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		<id>https://wiki.wesnoth.org/index.php?title=Northern_Rebirth&amp;diff=72732</id>
		<title>Northern Rebirth</title>
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		<updated>2024-04-19T21:21:59Z</updated>

		<summary type="html">&lt;p&gt;Schnobs: /* Elvish Princess */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Breaking the Chains===&lt;br /&gt;
* '''Objective:''' Defeat the orc leaders.&lt;br /&gt;
* '''Lose if:''' Tallin dies or turns run out.&lt;br /&gt;
* '''Turns:''' 41/31/26 (Challenging / Difficult / Nightmare).&lt;br /&gt;
* '''Starting units:''' Tallin and Zlex, a loyal peasant.&lt;br /&gt;
&lt;br /&gt;
All you can recruit in this scenario are level 0 Peasants and Woodsmen, so it calls for unusual tactics. Initially you can't overpower the orcs by brute force. Fortunately though, the orcs are fighting amongst themselves, so guerilla tactics will work. Keep your head down, and let the orcs weaken each other while you slip around the edges and grab as many villages as you can - even if you have to sacrifice a few units. The southern edge especially is a good place to grab villages. Once the orcs are done fighting (one side will be mostly out of units), march your Woodsmen in a line and finish them off.&lt;br /&gt;
&lt;br /&gt;
The next scenario can be ''expensive'', so try to finish as early as you can.  Don't worry too much about levelling troops (except for Tallin and Zlex), because you'll get better troops next scenario anyway.  When you do level units, keep in mind that you'll mostly be fighting skeletons for the next four scenarios; Bowmen will be okay late-game but not so good in the near future.&lt;br /&gt;
&lt;br /&gt;
Also, beware of the tunnel entrance to the north-east. When you move there you will unleash a squad of trolls. Sometimes they attack the orcs (good for you) but other times they attack you. Since they are resistant to your pierce attacks, they can give you a bit of trouble should the latter happen.&lt;br /&gt;
&lt;br /&gt;
===Infested Caves===&lt;br /&gt;
* '''Objectives:'''&lt;br /&gt;
** Find the dwarves and move Tallin to their castle; or..&lt;br /&gt;
** Clear the caves by defeating all enemy leaders.&lt;br /&gt;
* '''Lose if:''' Tallin or Hamel dies or turns run out.&lt;br /&gt;
* '''Turns:''' 55/50/45 (Challenging / Difficult / Nightmare).&lt;br /&gt;
* '''Starting units:''' Tallin and a supporter (typically Zlex, unless you lose him).&lt;br /&gt;
* '''Other:''' Find Camerin the Arch Mage in the northernmost village.&lt;br /&gt;
&lt;br /&gt;
This will be a long write-up, because this is a difficult scenario that stumps many players.&lt;br /&gt;
&lt;br /&gt;
First, here is the big picture. If you play just a few turns into this scenario, you will readily notice the green and blue Troll Whelps, the orange and white Skeletons, and you'll probably soon see the brown level 2 trolls coming from the far side of the large chamber. All of these have a cache of villages behind some sort of choke-point, which means that they won't run out of money and fresh recruits. Once you make it past the brown trolls, you'll come across another castle of skeletons, then finally, the home of the dwarves. Trolls, skeletons, and dwarves will all fight the others, given the chance. Depending on much randomness and the difficulty level, the dwarves may kill their adjacent undead leader and show up in the main hall as early as turn 15, or they may be stalemated by the skeletons until the end of time.&lt;br /&gt;
&lt;br /&gt;
Now, let's have a look at the troops at your disposal:&lt;br /&gt;
&lt;br /&gt;
*Footpads' don't have many HP, but also tend to take little damage due to their dodge rating. They're also quite fast. However, their damage output is (barely) sufficient against skeletons and totally inadequate against trolls—they won't get pushed back, but won't push forward either. Still, footpads should make up the bulk of your army: As you lack healers, your troops need to run back back to a village when they get beat up. Footpads run faster and take less damage than your other units.&lt;br /&gt;
*Thugs, with their powerful impact attack, will do more damage than anyone else. However, being melee-only means they get beat up in the process, not to mention shot to pieces by the Skeleton Archers. Pulling them back for healing takes a lot of time. Having a thug in the right place at the right time can make quite a difference... but you don't need them to finish this level and probably won't ever recall them later.&lt;br /&gt;
*Poachers are virtually useless against skeletons, but the best ranged attackers against trolls. Later (much later) you will need a few good archers, and now is the time to train them. Something like four or six will probably be enough, though.&lt;br /&gt;
&lt;br /&gt;
Next, let's examine your opponents. The area in the east around the brown trolls is the key to winning this scenario. But let's start with the minor opponents, the four teams of level-1 trolls and skeletons closest to your initial keep. Sealing them at their choke-points is easy. Generally, you should immediately send off some footpads towards each of the four, occupy a favorable line of defense, then reinforce them over the next couple of turns. If and when you defeat any of the four, you'll discover a secret passage to their neighbour. Meanwhile, additional troops should assemble in the main hall for the fight against the brown trolls. All told, you will need like 40 men and could use many more—if you don't have at least 500 gold to begin with, revert and replay the previous level, shooting for more like 800 gold.&lt;br /&gt;
&lt;br /&gt;
There are six opponents in all:&lt;br /&gt;
&lt;br /&gt;
1) The blue trolls (north). There's village on a small patch of meadows where you'll discover a level-3 mage who will join you. Get there quickly or you won't make it until much much later. If you want to stalemate the blue trolls, put a Footpad on the mushroom patch and another unit on the cave hex. There are other possible stalemate lines if you need to fall back. You can kill this leader by an assault up this tunnel, but it will take some time unless you get lucky. &lt;br /&gt;
&lt;br /&gt;
2) The green trolls (south). There are two excellent stalemate lines here. In the 2-hex wide area, the village close to your keep and one adjacent hex behind are great for quick Footpads, which can dart off to another village to heal if necessary. The other stalemate line is in the 3-hex wide area, where there is a village and a mushroom patch opposite. Putting a third unit in the middle and behind for a U-shaped line allows you to get three attacks on one, whereas the enemy can only muster two attacks on one. If you want to kill the green troll leader instead of just stalemating him, you'll need to be more aggressive, moving as far forward as quickly as possible. With your troops closing in on his keep, the leader will occasionally take part in the fight—eventually this will be his downfall.&lt;br /&gt;
&lt;br /&gt;
3) The orange skeletons (east then south) can be totally contained with a couple of Footpads initially. The trolls will come to help. On harder difficulty levels, you may want to widen the containment area so that a few orange skeletons enter the main chamber; this will attract more trolls to bash on the skeletons, which means less trolls bashing on your troops.&lt;br /&gt;
&lt;br /&gt;
4) The white skeletons' exit (east then north) is extremely easy to guard—just see to it that you get there in time. But hey: there's a second hole further down the hall, pretty close to the brown trolls. For now, that's in your favor. After the brown trolls have been defeated, you can loosen your grip on the first gap—his skeletons will prefer that outlet and leave the second corridor unguarded. You can then march a whole army up there and occupy about ten white villages. Deprived of his income, destroying the white leader will be standard procedure.&lt;br /&gt;
&lt;br /&gt;
5) The brown trolls (east). Occupy the castle ruins and rugged terrain in the center of the large cave, but not before most of the trolls have moved off to fight the orange and white skeletons. You may try to lure out the troll leader and pin him down, or just rush in and occupy his castle. Just make sure that he can't recruit any more. Killing him may take several turns and will certainly cost you some units, but as long as you keep him from recruiting, things will work out. Also remember that there's another set of skeletons behind the trolls. On the harder difficulty levels, the undead will be ready to burst out of the south-east tunnel by turn 13; you will want to arrive before, so that you can contain them.&lt;br /&gt;
&lt;br /&gt;
6) The final skeletons (south-east) you'll find past the trolls are in a battle with the dwarves. On the easier difficulty levels, it's is even possible they no longer exist, as they may have succumbed to the dwarves. On the harder difficulty levels, these skeletons have probably stalemated the dwarves and have turned their attention to an assault on the trolls and you. Once these undead are gone, the dwarves will pour out and &amp;quot;help&amp;quot; you with the remaining opponents, stealing kills and standing in the way. You should maybe fill up the corridor just south of the brown trolls' fortress with units of your own, just to keep the dwarves away. Peasants will do. Also don't forget to seize the dwarven villages - there's quite a few.&lt;br /&gt;
&lt;br /&gt;
Finally, here are strategies players have used with success...&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Total victory&amp;quot; strategy — Technically speaking, it would suffice to win if you somehow manage to move Tallin into the dwarves' home without killing any enemy leaders. However, this requires that you somehow get past the brown trolls; if you can do that, you can just as well rub them out. On the easier difficulty levels, killing all the other enemy leaders on top of the brown troll leader isn't difficult but takes some patience. On easy, you've got 60 turns, and even if you need 40 in order to clear the map, you're still in for a &amp;lt;i&amp;gt;huge&amp;lt;/i&amp;gt; early finish bonus, which you'll really need later on. Advance with all haste on the blue trolls, green trolls, brown trolls, and/or white skeletons (using the eastern entrance or the secret passage from the blue trolls); use their villages to build a massive army for the rest.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Migration&amp;quot; strategy (as per [http://forums.wesnoth.org/viewtopic.php?p=476131#p476131 HomerJ's forum post]) — On the harder difficulty levels, a total victory might not be possible and even just getting Tallin to the dwarves will require a carefully choreographed ballet, playing off the trolls against the skeletons. First things first: rescue the Arch Mage and send him to join your main army. Using Footpads, set up containment lines against the blue trolls, green trolls, white skeletons, and orange skeletons. In the main chamber, the trolls there will be more interested in fighting the skeletons than your troops, if you keep them healthy and on good terrain. Around turn 8, after most of the brown trolls have joined your Footpads against the skeletons, move the bulk of your army into the main chamber. Fan your Footpads out, grabbing fortress hexes and other good terrain, creating a pocket for your more vulnerable units inside. By turn 12, you need to be in the brown trolls' keep so that you can block the undead that are about to burst out of the south-east passage. Meanwhile, you should &amp;quot;release the hounds&amp;quot; - remove the stalemate lines against Troll Whelps in the west, allowing them to pour into the main chamber. This will entertain the orange and white skeletons for quite some time, preventing the skeletons from endangering your new home in the east. The brown trolls have a cache of villages just north-east of their keep, so grab those, start generating income again, and recruit units as needed. Set up a defensive line along the western edge of your new keep, while advancing through the south-east tunnel and killing the undead leader there. Raid the dwarven villages for income and wait until the last turn to move Tallin to a dwarven castle hex.&lt;br /&gt;
&lt;br /&gt;
===To The Mines===&lt;br /&gt;
* '''Objectives:'''&lt;br /&gt;
** Go to the mines (with Tallin); or..&lt;br /&gt;
** Defeat the wolves.&lt;br /&gt;
* '''Lose if:''' Tallin or Hamel dies or turns run out.&lt;br /&gt;
* '''Turns:''' 36/30/24 (Challenging / Difficult / Nightmare).&lt;br /&gt;
* '''Starting units:''' Tallin, Hamel, Camerin and a supporter.&lt;br /&gt;
&lt;br /&gt;
This is designed to be more of a breather scenario, letting you get a bit of fresh air and level a few units before you plunge back into the caves. However, stay on your guard because if you get sloppy, you could experience a lot of grief.&lt;br /&gt;
&lt;br /&gt;
The basic strategy is to recruit lots of dwarves and sweep north in a line. You'll lose a few but level up more, which will be your most reliable heavy infantry in later scenarios. Beware Wolf Riders nipping around your flanks and don't leave any units isolated. Recalling Poachers/Trappers will make quicker work of the Wolf Riders but the experience may be appreciated more if it is doled out to dwarves.&lt;br /&gt;
&lt;br /&gt;
Alternatively, recruit a keep full of level 0 &amp;quot;targets&amp;quot; and make a point of leaving one or two of them isolated (but with support troops nearby). The AI loves to attack these &amp;quot;soft&amp;quot; targets, leaving his units vulnerable to your full counterattack. With a bit of luck, you can even lure out the enemy leader for an easy (and early) finish.&lt;br /&gt;
&lt;br /&gt;
===Clearing The Mines===&lt;br /&gt;
* '''Objective:''' Clear the mines by defeating all enemy leaders.&lt;br /&gt;
* '''Lose if:''' Tallin or Hamel dies or turns run out.&lt;br /&gt;
* '''Turns:''' 65/55/45 (Challenging / Difficult / Nightmare).&lt;br /&gt;
* '''Starting units:''' Tallin, Hamel, Camerin, a supporter and a couple of veteran dwarves.&lt;br /&gt;
* '''Other:''' LOTS of ghouls show up on turn 21.&lt;br /&gt;
&lt;br /&gt;
This is a large scenario, and a tough one, but it's very important to do well here. There are two key secrets which will dictate your strategy.&lt;br /&gt;
&lt;br /&gt;
The first secret: this is the last scenario on which you can recruit dwarfs. Dwarfs are probably the best units in your army, *especially* against skeletons; you want to recruit lots of them now, so that you can recall them later and level them into Dwarven Lords. Recruit, recruit, recruit, until you run out of gold. You should have a continuous stream of of dwarfs going both north and east.&lt;br /&gt;
&lt;br /&gt;
I didn't recruit any of the Dwarvish Thunderers—they're not much good against skeletons, and I don't like the element of randomness where half the time they deal no damage. You might feel differently.&lt;br /&gt;
&lt;br /&gt;
When fighting the guard skeletons, try to lure them off their platforms before attacking. They'll cheerfully leave their posts to attack your low-level units, especially if they think there's a chance to kill something.&lt;br /&gt;
&lt;br /&gt;
The second secret: see all that water on the level? On turn 21, most of that water turns into swamp, and every swamp hex will have a Ghoul on it. You need to have most of the Draugs dead before this happens, so don't dawdle.&lt;br /&gt;
&lt;br /&gt;
There are two ways to deal with the Ghouls. The first option is to kill the Lich before turn 22.  This is tricky, but very doable. The Lich is very frisky about leaving his keep to attack you; lure him away and hit him with whatever Dwarven Lords you have.&lt;br /&gt;
&lt;br /&gt;
The second option is to farm the Ghouls for experience. You've got lots and lots of dwarves, right?  Why not have fun with them? Surround the water with dwarfs on all sides, and wait for turn 21.  You'll lose a few dwarfs, but you'll gain a lot of experience, too. Be careful of the Lich, who will attack when you get close. You don't want to kill him until most of the Ghouls are dead, so it's best to just put up with him (and try not to move any high-level units where he can get at them).&lt;br /&gt;
&lt;br /&gt;
Comment (Wesnoth 1.14 or later): The map has been redrawn, with chokepoints in the entrance passageways; in each direction there are two chokepoints with some villages between them, the undead will occupy these village areas in turn 3 (northwards) and turns 3-4 (eastwards). The passage northwards has bridges on your side of that area, which aren't a chokepoint for bats and where your dwarves have only 30% def; the chokepoints eastwards are wider with solid rock terrain underfoot, but in both cases you want to get control as quick as possible. Camerin (and some backup) should move north of the bridges during turn 2, and to the east Hamel should be in the village area in turn 4.&lt;br /&gt;
&lt;br /&gt;
Comment (Nightmare): Finishing before turn 21 or even surrounding all the water by that time looks very much impossible, however even if you only took out the two leaders on the western edge of the map until turn 21 it is very well possible to kill all those Ghouls and still receive a handy gold bonus. Ghouls are scared of levelled thugs and dwarf fighters, which makes &amp;quot;controlling&amp;quot; them pretty easy.&lt;br /&gt;
&lt;br /&gt;
===The Pursuit===&lt;br /&gt;
* '''Objectives:''' Find Malifor and destroy him.&lt;br /&gt;
* '''Lose if:''' Tallin dies.&lt;br /&gt;
* '''Turns:''' Unlimited.&lt;br /&gt;
* '''Starting units:''' Tallin, Camerin, a supporter and a veteran dwarf.&lt;br /&gt;
* '''Other:'''&lt;br /&gt;
** Get the Rod of Justice in the northern chamber.&lt;br /&gt;
** Raid the treasury.&lt;br /&gt;
** You'll find many loyal units in this scenario, including an Elvish Druid, two White Mages, a Drake Burner, a group of 3 Dwarves and a Wraith.&lt;br /&gt;
&lt;br /&gt;
You first have to fight your way past two guards (play it safe, you're not in a hurry yet) before the level opens with an 6-way junction of passages. Here's the rules of the place: each of these passages is lined with more guards like the ones you just passed, and leads to a an enemy leader with a keep. Entering a passage and spotting a guard there will raise an alarm; at this moment, the leader of that passage receives some money and starts recruiting. Until then, they only have a very small income to work with.&lt;br /&gt;
&lt;br /&gt;
You will know when this happens, a guard will exclaim &amp;quot;Intruders!&amp;quot; or &amp;quot;Call the guards!&amp;quot; or words to that effect. In short, you have some control over when enemies come out of which passage. Don't get into a fight everywhere at once; without healers or villages, beat-up units can only retreat to the entrance passage and regain 2hp per turn from standing idle.&lt;br /&gt;
&lt;br /&gt;
Each passage is identified by a signpost. Going clockwise from where you enter:&lt;br /&gt;
&lt;br /&gt;
'''1) The Dungeon'''. Here you will find a few prisoners in cages, who will become ''loyal'' followers: a Drake, an elvish Sorceress and two very special White Mages: Whenever one of them gets killed, it will be resurrected by the other, with full hitpoints! (After the 1.14.7 update, the mages retain their experience points, and resurrect next to Tallin, which is different than previous versions.) On the harder difficulty levels, you probably have to use their resurrection ability to the utmost. Behind the most remote prisoner you will also discover a narrow passage leading to the Great Chamber. More about that later.&lt;br /&gt;
&lt;br /&gt;
'''2) The Treasury'''. A unit of 6 movement points stepping up to the signpost will trigger the alarm; faster units have to stay even further back. Here you will find several chests containing over 4000 gold pieces all told. While this scenario has no turn limit, you get to keep all the gold you do not spend on unit upkeep, so think of this gold as your early finish bonus. One of the chests contains the Rod of Justice, an item that grants stat boosts and a powerful ranged magic attack. If your loyal follower Zlex is still alive, it's probably better to let him have the item rather than Tallin (who will become a General with a crossbow soon, and usually has to recruit for several turns before he can join the battle).&lt;br /&gt;
&lt;br /&gt;
'''3) The Great Chamber'''. The guards raising the alarm can be seen with 7MP from the signpost. The enemy keep is in a large-ish cave in front of the actual Great Chamber, surrounded by three villages, giving this leader a slightly higher income compared to the others. You can expect a level-1 skeleton to come from this passage at about turn 12; this skeleton is also going to raise the alarm once you see it (no other leader's recruits will do this), leading to a more serious wave of attackers arriving by turn 18 or so.&lt;br /&gt;
&lt;br /&gt;
A task force coming up the &amp;quot;secret&amp;quot; tunnel from the Dungeon can assassinate this leader, while his recruits are away fighting you further down the main corridor. Once the leader is laid to rest, you will find three loyal dwarves, who will also tell you about a back door into the treasury. This backdoor leads straight to the chest containing the rod of justice. The Great Chamber itself, however, is a death trap: the first unit to enter it will trigger a cave-in, sealing off the chamber as well as releasing a several of spiders. Just don't enter the great chamber. Nothing but death awaits.&lt;br /&gt;
&lt;br /&gt;
'''4) Malifor's Study'''. Raising the alarm requires you to walk quite some ways into the tunnel. After the usual guards and another sub-leader you find a wide door, which you can chose to open now or later. Once you enter the study proper, Malifor is going to call up a few Liches and Deathblades, which you have to fight in a large room without any cover. Even with elite troops and holy water (see below), you are going to suffer losses in that fight. It's probably best to only send in your White Mages who can resurrect each other, while your host watches from a safe distance. Like, well outside of the study. Malifor himself can only be killed by the White Mages, others can't even hurt him: their attacks will all miss.&lt;br /&gt;
&lt;br /&gt;
'''5) &amp;quot;Caution!, Tunnel flooded...&amp;quot;''' -- you're not going to raise the alarm until you spot the leader standing on the keep, but he has a higher than usual income (10/16/22gp depending on difficulty) and a few villages as well, so you can expect a rather steady stream of skeletons to come from this direction almost from the beginning (the first ones will be delayed by seizing the villages). On top of that, the corridor narrows to two tiles wide at some point, making it hard to force a breakthrough. On lowest difficulty, you can hold the chokepoint until the enemy runs out of money; higher levels will require more daring and risk-taking. For your efforts, you can find five bottles of holy water in a secret chamber behind the enemy keep. Exploring further, there will be an underground lake and river with first some tentacles, and a few Nagas further on. The first water-borne village contains a Wraith who has escaped Malifor and will join you as a loyal follower. Behind the Nagas, there is side entry into Malifor's Study.&lt;br /&gt;
&lt;br /&gt;
The strategy is quite straightforward: you want to liberate the healers first. By the time you have achieved this, an attack from the direction of the Great Chamber is either imminent or already underway, while some of your units have just discovered the secret passage to take out the Great Chamber leader from behind. Defeating that one, in turn, reveals the backdoor into the treasury. Meanwhile you will have to fend off 1-2 skeletons per turn coming from the flooded tunnel. You should try to push towards the flooded tunnel as soon as you can spare a few troops to do so, mostly because this will take you the longest to achieve. Chances are that by the time you find the holy water, you no longer need it. However, you really want the loyal Wraith from the waterlogged village.&lt;br /&gt;
&lt;br /&gt;
As for recruiting, apart from a few Nagas and Tentacles, you're only going to face skeletons, many of them level-2 and quite a few level-3s as well. This calls for Steelclads and Outlaws, in about equal numbers. By now you've certainly learned that in confined tunnels, quality beats quantity: don't bother with level-1 Footpads except as cannon fodder, or if they are already very, very close to leveling up.&lt;br /&gt;
&lt;br /&gt;
By and large, this scenario doesn't lend itself well to training up weak units: you rarely get the chance to surround an enemy and slowly whittle them down. When the opportunity does come up, your newfound loyal followers are going to be the first in line for earning a few cheap XP.&lt;br /&gt;
&lt;br /&gt;
Also try to not recruit too many units: in the confined space, you will typically only have some six to ten units standing in the frontline at any given time; assuming two turns of healing for every turn of combat, you'll be hard put to keep 30 units constantly employed. You may want to raise a few more to be on the safe side, but don't overdo it: upkeep is real and this scenario is easily going to take you some 50-70 turns to complete.&lt;br /&gt;
&lt;br /&gt;
On the other hand, you are likely going to need a few sacrificial units, even on the easiest level. The enemies are rather defensive and need to be baited with easy prey. Footpads serve well in that role, with a decent chance of survival even against the strongest non-magic attackers. Who knows, some of them may even survive long enough to gain a level! If you leave this scenario with no fewer Outlaws than you brought into it, you have done well.&lt;br /&gt;
&lt;br /&gt;
You may be tempted to keep the white mages at level-2: the light of a level-3 mage doesn't help the dwarves, after all, and positively interferes with your outlaw army. However, you're going to need the mages a lot, both now and later, so trying to keep them from getting experience is a fool's errand. Besides, starting with your next battle, you can recruit lawful (daylight) units which benefit from illumination.&lt;br /&gt;
&lt;br /&gt;
You should try to get a few XP to the Elvish Sorceress: the additional mobility from being a Sylph makes a huge difference, especially in rough terrain like caves.&lt;br /&gt;
&lt;br /&gt;
The Drake should advance to a Burner and eventually Flare: long-term, the leadership ability is going to be more useful than combat prowess. As his fiery breath works well against skeletons, you can probably advance him to level-3 very quickly in this very scenario.&lt;br /&gt;
&lt;br /&gt;
===Old Friend===&lt;br /&gt;
* '''Objectives:'''&lt;br /&gt;
** Defeat Rakshas (almost impossible); or..&lt;br /&gt;
** Resist until the end of turns.&lt;br /&gt;
* '''Lose if:''' Tallin dies or turns run out.&lt;br /&gt;
* '''Turns:''' 18/18/18 (Challenging / Difficult / Nightmare).&lt;br /&gt;
* '''Starting units:''' Tallin, Camerin, Abhai, Krash, Father Morvin, Sister Thera, Elenia and a supporter.&lt;br /&gt;
&lt;br /&gt;
This is meant to be an easy mission if your objective is to simply survive. You don't have to defeat the Orcs to win this one, so you can just lurk just inside the two-hex-wide aperture of the cave only two orcs at a time will be able to get at you; it's not hard to fend them off until time runs out. Spend as little gold as possible and skip turn 18 times; the AI will not attack unless they have a non-zero probability to kill in a single hit.&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can go ahead and sally. It is supposed to be impossible to actually defeat them entirely, but if you stick to defensive terrain and keep recycling fresh units to the front, you should soon pile up stacks of orcish corpses as well as experience, which always comes in handy. It may even be possible to beat the nearer two orcs on the easiest difficulty, but it is not advisable.  When you move far enough from your keep towards the south-west, Rakshas triggers the appearance of Goblin Knights on all the mountain tiles in the centre of the map, and all enemy leaders receive a huge gold injection. You may get away with defeating Poul (the enemy leader on the south-east), but getting too close to Drung is more likely trigger the Goblin Knight trap.&lt;br /&gt;
&lt;br /&gt;
[landofMordor] Rather than trying to sally aggressively, you can hole up around the mountains, villages, and two encampment hexes near the mouth of the cave. Recall a keep's worth of loyal dwarves, especially Steelclads, then hightail it to defensive positions. Present a single, unified front along the mountain path using Dwarvish Steelclads and Pathfinders, and send your Rod-bearer to the flat hex between the two encampment hexes. Your two White Magi can also occupy villages to continuously heal themselves and their neighbors. In this manner, it's fairly simple to turtle through 18 turns, probably turning Tallin into a level 4 Grand Marshal along the way.&lt;br /&gt;
&lt;br /&gt;
===Settling Disputes===&lt;br /&gt;
* '''Objectives:''' Capture the liches and save Stalrag.&lt;br /&gt;
* '''Lose if:''' Tallin or Stalrag dies or turns run out.&lt;br /&gt;
* '''Turns:''' 25/20/15 (Challenging / Difficult / Nightmare).&lt;br /&gt;
* '''Starting units:''' Tallin, Camerin, Abhai, Krash, Father Morvin, Sister Thera, Elenia and a supporter&lt;br /&gt;
&lt;br /&gt;
Your two White Mages and Camerin will be teleported into the middle of a battle between some ogres, trolls and a Lich and some dwarves. Your first job is to kill the Lich and not let the dwarf leader die. This is straightforward but Stalrag, the dwarvish leader, is quite cavalier with his life. You need to kill the Lich and then help the Ulfserkers to the south with the ogre and troll. Otherwise Stalrag will run to the village and likely be killed by the troll.&lt;br /&gt;
&lt;br /&gt;
You have 100 gold, so recall 5 good units. Your Poachers/Trappers can be used since you'll be fighting trolls and ogres with a few mages and gryphons thrown in. Assault in two places: down the east side of the map with your three mages (and any leftover dwarves) and across the river ford in the middle. Your White Mages are still immortal so you can be quite aggressive, but if they die, they'll regenerate next to Tallin and might leave Camerin in the lurch. For the river ford, you'll get across at night so be defensive (the level 2 Ogres are hard hitters) until day. The initial wave will probably be blunted by then, too. Then sweep down and subdue the Lich.&lt;br /&gt;
&lt;br /&gt;
===Elvish Princess===&lt;br /&gt;
* '''Objectives:'''&lt;br /&gt;
** Survive until the end of turns; or..&lt;br /&gt;
** Rescue the princess (special bonus).&lt;br /&gt;
* '''Lose if:''' Tallin, Ro'Arthian or Ro'Sothian dies.&lt;br /&gt;
* '''Turns:''' 21/18/15 (Challenging / Difficult / Nightmare).&lt;br /&gt;
* '''Starting units:''' Tallin, Camerin, Abhai, Krash, Father Morvin, Sister Thera, Elenia, Stalrag, Ro’Arthian, Ro’Sothian, and a supporter.&lt;br /&gt;
&lt;br /&gt;
In this one it may be best to go straight at Bitterhold with a small group of hardened veterans: you need to be in there fast, especially on high difficulty levels where the turn limit is tight. Camerin and the Rod of Justice will be particularly helpful here.  Your objective, getting a unit onto the cage at the center of the castle, may be best accomplished with a flyer (a Gryphon recruited specifically for this purpose can be useful) once you've chewed a few holes in the inner ring of defenders.&lt;br /&gt;
&lt;br /&gt;
The enemy fortress looks daunting, but there is no leader inside, and the defenders will be quite eager to sally forth and meet you in the open. You can defeat those easily, then take up a defensible position inside and wait for the next defenders to come to you. Alternatively or additionally, your mutually resurrecting white mages may expose themselves, soaking up the bulk of the counterattacks.&lt;br /&gt;
&lt;br /&gt;
You have to get there first, though. The enemy leader has lots of money and will mostly recruit cheap level-1 types. No match for your army, and on easiest difficulty you can defeat the army first, then storm the fortress later. On higher difficulty, however, the enemy can recruit more while you have less time: you need to break through and assassinate the leader in his keep, quickly, or the map will be awash with enemies impeding your every move.&lt;br /&gt;
&lt;br /&gt;
You start the scenario with an impressive force of spellcasters and will mostly need melee types to support them. Your loyal dwarves first, perhaps a few more. A ranger or two won't be amiss either: versatile in combat, and after the main battle, they can run around the castle to lure out some of the level-3 defenders on the far side, then escape through the swamps. If money allows, you can also throw in a few spearmen: bolstered by Tallin's leadership, they can steal quite a few kills.&lt;br /&gt;
&lt;br /&gt;
You should be making an effort to keep your loyal units alive, but just in case, if you plan to rescue Eryssa (the kidnapped Elvish Sorceress) you should still have Elenia with you, otherwise she (Eryssa) won't stay with you, and the story for the rest of the campaign accommodates to this. If you don't rescue her, you just skip the next scenario (''Introductions'').&lt;br /&gt;
&lt;br /&gt;
===Introductions===&lt;br /&gt;
* '''Objective:''' Move Tallin to the northern signpost.&lt;br /&gt;
* '''Lose if:''' Tallin, Ro'Arthian or Ro'Sothian dies or turns run out.&lt;br /&gt;
* '''Turns:''' 21/18/15 (Challenging / Difficult / Nightmare).&lt;br /&gt;
* '''Starting units:''' Tallin, Camerin, Abhai, Krash, Father Morvin, Sister Thera, Elenia, Stalrag, Eryssa and a supporter.&lt;br /&gt;
&lt;br /&gt;
This is a small level with just a bunch of trolls. Nothing too complicated. Standard dungeon-crawling tactics should work fine in this one—minimize your exposed front, and cycle wounded units back to the healers before they get killed. The destination signpost is in the north-west corner. Try and level any non-max-level units you still have. Send your wraith up the right-hand passage and he can attack/distract some of the trolls. There is nothing interesting in any of the side passages.&lt;br /&gt;
&lt;br /&gt;
===Stolen Gold===&lt;br /&gt;
* '''Objectives:'''&lt;br /&gt;
** Defeat the enemy leaders; or..&lt;br /&gt;
** Resist until time runs out.&lt;br /&gt;
* '''Lose if:''' Tallin, Ro'Arthian or Ro'Sothian dies.&lt;br /&gt;
* '''Turns:''' 36/36/36 (Challenging / Difficult / Nightmare).&lt;br /&gt;
* '''Starting units:''' Tallin, Camerin, Abhai, Krash, Father Morvin, Sister Thera, Elenia, Stalrag, Eryssa (if friendly) and a supporter.&lt;br /&gt;
&lt;br /&gt;
You'll have two problems in this scenario.  One is lots and lots and lots of trolls.  The other is that Krash is going to fly off and recruit level-one drakes to help you, but if they get swarmed by all the level-two trolls they're not going to live long.  Krash's camp will materialize in the mountains near the map-edge west of your camp; the house at edge of board will be one hex NW of his tent square. Don't do anything in the beginning with Krash except grab villages. He leaves on turn 2, only to return on turn 7.&lt;br /&gt;
&lt;br /&gt;
The first thing you could do is kill the north-west troll. Move the Sorceress, the Ancient Lich and the Spectre towards the Blue troll on your first turn. Recall a castle of level 3s or high XP level 2s, mostly Dwarf Lords and Dragonguards, though the occasional Fugitive or Huntsman can be useful. Then move rod-bearer (hopefully Zlex) towards the blue leader as well. The Blue leader will take the village to the SE of his camp on turn 1. With the rod bearers high movement and the power of the Lich, it's possible to ZoC him on turn 2 and kill him (it helps to use the Sorceress, she needs the XP). Then, mopping up the blue trolls is not much of a problem with the units available - apart from the sorceress, they can usually kill between one and 2 trolls per turn. Recruit a couple more troops on the Blue base if you've still got the money and attend to the rest.&lt;br /&gt;
&lt;br /&gt;
Using your first turn recalls, establish a defensive line on the line of hills in the middle of the map at the top, putting the Shyde in the forest. Wait out the Green trolls' charge, then counterattack, bringing the Spectre and possibly the Sorceress round to help. The green troll should be on the way out around the time Krash arrives. One of the White Mages provides healing up here (if you aren't sending them on a kamikaze mission to the south).&lt;br /&gt;
&lt;br /&gt;
The Lich and 2 or 3 other dwarves (healthy/resilient if possible) should hold the edge of the hills on the west side of the map, keeping them clear for Krash's arrival. They shouldn't kill any Whelps that oppose them, but take out Rocklobbers and Grunts for as little return damage as possible. Use ranged attacks in preference to melee, apart from if the Lich needs some health back. Tallin should take and hold the village in the middle when he's finished with the Blue trolls, and provide leadership. The second White Mage stays near the base, and will resurrect there when killed, providing a wonderful distraction to up to 8 trolls per turn. Krash's arrival should happen around the time that the troops from the Green troll attack are freed up - sweep all of the remaining trolls southwards. Krash and company should kill the Black leader, and the Elves and Spectre will take care of Purple around the time Hidel's team/Himadrin arrives. Good for a huge gold bonus, but requires a very aggressive start and risks losing a couple of high level units.&lt;br /&gt;
&lt;br /&gt;
'''Alternate strategy:''' Recall nine or ten veterans and linger up around where his camp&lt;br /&gt;
will appear. Hold off the troll swarm until the drakes show up, then bust out of the encirclement and clean up. &lt;br /&gt;
&lt;br /&gt;
The Spectre can be extremely effective against the trolls; place him in the village on the northern tip of the eastern island, and he should be able to safely defend against one to three trolls each turn. The Elvish Shyde and Sorceress, as well as the two liches, can be put to&lt;br /&gt;
better use if you move them into the forest on the eastern island in the beginning of the scenario. Stay within the forest and lure in trolls one or two at a time to level up the Sorceress and create a distraction. Once the troll leaders in the NE and SE have finished recruiting and their forces have moved over to attack in the west, the liches and the shyde can jump in and kill the leaders, and seize as many villages as possible.&lt;br /&gt;
&lt;br /&gt;
After Krash's camp is set up, you will be controlling both Tallin's and Krash's troops. Krash's team will take its turn after all the trolls, and before Tallin. The trolls will probably be still swarming in front of Tallin's defense, but you can create opportunities for the drakes to level&lt;br /&gt;
up by withdrawing one of Tallin's units and defeating the two trolls next to that opening, so that the trolls will be zone-locked and unable to get into the opening. The drakes will have the advantage that after they attack they can be healed by Tallin's healers, before the trolls retaliate.&lt;br /&gt;
&lt;br /&gt;
Although you will be in deep negative gold during this one, don't succumb to the temptation to give all the villages to Krash. He can make use of them immediately, but that isn't important, as he starts with enough gold to recruit enough drakes for what you need. You will get a big early finish bonus, so seize villages with your forces in the east, and with your main force once you break out. It's essential to get more than 140 gold going into the next level. (Krash won't go negative, so he'll end up with 400-500 gold with the early finish bonus anyway.)&lt;br /&gt;
&lt;br /&gt;
===Eastern Flank===&lt;br /&gt;
* '''Objective:''' Defeat the enemy leaders.&lt;br /&gt;
* '''Lose if:''' Tallin, Ro'Arthian or Ro'Sothian dies or turns run out.&lt;br /&gt;
* '''Turns:''' 53/50/47 (Challenging / Difficult / Nightmare).&lt;br /&gt;
* '''Starting units:''' Tallin, Camerin, Abhai, Father Morvin, Sister Thera, Elenia, Stalrag, Eryssa, a Gryphon, a supporter and Krash (as a team leader).&lt;br /&gt;
&lt;br /&gt;
'''Strategy 1:''' The only good thing about drakes in mountains is that you can rush them away to heal once they get trashed. They have a much lower defense on mountains relative to non-drake units. So it's better for Tallin to recall L2 and L3 dwarves (maybe one L1 dwarf), and spread these along the line in the mountains - you probably can't get enough to avoid having quite a number of drakes here, but it limits the number of drakes that the enemy can trash per turn; and the limited mobility in the mountains means they can't always attack the drakes with the units that they want.&lt;br /&gt;
&lt;br /&gt;
Use drakes first to finish off weakened enemies, and drake burners to soften up the higher level enemy melee units (try to avoid having many L1 drake units in the line at night, when they are extremely vulnerable). Tallin's higher level units are better used for attacks on fresh enemy units. Don't extend your drake line to the map edge any faster than needed - the AI won't deliberately try to outflank, he'll just try to wrap around the last unit in line. You want to minimise the number of drakes he can maul each turn. Get the two human healers up into the mountains, and wounded drakes should congregate behind the lines around these. The two liches are good front-line units here, as the high defense means the enemy melee troops can't batter them too much (their drain attacks tend to compensate for any health loss), and their magic attacks are perhaps the most potent on this terrain.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, the east side of your line starts in the village just E of the mountains, where Tallin should be - the enemy are generally afraid to attack him due to the Rod. The line east of here consists of the spectre, the shyde &amp;amp; sorceress, and a mix of drakes and any high-level human units in your auto-recall. (The drakes have only a 10% difference in defense on these terrains, and have better mobility over the river.) Use the shyde and sorceress to entangle the best enemy melee units each turn, and drakes to soften up and kill them.&lt;br /&gt;
&lt;br /&gt;
You hold this line for 2 days, wearing through the enemy. Once they run low on units, the drakes become valuable for encircling isolated units, rolling up the flanks, and darting behind their lines to seize villages. Push south through the mountains, and use the wizards to blast the orc leaders.&lt;br /&gt;
&lt;br /&gt;
'''Strategy 2:''' I use the same technique as Strategy 1 in the mountains, but a radically different strategy otherwise. I recalled all my veterans, sent the dwarves north, and almost everyone else directly west. I recruited as many Gryphons as I could with my money, and sent them, as well as Abhai, south to take the island. I also made sure to move Tallin and Krash near to the front lines. The sheer number of high-level units attacking the main front was too much for the orcs, and by turn 11 the dwarf/drake force had defeated the northern flank. I moved Krash into one of the leader castle squares in the fortress, and recruited a Drake Burner in every free square in the fortress. (If you still somehow have positive gold with Tallin, you can use a similar technique with him) By turn 12, the orcs' main front had also collapsed due to the Drake Burners, and I defeated the last orc leader on turn 16.&lt;br /&gt;
&lt;br /&gt;
The gryphons in the south basically were slaughtered by turn 10. I only had two remaining with low health; I retreated these in case they would be useful for recall (20 gold vs. recruiting 40 gold). By then, however, the island was free from orcs and there was only a small band (~5-6) of one Orcish Warrior and several Wolf Riders left. Abhai easily slaughtered most of them in the water, and the healed surviving Gryphons killed the rest by turn 14. &lt;br /&gt;
&lt;br /&gt;
The only problem with this strategy is that it puts you in deep negative gold, but the early finish bonus more than makes up for that.&lt;br /&gt;
&lt;br /&gt;
'''Strategy 3:''' I managed to win this scenario (on Easy) only by sending the White mages / Mages of Light to the mountains to the west of Krash, along with every dwarf lord I could recall, while the elves, Abhai, and Camerin went south of the river. I put the liches on the mountain-peninsula so that they could attack many units. Krash recruited Burners and Clashers, with the occasional Fighter, and they planted themselves in the forest and grassland west of Tallin's keep. They died easily but did not fail completely, they held the line west and I did manage to level several drakes (of each line) up to at least Level 2. This is the only way I could win without getting veterans slaughtered, and even when they weren't slaughtered, the orcs were bold enough to walk up to Tallin's keep, attack him, and steal the villages. My &amp;quot;advisor&amp;quot; was a Huntsman, who died easily, so I just kept him back. The drakes that needed healing in the field or forest took advantages of nearby villages (there were some on an island south of Tallin's keep, some in the mountains, and some in the forest). The dwarves in the mountains went into nearby villages or the White Mages if they needed healing. Abhai as a Spectre did well in the far south against Wolf Riders, and the elves and the Great Mage did well in the forest on the edge of the island against the occasional Assassin or Wolf Rider. Later, I sent a drake or two that way. Once the front line of the orcs was eliminated, Krash and Tallin moved forward with all the troops, and sat in the keeps. Because of the unique way that the castle is designed, the orcs recruited units right next to my units, while I recruited units right next to theirs. I lost a good drake or two but otherwise did not suffer many problems.&lt;br /&gt;
&lt;br /&gt;
Comment (Nightmare): I would recommend taking up a very forward position (which leaves you with only one flat hex to defend and a shorter way to the castle when you decide to push through). As the distance to the keep, where Tallin is busy recruiting, becomes quite large, I would recommend giving the rod to Zlex (Royal Guard by now) in Pursuit. That way it will see more action and he even can receive leadership by Tallin later. If you treat your drakes well, i.e. always retreat at dusk, they can do a lot of work, gain experience and most of all kill scores of bathing assassins. Instead of wasting gold and blood on recruiting many L1 in the enemy castle, recalling some resilient units (i.e. dwarf lords + a few shielding L1) to prevent any further recruiting (instead of attempting to directly kill the leaders with them) is much more efficient.&lt;br /&gt;
&lt;br /&gt;
===Get the Gold===&lt;br /&gt;
* '''Objectives:''' Defeat the orcs.&lt;br /&gt;
* '''Lose if:''' Tallin, Ro'Arthian, Ro'Sothian or Eryssa dies or turns run out.&lt;br /&gt;
* '''Turns:''' 35/30/25 (Challenging / Difficult / Nightmare).&lt;br /&gt;
* '''Starting units:''' Tallin, Camerin, Abhai,  Father Morvin, Sister Thera, Elenia, Stalrag, a supporter, Krash (as team leader) and Eryssa (as team leader).&lt;br /&gt;
* '''Other:''' Save Sisal if at all possible. If you do, you get your gold from &amp;quot;The Pursuit&amp;quot; back.&lt;br /&gt;
&lt;br /&gt;
Scenario not available if Eryssa was hostile or wasn't rescued.&lt;br /&gt;
&lt;br /&gt;
The primary challenge in this scenario is trying to save Sisal, and though it is not stated that Sisal's survival is essential, you do not get back the gold that you earned in &amp;quot;The Pursuit&amp;quot; if she dies. You really, really want that gold. Setting her side's behavior (with right-click) to &amp;quot;defensive&amp;quot; is usually enough to make her stall the orcs successfully until you can either get quick reinforcements to her, or defeat the enemy leader.&lt;br /&gt;
&lt;br /&gt;
The enemy is pretty strong so recruit with the drakes, elves and Tallin's crew. Level what units you can and focus on killing enemy units. Other than keeping Sisal alive this is a simple assault against strong enemies.&lt;br /&gt;
&lt;br /&gt;
''Note'': In versions previous to 1.10.x, this scenario was slightly different and keeping Sisal alive was much more challenging because you couldn't give here commands, and she had a high propensity to jump into the water and get killed. The following paragraphs apply to those older versions.&lt;br /&gt;
&lt;br /&gt;
The AI controlling Sisal may behave strangely and she jumps into the river to be slaughtered easily. If you are desperate, an option is using the [[CommandMode|droid command]] to change Sisal to a human controller - that way, you control her and prevent her from dying within 3 turns. &lt;br /&gt;
&lt;br /&gt;
'''Alternative Strategy 1:''' On turn one, mass produce gliders with the drakes and gryphons with the humans. Send the gryphons along the eastern edge of the map, and send the gliders immediately due south. The gryphons will need to punch a small hole to proceed (when forces try and stop them in the mountains), but they're then easily able to wrap around to the south-east of the enemy's forces. Send the gliders to the south-west of the enemy's forces on turn three.&lt;br /&gt;
&lt;br /&gt;
Throw in a few scouts from the elvish army for good measure, and you can effectively, quickly create a wall of units to shield Sisal—at which point she returns to her keep.&lt;br /&gt;
&lt;br /&gt;
This strategy also causes the AI to heavily attack your southern units, giving you a weak enemy line in the north you can quickly punch through with your massive army. I was able to defeat their leader on turn six without a problem.&lt;br /&gt;
&lt;br /&gt;
'''Alternative Strategy 2:''' Recruit 4 lvl2 elvish rangers. Use their ambush ability to hide them directly west of the enemy leader. Evade stray units to remain hidden. Once the enemy stops recruiting there is a 1-2 window of opportunity to take out the leader. While the rangers patiently wait for their moment, maintain a strong defensive in the N and shield Sisal as described above.&lt;br /&gt;
&lt;br /&gt;
===Showdown===&lt;br /&gt;
* '''Objectives:''' Defeat all enemies.&lt;br /&gt;
* '''Lose if:''' Tallin, Ro'Arthian, Ro'Sothian, Hamel or Eryssa dies or turns run out.&lt;br /&gt;
* '''Turns:''' Unlimited.&lt;br /&gt;
* '''Starting units:''' Tallin, Camerin, Abhai, Father Morvin, Sister Thera, Elenia, Stalrag, a supporter, Krash (as team leader) and Eryssa (as team leader).&lt;br /&gt;
* '''Other:''' If you have recovered your gold on the previous scenario, it gets split into three equal parts, and assigned to your three leaders (Tallin, Krash and Eryssa/Ro'Sothian).&lt;br /&gt;
&lt;br /&gt;
Pull out all the stops, because this is it. The wall is defended by level 3 orcs (Warlords and Slurbows). You'll want to draw them off the walls before engaging them, they're dangerous enough as it is without the fortification bonus; hanging a unit or two just within their engagement range will do it. Because there are so many orcs, you need to be especially careful about neither leaving units isolated nor presenting unanchored flanks for them to swarm around (the drakes, in particular, should fort up in the northern camp until they've thinned out their attackers considerably). Get to the edge of the moat and then cycle in fresh units and expand along the edge of the moat. The enemy will probably swarm towards Tallin's units. Don't try and breakthrough. Just be content to kill the units that enter the moat.&lt;br /&gt;
&lt;br /&gt;
Recruit lots of druids with the elves and send them to help out Tallin and the drakes. Other than that the same strategy applies: kill the units in the moat. If there is an opening, move in.&lt;br /&gt;
&lt;br /&gt;
Same thing with the drakes. If you level a Burner, turn it into a Flare. Since you have lots of level 1's the leadership will be useful.&lt;br /&gt;
&lt;br /&gt;
Hamel will tear up the western edge of the fort pretty well. Aid him with elves if you can and then follow his lead to attack from within the castle walls.&lt;br /&gt;
&lt;br /&gt;
Recruit, recruit, recruit, especially with the drakes. Take out the level 3 wall defenders, wear down the attackers in the moat and punch through where you can. Somewhat tedious but inevitable with your massive gold reserves.&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns]]&lt;br /&gt;
[[Category: Campaigns - Walkthroughs]]&lt;/div&gt;</summary>
		<author><name>Schnobs</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Northern_Rebirth&amp;diff=72698</id>
		<title>Northern Rebirth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Northern_Rebirth&amp;diff=72698"/>
		<updated>2024-04-17T21:03:31Z</updated>

		<summary type="html">&lt;p&gt;Schnobs: /* The Pursuit */  - rewritten, organized by directions / objectives&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Breaking the Chains===&lt;br /&gt;
* '''Objective:''' Defeat the orc leaders.&lt;br /&gt;
* '''Lose if:''' Tallin dies or turns run out.&lt;br /&gt;
* '''Turns:''' 41/31/26 (Challenging / Difficult / Nightmare).&lt;br /&gt;
* '''Starting units:''' Tallin and Zlex, a loyal peasant.&lt;br /&gt;
&lt;br /&gt;
All you can recruit in this scenario are level 0 Peasants and Woodsmen, so it calls for unusual tactics. Initially you can't overpower the orcs by brute force. Fortunately though, the orcs are fighting amongst themselves, so guerilla tactics will work. Keep your head down, and let the orcs weaken each other while you slip around the edges and grab as many villages as you can - even if you have to sacrifice a few units. The southern edge especially is a good place to grab villages. Once the orcs are done fighting (one side will be mostly out of units), march your Woodsmen in a line and finish them off.&lt;br /&gt;
&lt;br /&gt;
The next scenario can be ''expensive'', so try to finish as early as you can.  Don't worry too much about levelling troops (except for Tallin and Zlex), because you'll get better troops next scenario anyway.  When you do level units, keep in mind that you'll mostly be fighting skeletons for the next four scenarios; Bowmen will be okay late-game but not so good in the near future.&lt;br /&gt;
&lt;br /&gt;
Also, beware of the tunnel entrance to the north-east. When you move there you will unleash a squad of trolls. Sometimes they attack the orcs (good for you) but other times they attack you. Since they are resistant to your pierce attacks, they can give you a bit of trouble should the latter happen.&lt;br /&gt;
&lt;br /&gt;
===Infested Caves===&lt;br /&gt;
* '''Objectives:'''&lt;br /&gt;
** Find the dwarves and move Tallin to their castle; or..&lt;br /&gt;
** Clear the caves by defeating all enemy leaders.&lt;br /&gt;
* '''Lose if:''' Tallin or Hamel dies or turns run out.&lt;br /&gt;
* '''Turns:''' 55/50/45 (Challenging / Difficult / Nightmare).&lt;br /&gt;
* '''Starting units:''' Tallin and a supporter (typically Zlex, unless you lose him).&lt;br /&gt;
* '''Other:''' Find Camerin the Arch Mage in the northernmost village.&lt;br /&gt;
&lt;br /&gt;
This will be a long write-up, because this is a difficult scenario that stumps many players.&lt;br /&gt;
&lt;br /&gt;
First, here is the big picture. If you play just a few turns into this scenario, you will readily notice the green and blue Troll Whelps, the orange and white Skeletons, and you'll probably soon see the brown level 2 trolls coming from the far side of the large chamber. All of these have a cache of villages behind some sort of choke-point, which means that they won't run out of money and fresh recruits. Once you make it past the brown trolls, you'll come across another castle of skeletons, then finally, the home of the dwarves. Trolls, skeletons, and dwarves will all fight the others, given the chance. Depending on much randomness and the difficulty level, the dwarves may kill their adjacent undead leader and show up in the main hall as early as turn 15, or they may be stalemated by the skeletons until the end of time.&lt;br /&gt;
&lt;br /&gt;
Now, let's have a look at the troops at your disposal:&lt;br /&gt;
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*Footpads' don't have many HP, but also tend to take little damage due to their dodge rating. They're also quite fast. However, their damage output is (barely) sufficient against skeletons and totally inadequate against trolls—they won't get pushed back, but won't push forward either. Still, footpads should make up the bulk of your army: As you lack healers, your troops need to run back back to a village when they get beat up. Footpads run faster and take less damage than your other units.&lt;br /&gt;
*Thugs, with their powerful impact attack, will do more damage than anyone else. However, being melee-only means they get beat up in the process, not to mention shot to pieces by the Skeleton Archers. Pulling them back for healing takes a lot of time. Having a thug in the right place at the right time can make quite a difference... but you don't need them to finish this level and probably won't ever recall them later.&lt;br /&gt;
*Poachers are virtually useless against skeletons, but the best ranged attackers against trolls. Later (much later) you will need a few good archers, and now is the time to train them. Something like four or six will probably be enough, though.&lt;br /&gt;
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Next, let's examine your opponents. The area in the east around the brown trolls is the key to winning this scenario. But let's start with the minor opponents, the four teams of level-1 trolls and skeletons closest to your initial keep. Sealing them at their choke-points is easy. Generally, you should immediately send off some footpads towards each of the four, occupy a favorable line of defense, then reinforce them over the next couple of turns. If and when you defeat any of the four, you'll discover a secret passage to their neighbour. Meanwhile, additional troops should assemble in the main hall for the fight against the brown trolls. All told, you will need like 40 men and could use many more—if you don't have at least 500 gold to begin with, revert and replay the previous level, shooting for more like 800 gold.&lt;br /&gt;
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There are six opponents in all:&lt;br /&gt;
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1) The blue trolls (north). There's village on a small patch of meadows where you'll discover a level-3 mage who will join you. Get there quickly or you won't make it until much much later. If you want to stalemate the blue trolls, put a Footpad on the mushroom patch and another unit on the cave hex. There are other possible stalemate lines if you need to fall back. You can kill this leader by an assault up this tunnel, but it will take some time unless you get lucky. &lt;br /&gt;
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2) The green trolls (south). There are two excellent stalemate lines here. In the 2-hex wide area, the village close to your keep and one adjacent hex behind are great for quick Footpads, which can dart off to another village to heal if necessary. The other stalemate line is in the 3-hex wide area, where there is a village and a mushroom patch opposite. Putting a third unit in the middle and behind for a U-shaped line allows you to get three attacks on one, whereas the enemy can only muster two attacks on one. If you want to kill the green troll leader instead of just stalemating him, you'll need to be more aggressive, moving as far forward as quickly as possible. With your troops closing in on his keep, the leader will occasionally take part in the fight—eventually this will be his downfall.&lt;br /&gt;
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3) The orange skeletons (east then south) can be totally contained with a couple of Footpads initially. The trolls will come to help. On harder difficulty levels, you may want to widen the containment area so that a few orange skeletons enter the main chamber; this will attract more trolls to bash on the skeletons, which means less trolls bashing on your troops.&lt;br /&gt;
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4) The white skeletons' exit (east then north) is extremely easy to guard—just see to it that you get there in time. But hey: there's a second hole further down the hall, pretty close to the brown trolls. For now, that's in your favor. After the brown trolls have been defeated, you can loosen your grip on the first gap—his skeletons will prefer that outlet and leave the second corridor unguarded. You can then march a whole army up there and occupy about ten white villages. Deprived of his income, destroying the white leader will be standard procedure.&lt;br /&gt;
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5) The brown trolls (east). Occupy the castle ruins and rugged terrain in the center of the large cave, but not before most of the trolls have moved off to fight the orange and white skeletons. You may try to lure out the troll leader and pin him down, or just rush in and occupy his castle. Just make sure that he can't recruit any more. Killing him may take several turns and will certainly cost you some units, but as long as you keep him from recruiting, things will work out. Also remember that there's another set of skeletons behind the trolls. On the harder difficulty levels, the undead will be ready to burst out of the south-east tunnel by turn 13; you will want to arrive before, so that you can contain them.&lt;br /&gt;
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6) The final skeletons (south-east) you'll find past the trolls are in a battle with the dwarves. On the easier difficulty levels, it's is even possible they no longer exist, as they may have succumbed to the dwarves. On the harder difficulty levels, these skeletons have probably stalemated the dwarves and have turned their attention to an assault on the trolls and you. Once these undead are gone, the dwarves will pour out and &amp;quot;help&amp;quot; you with the remaining opponents, stealing kills and standing in the way. You should maybe fill up the corridor just south of the brown trolls' fortress with units of your own, just to keep the dwarves away. Peasants will do. Also don't forget to seize the dwarven villages - there's quite a few.&lt;br /&gt;
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Finally, here are strategies players have used with success...&lt;br /&gt;
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* &amp;quot;Total victory&amp;quot; strategy — Technically speaking, it would suffice to win if you somehow manage to move Tallin into the dwarves' home without killing any enemy leaders. However, this requires that you somehow get past the brown trolls; if you can do that, you can just as well rub them out. On the easier difficulty levels, killing all the other enemy leaders on top of the brown troll leader isn't difficult but takes some patience. On easy, you've got 60 turns, and even if you need 40 in order to clear the map, you're still in for a &amp;lt;i&amp;gt;huge&amp;lt;/i&amp;gt; early finish bonus, which you'll really need later on. Advance with all haste on the blue trolls, green trolls, brown trolls, and/or white skeletons (using the eastern entrance or the secret passage from the blue trolls); use their villages to build a massive army for the rest.&lt;br /&gt;
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* &amp;quot;Migration&amp;quot; strategy (as per [http://forums.wesnoth.org/viewtopic.php?p=476131#p476131 HomerJ's forum post]) — On the harder difficulty levels, a total victory might not be possible and even just getting Tallin to the dwarves will require a carefully choreographed ballet, playing off the trolls against the skeletons. First things first: rescue the Arch Mage and send him to join your main army. Using Footpads, set up containment lines against the blue trolls, green trolls, white skeletons, and orange skeletons. In the main chamber, the trolls there will be more interested in fighting the skeletons than your troops, if you keep them healthy and on good terrain. Around turn 8, after most of the brown trolls have joined your Footpads against the skeletons, move the bulk of your army into the main chamber. Fan your Footpads out, grabbing fortress hexes and other good terrain, creating a pocket for your more vulnerable units inside. By turn 12, you need to be in the brown trolls' keep so that you can block the undead that are about to burst out of the south-east passage. Meanwhile, you should &amp;quot;release the hounds&amp;quot; - remove the stalemate lines against Troll Whelps in the west, allowing them to pour into the main chamber. This will entertain the orange and white skeletons for quite some time, preventing the skeletons from endangering your new home in the east. The brown trolls have a cache of villages just north-east of their keep, so grab those, start generating income again, and recruit units as needed. Set up a defensive line along the western edge of your new keep, while advancing through the south-east tunnel and killing the undead leader there. Raid the dwarven villages for income and wait until the last turn to move Tallin to a dwarven castle hex.&lt;br /&gt;
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===To The Mines===&lt;br /&gt;
* '''Objectives:'''&lt;br /&gt;
** Go to the mines (with Tallin); or..&lt;br /&gt;
** Defeat the wolves.&lt;br /&gt;
* '''Lose if:''' Tallin or Hamel dies or turns run out.&lt;br /&gt;
* '''Turns:''' 36/30/24 (Challenging / Difficult / Nightmare).&lt;br /&gt;
* '''Starting units:''' Tallin, Hamel, Camerin and a supporter.&lt;br /&gt;
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This is designed to be more of a breather scenario, letting you get a bit of fresh air and level a few units before you plunge back into the caves. However, stay on your guard because if you get sloppy, you could experience a lot of grief.&lt;br /&gt;
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The basic strategy is to recruit lots of dwarves and sweep north in a line. You'll lose a few but level up more, which will be your most reliable heavy infantry in later scenarios. Beware Wolf Riders nipping around your flanks and don't leave any units isolated. Recalling Poachers/Trappers will make quicker work of the Wolf Riders but the experience may be appreciated more if it is doled out to dwarves.&lt;br /&gt;
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Alternatively, recruit a keep full of level 0 &amp;quot;targets&amp;quot; and make a point of leaving one or two of them isolated (but with support troops nearby). The AI loves to attack these &amp;quot;soft&amp;quot; targets, leaving his units vulnerable to your full counterattack. With a bit of luck, you can even lure out the enemy leader for an easy (and early) finish.&lt;br /&gt;
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===Clearing The Mines===&lt;br /&gt;
* '''Objective:''' Clear the mines by defeating all enemy leaders.&lt;br /&gt;
* '''Lose if:''' Tallin or Hamel dies or turns run out.&lt;br /&gt;
* '''Turns:''' 65/55/45 (Challenging / Difficult / Nightmare).&lt;br /&gt;
* '''Starting units:''' Tallin, Hamel, Camerin, a supporter and a couple of veteran dwarves.&lt;br /&gt;
* '''Other:''' LOTS of ghouls show up on turn 21.&lt;br /&gt;
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This is a large scenario, and a tough one, but it's very important to do well here. There are two key secrets which will dictate your strategy.&lt;br /&gt;
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The first secret: this is the last scenario on which you can recruit dwarfs. Dwarfs are probably the best units in your army, *especially* against skeletons; you want to recruit lots of them now, so that you can recall them later and level them into Dwarven Lords. Recruit, recruit, recruit, until you run out of gold. You should have a continuous stream of of dwarfs going both north and east.&lt;br /&gt;
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I didn't recruit any of the Dwarvish Thunderers—they're not much good against skeletons, and I don't like the element of randomness where half the time they deal no damage. You might feel differently.&lt;br /&gt;
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When fighting the guard skeletons, try to lure them off their platforms before attacking. They'll cheerfully leave their posts to attack your low-level units, especially if they think there's a chance to kill something.&lt;br /&gt;
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The second secret: see all that water on the level? On turn 21, most of that water turns into swamp, and every swamp hex will have a Ghoul on it. You need to have most of the Draugs dead before this happens, so don't dawdle.&lt;br /&gt;
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There are two ways to deal with the Ghouls. The first option is to kill the Lich before turn 22.  This is tricky, but very doable. The Lich is very frisky about leaving his keep to attack you; lure him away and hit him with whatever Dwarven Lords you have.&lt;br /&gt;
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The second option is to farm the Ghouls for experience. You've got lots and lots of dwarves, right?  Why not have fun with them? Surround the water with dwarfs on all sides, and wait for turn 21.  You'll lose a few dwarfs, but you'll gain a lot of experience, too. Be careful of the Lich, who will attack when you get close. You don't want to kill him until most of the Ghouls are dead, so it's best to just put up with him (and try not to move any high-level units where he can get at them).&lt;br /&gt;
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Comment (Wesnoth 1.14 or later): The map has been redrawn, with chokepoints in the entrance passageways; in each direction there are two chokepoints with some villages between them, the undead will occupy these village areas in turn 3 (northwards) and turns 3-4 (eastwards). The passage northwards has bridges on your side of that area, which aren't a chokepoint for bats and where your dwarves have only 30% def; the chokepoints eastwards are wider with solid rock terrain underfoot, but in both cases you want to get control as quick as possible. Camerin (and some backup) should move north of the bridges during turn 2, and to the east Hamel should be in the village area in turn 4.&lt;br /&gt;
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Comment (Nightmare): Finishing before turn 21 or even surrounding all the water by that time looks very much impossible, however even if you only took out the two leaders on the western edge of the map until turn 21 it is very well possible to kill all those Ghouls and still receive a handy gold bonus. Ghouls are scared of levelled thugs and dwarf fighters, which makes &amp;quot;controlling&amp;quot; them pretty easy.&lt;br /&gt;
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===The Pursuit===&lt;br /&gt;
* '''Objectives:''' Find Malifor and destroy him.&lt;br /&gt;
* '''Lose if:''' Tallin dies.&lt;br /&gt;
* '''Turns:''' Unlimited.&lt;br /&gt;
* '''Starting units:''' Tallin, Camerin, a supporter and a veteran dwarf.&lt;br /&gt;
* '''Other:'''&lt;br /&gt;
** Get the Rod of Justice in the northern chamber.&lt;br /&gt;
** Raid the treasury.&lt;br /&gt;
** You'll find many loyal units in this scenario, including an Elvish Druid, two White Mages, a Drake Burner, a group of 3 Dwarves and a Wraith.&lt;br /&gt;
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You first have to fight your way past two guards (play it safe, you're not in a hurry yet) before the level opens with an 6-way junction of passages. Here's the rules of the place: each of these passages is lined with more guards like the ones you just passed, and leads to a an enemy leader with a keep. Entering a passage and spotting a guard there will raise an alarm; at this moment, the leader of that passage receives some money and starts recruiting. Until then, they only have a very small income to work with.&lt;br /&gt;
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You will know when this happens, a guard will exclaim &amp;quot;Intruders!&amp;quot; or &amp;quot;Call the guards!&amp;quot; or words to that effect. In short, you have some control over when enemies come out of which passage. Don't get into a fight everywhere at once; without healers or villages, beat-up units can only retreat to the entrance passage and regain 2hp per turn from standing idle.&lt;br /&gt;
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Each passage is identified by a signpost. Going clockwise from where you enter:&lt;br /&gt;
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'''1) The Dungeon'''. Here you will find a few prisoners in cages, who will become ''loyal'' followers: a Drake, an elvish Sorceress and two very special White Mages: Whenever one of them gets killed, it will be resurrected by the other, with full hitpoints! (After the 1.14.7 update, the mages retain their experience points, and resurrect next to Tallin, which is different than previous versions.) On the harder difficulty levels, you probably have to use their resurrection ability to the utmost. Behind the most remote prisoner you will also discover a narrow passage leading to the Great Chamber. More about that later.&lt;br /&gt;
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'''2) The Treasury'''. A unit of 6 movement points stepping up to the signpost will trigger the alarm; faster units have to stay even further back. Here you will find several chests containing over 4000 gold pieces all told. While this scenario has no turn limit, you get to keep all the gold you do not spend on unit upkeep, so think of this gold as your early finish bonus. One of the chests contains the Rod of Justice, an item that grants stat boosts and a powerful ranged magic attack. If your loyal follower Zlex is still alive, it's probably better to let him have the item rather than Tallin (who will become a General with a crossbow soon, and usually has to recruit for several turns before he can join the battle).&lt;br /&gt;
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'''3) The Great Chamber'''. The guards raising the alarm can be seen with 7MP from the signpost. The enemy keep is in a large-ish cave in front of the actual Great Chamber, surrounded by three villages, giving this leader a slightly higher income compared to the others. You can expect a level-1 skeleton to come from this passage at about turn 12; this skeleton is also going to raise the alarm once you see it (no other leader's recruits will do this), leading to a more serious wave of attackers arriving by turn 18 or so.&lt;br /&gt;
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A task force coming up the &amp;quot;secret&amp;quot; tunnel from the Dungeon can assassinate this leader, while his recruits are away fighting you further down the main corridor. Once the leader is laid to rest, you will find three loyal dwarves, who will also tell you about a back door into the treasury. This backdoor leads straight to the chest containing the rod of justice. The Great Chamber itself, however, is a death trap: the first unit to enter it will trigger a cave-in, sealing off the chamber as well as releasing a several of spiders. Just don't enter the great chamber. Nothing but death awaits.&lt;br /&gt;
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'''4) Malifor's Study'''. Raising the alarm requires you to walk quite some ways into the tunnel. After the usual guards and another sub-leader you find a wide door, which you can chose to open now or later. Once you enter the study proper, Malifor is going to call up a few Liches and Deathblades, which you have to fight in a large room without any cover. Even with elite troops and holy water (see below), you are going to suffer losses in that fight. It's probably best to only send in your White Mages who can resurrect each other, while your host watches from a safe distance. Like, well outside of the study. Malifor himself can only be killed by the White Mages, others can't even hurt him: their attacks will all miss.&lt;br /&gt;
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'''5) &amp;quot;Caution!, Tunnel flooded...&amp;quot;''' -- you're not going to raise the alarm until you spot the leader standing on the keep, but he has a higher than usual income (10/16/22gp depending on difficulty) and a few villages as well, so you can expect a rather steady stream of skeletons to come from this direction almost from the beginning (the first ones will be delayed by seizing the villages). On top of that, the corridor narrows to two tiles wide at some point, making it hard to force a breakthrough. On lowest difficulty, you can hold the chokepoint until the enemy runs out of money; higher levels will require more daring and risk-taking. For your efforts, you can find five bottles of holy water in a secret chamber behind the enemy keep. Exploring further, there will be an underground lake and river with first some tentacles, and a few Nagas further on. The first water-borne village contains a Wraith who has escaped Malifor and will join you as a loyal follower. Behind the Nagas, there is side entry into Malifor's Study.&lt;br /&gt;
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The strategy is quite straightforward: you want to liberate the healers first. By the time you have achieved this, an attack from the direction of the Great Chamber is either imminent or already underway, while some of your units have just discovered the secret passage to take out the Great Chamber leader from behind. Defeating that one, in turn, reveals the backdoor into the treasury. Meanwhile you will have to fend off 1-2 skeletons per turn coming from the flooded tunnel. You should try to push towards the flooded tunnel as soon as you can spare a few troops to do so, mostly because this will take you the longest to achieve. Chances are that by the time you find the holy water, you no longer need it. However, you really want the loyal Wraith from the waterlogged village.&lt;br /&gt;
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As for recruiting, apart from a few Nagas and Tentacles, you're only going to face skeletons, many of them level-2 and quite a few level-3s as well. This calls for Steelclads and Outlaws, in about equal numbers. By now you've certainly learned that in confined tunnels, quality beats quantity: don't bother with level-1 Footpads except as cannon fodder, or if they are already very, very close to leveling up.&lt;br /&gt;
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By and large, this scenario doesn't lend itself well to training up weak units: you rarely get the chance to surround an enemy and slowly whittle them down. When the opportunity does come up, your newfound loyal followers are going to be the first in line for earning a few cheap XP.&lt;br /&gt;
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Also try to not recruit too many units: in the confined space, you will typically only have some six to ten units standing in the frontline at any given time; assuming two turns of healing for every turn of combat, you'll be hard put to keep 30 units constantly employed. You may want to raise a few more to be on the safe side, but don't overdo it: upkeep is real and this scenario is easily going to take you some 50-70 turns to complete.&lt;br /&gt;
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On the other hand, you are likely going to need a few sacrificial units, even on the easiest level. The enemies are rather defensive and need to be baited with easy prey. Footpads serve well in that role, with a decent chance of survival even against the strongest non-magic attackers. Who knows, some of them may even survive long enough to gain a level! If you leave this scenario with no fewer Outlaws than you brought into it, you have done well.&lt;br /&gt;
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You may be tempted to keep the white mages at level-2: the light of a level-3 mage doesn't help the dwarves, after all, and positively interferes with your outlaw army. However, you're going to need the mages a lot, both now and later, so trying to keep them from getting experience is a fool's errand. Besides, starting with your next battle, you can recruit lawful (daylight) units which benefit from illumination.&lt;br /&gt;
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You should try to get a few XP to the Elvish Sorceress: the additional mobility from being a Sylph makes a huge difference, especially in rough terrain like caves.&lt;br /&gt;
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The Drake should advance to a Burner and eventually Flare: long-term, the leadership ability is going to be more useful than combat prowess. As his fiery breath works well against skeletons, you can probably advance him to level-3 very quickly in this very scenario.&lt;br /&gt;
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===Old Friend===&lt;br /&gt;
* '''Objectives:'''&lt;br /&gt;
** Defeat Rakshas (almost impossible); or..&lt;br /&gt;
** Resist until the end of turns.&lt;br /&gt;
* '''Lose if:''' Tallin dies or turns run out.&lt;br /&gt;
* '''Turns:''' 18/18/18 (Challenging / Difficult / Nightmare).&lt;br /&gt;
* '''Starting units:''' Tallin, Camerin, Abhai, Krash, Father Morvin, Sister Thera, Elenia and a supporter.&lt;br /&gt;
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This is meant to be an easy mission if your objective is to simply survive. You don't have to defeat the Orcs to win this one, so you can just lurk just inside the two-hex-wide aperture of the cave only two orcs at a time will be able to get at you; it's not hard to fend them off until time runs out. Spend as little gold as possible and skip turn 18 times; the AI will not attack unless they have a non-zero probability to kill in a single hit.&lt;br /&gt;
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Alternatively, you can go ahead and sally. It is supposed to be impossible to actually defeat them entirely, but if you stick to defensive terrain and keep recycling fresh units to the front, you should soon pile up stacks of orcish corpses as well as experience, which always comes in handy. It may even be possible to beat the nearer two orcs on the easiest difficulty, but it is not advisable.  When you move far enough from your keep towards the south-west, Rakshas triggers the appearance of Goblin Knights on all the mountain tiles in the centre of the map, and all enemy leaders receive a huge gold injection. You may get away with defeating Poul (the enemy leader on the south-east), but getting too close to Drung is more likely trigger the Goblin Knight trap.&lt;br /&gt;
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[landofMordor] Rather than trying to sally aggressively, you can hole up around the mountains, villages, and two encampment hexes near the mouth of the cave. Recall a keep's worth of loyal dwarves, especially Steelclads, then hightail it to defensive positions. Present a single, unified front along the mountain path using Dwarvish Steelclads and Pathfinders, and send your Rod-bearer to the flat hex between the two encampment hexes. Your two White Magi can also occupy villages to continuously heal themselves and their neighbors. In this manner, it's fairly simple to turtle through 18 turns, probably turning Tallin into a level 4 Grand Marshal along the way.&lt;br /&gt;
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===Settling Disputes===&lt;br /&gt;
* '''Objectives:''' Capture the liches and save Stalrag.&lt;br /&gt;
* '''Lose if:''' Tallin or Stalrag dies or turns run out.&lt;br /&gt;
* '''Turns:''' 25/20/15 (Challenging / Difficult / Nightmare).&lt;br /&gt;
* '''Starting units:''' Tallin, Camerin, Abhai, Krash, Father Morvin, Sister Thera, Elenia and a supporter&lt;br /&gt;
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Your two White Mages and Camerin will be teleported into the middle of a battle between some ogres, trolls and a Lich and some dwarves. Your first job is to kill the Lich and not let the dwarf leader die. This is straightforward but Stalrag, the dwarvish leader, is quite cavalier with his life. You need to kill the Lich and then help the Ulfserkers to the south with the ogre and troll. Otherwise Stalrag will run to the village and likely be killed by the troll.&lt;br /&gt;
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You have 100 gold, so recall 5 good units. Your Poachers/Trappers can be used since you'll be fighting trolls and ogres with a few mages and gryphons thrown in. Assault in two places: down the east side of the map with your three mages (and any leftover dwarves) and across the river ford in the middle. Your White Mages are still immortal so you can be quite aggressive, but if they die, they'll regenerate next to Tallin and might leave Camerin in the lurch. For the river ford, you'll get across at night so be defensive (the level 2 Ogres are hard hitters) until day. The initial wave will probably be blunted by then, too. Then sweep down and subdue the Lich.&lt;br /&gt;
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===Elvish Princess===&lt;br /&gt;
* '''Objectives:'''&lt;br /&gt;
** Survive until the end of turns; or..&lt;br /&gt;
** Rescue the princess (special bonus).&lt;br /&gt;
* '''Lose if:''' Tallin, Ro'Arthian or Ro'Sothian dies.&lt;br /&gt;
* '''Turns:''' 21/18/15 (Challenging / Difficult / Nightmare).&lt;br /&gt;
* '''Starting units:''' Tallin, Camerin, Abhai, Krash, Father Morvin, Sister Thera, Elenia, Stalrag and a supporter.&lt;br /&gt;
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In this one it may be best to go straight at Bitterhold with a small group of hardened veterans—you need to be in there fast, especially on high difficulty levels where the turn limit is tight. Camerin and the Rod of Justice will be particularly helpful here.  Your objective, getting a unit onto the cage at the center of the castle, may be best accomplished with a flyer (a Gryphon recruited specifically for this purpose can be useful) once you've chewed a few holes in the inner ring of defenders.&lt;br /&gt;
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Send your White Magi, your Liches, and Tallin south-east to assault the fortress and distract the troops. Then, send another force with your Druid due west to sneak around the west side of the camp. This pincer movement should siphon off most of the defenders from the fortress. When you're ready to make a move for the princess, punch through to an inner village with a Lich and flank him with the Magi, which will distract a ton of the fortress' guards and provide an opportunity to grab Eryssa.&lt;br /&gt;
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Either way, you also have to send a segment of your army to the south-east, to handle the enemy leader. Abhai (the Spectre) and your Rod-bearer can usually pin down the Blue Orc leader to the East and kill him as early as Turn 2 (if Zlex is your Rod-bearer).  This is useful as it prevents him harrying your flank, and with a little support from your main force, gives you a second attack point, which helps clear the defenders quickly. Abhai can potentially even sneak in and nab the princess once you've mopped up the Blue team's recruits.&lt;br /&gt;
&lt;br /&gt;
You should be making an effort to keep your loyal units alive, but just in case, if you plan to rescue Eryssa (the kidnapped Elvish Sorceress) you should still have Elenia with you, otherwise she (Eryssa) won't stay with you, and the story for the rest of the campaign accommodates to this. If you don't rescue her, you just skip the next scenario (''Introductions'').&lt;br /&gt;
&lt;br /&gt;
===Introductions===&lt;br /&gt;
* '''Objective:''' Move Tallin to the northern signpost.&lt;br /&gt;
* '''Lose if:''' Tallin, Ro'Arthian or Ro'Sothian dies or turns run out.&lt;br /&gt;
* '''Turns:''' 21/18/15 (Challenging / Difficult / Nightmare).&lt;br /&gt;
* '''Starting units:''' Tallin, Camerin, Abhai, Krash, Father Morvin, Sister Thera, Elenia, Stalrag, Eryssa and a supporter.&lt;br /&gt;
&lt;br /&gt;
This is a small level with just a bunch of trolls. Nothing too complicated. Standard dungeon-crawling tactics should work fine in this one—minimize your exposed front, and cycle wounded units back to the healers before they get killed. The destination signpost is in the north-west corner. Try and level any non-max-level units you still have. Send your wraith up the right-hand passage and he can attack/distract some of the trolls. There is nothing interesting in any of the side passages.&lt;br /&gt;
&lt;br /&gt;
===Stolen Gold===&lt;br /&gt;
* '''Objectives:'''&lt;br /&gt;
** Defeat the enemy leaders; or..&lt;br /&gt;
** Resist until time runs out.&lt;br /&gt;
* '''Lose if:''' Tallin, Ro'Arthian or Ro'Sothian dies.&lt;br /&gt;
* '''Turns:''' 36/36/36 (Challenging / Difficult / Nightmare).&lt;br /&gt;
* '''Starting units:''' Tallin, Camerin, Abhai, Krash, Father Morvin, Sister Thera, Elenia, Stalrag, Eryssa (if friendly) and a supporter.&lt;br /&gt;
&lt;br /&gt;
You'll have two problems in this scenario.  One is lots and lots and lots of trolls.  The other is that Krash is going to fly off and recruit level-one drakes to help you, but if they get swarmed by all the level-two trolls they're not going to live long.  Krash's camp will materialize in the mountains near the map-edge west of your camp; the house at edge of board will be one hex NW of his tent square. Don't do anything in the beginning with Krash except grab villages. He leaves on turn 2, only to return on turn 7.&lt;br /&gt;
&lt;br /&gt;
The first thing you could do is kill the north-west troll. Move the Sorceress, the Ancient Lich and the Spectre towards the Blue troll on your first turn. Recall a castle of level 3s or high XP level 2s, mostly Dwarf Lords and Dragonguards, though the occasional Fugitive or Huntsman can be useful. Then move rod-bearer (hopefully Zlex) towards the blue leader as well. The Blue leader will take the village to the SE of his camp on turn 1. With the rod bearers high movement and the power of the Lich, it's possible to ZoC him on turn 2 and kill him (it helps to use the Sorceress, she needs the XP). Then, mopping up the blue trolls is not much of a problem with the units available - apart from the sorceress, they can usually kill between one and 2 trolls per turn. Recruit a couple more troops on the Blue base if you've still got the money and attend to the rest.&lt;br /&gt;
&lt;br /&gt;
Using your first turn recalls, establish a defensive line on the line of hills in the middle of the map at the top, putting the Shyde in the forest. Wait out the Green trolls' charge, then counterattack, bringing the Spectre and possibly the Sorceress round to help. The green troll should be on the way out around the time Krash arrives. One of the White Mages provides healing up here (if you aren't sending them on a kamikaze mission to the south).&lt;br /&gt;
&lt;br /&gt;
The Lich and 2 or 3 other dwarves (healthy/resilient if possible) should hold the edge of the hills on the west side of the map, keeping them clear for Krash's arrival. They shouldn't kill any Whelps that oppose them, but take out Rocklobbers and Grunts for as little return damage as possible. Use ranged attacks in preference to melee, apart from if the Lich needs some health back. Tallin should take and hold the village in the middle when he's finished with the Blue trolls, and provide leadership. The second White Mage stays near the base, and will resurrect there when killed, providing a wonderful distraction to up to 8 trolls per turn. Krash's arrival should happen around the time that the troops from the Green troll attack are freed up - sweep all of the remaining trolls southwards. Krash and company should kill the Black leader, and the Elves and Spectre will take care of Purple around the time Hidel's team/Himadrin arrives. Good for a huge gold bonus, but requires a very aggressive start and risks losing a couple of high level units.&lt;br /&gt;
&lt;br /&gt;
'''Alternate strategy:''' Recall nine or ten veterans and linger up around where his camp&lt;br /&gt;
will appear. Hold off the troll swarm until the drakes show up, then bust out of the encirclement and clean up. &lt;br /&gt;
&lt;br /&gt;
The Spectre can be extremely effective against the trolls; place him in the village on the northern tip of the eastern island, and he should be able to safely defend against one to three trolls each turn. The Elvish Shyde and Sorceress, as well as the two liches, can be put to&lt;br /&gt;
better use if you move them into the forest on the eastern island in the beginning of the scenario. Stay within the forest and lure in trolls one or two at a time to level up the Sorceress and create a distraction. Once the troll leaders in the NE and SE have finished recruiting and their forces have moved over to attack in the west, the liches and the shyde can jump in and kill the leaders, and seize as many villages as possible.&lt;br /&gt;
&lt;br /&gt;
After Krash's camp is set up, you will be controlling both Tallin's and Krash's troops. Krash's team will take its turn after all the trolls, and before Tallin. The trolls will probably be still swarming in front of Tallin's defense, but you can create opportunities for the drakes to level&lt;br /&gt;
up by withdrawing one of Tallin's units and defeating the two trolls next to that opening, so that the trolls will be zone-locked and unable to get into the opening. The drakes will have the advantage that after they attack they can be healed by Tallin's healers, before the trolls retaliate.&lt;br /&gt;
&lt;br /&gt;
Although you will be in deep negative gold during this one, don't succumb to the temptation to give all the villages to Krash. He can make use of them immediately, but that isn't important, as he starts with enough gold to recruit enough drakes for what you need. You will get a big early finish bonus, so seize villages with your forces in the east, and with your main force once you break out. It's essential to get more than 140 gold going into the next level. (Krash won't go negative, so he'll end up with 400-500 gold with the early finish bonus anyway.)&lt;br /&gt;
&lt;br /&gt;
===Eastern Flank===&lt;br /&gt;
* '''Objective:''' Defeat the enemy leaders.&lt;br /&gt;
* '''Lose if:''' Tallin, Ro'Arthian or Ro'Sothian dies or turns run out.&lt;br /&gt;
* '''Turns:''' 53/50/47 (Challenging / Difficult / Nightmare).&lt;br /&gt;
* '''Starting units:''' Tallin, Camerin, Abhai, Father Morvin, Sister Thera, Elenia, Stalrag, Eryssa, a Gryphon, a supporter and Krash (as a team leader).&lt;br /&gt;
&lt;br /&gt;
'''Strategy 1:''' The only good thing about drakes in mountains is that you can rush them away to heal once they get trashed. They have a much lower defense on mountains relative to non-drake units. So it's better for Tallin to recall L2 and L3 dwarves (maybe one L1 dwarf), and spread these along the line in the mountains - you probably can't get enough to avoid having quite a number of drakes here, but it limits the number of drakes that the enemy can trash per turn; and the limited mobility in the mountains means they can't always attack the drakes with the units that they want.&lt;br /&gt;
&lt;br /&gt;
Use drakes first to finish off weakened enemies, and drake burners to soften up the higher level enemy melee units (try to avoid having many L1 drake units in the line at night, when they are extremely vulnerable). Tallin's higher level units are better used for attacks on fresh enemy units. Don't extend your drake line to the map edge any faster than needed - the AI won't deliberately try to outflank, he'll just try to wrap around the last unit in line. You want to minimise the number of drakes he can maul each turn. Get the two human healers up into the mountains, and wounded drakes should congregate behind the lines around these. The two liches are good front-line units here, as the high defense means the enemy melee troops can't batter them too much (their drain attacks tend to compensate for any health loss), and their magic attacks are perhaps the most potent on this terrain.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, the east side of your line starts in the village just E of the mountains, where Tallin should be - the enemy are generally afraid to attack him due to the Rod. The line east of here consists of the spectre, the shyde &amp;amp; sorceress, and a mix of drakes and any high-level human units in your auto-recall. (The drakes have only a 10% difference in defense on these terrains, and have better mobility over the river.) Use the shyde and sorceress to entangle the best enemy melee units each turn, and drakes to soften up and kill them.&lt;br /&gt;
&lt;br /&gt;
You hold this line for 2 days, wearing through the enemy. Once they run low on units, the drakes become valuable for encircling isolated units, rolling up the flanks, and darting behind their lines to seize villages. Push south through the mountains, and use the wizards to blast the orc leaders.&lt;br /&gt;
&lt;br /&gt;
'''Strategy 2:''' I use the same technique as Strategy 1 in the mountains, but a radically different strategy otherwise. I recalled all my veterans, sent the dwarves north, and almost everyone else directly west. I recruited as many Gryphons as I could with my money, and sent them, as well as Abhai, south to take the island. I also made sure to move Tallin and Krash near to the front lines. The sheer number of high-level units attacking the main front was too much for the orcs, and by turn 11 the dwarf/drake force had defeated the northern flank. I moved Krash into one of the leader castle squares in the fortress, and recruited a Drake Burner in every free square in the fortress. (If you still somehow have positive gold with Tallin, you can use a similar technique with him) By turn 12, the orcs' main front had also collapsed due to the Drake Burners, and I defeated the last orc leader on turn 16.&lt;br /&gt;
&lt;br /&gt;
The gryphons in the south basically were slaughtered by turn 10. I only had two remaining with low health; I retreated these in case they would be useful for recall (20 gold vs. recruiting 40 gold). By then, however, the island was free from orcs and there was only a small band (~5-6) of one Orcish Warrior and several Wolf Riders left. Abhai easily slaughtered most of them in the water, and the healed surviving Gryphons killed the rest by turn 14. &lt;br /&gt;
&lt;br /&gt;
The only problem with this strategy is that it puts you in deep negative gold, but the early finish bonus more than makes up for that.&lt;br /&gt;
&lt;br /&gt;
'''Strategy 3:''' I managed to win this scenario (on Easy) only by sending the White mages / Mages of Light to the mountains to the west of Krash, along with every dwarf lord I could recall, while the elves, Abhai, and Camerin went south of the river. I put the liches on the mountain-peninsula so that they could attack many units. Krash recruited Burners and Clashers, with the occasional Fighter, and they planted themselves in the forest and grassland west of Tallin's keep. They died easily but did not fail completely, they held the line west and I did manage to level several drakes (of each line) up to at least Level 2. This is the only way I could win without getting veterans slaughtered, and even when they weren't slaughtered, the orcs were bold enough to walk up to Tallin's keep, attack him, and steal the villages. My &amp;quot;advisor&amp;quot; was a Huntsman, who died easily, so I just kept him back. The drakes that needed healing in the field or forest took advantages of nearby villages (there were some on an island south of Tallin's keep, some in the mountains, and some in the forest). The dwarves in the mountains went into nearby villages or the White Mages if they needed healing. Abhai as a Spectre did well in the far south against Wolf Riders, and the elves and the Great Mage did well in the forest on the edge of the island against the occasional Assassin or Wolf Rider. Later, I sent a drake or two that way. Once the front line of the orcs was eliminated, Krash and Tallin moved forward with all the troops, and sat in the keeps. Because of the unique way that the castle is designed, the orcs recruited units right next to my units, while I recruited units right next to theirs. I lost a good drake or two but otherwise did not suffer many problems.&lt;br /&gt;
&lt;br /&gt;
Comment (Nightmare): I would recommend taking up a very forward position (which leaves you with only one flat hex to defend and a shorter way to the castle when you decide to push through). As the distance to the keep, where Tallin is busy recruiting, becomes quite large, I would recommend giving the rod to Zlex (Royal Guard by now) in Pursuit. That way it will see more action and he even can receive leadership by Tallin later. If you treat your drakes well, i.e. always retreat at dusk, they can do a lot of work, gain experience and most of all kill scores of bathing assassins. Instead of wasting gold and blood on recruiting many L1 in the enemy castle, recalling some resilient units (i.e. dwarf lords + a few shielding L1) to prevent any further recruiting (instead of attempting to directly kill the leaders with them) is much more efficient.&lt;br /&gt;
&lt;br /&gt;
===Get the Gold===&lt;br /&gt;
* '''Objectives:''' Defeat the orcs.&lt;br /&gt;
* '''Lose if:''' Tallin, Ro'Arthian, Ro'Sothian or Eryssa dies or turns run out.&lt;br /&gt;
* '''Turns:''' 35/30/25 (Challenging / Difficult / Nightmare).&lt;br /&gt;
* '''Starting units:''' Tallin, Camerin, Abhai,  Father Morvin, Sister Thera, Elenia, Stalrag, a supporter, Krash (as team leader) and Eryssa (as team leader).&lt;br /&gt;
* '''Other:''' Save Sisal if at all possible. If you do, you get your gold from &amp;quot;The Pursuit&amp;quot; back.&lt;br /&gt;
&lt;br /&gt;
Scenario not available if Eryssa was hostile or wasn't rescued.&lt;br /&gt;
&lt;br /&gt;
The primary challenge in this scenario is trying to save Sisal, and though it is not stated that Sisal's survival is essential, you do not get back the gold that you earned in &amp;quot;The Pursuit&amp;quot; if she dies. You really, really want that gold. Setting her side's behavior (with right-click) to &amp;quot;defensive&amp;quot; is usually enough to make her stall the orcs successfully until you can either get quick reinforcements to her, or defeat the enemy leader.&lt;br /&gt;
&lt;br /&gt;
The enemy is pretty strong so recruit with the drakes, elves and Tallin's crew. Level what units you can and focus on killing enemy units. Other than keeping Sisal alive this is a simple assault against strong enemies.&lt;br /&gt;
&lt;br /&gt;
''Note'': In versions previous to 1.10.x, this scenario was slightly different and keeping Sisal alive was much more challenging because you couldn't give here commands, and she had a high propensity to jump into the water and get killed. The following paragraphs apply to those older versions.&lt;br /&gt;
&lt;br /&gt;
The AI controlling Sisal may behave strangely and she jumps into the river to be slaughtered easily. If you are desperate, an option is using the [[CommandMode|droid command]] to change Sisal to a human controller - that way, you control her and prevent her from dying within 3 turns. &lt;br /&gt;
&lt;br /&gt;
'''Alternative Strategy 1:''' On turn one, mass produce gliders with the drakes and gryphons with the humans. Send the gryphons along the eastern edge of the map, and send the gliders immediately due south. The gryphons will need to punch a small hole to proceed (when forces try and stop them in the mountains), but they're then easily able to wrap around to the south-east of the enemy's forces. Send the gliders to the south-west of the enemy's forces on turn three.&lt;br /&gt;
&lt;br /&gt;
Throw in a few scouts from the elvish army for good measure, and you can effectively, quickly create a wall of units to shield Sisal—at which point she returns to her keep.&lt;br /&gt;
&lt;br /&gt;
This strategy also causes the AI to heavily attack your southern units, giving you a weak enemy line in the north you can quickly punch through with your massive army. I was able to defeat their leader on turn six without a problem.&lt;br /&gt;
&lt;br /&gt;
'''Alternative Strategy 2:''' Recruit 4 lvl2 elvish rangers. Use their ambush ability to hide them directly west of the enemy leader. Evade stray units to remain hidden. Once the enemy stops recruiting there is a 1-2 window of opportunity to take out the leader. While the rangers patiently wait for their moment, maintain a strong defensive in the N and shield Sisal as described above.&lt;br /&gt;
&lt;br /&gt;
===Showdown===&lt;br /&gt;
* '''Objectives:''' Defeat all enemies.&lt;br /&gt;
* '''Lose if:''' Tallin, Ro'Arthian, Ro'Sothian, Hamel or Eryssa dies or turns run out.&lt;br /&gt;
* '''Turns:''' Unlimited.&lt;br /&gt;
* '''Starting units:''' Tallin, Camerin, Abhai, Father Morvin, Sister Thera, Elenia, Stalrag, a supporter, Krash (as team leader) and Eryssa (as team leader).&lt;br /&gt;
* '''Other:''' If you have recovered your gold on the previous scenario, it gets split into three equal parts, and assigned to your three leaders (Tallin, Krash and Eryssa/Ro'Sothian).&lt;br /&gt;
&lt;br /&gt;
Pull out all the stops, because this is it. The wall is defended by level 3 orcs (Warlords and Slurbows). You'll want to draw them off the walls before engaging them, they're dangerous enough as it is without the fortification bonus; hanging a unit or two just within their engagement range will do it. Because there are so many orcs, you need to be especially careful about neither leaving units isolated nor presenting unanchored flanks for them to swarm around (the drakes, in particular, should fort up in the northern camp until they've thinned out their attackers considerably). Get to the edge of the moat and then cycle in fresh units and expand along the edge of the moat. The enemy will probably swarm towards Tallin's units. Don't try and breakthrough. Just be content to kill the units that enter the moat.&lt;br /&gt;
&lt;br /&gt;
Recruit lots of druids with the elves and send them to help out Tallin and the drakes. Other than that the same strategy applies: kill the units in the moat. If there is an opening, move in.&lt;br /&gt;
&lt;br /&gt;
Same thing with the drakes. If you level a Burner, turn it into a Flare. Since you have lots of level 1's the leadership will be useful.&lt;br /&gt;
&lt;br /&gt;
Hamel will tear up the western edge of the fort pretty well. Aid him with elves if you can and then follow his lead to attack from within the castle walls.&lt;br /&gt;
&lt;br /&gt;
Recruit, recruit, recruit, especially with the drakes. Take out the level 3 wall defenders, wear down the attackers in the moat and punch through where you can. Somewhat tedious but inevitable with your massive gold reserves.&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns]]&lt;br /&gt;
[[Category: Campaigns - Walkthroughs]]&lt;/div&gt;</summary>
		<author><name>Schnobs</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=TheRiseOfWesnoth&amp;diff=63643</id>
		<title>TheRiseOfWesnoth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=TheRiseOfWesnoth&amp;diff=63643"/>
		<updated>2019-08-24T13:25:10Z</updated>

		<summary type="html">&lt;p&gt;Schnobs: /* Return of the Fleet */&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;
Over the course of this campaign, you will need to level up to some:&lt;br /&gt;
&lt;br /&gt;
* Healers: White Mages/Mages of Light (at least four)&lt;br /&gt;
* Undead killers: Paladins (two)&lt;br /&gt;
* Mobile strikers: Silver Mages (at least one, preferably more), Grand Knights (several), Fugitives (one or more helps)&lt;br /&gt;
* Damage sinks: Royal Guards, Iron Maulers, Highwaymen, Halberdiers, level 3 Burin, and again Grand Knights&lt;br /&gt;
* Leaders: level 3 Haldric, level 3 Lady Outlaw, and much later level 3 Commander Aethyr &lt;br /&gt;
* Ranged attackers: Great Mages (can use several in the last scenario), Longbowmen/Master Bowmen (two), Trapper/Huntsman (one is helpful)&lt;br /&gt;
&lt;br /&gt;
A Mage of Light, one Paladin, and five Grand Knights make a perfect assault team!&lt;br /&gt;
&lt;br /&gt;
Although Horsemen are key for the first three or four scenarios, it's important not to be too reliant on horse units through the middle part of the campaign, as there are many hard levels underground, in swamps, in water, or against Saurians; use XP from the scenario ''The Vanguard'' to get to 2 Paladins and 2+ Grand Knights.&lt;br /&gt;
&lt;br /&gt;
Don't overlook Pikemen/Halberdiers, which are useful in many levels; pierce attacks work well against Drakes and against the dragon, and they are handy for defensive roles especially repelling Wolf Riders. They are less good against undead, though, and don't get that +1 MP Royal Guard speed bonus.&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) leveled up. Footpads help too, once leveled up. Due to swamps, you will sometimes be spamming Poachers, which can marksmanship once at level 3 (or Rangers are good too, for swamps and forest.) These, plus Lady Outlaw, 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;
Here are some recommended units to have obtained by specific scenarios:&lt;br /&gt;
&lt;br /&gt;
2. The Fall - 1 Knight&amp;lt;br&amp;gt;&lt;br /&gt;
3. A Harrowing Escape - 1 White Mage, 2 Knights, plus about-to-level troops&amp;lt;br&amp;gt;&lt;br /&gt;
4a. The Midlands - avoid, go to The Swamp of Eden instead&amp;lt;br&amp;gt;&lt;br /&gt;
4b. The Swamp of Eden - level 2 Haldric, level 2 Lady Outlaw, 2 Knights, 2 Shocktroopers&amp;lt;br&amp;gt;&lt;br /&gt;
6. Temple of the Deep - level 3 Haldric, level 3 Burin, 1-2 Mages of Light or several Outlaws / quick Bandits&amp;lt;br&amp;gt;&lt;br /&gt;
8. Clearwater Port - level 3 Lady Outlaw, 3 White Mages / Mages of Light, 3 Iron Maulers / Royal Guards / Halberdiers&amp;lt;br&amp;gt;&lt;br /&gt;
12. A Final Spring - 1-2 Silver Mages&amp;lt;br&amp;gt;&lt;br /&gt;
14. Rough Landing - the 3 loyal Mermen from the previous scenario, ''Peoples in Decline''&amp;lt;br&amp;gt;&lt;br /&gt;
17a. The Dragon - up to 4 White Mages / Mages of Light&amp;lt;br&amp;gt;&lt;br /&gt;
17d. Cursed Island - 1 Paladin&amp;lt;br&amp;gt;&lt;br /&gt;
19. The Vanguard - 4 Knights/Lancers/Grand Knights, 2 Paladins (or about-to-level Knights)&amp;lt;br&amp;gt;&lt;br /&gt;
20. Return of the Fleet - 1 Mermen Entangler, 1 Merman Triton with Storm Trident, level 3 Commander Aethyr desirable&amp;lt;br&amp;gt;&lt;br /&gt;
22. The Rise of Wesnoth - 2 Paladins, 3 Royal Guards, 4 Mages of Light&lt;br /&gt;
&lt;br /&gt;
Because the campaign is long and you won't be able to recall all your level 3's in the final scenario, it pays to create some &amp;quot;uber-units&amp;quot;. An example is a quick, resilient Silver Mage that has been AMLA advanced a few times.&lt;br /&gt;
&lt;br /&gt;
==Scenarios==&lt;br /&gt;
===A Summer Of Storms ===&lt;br /&gt;
&lt;br /&gt;
This is a relatively easy scenario, so gear your recruitment and strategy with an eye towards gathering XP.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
# For the first round, recruit 2-3 Horsemen and the rest can be all Spearmen or a mix of Spearmen and Bowmen as you see fit.&lt;br /&gt;
# 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, grunts, and riders you will encounter. 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.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
* Players have used at least three strategies with success...&lt;br /&gt;
# The &amp;quot;over the bridge&amp;quot; strategy: Send the horsemen with the king over the bridge, and the others should follow or start going over the mountain, to avoid being attacked from behind. Send subsequent Spearmen and Bowmen on the &amp;quot;over-the-bridge&amp;quot; road, and when the Prince and final troops have just about caught up, march on the enemy camp.&lt;br /&gt;
# The &amp;quot;hide in the swamp&amp;quot; strategy: Proceed much like the above, but send the king 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, you can use a Spearman and a Mage (to level him.)&lt;br /&gt;
# &amp;quot;Sandbagging&amp;quot; strategy: On the hardest difficulty level, the initial enemy assault will only be easy to handle by entrenching your troops behind the river. Use the king to block the bridge initially, while Spearmen handle the shoreline just north and Horsemen carefully flag villages across the river. Run the king around, lending his leadership as you massacre the stupid enemy troops that have jumped like lemmings into the water. &lt;br /&gt;
* For all these options, you will also need to send a squad north into the mountains and around into the flank of the enemy. A quick Spearman, a quick Bowman, and one other unit, possibly a quick Mage, should be more than sufficient.&lt;br /&gt;
* When you see that the fronts are under control, stop recruiting and send prince Haldric and your Mages over the bridge on a quest for XP, assisted by the leadership of the king, and converge on the enemy camp.&lt;br /&gt;
&lt;br /&gt;
===The Fall===&lt;br /&gt;
&lt;br /&gt;
This is a scenario that looks scary, but it is only moderately difficult with proper recruitment and strategy.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
* Recall or recruit Spearmen and Bowmen to man the lines.&lt;br /&gt;
* Horsemen/Knights are desirable, because you probably do not yet have a White Mage, and the villages are widely spaced.&lt;br /&gt;
* Recalling or recruiting Mages for XP gathering is highly advisable for future scenarios.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
* There are three basic approaches to take out the outlaw leader...&lt;br /&gt;
# &amp;quot;Brute force&amp;quot; strategy: You can march west with a large army and use part of it to hold northwestern 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.&lt;br /&gt;
# &amp;quot;Assassination over the bridge&amp;quot; strategy: You can assassinate the outlaw leader. One way is to wait until the orcs have killed almost all outlaws and then assassinate the outlaw leader with Knights, rushing over the enemy camp's bridge and into the keep. This strategy is risky because orcs can kill the leader before you.&lt;br /&gt;
# &amp;quot;Assassination via the mountain pass&amp;quot; strategy: Another way to assassinate the leader is to send a squad through the southern mountains to the outlaw keep. Two Mages and three Spearmen might be enough. If not, add a Knight, Horseman, or the King, though these units have only a narrow passage devoid of mountains and could get pinned by the enemy.&lt;br /&gt;
* On the hardest difficulty level, you may be forced to assassinate.&lt;br /&gt;
&lt;br /&gt;
Hints...&lt;br /&gt;
&lt;br /&gt;
* Saving the loyal Heavy Infantrymen (or Shock Troopers on easy) pays off in later scenarios. To save all three, move them south towards the outlaws.&lt;br /&gt;
&lt;br /&gt;
* Once you eliminate the HP of the Lady Outlaw, she offers to help you. If you say yes, she comes back as a loyal unit in future scenarios and you will be able to recruit outlaw units, plus she cannot be killed in the next couple of scenarios (instead, she disappears when she goes to zero HP, and comes back the next scenario.) This is quite valuable. If you say no and try to kill her, you find out she cannot be killed. However, you do get 200 gold that she leaves behind.&lt;br /&gt;
&lt;br /&gt;
* Heads up: The following scenario (''A Harrowing Escape'') is a handful on the hardest difficulty level. On hard, your goal should be a carryover of almost 150 gold (so you have 250 starting gold), so although Lady Outlaw's assistance is worth much more than 80 gold (40% carryover of her 200 gold), you may be forced to choose the gold. Another thing you need to beat the following scenario on hard is a White Mage at or near the start of the scenario. Also, about-to-level units will be especially nice for their self-healing ability and low initial upkeep. Steer XP accordingly.&lt;br /&gt;
&lt;br /&gt;
===A Harrowing Escape===&lt;br /&gt;
&lt;br /&gt;
This scenario is much easier on lower difficulty levels, calling for different strategies.&lt;br /&gt;
&lt;br /&gt;
On easy/medium...&lt;br /&gt;
* Recruitment: You should recruit/recall 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. Other than the Mages, simply recruit what you want, and go along the road. You get enough villages to pay upkeep for quite some army, and can give some of them a bit of experience.&lt;br /&gt;
&lt;br /&gt;
* Strategy: Leave a few units in the rear, as the enemy can cross hills quickly. Note that Footpads and Outlaws will also cross hills at reasonable speed, if you need to hunt down some units. There are two castle tiles about halfway down, try to send Lady Outlaw and Brunin the Lost to them, they make good guards in case the enemy tries to come straight up. You can also send a couple groups of units down southeast to the lake, so you can prevent the Green team (southeast) from coming up the river. You can also kill the two Orcish Grunts (or Warriors on medium) on the southern castle tiles and then move Lady Outlaw and Brunin to them.&lt;br /&gt;
&lt;br /&gt;
On hard...&lt;br /&gt;
* Recruitment: To beat this scenario on the hardest difficulty level, you need some level 2 (or better yet, about-to-level level 1) units already and decent starting gold. It has been beaten on hard with as little as 158 starting gold, 200 is still difficult, and 250+ makes it relatively easy. You can stretch your gold a bit by not going negative on upkeep and waiting until you can't wait any longer to do one last round of recruiting, recalling mostly level 2's. For timing your final recruitment, watch the wolves that are likely trying to flank through the mountains south of your keep. Another requirement for beating this scenario is a White Mage (or two.) If need be, you must promote a Mage (or two) &amp;lt;i&amp;gt;tout de suite&amp;lt;/i&amp;gt;, as you will be dealing with severe damage and assassins, while only having easy access to 2 or 3 villages initially. Horsemen and Knights are useful for dissipating damage by serving as meat shields against blades and then running off to remote villages to heal. Quick Horsemen are especially nice, as they can transfer between two strategically placed villages in one turn, for healing on the go. Horsemen, Knights, and Swordsmen are useful for swatting assassins. If you can recruit outlaws, a couple of Footpads are nice for village grabbing. Thieves are also good because they are cheap, the Grunts are fond of attacking them, and they often survive on 70% defense.&lt;br /&gt;
&lt;br /&gt;
* Strategy: Near the start of combat, it's crucial to kill the first waves quickly: the wolves and assassins. More important than terrain is avoiding getting flanked, so mobility of individual units is key; if you climb up deep into the mountains, you will have a harder time with mobility than staying on or near the valley floor. Additionally, many of your units cannot go on mountain hexes, so it's easier to maintain your lines if everyone stays close to the valley. It's easier to make a stand at the keep and northern river bank, but this approach can be too costly in terms of time.&lt;br /&gt;
&lt;br /&gt;
Hints...&lt;br /&gt;
* On medium/hard, you can lure out the roadside guard Warriors one at a time by putting a unit within attack range of one (and out of range of the other.) They mostly come at night. Mostly. That is, the Warriors might not bite bait put out during the day.&lt;br /&gt;
&lt;br /&gt;
* If you have Lady Outlaw, note that she has leadership, which will be useful to help promote Prince Haldric, if he is still level 0. It's worth advancing her to level 2, to continue to provide leadership to level 1 Haldric and your other level 1's. You may also make use of her odd ability &amp;quot;distract&amp;quot;, which allows adjacent allied units to ignore ZOCs. And Lady Outlaw allows you to recruit outlaw types. On hard especially, Thugs can be useful as meat shields and to provide strong attacks at night when your lawful forces are crippled. Remember too that Lady Outlaw cannot be permanently killed (at least not yet), so when desperate times call for desperate measures, you can move her into a suicidal position.&lt;br /&gt;
&lt;br /&gt;
* It helps that there are two enemy sides as opposed to a twice as strong single enemy side. If one of your units could be attacked by 3 enemies, but 1 of these hexes is currently blocked by the other side, the currently moving enemy decides to attack units which it (they) is (are) actually less likely to kill than that one. AIs don't cooperate, that is.&lt;br /&gt;
&lt;br /&gt;
* If you are stuck on this scenario, you may need to replay one or both of the previous scenarios and/or choose to &amp;quot;kill&amp;quot; Lady Outlaw in the previous scenario so you get her gold.&lt;br /&gt;
&lt;br /&gt;
Spoilers...&lt;br /&gt;
&lt;br /&gt;
* There is Dwarf Steelclad in the village at 8,5. It's 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;
* After you kill the first orc leader, an Orcish Slayer and two Assassins will pop out of nowhere, so you would be wise not to have any wounded units stuck without movement points at that point. Also, the other leader will get an infusion of gold and start recruiting on all available hexes, so if you can sit on some of those hexes first, it will help keep the situation from getting out of control.&lt;br /&gt;
&lt;br /&gt;
* At the end, you will be given the choice of the river/swamp road or the midlands/orc road. These fork to the scenarios ''The Swamp of Esten'' and ''The Midlands'', respectively. The swamp scenario is relatively easy, while ''The Midlands'' could cost you some leveled units or even prove impossible to beat if you are low on gold. Also, the swamp gives you a free loyal White Mage, so it's a no brainer, unless you want more of a challenge.&lt;br /&gt;
&lt;br /&gt;
* Heads up: it would be wise to have at least 1 White Mage before going to the scenario ''The Swamp of Esten''.&lt;br /&gt;
&lt;br /&gt;
===Diverging Campaign Path===&lt;br /&gt;
====The Midlands====&lt;br /&gt;
&lt;br /&gt;
Orcs again. But you chose that way. This scenario may appear impossible, but with a lot of gold and a little strategy, it can be beat. &lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
* You are given plenty of time, so use it wisely. The enemies send lots of orcs, mostly weak ones. So recruit and recall everything you can.&lt;br /&gt;
* Recall any White Mages you have. You'll need them.&lt;br /&gt;
* Bowmen are good for the wolf units you will be facing.&lt;br /&gt;
* The rest depends on your strategy.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
* The &amp;quot;Fast Assault&amp;quot; option: use an assassination team. If you go west, only your Knights and Horsemen will arrive and fight at daytime. So 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, but hopefully not the latter, as they are loyal units in a long campaign. With this approach, you can finish early (around 25 turns) and keep your losses low.&lt;br /&gt;
* The &amp;quot;Dark Assault&amp;quot; option: use Footpads.  If you chose to work with the the outlaws in the last round, then this works well.  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 them to the upper west and south, followed by more powerful units: Mages, Horsemen, etc.  For the time being, leave 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 enemy's gold and increases yours.  Don't attack at first, just defend, until more of your slow higher powered units arrive. The strategy here is to pick off the orcs, and send the Horsemen to capture villages.  While this is going, to the south you send your Footpads to capture any villages you can and, more importantly, put a Footpad on the hex that is adjacent to the bridge, thereby stopping easy advancement of their greater numbered troops. A White Mage, a couple Trappers and some Bowmen would make a good escort. Probably sending a Thief or two would be good too, to help dispatch any enemy that infiltrate the villages north of the river. one enemy got into one of the villages on the north of river, and it took a lot to dislodge him.  The intention is to engage the enemy so that they are fighting from the river squares, at a huge disadvantage.&lt;br /&gt;
&lt;br /&gt;
====The Swamp Of Esten====&lt;br /&gt;
&lt;br /&gt;
This scenario is not hard if you are conservative and don't send important units off alone.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
# First round, recall 1-2 quick Knights (or Paladins, if you have them), recruit 1-2 Horsemen, and recall your loyal Shocktroopers or whatever they are now.&lt;br /&gt;
# Next round, recruit/recall Mages to kill Scorpions (and Bats) and at least one White Mage to deal with poison, plus maybe a Poacher or Trapper or two, as they are good in swamp (and you would like a Huntsman eventually, for its markmanship.)&lt;br /&gt;
# A little Thug spam can come next, but you don't need a full third round of recruitment. Then send Prince Haldric off to lend his leadership.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
# Head to the northeastern leader first. Try to kill Dark Adepts with Burin or horse units before they have a chance to attack you. As you close in on the leader, hover your mouse over him to watch where he can go, as at night his ranged attack is nasty and can be followed up by waves of kamikaze Walking Corpses, which can take out a Knight.&lt;br /&gt;
# After you have killed the northeastern leader and eliminated troops there, you can either send your whole army back across the ford and south or split your army into two halves, sending one part to each leader. If you have lost several units but have lots of turns left, it's probably safer to stick together. This is not a simple mop-up operation, as powerful undead can take out some of your valuable units if you're not careful. On hard, Shadows are a threat at night.&lt;br /&gt;
&lt;br /&gt;
Spoiler...&lt;br /&gt;
&lt;br /&gt;
* Searching the temples is a good idea. Some have gold. There is 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 a horse unit or Lady Outlaw to the temple at 19,5. However, some of the temples contain undead, 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 challenge in this scenario is keeping your ally alive.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
# First round, recall your (probably leveled up) Heavy Infantry from The Fall and some quick Spearmen.&lt;br /&gt;
# Second round, recruit/recall Thugs, Bowmen, and Spearmen, preferably quick.&lt;br /&gt;
# Third round, recall 2-3 White Mages (or Mages of Light) and maybe some quick Mages.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
* Your forces will have three main combat arenas: the northeast, the south, and the middle.&lt;br /&gt;
# The castle in the middle is inhabited by the tree folk. The orcs have almost the perfect anti-wose force, heavy on fire (Orcish Crossbowmen and Pillagers), so your ally is going to need your help. Send 2-4 units to the castle and another 4-8 units northeast of the castle to block the enemy advancing from that direction.&lt;br /&gt;
# Split the rest of your forces to go northeast and south, 4-6 units each, with a White Mage in each force. Your loyal Heavy Infantry / Shocktroopers should head south. Sending Haldric south might help take some of the heat off the woses.&lt;br /&gt;
  &lt;br /&gt;
Tips...&lt;br /&gt;
* If you send a White Mage or Mage of Light to the wose castle, it will let any adjacent wose cure+heal or sometimes regenerate+heal (16 points.) That's because of the side sequence within a turn: player, orcs, woses. For example, after the orcs attack with poison, the woses cure themselves, and then your leveled mage will heal any adjacent wose.&lt;br /&gt;
&lt;br /&gt;
Spoilers...&lt;br /&gt;
* The temple contains the entrance to the catacombs, but you need the leader Wose's help to open it, and to get that help you have to win the current scenario, so there is no point in visiting this temple.&lt;br /&gt;
&lt;br /&gt;
* Heads up: The next scenario is in the catacombs, i.e., underground, and it's a tough one, so you need to groom your roster accordingly. Two Mages of Light would make it a whole lot easier. Failing that, level up your fearless loyal Shocktrooper and chaotic outlaw types. Bandits/Highwaymen and Fugitives are especially nice. Quick units of almost any type (except horse units) will be helpful, if leveled and possessing high HP (&amp;gt;50).&lt;br /&gt;
&lt;br /&gt;
===Temple in the Deep===&lt;br /&gt;
&lt;br /&gt;
You will be facing undead underground. This is a difficult situation that will prove much easier with proper recruitment. Then the strategy will be fairly straightforward.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
&lt;br /&gt;
* All in all, what you need is a small elite force. Two rounds of recalls is enough, if you didn't lose Burin in a prior scenario.&lt;br /&gt;
# First round, recall your loyal Shocktroopers / Iron Maulers, though their slow movement will prove frustrating. Also on the first round, recall a fast &amp;quot;tank&amp;quot; and someone to grab the holy water.&lt;br /&gt;
# Second round, recall any Mages of Light you might already have, and a total of at least two White Mages or Mages of Light, preferably quick. For the rest of your recruitment, what you need are high movement (6+ MP) non-horse units with high hitpoints (&amp;gt;50 HP). It helps if they are chaotic (or at least neutral) and/or have ranged or impact attacks. Put all the requirements together and it points to Fugitives. Outlaws and quick Arch Mages are worth recalling too. Fill out the rest with other high HP units. Note that horse units are too sluggish in caves and should not be recalled/recruited unless you have a compelling reason.&lt;br /&gt;
# Third round (optional), you can add a unit or two for a safety margin.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
&lt;br /&gt;
# There are two ways north, but they will meet up together. First thing you will see are Tentacles. You can either ignore the Tentacles for the most part or use them for XP. Your main initial objective is to find a good place to make a stand against the nasty wave of undead coming from the north. The chokepoints and southern shoreline offer good defensive locations. Watch out for the enemy's Bone Shooters, Revenants and Deathblades, as they could easily mess up a level 3 unit. &lt;br /&gt;
# Once the flow of baddies as tapered off, gradually progress northwards. 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. Be careful if he has recruits around, as their combined damage can take down one of your level 3's. Note that the Ruby can only be picked up by Haldric.&lt;br /&gt;
&lt;br /&gt;
Hints...&lt;br /&gt;
&lt;br /&gt;
* Holy water: The best choice for the Holy Water is a quick Bandit, who should level quickly. A quick Highwayman could be used, but won't benefit much from the XP.&lt;br /&gt;
&lt;br /&gt;
* XP: Use this level to get experience. The early-finish bonus is tiny. The Tentacles are perfect for leveling up units. Keep Burin away from the water at this stage, or he'll kill all tentacles as they attack, depriving those who could benefit from the XP.&lt;br /&gt;
&lt;br /&gt;
Spoilers...&lt;br /&gt;
&lt;br /&gt;
* Your killed units will be turned into Walking Corpses (or Soulless on hard.) Therefore, spam is not helpful. A Mage or Thug can be okay, if used with great care, but mostly you need to recall leveled troops here.&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;
&lt;br /&gt;
This scenario is easy if you take the first boat out, more challenging for the second and third boats, and very difficult (on hard) if you want to take out all three leaders.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
# Your loyals, two to three healers and plenty of spearmen is all you need, if you stick to the walls and play defensively.&lt;br /&gt;
# Recruit slowly at start to stretch your gold with initial income.&lt;br /&gt;
# It's a good scenario for leveling troops, so add a few other (sturdy, non-mage) units for diversity and to make your recall list more varied. &lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
# Your ally does not need his villages.&lt;br /&gt;
# Man the walls, play defensively, stick to the walls, prepare to defend against occasional breaches.&lt;br /&gt;
# Use illumination and leadership to maximum effect.&lt;br /&gt;
# Soften opponents with your loyal veterans, feed kills to recruits.&lt;br /&gt;
# Send a small task force to the northeastern coast (easy kills on 20% terrain). Be prepared to reinforce them.&lt;br /&gt;
&lt;br /&gt;
Finish...&lt;br /&gt;
* Take the third boat (this gives early finish bonus) or try to defeat all leaders, if you feel ambitious.&lt;br /&gt;
&lt;br /&gt;
===Fallen Lich Point===&lt;br /&gt;
&lt;br /&gt;
This is a high variance scenario. It may be easy or hard, depending on events beyond your control.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
* Recruit fairly lightly initially, as you will likely have a chance to use the Lich's keep to recruit again.&lt;br /&gt;
* Mages, White Mages, and Mages of Light are good, and as are all the other advancements of Mages.&lt;br /&gt;
* You automatically should have your loyal Knight. Because of the mountains around &amp;quot;lichland&amp;quot; and frozen ground everywhere else, additional horse units are not recommended, except a single Paladin will come in handy.&lt;br /&gt;
* Some Thugs or a Bandit or Highwayman will provide a little extra undead bashing power.&lt;br /&gt;
* Footpads will help with village flagging.&lt;br /&gt;
&lt;br /&gt;
Strategy... &lt;br /&gt;
# The Orcs will be busy with the Yetis, so you can walk with a big group south and kill the Lich-Lord. Move Haldric to the stone monument to de-petrify the Lich. It may help to post some units around the undead before doing so. Use several mages to make a hole or two in the ring of undead, and then push in a burly fighter or two and/or Paladin to kill the Lich.&lt;br /&gt;
# After killing the Lich, assess the Orc/Yeti situation (as well as the village flagging situation) and decide if you need to use the Lich's keep to recruit some reinforcements.&lt;br /&gt;
# After that, head north and walk into the sewer entrance (the &amp;quot;cave&amp;quot;) or else kill the orc leaders.&lt;br /&gt;
&lt;br /&gt;
Hints...&lt;br /&gt;
* 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 Yetis.  However, be careful not to be attacked by a Yeti yourself.&lt;br /&gt;
* 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.)&lt;br /&gt;
&lt;br /&gt;
===Sewer of Southbay===&lt;br /&gt;
&lt;br /&gt;
This is a swampy underground scenario, but with attention to recruitment, it's not very difficult.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
* As always underground, you want non-horse units with 6+ MP.&lt;br /&gt;
* Recall White Mages / Mages of Light, at least two, three is probably the optimal number.&lt;br /&gt;
* There are quite a few villages in this cave, so an expensive force is supportable, though not necessary. Some players recruit a large and spammy force, while others go with small and elite:&lt;br /&gt;
** Option 1, &amp;quot;Large and spammy&amp;quot; recruitment: Recruit four each of Mages, Thugs, and Poachers. Yes, Poachers normally stink, but here they really shine in a swamp that is permanently dark, underground. If you recruit four Poachers, you could finish with three Trappers and a Huntsman - or you could finish with four dead Poachers. The Thugs are especially likely to die, as they will be facing off against Red Mages, but somebody has to do it.&lt;br /&gt;
** Option 2, &amp;quot;Small and elite&amp;quot; recruitment: Recall something like one Red Mage, one Arch Mage, one Silver Mage, 2 two Royal Guards/Highwaymen/etc, and a Trapper or Huntsman, plus three regular Mages and a Poacher.&lt;br /&gt;
* A Rogue (or Assassin) can be very handy as a damage dealer, who is able to break through bottlenecks.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
# After leaving your initial chamber, you will be in a large swamp room with three entrances, through which will be a flood of bad guys. Use two Poachers and a Thug or similar to blockade the southeast, a small elite group to block the north, and then a mix of fighters and mages to handle the west entrance. Give each group a White Mage or Mage of Light, as well as at least one regular Mage. Try to keep the Mages of Light away from your chaotic forces on the front lines, though. Use the leadership of Haldric and Lady Jessene - and Mage of Light illumination or lack thereof - to get the most from each attack.&lt;br /&gt;
# When the initial battle has died down, you have two options:&lt;br /&gt;
## If you have enough forces, you can divide into two groups and attack both brothers simultanously, east and west.&lt;br /&gt;
## Otherwise, do them one after the other, and then look for the exit.&lt;br /&gt;
&lt;br /&gt;
Spoilers...&lt;br /&gt;
* Danger: there is a Giant Spider at the exit. You may wish to keep one or two cannon fodder units in order to be able to save your advanced units.  It is best to use ranged attacks against the spider, so leveled mages are good here.&lt;br /&gt;
* Heads up: the next scenario is a lot easier with a lot of gold, especially on the hardest difficulty level.&lt;br /&gt;
&lt;br /&gt;
===Southbay in Winter===&lt;br /&gt;
&lt;br /&gt;
Plot only.&lt;br /&gt;
&lt;br /&gt;
===A Final Spring===&lt;br /&gt;
&lt;br /&gt;
Clockwise, starting at the bottom: &lt;br /&gt;
* the southern orcs (purple) will recruit the usual orcish units, and with a few going west between the mountains and the coast, while the bulk will come through the plains south of the swamp, arriving at the keep early in the night. This one is the most conventional enemy, once his host is defeated you can march a comparatively small strike force to his keep and finish him off.&lt;br /&gt;
* The waterlogged orc to the west (black) will recruit mostly Naga and a few Bats, which will harrass you from the sea and try to seize the villages on your peninsula. He only has a small keep, so he can keep recruiting, two units per turn, seemingly forever.&lt;br /&gt;
* The northern orcs (green) are farthest away; they also have lots of villages they can capture. Hence it will be some time until they reach you, and not in full force at first. With any luck (and strong enough units) you'll have fought down the bulk of the southern orcs by then.&lt;br /&gt;
* Finally, a number of level-2 skeletons (including Chocobones) will appear behind the swamp in the east on turn 4 (first dusk). Those will join the black team; starting behind the swamp and with a few villages to grab, they won't knock on your door before daybreak.&lt;br /&gt;
&lt;br /&gt;
Spoiler:&lt;br /&gt;
On turn five, a few mermen will appear near the lighthouse and join you; you'll also be able to recruit mermen from then on. That's your ticket to fighting back the Naga, see to it that you still have some money left at the time.&lt;br /&gt;
&lt;br /&gt;
Recruitment/Strategy:&lt;br /&gt;
# several Trappers/Rangers/Huntsmen to sally forth and occupy the hills and forest south of the town. Your ally will sally forth to meet the enemy in the usual fashion; if you can lend a hand and soften up the enemy, King Addroran's troops will finish them off easily. In doing so, they'll happily expose themselves to counterattack -- your Trappers (etc.) have a rather good melee attack and probably won't be targeted as long as there's weaker and more accessible allied units nearby. Don't fret about the missed XP, there will be plenty more before this is over. For now, you want to dispose of the bad guys ASAP before they pile up on the doorstep.&lt;br /&gt;
# you probably don't need dedicated undead-killers beyond the Mages you bring anyway. But if you want to employ your loyal Shock Troopers, recruit them no later than turn 2 or they won't get there in time.&lt;br /&gt;
# Mages: seeing as there will be fighting all over the place, three healers will be barely sufficient. A few fireball-throwers will also come in handy, if only in order to deal with the evasive Orcish Assassins / Slayers. A Silver Mage or two will be especially useful, as they can teleport all over the place and help with each of the commanders in turn (especially the one on the island, that would take forever to get to otherwise).&lt;br /&gt;
# by turn 3, some chaff to occupy the coastal villages so the Naga can't just waltz in. Level-1 units or even peasants will do.&lt;br /&gt;
# the worst fighting will be over by daybreak; you'll still want a few lawful units to carry on the battle during the day. One keep of knights and level-2 lawful infantry should suffice. Recruit these on turn 4.&lt;br /&gt;
# starting on turn five, you can recruit mermen. Those can not only deal with the Naga infestation, but also tackle the northern orcs as they try to cross the bay. Two keeps worth is not too many.&lt;br /&gt;
&lt;br /&gt;
Strategy is broken into three fronts...&lt;br /&gt;
# First order is to help your ally with the first waves of attackers, as described above. You can't stop King Addroran from throwing away his troops, but you can help them to have some effect before they perish.&lt;br /&gt;
# Next, fending off the Naga. A few cheap units in coastal villages at first, mermen later. Mermen vs Naga at sea will be slow fighting: both have excellent terrain defense, so there will be no obvious progress for a good long while. You should use a Mage of Light to support them, this really makes a difference during the night.&lt;br /&gt;
# Also, the bay/river to the north. The Mermen can be very efficient here, enjoying high terrain defense while being close enough to the coast that Lady Jessene and Haldric can provide Leadership wherever needed; again, you also want a Mage of Light if available.&lt;br /&gt;
&lt;br /&gt;
For the landlubbers, don't bring too many rookies: this scenario is best used to direct experience to your level-2 units, partially advancing them outright or getting them to a point where you can expect them to level up at a good point in their next battle.&lt;br /&gt;
&lt;br /&gt;
For the Merfolk, try to advance all they loyal ones, and a few more besides. Directing XP to particular units will be easier for those mermen defending the bridge, but those fighting the Naga will inevitably get some XP as well. Eventually you'll have to cross the bridge with ground troops and take the fight to the enemy, though.&lt;br /&gt;
&lt;br /&gt;
===Peoples in Decline===&lt;br /&gt;
&lt;br /&gt;
This is a potentially bloody scenario. The Drakes are barely impeded by the difficult terrain and can run circles around you, making it hard to move damaged units into a safe position. On the upside, most drakes have little terrain defense even in forest and mountains, and are positively vulnerable to spears and arrows.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
Using Trappers (or their upgrades) and Merfolk, try to lure the enemy into the swamps or over the sea, fight down their troops, then storm their keeps. Be prepared to suffer some losses: it's better to deliberately sacrifice some units of your choosing than struggling to keep everyone alive.&lt;br /&gt;
&lt;br /&gt;
Spoiler...&lt;br /&gt;
* There's a Storm Trident in the middle of the bay. There's no particular hurry to pick it up for using it in this battle: the trident does fire damage, which isn't very useful against drakes. Just don't forget to retrieve it for later use.&lt;br /&gt;
&lt;br /&gt;
Picking it up will summon a level-3 Sea Serpent on the next turn, be sure that you're ready for it. &lt;br /&gt;
&lt;br /&gt;
Lord Typhon will depart in a few scenarios, so better give the trident to another fighter. Preferably a &amp;quot;quick&amp;quot; one, who can become a Hoplite and still keep up with his mates when he gets to level 3.&lt;br /&gt;
&lt;br /&gt;
===Rough Landing===&lt;br /&gt;
&lt;br /&gt;
You will be fighting Nagas and Vampire Bats, primarily. This is a scenario that may be frustrating on the easier difficulty levels, though on hard it is just par for the course. Good recruitment and strategy will save you from getting slaughtered.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
* You are probably going to go negative on gold and be unable to rectify that with the paultry early finish bonus, so you might as will go very negative and be resigned to start the next scenario with minimum gold.&lt;br /&gt;
* Recruit/recall many Mermen and 1 or 2 White Mages or Mages of Light. A few Peasants can be useful to pad out your force, distract the enemy, and protect villages from stray Bats. A Silver Mage can be useful for island hopping but is not essential. Thieves/Assassins are blade vulnerable, and Nagas only use blades, so it's probably best not to recall them.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
# Knock out the southeastern leader in a blitz. It's important to get that out of the way, because a wave of Nagas is advancing at light speed from the north.&lt;br /&gt;
# Next, hurriedly set up a line in the water alongside your fortress island. Your fortress troops can anchor one flank, while Burin the Dwarf can go to the island to the northeast to anchor the other end of your line. Nobody messes with Burin. Move Lady Jessene behind the lines to lend her support to the Mermen. Your loyal Mage of Light will be able to move back and forth more (to lend illumination) if kept in the fortress area.&lt;br /&gt;
# Finally, once the enemy assault wave has been broken, advance northward to kill the final two leaders in a straightforward mop-up operation. Just be careful not leave isolated units where they can get swarmed.&lt;br /&gt;
&lt;br /&gt;
Hints/Spoilers...&lt;br /&gt;
* Try to level up the mermen; they can be useful in another scenario later.&lt;br /&gt;
* Beware of Sea Serpents. Three of them will appear, one on each of the three turns following your first kill of an enemy unit. Make sure to kill them at once. The Storm Trident from the previous scenario and the Ruby of Fire will come in handy against the Serpents.&lt;br /&gt;
&lt;br /&gt;
===A New Land===&lt;br /&gt;
&lt;br /&gt;
This is an odd scenario: as soon as anyone gets killed, the elvish high council will step in an end the bloodshed. Your &amp;quot;early finish bonus&amp;quot; becomes a &amp;quot;late finish&amp;quot; bonus: you're supposed to drag this out for as long as possible without anyone being killed.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
* the strongest units you have, that can deal both melee and ranged damage.&lt;br /&gt;
* Rangers are best, followed by Javelineers and level-3 Bowmen.&lt;br /&gt;
* you need six of these at the very least, preferably more, plus healers to back them up. If you don't have that many elite troops on your roster, or cannot afford to recall as many, it may be better to do nothing: keep your starting money, and slay the first person to reach you.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
Place Javelineers on the keep, Mermen in the water, and Rangers in the forest. All backed up by healers. Have a few reserves you can swap in when things get tough. Haldric also makes a good front-line unit; Javelineers should stay near him for the leadership.&lt;br /&gt;
&lt;br /&gt;
Note that no enemy unit will attack you when there's even a remote risk that they might die. So having the strongest possible fighters, both melee and ranged, will deter the most attackers. If your line looks fierce enough, some level-1 units will not attack you at all. All others will cease attacking as soon as they've taken enough damage that their death becomes a possibility. At which point, they will wander of in search of a village for healing; once all nearby villages are occupied, your attackers may even stand around dumbfounded.&lt;br /&gt;
&lt;br /&gt;
Place your troops where they enjoy a good terrain defense, that is, the keep and the forest. The purpose is to reduce the damage taken and last for as long as possible. After the first round of attacks, you'll always have a few near-dead opponents standing in front of your lines, allowing you to end the scenario quickly.&lt;br /&gt;
&lt;br /&gt;
You need eight tough guys to fully seal off a corner of the map, plus two mermen, and four healers. However, the enemy doesn't know or understand your plan: if your front doesn't extend all the way to the edge of the map, they will not deliberately try to outflank you. To the AI, a ''small'' gap of one or two tiles will look like a trap. So six land warriors to hold the line will do for a long time. Only after the attackers start to pile up against your formation will they eventually start to flow around.&lt;br /&gt;
&lt;br /&gt;
Be sure to keep the villages behind you occupied at all times, however, or wounded enemies seeking a village to heal in may actually try to get there. Sir Ruddry and Burin, having no other use, will do nicely.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Spoiler...&lt;br /&gt;
* this the last chance you have to recruit Mermen, as their king leaves. You've probably got plenty on your roster from the previous scenarios, which will stay with you and can be recalled later. But if you think you need more, this is your last chance.&lt;br /&gt;
* the late finish bonus is 50/turn, so if your upkeep is less than that, you're in the good. Even if you don't have or cannot afford enough troops for a full defense, trying to hold the keep for a few turns will be worthwhile.&lt;br /&gt;
&lt;br /&gt;
===The Ka'lian===&lt;br /&gt;
&lt;br /&gt;
Story, with your choice of four battles next.  You have to beat them all in whatever order.  The amount of gold you have should be the factor in deciding when you choose to play Cursed Isle (the undead problem).&lt;br /&gt;
&lt;br /&gt;
===Diverging Campaign Path===&lt;br /&gt;
&lt;br /&gt;
All four scenarios have to be beaten, but in whatever order you choose.&lt;br /&gt;
&lt;br /&gt;
====The Dragon====&lt;br /&gt;
&lt;br /&gt;
This scenario is not as difficult as it looks, though your recruitment and strategy need to be tailored to fight the Saurian Skirmishers and other foes you will face here.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
* Saurians use piercing attacks mostly, so it's better to use units resistant to pierce. Pikemen and Halberdiers have 40% pierce resistance. Javelineers are ideal as Saurians use ranged attacks a lot.&lt;br /&gt;
* You may wish to bench some or all of your loyal Iron Maulers. They are ineffective against the 70% impact resistant Mudcrawlers, while also vulnerable to the ranged attacks of both Mudcrawlers and Saurians.&lt;br /&gt;
* Consider adopting a force of all units with ranged attacks, save for horse and thief units, which can be kept behind the lines when not in use. It is amusing when Saurian Augers are forced to tap your units with their little staffs.&lt;br /&gt;
* Healers are a necessity to deal with the heavy damage your units will be sustaining. Depending on the strategy you adopt, you will want 2-4 healers. Mages of Light rock here, as they can easily do front line duty in pairs and their illumination blinds the Saurians, reducing their damage.&lt;br /&gt;
* You need something to clean up mud. Versus level 0 Mudcrawlers, Horsemen and their advancements can charge with no counterattack, and likewise Thieves and their advancements can backstab with no counterattack. Mages can be used as well on the fire vulnerable mud.&lt;br /&gt;
* Merman shine on this map once you get them into the swamp / water hexes. They are more mobile than anything but silver mages. The storm trident makes short work of even high-level saurians and the dragon is weak to the pierce damage of your tridents and javelins. An Entangler's slow ability will help tame the dragon even further.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
* Players have used many different strategies with success:&lt;br /&gt;
** &amp;quot;Hedgehog&amp;quot; strategy: 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. You can 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, you can string non-wounded troops out a bit in the rush for the leaders. &lt;br /&gt;
** &amp;quot;Triangular Hedgehog&amp;quot; strategy: 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. You can fix this by creating 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. 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 Jessene, since she has excellent defense and is chaotic and therefore benefits by not being in the Mages' light. &lt;br /&gt;
** &amp;quot;Giant Hedgehog&amp;quot; strategy: Recruit a lot of units, and then move the whole army as one big bulk. Keep healers in the middle (about 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. Head first for the east or west leader, but steer for good terrain, because your force will soon be swarmed. But then by turn 10, there should be many few Saurians alive.&lt;br /&gt;
** &amp;quot;Standard Line&amp;quot; strategy: Form a line from the west board edge diagonally up towards your keep across the two villages just in front of the forest. You will probably wish to bend upwards at the forest, rather than running the line all the way to the keep. Whenever the Saurians have a small number of troops at your line and you have enough strength to kill them all, you can advance your whole line one hex south, allowing you to get additional attacks on them from non-frontline troops. Once you advance a unit to the first water hex at west board edge, the west leader will probably come out to greet it, so be ready to fry him with Haldric's ruby. After killing the leader, back up into good terrain to prepare to meet the dragon.&lt;br /&gt;
** &amp;quot;Wake the Dragon&amp;quot; strategy: Prematurely wake the dragon (see spoiler below) and back up your troops to north of your keep. When the dragon comes, kill him. The scenario can be over on turn 7. There is no early finish bonus for this, but you can recruit lightly so that you still have gold at the end and will carry-over 40%, if you need it for your next scenario.&lt;br /&gt;
* With all these strategies, the Saurians may hold back for quite a while. This is okay, as the Dragon will eventually appear and come to you. Kill it. Then you are given a choice of whether to end the scenario or to try to kill all the enemy leaders before time runs out. You can choose to finish the remaining Saurians for a nice bonus. &lt;br /&gt;
&lt;br /&gt;
Spoilers...&lt;br /&gt;
* The dragon will awake on turn 15 or when you move a unit down around the road north of the mountains. If you wish to wake the dragon prematurely, you can recruit a Horseman on turn 1 and run him down. It's a suicide mission for him, however.&lt;br /&gt;
* If you have a fast non-horse unit in position, rush it to the mountain cave after the Dragon leaves to grab the 200 in gold, though that's nothing compared to the Hero bonus for defeating all the Saurian leaders. So focus on killing all of them first.&lt;br /&gt;
&lt;br /&gt;
====Lizard Beach====&lt;br /&gt;
&lt;br /&gt;
This is a scenario versus Saurians, Giant Scorpions, and Mudcrawlers, where good recruiting and strategy will save you from massive bloodshed.&lt;br /&gt;
&lt;br /&gt;
Recruiting...&lt;br /&gt;
* Mermen are helpful for the swamp and water areas.&lt;br /&gt;
* Bench some or all of your loyal Iron Maulers, veterans from ''The Fall.'' They are laughably ineffective against the impact resistant Mudcrawlers - and laughably vulnerable to their ranged attacks.&lt;br /&gt;
* Thieves, Horsemen, and their advancements are good for mud cleanup, though you must keep them out of range of Saurian skirmishers. Swordsmen and Royal Guards are also good, though overkill.&lt;br /&gt;
* Recall a lot of fairly high HP units, preferably with strong non-impact ranged and melee attacks.&lt;br /&gt;
* Mages are good. Mages of Light are especially useful, since they can do front line duty. Lots of healing may be necessary, about 3 healers are good, so White Mages can be used too. Raw recruit Mages can be used as well, for disposal of Giant Scorpions and the occasional Saurian Skirmisher that wanders too far. At least one Silver Mage is highly desirable, along with a speedy unit (e.g., Fugitive, Footpad, or Horseman) to capture villages for the Silver Mage to use north of the river.&lt;br /&gt;
* [fredbobsmith2] An alternative strategy that works surprisingly well is to simply use a very mage-heavy army. Recall most or all of your high-level mages, throw in a few peasants, and spend the rest of your gold on recruiting mages. Victory will come with shocking ease.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
* General strategy: as Saurians have skirmishers and a lot 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 straight so only two can mob one guy. Hedgehog tactic also seems to work well.&lt;br /&gt;
* Opening strategy: here are some specific strategies that players have used with success in the early part of the scenario:&lt;br /&gt;
# &amp;quot;Mermen in center&amp;quot; strategy: Recall 2-4 Mermen, 1-2 Trappers/Huntsmen, and a lot of high HP troops, then form a line. Initially, you can either form a north-south line around the lake area with one flank at the south board edge, or, if you want to be conservative, you can do a diagonal line in the southeast corner, with both flanks tied to board edges. You'll need the Mermen to handle the lake area, and Trappers/Huntsmen/Mermen for the swamp areas. Keep troops in reserve, so that when a few Saurians meet your line, you can advance your whole line over them. Do not be too conservative/defensive on hard, as your time is limited. &lt;br /&gt;
# &amp;quot;Mermen on flank&amp;quot; strategy: Recall several decent land melee units &amp;amp; then 4-5 level 2 Mermen on rounds 2-3. Most of your force forms a line of battle near your keep, Mermen on the north flank in the river, land units extending south, flanks bent back with strongest units at the corners - then 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. 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. &lt;br /&gt;
# &amp;quot;Mermen feint&amp;quot; strategy: 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.&lt;br /&gt;
# &amp;quot;No Mermen&amp;quot; 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.&lt;br /&gt;
# &amp;quot;Sacrificial lamb&amp;quot; strategy: In addition to a couple mages, 2 healers, and some other fighters, recruit a castle-full of peasants to draw the Saurians out onto open ground.  Surround a single peasant on 5 sides, with 2 healers behind him. Build your formation around that.&lt;br /&gt;
* Closing strategy: The enemy's onslaught tapers out after their initial wave, so the final push for the southern leader should be quick and clean. Taking out the northern leader is harder, 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 don't want to lose any of your better units, patience may be the key.&lt;br /&gt;
&lt;br /&gt;
Spoilers...&lt;br /&gt;
* When one of your units gets as far west as the second bridge, a wave of Nagas will arrive out at sea. You may wish to delay going that far until the second watch, so that the Nagas will make contact with your forces during the day.&lt;br /&gt;
* 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;
&lt;br /&gt;
====The Troll Hole====&lt;br /&gt;
&lt;br /&gt;
Cave terrain again, but this time the cave is so riddled with holes that there's barely any sense of individual corridors. There's plenty of short narrow passages which prevent both you and your opponents from ganging up on on each other, while on the other hand the trolls can just walk around a blocked choke point and come at you through the neighboring hole. So fighting is mostly one-on-one, though may have several such fights going on at any given time.&lt;br /&gt;
&lt;br /&gt;
The map is roughly symmetrical, a keep in each of the four corners. Two random keeps will be home to the trolls, the other two will be occupied by a Giant Spider each. The spiders will only attack if you get too close.&lt;br /&gt;
&lt;br /&gt;
You designated opponents will be level-1 and -2 trolls, under level-3 commanders. They don't have that much starting gold, but sufficient income to keep recruiting about one Troll Cub per turn, or a level-2 every other turn, very much until you're right on their doorstep. In order to win this, you have to be able and slay the trolls quicker than they're coming.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
* as usual in the caves, give preference to units that can move 3 tiles on cave terrain.&lt;br /&gt;
* also as usual by now, this is no place for level-1 units. You can carefully level up one or two rookies, but the bulk of your host has to be tougher than that. It's more an opportunity to level up your chaotic units, and, especially, your mages.&lt;br /&gt;
* Spellcasters will do a lot of damage to Trolls, and in the 1-on-1 situation so common on this map, any level-2 or better mage will be certain survive the counterattack. You'll need level-3 Magi to press forward and carry the battle to the enemy's keeps, though.&lt;br /&gt;
* You'll want two teams of two healers each in any event. However, Trolls are susceptible to arcane damage, so your White Mages can play a very active role (and quickly level up if so desired). Mages of Light will be especially nice, with their illumination blinding the trolls and a half-decent melee attack to fight back with.&lt;br /&gt;
*  You can arguably fight this battle on mages alone. However, you'll need at least two keeps worth of units to plug all the holes and prevent the trolls from outflanking you. The supporters' main qualification will be to have enough hitpoints to survice a troll attack; being able to fight back is very desirable. Bandits or Swordsmen will be best, depending on whether you back them by a light source. Trappers and Outlaws will make do in the dark, Pikemen are a distant third, and lawful bowmen should sit this out: Mages can play the same game much better.&lt;br /&gt;
&lt;br /&gt;
The general strategy is to move into whatever direction the trolls are coming from, and fight your way, upstream so to speak, until you get to the enemy keep.&lt;br /&gt;
&lt;br /&gt;
You may start doing so right away, or first await the initial onslaught in the island you're starting on. With you on the ground and the enemy in the water, the terrain is in your favor... but the spacious cavern also allows two or even three trolls to gang up against one of yours. Then again, you can make good use of your loyal mermen and possibly even Sir Ruddry. Neither of which will be any good later when you carry the fight to the enemy, but hey, they're loyal and demand no upkeep.&lt;br /&gt;
&lt;br /&gt;
If you want to explore the map and steal villages, you better do so in force. The spiders will lunge at anyone who happens to get in their range; and besides, there's several unflagged villages at the beginning of the scenario, and your opponents will seize them. This means that trolls, even level-2 ones, may show up in unexpected places.&lt;br /&gt;
&lt;br /&gt;
====Cursed Isle====&lt;br /&gt;
&lt;br /&gt;
You will be fighting undead, mostly of the incorporeal and ghoulish lineages. Victory comes surprisingly easily.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
* Recruit lightly, certainly no more than two castles of troops. You could use 1-3 Paladins, 1-2 Mages, and 1-2 White Mages / Mages of Light.&lt;br /&gt;
* Recall your loyal Merman Triton or similar and have him pick up the holy water.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
* This can be the first or last quest you choose.  If you can wait, do it last, as you will come out of it with a lot of gold, which you will need for the first scenario after the quests, ''The Vanguard''. &lt;br /&gt;
* Keep a very tight formation for the first night, as Shadows will hit hard and you don't want to get backstabbed or swarmed. By dawn, it should be smooth sailing.&lt;br /&gt;
* If you get anywhere near the enemy leaders' keeps, expect to get rushed by a leader.&lt;br /&gt;
&lt;br /&gt;
Spoiler...&lt;br /&gt;
* In one of the three temples there is a Vampire Lady. All you really need is a Paladin or three to rush the temples. Kill her. Game over, you win. One of the other temples has some gold; grab that first.&lt;br /&gt;
&lt;br /&gt;
===A Spy In The Woods===&lt;br /&gt;
&lt;br /&gt;
Plot only.&lt;br /&gt;
&lt;br /&gt;
===The Vanguard===&lt;br /&gt;
&lt;br /&gt;
The map's most striking feature is a natural defensive line, where presumably an underground river has carved a line of sinkholes. The two closest keeps are Orcs, the one in the north holds a Troll. All will be spawning mostly level-2 units. Their average recruit will cost about 20-22 gold, check their gold at the beginning of the scenario and you'll have an idea of how many units you'll have to expect.&lt;br /&gt;
The terrain funnels you northward, where you will encounter the northern orcs at nightfall, coming at you in full force. The orcs from the west will start showing up during the night. They are distracted by several un-occupied villages, so they'll be a bit more stretched out. The trolls won't arrive until daybreak.&lt;br /&gt;
Whenever one of the enemy commanders has lost half of his units, some undead will join his team: one level-3 skeleton, plus two or four Chocobones depending on difficulty. This happens three times over the course of the battle, once for every enemy commander. &lt;br /&gt;
This scenario will be fairly easy, regardless of difficulty level, if you can afford at least three keeps worth of troops.&lt;br /&gt;
&lt;br /&gt;
Recruitment / Strategy:&lt;br /&gt;
* Knights recalled on the first turn can encounter the Orcs in your north still in full daylight, and possibly wreck havoc among them before nightfall. The success of this strategy largely depends on what kind of units the orc is sending your way, but in any event don't bother with half-measures: either send 4+ strong riders on turn 1, or don't worry about trying it at all. Follow up with more lawful units and Mages of Light, using only a few chaotic ones to harrass and delay the orcs coming from the west.&lt;br /&gt;
&lt;br /&gt;
* Alternatively, recall your toughest chaotic units from the get-go, and prepare to fight down the first orcish host in the woods to your north, with only a Knight or two to deal with any Wolf Riders getting ahead of the main host.&lt;br /&gt;
&lt;br /&gt;
* You want to bring at least one Paladin (Sir Ruddry probably qualifies) and between that and your healers, you don't need much of a dedicated undead-killing force. If you have loyal Shock Troopers, by all means bring them on -- they'd be useful in any event. Otherwise, a pair of Bandits or a second Paladin will do nicely.&lt;br /&gt;
&lt;br /&gt;
* If you want to seize the villages across the mountains to your west, be prepared to encounter a Goblin Knight or Pillager trying to do the same (you will meet whatever fast unit the western orc happened to recruit on his first turn. It may only be a &amp;quot;quick&amp;quot; archer, but a level-2 wolf is quite likely).&lt;br /&gt;
&lt;br /&gt;
* Beware the Chocobones. Their double damage from charge means they can take out Commander Aethyr at night just by hitting 2 for 2, and they will certainly try if they get the opportunity. They will also keep their distance and refuse to attack until you present them with a target the AI considers worthwhile. Effectively you have to throw them a peasant, or a strong unit that will survive badly wounded and effectively be out of the battle for several turns. &lt;br /&gt;
&lt;br /&gt;
* A Silver Mage or two can come in really handy, Teleporting all over the map to dislodge wolves from the mountains or lend a hand with the undead as needed.&lt;br /&gt;
&lt;br /&gt;
This scenario is an excellent opportunity to train some Knights, as well as a few other lawful fighters. But keep in mind that the campaign is coming to a close and you can only recall so many units in the last battles: if you think you already have enough quality units, it's better to use those (and maybe get an AMLA or two) than to build up an ever bigger roster of troops you can't (or won't) recall.&lt;br /&gt;
&lt;br /&gt;
===Return of the Fleet===&lt;br /&gt;
&lt;br /&gt;
Welcome to the &amp;quot;kitchen sink&amp;quot; defense. You've made it this far; now the enemy will launch a desperate defense, throwing a little bit of everything at you. The orcs in the north deploy the usual orcish fare, but can also recruit trolls. The undead commander will only recruit bats and skeletons (quality depending on difficulty, there may be Chocobones on Hard). During the first night, the Lich-Lord will make another appearance, casting fog of war upon the battlefield and deploy a number of Chocobones on the undead island (they're under command of the orcs, though).&lt;br /&gt;
When you get too close to the isle in the river mouth, you'll trigger cuttlefish to the west of that isle. Getting too close to the swamps where the river starts will summon level-2 saurians. It looks dire but the effect is mostly psychological.&lt;br /&gt;
&lt;br /&gt;
Wolf riders may reach you during the night, the bulk of the orc army won't arrive until daybreak (unless you push forward to meet them, which you shouldn't). The skeletons, too, will be held up by the water. So you've got a lot of time to set up positions near the beach and in the wood. &lt;br /&gt;
&lt;br /&gt;
* First turn, recall Mermen to assassinate the undead leader; 2 Entanglers/Netcasters and the Triton with the Storm Trident. It will be morning until they even reach the sea, but they'll still arrive in time to help with any (possibly many) skeletons still in the water. Later they can deal with the Draug in his keep. A Silver Mage's assistance will help but isn't strictly necessary.&lt;br /&gt;
* also send a few undead-bashers to the beach. Two or three units holding the beach at any time will do nicely; Burin and the loyal Shock Troopers are best, mostly because they're armored against arrows. If you don't have those, a number of Outlaws/Fugitives will be the next best choice, though you'll need more of them due to the damage taken. &lt;br /&gt;
* the cuttlefish (1, 2 or 4 of them depending on difficulty) will keep your mermen occupied for several turns and in need of healing afterwards. It's probably best to trigger them very early (a rider seizing the village at 20,22 will do): the cuttlefish are so aggressive that they will get out onto dry land in order to attack an Iron Mauler in broad daylight. That way, you can have them finished off before any skeletons reach you, and long before your mermen are even in the water.&lt;br /&gt;
* add another two or (at most) three keeps of mixed troops. You've fought enough orcs and trolls by know that you should know what suits the purpose. You probably want a few chaotic units to hold up the assault late at night, then rush the enemy with lawfuls at daybreak. Cavalry will once more work well, just keep in mind that you'll face a task force of quality saurians later on -- you also want some units that are not quite as prone to piercing damage.&lt;br /&gt;
* talking about which: getting within 10 hexes or less from 34,15 will touch off the Saurians. With careful navigation the encounter can be avoided for the whole scenario, but it's probably better to trigger them at a time of your choosing and get it over with. Saurians aren't very tough, their strength comes from being hard to hit and their skirmishing ability. But on normal and easy, they're not very numerous. If you can lure them out into open terrain, you can probably overwhelm them in a single turn, even at night.&lt;br /&gt;
&lt;br /&gt;
Try to finish this scenario quickly. Make use of veterans, by this point you should really have enough of them. Don't worry about running into negative funds in the mean time: there's enough villages to ensure a hefty early finish bonus. Just don't dawdle, you want to get out of this with at least 200, better 300 gold carried over.&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. Also, loyal units are no better than other units after your recruitment is finished.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
* You will need at least 300 starting gold, maybe more like 400 on the hardest difficulty level, so if need be, replay the previous scenario.&lt;br /&gt;
* To stretch your money, start with loyal Iron Maulers and some ready-to-level level 1's and level 2's. Finally, recall as many level 3's as possible.&lt;br /&gt;
* Healers: 3-6 Mages of Light / White Mages. Your few chaotic units will appreciate a White Mage.&lt;br /&gt;
* Horse units: 2-4 Paladins, 3-4 Knights / Grand Knights.&lt;br /&gt;
* Horse escorts: about 3 speedy units, like Royal Guards, Fugitives, and Silver Mages.&lt;br /&gt;
* Tanks: at least 6 high HP units, such as Royal Guards, Highwayman, Master Bowmen, and the loyal Iron Maulers.&lt;br /&gt;
* Mages: at least 3 high level Mages aside from your basic healers, so Arch Mages, Great Mages, and Silver Mages. Additional Mages of Light can be substituted.&lt;br /&gt;
* Some Mermen might be useful here, but surprisingly, they're not really necessary.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
* You can either send everybody west initially and then split for the two bridges or you can split initially, with mounted units racing to the west and then south, while the main army heads due south.&lt;br /&gt;
* With your mounted units, race forwards by day and backwards by night.&lt;br /&gt;
* Along with the mounted units should go some escorts, speedy foot units intended to kill things like Goblin Impalers, which make even Grand Knights nervous. They would also benefit from a quick Mage of Light.&lt;br /&gt;
* Meanwhile, with your tanks and the rest of your healers and support units, form a line or hedgehog. &lt;br /&gt;
* Maintain awareness of the overall battlefield.&lt;br /&gt;
* Kill all but one of the orc leaders (not all!).&lt;br /&gt;
* Don't forget to sacrifice Aethyr to Jevyan. Jevyan probably won't come out to play, so march Aethyr up to Jevyan and use a crossbow attack.&lt;br /&gt;
* Paladins, great mages, mages of light, silver mages are all suitable units to kill Jevyan himself, make sure you have them in sufficient numbers with your southern army.  Congratulations!  Enjoy the ending!&lt;br /&gt;
&lt;br /&gt;
Spoilers...&lt;br /&gt;
* When one of your units is within 8 hexes of a bridge, but you have no units within 2 hexes of the bridge, and there are no units on the bridge, then a Cuttle Fish will appear and destroy the bridge. This is usually disadvantageous. Not only does it leave you with a Cuttle Fish to fight, but it slows your progress south and the bad guys progress north. At least on the hardest difficulty level, it's hard to kill all the spam in time, so you don't want to impede their advance by removing the bridge.&lt;br /&gt;
* When any of your units is killed, it becomes a Walking Corpse (or a Soulless on hard.)&lt;br /&gt;
* After the first orc leader is killed, then some gold goes to mister Lich. It's 40, 80, or 120 gold, for easy, medium, and hard, respectively.  The lich also will receive some gold once you kill his Familiar.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[MainlineCampaigns]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns - The Rise of Wesnoth]]&lt;br /&gt;
[[Category:Campaigns - Walkthroughs]]&lt;/div&gt;</summary>
		<author><name>Schnobs</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=TheRiseOfWesnoth&amp;diff=63578</id>
		<title>TheRiseOfWesnoth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=TheRiseOfWesnoth&amp;diff=63578"/>
		<updated>2019-08-23T08:54:12Z</updated>

