gt;
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There is also a free loyal White Mage hiding in (a random) one of the temples - visit the temple close to the keep asap, and if not there, try rushing Lady Outlaw to the temple at 19,5.&lt;br /&gt;
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After you have killed the eastern leader and eliminated troops there you can send the eastern army south against next leader. Send a second army south with Haldric. Bowmen and shocktroopers are useful on southern front. Bowmen can shoot outlaws and scorpions. They also retaliate against dark adepts so they are good for defence. Shocktroopers survive even if they are attacked with several outlaws. A couple of horsemen and mages are also useful. You can also add spearmen or swordsmen in southern army. If you have a rogue send him also south. An assassin will be very useful later. There are temples in the swamp. Searching them is good. However, some of them contain nasty surprises. So keep extra troops nearby when you enter one.&lt;br /&gt;
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===The Oldwood===&lt;br /&gt;
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The main bulk of your force should head East to the orc in the Northeastern castle. Haldric, a white mage and a few good units (the heavy infantry from The Fall work very well, along with a few other units)should head South to the other orc leader. The castle in the middle is inhabited by the tree folk,  so dont bother sending troops there. If you are working effectively, you shouldn't have a problem defending them. If you're having  a hard time, however, you might want to divert a few units to watch their backs. The Northeastern leader recruits a lot of units, and most of them are level 2, so watch out. Once you defeat the main in the North, the orc's supplies will be low, and reinforcements few. In the South you'll have a little more of a cakewalk. A few effective melee units can easily counter the riders they send early on, and then with a little forethought and patience you can take out their archers and crossbowmen without giving them time to shoot. &lt;br /&gt;
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''[comments by Allefant]&lt;br /&gt;
This is how I played in medium: I sent 3 knights, 3 mages, Haldric and some spearmen south, and all the rest east (4 knights, 4 mages, some other units). Every group had 2 white mages to heal wounded ones. Both were very slowly (avoid placing knights in the forest, don't attack at night-time) making for the two enemy leaders. It's important to keep an eye also on the middle, sending some units around in the forest, since the orcs will try to kill the tree.''&lt;br /&gt;
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''[comments by Elilmaldur-Rithrandil]&lt;br /&gt;
This is kind of risky, but here goes;I started the game by sending Sir Ladoc and another knight to the south. The green leader arrives at the first town on his side of the river on the third turn. Since Sir Ladoc was present at the beginning, his arrival to that vary town syncs with the green leader, I had him attack for 70 damage, then retreat, and had my other knight attack him in the 4th turn. This way, there are only four green enemies to fight!''&lt;br /&gt;
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===Temple in the Deep===&lt;br /&gt;
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First recall your veterans who are either mages or have over 6 movement (don't bother with cavalry regardless of movement) and then recruit lots of thugs as undead fodder (1 or 2 turns worth should do it). Burin is very effective if you give him the holy water, being able to move quickly in the caves and also being able to drop almost every undead on a nonspectacular hit. There are two ways north, but they will meet up together before you meet any enemies besides the Tentacles. Ignore the tentacles for the most part and only kill them when it's convenient, as you will need to have a strong line set up by the time you engage the undead. Watch out for the enemy's boneshooters, revenants and deathblades, as they could easily mess up a level 3 unit. Your knight (the one who was a messenger earlier on) is completely useless, and should be left somewhere out of the way. Once you see the two chokepoints, hold them so one of their units is facing 2 of yours (prefferably with a white mage behind them). Try level up at least one white mage to a mage of light while fighting in the choke point. Gradually progress northwards once the flow and quality of baddies has tapered off, and once you get into the final chamber, the boss should be a piece of cake, although his ranged attack is devastating so try to attack him with melee units. The Ruby can only be picked up by Haldric.&lt;br /&gt;
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[comments by Allefant]&lt;br /&gt;
One advice here: Don't over-recruit. Knights are useless in caves. I dragged them all around at the back, doing nothing at all and eating up my complete gold reserves. In fact, I think you can win this with just mages. The dwarf also is very useful, he'll fully upgrade if he hasn't yet.&lt;br /&gt;
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[comments by Gdou]&lt;br /&gt;
(on easy mode at least) You can beat this level by recruiting only mages.&lt;br /&gt;
Give Holy Water to Haldric. use the dwarf to weak at maximum strongest skeletons (lvl2 and 3), finish them with the mages. &lt;br /&gt;
At the begining wait for the first wave of skelettons on your side of the lake. Skeletons are less resistants in water, so killing them is easier.&lt;br /&gt;
Then, use the less experienced mages as cannon fodder, protecting your more important units. The lich can kill almost every unit in one turn with a 15*4 magical attack.&lt;br /&gt;
I killed the lich in one turn by attacking it with the dwarf, the knight (Sir Ruddry), the Prince (Haldric) and finished him with one or two fireballs launched by a freshly upgraded red mage.&lt;br /&gt;
Some white mages are useful as there are few places where wounded units can recover healing.&lt;br /&gt;
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[comments by flynn]&lt;br /&gt;
Use this level to get experience.  The early-finish bonus is tiny.  &lt;br /&gt;
The tentacles are perfect for levelling up two thugs (use Haldric's leadership to assist).  Sir Ruddry can help buffer.  Keep Burin away from the water at this stage, or he'll kill all tentacles as they attack, depriving the thugs of XP.  &lt;br /&gt;
The Shock Troopers saved in The Fall are good buffers in this scenario - a level 2 should get to level 3, and they're loyal, so they don't bleed your cash while you're stretching the game out.&lt;br /&gt;
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[comments by smenze]&lt;br /&gt;
Playing on medium I noticed a few things about this level.  First, you can actually not recruit very many units assuming you have some leveled up.  I recalled 1 mage (about to level), 1 fire mage (lvl 2), white mages (lvl 2), and 4 lvl 2 outlaws (leveled up footpads).  Then i ran up and grabbed the choke points basically splitting my force in half (sent Burin one direction and Haldric the other).  You could probably do it with one of the leveled up foot pads to rotate in on each side, but I would have to replay it to try that strategy.&lt;br /&gt;
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[comments by Pravda]&lt;br /&gt;
Giving the holy water to Burin is useless, he already has an impact attack. By giving it to Haldric, you get another unit which can easily take down ennemies, and give Burin a break every now and then. He is much, much weaker than Burin, even at level 3, but he can take a few hits. 2 white mages are absolutely necessary. A level 2 quick thug and a couple of level 2 footpads (note that a quick footpad moves as fast as Burin in caves and has an impact ranged attack) would be good, otherwise try to level whatever you have with the tentacles. White mages are absolutely necessary, but don't bring any other mage unless it is quick (and even then, it is not absolutely necessary). Clearly, do not recruit mages. With the right units and some luck, this level can be won with one castle (at hard).&lt;br /&gt;
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The difficult part is to survive the first wave. Try to move Burin to the choke point ASAP, and unshroud as much as possible. After a moment, you will notice the ennemy units will attack only one side. When you have a chance, send the units from the other side to surround what remains of the undead.&lt;br /&gt;
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===Return to Oldwood===&lt;br /&gt;
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Plot only.&lt;br /&gt;
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===Clearwater Port===&lt;br /&gt;
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Your allies are useless, unless they do suicide runs, which is at least entertaining.  The north leader will waste a lot of time trying to move his units E and then S over the shallows toward your rearguard, no matter how strongly defended you are there.  So defend strongly on the coastline and fill the bay with their corpses.  You will need to recruit lots of units to fight off the hordes to the W, so don't be a piker.  Pikemen are fine, though.  Try to get lots of your allies killed early so they don't clog the bridges later when you split your forces N and S.&lt;br /&gt;
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I like to hit the middle leader first, then send a detachment south to deal with the southern leader while the main force crosses the bridge.  (Your troops can't all cross the bridge at once anyway.)  Some troops may also be able to ford north across the water at the eastern end of the bay (after first killing most of the orcs that try to cross there), but be careful not to get attacked in the water with only 20% defense.  (Certain of your chaotic units do have 40% defense in water; now is a good time to pay attention to that.)  The units that cross the water probably won't reach the enemy leader before your main force kills him, but you can pick up some of the eastern villages.  When crossing, if there are enemy chaotic units to receive you, notice that the lighthouse has a similar effect as a Mage of Light.&lt;br /&gt;
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[comments by IoN] I find that the allies are actually quite useful in killing the middle enemy, as well as serving as fodder so that the orcs don't attack your units.&lt;br /&gt;
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Having played at all easy and hard, I find that the best way to win this scenario is to recruit several advanced units who can take alot of damage and who get good defense in castles (no horsemen), if you don't have many, supplement what you do have with footpads. Send all of these with some white mages over to the line of castle near Lt. Aethyr. Aethyr will usually be done recruiting by the second or third turn, before the enemy reaches you, so fill the entire line with your units, and put Sir Rudry in the one non castled tile. Place the white mages behind this line, and leave it there until the enemy has made it through Aethyr's men. After the enemy has reached you and it is your turn to attack, go mostly for the assasins, as they have a weak melee attack and their poison can be a huge problem. Once you've thinned the enemy to where they only have a few units that are close to your line, usually this happens conveniently around dawn, move your people out and start heading for their leaders. Split your force, sending a few down the southern path, to distract the enemy and most of them toward the middle leader, to kill him. Once he's dead, send some of your army down to kill the southern leader and devote a few units to defending the bridge until the rest of your army can rejoin you. A unit or two with a lot of hp with a white mage are usually enough to do this.&lt;br /&gt;
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Meanwhile, on the eastern coast, the northern enemy leader will send lots of units to catch you unguarded. Immediately after you recruit the units for the castle, recruit at least three footpads, to send with Lady Jessica nad Haldric to guard the coast. If you keep a unit on the village at the tip of the land, unless you are very unlucky, you will be able to hold off everything the northern leader sends. Once the northern leader is distracted by the units approaching him from the bridge, you will be able to send these units across the river relatively unharried, to attack the orc leader from the other side. &lt;br /&gt;
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[Note: This is meant for people trying to kill enemy leaders, if you use this strategy with the intent to leave on the first ship, you will be overstaffed, so don't use so many units, and don't take Haldric with Jessica. You do however need to move Haldric closer to the docks, as he cannot reach them from his keep in one turn.]&lt;br /&gt;
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===Fallen Lich Point===&lt;br /&gt;
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The Orcs will be busy with the Yetis, so you can walk with a big group (best to use mostly mages for that) south and kill the Lich-Lord. Move Haldric over the stone to de-petrify him. It may help to post some mages around the undead before doing so. After that, head north and walk into the sewer enrance, and possibly kill the Orc leaders before.&lt;br /&gt;
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It is also possible, if you recruit heavily, to split your force and head north to attack the eastern orcs before they finish with the Yeti.  However, be careful not to be attacked by the Yeti yourself; it is dangerous even if heavily wounded. The Yeti will attack you if he can get to a unit within one turn.&lt;br /&gt;
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When dealing with the Lich, be aware that he has money; if you let him vacate any of his encampment tiles, or if you kill any of his units but do not occupy their tiles, he will be able to recruit.  (This is not necessarily all bad, as it can mean more experience, but depending on the strength of your force you may want to be careful.)  Also note that units which cannot cross mountains (e.g., Paladins) are practically worthless here.&lt;br /&gt;
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Note that this level becomes a lot tougher if the Yetis get poisoned early on. If this happens you basically have no other choice than to kill the orc leaders first.&lt;br /&gt;
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===Sewer of Southbay===&lt;br /&gt;
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As always, don't recruit a lot of units in underground, and don't recruit units which can barely move there. Only mages is probably best, maybe some thieves or other chaotic units. If you have enough levelled up mages, you can divide into two groups and attack both brothers simultanously - else do them one after the other, and then look for the exit.&lt;br /&gt;
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Pay particular attention to the Giant Spider at the exit. I found best to keep one or two cannon fodder units in order to be able to save to most advanced units.  It is best to use ranged attacks against the spider, so mages are good here.&lt;br /&gt;
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[comments by scorchgeek]&lt;br /&gt;
Only mages is probably a bad idea, since the enemy can recruit red mages, which you won't want to use ranged attacks on. I used thugs, but other chaotic troops would work fine too.&lt;br /&gt;
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===Southbay in Winter===&lt;br /&gt;
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Plot only.&lt;br /&gt;
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===A Final Spring===&lt;br /&gt;
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For the south land area, do a counter-clockwise sweep with mounted units. Move slower units to defend the walled city, which you would think your allies could do a better job of. Take their villages; they don't do anything useful with the money anyway. When your mounted units complete their sweep, you can break the remaining southern forces against the walls in a hammer and anvil. Then your united forces can move north.&lt;br /&gt;
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You should have lots of high-level units now, so concentrate on recruiting new ones and levelling them up to fill needs.&lt;br /&gt;
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Treat the island boss as a separate effort. If you have a Silver Mage (or two) send it across via teleportation ASAP (you should start with one of the villages on the island). This gives you a foothold to get some quicker units (Fugitives/Outlaws) across. Do not use assassins. Assassins have relatively weak defense in water against orcs and nagas, they're very weak against blade, which is all orcs and nagas use, and their relatively slow movement in water makes backstab hard to use reliably. Instead, wait until your first combat, after which you can recruit Mermen. Maybe send a white mage into the water with the mermen for healing purposes, and when you get to the island's cities, you can bring in Silver Mages (hopefully you have at least one by now) to help finish off the boss.&lt;br /&gt;
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[Comments by flynn]&lt;br /&gt;
Depending on your strength, you may be able to move some units immediately north over the water to hold the houses on both sides of the bridge. This should also allow an earlier finish.  Note that many of the first enemy units to arrive will have no ranged attack.&lt;br /&gt;
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[Comments by IoN]&lt;br /&gt;
On easy, at least, splitting forces would allow for an easier finish - send Burin and any heavy infantry you have to guard the city and perform the counterclockwise cavalry sweep as before; some fast assassin line units might be useful in reinforcing the mounted force. Send loyalist troops like swordmen/pikemen north with your mages to take out the northern leader (first let your ally's forces get slaughtered on the bridge, though; it weakens the enemy somewhat) and defend the coast with any outlaws you have, Haldric, and Jessene until you can recruit Mermen. To take out the sea leader, use silver mages, as above, along with Jessene and any outlaws.&lt;br /&gt;
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===Peoples in Decline===&lt;br /&gt;
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Pay attention to the day-night cycle in this scenario. Drakes will be strong during day, but become very weak in the night. I found it best to play a bit defensive, taking advantage of the mountains. Most of the drake leaders were careless enough to fly near enough to me that I could kill them outside their bases. Make sure you get the Storm Trident in the middle of the sea, but be certain that you've cleared most of the drakes first, since a sea serpent will appear. It's best to have some strong units ready to kill it in 1 or 2 turns. You can give the trident to Lord Typhon, but since he leaves a bit later, you may want to give it to another Merman.&lt;br /&gt;
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[Comments by Easuth]  Movement over land is important for Mermen in the campaign as a whole.  If the Merman you give the storm trident to has the Quick attribute, you can make him a Hoplite when he gets to level 3.  Otherwise, make him a Triton.&lt;br /&gt;
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[Comments by gdou] Drakes have less resistance towards pierce attacks. I used mainly Bowmen and horsemen during days, and Poachers at nights.&lt;br /&gt;
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[Comments by Jonadab] Note also that while drakes are resistant to fire, so are your mages.  This can make them useful against the less fiery drakes (e.g., Drake Fighters).  Against the Burners and whatnot you will want to use melee attacks.  The Drakes that fly are more or less impervious to rough terrain, so you must pay closer attention to their range of movement when you plan your zones of control.  Be careful about protecting your mages at night.&lt;br /&gt;
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[Comments by Sailboat] Drakes can be dangerous, so this is a great scenario to use to time honored technique of cannon fodder. Now that you can recruit level 0 units for cheap, you can protect your higher level units by recruiting endless peasants for the first six turns or so, them bringing back your better units to kill off the rest of the drakes.&lt;br /&gt;
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===Rough Landing===&lt;br /&gt;
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Recruit just mermen and thieves (you should already have some assassins to recall at this point as well). Maybe a white mage or two for extra healing. Try to level up the mermen, they can be useful in another scenario later. I went first for the right enemy, keeping all my troops together and moving straight east. The other two leaders sent all their troops towards me as well, so after the southeast leader was finished, there weren't much enemies left. I sent all remaining mermen to the northwest one, and a group of assassins to the northeast one over the long isle.&lt;br /&gt;
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Also, beware of sea serpents, make sure to surround them and kill at once. The trident from the previous scenario will come in handy as well.&lt;br /&gt;
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[Notes by flynn]  Use Lady Jessica's leadership ability to help the mermen fight and level.  Put her in the water if necessary - just surround her with mermen.&lt;br /&gt;
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===A New Land===&lt;br /&gt;
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In case you find the map looks familiar, it seems to be from &amp;quot;Bay of Pearls&amp;quot; from HttT. This scenario is mainly story though.  Recruit nothing, and attack nothing.&lt;br /&gt;
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The scenario objectives tell you to avoid all confrontation for as long as possible, but actually the faster your units encounter the others the faster the scenario will end, that saves time.&lt;br /&gt;
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---edited smenze---&lt;br /&gt;
One thing to keep in mind is that this the last chance you have to grab some more merman as their king leaves.  They are quite helpful in a later scenario so grabbing a few extra here cannot hurt if you can spare the gold.&lt;br /&gt;
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===The Ka'lian===&lt;br /&gt;
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Story, with your choice of four battles next.  You have to beat them all in whatever order.  The amount of gold you have should be the factor in deciding when you choose to play Cursed Isle (the undead problem).&lt;br /&gt;
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===Diverging Campaign Path===&lt;br /&gt;
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All four scenarios have to be beaten, but in whatever order you choose.&lt;br /&gt;
====The Dragon====&lt;br /&gt;
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There are a lot of Saurian enemies in this, and they all have the ''skirmish'' ability. My strategy to win was to recruit a lot of units, and then move the whole army as one big bulk. Keep healers in the middle (I used four), rotate stronger units outwards, and make sure you leave no gaps. The Saurians will slip through the tiniest gap and kill your weak units. My route was to start off straight east, towards the green enemy, but I was surrounded about half-way, then camped there and fought a huge onslaught of Saurians until around turn 10.&lt;br /&gt;
By that time, there were many fewer Saurians left than in the beginning.&lt;br /&gt;
And the green leader foolishly placed himself next to Haldric's Sceptre and was killed as well. So I now split up my group, sent one half back to the blue leader, and another south. The southern group first killed off the yellow leader, and then met the dragon. After that I also let the west group who had killed the blue leader finish of the SW leader. The key really is the beginning turns, if you can survive the initial onslaught without half your troops dying already, the map is won.&lt;br /&gt;
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[Comments by Easuth]  Fighting Saurians requires a disciplined formation.  If you're used to stringing out troops to move them into position as they get there, that won't work after Turn 2 or 3.  I use a &amp;quot;healing hedgehog&amp;quot; of ten troops--two white mages next to each other and eight troops completely encircling them.  If someone gets badly injured, move them to the inside and put a white mage on one of the long edges, fighting as you go.  If you're trying for the big bonus, you'll need two hedgehogs.  Try to keep reserves back a bit in cities.  If the terrain favorably protects you, or the wounded is a fast unit, you can try moving wounded back to cities too.  Once the main wave of Saurians is broken,&lt;br /&gt;
you can string non-wounded troops out a bit in the rush for the leaders.  If you have a Lancer in position, rush in to the cave after the Dragon leaves to grab the gold (edit: except the cave is in the mountains, so a Lancer cannot reach it), though that's nothing compared to the Hero bonus for defeating all the Saurian leaders.  So focus on killing all of them first.&lt;br /&gt;
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[Comments by Globulin]&lt;br /&gt;
Switching wounded units to the inside of the hedgehog can be a problem if you are surrounded. ZOC prevents you from creating an open hex to move the inner unit into. A better strategy is to create a triangle with three hexes inside, instead of the standard two of the hedgehog. If you do this on your castle, only three units are in grasslands. If you set it right, you can make most of the hexes adjacent to your triangle be grassland as well, forcing the Saurians into a bad defensive position.&lt;br /&gt;
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In terms of unit positioning, the simplest way is to fill two inner spaces with Mages of Light, a but a better tactic is to put one of the mages on an edge, thereby ensuring that all but one of your units are healing. The remaining unit can either be a Merman Hoplite, (prefereably resilient and carrying a Storm Trident) or Lady Jessica, since she has excellent defense and is chaotic and therefore benefits by not being in the Mages' light. &lt;br /&gt;
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The Saurians may hold back for quite a while. This is alright, as the Dragon will eventually appear and come to you. Kill it, and finish the remaining Saurians for a nice bonus.&lt;br /&gt;
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[Comments by Megatuga] I've found the triangle strategy a bit dificult to use, because the movement isn't the same for everyone. So I really didn't use a specific strategy. I sent everyone towards. At turn 3 I had the first encounter, at South. I defeated the blue leader quite easily, but I needed to restore my units' HP. You have to manage your villages well, not only because of the HP but also because of the negative money. &lt;br /&gt;
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Returning back to HP, you'll need some mages to restore it. But make sure you have powerful units blocking the enemy's way to mages, thought their HP is a bit low (I got 2 quick ones, which means -10HP each) and can get killed easily. Another big point of this scenario is the destructive enemy attacks. They don't attack many units, they focus their attack in one single unit and kill him. Another fact is the day/night one. I found it easily to deafeat enemy leaders at day: my units attacks were stronger and really helped me with that task. Their leaders may also rush: get your chance and give them a powerful attack.&lt;br /&gt;
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But if you're going to take the South way, make sure you have some units in your castle because purple and green enemys are also quite strong and will send units straight to Haldric. My Outlaw showed good skills entertaining enemys for some turns in the northern woods: he has 70% defence in there, so I recommend his use, if supported by one or two more Outlaws.&lt;br /&gt;
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Here you can also find Big Mudcrawlers. Try to do not attack them with one single unit specially if you have many enemys around you and/or your unit HP is too low, because if you kill him he will get divided and then you found yourself surrounded by 2 mudcrawlers. After killing the blue leader, I killed the grey one, then the green rushed and I killed him too. After all this it's all easy: now the enemy has no resources and just a few units. Now kill the purple leader. Then you can reorganize, but you don't have plenty of time: he appears after killing all the enemy leaders. And watch out, don't spawn him too earlier, you may get weaken if you can't kill him. Avoid the brown road around the mountain.&lt;br /&gt;
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[Comment by Mihoshi]&lt;br /&gt;
Saurians use piercing attacks mostly, so it's better to use units, resistant to pierce. Namely spearmen and heavy infantry have 40% pierce resistance. Javelineers are ideal as saurians use ranged attacks a lot.&lt;br /&gt;
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====Lizard Beach====&lt;br /&gt;
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Recall most of your mermen from before and send them along the river towards the sea. This will harry the saurian troops coming down from the north, allowing your main force to advance on the southern enemy  undisturbed. Beware, though as your mermen will encounter the saurians at night time (giving you -25% and them +25%), so try to minimize conflict until dawn, just get in their way. As saurians all have skirmish and alot of movement, be sure to protect your wounded units well. Because of the saurians unnerving ability to concentrate their fire on one unit, be sure to keep several healers around and try to keep your line strait so only two can mob one guy (hedgehog tactic also seems to work well).&lt;br /&gt;
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[Comments by cph: Not sure about the above strategy - pushing forward with mermen on the north flank is futile when saurians can run around them &amp;amp; cut them up on the first night. I recall two shock troopers on the first round and a footpad (to scout the villages in the NE). Recall a couple more decent land melee units &amp;amp; then 4-5 L2 mermen on rounds 2-3. Everything has to be fairly tough in melee so it can stand saurians focusing their attacks &amp;amp; injure them enough when they do that you can kill them next turn; one healer (more than one is hard to protect) and no other mages. Gambit - throw the footpad out their way at first watch, wasting the turn for a couple of saurians. The rest of your force forms a line of battle near your keep, mermen on the N flank in the river, land units extending south, flanks bent back with strongest units at the corners - and let the saurians break on it. Once their first wave has broken, the rest of their troops come in drips and are no problem, so now you can split up and wipe out the stragglers and claim villages; any L2 units you start with should level up.]&lt;br /&gt;
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After you defeat the main force from the south send just one or two guys north to capture towns so your silver mages can teleport into the fray. The enemy's onslaught tapers out after their initial wave, so the final push should be quick and clean. It's harder to take the northern leader without alot of foreplanning because all of your units will be stuck south of the marshes and the river. If you want to go for a quick win, just march forth with silver mages, mermen, and anyone who's close enough to be a help. If you dont want to lose any of you better units, patience may be the key. As soon as you approach the beach a naga warrior and four nagas arrive in the sea right around the mouth of the river to help the lizardmen, so be careful endangering your mermen there.&lt;br /&gt;
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[Comments by Gia_Boy: I actually used a sacrifice strategy for this one.  In addition to a couple mages, 2 healers, and some other fighters, I recruited a castle-full of peasants to draw the saurians out onto open ground.  I surrounded a single peasant on 5 sides, with 2 healers behind him, and built my formation around that.  I had an assassin near the front to get around the saurians after they took the bait.  The mages were useful for in case a saurian got into some strong ground.  Also, I sent a fugitive north, where he moved from village to village, until he got to the village closest to the north enemy's castle.  If you have a silver mage by then (which I didn't), then you can go to the last village, and assassinate their leader.  The only merman who I got was the Hoplite who had the trident.  He didn't go way out, he mostly helped take out the nagas.  Also, I didn't get any impact people, because they were quite useless against the mud gobs, which was actually what they seemed to recruit most.  Maybe it's just 'cause they explode.]&lt;br /&gt;
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[Comments by IoN: No-merman strategy: On your first two turns recall two keeps of strong, fast veterans like mounted units (not paladins though; they're pretty ineffective against saurians), outlaws/assassins, and silver magi along with some other veterans, preferably with a lot of HP: if all goes well (at least on easy and medium) that may be all you need. Dash them across the swamp directly west of your keep, south of the sands, and form a line with strong units at the ends. They'll flank you, but you're stronger than them and you can use your slower units to crush the flanking saurians in a hammer and anvil. The first wave of southern saurians should get itself killed before the northern saurians arrive in force. Once the northern saurians arrive, take them out with your slower units while your quicker ones go for the southern leader. Then sweep everyone north to kill the northern leader. This should give a relatively fast finish if you're lucky; you'll need the gold.&lt;br /&gt;
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Note that killing one leader gives more gold to the other, so when you've defeated pretty much all the southern leader's forces, just plant a level 3 or two in his keep and leave him alive; kill them both in the same turn.]&lt;br /&gt;
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====The Troll Hole====&lt;br /&gt;
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There are 4 castles, and two of them (randomly placed it seems) are the troll leaders you need to kill. It's underground time again, so as before, mainly recruit mages. The trolls are strong, so hopefully you have lots of levelled up mages. Try to use the narrow corridors to your advantage, so the enemy can only place one attack against a strong unit of yours, but you can kill a troll at a time with two mages or Haldric. Also keep an eye at your back since they will try to surround you. And resist the temptation to send single units wandering around in what seems empty caves - they will all die. I had to restart just to save the dwarf, who had happily wandered off alone searching for gold, right into the lair of a giant spider.&lt;br /&gt;
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[Comments by Easuth]  Try to arrange it so one troll can enter to be attacked by many troops.  Have regular troops in front initially.  Move mages forward to finish the troll, plug the gap where the troll was with Burin or a Royal Guard or an Iron Mauler, and reset the trap on the next turn.  When you've whittled down the enemy, go the direction they came from and kill the leaders, ignoring spider keeps.&lt;br /&gt;
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[Comments by Jonadab]  In addition to mages, your chaotic units can be helpful here again, especially against the occasional rocklobber, which you will not want to attack with mages.&lt;br /&gt;
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[Comments by Samsara]  Putting mermen in the moat will really help you fend off the first wave of attacks.&lt;br /&gt;
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[Comments by cph] This could be a good choice if you have low gold: recall 2 quick red mages, and 3 quick tough melee units (say 2 royal guards &amp;amp; a L3 chaotic unit like a Fugitive). Play expedition style: abandon the start island, stay fairly close together, with your troops roughly divided in two between those moving forward and those fighting rearguard. Provided you knock out one troll leader early, the rest is manageable, just work your way carefully over to the other.&lt;br /&gt;
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====Cursed Isle====&lt;br /&gt;
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This can be the first or last map you choose, depending on how desperate you are for cash.  If you can wait, do it last. All you really need is a Paladin or three to rush the temples, one of which contains a Vampire Lady.  Defeat her, and the scene is over just like that. One of the other temples has some gold; grab that too.&lt;br /&gt;
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If you'd rather not deal with the vampire lady, recall some experienced mermen and have them pick up the holy water.&lt;br /&gt;
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===A Spy In The Woods===&lt;br /&gt;
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Plot only.&lt;br /&gt;
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===The Vanguard===&lt;br /&gt;
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My strategy was to seal of all the gaps in the canyon. So, recruit a lot of units, you will need them. When the onslaught begins, wounded units can retreat back into villages or being cared for by healers. Or actually both, since soon you will be out of non-wounded units.&lt;br /&gt;
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[Comments by Easuth]  This map is smaller than fog of war and canyons make it appear.  Rush the NW gaps with mounted units, but slow &amp;amp; strong will carry the day once the sun rises and the odds are in your favor.  Don't forget the cash, which you can see even in fog.&lt;br /&gt;
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[Comments by Owke] Note that once you attack the leaders, a few undead units will appear near them at the edge of the map. Thus you may want to be sure to have some spare firepower before you attack the leader. I made do with three rounds of recalls. One mounted batch to take out the west, the other two to hold off the remaining forces coming from the north and east. As soon as the first wave dies down, take down the west leader and move up north for the kill of the other two.&lt;br /&gt;
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===Return of the Fleet===&lt;br /&gt;
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Welcome to the &amp;quot;kitchen sink&amp;quot; defense.  You've made it this far; now the game will start to throw things at you, whatever it has left.  The effect is mostly psychological, but it could be a problem if your initial assessment causes you to drastically under-recruit. Time is money.&lt;br /&gt;
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At medium, at least, you don't want to overrecruit. It's worth recruiting a 5-10 L1 units to take the brunt of the first wave of attacks. The first wave is largely at night &amp;amp; will have goblin knights, and later chocobones. You want to meet them on the edge of the woodland in the centre-south; footpads and poachers are handy here, as they have high defense in woodland. You'll want some decent L2 and L3 recalls for healing, to flank your forces in the woods, and to mop up the enemy at daybreak. A mage or red mage to blast trolls &amp;amp; chocobones will level up by end of scenario.&lt;br /&gt;
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When combat starts, the map will become shrouded, like in a cave scenario.  You just haven't been informed of it yet.  So while you're still amazingly able to see, note the key terrain features and castle and city locations.  Also, physically explore the avenues of approach you want to be able to see later.&lt;br /&gt;
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It would be very useful to bring a storm trident into the water.  It'll take a few turns, but the undead trying to reach shore will take even longer. Don't recruit too much for fighting the undead - 2 paladins at most, 1 or 2 thugs, the stormy merman, and the nearest mage working with your land force are sufficient - the undead commander only gets 5-6 L2 recruits and they come ashore scattered (at Medium, anyway). Paladins are so effective against undead that you can wade into the water after them. Just remember, Paladins can't go into deep water and undead can.  Once you take an island city, teleport over a silver mage to help kill the leader - you want a paladin, a silver mage, the storm trident, plus one more unit to be fairly sure to knock him out in one round (another paladin or silver mage makes very sure, but a quick thug will do).&lt;br /&gt;
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When you reach the swampy woods in the north-centre of the map, tighten your formation and keep wounded units well away, as a small force of high-level Saurians will appear when you get halfway through the woods. Trigger them in daylight if possible, and knock them out fast.&lt;br /&gt;
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Two cuttlefish appear when you approach the north-central island. Assuming you're sending a strike force through the water to knock out the undead commander, you really don't want to trigger these until that force is on the island - the storm trident merman is the only thing that can stand up to them in water, and they will avoid him to attack more vulnerable units.&lt;br /&gt;
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Once you kill one enemy leader, the other gets more gold &amp;amp; recruits a new wave of L2s. This can be useful if you need to kill off surplus L1 units to improve the finish bonus, or if you need the XP more than the gold; otherwise, try to strike both leaders out before they can recruit more; or if you kill the first one at dawn, the second will be reluctant to attack with his L2s in daylight, and you might jump in and kill him before he uses them.&lt;br /&gt;
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[Comments by Owke] &lt;br /&gt;
I had a problem here, since either I went bankrupt or I got bogged down pretty fast. Both of these are undesirable since you need money for the last scenario. After four restarts I finally found a way that works : peasants ! &lt;br /&gt;
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I first sent a merman force west to deal with the undead. Northwest I sent a mounted force with one healer to hold the line. Then I recruited 3 or 4 castles worth of peasants as cannon fodder north/northeast, to draw away fire from your cleanup crew. Especially against Chocobones this is nice. Entice it into killing a peasant, then finish it with a high level unit.&lt;br /&gt;
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That may sound like a waste of money, but keep in mind that peasants cost only 8 gold, and do not require any upkeep ! Send a unit with leadership with them and they can even deal some amount of damage, though at night you should just let them take the beating since otherwise they die too quickly.&lt;br /&gt;
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After the mermen (and one paladin) dealt with the undead you can bring them in and push through to the leaders. This tactic worked at medium level with 17 turns to spare.&lt;br /&gt;
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---edit by smenze---&lt;br /&gt;
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My strategy is really divided into a few different sections.  It looks like you will end up losing alot of gold, but honestly in the end you don't.&lt;br /&gt;
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Section 1 (the mermen and the West)&lt;br /&gt;
My orginal recruits were 3-4 &amp;quot;quick&amp;quot; mermen (including the storm trident) and 2 poachers (more about them later).  Move the merman as quickly as possible pretty much straight to the West (there is a village and swamp hex that can aid your travel if you pick the best route).  Move these guys up the West side once they get there to get to the Undead Leader as quickly as possible.  I was able to get to him at dusk (some penalty but not full penalty) and dispatch him one attack using the storm trident, a silver mage, and needed only one attack from a merman to finish him.  Quick striking like this you end up fighting alot less undead.  You probably end up foddering one of the mermen to the Undead Archers, but the trade off is well worth it.  You can keep cycling your merman (and silver mages since they aren't needed too much in the other part of the fight) up to fight with any orcs or trolls that come into the water.  The cuttle fish die fast enough that they are really no bother at all.&lt;br /&gt;
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Section 2 (rest of the beginning)&lt;br /&gt;
Following the first castle recruiting, I recruited another castles worth of poachers/footpads.  They are really there just to hold off the orc/troll barage for the first night.  Move them up to the edge of the forest just NW of your castle allowing them to use the forest for cover and the orcs are forced to fight from the grasslands.  Use your original troops grab up the villages near where you start to help offset some of the costs.  My third castle was day time units including one white mage (it was only lvl 2 at the time but about to hit three) and a paladin (who later died).  I tried to pick units that were about to level so they got a free healing during the combat.  My final bit of recruiting was 3 sliver mages and cannon fodder (I typically use spearmen for this as opposed to peasants).  The silver mage commando brigade (teleport is so cheater) is used to damage where needed so station them on villages near where you start so you can pull them anywhere you need quickly.  Group up your original units as quickly as you can on the plains just north of you castle.  They are going to come in the day light to kill the orcs that venture down at first.&lt;br /&gt;
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Section 3 (the battle ensues)&lt;br /&gt;
The orcs/trolls seem to come in three waves.  You should be able to kill off the intial wave during the first day with your groups.  The chocobones deal a pretty fair damage, but a paladin and silver mage can take them down in a hurry.  If you are really careful, you will most likely not lose any units outside of those that are designed to fodder (and even those could live see further below).  After dealing with them, move your group (which should be a fairly tight hedgehog around your two healers now) West to NW up near the water.  This avoids triggering the Saurians as long as possible and allows you to dictate the fights much better.  Force the orcs to fight on bad terrian (water or grass land) even if that forces you onto the grasslands.  The second wave should be dealt with right around the waters edge (and they will fight from in the water if you let them).  Then carefully move your group onto the island in the middle of the river.  I say carefully because it is possible to trigger the Saurians which make the level a lot harder if you are not ready for them.  The final large push of orcs/trolls can be dealt with from here.  Once that is finished, move NE onto the main land again thus triggering the Saurians.&lt;br /&gt;
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I ended up with a smaller second contingent (one horse L2, one footpad L2 and one spearman L2) that didn't fit my hedgehog so i sent them to the East to grab up the hand full of villages there, but i kept them in the south forest so I didn't trigger the Saurian attack until I was ready.&lt;br /&gt;
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Section 4 (clean up)&lt;br /&gt;
This phase was really self explanatory.  Now you have the Saurians to deal with too, but if you ended up with extra troops like I did then you have them pincered and they tend to split up and attack both groups.  From there it is just finishing the objectives (i.e. kill the leaders).&lt;br /&gt;
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===Rise of Wesnoth===&lt;br /&gt;
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It's the final battle: be patient, recall everybody, the early finish bonus doesn't mean anything.  Some Mermen would be useful here, but surprisingly, they're not really necessary.  I started by sending mounted units around both sides of the forest to your SW.  Whichever troops the orange guys go after, slam into their rear guard with the other forces, making an orc sandwich.  Ewww.  I thought I would have to sneak the Paladins back to the E for the undead troops, but once the first east bridge collapses (all bridges collapse as soon as you cross them once), the undead want to follow the path that doesn't leave them floundering in the water.  So leave the W bridge intact, playing Catch the Sea Orc on the north shore with Haldric &amp;amp; Co., and you can send a large force down the E side practically unopposed by the second wave of Jevyan's troops.  You'll need at least two Paladins in the E to kill Jevyan himself; nothing else is half as effective (perhaps mages of light - but beware his ranged attack !).  Don't forget to sacrifice Aethyr to Jevyan.  If he doesn't want to come out and play, march up to Jevyan and use a crossbow attack.  When Jevyan is dead, the yellow and green leaders will probably still be alive. You'll have to kill one, leaving at least one orc leader alive. You pick.  Congratulations!  Enjoy the ending!&lt;br /&gt;
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== See Also ==&lt;br /&gt;
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* [[MainlineCampaigns]]&lt;br /&gt;
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[[Category:Campaigns - The Rise of Wesnoth]]&lt;br /&gt;
[[Category:Campaigns - Walkthroughs]]&lt;/div&gt;</summary>
		<author><name>Lx</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Category:Campaigns_-_Invasion_of_Arendia&amp;diff=36387</id>
		<title>Category:Campaigns - Invasion of Arendia</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Category:Campaigns_-_Invasion_of_Arendia&amp;diff=36387"/>
		<updated>2010-05-04T05:55:15Z</updated>

		<summary type="html">&lt;p&gt;Lx: Created page with 'Category:Campaigns - by Title'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Campaigns - by Title]]&lt;/div&gt;</summary>
		<author><name>Lx</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Campaign/Invasion_of_Arendia&amp;diff=36386</id>
		<title>Campaign/Invasion of Arendia</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Campaign/Invasion_of_Arendia&amp;diff=36386"/>
		<updated>2010-05-04T05:54:52Z</updated>

		<summary type="html">&lt;p&gt;Lx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Invasion of Arendia ==&lt;br /&gt;
&lt;br /&gt;
This is the Invasion of Arendia campaign wiki, basically it's purpose is to allow other users to easily modify the campaign, and submit the results to me (Ranger M), and also so that people can download new scnearios as I make them, and edit them where they can improve them. You can edit any scenario you wish and fix typing or WML errors or even contribute to the dialogues in order to make them more immersive.&lt;br /&gt;
There is a story page which outlines my purpose for the storyline one or two scenarios ahead, and has a general map of the whole thing.&lt;br /&gt;
&lt;br /&gt;
;Spoiler Warning&lt;br /&gt;
Be aware that this is a complete spoiler. If you wish to contribute adequately you'll have no choice but to see the storyline.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here's what you can edit right now&lt;br /&gt;
=== Scenarios ===&lt;br /&gt;
*1. [[Campaign/Invasion_of_Arendia/01_Reths_Beginning | Reth's Beginning]]&lt;br /&gt;
*2. [[Campaign/Invasion_of_Arendia/02_Reths_Training | Reth's Training]]&lt;br /&gt;
*3. [[Campaign/Invasion_of_Arendia/03_Border_Disturbance | Border Disturbance]]&lt;br /&gt;
*4. [[Campaign/Invasion_of_Arendia/04_Midnight_Raiding | Midnight Raiding]]&lt;br /&gt;
*5. [[Campaign/Invasion_of_Arendia/05_Threats | Threats]]&lt;br /&gt;
*6. [[Campaign/Invasion_of_Arendia/06_Black_Hand_Attack | Black Hand Attack]]&lt;br /&gt;
*7. [[Campaign/Invasion_of_Arendia/07_The_Enemy_Of_My_Enemy | The Enemy of my Enemy]]&lt;br /&gt;
*8. [[Campaign/Invasion_of_Arendia/08_Turlins_Fall | Turlin's Fall]]&lt;br /&gt;
*9. [[Campaign/Invasion_of_Arendia/09_Fleeing_East | Fleeing East]]&lt;br /&gt;
*10. [[Campaign/Invasion_of_Arendia/10_Sneaking_Around | Sneaking Around]]&lt;br /&gt;
*11. [[Campaign/Invasion_of_Arendia/11_Thrashan | Thrashan]]&lt;br /&gt;
*12. [[Campaign/Invasion_of_Arendia/12_Freeing_Nagas | Freeing Nagas]]&lt;br /&gt;
*13. [[Campaign/Invasion_of_Arendia/13_Naga_Temple | Naga Temple]]&lt;br /&gt;
*14. [[Campaign/Invasion_of_Arendia/14_Saving_Thrashan | Saving Thrashan]]&lt;br /&gt;
*15. [[Campaign/Invasion_of_Arendia/15_Through_Water_and_Stone | Through Water and Stone]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns - Invasion of Arendia]][[Category:Campaigns - Development]]&lt;/div&gt;</summary>
		<author><name>Lx</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Campaign/Invasion_of_Arendia&amp;diff=36385</id>
		<title>Campaign/Invasion of Arendia</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Campaign/Invasion_of_Arendia&amp;diff=36385"/>
		<updated>2010-05-04T05:53:47Z</updated>

		<summary type="html">&lt;p&gt;Lx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Invasion of Arendia ==&lt;br /&gt;
&lt;br /&gt;
This is the Invasion of Arendia campaign wiki, basically it's purpose is to allow other users to easily modify the campaign, and submit the results to me (Ranger M), and also so that people can download new scnearios as I make them, and edit them where they can improve them. You can edit any scenario you wish and fix typing or WML errors or even contribute to the dialogues in order to make them more immersive.&lt;br /&gt;
There is a story page which outlines my purpose for the storyline one or two scenarios ahead, and has a general map of the whole thing.&lt;br /&gt;
&lt;br /&gt;
;Spoiler Warning&lt;br /&gt;
Be aware that this is a complete spoiler. If you wish to contribute adequately you'll have no choice but to see the storyline.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here's what you can edit right now&lt;br /&gt;
=== Scenarios ===&lt;br /&gt;
*1. [[Campaign/Invasion_of_Arendia/01_Reths_Beginning | Reth's Beginning]]&lt;br /&gt;
*2. [[Campaign/Invasion_of_Arendia/02_Reths_Training | Reth's Training]]&lt;br /&gt;
*3. [[Campaign/Invasion_of_Arendia/03_Border_Disturbance | Border Disturbance]]&lt;br /&gt;
*4. [[Campaign/Invasion_of_Arendia/04_Midnight_Raiding | Midnight Raiding]]&lt;br /&gt;
*5. [[Campaign/Invasion_of_Arendia/05_Threats | Threats]]&lt;br /&gt;
*6. [[Campaign/Invasion_of_Arendia/06_Black_Hand_Attack | Black Hand Attack]]&lt;br /&gt;
*7. [[Campaign/Invasion_of_Arendia/07_The_Enemy_Of_My_Enemy | The Enemy of my Enemy]]&lt;br /&gt;
*8. [[Campaign/Invasion_of_Arendia/08_Turlins_Fall | Turlin's Fall]]&lt;br /&gt;
*9. [[Campaign/Invasion_of_Arendia/09_Fleeing_East | Fleeing East]]&lt;br /&gt;
*10. [[Campaign/Invasion_of_Arendia/10_Sneaking_Around | Sneaking Around]]&lt;br /&gt;
*11. [[Campaign/Invasion_of_Arendia/11_Thrashan | Thrashan]]&lt;br /&gt;
*12. [[Campaign/Invasion_of_Arendia/12_Freeing_Nagas | Freeing Nagas]]&lt;br /&gt;
*13. [[Campaign/Invasion_of_Arendia/13_Naga_Temple | Naga Temple]]&lt;br /&gt;
*14. [[Campaign/Invasion_of_Arendia/14_Saving_Thrashan | Saving Thrashan]]&lt;br /&gt;
*15. [[Campaign/Invasion_of_Arendia/15_Through_Water_and_Stone | Through Water and Stone]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns - Invasion of Arendia]][[Category:Campaings - Development]]&lt;/div&gt;</summary>
		<author><name>Lx</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=TheRiseOfWesnoth&amp;diff=36335</id>
		<title>TheRiseOfWesnoth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=TheRiseOfWesnoth&amp;diff=36335"/>
		<updated>2010-04-28T16:31:30Z</updated>