		<summary type="html">&lt;p&gt;Schnobs: /* The Vanguard */&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;
Over the course of this campaign, you will need to level up to some:&lt;br /&gt;
&lt;br /&gt;
* Healers: White Mages/Mages of Light (at least four)&lt;br /&gt;
* Undead killers: Paladins (two)&lt;br /&gt;
* Mobile strikers: Silver Mages (at least one, preferably more), Grand Knights (several), Fugitives (one or more helps)&lt;br /&gt;
* Damage sinks: Royal Guards, Iron Maulers, Highwaymen, Halberdiers, level 3 Burin, and again Grand Knights&lt;br /&gt;
* Leaders: level 3 Haldric, level 3 Lady Outlaw, and much later level 3 Commander Aethyr &lt;br /&gt;
* Ranged attackers: Great Mages (can use several in the last scenario), Longbowmen/Master Bowmen (two), Trapper/Huntsman (one is helpful)&lt;br /&gt;
&lt;br /&gt;
A Mage of Light, one Paladin, and five Grand Knights make a perfect assault team!&lt;br /&gt;
&lt;br /&gt;
Although Horsemen are key for the first three or four scenarios, it's important not to be too reliant on horse units through the middle part of the campaign, as there are many hard levels underground, in swamps, in water, or against Saurians; use XP from the scenario ''The Vanguard'' to get to 2 Paladins and 2+ Grand Knights.&lt;br /&gt;
&lt;br /&gt;
Don't overlook Pikemen/Halberdiers, which are useful in many levels; pierce attacks work well against Drakes and against the dragon, and they are handy for defensive roles especially repelling Wolf Riders. They are less good against undead, though, and don't get that +1 MP Royal Guard speed bonus.&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) leveled up. Footpads help too, once leveled up. Due to swamps, you will sometimes be spamming Poachers, which can marksmanship once at level 3 (or Rangers are good too, for swamps and forest.) These, plus Lady Outlaw, 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;
Here are some recommended units to have obtained by specific scenarios:&lt;br /&gt;
&lt;br /&gt;
2. The Fall - 1 Knight&amp;lt;br&amp;gt;&lt;br /&gt;
3. A Harrowing Escape - 1 White Mage, 2 Knights, plus about-to-level troops&amp;lt;br&amp;gt;&lt;br /&gt;
4a. The Midlands - avoid, go to The Swamp of Eden instead&amp;lt;br&amp;gt;&lt;br /&gt;
4b. The Swamp of Eden - level 2 Haldric, level 2 Lady Outlaw, 2 Knights, 2 Shocktroopers&amp;lt;br&amp;gt;&lt;br /&gt;
6. Temple of the Deep - level 3 Haldric, level 3 Burin, 1-2 Mages of Light or several Outlaws / quick Bandits&amp;lt;br&amp;gt;&lt;br /&gt;
8. Clearwater Port - level 3 Lady Outlaw, 3 White Mages / Mages of Light, 3 Iron Maulers / Royal Guards / Halberdiers&amp;lt;br&amp;gt;&lt;br /&gt;
12. A Final Spring - 1-2 Silver Mages&amp;lt;br&amp;gt;&lt;br /&gt;
14. Rough Landing - the 3 loyal Mermen from the previous scenario, ''Peoples in Decline''&amp;lt;br&amp;gt;&lt;br /&gt;
17a. The Dragon - up to 4 White Mages / Mages of Light&amp;lt;br&amp;gt;&lt;br /&gt;
17d. Cursed Island - 1 Paladin&amp;lt;br&amp;gt;&lt;br /&gt;
19. The Vanguard - 4 Knights/Lancers/Grand Knights, 2 Paladins (or about-to-level Knights)&amp;lt;br&amp;gt;&lt;br /&gt;
20. Return of the Fleet - 1 Mermen Entangler, 1 Merman Triton with Storm Trident, level 3 Commander Aethyr desirable&amp;lt;br&amp;gt;&lt;br /&gt;
22. The Rise of Wesnoth - 2 Paladins, 3 Royal Guards, 4 Mages of Light&lt;br /&gt;
&lt;br /&gt;
Because the campaign is long and you won't be able to recall all your level 3's in the final scenario, it pays to create some &amp;quot;uber-units&amp;quot;. An example is a quick, resilient Silver Mage that has been AMLA advanced a few times.&lt;br /&gt;
&lt;br /&gt;
==Scenarios==&lt;br /&gt;
===A Summer Of Storms ===&lt;br /&gt;
&lt;br /&gt;
This is a relatively easy scenario, so gear your recruitment and strategy with an eye towards gathering XP.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
# For the first round, recruit 2-3 Horsemen and the rest can be all Spearmen or a mix of Spearmen and Bowmen as you see fit.&lt;br /&gt;
# 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, grunts, and riders you will encounter. 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.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
* Players have used at least three strategies with success...&lt;br /&gt;
# The &amp;quot;over the bridge&amp;quot; strategy: Send the horsemen with the king over the bridge, and the others should follow or start going over the mountain, to avoid being attacked from behind. Send subsequent Spearmen and Bowmen on the &amp;quot;over-the-bridge&amp;quot; road, and when the Prince and final troops have just about caught up, march on the enemy camp.&lt;br /&gt;
# The &amp;quot;hide in the swamp&amp;quot; strategy: Proceed much like the above, but send the king 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, you can use a Spearman and a Mage (to level him.)&lt;br /&gt;
# &amp;quot;Sandbagging&amp;quot; strategy: On the hardest difficulty level, the initial enemy assault will only be easy to handle by entrenching your troops behind the river. Use the king to block the bridge initially, while Spearmen handle the shoreline just north and Horsemen carefully flag villages across the river. Run the king around, lending his leadership as you massacre the stupid enemy troops that have jumped like lemmings into the water. &lt;br /&gt;
* For all these options, you will also need to send a squad north into the mountains and around into the flank of the enemy. A quick Spearman, a quick Bowman, and one other unit, possibly a quick Mage, should be more than sufficient.&lt;br /&gt;
* When you see that the fronts are under control, stop recruiting and send prince Haldric and your Mages over the bridge on a quest for XP, assisted by the leadership of the king, and converge on the enemy camp.&lt;br /&gt;
&lt;br /&gt;
===The Fall===&lt;br /&gt;
&lt;br /&gt;
This is a scenario that looks scary, but it is only moderately difficult with proper recruitment and strategy.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
* Recall or recruit Spearmen and Bowmen to man the lines.&lt;br /&gt;
* Horsemen/Knights are desirable, because you probably do not yet have a White Mage, and the villages are widely spaced.&lt;br /&gt;
* Recalling or recruiting Mages for XP gathering is highly advisable for future scenarios.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
* There are three basic approaches to take out the outlaw leader...&lt;br /&gt;
# &amp;quot;Brute force&amp;quot; strategy: You can march west with a large army and use part of it to hold northwestern 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.&lt;br /&gt;
# &amp;quot;Assassination over the bridge&amp;quot; strategy: You can assassinate the outlaw leader. One way is to wait until the orcs have killed almost all outlaws and then assassinate the outlaw leader with Knights, rushing over the enemy camp's bridge and into the keep. This strategy is risky because orcs can kill the leader before you.&lt;br /&gt;
# &amp;quot;Assassination via the mountain pass&amp;quot; strategy: Another way to assassinate the leader is to send a squad through the southern mountains to the outlaw keep. Two Mages and three Spearmen might be enough. If not, add a Knight, Horseman, or the King, though these units have only a narrow passage devoid of mountains and could get pinned by the enemy.&lt;br /&gt;
* On the hardest difficulty level, you may be forced to assassinate.&lt;br /&gt;
&lt;br /&gt;
Hints...&lt;br /&gt;
&lt;br /&gt;
* Saving the loyal Heavy Infantrymen (or Shock Troopers on easy) pays off in later scenarios. To save all three, move them south towards the outlaws.&lt;br /&gt;
&lt;br /&gt;
* Once you eliminate the HP of the Lady Outlaw, she offers to help you. If you say yes, she comes back as a loyal unit in future scenarios and you will be able to recruit outlaw units, plus she cannot be killed in the next couple of scenarios (instead, she disappears when she goes to zero HP, and comes back the next scenario.) This is quite valuable. If you say no and try to kill her, you find out she cannot be killed. However, you do get 200 gold that she leaves behind.&lt;br /&gt;
&lt;br /&gt;
* Heads up: The following scenario (''A Harrowing Escape'') is a handful on the hardest difficulty level. On hard, your goal should be a carryover of almost 150 gold (so you have 250 starting gold), so although Lady Outlaw's assistance is worth much more than 80 gold (40% carryover of her 200 gold), you may be forced to choose the gold. Another thing you need to beat the following scenario on hard is a White Mage at or near the start of the scenario. Also, about-to-level units will be especially nice for their self-healing ability and low initial upkeep. Steer XP accordingly.&lt;br /&gt;
&lt;br /&gt;
===A Harrowing Escape===&lt;br /&gt;
&lt;br /&gt;
This scenario is much easier on lower difficulty levels, calling for different strategies.&lt;br /&gt;
&lt;br /&gt;
On easy/medium...&lt;br /&gt;
* Recruitment: You should recruit/recall 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. Other than the Mages, simply recruit what you want, and go along the road. You get enough villages to pay upkeep for quite some army, and can give some of them a bit of experience.&lt;br /&gt;
&lt;br /&gt;
* Strategy: Leave a few units in the rear, as the enemy can cross hills quickly. Note that Footpads and Outlaws will also cross hills at reasonable speed, if you need to hunt down some units. There are two castle tiles about halfway down, try to send Lady Outlaw and Brunin the Lost to them, they make good guards in case the enemy tries to come straight up. You can also send a couple groups of units down southeast to the lake, so you can prevent the Green team (southeast) from coming up the river. You can also kill the two Orcish Grunts (or Warriors on medium) on the southern castle tiles and then move Lady Outlaw and Brunin to them.&lt;br /&gt;
&lt;br /&gt;
On hard...&lt;br /&gt;
* Recruitment: To beat this scenario on the hardest difficulty level, you need some level 2 (or better yet, about-to-level level 1) units already and decent starting gold. It has been beaten on hard with as little as 158 starting gold, 200 is still difficult, and 250+ makes it relatively easy. You can stretch your gold a bit by not going negative on upkeep and waiting until you can't wait any longer to do one last round of recruiting, recalling mostly level 2's. For timing your final recruitment, watch the wolves that are likely trying to flank through the mountains south of your keep. Another requirement for beating this scenario is a White Mage (or two.) If need be, you must promote a Mage (or two) &amp;lt;i&amp;gt;tout de suite&amp;lt;/i&amp;gt;, as you will be dealing with severe damage and assassins, while only having easy access to 2 or 3 villages initially. Horsemen and Knights are useful for dissipating damage by serving as meat shields against blades and then running off to remote villages to heal. Quick Horsemen are especially nice, as they can transfer between two strategically placed villages in one turn, for healing on the go. Horsemen, Knights, and Swordsmen are useful for swatting assassins. If you can recruit outlaws, a couple of Footpads are nice for village grabbing. Thieves are also good because they are cheap, the Grunts are fond of attacking them, and they often survive on 70% defense.&lt;br /&gt;
&lt;br /&gt;
* Strategy: Near the start of combat, it's crucial to kill the first waves quickly: the wolves and assassins. More important than terrain is avoiding getting flanked, so mobility of individual units is key; if you climb up deep into the mountains, you will have a harder time with mobility than staying on or near the valley floor. Additionally, many of your units cannot go on mountain hexes, so it's easier to maintain your lines if everyone stays close to the valley. It's easier to make a stand at the keep and northern river bank, but this approach can be too costly in terms of time.&lt;br /&gt;
&lt;br /&gt;
Hints...&lt;br /&gt;
* On medium/hard, you can lure out the roadside guard Warriors one at a time by putting a unit within attack range of one (and out of range of the other.) They mostly come at night. Mostly. That is, the Warriors might not bite bait put out during the day.&lt;br /&gt;
&lt;br /&gt;
* If you have Lady Outlaw, note that she has leadership, which will be useful to help promote Prince Haldric, if he is still level 0. It's worth advancing her to level 2, to continue to provide leadership to level 1 Haldric and your other level 1's. You may also make use of her odd ability &amp;quot;distract&amp;quot;, which allows adjacent allied units to ignore ZOCs. And Lady Outlaw allows you to recruit outlaw types. On hard especially, Thugs can be useful as meat shields and to provide strong attacks at night when your lawful forces are crippled. Remember too that Lady Outlaw cannot be permanently killed (at least not yet), so when desperate times call for desperate measures, you can move her into a suicidal position.&lt;br /&gt;
&lt;br /&gt;
* It helps that there are two enemy sides as opposed to a twice as strong single enemy side. If one of your units could be attacked by 3 enemies, but 1 of these hexes is currently blocked by the other side, the currently moving enemy decides to attack units which it (they) is (are) actually less likely to kill than that one. AIs don't cooperate, that is.&lt;br /&gt;
&lt;br /&gt;
* If you are stuck on this scenario, you may need to replay one or both of the previous scenarios and/or choose to &amp;quot;kill&amp;quot; Lady Outlaw in the previous scenario so you get her gold.&lt;br /&gt;
&lt;br /&gt;
Spoilers...&lt;br /&gt;
&lt;br /&gt;
* There is Dwarf Steelclad in the village at 8,5. It's 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;
* After you kill the first orc leader, an Orcish Slayer and two Assassins will pop out of nowhere, so you would be wise not to have any wounded units stuck without movement points at that point. Also, the other leader will get an infusion of gold and start recruiting on all available hexes, so if you can sit on some of those hexes first, it will help keep the situation from getting out of control.&lt;br /&gt;
&lt;br /&gt;
* At the end, you will be given the choice of the river/swamp road or the midlands/orc road. These fork to the scenarios ''The Swamp of Esten'' and ''The Midlands'', respectively. The swamp scenario is relatively easy, while ''The Midlands'' could cost you some leveled units or even prove impossible to beat if you are low on gold. Also, the swamp gives you a free loyal White Mage, so it's a no brainer, unless you want more of a challenge.&lt;br /&gt;
&lt;br /&gt;
* Heads up: it would be wise to have at least 1 White Mage before going to the scenario ''The Swamp of Esten''.&lt;br /&gt;
&lt;br /&gt;
===Diverging Campaign Path===&lt;br /&gt;
====The Midlands====&lt;br /&gt;
&lt;br /&gt;
Orcs again. But you chose that way. This scenario may appear impossible, but with a lot of gold and a little strategy, it can be beat. &lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
* You are given plenty of time, so use it wisely. The enemies send lots of orcs, mostly weak ones. So recruit and recall everything you can.&lt;br /&gt;
* Recall any White Mages you have. You'll need them.&lt;br /&gt;
* Bowmen are good for the wolf units you will be facing.&lt;br /&gt;
* The rest depends on your strategy.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
* The &amp;quot;Fast Assault&amp;quot; option: use an assassination team. If you go west, only your Knights and Horsemen will arrive and fight at daytime. So 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, but hopefully not the latter, as they are loyal units in a long campaign. With this approach, you can finish early (around 25 turns) and keep your losses low.&lt;br /&gt;
* The &amp;quot;Dark Assault&amp;quot; option: use Footpads.  If you chose to work with the the outlaws in the last round, then this works well.  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 them to the upper west and south, followed by more powerful units: Mages, Horsemen, etc.  For the time being, leave 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 enemy's gold and increases yours.  Don't attack at first, just defend, until more of your slow higher powered units arrive. The strategy here is to pick off the orcs, and send the Horsemen to capture villages.  While this is going, to the south you send your Footpads to capture any villages you can and, more importantly, put a Footpad on the hex that is adjacent to the bridge, thereby stopping easy advancement of their greater numbered troops. A White Mage, a couple Trappers and some Bowmen would make a good escort. Probably sending a Thief or two would be good too, to help dispatch any enemy that infiltrate the villages north of the river. one enemy got into one of the villages on the north of river, and it took a lot to dislodge him.  The intention is to engage the enemy so that they are fighting from the river squares, at a huge disadvantage.&lt;br /&gt;
&lt;br /&gt;
====The Swamp Of Esten====&lt;br /&gt;
&lt;br /&gt;
This scenario is not hard if you are conservative and don't send important units off alone.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
# First round, recall 1-2 quick Knights (or Paladins, if you have them), recruit 1-2 Horsemen, and recall your loyal Shocktroopers or whatever they are now.&lt;br /&gt;
# Next round, recruit/recall Mages to kill Scorpions (and Bats) and at least one White Mage to deal with poison, plus maybe a Poacher or Trapper or two, as they are good in swamp (and you would like a Huntsman eventually, for its markmanship.)&lt;br /&gt;
# A little Thug spam can come next, but you don't need a full third round of recruitment. Then send Prince Haldric off to lend his leadership.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
# Head to the northeastern leader first. Try to kill Dark Adepts with Burin or horse units before they have a chance to attack you. As you close in on the leader, hover your mouse over him to watch where he can go, as at night his ranged attack is nasty and can be followed up by waves of kamikaze Walking Corpses, which can take out a Knight.&lt;br /&gt;
# After you have killed the northeastern leader and eliminated troops there, you can either send your whole army back across the ford and south or split your army into two halves, sending one part to each leader. If you have lost several units but have lots of turns left, it's probably safer to stick together. This is not a simple mop-up operation, as powerful undead can take out some of your valuable units if you're not careful. On hard, Shadows are a threat at night.&lt;br /&gt;
&lt;br /&gt;
Spoiler...&lt;br /&gt;
&lt;br /&gt;
* Searching the temples is a good idea. Some have gold. There is 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 a horse unit or Lady Outlaw to the temple at 19,5. However, some of the temples contain undead, 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 challenge in this scenario is keeping your ally alive.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
# First round, recall your (probably leveled up) Heavy Infantry from The Fall and some quick Spearmen.&lt;br /&gt;
# Second round, recruit/recall Thugs, Bowmen, and Spearmen, preferably quick.&lt;br /&gt;
# Third round, recall 2-3 White Mages (or Mages of Light) and maybe some quick Mages.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
* Your forces will have three main combat arenas: the northeast, the south, and the middle.&lt;br /&gt;
# The castle in the middle is inhabited by the tree folk. The orcs have almost the perfect anti-wose force, heavy on fire (Orcish Crossbowmen and Pillagers), so your ally is going to need your help. Send 2-4 units to the castle and another 4-8 units northeast of the castle to block the enemy advancing from that direction.&lt;br /&gt;
# Split the rest of your forces to go northeast and south, 4-6 units each, with a White Mage in each force. Your loyal Heavy Infantry / Shocktroopers should head south. Sending Haldric south might help take some of the heat off the woses.&lt;br /&gt;
  &lt;br /&gt;
Tips...&lt;br /&gt;
* If you send a White Mage or Mage of Light to the wose castle, it will let any adjacent wose cure+heal or sometimes regenerate+heal (16 points.) That's because of the side sequence within a turn: player, orcs, woses. For example, after the orcs attack with poison, the woses cure themselves, and then your leveled mage will heal any adjacent wose.&lt;br /&gt;
&lt;br /&gt;
Spoilers...&lt;br /&gt;
* The temple contains the entrance to the catacombs, but you need the leader Wose's help to open it, and to get that help you have to win the current scenario, so there is no point in visiting this temple.&lt;br /&gt;
&lt;br /&gt;
* Heads up: The next scenario is in the catacombs, i.e., underground, and it's a tough one, so you need to groom your roster accordingly. Two Mages of Light would make it a whole lot easier. Failing that, level up your fearless loyal Shocktrooper and chaotic outlaw types. Bandits/Highwaymen and Fugitives are especially nice. Quick units of almost any type (except horse units) will be helpful, if leveled and possessing high HP (&amp;gt;50).&lt;br /&gt;
&lt;br /&gt;
===Temple in the Deep===&lt;br /&gt;
&lt;br /&gt;
You will be facing undead underground. This is a difficult situation that will prove much easier with proper recruitment. Then the strategy will be fairly straightforward.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
&lt;br /&gt;
* All in all, what you need is a small elite force. Two rounds of recalls is enough, if you didn't lose Burin in a prior scenario.&lt;br /&gt;
# First round, recall your loyal Shocktroopers / Iron Maulers, though their slow movement will prove frustrating. Also on the first round, recall a fast &amp;quot;tank&amp;quot; and someone to grab the holy water.&lt;br /&gt;
# Second round, recall any Mages of Light you might already have, and a total of at least two White Mages or Mages of Light, preferably quick. For the rest of your recruitment, what you need are high movement (6+ MP) non-horse units with high hitpoints (&amp;gt;50 HP). It helps if they are chaotic (or at least neutral) and/or have ranged or impact attacks. Put all the requirements together and it points to Fugitives. Outlaws and quick Arch Mages are worth recalling too. Fill out the rest with other high HP units. Note that horse units are too sluggish in caves and should not be recalled/recruited unless you have a compelling reason.&lt;br /&gt;
# Third round (optional), you can add a unit or two for a safety margin.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
&lt;br /&gt;
# There are two ways north, but they will meet up together. First thing you will see are Tentacles. You can either ignore the Tentacles for the most part or use them for XP. Your main initial objective is to find a good place to make a stand against the nasty wave of undead coming from the north. The chokepoints and southern shoreline offer good defensive locations. Watch out for the enemy's Bone Shooters, Revenants and Deathblades, as they could easily mess up a level 3 unit. &lt;br /&gt;
# Once the flow of baddies as tapered off, gradually progress northwards. 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. Be careful if he has recruits around, as their combined damage can take down one of your level 3's. Note that the Ruby can only be picked up by Haldric.&lt;br /&gt;
&lt;br /&gt;
Hints...&lt;br /&gt;
&lt;br /&gt;
* Holy water: The best choice for the Holy Water is a quick Bandit, who should level quickly. A quick Highwayman could be used, but won't benefit much from the XP.&lt;br /&gt;
&lt;br /&gt;
* XP: Use this level to get experience. The early-finish bonus is tiny. The Tentacles are perfect for leveling up units. Keep Burin away from the water at this stage, or he'll kill all tentacles as they attack, depriving those who could benefit from the XP.&lt;br /&gt;
&lt;br /&gt;
Spoilers...&lt;br /&gt;
&lt;br /&gt;
* Your killed units will be turned into Walking Corpses (or Soulless on hard.) Therefore, spam is not helpful. A Mage or Thug can be okay, if used with great care, but mostly you need to recall leveled troops here.&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;
&lt;br /&gt;
This scenario is easy if you take the first boat out, more challenging for the second and third boats, and very difficult (on hard) if you want to take out all three leaders.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
# Your loyals, two to three healers and plenty of spearmen is all you need, if you stick to the walls and play defensively.&lt;br /&gt;
# Recruit slowly at start to stretch your gold with initial income.&lt;br /&gt;
# It's a good scenario for leveling troops, so add a few other (sturdy, non-mage) units for diversity and to make your recall list more varied. &lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
# Your ally does not need his villages.&lt;br /&gt;
# Man the walls, play defensively, stick to the walls, prepare to defend against occasional breaches.&lt;br /&gt;
# Use illumination and leadership to maximum effect.&lt;br /&gt;
# Soften opponents with your loyal veterans, feed kills to recruits.&lt;br /&gt;
# Send a small task force to the northeastern coast (easy kills on 20% terrain). Be prepared to reinforce them.&lt;br /&gt;
&lt;br /&gt;
Finish...&lt;br /&gt;
* Take the third boat (this gives early finish bonus) or try to defeat all leaders, if you feel ambitious.&lt;br /&gt;
&lt;br /&gt;
===Fallen Lich Point===&lt;br /&gt;
&lt;br /&gt;
This is a high variance scenario. It may be easy or hard, depending on events beyond your control.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
* Recruit fairly lightly initially, as you will likely have a chance to use the Lich's keep to recruit again.&lt;br /&gt;
* Mages, White Mages, and Mages of Light are good, and as are all the other advancements of Mages.&lt;br /&gt;
* You automatically should have your loyal Knight. Because of the mountains around &amp;quot;lichland&amp;quot; and frozen ground everywhere else, additional horse units are not recommended, except a single Paladin will come in handy.&lt;br /&gt;
* Some Thugs or a Bandit or Highwayman will provide a little extra undead bashing power.&lt;br /&gt;
* Footpads will help with village flagging.&lt;br /&gt;
&lt;br /&gt;
Strategy... &lt;br /&gt;
# The Orcs will be busy with the Yetis, so you can walk with a big group south and kill the Lich-Lord. Move Haldric to the stone monument to de-petrify the Lich. It may help to post some units around the undead before doing so. Use several mages to make a hole or two in the ring of undead, and then push in a burly fighter or two and/or Paladin to kill the Lich.&lt;br /&gt;
# After killing the Lich, assess the Orc/Yeti situation (as well as the village flagging situation) and decide if you need to use the Lich's keep to recruit some reinforcements.&lt;br /&gt;
# After that, head north and walk into the sewer entrance (the &amp;quot;cave&amp;quot;) or else kill the orc leaders.&lt;br /&gt;
&lt;br /&gt;
Hints...&lt;br /&gt;
* 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 Yetis.  However, be careful not to be attacked by a Yeti yourself.&lt;br /&gt;
* 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.)&lt;br /&gt;
&lt;br /&gt;
===Sewer of Southbay===&lt;br /&gt;
&lt;br /&gt;
This is a swampy underground scenario, but with attention to recruitment, it's not very difficult.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
* As always underground, you want non-horse units with 6+ MP.&lt;br /&gt;
* Recall White Mages / Mages of Light, at least two, three is probably the optimal number.&lt;br /&gt;
* There are quite a few villages in this cave, so an expensive force is supportable, though not necessary. Some players recruit a large and spammy force, while others go with small and elite:&lt;br /&gt;
** Option 1, &amp;quot;Large and spammy&amp;quot; recruitment: Recruit four each of Mages, Thugs, and Poachers. Yes, Poachers normally stink, but here they really shine in a swamp that is permanently dark, underground. If you recruit four Poachers, you could finish with three Trappers and a Huntsman - or you could finish with four dead Poachers. The Thugs are especially likely to die, as they will be facing off against Red Mages, but somebody has to do it.&lt;br /&gt;
** Option 2, &amp;quot;Small and elite&amp;quot; recruitment: Recall something like one Red Mage, one Arch Mage, one Silver Mage, 2 two Royal Guards/Highwaymen/etc, and a Trapper or Huntsman, plus three regular Mages and a Poacher.&lt;br /&gt;
* A Rogue (or Assassin) can be very handy as a damage dealer, who is able to break through bottlenecks.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
# After leaving your initial chamber, you will be in a large swamp room with three entrances, through which will be a flood of bad guys. Use two Poachers and a Thug or similar to blockade the southeast, a small elite group to block the north, and then a mix of fighters and mages to handle the west entrance. Give each group a White Mage or Mage of Light, as well as at least one regular Mage. Try to keep the Mages of Light away from your chaotic forces on the front lines, though. Use the leadership of Haldric and Lady Jessene - and Mage of Light illumination or lack thereof - to get the most from each attack.&lt;br /&gt;
# When the initial battle has died down, you have two options:&lt;br /&gt;
## If you have enough forces, you can divide into two groups and attack both brothers simultanously, east and west.&lt;br /&gt;
## Otherwise, do them one after the other, and then look for the exit.&lt;br /&gt;
&lt;br /&gt;
Spoilers...&lt;br /&gt;
* Danger: there is a Giant Spider at the exit. You may wish to keep one or two cannon fodder units in order to be able to save your advanced units.  It is best to use ranged attacks against the spider, so leveled mages are good here.&lt;br /&gt;
* Heads up: the next scenario is a lot easier with a lot of gold, especially on the hardest difficulty level.&lt;br /&gt;
&lt;br /&gt;
===Southbay in Winter===&lt;br /&gt;
&lt;br /&gt;
Plot only.&lt;br /&gt;
&lt;br /&gt;
===A Final Spring===&lt;br /&gt;
&lt;br /&gt;
Clockwise, starting at the bottom: &lt;br /&gt;
* the southern orcs (purple) will recruit the usual orcish units, and with a few going west between the mountains and the coast, while the bulk will come through the plains south of the swamp, arriving at the keep early in the night. This one is the most conventional enemy, once his host is defeated you can march a comparatively small strike force to his keep and finish him off.&lt;br /&gt;
* The waterlogged orc to the west (black) will recruit mostly Naga and a few Bats, which will harrass you from the sea and try to seize the villages on your peninsula. He only has a small keep, so he can keep recruiting, two units per turn, seemingly forever.&lt;br /&gt;
* The northern orcs (green) are farthest away; they also have lots of villages they can capture. Hence it will be some time until they reach you, and not in full force at first. With any luck (and strong enough units) you'll have fought down the bulk of the southern orcs by then.&lt;br /&gt;
* Finally, a number of level-2 skeletons (including Chocobones) will appear behind the swamp in the east on turn 4 (first dusk). Those will join the black team; starting behind the swamp and with a few villages to grab, they won't knock on your door before daybreak.&lt;br /&gt;
&lt;br /&gt;
Spoiler:&lt;br /&gt;
On turn five, a few mermen will appear near the lighthouse and join you; you'll also be able to recruit mermen from then on. That's your ticket to fighting back the Naga, see to it that you still have some money left at the time.&lt;br /&gt;
&lt;br /&gt;
Recruitment/Strategy:&lt;br /&gt;
# several Trappers/Rangers/Huntsmen to sally forth and occupy the hills and forest south of the town. Your ally will sally forth to meet the enemy in the usual fashion; if you can lend a hand and soften up the enemy, King Addroran's troops will finish them off easily. In doing so, they'll happily expose themselves to counterattack -- your Trappers (etc.) have a rather good melee attack and probably won't be targeted as long as there's weaker and more accessible allied units nearby. Don't fret about the missed XP, there will be plenty more before this is over. For now, you want to dispose of the bad guys ASAP before they pile up on the doorstep.&lt;br /&gt;
# you probably don't need dedicated undead-killers beyond the Mages you bring anyway. But if you want to employ your loyal Shock Troopers, recruit them no later than turn 2 or they won't get there in time.&lt;br /&gt;
# Mages: seeing as there will be fighting all over the place, three healers will be barely sufficient. A few fireball-throwers will also come in handy, if only in order to deal with the evasive Orcish Assassins / Slayers. A Silver Mage or two will be especially useful, as they can teleport all over the place and help with each of the commanders in turn (especially the one on the island, that would take forever to get to otherwise).&lt;br /&gt;
# by turn 3, some chaff to occupy the coastal villages so the Naga can't just waltz in. Level-1 units or even peasants will do.&lt;br /&gt;
# the worst fighting will be over by daybreak; you'll still want a few lawful units to carry on the battle during the day. One keep of knights and level-2 lawful infantry should suffice. Recruit these on turn 4.&lt;br /&gt;
# starting on turn five, you can recruit mermen. Those can not only deal with the Naga infestation, but also tackle the northern orcs as they try to cross the bay. Two keeps worth is not too many.&lt;br /&gt;
&lt;br /&gt;
Strategy is broken into three fronts...&lt;br /&gt;
# First order is to help your ally with the first waves of attackers, as described above. You can't stop King Addroran from throwing away his troops, but you can help them to have some effect before they perish.&lt;br /&gt;
# Next, fending off the Naga. A few cheap units in coastal villages at first, mermen later. Mermen vs Naga at sea will be slow fighting: both have excellent terrain defense, so there will be no obvious progress for a good long while. You should use a Mage of Light to support them, this really makes a difference during the night.&lt;br /&gt;
# Also, the bay/river to the north. The Mermen can be very efficient here, enjoying high terrain defense while being close enough to the coast that Lady Jessene and Haldric can provide Leadership wherever needed; again, you also want a Mage of Light if available.&lt;br /&gt;
&lt;br /&gt;
For the landlubbers, don't bring too many rookies: this scenario is best used to direct experience to your level-2 units, partially advancing them outright or getting them to a point where you can expect them to level up at a good point in their next battle.&lt;br /&gt;
&lt;br /&gt;
For the Merfolk, try to advance all they loyal ones, and a few more besides. Directing XP to particular units will be easier for those mermen defending the bridge, but those fighting the Naga will inevitably get some XP as well. Eventually you'll have to cross the bridge with ground troops and take the fight to the enemy, though.&lt;br /&gt;
&lt;br /&gt;
===Peoples in Decline===&lt;br /&gt;
&lt;br /&gt;
This is a potentially bloody scenario. The Drakes are barely impeded by the difficult terrain and can run circles around you, making it hard to move damaged units into a safe position. On the upside, most drakes have little terrain defense even in forest and mountains, and are positively vulnerable to spears and arrows.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
Using Trappers (or their upgrades) and Merfolk, try to lure the enemy into the swamps or over the sea, fight down their troops, then storm their keeps. Be prepared to suffer some losses: it's better to deliberately sacrifice some units of your choosing than struggling to keep everyone alive.&lt;br /&gt;
&lt;br /&gt;
Spoiler...&lt;br /&gt;
* There's a Storm Trident in the middle of the bay. There's no particular hurry to pick it up for using it in this battle: the trident does fire damage, which isn't very useful against drakes. Just don't forget to retrieve it for later use.&lt;br /&gt;
&lt;br /&gt;
Picking it up will summon a level-3 Sea Serpent on the next turn, be sure that you're ready for it. &lt;br /&gt;
&lt;br /&gt;
Lord Typhon will depart in a few scenarios, so better give the trident to another fighter. Preferably a &amp;quot;quick&amp;quot; one, who can become a Hoplite and still keep up with his mates when he gets to level 3.&lt;br /&gt;
&lt;br /&gt;
===Rough Landing===&lt;br /&gt;
&lt;br /&gt;
You will be fighting Nagas and Vampire Bats, primarily. This is a scenario that may be frustrating on the easier difficulty levels, though on hard it is just par for the course. Good recruitment and strategy will save you from getting slaughtered.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
* You are probably going to go negative on gold and be unable to rectify that with the paultry early finish bonus, so you might as will go very negative and be resigned to start the next scenario with minimum gold.&lt;br /&gt;
* Recruit/recall many Mermen and 1 or 2 White Mages or Mages of Light. A few Peasants can be useful to pad out your force, distract the enemy, and protect villages from stray Bats. A Silver Mage can be useful for island hopping but is not essential. Thieves/Assassins are blade vulnerable, and Nagas only use blades, so it's probably best not to recall them.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
# Knock out the southeastern leader in a blitz. It's important to get that out of the way, because a wave of Nagas is advancing at light speed from the north.&lt;br /&gt;
# Next, hurriedly set up a line in the water alongside your fortress island. Your fortress troops can anchor one flank, while Burin the Dwarf can go to the island to the northeast to anchor the other end of your line. Nobody messes with Burin. Move Lady Jessene behind the lines to lend her support to the Mermen. Your loyal Mage of Light will be able to move back and forth more (to lend illumination) if kept in the fortress area.&lt;br /&gt;
# Finally, once the enemy assault wave has been broken, advance northward to kill the final two leaders in a straightforward mop-up operation. Just be careful not leave isolated units where they can get swarmed.&lt;br /&gt;
&lt;br /&gt;
Hints/Spoilers...&lt;br /&gt;
* Try to level up the mermen; they can be useful in another scenario later.&lt;br /&gt;
* Beware of Sea Serpents. Three of them will appear, one on each of the three turns following your first kill of an enemy unit. Make sure to kill them at once. The Storm Trident from the previous scenario and the Ruby of Fire will come in handy against the Serpents.&lt;br /&gt;
&lt;br /&gt;
===A New Land===&lt;br /&gt;
&lt;br /&gt;
This is an odd scenario: as soon as anyone gets killed, the elvish high council will step in an end the bloodshed. Your &amp;quot;early finish bonus&amp;quot; becomes a &amp;quot;late finish&amp;quot; bonus: you're supposed to drag this out for as long as possible without anyone being killed.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
* the strongest units you have, that can deal both melee and ranged damage.&lt;br /&gt;
* Rangers are best, followed by Javelineers and level-3 Bowmen.&lt;br /&gt;
* you need six of these at the very least, preferably more, plus healers to back them up. If you don't have that many elite troops on your roster, or cannot afford to recall as many, it may be better to do nothing: keep your starting money, and slay the first person to reach you.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
Place Javelineers on the keep, Mermen in the water, and Rangers in the forest. All backed up by healers. Have a few reserves you can swap in when things get tough. Haldric also makes a good front-line unit; Javelineers should stay near him for the leadership.&lt;br /&gt;
&lt;br /&gt;
Note that no enemy unit will attack you when there's even a remote risk that they might die. So having the strongest possible fighters, both melee and ranged, will deter the most attackers. If your line looks fierce enough, some level-1 units will not attack you at all. All others will cease attacking as soon as they've taken enough damage that their death becomes a possibility. At which point, they will wander of in search of a village for healing; once all nearby villages are occupied, your attackers may even stand around dumbfounded.&lt;br /&gt;
&lt;br /&gt;
Place your troops where they enjoy a good terrain defense, that is, the keep and the forest. The purpose is to reduce the damage taken and last for as long as possible. After the first round of attacks, you'll always have a few near-dead opponents standing in front of your lines, allowing you to end the scenario quickly.&lt;br /&gt;
&lt;br /&gt;
You need eight tough guys to fully seal off a corner of the map, plus two mermen, and four healers. However, the enemy doesn't know or understand your plan: if your front doesn't extend all the way to the edge of the map, they will not deliberately try to outflank you. To the AI, a ''small'' gap of one or two tiles will look like a trap. So six land warriors to hold the line will do for a long time. Only after the attackers start to pile up against your formation will they eventually start to flow around.&lt;br /&gt;
&lt;br /&gt;
Be sure to keep the villages behind you occupied at all times, however, or wounded enemies seeking a village to heal in may actually try to get there. Sir Ruddry and Burin, having no other use, will do nicely.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Spoiler...&lt;br /&gt;
* this the last chance you have to recruit Mermen, as their king leaves. You've probably got plenty on your roster from the previous scenarios, which will stay with you and can be recalled later. But if you think you need more, this is your last chance.&lt;br /&gt;
* the late finish bonus is 50/turn, so if your upkeep is less than that, you're in the good. Even if you don't have or cannot afford enough troops for a full defense, trying to hold the keep for a few turns will be worthwhile.&lt;br /&gt;
&lt;br /&gt;
===The Ka'lian===&lt;br /&gt;
&lt;br /&gt;
Story, with your choice of four battles next.  You have to beat them all in whatever order.  The amount of gold you have should be the factor in deciding when you choose to play Cursed Isle (the undead problem).&lt;br /&gt;
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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;
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====The Dragon====&lt;br /&gt;
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This scenario is not as difficult as it looks, though your recruitment and strategy need to be tailored to fight the Saurian Skirmishers and other foes you will face here.&lt;br /&gt;
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Recruitment...&lt;br /&gt;
* Saurians use piercing attacks mostly, so it's better to use units resistant to pierce. Pikemen and Halberdiers have 40% pierce resistance. Javelineers are ideal as Saurians use ranged attacks a lot.&lt;br /&gt;
* You may wish to bench some or all of your loyal Iron Maulers. They are ineffective against the 70% impact resistant Mudcrawlers, while also vulnerable to the ranged attacks of both Mudcrawlers and Saurians.&lt;br /&gt;
* Consider adopting a force of all units with ranged attacks, save for horse and thief units, which can be kept behind the lines when not in use. It is amusing when Saurian Augers are forced to tap your units with their little staffs.&lt;br /&gt;
* Healers are a necessity to deal with the heavy damage your units will be sustaining. Depending on the strategy you adopt, you will want 2-4 healers. Mages of Light rock here, as they can easily do front line duty in pairs and their illumination blinds the Saurians, reducing their damage.&lt;br /&gt;
* You need something to clean up mud. Versus level 0 Mudcrawlers, Horsemen and their advancements can charge with no counterattack, and likewise Thieves and their advancements can backstab with no counterattack. Mages can be used as well on the fire vulnerable mud.&lt;br /&gt;
* Merman shine on this map once you get them into the swamp / water hexes. They are more mobile than anything but silver mages. The storm trident makes short work of even high-level saurians and the dragon is weak to the pierce damage of your tridents and javelins. An Entangler's slow ability will help tame the dragon even further.&lt;br /&gt;
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Strategy...&lt;br /&gt;
* Players have used many different strategies with success:&lt;br /&gt;
** &amp;quot;Hedgehog&amp;quot; strategy: 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. You can 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, you can string non-wounded troops out a bit in the rush for the leaders. &lt;br /&gt;
** &amp;quot;Triangular Hedgehog&amp;quot; strategy: 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. You can fix this by creating 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. 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 Jessene, since she has excellent defense and is chaotic and therefore benefits by not being in the Mages' light. &lt;br /&gt;
** &amp;quot;Giant Hedgehog&amp;quot; strategy: Recruit a lot of units, and then move the whole army as one big bulk. Keep healers in the middle (about 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. Head first for the east or west leader, but steer for good terrain, because your force will soon be swarmed. But then by turn 10, there should be many few Saurians alive.&lt;br /&gt;
** &amp;quot;Standard Line&amp;quot; strategy: Form a line from the west board edge diagonally up towards your keep across the two villages just in front of the forest. You will probably wish to bend upwards at the forest, rather than running the line all the way to the keep. Whenever the Saurians have a small number of troops at your line and you have enough strength to kill them all, you can advance your whole line one hex south, allowing you to get additional attacks on them from non-frontline troops. Once you advance a unit to the first water hex at west board edge, the west leader will probably come out to greet it, so be ready to fry him with Haldric's ruby. After killing the leader, back up into good terrain to prepare to meet the dragon.&lt;br /&gt;
** &amp;quot;Wake the Dragon&amp;quot; strategy: Prematurely wake the dragon (see spoiler below) and back up your troops to north of your keep. When the dragon comes, kill him. The scenario can be over on turn 7. There is no early finish bonus for this, but you can recruit lightly so that you still have gold at the end and will carry-over 40%, if you need it for your next scenario.&lt;br /&gt;
* With all these strategies, the Saurians may hold back for quite a while. This is okay, as the Dragon will eventually appear and come to you. Kill it. Then you are given a choice of whether to end the scenario or to try to kill all the enemy leaders before time runs out. You can choose to finish the remaining Saurians for a nice bonus. &lt;br /&gt;
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Spoilers...&lt;br /&gt;
* The dragon will awake on turn 15 or when you move a unit down around the road north of the mountains. If you wish to wake the dragon prematurely, you can recruit a Horseman on turn 1 and run him down. It's a suicide mission for him, however.&lt;br /&gt;
* If you have a fast non-horse unit in position, rush it to the mountain cave after the Dragon leaves to grab the 200 in gold, though that's nothing compared to the Hero bonus for defeating all the Saurian leaders. So focus on killing all of them first.&lt;br /&gt;
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====Lizard Beach====&lt;br /&gt;
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This is a scenario versus Saurians, Giant Scorpions, and Mudcrawlers, where good recruiting and strategy will save you from massive bloodshed.&lt;br /&gt;
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Recruiting...&lt;br /&gt;
* Mermen are helpful for the swamp and water areas.&lt;br /&gt;
* Bench some or all of your loyal Iron Maulers, veterans from ''The Fall.'' They are laughably ineffective against the impact resistant Mudcrawlers - and laughably vulnerable to their ranged attacks.&lt;br /&gt;
* Thieves, Horsemen, and their advancements are good for mud cleanup, though you must keep them out of range of Saurian skirmishers. Swordsmen and Royal Guards are also good, though overkill.&lt;br /&gt;
* Recall a lot of fairly high HP units, preferably with strong non-impact ranged and melee attacks.&lt;br /&gt;
* Mages are good. Mages of Light are especially useful, since they can do front line duty. Lots of healing may be necessary, about 3 healers are good, so White Mages can be used too. Raw recruit Mages can be used as well, for disposal of Giant Scorpions and the occasional Saurian Skirmisher that wanders too far. At least one Silver Mage is highly desirable, along with a speedy unit (e.g., Fugitive, Footpad, or Horseman) to capture villages for the Silver Mage to use north of the river.&lt;br /&gt;
* [fredbobsmith2] An alternative strategy that works surprisingly well is to simply use a very mage-heavy army. Recall most or all of your high-level mages, throw in a few peasants, and spend the rest of your gold on recruiting mages. Victory will come with shocking ease.&lt;br /&gt;
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Strategy...&lt;br /&gt;
* General strategy: as Saurians have skirmishers and a lot 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 straight so only two can mob one guy. Hedgehog tactic also seems to work well.&lt;br /&gt;
* Opening strategy: here are some specific strategies that players have used with success in the early part of the scenario:&lt;br /&gt;
# &amp;quot;Mermen in center&amp;quot; strategy: Recall 2-4 Mermen, 1-2 Trappers/Huntsmen, and a lot of high HP troops, then form a line. Initially, you can either form a north-south line around the lake area with one flank at the south board edge, or, if you want to be conservative, you can do a diagonal line in the southeast corner, with both flanks tied to board edges. You'll need the Mermen to handle the lake area, and Trappers/Huntsmen/Mermen for the swamp areas. Keep troops in reserve, so that when a few Saurians meet your line, you can advance your whole line over them. Do not be too conservative/defensive on hard, as your time is limited. &lt;br /&gt;
# &amp;quot;Mermen on flank&amp;quot; strategy: Recall several decent land melee units &amp;amp; then 4-5 level 2 Mermen on rounds 2-3. Most of your force forms a line of battle near your keep, Mermen on the north flank in the river, land units extending south, flanks bent back with strongest units at the corners - then 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. 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. &lt;br /&gt;
# &amp;quot;Mermen feint&amp;quot; strategy: 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.&lt;br /&gt;
# &amp;quot;No Mermen&amp;quot; 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.&lt;br /&gt;
# &amp;quot;Sacrificial lamb&amp;quot; strategy: In addition to a couple mages, 2 healers, and some other fighters, recruit a castle-full of peasants to draw the Saurians out onto open ground.  Surround a single peasant on 5 sides, with 2 healers behind him. Build your formation around that.&lt;br /&gt;
* Closing strategy: The enemy's onslaught tapers out after their initial wave, so the final push for the southern leader should be quick and clean. Taking out the northern leader is harder, 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 don't want to lose any of your better units, patience may be the key.&lt;br /&gt;
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Spoilers...&lt;br /&gt;
* When one of your units gets as far west as the second bridge, a wave of Nagas will arrive out at sea. You may wish to delay going that far until the second watch, so that the Nagas will make contact with your forces during the day.&lt;br /&gt;
* 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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Cave terrain again, but this time the cave is so riddled with holes that there's barely any sense of individual corridors. There's plenty of short narrow passages which prevent both you and your opponents from ganging up on on each other, while on the other hand the trolls can just walk around a blocked choke point and come at you through the neighboring hole. So fighting is mostly one-on-one, though may have several such fights going on at any given time.&lt;br /&gt;
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The map is roughly symmetrical, a keep in each of the four corners. Two random keeps will be home to the trolls, the other two will be occupied by a Giant Spider each. The spiders will only attack if you get too close.&lt;br /&gt;
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You designated opponents will be level-1 and -2 trolls, under level-3 commanders. They don't have that much starting gold, but sufficient income to keep recruiting about one Troll Cub per turn, or a level-2 every other turn, very much until you're right on their doorstep. In order to win this, you have to be able and slay the trolls quicker than they're coming.&lt;br /&gt;
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Recruitment...&lt;br /&gt;
* as usual in the caves, give preference to units that can move 3 tiles on cave terrain.&lt;br /&gt;
* also as usual by now, this is no place for level-1 units. You can carefully level up one or two rookies, but the bulk of your host has to be tougher than that. It's more an opportunity to level up your chaotic units, and, especially, your mages.&lt;br /&gt;
* Spellcasters will do a lot of damage to Trolls, and in the 1-on-1 situation so common on this map, any level-2 or better mage will be certain survive the counterattack. You'll need level-3 Magi to press forward and carry the battle to the enemy's keeps, though.&lt;br /&gt;
* You'll want two teams of two healers each in any event. However, Trolls are susceptible to arcane damage, so your White Mages can play a very active role (and quickly level up if so desired). Mages of Light will be especially nice, with their illumination blinding the trolls and a half-decent melee attack to fight back with.&lt;br /&gt;
*  You can arguably fight this battle on mages alone. However, you'll need at least two keeps worth of units to plug all the holes and prevent the trolls from outflanking you. The supporters' main qualification will be to have enough hitpoints to survice a troll attack; being able to fight back is very desirable. Bandits or Swordsmen will be best, depending on whether you back them by a light source. Trappers and Outlaws will make do in the dark, Pikemen are a distant third, and lawful bowmen should sit this out: Mages can play the same game much better.&lt;br /&gt;
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The general strategy is to move into whatever direction the trolls are coming from, and fight your way, upstream so to speak, until you get to the enemy keep.&lt;br /&gt;
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You may start doing so right away, or first await the initial onslaught in the island you're starting on. With you on the ground and the enemy in the water, the terrain is in your favor... but the spacious cavern also allows two or even three trolls to gang up against one of yours. Then again, you can make good use of your loyal mermen and possibly even Sir Ruddry. Neither of which will be any good later when you carry the fight to the enemy, but hey, they're loyal and demand no upkeep.&lt;br /&gt;
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If you want to explore the map and steal villages, you better do so in force. The spiders will lunge at anyone who happens to get in their range; and besides, there's several unflagged villages at the beginning of the scenario, and your opponents will seize them. This means that trolls, even level-2 ones, may show up in unexpected places.&lt;br /&gt;
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====Cursed Isle====&lt;br /&gt;
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You will be fighting undead, mostly of the incorporeal and ghoulish lineages. Victory comes surprisingly easily.&lt;br /&gt;
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Recruitment...&lt;br /&gt;
* Recruit lightly, certainly no more than two castles of troops. You could use 1-3 Paladins, 1-2 Mages, and 1-2 White Mages / Mages of Light.&lt;br /&gt;
* Recall your loyal Merman Triton or similar and have him pick up the holy water.&lt;br /&gt;
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Strategy...&lt;br /&gt;
* This can be the first or last quest you choose.  If you can wait, do it last, as you will come out of it with a lot of gold, which you will need for the first scenario after the quests, ''The Vanguard''. &lt;br /&gt;
* Keep a very tight formation for the first night, as Shadows will hit hard and you don't want to get backstabbed or swarmed. By dawn, it should be smooth sailing.&lt;br /&gt;
* If you get anywhere near the enemy leaders' keeps, expect to get rushed by a leader.&lt;br /&gt;
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Spoiler...&lt;br /&gt;
* In one of the three temples there is a Vampire Lady. All you really need is a Paladin or three to rush the temples. Kill her. Game over, you win. One of the other temples has some gold; grab that first.&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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The map's most striking feature is a natural defensive line, where presumably an underground river has carved a line of sinkholes. The two closest keeps are Orcs, the one in the north holds a Troll. All will be spawning mostly level-2 units. Their average recruit will cost about 20-22 gold, check their gold at the beginning of the scenario and you'll have an idea of how many units you'll have to expect.&lt;br /&gt;
The terrain funnels you northward, where you will encounter the northern orcs at nightfall, coming at you in full force. The orcs from the west will start showing up during the night. They are distracted by several un-occupied villages, so they'll be a bit more stretched out. The trolls won't arrive until daybreak.&lt;br /&gt;
Whenever one of the enemy commanders has lost half of his units, some undead will join his team: one level-3 skeleton, plus two or four Chocobones depending on difficulty. This happens three times over the course of the battle, once for every enemy commander. &lt;br /&gt;
This scenario will be fairly easy, regardless of difficulty level, if you can afford at least three keeps worth of troops.&lt;br /&gt;
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Recruitment / Strategy:&lt;br /&gt;
* Knights recalled on the first turn can encounter the Orcs in your north still in full daylight, and possibly wreck havoc among them before nightfall. The success of this strategy largely depends on what kind of units the orc is sending your way, but in any event don't bother with half-measures: either send 4+ strong riders on turn 1, or don't worry about trying it at all. Follow up with more lawful units and Mages of Light, using only a few chaotic ones to harrass and delay the orcs coming from the west.&lt;br /&gt;
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* Alternatively, recall your toughest chaotic units from the get-go, and prepare to fight down the first orcish host in the woods to your north, with only a Knight or two to deal with any Wolf Riders getting ahead of the main host.&lt;br /&gt;
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* You want to bring at least one Paladin (Sir Ruddry probably qualifies) and between that and your healers, you don't need much of a dedicated undead-killing force. If you have loyal Shock Troopers, by all means bring them on -- they'd be useful in any event. Otherwise, a pair of Bandits or a second Paladin will do nicely.&lt;br /&gt;
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* If you want to seize the villages across the mountains to your west, be prepared to encounter a Goblin Knight or Pillager trying to do the same (you will meet whatever fast unit the western orc happened to recruit on his first turn. It may only be a &amp;quot;quick&amp;quot; archer, but a level-2 wolf is quite likely).&lt;br /&gt;
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* Beware the Chocobones. Their double damage from charge means they can take out Commander Aethyr at night just by hitting 2 for 2, and they will certainly try if they get the opportunity. They will also keep their distance and refuse to attack until you present them with a target the AI considers worthwhile. Effectively you have to throw them a peasant, or a strong unit that will survive badly wounded and effectively be out of the battle for several turns. &lt;br /&gt;
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* A Silver Mage or two can come in really handy, Teleporting all over the map to dislodge wolves from the mountains or lend a hand with the undead as needed.&lt;br /&gt;
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This scenario is an excellent opportunity to train some Knights, as well as a few other lawful fighters. But keep in mind that the campaign is coming to a close and you can only recall so many units in the last battles: if you think you already have enough quality units, it's better to use those (and maybe get an AMLA or two) than to build up an ever bigger roster of troops you can't (or won't) recall.&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 enemy will launch a desperate defense, throwing a little bit of everything at you.  The effect is mostly psychological, but it could be a problem if you came into the scenario with minimum gold or your initial assessment causes you to drastically under-recruit. Time is money.&lt;br /&gt;
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Recruitment...&lt;br /&gt;
* On medium, at least, you don't want to overrecruit. First turn, recall Mermen to assassinate the undead leader; 2 Entanglers/Netcasters and the Triton with the Storm Trident. Later, you should recruit 1 or more Silver Mages also for this taskforce as well as for causing general mayhem. It's also worth recruiting 5-10 L1/L0 units to take the brunt of the first wave of attacks; you can use any combination of Footpads, Poachers, Thugs, Spearmen, and Peasants, as you see fit. You'll want some decent L2 and L3 recalls for healing, to flank your lines, and to start kicking some butt at daybreak. A Mage or Red Mage to blast Trolls and Chocobones will level up by end of scenario. Paladins are good too. In addition to your loyal Mage of Light, you will need a bare minimum of 1 more healer.&lt;br /&gt;
* On medium, 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 (on 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.&lt;br /&gt;
* On hard, you also don't want to recruit too much for fighting the undead, but it's only because going on an offensive early against them will get you crushed by a Chocobone armada.&lt;br /&gt;
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Strategy...&lt;br /&gt;
# Move the Mermen (including the storm trident) 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.&lt;br /&gt;
# Your loyal units can do a little village grabbing, but it would be unwise to venture too far north.&lt;br /&gt;
# After nightfall, fog will appear; for the rest of the scenario, the map will become shrouded.  So, while you're still able to see, note the troop dispositions (especially Chocobones.)&lt;br /&gt;
# The first wave is largely at night and will have Goblin Knights and Pillagers, and later Chocobones and Troll Warriors. The damage they can cause is bone chilling, so make sure to divert their attention with plenty of spam. You want to meet them on the edge of the woodland, while inducing the orcs to fight from the grassland. Footpads are handy here, as they have high defense in woodland. Players have had success setting up the initial line in either the north or northeast woodlands, with respect to the castle. Others have succeeded by fighting mostly from the open plain, retaining mobility by leaving the woodlands to their Footpads.&lt;br /&gt;
# Once your Mermen have taken an island city, teleport over one or more Silver Mages to help kill the undead leader - in addition to a Silver Mage, you will want the storm trident, a Netcaster/Entangler, plus one more leveled unit to be fairly sure to knock him out in one round. Quick striking like this you end up fighting a lot less undead.  You probably end up foddering one of the mermen to the Undead Archers, but the trade off is probably worth it.  You can keep cycling your mermen up to fight with any orcs or trolls that come into the water. Silver Mages can assist, since they are not needed much in the other part of the fight.&lt;br /&gt;
# After the undead leader is assassinated and the first wave is broken, you may advance cautiously due north or to the northwest along the coast and ultimately finish off the two orc leaders.&lt;br /&gt;
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Spoilers...&lt;br /&gt;
* When you are close to the village in the northeast woods, tighten your formation, as past there you can trigger a small but elite force of Saurians. (Stepping 10 hexes or less from 34,15 triggers the Saurians.) Trigger them at second watch so they arrive at your forces in daylight. Alternatively, you can delay triggering the Saurians as long as possible by moving your force northwest near the water and then onto the small island, though even then it is possible to trigger the Saurians if you are not careful where you step. You can fight the final wave of orcs from the island, then move northeast to the mainland, finally triggering the Saurians.&lt;br /&gt;
* Cuttle Fish appear when you approach the north-central island (including the village at the northwest corner of the plain on the mainland.) There are 1, 2, or 3 Cuttle Fish, for easy, medium, or hard. 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;
* 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 the XP more than the gold; otherwise, try to knock out both leaders on the same turn before they can recruit more.&lt;br /&gt;
* Heads up: The next scenario is the final one. Therefore, loyal units are now somewhat disposable. However, you will need plenty of gold. Recruit some Peasants in the current scenario if you need to save some gold. Not only are they cheap, but they have no upkeep and Chocobones love 'em. Send a unit with leadership with them and they can even deal some amount of damage and be used to finish off wounded enemy, though at night you should just let them take the beating passively since otherwise they die too quickly.&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. Also, loyal units are no better than other units after your recruitment is finished.&lt;br /&gt;
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Recruitment...&lt;br /&gt;
* You will need at least 300 starting gold, maybe more like 400 on the hardest difficulty level, so if need be, replay the previous scenario.&lt;br /&gt;
* To stretch your money, start with loyal Iron Maulers and some ready-to-level level 1's and level 2's. Finally, recall as many level 3's as possible.&lt;br /&gt;
* Healers: 3-6 Mages of Light / White Mages. Your few chaotic units will appreciate a White Mage.&lt;br /&gt;
* Horse units: 2-4 Paladins, 3-4 Knights / Grand Knights.&lt;br /&gt;
* Horse escorts: about 3 speedy units, like Royal Guards, Fugitives, and Silver Mages.&lt;br /&gt;
* Tanks: at least 6 high HP units, such as Royal Guards, Highwayman, Master Bowmen, and the loyal Iron Maulers.&lt;br /&gt;
* Mages: at least 3 high level Mages aside from your basic healers, so Arch Mages, Great Mages, and Silver Mages. Additional Mages of Light can be substituted.&lt;br /&gt;
* Some Mermen might be useful here, but surprisingly, they're not really necessary.&lt;br /&gt;
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Strategy...&lt;br /&gt;
* You can either send everybody west initially and then split for the two bridges or you can split initially, with mounted units racing to the west and then south, while the main army heads due south.&lt;br /&gt;
* With your mounted units, race forwards by day and backwards by night.&lt;br /&gt;
* Along with the mounted units should go some escorts, speedy foot units intended to kill things like Goblin Impalers, which make even Grand Knights nervous. They would also benefit from a quick Mage of Light.&lt;br /&gt;
* Meanwhile, with your tanks and the rest of your healers and support units, form a line or hedgehog. &lt;br /&gt;
* Maintain awareness of the overall battlefield.&lt;br /&gt;
* Kill all but one of the orc leaders (not all!).&lt;br /&gt;
* Don't forget to sacrifice Aethyr to Jevyan. Jevyan probably won't come out to play, so march Aethyr up to Jevyan and use a crossbow attack.&lt;br /&gt;
* Paladins, great mages, mages of light, silver mages are all suitable units to kill Jevyan himself, make sure you have them in sufficient numbers with your southern army.  Congratulations!  Enjoy the ending!&lt;br /&gt;
&lt;br /&gt;
Spoilers...&lt;br /&gt;
* When one of your units is within 8 hexes of a bridge, but you have no units within 2 hexes of the bridge, and there are no units on the bridge, then a Cuttle Fish will appear and destroy the bridge. This is usually disadvantageous. Not only does it leave you with a Cuttle Fish to fight, but it slows your progress south and the bad guys progress north. At least on the hardest difficulty level, it's hard to kill all the spam in time, so you don't want to impede their advance by removing the bridge.&lt;br /&gt;
* When any of your units is killed, it becomes a Walking Corpse (or a Soulless on hard.)&lt;br /&gt;
* After the first orc leader is killed, then some gold goes to mister Lich. It's 40, 80, or 120 gold, for easy, medium, and hard, respectively.  The lich also will receive some gold once you kill his Familiar.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[MainlineCampaigns]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns - The Rise of Wesnoth]]&lt;br /&gt;
[[Category:Campaigns - Walkthroughs]]&lt;/div&gt;</summary>
		<author><name>Schnobs</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=TheRiseOfWesnoth&amp;diff=63560</id>
		<title>TheRiseOfWesnoth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=TheRiseOfWesnoth&amp;diff=63560"/>
		<updated>2019-08-22T09:59:11Z</updated>

		<summary type="html">&lt;p&gt;Schnobs: /* The Vanguard */&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;
Over the course of this campaign, you will need to level up to some:&lt;br /&gt;
&lt;br /&gt;
* Healers: White Mages/Mages of Light (at least four)&lt;br /&gt;
* Undead killers: Paladins (two)&lt;br /&gt;
* Mobile strikers: Silver Mages (at least one, preferably more), Grand Knights (several), Fugitives (one or more helps)&lt;br /&gt;
* Damage sinks: Royal Guards, Iron Maulers, Highwaymen, Halberdiers, level 3 Burin, and again Grand Knights&lt;br /&gt;
* Leaders: level 3 Haldric, level 3 Lady Outlaw, and much later level 3 Commander Aethyr &lt;br /&gt;
* Ranged attackers: Great Mages (can use several in the last scenario), Longbowmen/Master Bowmen (two), Trapper/Huntsman (one is helpful)&lt;br /&gt;
&lt;br /&gt;
A Mage of Light, one Paladin, and five Grand Knights make a perfect assault team!&lt;br /&gt;
&lt;br /&gt;
Although Horsemen are key for the first three or four scenarios, it's important not to be too reliant on horse units through the middle part of the campaign, as there are many hard levels underground, in swamps, in water, or against Saurians; use XP from the scenario ''The Vanguard'' to get to 2 Paladins and 2+ Grand Knights.&lt;br /&gt;
&lt;br /&gt;
Don't overlook Pikemen/Halberdiers, which are useful in many levels; pierce attacks work well against Drakes and against the dragon, and they are handy for defensive roles especially repelling Wolf Riders. They are less good against undead, though, and don't get that +1 MP Royal Guard speed bonus.&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) leveled up. Footpads help too, once leveled up. Due to swamps, you will sometimes be spamming Poachers, which can marksmanship once at level 3 (or Rangers are good too, for swamps and forest.) These, plus Lady Outlaw, 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;
Here are some recommended units to have obtained by specific scenarios:&lt;br /&gt;
&lt;br /&gt;
2. The Fall - 1 Knight&amp;lt;br&amp;gt;&lt;br /&gt;
3. A Harrowing Escape - 1 White Mage, 2 Knights, plus about-to-level troops&amp;lt;br&amp;gt;&lt;br /&gt;
4a. The Midlands - avoid, go to The Swamp of Eden instead&amp;lt;br&amp;gt;&lt;br /&gt;
4b. The Swamp of Eden - level 2 Haldric, level 2 Lady Outlaw, 2 Knights, 2 Shocktroopers&amp;lt;br&amp;gt;&lt;br /&gt;
6. Temple of the Deep - level 3 Haldric, level 3 Burin, 1-2 Mages of Light or several Outlaws / quick Bandits&amp;lt;br&amp;gt;&lt;br /&gt;
8. Clearwater Port - level 3 Lady Outlaw, 3 White Mages / Mages of Light, 3 Iron Maulers / Royal Guards / Halberdiers&amp;lt;br&amp;gt;&lt;br /&gt;
12. A Final Spring - 1-2 Silver Mages&amp;lt;br&amp;gt;&lt;br /&gt;
14. Rough Landing - the 3 loyal Mermen from the previous scenario, ''Peoples in Decline''&amp;lt;br&amp;gt;&lt;br /&gt;
17a. The Dragon - up to 4 White Mages / Mages of Light&amp;lt;br&amp;gt;&lt;br /&gt;
17d. Cursed Island - 1 Paladin&amp;lt;br&amp;gt;&lt;br /&gt;
19. The Vanguard - 4 Knights/Lancers/Grand Knights, 2 Paladins (or about-to-level Knights)&amp;lt;br&amp;gt;&lt;br /&gt;
20. Return of the Fleet - 1 Mermen Entangler, 1 Merman Triton with Storm Trident, level 3 Commander Aethyr desirable&amp;lt;br&amp;gt;&lt;br /&gt;
22. The Rise of Wesnoth - 2 Paladins, 3 Royal Guards, 4 Mages of Light&lt;br /&gt;
&lt;br /&gt;
Because the campaign is long and you won't be able to recall all your level 3's in the final scenario, it pays to create some &amp;quot;uber-units&amp;quot;. An example is a quick, resilient Silver Mage that has been AMLA advanced a few times.&lt;br /&gt;
&lt;br /&gt;
==Scenarios==&lt;br /&gt;
===A Summer Of Storms ===&lt;br /&gt;
&lt;br /&gt;
This is a relatively easy scenario, so gear your recruitment and strategy with an eye towards gathering XP.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
# For the first round, recruit 2-3 Horsemen and the rest can be all Spearmen or a mix of Spearmen and Bowmen as you see fit.&lt;br /&gt;
# 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, grunts, and riders you will encounter. 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.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
* Players have used at least three strategies with success...&lt;br /&gt;
# The &amp;quot;over the bridge&amp;quot; strategy: Send the horsemen with the king over the bridge, and the others should follow or start going over the mountain, to avoid being attacked from behind. Send subsequent Spearmen and Bowmen on the &amp;quot;over-the-bridge&amp;quot; road, and when the Prince and final troops have just about caught up, march on the enemy camp.&lt;br /&gt;
# The &amp;quot;hide in the swamp&amp;quot; strategy: Proceed much like the above, but send the king 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, you can use a Spearman and a Mage (to level him.)&lt;br /&gt;
# &amp;quot;Sandbagging&amp;quot; strategy: On the hardest difficulty level, the initial enemy assault will only be easy to handle by entrenching your troops behind the river. Use the king to block the bridge initially, while Spearmen handle the shoreline just north and Horsemen carefully flag villages across the river. Run the king around, lending his leadership as you massacre the stupid enemy troops that have jumped like lemmings into the water. &lt;br /&gt;
* For all these options, you will also need to send a squad north into the mountains and around into the flank of the enemy. A quick Spearman, a quick Bowman, and one other unit, possibly a quick Mage, should be more than sufficient.&lt;br /&gt;
* When you see that the fronts are under control, stop recruiting and send prince Haldric and your Mages over the bridge on a quest for XP, assisted by the leadership of the king, and converge on the enemy camp.&lt;br /&gt;
&lt;br /&gt;
===The Fall===&lt;br /&gt;
&lt;br /&gt;
This is a scenario that looks scary, but it is only moderately difficult with proper recruitment and strategy.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
* Recall or recruit Spearmen and Bowmen to man the lines.&lt;br /&gt;
* Horsemen/Knights are desirable, because you probably do not yet have a White Mage, and the villages are widely spaced.&lt;br /&gt;
* Recalling or recruiting Mages for XP gathering is highly advisable for future scenarios.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
* There are three basic approaches to take out the outlaw leader...&lt;br /&gt;
# &amp;quot;Brute force&amp;quot; strategy: You can march west with a large army and use part of it to hold northwestern 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.&lt;br /&gt;
# &amp;quot;Assassination over the bridge&amp;quot; strategy: You can assassinate the outlaw leader. One way is to wait until the orcs have killed almost all outlaws and then assassinate the outlaw leader with Knights, rushing over the enemy camp's bridge and into the keep. This strategy is risky because orcs can kill the leader before you.&lt;br /&gt;
# &amp;quot;Assassination via the mountain pass&amp;quot; strategy: Another way to assassinate the leader is to send a squad through the southern mountains to the outlaw keep. Two Mages and three Spearmen might be enough. If not, add a Knight, Horseman, or the King, though these units have only a narrow passage devoid of mountains and could get pinned by the enemy.&lt;br /&gt;
* On the hardest difficulty level, you may be forced to assassinate.&lt;br /&gt;
&lt;br /&gt;
Hints...&lt;br /&gt;
&lt;br /&gt;
* Saving the loyal Heavy Infantrymen (or Shock Troopers on easy) pays off in later scenarios. To save all three, move them south towards the outlaws.&lt;br /&gt;
&lt;br /&gt;
* Once you eliminate the HP of the Lady Outlaw, she offers to help you. If you say yes, she comes back as a loyal unit in future scenarios and you will be able to recruit outlaw units, plus she cannot be killed in the next couple of scenarios (instead, she disappears when she goes to zero HP, and comes back the next scenario.) This is quite valuable. If you say no and try to kill her, you find out she cannot be killed. However, you do get 200 gold that she leaves behind.&lt;br /&gt;
&lt;br /&gt;
* Heads up: The following scenario (''A Harrowing Escape'') is a handful on the hardest difficulty level. On hard, your goal should be a carryover of almost 150 gold (so you have 250 starting gold), so although Lady Outlaw's assistance is worth much more than 80 gold (40% carryover of her 200 gold), you may be forced to choose the gold. Another thing you need to beat the following scenario on hard is a White Mage at or near the start of the scenario. Also, about-to-level units will be especially nice for their self-healing ability and low initial upkeep. Steer XP accordingly.&lt;br /&gt;
&lt;br /&gt;
===A Harrowing Escape===&lt;br /&gt;
&lt;br /&gt;
This scenario is much easier on lower difficulty levels, calling for different strategies.&lt;br /&gt;
&lt;br /&gt;
On easy/medium...&lt;br /&gt;
* Recruitment: You should recruit/recall 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. Other than the Mages, simply recruit what you want, and go along the road. You get enough villages to pay upkeep for quite some army, and can give some of them a bit of experience.&lt;br /&gt;
&lt;br /&gt;
* Strategy: Leave a few units in the rear, as the enemy can cross hills quickly. Note that Footpads and Outlaws will also cross hills at reasonable speed, if you need to hunt down some units. There are two castle tiles about halfway down, try to send Lady Outlaw and Brunin the Lost to them, they make good guards in case the enemy tries to come straight up. You can also send a couple groups of units down southeast to the lake, so you can prevent the Green team (southeast) from coming up the river. You can also kill the two Orcish Grunts (or Warriors on medium) on the southern castle tiles and then move Lady Outlaw and Brunin to them.&lt;br /&gt;
&lt;br /&gt;
On hard...&lt;br /&gt;
* Recruitment: To beat this scenario on the hardest difficulty level, you need some level 2 (or better yet, about-to-level level 1) units already and decent starting gold. It has been beaten on hard with as little as 158 starting gold, 200 is still difficult, and 250+ makes it relatively easy. You can stretch your gold a bit by not going negative on upkeep and waiting until you can't wait any longer to do one last round of recruiting, recalling mostly level 2's. For timing your final recruitment, watch the wolves that are likely trying to flank through the mountains south of your keep. Another requirement for beating this scenario is a White Mage (or two.) If need be, you must promote a Mage (or two) &amp;lt;i&amp;gt;tout de suite&amp;lt;/i&amp;gt;, as you will be dealing with severe damage and assassins, while only having easy access to 2 or 3 villages initially. Horsemen and Knights are useful for dissipating damage by serving as meat shields against blades and then running off to remote villages to heal. Quick Horsemen are especially nice, as they can transfer between two strategically placed villages in one turn, for healing on the go. Horsemen, Knights, and Swordsmen are useful for swatting assassins. If you can recruit outlaws, a couple of Footpads are nice for village grabbing. Thieves are also good because they are cheap, the Grunts are fond of attacking them, and they often survive on 70% defense.&lt;br /&gt;
&lt;br /&gt;
* Strategy: Near the start of combat, it's crucial to kill the first waves quickly: the wolves and assassins. More important than terrain is avoiding getting flanked, so mobility of individual units is key; if you climb up deep into the mountains, you will have a harder time with mobility than staying on or near the valley floor. Additionally, many of your units cannot go on mountain hexes, so it's easier to maintain your lines if everyone stays close to the valley. It's easier to make a stand at the keep and northern river bank, but this approach can be too costly in terms of time.&lt;br /&gt;
&lt;br /&gt;
Hints...&lt;br /&gt;
* On medium/hard, you can lure out the roadside guard Warriors one at a time by putting a unit within attack range of one (and out of range of the other.) They mostly come at night. Mostly. That is, the Warriors might not bite bait put out during the day.&lt;br /&gt;
&lt;br /&gt;
* If you have Lady Outlaw, note that she has leadership, which will be useful to help promote Prince Haldric, if he is still level 0. It's worth advancing her to level 2, to continue to provide leadership to level 1 Haldric and your other level 1's. You may also make use of her odd ability &amp;quot;distract&amp;quot;, which allows adjacent allied units to ignore ZOCs. And Lady Outlaw allows you to recruit outlaw types. On hard especially, Thugs can be useful as meat shields and to provide strong attacks at night when your lawful forces are crippled. Remember too that Lady Outlaw cannot be permanently killed (at least not yet), so when desperate times call for desperate measures, you can move her into a suicidal position.&lt;br /&gt;
&lt;br /&gt;
* It helps that there are two enemy sides as opposed to a twice as strong single enemy side. If one of your units could be attacked by 3 enemies, but 1 of these hexes is currently blocked by the other side, the currently moving enemy decides to attack units which it (they) is (are) actually less likely to kill than that one. AIs don't cooperate, that is.&lt;br /&gt;
&lt;br /&gt;
* If you are stuck on this scenario, you may need to replay one or both of the previous scenarios and/or choose to &amp;quot;kill&amp;quot; Lady Outlaw in the previous scenario so you get her gold.&lt;br /&gt;
&lt;br /&gt;
Spoilers...&lt;br /&gt;
&lt;br /&gt;
* There is Dwarf Steelclad in the village at 8,5. It's 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;
* After you kill the first orc leader, an Orcish Slayer and two Assassins will pop out of nowhere, so you would be wise not to have any wounded units stuck without movement points at that point. Also, the other leader will get an infusion of gold and start recruiting on all available hexes, so if you can sit on some of those hexes first, it will help keep the situation from getting out of control.&lt;br /&gt;
&lt;br /&gt;
* At the end, you will be given the choice of the river/swamp road or the midlands/orc road. These fork to the scenarios ''The Swamp of Esten'' and ''The Midlands'', respectively. The swamp scenario is relatively easy, while ''The Midlands'' could cost you some leveled units or even prove impossible to beat if you are low on gold. Also, the swamp gives you a free loyal White Mage, so it's a no brainer, unless you want more of a challenge.&lt;br /&gt;
&lt;br /&gt;
* Heads up: it would be wise to have at least 1 White Mage before going to the scenario ''The Swamp of Esten''.&lt;br /&gt;
&lt;br /&gt;
===Diverging Campaign Path===&lt;br /&gt;
====The Midlands====&lt;br /&gt;
&lt;br /&gt;
Orcs again. But you chose that way. This scenario may appear impossible, but with a lot of gold and a little strategy, it can be beat. &lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
* You are given plenty of time, so use it wisely. The enemies send lots of orcs, mostly weak ones. So recruit and recall everything you can.&lt;br /&gt;
* Recall any White Mages you have. You'll need them.&lt;br /&gt;
* Bowmen are good for the wolf units you will be facing.&lt;br /&gt;
* The rest depends on your strategy.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
* The &amp;quot;Fast Assault&amp;quot; option: use an assassination team. If you go west, only your Knights and Horsemen will arrive and fight at daytime. So 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, but hopefully not the latter, as they are loyal units in a long campaign. With this approach, you can finish early (around 25 turns) and keep your losses low.&lt;br /&gt;
* The &amp;quot;Dark Assault&amp;quot; option: use Footpads.  If you chose to work with the the outlaws in the last round, then this works well.  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 them to the upper west and south, followed by more powerful units: Mages, Horsemen, etc.  For the time being, leave 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 enemy's gold and increases yours.  Don't attack at first, just defend, until more of your slow higher powered units arrive. The strategy here is to pick off the orcs, and send the Horsemen to capture villages.  While this is going, to the south you send your Footpads to capture any villages you can and, more importantly, put a Footpad on the hex that is adjacent to the bridge, thereby stopping easy advancement of their greater numbered troops. A White Mage, a couple Trappers and some Bowmen would make a good escort. Probably sending a Thief or two would be good too, to help dispatch any enemy that infiltrate the villages north of the river. one enemy got into one of the villages on the north of river, and it took a lot to dislodge him.  The intention is to engage the enemy so that they are fighting from the river squares, at a huge disadvantage.&lt;br /&gt;
&lt;br /&gt;
====The Swamp Of Esten====&lt;br /&gt;
&lt;br /&gt;
This scenario is not hard if you are conservative and don't send important units off alone.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
# First round, recall 1-2 quick Knights (or Paladins, if you have them), recruit 1-2 Horsemen, and recall your loyal Shocktroopers or whatever they are now.&lt;br /&gt;
# Next round, recruit/recall Mages to kill Scorpions (and Bats) and at least one White Mage to deal with poison, plus maybe a Poacher or Trapper or two, as they are good in swamp (and you would like a Huntsman eventually, for its markmanship.)&lt;br /&gt;
# A little Thug spam can come next, but you don't need a full third round of recruitment. Then send Prince Haldric off to lend his leadership.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
# Head to the northeastern leader first. Try to kill Dark Adepts with Burin or horse units before they have a chance to attack you. As you close in on the leader, hover your mouse over him to watch where he can go, as at night his ranged attack is nasty and can be followed up by waves of kamikaze Walking Corpses, which can take out a Knight.&lt;br /&gt;
# After you have killed the northeastern leader and eliminated troops there, you can either send your whole army back across the ford and south or split your army into two halves, sending one part to each leader. If you have lost several units but have lots of turns left, it's probably safer to stick together. This is not a simple mop-up operation, as powerful undead can take out some of your valuable units if you're not careful. On hard, Shadows are a threat at night.&lt;br /&gt;
&lt;br /&gt;
Spoiler...&lt;br /&gt;
&lt;br /&gt;
* Searching the temples is a good idea. Some have gold. There is 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 a horse unit or Lady Outlaw to the temple at 19,5. However, some of the temples contain undead, 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 challenge in this scenario is keeping your ally alive.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
# First round, recall your (probably leveled up) Heavy Infantry from The Fall and some quick Spearmen.&lt;br /&gt;
# Second round, recruit/recall Thugs, Bowmen, and Spearmen, preferably quick.&lt;br /&gt;
# Third round, recall 2-3 White Mages (or Mages of Light) and maybe some quick Mages.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
* Your forces will have three main combat arenas: the northeast, the south, and the middle.&lt;br /&gt;
# The castle in the middle is inhabited by the tree folk. The orcs have almost the perfect anti-wose force, heavy on fire (Orcish Crossbowmen and Pillagers), so your ally is going to need your help. Send 2-4 units to the castle and another 4-8 units northeast of the castle to block the enemy advancing from that direction.&lt;br /&gt;
# Split the rest of your forces to go northeast and south, 4-6 units each, with a White Mage in each force. Your loyal Heavy Infantry / Shocktroopers should head south. Sending Haldric south might help take some of the heat off the woses.&lt;br /&gt;
  &lt;br /&gt;
Tips...&lt;br /&gt;
* If you send a White Mage or Mage of Light to the wose castle, it will let any adjacent wose cure+heal or sometimes regenerate+heal (16 points.) That's because of the side sequence within a turn: player, orcs, woses. For example, after the orcs attack with poison, the woses cure themselves, and then your leveled mage will heal any adjacent wose.&lt;br /&gt;
&lt;br /&gt;
Spoilers...&lt;br /&gt;
* The temple contains the entrance to the catacombs, but you need the leader Wose's help to open it, and to get that help you have to win the current scenario, so there is no point in visiting this temple.&lt;br /&gt;
&lt;br /&gt;
* Heads up: The next scenario is in the catacombs, i.e., underground, and it's a tough one, so you need to groom your roster accordingly. Two Mages of Light would make it a whole lot easier. Failing that, level up your fearless loyal Shocktrooper and chaotic outlaw types. Bandits/Highwaymen and Fugitives are especially nice. Quick units of almost any type (except horse units) will be helpful, if leveled and possessing high HP (&amp;gt;50).&lt;br /&gt;
&lt;br /&gt;
===Temple in the Deep===&lt;br /&gt;
&lt;br /&gt;
You will be facing undead underground. This is a difficult situation that will prove much easier with proper recruitment. Then the strategy will be fairly straightforward.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
&lt;br /&gt;
* All in all, what you need is a small elite force. Two rounds of recalls is enough, if you didn't lose Burin in a prior scenario.&lt;br /&gt;
# First round, recall your loyal Shocktroopers / Iron Maulers, though their slow movement will prove frustrating. Also on the first round, recall a fast &amp;quot;tank&amp;quot; and someone to grab the holy water.&lt;br /&gt;
# Second round, recall any Mages of Light you might already have, and a total of at least two White Mages or Mages of Light, preferably quick. For the rest of your recruitment, what you need are high movement (6+ MP) non-horse units with high hitpoints (&amp;gt;50 HP). It helps if they are chaotic (or at least neutral) and/or have ranged or impact attacks. Put all the requirements together and it points to Fugitives. Outlaws and quick Arch Mages are worth recalling too. Fill out the rest with other high HP units. Note that horse units are too sluggish in caves and should not be recalled/recruited unless you have a compelling reason.&lt;br /&gt;
# Third round (optional), you can add a unit or two for a safety margin.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
&lt;br /&gt;
# There are two ways north, but they will meet up together. First thing you will see are Tentacles. You can either ignore the Tentacles for the most part or use them for XP. Your main initial objective is to find a good place to make a stand against the nasty wave of undead coming from the north. The chokepoints and southern shoreline offer good defensive locations. Watch out for the enemy's Bone Shooters, Revenants and Deathblades, as they could easily mess up a level 3 unit. &lt;br /&gt;
# Once the flow of baddies as tapered off, gradually progress northwards. 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. Be careful if he has recruits around, as their combined damage can take down one of your level 3's. Note that the Ruby can only be picked up by Haldric.&lt;br /&gt;
&lt;br /&gt;
Hints...&lt;br /&gt;
&lt;br /&gt;
* Holy water: The best choice for the Holy Water is a quick Bandit, who should level quickly. A quick Highwayman could be used, but won't benefit much from the XP.&lt;br /&gt;
&lt;br /&gt;
* XP: Use this level to get experience. The early-finish bonus is tiny. The Tentacles are perfect for leveling up units. Keep Burin away from the water at this stage, or he'll kill all tentacles as they attack, depriving those who could benefit from the XP.&lt;br /&gt;
&lt;br /&gt;
Spoilers...&lt;br /&gt;
&lt;br /&gt;
* Your killed units will be turned into Walking Corpses (or Soulless on hard.) Therefore, spam is not helpful. A Mage or Thug can be okay, if used with great care, but mostly you need to recall leveled troops here.&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;
&lt;br /&gt;
This scenario is easy if you take the first boat out, more challenging for the second and third boats, and very difficult (on hard) if you want to take out all three leaders.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
# Your loyals, two to three healers and plenty of spearmen is all you need, if you stick to the walls and play defensively.&lt;br /&gt;
# Recruit slowly at start to stretch your gold with initial income.&lt;br /&gt;
# It's a good scenario for leveling troops, so add a few other (sturdy, non-mage) units for diversity and to make your recall list more varied. &lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
# Your ally does not need his villages.&lt;br /&gt;
# Man the walls, play defensively, stick to the walls, prepare to defend against occasional breaches.&lt;br /&gt;
# Use illumination and leadership to maximum effect.&lt;br /&gt;
# Soften opponents with your loyal veterans, feed kills to recruits.&lt;br /&gt;
# Send a small task force to the northeastern coast (easy kills on 20% terrain). Be prepared to reinforce them.&lt;br /&gt;
&lt;br /&gt;
Finish...&lt;br /&gt;
* Take the third boat (this gives early finish bonus) or try to defeat all leaders, if you feel ambitious.&lt;br /&gt;
&lt;br /&gt;
===Fallen Lich Point===&lt;br /&gt;
&lt;br /&gt;
This is a high variance scenario. It may be easy or hard, depending on events beyond your control.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
* Recruit fairly lightly initially, as you will likely have a chance to use the Lich's keep to recruit again.&lt;br /&gt;
* Mages, White Mages, and Mages of Light are good, and as are all the other advancements of Mages.&lt;br /&gt;
* You automatically should have your loyal Knight. Because of the mountains around &amp;quot;lichland&amp;quot; and frozen ground everywhere else, additional horse units are not recommended, except a single Paladin will come in handy.&lt;br /&gt;
* Some Thugs or a Bandit or Highwayman will provide a little extra undead bashing power.&lt;br /&gt;
* Footpads will help with village flagging.&lt;br /&gt;
&lt;br /&gt;
Strategy... &lt;br /&gt;
# The Orcs will be busy with the Yetis, so you can walk with a big group south and kill the Lich-Lord. Move Haldric to the stone monument to de-petrify the Lich. It may help to post some units around the undead before doing so. Use several mages to make a hole or two in the ring of undead, and then push in a burly fighter or two and/or Paladin to kill the Lich.&lt;br /&gt;
# After killing the Lich, assess the Orc/Yeti situation (as well as the village flagging situation) and decide if you need to use the Lich's keep to recruit some reinforcements.&lt;br /&gt;
# After that, head north and walk into the sewer entrance (the &amp;quot;cave&amp;quot;) or else kill the orc leaders.&lt;br /&gt;
&lt;br /&gt;
Hints...&lt;br /&gt;
* 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 Yetis.  However, be careful not to be attacked by a Yeti yourself.&lt;br /&gt;
* 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.)&lt;br /&gt;
&lt;br /&gt;
===Sewer of Southbay===&lt;br /&gt;
&lt;br /&gt;
This is a swampy underground scenario, but with attention to recruitment, it's not very difficult.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
* As always underground, you want non-horse units with 6+ MP.&lt;br /&gt;
* Recall White Mages / Mages of Light, at least two, three is probably the optimal number.&lt;br /&gt;
* There are quite a few villages in this cave, so an expensive force is supportable, though not necessary. Some players recruit a large and spammy force, while others go with small and elite:&lt;br /&gt;
** Option 1, &amp;quot;Large and spammy&amp;quot; recruitment: Recruit four each of Mages, Thugs, and Poachers. Yes, Poachers normally stink, but here they really shine in a swamp that is permanently dark, underground. If you recruit four Poachers, you could finish with three Trappers and a Huntsman - or you could finish with four dead Poachers. The Thugs are especially likely to die, as they will be facing off against Red Mages, but somebody has to do it.&lt;br /&gt;
** Option 2, &amp;quot;Small and elite&amp;quot; recruitment: Recall something like one Red Mage, one Arch Mage, one Silver Mage, 2 two Royal Guards/Highwaymen/etc, and a Trapper or Huntsman, plus three regular Mages and a Poacher.&lt;br /&gt;
* A Rogue (or Assassin) can be very handy as a damage dealer, who is able to break through bottlenecks.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
# After leaving your initial chamber, you will be in a large swamp room with three entrances, through which will be a flood of bad guys. Use two Poachers and a Thug or similar to blockade the southeast, a small elite group to block the north, and then a mix of fighters and mages to handle the west entrance. Give each group a White Mage or Mage of Light, as well as at least one regular Mage. Try to keep the Mages of Light away from your chaotic forces on the front lines, though. Use the leadership of Haldric and Lady Jessene - and Mage of Light illumination or lack thereof - to get the most from each attack.&lt;br /&gt;
# When the initial battle has died down, you have two options:&lt;br /&gt;
## If you have enough forces, you can divide into two groups and attack both brothers simultanously, east and west.&lt;br /&gt;
## Otherwise, do them one after the other, and then look for the exit.&lt;br /&gt;
&lt;br /&gt;
Spoilers...&lt;br /&gt;
* Danger: there is a Giant Spider at the exit. You may wish to keep one or two cannon fodder units in order to be able to save your advanced units.  It is best to use ranged attacks against the spider, so leveled mages are good here.&lt;br /&gt;
* Heads up: the next scenario is a lot easier with a lot of gold, especially on the hardest difficulty level.&lt;br /&gt;
&lt;br /&gt;
===Southbay in Winter===&lt;br /&gt;
&lt;br /&gt;
Plot only.&lt;br /&gt;
&lt;br /&gt;
===A Final Spring===&lt;br /&gt;
&lt;br /&gt;
Clockwise, starting at the bottom: &lt;br /&gt;
* the southern orcs (purple) will recruit the usual orcish units, and with a few going west between the mountains and the coast, while the bulk will come through the plains south of the swamp, arriving at the keep early in the night. This one is the most conventional enemy, once his host is defeated you can march a comparatively small strike force to his keep and finish him off.&lt;br /&gt;
* The waterlogged orc to the west (black) will recruit mostly Naga and a few Bats, which will harrass you from the sea and try to seize the villages on your peninsula. He only has a small keep, so he can keep recruiting, two units per turn, seemingly forever.&lt;br /&gt;
* The northern orcs (green) are farthest away; they also have lots of villages they can capture. Hence it will be some time until they reach you, and not in full force at first. With any luck (and strong enough units) you'll have fought down the bulk of the southern orcs by then.&lt;br /&gt;
* Finally, a number of level-2 skeletons (including Chocobones) will appear behind the swamp in the east on turn 4 (first dusk). Those will join the black team; starting behind the swamp and with a few villages to grab, they won't knock on your door before daybreak.&lt;br /&gt;
&lt;br /&gt;
Spoiler:&lt;br /&gt;
On turn five, a few mermen will appear near the lighthouse and join you; you'll also be able to recruit mermen from then on. That's your ticket to fighting back the Naga, see to it that you still have some money left at the time.&lt;br /&gt;
&lt;br /&gt;
Recruitment/Strategy:&lt;br /&gt;
# several Trappers/Rangers/Huntsmen to sally forth and occupy the hills and forest south of the town. Your ally will sally forth to meet the enemy in the usual fashion; if you can lend a hand and soften up the enemy, King Addroran's troops will finish them off easily. In doing so, they'll happily expose themselves to counterattack -- your Trappers (etc.) have a rather good melee attack and probably won't be targeted as long as there's weaker and more accessible allied units nearby. Don't fret about the missed XP, there will be plenty more before this is over. For now, you want to dispose of the bad guys ASAP before they pile up on the doorstep.&lt;br /&gt;
# you probably don't need dedicated undead-killers beyond the Mages you bring anyway. But if you want to employ your loyal Shock Troopers, recruit them no later than turn 2 or they won't get there in time.&lt;br /&gt;
# Mages: seeing as there will be fighting all over the place, three healers will be barely sufficient. A few fireball-throwers will also come in handy, if only in order to deal with the evasive Orcish Assassins / Slayers. A Silver Mage or two will be especially useful, as they can teleport all over the place and help with each of the commanders in turn (especially the one on the island, that would take forever to get to otherwise).&lt;br /&gt;
# by turn 3, some chaff to occupy the coastal villages so the Naga can't just waltz in. Level-1 units or even peasants will do.&lt;br /&gt;
# the worst fighting will be over by daybreak; you'll still want a few lawful units to carry on the battle during the day. One keep of knights and level-2 lawful infantry should suffice. Recruit these on turn 4.&lt;br /&gt;
# starting on turn five, you can recruit mermen. Those can not only deal with the Naga infestation, but also tackle the northern orcs as they try to cross the bay. Two keeps worth is not too many.&lt;br /&gt;
&lt;br /&gt;
Strategy is broken into three fronts...&lt;br /&gt;
# First order is to help your ally with the first waves of attackers, as described above. You can't stop King Addroran from throwing away his troops, but you can help them to have some effect before they perish.&lt;br /&gt;
# Next, fending off the Naga. A few cheap units in coastal villages at first, mermen later. Mermen vs Naga at sea will be slow fighting: both have excellent terrain defense, so there will be no obvious progress for a good long while. You should use a Mage of Light to support them, this really makes a difference during the night.&lt;br /&gt;
# Also, the bay/river to the north. The Mermen can be very efficient here, enjoying high terrain defense while being close enough to the coast that Lady Jessene and Haldric can provide Leadership wherever needed; again, you also want a Mage of Light if available.&lt;br /&gt;
&lt;br /&gt;
For the landlubbers, don't bring too many rookies: this scenario is best used to direct experience to your level-2 units, partially advancing them outright or getting them to a point where you can expect them to level up at a good point in their next battle.&lt;br /&gt;
&lt;br /&gt;
For the Merfolk, try to advance all they loyal ones, and a few more besides. Directing XP to particular units will be easier for those mermen defending the bridge, but those fighting the Naga will inevitably get some XP as well. Eventually you'll have to cross the bridge with ground troops and take the fight to the enemy, though.&lt;br /&gt;
&lt;br /&gt;
===Peoples in Decline===&lt;br /&gt;
&lt;br /&gt;
This is a potentially bloody scenario. The Drakes are barely impeded by the difficult terrain and can run circles around you, making it hard to move damaged units into a safe position. On the upside, most drakes have little terrain defense even in forest and mountains, and are positively vulnerable to spears and arrows.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
Using Trappers (or their upgrades) and Merfolk, try to lure the enemy into the swamps or over the sea, fight down their troops, then storm their keeps. Be prepared to suffer some losses: it's better to deliberately sacrifice some units of your choosing than struggling to keep everyone alive.&lt;br /&gt;
&lt;br /&gt;
Spoiler...&lt;br /&gt;
* There's a Storm Trident in the middle of the bay. There's no particular hurry to pick it up for using it in this battle: the trident does fire damage, which isn't very useful against drakes. Just don't forget to retrieve it for later use.&lt;br /&gt;
&lt;br /&gt;
Picking it up will summon a level-3 Sea Serpent on the next turn, be sure that you're ready for it. &lt;br /&gt;
&lt;br /&gt;
Lord Typhon will depart in a few scenarios, so better give the trident to another fighter. Preferably a &amp;quot;quick&amp;quot; one, who can become a Hoplite and still keep up with his mates when he gets to level 3.&lt;br /&gt;
&lt;br /&gt;
===Rough Landing===&lt;br /&gt;
&lt;br /&gt;
You will be fighting Nagas and Vampire Bats, primarily. This is a scenario that may be frustrating on the easier difficulty levels, though on hard it is just par for the course. Good recruitment and strategy will save you from getting slaughtered.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
* You are probably going to go negative on gold and be unable to rectify that with the paultry early finish bonus, so you might as will go very negative and be resigned to start the next scenario with minimum gold.&lt;br /&gt;
* Recruit/recall many Mermen and 1 or 2 White Mages or Mages of Light. A few Peasants can be useful to pad out your force, distract the enemy, and protect villages from stray Bats. A Silver Mage can be useful for island hopping but is not essential. Thieves/Assassins are blade vulnerable, and Nagas only use blades, so it's probably best not to recall them.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
# Knock out the southeastern leader in a blitz. It's important to get that out of the way, because a wave of Nagas is advancing at light speed from the north.&lt;br /&gt;
# Next, hurriedly set up a line in the water alongside your fortress island. Your fortress troops can anchor one flank, while Burin the Dwarf can go to the island to the northeast to anchor the other end of your line. Nobody messes with Burin. Move Lady Jessene behind the lines to lend her support to the Mermen. Your loyal Mage of Light will be able to move back and forth more (to lend illumination) if kept in the fortress area.&lt;br /&gt;
# Finally, once the enemy assault wave has been broken, advance northward to kill the final two leaders in a straightforward mop-up operation. Just be careful not leave isolated units where they can get swarmed.&lt;br /&gt;
&lt;br /&gt;
Hints/Spoilers...&lt;br /&gt;
* Try to level up the mermen; they can be useful in another scenario later.&lt;br /&gt;
* Beware of Sea Serpents. Three of them will appear, one on each of the three turns following your first kill of an enemy unit. Make sure to kill them at once. The Storm Trident from the previous scenario and the Ruby of Fire will come in handy against the Serpents.&lt;br /&gt;
&lt;br /&gt;
===A New Land===&lt;br /&gt;
&lt;br /&gt;
This is an odd scenario: as soon as anyone gets killed, the elvish high council will step in an end the bloodshed. Your &amp;quot;early finish bonus&amp;quot; becomes a &amp;quot;late finish&amp;quot; bonus: you're supposed to drag this out for as long as possible without anyone being killed.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
* the strongest units you have, that can deal both melee and ranged damage.&lt;br /&gt;
* Rangers are best, followed by Javelineers and level-3 Bowmen.&lt;br /&gt;
* you need six of these at the very least, preferably more, plus healers to back them up. If you don't have that many elite troops on your roster, or cannot afford to recall as many, it may be better to do nothing: keep your starting money, and slay the first person to reach you.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
Place Javelineers on the keep, Mermen in the water, and Rangers in the forest. All backed up by healers. Have a few reserves you can swap in when things get tough. Haldric also makes a good front-line unit; Javelineers should stay near him for the leadership.&lt;br /&gt;
&lt;br /&gt;
Note that no enemy unit will attack you when there's even a remote risk that they might die. So having the strongest possible fighters, both melee and ranged, will deter the most attackers. If your line looks fierce enough, some level-1 units will not attack you at all. All others will cease attacking as soon as they've taken enough damage that their death becomes a possibility. At which point, they will wander of in search of a village for healing; once all nearby villages are occupied, your attackers may even stand around dumbfounded.&lt;br /&gt;
&lt;br /&gt;
Place your troops where they enjoy a good terrain defense, that is, the keep and the forest. The purpose is to reduce the damage taken and last for as long as possible. After the first round of attacks, you'll always have a few near-dead opponents standing in front of your lines, allowing you to end the scenario quickly.&lt;br /&gt;
&lt;br /&gt;
You need eight tough guys to fully seal off a corner of the map, plus two mermen, and four healers. However, the enemy doesn't know or understand your plan: if your front doesn't extend all the way to the edge of the map, they will not deliberately try to outflank you. To the AI, a ''small'' gap of one or two tiles will look like a trap. So six land warriors to hold the line will do for a long time. Only after the attackers start to pile up against your formation will they eventually start to flow around.&lt;br /&gt;
&lt;br /&gt;
Be sure to keep the villages behind you occupied at all times, however, or wounded enemies seeking a village to heal in may actually try to get there. Sir Ruddry and Burin, having no other use, will do nicely.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Spoiler...&lt;br /&gt;
* this the last chance you have to recruit Mermen, as their king leaves. You've probably got plenty on your roster from the previous scenarios, which will stay with you and can be recalled later. But if you think you need more, this is your last chance.&lt;br /&gt;
* the late finish bonus is 50/turn, so if your upkeep is less than that, you're in the good. Even if you don't have or cannot afford enough troops for a full defense, trying to hold the keep for a few turns will be worthwhile.&lt;br /&gt;
&lt;br /&gt;
===The Ka'lian===&lt;br /&gt;
&lt;br /&gt;
Story, with your choice of four battles next.  You have to beat them all in whatever order.  The amount of gold you have should be the factor in deciding when you choose to play Cursed Isle (the undead problem).&lt;br /&gt;
&lt;br /&gt;
===Diverging Campaign Path===&lt;br /&gt;
&lt;br /&gt;
All four scenarios have to be beaten, but in whatever order you choose.&lt;br /&gt;
&lt;br /&gt;
====The Dragon====&lt;br /&gt;
&lt;br /&gt;
This scenario is not as difficult as it looks, though your recruitment and strategy need to be tailored to fight the Saurian Skirmishers and other foes you will face here.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
* Saurians use piercing attacks mostly, so it's better to use units resistant to pierce. Pikemen and Halberdiers have 40% pierce resistance. Javelineers are ideal as Saurians use ranged attacks a lot.&lt;br /&gt;
* You may wish to bench some or all of your loyal Iron Maulers. They are ineffective against the 70% impact resistant Mudcrawlers, while also vulnerable to the ranged attacks of both Mudcrawlers and Saurians.&lt;br /&gt;
* Consider adopting a force of all units with ranged attacks, save for horse and thief units, which can be kept behind the lines when not in use. It is amusing when Saurian Augers are forced to tap your units with their little staffs.&lt;br /&gt;
* Healers are a necessity to deal with the heavy damage your units will be sustaining. Depending on the strategy you adopt, you will want 2-4 healers. Mages of Light rock here, as they can easily do front line duty in pairs and their illumination blinds the Saurians, reducing their damage.&lt;br /&gt;
* You need something to clean up mud. Versus level 0 Mudcrawlers, Horsemen and their advancements can charge with no counterattack, and likewise Thieves and their advancements can backstab with no counterattack. Mages can be used as well on the fire vulnerable mud.&lt;br /&gt;
* Merman shine on this map once you get them into the swamp / water hexes. They are more mobile than anything but silver mages. The storm trident makes short work of even high-level saurians and the dragon is weak to the pierce damage of your tridents and javelins. An Entangler's slow ability will help tame the dragon even further.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
* Players have used many different strategies with success:&lt;br /&gt;
** &amp;quot;Hedgehog&amp;quot; strategy: 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. You can 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, you can string non-wounded troops out a bit in the rush for the leaders. &lt;br /&gt;
** &amp;quot;Triangular Hedgehog&amp;quot; strategy: 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. You can fix this by creating 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. 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 Jessene, since she has excellent defense and is chaotic and therefore benefits by not being in the Mages' light. &lt;br /&gt;
** &amp;quot;Giant Hedgehog&amp;quot; strategy: Recruit a lot of units, and then move the whole army as one big bulk. Keep healers in the middle (about 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. Head first for the east or west leader, but steer for good terrain, because your force will soon be swarmed. But then by turn 10, there should be many few Saurians alive.&lt;br /&gt;
** &amp;quot;Standard Line&amp;quot; strategy: Form a line from the west board edge diagonally up towards your keep across the two villages just in front of the forest. You will probably wish to bend upwards at the forest, rather than running the line all the way to the keep. Whenever the Saurians have a small number of troops at your line and you have enough strength to kill them all, you can advance your whole line one hex south, allowing you to get additional attacks on them from non-frontline troops. Once you advance a unit to the first water hex at west board edge, the west leader will probably come out to greet it, so be ready to fry him with Haldric's ruby. After killing the leader, back up into good terrain to prepare to meet the dragon.&lt;br /&gt;
** &amp;quot;Wake the Dragon&amp;quot; strategy: Prematurely wake the dragon (see spoiler below) and back up your troops to north of your keep. When the dragon comes, kill him. The scenario can be over on turn 7. There is no early finish bonus for this, but you can recruit lightly so that you still have gold at the end and will carry-over 40%, if you need it for your next scenario.&lt;br /&gt;
* With all these strategies, the Saurians may hold back for quite a while. This is okay, as the Dragon will eventually appear and come to you. Kill it. Then you are given a choice of whether to end the scenario or to try to kill all the enemy leaders before time runs out. You can choose to finish the remaining Saurians for a nice bonus. &lt;br /&gt;
&lt;br /&gt;
Spoilers...&lt;br /&gt;
* The dragon will awake on turn 15 or when you move a unit down around the road north of the mountains. If you wish to wake the dragon prematurely, you can recruit a Horseman on turn 1 and run him down. It's a suicide mission for him, however.&lt;br /&gt;
* If you have a fast non-horse unit in position, rush it to the mountain cave after the Dragon leaves to grab the 200 in gold, though that's nothing compared to the Hero bonus for defeating all the Saurian leaders. So focus on killing all of them first.&lt;br /&gt;
&lt;br /&gt;
====Lizard Beach====&lt;br /&gt;
&lt;br /&gt;
This is a scenario versus Saurians, Giant Scorpions, and Mudcrawlers, where good recruiting and strategy will save you from massive bloodshed.&lt;br /&gt;
&lt;br /&gt;
Recruiting...&lt;br /&gt;
* Mermen are helpful for the swamp and water areas.&lt;br /&gt;
* Bench some or all of your loyal Iron Maulers, veterans from ''The Fall.'' They are laughably ineffective against the impact resistant Mudcrawlers - and laughably vulnerable to their ranged attacks.&lt;br /&gt;
* Thieves, Horsemen, and their advancements are good for mud cleanup, though you must keep them out of range of Saurian skirmishers. Swordsmen and Royal Guards are also good, though overkill.&lt;br /&gt;
* Recall a lot of fairly high HP units, preferably with strong non-impact ranged and melee attacks.&lt;br /&gt;
* Mages are good. Mages of Light are especially useful, since they can do front line duty. Lots of healing may be necessary, about 3 healers are good, so White Mages can be used too. Raw recruit Mages can be used as well, for disposal of Giant Scorpions and the occasional Saurian Skirmisher that wanders too far. At least one Silver Mage is highly desirable, along with a speedy unit (e.g., Fugitive, Footpad, or Horseman) to capture villages for the Silver Mage to use north of the river.&lt;br /&gt;
* [fredbobsmith2] An alternative strategy that works surprisingly well is to simply use a very mage-heavy army. Recall most or all of your high-level mages, throw in a few peasants, and spend the rest of your gold on recruiting mages. Victory will come with shocking ease.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
* General strategy: as Saurians have skirmishers and a lot 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 straight so only two can mob one guy. Hedgehog tactic also seems to work well.&lt;br /&gt;
* Opening strategy: here are some specific strategies that players have used with success in the early part of the scenario:&lt;br /&gt;
# &amp;quot;Mermen in center&amp;quot; strategy: Recall 2-4 Mermen, 1-2 Trappers/Huntsmen, and a lot of high HP troops, then form a line. Initially, you can either form a north-south line around the lake area with one flank at the south board edge, or, if you want to be conservative, you can do a diagonal line in the southeast corner, with both flanks tied to board edges. You'll need the Mermen to handle the lake area, and Trappers/Huntsmen/Mermen for the swamp areas. Keep troops in reserve, so that when a few Saurians meet your line, you can advance your whole line over them. Do not be too conservative/defensive on hard, as your time is limited. &lt;br /&gt;
# &amp;quot;Mermen on flank&amp;quot; strategy: Recall several decent land melee units &amp;amp; then 4-5 level 2 Mermen on rounds 2-3. Most of your force forms a line of battle near your keep, Mermen on the north flank in the river, land units extending south, flanks bent back with strongest units at the corners - then 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. 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. &lt;br /&gt;
# &amp;quot;Mermen feint&amp;quot; strategy: 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.&lt;br /&gt;
# &amp;quot;No Mermen&amp;quot; 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.&lt;br /&gt;
# &amp;quot;Sacrificial lamb&amp;quot; strategy: In addition to a couple mages, 2 healers, and some other fighters, recruit a castle-full of peasants to draw the Saurians out onto open ground.  Surround a single peasant on 5 sides, with 2 healers behind him. Build your formation around that.&lt;br /&gt;
* Closing strategy: The enemy's onslaught tapers out after their initial wave, so the final push for the southern leader should be quick and clean. Taking out the northern leader is harder, 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 don't want to lose any of your better units, patience may be the key.&lt;br /&gt;
&lt;br /&gt;
Spoilers...&lt;br /&gt;
* When one of your units gets as far west as the second bridge, a wave of Nagas will arrive out at sea. You may wish to delay going that far until the second watch, so that the Nagas will make contact with your forces during the day.&lt;br /&gt;
* 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;
&lt;br /&gt;
====The Troll Hole====&lt;br /&gt;
&lt;br /&gt;
Cave terrain again, but this time the cave is so riddled with holes that there's barely any sense of individual corridors. There's plenty of short narrow passages which prevent both you and your opponents from ganging up on on each other, while on the other hand the trolls can just walk around a blocked choke point and come at you through the neighboring hole. So fighting is mostly one-on-one, though may have several such fights going on at any given time.&lt;br /&gt;
&lt;br /&gt;
The map is roughly symmetrical, a keep in each of the four corners. Two random keeps will be home to the trolls, the other two will be occupied by a Giant Spider each. The spiders will only attack if you get too close.&lt;br /&gt;
&lt;br /&gt;
You designated opponents will be level-1 and -2 trolls, under level-3 commanders. They don't have that much starting gold, but sufficient income to keep recruiting about one Troll Cub per turn, or a level-2 every other turn, very much until you're right on their doorstep. In order to win this, you have to be able and slay the trolls quicker than they're coming.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
* as usual in the caves, give preference to units that can move 3 tiles on cave terrain.&lt;br /&gt;
* also as usual by now, this is no place for level-1 units. You can carefully level up one or two rookies, but the bulk of your host has to be tougher than that. It's more an opportunity to level up your chaotic units, and, especially, your mages.&lt;br /&gt;
* Spellcasters will do a lot of damage to Trolls, and in the 1-on-1 situation so common on this map, any level-2 or better mage will be certain survive the counterattack. You'll need level-3 Magi to press forward and carry the battle to the enemy's keeps, though.&lt;br /&gt;
* You'll want two teams of two healers each in any event. However, Trolls are susceptible to arcane damage, so your White Mages can play a very active role (and quickly level up if so desired). Mages of Light will be especially nice, with their illumination blinding the trolls and a half-decent melee attack to fight back with.&lt;br /&gt;
*  You can arguably fight this battle on mages alone. However, you'll need at least two keeps worth of units to plug all the holes and prevent the trolls from outflanking you. The supporters' main qualification will be to have enough hitpoints to survice a troll attack; being able to fight back is very desirable. Bandits or Swordsmen will be best, depending on whether you back them by a light source. Trappers and Outlaws will make do in the dark, Pikemen are a distant third, and lawful bowmen should sit this out: Mages can play the same game much better.&lt;br /&gt;
&lt;br /&gt;
The general strategy is to move into whatever direction the trolls are coming from, and fight your way, upstream so to speak, until you get to the enemy keep.&lt;br /&gt;
&lt;br /&gt;
You may start doing so right away, or first await the initial onslaught in the island you're starting on. With you on the ground and the enemy in the water, the terrain is in your favor... but the spacious cavern also allows two or even three trolls to gang up against one of yours. Then again, you can make good use of your loyal mermen and possibly even Sir Ruddry. Neither of which will be any good later when you carry the fight to the enemy, but hey, they're loyal and demand no upkeep.&lt;br /&gt;
&lt;br /&gt;
If you want to explore the map and steal villages, you better do so in force. The spiders will lunge at anyone who happens to get in their range; and besides, there's several unflagged villages at the beginning of the scenario, and your opponents will seize them. This means that trolls, even level-2 ones, may show up in unexpected places.&lt;br /&gt;
&lt;br /&gt;
====Cursed Isle====&lt;br /&gt;
&lt;br /&gt;
You will be fighting undead, mostly of the incorporeal and ghoulish lineages. Victory comes surprisingly easily.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
* Recruit lightly, certainly no more than two castles of troops. You could use 1-3 Paladins, 1-2 Mages, and 1-2 White Mages / Mages of Light.&lt;br /&gt;
* Recall your loyal Merman Triton or similar and have him pick up the holy water.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
* This can be the first or last quest you choose.  If you can wait, do it last, as you will come out of it with a lot of gold, which you will need for the first scenario after the quests, ''The Vanguard''. &lt;br /&gt;
* Keep a very tight formation for the first night, as Shadows will hit hard and you don't want to get backstabbed or swarmed. By dawn, it should be smooth sailing.&lt;br /&gt;
* If you get anywhere near the enemy leaders' keeps, expect to get rushed by a leader.&lt;br /&gt;
&lt;br /&gt;
Spoiler...&lt;br /&gt;
* In one of the three temples there is a Vampire Lady. All you really need is a Paladin or three to rush the temples. Kill her. Game over, you win. One of the other temples has some gold; grab that first.&lt;br /&gt;
&lt;br /&gt;
===A Spy In The Woods===&lt;br /&gt;
&lt;br /&gt;
Plot only.&lt;br /&gt;
&lt;br /&gt;
===The Vanguard===&lt;br /&gt;
&lt;br /&gt;
The map's most striking feature is a natural defensive line, where presumably an underground river has carved a line of sinkholes. The two closest keeps are Orcs, the one in the north holds a Troll. All will be spawning mostly level-2 units. Their average recruit will cost about 20-22 gold, check their gold at the beginning of the scenario and you'll have an idea of how many units you'll have to expect.&lt;br /&gt;
The terrain funnels you northward, where you will encounter the northern orcs at nightfall, coming at you in full force. The orcs from the west will start showing up during the night. They are distracted by several un-occupied villages, so they'll be a bit more stretched out. The trolls won't arrive until daybreak.&lt;br /&gt;
Whenever one of the enemy commanders has lost half of his units, some undead will join his team: one level-3 skeleton, plus two or four Chocobones depending on difficulty. This happens three times over the course of the battle, once for every enemy commander. &lt;br /&gt;
This scenario will be fairly easy, regardless of difficulty level, if you can afford at least three keeps worth of troops.&lt;br /&gt;
&lt;br /&gt;
Recruitment / Strategy:&lt;br /&gt;
* Knights recalled on the first turn can encounter the Orcs in your north still in full daylight, and possibly wreck havoc among them before nightfall. The success of this strategy largely depends on what kind of units the orc is sending your way, but in any event don't bother with half-measures: either send 4+ strong riders on turn 1, or don't worry about trying it at all. Follow up with more lawful units and Mages of Light, using only a few chaotic ones to harrass and delay the orcs coming from the west.&lt;br /&gt;
&lt;br /&gt;
* Alternatively, recall your toughest chaotic units from the get-go, and prepare to fight down the first orcish host in the woods to your north, with only a Knight or two to deal with any Wolf Riders getting ahead of the main host.&lt;br /&gt;
&lt;br /&gt;
* You want to bring at least one Paladin (Sir Ruddry probably qualifies) and between that and your healers, you don't need much of a dedicated undead-killing force. If you have loyal Shock Troopers, by all means bring them on -- they'd be useful in any event. Otherwise, a pair of Bandits or a second Paladin will do nicely.&lt;br /&gt;
&lt;br /&gt;
* If you want to seize the villages across the mountains to your west, be prepared to encounter a Goblin Knight or Pillager trying to do the same (you will meet whatever fast unit the western orc happened to recruit on his first turn. It may only be a &amp;quot;quick&amp;quot; archer, but a level-2 wolf is quite likely).&lt;br /&gt;
&lt;br /&gt;
* Beware the Chocobones. Their double damage from charge means they can take out Commander Aethyr at night just by hitting 2 for 2, and they will certainly try if they get the opportunity. They will also keep their distance and refuse to attack until you present them with a target the AI considers worthwhile. Effectively you have to throw them a peasant, or a strong unit that will survive badly wounded and effectively be out of the battle for several turns. &lt;br /&gt;
&lt;br /&gt;
* A Silver Mage or two can come in really handy, Teleporting all over the map to dislodge wolves from the mountains or lend a hand with the undead as needed.&lt;br /&gt;
&lt;br /&gt;
This scenario is an excellent opportunity to train some Knights, as well as a few other lawful fighters.&lt;br /&gt;
&lt;br /&gt;
===Return of the Fleet===&lt;br /&gt;
&lt;br /&gt;
Welcome to the &amp;quot;kitchen sink&amp;quot; defense.  You've made it this far; now the enemy will launch a desperate defense, throwing a little bit of everything at you.  The effect is mostly psychological, but it could be a problem if you came into the scenario with minimum gold or your initial assessment causes you to drastically under-recruit. Time is money.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
* On medium, at least, you don't want to overrecruit. First turn, recall Mermen to assassinate the undead leader; 2 Entanglers/Netcasters and the Triton with the Storm Trident. Later, you should recruit 1 or more Silver Mages also for this taskforce as well as for causing general mayhem. It's also worth recruiting 5-10 L1/L0 units to take the brunt of the first wave of attacks; you can use any combination of Footpads, Poachers, Thugs, Spearmen, and Peasants, as you see fit. You'll want some decent L2 and L3 recalls for healing, to flank your lines, and to start kicking some butt at daybreak. A Mage or Red Mage to blast Trolls and Chocobones will level up by end of scenario. Paladins are good too. In addition to your loyal Mage of Light, you will need a bare minimum of 1 more healer.&lt;br /&gt;
* On medium, 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 (on 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.&lt;br /&gt;
* On hard, you also don't want to recruit too much for fighting the undead, but it's only because going on an offensive early against them will get you crushed by a Chocobone armada.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
# Move the Mermen (including the storm trident) 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.&lt;br /&gt;
# Your loyal units can do a little village grabbing, but it would be unwise to venture too far north.&lt;br /&gt;
# After nightfall, fog will appear; for the rest of the scenario, the map will become shrouded.  So, while you're still able to see, note the troop dispositions (especially Chocobones.)&lt;br /&gt;
# The first wave is largely at night and will have Goblin Knights and Pillagers, and later Chocobones and Troll Warriors. The damage they can cause is bone chilling, so make sure to divert their attention with plenty of spam. You want to meet them on the edge of the woodland, while inducing the orcs to fight from the grassland. Footpads are handy here, as they have high defense in woodland. Players have had success setting up the initial line in either the north or northeast woodlands, with respect to the castle. Others have succeeded by fighting mostly from the open plain, retaining mobility by leaving the woodlands to their Footpads.&lt;br /&gt;
# Once your Mermen have taken an island city, teleport over one or more Silver Mages to help kill the undead leader - in addition to a Silver Mage, you will want the storm trident, a Netcaster/Entangler, plus one more leveled unit to be fairly sure to knock him out in one round. Quick striking like this you end up fighting a lot less undead.  You probably end up foddering one of the mermen to the Undead Archers, but the trade off is probably worth it.  You can keep cycling your mermen up to fight with any orcs or trolls that come into the water. Silver Mages can assist, since they are not needed much in the other part of the fight.&lt;br /&gt;
# After the undead leader is assassinated and the first wave is broken, you may advance cautiously due north or to the northwest along the coast and ultimately finish off the two orc leaders.&lt;br /&gt;
&lt;br /&gt;
Spoilers...&lt;br /&gt;
* When you are close to the village in the northeast woods, tighten your formation, as past there you can trigger a small but elite force of Saurians. (Stepping 10 hexes or less from 34,15 triggers the Saurians.) Trigger them at second watch so they arrive at your forces in daylight. Alternatively, you can delay triggering the Saurians as long as possible by moving your force northwest near the water and then onto the small island, though even then it is possible to trigger the Saurians if you are not careful where you step. You can fight the final wave of orcs from the island, then move northeast to the mainland, finally triggering the Saurians.&lt;br /&gt;
* Cuttle Fish appear when you approach the north-central island (including the village at the northwest corner of the plain on the mainland.) There are 1, 2, or 3 Cuttle Fish, for easy, medium, or hard. 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;
* 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 the XP more than the gold; otherwise, try to knock out both leaders on the same turn before they can recruit more.&lt;br /&gt;
* Heads up: The next scenario is the final one. Therefore, loyal units are now somewhat disposable. However, you will need plenty of gold. Recruit some Peasants in the current scenario if you need to save some gold. Not only are they cheap, but they have no upkeep and Chocobones love 'em. Send a unit with leadership with them and they can even deal some amount of damage and be used to finish off wounded enemy, though at night you should just let them take the beating passively since otherwise they die too quickly.&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. Also, loyal units are no better than other units after your recruitment is finished.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
* You will need at least 300 starting gold, maybe more like 400 on the hardest difficulty level, so if need be, replay the previous scenario.&lt;br /&gt;
* To stretch your money, start with loyal Iron Maulers and some ready-to-level level 1's and level 2's. Finally, recall as many level 3's as possible.&lt;br /&gt;
* Healers: 3-6 Mages of Light / White Mages. Your few chaotic units will appreciate a White Mage.&lt;br /&gt;
* Horse units: 2-4 Paladins, 3-4 Knights / Grand Knights.&lt;br /&gt;
* Horse escorts: about 3 speedy units, like Royal Guards, Fugitives, and Silver Mages.&lt;br /&gt;
* Tanks: at least 6 high HP units, such as Royal Guards, Highwayman, Master Bowmen, and the loyal Iron Maulers.&lt;br /&gt;
* Mages: at least 3 high level Mages aside from your basic healers, so Arch Mages, Great Mages, and Silver Mages. Additional Mages of Light can be substituted.&lt;br /&gt;
* Some Mermen might be useful here, but surprisingly, they're not really necessary.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
* You can either send everybody west initially and then split for the two bridges or you can split initially, with mounted units racing to the west and then south, while the main army heads due south.&lt;br /&gt;
* With your mounted units, race forwards by day and backwards by night.&lt;br /&gt;
* Along with the mounted units should go some escorts, speedy foot units intended to kill things like Goblin Impalers, which make even Grand Knights nervous. They would also benefit from a quick Mage of Light.&lt;br /&gt;
* Meanwhile, with your tanks and the rest of your healers and support units, form a line or hedgehog. &lt;br /&gt;
* Maintain awareness of the overall battlefield.&lt;br /&gt;
* Kill all but one of the orc leaders (not all!).&lt;br /&gt;
* Don't forget to sacrifice Aethyr to Jevyan. Jevyan probably won't come out to play, so march Aethyr up to Jevyan and use a crossbow attack.&lt;br /&gt;
* Paladins, great mages, mages of light, silver mages are all suitable units to kill Jevyan himself, make sure you have them in sufficient numbers with your southern army.  Congratulations!  Enjoy the ending!&lt;br /&gt;
&lt;br /&gt;
Spoilers...&lt;br /&gt;
* When one of your units is within 8 hexes of a bridge, but you have no units within 2 hexes of the bridge, and there are no units on the bridge, then a Cuttle Fish will appear and destroy the bridge. This is usually disadvantageous. Not only does it leave you with a Cuttle Fish to fight, but it slows your progress south and the bad guys progress north. At least on the hardest difficulty level, it's hard to kill all the spam in time, so you don't want to impede their advance by removing the bridge.&lt;br /&gt;
* When any of your units is killed, it becomes a Walking Corpse (or a Soulless on hard.)&lt;br /&gt;
* After the first orc leader is killed, then some gold goes to mister Lich. It's 40, 80, or 120 gold, for easy, medium, and hard, respectively.  The lich also will receive some gold once you kill his Familiar.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[MainlineCampaigns]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns - The Rise of Wesnoth]]&lt;br /&gt;
[[Category:Campaigns - Walkthroughs]]&lt;/div&gt;</summary>
		<author><name>Schnobs</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=TheRiseOfWesnoth&amp;diff=63559</id>
		<title>TheRiseOfWesnoth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=TheRiseOfWesnoth&amp;diff=63559"/>
		<updated>2019-08-22T09:57:48Z</updated>

		<summary type="html">&lt;p&gt;Schnobs: /* The Vanguard */&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;
Over the course of this campaign, you will need to level up to some:&lt;br /&gt;
&lt;br /&gt;
* Healers: White Mages/Mages of Light (at least four)&lt;br /&gt;
* Undead killers: Paladins (two)&lt;br /&gt;
* Mobile strikers: Silver Mages (at least one, preferably more), Grand Knights (several), Fugitives (one or more helps)&lt;br /&gt;
* Damage sinks: Royal Guards, Iron Maulers, Highwaymen, Halberdiers, level 3 Burin, and again Grand Knights&lt;br /&gt;
* Leaders: level 3 Haldric, level 3 Lady Outlaw, and much later level 3 Commander Aethyr &lt;br /&gt;
* Ranged attackers: Great Mages (can use several in the last scenario), Longbowmen/Master Bowmen (two), Trapper/Huntsman (one is helpful)&lt;br /&gt;
&lt;br /&gt;
A Mage of Light, one Paladin, and five Grand Knights make a perfect assault team!&lt;br /&gt;
&lt;br /&gt;
Although Horsemen are key for the first three or four scenarios, it's important not to be too reliant on horse units through the middle part of the campaign, as there are many hard levels underground, in swamps, in water, or against Saurians; use XP from the scenario ''The Vanguard'' to get to 2 Paladins and 2+ Grand Knights.&lt;br /&gt;
&lt;br /&gt;
Don't overlook Pikemen/Halberdiers, which are useful in many levels; pierce attacks work well against Drakes and against the dragon, and they are handy for defensive roles especially repelling Wolf Riders. They are less good against undead, though, and don't get that +1 MP Royal Guard speed bonus.&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) leveled up. Footpads help too, once leveled up. Due to swamps, you will sometimes be spamming Poachers, which can marksmanship once at level 3 (or Rangers are good too, for swamps and forest.) These, plus Lady Outlaw, 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;
Here are some recommended units to have obtained by specific scenarios:&lt;br /&gt;
&lt;br /&gt;
2. The Fall - 1 Knight&amp;lt;br&amp;gt;&lt;br /&gt;
3. A Harrowing Escape - 1 White Mage, 2 Knights, plus about-to-level troops&amp;lt;br&amp;gt;&lt;br /&gt;
4a. The Midlands - avoid, go to The Swamp of Eden instead&amp;lt;br&amp;gt;&lt;br /&gt;
4b. The Swamp of Eden - level 2 Haldric, level 2 Lady Outlaw, 2 Knights, 2 Shocktroopers&amp;lt;br&amp;gt;&lt;br /&gt;
6. Temple of the Deep - level 3 Haldric, level 3 Burin, 1-2 Mages of Light or several Outlaws / quick Bandits&amp;lt;br&amp;gt;&lt;br /&gt;
8. Clearwater Port - level 3 Lady Outlaw, 3 White Mages / Mages of Light, 3 Iron Maulers / Royal Guards / Halberdiers&amp;lt;br&amp;gt;&lt;br /&gt;
12. A Final Spring - 1-2 Silver Mages&amp;lt;br&amp;gt;&lt;br /&gt;
14. Rough Landing - the 3 loyal Mermen from the previous scenario, ''Peoples in Decline''&amp;lt;br&amp;gt;&lt;br /&gt;
17a. The Dragon - up to 4 White Mages / Mages of Light&amp;lt;br&amp;gt;&lt;br /&gt;
17d. Cursed Island - 1 Paladin&amp;lt;br&amp;gt;&lt;br /&gt;
19. The Vanguard - 4 Knights/Lancers/Grand Knights, 2 Paladins (or about-to-level Knights)&amp;lt;br&amp;gt;&lt;br /&gt;
20. Return of the Fleet - 1 Mermen Entangler, 1 Merman Triton with Storm Trident, level 3 Commander Aethyr desirable&amp;lt;br&amp;gt;&lt;br /&gt;
22. The Rise of Wesnoth - 2 Paladins, 3 Royal Guards, 4 Mages of Light&lt;br /&gt;
&lt;br /&gt;
Because the campaign is long and you won't be able to recall all your level 3's in the final scenario, it pays to create some &amp;quot;uber-units&amp;quot;. An example is a quick, resilient Silver Mage that has been AMLA advanced a few times.&lt;br /&gt;
&lt;br /&gt;
==Scenarios==&lt;br /&gt;
===A Summer Of Storms ===&lt;br /&gt;
&lt;br /&gt;
This is a relatively easy scenario, so gear your recruitment and strategy with an eye towards gathering XP.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
# For the first round, recruit 2-3 Horsemen and the rest can be all Spearmen or a mix of Spearmen and Bowmen as you see fit.&lt;br /&gt;
# 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, grunts, and riders you will encounter. 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.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
* Players have used at least three strategies with success...&lt;br /&gt;
# The &amp;quot;over the bridge&amp;quot; strategy: Send the horsemen with the king over the bridge, and the others should follow or start going over the mountain, to avoid being attacked from behind. Send subsequent Spearmen and Bowmen on the &amp;quot;over-the-bridge&amp;quot; road, and when the Prince and final troops have just about caught up, march on the enemy camp.&lt;br /&gt;
# The &amp;quot;hide in the swamp&amp;quot; strategy: Proceed much like the above, but send the king 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, you can use a Spearman and a Mage (to level him.)&lt;br /&gt;
# &amp;quot;Sandbagging&amp;quot; strategy: On the hardest difficulty level, the initial enemy assault will only be easy to handle by entrenching your troops behind the river. Use the king to block the bridge initially, while Spearmen handle the shoreline just north and Horsemen carefully flag villages across the river. Run the king around, lending his leadership as you massacre the stupid enemy troops that have jumped like lemmings into the water. &lt;br /&gt;
* For all these options, you will also need to send a squad north into the mountains and around into the flank of the enemy. A quick Spearman, a quick Bowman, and one other unit, possibly a quick Mage, should be more than sufficient.&lt;br /&gt;
* When you see that the fronts are under control, stop recruiting and send prince Haldric and your Mages over the bridge on a quest for XP, assisted by the leadership of the king, and converge on the enemy camp.&lt;br /&gt;
&lt;br /&gt;
===The Fall===&lt;br /&gt;
&lt;br /&gt;
This is a scenario that looks scary, but it is only moderately difficult with proper recruitment and strategy.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
* Recall or recruit Spearmen and Bowmen to man the lines.&lt;br /&gt;
* Horsemen/Knights are desirable, because you probably do not yet have a White Mage, and the villages are widely spaced.&lt;br /&gt;
* Recalling or recruiting Mages for XP gathering is highly advisable for future scenarios.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
* There are three basic approaches to take out the outlaw leader...&lt;br /&gt;
# &amp;quot;Brute force&amp;quot; strategy: You can march west with a large army and use part of it to hold northwestern 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.&lt;br /&gt;
# &amp;quot;Assassination over the bridge&amp;quot; strategy: You can assassinate the outlaw leader. One way is to wait until the orcs have killed almost all outlaws and then assassinate the outlaw leader with Knights, rushing over the enemy camp's bridge and into the keep. This strategy is risky because orcs can kill the leader before you.&lt;br /&gt;
# &amp;quot;Assassination via the mountain pass&amp;quot; strategy: Another way to assassinate the leader is to send a squad through the southern mountains to the outlaw keep. Two Mages and three Spearmen might be enough. If not, add a Knight, Horseman, or the King, though these units have only a narrow passage devoid of mountains and could get pinned by the enemy.&lt;br /&gt;
* On the hardest difficulty level, you may be forced to assassinate.&lt;br /&gt;
&lt;br /&gt;
Hints...&lt;br /&gt;
&lt;br /&gt;
* Saving the loyal Heavy Infantrymen (or Shock Troopers on easy) pays off in later scenarios. To save all three, move them south towards the outlaws.&lt;br /&gt;
&lt;br /&gt;
* Once you eliminate the HP of the Lady Outlaw, she offers to help you. If you say yes, she comes back as a loyal unit in future scenarios and you will be able to recruit outlaw units, plus she cannot be killed in the next couple of scenarios (instead, she disappears when she goes to zero HP, and comes back the next scenario.) This is quite valuable. If you say no and try to kill her, you find out she cannot be killed. However, you do get 200 gold that she leaves behind.&lt;br /&gt;
&lt;br /&gt;
* Heads up: The following scenario (''A Harrowing Escape'') is a handful on the hardest difficulty level. On hard, your goal should be a carryover of almost 150 gold (so you have 250 starting gold), so although Lady Outlaw's assistance is worth much more than 80 gold (40% carryover of her 200 gold), you may be forced to choose the gold. Another thing you need to beat the following scenario on hard is a White Mage at or near the start of the scenario. Also, about-to-level units will be especially nice for their self-healing ability and low initial upkeep. Steer XP accordingly.&lt;br /&gt;
&lt;br /&gt;
===A Harrowing Escape===&lt;br /&gt;
&lt;br /&gt;
This scenario is much easier on lower difficulty levels, calling for different strategies.&lt;br /&gt;
&lt;br /&gt;
On easy/medium...&lt;br /&gt;
* Recruitment: You should recruit/recall 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. Other than the Mages, simply recruit what you want, and go along the road. You get enough villages to pay upkeep for quite some army, and can give some of them a bit of experience.&lt;br /&gt;
&lt;br /&gt;
* Strategy: Leave a few units in the rear, as the enemy can cross hills quickly. Note that Footpads and Outlaws will also cross hills at reasonable speed, if you need to hunt down some units. There are two castle tiles about halfway down, try to send Lady Outlaw and Brunin the Lost to them, they make good guards in case the enemy tries to come straight up. You can also send a couple groups of units down southeast to the lake, so you can prevent the Green team (southeast) from coming up the river. You can also kill the two Orcish Grunts (or Warriors on medium) on the southern castle tiles and then move Lady Outlaw and Brunin to them.&lt;br /&gt;
&lt;br /&gt;
On hard...&lt;br /&gt;
* Recruitment: To beat this scenario on the hardest difficulty level, you need some level 2 (or better yet, about-to-level level 1) units already and decent starting gold. It has been beaten on hard with as little as 158 starting gold, 200 is still difficult, and 250+ makes it relatively easy. You can stretch your gold a bit by not going negative on upkeep and waiting until you can't wait any longer to do one last round of recruiting, recalling mostly level 2's. For timing your final recruitment, watch the wolves that are likely trying to flank through the mountains south of your keep. Another requirement for beating this scenario is a White Mage (or two.) If need be, you must promote a Mage (or two) &amp;lt;i&amp;gt;tout de suite&amp;lt;/i&amp;gt;, as you will be dealing with severe damage and assassins, while only having easy access to 2 or 3 villages initially. Horsemen and Knights are useful for dissipating damage by serving as meat shields against blades and then running off to remote villages to heal. Quick Horsemen are especially nice, as they can transfer between two strategically placed villages in one turn, for healing on the go. Horsemen, Knights, and Swordsmen are useful for swatting assassins. If you can recruit outlaws, a couple of Footpads are nice for village grabbing. Thieves are also good because they are cheap, the Grunts are fond of attacking them, and they often survive on 70% defense.&lt;br /&gt;
&lt;br /&gt;
* Strategy: Near the start of combat, it's crucial to kill the first waves quickly: the wolves and assassins. More important than terrain is avoiding getting flanked, so mobility of individual units is key; if you climb up deep into the mountains, you will have a harder time with mobility than staying on or near the valley floor. Additionally, many of your units cannot go on mountain hexes, so it's easier to maintain your lines if everyone stays close to the valley. It's easier to make a stand at the keep and northern river bank, but this approach can be too costly in terms of time.&lt;br /&gt;
&lt;br /&gt;
Hints...&lt;br /&gt;
* On medium/hard, you can lure out the roadside guard Warriors one at a time by putting a unit within attack range of one (and out of range of the other.) They mostly come at night. Mostly. That is, the Warriors might not bite bait put out during the day.&lt;br /&gt;
&lt;br /&gt;
* If you have Lady Outlaw, note that she has leadership, which will be useful to help promote Prince Haldric, if he is still level 0. It's worth advancing her to level 2, to continue to provide leadership to level 1 Haldric and your other level 1's. You may also make use of her odd ability &amp;quot;distract&amp;quot;, which allows adjacent allied units to ignore ZOCs. And Lady Outlaw allows you to recruit outlaw types. On hard especially, Thugs can be useful as meat shields and to provide strong attacks at night when your lawful forces are crippled. Remember too that Lady Outlaw cannot be permanently killed (at least not yet), so when desperate times call for desperate measures, you can move her into a suicidal position.&lt;br /&gt;
&lt;br /&gt;
* It helps that there are two enemy sides as opposed to a twice as strong single enemy side. If one of your units could be attacked by 3 enemies, but 1 of these hexes is currently blocked by the other side, the currently moving enemy decides to attack units which it (they) is (are) actually less likely to kill than that one. AIs don't cooperate, that is.&lt;br /&gt;
&lt;br /&gt;
* If you are stuck on this scenario, you may need to replay one or both of the previous scenarios and/or choose to &amp;quot;kill&amp;quot; Lady Outlaw in the previous scenario so you get her gold.&lt;br /&gt;
&lt;br /&gt;
Spoilers...&lt;br /&gt;
&lt;br /&gt;
* There is Dwarf Steelclad in the village at 8,5. It's 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;
* After you kill the first orc leader, an Orcish Slayer and two Assassins will pop out of nowhere, so you would be wise not to have any wounded units stuck without movement points at that point. Also, the other leader will get an infusion of gold and start recruiting on all available hexes, so if you can sit on some of those hexes first, it will help keep the situation from getting out of control.&lt;br /&gt;
&lt;br /&gt;
* At the end, you will be given the choice of the river/swamp road or the midlands/orc road. These fork to the scenarios ''The Swamp of Esten'' and ''The Midlands'', respectively. The swamp scenario is relatively easy, while ''The Midlands'' could cost you some leveled units or even prove impossible to beat if you are low on gold. Also, the swamp gives you a free loyal White Mage, so it's a no brainer, unless you want more of a challenge.&lt;br /&gt;
&lt;br /&gt;
* Heads up: it would be wise to have at least 1 White Mage before going to the scenario ''The Swamp of Esten''.&lt;br /&gt;
&lt;br /&gt;
===Diverging Campaign Path===&lt;br /&gt;
====The Midlands====&lt;br /&gt;
&lt;br /&gt;
Orcs again. But you chose that way. This scenario may appear impossible, but with a lot of gold and a little strategy, it can be beat. &lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
* You are given plenty of time, so use it wisely. The enemies send lots of orcs, mostly weak ones. So recruit and recall everything you can.&lt;br /&gt;
* Recall any White Mages you have. You'll need them.&lt;br /&gt;
* Bowmen are good for the wolf units you will be facing.&lt;br /&gt;
* The rest depends on your strategy.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
* The &amp;quot;Fast Assault&amp;quot; option: use an assassination team. If you go west, only your Knights and Horsemen will arrive and fight at daytime. So 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, but hopefully not the latter, as they are loyal units in a long campaign. With this approach, you can finish early (around 25 turns) and keep your losses low.&lt;br /&gt;
* The &amp;quot;Dark Assault&amp;quot; option: use Footpads.  If you chose to work with the the outlaws in the last round, then this works well.  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 them to the upper west and south, followed by more powerful units: Mages, Horsemen, etc.  For the time being, leave 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 enemy's gold and increases yours.  Don't attack at first, just defend, until more of your slow higher powered units arrive. The strategy here is to pick off the orcs, and send the Horsemen to capture villages.  While this is going, to the south you send your Footpads to capture any villages you can and, more importantly, put a Footpad on the hex that is adjacent to the bridge, thereby stopping easy advancement of their greater numbered troops. A White Mage, a couple Trappers and some Bowmen would make a good escort. Probably sending a Thief or two would be good too, to help dispatch any enemy that infiltrate the villages north of the river. one enemy got into one of the villages on the north of river, and it took a lot to dislodge him.  The intention is to engage the enemy so that they are fighting from the river squares, at a huge disadvantage.&lt;br /&gt;
&lt;br /&gt;
====The Swamp Of Esten====&lt;br /&gt;
&lt;br /&gt;
This scenario is not hard if you are conservative and don't send important units off alone.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
# First round, recall 1-2 quick Knights (or Paladins, if you have them), recruit 1-2 Horsemen, and recall your loyal Shocktroopers or whatever they are now.&lt;br /&gt;
# Next round, recruit/recall Mages to kill Scorpions (and Bats) and at least one White Mage to deal with poison, plus maybe a Poacher or Trapper or two, as they are good in swamp (and you would like a Huntsman eventually, for its markmanship.)&lt;br /&gt;
# A little Thug spam can come next, but you don't need a full third round of recruitment. Then send Prince Haldric off to lend his leadership.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
# Head to the northeastern leader first. Try to kill Dark Adepts with Burin or horse units before they have a chance to attack you. As you close in on the leader, hover your mouse over him to watch where he can go, as at night his ranged attack is nasty and can be followed up by waves of kamikaze Walking Corpses, which can take out a Knight.&lt;br /&gt;
# After you have killed the northeastern leader and eliminated troops there, you can either send your whole army back across the ford and south or split your army into two halves, sending one part to each leader. If you have lost several units but have lots of turns left, it's probably safer to stick together. This is not a simple mop-up operation, as powerful undead can take out some of your valuable units if you're not careful. On hard, Shadows are a threat at night.&lt;br /&gt;
&lt;br /&gt;
Spoiler...&lt;br /&gt;
&lt;br /&gt;
* Searching the temples is a good idea. Some have gold. There is 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 a horse unit or Lady Outlaw to the temple at 19,5. However, some of the temples contain undead, 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 challenge in this scenario is keeping your ally alive.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
# First round, recall your (probably leveled up) Heavy Infantry from The Fall and some quick Spearmen.&lt;br /&gt;
# Second round, recruit/recall Thugs, Bowmen, and Spearmen, preferably quick.&lt;br /&gt;
# Third round, recall 2-3 White Mages (or Mages of Light) and maybe some quick Mages.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
* Your forces will have three main combat arenas: the northeast, the south, and the middle.&lt;br /&gt;
# The castle in the middle is inhabited by the tree folk. The orcs have almost the perfect anti-wose force, heavy on fire (Orcish Crossbowmen and Pillagers), so your ally is going to need your help. Send 2-4 units to the castle and another 4-8 units northeast of the castle to block the enemy advancing from that direction.&lt;br /&gt;
# Split the rest of your forces to go northeast and south, 4-6 units each, with a White Mage in each force. Your loyal Heavy Infantry / Shocktroopers should head south. Sending Haldric south might help take some of the heat off the woses.&lt;br /&gt;
  &lt;br /&gt;
Tips...&lt;br /&gt;
* If you send a White Mage or Mage of Light to the wose castle, it will let any adjacent wose cure+heal or sometimes regenerate+heal (16 points.) That's because of the side sequence within a turn: player, orcs, woses. For example, after the orcs attack with poison, the woses cure themselves, and then your leveled mage will heal any adjacent wose.&lt;br /&gt;
&lt;br /&gt;
Spoilers...&lt;br /&gt;
* The temple contains the entrance to the catacombs, but you need the leader Wose's help to open it, and to get that help you have to win the current scenario, so there is no point in visiting this temple.&lt;br /&gt;
&lt;br /&gt;
* Heads up: The next scenario is in the catacombs, i.e., underground, and it's a tough one, so you need to groom your roster accordingly. Two Mages of Light would make it a whole lot easier. Failing that, level up your fearless loyal Shocktrooper and chaotic outlaw types. Bandits/Highwaymen and Fugitives are especially nice. Quick units of almost any type (except horse units) will be helpful, if leveled and possessing high HP (&amp;gt;50).&lt;br /&gt;
&lt;br /&gt;
===Temple in the Deep===&lt;br /&gt;
&lt;br /&gt;
You will be facing undead underground. This is a difficult situation that will prove much easier with proper recruitment. Then the strategy will be fairly straightforward.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
&lt;br /&gt;
* All in all, what you need is a small elite force. Two rounds of recalls is enough, if you didn't lose Burin in a prior scenario.&lt;br /&gt;
# First round, recall your loyal Shocktroopers / Iron Maulers, though their slow movement will prove frustrating. Also on the first round, recall a fast &amp;quot;tank&amp;quot; and someone to grab the holy water.&lt;br /&gt;
# Second round, recall any Mages of Light you might already have, and a total of at least two White Mages or Mages of Light, preferably quick. For the rest of your recruitment, what you need are high movement (6+ MP) non-horse units with high hitpoints (&amp;gt;50 HP). It helps if they are chaotic (or at least neutral) and/or have ranged or impact attacks. Put all the requirements together and it points to Fugitives. Outlaws and quick Arch Mages are worth recalling too. Fill out the rest with other high HP units. Note that horse units are too sluggish in caves and should not be recalled/recruited unless you have a compelling reason.&lt;br /&gt;
# Third round (optional), you can add a unit or two for a safety margin.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
&lt;br /&gt;
# There are two ways north, but they will meet up together. First thing you will see are Tentacles. You can either ignore the Tentacles for the most part or use them for XP. Your main initial objective is to find a good place to make a stand against the nasty wave of undead coming from the north. The chokepoints and southern shoreline offer good defensive locations. Watch out for the enemy's Bone Shooters, Revenants and Deathblades, as they could easily mess up a level 3 unit. &lt;br /&gt;
# Once the flow of baddies as tapered off, gradually progress northwards. 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. Be careful if he has recruits around, as their combined damage can take down one of your level 3's. Note that the Ruby can only be picked up by Haldric.&lt;br /&gt;
&lt;br /&gt;
Hints...&lt;br /&gt;
&lt;br /&gt;
* Holy water: The best choice for the Holy Water is a quick Bandit, who should level quickly. A quick Highwayman could be used, but won't benefit much from the XP.&lt;br /&gt;
&lt;br /&gt;
* XP: Use this level to get experience. The early-finish bonus is tiny. The Tentacles are perfect for leveling up units. Keep Burin away from the water at this stage, or he'll kill all tentacles as they attack, depriving those who could benefit from the XP.&lt;br /&gt;
&lt;br /&gt;
Spoilers...&lt;br /&gt;
&lt;br /&gt;
* Your killed units will be turned into Walking Corpses (or Soulless on hard.) Therefore, spam is not helpful. A Mage or Thug can be okay, if used with great care, but mostly you need to recall leveled troops here.&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;
&lt;br /&gt;
This scenario is easy if you take the first boat out, more challenging for the second and third boats, and very difficult (on hard) if you want to take out all three leaders.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
# Your loyals, two to three healers and plenty of spearmen is all you need, if you stick to the walls and play defensively.&lt;br /&gt;
# Recruit slowly at start to stretch your gold with initial income.&lt;br /&gt;
# It's a good scenario for leveling troops, so add a few other (sturdy, non-mage) units for diversity and to make your recall list more varied. &lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
# Your ally does not need his villages.&lt;br /&gt;
# Man the walls, play defensively, stick to the walls, prepare to defend against occasional breaches.&lt;br /&gt;
# Use illumination and leadership to maximum effect.&lt;br /&gt;
# Soften opponents with your loyal veterans, feed kills to recruits.&lt;br /&gt;
# Send a small task force to the northeastern coast (easy kills on 20% terrain). Be prepared to reinforce them.&lt;br /&gt;
&lt;br /&gt;
Finish...&lt;br /&gt;
* Take the third boat (this gives early finish bonus) or try to defeat all leaders, if you feel ambitious.&lt;br /&gt;
&lt;br /&gt;
===Fallen Lich Point===&lt;br /&gt;
&lt;br /&gt;
This is a high variance scenario. It may be easy or hard, depending on events beyond your control.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
* Recruit fairly lightly initially, as you will likely have a chance to use the Lich's keep to recruit again.&lt;br /&gt;
* Mages, White Mages, and Mages of Light are good, and as are all the other advancements of Mages.&lt;br /&gt;
* You automatically should have your loyal Knight. Because of the mountains around &amp;quot;lichland&amp;quot; and frozen ground everywhere else, additional horse units are not recommended, except a single Paladin will come in handy.&lt;br /&gt;
* Some Thugs or a Bandit or Highwayman will provide a little extra undead bashing power.&lt;br /&gt;
* Footpads will help with village flagging.&lt;br /&gt;
&lt;br /&gt;
Strategy... &lt;br /&gt;
# The Orcs will be busy with the Yetis, so you can walk with a big group south and kill the Lich-Lord. Move Haldric to the stone monument to de-petrify the Lich. It may help to post some units around the undead before doing so. Use several mages to make a hole or two in the ring of undead, and then push in a burly fighter or two and/or Paladin to kill the Lich.&lt;br /&gt;
# After killing the Lich, assess the Orc/Yeti situation (as well as the village flagging situation) and decide if you need to use the Lich's keep to recruit some reinforcements.&lt;br /&gt;
# After that, head north and walk into the sewer entrance (the &amp;quot;cave&amp;quot;) or else kill the orc leaders.&lt;br /&gt;
&lt;br /&gt;
Hints...&lt;br /&gt;
* 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 Yetis.  However, be careful not to be attacked by a Yeti yourself.&lt;br /&gt;
* 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.)&lt;br /&gt;
&lt;br /&gt;
===Sewer of Southbay===&lt;br /&gt;
&lt;br /&gt;
This is a swampy underground scenario, but with attention to recruitment, it's not very difficult.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
* As always underground, you want non-horse units with 6+ MP.&lt;br /&gt;
* Recall White Mages / Mages of Light, at least two, three is probably the optimal number.&lt;br /&gt;
* There are quite a few villages in this cave, so an expensive force is supportable, though not necessary. Some players recruit a large and spammy force, while others go with small and elite:&lt;br /&gt;
** Option 1, &amp;quot;Large and spammy&amp;quot; recruitment: Recruit four each of Mages, Thugs, and Poachers. Yes, Poachers normally stink, but here they really shine in a swamp that is permanently dark, underground. If you recruit four Poachers, you could finish with three Trappers and a Huntsman - or you could finish with four dead Poachers. The Thugs are especially likely to die, as they will be facing off against Red Mages, but somebody has to do it.&lt;br /&gt;
** Option 2, &amp;quot;Small and elite&amp;quot; recruitment: Recall something like one Red Mage, one Arch Mage, one Silver Mage, 2 two Royal Guards/Highwaymen/etc, and a Trapper or Huntsman, plus three regular Mages and a Poacher.&lt;br /&gt;
* A Rogue (or Assassin) can be very handy as a damage dealer, who is able to break through bottlenecks.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
# After leaving your initial chamber, you will be in a large swamp room with three entrances, through which will be a flood of bad guys. Use two Poachers and a Thug or similar to blockade the southeast, a small elite group to block the north, and then a mix of fighters and mages to handle the west entrance. Give each group a White Mage or Mage of Light, as well as at least one regular Mage. Try to keep the Mages of Light away from your chaotic forces on the front lines, though. Use the leadership of Haldric and Lady Jessene - and Mage of Light illumination or lack thereof - to get the most from each attack.&lt;br /&gt;
# When the initial battle has died down, you have two options:&lt;br /&gt;
## If you have enough forces, you can divide into two groups and attack both brothers simultanously, east and west.&lt;br /&gt;
## Otherwise, do them one after the other, and then look for the exit.&lt;br /&gt;
&lt;br /&gt;
Spoilers...&lt;br /&gt;
* Danger: there is a Giant Spider at the exit. You may wish to keep one or two cannon fodder units in order to be able to save your advanced units.  It is best to use ranged attacks against the spider, so leveled mages are good here.&lt;br /&gt;
* Heads up: the next scenario is a lot easier with a lot of gold, especially on the hardest difficulty level.&lt;br /&gt;
&lt;br /&gt;
===Southbay in Winter===&lt;br /&gt;
&lt;br /&gt;
Plot only.&lt;br /&gt;
&lt;br /&gt;
===A Final Spring===&lt;br /&gt;
&lt;br /&gt;
Clockwise, starting at the bottom: &lt;br /&gt;
* the southern orcs (purple) will recruit the usual orcish units, and with a few going west between the mountains and the coast, while the bulk will come through the plains south of the swamp, arriving at the keep early in the night. This one is the most conventional enemy, once his host is defeated you can march a comparatively small strike force to his keep and finish him off.&lt;br /&gt;
* The waterlogged orc to the west (black) will recruit mostly Naga and a few Bats, which will harrass you from the sea and try to seize the villages on your peninsula. He only has a small keep, so he can keep recruiting, two units per turn, seemingly forever.&lt;br /&gt;
* The northern orcs (green) are farthest away; they also have lots of villages they can capture. Hence it will be some time until they reach you, and not in full force at first. With any luck (and strong enough units) you'll have fought down the bulk of the southern orcs by then.&lt;br /&gt;
* Finally, a number of level-2 skeletons (including Chocobones) will appear behind the swamp in the east on turn 4 (first dusk). Those will join the black team; starting behind the swamp and with a few villages to grab, they won't knock on your door before daybreak.&lt;br /&gt;
&lt;br /&gt;
Spoiler:&lt;br /&gt;
On turn five, a few mermen will appear near the lighthouse and join you; you'll also be able to recruit mermen from then on. That's your ticket to fighting back the Naga, see to it that you still have some money left at the time.&lt;br /&gt;
&lt;br /&gt;
Recruitment/Strategy:&lt;br /&gt;
# several Trappers/Rangers/Huntsmen to sally forth and occupy the hills and forest south of the town. Your ally will sally forth to meet the enemy in the usual fashion; if you can lend a hand and soften up the enemy, King Addroran's troops will finish them off easily. In doing so, they'll happily expose themselves to counterattack -- your Trappers (etc.) have a rather good melee attack and probably won't be targeted as long as there's weaker and more accessible allied units nearby. Don't fret about the missed XP, there will be plenty more before this is over. For now, you want to dispose of the bad guys ASAP before they pile up on the doorstep.&lt;br /&gt;
# you probably don't need dedicated undead-killers beyond the Mages you bring anyway. But if you want to employ your loyal Shock Troopers, recruit them no later than turn 2 or they won't get there in time.&lt;br /&gt;
# Mages: seeing as there will be fighting all over the place, three healers will be barely sufficient. A few fireball-throwers will also come in handy, if only in order to deal with the evasive Orcish Assassins / Slayers. A Silver Mage or two will be especially useful, as they can teleport all over the place and help with each of the commanders in turn (especially the one on the island, that would take forever to get to otherwise).&lt;br /&gt;
# by turn 3, some chaff to occupy the coastal villages so the Naga can't just waltz in. Level-1 units or even peasants will do.&lt;br /&gt;
# the worst fighting will be over by daybreak; you'll still want a few lawful units to carry on the battle during the day. One keep of knights and level-2 lawful infantry should suffice. Recruit these on turn 4.&lt;br /&gt;
# starting on turn five, you can recruit mermen. Those can not only deal with the Naga infestation, but also tackle the northern orcs as they try to cross the bay. Two keeps worth is not too many.&lt;br /&gt;
&lt;br /&gt;
Strategy is broken into three fronts...&lt;br /&gt;
# First order is to help your ally with the first waves of attackers, as described above. You can't stop King Addroran from throwing away his troops, but you can help them to have some effect before they perish.&lt;br /&gt;
# Next, fending off the Naga. A few cheap units in coastal villages at first, mermen later. Mermen vs Naga at sea will be slow fighting: both have excellent terrain defense, so there will be no obvious progress for a good long while. You should use a Mage of Light to support them, this really makes a difference during the night.&lt;br /&gt;
# Also, the bay/river to the north. The Mermen can be very efficient here, enjoying high terrain defense while being close enough to the coast that Lady Jessene and Haldric can provide Leadership wherever needed; again, you also want a Mage of Light if available.&lt;br /&gt;
&lt;br /&gt;
For the landlubbers, don't bring too many rookies: this scenario is best used to direct experience to your level-2 units, partially advancing them outright or getting them to a point where you can expect them to level up at a good point in their next battle.&lt;br /&gt;
&lt;br /&gt;
For the Merfolk, try to advance all they loyal ones, and a few more besides. Directing XP to particular units will be easier for those mermen defending the bridge, but those fighting the Naga will inevitably get some XP as well. Eventually you'll have to cross the bridge with ground troops and take the fight to the enemy, though.&lt;br /&gt;
&lt;br /&gt;
===Peoples in Decline===&lt;br /&gt;
&lt;br /&gt;
This is a potentially bloody scenario. The Drakes are barely impeded by the difficult terrain and can run circles around you, making it hard to move damaged units into a safe position. On the upside, most drakes have little terrain defense even in forest and mountains, and are positively vulnerable to spears and arrows.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
Using Trappers (or their upgrades) and Merfolk, try to lure the enemy into the swamps or over the sea, fight down their troops, then storm their keeps. Be prepared to suffer some losses: it's better to deliberately sacrifice some units of your choosing than struggling to keep everyone alive.&lt;br /&gt;
&lt;br /&gt;
Spoiler...&lt;br /&gt;
* There's a Storm Trident in the middle of the bay. There's no particular hurry to pick it up for using it in this battle: the trident does fire damage, which isn't very useful against drakes. Just don't forget to retrieve it for later use.&lt;br /&gt;
&lt;br /&gt;
Picking it up will summon a level-3 Sea Serpent on the next turn, be sure that you're ready for it. &lt;br /&gt;
&lt;br /&gt;
Lord Typhon will depart in a few scenarios, so better give the trident to another fighter. Preferably a &amp;quot;quick&amp;quot; one, who can become a Hoplite and still keep up with his mates when he gets to level 3.&lt;br /&gt;
&lt;br /&gt;
===Rough Landing===&lt;br /&gt;
&lt;br /&gt;
You will be fighting Nagas and Vampire Bats, primarily. This is a scenario that may be frustrating on the easier difficulty levels, though on hard it is just par for the course. Good recruitment and strategy will save you from getting slaughtered.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
* You are probably going to go negative on gold and be unable to rectify that with the paultry early finish bonus, so you might as will go very negative and be resigned to start the next scenario with minimum gold.&lt;br /&gt;
* Recruit/recall many Mermen and 1 or 2 White Mages or Mages of Light. A few Peasants can be useful to pad out your force, distract the enemy, and protect villages from stray Bats. A Silver Mage can be useful for island hopping but is not essential. Thieves/Assassins are blade vulnerable, and Nagas only use blades, so it's probably best not to recall them.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
# Knock out the southeastern leader in a blitz. It's important to get that out of the way, because a wave of Nagas is advancing at light speed from the north.&lt;br /&gt;
# Next, hurriedly set up a line in the water alongside your fortress island. Your fortress troops can anchor one flank, while Burin the Dwarf can go to the island to the northeast to anchor the other end of your line. Nobody messes with Burin. Move Lady Jessene behind the lines to lend her support to the Mermen. Your loyal Mage of Light will be able to move back and forth more (to lend illumination) if kept in the fortress area.&lt;br /&gt;
# Finally, once the enemy assault wave has been broken, advance northward to kill the final two leaders in a straightforward mop-up operation. Just be careful not leave isolated units where they can get swarmed.&lt;br /&gt;
&lt;br /&gt;
Hints/Spoilers...&lt;br /&gt;
* Try to level up the mermen; they can be useful in another scenario later.&lt;br /&gt;
* Beware of Sea Serpents. Three of them will appear, one on each of the three turns following your first kill of an enemy unit. Make sure to kill them at once. The Storm Trident from the previous scenario and the Ruby of Fire will come in handy against the Serpents.&lt;br /&gt;
&lt;br /&gt;
===A New Land===&lt;br /&gt;
&lt;br /&gt;
This is an odd scenario: as soon as anyone gets killed, the elvish high council will step in an end the bloodshed. Your &amp;quot;early finish bonus&amp;quot; becomes a &amp;quot;late finish&amp;quot; bonus: you're supposed to drag this out for as long as possible without anyone being killed.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
* the strongest units you have, that can deal both melee and ranged damage.&lt;br /&gt;
* Rangers are best, followed by Javelineers and level-3 Bowmen.&lt;br /&gt;
* you need six of these at the very least, preferably more, plus healers to back them up. If you don't have that many elite troops on your roster, or cannot afford to recall as many, it may be better to do nothing: keep your starting money, and slay the first person to reach you.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
Place Javelineers on the keep, Mermen in the water, and Rangers in the forest. All backed up by healers. Have a few reserves you can swap in when things get tough. Haldric also makes a good front-line unit; Javelineers should stay near him for the leadership.&lt;br /&gt;
&lt;br /&gt;
Note that no enemy unit will attack you when there's even a remote risk that they might die. So having the strongest possible fighters, both melee and ranged, will deter the most attackers. If your line looks fierce enough, some level-1 units will not attack you at all. All others will cease attacking as soon as they've taken enough damage that their death becomes a possibility. At which point, they will wander of in search of a village for healing; once all nearby villages are occupied, your attackers may even stand around dumbfounded.&lt;br /&gt;
&lt;br /&gt;
Place your troops where they enjoy a good terrain defense, that is, the keep and the forest. The purpose is to reduce the damage taken and last for as long as possible. After the first round of attacks, you'll always have a few near-dead opponents standing in front of your lines, allowing you to end the scenario quickly.&lt;br /&gt;
&lt;br /&gt;
You need eight tough guys to fully seal off a corner of the map, plus two mermen, and four healers. However, the enemy doesn't know or understand your plan: if your front doesn't extend all the way to the edge of the map, they will not deliberately try to outflank you. To the AI, a ''small'' gap of one or two tiles will look like a trap. So six land warriors to hold the line will do for a long time. Only after the attackers start to pile up against your formation will they eventually start to flow around.&lt;br /&gt;
&lt;br /&gt;
Be sure to keep the villages behind you occupied at all times, however, or wounded enemies seeking a village to heal in may actually try to get there. Sir Ruddry and Burin, having no other use, will do nicely.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Spoiler...&lt;br /&gt;
* this the last chance you have to recruit Mermen, as their king leaves. You've probably got plenty on your roster from the previous scenarios, which will stay with you and can be recalled later. But if you think you need more, this is your last chance.&lt;br /&gt;
* the late finish bonus is 50/turn, so if your upkeep is less than that, you're in the good. Even if you don't have or cannot afford enough troops for a full defense, trying to hold the keep for a few turns will be worthwhile.&lt;br /&gt;
&lt;br /&gt;
===The Ka'lian===&lt;br /&gt;
&lt;br /&gt;
Story, with your choice of four battles next.  You have to beat them all in whatever order.  The amount of gold you have should be the factor in deciding when you choose to play Cursed Isle (the undead problem).&lt;br /&gt;
&lt;br /&gt;
===Diverging Campaign Path===&lt;br /&gt;
&lt;br /&gt;
All four scenarios have to be beaten, but in whatever order you choose.&lt;br /&gt;
&lt;br /&gt;
====The Dragon====&lt;br /&gt;
&lt;br /&gt;
This scenario is not as difficult as it looks, though your recruitment and strategy need to be tailored to fight the Saurian Skirmishers and other foes you will face here.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
* Saurians use piercing attacks mostly, so it's better to use units resistant to pierce. Pikemen and Halberdiers have 40% pierce resistance. Javelineers are ideal as Saurians use ranged attacks a lot.&lt;br /&gt;
* You may wish to bench some or all of your loyal Iron Maulers. They are ineffective against the 70% impact resistant Mudcrawlers, while also vulnerable to the ranged attacks of both Mudcrawlers and Saurians.&lt;br /&gt;
* Consider adopting a force of all units with ranged attacks, save for horse and thief units, which can be kept behind the lines when not in use. It is amusing when Saurian Augers are forced to tap your units with their little staffs.&lt;br /&gt;
* Healers are a necessity to deal with the heavy damage your units will be sustaining. Depending on the strategy you adopt, you will want 2-4 healers. Mages of Light rock here, as they can easily do front line duty in pairs and their illumination blinds the Saurians, reducing their damage.&lt;br /&gt;
* You need something to clean up mud. Versus level 0 Mudcrawlers, Horsemen and their advancements can charge with no counterattack, and likewise Thieves and their advancements can backstab with no counterattack. Mages can be used as well on the fire vulnerable mud.&lt;br /&gt;
* Merman shine on this map once you get them into the swamp / water hexes. They are more mobile than anything but silver mages. The storm trident makes short work of even high-level saurians and the dragon is weak to the pierce damage of your tridents and javelins. An Entangler's slow ability will help tame the dragon even further.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
* Players have used many different strategies with success:&lt;br /&gt;
** &amp;quot;Hedgehog&amp;quot; strategy: 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. You can 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, you can string non-wounded troops out a bit in the rush for the leaders. &lt;br /&gt;
** &amp;quot;Triangular Hedgehog&amp;quot; strategy: 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. You can fix this by creating 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. 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 Jessene, since she has excellent defense and is chaotic and therefore benefits by not being in the Mages' light. &lt;br /&gt;
** &amp;quot;Giant Hedgehog&amp;quot; strategy: Recruit a lot of units, and then move the whole army as one big bulk. Keep healers in the middle (about 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. Head first for the east or west leader, but steer for good terrain, because your force will soon be swarmed. But then by turn 10, there should be many few Saurians alive.&lt;br /&gt;
** &amp;quot;Standard Line&amp;quot; strategy: Form a line from the west board edge diagonally up towards your keep across the two villages just in front of the forest. You will probably wish to bend upwards at the forest, rather than running the line all the way to the keep. Whenever the Saurians have a small number of troops at your line and you have enough strength to kill them all, you can advance your whole line one hex south, allowing you to get additional attacks on them from non-frontline troops. Once you advance a unit to the first water hex at west board edge, the west leader will probably come out to greet it, so be ready to fry him with Haldric's ruby. After killing the leader, back up into good terrain to prepare to meet the dragon.&lt;br /&gt;
** &amp;quot;Wake the Dragon&amp;quot; strategy: Prematurely wake the dragon (see spoiler below) and back up your troops to north of your keep. When the dragon comes, kill him. The scenario can be over on turn 7. There is no early finish bonus for this, but you can recruit lightly so that you still have gold at the end and will carry-over 40%, if you need it for your next scenario.&lt;br /&gt;
* With all these strategies, the Saurians may hold back for quite a while. This is okay, as the Dragon will eventually appear and come to you. Kill it. Then you are given a choice of whether to end the scenario or to try to kill all the enemy leaders before time runs out. You can choose to finish the remaining Saurians for a nice bonus. &lt;br /&gt;
&lt;br /&gt;
Spoilers...&lt;br /&gt;
* The dragon will awake on turn 15 or when you move a unit down around the road north of the mountains. If you wish to wake the dragon prematurely, you can recruit a Horseman on turn 1 and run him down. It's a suicide mission for him, however.&lt;br /&gt;
* If you have a fast non-horse unit in position, rush it to the mountain cave after the Dragon leaves to grab the 200 in gold, though that's nothing compared to the Hero bonus for defeating all the Saurian leaders. So focus on killing all of them first.&lt;br /&gt;
&lt;br /&gt;
====Lizard Beach====&lt;br /&gt;
&lt;br /&gt;
This is a scenario versus Saurians, Giant Scorpions, and Mudcrawlers, where good recruiting and strategy will save you from massive bloodshed.&lt;br /&gt;
&lt;br /&gt;
Recruiting...&lt;br /&gt;
* Mermen are helpful for the swamp and water areas.&lt;br /&gt;
* Bench some or all of your loyal Iron Maulers, veterans from ''The Fall.'' They are laughably ineffective against the impact resistant Mudcrawlers - and laughably vulnerable to their ranged attacks.&lt;br /&gt;
* Thieves, Horsemen, and their advancements are good for mud cleanup, though you must keep them out of range of Saurian skirmishers. Swordsmen and Royal Guards are also good, though overkill.&lt;br /&gt;
* Recall a lot of fairly high HP units, preferably with strong non-impact ranged and melee attacks.&lt;br /&gt;
* Mages are good. Mages of Light are especially useful, since they can do front line duty. Lots of healing may be necessary, about 3 healers are good, so White Mages can be used too. Raw recruit Mages can be used as well, for disposal of Giant Scorpions and the occasional Saurian Skirmisher that wanders too far. At least one Silver Mage is highly desirable, along with a speedy unit (e.g., Fugitive, Footpad, or Horseman) to capture villages for the Silver Mage to use north of the river.&lt;br /&gt;
* [fredbobsmith2] An alternative strategy that works surprisingly well is to simply use a very mage-heavy army. Recall most or all of your high-level mages, throw in a few peasants, and spend the rest of your gold on recruiting mages. Victory will come with shocking ease.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
* General strategy: as Saurians have skirmishers and a lot 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 straight so only two can mob one guy. Hedgehog tactic also seems to work well.&lt;br /&gt;
* Opening strategy: here are some specific strategies that players have used with success in the early part of the scenario:&lt;br /&gt;
# &amp;quot;Mermen in center&amp;quot; strategy: Recall 2-4 Mermen, 1-2 Trappers/Huntsmen, and a lot of high HP troops, then form a line. Initially, you can either form a north-south line around the lake area with one flank at the south board edge, or, if you want to be conservative, you can do a diagonal line in the southeast corner, with both flanks tied to board edges. You'll need the Mermen to handle the lake area, and Trappers/Huntsmen/Mermen for the swamp areas. Keep troops in reserve, so that when a few Saurians meet your line, you can advance your whole line over them. Do not be too conservative/defensive on hard, as your time is limited. &lt;br /&gt;
# &amp;quot;Mermen on flank&amp;quot; strategy: Recall several decent land melee units &amp;amp; then 4-5 level 2 Mermen on rounds 2-3. Most of your force forms a line of battle near your keep, Mermen on the north flank in the river, land units extending south, flanks bent back with strongest units at the corners - then 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. 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. &lt;br /&gt;
# &amp;quot;Mermen feint&amp;quot; strategy: 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.&lt;br /&gt;
# &amp;quot;No Mermen&amp;quot; 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.&lt;br /&gt;
# &amp;quot;Sacrificial lamb&amp;quot; strategy: In addition to a couple mages, 2 healers, and some other fighters, recruit a castle-full of peasants to draw the Saurians out onto open ground.  Surround a single peasant on 5 sides, with 2 healers behind him. Build your formation around that.&lt;br /&gt;
* Closing strategy: The enemy's onslaught tapers out after their initial wave, so the final push for the southern leader should be quick and clean. Taking out the northern leader is harder, 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 don't want to lose any of your better units, patience may be the key.&lt;br /&gt;
&lt;br /&gt;
Spoilers...&lt;br /&gt;
* When one of your units gets as far west as the second bridge, a wave of Nagas will arrive out at sea. You may wish to delay going that far until the second watch, so that the Nagas will make contact with your forces during the day.&lt;br /&gt;
* 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;
&lt;br /&gt;
====The Troll Hole====&lt;br /&gt;
&lt;br /&gt;
Cave terrain again, but this time the cave is so riddled with holes that there's barely any sense of individual corridors. There's plenty of short narrow passages which prevent both you and your opponents from ganging up on on each other, while on the other hand the trolls can just walk around a blocked choke point and come at you through the neighboring hole. So fighting is mostly one-on-one, though may have several such fights going on at any given time.&lt;br /&gt;
&lt;br /&gt;
The map is roughly symmetrical, a keep in each of the four corners. Two random keeps will be home to the trolls, the other two will be occupied by a Giant Spider each. The spiders will only attack if you get too close.&lt;br /&gt;
&lt;br /&gt;
You designated opponents will be level-1 and -2 trolls, under level-3 commanders. They don't have that much starting gold, but sufficient income to keep recruiting about one Troll Cub per turn, or a level-2 every other turn, very much until you're right on their doorstep. In order to win this, you have to be able and slay the trolls quicker than they're coming.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
* as usual in the caves, give preference to units that can move 3 tiles on cave terrain.&lt;br /&gt;
* also as usual by now, this is no place for level-1 units. You can carefully level up one or two rookies, but the bulk of your host has to be tougher than that. It's more an opportunity to level up your chaotic units, and, especially, your mages.&lt;br /&gt;
* Spellcasters will do a lot of damage to Trolls, and in the 1-on-1 situation so common on this map, any level-2 or better mage will be certain survive the counterattack. You'll need level-3 Magi to press forward and carry the battle to the enemy's keeps, though.&lt;br /&gt;
* You'll want two teams of two healers each in any event. However, Trolls are susceptible to arcane damage, so your White Mages can play a very active role (and quickly level up if so desired). Mages of Light will be especially nice, with their illumination blinding the trolls and a half-decent melee attack to fight back with.&lt;br /&gt;
*  You can arguably fight this battle on mages alone. However, you'll need at least two keeps worth of units to plug all the holes and prevent the trolls from outflanking you. The supporters' main qualification will be to have enough hitpoints to survice a troll attack; being able to fight back is very desirable. Bandits or Swordsmen will be best, depending on whether you back them by a light source. Trappers and Outlaws will make do in the dark, Pikemen are a distant third, and lawful bowmen should sit this out: Mages can play the same game much better.&lt;br /&gt;
&lt;br /&gt;
The general strategy is to move into whatever direction the trolls are coming from, and fight your way, upstream so to speak, until you get to the enemy keep.&lt;br /&gt;
&lt;br /&gt;
You may start doing so right away, or first await the initial onslaught in the island you're starting on. With you on the ground and the enemy in the water, the terrain is in your favor... but the spacious cavern also allows two or even three trolls to gang up against one of yours. Then again, you can make good use of your loyal mermen and possibly even Sir Ruddry. Neither of which will be any good later when you carry the fight to the enemy, but hey, they're loyal and demand no upkeep.&lt;br /&gt;
&lt;br /&gt;
If you want to explore the map and steal villages, you better do so in force. The spiders will lunge at anyone who happens to get in their range; and besides, there's several unflagged villages at the beginning of the scenario, and your opponents will seize them. This means that trolls, even level-2 ones, may show up in unexpected places.&lt;br /&gt;
&lt;br /&gt;
====Cursed Isle====&lt;br /&gt;
&lt;br /&gt;
You will be fighting undead, mostly of the incorporeal and ghoulish lineages. Victory comes surprisingly easily.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
* Recruit lightly, certainly no more than two castles of troops. You could use 1-3 Paladins, 1-2 Mages, and 1-2 White Mages / Mages of Light.&lt;br /&gt;
* Recall your loyal Merman Triton or similar and have him pick up the holy water.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
* This can be the first or last quest you choose.  If you can wait, do it last, as you will come out of it with a lot of gold, which you will need for the first scenario after the quests, ''The Vanguard''. &lt;br /&gt;
* Keep a very tight formation for the first night, as Shadows will hit hard and you don't want to get backstabbed or swarmed. By dawn, it should be smooth sailing.&lt;br /&gt;
* If you get anywhere near the enemy leaders' keeps, expect to get rushed by a leader.&lt;br /&gt;
&lt;br /&gt;
Spoiler...&lt;br /&gt;
* In one of the three temples there is a Vampire Lady. All you really need is a Paladin or three to rush the temples. Kill her. Game over, you win. One of the other temples has some gold; grab that first.&lt;br /&gt;
&lt;br /&gt;
===A Spy In The Woods===&lt;br /&gt;
&lt;br /&gt;
Plot only.&lt;br /&gt;
&lt;br /&gt;
===The Vanguard===&lt;br /&gt;
&lt;br /&gt;
The map's most striking feature is a natural defensive line, where presumably an underground river has carved a line of sinkholes. The two closest keeps are Orcs, the one in the north holds a Troll. All will be spawning mostly level-2 units. Their average recruit will cost about 20-22 gold, check their gold at the beginning of the scenario and you'll have an idea of how many units you'll have to expect.&lt;br /&gt;
The terrain funnels you northward, where you will encounter the northern orcs at nightfall, coming at you in full force. The orcs from the west will start showing up during the night. They are distracted by several un-occupied villages, so they'll be a bit more stretched out. The trolls won't arrive until daybreak.&lt;br /&gt;
Whenever one of the enemy commanders has lost half of his units, some undead will join his team: one level-3 skeleton, plus two or four Chocobones depending on difficulty. This happens three times over the course of the battle, once for every enemy commander. &lt;br /&gt;
This scenario will be fairly easy, regardless of difficulty level, if you can afford at least three keeps worth of troops.&lt;br /&gt;
&lt;br /&gt;
Recruitment / Strategy:&lt;br /&gt;
* Knights recalled on the first turn can run down the Orcs in your north in full daylight, and possibly wreck havoc among them before nightfall. The success of this strategy largely depends on what kind of units the orc is sending your way, but in any event don't bother with half-measures: either send 4+ strong riders on turn 1, or don't worry about trying it at all. Follow up with more lawful units and Mages of Light, using only a few chaotic ones to harrass and delay the orcs coming from the west.&lt;br /&gt;
&lt;br /&gt;
* Alternatively, recall your toughest chaotic units from the get-go, and prepare to fight down the first orcish host in the woods to your north, with only a Knight or two to deal with any Wolf Riders getting ahead of the main host.&lt;br /&gt;
&lt;br /&gt;
* You want to bring at least one Paladin (Sir Ruddry probably qualifies) and between that and your healers, you don't need much of a dedicated undead-killing force. If you have loyal Shock Troopers, by all means bring them on -- they'd be useful in any event. Otherwise, a pair of Bandits or a second Paladin will do nicely.&lt;br /&gt;
&lt;br /&gt;
* If you want to seize the villages across the mountains to your west, be prepared to encounter a Goblin Knight or Pillager trying to do the same (you will meet whatever fast unit the western orc happened to recruit on his first turn. It may only be a &amp;quot;quick&amp;quot; archer, but a level-2 wolf is quite likely).&lt;br /&gt;
&lt;br /&gt;
* Beware the Chocobones. Their double damage from charge means they can take out Commander Aethyr at night just by hitting 2 for 2, and they will certainly try if they get the opportunity. They will also keep their distance and refuse to attack until you present them with a target the AI considers worthwhile. Effectively you have to throw them a peasant, or a strong unit that will survive badly wounded and effectively be out of the battle for several turns. &lt;br /&gt;
&lt;br /&gt;
* A Silver Mage or two can come in really handy, Teleporting all over the map to dislodge wolves from the mountains or lend a hand with the undead as needed.&lt;br /&gt;
&lt;br /&gt;
This scenario is an excellent opportunity to train some Knights, as well as a few other lawful fighters.&lt;br /&gt;
&lt;br /&gt;
===Return of the Fleet===&lt;br /&gt;
&lt;br /&gt;
Welcome to the &amp;quot;kitchen sink&amp;quot; defense.  You've made it this far; now the enemy will launch a desperate defense, throwing a little bit of everything at you.  The effect is mostly psychological, but it could be a problem if you came into the scenario with minimum gold or your initial assessment causes you to drastically under-recruit. Time is money.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
* On medium, at least, you don't want to overrecruit. First turn, recall Mermen to assassinate the undead leader; 2 Entanglers/Netcasters and the Triton with the Storm Trident. Later, you should recruit 1 or more Silver Mages also for this taskforce as well as for causing general mayhem. It's also worth recruiting 5-10 L1/L0 units to take the brunt of the first wave of attacks; you can use any combination of Footpads, Poachers, Thugs, Spearmen, and Peasants, as you see fit. You'll want some decent L2 and L3 recalls for healing, to flank your lines, and to start kicking some butt at daybreak. A Mage or Red Mage to blast Trolls and Chocobones will level up by end of scenario. Paladins are good too. In addition to your loyal Mage of Light, you will need a bare minimum of 1 more healer.&lt;br /&gt;
* On medium, 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 (on 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.&lt;br /&gt;
* On hard, you also don't want to recruit too much for fighting the undead, but it's only because going on an offensive early against them will get you crushed by a Chocobone armada.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
# Move the Mermen (including the storm trident) 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.&lt;br /&gt;
# Your loyal units can do a little village grabbing, but it would be unwise to venture too far north.&lt;br /&gt;
# After nightfall, fog will appear; for the rest of the scenario, the map will become shrouded.  So, while you're still able to see, note the troop dispositions (especially Chocobones.)&lt;br /&gt;
# The first wave is largely at night and will have Goblin Knights and Pillagers, and later Chocobones and Troll Warriors. The damage they can cause is bone chilling, so make sure to divert their attention with plenty of spam. You want to meet them on the edge of the woodland, while inducing the orcs to fight from the grassland. Footpads are handy here, as they have high defense in woodland. Players have had success setting up the initial line in either the north or northeast woodlands, with respect to the castle. Others have succeeded by fighting mostly from the open plain, retaining mobility by leaving the woodlands to their Footpads.&lt;br /&gt;
# Once your Mermen have taken an island city, teleport over one or more Silver Mages to help kill the undead leader - in addition to a Silver Mage, you will want the storm trident, a Netcaster/Entangler, plus one more leveled unit to be fairly sure to knock him out in one round. Quick striking like this you end up fighting a lot less undead.  You probably end up foddering one of the mermen to the Undead Archers, but the trade off is probably worth it.  You can keep cycling your mermen up to fight with any orcs or trolls that come into the water. Silver Mages can assist, since they are not needed much in the other part of the fight.&lt;br /&gt;
# After the undead leader is assassinated and the first wave is broken, you may advance cautiously due north or to the northwest along the coast and ultimately finish off the two orc leaders.&lt;br /&gt;
&lt;br /&gt;
Spoilers...&lt;br /&gt;
* When you are close to the village in the northeast woods, tighten your formation, as past there you can trigger a small but elite force of Saurians. (Stepping 10 hexes or less from 34,15 triggers the Saurians.) Trigger them at second watch so they arrive at your forces in daylight. Alternatively, you can delay triggering the Saurians as long as possible by moving your force northwest near the water and then onto the small island, though even then it is possible to trigger the Saurians if you are not careful where you step. You can fight the final wave of orcs from the island, then move northeast to the mainland, finally triggering the Saurians.&lt;br /&gt;
* Cuttle Fish appear when you approach the north-central island (including the village at the northwest corner of the plain on the mainland.) There are 1, 2, or 3 Cuttle Fish, for easy, medium, or hard. 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;
* 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 the XP more than the gold; otherwise, try to knock out both leaders on the same turn before they can recruit more.&lt;br /&gt;
* Heads up: The next scenario is the final one. Therefore, loyal units are now somewhat disposable. However, you will need plenty of gold. Recruit some Peasants in the current scenario if you need to save some gold. Not only are they cheap, but they have no upkeep and Chocobones love 'em. Send a unit with leadership with them and they can even deal some amount of damage and be used to finish off wounded enemy, though at night you should just let them take the beating passively since otherwise they die too quickly.&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. Also, loyal units are no better than other units after your recruitment is finished.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
* You will need at least 300 starting gold, maybe more like 400 on the hardest difficulty level, so if need be, replay the previous scenario.&lt;br /&gt;
* To stretch your money, start with loyal Iron Maulers and some ready-to-level level 1's and level 2's. Finally, recall as many level 3's as possible.&lt;br /&gt;
* Healers: 3-6 Mages of Light / White Mages. Your few chaotic units will appreciate a White Mage.&lt;br /&gt;
* Horse units: 2-4 Paladins, 3-4 Knights / Grand Knights.&lt;br /&gt;
* Horse escorts: about 3 speedy units, like Royal Guards, Fugitives, and Silver Mages.&lt;br /&gt;
* Tanks: at least 6 high HP units, such as Royal Guards, Highwayman, Master Bowmen, and the loyal Iron Maulers.&lt;br /&gt;
* Mages: at least 3 high level Mages aside from your basic healers, so Arch Mages, Great Mages, and Silver Mages. Additional Mages of Light can be substituted.&lt;br /&gt;
* Some Mermen might be useful here, but surprisingly, they're not really necessary.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
* You can either send everybody west initially and then split for the two bridges or you can split initially, with mounted units racing to the west and then south, while the main army heads due south.&lt;br /&gt;
* With your mounted units, race forwards by day and backwards by night.&lt;br /&gt;
* Along with the mounted units should go some escorts, speedy foot units intended to kill things like Goblin Impalers, which make even Grand Knights nervous. They would also benefit from a quick Mage of Light.&lt;br /&gt;
* Meanwhile, with your tanks and the rest of your healers and support units, form a line or hedgehog. &lt;br /&gt;
* Maintain awareness of the overall battlefield.&lt;br /&gt;
* Kill all but one of the orc leaders (not all!).&lt;br /&gt;
* Don't forget to sacrifice Aethyr to Jevyan. Jevyan probably won't come out to play, so march Aethyr up to Jevyan and use a crossbow attack.&lt;br /&gt;
* Paladins, great mages, mages of light, silver mages are all suitable units to kill Jevyan himself, make sure you have them in sufficient numbers with your southern army.  Congratulations!  Enjoy the ending!&lt;br /&gt;
&lt;br /&gt;
Spoilers...&lt;br /&gt;
* When one of your units is within 8 hexes of a bridge, but you have no units within 2 hexes of the bridge, and there are no units on the bridge, then a Cuttle Fish will appear and destroy the bridge. This is usually disadvantageous. Not only does it leave you with a Cuttle Fish to fight, but it slows your progress south and the bad guys progress north. At least on the hardest difficulty level, it's hard to kill all the spam in time, so you don't want to impede their advance by removing the bridge.&lt;br /&gt;
* When any of your units is killed, it becomes a Walking Corpse (or a Soulless on hard.)&lt;br /&gt;
* After the first orc leader is killed, then some gold goes to mister Lich. It's 40, 80, or 120 gold, for easy, medium, and hard, respectively.  The lich also will receive some gold once you kill his Familiar.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[MainlineCampaigns]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns - The Rise of Wesnoth]]&lt;br /&gt;
[[Category:Campaigns - Walkthroughs]]&lt;/div&gt;</summary>
		<author><name>Schnobs</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=TheRiseOfWesnoth&amp;diff=63363</id>
		<title>TheRiseOfWesnoth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=TheRiseOfWesnoth&amp;diff=63363"/>
		<updated>2019-08-17T19:26:25Z</updated>

		<summary type="html">&lt;p&gt;Schnobs: /* A New Land */&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;
Over the course of this campaign, you will need to level up to some:&lt;br /&gt;
&lt;br /&gt;
* Healers: White Mages/Mages of Light (at least four)&lt;br /&gt;
* Undead killers: Paladins (two)&lt;br /&gt;
* Mobile strikers: Silver Mages (at least one, preferably more), Grand Knights (several), Fugitives (one or more helps)&lt;br /&gt;
* Damage sinks: Royal Guards, Iron Maulers, Highwaymen, Halberdiers, level 3 Burin, and again Grand Knights&lt;br /&gt;
* Leaders: level 3 Haldric, level 3 Lady Outlaw, and much later level 3 Commander Aethyr &lt;br /&gt;
* Ranged attackers: Great Mages (can use several in the last scenario), Longbowmen/Master Bowmen (two), Trapper/Huntsman (one is helpful)&lt;br /&gt;
&lt;br /&gt;
A Mage of Light, one Paladin, and five Grand Knights make a perfect assault team!&lt;br /&gt;
&lt;br /&gt;
Although Horsemen are key for the first three or four scenarios, it's important not to be too reliant on horse units through the middle part of the campaign, as there are many hard levels underground, in swamps, in water, or against Saurians; use XP from the scenario ''The Vanguard'' to get to 2 Paladins and 2+ Grand Knights.&lt;br /&gt;
&lt;br /&gt;
Don't overlook Pikemen/Halberdiers, which are useful in many levels; pierce attacks work well against Drakes and against the dragon, and they are handy for defensive roles especially repelling Wolf Riders. They are less good against undead, though, and don't get that +1 MP Royal Guard speed bonus.&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) leveled up. Footpads help too, once leveled up. Due to swamps, you will sometimes be spamming Poachers, which can marksmanship once at level 3 (or Rangers are good too, for swamps and forest.) These, plus Lady Outlaw, 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;
Here are some recommended units to have obtained by specific scenarios:&lt;br /&gt;
&lt;br /&gt;
2. The Fall - 1 Knight&amp;lt;br&amp;gt;&lt;br /&gt;
3. A Harrowing Escape - 1 White Mage, 2 Knights, plus about-to-level troops&amp;lt;br&amp;gt;&lt;br /&gt;
4a. The Midlands - avoid, go to The Swamp of Eden instead&amp;lt;br&amp;gt;&lt;br /&gt;
4b. The Swamp of Eden - level 2 Haldric, level 2 Lady Outlaw, 2 Knights, 2 Shocktroopers&amp;lt;br&amp;gt;&lt;br /&gt;
6. Temple of the Deep - level 3 Haldric, level 3 Burin, 1-2 Mages of Light or several Outlaws / quick Bandits&amp;lt;br&amp;gt;&lt;br /&gt;
8. Clearwater Port - level 3 Lady Outlaw, 3 White Mages / Mages of Light, 3 Iron Maulers / Royal Guards / Halberdiers&amp;lt;br&amp;gt;&lt;br /&gt;
12. A Final Spring - 1-2 Silver Mages&amp;lt;br&amp;gt;&lt;br /&gt;
14. Rough Landing - the 3 loyal Mermen from the previous scenario, ''Peoples in Decline''&amp;lt;br&amp;gt;&lt;br /&gt;
17a. The Dragon - up to 4 White Mages / Mages of Light&amp;lt;br&amp;gt;&lt;br /&gt;
17d. Cursed Island - 1 Paladin&amp;lt;br&amp;gt;&lt;br /&gt;
19. The Vanguard - 4 Knights/Lancers/Grand Knights, 2 Paladins (or about-to-level Knights)&amp;lt;br&amp;gt;&lt;br /&gt;
20. Return of the Fleet - 1 Mermen Entangler, 1 Merman Triton with Storm Trident, level 3 Commander Aethyr desirable&amp;lt;br&amp;gt;&lt;br /&gt;
22. The Rise of Wesnoth - 2 Paladins, 3 Royal Guards, 4 Mages of Light&lt;br /&gt;
&lt;br /&gt;
Because the campaign is long and you won't be able to recall all your level 3's in the final scenario, it pays to create some &amp;quot;uber-units&amp;quot;. An example is a quick, resilient Silver Mage that has been AMLA advanced a few times.&lt;br /&gt;
&lt;br /&gt;
==Scenarios==&lt;br /&gt;
===A Summer Of Storms ===&lt;br /&gt;
&lt;br /&gt;
This is a relatively easy scenario, so gear your recruitment and strategy with an eye towards gathering XP.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
# For the first round, recruit 2-3 Horsemen and the rest can be all Spearmen or a mix of Spearmen and Bowmen as you see fit.&lt;br /&gt;
# 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, grunts, and riders you will encounter. 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.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
* Players have used at least three strategies with success...&lt;br /&gt;
# The &amp;quot;over the bridge&amp;quot; strategy: Send the horsemen with the king over the bridge, and the others should follow or start going over the mountain, to avoid being attacked from behind. Send subsequent Spearmen and Bowmen on the &amp;quot;over-the-bridge&amp;quot; road, and when the Prince and final troops have just about caught up, march on the enemy camp.&lt;br /&gt;
# The &amp;quot;hide in the swamp&amp;quot; strategy: Proceed much like the above, but send the king 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, you can use a Spearman and a Mage (to level him.)&lt;br /&gt;
# &amp;quot;Sandbagging&amp;quot; strategy: On the hardest difficulty level, the initial enemy assault will only be easy to handle by entrenching your troops behind the river. Use the king to block the bridge initially, while Spearmen handle the shoreline just north and Horsemen carefully flag villages across the river. Run the king around, lending his leadership as you massacre the stupid enemy troops that have jumped like lemmings into the water. &lt;br /&gt;
* For all these options, you will also need to send a squad north into the mountains and around into the flank of the enemy. A quick Spearman, a quick Bowman, and one other unit, possibly a quick Mage, should be more than sufficient.&lt;br /&gt;
* When you see that the fronts are under control, stop recruiting and send prince Haldric and your Mages over the bridge on a quest for XP, assisted by the leadership of the king, and converge on the enemy camp.&lt;br /&gt;
&lt;br /&gt;
===The Fall===&lt;br /&gt;
&lt;br /&gt;
This is a scenario that looks scary, but it is only moderately difficult with proper recruitment and strategy.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
* Recall or recruit Spearmen and Bowmen to man the lines.&lt;br /&gt;
* Horsemen/Knights are desirable, because you probably do not yet have a White Mage, and the villages are widely spaced.&lt;br /&gt;
* Recalling or recruiting Mages for XP gathering is highly advisable for future scenarios.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
* There are three basic approaches to take out the outlaw leader...&lt;br /&gt;
# &amp;quot;Brute force&amp;quot; strategy: You can march west with a large army and use part of it to hold northwestern 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.&lt;br /&gt;
# &amp;quot;Assassination over the bridge&amp;quot; strategy: You can assassinate the outlaw leader. One way is to wait until the orcs have killed almost all outlaws and then assassinate the outlaw leader with Knights, rushing over the enemy camp's bridge and into the keep. This strategy is risky because orcs can kill the leader before you.&lt;br /&gt;
# &amp;quot;Assassination via the mountain pass&amp;quot; strategy: Another way to assassinate the leader is to send a squad through the southern mountains to the outlaw keep. Two Mages and three Spearmen might be enough. If not, add a Knight, Horseman, or the King, though these units have only a narrow passage devoid of mountains and could get pinned by the enemy.&lt;br /&gt;
* On the hardest difficulty level, you may be forced to assassinate.&lt;br /&gt;
&lt;br /&gt;
Hints...&lt;br /&gt;
&lt;br /&gt;
* Saving the loyal Heavy Infantrymen (or Shock Troopers on easy) pays off in later scenarios. To save all three, move them south towards the outlaws.&lt;br /&gt;
&lt;br /&gt;
* Once you eliminate the HP of the Lady Outlaw, she offers to help you. If you say yes, she comes back as a loyal unit in future scenarios and you will be able to recruit outlaw units, plus she cannot be killed in the next couple of scenarios (instead, she disappears when she goes to zero HP, and comes back the next scenario.) This is quite valuable. If you say no and try to kill her, you find out she cannot be killed. However, you do get 200 gold that she leaves behind.&lt;br /&gt;
&lt;br /&gt;
* Heads up: The following scenario (''A Harrowing Escape'') is a handful on the hardest difficulty level. On hard, your goal should be a carryover of almost 150 gold (so you have 250 starting gold), so although Lady Outlaw's assistance is worth much more than 80 gold (40% carryover of her 200 gold), you may be forced to choose the gold. Another thing you need to beat the following scenario on hard is a White Mage at or near the start of the scenario. Also, about-to-level units will be especially nice for their self-healing ability and low initial upkeep. Steer XP accordingly.&lt;br /&gt;
&lt;br /&gt;
===A Harrowing Escape===&lt;br /&gt;
&lt;br /&gt;
This scenario is much easier on lower difficulty levels, calling for different strategies.&lt;br /&gt;
&lt;br /&gt;
On easy/medium...&lt;br /&gt;
* Recruitment: You should recruit/recall 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. Other than the Mages, simply recruit what you want, and go along the road. You get enough villages to pay upkeep for quite some army, and can give some of them a bit of experience.&lt;br /&gt;
&lt;br /&gt;
* Strategy: Leave a few units in the rear, as the enemy can cross hills quickly. Note that Footpads and Outlaws will also cross hills at reasonable speed, if you need to hunt down some units. There are two castle tiles about halfway down, try to send Lady Outlaw and Brunin the Lost to them, they make good guards in case the enemy tries to come straight up. You can also send a couple groups of units down southeast to the lake, so you can prevent the Green team (southeast) from coming up the river. You can also kill the two Orcish Grunts (or Warriors on medium) on the southern castle tiles and then move Lady Outlaw and Brunin to them.&lt;br /&gt;
&lt;br /&gt;
On hard...&lt;br /&gt;
* Recruitment: To beat this scenario on the hardest difficulty level, you need some level 2 (or better yet, about-to-level level 1) units already and decent starting gold. It has been beaten on hard with as little as 158 starting gold, 200 is still difficult, and 250+ makes it relatively easy. You can stretch your gold a bit by not going negative on upkeep and waiting until you can't wait any longer to do one last round of recruiting, recalling mostly level 2's. For timing your final recruitment, watch the wolves that are likely trying to flank through the mountains south of your keep. Another requirement for beating this scenario is a White Mage (or two.) If need be, you must promote a Mage (or two) &amp;lt;i&amp;gt;tout de suite&amp;lt;/i&amp;gt;, as you will be dealing with severe damage and assassins, while only having easy access to 2 or 3 villages initially. Horsemen and Knights are useful for dissipating damage by serving as meat shields against blades and then running off to remote villages to heal. Quick Horsemen are especially nice, as they can transfer between two strategically placed villages in one turn, for healing on the go. Horsemen, Knights, and Swordsmen are useful for swatting assassins. If you can recruit outlaws, a couple of Footpads are nice for village grabbing. Thieves are also good because they are cheap, the Grunts are fond of attacking them, and they often survive on 70% defense.&lt;br /&gt;
&lt;br /&gt;
* Strategy: Near the start of combat, it's crucial to kill the first waves quickly: the wolves and assassins. More important than terrain is avoiding getting flanked, so mobility of individual units is key; if you climb up deep into the mountains, you will have a harder time with mobility than staying on or near the valley floor. Additionally, many of your units cannot go on mountain hexes, so it's easier to maintain your lines if everyone stays close to the valley. It's easier to make a stand at the keep and northern river bank, but this approach can be too costly in terms of time.&lt;br /&gt;
&lt;br /&gt;
Hints...&lt;br /&gt;
* On medium/hard, you can lure out the roadside guard Warriors one at a time by putting a unit within attack range of one (and out of range of the other.) They mostly come at night. Mostly. That is, the Warriors might not bite bait put out during the day.&lt;br /&gt;
&lt;br /&gt;
* If you have Lady Outlaw, note that she has leadership, which will be useful to help promote Prince Haldric, if he is still level 0. It's worth advancing her to level 2, to continue to provide leadership to level 1 Haldric and your other level 1's. You may also make use of her odd ability &amp;quot;distract&amp;quot;, which allows adjacent allied units to ignore ZOCs. And Lady Outlaw allows you to recruit outlaw types. On hard especially, Thugs can be useful as meat shields and to provide strong attacks at night when your lawful forces are crippled. Remember too that Lady Outlaw cannot be permanently killed (at least not yet), so when desperate times call for desperate measures, you can move her into a suicidal position.&lt;br /&gt;
&lt;br /&gt;
* It helps that there are two enemy sides as opposed to a twice as strong single enemy side. If one of your units could be attacked by 3 enemies, but 1 of these hexes is currently blocked by the other side, the currently moving enemy decides to attack units which it (they) is (are) actually less likely to kill than that one. AIs don't cooperate, that is.&lt;br /&gt;
&lt;br /&gt;
* If you are stuck on this scenario, you may need to replay one or both of the previous scenarios and/or choose to &amp;quot;kill&amp;quot; Lady Outlaw in the previous scenario so you get her gold.&lt;br /&gt;
&lt;br /&gt;
Spoilers...&lt;br /&gt;
&lt;br /&gt;
* There is Dwarf Steelclad in the village at 8,5. It's 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;
* After you kill the first orc leader, an Orcish Slayer and two Assassins will pop out of nowhere, so you would be wise not to have any wounded units stuck without movement points at that point. Also, the other leader will get an infusion of gold and start recruiting on all available hexes, so if you can sit on some of those hexes first, it will help keep the situation from getting out of control.&lt;br /&gt;
&lt;br /&gt;
* At the end, you will be given the choice of the river/swamp road or the midlands/orc road. These fork to the scenarios ''The Swamp of Esten'' and ''The Midlands'', respectively. The swamp scenario is relatively easy, while ''The Midlands'' could cost you some leveled units or even prove impossible to beat if you are low on gold. Also, the swamp gives you a free loyal White Mage, so it's a no brainer, unless you want more of a challenge.&lt;br /&gt;
&lt;br /&gt;
* Heads up: it would be wise to have at least 1 White Mage before going to the scenario ''The Swamp of Esten''.&lt;br /&gt;
&lt;br /&gt;
===Diverging Campaign Path===&lt;br /&gt;
====The Midlands====&lt;br /&gt;
&lt;br /&gt;
Orcs again. But you chose that way. This scenario may appear impossible, but with a lot of gold and a little strategy, it can be beat. &lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
* You are given plenty of time, so use it wisely. The enemies send lots of orcs, mostly weak ones. So recruit and recall everything you can.&lt;br /&gt;
* Recall any White Mages you have. You'll need them.&lt;br /&gt;
* Bowmen are good for the wolf units you will be facing.&lt;br /&gt;
* The rest depends on your strategy.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
* The &amp;quot;Fast Assault&amp;quot; option: use an assassination team. If you go west, only your Knights and Horsemen will arrive and fight at daytime. So 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, but hopefully not the latter, as they are loyal units in a long campaign. With this approach, you can finish early (around 25 turns) and keep your losses low.&lt;br /&gt;
* The &amp;quot;Dark Assault&amp;quot; option: use Footpads.  If you chose to work with the the outlaws in the last round, then this works well.  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 them to the upper west and south, followed by more powerful units: Mages, Horsemen, etc.  For the time being, leave 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 enemy's gold and increases yours.  Don't attack at first, just defend, until more of your slow higher powered units arrive. The strategy here is to pick off the orcs, and send the Horsemen to capture villages.  While this is going, to the south you send your Footpads to capture any villages you can and, more importantly, put a Footpad on the hex that is adjacent to the bridge, thereby stopping easy advancement of their greater numbered troops. A White Mage, a couple Trappers and some Bowmen would make a good escort. Probably sending a Thief or two would be good too, to help dispatch any enemy that infiltrate the villages north of the river. one enemy got into one of the villages on the north of river, and it took a lot to dislodge him.  The intention is to engage the enemy so that they are fighting from the river squares, at a huge disadvantage.&lt;br /&gt;
&lt;br /&gt;
====The Swamp Of Esten====&lt;br /&gt;
&lt;br /&gt;
This scenario is not hard if you are conservative and don't send important units off alone.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
# First round, recall 1-2 quick Knights (or Paladins, if you have them), recruit 1-2 Horsemen, and recall your loyal Shocktroopers or whatever they are now.&lt;br /&gt;
# Next round, recruit/recall Mages to kill Scorpions (and Bats) and at least one White Mage to deal with poison, plus maybe a Poacher or Trapper or two, as they are good in swamp (and you would like a Huntsman eventually, for its markmanship.)&lt;br /&gt;
# A little Thug spam can come next, but you don't need a full third round of recruitment. Then send Prince Haldric off to lend his leadership.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
# Head to the northeastern leader first. Try to kill Dark Adepts with Burin or horse units before they have a chance to attack you. As you close in on the leader, hover your mouse over him to watch where he can go, as at night his ranged attack is nasty and can be followed up by waves of kamikaze Walking Corpses, which can take out a Knight.&lt;br /&gt;
# After you have killed the northeastern leader and eliminated troops there, you can either send your whole army back across the ford and south or split your army into two halves, sending one part to each leader. If you have lost several units but have lots of turns left, it's probably safer to stick together. This is not a simple mop-up operation, as powerful undead can take out some of your valuable units if you're not careful. On hard, Shadows are a threat at night.&lt;br /&gt;
&lt;br /&gt;
Spoiler...&lt;br /&gt;
&lt;br /&gt;
* Searching the temples is a good idea. Some have gold. There is 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 a horse unit or Lady Outlaw to the temple at 19,5. However, some of the temples contain undead, 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 challenge in this scenario is keeping your ally alive.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
# First round, recall your (probably leveled up) Heavy Infantry from The Fall and some quick Spearmen.&lt;br /&gt;
# Second round, recruit/recall Thugs, Bowmen, and Spearmen, preferably quick.&lt;br /&gt;
# Third round, recall 2-3 White Mages (or Mages of Light) and maybe some quick Mages.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
* Your forces will have three main combat arenas: the northeast, the south, and the middle.&lt;br /&gt;
# The castle in the middle is inhabited by the tree folk. The orcs have almost the perfect anti-wose force, heavy on fire (Orcish Crossbowmen and Pillagers), so your ally is going to need your help. Send 2-4 units to the castle and another 4-8 units northeast of the castle to block the enemy advancing from that direction.&lt;br /&gt;
# Split the rest of your forces to go northeast and south, 4-6 units each, with a White Mage in each force. Your loyal Heavy Infantry / Shocktroopers should head south. Sending Haldric south might help take some of the heat off the woses.&lt;br /&gt;
  &lt;br /&gt;
Tips...&lt;br /&gt;
* If you send a White Mage or Mage of Light to the wose castle, it will let any adjacent wose cure+heal or sometimes regenerate+heal (16 points.) That's because of the side sequence within a turn: player, orcs, woses. For example, after the orcs attack with poison, the woses cure themselves, and then your leveled mage will heal any adjacent wose.&lt;br /&gt;
&lt;br /&gt;
Spoilers...&lt;br /&gt;
* The temple contains the entrance to the catacombs, but you need the leader Wose's help to open it, and to get that help you have to win the current scenario, so there is no point in visiting this temple.&lt;br /&gt;
&lt;br /&gt;
* Heads up: The next scenario is in the catacombs, i.e., underground, and it's a tough one, so you need to groom your roster accordingly. Two Mages of Light would make it a whole lot easier. Failing that, level up your fearless loyal Shocktrooper and chaotic outlaw types. Bandits/Highwaymen and Fugitives are especially nice. Quick units of almost any type (except horse units) will be helpful, if leveled and possessing high HP (&amp;gt;50).&lt;br /&gt;
&lt;br /&gt;
===Temple in the Deep===&lt;br /&gt;
&lt;br /&gt;
You will be facing undead underground. This is a difficult situation that will prove much easier with proper recruitment. Then the strategy will be fairly straightforward.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
&lt;br /&gt;
* All in all, what you need is a small elite force. Two rounds of recalls is enough, if you didn't lose Burin in a prior scenario.&lt;br /&gt;
# First round, recall your loyal Shocktroopers / Iron Maulers, though their slow movement will prove frustrating. Also on the first round, recall a fast &amp;quot;tank&amp;quot; and someone to grab the holy water.&lt;br /&gt;
# Second round, recall any Mages of Light you might already have, and a total of at least two White Mages or Mages of Light, preferably quick. For the rest of your recruitment, what you need are high movement (6+ MP) non-horse units with high hitpoints (&amp;gt;50 HP). It helps if they are chaotic (or at least neutral) and/or have ranged or impact attacks. Put all the requirements together and it points to Fugitives. Outlaws and quick Arch Mages are worth recalling too. Fill out the rest with other high HP units. Note that horse units are too sluggish in caves and should not be recalled/recruited unless you have a compelling reason.&lt;br /&gt;
# Third round (optional), you can add a unit or two for a safety margin.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
&lt;br /&gt;
# There are two ways north, but they will meet up together. First thing you will see are Tentacles. You can either ignore the Tentacles for the most part or use them for XP. Your main initial objective is to find a good place to make a stand against the nasty wave of undead coming from the north. The chokepoints and southern shoreline offer good defensive locations. Watch out for the enemy's Bone Shooters, Revenants and Deathblades, as they could easily mess up a level 3 unit. &lt;br /&gt;
# Once the flow of baddies as tapered off, gradually progress northwards. 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. Be careful if he has recruits around, as their combined damage can take down one of your level 3's. Note that the Ruby can only be picked up by Haldric.&lt;br /&gt;
&lt;br /&gt;
Hints...&lt;br /&gt;
&lt;br /&gt;
* Holy water: The best choice for the Holy Water is a quick Bandit, who should level quickly. A quick Highwayman could be used, but won't benefit much from the XP.&lt;br /&gt;
&lt;br /&gt;
* XP: Use this level to get experience. The early-finish bonus is tiny. The Tentacles are perfect for leveling up units. Keep Burin away from the water at this stage, or he'll kill all tentacles as they attack, depriving those who could benefit from the XP.&lt;br /&gt;
&lt;br /&gt;
Spoilers...&lt;br /&gt;
&lt;br /&gt;
* Your killed units will be turned into Walking Corpses (or Soulless on hard.) Therefore, spam is not helpful. A Mage or Thug can be okay, if used with great care, but mostly you need to recall leveled troops here.&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;
&lt;br /&gt;
This scenario is easy if you take the first boat out, more challenging for the second and third boats, and very difficult (on hard) if you want to take out all three leaders.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
# Your loyals, two to three healers and plenty of spearmen is all you need, if you stick to the walls and play defensively.&lt;br /&gt;
# Recruit slowly at start to stretch your gold with initial income.&lt;br /&gt;
# It's a good scenario for leveling troops, so add a few other (sturdy, non-mage) units for diversity and to make your recall list more varied. &lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
# Your ally does not need his villages.&lt;br /&gt;
# Man the walls, play defensively, stick to the walls, prepare to defend against occasional breaches.&lt;br /&gt;
# Use illumination and leadership to maximum effect.&lt;br /&gt;
# Soften opponents with your loyal veterans, feed kills to recruits.&lt;br /&gt;
# Send a small task force to the northeastern coast (easy kills on 20% terrain). Be prepared to reinforce them.&lt;br /&gt;
&lt;br /&gt;
Finish...&lt;br /&gt;
* Take the third boat (this gives early finish bonus) or try to defeat all leaders, if you feel ambitious.&lt;br /&gt;
&lt;br /&gt;
===Fallen Lich Point===&lt;br /&gt;
&lt;br /&gt;
This is a high variance scenario. It may be easy or hard, depending on events beyond your control.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
* Recruit fairly lightly initially, as you will likely have a chance to use the Lich's keep to recruit again.&lt;br /&gt;
* Mages, White Mages, and Mages of Light are good, and as are all the other advancements of Mages.&lt;br /&gt;
* You automatically should have your loyal Knight. Because of the mountains around &amp;quot;lichland&amp;quot; and frozen ground everywhere else, additional horse units are not recommended, except a single Paladin will come in handy.&lt;br /&gt;
* Some Thugs or a Bandit or Highwayman will provide a little extra undead bashing power.&lt;br /&gt;
* Footpads will help with village flagging.&lt;br /&gt;
&lt;br /&gt;
Strategy... &lt;br /&gt;
# The Orcs will be busy with the Yetis, so you can walk with a big group south and kill the Lich-Lord. Move Haldric to the stone monument to de-petrify the Lich. It may help to post some units around the undead before doing so. Use several mages to make a hole or two in the ring of undead, and then push in a burly fighter or two and/or Paladin to kill the Lich.&lt;br /&gt;
# After killing the Lich, assess the Orc/Yeti situation (as well as the village flagging situation) and decide if you need to use the Lich's keep to recruit some reinforcements.&lt;br /&gt;
# After that, head north and walk into the sewer entrance (the &amp;quot;cave&amp;quot;) or else kill the orc leaders.&lt;br /&gt;
&lt;br /&gt;
Hints...&lt;br /&gt;
* 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 Yetis.  However, be careful not to be attacked by a Yeti yourself.&lt;br /&gt;
* 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.)&lt;br /&gt;
&lt;br /&gt;
===Sewer of Southbay===&lt;br /&gt;
&lt;br /&gt;
This is a swampy underground scenario, but with attention to recruitment, it's not very difficult.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
* As always underground, you want non-horse units with 6+ MP.&lt;br /&gt;
* Recall White Mages / Mages of Light, at least two, three is probably the optimal number.&lt;br /&gt;
* There are quite a few villages in this cave, so an expensive force is supportable, though not necessary. Some players recruit a large and spammy force, while others go with small and elite:&lt;br /&gt;
** Option 1, &amp;quot;Large and spammy&amp;quot; recruitment: Recruit four each of Mages, Thugs, and Poachers. Yes, Poachers normally stink, but here they really shine in a swamp that is permanently dark, underground. If you recruit four Poachers, you could finish with three Trappers and a Huntsman - or you could finish with four dead Poachers. The Thugs are especially likely to die, as they will be facing off against Red Mages, but somebody has to do it.&lt;br /&gt;
** Option 2, &amp;quot;Small and elite&amp;quot; recruitment: Recall something like one Red Mage, one Arch Mage, one Silver Mage, 2 two Royal Guards/Highwaymen/etc, and a Trapper or Huntsman, plus three regular Mages and a Poacher.&lt;br /&gt;
* A Rogue (or Assassin) can be very handy as a damage dealer, who is able to break through bottlenecks.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
# After leaving your initial chamber, you will be in a large swamp room with three entrances, through which will be a flood of bad guys. Use two Poachers and a Thug or similar to blockade the southeast, a small elite group to block the north, and then a mix of fighters and mages to handle the west entrance. Give each group a White Mage or Mage of Light, as well as at least one regular Mage. Try to keep the Mages of Light away from your chaotic forces on the front lines, though. Use the leadership of Haldric and Lady Jessene - and Mage of Light illumination or lack thereof - to get the most from each attack.&lt;br /&gt;
# When the initial battle has died down, you have two options:&lt;br /&gt;
## If you have enough forces, you can divide into two groups and attack both brothers simultanously, east and west.&lt;br /&gt;
## Otherwise, do them one after the other, and then look for the exit.&lt;br /&gt;
&lt;br /&gt;
Spoilers...&lt;br /&gt;
* Danger: there is a Giant Spider at the exit. You may wish to keep one or two cannon fodder units in order to be able to save your advanced units.  It is best to use ranged attacks against the spider, so leveled mages are good here.&lt;br /&gt;
* Heads up: the next scenario is a lot easier with a lot of gold, especially on the hardest difficulty level.&lt;br /&gt;
&lt;br /&gt;
===Southbay in Winter===&lt;br /&gt;
&lt;br /&gt;
Plot only.&lt;br /&gt;
&lt;br /&gt;
===A Final Spring===&lt;br /&gt;
&lt;br /&gt;
Clockwise, starting at the bottom: &lt;br /&gt;
* the southern orcs (purple) will recruit the usual orcish units, and with a few going west between the mountains and the coast, while the bulk will come through the plains south of the swamp, arriving at the keep early in the night. This one is the most conventional enemy, once his host is defeated you can march a comparatively small strike force to his keep and finish him off.&lt;br /&gt;
* The waterlogged orc to the west (black) will recruit mostly Naga and a few Bats, which will harrass you from the sea and try to seize the villages on your peninsula. He only has a small keep, so he can keep recruiting, two units per turn, seemingly forever.&lt;br /&gt;
* The northern orcs (green) are farthest away; they also have lots of villages they can capture. Hence it will be some time until they reach you, and not in full force at first. With any luck (and strong enough units) you'll have fought down the bulk of the southern orcs by then.&lt;br /&gt;
* Finally, a number of level-2 skeletons (including Chocobones) will appear behind the swamp in the east on turn 4 (first dusk). Those will join the black team; starting behind the swamp and with a few villages to grab, they won't knock on your door before daybreak.&lt;br /&gt;
&lt;br /&gt;
Spoiler:&lt;br /&gt;
On turn five, a few mermen will appear near the lighthouse and join you; you'll also be able to recruit mermen from then on. That's your ticket to fighting back the Naga, see to it that you still have some money left at the time.&lt;br /&gt;
&lt;br /&gt;
Recruitment/Strategy:&lt;br /&gt;
# several Trappers/Rangers/Huntsmen to sally forth and occupy the hills and forest south of the town. Your ally will sally forth to meet the enemy in the usual fashion; if you can lend a hand and soften up the enemy, King Addroran's troops will finish them off easily. In doing so, they'll happily expose themselves to counterattack -- your Trappers (etc.) have a rather good melee attack and probably won't be targeted as long as there's weaker and more accessible allied units nearby. Don't fret about the missed XP, there will be plenty more before this is over. For now, you want to dispose of the bad guys ASAP before they pile up on the doorstep.&lt;br /&gt;
# you probably don't need dedicated undead-killers beyond the Mages you bring anyway. But if you want to employ your loyal Shock Troopers, recruit them no later than turn 2 or they won't get there in time.&lt;br /&gt;
# Mages: seeing as there will be fighting all over the place, three healers will be barely sufficient. A few fireball-throwers will also come in handy, if only in order to deal with the evasive Orcish Assassins / Slayers. A Silver Mage or two will be especially useful, as they can teleport all over the place and help with each of the commanders in turn (especially the one on the island, that would take forever to get to otherwise).&lt;br /&gt;
# by turn 3, some chaff to occupy the coastal villages so the Naga can't just waltz in. Level-1 units or even peasants will do.&lt;br /&gt;
# the worst fighting will be over by daybreak; you'll still want a few lawful units to carry on the battle during the day. One keep of knights and level-2 lawful infantry should suffice. Recruit these on turn 4.&lt;br /&gt;
# starting on turn five, you can recruit mermen. Those can not only deal with the Naga infestation, but also tackle the northern orcs as they try to cross the bay. Two keeps worth is not too many.&lt;br /&gt;
&lt;br /&gt;
Strategy is broken into three fronts...&lt;br /&gt;
# First order is to help your ally with the first waves of attackers, as described above. You can't stop King Addroran from throwing away his troops, but you can help them to have some effect before they perish.&lt;br /&gt;
# Next, fending off the Naga. A few cheap units in coastal villages at first, mermen later. Mermen vs Naga at sea will be slow fighting: both have excellent terrain defense, so there will be no obvious progress for a good long while. You should use a Mage of Light to support them, this really makes a difference during the night.&lt;br /&gt;
# Also, the bay/river to the north. The Mermen can be very efficient here, enjoying high terrain defense while being close enough to the coast that Lady Jessene and Haldric can provide Leadership wherever needed; again, you also want a Mage of Light if available.&lt;br /&gt;
&lt;br /&gt;
For the landlubbers, don't bring too many rookies: this scenario is best used to direct experience to your level-2 units, partially advancing them outright or getting them to a point where you can expect them to level up at a good point in their next battle.&lt;br /&gt;
&lt;br /&gt;
For the Merfolk, try to advance all they loyal ones, and a few more besides. Directing XP to particular units will be easier for those mermen defending the bridge, but those fighting the Naga will inevitably get some XP as well. Eventually you'll have to cross the bridge with ground troops and take the fight to the enemy, though.&lt;br /&gt;
&lt;br /&gt;
===Peoples in Decline===&lt;br /&gt;
&lt;br /&gt;
This is a potentially bloody scenario. The Drakes are barely impeded by the difficult terrain and can run circles around you, making it hard to move damaged units into a safe position. On the upside, most drakes have little terrain defense even in forest and mountains, and are positively vulnerable to spears and arrows.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
Using Trappers (or their upgrades) and Merfolk, try to lure the enemy into the swamps or over the sea, fight down their troops, then storm their keeps. Be prepared to suffer some losses: it's better to deliberately sacrifice some units of your choosing than struggling to keep everyone alive.&lt;br /&gt;
&lt;br /&gt;
Spoiler...&lt;br /&gt;
* There's a Storm Trident in the middle of the bay. There's no particular hurry to pick it up for using it in this battle: the trident does fire damage, which isn't very useful against drakes. Just don't forget to retrieve it for later use.&lt;br /&gt;
&lt;br /&gt;
Picking it up will summon a level-3 Sea Serpent on the next turn, be sure that you're ready for it. &lt;br /&gt;
&lt;br /&gt;
Lord Typhon will depart in a few scenarios, so better give the trident to another fighter. Preferably a &amp;quot;quick&amp;quot; one, who can become a Hoplite and still keep up with his mates when he gets to level 3.&lt;br /&gt;
&lt;br /&gt;
===Rough Landing===&lt;br /&gt;
&lt;br /&gt;
You will be fighting Nagas and Vampire Bats, primarily. This is a scenario that may be frustrating on the easier difficulty levels, though on hard it is just par for the course. Good recruitment and strategy will save you from getting slaughtered.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
* You are probably going to go negative on gold and be unable to rectify that with the paultry early finish bonus, so you might as will go very negative and be resigned to start the next scenario with minimum gold.&lt;br /&gt;
* Recruit/recall many Mermen and 1 or 2 White Mages or Mages of Light. A few Peasants can be useful to pad out your force, distract the enemy, and protect villages from stray Bats. A Silver Mage can be useful for island hopping but is not essential. Thieves/Assassins are blade vulnerable, and Nagas only use blades, so it's probably best not to recall them.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
# Knock out the southeastern leader in a blitz. It's important to get that out of the way, because a wave of Nagas is advancing at light speed from the north.&lt;br /&gt;
# Next, hurriedly set up a line in the water alongside your fortress island. Your fortress troops can anchor one flank, while Burin the Dwarf can go to the island to the northeast to anchor the other end of your line. Nobody messes with Burin. Move Lady Jessene behind the lines to lend her support to the Mermen. Your loyal Mage of Light will be able to move back and forth more (to lend illumination) if kept in the fortress area.&lt;br /&gt;
# Finally, once the enemy assault wave has been broken, advance northward to kill the final two leaders in a straightforward mop-up operation. Just be careful not leave isolated units where they can get swarmed.&lt;br /&gt;
&lt;br /&gt;
Hints/Spoilers...&lt;br /&gt;
* Try to level up the mermen; they can be useful in another scenario later.&lt;br /&gt;
* Beware of Sea Serpents. Three of them will appear, one on each of the three turns following your first kill of an enemy unit. Make sure to kill them at once. The Storm Trident from the previous scenario and the Ruby of Fire will come in handy against the Serpents.&lt;br /&gt;
&lt;br /&gt;
===A New Land===&lt;br /&gt;
&lt;br /&gt;
This is an odd scenario: as soon as anyone gets killed, the elvish high council will step in an end the bloodshed. Your &amp;quot;early finish bonus&amp;quot; becomes a &amp;quot;late finish&amp;quot; bonus: you're supposed to drag this out for as long as possible without anyone being killed.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
* the strongest units you have, that can deal both melee and ranged damage.&lt;br /&gt;
* Rangers are best, followed by Javelineers and level-3 Bowmen.&lt;br /&gt;
* you need six of these at the very least, preferably more, plus healers to back them up. If you don't have that many elite troops on your roster, or cannot afford to recall as many, it may be better to do nothing: keep your starting money, and slay the first person to reach you.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
Place Javelineers on the keep, Mermen in the water, and Rangers in the forest. All backed up by healers. Have a few reserves you can swap in when things get tough. Haldric also makes a good front-line unit; Javelineers should stay near him for the leadership.&lt;br /&gt;
&lt;br /&gt;
Note that no enemy unit will attack you when there's even a remote risk that they might die. So having the strongest possible fighters, both melee and ranged, will deter the most attackers. If your line looks fierce enough, some level-1 units will not attack you at all. All others will cease attacking as soon as they've taken enough damage that their death becomes a possibility. At which point, they will wander of in search of a village for healing; once all nearby villages are occupied, your attackers may even stand around dumbfounded.&lt;br /&gt;
&lt;br /&gt;
Place your troops where they enjoy a good terrain defense, that is, the keep and the forest. The purpose is to reduce the damage taken and last for as long as possible. After the first round of attacks, you'll always have a few near-dead opponents standing in front of your lines, allowing you to end the scenario quickly.&lt;br /&gt;
&lt;br /&gt;
You need eight tough guys to fully seal off a corner of the map, plus two mermen, and four healers. However, the enemy doesn't know or understand your plan: if your front doesn't extend all the way to the edge of the map, they will not deliberately try to outflank you. To the AI, a ''small'' gap of one or two tiles will look like a trap. So six land warriors to hold the line will do for a long time. Only after the attackers start to pile up against your formation will they eventually start to flow around.&lt;br /&gt;
&lt;br /&gt;
Be sure to keep the villages behind you occupied at all times, however, or wounded enemies seeking a village to heal in may actually try to get there. Sir Ruddry and Burin, having no other use, will do nicely.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Spoiler...&lt;br /&gt;
* this the last chance you have to recruit Mermen, as their king leaves. You've probably got plenty on your roster from the previous scenarios, which will stay with you and can be recalled later. But if you think you need more, this is your last chance.&lt;br /&gt;
* the late finish bonus is 50/turn, so if your upkeep is less than that, you're in the good. Even if you don't have or cannot afford enough troops for a full defense, trying to hold the keep for a few turns will be worthwhile.&lt;br /&gt;
&lt;br /&gt;
===The Ka'lian===&lt;br /&gt;
&lt;br /&gt;
Story, with your choice of four battles next.  You have to beat them all in whatever order.  The amount of gold you have should be the factor in deciding when you choose to play Cursed Isle (the undead problem).&lt;br /&gt;
&lt;br /&gt;
===Diverging Campaign Path===&lt;br /&gt;
&lt;br /&gt;
All four scenarios have to be beaten, but in whatever order you choose.&lt;br /&gt;
&lt;br /&gt;
====The Dragon====&lt;br /&gt;
&lt;br /&gt;
This scenario is not as difficult as it looks, though your recruitment and strategy need to be tailored to fight the Saurian Skirmishers and other foes you will face here.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
* Saurians use piercing attacks mostly, so it's better to use units resistant to pierce. Pikemen and Halberdiers have 40% pierce resistance. Javelineers are ideal as Saurians use ranged attacks a lot.&lt;br /&gt;
* You may wish to bench some or all of your loyal Iron Maulers. They are ineffective against the 70% impact resistant Mudcrawlers, while also vulnerable to the ranged attacks of both Mudcrawlers and Saurians.&lt;br /&gt;
* Consider adopting a force of all units with ranged attacks, save for horse and thief units, which can be kept behind the lines when not in use. It is amusing when Saurian Augers are forced to tap your units with their little staffs.&lt;br /&gt;
* Healers are a necessity to deal with the heavy damage your units will be sustaining. Depending on the strategy you adopt, you will want 2-4 healers. Mages of Light rock here, as they can easily do front line duty in pairs and their illumination blinds the Saurians, reducing their damage.&lt;br /&gt;
* You need something to clean up mud. Versus level 0 Mudcrawlers, Horsemen and their advancements can charge with no counterattack, and likewise Thieves and their advancements can backstab with no counterattack. Mages can be used as well on the fire vulnerable mud.&lt;br /&gt;
* Merman shine on this map once you get them into the swamp / water hexes. They are more mobile than anything but silver mages. The storm trident makes short work of even high-level saurians and the dragon is weak to the pierce damage of your tridents and javelins. An Entangler's slow ability will help tame the dragon even further.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
* Players have used many different strategies with success:&lt;br /&gt;
** &amp;quot;Hedgehog&amp;quot; strategy: 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. You can 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, you can string non-wounded troops out a bit in the rush for the leaders. &lt;br /&gt;
** &amp;quot;Triangular Hedgehog&amp;quot; strategy: 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. You can fix this by creating 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. 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 Jessene, since she has excellent defense and is chaotic and therefore benefits by not being in the Mages' light. &lt;br /&gt;
** &amp;quot;Giant Hedgehog&amp;quot; strategy: Recruit a lot of units, and then move the whole army as one big bulk. Keep healers in the middle (about 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. Head first for the east or west leader, but steer for good terrain, because your force will soon be swarmed. But then by turn 10, there should be many few Saurians alive.&lt;br /&gt;
** &amp;quot;Standard Line&amp;quot; strategy: Form a line from the west board edge diagonally up towards your keep across the two villages just in front of the forest. You will probably wish to bend upwards at the forest, rather than running the line all the way to the keep. Whenever the Saurians have a small number of troops at your line and you have enough strength to kill them all, you can advance your whole line one hex south, allowing you to get additional attacks on them from non-frontline troops. Once you advance a unit to the first water hex at west board edge, the west leader will probably come out to greet it, so be ready to fry him with Haldric's ruby. After killing the leader, back up into good terrain to prepare to meet the dragon.&lt;br /&gt;
** &amp;quot;Wake the Dragon&amp;quot; strategy: Prematurely wake the dragon (see spoiler below) and back up your troops to north of your keep. When the dragon comes, kill him. The scenario can be over on turn 7. There is no early finish bonus for this, but you can recruit lightly so that you still have gold at the end and will carry-over 40%, if you need it for your next scenario.&lt;br /&gt;
* With all these strategies, the Saurians may hold back for quite a while. This is okay, as the Dragon will eventually appear and come to you. Kill it. Then you are given a choice of whether to end the scenario or to try to kill all the enemy leaders before time runs out. You can choose to finish the remaining Saurians for a nice bonus. &lt;br /&gt;
&lt;br /&gt;
Spoilers...&lt;br /&gt;
* The dragon will awake on turn 15 or when you move a unit down around the road north of the mountains. If you wish to wake the dragon prematurely, you can recruit a Horseman on turn 1 and run him down. It's a suicide mission for him, however.&lt;br /&gt;
* If you have a fast non-horse unit in position, rush it to the mountain cave after the Dragon leaves to grab the 200 in gold, though that's nothing compared to the Hero bonus for defeating all the Saurian leaders. So focus on killing all of them first.&lt;br /&gt;
&lt;br /&gt;
====Lizard Beach====&lt;br /&gt;
&lt;br /&gt;
This is a scenario versus Saurians, Giant Scorpions, and Mudcrawlers, where good recruiting and strategy will save you from massive bloodshed.&lt;br /&gt;
&lt;br /&gt;
Recruiting...&lt;br /&gt;
* Mermen are helpful for the swamp and water areas.&lt;br /&gt;
* Bench some or all of your loyal Iron Maulers, veterans from ''The Fall.'' They are laughably ineffective against the impact resistant Mudcrawlers - and laughably vulnerable to their ranged attacks.&lt;br /&gt;
* Thieves, Horsemen, and their advancements are good for mud cleanup, though you must keep them out of range of Saurian skirmishers. Swordsmen and Royal Guards are also good, though overkill.&lt;br /&gt;
* Recall a lot of fairly high HP units, preferably with strong non-impact ranged and melee attacks.&lt;br /&gt;
* Mages are good. Mages of Light are especially useful, since they can do front line duty. Lots of healing may be necessary, about 3 healers are good, so White Mages can be used too. Raw recruit Mages can be used as well, for disposal of Giant Scorpions and the occasional Saurian Skirmisher that wanders too far. At least one Silver Mage is highly desirable, along with a speedy unit (e.g., Fugitive, Footpad, or Horseman) to capture villages for the Silver Mage to use north of the river.&lt;br /&gt;
* [fredbobsmith2] An alternative strategy that works surprisingly well is to simply use a very mage-heavy army. Recall most or all of your high-level mages, throw in a few peasants, and spend the rest of your gold on recruiting mages. Victory will come with shocking ease.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
* General strategy: as Saurians have skirmishers and a lot 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 straight so only two can mob one guy. Hedgehog tactic also seems to work well.&lt;br /&gt;
* Opening strategy: here are some specific strategies that players have used with success in the early part of the scenario:&lt;br /&gt;
# &amp;quot;Mermen in center&amp;quot; strategy: Recall 2-4 Mermen, 1-2 Trappers/Huntsmen, and a lot of high HP troops, then form a line. Initially, you can either form a north-south line around the lake area with one flank at the south board edge, or, if you want to be conservative, you can do a diagonal line in the southeast corner, with both flanks tied to board edges. You'll need the Mermen to handle the lake area, and Trappers/Huntsmen/Mermen for the swamp areas. Keep troops in reserve, so that when a few Saurians meet your line, you can advance your whole line over them. Do not be too conservative/defensive on hard, as your time is limited. &lt;br /&gt;
# &amp;quot;Mermen on flank&amp;quot; strategy: Recall several decent land melee units &amp;amp; then 4-5 level 2 Mermen on rounds 2-3. Most of your force forms a line of battle near your keep, Mermen on the north flank in the river, land units extending south, flanks bent back with strongest units at the corners - then 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. 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. &lt;br /&gt;
# &amp;quot;Mermen feint&amp;quot; strategy: 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.&lt;br /&gt;
# &amp;quot;No Mermen&amp;quot; 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.&lt;br /&gt;
# &amp;quot;Sacrificial lamb&amp;quot; strategy: In addition to a couple mages, 2 healers, and some other fighters, recruit a castle-full of peasants to draw the Saurians out onto open ground.  Surround a single peasant on 5 sides, with 2 healers behind him. Build your formation around that.&lt;br /&gt;
* Closing strategy: The enemy's onslaught tapers out after their initial wave, so the final push for the southern leader should be quick and clean. Taking out the northern leader is harder, 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 don't want to lose any of your better units, patience may be the key.&lt;br /&gt;
&lt;br /&gt;
Spoilers...&lt;br /&gt;
* When one of your units gets as far west as the second bridge, a wave of Nagas will arrive out at sea. You may wish to delay going that far until the second watch, so that the Nagas will make contact with your forces during the day.&lt;br /&gt;
* 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;
&lt;br /&gt;
====The Troll Hole====&lt;br /&gt;
&lt;br /&gt;
Cave terrain again, but this time the cave is so riddled with holes that there's barely any sense of individual corridors. There's plenty of short narrow passages which prevent both you and your opponents from ganging up on on each other, while on the other hand the trolls can just walk around a blocked choke point and come at you through the neighboring hole. So fighting is mostly one-on-one, though may have several such fights going on at any given time.&lt;br /&gt;
&lt;br /&gt;
The map is roughly symmetrical, a keep in each of the four corners. Two random keeps will be home to the trolls, the other two will be occupied by a Giant Spider each. The spiders will only attack if you get too close.&lt;br /&gt;
&lt;br /&gt;
You designated opponents will be level-1 and -2 trolls, under level-3 commanders. They don't have that much starting gold, but sufficient income to keep recruiting about one Troll Cub per turn, or a level-2 every other turn, very much until you're right on their doorstep. In order to win this, you have to be able and slay the trolls quicker than they're coming.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
* as usual in the caves, give preference to units that can move 3 tiles on cave terrain.&lt;br /&gt;
* also as usual by now, this is no place for level-1 units. You can carefully level up one or two rookies, but the bulk of your host has to be tougher than that. It's more an opportunity to level up your chaotic units, and, especially, your mages.&lt;br /&gt;
* Spellcasters will do a lot of damage to Trolls, and in the 1-on-1 situation so common on this map, any level-2 or better mage will be certain survive the counterattack. You'll need level-3 Magi to press forward and carry the battle to the enemy's keeps, though.&lt;br /&gt;
* You'll want two teams of two healers each in any event. However, Trolls are susceptible to arcane damage, so your White Mages can play a very active role (and quickly level up if so desired). Mages of Light will be especially nice, with their illumination blinding the trolls and a half-decent melee attack to fight back with.&lt;br /&gt;
*  You can arguably fight this battle on mages alone. However, you'll need at least two keeps worth of units to plug all the holes and prevent the trolls from outflanking you. The supporters' main qualification will be to have enough hitpoints to survice a troll attack; being able to fight back is very desirable. Bandits or Swordsmen will be best, depending on whether you back them by a light source. Trappers and Outlaws will make do in the dark, Pikemen are a distant third, and lawful bowmen should sit this out: Mages can play the same game much better.&lt;br /&gt;
&lt;br /&gt;
The general strategy is to move into whatever direction the trolls are coming from, and fight your way, upstream so to speak, until you get to the enemy keep.&lt;br /&gt;
&lt;br /&gt;
You may start doing so right away, or first await the initial onslaught in the island you're starting on. With you on the ground and the enemy in the water, the terrain is in your favor... but the spacious cavern also allows two or even three trolls to gang up against one of yours. Then again, you can make good use of your loyal mermen and possibly even Sir Ruddry. Neither of which will be any good later when you carry the fight to the enemy, but hey, they're loyal and demand no upkeep.&lt;br /&gt;
&lt;br /&gt;
If you want to explore the map and steal villages, you better do so in force. The spiders will lunge at anyone who happens to get in their range; and besides, there's several unflagged villages at the beginning of the scenario, and your opponents will seize them. This means that trolls, even level-2 ones, may show up in unexpected places.&lt;br /&gt;
&lt;br /&gt;
====Cursed Isle====&lt;br /&gt;
&lt;br /&gt;
You will be fighting undead, mostly of the incorporeal and ghoulish lineages. Victory comes surprisingly easily.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
* Recruit lightly, certainly no more than two castles of troops. You could use 1-3 Paladins, 1-2 Mages, and 1-2 White Mages / Mages of Light.&lt;br /&gt;
* Recall your loyal Merman Triton or similar and have him pick up the holy water.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
* This can be the first or last quest you choose.  If you can wait, do it last, as you will come out of it with a lot of gold, which you will need for the first scenario after the quests, ''The Vanguard''. &lt;br /&gt;
* Keep a very tight formation for the first night, as Shadows will hit hard and you don't want to get backstabbed or swarmed. By dawn, it should be smooth sailing.&lt;br /&gt;
* If you get anywhere near the enemy leaders' keeps, expect to get rushed by a leader.&lt;br /&gt;
&lt;br /&gt;
Spoiler...&lt;br /&gt;
* In one of the three temples there is a Vampire Lady. All you really need is a Paladin or three to rush the temples. Kill her. Game over, you win. One of the other temples has some gold; grab that first.&lt;br /&gt;
&lt;br /&gt;
===A Spy In The Woods===&lt;br /&gt;
&lt;br /&gt;
Plot only.&lt;br /&gt;
&lt;br /&gt;
===The Vanguard===&lt;br /&gt;
&lt;br /&gt;
You will be fighting a large number of orcs, trolls and other enemies in a location with a natural defensive line, where presumably an underground river has carved a line of sinkholes. This scenario will be difficult or impossible with minimum gold (200), but quite doable with a large amount of gold (450+) even on the hardest difficulty setting. Recruitment and strategy are fairly straightforward, given the board layout.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
* Recruit a lot of units; you will need them.&lt;br /&gt;
# First turn, recall/recruit speedy units: Knights, Lancers, Paladins, Horsemen, Outlaws, and similar.&lt;br /&gt;
# Second turn, recall your loyal Iron Maulers (leveled up from ''The Fall'') and Spearmen/Swordsmen/Royal Guards.&lt;br /&gt;
# On subsequent turns, recall/recruit healers and other sorts of Mages, Thugs and their advancements, and Longbowmen. You will need quite a lot of healing power: 3-4 White Mages / Mages of Light and 1-2 Paladins. A Silver Mage would come in handy, since your forces will be widely spaced, but you could start with a couple of Red Mages and try to level up one or both to Silver Mage.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
# Your first priority is to rush to the west and northwest sinkhole gaps with mounted units. Seal the gaps there before the enemy pours through. Seal the rest of the gaps quickly too. Of course, seal each gap with one or more units ''behind'' the gap, not in it, so that you get multiple attacks on the enemy.&lt;br /&gt;
# A &amp;quot;Sitzkrieg&amp;quot; may develop, where neither side can make progress. Shift units to the southwest and break out there, using the west board edge defensively.&lt;br /&gt;
# Alternatively, allow &amp;quot;controlled openings&amp;quot; of the gaps, that offer better attacking opportunities during daytime.&lt;br /&gt;
# Don't forget the chest of gold, which you can see even in fog.&lt;br /&gt;
&lt;br /&gt;
Spoilers...&lt;br /&gt;
* Once you kill more than half the units of any side, a few tough undead units will appear near that side's stronghold at the edge of the map. So, this will happen three times. Beware the Chocobones. Their double damage from charge means they can take out Commander Aethyr at night just by hitting 2 for 2, and they will certainly try if they get the opportunity.&lt;br /&gt;
* After you kill either of the orc leaders, the other gets 80 gold. At far north is a level 3 troll leader, but he gets no bonus gold.&lt;br /&gt;
* Heads up: the next scenario is much less difficult with extra gold. You can use Peasants to avoid going negative on gold, promoting them to Spearmen only when needed.&lt;br /&gt;
&lt;br /&gt;
===Return of the Fleet===&lt;br /&gt;
&lt;br /&gt;
Welcome to the &amp;quot;kitchen sink&amp;quot; defense.  You've made it this far; now the enemy will launch a desperate defense, throwing a little bit of everything at you.  The effect is mostly psychological, but it could be a problem if you came into the scenario with minimum gold or your initial assessment causes you to drastically under-recruit. Time is money.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
* On medium, at least, you don't want to overrecruit. First turn, recall Mermen to assassinate the undead leader; 2 Entanglers/Netcasters and the Triton with the Storm Trident. Later, you should recruit 1 or more Silver Mages also for this taskforce as well as for causing general mayhem. It's also worth recruiting 5-10 L1/L0 units to take the brunt of the first wave of attacks; you can use any combination of Footpads, Poachers, Thugs, Spearmen, and Peasants, as you see fit. You'll want some decent L2 and L3 recalls for healing, to flank your lines, and to start kicking some butt at daybreak. A Mage or Red Mage to blast Trolls and Chocobones will level up by end of scenario. Paladins are good too. In addition to your loyal Mage of Light, you will need a bare minimum of 1 more healer.&lt;br /&gt;
* On medium, 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 (on 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.&lt;br /&gt;
* On hard, you also don't want to recruit too much for fighting the undead, but it's only because going on an offensive early against them will get you crushed by a Chocobone armada.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
# Move the Mermen (including the storm trident) 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.&lt;br /&gt;
# Your loyal units can do a little village grabbing, but it would be unwise to venture too far north.&lt;br /&gt;
# After nightfall, fog will appear; for the rest of the scenario, the map will become shrouded.  So, while you're still able to see, note the troop dispositions (especially Chocobones.)&lt;br /&gt;
# The first wave is largely at night and will have Goblin Knights and Pillagers, and later Chocobones and Troll Warriors. The damage they can cause is bone chilling, so make sure to divert their attention with plenty of spam. You want to meet them on the edge of the woodland, while inducing the orcs to fight from the grassland. Footpads are handy here, as they have high defense in woodland. Players have had success setting up the initial line in either the north or northeast woodlands, with respect to the castle. Others have succeeded by fighting mostly from the open plain, retaining mobility by leaving the woodlands to their Footpads.&lt;br /&gt;
# Once your Mermen have taken an island city, teleport over one or more Silver Mages to help kill the undead leader - in addition to a Silver Mage, you will want the storm trident, a Netcaster/Entangler, plus one more leveled unit to be fairly sure to knock him out in one round. Quick striking like this you end up fighting a lot less undead.  You probably end up foddering one of the mermen to the Undead Archers, but the trade off is probably worth it.  You can keep cycling your mermen up to fight with any orcs or trolls that come into the water. Silver Mages can assist, since they are not needed much in the other part of the fight.&lt;br /&gt;
# After the undead leader is assassinated and the first wave is broken, you may advance cautiously due north or to the northwest along the coast and ultimately finish off the two orc leaders.&lt;br /&gt;
&lt;br /&gt;
Spoilers...&lt;br /&gt;
* When you are close to the village in the northeast woods, tighten your formation, as past there you can trigger a small but elite force of Saurians. (Stepping 10 hexes or less from 34,15 triggers the Saurians.) Trigger them at second watch so they arrive at your forces in daylight. Alternatively, you can delay triggering the Saurians as long as possible by moving your force northwest near the water and then onto the small island, though even then it is possible to trigger the Saurians if you are not careful where you step. You can fight the final wave of orcs from the island, then move northeast to the mainland, finally triggering the Saurians.&lt;br /&gt;
* Cuttle Fish appear when you approach the north-central island (including the village at the northwest corner of the plain on the mainland.) There are 1, 2, or 3 Cuttle Fish, for easy, medium, or hard. 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;
* 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 the XP more than the gold; otherwise, try to knock out both leaders on the same turn before they can recruit more.&lt;br /&gt;
* Heads up: The next scenario is the final one. Therefore, loyal units are now somewhat disposable. However, you will need plenty of gold. Recruit some Peasants in the current scenario if you need to save some gold. Not only are they cheap, but they have no upkeep and Chocobones love 'em. Send a unit with leadership with them and they can even deal some amount of damage and be used to finish off wounded enemy, though at night you should just let them take the beating passively since otherwise they die too quickly.&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. Also, loyal units are no better than other units after your recruitment is finished.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
* You will need at least 300 starting gold, maybe more like 400 on the hardest difficulty level, so if need be, replay the previous scenario.&lt;br /&gt;
* To stretch your money, start with loyal Iron Maulers and some ready-to-level level 1's and level 2's. Finally, recall as many level 3's as possible.&lt;br /&gt;
* Healers: 3-6 Mages of Light / White Mages. Your few chaotic units will appreciate a White Mage.&lt;br /&gt;
* Horse units: 2-4 Paladins, 3-4 Knights / Grand Knights.&lt;br /&gt;
* Horse escorts: about 3 speedy units, like Royal Guards, Fugitives, and Silver Mages.&lt;br /&gt;
* Tanks: at least 6 high HP units, such as Royal Guards, Highwayman, Master Bowmen, and the loyal Iron Maulers.&lt;br /&gt;
* Mages: at least 3 high level Mages aside from your basic healers, so Arch Mages, Great Mages, and Silver Mages. Additional Mages of Light can be substituted.&lt;br /&gt;
* Some Mermen might be useful here, but surprisingly, they're not really necessary.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
* You can either send everybody west initially and then split for the two bridges or you can split initially, with mounted units racing to the west and then south, while the main army heads due south.&lt;br /&gt;
* With your mounted units, race forwards by day and backwards by night.&lt;br /&gt;
* Along with the mounted units should go some escorts, speedy foot units intended to kill things like Goblin Impalers, which make even Grand Knights nervous. They would also benefit from a quick Mage of Light.&lt;br /&gt;
* Meanwhile, with your tanks and the rest of your healers and support units, form a line or hedgehog. &lt;br /&gt;
* Maintain awareness of the overall battlefield.&lt;br /&gt;
* Kill all but one of the orc leaders (not all!).&lt;br /&gt;
* Don't forget to sacrifice Aethyr to Jevyan. Jevyan probably won't come out to play, so march Aethyr up to Jevyan and use a crossbow attack.&lt;br /&gt;
* Paladins, great mages, mages of light, silver mages are all suitable units to kill Jevyan himself, make sure you have them in sufficient numbers with your southern army.  Congratulations!  Enjoy the ending!&lt;br /&gt;
&lt;br /&gt;
Spoilers...&lt;br /&gt;
* When one of your units is within 8 hexes of a bridge, but you have no units within 2 hexes of the bridge, and there are no units on the bridge, then a Cuttle Fish will appear and destroy the bridge. This is usually disadvantageous. Not only does it leave you with a Cuttle Fish to fight, but it slows your progress south and the bad guys progress north. At least on the hardest difficulty level, it's hard to kill all the spam in time, so you don't want to impede their advance by removing the bridge.&lt;br /&gt;
* When any of your units is killed, it becomes a Walking Corpse (or a Soulless on hard.)&lt;br /&gt;
* After the first orc leader is killed, then some gold goes to mister Lich. It's 40, 80, or 120 gold, for easy, medium, and hard, respectively.  The lich also will receive some gold once you kill his Familiar.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[MainlineCampaigns]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns - The Rise of Wesnoth]]&lt;br /&gt;
[[Category:Campaigns - Walkthroughs]]&lt;/div&gt;</summary>
		<author><name>Schnobs</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=TheRiseOfWesnoth&amp;diff=63362</id>
		<title>TheRiseOfWesnoth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=TheRiseOfWesnoth&amp;diff=63362"/>
		<updated>2019-08-17T16:13:25Z</updated>