		<summary type="html">&lt;p&gt;Lx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Strategy Guide for The Rise of Wesnoth Campaign ==&lt;br /&gt;
&lt;br /&gt;
===Campaign strategy===&lt;br /&gt;
&lt;br /&gt;
[Comments by Easuth] Over the course of this campaign, you will need to level up to some:&lt;br /&gt;
&lt;br /&gt;
* Paladins (lots)&lt;br /&gt;
* Silver Mages (at least one, preferably more)&lt;br /&gt;
* White Mages/Mages of Light (at least four)&lt;br /&gt;
* Royal Guards (lots)&lt;br /&gt;
* Assorted other units, maybe some Bowmen and Grand Knights, Great Mages are nice&lt;br /&gt;
&lt;br /&gt;
[Comments by Jonadab] Actually, I played through the campaign with just one Royal Guard (who was strong and quick, and I let him tough-up several times).  On the whole, most of the enemies you encounter will have better melee than ranged attacks, so it is better tactics to attack them with bowmen (and mages, if you can avoid being hit back with too many units).  When you do need to attack with a strong melee attack, you will generally have your advanced horsemen (Paladins, and whatever Lancers or Grand Knights you may level up).  Also by the third scenario you will be able to recruit thugs, which being chaotic are a rather better complement for your mages and horsemen than swordsmen would be.  In my estimation it is not necessary to have very many Royal Guards.  The other level-up paths for spearmen are, IMO, even less useful in this campaign.&lt;br /&gt;
&lt;br /&gt;
However, you do need a limited number of &amp;quot;damage sink&amp;quot; units (units that can absorb damage without getting killed), and the Royal Guard is excellent in that regard.  Burin also serves that purpose very well, and Haldric at level 3 can also take a hit or two.  You can pick up one of the white mages you need by choosing the swamp (see below), and he'll be loyal, which is nice, but yes, you will still want to level up 2-3 additional white mages, as they will be your only poison-curing healers, and you will encounter orcish assassins on numerous occasions.  And, several Great Mages will be very nice to have.  This makes levelling up mages an important strategic goal of the campaign overall.  I like to go every-other with the mage levelups:  white, then red, then white, then red, and so forth, although after four or so white you may want to make the rest red.&lt;br /&gt;
&lt;br /&gt;
[Comments by Owke] Just finished on medium difficulty. I largely second all of the above, but instead of lots of Paladins I would just level up two, for undead disposal purposes. Make the rest of them Grand Knights, since they easily kill most low level orc or saurian units in a one blow. A mage of light, one paladin, and five Grand Knights make a perfect assault team !&lt;br /&gt;
&lt;br /&gt;
[Comments by cph] Yes just 2 paladins, and you don't need the second of those until The Return of the Fleet. Important not to be too reliant on horsemen through the middle part of the campaign, as there are many hard levels underground, in swamps, in water, or against saurians; use The Vanguard to get to 2 paladins and 2+ grand knights.&lt;br /&gt;
&lt;br /&gt;
Pikemen/halberdiers are useful in many levels; pierce attacks work well against drakes and against the dragon, and they are handy for defensive roles esp. repelling wolf riders. They are less good against undead, though, and don't get that +1 royal guard speed bonus. So I leveled up any non-quick spearmen to swordsmen, and the first 4-5 quick ones as pikemen (to give me some halberdiers for Peoples in Decline).&lt;br /&gt;
&lt;br /&gt;
Due to many undead opponents, you will want to recruit many thugs at times, and get a few (the quick ones, since you need them underground) levelled up. These, plus Lady Thief, give tactical options at other levels too: some decent chaotic troops form an ideal reserve, since you can attack with your lawful troops at dawn, and by nightfall when you need to heal them, use some chaotic troops to either continue the attack or to shield your healing lawful units.&lt;br /&gt;
&lt;br /&gt;
==Scenarios==&lt;br /&gt;
===A Summer Of Storms ===&lt;br /&gt;
&lt;br /&gt;
At first it's best to hire 2 horsemen and 3 other units, possibly spearmen. Note, however, that you will not have any healers until you level up at least one mage to White Mage status, and the sooner you can do that the better.  Red mages will also prove very useful in subsequent scenarios, so consider recruiting at least two mages.  In any case, send the horsemen with the king over the brige, and the others should follow or start going over the mountain, to avoid being attacked from behind. Then you should probably hire bowmen and more spearmen. Whatever bowmen you can get advanced will be useful later on for fighting the many trolls and grunts you will encounter.  Send them on the &amp;quot;over-the-bridge&amp;quot; road and hire some more troops. Start going with the troops and prince Haldric on the &amp;quot;over-the-bridge&amp;quot; road and by this time the king and the horsemen should have arrived, use the king wisely, he has leadership. When the rest of your troops arrive, you should get to the enemy camp.&lt;br /&gt;
&lt;br /&gt;
[Comments by Jonadab] So for recruiting in the first scenario, I would start with two horsemen, and one each mage, bowman, spearman.  After that I would go for additional mages and bowmen mostly.&lt;br /&gt;
&lt;br /&gt;
[Comments By Imperative] I would actually go with sending the King off with 3 Horsemen to capture the nearest houses, then retreat into the swamp area until you have your lawful bonus to kill off troops during the day. To hold them back I use spearman and a mage (to level him) whilest I send 1 mage and 2 spearmen up the mountains to flank the boss.&lt;br /&gt;
&lt;br /&gt;
===The Fall===&lt;br /&gt;
&lt;br /&gt;
Saving the Shock Troopers pays off in later scenarios. To save all three, move them south towards the outlaws and recruit two spearmen to stand in their places. This will hold off the orcs for a time. There are two basic strategies to kill the outlaw leader. You can either march west with a large army and use part of it to hold nortwestern orc. Use the rest to fight outlaws and kill the leader. This strategy requires a lot of troops but it can bring you plenty of experience, and can bring a quick victory. Another way is to assassinate the outlaw leader. One way is to wait till orcs have killed all outlaws and assassinate outlaw leader with knights. This strategy is risky because orcs can kill the leader before you. Another way to assassinate the leader is to send mages protected by a spearmen through the mountains to the outlaw keep. Two mages and three spearmen are enough. If you use assassination strategy it is a good idea to fight against eastern orc nearby your keep. This way you can secure your back and earn experience.&lt;br /&gt;
&lt;br /&gt;
===A Harrowing Escape===&lt;br /&gt;
&lt;br /&gt;
There is Dwarf Steelclad in the village at 8,5. Its not far from your camp, so send Lady Outlaw there. Dwarf joins you because &amp;quot;It has been a long time since he felt the satisfying crunch of Orcs under his Axe.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You should recruit at least one, possibly two mages here, and use them for killing goblin spearmen and finishing off injured wolf riders in the hills &amp;amp; mountains bordering the valley. It is essential to have at least 1 (preferably 2) mages either levelled up or about to level up before going to the Swamp.&lt;br /&gt;
&lt;br /&gt;
[this is just my comments after playing it once in medium - Allefant]&lt;br /&gt;
In medium, simply recruit what you want, and go along the road. You get enough villages to pay upkeep for quite some army, and can give some of them a bit of experience.&lt;br /&gt;
[Windscion: leave a few units in the rear, as the enemy can cross hills quickly.] [Samsara: Footpads and Outlaws will also cross hills at reasonable speed. You will, however, only capture about four enemy units that way (in easy). Still, better than having the enemy catch villages behind you!]&lt;br /&gt;
&lt;br /&gt;
(Drake Raider added this note:There are two castle tiles about halfway down, try to send Lady Outlaw and Brunin the Lost to them, they make good guards incase th enemy tries to come straight up. You can also send a couple groups of units down SE to the lake so you can prevent the Green team [SE] from comeing up the river. You can also kill the two Orcish Grunts on the southern castle tiles and then move L.O. and B.t.L. to them.)&lt;br /&gt;
&lt;br /&gt;
===Diverging Campaign Path===&lt;br /&gt;
====The Midlands====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Orcs again. But you chose that way. You are given plenty of time, so use it wisely. The enemies send lots of orcs, mostly weak ones. So recruit and recall. I took 1 castle of recruits and almost all my recalls, even HI. Then go south. If you go west, only your knights and horsemen will arrive and fight at daytime. My choice was to go south. Take the bridge and defend against the enemy closing in from the west. Take out Yellow with a fast assault team (they should take a healer along), but be careful about the leader. Your main force moves west, takes and holds the second bridge, and takes out Blue. Your assault team stays in the south and goes for the last enemy leader - they won't face any serious resistance. The enemy moves north to support Blue. The HI guarding the bridge might gain a level or die. Mine took the first option, but that depends on the experience it starts with. That way you can finish early (25 turns) and keep your losses low (3 horsemen at the leaders, because they were charging, and he hit 4 times wiht double damage).&lt;br /&gt;
&lt;br /&gt;
The 'Dark' Option:  Using Footpads.  If you chose to work with the the outlaws in the last round, then this works good.  Footpads are cheap.  And they are fast.  And they have good defensive abilities.  Plus they fight well in the dark, and in the forest.  So recruit lots of footpads-pawns and quickly dispatch to the upper west and south, followed by higher level units: mages, horseman etc.  For the time being, we will be leaving the middle enemy alone.  To the upper west, send several footpads into the forest and capture the village and set up a defensive line.  This cuts down the enemys gold and increases yours.  Don't attack at first, just defend, until more of your slow higher powered units arrive.  I sent a level 2 horseman and a red mage along with level 2 lost dwarf.  The strategy here is to pick off the orcs, and send the horseman to capture villages.  While this is going, to the south you send your footpads to capture any villages you can and, more imporantly put a footpad on the hex that is adjacent to the bridge, there by stopping easy advancement of their greater numbered troops.   Probably sending a thief or two would be good, as one enemy got into one of the villages on the north of river, and it took a lot to dislodge him.  I sent the white mage along with this group and also had some level 2 trappers.  The intention is to engage the enemy so that they are fighting from the river squares, at a huge disadvantage.  I also sent some level one bowman for the orc-wolves.&lt;br /&gt;
&lt;br /&gt;
====The Swamp Of Esten====&lt;br /&gt;
&lt;br /&gt;
You should kill the eastern enemy quickly. Send Burin with knights, a white mage, and some other mages east at start. Mages are effective against scorpions. Try to attack dark adepts with Burin or horsemen before they have chance to attack you. You can send some horsemen from the second castle you recruit to strengthen the eastern front.&lt;br /&gt;
&lt;br /&gt;
There is also a free loyal White Mage hiding in (a random) one of the temples - visit the temple close to the keep asap, and if not there, try rushing Lady Outlaw to the temple at 19,5.&lt;br /&gt;
&lt;br /&gt;
After you have killed the eastern leader and eliminated troops there you can send the eastern army south against next leader. Send a second army south with Haldric. Bowmen and shocktroopers are useful on southern front. Bowmen can shoot outlaws and scorpions. They also retaliate against dark adepts so they are good for defence. Shocktroopers survive even if they are attacked with several outlaws. A couple of horsemen and mages are also useful. You can also add spearmen or swordsmen in southern army. If you have a rogue send him also south. An assassin will be very useful later. There are temples in the swamp. Searching them is good. However, some of them contain nasty surprises. So keep extra troops nearby when you enter one.&lt;br /&gt;
&lt;br /&gt;
===The Oldwood===&lt;br /&gt;
&lt;br /&gt;
The main bulk of your force should head East to the orc in the Northeastern castle. Haldric, a white mage and a few good units (the heavy infantry from The Fall work very well, along with a few other units)should head South to the other orc leader. The castle in the middle is inhabited by the tree folk,  so dont bother sending troops there. If you are working effectively, you shouldn't have a problem defending them. If you're having  a hard time, however, you might want to divert a few units to watch their backs. The Northeastern leader recruits a lot of units, and most of them are level 2, so watch out. Once you defeat the main in the North, the orc's supplies will be low, and reinforcements few. In the South you'll have a little more of a cakewalk. A few effective melee units can easily counter the riders they send early on, and then with a little forethought and patience you can take out their archers and crossbowmen without giving them time to shoot. &lt;br /&gt;
&lt;br /&gt;
''[comments by Allefant]&lt;br /&gt;
This is how I played in medium: I sent 3 knights, 3 mages, Haldric and some spearmen south, and all the rest east (4 knights, 4 mages, some other units). Every group had 2 white mages to heal wounded ones. Both were very slowly (avoid placing knights in the forest, don't attack at night-time) making for the two enemy leaders. It's important to keep an eye also on the middle, sending some units around in the forest, since the orcs will try to kill the tree.''&lt;br /&gt;
&lt;br /&gt;
''[comments by Elilmaldur-Rithrandil]&lt;br /&gt;
This is kind of risky, but here goes;I started the game by sending Sir Ladoc and another knight to the south. The green leader arrives at the first town on his side of the river on the third turn. Since Sir Ladoc was present at the beginning, his arrival to that vary town syncs with the green leader, I had him attack for 70 damage, then retreat, and had my other knight attack him in the 4th turn. This way, there are only four green enemies to fight!''&lt;br /&gt;
&lt;br /&gt;
===Temple in the Deep===&lt;br /&gt;
&lt;br /&gt;
First recall your veterans who are either mages or have over 6 movement (don't bother with cavalry regardless of movement) and then recruit lots of thugs as undead fodder (1 or 2 turns worth should do it). Burin is very effective if you give him the holy water, being able to move quickly in the caves and also being able to drop almost every undead on a nonspectacular hit. There are two ways north, but they will meet up together before you meet any enemies besides the Tentacles. Ignore the tentacles for the most part and only kill them when it's convenient, as you will need to have a strong line set up by the time you engage the undead. Watch out for the enemy's boneshooters, revenants and deathblades, as they could easily mess up a level 3 unit. Your knight (the one who was a messenger earlier on) is completely useless, and should be left somewhere out of the way. Once you see the two chokepoints, hold them so one of their units is facing 2 of yours (prefferably with a white mage behind them). Try level up at least one white mage to a mage of light while fighting in the choke point. Gradually progress northwards once the flow and quality of baddies has tapered off, and once you get into the final chamber, the boss should be a piece of cake, although his ranged attack is devastating so try to attack him with melee units. The Ruby can only be picked up by Haldric.&lt;br /&gt;
&lt;br /&gt;
[comments by Allefant]&lt;br /&gt;
One advice here: Don't over-recruit. Knights are useless in caves. I dragged them all around at the back, doing nothing at all and eating up my complete gold reserves. In fact, I think you can win this with just mages. The dwarf also is very useful, he'll fully upgrade if he hasn't yet.&lt;br /&gt;
&lt;br /&gt;
[comments by Gdou]&lt;br /&gt;
(on easy mode at least) You can beat this level by recruiting only mages.&lt;br /&gt;
Give Holy Water to Haldric. use the dwarf to weak at maximum strongest skeletons (lvl2 and 3), finish them with the mages. &lt;br /&gt;
At the begining wait for the first wave of skelettons on your side of the lake. Skeletons are less resistants in water, so killing them is easier.&lt;br /&gt;
Then, use the less experienced mages as cannon fodder, protecting your more important units. The lich can kill almost every unit in one turn with a 15*4 magical attack.&lt;br /&gt;
I killed the lich in one turn by attacking it with the dwarf, the knight (Sir Ruddry), the Prince (Haldric) and finished him with one or two fireballs launched by a freshly upgraded red mage.&lt;br /&gt;
Some white mages are useful as there are few places where wounded units can recover healing.&lt;br /&gt;
&lt;br /&gt;
[comments by flynn]&lt;br /&gt;
Use this level to get experience.  The early-finish bonus is tiny.  &lt;br /&gt;
The tentacles are perfect for levelling up two thugs (use Haldric's leadership to assist).  Sir Ruddry can help buffer.  Keep Burin away from the water at this stage, or he'll kill all tentacles as they attack, depriving the thugs of XP.  &lt;br /&gt;
The Shock Troopers saved in The Fall are good buffers in this scenario - a level 2 should get to level 3, and they're loyal, so they don't bleed your cash while you're stretching the game out.&lt;br /&gt;
&lt;br /&gt;
[comments by smenze]&lt;br /&gt;
Playing on medium I noticed a few things about this level.  First, you can actually not recruit very many units assuming you have some leveled up.  I recalled 1 mage (about to level), 1 fire mage (lvl 2), white mages (lvl 2), and 4 lvl 2 outlaws (leveled up footpads).  Then i ran up and grabbed the choke points basically splitting my force in half (sent Burin one direction and Haldric the other).  You could probably do it with one of the leveled up foot pads to rotate in on each side, but I would have to replay it to try that strategy.&lt;br /&gt;
&lt;br /&gt;
[comments by Pravda]&lt;br /&gt;
Giving the holy water to Burin is useless, he already has an impact attack. By giving it to Haldric, you get another unit which can easily take down ennemies, and give Burin a break every now and then. He is much, much weaker than Burin, even at level 3, but he can take a few hits. 2 white mages are absolutely necessary. A level 2 quick thug and a couple of level 2 footpads (note that a quick footpad moves as fast as Burin in caves and has an impact ranged attack) would be good, otherwise try to level whatever you have with the tentacles. White mages are absolutely necessary, but don't bring any other mage unless it is quick (and even then, it is not absolutely necessary). Clearly, do not recruit mages. With the right units and some luck, this level can be won with one castle (at hard).&lt;br /&gt;
&lt;br /&gt;
The difficult part is to survive the first wave. Try to move Burin to the choke point ASAP, and unshroud as much as possible. After a moment, you will notice the ennemy units will attack only one side. When you have a chance, send the units from the other side to surround what remains of the undead.&lt;br /&gt;
&lt;br /&gt;
===Return to Oldwood===&lt;br /&gt;
&lt;br /&gt;
Plot only.&lt;br /&gt;
&lt;br /&gt;
===Clearwater Port===&lt;br /&gt;
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Your allies are useless, unless they do suicide runs, which is at least entertaining.  The north leader will waste a lot of time trying to move his units E and then S over the shallows toward your rearguard, no matter how strongly defended you are there.  So defend strongly on the coastline and fill the bay with their corpses.  You will need to recruit lots of units to fight off the hordes to the W, so don't be a piker.  Pikemen are fine, though.  Try to get lots of your allies killed early so they don't clog the bridges later when you split your forces N and S.&lt;br /&gt;
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I like to hit the middle leader first, then send a detachment south to deal with the southern leader while the main force crosses the bridge.  (Your troops can't all cross the bridge at once anyway.)  Some troops may also be able to ford north across the water at the eastern end of the bay (after first killing most of the orcs that try to cross there), but be careful not to get attacked in the water with only 20% defense.  (Certain of your chaotic units do have 40% defense in water; now is a good time to pay attention to that.)  The units that cross the water probably won't reach the enemy leader before your main force kills him, but you can pick up some of the eastern villages.  When crossing, if there are enemy chaotic units to receive you, notice that the lighthouse has a similar effect as a Mage of Light.&lt;br /&gt;
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[comments by IoN] I find that the allies are actually quite useful in killing the middle enemy, as well as serving as fodder so that the orcs don't attack your units.&lt;br /&gt;
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Having played at all easy and hard, I find that the best way to win this scenario is to recruit several advanced units who can take alot of damage and who get good defense in castles (no horsemen), if you don't have many, supplement what you do have with footpads. Send all of these with some white mages over to the line of castle near Lt. Aethyr. Aethyr will usually be done recruiting by the second or third turn, before the enemy reaches you, so fill the entire line with your units, and put Sir Rudry in the one non castled tile. Place the white mages behind this line, and leave it there until the enemy has made it through Aethyr's men. After the enemy has reached you and it is your turn to attack, go mostly for the assasins, as they have a weak melee attack and their poison can be a huge problem. Once you've thinned the enemy to where they only have a few units that are close to your line, usually this happens conveniently around dawn, move your people out and start heading for their leaders. Split your force, sending a few down the southern path, to distract the enemy and most of them toward the middle leader, to kill him. Once he's dead, send some of your army down to kill the southern leader and devote a few units to defending the bridge until the rest of your army can rejoin you. A unit or two with a lot of hp with a white mage are usually enough to do this.&lt;br /&gt;
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Meanwhile, on the eastern coast, the northern enemy leader will send lots of units to catch you unguarded. Immediately after you recruit the units for the castle, recruit at least three footpads, to send with Lady Jessica nad Haldric to guard the coast. If you keep a unit on the village at the tip of the land, unless you are very unlucky, you will be able to hold off everything the northern leader sends. Once the northern leader is distracted by the units approaching him from the bridge, you will be able to send these units across the river relatively unharried, to attack the orc leader from the other side. &lt;br /&gt;
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[Note: This is meant for people trying to kill enemy leaders, if you use this strategy with the intent to leave on the first ship, you will be overstaffed, so don't use so many units, and don't take Haldric with Jessica. You do however need to move Haldric closer to the docks, as he cannot reach them from his keep in one turn.]&lt;br /&gt;
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===Fallen Lich Point===&lt;br /&gt;
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The Orcs will be busy with the Yetis, so you can walk with a big group (best to use mostly mages for that) south and kill the Lich-Lord. Move Haldric over the stone to de-petrify him. It may help to post some mages around the undead before doing so. After that, head north and walk into the sewer enrance, and possibly kill the Orc leaders before.&lt;br /&gt;
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It is also possible, if you recruit heavily, to split your force and head north to attack the eastern orcs before they finish with the Yeti.  However, be careful not to be attacked by the Yeti yourself; it is dangerous even if heavily wounded. The Yeti will attack you if he can get to a unit within one turn.&lt;br /&gt;
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When dealing with the Lich, be aware that he has money; if you let him vacate any of his encampment tiles, or if you kill any of his units but do not occupy their tiles, he will be able to recruit.  (This is not necessarily all bad, as it can mean more experience, but depending on the strength of your force you may want to be careful.)  Also note that units which cannot cross mountains (e.g., Paladins) are practically worthless here.&lt;br /&gt;
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Note that this level becomes a lot tougher if the Yetis get poisoned early on. If this happens you basically have no other choice than to kill the orc leaders first.&lt;br /&gt;
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===Sewer of Southbay===&lt;br /&gt;
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As always, don't recruit a lot of units in underground, and don't recruit units which can barely move there. Only mages is probably best, maybe some thieves or other chaotic units. If you have enough levelled up mages, you can divide into two groups and attack both brothers simultanously - else do them one after the other, and then look for the exit.&lt;br /&gt;
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Pay particular attention to the Giant Spider at the exit. I found best to keep one or two cannon fodder units in order to be able to save to most advanced units.  It is best to use ranged attacks against the spider, so mages are good here.&lt;br /&gt;
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[comments by scorchgeek]&lt;br /&gt;
Only mages is probably a bad idea, since the enemy can recruit red mages, which you won't want to use ranged attacks on. I used thugs, but other chaotic troops would work fine too.&lt;br /&gt;
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===Southbay in Winter===&lt;br /&gt;
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Plot only.&lt;br /&gt;
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===A Final Spring===&lt;br /&gt;
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For the south land area, do a counter-clockwise sweep with mounted units. Move slower units to defend the walled city, which you would think your allies could do a better job of. Take their villages; they don't do anything useful with the money anyway. When your mounted units complete their sweep, you can break the remaining southern forces against the walls in a hammer and anvil. Then your united forces can move north.&lt;br /&gt;
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You should have lots of high-level units now, so concentrate on recruiting new ones and levelling them up to fill needs.&lt;br /&gt;
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Treat the island boss as a separate effort. If you have a Silver Mage (or two) send it across via teleportation ASAP (you should start with one of the villages on the island). This gives you a foothold to get some quicker units (Fugitives/Outlaws) across. Do not use assassins. Assassins have relatively weak defense in water against orcs and nagas, they're very weak against blade, which is all orcs and nagas use, and their relatively slow movement in water makes backstab hard to use reliably. Instead, wait until your first combat, after which you can recruit Mermen. Maybe send a white mage into the water with the mermen for healing purposes, and when you get to the island's cities, you can bring in Silver Mages (hopefully you have at least one by now) to help finish off the boss.&lt;br /&gt;
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[Comments by flynn]&lt;br /&gt;
Depending on your strength, you may be able to move some units immediately north over the water to hold the houses on both sides of the bridge. This should also allow an earlier finish.  Note that many of the first enemy units to arrive will have no ranged attack.&lt;br /&gt;
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[Comments by IoN]&lt;br /&gt;
On easy, at least, splitting forces would allow for an easier finish - send Burin and any heavy infantry you have to guard the city and perform the counterclockwise cavalry sweep as before; some fast assassin line units might be useful in reinforcing the mounted force. Send loyalist troops like swordmen/pikemen north with your mages to take out the northern leader (first let your ally's forces get slaughtered on the bridge, though; it weakens the enemy somewhat) and defend the coast with any outlaws you have, Haldric, and Jessene until you can recruit Mermen. To take out the sea leader, use silver mages, as above, along with Jessene and any outlaws.&lt;br /&gt;
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===Peoples in Decline===&lt;br /&gt;
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Pay attention to the day-night cycle in this scenario. Drakes will be strong during day, but become very weak in the night. I found it best to play a bit defensive, taking advantage of the mountains. Most of the drake leaders were careless enough to fly near enough to me that I could kill them outside their bases. Make sure you get the Storm Trident in the middle of the sea, but be certain that you've cleared most of the drakes first, since a sea serpent will appear. It's best to have some strong units ready to kill it in 1 or 2 turns. You can give the trident to Lord Typhon, but since he leaves a bit later, you may want to give it to another Merman.&lt;br /&gt;
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[Comments by Easuth]  Movement over land is important for Mermen in the campaign as a whole.  If the Merman you give the storm trident to has the Quick attribute, you can make him a Hoplite when he gets to level 3.  Otherwise, make him a Triton.&lt;br /&gt;
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[Comments by gdou] Drakes have less resistance towards pierce attacks. I used mainly Bowmen and horsemen during days, and Poachers at nights.&lt;br /&gt;
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[Comments by Jonadab] Note also that while drakes are resistant to fire, so are your mages.  This can make them useful against the less fiery drakes (e.g., Drake Fighters).  Against the Burners and whatnot you will want to use melee attacks.  The Drakes that fly are more or less impervious to rough terrain, so you must pay closer attention to their range of movement when you plan your zones of control.  Be careful about protecting your mages at night.&lt;br /&gt;
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[Comments by Sailboat] Drakes can be dangerous, so this is a great scenario to use to time honored technique of cannon fodder. Now that you can recruit level 0 units for cheap, you can protect your higher level units by recruiting endless peasants for the first six turns or so, them bringing back your better units to kill off the rest of the drakes.&lt;br /&gt;
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===Rough Landing===&lt;br /&gt;
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Recruit just mermen and thieves (you should already have some assassins to recall at this point as well). Maybe a white mage or two for extra healing. Try to level up the mermen, they can be useful in another scenario later. I went first for the right enemy, keeping all my troops together and moving straight east. The other two leaders sent all their troops towards me as well, so after the southeast leader was finished, there weren't much enemies left. I sent all remaining mermen to the northwest one, and a group of assassins to the northeast one over the long isle.&lt;br /&gt;
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Also, beware of sea serpents, make sure to surround them and kill at once. The trident from the previous scenario will come in handy as well.&lt;br /&gt;
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[Notes by flynn]  Use Lady Jessica's leadership ability to help the mermen fight and level.  Put her in the water if necessary - just surround her with mermen.&lt;br /&gt;
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===A New Land===&lt;br /&gt;
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In case you find the map looks familiar, it seems to be from &amp;quot;Bay of Pearls&amp;quot; from HttT. This scenario is mainly story though.  Recruit nothing, and attack nothing.&lt;br /&gt;
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The scenario objectives tell you to avoid all confrontation for as long as possible, but actually the faster your units encounter the others the faster the scenario will end, that saves time.&lt;br /&gt;
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---edited smenze---&lt;br /&gt;
One thing to keep in mind is that this the last chance you have to grab some more merman as their king leaves.  They are quite helpful in a later scenario so grabbing a few extra here cannot hurt if you can spare the gold.&lt;br /&gt;
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===The Ka'lian===&lt;br /&gt;
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Story, with your choice of four battles next.  You have to beat them all in whatever order.  The amount of gold you have should be the factor in deciding when you choose to play Cursed Isle (the undead problem).&lt;br /&gt;
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===Diverging Campaign Path===&lt;br /&gt;
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All four scenarios have to be beaten, but in whatever order you choose.&lt;br /&gt;
====The Dragon====&lt;br /&gt;
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There are a lot of Saurian enemies in this, and they all have the ''skirmish'' ability. My strategy to win was to recruit a lot of units, and then move the whole army as one big bulk. Keep healers in the middle (I used four), rotate stronger units outwards, and make sure you leave no gaps. The Saurians will slip through the tiniest gap and kill your weak units. My route was to start off straight east, towards the green enemy, but I was surrounded about half-way, then camped there and fought a huge onslaught of Saurians until around turn 10.&lt;br /&gt;
By that time, there were many fewer Saurians left than in the beginning.&lt;br /&gt;
And the green leader foolishly placed himself next to Haldric's Sceptre and was killed as well. So I now split up my group, sent one half back to the blue leader, and another south. The southern group first killed off the yellow leader, and then met the dragon. After that I also let the west group who had killed the blue leader finish of the SW leader. The key really is the beginning turns, if you can survive the initial onslaught without half your troops dying already, the map is won.&lt;br /&gt;
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[Comments by Easuth]  Fighting Saurians requires a disciplined formation.  If you're used to stringing out troops to move them into position as they get there, that won't work after Turn 2 or 3.  I use a &amp;quot;healing hedgehog&amp;quot; of ten troops--two white mages next to each other and eight troops completely encircling them.  If someone gets badly injured, move them to the inside and put a white mage on one of the long edges, fighting as you go.  If you're trying for the big bonus, you'll need two hedgehogs.  Try to keep reserves back a bit in cities.  If the terrain favorably protects you, or the wounded is a fast unit, you can try moving wounded back to cities too.  Once the main wave of Saurians is broken,&lt;br /&gt;
you can string non-wounded troops out a bit in the rush for the leaders.  If you have a Lancer in position, rush in to the cave after the Dragon leaves to grab the gold (edit: except the cave is in the mountains, so a Lancer cannot reach it), though that's nothing compared to the Hero bonus for defeating all the Saurian leaders.  So focus on killing all of them first.&lt;br /&gt;
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[Comments by Globulin]&lt;br /&gt;
Switching wounded units to the inside of the hedgehog can be a problem if you are surrounded. ZOC prevents you from creating an open hex to move the inner unit into. A better strategy is to create a triangle with three hexes inside, instead of the standard two of the hedgehog. If you do this on your castle, only three units are in grasslands. If you set it right, you can make most of the hexes adjacent to your triangle be grassland as well, forcing the Saurians into a bad defensive position.&lt;br /&gt;
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In terms of unit positioning, the simplest way is to fill two inner spaces with Mages of Light, a but a better tactic is to put one of the mages on an edge, thereby ensuring that all but one of your units are healing. The remaining unit can either be a Merman Hoplite, (prefereably resilient and carrying a Storm Trident) or Lady Jessica, since she has excellent defense and is chaotic and therefore benefits by not being in the Mages' light. &lt;br /&gt;
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The Saurians may hold back for quite a while. This is alright, as the Dragon will eventually appear and come to you. Kill it, and finish the remaining Saurians for a nice bonus.&lt;br /&gt;
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[Comments by Megatuga] I've found the triangle strategy a bit dificult to use, because the movement isn't the same for everyone. So I really didn't use a specific strategy. I sent everyone towards. At turn 3 I had the first encounter, at South. I defeated the blue leader quite easily, but I needed to restore my units' HP. You have to manage your villages well, not only because of the HP but also because of the negative money. &lt;br /&gt;
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Returning back to HP, you'll need some mages to restore it. But make sure you have powerful units blocking the enemy's way to mages, thought their HP is a bit low (I got 2 quick ones, which means -10HP each) and can get killed easily. Another big point of this scenario is the destructive enemy attacks. They don't attack many units, they focus their attack in one single unit and kill him. Another fact is the day/night one. I found it easily to deafeat enemy leaders at day: my units attacks were stronger and really helped me with that task. Their leaders may also rush: get your chance and give them a powerful attack.&lt;br /&gt;
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But if you're going to take the South way, make sure you have some units in your castle because purple and green enemys are also quite strong and will send units straight to Haldric. My Outlaw showed good skills entertaining enemys for some turns in the northern woods: he has 70% defence in there, so I recommend his use, if supported by one or two more Outlaws.&lt;br /&gt;
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Here you can also find Big Mudcrawlers. Try to do not attack them with one single unit specially if you have many enemys around you and/or your unit HP is too low, because if you kill him he will get divided and then you found yourself surrounded by 2 mudcrawlers. After killing the blue leader, I killed the grey one, then the green rushed and I killed him too. After all this it's all easy: now the enemy has no resources and just a few units. Now kill the purple leader. Then you can reorganize, but you don't have plenty of time: he appears after killing all the enemy leaders. And watch out, don't spawn him too earlier, you may get weaken if you can't kill him. Avoid the brown road around the mountain.&lt;br /&gt;
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[Comment by Mihoshi]&lt;br /&gt;
Saurians use piercing attacks mostly, so it's better to use units, resistant to pierce. Namely spearmen and heavy infantry have 40% pierce resistance. Javelineers are ideal as saurians use ranged attacks a lot.&lt;br /&gt;
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====Lizard Beach====&lt;br /&gt;
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Recall most of your mermen from before and send them along the river towards the sea. This will harry the saurian troops coming down from the north, allowing your main force to advance on the southern enemy  undisturbed. Beware, though as your mermen will encounter the saurians at night time (giving you -25% and them +25%), so try to minimize conflict until dawn, just get in their way. As saurians all have skirmish and alot of movement, be sure to protect your wounded units well. Because of the saurians unnerving ability to concentrate their fire on one unit, be sure to keep several healers around and try to keep your line strait so only two can mob one guy (hedgehog tactic also seems to work well).&lt;br /&gt;
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[Comments by cph: Not sure about the above strategy - pushing forward with mermen on the north flank is futile when saurians can run around them &amp;amp; cut them up on the first night. I recall two shock troopers on the first round and a footpad (to scout the villages in the NE). Recall a couple more decent land melee units &amp;amp; then 4-5 L2 mermen on rounds 2-3. Everything has to be fairly tough in melee so it can stand saurians focusing their attacks &amp;amp; injure them enough when they do that you can kill them next turn; one healer (more than one is hard to protect) and no other mages. Gambit - throw the footpad out their way at first watch, wasting the turn for a couple of saurians. The rest of your force forms a line of battle near your keep, mermen on the N flank in the river, land units extending south, flanks bent back with strongest units at the corners - and let the saurians break on it. Once their first wave has broken, the rest of their troops come in drips and are no problem, so now you can split up and wipe out the stragglers and claim villages; any L2 units you start with should level up.]&lt;br /&gt;
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After you defeat the main force from the south send just one or two guys north to capture towns so your silver mages can teleport into the fray. The enemy's onslaught tapers out after their initial wave, so the final push should be quick and clean. It's harder to take the northern leader without alot of foreplanning because all of your units will be stuck south of the marshes and the river. If you want to go for a quick win, just march forth with silver mages, mermen, and anyone who's close enough to be a help. If you dont want to lose any of you better units, patience may be the key. As soon as you approach the beach a naga warrior and four nagas arrive in the sea right around the mouth of the river to help the lizardmen, so be careful endangering your mermen there.&lt;br /&gt;
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[Comments by Gia_Boy: I actually used a sacrifice strategy for this one.  In addition to a couple mages, 2 healers, and some other fighters, I recruited a castle-full of peasants to draw the saurians out onto open ground.  I surrounded a single peasant on 5 sides, with 2 healers behind him, and built my formation around that.  I had an assassin near the front to get around the saurians after they took the bait.  The mages were useful for in case a saurian got into some strong ground.  Also, I sent a fugitive north, where he moved from village to village, until he got to the village closest to the north enemy's castle.  If you have a silver mage by then (which I didn't), then you can go to the last village, and assassinate their leader.  The only merman who I got was the Hoplite who had the trident.  He didn't go way out, he mostly helped take out the nagas.  Also, I didn't get any impact people, because they were quite useless against the mud gobs, which was actually what they seemed to recruit most.  Maybe it's just 'cause they explode.]&lt;br /&gt;
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[Comments by IoN: No-merman strategy: On your first two turns recall two keeps of strong, fast veterans like mounted units (not paladins though; they're pretty ineffective against saurians), outlaws/assassins, and silver magi along with some other veterans, preferably with a lot of HP: if all goes well (at least on easy and medium) that may be all you need. Dash them across the swamp directly west of your keep, south of the sands, and form a line with strong units at the ends. They'll flank you, but you're stronger than them and you can use your slower units to crush the flanking saurians in a hammer and anvil. The first wave of southern saurians should get itself killed before the northern saurians arrive in force. Once the northern saurians arrive, take them out with your slower units while your quicker ones go for the southern leader. Then sweep everyone north to kill the northern leader. This should give a relatively fast finish if you're lucky; you'll need the gold.&lt;br /&gt;
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Note that killing one leader gives more gold to the other, so when you've defeated pretty much all the southern leader's forces, just plant a level 3 or two in his keep and leave him alive; kill them both in the same turn.]&lt;br /&gt;
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====The Troll Hole====&lt;br /&gt;
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There are 4 castles, and two of them (randomly placed it seems) are the troll leaders you need to kill. It's underground time again, so as before, mainly recruit mages. The trolls are strong, so hopefully you have lots of levelled up mages. Try to use the narrow corridors to your advantage, so the enemy can only place one attack against a strong unit of yours, but you can kill a troll at a time with two mages or Haldric. Also keep an eye at your back since they will try to surround you. And resist the temptation to send single units wandering around in what seems empty caves - they will all die. I had to restart just to save the dwarf, who had happily wandered off alone searching for gold, right into the lair of a giant spider.&lt;br /&gt;
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[Comments by Easuth]  Try to arrange it so one troll can enter to be attacked by many troops.  Have regular troops in front initially.  Move mages forward to finish the troll, plug the gap where the troll was with Burin or a Royal Guard or an Iron Mauler, and reset the trap on the next turn.  When you've whittled down the enemy, go the direction they came from and kill the leaders, ignoring spider keeps.&lt;br /&gt;
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[Comments by Jonadab]  In addition to mages, your chaotic units can be helpful here again, especially against the occasional rocklobber, which you will not want to attack with mages.&lt;br /&gt;
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[Comments by Samsara]  Putting mermen in the moat will really help you fend off the first wave of attacks.&lt;br /&gt;
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[Comments by cph] This could be a good choice if you have low gold: recall 2 quick red mages, and 3 quick tough melee units (say 2 royal guards &amp;amp; a L3 chaotic unit like a Fugitive). Play expedition style: abandon the start island, stay fairly close together, with your troops roughly divided in two between those moving forward and those fighting rearguard. Provided you knock out one troll leader early, the rest is manageable, just work your way carefully over to the other.&lt;br /&gt;
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====Cursed Isle====&lt;br /&gt;
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This can be the first or last map you choose, depending on how desperate you are for cash.  If you can wait, do it last. All you really need is a Paladin or three to rush the temples, one of which contains a Vampire Lady.  Defeat her, and the scene is over just like that. One of the other temples has some gold; grab that too.&lt;br /&gt;
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If you'd rather not deal with the vampire lady, recall some experienced mermen and have them pick up the holy water.&lt;br /&gt;
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===A Spy In The Woods===&lt;br /&gt;
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Plot only.&lt;br /&gt;
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===The Vanguard===&lt;br /&gt;
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My strategy was to seal of all the gaps in the canyon. So, recruit a lot of units, you will need them. When the onslaught begins, wounded units can retreat back into villages or being cared for by healers. Or actually both, since soon you will be out of non-wounded units.&lt;br /&gt;
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[Comments by Easuth]  This map is smaller than fog of war and canyons make it appear.  Rush the NW gaps with mounted units, but slow &amp;amp; strong will carry the day once the sun rises and the odds are in your favor.  Don't forget the cash, which you can see even in fog.&lt;br /&gt;
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[Comments by Owke] Note that once you attack the leaders, a few undead units will appear near them at the edge of the map. Thus you may want to be sure to have some spare firepower before you attack the leader. I made do with three rounds of recalls. One mounted batch to take out the west, the other two to hold off the remaining forces coming from the north and east. As soon as the first wave dies down, take down the west leader and move up north for the kill of the other two.&lt;br /&gt;
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===Return of the Fleet===&lt;br /&gt;
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Welcome to the &amp;quot;kitchen sink&amp;quot; defense.  You've made it this far; now the game will start to throw things at you, whatever it has left.  The effect is mostly psychological, but it could be a problem if your initial assessment causes you to drastically under-recruit. Time is money.&lt;br /&gt;
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At medium, at least, you don't want to overrecruit. It's worth recruiting a 5-10 L1 units to take the brunt of the first wave of attacks. The first wave is largely at night &amp;amp; will have goblin knights, and later chocobones. You want to meet them on the edge of the woodland in the centre-south; footpads and poachers are handy here, as they have high defense in woodland. You'll want some decent L2 and L3 recalls for healing, to flank your forces in the woods, and to mop up the enemy at daybreak. A mage or red mage to blast trolls &amp;amp; chocobones will level up by end of scenario.&lt;br /&gt;
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When combat starts, the map will become shrouded, like in a cave scenario.  You just haven't been informed of it yet.  So while you're still amazingly able to see, note the key terrain features and castle and city locations.  Also, physically explore the avenues of approach you want to be able to see later.&lt;br /&gt;
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It would be very useful to bring a storm trident into the water.  It'll take a few turns, but the undead trying to reach shore will take even longer. Don't recruit too much for fighting the undead - 2 paladins at most, 1 or 2 thugs, the stormy merman, and the nearest mage working with your land force are sufficient - the undead commander only gets 5-6 L2 recruits and they come ashore scattered (at Medium, anyway). Paladins are so effective against undead that you can wade into the water after them. Just remember, Paladins can't go into deep water and undead can.  Once you take an island city, teleport over a silver mage to help kill the leader - you want a paladin, a silver mage, the storm trident, plus one more unit to be fairly sure to knock him out in one round (another paladin or silver mage makes very sure, but a quick thug will do).&lt;br /&gt;
&lt;br /&gt;
When you reach the swampy woods in the north-centre of the map, tighten your formation and keep wounded units well away, as a small force of high-level Saurians will appear when you get halfway through the woods. Trigger them in daylight if possible, and knock them out fast.&lt;br /&gt;
&lt;br /&gt;
Two cuttlefish appear when you approach the north-central island. Assuming you're sending a strike force through the water to knock out the undead commander, you really don't want to trigger these until that force is on the island - the storm trident merman is the only thing that can stand up to them in water, and they will avoid him to attack more vulnerable units.&lt;br /&gt;
&lt;br /&gt;
Once you kill one enemy leader, the other gets more gold &amp;amp; recruits a new wave of L2s. This can be useful if you need to kill off surplus L1 units to improve the finish bonus, or if you need the XP more than the gold; otherwise, try to strike both leaders out before they can recruit more; or if you kill the first one at dawn, the second will be reluctant to attack with his L2s in daylight, and you might jump in and kill him before he uses them.&lt;br /&gt;
&lt;br /&gt;
[Comments by Owke] &lt;br /&gt;
I had a problem here, since either I went bankrupt or I got bogged down pretty fast. Both of these are undesirable since you need money for the last scenario. After four restarts I finally found a way that works : peasants ! &lt;br /&gt;
&lt;br /&gt;
I first sent a merman force west to deal with the undead. Northwest I sent a mounted force with one healer to hold the line. Then I recruited 3 or 4 castles worth of peasants as cannon fodder north/northeast, to draw away fire from your cleanup crew. Especially against Chocobones this is nice. Entice it into killing a peasant, then finish it with a high level unit.&lt;br /&gt;
&lt;br /&gt;
That may sound like a waste of money, but keep in mind that peasants cost only 8 gold, and do not require any upkeep ! Send a unit with leadership with them and they can even deal some amount of damage, though at night you should just let them take the beating since otherwise they die too quickly.&lt;br /&gt;
&lt;br /&gt;
After the mermen (and one paladin) dealt with the undead you can bring them in and push through to the leaders. This tactic worked at medium level with 17 turns to spare.&lt;br /&gt;
&lt;br /&gt;
---edit by smenze---&lt;br /&gt;
&lt;br /&gt;
My strategy is really divided into a few different sections.  It looks like you will end up losing alot of gold, but honestly in the end you don't.&lt;br /&gt;
&lt;br /&gt;
Section 1 (the mermen and the West)&lt;br /&gt;
My orginal recruits were 3-4 &amp;quot;quick&amp;quot; mermen (including the storm trident) and 2 poachers (more about them later).  Move the merman as quickly as possible pretty much straight to the West (there is a village and swamp hex that can aid your travel if you pick the best route).  Move these guys up the West side once they get there to get to the Undead Leader as quickly as possible.  I was able to get to him at dusk (some penalty but not full penalty) and dispatch him one attack using the storm trident, a silver mage, and needed only one attack from a merman to finish him.  Quick striking like this you end up fighting alot less undead.  You probably end up foddering one of the mermen to the Undead Archers, but the trade off is well worth it.  You can keep cycling your merman (and silver mages since they aren't needed too much in the other part of the fight) up to fight with any orcs or trolls that come into the water.  The cuttle fish die fast enough that they are really no bother at all.&lt;br /&gt;
&lt;br /&gt;
Section 2 (rest of the beginning)&lt;br /&gt;
Following the first castle recruiting, I recruited another castles worth of poachers/footpads.  They are really there just to hold off the orc/troll barage for the first night.  Move them up to the edge of the forest just NW of your castle allowing them to use the forest for cover and the orcs are forced to fight from the grasslands.  Use your original troops grab up the villages near where you start to help offset some of the costs.  My third castle was day time units including one white mage (it was only lvl 2 at the time but about to hit three) and a paladin (who later died).  I tried to pick units that were about to level so they got a free healing during the combat.  My final bit of recruiting was 3 sliver mages and cannon fodder (I typically use spearmen for this as opposed to peasants).  The silver mage commando brigade (teleport is so cheater) is used to damage where needed so station them on villages near where you start so you can pull them anywhere you need quickly.  Group up your original units as quickly as you can on the plains just north of you castle.  They are going to come in the day light to kill the orcs that venture down at first.&lt;br /&gt;
&lt;br /&gt;
Section 3 (the battle ensues)&lt;br /&gt;
The orcs/trolls seem to come in three waves.  You should be able to kill off the intial wave during the first day with your groups.  The chocobones deal a pretty fair damage, but a paladin and silver mage can take them down in a hurry.  If you are really careful, you will most likely not lose any units outside of those that are designed to fodder (and even those could live see further below).  After dealing with them, move your group (which should be a fairly tight hedgehog around your two healers now) West to NW up near the water.  This avoids triggering the Saurians as long as possible and allows you to dictate the fights much better.  Force the orcs to fight on bad terrian (water or grass land) even if that forces you onto the grasslands.  The second wave should be dealt with right around the waters edge (and they will fight from in the water if you let them).  Then carefully move your group onto the island in the middle of the river.  I say carefully because it is possible to trigger the Saurians which make the level a lot harder if you are not ready for them.  The final large push of orcs/trolls can be dealt with from here.  Once that is finished, move NE onto the main land again thus triggering the Saurians.&lt;br /&gt;
&lt;br /&gt;
I ended up with a smaller second contingent (one horse L2, one footpad L2 and one spearman L2) that didn't fit my hedgehog so i sent them to the East to grab up the hand full of villages there, but i kept them in the south forest so I didn't trigger the Saurian attack until I was ready.&lt;br /&gt;
&lt;br /&gt;
Section 4 (clean up)&lt;br /&gt;
This phase was really self explanatory.  Now you have the Saurians to deal with too, but if you ended up with extra troops like I did then you have them pincered and they tend to split up and attack both groups.  From there it is just finishing the objectives (i.e. kill the leaders).&lt;br /&gt;
&lt;br /&gt;
===Rise of Wesnoth===&lt;br /&gt;
&lt;br /&gt;
It's the final battle: be patient, recall everybody, the early finish bonus doesn't mean anything.  Some Mermen would be useful here, but surprisingly, they're not really necessary.  I started by sending mounted units around both sides of the forest to your SW.  Whichever troops the orange guys go after, slam into their rear guard with the other forces, making an orc sandwich.  Ewww.  I thought I would have to sneak the Paladins back to the E for the undead troops, but once the first east bridge collapses (all bridges collapse as soon as you cross them once), the undead want to follow the path that doesn't leave them floundering in the water.  So leave the W bridge intact, playing Catch the Sea Orc on the north shore with Haldric &amp;amp; Co., and you can send a large force down the E side practically unopposed by the second wave of Jevyan's troops.  You'll need at least two Paladins in the E to kill Jevyan himself; nothing else is half as effective (perhaps mages of light - but beware his ranged attack !).  Don't forget to sacrifice Aethyr to Jevyan.  If he doesn't want to come out and play, march up to Jevyan and use a crossbow attack.  When Jevyan is dead, the yellow and green leaders will probably still be alive. You'll have to kill one, leaving at least one orc leader alive. You pick.  Congratulations!  Enjoy the ending!&lt;br /&gt;
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== See Also ==&lt;br /&gt;
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* [[MainlineCampaigns]]&lt;br /&gt;
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[[Category:Campaigns - by Title]]&lt;br /&gt;
[[Category:Campaigns - Walkthroughs]]&lt;/div&gt;</summary>
		<author><name>Lx</name></author>
		