		<summary type="html">&lt;p&gt;Schnobs: /* A New Land */&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;
Over the course of this campaign, you will need to level up to some:&lt;br /&gt;
&lt;br /&gt;
* Healers: White Mages/Mages of Light (at least four)&lt;br /&gt;
* Undead killers: Paladins (two)&lt;br /&gt;
* Mobile strikers: Silver Mages (at least one, preferably more), Grand Knights (several), Fugitives (one or more helps)&lt;br /&gt;
* Damage sinks: Royal Guards, Iron Maulers, Highwaymen, Halberdiers, level 3 Burin, and again Grand Knights&lt;br /&gt;
* Leaders: level 3 Haldric, level 3 Lady Outlaw, and much later level 3 Commander Aethyr &lt;br /&gt;
* Ranged attackers: Great Mages (can use several in the last scenario), Longbowmen/Master Bowmen (two), Trapper/Huntsman (one is helpful)&lt;br /&gt;
&lt;br /&gt;
A Mage of Light, one Paladin, and five Grand Knights make a perfect assault team!&lt;br /&gt;
&lt;br /&gt;
Although Horsemen are key for the first three or four scenarios, it's important not to be too reliant on horse units through the middle part of the campaign, as there are many hard levels underground, in swamps, in water, or against Saurians; use XP from the scenario ''The Vanguard'' to get to 2 Paladins and 2+ Grand Knights.&lt;br /&gt;
&lt;br /&gt;
Don't overlook Pikemen/Halberdiers, which are useful in many levels; pierce attacks work well against Drakes and against the dragon, and they are handy for defensive roles especially repelling Wolf Riders. They are less good against undead, though, and don't get that +1 MP Royal Guard speed bonus.&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) leveled up. Footpads help too, once leveled up. Due to swamps, you will sometimes be spamming Poachers, which can marksmanship once at level 3 (or Rangers are good too, for swamps and forest.) These, plus Lady Outlaw, 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;
Here are some recommended units to have obtained by specific scenarios:&lt;br /&gt;
&lt;br /&gt;
2. The Fall - 1 Knight&amp;lt;br&amp;gt;&lt;br /&gt;
3. A Harrowing Escape - 1 White Mage, 2 Knights, plus about-to-level troops&amp;lt;br&amp;gt;&lt;br /&gt;
4a. The Midlands - avoid, go to The Swamp of Eden instead&amp;lt;br&amp;gt;&lt;br /&gt;
4b. The Swamp of Eden - level 2 Haldric, level 2 Lady Outlaw, 2 Knights, 2 Shocktroopers&amp;lt;br&amp;gt;&lt;br /&gt;
6. Temple of the Deep - level 3 Haldric, level 3 Burin, 1-2 Mages of Light or several Outlaws / quick Bandits&amp;lt;br&amp;gt;&lt;br /&gt;
8. Clearwater Port - level 3 Lady Outlaw, 3 White Mages / Mages of Light, 3 Iron Maulers / Royal Guards / Halberdiers&amp;lt;br&amp;gt;&lt;br /&gt;
12. A Final Spring - 1-2 Silver Mages&amp;lt;br&amp;gt;&lt;br /&gt;
14. Rough Landing - the 3 loyal Mermen from the previous scenario, ''Peoples in Decline''&amp;lt;br&amp;gt;&lt;br /&gt;
17a. The Dragon - up to 4 White Mages / Mages of Light&amp;lt;br&amp;gt;&lt;br /&gt;
17d. Cursed Island - 1 Paladin&amp;lt;br&amp;gt;&lt;br /&gt;
19. The Vanguard - 4 Knights/Lancers/Grand Knights, 2 Paladins (or about-to-level Knights)&amp;lt;br&amp;gt;&lt;br /&gt;
20. Return of the Fleet - 1 Mermen Entangler, 1 Merman Triton with Storm Trident, level 3 Commander Aethyr desirable&amp;lt;br&amp;gt;&lt;br /&gt;
22. The Rise of Wesnoth - 2 Paladins, 3 Royal Guards, 4 Mages of Light&lt;br /&gt;
&lt;br /&gt;
Because the campaign is long and you won't be able to recall all your level 3's in the final scenario, it pays to create some &amp;quot;uber-units&amp;quot;. An example is a quick, resilient Silver Mage that has been AMLA advanced a few times.&lt;br /&gt;
&lt;br /&gt;
==Scenarios==&lt;br /&gt;
===A Summer Of Storms ===&lt;br /&gt;
&lt;br /&gt;
This is a relatively easy scenario, so gear your recruitment and strategy with an eye towards gathering XP.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
# For the first round, recruit 2-3 Horsemen and the rest can be all Spearmen or a mix of Spearmen and Bowmen as you see fit.&lt;br /&gt;
# 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, grunts, and riders you will encounter. 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.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
* Players have used at least three strategies with success...&lt;br /&gt;
# The &amp;quot;over the bridge&amp;quot; strategy: Send the horsemen with the king over the bridge, and the others should follow or start going over the mountain, to avoid being attacked from behind. Send subsequent Spearmen and Bowmen on the &amp;quot;over-the-bridge&amp;quot; road, and when the Prince and final troops have just about caught up, march on the enemy camp.&lt;br /&gt;
# The &amp;quot;hide in the swamp&amp;quot; strategy: Proceed much like the above, but send the king 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, you can use a Spearman and a Mage (to level him.)&lt;br /&gt;
# &amp;quot;Sandbagging&amp;quot; strategy: On the hardest difficulty level, the initial enemy assault will only be easy to handle by entrenching your troops behind the river. Use the king to block the bridge initially, while Spearmen handle the shoreline just north and Horsemen carefully flag villages across the river. Run the king around, lending his leadership as you massacre the stupid enemy troops that have jumped like lemmings into the water. &lt;br /&gt;
* For all these options, you will also need to send a squad north into the mountains and around into the flank of the enemy. A quick Spearman, a quick Bowman, and one other unit, possibly a quick Mage, should be more than sufficient.&lt;br /&gt;
* When you see that the fronts are under control, stop recruiting and send prince Haldric and your Mages over the bridge on a quest for XP, assisted by the leadership of the king, and converge on the enemy camp.&lt;br /&gt;
&lt;br /&gt;
===The Fall===&lt;br /&gt;
&lt;br /&gt;
This is a scenario that looks scary, but it is only moderately difficult with proper recruitment and strategy.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
* Recall or recruit Spearmen and Bowmen to man the lines.&lt;br /&gt;
* Horsemen/Knights are desirable, because you probably do not yet have a White Mage, and the villages are widely spaced.&lt;br /&gt;
* Recalling or recruiting Mages for XP gathering is highly advisable for future scenarios.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
* There are three basic approaches to take out the outlaw leader...&lt;br /&gt;
# &amp;quot;Brute force&amp;quot; strategy: You can march west with a large army and use part of it to hold northwestern 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.&lt;br /&gt;
# &amp;quot;Assassination over the bridge&amp;quot; strategy: You can assassinate the outlaw leader. One way is to wait until the orcs have killed almost all outlaws and then assassinate the outlaw leader with Knights, rushing over the enemy camp's bridge and into the keep. This strategy is risky because orcs can kill the leader before you.&lt;br /&gt;
# &amp;quot;Assassination via the mountain pass&amp;quot; strategy: Another way to assassinate the leader is to send a squad through the southern mountains to the outlaw keep. Two Mages and three Spearmen might be enough. If not, add a Knight, Horseman, or the King, though these units have only a narrow passage devoid of mountains and could get pinned by the enemy.&lt;br /&gt;
* On the hardest difficulty level, you may be forced to assassinate.&lt;br /&gt;
&lt;br /&gt;
Hints...&lt;br /&gt;
&lt;br /&gt;
* Saving the loyal Heavy Infantrymen (or Shock Troopers on easy) pays off in later scenarios. To save all three, move them south towards the outlaws.&lt;br /&gt;
&lt;br /&gt;
* Once you eliminate the HP of the Lady Outlaw, she offers to help you. If you say yes, she comes back as a loyal unit in future scenarios and you will be able to recruit outlaw units, plus she cannot be killed in the next couple of scenarios (instead, she disappears when she goes to zero HP, and comes back the next scenario.) This is quite valuable. If you say no and try to kill her, you find out she cannot be killed. However, you do get 200 gold that she leaves behind.&lt;br /&gt;
&lt;br /&gt;
* Heads up: The following scenario (''A Harrowing Escape'') is a handful on the hardest difficulty level. On hard, your goal should be a carryover of almost 150 gold (so you have 250 starting gold), so although Lady Outlaw's assistance is worth much more than 80 gold (40% carryover of her 200 gold), you may be forced to choose the gold. Another thing you need to beat the following scenario on hard is a White Mage at or near the start of the scenario. Also, about-to-level units will be especially nice for their self-healing ability and low initial upkeep. Steer XP accordingly.&lt;br /&gt;
&lt;br /&gt;
===A Harrowing Escape===&lt;br /&gt;
&lt;br /&gt;
This scenario is much easier on lower difficulty levels, calling for different strategies.&lt;br /&gt;
&lt;br /&gt;
On easy/medium...&lt;br /&gt;
* Recruitment: You should recruit/recall 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. Other than the Mages, simply recruit what you want, and go along the road. You get enough villages to pay upkeep for quite some army, and can give some of them a bit of experience.&lt;br /&gt;
&lt;br /&gt;
* Strategy: Leave a few units in the rear, as the enemy can cross hills quickly. Note that Footpads and Outlaws will also cross hills at reasonable speed, if you need to hunt down some units. There are two castle tiles about halfway down, try to send Lady Outlaw and Brunin the Lost to them, they make good guards in case the enemy tries to come straight up. You can also send a couple groups of units down southeast to the lake, so you can prevent the Green team (southeast) from coming up the river. You can also kill the two Orcish Grunts (or Warriors on medium) on the southern castle tiles and then move Lady Outlaw and Brunin to them.&lt;br /&gt;
&lt;br /&gt;
On hard...&lt;br /&gt;
* Recruitment: To beat this scenario on the hardest difficulty level, you need some level 2 (or better yet, about-to-level level 1) units already and decent starting gold. It has been beaten on hard with as little as 158 starting gold, 200 is still difficult, and 250+ makes it relatively easy. You can stretch your gold a bit by not going negative on upkeep and waiting until you can't wait any longer to do one last round of recruiting, recalling mostly level 2's. For timing your final recruitment, watch the wolves that are likely trying to flank through the mountains south of your keep. Another requirement for beating this scenario is a White Mage (or two.) If need be, you must promote a Mage (or two) &amp;lt;i&amp;gt;tout de suite&amp;lt;/i&amp;gt;, as you will be dealing with severe damage and assassins, while only having easy access to 2 or 3 villages initially. Horsemen and Knights are useful for dissipating damage by serving as meat shields against blades and then running off to remote villages to heal. Quick Horsemen are especially nice, as they can transfer between two strategically placed villages in one turn, for healing on the go. Horsemen, Knights, and Swordsmen are useful for swatting assassins. If you can recruit outlaws, a couple of Footpads are nice for village grabbing. Thieves are also good because they are cheap, the Grunts are fond of attacking them, and they often survive on 70% defense.&lt;br /&gt;
&lt;br /&gt;
* Strategy: Near the start of combat, it's crucial to kill the first waves quickly: the wolves and assassins. More important than terrain is avoiding getting flanked, so mobility of individual units is key; if you climb up deep into the mountains, you will have a harder time with mobility than staying on or near the valley floor. Additionally, many of your units cannot go on mountain hexes, so it's easier to maintain your lines if everyone stays close to the valley. It's easier to make a stand at the keep and northern river bank, but this approach can be too costly in terms of time.&lt;br /&gt;
&lt;br /&gt;
Hints...&lt;br /&gt;
* On medium/hard, you can lure out the roadside guard Warriors one at a time by putting a unit within attack range of one (and out of range of the other.) They mostly come at night. Mostly. That is, the Warriors might not bite bait put out during the day.&lt;br /&gt;
&lt;br /&gt;
* If you have Lady Outlaw, note that she has leadership, which will be useful to help promote Prince Haldric, if he is still level 0. It's worth advancing her to level 2, to continue to provide leadership to level 1 Haldric and your other level 1's. You may also make use of her odd ability &amp;quot;distract&amp;quot;, which allows adjacent allied units to ignore ZOCs. And Lady Outlaw allows you to recruit outlaw types. On hard especially, Thugs can be useful as meat shields and to provide strong attacks at night when your lawful forces are crippled. Remember too that Lady Outlaw cannot be permanently killed (at least not yet), so when desperate times call for desperate measures, you can move her into a suicidal position.&lt;br /&gt;
&lt;br /&gt;
* It helps that there are two enemy sides as opposed to a twice as strong single enemy side. If one of your units could be attacked by 3 enemies, but 1 of these hexes is currently blocked by the other side, the currently moving enemy decides to attack units which it (they) is (are) actually less likely to kill than that one. AIs don't cooperate, that is.&lt;br /&gt;
&lt;br /&gt;
* If you are stuck on this scenario, you may need to replay one or both of the previous scenarios and/or choose to &amp;quot;kill&amp;quot; Lady Outlaw in the previous scenario so you get her gold.&lt;br /&gt;
&lt;br /&gt;
Spoilers...&lt;br /&gt;
&lt;br /&gt;
* There is Dwarf Steelclad in the village at 8,5. It's 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;
* After you kill the first orc leader, an Orcish Slayer and two Assassins will pop out of nowhere, so you would be wise not to have any wounded units stuck without movement points at that point. Also, the other leader will get an infusion of gold and start recruiting on all available hexes, so if you can sit on some of those hexes first, it will help keep the situation from getting out of control.&lt;br /&gt;
&lt;br /&gt;
* At the end, you will be given the choice of the river/swamp road or the midlands/orc road. These fork to the scenarios ''The Swamp of Esten'' and ''The Midlands'', respectively. The swamp scenario is relatively easy, while ''The Midlands'' could cost you some leveled units or even prove impossible to beat if you are low on gold. Also, the swamp gives you a free loyal White Mage, so it's a no brainer, unless you want more of a challenge.&lt;br /&gt;
&lt;br /&gt;
* Heads up: it would be wise to have at least 1 White Mage before going to the scenario ''The Swamp of Esten''.&lt;br /&gt;
&lt;br /&gt;
===Diverging Campaign Path===&lt;br /&gt;
====The Midlands====&lt;br /&gt;
&lt;br /&gt;
Orcs again. But you chose that way. This scenario may appear impossible, but with a lot of gold and a little strategy, it can be beat. &lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
* You are given plenty of time, so use it wisely. The enemies send lots of orcs, mostly weak ones. So recruit and recall everything you can.&lt;br /&gt;
* Recall any White Mages you have. You'll need them.&lt;br /&gt;
* Bowmen are good for the wolf units you will be facing.&lt;br /&gt;
* The rest depends on your strategy.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
* The &amp;quot;Fast Assault&amp;quot; option: use an assassination team. If you go west, only your Knights and Horsemen will arrive and fight at daytime. So 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, but hopefully not the latter, as they are loyal units in a long campaign. With this approach, you can finish early (around 25 turns) and keep your losses low.&lt;br /&gt;
* The &amp;quot;Dark Assault&amp;quot; option: use Footpads.  If you chose to work with the the outlaws in the last round, then this works well.  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 them to the upper west and south, followed by more powerful units: Mages, Horsemen, etc.  For the time being, leave 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 enemy's gold and increases yours.  Don't attack at first, just defend, until more of your slow higher powered units arrive. The strategy here is to pick off the orcs, and send the Horsemen to capture villages.  While this is going, to the south you send your Footpads to capture any villages you can and, more importantly, put a Footpad on the hex that is adjacent to the bridge, thereby stopping easy advancement of their greater numbered troops. A White Mage, a couple Trappers and some Bowmen would make a good escort. Probably sending a Thief or two would be good too, to help dispatch any enemy that infiltrate the villages north of the river. one enemy got into one of the villages on the north of river, and it took a lot to dislodge him.  The intention is to engage the enemy so that they are fighting from the river squares, at a huge disadvantage.&lt;br /&gt;
&lt;br /&gt;
====The Swamp Of Esten====&lt;br /&gt;
&lt;br /&gt;
This scenario is not hard if you are conservative and don't send important units off alone.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
# First round, recall 1-2 quick Knights (or Paladins, if you have them), recruit 1-2 Horsemen, and recall your loyal Shocktroopers or whatever they are now.&lt;br /&gt;
# Next round, recruit/recall Mages to kill Scorpions (and Bats) and at least one White Mage to deal with poison, plus maybe a Poacher or Trapper or two, as they are good in swamp (and you would like a Huntsman eventually, for its markmanship.)&lt;br /&gt;
# A little Thug spam can come next, but you don't need a full third round of recruitment. Then send Prince Haldric off to lend his leadership.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
# Head to the northeastern leader first. Try to kill Dark Adepts with Burin or horse units before they have a chance to attack you. As you close in on the leader, hover your mouse over him to watch where he can go, as at night his ranged attack is nasty and can be followed up by waves of kamikaze Walking Corpses, which can take out a Knight.&lt;br /&gt;
# After you have killed the northeastern leader and eliminated troops there, you can either send your whole army back across the ford and south or split your army into two halves, sending one part to each leader. If you have lost several units but have lots of turns left, it's probably safer to stick together. This is not a simple mop-up operation, as powerful undead can take out some of your valuable units if you're not careful. On hard, Shadows are a threat at night.&lt;br /&gt;
&lt;br /&gt;
Spoiler...&lt;br /&gt;
&lt;br /&gt;
* Searching the temples is a good idea. Some have gold. There is 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 a horse unit or Lady Outlaw to the temple at 19,5. However, some of the temples contain undead, 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 challenge in this scenario is keeping your ally alive.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
# First round, recall your (probably leveled up) Heavy Infantry from The Fall and some quick Spearmen.&lt;br /&gt;
# Second round, recruit/recall Thugs, Bowmen, and Spearmen, preferably quick.&lt;br /&gt;
# Third round, recall 2-3 White Mages (or Mages of Light) and maybe some quick Mages.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
* Your forces will have three main combat arenas: the northeast, the south, and the middle.&lt;br /&gt;
# The castle in the middle is inhabited by the tree folk. The orcs have almost the perfect anti-wose force, heavy on fire (Orcish Crossbowmen and Pillagers), so your ally is going to need your help. Send 2-4 units to the castle and another 4-8 units northeast of the castle to block the enemy advancing from that direction.&lt;br /&gt;
# Split the rest of your forces to go northeast and south, 4-6 units each, with a White Mage in each force. Your loyal Heavy Infantry / Shocktroopers should head south. Sending Haldric south might help take some of the heat off the woses.&lt;br /&gt;
  &lt;br /&gt;
Tips...&lt;br /&gt;
* If you send a White Mage or Mage of Light to the wose castle, it will let any adjacent wose cure+heal or sometimes regenerate+heal (16 points.) That's because of the side sequence within a turn: player, orcs, woses. For example, after the orcs attack with poison, the woses cure themselves, and then your leveled mage will heal any adjacent wose.&lt;br /&gt;
&lt;br /&gt;
Spoilers...&lt;br /&gt;
* The temple contains the entrance to the catacombs, but you need the leader Wose's help to open it, and to get that help you have to win the current scenario, so there is no point in visiting this temple.&lt;br /&gt;
&lt;br /&gt;
* Heads up: The next scenario is in the catacombs, i.e., underground, and it's a tough one, so you need to groom your roster accordingly. Two Mages of Light would make it a whole lot easier. Failing that, level up your fearless loyal Shocktrooper and chaotic outlaw types. Bandits/Highwaymen and Fugitives are especially nice. Quick units of almost any type (except horse units) will be helpful, if leveled and possessing high HP (&amp;gt;50).&lt;br /&gt;
&lt;br /&gt;
===Temple in the Deep===&lt;br /&gt;
&lt;br /&gt;
You will be facing undead underground. This is a difficult situation that will prove much easier with proper recruitment. Then the strategy will be fairly straightforward.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
&lt;br /&gt;
* All in all, what you need is a small elite force. Two rounds of recalls is enough, if you didn't lose Burin in a prior scenario.&lt;br /&gt;
# First round, recall your loyal Shocktroopers / Iron Maulers, though their slow movement will prove frustrating. Also on the first round, recall a fast &amp;quot;tank&amp;quot; and someone to grab the holy water.&lt;br /&gt;
# Second round, recall any Mages of Light you might already have, and a total of at least two White Mages or Mages of Light, preferably quick. For the rest of your recruitment, what you need are high movement (6+ MP) non-horse units with high hitpoints (&amp;gt;50 HP). It helps if they are chaotic (or at least neutral) and/or have ranged or impact attacks. Put all the requirements together and it points to Fugitives. Outlaws and quick Arch Mages are worth recalling too. Fill out the rest with other high HP units. Note that horse units are too sluggish in caves and should not be recalled/recruited unless you have a compelling reason.&lt;br /&gt;
# Third round (optional), you can add a unit or two for a safety margin.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
&lt;br /&gt;
# There are two ways north, but they will meet up together. First thing you will see are Tentacles. You can either ignore the Tentacles for the most part or use them for XP. Your main initial objective is to find a good place to make a stand against the nasty wave of undead coming from the north. The chokepoints and southern shoreline offer good defensive locations. Watch out for the enemy's Bone Shooters, Revenants and Deathblades, as they could easily mess up a level 3 unit. &lt;br /&gt;
# Once the flow of baddies as tapered off, gradually progress northwards. 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. Be careful if he has recruits around, as their combined damage can take down one of your level 3's. Note that the Ruby can only be picked up by Haldric.&lt;br /&gt;
&lt;br /&gt;
Hints...&lt;br /&gt;
&lt;br /&gt;
* Holy water: The best choice for the Holy Water is a quick Bandit, who should level quickly. A quick Highwayman could be used, but won't benefit much from the XP.&lt;br /&gt;
&lt;br /&gt;
* XP: Use this level to get experience. The early-finish bonus is tiny. The Tentacles are perfect for leveling up units. Keep Burin away from the water at this stage, or he'll kill all tentacles as they attack, depriving those who could benefit from the XP.&lt;br /&gt;
&lt;br /&gt;
Spoilers...&lt;br /&gt;
&lt;br /&gt;
* Your killed units will be turned into Walking Corpses (or Soulless on hard.) Therefore, spam is not helpful. A Mage or Thug can be okay, if used with great care, but mostly you need to recall leveled troops here.&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;
&lt;br /&gt;
This scenario is easy if you take the first boat out, more challenging for the second and third boats, and very difficult (on hard) if you want to take out all three leaders.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
# Your loyals, two to three healers and plenty of spearmen is all you need, if you stick to the walls and play defensively.&lt;br /&gt;
# Recruit slowly at start to stretch your gold with initial income.&lt;br /&gt;
# It's a good scenario for leveling troops, so add a few other (sturdy, non-mage) units for diversity and to make your recall list more varied. &lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
# Your ally does not need his villages.&lt;br /&gt;
# Man the walls, play defensively, stick to the walls, prepare to defend against occasional breaches.&lt;br /&gt;
# Use illumination and leadership to maximum effect.&lt;br /&gt;
# Soften opponents with your loyal veterans, feed kills to recruits.&lt;br /&gt;
# Send a small task force to the northeastern coast (easy kills on 20% terrain). Be prepared to reinforce them.&lt;br /&gt;
&lt;br /&gt;
Finish...&lt;br /&gt;
* Take the third boat (this gives early finish bonus) or try to defeat all leaders, if you feel ambitious.&lt;br /&gt;
&lt;br /&gt;
===Fallen Lich Point===&lt;br /&gt;
&lt;br /&gt;
This is a high variance scenario. It may be easy or hard, depending on events beyond your control.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
* Recruit fairly lightly initially, as you will likely have a chance to use the Lich's keep to recruit again.&lt;br /&gt;
* Mages, White Mages, and Mages of Light are good, and as are all the other advancements of Mages.&lt;br /&gt;
* You automatically should have your loyal Knight. Because of the mountains around &amp;quot;lichland&amp;quot; and frozen ground everywhere else, additional horse units are not recommended, except a single Paladin will come in handy.&lt;br /&gt;
* Some Thugs or a Bandit or Highwayman will provide a little extra undead bashing power.&lt;br /&gt;
* Footpads will help with village flagging.&lt;br /&gt;
&lt;br /&gt;
Strategy... &lt;br /&gt;
# The Orcs will be busy with the Yetis, so you can walk with a big group south and kill the Lich-Lord. Move Haldric to the stone monument to de-petrify the Lich. It may help to post some units around the undead before doing so. Use several mages to make a hole or two in the ring of undead, and then push in a burly fighter or two and/or Paladin to kill the Lich.&lt;br /&gt;
# After killing the Lich, assess the Orc/Yeti situation (as well as the village flagging situation) and decide if you need to use the Lich's keep to recruit some reinforcements.&lt;br /&gt;
# After that, head north and walk into the sewer entrance (the &amp;quot;cave&amp;quot;) or else kill the orc leaders.&lt;br /&gt;
&lt;br /&gt;
Hints...&lt;br /&gt;
* 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 Yetis.  However, be careful not to be attacked by a Yeti yourself.&lt;br /&gt;
* 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.)&lt;br /&gt;
&lt;br /&gt;
===Sewer of Southbay===&lt;br /&gt;
&lt;br /&gt;
This is a swampy underground scenario, but with attention to recruitment, it's not very difficult.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
* As always underground, you want non-horse units with 6+ MP.&lt;br /&gt;
* Recall White Mages / Mages of Light, at least two, three is probably the optimal number.&lt;br /&gt;
* There are quite a few villages in this cave, so an expensive force is supportable, though not necessary. Some players recruit a large and spammy force, while others go with small and elite:&lt;br /&gt;
** Option 1, &amp;quot;Large and spammy&amp;quot; recruitment: Recruit four each of Mages, Thugs, and Poachers. Yes, Poachers normally stink, but here they really shine in a swamp that is permanently dark, underground. If you recruit four Poachers, you could finish with three Trappers and a Huntsman - or you could finish with four dead Poachers. The Thugs are especially likely to die, as they will be facing off against Red Mages, but somebody has to do it.&lt;br /&gt;
** Option 2, &amp;quot;Small and elite&amp;quot; recruitment: Recall something like one Red Mage, one Arch Mage, one Silver Mage, 2 two Royal Guards/Highwaymen/etc, and a Trapper or Huntsman, plus three regular Mages and a Poacher.&lt;br /&gt;
* A Rogue (or Assassin) can be very handy as a damage dealer, who is able to break through bottlenecks.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
# After leaving your initial chamber, you will be in a large swamp room with three entrances, through which will be a flood of bad guys. Use two Poachers and a Thug or similar to blockade the southeast, a small elite group to block the north, and then a mix of fighters and mages to handle the west entrance. Give each group a White Mage or Mage of Light, as well as at least one regular Mage. Try to keep the Mages of Light away from your chaotic forces on the front lines, though. Use the leadership of Haldric and Lady Jessene - and Mage of Light illumination or lack thereof - to get the most from each attack.&lt;br /&gt;
# When the initial battle has died down, you have two options:&lt;br /&gt;
## If you have enough forces, you can divide into two groups and attack both brothers simultanously, east and west.&lt;br /&gt;
## Otherwise, do them one after the other, and then look for the exit.&lt;br /&gt;
&lt;br /&gt;
Spoilers...&lt;br /&gt;
* Danger: there is a Giant Spider at the exit. You may wish to keep one or two cannon fodder units in order to be able to save your advanced units.  It is best to use ranged attacks against the spider, so leveled mages are good here.&lt;br /&gt;
* Heads up: the next scenario is a lot easier with a lot of gold, especially on the hardest difficulty level.&lt;br /&gt;
&lt;br /&gt;
===Southbay in Winter===&lt;br /&gt;
&lt;br /&gt;
Plot only.&lt;br /&gt;
&lt;br /&gt;
===A Final Spring===&lt;br /&gt;
&lt;br /&gt;
Clockwise, starting at the bottom: &lt;br /&gt;
* the southern orcs (purple) will recruit the usual orcish units, and with a few going west between the mountains and the coast, while the bulk will come through the plains south of the swamp, arriving at the keep early in the night. This one is the most conventional enemy, once his host is defeated you can march a comparatively small strike force to his keep and finish him off.&lt;br /&gt;
* The waterlogged orc to the west (black) will recruit mostly Naga and a few Bats, which will harrass you from the sea and try to seize the villages on your peninsula. He only has a small keep, so he can keep recruiting, two units per turn, seemingly forever.&lt;br /&gt;
* The northern orcs (green) are farthest away; they also have lots of villages they can capture. Hence it will be some time until they reach you, and not in full force at first. With any luck (and strong enough units) you'll have fought down the bulk of the southern orcs by then.&lt;br /&gt;
* Finally, a number of level-2 skeletons (including Chocobones) will appear behind the swamp in the east on turn 4 (first dusk). Those will join the black team; starting behind the swamp and with a few villages to grab, they won't knock on your door before daybreak.&lt;br /&gt;
&lt;br /&gt;
Spoiler:&lt;br /&gt;
On turn five, a few mermen will appear near the lighthouse and join you; you'll also be able to recruit mermen from then on. That's your ticket to fighting back the Naga, see to it that you still have some money left at the time.&lt;br /&gt;
&lt;br /&gt;
Recruitment/Strategy:&lt;br /&gt;
# several Trappers/Rangers/Huntsmen to sally forth and occupy the hills and forest south of the town. Your ally will sally forth to meet the enemy in the usual fashion; if you can lend a hand and soften up the enemy, King Addroran's troops will finish them off easily. In doing so, they'll happily expose themselves to counterattack -- your Trappers (etc.) have a rather good melee attack and probably won't be targeted as long as there's weaker and more accessible allied units nearby. Don't fret about the missed XP, there will be plenty more before this is over. For now, you want to dispose of the bad guys ASAP before they pile up on the doorstep.&lt;br /&gt;
# you probably don't need dedicated undead-killers beyond the Mages you bring anyway. But if you want to employ your loyal Shock Troopers, recruit them no later than turn 2 or they won't get there in time.&lt;br /&gt;
# Mages: seeing as there will be fighting all over the place, three healers will be barely sufficient. A few fireball-throwers will also come in handy, if only in order to deal with the evasive Orcish Assassins / Slayers. A Silver Mage or two will be especially useful, as they can teleport all over the place and help with each of the commanders in turn (especially the one on the island, that would take forever to get to otherwise).&lt;br /&gt;
# by turn 3, some chaff to occupy the coastal villages so the Naga can't just waltz in. Level-1 units or even peasants will do.&lt;br /&gt;
# the worst fighting will be over by daybreak; you'll still want a few lawful units to carry on the battle during the day. One keep of knights and level-2 lawful infantry should suffice. Recruit these on turn 4.&lt;br /&gt;
# starting on turn five, you can recruit mermen. Those can not only deal with the Naga infestation, but also tackle the northern orcs as they try to cross the bay. Two keeps worth is not too many.&lt;br /&gt;
&lt;br /&gt;
Strategy is broken into three fronts...&lt;br /&gt;
# First order is to help your ally with the first waves of attackers, as described above. You can't stop King Addroran from throwing away his troops, but you can help them to have some effect before they perish.&lt;br /&gt;
# Next, fending off the Naga. A few cheap units in coastal villages at first, mermen later. Mermen vs Naga at sea will be slow fighting: both have excellent terrain defense, so there will be no obvious progress for a good long while. You should use a Mage of Light to support them, this really makes a difference during the night.&lt;br /&gt;
# Also, the bay/river to the north. The Mermen can be very efficient here, enjoying high terrain defense while being close enough to the coast that Lady Jessene and Haldric can provide Leadership wherever needed; again, you also want a Mage of Light if available.&lt;br /&gt;
&lt;br /&gt;
For the landlubbers, don't bring too many rookies: this scenario is best used to direct experience to your level-2 units, partially advancing them outright or getting them to a point where you can expect them to level up at a good point in their next battle.&lt;br /&gt;
&lt;br /&gt;
For the Merfolk, try to advance all they loyal ones, and a few more besides. Directing XP to particular units will be easier for those mermen defending the bridge, but those fighting the Naga will inevitably get some XP as well. Eventually you'll have to cross the bridge with ground troops and take the fight to the enemy, though.&lt;br /&gt;
&lt;br /&gt;
===Peoples in Decline===&lt;br /&gt;
&lt;br /&gt;
This is a potentially bloody scenario. The Drakes are barely impeded by the difficult terrain and can run circles around you, making it hard to move damaged units into a safe position. On the upside, most drakes have little terrain defense even in forest and mountains, and are positively vulnerable to spears and arrows.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
Using Trappers (or their upgrades) and Merfolk, try to lure the enemy into the swamps or over the sea, fight down their troops, then storm their keeps. Be prepared to suffer some losses: it's better to deliberately sacrifice some units of your choosing than struggling to keep everyone alive.&lt;br /&gt;
&lt;br /&gt;
Spoiler...&lt;br /&gt;
* There's a Storm Trident in the middle of the bay. There's no particular hurry to pick it up for using it in this battle: the trident does fire damage, which isn't very useful against drakes. Just don't forget to retrieve it for later use.&lt;br /&gt;
&lt;br /&gt;
Picking it up will summon a level-3 Sea Serpent on the next turn, be sure that you're ready for it. &lt;br /&gt;
&lt;br /&gt;
Lord Typhon will depart in a few scenarios, so better give the trident to another fighter. Preferably a &amp;quot;quick&amp;quot; one, who can become a Hoplite and still keep up with his mates when he gets to level 3.&lt;br /&gt;
&lt;br /&gt;
===Rough Landing===&lt;br /&gt;
&lt;br /&gt;
You will be fighting Nagas and Vampire Bats, primarily. This is a scenario that may be frustrating on the easier difficulty levels, though on hard it is just par for the course. Good recruitment and strategy will save you from getting slaughtered.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
* You are probably going to go negative on gold and be unable to rectify that with the paultry early finish bonus, so you might as will go very negative and be resigned to start the next scenario with minimum gold.&lt;br /&gt;
* Recruit/recall many Mermen and 1 or 2 White Mages or Mages of Light. A few Peasants can be useful to pad out your force, distract the enemy, and protect villages from stray Bats. A Silver Mage can be useful for island hopping but is not essential. Thieves/Assassins are blade vulnerable, and Nagas only use blades, so it's probably best not to recall them.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
# Knock out the southeastern leader in a blitz. It's important to get that out of the way, because a wave of Nagas is advancing at light speed from the north.&lt;br /&gt;
# Next, hurriedly set up a line in the water alongside your fortress island. Your fortress troops can anchor one flank, while Burin the Dwarf can go to the island to the northeast to anchor the other end of your line. Nobody messes with Burin. Move Lady Jessene behind the lines to lend her support to the Mermen. Your loyal Mage of Light will be able to move back and forth more (to lend illumination) if kept in the fortress area.&lt;br /&gt;
# Finally, once the enemy assault wave has been broken, advance northward to kill the final two leaders in a straightforward mop-up operation. Just be careful not leave isolated units where they can get swarmed.&lt;br /&gt;
&lt;br /&gt;
Hints/Spoilers...&lt;br /&gt;
* Try to level up the mermen; they can be useful in another scenario later.&lt;br /&gt;
* Beware of Sea Serpents. Three of them will appear, one on each of the three turns following your first kill of an enemy unit. Make sure to kill them at once. The Storm Trident from the previous scenario and the Ruby of Fire will come in handy against the Serpents.&lt;br /&gt;
&lt;br /&gt;
===A New Land===&lt;br /&gt;
&lt;br /&gt;
This is an odd scenario: as soon as anyone gets killed, someone from the elvish high council will step in an end the bloodshed. Your &amp;quot;early finish bonus&amp;quot; becomes a &amp;quot;late finish&amp;quot; bonus: you're supposed to drag this out for as long as possible without anyone being killed.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
* the strongest units you have, that can deal both melee and ranged damage.&lt;br /&gt;
* Rangers are best, followed by Javelineers and level-3 Bowmen.&lt;br /&gt;
* you need six of these at the very least, preferably more, plus healers to back them up. If you don't have that many elite troops on your roster, or cannot afford to recall as many, it may be better to do nothing: keep your starting money, and slay the first person to reach you.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
Place Javelineers on the keep, Mermen in the water, and Rangers in the forest. All backed up by healers. Have a few reserves you can swap in when things get tough. Haldric also makes a good front-line unit; Javelineers should stay near him for the leadership.&lt;br /&gt;
&lt;br /&gt;
Note that no enemy unit will attack you when there's even a remote risk that they might die. So having the strongest possible fighters, both melee and ranged, will deter the most attackers. If your line looks fierce enough, some level-1 units will not attack you at all. All others will cease attacking as soon as they've taken enough damage that their death becomes a possibility. At which point, they will wander of in search of a village for healing; once all nearby villages are occupied, your attackers may even stand around dumbfounded.&lt;br /&gt;
&lt;br /&gt;
Place your troops where they enjoy a good terrain defense, that is, the keep and the forest. The purpose is to reduce the damage taken, so your healers can keep up for as long as possible. After the first round of attacks, you'll always have a few near-dead opponents standing in front of your lines, allowing you to end the scenario quickly.&lt;br /&gt;
&lt;br /&gt;
You need eight tough guys to seal off a corner of the map, plus two mermen, and four healers. However, the enemy doesn't know or understand your plan: if your front doesn't extend all the way to the edge of the map, they will not deliberately try to outflank you. To the AI, a ''small'' gap of one or two tiles will look like a trap. So six land warriors to hold the line will do for a long time. Only after the attackers start to pile up against your formation will they eventually start to flow around.&lt;br /&gt;
&lt;br /&gt;
Be sure to keep the villages behind you occupied at all times, however, or wounded enemies seeking a healing may actually try to get there. Sir Ruddry and Burin, having no other use, will do nicely.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Spoiler...&lt;br /&gt;
* this the last chance you have to recruit Mermen, as their king leaves. You've probably got plenty on your roster from the previous scenarios, which will stay with you and can be recalled later. But if you think you need more, this is your last chance.&lt;br /&gt;
* the late finish bonus is 50/turn, so if your upkeep is less than that, you're in the good. Even if you don't have or cannot afford enough troops for a full defense, trying to hold the keep for a few turns will be worthwhile.&lt;br /&gt;
&lt;br /&gt;
===The Ka'lian===&lt;br /&gt;
&lt;br /&gt;
Story, with your choice of four battles next.  You have to beat them all in whatever order.  The amount of gold you have should be the factor in deciding when you choose to play Cursed Isle (the undead problem).&lt;br /&gt;
&lt;br /&gt;
===Diverging Campaign Path===&lt;br /&gt;
&lt;br /&gt;
All four scenarios have to be beaten, but in whatever order you choose.&lt;br /&gt;
&lt;br /&gt;
====The Dragon====&lt;br /&gt;
&lt;br /&gt;
This scenario is not as difficult as it looks, though your recruitment and strategy need to be tailored to fight the Saurian Skirmishers and other foes you will face here.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
* Saurians use piercing attacks mostly, so it's better to use units resistant to pierce. Pikemen and Halberdiers have 40% pierce resistance. Javelineers are ideal as Saurians use ranged attacks a lot.&lt;br /&gt;
* You may wish to bench some or all of your loyal Iron Maulers. They are ineffective against the 70% impact resistant Mudcrawlers, while also vulnerable to the ranged attacks of both Mudcrawlers and Saurians.&lt;br /&gt;
* Consider adopting a force of all units with ranged attacks, save for horse and thief units, which can be kept behind the lines when not in use. It is amusing when Saurian Augers are forced to tap your units with their little staffs.&lt;br /&gt;
* Healers are a necessity to deal with the heavy damage your units will be sustaining. Depending on the strategy you adopt, you will want 2-4 healers. Mages of Light rock here, as they can easily do front line duty in pairs and their illumination blinds the Saurians, reducing their damage.&lt;br /&gt;
* You need something to clean up mud. Versus level 0 Mudcrawlers, Horsemen and their advancements can charge with no counterattack, and likewise Thieves and their advancements can backstab with no counterattack. Mages can be used as well on the fire vulnerable mud.&lt;br /&gt;
* Merman shine on this map once you get them into the swamp / water hexes. They are more mobile than anything but silver mages. The storm trident makes short work of even high-level saurians and the dragon is weak to the pierce damage of your tridents and javelins. An Entangler's slow ability will help tame the dragon even further.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
* Players have used many different strategies with success:&lt;br /&gt;
** &amp;quot;Hedgehog&amp;quot; strategy: 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. You can 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, you can string non-wounded troops out a bit in the rush for the leaders. &lt;br /&gt;
** &amp;quot;Triangular Hedgehog&amp;quot; strategy: 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. You can fix this by creating 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. 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 Jessene, since she has excellent defense and is chaotic and therefore benefits by not being in the Mages' light. &lt;br /&gt;
** &amp;quot;Giant Hedgehog&amp;quot; strategy: Recruit a lot of units, and then move the whole army as one big bulk. Keep healers in the middle (about 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. Head first for the east or west leader, but steer for good terrain, because your force will soon be swarmed. But then by turn 10, there should be many few Saurians alive.&lt;br /&gt;
** &amp;quot;Standard Line&amp;quot; strategy: Form a line from the west board edge diagonally up towards your keep across the two villages just in front of the forest. You will probably wish to bend upwards at the forest, rather than running the line all the way to the keep. Whenever the Saurians have a small number of troops at your line and you have enough strength to kill them all, you can advance your whole line one hex south, allowing you to get additional attacks on them from non-frontline troops. Once you advance a unit to the first water hex at west board edge, the west leader will probably come out to greet it, so be ready to fry him with Haldric's ruby. After killing the leader, back up into good terrain to prepare to meet the dragon.&lt;br /&gt;
** &amp;quot;Wake the Dragon&amp;quot; strategy: Prematurely wake the dragon (see spoiler below) and back up your troops to north of your keep. When the dragon comes, kill him. The scenario can be over on turn 7. There is no early finish bonus for this, but you can recruit lightly so that you still have gold at the end and will carry-over 40%, if you need it for your next scenario.&lt;br /&gt;
* With all these strategies, the Saurians may hold back for quite a while. This is okay, as the Dragon will eventually appear and come to you. Kill it. Then you are given a choice of whether to end the scenario or to try to kill all the enemy leaders before time runs out. You can choose to finish the remaining Saurians for a nice bonus. &lt;br /&gt;
&lt;br /&gt;
Spoilers...&lt;br /&gt;
* The dragon will awake on turn 15 or when you move a unit down around the road north of the mountains. If you wish to wake the dragon prematurely, you can recruit a Horseman on turn 1 and run him down. It's a suicide mission for him, however.&lt;br /&gt;
* If you have a fast non-horse unit in position, rush it to the mountain cave after the Dragon leaves to grab the 200 in gold, though that's nothing compared to the Hero bonus for defeating all the Saurian leaders. So focus on killing all of them first.&lt;br /&gt;
&lt;br /&gt;
====Lizard Beach====&lt;br /&gt;
&lt;br /&gt;
This is a scenario versus Saurians, Giant Scorpions, and Mudcrawlers, where good recruiting and strategy will save you from massive bloodshed.&lt;br /&gt;
&lt;br /&gt;
Recruiting...&lt;br /&gt;
* Mermen are helpful for the swamp and water areas.&lt;br /&gt;
* Bench some or all of your loyal Iron Maulers, veterans from ''The Fall.'' They are laughably ineffective against the impact resistant Mudcrawlers - and laughably vulnerable to their ranged attacks.&lt;br /&gt;
* Thieves, Horsemen, and their advancements are good for mud cleanup, though you must keep them out of range of Saurian skirmishers. Swordsmen and Royal Guards are also good, though overkill.&lt;br /&gt;
* Recall a lot of fairly high HP units, preferably with strong non-impact ranged and melee attacks.&lt;br /&gt;
* Mages are good. Mages of Light are especially useful, since they can do front line duty. Lots of healing may be necessary, about 3 healers are good, so White Mages can be used too. Raw recruit Mages can be used as well, for disposal of Giant Scorpions and the occasional Saurian Skirmisher that wanders too far. At least one Silver Mage is highly desirable, along with a speedy unit (e.g., Fugitive, Footpad, or Horseman) to capture villages for the Silver Mage to use north of the river.&lt;br /&gt;
* [fredbobsmith2] An alternative strategy that works surprisingly well is to simply use a very mage-heavy army. Recall most or all of your high-level mages, throw in a few peasants, and spend the rest of your gold on recruiting mages. Victory will come with shocking ease.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
* General strategy: as Saurians have skirmishers and a lot 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 straight so only two can mob one guy. Hedgehog tactic also seems to work well.&lt;br /&gt;
* Opening strategy: here are some specific strategies that players have used with success in the early part of the scenario:&lt;br /&gt;
# &amp;quot;Mermen in center&amp;quot; strategy: Recall 2-4 Mermen, 1-2 Trappers/Huntsmen, and a lot of high HP troops, then form a line. Initially, you can either form a north-south line around the lake area with one flank at the south board edge, or, if you want to be conservative, you can do a diagonal line in the southeast corner, with both flanks tied to board edges. You'll need the Mermen to handle the lake area, and Trappers/Huntsmen/Mermen for the swamp areas. Keep troops in reserve, so that when a few Saurians meet your line, you can advance your whole line over them. Do not be too conservative/defensive on hard, as your time is limited. &lt;br /&gt;
# &amp;quot;Mermen on flank&amp;quot; strategy: Recall several decent land melee units &amp;amp; then 4-5 level 2 Mermen on rounds 2-3. Most of your force forms a line of battle near your keep, Mermen on the north flank in the river, land units extending south, flanks bent back with strongest units at the corners - then 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. 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. &lt;br /&gt;
# &amp;quot;Mermen feint&amp;quot; strategy: 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.&lt;br /&gt;
# &amp;quot;No Mermen&amp;quot; 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.&lt;br /&gt;
# &amp;quot;Sacrificial lamb&amp;quot; strategy: In addition to a couple mages, 2 healers, and some other fighters, recruit a castle-full of peasants to draw the Saurians out onto open ground.  Surround a single peasant on 5 sides, with 2 healers behind him. Build your formation around that.&lt;br /&gt;
* Closing strategy: The enemy's onslaught tapers out after their initial wave, so the final push for the southern leader should be quick and clean. Taking out the northern leader is harder, 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 don't want to lose any of your better units, patience may be the key.&lt;br /&gt;
&lt;br /&gt;
Spoilers...&lt;br /&gt;
* When one of your units gets as far west as the second bridge, a wave of Nagas will arrive out at sea. You may wish to delay going that far until the second watch, so that the Nagas will make contact with your forces during the day.&lt;br /&gt;
* 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;
&lt;br /&gt;
====The Troll Hole====&lt;br /&gt;
&lt;br /&gt;
Cave terrain again, but this time the cave is so riddled with holes that there's barely any sense of individual corridors. There's plenty of short narrow passages which prevent both you and your opponents from ganging up on on each other, while on the other hand the trolls can just walk around a blocked choke point and come at you through the neighboring hole. So fighting is mostly one-on-one, though may have several such fights going on at any given time.&lt;br /&gt;
&lt;br /&gt;
The map is roughly symmetrical, a keep in each of the four corners. Two random keeps will be home to the trolls, the other two will be occupied by a Giant Spider each. The spiders will only attack if you get too close.&lt;br /&gt;
&lt;br /&gt;
You designated opponents will be level-1 and -2 trolls, under level-3 commanders. They don't have that much starting gold, but sufficient income to keep recruiting about one Troll Cub per turn, or a level-2 every other turn, very much until you're right on their doorstep. In order to win this, you have to be able and slay the trolls quicker than they're coming.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
* as usual in the caves, give preference to units that can move 3 tiles on cave terrain.&lt;br /&gt;
* also as usual by now, this is no place for level-1 units. You can carefully level up one or two rookies, but the bulk of your host has to be tougher than that. It's more an opportunity to level up your chaotic units, and, especially, your mages.&lt;br /&gt;
* Spellcasters will do a lot of damage to Trolls, and in the 1-on-1 situation so common on this map, any level-2 or better mage will be certain survive the counterattack. You'll need level-3 Magi to press forward and carry the battle to the enemy's keeps, though.&lt;br /&gt;
* You'll want two teams of two healers each in any event. However, Trolls are susceptible to arcane damage, so your White Mages can play a very active role (and quickly level up if so desired). Mages of Light will be especially nice, with their illumination blinding the trolls and a half-decent melee attack to fight back with.&lt;br /&gt;
*  You can arguably fight this battle on mages alone. However, you'll need at least two keeps worth of units to plug all the holes and prevent the trolls from outflanking you. The supporters' main qualification will be to have enough hitpoints to survice a troll attack; being able to fight back is very desirable. Bandits or Swordsmen will be best, depending on whether you back them by a light source. Trappers and Outlaws will make do in the dark, Pikemen are a distant third, and lawful bowmen should sit this out: Mages can play the same game much better.&lt;br /&gt;
&lt;br /&gt;
The general strategy is to move into whatever direction the trolls are coming from, and fight your way, upstream so to speak, until you get to the enemy keep.&lt;br /&gt;
&lt;br /&gt;
You may start doing so right away, or first await the initial onslaught in the island you're starting on. With you on the ground and the enemy in the water, the terrain is in your favor... but the spacious cavern also allows two or even three trolls to gang up against one of yours. Then again, you can make good use of your loyal mermen and possibly even Sir Ruddry. Neither of which will be any good later when you carry the fight to the enemy, but hey, they're loyal and demand no upkeep.&lt;br /&gt;
&lt;br /&gt;
If you want to explore the map and steal villages, you better do so in force. The spiders will lunge at anyone who happens to get in their range; and besides, there's several unflagged villages at the beginning of the scenario, and your opponents will seize them. This means that trolls, even level-2 ones, may show up in unexpected places.&lt;br /&gt;
&lt;br /&gt;
====Cursed Isle====&lt;br /&gt;
&lt;br /&gt;
You will be fighting undead, mostly of the incorporeal and ghoulish lineages. Victory comes surprisingly easily.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
* Recruit lightly, certainly no more than two castles of troops. You could use 1-3 Paladins, 1-2 Mages, and 1-2 White Mages / Mages of Light.&lt;br /&gt;
* Recall your loyal Merman Triton or similar and have him pick up the holy water.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
* This can be the first or last quest you choose.  If you can wait, do it last, as you will come out of it with a lot of gold, which you will need for the first scenario after the quests, ''The Vanguard''. &lt;br /&gt;
* Keep a very tight formation for the first night, as Shadows will hit hard and you don't want to get backstabbed or swarmed. By dawn, it should be smooth sailing.&lt;br /&gt;
* If you get anywhere near the enemy leaders' keeps, expect to get rushed by a leader.&lt;br /&gt;
&lt;br /&gt;
Spoiler...&lt;br /&gt;
* In one of the three temples there is a Vampire Lady. All you really need is a Paladin or three to rush the temples. Kill her. Game over, you win. One of the other temples has some gold; grab that first.&lt;br /&gt;
&lt;br /&gt;
===A Spy In The Woods===&lt;br /&gt;
&lt;br /&gt;
Plot only.&lt;br /&gt;
&lt;br /&gt;
===The Vanguard===&lt;br /&gt;
&lt;br /&gt;
You will be fighting a large number of orcs, trolls and other enemies in a location with a natural defensive line, where presumably an underground river has carved a line of sinkholes. This scenario will be difficult or impossible with minimum gold (200), but quite doable with a large amount of gold (450+) even on the hardest difficulty setting. Recruitment and strategy are fairly straightforward, given the board layout.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
* Recruit a lot of units; you will need them.&lt;br /&gt;
# First turn, recall/recruit speedy units: Knights, Lancers, Paladins, Horsemen, Outlaws, and similar.&lt;br /&gt;
# Second turn, recall your loyal Iron Maulers (leveled up from ''The Fall'') and Spearmen/Swordsmen/Royal Guards.&lt;br /&gt;
# On subsequent turns, recall/recruit healers and other sorts of Mages, Thugs and their advancements, and Longbowmen. You will need quite a lot of healing power: 3-4 White Mages / Mages of Light and 1-2 Paladins. A Silver Mage would come in handy, since your forces will be widely spaced, but you could start with a couple of Red Mages and try to level up one or both to Silver Mage.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
# Your first priority is to rush to the west and northwest sinkhole gaps with mounted units. Seal the gaps there before the enemy pours through. Seal the rest of the gaps quickly too. Of course, seal each gap with one or more units ''behind'' the gap, not in it, so that you get multiple attacks on the enemy.&lt;br /&gt;
# A &amp;quot;Sitzkrieg&amp;quot; may develop, where neither side can make progress. Shift units to the southwest and break out there, using the west board edge defensively.&lt;br /&gt;
# Alternatively, allow &amp;quot;controlled openings&amp;quot; of the gaps, that offer better attacking opportunities during daytime.&lt;br /&gt;
# Don't forget the chest of gold, which you can see even in fog.&lt;br /&gt;
&lt;br /&gt;
Spoilers...&lt;br /&gt;
* Once you kill more than half the units of any side, a few tough undead units will appear near that side's stronghold at the edge of the map. So, this will happen three times. Beware the Chocobones. Their double damage from charge means they can take out Commander Aethyr at night just by hitting 2 for 2, and they will certainly try if they get the opportunity.&lt;br /&gt;
* After you kill either of the orc leaders, the other gets 80 gold. At far north is a level 3 troll leader, but he gets no bonus gold.&lt;br /&gt;
* Heads up: the next scenario is much less difficult with extra gold. You can use Peasants to avoid going negative on gold, promoting them to Spearmen only when needed.&lt;br /&gt;
&lt;br /&gt;
===Return of the Fleet===&lt;br /&gt;
&lt;br /&gt;
Welcome to the &amp;quot;kitchen sink&amp;quot; defense.  You've made it this far; now the enemy will launch a desperate defense, throwing a little bit of everything at you.  The effect is mostly psychological, but it could be a problem if you came into the scenario with minimum gold or your initial assessment causes you to drastically under-recruit. Time is money.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
* On medium, at least, you don't want to overrecruit. First turn, recall Mermen to assassinate the undead leader; 2 Entanglers/Netcasters and the Triton with the Storm Trident. Later, you should recruit 1 or more Silver Mages also for this taskforce as well as for causing general mayhem. It's also worth recruiting 5-10 L1/L0 units to take the brunt of the first wave of attacks; you can use any combination of Footpads, Poachers, Thugs, Spearmen, and Peasants, as you see fit. You'll want some decent L2 and L3 recalls for healing, to flank your lines, and to start kicking some butt at daybreak. A Mage or Red Mage to blast Trolls and Chocobones will level up by end of scenario. Paladins are good too. In addition to your loyal Mage of Light, you will need a bare minimum of 1 more healer.&lt;br /&gt;
* On medium, 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 (on 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.&lt;br /&gt;
* On hard, you also don't want to recruit too much for fighting the undead, but it's only because going on an offensive early against them will get you crushed by a Chocobone armada.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
# Move the Mermen (including the storm trident) 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.&lt;br /&gt;
# Your loyal units can do a little village grabbing, but it would be unwise to venture too far north.&lt;br /&gt;
# After nightfall, fog will appear; for the rest of the scenario, the map will become shrouded.  So, while you're still able to see, note the troop dispositions (especially Chocobones.)&lt;br /&gt;
# The first wave is largely at night and will have Goblin Knights and Pillagers, and later Chocobones and Troll Warriors. The damage they can cause is bone chilling, so make sure to divert their attention with plenty of spam. You want to meet them on the edge of the woodland, while inducing the orcs to fight from the grassland. Footpads are handy here, as they have high defense in woodland. Players have had success setting up the initial line in either the north or northeast woodlands, with respect to the castle. Others have succeeded by fighting mostly from the open plain, retaining mobility by leaving the woodlands to their Footpads.&lt;br /&gt;
# Once your Mermen have taken an island city, teleport over one or more Silver Mages to help kill the undead leader - in addition to a Silver Mage, you will want the storm trident, a Netcaster/Entangler, plus one more leveled unit to be fairly sure to knock him out in one round. Quick striking like this you end up fighting a lot less undead.  You probably end up foddering one of the mermen to the Undead Archers, but the trade off is probably worth it.  You can keep cycling your mermen up to fight with any orcs or trolls that come into the water. Silver Mages can assist, since they are not needed much in the other part of the fight.&lt;br /&gt;
# After the undead leader is assassinated and the first wave is broken, you may advance cautiously due north or to the northwest along the coast and ultimately finish off the two orc leaders.&lt;br /&gt;
&lt;br /&gt;
Spoilers...&lt;br /&gt;
* When you are close to the village in the northeast woods, tighten your formation, as past there you can trigger a small but elite force of Saurians. (Stepping 10 hexes or less from 34,15 triggers the Saurians.) Trigger them at second watch so they arrive at your forces in daylight. Alternatively, you can delay triggering the Saurians as long as possible by moving your force northwest near the water and then onto the small island, though even then it is possible to trigger the Saurians if you are not careful where you step. You can fight the final wave of orcs from the island, then move northeast to the mainland, finally triggering the Saurians.&lt;br /&gt;
* Cuttle Fish appear when you approach the north-central island (including the village at the northwest corner of the plain on the mainland.) There are 1, 2, or 3 Cuttle Fish, for easy, medium, or hard. 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;
* 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 the XP more than the gold; otherwise, try to knock out both leaders on the same turn before they can recruit more.&lt;br /&gt;
* Heads up: The next scenario is the final one. Therefore, loyal units are now somewhat disposable. However, you will need plenty of gold. Recruit some Peasants in the current scenario if you need to save some gold. Not only are they cheap, but they have no upkeep and Chocobones love 'em. Send a unit with leadership with them and they can even deal some amount of damage and be used to finish off wounded enemy, though at night you should just let them take the beating passively since otherwise they die too quickly.&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. Also, loyal units are no better than other units after your recruitment is finished.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
* You will need at least 300 starting gold, maybe more like 400 on the hardest difficulty level, so if need be, replay the previous scenario.&lt;br /&gt;
* To stretch your money, start with loyal Iron Maulers and some ready-to-level level 1's and level 2's. Finally, recall as many level 3's as possible.&lt;br /&gt;
* Healers: 3-6 Mages of Light / White Mages. Your few chaotic units will appreciate a White Mage.&lt;br /&gt;
* Horse units: 2-4 Paladins, 3-4 Knights / Grand Knights.&lt;br /&gt;
* Horse escorts: about 3 speedy units, like Royal Guards, Fugitives, and Silver Mages.&lt;br /&gt;
* Tanks: at least 6 high HP units, such as Royal Guards, Highwayman, Master Bowmen, and the loyal Iron Maulers.&lt;br /&gt;
* Mages: at least 3 high level Mages aside from your basic healers, so Arch Mages, Great Mages, and Silver Mages. Additional Mages of Light can be substituted.&lt;br /&gt;
* Some Mermen might be useful here, but surprisingly, they're not really necessary.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
* You can either send everybody west initially and then split for the two bridges or you can split initially, with mounted units racing to the west and then south, while the main army heads due south.&lt;br /&gt;
* With your mounted units, race forwards by day and backwards by night.&lt;br /&gt;
* Along with the mounted units should go some escorts, speedy foot units intended to kill things like Goblin Impalers, which make even Grand Knights nervous. They would also benefit from a quick Mage of Light.&lt;br /&gt;
* Meanwhile, with your tanks and the rest of your healers and support units, form a line or hedgehog. &lt;br /&gt;
* Maintain awareness of the overall battlefield.&lt;br /&gt;
* Kill all but one of the orc leaders (not all!).&lt;br /&gt;
* Don't forget to sacrifice Aethyr to Jevyan. Jevyan probably won't come out to play, so march Aethyr up to Jevyan and use a crossbow attack.&lt;br /&gt;
* Paladins, great mages, mages of light, silver mages are all suitable units to kill Jevyan himself, make sure you have them in sufficient numbers with your southern army.  Congratulations!  Enjoy the ending!&lt;br /&gt;
&lt;br /&gt;
Spoilers...&lt;br /&gt;
* When one of your units is within 8 hexes of a bridge, but you have no units within 2 hexes of the bridge, and there are no units on the bridge, then a Cuttle Fish will appear and destroy the bridge. This is usually disadvantageous. Not only does it leave you with a Cuttle Fish to fight, but it slows your progress south and the bad guys progress north. At least on the hardest difficulty level, it's hard to kill all the spam in time, so you don't want to impede their advance by removing the bridge.&lt;br /&gt;
* When any of your units is killed, it becomes a Walking Corpse (or a Soulless on hard.)&lt;br /&gt;
* After the first orc leader is killed, then some gold goes to mister Lich. It's 40, 80, or 120 gold, for easy, medium, and hard, respectively.  The lich also will receive some gold once you kill his Familiar.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[MainlineCampaigns]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns - The Rise of Wesnoth]]&lt;br /&gt;
[[Category:Campaigns - Walkthroughs]]&lt;/div&gt;</summary>
		<author><name>Schnobs</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=TheRiseOfWesnoth&amp;diff=63361</id>
		<title>TheRiseOfWesnoth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=TheRiseOfWesnoth&amp;diff=63361"/>
		<updated>2019-08-17T16:00:26Z</updated>

		<summary type="html">&lt;p&gt;Schnobs: /* A New Land */&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;
Over the course of this campaign, you will need to level up to some:&lt;br /&gt;
&lt;br /&gt;
* Healers: White Mages/Mages of Light (at least four)&lt;br /&gt;
* Undead killers: Paladins (two)&lt;br /&gt;
* Mobile strikers: Silver Mages (at least one, preferably more), Grand Knights (several), Fugitives (one or more helps)&lt;br /&gt;
* Damage sinks: Royal Guards, Iron Maulers, Highwaymen, Halberdiers, level 3 Burin, and again Grand Knights&lt;br /&gt;
* Leaders: level 3 Haldric, level 3 Lady Outlaw, and much later level 3 Commander Aethyr &lt;br /&gt;
* Ranged attackers: Great Mages (can use several in the last scenario), Longbowmen/Master Bowmen (two), Trapper/Huntsman (one is helpful)&lt;br /&gt;
&lt;br /&gt;
A Mage of Light, one Paladin, and five Grand Knights make a perfect assault team!&lt;br /&gt;
&lt;br /&gt;
Although Horsemen are key for the first three or four scenarios, it's important not to be too reliant on horse units through the middle part of the campaign, as there are many hard levels underground, in swamps, in water, or against Saurians; use XP from the scenario ''The Vanguard'' to get to 2 Paladins and 2+ Grand Knights.&lt;br /&gt;
&lt;br /&gt;
Don't overlook Pikemen/Halberdiers, which are useful in many levels; pierce attacks work well against Drakes and against the dragon, and they are handy for defensive roles especially repelling Wolf Riders. They are less good against undead, though, and don't get that +1 MP Royal Guard speed bonus.&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) leveled up. Footpads help too, once leveled up. Due to swamps, you will sometimes be spamming Poachers, which can marksmanship once at level 3 (or Rangers are good too, for swamps and forest.) These, plus Lady Outlaw, 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;
Here are some recommended units to have obtained by specific scenarios:&lt;br /&gt;
&lt;br /&gt;
2. The Fall - 1 Knight&amp;lt;br&amp;gt;&lt;br /&gt;
3. A Harrowing Escape - 1 White Mage, 2 Knights, plus about-to-level troops&amp;lt;br&amp;gt;&lt;br /&gt;
4a. The Midlands - avoid, go to The Swamp of Eden instead&amp;lt;br&amp;gt;&lt;br /&gt;
4b. The Swamp of Eden - level 2 Haldric, level 2 Lady Outlaw, 2 Knights, 2 Shocktroopers&amp;lt;br&amp;gt;&lt;br /&gt;
6. Temple of the Deep - level 3 Haldric, level 3 Burin, 1-2 Mages of Light or several Outlaws / quick Bandits&amp;lt;br&amp;gt;&lt;br /&gt;
8. Clearwater Port - level 3 Lady Outlaw, 3 White Mages / Mages of Light, 3 Iron Maulers / Royal Guards / Halberdiers&amp;lt;br&amp;gt;&lt;br /&gt;
12. A Final Spring - 1-2 Silver Mages&amp;lt;br&amp;gt;&lt;br /&gt;
14. Rough Landing - the 3 loyal Mermen from the previous scenario, ''Peoples in Decline''&amp;lt;br&amp;gt;&lt;br /&gt;
17a. The Dragon - up to 4 White Mages / Mages of Light&amp;lt;br&amp;gt;&lt;br /&gt;
17d. Cursed Island - 1 Paladin&amp;lt;br&amp;gt;&lt;br /&gt;
19. The Vanguard - 4 Knights/Lancers/Grand Knights, 2 Paladins (or about-to-level Knights)&amp;lt;br&amp;gt;&lt;br /&gt;
20. Return of the Fleet - 1 Mermen Entangler, 1 Merman Triton with Storm Trident, level 3 Commander Aethyr desirable&amp;lt;br&amp;gt;&lt;br /&gt;
22. The Rise of Wesnoth - 2 Paladins, 3 Royal Guards, 4 Mages of Light&lt;br /&gt;
&lt;br /&gt;
Because the campaign is long and you won't be able to recall all your level 3's in the final scenario, it pays to create some &amp;quot;uber-units&amp;quot;. An example is a quick, resilient Silver Mage that has been AMLA advanced a few times.&lt;br /&gt;
&lt;br /&gt;
==Scenarios==&lt;br /&gt;
===A Summer Of Storms ===&lt;br /&gt;
&lt;br /&gt;
This is a relatively easy scenario, so gear your recruitment and strategy with an eye towards gathering XP.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
# For the first round, recruit 2-3 Horsemen and the rest can be all Spearmen or a mix of Spearmen and Bowmen as you see fit.&lt;br /&gt;
# 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, grunts, and riders you will encounter. 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.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
* Players have used at least three strategies with success...&lt;br /&gt;
# The &amp;quot;over the bridge&amp;quot; strategy: Send the horsemen with the king over the bridge, and the others should follow or start going over the mountain, to avoid being attacked from behind. Send subsequent Spearmen and Bowmen on the &amp;quot;over-the-bridge&amp;quot; road, and when the Prince and final troops have just about caught up, march on the enemy camp.&lt;br /&gt;
# The &amp;quot;hide in the swamp&amp;quot; strategy: Proceed much like the above, but send the king 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, you can use a Spearman and a Mage (to level him.)&lt;br /&gt;
# &amp;quot;Sandbagging&amp;quot; strategy: On the hardest difficulty level, the initial enemy assault will only be easy to handle by entrenching your troops behind the river. Use the king to block the bridge initially, while Spearmen handle the shoreline just north and Horsemen carefully flag villages across the river. Run the king around, lending his leadership as you massacre the stupid enemy troops that have jumped like lemmings into the water. &lt;br /&gt;
* For all these options, you will also need to send a squad north into the mountains and around into the flank of the enemy. A quick Spearman, a quick Bowman, and one other unit, possibly a quick Mage, should be more than sufficient.&lt;br /&gt;
* When you see that the fronts are under control, stop recruiting and send prince Haldric and your Mages over the bridge on a quest for XP, assisted by the leadership of the king, and converge on the enemy camp.&lt;br /&gt;
&lt;br /&gt;
===The Fall===&lt;br /&gt;
&lt;br /&gt;
This is a scenario that looks scary, but it is only moderately difficult with proper recruitment and strategy.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
* Recall or recruit Spearmen and Bowmen to man the lines.&lt;br /&gt;
* Horsemen/Knights are desirable, because you probably do not yet have a White Mage, and the villages are widely spaced.&lt;br /&gt;
* Recalling or recruiting Mages for XP gathering is highly advisable for future scenarios.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
* There are three basic approaches to take out the outlaw leader...&lt;br /&gt;
# &amp;quot;Brute force&amp;quot; strategy: You can march west with a large army and use part of it to hold northwestern 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.&lt;br /&gt;
# &amp;quot;Assassination over the bridge&amp;quot; strategy: You can assassinate the outlaw leader. One way is to wait until the orcs have killed almost all outlaws and then assassinate the outlaw leader with Knights, rushing over the enemy camp's bridge and into the keep. This strategy is risky because orcs can kill the leader before you.&lt;br /&gt;
# &amp;quot;Assassination via the mountain pass&amp;quot; strategy: Another way to assassinate the leader is to send a squad through the southern mountains to the outlaw keep. Two Mages and three Spearmen might be enough. If not, add a Knight, Horseman, or the King, though these units have only a narrow passage devoid of mountains and could get pinned by the enemy.&lt;br /&gt;
* On the hardest difficulty level, you may be forced to assassinate.&lt;br /&gt;
&lt;br /&gt;
Hints...&lt;br /&gt;
&lt;br /&gt;
* Saving the loyal Heavy Infantrymen (or Shock Troopers on easy) pays off in later scenarios. To save all three, move them south towards the outlaws.&lt;br /&gt;
&lt;br /&gt;
* Once you eliminate the HP of the Lady Outlaw, she offers to help you. If you say yes, she comes back as a loyal unit in future scenarios and you will be able to recruit outlaw units, plus she cannot be killed in the next couple of scenarios (instead, she disappears when she goes to zero HP, and comes back the next scenario.) This is quite valuable. If you say no and try to kill her, you find out she cannot be killed. However, you do get 200 gold that she leaves behind.&lt;br /&gt;
&lt;br /&gt;
* Heads up: The following scenario (''A Harrowing Escape'') is a handful on the hardest difficulty level. On hard, your goal should be a carryover of almost 150 gold (so you have 250 starting gold), so although Lady Outlaw's assistance is worth much more than 80 gold (40% carryover of her 200 gold), you may be forced to choose the gold. Another thing you need to beat the following scenario on hard is a White Mage at or near the start of the scenario. Also, about-to-level units will be especially nice for their self-healing ability and low initial upkeep. Steer XP accordingly.&lt;br /&gt;
&lt;br /&gt;
===A Harrowing Escape===&lt;br /&gt;
&lt;br /&gt;
This scenario is much easier on lower difficulty levels, calling for different strategies.&lt;br /&gt;
&lt;br /&gt;
On easy/medium...&lt;br /&gt;
* Recruitment: You should recruit/recall 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. Other than the Mages, simply recruit what you want, and go along the road. You get enough villages to pay upkeep for quite some army, and can give some of them a bit of experience.&lt;br /&gt;
&lt;br /&gt;
* Strategy: Leave a few units in the rear, as the enemy can cross hills quickly. Note that Footpads and Outlaws will also cross hills at reasonable speed, if you need to hunt down some units. There are two castle tiles about halfway down, try to send Lady Outlaw and Brunin the Lost to them, they make good guards in case the enemy tries to come straight up. You can also send a couple groups of units down southeast to the lake, so you can prevent the Green team (southeast) from coming up the river. You can also kill the two Orcish Grunts (or Warriors on medium) on the southern castle tiles and then move Lady Outlaw and Brunin to them.&lt;br /&gt;
&lt;br /&gt;
On hard...&lt;br /&gt;
* Recruitment: To beat this scenario on the hardest difficulty level, you need some level 2 (or better yet, about-to-level level 1) units already and decent starting gold. It has been beaten on hard with as little as 158 starting gold, 200 is still difficult, and 250+ makes it relatively easy. You can stretch your gold a bit by not going negative on upkeep and waiting until you can't wait any longer to do one last round of recruiting, recalling mostly level 2's. For timing your final recruitment, watch the wolves that are likely trying to flank through the mountains south of your keep. Another requirement for beating this scenario is a White Mage (or two.) If need be, you must promote a Mage (or two) &amp;lt;i&amp;gt;tout de suite&amp;lt;/i&amp;gt;, as you will be dealing with severe damage and assassins, while only having easy access to 2 or 3 villages initially. Horsemen and Knights are useful for dissipating damage by serving as meat shields against blades and then running off to remote villages to heal. Quick Horsemen are especially nice, as they can transfer between two strategically placed villages in one turn, for healing on the go. Horsemen, Knights, and Swordsmen are useful for swatting assassins. If you can recruit outlaws, a couple of Footpads are nice for village grabbing. Thieves are also good because they are cheap, the Grunts are fond of attacking them, and they often survive on 70% defense.&lt;br /&gt;
&lt;br /&gt;
* Strategy: Near the start of combat, it's crucial to kill the first waves quickly: the wolves and assassins. More important than terrain is avoiding getting flanked, so mobility of individual units is key; if you climb up deep into the mountains, you will have a harder time with mobility than staying on or near the valley floor. Additionally, many of your units cannot go on mountain hexes, so it's easier to maintain your lines if everyone stays close to the valley. It's easier to make a stand at the keep and northern river bank, but this approach can be too costly in terms of time.&lt;br /&gt;
&lt;br /&gt;
Hints...&lt;br /&gt;
* On medium/hard, you can lure out the roadside guard Warriors one at a time by putting a unit within attack range of one (and out of range of the other.) They mostly come at night. Mostly. That is, the Warriors might not bite bait put out during the day.&lt;br /&gt;
&lt;br /&gt;
* If you have Lady Outlaw, note that she has leadership, which will be useful to help promote Prince Haldric, if he is still level 0. It's worth advancing her to level 2, to continue to provide leadership to level 1 Haldric and your other level 1's. You may also make use of her odd ability &amp;quot;distract&amp;quot;, which allows adjacent allied units to ignore ZOCs. And Lady Outlaw allows you to recruit outlaw types. On hard especially, Thugs can be useful as meat shields and to provide strong attacks at night when your lawful forces are crippled. Remember too that Lady Outlaw cannot be permanently killed (at least not yet), so when desperate times call for desperate measures, you can move her into a suicidal position.&lt;br /&gt;
&lt;br /&gt;
* It helps that there are two enemy sides as opposed to a twice as strong single enemy side. If one of your units could be attacked by 3 enemies, but 1 of these hexes is currently blocked by the other side, the currently moving enemy decides to attack units which it (they) is (are) actually less likely to kill than that one. AIs don't cooperate, that is.&lt;br /&gt;
&lt;br /&gt;
* If you are stuck on this scenario, you may need to replay one or both of the previous scenarios and/or choose to &amp;quot;kill&amp;quot; Lady Outlaw in the previous scenario so you get her gold.&lt;br /&gt;
&lt;br /&gt;
Spoilers...&lt;br /&gt;
&lt;br /&gt;
* There is Dwarf Steelclad in the village at 8,5. It's 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;
* After you kill the first orc leader, an Orcish Slayer and two Assassins will pop out of nowhere, so you would be wise not to have any wounded units stuck without movement points at that point. Also, the other leader will get an infusion of gold and start recruiting on all available hexes, so if you can sit on some of those hexes first, it will help keep the situation from getting out of control.&lt;br /&gt;
&lt;br /&gt;
* At the end, you will be given the choice of the river/swamp road or the midlands/orc road. These fork to the scenarios ''The Swamp of Esten'' and ''The Midlands'', respectively. The swamp scenario is relatively easy, while ''The Midlands'' could cost you some leveled units or even prove impossible to beat if you are low on gold. Also, the swamp gives you a free loyal White Mage, so it's a no brainer, unless you want more of a challenge.&lt;br /&gt;
&lt;br /&gt;
* Heads up: it would be wise to have at least 1 White Mage before going to the scenario ''The Swamp of Esten''.&lt;br /&gt;
&lt;br /&gt;
===Diverging Campaign Path===&lt;br /&gt;
====The Midlands====&lt;br /&gt;
&lt;br /&gt;
Orcs again. But you chose that way. This scenario may appear impossible, but with a lot of gold and a little strategy, it can be beat. &lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
* You are given plenty of time, so use it wisely. The enemies send lots of orcs, mostly weak ones. So recruit and recall everything you can.&lt;br /&gt;
* Recall any White Mages you have. You'll need them.&lt;br /&gt;
* Bowmen are good for the wolf units you will be facing.&lt;br /&gt;
* The rest depends on your strategy.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
* The &amp;quot;Fast Assault&amp;quot; option: use an assassination team. If you go west, only your Knights and Horsemen will arrive and fight at daytime. So 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, but hopefully not the latter, as they are loyal units in a long campaign. With this approach, you can finish early (around 25 turns) and keep your losses low.&lt;br /&gt;
* The &amp;quot;Dark Assault&amp;quot; option: use Footpads.  If you chose to work with the the outlaws in the last round, then this works well.  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 them to the upper west and south, followed by more powerful units: Mages, Horsemen, etc.  For the time being, leave 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 enemy's gold and increases yours.  Don't attack at first, just defend, until more of your slow higher powered units arrive. The strategy here is to pick off the orcs, and send the Horsemen to capture villages.  While this is going, to the south you send your Footpads to capture any villages you can and, more importantly, put a Footpad on the hex that is adjacent to the bridge, thereby stopping easy advancement of their greater numbered troops. A White Mage, a couple Trappers and some Bowmen would make a good escort. Probably sending a Thief or two would be good too, to help dispatch any enemy that infiltrate the villages north of the river. one enemy got into one of the villages on the north of river, and it took a lot to dislodge him.  The intention is to engage the enemy so that they are fighting from the river squares, at a huge disadvantage.&lt;br /&gt;
&lt;br /&gt;
====The Swamp Of Esten====&lt;br /&gt;
&lt;br /&gt;
This scenario is not hard if you are conservative and don't send important units off alone.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
# First round, recall 1-2 quick Knights (or Paladins, if you have them), recruit 1-2 Horsemen, and recall your loyal Shocktroopers or whatever they are now.&lt;br /&gt;
# Next round, recruit/recall Mages to kill Scorpions (and Bats) and at least one White Mage to deal with poison, plus maybe a Poacher or Trapper or two, as they are good in swamp (and you would like a Huntsman eventually, for its markmanship.)&lt;br /&gt;
# A little Thug spam can come next, but you don't need a full third round of recruitment. Then send Prince Haldric off to lend his leadership.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
# Head to the northeastern leader first. Try to kill Dark Adepts with Burin or horse units before they have a chance to attack you. As you close in on the leader, hover your mouse over him to watch where he can go, as at night his ranged attack is nasty and can be followed up by waves of kamikaze Walking Corpses, which can take out a Knight.&lt;br /&gt;
# After you have killed the northeastern leader and eliminated troops there, you can either send your whole army back across the ford and south or split your army into two halves, sending one part to each leader. If you have lost several units but have lots of turns left, it's probably safer to stick together. This is not a simple mop-up operation, as powerful undead can take out some of your valuable units if you're not careful. On hard, Shadows are a threat at night.&lt;br /&gt;
&lt;br /&gt;
Spoiler...&lt;br /&gt;
&lt;br /&gt;
* Searching the temples is a good idea. Some have gold. There is 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 a horse unit or Lady Outlaw to the temple at 19,5. However, some of the temples contain undead, 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 challenge in this scenario is keeping your ally alive.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
# First round, recall your (probably leveled up) Heavy Infantry from The Fall and some quick Spearmen.&lt;br /&gt;
# Second round, recruit/recall Thugs, Bowmen, and Spearmen, preferably quick.&lt;br /&gt;
# Third round, recall 2-3 White Mages (or Mages of Light) and maybe some quick Mages.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
* Your forces will have three main combat arenas: the northeast, the south, and the middle.&lt;br /&gt;
# The castle in the middle is inhabited by the tree folk. The orcs have almost the perfect anti-wose force, heavy on fire (Orcish Crossbowmen and Pillagers), so your ally is going to need your help. Send 2-4 units to the castle and another 4-8 units northeast of the castle to block the enemy advancing from that direction.&lt;br /&gt;
# Split the rest of your forces to go northeast and south, 4-6 units each, with a White Mage in each force. Your loyal Heavy Infantry / Shocktroopers should head south. Sending Haldric south might help take some of the heat off the woses.&lt;br /&gt;
  &lt;br /&gt;
Tips...&lt;br /&gt;
* If you send a White Mage or Mage of Light to the wose castle, it will let any adjacent wose cure+heal or sometimes regenerate+heal (16 points.) That's because of the side sequence within a turn: player, orcs, woses. For example, after the orcs attack with poison, the woses cure themselves, and then your leveled mage will heal any adjacent wose.&lt;br /&gt;
&lt;br /&gt;
Spoilers...&lt;br /&gt;
* The temple contains the entrance to the catacombs, but you need the leader Wose's help to open it, and to get that help you have to win the current scenario, so there is no point in visiting this temple.&lt;br /&gt;
&lt;br /&gt;
* Heads up: The next scenario is in the catacombs, i.e., underground, and it's a tough one, so you need to groom your roster accordingly. Two Mages of Light would make it a whole lot easier. Failing that, level up your fearless loyal Shocktrooper and chaotic outlaw types. Bandits/Highwaymen and Fugitives are especially nice. Quick units of almost any type (except horse units) will be helpful, if leveled and possessing high HP (&amp;gt;50).&lt;br /&gt;
&lt;br /&gt;
===Temple in the Deep===&lt;br /&gt;
&lt;br /&gt;
You will be facing undead underground. This is a difficult situation that will prove much easier with proper recruitment. Then the strategy will be fairly straightforward.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
&lt;br /&gt;
* All in all, what you need is a small elite force. Two rounds of recalls is enough, if you didn't lose Burin in a prior scenario.&lt;br /&gt;
# First round, recall your loyal Shocktroopers / Iron Maulers, though their slow movement will prove frustrating. Also on the first round, recall a fast &amp;quot;tank&amp;quot; and someone to grab the holy water.&lt;br /&gt;
# Second round, recall any Mages of Light you might already have, and a total of at least two White Mages or Mages of Light, preferably quick. For the rest of your recruitment, what you need are high movement (6+ MP) non-horse units with high hitpoints (&amp;gt;50 HP). It helps if they are chaotic (or at least neutral) and/or have ranged or impact attacks. Put all the requirements together and it points to Fugitives. Outlaws and quick Arch Mages are worth recalling too. Fill out the rest with other high HP units. Note that horse units are too sluggish in caves and should not be recalled/recruited unless you have a compelling reason.&lt;br /&gt;
# Third round (optional), you can add a unit or two for a safety margin.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
&lt;br /&gt;
# There are two ways north, but they will meet up together. First thing you will see are Tentacles. You can either ignore the Tentacles for the most part or use them for XP. Your main initial objective is to find a good place to make a stand against the nasty wave of undead coming from the north. The chokepoints and southern shoreline offer good defensive locations. Watch out for the enemy's Bone Shooters, Revenants and Deathblades, as they could easily mess up a level 3 unit. &lt;br /&gt;
# Once the flow of baddies as tapered off, gradually progress northwards. 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. Be careful if he has recruits around, as their combined damage can take down one of your level 3's. Note that the Ruby can only be picked up by Haldric.&lt;br /&gt;
&lt;br /&gt;
Hints...&lt;br /&gt;
&lt;br /&gt;
* Holy water: The best choice for the Holy Water is a quick Bandit, who should level quickly. A quick Highwayman could be used, but won't benefit much from the XP.&lt;br /&gt;
&lt;br /&gt;
* XP: Use this level to get experience. The early-finish bonus is tiny. The Tentacles are perfect for leveling up units. Keep Burin away from the water at this stage, or he'll kill all tentacles as they attack, depriving those who could benefit from the XP.&lt;br /&gt;
&lt;br /&gt;
Spoilers...&lt;br /&gt;
&lt;br /&gt;
* Your killed units will be turned into Walking Corpses (or Soulless on hard.) Therefore, spam is not helpful. A Mage or Thug can be okay, if used with great care, but mostly you need to recall leveled troops here.&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;
&lt;br /&gt;
This scenario is easy if you take the first boat out, more challenging for the second and third boats, and very difficult (on hard) if you want to take out all three leaders.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
# Your loyals, two to three healers and plenty of spearmen is all you need, if you stick to the walls and play defensively.&lt;br /&gt;
# Recruit slowly at start to stretch your gold with initial income.&lt;br /&gt;
# It's a good scenario for leveling troops, so add a few other (sturdy, non-mage) units for diversity and to make your recall list more varied. &lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
# Your ally does not need his villages.&lt;br /&gt;
# Man the walls, play defensively, stick to the walls, prepare to defend against occasional breaches.&lt;br /&gt;
# Use illumination and leadership to maximum effect.&lt;br /&gt;
# Soften opponents with your loyal veterans, feed kills to recruits.&lt;br /&gt;
# Send a small task force to the northeastern coast (easy kills on 20% terrain). Be prepared to reinforce them.&lt;br /&gt;
&lt;br /&gt;
Finish...&lt;br /&gt;
* Take the third boat (this gives early finish bonus) or try to defeat all leaders, if you feel ambitious.&lt;br /&gt;
&lt;br /&gt;
===Fallen Lich Point===&lt;br /&gt;
&lt;br /&gt;
This is a high variance scenario. It may be easy or hard, depending on events beyond your control.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
* Recruit fairly lightly initially, as you will likely have a chance to use the Lich's keep to recruit again.&lt;br /&gt;
* Mages, White Mages, and Mages of Light are good, and as are all the other advancements of Mages.&lt;br /&gt;
* You automatically should have your loyal Knight. Because of the mountains around &amp;quot;lichland&amp;quot; and frozen ground everywhere else, additional horse units are not recommended, except a single Paladin will come in handy.&lt;br /&gt;
* Some Thugs or a Bandit or Highwayman will provide a little extra undead bashing power.&lt;br /&gt;
* Footpads will help with village flagging.&lt;br /&gt;
&lt;br /&gt;
Strategy... &lt;br /&gt;
# The Orcs will be busy with the Yetis, so you can walk with a big group south and kill the Lich-Lord. Move Haldric to the stone monument to de-petrify the Lich. It may help to post some units around the undead before doing so. Use several mages to make a hole or two in the ring of undead, and then push in a burly fighter or two and/or Paladin to kill the Lich.&lt;br /&gt;
# After killing the Lich, assess the Orc/Yeti situation (as well as the village flagging situation) and decide if you need to use the Lich's keep to recruit some reinforcements.&lt;br /&gt;
# After that, head north and walk into the sewer entrance (the &amp;quot;cave&amp;quot;) or else kill the orc leaders.&lt;br /&gt;
&lt;br /&gt;
Hints...&lt;br /&gt;
* 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 Yetis.  However, be careful not to be attacked by a Yeti yourself.&lt;br /&gt;
* 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.)&lt;br /&gt;
&lt;br /&gt;
===Sewer of Southbay===&lt;br /&gt;
&lt;br /&gt;
This is a swampy underground scenario, but with attention to recruitment, it's not very difficult.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
* As always underground, you want non-horse units with 6+ MP.&lt;br /&gt;
* Recall White Mages / Mages of Light, at least two, three is probably the optimal number.&lt;br /&gt;
* There are quite a few villages in this cave, so an expensive force is supportable, though not necessary. Some players recruit a large and spammy force, while others go with small and elite:&lt;br /&gt;
** Option 1, &amp;quot;Large and spammy&amp;quot; recruitment: Recruit four each of Mages, Thugs, and Poachers. Yes, Poachers normally stink, but here they really shine in a swamp that is permanently dark, underground. If you recruit four Poachers, you could finish with three Trappers and a Huntsman - or you could finish with four dead Poachers. The Thugs are especially likely to die, as they will be facing off against Red Mages, but somebody has to do it.&lt;br /&gt;
** Option 2, &amp;quot;Small and elite&amp;quot; recruitment: Recall something like one Red Mage, one Arch Mage, one Silver Mage, 2 two Royal Guards/Highwaymen/etc, and a Trapper or Huntsman, plus three regular Mages and a Poacher.&lt;br /&gt;
* A Rogue (or Assassin) can be very handy as a damage dealer, who is able to break through bottlenecks.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
# After leaving your initial chamber, you will be in a large swamp room with three entrances, through which will be a flood of bad guys. Use two Poachers and a Thug or similar to blockade the southeast, a small elite group to block the north, and then a mix of fighters and mages to handle the west entrance. Give each group a White Mage or Mage of Light, as well as at least one regular Mage. Try to keep the Mages of Light away from your chaotic forces on the front lines, though. Use the leadership of Haldric and Lady Jessene - and Mage of Light illumination or lack thereof - to get the most from each attack.&lt;br /&gt;
# When the initial battle has died down, you have two options:&lt;br /&gt;
## If you have enough forces, you can divide into two groups and attack both brothers simultanously, east and west.&lt;br /&gt;
## Otherwise, do them one after the other, and then look for the exit.&lt;br /&gt;
&lt;br /&gt;
Spoilers...&lt;br /&gt;
* Danger: there is a Giant Spider at the exit. You may wish to keep one or two cannon fodder units in order to be able to save your advanced units.  It is best to use ranged attacks against the spider, so leveled mages are good here.&lt;br /&gt;
* Heads up: the next scenario is a lot easier with a lot of gold, especially on the hardest difficulty level.&lt;br /&gt;
&lt;br /&gt;
===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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Clockwise, starting at the bottom: &lt;br /&gt;
* the southern orcs (purple) will recruit the usual orcish units, and with a few going west between the mountains and the coast, while the bulk will come through the plains south of the swamp, arriving at the keep early in the night. This one is the most conventional enemy, once his host is defeated you can march a comparatively small strike force to his keep and finish him off.&lt;br /&gt;
* The waterlogged orc to the west (black) will recruit mostly Naga and a few Bats, which will harrass you from the sea and try to seize the villages on your peninsula. He only has a small keep, so he can keep recruiting, two units per turn, seemingly forever.&lt;br /&gt;
* The northern orcs (green) are farthest away; they also have lots of villages they can capture. Hence it will be some time until they reach you, and not in full force at first. With any luck (and strong enough units) you'll have fought down the bulk of the southern orcs by then.&lt;br /&gt;
* Finally, a number of level-2 skeletons (including Chocobones) will appear behind the swamp in the east on turn 4 (first dusk). Those will join the black team; starting behind the swamp and with a few villages to grab, they won't knock on your door before daybreak.&lt;br /&gt;
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Spoiler:&lt;br /&gt;
On turn five, a few mermen will appear near the lighthouse and join you; you'll also be able to recruit mermen from then on. That's your ticket to fighting back the Naga, see to it that you still have some money left at the time.&lt;br /&gt;
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Recruitment/Strategy:&lt;br /&gt;
# several Trappers/Rangers/Huntsmen to sally forth and occupy the hills and forest south of the town. Your ally will sally forth to meet the enemy in the usual fashion; if you can lend a hand and soften up the enemy, King Addroran's troops will finish them off easily. In doing so, they'll happily expose themselves to counterattack -- your Trappers (etc.) have a rather good melee attack and probably won't be targeted as long as there's weaker and more accessible allied units nearby. Don't fret about the missed XP, there will be plenty more before this is over. For now, you want to dispose of the bad guys ASAP before they pile up on the doorstep.&lt;br /&gt;
# you probably don't need dedicated undead-killers beyond the Mages you bring anyway. But if you want to employ your loyal Shock Troopers, recruit them no later than turn 2 or they won't get there in time.&lt;br /&gt;
# Mages: seeing as there will be fighting all over the place, three healers will be barely sufficient. A few fireball-throwers will also come in handy, if only in order to deal with the evasive Orcish Assassins / Slayers. A Silver Mage or two will be especially useful, as they can teleport all over the place and help with each of the commanders in turn (especially the one on the island, that would take forever to get to otherwise).&lt;br /&gt;
# by turn 3, some chaff to occupy the coastal villages so the Naga can't just waltz in. Level-1 units or even peasants will do.&lt;br /&gt;
# the worst fighting will be over by daybreak; you'll still want a few lawful units to carry on the battle during the day. One keep of knights and level-2 lawful infantry should suffice. Recruit these on turn 4.&lt;br /&gt;
# starting on turn five, you can recruit mermen. Those can not only deal with the Naga infestation, but also tackle the northern orcs as they try to cross the bay. Two keeps worth is not too many.&lt;br /&gt;
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Strategy is broken into three fronts...&lt;br /&gt;
# First order is to help your ally with the first waves of attackers, as described above. You can't stop King Addroran from throwing away his troops, but you can help them to have some effect before they perish.&lt;br /&gt;
# Next, fending off the Naga. A few cheap units in coastal villages at first, mermen later. Mermen vs Naga at sea will be slow fighting: both have excellent terrain defense, so there will be no obvious progress for a good long while. You should use a Mage of Light to support them, this really makes a difference during the night.&lt;br /&gt;
# Also, the bay/river to the north. The Mermen can be very efficient here, enjoying high terrain defense while being close enough to the coast that Lady Jessene and Haldric can provide Leadership wherever needed; again, you also want a Mage of Light if available.&lt;br /&gt;
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For the landlubbers, don't bring too many rookies: this scenario is best used to direct experience to your level-2 units, partially advancing them outright or getting them to a point where you can expect them to level up at a good point in their next battle.&lt;br /&gt;
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For the Merfolk, try to advance all they loyal ones, and a few more besides. Directing XP to particular units will be easier for those mermen defending the bridge, but those fighting the Naga will inevitably get some XP as well. Eventually you'll have to cross the bridge with ground troops and take the fight to the enemy, though.&lt;br /&gt;
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===Peoples in Decline===&lt;br /&gt;
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This is a potentially bloody scenario. The Drakes are barely impeded by the difficult terrain and can run circles around you, making it hard to move damaged units into a safe position. On the upside, most drakes have little terrain defense even in forest and mountains, and are positively vulnerable to spears and arrows.&lt;br /&gt;
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Strategy...&lt;br /&gt;
Using Trappers (or their upgrades) and Merfolk, try to lure the enemy into the swamps or over the sea, fight down their troops, then storm their keeps. Be prepared to suffer some losses: it's better to deliberately sacrifice some units of your choosing than struggling to keep everyone alive.&lt;br /&gt;
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Spoiler...&lt;br /&gt;
* There's a Storm Trident in the middle of the bay. There's no particular hurry to pick it up for using it in this battle: the trident does fire damage, which isn't very useful against drakes. Just don't forget to retrieve it for later use.&lt;br /&gt;
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Picking it up will summon a level-3 Sea Serpent on the next turn, be sure that you're ready for it. &lt;br /&gt;
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Lord Typhon will depart in a few scenarios, so better give the trident to another fighter. Preferably a &amp;quot;quick&amp;quot; one, who can become a Hoplite and still keep up with his mates when he gets to level 3.&lt;br /&gt;
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===Rough Landing===&lt;br /&gt;
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You will be fighting Nagas and Vampire Bats, primarily. This is a scenario that may be frustrating on the easier difficulty levels, though on hard it is just par for the course. Good recruitment and strategy will save you from getting slaughtered.&lt;br /&gt;
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Recruitment...&lt;br /&gt;
* You are probably going to go negative on gold and be unable to rectify that with the paultry early finish bonus, so you might as will go very negative and be resigned to start the next scenario with minimum gold.&lt;br /&gt;
* Recruit/recall many Mermen and 1 or 2 White Mages or Mages of Light. A few Peasants can be useful to pad out your force, distract the enemy, and protect villages from stray Bats. A Silver Mage can be useful for island hopping but is not essential. Thieves/Assassins are blade vulnerable, and Nagas only use blades, so it's probably best not to recall them.&lt;br /&gt;
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Strategy...&lt;br /&gt;
# Knock out the southeastern leader in a blitz. It's important to get that out of the way, because a wave of Nagas is advancing at light speed from the north.&lt;br /&gt;
# Next, hurriedly set up a line in the water alongside your fortress island. Your fortress troops can anchor one flank, while Burin the Dwarf can go to the island to the northeast to anchor the other end of your line. Nobody messes with Burin. Move Lady Jessene behind the lines to lend her support to the Mermen. Your loyal Mage of Light will be able to move back and forth more (to lend illumination) if kept in the fortress area.&lt;br /&gt;
# Finally, once the enemy assault wave has been broken, advance northward to kill the final two leaders in a straightforward mop-up operation. Just be careful not leave isolated units where they can get swarmed.&lt;br /&gt;
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Hints/Spoilers...&lt;br /&gt;
* Try to level up the mermen; they can be useful in another scenario later.&lt;br /&gt;
* Beware of Sea Serpents. Three of them will appear, one on each of the three turns following your first kill of an enemy unit. Make sure to kill them at once. The Storm Trident from the previous scenario and the Ruby of Fire will come in handy against the Serpents.&lt;br /&gt;
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===A New Land===&lt;br /&gt;
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This is an odd scenario: as soon as anyone gets killed, someone from the elvish high council will step in an end the bloodshed. Your &amp;quot;early finish bonus&amp;quot; becomes a &amp;quot;late finish&amp;quot; bonus: you're supposed to drag this out for as long as possible without anyone being killed.&lt;br /&gt;
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Recruitment...&lt;br /&gt;
* the strongest units you have, than can deal both melee and ranged damage.&lt;br /&gt;
* Rangers are best, followed by Javelineers and level-3 Bowmen.&lt;br /&gt;
* you need six of these at the very least, preferably ten or twelve. Plus healers to back them up. If you don't have that many elite troops on your roster, or cannot afford to recall as many, it may be better to do nothing and just keep your starting money.&lt;br /&gt;
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Strategy...&lt;br /&gt;
Place Javelineers on the keep, Mermen in the water, and Rangers in the forest. All backed up by healers. Have a few reserves you can swap in when things get tough. Haldric also makes a good front-line unit; Javelineers should stay near him for the leadership.&lt;br /&gt;
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Note that no enemy unit will attack you when there's even a remote risk that they might die. So having the strongest possible fighters, both melee and ranged, will deter the most attackers. If your line looks fierce enough, some level-1 units will not attack you at all. All others will cease attacking as soon as they've taken enough damage that their death becomes a possibility. At which point, they will wander of in search of a village for healing; once all nearby villages are occupied, your attackers may even stand around dumbfounded.&lt;br /&gt;
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Place your troops where they enjoy a good terrain defense, that is, the keep and the forest. The purpose is to reduce the damage taken, so your healers can keep up for as long as possible. After the first round of attacks, you'll always have a few near-dead opponents standing in front of your lines, allowing you to end the scenario quickly.&lt;br /&gt;
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The enemy doesn't know or understand your plan: if your front doesn't extend all the way to the edge of the map, they will not deliberately try to outflank you. To the AI, a ''small'' gap of one or two tiles will look like a trap. Only if they pile up against your formation will they eventually start to flow around.&lt;br /&gt;
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Be sure to keep the villages behind you occupied at all times, however, or wounded enemies seeking a healing may actually try to get there. Sir Ruddry and Burin, having no other use, will do nicely.&lt;br /&gt;
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Spoiler...&lt;br /&gt;
* this the last chance you have to recruit Mermen, as their king leaves. You've probably got plenty on your roster from the previous scenarios, which will stay with you and can be recalled later. But if you think you need more, this is your last chance.&lt;br /&gt;
* the late finish bonus is 50/turn, so if your upkeep is less than that, you're in the good. Even if you don't have or cannot afford enough troops for a full defense, trying to hold the keep for a few turns will be worthwhile.&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;
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====The Dragon====&lt;br /&gt;
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This scenario is not as difficult as it looks, though your recruitment and strategy need to be tailored to fight the Saurian Skirmishers and other foes you will face here.&lt;br /&gt;
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Recruitment...&lt;br /&gt;
* Saurians use piercing attacks mostly, so it's better to use units resistant to pierce. Pikemen and Halberdiers have 40% pierce resistance. Javelineers are ideal as Saurians use ranged attacks a lot.&lt;br /&gt;
* You may wish to bench some or all of your loyal Iron Maulers. They are ineffective against the 70% impact resistant Mudcrawlers, while also vulnerable to the ranged attacks of both Mudcrawlers and Saurians.&lt;br /&gt;
* Consider adopting a force of all units with ranged attacks, save for horse and thief units, which can be kept behind the lines when not in use. It is amusing when Saurian Augers are forced to tap your units with their little staffs.&lt;br /&gt;
* Healers are a necessity to deal with the heavy damage your units will be sustaining. Depending on the strategy you adopt, you will want 2-4 healers. Mages of Light rock here, as they can easily do front line duty in pairs and their illumination blinds the Saurians, reducing their damage.&lt;br /&gt;
* You need something to clean up mud. Versus level 0 Mudcrawlers, Horsemen and their advancements can charge with no counterattack, and likewise Thieves and their advancements can backstab with no counterattack. Mages can be used as well on the fire vulnerable mud.&lt;br /&gt;
* Merman shine on this map once you get them into the swamp / water hexes. They are more mobile than anything but silver mages. The storm trident makes short work of even high-level saurians and the dragon is weak to the pierce damage of your tridents and javelins. An Entangler's slow ability will help tame the dragon even further.&lt;br /&gt;
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Strategy...&lt;br /&gt;
* Players have used many different strategies with success:&lt;br /&gt;
** &amp;quot;Hedgehog&amp;quot; strategy: 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. You can 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, you can string non-wounded troops out a bit in the rush for the leaders. &lt;br /&gt;
** &amp;quot;Triangular Hedgehog&amp;quot; strategy: 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. You can fix this by creating 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. 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 Jessene, since she has excellent defense and is chaotic and therefore benefits by not being in the Mages' light. &lt;br /&gt;
** &amp;quot;Giant Hedgehog&amp;quot; strategy: Recruit a lot of units, and then move the whole army as one big bulk. Keep healers in the middle (about 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. Head first for the east or west leader, but steer for good terrain, because your force will soon be swarmed. But then by turn 10, there should be many few Saurians alive.&lt;br /&gt;
** &amp;quot;Standard Line&amp;quot; strategy: Form a line from the west board edge diagonally up towards your keep across the two villages just in front of the forest. You will probably wish to bend upwards at the forest, rather than running the line all the way to the keep. Whenever the Saurians have a small number of troops at your line and you have enough strength to kill them all, you can advance your whole line one hex south, allowing you to get additional attacks on them from non-frontline troops. Once you advance a unit to the first water hex at west board edge, the west leader will probably come out to greet it, so be ready to fry him with Haldric's ruby. After killing the leader, back up into good terrain to prepare to meet the dragon.&lt;br /&gt;
** &amp;quot;Wake the Dragon&amp;quot; strategy: Prematurely wake the dragon (see spoiler below) and back up your troops to north of your keep. When the dragon comes, kill him. The scenario can be over on turn 7. There is no early finish bonus for this, but you can recruit lightly so that you still have gold at the end and will carry-over 40%, if you need it for your next scenario.&lt;br /&gt;
* With all these strategies, the Saurians may hold back for quite a while. This is okay, as the Dragon will eventually appear and come to you. Kill it. Then you are given a choice of whether to end the scenario or to try to kill all the enemy leaders before time runs out. You can choose to finish the remaining Saurians for a nice bonus. &lt;br /&gt;
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Spoilers...&lt;br /&gt;
* The dragon will awake on turn 15 or when you move a unit down around the road north of the mountains. If you wish to wake the dragon prematurely, you can recruit a Horseman on turn 1 and run him down. It's a suicide mission for him, however.&lt;br /&gt;
* If you have a fast non-horse unit in position, rush it to the mountain cave after the Dragon leaves to grab the 200 in gold, though that's nothing compared to the Hero bonus for defeating all the Saurian leaders. So focus on killing all of them first.&lt;br /&gt;
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====Lizard Beach====&lt;br /&gt;
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This is a scenario versus Saurians, Giant Scorpions, and Mudcrawlers, where good recruiting and strategy will save you from massive bloodshed.&lt;br /&gt;
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Recruiting...&lt;br /&gt;
* Mermen are helpful for the swamp and water areas.&lt;br /&gt;
* Bench some or all of your loyal Iron Maulers, veterans from ''The Fall.'' They are laughably ineffective against the impact resistant Mudcrawlers - and laughably vulnerable to their ranged attacks.&lt;br /&gt;
* Thieves, Horsemen, and their advancements are good for mud cleanup, though you must keep them out of range of Saurian skirmishers. Swordsmen and Royal Guards are also good, though overkill.&lt;br /&gt;
* Recall a lot of fairly high HP units, preferably with strong non-impact ranged and melee attacks.&lt;br /&gt;
* Mages are good. Mages of Light are especially useful, since they can do front line duty. Lots of healing may be necessary, about 3 healers are good, so White Mages can be used too. Raw recruit Mages can be used as well, for disposal of Giant Scorpions and the occasional Saurian Skirmisher that wanders too far. At least one Silver Mage is highly desirable, along with a speedy unit (e.g., Fugitive, Footpad, or Horseman) to capture villages for the Silver Mage to use north of the river.&lt;br /&gt;
* [fredbobsmith2] An alternative strategy that works surprisingly well is to simply use a very mage-heavy army. Recall most or all of your high-level mages, throw in a few peasants, and spend the rest of your gold on recruiting mages. Victory will come with shocking ease.&lt;br /&gt;
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Strategy...&lt;br /&gt;
* General strategy: as Saurians have skirmishers and a lot 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 straight so only two can mob one guy. Hedgehog tactic also seems to work well.&lt;br /&gt;
* Opening strategy: here are some specific strategies that players have used with success in the early part of the scenario:&lt;br /&gt;
# &amp;quot;Mermen in center&amp;quot; strategy: Recall 2-4 Mermen, 1-2 Trappers/Huntsmen, and a lot of high HP troops, then form a line. Initially, you can either form a north-south line around the lake area with one flank at the south board edge, or, if you want to be conservative, you can do a diagonal line in the southeast corner, with both flanks tied to board edges. You'll need the Mermen to handle the lake area, and Trappers/Huntsmen/Mermen for the swamp areas. Keep troops in reserve, so that when a few Saurians meet your line, you can advance your whole line over them. Do not be too conservative/defensive on hard, as your time is limited. &lt;br /&gt;
# &amp;quot;Mermen on flank&amp;quot; strategy: Recall several decent land melee units &amp;amp; then 4-5 level 2 Mermen on rounds 2-3. Most of your force forms a line of battle near your keep, Mermen on the north flank in the river, land units extending south, flanks bent back with strongest units at the corners - then 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. 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. &lt;br /&gt;
# &amp;quot;Mermen feint&amp;quot; strategy: 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.&lt;br /&gt;
# &amp;quot;No Mermen&amp;quot; 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.&lt;br /&gt;
# &amp;quot;Sacrificial lamb&amp;quot; strategy: In addition to a couple mages, 2 healers, and some other fighters, recruit a castle-full of peasants to draw the Saurians out onto open ground.  Surround a single peasant on 5 sides, with 2 healers behind him. Build your formation around that.&lt;br /&gt;
* Closing strategy: The enemy's onslaught tapers out after their initial wave, so the final push for the southern leader should be quick and clean. Taking out the northern leader is harder, 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 don't want to lose any of your better units, patience may be the key.&lt;br /&gt;
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Spoilers...&lt;br /&gt;
* When one of your units gets as far west as the second bridge, a wave of Nagas will arrive out at sea. You may wish to delay going that far until the second watch, so that the Nagas will make contact with your forces during the day.&lt;br /&gt;
* 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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Cave terrain again, but this time the cave is so riddled with holes that there's barely any sense of individual corridors. There's plenty of short narrow passages which prevent both you and your opponents from ganging up on on each other, while on the other hand the trolls can just walk around a blocked choke point and come at you through the neighboring hole. So fighting is mostly one-on-one, though may have several such fights going on at any given time.&lt;br /&gt;
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The map is roughly symmetrical, a keep in each of the four corners. Two random keeps will be home to the trolls, the other two will be occupied by a Giant Spider each. The spiders will only attack if you get too close.&lt;br /&gt;
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You designated opponents will be level-1 and -2 trolls, under level-3 commanders. They don't have that much starting gold, but sufficient income to keep recruiting about one Troll Cub per turn, or a level-2 every other turn, very much until you're right on their doorstep. In order to win this, you have to be able and slay the trolls quicker than they're coming.&lt;br /&gt;
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Recruitment...&lt;br /&gt;
* as usual in the caves, give preference to units that can move 3 tiles on cave terrain.&lt;br /&gt;
* also as usual by now, this is no place for level-1 units. You can carefully level up one or two rookies, but the bulk of your host has to be tougher than that. It's more an opportunity to level up your chaotic units, and, especially, your mages.&lt;br /&gt;
* Spellcasters will do a lot of damage to Trolls, and in the 1-on-1 situation so common on this map, any level-2 or better mage will be certain survive the counterattack. You'll need level-3 Magi to press forward and carry the battle to the enemy's keeps, though.&lt;br /&gt;
* You'll want two teams of two healers each in any event. However, Trolls are susceptible to arcane damage, so your White Mages can play a very active role (and quickly level up if so desired). Mages of Light will be especially nice, with their illumination blinding the trolls and a half-decent melee attack to fight back with.&lt;br /&gt;
*  You can arguably fight this battle on mages alone. However, you'll need at least two keeps worth of units to plug all the holes and prevent the trolls from outflanking you. The supporters' main qualification will be to have enough hitpoints to survice a troll attack; being able to fight back is very desirable. Bandits or Swordsmen will be best, depending on whether you back them by a light source. Trappers and Outlaws will make do in the dark, Pikemen are a distant third, and lawful bowmen should sit this out: Mages can play the same game much better.&lt;br /&gt;
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The general strategy is to move into whatever direction the trolls are coming from, and fight your way, upstream so to speak, until you get to the enemy keep.&lt;br /&gt;
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You may start doing so right away, or first await the initial onslaught in the island you're starting on. With you on the ground and the enemy in the water, the terrain is in your favor... but the spacious cavern also allows two or even three trolls to gang up against one of yours. Then again, you can make good use of your loyal mermen and possibly even Sir Ruddry. Neither of which will be any good later when you carry the fight to the enemy, but hey, they're loyal and demand no upkeep.&lt;br /&gt;
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If you want to explore the map and steal villages, you better do so in force. The spiders will lunge at anyone who happens to get in their range; and besides, there's several unflagged villages at the beginning of the scenario, and your opponents will seize them. This means that trolls, even level-2 ones, may show up in unexpected places.&lt;br /&gt;
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====Cursed Isle====&lt;br /&gt;
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You will be fighting undead, mostly of the incorporeal and ghoulish lineages. Victory comes surprisingly easily.&lt;br /&gt;
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Recruitment...&lt;br /&gt;
* Recruit lightly, certainly no more than two castles of troops. You could use 1-3 Paladins, 1-2 Mages, and 1-2 White Mages / Mages of Light.&lt;br /&gt;
* Recall your loyal Merman Triton or similar and have him pick up the holy water.&lt;br /&gt;
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Strategy...&lt;br /&gt;
* This can be the first or last quest you choose.  If you can wait, do it last, as you will come out of it with a lot of gold, which you will need for the first scenario after the quests, ''The Vanguard''. &lt;br /&gt;
* Keep a very tight formation for the first night, as Shadows will hit hard and you don't want to get backstabbed or swarmed. By dawn, it should be smooth sailing.&lt;br /&gt;
* If you get anywhere near the enemy leaders' keeps, expect to get rushed by a leader.&lt;br /&gt;
&lt;br /&gt;
Spoiler...&lt;br /&gt;
* In one of the three temples there is a Vampire Lady. All you really need is a Paladin or three to rush the temples. Kill her. Game over, you win. One of the other temples has some gold; grab that first.&lt;br /&gt;
&lt;br /&gt;
===A Spy In The Woods===&lt;br /&gt;
&lt;br /&gt;
Plot only.&lt;br /&gt;
&lt;br /&gt;
===The Vanguard===&lt;br /&gt;
&lt;br /&gt;
You will be fighting a large number of orcs, trolls and other enemies in a location with a natural defensive line, where presumably an underground river has carved a line of sinkholes. This scenario will be difficult or impossible with minimum gold (200), but quite doable with a large amount of gold (450+) even on the hardest difficulty setting. Recruitment and strategy are fairly straightforward, given the board layout.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
* Recruit a lot of units; you will need them.&lt;br /&gt;
# First turn, recall/recruit speedy units: Knights, Lancers, Paladins, Horsemen, Outlaws, and similar.&lt;br /&gt;
# Second turn, recall your loyal Iron Maulers (leveled up from ''The Fall'') and Spearmen/Swordsmen/Royal Guards.&lt;br /&gt;
# On subsequent turns, recall/recruit healers and other sorts of Mages, Thugs and their advancements, and Longbowmen. You will need quite a lot of healing power: 3-4 White Mages / Mages of Light and 1-2 Paladins. A Silver Mage would come in handy, since your forces will be widely spaced, but you could start with a couple of Red Mages and try to level up one or both to Silver Mage.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
# Your first priority is to rush to the west and northwest sinkhole gaps with mounted units. Seal the gaps there before the enemy pours through. Seal the rest of the gaps quickly too. Of course, seal each gap with one or more units ''behind'' the gap, not in it, so that you get multiple attacks on the enemy.&lt;br /&gt;
# A &amp;quot;Sitzkrieg&amp;quot; may develop, where neither side can make progress. Shift units to the southwest and break out there, using the west board edge defensively.&lt;br /&gt;
# Alternatively, allow &amp;quot;controlled openings&amp;quot; of the gaps, that offer better attacking opportunities during daytime.&lt;br /&gt;
# Don't forget the chest of gold, which you can see even in fog.&lt;br /&gt;
&lt;br /&gt;
Spoilers...&lt;br /&gt;
* Once you kill more than half the units of any side, a few tough undead units will appear near that side's stronghold at the edge of the map. So, this will happen three times. Beware the Chocobones. Their double damage from charge means they can take out Commander Aethyr at night just by hitting 2 for 2, and they will certainly try if they get the opportunity.&lt;br /&gt;
* After you kill either of the orc leaders, the other gets 80 gold. At far north is a level 3 troll leader, but he gets no bonus gold.&lt;br /&gt;
* Heads up: the next scenario is much less difficult with extra gold. You can use Peasants to avoid going negative on gold, promoting them to Spearmen only when needed.&lt;br /&gt;
&lt;br /&gt;
===Return of the Fleet===&lt;br /&gt;
&lt;br /&gt;
Welcome to the &amp;quot;kitchen sink&amp;quot; defense.  You've made it this far; now the enemy will launch a desperate defense, throwing a little bit of everything at you.  The effect is mostly psychological, but it could be a problem if you came into the scenario with minimum gold or your initial assessment causes you to drastically under-recruit. Time is money.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
* On medium, at least, you don't want to overrecruit. First turn, recall Mermen to assassinate the undead leader; 2 Entanglers/Netcasters and the Triton with the Storm Trident. Later, you should recruit 1 or more Silver Mages also for this taskforce as well as for causing general mayhem. It's also worth recruiting 5-10 L1/L0 units to take the brunt of the first wave of attacks; you can use any combination of Footpads, Poachers, Thugs, Spearmen, and Peasants, as you see fit. You'll want some decent L2 and L3 recalls for healing, to flank your lines, and to start kicking some butt at daybreak. A Mage or Red Mage to blast Trolls and Chocobones will level up by end of scenario. Paladins are good too. In addition to your loyal Mage of Light, you will need a bare minimum of 1 more healer.&lt;br /&gt;
* On medium, 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 (on 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.&lt;br /&gt;
* On hard, you also don't want to recruit too much for fighting the undead, but it's only because going on an offensive early against them will get you crushed by a Chocobone armada.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
# Move the Mermen (including the storm trident) 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.&lt;br /&gt;
# Your loyal units can do a little village grabbing, but it would be unwise to venture too far north.&lt;br /&gt;
# After nightfall, fog will appear; for the rest of the scenario, the map will become shrouded.  So, while you're still able to see, note the troop dispositions (especially Chocobones.)&lt;br /&gt;
# The first wave is largely at night and will have Goblin Knights and Pillagers, and later Chocobones and Troll Warriors. The damage they can cause is bone chilling, so make sure to divert their attention with plenty of spam. You want to meet them on the edge of the woodland, while inducing the orcs to fight from the grassland. Footpads are handy here, as they have high defense in woodland. Players have had success setting up the initial line in either the north or northeast woodlands, with respect to the castle. Others have succeeded by fighting mostly from the open plain, retaining mobility by leaving the woodlands to their Footpads.&lt;br /&gt;
# Once your Mermen have taken an island city, teleport over one or more Silver Mages to help kill the undead leader - in addition to a Silver Mage, you will want the storm trident, a Netcaster/Entangler, plus one more leveled unit to be fairly sure to knock him out in one round. Quick striking like this you end up fighting a lot less undead.  You probably end up foddering one of the mermen to the Undead Archers, but the trade off is probably worth it.  You can keep cycling your mermen up to fight with any orcs or trolls that come into the water. Silver Mages can assist, since they are not needed much in the other part of the fight.&lt;br /&gt;
# After the undead leader is assassinated and the first wave is broken, you may advance cautiously due north or to the northwest along the coast and ultimately finish off the two orc leaders.&lt;br /&gt;
&lt;br /&gt;
Spoilers...&lt;br /&gt;
* When you are close to the village in the northeast woods, tighten your formation, as past there you can trigger a small but elite force of Saurians. (Stepping 10 hexes or less from 34,15 triggers the Saurians.) Trigger them at second watch so they arrive at your forces in daylight. Alternatively, you can delay triggering the Saurians as long as possible by moving your force northwest near the water and then onto the small island, though even then it is possible to trigger the Saurians if you are not careful where you step. You can fight the final wave of orcs from the island, then move northeast to the mainland, finally triggering the Saurians.&lt;br /&gt;
* Cuttle Fish appear when you approach the north-central island (including the village at the northwest corner of the plain on the mainland.) There are 1, 2, or 3 Cuttle Fish, for easy, medium, or hard. 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;
* 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 the XP more than the gold; otherwise, try to knock out both leaders on the same turn before they can recruit more.&lt;br /&gt;
* Heads up: The next scenario is the final one. Therefore, loyal units are now somewhat disposable. However, you will need plenty of gold. Recruit some Peasants in the current scenario if you need to save some gold. Not only are they cheap, but they have no upkeep and Chocobones love 'em. Send a unit with leadership with them and they can even deal some amount of damage and be used to finish off wounded enemy, though at night you should just let them take the beating passively since otherwise they die too quickly.&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. Also, loyal units are no better than other units after your recruitment is finished.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
* You will need at least 300 starting gold, maybe more like 400 on the hardest difficulty level, so if need be, replay the previous scenario.&lt;br /&gt;
* To stretch your money, start with loyal Iron Maulers and some ready-to-level level 1's and level 2's. Finally, recall as many level 3's as possible.&lt;br /&gt;
* Healers: 3-6 Mages of Light / White Mages. Your few chaotic units will appreciate a White Mage.&lt;br /&gt;
* Horse units: 2-4 Paladins, 3-4 Knights / Grand Knights.&lt;br /&gt;
* Horse escorts: about 3 speedy units, like Royal Guards, Fugitives, and Silver Mages.&lt;br /&gt;
* Tanks: at least 6 high HP units, such as Royal Guards, Highwayman, Master Bowmen, and the loyal Iron Maulers.&lt;br /&gt;
* Mages: at least 3 high level Mages aside from your basic healers, so Arch Mages, Great Mages, and Silver Mages. Additional Mages of Light can be substituted.&lt;br /&gt;
* Some Mermen might be useful here, but surprisingly, they're not really necessary.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
* You can either send everybody west initially and then split for the two bridges or you can split initially, with mounted units racing to the west and then south, while the main army heads due south.&lt;br /&gt;
* With your mounted units, race forwards by day and backwards by night.&lt;br /&gt;
* Along with the mounted units should go some escorts, speedy foot units intended to kill things like Goblin Impalers, which make even Grand Knights nervous. They would also benefit from a quick Mage of Light.&lt;br /&gt;
* Meanwhile, with your tanks and the rest of your healers and support units, form a line or hedgehog. &lt;br /&gt;
* Maintain awareness of the overall battlefield.&lt;br /&gt;
* Kill all but one of the orc leaders (not all!).&lt;br /&gt;
* Don't forget to sacrifice Aethyr to Jevyan. Jevyan probably won't come out to play, so march Aethyr up to Jevyan and use a crossbow attack.&lt;br /&gt;
* Paladins, great mages, mages of light, silver mages are all suitable units to kill Jevyan himself, make sure you have them in sufficient numbers with your southern army.  Congratulations!  Enjoy the ending!&lt;br /&gt;
&lt;br /&gt;
Spoilers...&lt;br /&gt;
* When one of your units is within 8 hexes of a bridge, but you have no units within 2 hexes of the bridge, and there are no units on the bridge, then a Cuttle Fish will appear and destroy the bridge. This is usually disadvantageous. Not only does it leave you with a Cuttle Fish to fight, but it slows your progress south and the bad guys progress north. At least on the hardest difficulty level, it's hard to kill all the spam in time, so you don't want to impede their advance by removing the bridge.&lt;br /&gt;
* When any of your units is killed, it becomes a Walking Corpse (or a Soulless on hard.)&lt;br /&gt;
* After the first orc leader is killed, then some gold goes to mister Lich. It's 40, 80, or 120 gold, for easy, medium, and hard, respectively.  The lich also will receive some gold once you kill his Familiar.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[MainlineCampaigns]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns - The Rise of Wesnoth]]&lt;br /&gt;
[[Category:Campaigns - Walkthroughs]]&lt;/div&gt;</summary>
		<author><name>Schnobs</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=TheRiseOfWesnoth&amp;diff=63360</id>
		<title>TheRiseOfWesnoth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=TheRiseOfWesnoth&amp;diff=63360"/>
		<updated>2019-08-17T14:24:04Z</updated>

		<summary type="html">&lt;p&gt;Schnobs: /* The Troll Hole */&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;
Over the course of this campaign, you will need to level up to some:&lt;br /&gt;
&lt;br /&gt;
* Healers: White Mages/Mages of Light (at least four)&lt;br /&gt;
* Undead killers: Paladins (two)&lt;br /&gt;
* Mobile strikers: Silver Mages (at least one, preferably more), Grand Knights (several), Fugitives (one or more helps)&lt;br /&gt;
* Damage sinks: Royal Guards, Iron Maulers, Highwaymen, Halberdiers, level 3 Burin, and again Grand Knights&lt;br /&gt;
* Leaders: level 3 Haldric, level 3 Lady Outlaw, and much later level 3 Commander Aethyr &lt;br /&gt;
* Ranged attackers: Great Mages (can use several in the last scenario), Longbowmen/Master Bowmen (two), Trapper/Huntsman (one is helpful)&lt;br /&gt;
&lt;br /&gt;
A Mage of Light, one Paladin, and five Grand Knights make a perfect assault team!&lt;br /&gt;
&lt;br /&gt;
Although Horsemen are key for the first three or four scenarios, it's important not to be too reliant on horse units through the middle part of the campaign, as there are many hard levels underground, in swamps, in water, or against Saurians; use XP from the scenario ''The Vanguard'' to get to 2 Paladins and 2+ Grand Knights.&lt;br /&gt;
&lt;br /&gt;
Don't overlook Pikemen/Halberdiers, which are useful in many levels; pierce attacks work well against Drakes and against the dragon, and they are handy for defensive roles especially repelling Wolf Riders. They are less good against undead, though, and don't get that +1 MP Royal Guard speed bonus.&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) leveled up. Footpads help too, once leveled up. Due to swamps, you will sometimes be spamming Poachers, which can marksmanship once at level 3 (or Rangers are good too, for swamps and forest.) These, plus Lady Outlaw, 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;
Here are some recommended units to have obtained by specific scenarios:&lt;br /&gt;
&lt;br /&gt;
2. The Fall - 1 Knight&amp;lt;br&amp;gt;&lt;br /&gt;
3. A Harrowing Escape - 1 White Mage, 2 Knights, plus about-to-level troops&amp;lt;br&amp;gt;&lt;br /&gt;
4a. The Midlands - avoid, go to The Swamp of Eden instead&amp;lt;br&amp;gt;&lt;br /&gt;
4b. The Swamp of Eden - level 2 Haldric, level 2 Lady Outlaw, 2 Knights, 2 Shocktroopers&amp;lt;br&amp;gt;&lt;br /&gt;
6. Temple of the Deep - level 3 Haldric, level 3 Burin, 1-2 Mages of Light or several Outlaws / quick Bandits&amp;lt;br&amp;gt;&lt;br /&gt;
8. Clearwater Port - level 3 Lady Outlaw, 3 White Mages / Mages of Light, 3 Iron Maulers / Royal Guards / Halberdiers&amp;lt;br&amp;gt;&lt;br /&gt;
12. A Final Spring - 1-2 Silver Mages&amp;lt;br&amp;gt;&lt;br /&gt;
14. Rough Landing - the 3 loyal Mermen from the previous scenario, ''Peoples in Decline''&amp;lt;br&amp;gt;&lt;br /&gt;
17a. The Dragon - up to 4 White Mages / Mages of Light&amp;lt;br&amp;gt;&lt;br /&gt;
17d. Cursed Island - 1 Paladin&amp;lt;br&amp;gt;&lt;br /&gt;
19. The Vanguard - 4 Knights/Lancers/Grand Knights, 2 Paladins (or about-to-level Knights)&amp;lt;br&amp;gt;&lt;br /&gt;
20. Return of the Fleet - 1 Mermen Entangler, 1 Merman Triton with Storm Trident, level 3 Commander Aethyr desirable&amp;lt;br&amp;gt;&lt;br /&gt;
22. The Rise of Wesnoth - 2 Paladins, 3 Royal Guards, 4 Mages of Light&lt;br /&gt;
&lt;br /&gt;
Because the campaign is long and you won't be able to recall all your level 3's in the final scenario, it pays to create some &amp;quot;uber-units&amp;quot;. An example is a quick, resilient Silver Mage that has been AMLA advanced a few times.&lt;br /&gt;
&lt;br /&gt;
==Scenarios==&lt;br /&gt;
===A Summer Of Storms ===&lt;br /&gt;
&lt;br /&gt;
This is a relatively easy scenario, so gear your recruitment and strategy with an eye towards gathering XP.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
# For the first round, recruit 2-3 Horsemen and the rest can be all Spearmen or a mix of Spearmen and Bowmen as you see fit.&lt;br /&gt;
# 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, grunts, and riders you will encounter. 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.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
* Players have used at least three strategies with success...&lt;br /&gt;
# The &amp;quot;over the bridge&amp;quot; strategy: Send the horsemen with the king over the bridge, and the others should follow or start going over the mountain, to avoid being attacked from behind. Send subsequent Spearmen and Bowmen on the &amp;quot;over-the-bridge&amp;quot; road, and when the Prince and final troops have just about caught up, march on the enemy camp.&lt;br /&gt;
# The &amp;quot;hide in the swamp&amp;quot; strategy: Proceed much like the above, but send the king 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, you can use a Spearman and a Mage (to level him.)&lt;br /&gt;
# &amp;quot;Sandbagging&amp;quot; strategy: On the hardest difficulty level, the initial enemy assault will only be easy to handle by entrenching your troops behind the river. Use the king to block the bridge initially, while Spearmen handle the shoreline just north and Horsemen carefully flag villages across the river. Run the king around, lending his leadership as you massacre the stupid enemy troops that have jumped like lemmings into the water. &lt;br /&gt;
* For all these options, you will also need to send a squad north into the mountains and around into the flank of the enemy. A quick Spearman, a quick Bowman, and one other unit, possibly a quick Mage, should be more than sufficient.&lt;br /&gt;
* When you see that the fronts are under control, stop recruiting and send prince Haldric and your Mages over the bridge on a quest for XP, assisted by the leadership of the king, and converge on the enemy camp.&lt;br /&gt;
&lt;br /&gt;
===The Fall===&lt;br /&gt;
&lt;br /&gt;
This is a scenario that looks scary, but it is only moderately difficult with proper recruitment and strategy.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
* Recall or recruit Spearmen and Bowmen to man the lines.&lt;br /&gt;
* Horsemen/Knights are desirable, because you probably do not yet have a White Mage, and the villages are widely spaced.&lt;br /&gt;
* Recalling or recruiting Mages for XP gathering is highly advisable for future scenarios.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
* There are three basic approaches to take out the outlaw leader...&lt;br /&gt;
# &amp;quot;Brute force&amp;quot; strategy: You can march west with a large army and use part of it to hold northwestern 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.&lt;br /&gt;
# &amp;quot;Assassination over the bridge&amp;quot; strategy: You can assassinate the outlaw leader. One way is to wait until the orcs have killed almost all outlaws and then assassinate the outlaw leader with Knights, rushing over the enemy camp's bridge and into the keep. This strategy is risky because orcs can kill the leader before you.&lt;br /&gt;
# &amp;quot;Assassination via the mountain pass&amp;quot; strategy: Another way to assassinate the leader is to send a squad through the southern mountains to the outlaw keep. Two Mages and three Spearmen might be enough. If not, add a Knight, Horseman, or the King, though these units have only a narrow passage devoid of mountains and could get pinned by the enemy.&lt;br /&gt;
* On the hardest difficulty level, you may be forced to assassinate.&lt;br /&gt;
&lt;br /&gt;
Hints...&lt;br /&gt;
&lt;br /&gt;
* Saving the loyal Heavy Infantrymen (or Shock Troopers on easy) pays off in later scenarios. To save all three, move them south towards the outlaws.&lt;br /&gt;
&lt;br /&gt;
* Once you eliminate the HP of the Lady Outlaw, she offers to help you. If you say yes, she comes back as a loyal unit in future scenarios and you will be able to recruit outlaw units, plus she cannot be killed in the next couple of scenarios (instead, she disappears when she goes to zero HP, and comes back the next scenario.) This is quite valuable. If you say no and try to kill her, you find out she cannot be killed. However, you do get 200 gold that she leaves behind.&lt;br /&gt;
&lt;br /&gt;
* Heads up: The following scenario (''A Harrowing Escape'') is a handful on the hardest difficulty level. On hard, your goal should be a carryover of almost 150 gold (so you have 250 starting gold), so although Lady Outlaw's assistance is worth much more than 80 gold (40% carryover of her 200 gold), you may be forced to choose the gold. Another thing you need to beat the following scenario on hard is a White Mage at or near the start of the scenario. Also, about-to-level units will be especially nice for their self-healing ability and low initial upkeep. Steer XP accordingly.&lt;br /&gt;
&lt;br /&gt;
===A Harrowing Escape===&lt;br /&gt;
&lt;br /&gt;
This scenario is much easier on lower difficulty levels, calling for different strategies.&lt;br /&gt;
&lt;br /&gt;
On easy/medium...&lt;br /&gt;
* Recruitment: You should recruit/recall 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. Other than the Mages, simply recruit what you want, and go along the road. You get enough villages to pay upkeep for quite some army, and can give some of them a bit of experience.&lt;br /&gt;
&lt;br /&gt;
* Strategy: Leave a few units in the rear, as the enemy can cross hills quickly. Note that Footpads and Outlaws will also cross hills at reasonable speed, if you need to hunt down some units. There are two castle tiles about halfway down, try to send Lady Outlaw and Brunin the Lost to them, they make good guards in case the enemy tries to come straight up. You can also send a couple groups of units down southeast to the lake, so you can prevent the Green team (southeast) from coming up the river. You can also kill the two Orcish Grunts (or Warriors on medium) on the southern castle tiles and then move Lady Outlaw and Brunin to them.&lt;br /&gt;
&lt;br /&gt;
On hard...&lt;br /&gt;
* Recruitment: To beat this scenario on the hardest difficulty level, you need some level 2 (or better yet, about-to-level level 1) units already and decent starting gold. It has been beaten on hard with as little as 158 starting gold, 200 is still difficult, and 250+ makes it relatively easy. You can stretch your gold a bit by not going negative on upkeep and waiting until you can't wait any longer to do one last round of recruiting, recalling mostly level 2's. For timing your final recruitment, watch the wolves that are likely trying to flank through the mountains south of your keep. Another requirement for beating this scenario is a White Mage (or two.) If need be, you must promote a Mage (or two) &amp;lt;i&amp;gt;tout de suite&amp;lt;/i&amp;gt;, as you will be dealing with severe damage and assassins, while only having easy access to 2 or 3 villages initially. Horsemen and Knights are useful for dissipating damage by serving as meat shields against blades and then running off to remote villages to heal. Quick Horsemen are especially nice, as they can transfer between two strategically placed villages in one turn, for healing on the go. Horsemen, Knights, and Swordsmen are useful for swatting assassins. If you can recruit outlaws, a couple of Footpads are nice for village grabbing. Thieves are also good because they are cheap, the Grunts are fond of attacking them, and they often survive on 70% defense.&lt;br /&gt;
&lt;br /&gt;
* Strategy: Near the start of combat, it's crucial to kill the first waves quickly: the wolves and assassins. More important than terrain is avoiding getting flanked, so mobility of individual units is key; if you climb up deep into the mountains, you will have a harder time with mobility than staying on or near the valley floor. Additionally, many of your units cannot go on mountain hexes, so it's easier to maintain your lines if everyone stays close to the valley. It's easier to make a stand at the keep and northern river bank, but this approach can be too costly in terms of time.&lt;br /&gt;
&lt;br /&gt;
Hints...&lt;br /&gt;
* On medium/hard, you can lure out the roadside guard Warriors one at a time by putting a unit within attack range of one (and out of range of the other.) They mostly come at night. Mostly. That is, the Warriors might not bite bait put out during the day.&lt;br /&gt;
&lt;br /&gt;
* If you have Lady Outlaw, note that she has leadership, which will be useful to help promote Prince Haldric, if he is still level 0. It's worth advancing her to level 2, to continue to provide leadership to level 1 Haldric and your other level 1's. You may also make use of her odd ability &amp;quot;distract&amp;quot;, which allows adjacent allied units to ignore ZOCs. And Lady Outlaw allows you to recruit outlaw types. On hard especially, Thugs can be useful as meat shields and to provide strong attacks at night when your lawful forces are crippled. Remember too that Lady Outlaw cannot be permanently killed (at least not yet), so when desperate times call for desperate measures, you can move her into a suicidal position.&lt;br /&gt;
&lt;br /&gt;
* It helps that there are two enemy sides as opposed to a twice as strong single enemy side. If one of your units could be attacked by 3 enemies, but 1 of these hexes is currently blocked by the other side, the currently moving enemy decides to attack units which it (they) is (are) actually less likely to kill than that one. AIs don't cooperate, that is.&lt;br /&gt;
&lt;br /&gt;
* If you are stuck on this scenario, you may need to replay one or both of the previous scenarios and/or choose to &amp;quot;kill&amp;quot; Lady Outlaw in the previous scenario so you get her gold.&lt;br /&gt;
&lt;br /&gt;
Spoilers...&lt;br /&gt;
&lt;br /&gt;
* There is Dwarf Steelclad in the village at 8,5. It's 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;
* After you kill the first orc leader, an Orcish Slayer and two Assassins will pop out of nowhere, so you would be wise not to have any wounded units stuck without movement points at that point. Also, the other leader will get an infusion of gold and start recruiting on all available hexes, so if you can sit on some of those hexes first, it will help keep the situation from getting out of control.&lt;br /&gt;
&lt;br /&gt;
* At the end, you will be given the choice of the river/swamp road or the midlands/orc road. These fork to the scenarios ''The Swamp of Esten'' and ''The Midlands'', respectively. The swamp scenario is relatively easy, while ''The Midlands'' could cost you some leveled units or even prove impossible to beat if you are low on gold. Also, the swamp gives you a free loyal White Mage, so it's a no brainer, unless you want more of a challenge.&lt;br /&gt;
&lt;br /&gt;
* Heads up: it would be wise to have at least 1 White Mage before going to the scenario ''The Swamp of Esten''.&lt;br /&gt;
&lt;br /&gt;
===Diverging Campaign Path===&lt;br /&gt;
====The Midlands====&lt;br /&gt;
&lt;br /&gt;
Orcs again. But you chose that way. This scenario may appear impossible, but with a lot of gold and a little strategy, it can be beat. &lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
* You are given plenty of time, so use it wisely. The enemies send lots of orcs, mostly weak ones. So recruit and recall everything you can.&lt;br /&gt;
* Recall any White Mages you have. You'll need them.&lt;br /&gt;
* Bowmen are good for the wolf units you will be facing.&lt;br /&gt;
* The rest depends on your strategy.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
* The &amp;quot;Fast Assault&amp;quot; option: use an assassination team. If you go west, only your Knights and Horsemen will arrive and fight at daytime. So 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, but hopefully not the latter, as they are loyal units in a long campaign. With this approach, you can finish early (around 25 turns) and keep your losses low.&lt;br /&gt;
* The &amp;quot;Dark Assault&amp;quot; option: use Footpads.  If you chose to work with the the outlaws in the last round, then this works well.  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 them to the upper west and south, followed by more powerful units: Mages, Horsemen, etc.  For the time being, leave 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 enemy's gold and increases yours.  Don't attack at first, just defend, until more of your slow higher powered units arrive. The strategy here is to pick off the orcs, and send the Horsemen to capture villages.  While this is going, to the south you send your Footpads to capture any villages you can and, more importantly, put a Footpad on the hex that is adjacent to the bridge, thereby stopping easy advancement of their greater numbered troops. A White Mage, a couple Trappers and some Bowmen would make a good escort. Probably sending a Thief or two would be good too, to help dispatch any enemy that infiltrate the villages north of the river. one enemy got into one of the villages on the north of river, and it took a lot to dislodge him.  The intention is to engage the enemy so that they are fighting from the river squares, at a huge disadvantage.&lt;br /&gt;
&lt;br /&gt;
====The Swamp Of Esten====&lt;br /&gt;
&lt;br /&gt;
This scenario is not hard if you are conservative and don't send important units off alone.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
# First round, recall 1-2 quick Knights (or Paladins, if you have them), recruit 1-2 Horsemen, and recall your loyal Shocktroopers or whatever they are now.&lt;br /&gt;
# Next round, recruit/recall Mages to kill Scorpions (and Bats) and at least one White Mage to deal with poison, plus maybe a Poacher or Trapper or two, as they are good in swamp (and you would like a Huntsman eventually, for its markmanship.)&lt;br /&gt;
# A little Thug spam can come next, but you don't need a full third round of recruitment. Then send Prince Haldric off to lend his leadership.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
# Head to the northeastern leader first. Try to kill Dark Adepts with Burin or horse units before they have a chance to attack you. As you close in on the leader, hover your mouse over him to watch where he can go, as at night his ranged attack is nasty and can be followed up by waves of kamikaze Walking Corpses, which can take out a Knight.&lt;br /&gt;
# After you have killed the northeastern leader and eliminated troops there, you can either send your whole army back across the ford and south or split your army into two halves, sending one part to each leader. If you have lost several units but have lots of turns left, it's probably safer to stick together. This is not a simple mop-up operation, as powerful undead can take out some of your valuable units if you're not careful. On hard, Shadows are a threat at night.&lt;br /&gt;
&lt;br /&gt;
Spoiler...&lt;br /&gt;
&lt;br /&gt;
* Searching the temples is a good idea. Some have gold. There is 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 a horse unit or Lady Outlaw to the temple at 19,5. However, some of the temples contain undead, 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 challenge in this scenario is keeping your ally alive.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
# First round, recall your (probably leveled up) Heavy Infantry from The Fall and some quick Spearmen.&lt;br /&gt;
# Second round, recruit/recall Thugs, Bowmen, and Spearmen, preferably quick.&lt;br /&gt;
# Third round, recall 2-3 White Mages (or Mages of Light) and maybe some quick Mages.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
* Your forces will have three main combat arenas: the northeast, the south, and the middle.&lt;br /&gt;
# The castle in the middle is inhabited by the tree folk. The orcs have almost the perfect anti-wose force, heavy on fire (Orcish Crossbowmen and Pillagers), so your ally is going to need your help. Send 2-4 units to the castle and another 4-8 units northeast of the castle to block the enemy advancing from that direction.&lt;br /&gt;
# Split the rest of your forces to go northeast and south, 4-6 units each, with a White Mage in each force. Your loyal Heavy Infantry / Shocktroopers should head south. Sending Haldric south might help take some of the heat off the woses.&lt;br /&gt;
  &lt;br /&gt;
Tips...&lt;br /&gt;
* If you send a White Mage or Mage of Light to the wose castle, it will let any adjacent wose cure+heal or sometimes regenerate+heal (16 points.) That's because of the side sequence within a turn: player, orcs, woses. For example, after the orcs attack with poison, the woses cure themselves, and then your leveled mage will heal any adjacent wose.&lt;br /&gt;
&lt;br /&gt;
Spoilers...&lt;br /&gt;
* The temple contains the entrance to the catacombs, but you need the leader Wose's help to open it, and to get that help you have to win the current scenario, so there is no point in visiting this temple.&lt;br /&gt;
&lt;br /&gt;
* Heads up: The next scenario is in the catacombs, i.e., underground, and it's a tough one, so you need to groom your roster accordingly. Two Mages of Light would make it a whole lot easier. Failing that, level up your fearless loyal Shocktrooper and chaotic outlaw types. Bandits/Highwaymen and Fugitives are especially nice. Quick units of almost any type (except horse units) will be helpful, if leveled and possessing high HP (&amp;gt;50).&lt;br /&gt;
&lt;br /&gt;
===Temple in the Deep===&lt;br /&gt;
&lt;br /&gt;
You will be facing undead underground. This is a difficult situation that will prove much easier with proper recruitment. Then the strategy will be fairly straightforward.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
&lt;br /&gt;
* All in all, what you need is a small elite force. Two rounds of recalls is enough, if you didn't lose Burin in a prior scenario.&lt;br /&gt;
# First round, recall your loyal Shocktroopers / Iron Maulers, though their slow movement will prove frustrating. Also on the first round, recall a fast &amp;quot;tank&amp;quot; and someone to grab the holy water.&lt;br /&gt;
# Second round, recall any Mages of Light you might already have, and a total of at least two White Mages or Mages of Light, preferably quick. For the rest of your recruitment, what you need are high movement (6+ MP) non-horse units with high hitpoints (&amp;gt;50 HP). It helps if they are chaotic (or at least neutral) and/or have ranged or impact attacks. Put all the requirements together and it points to Fugitives. Outlaws and quick Arch Mages are worth recalling too. Fill out the rest with other high HP units. Note that horse units are too sluggish in caves and should not be recalled/recruited unless you have a compelling reason.&lt;br /&gt;
# Third round (optional), you can add a unit or two for a safety margin.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
&lt;br /&gt;
# There are two ways north, but they will meet up together. First thing you will see are Tentacles. You can either ignore the Tentacles for the most part or use them for XP. Your main initial objective is to find a good place to make a stand against the nasty wave of undead coming from the north. The chokepoints and southern shoreline offer good defensive locations. Watch out for the enemy's Bone Shooters, Revenants and Deathblades, as they could easily mess up a level 3 unit. &lt;br /&gt;
# Once the flow of baddies as tapered off, gradually progress northwards. 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. Be careful if he has recruits around, as their combined damage can take down one of your level 3's. Note that the Ruby can only be picked up by Haldric.&lt;br /&gt;
&lt;br /&gt;
Hints...&lt;br /&gt;
&lt;br /&gt;
* Holy water: The best choice for the Holy Water is a quick Bandit, who should level quickly. A quick Highwayman could be used, but won't benefit much from the XP.&lt;br /&gt;
&lt;br /&gt;
* XP: Use this level to get experience. The early-finish bonus is tiny. The Tentacles are perfect for leveling up units. Keep Burin away from the water at this stage, or he'll kill all tentacles as they attack, depriving those who could benefit from the XP.&lt;br /&gt;
&lt;br /&gt;
Spoilers...&lt;br /&gt;
&lt;br /&gt;
* Your killed units will be turned into Walking Corpses (or Soulless on hard.) Therefore, spam is not helpful. A Mage or Thug can be okay, if used with great care, but mostly you need to recall leveled troops here.&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;
&lt;br /&gt;
This scenario is easy if you take the first boat out, more challenging for the second and third boats, and very difficult (on hard) if you want to take out all three leaders.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
# Your loyals, two to three healers and plenty of spearmen is all you need, if you stick to the walls and play defensively.&lt;br /&gt;
# Recruit slowly at start to stretch your gold with initial income.&lt;br /&gt;
# It's a good scenario for leveling troops, so add a few other (sturdy, non-mage) units for diversity and to make your recall list more varied. &lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
# Your ally does not need his villages.&lt;br /&gt;
# Man the walls, play defensively, stick to the walls, prepare to defend against occasional breaches.&lt;br /&gt;
# Use illumination and leadership to maximum effect.&lt;br /&gt;
# Soften opponents with your loyal veterans, feed kills to recruits.&lt;br /&gt;
# Send a small task force to the northeastern coast (easy kills on 20% terrain). Be prepared to reinforce them.&lt;br /&gt;
&lt;br /&gt;
Finish...&lt;br /&gt;
* Take the third boat (this gives early finish bonus) or try to defeat all leaders, if you feel ambitious.&lt;br /&gt;
&lt;br /&gt;
===Fallen Lich Point===&lt;br /&gt;
&lt;br /&gt;
This is a high variance scenario. It may be easy or hard, depending on events beyond your control.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
* Recruit fairly lightly initially, as you will likely have a chance to use the Lich's keep to recruit again.&lt;br /&gt;
* Mages, White Mages, and Mages of Light are good, and as are all the other advancements of Mages.&lt;br /&gt;
* You automatically should have your loyal Knight. Because of the mountains around &amp;quot;lichland&amp;quot; and frozen ground everywhere else, additional horse units are not recommended, except a single Paladin will come in handy.&lt;br /&gt;
* Some Thugs or a Bandit or Highwayman will provide a little extra undead bashing power.&lt;br /&gt;
* Footpads will help with village flagging.&lt;br /&gt;
&lt;br /&gt;
Strategy... &lt;br /&gt;
# The Orcs will be busy with the Yetis, so you can walk with a big group south and kill the Lich-Lord. Move Haldric to the stone monument to de-petrify the Lich. It may help to post some units around the undead before doing so. Use several mages to make a hole or two in the ring of undead, and then push in a burly fighter or two and/or Paladin to kill the Lich.&lt;br /&gt;
# After killing the Lich, assess the Orc/Yeti situation (as well as the village flagging situation) and decide if you need to use the Lich's keep to recruit some reinforcements.&lt;br /&gt;
# After that, head north and walk into the sewer entrance (the &amp;quot;cave&amp;quot;) or else kill the orc leaders.&lt;br /&gt;
&lt;br /&gt;
Hints...&lt;br /&gt;
* 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 Yetis.  However, be careful not to be attacked by a Yeti yourself.&lt;br /&gt;
* 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.)&lt;br /&gt;
&lt;br /&gt;
===Sewer of Southbay===&lt;br /&gt;
&lt;br /&gt;
This is a swampy underground scenario, but with attention to recruitment, it's not very difficult.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
* As always underground, you want non-horse units with 6+ MP.&lt;br /&gt;
* Recall White Mages / Mages of Light, at least two, three is probably the optimal number.&lt;br /&gt;
* There are quite a few villages in this cave, so an expensive force is supportable, though not necessary. Some players recruit a large and spammy force, while others go with small and elite:&lt;br /&gt;
** Option 1, &amp;quot;Large and spammy&amp;quot; recruitment: Recruit four each of Mages, Thugs, and Poachers. Yes, Poachers normally stink, but here they really shine in a swamp that is permanently dark, underground. If you recruit four Poachers, you could finish with three Trappers and a Huntsman - or you could finish with four dead Poachers. The Thugs are especially likely to die, as they will be facing off against Red Mages, but somebody has to do it.&lt;br /&gt;
** Option 2, &amp;quot;Small and elite&amp;quot; recruitment: Recall something like one Red Mage, one Arch Mage, one Silver Mage, 2 two Royal Guards/Highwaymen/etc, and a Trapper or Huntsman, plus three regular Mages and a Poacher.&lt;br /&gt;
* A Rogue (or Assassin) can be very handy as a damage dealer, who is able to break through bottlenecks.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
# After leaving your initial chamber, you will be in a large swamp room with three entrances, through which will be a flood of bad guys. Use two Poachers and a Thug or similar to blockade the southeast, a small elite group to block the north, and then a mix of fighters and mages to handle the west entrance. Give each group a White Mage or Mage of Light, as well as at least one regular Mage. Try to keep the Mages of Light away from your chaotic forces on the front lines, though. Use the leadership of Haldric and Lady Jessene - and Mage of Light illumination or lack thereof - to get the most from each attack.&lt;br /&gt;
# When the initial battle has died down, you have two options:&lt;br /&gt;
## If you have enough forces, you can divide into two groups and attack both brothers simultanously, east and west.&lt;br /&gt;
## Otherwise, do them one after the other, and then look for the exit.&lt;br /&gt;
&lt;br /&gt;
Spoilers...&lt;br /&gt;
* Danger: there is a Giant Spider at the exit. You may wish to keep one or two cannon fodder units in order to be able to save your advanced units.  It is best to use ranged attacks against the spider, so leveled mages are good here.&lt;br /&gt;
* Heads up: the next scenario is a lot easier with a lot of gold, especially on the hardest difficulty level.&lt;br /&gt;
&lt;br /&gt;
===Southbay in Winter===&lt;br /&gt;
&lt;br /&gt;
Plot only.&lt;br /&gt;
&lt;br /&gt;
===A Final Spring===&lt;br /&gt;
&lt;br /&gt;
Clockwise, starting at the bottom: &lt;br /&gt;
* the southern orcs (purple) will recruit the usual orcish units, and with a few going west between the mountains and the coast, while the bulk will come through the plains south of the swamp, arriving at the keep early in the night. This one is the most conventional enemy, once his host is defeated you can march a comparatively small strike force to his keep and finish him off.&lt;br /&gt;
* The waterlogged orc to the west (black) will recruit mostly Naga and a few Bats, which will harrass you from the sea and try to seize the villages on your peninsula. He only has a small keep, so he can keep recruiting, two units per turn, seemingly forever.&lt;br /&gt;
* The northern orcs (green) are farthest away; they also have lots of villages they can capture. Hence it will be some time until they reach you, and not in full force at first. With any luck (and strong enough units) you'll have fought down the bulk of the southern orcs by then.&lt;br /&gt;
* Finally, a number of level-2 skeletons (including Chocobones) will appear behind the swamp in the east on turn 4 (first dusk). Those will join the black team; starting behind the swamp and with a few villages to grab, they won't knock on your door before daybreak.&lt;br /&gt;
&lt;br /&gt;
Spoiler:&lt;br /&gt;
On turn five, a few mermen will appear near the lighthouse and join you; you'll also be able to recruit mermen from then on. That's your ticket to fighting back the Naga, see to it that you still have some money left at the time.&lt;br /&gt;
&lt;br /&gt;
Recruitment/Strategy:&lt;br /&gt;
# several Trappers/Rangers/Huntsmen to sally forth and occupy the hills and forest south of the town. Your ally will sally forth to meet the enemy in the usual fashion; if you can lend a hand and soften up the enemy, King Addroran's troops will finish them off easily. In doing so, they'll happily expose themselves to counterattack -- your Trappers (etc.) have a rather good melee attack and probably won't be targeted as long as there's weaker and more accessible allied units nearby. Don't fret about the missed XP, there will be plenty more before this is over. For now, you want to dispose of the bad guys ASAP before they pile up on the doorstep.&lt;br /&gt;
# you probably don't need dedicated undead-killers beyond the Mages you bring anyway. But if you want to employ your loyal Shock Troopers, recruit them no later than turn 2 or they won't get there in time.&lt;br /&gt;
# Mages: seeing as there will be fighting all over the place, three healers will be barely sufficient. A few fireball-throwers will also come in handy, if only in order to deal with the evasive Orcish Assassins / Slayers. A Silver Mage or two will be especially useful, as they can teleport all over the place and help with each of the commanders in turn (especially the one on the island, that would take forever to get to otherwise).&lt;br /&gt;
# by turn 3, some chaff to occupy the coastal villages so the Naga can't just waltz in. Level-1 units or even peasants will do.&lt;br /&gt;
# the worst fighting will be over by daybreak; you'll still want a few lawful units to carry on the battle during the day. One keep of knights and level-2 lawful infantry should suffice. Recruit these on turn 4.&lt;br /&gt;
# starting on turn five, you can recruit mermen. Those can not only deal with the Naga infestation, but also tackle the northern orcs as they try to cross the bay. Two keeps worth is not too many.&lt;br /&gt;
&lt;br /&gt;
Strategy is broken into three fronts...&lt;br /&gt;
# First order is to help your ally with the first waves of attackers, as described above. You can't stop King Addroran from throwing away his troops, but you can help them to have some effect before they perish.&lt;br /&gt;
# Next, fending off the Naga. A few cheap units in coastal villages at first, mermen later. Mermen vs Naga at sea will be slow fighting: both have excellent terrain defense, so there will be no obvious progress for a good long while. You should use a Mage of Light to support them, this really makes a difference during the night.&lt;br /&gt;
# Also, the bay/river to the north. The Mermen can be very efficient here, enjoying high terrain defense while being close enough to the coast that Lady Jessene and Haldric can provide Leadership wherever needed; again, you also want a Mage of Light if available.&lt;br /&gt;
&lt;br /&gt;
For the landlubbers, don't bring too many rookies: this scenario is best used to direct experience to your level-2 units, partially advancing them outright or getting them to a point where you can expect them to level up at a good point in their next battle.&lt;br /&gt;
&lt;br /&gt;
For the Merfolk, try to advance all they loyal ones, and a few more besides. Directing XP to particular units will be easier for those mermen defending the bridge, but those fighting the Naga will inevitably get some XP as well. Eventually you'll have to cross the bridge with ground troops and take the fight to the enemy, though.&lt;br /&gt;
&lt;br /&gt;
===Peoples in Decline===&lt;br /&gt;
&lt;br /&gt;
This is a potentially bloody scenario. The Drakes are barely impeded by the difficult terrain and can run circles around you, making it hard to move damaged units into a safe position. On the upside, most drakes have little terrain defense even in forest and mountains, and are positively vulnerable to spears and arrows.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
Using Trappers (or their upgrades) and Merfolk, try to lure the enemy into the swamps or over the sea, fight down their troops, then storm their keeps. Be prepared to suffer some losses: it's better to deliberately sacrifice some units of your choosing than struggling to keep everyone alive.&lt;br /&gt;
&lt;br /&gt;
Spoiler...&lt;br /&gt;
* There's a Storm Trident in the middle of the bay. There's no particular hurry to pick it up for using it in this battle: the trident does fire damage, which isn't very useful against drakes. Just don't forget to retrieve it for later use.&lt;br /&gt;
&lt;br /&gt;
Picking it up will summon a level-3 Sea Serpent on the next turn, be sure that you're ready for it. &lt;br /&gt;
&lt;br /&gt;
Lord Typhon will depart in a few scenarios, so better give the trident to another fighter. Preferably a &amp;quot;quick&amp;quot; one, who can become a Hoplite and still keep up with his mates when he gets to level 3.&lt;br /&gt;
&lt;br /&gt;
===Rough Landing===&lt;br /&gt;
&lt;br /&gt;
You will be fighting Nagas and Vampire Bats, primarily. This is a scenario that may be frustrating on the easier difficulty levels, though on hard it is just par for the course. Good recruitment and strategy will save you from getting slaughtered.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
* You are probably going to go negative on gold and be unable to rectify that with the paultry early finish bonus, so you might as will go very negative and be resigned to start the next scenario with minimum gold.&lt;br /&gt;
* Recruit/recall many Mermen and 1 or 2 White Mages or Mages of Light. A few Peasants can be useful to pad out your force, distract the enemy, and protect villages from stray Bats. A Silver Mage can be useful for island hopping but is not essential. Thieves/Assassins are blade vulnerable, and Nagas only use blades, so it's probably best not to recall them.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
# Knock out the southeastern leader in a blitz. It's important to get that out of the way, because a wave of Nagas is advancing at light speed from the north.&lt;br /&gt;
# Next, hurriedly set up a line in the water alongside your fortress island. Your fortress troops can anchor one flank, while Burin the Dwarf can go to the island to the northeast to anchor the other end of your line. Nobody messes with Burin. Move Lady Jessene behind the lines to lend her support to the Mermen. Your loyal Mage of Light will be able to move back and forth more (to lend illumination) if kept in the fortress area.&lt;br /&gt;
# Finally, once the enemy assault wave has been broken, advance northward to kill the final two leaders in a straightforward mop-up operation. Just be careful not leave isolated units where they can get swarmed.&lt;br /&gt;
&lt;br /&gt;
Hints/Spoilers...&lt;br /&gt;
* Try to level up the mermen; they can be useful in another scenario later.&lt;br /&gt;
* Beware of Sea Serpents. Three of them will appear, one on each of the three turns following your first kill of an enemy unit. Make sure to kill them at once. The Storm Trident from the previous scenario and the Ruby of Fire will come in handy against the Serpents.&lt;br /&gt;
&lt;br /&gt;
===A New Land===&lt;br /&gt;
&lt;br /&gt;
This is a non-scenario. 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.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
* None necessary.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
* The optimal strategy for gold carryover is to grab the three closest villages, then retreat to your keep and wait. Once one attack occurs, the non-scenario will be over.&lt;br /&gt;
&lt;br /&gt;
Spoiler...&lt;br /&gt;
* One thing to keep in mind is that this the last chance you have to grab some more Mermen 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;
&lt;br /&gt;
===The Ka'lian===&lt;br /&gt;
&lt;br /&gt;
Story, with your choice of four battles next.  You have to beat them all in whatever order.  The amount of gold you have should be the factor in deciding when you choose to play Cursed Isle (the undead problem).&lt;br /&gt;
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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;
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====The Dragon====&lt;br /&gt;
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This scenario is not as difficult as it looks, though your recruitment and strategy need to be tailored to fight the Saurian Skirmishers and other foes you will face here.&lt;br /&gt;
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Recruitment...&lt;br /&gt;
* Saurians use piercing attacks mostly, so it's better to use units resistant to pierce. Pikemen and Halberdiers have 40% pierce resistance. Javelineers are ideal as Saurians use ranged attacks a lot.&lt;br /&gt;
* You may wish to bench some or all of your loyal Iron Maulers. They are ineffective against the 70% impact resistant Mudcrawlers, while also vulnerable to the ranged attacks of both Mudcrawlers and Saurians.&lt;br /&gt;
* Consider adopting a force of all units with ranged attacks, save for horse and thief units, which can be kept behind the lines when not in use. It is amusing when Saurian Augers are forced to tap your units with their little staffs.&lt;br /&gt;
* Healers are a necessity to deal with the heavy damage your units will be sustaining. Depending on the strategy you adopt, you will want 2-4 healers. Mages of Light rock here, as they can easily do front line duty in pairs and their illumination blinds the Saurians, reducing their damage.&lt;br /&gt;
* You need something to clean up mud. Versus level 0 Mudcrawlers, Horsemen and their advancements can charge with no counterattack, and likewise Thieves and their advancements can backstab with no counterattack. Mages can be used as well on the fire vulnerable mud.&lt;br /&gt;
* Merman shine on this map once you get them into the swamp / water hexes. They are more mobile than anything but silver mages. The storm trident makes short work of even high-level saurians and the dragon is weak to the pierce damage of your tridents and javelins. An Entangler's slow ability will help tame the dragon even further.&lt;br /&gt;
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Strategy...&lt;br /&gt;
* Players have used many different strategies with success:&lt;br /&gt;
** &amp;quot;Hedgehog&amp;quot; strategy: 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. You can 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, you can string non-wounded troops out a bit in the rush for the leaders. &lt;br /&gt;
** &amp;quot;Triangular Hedgehog&amp;quot; strategy: 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. You can fix this by creating 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. 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 Jessene, since she has excellent defense and is chaotic and therefore benefits by not being in the Mages' light. &lt;br /&gt;
** &amp;quot;Giant Hedgehog&amp;quot; strategy: Recruit a lot of units, and then move the whole army as one big bulk. Keep healers in the middle (about 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. Head first for the east or west leader, but steer for good terrain, because your force will soon be swarmed. But then by turn 10, there should be many few Saurians alive.&lt;br /&gt;
** &amp;quot;Standard Line&amp;quot; strategy: Form a line from the west board edge diagonally up towards your keep across the two villages just in front of the forest. You will probably wish to bend upwards at the forest, rather than running the line all the way to the keep. Whenever the Saurians have a small number of troops at your line and you have enough strength to kill them all, you can advance your whole line one hex south, allowing you to get additional attacks on them from non-frontline troops. Once you advance a unit to the first water hex at west board edge, the west leader will probably come out to greet it, so be ready to fry him with Haldric's ruby. After killing the leader, back up into good terrain to prepare to meet the dragon.&lt;br /&gt;
** &amp;quot;Wake the Dragon&amp;quot; strategy: Prematurely wake the dragon (see spoiler below) and back up your troops to north of your keep. When the dragon comes, kill him. The scenario can be over on turn 7. There is no early finish bonus for this, but you can recruit lightly so that you still have gold at the end and will carry-over 40%, if you need it for your next scenario.&lt;br /&gt;
* With all these strategies, the Saurians may hold back for quite a while. This is okay, as the Dragon will eventually appear and come to you. Kill it. Then you are given a choice of whether to end the scenario or to try to kill all the enemy leaders before time runs out. You can choose to finish the remaining Saurians for a nice bonus. &lt;br /&gt;
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Spoilers...&lt;br /&gt;
* The dragon will awake on turn 15 or when you move a unit down around the road north of the mountains. If you wish to wake the dragon prematurely, you can recruit a Horseman on turn 1 and run him down. It's a suicide mission for him, however.&lt;br /&gt;
* If you have a fast non-horse unit in position, rush it to the mountain cave after the Dragon leaves to grab the 200 in gold, though that's nothing compared to the Hero bonus for defeating all the Saurian leaders. So focus on killing all of them first.&lt;br /&gt;
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====Lizard Beach====&lt;br /&gt;
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This is a scenario versus Saurians, Giant Scorpions, and Mudcrawlers, where good recruiting and strategy will save you from massive bloodshed.&lt;br /&gt;
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Recruiting...&lt;br /&gt;
* Mermen are helpful for the swamp and water areas.&lt;br /&gt;
* Bench some or all of your loyal Iron Maulers, veterans from ''The Fall.'' They are laughably ineffective against the impact resistant Mudcrawlers - and laughably vulnerable to their ranged attacks.&lt;br /&gt;
* Thieves, Horsemen, and their advancements are good for mud cleanup, though you must keep them out of range of Saurian skirmishers. Swordsmen and Royal Guards are also good, though overkill.&lt;br /&gt;
* Recall a lot of fairly high HP units, preferably with strong non-impact ranged and melee attacks.&lt;br /&gt;
* Mages are good. Mages of Light are especially useful, since they can do front line duty. Lots of healing may be necessary, about 3 healers are good, so White Mages can be used too. Raw recruit Mages can be used as well, for disposal of Giant Scorpions and the occasional Saurian Skirmisher that wanders too far. At least one Silver Mage is highly desirable, along with a speedy unit (e.g., Fugitive, Footpad, or Horseman) to capture villages for the Silver Mage to use north of the river.&lt;br /&gt;
* [fredbobsmith2] An alternative strategy that works surprisingly well is to simply use a very mage-heavy army. Recall most or all of your high-level mages, throw in a few peasants, and spend the rest of your gold on recruiting mages. Victory will come with shocking ease.&lt;br /&gt;
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Strategy...&lt;br /&gt;
* General strategy: as Saurians have skirmishers and a lot 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 straight so only two can mob one guy. Hedgehog tactic also seems to work well.&lt;br /&gt;
* Opening strategy: here are some specific strategies that players have used with success in the early part of the scenario:&lt;br /&gt;
# &amp;quot;Mermen in center&amp;quot; strategy: Recall 2-4 Mermen, 1-2 Trappers/Huntsmen, and a lot of high HP troops, then form a line. Initially, you can either form a north-south line around the lake area with one flank at the south board edge, or, if you want to be conservative, you can do a diagonal line in the southeast corner, with both flanks tied to board edges. You'll need the Mermen to handle the lake area, and Trappers/Huntsmen/Mermen for the swamp areas. Keep troops in reserve, so that when a few Saurians meet your line, you can advance your whole line over them. Do not be too conservative/defensive on hard, as your time is limited. &lt;br /&gt;
# &amp;quot;Mermen on flank&amp;quot; strategy: Recall several decent land melee units &amp;amp; then 4-5 level 2 Mermen on rounds 2-3. Most of your force forms a line of battle near your keep, Mermen on the north flank in the river, land units extending south, flanks bent back with strongest units at the corners - then 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. 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. &lt;br /&gt;
# &amp;quot;Mermen feint&amp;quot; strategy: 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.&lt;br /&gt;
# &amp;quot;No Mermen&amp;quot; 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.&lt;br /&gt;
# &amp;quot;Sacrificial lamb&amp;quot; strategy: In addition to a couple mages, 2 healers, and some other fighters, recruit a castle-full of peasants to draw the Saurians out onto open ground.  Surround a single peasant on 5 sides, with 2 healers behind him. Build your formation around that.&lt;br /&gt;
* Closing strategy: The enemy's onslaught tapers out after their initial wave, so the final push for the southern leader should be quick and clean. Taking out the northern leader is harder, 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 don't want to lose any of your better units, patience may be the key.&lt;br /&gt;
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Spoilers...&lt;br /&gt;
* When one of your units gets as far west as the second bridge, a wave of Nagas will arrive out at sea. You may wish to delay going that far until the second watch, so that the Nagas will make contact with your forces during the day.&lt;br /&gt;
* 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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Cave terrain again, but this time the cave is so riddled with holes that there's barely any sense of individual corridors. There's plenty of short narrow passages which prevent both you and your opponents from ganging up on on each other, while on the other hand the trolls can just walk around a blocked choke point and come at you through the neighboring hole. So fighting is mostly one-on-one, though may have several such fights going on at any given time.&lt;br /&gt;
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The map is roughly symmetrical, a keep in each of the four corners. Two random keeps will be home to the trolls, the other two will be occupied by a Giant Spider each. The spiders will only attack if you get too close.&lt;br /&gt;
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You designated opponents will be level-1 and -2 trolls, under level-3 commanders. They don't have that much starting gold, but sufficient income to keep recruiting about one Troll Cub per turn, or a level-2 every other turn, very much until you're right on their doorstep. In order to win this, you have to be able and slay the trolls quicker than they're coming.&lt;br /&gt;
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Recruitment...&lt;br /&gt;
* as usual in the caves, give preference to units that can move 3 tiles on cave terrain.&lt;br /&gt;
* also as usual by now, this is no place for level-1 units. You can carefully level up one or two rookies, but the bulk of your host has to be tougher than that. It's more an opportunity to level up your chaotic units, and, especially, your mages.&lt;br /&gt;
* Spellcasters will do a lot of damage to Trolls, and in the 1-on-1 situation so common on this map, any level-2 or better mage will be certain survive the counterattack. You'll need level-3 Magi to press forward and carry the battle to the enemy's keeps, though.&lt;br /&gt;
* You'll want two teams of two healers each in any event. However, Trolls are susceptible to arcane damage, so your White Mages can play a very active role (and quickly level up if so desired). Mages of Light will be especially nice, with their illumination blinding the trolls and a half-decent melee attack to fight back with.&lt;br /&gt;
*  You can arguably fight this battle on mages alone. However, you'll need at least two keeps worth of units to plug all the holes and prevent the trolls from outflanking you. The supporters' main qualification will be to have enough hitpoints to survice a troll attack; being able to fight back is very desirable. Bandits or Swordsmen will be best, depending on whether you back them by a light source. Trappers and Outlaws will make do in the dark, Pikemen are a distant third, and lawful bowmen should sit this out: Mages can play the same game much better.&lt;br /&gt;
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The general strategy is to move into whatever direction the trolls are coming from, and fight your way, upstream so to speak, until you get to the enemy keep.&lt;br /&gt;
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You may start doing so right away, or first await the initial onslaught in the island you're starting on. With you on the ground and the enemy in the water, the terrain is in your favor... but the spacious cavern also allows two or even three trolls to gang up against one of yours. Then again, you can make good use of your loyal mermen and possibly even Sir Ruddry. Neither of which will be any good later when you carry the fight to the enemy, but hey, they're loyal and demand no upkeep.&lt;br /&gt;
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If you want to explore the map and steal villages, you better do so in force. The spiders will lunge at anyone who happens to get in their range; and besides, there's several unflagged villages at the beginning of the scenario, and your opponents will seize them. This means that trolls, even level-2 ones, may show up in unexpected places.&lt;br /&gt;
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====Cursed Isle====&lt;br /&gt;
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You will be fighting undead, mostly of the incorporeal and ghoulish lineages. Victory comes surprisingly easily.&lt;br /&gt;
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Recruitment...&lt;br /&gt;
* Recruit lightly, certainly no more than two castles of troops. You could use 1-3 Paladins, 1-2 Mages, and 1-2 White Mages / Mages of Light.&lt;br /&gt;
* Recall your loyal Merman Triton or similar and have him pick up the holy water.&lt;br /&gt;
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Strategy...&lt;br /&gt;
* This can be the first or last quest you choose.  If you can wait, do it last, as you will come out of it with a lot of gold, which you will need for the first scenario after the quests, ''The Vanguard''. &lt;br /&gt;
* Keep a very tight formation for the first night, as Shadows will hit hard and you don't want to get backstabbed or swarmed. By dawn, it should be smooth sailing.&lt;br /&gt;
* If you get anywhere near the enemy leaders' keeps, expect to get rushed by a leader.&lt;br /&gt;
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Spoiler...&lt;br /&gt;
* In one of the three temples there is a Vampire Lady. All you really need is a Paladin or three to rush the temples. Kill her. Game over, you win. One of the other temples has some gold; grab that first.&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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You will be fighting a large number of orcs, trolls and other enemies in a location with a natural defensive line, where presumably an underground river has carved a line of sinkholes. This scenario will be difficult or impossible with minimum gold (200), but quite doable with a large amount of gold (450+) even on the hardest difficulty setting. Recruitment and strategy are fairly straightforward, given the board layout.&lt;br /&gt;
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Recruitment...&lt;br /&gt;
* Recruit a lot of units; you will need them.&lt;br /&gt;
# First turn, recall/recruit speedy units: Knights, Lancers, Paladins, Horsemen, Outlaws, and similar.&lt;br /&gt;
# Second turn, recall your loyal Iron Maulers (leveled up from ''The Fall'') and Spearmen/Swordsmen/Royal Guards.&lt;br /&gt;
# On subsequent turns, recall/recruit healers and other sorts of Mages, Thugs and their advancements, and Longbowmen. You will need quite a lot of healing power: 3-4 White Mages / Mages of Light and 1-2 Paladins. A Silver Mage would come in handy, since your forces will be widely spaced, but you could start with a couple of Red Mages and try to level up one or both to Silver Mage.&lt;br /&gt;
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Strategy...&lt;br /&gt;
# Your first priority is to rush to the west and northwest sinkhole gaps with mounted units. Seal the gaps there before the enemy pours through. Seal the rest of the gaps quickly too. Of course, seal each gap with one or more units ''behind'' the gap, not in it, so that you get multiple attacks on the enemy.&lt;br /&gt;
# A &amp;quot;Sitzkrieg&amp;quot; may develop, where neither side can make progress. Shift units to the southwest and break out there, using the west board edge defensively.&lt;br /&gt;
# Alternatively, allow &amp;quot;controlled openings&amp;quot; of the gaps, that offer better attacking opportunities during daytime.&lt;br /&gt;
# Don't forget the chest of gold, which you can see even in fog.&lt;br /&gt;
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Spoilers...&lt;br /&gt;
* Once you kill more than half the units of any side, a few tough undead units will appear near that side's stronghold at the edge of the map. So, this will happen three times. Beware the Chocobones. Their double damage from charge means they can take out Commander Aethyr at night just by hitting 2 for 2, and they will certainly try if they get the opportunity.&lt;br /&gt;
* After you kill either of the orc leaders, the other gets 80 gold. At far north is a level 3 troll leader, but he gets no bonus gold.&lt;br /&gt;
* Heads up: the next scenario is much less difficult with extra gold. You can use Peasants to avoid going negative on gold, promoting them to Spearmen only when needed.&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 enemy will launch a desperate defense, throwing a little bit of everything at you.  The effect is mostly psychological, but it could be a problem if you came into the scenario with minimum gold or your initial assessment causes you to drastically under-recruit. Time is money.&lt;br /&gt;
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Recruitment...&lt;br /&gt;
* On medium, at least, you don't want to overrecruit. First turn, recall Mermen to assassinate the undead leader; 2 Entanglers/Netcasters and the Triton with the Storm Trident. Later, you should recruit 1 or more Silver Mages also for this taskforce as well as for causing general mayhem. It's also worth recruiting 5-10 L1/L0 units to take the brunt of the first wave of attacks; you can use any combination of Footpads, Poachers, Thugs, Spearmen, and Peasants, as you see fit. You'll want some decent L2 and L3 recalls for healing, to flank your lines, and to start kicking some butt at daybreak. A Mage or Red Mage to blast Trolls and Chocobones will level up by end of scenario. Paladins are good too. In addition to your loyal Mage of Light, you will need a bare minimum of 1 more healer.&lt;br /&gt;
* On medium, 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 (on 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.&lt;br /&gt;
* On hard, you also don't want to recruit too much for fighting the undead, but it's only because going on an offensive early against them will get you crushed by a Chocobone armada.&lt;br /&gt;
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Strategy...&lt;br /&gt;
# Move the Mermen (including the storm trident) 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.&lt;br /&gt;
# Your loyal units can do a little village grabbing, but it would be unwise to venture too far north.&lt;br /&gt;
# After nightfall, fog will appear; for the rest of the scenario, the map will become shrouded.  So, while you're still able to see, note the troop dispositions (especially Chocobones.)&lt;br /&gt;
# The first wave is largely at night and will have Goblin Knights and Pillagers, and later Chocobones and Troll Warriors. The damage they can cause is bone chilling, so make sure to divert their attention with plenty of spam. You want to meet them on the edge of the woodland, while inducing the orcs to fight from the grassland. Footpads are handy here, as they have high defense in woodland. Players have had success setting up the initial line in either the north or northeast woodlands, with respect to the castle. Others have succeeded by fighting mostly from the open plain, retaining mobility by leaving the woodlands to their Footpads.&lt;br /&gt;
# Once your Mermen have taken an island city, teleport over one or more Silver Mages to help kill the undead leader - in addition to a Silver Mage, you will want the storm trident, a Netcaster/Entangler, plus one more leveled unit to be fairly sure to knock him out in one round. Quick striking like this you end up fighting a lot less undead.  You probably end up foddering one of the mermen to the Undead Archers, but the trade off is probably worth it.  You can keep cycling your mermen up to fight with any orcs or trolls that come into the water. Silver Mages can assist, since they are not needed much in the other part of the fight.&lt;br /&gt;
# After the undead leader is assassinated and the first wave is broken, you may advance cautiously due north or to the northwest along the coast and ultimately finish off the two orc leaders.&lt;br /&gt;
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Spoilers...&lt;br /&gt;
* When you are close to the village in the northeast woods, tighten your formation, as past there you can trigger a small but elite force of Saurians. (Stepping 10 hexes or less from 34,15 triggers the Saurians.) Trigger them at second watch so they arrive at your forces in daylight. Alternatively, you can delay triggering the Saurians as long as possible by moving your force northwest near the water and then onto the small island, though even then it is possible to trigger the Saurians if you are not careful where you step. You can fight the final wave of orcs from the island, then move northeast to the mainland, finally triggering the Saurians.&lt;br /&gt;
* Cuttle Fish appear when you approach the north-central island (including the village at the northwest corner of the plain on the mainland.) There are 1, 2, or 3 Cuttle Fish, for easy, medium, or hard. 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;
* 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 the XP more than the gold; otherwise, try to knock out both leaders on the same turn before they can recruit more.&lt;br /&gt;
* Heads up: The next scenario is the final one. Therefore, loyal units are now somewhat disposable. However, you will need plenty of gold. Recruit some Peasants in the current scenario if you need to save some gold. Not only are they cheap, but they have no upkeep and Chocobones love 'em. Send a unit with leadership with them and they can even deal some amount of damage and be used to finish off wounded enemy, though at night you should just let them take the beating passively since otherwise they die too quickly.&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. Also, loyal units are no better than other units after your recruitment is finished.&lt;br /&gt;
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Recruitment...&lt;br /&gt;
* You will need at least 300 starting gold, maybe more like 400 on the hardest difficulty level, so if need be, replay the previous scenario.&lt;br /&gt;
* To stretch your money, start with loyal Iron Maulers and some ready-to-level level 1's and level 2's. Finally, recall as many level 3's as possible.&lt;br /&gt;
* Healers: 3-6 Mages of Light / White Mages. Your few chaotic units will appreciate a White Mage.&lt;br /&gt;
* Horse units: 2-4 Paladins, 3-4 Knights / Grand Knights.&lt;br /&gt;
* Horse escorts: about 3 speedy units, like Royal Guards, Fugitives, and Silver Mages.&lt;br /&gt;
* Tanks: at least 6 high HP units, such as Royal Guards, Highwayman, Master Bowmen, and the loyal Iron Maulers.&lt;br /&gt;
* Mages: at least 3 high level Mages aside from your basic healers, so Arch Mages, Great Mages, and Silver Mages. Additional Mages of Light can be substituted.&lt;br /&gt;
* Some Mermen might be useful here, but surprisingly, they're not really necessary.&lt;br /&gt;
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Strategy...&lt;br /&gt;
* You can either send everybody west initially and then split for the two bridges or you can split initially, with mounted units racing to the west and then south, while the main army heads due south.&lt;br /&gt;
* With your mounted units, race forwards by day and backwards by night.&lt;br /&gt;
* Along with the mounted units should go some escorts, speedy foot units intended to kill things like Goblin Impalers, which make even Grand Knights nervous. They would also benefit from a quick Mage of Light.&lt;br /&gt;
* Meanwhile, with your tanks and the rest of your healers and support units, form a line or hedgehog. &lt;br /&gt;
* Maintain awareness of the overall battlefield.&lt;br /&gt;
* Kill all but one of the orc leaders (not all!).&lt;br /&gt;
* Don't forget to sacrifice Aethyr to Jevyan. Jevyan probably won't come out to play, so march Aethyr up to Jevyan and use a crossbow attack.&lt;br /&gt;
* Paladins, great mages, mages of light, silver mages are all suitable units to kill Jevyan himself, make sure you have them in sufficient numbers with your southern army.  Congratulations!  Enjoy the ending!&lt;br /&gt;
&lt;br /&gt;
Spoilers...&lt;br /&gt;
* When one of your units is within 8 hexes of a bridge, but you have no units within 2 hexes of the bridge, and there are no units on the bridge, then a Cuttle Fish will appear and destroy the bridge. This is usually disadvantageous. Not only does it leave you with a Cuttle Fish to fight, but it slows your progress south and the bad guys progress north. At least on the hardest difficulty level, it's hard to kill all the spam in time, so you don't want to impede their advance by removing the bridge.&lt;br /&gt;
* When any of your units is killed, it becomes a Walking Corpse (or a Soulless on hard.)&lt;br /&gt;
* After the first orc leader is killed, then some gold goes to mister Lich. It's 40, 80, or 120 gold, for easy, medium, and hard, respectively.  The lich also will receive some gold once you kill his Familiar.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[MainlineCampaigns]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns - The Rise of Wesnoth]]&lt;br /&gt;
[[Category:Campaigns - Walkthroughs]]&lt;/div&gt;</summary>
		<author><name>Schnobs</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=TheRiseOfWesnoth&amp;diff=63359</id>
		<title>TheRiseOfWesnoth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=TheRiseOfWesnoth&amp;diff=63359"/>
		<updated>2019-08-17T14:17:07Z</updated>