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	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=TheRiseOfWesnoth&amp;diff=36334</id>
		<title>TheRiseOfWesnoth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=TheRiseOfWesnoth&amp;diff=36334"/>
		<updated>2010-04-28T16:30:39Z</updated>

		<summary type="html">&lt;p&gt;Lx: &lt;/p&gt;
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&lt;div&gt;== Strategy Guide for The Rise of Wesnoth Campaign ==&lt;br /&gt;
&lt;br /&gt;
===Campaign strategy===&lt;br /&gt;
&lt;br /&gt;
[Comments by Easuth] Over the course of this campaign, you will need to level up to some:&lt;br /&gt;
&lt;br /&gt;
* Paladins (lots)&lt;br /&gt;
* Silver Mages (at least one, preferably more)&lt;br /&gt;
* White Mages/Mages of Light (at least four)&lt;br /&gt;
* Royal Guards (lots)&lt;br /&gt;
* Assorted other units, maybe some Bowmen and Grand Knights, Great Mages are nice&lt;br /&gt;
&lt;br /&gt;
[Comments by Jonadab] Actually, I played through the campaign with just one Royal Guard (who was strong and quick, and I let him tough-up several times).  On the whole, most of the enemies you encounter will have better melee than ranged attacks, so it is better tactics to attack them with bowmen (and mages, if you can avoid being hit back with too many units).  When you do need to attack with a strong melee attack, you will generally have your advanced horsemen (Paladins, and whatever Lancers or Grand Knights you may level up).  Also by the third scenario you will be able to recruit thugs, which being chaotic are a rather better complement for your mages and horsemen than swordsmen would be.  In my estimation it is not necessary to have very many Royal Guards.  The other level-up paths for spearmen are, IMO, even less useful in this campaign.&lt;br /&gt;
&lt;br /&gt;
However, you do need a limited number of &amp;quot;damage sink&amp;quot; units (units that can absorb damage without getting killed), and the Royal Guard is excellent in that regard.  Burin also serves that purpose very well, and Haldric at level 3 can also take a hit or two.  You can pick up one of the white mages you need by choosing the swamp (see below), and he'll be loyal, which is nice, but yes, you will still want to level up 2-3 additional white mages, as they will be your only poison-curing healers, and you will encounter orcish assassins on numerous occasions.  And, several Great Mages will be very nice to have.  This makes levelling up mages an important strategic goal of the campaign overall.  I like to go every-other with the mage levelups:  white, then red, then white, then red, and so forth, although after four or so white you may want to make the rest red.&lt;br /&gt;
&lt;br /&gt;
[Comments by Owke] Just finished on medium difficulty. I largely second all of the above, but instead of lots of Paladins I would just level up two, for undead disposal purposes. Make the rest of them Grand Knights, since they easily kill most low level orc or saurian units in a one blow. A mage of light, one paladin, and five Grand Knights make a perfect assault team !&lt;br /&gt;
&lt;br /&gt;
[Comments by cph] Yes just 2 paladins, and you don't need the second of those until The Return of the Fleet. Important not to be too reliant on horsemen through the middle part of the campaign, as there are many hard levels underground, in swamps, in water, or against saurians; use The Vanguard to get to 2 paladins and 2+ grand knights.&lt;br /&gt;
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Pikemen/halberdiers are useful in many levels; pierce attacks work well against drakes and against the dragon, and they are handy for defensive roles esp. repelling wolf riders. They are less good against undead, though, and don't get that +1 royal guard speed bonus. So I leveled up any non-quick spearmen to swordsmen, and the first 4-5 quick ones as pikemen (to give me some halberdiers for Peoples in Decline).&lt;br /&gt;
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Due to many undead opponents, you will want to recruit many thugs at times, and get a few (the quick ones, since you need them underground) levelled up. These, plus Lady Thief, give tactical options at other levels too: some decent chaotic troops form an ideal reserve, since you can attack with your lawful troops at dawn, and by nightfall when you need to heal them, use some chaotic troops to either continue the attack or to shield your healing lawful units.&lt;br /&gt;
&lt;br /&gt;
==Scenarios==&lt;br /&gt;
===A Summer Of Storms ===&lt;br /&gt;
&lt;br /&gt;
At first it's best to hire 2 horsemen and 3 other units, possibly spearmen. Note, however, that you will not have any healers until you level up at least one mage to White Mage status, and the sooner you can do that the better.  Red mages will also prove very useful in subsequent scenarios, so consider recruiting at least two mages.  In any case, send the horsemen with the king over the brige, and the others should follow or start going over the mountain, to avoid being attacked from behind. Then you should probably hire bowmen and more spearmen. Whatever bowmen you can get advanced will be useful later on for fighting the many trolls and grunts you will encounter.  Send them on the &amp;quot;over-the-bridge&amp;quot; road and hire some more troops. Start going with the troops and prince Haldric on the &amp;quot;over-the-bridge&amp;quot; road and by this time the king and the horsemen should have arrived, use the king wisely, he has leadership. When the rest of your troops arrive, you should get to the enemy camp.&lt;br /&gt;
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[Comments by Jonadab] So for recruiting in the first scenario, I would start with two horsemen, and one each mage, bowman, spearman.  After that I would go for additional mages and bowmen mostly.&lt;br /&gt;
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[Comments By Imperative] I would actually go with sending the King off with 3 Horsemen to capture the nearest houses, then retreat into the swamp area until you have your lawful bonus to kill off troops during the day. To hold them back I use spearman and a mage (to level him) whilest I send 1 mage and 2 spearmen up the mountains to flank the boss.&lt;br /&gt;
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===The Fall===&lt;br /&gt;
&lt;br /&gt;
Saving the Shock Troopers pays off in later scenarios. To save all three, move them south towards the outlaws and recruit two spearmen to stand in their places. This will hold off the orcs for a time. There are two basic strategies to kill the outlaw leader. You can either march west with a large army and use part of it to hold nortwestern orc. Use the rest to fight outlaws and kill the leader. This strategy requires a lot of troops but it can bring you plenty of experience, and can bring a quick victory. Another way is to assassinate the outlaw leader. One way is to wait till orcs have killed all outlaws and assassinate outlaw leader with knights. This strategy is risky because orcs can kill the leader before you. Another way to assassinate the leader is to send mages protected by a spearmen through the mountains to the outlaw keep. Two mages and three spearmen are enough. If you use assassination strategy it is a good idea to fight against eastern orc nearby your keep. This way you can secure your back and earn experience.&lt;br /&gt;
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===A Harrowing Escape===&lt;br /&gt;
&lt;br /&gt;
There is Dwarf Steelclad in the village at 8,5. Its not far from your camp, so send Lady Outlaw there. Dwarf joins you because &amp;quot;It has been a long time since he felt the satisfying crunch of Orcs under his Axe.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You should recruit at least one, possibly two mages here, and use them for killing goblin spearmen and finishing off injured wolf riders in the hills &amp;amp; mountains bordering the valley. It is essential to have at least 1 (preferably 2) mages either levelled up or about to level up before going to the Swamp.&lt;br /&gt;
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[this is just my comments after playing it once in medium - Allefant]&lt;br /&gt;
In medium, simply recruit what you want, and go along the road. You get enough villages to pay upkeep for quite some army, and can give some of them a bit of experience.&lt;br /&gt;
[Windscion: leave a few units in the rear, as the enemy can cross hills quickly.] [Samsara: Footpads and Outlaws will also cross hills at reasonable speed. You will, however, only capture about four enemy units that way (in easy). Still, better than having the enemy catch villages behind you!]&lt;br /&gt;
&lt;br /&gt;
(Drake Raider added this note:There are two castle tiles about halfway down, try to send Lady Outlaw and Brunin the Lost to them, they make good guards incase th enemy tries to come straight up. You can also send a couple groups of units down SE to the lake so you can prevent the Green team [SE] from comeing up the river. You can also kill the two Orcish Grunts on the southern castle tiles and then move L.O. and B.t.L. to them.)&lt;br /&gt;
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===Diverging Campaign Path===&lt;br /&gt;
====The Midlands====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Orcs again. But you chose that way. You are given plenty of time, so use it wisely. The enemies send lots of orcs, mostly weak ones. So recruit and recall. I took 1 castle of recruits and almost all my recalls, even HI. Then go south. If you go west, only your knights and horsemen will arrive and fight at daytime. My choice was to go south. Take the bridge and defend against the enemy closing in from the west. Take out Yellow with a fast assault team (they should take a healer along), but be careful about the leader. Your main force moves west, takes and holds the second bridge, and takes out Blue. Your assault team stays in the south and goes for the last enemy leader - they won't face any serious resistance. The enemy moves north to support Blue. The HI guarding the bridge might gain a level or die. Mine took the first option, but that depends on the experience it starts with. That way you can finish early (25 turns) and keep your losses low (3 horsemen at the leaders, because they were charging, and he hit 4 times wiht double damage).&lt;br /&gt;
&lt;br /&gt;
The 'Dark' Option:  Using Footpads.  If you chose to work with the the outlaws in the last round, then this works good.  Footpads are cheap.  And they are fast.  And they have good defensive abilities.  Plus they fight well in the dark, and in the forest.  So recruit lots of footpads-pawns and quickly dispatch to the upper west and south, followed by higher level units: mages, horseman etc.  For the time being, we will be leaving the middle enemy alone.  To the upper west, send several footpads into the forest and capture the village and set up a defensive line.  This cuts down the enemys gold and increases yours.  Don't attack at first, just defend, until more of your slow higher powered units arrive.  I sent a level 2 horseman and a red mage along with level 2 lost dwarf.  The strategy here is to pick off the orcs, and send the horseman to capture villages.  While this is going, to the south you send your footpads to capture any villages you can and, more imporantly put a footpad on the hex that is adjacent to the bridge, there by stopping easy advancement of their greater numbered troops.   Probably sending a thief or two would be good, as one enemy got into one of the villages on the north of river, and it took a lot to dislodge him.  I sent the white mage along with this group and also had some level 2 trappers.  The intention is to engage the enemy so that they are fighting from the river squares, at a huge disadvantage.  I also sent some level one bowman for the orc-wolves.&lt;br /&gt;
&lt;br /&gt;
====The Swamp Of Esten====&lt;br /&gt;
&lt;br /&gt;
You should kill the eastern enemy quickly. Send Burin with knights, a white mage, and some other mages east at start. Mages are effective against scorpions. Try to attack dark adepts with Burin or horsemen before they have chance to attack you. You can send some horsemen from the second castle you recruit to strengthen the eastern front.&lt;br /&gt;
&lt;br /&gt;
There is also a free loyal White Mage hiding in (a random) one of the temples - visit the temple close to the keep asap, and if not there, try rushing Lady Outlaw to the temple at 19,5.&lt;br /&gt;
&lt;br /&gt;
After you have killed the eastern leader and eliminated troops there you can send the eastern army south against next leader. Send a second army south with Haldric. Bowmen and shocktroopers are useful on southern front. Bowmen can shoot outlaws and scorpions. They also retaliate against dark adepts so they are good for defence. Shocktroopers survive even if they are attacked with several outlaws. A couple of horsemen and mages are also useful. You can also add spearmen or swordsmen in southern army. If you have a rogue send him also south. An assassin will be very useful later. There are temples in the swamp. Searching them is good. However, some of them contain nasty surprises. So keep extra troops nearby when you enter one.&lt;br /&gt;
&lt;br /&gt;
===The Oldwood===&lt;br /&gt;
&lt;br /&gt;
The main bulk of your force should head East to the orc in the Northeastern castle. Haldric, a white mage and a few good units (the heavy infantry from The Fall work very well, along with a few other units)should head South to the other orc leader. The castle in the middle is inhabited by the tree folk,  so dont bother sending troops there. If you are working effectively, you shouldn't have a problem defending them. If you're having  a hard time, however, you might want to divert a few units to watch their backs. The Northeastern leader recruits a lot of units, and most of them are level 2, so watch out. Once you defeat the main in the North, the orc's supplies will be low, and reinforcements few. In the South you'll have a little more of a cakewalk. A few effective melee units can easily counter the riders they send early on, and then with a little forethought and patience you can take out their archers and crossbowmen without giving them time to shoot. &lt;br /&gt;
&lt;br /&gt;
''[comments by Allefant]&lt;br /&gt;
This is how I played in medium: I sent 3 knights, 3 mages, Haldric and some spearmen south, and all the rest east (4 knights, 4 mages, some other units). Every group had 2 white mages to heal wounded ones. Both were very slowly (avoid placing knights in the forest, don't attack at night-time) making for the two enemy leaders. It's important to keep an eye also on the middle, sending some units around in the forest, since the orcs will try to kill the tree.''&lt;br /&gt;
&lt;br /&gt;
''[comments by Elilmaldur-Rithrandil]&lt;br /&gt;
This is kind of risky, but here goes;I started the game by sending Sir Ladoc and another knight to the south. The green leader arrives at the first town on his side of the river on the third turn. Since Sir Ladoc was present at the beginning, his arrival to that vary town syncs with the green leader, I had him attack for 70 damage, then retreat, and had my other knight attack him in the 4th turn. This way, there are only four green enemies to fight!''&lt;br /&gt;
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===Temple in the Deep===&lt;br /&gt;
&lt;br /&gt;
First recall your veterans who are either mages or have over 6 movement (don't bother with cavalry regardless of movement) and then recruit lots of thugs as undead fodder (1 or 2 turns worth should do it). Burin is very effective if you give him the holy water, being able to move quickly in the caves and also being able to drop almost every undead on a nonspectacular hit. There are two ways north, but they will meet up together before you meet any enemies besides the Tentacles. Ignore the tentacles for the most part and only kill them when it's convenient, as you will need to have a strong line set up by the time you engage the undead. Watch out for the enemy's boneshooters, revenants and deathblades, as they could easily mess up a level 3 unit. Your knight (the one who was a messenger earlier on) is completely useless, and should be left somewhere out of the way. Once you see the two chokepoints, hold them so one of their units is facing 2 of yours (prefferably with a white mage behind them). Try level up at least one white mage to a mage of light while fighting in the choke point. Gradually progress northwards once the flow and quality of baddies has tapered off, and once you get into the final chamber, the boss should be a piece of cake, although his ranged attack is devastating so try to attack him with melee units. The Ruby can only be picked up by Haldric.&lt;br /&gt;
&lt;br /&gt;
[comments by Allefant]&lt;br /&gt;
One advice here: Don't over-recruit. Knights are useless in caves. I dragged them all around at the back, doing nothing at all and eating up my complete gold reserves. In fact, I think you can win this with just mages. The dwarf also is very useful, he'll fully upgrade if he hasn't yet.&lt;br /&gt;
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[comments by Gdou]&lt;br /&gt;
(on easy mode at least) You can beat this level by recruiting only mages.&lt;br /&gt;
Give Holy Water to Haldric. use the dwarf to weak at maximum strongest skeletons (lvl2 and 3), finish them with the mages. &lt;br /&gt;
At the begining wait for the first wave of skelettons on your side of the lake. Skeletons are less resistants in water, so killing them is easier.&lt;br /&gt;
Then, use the less experienced mages as cannon fodder, protecting your more important units. The lich can kill almost every unit in one turn with a 15*4 magical attack.&lt;br /&gt;
I killed the lich in one turn by attacking it with the dwarf, the knight (Sir Ruddry), the Prince (Haldric) and finished him with one or two fireballs launched by a freshly upgraded red mage.&lt;br /&gt;
Some white mages are useful as there are few places where wounded units can recover healing.&lt;br /&gt;
&lt;br /&gt;
[comments by flynn]&lt;br /&gt;
Use this level to get experience.  The early-finish bonus is tiny.  &lt;br /&gt;
The tentacles are perfect for levelling up two thugs (use Haldric's leadership to assist).  Sir Ruddry can help buffer.  Keep Burin away from the water at this stage, or he'll kill all tentacles as they attack, depriving the thugs of XP.  &lt;br /&gt;
The Shock Troopers saved in The Fall are good buffers in this scenario - a level 2 should get to level 3, and they're loyal, so they don't bleed your cash while you're stretching the game out.&lt;br /&gt;
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[comments by smenze]&lt;br /&gt;
Playing on medium I noticed a few things about this level.  First, you can actually not recruit very many units assuming you have some leveled up.  I recalled 1 mage (about to level), 1 fire mage (lvl 2), white mages (lvl 2), and 4 lvl 2 outlaws (leveled up footpads).  Then i ran up and grabbed the choke points basically splitting my force in half (sent Burin one direction and Haldric the other).  You could probably do it with one of the leveled up foot pads to rotate in on each side, but I would have to replay it to try that strategy.&lt;br /&gt;
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[comments by Pravda]&lt;br /&gt;
Giving the holy water to Burin is useless, he already has an impact attack. By giving it to Haldric, you get another unit which can easily take down ennemies, and give Burin a break every now and then. He is much, much weaker than Burin, even at level 3, but he can take a few hits. 2 white mages are absolutely necessary. A level 2 quick thug and a couple of level 2 footpads (note that a quick footpad moves as fast as Burin in caves and has an impact ranged attack) would be good, otherwise try to level whatever you have with the tentacles. White mages are absolutely necessary, but don't bring any other mage unless it is quick (and even then, it is not absolutely necessary). Clearly, do not recruit mages. With the right units and some luck, this level can be won with one castle (at hard).&lt;br /&gt;
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The difficult part is to survive the first wave. Try to move Burin to the choke point ASAP, and unshroud as much as possible. After a moment, you will notice the ennemy units will attack only one side. When you have a chance, send the units from the other side to surround what remains of the undead.&lt;br /&gt;
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===Return to Oldwood===&lt;br /&gt;
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Plot only.&lt;br /&gt;
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===Clearwater Port===&lt;br /&gt;
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Your allies are useless, unless they do suicide runs, which is at least entertaining.  The north leader will waste a lot of time trying to move his units E and then S over the shallows toward your rearguard, no matter how strongly defended you are there.  So defend strongly on the coastline and fill the bay with their corpses.  You will need to recruit lots of units to fight off the hordes to the W, so don't be a piker.  Pikemen are fine, though.  Try to get lots of your allies killed early so they don't clog the bridges later when you split your forces N and S.&lt;br /&gt;
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I like to hit the middle leader first, then send a detachment south to deal with the southern leader while the main force crosses the bridge.  (Your troops can't all cross the bridge at once anyway.)  Some troops may also be able to ford north across the water at the eastern end of the bay (after first killing most of the orcs that try to cross there), but be careful not to get attacked in the water with only 20% defense.  (Certain of your chaotic units do have 40% defense in water; now is a good time to pay attention to that.)  The units that cross the water probably won't reach the enemy leader before your main force kills him, but you can pick up some of the eastern villages.  When crossing, if there are enemy chaotic units to receive you, notice that the lighthouse has a similar effect as a Mage of Light.&lt;br /&gt;
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[comments by IoN] I find that the allies are actually quite useful in killing the middle enemy, as well as serving as fodder so that the orcs don't attack your units.&lt;br /&gt;
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Having played at all easy and hard, I find that the best way to win this scenario is to recruit several advanced units who can take alot of damage and who get good defense in castles (no horsemen), if you don't have many, supplement what you do have with footpads. Send all of these with some white mages over to the line of castle near Lt. Aethyr. Aethyr will usually be done recruiting by the second or third turn, before the enemy reaches you, so fill the entire line with your units, and put Sir Rudry in the one non castled tile. Place the white mages behind this line, and leave it there until the enemy has made it through Aethyr's men. After the enemy has reached you and it is your turn to attack, go mostly for the assasins, as they have a weak melee attack and their poison can be a huge problem. Once you've thinned the enemy to where they only have a few units that are close to your line, usually this happens conveniently around dawn, move your people out and start heading for their leaders. Split your force, sending a few down the southern path, to distract the enemy and most of them toward the middle leader, to kill him. Once he's dead, send some of your army down to kill the southern leader and devote a few units to defending the bridge until the rest of your army can rejoin you. A unit or two with a lot of hp with a white mage are usually enough to do this.&lt;br /&gt;
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Meanwhile, on the eastern coast, the northern enemy leader will send lots of units to catch you unguarded. Immediately after you recruit the units for the castle, recruit at least three footpads, to send with Lady Jessica nad Haldric to guard the coast. If you keep a unit on the village at the tip of the land, unless you are very unlucky, you will be able to hold off everything the northern leader sends. Once the northern leader is distracted by the units approaching him from the bridge, you will be able to send these units across the river relatively unharried, to attack the orc leader from the other side. &lt;br /&gt;
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[Note: This is meant for people trying to kill enemy leaders, if you use this strategy with the intent to leave on the first ship, you will be overstaffed, so don't use so many units, and don't take Haldric with Jessica. You do however need to move Haldric closer to the docks, as he cannot reach them from his keep in one turn.]&lt;br /&gt;
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===Fallen Lich Point===&lt;br /&gt;
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The Orcs will be busy with the Yetis, so you can walk with a big group (best to use mostly mages for that) south and kill the Lich-Lord. Move Haldric over the stone to de-petrify him. It may help to post some mages around the undead before doing so. After that, head north and walk into the sewer enrance, and possibly kill the Orc leaders before.&lt;br /&gt;
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It is also possible, if you recruit heavily, to split your force and head north to attack the eastern orcs before they finish with the Yeti.  However, be careful not to be attacked by the Yeti yourself; it is dangerous even if heavily wounded. The Yeti will attack you if he can get to a unit within one turn.&lt;br /&gt;
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When dealing with the Lich, be aware that he has money; if you let him vacate any of his encampment tiles, or if you kill any of his units but do not occupy their tiles, he will be able to recruit.  (This is not necessarily all bad, as it can mean more experience, but depending on the strength of your force you may want to be careful.)  Also note that units which cannot cross mountains (e.g., Paladins) are practically worthless here.&lt;br /&gt;
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Note that this level becomes a lot tougher if the Yetis get poisoned early on. If this happens you basically have no other choice than to kill the orc leaders first.&lt;br /&gt;
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===Sewer of Southbay===&lt;br /&gt;
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As always, don't recruit a lot of units in underground, and don't recruit units which can barely move there. Only mages is probably best, maybe some thieves or other chaotic units. If you have enough levelled up mages, you can divide into two groups and attack both brothers simultanously - else do them one after the other, and then look for the exit.&lt;br /&gt;
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Pay particular attention to the Giant Spider at the exit. I found best to keep one or two cannon fodder units in order to be able to save to most advanced units.  It is best to use ranged attacks against the spider, so mages are good here.&lt;br /&gt;
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[comments by scorchgeek]&lt;br /&gt;
Only mages is probably a bad idea, since the enemy can recruit red mages, which you won't want to use ranged attacks on. I used thugs, but other chaotic troops would work fine too.&lt;br /&gt;
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===Southbay in Winter===&lt;br /&gt;
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Plot only.&lt;br /&gt;
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===A Final Spring===&lt;br /&gt;
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For the south land area, do a counter-clockwise sweep with mounted units. Move slower units to defend the walled city, which you would think your allies could do a better job of. Take their villages; they don't do anything useful with the money anyway. When your mounted units complete their sweep, you can break the remaining southern forces against the walls in a hammer and anvil. Then your united forces can move north.&lt;br /&gt;
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You should have lots of high-level units now, so concentrate on recruiting new ones and levelling them up to fill needs.&lt;br /&gt;
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Treat the island boss as a separate effort. If you have a Silver Mage (or two) send it across via teleportation ASAP (you should start with one of the villages on the island). This gives you a foothold to get some quicker units (Fugitives/Outlaws) across. Do not use assassins. Assassins have relatively weak defense in water against orcs and nagas, they're very weak against blade, which is all orcs and nagas use, and their relatively slow movement in water makes backstab hard to use reliably. Instead, wait until your first combat, after which you can recruit Mermen. Maybe send a white mage into the water with the mermen for healing purposes, and when you get to the island's cities, you can bring in Silver Mages (hopefully you have at least one by now) to help finish off the boss.&lt;br /&gt;
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[Comments by flynn]&lt;br /&gt;
Depending on your strength, you may be able to move some units immediately north over the water to hold the houses on both sides of the bridge. This should also allow an earlier finish.  Note that many of the first enemy units to arrive will have no ranged attack.&lt;br /&gt;
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[Comments by IoN]&lt;br /&gt;
On easy, at least, splitting forces would allow for an easier finish - send Burin and any heavy infantry you have to guard the city and perform the counterclockwise cavalry sweep as before; some fast assassin line units might be useful in reinforcing the mounted force. Send loyalist troops like swordmen/pikemen north with your mages to take out the northern leader (first let your ally's forces get slaughtered on the bridge, though; it weakens the enemy somewhat) and defend the coast with any outlaws you have, Haldric, and Jessene until you can recruit Mermen. To take out the sea leader, use silver mages, as above, along with Jessene and any outlaws.&lt;br /&gt;
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===Peoples in Decline===&lt;br /&gt;
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Pay attention to the day-night cycle in this scenario. Drakes will be strong during day, but become very weak in the night. I found it best to play a bit defensive, taking advantage of the mountains. Most of the drake leaders were careless enough to fly near enough to me that I could kill them outside their bases. Make sure you get the Storm Trident in the middle of the sea, but be certain that you've cleared most of the drakes first, since a sea serpent will appear. It's best to have some strong units ready to kill it in 1 or 2 turns. You can give the trident to Lord Typhon, but since he leaves a bit later, you may want to give it to another Merman.&lt;br /&gt;
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[Comments by Easuth]  Movement over land is important for Mermen in the campaign as a whole.  If the Merman you give the storm trident to has the Quick attribute, you can make him a Hoplite when he gets to level 3.  Otherwise, make him a Triton.&lt;br /&gt;
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[Comments by gdou] Drakes have less resistance towards pierce attacks. I used mainly Bowmen and horsemen during days, and Poachers at nights.&lt;br /&gt;
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[Comments by Jonadab] Note also that while drakes are resistant to fire, so are your mages.  This can make them useful against the less fiery drakes (e.g., Drake Fighters).  Against the Burners and whatnot you will want to use melee attacks.  The Drakes that fly are more or less impervious to rough terrain, so you must pay closer attention to their range of movement when you plan your zones of control.  Be careful about protecting your mages at night.&lt;br /&gt;
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[Comments by Sailboat] Drakes can be dangerous, so this is a great scenario to use to time honored technique of cannon fodder. Now that you can recruit level 0 units for cheap, you can protect your higher level units by recruiting endless peasants for the first six turns or so, them bringing back your better units to kill off the rest of the drakes.&lt;br /&gt;
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===Rough Landing===&lt;br /&gt;
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Recruit just mermen and thieves (you should already have some assassins to recall at this point as well). Maybe a white mage or two for extra healing. Try to level up the mermen, they can be useful in another scenario later. I went first for the right enemy, keeping all my troops together and moving straight east. The other two leaders sent all their troops towards me as well, so after the southeast leader was finished, there weren't much enemies left. I sent all remaining mermen to the northwest one, and a group of assassins to the northeast one over the long isle.&lt;br /&gt;
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Also, beware of sea serpents, make sure to surround them and kill at once. The trident from the previous scenario will come in handy as well.&lt;br /&gt;
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[Notes by flynn]  Use Lady Jessica's leadership ability to help the mermen fight and level.  Put her in the water if necessary - just surround her with mermen.&lt;br /&gt;
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===A New Land===&lt;br /&gt;
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In case you find the map looks familiar, it seems to be from &amp;quot;Bay of Pearls&amp;quot; from HttT. This scenario is mainly story though.  Recruit nothing, and attack nothing.&lt;br /&gt;
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The scenario objectives tell you to avoid all confrontation for as long as possible, but actually the faster your units encounter the others the faster the scenario will end, that saves time.&lt;br /&gt;
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---edited smenze---&lt;br /&gt;
One thing to keep in mind is that this the last chance you have to grab some more merman as their king leaves.  They are quite helpful in a later scenario so grabbing a few extra here cannot hurt if you can spare the gold.&lt;br /&gt;
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===The Ka'lian===&lt;br /&gt;
&lt;br /&gt;
Story, with your choice of four battles next.  You have to beat them all in whatever order.  The amount of gold you have should be the factor in deciding when you choose to play Cursed Isle (the undead problem).&lt;br /&gt;
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===Diverging Campaign Path===&lt;br /&gt;
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All four scenarios have to be beaten, but in whatever order you choose.&lt;br /&gt;
====The Dragon====&lt;br /&gt;
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There are a lot of Saurian enemies in this, and they all have the ''skirmish'' ability. My strategy to win was to recruit a lot of units, and then move the whole army as one big bulk. Keep healers in the middle (I used four), rotate stronger units outwards, and make sure you leave no gaps. The Saurians will slip through the tiniest gap and kill your weak units. My route was to start off straight east, towards the green enemy, but I was surrounded about half-way, then camped there and fought a huge onslaught of Saurians until around turn 10.&lt;br /&gt;
By that time, there were many fewer Saurians left than in the beginning.&lt;br /&gt;
And the green leader foolishly placed himself next to Haldric's Sceptre and was killed as well. So I now split up my group, sent one half back to the blue leader, and another south. The southern group first killed off the yellow leader, and then met the dragon. After that I also let the west group who had killed the blue leader finish of the SW leader. The key really is the beginning turns, if you can survive the initial onslaught without half your troops dying already, the map is won.&lt;br /&gt;
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[Comments by Easuth]  Fighting Saurians requires a disciplined formation.  If you're used to stringing out troops to move them into position as they get there, that won't work after Turn 2 or 3.  I use a &amp;quot;healing hedgehog&amp;quot; of ten troops--two white mages next to each other and eight troops completely encircling them.  If someone gets badly injured, move them to the inside and put a white mage on one of the long edges, fighting as you go.  If you're trying for the big bonus, you'll need two hedgehogs.  Try to keep reserves back a bit in cities.  If the terrain favorably protects you, or the wounded is a fast unit, you can try moving wounded back to cities too.  Once the main wave of Saurians is broken,&lt;br /&gt;
you can string non-wounded troops out a bit in the rush for the leaders.  If you have a Lancer in position, rush in to the cave after the Dragon leaves to grab the gold (edit: except the cave is in the mountains, so a Lancer cannot reach it), though that's nothing compared to the Hero bonus for defeating all the Saurian leaders.  So focus on killing all of them first.&lt;br /&gt;
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[Comments by Globulin]&lt;br /&gt;
Switching wounded units to the inside of the hedgehog can be a problem if you are surrounded. ZOC prevents you from creating an open hex to move the inner unit into. A better strategy is to create a triangle with three hexes inside, instead of the standard two of the hedgehog. If you do this on your castle, only three units are in grasslands. If you set it right, you can make most of the hexes adjacent to your triangle be grassland as well, forcing the Saurians into a bad defensive position.&lt;br /&gt;
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In terms of unit positioning, the simplest way is to fill two inner spaces with Mages of Light, a but a better tactic is to put one of the mages on an edge, thereby ensuring that all but one of your units are healing. The remaining unit can either be a Merman Hoplite, (prefereably resilient and carrying a Storm Trident) or Lady Jessica, since she has excellent defense and is chaotic and therefore benefits by not being in the Mages' light. &lt;br /&gt;
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The Saurians may hold back for quite a while. This is alright, as the Dragon will eventually appear and come to you. Kill it, and finish the remaining Saurians for a nice bonus.&lt;br /&gt;
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[Comments by Megatuga] I've found the triangle strategy a bit dificult to use, because the movement isn't the same for everyone. So I really didn't use a specific strategy. I sent everyone towards. At turn 3 I had the first encounter, at South. I defeated the blue leader quite easily, but I needed to restore my units' HP. You have to manage your villages well, not only because of the HP but also because of the negative money. &lt;br /&gt;
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Returning back to HP, you'll need some mages to restore it. But make sure you have powerful units blocking the enemy's way to mages, thought their HP is a bit low (I got 2 quick ones, which means -10HP each) and can get killed easily. Another big point of this scenario is the destructive enemy attacks. They don't attack many units, they focus their attack in one single unit and kill him. Another fact is the day/night one. I found it easily to deafeat enemy leaders at day: my units attacks were stronger and really helped me with that task. Their leaders may also rush: get your chance and give them a powerful attack.&lt;br /&gt;
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But if you're going to take the South way, make sure you have some units in your castle because purple and green enemys are also quite strong and will send units straight to Haldric. My Outlaw showed good skills entertaining enemys for some turns in the northern woods: he has 70% defence in there, so I recommend his use, if supported by one or two more Outlaws.&lt;br /&gt;
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Here you can also find Big Mudcrawlers. Try to do not attack them with one single unit specially if you have many enemys around you and/or your unit HP is too low, because if you kill him he will get divided and then you found yourself surrounded by 2 mudcrawlers. After killing the blue leader, I killed the grey one, then the green rushed and I killed him too. After all this it's all easy: now the enemy has no resources and just a few units. Now kill the purple leader. Then you can reorganize, but you don't have plenty of time: he appears after killing all the enemy leaders. And watch out, don't spawn him too earlier, you may get weaken if you can't kill him. Avoid the brown road around the mountain.&lt;br /&gt;
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[Comment by Mihoshi]&lt;br /&gt;
Saurians use piercing attacks mostly, so it's better to use units, resistant to pierce. Namely spearmen and heavy infantry have 40% pierce resistance. Javelineers are ideal as saurians use ranged attacks a lot.&lt;br /&gt;
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====Lizard Beach====&lt;br /&gt;
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Recall most of your mermen from before and send them along the river towards the sea. This will harry the saurian troops coming down from the north, allowing your main force to advance on the southern enemy  undisturbed. Beware, though as your mermen will encounter the saurians at night time (giving you -25% and them +25%), so try to minimize conflict until dawn, just get in their way. As saurians all have skirmish and alot of movement, be sure to protect your wounded units well. Because of the saurians unnerving ability to concentrate their fire on one unit, be sure to keep several healers around and try to keep your line strait so only two can mob one guy (hedgehog tactic also seems to work well).&lt;br /&gt;
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[Comments by cph: Not sure about the above strategy - pushing forward with mermen on the north flank is futile when saurians can run around them &amp;amp; cut them up on the first night. I recall two shock troopers on the first round and a footpad (to scout the villages in the NE). Recall a couple more decent land melee units &amp;amp; then 4-5 L2 mermen on rounds 2-3. Everything has to be fairly tough in melee so it can stand saurians focusing their attacks &amp;amp; injure them enough when they do that you can kill them next turn; one healer (more than one is hard to protect) and no other mages. Gambit - throw the footpad out their way at first watch, wasting the turn for a couple of saurians. The rest of your force forms a line of battle near your keep, mermen on the N flank in the river, land units extending south, flanks bent back with strongest units at the corners - and let the saurians break on it. Once their first wave has broken, the rest of their troops come in drips and are no problem, so now you can split up and wipe out the stragglers and claim villages; any L2 units you start with should level up.]&lt;br /&gt;
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After you defeat the main force from the south send just one or two guys north to capture towns so your silver mages can teleport into the fray. The enemy's onslaught tapers out after their initial wave, so the final push should be quick and clean. It's harder to take the northern leader without alot of foreplanning because all of your units will be stuck south of the marshes and the river. If you want to go for a quick win, just march forth with silver mages, mermen, and anyone who's close enough to be a help. If you dont want to lose any of you better units, patience may be the key. As soon as you approach the beach a naga warrior and four nagas arrive in the sea right around the mouth of the river to help the lizardmen, so be careful endangering your mermen there.&lt;br /&gt;
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[Comments by Gia_Boy: I actually used a sacrifice strategy for this one.  In addition to a couple mages, 2 healers, and some other fighters, I recruited a castle-full of peasants to draw the saurians out onto open ground.  I surrounded a single peasant on 5 sides, with 2 healers behind him, and built my formation around that.  I had an assassin near the front to get around the saurians after they took the bait.  The mages were useful for in case a saurian got into some strong ground.  Also, I sent a fugitive north, where he moved from village to village, until he got to the village closest to the north enemy's castle.  If you have a silver mage by then (which I didn't), then you can go to the last village, and assassinate their leader.  The only merman who I got was the Hoplite who had the trident.  He didn't go way out, he mostly helped take out the nagas.  Also, I didn't get any impact people, because they were quite useless against the mud gobs, which was actually what they seemed to recruit most.  Maybe it's just 'cause they explode.]&lt;br /&gt;
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[Comments by IoN: No-merman strategy: On your first two turns recall two keeps of strong, fast veterans like mounted units (not paladins though; they're pretty ineffective against saurians), outlaws/assassins, and silver magi along with some other veterans, preferably with a lot of HP: if all goes well (at least on easy and medium) that may be all you need. Dash them across the swamp directly west of your keep, south of the sands, and form a line with strong units at the ends. They'll flank you, but you're stronger than them and you can use your slower units to crush the flanking saurians in a hammer and anvil. The first wave of southern saurians should get itself killed before the northern saurians arrive in force. Once the northern saurians arrive, take them out with your slower units while your quicker ones go for the southern leader. Then sweep everyone north to kill the northern leader. This should give a relatively fast finish if you're lucky; you'll need the gold.&lt;br /&gt;
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Note that killing one leader gives more gold to the other, so when you've defeated pretty much all the southern leader's forces, just plant a level 3 or two in his keep and leave him alive; kill them both in the same turn.]&lt;br /&gt;
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====The Troll Hole====&lt;br /&gt;
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There are 4 castles, and two of them (randomly placed it seems) are the troll leaders you need to kill. It's underground time again, so as before, mainly recruit mages. The trolls are strong, so hopefully you have lots of levelled up mages. Try to use the narrow corridors to your advantage, so the enemy can only place one attack against a strong unit of yours, but you can kill a troll at a time with two mages or Haldric. Also keep an eye at your back since they will try to surround you. And resist the temptation to send single units wandering around in what seems empty caves - they will all die. I had to restart just to save the dwarf, who had happily wandered off alone searching for gold, right into the lair of a giant spider.&lt;br /&gt;
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[Comments by Easuth]  Try to arrange it so one troll can enter to be attacked by many troops.  Have regular troops in front initially.  Move mages forward to finish the troll, plug the gap where the troll was with Burin or a Royal Guard or an Iron Mauler, and reset the trap on the next turn.  When you've whittled down the enemy, go the direction they came from and kill the leaders, ignoring spider keeps.&lt;br /&gt;
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[Comments by Jonadab]  In addition to mages, your chaotic units can be helpful here again, especially against the occasional rocklobber, which you will not want to attack with mages.&lt;br /&gt;
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[Comments by Samsara]  Putting mermen in the moat will really help you fend off the first wave of attacks.&lt;br /&gt;
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[Comments by cph] This could be a good choice if you have low gold: recall 2 quick red mages, and 3 quick tough melee units (say 2 royal guards &amp;amp; a L3 chaotic unit like a Fugitive). Play expedition style: abandon the start island, stay fairly close together, with your troops roughly divided in two between those moving forward and those fighting rearguard. Provided you knock out one troll leader early, the rest is manageable, just work your way carefully over to the other.&lt;br /&gt;
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====Cursed Isle====&lt;br /&gt;
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This can be the first or last map you choose, depending on how desperate you are for cash.  If you can wait, do it last. All you really need is a Paladin or three to rush the temples, one of which contains a Vampire Lady.  Defeat her, and the scene is over just like that. One of the other temples has some gold; grab that too.&lt;br /&gt;
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If you'd rather not deal with the vampire lady, recall some experienced mermen and have them pick up the holy water.&lt;br /&gt;
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===A Spy In The Woods===&lt;br /&gt;
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Plot only.&lt;br /&gt;
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===The Vanguard===&lt;br /&gt;
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My strategy was to seal of all the gaps in the canyon. So, recruit a lot of units, you will need them. When the onslaught begins, wounded units can retreat back into villages or being cared for by healers. Or actually both, since soon you will be out of non-wounded units.&lt;br /&gt;
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[Comments by Easuth]  This map is smaller than fog of war and canyons make it appear.  Rush the NW gaps with mounted units, but slow &amp;amp; strong will carry the day once the sun rises and the odds are in your favor.  Don't forget the cash, which you can see even in fog.&lt;br /&gt;
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[Comments by Owke] Note that once you attack the leaders, a few undead units will appear near them at the edge of the map. Thus you may want to be sure to have some spare firepower before you attack the leader. I made do with three rounds of recalls. One mounted batch to take out the west, the other two to hold off the remaining forces coming from the north and east. As soon as the first wave dies down, take down the west leader and move up north for the kill of the other two.&lt;br /&gt;
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===Return of the Fleet===&lt;br /&gt;
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Welcome to the &amp;quot;kitchen sink&amp;quot; defense.  You've made it this far; now the game will start to throw things at you, whatever it has left.  The effect is mostly psychological, but it could be a problem if your initial assessment causes you to drastically under-recruit. Time is money.&lt;br /&gt;
&lt;br /&gt;
At medium, at least, you don't want to overrecruit. It's worth recruiting a 5-10 L1 units to take the brunt of the first wave of attacks. The first wave is largely at night &amp;amp; will have goblin knights, and later chocobones. You want to meet them on the edge of the woodland in the centre-south; footpads and poachers are handy here, as they have high defense in woodland. You'll want some decent L2 and L3 recalls for healing, to flank your forces in the woods, and to mop up the enemy at daybreak. A mage or red mage to blast trolls &amp;amp; chocobones will level up by end of scenario.&lt;br /&gt;
&lt;br /&gt;
When combat starts, the map will become shrouded, like in a cave scenario.  You just haven't been informed of it yet.  So while you're still amazingly able to see, note the key terrain features and castle and city locations.  Also, physically explore the avenues of approach you want to be able to see later.&lt;br /&gt;
&lt;br /&gt;
It would be very useful to bring a storm trident into the water.  It'll take a few turns, but the undead trying to reach shore will take even longer. Don't recruit too much for fighting the undead - 2 paladins at most, 1 or 2 thugs, the stormy merman, and the nearest mage working with your land force are sufficient - the undead commander only gets 5-6 L2 recruits and they come ashore scattered (at Medium, anyway). Paladins are so effective against undead that you can wade into the water after them. Just remember, Paladins can't go into deep water and undead can.  Once you take an island city, teleport over a silver mage to help kill the leader - you want a paladin, a silver mage, the storm trident, plus one more unit to be fairly sure to knock him out in one round (another paladin or silver mage makes very sure, but a quick thug will do).&lt;br /&gt;
&lt;br /&gt;
When you reach the swampy woods in the north-centre of the map, tighten your formation and keep wounded units well away, as a small force of high-level Saurians will appear when you get halfway through the woods. Trigger them in daylight if possible, and knock them out fast.&lt;br /&gt;
&lt;br /&gt;
Two cuttlefish appear when you approach the north-central island. Assuming you're sending a strike force through the water to knock out the undead commander, you really don't want to trigger these until that force is on the island - the storm trident merman is the only thing that can stand up to them in water, and they will avoid him to attack more vulnerable units.&lt;br /&gt;
&lt;br /&gt;
Once you kill one enemy leader, the other gets more gold &amp;amp; recruits a new wave of L2s. This can be useful if you need to kill off surplus L1 units to improve the finish bonus, or if you need the XP more than the gold; otherwise, try to strike both leaders out before they can recruit more; or if you kill the first one at dawn, the second will be reluctant to attack with his L2s in daylight, and you might jump in and kill him before he uses them.&lt;br /&gt;
&lt;br /&gt;
[Comments by Owke] &lt;br /&gt;
I had a problem here, since either I went bankrupt or I got bogged down pretty fast. Both of these are undesirable since you need money for the last scenario. After four restarts I finally found a way that works : peasants ! &lt;br /&gt;
&lt;br /&gt;
I first sent a merman force west to deal with the undead. Northwest I sent a mounted force with one healer to hold the line. Then I recruited 3 or 4 castles worth of peasants as cannon fodder north/northeast, to draw away fire from your cleanup crew. Especially against Chocobones this is nice. Entice it into killing a peasant, then finish it with a high level unit.&lt;br /&gt;
&lt;br /&gt;
That may sound like a waste of money, but keep in mind that peasants cost only 8 gold, and do not require any upkeep ! Send a unit with leadership with them and they can even deal some amount of damage, though at night you should just let them take the beating since otherwise they die too quickly.&lt;br /&gt;
&lt;br /&gt;
After the mermen (and one paladin) dealt with the undead you can bring them in and push through to the leaders. This tactic worked at medium level with 17 turns to spare.&lt;br /&gt;
&lt;br /&gt;
---edit by smenze---&lt;br /&gt;
&lt;br /&gt;
My strategy is really divided into a few different sections.  It looks like you will end up losing alot of gold, but honestly in the end you don't.&lt;br /&gt;
&lt;br /&gt;
Section 1 (the mermen and the West)&lt;br /&gt;
My orginal recruits were 3-4 &amp;quot;quick&amp;quot; mermen (including the storm trident) and 2 poachers (more about them later).  Move the merman as quickly as possible pretty much straight to the West (there is a village and swamp hex that can aid your travel if you pick the best route).  Move these guys up the West side once they get there to get to the Undead Leader as quickly as possible.  I was able to get to him at dusk (some penalty but not full penalty) and dispatch him one attack using the storm trident, a silver mage, and needed only one attack from a merman to finish him.  Quick striking like this you end up fighting alot less undead.  You probably end up foddering one of the mermen to the Undead Archers, but the trade off is well worth it.  You can keep cycling your merman (and silver mages since they aren't needed too much in the other part of the fight) up to fight with any orcs or trolls that come into the water.  The cuttle fish die fast enough that they are really no bother at all.&lt;br /&gt;
&lt;br /&gt;
Section 2 (rest of the beginning)&lt;br /&gt;
Following the first castle recruiting, I recruited another castles worth of poachers/footpads.  They are really there just to hold off the orc/troll barage for the first night.  Move them up to the edge of the forest just NW of your castle allowing them to use the forest for cover and the orcs are forced to fight from the grasslands.  Use your original troops grab up the villages near where you start to help offset some of the costs.  My third castle was day time units including one white mage (it was only lvl 2 at the time but about to hit three) and a paladin (who later died).  I tried to pick units that were about to level so they got a free healing during the combat.  My final bit of recruiting was 3 sliver mages and cannon fodder (I typically use spearmen for this as opposed to peasants).  The silver mage commando brigade (teleport is so cheater) is used to damage where needed so station them on villages near where you start so you can pull them anywhere you need quickly.  Group up your original units as quickly as you can on the plains just north of you castle.  They are going to come in the day light to kill the orcs that venture down at first.&lt;br /&gt;
&lt;br /&gt;
Section 3 (the battle ensues)&lt;br /&gt;
The orcs/trolls seem to come in three waves.  You should be able to kill off the intial wave during the first day with your groups.  The chocobones deal a pretty fair damage, but a paladin and silver mage can take them down in a hurry.  If you are really careful, you will most likely not lose any units outside of those that are designed to fodder (and even those could live see further below).  After dealing with them, move your group (which should be a fairly tight hedgehog around your two healers now) West to NW up near the water.  This avoids triggering the Saurians as long as possible and allows you to dictate the fights much better.  Force the orcs to fight on bad terrian (water or grass land) even if that forces you onto the grasslands.  The second wave should be dealt with right around the waters edge (and they will fight from in the water if you let them).  Then carefully move your group onto the island in the middle of the river.  I say carefully because it is possible to trigger the Saurians which make the level a lot harder if you are not ready for them.  The final large push of orcs/trolls can be dealt with from here.  Once that is finished, move NE onto the main land again thus triggering the Saurians.&lt;br /&gt;
&lt;br /&gt;
I ended up with a smaller second contingent (one horse L2, one footpad L2 and one spearman L2) that didn't fit my hedgehog so i sent them to the East to grab up the hand full of villages there, but i kept them in the south forest so I didn't trigger the Saurian attack until I was ready.&lt;br /&gt;
&lt;br /&gt;
Section 4 (clean up)&lt;br /&gt;
This phase was really self explanatory.  Now you have the Saurians to deal with too, but if you ended up with extra troops like I did then you have them pincered and they tend to split up and attack both groups.  From there it is just finishing the objectives (i.e. kill the leaders).&lt;br /&gt;
&lt;br /&gt;
===Rise of Wesnoth===&lt;br /&gt;
&lt;br /&gt;
It's the final battle: be patient, recall everybody, the early finish bonus doesn't mean anything.  Some Mermen would be useful here, but surprisingly, they're not really necessary.  I started by sending mounted units around both sides of the forest to your SW.  Whichever troops the orange guys go after, slam into their rear guard with the other forces, making an orc sandwich.  Ewww.  I thought I would have to sneak the Paladins back to the E for the undead troops, but once the first east bridge collapses (all bridges collapse as soon as you cross them once), the undead want to follow the path that doesn't leave them floundering in the water.  So leave the W bridge intact, playing Catch the Sea Orc on the north shore with Haldric &amp;amp; Co., and you can send a large force down the E side practically unopposed by the second wave of Jevyan's troops.  You'll need at least two Paladins in the E to kill Jevyan himself; nothing else is half as effective (perhaps mages of light - but beware his ranged attack !).  Don't forget to sacrifice Aethyr to Jevyan.  If he doesn't want to come out and play, march up to Jevyan and use a crossbow attack.  When Jevyan is dead, the yellow and green leaders will probably still be alive. You'll have to kill one, leaving at least one orc leader alive. You pick.  Congratulations!  Enjoy the ending!&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[MainlineCampaigns]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns - by Title]]&lt;br /&gt;
[[Category:Campaignd - Walkthroughs&lt;/div&gt;</summary>
		<author><name>Lx</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Mainline_Campaigns&amp;diff=36333</id>
		<title>Mainline Campaigns</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Mainline_Campaigns&amp;diff=36333"/>
		<updated>2010-04-28T16:29:46Z</updated>

		<summary type="html">&lt;p&gt;Lx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These scenarios are included in the Wesnoth distribution.&lt;br /&gt;
Most were written by fans of the game.&lt;br /&gt;
See [[ReferenceWML]] for information on how to make your own scenarios&lt;br /&gt;
using the Wesnoth Markup Language.&lt;br /&gt;
&lt;br /&gt;
== Heir to the Throne ==&lt;br /&gt;
&lt;br /&gt;
by [http://www.wesnoth.org/forum/profile.php?mode=viewprofile&amp;amp;u=3 Dave]&lt;br /&gt;
&lt;br /&gt;
This is the original campaign, and probably the most played. It features Konrad, fighting to overturn the rule of the dark queen Asheviere. It is 25 scenarios, no more are planned, and is considered complete.&lt;br /&gt;
&lt;br /&gt;
* [[HeirToTheThrone|Walkthrough]]&lt;br /&gt;
* [[HtttStoryLine|Story outline]]&lt;br /&gt;
* [http://www.wesnoth.org/forum/viewtopic.php?f=22&amp;amp;t=10322 Discussion thread]&lt;br /&gt;
&lt;br /&gt;
== A Tale Of Two Brothers ==&lt;br /&gt;
&lt;br /&gt;
* by [http://www.wesnoth.org/forum/profile.php?mode=viewprofile&amp;amp;u=93 Circon]&lt;br /&gt;
&lt;br /&gt;
A village is being terrorized by a black mage. He is defeated, but the local mage, Bjarn, is kidnapped. His brother, Arne, must go rescue him. It has 4 scenarios, and is aimed at first-time players on easy.&lt;br /&gt;
&lt;br /&gt;
* [[ATaleOfTwoBrothers|Walkthrough]]&lt;br /&gt;
* [[A Tale Of Two Brothers Story|Story outline]]&lt;br /&gt;
* [http://www.wesnoth.org/forum/viewtopic.php?f=22&amp;amp;t=10339 Discussion thread]&lt;br /&gt;
&lt;br /&gt;
== The South Guard ==&lt;br /&gt;
&lt;br /&gt;
* by [http://www.wesnoth.org/forum/profile.php?mode=viewprofile&amp;amp;u=872 aelius]&lt;br /&gt;
&lt;br /&gt;
A young Knight, Deoran is dispatched to take command of the South Guard. This campaign has 9 or 10 scenarios, depending on the branch you take, and is aimed at beginners on the easiest difficulty.&lt;br /&gt;
&lt;br /&gt;
* [[TheSouthGuard|Walkthrough]]&lt;br /&gt;
* [[South Guard story|Story outline]]&lt;br /&gt;
* [http://www.wesnoth.org/forum/viewtopic.php?f=22&amp;amp;t=10323 Discussion thread]&lt;br /&gt;
&lt;br /&gt;
== The Eastern Invasion ==&lt;br /&gt;
&lt;br /&gt;
by [http://www.wesnoth.org/forum/profile.php?mode=viewprofile&amp;amp;u=176 Turin]&lt;br /&gt;
&lt;br /&gt;
This campaign follows Gweddry, a Wesnothian Army Officer, battling against undead invaders. It has 18 scenarios, and no more are planned.&lt;br /&gt;
&lt;br /&gt;
* [[TheEasternInvasion|Walkthrough]]&lt;br /&gt;
* [[EiStoryLine|Story outline]]&lt;br /&gt;
* [http://www.wesnoth.org/forum/viewtopic.php?f=22&amp;amp;t=10325 Discussion thread]&lt;br /&gt;
&lt;br /&gt;
== Liberty ==&lt;br /&gt;
&lt;br /&gt;
by scott&lt;br /&gt;
&lt;br /&gt;
The chronicles of how a certain group of Wesnothians were betrayed by their ruler and decided to fight back. This made them outlaws in the crown's eyes, but hopefully heroes in ours.&lt;br /&gt;
&lt;br /&gt;
There are 9 scenarios and some goodies to boot. The main focus is to provide the experience of recruiting and recalling higher level outlaw characters, which you don't normally get to do. While there is a range of difficulty in the scenarios, the overall intent is for them to be straightforward and not too difficult.&lt;br /&gt;
&lt;br /&gt;
* [[Liberty|Walkthrough]]&lt;br /&gt;
* [[Liberty story|Story outline]]&lt;br /&gt;
* [http://www.wesnoth.org/forum/viewtopic.php?f=22&amp;amp;t=20252 Discussion thread]&lt;br /&gt;
&lt;br /&gt;
== The Rise of Wesnoth==&lt;br /&gt;
&lt;br /&gt;
by [http://www.wesnoth.org/forum/profile.php?mode=viewprofile&amp;amp;u=388 Shade]&lt;br /&gt;
&lt;br /&gt;
This campaign revolves around the events that brought Haldric I to the 'Great Continent' to found the Kingdom of&lt;br /&gt;
Wesnoth. It has 25 scenarios, and is considered complete.&lt;br /&gt;
&lt;br /&gt;
* [[TheRiseOfWesnoth|Walkthrough]]&lt;br /&gt;
* [[TrowStoryLine|Story outline]]&lt;br /&gt;
* [http://www.wesnoth.org/forum/viewtopic.php?f=22&amp;amp;t=10613 Discussion thread]&lt;br /&gt;
&lt;br /&gt;
==Northern Rebirth==&lt;br /&gt;
&lt;br /&gt;
by [http://www.wesnoth.org/forum/profile.php?mode=viewprofile&amp;amp;u=100782 Taurus]&lt;br /&gt;
&lt;br /&gt;
The people of Dwarven Doors rise against their Orcish oppressors in a struggle that will shape the fate of the Northlands. 14 scenarios.&lt;br /&gt;
&lt;br /&gt;
* [[Northern Rebirth|Walkthrough]]&lt;br /&gt;
* [[Northern Rebirth story|Story outline]]&lt;br /&gt;
* [http://www.wesnoth.org/forum/viewtopic.php?f=22&amp;amp;t=20253 Discussion thread]&lt;br /&gt;
&lt;br /&gt;
==Under the Burning Suns==&lt;br /&gt;
&lt;br /&gt;
by [http://www.wesnoth.org/forum/profile.php?mode=viewprofile&amp;amp;u=149 quartex]&lt;br /&gt;
&lt;br /&gt;
Set in the distant future, where elves live in the desert. It has 11 scenarios, and is not recommended for beginners because it changes some parts of Wesnoth, including the elves stats and the day/night cycle.&lt;br /&gt;
&lt;br /&gt;
* [[UnderTheBurningSuns|Walkthrough]]&lt;br /&gt;
* [[UtBSStoryLine|Story outline]]&lt;br /&gt;
* [http://www.wesnoth.org/forum/viewtopic.php?f=22&amp;amp;t=10491 Discussion thread]&lt;br /&gt;
&lt;br /&gt;
==Son of the Black Eye==&lt;br /&gt;
&lt;br /&gt;
started by Benj, completed by Taurus&lt;br /&gt;
&lt;br /&gt;
Your are the orcish chieftain Kapou'e, son of the famed Black-Eye Karun who was treacherously murdered by the human-worms twenty-seven years ago. You must expel the human invaders from orcish lands and avenge your father's death. It has 18 scenarios.&lt;br /&gt;
&lt;br /&gt;
* [[SonOfThe_BlackEye|Walkthrough]]&lt;br /&gt;
* [[Black Eye story|Story outline]]&lt;br /&gt;
* [http://www.wesnoth.org/forum/viewtopic.php?f=22&amp;amp;t=20257 Discussion thread]&lt;br /&gt;
&lt;br /&gt;
==Sceptre of Fire==&lt;br /&gt;
by turin&lt;br /&gt;
&lt;br /&gt;
King Haldric of the humans strikes a deal with the young dwarf Rugnor. In exchange for ten thousand in silver, the dwarves will create a sceptre of fire for the human king.&lt;br /&gt;
&lt;br /&gt;
* [[Sceptre of Fire|Walkthrough]]&lt;br /&gt;
* [[Sceptre of Fire story|Story outline]]&lt;br /&gt;
* [http://www.wesnoth.org/forum/viewtopic.php?f=22&amp;amp;t=20255 Discussion thread]&lt;br /&gt;
&lt;br /&gt;
==Descent into Darkness==&lt;br /&gt;
&lt;br /&gt;
by esci&lt;br /&gt;
&lt;br /&gt;
Malin Keshar, a young mage from the town of Parthyn, attempts to defend his home from marauding orcs by enlisting the help of a necromancer named Darken Volk. He learns the forbidden art of raising and controlling the deceased and the true power of the undead, and is gradually drawn further into the secrets of necromancy.&lt;br /&gt;
&lt;br /&gt;
* [[DescentIntoDarkness|Walkthough]] &lt;br /&gt;
* [[Descent Into Darkness story|Story outline]]&lt;br /&gt;
* [http://www.wesnoth.org/forum/viewtopic.php?f=22&amp;amp;t=20251 Discussion thread]&lt;br /&gt;
&lt;br /&gt;
==The Hammer of Thursagan ==&lt;br /&gt;
&lt;br /&gt;
by ESR (Eric S. Raymond)&lt;br /&gt;
&lt;br /&gt;
In the first years of the Northern Alliance, the dwarves of Knalga attempt to re-establish contact with their kin in the east at Kal Kartha.  Many perils beset the expedition, but none so dire as the dark secret they will discover at their destination.&lt;br /&gt;
&lt;br /&gt;
* [[TheHammerOfThursagan|Walkthough]] &lt;br /&gt;
* [[TheHammerOfThursagan story|Story outline]]&lt;br /&gt;
* [http://www.wesnoth.org/forum/viewtopic.php?f=22&amp;amp;t=20258 Discussion thread]&lt;br /&gt;
&lt;br /&gt;
== An Orcish Incursion ==&lt;br /&gt;
&lt;br /&gt;
by Josh Parsons; adapted for mainline by ESR.&lt;br /&gt;
&lt;br /&gt;
Erlornas is an elven noble of Wesmere during the first years after the arrival of humans and orcs on the western shore of the Great Continent.  It is his fate to be the first of his people to be directly confronted by the invading orcs.&lt;br /&gt;
&lt;br /&gt;
* [[AnOrcishIncursion|Walkthrough]] &lt;br /&gt;
* [[An_Orcish_Incursion story|Story outline]]&lt;br /&gt;
* [http://www.wesnoth.org/forum/viewtopic.php?f=22&amp;amp;t=20249 Discussion thread]&lt;br /&gt;
&lt;br /&gt;
== Legend of Wesmere ==&lt;br /&gt;
&lt;br /&gt;
by Santi; adapted for mainline by esr and fendrin&lt;br /&gt;
&lt;br /&gt;
* [[LegendofWesmere|Walkthrough]]&lt;br /&gt;
* [[LegendofWesmereStory|Story outline]]&lt;br /&gt;
* [http://www.wesnoth.org/forum/viewtopic.php?f=22&amp;amp;t=22465 Discussion thread]&lt;br /&gt;
&lt;br /&gt;
== Delfador's Memoirs ==&lt;br /&gt;
&lt;br /&gt;
* [[DelfadorsMemoirs|Walkthrough]]&lt;br /&gt;
* [[DelfadorsMemoirsStory|Story outline]]&lt;br /&gt;
* [http://www.wesnoth.org/forum/viewtopic.php?f=22&amp;amp;t=25554 Discussion thread]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[UserCampaigns]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Review on Release]]&lt;br /&gt;
[[Category:Campaigns|*]]&lt;br /&gt;
[[Category:Wesnoth - Mainline]]&lt;/div&gt;</summary>
		<author><name>Lx</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Invasion_of_Eliador&amp;diff=36308</id>
		<title>Invasion of Eliador</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Invasion_of_Eliador&amp;diff=36308"/>
		<updated>2010-04-26T15:32:34Z</updated>

		<summary type="html">&lt;p&gt;Lx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When starting,go to mt Sinon and save a maximum of horse (max 6-7) &lt;br /&gt;
and after completed this scenario,choose Zileads gold. &lt;br /&gt;
&lt;br /&gt;
Try to be hitten minimum of times (try passing during the day,the sharks do less damage.)and Ardella too is difficult to hit (elusivefoot) try too to make the horsemens inattackable by sharks.When you finished it bring the gold to the poors and then you will have 20+ soldiers.You can duel otello and if you lose units they arent strong as the skeletons that have a great defence. &lt;br /&gt;
&lt;br /&gt;
With this you are ready to go to defeat the duellist saving the mans. &lt;br /&gt;
Bring the kids in the water and a sea serpent will appear,and with him go killing the north duellists on the island.When you killed all them you will free the soldiers and the level ends.(if you are stronger than the enemy,kill them before the sea serpent kill the last duellist,it will give you xp.Dont try helping the sea serpent sending skeletons)now go to the level just under the one you just completed.To defeat randalf,dont be worried to send all your soldiers against it:he will teleport only someone of your mens and after a few turns,othello wil came and help you. &lt;br /&gt;
&lt;br /&gt;
When finished the level,go to the nearest other level:make the kids go on the gryphons,and then go with the kids to search the supervisors on the sea by moving near them;when you start to have soldiers dont move them &lt;br /&gt;
to make them have more hp.when you defeated them,you can go to the north level it remains: with the kids on the gryphons it will be easyer to recruit all the creatures.(the kids can defend them against the bats,more easy.)Last level is going to the elves: dont bring the dragon on the mountain,or the enchanteresses will chase him:go with a kid and in the same time go in the houses with the other kid,the dragon and ardella. &lt;br /&gt;
&lt;br /&gt;
When you return to the main map,you will have at least 60 soldiers:enough to fight and win the battle with otello's renforcements(the units you lost in the game of otello) and elves that will came from north. &lt;br /&gt;
&lt;br /&gt;
When Randalf asks you,say continue to fight,and ursula will appear:kill her when she come to youand then dont be afraid to lost units in melee but in ranged yes because she will drain the hp's you lose.Dont attack with ranged(only try if you have a big defence on this terrain like 70%) &lt;br /&gt;
Dont make her go to a terrain where she has a big defense and you will win if you defeat her.&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns - Walkthroughs]][[Category:Campaigns - Invasion_of_Eliador]]&lt;/div&gt;</summary>
		<author><name>Lx</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=HtttStoryLine&amp;diff=36307</id>
		<title>HtttStoryLine</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=HtttStoryLine&amp;diff=36307"/>
		<updated>2010-04-26T15:29:37Z</updated>

		<summary type="html">&lt;p&gt;Lx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Scenario 1 - The Elves Besieged ==&lt;br /&gt;
Asheviere decides to attack the Elves. In doing so, Orcs attack Konrad and Delfador's home. Konrad and Delfador are forced to flee, and decide to head for the isle of Alduin,&lt;br /&gt;
where they hope to find safe haven.&lt;br /&gt;
&lt;br /&gt;
== Scenario 2 - Blackwater Port ==&lt;br /&gt;
Konrad and Delfador arrive at Blackwater Port, looking for a ship sailing to Alduin. However the port area is being attacked by Orcs. The Knight who is lord here offers the assistance of horsemen. A horseman named Haldiel joins Konrad. Once the orcs are defeated or held off, a ship arrives to take Konrad and Delfador to Alduin.&lt;br /&gt;
&lt;br /&gt;
== Scenario 3 - Isle of Alduin ==&lt;br /&gt;
Konrad and Delfador arrive at Alduin. They find the island ravaged by Orcs.&lt;br /&gt;
After defeating the Orcs they meet an old friend of Delfador's, who offers them the assistance of mages. They hear that Asheviere has enslaved the mermen at the nearby Bay of Pearls. Wanting to fight back, they decide to rescue the mermen.&lt;br /&gt;
&lt;br /&gt;
== Scenario 4 - Bay of Pearls ==&lt;br /&gt;
While Delfador lures most of the orcs away, Konrad must free the mermen and defeat their captors. After the battle, Delfador returns with news that the city of Elensefar has been attacked.  Delfador leaves to bring the news to the elven council, while Konrad takes on the duty of defending or recapturing it.&lt;br /&gt;
&lt;br /&gt;
== Diverging campaign path ==&lt;br /&gt;
=== Scenario 5A - Muff Malal's Peninsula ===&lt;br /&gt;
If Konrad chooses to travel by land to Elensefar, he has his first encounter with the undead.&lt;br /&gt;
&lt;br /&gt;
=== Scenario 5B - Isle of the Damned ===&lt;br /&gt;
If Konrad chooses to travel by sea, a storm shipwrecks him. Fortunately, the mermen rescue Konrad and carry him to a nearby island. Here, Konrad meets the undead for the first time and must hold them off while the mermen rescue the rest of his men and the crew. Here, he meets human bandits and discovers the white mage Moremiru hiding in a temple. If both undead leaders are defeated, Moremiru joins Konrad. If only one out of two are defeated, Moremiru returns in Scenario 9 only.&lt;br /&gt;
&lt;br /&gt;
== Scenario 6 - The Siege of Elensefar ==&lt;br /&gt;
The city of Elensefar has already fallen, and the Orcs have made an alliance with the undead. After Konrad recaptures the city and defeats the undead, Delfador returns. With him is Kalenz, of the mysterious Northern Elves. Delfador tells Konrad of the Sceptre of Fire: how it is hidden in the lost caverns of Knalga, and how it will grant him kingship if he finds it. The party sets off on their quest for the Sceptre.&lt;br /&gt;
&lt;br /&gt;
== Scenario 7 - Crossroads ==&lt;br /&gt;
Konrad and his party are waylaid by Orcs at a crossroads. Elves come from the hills to warn of Orcish ambushes and Konrad fights his way through. However an Orc escapes to warn Asheviere of their plan to take the Sceptre. She sends her adopted daughter, the princess Li'sar, to stop them.&lt;br /&gt;
&lt;br /&gt;
== Scenario 8 - The Princess of Wesnoth ==&lt;br /&gt;
The party is challenged by Li'sar. When diplomacy fails, a battle ensues; after subduing Li'sar, Konrad spares her life. Li'sar is ungracious and tricks the party into traveling by the northern road.&lt;br /&gt;
&lt;br /&gt;
== Scenario 9 - The Valley of Death ==&lt;br /&gt;
The party is trapped along the north road and surrounded by undead.  They must hold off the vast undead horde for two days. Moremirmu, the white mage rescued in scenario 5B, has heard of Li'sar's treachery and returns with some white mages to recsue Konrad and his party from the undead. (This only applies if only one undead leader in scenario 5B is defeated.) After the undead are vanquished, Moremirmu and his mages leave.&lt;br /&gt;
&lt;br /&gt;
== Scenario 10 - Gryphon Mountain ==&lt;br /&gt;
The party comes to Gryphon Mountain. Realizing that Gryphons might make useful scouts, they detour in an attempt to steal some Gryphon eggs. But Asheviere's forces are also trying for the prize...&lt;br /&gt;
&lt;br /&gt;
== Scenario 11 - The Ford of Abez ==&lt;br /&gt;
The party comes to the ford of Abez, which forms Wesnoth's northern border. To the north is the dwarven wilderness of Knalga. They must make haste to cross the river as the heavy snows of winter approach.&lt;br /&gt;
&lt;br /&gt;
Delfador is telling the story of how the King was betrayed by his son at the battle at Abez when the discussion is interrupted by troops in the border fortresses. Pursuing them from the south are Li'sar and a troop of Royal Guards. Blocking the ford to the north are orcs, hostile to all humans. As Konrad's forces are in mid-river, they are set upon by sea serpents. After Konrad fights through he gains a respite as the serpents delay Li'sar.&lt;br /&gt;
&lt;br /&gt;
== Scenario 12 - Northern Winter ==&lt;br /&gt;
Konrad's troops are exhausted and near mutiny, so Konrad decides to rest for a time.  However, first they must defeat the native orcs...&lt;br /&gt;
&lt;br /&gt;
== Scenario 13 - The Dwarven Doors ==&lt;br /&gt;
They reach ancient Knalga, only to find its glory dimmed by strife and marauding bands of orcs.  They must avoid the tentacled horror lurking in the lake, find the right entrance and fight their way into the kingdom under the mountains.&lt;br /&gt;
&lt;br /&gt;
== Scenario 14 - Plunging into the Darkness ==&lt;br /&gt;
Now in the tunnels of Knalga, Konrad, Delfador, and Kalenz must elude or destroy lurking monsters to find the final retreat of the dwarves. Although dubious of the party's intent, the Dwarves eventually agree to help the party find the Sceptre of Fire.&lt;br /&gt;
&lt;br /&gt;
== Scenario 15 - The Lost General ==&lt;br /&gt;
The party enters the Dwarvish Caverns, now occupied by orcs. They encounter Lionel, a general who was sent on an earlier mission to retrieve the Sceptre. He is now undead and seeks revenge, but when he is returned to his grave he is grateful at being defeated by worthy foes instead of the orcs.&lt;br /&gt;
&lt;br /&gt;
== Scenario 16 - Hasty Alliance ==&lt;br /&gt;
Li'sar has finally caught up with Konrad, and confronts him.  As the two parties draw swords, they are ambushed by Orcs.  Li'sar decides to join forces with Konrad until they reach the surface.&lt;br /&gt;
&lt;br /&gt;
== Scenario 17 - The Sceptre of Fire ==&lt;br /&gt;
After a long search through unmapped caverns, the Sceptre of Fire is claimed (by either Konrad or Li'sar) and the party exits the caverns.&lt;br /&gt;
&lt;br /&gt;
== Scenario 18 - A Choice Must Be Made ==&lt;br /&gt;
Now free of the caverns of Knalga, the party rests near the banks of the Arkan-thoria (or Longlier) river. Still surrounded by many enemies, Li'sar decides that this is not the time to attempt to kill Konrad. She decides to join them as they journey to Kalenz's homeland of the North Elves. To continue, the party must defeat the orcs to the north or the undead to the south.&lt;br /&gt;
&lt;br /&gt;
== Diverging campaign path ==&lt;br /&gt;
=== Scenario 19A - Snow Plains ===&lt;br /&gt;
If the party heads north, they meet even more orcs in the Snow Plains. If Konrad does not have the Sceptre, he can find and use a hidden flaming sword.&lt;br /&gt;
&lt;br /&gt;
=== Scenario 19B - Swamp Of Dread ===&lt;br /&gt;
If the party heads south, they meet even more undead in the Swamp of Dread. The party must defeat 4 Death Knights and a Lich, yet discovers a bounty of 100 gold for each leader.&lt;br /&gt;
&lt;br /&gt;
== Scenario 20 - Home of the North Elves ==&lt;br /&gt;
Konrad finally reaches the borders of the Elven Forest. However, a pursuing army draws nigh. Fortunately, an orcish horde is about to ambush the humans. The party must either evade or fight their way through both hostile armies to reach the Elven Council.&lt;br /&gt;
&lt;br /&gt;
== Scenario 21 - The Elven Council ==&lt;br /&gt;
At the Elven Council much is made clear, yet much is still shrouded in mystery. The Elvish Lady Parandra, responsible for rescuing Konrad from certain death as an infant, and Kalenz agree that Li'sar should overthrow Ashievere to become the ruler of Wesnoth, while Delfador feels Konrad is better suited for the task. Parandra prevails when she hints to Delfador of a reason why Konrad is not suited to the throne. The elves tell Konrad to follow Li'sar on her mission to defeat Ashievere.&lt;br /&gt;
&lt;br /&gt;
== Scenario 22 - Return to Wesnoth ==&lt;br /&gt;
Li'sar and her party are delayed by Ashievere's border guard.&lt;br /&gt;
&lt;br /&gt;
== Scenario 23 - Test of the Clans ==&lt;br /&gt;
Delfador is about to tell Konrad his dark secret, when they are interrupted by the arrival of a clan of horsemen. Delfador invites the horsemen to join Li'sar in fighting Ashievere, but the clan scoffs at their weakness. Li'sar must first prove herself worthy by overcoming their challenge.&lt;br /&gt;
&lt;br /&gt;
== Scenario 24 - The Battle for Wesnoth ==&lt;br /&gt;
The party finally reaches the great city of Weldyn. Delfador finally tells Konrad the secret that he has been hiding - that he failed to keep the last royal heir alive seventeen years before. Konrad is not royal, but only a waif that Lady Parandra found! Li'sar confronts her mother, who refuses to abdicate in favor of the true wielder of the Scepter.  An epic battle takes place.&lt;br /&gt;
&lt;br /&gt;
== Scenario 25 - Epilogue ==&lt;br /&gt;
If Ashievere dies, Li'sar takes the throne and lives happily ever after, marrying Konrad and bearing three children.  Delfador serves as High Councilor, while Kalenz returns to his beloved home in the north.&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns - Heir to the Throne]][[Category:Campaigns - Story Material]]&lt;/div&gt;</summary>
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		<title>Category:Campaigns - Heir to the Throne</title>
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		<id>https://wiki.wesnoth.org/index.php?title=Category:Campaigns_-_Heir_to_the_Throne&amp;diff=36305</id>
		<title>Category:Campaigns - Heir to the Throne</title>
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		<id>https://wiki.wesnoth.org/index.php?title=HeirToTheThrone&amp;diff=36304</id>
		<title>HeirToTheThrone</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=HeirToTheThrone&amp;diff=36304"/>
		<updated>2010-04-26T15:26:49Z</updated>

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&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. However, it's 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 crossbow 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;
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;
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;
&lt;br /&gt;
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. There is another cage to the northeast, and one far to the north.&lt;br /&gt;
&lt;br /&gt;
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, so go north with enough mermen to defeat the Nagas guarding eh northern cae (on hard this probably means all of them). 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 (expect losses), you can attempt to lure the land orcs into the water.&lt;br /&gt;
&lt;br /&gt;
On land, you have to fight off a wave of orcs and trolls heading south and then west. Your 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 may need tor retreat at dusk.&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, a shaman, the merman with the trident, and an elven fighter leveled up.&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. You fight undead either way.&lt;br /&gt;
&lt;br /&gt;
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 or those who are looking for an interesting tactical exercise may wish to consider the sea route to the Isle of the Damned: you can't recall any of your previous units (except mermen), but you can recruit outlaw-type humans and perhaps recruit a loyal White Mage for future scenarios. Note that this is the only opportunity to do so in the entire campaign.&lt;br /&gt;
&lt;br /&gt;
Tip: Overall, I got more mileage from elves compared to the outlaws you can recruit in the brief window of opportunity provided by the Isle of the Damned scenario. However, the White Mage you can pick up there is a godsend, plus you can give your mermen some much-needed experience by harassing the undead through hit-and-run attacks from all around the island.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing both enemy leaders, and the ability to choose the next scenario.&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;
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.&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.&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.&lt;br /&gt;
&lt;br /&gt;
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;
&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.&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 that 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;
== 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;
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;
&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;
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 three 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.  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;
&lt;br /&gt;
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. If you have some of the flying elvish units, they fight equally well over land or water.  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;
&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&lt;br /&gt;
*Starting units: Konrad, Delfador, Kalenz, a random soldier&lt;br /&gt;
*Early finish bonus: ?? &amp;lt;!-- Uh, could someone fill this in? --&amp;gt;&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 quickest strategy is to recall a few Knights, Lancers, Paladins, and/or Grand Knights along with fresh Horsemen, kill the northwestern leader, then head east. The eastern leader's wolf riders will attempt to attack you through the center of the map, so be sure to place a few horsemen there. It's a good idea for Kalenz and Delfador to defend the southern mountains, as a few riders may come there as well. This is a good level for getting a large amount of gold.&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&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 -- or the main one in version 1.3.4)&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. -- [v.1.3.4: moving directly to the eastern entrance does not work; it is blocked]&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;
&lt;br /&gt;
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;
&lt;br /&gt;
&amp;quot;coward&amp;quot; strategy for version 1.3.4 :&lt;br /&gt;
In this version, you get a elvish scout, who says he'll check the entrance to see if it is opened. Send him there, passing on the right of the mountains that are along the &amp;quot;path&amp;quot; to the entrance. This will stop the north western orcs from killing him too soon. Once that is done, move the scout to the north western mountains, to lure the enemies there.&lt;br /&gt;
Recruit one turn worth of elvish scouts as sacrificial units. They'll lure the enemies away from Konrad. For a higher chance of success, leave Delfador and Kalenz near your keep, in the south. Since Kalenz is weak, he can easily be killed before Konrad makes it to the cave entrance. Once Konrad is near the center of the map (and overwhelmed by orcs), move them North a bit, to attract enemies to them. All you need to do now is move Konrad to the entrance as fast as possible. The cuttlefish should appear in the lake as you pass by it, which will delay the orcs some more.&lt;br /&gt;
&lt;br /&gt;
Do It Quickly:&lt;br /&gt;
On the first turn recruit some units you may want to give experience to (and you're not afraid of losing them too), but choose only those having movement range 6 or greater. Then capture two nearest villages with Konrad and Delfador. Run straight north. The elf scout should be the leader to the doors and the only step off the straight path is to capture the village NE of the lake. This should unleash the octopus which will attract NW troops (not sure, tried only once)&lt;br /&gt;
Eastern and western opponents are lazy and more attracted to the villages income than to fight. So they will first go south to capture villages near your keep. Before they do, you'll be at the middle of the map.&lt;br /&gt;
If you recruited units with movement 6 and headed N without any stop, you're likely to be engaged at the pillars by some units from NW. Delfador and other leaders should have no problem dealing with them. Next attack may happen at the doors, one turn before Konrad reaches the entrance.&lt;br /&gt;
I managed to do it, losing only one 1st level mage.&lt;br /&gt;
&lt;br /&gt;
Version 1.2.5:&lt;br /&gt;
I played on medium and found that I had only 20 turns. Killing all the orc leaders didn't end the game. You will still need to reach the door with Konrad. After reloading, I killed all the orc leaders AND managed to get Konrad to the door within 20 turns (20 exactly) but there was no bonus and I ended up with -ve gold because I had to recall all my veterans to kill the leaders. Finally, I adopted the coward's strategy. Created 5 Elvish scouts and 10 thieves and used them as canon fodder for the orcs. There were too many orcs and only 2 of the scouts survived but I ended up with 11 rounds of bonus.&lt;br /&gt;
&lt;br /&gt;
Version 1.6.4:&lt;br /&gt;
&lt;br /&gt;
On medium difficulty, I was able to defeat two out of the three leaders, and reach the door with Conrad by recruiting archers &amp;amp; horsemen, and then taking the western Orc keep. Then, i recruited one keep more of horsemen, and pushed forward. I was able to get Konrad to the exit by turn eighteen, and ended up defeating the northern Orc leader and most of the easter leader's troops, but I ended up with -ve gold. I was left with 1 horseman with 18/35 experience, four lancers, and two rangers i didn't have before.&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;
&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. 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;
&lt;br /&gt;
Tip: After this map, Gryphon Riders will finally be available for recruiting - provided you killed the Mother Gryphon during the Gryphon Mountain scenario previously.&lt;br /&gt;
&lt;br /&gt;
Tip: For the next three stages you don't have to use too many dwarven companions. All I needed was 2 fighters, 2 riders, 2 guardmen,and 2 thunderers. These fighters I use over and over leading them to all level up to level 3 and having lots of gold by the time I finish the cave levels.&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 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 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;
== 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;
** 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;
&lt;br /&gt;
Give Li'sar the Sceptre as it gives her a ranged attack. In a later scenario another artifact (melee weapon) will be available, although it may be given to any unit. Since it replaces the unit's melee attack, it may be better to give that to Konrad since his melee attack is not as powerful as Li'sar's.&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
Note: in version 1.2.4 there is an early finish bonus.(for easy mode at least) It is still a good place (and idea) to level up.&lt;br /&gt;
&lt;br /&gt;
Tip: There is an early finish bonus for I had beat this stage within thirty turns and that had gave me a bonus of 37 gold per turn which multiplied to 185.&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&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;
&lt;br /&gt;
Scenario objectives: Kill either leader.&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
Tip: if you plan to go south, you do not need to defend the bridges: a strong attack will defeat the undead before the orcs cross the river.&lt;br /&gt;
&lt;br /&gt;
Tip: If you plan to head south against the undead leader, you can use your mermen - there are large tracts of swampy terrain for them to travel around in.&lt;br /&gt;
&lt;br /&gt;
Tip: Gryphon riders make excellent diversions if you need to draw the enemy's attention away, especially if you are headed north and need something to slow down the undead chasing you from the south. Fly a gryphon rider or two southwest and make village-stealing forays east towards the undead castle. A couple of faster undead (e.g. chocobones) will usually move far away enough to catch up to your main army, but the remaining units should be temporarily distracted by the gryphons and waste a few turns turning back to go after them. This should free the bulk of your forces to deal with the orcs in the hills.&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 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;
&lt;br /&gt;
Early finish bonus for killing all 5 enemy leaders.&lt;br /&gt;
&lt;br /&gt;
Tip:This is another stage where you can use mermans specifically your strongest merman, merman priestess and ones with the tridents.&lt;br /&gt;
&lt;br /&gt;
== Scenario 20 - 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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
Version 1.2.5:&lt;br /&gt;
In this version, the fastest and best way for me was to just make Konrad run alone. Don't recall any units as the elvish riders that appear can be cannon fodder if necessary. Start by moving near the river side until you see orcs in the distance. Proceed slowly and wait for them to engage the humans. Then a group of elves will rush in to fight both orcs and humans. Time your run carefully between the elven forces in a NE direction and you can avoid meeting any humans or orcs. I think I finished in 13 or 14 turns without a single shot being fired (or flaming sword being slashed).&lt;br /&gt;
&lt;br /&gt;
Alternate Strategy:&lt;br /&gt;
&lt;br /&gt;
If you don't feel too confident, you can always try the most cowardly route of all, by going through the plains to the South, where you can eventually jump the river to safety. However, if you go through by this route, you will have to get close to &amp;quot;glancing blow&amp;quot; distance of the Humans- and their literal army of roughly 20 Swordsmen, guarding the west side of their encampment.&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>Lx</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Campaign/Forgotten_Legacy&amp;diff=36303</id>
		<title>Campaign/Forgotten Legacy</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Campaign/Forgotten_Legacy&amp;diff=36303"/>
		<updated>2010-04-26T15:23:32Z</updated>