		<summary type="html">&lt;p&gt;Schnobs: /* The Troll Hole */&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;
Over the course of this campaign, you will need to level up to some:&lt;br /&gt;
&lt;br /&gt;
* Healers: White Mages/Mages of Light (at least four)&lt;br /&gt;
* Undead killers: Paladins (two)&lt;br /&gt;
* Mobile strikers: Silver Mages (at least one, preferably more), Grand Knights (several), Fugitives (one or more helps)&lt;br /&gt;
* Damage sinks: Royal Guards, Iron Maulers, Highwaymen, Halberdiers, level 3 Burin, and again Grand Knights&lt;br /&gt;
* Leaders: level 3 Haldric, level 3 Lady Outlaw, and much later level 3 Commander Aethyr &lt;br /&gt;
* Ranged attackers: Great Mages (can use several in the last scenario), Longbowmen/Master Bowmen (two), Trapper/Huntsman (one is helpful)&lt;br /&gt;
&lt;br /&gt;
A Mage of Light, one Paladin, and five Grand Knights make a perfect assault team!&lt;br /&gt;
&lt;br /&gt;
Although Horsemen are key for the first three or four scenarios, it's important not to be too reliant on horse units through the middle part of the campaign, as there are many hard levels underground, in swamps, in water, or against Saurians; use XP from the scenario ''The Vanguard'' to get to 2 Paladins and 2+ Grand Knights.&lt;br /&gt;
&lt;br /&gt;
Don't overlook Pikemen/Halberdiers, which are useful in many levels; pierce attacks work well against Drakes and against the dragon, and they are handy for defensive roles especially repelling Wolf Riders. They are less good against undead, though, and don't get that +1 MP Royal Guard speed bonus.&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) leveled up. Footpads help too, once leveled up. Due to swamps, you will sometimes be spamming Poachers, which can marksmanship once at level 3 (or Rangers are good too, for swamps and forest.) These, plus Lady Outlaw, 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;
Here are some recommended units to have obtained by specific scenarios:&lt;br /&gt;
&lt;br /&gt;
2. The Fall - 1 Knight&amp;lt;br&amp;gt;&lt;br /&gt;
3. A Harrowing Escape - 1 White Mage, 2 Knights, plus about-to-level troops&amp;lt;br&amp;gt;&lt;br /&gt;
4a. The Midlands - avoid, go to The Swamp of Eden instead&amp;lt;br&amp;gt;&lt;br /&gt;
4b. The Swamp of Eden - level 2 Haldric, level 2 Lady Outlaw, 2 Knights, 2 Shocktroopers&amp;lt;br&amp;gt;&lt;br /&gt;
6. Temple of the Deep - level 3 Haldric, level 3 Burin, 1-2 Mages of Light or several Outlaws / quick Bandits&amp;lt;br&amp;gt;&lt;br /&gt;
8. Clearwater Port - level 3 Lady Outlaw, 3 White Mages / Mages of Light, 3 Iron Maulers / Royal Guards / Halberdiers&amp;lt;br&amp;gt;&lt;br /&gt;
12. A Final Spring - 1-2 Silver Mages&amp;lt;br&amp;gt;&lt;br /&gt;
14. Rough Landing - the 3 loyal Mermen from the previous scenario, ''Peoples in Decline''&amp;lt;br&amp;gt;&lt;br /&gt;
17a. The Dragon - up to 4 White Mages / Mages of Light&amp;lt;br&amp;gt;&lt;br /&gt;
17d. Cursed Island - 1 Paladin&amp;lt;br&amp;gt;&lt;br /&gt;
19. The Vanguard - 4 Knights/Lancers/Grand Knights, 2 Paladins (or about-to-level Knights)&amp;lt;br&amp;gt;&lt;br /&gt;
20. Return of the Fleet - 1 Mermen Entangler, 1 Merman Triton with Storm Trident, level 3 Commander Aethyr desirable&amp;lt;br&amp;gt;&lt;br /&gt;
22. The Rise of Wesnoth - 2 Paladins, 3 Royal Guards, 4 Mages of Light&lt;br /&gt;
&lt;br /&gt;
Because the campaign is long and you won't be able to recall all your level 3's in the final scenario, it pays to create some &amp;quot;uber-units&amp;quot;. An example is a quick, resilient Silver Mage that has been AMLA advanced a few times.&lt;br /&gt;
&lt;br /&gt;
==Scenarios==&lt;br /&gt;
===A Summer Of Storms ===&lt;br /&gt;
&lt;br /&gt;
This is a relatively easy scenario, so gear your recruitment and strategy with an eye towards gathering XP.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
# For the first round, recruit 2-3 Horsemen and the rest can be all Spearmen or a mix of Spearmen and Bowmen as you see fit.&lt;br /&gt;
# 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, grunts, and riders you will encounter. 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.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
* Players have used at least three strategies with success...&lt;br /&gt;
# The &amp;quot;over the bridge&amp;quot; strategy: Send the horsemen with the king over the bridge, and the others should follow or start going over the mountain, to avoid being attacked from behind. Send subsequent Spearmen and Bowmen on the &amp;quot;over-the-bridge&amp;quot; road, and when the Prince and final troops have just about caught up, march on the enemy camp.&lt;br /&gt;
# The &amp;quot;hide in the swamp&amp;quot; strategy: Proceed much like the above, but send the king 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, you can use a Spearman and a Mage (to level him.)&lt;br /&gt;
# &amp;quot;Sandbagging&amp;quot; strategy: On the hardest difficulty level, the initial enemy assault will only be easy to handle by entrenching your troops behind the river. Use the king to block the bridge initially, while Spearmen handle the shoreline just north and Horsemen carefully flag villages across the river. Run the king around, lending his leadership as you massacre the stupid enemy troops that have jumped like lemmings into the water. &lt;br /&gt;
* For all these options, you will also need to send a squad north into the mountains and around into the flank of the enemy. A quick Spearman, a quick Bowman, and one other unit, possibly a quick Mage, should be more than sufficient.&lt;br /&gt;
* When you see that the fronts are under control, stop recruiting and send prince Haldric and your Mages over the bridge on a quest for XP, assisted by the leadership of the king, and converge on the enemy camp.&lt;br /&gt;
&lt;br /&gt;
===The Fall===&lt;br /&gt;
&lt;br /&gt;
This is a scenario that looks scary, but it is only moderately difficult with proper recruitment and strategy.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
* Recall or recruit Spearmen and Bowmen to man the lines.&lt;br /&gt;
* Horsemen/Knights are desirable, because you probably do not yet have a White Mage, and the villages are widely spaced.&lt;br /&gt;
* Recalling or recruiting Mages for XP gathering is highly advisable for future scenarios.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
* There are three basic approaches to take out the outlaw leader...&lt;br /&gt;
# &amp;quot;Brute force&amp;quot; strategy: You can march west with a large army and use part of it to hold northwestern 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.&lt;br /&gt;
# &amp;quot;Assassination over the bridge&amp;quot; strategy: You can assassinate the outlaw leader. One way is to wait until the orcs have killed almost all outlaws and then assassinate the outlaw leader with Knights, rushing over the enemy camp's bridge and into the keep. This strategy is risky because orcs can kill the leader before you.&lt;br /&gt;
# &amp;quot;Assassination via the mountain pass&amp;quot; strategy: Another way to assassinate the leader is to send a squad through the southern mountains to the outlaw keep. Two Mages and three Spearmen might be enough. If not, add a Knight, Horseman, or the King, though these units have only a narrow passage devoid of mountains and could get pinned by the enemy.&lt;br /&gt;
* On the hardest difficulty level, you may be forced to assassinate.&lt;br /&gt;
&lt;br /&gt;
Hints...&lt;br /&gt;
&lt;br /&gt;
* Saving the loyal Heavy Infantrymen (or Shock Troopers on easy) pays off in later scenarios. To save all three, move them south towards the outlaws.&lt;br /&gt;
&lt;br /&gt;
* Once you eliminate the HP of the Lady Outlaw, she offers to help you. If you say yes, she comes back as a loyal unit in future scenarios and you will be able to recruit outlaw units, plus she cannot be killed in the next couple of scenarios (instead, she disappears when she goes to zero HP, and comes back the next scenario.) This is quite valuable. If you say no and try to kill her, you find out she cannot be killed. However, you do get 200 gold that she leaves behind.&lt;br /&gt;
&lt;br /&gt;
* Heads up: The following scenario (''A Harrowing Escape'') is a handful on the hardest difficulty level. On hard, your goal should be a carryover of almost 150 gold (so you have 250 starting gold), so although Lady Outlaw's assistance is worth much more than 80 gold (40% carryover of her 200 gold), you may be forced to choose the gold. Another thing you need to beat the following scenario on hard is a White Mage at or near the start of the scenario. Also, about-to-level units will be especially nice for their self-healing ability and low initial upkeep. Steer XP accordingly.&lt;br /&gt;
&lt;br /&gt;
===A Harrowing Escape===&lt;br /&gt;
&lt;br /&gt;
This scenario is much easier on lower difficulty levels, calling for different strategies.&lt;br /&gt;
&lt;br /&gt;
On easy/medium...&lt;br /&gt;
* Recruitment: You should recruit/recall 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. Other than the Mages, simply recruit what you want, and go along the road. You get enough villages to pay upkeep for quite some army, and can give some of them a bit of experience.&lt;br /&gt;
&lt;br /&gt;
* Strategy: Leave a few units in the rear, as the enemy can cross hills quickly. Note that Footpads and Outlaws will also cross hills at reasonable speed, if you need to hunt down some units. There are two castle tiles about halfway down, try to send Lady Outlaw and Brunin the Lost to them, they make good guards in case the enemy tries to come straight up. You can also send a couple groups of units down southeast to the lake, so you can prevent the Green team (southeast) from coming up the river. You can also kill the two Orcish Grunts (or Warriors on medium) on the southern castle tiles and then move Lady Outlaw and Brunin to them.&lt;br /&gt;
&lt;br /&gt;
On hard...&lt;br /&gt;
* Recruitment: To beat this scenario on the hardest difficulty level, you need some level 2 (or better yet, about-to-level level 1) units already and decent starting gold. It has been beaten on hard with as little as 158 starting gold, 200 is still difficult, and 250+ makes it relatively easy. You can stretch your gold a bit by not going negative on upkeep and waiting until you can't wait any longer to do one last round of recruiting, recalling mostly level 2's. For timing your final recruitment, watch the wolves that are likely trying to flank through the mountains south of your keep. Another requirement for beating this scenario is a White Mage (or two.) If need be, you must promote a Mage (or two) &amp;lt;i&amp;gt;tout de suite&amp;lt;/i&amp;gt;, as you will be dealing with severe damage and assassins, while only having easy access to 2 or 3 villages initially. Horsemen and Knights are useful for dissipating damage by serving as meat shields against blades and then running off to remote villages to heal. Quick Horsemen are especially nice, as they can transfer between two strategically placed villages in one turn, for healing on the go. Horsemen, Knights, and Swordsmen are useful for swatting assassins. If you can recruit outlaws, a couple of Footpads are nice for village grabbing. Thieves are also good because they are cheap, the Grunts are fond of attacking them, and they often survive on 70% defense.&lt;br /&gt;
&lt;br /&gt;
* Strategy: Near the start of combat, it's crucial to kill the first waves quickly: the wolves and assassins. More important than terrain is avoiding getting flanked, so mobility of individual units is key; if you climb up deep into the mountains, you will have a harder time with mobility than staying on or near the valley floor. Additionally, many of your units cannot go on mountain hexes, so it's easier to maintain your lines if everyone stays close to the valley. It's easier to make a stand at the keep and northern river bank, but this approach can be too costly in terms of time.&lt;br /&gt;
&lt;br /&gt;
Hints...&lt;br /&gt;
* On medium/hard, you can lure out the roadside guard Warriors one at a time by putting a unit within attack range of one (and out of range of the other.) They mostly come at night. Mostly. That is, the Warriors might not bite bait put out during the day.&lt;br /&gt;
&lt;br /&gt;
* If you have Lady Outlaw, note that she has leadership, which will be useful to help promote Prince Haldric, if he is still level 0. It's worth advancing her to level 2, to continue to provide leadership to level 1 Haldric and your other level 1's. You may also make use of her odd ability &amp;quot;distract&amp;quot;, which allows adjacent allied units to ignore ZOCs. And Lady Outlaw allows you to recruit outlaw types. On hard especially, Thugs can be useful as meat shields and to provide strong attacks at night when your lawful forces are crippled. Remember too that Lady Outlaw cannot be permanently killed (at least not yet), so when desperate times call for desperate measures, you can move her into a suicidal position.&lt;br /&gt;
&lt;br /&gt;
* It helps that there are two enemy sides as opposed to a twice as strong single enemy side. If one of your units could be attacked by 3 enemies, but 1 of these hexes is currently blocked by the other side, the currently moving enemy decides to attack units which it (they) is (are) actually less likely to kill than that one. AIs don't cooperate, that is.&lt;br /&gt;
&lt;br /&gt;
* If you are stuck on this scenario, you may need to replay one or both of the previous scenarios and/or choose to &amp;quot;kill&amp;quot; Lady Outlaw in the previous scenario so you get her gold.&lt;br /&gt;
&lt;br /&gt;
Spoilers...&lt;br /&gt;
&lt;br /&gt;
* There is Dwarf Steelclad in the village at 8,5. It's 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;
* After you kill the first orc leader, an Orcish Slayer and two Assassins will pop out of nowhere, so you would be wise not to have any wounded units stuck without movement points at that point. Also, the other leader will get an infusion of gold and start recruiting on all available hexes, so if you can sit on some of those hexes first, it will help keep the situation from getting out of control.&lt;br /&gt;
&lt;br /&gt;
* At the end, you will be given the choice of the river/swamp road or the midlands/orc road. These fork to the scenarios ''The Swamp of Esten'' and ''The Midlands'', respectively. The swamp scenario is relatively easy, while ''The Midlands'' could cost you some leveled units or even prove impossible to beat if you are low on gold. Also, the swamp gives you a free loyal White Mage, so it's a no brainer, unless you want more of a challenge.&lt;br /&gt;
&lt;br /&gt;
* Heads up: it would be wise to have at least 1 White Mage before going to the scenario ''The Swamp of Esten''.&lt;br /&gt;
&lt;br /&gt;
===Diverging Campaign Path===&lt;br /&gt;
====The Midlands====&lt;br /&gt;
&lt;br /&gt;
Orcs again. But you chose that way. This scenario may appear impossible, but with a lot of gold and a little strategy, it can be beat. &lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
* You are given plenty of time, so use it wisely. The enemies send lots of orcs, mostly weak ones. So recruit and recall everything you can.&lt;br /&gt;
* Recall any White Mages you have. You'll need them.&lt;br /&gt;
* Bowmen are good for the wolf units you will be facing.&lt;br /&gt;
* The rest depends on your strategy.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
* The &amp;quot;Fast Assault&amp;quot; option: use an assassination team. If you go west, only your Knights and Horsemen will arrive and fight at daytime. So 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, but hopefully not the latter, as they are loyal units in a long campaign. With this approach, you can finish early (around 25 turns) and keep your losses low.&lt;br /&gt;
* The &amp;quot;Dark Assault&amp;quot; option: use Footpads.  If you chose to work with the the outlaws in the last round, then this works well.  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 them to the upper west and south, followed by more powerful units: Mages, Horsemen, etc.  For the time being, leave 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 enemy's gold and increases yours.  Don't attack at first, just defend, until more of your slow higher powered units arrive. The strategy here is to pick off the orcs, and send the Horsemen to capture villages.  While this is going, to the south you send your Footpads to capture any villages you can and, more importantly, put a Footpad on the hex that is adjacent to the bridge, thereby stopping easy advancement of their greater numbered troops. A White Mage, a couple Trappers and some Bowmen would make a good escort. Probably sending a Thief or two would be good too, to help dispatch any enemy that infiltrate the villages north of the river. one enemy got into one of the villages on the north of river, and it took a lot to dislodge him.  The intention is to engage the enemy so that they are fighting from the river squares, at a huge disadvantage.&lt;br /&gt;
&lt;br /&gt;
====The Swamp Of Esten====&lt;br /&gt;
&lt;br /&gt;
This scenario is not hard if you are conservative and don't send important units off alone.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
# First round, recall 1-2 quick Knights (or Paladins, if you have them), recruit 1-2 Horsemen, and recall your loyal Shocktroopers or whatever they are now.&lt;br /&gt;
# Next round, recruit/recall Mages to kill Scorpions (and Bats) and at least one White Mage to deal with poison, plus maybe a Poacher or Trapper or two, as they are good in swamp (and you would like a Huntsman eventually, for its markmanship.)&lt;br /&gt;
# A little Thug spam can come next, but you don't need a full third round of recruitment. Then send Prince Haldric off to lend his leadership.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
# Head to the northeastern leader first. Try to kill Dark Adepts with Burin or horse units before they have a chance to attack you. As you close in on the leader, hover your mouse over him to watch where he can go, as at night his ranged attack is nasty and can be followed up by waves of kamikaze Walking Corpses, which can take out a Knight.&lt;br /&gt;
# After you have killed the northeastern leader and eliminated troops there, you can either send your whole army back across the ford and south or split your army into two halves, sending one part to each leader. If you have lost several units but have lots of turns left, it's probably safer to stick together. This is not a simple mop-up operation, as powerful undead can take out some of your valuable units if you're not careful. On hard, Shadows are a threat at night.&lt;br /&gt;
&lt;br /&gt;
Spoiler...&lt;br /&gt;
&lt;br /&gt;
* Searching the temples is a good idea. Some have gold. There is 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 a horse unit or Lady Outlaw to the temple at 19,5. However, some of the temples contain undead, 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 challenge in this scenario is keeping your ally alive.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
# First round, recall your (probably leveled up) Heavy Infantry from The Fall and some quick Spearmen.&lt;br /&gt;
# Second round, recruit/recall Thugs, Bowmen, and Spearmen, preferably quick.&lt;br /&gt;
# Third round, recall 2-3 White Mages (or Mages of Light) and maybe some quick Mages.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
* Your forces will have three main combat arenas: the northeast, the south, and the middle.&lt;br /&gt;
# The castle in the middle is inhabited by the tree folk. The orcs have almost the perfect anti-wose force, heavy on fire (Orcish Crossbowmen and Pillagers), so your ally is going to need your help. Send 2-4 units to the castle and another 4-8 units northeast of the castle to block the enemy advancing from that direction.&lt;br /&gt;
# Split the rest of your forces to go northeast and south, 4-6 units each, with a White Mage in each force. Your loyal Heavy Infantry / Shocktroopers should head south. Sending Haldric south might help take some of the heat off the woses.&lt;br /&gt;
  &lt;br /&gt;
Tips...&lt;br /&gt;
* If you send a White Mage or Mage of Light to the wose castle, it will let any adjacent wose cure+heal or sometimes regenerate+heal (16 points.) That's because of the side sequence within a turn: player, orcs, woses. For example, after the orcs attack with poison, the woses cure themselves, and then your leveled mage will heal any adjacent wose.&lt;br /&gt;
&lt;br /&gt;
Spoilers...&lt;br /&gt;
* The temple contains the entrance to the catacombs, but you need the leader Wose's help to open it, and to get that help you have to win the current scenario, so there is no point in visiting this temple.&lt;br /&gt;
&lt;br /&gt;
* Heads up: The next scenario is in the catacombs, i.e., underground, and it's a tough one, so you need to groom your roster accordingly. Two Mages of Light would make it a whole lot easier. Failing that, level up your fearless loyal Shocktrooper and chaotic outlaw types. Bandits/Highwaymen and Fugitives are especially nice. Quick units of almost any type (except horse units) will be helpful, if leveled and possessing high HP (&amp;gt;50).&lt;br /&gt;
&lt;br /&gt;
===Temple in the Deep===&lt;br /&gt;
&lt;br /&gt;
You will be facing undead underground. This is a difficult situation that will prove much easier with proper recruitment. Then the strategy will be fairly straightforward.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
&lt;br /&gt;
* All in all, what you need is a small elite force. Two rounds of recalls is enough, if you didn't lose Burin in a prior scenario.&lt;br /&gt;
# First round, recall your loyal Shocktroopers / Iron Maulers, though their slow movement will prove frustrating. Also on the first round, recall a fast &amp;quot;tank&amp;quot; and someone to grab the holy water.&lt;br /&gt;
# Second round, recall any Mages of Light you might already have, and a total of at least two White Mages or Mages of Light, preferably quick. For the rest of your recruitment, what you need are high movement (6+ MP) non-horse units with high hitpoints (&amp;gt;50 HP). It helps if they are chaotic (or at least neutral) and/or have ranged or impact attacks. Put all the requirements together and it points to Fugitives. Outlaws and quick Arch Mages are worth recalling too. Fill out the rest with other high HP units. Note that horse units are too sluggish in caves and should not be recalled/recruited unless you have a compelling reason.&lt;br /&gt;
# Third round (optional), you can add a unit or two for a safety margin.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
&lt;br /&gt;
# There are two ways north, but they will meet up together. First thing you will see are Tentacles. You can either ignore the Tentacles for the most part or use them for XP. Your main initial objective is to find a good place to make a stand against the nasty wave of undead coming from the north. The chokepoints and southern shoreline offer good defensive locations. Watch out for the enemy's Bone Shooters, Revenants and Deathblades, as they could easily mess up a level 3 unit. &lt;br /&gt;
# Once the flow of baddies as tapered off, gradually progress northwards. 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. Be careful if he has recruits around, as their combined damage can take down one of your level 3's. Note that the Ruby can only be picked up by Haldric.&lt;br /&gt;
&lt;br /&gt;
Hints...&lt;br /&gt;
&lt;br /&gt;
* Holy water: The best choice for the Holy Water is a quick Bandit, who should level quickly. A quick Highwayman could be used, but won't benefit much from the XP.&lt;br /&gt;
&lt;br /&gt;
* XP: Use this level to get experience. The early-finish bonus is tiny. The Tentacles are perfect for leveling up units. Keep Burin away from the water at this stage, or he'll kill all tentacles as they attack, depriving those who could benefit from the XP.&lt;br /&gt;
&lt;br /&gt;
Spoilers...&lt;br /&gt;
&lt;br /&gt;
* Your killed units will be turned into Walking Corpses (or Soulless on hard.) Therefore, spam is not helpful. A Mage or Thug can be okay, if used with great care, but mostly you need to recall leveled troops here.&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;
&lt;br /&gt;
This scenario is easy if you take the first boat out, more challenging for the second and third boats, and very difficult (on hard) if you want to take out all three leaders.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
# Your loyals, two to three healers and plenty of spearmen is all you need, if you stick to the walls and play defensively.&lt;br /&gt;
# Recruit slowly at start to stretch your gold with initial income.&lt;br /&gt;
# It's a good scenario for leveling troops, so add a few other (sturdy, non-mage) units for diversity and to make your recall list more varied. &lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
# Your ally does not need his villages.&lt;br /&gt;
# Man the walls, play defensively, stick to the walls, prepare to defend against occasional breaches.&lt;br /&gt;
# Use illumination and leadership to maximum effect.&lt;br /&gt;
# Soften opponents with your loyal veterans, feed kills to recruits.&lt;br /&gt;
# Send a small task force to the northeastern coast (easy kills on 20% terrain). Be prepared to reinforce them.&lt;br /&gt;
&lt;br /&gt;
Finish...&lt;br /&gt;
* Take the third boat (this gives early finish bonus) or try to defeat all leaders, if you feel ambitious.&lt;br /&gt;
&lt;br /&gt;
===Fallen Lich Point===&lt;br /&gt;
&lt;br /&gt;
This is a high variance scenario. It may be easy or hard, depending on events beyond your control.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
* Recruit fairly lightly initially, as you will likely have a chance to use the Lich's keep to recruit again.&lt;br /&gt;
* Mages, White Mages, and Mages of Light are good, and as are all the other advancements of Mages.&lt;br /&gt;
* You automatically should have your loyal Knight. Because of the mountains around &amp;quot;lichland&amp;quot; and frozen ground everywhere else, additional horse units are not recommended, except a single Paladin will come in handy.&lt;br /&gt;
* Some Thugs or a Bandit or Highwayman will provide a little extra undead bashing power.&lt;br /&gt;
* Footpads will help with village flagging.&lt;br /&gt;
&lt;br /&gt;
Strategy... &lt;br /&gt;
# The Orcs will be busy with the Yetis, so you can walk with a big group south and kill the Lich-Lord. Move Haldric to the stone monument to de-petrify the Lich. It may help to post some units around the undead before doing so. Use several mages to make a hole or two in the ring of undead, and then push in a burly fighter or two and/or Paladin to kill the Lich.&lt;br /&gt;
# After killing the Lich, assess the Orc/Yeti situation (as well as the village flagging situation) and decide if you need to use the Lich's keep to recruit some reinforcements.&lt;br /&gt;
# After that, head north and walk into the sewer entrance (the &amp;quot;cave&amp;quot;) or else kill the orc leaders.&lt;br /&gt;
&lt;br /&gt;
Hints...&lt;br /&gt;
* 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 Yetis.  However, be careful not to be attacked by a Yeti yourself.&lt;br /&gt;
* 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.)&lt;br /&gt;
&lt;br /&gt;
===Sewer of Southbay===&lt;br /&gt;
&lt;br /&gt;
This is a swampy underground scenario, but with attention to recruitment, it's not very difficult.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
* As always underground, you want non-horse units with 6+ MP.&lt;br /&gt;
* Recall White Mages / Mages of Light, at least two, three is probably the optimal number.&lt;br /&gt;
* There are quite a few villages in this cave, so an expensive force is supportable, though not necessary. Some players recruit a large and spammy force, while others go with small and elite:&lt;br /&gt;
** Option 1, &amp;quot;Large and spammy&amp;quot; recruitment: Recruit four each of Mages, Thugs, and Poachers. Yes, Poachers normally stink, but here they really shine in a swamp that is permanently dark, underground. If you recruit four Poachers, you could finish with three Trappers and a Huntsman - or you could finish with four dead Poachers. The Thugs are especially likely to die, as they will be facing off against Red Mages, but somebody has to do it.&lt;br /&gt;
** Option 2, &amp;quot;Small and elite&amp;quot; recruitment: Recall something like one Red Mage, one Arch Mage, one Silver Mage, 2 two Royal Guards/Highwaymen/etc, and a Trapper or Huntsman, plus three regular Mages and a Poacher.&lt;br /&gt;
* A Rogue (or Assassin) can be very handy as a damage dealer, who is able to break through bottlenecks.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
# After leaving your initial chamber, you will be in a large swamp room with three entrances, through which will be a flood of bad guys. Use two Poachers and a Thug or similar to blockade the southeast, a small elite group to block the north, and then a mix of fighters and mages to handle the west entrance. Give each group a White Mage or Mage of Light, as well as at least one regular Mage. Try to keep the Mages of Light away from your chaotic forces on the front lines, though. Use the leadership of Haldric and Lady Jessene - and Mage of Light illumination or lack thereof - to get the most from each attack.&lt;br /&gt;
# When the initial battle has died down, you have two options:&lt;br /&gt;
## If you have enough forces, you can divide into two groups and attack both brothers simultanously, east and west.&lt;br /&gt;
## Otherwise, do them one after the other, and then look for the exit.&lt;br /&gt;
&lt;br /&gt;
Spoilers...&lt;br /&gt;
* Danger: there is a Giant Spider at the exit. You may wish to keep one or two cannon fodder units in order to be able to save your advanced units.  It is best to use ranged attacks against the spider, so leveled mages are good here.&lt;br /&gt;
* Heads up: the next scenario is a lot easier with a lot of gold, especially on the hardest difficulty level.&lt;br /&gt;
&lt;br /&gt;
===Southbay in Winter===&lt;br /&gt;
&lt;br /&gt;
Plot only.&lt;br /&gt;
&lt;br /&gt;
===A Final Spring===&lt;br /&gt;
&lt;br /&gt;
Clockwise, starting at the bottom: &lt;br /&gt;
* the southern orcs (purple) will recruit the usual orcish units, and with a few going west between the mountains and the coast, while the bulk will come through the plains south of the swamp, arriving at the keep early in the night. This one is the most conventional enemy, once his host is defeated you can march a comparatively small strike force to his keep and finish him off.&lt;br /&gt;
* The waterlogged orc to the west (black) will recruit mostly Naga and a few Bats, which will harrass you from the sea and try to seize the villages on your peninsula. He only has a small keep, so he can keep recruiting, two units per turn, seemingly forever.&lt;br /&gt;
* The northern orcs (green) are farthest away; they also have lots of villages they can capture. Hence it will be some time until they reach you, and not in full force at first. With any luck (and strong enough units) you'll have fought down the bulk of the southern orcs by then.&lt;br /&gt;
* Finally, a number of level-2 skeletons (including Chocobones) will appear behind the swamp in the east on turn 4 (first dusk). Those will join the black team; starting behind the swamp and with a few villages to grab, they won't knock on your door before daybreak.&lt;br /&gt;
&lt;br /&gt;
Spoiler:&lt;br /&gt;
On turn five, a few mermen will appear near the lighthouse and join you; you'll also be able to recruit mermen from then on. That's your ticket to fighting back the Naga, see to it that you still have some money left at the time.&lt;br /&gt;
&lt;br /&gt;
Recruitment/Strategy:&lt;br /&gt;
# several Trappers/Rangers/Huntsmen to sally forth and occupy the hills and forest south of the town. Your ally will sally forth to meet the enemy in the usual fashion; if you can lend a hand and soften up the enemy, King Addroran's troops will finish them off easily. In doing so, they'll happily expose themselves to counterattack -- your Trappers (etc.) have a rather good melee attack and probably won't be targeted as long as there's weaker and more accessible allied units nearby. Don't fret about the missed XP, there will be plenty more before this is over. For now, you want to dispose of the bad guys ASAP before they pile up on the doorstep.&lt;br /&gt;
# you probably don't need dedicated undead-killers beyond the Mages you bring anyway. But if you want to employ your loyal Shock Troopers, recruit them no later than turn 2 or they won't get there in time.&lt;br /&gt;
# Mages: seeing as there will be fighting all over the place, three healers will be barely sufficient. A few fireball-throwers will also come in handy, if only in order to deal with the evasive Orcish Assassins / Slayers. A Silver Mage or two will be especially useful, as they can teleport all over the place and help with each of the commanders in turn (especially the one on the island, that would take forever to get to otherwise).&lt;br /&gt;
# by turn 3, some chaff to occupy the coastal villages so the Naga can't just waltz in. Level-1 units or even peasants will do.&lt;br /&gt;
# the worst fighting will be over by daybreak; you'll still want a few lawful units to carry on the battle during the day. One keep of knights and level-2 lawful infantry should suffice. Recruit these on turn 4.&lt;br /&gt;
# starting on turn five, you can recruit mermen. Those can not only deal with the Naga infestation, but also tackle the northern orcs as they try to cross the bay. Two keeps worth is not too many.&lt;br /&gt;
&lt;br /&gt;
Strategy is broken into three fronts...&lt;br /&gt;
# First order is to help your ally with the first waves of attackers, as described above. You can't stop King Addroran from throwing away his troops, but you can help them to have some effect before they perish.&lt;br /&gt;
# Next, fending off the Naga. A few cheap units in coastal villages at first, mermen later. Mermen vs Naga at sea will be slow fighting: both have excellent terrain defense, so there will be no obvious progress for a good long while. You should use a Mage of Light to support them, this really makes a difference during the night.&lt;br /&gt;
# Also, the bay/river to the north. The Mermen can be very efficient here, enjoying high terrain defense while being close enough to the coast that Lady Jessene and Haldric can provide Leadership wherever needed; again, you also want a Mage of Light if available.&lt;br /&gt;
&lt;br /&gt;
For the landlubbers, don't bring too many rookies: this scenario is best used to direct experience to your level-2 units, partially advancing them outright or getting them to a point where you can expect them to level up at a good point in their next battle.&lt;br /&gt;
&lt;br /&gt;
For the Merfolk, try to advance all they loyal ones, and a few more besides. Directing XP to particular units will be easier for those mermen defending the bridge, but those fighting the Naga will inevitably get some XP as well. Eventually you'll have to cross the bridge with ground troops and take the fight to the enemy, though.&lt;br /&gt;
&lt;br /&gt;
===Peoples in Decline===&lt;br /&gt;
&lt;br /&gt;
This is a potentially bloody scenario. The Drakes are barely impeded by the difficult terrain and can run circles around you, making it hard to move damaged units into a safe position. On the upside, most drakes have little terrain defense even in forest and mountains, and are positively vulnerable to spears and arrows.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
Using Trappers (or their upgrades) and Merfolk, try to lure the enemy into the swamps or over the sea, fight down their troops, then storm their keeps. Be prepared to suffer some losses: it's better to deliberately sacrifice some units of your choosing than struggling to keep everyone alive.&lt;br /&gt;
&lt;br /&gt;
Spoiler...&lt;br /&gt;
* There's a Storm Trident in the middle of the bay. There's no particular hurry to pick it up for using it in this battle: the trident does fire damage, which isn't very useful against drakes. Just don't forget to retrieve it for later use.&lt;br /&gt;
&lt;br /&gt;
Picking it up will summon a level-3 Sea Serpent on the next turn, be sure that you're ready for it. &lt;br /&gt;
&lt;br /&gt;
Lord Typhon will depart in a few scenarios, so better give the trident to another fighter. Preferably a &amp;quot;quick&amp;quot; one, who can become a Hoplite and still keep up with his mates when he gets to level 3.&lt;br /&gt;
&lt;br /&gt;
===Rough Landing===&lt;br /&gt;
&lt;br /&gt;
You will be fighting Nagas and Vampire Bats, primarily. This is a scenario that may be frustrating on the easier difficulty levels, though on hard it is just par for the course. Good recruitment and strategy will save you from getting slaughtered.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
* You are probably going to go negative on gold and be unable to rectify that with the paultry early finish bonus, so you might as will go very negative and be resigned to start the next scenario with minimum gold.&lt;br /&gt;
* Recruit/recall many Mermen and 1 or 2 White Mages or Mages of Light. A few Peasants can be useful to pad out your force, distract the enemy, and protect villages from stray Bats. A Silver Mage can be useful for island hopping but is not essential. Thieves/Assassins are blade vulnerable, and Nagas only use blades, so it's probably best not to recall them.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
# Knock out the southeastern leader in a blitz. It's important to get that out of the way, because a wave of Nagas is advancing at light speed from the north.&lt;br /&gt;
# Next, hurriedly set up a line in the water alongside your fortress island. Your fortress troops can anchor one flank, while Burin the Dwarf can go to the island to the northeast to anchor the other end of your line. Nobody messes with Burin. Move Lady Jessene behind the lines to lend her support to the Mermen. Your loyal Mage of Light will be able to move back and forth more (to lend illumination) if kept in the fortress area.&lt;br /&gt;
# Finally, once the enemy assault wave has been broken, advance northward to kill the final two leaders in a straightforward mop-up operation. Just be careful not leave isolated units where they can get swarmed.&lt;br /&gt;
&lt;br /&gt;
Hints/Spoilers...&lt;br /&gt;
* Try to level up the mermen; they can be useful in another scenario later.&lt;br /&gt;
* Beware of Sea Serpents. Three of them will appear, one on each of the three turns following your first kill of an enemy unit. Make sure to kill them at once. The Storm Trident from the previous scenario and the Ruby of Fire will come in handy against the Serpents.&lt;br /&gt;
&lt;br /&gt;
===A New Land===&lt;br /&gt;
&lt;br /&gt;
This is a non-scenario. 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.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
* None necessary.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
* The optimal strategy for gold carryover is to grab the three closest villages, then retreat to your keep and wait. Once one attack occurs, the non-scenario will be over.&lt;br /&gt;
&lt;br /&gt;
Spoiler...&lt;br /&gt;
* One thing to keep in mind is that this the last chance you have to grab some more Mermen 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;
&lt;br /&gt;
===The Ka'lian===&lt;br /&gt;
&lt;br /&gt;
Story, with your choice of four battles next.  You have to beat them all in whatever order.  The amount of gold you have should be the factor in deciding when you choose to play Cursed Isle (the undead problem).&lt;br /&gt;
&lt;br /&gt;
===Diverging Campaign Path===&lt;br /&gt;
&lt;br /&gt;
All four scenarios have to be beaten, but in whatever order you choose.&lt;br /&gt;
&lt;br /&gt;
====The Dragon====&lt;br /&gt;
&lt;br /&gt;
This scenario is not as difficult as it looks, though your recruitment and strategy need to be tailored to fight the Saurian Skirmishers and other foes you will face here.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
* Saurians use piercing attacks mostly, so it's better to use units resistant to pierce. Pikemen and Halberdiers have 40% pierce resistance. Javelineers are ideal as Saurians use ranged attacks a lot.&lt;br /&gt;
* You may wish to bench some or all of your loyal Iron Maulers. They are ineffective against the 70% impact resistant Mudcrawlers, while also vulnerable to the ranged attacks of both Mudcrawlers and Saurians.&lt;br /&gt;
* Consider adopting a force of all units with ranged attacks, save for horse and thief units, which can be kept behind the lines when not in use. It is amusing when Saurian Augers are forced to tap your units with their little staffs.&lt;br /&gt;
* Healers are a necessity to deal with the heavy damage your units will be sustaining. Depending on the strategy you adopt, you will want 2-4 healers. Mages of Light rock here, as they can easily do front line duty in pairs and their illumination blinds the Saurians, reducing their damage.&lt;br /&gt;
* You need something to clean up mud. Versus level 0 Mudcrawlers, Horsemen and their advancements can charge with no counterattack, and likewise Thieves and their advancements can backstab with no counterattack. Mages can be used as well on the fire vulnerable mud.&lt;br /&gt;
* Merman shine on this map once you get them into the swamp / water hexes. They are more mobile than anything but silver mages. The storm trident makes short work of even high-level saurians and the dragon is weak to the pierce damage of your tridents and javelins. An Entangler's slow ability will help tame the dragon even further.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
* Players have used many different strategies with success:&lt;br /&gt;
** &amp;quot;Hedgehog&amp;quot; strategy: 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. You can 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, you can string non-wounded troops out a bit in the rush for the leaders. &lt;br /&gt;
** &amp;quot;Triangular Hedgehog&amp;quot; strategy: 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. You can fix this by creating 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. 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 Jessene, since she has excellent defense and is chaotic and therefore benefits by not being in the Mages' light. &lt;br /&gt;
** &amp;quot;Giant Hedgehog&amp;quot; strategy: Recruit a lot of units, and then move the whole army as one big bulk. Keep healers in the middle (about 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. Head first for the east or west leader, but steer for good terrain, because your force will soon be swarmed. But then by turn 10, there should be many few Saurians alive.&lt;br /&gt;
** &amp;quot;Standard Line&amp;quot; strategy: Form a line from the west board edge diagonally up towards your keep across the two villages just in front of the forest. You will probably wish to bend upwards at the forest, rather than running the line all the way to the keep. Whenever the Saurians have a small number of troops at your line and you have enough strength to kill them all, you can advance your whole line one hex south, allowing you to get additional attacks on them from non-frontline troops. Once you advance a unit to the first water hex at west board edge, the west leader will probably come out to greet it, so be ready to fry him with Haldric's ruby. After killing the leader, back up into good terrain to prepare to meet the dragon.&lt;br /&gt;
** &amp;quot;Wake the Dragon&amp;quot; strategy: Prematurely wake the dragon (see spoiler below) and back up your troops to north of your keep. When the dragon comes, kill him. The scenario can be over on turn 7. There is no early finish bonus for this, but you can recruit lightly so that you still have gold at the end and will carry-over 40%, if you need it for your next scenario.&lt;br /&gt;
* With all these strategies, the Saurians may hold back for quite a while. This is okay, as the Dragon will eventually appear and come to you. Kill it. Then you are given a choice of whether to end the scenario or to try to kill all the enemy leaders before time runs out. You can choose to finish the remaining Saurians for a nice bonus. &lt;br /&gt;
&lt;br /&gt;
Spoilers...&lt;br /&gt;
* The dragon will awake on turn 15 or when you move a unit down around the road north of the mountains. If you wish to wake the dragon prematurely, you can recruit a Horseman on turn 1 and run him down. It's a suicide mission for him, however.&lt;br /&gt;
* If you have a fast non-horse unit in position, rush it to the mountain cave after the Dragon leaves to grab the 200 in gold, though that's nothing compared to the Hero bonus for defeating all the Saurian leaders. So focus on killing all of them first.&lt;br /&gt;
&lt;br /&gt;
====Lizard Beach====&lt;br /&gt;
&lt;br /&gt;
This is a scenario versus Saurians, Giant Scorpions, and Mudcrawlers, where good recruiting and strategy will save you from massive bloodshed.&lt;br /&gt;
&lt;br /&gt;
Recruiting...&lt;br /&gt;
* Mermen are helpful for the swamp and water areas.&lt;br /&gt;
* Bench some or all of your loyal Iron Maulers, veterans from ''The Fall.'' They are laughably ineffective against the impact resistant Mudcrawlers - and laughably vulnerable to their ranged attacks.&lt;br /&gt;
* Thieves, Horsemen, and their advancements are good for mud cleanup, though you must keep them out of range of Saurian skirmishers. Swordsmen and Royal Guards are also good, though overkill.&lt;br /&gt;
* Recall a lot of fairly high HP units, preferably with strong non-impact ranged and melee attacks.&lt;br /&gt;
* Mages are good. Mages of Light are especially useful, since they can do front line duty. Lots of healing may be necessary, about 3 healers are good, so White Mages can be used too. Raw recruit Mages can be used as well, for disposal of Giant Scorpions and the occasional Saurian Skirmisher that wanders too far. At least one Silver Mage is highly desirable, along with a speedy unit (e.g., Fugitive, Footpad, or Horseman) to capture villages for the Silver Mage to use north of the river.&lt;br /&gt;
* [fredbobsmith2] An alternative strategy that works surprisingly well is to simply use a very mage-heavy army. Recall most or all of your high-level mages, throw in a few peasants, and spend the rest of your gold on recruiting mages. Victory will come with shocking ease.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
* General strategy: as Saurians have skirmishers and a lot 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 straight so only two can mob one guy. Hedgehog tactic also seems to work well.&lt;br /&gt;
* Opening strategy: here are some specific strategies that players have used with success in the early part of the scenario:&lt;br /&gt;
# &amp;quot;Mermen in center&amp;quot; strategy: Recall 2-4 Mermen, 1-2 Trappers/Huntsmen, and a lot of high HP troops, then form a line. Initially, you can either form a north-south line around the lake area with one flank at the south board edge, or, if you want to be conservative, you can do a diagonal line in the southeast corner, with both flanks tied to board edges. You'll need the Mermen to handle the lake area, and Trappers/Huntsmen/Mermen for the swamp areas. Keep troops in reserve, so that when a few Saurians meet your line, you can advance your whole line over them. Do not be too conservative/defensive on hard, as your time is limited. &lt;br /&gt;
# &amp;quot;Mermen on flank&amp;quot; strategy: Recall several decent land melee units &amp;amp; then 4-5 level 2 Mermen on rounds 2-3. Most of your force forms a line of battle near your keep, Mermen on the north flank in the river, land units extending south, flanks bent back with strongest units at the corners - then 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. 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. &lt;br /&gt;
# &amp;quot;Mermen feint&amp;quot; strategy: 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.&lt;br /&gt;
# &amp;quot;No Mermen&amp;quot; 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.&lt;br /&gt;
# &amp;quot;Sacrificial lamb&amp;quot; strategy: In addition to a couple mages, 2 healers, and some other fighters, recruit a castle-full of peasants to draw the Saurians out onto open ground.  Surround a single peasant on 5 sides, with 2 healers behind him. Build your formation around that.&lt;br /&gt;
* Closing strategy: The enemy's onslaught tapers out after their initial wave, so the final push for the southern leader should be quick and clean. Taking out the northern leader is harder, 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 don't want to lose any of your better units, patience may be the key.&lt;br /&gt;
&lt;br /&gt;
Spoilers...&lt;br /&gt;
* When one of your units gets as far west as the second bridge, a wave of Nagas will arrive out at sea. You may wish to delay going that far until the second watch, so that the Nagas will make contact with your forces during the day.&lt;br /&gt;
* 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;
&lt;br /&gt;
====The Troll Hole====&lt;br /&gt;
&lt;br /&gt;
Cave terrain again, but this time the cave is so riddled with holes that there's barely any sense of individual corridors. There's plenty of narrow passages which prevent you from ganging up on your opponents, while on the other hand the trolls can just walk around a blocked choke point and come at you through the neighboring hole. So while you mostly have to fight them one-on-one, you'll have to do so in several places at once.&lt;br /&gt;
&lt;br /&gt;
The map is roughly symmetrical, a keep in each of the four corners. Two random keeps will be home to the trolls, the other two will be occupied by a Giant Spider each. The spiders will only attack if you get too close.&lt;br /&gt;
&lt;br /&gt;
You designated opponents will be level-1 and -2 trolls, under level-3 commanders. They don't have that much starting gold, but sufficient income to keep recruiting about one Troll Cub per turn, or a level-2 every other turn, very much until you're right on their doorstep. In order to win this, you have to be able and slay the trolls quicker than they're coming.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
* as usual in the caves, give preference to units that can move 3 tiles on cave terrain.&lt;br /&gt;
* also as usual by now, this is no place for level-1 units. You can carefully level up one or two rookies, but the bulk of your host has to be tougher than that. It's more an opportunity to level up your chaotic units, and, especially, your mages.&lt;br /&gt;
* Spellcasters will do a lot of damage to Trolls, and in the 1-on-1 situation so common on this map, any level-2 or better mage will be certain survive the counterattack. You'll need level-3 Magi to press forward and carry the battle to the enemy's keeps, though.&lt;br /&gt;
* You'll want two teams of two healers each in any event. However, Trolls are susceptible to arcane damage, so your White Mages can play a very active role (and level up if so desired). Mages of Light will be especially nice, with their illumination blinding the trolls and a half-decent melee attack to fight back with.&lt;br /&gt;
*  You can arguably fight this battle on mages alone... if you have enough enough of them. However, you'll need at least two keeps worth of units to plug all the holes and prevent the trolls from outflanking you. The supporters' main qualification will be to have enough hitpoints to survice a troll attack; being able to fight back is very desirable. Bandits or Swordsmen will be best, depending on whether you back them by a light source. Trappers and Outlaws will make do in the dark, Pikemen are a distant third, and lawful bowmen should sit this out: Mages can play the same game much better.&lt;br /&gt;
&lt;br /&gt;
The general strategy is to move into whatever direction the trolls are coming from, and fight your way, upstream so to speak, until you get to the enemy keep.&lt;br /&gt;
&lt;br /&gt;
You may start doing so right away, or first await the initial onslaught in the island you're starting on. With you on the ground and the enemy in the water, the terrain is in your favor... but the spacious cavern also allows two or even three trolls to gang up against one of yours. Then again, you can make good use of your loyal mermen and possibly even Sir Ruddry. Neither of which will be any good later when you carry the fight to the enemy, but hey, they're loyal and demand no upkeep.&lt;br /&gt;
&lt;br /&gt;
If you want to explore the map and steal villages, you better do so in force. The spiders will lunge at anyone who happens to get in their range; and besides, there's several unflagged villages at the beginning of the scenario, and your opponents will seize them. This means that trolls, even level-2 ones, may show up in unexpected places.&lt;br /&gt;
&lt;br /&gt;
====Cursed Isle====&lt;br /&gt;
&lt;br /&gt;
You will be fighting undead, mostly of the incorporeal and ghoulish lineages. Victory comes surprisingly easily.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
* Recruit lightly, certainly no more than two castles of troops. You could use 1-3 Paladins, 1-2 Mages, and 1-2 White Mages / Mages of Light.&lt;br /&gt;
* Recall your loyal Merman Triton or similar and have him pick up the holy water.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
* This can be the first or last quest you choose.  If you can wait, do it last, as you will come out of it with a lot of gold, which you will need for the first scenario after the quests, ''The Vanguard''. &lt;br /&gt;
* Keep a very tight formation for the first night, as Shadows will hit hard and you don't want to get backstabbed or swarmed. By dawn, it should be smooth sailing.&lt;br /&gt;
* If you get anywhere near the enemy leaders' keeps, expect to get rushed by a leader.&lt;br /&gt;
&lt;br /&gt;
Spoiler...&lt;br /&gt;
* In one of the three temples there is a Vampire Lady. All you really need is a Paladin or three to rush the temples. Kill her. Game over, you win. One of the other temples has some gold; grab that first.&lt;br /&gt;
&lt;br /&gt;
===A Spy In The Woods===&lt;br /&gt;
&lt;br /&gt;
Plot only.&lt;br /&gt;
&lt;br /&gt;
===The Vanguard===&lt;br /&gt;
&lt;br /&gt;
You will be fighting a large number of orcs, trolls and other enemies in a location with a natural defensive line, where presumably an underground river has carved a line of sinkholes. This scenario will be difficult or impossible with minimum gold (200), but quite doable with a large amount of gold (450+) even on the hardest difficulty setting. Recruitment and strategy are fairly straightforward, given the board layout.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
* Recruit a lot of units; you will need them.&lt;br /&gt;
# First turn, recall/recruit speedy units: Knights, Lancers, Paladins, Horsemen, Outlaws, and similar.&lt;br /&gt;
# Second turn, recall your loyal Iron Maulers (leveled up from ''The Fall'') and Spearmen/Swordsmen/Royal Guards.&lt;br /&gt;
# On subsequent turns, recall/recruit healers and other sorts of Mages, Thugs and their advancements, and Longbowmen. You will need quite a lot of healing power: 3-4 White Mages / Mages of Light and 1-2 Paladins. A Silver Mage would come in handy, since your forces will be widely spaced, but you could start with a couple of Red Mages and try to level up one or both to Silver Mage.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
# Your first priority is to rush to the west and northwest sinkhole gaps with mounted units. Seal the gaps there before the enemy pours through. Seal the rest of the gaps quickly too. Of course, seal each gap with one or more units ''behind'' the gap, not in it, so that you get multiple attacks on the enemy.&lt;br /&gt;
# A &amp;quot;Sitzkrieg&amp;quot; may develop, where neither side can make progress. Shift units to the southwest and break out there, using the west board edge defensively.&lt;br /&gt;
# Alternatively, allow &amp;quot;controlled openings&amp;quot; of the gaps, that offer better attacking opportunities during daytime.&lt;br /&gt;
# Don't forget the chest of gold, which you can see even in fog.&lt;br /&gt;
&lt;br /&gt;
Spoilers...&lt;br /&gt;
* Once you kill more than half the units of any side, a few tough undead units will appear near that side's stronghold at the edge of the map. So, this will happen three times. Beware the Chocobones. Their double damage from charge means they can take out Commander Aethyr at night just by hitting 2 for 2, and they will certainly try if they get the opportunity.&lt;br /&gt;
* After you kill either of the orc leaders, the other gets 80 gold. At far north is a level 3 troll leader, but he gets no bonus gold.&lt;br /&gt;
* Heads up: the next scenario is much less difficult with extra gold. You can use Peasants to avoid going negative on gold, promoting them to Spearmen only when needed.&lt;br /&gt;
&lt;br /&gt;
===Return of the Fleet===&lt;br /&gt;
&lt;br /&gt;
Welcome to the &amp;quot;kitchen sink&amp;quot; defense.  You've made it this far; now the enemy will launch a desperate defense, throwing a little bit of everything at you.  The effect is mostly psychological, but it could be a problem if you came into the scenario with minimum gold or your initial assessment causes you to drastically under-recruit. Time is money.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
* On medium, at least, you don't want to overrecruit. First turn, recall Mermen to assassinate the undead leader; 2 Entanglers/Netcasters and the Triton with the Storm Trident. Later, you should recruit 1 or more Silver Mages also for this taskforce as well as for causing general mayhem. It's also worth recruiting 5-10 L1/L0 units to take the brunt of the first wave of attacks; you can use any combination of Footpads, Poachers, Thugs, Spearmen, and Peasants, as you see fit. You'll want some decent L2 and L3 recalls for healing, to flank your lines, and to start kicking some butt at daybreak. A Mage or Red Mage to blast Trolls and Chocobones will level up by end of scenario. Paladins are good too. In addition to your loyal Mage of Light, you will need a bare minimum of 1 more healer.&lt;br /&gt;
* On medium, 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 (on 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.&lt;br /&gt;
* On hard, you also don't want to recruit too much for fighting the undead, but it's only because going on an offensive early against them will get you crushed by a Chocobone armada.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
# Move the Mermen (including the storm trident) 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.&lt;br /&gt;
# Your loyal units can do a little village grabbing, but it would be unwise to venture too far north.&lt;br /&gt;
# After nightfall, fog will appear; for the rest of the scenario, the map will become shrouded.  So, while you're still able to see, note the troop dispositions (especially Chocobones.)&lt;br /&gt;
# The first wave is largely at night and will have Goblin Knights and Pillagers, and later Chocobones and Troll Warriors. The damage they can cause is bone chilling, so make sure to divert their attention with plenty of spam. You want to meet them on the edge of the woodland, while inducing the orcs to fight from the grassland. Footpads are handy here, as they have high defense in woodland. Players have had success setting up the initial line in either the north or northeast woodlands, with respect to the castle. Others have succeeded by fighting mostly from the open plain, retaining mobility by leaving the woodlands to their Footpads.&lt;br /&gt;
# Once your Mermen have taken an island city, teleport over one or more Silver Mages to help kill the undead leader - in addition to a Silver Mage, you will want the storm trident, a Netcaster/Entangler, plus one more leveled unit to be fairly sure to knock him out in one round. Quick striking like this you end up fighting a lot less undead.  You probably end up foddering one of the mermen to the Undead Archers, but the trade off is probably worth it.  You can keep cycling your mermen up to fight with any orcs or trolls that come into the water. Silver Mages can assist, since they are not needed much in the other part of the fight.&lt;br /&gt;
# After the undead leader is assassinated and the first wave is broken, you may advance cautiously due north or to the northwest along the coast and ultimately finish off the two orc leaders.&lt;br /&gt;
&lt;br /&gt;
Spoilers...&lt;br /&gt;
* When you are close to the village in the northeast woods, tighten your formation, as past there you can trigger a small but elite force of Saurians. (Stepping 10 hexes or less from 34,15 triggers the Saurians.) Trigger them at second watch so they arrive at your forces in daylight. Alternatively, you can delay triggering the Saurians as long as possible by moving your force northwest near the water and then onto the small island, though even then it is possible to trigger the Saurians if you are not careful where you step. You can fight the final wave of orcs from the island, then move northeast to the mainland, finally triggering the Saurians.&lt;br /&gt;
* Cuttle Fish appear when you approach the north-central island (including the village at the northwest corner of the plain on the mainland.) There are 1, 2, or 3 Cuttle Fish, for easy, medium, or hard. 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;
* 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 the XP more than the gold; otherwise, try to knock out both leaders on the same turn before they can recruit more.&lt;br /&gt;
* Heads up: The next scenario is the final one. Therefore, loyal units are now somewhat disposable. However, you will need plenty of gold. Recruit some Peasants in the current scenario if you need to save some gold. Not only are they cheap, but they have no upkeep and Chocobones love 'em. Send a unit with leadership with them and they can even deal some amount of damage and be used to finish off wounded enemy, though at night you should just let them take the beating passively since otherwise they die too quickly.&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. Also, loyal units are no better than other units after your recruitment is finished.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
* You will need at least 300 starting gold, maybe more like 400 on the hardest difficulty level, so if need be, replay the previous scenario.&lt;br /&gt;
* To stretch your money, start with loyal Iron Maulers and some ready-to-level level 1's and level 2's. Finally, recall as many level 3's as possible.&lt;br /&gt;
* Healers: 3-6 Mages of Light / White Mages. Your few chaotic units will appreciate a White Mage.&lt;br /&gt;
* Horse units: 2-4 Paladins, 3-4 Knights / Grand Knights.&lt;br /&gt;
* Horse escorts: about 3 speedy units, like Royal Guards, Fugitives, and Silver Mages.&lt;br /&gt;
* Tanks: at least 6 high HP units, such as Royal Guards, Highwayman, Master Bowmen, and the loyal Iron Maulers.&lt;br /&gt;
* Mages: at least 3 high level Mages aside from your basic healers, so Arch Mages, Great Mages, and Silver Mages. Additional Mages of Light can be substituted.&lt;br /&gt;
* Some Mermen might be useful here, but surprisingly, they're not really necessary.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
* You can either send everybody west initially and then split for the two bridges or you can split initially, with mounted units racing to the west and then south, while the main army heads due south.&lt;br /&gt;
* With your mounted units, race forwards by day and backwards by night.&lt;br /&gt;
* Along with the mounted units should go some escorts, speedy foot units intended to kill things like Goblin Impalers, which make even Grand Knights nervous. They would also benefit from a quick Mage of Light.&lt;br /&gt;
* Meanwhile, with your tanks and the rest of your healers and support units, form a line or hedgehog. &lt;br /&gt;
* Maintain awareness of the overall battlefield.&lt;br /&gt;
* Kill all but one of the orc leaders (not all!).&lt;br /&gt;
* Don't forget to sacrifice Aethyr to Jevyan. Jevyan probably won't come out to play, so march Aethyr up to Jevyan and use a crossbow attack.&lt;br /&gt;
* Paladins, great mages, mages of light, silver mages are all suitable units to kill Jevyan himself, make sure you have them in sufficient numbers with your southern army.  Congratulations!  Enjoy the ending!&lt;br /&gt;
&lt;br /&gt;
Spoilers...&lt;br /&gt;
* When one of your units is within 8 hexes of a bridge, but you have no units within 2 hexes of the bridge, and there are no units on the bridge, then a Cuttle Fish will appear and destroy the bridge. This is usually disadvantageous. Not only does it leave you with a Cuttle Fish to fight, but it slows your progress south and the bad guys progress north. At least on the hardest difficulty level, it's hard to kill all the spam in time, so you don't want to impede their advance by removing the bridge.&lt;br /&gt;
* When any of your units is killed, it becomes a Walking Corpse (or a Soulless on hard.)&lt;br /&gt;
* After the first orc leader is killed, then some gold goes to mister Lich. It's 40, 80, or 120 gold, for easy, medium, and hard, respectively.  The lich also will receive some gold once you kill his Familiar.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[MainlineCampaigns]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns - The Rise of Wesnoth]]&lt;br /&gt;
[[Category:Campaigns - Walkthroughs]]&lt;/div&gt;</summary>
		<author><name>Schnobs</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=TheRiseOfWesnoth&amp;diff=63323</id>
		<title>TheRiseOfWesnoth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=TheRiseOfWesnoth&amp;diff=63323"/>
		<updated>2019-08-16T14:28:38Z</updated>

		<summary type="html">&lt;p&gt;Schnobs: /* Peoples in Decline */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Strategy Guide for The Rise of Wesnoth Campaign ==&lt;br /&gt;
&lt;br /&gt;
===Campaign strategy===&lt;br /&gt;
&lt;br /&gt;
Over the course of this campaign, you will need to level up to some:&lt;br /&gt;
&lt;br /&gt;
* Healers: White Mages/Mages of Light (at least four)&lt;br /&gt;
* Undead killers: Paladins (two)&lt;br /&gt;
* Mobile strikers: Silver Mages (at least one, preferably more), Grand Knights (several), Fugitives (one or more helps)&lt;br /&gt;
* Damage sinks: Royal Guards, Iron Maulers, Highwaymen, Halberdiers, level 3 Burin, and again Grand Knights&lt;br /&gt;
* Leaders: level 3 Haldric, level 3 Lady Outlaw, and much later level 3 Commander Aethyr &lt;br /&gt;
* Ranged attackers: Great Mages (can use several in the last scenario), Longbowmen/Master Bowmen (two), Trapper/Huntsman (one is helpful)&lt;br /&gt;
&lt;br /&gt;
A Mage of Light, one Paladin, and five Grand Knights make a perfect assault team!&lt;br /&gt;
&lt;br /&gt;
Although Horsemen are key for the first three or four scenarios, it's important not to be too reliant on horse units through the middle part of the campaign, as there are many hard levels underground, in swamps, in water, or against Saurians; use XP from the scenario ''The Vanguard'' to get to 2 Paladins and 2+ Grand Knights.&lt;br /&gt;
&lt;br /&gt;
Don't overlook Pikemen/Halberdiers, which are useful in many levels; pierce attacks work well against Drakes and against the dragon, and they are handy for defensive roles especially repelling Wolf Riders. They are less good against undead, though, and don't get that +1 MP Royal Guard speed bonus.&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) leveled up. Footpads help too, once leveled up. Due to swamps, you will sometimes be spamming Poachers, which can marksmanship once at level 3 (or Rangers are good too, for swamps and forest.) These, plus Lady Outlaw, 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;
Here are some recommended units to have obtained by specific scenarios:&lt;br /&gt;
&lt;br /&gt;
2. The Fall - 1 Knight&amp;lt;br&amp;gt;&lt;br /&gt;
3. A Harrowing Escape - 1 White Mage, 2 Knights, plus about-to-level troops&amp;lt;br&amp;gt;&lt;br /&gt;
4a. The Midlands - avoid, go to The Swamp of Eden instead&amp;lt;br&amp;gt;&lt;br /&gt;
4b. The Swamp of Eden - level 2 Haldric, level 2 Lady Outlaw, 2 Knights, 2 Shocktroopers&amp;lt;br&amp;gt;&lt;br /&gt;
6. Temple of the Deep - level 3 Haldric, level 3 Burin, 1-2 Mages of Light or several Outlaws / quick Bandits&amp;lt;br&amp;gt;&lt;br /&gt;
8. Clearwater Port - level 3 Lady Outlaw, 3 White Mages / Mages of Light, 3 Iron Maulers / Royal Guards / Halberdiers&amp;lt;br&amp;gt;&lt;br /&gt;
12. A Final Spring - 1-2 Silver Mages&amp;lt;br&amp;gt;&lt;br /&gt;
14. Rough Landing - the 3 loyal Mermen from the previous scenario, ''Peoples in Decline''&amp;lt;br&amp;gt;&lt;br /&gt;
17a. The Dragon - up to 4 White Mages / Mages of Light&amp;lt;br&amp;gt;&lt;br /&gt;
17d. Cursed Island - 1 Paladin&amp;lt;br&amp;gt;&lt;br /&gt;
19. The Vanguard - 4 Knights/Lancers/Grand Knights, 2 Paladins (or about-to-level Knights)&amp;lt;br&amp;gt;&lt;br /&gt;
20. Return of the Fleet - 1 Mermen Entangler, 1 Merman Triton with Storm Trident, level 3 Commander Aethyr desirable&amp;lt;br&amp;gt;&lt;br /&gt;
22. The Rise of Wesnoth - 2 Paladins, 3 Royal Guards, 4 Mages of Light&lt;br /&gt;
&lt;br /&gt;
Because the campaign is long and you won't be able to recall all your level 3's in the final scenario, it pays to create some &amp;quot;uber-units&amp;quot;. An example is a quick, resilient Silver Mage that has been AMLA advanced a few times.&lt;br /&gt;
&lt;br /&gt;
==Scenarios==&lt;br /&gt;
===A Summer Of Storms ===&lt;br /&gt;
&lt;br /&gt;
This is a relatively easy scenario, so gear your recruitment and strategy with an eye towards gathering XP.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
# For the first round, recruit 2-3 Horsemen and the rest can be all Spearmen or a mix of Spearmen and Bowmen as you see fit.&lt;br /&gt;
# 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, grunts, and riders you will encounter. 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.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
* Players have used at least three strategies with success...&lt;br /&gt;
# The &amp;quot;over the bridge&amp;quot; strategy: Send the horsemen with the king over the bridge, and the others should follow or start going over the mountain, to avoid being attacked from behind. Send subsequent Spearmen and Bowmen on the &amp;quot;over-the-bridge&amp;quot; road, and when the Prince and final troops have just about caught up, march on the enemy camp.&lt;br /&gt;
# The &amp;quot;hide in the swamp&amp;quot; strategy: Proceed much like the above, but send the king 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, you can use a Spearman and a Mage (to level him.)&lt;br /&gt;
# &amp;quot;Sandbagging&amp;quot; strategy: On the hardest difficulty level, the initial enemy assault will only be easy to handle by entrenching your troops behind the river. Use the king to block the bridge initially, while Spearmen handle the shoreline just north and Horsemen carefully flag villages across the river. Run the king around, lending his leadership as you massacre the stupid enemy troops that have jumped like lemmings into the water. &lt;br /&gt;
* For all these options, you will also need to send a squad north into the mountains and around into the flank of the enemy. A quick Spearman, a quick Bowman, and one other unit, possibly a quick Mage, should be more than sufficient.&lt;br /&gt;
* When you see that the fronts are under control, stop recruiting and send prince Haldric and your Mages over the bridge on a quest for XP, assisted by the leadership of the king, and converge on the enemy camp.&lt;br /&gt;
&lt;br /&gt;
===The Fall===&lt;br /&gt;
&lt;br /&gt;
This is a scenario that looks scary, but it is only moderately difficult with proper recruitment and strategy.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
* Recall or recruit Spearmen and Bowmen to man the lines.&lt;br /&gt;
* Horsemen/Knights are desirable, because you probably do not yet have a White Mage, and the villages are widely spaced.&lt;br /&gt;
* Recalling or recruiting Mages for XP gathering is highly advisable for future scenarios.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
* There are three basic approaches to take out the outlaw leader...&lt;br /&gt;
# &amp;quot;Brute force&amp;quot; strategy: You can march west with a large army and use part of it to hold northwestern 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.&lt;br /&gt;
# &amp;quot;Assassination over the bridge&amp;quot; strategy: You can assassinate the outlaw leader. One way is to wait until the orcs have killed almost all outlaws and then assassinate the outlaw leader with Knights, rushing over the enemy camp's bridge and into the keep. This strategy is risky because orcs can kill the leader before you.&lt;br /&gt;
# &amp;quot;Assassination via the mountain pass&amp;quot; strategy: Another way to assassinate the leader is to send a squad through the southern mountains to the outlaw keep. Two Mages and three Spearmen might be enough. If not, add a Knight, Horseman, or the King, though these units have only a narrow passage devoid of mountains and could get pinned by the enemy.&lt;br /&gt;
* On the hardest difficulty level, you may be forced to assassinate.&lt;br /&gt;
&lt;br /&gt;
Hints...&lt;br /&gt;
&lt;br /&gt;
* Saving the loyal Heavy Infantrymen (or Shock Troopers on easy) pays off in later scenarios. To save all three, move them south towards the outlaws.&lt;br /&gt;
&lt;br /&gt;
* Once you eliminate the HP of the Lady Outlaw, she offers to help you. If you say yes, she comes back as a loyal unit in future scenarios and you will be able to recruit outlaw units, plus she cannot be killed in the next couple of scenarios (instead, she disappears when she goes to zero HP, and comes back the next scenario.) This is quite valuable. If you say no and try to kill her, you find out she cannot be killed. However, you do get 200 gold that she leaves behind.&lt;br /&gt;
&lt;br /&gt;
* Heads up: The following scenario (''A Harrowing Escape'') is a handful on the hardest difficulty level. On hard, your goal should be a carryover of almost 150 gold (so you have 250 starting gold), so although Lady Outlaw's assistance is worth much more than 80 gold (40% carryover of her 200 gold), you may be forced to choose the gold. Another thing you need to beat the following scenario on hard is a White Mage at or near the start of the scenario. Also, about-to-level units will be especially nice for their self-healing ability and low initial upkeep. Steer XP accordingly.&lt;br /&gt;
&lt;br /&gt;
===A Harrowing Escape===&lt;br /&gt;
&lt;br /&gt;
This scenario is much easier on lower difficulty levels, calling for different strategies.&lt;br /&gt;
&lt;br /&gt;
On easy/medium...&lt;br /&gt;
* Recruitment: You should recruit/recall 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. Other than the Mages, simply recruit what you want, and go along the road. You get enough villages to pay upkeep for quite some army, and can give some of them a bit of experience.&lt;br /&gt;
&lt;br /&gt;
* Strategy: Leave a few units in the rear, as the enemy can cross hills quickly. Note that Footpads and Outlaws will also cross hills at reasonable speed, if you need to hunt down some units. There are two castle tiles about halfway down, try to send Lady Outlaw and Brunin the Lost to them, they make good guards in case the enemy tries to come straight up. You can also send a couple groups of units down southeast to the lake, so you can prevent the Green team (southeast) from coming up the river. You can also kill the two Orcish Grunts (or Warriors on medium) on the southern castle tiles and then move Lady Outlaw and Brunin to them.&lt;br /&gt;
&lt;br /&gt;
On hard...&lt;br /&gt;
* Recruitment: To beat this scenario on the hardest difficulty level, you need some level 2 (or better yet, about-to-level level 1) units already and decent starting gold. It has been beaten on hard with as little as 158 starting gold, 200 is still difficult, and 250+ makes it relatively easy. You can stretch your gold a bit by not going negative on upkeep and waiting until you can't wait any longer to do one last round of recruiting, recalling mostly level 2's. For timing your final recruitment, watch the wolves that are likely trying to flank through the mountains south of your keep. Another requirement for beating this scenario is a White Mage (or two.) If need be, you must promote a Mage (or two) &amp;lt;i&amp;gt;tout de suite&amp;lt;/i&amp;gt;, as you will be dealing with severe damage and assassins, while only having easy access to 2 or 3 villages initially. Horsemen and Knights are useful for dissipating damage by serving as meat shields against blades and then running off to remote villages to heal. Quick Horsemen are especially nice, as they can transfer between two strategically placed villages in one turn, for healing on the go. Horsemen, Knights, and Swordsmen are useful for swatting assassins. If you can recruit outlaws, a couple of Footpads are nice for village grabbing. Thieves are also good because they are cheap, the Grunts are fond of attacking them, and they often survive on 70% defense.&lt;br /&gt;
&lt;br /&gt;
* Strategy: Near the start of combat, it's crucial to kill the first waves quickly: the wolves and assassins. More important than terrain is avoiding getting flanked, so mobility of individual units is key; if you climb up deep into the mountains, you will have a harder time with mobility than staying on or near the valley floor. Additionally, many of your units cannot go on mountain hexes, so it's easier to maintain your lines if everyone stays close to the valley. It's easier to make a stand at the keep and northern river bank, but this approach can be too costly in terms of time.&lt;br /&gt;
&lt;br /&gt;
Hints...&lt;br /&gt;
* On medium/hard, you can lure out the roadside guard Warriors one at a time by putting a unit within attack range of one (and out of range of the other.) They mostly come at night. Mostly. That is, the Warriors might not bite bait put out during the day.&lt;br /&gt;
&lt;br /&gt;
* If you have Lady Outlaw, note that she has leadership, which will be useful to help promote Prince Haldric, if he is still level 0. It's worth advancing her to level 2, to continue to provide leadership to level 1 Haldric and your other level 1's. You may also make use of her odd ability &amp;quot;distract&amp;quot;, which allows adjacent allied units to ignore ZOCs. And Lady Outlaw allows you to recruit outlaw types. On hard especially, Thugs can be useful as meat shields and to provide strong attacks at night when your lawful forces are crippled. Remember too that Lady Outlaw cannot be permanently killed (at least not yet), so when desperate times call for desperate measures, you can move her into a suicidal position.&lt;br /&gt;
&lt;br /&gt;
* It helps that there are two enemy sides as opposed to a twice as strong single enemy side. If one of your units could be attacked by 3 enemies, but 1 of these hexes is currently blocked by the other side, the currently moving enemy decides to attack units which it (they) is (are) actually less likely to kill than that one. AIs don't cooperate, that is.&lt;br /&gt;
&lt;br /&gt;
* If you are stuck on this scenario, you may need to replay one or both of the previous scenarios and/or choose to &amp;quot;kill&amp;quot; Lady Outlaw in the previous scenario so you get her gold.&lt;br /&gt;
&lt;br /&gt;
Spoilers...&lt;br /&gt;
&lt;br /&gt;
* There is Dwarf Steelclad in the village at 8,5. It's 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;
* After you kill the first orc leader, an Orcish Slayer and two Assassins will pop out of nowhere, so you would be wise not to have any wounded units stuck without movement points at that point. Also, the other leader will get an infusion of gold and start recruiting on all available hexes, so if you can sit on some of those hexes first, it will help keep the situation from getting out of control.&lt;br /&gt;
&lt;br /&gt;
* At the end, you will be given the choice of the river/swamp road or the midlands/orc road. These fork to the scenarios ''The Swamp of Esten'' and ''The Midlands'', respectively. The swamp scenario is relatively easy, while ''The Midlands'' could cost you some leveled units or even prove impossible to beat if you are low on gold. Also, the swamp gives you a free loyal White Mage, so it's a no brainer, unless you want more of a challenge.&lt;br /&gt;
&lt;br /&gt;
* Heads up: it would be wise to have at least 1 White Mage before going to the scenario ''The Swamp of Esten''.&lt;br /&gt;
&lt;br /&gt;
===Diverging Campaign Path===&lt;br /&gt;
====The Midlands====&lt;br /&gt;
&lt;br /&gt;
Orcs again. But you chose that way. This scenario may appear impossible, but with a lot of gold and a little strategy, it can be beat. &lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
* You are given plenty of time, so use it wisely. The enemies send lots of orcs, mostly weak ones. So recruit and recall everything you can.&lt;br /&gt;
* Recall any White Mages you have. You'll need them.&lt;br /&gt;
* Bowmen are good for the wolf units you will be facing.&lt;br /&gt;
* The rest depends on your strategy.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
* The &amp;quot;Fast Assault&amp;quot; option: use an assassination team. If you go west, only your Knights and Horsemen will arrive and fight at daytime. So 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, but hopefully not the latter, as they are loyal units in a long campaign. With this approach, you can finish early (around 25 turns) and keep your losses low.&lt;br /&gt;
* The &amp;quot;Dark Assault&amp;quot; option: use Footpads.  If you chose to work with the the outlaws in the last round, then this works well.  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 them to the upper west and south, followed by more powerful units: Mages, Horsemen, etc.  For the time being, leave 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 enemy's gold and increases yours.  Don't attack at first, just defend, until more of your slow higher powered units arrive. The strategy here is to pick off the orcs, and send the Horsemen to capture villages.  While this is going, to the south you send your Footpads to capture any villages you can and, more importantly, put a Footpad on the hex that is adjacent to the bridge, thereby stopping easy advancement of their greater numbered troops. A White Mage, a couple Trappers and some Bowmen would make a good escort. Probably sending a Thief or two would be good too, to help dispatch any enemy that infiltrate the villages north of the river. one enemy got into one of the villages on the north of river, and it took a lot to dislodge him.  The intention is to engage the enemy so that they are fighting from the river squares, at a huge disadvantage.&lt;br /&gt;
&lt;br /&gt;
====The Swamp Of Esten====&lt;br /&gt;
&lt;br /&gt;
This scenario is not hard if you are conservative and don't send important units off alone.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
# First round, recall 1-2 quick Knights (or Paladins, if you have them), recruit 1-2 Horsemen, and recall your loyal Shocktroopers or whatever they are now.&lt;br /&gt;
# Next round, recruit/recall Mages to kill Scorpions (and Bats) and at least one White Mage to deal with poison, plus maybe a Poacher or Trapper or two, as they are good in swamp (and you would like a Huntsman eventually, for its markmanship.)&lt;br /&gt;
# A little Thug spam can come next, but you don't need a full third round of recruitment. Then send Prince Haldric off to lend his leadership.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
# Head to the northeastern leader first. Try to kill Dark Adepts with Burin or horse units before they have a chance to attack you. As you close in on the leader, hover your mouse over him to watch where he can go, as at night his ranged attack is nasty and can be followed up by waves of kamikaze Walking Corpses, which can take out a Knight.&lt;br /&gt;
# After you have killed the northeastern leader and eliminated troops there, you can either send your whole army back across the ford and south or split your army into two halves, sending one part to each leader. If you have lost several units but have lots of turns left, it's probably safer to stick together. This is not a simple mop-up operation, as powerful undead can take out some of your valuable units if you're not careful. On hard, Shadows are a threat at night.&lt;br /&gt;
&lt;br /&gt;
Spoiler...&lt;br /&gt;
&lt;br /&gt;
* Searching the temples is a good idea. Some have gold. There is 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 a horse unit or Lady Outlaw to the temple at 19,5. However, some of the temples contain undead, 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 challenge in this scenario is keeping your ally alive.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
# First round, recall your (probably leveled up) Heavy Infantry from The Fall and some quick Spearmen.&lt;br /&gt;
# Second round, recruit/recall Thugs, Bowmen, and Spearmen, preferably quick.&lt;br /&gt;
# Third round, recall 2-3 White Mages (or Mages of Light) and maybe some quick Mages.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
* Your forces will have three main combat arenas: the northeast, the south, and the middle.&lt;br /&gt;
# The castle in the middle is inhabited by the tree folk. The orcs have almost the perfect anti-wose force, heavy on fire (Orcish Crossbowmen and Pillagers), so your ally is going to need your help. Send 2-4 units to the castle and another 4-8 units northeast of the castle to block the enemy advancing from that direction.&lt;br /&gt;
# Split the rest of your forces to go northeast and south, 4-6 units each, with a White Mage in each force. Your loyal Heavy Infantry / Shocktroopers should head south. Sending Haldric south might help take some of the heat off the woses.&lt;br /&gt;
  &lt;br /&gt;
Tips...&lt;br /&gt;
* If you send a White Mage or Mage of Light to the wose castle, it will let any adjacent wose cure+heal or sometimes regenerate+heal (16 points.) That's because of the side sequence within a turn: player, orcs, woses. For example, after the orcs attack with poison, the woses cure themselves, and then your leveled mage will heal any adjacent wose.&lt;br /&gt;
&lt;br /&gt;
Spoilers...&lt;br /&gt;
* The temple contains the entrance to the catacombs, but you need the leader Wose's help to open it, and to get that help you have to win the current scenario, so there is no point in visiting this temple.&lt;br /&gt;
&lt;br /&gt;
* Heads up: The next scenario is in the catacombs, i.e., underground, and it's a tough one, so you need to groom your roster accordingly. Two Mages of Light would make it a whole lot easier. Failing that, level up your fearless loyal Shocktrooper and chaotic outlaw types. Bandits/Highwaymen and Fugitives are especially nice. Quick units of almost any type (except horse units) will be helpful, if leveled and possessing high HP (&amp;gt;50).&lt;br /&gt;
&lt;br /&gt;
===Temple in the Deep===&lt;br /&gt;
&lt;br /&gt;
You will be facing undead underground. This is a difficult situation that will prove much easier with proper recruitment. Then the strategy will be fairly straightforward.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
&lt;br /&gt;
* All in all, what you need is a small elite force. Two rounds of recalls is enough, if you didn't lose Burin in a prior scenario.&lt;br /&gt;
# First round, recall your loyal Shocktroopers / Iron Maulers, though their slow movement will prove frustrating. Also on the first round, recall a fast &amp;quot;tank&amp;quot; and someone to grab the holy water.&lt;br /&gt;
# Second round, recall any Mages of Light you might already have, and a total of at least two White Mages or Mages of Light, preferably quick. For the rest of your recruitment, what you need are high movement (6+ MP) non-horse units with high hitpoints (&amp;gt;50 HP). It helps if they are chaotic (or at least neutral) and/or have ranged or impact attacks. Put all the requirements together and it points to Fugitives. Outlaws and quick Arch Mages are worth recalling too. Fill out the rest with other high HP units. Note that horse units are too sluggish in caves and should not be recalled/recruited unless you have a compelling reason.&lt;br /&gt;
# Third round (optional), you can add a unit or two for a safety margin.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
&lt;br /&gt;
# There are two ways north, but they will meet up together. First thing you will see are Tentacles. You can either ignore the Tentacles for the most part or use them for XP. Your main initial objective is to find a good place to make a stand against the nasty wave of undead coming from the north. The chokepoints and southern shoreline offer good defensive locations. Watch out for the enemy's Bone Shooters, Revenants and Deathblades, as they could easily mess up a level 3 unit. &lt;br /&gt;
# Once the flow of baddies as tapered off, gradually progress northwards. 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. Be careful if he has recruits around, as their combined damage can take down one of your level 3's. Note that the Ruby can only be picked up by Haldric.&lt;br /&gt;
&lt;br /&gt;
Hints...&lt;br /&gt;
&lt;br /&gt;
* Holy water: The best choice for the Holy Water is a quick Bandit, who should level quickly. A quick Highwayman could be used, but won't benefit much from the XP.&lt;br /&gt;
&lt;br /&gt;
* XP: Use this level to get experience. The early-finish bonus is tiny. The Tentacles are perfect for leveling up units. Keep Burin away from the water at this stage, or he'll kill all tentacles as they attack, depriving those who could benefit from the XP.&lt;br /&gt;
&lt;br /&gt;
Spoilers...&lt;br /&gt;
&lt;br /&gt;
* Your killed units will be turned into Walking Corpses (or Soulless on hard.) Therefore, spam is not helpful. A Mage or Thug can be okay, if used with great care, but mostly you need to recall leveled troops here.&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;
&lt;br /&gt;
This scenario is easy if you take the first boat out, more challenging for the second and third boats, and very difficult (on hard) if you want to take out all three leaders.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
# Your loyals, two to three healers and plenty of spearmen is all you need, if you stick to the walls and play defensively.&lt;br /&gt;
# Recruit slowly at start to stretch your gold with initial income.&lt;br /&gt;
# It's a good scenario for leveling troops, so add a few other (sturdy, non-mage) units for diversity and to make your recall list more varied. &lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
# Your ally does not need his villages.&lt;br /&gt;
# Man the walls, play defensively, stick to the walls, prepare to defend against occasional breaches.&lt;br /&gt;
# Use illumination and leadership to maximum effect.&lt;br /&gt;
# Soften opponents with your loyal veterans, feed kills to recruits.&lt;br /&gt;
# Send a small task force to the northeastern coast (easy kills on 20% terrain). Be prepared to reinforce them.&lt;br /&gt;
&lt;br /&gt;
Finish...&lt;br /&gt;
* Take the third boat (this gives early finish bonus) or try to defeat all leaders, if you feel ambitious.&lt;br /&gt;
&lt;br /&gt;
===Fallen Lich Point===&lt;br /&gt;
&lt;br /&gt;
This is a high variance scenario. It may be easy or hard, depending on events beyond your control.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
* Recruit fairly lightly initially, as you will likely have a chance to use the Lich's keep to recruit again.&lt;br /&gt;
* Mages, White Mages, and Mages of Light are good, and as are all the other advancements of Mages.&lt;br /&gt;
* You automatically should have your loyal Knight. Because of the mountains around &amp;quot;lichland&amp;quot; and frozen ground everywhere else, additional horse units are not recommended, except a single Paladin will come in handy.&lt;br /&gt;
* Some Thugs or a Bandit or Highwayman will provide a little extra undead bashing power.&lt;br /&gt;
* Footpads will help with village flagging.&lt;br /&gt;
&lt;br /&gt;
Strategy... &lt;br /&gt;
# The Orcs will be busy with the Yetis, so you can walk with a big group south and kill the Lich-Lord. Move Haldric to the stone monument to de-petrify the Lich. It may help to post some units around the undead before doing so. Use several mages to make a hole or two in the ring of undead, and then push in a burly fighter or two and/or Paladin to kill the Lich.&lt;br /&gt;
# After killing the Lich, assess the Orc/Yeti situation (as well as the village flagging situation) and decide if you need to use the Lich's keep to recruit some reinforcements.&lt;br /&gt;
# After that, head north and walk into the sewer entrance (the &amp;quot;cave&amp;quot;) or else kill the orc leaders.&lt;br /&gt;
&lt;br /&gt;
Hints...&lt;br /&gt;
* 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 Yetis.  However, be careful not to be attacked by a Yeti yourself.&lt;br /&gt;
* 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.)&lt;br /&gt;
&lt;br /&gt;
===Sewer of Southbay===&lt;br /&gt;
&lt;br /&gt;
This is a swampy underground scenario, but with attention to recruitment, it's not very difficult.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
* As always underground, you want non-horse units with 6+ MP.&lt;br /&gt;
* Recall White Mages / Mages of Light, at least two, three is probably the optimal number.&lt;br /&gt;
* There are quite a few villages in this cave, so an expensive force is supportable, though not necessary. Some players recruit a large and spammy force, while others go with small and elite:&lt;br /&gt;
** Option 1, &amp;quot;Large and spammy&amp;quot; recruitment: Recruit four each of Mages, Thugs, and Poachers. Yes, Poachers normally stink, but here they really shine in a swamp that is permanently dark, underground. If you recruit four Poachers, you could finish with three Trappers and a Huntsman - or you could finish with four dead Poachers. The Thugs are especially likely to die, as they will be facing off against Red Mages, but somebody has to do it.&lt;br /&gt;
** Option 2, &amp;quot;Small and elite&amp;quot; recruitment: Recall something like one Red Mage, one Arch Mage, one Silver Mage, 2 two Royal Guards/Highwaymen/etc, and a Trapper or Huntsman, plus three regular Mages and a Poacher.&lt;br /&gt;
* A Rogue (or Assassin) can be very handy as a damage dealer, who is able to break through bottlenecks.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
# After leaving your initial chamber, you will be in a large swamp room with three entrances, through which will be a flood of bad guys. Use two Poachers and a Thug or similar to blockade the southeast, a small elite group to block the north, and then a mix of fighters and mages to handle the west entrance. Give each group a White Mage or Mage of Light, as well as at least one regular Mage. Try to keep the Mages of Light away from your chaotic forces on the front lines, though. Use the leadership of Haldric and Lady Jessene - and Mage of Light illumination or lack thereof - to get the most from each attack.&lt;br /&gt;
# When the initial battle has died down, you have two options:&lt;br /&gt;
## If you have enough forces, you can divide into two groups and attack both brothers simultanously, east and west.&lt;br /&gt;
## Otherwise, do them one after the other, and then look for the exit.&lt;br /&gt;
&lt;br /&gt;
Spoilers...&lt;br /&gt;
* Danger: there is a Giant Spider at the exit. You may wish to keep one or two cannon fodder units in order to be able to save your advanced units.  It is best to use ranged attacks against the spider, so leveled mages are good here.&lt;br /&gt;
* Heads up: the next scenario is a lot easier with a lot of gold, especially on the hardest difficulty level.&lt;br /&gt;
&lt;br /&gt;
===Southbay in Winter===&lt;br /&gt;
&lt;br /&gt;
Plot only.&lt;br /&gt;
&lt;br /&gt;
===A Final Spring===&lt;br /&gt;
&lt;br /&gt;
Clockwise, starting at the bottom: &lt;br /&gt;
* the southern orcs (purple) will recruit the usual orcish units, and with a few going west between the mountains and the coast, while the bulk will come through the plains south of the swamp, arriving at the keep early in the night. This one is the most conventional enemy, once his host is defeated you can march a comparatively small strike force to his keep and finish him off.&lt;br /&gt;
* The waterlogged orc to the west (black) will recruit mostly Naga and a few Bats, which will harrass you from the sea and try to seize the villages on your peninsula. He only has a small keep, so he can keep recruiting, two units per turn, seemingly forever.&lt;br /&gt;
* The northern orcs (green) are farthest away; they also have lots of villages they can capture. Hence it will be some time until they reach you, and not in full force at first. With any luck (and strong enough units) you'll have fought down the bulk of the southern orcs by then.&lt;br /&gt;
* Finally, a number of level-2 skeletons (including Chocobones) will appear behind the swamp in the east on turn 4 (first dusk). Those will join the black team; starting behind the swamp and with a few villages to grab, they won't knock on your door before daybreak.&lt;br /&gt;
&lt;br /&gt;
Spoiler:&lt;br /&gt;
On turn five, a few mermen will appear near the lighthouse and join you; you'll also be able to recruit mermen from then on. That's your ticket to fighting back the Naga, see to it that you still have some money left at the time.&lt;br /&gt;
&lt;br /&gt;
Recruitment/Strategy:&lt;br /&gt;
# several Trappers/Rangers/Huntsmen to sally forth and occupy the hills and forest south of the town. Your ally will sally forth to meet the enemy in the usual fashion; if you can lend a hand and soften up the enemy, King Addroran's troops will finish them off easily. In doing so, they'll happily expose themselves to counterattack -- your Trappers (etc.) have a rather good melee attack and probably won't be targeted as long as there's weaker and more accessible allied units nearby. Don't fret about the missed XP, there will be plenty more before this is over. For now, you want to dispose of the bad guys ASAP before they pile up on the doorstep.&lt;br /&gt;
# you probably don't need dedicated undead-killers beyond the Mages you bring anyway. But if you want to employ your loyal Shock Troopers, recruit them no later than turn 2 or they won't get there in time.&lt;br /&gt;
# Mages: seeing as there will be fighting all over the place, three healers will be barely sufficient. A few fireball-throwers will also come in handy, if only in order to deal with the evasive Orcish Assassins / Slayers. A Silver Mage or two will be especially useful, as they can teleport all over the place and help with each of the commanders in turn (especially the one on the island, that would take forever to get to otherwise).&lt;br /&gt;
# by turn 3, some chaff to occupy the coastal villages so the Naga can't just waltz in. Level-1 units or even peasants will do.&lt;br /&gt;
# the worst fighting will be over by daybreak; you'll still want a few lawful units to carry on the battle during the day. One keep of knights and level-2 lawful infantry should suffice. Recruit these on turn 4.&lt;br /&gt;
# starting on turn five, you can recruit mermen. Those can not only deal with the Naga infestation, but also tackle the northern orcs as they try to cross the bay. Two keeps worth is not too many.&lt;br /&gt;
&lt;br /&gt;
Strategy is broken into three fronts...&lt;br /&gt;
# First order is to help your ally with the first waves of attackers, as described above. You can't stop King Addroran from throwing away his troops, but you can help them to have some effect before they perish.&lt;br /&gt;
# Next, fending off the Naga. A few cheap units in coastal villages at first, mermen later. Mermen vs Naga at sea will be slow fighting: both have excellent terrain defense, so there will be no obvious progress for a good long while. You should use a Mage of Light to support them, this really makes a difference during the night.&lt;br /&gt;
# Also, the bay/river to the north. The Mermen can be very efficient here, enjoying high terrain defense while being close enough to the coast that Lady Jessene and Haldric can provide Leadership wherever needed; again, you also want a Mage of Light if available.&lt;br /&gt;
&lt;br /&gt;
For the landlubbers, don't bring too many rookies: this scenario is best used to direct experience to your level-2 units, partially advancing them outright or getting them to a point where you can expect them to level up at a good point in their next battle.&lt;br /&gt;
&lt;br /&gt;
For the Merfolk, try to advance all they loyal ones, and a few more besides. Directing XP to particular units will be easier for those mermen defending the bridge, but those fighting the Naga will inevitably get some XP as well. Eventually you'll have to cross the bridge with ground troops and take the fight to the enemy, though.&lt;br /&gt;
&lt;br /&gt;
===Peoples in Decline===&lt;br /&gt;
&lt;br /&gt;
This is a potentially bloody scenario. The Drakes are barely impeded by the difficult terrain and can run circles around you, making it hard to move damaged units into a safe position. On the upside, most drakes have little terrain defense even in forest and mountains, and are positively vulnerable to spears and arrows.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
Using Trappers (or their upgrades) and Merfolk, try to lure the enemy into the swamps or over the sea, fight down their troops, then storm their keeps. Be prepared to suffer some losses: it's better to deliberately sacrifice some units of your choosing than struggling to keep everyone alive.&lt;br /&gt;
&lt;br /&gt;
Spoiler...&lt;br /&gt;
* There's a Storm Trident in the middle of the bay. There's no particular hurry to pick it up for using it in this battle: the trident does fire damage, which isn't very useful against drakes. Just don't forget to retrieve it for later use.&lt;br /&gt;
&lt;br /&gt;
Picking it up will summon a level-3 Sea Serpent on the next turn, be sure that you're ready for it. &lt;br /&gt;
&lt;br /&gt;
Lord Typhon will depart in a few scenarios, so better give the trident to another fighter. Preferably a &amp;quot;quick&amp;quot; one, who can become a Hoplite and still keep up with his mates when he gets to level 3.&lt;br /&gt;
&lt;br /&gt;
===Rough Landing===&lt;br /&gt;
&lt;br /&gt;
You will be fighting Nagas and Vampire Bats, primarily. This is a scenario that may be frustrating on the easier difficulty levels, though on hard it is just par for the course. Good recruitment and strategy will save you from getting slaughtered.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
* You are probably going to go negative on gold and be unable to rectify that with the paultry early finish bonus, so you might as will go very negative and be resigned to start the next scenario with minimum gold.&lt;br /&gt;
* Recruit/recall many Mermen and 1 or 2 White Mages or Mages of Light. A few Peasants can be useful to pad out your force, distract the enemy, and protect villages from stray Bats. A Silver Mage can be useful for island hopping but is not essential. Thieves/Assassins are blade vulnerable, and Nagas only use blades, so it's probably best not to recall them.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
# Knock out the southeastern leader in a blitz. It's important to get that out of the way, because a wave of Nagas is advancing at light speed from the north.&lt;br /&gt;
# Next, hurriedly set up a line in the water alongside your fortress island. Your fortress troops can anchor one flank, while Burin the Dwarf can go to the island to the northeast to anchor the other end of your line. Nobody messes with Burin. Move Lady Jessene behind the lines to lend her support to the Mermen. Your loyal Mage of Light will be able to move back and forth more (to lend illumination) if kept in the fortress area.&lt;br /&gt;
# Finally, once the enemy assault wave has been broken, advance northward to kill the final two leaders in a straightforward mop-up operation. Just be careful not leave isolated units where they can get swarmed.&lt;br /&gt;
&lt;br /&gt;
Hints/Spoilers...&lt;br /&gt;
* Try to level up the mermen; they can be useful in another scenario later.&lt;br /&gt;
* Beware of Sea Serpents. Three of them will appear, one on each of the three turns following your first kill of an enemy unit. Make sure to kill them at once. The Storm Trident from the previous scenario and the Ruby of Fire will come in handy against the Serpents.&lt;br /&gt;
&lt;br /&gt;
===A New Land===&lt;br /&gt;
&lt;br /&gt;
This is a non-scenario. 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.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
* None necessary.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
* The optimal strategy for gold carryover is to grab the three closest villages, then retreat to your keep and wait. Once one attack occurs, the non-scenario will be over.&lt;br /&gt;
&lt;br /&gt;
Spoiler...&lt;br /&gt;
* One thing to keep in mind is that this the last chance you have to grab some more Mermen 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;
&lt;br /&gt;
===The Ka'lian===&lt;br /&gt;
&lt;br /&gt;
Story, with your choice of four battles next.  You have to beat them all in whatever order.  The amount of gold you have should be the factor in deciding when you choose to play Cursed Isle (the undead problem).&lt;br /&gt;
&lt;br /&gt;
===Diverging Campaign Path===&lt;br /&gt;
&lt;br /&gt;
All four scenarios have to be beaten, but in whatever order you choose.&lt;br /&gt;
&lt;br /&gt;
====The Dragon====&lt;br /&gt;
&lt;br /&gt;
This scenario is not as difficult as it looks, though your recruitment and strategy need to be tailored to fight the Saurian Skirmishers and other foes you will face here.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
* Saurians use piercing attacks mostly, so it's better to use units resistant to pierce. Pikemen and Halberdiers have 40% pierce resistance. Javelineers are ideal as Saurians use ranged attacks a lot.&lt;br /&gt;
* You may wish to bench some or all of your loyal Iron Maulers. They are ineffective against the 70% impact resistant Mudcrawlers, while also vulnerable to the ranged attacks of both Mudcrawlers and Saurians.&lt;br /&gt;
* Consider adopting a force of all units with ranged attacks, save for horse and thief units, which can be kept behind the lines when not in use. It is amusing when Saurian Augers are forced to tap your units with their little staffs.&lt;br /&gt;
* Healers are a necessity to deal with the heavy damage your units will be sustaining. Depending on the strategy you adopt, you will want 2-4 healers. Mages of Light rock here, as they can easily do front line duty in pairs and their illumination blinds the Saurians, reducing their damage.&lt;br /&gt;
* You need something to clean up mud. Versus level 0 Mudcrawlers, Horsemen and their advancements can charge with no counterattack, and likewise Thieves and their advancements can backstab with no counterattack. Mages can be used as well on the fire vulnerable mud.&lt;br /&gt;
* Merman shine on this map once you get them into the swamp / water hexes. They are more mobile than anything but silver mages. The storm trident makes short work of even high-level saurians and the dragon is weak to the pierce damage of your tridents and javelins. An Entangler's slow ability will help tame the dragon even further.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
* Players have used many different strategies with success:&lt;br /&gt;
** &amp;quot;Hedgehog&amp;quot; strategy: 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. You can 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, you can string non-wounded troops out a bit in the rush for the leaders. &lt;br /&gt;
** &amp;quot;Triangular Hedgehog&amp;quot; strategy: 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. You can fix this by creating 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. 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 Jessene, since she has excellent defense and is chaotic and therefore benefits by not being in the Mages' light. &lt;br /&gt;
** &amp;quot;Giant Hedgehog&amp;quot; strategy: Recruit a lot of units, and then move the whole army as one big bulk. Keep healers in the middle (about 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. Head first for the east or west leader, but steer for good terrain, because your force will soon be swarmed. But then by turn 10, there should be many few Saurians alive.&lt;br /&gt;
** &amp;quot;Standard Line&amp;quot; strategy: Form a line from the west board edge diagonally up towards your keep across the two villages just in front of the forest. You will probably wish to bend upwards at the forest, rather than running the line all the way to the keep. Whenever the Saurians have a small number of troops at your line and you have enough strength to kill them all, you can advance your whole line one hex south, allowing you to get additional attacks on them from non-frontline troops. Once you advance a unit to the first water hex at west board edge, the west leader will probably come out to greet it, so be ready to fry him with Haldric's ruby. After killing the leader, back up into good terrain to prepare to meet the dragon.&lt;br /&gt;
** &amp;quot;Wake the Dragon&amp;quot; strategy: Prematurely wake the dragon (see spoiler below) and back up your troops to north of your keep. When the dragon comes, kill him. The scenario can be over on turn 7. There is no early finish bonus for this, but you can recruit lightly so that you still have gold at the end and will carry-over 40%, if you need it for your next scenario.&lt;br /&gt;
* With all these strategies, the Saurians may hold back for quite a while. This is okay, as the Dragon will eventually appear and come to you. Kill it. Then you are given a choice of whether to end the scenario or to try to kill all the enemy leaders before time runs out. You can choose to finish the remaining Saurians for a nice bonus. &lt;br /&gt;
&lt;br /&gt;
Spoilers...&lt;br /&gt;
* The dragon will awake on turn 15 or when you move a unit down around the road north of the mountains. If you wish to wake the dragon prematurely, you can recruit a Horseman on turn 1 and run him down. It's a suicide mission for him, however.&lt;br /&gt;
* If you have a fast non-horse unit in position, rush it to the mountain cave after the Dragon leaves to grab the 200 in gold, though that's nothing compared to the Hero bonus for defeating all the Saurian leaders. So focus on killing all of them first.&lt;br /&gt;
&lt;br /&gt;
====Lizard Beach====&lt;br /&gt;
&lt;br /&gt;
This is a scenario versus Saurians, Giant Scorpions, and Mudcrawlers, where good recruiting and strategy will save you from massive bloodshed.&lt;br /&gt;
&lt;br /&gt;
Recruiting...&lt;br /&gt;
* Mermen are helpful for the swamp and water areas.&lt;br /&gt;
* Bench some or all of your loyal Iron Maulers, veterans from ''The Fall.'' They are laughably ineffective against the impact resistant Mudcrawlers - and laughably vulnerable to their ranged attacks.&lt;br /&gt;
* Thieves, Horsemen, and their advancements are good for mud cleanup, though you must keep them out of range of Saurian skirmishers. Swordsmen and Royal Guards are also good, though overkill.&lt;br /&gt;
* Recall a lot of fairly high HP units, preferably with strong non-impact ranged and melee attacks.&lt;br /&gt;
* Mages are good. Mages of Light are especially useful, since they can do front line duty. Lots of healing may be necessary, about 3 healers are good, so White Mages can be used too. Raw recruit Mages can be used as well, for disposal of Giant Scorpions and the occasional Saurian Skirmisher that wanders too far. At least one Silver Mage is highly desirable, along with a speedy unit (e.g., Fugitive, Footpad, or Horseman) to capture villages for the Silver Mage to use north of the river.&lt;br /&gt;
* [fredbobsmith2] An alternative strategy that works surprisingly well is to simply use a very mage-heavy army. Recall most or all of your high-level mages, throw in a few peasants, and spend the rest of your gold on recruiting mages. Victory will come with shocking ease.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
* General strategy: as Saurians have skirmishers and a lot 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 straight so only two can mob one guy. Hedgehog tactic also seems to work well.&lt;br /&gt;
* Opening strategy: here are some specific strategies that players have used with success in the early part of the scenario:&lt;br /&gt;
# &amp;quot;Mermen in center&amp;quot; strategy: Recall 2-4 Mermen, 1-2 Trappers/Huntsmen, and a lot of high HP troops, then form a line. Initially, you can either form a north-south line around the lake area with one flank at the south board edge, or, if you want to be conservative, you can do a diagonal line in the southeast corner, with both flanks tied to board edges. You'll need the Mermen to handle the lake area, and Trappers/Huntsmen/Mermen for the swamp areas. Keep troops in reserve, so that when a few Saurians meet your line, you can advance your whole line over them. Do not be too conservative/defensive on hard, as your time is limited. &lt;br /&gt;
# &amp;quot;Mermen on flank&amp;quot; strategy: Recall several decent land melee units &amp;amp; then 4-5 level 2 Mermen on rounds 2-3. Most of your force forms a line of battle near your keep, Mermen on the north flank in the river, land units extending south, flanks bent back with strongest units at the corners - then 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. 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. &lt;br /&gt;
# &amp;quot;Mermen feint&amp;quot; strategy: 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.&lt;br /&gt;
# &amp;quot;No Mermen&amp;quot; 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.&lt;br /&gt;
# &amp;quot;Sacrificial lamb&amp;quot; strategy: In addition to a couple mages, 2 healers, and some other fighters, recruit a castle-full of peasants to draw the Saurians out onto open ground.  Surround a single peasant on 5 sides, with 2 healers behind him. Build your formation around that.&lt;br /&gt;
* Closing strategy: The enemy's onslaught tapers out after their initial wave, so the final push for the southern leader should be quick and clean. Taking out the northern leader is harder, 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 don't want to lose any of your better units, patience may be the key.&lt;br /&gt;
&lt;br /&gt;
Spoilers...&lt;br /&gt;
* When one of your units gets as far west as the second bridge, a wave of Nagas will arrive out at sea. You may wish to delay going that far until the second watch, so that the Nagas will make contact with your forces during the day.&lt;br /&gt;
* 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;
&lt;br /&gt;
====The Troll Hole====&lt;br /&gt;
&lt;br /&gt;
This is a scenario that you cannot win by brute force, because the trolls have more brute force than you. Wise recruitment and strategy are necessary.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
* It's underground time again, so as before, mainly recruit mages. The trolls are strong, so hopefully you have lots of levelled up mages. Mages of Light are especially nice, because they are tough enough to survive an attack from most trolls, while simultaneously reducing the damage sustained (due to illumination blinding the trolls.) Level 1 Mages can be used to good effect too, especially if quick. If only attacked by a single Troll Whelp, a healthy level 1 Mage will survive.&lt;br /&gt;
* 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;
* Be careful if you recall your loyal Iron Maulers (leveled up Heavy Infantrymen from ''the Fall'').  They are slow, lawful and may not be able to take four hits from a Troll, like if they fail to kill a Troll and then the Troll attacks.&lt;br /&gt;
* If you take the initial fight on the island, a couple of Mermen (water defence, slow, storm trident damage) and even the loyal Grand Knight/Paladin (30% impact resistance), if available, can be useful.&lt;br /&gt;
* If you're low on gold, recruit some Peasants and feed them XP to fatten them into Bowmen.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
* There are 4 castles, and two of them (randomly placed) are the troll leaders you need to kill.&lt;br /&gt;
* You can make your initial stand either on the island or on the other side of the bridges.&lt;br /&gt;
* Fighting on the island is highly recommended. It allows you to dispatch the enemies quickly on advantageous terrain. You can illuminate already lit tiles with a Mage of Light. It does stack, allowing you to fight in what is effectively daylight underground.&lt;br /&gt;
* 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. &lt;br /&gt;
* When you've whittled down the enemy, go the direction they came from and kill the leaders, ignoring spider keeps.&lt;br /&gt;
* You can bait a giant spider away and steal villages, when approaching from two directions at once, but single units wandering around will probably die by the fangs of a Giant Spider.&lt;br /&gt;
&lt;br /&gt;
====Cursed Isle====&lt;br /&gt;
&lt;br /&gt;
You will be fighting undead, mostly of the incorporeal and ghoulish lineages. Victory comes surprisingly easily.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
* Recruit lightly, certainly no more than two castles of troops. You could use 1-3 Paladins, 1-2 Mages, and 1-2 White Mages / Mages of Light.&lt;br /&gt;
* Recall your loyal Merman Triton or similar and have him pick up the holy water.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
* This can be the first or last quest you choose.  If you can wait, do it last, as you will come out of it with a lot of gold, which you will need for the first scenario after the quests, ''The Vanguard''. &lt;br /&gt;
* Keep a very tight formation for the first night, as Shadows will hit hard and you don't want to get backstabbed or swarmed. By dawn, it should be smooth sailing.&lt;br /&gt;
* If you get anywhere near the enemy leaders' keeps, expect to get rushed by a leader.&lt;br /&gt;
&lt;br /&gt;
Spoiler...&lt;br /&gt;
* In one of the three temples there is a Vampire Lady. All you really need is a Paladin or three to rush the temples. Kill her. Game over, you win. One of the other temples has some gold; grab that first.&lt;br /&gt;
&lt;br /&gt;
===A Spy In The Woods===&lt;br /&gt;
&lt;br /&gt;
Plot only.&lt;br /&gt;
&lt;br /&gt;
===The Vanguard===&lt;br /&gt;
&lt;br /&gt;
You will be fighting a large number of orcs, trolls and other enemies in a location with a natural defensive line, where presumably an underground river has carved a line of sinkholes. This scenario will be difficult or impossible with minimum gold (200), but quite doable with a large amount of gold (450+) even on the hardest difficulty setting. Recruitment and strategy are fairly straightforward, given the board layout.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
* Recruit a lot of units; you will need them.&lt;br /&gt;
# First turn, recall/recruit speedy units: Knights, Lancers, Paladins, Horsemen, Outlaws, and similar.&lt;br /&gt;
# Second turn, recall your loyal Iron Maulers (leveled up from ''The Fall'') and Spearmen/Swordsmen/Royal Guards.&lt;br /&gt;
# On subsequent turns, recall/recruit healers and other sorts of Mages, Thugs and their advancements, and Longbowmen. You will need quite a lot of healing power: 3-4 White Mages / Mages of Light and 1-2 Paladins. A Silver Mage would come in handy, since your forces will be widely spaced, but you could start with a couple of Red Mages and try to level up one or both to Silver Mage.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
# Your first priority is to rush to the west and northwest sinkhole gaps with mounted units. Seal the gaps there before the enemy pours through. Seal the rest of the gaps quickly too. Of course, seal each gap with one or more units ''behind'' the gap, not in it, so that you get multiple attacks on the enemy.&lt;br /&gt;
# A &amp;quot;Sitzkrieg&amp;quot; may develop, where neither side can make progress. Shift units to the southwest and break out there, using the west board edge defensively.&lt;br /&gt;
# Alternatively, allow &amp;quot;controlled openings&amp;quot; of the gaps, that offer better attacking opportunities during daytime.&lt;br /&gt;
# Don't forget the chest of gold, which you can see even in fog.&lt;br /&gt;
&lt;br /&gt;
Spoilers...&lt;br /&gt;
* Once you kill more than half the units of any side, a few tough undead units will appear near that side's stronghold at the edge of the map. So, this will happen three times. Beware the Chocobones. Their double damage from charge means they can take out Commander Aethyr at night just by hitting 2 for 2, and they will certainly try if they get the opportunity.&lt;br /&gt;
* After you kill either of the orc leaders, the other gets 80 gold. At far north is a level 3 troll leader, but he gets no bonus gold.&lt;br /&gt;
* Heads up: the next scenario is much less difficult with extra gold. You can use Peasants to avoid going negative on gold, promoting them to Spearmen only when needed.&lt;br /&gt;
&lt;br /&gt;
===Return of the Fleet===&lt;br /&gt;
&lt;br /&gt;
Welcome to the &amp;quot;kitchen sink&amp;quot; defense.  You've made it this far; now the enemy will launch a desperate defense, throwing a little bit of everything at you.  The effect is mostly psychological, but it could be a problem if you came into the scenario with minimum gold or your initial assessment causes you to drastically under-recruit. Time is money.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
* On medium, at least, you don't want to overrecruit. First turn, recall Mermen to assassinate the undead leader; 2 Entanglers/Netcasters and the Triton with the Storm Trident. Later, you should recruit 1 or more Silver Mages also for this taskforce as well as for causing general mayhem. It's also worth recruiting 5-10 L1/L0 units to take the brunt of the first wave of attacks; you can use any combination of Footpads, Poachers, Thugs, Spearmen, and Peasants, as you see fit. You'll want some decent L2 and L3 recalls for healing, to flank your lines, and to start kicking some butt at daybreak. A Mage or Red Mage to blast Trolls and Chocobones will level up by end of scenario. Paladins are good too. In addition to your loyal Mage of Light, you will need a bare minimum of 1 more healer.&lt;br /&gt;
* On medium, 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 (on 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.&lt;br /&gt;
* On hard, you also don't want to recruit too much for fighting the undead, but it's only because going on an offensive early against them will get you crushed by a Chocobone armada.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
# Move the Mermen (including the storm trident) 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.&lt;br /&gt;
# Your loyal units can do a little village grabbing, but it would be unwise to venture too far north.&lt;br /&gt;
# After nightfall, fog will appear; for the rest of the scenario, the map will become shrouded.  So, while you're still able to see, note the troop dispositions (especially Chocobones.)&lt;br /&gt;
# The first wave is largely at night and will have Goblin Knights and Pillagers, and later Chocobones and Troll Warriors. The damage they can cause is bone chilling, so make sure to divert their attention with plenty of spam. You want to meet them on the edge of the woodland, while inducing the orcs to fight from the grassland. Footpads are handy here, as they have high defense in woodland. Players have had success setting up the initial line in either the north or northeast woodlands, with respect to the castle. Others have succeeded by fighting mostly from the open plain, retaining mobility by leaving the woodlands to their Footpads.&lt;br /&gt;
# Once your Mermen have taken an island city, teleport over one or more Silver Mages to help kill the undead leader - in addition to a Silver Mage, you will want the storm trident, a Netcaster/Entangler, plus one more leveled unit to be fairly sure to knock him out in one round. Quick striking like this you end up fighting a lot less undead.  You probably end up foddering one of the mermen to the Undead Archers, but the trade off is probably worth it.  You can keep cycling your mermen up to fight with any orcs or trolls that come into the water. Silver Mages can assist, since they are not needed much in the other part of the fight.&lt;br /&gt;
# After the undead leader is assassinated and the first wave is broken, you may advance cautiously due north or to the northwest along the coast and ultimately finish off the two orc leaders.&lt;br /&gt;
&lt;br /&gt;
Spoilers...&lt;br /&gt;
* When you are close to the village in the northeast woods, tighten your formation, as past there you can trigger a small but elite force of Saurians. (Stepping 10 hexes or less from 34,15 triggers the Saurians.) Trigger them at second watch so they arrive at your forces in daylight. Alternatively, you can delay triggering the Saurians as long as possible by moving your force northwest near the water and then onto the small island, though even then it is possible to trigger the Saurians if you are not careful where you step. You can fight the final wave of orcs from the island, then move northeast to the mainland, finally triggering the Saurians.&lt;br /&gt;
* Cuttle Fish appear when you approach the north-central island (including the village at the northwest corner of the plain on the mainland.) There are 1, 2, or 3 Cuttle Fish, for easy, medium, or hard. 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;
* 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 the XP more than the gold; otherwise, try to knock out both leaders on the same turn before they can recruit more.&lt;br /&gt;
* Heads up: The next scenario is the final one. Therefore, loyal units are now somewhat disposable. However, you will need plenty of gold. Recruit some Peasants in the current scenario if you need to save some gold. Not only are they cheap, but they have no upkeep and Chocobones love 'em. Send a unit with leadership with them and they can even deal some amount of damage and be used to finish off wounded enemy, though at night you should just let them take the beating passively since otherwise they die too quickly.&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. Also, loyal units are no better than other units after your recruitment is finished.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
* You will need at least 300 starting gold, maybe more like 400 on the hardest difficulty level, so if need be, replay the previous scenario.&lt;br /&gt;
* To stretch your money, start with loyal Iron Maulers and some ready-to-level level 1's and level 2's. Finally, recall as many level 3's as possible.&lt;br /&gt;
* Healers: 3-6 Mages of Light / White Mages. Your few chaotic units will appreciate a White Mage.&lt;br /&gt;
* Horse units: 2-4 Paladins, 3-4 Knights / Grand Knights.&lt;br /&gt;
* Horse escorts: about 3 speedy units, like Royal Guards, Fugitives, and Silver Mages.&lt;br /&gt;
* Tanks: at least 6 high HP units, such as Royal Guards, Highwayman, Master Bowmen, and the loyal Iron Maulers.&lt;br /&gt;
* Mages: at least 3 high level Mages aside from your basic healers, so Arch Mages, Great Mages, and Silver Mages. Additional Mages of Light can be substituted.&lt;br /&gt;
* Some Mermen might be useful here, but surprisingly, they're not really necessary.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
* You can either send everybody west initially and then split for the two bridges or you can split initially, with mounted units racing to the west and then south, while the main army heads due south.&lt;br /&gt;
* With your mounted units, race forwards by day and backwards by night.&lt;br /&gt;
* Along with the mounted units should go some escorts, speedy foot units intended to kill things like Goblin Impalers, which make even Grand Knights nervous. They would also benefit from a quick Mage of Light.&lt;br /&gt;
* Meanwhile, with your tanks and the rest of your healers and support units, form a line or hedgehog. &lt;br /&gt;
* Maintain awareness of the overall battlefield.&lt;br /&gt;
* Kill all but one of the orc leaders (not all!).&lt;br /&gt;
* Don't forget to sacrifice Aethyr to Jevyan. Jevyan probably won't come out to play, so march Aethyr up to Jevyan and use a crossbow attack.&lt;br /&gt;
* Paladins, great mages, mages of light, silver mages are all suitable units to kill Jevyan himself, make sure you have them in sufficient numbers with your southern army.  Congratulations!  Enjoy the ending!&lt;br /&gt;
&lt;br /&gt;
Spoilers...&lt;br /&gt;
* When one of your units is within 8 hexes of a bridge, but you have no units within 2 hexes of the bridge, and there are no units on the bridge, then a Cuttle Fish will appear and destroy the bridge. This is usually disadvantageous. Not only does it leave you with a Cuttle Fish to fight, but it slows your progress south and the bad guys progress north. At least on the hardest difficulty level, it's hard to kill all the spam in time, so you don't want to impede their advance by removing the bridge.&lt;br /&gt;
* When any of your units is killed, it becomes a Walking Corpse (or a Soulless on hard.)&lt;br /&gt;
* After the first orc leader is killed, then some gold goes to mister Lich. It's 40, 80, or 120 gold, for easy, medium, and hard, respectively.  The lich also will receive some gold once you kill his Familiar.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[MainlineCampaigns]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns - The Rise of Wesnoth]]&lt;br /&gt;
[[Category:Campaigns - Walkthroughs]]&lt;/div&gt;</summary>
		<author><name>Schnobs</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=TheRiseOfWesnoth&amp;diff=63322</id>
		<title>TheRiseOfWesnoth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=TheRiseOfWesnoth&amp;diff=63322"/>
		<updated>2019-08-16T13:56:46Z</updated>

		<summary type="html">&lt;p&gt;Schnobs: /* A Final Spring */&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;
Over the course of this campaign, you will need to level up to some:&lt;br /&gt;
&lt;br /&gt;
* Healers: White Mages/Mages of Light (at least four)&lt;br /&gt;
* Undead killers: Paladins (two)&lt;br /&gt;
* Mobile strikers: Silver Mages (at least one, preferably more), Grand Knights (several), Fugitives (one or more helps)&lt;br /&gt;
* Damage sinks: Royal Guards, Iron Maulers, Highwaymen, Halberdiers, level 3 Burin, and again Grand Knights&lt;br /&gt;
* Leaders: level 3 Haldric, level 3 Lady Outlaw, and much later level 3 Commander Aethyr &lt;br /&gt;
* Ranged attackers: Great Mages (can use several in the last scenario), Longbowmen/Master Bowmen (two), Trapper/Huntsman (one is helpful)&lt;br /&gt;
&lt;br /&gt;
A Mage of Light, one Paladin, and five Grand Knights make a perfect assault team!&lt;br /&gt;
&lt;br /&gt;
Although Horsemen are key for the first three or four scenarios, it's important not to be too reliant on horse units through the middle part of the campaign, as there are many hard levels underground, in swamps, in water, or against Saurians; use XP from the scenario ''The Vanguard'' to get to 2 Paladins and 2+ Grand Knights.&lt;br /&gt;
&lt;br /&gt;
Don't overlook Pikemen/Halberdiers, which are useful in many levels; pierce attacks work well against Drakes and against the dragon, and they are handy for defensive roles especially repelling Wolf Riders. They are less good against undead, though, and don't get that +1 MP Royal Guard speed bonus.&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) leveled up. Footpads help too, once leveled up. Due to swamps, you will sometimes be spamming Poachers, which can marksmanship once at level 3 (or Rangers are good too, for swamps and forest.) These, plus Lady Outlaw, 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;
Here are some recommended units to have obtained by specific scenarios:&lt;br /&gt;
&lt;br /&gt;
2. The Fall - 1 Knight&amp;lt;br&amp;gt;&lt;br /&gt;
3. A Harrowing Escape - 1 White Mage, 2 Knights, plus about-to-level troops&amp;lt;br&amp;gt;&lt;br /&gt;
4a. The Midlands - avoid, go to The Swamp of Eden instead&amp;lt;br&amp;gt;&lt;br /&gt;
4b. The Swamp of Eden - level 2 Haldric, level 2 Lady Outlaw, 2 Knights, 2 Shocktroopers&amp;lt;br&amp;gt;&lt;br /&gt;
6. Temple of the Deep - level 3 Haldric, level 3 Burin, 1-2 Mages of Light or several Outlaws / quick Bandits&amp;lt;br&amp;gt;&lt;br /&gt;
8. Clearwater Port - level 3 Lady Outlaw, 3 White Mages / Mages of Light, 3 Iron Maulers / Royal Guards / Halberdiers&amp;lt;br&amp;gt;&lt;br /&gt;
12. A Final Spring - 1-2 Silver Mages&amp;lt;br&amp;gt;&lt;br /&gt;
14. Rough Landing - the 3 loyal Mermen from the previous scenario, ''Peoples in Decline''&amp;lt;br&amp;gt;&lt;br /&gt;
17a. The Dragon - up to 4 White Mages / Mages of Light&amp;lt;br&amp;gt;&lt;br /&gt;
17d. Cursed Island - 1 Paladin&amp;lt;br&amp;gt;&lt;br /&gt;
19. The Vanguard - 4 Knights/Lancers/Grand Knights, 2 Paladins (or about-to-level Knights)&amp;lt;br&amp;gt;&lt;br /&gt;
20. Return of the Fleet - 1 Mermen Entangler, 1 Merman Triton with Storm Trident, level 3 Commander Aethyr desirable&amp;lt;br&amp;gt;&lt;br /&gt;
22. The Rise of Wesnoth - 2 Paladins, 3 Royal Guards, 4 Mages of Light&lt;br /&gt;
&lt;br /&gt;
Because the campaign is long and you won't be able to recall all your level 3's in the final scenario, it pays to create some &amp;quot;uber-units&amp;quot;. An example is a quick, resilient Silver Mage that has been AMLA advanced a few times.&lt;br /&gt;
&lt;br /&gt;
==Scenarios==&lt;br /&gt;
===A Summer Of Storms ===&lt;br /&gt;
&lt;br /&gt;
This is a relatively easy scenario, so gear your recruitment and strategy with an eye towards gathering XP.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
# For the first round, recruit 2-3 Horsemen and the rest can be all Spearmen or a mix of Spearmen and Bowmen as you see fit.&lt;br /&gt;
# 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, grunts, and riders you will encounter. 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.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
* Players have used at least three strategies with success...&lt;br /&gt;
# The &amp;quot;over the bridge&amp;quot; strategy: Send the horsemen with the king over the bridge, and the others should follow or start going over the mountain, to avoid being attacked from behind. Send subsequent Spearmen and Bowmen on the &amp;quot;over-the-bridge&amp;quot; road, and when the Prince and final troops have just about caught up, march on the enemy camp.&lt;br /&gt;
# The &amp;quot;hide in the swamp&amp;quot; strategy: Proceed much like the above, but send the king 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, you can use a Spearman and a Mage (to level him.)&lt;br /&gt;
# &amp;quot;Sandbagging&amp;quot; strategy: On the hardest difficulty level, the initial enemy assault will only be easy to handle by entrenching your troops behind the river. Use the king to block the bridge initially, while Spearmen handle the shoreline just north and Horsemen carefully flag villages across the river. Run the king around, lending his leadership as you massacre the stupid enemy troops that have jumped like lemmings into the water. &lt;br /&gt;
* For all these options, you will also need to send a squad north into the mountains and around into the flank of the enemy. A quick Spearman, a quick Bowman, and one other unit, possibly a quick Mage, should be more than sufficient.&lt;br /&gt;
* When you see that the fronts are under control, stop recruiting and send prince Haldric and your Mages over the bridge on a quest for XP, assisted by the leadership of the king, and converge on the enemy camp.&lt;br /&gt;
&lt;br /&gt;
===The Fall===&lt;br /&gt;
&lt;br /&gt;
This is a scenario that looks scary, but it is only moderately difficult with proper recruitment and strategy.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
* Recall or recruit Spearmen and Bowmen to man the lines.&lt;br /&gt;
* Horsemen/Knights are desirable, because you probably do not yet have a White Mage, and the villages are widely spaced.&lt;br /&gt;
* Recalling or recruiting Mages for XP gathering is highly advisable for future scenarios.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
* There are three basic approaches to take out the outlaw leader...&lt;br /&gt;
# &amp;quot;Brute force&amp;quot; strategy: You can march west with a large army and use part of it to hold northwestern 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.&lt;br /&gt;
# &amp;quot;Assassination over the bridge&amp;quot; strategy: You can assassinate the outlaw leader. One way is to wait until the orcs have killed almost all outlaws and then assassinate the outlaw leader with Knights, rushing over the enemy camp's bridge and into the keep. This strategy is risky because orcs can kill the leader before you.&lt;br /&gt;
# &amp;quot;Assassination via the mountain pass&amp;quot; strategy: Another way to assassinate the leader is to send a squad through the southern mountains to the outlaw keep. Two Mages and three Spearmen might be enough. If not, add a Knight, Horseman, or the King, though these units have only a narrow passage devoid of mountains and could get pinned by the enemy.&lt;br /&gt;
* On the hardest difficulty level, you may be forced to assassinate.&lt;br /&gt;
&lt;br /&gt;
Hints...&lt;br /&gt;
&lt;br /&gt;
* Saving the loyal Heavy Infantrymen (or Shock Troopers on easy) pays off in later scenarios. To save all three, move them south towards the outlaws.&lt;br /&gt;
&lt;br /&gt;
* Once you eliminate the HP of the Lady Outlaw, she offers to help you. If you say yes, she comes back as a loyal unit in future scenarios and you will be able to recruit outlaw units, plus she cannot be killed in the next couple of scenarios (instead, she disappears when she goes to zero HP, and comes back the next scenario.) This is quite valuable. If you say no and try to kill her, you find out she cannot be killed. However, you do get 200 gold that she leaves behind.&lt;br /&gt;
&lt;br /&gt;
* Heads up: The following scenario (''A Harrowing Escape'') is a handful on the hardest difficulty level. On hard, your goal should be a carryover of almost 150 gold (so you have 250 starting gold), so although Lady Outlaw's assistance is worth much more than 80 gold (40% carryover of her 200 gold), you may be forced to choose the gold. Another thing you need to beat the following scenario on hard is a White Mage at or near the start of the scenario. Also, about-to-level units will be especially nice for their self-healing ability and low initial upkeep. Steer XP accordingly.&lt;br /&gt;
&lt;br /&gt;
===A Harrowing Escape===&lt;br /&gt;
&lt;br /&gt;
This scenario is much easier on lower difficulty levels, calling for different strategies.&lt;br /&gt;
&lt;br /&gt;
On easy/medium...&lt;br /&gt;
* Recruitment: You should recruit/recall 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. Other than the Mages, simply recruit what you want, and go along the road. You get enough villages to pay upkeep for quite some army, and can give some of them a bit of experience.&lt;br /&gt;
&lt;br /&gt;
* Strategy: Leave a few units in the rear, as the enemy can cross hills quickly. Note that Footpads and Outlaws will also cross hills at reasonable speed, if you need to hunt down some units. There are two castle tiles about halfway down, try to send Lady Outlaw and Brunin the Lost to them, they make good guards in case the enemy tries to come straight up. You can also send a couple groups of units down southeast to the lake, so you can prevent the Green team (southeast) from coming up the river. You can also kill the two Orcish Grunts (or Warriors on medium) on the southern castle tiles and then move Lady Outlaw and Brunin to them.&lt;br /&gt;
&lt;br /&gt;
On hard...&lt;br /&gt;
* Recruitment: To beat this scenario on the hardest difficulty level, you need some level 2 (or better yet, about-to-level level 1) units already and decent starting gold. It has been beaten on hard with as little as 158 starting gold, 200 is still difficult, and 250+ makes it relatively easy. You can stretch your gold a bit by not going negative on upkeep and waiting until you can't wait any longer to do one last round of recruiting, recalling mostly level 2's. For timing your final recruitment, watch the wolves that are likely trying to flank through the mountains south of your keep. Another requirement for beating this scenario is a White Mage (or two.) If need be, you must promote a Mage (or two) &amp;lt;i&amp;gt;tout de suite&amp;lt;/i&amp;gt;, as you will be dealing with severe damage and assassins, while only having easy access to 2 or 3 villages initially. Horsemen and Knights are useful for dissipating damage by serving as meat shields against blades and then running off to remote villages to heal. Quick Horsemen are especially nice, as they can transfer between two strategically placed villages in one turn, for healing on the go. Horsemen, Knights, and Swordsmen are useful for swatting assassins. If you can recruit outlaws, a couple of Footpads are nice for village grabbing. Thieves are also good because they are cheap, the Grunts are fond of attacking them, and they often survive on 70% defense.&lt;br /&gt;
&lt;br /&gt;
* Strategy: Near the start of combat, it's crucial to kill the first waves quickly: the wolves and assassins. More important than terrain is avoiding getting flanked, so mobility of individual units is key; if you climb up deep into the mountains, you will have a harder time with mobility than staying on or near the valley floor. Additionally, many of your units cannot go on mountain hexes, so it's easier to maintain your lines if everyone stays close to the valley. It's easier to make a stand at the keep and northern river bank, but this approach can be too costly in terms of time.&lt;br /&gt;
&lt;br /&gt;
Hints...&lt;br /&gt;
* On medium/hard, you can lure out the roadside guard Warriors one at a time by putting a unit within attack range of one (and out of range of the other.) They mostly come at night. Mostly. That is, the Warriors might not bite bait put out during the day.&lt;br /&gt;
&lt;br /&gt;
* If you have Lady Outlaw, note that she has leadership, which will be useful to help promote Prince Haldric, if he is still level 0. It's worth advancing her to level 2, to continue to provide leadership to level 1 Haldric and your other level 1's. You may also make use of her odd ability &amp;quot;distract&amp;quot;, which allows adjacent allied units to ignore ZOCs. And Lady Outlaw allows you to recruit outlaw types. On hard especially, Thugs can be useful as meat shields and to provide strong attacks at night when your lawful forces are crippled. Remember too that Lady Outlaw cannot be permanently killed (at least not yet), so when desperate times call for desperate measures, you can move her into a suicidal position.&lt;br /&gt;
&lt;br /&gt;
* It helps that there are two enemy sides as opposed to a twice as strong single enemy side. If one of your units could be attacked by 3 enemies, but 1 of these hexes is currently blocked by the other side, the currently moving enemy decides to attack units which it (they) is (are) actually less likely to kill than that one. AIs don't cooperate, that is.&lt;br /&gt;
&lt;br /&gt;
* If you are stuck on this scenario, you may need to replay one or both of the previous scenarios and/or choose to &amp;quot;kill&amp;quot; Lady Outlaw in the previous scenario so you get her gold.&lt;br /&gt;
&lt;br /&gt;
Spoilers...&lt;br /&gt;
&lt;br /&gt;
* There is Dwarf Steelclad in the village at 8,5. It's 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;
* After you kill the first orc leader, an Orcish Slayer and two Assassins will pop out of nowhere, so you would be wise not to have any wounded units stuck without movement points at that point. Also, the other leader will get an infusion of gold and start recruiting on all available hexes, so if you can sit on some of those hexes first, it will help keep the situation from getting out of control.&lt;br /&gt;
&lt;br /&gt;
* At the end, you will be given the choice of the river/swamp road or the midlands/orc road. These fork to the scenarios ''The Swamp of Esten'' and ''The Midlands'', respectively. The swamp scenario is relatively easy, while ''The Midlands'' could cost you some leveled units or even prove impossible to beat if you are low on gold. Also, the swamp gives you a free loyal White Mage, so it's a no brainer, unless you want more of a challenge.&lt;br /&gt;
&lt;br /&gt;
* Heads up: it would be wise to have at least 1 White Mage before going to the scenario ''The Swamp of Esten''.&lt;br /&gt;
&lt;br /&gt;
===Diverging Campaign Path===&lt;br /&gt;
====The Midlands====&lt;br /&gt;
&lt;br /&gt;
Orcs again. But you chose that way. This scenario may appear impossible, but with a lot of gold and a little strategy, it can be beat. &lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
* You are given plenty of time, so use it wisely. The enemies send lots of orcs, mostly weak ones. So recruit and recall everything you can.&lt;br /&gt;
* Recall any White Mages you have. You'll need them.&lt;br /&gt;
* Bowmen are good for the wolf units you will be facing.&lt;br /&gt;
* The rest depends on your strategy.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
* The &amp;quot;Fast Assault&amp;quot; option: use an assassination team. If you go west, only your Knights and Horsemen will arrive and fight at daytime. So 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, but hopefully not the latter, as they are loyal units in a long campaign. With this approach, you can finish early (around 25 turns) and keep your losses low.&lt;br /&gt;
* The &amp;quot;Dark Assault&amp;quot; option: use Footpads.  If you chose to work with the the outlaws in the last round, then this works well.  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 them to the upper west and south, followed by more powerful units: Mages, Horsemen, etc.  For the time being, leave 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 enemy's gold and increases yours.  Don't attack at first, just defend, until more of your slow higher powered units arrive. The strategy here is to pick off the orcs, and send the Horsemen to capture villages.  While this is going, to the south you send your Footpads to capture any villages you can and, more importantly, put a Footpad on the hex that is adjacent to the bridge, thereby stopping easy advancement of their greater numbered troops. A White Mage, a couple Trappers and some Bowmen would make a good escort. Probably sending a Thief or two would be good too, to help dispatch any enemy that infiltrate the villages north of the river. one enemy got into one of the villages on the north of river, and it took a lot to dislodge him.  The intention is to engage the enemy so that they are fighting from the river squares, at a huge disadvantage.&lt;br /&gt;
&lt;br /&gt;
====The Swamp Of Esten====&lt;br /&gt;
&lt;br /&gt;
This scenario is not hard if you are conservative and don't send important units off alone.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
# First round, recall 1-2 quick Knights (or Paladins, if you have them), recruit 1-2 Horsemen, and recall your loyal Shocktroopers or whatever they are now.&lt;br /&gt;
# Next round, recruit/recall Mages to kill Scorpions (and Bats) and at least one White Mage to deal with poison, plus maybe a Poacher or Trapper or two, as they are good in swamp (and you would like a Huntsman eventually, for its markmanship.)&lt;br /&gt;
# A little Thug spam can come next, but you don't need a full third round of recruitment. Then send Prince Haldric off to lend his leadership.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
# Head to the northeastern leader first. Try to kill Dark Adepts with Burin or horse units before they have a chance to attack you. As you close in on the leader, hover your mouse over him to watch where he can go, as at night his ranged attack is nasty and can be followed up by waves of kamikaze Walking Corpses, which can take out a Knight.&lt;br /&gt;
# After you have killed the northeastern leader and eliminated troops there, you can either send your whole army back across the ford and south or split your army into two halves, sending one part to each leader. If you have lost several units but have lots of turns left, it's probably safer to stick together. This is not a simple mop-up operation, as powerful undead can take out some of your valuable units if you're not careful. On hard, Shadows are a threat at night.&lt;br /&gt;
&lt;br /&gt;
Spoiler...&lt;br /&gt;
&lt;br /&gt;
* Searching the temples is a good idea. Some have gold. There is 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 a horse unit or Lady Outlaw to the temple at 19,5. However, some of the temples contain undead, 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 challenge in this scenario is keeping your ally alive.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
# First round, recall your (probably leveled up) Heavy Infantry from The Fall and some quick Spearmen.&lt;br /&gt;
# Second round, recruit/recall Thugs, Bowmen, and Spearmen, preferably quick.&lt;br /&gt;
# Third round, recall 2-3 White Mages (or Mages of Light) and maybe some quick Mages.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
* Your forces will have three main combat arenas: the northeast, the south, and the middle.&lt;br /&gt;
# The castle in the middle is inhabited by the tree folk. The orcs have almost the perfect anti-wose force, heavy on fire (Orcish Crossbowmen and Pillagers), so your ally is going to need your help. Send 2-4 units to the castle and another 4-8 units northeast of the castle to block the enemy advancing from that direction.&lt;br /&gt;
# Split the rest of your forces to go northeast and south, 4-6 units each, with a White Mage in each force. Your loyal Heavy Infantry / Shocktroopers should head south. Sending Haldric south might help take some of the heat off the woses.&lt;br /&gt;
  &lt;br /&gt;
Tips...&lt;br /&gt;
* If you send a White Mage or Mage of Light to the wose castle, it will let any adjacent wose cure+heal or sometimes regenerate+heal (16 points.) That's because of the side sequence within a turn: player, orcs, woses. For example, after the orcs attack with poison, the woses cure themselves, and then your leveled mage will heal any adjacent wose.&lt;br /&gt;
&lt;br /&gt;
Spoilers...&lt;br /&gt;
* The temple contains the entrance to the catacombs, but you need the leader Wose's help to open it, and to get that help you have to win the current scenario, so there is no point in visiting this temple.&lt;br /&gt;
&lt;br /&gt;
* Heads up: The next scenario is in the catacombs, i.e., underground, and it's a tough one, so you need to groom your roster accordingly. Two Mages of Light would make it a whole lot easier. Failing that, level up your fearless loyal Shocktrooper and chaotic outlaw types. Bandits/Highwaymen and Fugitives are especially nice. Quick units of almost any type (except horse units) will be helpful, if leveled and possessing high HP (&amp;gt;50).&lt;br /&gt;
&lt;br /&gt;
===Temple in the Deep===&lt;br /&gt;
&lt;br /&gt;
You will be facing undead underground. This is a difficult situation that will prove much easier with proper recruitment. Then the strategy will be fairly straightforward.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
&lt;br /&gt;
* All in all, what you need is a small elite force. Two rounds of recalls is enough, if you didn't lose Burin in a prior scenario.&lt;br /&gt;
# First round, recall your loyal Shocktroopers / Iron Maulers, though their slow movement will prove frustrating. Also on the first round, recall a fast &amp;quot;tank&amp;quot; and someone to grab the holy water.&lt;br /&gt;
# Second round, recall any Mages of Light you might already have, and a total of at least two White Mages or Mages of Light, preferably quick. For the rest of your recruitment, what you need are high movement (6+ MP) non-horse units with high hitpoints (&amp;gt;50 HP). It helps if they are chaotic (or at least neutral) and/or have ranged or impact attacks. Put all the requirements together and it points to Fugitives. Outlaws and quick Arch Mages are worth recalling too. Fill out the rest with other high HP units. Note that horse units are too sluggish in caves and should not be recalled/recruited unless you have a compelling reason.&lt;br /&gt;
# Third round (optional), you can add a unit or two for a safety margin.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
&lt;br /&gt;
# There are two ways north, but they will meet up together. First thing you will see are Tentacles. You can either ignore the Tentacles for the most part or use them for XP. Your main initial objective is to find a good place to make a stand against the nasty wave of undead coming from the north. The chokepoints and southern shoreline offer good defensive locations. Watch out for the enemy's Bone Shooters, Revenants and Deathblades, as they could easily mess up a level 3 unit. &lt;br /&gt;
# Once the flow of baddies as tapered off, gradually progress northwards. 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. Be careful if he has recruits around, as their combined damage can take down one of your level 3's. Note that the Ruby can only be picked up by Haldric.&lt;br /&gt;
&lt;br /&gt;
Hints...&lt;br /&gt;
&lt;br /&gt;
* Holy water: The best choice for the Holy Water is a quick Bandit, who should level quickly. A quick Highwayman could be used, but won't benefit much from the XP.&lt;br /&gt;
&lt;br /&gt;
* XP: Use this level to get experience. The early-finish bonus is tiny. The Tentacles are perfect for leveling up units. Keep Burin away from the water at this stage, or he'll kill all tentacles as they attack, depriving those who could benefit from the XP.&lt;br /&gt;
&lt;br /&gt;
Spoilers...&lt;br /&gt;
&lt;br /&gt;
* Your killed units will be turned into Walking Corpses (or Soulless on hard.) Therefore, spam is not helpful. A Mage or Thug can be okay, if used with great care, but mostly you need to recall leveled troops here.&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;
&lt;br /&gt;
This scenario is easy if you take the first boat out, more challenging for the second and third boats, and very difficult (on hard) if you want to take out all three leaders.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
# Your loyals, two to three healers and plenty of spearmen is all you need, if you stick to the walls and play defensively.&lt;br /&gt;
# Recruit slowly at start to stretch your gold with initial income.&lt;br /&gt;
# It's a good scenario for leveling troops, so add a few other (sturdy, non-mage) units for diversity and to make your recall list more varied. &lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
# Your ally does not need his villages.&lt;br /&gt;
# Man the walls, play defensively, stick to the walls, prepare to defend against occasional breaches.&lt;br /&gt;
# Use illumination and leadership to maximum effect.&lt;br /&gt;
# Soften opponents with your loyal veterans, feed kills to recruits.&lt;br /&gt;
# Send a small task force to the northeastern coast (easy kills on 20% terrain). Be prepared to reinforce them.&lt;br /&gt;
&lt;br /&gt;
Finish...&lt;br /&gt;
* Take the third boat (this gives early finish bonus) or try to defeat all leaders, if you feel ambitious.&lt;br /&gt;
&lt;br /&gt;
===Fallen Lich Point===&lt;br /&gt;
&lt;br /&gt;
This is a high variance scenario. It may be easy or hard, depending on events beyond your control.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
* Recruit fairly lightly initially, as you will likely have a chance to use the Lich's keep to recruit again.&lt;br /&gt;
* Mages, White Mages, and Mages of Light are good, and as are all the other advancements of Mages.&lt;br /&gt;
* You automatically should have your loyal Knight. Because of the mountains around &amp;quot;lichland&amp;quot; and frozen ground everywhere else, additional horse units are not recommended, except a single Paladin will come in handy.&lt;br /&gt;
* Some Thugs or a Bandit or Highwayman will provide a little extra undead bashing power.&lt;br /&gt;
* Footpads will help with village flagging.&lt;br /&gt;
&lt;br /&gt;
Strategy... &lt;br /&gt;
# The Orcs will be busy with the Yetis, so you can walk with a big group south and kill the Lich-Lord. Move Haldric to the stone monument to de-petrify the Lich. It may help to post some units around the undead before doing so. Use several mages to make a hole or two in the ring of undead, and then push in a burly fighter or two and/or Paladin to kill the Lich.&lt;br /&gt;
# After killing the Lich, assess the Orc/Yeti situation (as well as the village flagging situation) and decide if you need to use the Lich's keep to recruit some reinforcements.&lt;br /&gt;
# After that, head north and walk into the sewer entrance (the &amp;quot;cave&amp;quot;) or else kill the orc leaders.&lt;br /&gt;
&lt;br /&gt;
Hints...&lt;br /&gt;
* 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 Yetis.  However, be careful not to be attacked by a Yeti yourself.&lt;br /&gt;
* 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.)&lt;br /&gt;
&lt;br /&gt;
===Sewer of Southbay===&lt;br /&gt;
&lt;br /&gt;
This is a swampy underground scenario, but with attention to recruitment, it's not very difficult.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
* As always underground, you want non-horse units with 6+ MP.&lt;br /&gt;
* Recall White Mages / Mages of Light, at least two, three is probably the optimal number.&lt;br /&gt;
* There are quite a few villages in this cave, so an expensive force is supportable, though not necessary. Some players recruit a large and spammy force, while others go with small and elite:&lt;br /&gt;
** Option 1, &amp;quot;Large and spammy&amp;quot; recruitment: Recruit four each of Mages, Thugs, and Poachers. Yes, Poachers normally stink, but here they really shine in a swamp that is permanently dark, underground. If you recruit four Poachers, you could finish with three Trappers and a Huntsman - or you could finish with four dead Poachers. The Thugs are especially likely to die, as they will be facing off against Red Mages, but somebody has to do it.&lt;br /&gt;
** Option 2, &amp;quot;Small and elite&amp;quot; recruitment: Recall something like one Red Mage, one Arch Mage, one Silver Mage, 2 two Royal Guards/Highwaymen/etc, and a Trapper or Huntsman, plus three regular Mages and a Poacher.&lt;br /&gt;
* A Rogue (or Assassin) can be very handy as a damage dealer, who is able to break through bottlenecks.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
# After leaving your initial chamber, you will be in a large swamp room with three entrances, through which will be a flood of bad guys. Use two Poachers and a Thug or similar to blockade the southeast, a small elite group to block the north, and then a mix of fighters and mages to handle the west entrance. Give each group a White Mage or Mage of Light, as well as at least one regular Mage. Try to keep the Mages of Light away from your chaotic forces on the front lines, though. Use the leadership of Haldric and Lady Jessene - and Mage of Light illumination or lack thereof - to get the most from each attack.&lt;br /&gt;
# When the initial battle has died down, you have two options:&lt;br /&gt;
## If you have enough forces, you can divide into two groups and attack both brothers simultanously, east and west.&lt;br /&gt;
## Otherwise, do them one after the other, and then look for the exit.&lt;br /&gt;
&lt;br /&gt;
Spoilers...&lt;br /&gt;
* Danger: there is a Giant Spider at the exit. You may wish to keep one or two cannon fodder units in order to be able to save your advanced units.  It is best to use ranged attacks against the spider, so leveled mages are good here.&lt;br /&gt;
* Heads up: the next scenario is a lot easier with a lot of gold, especially on the hardest difficulty level.&lt;br /&gt;
&lt;br /&gt;
===Southbay in Winter===&lt;br /&gt;
&lt;br /&gt;
Plot only.&lt;br /&gt;
&lt;br /&gt;
===A Final Spring===&lt;br /&gt;
&lt;br /&gt;
Clockwise, starting at the bottom: &lt;br /&gt;
* the southern orcs (purple) will recruit the usual orcish units, and with a few going west between the mountains and the coast, while the bulk will come through the plains south of the swamp, arriving at the keep early in the night. This one is the most conventional enemy, once his host is defeated you can march a comparatively small strike force to his keep and finish him off.&lt;br /&gt;
* The waterlogged orc to the west (black) will recruit mostly Naga and a few Bats, which will harrass you from the sea and try to seize the villages on your peninsula. He only has a small keep, so he can keep recruiting, two units per turn, seemingly forever.&lt;br /&gt;
* The northern orcs (green) are farthest away; they also have lots of villages they can capture. Hence it will be some time until they reach you, and not in full force at first. With any luck (and strong enough units) you'll have fought down the bulk of the southern orcs by then.&lt;br /&gt;
* Finally, a number of level-2 skeletons (including Chocobones) will appear behind the swamp in the east on turn 4 (first dusk). Those will join the black team; starting behind the swamp and with a few villages to grab, they won't knock on your door before daybreak.&lt;br /&gt;
&lt;br /&gt;
Spoiler:&lt;br /&gt;
On turn five, a few mermen will appear near the lighthouse and join you; you'll also be able to recruit mermen from then on. That's your ticket to fighting back the Naga, see to it that you still have some money left at the time.&lt;br /&gt;
&lt;br /&gt;
Recruitment/Strategy:&lt;br /&gt;
# several Trappers/Rangers/Huntsmen to sally forth and occupy the hills and forest south of the town. Your ally will sally forth to meet the enemy in the usual fashion; if you can lend a hand and soften up the enemy, King Addroran's troops will finish them off easily. In doing so, they'll happily expose themselves to counterattack -- your Trappers (etc.) have a rather good melee attack and probably won't be targeted as long as there's weaker and more accessible allied units nearby. Don't fret about the missed XP, there will be plenty more before this is over. For now, you want to dispose of the bad guys ASAP before they pile up on the doorstep.&lt;br /&gt;
# you probably don't need dedicated undead-killers beyond the Mages you bring anyway. But if you want to employ your loyal Shock Troopers, recruit them no later than turn 2 or they won't get there in time.&lt;br /&gt;
# Mages: seeing as there will be fighting all over the place, three healers will be barely sufficient. A few fireball-throwers will also come in handy, if only in order to deal with the evasive Orcish Assassins / Slayers. A Silver Mage or two will be especially useful, as they can teleport all over the place and help with each of the commanders in turn (especially the one on the island, that would take forever to get to otherwise).&lt;br /&gt;
# by turn 3, some chaff to occupy the coastal villages so the Naga can't just waltz in. Level-1 units or even peasants will do.&lt;br /&gt;
# the worst fighting will be over by daybreak; you'll still want a few lawful units to carry on the battle during the day. One keep of knights and level-2 lawful infantry should suffice. Recruit these on turn 4.&lt;br /&gt;
# starting on turn five, you can recruit mermen. Those can not only deal with the Naga infestation, but also tackle the northern orcs as they try to cross the bay. Two keeps worth is not too many.&lt;br /&gt;
&lt;br /&gt;
Strategy is broken into three fronts...&lt;br /&gt;
# First order is to help your ally with the first waves of attackers, as described above. You can't stop King Addroran from throwing away his troops, but you can help them to have some effect before they perish.&lt;br /&gt;
# Next, fending off the Naga. A few cheap units in coastal villages at first, mermen later. Mermen vs Naga at sea will be slow fighting: both have excellent terrain defense, so there will be no obvious progress for a good long while. You should use a Mage of Light to support them, this really makes a difference during the night.&lt;br /&gt;
# Also, the bay/river to the north. The Mermen can be very efficient here, enjoying high terrain defense while being close enough to the coast that Lady Jessene and Haldric can provide Leadership wherever needed; again, you also want a Mage of Light if available.&lt;br /&gt;
&lt;br /&gt;
For the landlubbers, don't bring too many rookies: this scenario is best used to direct experience to your level-2 units, partially advancing them outright or getting them to a point where you can expect them to level up at a good point in their next battle.&lt;br /&gt;
&lt;br /&gt;
For the Merfolk, try to advance all they loyal ones, and a few more besides. Directing XP to particular units will be easier for those mermen defending the bridge, but those fighting the Naga will inevitably get some XP as well. Eventually you'll have to cross the bridge with ground troops and take the fight to the enemy, though.&lt;br /&gt;
&lt;br /&gt;
===Peoples in Decline===&lt;br /&gt;
&lt;br /&gt;
This is a potentially bloody scenario versus Drakes. Proper recruitment is more important than good strategy here, as you will have little opportunity to maneuver.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
* First, recall any loyal Mermen in your roster. Your loyal Iron Maulers might prefer to sit this one out.&lt;br /&gt;
* Drakes are vulnerable to pierce attacks, so spam cheap pierce attack units. In addition to Peasants, there are Poachers, Bowmen, Spearmen, Merman Fighters, and Merman Hunters. Poachers are key here, due to the swampy terrain and their chaotic alignment.&lt;br /&gt;
* However, it helps to recall some leveled units early on, to prevent your line from crumbling. Javelineers and Trappers are good, since they have both ranged and melee attacks.&lt;br /&gt;
* Drakes are vulnerable to arcane damage as well, so you can use more White Mages / Mages of Light than needed for healing duty.&lt;br /&gt;
* On your last turn of recruitment when you have about 80 gold, recall some advanced units if need be, like Master Bowmen and Rangers.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
* Since you will have a lot of level 1 and 0 units, make sure to use the leadership of Prince Haldric and Lady Jessene.&lt;br /&gt;
* Look for opportunities to heal via leveling up.&lt;br /&gt;
* Pay attention to the day-night cycle in this scenario. Drakes will be strong during day, but become very weak in the night.&lt;br /&gt;
* Take advantage of the mountains for defense.&lt;br /&gt;
* Be careful with your loyals.&lt;br /&gt;
* Because most Drakes have powerful ranged attacks, melee-only units should hide behind the lines until they attack, preferably at night (with a Mage of Light supplying illumination.)&lt;br /&gt;
* Make sure you end with good carryover, the next scenario is rough.&lt;br /&gt;
&lt;br /&gt;
Spoiler...&lt;br /&gt;
* 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 Fighter. Movement over land is important for Mermen in the campaign as a whole.  If the Merman Fighter to whom you give the storm trident has the Quick attribute, you can make him a Hoplite when he gets to level 3.  Otherwise, make him a Triton, because movement over land is important for Mermen in this campaign as a whole.&lt;br /&gt;
&lt;br /&gt;
===Rough Landing===&lt;br /&gt;
&lt;br /&gt;
You will be fighting Nagas and Vampire Bats, primarily. This is a scenario that may be frustrating on the easier difficulty levels, though on hard it is just par for the course. Good recruitment and strategy will save you from getting slaughtered.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
* You are probably going to go negative on gold and be unable to rectify that with the paultry early finish bonus, so you might as will go very negative and be resigned to start the next scenario with minimum gold.&lt;br /&gt;
* Recruit/recall many Mermen and 1 or 2 White Mages or Mages of Light. A few Peasants can be useful to pad out your force, distract the enemy, and protect villages from stray Bats. A Silver Mage can be useful for island hopping but is not essential. Thieves/Assassins are blade vulnerable, and Nagas only use blades, so it's probably best not to recall them.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
# Knock out the southeastern leader in a blitz. It's important to get that out of the way, because a wave of Nagas is advancing at light speed from the north.&lt;br /&gt;
# Next, hurriedly set up a line in the water alongside your fortress island. Your fortress troops can anchor one flank, while Burin the Dwarf can go to the island to the northeast to anchor the other end of your line. Nobody messes with Burin. Move Lady Jessene behind the lines to lend her support to the Mermen. Your loyal Mage of Light will be able to move back and forth more (to lend illumination) if kept in the fortress area.&lt;br /&gt;
# Finally, once the enemy assault wave has been broken, advance northward to kill the final two leaders in a straightforward mop-up operation. Just be careful not leave isolated units where they can get swarmed.&lt;br /&gt;
&lt;br /&gt;
Hints/Spoilers...&lt;br /&gt;
* Try to level up the mermen; they can be useful in another scenario later.&lt;br /&gt;
* Beware of Sea Serpents. Three of them will appear, one on each of the three turns following your first kill of an enemy unit. Make sure to kill them at once. The Storm Trident from the previous scenario and the Ruby of Fire will come in handy against the Serpents.&lt;br /&gt;
&lt;br /&gt;
===A New Land===&lt;br /&gt;
&lt;br /&gt;
This is a non-scenario. 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.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
* None necessary.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
* The optimal strategy for gold carryover is to grab the three closest villages, then retreat to your keep and wait. Once one attack occurs, the non-scenario will be over.&lt;br /&gt;
&lt;br /&gt;
Spoiler...&lt;br /&gt;
* One thing to keep in mind is that this the last chance you have to grab some more Mermen 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;
&lt;br /&gt;
===The Ka'lian===&lt;br /&gt;
&lt;br /&gt;
Story, with your choice of four battles next.  You have to beat them all in whatever order.  The amount of gold you have should be the factor in deciding when you choose to play Cursed Isle (the undead problem).&lt;br /&gt;
&lt;br /&gt;
===Diverging Campaign Path===&lt;br /&gt;
&lt;br /&gt;
All four scenarios have to be beaten, but in whatever order you choose.&lt;br /&gt;
&lt;br /&gt;
====The Dragon====&lt;br /&gt;
&lt;br /&gt;
This scenario is not as difficult as it looks, though your recruitment and strategy need to be tailored to fight the Saurian Skirmishers and other foes you will face here.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
* Saurians use piercing attacks mostly, so it's better to use units resistant to pierce. Pikemen and Halberdiers have 40% pierce resistance. Javelineers are ideal as Saurians use ranged attacks a lot.&lt;br /&gt;
* You may wish to bench some or all of your loyal Iron Maulers. They are ineffective against the 70% impact resistant Mudcrawlers, while also vulnerable to the ranged attacks of both Mudcrawlers and Saurians.&lt;br /&gt;
* Consider adopting a force of all units with ranged attacks, save for horse and thief units, which can be kept behind the lines when not in use. It is amusing when Saurian Augers are forced to tap your units with their little staffs.&lt;br /&gt;
* Healers are a necessity to deal with the heavy damage your units will be sustaining. Depending on the strategy you adopt, you will want 2-4 healers. Mages of Light rock here, as they can easily do front line duty in pairs and their illumination blinds the Saurians, reducing their damage.&lt;br /&gt;
* You need something to clean up mud. Versus level 0 Mudcrawlers, Horsemen and their advancements can charge with no counterattack, and likewise Thieves and their advancements can backstab with no counterattack. Mages can be used as well on the fire vulnerable mud.&lt;br /&gt;
* Merman shine on this map once you get them into the swamp / water hexes. They are more mobile than anything but silver mages. The storm trident makes short work of even high-level saurians and the dragon is weak to the pierce damage of your tridents and javelins. An Entangler's slow ability will help tame the dragon even further.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
* Players have used many different strategies with success:&lt;br /&gt;
** &amp;quot;Hedgehog&amp;quot; strategy: 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. You can 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, you can string non-wounded troops out a bit in the rush for the leaders. &lt;br /&gt;
** &amp;quot;Triangular Hedgehog&amp;quot; strategy: 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. You can fix this by creating 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. 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 Jessene, since she has excellent defense and is chaotic and therefore benefits by not being in the Mages' light. &lt;br /&gt;
** &amp;quot;Giant Hedgehog&amp;quot; strategy: Recruit a lot of units, and then move the whole army as one big bulk. Keep healers in the middle (about 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. Head first for the east or west leader, but steer for good terrain, because your force will soon be swarmed. But then by turn 10, there should be many few Saurians alive.&lt;br /&gt;
** &amp;quot;Standard Line&amp;quot; strategy: Form a line from the west board edge diagonally up towards your keep across the two villages just in front of the forest. You will probably wish to bend upwards at the forest, rather than running the line all the way to the keep. Whenever the Saurians have a small number of troops at your line and you have enough strength to kill them all, you can advance your whole line one hex south, allowing you to get additional attacks on them from non-frontline troops. Once you advance a unit to the first water hex at west board edge, the west leader will probably come out to greet it, so be ready to fry him with Haldric's ruby. After killing the leader, back up into good terrain to prepare to meet the dragon.&lt;br /&gt;
** &amp;quot;Wake the Dragon&amp;quot; strategy: Prematurely wake the dragon (see spoiler below) and back up your troops to north of your keep. When the dragon comes, kill him. The scenario can be over on turn 7. There is no early finish bonus for this, but you can recruit lightly so that you still have gold at the end and will carry-over 40%, if you need it for your next scenario.&lt;br /&gt;
* With all these strategies, the Saurians may hold back for quite a while. This is okay, as the Dragon will eventually appear and come to you. Kill it. Then you are given a choice of whether to end the scenario or to try to kill all the enemy leaders before time runs out. You can choose to finish the remaining Saurians for a nice bonus. &lt;br /&gt;
&lt;br /&gt;
Spoilers...&lt;br /&gt;
* The dragon will awake on turn 15 or when you move a unit down around the road north of the mountains. If you wish to wake the dragon prematurely, you can recruit a Horseman on turn 1 and run him down. It's a suicide mission for him, however.&lt;br /&gt;
* If you have a fast non-horse unit in position, rush it to the mountain cave after the Dragon leaves to grab the 200 in gold, though that's nothing compared to the Hero bonus for defeating all the Saurian leaders. So focus on killing all of them first.&lt;br /&gt;
&lt;br /&gt;
====Lizard Beach====&lt;br /&gt;
&lt;br /&gt;
This is a scenario versus Saurians, Giant Scorpions, and Mudcrawlers, where good recruiting and strategy will save you from massive bloodshed.&lt;br /&gt;
&lt;br /&gt;
Recruiting...&lt;br /&gt;
* Mermen are helpful for the swamp and water areas.&lt;br /&gt;
* Bench some or all of your loyal Iron Maulers, veterans from ''The Fall.'' They are laughably ineffective against the impact resistant Mudcrawlers - and laughably vulnerable to their ranged attacks.&lt;br /&gt;
* Thieves, Horsemen, and their advancements are good for mud cleanup, though you must keep them out of range of Saurian skirmishers. Swordsmen and Royal Guards are also good, though overkill.&lt;br /&gt;
* Recall a lot of fairly high HP units, preferably with strong non-impact ranged and melee attacks.&lt;br /&gt;
* Mages are good. Mages of Light are especially useful, since they can do front line duty. Lots of healing may be necessary, about 3 healers are good, so White Mages can be used too. Raw recruit Mages can be used as well, for disposal of Giant Scorpions and the occasional Saurian Skirmisher that wanders too far. At least one Silver Mage is highly desirable, along with a speedy unit (e.g., Fugitive, Footpad, or Horseman) to capture villages for the Silver Mage to use north of the river.&lt;br /&gt;
* [fredbobsmith2] An alternative strategy that works surprisingly well is to simply use a very mage-heavy army. Recall most or all of your high-level mages, throw in a few peasants, and spend the rest of your gold on recruiting mages. Victory will come with shocking ease.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
* General strategy: as Saurians have skirmishers and a lot 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 straight so only two can mob one guy. Hedgehog tactic also seems to work well.&lt;br /&gt;
* Opening strategy: here are some specific strategies that players have used with success in the early part of the scenario:&lt;br /&gt;
# &amp;quot;Mermen in center&amp;quot; strategy: Recall 2-4 Mermen, 1-2 Trappers/Huntsmen, and a lot of high HP troops, then form a line. Initially, you can either form a north-south line around the lake area with one flank at the south board edge, or, if you want to be conservative, you can do a diagonal line in the southeast corner, with both flanks tied to board edges. You'll need the Mermen to handle the lake area, and Trappers/Huntsmen/Mermen for the swamp areas. Keep troops in reserve, so that when a few Saurians meet your line, you can advance your whole line over them. Do not be too conservative/defensive on hard, as your time is limited. &lt;br /&gt;
# &amp;quot;Mermen on flank&amp;quot; strategy: Recall several decent land melee units &amp;amp; then 4-5 level 2 Mermen on rounds 2-3. Most of your force forms a line of battle near your keep, Mermen on the north flank in the river, land units extending south, flanks bent back with strongest units at the corners - then 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. 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. &lt;br /&gt;
# &amp;quot;Mermen feint&amp;quot; strategy: 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.&lt;br /&gt;
# &amp;quot;No Mermen&amp;quot; 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.&lt;br /&gt;
# &amp;quot;Sacrificial lamb&amp;quot; strategy: In addition to a couple mages, 2 healers, and some other fighters, recruit a castle-full of peasants to draw the Saurians out onto open ground.  Surround a single peasant on 5 sides, with 2 healers behind him. Build your formation around that.&lt;br /&gt;
* Closing strategy: The enemy's onslaught tapers out after their initial wave, so the final push for the southern leader should be quick and clean. Taking out the northern leader is harder, 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 don't want to lose any of your better units, patience may be the key.&lt;br /&gt;
&lt;br /&gt;
Spoilers...&lt;br /&gt;
* When one of your units gets as far west as the second bridge, a wave of Nagas will arrive out at sea. You may wish to delay going that far until the second watch, so that the Nagas will make contact with your forces during the day.&lt;br /&gt;
* 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;
&lt;br /&gt;
====The Troll Hole====&lt;br /&gt;
&lt;br /&gt;
This is a scenario that you cannot win by brute force, because the trolls have more brute force than you. Wise recruitment and strategy are necessary.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
* It's underground time again, so as before, mainly recruit mages. The trolls are strong, so hopefully you have lots of levelled up mages. Mages of Light are especially nice, because they are tough enough to survive an attack from most trolls, while simultaneously reducing the damage sustained (due to illumination blinding the trolls.) Level 1 Mages can be used to good effect too, especially if quick. If only attacked by a single Troll Whelp, a healthy level 1 Mage will survive.&lt;br /&gt;
* 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;
* Be careful if you recall your loyal Iron Maulers (leveled up Heavy Infantrymen from ''the Fall'').  They are slow, lawful and may not be able to take four hits from a Troll, like if they fail to kill a Troll and then the Troll attacks.&lt;br /&gt;
* If you take the initial fight on the island, a couple of Mermen (water defence, slow, storm trident damage) and even the loyal Grand Knight/Paladin (30% impact resistance), if available, can be useful.&lt;br /&gt;
* If you're low on gold, recruit some Peasants and feed them XP to fatten them into Bowmen.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
* There are 4 castles, and two of them (randomly placed) are the troll leaders you need to kill.&lt;br /&gt;
* You can make your initial stand either on the island or on the other side of the bridges.&lt;br /&gt;
* Fighting on the island is highly recommended. It allows you to dispatch the enemies quickly on advantageous terrain. You can illuminate already lit tiles with a Mage of Light. It does stack, allowing you to fight in what is effectively daylight underground.&lt;br /&gt;
* 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. &lt;br /&gt;
* When you've whittled down the enemy, go the direction they came from and kill the leaders, ignoring spider keeps.&lt;br /&gt;
* You can bait a giant spider away and steal villages, when approaching from two directions at once, but single units wandering around will probably die by the fangs of a Giant Spider.&lt;br /&gt;
&lt;br /&gt;
====Cursed Isle====&lt;br /&gt;
&lt;br /&gt;
You will be fighting undead, mostly of the incorporeal and ghoulish lineages. Victory comes surprisingly easily.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
* Recruit lightly, certainly no more than two castles of troops. You could use 1-3 Paladins, 1-2 Mages, and 1-2 White Mages / Mages of Light.&lt;br /&gt;
* Recall your loyal Merman Triton or similar and have him pick up the holy water.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
* This can be the first or last quest you choose.  If you can wait, do it last, as you will come out of it with a lot of gold, which you will need for the first scenario after the quests, ''The Vanguard''. &lt;br /&gt;
* Keep a very tight formation for the first night, as Shadows will hit hard and you don't want to get backstabbed or swarmed. By dawn, it should be smooth sailing.&lt;br /&gt;
* If you get anywhere near the enemy leaders' keeps, expect to get rushed by a leader.&lt;br /&gt;
&lt;br /&gt;
Spoiler...&lt;br /&gt;
* In one of the three temples there is a Vampire Lady. All you really need is a Paladin or three to rush the temples. Kill her. Game over, you win. One of the other temples has some gold; grab that first.&lt;br /&gt;
&lt;br /&gt;
===A Spy In The Woods===&lt;br /&gt;
&lt;br /&gt;
Plot only.&lt;br /&gt;
&lt;br /&gt;
===The Vanguard===&lt;br /&gt;
&lt;br /&gt;
You will be fighting a large number of orcs, trolls and other enemies in a location with a natural defensive line, where presumably an underground river has carved a line of sinkholes. This scenario will be difficult or impossible with minimum gold (200), but quite doable with a large amount of gold (450+) even on the hardest difficulty setting. Recruitment and strategy are fairly straightforward, given the board layout.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
* Recruit a lot of units; you will need them.&lt;br /&gt;
# First turn, recall/recruit speedy units: Knights, Lancers, Paladins, Horsemen, Outlaws, and similar.&lt;br /&gt;
# Second turn, recall your loyal Iron Maulers (leveled up from ''The Fall'') and Spearmen/Swordsmen/Royal Guards.&lt;br /&gt;
# On subsequent turns, recall/recruit healers and other sorts of Mages, Thugs and their advancements, and Longbowmen. You will need quite a lot of healing power: 3-4 White Mages / Mages of Light and 1-2 Paladins. A Silver Mage would come in handy, since your forces will be widely spaced, but you could start with a couple of Red Mages and try to level up one or both to Silver Mage.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
# Your first priority is to rush to the west and northwest sinkhole gaps with mounted units. Seal the gaps there before the enemy pours through. Seal the rest of the gaps quickly too. Of course, seal each gap with one or more units ''behind'' the gap, not in it, so that you get multiple attacks on the enemy.&lt;br /&gt;
# A &amp;quot;Sitzkrieg&amp;quot; may develop, where neither side can make progress. Shift units to the southwest and break out there, using the west board edge defensively.&lt;br /&gt;
# Alternatively, allow &amp;quot;controlled openings&amp;quot; of the gaps, that offer better attacking opportunities during daytime.&lt;br /&gt;
# Don't forget the chest of gold, which you can see even in fog.&lt;br /&gt;
&lt;br /&gt;
Spoilers...&lt;br /&gt;
* Once you kill more than half the units of any side, a few tough undead units will appear near that side's stronghold at the edge of the map. So, this will happen three times. Beware the Chocobones. Their double damage from charge means they can take out Commander Aethyr at night just by hitting 2 for 2, and they will certainly try if they get the opportunity.&lt;br /&gt;
* After you kill either of the orc leaders, the other gets 80 gold. At far north is a level 3 troll leader, but he gets no bonus gold.&lt;br /&gt;
* Heads up: the next scenario is much less difficult with extra gold. You can use Peasants to avoid going negative on gold, promoting them to Spearmen only when needed.&lt;br /&gt;
&lt;br /&gt;
===Return of the Fleet===&lt;br /&gt;
&lt;br /&gt;
Welcome to the &amp;quot;kitchen sink&amp;quot; defense.  You've made it this far; now the enemy will launch a desperate defense, throwing a little bit of everything at you.  The effect is mostly psychological, but it could be a problem if you came into the scenario with minimum gold or your initial assessment causes you to drastically under-recruit. Time is money.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
* On medium, at least, you don't want to overrecruit. First turn, recall Mermen to assassinate the undead leader; 2 Entanglers/Netcasters and the Triton with the Storm Trident. Later, you should recruit 1 or more Silver Mages also for this taskforce as well as for causing general mayhem. It's also worth recruiting 5-10 L1/L0 units to take the brunt of the first wave of attacks; you can use any combination of Footpads, Poachers, Thugs, Spearmen, and Peasants, as you see fit. You'll want some decent L2 and L3 recalls for healing, to flank your lines, and to start kicking some butt at daybreak. A Mage or Red Mage to blast Trolls and Chocobones will level up by end of scenario. Paladins are good too. In addition to your loyal Mage of Light, you will need a bare minimum of 1 more healer.&lt;br /&gt;
* On medium, 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 (on 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.&lt;br /&gt;
* On hard, you also don't want to recruit too much for fighting the undead, but it's only because going on an offensive early against them will get you crushed by a Chocobone armada.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
# Move the Mermen (including the storm trident) 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.&lt;br /&gt;
# Your loyal units can do a little village grabbing, but it would be unwise to venture too far north.&lt;br /&gt;
# After nightfall, fog will appear; for the rest of the scenario, the map will become shrouded.  So, while you're still able to see, note the troop dispositions (especially Chocobones.)&lt;br /&gt;
# The first wave is largely at night and will have Goblin Knights and Pillagers, and later Chocobones and Troll Warriors. The damage they can cause is bone chilling, so make sure to divert their attention with plenty of spam. You want to meet them on the edge of the woodland, while inducing the orcs to fight from the grassland. Footpads are handy here, as they have high defense in woodland. Players have had success setting up the initial line in either the north or northeast woodlands, with respect to the castle. Others have succeeded by fighting mostly from the open plain, retaining mobility by leaving the woodlands to their Footpads.&lt;br /&gt;
# Once your Mermen have taken an island city, teleport over one or more Silver Mages to help kill the undead leader - in addition to a Silver Mage, you will want the storm trident, a Netcaster/Entangler, plus one more leveled unit to be fairly sure to knock him out in one round. Quick striking like this you end up fighting a lot less undead.  You probably end up foddering one of the mermen to the Undead Archers, but the trade off is probably worth it.  You can keep cycling your mermen up to fight with any orcs or trolls that come into the water. Silver Mages can assist, since they are not needed much in the other part of the fight.&lt;br /&gt;
# After the undead leader is assassinated and the first wave is broken, you may advance cautiously due north or to the northwest along the coast and ultimately finish off the two orc leaders.&lt;br /&gt;
&lt;br /&gt;
Spoilers...&lt;br /&gt;
* When you are close to the village in the northeast woods, tighten your formation, as past there you can trigger a small but elite force of Saurians. (Stepping 10 hexes or less from 34,15 triggers the Saurians.) Trigger them at second watch so they arrive at your forces in daylight. Alternatively, you can delay triggering the Saurians as long as possible by moving your force northwest near the water and then onto the small island, though even then it is possible to trigger the Saurians if you are not careful where you step. You can fight the final wave of orcs from the island, then move northeast to the mainland, finally triggering the Saurians.&lt;br /&gt;
* Cuttle Fish appear when you approach the north-central island (including the village at the northwest corner of the plain on the mainland.) There are 1, 2, or 3 Cuttle Fish, for easy, medium, or hard. 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;
* 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 the XP more than the gold; otherwise, try to knock out both leaders on the same turn before they can recruit more.&lt;br /&gt;
* Heads up: The next scenario is the final one. Therefore, loyal units are now somewhat disposable. However, you will need plenty of gold. Recruit some Peasants in the current scenario if you need to save some gold. Not only are they cheap, but they have no upkeep and Chocobones love 'em. Send a unit with leadership with them and they can even deal some amount of damage and be used to finish off wounded enemy, though at night you should just let them take the beating passively since otherwise they die too quickly.&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. Also, loyal units are no better than other units after your recruitment is finished.&lt;br /&gt;
&lt;br /&gt;
Recruitment...&lt;br /&gt;
* You will need at least 300 starting gold, maybe more like 400 on the hardest difficulty level, so if need be, replay the previous scenario.&lt;br /&gt;
* To stretch your money, start with loyal Iron Maulers and some ready-to-level level 1's and level 2's. Finally, recall as many level 3's as possible.&lt;br /&gt;
* Healers: 3-6 Mages of Light / White Mages. Your few chaotic units will appreciate a White Mage.&lt;br /&gt;
* Horse units: 2-4 Paladins, 3-4 Knights / Grand Knights.&lt;br /&gt;
* Horse escorts: about 3 speedy units, like Royal Guards, Fugitives, and Silver Mages.&lt;br /&gt;
* Tanks: at least 6 high HP units, such as Royal Guards, Highwayman, Master Bowmen, and the loyal Iron Maulers.&lt;br /&gt;
* Mages: at least 3 high level Mages aside from your basic healers, so Arch Mages, Great Mages, and Silver Mages. Additional Mages of Light can be substituted.&lt;br /&gt;
* Some Mermen might be useful here, but surprisingly, they're not really necessary.&lt;br /&gt;
&lt;br /&gt;
Strategy...&lt;br /&gt;
* You can either send everybody west initially and then split for the two bridges or you can split initially, with mounted units racing to the west and then south, while the main army heads due south.&lt;br /&gt;
* With your mounted units, race forwards by day and backwards by night.&lt;br /&gt;
* Along with the mounted units should go some escorts, speedy foot units intended to kill things like Goblin Impalers, which make even Grand Knights nervous. They would also benefit from a quick Mage of Light.&lt;br /&gt;
* Meanwhile, with your tanks and the rest of your healers and support units, form a line or hedgehog. &lt;br /&gt;
* Maintain awareness of the overall battlefield.&lt;br /&gt;
* Kill all but one of the orc leaders (not all!).&lt;br /&gt;
* Don't forget to sacrifice Aethyr to Jevyan. Jevyan probably won't come out to play, so march Aethyr up to Jevyan and use a crossbow attack.&lt;br /&gt;
* Paladins, great mages, mages of light, silver mages are all suitable units to kill Jevyan himself, make sure you have them in sufficient numbers with your southern army.  Congratulations!  Enjoy the ending!&lt;br /&gt;
&lt;br /&gt;
Spoilers...&lt;br /&gt;
* When one of your units is within 8 hexes of a bridge, but you have no units within 2 hexes of the bridge, and there are no units on the bridge, then a Cuttle Fish will appear and destroy the bridge. This is usually disadvantageous. Not only does it leave you with a Cuttle Fish to fight, but it slows your progress south and the bad guys progress north. At least on the hardest difficulty level, it's hard to kill all the spam in time, so you don't want to impede their advance by removing the bridge.&lt;br /&gt;
* When any of your units is killed, it becomes a Walking Corpse (or a Soulless on hard.)&lt;br /&gt;
* After the first orc leader is killed, then some gold goes to mister Lich. It's 40, 80, or 120 gold, for easy, medium, and hard, respectively.  The lich also will receive some gold once you kill his Familiar.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[MainlineCampaigns]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns - The Rise of Wesnoth]]&lt;br /&gt;
[[Category:Campaigns - Walkthroughs]]&lt;/div&gt;</summary>
		<author><name>Schnobs</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=HeirToTheThrone&amp;diff=39670</id>
		<title>HeirToTheThrone</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=HeirToTheThrone&amp;diff=39670"/>
		<updated>2010-12-15T12:32:20Z</updated>

		<summary type="html">&lt;p&gt;Schnobs: /* Scenario 19B - Swamp Of Dread */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a walkthrough of '''Heir to the Throne''', the campaign featuring Konrad. It contains spoilers.&lt;br /&gt;
&lt;br /&gt;
The suggestions herein are based on the &amp;quot;Medium&amp;quot; and &amp;quot;Hard&amp;quot; difficulty levels. It should be possible to win the &amp;quot;Easy&amp;quot; difficulty level without trying very hard if you are an accomplished gamer.  If you feel comfortable with turn-based games, especially ones featuring units moving on a hex map, then you can play the Tutorial and then dive right into &amp;quot;Medium&amp;quot; to get a feel for the elements of the game. After you have played a few scenarios and are ready to restart from the beginning (and yes, it is  very likely you will have to restart the first time you play Wesnoth), try reading [[AdvancedTactics]].  You should also be familiar with the basics in [[WesnothManual]] -- this is a walkthrough, not an exposition of basic game mechanics.&lt;br /&gt;
&lt;br /&gt;
Each scenario has an individual forum thread where you can provide feedback to the authors.  See also the forum posts [http://www.wesnoth.org/forum/viewtopic.php?t=3601 Suggestions for Heir to the Throne walkthrough] and [http://www.wesnoth.org/forum/viewtopic.php?t=4026 Yet another &amp;quot;Heir to the Throne&amp;quot; walktrough] (sic) for more.  [http://www.wesnoth.org/forum/viewtopic.php?t=7064 Ye Compleat Walkthrough To &amp;quot;Heir To The Throne&amp;quot;] is a detailed guide, with illustrations, to the first several scenarios.&lt;br /&gt;
&lt;br /&gt;
Finally, some [http://www.hermann-uwe.de/blog/my-wesnoth-replays-online replays] were posted by Uwe Hermann.&lt;br /&gt;
&lt;br /&gt;
'''Warning spoilers ahead!'''&lt;br /&gt;
&lt;br /&gt;
== Scenario 1 - The Elves Besieged ==&lt;br /&gt;
Scenario objectives: Both Konrad and Delfador must survive, and Konrad must escape to the signpost in the northwest corner of the map.&lt;br /&gt;
&lt;br /&gt;
The orcs as well as your allies will levy a great many troops, you'll soon find yourself between the lines in a huge battle. All those units slugging it out can take quite some time, you may want to try two options on the Preferences dialog, &amp;quot;Accelerated Speed&amp;quot; or maybe even &amp;quot;Skip AI Moves&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
This scenario is a &amp;quot;runner&amp;quot; scenario; on turn one, recruit a castle full of fresh recruits, and immediately make a break for it! If you're new to Wesnoth, getting Konrad out of there in one piece will be difficult enough and may require you to start over a couple of times. Hint: don't keep your units all lumped around Konrad, as a large host will attract the enemies' attention. &lt;br /&gt;
&lt;br /&gt;
Terrain dictates two routes to the signpost: west to the druid and then north, or north over the bridge and then west. Either way, you should send Delfador and most of your army straight north. This is a ruse, the sole purpose is to lure the enemy towards the road  while Konrad (with only one or two level-1 bodyguards) makes his way towards the exit. There's no chance of winning, your troops should perform a skirmishing retreat westwards into the forest.&lt;br /&gt;
&lt;br /&gt;
Other than getting Konrad on his way, the inofficial objective of this scenario is to gain some experience for your troops. Experience is gained by fighting; once a level of experience is reached, your units will &amp;quot;level up&amp;quot; and become more powerful units. Killing an opponent will give much more experience than just fighting, so you should try to arrange it in such a way that the unit you want to upgrade gets to deliver the coup de grace.&lt;br /&gt;
&lt;br /&gt;
Now a few words about the units at your disposal. In-game, you cannot check the data of unknown units; if you want to take a peek anyway, check the [http://www.wesnoth.org/units/ Wesnoth Unit Tree].&lt;br /&gt;
&lt;br /&gt;
* Fighters and Archers. Melee and ranged, all elvish warriors are capable of both, it's more a matter of emphasis than an actual distinction. When they level up, most should become Heroes and Rangers, repectively; you'll only need one or two Captains, and probably are better off without any Marksmen: spellcasters will serve the same purpose much better.&lt;br /&gt;
&lt;br /&gt;
* Shamans are minor healers. As a rule of thumb, you should never enter into any scenario without at least one healer. Leveling up a Shaman is somewhat tricky, as they can do only very little damage. If you use stronger units to knock an enemy unit's HP down, you can move your shamans up from behind the lines to administer the finishing blow. As difficult as it is to level up a shaman, it is well worth the hassle. Druids will be standard healers, you want one (and possibly only one) of those as soon as possible. A Sorceress cannot heal at all, but is a powerful spellcaster. At their higest level, both will learn to fly and become very mobile.&lt;br /&gt;
&lt;br /&gt;
* Scouts may seem weak, but there's more to them than meets the eye. While most riders suffer severe penalties in difficult terrain, the elvish variant can cross rivers, swamps and even mountains rather quickly and will usually even receive a reasonable defense modifier. Insofar, they're less like horsemen and more like fast infantry. Whether you employ them in numbers is a matter of taste, however, you should always remember that you have these extremely mobile units at your disposal.&lt;br /&gt;
&lt;br /&gt;
* Konrad, your leader, starts most scenarios at a keep where he may recruit some troops, but that doesn't mean that he should stay there forever: Being always on the map, he may just as well make himself useful. Getting him to level two will earn him a 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;
Sir Kaylan will send one or two horsemen to the enemy lines to assist you.  Although these horsemen are not under your direct control, they can serve as a distraction if you manoeuver your forces properly, taking the brunt during the enemy's turn to attack. &lt;br /&gt;
&lt;br /&gt;
The first night will be tough, be prepared to lose some units; but if you use the terrain to your advantage, you should have enough of an army left to launch a serious counterattack during the next day. The momentum should keep you going even through the next night and you may soon find yourself besieging the enemy keep. However, the actual objective is merely to survive &amp;amp;ndash; if everything fails, you may still retreat behind the swordsmen guarding Sir Kaylans fortress.&lt;br /&gt;
&lt;br /&gt;
There is an early finish bonus for killing the enemy leader, however, it will probably be small. In other words: rushing it won't be worthwhile, instead you should play it safe: manoeuver carefully and try to get some experience to those units that need it most. By the end of this scenario, you really ought to have a Druid &amp;amp;ndash; that's absolutely vital. Next in line should be an elvish Fighter (make him a Captain) and Konrad, anything else is optional. But the more the merrier as they say.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=2929 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 3 - Isle of Alduin ==&lt;br /&gt;
Scenario objectives: Kill the enemy leader.&lt;br /&gt;
&lt;br /&gt;
The key to victory is to control the villages, earning the gold you need to recruit or recall troops.  You have the option to send the majority of your army west or south with village grabbers going the opposite direction.  If you choose to send your army west (recommended) send a scout and an archer south, grabbing alternating villages. Done intelligently they will each grab 1 village per turn until they are near the opponents keep. Be careful of engaging the enemy on the west flank near the hills at night: this is where they shine. Back off to the forests and wait for a more favorable time of day if necessary.&lt;br /&gt;
&lt;br /&gt;
The following strategy works well if you take care of your unit placement. Protect units you cannot afford to lose from multiple attacks at night or when weakened, particularly new horsemen and magi.&lt;br /&gt;
&lt;br /&gt;
First recall or recruit 3 elvish scouts. Send two scouts to the southern villages, and the third to the village to the northwest. Recruit 3 fighters; send one to the south and the other two to the southwest. This works best if one scout is &amp;quot;quick&amp;quot; and the fighter recruited to fill the southeastern hex of your castle is also &amp;quot;quick&amp;quot;. If not you may have to modify this strategy. Send Delfador up to the northwest on the first turn to find the mage and send the mage down to the village next to the castle. Konrad should take two nearby villages in the first two turns, because you have no money left anyway.&lt;br /&gt;
&lt;br /&gt;
One of the scouts goes as far south as possible, taking villages and distracting the enemy. This scout is usually destroyed by turn 4. That's OK. The other scout in the south usually has to retreat to survive. You try to take all the villages in the south you can and then reinforce the south slowly and move south. Now your main push is in the west because most villages are there and you need an income of over 20 per turn to recall all of your good troops. I usually use the scout I have sent to the northwest village on the island to take all of the far northwest villages. Delfador can destroy an enemy unit each turn, especially saurians, because these pesky units can kill weakened units in the rear. Horsemen take too long to cross the forest south of your castle but are strong on the western plains during daytime. Send newly-recruited horsemen to the west along with magi. A shaman is useful to the south and later one can be sent to the west.&lt;br /&gt;
&lt;br /&gt;
Approaching turn 10-12, you should have assembled two reasonably powerful forces on each side of the lake. The westerly one usually is based on Delfador and horsemen-mage combos with fighters and archers for ZOC purposes, and the eastern force almost entirely of elves. Remember magi work best against trolls and grunts, and horsemen against archers.&lt;br /&gt;
&lt;br /&gt;
Move south in tight groups, trying not to get too aggressive at night with the west group, until they meet at the far southern end of the island, and assault the castle together.&lt;br /&gt;
&lt;br /&gt;
If you are a new player, you've probably been focusing on game mechanics and how the units and terrain interact. If so, it's time to give serious thought to leveling up some units by allowing them to strike the killing blow. When Konrad or an elven fighter is at level 2, they get the &amp;quot;leadership&amp;quot; skill. When a shaman levels up, they get the &amp;quot;cure&amp;quot; skill.&lt;br /&gt;
&lt;br /&gt;
Hardly any player notices this, but this scenario offers the opportunity for some extra experience at the expense of very little gold. The early finish bonus is 38, but there are 36 villages on the island, so if you control all villages, you only lose 2 gold per turn (or only 1.6 gold, since only 80% can be retained - should be less than 24, since you hardly ever finish more than 15 turns early). So instead of killing the remaining enemies - especially the enemy leader - you might encircle them and reduce their health to a minimum. If you do not attack them in the subsequent turns, they will neither attack nor move, thus regain 2 HP per turn and will eventually be healthy enough to stand an attack of your weaker units. This is a relatively safe way to milk some extra XPs out of them for your weaker units (preferably magi and shamans). While milking level 1 units may not be very rewarding, milking the level 2 leader might easily give 20 extra XPs.&lt;br /&gt;
&lt;br /&gt;
A note about playing with Magi: They are weak units, but become important later in the game. Over the next few levels, you'll want to level at least two Magi to White Magi for later in the game; they have an arcane (or holy) attack which does incredible amounts of damage to the undead. Fire Magi can eventually level up to level 4 Great Magi, which are walking killing machines, and Fire Magi do decent damage to most other units, especially trolls and skeletons. Magi are weak, however, so they need to be guarded by stronger units. Don't let the enemy have more than one attack position on them.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=2959 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 4 - Bay of Pearls ==&lt;br /&gt;
Scenario objectives: Kill one or both enemy leaders.&lt;br /&gt;
&lt;br /&gt;
Opening moves: On the first turn, have Konrad recruit or recall some units. Which units, and in which order, is your first tactical decision. If you recruit/recall in pairs, with one fast (6 movement points or more) and one slow unit, then one will be able to move onto the island the next turn, while the other is still wading through the river.&lt;br /&gt;
&lt;br /&gt;
Then, move Konrad to the cage on the island just to the east. This will free some mermen. (How many depends on whether you are playing on Easy, Medium, or Hard.) One of these can go open the second cage, and so on: by the end of your very first turn, you should have five mermen in the water.&lt;br /&gt;
&lt;br /&gt;
Watch out: there's one cage far out at sea that's easily overlooked. The first Merman you set free tells you as much, but if you skip the message... Anyway, it is guarded by two nagas. Send two or (at most) three Mermen up there and *do not* fight it out: get the cage first, then kill the nagas with the help of the mermen from that cage. It holds at least four Mermen, on of them an Initiate. The latter may become a healer, try to get her experienced as soon as possible.&lt;br /&gt;
&lt;br /&gt;
Even further north than the last cage there's a trident in the water. It will confer a powerful ranged attack to its bearer. Have a &amp;quot;quick&amp;quot; merman pick it up (who should eventually become a Hoplite).&lt;br /&gt;
&lt;br /&gt;
The remaining mermen should try to hold the sea leaders' recruits at bay. Mermen and nagas both have high defense in water, so combat can be a bit slow and frustrating. Concentrate three or four mermen on a single enemy unit at a time, rather than spreading your attacks piecemeal. Don't push too hard, especially not at night when your attacks are weak. Keeping your loyal mermen alive is more important than the possession of a village, and things will look much better on the next day. If that doesn't suffice, the troops from the deep-sea cage may lend a hand.&lt;br /&gt;
&lt;br /&gt;
It will be nigh impossible for your horsemen and elves to wade to the island to fight the sea leader in time, so eventually your need to do this. The Storm Trident and the Initiate both have magic attacks (70% to-hit regardless of terrain) and should go a long way... you better attack him during the day, even if it means that you need to wait for a few turns.&lt;br /&gt;
&lt;br /&gt;
On land, you have to fight off a wave of orcs and wolves. Your decision is how far west to engage the enemy, though really, you have little choice: You are hindered by the limited recruitment you can do each turn, and how long it takes your elves and horsemen to trickle across the river. Some wolves may reach you in the night, but the bulk of his army won't arrive until daybreak. Press hard during the day, and there will be little left of his army when the night comes. &lt;br /&gt;
&lt;br /&gt;
Careful management of your killing blows should allow several units to get to Level 2. A charging horseman does so much damage it will be easy for the horsemen to get all the kills, but try to get at least Konrad, your loyal mage,  and an elven fighter to level-2 (if you haven't already).&lt;br /&gt;
&lt;br /&gt;
The outcome of this battle affects the next scenario you play. If you kill the sea leader you wind up on Isle of the Damned. If you kill the land leader you wind up on Muff Malal's Peninsula. If you kill both, you can choose (and get an early finish bonus).&lt;br /&gt;
&lt;br /&gt;
New players should take the land route to Muff Malal's Peninsula, where you can easily level up many units or collect an early finish bonus. Experienced players or those who are looking for an interesting tactical exercise may wish to consider the sea route to the Isle of the Damned, where you will find a loyal White Mage who *might* join you... if you meet some very tough winning conditions. Either choice will be a battle against undead.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3022 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Diverging campaign path ==&lt;br /&gt;
=== Scenario 5A - Muff Malal's Peninsula ===&lt;br /&gt;
Scenario objectives: Kill the enemy leader.&lt;br /&gt;
&lt;br /&gt;
This is an easy scenario, and your aim here should be to build up your gold by controlling most villages, while earning experience against enemy forces. The enemy recruits bats to capture villages, and hordes of Walking Corpses to keep you busy.  The occasional Dark Adept can be dangerous on Hard difficulty, but is vulnerable to melee attack, especially from knights.&lt;br /&gt;
&lt;br /&gt;
One approach is to recall a few level 2 units supported by a mage. These units build a defensive position in the central part of the map, using hills and forest for cover, and hold off the first wave of Walking Corpses. Mounted troops capture villages in the north and west, and can charge down the flanks at daytime. A merman or two distract enemy bats and capture sea villages. If you can recall the merman that picked up the trident in Bay of Pearls, it will be able to dispatch bats easily on its own.&lt;br /&gt;
&lt;br /&gt;
During daytime, your main force advances to one of the villages in the south-east, where you wait for more Walking Corpses to attack. A level 2 melee unit (eg. Elvish Captain) can use the village defense bonus to survive attacks, and heal between turns. By the time it is low on hit points, it should be advancing to level 3.&lt;br /&gt;
&lt;br /&gt;
You should now control most villages and have some gold, so recruit or recall additional troops. Launch an offensive with your central force, supported by your horsemen advancing at the sides.  Don't forget to use Konrad in the attack.&lt;br /&gt;
&lt;br /&gt;
Try to attack with human units only at day, when the undead are at their weakest, and hold the lines with your elves at night.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing the enemy leader.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3178 forum discussion].&lt;br /&gt;
&lt;br /&gt;
=== Scenario 5B - Isle of the Damned ===&lt;br /&gt;
Scenario objectives: Kill the enemy leaders, or survive for 27 turns.&lt;br /&gt;
&lt;br /&gt;
Konrad is washed overboard during a storm, but is rescued by two mermen. You start out with 100 gold and cannot recall any units. You are joined by Urlaf, a level 2 Outlaw.  In addition to Mermen, you can recruit his friends: Thugs, Poachers and Footpads. This is the only time in the campaign that these units can be recruited, but any outlaw units surviving this scenario can be recalled later. Your gold from Bay of Pearls (minus the usual 20% discount) is saved for the next scenario.&lt;br /&gt;
&lt;br /&gt;
Moremirmu is a White Mage with a holy sword which is very effective against undead. He is hiding in one of the three temples, and will join your cause if you find him. Beware: Xakae, a Revenant with a retinue of Walking Corpses, is waiting to ambush you in another temple. Moremirmu and Xakae are randomly placed; the third temple is always empty. Xakae and the Corpses can be a useful source of experience if you have the troops to deal with them.&lt;br /&gt;
&lt;br /&gt;
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.  Whichever strategy you choose, remember that the undead are well on their way to join the orcs occupying the city.  Speed is a factor.&lt;br /&gt;
&lt;br /&gt;
Konrad will receive some help from the Thieves Guild. Apparently, an orcish occupation is bad for business. They will either show you a hidden ford onto the island, or attack the north gate after you take one of the island villages. Whether you choose to storm the city, and which aid to accept, depends in large part on how much of a hurry you are in.  Every turn, the undead march southward, and you'll have quite a fight on your hands after they reinforce the orcs in the city proper.&lt;br /&gt;
&lt;br /&gt;
After you defeat the orcs, you must fight your way north.  Fighting against the undead requires a different mix of units than fighting the orcs. Your mermen are too slow on land.  Horsemen and elvish units do reduced damage to skeletons.  Here, you need... mages.  Lots and lots of mages. And a paladin, if you've leveled a unit that high enough. Expect to spend many turns fighting through the northernmost six hexes. You are fighting in a cave, which slows your units down. Being underground, it is also treated as night for the time of day penalties.  Also, don't forget that mages can't take a lot of abuse, especially from melee attacks.  You will have to figure out how to use your less effective elvish units and horsemen to shield your mages.&lt;br /&gt;
&lt;br /&gt;
By now, you should have either Konrad or a level 2 elven fighter with the Leadership ability. A unit adjacent to a leader receives a +25% bonus to damage. Likewise, carefully position shamen or white mages in your lines so they can heal wounded units.  Two adjacent healers will heal each other.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing both enemy leaders.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3224 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 7 - Crossroads ==&lt;br /&gt;
Scenario objectives: Kill the north-eastern enemy leader.&lt;br /&gt;
&lt;br /&gt;
There are two strategies: either to &amp;quot;run for it&amp;quot;, or &amp;quot;kill them all&amp;quot;.  Which you choose will probably depend on whether you want to earn lots of gold, or level up lots of units.&lt;br /&gt;
&lt;br /&gt;
If you choose to run,  recall two turn's worth of troops.  Most should be level 2, but you should recruit one or two units as sacrifical lambs. Having two healers (who will stay adjacent to each other for mutual healing) is almost a necessity. Move the units in formation (probably in two packs) along the road. Do not be tempted to move units into the mountains.  The increased defence is not worth the risk of triggering ambushes. Drive your way to the leader in the northwest, kill them, and reap the early finish bonus.&lt;br /&gt;
&lt;br /&gt;
The second strategy is to methodically destroy all enemy units on the map. Recruit two turns worth of units, and then drive south.  Overcome the southern leader, and recruit more troops in his castle.  Move back north, moving into every town and through the mountains, in order to trigger ambushes. This strategy is trickier to pull off, but careful management of your kills should allow you to level multiple units. (Just be careful not to run out of turns...)&lt;br /&gt;
&lt;br /&gt;
Note:  The first two villages 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;
You'll be facing many level-2 undead. They're all dangerous but two kinds require special attention:&lt;br /&gt;
* Spectres (level2 ghosts) are fast in every terrain, somewhat hard to hit, resistant to all common kinds of damage, and have a draining attack. Attacking them in melee is not recommendend, killing them with arrows will eventually work but takes many arrows. They are vulnerable to arcane spells and fireballs, though.&lt;br /&gt;
* Walking Corpses: they're slow, they're weak, they're fragile. Usually nothing to worry about, but this time they're many. Hordes. Night of the Living Dead. A strong fighter will easily slay them, but that can become his downfall: an attacking corpse that gets killed makes room for the next corpse to move in and attack... and the next, and the next, and each one gets a few blows. Even a Paladin or Champion will eventually be overwhelmed, taking like ten or fifteen zombies with him. Whether you consider this to be a good exchange is up to you. Incidentally, something similar can happen between Paladins and level-1 Skeletons.&lt;br /&gt;
&lt;br /&gt;
The castle you start in is a well-defensible position, but all enemies arrive at about the same time. Once surrounded, you'll have very little wiggle room or inside tiles for your wounded units to retreat to. Filling the moat with Mermen might work a bit better, but their tridents won't impress the skeletons.&lt;br /&gt;
&lt;br /&gt;
You should consider attacking the southern enemy, then hole up in his castle and the surrounding hills. This increases the distance to the others: their troops will reach you later and they will be strung out, so you don't have to fight them all at once.&lt;br /&gt;
&lt;br /&gt;
If you don't have the money to recruit a large or powerful army, recruit a few Elvish Fighters and send them to the forest north of your castle. Their job is to slow the Revenant for several turns and then die gloriously. Flee with Konrad and the rest of your army to the south-east corner. If you're lucky, the WC horde will be too slow to reach you before the scenario ends. A cowardly tactic, yes -- but you'll survive...&lt;br /&gt;
&lt;br /&gt;
If you played Isle of The Damned without killing both Liches, and Moremirmu survived, then he will reinforce you with three White Mage buddies between turns 7-10. You can't recall them after this scenario, so they are expendable.&lt;br /&gt;
&lt;br /&gt;
Another strategy, which requires to have Moremirmu to help you and allows you to kill the three Liches, is to recruit 2 horsemen (or recall their leveled up units) and as many thieves as you can, send each horsemen to gather the bottles of holy water, and kill with them the northern and eastern Liches; don't send them the horseman to the northern Lich too quick, because if you do his army will focus on it, and it won't reach the Lich. Move Konrad, Delfador, Kalenz, and your thieves towards the southeast corner. The thieves be used as a barrier to protect your more important units; place them in woods, mountains or villages(never in plains) as soon as they can, so that the northern and eastern Liches concentrate on them and leave Konrad and his group alone. With some luck you'll kill the northern and eastern Liches around the same turn that Moremirmu appears, and Konrad and his group will survive enough time to have one of Moremirmu's white mages kill the Southern Lich during day time.&lt;br /&gt;
&lt;br /&gt;
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. Killing the Princess is meant to be impossible: she has plenty of troops as is, and if you actually get near her there will be numerous high-quality reinforcements. Do not even try to attack her, it will be a waste of good troops for no gain. Instead, fill the river with mermen: this is an excellent opportunity to get many of them leveled up.&lt;br /&gt;
&lt;br /&gt;
But first things first: your task is to get Konrad across the river. The chaotic orcs will attack from the north, the Princess's lawful Loyalists will attack from the south, and... a new enemy (alignment: hungry) will be attacking from downstream. All will happily fight each other if they ever meet, but with your army standing right between them in the middle of the river... it will pretty much seem as if everyone was out to get you.&lt;br /&gt;
&lt;br /&gt;
Remember those loyal mermen from in the Bay of Pearls? They should comprise your principal fighting force. Be sure to send one downstream to acquire the Storm Trident there. If you have some of the flying elvish units, they move (and fight) fight equally well over land or water. Wait for the Orcs and Humans to get into the water where the mermen have excellent defence while the landlubbers do not. &lt;br /&gt;
&lt;br /&gt;
Even if you have the money, don't recruit for more than two turns, otherwise Konrad might not even make it into the river. The scenario ends as soon as he makes it to the other side (off the beach and onto flat ground) -- by the time he gets there, there will be few orcs left on that shore, Kalenz and Delfador can well deal with them. If you recruit any land troops at all (healers perhaps?), make sure they have at least two moves in shallow water.&lt;br /&gt;
&lt;br /&gt;
This is an excellent opportunity to get your mermen some XP, and you don't really need the early finish bonus. &lt;br /&gt;
&lt;br /&gt;
Early finish bonus for getting Konrad onto dry land.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=8716 forum discussion]&lt;br /&gt;
&lt;br /&gt;
== Scenario 12 - Northern Winter ==&lt;br /&gt;
*Objectives: Defeat all enemy leaders (2 of them)&lt;br /&gt;
*Lose if: Konrad, Delfador or Kalenz die or turns run out&lt;br /&gt;
*Turns: 50 (as of 1.8.3 on medium difficulty turns = 40)&lt;br /&gt;
*Starting units: Konrad, Delfador, Kalenz, a random soldier&lt;br /&gt;
*Early finish bonus: 47 / turn&lt;br /&gt;
*Other:&lt;br /&gt;
**Snow falls on turns 6 and 10, making the tundra patches larger.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
This is a relatively simple scenario. The enemy will mostly raise level-1 wolf riders and orcish archers, plus the occasional level-2 Ogre or Troll. You can field a similar mix of mostly fresh recruits plus a few veterans. Throughout the scenario, the wolves will attempt to seize villages, often bypassing your forces: a few Elvish Scouts behind your lines will come in handy. Alternatively, your loyal Thieves can play hide-and-seek just as well. Don't overrecruit, though: there's only so many units you can actually bring to bear on the enemy. You've got enough time to win this twice, so you may chose to take it slow and milk this battle for experience. You'll still end this with more than enough gold in your coffers.&lt;br /&gt;
&lt;br /&gt;
== Scenario 13 - The Dwarven Doors ==&lt;br /&gt;
* Objectives: Move Konrad to entrance of the Dwarfen Kingdom&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die or turns run out&lt;br /&gt;
* Turns: 26 / 20 / 15&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, one experienced Rider, one outlaw unit (if you have any)&lt;br /&gt;
&lt;br /&gt;
You may defeat all enemy leaders if you feel like it, but this won't end the scenario. The sole winning condition is to get Konrad to the entrance of the Dwarven Kingdom. Actually, there are two entrances: the &amp;quot;Great Gates&amp;quot;, clearly labeled as such, and a less conspicious side entrance in the north-eastern corner. Only one of these is open, the other is blocked from the inside (determined at random).&lt;br /&gt;
&lt;br /&gt;
You start the scenario with one rider who suggests to scout ahead: that's a good idea, even though you may chose another unit for the task (the game picks the most experienced). Anyone reaching an entrance will tell you whether it's open or not. Alternatively, if you played the Isle of the Damned, one of your outlaws will tell you about his uncle who used to have business with the dwarves, hiding in a village along the way (at 18/24, you'd probably seize it anyway). The uncle is a loyal bandit who joins your troops; he also tells you which entrance to chose, main gate or mine tunnels. It pays off to actually read that dialog.&lt;br /&gt;
&lt;br /&gt;
The most minimalistic approach is to recruit one castle full of cavalry and RUN. The enemies have to cover some distance and cross difficult terrain in order to get in you way -- if Konrad starts running on turn one, he can move past them practically unopposed. It falls to the cavalry to bring up the rear: let them form a line somewhere near the Pillars of Thunedain while Konrad, Delfador and the other walkers keep going. Holding the line for a single turn is enough, then the riders may follow Konrad, leaving the pursuers behind and unable to catch up again (except for the wolves, but there shouldn't be many).&lt;br /&gt;
&lt;br /&gt;
You can still follow this basic principle if you recruit for two turns, adding a healer or two and perhaps some Rangers (their ambushes will stop many opponents). If you recruit for more than two turns, this will become a rather normal battle: your rearguard can no longer disengage, but will have to keep on fighting. There's nothing wrong with that, you can gain quite some experience that way, just don't forget the actual objective.&lt;br /&gt;
&lt;br /&gt;
Konrad needs to get into the mines. Scenario ends with early finish bonus as soon he does so.&lt;br /&gt;
&lt;br /&gt;
== Scenario 14 - Plunging into the Darkness ==&lt;br /&gt;
* Objectives: Find the dwarves&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die or turns run out&lt;br /&gt;
* Turns: 19&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz&lt;br /&gt;
* Early finish bonus: n/a&lt;br /&gt;
* Other:&lt;br /&gt;
** Secret pasage in southeastern part of the tunnel&lt;br /&gt;
** A very short and straightforward map&lt;br /&gt;
&lt;br /&gt;
In principle, this is quite simple. You cannot recruit and just have to walk down that corridor until you find the dwarves -- you can't possibly miss them. You will be attacked by a few bats. They may hurt, that's all. This is mostly a lesson: see how slow Kalenz is in the caves? Notice his abysmal terrain defense? Clearly, this is no place for elves.&lt;br /&gt;
&lt;br /&gt;
Since you're reading this walkthrough, you'll also be interested in locating the secret passage leading to a chest of 200 gold pieces in the southwest. Just stick to the wall, step by step, and you'll eventually find it. However, said chest is guarded by a rather nasty spider: watch out! It's a level-3 beast that poisons and slows.&lt;br /&gt;
&lt;br /&gt;
After you're done with the bats, you can just sit there and wait until your men are healed again. There is no turn limit, after all. Once you found the secret door, do not get in. Step back a bit and the spider will rush out where you can attack her three to one. You should be able to kill her in a single turn, don't worry about getting poisoned -- you won't die from poison and there are no other enemies left. However, if you fail to kill her quickly... you saved the game, didn't you?&lt;br /&gt;
&lt;br /&gt;
== Scenario 15 - The Lost General ==&lt;br /&gt;
* Objectives: Kill all enemy leaders (there are two)&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die or turns run out&lt;br /&gt;
* Turns: 64(!)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz&lt;br /&gt;
* Early finish bonus: Killing both enemy leaders&lt;br /&gt;
&lt;br /&gt;
Moving underground is slow, especially for elves.  Their fighters and archers are also ineffective against undead.  Outriders and slyphs might be worth recalling, if you can afford them.  Likewise, gryphons and horsemen are bogged down.  Recruit dwarves for speed, and mages to back them up. (However, a Gryphon can pass the small pond quickly, and there are four towns on the other side.)&lt;br /&gt;
&lt;br /&gt;
You are fighting Lionel, a former general turned Death Knight, who starts trapped in the south.  To the west is the usual orc/troll force.  In the north is a dwarven ally, although if you are too slow they will be overwhelmed by the orcs. &lt;br /&gt;
&lt;br /&gt;
Dwarven fighters do well against the undead, while the Thunderers do best against the orcs and trolls.    If you choose to go for money, rush troops both south and north, reinforcing the native dwarves and triggering the appearance of the undead.  If you choose to go for experience, ignore the undead until you have killed the orcs, then return en masse to destroy the undead.  Don't take too long, as Lionel will break forth on turn 20.&lt;br /&gt;
&lt;br /&gt;
There are two ways to get to Lionel: an entrance opens in the pond on turn 19/20; and walls collapse when units move into tiles just south of the sign that says &amp;quot;Guest Quarters&amp;quot;, regardless of when this happens.&lt;br /&gt;
&lt;br /&gt;
Tip: If you make dwarf leader to survive (and actually reveal him), Dwarvish Guardsman will become available.&lt;br /&gt;
&lt;br /&gt;
== 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 Sceptre is.&lt;br /&gt;
&lt;br /&gt;
There's three or four enemy leaders, depending on difficulty. The map is randomly generated; there's no telling how many villages there are and where... but more often than not, it's something like 25 villages and most will be placed where you can seize them early. The scenario certainly feels as if you're in for a major underground struggle, but the enemy leaders have little money to begin with and -usually- they won't have much of an income either.&lt;br /&gt;
&lt;br /&gt;
Usually there's two large tunnels going north, and quite often you meet little resistance in one, and quite a lot in the other -- though the latter still doesn't qualify as tough. You can gain quite some XP in the contested tunnel, just form a shieldwall with (mostly) guardians, play it safe, and you can level up some 4-8 dwarves. It's a good idea to station Kalenz here, his faerie fire will help a lot against the occasional lvl-3 Troll.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, The Princess, Delfador, one healer and several of your better dwarves should move up the less contested corridor and scout the map. The Scepter usually is somewhere about 2/3rds up the map. You may encounter the occasional enemy... it's alright to buzz off in all directions, but make sure that everyone has a line of retreat and may receive support within a turn or two. &lt;br /&gt;
&lt;br /&gt;
The scenario ends as soon as Konrad or the Princess gets to the scepter. You may delay this a bit in order to milk a few more XP, but there's not that many more to be gained by then. All things considered, it's better to let Li'sar have the scepter -- she'll be with you until the end, she has no ranged attack, and while Konrad will often be held back by recruiting, Li'sar can be in the frontline from turn one.&lt;br /&gt;
&lt;br /&gt;
== Scenario 18 - A Choice Must Be Made ==&lt;br /&gt;
* Objectives: Defeat either of the leaders&lt;br /&gt;
* Lose if: Konrad, Delfador, Kalenz or Li'sar die or turns run out&lt;br /&gt;
* Turns: 33&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar&lt;br /&gt;
* Early finish bonus: Kill either leader&lt;br /&gt;
* Other:&lt;br /&gt;
** Next level depends on killed leader&lt;br /&gt;
*** Northern orcish leader will get you to the ''Snow Plains'' and the Flaming Sword (15-4, magical)&lt;br /&gt;
*** Southern undead leader will get you to the ''Swamp Of Dread'' and a suit of armor (high resistance to blade, pierce, impact)&lt;br /&gt;
*** If you take a merman to the eastern side of the river, you get to the cliffs of Thoria, an insanely difficult battle where you can find a loyal Sergeant (may become a level-4 leader)&lt;br /&gt;
** Simply decide for one direction and block the bridge in the other direction unless you want to fight on two large fronts&lt;br /&gt;
** First real chance to level gryphons&lt;br /&gt;
&lt;br /&gt;
Scenario objectives: Kill either leader.&lt;br /&gt;
&lt;br /&gt;
Going south is the easiest way: the orcs coming from the north may only cross the river at the bridge, a chokepoint that's easy to block. In fact, a determined attack may defeat the undead before the bulk of the orcs even makes it to the bridge. Fighting the orcs in the hills will take longer while the undead can walk through deep water or fly over it, crossing the river wherever they like.&lt;br /&gt;
&lt;br /&gt;
Going south will also the most prudent choice when considering the possible goodies: currently, Li'sar goes into battle wearing lingerie. While a magic sword or a loyal leader might come in handy, you don't need them as badly as the Princess needs a suit of armor.&lt;br /&gt;
&lt;br /&gt;
The undead need to be dealt with even if you don't want to kill their leader. Delfador, Kalenz and Lisar all have undead-killing ranged attacks (you *did* give her the scepter, didn't you?) -- add two more mages (one of them a healer) and three dwarfish steelclads as bodyguards. Recruit those on turn one and move them to a position where they may receive the chocobones' attack by dusk. You need at least steelclads in order to survive their charge. However, after the chocobones are gone the remaining undead ought to be manageable even if you don't throw any more troops that way (though you may do so if you're after the undead and want this to be finished quickly). You may need a few turns' rest before you can tackle the Death Knight, but eventually your spellcasters should dispose of him quickly.&lt;br /&gt;
&lt;br /&gt;
In order to hold back the orcs, a few elves plus a healer are enough to secure your end of the bridge; the orcs will be reluctant to attack even level-1 archers during the day, and if you employ more and better troops (like, level-3 loyalists  in the woods and a few mermen in the water) the orcs may not even attack at night. There's not much experience to be gained that way, though. If you want to actually fight the orcs, you should get to the other side and meet them there. There's plenty of mountains, an excellent opportunity to get some more experience to your dwarves (you will have good use for high-level dwarves later on). Dwarves, Gryphons and Orcs all have high defense in the mountains, so fighting will be slow.&lt;br /&gt;
&lt;br /&gt;
It will be a long walk to the northern leader even after you rubbed out his army. You might consider an assassination: send like 4-6 suicidal gryphons to his keep. Bonus points if you have a silver mage (teleport!). Of course, you can assassinate him without defeating his host first. just wait until his army is too far away to turn back and help him.&lt;br /&gt;
&lt;br /&gt;
Talking about Gryphons... this is the first time that you can really use them. Gryphons alone won't really impress the orcs, not even when supported by leaders and healers (they're level-1 units, after all). They may however seize a few villages, harass and distract the enemy, track down wounded units and so on. You should certainly get a few.&lt;br /&gt;
&lt;br /&gt;
== Diverging campaign path ==&lt;br /&gt;
=== Scenario 19A - Snow Plains ===&lt;br /&gt;
* Objectives: Defeat the enemy leader&lt;br /&gt;
* Lose if: Konrad, Delfador, Kalenz or Li'sar die or turns run out&lt;br /&gt;
* Turns: 43&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar&lt;br /&gt;
* Early finish bonus: Kill the leader&lt;br /&gt;
* Other:&lt;br /&gt;
** Li'sar will tell you she does not like her mother&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Konrad will find the Flaming Sword (15-4 melee, fire, magical) hidden under the great tree in the northeast near the enemy keep.  It will take Konrad a while to slog through the snow, forest, and hills, so you'll have to think about how many turns he will recall units.  Dwarves will do well in the mountains, as will the flying gryphons.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing the enemy leader.&lt;br /&gt;
&lt;br /&gt;
=== Scenario 19B - Swamp Of Dread ===&lt;br /&gt;
Scenario objectives: Kill all enemy leaders.&lt;br /&gt;
&lt;br /&gt;
There are lots of undead, but mostly level-1. The terrain is unfavorable, but hampers the undead as much as you.&lt;br /&gt;
&lt;br /&gt;
The swamp is good terrain for your mermen. Those with attacks that hurt the undead (the ones with Storm Tridents, Netcasters, Healers...) can make quite a difference. However, be aware that the campaign is coming to an end and you'll have little use for mermen in the following battles. So while the mermen may well lend a hand, any experience they gain will effectively be wasted.&lt;br /&gt;
 &lt;br /&gt;
One of the Death Knights drops the Void Armor when killed. The unit that picks it up will gain high resistance to physical damage (blade, impact and pierce). Since Li'sar is very vulnerable to precisely those types of damage, you should probably give her the armor. Keep her in the center at first so she doesn't have to walk across the whole map if the armor appears at the other end.&lt;br /&gt;
&lt;br /&gt;
Some of the Liches' power seems to be tied to the death knights; killing all four will hurt the Lich for about half its hitpoints.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing all 5 enemy leaders.&lt;br /&gt;
&lt;br /&gt;
=== Scenario 19C - The Cliffs of Thoria ===&lt;br /&gt;
Scenario Objective: Make it to the end of the river&lt;br /&gt;
&lt;br /&gt;
Turns: 45&lt;br /&gt;
&lt;br /&gt;
Defeat:&lt;br /&gt;
* Death of Konrad, Delfador, Li'sar, or Kalenz&lt;br /&gt;
* Turns run out&lt;br /&gt;
&lt;br /&gt;
Early Finish Bonus: 40% gold carryover&lt;br /&gt;
&lt;br /&gt;
Starting Units:&lt;br /&gt;
* Konrad&lt;br /&gt;
* Delfador&lt;br /&gt;
* Li'sar&lt;br /&gt;
* Kalenz&lt;br /&gt;
* Your strongest merman&lt;br /&gt;
&lt;br /&gt;
After a little spat between Kalenz and the merman you use to go east, you'll head for the Cliffs of Thoria. You'll find a long water level full of derelict vessels of the Queen. You'll also meet a Drake. After some conversation you discover that the Queens' forces attacked the Drakes, and now the Drakes will stop you from going forward. Since you have to move forward, you'll have to fight them.&lt;br /&gt;
&lt;br /&gt;
There are a number of small islands on this map with Drake bases. Each base will produce one Drake every turn until one of your units occupies the base. This means that although the drakes may run out of money, they will never run out of reinforcements. In order to win this, you need to kill them faster than they spawn new recruits. No easy task.&lt;br /&gt;
&lt;br /&gt;
Further, if you find that you can't win in a direct assault and want to bypass the drakes by going through the swamps, you'll discover very powerful undead enemies guarding the shoreline. They won't move, but any casualty will be immediately replaced by a new unit. Clearly, that area is cursed. Just avoid the dark blue water. It's impossible to get into the swamps, any attempt will be a waste of time.&lt;br /&gt;
&lt;br /&gt;
Tip: Compared to the other two choices, this map is insanely hard. While there is an opportunity to pick up a wonderful loyal unit, you may wish to skip the challenge unless you have at least 800 gold and a sufficient number of leveled-up mermen.&lt;br /&gt;
&lt;br /&gt;
If you're going to insist on playing this map, hire many gryphons and merfolk and move as fast as you can and just take the heavy losses. Since each base creates a unit every turn, to destroy a base you have to kill the unit occupying it and immediately move onto the base in that turn. Since merfolk can't move onto mountains, you'll need  gryphons for that. Getting the first two or three bases quickly is absolutely vital.&lt;br /&gt;
&lt;br /&gt;
With a somewhat longer perspective, spend all your money as long as you have it: you will inevitably run out of funds during this scenario. Drakes are vulnerable to piercing and arcane damage, so elvish arrows can be useful, as can your healers as spellcasters. Don't get too many landlubbers though, most of the fighting will happen in or over the water. Level-1 mermen will either die quickly or level up; high-level mermen will wreak havoc on the drakes. However, you need a good many level-2 mermen to begin with. Rookies alone cannot maintain the constant pressure you need, and the turn limit is short enough as it is.&lt;br /&gt;
&lt;br /&gt;
When you finally make it to the far side, you'll be told that the waterfall is impassable: you need Konrad to enter the cave in the middle of the map. Start walking early, he'll take a while.&lt;br /&gt;
&lt;br /&gt;
A loyal leader can be found on the most south-western island. He's badly hurt, keeping him alive may be tricky... better to discover him only on he very last moment.&lt;br /&gt;
&lt;br /&gt;
== Scenario 20 - Home of the North Elves ==&lt;br /&gt;
* Objectives:&lt;br /&gt;
* Konrad must reach the forest kingdom of Emetria&lt;br /&gt;
* Lose if: Konrad, Delfador, Kalenz or Li'sar die or turns run out&lt;br /&gt;
* Turns: 21&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar&lt;br /&gt;
* Early finish bonus: 47 Gold per turn&lt;br /&gt;
* Other:&lt;br /&gt;
** Your base will be dismantled after the first turn&lt;br /&gt;
&lt;br /&gt;
This is a very large map with some interesting challenges. First, Konrad needs to move all the way across to the right side, and if you're playing on Medium or Hard, you don't have many turns to waste.  Second, Fog of War is turned on, so you won't know where the enemy is until you blunder into them.&lt;br /&gt;
&lt;br /&gt;
However, even in the fog you can see the terrain, including the enemy keeps. The orcs start in the north central part of the map, while the humans begin in the southeast. What you can't see are the large hosts of level-3 units standing near their respective camps: these are the armies, and *they will not move* unless someone walks into their striking range. Getting at an enemy leader will be difficult indeed, but if you're content with moving past the armies you'll only have to cope with the level-2 vanguards seeking each other.&lt;br /&gt;
&lt;br /&gt;
You start with all loyal units who can move six or more hexes per turn (provided you kept them alive) and can recruit one castle full of more troops; it's probably best to get only riders, be they human, elf or gryphon. Most of them should be level-2. If you want to bring a healer, get the fastest on your roster (a quick elvish flyer, perhaps?) and make sure it's spawned at the right side of your keep.&lt;br /&gt;
&lt;br /&gt;
There is some dialogue to remind you that the winning condition is to a) move Konrad into the forest and b) keep Li'sar, Delfador and Kalenz alive; everyone else is &amp;quot;not important&amp;quot;. During the game, some elvish riders will show up and happily demonstrate how sacrificing a single unit can keep many others safe; they do it so well that you probably don't need to sacrifice any units of your own, but now you know how it works.&lt;br /&gt;
&lt;br /&gt;
The dialogue makes you expect a large battle between humans and orcs, but noone tells you that the elves (they have a keep in the woods) will also recruit a large force and attack anyone in sight; you'll probably see your first human warriors much later than you'd expect and find that they're busy enough fighting the elves. So you only really have to deal with the orcs; once you're confident that they can't get at Konrad anymore, he can move on pretty much on his own. Your troops may turn around and fight the remaining orcs, or join the elves and steal a few kills there, or whatever. Have Konrad stop short of the forest to give your troops more time for fighting if you feel like it.&lt;br /&gt;
&lt;br /&gt;
Delfador will tell you when Konrad enters the domain of the elves, but the scenario won't end then: you need to finish your turn and let everyone else have one last chance to attack your troops. If Konrad is still alive at the beginning of your next turn, you've won.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus: 47/turn&lt;br /&gt;
&lt;br /&gt;
== Scenario 21 - The Elven Council ==&lt;br /&gt;
This is a cut-scene furthering the storyline.  No combat takes place.&lt;br /&gt;
&lt;br /&gt;
== Scenario 22 - Return to Wesnoth ==&lt;br /&gt;
Scenario objectives: Kill all three enemy leaders. &lt;br /&gt;
&lt;br /&gt;
Three Halbardiers appear as enemy reinforcements in the lower southeastern corner of the map when you slay the nearest general, Josephus. The bridge across the river is a good place to establish a defensive position, since attackers have to use the beach and water hexes to attack. Use the forests to your advantage: elven troops are best in forest, while the loyalists and orcs are seriously slowed by the trees.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing all enemy leaders: 27 Gold&lt;br /&gt;
&lt;br /&gt;
== Scenario 23 - Test of the Clans ==&lt;br /&gt;
* Objectives: Defeat either all four leaders or 25 units in total&lt;br /&gt;
* Lose if: Konrad, Delfador, Kalenz or Li'sar die or turns run out&lt;br /&gt;
* Turns: 53&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar&lt;br /&gt;
* Early finish bonus: 55 Gold per turn&lt;br /&gt;
&lt;br /&gt;
This is a large map against mostly Knights, Horsemen and Bowmen. The map is mostly open plains which is ideal for horse-bound units. The easiest way to win the scenario is to keep all your units in one group and take them en mass to the enemy. Fast and powerful units like Grand Knights, Lancers or Paladins are important. Units with pierce attacks (Archers, Shydes, Knights) will do good damage to Knights.&lt;br /&gt;
&lt;br /&gt;
Expect heavy losses from the charge attacks, but don't fret because this is the second-to-last scenario. You'll want to finish this scenario quickly to get a nice bonus for the next level.&lt;br /&gt;
&lt;br /&gt;
When any of the enemy leaders is killed, it is replaced with one or two knights (two or three in Hard). Reportedly, one way to win is to gang up on Bayar with fast units while attacking the south-eastern leader with the rest of your army.&lt;br /&gt;
&lt;br /&gt;
If you want to have a long field battle, you can put groups of dwarves or elves in the hills. The enemy will tend to attack the hills, thus giving you some advantage. Hills also make a good safe haven for healing your mounted units. Try to kill the south-eastern leader early so you don't have to divert so many of your resources to the south flank.&lt;br /&gt;
&lt;br /&gt;
If you want to kill all the clan leaders before killing 25 units (which finishes the scenario), recruit a castle of healers, then recruit a good force of Gryphon Riders. Grab as many villages as is safe, and then position your Gryphons on the deep water in the lake. The next castleful of recruits is your main army and two more Gryphon rides. March this south, take out the south-east leader and then send the two Gryphons to the group in the lake. &lt;br /&gt;
&lt;br /&gt;
As soon as the majority of the northwest leader's troops move away from him, assassinate him with your Gryphons.  He should die in 1-2 rounds of attacks assuming you don't lose too many of your troops.  In the south-east, recruit a couple of castles worth of Gryphon Riders and send them west to take on the Southwest (black) leader, all the while keeping your main force just out of range of attackers if at all possible.  As your Gryphons cross the river on the offensive, the AI usually moves troops back in to defend with. You should be able to out-run these. Converge all the Gryphons you have left on the middle leader (purple).  I won around turn 25 giving me around 1600 gold to start the last scenario.&lt;br /&gt;
&lt;br /&gt;
== Scenario 24 - The Battle for Wesnoth ==&lt;br /&gt;
* Objectives: Defeat Asheviere&lt;br /&gt;
* Lose if: Konrad, Delfador, Kalenz or Li'sar die or turns run out&lt;br /&gt;
* Turns: 60&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar, as many Grand Knights as you defeated in the last map&lt;br /&gt;
* Early finish bonus: 46&lt;br /&gt;
Scenario objectives: Defeat Asheviere and, by killing her, reclaim the throne. &lt;br /&gt;
&lt;br /&gt;
One good strategy for this scenario is to set up camp around your fort and let the enemy come to you. You'll want to make sure the units on your front line can survive the beating they receive for one turn, and then you rotate them with freshly healed units. Don't attack the attackers if it means your unit won't have enough hit points to survive the next thrashing. Three or four healers will be needed behind the lines, and keep them fully occupied (remember that healers will heap 8HP to every unit adjacent to them. They're like walking sets of 6 villages). &lt;br /&gt;
&lt;br /&gt;
For front-line units, level one Dwarvish Guardsman are excellent; they'll take a good beating but not lose too many hit points because of their steadfast attribute. Because they don't lose many HP, they'll also heal quickly. Only attack the enemy if no hit points will be lost. Guardsmen can throw a spear at the attacker on every turn if the attacker has no ranged attack. &lt;br /&gt;
&lt;br /&gt;
Other units that are good for the front line are any unit with more than 50HP. Elvish Marshals will make your Dwarvish Guardsmen even more awesome. Dwarvish Lords have an incredible 79HP and can dish it out back to the enemy. Unfortunately, after a good thrashing, these units will take a long time to heal back up because of the large number of HP lost.&lt;br /&gt;
&lt;br /&gt;
If you have any Assassins, rotate them up and down the line poisoning each enemy unit. The enemies have very few villages available to them, so with three Assassins you can poison half the army until the enemies have a bunch of level three units walking around with 1HP each.&lt;br /&gt;
&lt;br /&gt;
Once the enemy has no army left, you can just wander up to Asheviere and discuss her resignation over a cup of hot tea. Asheviere has exactly 48 HP, so three hits of a 16-damage weapon, like the Scepter, or four 12-damage hits, is enough for the kill. Or you could surround her with about 20 Elvish Shamans and get the last little bit of fun juice out of this game.&lt;br /&gt;
&lt;br /&gt;
A quick assassination can even be performed by Master Gryphons or even sometimes Gryphon Riders: you can recruit a castle of them on turn 1, send them south, elude enemy forces sent by the general in the futile attempt to catch you, then approach Asheviere for the kill (she will not have many troops at her own protection). Using this strategy, I won on turn 6 (and without losses). Swarming all four enemies with 6 new knights each turn is a very effective distraction strategy. Asheviere may divert about half of her force to destory the Gryphons. If this happens, congratulations. This means you've won. You should have still about 20 living Knights, and you should easily break through her lines.&lt;br /&gt;
&lt;br /&gt;
A good bonus from The Test of the Clans should be enough to win this scenario.&lt;br /&gt;
&lt;br /&gt;
One extraordinarily hilarious way to win this battle is through mass recruiting of Knights, which is quite possibly the only level Two unit you can ever recruit in the mainline campaigns.  With roughly 1500 Gold from the plains battle, you can recall every single unit of level two or higher before recruiting loads of Knights to massacre the enemy with suicidal attacks.  As long as you keep your heroes alive...  It'll be a very bloody, but short, win.&lt;br /&gt;
&lt;br /&gt;
== Scenario 25 - Epilogue ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns - Walkthroughs]][[Category:Campaigns - Heir to the Throne]]&lt;/div&gt;</summary>
		<author><name>Schnobs</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=HeirToTheThrone&amp;diff=39625</id>
		<title>HeirToTheThrone</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=HeirToTheThrone&amp;diff=39625"/>
		<updated>2010-12-14T11:19:05Z</updated>

		<summary type="html">&lt;p&gt;Schnobs: /* Scenario 20 - Home of the North Elves */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a walkthrough of '''Heir to the Throne''', the campaign featuring Konrad. It contains spoilers.&lt;br /&gt;
&lt;br /&gt;
The suggestions herein are based on the &amp;quot;Medium&amp;quot; and &amp;quot;Hard&amp;quot; difficulty levels. It should be possible to win the &amp;quot;Easy&amp;quot; difficulty level without trying very hard if you are an accomplished gamer.  If you feel comfortable with turn-based games, especially ones featuring units moving on a hex map, then you can play the Tutorial and then dive right into &amp;quot;Medium&amp;quot; to get a feel for the elements of the game. After you have played a few scenarios and are ready to restart from the beginning (and yes, it is  very likely you will have to restart the first time you play Wesnoth), try reading [[AdvancedTactics]].  You should also be familiar with the basics in [[WesnothManual]] -- this is a walkthrough, not an exposition of basic game mechanics.&lt;br /&gt;
&lt;br /&gt;
Each scenario has an individual forum thread where you can provide feedback to the authors.  See also the forum posts [http://www.wesnoth.org/forum/viewtopic.php?t=3601 Suggestions for Heir to the Throne walkthrough] and [http://www.wesnoth.org/forum/viewtopic.php?t=4026 Yet another &amp;quot;Heir to the Throne&amp;quot; walktrough] (sic) for more.  [http://www.wesnoth.org/forum/viewtopic.php?t=7064 Ye Compleat Walkthrough To &amp;quot;Heir To The Throne&amp;quot;] is a detailed guide, with illustrations, to the first several scenarios.&lt;br /&gt;
&lt;br /&gt;
Finally, some [http://www.hermann-uwe.de/blog/my-wesnoth-replays-online replays] were posted by Uwe Hermann.&lt;br /&gt;
&lt;br /&gt;
'''Warning spoilers ahead!'''&lt;br /&gt;
&lt;br /&gt;
== Scenario 1 - The Elves Besieged ==&lt;br /&gt;
Scenario objectives: Both Konrad and Delfador must survive, and Konrad must escape to the signpost in the northwest corner of the map.&lt;br /&gt;
&lt;br /&gt;
The orcs as well as your allies will levy a great many troops, you'll soon find yourself between the lines in a huge battle. All those units slugging it out can take quite some time, you may want to try two options on the Preferences dialog, &amp;quot;Accelerated Speed&amp;quot; or maybe even &amp;quot;Skip AI Moves&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
This scenario is a &amp;quot;runner&amp;quot; scenario; on turn one, recruit a castle full of fresh recruits, and immediately make a break for it! If you're new to Wesnoth, getting Konrad out of there in one piece will be difficult enough and may require you to start over a couple of times. Hint: don't keep your units all lumped around Konrad, as a large host will attract the enemies' attention. &lt;br /&gt;
&lt;br /&gt;
Terrain dictates two routes to the signpost: west to the druid and then north, or north over the bridge and then west. Either way, you should send Delfador and most of your army straight north. This is a ruse, the sole purpose is to lure the enemy towards the road  while Konrad (with only one or two level-1 bodyguards) makes his way towards the exit. There's no chance of winning, your troops should perform a skirmishing retreat westwards into the forest.&lt;br /&gt;
&lt;br /&gt;
Other than getting Konrad on his way, the inofficial objective of this scenario is to gain some experience for your troops. Experience is gained by fighting; once a level of experience is reached, your units will &amp;quot;level up&amp;quot; and become more powerful units. Killing an opponent will give much more experience than just fighting, so you should try to arrange it in such a way that the unit you want to upgrade gets to deliver the coup de grace.&lt;br /&gt;
&lt;br /&gt;
Now a few words about the units at your disposal. In-game, you cannot check the data of unknown units; if you want to take a peek anyway, check the [http://www.wesnoth.org/units/ Wesnoth Unit Tree].&lt;br /&gt;
&lt;br /&gt;
* Fighters and Archers. Melee and ranged, all elvish warriors are capable of both, it's more a matter of emphasis than an actual distinction. When they level up, most should become Heroes and Rangers, repectively; you'll only need one or two Captains, and probably are better off without any Marksmen: spellcasters will serve the same purpose much better.&lt;br /&gt;
&lt;br /&gt;
* Shamans are minor healers. As a rule of thumb, you should never enter into any scenario without at least one healer. Leveling up a Shaman is somewhat tricky, as they can do only very little damage. If you use stronger units to knock an enemy unit's HP down, you can move your shamans up from behind the lines to administer the finishing blow. As difficult as it is to level up a shaman, it is well worth the hassle. Druids will be standard healers, you want one (and possibly only one) of those as soon as possible. A Sorceress cannot heal at all, but is a powerful spellcaster. At their higest level, both will learn to fly and become very mobile.&lt;br /&gt;
&lt;br /&gt;
* Scouts may seem weak, but there's more to them than meets the eye. While most riders suffer severe penalties in difficult terrain, the elvish variant can cross rivers, swamps and even mountains rather quickly and will usually even receive a reasonable defense modifier. Insofar, they're less like horsemen and more like fast infantry. Whether you employ them in numbers is a matter of taste, however, you should always remember that you have these extremely mobile units at your disposal.&lt;br /&gt;
&lt;br /&gt;
* Konrad, your leader, starts most scenarios at a keep where he may recruit some troops, but that doesn't mean that he should stay there forever: Being always on the map, he may just as well make himself useful. Getting him to level two will earn him a 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;
Sir Kaylan will send one or two horsemen to the enemy lines to assist you.  Although these horsemen are not under your direct control, they can serve as a distraction if you manoeuver your forces properly, taking the brunt during the enemy's turn to attack. &lt;br /&gt;
&lt;br /&gt;
The first night will be tough, be prepared to lose some units; but if you use the terrain to your advantage, you should have enough of an army left to launch a serious counterattack during the next day. The momentum should keep you going even through the next night and you may soon find yourself besieging the enemy keep. However, the actual objective is merely to survive &amp;amp;ndash; if everything fails, you may still retreat behind the swordsmen guarding Sir Kaylans fortress.&lt;br /&gt;
&lt;br /&gt;
There is an early finish bonus for killing the enemy leader, however, it will probably be small. In other words: rushing it won't be worthwhile, instead you should play it safe: manoeuver carefully and try to get some experience to those units that need it most. By the end of this scenario, you really ought to have a Druid &amp;amp;ndash; that's absolutely vital. Next in line should be an elvish Fighter (make him a Captain) and Konrad, anything else is optional. But the more the merrier as they say.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=2929 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 3 - Isle of Alduin ==&lt;br /&gt;
Scenario objectives: Kill the enemy leader.&lt;br /&gt;
&lt;br /&gt;
The key to victory is to control the villages, earning the gold you need to recruit or recall troops.  You have the option to send the majority of your army west or south with village grabbers going the opposite direction.  If you choose to send your army west (recommended) send a scout and an archer south, grabbing alternating villages. Done intelligently they will each grab 1 village per turn until they are near the opponents keep. Be careful of engaging the enemy on the west flank near the hills at night: this is where they shine. Back off to the forests and wait for a more favorable time of day if necessary.&lt;br /&gt;
&lt;br /&gt;
The following strategy works well if you take care of your unit placement. Protect units you cannot afford to lose from multiple attacks at night or when weakened, particularly new horsemen and magi.&lt;br /&gt;
&lt;br /&gt;
First recall or recruit 3 elvish scouts. Send two scouts to the southern villages, and the third to the village to the northwest. Recruit 3 fighters; send one to the south and the other two to the southwest. This works best if one scout is &amp;quot;quick&amp;quot; and the fighter recruited to fill the southeastern hex of your castle is also &amp;quot;quick&amp;quot;. If not you may have to modify this strategy. Send Delfador up to the northwest on the first turn to find the mage and send the mage down to the village next to the castle. Konrad should take two nearby villages in the first two turns, because you have no money left anyway.&lt;br /&gt;
&lt;br /&gt;
One of the scouts goes as far south as possible, taking villages and distracting the enemy. This scout is usually destroyed by turn 4. That's OK. The other scout in the south usually has to retreat to survive. You try to take all the villages in the south you can and then reinforce the south slowly and move south. Now your main push is in the west because most villages are there and you need an income of over 20 per turn to recall all of your good troops. I usually use the scout I have sent to the northwest village on the island to take all of the far northwest villages. Delfador can destroy an enemy unit each turn, especially saurians, because these pesky units can kill weakened units in the rear. Horsemen take too long to cross the forest south of your castle but are strong on the western plains during daytime. Send newly-recruited horsemen to the west along with magi. A shaman is useful to the south and later one can be sent to the west.&lt;br /&gt;
&lt;br /&gt;
Approaching turn 10-12, you should have assembled two reasonably powerful forces on each side of the lake. The westerly one usually is based on Delfador and horsemen-mage combos with fighters and archers for ZOC purposes, and the eastern force almost entirely of elves. Remember magi work best against trolls and grunts, and horsemen against archers.&lt;br /&gt;
&lt;br /&gt;
Move south in tight groups, trying not to get too aggressive at night with the west group, until they meet at the far southern end of the island, and assault the castle together.&lt;br /&gt;
&lt;br /&gt;
If you are a new player, you've probably been focusing on game mechanics and how the units and terrain interact. If so, it's time to give serious thought to leveling up some units by allowing them to strike the killing blow. When Konrad or an elven fighter is at level 2, they get the &amp;quot;leadership&amp;quot; skill. When a shaman levels up, they get the &amp;quot;cure&amp;quot; skill.&lt;br /&gt;
&lt;br /&gt;
Hardly any player notices this, but this scenario offers the opportunity for some extra experience at the expense of very little gold. The early finish bonus is 38, but there are 36 villages on the island, so if you control all villages, you only lose 2 gold per turn (or only 1.6 gold, since only 80% can be retained - should be less than 24, since you hardly ever finish more than 15 turns early). So instead of killing the remaining enemies - especially the enemy leader - you might encircle them and reduce their health to a minimum. If you do not attack them in the subsequent turns, they will neither attack nor move, thus regain 2 HP per turn and will eventually be healthy enough to stand an attack of your weaker units. This is a relatively safe way to milk some extra XPs out of them for your weaker units (preferably magi and shamans). While milking level 1 units may not be very rewarding, milking the level 2 leader might easily give 20 extra XPs.&lt;br /&gt;
&lt;br /&gt;
A note about playing with Magi: They are weak units, but become important later in the game. Over the next few levels, you'll want to level at least two Magi to White Magi for later in the game; they have an arcane (or holy) attack which does incredible amounts of damage to the undead. Fire Magi can eventually level up to level 4 Great Magi, which are walking killing machines, and Fire Magi do decent damage to most other units, especially trolls and skeletons. Magi are weak, however, so they need to be guarded by stronger units. Don't let the enemy have more than one attack position on them.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=2959 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 4 - Bay of Pearls ==&lt;br /&gt;
Scenario objectives: Kill one or both enemy leaders.&lt;br /&gt;
&lt;br /&gt;
Opening moves: On the first turn, have Konrad recruit or recall some units. Which units, and in which order, is your first tactical decision. If you recruit/recall in pairs, with one fast (6 movement points or more) and one slow unit, then one will be able to move onto the island the next turn, while the other is still wading through the river.&lt;br /&gt;
&lt;br /&gt;
Then, move Konrad to the cage on the island just to the east. This will free some mermen. (How many depends on whether you are playing on Easy, Medium, or Hard.) One of these can go open the second cage, and so on: by the end of your very first turn, you should have five mermen in the water.&lt;br /&gt;
&lt;br /&gt;
Watch out: there's one cage far out at sea that's easily overlooked. The first Merman you set free tells you as much, but if you skip the message... Anyway, it is guarded by two nagas. Send two or (at most) three Mermen up there and *do not* fight it out: get the cage first, then kill the nagas with the help of the mermen from that cage. It holds at least four Mermen, on of them an Initiate. The latter may become a healer, try to get her experienced as soon as possible.&lt;br /&gt;
&lt;br /&gt;
Even further north than the last cage there's a trident in the water. It will confer a powerful ranged attack to its bearer. Have a &amp;quot;quick&amp;quot; merman pick it up (who should eventually become a Hoplite).&lt;br /&gt;
&lt;br /&gt;
The remaining mermen should try to hold the sea leaders' recruits at bay. Mermen and nagas both have high defense in water, so combat can be a bit slow and frustrating. Concentrate three or four mermen on a single enemy unit at a time, rather than spreading your attacks piecemeal. Don't push too hard, especially not at night when your attacks are weak. Keeping your loyal mermen alive is more important than the possession of a village, and things will look much better on the next day. If that doesn't suffice, the troops from the deep-sea cage may lend a hand.&lt;br /&gt;
&lt;br /&gt;
It will be nigh impossible for your horsemen and elves to wade to the island to fight the sea leader in time, so eventually your need to do this. The Storm Trident and the Initiate both have magic attacks (70% to-hit regardless of terrain) and should go a long way... you better attack him during the day, even if it means that you need to wait for a few turns.&lt;br /&gt;
&lt;br /&gt;
On land, you have to fight off a wave of orcs and wolves. Your decision is how far west to engage the enemy, though really, you have little choice: You are hindered by the limited recruitment you can do each turn, and how long it takes your elves and horsemen to trickle across the river. Some wolves may reach you in the night, but the bulk of his army won't arrive until daybreak. Press hard during the day, and there will be little left of his army when the night comes. &lt;br /&gt;
&lt;br /&gt;
Careful management of your killing blows should allow several units to get to Level 2. A charging horseman does so much damage it will be easy for the horsemen to get all the kills, but try to get at least Konrad, your loyal mage,  and an elven fighter to level-2 (if you haven't already).&lt;br /&gt;
&lt;br /&gt;
The outcome of this battle affects the next scenario you play. If you kill the sea leader you wind up on Isle of the Damned. If you kill the land leader you wind up on Muff Malal's Peninsula. If you kill both, you can choose (and get an early finish bonus).&lt;br /&gt;
&lt;br /&gt;
New players should take the land route to Muff Malal's Peninsula, where you can easily level up many units or collect an early finish bonus. Experienced players or those who are looking for an interesting tactical exercise may wish to consider the sea route to the Isle of the Damned, where you will find a loyal White Mage who *might* join you... if you meet some very tough winning conditions. Either choice will be a battle against undead.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3022 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Diverging campaign path ==&lt;br /&gt;
=== Scenario 5A - Muff Malal's Peninsula ===&lt;br /&gt;
Scenario objectives: Kill the enemy leader.&lt;br /&gt;
&lt;br /&gt;
This is an easy scenario, and your aim here should be to build up your gold by controlling most villages, while earning experience against enemy forces. The enemy recruits bats to capture villages, and hordes of Walking Corpses to keep you busy.  The occasional Dark Adept can be dangerous on Hard difficulty, but is vulnerable to melee attack, especially from knights.&lt;br /&gt;
&lt;br /&gt;
One approach is to recall a few level 2 units supported by a mage. These units build a defensive position in the central part of the map, using hills and forest for cover, and hold off the first wave of Walking Corpses. Mounted troops capture villages in the north and west, and can charge down the flanks at daytime. A merman or two distract enemy bats and capture sea villages. If you can recall the merman that picked up the trident in Bay of Pearls, it will be able to dispatch bats easily on its own.&lt;br /&gt;
&lt;br /&gt;
During daytime, your main force advances to one of the villages in the south-east, where you wait for more Walking Corpses to attack. A level 2 melee unit (eg. Elvish Captain) can use the village defense bonus to survive attacks, and heal between turns. By the time it is low on hit points, it should be advancing to level 3.&lt;br /&gt;
&lt;br /&gt;
You should now control most villages and have some gold, so recruit or recall additional troops. Launch an offensive with your central force, supported by your horsemen advancing at the sides.  Don't forget to use Konrad in the attack.&lt;br /&gt;
&lt;br /&gt;
Try to attack with human units only at day, when the undead are at their weakest, and hold the lines with your elves at night.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing the enemy leader.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3178 forum discussion].&lt;br /&gt;
&lt;br /&gt;
=== Scenario 5B - Isle of the Damned ===&lt;br /&gt;
Scenario objectives: Kill the enemy leaders, or survive for 27 turns.&lt;br /&gt;
&lt;br /&gt;
Konrad is washed overboard during a storm, but is rescued by two mermen. You start out with 100 gold and cannot recall any units. You are joined by Urlaf, a level 2 Outlaw.  In addition to Mermen, you can recruit his friends: Thugs, Poachers and Footpads. This is the only time in the campaign that these units can be recruited, but any outlaw units surviving this scenario can be recalled later. Your gold from Bay of Pearls (minus the usual 20% discount) is saved for the next scenario.&lt;br /&gt;
&lt;br /&gt;
Moremirmu is a White Mage with a holy sword which is very effective against undead. He is hiding in one of the three temples, and will join your cause if you find him. Beware: Xakae, a Revenant with a retinue of Walking Corpses, is waiting to ambush you in another temple. Moremirmu and Xakae are randomly placed; the third temple is always empty. Xakae and the Corpses can be a useful source of experience if you have the troops to deal with them.&lt;br /&gt;
&lt;br /&gt;
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.  Whichever strategy you choose, remember that the undead are well on their way to join the orcs occupying the city.  Speed is a factor.&lt;br /&gt;
&lt;br /&gt;
Konrad will receive some help from the Thieves Guild. Apparently, an orcish occupation is bad for business. They will either show you a hidden ford onto the island, or attack the north gate after you take one of the island villages. Whether you choose to storm the city, and which aid to accept, depends in large part on how much of a hurry you are in.  Every turn, the undead march southward, and you'll have quite a fight on your hands after they reinforce the orcs in the city proper.&lt;br /&gt;
&lt;br /&gt;
After you defeat the orcs, you must fight your way north.  Fighting against the undead requires a different mix of units than fighting the orcs. Your mermen are too slow on land.  Horsemen and elvish units do reduced damage to skeletons.  Here, you need... mages.  Lots and lots of mages. And a paladin, if you've leveled a unit that high enough. Expect to spend many turns fighting through the northernmost six hexes. You are fighting in a cave, which slows your units down. Being underground, it is also treated as night for the time of day penalties.  Also, don't forget that mages can't take a lot of abuse, especially from melee attacks.  You will have to figure out how to use your less effective elvish units and horsemen to shield your mages.&lt;br /&gt;
&lt;br /&gt;
By now, you should have either Konrad or a level 2 elven fighter with the Leadership ability. A unit adjacent to a leader receives a +25% bonus to damage. Likewise, carefully position shamen or white mages in your lines so they can heal wounded units.  Two adjacent healers will heal each other.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing both enemy leaders.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3224 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 7 - Crossroads ==&lt;br /&gt;
Scenario objectives: Kill the north-eastern enemy leader.&lt;br /&gt;
&lt;br /&gt;
There are two strategies: either to &amp;quot;run for it&amp;quot;, or &amp;quot;kill them all&amp;quot;.  Which you choose will probably depend on whether you want to earn lots of gold, or level up lots of units.&lt;br /&gt;
&lt;br /&gt;
If you choose to run,  recall two turn's worth of troops.  Most should be level 2, but you should recruit one or two units as sacrifical lambs. Having two healers (who will stay adjacent to each other for mutual healing) is almost a necessity. Move the units in formation (probably in two packs) along the road. Do not be tempted to move units into the mountains.  The increased defence is not worth the risk of triggering ambushes. Drive your way to the leader in the northwest, kill them, and reap the early finish bonus.&lt;br /&gt;
&lt;br /&gt;
The second strategy is to methodically destroy all enemy units on the map. Recruit two turns worth of units, and then drive south.  Overcome the southern leader, and recruit more troops in his castle.  Move back north, moving into every town and through the mountains, in order to trigger ambushes. This strategy is trickier to pull off, but careful management of your kills should allow you to level multiple units. (Just be careful not to run out of turns...)&lt;br /&gt;
&lt;br /&gt;
Note:  The first two villages 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;
You'll be facing many level-2 undead. They're all dangerous but two kinds require special attention:&lt;br /&gt;
* Spectres (level2 ghosts) are fast in every terrain, somewhat hard to hit, resistant to all common kinds of damage, and have a draining attack. Attacking them in melee is not recommendend, killing them with arrows will eventually work but takes many arrows. They are vulnerable to arcane spells and fireballs, though.&lt;br /&gt;
* Walking Corpses: they're slow, they're weak, they're fragile. Usually nothing to worry about, but this time they're many. Hordes. Night of the Living Dead. A strong fighter will easily slay them, but that can become his downfall: an attacking corpse that gets killed makes room for the next corpse to move in and attack... and the next, and the next, and each one gets a few blows. Even a Paladin or Champion will eventually be overwhelmed, taking like ten or fifteen zombies with him. Whether you consider this to be a good exchange is up to you. Incidentally, something similar can happen between Paladins and level-1 Skeletons.&lt;br /&gt;
&lt;br /&gt;
The castle you start in is a well-defensible position, but all enemies arrive at about the same time. Once surrounded, you'll have very little wiggle room or inside tiles for your wounded units to retreat to. Filling the moat with Mermen might work a bit better, but their tridents won't impress the skeletons.&lt;br /&gt;
&lt;br /&gt;
You should consider attacking the southern enemy, then hole up in his castle and the surrounding hills. This increases the distance to the others: their troops will reach you later and they will be strung out, so you don't have to fight them all at once.&lt;br /&gt;
&lt;br /&gt;
If you don't have the money to recruit a large or powerful army, recruit a few Elvish Fighters and send them to the forest north of your castle. Their job is to slow the Revenant for several turns and then die gloriously. Flee with Konrad and the rest of your army to the south-east corner. If you're lucky, the WC horde will be too slow to reach you before the scenario ends. A cowardly tactic, yes -- but you'll survive...&lt;br /&gt;
&lt;br /&gt;
If you played Isle of The Damned without killing both Liches, and Moremirmu survived, then he will reinforce you with three White Mage buddies between turns 7-10. You can't recall them after this scenario, so they are expendable.&lt;br /&gt;
&lt;br /&gt;
Another strategy, which requires to have Moremirmu to help you and allows you to kill the three Liches, is to recruit 2 horsemen (or recall their leveled up units) and as many thieves as you can, send each horsemen to gather the bottles of holy water, and kill with them the northern and eastern Liches; don't send them the horseman to the northern Lich too quick, because if you do his army will focus on it, and it won't reach the Lich. Move Konrad, Delfador, Kalenz, and your thieves towards the southeast corner. The thieves be used as a barrier to protect your more important units; place them in woods, mountains or villages(never in plains) as soon as they can, so that the northern and eastern Liches concentrate on them and leave Konrad and his group alone. With some luck you'll kill the northern and eastern Liches around the same turn that Moremirmu appears, and Konrad and his group will survive enough time to have one of Moremirmu's white mages kill the Southern Lich during day time.&lt;br /&gt;
&lt;br /&gt;
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. Killing the Princess is meant to be impossible: she has plenty of troops as is, and if you actually get near her there will be numerous high-quality reinforcements. Do not even try to attack her, it will be a waste of good troops for no gain. Instead, fill the river with mermen: this is an excellent opportunity to get many of them leveled up.&lt;br /&gt;
&lt;br /&gt;
But first things first: your task is to get Konrad across the river. The chaotic orcs will attack from the north, the Princess's lawful Loyalists will attack from the south, and... a new enemy (alignment: hungry) will be attacking from downstream. All will happily fight each other if they ever meet, but with your army standing right between them in the middle of the river... it will pretty much seem as if everyone was out to get you.&lt;br /&gt;
&lt;br /&gt;
Remember those loyal mermen from in the Bay of Pearls? They should comprise your principal fighting force. Be sure to send one downstream to acquire the Storm Trident there. If you have some of the flying elvish units, they move (and fight) fight equally well over land or water. Wait for the Orcs and Humans to get into the water where the mermen have excellent defence while the landlubbers do not. &lt;br /&gt;
&lt;br /&gt;
Even if you have the money, don't recruit for more than two turns, otherwise Konrad might not even make it into the river. The scenario ends as soon as he makes it to the other side (off the beach and onto flat ground) -- by the time he gets there, there will be few orcs left on that shore, Kalenz and Delfador can well deal with them. If you recruit any land troops at all (healers perhaps?), make sure they have at least two moves in shallow water.&lt;br /&gt;
&lt;br /&gt;
This is an excellent opportunity to get your mermen some XP, and you don't really need the early finish bonus. &lt;br /&gt;
&lt;br /&gt;
Early finish bonus for getting Konrad onto dry land.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=8716 forum discussion]&lt;br /&gt;
&lt;br /&gt;
== Scenario 12 - Northern Winter ==&lt;br /&gt;
*Objectives: Defeat all enemy leaders (2 of them)&lt;br /&gt;
*Lose if: Konrad, Delfador or Kalenz die or turns run out&lt;br /&gt;
*Turns: 50 (as of 1.8.3 on medium difficulty turns = 40)&lt;br /&gt;
*Starting units: Konrad, Delfador, Kalenz, a random soldier&lt;br /&gt;
*Early finish bonus: 47 / turn&lt;br /&gt;
*Other:&lt;br /&gt;
**Snow falls on turns 6 and 10, making the tundra patches larger.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
This is a relatively simple scenario. The enemy will mostly raise level-1 wolf riders and orcish archers, plus the occasional level-2 Ogre or Troll. You can field a similar mix of mostly fresh recruits plus a few veterans. Throughout the scenario, the wolves will attempt to seize villages, often bypassing your forces: a few Elvish Scouts behind your lines will come in handy. Alternatively, your loyal Thieves can play hide-and-seek just as well. Don't overrecruit, though: there's only so many units you can actually bring to bear on the enemy. You've got enough time to win this twice, so you may chose to take it slow and milk this battle for experience. You'll still end this with more than enough gold in your coffers.&lt;br /&gt;
&lt;br /&gt;
== Scenario 13 - The Dwarven Doors ==&lt;br /&gt;
* Objectives: Move Konrad to entrance of the Dwarfen Kingdom&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die or turns run out&lt;br /&gt;
* Turns: 26 / 20 / 15&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, one experienced Rider, one outlaw unit (if you have any)&lt;br /&gt;
&lt;br /&gt;
You may defeat all enemy leaders if you feel like it, but this won't end the scenario. The sole winning condition is to get Konrad to the entrance of the Dwarven Kingdom. Actually, there are two entrances: the &amp;quot;Great Gates&amp;quot;, clearly labeled as such, and a less conspicious side entrance in the north-eastern corner. Only one of these is open, the other is blocked from the inside (determined at random).&lt;br /&gt;
&lt;br /&gt;
You start the scenario with one rider who suggests to scout ahead: that's a good idea, even though you may chose another unit for the task (the game picks the most experienced). Anyone reaching an entrance will tell you whether it's open or not. Alternatively, if you played the Isle of the Damned, one of your outlaws will tell you about his uncle who used to have business with the dwarves, hiding in a village along the way (at 18/24, you'd probably seize it anyway). The uncle is a loyal bandit who joins your troops; he also tells you which entrance to chose, main gate or mine tunnels. It pays off to actually read that dialog.&lt;br /&gt;
&lt;br /&gt;
The most minimalistic approach is to recruit one castle full of cavalry and RUN. The enemies have to cover some distance and cross difficult terrain in order to get in you way -- if Konrad starts running on turn one, he can move past them practically unopposed. It falls to the cavalry to bring up the rear: let them form a line somewhere near the Pillars of Thunedain while Konrad, Delfador and the other walkers keep going. Holding the line for a single turn is enough, then the riders may follow Konrad, leaving the pursuers behind and unable to catch up again (except for the wolves, but there shouldn't be many).&lt;br /&gt;
&lt;br /&gt;
You can still follow this basic principle if you recruit for two turns, adding a healer or two and perhaps some Rangers (their ambushes will stop many opponents). If you recruit for more than two turns, this will become a rather normal battle: your rearguard can no longer disengage, but will have to keep on fighting. There's nothing wrong with that, you can gain quite some experience that way, just don't forget the actual objective.&lt;br /&gt;
&lt;br /&gt;
Konrad needs to get into the mines. Scenario ends with early finish bonus as soon he does so.&lt;br /&gt;
&lt;br /&gt;
== Scenario 14 - Plunging into the Darkness ==&lt;br /&gt;
* Objectives: Find the dwarves&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die or turns run out&lt;br /&gt;
* Turns: 19&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz&lt;br /&gt;
* Early finish bonus: n/a&lt;br /&gt;
* Other:&lt;br /&gt;
** Secret pasage in southeastern part of the tunnel&lt;br /&gt;
** A very short and straightforward map&lt;br /&gt;
&lt;br /&gt;
In principle, this is quite simple. You cannot recruit and just have to walk down that corridor until you find the dwarves -- you can't possibly miss them. You will be attacked by a few bats. They may hurt, that's all. This is mostly a lesson: see how slow Kalenz is in the caves? Notice his abysmal terrain defense? Clearly, this is no place for elves.&lt;br /&gt;
&lt;br /&gt;
Since you're reading this walkthrough, you'll also be interested in locating the secret passage leading to a chest of 200 gold pieces in the southwest. Just stick to the wall, step by step, and you'll eventually find it. However, said chest is guarded by a rather nasty spider: watch out! It's a level-3 beast that poisons and slows.&lt;br /&gt;
&lt;br /&gt;
After you're done with the bats, you can just sit there and wait until your men are healed again. There is no turn limit, after all. Once you found the secret door, do not get in. Step back a bit and the spider will rush out where you can attack her three to one. You should be able to kill her in a single turn, don't worry about getting poisoned -- you won't die from poison and there are no other enemies left. However, if you fail to kill her quickly... you saved the game, didn't you?&lt;br /&gt;
&lt;br /&gt;
== Scenario 15 - The Lost General ==&lt;br /&gt;
* Objectives: Kill all enemy leaders (there are two)&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die or turns run out&lt;br /&gt;
* Turns: 64(!)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz&lt;br /&gt;
* Early finish bonus: Killing both enemy leaders&lt;br /&gt;
&lt;br /&gt;
Moving underground is slow, especially for elves.  Their fighters and archers are also ineffective against undead.  Outriders and slyphs might be worth recalling, if you can afford them.  Likewise, gryphons and horsemen are bogged down.  Recruit dwarves for speed, and mages to back them up. (However, a Gryphon can pass the small pond quickly, and there are four towns on the other side.)&lt;br /&gt;
&lt;br /&gt;
You are fighting Lionel, a former general turned Death Knight, who starts trapped in the south.  To the west is the usual orc/troll force.  In the north is a dwarven ally, although if you are too slow they will be overwhelmed by the orcs. &lt;br /&gt;
&lt;br /&gt;
Dwarven fighters do well against the undead, while the Thunderers do best against the orcs and trolls.    If you choose to go for money, rush troops both south and north, reinforcing the native dwarves and triggering the appearance of the undead.  If you choose to go for experience, ignore the undead until you have killed the orcs, then return en masse to destroy the undead.  Don't take too long, as Lionel will break forth on turn 20.&lt;br /&gt;
&lt;br /&gt;
There are two ways to get to Lionel: an entrance opens in the pond on turn 19/20; and walls collapse when units move into tiles just south of the sign that says &amp;quot;Guest Quarters&amp;quot;, regardless of when this happens.&lt;br /&gt;
&lt;br /&gt;
Tip: If you make dwarf leader to survive (and actually reveal him), Dwarvish Guardsman will become available.&lt;br /&gt;
&lt;br /&gt;
== 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 Sceptre is.&lt;br /&gt;
&lt;br /&gt;
There's three or four enemy leaders, depending on difficulty. The map is randomly generated; there's no telling how many villages there are and where... but more often than not, it's something like 25 villages and most will be placed where you can seize them early. The scenario certainly feels as if you're in for a major underground struggle, but the enemy leaders have little money to begin with and -usually- they won't have much of an income either.&lt;br /&gt;
&lt;br /&gt;
Usually there's two large tunnels going north, and quite often you meet little resistance in one, and quite a lot in the other -- though the latter still doesn't qualify as tough. You can gain quite some XP in the contested tunnel, just form a shieldwall with (mostly) guardians, play it safe, and you can level up some 4-8 dwarves. It's a good idea to station Kalenz here, his faerie fire will help a lot against the occasional lvl-3 Troll.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, The Princess, Delfador, one healer and several of your better dwarves should move up the less contested corridor and scout the map. The Scepter usually is somewhere about 2/3rds up the map. You may encounter the occasional enemy... it's alright to buzz off in all directions, but make sure that everyone has a line of retreat and may receive support within a turn or two. &lt;br /&gt;
&lt;br /&gt;
The scenario ends as soon as Konrad or the Princess gets to the scepter. You may delay this a bit in order to milk a few more XP, but there's not that many more to be gained by then. All things considered, it's better to let Li'sar have the scepter -- she'll be with you until the end, she has no ranged attack, and while Konrad will often be held back by recruiting, Li'sar can be in the frontline from turn one.&lt;br /&gt;
&lt;br /&gt;
== Scenario 18 - A Choice Must Be Made ==&lt;br /&gt;
* Objectives: Defeat either of the leaders&lt;br /&gt;
* Lose if: Konrad, Delfador, Kalenz or Li'sar die or turns run out&lt;br /&gt;
* Turns: 33&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar&lt;br /&gt;
* Early finish bonus: Kill either leader&lt;br /&gt;
* Other:&lt;br /&gt;
** Next level depends on killed leader&lt;br /&gt;
*** Northern orcish leader will get you to the ''Snow Plains'' and the Flaming Sword (15-4, magical)&lt;br /&gt;
*** Southern undead leader will get you to the ''Swamp Of Dread'' and a suit of armor (high resistance to blade, pierce, impact)&lt;br /&gt;
*** If you take a merman to the eastern side of the river, you get to the cliffs of Thoria, an insanely difficult battle where you can find a loyal Sergeant (may become a level-4 leader)&lt;br /&gt;
** Simply decide for one direction and block the bridge in the other direction unless you want to fight on two large fronts&lt;br /&gt;
** First real chance to level gryphons&lt;br /&gt;
&lt;br /&gt;
Scenario objectives: Kill either leader.&lt;br /&gt;
&lt;br /&gt;
Going south is the easiest way: the orcs coming from the north may only cross the river at the bridge, a chokepoint that's easy to block. In fact, a determined attack may defeat the undead before the bulk of the orcs even makes it to the bridge. Fighting the orcs in the hills will take longer while the undead can walk through deep water or fly over it, crossing the river wherever they like.&lt;br /&gt;
&lt;br /&gt;
Going south will also the most prudent choice when considering the possible goodies: currently, Li'sar goes into battle wearing lingerie. While a magic sword or a loyal leader might come in handy, you don't need them as badly as the Princess needs a suit of armor.&lt;br /&gt;
&lt;br /&gt;
The undead need to be dealt with even if you don't want to kill their leader. Delfador, Kalenz and Lisar all have undead-killing ranged attacks (you *did* give her the scepter, didn't you?) -- add two more mages (one of them a healer) and three dwarfish steelclads as bodyguards. Recruit those on turn one and move them to a position where they may receive the chocobones' attack by dusk. You need at least steelclads in order to survive their charge. However, after the chocobones are gone the remaining undead ought to be manageable even if you don't throw any more troops that way (though you may do so if you're after the undead and want this to be finished quickly). You may need a few turns' rest before you can tackle the Death Knight, but eventually your spellcasters should dispose of him quickly.&lt;br /&gt;
&lt;br /&gt;
In order to hold back the orcs, a few elves plus a healer are enough to secure your end of the bridge; the orcs will be reluctant to attack even level-1 archers during the day, and if you employ more and better troops (like, level-3 loyalists  in the woods and a few mermen in the water) the orcs may not even attack at night. There's not much experience to be gained that way, though. If you want to actually fight the orcs, you should get to the other side and meet them there. There's plenty of mountains, an excellent opportunity to get some more experience to your dwarves (you will have good use for high-level dwarves later on). Dwarves, Gryphons and Orcs all have high defense in the mountains, so fighting will be slow.&lt;br /&gt;
&lt;br /&gt;
It will be a long walk to the northern leader even after you rubbed out his army. You might consider an assassination: send like 4-6 suicidal gryphons to his keep. Bonus points if you have a silver mage (teleport!). Of course, you can assassinate him without defeating his host first. just wait until his army is too far away to turn back and help him.&lt;br /&gt;
&lt;br /&gt;
Talking about Gryphons... this is the first time that you can really use them. Gryphons alone won't really impress the orcs, not even when supported by leaders and healers (they're level-1 units, after all). They may however seize a few villages, harass and distract the enemy, track down wounded units and so on. You should certainly get a few.&lt;br /&gt;
&lt;br /&gt;
== 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 19C - The Cliffs of Thoria ===&lt;br /&gt;
Scenario Objective: Make it to the end of the river&lt;br /&gt;
&lt;br /&gt;
Turns: 45&lt;br /&gt;
&lt;br /&gt;
Defeat:&lt;br /&gt;
* Death of Konrad, Delfador, Li'sar, or Kalenz&lt;br /&gt;
* Turns run out&lt;br /&gt;
&lt;br /&gt;
Early Finish Bonus: 40% gold carryover&lt;br /&gt;
&lt;br /&gt;
Starting Units:&lt;br /&gt;
* Konrad&lt;br /&gt;
* Delfador&lt;br /&gt;
* Li'sar&lt;br /&gt;
* Kalenz&lt;br /&gt;
* Your strongest merman&lt;br /&gt;
&lt;br /&gt;
After a little spat between Kalenz and the merman you use to go east, you'll head for the Cliffs of Thoria. You'll find a long water level full of derelict vessels of the Queen. You'll also meet a Drake. After some conversation you discover that the Queens' forces attacked the Drakes, and now the Drakes will stop you from going forward. Since you have to move forward, you'll have to fight them.&lt;br /&gt;
&lt;br /&gt;
There are a number of small islands on this map with Drake bases. Each base will produce one Drake every turn until one of your units occupies the base. This means that although the drakes may run out of money, they will never run out of reinforcements. In order to win this, you need to kill them faster than they spawn new recruits. No easy task.&lt;br /&gt;
&lt;br /&gt;
Further, if you find that you can't win in a direct assault and want to bypass the drakes by going through the swamps, you'll discover very powerful undead enemies guarding the shoreline. They won't move, but any casualty will be immediately replaced by a new unit. Clearly, that area is cursed. Just avoid the dark blue water. It's impossible to get into the swamps, any attempt will be a waste of time.&lt;br /&gt;
&lt;br /&gt;
Tip: Compared to the other two choices, this map is insanely hard. While there is an opportunity to pick up a wonderful loyal unit, you may wish to skip the challenge unless you have at least 800 gold and a sufficient number of leveled-up mermen.&lt;br /&gt;
&lt;br /&gt;
If you're going to insist on playing this map, hire many gryphons and merfolk and move as fast as you can and just take the heavy losses. Since each base creates a unit every turn, to destroy a base you have to kill the unit occupying it and immediately move onto the base in that turn. Since merfolk can't move onto mountains, you'll need  gryphons for that. Getting the first two or three bases quickly is absolutely vital.&lt;br /&gt;
&lt;br /&gt;
With a somewhat longer perspective, spend all your money as long as you have it: you will inevitably run out of funds during this scenario. Drakes are vulnerable to piercing and arcane damage, so elvish arrows can be useful, as can your healers as spellcasters. Don't get too many landlubbers though, most of the fighting will happen in or over the water. Level-1 mermen will either die quickly or level up; high-level mermen will wreak havoc on the drakes. However, you need a good many level-2 mermen to begin with. Rookies alone cannot maintain the constant pressure you need, and the turn limit is short enough as it is.&lt;br /&gt;
&lt;br /&gt;
When you finally make it to the far side, you'll be told that the waterfall is impassable: you need Konrad to enter the cave in the middle of the map. Start walking early, he'll take a while.&lt;br /&gt;
&lt;br /&gt;
A loyal leader can be found on the most south-western island. He's badly hurt, keeping him alive may be tricky... better to discover him only on he very last moment.&lt;br /&gt;
&lt;br /&gt;
== Scenario 20 - Home of the North Elves ==&lt;br /&gt;
* Objectives:&lt;br /&gt;
* Konrad must reach the forest kingdom of Emetria&lt;br /&gt;
* Lose if: Konrad, Delfador, Kalenz or Li'sar die or turns run out&lt;br /&gt;
* Turns: 21&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar&lt;br /&gt;
* Early finish bonus: 47 Gold per turn&lt;br /&gt;
* Other:&lt;br /&gt;
** Your base will be dismantled after the first turn&lt;br /&gt;
&lt;br /&gt;
This is a very large map with some interesting challenges. First, Konrad needs to move all the way across to the right side, and if you're playing on Medium or Hard, you don't have many turns to waste.  Second, Fog of War is turned on, so you won't know where the enemy is until you blunder into them.&lt;br /&gt;
&lt;br /&gt;
However, even in the fog you can see the terrain, including the enemy keeps. The orcs start in the north central part of the map, while the humans begin in the southeast. What you can't see are the large hosts of level-3 units standing near their respective camps: these are the armies, and *they will not move* unless someone walks into their striking range. Getting at an enemy leader will be difficult indeed, but if you're content with moving past the armies you'll only have to cope with the level-2 vanguards seeking each other.&lt;br /&gt;
&lt;br /&gt;
You start with all loyal units who can move six or more hexes per turn (provided you kept them alive) and can recruit one castle full of more troops; it's probably best to get only riders, be they human, elf or gryphon. Most of them should be level-2. If you want to bring a healer, get the fastest on your roster (a quick elvish flyer, perhaps?) and make sure it's spawned at the right side of your keep.&lt;br /&gt;
&lt;br /&gt;
There is some dialogue to remind you that the winning condition is to a) move Konrad into the forest and b) keep Li'sar, Delfador and Kalenz alive; everyone else is &amp;quot;not important&amp;quot;. During the game, some elvish riders will show up and happily demonstrate how sacrificing a single unit can keep many others safe; they do it so well that you probably don't need to sacrifice any units of your own, but now you know how it works.&lt;br /&gt;
&lt;br /&gt;
The dialogue makes you expect a large battle between humans and orcs, but noone tells you that the elves (they have a keep in the woods) will also recruit a large force and attack anyone in sight; you'll probably see your first human warriors much later than you'd expect and find that they're busy enough fighting the elves. So you only really have to deal with the orcs; once you're confident that they can't get at Konrad anymore, he can move on pretty much on his own. Your troops may turn around and fight the remaining orcs, or join the elves and steal a few kills there, or whatever. Have Konrad stop short of the forest to give your troops more time for fighting if you feel like it.&lt;br /&gt;
&lt;br /&gt;
Delfador will tell you when Konrad enters the domain of the elves, but the scenario won't end then: you need to finish your turn and let everyone else have one last chance to attack your troops. If Konrad is still alive at the beginning of your next turn, you've won.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus: 47/turn&lt;br /&gt;
&lt;br /&gt;
== Scenario 21 - The Elven Council ==&lt;br /&gt;
This is a cut-scene furthering the storyline.  No combat takes place.&lt;br /&gt;
&lt;br /&gt;
== Scenario 22 - Return to Wesnoth ==&lt;br /&gt;
Scenario objectives: Kill all three enemy leaders. &lt;br /&gt;
&lt;br /&gt;
Three Halbardiers appear as enemy reinforcements in the lower southeastern corner of the map when you slay the nearest general, Josephus. The bridge across the river is a good place to establish a defensive position, since attackers have to use the beach and water hexes to attack. Use the forests to your advantage: elven troops are best in forest, while the loyalists and orcs are seriously slowed by the trees.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing all enemy leaders: 27 Gold&lt;br /&gt;
&lt;br /&gt;
== Scenario 23 - Test of the Clans ==&lt;br /&gt;
* Objectives: Defeat either all four leaders or 25 units in total&lt;br /&gt;
* Lose if: Konrad, Delfador, Kalenz or Li'sar die or turns run out&lt;br /&gt;
* Turns: 53&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar&lt;br /&gt;
* Early finish bonus: 55 Gold per turn&lt;br /&gt;
&lt;br /&gt;
This is a large map against mostly Knights, Horsemen and Bowmen. The map is mostly open plains which is ideal for horse-bound units. The easiest way to win the scenario is to keep all your units in one group and take them en mass to the enemy. Fast and powerful units like Grand Knights, Lancers or Paladins are important. Units with pierce attacks (Archers, Shydes, Knights) will do good damage to Knights.&lt;br /&gt;
&lt;br /&gt;
Expect heavy losses from the charge attacks, but don't fret because this is the second-to-last scenario. You'll want to finish this scenario quickly to get a nice bonus for the next level.&lt;br /&gt;
&lt;br /&gt;
When any of the enemy leaders is killed, it is replaced with one or two knights (two or three in Hard). Reportedly, one way to win is to gang up on Bayar with fast units while attacking the south-eastern leader with the rest of your army.&lt;br /&gt;
&lt;br /&gt;
If you want to have a long field battle, you can put groups of dwarves or elves in the hills. The enemy will tend to attack the hills, thus giving you some advantage. Hills also make a good safe haven for healing your mounted units. Try to kill the south-eastern leader early so you don't have to divert so many of your resources to the south flank.&lt;br /&gt;
&lt;br /&gt;
If you want to kill all the clan leaders before killing 25 units (which finishes the scenario), recruit a castle of healers, then recruit a good force of Gryphon Riders. Grab as many villages as is safe, and then position your Gryphons on the deep water in the lake. The next castleful of recruits is your main army and two more Gryphon rides. March this south, take out the south-east leader and then send the two Gryphons to the group in the lake. &lt;br /&gt;
&lt;br /&gt;
As soon as the majority of the northwest leader's troops move away from him, assassinate him with your Gryphons.  He should die in 1-2 rounds of attacks assuming you don't lose too many of your troops.  In the south-east, recruit a couple of castles worth of Gryphon Riders and send them west to take on the Southwest (black) leader, all the while keeping your main force just out of range of attackers if at all possible.  As your Gryphons cross the river on the offensive, the AI usually moves troops back in to defend with. You should be able to out-run these. Converge all the Gryphons you have left on the middle leader (purple).  I won around turn 25 giving me around 1600 gold to start the last scenario.&lt;br /&gt;
&lt;br /&gt;
== Scenario 24 - The Battle for Wesnoth ==&lt;br /&gt;
* Objectives: Defeat Asheviere&lt;br /&gt;
* Lose if: Konrad, Delfador, Kalenz or Li'sar die or turns run out&lt;br /&gt;
* Turns: 60&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar, as many Grand Knights as you defeated in the last map&lt;br /&gt;
* Early finish bonus: 46&lt;br /&gt;
Scenario objectives: Defeat Asheviere and, by killing her, reclaim the throne. &lt;br /&gt;
&lt;br /&gt;
One good strategy for this scenario is to set up camp around your fort and let the enemy come to you. You'll want to make sure the units on your front line can survive the beating they receive for one turn, and then you rotate them with freshly healed units. Don't attack the attackers if it means your unit won't have enough hit points to survive the next thrashing. Three or four healers will be needed behind the lines, and keep them fully occupied (remember that healers will heap 8HP to every unit adjacent to them. They're like walking sets of 6 villages). &lt;br /&gt;
&lt;br /&gt;
For front-line units, level one Dwarvish Guardsman are excellent; they'll take a good beating but not lose too many hit points because of their steadfast attribute. Because they don't lose many HP, they'll also heal quickly. Only attack the enemy if no hit points will be lost. Guardsmen can throw a spear at the attacker on every turn if the attacker has no ranged attack. &lt;br /&gt;
&lt;br /&gt;
Other units that are good for the front line are any unit with more than 50HP. Elvish Marshals will make your Dwarvish Guardsmen even more awesome. Dwarvish Lords have an incredible 79HP and can dish it out back to the enemy. Unfortunately, after a good thrashing, these units will take a long time to heal back up because of the large number of HP lost.&lt;br /&gt;
&lt;br /&gt;
If you have any Assassins, rotate them up and down the line poisoning each enemy unit. The enemies have very few villages available to them, so with three Assassins you can poison half the army until the enemies have a bunch of level three units walking around with 1HP each.&lt;br /&gt;
&lt;br /&gt;
Once the enemy has no army left, you can just wander up to Asheviere and discuss her resignation over a cup of hot tea. Asheviere has exactly 48 HP, so three hits of a 16-damage weapon, like the Scepter, or four 12-damage hits, is enough for the kill. Or you could surround her with about 20 Elvish Shamans and get the last little bit of fun juice out of this game.&lt;br /&gt;
&lt;br /&gt;
A quick assassination can even be performed by Master Gryphons or even sometimes Gryphon Riders: you can recruit a castle of them on turn 1, send them south, elude enemy forces sent by the general in the futile attempt to catch you, then approach Asheviere for the kill (she will not have many troops at her own protection). Using this strategy, I won on turn 6 (and without losses). Swarming all four enemies with 6 new knights each turn is a very effective distraction strategy. Asheviere may divert about half of her force to destory the Gryphons. If this happens, congratulations. This means you've won. You should have still about 20 living Knights, and you should easily break through her lines.&lt;br /&gt;
&lt;br /&gt;
A good bonus from The Test of the Clans should be enough to win this scenario.&lt;br /&gt;
&lt;br /&gt;
One extraordinarily hilarious way to win this battle is through mass recruiting of Knights, which is quite possibly the only level Two unit you can ever recruit in the mainline campaigns.  With roughly 1500 Gold from the plains battle, you can recall every single unit of level two or higher before recruiting loads of Knights to massacre the enemy with suicidal attacks.  As long as you keep your heroes alive...  It'll be a very bloody, but short, win.&lt;br /&gt;
&lt;br /&gt;
== Scenario 25 - Epilogue ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns - Walkthroughs]][[Category:Campaigns - Heir to the Throne]]&lt;/div&gt;</summary>
		<author><name>Schnobs</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=HeirToTheThrone&amp;diff=39489</id>
		<title>HeirToTheThrone</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=HeirToTheThrone&amp;diff=39489"/>
		<updated>2010-12-10T05:44:55Z</updated>