		<summary type="html">&lt;p&gt;Lx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Forgotten Legacy ==&lt;br /&gt;
&lt;br /&gt;
This is the Forgotten Legacy campaign wiki, a try to see how well collaborative campaign creation works. You can edit any scenario you wish and fix typing or WML errors or even contribute to the dialogues in order to make them more immersive.&lt;br /&gt;
Please check the discussion page of each scenario to see its story and anything that still need to be designed for it.&lt;br /&gt;
&lt;br /&gt;
;Spoiler Warning&lt;br /&gt;
Be aware that this is a complete spoiler. If you wish to contribute adequately you'll have no choice but to see the storyline.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here's what you can edit right now &lt;br /&gt;
&lt;br /&gt;
===Concept Outline===&lt;br /&gt;
&lt;br /&gt;
*[[FL:  Basic Concept]] &lt;br /&gt;
*[[FL:  Plot outline]]&lt;br /&gt;
*[[FL:  Timeline]]&lt;br /&gt;
*[[FL:  The Characters]]&lt;br /&gt;
*[[FL:  Map - Geography]]&lt;br /&gt;
*[[FL:  Map - (Character Interaction &amp;amp; Events)/Time Plot]]&lt;br /&gt;
*[[Forgotten Legacy:  the story as prose text]]&lt;br /&gt;
&lt;br /&gt;
==Campaign Files==&lt;br /&gt;
&lt;br /&gt;
=== Scenarios ===&lt;br /&gt;
*1. [[Campaign/Forgotten_Legacy/Out_Of_The_Swamps | Out of the Swamps]]&lt;br /&gt;
*2. [[Campaign/Forgotten_Legacy/Unexpected_Allies | Unexpected Allies]]&lt;br /&gt;
*3. [[Campaign/Forgotten_Legacy/The_Bitter_Swamp | The Bitter Swamp]]&lt;br /&gt;
*4. [[Campaign/Forgotten_Legacy/The Great River | The Great River]]&lt;br /&gt;
&lt;br /&gt;
=== Scenario Related Files ===&lt;br /&gt;
&lt;br /&gt;
* [[Campaign/Forgotten_Legacy/Deaths | Deaths]]&lt;br /&gt;
* [[Campaign/Forgotten_Legacy/Story | Story]]&lt;br /&gt;
&lt;br /&gt;
=== Custom Units ===&lt;br /&gt;
(Some of these need a lot of editing to bring them up to date with the changes of 1.4. Any and all help appreciated)&lt;br /&gt;
&lt;br /&gt;
* [[Campaign/Forgotten_Legacy/Saurian_Brave | Saurian Brave]]&lt;br /&gt;
** [[Campaign/Forgotten_Legacy/Saurian_Warrior | Saurian Warrior]]&lt;br /&gt;
*** [[Campaign/Forgotten_Legacy/Saurian_Stalker | Saurian Stalker]]&lt;br /&gt;
** [[Campaign/Forgotten_Legacy/Saurian_Headhunter | Saurian Headhunter]]&lt;br /&gt;
*** [[Campaign/Forgotten_Legacy/Headhunter_Champion | Headhunter Champion]]&lt;br /&gt;
&lt;br /&gt;
* [[Campaign/Forgotten_Legacy/Witch_Doctor | Witch Doctor]]&lt;br /&gt;
** [[Campaign/Forgotten_Legacy/Soothsayer | Soothsayer]]&lt;br /&gt;
** [[Campaign/Forgotten_Legacy/Swamp_Alchemist | Swamp Alchemist]]&lt;br /&gt;
*** [[Campaign/Forgotten_Legacy/Swamp_Lord | Swamp Lord]]&lt;br /&gt;
&lt;br /&gt;
* [[Campaign/Forgotten_Legacy/Skald | Skald]]&lt;br /&gt;
** [[Campaign/Forgotten_Legacy/Skald_Hunter | Skald Hunter]]&lt;br /&gt;
*** [[Campaign/Forgotten_Legacy/Skald Chieftain | Skald Chieftain (Ikmass)]]&lt;br /&gt;
** [[Campaign/Forgotten_Legacy/Skald_Maniac | Skald Maniac]]&lt;br /&gt;
&lt;br /&gt;
* [[Campaign/Forgotten_Legacy/Bloodborn | Bloodborn]]&lt;br /&gt;
** [[Campaign/Forgotten_Legacy/Bloodborn _Chieftain| Bloodborn Chieftain]]&lt;br /&gt;
*** [[Campaign/Forgotten_Legacy/The Blood Chosen | The Blood Chosen]]&lt;br /&gt;
&lt;br /&gt;
=== Custom Utilities and Macros ===&lt;br /&gt;
&lt;br /&gt;
* [[Campaign/Forgotten_Legacy/Unit_Utils | Unit Utils]]&lt;br /&gt;
* [[Campaign/Forgotten_Legacy/Items | Items]]&lt;br /&gt;
* [[Campaign/Forgotten_Legacy/General_Utils | General Utils]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns - Development]]&lt;br /&gt;
[[Category:Forgotten Legacy]]&lt;/div&gt;</summary>
		<author><name>Lx</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Liberty_story&amp;diff=36270</id>
		<title>Liberty story</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Liberty_story&amp;diff=36270"/>
		<updated>2010-04-23T23:28:22Z</updated>

		<summary type="html">&lt;p&gt;Lx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The border province of Annuvin was too remote and unimportant for King Garard II to defend. The inhabitants had to defend themselves from the rampaging orcs and saurians. They adapted well to this forced autonomy and were a hardy and self-sufficient people.&lt;br /&gt;
&lt;br /&gt;
After Asheviere betrayed Garard and seized power, she sent Wesnoth's armies throughout the provinces to intimidate the local rulers and demand allegiance. These demands were unpalatable to the inhabitants of Annuvin, to say the least.&lt;br /&gt;
&lt;br /&gt;
=== The Raid ===&lt;br /&gt;
Baldras and Harper fight and defeat a group of goblin marauders threatening the town of Dallben (with no help from the Crown's forces).&lt;br /&gt;
&lt;br /&gt;
=== Civil Disobedience ===&lt;br /&gt;
A Wesnoth army captain, Tarwen, comes to take Baldras, as Dallben's magistrate, to Elensefar to swear fealty to Asheviere. A battle breaks out between the citizens of Dallben and Tarwen's men. Afterwards Baldras and Harper decide to warn their allies in the town of Delwyn. &lt;br /&gt;
&lt;br /&gt;
=== A Strategy of Hope ===&lt;br /&gt;
Baldras and Harper tell Relnan, the magistrate of Delwyn, about the attack on Dallben. Fearing a harsh reprisal when word reaches the queen, they decide to consult Lord Maddock of Elensefar. They can't do that without some kind of evidence that there is something darker afoot than mere corruption and incompentence.&lt;br /&gt;
&lt;br /&gt;
Their council is interrupted by a band of orcs and their saurian mercenaries. After defeating the orcs, Baldras notices the fallen enemies carried Wesnoth army weapons and newly minted Kingdom coins. Could Asheviere be sending orcs against her own people? Relnan stays behind to defend Annuvin while Baldras and Harper go to see Lord Maddock with a greatly increased urgency.&lt;br /&gt;
&lt;br /&gt;
=== Unlawful Orders ===&lt;br /&gt;
Lord Maddock tells Baldras that village elders are forced to swear loyalty to the queen under pain of death. Maddock views Asheviere as a vile traitor and will not swear loyalty. His large army keeps the queen's loyalists at bay while his desire not to start a civil war preserves his half of the impasse. &lt;br /&gt;
&lt;br /&gt;
That impasse is broken when the queen's general, Kestrel, discovers that Lord Maddock is sheltering Baldras and his band of &amp;quot;outlaws.&amp;quot; When night falls on the battlefield a hideous change comes over Kestrel's men: the flesh runs from their bones and the defenders of Elensefar must battle skeletons and dark sorcerors. When Kestrel is finally defeated he reveals that the terrible curse fell upon his men for their role in betraying King Garard.&lt;br /&gt;
&lt;br /&gt;
Lord Maddock cannot spare any troops to assist Baldras and Harper, so he sends them southeast to Carcyn to meet someone who might be able to help.&lt;br /&gt;
&lt;br /&gt;
=== Hide and Seek ===&lt;br /&gt;
Baldras and Harper arrive at Carcyn under the cover of night. A young thief named Link tells them they must get through the city unseen and find his brother Hans. Hans will guide them through the Grey Woods to his master, who will be able to help them.&lt;br /&gt;
&lt;br /&gt;
=== The Grey Woods ===&lt;br /&gt;
The allies Lord Maddock sent Baldras to turn out to be... dark sorcerers. Not necromancers, they say, but definitely outcasts from the crown's magic ministry and definitely acquainted with the darker side of magic. Baldras agrees to help Helicrom and his students to defeat some newly arrived liches in return for Helicrom's assistance in defending Annuvin against the Wesnoth army. With the undead have been cleared out of the forest, Helicrom promises to help Baldras in his struggle.&lt;br /&gt;
&lt;br /&gt;
=== The Hunters ===&lt;br /&gt;
As Baldras and company leave the forest they pass many small villages where Asheviere's brutal hand has been felt. Their numbers swell with disaffected citizens. Baldras grows despondent as he realizes that he is potentially up against all the armies of Wesnoth. A rider from Elensefar approaches the party with news that Relnan has won a small skirmish defending Annuvin. This is has provoked the queen's wrath and a large column of troops moves to exact revenge. Baldras decides the only course of action is to harass, delay and ambush the queen's army as they travel. &lt;br /&gt;
&lt;br /&gt;
One of these ambushes escalates into a pitched battle against the marching troops and a nearby outpost. After defeating them both Baldras decides that the next step is to sack Halstead before the queen's army builds up an invincible strength.&lt;br /&gt;
&lt;br /&gt;
=== Glory ===&lt;br /&gt;
The Stronghold of Halstead is the most formidable fortress ever conceived. The fortress was raised from the earth by the magic of hundreds of magi over the course of a dozen years. It's sheer walls rise hundreds of feet above the surrounding plains. This is what Baldras has to destroy in order to make his land safe from Asheviere's purges.&lt;br /&gt;
&lt;br /&gt;
Baldras' allies joined in the assault. Both Helicrom's outcast magicians and Lord Maddock's troops combined to allow Baldras' outlaws access to the catacombs. After undermining the four towers of the fortress, the Stronghold began to shake. When it collapsed, Baldras and his group fled into the countryside. The forces of Elensefar routed the remaining defenders and then used Baldras' guerrilla tactics to weaken and terrorize Asheviere's main army as it marched to the ruins of Halstead.&lt;br /&gt;
&lt;br /&gt;
When Baldras and Harper finally returned home they found Dallben and Delwyn gutted and burned. They also found a note from Relnan: &amp;quot;Baldras, You would have been proud. We gave 'em hell. But in the end, it wasn't enough. If you wish to find us, head southwest. When you reach the land's end, just keep going. See you in the Three Sisters, old friend. - Relnan&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns - Story Material]]&lt;br /&gt;
[[Category:Campaigns - Liberty]]&lt;/div&gt;</summary>
		<author><name>Lx</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Category:Campaigns_-_Liberty&amp;diff=36269</id>
		<title>Category:Campaigns - Liberty</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Category:Campaigns_-_Liberty&amp;diff=36269"/>
		<updated>2010-04-23T23:27:23Z</updated>

		<summary type="html">&lt;p&gt;Lx: Created page with 'Category:Campaigns - by Title'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Campaigns - by Title]]&lt;/div&gt;</summary>
		<author><name>Lx</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Liberty&amp;diff=36268</id>
		<title>Liberty</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Liberty&amp;diff=36268"/>
		<updated>2010-04-23T23:26:51Z</updated>

		<summary type="html">&lt;p&gt;Lx: cats&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 Relnan 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/Marauders 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 thiefs 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;
[[Category:Campaigns - Walkthroughs]]&lt;br /&gt;
[[Category:Campaigns - Liberty]]&lt;/div&gt;</summary>
		<author><name>Lx</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=TheSouthGuard&amp;diff=36257</id>
		<title>TheSouthGuard</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=TheSouthGuard&amp;diff=36257"/>
		<updated>2010-04-22T15:02:25Z</updated>

		<summary type="html">&lt;p&gt;Lx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The walkthrough is based (mostly) on medium difficulty. &lt;br /&gt;
&lt;br /&gt;
== Born To The Banner ==&lt;br /&gt;
* Objectives: Defeat Bandit leader&lt;br /&gt;
* Lose if: Deoran dies or turns run out&lt;br /&gt;
* Turns: 40/32/24 (easy/medium/hard)&lt;br /&gt;
* Starting Gold: 120/100/80&lt;br /&gt;
* Starting Units: Deoran, Moreth&lt;br /&gt;
&lt;br /&gt;
The recommended course in the beginning here is to head to the River Fort, which is just out of range.  Before leaving, however, note that you can recruit here. You can only recruit Peasants for now, and will be able to get better units soon. In general you should save your money for the Bowmen and Spearmen to come, but it might be nice to bring in a single Peasant now for a special mission. After that, everybody should head towards a village. You might as well park Deoran at 16, 8 and move Moreth towards 24, 8. Turn 2 you reach the River Fort and are rewarded by an Infantry Lieutenant joining your forces. Sir Gerrick will be able to supply your troops with weapons and armor to make Bowmen and Spearmen. Now you can send Deoran back to the keep to recruit in earnest. If you recruited the Peasant last turn, send him towards the 'village' in the river at 6, 10. This might be considered a little bit of spoiler, but you will find a pleasant surprise there. Actually, if you are making a concerted effort to flag all villages [You ARE, aren't you?] you will eventually find this, but you might not be aware that this is a village. Besides, if you get there too late it won't help this scenario...&lt;br /&gt;
&lt;br /&gt;
On turn three Deoran should be back in the keep recruiting Bowmen. Bring in the some Spearmen, but the bulk of your forces for now should be Bowmen. This is because the Urza mostly recruits Thugs, which have no ranged attack. Once you've discovered your enemy's weakness, you're halfway to defeating them. Even with your Spearmen, you'll want to stick to thrown spears at night against the Thugs unless your target is wounded enough that you are likely to finish it off. Your other forces are too skimpy to accomplish anything now, so have them continue to capture unallied villages. One keep worth of troops [four units] is likely not enough to last all the way to the Urza, so go ahead and stay for another round of recruiting. By turn 5[or earlier on Hard difficulty] you will be nearly out of money, but will have a decent size force along the northern bank of the river. It's okay to run out of money this early in a scenario, as you'll be earning more income from your villages every turn. This is now night-time, during which your [lawful] forces will be weaker and the bandits [chaotic] will be stronger. Short of suicide, the reasonable thing to do is to assume a defensive stance until the sun rises.&lt;br /&gt;
&lt;br /&gt;
By now your troops will be somewhat scattered. You might want to get used to tapping the &amp;quot;n&amp;quot; key several times before ending your turn. &amp;quot;n&amp;quot; brings the focus to next unit that has any movement points left.  This way it will be easy to find those units you might have forgotten. Most of your units should be arranged in a line [more of a crescent, really] from the River Fort going east. Moreth [the Pikeman/Spearman/Peasant(depending on difficulty level) who joined you at the start] might have gotten all the way to the village at 22, 12. If so, he could be safe there, unless you see several enemy units moving his way. Another gamble would be moving the Peasant down to 5, 16 and send the Mermen, if any, into the middle of the swamp. This could be enough of a distraction to split up the Bandit army marching towards the river fort. These are the only of your troops that will be somewhat safe south of the river.&lt;br /&gt;
&lt;br /&gt;
Normal advice is to put leaders and healers in the 'second line' behind the front line. You don't have any healers yet, but Sir Gerrick can help lead. Depending upon what difficulty level you selected upon starting the campaign, Deoran is probably only first level. Note that leadership only applies to units that are lower in level than the leader. A first level leader can only lead Peasants and other zero level troops. Sir Gerrick will be able to direct the fire of your Bowmen to better effect and will also be able to exert his influence on Deoran. It will be a priority for you to get Deoran enough experience to advance to the next level without getting him killed. Ideally you'd also like to minimize the number of times he becomes wounded bad enough to have to pull away from the battle and retreat to a village for healing. Usually this is accomplished by having your other troops soften up a target such that your leader can get the kill. You don't have to attack every character every turn, particularly if it looks like you'll take more damage than you'll dish out.&lt;br /&gt;
&lt;br /&gt;
On turn 7 the daylight comes: your counterattacks will have more effect, and you should be crossing the river in force on turn 8. When you capture the village at 15, 12 you will be rewarded with Aleron, a Peasant who is loyal to you. In game terms, he will work for you for free [has no upkeep].  Since he is only a level 0, there's no upkeep cost anyway. Big deal, right? Well, it is. You should make every effort to keep those loyal troops alive, and those should be the ones that reach the highest levels. If Aleron becomes a Royal Guard or Master Bowman [units which normally cost you 3 gold per turn to supply], he will still be loyal and still cost you nothing. Moreth and the Mermen are loyal as well, so keep them alive. That means don't throw Mermen away on land attacks. Keep them in the river or swamps where they are better adapted. After you have crossed the river, leave them behind as a rear guard.&lt;br /&gt;
&lt;br /&gt;
As you press towards the Urza, the majority of your troops will be funneled along the road south. A few should come along the edge of the hills in order to attack the enemy keep from due north. The idea here is to get the enemy to split up his forces, or you'll have an unguarded area to attack. By turn 9 you should be in more defensible terrain [forest, hills or mountains] as night will be falling again. Hopefully you will have dispatched the majority of the baddies in the battle by the river, but a lucky strike by some bandits could still cripple you. By the way [this is a matter of playing style] I usually pull a unit back for healing once its health bar turns yellow or red. There are times when you have to sacrifice a unit to achieve some bigger goal, but you'll never get your units to level up if they get killed before they get enough experience...&lt;br /&gt;
&lt;br /&gt;
By turn 11 or so, you should have captured all the villages on the map. On turn 12 I would expect to see some of your units in the enemy keep. The keep is the best defensive terrain; also, the more of its area you fill up, the fewer fresh troops the enemy can recruit. By turn 13 your troops could be attacking the Urza himself, and daylight is coming. With luck you can finish him off on turn 14. Since the enemy keep is mostly surrounded by forest it gets kind of fussy juggling all your troops around so as to rest the wounded, bring your attackers where they will do the most good [Bowmen against Thugs, Spearmen against Poachers, or either against Footpads], and get the most from your leaders. If it not obvious, you can have Sir Gerrick direct several attacks, move him, direct more attacks, etc.  Optimally he should finish his turn by attacking.  Ideally you'd like the killing blow against the Urza to be delivered by Sir Gerrick or [better] Deoran. That way he can accumulate enough experience to eventually advance.&lt;br /&gt;
&lt;br /&gt;
== Proven By The Sword ==&lt;br /&gt;
* Objectives: Capture the Citadel of Westin and defeat Bandit leader&lt;br /&gt;
* Lose if: Deoran or Sir Gerrick die or turns run out&lt;br /&gt;
* Turns: 40/32/28 (easy/medium/hard)&lt;br /&gt;
* Base Starting Gold: 130/100/85&lt;br /&gt;
* Starting Units: Deoran, Sir Gerrick&lt;br /&gt;
&lt;br /&gt;
Similar to the last go round, this scenario comes in two parts: first is seizing control of the Westin Keep, second is actually defeating the enemy. I would initially recall Moreth and Aleron [the loyal ground troops] and one Bowman who has accumulated good experience. You are sitting in a temporary keep right now, fill it up and go capture a village. You don't want to hang around, but it would be risky to send Deoran into the city alone. Turn 2 send Deoran back to the keep to recall/recruit more troops. Again you'll want a mix of types, but Bowmen should still predominate.  Meanwhile send the first batch of troops south to handle the Footpads that are coming your way. Sir Gerrick could either head down with them or accompany the other bunch into the city.&lt;br /&gt;
&lt;br /&gt;
Here I'll give a few words about a few of the criminals: Footpads and Thieves are &amp;quot;elusive&amp;quot; units, which means that they are extremely agile and quite fast. If they are on halfway defensible terrain, you'll have a pathetic 30% chance to hit them. However, they are weak to blades and piercing weapons, so if you do hit them, you do more damage. The other thing to watch out for is the 'backstab' ability that the Thieves possess: they can stab for double damage if an allied unit is on the other side of their target. You have to keep you units close enough together that they can't break through and surround you.&lt;br /&gt;
&lt;br /&gt;
By turn 4 Deoran and his retinue should cross the bridge and face down the criminals in the city. If it takes you longer than that, the Urza's forces will have reinforced the city and you'll have a *much* harder time crossing the river. After Deoran has captured the city [i.e., is at the hex 22, 16; labeled 'Westin'], the citizens of the city will give him 5 more loyal troops: 4 more peasants and a White Mage.  Minister Hylas is an extremely important figure in this campaign, and is currently the only of your troops who will be very effective against the undead that you will soon face.  e also bears the blue badge that all significant characters wear. Deoran should recruit/recall again here, possibly including bringing back the loyal Mermen, then go on the attack. The Peasants will be kind of difficult to keep alive against the criminals they face, so perhaps send a few of them around to capture the blue villages. However, in this scenario I had a Peasant upgrade to Bowman and again to Longbowman.&lt;br /&gt;
&lt;br /&gt;
Now the Urza begins playing hardball: he won't capture any of your villages. If one of his troops comes upon a village held by you, they will destroy it. It is up to you if you need the money bad enough to keep troops behind and defend the villages. The important thing is to take all villages away from him to reduce how many recruits he can send against you.  Of course, we should also think of the happiness of our citizens, as well... Once you have Minister Hylas on your side, the Urza reveals all the tricks up his sleeve: he can recruit Undead. The Undead Skeletons are a real nuisance, as they are highly resistant to attacks by piercing and bladed weapons [exactly the kind that all of your troops, except Minister Hylas, possess].&lt;br /&gt;
&lt;br /&gt;
If you're curious, select a Skeleton and look at the description. Depending upon how the version of Wesnoth you are using was compiled, usually this is accomplished by pressing the 'd' key or right-clicking and selecting 'Unit Description'.  You will see that the Skeletons are vulnerable to fire and impact weapons, and particularly weak against arcane attacks. You don't have any fire attacks yet, and the only impact attack you have is Minister Hylas' very weak melee staff. His arcane 'Lightbeam' spell, though, is extremely powerful against these foul creatures, however: &lt;br /&gt;
&lt;br /&gt;
* The Skeletons' -50% resistance to this attack means you will deliver much better damage to them.  During broad daylight this totals up to a maximum 51 points of damage every turn.&lt;br /&gt;
&lt;br /&gt;
* Three strikes make it quite reliable, and two hits will bring down a Skeleton from full health at daytime.&lt;br /&gt;
&lt;br /&gt;
* The Lightbeam is a magical attack. This means that it does not matter if they're hiding in mountains, a village or whatever; you still have a 70% chance to hit them.&lt;br /&gt;
&lt;br /&gt;
* The majority of the Skeletons have no ranged attack. There is no better attack for you than an attack with no risk of counterattack...&lt;br /&gt;
&lt;br /&gt;
With the exception of Minister Hylas, your only other option for an effective anti-Skeleton unit would be a Merman Netcaster, which you could get if you manage to level up your loyal Hunter from the previous mission. This can be done by feeding him 1 or 2 kills in the previous mission and allowing him to take down a second level bandit unit once you've arrived in Westin. He has impact weaponry in both melee and ranged, and his ranged attack's 'Slow' ability can paralyze a Skeleton in the river. Having a Netcaster would significantly ease your river-crossing effort.&lt;br /&gt;
&lt;br /&gt;
Anyway, by turn 8 you can have cleared the west bank of the river and will be lined up ready to wade across.  As before, wait for dawn to start the attack and you should be able to beat you way through during the day.  Since the water is such an impediment to travel, you might risk putting units into the river along row 24.  Even though they are exposed there [typically 20% defense means they would be hit 80% of the time], enemies would themselves have to step into the water to attack you there.  Since it typically takes 3 to 4 movement points to pass through water, a unit standing [for example] on 18, 23 would run out of points before getting to dry land.  It's much better to end your turn on the shore.&lt;br /&gt;
&lt;br /&gt;
If it takes longer to clear out the city, or if the resistance in the south is particularly stiff, then better wait on your side of the river and let them attack you from the water. By turn 14 you should have reduced their numbers enough to make it across. Some of the bad guys will try to ford the eastern stream [hexes 26, 22 to 29, 23]. I would send a handful of troops [assisted by the Mermen] down the east bank of the river to prevent those from getting behind you.&lt;br /&gt;
&lt;br /&gt;
After you've crossed the river again, the rest is quite straightforward: get through the forest to the enemy keep, and beat them down. I should mention that while Minister Hylas is healing all of your troops that are near him, nobody is healing Minister Hylas. Since he is so critical, you'll have to retreat him if he gets banged up too bad. It takes some juggling since he is your only effective undead fighter. However, he can't fight them if he's dead...&lt;br /&gt;
&lt;br /&gt;
== A Desperate Errand ==&lt;br /&gt;
* Objectives: Move Deoran to the elvish city&lt;br /&gt;
* Lose if: Deoran, Sir Gerrick or Minister Hylas die or turns run out&lt;br /&gt;
* Turns: 30/24/20 (easy/medium/hard)&lt;br /&gt;
* Base Starting Gold: 120/105/75&lt;br /&gt;
* Starting Units: Deoran, Sir Gerrick, Minister Hylas&lt;br /&gt;
&lt;br /&gt;
There is a marker at 17,7 indicating where Deoran should head, though it is partly obscured by the large tree in front of it.  You don't need lots of troops for this scenario, maybe just two or three keeps worth at most.  On the first turn I would just bring back the loyals, perhaps one of them a Merman.  Don't head to the target yet, as on turn two Jarek[a Cavalier, Dragoon, or Cavalryman depending on difficulty level] will arrive and you will gain the ability to recruit Cavalrymen.  Buy one or two to screen Deoran, and then perhaps bring back another Merman.  Deoran and the other mounted troops can immediately cross the river heading North, while the others head West.  When there are no enemies in the immediate area, the cavalry can capture villages while still remaining somewhat close to Deoran.  He should just make a beeline towards the elven keep.  As enemies get closer he should be a little more conservative in his movement; not ending his turn in a forest, for example.  &lt;br /&gt;
&lt;br /&gt;
By about turn six or seven the walking and swimming types should be in the neighborhood of the village at 12, 24 while the Vampire Bats will be catching up with the horsey set having just crossed the river again.  You should be able to hold 12, 24 though expect to see some fierce attempts to wrest the village from you.  It would be possible to send a Merman to the village at 4, 23, though i wouldn't recommend you send anybody you really like there, as they're likely to get slaughtered.  Still, it might be worthwhile to send a throwaway [read: non-loyal] Merman there to take the heat off the main force around 12, 24.  Note that the scenario objectives say nothing about defeating the Urza.  Your foot troops need only engage him to keep him out of Deoran's hair, and you're home free.  Of course if you are able to finish him off, then good for you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note that on Easy difficulty, you'll only be facing a few bandits, while on the harder difficulties, first level Skeletons will also join them. So remember to keep Minister Hylas and perhaps a Netcaster around to help your main force combat them. As for the bandits, your regular troops[ideally, Cavalrymen, Swordsmen and Longbowmen by now] can easily handle 'em.&lt;br /&gt;
Note that Cavalrymen are impressively tough against the blade and impact weapons used by Thugs, Footpads and Thieves, and their own blades can slice these units to pieces. Try to level them up and they'll be useful later, and also try not to allow Poachers and Skeleton Archers to shoot them, as they are weak to arrows.&lt;br /&gt;
&lt;br /&gt;
== Vale of Tears ==&lt;br /&gt;
* Objectives: Defeat all enemies and move Ethiliel to Mebrin's village&lt;br /&gt;
* Lose if: Deoran, Sir Gerrick, Minister Hylas or Ethiliel die or turns run out&lt;br /&gt;
* Turns: 40/32/28 (easy/medium/hard)&lt;br /&gt;
* Base Starting Gold: 150/125/80&lt;br /&gt;
* Starting Units: Deoran, Sir Gerrick, Minister Hylas, Ethiliel, and Jarek&lt;br /&gt;
&lt;br /&gt;
I might initially recall a single keep worth of troops, as another five bodies might be overkill on top the now large retinue around Deoran.  On the other hand, you'll have to fight Skeletons again, so expect to lose a few.  As always, Minister Hylas can take down one every turn.  Ethiliel can put her 'Ensnare' attack to good use as well. It uses impact damage and, like the Merman Netcaster, has the beneficial effect of Slowing down the target. If she hits, the target will only deliver half damage for the remaining of this round and the beginning of next. It's best to use her to attack an axe-wielding Skeleton, then quickly finish it off with your melee fighters.  You'll have to rein in the temptation to have Deoran or any of the mounted fighters charge in ahead of the others, that could be a form of suicide.  If you keep your troops shoulder-to-shoulder [in a line] that'll reduce the ability of the enemy to gang up on any one character.  Of course, you can afford to take more risks after there are only a few skeletons left.  There will also be times when you choose to expose some of your troops in order to surround and defeat an enemy.&lt;br /&gt;
&lt;br /&gt;
If you have chosen Hard difficulty, though, this part of the mission becomes significantly harder as the enemy can recruit second level Revenants and Bone Shooters instead of the normal first level skellies you've been facing so far.  The basic tactics remain the same, but the Bone Shooters can be problematic as you cannot us Minister Hylas on them because of their strong retaliation fire, and because their powerful arrows are extremely effective against your Cavalry and Deoran.  However, you should have leveled up Gerrick by now, and his Slowing impact shield-bash attack combined with leadership-boosted melee Swordsmen ought to be able to contain the Shooters.  If you keep your important units(loyals, leveled-up troops, etc.) alive, this could be an opportunity to gain large amounts of experience as each second level unit gives you double the XP as a first level unit would.&lt;br /&gt;
&lt;br /&gt;
When your first unit dies, Ethiliel summons her bodyguard of 2 loyal Elvish Rangers, who are fast and powerful in the forest. You might want to recruit a Peasant to go on a suicide rush for this purpose.&lt;br /&gt;
&lt;br /&gt;
After you have finished off Mal A'kai you can use his keep to replenish your forces for the next battle.  A useful shortcut at this point might be to send Ethiliel due South after she's done bashing Skeletons.  Hopefully won't really need her help to deal with the villains in the woods, Also, the sooner you send her off to Mebrin's village, the sooner you can complete the second objective for this scenario.  If she circles around the eastern side of the lake she can make the village [31, 32] in about a half dozen turns.&lt;br /&gt;
&lt;br /&gt;
Meanwhile the villains should mostly be so spread out as to be easy prey. Just regular first level bandit scum. Slice them to pieces, and you win.&lt;br /&gt;
&lt;br /&gt;
== Choice In The Fog ==&lt;br /&gt;
* Objectives: Defeat all enemies&lt;br /&gt;
* Lose if: Deoran, Sir Gerrick, Minister Hylas or Ethiliel die or turns run out&lt;br /&gt;
* Turns: 50/40/35 (easy/medium/hard)&lt;br /&gt;
* Base Starting Gold: 150/125/80&lt;br /&gt;
* Starting Units: Deoran, Sir Gerrick, Minister Hylas, Ethiliel, and Jarek&lt;br /&gt;
* Other: You must side with either the Elves or the Bandits when you first sight the bandit keep&lt;br /&gt;
&lt;br /&gt;
The title is a precise summation of this scenario, but more about that later. Right now, you're surrounded by fog that only lets you see as far as you can move in the next turn. One possible [though expensive] means of dealing with this is to make sure that every squad of yours has a fast moving unit like Cavalrymen with them. However, cavalry fight at a disadvantage in the woods, which is mostly what you'll be dealing with here. Elves are much better in the forest, and therein lies the choice I mentioned earlier.  You won't be forced to chose yet, but you may as well think about it: your decision will affect the type of recruits you are about to gather. As of now, Ethiliel will allow you to recruit Elvish Fighters and Elvish Shamans. The Shaman is the only healing unit you'll get other than Ethiliel and Minister Hylas in the whole campaign, and also has a Slowing attack which can come in handy against strong opponents. If you choose to ally with the Bandits, you will then be allowed to recruit units that are strong against Undead. If you're going to go that way, then don't bother recruiting any elves, as you will not be keeping them long.&lt;br /&gt;
&lt;br /&gt;
So recruit a keep's worth of mixed troops. You might need more, depending upon how you choose.  Your objective now is simply to explore. I don't think it will be too much of a spoiler to tell you that there are a handful of sites to ford the river, but only one bridge.  I usually send freshly-recruited Elves and loyal Mermen along the river, since it's a long way across the map.  Minister Hylas and the rest of the humans, including fast-moving Dragoons, should march south along the road and across the bridge. Of course, if you're going with the elves, you may as well reinforce them with some Elvish Fighters and a Shaman or two as well.  Your northern Elves will eventually encounter some resistance about three quarters of the way across.  After you've cleared the northern bank, prepare to cross the river and meet them on their own turf.  &lt;br /&gt;
&lt;br /&gt;
Meanwhile, the others should keep heading south and will eventually run into hordes of Soulless zombies.  While they are quite weak individually, wave after wave of them can eventually wear down even the strongest hero.  The unique plague attack of the Walking Corpses and Soulless means that any living creature they kill will be brought back as one of their own.  Keep your fighters close to Minister Hylas, and rotate them as necessary.  As level zero creatures, Walking Corpses don't exert a Zone of Control.  In practical terms, it means that they can't slow your movement.  Just remember you are in no hurry, and eventually you will beat them at their own game.  Even if they hurry it is unlikely that they could meet up with their brethren for the battle against the Skeletons on the east side.  The leader of the Walking Corpses is a level one Soulless called Gruth.&lt;br /&gt;
&lt;br /&gt;
A faster alternate strategy for the western front would involve sending Etheliel's bodyguard Rangers straight south across the bridge and through the forest at maximum speed. Using their 'Ambush' stealth ability to get past the Soulless hordes unnoticed, they can quickly reach and assassinate Gruth and cut off the supply of zombie reinforcements. After that, the Rangers would join up with the rest of the southern force and help clear out the remaining enemies.&lt;br /&gt;
&lt;br /&gt;
On the eastern front, you will face bandits and such again.  Eventually sordid secrets will be revealed, and you will be forced to choose between them and the Elves.  If you chose Bandits, your elven allies will IMMEDIATELY disappear.  This may leave some of your units exposed to counterattack from the undead, so beware.  After so choosing, Urza Afalas and all his surviving bandits will become yours to command, and you will be able to use his keep to recruit more Thugs and Footpads.  Both are well suited to cracking skeletal skulls with their impact weapons.  If you choose to stay with the Elves, of course you'll have the Shamans and fast Fighters to console you as you fight your way through the bandits, and plus, you also get to keep Ethiliel and her bodyguards.  By the time you are through with them, the Skeletons will probably be making their way up from their keep on the southeast corner of the map.&lt;br /&gt;
&lt;br /&gt;
Just keep bashing away, and eventually you will win through to the big baddie: Mal M'Brin, who, in terms of number of units, is actually quite weak and easy to defeat.  This name might sound vaguely familiar, but I won't go into that now.  Just keep in mind that it is tougher than the other two leaders put together.  Its magic attack can hit you for a basic 36 points [Dawn/Dusk] of ranged magical cold damage, while its melee attack does 24 points of arcane.  It's worse than that, however, as the melee attack can drain hit points from the target to regain Mal's hit points.  Just keep hammering away at it, and hold Deoran back so he can get the final whack. It turns out that this is merely an apparition of the real Mal M'Brin, and the actual one is hiding in tunnels beneath his keep.&lt;br /&gt;
&lt;br /&gt;
After this scenario, there will be a branch: If you chose to stay with the elves, you'll lead Sir Gerrick back to Wesnoth to deliver news of the undead in a scenario that's almost a pushover, and then you'll try to hunt out Mal inside his caves. If you chose to go with the bandits, then you'll try to return to Wesnoth, but the remaining undead, under the real Mal M'Brin, will follow you. The first fork is much less difficult.&lt;br /&gt;
&lt;br /&gt;
If you are going to side with the elves, delay meeting the bandits for a while. That way they and the undead will weaken one another. Conversely, if you are going to side with the bandits, get there ASAP; once Urza Afalas joins you, his recruits are yours. Along those lines, don't kill too many bandits before allying with them.&lt;br /&gt;
&lt;br /&gt;
== Diverging campaign path - Elf branch ==&lt;br /&gt;
=== Tidings, Good and Ill ===&lt;br /&gt;
* Objectives: Move Sir Gerrick to the north of the woods and defeat the Naga Queen&lt;br /&gt;
* Lose if: Sir Gerrick dies or turns run out&lt;br /&gt;
* Turns: 18 (all difficulties)&lt;br /&gt;
* Starting Gold: 100&lt;br /&gt;
* Starting Units: Sir Gerrick and an Elvish Ranger&lt;br /&gt;
&lt;br /&gt;
Recruit some Elvish Fighters, and push northwards. If you had leveled any Heroes or Druids on the previous mission, bring them along too. None of your opponents will be any match for you. Make sure you have a healer, i.e, a Shaman or a Druid. If you don't already have a Druid, though, try to level up your Shaman. Also try to use Gerrick's leadership whenever you can.&lt;br /&gt;
&lt;br /&gt;
Try and fight the enemies one at a time; deal with the first batch of Saurians, then stay a little to the left and take out the Ogre. Then move right and kill the Nagas, luring them on to land and, preferably, Slowing the Myrmidon with a Shaman/Druid or with Gerrick's shield bash. After that, take out the Dark Adepts in the north. Remember to encounter the enemies on your terms, as and when you are best prepared.&lt;br /&gt;
&lt;br /&gt;
=== Into the Depths ===&lt;br /&gt;
* Objectives: Root out the source of the undead&lt;br /&gt;
* Lose if: Deoran, Minister Hylas or Ethiliel die or turns run out&lt;br /&gt;
* Turns: 50/45/40 (easy/medium/hard)&lt;br /&gt;
* Base Starting Gold: 125/100/80&lt;br /&gt;
* Starting Units: Deoran, Minister Hylas, and Ethiliel&lt;br /&gt;
&lt;br /&gt;
One of the few genuinely tough scenarios in this campaign, mainly because you're fighting underground with Loyalist humans and Elves.  The Loyalists are lawful and get -25% damage penalties, and the Elves get very poor evasion and are heavily slowed down.  Recall your blade-armed units, like Royal Guards, at the start, along with any other loyal troops, and then maybe some Elvish Fighters for fodder and a Shaman or two for healing/slowing support.  Avoid Cavalry - they completely suck in caves.  Also, try for units with 6 moves(ones with the 'quick' trait), as they'll be able to cover and extra hex every turn through the caves compared to 5-move units.  If you've leveled Minister Hylas into a Mage of Light, he'll be very useful here, supporting your lawful human troops with his Illumination ability and blasting Undead with his boosted Lightbeams.&lt;br /&gt;
&lt;br /&gt;
At the start, you face an &amp;quot;Eyestalk&amp;quot; creature with a powerful draining ranged attack, and a regular Revenant nearby.  The Eyestalk is difficult and dangerous to take down using ranged attackers, but it is easily dispatched by blade-armed units as it is weak against them.  The reason I advised bringing blades down here is simple: they're the most useful damage type you have in this dungeon.  Although far inferior to impact when facing Skeletons and Ghouls, it is nevertheless a good deal better than piercing damage, which is your only other option.  Your archers are still relatively useful against Ghost-type Undead, though.&lt;br /&gt;
&lt;br /&gt;
When you encounter the Trolls you may offer them 200 gold, which makes them ally with you and also grants you a shortcut to Mal M'Brin's castle.  The scenario is extremely easy if you fight alongside the Trolls.  Once you've payed, simply move your army towards the bomb and let the Trolls duke it out against the pursuing Undead.  Take their villages if you want.  Then, once you reach the bomb, detonate it and storm into Mal M'Brin's chamber.  He'll have some Undead and Dark Adepts in the region, but you ought to be able to fight them off without much trouble.  When that's done, take out M'Brin, and you win.&lt;br /&gt;
&lt;br /&gt;
If you want to try to fight the trolls, offer them freedom. They don't want that. They'll turn it down, and you can barrage them with Elvish Fighters. However, fighting against the Trolls is not advisable - even if you don't have enough gold to buy their help, offer them gold anyway and you can pay later once you collect that amount. Or even if you don't pay them at all, you still keep them neutrally aligned and none of your business, instead of turning them against yourself.&lt;br /&gt;
&lt;br /&gt;
=== Return to Kerlath ===&lt;br /&gt;
* Objectives: Move Deoran into Kerlath Province&lt;br /&gt;
* Lose if: Deoran, Minister Hylas or Ethiliel die or turns run out&lt;br /&gt;
* Turns: 22/20/18 (easy/medium/hard)&lt;br /&gt;
* Base Starting Gold: 125/100/80&lt;br /&gt;
* Starting Units: Deoran, Minister Hylas, and Ethiliel&lt;br /&gt;
&lt;br /&gt;
This is a straightforward level, a walk in the park to put it simply.  Recall your high-level units, and then slaughter the bandits.  They are relatively strung out and have only first level units interspersed with a few level twos. They should be easy pickings for your army by this point.&lt;br /&gt;
&lt;br /&gt;
Just keep moving Deoran north, and level any units that still need a bit more experience.  When you cross the bridge and meet the Wesnoth lieutenant, you win.&lt;br /&gt;
&lt;br /&gt;
=== Vengeance ===&lt;br /&gt;
* Objectives: Keep the elves from sacking Westin, then move Ethiliel to the Great Tree&lt;br /&gt;
* Lose if: Deoran or Ethiliel die or turns run out&lt;br /&gt;
* Turns: No limit&lt;br /&gt;
* Base Starting Gold: 125/100/80&lt;br /&gt;
* Starting Units: Deoran, Minister Hylas, Sir Gerrick and Ethiliel and several defenders&lt;br /&gt;
&lt;br /&gt;
Another simple mission, once you know how to play it.  Just get one of the free Spearmen killed as soon as possible, which will activate the victory condition of moving Ethiliel to the Great Tree.  Spam fodder units to screen her.  It's even easier to do this if she's a Shyde by now, since she can flank north through the hills at full speed.  Do not kill the enemy Elves - it will just cause more, stronger Elves to appear near the Great Tree, exactly where you do not want them.&lt;br /&gt;
&lt;br /&gt;
Once Ethiliel reaches the tree, you win the mission and the campaign.&lt;br /&gt;
&lt;br /&gt;
== Diverging campaign path - Bandit branch ==&lt;br /&gt;
=== Long March ===&lt;br /&gt;
* Objectives: Move Deoran across the river&lt;br /&gt;
* Lose if: Deoran, Sir Gerrick, Minister Hylas or Urza Afalas die or turns run out&lt;br /&gt;
* Turns: 30/25/20 (easy/medium/hard)&lt;br /&gt;
* Starting units: Deoran, Sir Gerrick, Minister Hylas, Afalas and Jarek&lt;br /&gt;
&lt;br /&gt;
Just follow Urza Afalas for a standard scenario unless you want a challenge, in which case head north and fight. The end result is the same. &lt;br /&gt;
&lt;br /&gt;
Actually, the above is a matter of opinion.  In earlier versions, following the suggestion of the Urza would allow you to sneak around the edges of the map with relatively few contacts with the enemy.  As of version 1.3.14 and above, many users find that this scenario is so hard that they end up going back to &amp;quot;Choice in the Fog&amp;quot; and choosing to side with the elves.  In the newer versions, the amount and level of enemies that come hunting you down will provide plenty of challenge even if all your important characters are fully leveled up.  For starters, this scenario resembles &amp;quot;Crossroads&amp;quot; from the Heir to the Throne campaign in that every time you step off the path you are likely to create several new elves to harass you.  Staying on the path makes you an easy target for the hordes of undead and elves that each want your blood.  The only reprieve you'll have is that the elves and undead are equally willing to destroy each other, though in my experience this rarely worked in my favor.&lt;br /&gt;
&lt;br /&gt;
The good thing is that the victory condition is fairly simple: Deoran is the only unit that needs to cross the river.  I don't think it's too much of a spoiler to let you know that only a Naga awaits you on the South bank of the river, so it's perfectly okay to send him out alone once you've dealt with it.  At this point, it would be better if the rest of your team hunker down together in a classic hedgehog defense.  The less you move, the fewer elves attack you.  Also, you may want to avoid the valley with the three villages in it - setting foot in there summons a large Elven ambush.  Actually, the northmost of the three villages is safe to rest in.&lt;br /&gt;
&lt;br /&gt;
There are some elves that will come out even if you keep to the path. The ambushes happen when you stray. You can use this to your advantage by recruiting a Peasant or two. Have them hang back behind the party. When you start to see undead, have the peasants sprint south into the forest/off the path. They will trigger an ambush. Since the undead are south and the triggered ambush is south, hopefully the elves and undead will attack one another (or at least ZOC each other). Besides that, stay to the path. The elves you encounter on the path are weaker than the elves who ambush you.&lt;br /&gt;
&lt;br /&gt;
=== Pebbles in the Flood ===&lt;br /&gt;
* Objectives: Hold out as long as possible&lt;br /&gt;
* Lose if: n/a&lt;br /&gt;
* Turns: n/a&lt;br /&gt;
* Starting units: Sir Gerrick, Urza Afalas and several defenders&lt;br /&gt;
&lt;br /&gt;
Deoran leaves Sir Gerrick behind to hold the undead at a border fort while he and Minister Hylas prepare at Westin.&lt;br /&gt;
Urza Afalas stays with Gerrick to atone for his prior transgressions.&lt;br /&gt;
The objective is to keep Sir Gerrick alive as long as possible.&lt;br /&gt;
&lt;br /&gt;
The longer you hold out, the better the set up is in the next scenario.&lt;br /&gt;
The milestones are lasting 6, 22, or 24 turns.&lt;br /&gt;
After 6 turns you start getting more starting units, more starting villages and better fortifications.&lt;br /&gt;
These benefits are maxed out after 22 turns.&lt;br /&gt;
The council will be at your side if you last 24 turns or longer. Any less and they will arrive in (24 - number_of_turns_lasted) turns.&lt;br /&gt;
&lt;br /&gt;
When Gerrick dies, the scenario is over (you 'win'). You cannot kill all the units as Mal M'Brin cannot be hit (in this scenario only).&lt;br /&gt;
&lt;br /&gt;
You will be fighting all undead, so recruit Footpads and Thugs. You can't recall any units (they are all with Deoran, not Gerrick).&lt;br /&gt;
&lt;br /&gt;
=== The Tides of War ===&lt;br /&gt;
* Objectives: Defeat Mal M'Brin&lt;br /&gt;
* Lose if: Deoran dies or turns run out&lt;br /&gt;
* Turns: 60/60/60 (easy/medium/hard)&lt;br /&gt;
* Starting units: Deoran, Minister Hylas, Jarek and some defenders&lt;br /&gt;
&lt;br /&gt;
With Gerrick and his band of defenders defeated, the undead arrive at Westin. Deoran has fortified the city and recruited some defenders (how much of both depends on the previous scenario). Minister Hylas has summoned the Council of Westin. The Council consists of a Silver Mage, a Red Mage, two White Mages and an Arch Mage. The Silver Mage, Minister Mefel arrives at the beginning. Depending on how well you did in the last level, the rest of the Council may or may not be with him.&lt;br /&gt;
&lt;br /&gt;
This level is not that difficult and is easy once the Council arrives. Recruit fodder Footpad after fodder Footpad. Secure the two crossings. Note that Draugs are Level 3, so killing a single one can almost level up an intelligent Footpad on its own. When the Council arrives, push towards Mal M'Brin. All the heroes except Deoran can die.&lt;br /&gt;
&lt;br /&gt;
Try and keep your Silver Mage alive. Also when the Red Mage levels up, turn it into a Silver Mage. They will be very helpful when the time comes to kill Mal M'Brin who, as an Ancient Lich, is quite robust.&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns - The South Guard]]&lt;br /&gt;
[[Category:Campaigns - Walkthroughs]]&lt;/div&gt;</summary>
		<author><name>Lx</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Category:Campaigns_-_The_South_Guard&amp;diff=36256</id>
		<title>Category:Campaigns - The South Guard</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Category:Campaigns_-_The_South_Guard&amp;diff=36256"/>
		<updated>2010-04-22T15:01:24Z</updated>

		<summary type="html">&lt;p&gt;Lx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Campaigns - by Title]]&lt;/div&gt;</summary>
		<author><name>Lx</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Category:Campaigns_-_The_South_Guard&amp;diff=36255</id>
		<title>Category:Campaigns - The South Guard</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Category:Campaigns_-_The_South_Guard&amp;diff=36255"/>
		<updated>2010-04-22T15:00:30Z</updated>

		<summary type="html">&lt;p&gt;Lx: cats&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Categorey:Campaigns - by Title]]&lt;/div&gt;</summary>
		<author><name>Lx</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=South_Guard_story&amp;diff=36254</id>
		<title>South Guard story</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=South_Guard_story&amp;diff=36254"/>
		<updated>2010-04-22T14:59:58Z</updated>

		<summary type="html">&lt;p&gt;Lx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Westin is the capital of Wesnoth's frontier province of Kerlath, southwest of Fort Tahn. Westin is a calm and peaceful part of Wesnoth. The elves remain apart from men and only the occasional bandit troubled the peace. Reports from Sir Loris, commander of the South Guard, suddenly stopped. King Haldric sent Deoran, a young, undistinguished knight, to find out why Loris has stopped sending reports.&lt;br /&gt;
&lt;br /&gt;
== Born To The Banner ==&lt;br /&gt;
On his way to Westin, Deoran finds that bandits and outlaws have overrun many of the outlying villages; the land is descending into lawlessness. Loris had not kept a vigilant watch. The villagers report that bandits have been sacking their homes and urge Deoran to find Sir Gerrick in the river fort. Gerrick provides weapons and armor and the group (perhaps with the help of some mermen) is able to defeat the bandit Urza Mathin.&lt;br /&gt;
&lt;br /&gt;
== Proven By The Sword ==&lt;br /&gt;
Deoran's men found more bandits throughout the countryside and no sign of the South Guard. Deoran decided to gather what forces he could and make for Westin.&lt;br /&gt;
&lt;br /&gt;
The party finds Westin under attack by a group of bandits led by Urza Nalmath, Mathin's brother. Deoran secures the citadel and takes command of Westin. There he finds a strong ally in Minister Hylas, Sir Loris' advisor. Hylas reveals that Sir Loris has been slain by the bandits.&lt;br /&gt;
&lt;br /&gt;
Deoran drives the bandits out but during the battle Urza Nalmath calls upon the undead to fight for him. &lt;br /&gt;
&lt;br /&gt;
Hylas tells Deoran that the elves sent an ambassador to Sir Loris with word of a threat to Wesnoth. Sir Loris suspected treachery and rebuffed the ambassador. Deoran and his party head to the elves to see if they have any insight into the undead menace.&lt;br /&gt;
&lt;br /&gt;
== A Desperate Errand ==&lt;br /&gt;
At the border of the Aethenwood, home of the elves, Deoran encounters another bandit leader, Urza Fastik. With the help of newly-arrived cavalry, Deoran defeats the bandits and arrives at the elvish citadel.&lt;br /&gt;
&lt;br /&gt;
Deoran asks the elves for help in defeating the undead. The Elvish Druid Ethiliel tells him that they cannot succeed alone and must seek the help of the sage Mebrin. She agrees to lead Deoran's party to him.&lt;br /&gt;
&lt;br /&gt;
== Vale of Tears ==&lt;br /&gt;
Mebrin had retired to a life of peace and contemplation in a quiet valley. The party arrives in the valley to find it occupied by brigands. Outraged, Ethiliel and her bodyguard help Deoran to defeat the bandits. &lt;br /&gt;
&lt;br /&gt;
After the battle, Ethiliel finds Mebrin's home empty. All signs point to him being kidnapped. The party follows the kidnappers' tracks into the forest.&lt;br /&gt;
&lt;br /&gt;
== Choice In The Fog ==&lt;br /&gt;
The party journeys deep in the southern forest to the banks of the Black River. This dark forest is unknown even to the elves. They find both undead and bandits. The bandits are fearful and tell Deoran and Ethiliel that they kidnapped Mebrin and forced him to teach them the secrets of raising the dead. Mebrin fell under the sway of the necromancy and now he leads the undead. Ethiliel swore vengeance for the kidnapping of the great sage and demanded justice.&lt;br /&gt;
&lt;br /&gt;
Here Deoran has to make a choice...&lt;br /&gt;
&lt;br /&gt;
== Diverging campaign path - Elf branch ==&lt;br /&gt;
Deoran decides that the crimes of the bandits are too grave to ignore. He and the elves defeat the bandit leader and the Lich leading the undead. Ethiliel urges the party to press on, down into the catacombs. Only that way can the root out the undead leader and cleanse Westin of evil.&lt;br /&gt;
&lt;br /&gt;
=== Tidings, Good and Ill ===&lt;br /&gt;
Sir Gerrick splits away from Ethiliel and Deoran to carry word back to Kerlath Province of the undead menace. After fighting through the forest creatures, Sir Gerrick delivers his report to the Council of Westin.&lt;br /&gt;
&lt;br /&gt;
=== Into the Depths ===&lt;br /&gt;
Deoran and Ethiliel lead the remnants of their party into the catacombs in search of Mebrin. They encounter Mebrin and Ethiliel discovers that her teacher has degenerated into an abomination. He is now Mal M'Brin, leader of the undead. Ethiliel is repulsed and finally accepts that she must destroy him.&lt;br /&gt;
&lt;br /&gt;
=== Return to Kerlath ===&lt;br /&gt;
The party retraces their path across the Black River and through the forest. An opportunistic group of bandits seeks revenge on Deoran and Ethiliel, but they are able to gain the safety of the border fort. Once there they hear of trouble brewing in Westin with the elves of the Aethenwood.&lt;br /&gt;
&lt;br /&gt;
=== Vengeance ===&lt;br /&gt;
With the demise of the undead, it looks as if peace will return to Westin. A group of elves demands retribution for the kidnap and murder of their sage Mebrin. Ethiliel explains that Mebrin was corrupted by dark magic, but the elves will not listen and they attack Westin. During the battle Ethiliel calls down a thick fog and the fighting ceases. When the fog clears she forces the warriors to come to a peace. The elves will remain in the forest and the humans will not venture into elvish lands. It is an uneasy peace, but the bloodshed comes to an end.&lt;br /&gt;
&lt;br /&gt;
== Diverging campaign path - Bandit branch ==&lt;br /&gt;
Deoran decides that justice can wait until the undead threat has been neutralized. Ethiliel cannot believe this insult and she and the elves abandon the party. Deoran defeats the Lich leading the undead but without Ethiliel's magic they cannot pursue Mebrin further underground. Knowing that Mebrin is building an army, Deoran returns as quickly as possible to Westin to organize its defense.&lt;br /&gt;
&lt;br /&gt;
=== Long March ===&lt;br /&gt;
Urza Afalas, the erstwhile bandit leader, leads Deoran and his men away from Mebrin's fortress. The party has to evade and fight their undead pursuers along with elves angered by Deoran's siding with the bandits. Eventually they are able to cross the river and leave the forest.&lt;br /&gt;
&lt;br /&gt;
=== Pebbles in the Flood ===&lt;br /&gt;
The undead were too close to the party to allow them to make it to Westin. Sir Gerrick and Urza Afalas volunteer to lead a defense of the southern forts and hold the undead back as long as possible. Deoran rides on to Westin to organize its defense and Minister Hylas goes to summon the Council of Westin.&lt;br /&gt;
&lt;br /&gt;
=== The Tides of War ===&lt;br /&gt;
&lt;br /&gt;
Sir Gerrick and Afalas's sacrifice enabled Deoran to fortify the city and gave Hylas enough time to gather the Mages of the Council of Westin. Together they were able to defeat the undead and finally slay Mebrin. &lt;br /&gt;
&lt;br /&gt;
=== Bandit Epilogue ===&lt;br /&gt;
For days the healers of Westin worked feverishly to save as many of the valiant soldiers as they were able. Many mounds, though, were raised as homes for the fallen in the fields north of the city, and to the roll of fallen heroes many names were added.&lt;br /&gt;
&lt;br /&gt;
The loftiest mound belonged to Sir Gerrick. After the battle, Deoran led an expedition to the southern border posts, and there he found Sir Gerrick's sword and shield. Those he placed atop Gerrick's mound, and they were a symbol of loyalty and valor to all the people of Westin.&lt;br /&gt;
&lt;br /&gt;
Gerrick's name was added at the top of the roll of fallen heroes, and read aloud at the beginning of every great council. The memory of his desperate last stand at the border posts passed into song, and was not forgotten for many generations.&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns - The South Guard]]&lt;br /&gt;
[[Category:Campaigns - Story Material]]&lt;/div&gt;</summary>
		<author><name>Lx</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=South_Guard_story&amp;diff=36253</id>
		<title>South Guard story</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=South_Guard_story&amp;diff=36253"/>
		<updated>2010-04-22T14:59:25Z</updated>

		<summary type="html">&lt;p&gt;Lx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Westin is the capital of Wesnoth's frontier province of Kerlath, southwest of Fort Tahn. Westin is a calm and peaceful part of Wesnoth. The elves remain apart from men and only the occasional bandit troubled the peace. Reports from Sir Loris, commander of the South Guard, suddenly stopped. King Haldric sent Deoran, a young, undistinguished knight, to find out why Loris has stopped sending reports.&lt;br /&gt;
&lt;br /&gt;
== Born To The Banner ==&lt;br /&gt;
On his way to Westin, Deoran finds that bandits and outlaws have overrun many of the outlying villages; the land is descending into lawlessness. Loris had not kept a vigilant watch. The villagers report that bandits have been sacking their homes and urge Deoran to find Sir Gerrick in the river fort. Gerrick provides weapons and armor and the group (perhaps with the help of some mermen) is able to defeat the bandit Urza Mathin.&lt;br /&gt;
&lt;br /&gt;
== Proven By The Sword ==&lt;br /&gt;
Deoran's men found more bandits throughout the countryside and no sign of the South Guard. Deoran decided to gather what forces he could and make for Westin.&lt;br /&gt;
&lt;br /&gt;
The party finds Westin under attack by a group of bandits led by Urza Nalmath, Mathin's brother. Deoran secures the citadel and takes command of Westin. There he finds a strong ally in Minister Hylas, Sir Loris' advisor. Hylas reveals that Sir Loris has been slain by the bandits.&lt;br /&gt;
&lt;br /&gt;
Deoran drives the bandits out but during the battle Urza Nalmath calls upon the undead to fight for him. &lt;br /&gt;
&lt;br /&gt;
Hylas tells Deoran that the elves sent an ambassador to Sir Loris with word of a threat to Wesnoth. Sir Loris suspected treachery and rebuffed the ambassador. Deoran and his party head to the elves to see if they have any insight into the undead menace.&lt;br /&gt;
&lt;br /&gt;
== A Desperate Errand ==&lt;br /&gt;
At the border of the Aethenwood, home of the elves, Deoran encounters another bandit leader, Urza Fastik. With the help of newly-arrived cavalry, Deoran defeats the bandits and arrives at the elvish citadel.&lt;br /&gt;
&lt;br /&gt;
Deoran asks the elves for help in defeating the undead. The Elvish Druid Ethiliel tells him that they cannot succeed alone and must seek the help of the sage Mebrin. She agrees to lead Deoran's party to him.&lt;br /&gt;
&lt;br /&gt;
== Vale of Tears ==&lt;br /&gt;
Mebrin had retired to a life of peace and contemplation in a quiet valley. The party arrives in the valley to find it occupied by brigands. Outraged, Ethiliel and her bodyguard help Deoran to defeat the bandits. &lt;br /&gt;
&lt;br /&gt;
After the battle, Ethiliel finds Mebrin's home empty. All signs point to him being kidnapped. The party follows the kidnappers' tracks into the forest.&lt;br /&gt;
&lt;br /&gt;
== Choice In The Fog ==&lt;br /&gt;
The party journeys deep in the southern forest to the banks of the Black River. This dark forest is unknown even to the elves. They find both undead and bandits. The bandits are fearful and tell Deoran and Ethiliel that they kidnapped Mebrin and forced him to teach them the secrets of raising the dead. Mebrin fell under the sway of the necromancy and now he leads the undead. Ethiliel swore vengeance for the kidnapping of the great sage and demanded justice.&lt;br /&gt;
&lt;br /&gt;
Here Deoran has to make a choice...&lt;br /&gt;
&lt;br /&gt;
== Diverging campaign path - Elf branch ==&lt;br /&gt;
Deoran decides that the crimes of the bandits are too grave to ignore. He and the elves defeat the bandit leader and the Lich leading the undead. Ethiliel urges the party to press on, down into the catacombs. Only that way can the root out the undead leader and cleanse Westin of evil.&lt;br /&gt;
&lt;br /&gt;
=== Tidings, Good and Ill ===&lt;br /&gt;
Sir Gerrick splits away from Ethiliel and Deoran to carry word back to Kerlath Province of the undead menace. After fighting through the forest creatures, Sir Gerrick delivers his report to the Council of Westin.&lt;br /&gt;
&lt;br /&gt;
=== Into the Depths ===&lt;br /&gt;
Deoran and Ethiliel lead the remnants of their party into the catacombs in search of Mebrin. They encounter Mebrin and Ethiliel discovers that her teacher has degenerated into an abomination. He is now Mal M'Brin, leader of the undead. Ethiliel is repulsed and finally accepts that she must destroy him.&lt;br /&gt;
&lt;br /&gt;
=== Return to Kerlath ===&lt;br /&gt;
The party retraces their path across the Black River and through the forest. An opportunistic group of bandits seeks revenge on Deoran and Ethiliel, but they are able to gain the safety of the border fort. Once there they hear of trouble brewing in Westin with the elves of the Aethenwood.&lt;br /&gt;
&lt;br /&gt;
=== Vengeance ===&lt;br /&gt;
With the demise of the undead, it looks as if peace will return to Westin. A group of elves demands retribution for the kidnap and murder of their sage Mebrin. Ethiliel explains that Mebrin was corrupted by dark magic, but the elves will not listen and they attack Westin. During the battle Ethiliel calls down a thick fog and the fighting ceases. When the fog clears she forces the warriors to come to a peace. The elves will remain in the forest and the humans will not venture into elvish lands. It is an uneasy peace, but the bloodshed comes to an end.&lt;br /&gt;
&lt;br /&gt;
== Diverging campaign path - Bandit branch ==&lt;br /&gt;
Deoran decides that justice can wait until the undead threat has been neutralized. Ethiliel cannot believe this insult and she and the elves abandon the party. Deoran defeats the Lich leading the undead but without Ethiliel's magic they cannot pursue Mebrin further underground. Knowing that Mebrin is building an army, Deoran returns as quickly as possible to Westin to organize its defense.&lt;br /&gt;
&lt;br /&gt;
=== Long March ===&lt;br /&gt;
Urza Afalas, the erstwhile bandit leader, leads Deoran and his men away from Mebrin's fortress. The party has to evade and fight their undead pursuers along with elves angered by Deoran's siding with the bandits. Eventually they are able to cross the river and leave the forest.&lt;br /&gt;
&lt;br /&gt;
=== Pebbles in the Flood ===&lt;br /&gt;
The undead were too close to the party to allow them to make it to Westin. Sir Gerrick and Urza Afalas volunteer to lead a defense of the southern forts and hold the undead back as long as possible. Deoran rides on to Westin to organize its defense and Minister Hylas goes to summon the Council of Westin.&lt;br /&gt;
&lt;br /&gt;
=== The Tides of War ===&lt;br /&gt;
&lt;br /&gt;
Sir Gerrick and Afalas's sacrifice enabled Deoran to fortify the city and gave Hylas enough time to gather the Mages of the Council of Westin. Together they were able to defeat the undead and finally slay Mebrin. &lt;br /&gt;
&lt;br /&gt;
=== Bandit Epilogue ===&lt;br /&gt;
For days the healers of Westin worked feverishly to save as many of the valiant soldiers as they were able. Many mounds, though, were raised as homes for the fallen in the fields north of the city, and to the roll of fallen heroes many names were added.&lt;br /&gt;
&lt;br /&gt;
The loftiest mound belonged to Sir Gerrick. After the battle, Deoran led an expedition to the southern border posts, and there he found Sir Gerrick's sword and shield. Those he placed atop Gerrick's mound, and they were a symbol of loyalty and valor to all the people of Westin.&lt;br /&gt;
&lt;br /&gt;
Gerrick's name was added at the top of the roll of fallen heroes, and read aloud at the beginning of every great council. The memory of his desperate last stand at the border posts passed into song, and was not forgotten for many generations.&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns - The South Guard]]&lt;br /&gt;
[[Category:Campaigns]]&lt;/div&gt;</summary>
		<author><name>Lx</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=South_Guard_story&amp;diff=36252</id>
		<title>South Guard story</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=South_Guard_story&amp;diff=36252"/>
		<updated>2010-04-22T14:59:13Z</updated>

		<summary type="html">&lt;p&gt;Lx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Westin is the capital of Wesnoth's frontier province of Kerlath, southwest of Fort Tahn. Westin is a calm and peaceful part of Wesnoth. The elves remain apart from men and only the occasional bandit troubled the peace. Reports from Sir Loris, commander of the South Guard, suddenly stopped. King Haldric sent Deoran, a young, undistinguished knight, to find out why Loris has stopped sending reports.&lt;br /&gt;
&lt;br /&gt;
== Born To The Banner ==&lt;br /&gt;
On his way to Westin, Deoran finds that bandits and outlaws have overrun many of the outlying villages; the land is descending into lawlessness. Loris had not kept a vigilant watch. The villagers report that bandits have been sacking their homes and urge Deoran to find Sir Gerrick in the river fort. Gerrick provides weapons and armor and the group (perhaps with the help of some mermen) is able to defeat the bandit Urza Mathin.&lt;br /&gt;
&lt;br /&gt;
== Proven By The Sword ==&lt;br /&gt;
Deoran's men found more bandits throughout the countryside and no sign of the South Guard. Deoran decided to gather what forces he could and make for Westin.&lt;br /&gt;
&lt;br /&gt;
The party finds Westin under attack by a group of bandits led by Urza Nalmath, Mathin's brother. Deoran secures the citadel and takes command of Westin. There he finds a strong ally in Minister Hylas, Sir Loris' advisor. Hylas reveals that Sir Loris has been slain by the bandits.&lt;br /&gt;
&lt;br /&gt;
Deoran drives the bandits out but during the battle Urza Nalmath calls upon the undead to fight for him. &lt;br /&gt;
&lt;br /&gt;
Hylas tells Deoran that the elves sent an ambassador to Sir Loris with word of a threat to Wesnoth. Sir Loris suspected treachery and rebuffed the ambassador. Deoran and his party head to the elves to see if they have any insight into the undead menace.&lt;br /&gt;
&lt;br /&gt;
== A Desperate Errand ==&lt;br /&gt;
At the border of the Aethenwood, home of the elves, Deoran encounters another bandit leader, Urza Fastik. With the help of newly-arrived cavalry, Deoran defeats the bandits and arrives at the elvish citadel.&lt;br /&gt;
&lt;br /&gt;
Deoran asks the elves for help in defeating the undead. The Elvish Druid Ethiliel tells him that they cannot succeed alone and must seek the help of the sage Mebrin. She agrees to lead Deoran's party to him.&lt;br /&gt;
&lt;br /&gt;
== Vale of Tears ==&lt;br /&gt;
Mebrin had retired to a life of peace and contemplation in a quiet valley. The party arrives in the valley to find it occupied by brigands. Outraged, Ethiliel and her bodyguard help Deoran to defeat the bandits. &lt;br /&gt;
&lt;br /&gt;
After the battle, Ethiliel finds Mebrin's home empty. All signs point to him being kidnapped. The party follows the kidnappers' tracks into the forest.&lt;br /&gt;
&lt;br /&gt;
== Choice In The Fog ==&lt;br /&gt;
The party journeys deep in the southern forest to the banks of the Black River. This dark forest is unknown even to the elves. They find both undead and bandits. The bandits are fearful and tell Deoran and Ethiliel that they kidnapped Mebrin and forced him to teach them the secrets of raising the dead. Mebrin fell under the sway of the necromancy and now he leads the undead. Ethiliel swore vengeance for the kidnapping of the great sage and demanded justice.&lt;br /&gt;
&lt;br /&gt;
Here Deoran has to make a choice...&lt;br /&gt;
&lt;br /&gt;
== Diverging campaign path - Elf branch ==&lt;br /&gt;
Deoran decides that the crimes of the bandits are too grave to ignore. He and the elves defeat the bandit leader and the Lich leading the undead. Ethiliel urges the party to press on, down into the catacombs. Only that way can the root out the undead leader and cleanse Westin of evil.&lt;br /&gt;
&lt;br /&gt;
=== Tidings, Good and Ill ===&lt;br /&gt;
Sir Gerrick splits away from Ethiliel and Deoran to carry word back to Kerlath Province of the undead menace. After fighting through the forest creatures, Sir Gerrick delivers his report to the Council of Westin.&lt;br /&gt;
&lt;br /&gt;
=== Into the Depths ===&lt;br /&gt;
Deoran and Ethiliel lead the remnants of their party into the catacombs in search of Mebrin. They encounter Mebrin and Ethiliel discovers that her teacher has degenerated into an abomination. He is now Mal M'Brin, leader of the undead. Ethiliel is repulsed and finally accepts that she must destroy him.&lt;br /&gt;
&lt;br /&gt;
=== Return to Kerlath ===&lt;br /&gt;
The party retraces their path across the Black River and through the forest. An opportunistic group of bandits seeks revenge on Deoran and Ethiliel, but they are able to gain the safety of the border fort. Once there they hear of trouble brewing in Westin with the elves of the Aethenwood.&lt;br /&gt;
&lt;br /&gt;
=== Vengeance ===&lt;br /&gt;
With the demise of the undead, it looks as if peace will return to Westin. A group of elves demands retribution for the kidnap and murder of their sage Mebrin. Ethiliel explains that Mebrin was corrupted by dark magic, but the elves will not listen and they attack Westin. During the battle Ethiliel calls down a thick fog and the fighting ceases. When the fog clears she forces the warriors to come to a peace. The elves will remain in the forest and the humans will not venture into elvish lands. It is an uneasy peace, but the bloodshed comes to an end.&lt;br /&gt;
&lt;br /&gt;
== Diverging campaign path - Bandit branch ==&lt;br /&gt;
Deoran decides that justice can wait until the undead threat has been neutralized. Ethiliel cannot believe this insult and she and the elves abandon the party. Deoran defeats the Lich leading the undead but without Ethiliel's magic they cannot pursue Mebrin further underground. Knowing that Mebrin is building an army, Deoran returns as quickly as possible to Westin to organize its defense.&lt;br /&gt;
&lt;br /&gt;
=== Long March ===&lt;br /&gt;
Urza Afalas, the erstwhile bandit leader, leads Deoran and his men away from Mebrin's fortress. The party has to evade and fight their undead pursuers along with elves angered by Deoran's siding with the bandits. Eventually they are able to cross the river and leave the forest.&lt;br /&gt;
&lt;br /&gt;
=== Pebbles in the Flood ===&lt;br /&gt;
The undead were too close to the party to allow them to make it to Westin. Sir Gerrick and Urza Afalas volunteer to lead a defense of the southern forts and hold the undead back as long as possible. Deoran rides on to Westin to organize its defense and Minister Hylas goes to summon the Council of Westin.&lt;br /&gt;
&lt;br /&gt;
=== The Tides of War ===&lt;br /&gt;
&lt;br /&gt;
Sir Gerrick and Afalas's sacrifice enabled Deoran to fortify the city and gave Hylas enough time to gather the Mages of the Council of Westin. Together they were able to defeat the undead and finally slay Mebrin. &lt;br /&gt;
&lt;br /&gt;
=== Bandit Epilogue ===&lt;br /&gt;
For days the healers of Westin worked feverishly to save as many of the valiant soldiers as they were able. Many mounds, though, were raised as homes for the fallen in the fields north of the city, and to the roll of fallen heroes many names were added.&lt;br /&gt;
&lt;br /&gt;
The loftiest mound belonged to Sir Gerrick. After the battle, Deoran led an expedition to the southern border posts, and there he found Sir Gerrick's sword and shield. Those he placed atop Gerrick's mound, and they were a symbol of loyalty and valor to all the people of Westin.&lt;br /&gt;
&lt;br /&gt;
Gerrick's name was added at the top of the roll of fallen heroes, and read aloud at the beginning of every great council. The memory of his desperate last stand at the border posts passed into song, and was not forgotten for many generations.&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns - The South Guard]]&lt;br /&gt;
[[Category:CamPaigns]]&lt;/div&gt;</summary>
		<author><name>Lx</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=South_Guard_story&amp;diff=36251</id>
		<title>South Guard story</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=South_Guard_story&amp;diff=36251"/>
		<updated>2010-04-22T14:58:54Z</updated>

		<summary type="html">&lt;p&gt;Lx: typos&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Westin is the capital of Wesnoth's frontier province of Kerlath, southwest of Fort Tahn. Westin is a calm and peaceful part of Wesnoth. The elves remain apart from men and only the occasional bandit troubled the peace. Reports from Sir Loris, commander of the South Guard, suddenly stopped. King Haldric sent Deoran, a young, undistinguished knight, to find out why Loris has stopped sending reports.&lt;br /&gt;
&lt;br /&gt;
== Born To The Banner ==&lt;br /&gt;
On his way to Westin, Deoran finds that bandits and outlaws have overrun many of the outlying villages; the land is descending into lawlessness. Loris had not kept a vigilant watch. The villagers report that bandits have been sacking their homes and urge Deoran to find Sir Gerrick in the river fort. Gerrick provides weapons and armor and the group (perhaps with the help of some mermen) is able to defeat the bandit Urza Mathin.&lt;br /&gt;
&lt;br /&gt;
== Proven By The Sword ==&lt;br /&gt;
Deoran's men found more bandits throughout the countryside and no sign of the South Guard. Deoran decided to gather what forces he could and make for Westin.&lt;br /&gt;
&lt;br /&gt;
The party finds Westin under attack by a group of bandits led by Urza Nalmath, Mathin's brother. Deoran secures the citadel and takes command of Westin. There he finds a strong ally in Minister Hylas, Sir Loris' advisor. Hylas reveals that Sir Loris has been slain by the bandits.&lt;br /&gt;
&lt;br /&gt;
Deoran drives the bandits out but during the battle Urza Nalmath calls upon the undead to fight for him. &lt;br /&gt;
&lt;br /&gt;
Hylas tells Deoran that the elves sent an ambassador to Sir Loris with word of a threat to Wesnoth. Sir Loris suspected treachery and rebuffed the ambassador. Deoran and his party head to the elves to see if they have any insight into the undead menace.&lt;br /&gt;
&lt;br /&gt;
== A Desperate Errand ==&lt;br /&gt;
At the border of the Aethenwood, home of the elves, Deoran encounters another bandit leader, Urza Fastik. With the help of newly-arrived cavalry, Deoran defeats the bandits and arrives at the elvish citadel.&lt;br /&gt;
&lt;br /&gt;
Deoran asks the elves for help in defeating the undead. The Elvish Druid Ethiliel tells him that they cannot succeed alone and must seek the help of the sage Mebrin. She agrees to lead Deoran's party to him.&lt;br /&gt;
&lt;br /&gt;
== Vale of Tears ==&lt;br /&gt;
Mebrin had retired to a life of peace and contemplation in a quiet valley. The party arrives in the valley to find it occupied by brigands. Outraged, Ethiliel and her bodyguard help Deoran to defeat the bandits. &lt;br /&gt;
&lt;br /&gt;
After the battle, Ethiliel finds Mebrin's home empty. All signs point to him being kidnapped. The party follows the kidnappers' tracks into the forest.&lt;br /&gt;
&lt;br /&gt;
== Choice In The Fog ==&lt;br /&gt;
The party journeys deep in the southern forest to the banks of the Black River. This dark forest is unknown even to the elves. They find both undead and bandits. The bandits are fearful and tell Deoran and Ethiliel that they kidnapped Mebrin and forced him to teach them the secrets of raising the dead. Mebrin fell under the sway of the necromancy and now he leads the undead. Ethiliel swore vengeance for the kidnapping of the great sage and demanded justice.&lt;br /&gt;
&lt;br /&gt;
Here Deoran has to make a choice...&lt;br /&gt;
&lt;br /&gt;
== Diverging campaign path - Elf branch ==&lt;br /&gt;
Deoran decides that the crimes of the bandits are too grave to ignore. He and the elves defeat the bandit leader and the Lich leading the undead. Ethiliel urges the party to press on, down into the catacombs. Only that way can the root out the undead leader and cleanse Westin of evil.&lt;br /&gt;
&lt;br /&gt;
=== Tidings, Good and Ill ===&lt;br /&gt;
Sir Gerrick splits away from Ethiliel and Deoran to carry word back to Kerlath Province of the undead menace. After fighting through the forest creatures, Sir Gerrick delivers his report to the Council of Westin.&lt;br /&gt;
&lt;br /&gt;
=== Into the Depths ===&lt;br /&gt;
Deoran and Ethiliel lead the remnants of their party into the catacombs in search of Mebrin. They encounter Mebrin and Ethiliel discovers that her teacher has degenerated into an abomination. He is now Mal M'Brin, leader of the undead. Ethiliel is repulsed and finally accepts that she must destroy him.&lt;br /&gt;
&lt;br /&gt;
=== Return to Kerlath ===&lt;br /&gt;
The party retraces their path across the Black River and through the forest. An opportunistic group of bandits seeks revenge on Deoran and Ethiliel, but they are able to gain the safety of the border fort. Once there they hear of trouble brewing in Westin with the elves of the Aethenwood.&lt;br /&gt;
&lt;br /&gt;
=== Vengeance ===&lt;br /&gt;
With the demise of the undead, it looks as if peace will return to Westin. A group of elves demands retribution for the kidnap and murder of their sage Mebrin. Ethiliel explains that Mebrin was corrupted by dark magic, but the elves will not listen and they attack Westin. During the battle Ethiliel calls down a thick fog and the fighting ceases. When the fog clears she forces the warriors to come to a peace. The elves will remain in the forest and the humans will not venture into elvish lands. It is an uneasy peace, but the bloodshed comes to an end.&lt;br /&gt;
&lt;br /&gt;
== Diverging campaign path - Bandit branch ==&lt;br /&gt;
Deoran decides that justice can wait until the undead threat has been neutralized. Ethiliel cannot believe this insult and she and the elves abandon the party. Deoran defeats the Lich leading the undead but without Ethiliel's magic they cannot pursue Mebrin further underground. Knowing that Mebrin is building an army, Deoran returns as quickly as possible to Westin to organize its defense.&lt;br /&gt;
&lt;br /&gt;
=== Long March ===&lt;br /&gt;
Urza Afalas, the erstwhile bandit leader, leads Deoran and his men away from Mebrin's fortress. The party has to evade and fight their undead pursuers along with elves angered by Deoran's siding with the bandits. Eventually they are able to cross the river and leave the forest.&lt;br /&gt;
&lt;br /&gt;
=== Pebbles in the Flood ===&lt;br /&gt;
The undead were too close to the party to allow them to make it to Westin. Sir Gerrick and Urza Afalas volunteer to lead a defense of the southern forts and hold the undead back as long as possible. Deoran rides on to Westin to organize its defense and Minister Hylas goes to summon the Council of Westin.&lt;br /&gt;
&lt;br /&gt;
=== The Tides of War ===&lt;br /&gt;
&lt;br /&gt;
Sir Gerrick and Afalas's sacrifice enabled Deoran to fortify the city and gave Hylas enough time to gather the Mages of the Council of Westin. Together they were able to defeat the undead and finally slay Mebrin. &lt;br /&gt;
&lt;br /&gt;
=== Bandit Epilogue ===&lt;br /&gt;
For days the healers of Westin worked feverishly to save as many of the valiant soldiers as they were able. Many mounds, though, were raised as homes for the fallen in the fields north of the city, and to the roll of fallen heroes many names were added.&lt;br /&gt;
&lt;br /&gt;
The loftiest mound belonged to Sir Gerrick. After the battle, Deoran led an expedition to the southern border posts, and there he found Sir Gerrick's sword and shield. Those he placed atop Gerrick's mound, and they were a symbol of loyalty and valor to all the people of Westin.&lt;br /&gt;
&lt;br /&gt;
Gerrick's name was added at the top of the roll of fallen heroes, and read aloud at the beginning of every great council. The memory of his desperate last stand at the border posts passed into song, and was not forgotten for many generations.&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns - The South Guard]]&lt;br /&gt;
[[Category:Camgaigns]]&lt;/div&gt;</summary>
		<author><name>Lx</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=South_Guard_story&amp;diff=36250</id>
		<title>South Guard story</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=South_Guard_story&amp;diff=36250"/>
		<updated>2010-04-22T14:58:25Z</updated>

		<summary type="html">&lt;p&gt;Lx: cats&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Westin is the capital of Wesnoth's frontier province of Kerlath, southwest of Fort Tahn. Westin is a calm and peaceful part of Wesnoth. The elves remain apart from men and only the occasional bandit troubled the peace. Reports from Sir Loris, commander of the South Guard, suddenly stopped. King Haldric sent Deoran, a young, undistinguished knight, to find out why Loris has stopped sending reports.&lt;br /&gt;
&lt;br /&gt;
== Born To The Banner ==&lt;br /&gt;
On his way to Westin, Deoran finds that bandits and outlaws have overrun many of the outlying villages; the land is descending into lawlessness. Loris had not kept a vigilant watch. The villagers report that bandits have been sacking their homes and urge Deoran to find Sir Gerrick in the river fort. Gerrick provides weapons and armor and the group (perhaps with the help of some mermen) is able to defeat the bandit Urza Mathin.&lt;br /&gt;
&lt;br /&gt;
== Proven By The Sword ==&lt;br /&gt;
Deoran's men found more bandits throughout the countryside and no sign of the South Guard. Deoran decided to gather what forces he could and make for Westin.&lt;br /&gt;
&lt;br /&gt;
The party finds Westin under attack by a group of bandits led by Urza Nalmath, Mathin's brother. Deoran secures the citadel and takes command of Westin. There he finds a strong ally in Minister Hylas, Sir Loris' advisor. Hylas reveals that Sir Loris has been slain by the bandits.&lt;br /&gt;
&lt;br /&gt;
Deoran drives the bandits out but during the battle Urza Nalmath calls upon the undead to fight for him. &lt;br /&gt;
&lt;br /&gt;
Hylas tells Deoran that the elves sent an ambassador to Sir Loris with word of a threat to Wesnoth. Sir Loris suspected treachery and rebuffed the ambassador. Deoran and his party head to the elves to see if they have any insight into the undead menace.&lt;br /&gt;
&lt;br /&gt;
== A Desperate Errand ==&lt;br /&gt;
At the border of the Aethenwood, home of the elves, Deoran encounters another bandit leader, Urza Fastik. With the help of newly-arrived cavalry, Deoran defeats the bandits and arrives at the elvish citadel.&lt;br /&gt;
&lt;br /&gt;
Deoran asks the elves for help in defeating the undead. The Elvish Druid Ethiliel tells him that they cannot succeed alone and must seek the help of the sage Mebrin. She agrees to lead Deoran's party to him.&lt;br /&gt;
&lt;br /&gt;
== Vale of Tears ==&lt;br /&gt;
Mebrin had retired to a life of peace and contemplation in a quiet valley. The party arrives in the valley to find it occupied by brigands. Outraged, Ethiliel and her bodyguard help Deoran to defeat the bandits. &lt;br /&gt;
&lt;br /&gt;
After the battle, Ethiliel finds Mebrin's home empty. All signs point to him being kidnapped. The party follows the kidnappers' tracks into the forest.&lt;br /&gt;
&lt;br /&gt;
== Choice In The Fog ==&lt;br /&gt;
The party journeys deep in the southern forest to the banks of the Black River. This dark forest is unknown even to the elves. They find both undead and bandits. The bandits are fearful and tell Deoran and Ethiliel that they kidnapped Mebrin and forced him to teach them the secrets of raising the dead. Mebrin fell under the sway of the necromancy and now he leads the undead. Ethiliel swore vengeance for the kidnapping of the great sage and demanded justice.&lt;br /&gt;
&lt;br /&gt;
Here Deoran has to make a choice...&lt;br /&gt;
&lt;br /&gt;
== Diverging campaign path - Elf branch ==&lt;br /&gt;
Deoran decides that the crimes of the bandits are too grave to ignore. He and the elves defeat the bandit leader and the Lich leading the undead. Ethiliel urges the party to press on, down into the catacombs. Only that way can the root out the undead leader and cleanse Westin of evil.&lt;br /&gt;
&lt;br /&gt;
=== Tidings, Good and Ill ===&lt;br /&gt;
Sir Gerrick splits away from Ethiliel and Deoran to carry word back to Kerlath Province of the undead menace. After fighting through the forest creatures, Sir Gerrick delivers his report to the Council of Westin.&lt;br /&gt;
&lt;br /&gt;
=== Into the Depths ===&lt;br /&gt;
Deoran and Ethiliel lead the remnants of their party into the catacombs in search of Mebrin. They encounter Mebrin and Ethiliel discovers that her teacher has degenerated into an abomination. He is now Mal M'Brin, leader of the undead. Ethiliel is repulsed and finally accepts that she must destroy him.&lt;br /&gt;
&lt;br /&gt;
=== Return to Kerlath ===&lt;br /&gt;
The party retraces their path across the Black River and through the forest. An opportunistic group of bandits seeks revenge on Deoran and Ethiliel, but they are able to gain the safety of the border fort. Once there they hear of trouble brewing in Westin with the elves of the Aethenwood.&lt;br /&gt;
&lt;br /&gt;
=== Vengeance ===&lt;br /&gt;
With the demise of the undead, it looks as if peace will return to Westin. A group of elves demands retribution for the kidnap and murder of their sage Mebrin. Ethiliel explains that Mebrin was corrupted by dark magic, but the elves will not listen and they attack Westin. During the battle Ethiliel calls down a thick fog and the fighting ceases. When the fog clears she forces the warriors to come to a peace. The elves will remain in the forest and the humans will not venture into elvish lands. It is an uneasy peace, but the bloodshed comes to an end.&lt;br /&gt;
&lt;br /&gt;
== Diverging campaign path - Bandit branch ==&lt;br /&gt;
Deoran decides that justice can wait until the undead threat has been neutralized. Ethiliel cannot believe this insult and she and the elves abandon the party. Deoran defeats the Lich leading the undead but without Ethiliel's magic they cannot pursue Mebrin further underground. Knowing that Mebrin is building an army, Deoran returns as quickly as possible to Westin to organize its defense.&lt;br /&gt;
&lt;br /&gt;
=== Long March ===&lt;br /&gt;
Urza Afalas, the erstwhile bandit leader, leads Deoran and his men away from Mebrin's fortress. The party has to evade and fight their undead pursuers along with elves angered by Deoran's siding with the bandits. Eventually they are able to cross the river and leave the forest.&lt;br /&gt;
&lt;br /&gt;
=== Pebbles in the Flood ===&lt;br /&gt;
The undead were too close to the party to allow them to make it to Westin. Sir Gerrick and Urza Afalas volunteer to lead a defense of the southern forts and hold the undead back as long as possible. Deoran rides on to Westin to organize its defense and Minister Hylas goes to summon the Council of Westin.&lt;br /&gt;
&lt;br /&gt;
=== The Tides of War ===&lt;br /&gt;
&lt;br /&gt;
Sir Gerrick and Afalas's sacrifice enabled Deoran to fortify the city and gave Hylas enough time to gather the Mages of the Council of Westin. Together they were able to defeat the undead and finally slay Mebrin. &lt;br /&gt;
&lt;br /&gt;
=== Bandit Epilogue ===&lt;br /&gt;
For days the healers of Westin worked feverishly to save as many of the valiant soldiers as they were able. Many mounds, though, were raised as homes for the fallen in the fields north of the city, and to the roll of fallen heroes many names were added.&lt;br /&gt;
&lt;br /&gt;
The loftiest mound belonged to Sir Gerrick. After the battle, Deoran led an expedition to the southern border posts, and there he found Sir Gerrick's sword and shield. Those he placed atop Gerrick's mound, and they were a symbol of loyalty and valor to all the people of Westin.&lt;br /&gt;
&lt;br /&gt;
Gerrick's name was added at the top of the roll of fallen heroes, and read aloud at the beginning of every great council. The memory of his desperate last stand at the border posts passed into song, and was not forgotten for many generations.&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns - The South Guard]]&lt;br /&gt;
[[Category::Capmains]]&lt;/div&gt;</summary>
		<author><name>Lx</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=UnderTheBurningSuns&amp;diff=36244</id>
		<title>UnderTheBurningSuns</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=UnderTheBurningSuns&amp;diff=36244"/>
		<updated>2010-04-21T23:16:44Z</updated>