		<summary type="html">&lt;p&gt;Schnobs: /* Scenario 18 - A Choice Must Be Made */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a walkthrough of '''Heir to the Throne''', the campaign featuring Konrad. It contains spoilers.&lt;br /&gt;
&lt;br /&gt;
The suggestions herein are based on the &amp;quot;Medium&amp;quot; and &amp;quot;Hard&amp;quot; difficulty levels. It should be possible to win the &amp;quot;Easy&amp;quot; difficulty level without trying very hard if you are an accomplished gamer.  If you feel comfortable with turn-based games, especially ones featuring units moving on a hex map, then you can play the Tutorial and then dive right into &amp;quot;Medium&amp;quot; to get a feel for the elements of the game. After you have played a few scenarios and are ready to restart from the beginning (and yes, it is  very likely you will have to restart the first time you play Wesnoth), try reading [[AdvancedTactics]].  You should also be familiar with the basics in [[WesnothManual]] -- this is a walkthrough, not an exposition of basic game mechanics.&lt;br /&gt;
&lt;br /&gt;
Each scenario has an individual forum thread where you can provide feedback to the authors.  See also the forum posts [http://www.wesnoth.org/forum/viewtopic.php?t=3601 Suggestions for Heir to the Throne walkthrough] and [http://www.wesnoth.org/forum/viewtopic.php?t=4026 Yet another &amp;quot;Heir to the Throne&amp;quot; walktrough] (sic) for more.  [http://www.wesnoth.org/forum/viewtopic.php?t=7064 Ye Compleat Walkthrough To &amp;quot;Heir To The Throne&amp;quot;] is a detailed guide, with illustrations, to the first several scenarios.&lt;br /&gt;
&lt;br /&gt;
Finally, some [http://www.hermann-uwe.de/blog/my-wesnoth-replays-online replays] were posted by Uwe Hermann.&lt;br /&gt;
&lt;br /&gt;
'''Warning spoilers ahead!'''&lt;br /&gt;
&lt;br /&gt;
== Scenario 1 - The Elves Besieged ==&lt;br /&gt;
Scenario objectives: Both Konrad and Delfador must survive, and Konrad must escape to the signpost in the northwest corner of the map.&lt;br /&gt;
&lt;br /&gt;
The orcs as well as your allies will levy a great many troops, you'll soon find yourself between the lines in a huge battle. All those units slugging it out can take quite some time, you may want to try two options on the Preferences dialog, &amp;quot;Accelerated Speed&amp;quot; or maybe even &amp;quot;Skip AI Moves&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
This scenario is a &amp;quot;runner&amp;quot; scenario; on turn one, recruit a castle full of fresh recruits, and immediately make a break for it! If you're new to Wesnoth, getting Konrad out of there in one piece will be difficult enough and may require you to start over a couple of times. Hint: don't keep your units all lumped around Konrad, as a large host will attract the enemies' attention. &lt;br /&gt;
&lt;br /&gt;
Terrain dictates two routes to the signpost: west to the druid and then north, or north over the bridge and then west. Either way, you should send Delfador and most of your army straight north. This is a ruse, the sole purpose is to lure the enemy towards the road  while Konrad (with only one or two level-1 bodyguards) makes his way towards the exit. There's no chance of winning, your troops should perform a skirmishing retreat westwards into the forest.&lt;br /&gt;
&lt;br /&gt;
Other than getting Konrad on his way, the inofficial objective of this scenario is to gain some experience for your troops. Experience is gained by fighting; once a level of experience is reached, your units will &amp;quot;level up&amp;quot; and become more powerful units. Killing an opponent will give much more experience than just fighting, so you should try to arrange it in such a way that the unit you want to upgrade gets to deliver the coup de grace.&lt;br /&gt;
&lt;br /&gt;
Now a few words about the units at your disposal. In-game, you cannot check the data of unknown units; if you want to take a peek anyway, check the [http://www.wesnoth.org/units/ Wesnoth Unit Tree].&lt;br /&gt;
&lt;br /&gt;
* Fighters and Archers. Melee and ranged, all elvish warriors are capable of both, it's more a matter of emphasis than an actual distinction. When they level up, most should become Heroes and Rangers, repectively; you'll only need one or two Captains, and probably are better off without any Marksmen: spellcasters will serve the same purpose much better.&lt;br /&gt;
&lt;br /&gt;
* Shamans are minor healers. As a rule of thumb, you should never enter into any scenario without at least one healer. Leveling up a Shaman is somewhat tricky, as they can do only very little damage. If you use stronger units to knock an enemy unit's HP down, you can move your shamans up from behind the lines to administer the finishing blow. As difficult as it is to level up a shaman, it is well worth the hassle. Druids will be standard healers, you want one (and possibly only one) of those as soon as possible. A Sorceress cannot heal at all, but is a powerful spellcaster. At their higest level, both will learn to fly and become very mobile.&lt;br /&gt;
&lt;br /&gt;
* Scouts may seem weak, but there's more to them than meets the eye. While most riders suffer severe penalties in difficult terrain, the elvish variant can cross rivers, swamps and even mountains rather quickly and will usually even receive a reasonable defense modifier. Insofar, they're less like horsemen and more like fast infantry. Whether you employ them in numbers is a matter of taste, however, you should always remember that you have these extremely mobile units at your disposal.&lt;br /&gt;
&lt;br /&gt;
* Konrad, your leader, starts most scenarios at a keep where he may recruit some troops, but that doesn't mean that he should stay there forever: Being always on the map, he may just as well make himself useful. Getting him to level two will earn him a 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;
Sir Kaylan will send one or two horsemen to the enemy lines to assist you.  Although these horsemen are not under your direct control, they can serve as a distraction if you manoeuver your forces properly, taking the brunt during the enemy's turn to attack. &lt;br /&gt;
&lt;br /&gt;
The first night will be tough, be prepared to lose some units; but if you use the terrain to your advantage, you should have enough of an army left to launch a serious counterattack during the next day. The momentum should keep you going even through the next night and you may soon find yourself besieging the enemy keep. However, the actual objective is merely to survive &amp;amp;ndash; if everything fails, you may still retreat behind the swordsmen guarding Sir Kaylans fortress.&lt;br /&gt;
&lt;br /&gt;
There is an early finish bonus for killing the enemy leader, however, it will probably be small. In other words: rushing it won't be worthwhile, instead you should play it safe: manoeuver carefully and try to get some experience to those units that need it most. By the end of this scenario, you really ought to have a Druid &amp;amp;ndash; that's absolutely vital. Next in line should be an elvish Fighter (make him a Captain) and Konrad, anything else is optional. But the more the merrier as they say.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=2929 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 3 - Isle of Alduin ==&lt;br /&gt;
Scenario objectives: Kill the enemy leader.&lt;br /&gt;
&lt;br /&gt;
The key to victory is to control the villages, earning the gold you need to recruit or recall troops.  You have the option to send the majority of your army west or south with village grabbers going the opposite direction.  If you choose to send your army west (recommended) send a scout and an archer south, grabbing alternating villages. Done intelligently they will each grab 1 village per turn until they are near the opponents keep. Be careful of engaging the enemy on the west flank near the hills at night: this is where they shine. Back off to the forests and wait for a more favorable time of day if necessary.&lt;br /&gt;
&lt;br /&gt;
The following strategy works well if you take care of your unit placement. Protect units you cannot afford to lose from multiple attacks at night or when weakened, particularly new horsemen and magi.&lt;br /&gt;
&lt;br /&gt;
First recall or recruit 3 elvish scouts. Send two scouts to the southern villages, and the third to the village to the northwest. Recruit 3 fighters; send one to the south and the other two to the southwest. This works best if one scout is &amp;quot;quick&amp;quot; and the fighter recruited to fill the southeastern hex of your castle is also &amp;quot;quick&amp;quot;. If not you may have to modify this strategy. Send Delfador up to the northwest on the first turn to find the mage and send the mage down to the village next to the castle. Konrad should take two nearby villages in the first two turns, because you have no money left anyway.&lt;br /&gt;
&lt;br /&gt;
One of the scouts goes as far south as possible, taking villages and distracting the enemy. This scout is usually destroyed by turn 4. That's OK. The other scout in the south usually has to retreat to survive. You try to take all the villages in the south you can and then reinforce the south slowly and move south. Now your main push is in the west because most villages are there and you need an income of over 20 per turn to recall all of your good troops. I usually use the scout I have sent to the northwest village on the island to take all of the far northwest villages. Delfador can destroy an enemy unit each turn, especially saurians, because these pesky units can kill weakened units in the rear. Horsemen take too long to cross the forest south of your castle but are strong on the western plains during daytime. Send newly-recruited horsemen to the west along with magi. A shaman is useful to the south and later one can be sent to the west.&lt;br /&gt;
&lt;br /&gt;
Approaching turn 10-12, you should have assembled two reasonably powerful forces on each side of the lake. The westerly one usually is based on Delfador and horsemen-mage combos with fighters and archers for ZOC purposes, and the eastern force almost entirely of elves. Remember magi work best against trolls and grunts, and horsemen against archers.&lt;br /&gt;
&lt;br /&gt;
Move south in tight groups, trying not to get too aggressive at night with the west group, until they meet at the far southern end of the island, and assault the castle together.&lt;br /&gt;
&lt;br /&gt;
If you are a new player, you've probably been focusing on game mechanics and how the units and terrain interact. If so, it's time to give serious thought to leveling up some units by allowing them to strike the killing blow. When Konrad or an elven fighter is at level 2, they get the &amp;quot;leadership&amp;quot; skill. When a shaman levels up, they get the &amp;quot;cure&amp;quot; skill.&lt;br /&gt;
&lt;br /&gt;
Hardly any player notices this, but this scenario offers the opportunity for some extra experience at the expense of very little gold. The early finish bonus is 38, but there are 36 villages on the island, so if you control all villages, you only lose 2 gold per turn (or only 1.6 gold, since only 80% can be retained - should be less than 24, since you hardly ever finish more than 15 turns early). So instead of killing the remaining enemies - especially the enemy leader - you might encircle them and reduce their health to a minimum. If you do not attack them in the subsequent turns, they will neither attack nor move, thus regain 2 HP per turn and will eventually be healthy enough to stand an attack of your weaker units. This is a relatively safe way to milk some extra XPs out of them for your weaker units (preferably magi and shamans). While milking level 1 units may not be very rewarding, milking the level 2 leader might easily give 20 extra XPs.&lt;br /&gt;
&lt;br /&gt;
A note about playing with Magi: They are weak units, but become important later in the game. Over the next few levels, you'll want to level at least two Magi to White Magi for later in the game; they have an arcane (or holy) attack which does incredible amounts of damage to the undead. Fire Magi can eventually level up to level 4 Great Magi, which are walking killing machines, and Fire Magi do decent damage to most other units, especially trolls and skeletons. Magi are weak, however, so they need to be guarded by stronger units. Don't let the enemy have more than one attack position on them.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=2959 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 4 - Bay of Pearls ==&lt;br /&gt;
Scenario objectives: Kill one or both enemy leaders.&lt;br /&gt;
&lt;br /&gt;
Opening moves: On the first turn, have Konrad recruit or recall some units. Which units, and in which order, is your first tactical decision. If you recruit/recall in pairs, with one fast (6 movement points or more) and one slow unit, then one will be able to move onto the island the next turn, while the other is still wading through the river.&lt;br /&gt;
&lt;br /&gt;
Then, move Konrad to the cage on the island just to the east. This will free some mermen. (How many depends on whether you are playing on Easy, Medium, or Hard.) One of these can go open the second cage, and so on: by the end of your very first turn, you should have five mermen in the water.&lt;br /&gt;
&lt;br /&gt;
Watch out: there's one cage far out at sea that's easily overlooked. The first Merman you set free tells you as much, but if you skip the message... Anyway, it is guarded by two nagas. Send two or (at most) three Mermen up there and *do not* fight it out: get the cage first, then kill the nagas with the help of the mermen from that cage. It holds at least four Mermen, on of them an Initiate. The latter may become a healer, try to get her experienced as soon as possible.&lt;br /&gt;
&lt;br /&gt;
Even further north than the last cage there's a trident in the water. It will confer a powerful ranged attack to its bearer. Have a &amp;quot;quick&amp;quot; merman pick it up (who should eventually become a Hoplite).&lt;br /&gt;
&lt;br /&gt;
The remaining mermen should try to hold the sea leaders' recruits at bay. Mermen and nagas both have high defense in water, so combat can be a bit slow and frustrating. Concentrate three or four mermen on a single enemy unit at a time, rather than spreading your attacks piecemeal. Don't push too hard, especially not at night when your attacks are weak. Keeping your loyal mermen alive is more important than the possession of a village, and things will look much better on the next day. If that doesn't suffice, the troops from the deep-sea cage may lend a hand.&lt;br /&gt;
&lt;br /&gt;
It will be nigh impossible for your horsemen and elves to wade to the island to fight the sea leader in time, so eventually your need to do this. The Storm Trident and the Initiate both have magic attacks (70% to-hit regardless of terrain) and should go a long way... you better attack him during the day, even if it means that you need to wait for a few turns.&lt;br /&gt;
&lt;br /&gt;
On land, you have to fight off a wave of orcs and wolves. Your decision is how far west to engage the enemy, though really, you have little choice: You are hindered by the limited recruitment you can do each turn, and how long it takes your elves and horsemen to trickle across the river. Some wolves may reach you in the night, but the bulk of his army won't arrive until daybreak. Press hard during the day, and there will be little left of his army when the night comes. &lt;br /&gt;
&lt;br /&gt;
Careful management of your killing blows should allow several units to get to Level 2. A charging horseman does so much damage it will be easy for the horsemen to get all the kills, but try to get at least Konrad, your loyal mage,  and an elven fighter to level-2 (if you haven't already).&lt;br /&gt;
&lt;br /&gt;
The outcome of this battle affects the next scenario you play. If you kill the sea leader you wind up on Isle of the Damned. If you kill the land leader you wind up on Muff Malal's Peninsula. If you kill both, you can choose (and get an early finish bonus).&lt;br /&gt;
&lt;br /&gt;
New players should take the land route to Muff Malal's Peninsula, where you can easily level up many units or collect an early finish bonus. Experienced players or those who are looking for an interesting tactical exercise may wish to consider the sea route to the Isle of the Damned, where you will find a loyal White Mage who *might* join you... if you meet some very tough winning conditions. Either choice will be a battle against undead.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3022 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Diverging campaign path ==&lt;br /&gt;
=== Scenario 5A - Muff Malal's Peninsula ===&lt;br /&gt;
Scenario objectives: Kill the enemy leader.&lt;br /&gt;
&lt;br /&gt;
This is an easy scenario, and your aim here should be to build up your gold by controlling most villages, while earning experience against enemy forces. The enemy recruits bats to capture villages, and hordes of Walking Corpses to keep you busy.  The occasional Dark Adept can be dangerous on Hard difficulty, but is vulnerable to melee attack, especially from knights.&lt;br /&gt;
&lt;br /&gt;
One approach is to recall a few level 2 units supported by a mage. These units build a defensive position in the central part of the map, using hills and forest for cover, and hold off the first wave of Walking Corpses. Mounted troops capture villages in the north and west, and can charge down the flanks at daytime. A merman or two distract enemy bats and capture sea villages. If you can recall the merman that picked up the trident in Bay of Pearls, it will be able to dispatch bats easily on its own.&lt;br /&gt;
&lt;br /&gt;
During daytime, your main force advances to one of the villages in the south-east, where you wait for more Walking Corpses to attack. A level 2 melee unit (eg. Elvish Captain) can use the village defense bonus to survive attacks, and heal between turns. By the time it is low on hit points, it should be advancing to level 3.&lt;br /&gt;
&lt;br /&gt;
You should now control most villages and have some gold, so recruit or recall additional troops. Launch an offensive with your central force, supported by your horsemen advancing at the sides.  Don't forget to use Konrad in the attack.&lt;br /&gt;
&lt;br /&gt;
Try to attack with human units only at day, when the undead are at their weakest, and hold the lines with your elves at night.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing the enemy leader.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3178 forum discussion].&lt;br /&gt;
&lt;br /&gt;
=== Scenario 5B - Isle of the Damned ===&lt;br /&gt;
Scenario objectives: Kill the enemy leaders, or survive for 27 turns.&lt;br /&gt;
&lt;br /&gt;
Konrad is washed overboard during a storm, but is rescued by two mermen. You start out with 100 gold and cannot recall any units. You are joined by Urlaf, a level 2 Outlaw.  In addition to Mermen, you can recruit his friends: Thugs, Poachers and Footpads. This is the only time in the campaign that these units can be recruited, but any outlaw units surviving this scenario can be recalled later. Your gold from Bay of Pearls (minus the usual 20% discount) is saved for the next scenario.&lt;br /&gt;
&lt;br /&gt;
Moremirmu is a White Mage with a holy sword which is very effective against undead. He is hiding in one of the three temples, and will join your cause if you find him. Beware: Xakae, a Revenant with a retinue of Walking Corpses, is waiting to ambush you in another temple. Moremirmu and Xakae are randomly placed; the third temple is always empty. Xakae and the Corpses can be a useful source of experience if you have the troops to deal with them.&lt;br /&gt;
&lt;br /&gt;
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.  Whichever strategy you choose, remember that the undead are well on their way to join the orcs occupying the city.  Speed is a factor.&lt;br /&gt;
&lt;br /&gt;
Konrad will receive some help from the Thieves Guild. Apparently, an orcish occupation is bad for business. They will either show you a hidden ford onto the island, or attack the north gate after you take one of the island villages. Whether you choose to storm the city, and which aid to accept, depends in large part on how much of a hurry you are in.  Every turn, the undead march southward, and you'll have quite a fight on your hands after they reinforce the orcs in the city proper.&lt;br /&gt;
&lt;br /&gt;
After you defeat the orcs, you must fight your way north.  Fighting against the undead requires a different mix of units than fighting the orcs. Your mermen are too slow on land.  Horsemen and elvish units do reduced damage to skeletons.  Here, you need... mages.  Lots and lots of mages. And a paladin, if you've leveled a unit that high enough. Expect to spend many turns fighting through the northernmost six hexes. You are fighting in a cave, which slows your units down. Being underground, it is also treated as night for the time of day penalties.  Also, don't forget that mages can't take a lot of abuse, especially from melee attacks.  You will have to figure out how to use your less effective elvish units and horsemen to shield your mages.&lt;br /&gt;
&lt;br /&gt;
By now, you should have either Konrad or a level 2 elven fighter with the Leadership ability. A unit adjacent to a leader receives a +25% bonus to damage. Likewise, carefully position shamen or white mages in your lines so they can heal wounded units.  Two adjacent healers will heal each other.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing both enemy leaders.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3224 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 7 - Crossroads ==&lt;br /&gt;
Scenario objectives: Kill the north-eastern enemy leader.&lt;br /&gt;
&lt;br /&gt;
There are two strategies: either to &amp;quot;run for it&amp;quot;, or &amp;quot;kill them all&amp;quot;.  Which you choose will probably depend on whether you want to earn lots of gold, or level up lots of units.&lt;br /&gt;
&lt;br /&gt;
If you choose to run,  recall two turn's worth of troops.  Most should be level 2, but you should recruit one or two units as sacrifical lambs. Having two healers (who will stay adjacent to each other for mutual healing) is almost a necessity. Move the units in formation (probably in two packs) along the road. Do not be tempted to move units into the mountains.  The increased defence is not worth the risk of triggering ambushes. Drive your way to the leader in the northwest, kill them, and reap the early finish bonus.&lt;br /&gt;
&lt;br /&gt;
The second strategy is to methodically destroy all enemy units on the map. Recruit two turns worth of units, and then drive south.  Overcome the southern leader, and recruit more troops in his castle.  Move back north, moving into every town and through the mountains, in order to trigger ambushes. This strategy is trickier to pull off, but careful management of your kills should allow you to level multiple units. (Just be careful not to run out of turns...)&lt;br /&gt;
&lt;br /&gt;
Note:  The first two villages 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;
You'll be facing many level-2 undead. They're all dangerous but two kinds require special attention:&lt;br /&gt;
* Spectres (level2 ghosts) are fast in every terrain, somewhat hard to hit, resistant to all common kinds of damage, and have a draining attack. Attacking them in melee is not recommendend, killing them with arrows will eventually work but takes many arrows. They are vulnerable to arcane spells and fireballs, though.&lt;br /&gt;
* Walking Corpses: they're slow, they're weak, they're fragile. Usually nothing to worry about, but this time they're many. Hordes. Night of the Living Dead. A strong fighter will easily slay them, but that can become his downfall: an attacking corpse that gets killed makes room for the next corpse to move in and attack... and the next, and the next, and each one gets a few blows. Even a Paladin or Champion will eventually be overwhelmed, taking like ten or fifteen zombies with him. Whether you consider this to be a good exchange is up to you. Incidentally, something similar can happen between Paladins and level-1 Skeletons.&lt;br /&gt;
&lt;br /&gt;
The castle you start in is a well-defensible position, but all enemies arrive at about the same time. Once surrounded, you'll have very little wiggle room or inside tiles for your wounded units to retreat to. Filling the moat with Mermen might work a bit better, but their tridents won't impress the skeletons.&lt;br /&gt;
&lt;br /&gt;
You should consider attacking the southern enemy, then hole up in his castle and the surrounding hills. This increases the distance to the others: their troops will reach you later and they will be strung out, so you don't have to fight them all at once.&lt;br /&gt;
&lt;br /&gt;
If you don't have the money to recruit a large or powerful army, recruit a few Elvish Fighters and send them to the forest north of your castle. Their job is to slow the Revenant for several turns and then die gloriously. Flee with Konrad and the rest of your army to the south-east corner. If you're lucky, the WC horde will be too slow to reach you before the scenario ends. A cowardly tactic, yes -- but you'll survive...&lt;br /&gt;
&lt;br /&gt;
If you played Isle of The Damned without killing both Liches, and Moremirmu survived, then he will reinforce you with three White Mage buddies between turns 7-10. You can't recall them after this scenario, so they are expendable.&lt;br /&gt;
&lt;br /&gt;
Another strategy, which requires to have Moremirmu to help you and allows you to kill the three Liches, is to recruit 2 horsemen (or recall their leveled up units) and as many thieves as you can, send each horsemen to gather the bottles of holy water, and kill with them the northern and eastern Liches; don't send them the horseman to the northern Lich too quick, because if you do his army will focus on it, and it won't reach the Lich. Move Konrad, Delfador, Kalenz, and your thieves towards the southeast corner. The thieves be used as a barrier to protect your more important units; place them in woods, mountains or villages(never in plains) as soon as they can, so that the northern and eastern Liches concentrate on them and leave Konrad and his group alone. With some luck you'll kill the northern and eastern Liches around the same turn that Moremirmu appears, and Konrad and his group will survive enough time to have one of Moremirmu's white mages kill the Southern Lich during day time.&lt;br /&gt;
&lt;br /&gt;
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. Killing the Princess is meant to be impossible: she has plenty of troops as is, and if you actually get near her there will be numerous high-quality reinforcements. Do not even try to attack her, it will be a waste of good troops for no gain. Instead, fill the river with mermen: this is an excellent opportunity to get many of them leveled up.&lt;br /&gt;
&lt;br /&gt;
But first things first: your task is to get Konrad across the river. The chaotic orcs will attack from the north, the Princess's lawful Loyalists will attack from the south, and... a new enemy (alignment: hungry) will be attacking from downstream. All will happily fight each other if they ever meet, but with your army standing right between them in the middle of the river... it will pretty much seem as if everyone was out to get you.&lt;br /&gt;
&lt;br /&gt;
Remember those loyal mermen from in the Bay of Pearls? They should comprise your principal fighting force. Be sure to send one downstream to acquire the Storm Trident there. If you have some of the flying elvish units, they move (and fight) fight equally well over land or water. Wait for the Orcs and Humans to get into the water where the mermen have excellent defence while the landlubbers do not. &lt;br /&gt;
&lt;br /&gt;
Even if you have the money, don't recruit for more than two turns, otherwise Konrad might not even make it into the river. The scenario ends as soon as he makes it to the other side (off the beach and onto flat ground) -- by the time he gets there, there will be few orcs left on that shore, Kalenz and Delfador can well deal with them. If you recruit any land troops at all (healers perhaps?), make sure they have at least two moves in shallow water.&lt;br /&gt;
&lt;br /&gt;
This is an excellent opportunity to get your mermen some XP, and you don't really need the early finish bonus. &lt;br /&gt;
&lt;br /&gt;
Early finish bonus for getting Konrad onto dry land.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=8716 forum discussion]&lt;br /&gt;
&lt;br /&gt;
== Scenario 12 - Northern Winter ==&lt;br /&gt;
*Objectives: Defeat all enemy leaders (2 of them)&lt;br /&gt;
*Lose if: Konrad, Delfador or Kalenz die or turns run out&lt;br /&gt;
*Turns: 50 (as of 1.8.3 on medium difficulty turns = 40)&lt;br /&gt;
*Starting units: Konrad, Delfador, Kalenz, a random soldier&lt;br /&gt;
*Early finish bonus: 47 / turn&lt;br /&gt;
*Other:&lt;br /&gt;
**Snow falls on turns 6 and 10, making the tundra patches larger.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
This is a relatively simple scenario. The enemy will mostly raise level-1 wolf riders and orcish archers, plus the occasional level-2 Ogre or Troll. You can field a similar mix of mostly fresh recruits plus a few veterans. Throughout the scenario, the wolves will attempt to seize villages, often bypassing your forces: a few Elvish Scouts behind your lines will come in handy. Alternatively, your loyal Thieves can play hide-and-seek just as well. Don't overrecruit, though: there's only so many units you can actually bring to bear on the enemy. You've got enough time to win this twice, so you may chose to take it slow and milk this battle for experience. You'll still end this with more than enough gold in your coffers.&lt;br /&gt;
&lt;br /&gt;
== Scenario 13 - The Dwarven Doors ==&lt;br /&gt;
* Objectives: Move Konrad to entrance of the Dwarfen Kingdom&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die or turns run out&lt;br /&gt;
* Turns: 26 / 20 / 15&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, one experienced Rider, one outlaw unit (if you have any)&lt;br /&gt;
&lt;br /&gt;
You may defeat all enemy leaders if you feel like it, but this won't end the scenario. The sole winning condition is to get Konrad to the entrance of the Dwarven Kingdom. Actually, there are two entrances: the &amp;quot;Great Gates&amp;quot;, clearly labeled as such, and a less conspicious side entrance in the north-eastern corner. Only one of these is open, the other is blocked from the inside (determined at random).&lt;br /&gt;
&lt;br /&gt;
You start the scenario with one rider who suggests to scout ahead: that's a good idea, even though you may chose another unit for the task (the game picks the most experienced). Anyone reaching an entrance will tell you whether it's open or not. Alternatively, if you played the Isle of the Damned, one of your outlaws will tell you about his uncle who used to have business with the dwarves, hiding in a village along the way (at 18/24, you'd probably seize it anyway). The uncle is a loyal bandit who joins your troops; he also tells you which entrance to chose, main gate or mine tunnels. It pays off to actually read that dialog.&lt;br /&gt;
&lt;br /&gt;
The most minimalistic approach is to recruit one castle full of cavalry and RUN. The enemies have to cover some distance and cross difficult terrain in order to get in you way -- if Konrad starts running on turn one, he can move past them practically unopposed. It falls to the cavalry to bring up the rear: let them form a line somewhere near the Pillars of Thunedain while Konrad, Delfador and the other walkers keep going. Holding the line for a single turn is enough, then the riders may follow Konrad, leaving the pursuers behind and unable to catch up again (except for the wolves, but there shouldn't be many).&lt;br /&gt;
&lt;br /&gt;
You can still follow this basic principle if you recruit for two turns, adding a healer or two and perhaps some Rangers (their ambushes will stop many opponents). If you recruit for more than two turns, this will become a rather normal battle: your rearguard can no longer disengage, but will have to keep on fighting. There's nothing wrong with that, you can gain quite some experience that way, just don't forget the actual objective.&lt;br /&gt;
&lt;br /&gt;
Konrad needs to get into the mines. Scenario ends with early finish bonus as soon he does so.&lt;br /&gt;
&lt;br /&gt;
== Scenario 14 - Plunging into the Darkness ==&lt;br /&gt;
* Objectives: Find the dwarves&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die or turns run out&lt;br /&gt;
* Turns: 19&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz&lt;br /&gt;
* Early finish bonus: n/a&lt;br /&gt;
* Other:&lt;br /&gt;
** Secret pasage in southeastern part of the tunnel&lt;br /&gt;
** A very short and straightforward map&lt;br /&gt;
&lt;br /&gt;
In principle, this is quite simple. You cannot recruit and just have to walk down that corridor until you find the dwarves -- you can't possibly miss them. You will be attacked by a few bats. They may hurt, that's all. This is mostly a lesson: see how slow Kalenz is in the caves? Notice his abysmal terrain defense? Clearly, this is no place for elves.&lt;br /&gt;
&lt;br /&gt;
Since you're reading this walkthrough, you'll also be interested in locating the secret passage leading to a chest of 200 gold pieces in the southwest. Just stick to the wall, step by step, and you'll eventually find it. However, said chest is guarded by a rather nasty spider: watch out! It's a level-3 beast that poisons and slows.&lt;br /&gt;
&lt;br /&gt;
After you're done with the bats, you can just sit there and wait until your men are healed again. There is no turn limit, after all. Once you found the secret door, do not get in. Step back a bit and the spider will rush out where you can attack her three to one. You should be able to kill her in a single turn, don't worry about getting poisoned -- you won't die from poison and there are no other enemies left. However, if you fail to kill her quickly... you saved the game, didn't you?&lt;br /&gt;
&lt;br /&gt;
== Scenario 15 - The Lost General ==&lt;br /&gt;
* Objectives: Kill all enemy leaders (there are two)&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die or turns run out&lt;br /&gt;
* Turns: 64(!)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz&lt;br /&gt;
* Early finish bonus: Killing both enemy leaders&lt;br /&gt;
&lt;br /&gt;
Moving underground is slow, especially for elves.  Their fighters and archers are also ineffective against undead.  Outriders and slyphs might be worth recalling, if you can afford them.  Likewise, gryphons and horsemen are bogged down.  Recruit dwarves for speed, and mages to back them up. (However, a Gryphon can pass the small pond quickly, and there are four towns on the other side.)&lt;br /&gt;
&lt;br /&gt;
You are fighting Lionel, a former general turned Death Knight, who starts trapped in the south.  To the west is the usual orc/troll force.  In the north is a dwarven ally, although if you are too slow they will be overwhelmed by the orcs. &lt;br /&gt;
&lt;br /&gt;
Dwarven fighters do well against the undead, while the Thunderers do best against the orcs and trolls.    If you choose to go for money, rush troops both south and north, reinforcing the native dwarves and triggering the appearance of the undead.  If you choose to go for experience, ignore the undead until you have killed the orcs, then return en masse to destroy the undead.  Don't take too long, as Lionel will break forth on turn 20.&lt;br /&gt;
&lt;br /&gt;
There are two ways to get to Lionel: an entrance opens in the pond on turn 19/20; and walls collapse when units move into tiles just south of the sign that says &amp;quot;Guest Quarters&amp;quot;, regardless of when this happens.&lt;br /&gt;
&lt;br /&gt;
Tip: If you make dwarf leader to survive (and actually reveal him), Dwarvish Guardsman will become available.&lt;br /&gt;
&lt;br /&gt;
== 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 Sceptre is.&lt;br /&gt;
&lt;br /&gt;
There's three or four enemy leaders, depending on difficulty. The map is randomly generated; there's no telling how many villages there are and where... but more often than not, it's something like 25 villages and most will be placed where you can seize them early. The scenario certainly feels as if you're in for a major underground struggle, but the enemy leaders have little money to begin with and -usually- they won't have much of an income either.&lt;br /&gt;
&lt;br /&gt;
Usually there's two large tunnels going north, and quite often you meet little resistance in one, and quite a lot in the other -- though the latter still doesn't qualify as tough. You can gain quite some XP in the contested tunnel, just form a shieldwall with (mostly) guardians, play it safe, and you can level up some 4-8 dwarves. It's a good idea to station Kalenz here, his faerie fire will help a lot against the occasional lvl-3 Troll.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, The Princess, Delfador, one healer and several of your better dwarves should move up the less contested corridor and scout the map. The Scepter usually is somewhere about 2/3rds up the map. You may encounter the occasional enemy... it's alright to buzz off in all directions, but make sure that everyone has a line of retreat and may receive support within a turn or two. &lt;br /&gt;
&lt;br /&gt;
The scenario ends as soon as Konrad or the Princess gets to the scepter. You may delay this a bit in order to milk a few more XP, but there's not that many more to be gained by then. All things considered, it's better to let Li'sar have the scepter -- she'll be with you until the end, she has no ranged attack, and while Konrad will often be held back by recruiting, Li'sar can be in the frontline from turn one.&lt;br /&gt;
&lt;br /&gt;
== Scenario 18 - A Choice Must Be Made ==&lt;br /&gt;
* Objectives: Defeat either of the leaders&lt;br /&gt;
* Lose if: Konrad, Delfador, Kalenz or Li'sar die or turns run out&lt;br /&gt;
* Turns: 33&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar&lt;br /&gt;
* Early finish bonus: Kill either leader&lt;br /&gt;
* Other:&lt;br /&gt;
** Next level depends on killed leader&lt;br /&gt;
*** Northern orcish leader will get you to the ''Snow Plains'' and the Flaming Sword (15-4, magical)&lt;br /&gt;
*** Southern undead leader will get you to the ''Swamp Of Dread'' and a suit of armor (high resistance to blade, pierce, impact)&lt;br /&gt;
*** If you take a merman to the eastern side of the river, you get to the cliffs of Thoria, an insanely difficult battle where you can find a loyal Sergeant (may become a level-4 leader)&lt;br /&gt;
** Simply decide for one direction and block the bridge in the other direction unless you want to fight on two large fronts&lt;br /&gt;
** First real chance to level gryphons&lt;br /&gt;
&lt;br /&gt;
Scenario objectives: Kill either leader.&lt;br /&gt;
&lt;br /&gt;
Going south is the easiest way: the orcs coming from the north may only cross the river at the bridge, a chokepoint that's easy to block. In fact, a determined attack may defeat the undead before the bulk of the orcs even makes it to the bridge. Fighting the orcs in the hills will take longer while the undead can walk through deep water or fly over it, crossing the river wherever they like.&lt;br /&gt;
&lt;br /&gt;
Going south will also the most prudent choice when considering the possible goodies: currently, Li'sar goes into battle wearing lingerie. While a magic sword or a loyal leader might come in handy, you don't need them as badly as the Princess needs a suit of armor.&lt;br /&gt;
&lt;br /&gt;
The undead need to be dealt with even if you don't want to kill their leader. Delfador, Kalenz and Lisar all have undead-killing ranged attacks (you *did* give her the scepter, didn't you?) -- add two more mages (one of them a healer) and three dwarfish steelclads as bodyguards. Recruit those on turn one and move them to a position where they may receive the chocobones' attack by dusk. You need at least steelclads in order to survive their charge. However, after the chocobones are gone the remaining undead ought to be manageable even if you don't throw any more troops that way (though you may do so if you're after the undead and want this to be finished quickly). You may need a few turns' rest before you can tackle the Death Knight, but eventually your spellcasters should dispose of him quickly.&lt;br /&gt;
&lt;br /&gt;
In order to hold back the orcs, a few elves plus a healer are enough to secure your end of the bridge; the orcs will be reluctant to attack even level-1 archers during the day, and if you employ more and better troops (like, level-3 loyalists  in the woods and a few mermen in the water) the orcs may not even attack at night. There's not much experience to be gained that way, though. If you want to actually fight the orcs, you should get to the other side and meet them there. There's plenty of mountains, an excellent opportunity to get some more experience to your dwarves (you will have good use for high-level dwarves later on). Dwarves, Gryphons and Orcs all have high defense in the mountains, so fighting will be slow.&lt;br /&gt;
&lt;br /&gt;
It will be a long walk to the northern leader even after you rubbed out his army. You might consider an assassination: send like 4-6 suicidal gryphons to his keep. Bonus points if you have a silver mage (teleport!). Of course, you can assassinate him without defeating his host first. just wait until his army is too far away to turn back and help him.&lt;br /&gt;
&lt;br /&gt;
Talking about Gryphons... this is the first time that you can really use them. Gryphons alone won't really impress the orcs, not even when supported by leaders and healers (they're level-1 units, after all). They may however seize a few villages, harass and distract the enemy, track down wounded units and so on. You should certainly get a few.&lt;br /&gt;
&lt;br /&gt;
== 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 19C - The Cliffs of Thoria ===&lt;br /&gt;
Scenario Objective: Make it to the end of the river&lt;br /&gt;
&lt;br /&gt;
Turns: 45&lt;br /&gt;
&lt;br /&gt;
Defeat:&lt;br /&gt;
* Death of Konrad, Delfador, Li'sar, or Kalenz&lt;br /&gt;
* Turns run out&lt;br /&gt;
&lt;br /&gt;
Early Finish Bonus: 40% gold carryover&lt;br /&gt;
&lt;br /&gt;
Starting Units:&lt;br /&gt;
* Konrad&lt;br /&gt;
* Delfador&lt;br /&gt;
* Li'sar&lt;br /&gt;
* Kalenz&lt;br /&gt;
* Your strongest merman&lt;br /&gt;
&lt;br /&gt;
After a little spat between Kalenz and the merman you use to go east, you'll head for the Cliffs of Thoria. You'll find a long water level full of derelict vessels of the Queen. You'll also meet a Drake. After some conversation you discover that the Queens' forces attacked the Drakes, and now the Drakes will stop you from going forward. Since you have to move forward, you'll have to fight them.&lt;br /&gt;
&lt;br /&gt;
There are a number of small islands on this map with Drake bases. Each base will produce one Drake every turn until one of your units occupies the base. This means that although the drakes may run out of money, they will never run out of reinforcements. In order to win this, you need to kill them faster than they spawn new recruits. No easy task.&lt;br /&gt;
&lt;br /&gt;
Further, if you find that you can't win in a direct assault and want to bypass the drakes by going through the swamps, you'll discover very powerful undead enemies guarding the shoreline. They won't move, but any casualty will be immediately replaced by a new unit. Clearly, that area is cursed. Just avoid the dark blue water. It's impossible to get into the swamps, any attempt will be a waste of time.&lt;br /&gt;
&lt;br /&gt;
Tip: Compared to the other two choices, this map is insanely hard. While there is an opportunity to pick up a wonderful loyal unit, you may wish to skip the challenge unless you have at least 800 gold and a sufficient number of leveled-up mermen.&lt;br /&gt;
&lt;br /&gt;
If you're going to insist on playing this map, hire many gryphons and merfolk and move as fast as you can and just take the heavy losses. Since each base creates a unit every turn, to destroy a base you have to kill the unit occupying it and immediately move onto the base in that turn. Since merfolk can't move onto mountains, you'll need  gryphons for that. Getting the first two or three bases quickly is absolutely vital.&lt;br /&gt;
&lt;br /&gt;
With a somewhat longer perspective, spend all your money as long as you have it: you will inevitably run out of funds during this scenario. Drakes are vulnerable to piercing and arcane damage, so elvish arrows can be useful, as can your healers as spellcasters. Don't get too many landlubbers though, most of the fighting will happen in or over the water. Level-1 mermen will either die quickly or level up; high-level mermen will wreak havoc on the drakes. However, you need a good many level-2 mermen to begin with. Rookies alone cannot maintain the constant pressure you need, and the turn limit is short enough as it is.&lt;br /&gt;
&lt;br /&gt;
When you finally make it to the far side, you'll be told that the waterfall is impassable: you need Konrad to enter the cave in the middle of the map. Start walking early, he'll take a while.&lt;br /&gt;
&lt;br /&gt;
A loyal leader can be found on the most south-western island. He's badly hurt, keeping him alive may be tricky... better to discover him only on he very last moment.&lt;br /&gt;
&lt;br /&gt;
== Scenario 20 - Home of the North Elves ==&lt;br /&gt;
* Objectives:&lt;br /&gt;
** 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>Schnobs</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=HeirToTheThrone&amp;diff=39480</id>
		<title>HeirToTheThrone</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=HeirToTheThrone&amp;diff=39480"/>
		<updated>2010-12-09T23:55:45Z</updated>

		<summary type="html">&lt;p&gt;Schnobs: /* Scenario 17 - The Sceptre of Fire */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a walkthrough of '''Heir to the Throne''', the campaign featuring Konrad. It contains spoilers.&lt;br /&gt;
&lt;br /&gt;
The suggestions herein are based on the &amp;quot;Medium&amp;quot; and &amp;quot;Hard&amp;quot; difficulty levels. It should be possible to win the &amp;quot;Easy&amp;quot; difficulty level without trying very hard if you are an accomplished gamer.  If you feel comfortable with turn-based games, especially ones featuring units moving on a hex map, then you can play the Tutorial and then dive right into &amp;quot;Medium&amp;quot; to get a feel for the elements of the game. After you have played a few scenarios and are ready to restart from the beginning (and yes, it is  very likely you will have to restart the first time you play Wesnoth), try reading [[AdvancedTactics]].  You should also be familiar with the basics in [[WesnothManual]] -- this is a walkthrough, not an exposition of basic game mechanics.&lt;br /&gt;
&lt;br /&gt;
Each scenario has an individual forum thread where you can provide feedback to the authors.  See also the forum posts [http://www.wesnoth.org/forum/viewtopic.php?t=3601 Suggestions for Heir to the Throne walkthrough] and [http://www.wesnoth.org/forum/viewtopic.php?t=4026 Yet another &amp;quot;Heir to the Throne&amp;quot; walktrough] (sic) for more.  [http://www.wesnoth.org/forum/viewtopic.php?t=7064 Ye Compleat Walkthrough To &amp;quot;Heir To The Throne&amp;quot;] is a detailed guide, with illustrations, to the first several scenarios.&lt;br /&gt;
&lt;br /&gt;
Finally, some [http://www.hermann-uwe.de/blog/my-wesnoth-replays-online replays] were posted by Uwe Hermann.&lt;br /&gt;
&lt;br /&gt;
'''Warning spoilers ahead!'''&lt;br /&gt;
&lt;br /&gt;
== Scenario 1 - The Elves Besieged ==&lt;br /&gt;
Scenario objectives: Both Konrad and Delfador must survive, and Konrad must escape to the signpost in the northwest corner of the map.&lt;br /&gt;
&lt;br /&gt;
The orcs as well as your allies will levy a great many troops, you'll soon find yourself between the lines in a huge battle. All those units slugging it out can take quite some time, you may want to try two options on the Preferences dialog, &amp;quot;Accelerated Speed&amp;quot; or maybe even &amp;quot;Skip AI Moves&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
This scenario is a &amp;quot;runner&amp;quot; scenario; on turn one, recruit a castle full of fresh recruits, and immediately make a break for it! If you're new to Wesnoth, getting Konrad out of there in one piece will be difficult enough and may require you to start over a couple of times. Hint: don't keep your units all lumped around Konrad, as a large host will attract the enemies' attention. &lt;br /&gt;
&lt;br /&gt;
Terrain dictates two routes to the signpost: west to the druid and then north, or north over the bridge and then west. Either way, you should send Delfador and most of your army straight north. This is a ruse, the sole purpose is to lure the enemy towards the road  while Konrad (with only one or two level-1 bodyguards) makes his way towards the exit. There's no chance of winning, your troops should perform a skirmishing retreat westwards into the forest.&lt;br /&gt;
&lt;br /&gt;
Other than getting Konrad on his way, the inofficial objective of this scenario is to gain some experience for your troops. Experience is gained by fighting; once a level of experience is reached, your units will &amp;quot;level up&amp;quot; and become more powerful units. Killing an opponent will give much more experience than just fighting, so you should try to arrange it in such a way that the unit you want to upgrade gets to deliver the coup de grace.&lt;br /&gt;
&lt;br /&gt;
Now a few words about the units at your disposal. In-game, you cannot check the data of unknown units; if you want to take a peek anyway, check the [http://www.wesnoth.org/units/ Wesnoth Unit Tree].&lt;br /&gt;
&lt;br /&gt;
* Fighters and Archers. Melee and ranged, all elvish warriors are capable of both, it's more a matter of emphasis than an actual distinction. When they level up, most should become Heroes and Rangers, repectively; you'll only need one or two Captains, and probably are better off without any Marksmen: spellcasters will serve the same purpose much better.&lt;br /&gt;
&lt;br /&gt;
* Shamans are minor healers. As a rule of thumb, you should never enter into any scenario without at least one healer. Leveling up a Shaman is somewhat tricky, as they can do only very little damage. If you use stronger units to knock an enemy unit's HP down, you can move your shamans up from behind the lines to administer the finishing blow. As difficult as it is to level up a shaman, it is well worth the hassle. Druids will be standard healers, you want one (and possibly only one) of those as soon as possible. A Sorceress cannot heal at all, but is a powerful spellcaster. At their higest level, both will learn to fly and become very mobile.&lt;br /&gt;
&lt;br /&gt;
* Scouts may seem weak, but there's more to them than meets the eye. While most riders suffer severe penalties in difficult terrain, the elvish variant can cross rivers, swamps and even mountains rather quickly and will usually even receive a reasonable defense modifier. Insofar, they're less like horsemen and more like fast infantry. Whether you employ them in numbers is a matter of taste, however, you should always remember that you have these extremely mobile units at your disposal.&lt;br /&gt;
&lt;br /&gt;
* Konrad, your leader, starts most scenarios at a keep where he may recruit some troops, but that doesn't mean that he should stay there forever: Being always on the map, he may just as well make himself useful. Getting him to level two will earn him a 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;
Sir Kaylan will send one or two horsemen to the enemy lines to assist you.  Although these horsemen are not under your direct control, they can serve as a distraction if you manoeuver your forces properly, taking the brunt during the enemy's turn to attack. &lt;br /&gt;
&lt;br /&gt;
The first night will be tough, be prepared to lose some units; but if you use the terrain to your advantage, you should have enough of an army left to launch a serious counterattack during the next day. The momentum should keep you going even through the next night and you may soon find yourself besieging the enemy keep. However, the actual objective is merely to survive &amp;amp;ndash; if everything fails, you may still retreat behind the swordsmen guarding Sir Kaylans fortress.&lt;br /&gt;
&lt;br /&gt;
There is an early finish bonus for killing the enemy leader, however, it will probably be small. In other words: rushing it won't be worthwhile, instead you should play it safe: manoeuver carefully and try to get some experience to those units that need it most. By the end of this scenario, you really ought to have a Druid &amp;amp;ndash; that's absolutely vital. Next in line should be an elvish Fighter (make him a Captain) and Konrad, anything else is optional. But the more the merrier as they say.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=2929 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 3 - Isle of Alduin ==&lt;br /&gt;
Scenario objectives: Kill the enemy leader.&lt;br /&gt;
&lt;br /&gt;
The key to victory is to control the villages, earning the gold you need to recruit or recall troops.  You have the option to send the majority of your army west or south with village grabbers going the opposite direction.  If you choose to send your army west (recommended) send a scout and an archer south, grabbing alternating villages. Done intelligently they will each grab 1 village per turn until they are near the opponents keep. Be careful of engaging the enemy on the west flank near the hills at night: this is where they shine. Back off to the forests and wait for a more favorable time of day if necessary.&lt;br /&gt;
&lt;br /&gt;
The following strategy works well if you take care of your unit placement. Protect units you cannot afford to lose from multiple attacks at night or when weakened, particularly new horsemen and magi.&lt;br /&gt;
&lt;br /&gt;
First recall or recruit 3 elvish scouts. Send two scouts to the southern villages, and the third to the village to the northwest. Recruit 3 fighters; send one to the south and the other two to the southwest. This works best if one scout is &amp;quot;quick&amp;quot; and the fighter recruited to fill the southeastern hex of your castle is also &amp;quot;quick&amp;quot;. If not you may have to modify this strategy. Send Delfador up to the northwest on the first turn to find the mage and send the mage down to the village next to the castle. Konrad should take two nearby villages in the first two turns, because you have no money left anyway.&lt;br /&gt;
&lt;br /&gt;
One of the scouts goes as far south as possible, taking villages and distracting the enemy. This scout is usually destroyed by turn 4. That's OK. The other scout in the south usually has to retreat to survive. You try to take all the villages in the south you can and then reinforce the south slowly and move south. Now your main push is in the west because most villages are there and you need an income of over 20 per turn to recall all of your good troops. I usually use the scout I have sent to the northwest village on the island to take all of the far northwest villages. Delfador can destroy an enemy unit each turn, especially saurians, because these pesky units can kill weakened units in the rear. Horsemen take too long to cross the forest south of your castle but are strong on the western plains during daytime. Send newly-recruited horsemen to the west along with magi. A shaman is useful to the south and later one can be sent to the west.&lt;br /&gt;
&lt;br /&gt;
Approaching turn 10-12, you should have assembled two reasonably powerful forces on each side of the lake. The westerly one usually is based on Delfador and horsemen-mage combos with fighters and archers for ZOC purposes, and the eastern force almost entirely of elves. Remember magi work best against trolls and grunts, and horsemen against archers.&lt;br /&gt;
&lt;br /&gt;
Move south in tight groups, trying not to get too aggressive at night with the west group, until they meet at the far southern end of the island, and assault the castle together.&lt;br /&gt;
&lt;br /&gt;
If you are a new player, you've probably been focusing on game mechanics and how the units and terrain interact. If so, it's time to give serious thought to leveling up some units by allowing them to strike the killing blow. When Konrad or an elven fighter is at level 2, they get the &amp;quot;leadership&amp;quot; skill. When a shaman levels up, they get the &amp;quot;cure&amp;quot; skill.&lt;br /&gt;
&lt;br /&gt;
Hardly any player notices this, but this scenario offers the opportunity for some extra experience at the expense of very little gold. The early finish bonus is 38, but there are 36 villages on the island, so if you control all villages, you only lose 2 gold per turn (or only 1.6 gold, since only 80% can be retained - should be less than 24, since you hardly ever finish more than 15 turns early). So instead of killing the remaining enemies - especially the enemy leader - you might encircle them and reduce their health to a minimum. If you do not attack them in the subsequent turns, they will neither attack nor move, thus regain 2 HP per turn and will eventually be healthy enough to stand an attack of your weaker units. This is a relatively safe way to milk some extra XPs out of them for your weaker units (preferably magi and shamans). While milking level 1 units may not be very rewarding, milking the level 2 leader might easily give 20 extra XPs.&lt;br /&gt;
&lt;br /&gt;
A note about playing with Magi: They are weak units, but become important later in the game. Over the next few levels, you'll want to level at least two Magi to White Magi for later in the game; they have an arcane (or holy) attack which does incredible amounts of damage to the undead. Fire Magi can eventually level up to level 4 Great Magi, which are walking killing machines, and Fire Magi do decent damage to most other units, especially trolls and skeletons. Magi are weak, however, so they need to be guarded by stronger units. Don't let the enemy have more than one attack position on them.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=2959 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 4 - Bay of Pearls ==&lt;br /&gt;
Scenario objectives: Kill one or both enemy leaders.&lt;br /&gt;
&lt;br /&gt;
Opening moves: On the first turn, have Konrad recruit or recall some units. Which units, and in which order, is your first tactical decision. If you recruit/recall in pairs, with one fast (6 movement points or more) and one slow unit, then one will be able to move onto the island the next turn, while the other is still wading through the river.&lt;br /&gt;
&lt;br /&gt;
Then, move Konrad to the cage on the island just to the east. This will free some mermen. (How many depends on whether you are playing on Easy, Medium, or Hard.) One of these can go open the second cage, and so on: by the end of your very first turn, you should have five mermen in the water.&lt;br /&gt;
&lt;br /&gt;
Watch out: there's one cage far out at sea that's easily overlooked. The first Merman you set free tells you as much, but if you skip the message... Anyway, it is guarded by two nagas. Send two or (at most) three Mermen up there and *do not* fight it out: get the cage first, then kill the nagas with the help of the mermen from that cage. It holds at least four Mermen, on of them an Initiate. The latter may become a healer, try to get her experienced as soon as possible.&lt;br /&gt;
&lt;br /&gt;
Even further north than the last cage there's a trident in the water. It will confer a powerful ranged attack to its bearer. Have a &amp;quot;quick&amp;quot; merman pick it up (who should eventually become a Hoplite).&lt;br /&gt;
&lt;br /&gt;
The remaining mermen should try to hold the sea leaders' recruits at bay. Mermen and nagas both have high defense in water, so combat can be a bit slow and frustrating. Concentrate three or four mermen on a single enemy unit at a time, rather than spreading your attacks piecemeal. Don't push too hard, especially not at night when your attacks are weak. Keeping your loyal mermen alive is more important than the possession of a village, and things will look much better on the next day. If that doesn't suffice, the troops from the deep-sea cage may lend a hand.&lt;br /&gt;
&lt;br /&gt;
It will be nigh impossible for your horsemen and elves to wade to the island to fight the sea leader in time, so eventually your need to do this. The Storm Trident and the Initiate both have magic attacks (70% to-hit regardless of terrain) and should go a long way... you better attack him during the day, even if it means that you need to wait for a few turns.&lt;br /&gt;
&lt;br /&gt;
On land, you have to fight off a wave of orcs and wolves. Your decision is how far west to engage the enemy, though really, you have little choice: You are hindered by the limited recruitment you can do each turn, and how long it takes your elves and horsemen to trickle across the river. Some wolves may reach you in the night, but the bulk of his army won't arrive until daybreak. Press hard during the day, and there will be little left of his army when the night comes. &lt;br /&gt;
&lt;br /&gt;
Careful management of your killing blows should allow several units to get to Level 2. A charging horseman does so much damage it will be easy for the horsemen to get all the kills, but try to get at least Konrad, your loyal mage,  and an elven fighter to level-2 (if you haven't already).&lt;br /&gt;
&lt;br /&gt;
The outcome of this battle affects the next scenario you play. If you kill the sea leader you wind up on Isle of the Damned. If you kill the land leader you wind up on Muff Malal's Peninsula. If you kill both, you can choose (and get an early finish bonus).&lt;br /&gt;
&lt;br /&gt;
New players should take the land route to Muff Malal's Peninsula, where you can easily level up many units or collect an early finish bonus. Experienced players or those who are looking for an interesting tactical exercise may wish to consider the sea route to the Isle of the Damned, where you will find a loyal White Mage who *might* join you... if you meet some very tough winning conditions. Either choice will be a battle against undead.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3022 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Diverging campaign path ==&lt;br /&gt;
=== Scenario 5A - Muff Malal's Peninsula ===&lt;br /&gt;
Scenario objectives: Kill the enemy leader.&lt;br /&gt;
&lt;br /&gt;
This is an easy scenario, and your aim here should be to build up your gold by controlling most villages, while earning experience against enemy forces. The enemy recruits bats to capture villages, and hordes of Walking Corpses to keep you busy.  The occasional Dark Adept can be dangerous on Hard difficulty, but is vulnerable to melee attack, especially from knights.&lt;br /&gt;
&lt;br /&gt;
One approach is to recall a few level 2 units supported by a mage. These units build a defensive position in the central part of the map, using hills and forest for cover, and hold off the first wave of Walking Corpses. Mounted troops capture villages in the north and west, and can charge down the flanks at daytime. A merman or two distract enemy bats and capture sea villages. If you can recall the merman that picked up the trident in Bay of Pearls, it will be able to dispatch bats easily on its own.&lt;br /&gt;
&lt;br /&gt;
During daytime, your main force advances to one of the villages in the south-east, where you wait for more Walking Corpses to attack. A level 2 melee unit (eg. Elvish Captain) can use the village defense bonus to survive attacks, and heal between turns. By the time it is low on hit points, it should be advancing to level 3.&lt;br /&gt;
&lt;br /&gt;
You should now control most villages and have some gold, so recruit or recall additional troops. Launch an offensive with your central force, supported by your horsemen advancing at the sides.  Don't forget to use Konrad in the attack.&lt;br /&gt;
&lt;br /&gt;
Try to attack with human units only at day, when the undead are at their weakest, and hold the lines with your elves at night.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing the enemy leader.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3178 forum discussion].&lt;br /&gt;
&lt;br /&gt;
=== Scenario 5B - Isle of the Damned ===&lt;br /&gt;
Scenario objectives: Kill the enemy leaders, or survive for 27 turns.&lt;br /&gt;
&lt;br /&gt;
Konrad is washed overboard during a storm, but is rescued by two mermen. You start out with 100 gold and cannot recall any units. You are joined by Urlaf, a level 2 Outlaw.  In addition to Mermen, you can recruit his friends: Thugs, Poachers and Footpads. This is the only time in the campaign that these units can be recruited, but any outlaw units surviving this scenario can be recalled later. Your gold from Bay of Pearls (minus the usual 20% discount) is saved for the next scenario.&lt;br /&gt;
&lt;br /&gt;
Moremirmu is a White Mage with a holy sword which is very effective against undead. He is hiding in one of the three temples, and will join your cause if you find him. Beware: Xakae, a Revenant with a retinue of Walking Corpses, is waiting to ambush you in another temple. Moremirmu and Xakae are randomly placed; the third temple is always empty. Xakae and the Corpses can be a useful source of experience if you have the troops to deal with them.&lt;br /&gt;
&lt;br /&gt;
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.  Whichever strategy you choose, remember that the undead are well on their way to join the orcs occupying the city.  Speed is a factor.&lt;br /&gt;
&lt;br /&gt;
Konrad will receive some help from the Thieves Guild. Apparently, an orcish occupation is bad for business. They will either show you a hidden ford onto the island, or attack the north gate after you take one of the island villages. Whether you choose to storm the city, and which aid to accept, depends in large part on how much of a hurry you are in.  Every turn, the undead march southward, and you'll have quite a fight on your hands after they reinforce the orcs in the city proper.&lt;br /&gt;
&lt;br /&gt;
After you defeat the orcs, you must fight your way north.  Fighting against the undead requires a different mix of units than fighting the orcs. Your mermen are too slow on land.  Horsemen and elvish units do reduced damage to skeletons.  Here, you need... mages.  Lots and lots of mages. And a paladin, if you've leveled a unit that high enough. Expect to spend many turns fighting through the northernmost six hexes. You are fighting in a cave, which slows your units down. Being underground, it is also treated as night for the time of day penalties.  Also, don't forget that mages can't take a lot of abuse, especially from melee attacks.  You will have to figure out how to use your less effective elvish units and horsemen to shield your mages.&lt;br /&gt;
&lt;br /&gt;
By now, you should have either Konrad or a level 2 elven fighter with the Leadership ability. A unit adjacent to a leader receives a +25% bonus to damage. Likewise, carefully position shamen or white mages in your lines so they can heal wounded units.  Two adjacent healers will heal each other.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing both enemy leaders.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3224 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 7 - Crossroads ==&lt;br /&gt;
Scenario objectives: Kill the north-eastern enemy leader.&lt;br /&gt;
&lt;br /&gt;
There are two strategies: either to &amp;quot;run for it&amp;quot;, or &amp;quot;kill them all&amp;quot;.  Which you choose will probably depend on whether you want to earn lots of gold, or level up lots of units.&lt;br /&gt;
&lt;br /&gt;
If you choose to run,  recall two turn's worth of troops.  Most should be level 2, but you should recruit one or two units as sacrifical lambs. Having two healers (who will stay adjacent to each other for mutual healing) is almost a necessity. Move the units in formation (probably in two packs) along the road. Do not be tempted to move units into the mountains.  The increased defence is not worth the risk of triggering ambushes. Drive your way to the leader in the northwest, kill them, and reap the early finish bonus.&lt;br /&gt;
&lt;br /&gt;
The second strategy is to methodically destroy all enemy units on the map. Recruit two turns worth of units, and then drive south.  Overcome the southern leader, and recruit more troops in his castle.  Move back north, moving into every town and through the mountains, in order to trigger ambushes. This strategy is trickier to pull off, but careful management of your kills should allow you to level multiple units. (Just be careful not to run out of turns...)&lt;br /&gt;
&lt;br /&gt;
Note:  The first two villages 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;
You'll be facing many level-2 undead. They're all dangerous but two kinds require special attention:&lt;br /&gt;
* Spectres (level2 ghosts) are fast in every terrain, somewhat hard to hit, resistant to all common kinds of damage, and have a draining attack. Attacking them in melee is not recommendend, killing them with arrows will eventually work but takes many arrows. They are vulnerable to arcane spells and fireballs, though.&lt;br /&gt;
* Walking Corpses: they're slow, they're weak, they're fragile. Usually nothing to worry about, but this time they're many. Hordes. Night of the Living Dead. A strong fighter will easily slay them, but that can become his downfall: an attacking corpse that gets killed makes room for the next corpse to move in and attack... and the next, and the next, and each one gets a few blows. Even a Paladin or Champion will eventually be overwhelmed, taking like ten or fifteen zombies with him. Whether you consider this to be a good exchange is up to you. Incidentally, something similar can happen between Paladins and level-1 Skeletons.&lt;br /&gt;
&lt;br /&gt;
The castle you start in is a well-defensible position, but all enemies arrive at about the same time. Once surrounded, you'll have very little wiggle room or inside tiles for your wounded units to retreat to. Filling the moat with Mermen might work a bit better, but their tridents won't impress the skeletons.&lt;br /&gt;
&lt;br /&gt;
You should consider attacking the southern enemy, then hole up in his castle and the surrounding hills. This increases the distance to the others: their troops will reach you later and they will be strung out, so you don't have to fight them all at once.&lt;br /&gt;
&lt;br /&gt;
If you don't have the money to recruit a large or powerful army, recruit a few Elvish Fighters and send them to the forest north of your castle. Their job is to slow the Revenant for several turns and then die gloriously. Flee with Konrad and the rest of your army to the south-east corner. If you're lucky, the WC horde will be too slow to reach you before the scenario ends. A cowardly tactic, yes -- but you'll survive...&lt;br /&gt;
&lt;br /&gt;
If you played Isle of The Damned without killing both Liches, and Moremirmu survived, then he will reinforce you with three White Mage buddies between turns 7-10. You can't recall them after this scenario, so they are expendable.&lt;br /&gt;
&lt;br /&gt;
Another strategy, which requires to have Moremirmu to help you and allows you to kill the three Liches, is to recruit 2 horsemen (or recall their leveled up units) and as many thieves as you can, send each horsemen to gather the bottles of holy water, and kill with them the northern and eastern Liches; don't send them the horseman to the northern Lich too quick, because if you do his army will focus on it, and it won't reach the Lich. Move Konrad, Delfador, Kalenz, and your thieves towards the southeast corner. The thieves be used as a barrier to protect your more important units; place them in woods, mountains or villages(never in plains) as soon as they can, so that the northern and eastern Liches concentrate on them and leave Konrad and his group alone. With some luck you'll kill the northern and eastern Liches around the same turn that Moremirmu appears, and Konrad and his group will survive enough time to have one of Moremirmu's white mages kill the Southern Lich during day time.&lt;br /&gt;
&lt;br /&gt;
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. Killing the Princess is meant to be impossible: she has plenty of troops as is, and if you actually get near her there will be numerous high-quality reinforcements. Do not even try to attack her, it will be a waste of good troops for no gain. Instead, fill the river with mermen: this is an excellent opportunity to get many of them leveled up.&lt;br /&gt;
&lt;br /&gt;
But first things first: your task is to get Konrad across the river. The chaotic orcs will attack from the north, the Princess's lawful Loyalists will attack from the south, and... a new enemy (alignment: hungry) will be attacking from downstream. All will happily fight each other if they ever meet, but with your army standing right between them in the middle of the river... it will pretty much seem as if everyone was out to get you.&lt;br /&gt;
&lt;br /&gt;
Remember those loyal mermen from in the Bay of Pearls? They should comprise your principal fighting force. Be sure to send one downstream to acquire the Storm Trident there. If you have some of the flying elvish units, they move (and fight) fight equally well over land or water. Wait for the Orcs and Humans to get into the water where the mermen have excellent defence while the landlubbers do not. &lt;br /&gt;
&lt;br /&gt;
Even if you have the money, don't recruit for more than two turns, otherwise Konrad might not even make it into the river. The scenario ends as soon as he makes it to the other side (off the beach and onto flat ground) -- by the time he gets there, there will be few orcs left on that shore, Kalenz and Delfador can well deal with them. If you recruit any land troops at all (healers perhaps?), make sure they have at least two moves in shallow water.&lt;br /&gt;
&lt;br /&gt;
This is an excellent opportunity to get your mermen some XP, and you don't really need the early finish bonus. &lt;br /&gt;
&lt;br /&gt;
Early finish bonus for getting Konrad onto dry land.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=8716 forum discussion]&lt;br /&gt;
&lt;br /&gt;
== Scenario 12 - Northern Winter ==&lt;br /&gt;
*Objectives: Defeat all enemy leaders (2 of them)&lt;br /&gt;
*Lose if: Konrad, Delfador or Kalenz die or turns run out&lt;br /&gt;
*Turns: 50 (as of 1.8.3 on medium difficulty turns = 40)&lt;br /&gt;
*Starting units: Konrad, Delfador, Kalenz, a random soldier&lt;br /&gt;
*Early finish bonus: 47 / turn&lt;br /&gt;
*Other:&lt;br /&gt;
**Snow falls on turns 6 and 10, making the tundra patches larger.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
This is a relatively simple scenario. The enemy will mostly raise level-1 wolf riders and orcish archers, plus the occasional level-2 Ogre or Troll. You can field a similar mix of mostly fresh recruits plus a few veterans. Throughout the scenario, the wolves will attempt to seize villages, often bypassing your forces: a few Elvish Scouts behind your lines will come in handy. Alternatively, your loyal Thieves can play hide-and-seek just as well. Don't overrecruit, though: there's only so many units you can actually bring to bear on the enemy. You've got enough time to win this twice, so you may chose to take it slow and milk this battle for experience. You'll still end this with more than enough gold in your coffers.&lt;br /&gt;
&lt;br /&gt;
== Scenario 13 - The Dwarven Doors ==&lt;br /&gt;
* Objectives: Move Konrad to entrance of the Dwarfen Kingdom&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die or turns run out&lt;br /&gt;
* Turns: 26 / 20 / 15&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, one experienced Rider, one outlaw unit (if you have any)&lt;br /&gt;
&lt;br /&gt;
You may defeat all enemy leaders if you feel like it, but this won't end the scenario. The sole winning condition is to get Konrad to the entrance of the Dwarven Kingdom. Actually, there are two entrances: the &amp;quot;Great Gates&amp;quot;, clearly labeled as such, and a less conspicious side entrance in the north-eastern corner. Only one of these is open, the other is blocked from the inside (determined at random).&lt;br /&gt;
&lt;br /&gt;
You start the scenario with one rider who suggests to scout ahead: that's a good idea, even though you may chose another unit for the task (the game picks the most experienced). Anyone reaching an entrance will tell you whether it's open or not. Alternatively, if you played the Isle of the Damned, one of your outlaws will tell you about his uncle who used to have business with the dwarves, hiding in a village along the way (at 18/24, you'd probably seize it anyway). The uncle is a loyal bandit who joins your troops; he also tells you which entrance to chose, main gate or mine tunnels. It pays off to actually read that dialog.&lt;br /&gt;
&lt;br /&gt;
The most minimalistic approach is to recruit one castle full of cavalry and RUN. The enemies have to cover some distance and cross difficult terrain in order to get in you way -- if Konrad starts running on turn one, he can move past them practically unopposed. It falls to the cavalry to bring up the rear: let them form a line somewhere near the Pillars of Thunedain while Konrad, Delfador and the other walkers keep going. Holding the line for a single turn is enough, then the riders may follow Konrad, leaving the pursuers behind and unable to catch up again (except for the wolves, but there shouldn't be many).&lt;br /&gt;
&lt;br /&gt;
You can still follow this basic principle if you recruit for two turns, adding a healer or two and perhaps some Rangers (their ambushes will stop many opponents). If you recruit for more than two turns, this will become a rather normal battle: your rearguard can no longer disengage, but will have to keep on fighting. There's nothing wrong with that, you can gain quite some experience that way, just don't forget the actual objective.&lt;br /&gt;
&lt;br /&gt;
Konrad needs to get into the mines. Scenario ends with early finish bonus as soon he does so.&lt;br /&gt;
&lt;br /&gt;
== Scenario 14 - Plunging into the Darkness ==&lt;br /&gt;
* Objectives: Find the dwarves&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die or turns run out&lt;br /&gt;
* Turns: 19&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz&lt;br /&gt;
* Early finish bonus: n/a&lt;br /&gt;
* Other:&lt;br /&gt;
** Secret pasage in southeastern part of the tunnel&lt;br /&gt;
** A very short and straightforward map&lt;br /&gt;
&lt;br /&gt;
In principle, this is quite simple. You cannot recruit and just have to walk down that corridor until you find the dwarves -- you can't possibly miss them. You will be attacked by a few bats. They may hurt, that's all. This is mostly a lesson: see how slow Kalenz is in the caves? Notice his abysmal terrain defense? Clearly, this is no place for elves.&lt;br /&gt;
&lt;br /&gt;
Since you're reading this walkthrough, you'll also be interested in locating the secret passage leading to a chest of 200 gold pieces in the southwest. Just stick to the wall, step by step, and you'll eventually find it. However, said chest is guarded by a rather nasty spider: watch out! It's a level-3 beast that poisons and slows.&lt;br /&gt;
&lt;br /&gt;
After you're done with the bats, you can just sit there and wait until your men are healed again. There is no turn limit, after all. Once you found the secret door, do not get in. Step back a bit and the spider will rush out where you can attack her three to one. You should be able to kill her in a single turn, don't worry about getting poisoned -- you won't die from poison and there are no other enemies left. However, if you fail to kill her quickly... you saved the game, didn't you?&lt;br /&gt;
&lt;br /&gt;
== Scenario 15 - The Lost General ==&lt;br /&gt;
* Objectives: Kill all enemy leaders (there are two)&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die or turns run out&lt;br /&gt;
* Turns: 64(!)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz&lt;br /&gt;
* Early finish bonus: Killing both enemy leaders&lt;br /&gt;
&lt;br /&gt;
Moving underground is slow, especially for elves.  Their fighters and archers are also ineffective against undead.  Outriders and slyphs might be worth recalling, if you can afford them.  Likewise, gryphons and horsemen are bogged down.  Recruit dwarves for speed, and mages to back them up. (However, a Gryphon can pass the small pond quickly, and there are four towns on the other side.)&lt;br /&gt;
&lt;br /&gt;
You are fighting Lionel, a former general turned Death Knight, who starts trapped in the south.  To the west is the usual orc/troll force.  In the north is a dwarven ally, although if you are too slow they will be overwhelmed by the orcs. &lt;br /&gt;
&lt;br /&gt;
Dwarven fighters do well against the undead, while the Thunderers do best against the orcs and trolls.    If you choose to go for money, rush troops both south and north, reinforcing the native dwarves and triggering the appearance of the undead.  If you choose to go for experience, ignore the undead until you have killed the orcs, then return en masse to destroy the undead.  Don't take too long, as Lionel will break forth on turn 20.&lt;br /&gt;
&lt;br /&gt;
There are two ways to get to Lionel: an entrance opens in the pond on turn 19/20; and walls collapse when units move into tiles just south of the sign that says &amp;quot;Guest Quarters&amp;quot;, regardless of when this happens.&lt;br /&gt;
&lt;br /&gt;
Tip: If you make dwarf leader to survive (and actually reveal him), Dwarvish Guardsman will become available.&lt;br /&gt;
&lt;br /&gt;
== 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 Sceptre is.&lt;br /&gt;
&lt;br /&gt;
There's three or four enemy leaders, depending on difficulty. The map is randomly generated; there's no telling how many villages there are and where... but more often than not, it's something like 25 villages and most will be placed where you can seize them early. The scenario certainly feels as if you're in for a major underground struggle, but the enemy leaders have little money to begin with and -usually- they won't have much of an income either.&lt;br /&gt;
&lt;br /&gt;
Usually there's two large tunnels going north, and quite often you meet little resistance in one, and quite a lot in the other -- though the latter still doesn't qualify as tough. You can gain quite some XP in the contested tunnel, just form a shieldwall with (mostly) guardians, play it safe, and you can level up some 4-8 dwarves. It's a good idea to station Kalenz here, his faerie fire will help a lot against the occasional lvl-3 Troll.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, The Princess, Delfador, one healer and several of your better dwarves should move up the less contested corridor and scout the map. The Scepter usually is somewhere about 2/3rds up the map. You may encounter the occasional enemy... it's alright to buzz off in all directions, but make sure that everyone has a line of retreat and may receive support within a turn or two. &lt;br /&gt;
&lt;br /&gt;
The scenario ends as soon as Konrad or the Princess gets to the scepter. You may delay this a bit in order to milk a few more XP, but there's not that many more to be gained by then. All things considered, it's better to let Li'sar have the scepter -- she'll be with you until the end, she has no ranged attack, and while Konrad will often be held back by recruiting, Li'sar can be in the frontline from turn one.&lt;br /&gt;
&lt;br /&gt;
== 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 a suit of armor&lt;br /&gt;
*** If you take a merman to the eastern side of the river, you get to the cliffs of Thoria (an insanely difficult battle where you can find a loyal Sergeant.&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, south or east (with a merman). 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 between these two 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. The east alternative takes you to a difficult scenario, only consider that route if you have many high-level mermen.&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: in case you choose the mermen choice, you might want to attack south in the meanwhile to give them time to get to the eastern side of the map.&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;
Tip: If you choose to move a merman to the east, you will be given the option of whether or not you actually want to take this path. You can decline and choose either north or south&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 19C - The Cliffs of Thoria ===&lt;br /&gt;
Scenario Objective: Make it to the end of the river&lt;br /&gt;
&lt;br /&gt;
Turns: 45&lt;br /&gt;
&lt;br /&gt;
Defeat:&lt;br /&gt;
* Death of Konrad, Delfador, Li'sar, or Kalenz&lt;br /&gt;
* Turns run out&lt;br /&gt;
&lt;br /&gt;
Early Finish Bonus: 40% gold carryover&lt;br /&gt;
&lt;br /&gt;
Starting Units:&lt;br /&gt;
* Konrad&lt;br /&gt;
* Delfador&lt;br /&gt;
* Li'sar&lt;br /&gt;
* Kalenz&lt;br /&gt;
* Your strongest merman&lt;br /&gt;
&lt;br /&gt;
After a little spat between Kalenz and the merman you use to go east, you'll head for the Cliffs of Thoria. You'll find a long water level full of derelict vessels of the Queen. You'll also meet a Drake. After some conversation you discover that the Queens' forces attacked the Drakes, and now the Drakes will stop you from going forward. Since you have to move forward, you'll have to fight them.&lt;br /&gt;
&lt;br /&gt;
There are a number of small islands on this map with Drake bases. Each base will produce one Drake every turn until one of your units occupies the base. This means that although the drakes may run out of money, they will never run out of reinforcements. In order to win this, you need to kill them faster than they spawn new recruits. No easy task.&lt;br /&gt;
&lt;br /&gt;
Further, if you find that you can't win in a direct assault and want to bypass the drakes by going through the swamps, you'll discover very powerful undead enemies guarding the shoreline. They won't move, but any casualty will be immediately replaced by a new unit. Clearly, that area is cursed. Just avoid the dark blue water. It's impossible to get into the swamps, any attempt will be a waste of time.&lt;br /&gt;
&lt;br /&gt;
Tip: Compared to the other two choices, this map is insanely hard. While there is an opportunity to pick up a wonderful loyal unit, you may wish to skip the challenge unless you have at least 800 gold and a sufficient number of leveled-up mermen.&lt;br /&gt;
&lt;br /&gt;
If you're going to insist on playing this map, hire many gryphons and merfolk and move as fast as you can and just take the heavy losses. Since each base creates a unit every turn, to destroy a base you have to kill the unit occupying it and immediately move onto the base in that turn. Since merfolk can't move onto mountains, you'll need  gryphons for that. Getting the first two or three bases quickly is absolutely vital.&lt;br /&gt;
&lt;br /&gt;
With a somewhat longer perspective, spend all your money as long as you have it: you will inevitably run out of funds during this scenario. Drakes are vulnerable to piercing and arcane damage, so elvish arrows can be useful, as can your healers as spellcasters. Don't get too many landlubbers though, most of the fighting will happen in or over the water. Level-1 mermen will either die quickly or level up; high-level mermen will wreak havoc on the drakes. However, you need a good many level-2 mermen to begin with. Rookies alone cannot maintain the constant pressure you need, and the turn limit is short enough as it is.&lt;br /&gt;
&lt;br /&gt;
When you finally make it to the far side, you'll be told that the waterfall is impassable: you need Konrad to enter the cave in the middle of the map. Start walking early, he'll take a while.&lt;br /&gt;
&lt;br /&gt;
A loyal leader can be found on the most south-western island. He's badly hurt, keeping him alive may be tricky... better to discover him only on he very last moment.&lt;br /&gt;
&lt;br /&gt;
== Scenario 20 - Home of the North Elves ==&lt;br /&gt;
* Objectives:&lt;br /&gt;
** 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>Schnobs</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=HeirToTheThrone&amp;diff=39463</id>
		<title>HeirToTheThrone</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=HeirToTheThrone&amp;diff=39463"/>
		<updated>2010-12-08T15:47:38Z</updated>

		<summary type="html">&lt;p&gt;Schnobs: /* Scenario 18 - A Choice Must Be Made */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a walkthrough of '''Heir to the Throne''', the campaign featuring Konrad. It contains spoilers.&lt;br /&gt;
&lt;br /&gt;
The suggestions herein are based on the &amp;quot;Medium&amp;quot; and &amp;quot;Hard&amp;quot; difficulty levels. It should be possible to win the &amp;quot;Easy&amp;quot; difficulty level without trying very hard if you are an accomplished gamer.  If you feel comfortable with turn-based games, especially ones featuring units moving on a hex map, then you can play the Tutorial and then dive right into &amp;quot;Medium&amp;quot; to get a feel for the elements of the game. After you have played a few scenarios and are ready to restart from the beginning (and yes, it is  very likely you will have to restart the first time you play Wesnoth), try reading [[AdvancedTactics]].  You should also be familiar with the basics in [[WesnothManual]] -- this is a walkthrough, not an exposition of basic game mechanics.&lt;br /&gt;
&lt;br /&gt;
Each scenario has an individual forum thread where you can provide feedback to the authors.  See also the forum posts [http://www.wesnoth.org/forum/viewtopic.php?t=3601 Suggestions for Heir to the Throne walkthrough] and [http://www.wesnoth.org/forum/viewtopic.php?t=4026 Yet another &amp;quot;Heir to the Throne&amp;quot; walktrough] (sic) for more.  [http://www.wesnoth.org/forum/viewtopic.php?t=7064 Ye Compleat Walkthrough To &amp;quot;Heir To The Throne&amp;quot;] is a detailed guide, with illustrations, to the first several scenarios.&lt;br /&gt;
&lt;br /&gt;
Finally, some [http://www.hermann-uwe.de/blog/my-wesnoth-replays-online replays] were posted by Uwe Hermann.&lt;br /&gt;
&lt;br /&gt;
'''Warning spoilers ahead!'''&lt;br /&gt;
&lt;br /&gt;
== Scenario 1 - The Elves Besieged ==&lt;br /&gt;
Scenario objectives: Both Konrad and Delfador must survive, and Konrad must escape to the signpost in the northwest corner of the map.&lt;br /&gt;
&lt;br /&gt;
The orcs as well as your allies will levy a great many troops, you'll soon find yourself between the lines in a huge battle. All those units slugging it out can take quite some time, you may want to try two options on the Preferences dialog, &amp;quot;Accelerated Speed&amp;quot; or maybe even &amp;quot;Skip AI Moves&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
This scenario is a &amp;quot;runner&amp;quot; scenario; on turn one, recruit a castle full of fresh recruits, and immediately make a break for it! If you're new to Wesnoth, getting Konrad out of there in one piece will be difficult enough and may require you to start over a couple of times. Hint: don't keep your units all lumped around Konrad, as a large host will attract the enemies' attention. &lt;br /&gt;
&lt;br /&gt;
Terrain dictates two routes to the signpost: west to the druid and then north, or north over the bridge and then west. Either way, you should send Delfador and most of your army straight north. This is a ruse, the sole purpose is to lure the enemy towards the road  while Konrad (with only one or two level-1 bodyguards) makes his way towards the exit. There's no chance of winning, your troops should perform a skirmishing retreat westwards into the forest.&lt;br /&gt;
&lt;br /&gt;
Other than getting Konrad on his way, the inofficial objective of this scenario is to gain some experience for your troops. Experience is gained by fighting; once a level of experience is reached, your units will &amp;quot;level up&amp;quot; and become more powerful units. Killing an opponent will give much more experience than just fighting, so you should try to arrange it in such a way that the unit you want to upgrade gets to deliver the coup de grace.&lt;br /&gt;
&lt;br /&gt;
Now a few words about the units at your disposal. In-game, you cannot check the data of unknown units; if you want to take a peek anyway, check the [http://www.wesnoth.org/units/ Wesnoth Unit Tree].&lt;br /&gt;
&lt;br /&gt;
* Fighters and Archers. Melee and ranged, all elvish warriors are capable of both, it's more a matter of emphasis than an actual distinction. When they level up, most should become Heroes and Rangers, repectively; you'll only need one or two Captains, and probably are better off without any Marksmen: spellcasters will serve the same purpose much better.&lt;br /&gt;
&lt;br /&gt;
* Shamans are minor healers. As a rule of thumb, you should never enter into any scenario without at least one healer. Leveling up a Shaman is somewhat tricky, as they can do only very little damage. If you use stronger units to knock an enemy unit's HP down, you can move your shamans up from behind the lines to administer the finishing blow. As difficult as it is to level up a shaman, it is well worth the hassle. Druids will be standard healers, you want one (and possibly only one) of those as soon as possible. A Sorceress cannot heal at all, but is a powerful spellcaster. At their higest level, both will learn to fly and become very mobile.&lt;br /&gt;
&lt;br /&gt;
* Scouts may seem weak, but there's more to them than meets the eye. While most riders suffer severe penalties in difficult terrain, the elvish variant can cross rivers, swamps and even mountains rather quickly and will usually even receive a reasonable defense modifier. Insofar, they're less like horsemen and more like fast infantry. Whether you employ them in numbers is a matter of taste, however, you should always remember that you have these extremely mobile units at your disposal.&lt;br /&gt;
&lt;br /&gt;
* Konrad, your leader, starts most scenarios at a keep where he may recruit some troops, but that doesn't mean that he should stay there forever: Being always on the map, he may just as well make himself useful. Getting him to level two will earn him a 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;
Sir Kaylan will send one or two horsemen to the enemy lines to assist you.  Although these horsemen are not under your direct control, they can serve as a distraction if you manoeuver your forces properly, taking the brunt during the enemy's turn to attack. &lt;br /&gt;
&lt;br /&gt;
The first night will be tough, be prepared to lose some units; but if you use the terrain to your advantage, you should have enough of an army left to launch a serious counterattack during the next day. The momentum should keep you going even through the next night and you may soon find yourself besieging the enemy keep. However, the actual objective is merely to survive &amp;amp;ndash; if everything fails, you may still retreat behind the swordsmen guarding Sir Kaylans fortress.&lt;br /&gt;
&lt;br /&gt;
There is an early finish bonus for killing the enemy leader, however, it will probably be small. In other words: rushing it won't be worthwhile, instead you should play it safe: manoeuver carefully and try to get some experience to those units that need it most. By the end of this scenario, you really ought to have a Druid &amp;amp;ndash; that's absolutely vital. Next in line should be an elvish Fighter (make him a Captain) and Konrad, anything else is optional. But the more the merrier as they say.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=2929 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 3 - Isle of Alduin ==&lt;br /&gt;
Scenario objectives: Kill the enemy leader.&lt;br /&gt;
&lt;br /&gt;
The key to victory is to control the villages, earning the gold you need to recruit or recall troops.  You have the option to send the majority of your army west or south with village grabbers going the opposite direction.  If you choose to send your army west (recommended) send a scout and an archer south, grabbing alternating villages. Done intelligently they will each grab 1 village per turn until they are near the opponents keep. Be careful of engaging the enemy on the west flank near the hills at night: this is where they shine. Back off to the forests and wait for a more favorable time of day if necessary.&lt;br /&gt;
&lt;br /&gt;
The following strategy works well if you take care of your unit placement. Protect units you cannot afford to lose from multiple attacks at night or when weakened, particularly new horsemen and magi.&lt;br /&gt;
&lt;br /&gt;
First recall or recruit 3 elvish scouts. Send two scouts to the southern villages, and the third to the village to the northwest. Recruit 3 fighters; send one to the south and the other two to the southwest. This works best if one scout is &amp;quot;quick&amp;quot; and the fighter recruited to fill the southeastern hex of your castle is also &amp;quot;quick&amp;quot;. If not you may have to modify this strategy. Send Delfador up to the northwest on the first turn to find the mage and send the mage down to the village next to the castle. Konrad should take two nearby villages in the first two turns, because you have no money left anyway.&lt;br /&gt;
&lt;br /&gt;
One of the scouts goes as far south as possible, taking villages and distracting the enemy. This scout is usually destroyed by turn 4. That's OK. The other scout in the south usually has to retreat to survive. You try to take all the villages in the south you can and then reinforce the south slowly and move south. Now your main push is in the west because most villages are there and you need an income of over 20 per turn to recall all of your good troops. I usually use the scout I have sent to the northwest village on the island to take all of the far northwest villages. Delfador can destroy an enemy unit each turn, especially saurians, because these pesky units can kill weakened units in the rear. Horsemen take too long to cross the forest south of your castle but are strong on the western plains during daytime. Send newly-recruited horsemen to the west along with magi. A shaman is useful to the south and later one can be sent to the west.&lt;br /&gt;
&lt;br /&gt;
Approaching turn 10-12, you should have assembled two reasonably powerful forces on each side of the lake. The westerly one usually is based on Delfador and horsemen-mage combos with fighters and archers for ZOC purposes, and the eastern force almost entirely of elves. Remember magi work best against trolls and grunts, and horsemen against archers.&lt;br /&gt;
&lt;br /&gt;
Move south in tight groups, trying not to get too aggressive at night with the west group, until they meet at the far southern end of the island, and assault the castle together.&lt;br /&gt;
&lt;br /&gt;
If you are a new player, you've probably been focusing on game mechanics and how the units and terrain interact. If so, it's time to give serious thought to leveling up some units by allowing them to strike the killing blow. When Konrad or an elven fighter is at level 2, they get the &amp;quot;leadership&amp;quot; skill. When a shaman levels up, they get the &amp;quot;cure&amp;quot; skill.&lt;br /&gt;
&lt;br /&gt;
Hardly any player notices this, but this scenario offers the opportunity for some extra experience at the expense of very little gold. The early finish bonus is 38, but there are 36 villages on the island, so if you control all villages, you only lose 2 gold per turn (or only 1.6 gold, since only 80% can be retained - should be less than 24, since you hardly ever finish more than 15 turns early). So instead of killing the remaining enemies - especially the enemy leader - you might encircle them and reduce their health to a minimum. If you do not attack them in the subsequent turns, they will neither attack nor move, thus regain 2 HP per turn and will eventually be healthy enough to stand an attack of your weaker units. This is a relatively safe way to milk some extra XPs out of them for your weaker units (preferably magi and shamans). While milking level 1 units may not be very rewarding, milking the level 2 leader might easily give 20 extra XPs.&lt;br /&gt;
&lt;br /&gt;
A note about playing with Magi: They are weak units, but become important later in the game. Over the next few levels, you'll want to level at least two Magi to White Magi for later in the game; they have an arcane (or holy) attack which does incredible amounts of damage to the undead. Fire Magi can eventually level up to level 4 Great Magi, which are walking killing machines, and Fire Magi do decent damage to most other units, especially trolls and skeletons. Magi are weak, however, so they need to be guarded by stronger units. Don't let the enemy have more than one attack position on them.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=2959 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 4 - Bay of Pearls ==&lt;br /&gt;
Scenario objectives: Kill one or both enemy leaders.&lt;br /&gt;
&lt;br /&gt;
Opening moves: On the first turn, have Konrad recruit or recall some units. Which units, and in which order, is your first tactical decision. If you recruit/recall in pairs, with one fast (6 movement points or more) and one slow unit, then one will be able to move onto the island the next turn, while the other is still wading through the river.&lt;br /&gt;
&lt;br /&gt;
Then, move Konrad to the cage on the island just to the east. This will free some mermen. (How many depends on whether you are playing on Easy, Medium, or Hard.) One of these can go open the second cage, and so on: by the end of your very first turn, you should have five mermen in the water.&lt;br /&gt;
&lt;br /&gt;
Watch out: there's one cage far out at sea that's easily overlooked. The first Merman you set free tells you as much, but if you skip the message... Anyway, it is guarded by two nagas. Send two or (at most) three Mermen up there and *do not* fight it out: get the cage first, then kill the nagas with the help of the mermen from that cage. It holds at least four Mermen, on of them an Initiate. The latter may become a healer, try to get her experienced as soon as possible.&lt;br /&gt;
&lt;br /&gt;
Even further north than the last cage there's a trident in the water. It will confer a powerful ranged attack to its bearer. Have a &amp;quot;quick&amp;quot; merman pick it up (who should eventually become a Hoplite).&lt;br /&gt;
&lt;br /&gt;
The remaining mermen should try to hold the sea leaders' recruits at bay. Mermen and nagas both have high defense in water, so combat can be a bit slow and frustrating. Concentrate three or four mermen on a single enemy unit at a time, rather than spreading your attacks piecemeal. Don't push too hard, especially not at night when your attacks are weak. Keeping your loyal mermen alive is more important than the possession of a village, and things will look much better on the next day. If that doesn't suffice, the troops from the deep-sea cage may lend a hand.&lt;br /&gt;
&lt;br /&gt;
It will be nigh impossible for your horsemen and elves to wade to the island to fight the sea leader in time, so eventually your need to do this. The Storm Trident and the Initiate both have magic attacks (70% to-hit regardless of terrain) and should go a long way... you better attack him during the day, even if it means that you need to wait for a few turns.&lt;br /&gt;
&lt;br /&gt;
On land, you have to fight off a wave of orcs and wolves. Your decision is how far west to engage the enemy, though really, you have little choice: You are hindered by the limited recruitment you can do each turn, and how long it takes your elves and horsemen to trickle across the river. Some wolves may reach you in the night, but the bulk of his army won't arrive until daybreak. Press hard during the day, and there will be little left of his army when the night comes. &lt;br /&gt;
&lt;br /&gt;
Careful management of your killing blows should allow several units to get to Level 2. A charging horseman does so much damage it will be easy for the horsemen to get all the kills, but try to get at least Konrad, your loyal mage,  and an elven fighter to level-2 (if you haven't already).&lt;br /&gt;
&lt;br /&gt;
The outcome of this battle affects the next scenario you play. If you kill the sea leader you wind up on Isle of the Damned. If you kill the land leader you wind up on Muff Malal's Peninsula. If you kill both, you can choose (and get an early finish bonus).&lt;br /&gt;
&lt;br /&gt;
New players should take the land route to Muff Malal's Peninsula, where you can easily level up many units or collect an early finish bonus. Experienced players or those who are looking for an interesting tactical exercise may wish to consider the sea route to the Isle of the Damned, where you will find a loyal White Mage who *might* join you... if you meet some very tough winning conditions. Either choice will be a battle against undead.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3022 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Diverging campaign path ==&lt;br /&gt;
=== Scenario 5A - Muff Malal's Peninsula ===&lt;br /&gt;
Scenario objectives: Kill the enemy leader.&lt;br /&gt;
&lt;br /&gt;
This is an easy scenario, and your aim here should be to build up your gold by controlling most villages, while earning experience against enemy forces. The enemy recruits bats to capture villages, and hordes of Walking Corpses to keep you busy.  The occasional Dark Adept can be dangerous on Hard difficulty, but is vulnerable to melee attack, especially from knights.&lt;br /&gt;
&lt;br /&gt;
One approach is to recall a few level 2 units supported by a mage. These units build a defensive position in the central part of the map, using hills and forest for cover, and hold off the first wave of Walking Corpses. Mounted troops capture villages in the north and west, and can charge down the flanks at daytime. A merman or two distract enemy bats and capture sea villages. If you can recall the merman that picked up the trident in Bay of Pearls, it will be able to dispatch bats easily on its own.&lt;br /&gt;
&lt;br /&gt;
During daytime, your main force advances to one of the villages in the south-east, where you wait for more Walking Corpses to attack. A level 2 melee unit (eg. Elvish Captain) can use the village defense bonus to survive attacks, and heal between turns. By the time it is low on hit points, it should be advancing to level 3.&lt;br /&gt;
&lt;br /&gt;
You should now control most villages and have some gold, so recruit or recall additional troops. Launch an offensive with your central force, supported by your horsemen advancing at the sides.  Don't forget to use Konrad in the attack.&lt;br /&gt;
&lt;br /&gt;
Try to attack with human units only at day, when the undead are at their weakest, and hold the lines with your elves at night.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing the enemy leader.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3178 forum discussion].&lt;br /&gt;
&lt;br /&gt;
=== Scenario 5B - Isle of the Damned ===&lt;br /&gt;
Scenario objectives: Kill the enemy leaders, or survive for 27 turns.&lt;br /&gt;
&lt;br /&gt;
Konrad is washed overboard during a storm, but is rescued by two mermen. You start out with 100 gold and cannot recall any units. You are joined by Urlaf, a level 2 Outlaw.  In addition to Mermen, you can recruit his friends: Thugs, Poachers and Footpads. This is the only time in the campaign that these units can be recruited, but any outlaw units surviving this scenario can be recalled later. Your gold from Bay of Pearls (minus the usual 20% discount) is saved for the next scenario.&lt;br /&gt;
&lt;br /&gt;
Moremirmu is a White Mage with a holy sword which is very effective against undead. He is hiding in one of the three temples, and will join your cause if you find him. Beware: Xakae, a Revenant with a retinue of Walking Corpses, is waiting to ambush you in another temple. Moremirmu and Xakae are randomly placed; the third temple is always empty. Xakae and the Corpses can be a useful source of experience if you have the troops to deal with them.&lt;br /&gt;
&lt;br /&gt;
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.  Whichever strategy you choose, remember that the undead are well on their way to join the orcs occupying the city.  Speed is a factor.&lt;br /&gt;
&lt;br /&gt;
Konrad will receive some help from the Thieves Guild. Apparently, an orcish occupation is bad for business. They will either show you a hidden ford onto the island, or attack the north gate after you take one of the island villages. Whether you choose to storm the city, and which aid to accept, depends in large part on how much of a hurry you are in.  Every turn, the undead march southward, and you'll have quite a fight on your hands after they reinforce the orcs in the city proper.&lt;br /&gt;
&lt;br /&gt;
After you defeat the orcs, you must fight your way north.  Fighting against the undead requires a different mix of units than fighting the orcs. Your mermen are too slow on land.  Horsemen and elvish units do reduced damage to skeletons.  Here, you need... mages.  Lots and lots of mages. And a paladin, if you've leveled a unit that high enough. Expect to spend many turns fighting through the northernmost six hexes. You are fighting in a cave, which slows your units down. Being underground, it is also treated as night for the time of day penalties.  Also, don't forget that mages can't take a lot of abuse, especially from melee attacks.  You will have to figure out how to use your less effective elvish units and horsemen to shield your mages.&lt;br /&gt;
&lt;br /&gt;
By now, you should have either Konrad or a level 2 elven fighter with the Leadership ability. A unit adjacent to a leader receives a +25% bonus to damage. Likewise, carefully position shamen or white mages in your lines so they can heal wounded units.  Two adjacent healers will heal each other.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing both enemy leaders.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3224 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 7 - Crossroads ==&lt;br /&gt;
Scenario objectives: Kill the north-eastern enemy leader.&lt;br /&gt;
&lt;br /&gt;
There are two strategies: either to &amp;quot;run for it&amp;quot;, or &amp;quot;kill them all&amp;quot;.  Which you choose will probably depend on whether you want to earn lots of gold, or level up lots of units.&lt;br /&gt;
&lt;br /&gt;
If you choose to run,  recall two turn's worth of troops.  Most should be level 2, but you should recruit one or two units as sacrifical lambs. Having two healers (who will stay adjacent to each other for mutual healing) is almost a necessity. Move the units in formation (probably in two packs) along the road. Do not be tempted to move units into the mountains.  The increased defence is not worth the risk of triggering ambushes. Drive your way to the leader in the northwest, kill them, and reap the early finish bonus.&lt;br /&gt;
&lt;br /&gt;
The second strategy is to methodically destroy all enemy units on the map. Recruit two turns worth of units, and then drive south.  Overcome the southern leader, and recruit more troops in his castle.  Move back north, moving into every town and through the mountains, in order to trigger ambushes. This strategy is trickier to pull off, but careful management of your kills should allow you to level multiple units. (Just be careful not to run out of turns...)&lt;br /&gt;
&lt;br /&gt;
Note:  The first two villages 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;
You'll be facing many level-2 undead. They're all dangerous but two kinds require special attention:&lt;br /&gt;
* Spectres (level2 ghosts) are fast in every terrain, somewhat hard to hit, resistant to all common kinds of damage, and have a draining attack. Attacking them in melee is not recommendend, killing them with arrows will eventually work but takes many arrows. They are vulnerable to arcane spells and fireballs, though.&lt;br /&gt;
* Walking Corpses: they're slow, they're weak, they're fragile. Usually nothing to worry about, but this time they're many. Hordes. Night of the Living Dead. A strong fighter will easily slay them, but that can become his downfall: an attacking corpse that gets killed makes room for the next corpse to move in and attack... and the next, and the next, and each one gets a few blows. Even a Paladin or Champion will eventually be overwhelmed, taking like ten or fifteen zombies with him. Whether you consider this to be a good exchange is up to you. Incidentally, something similar can happen between Paladins and level-1 Skeletons.&lt;br /&gt;
&lt;br /&gt;
The castle you start in is a well-defensible position, but all enemies arrive at about the same time. Once surrounded, you'll have very little wiggle room or inside tiles for your wounded units to retreat to. Filling the moat with Mermen might work a bit better, but their tridents won't impress the skeletons.&lt;br /&gt;
&lt;br /&gt;
You should consider attacking the southern enemy, then hole up in his castle and the surrounding hills. This increases the distance to the others: their troops will reach you later and they will be strung out, so you don't have to fight them all at once.&lt;br /&gt;
&lt;br /&gt;
If you don't have the money to recruit a large or powerful army, recruit a few Elvish Fighters and send them to the forest north of your castle. Their job is to slow the Revenant for several turns and then die gloriously. Flee with Konrad and the rest of your army to the south-east corner. If you're lucky, the WC horde will be too slow to reach you before the scenario ends. A cowardly tactic, yes -- but you'll survive...&lt;br /&gt;
&lt;br /&gt;
If you played Isle of The Damned without killing both Liches, and Moremirmu survived, then he will reinforce you with three White Mage buddies between turns 7-10. You can't recall them after this scenario, so they are expendable.&lt;br /&gt;
&lt;br /&gt;
Another strategy, which requires to have Moremirmu to help you and allows you to kill the three Liches, is to recruit 2 horsemen (or recall their leveled up units) and as many thieves as you can, send each horsemen to gather the bottles of holy water, and kill with them the northern and eastern Liches; don't send them the horseman to the northern Lich too quick, because if you do his army will focus on it, and it won't reach the Lich. Move Konrad, Delfador, Kalenz, and your thieves towards the southeast corner. The thieves be used as a barrier to protect your more important units; place them in woods, mountains or villages(never in plains) as soon as they can, so that the northern and eastern Liches concentrate on them and leave Konrad and his group alone. With some luck you'll kill the northern and eastern Liches around the same turn that Moremirmu appears, and Konrad and his group will survive enough time to have one of Moremirmu's white mages kill the Southern Lich during day time.&lt;br /&gt;
&lt;br /&gt;
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. Killing the Princess is meant to be impossible: she has plenty of troops as is, and if you actually get near her there will be numerous high-quality reinforcements. Do not even try to attack her, it will be a waste of good troops for no gain. Instead, fill the river with mermen: this is an excellent opportunity to get many of them leveled up.&lt;br /&gt;
&lt;br /&gt;
But first things first: your task is to get Konrad across the river. The chaotic orcs will attack from the north, the Princess's lawful Loyalists will attack from the south, and... a new enemy (alignment: hungry) will be attacking from downstream. All will happily fight each other if they ever meet, but with your army standing right between them in the middle of the river... it will pretty much seem as if everyone was out to get you.&lt;br /&gt;
&lt;br /&gt;
Remember those loyal mermen from in the Bay of Pearls? They should comprise your principal fighting force. Be sure to send one downstream to acquire the Storm Trident there. If you have some of the flying elvish units, they move (and fight) fight equally well over land or water. Wait for the Orcs and Humans to get into the water where the mermen have excellent defence while the landlubbers do not. &lt;br /&gt;
&lt;br /&gt;
Even if you have the money, don't recruit for more than two turns, otherwise Konrad might not even make it into the river. The scenario ends as soon as he makes it to the other side (off the beach and onto flat ground) -- by the time he gets there, there will be few orcs left on that shore, Kalenz and Delfador can well deal with them. If you recruit any land troops at all (healers perhaps?), make sure they have at least two moves in shallow water.&lt;br /&gt;
&lt;br /&gt;
This is an excellent opportunity to get your mermen some XP, and you don't really need the early finish bonus. &lt;br /&gt;
&lt;br /&gt;
Early finish bonus for getting Konrad onto dry land.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=8716 forum discussion]&lt;br /&gt;
&lt;br /&gt;
== Scenario 12 - Northern Winter ==&lt;br /&gt;
*Objectives: Defeat all enemy leaders (2 of them)&lt;br /&gt;
*Lose if: Konrad, Delfador or Kalenz die or turns run out&lt;br /&gt;
*Turns: 50 (as of 1.8.3 on medium difficulty turns = 40)&lt;br /&gt;
*Starting units: Konrad, Delfador, Kalenz, a random soldier&lt;br /&gt;
*Early finish bonus: 47 / turn&lt;br /&gt;
*Other:&lt;br /&gt;
**Snow falls on turns 6 and 10, making the tundra patches larger.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
This is a relatively simple scenario. The enemy will mostly raise level-1 wolf riders and orcish archers, plus the occasional level-2 Ogre or Troll. You can field a similar mix of mostly fresh recruits plus a few veterans. Throughout the scenario, the wolves will attempt to seize villages, often bypassing your forces: a few Elvish Scouts behind your lines will come in handy. Alternatively, your loyal Thieves can play hide-and-seek just as well. Don't overrecruit, though: there's only so many units you can actually bring to bear on the enemy. You've got enough time to win this twice, so you may chose to take it slow and milk this battle for experience. You'll still end this with more than enough gold in your coffers.&lt;br /&gt;
&lt;br /&gt;
== Scenario 13 - The Dwarven Doors ==&lt;br /&gt;
* Objectives: Move Konrad to entrance of the Dwarfen Kingdom&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die or turns run out&lt;br /&gt;
* Turns: 26 / 20 / 15&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, one experienced Rider, one outlaw unit (if you have any)&lt;br /&gt;
&lt;br /&gt;
You may defeat all enemy leaders if you feel like it, but this won't end the scenario. The sole winning condition is to get Konrad to the entrance of the Dwarven Kingdom. Actually, there are two entrances: the &amp;quot;Great Gates&amp;quot;, clearly labeled as such, and a less conspicious side entrance in the north-eastern corner. Only one of these is open, the other is blocked from the inside (determined at random).&lt;br /&gt;
&lt;br /&gt;
You start the scenario with one rider who suggests to scout ahead: that's a good idea, even though you may chose another unit for the task (the game picks the most experienced). Anyone reaching an entrance will tell you whether it's open or not. Alternatively, if you played the Isle of the Damned, one of your outlaws will tell you about his uncle who used to have business with the dwarves, hiding in a village along the way (at 18/24, you'd probably seize it anyway). The uncle is a loyal bandit who joins your troops; he also tells you which entrance to chose, main gate or mine tunnels. It pays off to actually read that dialog.&lt;br /&gt;
&lt;br /&gt;
The most minimalistic approach is to recruit one castle full of cavalry and RUN. The enemies have to cover some distance and cross difficult terrain in order to get in you way -- if Konrad starts running on turn one, he can move past them practically unopposed. It falls to the cavalry to bring up the rear: let them form a line somewhere near the Pillars of Thunedain while Konrad, Delfador and the other walkers keep going. Holding the line for a single turn is enough, then the riders may follow Konrad, leaving the pursuers behind and unable to catch up again (except for the wolves, but there shouldn't be many).&lt;br /&gt;
&lt;br /&gt;
You can still follow this basic principle if you recruit for two turns, adding a healer or two and perhaps some Rangers (their ambushes will stop many opponents). If you recruit for more than two turns, this will become a rather normal battle: your rearguard can no longer disengage, but will have to keep on fighting. There's nothing wrong with that, you can gain quite some experience that way, just don't forget the actual objective.&lt;br /&gt;
&lt;br /&gt;
Konrad needs to get into the mines. Scenario ends with early finish bonus as soon he does so.&lt;br /&gt;
&lt;br /&gt;
== Scenario 14 - Plunging into the Darkness ==&lt;br /&gt;
* Objectives: Find the dwarves&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die or turns run out&lt;br /&gt;
* Turns: 19&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz&lt;br /&gt;
* Early finish bonus: n/a&lt;br /&gt;
* Other:&lt;br /&gt;
** Secret pasage in southeastern part of the tunnel&lt;br /&gt;
** A very short and straightforward map&lt;br /&gt;
&lt;br /&gt;
In principle, this is quite simple. You cannot recruit and just have to walk down that corridor until you find the dwarves -- you can't possibly miss them. You will be attacked by a few bats. They may hurt, that's all. This is mostly a lesson: see how slow Kalenz is in the caves? Notice his abysmal terrain defense? Clearly, this is no place for elves.&lt;br /&gt;
&lt;br /&gt;
Since you're reading this walkthrough, you'll also be interested in locating the secret passage leading to a chest of 200 gold pieces in the southwest. Just stick to the wall, step by step, and you'll eventually find it. However, said chest is guarded by a rather nasty spider: watch out! It's a level-3 beast that poisons and slows.&lt;br /&gt;
&lt;br /&gt;
After you're done with the bats, you can just sit there and wait until your men are healed again. There is no turn limit, after all. Once you found the secret door, do not get in. Step back a bit and the spider will rush out where you can attack her three to one. You should be able to kill her in a single turn, don't worry about getting poisoned -- you won't die from poison and there are no other enemies left. However, if you fail to kill her quickly... you saved the game, didn't you?&lt;br /&gt;
&lt;br /&gt;
== Scenario 15 - The Lost General ==&lt;br /&gt;
* Objectives: Kill all enemy leaders (there are two)&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die or turns run out&lt;br /&gt;
* Turns: 64(!)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz&lt;br /&gt;
* Early finish bonus: Killing both enemy leaders&lt;br /&gt;
&lt;br /&gt;
Moving underground is slow, especially for elves.  Their fighters and archers are also ineffective against undead.  Outriders and slyphs might be worth recalling, if you can afford them.  Likewise, gryphons and horsemen are bogged down.  Recruit dwarves for speed, and mages to back them up. (However, a Gryphon can pass the small pond quickly, and there are four towns on the other side.)&lt;br /&gt;
&lt;br /&gt;
You are fighting Lionel, a former general turned Death Knight, who starts trapped in the south.  To the west is the usual orc/troll force.  In the north is a dwarven ally, although if you are too slow they will be overwhelmed by the orcs. &lt;br /&gt;
&lt;br /&gt;
Dwarven fighters do well against the undead, while the Thunderers do best against the orcs and trolls.    If you choose to go for money, rush troops both south and north, reinforcing the native dwarves and triggering the appearance of the undead.  If you choose to go for experience, ignore the undead until you have killed the orcs, then return en masse to destroy the undead.  Don't take too long, as Lionel will break forth on turn 20.&lt;br /&gt;
&lt;br /&gt;
There are two ways to get to Lionel: an entrance opens in the pond on turn 19/20; and walls collapse when units move into tiles just south of the sign that says &amp;quot;Guest Quarters&amp;quot;, regardless of when this happens.&lt;br /&gt;
&lt;br /&gt;
Tip: If you make dwarf leader to survive (and actually reveal him), Dwarvish Guardsman will become available.&lt;br /&gt;
&lt;br /&gt;
== 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 Sceptre is.&lt;br /&gt;
&lt;br /&gt;
There's three or four enemy leaders, depending on difficulty. The map is randomly generated; there's no telling how many villages there are and where... but more often than not, it's something like 25 villages and most will be placed where you can seize them early. The scenario certainly feels as if you're in for a major underground struggle, but the enemy leaders have little money to begin with and if you find yourself holding 15-20 images, they won't have much of an income either. So you don't need a huge host, but may want to spend all your money anyway: Any dwarves on your roster can be recalled later, but this is the last time you can recruit new ones.&lt;br /&gt;
&lt;br /&gt;
After you've beaten the first wave of enemies, have your troops buzz off in all directions to seek out the scepter. You may still find the occasional enemy or two, but not many. Moving in groups of three will be safe. If you divide the map in four horizontal stripes, the scepter usually is somewhere in the third stripe from the south. It's better to let Li'sar have it, as the scepter gives her a ranged attack.&lt;br /&gt;
&lt;br /&gt;
By the time you found the scepter there won't be many enemies left -- you can't milk many XP from this level.&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 a suit of armor&lt;br /&gt;
*** If you take a merman to the eastern side of the river, you get to the cliffs of Thoria (an insanely difficult battle where you can find a loyal Sergeant.&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, south or east (with a merman). 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 between these two 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. The east alternative takes you to a difficult scenario, only consider that route if you have many high-level mermen.&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: in case you choose the mermen choice, you might want to attack south in the meanwhile to give them time to get to the eastern side of the map.&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;
Tip: If you choose to move a merman to the east, you will be given the option of whether or not you actually want to take this path. You can decline and choose either north or south&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 19C - The Cliffs of Thoria ===&lt;br /&gt;
Scenario Objective: Make it to the end of the river&lt;br /&gt;
&lt;br /&gt;
Turns: 45&lt;br /&gt;
&lt;br /&gt;
Defeat:&lt;br /&gt;
* Death of Konrad, Delfador, Li'sar, or Kalenz&lt;br /&gt;
* Turns run out&lt;br /&gt;
&lt;br /&gt;
Early Finish Bonus: 40% gold carryover&lt;br /&gt;
&lt;br /&gt;
Starting Units:&lt;br /&gt;
* Konrad&lt;br /&gt;
* Delfador&lt;br /&gt;
* Li'sar&lt;br /&gt;
* Kalenz&lt;br /&gt;
* Your strongest merman&lt;br /&gt;
&lt;br /&gt;
After a little spat between Kalenz and the merman you use to go east, you'll head for the Cliffs of Thoria. You'll find a long water level full of derelict vessels of the Queen. You'll also meet a Drake. After some conversation you discover that the Queens' forces attacked the Drakes, and now the Drakes will stop you from going forward. Since you have to move forward, you'll have to fight them.&lt;br /&gt;
&lt;br /&gt;
There are a number of small islands on this map with Drake bases. Each base will produce one Drake every turn until one of your units occupies the base. This means that although the drakes may run out of money, they will never run out of reinforcements. In order to win this, you need to kill them faster than they spawn new recruits. No easy task.&lt;br /&gt;
&lt;br /&gt;
Further, if you find that you can't win in a direct assault and want to bypass the drakes by going through the swamps, you'll discover very powerful undead enemies guarding the shoreline. They won't move, but any casualty will be immediately replaced by a new unit. Clearly, that area is cursed. Just avoid the dark blue water. It's impossible to get into the swamps, any attempt will be a waste of time.&lt;br /&gt;
&lt;br /&gt;
Tip: Compared to the other two choices, this map is insanely hard. While there is an opportunity to pick up a wonderful loyal unit, you may wish to skip the challenge unless you have at least 800 gold and a sufficient number of leveled-up mermen.&lt;br /&gt;
&lt;br /&gt;
If you're going to insist on playing this map, hire many gryphons and merfolk and move as fast as you can and just take the heavy losses. Since each base creates a unit every turn, to destroy a base you have to kill the unit occupying it and immediately move onto the base in that turn. Since merfolk can't move onto mountains, you'll need  gryphons for that. Getting the first two or three bases quickly is absolutely vital.&lt;br /&gt;
&lt;br /&gt;
With a somewhat longer perspective, spend all your money as long as you have it: you will inevitably run out of funds during this scenario. Drakes are vulnerable to piercing and arcane damage, so elvish arrows can be useful, as can your healers as spellcasters. Don't get too many landlubbers though, most of the fighting will happen in or over the water. Level-1 mermen will either die quickly or level up; high-level mermen will wreak havoc on the drakes. However, you need a good many level-2 mermen to begin with. Rookies alone cannot maintain the constant pressure you need, and the turn limit is short enough as it is.&lt;br /&gt;
&lt;br /&gt;
When you finally make it to the far side, you'll be told that the waterfall is impassable: you need Konrad to enter the cave in the middle of the map. Start walking early, he'll take a while.&lt;br /&gt;
&lt;br /&gt;
A loyal leader can be found on the most south-western island. He's badly hurt, keeping him alive may be tricky... better to discover him only on he very last moment.&lt;br /&gt;
&lt;br /&gt;
== Scenario 20 - Home of the North Elves ==&lt;br /&gt;
* Objectives:&lt;br /&gt;
** 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;
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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>Schnobs</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=HeirToTheThrone&amp;diff=39462</id>
		<title>HeirToTheThrone</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=HeirToTheThrone&amp;diff=39462"/>
		<updated>2010-12-08T15:01:14Z</updated>