		<summary type="html">&lt;p&gt;Lx: cat adjustment; walkthroughs should be differentiated from story/plot info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Strategy Guide for Under The Burning Suns:&lt;br /&gt;
&lt;br /&gt;
This campaign takes place eons after the others.  At the height of Wesnoth's power, an additional sun was created and magically raised into the sky.  Millenia later, entropy has its due.  The fertile plains of Wesnoth have turned to desert.  There are few survivors from the age of the empire, though it is whispered that humans and dwarves left the planet in some sort of spacecraft.  The focus of these scenarios are the Quenoth elves, who are particularly well adapted to living on the sands.&lt;br /&gt;
&lt;br /&gt;
In terms of gameplay, UtBS scenarios tend to be somewhat long.  They are not boring, though, as victory conditions typically change several times before the scenario is 'won'.&lt;br /&gt;
&lt;br /&gt;
== Strategic Tips ==&lt;br /&gt;
&lt;br /&gt;
UtBS changes several of the rules you may be used to from other scenarios.  Here is a list of the most crucial changes:&lt;br /&gt;
# The day-night cycle is longer&lt;br /&gt;
# Elves have 60% defense/1 cost in the sand&lt;br /&gt;
# Elves movement cost in caves is 2 (not 3)&lt;br /&gt;
# Elves ranged attack damage is decreased by 1 (Contained,no Real-Time)&lt;br /&gt;
# Elvish Sorceress line is removed,and Shyde (lv.3 Druid) becomes Lv. 4 Star (+1 to all attacks Damage + -10% Resistances (- is increase because &amp;gt;100% is weakness) (Same HP) + Illuminates)&lt;br /&gt;
# Elvish Ranger/Avenger can backstab&lt;br /&gt;
# Arch/Great Mage have 6 movement instead of 5&lt;br /&gt;
&lt;br /&gt;
This scenario is all about building up for some big underground battles.  There are two main variables to consider for underground battles:&lt;br /&gt;
# Can each unit move at least 3 cave hexes per turn?&lt;br /&gt;
# How can I maximize damage (trolls regenerate, must kill-em fast)?&lt;br /&gt;
&lt;br /&gt;
Because of these two priorities, deciding which units to level in early campaigns is very important.  For instance, the following units are not as effective:&lt;br /&gt;
* Elvish Marksman/Sharpshooter &lt;br /&gt;
* Elvish Hero/Champion &lt;br /&gt;
* Elvish Scout/Rider/Outrider &lt;br /&gt;
&lt;br /&gt;
There are more effective units:&lt;br /&gt;
* Elvish Ranger/Avenger have range attack (anti-troll) and backstab (+damage)&lt;br /&gt;
* Elvish Captain/Marshal have leadership (+damage)&lt;br /&gt;
&lt;br /&gt;
The Silver Mage vs. Arch/Great Mage is a tossup.  Normally (in other scenarios), Arch/Great Mages have only 5 movement which severely limits their range underground (2 movements per cave terrain) compared to the teleporting, 6-movement Silver Mages.  However, the added movement available in UtBS makes the extra firepower of the Great Mage desirable.&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;The Morning After&amp;quot; ==&lt;br /&gt;
Some strange meteors have destroyed the homes of our heroes.  Kaleh &amp;amp; Nym must search for survivors by capturing all villages.  Landing on an empty village will sometimes flush out a few elves.  In the beginning, they will be battling Mudcrawlers.  Since you have no keep in which to recruit, put the Mudcrawlers to the sword and save all the new units.  Note that, unlike other campaigns, Giant Mudcrawlers here will not spawn smaller Mudcrawlers upon their death.  Also note that the grey brown trail around the lake is not as good defensively for you as the sand.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The villages will lead you counter-clockwise around the lake.  At the southmost portion of the lake you'll find a shattered bridge leading to a shrine in the center of the lake.  You don't have to go there right away, but the scenario won't complete until you rescue the Druid and both Shamans there.  Be aware that stepping off the island will trigger the obligatory Cuttlefish.  If you don't yet have Garak, i'd wait on the island until dawn - this thing will be a bit tough for any of the other characters you currently possess.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Garak the Captain will be found with a few recruits on the Training Ground, which is just to the East of the bridge.  It's possible that your people headed for the bridge will trigger this encounter - you'll find a bigger mob of Mudcrawlers than you've seen so far, and likely get some bruises cleaning them out.  However, don't go out of your way to level Garak up.  He's going to be fighting against you soon enough.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After dealing with the Mudcrawlers and Cuttlefish, keep heading around the lake.  The villages on the West side represent the remains of the stables - capturing them will give you Scouts.  If the Scouts explore the outer edges of the map, they will find more a few more villages and units, though no more Mudcrawlers.  You're now ready for bigger game!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Completing the circuit around the lake reveals the destroyed keep on the North side.  The King is pronounced dead, Kaleh now leads the tribe.  On turn 11, Xanthos will show up to lead the Undead against the elves.  Head north to take the battle to his keep.  On turn 16 the Quenoth hunting party returns on the North edge of the map, somewhat westward of Xanthos.&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Across the Harsh Sands&amp;quot; ==&lt;br /&gt;
There are some special rules in effect for this scenario which makes it play quite a bit different than usual.  In particular, your refugees don't have enough food or water to sustain them on their journey.  Don't stay in the keep too long - you should be able to handle everything you'll run across with a single castle's worth of troops if you're careful.  If you're not careful, it doesn't matter how many troops you get.  During every round that isn't night-time, each of your units will sweat off four hit points [on easy, five for medium and six for hard].  Night isn't safe either, as Ghosts randomly appear to try to pick off your weakest units.  I recommend a hedgehog formation of six combat units surrounding Zhul.  Even better, bring in another Shaman to stand back to back with Zhul.  You can put eight troops around them.  That's ten in all.  Since you start out with four, six more puts you right where you want to be.  Out of those six, one would be the healer i mentioned earlier.  Another would be a Scout, the other four could be a mix of Fighters, Archers and Hunters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now your hedgehog will begin following the remains of the old road East-North-East.  You won't be able to keep the hedgehog together if the group travels faster than 5 hexes per turn, so the Scout won't be very effective right now.  That's okey, we'll be able to free him soon.  You should arrive at the second oasis about dusk, and promptly be attacked by Ghosts and Scorpions.  Ignore the Ghosts unless you get a chance to deal a killing blow.  As of now, your units [other than Garak] are almost useless against them.  Besides, they go away on their own.  Sometimes the Ghosts will help you by attacking the Scorpions.  After you take out the Scorpions, you'll find Traveler's Ring.  This artifact will make the designated unit invulnerable from hunger and thirst.  Give it to the Scout, now he can take off on his own.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Depending on how much of a beating you took, you might wish to rest in the oasis.  For purposes of this scenario, your units heal eight points each turn in the water.  It's like a village, only the defense is bad.  Units on grass won't don't lose any hit points due to daylight.  After you've rested up, reform the hedgehog.  The third oasis is West-North-West from here.  If you're looking for extra experience, there is supposed to be a group of Ogres north of the oasis, but i haven't seen them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The third oasis is guarded by a mixed bag of Bandits,Thugs, Poachers and Trappers.  By now you should have levelled up some Heroes and Captains, so it won't be anything you can't handle.  The main issue here being the hills that impede your formation.  Depending on how effective you are in keeping everybody together, you might have some units go into battle wounded.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When you are done here tack East-North-East to the fourth oasis.  Before you get there, you'll meet Elyssa the Fire Mage being attacked by a skeletal army.  By all means save her, as she's the only unit you'll have access to this early that's really effective on undead.  She can burn out one of these things every turn, just protect her from the counterattacks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When you arrive at the fourth oasis, you'll find it infested with Ogres.  Don't let your units get too tired beating up on them.  After the Ogre Chieftain is dead, a Wraith and some Ghosts will take his place unless it is during broad daylight.  You will find yourself periodically dogged by these things as you make your way through the campaign.  Elyssa really earns her due now.&lt;br /&gt;
&lt;br /&gt;
West-North-West of the castle is a mirage - it only looks like an oasis.  If you get anywhere close to the hills roughly centered on the top of the map, you'll trigger a signpost announcing the home of Black Hand bandits.  If you see this sign, it means the bad guys have started recruiting.  Head due North, then, before his army gets too large.  The leader of bandits is called Thorn.  When you take him out, he bargains for his life with a vial of Holy Water.  This lasts the whole campaign, but is only good for melee, not ranged, weapons.  Now you can have TWO units that are useful against undead.  I gave it to Nym, though in hindsight Zhul might have been a better choice.&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;A Stirring In The Night&amp;quot; ==&lt;br /&gt;
Your goal here is pretty simple: you have to protect the twelve villages of your people from attack on all sides.  You can lose up to six villages without being 'defeated', but it's not recommended: the loss of more than three villages will increase your cost to recruit new troops for the rest of the campaign.  The first turn you can reasonably expect the Wraith to seize a village, depending on the actions of the AI.  Therefore, make sure to have somebody sitting on every village after that.  The focus of the two Spectres will initially be on each other, so that might save the villages until your troops get deployed.&lt;br /&gt;
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Your Lawful forces will be fighting the forces of the undead in a scenario that entirely takes place in the night.  You will find that the damage differentials combined with their high resistance to bladed and piercing weapons will keep your elves on the defensive.  To counteract this, you'll need to have good luck, plus judicious use of leadership and the slowing effect of your healers and the Hunters' bolas.  If any of your Archers have levelled up to be Desert Rangers, their Backstab ability comes in handy here.&lt;br /&gt;
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Since Elyssa moves so slowly in the sand, send her to take out the closer southern Spectre.  Garak can accompany her.  Zhul and whoever has the Holy Water should head toward the northenmost bonfire, but not rest next to any villages.  Your first keep of recruits should include two Scouts.  The Wraith will attack Nym or more likely Zhul.  Thereafter use the scouts to keep the Wraith pinned down in the light while Nym finishes it off.  Zhul will probably need to go to a village to heal after this.&lt;br /&gt;
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You're unlikely to be able to finish off both the Spectres, but you can have destroyed the southern army and reduced the northern one by turn seven.  That's when the Orcish contingent shows up in the mountains.  These are certainly easier to deal with - you can properly stab them.  Just stay out of the mountains - you lose your defensive advantage the moment you step off the sand.  Their leader, Ganthos, has an income, but no keep.  If you let him, he will sneak down the western edge of the map and take over yours while his minions ravage your villages.  If you are still facing significant numbers of Undead, the Orcs might just decide to attack some of those for you.&lt;br /&gt;
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Note that Garak is fated to die during this scenario.  One of the Spectres will possess Garak in an attempt to continue their duel, this happens even if you have destroyed a Spectre.  The surviving Spectre uses some deep magic to block out the dawn, and the victory conditions change to force you to destroy either Garak or the surviving Spectre.  If you do take out both Spectres, then dawn happens, but the two still kill Garak to take their revenge on you.  If by chance you had given Thorn's Holy Water to Garak, it won't be helping you after this...&lt;br /&gt;
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== &amp;quot;Descending Into Darkness&amp;quot; ==&lt;br /&gt;
Starting now, you lose the comfort and protection of the sand. The terrain here is primarily hills and mountains, interlaced with river and swamp.  When you initially step into the mountains, Goblins will appear.  The mountain road forks West or North.  The western fork leads you to a bridge over the river that has a village on either side.  Stepping anywhere close to here triggers the appearance of more Goblins and some Naga led by an Orcish Slayer [or Assassin on Easy difficulty].  It's probably more fight than the two villages are worth.  However, if you're playing on Medium or Hard, you have to fight these sooner or later - may as well face them now before you get too busy.  Plus, you can choose to face them during daylight.&lt;br /&gt;
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The northern fork takes you over another bridge to the keep of Panok the Direwolf Rider.  He moves ridiculously fast, so you might have a hard time pinning him down.  His troops are mostly Goblins, so consider him to be a warmup for the tougher foes you'll face in the caverns.  Upon his death, he drops a ring and possibly triggers the Naga and the Slayer.&lt;br /&gt;
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From here, there are two roads: the North, and the West.  Both lead to tunnels into the mountains, and each ends in the keep of an Orcish Warlord [Orcish Warrior on Easy].  The exit tunnel could randomly be behind either keep.  Though the two keeps are linked by paths inside the mountain, it might be quicker overall to leave Kaleh outside until you determine whether he needs to go East or West.  You could either split your troops and tackle the entrances separately, or send the whole bunch down the closest hole.  In that case, expect a pitched battle as the furthest Orc reinforces the nearest.&lt;br /&gt;
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The turn after Kaleh first enters either cavern, he will be pursued by a Cloaked Figure/Dark Assassin.  It doesn't matter if Kaleh is surrounded, the Assassin will temporarily displace any Elf or Orc that is in his way when he appears.  Other findings:&lt;br /&gt;
*If you follow the river where it enters the mountain, it will lead you to a Goblin Impaler guarding a treasure chest.  Not exceptionally tough, but he will fight from solid ground while you stand in the water.  The chest contains 40 to 80 gold.&lt;br /&gt;
*Continuing around the river, there is a passageway [coordinates 18,10] that ends in a pool.  If you step into the pool, you will find a glowing blade.  You may choose to either take it or leave it.  If you take it, that character's melee attack will now deal cold damage, but a monster will appear to block your escape.  It's only level one [and cute at that!], but again it will be on dry land while you will be starting in water.  It's kind of a long trip, so you'd be unlikely to finish it before the end of the scenario unless you send a Scout or other fast unit.  Alternately, if Nym didn't get the Holy Water, have her get it.&lt;br /&gt;
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== &amp;quot;A Subterranean Struggle&amp;quot; ==&lt;br /&gt;
You're in a tunnel headed East.  Soon you will see a squad of Giant Ants in front of you, while a Cave Spider tries to sneak up behind you.  You can ignore the Ants for now, as the Spider is more dangerous: it poisons with its melee attack and slows with its ranged attack.  Eventually you find yourself in a great chamber where Dwarves and Trolls are doing battle.  You are forced to choose which side to ally with, and then you will be required to eliminate the other side.  Your choice will stay with you for a few more scenarios, as the campaign forks after this.  Fortunately, there is a keep right in front of you, though the battle is currently raging in it.&lt;br /&gt;
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Soon after choosing sides [probably about the time you get your keep clear], your opponent will pull a sneak attack that nearly wipes out your allies.  Most of the rest retreat.  The ball is now in your hands.  Three turns later, they make it up to you by giving some of their troops for you to command.  Finally, some loyal troops.  If you are allied with the Dwarves, the two tribes of Trolls are SouthEast and SouthWest from your keep.  If you are allied with the Trolls, the two tribes of Dwarves are NorthEast and NorthWest from your keep.&lt;br /&gt;
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Guard Kaleh well: some time after receiving your reinforcements, the Cloaked Assassin will reappear.  This time s/he will Slow Kaleh and take up to half his hit points.  There's some more crazy talk, and the Slow effect lasts until the Assassin has been removed again.  Note that even if your troops now succeed in destroying the enemy tribes, this scenario won't end until the Assassin has been dealt with.&lt;br /&gt;
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==Diverging Campaign Path==&lt;br /&gt;
===&amp;quot;In the Tunnels of the Trolls&amp;quot;===&lt;br /&gt;
You start in a small keep with few places to go.  The tunnel leading West is where you just came from.  To kick things off, move a unit to the East-most dirt hex.  At the end of the turn, Dwarven demolitions will make this wall an entrance to the Troll kingdom.  You will immediately see a Troll leader and his minions in a keep.  Don't get too excited; he's not your target, merely an outpost.  However, the clock is ticking, so finish them off quickly.  Afterward you might wish to use his keep to recruit an additional healer to support Zhul, and if you have a unit with the cold blade bring them as well.. Since it costs no upkeep, you may as well recall all the Dwarves that you've been given by your allies.&lt;br /&gt;
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This cavern has exits leading North, East, and South.  North only goes to the edge of the map.  East leads to some Trolls interrogating some Dwarves.  Play your cards right and you'll be able to rescue a Dwarvish Stalwart, who joins your party out of gratitude [though he's not grateful enough to be Loyal...].  South is the exit going toward the objective.  This leads into a large lava cavern.  Similar to the second scenario, you'll need to keep as many troops as possible gathered around a healer.  However, the lava hexes are not safe for your units to end their turns on, other than the flying units.  This is going to slow down your progress, as most units will not be able to use all their movement points.&lt;br /&gt;
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The Troll Shamen blow up the bridge going directly to them, so you'll have to take an alternate route clockwise around the rim of the lava pit.  They will conjure up a fire elemental to slow your progress; after you kill it, it will periodically regenerate.  Additionally, as you reach certain checkpoints the Shamen will create more Fire Guardians, though these don't regenerate.  When you reach the southern part of the rim, you'll be rewarded by a small pool of water that will heal whomever is standing in it by ten points per turn.  The rim is interrupted here by a rock projection sticking out to bar your way.  After this, you have to proceed by &amp;quot;island hopping&amp;quot;.&lt;br /&gt;
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By the way, there are two passages on the western side of the lava pit that aren't strictly necessary to get to, but might be worth exploring [flying units only].  The lower is blocked by the ghost of a Dwarf who died in the upper.  Burying the remains of the Dwarf allows you to proceed further down the lower passageway to a Troll crypt guarded by a Zombie Troll Whelp.  Flying over the Chasm allows you to loot the crypt for the poison wand it contains.  Whomever picks it up will add poison damage to their melee attacks.&lt;br /&gt;
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When you reach the spit of land that the Shamen are standing on, one will run to the boss.  I got lucky in that the other chose to stand in the lava to get around me.  He was a lot easier to finish off then.  ;^)  After that, follow South and East.  The tunnel quickly narrows down to a single lane, and your progress will be impeded by some Whelps.  The lair has a pair of alcoves containing Troll dead, who will eventually be turned into Zombies to further slow you down.  By the time you deal with these and the army of Trolls the boss is recruiting, you might not have much time left.  Finally take out the other Shaman and the Chieftain.  Good luck!&lt;br /&gt;
====&amp;quot;Dealing With Dwarves&amp;quot;====&lt;br /&gt;
This is mostly just dialog, though if you have kept Elyssa alive she will decide to stay and study the Dwarves.  As a parting gift, she presents you with a flaming sword, and you can recruit/recall any unit to take and deal out fire damage.  Too bad she'll be drowning soon.  The other bad news is that all of your loyal troops will also be staying down here when you go up into the outer world.  Only one Dwarf will volunteer to guide you.  If you saved the Stalwart, it'll be him.&lt;br /&gt;
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===&amp;quot;In the Domain of the Dwarves&amp;quot;===&lt;br /&gt;
You start in a small keep with few places to go.  The tunnel leading East is where you just came from.  To kick things off, move a unit to the West-most dirt hex.  At the end of the turn, Troll fire magic will make this wall an entrance to the Dwarven kingdom.  You will immediately see a small contingent of Dwarves in a fortress.  Since it costs no upkeep, you may as well recall all the Trolls that you've been given by your allies.  If you're going the send Zhul after the hidden bonus, you might also want to bring in another healer.&lt;br /&gt;
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The area around the fortress has several tunnels.  Going clockwise from your current position, the South-East avenue only goes to the edge of the map.  South-West leads to a humorous scene of a Dwarven drill instructor berating his troops.  Bring two mid-level Trolls, preferrably a mix of melee and ranged types to deal with these.  Past this will be a Troll being tortured by a Dwarf.  He pretty much rescues himself, but joins your party out of gratitude [though he's not grateful enough to be Loyal...].  North-West is the exit going toward the objective.  North is a Dwarf guarding what turns out to be a dead end.&lt;br /&gt;
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The main path crosses two single hex wide bridges over a chasm.  After you push the Dwarves back to the bridges you can fly Zhul over the chasm to support your front line.  The leader of this Dwarven contingent challenges you to get up close and personal.  After you do, however, he blows up the main entrance to the Dwarven Keep.  Now you'll have to make a right turn detour through the Black Lake.  &lt;br /&gt;
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By the time you get your feet wet, you'll see a Dread Bat and some Giant Tentacles.  If Zhul hasn't been upgraded to Desert Star yet, the Bat might be a tough match for her.  Maybe have her hang back until the bat has been fireballed or rocklobbed.  After the rest of your troops finish wading through the lake, they'll take the left.  If you're going after the goody, have Zhul perhaps assisted by a Troll companion occupy the island in the northern part of the lake.  There is a Dwarven Hermit speaking some Gollum-like speech.  When he dies all your troops will have access to his amulet, which is basically a key.  Send somebody to the South-East portion of the lake, where the amulet will get you past the concealed door to reveal a Dwarven crypt.  Avoid the Dread Bat in his keep on the East side of the lake.&lt;br /&gt;
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Anybody can do it, but wading through the water will take prohibitively long for characters who can't fly.  If it were appropriate to the topic, i'd question why somebody who can easily fly over a Chasm can't fly over Deep Water, but it's not.  Anyway, looting the crypt gets you a belt of strength that is supposedly good for 12 additional hit points.  I say supposed because i've repeatedly seen Zhul end up with 52 hits, not 53.  Zhul could really use this, as she gets no additional hit points when levelling up to Desert Star.  You won't be able to see the crypt, but it's in the center of the chamber at the end of the tunnel.  Even with flying here, i had a hard time getting there before the Dwarf Chieftain was dead.  I had to replay the end of the turn several times, as he repeatedly kept suiciding himself on my Druid.  Anyway, upon putting on the belt your exit will be blocked by a ghost.  It'll be kind of tough, but hopefully the chieftain will be dead before you're on the ropes.&lt;br /&gt;
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Back to the mainland, the Chieftain and his troops will be almost directly west of where your people get back on land.  There's a wall in the way, though, with entrances on both the North and South portions of it.  The southern route is slightly closer, but is also a chokepoint.  Send some faster troops the northern way to attack the Dwarves' rear.&lt;br /&gt;
====&amp;quot;Talking With Trolls&amp;quot;====&lt;br /&gt;
This is mostly just dialog, though if you have kept Elyssa alive she will decide to stay and study the Trolls.  As a parting gift, she presents you with a flaming sword, and you can recruit/recall any unit to take it and deal out fire damage.  Too bad she'll be drowning soon.  The other bad news is that all of your loyal troops will also be staying down here when you go up into the outer world.  Only one Troll will volunteer to guide you.  If you saved the victim of Vengeful Dwarf, it'll be him.&lt;br /&gt;
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==&amp;quot;Out Of The Frying Pan&amp;quot;==&lt;br /&gt;
Thankfully, this is the last of the underground fighting.  It's too bad you can't recruit more of the Dwarves/Trolls you've allied with, as they could really help here.  Your opponents have dammed the river and the whole tunnel system is being flooded.  This is bad: every turn you will lose several hexes of floor.  Recruit/recall no more than a single castle's worth of troops, as you'll lose more to drowning than to fighting.  It is best to play this similar to &amp;quot;The Elves Beseiged&amp;quot;.  Don't fight any more than you absolutely have to, prefer to instead move past the enemies and let them drown behind you.  Recall whatever Sentinels and Prowlers you have at your disposal.  If you have the Cold Blade, also recall its owner.&lt;br /&gt;
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The first cavern will have your exit blocked by three of your opponents, be they Dwarf or Troll.  Next is a scattering of Giant Ants.  They don't put up much of a fight.  The exit is the North West tunnel.  The following cavern is populated by three humans who decide  to attack you.  The tunnel behind them is also flooding, so you need to make haste to the western tunnel.  The next cavern is marked by a magical warding [looks like clouds] that blocks passage except through the red rune 'gate'.  It won't hurt to step onto the rune, but upon leaving it the lead character will be burned for 25%-35% of their total hit points while both gates disappear.  Also, a variety mix of undead will suddenly appear in the chamber.  Some of them will gather around around the entrance chokehold, so you'll need skirmish ability to effectively assist the now lonely lead character.  If you have the Troll, best to send him in first, as he can heal up the damage by the time the battle is over.  Also, his impact weapon is best used against the skeletons in the back of the room.  The same goes for the Dwarf, naturally, but he'll need healing afterward.&lt;br /&gt;
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There is a secret door at 24,49 that will lead you around the red rune room.  It has more water there, though [not to mention the Soulless], so it's another opportunity to have good troops drowned.  The cavern where this tunnel connects back behind the red runed room has two blue runes that will heal whomever steps upon them to 100%, but not cure poison.  They are also only good for a few uses, so probably just use it to heal Zhul and your badly bruised ally.&lt;br /&gt;
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The exits out of the blue runed room are thus: South is back to the red runed room.  South-West is the water-logged Soulless.  North-West is the 'Training Room'.  A ghostly teacher in back of the room runs his ghostly students through weapons drills with you as targets.  Destroying the students is not helpful, as the master keeps reanimating them.  You need to take him out, but the Zone of Control of the students keeps you from getting to him.  Yet another call for the Skirmish ability.  I don't bother going in there, as there's no real gain for the amount of time you'll have to spend here.  What i like to think of as the 'main exit' from the blue runed room is due north.  This leads to a sleeping area where you will be assaulted by the skeletal remains of its former inhabitants.  Your ally should have half of them cleaned up by the time the last of your troops gets in.  This route is slightly longer in terms of hexes than going through the Training Room, but i still get through in fewer turns.  &lt;br /&gt;
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Besides, there is a goody to be had this way: North of the skeletons is the lab area.  You'll find the secret door at 17,36.  Inside, you'll find a red rune blocking the way, then two more further up.  Stepping upon the first rune causes the character to suffer the usual 25%-35% damage PLUS poison.  Then the other two runes are covered by angry monsters [failed experiments].  Both are first level.  Behind them is a Frankenstein-style monster trapped in a ring of fire.  If you Skirmish past the two, you can break the ring to release the second level Flesh Golem.  It will fight for you.  You have to be careful, as its Berserk fighting style can be a double edged weapon.  Nonetheless, it can be useful to have another Chaotic fighter on your side.&lt;br /&gt;
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The next room beyond either the Training Room or sleeping area is the sacrificial altar.  Setting foot in here conjures two second-level fire demons the next turn.  Bring out your Cold Blade and whatever ranged weapons you have handy.  Note that every time you step on the tiled floor around the altar you are given the chance to pull a lever.  Do not pull the lever until all your people are in this room and ready to leave.  Pulling the lever opens two secret passages behind the Altar.  The eastern is your exit; the western is flooded.  Six turns after you pull the lever, the entire temple area will be Deep Water.&lt;br /&gt;
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The exit goes through a Crypt area that is guarded by a Spider Lich.  It is tough, but vulnerable to Fire and impact damage; you should still have both.  After you leave the Crypt, you will again be stopped by: the ever mysterious Cloaked Assassin.  This time you are able to capture him and get his whole sad story.  I think it was about turn 30 or so that i got my people past the dangers of the raging waters.  Woo-hoo!: you've made it out into the sand again, and are ready for some real fighting!!  Fortunately there's a rather haughty group of humans who seem to think your people are meant to be sacrificed to their 'Dark Lady'.&lt;br /&gt;
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By all means, start recalling troops to teach them a lesson.  I brought back *everybody*, but probably overdid it.  Figure the opposition is 20-something in Sergeant Durstrag's tribe plus five messengers and periodic visits by vengeful undead.  These will mostly just bother your troops who are near the South end of the valley.  Don't bother looking for the messengers, they aren't on the map yet.  When they are ready, they will materialize just East of the oasis.  After taking them out, you only have a half dozen or so turns to finish off Sergeant Durstrag or another group of messengers will be created.  Don't forget the chest of gold just South of your Keep.  If the battle goes on long enough, the flood waters will eventually come out of the side of mountain on the West end of the valley and make a new river.&lt;br /&gt;
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==&amp;quot;Blood is Thicker than Water&amp;quot;==&lt;br /&gt;
Out of the frying pan, into hot water!  I am going to break this down into parts for each objective:&lt;br /&gt;
===Free the Mermen===&lt;br /&gt;
If you click too rapidly through the introductory text you will miss some crucial details: Namely that your enemies lie to the North-West, and that you're looking for FIVE merfolk.  It's worthwhile to get them all, as each will become a loyal troop once freed from the cage.  The humans are Loyalist factioned in three tribes.  They are not the mysterious 'Iron Council', just followers.  The leader is a third level commander while the other two are second level lieutenants.  Depending on the level of difficulty, you could be seeing things like Shock Troopers, Swordsmen and Cavaliers.  Probably about three keeps worth should be good, you'll need to reserve some gold.  If you wipe out all the bad guys before the sacrifice, but don't free all five merfolk your troops will just wander idly until the time of the sacrifice.  Freeing the fifth mermaid starts the rebellion, thus potentially saving a few turns for the end of scenario bonus.&lt;br /&gt;
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It's easy to miss the the fifth Mermaid [hidden in the small cave just north of the eastmost humans' keep].  This is in Deep Water, so the land lubbers won't be able to help.  Have the Mermaid Priestess and another Merman approach the island from the East side.  The cage holding a Mermaid Enchantress is guarded by a few Walking Corpses/Souless.  The other large island in the North-West is closed off, you won't be able to get there yet.  If it isn't obvious, use your freed merpeople very sparingly on land.  Unless the humans are standing on the shore, or otherwise making themselves easy targets, just park your finny allies in the water.  Sometimes they can jump on a village to prevent a wounded bad guy from getting a rest.  If you have dealt with all the humans before turn 16, don't just stand around.  Start shifting all the elves where they will next be needed next: the East side of the mainland and the east-most island.  Dwarves, Trolls, and Golems move slowly enough that they probably won't make it to the rebels before the rebellion is over.  May as well leave them on the North-West island [the village at 20,23 is a good location] in readiness for the third objective, possibly accompanied by any of your elves with a move of 5.&lt;br /&gt;
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On turn 16, any merpeople still caught will be pan-fried in a little butter as an offering to the Dark Lady.  This is performed by a briefly seen Necromancer named Hekuba.  He is a member of the Iron Council.  Or is that an Iron Chef?  Should any leaders of the Loyalists still remain, they will depart to prepare 'Plan B'.  Sigh.  It was so much easier to get to them on the mainland.  If they are all dead, the Iron Council will then begin 'Plan C'.&lt;br /&gt;
===The Rebellion===&lt;br /&gt;
After the Dark Lady is newly invigorated by the sacrifice, the apparition of Eloh appears to [and appeals to] one of your elves.  He expresses his faith in the apparition, and challenges you for leadership of the elves.  You'll have to fight him for supremacy, and you won't be able to recruit new troops until this is over.  Zhul will be torn between her admiration of Kaleh and Eloh.  She will go to Eloh and sell Kaleh's goodness.  The apparition rebuffs Zhul and petrifies her.  If you don't have any other healers you might wish to recall some before making the long trek East.  The rebel base is the North-East island.  This was inaccessible to non-swimmers, but the merfolk will show you some Shallow Water paths to the island.  If you're feeling short-handed, you can wait offshore [backed up by a healer, of course] and hammer the defenders in the water.  They seem quite eager to rush out to you.  It might take a little longer this way, though.&lt;br /&gt;
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As you approach the island, some Crab Men will appear and attempt to eat you.  They're not terribly tough, but they're in their natural element and you're not.  As insurance, have the ranged attack merfolk provide a screen in the Deep Water around you.  The melee attack merfolk could perhaps approach the island from the North side.  There is a river that goes right to where Eloh is standing.  Four successful hits from Merman Warrior can do it...  If you have Kromph, the Flesh Golem, it will soon fall under the sway of the Dark Lady.  Luckily for me it was still wounded from its last battle.  It talks to itself for a few turns as a warning.  When that happens, best surround it with ranged attacks.  It changes sides on the beginning of your turn, so [if you're paying attention] you can blast it before it gets a chance to attack.  If you manage to strike down Eloh before she complete's Kromph's subversion, her final command to it causes it to collapse into a heap of confusion.  Oh, but we barely knew ye...&lt;br /&gt;
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If your costs to recruit are high as a result of the battle between the Spectres, it might interest you to know that the rebel elves are not your target - Eloh and Tanstafaal are.  Whenever you destroy the apparition and capture Tanstafaal, the remaining elves will automatically switch over to your side.  If you're low on gold, though, you might not want the extra overhead for the rest of this scenario.  Besides, they screen Tanstafaal so well that most of them will have to be done in to get to him.  Oh, and Zhul comes around after the apparition is gone.&lt;br /&gt;
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===Capture Ships===&lt;br /&gt;
The next fight will take place on the formerly closed North-West island.  This is the home of the Iron Council - a trio of Necromancers.  Hekuba is their leader and stays on his keep.  The other two are free to move and not even shy about stepping into the water.  Nevertheless, they can hold their own out there at night.  Plan C is the Necromancers raising the seabed to provide Shallow Water paths from the island - they actually think they're attacking YOU.  Well, pride goeth before a fall.  With the settling of the rebellion, you are able to recruit again.  If you find yourself needing to do that, you have to chose whether it is better to use Tanstafaal's keep and march them all the way back West, or detour Kaleh down to one of the humans' keeps south of the action.  &lt;br /&gt;
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The troops of the Iron Council include a mixed bag of skeletal types and if plan B is place the human leaders will also be here.  Hekuba can recruit the same troops as the humans did, plus more Necromancers, Skeletons/Revenants and Skeletal Archers/Bone Shooters.  You'll have quite a fight on your hands to make landfall.  After you do get on solid ground things aren't so bad.  Of course, if the enemy captures the island at 20,23, you'll have to fight them through the water twice.  It's probably better to continue to press them at night to prevent that.  It'll be a little easier to take on the Necromancers if you can level up the Enchantress and the Priestess.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The bad guys won't be able to destroy the ships.  For game purposes, the ships are actually villages.  Thus, the worst thing that can happen to the ships is they get recaptured.  The merfolk can't cross or occupy ship terrain - not even after they've been captured.  I suppose they would have a hard time climbing ladders.  When you have all four, the scenario immediately ends.  You might wish to finish off any of your opponents that are close before capturing the last ship.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Speaking With The Fishes&amp;quot;==&lt;br /&gt;
Just dialog.  A curiosity is that the queen of the Merfolk - Melusand - is giving all your people a seashell brooch, but doesn't say what they're good for other than they enable her to track your progress!&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;The Battle for Zocthanol Isle&amp;quot;==&lt;br /&gt;
Wow!  This time around you'll have to battle six [well, maybe five and a half] tribes.  You immediately have to head West along the southern shore of the island, searching for a keep.  You'll soon find a Saurian Oracle who looks like he doesn't really need the keep he's sitting in.  It's not a particularly tough fight, but you're under time pressure to immediately begin churning out units.  As soon as Kaleh takes his seat in the center of the keep, your loyal merfolk return bringing the remaining ships and a group of merfolk you can recruit.  They also capture the villages South of you, so you can immediately begin sending the troops North.  Zhul makes a comment about not needing gold if you lose.  I will simplify: this is the last scenario in which you do any recruiting, so you may as well bust the budget.  You still have to face down four and a half tribes [i'll cover these from left to right]:&lt;br /&gt;
&lt;br /&gt;
* If you follow the Shallow Water from your keep North, it'll lead to a small keep with a Naga Myrmidon.  His tribe is not heavily populated, but you'll see them first due to closeness.  Send half your loyal merfolk up there to deal with them, and recruit some new merfolk to assist.&lt;br /&gt;
*Not too far North of your keep will be a Draug recruiting a fairly strong assortment of undead: Blood Bats, Ghosts/Wraiths, various second level skeletal types, Soul Shooters, and Necrophages.  On higher levels of difficulty, there will be Spectres and Draugs as well.&lt;br /&gt;
*On the North-East corner of the island will be a peninsula.  There you'll find a Orcish Sovereign recruiting a stiff mix of Orcs and Goblins, nothing under second level.&lt;br /&gt;
*On the East side of the island is more Shallow Water leading to another Naga Myrmidon.  He is a twin to the western Naga, but he'll have more time to recruit before you get to him.  Packs of Naga Hunters shooting poison can be deadly day or night.  Send all your merfolk their way, and recruit a half dozen more to assist.  If you're not used to recruiting merfolk, please note that the Mermaid Initiate is not capable of any healing or curing until she's levelled up.&lt;br /&gt;
*Not a tribe per se, but the other threat you'll face are the bats that show up every dusk and harry you until morning.  Easy difficulty gives you five Vampire Bats every night.  Higher levels of difficulty take away two of those, but add Blood Bats.  Like the Ghosts in the second scenario, these are not worth chasing after.  They will, however, pick off the weakest of your troops.  Anybody who is below 20 hit points is vulnerable at night.  If the bats don't see any likely targets, they will uncapture any of your unguarded villages.  You don't need the money, however, so who cares?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As soon as you have the keep, victory conditions change to reaching the black citadel.  However, that'll take some work, as hordes of undead will soon begin pouring down your way.  If you dally in recruiting/recalling, you might get flanked by Direwolf Riders and packs of Naga on your eastern side.  Send the Dwarf/Troll [You DO still have him, don't you?] along with Nym, Zhul and what's left of your initial landing to deal with the undead while the faster troops you recall head East along the beach.  By all means also send whomever has the holy water North.  Your merfolk will most likely parallel just South of the eastern troops.  You'll also need some sturdy elves to block the gap between the lagoons.  You'll need another healer for the eastern front, and ideally a third to support the middle.  If you don't have the Mermaid Priestess/Diviner in the eastern group, better send along a Shyde/Star.  By the time the eastern healer heads off towards the eastern Naga, the elves in the middle group should be ready to unite with the eastern group.  The slower ones will make better time by heading up the eastern coast or through the clearing in the center of the island.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Melusand told you that the black citadel was in the center of the island.  It is, if by &amp;quot;center&amp;quot; you mean &amp;quot;north side&amp;quot;.  However, it is surrounded by mountains, so it accomplishes nothing to send merfolk around to the North.  If any undead come to the coast, then merfolk spellcasters could be helpful.  However, by the time you are done with the Naga, there shouldn't be any more undead wandering.  There's a secret area off the North-West shore of the island that the merfolk could explore if they have nothing better to do.  A wrecked ship is guarded by a Sea Serpent.  Just South of the ship is a sunken treasure worth 150 gold.  We're really not worried about gold anymore, but it still feels good.  North-West of the wreck is a sandbar containing another merman in a cage.  There are no defenders here, though you will have to deal 10 points of damage to the cage to be able to open it.  I'm not convinced it's worth doing this, however.  Inside is a Merman Triton who is so badly wounded that it will take many turns of healing before he'll account for much.  By that time, the battle will likely all be on land.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You will probably reach the black citadel before finishing off the Orc.  If so, victory conditions change: you will need to kill both the undead and orcish leaders before being able to open the door.  After finishing them off, victory conditions change again: now get any unit to the door of the black citadel.  Since you probably won't need *everybody* to take on the Orc, you may as well leave somebody near the citadel.  When the door is open, there's some drama that ends up in having Kaleh, Nym, and Zhul go into the citadel to again face the apparition of Eloh.  If your ally is still alive, he comes along as well.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;The Final Confrontation&amp;quot;==&lt;br /&gt;
Earlier I alluded to the fact that during this battle you won't be able to recruit.  You come into a hexagonal cave/chamber that is partially paved and partly rock floor.  It somewhat reminded me of &amp;quot;The Duel&amp;quot; scenario ending the Eastern Invasion campaign.  It's just the people i mentioned in the last paragraph of the Zocthanol scenario: Kaleh, Nym, Zhul and possibly a Troll or Dwarf.  The Apparition of Eloh will be in the front of you, and she will have charmed some of your young troops to use against you.  The objective is to defeat the apparition, quite possibly the easiest objective ever.  By all means have the ally go first, since he will move faster and defend better on the cavern floor.  When i did it, Grog the Troll Warrior took her out in a single move: both swings connected and she was done.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While this may not be as emotionally satisfying as having Kaleh or Zhul finish her off, it has the beneficial effect of leaving more characters able to move to fulfill the second objective.  The two recruits are freed from their charm, if you are able to keep them alive in this pit of despair.  After the apparition is gone you get to see &amp;quot;the man behind the curtain&amp;quot; so to speak.  The evil creature doing all this isn't a standard brand demon, but some relation to Cthulhu.  Yechnagoth is composed of a brain [Central Body], energy source [Pulsing Spires], and multiple fists [Crawling Horrors].  Don't even waste your time attacking the Central Body yet.  Note that the Spires are a different team than the others.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As long as the Pulsing Spires are alive, the Central Body has 100% resistance to any attack AND it fully heals every turn.  Every turn it can attack any adjacent unit, spray slime [hurts 10-12 points and slows] on any unit in the cavern, AND summon one or more new Crawlers.  There is no turn limit, but you want to hurry before you get overwhelmed by Crawling Horrors.  Due to my lucky start, i was able to finish before turn 5.  The Spires have no melee attack, so hammer them as you reach them [Well, even their ranged attack is nothing to write home about.].  Even though the paved parts of the floor all lead to the Central Body, try not to have any character end their turn next to it until the Pulsing Spires are gone.  You might find yourself using the hedgehog again, with characters not actively attacking surrounding Zhul to heal up from the constant depredations of the Crawlers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After you have taken out the third Spire, the Central Body becomes a Weakened Central Body, which is a much more reasonable opponent.  The healing stops, and the hit points, resistances and attack damages drop.  Again, two mighty hammer blows could finish it off.  Congratulations!  You've just won yourself a tropical paradise island!!&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns - Walkthroughs]]&lt;/div&gt;</summary>
		<author><name>Lx</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Category:Forgotten_Legacy&amp;diff=36221</id>
		<title>Category:Forgotten Legacy</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Category:Forgotten_Legacy&amp;diff=36221"/>
		<updated>2010-04-21T04:51:43Z</updated>

		<summary type="html">&lt;p&gt;Lx: cats&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Campaigns - by Title]]&lt;/div&gt;</summary>
		<author><name>Lx</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=AnOrcishIncursion&amp;diff=36220</id>
		<title>AnOrcishIncursion</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=AnOrcishIncursion&amp;diff=36220"/>
		<updated>2010-04-21T04:50:07Z</updated>

		<summary type="html">&lt;p&gt;Lx: cats&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you feel comfortable with turn-based games, especially ones featuring units moving on a hex map, then you can play the Tutorial and then dive right into &amp;quot;Medium&amp;quot; to get a feel for the elements of the game. After you have played a few scenarios and are ready to hone your skills, try reading [[AdvancedTactics]].  You should also be familiar with the basics in [[WesnothManual]] -- this is a walkthrough, not an exposition of basic game mechanics.&lt;br /&gt;
&lt;br /&gt;
Each scenario has an individual forum thread where you can provide feedback to the authors.  You can find these [http://www.wesnoth.org/forum/viewtopic.php?f=22&amp;amp;t=20249 here].&lt;br /&gt;
&lt;br /&gt;
=== Defend the Forest ===&lt;br /&gt;
* Objectives: Defeat Urugha, the enemy leader&lt;br /&gt;
* Lose if: Erlornas dies or turns run out&lt;br /&gt;
* Turns: 24&lt;br /&gt;
* Starting units: Erlornas and an Elvish Rider&lt;br /&gt;
&lt;br /&gt;
This is a simple 'Kill the enemy leader' scenario.  The main objective in the first couple scenarios in this campaign is to develop your shaman line recruits, so you should recruit a fairly even mix of fighters, archers, and shamans.  Normally as Rebels you would recruit many more fighters, but in this campaign you can be assured of lots of forest, so you don't need quite as many of them.  As always, plan your starting recruits so that you can get the most villages quickly (many require a quick archer to reach expediently, unfortunately).&lt;br /&gt;
&lt;br /&gt;
The battle is quickly over.  Watch for the enemy Grunts as they have the highest damage dealing potential, and some Wolf Riders may try to steal your village.  Try to milk the enemy leader for XP at the end, especially on your Shamans.  If he's slowed, he's not much of a threat, even at night.  Finish early for a nice bonus.&lt;br /&gt;
&lt;br /&gt;
=== Assassins === &lt;br /&gt;
* Objectives: Defeat Ghalrsa, the enemy leader&lt;br /&gt;
* Lose if: Erlornas dies or turns run out&lt;br /&gt;
* Turns: 24&lt;br /&gt;
* Starting units: Erlornas and another unit&lt;br /&gt;
Hopefully you're entering this scenario with a good hunk of XP on your units, if not level 2s already.  Your primary goal is to get a Druid quickly in this scenario - the AI uses Orcish Assassins, which will poison you.  A Druid will make this far less painful than if you were relying solely on your Shamans.&lt;br /&gt;
&lt;br /&gt;
It is up to you where to make your stand, but try to get the enemy to fight from the river.  Even if you lose a unit or two, the return damage he will deal hitting them in the river is quite tremendous and will greatly weaken their forces.  Especially on the higher levels of difficulty, consider recruiting quite a bit more than one castleful for this scenario as the enemy will have units aplenty.  This enemy leader isn't quite so easy to milk so finish it as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
=== Wasteland === &lt;br /&gt;
&lt;br /&gt;
* Objectives: Defeat Gnargha, the Orcish Warlord&lt;br /&gt;
* Lose if: Erlornas dies or turns run out&lt;br /&gt;
* Turns: 24&lt;br /&gt;
* Starting units: Erlornas and another unit&lt;br /&gt;
&lt;br /&gt;
This is an interesting scenario - no villages.  Check your income in the top: it's all you're going to get.  The next scenario is possible with minimum starting gold but painful, especially if you don't have leveled troops that you're willing to lose.  This is slightly offset by the gold bonus you will (hopefully) get at the end of the scenario.  This scenario is as much an exercise in gold management as anything else.  Keep in mind that some troops may level and try to stay under your income as much as possible with your upkeep.  Multiple level 1s may be better than your leveled units in some cases.  A Druid, of course, is a necessity with the lack of villages.&lt;br /&gt;
&lt;br /&gt;
Establish your units in the middle &amp;quot;island&amp;quot; of forest. With some healers behind your line you should easily absorb the wave of attackers then take out the leader.&lt;br /&gt;
&lt;br /&gt;
When you finish, you will get a small gold bonus that was laying around the orcish camp.&lt;br /&gt;
&lt;br /&gt;
=== Valley of Trolls === &lt;br /&gt;
* Objectives: Defeat the two Troll leaders&lt;br /&gt;
* Lose if: Erlornas dies or turns run out&lt;br /&gt;
* Turns: 24&lt;br /&gt;
* Starting units: Erlornas and another unit&lt;br /&gt;
&lt;br /&gt;
Largely regarded as the first truly difficult scenario by many beginners, this has stumped many by either waves of Troll Whelps or truly scary adult Trolls, depending on your difficulty.  What may not be obvious to you is that the troll AI has been set up to NOT USE the two mountain hexes that border their caves, but only the path through the middle.  Once you realize this it is far easier to setup a nice bottleneck for them.&lt;br /&gt;
&lt;br /&gt;
The troops from the shaman line should make good use of their slow attack. A slowed troll is much more survivable.&lt;br /&gt;
&lt;br /&gt;
Good luck!  Try to eliminate the blue troll quickly so that the teal one will be a sole target.&lt;br /&gt;
&lt;br /&gt;
[stupidjaguar] I agree with all of the above. The scenario becomes much easier if you use the Sorceress line and Elornas, because of the Trolls' vulnerabilities to arcane damage. Slow them with Shamen and Druids, then take them out with faerie fire.&lt;br /&gt;
&lt;br /&gt;
[cph] Maybe the bottleneck approach above works for the Easy skill, but I don't think it's suitable for Challenging. Instead, it's a divide-and-conquer level. Send a scout west over the river to grab villages and distract the west trolls, and throw the rest of your forces in a quick knock-out against the east trolls. Remember to recall some L2 or near-to-levelling up units with good ranged damage: you want to be able to take out trolls in 1 or two turns. It would help to level up Erlornas before you get here, as he does more ranged damage at L3.&lt;br /&gt;
&lt;br /&gt;
=== Linaera the Quick === &lt;br /&gt;
* Objectives: Defeat the enemy leaders&lt;br /&gt;
* Lose if: Erlornas or Linaera die or turns run out&lt;br /&gt;
* Turns: 24&lt;br /&gt;
* Starting units: Erlornas, another unit, Linaera and three Mages&lt;br /&gt;
&lt;br /&gt;
This is a fun scenario lending you a very handy unit, the Silver Mage.  Be careful not to lose her and use her as a surprise attacker.  The AI does not understand that a Silver Mage can appear from any of your villages, so when she's not teleporting around the map grabbing more villages for you keep her on a village so that she's handy to aid in a strike on an unsuspecting AI unit.&lt;br /&gt;
&lt;br /&gt;
You may start off with low gold after last scenario, so start off slow, especially on higher difficulty levels.  Let them come to you instead of you rushing them.  You have plenty of time to take the rest of the map once the first wave has pummeled you.&lt;br /&gt;
&lt;br /&gt;
=== A Detour Through the Swamp === &lt;br /&gt;
&lt;br /&gt;
* Objectives: Defeat Keremal the Lich&lt;br /&gt;
* Lose if: Erlornas or Linaera die or turns run out&lt;br /&gt;
* Turns: 24&lt;br /&gt;
* Starting units: Erlornas, Linaera and any surviving Mages&lt;br /&gt;
&lt;br /&gt;
Pretty simple 'kill the enemy leader' scenario again.  This campaign has a lot of them.  Be careful of the undead at night - they pack a serious punch, but they're much less scary in the daytime.  Your best unit will be your Mages. The final boss is a toughy.  The only thing you really have that can hurt him is your Mages, with Linaera being by far the best as a Silver Mage (she resists the Lich attack quite a bit!).  Get in a gang around him and then try to finish him off in one turn.  If that fails, try again.  You'll probably have heavy casualties finishing him if you're new to fighting Liches, and beware using melee attacks on him (he'll heal when he hits you), even if his ranged attack is truly terrifyingly powerful. Again, slowing the Lich will help a lot.&lt;br /&gt;
&lt;br /&gt;
[comments by scorchgeek]&lt;br /&gt;
Erlornas and Elvish Sorceresses also do heavy damage to undead. I sacrificed all my mages in the previous scenario and at first thought I would have to go back and repeat it, but as I had 2 Sorceresses, I did fine in the end.&lt;br /&gt;
&lt;br /&gt;
=== Showdown === &lt;br /&gt;
* Objectives: Defeat the Orcish Sovereign&lt;br /&gt;
* Lose if: Erlornas dies or turns run out&lt;br /&gt;
* Turns: 24&lt;br /&gt;
* Starting units: Erlornas, Linaera, another unit and 4 Elvish Rangers&lt;br /&gt;
&lt;br /&gt;
Another kill the enemy leader, but with a twist: you get 4 loyal Rangers to sneak around the backside for an assassination!  If you have any rangers of your own, send them along to and use the rest of your forces as a diversion to the southwest.  If played well you can actually just destroy his army at the moment, but it's always fun to pop out of the trees and surround the bewildered AI.&lt;br /&gt;
&lt;br /&gt;
[[Category: Campaigns - Walkthroughs]]&lt;br /&gt;
[[Category:Campaigns - An Orcish Incursion]]&lt;/div&gt;</summary>
		<author><name>Lx</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Category:Campaigns_-_An_Orcish_Incursion&amp;diff=36219</id>
		<title>Category:Campaigns - An Orcish Incursion</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Category:Campaigns_-_An_Orcish_Incursion&amp;diff=36219"/>
		<updated>2010-04-21T04:49:04Z</updated>

		<summary type="html">&lt;p&gt;Lx: 01&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Campaigns - by Title]]&lt;/div&gt;</summary>
		<author><name>Lx</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=An_Orcish_Incursion_story&amp;diff=36218</id>
		<title>An Orcish Incursion story</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=An_Orcish_Incursion_story&amp;diff=36218"/>
		<updated>2010-04-21T04:48:37Z</updated>

		<summary type="html">&lt;p&gt;Lx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In the years following King Haldric's arrival to the Great Continent, the elves struggled to adapt to the presence of humans. There were great differences and disputes between the two peoples, but at least there was some common ground. The orcs, on the other hand, were completely alien. Fortunately they were also seldom seen.&lt;br /&gt;
&lt;br /&gt;
=== Defend the Forest ===&lt;br /&gt;
Erlornas' scouts encounter a party of orcs in the northern reaches of elvish lands. The orcs had defiled the forest and their actions cried out for their removal. Erlornas and his party drive the orcs out and hear that an orc named Rualsha is organizing a mighty army.&lt;br /&gt;
&lt;br /&gt;
=== Assassins === &lt;br /&gt;
The orcish war band cut an obvious trail through the forest. Following it, the elves were surprised to see an unknown keep; it was on elvish lands but elvish scouts had been to relaxed in their patrols. Erlornas defeats the Orcish Assassin and lays waste to his keep but again hears troubling reports of orcs massing under Rualsha's banner.&lt;br /&gt;
&lt;br /&gt;
=== Wasteland === &lt;br /&gt;
Again the orcs' trail was easy to follow; they destroyed not just people and property, but the very land and forest. The elves encounter a small band of orcs and take no prisoners.&lt;br /&gt;
&lt;br /&gt;
=== Valley of Trolls === &lt;br /&gt;
&lt;br /&gt;
As Erlornas moves further north, the elves have to fight through a troll-occupied valley. &lt;br /&gt;
&lt;br /&gt;
=== Linaera the Quick === &lt;br /&gt;
&lt;br /&gt;
The elves find another orcish war band sieging the keep of Linaera the Quick. Erlornas breaks the siege with the help of Linaera and her students. Both Erlornas and Linaera sense something wrong and evil to the east. They band together to root it out.&lt;br /&gt;
&lt;br /&gt;
=== A Detour Through the Swamp === &lt;br /&gt;
&lt;br /&gt;
The Lich Keremal has settled in a wetland nearby. Linaera and the elves combine to defeat him and his undead minions.&lt;br /&gt;
&lt;br /&gt;
=== Showdown === &lt;br /&gt;
&lt;br /&gt;
The elves finally arrive at Rualsha's stronghold. Some Elvish Rangers arrive to help in the battle and convey the Elvish Council's wishes that Erlornas remove Rualsha before he musters an invasion force. Erlornas defeats Rualsha and the orcs flee from the elves. They still menace elves and humans, but are a more scattered threat.&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns - Story Material]]&lt;br /&gt;
[[Category:Campaigns - An Orcish Incursion]]&lt;/div&gt;</summary>
		<author><name>Lx</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Category:Campaigns_-_by_Title&amp;diff=36217</id>
		<title>Category:Campaigns - by Title</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Category:Campaigns_-_by_Title&amp;diff=36217"/>
		<updated>2010-04-21T04:47:44Z</updated>

		<summary type="html">&lt;p&gt;Lx: 01&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Campaigns]]&lt;/div&gt;</summary>
		<author><name>Lx</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Category:Campaigns_-_A_Tale_of_Two_Brothers&amp;diff=36216</id>
		<title>Category:Campaigns - A Tale of Two Brothers</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Category:Campaigns_-_A_Tale_of_Two_Brothers&amp;diff=36216"/>
		<updated>2010-04-21T04:47:26Z</updated>

		<summary type="html">&lt;p&gt;Lx: 01&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Campaigns - by Title]]&lt;/div&gt;</summary>
		<author><name>Lx</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=ATaleOfTwoBrothers&amp;diff=36215</id>
		<title>ATaleOfTwoBrothers</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=ATaleOfTwoBrothers&amp;diff=36215"/>
		<updated>2010-04-21T04:46:32Z</updated>

		<summary type="html">&lt;p&gt;Lx: typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is an easy campaign that is mainly intended to introduce new players to the mechanics of the game.&lt;br /&gt;
&lt;br /&gt;
== Rooting Out a Mage ==&lt;br /&gt;
* Objectives: Defeat Mordak, the evil mage&lt;br /&gt;
* Lose if: Arne dies or turns run out&lt;br /&gt;
* Turns: 18/18 (easy/hard)&lt;br /&gt;
* Starting units: Arne and lots of loyal units&lt;br /&gt;
You start with a lot of units and they are all loyal. This will be helpful later, so try not to get them all slaughtered. If you send 3 horsemen north and the rest of your force northwest along the river, you may be able to ambush the mage. Pay attention to the time of day; the undead will chew you up at night.&lt;br /&gt;
&lt;br /&gt;
On easy level you should be able to win this first scenario with the troops you get at start, without recruiting. Hang back enough that the undead can't reach you at night, then attack at dawn.  Attack the Dark Adepts with Spearmen and the Bats with Bowmen; attack the Skeletons with Footpads; use your Horsemen on already-wounded units to finish them off.&lt;br /&gt;
&lt;br /&gt;
On hard, you're probably going to need some reinforcements. It's best to recruit some expendable troops to place in harm's way to protect the loyal troops that you start with--their loyalty will prove helpful later, especially when they level up. You might have an opportunity to send in your Horsemen and take out Mordak around halfway through, but I'd recommend you spend the extra turns leveling up a couple units to get blade attacks (Horsemen to Knights or Spearmen to Swordsmen). A second level Footpad or two will also prove helpful in the third scenario.&lt;br /&gt;
&lt;br /&gt;
== The Chase ==&lt;br /&gt;
* Objectives: Get through the woods to the kidnappers, then defeat the dark adept&lt;br /&gt;
* Lose if: Arne dies or turns run out&lt;br /&gt;
* Turns: 28/24 (easy/hard)&lt;br /&gt;
* Starting units: Arne and a horseman&lt;br /&gt;
* Other: Remember the passwords&lt;br /&gt;
&lt;br /&gt;
The elves are too aggressive for their own good.  Keep your units in line- or V-shaped formations with one or both ends anchored on a village; Elvish Scouts/Riders will charge in by ones or twos and you should be able to swarm them with foot units.&lt;br /&gt;
&lt;br /&gt;
Again, avoid fighting the undead at the north map edge at night.  Let your main body catch up with your cavalry and surround them. When you prevail, make a note of the passwords and take Brena with you.  Heavy Infantry will be useful in the next scenario.&lt;br /&gt;
&lt;br /&gt;
On hard, a good strategy is to recruit lots of Spearmen to wound the Elvish Riders, and finish them off with your leader or another Knight. Ideally, you'll have a Paladin by the time you hit the undead in the next scenario.  When the enemy Wose approaches, you can recall your blade troops or (especially if you don't have enough blade attackers) you can leave the Wose behind as you march your troops north. He'll capture a town or two, but you should be able to stay a few steps ahead of him. You can split off a portion of your forces to take out the elvish leader for a few more experience points, just make sure you move enough troops north to take out the undead leader. &lt;br /&gt;
&lt;br /&gt;
While attacking undead at night is often foolhardy, in this case you only need to take out the Dark Adept leader, and he's a sucker for blasting units at night. If you march a couple expendable units to the edge of his range, he'll probably oblige, leaving himself open to your retaliation. Even at night cavalry make quick work of a Dark Adept.&lt;br /&gt;
&lt;br /&gt;
== Guarded Castle ==&lt;br /&gt;
&lt;br /&gt;
* Objectives: Rescue Bjarn (defeat the sorcerer to get the key, then unlock Bjarn's cell)&lt;br /&gt;
* Lose if: Arne dies or turns run out&lt;br /&gt;
* Turns: 30/24 (easy/hard)&lt;br /&gt;
* Starting units: Arne&lt;br /&gt;
* Other: &lt;br /&gt;
** Use the passwords from the previous scenario&lt;br /&gt;
** Chest with gold in northeast of castle&lt;br /&gt;
&lt;br /&gt;
One castleful of recruits should be enough to win.  Experiment with Heavy Infantry, they do well against orcs and undead.  Resist the temptation to grab the village nearest the castle gate before you've brought your main mass of troops to it; the orcs like attacking any unit isolated there, especially at night. If you put forward a strong battle line on the hills before the gate during the day, you can bluff the orcs into not attacking, leaving you free to march up and take the defensible castle squares and gain a significant advantage.&lt;br /&gt;
&lt;br /&gt;
Once inside the castle, split your troops into two large groups; take one west and the other east.  Arne should be in the westward group, as his brother is imprisoned in that direction. But don't miss the chest of gold to the northeast.  You'll need to kill the sorcerer before Arne can free his brother. Also note that the scenario is nice enough to give you several more turns after you defeat the sorcerer.&lt;br /&gt;
&lt;br /&gt;
On hard you won't have any Heavy Infantry to hide behind. The only impact damage available are Footpads, and while their high defense can survive a number of attacks, they always seem to get unlucky and die to three or four hits in a row. I guess I'm saying you'll want to bring extra, along with a Paladin and a few level 2 troops. If you can manage to keep a Footpad alive long enough to level up he'll prove quite helpful in dispatching the skeletons, and a good defensive unit to hide behind at night in the final scenario.&lt;br /&gt;
&lt;br /&gt;
While you're wearing down the defenses at the gate, if you send a Footpad or two off to one side inside the castle you can draw most of the skeletons over to that side. This leaves a opening on the other side for your faster units (Footpads and cavalry) to break for the sorcerer's chamber. Once you've dealt with the sorcerer, you should have time to mop up the enemies skeletons (and grab the treasure chest) while Arne rescues his brother.&lt;br /&gt;
&lt;br /&gt;
== Return to the Village ==&lt;br /&gt;
* Objectives: Find out what is happening in the village then defeat the Orcish Warlord&lt;br /&gt;
* Lose if: Arne or Bjarn die or turns run out&lt;br /&gt;
* Turns: 26/24 (easy/hard)&lt;br /&gt;
* Starting units: Arne and Bjarne&lt;br /&gt;
&lt;br /&gt;
There is no need to conserve gold in the last scenario, so recall all of your veterans.  Run a small group northeastward over the mountains where two houses cluster; this will distract the orcs while you take most of your forces straight north up the road to the village, circle eastward, and then hit their from the north. &lt;br /&gt;
&lt;br /&gt;
Pick off as many stragglers as you can before the main assault.  Goblin riders, which have more movement than the grunts, can often be lured into attacking a forward unit of yours in such a way that your Spearmen and cavalry can swarm them.&lt;br /&gt;
&lt;br /&gt;
On hard, you're faced with a small map, an endless stream of enemies, and a mostly worthless ally. As it's the last scenario, bring out your best units and as many expendable troops as you can afford (Spearmen work well, as do Bowmen if you can protect them) then head north in tight formation. Don't worry too much about holding the villages; your troops are better utilized fighting through to the enemy leader than chasing Wolf Riders across the map. You should easily overwhelm the enemy's scouts and join up with your ally. &lt;br /&gt;
&lt;br /&gt;
Break a wave or two of enemy troops by concentrating your attacks and maintaining a defensive formation (and relying on your ally to send random units out to die distracting the enemy). Once the enemy is only able to field two units a turn, take the offensive. Forge south in the daytime, defend overnight outside the fort, then attack the enemy leader at daybreak. You might lose some units in an all-out assault so it's wise to keep your &amp;quot;key&amp;quot; units at the edge of the fray until victory is assured. &lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns - Walkthroughs]]&lt;br /&gt;
[[Category:Campaigns - A Tale Of Two Brothers]]&lt;/div&gt;</summary>
		<author><name>Lx</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=A_Tale_Of_Two_Brothers_Story&amp;diff=36214</id>
		<title>A Tale Of Two Brothers Story</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=A_Tale_Of_Two_Brothers_Story&amp;diff=36214"/>
		<updated>2010-04-21T04:45:29Z</updated>

		<summary type="html">&lt;p&gt;Lx: cats&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Maghre was a sleepy, remote village in the western reaches of the Kingdom of Wesnoth. The wars and intrigue that plagued the Kingdom passed Maghre by with little impact. This sleepy existence was shattered when a dark mage moved into the area and began preying on the populace to satisfy the needs of his black magic.&lt;br /&gt;
&lt;br /&gt;
Bjarn was a local mage whom the people looked up to. He organized the villagers' defense but knew that old swords and pitchforks would not be enough. Using a magical amulet he contacted his brother Arne for help. Arne was the leader of a small troop of horsemen earning a living as caravan guards.&lt;br /&gt;
&lt;br /&gt;
Arne heeded his brother's call and he and his company rushed to Bjarn's assistance.&lt;br /&gt;
&lt;br /&gt;
== Rooting Out a Mage ==&lt;br /&gt;
Bjarn and Arne set off to eliminate Mordak the Dark Mage. The plan is for Arne's forces to distract Mordak's while Bjarn surprises the mage with a magical attack. All is going according to plan until Bjarn is captured and taken away to the north.&lt;br /&gt;
&lt;br /&gt;
== The Chase ==&lt;br /&gt;
&lt;br /&gt;
Arne's chase of Bjarn's kidnappers leads him to an elf-occupied forest. The leader of the elves has been corrupted by the dark forces and Arne's company must defeat them before continuing after Bjarn's kidnappers. Arne captures one of the kidnappers who reveals where Bjarn is being held.&lt;br /&gt;
&lt;br /&gt;
== Guarded Castle ==&lt;br /&gt;
&lt;br /&gt;
With a mixture of force and cunning, Arne's men break into the castle and rescue Bjarn.&lt;br /&gt;
&lt;br /&gt;
== Return to the Village ==&lt;br /&gt;
&lt;br /&gt;
Upon returning to Maghre, the brothers discover than an opportunistic Orcish Warlord has attacked. The village's defenders were depleted by the departure of Arne's expedition and are barely holding. After subduing the Warlord, Bjarn is faced with leading his village through a time of rebuilding. It would be an arduous task, but Bjarn knew his brother would always respond to his call should the need arise once more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns - Story Material]]&lt;br /&gt;
[[Category:Campaigns - A Tale of Two Brothers]]&lt;/div&gt;</summary>
		<author><name>Lx</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=ATaleOfTwoBrothers&amp;diff=36213</id>
		<title>ATaleOfTwoBrothers</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=ATaleOfTwoBrothers&amp;diff=36213"/>
		<updated>2010-04-21T04:44:24Z</updated>

		<summary type="html">&lt;p&gt;Lx: cats&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is an easy campaign that is mainly intended to introduce new players to the mechanics of the game.&lt;br /&gt;
&lt;br /&gt;
== Rooting Out a Mage ==&lt;br /&gt;
* Objectives: Defeat Mordak, the evil mage&lt;br /&gt;
* Lose if: Arne dies or turns run out&lt;br /&gt;
* Turns: 18/18 (easy/hard)&lt;br /&gt;
* Starting units: Arne and lots of loyal units&lt;br /&gt;
You start with a lot of units and they are all loyal. This will be helpful later, so try not to get them all slaughtered. If you send 3 horsemen north and the rest of your force northwest along the river, you may be able to ambush the mage. Pay attention to the time of day; the undead will chew you up at night.&lt;br /&gt;
&lt;br /&gt;
On easy level you should be able to win this first scenario with the troops you get at start, without recruiting. Hang back enough that the undead can't reach you at night, then attack at dawn.  Attack the Dark Adepts with Spearmen and the Bats with Bowmen; attack the Skeletons with Footpads; use your Horsemen on already-wounded units to finish them off.&lt;br /&gt;
&lt;br /&gt;
On hard, you're probably going to need some reinforcements. It's best to recruit some expendable troops to place in harm's way to protect the loyal troops that you start with--their loyalty will prove helpful later, especially when they level up. You might have an opportunity to send in your Horsemen and take out Mordak around halfway through, but I'd recommend you spend the extra turns leveling up a couple units to get blade attacks (Horsemen to Knights or Spearmen to Swordsmen). A second level Footpad or two will also prove helpful in the third scenario.&lt;br /&gt;
&lt;br /&gt;
== The Chase ==&lt;br /&gt;
* Objectives: Get through the woods to the kidnappers, then defeat the dark adept&lt;br /&gt;
* Lose if: Arne dies or turns run out&lt;br /&gt;
* Turns: 28/24 (easy/hard)&lt;br /&gt;
* Starting units: Arne and a horseman&lt;br /&gt;
* Other: Remember the passwords&lt;br /&gt;
&lt;br /&gt;
The elves are too aggressive for their own good.  Keep your units in line- or V-shaped formations with one or both ends anchored on a village; Elvish Scouts/Riders will charge in by ones or twos and you should be able to swarm them with foot units.&lt;br /&gt;
&lt;br /&gt;
Again, avoid fighting the undead at the north map edge at night.  Let your main body catch up with your cavalry and surround them. When you prevail, make a note of the passwords and take Brena with you.  Heavy Infantry will be useful in the next scenario.&lt;br /&gt;
&lt;br /&gt;
On hard, a good strategy is to recruit lots of Spearmen to wound the Elvish Riders, and finish them off with your leader or another Knight. Ideally, you'll have a Paladin by the time you hit the undead in the next scenario.  When the enemy Wose approaches, you can recall your blade troops or (especially if you don't have enough blade attackers) you can leave the Wose behind as you march your troops north. He'll capture a town or two, but you should be able to stay a few steps ahead of him. You can split off a portion of your forces to take out the elvish leader for a few more experience points, just make sure you move enough troops north to take out the undead leader. &lt;br /&gt;
&lt;br /&gt;
While attacking undead at night is often foolhardy, in this case you only need to take out the Dark Adept leader, and he's a sucker for blasting units at night. If you march a couple expendable units to the edge of his range, he'll probably oblige, leaving himself open to your retaliation. Even at night cavalry make quick work of a Dark Adept.&lt;br /&gt;
&lt;br /&gt;
== Guarded Castle ==&lt;br /&gt;
&lt;br /&gt;
* Objectives: Rescue Bjarn (defeat the sorcerer to get the key, then unlock Bjarn's cell)&lt;br /&gt;
* Lose if: Arne dies or turns run out&lt;br /&gt;
* Turns: 30/24 (easy/hard)&lt;br /&gt;
* Starting units: Arne&lt;br /&gt;
* Other: &lt;br /&gt;
** Use the passwords from the previous scenario&lt;br /&gt;
** Chest with gold in northeast of castle&lt;br /&gt;
&lt;br /&gt;
One castleful of recruits should be enough to win.  Experiment with Heavy Infantry, they do well against orcs and undead.  Resist the temptation to grab the village nearest the castle gate before you've brought your main mass of troops to it; the orcs like attacking any unit isolated there, especially at night. If you put forward a strong battle line on the hills before the gate during the day, you can bluff the orcs into not attacking, leaving you free to march up and take the defensible castle squares and gain a significant advantage.&lt;br /&gt;
&lt;br /&gt;
Once inside the castle, split your troops into two large groups; take one west and the other east.  Arne should be in the westward group, as his brother is imprisoned in that direction. But don't miss the chest of gold to the northeast.  You'll need to kill the sorcerer before Arne can free his brother. Also note that the scenario is nice enough to give you several more turns after you defeat the sorcerer.&lt;br /&gt;
&lt;br /&gt;
On hard you won't have any Heavy Infantry to hide behind. The only impact damage available are Footpads, and while their high defense can survive a number of attacks, they always seem to get unlucky and die to three or four hits in a row. I guess I'm saying you'll want to bring extra, along with a Paladin and a few level 2 troops. If you can manage to keep a Footpad alive long enough to level up he'll prove quite helpful in dispatching the skeletons, and a good defensive unit to hide behind at night in the final scenario.&lt;br /&gt;
&lt;br /&gt;
While you're wearing down the defenses at the gate, if you send a Footpad or two off to one side inside the castle you can draw most of the skeletons over to that side. This leaves a opening on the other side for your faster units (Footpads and cavalry) to break for the sorcerer's chamber. Once you've dealt with the sorcerer, you should have time to mop up the enemies skeletons (and grab the treasure chest) while Arne rescues his brother.&lt;br /&gt;
&lt;br /&gt;
== Return to the Village ==&lt;br /&gt;
* Objectives: Find out what is happening in the village then defeat the Orcish Warlord&lt;br /&gt;
* Lose if: Arne or Bjarn die or turns run out&lt;br /&gt;
* Turns: 26/24 (easy/hard)&lt;br /&gt;
* Starting units: Arne and Bjarne&lt;br /&gt;
&lt;br /&gt;
There is no need to conserve gold in the last scenario, so recall all of your veterans.  Run a small group northeastward over the mountains where two houses cluster; this will distract the orcs while you take most of your forces straight north up the road to the village, circle eastward, and then hit their from the north. &lt;br /&gt;
&lt;br /&gt;
Pick off as many stragglers as you can before the main assault.  Goblin riders, which have more movement than the grunts, can often be lured into attacking a forward unit of yours in such a way that your Spearmen and cavalry can swarm them.&lt;br /&gt;
&lt;br /&gt;
On hard, you're faced with a small map, an endless stream of enemies, and a mostly worthless ally. As it's the last scenario, bring out your best units and as many expendable troops as you can afford (Spearmen work well, as do Bowmen if you can protect them) then head north in tight formation. Don't worry too much about holding the villages; your troops are better utilized fighting through to the enemy leader than chasing Wolf Riders across the map. You should easily overwhelm the enemy's scouts and join up with your ally. &lt;br /&gt;
&lt;br /&gt;
Break a wave or two of enemy troops by concentrating your attacks and maintaining a defensive formation (and relying on your ally to send random units out to die distracting the enemy). Once the enemy is only able to field two units a turn, take the offensive. Forge south in the daytime, defend overnight outside the fort, then attack the enemy leader at daybreak. You might lose some units in an all-out assault so it's wise to keep your &amp;quot;key&amp;quot; units at the edge of the fray until victory is assured. &lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns - Walkthroughs]]&lt;br /&gt;
[[Category:Campaigns- A Tale Of Two Brothers]]&lt;/div&gt;</summary>
		<author><name>Lx</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Category:Campaigns_-_Story_Material&amp;diff=36212</id>
		<title>Category:Campaigns - Story Material</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Category:Campaigns_-_Story_Material&amp;diff=36212"/>
		<updated>2010-04-21T04:42:59Z</updated>

		<summary type="html">&lt;p&gt;Lx: 01&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Campaigns]]&lt;/div&gt;</summary>
		<author><name>Lx</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=A_Tale_Of_Two_Brothers_Story&amp;diff=36211</id>
		<title>A Tale Of Two Brothers Story</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=A_Tale_Of_Two_Brothers_Story&amp;diff=36211"/>
		<updated>2010-04-21T04:42:27Z</updated>

		<summary type="html">&lt;p&gt;Lx: 01&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Maghre was a sleepy, remote village in the western reaches of the Kingdom of Wesnoth. The wars and intrigue that plagued the Kingdom passed Maghre by with little impact. This sleepy existence was shattered when a dark mage moved into the area and began preying on the populace to satisfy the needs of his black magic.&lt;br /&gt;
&lt;br /&gt;
Bjarn was a local mage whom the people looked up to. He organized the villagers' defense but knew that old swords and pitchforks would not be enough. Using a magical amulet he contacted his brother Arne for help. Arne was the leader of a small troop of horsemen earning a living as caravan guards.&lt;br /&gt;
&lt;br /&gt;
Arne heeded his brother's call and he and his company rushed to Bjarn's assistance.&lt;br /&gt;
&lt;br /&gt;
== Rooting Out a Mage ==&lt;br /&gt;
Bjarn and Arne set off to eliminate Mordak the Dark Mage. The plan is for Arne's forces to distract Mordak's while Bjarn surprises the mage with a magical attack. All is going according to plan until Bjarn is captured and taken away to the north.&lt;br /&gt;
&lt;br /&gt;
== The Chase ==&lt;br /&gt;
&lt;br /&gt;
Arne's chase of Bjarn's kidnappers leads him to an elf-occupied forest. The leader of the elves has been corrupted by the dark forces and Arne's company must defeat them before continuing after Bjarn's kidnappers. Arne captures one of the kidnappers who reveals where Bjarn is being held.&lt;br /&gt;
&lt;br /&gt;
== Guarded Castle ==&lt;br /&gt;
&lt;br /&gt;
With a mixture of force and cunning, Arne's men break into the castle and rescue Bjarn.&lt;br /&gt;
&lt;br /&gt;
== Return to the Village ==&lt;br /&gt;
&lt;br /&gt;
Upon returning to Maghre, the brothers discover than an opportunistic Orcish Warlord has attacked. The village's defenders were depleted by the departure of Arne's expedition and are barely holding. After subduing the Warlord, Bjarn is faced with leading his village through a time of rebuilding. It would be an arduous task, but Bjarn knew his brother would always respond to his call should the need arise once more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns - Story Material]]&lt;/div&gt;</summary>
		<author><name>Lx</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Category:Campaign_Walkthroughs&amp;diff=36210</id>
		<title>Category:Campaign Walkthroughs</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Category:Campaign_Walkthroughs&amp;diff=36210"/>
		<updated>2010-04-21T04:40:19Z</updated>

		<summary type="html">&lt;p&gt;Lx: rdr&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Category:Campaigns - Walkthroughs]]&lt;/div&gt;</summary>
		<author><name>Lx</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Category:Campaigns_-_Walkthroughs&amp;diff=36209</id>
		<title>Category:Campaigns - Walkthroughs</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Category:Campaigns_-_Walkthroughs&amp;diff=36209"/>
		<updated>2010-04-21T04:37:31Z</updated>

		<summary type="html">&lt;p&gt;Lx: 01&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Campaigns]]&lt;/div&gt;</summary>
		<author><name>Lx</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=HeirToTheThrone&amp;diff=36208</id>
		<title>HeirToTheThrone</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=HeirToTheThrone&amp;diff=36208"/>
		<updated>2010-04-21T04:37:07Z</updated>

		<summary type="html">&lt;p&gt;Lx: rename of cat&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. However, it's 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 crossbow 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;
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;
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;
&lt;br /&gt;
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. There is another cage to the northeast, and one far to the north.&lt;br /&gt;
&lt;br /&gt;
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, so go north with enough mermen to defeat the Nagas guarding eh northern cae (on hard this probably means all of them). 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 (expect losses), you can attempt to lure the land orcs into the water.&lt;br /&gt;
&lt;br /&gt;
On land, you have to fight off a wave of orcs and trolls heading south and then west. Your 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 may need tor retreat at dusk.&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, a shaman, the merman with the trident, and an elven fighter leveled up.&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. You fight undead either way.&lt;br /&gt;
&lt;br /&gt;
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 or those who are looking for an interesting tactical exercise may wish to consider the sea route to the Isle of the Damned: you can't recall any of your previous units (except mermen), but you can recruit outlaw-type humans and perhaps recruit a loyal White Mage for future scenarios. Note that this is the only opportunity to do so in the entire campaign.&lt;br /&gt;
&lt;br /&gt;
Tip: Overall, I got more mileage from elves compared to the outlaws you can recruit in the brief window of opportunity provided by the Isle of the Damned scenario. However, the White Mage you can pick up there is a godsend, plus you can give your mermen some much-needed experience by harassing the undead through hit-and-run attacks from all around the island.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing both enemy leaders, and the ability to choose the next scenario.&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;
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.&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.&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.&lt;br /&gt;
&lt;br /&gt;
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;
&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.&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 that 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;
== 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;
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;
&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;
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 three 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.  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;
&lt;br /&gt;
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. If you have some of the flying elvish units, they fight equally well over land or water.  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;
&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&lt;br /&gt;
*Starting units: Konrad, Delfador, Kalenz, a random soldier&lt;br /&gt;
*Early finish bonus: ?? &amp;lt;!-- Uh, could someone fill this in? --&amp;gt;&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 quickest strategy is to recall a few Knights, Lancers, Paladins, and/or Grand Knights along with fresh Horsemen, kill the northwestern leader, then head east. The eastern leader's wolf riders will attempt to attack you through the center of the map, so be sure to place a few horsemen there. It's a good idea for Kalenz and Delfador to defend the southern mountains, as a few riders may come there as well. This is a good level for getting a large amount of gold.&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&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 -- or the main one in version 1.3.4)&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. -- [v.1.3.4: moving directly to the eastern entrance does not work; it is blocked]&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;
&lt;br /&gt;
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;
&lt;br /&gt;
&amp;quot;coward&amp;quot; strategy for version 1.3.4 :&lt;br /&gt;
In this version, you get a elvish scout, who says he'll check the entrance to see if it is opened. Send him there, passing on the right of the mountains that are along the &amp;quot;path&amp;quot; to the entrance. This will stop the north western orcs from killing him too soon. Once that is done, move the scout to the north western mountains, to lure the enemies there.&lt;br /&gt;
Recruit one turn worth of elvish scouts as sacrificial units. They'll lure the enemies away from Konrad. For a higher chance of success, leave Delfador and Kalenz near your keep, in the south. Since Kalenz is weak, he can easily be killed before Konrad makes it to the cave entrance. Once Konrad is near the center of the map (and overwhelmed by orcs), move them North a bit, to attract enemies to them. All you need to do now is move Konrad to the entrance as fast as possible. The cuttlefish should appear in the lake as you pass by it, which will delay the orcs some more.&lt;br /&gt;
&lt;br /&gt;
Do It Quickly:&lt;br /&gt;
On the first turn recruit some units you may want to give experience to (and you're not afraid of losing them too), but choose only those having movement range 6 or greater. Then capture two nearest villages with Konrad and Delfador. Run straight north. The elf scout should be the leader to the doors and the only step off the straight path is to capture the village NE of the lake. This should unleash the octopus which will attract NW troops (not sure, tried only once)&lt;br /&gt;
Eastern and western opponents are lazy and more attracted to the villages income than to fight. So they will first go south to capture villages near your keep. Before they do, you'll be at the middle of the map.&lt;br /&gt;
If you recruited units with movement 6 and headed N without any stop, you're likely to be engaged at the pillars by some units from NW. Delfador and other leaders should have no problem dealing with them. Next attack may happen at the doors, one turn before Konrad reaches the entrance.&lt;br /&gt;
I managed to do it, losing only one 1st level mage.&lt;br /&gt;
&lt;br /&gt;
Version 1.2.5:&lt;br /&gt;
I played on medium and found that I had only 20 turns. Killing all the orc leaders didn't end the game. You will still need to reach the door with Konrad. After reloading, I killed all the orc leaders AND managed to get Konrad to the door within 20 turns (20 exactly) but there was no bonus and I ended up with -ve gold because I had to recall all my veterans to kill the leaders. Finally, I adopted the coward's strategy. Created 5 Elvish scouts and 10 thieves and used them as canon fodder for the orcs. There were too many orcs and only 2 of the scouts survived but I ended up with 11 rounds of bonus.&lt;br /&gt;
&lt;br /&gt;
Version 1.6.4:&lt;br /&gt;
&lt;br /&gt;
On medium difficulty, I was able to defeat two out of the three leaders, and reach the door with Conrad by recruiting archers &amp;amp; horsemen, and then taking the western Orc keep. Then, i recruited one keep more of horsemen, and pushed forward. I was able to get Konrad to the exit by turn eighteen, and ended up defeating the northern Orc leader and most of the easter leader's troops, but I ended up with -ve gold. I was left with 1 horseman with 18/35 experience, four lancers, and two rangers i didn't have before.&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;
&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. 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;
&lt;br /&gt;
Tip: After this map, Gryphon Riders will finally be available for recruiting - provided you killed the Mother Gryphon during the Gryphon Mountain scenario previously.&lt;br /&gt;
&lt;br /&gt;
Tip: For the next three stages you don't have to use too many dwarven companions. All I needed was 2 fighters, 2 riders, 2 guardmen,and 2 thunderers. These fighters I use over and over leading them to all level up to level 3 and having lots of gold by the time I finish the cave levels.&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 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 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;
== 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;
** 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;
&lt;br /&gt;
Give Li'sar the Sceptre as it gives her a ranged attack. In a later scenario another artifact (melee weapon) will be available, although it may be given to any unit. Since it replaces the unit's melee attack, it may be better to give that to Konrad since his melee attack is not as powerful as Li'sar's.&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
Note: in version 1.2.4 there is an early finish bonus.(for easy mode at least) It is still a good place (and idea) to level up.&lt;br /&gt;
&lt;br /&gt;
Tip: There is an early finish bonus for I had beat this stage within thirty turns and that had gave me a bonus of 37 gold per turn which multiplied to 185.&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&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;
&lt;br /&gt;
Scenario objectives: Kill either leader.&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
Tip: If you plan to head south against the undead leader, you can use your mermen - there are large tracts of swampy terrain for them to travel around in.&lt;br /&gt;
&lt;br /&gt;
Tip: Gryphon riders make excellent diversions if you need to draw the enemy's attention away, especially if you are headed north and need something to slow down the undead chasing you from the south. Fly a gryphon rider or two southwest and make village-stealing forays east towards the undead castle. A couple of faster undead (e.g. chocobones) will usually move far away enough to catch up to your main army, but the remaining units should be temporarily distracted by the gryphons and waste a few turns turning back to go after them. This should free the bulk of your forces to deal with the orcs in the hills.&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 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;
&lt;br /&gt;
Early finish bonus for killing all 5 enemy leaders.&lt;br /&gt;
&lt;br /&gt;
Tip:This is another stage where you can use mermans specifically your strongest merman, merman priestess and ones with the tridents.&lt;br /&gt;
&lt;br /&gt;
== Scenario 20 - 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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
Version 1.2.5:&lt;br /&gt;
In this version, the fastest and best way for me was to just make Konrad run alone. Don't recall any units as the elvish riders that appear can be cannon fodder if necessary. Start by moving near the river side until you see orcs in the distance. Proceed slowly and wait for them to engage the humans. Then a group of elves will rush in to fight both orcs and humans. Time your run carefully between the elven forces in a NE direction and you can avoid meeting any humans or orcs. I think I finished in 13 or 14 turns without a single shot being fired (or flaming sword being slashed).&lt;br /&gt;
&lt;br /&gt;
Alternate Strategy:&lt;br /&gt;
&lt;br /&gt;
If you don't feel too confident, you can always try the most cowardly route of all, by going through the plains to the South, where you can eventually jump the river to safety. However, if you go through by this route, you will have to get close to &amp;quot;glancing blow&amp;quot; distance of the Humans- and their literal army of roughly 20 Swordsmen, guarding the west side of their encampment.&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;
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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;
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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;
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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;
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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;
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== Scenario 25 - Epilogue ==&lt;br /&gt;
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[[Category:Campaigns - Walkthroughs]]&lt;/div&gt;</summary>
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