		<summary type="html">&lt;p&gt;Schnobs: /* Scenario 17 - The Sceptre of Fire */&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;
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* Shamans are minor healers. As a rule of thumb, you should never enter into any scenario without at least one healer. Leveling up a Shaman is somewhat tricky, as they can do only very little damage. If you use stronger units to knock an enemy unit's HP down, you can move your shamans up from behind the lines to administer the finishing blow. As difficult as it is to level up a shaman, it is well worth the hassle. Druids will be standard healers, you want one (and possibly only one) of those as soon as possible. A Sorceress cannot heal at all, but is a powerful spellcaster. At their higest level, both will learn to fly and become very mobile.&lt;br /&gt;
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* 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;
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* 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;
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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;
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Sir Kaylan will send one or two horsemen to the enemy lines to assist you.  Although these horsemen are not under your direct control, they can serve as a distraction if you manoeuver your forces properly, taking the brunt during the enemy's turn to attack. &lt;br /&gt;
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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;
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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;
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== 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;
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First recall or recruit 3 elvish scouts. Send two scouts to the southern villages, and the third to the village to the northwest. Recruit 3 fighters; send one to the south and the other two to the southwest. This works best if one scout is &amp;quot;quick&amp;quot; and the fighter recruited to fill the southeastern hex of your castle is also &amp;quot;quick&amp;quot;. If not you may have to modify this strategy. Send Delfador up to the northwest on the first turn to find the mage and send the mage down to the village next to the castle. Konrad should take two nearby villages in the first two turns, because you have no money left anyway.&lt;br /&gt;
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One of the scouts goes as far south as possible, taking villages and distracting the enemy. This scout is usually destroyed by turn 4. That's OK. The other scout in the south usually has to retreat to survive. You try to take all the villages in the south you can and then reinforce the south slowly and move south. Now your main push is in the west because most villages are there and you need an income of over 20 per turn to recall all of your good troops. I usually use the scout I have sent to the northwest village on the island to take all of the far northwest villages. Delfador can destroy an enemy unit each turn, especially saurians, because these pesky units can kill weakened units in the rear. Horsemen take too long to cross the forest south of your castle but are strong on the western plains during daytime. Send newly-recruited horsemen to the west along with magi. A shaman is useful to the south and later one can be sent to the west.&lt;br /&gt;
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Approaching turn 10-12, you should have assembled two reasonably powerful forces on each side of the lake. The westerly one usually is based on Delfador and horsemen-mage combos with fighters and archers for ZOC purposes, and the eastern force almost entirely of elves. Remember magi work best against trolls and grunts, and horsemen against archers.&lt;br /&gt;
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Move south in tight groups, trying not to get too aggressive at night with the west group, until they meet at the far southern end of the island, and assault the castle together.&lt;br /&gt;
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If you are a new player, you've probably been focusing on game mechanics and how the units and terrain interact. If so, it's time to give serious thought to leveling up some units by allowing them to strike the killing blow. When Konrad or an elven fighter is at level 2, they get the &amp;quot;leadership&amp;quot; skill. When a shaman levels up, they get the &amp;quot;cure&amp;quot; skill.&lt;br /&gt;
&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;
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See also the [http://www.wesnoth.org/forum/viewtopic.php?t=2959 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 4 - Bay of Pearls ==&lt;br /&gt;
Scenario objectives: Kill one or both enemy leaders.&lt;br /&gt;
&lt;br /&gt;
Opening moves: On the first turn, have Konrad recruit or recall some units. Which units, and in which order, is your first tactical decision. If you recruit/recall in pairs, with one fast (6 movement points or more) and one slow unit, then one will be able to move onto the island the next turn, while the other is still wading through the river.&lt;br /&gt;
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Then, move Konrad to the cage on the island just to the east. This will free some mermen. (How many depends on whether you are playing on Easy, Medium, or Hard.) One of these can go open the second cage, and so on: by the end of your very first turn, you should have five mermen in the water.&lt;br /&gt;
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Watch out: there's one cage far out at sea that's easily overlooked. The first Merman you set free tells you as much, but if you skip the message... Anyway, it is guarded by two nagas. Send two or (at most) three Mermen up there and *do not* fight it out: get the cage first, then kill the nagas with the help of the mermen from that cage. It holds at least four Mermen, on of them an Initiate. The latter may become a healer, try to get her experienced as soon as possible.&lt;br /&gt;
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Even further north than the last cage there's a trident in the water. It will confer a powerful ranged attack to its bearer. Have a &amp;quot;quick&amp;quot; merman pick it up (who should eventually become a Hoplite).&lt;br /&gt;
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The remaining mermen should try to hold the sea leaders' recruits at bay. Mermen and nagas both have high defense in water, so combat can be a bit slow and frustrating. Concentrate three or four mermen on a single enemy unit at a time, rather than spreading your attacks piecemeal. Don't push too hard, especially not at night when your attacks are weak. Keeping your loyal mermen alive is more important than the possession of a village, and things will look much better on the next day. If that doesn't suffice, the troops from the deep-sea cage may lend a hand.&lt;br /&gt;
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It will be nigh impossible for your horsemen and elves to wade to the island to fight the sea leader in time, so eventually your need to do this. The Storm Trident and the Initiate both have magic attacks (70% to-hit regardless of terrain) and should go a long way... you better attack him during the day, even if it means that you need to wait for a few turns.&lt;br /&gt;
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On land, you have to fight off a wave of orcs and wolves. Your decision is how far west to engage the enemy, though really, you have little choice: You are hindered by the limited recruitment you can do each turn, and how long it takes your elves and horsemen to trickle across the river. Some wolves may reach you in the night, but the bulk of his army won't arrive until daybreak. Press hard during the day, and there will be little left of his army when the night comes. &lt;br /&gt;
&lt;br /&gt;
Careful management of your killing blows should allow several units to get to Level 2. A charging horseman does so much damage it will be easy for the horsemen to get all the kills, but try to get at least Konrad, your loyal mage,  and an elven fighter to level-2 (if you haven't already).&lt;br /&gt;
&lt;br /&gt;
The outcome of this battle affects the next scenario you play. If you kill the sea leader you wind up on Isle of the Damned. If you kill the land leader you wind up on Muff Malal's Peninsula. If you kill both, you can choose (and get an early finish bonus).&lt;br /&gt;
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New players should take the land route to Muff Malal's Peninsula, where you can easily level up many units or collect an early finish bonus. Experienced players or those who are looking for an interesting tactical exercise may wish to consider the sea route to the Isle of the Damned, where you will find a loyal White Mage who *might* join you... if you meet some very tough winning conditions. Either choice will be a battle against undead.&lt;br /&gt;
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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;
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You should now control most villages and have some gold, so recruit or recall additional troops. Launch an offensive with your central force, supported by your horsemen advancing at the sides.  Don't forget to use Konrad in the attack.&lt;br /&gt;
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Try to attack with human units only at day, when the undead are at their weakest, and hold the lines with your elves at night.&lt;br /&gt;
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Early finish bonus for killing the enemy leader.&lt;br /&gt;
&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.  Whichever strategy you choose, remember that the undead are well on their way to join the orcs occupying the city.  Speed is a factor.&lt;br /&gt;
&lt;br /&gt;
Konrad will receive some help from the Thieves Guild. Apparently, an orcish occupation is bad for business. They will either show you a hidden ford onto the island, or attack the north gate after you take one of the island villages. Whether you choose to storm the city, and which aid to accept, depends in large part on how much of a hurry you are in.  Every turn, the undead march southward, and you'll have quite a fight on your hands after they reinforce the orcs in the city proper.&lt;br /&gt;
&lt;br /&gt;
After you defeat the orcs, you must fight your way north.  Fighting against the undead requires a different mix of units than fighting the orcs. Your mermen are too slow on land.  Horsemen and elvish units do reduced damage to skeletons.  Here, you need... mages.  Lots and lots of mages. And a paladin, if you've leveled a unit that high enough. Expect to spend many turns fighting through the northernmost six hexes. You are fighting in a cave, which slows your units down. Being underground, it is also treated as night for the time of day penalties.  Also, don't forget that mages can't take a lot of abuse, especially from melee attacks.  You will have to figure out how to use your less effective elvish units and horsemen to shield your mages.&lt;br /&gt;
&lt;br /&gt;
By now, you should have either Konrad or a level 2 elven fighter with the Leadership ability. A unit adjacent to a leader receives a +25% bonus to damage. Likewise, carefully position shamen or white mages in your lines so they can heal wounded units.  Two adjacent healers will heal each other.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing both enemy leaders.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3224 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 7 - Crossroads ==&lt;br /&gt;
Scenario objectives: Kill the north-eastern enemy leader.&lt;br /&gt;
&lt;br /&gt;
There are two strategies: either to &amp;quot;run for it&amp;quot;, or &amp;quot;kill them all&amp;quot;.  Which you choose will probably depend on whether you want to earn lots of gold, or level up lots of units.&lt;br /&gt;
&lt;br /&gt;
If you choose to run,  recall two turn's worth of troops.  Most should be level 2, but you should recruit one or two units as sacrifical lambs. Having two healers (who will stay adjacent to each other for mutual healing) is almost a necessity. Move the units in formation (probably in two packs) along the road. Do not be tempted to move units into the mountains.  The increased defence is not worth the risk of triggering ambushes. Drive your way to the leader in the northwest, kill them, and reap the early finish bonus.&lt;br /&gt;
&lt;br /&gt;
The second strategy is to methodically destroy all enemy units on the map. Recruit two turns worth of units, and then drive south.  Overcome the southern leader, and recruit more troops in his castle.  Move back north, moving into every town and through the mountains, in order to trigger ambushes. This strategy is trickier to pull off, but careful management of your kills should allow you to level multiple units. (Just be careful not to run out of turns...)&lt;br /&gt;
&lt;br /&gt;
Note:  The first two villages 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;
You'll be facing many level-2 undead. They're all dangerous but two kinds require special attention:&lt;br /&gt;
* Spectres (level2 ghosts) are fast in every terrain, somewhat hard to hit, resistant to all common kinds of damage, and have a draining attack. Attacking them in melee is not recommendend, killing them with arrows will eventually work but takes many arrows. They are vulnerable to arcane spells and fireballs, though.&lt;br /&gt;
* Walking Corpses: they're slow, they're weak, they're fragile. Usually nothing to worry about, but this time they're many. Hordes. Night of the Living Dead. A strong fighter will easily slay them, but that can become his downfall: an attacking corpse that gets killed makes room for the next corpse to move in and attack... and the next, and the next, and each one gets a few blows. Even a Paladin or Champion will eventually be overwhelmed, taking like ten or fifteen zombies with him. Whether you consider this to be a good exchange is up to you. Incidentally, something similar can happen between Paladins and level-1 Skeletons.&lt;br /&gt;
&lt;br /&gt;
The castle you start in is a well-defensible position, but all enemies arrive at about the same time. Once surrounded, you'll have very little wiggle room or inside tiles for your wounded units to retreat to. Filling the moat with Mermen might work a bit better, but their tridents won't impress the skeletons.&lt;br /&gt;
&lt;br /&gt;
You should consider attacking the southern enemy, then hole up in his castle and the surrounding hills. This increases the distance to the others: their troops will reach you later and they will be strung out, so you don't have to fight them all at once.&lt;br /&gt;
&lt;br /&gt;
If you don't have the money to recruit a large or powerful army, recruit a few Elvish Fighters and send them to the forest north of your castle. Their job is to slow the Revenant for several turns and then die gloriously. Flee with Konrad and the rest of your army to the south-east corner. If you're lucky, the WC horde will be too slow to reach you before the scenario ends. A cowardly tactic, yes -- but you'll survive...&lt;br /&gt;
&lt;br /&gt;
If you played Isle of The Damned without killing both Liches, and Moremirmu survived, then he will reinforce you with three White Mage buddies between turns 7-10. You can't recall them after this scenario, so they are expendable.&lt;br /&gt;
&lt;br /&gt;
Another strategy, which requires to have Moremirmu to help you and allows you to kill the three Liches, is to recruit 2 horsemen (or recall their leveled up units) and as many thieves as you can, send each horsemen to gather the bottles of holy water, and kill with them the northern and eastern Liches; don't send them the horseman to the northern Lich too quick, because if you do his army will focus on it, and it won't reach the Lich. Move Konrad, Delfador, Kalenz, and your thieves towards the southeast corner. The thieves be used as a barrier to protect your more important units; place them in woods, mountains or villages(never in plains) as soon as they can, so that the northern and eastern Liches concentrate on them and leave Konrad and his group alone. With some luck you'll kill the northern and eastern Liches around the same turn that Moremirmu appears, and Konrad and his group will survive enough time to have one of Moremirmu's white mages kill the Southern Lich during day time.&lt;br /&gt;
&lt;br /&gt;
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. Killing the Princess is meant to be impossible: she has plenty of troops as is, and if you actually get near her there will be numerous high-quality reinforcements. Do not even try to attack her, it will be a waste of good troops for no gain. Instead, fill the river with mermen: this is an excellent opportunity to get many of them leveled up.&lt;br /&gt;
&lt;br /&gt;
But first things first: your task is to get Konrad across the river. The chaotic orcs will attack from the north, the Princess's lawful Loyalists will attack from the south, and... a new enemy (alignment: hungry) will be attacking from downstream. All will happily fight each other if they ever meet, but with your army standing right between them in the middle of the river... it will pretty much seem as if everyone was out to get you.&lt;br /&gt;
&lt;br /&gt;
Remember those loyal mermen from in the Bay of Pearls? They should comprise your principal fighting force. Be sure to send one downstream to acquire the Storm Trident there. If you have some of the flying elvish units, they move (and fight) fight equally well over land or water. Wait for the Orcs and Humans to get into the water where the mermen have excellent defence while the landlubbers do not. &lt;br /&gt;
&lt;br /&gt;
Even if you have the money, don't recruit for more than two turns, otherwise Konrad might not even make it into the river. The scenario ends as soon as he makes it to the other side (off the beach and onto flat ground) -- by the time he gets there, there will be few orcs left on that shore, Kalenz and Delfador can well deal with them. If you recruit any land troops at all (healers perhaps?), make sure they have at least two moves in shallow water.&lt;br /&gt;
&lt;br /&gt;
This is an excellent opportunity to get your mermen some XP, and you don't really need the early finish bonus. &lt;br /&gt;
&lt;br /&gt;
Early finish bonus for getting Konrad onto dry land.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=8716 forum discussion]&lt;br /&gt;
&lt;br /&gt;
== Scenario 12 - Northern Winter ==&lt;br /&gt;
*Objectives: Defeat all enemy leaders (2 of them)&lt;br /&gt;
*Lose if: Konrad, Delfador or Kalenz die or turns run out&lt;br /&gt;
*Turns: 50 (as of 1.8.3 on medium difficulty turns = 40)&lt;br /&gt;
*Starting units: Konrad, Delfador, Kalenz, a random soldier&lt;br /&gt;
*Early finish bonus: 47 / turn&lt;br /&gt;
*Other:&lt;br /&gt;
**Snow falls on turns 6 and 10, making the tundra patches larger.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
This is a relatively simple scenario. The enemy will mostly raise level-1 wolf riders and orcish archers, plus the occasional level-2 Ogre or Troll. You can field a similar mix of mostly fresh recruits plus a few veterans. Throughout the scenario, the wolves will attempt to seize villages, often bypassing your forces: a few Elvish Scouts behind your lines will come in handy. Alternatively, your loyal Thieves can play hide-and-seek just as well. Don't overrecruit, though: there's only so many units you can actually bring to bear on the enemy. You've got enough time to win this twice, so you may chose to take it slow and milk this battle for experience. You'll still end this with more than enough gold in your coffers.&lt;br /&gt;
&lt;br /&gt;
== Scenario 13 - The Dwarven Doors ==&lt;br /&gt;
* Objectives: Move Konrad to entrance of the Dwarfen Kingdom&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die or turns run out&lt;br /&gt;
* Turns: 26 / 20 / 15&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, one experienced Rider, one outlaw unit (if you have any)&lt;br /&gt;
&lt;br /&gt;
You may defeat all enemy leaders if you feel like it, but this won't end the scenario. The sole winning condition is to get Konrad to the entrance of the Dwarven Kingdom. Actually, there are two entrances: the &amp;quot;Great Gates&amp;quot;, clearly labeled as such, and a less conspicious side entrance in the north-eastern corner. Only one of these is open, the other is blocked from the inside (determined at random).&lt;br /&gt;
&lt;br /&gt;
You start the scenario with one rider who suggests to scout ahead: that's a good idea, even though you may chose another unit for the task (the game picks the most experienced). Anyone reaching an entrance will tell you whether it's open or not. Alternatively, if you played the Isle of the Damned, one of your outlaws will tell you about his uncle who used to have business with the dwarves, hiding in a village along the way (at 18/24, you'd probably seize it anyway). The uncle is a loyal bandit who joins your troops; he also tells you which entrance to chose, main gate or mine tunnels. It pays off to actually read that dialog.&lt;br /&gt;
&lt;br /&gt;
The most minimalistic approach is to recruit one castle full of cavalry and RUN. The enemies have to cover some distance and cross difficult terrain in order to get in you way -- if Konrad starts running on turn one, he can move past them practically unopposed. It falls to the cavalry to bring up the rear: let them form a line somewhere near the Pillars of Thunedain while Konrad, Delfador and the other walkers keep going. Holding the line for a single turn is enough, then the riders may follow Konrad, leaving the pursuers behind and unable to catch up again (except for the wolves, but there shouldn't be many).&lt;br /&gt;
&lt;br /&gt;
You can still follow this basic principle if you recruit for two turns, adding a healer or two and perhaps some Rangers (their ambushes will stop many opponents). If you recruit for more than two turns, this will become a rather normal battle: your rearguard can no longer disengage, but will have to keep on fighting. There's nothing wrong with that, you can gain quite some experience that way, just don't forget the actual objective.&lt;br /&gt;
&lt;br /&gt;
Konrad needs to get into the mines. Scenario ends with early finish bonus as soon he does so.&lt;br /&gt;
&lt;br /&gt;
== Scenario 14 - Plunging into the Darkness ==&lt;br /&gt;
* Objectives: Find the dwarves&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die or turns run out&lt;br /&gt;
* Turns: 19&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz&lt;br /&gt;
* Early finish bonus: n/a&lt;br /&gt;
* Other:&lt;br /&gt;
** Secret pasage in southeastern part of the tunnel&lt;br /&gt;
** A very short and straightforward map&lt;br /&gt;
&lt;br /&gt;
In principle, this is quite simple. You cannot recruit and just have to walk down that corridor until you find the dwarves -- you can't possibly miss them. You will be attacked by a few bats. They may hurt, that's all. This is mostly a lesson: see how slow Kalenz is in the caves? Notice his abysmal terrain defense? Clearly, this is no place for elves.&lt;br /&gt;
&lt;br /&gt;
Since you're reading this walkthrough, you'll also be interested in locating the secret passage leading to a chest of 200 gold pieces in the southwest. Just stick to the wall, step by step, and you'll eventually find it. However, said chest is guarded by a rather nasty spider: watch out! It's a level-3 beast that poisons and slows.&lt;br /&gt;
&lt;br /&gt;
After you're done with the bats, you can just sit there and wait until your men are healed again. There is no turn limit, after all. Once you found the secret door, do not get in. Step back a bit and the spider will rush out where you can attack her three to one. You should be able to kill her in a single turn, don't worry about getting poisoned -- you won't die from poison and there are no other enemies left. However, if you fail to kill her quickly... you saved the game, didn't you?&lt;br /&gt;
&lt;br /&gt;
== Scenario 15 - The Lost General ==&lt;br /&gt;
* Objectives: Kill all enemy leaders (there are two)&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die or turns run out&lt;br /&gt;
* Turns: 64(!)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz&lt;br /&gt;
* Early finish bonus: Killing both enemy leaders&lt;br /&gt;
&lt;br /&gt;
Moving underground is slow, especially for elves.  Their fighters and archers are also ineffective against undead.  Outriders and slyphs might be worth recalling, if you can afford them.  Likewise, gryphons and horsemen are bogged down.  Recruit dwarves for speed, and mages to back them up. (However, a Gryphon can pass the small pond quickly, and there are four towns on the other side.)&lt;br /&gt;
&lt;br /&gt;
You are fighting Lionel, a former general turned Death Knight, who starts trapped in the south.  To the west is the usual orc/troll force.  In the north is a dwarven ally, although if you are too slow they will be overwhelmed by the orcs. &lt;br /&gt;
&lt;br /&gt;
Dwarven fighters do well against the undead, while the Thunderers do best against the orcs and trolls.    If you choose to go for money, rush troops both south and north, reinforcing the native dwarves and triggering the appearance of the undead.  If you choose to go for experience, ignore the undead until you have killed the orcs, then return en masse to destroy the undead.  Don't take too long, as Lionel will break forth on turn 20.&lt;br /&gt;
&lt;br /&gt;
There are two ways to get to Lionel: an entrance opens in the pond on turn 19/20; and walls collapse when units move into tiles just south of the sign that says &amp;quot;Guest Quarters&amp;quot;, regardless of when this happens.&lt;br /&gt;
&lt;br /&gt;
Tip: If you make dwarf leader to survive (and actually reveal him), Dwarvish Guardsman will become available.&lt;br /&gt;
&lt;br /&gt;
== 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 Sceptre is.&lt;br /&gt;
&lt;br /&gt;
There's three or four enemy leaders, depending on difficulty. The map is randomly generated; there's no telling how many villages there are and where... but more often than not, it's something like 25 villages and most will be placed where you can seize them early. The scenario certainly feels as if you're in for a major underground struggle, but the enemy leaders have little money to begin with and if you find yourself holding 15-20 images, they won't have much of an income either. So you don't need a huge host, but may want to spend all your money anyway: Any dwarves on your roster can be recalled later, but this is the last time you can recruit new ones.&lt;br /&gt;
&lt;br /&gt;
After you've beaten the first wave of enemies, have your troops buzz off in all directions to seek out the scepter. You may still find the occasional enemy or two, but not many. Moving in groups of three will be safe. If you divide the map in four horizontal stripes, the scepter usually is somewhere in the third stripe from the south. It's better to let Li'sar have it, as the scepter gives her a ranged attack.&lt;br /&gt;
&lt;br /&gt;
By the time you found the scepter there won't be many enemies left -- you can't milk many XP from this level.&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 lots of gold&lt;br /&gt;
*** There's a third option. If you take a mermen to the eastern side of the river, you will be asked if you want to go through the river instead&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, south or east (with a mermen). 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 between these two 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. The east alternative takess you to a difficult scenario, so you could prefer to avoid that option.&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: in case you choose the mermen choice, you might want to attack south in the meanwhile to give them time to get to the eastern side of the map.&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;
Tip: If you choose to move a merman to the east, you will be given the option of whether or not you actually want to take this path. You can decline and choose either north or south&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 19C - The Cliffs of Thoria ===&lt;br /&gt;
Scenario Objective: Make it to the end of the river&lt;br /&gt;
&lt;br /&gt;
Turns: 45&lt;br /&gt;
&lt;br /&gt;
Defeat:&lt;br /&gt;
* Death of Konrad, Delfador, Li'sar, or Kalenz&lt;br /&gt;
* Turns run out&lt;br /&gt;
&lt;br /&gt;
Early Finish Bonus: 40% gold carryover&lt;br /&gt;
&lt;br /&gt;
Starting Units:&lt;br /&gt;
* Konrad&lt;br /&gt;
* Delfador&lt;br /&gt;
* Li'sar&lt;br /&gt;
* Kalenz&lt;br /&gt;
* Your strongest merman&lt;br /&gt;
&lt;br /&gt;
After a little spat between Kalenz and the merman you use to go east, you'll head for the Cliffs of Thoria. You'll find a long water level full of derelict vessels of the Queen. You'll also meet a Drake. After some conversation you discover that the Queens' forces attacked the Drakes, and now the Drakes will stop you from going forward. Since you have to move forward, you'll have to fight them.&lt;br /&gt;
&lt;br /&gt;
There are a number of small islands on this map with Drake bases. Each base will produce one Drake every turn until one of your units occupies the base. This means that although the drakes may run out of money, they will never run out of reinforcements. In order to win this, you need to kill them faster than they spawn new recruits. No easy task.&lt;br /&gt;
&lt;br /&gt;
Further, if you find that you can't win in a direct assault and want to bypass the drakes by going through the swamps, you'll discover very powerful undead enemies guarding the shoreline. They won't move, but any casualty will be immediately replaced by a new unit. Clearly, that area is cursed. Just avoid the dark blue water. It's impossible to get into the swamps, any attempt will be a waste of time.&lt;br /&gt;
&lt;br /&gt;
Tip: Compared to the other two choices, this map is insanely hard. While there is an opportunity to pick up a wonderful loyal unit, you may wish to skip the challenge unless you have at least 800 gold and a sufficient number of leveled-up mermen.&lt;br /&gt;
&lt;br /&gt;
If you're going to insist on playing this map, hire many gryphons and merfolk and move as fast as you can and just take the heavy losses. Since each base creates a unit every turn, to destroy a base you have to kill the unit occupying it and immediately move onto the base in that turn. Since merfolk can't move onto mountains, you'll need  gryphons for that. Getting the first two or three bases quickly is absolutely vital.&lt;br /&gt;
&lt;br /&gt;
With a somewhat longer perspective, spend all your money as long as you have it: you will inevitably run out of funds during this scenario. Drakes are vulnerable to piercing and arcane damage, so elvish arrows can be useful, as can your healers as spellcasters. Don't get too many landlubbers though, most of the fighting will happen in or over the water. Level-1 mermen will either die quickly or level up; high-level mermen will wreak havoc on the drakes. However, you need a good many level-2 mermen to begin with. Rookies alone cannot maintain the constant pressure you need, and the turn limit is short enough as it is.&lt;br /&gt;
&lt;br /&gt;
When you finally make it to the far side, you'll be told that the waterfall is impassable: you need Konrad to enter the cave in the middle of the map. Start walking early, he'll take a while.&lt;br /&gt;
&lt;br /&gt;
A loyal leader can be found on the most south-western island. He's badly hurt, keeping him alive may be tricky... better to discover him only on he very last moment.&lt;br /&gt;
&lt;br /&gt;
== Scenario 20 - Home of the North Elves ==&lt;br /&gt;
* Objectives:&lt;br /&gt;
** 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>Schnobs</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=HeirToTheThrone&amp;diff=39460</id>
		<title>HeirToTheThrone</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=HeirToTheThrone&amp;diff=39460"/>
		<updated>2010-12-08T14:29:06Z</updated>

		<summary type="html">&lt;p&gt;Schnobs: /* Scenario 19C - The Cliffs of Thoria */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a walkthrough of '''Heir to the Throne''', the campaign featuring Konrad. It contains spoilers.&lt;br /&gt;
&lt;br /&gt;
The suggestions herein are based on the &amp;quot;Medium&amp;quot; and &amp;quot;Hard&amp;quot; difficulty levels. It should be possible to win the &amp;quot;Easy&amp;quot; difficulty level without trying very hard if you are an accomplished gamer.  If you feel comfortable with turn-based games, especially ones featuring units moving on a hex map, then you can play the Tutorial and then dive right into &amp;quot;Medium&amp;quot; to get a feel for the elements of the game. After you have played a few scenarios and are ready to restart from the beginning (and yes, it is  very likely you will have to restart the first time you play Wesnoth), try reading [[AdvancedTactics]].  You should also be familiar with the basics in [[WesnothManual]] -- this is a walkthrough, not an exposition of basic game mechanics.&lt;br /&gt;
&lt;br /&gt;
Each scenario has an individual forum thread where you can provide feedback to the authors.  See also the forum posts [http://www.wesnoth.org/forum/viewtopic.php?t=3601 Suggestions for Heir to the Throne walkthrough] and [http://www.wesnoth.org/forum/viewtopic.php?t=4026 Yet another &amp;quot;Heir to the Throne&amp;quot; walktrough] (sic) for more.  [http://www.wesnoth.org/forum/viewtopic.php?t=7064 Ye Compleat Walkthrough To &amp;quot;Heir To The Throne&amp;quot;] is a detailed guide, with illustrations, to the first several scenarios.&lt;br /&gt;
&lt;br /&gt;
Finally, some [http://www.hermann-uwe.de/blog/my-wesnoth-replays-online replays] were posted by Uwe Hermann.&lt;br /&gt;
&lt;br /&gt;
'''Warning spoilers ahead!'''&lt;br /&gt;
&lt;br /&gt;
== Scenario 1 - The Elves Besieged ==&lt;br /&gt;
Scenario objectives: Both Konrad and Delfador must survive, and Konrad must escape to the signpost in the northwest corner of the map.&lt;br /&gt;
&lt;br /&gt;
The orcs as well as your allies will levy a great many troops, you'll soon find yourself between the lines in a huge battle. All those units slugging it out can take quite some time, you may want to try two options on the Preferences dialog, &amp;quot;Accelerated Speed&amp;quot; or maybe even &amp;quot;Skip AI Moves&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
This scenario is a &amp;quot;runner&amp;quot; scenario; on turn one, recruit a castle full of fresh recruits, and immediately make a break for it! If you're new to Wesnoth, getting Konrad out of there in one piece will be difficult enough and may require you to start over a couple of times. Hint: don't keep your units all lumped around Konrad, as a large host will attract the enemies' attention. &lt;br /&gt;
&lt;br /&gt;
Terrain dictates two routes to the signpost: west to the druid and then north, or north over the bridge and then west. Either way, you should send Delfador and most of your army straight north. This is a ruse, the sole purpose is to lure the enemy towards the road  while Konrad (with only one or two level-1 bodyguards) makes his way towards the exit. There's no chance of winning, your troops should perform a skirmishing retreat westwards into the forest.&lt;br /&gt;
&lt;br /&gt;
Other than getting Konrad on his way, the inofficial objective of this scenario is to gain some experience for your troops. Experience is gained by fighting; once a level of experience is reached, your units will &amp;quot;level up&amp;quot; and become more powerful units. Killing an opponent will give much more experience than just fighting, so you should try to arrange it in such a way that the unit you want to upgrade gets to deliver the coup de grace.&lt;br /&gt;
&lt;br /&gt;
Now a few words about the units at your disposal. In-game, you cannot check the data of unknown units; if you want to take a peek anyway, check the [http://www.wesnoth.org/units/ Wesnoth Unit Tree].&lt;br /&gt;
&lt;br /&gt;
* Fighters and Archers. Melee and ranged, all elvish warriors are capable of both, it's more a matter of emphasis than an actual distinction. When they level up, most should become Heroes and Rangers, repectively; you'll only need one or two Captains, and probably are better off without any Marksmen: spellcasters will serve the same purpose much better.&lt;br /&gt;
&lt;br /&gt;
* Shamans are minor healers. As a rule of thumb, you should never enter into any scenario without at least one healer. Leveling up a Shaman is somewhat tricky, as they can do only very little damage. If you use stronger units to knock an enemy unit's HP down, you can move your shamans up from behind the lines to administer the finishing blow. As difficult as it is to level up a shaman, it is well worth the hassle. Druids will be standard healers, you want one (and possibly only one) of those as soon as possible. A Sorceress cannot heal at all, but is a powerful spellcaster. At their higest level, both will learn to fly and become very mobile.&lt;br /&gt;
&lt;br /&gt;
* Scouts may seem weak, but there's more to them than meets the eye. While most riders suffer severe penalties in difficult terrain, the elvish variant can cross rivers, swamps and even mountains rather quickly and will usually even receive a reasonable defense modifier. Insofar, they're less like horsemen and more like fast infantry. Whether you employ them in numbers is a matter of taste, however, you should always remember that you have these extremely mobile units at your disposal.&lt;br /&gt;
&lt;br /&gt;
* Konrad, your leader, starts most scenarios at a keep where he may recruit some troops, but that doesn't mean that he should stay there forever: Being always on the map, he may just as well make himself useful. Getting him to level two will earn him a 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;
Sir Kaylan will send one or two horsemen to the enemy lines to assist you.  Although these horsemen are not under your direct control, they can serve as a distraction if you manoeuver your forces properly, taking the brunt during the enemy's turn to attack. &lt;br /&gt;
&lt;br /&gt;
The first night will be tough, be prepared to lose some units; but if you use the terrain to your advantage, you should have enough of an army left to launch a serious counterattack during the next day. The momentum should keep you going even through the next night and you may soon find yourself besieging the enemy keep. However, the actual objective is merely to survive &amp;amp;ndash; if everything fails, you may still retreat behind the swordsmen guarding Sir Kaylans fortress.&lt;br /&gt;
&lt;br /&gt;
There is an early finish bonus for killing the enemy leader, however, it will probably be small. In other words: rushing it won't be worthwhile, instead you should play it safe: manoeuver carefully and try to get some experience to those units that need it most. By the end of this scenario, you really ought to have a Druid &amp;amp;ndash; that's absolutely vital. Next in line should be an elvish Fighter (make him a Captain) and Konrad, anything else is optional. But the more the merrier as they say.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=2929 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 3 - Isle of Alduin ==&lt;br /&gt;
Scenario objectives: Kill the enemy leader.&lt;br /&gt;
&lt;br /&gt;
The key to victory is to control the villages, earning the gold you need to recruit or recall troops.  You have the option to send the majority of your army west or south with village grabbers going the opposite direction.  If you choose to send your army west (recommended) send a scout and an archer south, grabbing alternating villages. Done intelligently they will each grab 1 village per turn until they are near the opponents keep. Be careful of engaging the enemy on the west flank near the hills at night: this is where they shine. Back off to the forests and wait for a more favorable time of day if necessary.&lt;br /&gt;
&lt;br /&gt;
The following strategy works well if you take care of your unit placement. Protect units you cannot afford to lose from multiple attacks at night or when weakened, particularly new horsemen and magi.&lt;br /&gt;
&lt;br /&gt;
First recall or recruit 3 elvish scouts. Send two scouts to the southern villages, and the third to the village to the northwest. Recruit 3 fighters; send one to the south and the other two to the southwest. This works best if one scout is &amp;quot;quick&amp;quot; and the fighter recruited to fill the southeastern hex of your castle is also &amp;quot;quick&amp;quot;. If not you may have to modify this strategy. Send Delfador up to the northwest on the first turn to find the mage and send the mage down to the village next to the castle. Konrad should take two nearby villages in the first two turns, because you have no money left anyway.&lt;br /&gt;
&lt;br /&gt;
One of the scouts goes as far south as possible, taking villages and distracting the enemy. This scout is usually destroyed by turn 4. That's OK. The other scout in the south usually has to retreat to survive. You try to take all the villages in the south you can and then reinforce the south slowly and move south. Now your main push is in the west because most villages are there and you need an income of over 20 per turn to recall all of your good troops. I usually use the scout I have sent to the northwest village on the island to take all of the far northwest villages. Delfador can destroy an enemy unit each turn, especially saurians, because these pesky units can kill weakened units in the rear. Horsemen take too long to cross the forest south of your castle but are strong on the western plains during daytime. Send newly-recruited horsemen to the west along with magi. A shaman is useful to the south and later one can be sent to the west.&lt;br /&gt;
&lt;br /&gt;
Approaching turn 10-12, you should have assembled two reasonably powerful forces on each side of the lake. The westerly one usually is based on Delfador and horsemen-mage combos with fighters and archers for ZOC purposes, and the eastern force almost entirely of elves. Remember magi work best against trolls and grunts, and horsemen against archers.&lt;br /&gt;
&lt;br /&gt;
Move south in tight groups, trying not to get too aggressive at night with the west group, until they meet at the far southern end of the island, and assault the castle together.&lt;br /&gt;
&lt;br /&gt;
If you are a new player, you've probably been focusing on game mechanics and how the units and terrain interact. If so, it's time to give serious thought to leveling up some units by allowing them to strike the killing blow. When Konrad or an elven fighter is at level 2, they get the &amp;quot;leadership&amp;quot; skill. When a shaman levels up, they get the &amp;quot;cure&amp;quot; skill.&lt;br /&gt;
&lt;br /&gt;
Hardly any player notices this, but this scenario offers the opportunity for some extra experience at the expense of very little gold. The early finish bonus is 38, but there are 36 villages on the island, so if you control all villages, you only lose 2 gold per turn (or only 1.6 gold, since only 80% can be retained - should be less than 24, since you hardly ever finish more than 15 turns early). So instead of killing the remaining enemies - especially the enemy leader - you might encircle them and reduce their health to a minimum. If you do not attack them in the subsequent turns, they will neither attack nor move, thus regain 2 HP per turn and will eventually be healthy enough to stand an attack of your weaker units. This is a relatively safe way to milk some extra XPs out of them for your weaker units (preferably magi and shamans). While milking level 1 units may not be very rewarding, milking the level 2 leader might easily give 20 extra XPs.&lt;br /&gt;
&lt;br /&gt;
A note about playing with Magi: They are weak units, but become important later in the game. Over the next few levels, you'll want to level at least two Magi to White Magi for later in the game; they have an arcane (or holy) attack which does incredible amounts of damage to the undead. Fire Magi can eventually level up to level 4 Great Magi, which are walking killing machines, and Fire Magi do decent damage to most other units, especially trolls and skeletons. Magi are weak, however, so they need to be guarded by stronger units. Don't let the enemy have more than one attack position on them.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=2959 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 4 - Bay of Pearls ==&lt;br /&gt;
Scenario objectives: Kill one or both enemy leaders.&lt;br /&gt;
&lt;br /&gt;
Opening moves: On the first turn, have Konrad recruit or recall some units. Which units, and in which order, is your first tactical decision. If you recruit/recall in pairs, with one fast (6 movement points or more) and one slow unit, then one will be able to move onto the island the next turn, while the other is still wading through the river.&lt;br /&gt;
&lt;br /&gt;
Then, move Konrad to the cage on the island just to the east. This will free some mermen. (How many depends on whether you are playing on Easy, Medium, or Hard.) One of these can go open the second cage, and so on: by the end of your very first turn, you should have five mermen in the water.&lt;br /&gt;
&lt;br /&gt;
Watch out: there's one cage far out at sea that's easily overlooked. The first Merman you set free tells you as much, but if you skip the message... Anyway, it is guarded by two nagas. Send two or (at most) three Mermen up there and *do not* fight it out: get the cage first, then kill the nagas with the help of the mermen from that cage. It holds at least four Mermen, on of them an Initiate. The latter may become a healer, try to get her experienced as soon as possible.&lt;br /&gt;
&lt;br /&gt;
Even further north than the last cage there's a trident in the water. It will confer a powerful ranged attack to its bearer. Have a &amp;quot;quick&amp;quot; merman pick it up (who should eventually become a Hoplite).&lt;br /&gt;
&lt;br /&gt;
The remaining mermen should try to hold the sea leaders' recruits at bay. Mermen and nagas both have high defense in water, so combat can be a bit slow and frustrating. Concentrate three or four mermen on a single enemy unit at a time, rather than spreading your attacks piecemeal. Don't push too hard, especially not at night when your attacks are weak. Keeping your loyal mermen alive is more important than the possession of a village, and things will look much better on the next day. If that doesn't suffice, the troops from the deep-sea cage may lend a hand.&lt;br /&gt;
&lt;br /&gt;
It will be nigh impossible for your horsemen and elves to wade to the island to fight the sea leader in time, so eventually your need to do this. The Storm Trident and the Initiate both have magic attacks (70% to-hit regardless of terrain) and should go a long way... you better attack him during the day, even if it means that you need to wait for a few turns.&lt;br /&gt;
&lt;br /&gt;
On land, you have to fight off a wave of orcs and wolves. Your decision is how far west to engage the enemy, though really, you have little choice: You are hindered by the limited recruitment you can do each turn, and how long it takes your elves and horsemen to trickle across the river. Some wolves may reach you in the night, but the bulk of his army won't arrive until daybreak. Press hard during the day, and there will be little left of his army when the night comes. &lt;br /&gt;
&lt;br /&gt;
Careful management of your killing blows should allow several units to get to Level 2. A charging horseman does so much damage it will be easy for the horsemen to get all the kills, but try to get at least Konrad, your loyal mage,  and an elven fighter to level-2 (if you haven't already).&lt;br /&gt;
&lt;br /&gt;
The outcome of this battle affects the next scenario you play. If you kill the sea leader you wind up on Isle of the Damned. If you kill the land leader you wind up on Muff Malal's Peninsula. If you kill both, you can choose (and get an early finish bonus).&lt;br /&gt;
&lt;br /&gt;
New players should take the land route to Muff Malal's Peninsula, where you can easily level up many units or collect an early finish bonus. Experienced players or those who are looking for an interesting tactical exercise may wish to consider the sea route to the Isle of the Damned, where you will find a loyal White Mage who *might* join you... if you meet some very tough winning conditions. Either choice will be a battle against undead.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3022 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Diverging campaign path ==&lt;br /&gt;
=== Scenario 5A - Muff Malal's Peninsula ===&lt;br /&gt;
Scenario objectives: Kill the enemy leader.&lt;br /&gt;
&lt;br /&gt;
This is an easy scenario, and your aim here should be to build up your gold by controlling most villages, while earning experience against enemy forces. The enemy recruits bats to capture villages, and hordes of Walking Corpses to keep you busy.  The occasional Dark Adept can be dangerous on Hard difficulty, but is vulnerable to melee attack, especially from knights.&lt;br /&gt;
&lt;br /&gt;
One approach is to recall a few level 2 units supported by a mage. These units build a defensive position in the central part of the map, using hills and forest for cover, and hold off the first wave of Walking Corpses. Mounted troops capture villages in the north and west, and can charge down the flanks at daytime. A merman or two distract enemy bats and capture sea villages. If you can recall the merman that picked up the trident in Bay of Pearls, it will be able to dispatch bats easily on its own.&lt;br /&gt;
&lt;br /&gt;
During daytime, your main force advances to one of the villages in the south-east, where you wait for more Walking Corpses to attack. A level 2 melee unit (eg. Elvish Captain) can use the village defense bonus to survive attacks, and heal between turns. By the time it is low on hit points, it should be advancing to level 3.&lt;br /&gt;
&lt;br /&gt;
You should now control most villages and have some gold, so recruit or recall additional troops. Launch an offensive with your central force, supported by your horsemen advancing at the sides.  Don't forget to use Konrad in the attack.&lt;br /&gt;
&lt;br /&gt;
Try to attack with human units only at day, when the undead are at their weakest, and hold the lines with your elves at night.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing the enemy leader.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3178 forum discussion].&lt;br /&gt;
&lt;br /&gt;
=== Scenario 5B - Isle of the Damned ===&lt;br /&gt;
Scenario objectives: Kill the enemy leaders, or survive for 27 turns.&lt;br /&gt;
&lt;br /&gt;
Konrad is washed overboard during a storm, but is rescued by two mermen. You start out with 100 gold and cannot recall any units. You are joined by Urlaf, a level 2 Outlaw.  In addition to Mermen, you can recruit his friends: Thugs, Poachers and Footpads. This is the only time in the campaign that these units can be recruited, but any outlaw units surviving this scenario can be recalled later. Your gold from Bay of Pearls (minus the usual 20% discount) is saved for the next scenario.&lt;br /&gt;
&lt;br /&gt;
Moremirmu is a White Mage with a holy sword which is very effective against undead. He is hiding in one of the three temples, and will join your cause if you find him. Beware: Xakae, a Revenant with a retinue of Walking Corpses, is waiting to ambush you in another temple. Moremirmu and Xakae are randomly placed; the third temple is always empty. Xakae and the Corpses can be a useful source of experience if you have the troops to deal with them.&lt;br /&gt;
&lt;br /&gt;
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.  Whichever strategy you choose, remember that the undead are well on their way to join the orcs occupying the city.  Speed is a factor.&lt;br /&gt;
&lt;br /&gt;
Konrad will receive some help from the Thieves Guild. Apparently, an orcish occupation is bad for business. They will either show you a hidden ford onto the island, or attack the north gate after you take one of the island villages. Whether you choose to storm the city, and which aid to accept, depends in large part on how much of a hurry you are in.  Every turn, the undead march southward, and you'll have quite a fight on your hands after they reinforce the orcs in the city proper.&lt;br /&gt;
&lt;br /&gt;
After you defeat the orcs, you must fight your way north.  Fighting against the undead requires a different mix of units than fighting the orcs. Your mermen are too slow on land.  Horsemen and elvish units do reduced damage to skeletons.  Here, you need... mages.  Lots and lots of mages. And a paladin, if you've leveled a unit that high enough. Expect to spend many turns fighting through the northernmost six hexes. You are fighting in a cave, which slows your units down. Being underground, it is also treated as night for the time of day penalties.  Also, don't forget that mages can't take a lot of abuse, especially from melee attacks.  You will have to figure out how to use your less effective elvish units and horsemen to shield your mages.&lt;br /&gt;
&lt;br /&gt;
By now, you should have either Konrad or a level 2 elven fighter with the Leadership ability. A unit adjacent to a leader receives a +25% bonus to damage. Likewise, carefully position shamen or white mages in your lines so they can heal wounded units.  Two adjacent healers will heal each other.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing both enemy leaders.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3224 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 7 - Crossroads ==&lt;br /&gt;
Scenario objectives: Kill the north-eastern enemy leader.&lt;br /&gt;
&lt;br /&gt;
There are two strategies: either to &amp;quot;run for it&amp;quot;, or &amp;quot;kill them all&amp;quot;.  Which you choose will probably depend on whether you want to earn lots of gold, or level up lots of units.&lt;br /&gt;
&lt;br /&gt;
If you choose to run,  recall two turn's worth of troops.  Most should be level 2, but you should recruit one or two units as sacrifical lambs. Having two healers (who will stay adjacent to each other for mutual healing) is almost a necessity. Move the units in formation (probably in two packs) along the road. Do not be tempted to move units into the mountains.  The increased defence is not worth the risk of triggering ambushes. Drive your way to the leader in the northwest, kill them, and reap the early finish bonus.&lt;br /&gt;
&lt;br /&gt;
The second strategy is to methodically destroy all enemy units on the map. Recruit two turns worth of units, and then drive south.  Overcome the southern leader, and recruit more troops in his castle.  Move back north, moving into every town and through the mountains, in order to trigger ambushes. This strategy is trickier to pull off, but careful management of your kills should allow you to level multiple units. (Just be careful not to run out of turns...)&lt;br /&gt;
&lt;br /&gt;
Note:  The first two villages 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;
You'll be facing many level-2 undead. They're all dangerous but two kinds require special attention:&lt;br /&gt;
* Spectres (level2 ghosts) are fast in every terrain, somewhat hard to hit, resistant to all common kinds of damage, and have a draining attack. Attacking them in melee is not recommendend, killing them with arrows will eventually work but takes many arrows. They are vulnerable to arcane spells and fireballs, though.&lt;br /&gt;
* Walking Corpses: they're slow, they're weak, they're fragile. Usually nothing to worry about, but this time they're many. Hordes. Night of the Living Dead. A strong fighter will easily slay them, but that can become his downfall: an attacking corpse that gets killed makes room for the next corpse to move in and attack... and the next, and the next, and each one gets a few blows. Even a Paladin or Champion will eventually be overwhelmed, taking like ten or fifteen zombies with him. Whether you consider this to be a good exchange is up to you. Incidentally, something similar can happen between Paladins and level-1 Skeletons.&lt;br /&gt;
&lt;br /&gt;
The castle you start in is a well-defensible position, but all enemies arrive at about the same time. Once surrounded, you'll have very little wiggle room or inside tiles for your wounded units to retreat to. Filling the moat with Mermen might work a bit better, but their tridents won't impress the skeletons.&lt;br /&gt;
&lt;br /&gt;
You should consider attacking the southern enemy, then hole up in his castle and the surrounding hills. This increases the distance to the others: their troops will reach you later and they will be strung out, so you don't have to fight them all at once.&lt;br /&gt;
&lt;br /&gt;
If you don't have the money to recruit a large or powerful army, recruit a few Elvish Fighters and send them to the forest north of your castle. Their job is to slow the Revenant for several turns and then die gloriously. Flee with Konrad and the rest of your army to the south-east corner. If you're lucky, the WC horde will be too slow to reach you before the scenario ends. A cowardly tactic, yes -- but you'll survive...&lt;br /&gt;
&lt;br /&gt;
If you played Isle of The Damned without killing both Liches, and Moremirmu survived, then he will reinforce you with three White Mage buddies between turns 7-10. You can't recall them after this scenario, so they are expendable.&lt;br /&gt;
&lt;br /&gt;
Another strategy, which requires to have Moremirmu to help you and allows you to kill the three Liches, is to recruit 2 horsemen (or recall their leveled up units) and as many thieves as you can, send each horsemen to gather the bottles of holy water, and kill with them the northern and eastern Liches; don't send them the horseman to the northern Lich too quick, because if you do his army will focus on it, and it won't reach the Lich. Move Konrad, Delfador, Kalenz, and your thieves towards the southeast corner. The thieves be used as a barrier to protect your more important units; place them in woods, mountains or villages(never in plains) as soon as they can, so that the northern and eastern Liches concentrate on them and leave Konrad and his group alone. With some luck you'll kill the northern and eastern Liches around the same turn that Moremirmu appears, and Konrad and his group will survive enough time to have one of Moremirmu's white mages kill the Southern Lich during day time.&lt;br /&gt;
&lt;br /&gt;
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. Killing the Princess is meant to be impossible: she has plenty of troops as is, and if you actually get near her there will be numerous high-quality reinforcements. Do not even try to attack her, it will be a waste of good troops for no gain. Instead, fill the river with mermen: this is an excellent opportunity to get many of them leveled up.&lt;br /&gt;
&lt;br /&gt;
But first things first: your task is to get Konrad across the river. The chaotic orcs will attack from the north, the Princess's lawful Loyalists will attack from the south, and... a new enemy (alignment: hungry) will be attacking from downstream. All will happily fight each other if they ever meet, but with your army standing right between them in the middle of the river... it will pretty much seem as if everyone was out to get you.&lt;br /&gt;
&lt;br /&gt;
Remember those loyal mermen from in the Bay of Pearls? They should comprise your principal fighting force. Be sure to send one downstream to acquire the Storm Trident there. If you have some of the flying elvish units, they move (and fight) fight equally well over land or water. Wait for the Orcs and Humans to get into the water where the mermen have excellent defence while the landlubbers do not. &lt;br /&gt;
&lt;br /&gt;
Even if you have the money, don't recruit for more than two turns, otherwise Konrad might not even make it into the river. The scenario ends as soon as he makes it to the other side (off the beach and onto flat ground) -- by the time he gets there, there will be few orcs left on that shore, Kalenz and Delfador can well deal with them. If you recruit any land troops at all (healers perhaps?), make sure they have at least two moves in shallow water.&lt;br /&gt;
&lt;br /&gt;
This is an excellent opportunity to get your mermen some XP, and you don't really need the early finish bonus. &lt;br /&gt;
&lt;br /&gt;
Early finish bonus for getting Konrad onto dry land.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=8716 forum discussion]&lt;br /&gt;
&lt;br /&gt;
== Scenario 12 - Northern Winter ==&lt;br /&gt;
*Objectives: Defeat all enemy leaders (2 of them)&lt;br /&gt;
*Lose if: Konrad, Delfador or Kalenz die or turns run out&lt;br /&gt;
*Turns: 50 (as of 1.8.3 on medium difficulty turns = 40)&lt;br /&gt;
*Starting units: Konrad, Delfador, Kalenz, a random soldier&lt;br /&gt;
*Early finish bonus: 47 / turn&lt;br /&gt;
*Other:&lt;br /&gt;
**Snow falls on turns 6 and 10, making the tundra patches larger.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
This is a relatively simple scenario. The enemy will mostly raise level-1 wolf riders and orcish archers, plus the occasional level-2 Ogre or Troll. You can field a similar mix of mostly fresh recruits plus a few veterans. Throughout the scenario, the wolves will attempt to seize villages, often bypassing your forces: a few Elvish Scouts behind your lines will come in handy. Alternatively, your loyal Thieves can play hide-and-seek just as well. Don't overrecruit, though: there's only so many units you can actually bring to bear on the enemy. You've got enough time to win this twice, so you may chose to take it slow and milk this battle for experience. You'll still end this with more than enough gold in your coffers.&lt;br /&gt;
&lt;br /&gt;
== Scenario 13 - The Dwarven Doors ==&lt;br /&gt;
* Objectives: Move Konrad to entrance of the Dwarfen Kingdom&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die or turns run out&lt;br /&gt;
* Turns: 26 / 20 / 15&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, one experienced Rider, one outlaw unit (if you have any)&lt;br /&gt;
&lt;br /&gt;
You may defeat all enemy leaders if you feel like it, but this won't end the scenario. The sole winning condition is to get Konrad to the entrance of the Dwarven Kingdom. Actually, there are two entrances: the &amp;quot;Great Gates&amp;quot;, clearly labeled as such, and a less conspicious side entrance in the north-eastern corner. Only one of these is open, the other is blocked from the inside (determined at random).&lt;br /&gt;
&lt;br /&gt;
You start the scenario with one rider who suggests to scout ahead: that's a good idea, even though you may chose another unit for the task (the game picks the most experienced). Anyone reaching an entrance will tell you whether it's open or not. Alternatively, if you played the Isle of the Damned, one of your outlaws will tell you about his uncle who used to have business with the dwarves, hiding in a village along the way (at 18/24, you'd probably seize it anyway). The uncle is a loyal bandit who joins your troops; he also tells you which entrance to chose, main gate or mine tunnels. It pays off to actually read that dialog.&lt;br /&gt;
&lt;br /&gt;
The most minimalistic approach is to recruit one castle full of cavalry and RUN. The enemies have to cover some distance and cross difficult terrain in order to get in you way -- if Konrad starts running on turn one, he can move past them practically unopposed. It falls to the cavalry to bring up the rear: let them form a line somewhere near the Pillars of Thunedain while Konrad, Delfador and the other walkers keep going. Holding the line for a single turn is enough, then the riders may follow Konrad, leaving the pursuers behind and unable to catch up again (except for the wolves, but there shouldn't be many).&lt;br /&gt;
&lt;br /&gt;
You can still follow this basic principle if you recruit for two turns, adding a healer or two and perhaps some Rangers (their ambushes will stop many opponents). If you recruit for more than two turns, this will become a rather normal battle: your rearguard can no longer disengage, but will have to keep on fighting. There's nothing wrong with that, you can gain quite some experience that way, just don't forget the actual objective.&lt;br /&gt;
&lt;br /&gt;
Konrad needs to get into the mines. Scenario ends with early finish bonus as soon he does so.&lt;br /&gt;
&lt;br /&gt;
== Scenario 14 - Plunging into the Darkness ==&lt;br /&gt;
* Objectives: Find the dwarves&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die or turns run out&lt;br /&gt;
* Turns: 19&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz&lt;br /&gt;
* Early finish bonus: n/a&lt;br /&gt;
* Other:&lt;br /&gt;
** Secret pasage in southeastern part of the tunnel&lt;br /&gt;
** A very short and straightforward map&lt;br /&gt;
&lt;br /&gt;
In principle, this is quite simple. You cannot recruit and just have to walk down that corridor until you find the dwarves -- you can't possibly miss them. You will be attacked by a few bats. They may hurt, that's all. This is mostly a lesson: see how slow Kalenz is in the caves? Notice his abysmal terrain defense? Clearly, this is no place for elves.&lt;br /&gt;
&lt;br /&gt;
Since you're reading this walkthrough, you'll also be interested in locating the secret passage leading to a chest of 200 gold pieces in the southwest. Just stick to the wall, step by step, and you'll eventually find it. However, said chest is guarded by a rather nasty spider: watch out! It's a level-3 beast that poisons and slows.&lt;br /&gt;
&lt;br /&gt;
After you're done with the bats, you can just sit there and wait until your men are healed again. There is no turn limit, after all. Once you found the secret door, do not get in. Step back a bit and the spider will rush out where you can attack her three to one. You should be able to kill her in a single turn, don't worry about getting poisoned -- you won't die from poison and there are no other enemies left. However, if you fail to kill her quickly... you saved the game, didn't you?&lt;br /&gt;
&lt;br /&gt;
== Scenario 15 - The Lost General ==&lt;br /&gt;
* Objectives: Kill all enemy leaders (there are two)&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die or turns run out&lt;br /&gt;
* Turns: 64(!)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz&lt;br /&gt;
* Early finish bonus: Killing both enemy leaders&lt;br /&gt;
&lt;br /&gt;
Moving underground is slow, especially for elves.  Their fighters and archers are also ineffective against undead.  Outriders and slyphs might be worth recalling, if you can afford them.  Likewise, gryphons and horsemen are bogged down.  Recruit dwarves for speed, and mages to back them up. (However, a Gryphon can pass the small pond quickly, and there are four towns on the other side.)&lt;br /&gt;
&lt;br /&gt;
You are fighting Lionel, a former general turned Death Knight, who starts trapped in the south.  To the west is the usual orc/troll force.  In the north is a dwarven ally, although if you are too slow they will be overwhelmed by the orcs. &lt;br /&gt;
&lt;br /&gt;
Dwarven fighters do well against the undead, while the Thunderers do best against the orcs and trolls.    If you choose to go for money, rush troops both south and north, reinforcing the native dwarves and triggering the appearance of the undead.  If you choose to go for experience, ignore the undead until you have killed the orcs, then return en masse to destroy the undead.  Don't take too long, as Lionel will break forth on turn 20.&lt;br /&gt;
&lt;br /&gt;
There are two ways to get to Lionel: an entrance opens in the pond on turn 19/20; and walls collapse when units move into tiles just south of the sign that says &amp;quot;Guest Quarters&amp;quot;, regardless of when this happens.&lt;br /&gt;
&lt;br /&gt;
Tip: If you make dwarf leader to survive (and actually reveal him), Dwarvish Guardsman will become available.&lt;br /&gt;
&lt;br /&gt;
== 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 Sceptre 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;
Tip: As of 9/10 (version 1.8.4) playing at Easy level, early finish bonus of 17. By the time the Scepter was reached most mobs already dead anyway, so not much opportunity for further leveling.&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 lots of gold&lt;br /&gt;
*** There's a third option. If you take a mermen to the eastern side of the river, you will be asked if you want to go through the river instead&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, south or east (with a mermen). 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 between these two 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. The east alternative takess you to a difficult scenario, so you could prefer to avoid that option.&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: in case you choose the mermen choice, you might want to attack south in the meanwhile to give them time to get to the eastern side of the map.&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;
Tip: If you choose to move a merman to the east, you will be given the option of whether or not you actually want to take this path. You can decline and choose either north or south&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 19C - The Cliffs of Thoria ===&lt;br /&gt;
Scenario Objective: Make it to the end of the river&lt;br /&gt;
&lt;br /&gt;
Turns: 45&lt;br /&gt;
&lt;br /&gt;
Defeat:&lt;br /&gt;
* Death of Konrad, Delfador, Li'sar, or Kalenz&lt;br /&gt;
* Turns run out&lt;br /&gt;
&lt;br /&gt;
Early Finish Bonus: 40% gold carryover&lt;br /&gt;
&lt;br /&gt;
Starting Units:&lt;br /&gt;
* Konrad&lt;br /&gt;
* Delfador&lt;br /&gt;
* Li'sar&lt;br /&gt;
* Kalenz&lt;br /&gt;
* Your strongest merman&lt;br /&gt;
&lt;br /&gt;
After a little spat between Kalenz and the merman you use to go east, you'll head for the Cliffs of Thoria. You'll find a long water level full of derelict vessels of the Queen. You'll also meet a Drake. After some conversation you discover that the Queens' forces attacked the Drakes, and now the Drakes will stop you from going forward. Since you have to move forward, you'll have to fight them.&lt;br /&gt;
&lt;br /&gt;
There are a number of small islands on this map with Drake bases. Each base will produce one Drake every turn until one of your units occupies the base. This means that although the drakes may run out of money, they will never run out of reinforcements. In order to win this, you need to kill them faster than they spawn new recruits. No easy task.&lt;br /&gt;
&lt;br /&gt;
Further, if you find that you can't win in a direct assault and want to bypass the drakes by going through the swamps, you'll discover very powerful undead enemies guarding the shoreline. They won't move, but any casualty will be immediately replaced by a new unit. Clearly, that area is cursed. Just avoid the dark blue water. It's impossible to get into the swamps, any attempt will be a waste of time.&lt;br /&gt;
&lt;br /&gt;
Tip: Compared to the other two choices, this map is insanely hard. While there is an opportunity to pick up a wonderful loyal unit, you may wish to skip the challenge unless you have at least 800 gold and a sufficient number of leveled-up mermen.&lt;br /&gt;
&lt;br /&gt;
If you're going to insist on playing this map, hire many gryphons and merfolk and move as fast as you can and just take the heavy losses. Since each base creates a unit every turn, to destroy a base you have to kill the unit occupying it and immediately move onto the base in that turn. Since merfolk can't move onto mountains, you'll need  gryphons for that. Getting the first two or three bases quickly is absolutely vital.&lt;br /&gt;
&lt;br /&gt;
With a somewhat longer perspective, spend all your money as long as you have it: you will inevitably run out of funds during this scenario. Drakes are vulnerable to piercing and arcane damage, so elvish arrows can be useful, as can your healers as spellcasters. Don't get too many landlubbers though, most of the fighting will happen in or over the water. Level-1 mermen will either die quickly or level up; high-level mermen will wreak havoc on the drakes. However, you need a good many level-2 mermen to begin with. Rookies alone cannot maintain the constant pressure you need, and the turn limit is short enough as it is.&lt;br /&gt;
&lt;br /&gt;
When you finally make it to the far side, you'll be told that the waterfall is impassable: you need Konrad to enter the cave in the middle of the map. Start walking early, he'll take a while.&lt;br /&gt;
&lt;br /&gt;
A loyal leader can be found on the most south-western island. He's badly hurt, keeping him alive may be tricky... better to discover him only on he very last moment.&lt;br /&gt;
&lt;br /&gt;
== Scenario 20 - Home of the North Elves ==&lt;br /&gt;
* Objectives:&lt;br /&gt;
** 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>Schnobs</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=HeirToTheThrone&amp;diff=39423</id>
		<title>HeirToTheThrone</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=HeirToTheThrone&amp;diff=39423"/>
		<updated>2010-12-07T10:27:17Z</updated>

		<summary type="html">&lt;p&gt;Schnobs: /* Scenario 14 - Plunging into the Darkness */&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;
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* 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;
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* Shamans are minor healers. As a rule of thumb, you should never enter into any scenario without at least one healer. Leveling up a Shaman is somewhat tricky, as they can do only very little damage. If you use stronger units to knock an enemy unit's HP down, you can move your shamans up from behind the lines to administer the finishing blow. As difficult as it is to level up a shaman, it is well worth the hassle. Druids will be standard healers, you want one (and possibly only one) of those as soon as possible. A Sorceress cannot heal at all, but is a powerful spellcaster. At their higest level, both will learn to fly and become very mobile.&lt;br /&gt;
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* 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;
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* 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;
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* 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;
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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;
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Sir Kaylan will send one or two horsemen to the enemy lines to assist you.  Although these horsemen are not under your direct control, they can serve as a distraction if you manoeuver your forces properly, taking the brunt during the enemy's turn to attack. &lt;br /&gt;
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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;
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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;
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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;
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First recall or recruit 3 elvish scouts. Send two scouts to the southern villages, and the third to the village to the northwest. Recruit 3 fighters; send one to the south and the other two to the southwest. This works best if one scout is &amp;quot;quick&amp;quot; and the fighter recruited to fill the southeastern hex of your castle is also &amp;quot;quick&amp;quot;. If not you may have to modify this strategy. Send Delfador up to the northwest on the first turn to find the mage and send the mage down to the village next to the castle. Konrad should take two nearby villages in the first two turns, because you have no money left anyway.&lt;br /&gt;
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One of the scouts goes as far south as possible, taking villages and distracting the enemy. This scout is usually destroyed by turn 4. That's OK. The other scout in the south usually has to retreat to survive. You try to take all the villages in the south you can and then reinforce the south slowly and move south. Now your main push is in the west because most villages are there and you need an income of over 20 per turn to recall all of your good troops. I usually use the scout I have sent to the northwest village on the island to take all of the far northwest villages. Delfador can destroy an enemy unit each turn, especially saurians, because these pesky units can kill weakened units in the rear. Horsemen take too long to cross the forest south of your castle but are strong on the western plains during daytime. Send newly-recruited horsemen to the west along with magi. A shaman is useful to the south and later one can be sent to the west.&lt;br /&gt;
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Approaching turn 10-12, you should have assembled two reasonably powerful forces on each side of the lake. The westerly one usually is based on Delfador and horsemen-mage combos with fighters and archers for ZOC purposes, and the eastern force almost entirely of elves. Remember magi work best against trolls and grunts, and horsemen against archers.&lt;br /&gt;
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Move south in tight groups, trying not to get too aggressive at night with the west group, until they meet at the far southern end of the island, and assault the castle together.&lt;br /&gt;
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If you are a new player, you've probably been focusing on game mechanics and how the units and terrain interact. If so, it's time to give serious thought to leveling up some units by allowing them to strike the killing blow. When Konrad or an elven fighter is at level 2, they get the &amp;quot;leadership&amp;quot; skill. When a shaman levels up, they get the &amp;quot;cure&amp;quot; skill.&lt;br /&gt;
&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;
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See also the [http://www.wesnoth.org/forum/viewtopic.php?t=2959 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 4 - Bay of Pearls ==&lt;br /&gt;
Scenario objectives: Kill one or both enemy leaders.&lt;br /&gt;
&lt;br /&gt;
Opening moves: On the first turn, have Konrad recruit or recall some units. Which units, and in which order, is your first tactical decision. If you recruit/recall in pairs, with one fast (6 movement points or more) and one slow unit, then one will be able to move onto the island the next turn, while the other is still wading through the river.&lt;br /&gt;
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Then, move Konrad to the cage on the island just to the east. This will free some mermen. (How many depends on whether you are playing on Easy, Medium, or Hard.) One of these can go open the second cage, and so on: by the end of your very first turn, you should have five mermen in the water.&lt;br /&gt;
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Watch out: there's one cage far out at sea that's easily overlooked. The first Merman you set free tells you as much, but if you skip the message... Anyway, it is guarded by two nagas. Send two or (at most) three Mermen up there and *do not* fight it out: get the cage first, then kill the nagas with the help of the mermen from that cage. It holds at least four Mermen, on of them an Initiate. The latter may become a healer, try to get her experienced as soon as possible.&lt;br /&gt;
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Even further north than the last cage there's a trident in the water. It will confer a powerful ranged attack to its bearer. Have a &amp;quot;quick&amp;quot; merman pick it up (who should eventually become a Hoplite).&lt;br /&gt;
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The remaining mermen should try to hold the sea leaders' recruits at bay. Mermen and nagas both have high defense in water, so combat can be a bit slow and frustrating. Concentrate three or four mermen on a single enemy unit at a time, rather than spreading your attacks piecemeal. Don't push too hard, especially not at night when your attacks are weak. Keeping your loyal mermen alive is more important than the possession of a village, and things will look much better on the next day. If that doesn't suffice, the troops from the deep-sea cage may lend a hand.&lt;br /&gt;
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It will be nigh impossible for your horsemen and elves to wade to the island to fight the sea leader in time, so eventually your need to do this. The Storm Trident and the Initiate both have magic attacks (70% to-hit regardless of terrain) and should go a long way... you better attack him during the day, even if it means that you need to wait for a few turns.&lt;br /&gt;
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On land, you have to fight off a wave of orcs and wolves. Your decision is how far west to engage the enemy, though really, you have little choice: You are hindered by the limited recruitment you can do each turn, and how long it takes your elves and horsemen to trickle across the river. Some wolves may reach you in the night, but the bulk of his army won't arrive until daybreak. Press hard during the day, and there will be little left of his army when the night comes. &lt;br /&gt;
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Careful management of your killing blows should allow several units to get to Level 2. A charging horseman does so much damage it will be easy for the horsemen to get all the kills, but try to get at least Konrad, your loyal mage,  and an elven fighter to level-2 (if you haven't already).&lt;br /&gt;
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The outcome of this battle affects the next scenario you play. If you kill the sea leader you wind up on Isle of the Damned. If you kill the land leader you wind up on Muff Malal's Peninsula. If you kill both, you can choose (and get an early finish bonus).&lt;br /&gt;
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New players should take the land route to Muff Malal's Peninsula, where you can easily level up many units or collect an early finish bonus. Experienced players or those who are looking for an interesting tactical exercise may wish to consider the sea route to the Isle of the Damned, where you will find a loyal White Mage who *might* join you... if you meet some very tough winning conditions. Either choice will be a battle against undead.&lt;br /&gt;
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See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3022 forum discussion].&lt;br /&gt;
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== Diverging campaign path ==&lt;br /&gt;
=== 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;
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You should now control most villages and have some gold, so recruit or recall additional troops. Launch an offensive with your central force, supported by your horsemen advancing at the sides.  Don't forget to use Konrad in the attack.&lt;br /&gt;
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Try to attack with human units only at day, when the undead are at their weakest, and hold the lines with your elves at night.&lt;br /&gt;
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Early finish bonus for killing the enemy leader.&lt;br /&gt;
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See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3178 forum discussion].&lt;br /&gt;
&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;
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Moremirmu is critical to winning but also quite fragile. He will die quickly if he is attacked by multiple undead.&lt;br /&gt;
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Early finish bonus for killing both enemy leaders. Moremirmu (and his holy sword) will join you in future scenarios only if both are defeated.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3179 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 6 - The Siege of Elensefar ==&lt;br /&gt;
Scenario objectives: Kill both enemy leaders.&lt;br /&gt;
&lt;br /&gt;
Konrad arrives at the southern end of a large map. The island city of Elensefar dominates the center, and the cave of the necromancer Muff Jaanal is far to the north. The orcish warlord Agadla has taken the city. You know what to do!&lt;br /&gt;
&lt;br /&gt;
Your first objective is to retake the city. You could choose to charge across the bridges and fight your way onto the island, taking heavy casualties from the level 2 orcish warriors along the way - but casualties will probably be lower than if you do it the slow way. Or, you can lure the orcs into the water where they are easy to hit. Remember that mermen, especially the one with the Storm Trident, move quickly and defend quite well in water or on the bridges.  Whichever strategy you choose, remember that the undead are well on their way to join the orcs occupying the city.  Speed is a factor.&lt;br /&gt;
&lt;br /&gt;
Konrad will receive some help from the Thieves Guild. Apparently, an orcish occupation is bad for business. They will either show you a hidden ford onto the island, or attack the north gate after you take one of the island villages. Whether you choose to storm the city, and which aid to accept, depends in large part on how much of a hurry you are in.  Every turn, the undead march southward, and you'll have quite a fight on your hands after they reinforce the orcs in the city proper.&lt;br /&gt;
&lt;br /&gt;
After you defeat the orcs, you must fight your way north.  Fighting against the undead requires a different mix of units than fighting the orcs. Your mermen are too slow on land.  Horsemen and elvish units do reduced damage to skeletons.  Here, you need... mages.  Lots and lots of mages. And a paladin, if you've leveled a unit that high enough. Expect to spend many turns fighting through the northernmost six hexes. You are fighting in a cave, which slows your units down. Being underground, it is also treated as night for the time of day penalties.  Also, don't forget that mages can't take a lot of abuse, especially from melee attacks.  You will have to figure out how to use your less effective elvish units and horsemen to shield your mages.&lt;br /&gt;
&lt;br /&gt;
By now, you should have either Konrad or a level 2 elven fighter with the Leadership ability. A unit adjacent to a leader receives a +25% bonus to damage. Likewise, carefully position shamen or white mages in your lines so they can heal wounded units.  Two adjacent healers will heal each other.&lt;br /&gt;
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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;
You'll be facing many level-2 undead. They're all dangerous but two kinds require special attention:&lt;br /&gt;
* Spectres (level2 ghosts) are fast in every terrain, somewhat hard to hit, resistant to all common kinds of damage, and have a draining attack. Attacking them in melee is not recommendend, killing them with arrows will eventually work but takes many arrows. They are vulnerable to arcane spells and fireballs, though.&lt;br /&gt;
* Walking Corpses: they're slow, they're weak, they're fragile. Usually nothing to worry about, but this time they're many. Hordes. Night of the Living Dead. A strong fighter will easily slay them, but that can become his downfall: an attacking corpse that gets killed makes room for the next corpse to move in and attack... and the next, and the next, and each one gets a few blows. Even a Paladin or Champion will eventually be overwhelmed, taking like ten or fifteen zombies with him. Whether you consider this to be a good exchange is up to you. Incidentally, something similar can happen between Paladins and level-1 Skeletons.&lt;br /&gt;
&lt;br /&gt;
The castle you start in is a well-defensible position, but all enemies arrive at about the same time. Once surrounded, you'll have very little wiggle room or inside tiles for your wounded units to retreat to. Filling the moat with Mermen might work a bit better, but their tridents won't impress the skeletons.&lt;br /&gt;
&lt;br /&gt;
You should consider attacking the southern enemy, then hole up in his castle and the surrounding hills. This increases the distance to the others: their troops will reach you later and they will be strung out, so you don't have to fight them all at once.&lt;br /&gt;
&lt;br /&gt;
If you don't have the money to recruit a large or powerful army, recruit a few Elvish Fighters and send them to the forest north of your castle. Their job is to slow the Revenant for several turns and then die gloriously. Flee with Konrad and the rest of your army to the south-east corner. If you're lucky, the WC horde will be too slow to reach you before the scenario ends. A cowardly tactic, yes -- but you'll survive...&lt;br /&gt;
&lt;br /&gt;
If you played Isle of The Damned without killing both Liches, and Moremirmu survived, then he will reinforce you with three White Mage buddies between turns 7-10. You can't recall them after this scenario, so they are expendable.&lt;br /&gt;
&lt;br /&gt;
Another strategy, which requires to have Moremirmu to help you and allows you to kill the three Liches, is to recruit 2 horsemen (or recall their leveled up units) and as many thieves as you can, send each horsemen to gather the bottles of holy water, and kill with them the northern and eastern Liches; don't send them the horseman to the northern Lich too quick, because if you do his army will focus on it, and it won't reach the Lich. Move Konrad, Delfador, Kalenz, and your thieves towards the southeast corner. The thieves be used as a barrier to protect your more important units; place them in woods, mountains or villages(never in plains) as soon as they can, so that the northern and eastern Liches concentrate on them and leave Konrad and his group alone. With some luck you'll kill the northern and eastern Liches around the same turn that Moremirmu appears, and Konrad and his group will survive enough time to have one of Moremirmu's white mages kill the Southern Lich during day time.&lt;br /&gt;
&lt;br /&gt;
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. Killing the Princess is meant to be impossible: she has plenty of troops as is, and if you actually get near her there will be numerous high-quality reinforcements. Do not even try to attack her, it will be a waste of good troops for no gain. Instead, fill the river with mermen: this is an excellent opportunity to get many of them leveled up.&lt;br /&gt;
&lt;br /&gt;
But first things first: your task is to get Konrad across the river. The chaotic orcs will attack from the north, the Princess's lawful Loyalists will attack from the south, and... a new enemy (alignment: hungry) will be attacking from downstream. All will happily fight each other if they ever meet, but with your army standing right between them in the middle of the river... it will pretty much seem as if everyone was out to get you.&lt;br /&gt;
&lt;br /&gt;
Remember those loyal mermen from in the Bay of Pearls? They should comprise your principal fighting force. Be sure to send one downstream to acquire the Storm Trident there. If you have some of the flying elvish units, they move (and fight) fight equally well over land or water. Wait for the Orcs and Humans to get into the water where the mermen have excellent defence while the landlubbers do not. &lt;br /&gt;
&lt;br /&gt;
Even if you have the money, don't recruit for more than two turns, otherwise Konrad might not even make it into the river. The scenario ends as soon as he makes it to the other side (off the beach and onto flat ground) -- by the time he gets there, there will be few orcs left on that shore, Kalenz and Delfador can well deal with them. If you recruit any land troops at all (healers perhaps?), make sure they have at least two moves in shallow water.&lt;br /&gt;
&lt;br /&gt;
This is an excellent opportunity to get your mermen some XP, and you don't really need the early finish bonus. &lt;br /&gt;
&lt;br /&gt;
Early finish bonus for getting Konrad onto dry land.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=8716 forum discussion]&lt;br /&gt;
&lt;br /&gt;
== Scenario 12 - Northern Winter ==&lt;br /&gt;
*Objectives: Defeat all enemy leaders (2 of them)&lt;br /&gt;
*Lose if: Konrad, Delfador or Kalenz die or turns run out&lt;br /&gt;
*Turns: 50 (as of 1.8.3 on medium difficulty turns = 40)&lt;br /&gt;
*Starting units: Konrad, Delfador, Kalenz, a random soldier&lt;br /&gt;
*Early finish bonus: 47 / turn&lt;br /&gt;
*Other:&lt;br /&gt;
**Snow falls on turns 6 and 10, making the tundra patches larger.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
This is a relatively simple scenario. The enemy will mostly raise level-1 wolf riders and orcish archers, plus the occasional level-2 Ogre or Troll. You can field a similar mix of mostly fresh recruits plus a few veterans. Throughout the scenario, the wolves will attempt to seize villages, often bypassing your forces: a few Elvish Scouts behind your lines will come in handy. Alternatively, your loyal Thieves can play hide-and-seek just as well. Don't overrecruit, though: there's only so many units you can actually bring to bear on the enemy. You've got enough time to win this twice, so you may chose to take it slow and milk this battle for experience. You'll still end this with more than enough gold in your coffers.&lt;br /&gt;
&lt;br /&gt;
== Scenario 13 - The Dwarven Doors ==&lt;br /&gt;
* Objectives: Move Konrad to entrance of the Dwarfen Kingdom&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die or turns run out&lt;br /&gt;
* Turns: 26 / 20 / 15&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, one experienced Rider, one outlaw unit (if you have any)&lt;br /&gt;
&lt;br /&gt;
You may defeat all enemy leaders if you feel like it, but this won't end the scenario. The sole winning condition is to get Konrad to the entrance of the Dwarven Kingdom. Actually, there are two entrances: the &amp;quot;Great Gates&amp;quot;, clearly labeled as such, and a less conspicious side entrance in the north-eastern corner. Only one of these is open, the other is blocked from the inside (determined at random).&lt;br /&gt;
&lt;br /&gt;
You start the scenario with one rider who suggests to scout ahead: that's a good idea, even though you may chose another unit for the task (the game picks the most experienced). Anyone reaching an entrance will tell you whether it's open or not. Alternatively, if you played the Isle of the Damned, one of your outlaws will tell you about his uncle who used to have business with the dwarves, hiding in a village along the way (at 18/24, you'd probably seize it anyway). The uncle is a loyal bandit who joins your troops; he also tells you which entrance to chose, main gate or mine tunnels. It pays off to actually read that dialog.&lt;br /&gt;
&lt;br /&gt;
The most minimalistic approach is to recruit one castle full of cavalry and RUN. The enemies have to cover some distance and cross difficult terrain in order to get in you way -- if Konrad starts running on turn one, he can move past them practically unopposed. It falls to the cavalry to bring up the rear: let them form a line somewhere near the Pillars of Thunedain while Konrad, Delfador and the other walkers keep going. Holding the line for a single turn is enough, then the riders may follow Konrad, leaving the pursuers behind and unable to catch up again (except for the wolves, but there shouldn't be many).&lt;br /&gt;
&lt;br /&gt;
You can still follow this basic principle if you recruit for two turns, adding a healer or two and perhaps some Rangers (their ambushes will stop many opponents). If you recruit for more than two turns, this will become a rather normal battle: your rearguard can no longer disengage, but will have to keep on fighting. There's nothing wrong with that, you can gain quite some experience that way, just don't forget the actual objective.&lt;br /&gt;
&lt;br /&gt;
Konrad needs to get into the mines. Scenario ends with early finish bonus as soon he does so.&lt;br /&gt;
&lt;br /&gt;
== Scenario 14 - Plunging into the Darkness ==&lt;br /&gt;
* Objectives: Find the dwarves&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die or turns run out&lt;br /&gt;
* Turns: 19&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz&lt;br /&gt;
* Early finish bonus: n/a&lt;br /&gt;
* Other:&lt;br /&gt;
** Secret pasage in southeastern part of the tunnel&lt;br /&gt;
** A very short and straightforward map&lt;br /&gt;
&lt;br /&gt;
In principle, this is quite simple. You cannot recruit and just have to walk down that corridor until you find the dwarves -- you can't possibly miss them. You will be attacked by a few bats. They may hurt, that's all. This is mostly a lesson: see how slow Kalenz is in the caves? Notice his abysmal terrain defense? Clearly, this is no place for elves.&lt;br /&gt;
&lt;br /&gt;
Since you're reading this walkthrough, you'll also be interested in locating the secret passage leading to a chest of 200 gold pieces in the southwest. Just stick to the wall, step by step, and you'll eventually find it. However, said chest is guarded by a rather nasty spider: watch out! It's a level-3 beast that poisons and slows.&lt;br /&gt;
&lt;br /&gt;
After you're done with the bats, you can just sit there and wait until your men are healed again. There is no turn limit, after all. Once you found the secret door, do not get in. Step back a bit and the spider will rush out where you can attack her three to one. You should be able to kill her in a single turn, don't worry about getting poisoned -- you won't die from poison and there are no other enemies left. However, if you fail to kill her quickly... you saved the game, didn't you?&lt;br /&gt;
&lt;br /&gt;
== Scenario 15 - The Lost General ==&lt;br /&gt;
* Objectives: Kill all enemy leaders (there are two)&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die or turns run out&lt;br /&gt;
* Turns: 64(!)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz&lt;br /&gt;
* Early finish bonus: Killing both enemy leaders&lt;br /&gt;
&lt;br /&gt;
Moving underground is slow, especially for elves.  Their fighters and archers are also ineffective against undead.  Outriders and slyphs might be worth recalling, if you can afford them.  Likewise, gryphons and horsemen are bogged down.  Recruit dwarves for speed, and mages to back them up. (However, a Gryphon can pass the small pond quickly, and there are four towns on the other side.)&lt;br /&gt;
&lt;br /&gt;
You are fighting Lionel, a former general turned Death Knight, who starts trapped in the south.  To the west is the usual orc/troll force.  In the north is a dwarven ally, although if you are too slow they will be overwhelmed by the orcs. &lt;br /&gt;
&lt;br /&gt;
Dwarven fighters do well against the undead, while the Thunderers do best against the orcs and trolls.    If you choose to go for money, rush troops both south and north, reinforcing the native dwarves and triggering the appearance of the undead.  If you choose to go for experience, ignore the undead until you have killed the orcs, then return en masse to destroy the undead.  Don't take too long, as Lionel will break forth on turn 20.&lt;br /&gt;
&lt;br /&gt;
There are two ways to get to Lionel: an entrance opens in the pond on turn 19/20; and walls collapse when units move into tiles just south of the sign that says &amp;quot;Guest Quarters&amp;quot;, regardless of when this happens.&lt;br /&gt;
&lt;br /&gt;
Tip: If you make dwarf leader to survive (and actually reveal him), Dwarvish Guardsman will become available.&lt;br /&gt;
&lt;br /&gt;
== 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 Sceptre 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;
Tip: As of 9/10 (version 1.8.4) playing at Easy level, early finish bonus of 17. By the time the Scepter was reached most mobs already dead anyway, so not much opportunity for further leveling.&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 lots of gold&lt;br /&gt;
*** There's a third option. If you take a mermen to the eastern side of the river, you will be asked if you want to go through the river instead&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, south or east (with a mermen). 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 between these two 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. The east alternative takess you to a difficult scenario, so you could prefer to avoid that option.&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: in case you choose the mermen choice, you might want to attack south in the meanwhile to give them time to get to the eastern side of the map.&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;
Tip: If you choose to move a merman to the east, you will be given the option of whether or not you actually want to take this path. You can decline and choose either north or south&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 19C - The Cliffs of Thoria ===&lt;br /&gt;
Scenario Objective: Make it to the end of the river&lt;br /&gt;
&lt;br /&gt;
Turns: 45&lt;br /&gt;
&lt;br /&gt;
Defeat:&lt;br /&gt;
* Death of Konrad, Delfador, Li'sar, or Kalenz&lt;br /&gt;
* Turns run out&lt;br /&gt;
&lt;br /&gt;
Early Finish Bonus: 40% gold carryover&lt;br /&gt;
&lt;br /&gt;
Starting Units:&lt;br /&gt;
* Konrad&lt;br /&gt;
* Delfador&lt;br /&gt;
* Li'sar&lt;br /&gt;
* Kalenz&lt;br /&gt;
* Your strongest merman&lt;br /&gt;
&lt;br /&gt;
After a little spat between Kalenz and the merman you use to go east, you'll head for the Cliffs of Thoria. You'll find a long water level full of derelict vessels of the Queen. You'll also meet a Drake. After some conversation you discover that the Queens' forces attacked the Drakes, and now the Drakes will stop you from going forward. Since you have to move forward, you'll have to fight them.&lt;br /&gt;
&lt;br /&gt;
There are a number of small islands on this map with Drake bases. Each base will produce one Drake every turn until one of your units occupies the base. This means this level offers an enormous amount of experience, but is extremely difficult as you'll be fighting in water against a constant tide of Drakes.&lt;br /&gt;
&lt;br /&gt;
Further, if you move outside of the stream, you'll discover very powerful undead enemies to the south. Basically, avoid the dark blue water. Even if you kill the undead, they'll just come back immediately, so don't try.&lt;br /&gt;
&lt;br /&gt;
This map also contains a trident, useful for giving one of your mermen a magical electric attack.&lt;br /&gt;
&lt;br /&gt;
Tip: Compared to the other two choices, this map is insanely hard. While there is an opportunity to pick up another loyal unit, you may wish to skip the challenge unless you have at least 1000 gold and a sufficient number of leveled-up mermen.&lt;br /&gt;
&lt;br /&gt;
Tip: If you're going to insist on playing this map, hire many turns worth of gryphons and merfolk and move as fast as you can and just take the heavy losses. Since each base creates a unit every turn, to destroy a base you have to kill the unit occupying it and then move onto the base in that turn. Since merfolk can't move onto mountains, you'll need the gryphons to destroy bases.&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>Schnobs</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=HeirToTheThrone&amp;diff=39409</id>
		<title>HeirToTheThrone</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=HeirToTheThrone&amp;diff=39409"/>
		<updated>2010-12-06T22:31:27Z</updated>

		<summary type="html">&lt;p&gt;Schnobs: /* Scenario 13 - The Dwarven Doors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a walkthrough of '''Heir to the Throne''', the campaign featuring Konrad. It contains spoilers.&lt;br /&gt;
&lt;br /&gt;
The suggestions herein are based on the &amp;quot;Medium&amp;quot; and &amp;quot;Hard&amp;quot; difficulty levels. It should be possible to win the &amp;quot;Easy&amp;quot; difficulty level without trying very hard if you are an accomplished gamer.  If you feel comfortable with turn-based games, especially ones featuring units moving on a hex map, then you can play the Tutorial and then dive right into &amp;quot;Medium&amp;quot; to get a feel for the elements of the game. After you have played a few scenarios and are ready to restart from the beginning (and yes, it is  very likely you will have to restart the first time you play Wesnoth), try reading [[AdvancedTactics]].  You should also be familiar with the basics in [[WesnothManual]] -- this is a walkthrough, not an exposition of basic game mechanics.&lt;br /&gt;
&lt;br /&gt;
Each scenario has an individual forum thread where you can provide feedback to the authors.  See also the forum posts [http://www.wesnoth.org/forum/viewtopic.php?t=3601 Suggestions for Heir to the Throne walkthrough] and [http://www.wesnoth.org/forum/viewtopic.php?t=4026 Yet another &amp;quot;Heir to the Throne&amp;quot; walktrough] (sic) for more.  [http://www.wesnoth.org/forum/viewtopic.php?t=7064 Ye Compleat Walkthrough To &amp;quot;Heir To The Throne&amp;quot;] is a detailed guide, with illustrations, to the first several scenarios.&lt;br /&gt;
&lt;br /&gt;
Finally, some [http://www.hermann-uwe.de/blog/my-wesnoth-replays-online replays] were posted by Uwe Hermann.&lt;br /&gt;
&lt;br /&gt;
'''Warning spoilers ahead!'''&lt;br /&gt;
&lt;br /&gt;
== Scenario 1 - The Elves Besieged ==&lt;br /&gt;
Scenario objectives: Both Konrad and Delfador must survive, and Konrad must escape to the signpost in the northwest corner of the map.&lt;br /&gt;
&lt;br /&gt;
The orcs as well as your allies will levy a great many troops, you'll soon find yourself between the lines in a huge battle. All those units slugging it out can take quite some time, you may want to try two options on the Preferences dialog, &amp;quot;Accelerated Speed&amp;quot; or maybe even &amp;quot;Skip AI Moves&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
This scenario is a &amp;quot;runner&amp;quot; scenario; on turn one, recruit a castle full of fresh recruits, and immediately make a break for it! If you're new to Wesnoth, getting Konrad out of there in one piece will be difficult enough and may require you to start over a couple of times. Hint: don't keep your units all lumped around Konrad, as a large host will attract the enemies' attention. &lt;br /&gt;
&lt;br /&gt;
Terrain dictates two routes to the signpost: west to the druid and then north, or north over the bridge and then west. Either way, you should send Delfador and most of your army straight north. This is a ruse, the sole purpose is to lure the enemy towards the road  while Konrad (with only one or two level-1 bodyguards) makes his way towards the exit. There's no chance of winning, your troops should perform a skirmishing retreat westwards into the forest.&lt;br /&gt;
&lt;br /&gt;
Other than getting Konrad on his way, the inofficial objective of this scenario is to gain some experience for your troops. Experience is gained by fighting; once a level of experience is reached, your units will &amp;quot;level up&amp;quot; and become more powerful units. Killing an opponent will give much more experience than just fighting, so you should try to arrange it in such a way that the unit you want to upgrade gets to deliver the coup de grace.&lt;br /&gt;
&lt;br /&gt;
Now a few words about the units at your disposal. In-game, you cannot check the data of unknown units; if you want to take a peek anyway, check the [http://www.wesnoth.org/units/ Wesnoth Unit Tree].&lt;br /&gt;
&lt;br /&gt;
* Fighters and Archers. Melee and ranged, all elvish warriors are capable of both, it's more a matter of emphasis than an actual distinction. When they level up, most should become Heroes and Rangers, repectively; you'll only need one or two Captains, and probably are better off without any Marksmen: spellcasters will serve the same purpose much better.&lt;br /&gt;
&lt;br /&gt;
* Shamans are minor healers. As a rule of thumb, you should never enter into any scenario without at least one healer. Leveling up a Shaman is somewhat tricky, as they can do only very little damage. If you use stronger units to knock an enemy unit's HP down, you can move your shamans up from behind the lines to administer the finishing blow. As difficult as it is to level up a shaman, it is well worth the hassle. Druids will be standard healers, you want one (and possibly only one) of those as soon as possible. A Sorceress cannot heal at all, but is a powerful spellcaster. At their higest level, both will learn to fly and become very mobile.&lt;br /&gt;
&lt;br /&gt;
* Scouts may seem weak, but there's more to them than meets the eye. While most riders suffer severe penalties in difficult terrain, the elvish variant can cross rivers, swamps and even mountains rather quickly and will usually even receive a reasonable defense modifier. Insofar, they're less like horsemen and more like fast infantry. Whether you employ them in numbers is a matter of taste, however, you should always remember that you have these extremely mobile units at your disposal.&lt;br /&gt;
&lt;br /&gt;
* Konrad, your leader, starts most scenarios at a keep where he may recruit some troops, but that doesn't mean that he should stay there forever: Being always on the map, he may just as well make himself useful. Getting him to level two will earn him a 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;
Sir Kaylan will send one or two horsemen to the enemy lines to assist you.  Although these horsemen are not under your direct control, they can serve as a distraction if you manoeuver your forces properly, taking the brunt during the enemy's turn to attack. &lt;br /&gt;
&lt;br /&gt;
The first night will be tough, be prepared to lose some units; but if you use the terrain to your advantage, you should have enough of an army left to launch a serious counterattack during the next day. The momentum should keep you going even through the next night and you may soon find yourself besieging the enemy keep. However, the actual objective is merely to survive &amp;amp;ndash; if everything fails, you may still retreat behind the swordsmen guarding Sir Kaylans fortress.&lt;br /&gt;
&lt;br /&gt;
There is an early finish bonus for killing the enemy leader, however, it will probably be small. In other words: rushing it won't be worthwhile, instead you should play it safe: manoeuver carefully and try to get some experience to those units that need it most. By the end of this scenario, you really ought to have a Druid &amp;amp;ndash; that's absolutely vital. Next in line should be an elvish Fighter (make him a Captain) and Konrad, anything else is optional. But the more the merrier as they say.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=2929 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 3 - Isle of Alduin ==&lt;br /&gt;
Scenario objectives: Kill the enemy leader.&lt;br /&gt;
&lt;br /&gt;
The key to victory is to control the villages, earning the gold you need to recruit or recall troops.  You have the option to send the majority of your army west or south with village grabbers going the opposite direction.  If you choose to send your army west (recommended) send a scout and an archer south, grabbing alternating villages. Done intelligently they will each grab 1 village per turn until they are near the opponents keep. Be careful of engaging the enemy on the west flank near the hills at night: this is where they shine. Back off to the forests and wait for a more favorable time of day if necessary.&lt;br /&gt;
&lt;br /&gt;
The following strategy works well if you take care of your unit placement. Protect units you cannot afford to lose from multiple attacks at night or when weakened, particularly new horsemen and magi.&lt;br /&gt;
&lt;br /&gt;
First recall or recruit 3 elvish scouts. Send two scouts to the southern villages, and the third to the village to the northwest. Recruit 3 fighters; send one to the south and the other two to the southwest. This works best if one scout is &amp;quot;quick&amp;quot; and the fighter recruited to fill the southeastern hex of your castle is also &amp;quot;quick&amp;quot;. If not you may have to modify this strategy. Send Delfador up to the northwest on the first turn to find the mage and send the mage down to the village next to the castle. Konrad should take two nearby villages in the first two turns, because you have no money left anyway.&lt;br /&gt;
&lt;br /&gt;
One of the scouts goes as far south as possible, taking villages and distracting the enemy. This scout is usually destroyed by turn 4. That's OK. The other scout in the south usually has to retreat to survive. You try to take all the villages in the south you can and then reinforce the south slowly and move south. Now your main push is in the west because most villages are there and you need an income of over 20 per turn to recall all of your good troops. I usually use the scout I have sent to the northwest village on the island to take all of the far northwest villages. Delfador can destroy an enemy unit each turn, especially saurians, because these pesky units can kill weakened units in the rear. Horsemen take too long to cross the forest south of your castle but are strong on the western plains during daytime. Send newly-recruited horsemen to the west along with magi. A shaman is useful to the south and later one can be sent to the west.&lt;br /&gt;
&lt;br /&gt;
Approaching turn 10-12, you should have assembled two reasonably powerful forces on each side of the lake. The westerly one usually is based on Delfador and horsemen-mage combos with fighters and archers for ZOC purposes, and the eastern force almost entirely of elves. Remember magi work best against trolls and grunts, and horsemen against archers.&lt;br /&gt;
&lt;br /&gt;
Move south in tight groups, trying not to get too aggressive at night with the west group, until they meet at the far southern end of the island, and assault the castle together.&lt;br /&gt;
&lt;br /&gt;
If you are a new player, you've probably been focusing on game mechanics and how the units and terrain interact. If so, it's time to give serious thought to leveling up some units by allowing them to strike the killing blow. When Konrad or an elven fighter is at level 2, they get the &amp;quot;leadership&amp;quot; skill. When a shaman levels up, they get the &amp;quot;cure&amp;quot; skill.&lt;br /&gt;
&lt;br /&gt;
Hardly any player notices this, but this scenario offers the opportunity for some extra experience at the expense of very little gold. The early finish bonus is 38, but there are 36 villages on the island, so if you control all villages, you only lose 2 gold per turn (or only 1.6 gold, since only 80% can be retained - should be less than 24, since you hardly ever finish more than 15 turns early). So instead of killing the remaining enemies - especially the enemy leader - you might encircle them and reduce their health to a minimum. If you do not attack them in the subsequent turns, they will neither attack nor move, thus regain 2 HP per turn and will eventually be healthy enough to stand an attack of your weaker units. This is a relatively safe way to milk some extra XPs out of them for your weaker units (preferably magi and shamans). While milking level 1 units may not be very rewarding, milking the level 2 leader might easily give 20 extra XPs.&lt;br /&gt;
&lt;br /&gt;
A note about playing with Magi: They are weak units, but become important later in the game. Over the next few levels, you'll want to level at least two Magi to White Magi for later in the game; they have an arcane (or holy) attack which does incredible amounts of damage to the undead. Fire Magi can eventually level up to level 4 Great Magi, which are walking killing machines, and Fire Magi do decent damage to most other units, especially trolls and skeletons. Magi are weak, however, so they need to be guarded by stronger units. Don't let the enemy have more than one attack position on them.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=2959 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 4 - Bay of Pearls ==&lt;br /&gt;
Scenario objectives: Kill one or both enemy leaders.&lt;br /&gt;
&lt;br /&gt;
Opening moves: On the first turn, have Konrad recruit or recall some units. Which units, and in which order, is your first tactical decision. If you recruit/recall in pairs, with one fast (6 movement points or more) and one slow unit, then one will be able to move onto the island the next turn, while the other is still wading through the river.&lt;br /&gt;
&lt;br /&gt;
Then, move Konrad to the cage on the island just to the east. This will free some mermen. (How many depends on whether you are playing on Easy, Medium, or Hard.) One of these can go open the second cage, and so on: by the end of your very first turn, you should have five mermen in the water.&lt;br /&gt;
&lt;br /&gt;
Watch out: there's one cage far out at sea that's easily overlooked. The first Merman you set free tells you as much, but if you skip the message... Anyway, it is guarded by two nagas. Send two or (at most) three Mermen up there and *do not* fight it out: get the cage first, then kill the nagas with the help of the mermen from that cage. It holds at least four Mermen, on of them an Initiate. The latter may become a healer, try to get her experienced as soon as possible.&lt;br /&gt;
&lt;br /&gt;
Even further north than the last cage there's a trident in the water. It will confer a powerful ranged attack to its bearer. Have a &amp;quot;quick&amp;quot; merman pick it up (who should eventually become a Hoplite).&lt;br /&gt;
&lt;br /&gt;
The remaining mermen should try to hold the sea leaders' recruits at bay. Mermen and nagas both have high defense in water, so combat can be a bit slow and frustrating. Concentrate three or four mermen on a single enemy unit at a time, rather than spreading your attacks piecemeal. Don't push too hard, especially not at night when your attacks are weak. Keeping your loyal mermen alive is more important than the possession of a village, and things will look much better on the next day. If that doesn't suffice, the troops from the deep-sea cage may lend a hand.&lt;br /&gt;
&lt;br /&gt;
It will be nigh impossible for your horsemen and elves to wade to the island to fight the sea leader in time, so eventually your need to do this. The Storm Trident and the Initiate both have magic attacks (70% to-hit regardless of terrain) and should go a long way... you better attack him during the day, even if it means that you need to wait for a few turns.&lt;br /&gt;
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On land, you have to fight off a wave of orcs and wolves. Your decision is how far west to engage the enemy, though really, you have little choice: You are hindered by the limited recruitment you can do each turn, and how long it takes your elves and horsemen to trickle across the river. Some wolves may reach you in the night, but the bulk of his army won't arrive until daybreak. Press hard during the day, and there will be little left of his army when the night comes. &lt;br /&gt;
&lt;br /&gt;
Careful management of your killing blows should allow several units to get to Level 2. A charging horseman does so much damage it will be easy for the horsemen to get all the kills, but try to get at least Konrad, your loyal mage,  and an elven fighter to level-2 (if you haven't already).&lt;br /&gt;
&lt;br /&gt;
The outcome of this battle affects the next scenario you play. If you kill the sea leader you wind up on Isle of the Damned. If you kill the land leader you wind up on Muff Malal's Peninsula. If you kill both, you can choose (and get an early finish bonus).&lt;br /&gt;
&lt;br /&gt;
New players should take the land route to Muff Malal's Peninsula, where you can easily level up many units or collect an early finish bonus. Experienced players or those who are looking for an interesting tactical exercise may wish to consider the sea route to the Isle of the Damned, where you will find a loyal White Mage who *might* join you... if you meet some very tough winning conditions. Either choice will be a battle against undead.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3022 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Diverging campaign path ==&lt;br /&gt;
=== Scenario 5A - Muff Malal's Peninsula ===&lt;br /&gt;
Scenario objectives: Kill the enemy leader.&lt;br /&gt;
&lt;br /&gt;
This is an easy scenario, and your aim here should be to build up your gold by controlling most villages, while earning experience against enemy forces. The enemy recruits bats to capture villages, and hordes of Walking Corpses to keep you busy.  The occasional Dark Adept can be dangerous on Hard difficulty, but is vulnerable to melee attack, especially from knights.&lt;br /&gt;
&lt;br /&gt;
One approach is to recall a few level 2 units supported by a mage. These units build a defensive position in the central part of the map, using hills and forest for cover, and hold off the first wave of Walking Corpses. Mounted troops capture villages in the north and west, and can charge down the flanks at daytime. A merman or two distract enemy bats and capture sea villages. If you can recall the merman that picked up the trident in Bay of Pearls, it will be able to dispatch bats easily on its own.&lt;br /&gt;
&lt;br /&gt;
During daytime, your main force advances to one of the villages in the south-east, where you wait for more Walking Corpses to attack. A level 2 melee unit (eg. Elvish Captain) can use the village defense bonus to survive attacks, and heal between turns. By the time it is low on hit points, it should be advancing to level 3.&lt;br /&gt;
&lt;br /&gt;
You should now control most villages and have some gold, so recruit or recall additional troops. Launch an offensive with your central force, supported by your horsemen advancing at the sides.  Don't forget to use Konrad in the attack.&lt;br /&gt;
&lt;br /&gt;
Try to attack with human units only at day, when the undead are at their weakest, and hold the lines with your elves at night.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing the enemy leader.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3178 forum discussion].&lt;br /&gt;
&lt;br /&gt;
=== Scenario 5B - Isle of the Damned ===&lt;br /&gt;
Scenario objectives: Kill the enemy leaders, or survive for 27 turns.&lt;br /&gt;
&lt;br /&gt;
Konrad is washed overboard during a storm, but is rescued by two mermen. You start out with 100 gold and cannot recall any units. You are joined by Urlaf, a level 2 Outlaw.  In addition to Mermen, you can recruit his friends: Thugs, Poachers and Footpads. This is the only time in the campaign that these units can be recruited, but any outlaw units surviving this scenario can be recalled later. Your gold from Bay of Pearls (minus the usual 20% discount) is saved for the next scenario.&lt;br /&gt;
&lt;br /&gt;
Moremirmu is a White Mage with a holy sword which is very effective against undead. He is hiding in one of the three temples, and will join your cause if you find him. Beware: Xakae, a Revenant with a retinue of Walking Corpses, is waiting to ambush you in another temple. Moremirmu and Xakae are randomly placed; the third temple is always empty. Xakae and the Corpses can be a useful source of experience if you have the troops to deal with them.&lt;br /&gt;
&lt;br /&gt;
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.  Whichever strategy you choose, remember that the undead are well on their way to join the orcs occupying the city.  Speed is a factor.&lt;br /&gt;
&lt;br /&gt;
Konrad will receive some help from the Thieves Guild. Apparently, an orcish occupation is bad for business. They will either show you a hidden ford onto the island, or attack the north gate after you take one of the island villages. Whether you choose to storm the city, and which aid to accept, depends in large part on how much of a hurry you are in.  Every turn, the undead march southward, and you'll have quite a fight on your hands after they reinforce the orcs in the city proper.&lt;br /&gt;
&lt;br /&gt;
After you defeat the orcs, you must fight your way north.  Fighting against the undead requires a different mix of units than fighting the orcs. Your mermen are too slow on land.  Horsemen and elvish units do reduced damage to skeletons.  Here, you need... mages.  Lots and lots of mages. And a paladin, if you've leveled a unit that high enough. Expect to spend many turns fighting through the northernmost six hexes. You are fighting in a cave, which slows your units down. Being underground, it is also treated as night for the time of day penalties.  Also, don't forget that mages can't take a lot of abuse, especially from melee attacks.  You will have to figure out how to use your less effective elvish units and horsemen to shield your mages.&lt;br /&gt;
&lt;br /&gt;
By now, you should have either Konrad or a level 2 elven fighter with the Leadership ability. A unit adjacent to a leader receives a +25% bonus to damage. Likewise, carefully position shamen or white mages in your lines so they can heal wounded units.  Two adjacent healers will heal each other.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing both enemy leaders.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3224 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 7 - Crossroads ==&lt;br /&gt;
Scenario objectives: Kill the north-eastern enemy leader.&lt;br /&gt;
&lt;br /&gt;
There are two strategies: either to &amp;quot;run for it&amp;quot;, or &amp;quot;kill them all&amp;quot;.  Which you choose will probably depend on whether you want to earn lots of gold, or level up lots of units.&lt;br /&gt;
&lt;br /&gt;
If you choose to run,  recall two turn's worth of troops.  Most should be level 2, but you should recruit one or two units as sacrifical lambs. Having two healers (who will stay adjacent to each other for mutual healing) is almost a necessity. Move the units in formation (probably in two packs) along the road. Do not be tempted to move units into the mountains.  The increased defence is not worth the risk of triggering ambushes. Drive your way to the leader in the northwest, kill them, and reap the early finish bonus.&lt;br /&gt;
&lt;br /&gt;
The second strategy is to methodically destroy all enemy units on the map. Recruit two turns worth of units, and then drive south.  Overcome the southern leader, and recruit more troops in his castle.  Move back north, moving into every town and through the mountains, in order to trigger ambushes. This strategy is trickier to pull off, but careful management of your kills should allow you to level multiple units. (Just be careful not to run out of turns...)&lt;br /&gt;
&lt;br /&gt;
Note:  The first two villages 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;
You'll be facing many level-2 undead. They're all dangerous but two kinds require special attention:&lt;br /&gt;
* Spectres (level2 ghosts) are fast in every terrain, somewhat hard to hit, resistant to all common kinds of damage, and have a draining attack. Attacking them in melee is not recommendend, killing them with arrows will eventually work but takes many arrows. They are vulnerable to arcane spells and fireballs, though.&lt;br /&gt;
* Walking Corpses: they're slow, they're weak, they're fragile. Usually nothing to worry about, but this time they're many. Hordes. Night of the Living Dead. A strong fighter will easily slay them, but that can become his downfall: an attacking corpse that gets killed makes room for the next corpse to move in and attack... and the next, and the next, and each one gets a few blows. Even a Paladin or Champion will eventually be overwhelmed, taking like ten or fifteen zombies with him. Whether you consider this to be a good exchange is up to you. Incidentally, something similar can happen between Paladins and level-1 Skeletons.&lt;br /&gt;
&lt;br /&gt;
The castle you start in is a well-defensible position, but all enemies arrive at about the same time. Once surrounded, you'll have very little wiggle room or inside tiles for your wounded units to retreat to. Filling the moat with Mermen might work a bit better, but their tridents won't impress the skeletons.&lt;br /&gt;
&lt;br /&gt;
You should consider attacking the southern enemy, then hole up in his castle and the surrounding hills. This increases the distance to the others: their troops will reach you later and they will be strung out, so you don't have to fight them all at once.&lt;br /&gt;
&lt;br /&gt;
If you don't have the money to recruit a large or powerful army, recruit a few Elvish Fighters and send them to the forest north of your castle. Their job is to slow the Revenant for several turns and then die gloriously. Flee with Konrad and the rest of your army to the south-east corner. If you're lucky, the WC horde will be too slow to reach you before the scenario ends. A cowardly tactic, yes -- but you'll survive...&lt;br /&gt;
&lt;br /&gt;
If you played Isle of The Damned without killing both Liches, and Moremirmu survived, then he will reinforce you with three White Mage buddies between turns 7-10. You can't recall them after this scenario, so they are expendable.&lt;br /&gt;
&lt;br /&gt;
Another strategy, which requires to have Moremirmu to help you and allows you to kill the three Liches, is to recruit 2 horsemen (or recall their leveled up units) and as many thieves as you can, send each horsemen to gather the bottles of holy water, and kill with them the northern and eastern Liches; don't send them the horseman to the northern Lich too quick, because if you do his army will focus on it, and it won't reach the Lich. Move Konrad, Delfador, Kalenz, and your thieves towards the southeast corner. The thieves be used as a barrier to protect your more important units; place them in woods, mountains or villages(never in plains) as soon as they can, so that the northern and eastern Liches concentrate on them and leave Konrad and his group alone. With some luck you'll kill the northern and eastern Liches around the same turn that Moremirmu appears, and Konrad and his group will survive enough time to have one of Moremirmu's white mages kill the Southern Lich during day time.&lt;br /&gt;
&lt;br /&gt;
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. Killing the Princess is meant to be impossible: she has plenty of troops as is, and if you actually get near her there will be numerous high-quality reinforcements. Do not even try to attack her, it will be a waste of good troops for no gain. Instead, fill the river with mermen: this is an excellent opportunity to get many of them leveled up.&lt;br /&gt;
&lt;br /&gt;
But first things first: your task is to get Konrad across the river. The chaotic orcs will attack from the north, the Princess's lawful Loyalists will attack from the south, and... a new enemy (alignment: hungry) will be attacking from downstream. All will happily fight each other if they ever meet, but with your army standing right between them in the middle of the river... it will pretty much seem as if everyone was out to get you.&lt;br /&gt;
&lt;br /&gt;
Remember those loyal mermen from in the Bay of Pearls? They should comprise your principal fighting force. Be sure to send one downstream to acquire the Storm Trident there. If you have some of the flying elvish units, they move (and fight) fight equally well over land or water. Wait for the Orcs and Humans to get into the water where the mermen have excellent defence while the landlubbers do not. &lt;br /&gt;
&lt;br /&gt;
Even if you have the money, don't recruit for more than two turns, otherwise Konrad might not even make it into the river. The scenario ends as soon as he makes it to the other side (off the beach and onto flat ground) -- by the time he gets there, there will be few orcs left on that shore, Kalenz and Delfador can well deal with them. If you recruit any land troops at all (healers perhaps?), make sure they have at least two moves in shallow water.&lt;br /&gt;
&lt;br /&gt;
This is an excellent opportunity to get your mermen some XP, and you don't really need the early finish bonus. &lt;br /&gt;
&lt;br /&gt;
Early finish bonus for getting Konrad onto dry land.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=8716 forum discussion]&lt;br /&gt;
&lt;br /&gt;
== Scenario 12 - Northern Winter ==&lt;br /&gt;
*Objectives: Defeat all enemy leaders (2 of them)&lt;br /&gt;
*Lose if: Konrad, Delfador or Kalenz die or turns run out&lt;br /&gt;
*Turns: 50 (as of 1.8.3 on medium difficulty turns = 40)&lt;br /&gt;
*Starting units: Konrad, Delfador, Kalenz, a random soldier&lt;br /&gt;
*Early finish bonus: 47 / turn&lt;br /&gt;
*Other:&lt;br /&gt;
**Snow falls on turns 6 and 10, making the tundra patches larger.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
This is a relatively simple scenario. The enemy will mostly raise level-1 wolf riders and orcish archers, plus the occasional level-2 Ogre or Troll. You can field a similar mix of mostly fresh recruits plus a few veterans. Throughout the scenario, the wolves will attempt to seize villages, often bypassing your forces: a few Elvish Scouts behind your lines will come in handy. Alternatively, your loyal Thieves can play hide-and-seek just as well. Don't overrecruit, though: there's only so many units you can actually bring to bear on the enemy. You've got enough time to win this twice, so you may chose to take it slow and milk this battle for experience. You'll still end this with more than enough gold in your coffers.&lt;br /&gt;
&lt;br /&gt;
== Scenario 13 - The Dwarven Doors ==&lt;br /&gt;
* Objectives: Move Konrad to entrance of the Dwarfen Kingdom&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die or turns run out&lt;br /&gt;
* Turns: 26 / 20 / 15&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, one experienced Rider, one outlaw unit (if you have any)&lt;br /&gt;
&lt;br /&gt;
You may defeat all enemy leaders if you feel like it, but this won't end the scenario. The sole winning condition is to get Konrad to the entrance of the Dwarven Kingdom. Actually, there are two entrances: the &amp;quot;Great Gates&amp;quot;, clearly labeled as such, and a less conspicious side entrance in the north-eastern corner. Only one of these is open, the other is blocked from the inside (determined at random).&lt;br /&gt;
&lt;br /&gt;
You start the scenario with one rider who suggests to scout ahead: that's a good idea, even though you may chose another unit for the task (the game picks the most experienced). Anyone reaching an entrance will tell you whether it's open or not. Alternatively, if you played the Isle of the Damned, one of your outlaws will tell you about his uncle who used to have business with the dwarves, hiding in a village along the way (at 18/24, you'd probably seize it anyway). The uncle is a loyal bandit who joins your troops; he also tells you which entrance to chose, main gate or mine tunnels. It pays off to actually read that dialog.&lt;br /&gt;
&lt;br /&gt;
The most minimalistic approach is to recruit one castle full of cavalry and RUN. The enemies have to cover some distance and cross difficult terrain in order to get in you way -- if Konrad starts running on turn one, he can move past them practically unopposed. It falls to the cavalry to bring up the rear: let them form a line somewhere near the Pillars of Thunedain while Konrad, Delfador and the other walkers keep going. Holding the line for a single turn is enough, then the riders may follow Konrad, leaving the pursuers behind and unable to catch up again (except for the wolves, but there shouldn't be many).&lt;br /&gt;
&lt;br /&gt;
You can still follow this basic principle if you recruit for two turns, adding a healer or two and perhaps some Rangers (their ambushes will stop many opponents). If you recruit for more than two turns, this will become a rather normal battle: your rearguard can no longer disengage, but will have to keep on fighting. There's nothing wrong with that, you can gain quite some experience that way, just don't forget the actual objective.&lt;br /&gt;
&lt;br /&gt;
Konrad needs to get into the mines. Scenario ends with early finish bonus as soon he does so.&lt;br /&gt;
&lt;br /&gt;
== Scenario 14 - Plunging into the Darkness ==&lt;br /&gt;
* Objectives: Find the dwarves&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die or turns run out&lt;br /&gt;
* Turns: 19&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz&lt;br /&gt;
* Early finish bonus: n/a&lt;br /&gt;
* Other:&lt;br /&gt;
** Secret pasage in southeastern part of the tunnel&lt;br /&gt;
** A very short and straightforward map&lt;br /&gt;
&lt;br /&gt;
&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 recalling, if you can afford them.  Likewise, gryphons and horsemen are bogged down.  Recruit dwarves for speed, and mages to back them up. (However, a Gryphon can pass the small pond quickly, and there are four towns on the other side.)&lt;br /&gt;
&lt;br /&gt;
You are fighting Lionel, a former general turned Death Knight, who starts trapped in the south.  To the west is the usual orc/troll force.  In the north is a dwarven ally, although if you are too slow they will be overwhelmed by the orcs. &lt;br /&gt;
&lt;br /&gt;
Dwarven fighters do well against the undead, while the Thunderers do best against the orcs and trolls.    If you choose to go for money, rush troops both south and north, reinforcing the native dwarves and triggering the appearance of the undead.  If you choose to go for experience, ignore the undead until you have killed the orcs, then return en masse to destroy the undead.  Don't take too long, as Lionel will break forth on turn 20.&lt;br /&gt;
&lt;br /&gt;
There are two ways to get to Lionel: an entrance opens in the pond on turn 19/20; and walls collapse when units move into tiles just south of the sign that says &amp;quot;Guest Quarters&amp;quot;, regardless of when this happens.&lt;br /&gt;
&lt;br /&gt;
Tip: If you make dwarf leader to survive (and actually reveal him), Dwarvish Guardsman will become available.&lt;br /&gt;
&lt;br /&gt;
== 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 Sceptre 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;
Tip: As of 9/10 (version 1.8.4) playing at Easy level, early finish bonus of 17. By the time the Scepter was reached most mobs already dead anyway, so not much opportunity for further leveling.&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 lots of gold&lt;br /&gt;
*** There's a third option. If you take a mermen to the eastern side of the river, you will be asked if you want to go through the river instead&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, south or east (with a mermen). 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 between these two 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. The east alternative takess you to a difficult scenario, so you could prefer to avoid that option.&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: in case you choose the mermen choice, you might want to attack south in the meanwhile to give them time to get to the eastern side of the map.&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;
Tip: If you choose to move a merman to the east, you will be given the option of whether or not you actually want to take this path. You can decline and choose either north or south&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 19C - The Cliffs of Thoria ===&lt;br /&gt;
Scenario Objective: Make it to the end of the river&lt;br /&gt;
&lt;br /&gt;
Turns: 45&lt;br /&gt;
&lt;br /&gt;
Defeat:&lt;br /&gt;
* Death of Konrad, Delfador, Li'sar, or Kalenz&lt;br /&gt;
* Turns run out&lt;br /&gt;
&lt;br /&gt;
Early Finish Bonus: 40% gold carryover&lt;br /&gt;
&lt;br /&gt;
Starting Units:&lt;br /&gt;
* Konrad&lt;br /&gt;
* Delfador&lt;br /&gt;
* Li'sar&lt;br /&gt;
* Kalenz&lt;br /&gt;
* Your strongest merman&lt;br /&gt;
&lt;br /&gt;
After a little spat between Kalenz and the merman you use to go east, you'll head for the Cliffs of Thoria. You'll find a long water level full of derelict vessels of the Queen. You'll also meet a Drake. After some conversation you discover that the Queens' forces attacked the Drakes, and now the Drakes will stop you from going forward. Since you have to move forward, you'll have to fight them.&lt;br /&gt;
&lt;br /&gt;
There are a number of small islands on this map with Drake bases. Each base will produce one Drake every turn until one of your units occupies the base. This means this level offers an enormous amount of experience, but is extremely difficult as you'll be fighting in water against a constant tide of Drakes.&lt;br /&gt;
&lt;br /&gt;
Further, if you move outside of the stream, you'll discover very powerful undead enemies to the south. Basically, avoid the dark blue water. Even if you kill the undead, they'll just come back immediately, so don't try.&lt;br /&gt;
&lt;br /&gt;
This map also contains a trident, useful for giving one of your mermen a magical electric attack.&lt;br /&gt;
&lt;br /&gt;
Tip: Compared to the other two choices, this map is insanely hard. While there is an opportunity to pick up another loyal unit, you may wish to skip the challenge unless you have at least 1000 gold and a sufficient number of leveled-up mermen.&lt;br /&gt;
&lt;br /&gt;
Tip: If you're going to insist on playing this map, hire many turns worth of gryphons and merfolk and move as fast as you can and just take the heavy losses. Since each base creates a unit every turn, to destroy a base you have to kill the unit occupying it and then move onto the base in that turn. Since merfolk can't move onto mountains, you'll need the gryphons to destroy bases.&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>Schnobs</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=HeirToTheThrone&amp;diff=39402</id>
		<title>HeirToTheThrone</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=HeirToTheThrone&amp;diff=39402"/>
		<updated>2010-12-06T17:28:40Z</updated>

		<summary type="html">&lt;p&gt;Schnobs: /* Scenario 12 - Northern Winter */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a walkthrough of '''Heir to the Throne''', the campaign featuring Konrad. It contains spoilers.&lt;br /&gt;
&lt;br /&gt;
The suggestions herein are based on the &amp;quot;Medium&amp;quot; and &amp;quot;Hard&amp;quot; difficulty levels. It should be possible to win the &amp;quot;Easy&amp;quot; difficulty level without trying very hard if you are an accomplished gamer.  If you feel comfortable with turn-based games, especially ones featuring units moving on a hex map, then you can play the Tutorial and then dive right into &amp;quot;Medium&amp;quot; to get a feel for the elements of the game. After you have played a few scenarios and are ready to restart from the beginning (and yes, it is  very likely you will have to restart the first time you play Wesnoth), try reading [[AdvancedTactics]].  You should also be familiar with the basics in [[WesnothManual]] -- this is a walkthrough, not an exposition of basic game mechanics.&lt;br /&gt;
&lt;br /&gt;
Each scenario has an individual forum thread where you can provide feedback to the authors.  See also the forum posts [http://www.wesnoth.org/forum/viewtopic.php?t=3601 Suggestions for Heir to the Throne walkthrough] and [http://www.wesnoth.org/forum/viewtopic.php?t=4026 Yet another &amp;quot;Heir to the Throne&amp;quot; walktrough] (sic) for more.  [http://www.wesnoth.org/forum/viewtopic.php?t=7064 Ye Compleat Walkthrough To &amp;quot;Heir To The Throne&amp;quot;] is a detailed guide, with illustrations, to the first several scenarios.&lt;br /&gt;
&lt;br /&gt;
Finally, some [http://www.hermann-uwe.de/blog/my-wesnoth-replays-online replays] were posted by Uwe Hermann.&lt;br /&gt;
&lt;br /&gt;
'''Warning spoilers ahead!'''&lt;br /&gt;
&lt;br /&gt;
== Scenario 1 - The Elves Besieged ==&lt;br /&gt;
Scenario objectives: Both Konrad and Delfador must survive, and Konrad must escape to the signpost in the northwest corner of the map.&lt;br /&gt;
&lt;br /&gt;
The orcs as well as your allies will levy a great many troops, you'll soon find yourself between the lines in a huge battle. All those units slugging it out can take quite some time, you may want to try two options on the Preferences dialog, &amp;quot;Accelerated Speed&amp;quot; or maybe even &amp;quot;Skip AI Moves&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
This scenario is a &amp;quot;runner&amp;quot; scenario; on turn one, recruit a castle full of fresh recruits, and immediately make a break for it! If you're new to Wesnoth, getting Konrad out of there in one piece will be difficult enough and may require you to start over a couple of times. Hint: don't keep your units all lumped around Konrad, as a large host will attract the enemies' attention. &lt;br /&gt;
&lt;br /&gt;
Terrain dictates two routes to the signpost: west to the druid and then north, or north over the bridge and then west. Either way, you should send Delfador and most of your army straight north. This is a ruse, the sole purpose is to lure the enemy towards the road  while Konrad (with only one or two level-1 bodyguards) makes his way towards the exit. There's no chance of winning, your troops should perform a skirmishing retreat westwards into the forest.&lt;br /&gt;
&lt;br /&gt;
Other than getting Konrad on his way, the inofficial objective of this scenario is to gain some experience for your troops. Experience is gained by fighting; once a level of experience is reached, your units will &amp;quot;level up&amp;quot; and become more powerful units. Killing an opponent will give much more experience than just fighting, so you should try to arrange it in such a way that the unit you want to upgrade gets to deliver the coup de grace.&lt;br /&gt;
&lt;br /&gt;
Now a few words about the units at your disposal. In-game, you cannot check the data of unknown units; if you want to take a peek anyway, check the [http://www.wesnoth.org/units/ Wesnoth Unit Tree].&lt;br /&gt;
&lt;br /&gt;
* Fighters and Archers. Melee and ranged, all elvish warriors are capable of both, it's more a matter of emphasis than an actual distinction. When they level up, most should become Heroes and Rangers, repectively; you'll only need one or two Captains, and probably are better off without any Marksmen: spellcasters will serve the same purpose much better.&lt;br /&gt;
&lt;br /&gt;
* Shamans are minor healers. As a rule of thumb, you should never enter into any scenario without at least one healer. Leveling up a Shaman is somewhat tricky, as they can do only very little damage. If you use stronger units to knock an enemy unit's HP down, you can move your shamans up from behind the lines to administer the finishing blow. As difficult as it is to level up a shaman, it is well worth the hassle. Druids will be standard healers, you want one (and possibly only one) of those as soon as possible. A Sorceress cannot heal at all, but is a powerful spellcaster. At their higest level, both will learn to fly and become very mobile.&lt;br /&gt;
&lt;br /&gt;
* Scouts may seem weak, but there's more to them than meets the eye. While most riders suffer severe penalties in difficult terrain, the elvish variant can cross rivers, swamps and even mountains rather quickly and will usually even receive a reasonable defense modifier. Insofar, they're less like horsemen and more like fast infantry. Whether you employ them in numbers is a matter of taste, however, you should always remember that you have these extremely mobile units at your disposal.&lt;br /&gt;
&lt;br /&gt;
* Konrad, your leader, starts most scenarios at a keep where he may recruit some troops, but that doesn't mean that he should stay there forever: Being always on the map, he may just as well make himself useful. Getting him to level two will earn him a 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;
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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;
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You can also send Haldiel west as fast as possible and attempt to take the village due south of the enemy castle.  This will draw 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;
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Sir Kaylan will send one or two horsemen to the enemy lines to assist you.  Although these horsemen are not under your direct control, they can serve as a distraction if you manoeuver your forces properly, taking the brunt during the enemy's turn to attack. &lt;br /&gt;
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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;
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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;
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See also the [http://www.wesnoth.org/forum/viewtopic.php?t=2929 forum discussion].&lt;br /&gt;
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== Scenario 3 - Isle of Alduin ==&lt;br /&gt;
Scenario objectives: Kill the enemy leader.&lt;br /&gt;
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The key to victory is to control the villages, earning the gold you need to recruit or recall troops.  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;
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The following strategy works well if you take care of your unit placement. Protect units you cannot afford to lose from multiple attacks at night or when weakened, particularly new horsemen and magi.&lt;br /&gt;
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First recall or recruit 3 elvish scouts. Send two scouts to the southern villages, and the third to the village to the northwest. Recruit 3 fighters; send one to the south and the other two to the southwest. This works best if one scout is &amp;quot;quick&amp;quot; and the fighter recruited to fill the southeastern hex of your castle is also &amp;quot;quick&amp;quot;. If not you may have to modify this strategy. Send Delfador up to the northwest on the first turn to find the mage and send the mage down to the village next to the castle. Konrad should take two nearby villages in the first two turns, because you have no money left anyway.&lt;br /&gt;
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One of the scouts goes as far south as possible, taking villages and distracting the enemy. This scout is usually destroyed by turn 4. That's OK. The other scout in the south usually has to retreat to survive. You try to take all the villages in the south you can and then reinforce the south slowly and move south. Now your main push is in the west because most villages are there and you need an income of over 20 per turn to recall all of your good troops. I usually use the scout I have sent to the northwest village on the island to take all of the far northwest villages. Delfador can destroy an enemy unit each turn, especially saurians, because these pesky units can kill weakened units in the rear. Horsemen take too long to cross the forest south of your castle but are strong on the western plains during daytime. Send newly-recruited horsemen to the west along with magi. A shaman is useful to the south and later one can be sent to the west.&lt;br /&gt;
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Approaching turn 10-12, you should have assembled two reasonably powerful forces on each side of the lake. The westerly one usually is based on Delfador and horsemen-mage combos with fighters and archers for ZOC purposes, and the eastern force almost entirely of elves. Remember magi work best against trolls and grunts, and horsemen against archers.&lt;br /&gt;
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Move south in tight groups, trying not to get too aggressive at night with the west group, until they meet at the far southern end of the island, and assault the castle together.&lt;br /&gt;
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If you are a new player, you've probably been focusing on game mechanics and how the units and terrain interact. If so, it's time to give serious thought to leveling up some units by allowing them to strike the killing blow. When Konrad or an elven fighter is at level 2, they get the &amp;quot;leadership&amp;quot; skill. When a shaman levels up, they get the &amp;quot;cure&amp;quot; skill.&lt;br /&gt;
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Hardly any player notices this, but this scenario offers the opportunity for some extra experience at the 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;
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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;
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See also the [http://www.wesnoth.org/forum/viewtopic.php?t=2959 forum discussion].&lt;br /&gt;
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== Scenario 4 - Bay of Pearls ==&lt;br /&gt;
Scenario objectives: Kill one or both enemy leaders.&lt;br /&gt;
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Opening moves: On the first turn, have Konrad recruit or recall some units. Which units, and in which order, is your first tactical decision. If you recruit/recall in pairs, with one fast (6 movement points or more) and one slow unit, then one will be able to move onto the island the next turn, while the other is still wading through the river.&lt;br /&gt;
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Then, move Konrad to the cage on the island just to the east. This will free some mermen. (How many depends on whether you are playing on Easy, Medium, or Hard.) One of these can go open the second cage, and so on: by the end of your very first turn, you should have five mermen in the water.&lt;br /&gt;
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Watch out: there's one cage far out at sea that's easily overlooked. The first Merman you set free tells you as much, but if you skip the message... Anyway, it is guarded by two nagas. Send two or (at most) three Mermen up there and *do not* fight it out: get the cage first, then kill the nagas with the help of the mermen from that cage. It holds at least four Mermen, on of them an Initiate. The latter may become a healer, try to get her experienced as soon as possible.&lt;br /&gt;
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Even further north than the last cage there's a trident in the water. It will confer a powerful ranged attack to its bearer. Have a &amp;quot;quick&amp;quot; merman pick it up (who should eventually become a Hoplite).&lt;br /&gt;
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The remaining mermen should try to hold the sea leaders' recruits at bay. Mermen and nagas both have high defense in water, so combat can be a bit slow and frustrating. Concentrate three or four mermen on a single enemy unit at a time, rather than spreading your attacks piecemeal. Don't push too hard, especially not at night when your attacks are weak. Keeping your loyal mermen alive is more important than the possession of a village, and things will look much better on the next day. If that doesn't suffice, the troops from the deep-sea cage may lend a hand.&lt;br /&gt;
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It will be nigh impossible for your horsemen and elves to wade to the island to fight the sea leader in time, so eventually your need to do this. The Storm Trident and the Initiate both have magic attacks (70% to-hit regardless of terrain) and should go a long way... you better attack him during the day, even if it means that you need to wait for a few turns.&lt;br /&gt;
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On land, you have to fight off a wave of orcs and wolves. Your decision is how far west to engage the enemy, though really, you have little choice: You are hindered by the limited recruitment you can do each turn, and how long it takes your elves and horsemen to trickle across the river. Some wolves may reach you in the night, but the bulk of his army won't arrive until daybreak. Press hard during the day, and there will be little left of his army when the night comes. &lt;br /&gt;
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Careful management of your killing blows should allow several units to get to Level 2. A charging horseman does so much damage it will be easy for the horsemen to get all the kills, but try to get at least Konrad, your loyal mage,  and an elven fighter to level-2 (if you haven't already).&lt;br /&gt;
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The outcome of this battle affects the next scenario you play. If you kill the sea leader you wind up on Isle of the Damned. If you kill the land leader you wind up on Muff Malal's Peninsula. If you kill both, you can choose (and get an early finish bonus).&lt;br /&gt;
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New players should take the land route to Muff Malal's Peninsula, where you can easily level up many units or collect an early finish bonus. Experienced players or those who are looking for an interesting tactical exercise may wish to consider the sea route to the Isle of the Damned, where you will find a loyal White Mage who *might* join you... if you meet some very tough winning conditions. Either choice will be a battle against undead.&lt;br /&gt;
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See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3022 forum discussion].&lt;br /&gt;
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== Diverging campaign path ==&lt;br /&gt;
=== Scenario 5A - Muff Malal's Peninsula ===&lt;br /&gt;
Scenario objectives: Kill the enemy leader.&lt;br /&gt;
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This is an easy scenario, and your aim here should be to build up your gold by controlling most villages, while earning experience against enemy forces. The enemy recruits bats to capture villages, and hordes of Walking Corpses to keep you busy.  The occasional Dark Adept can be dangerous on Hard difficulty, but is vulnerable to melee attack, especially from knights.&lt;br /&gt;
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One approach is to recall a few level 2 units supported by a mage. These units build a defensive position in the central part of the map, using hills and forest for cover, and hold off the first wave of Walking Corpses. Mounted troops capture villages in the north and west, and can charge down the flanks at daytime. A merman or two distract enemy bats and capture sea villages. If you can recall the merman that picked up the trident in Bay of Pearls, it will be able to dispatch bats easily on its own.&lt;br /&gt;
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During daytime, your main force advances to one of the villages in the south-east, where you wait for more Walking Corpses to attack. A level 2 melee unit (eg. Elvish Captain) can use the village defense bonus to survive attacks, and heal between turns. By the time it is low on hit points, it should be advancing to level 3.&lt;br /&gt;
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You should now control most villages and have some gold, so recruit or recall additional troops. Launch an offensive with your central force, supported by your horsemen advancing at the sides.  Don't forget to use Konrad in the attack.&lt;br /&gt;
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Try to attack with human units only at day, when the undead are at their weakest, and hold the lines with your elves at night.&lt;br /&gt;
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Early finish bonus for killing the enemy leader.&lt;br /&gt;
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See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3178 forum discussion].&lt;br /&gt;
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=== Scenario 5B - Isle of the Damned ===&lt;br /&gt;
Scenario objectives: Kill the enemy leaders, or survive for 27 turns.&lt;br /&gt;
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Konrad is washed overboard during a storm, but is rescued by two mermen. You start out with 100 gold and cannot recall any units. You are joined by Urlaf, a level 2 Outlaw.  In addition to Mermen, you can recruit his friends: Thugs, Poachers and Footpads. This is the only time in the campaign that these units can be recruited, but any outlaw units surviving this scenario can be recalled later. Your gold from Bay of Pearls (minus the usual 20% discount) is saved for the next scenario.&lt;br /&gt;
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Moremirmu is a White Mage with a holy sword which is very effective against undead. He is hiding in one of the three temples, and will join your cause if you find him. Beware: Xakae, a Revenant with a retinue of Walking Corpses, is waiting to ambush you in another temple. Moremirmu and Xakae are randomly placed; the third temple is always empty. Xakae and the Corpses can be a useful source of experience if you have the troops to deal with them.&lt;br /&gt;
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Mermen can be used 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;
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Moremirmu is critical to winning but also quite fragile. He will die quickly if he is attacked by multiple undead.&lt;br /&gt;
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Early finish bonus for killing both enemy leaders. Moremirmu (and his holy sword) will join you in future scenarios only if both are defeated.&lt;br /&gt;
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See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3179 forum discussion].&lt;br /&gt;
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== Scenario 6 - The Siege of Elensefar ==&lt;br /&gt;
Scenario objectives: Kill both enemy leaders.&lt;br /&gt;
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Konrad arrives at the southern end of a large map. The island city of Elensefar dominates the center, and the cave of the necromancer Muff Jaanal is far to the north. The orcish warlord Agadla has taken the city. You know what to do!&lt;br /&gt;
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Your first objective is to retake the city. You could choose to charge across the bridges and fight your way onto the island, taking heavy casualties from the level 2 orcish warriors along the way - but casualties will probably be lower than if you do it the slow way. Or, you can lure the orcs into the water where they are easy to hit. Remember that mermen, especially the one with the Storm Trident, move quickly and defend quite well in water or on the bridges.  Whichever strategy you choose, remember that the undead are well on their way to join the orcs occupying the city.  Speed is a factor.&lt;br /&gt;
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Konrad will receive some help from the Thieves Guild. Apparently, an orcish occupation is bad for business. They will either show you a hidden ford onto the island, or attack the north gate after you take one of the island villages. Whether you choose to storm the city, and which aid to accept, depends in large part on how much of a hurry you are in.  Every turn, the undead march southward, and you'll have quite a fight on your hands after they reinforce the orcs in the city proper.&lt;br /&gt;
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After you defeat the orcs, you must fight your way north.  Fighting against the undead requires a different mix of units than fighting the orcs. Your mermen are too slow on land.  Horsemen and elvish units do reduced damage to skeletons.  Here, you need... mages.  Lots and lots of mages. And a paladin, if you've leveled a unit that high enough. Expect to spend many turns fighting through the northernmost six hexes. You are fighting in a cave, which slows your units down. Being underground, it is also treated as night for the time of day penalties.  Also, don't forget that mages can't take a lot of abuse, especially from melee attacks.  You will have to figure out how to use your less effective elvish units and horsemen to shield your mages.&lt;br /&gt;
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By now, you should have either Konrad or a level 2 elven fighter with the Leadership ability. A unit adjacent to a leader receives a +25% bonus to damage. Likewise, carefully position shamen or white mages in your lines so they can heal wounded units.  Two adjacent healers will heal each other.&lt;br /&gt;
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Early finish bonus for killing both enemy leaders.&lt;br /&gt;
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See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3224 forum discussion].&lt;br /&gt;
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== Scenario 7 - Crossroads ==&lt;br /&gt;
Scenario objectives: Kill the north-eastern enemy leader.&lt;br /&gt;
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There are two strategies: either to &amp;quot;run for it&amp;quot;, or &amp;quot;kill them all&amp;quot;.  Which you choose will probably depend on whether you want to earn lots of gold, or level up lots of units.&lt;br /&gt;
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If you choose to run,  recall two turn's worth of troops.  Most should be level 2, but you should recruit one or two units as sacrifical lambs. Having two healers (who will stay adjacent to each other for mutual healing) is almost a necessity. Move the units in formation (probably in two packs) along the road. Do not be tempted to move units into the mountains.  The increased defence is not worth the risk of triggering ambushes. Drive your way to the leader in the northwest, kill them, and reap the early finish bonus.&lt;br /&gt;
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The second strategy is to methodically destroy all enemy units on the map. Recruit two turns worth of units, and then drive south.  Overcome the southern leader, and recruit more troops in his castle.  Move back north, moving into every town and through the mountains, in order to trigger ambushes. This strategy is trickier to pull off, but careful management of your kills should allow you to level multiple units. (Just be careful not to run out of turns...)&lt;br /&gt;
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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;
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See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3281 forum discussion].&lt;br /&gt;
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== Scenario 8 - The Princess of Wesnoth ==&lt;br /&gt;
Scenario objectives: Subdue Li'sar to win&lt;br /&gt;
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Konrad's life now takes an interesting turn, as he meets the Princess of Wesnoth, Li'sar.  Instead of dying when you &amp;quot;kill&amp;quot; her, she surrenders.&lt;br /&gt;
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Li'sar is supported by troops from the Loyalist faction. Even your tough level 2 units make tempting targets for her lawful horsemen; they will charge and probably kill them.  Use terrain and position sacrificial level 1 screening units while the sun is high. Likewise, you can try for a quick kill by charging Li'sar with your own horsemen or knights.&lt;br /&gt;
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This otherwise straightforward battle is enlivened by reinforcements that Li'sar summons on turns 5 and 10.  Also, a level 2 Duelist will defend the Princess' honor when you approach her, appearing from the south of your position.  You can trigger his arrival by exploring the mountain with an entrance. Capture the villages on the eastern side as you cross the river, and position units to cover the north-eastern plain to prevent Li'sar's mounted units from capturing these villages.&lt;br /&gt;
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By the end of this scenario, you should have learned a painful lesson in how the computer player targets its attacks...&lt;br /&gt;
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See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3401 forum discussion].&lt;br /&gt;
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== Scenario 9 - The Valley of Death ==&lt;br /&gt;
Scenario objectives: Survive 12 turns.&lt;br /&gt;
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There are two holy water bottles on the map. The unit which picks them up will have their melee attacks be holy for the duration of this scenario. These are especially useful for powerful melee units like Elvish Heroes or Champions which otherwise do little damage to the undead. Or, you could recruit Horsemen and have them grab the holy water.  They should easily level to level 2 Lancers or Knights, and maybe even to a Level 3 Paladin by the end of the scenario. As in previous scenarios, mages will be effective against most of the undead enemies.&lt;br /&gt;
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You'll be facing many level-2 undead. They're all dangerous but two kinds require special attention:&lt;br /&gt;
* Spectres (level2 ghosts) are fast in every terrain, somewhat hard to hit, resistant to all common kinds of damage, and have a draining attack. Attacking them in melee is not recommendend, killing them with arrows will eventually work but takes many arrows. They are vulnerable to arcane spells and fireballs, though.&lt;br /&gt;
* Walking Corpses: they're slow, they're weak, they're fragile. Usually nothing to worry about, but this time they're many. Hordes. Night of the Living Dead. A strong fighter will easily slay them, but that can become his downfall: an attacking corpse that gets killed makes room for the next corpse to move in and attack... and the next, and the next, and each one gets a few blows. Even a Paladin or Champion will eventually be overwhelmed, taking like ten or fifteen zombies with him. Whether you consider this to be a good exchange is up to you. Incidentally, something similar can happen between Paladins and level-1 Skeletons.&lt;br /&gt;
&lt;br /&gt;
The castle you start in is a well-defensible position, but all enemies arrive at about the same time. Once surrounded, you'll have very little wiggle room or inside tiles for your wounded units to retreat to. Filling the moat with Mermen might work a bit better, but their tridents won't impress the skeletons.&lt;br /&gt;
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You should consider attacking the southern enemy, then hole up in his castle and the surrounding hills. This increases the distance to the others: their troops will reach you later and they will be strung out, so you don't have to fight them all at once.&lt;br /&gt;
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If you don't have the money to recruit a large or powerful army, recruit a few Elvish Fighters and send them to the forest north of your castle. Their job is to slow the Revenant for several turns and then die gloriously. Flee with Konrad and the rest of your army to the south-east corner. If you're lucky, the WC horde will be too slow to reach you before the scenario ends. A cowardly tactic, yes -- but you'll survive...&lt;br /&gt;
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If you played Isle of The Damned without killing both 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;
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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;
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Early finish bonus if you somehow manage to defeat all enemy leaders. If you do, feel free to boast about your accomplishment at the [http://www.wesnoth.org/forum/viewtopic.php?t=3402 forum discussion].&lt;br /&gt;
&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;
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Early finish bonus for killing both the mother gryphon as well as the enemy leader.&lt;br /&gt;
&lt;br /&gt;
== Scenario 11 - The Ford of Abez ==&lt;br /&gt;
Scenario objectives: Move Konrad to the north side of the river&lt;br /&gt;
&lt;br /&gt;
The wide Abez river cuts across the middle of the map from left to right, with Konrad starting on the lower right side. Princess Li'sar starts on the lower left, and an orc band is on the north side of the river. Killing the Princess is meant to be impossible: she has plenty of troops as is, and if you actually get near her there will be numerous high-quality reinforcements. Do not even try to attack her, it will be a waste of good troops for no gain. Instead, fill the river with mermen: this is an excellent opportunity to get many of them leveled up.&lt;br /&gt;
&lt;br /&gt;
But first things first: your task is to get Konrad across the river. The chaotic orcs will attack from the north, the Princess's lawful Loyalists will attack from the south, and... a new enemy (alignment: hungry) will be attacking from downstream. All will happily fight each other if they ever meet, but with your army standing right between them in the middle of the river... it will pretty much seem as if everyone was out to get you.&lt;br /&gt;
&lt;br /&gt;
Remember those loyal mermen from in the Bay of Pearls? They should comprise your principal fighting force. Be sure to send one downstream to acquire the Storm Trident there. If you have some of the flying elvish units, they move (and fight) fight equally well over land or water. Wait for the Orcs and Humans to get into the water where the mermen have excellent defence while the landlubbers do not. &lt;br /&gt;
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Even if you have the money, don't recruit for more than two turns, otherwise Konrad might not even make it into the river. The scenario ends as soon as he makes it to the other side (off the beach and onto flat ground) -- by the time he gets there, there will be few orcs left on that shore, Kalenz and Delfador can well deal with them. If you recruit any land troops at all (healers perhaps?), make sure they have at least two moves in shallow water.&lt;br /&gt;
&lt;br /&gt;
This is an excellent opportunity to get your mermen some XP, and you don't really need the early finish bonus. &lt;br /&gt;
&lt;br /&gt;
Early finish bonus for getting Konrad onto dry land.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=8716 forum discussion]&lt;br /&gt;
&lt;br /&gt;
== Scenario 12 - Northern Winter ==&lt;br /&gt;
*Objectives: Defeat all enemy leaders (2 of them)&lt;br /&gt;
*Lose if: Konrad, Delfador or Kalenz die or turns run out&lt;br /&gt;
*Turns: 50 (as of 1.8.3 on medium difficulty turns = 40)&lt;br /&gt;
*Starting units: Konrad, Delfador, Kalenz, a random soldier&lt;br /&gt;
*Early finish bonus: 47 / turn&lt;br /&gt;
*Other:&lt;br /&gt;
**Snow falls on turns 6 and 10, making the tundra patches larger.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
This is a relatively simple scenario. The enemy will mostly raise level-1 wolf riders and orcish archers, plus the occasional level-2 Ogre or Troll. You can field a similar mix of mostly fresh recruits plus a few veterans. Throughout the scenario, the wolves will attempt to seize villages, often bypassing your forces: a few Elvish Scouts behind your lines will come in handy. Alternatively, your loyal Thieves can play hide-and-seek just as well. Don't overrecruit, though: there's only so many units you can actually bring to bear on the enemy. You've got enough time to win this twice, so you may chose to take it slow and milk this battle for experience. You'll still end this with more than enough gold in your coffers.&lt;br /&gt;
&lt;br /&gt;
== Scenario 13 - The Dwarven Doors ==&lt;br /&gt;
* Objectives: Move Konrad to entrance of the Dwarfen Kingdom&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die or turns run out&lt;br /&gt;
* Turns: 26&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 recalling, if you can afford them.  Likewise, gryphons and horsemen are bogged down.  Recruit dwarves for speed, and mages to back them up. (However, a Gryphon can pass the small pond quickly, and there are four towns on the other side.)&lt;br /&gt;
&lt;br /&gt;
You are fighting Lionel, a former general turned Death Knight, who starts trapped in the south.  To the west is the usual orc/troll force.  In the north is a dwarven ally, although if you are too slow they will be overwhelmed by the orcs. &lt;br /&gt;
&lt;br /&gt;
Dwarven fighters do well against the undead, while the Thunderers do best against the orcs and trolls.    If you choose to go for money, rush troops both south and north, reinforcing the native dwarves and triggering the appearance of the undead.  If you choose to go for experience, ignore the undead until you have killed the orcs, then return en masse to destroy the undead.  Don't take too long, as Lionel will break forth on turn 20.&lt;br /&gt;
&lt;br /&gt;
There are two ways to get to Lionel: an entrance opens in the pond on turn 19/20; and walls collapse when units move into tiles just south of the sign that says &amp;quot;Guest Quarters&amp;quot;, regardless of when this happens.&lt;br /&gt;
&lt;br /&gt;
Tip: If you make dwarf leader to survive (and actually reveal him), Dwarvish Guardsman will become available.&lt;br /&gt;
&lt;br /&gt;
== 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 Sceptre 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;
Tip: As of 9/10 (version 1.8.4) playing at Easy level, early finish bonus of 17. By the time the Scepter was reached most mobs already dead anyway, so not much opportunity for further leveling.&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 lots of gold&lt;br /&gt;
*** There's a third option. If you take a mermen to the eastern side of the river, you will be asked if you want to go through the river instead&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, south or east (with a mermen). 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 between these two 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. The east alternative takess you to a difficult scenario, so you could prefer to avoid that option.&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: in case you choose the mermen choice, you might want to attack south in the meanwhile to give them time to get to the eastern side of the map.&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;
Tip: If you choose to move a merman to the east, you will be given the option of whether or not you actually want to take this path. You can decline and choose either north or south&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 19C - The Cliffs of Thoria ===&lt;br /&gt;
Scenario Objective: Make it to the end of the river&lt;br /&gt;
&lt;br /&gt;
Turns: 45&lt;br /&gt;
&lt;br /&gt;
Defeat:&lt;br /&gt;
* Death of Konrad, Delfador, Li'sar, or Kalenz&lt;br /&gt;
* Turns run out&lt;br /&gt;
&lt;br /&gt;
Early Finish Bonus: 40% gold carryover&lt;br /&gt;
&lt;br /&gt;
Starting Units:&lt;br /&gt;
* Konrad&lt;br /&gt;
* Delfador&lt;br /&gt;
* Li'sar&lt;br /&gt;
* Kalenz&lt;br /&gt;
* Your strongest merman&lt;br /&gt;
&lt;br /&gt;
After a little spat between Kalenz and the merman you use to go east, you'll head for the Cliffs of Thoria. You'll find a long water level full of derelict vessels of the Queen. You'll also meet a Drake. After some conversation you discover that the Queens' forces attacked the Drakes, and now the Drakes will stop you from going forward. Since you have to move forward, you'll have to fight them.&lt;br /&gt;
&lt;br /&gt;
There are a number of small islands on this map with Drake bases. Each base will produce one Drake every turn until one of your units occupies the base. This means this level offers an enormous amount of experience, but is extremely difficult as you'll be fighting in water against a constant tide of Drakes.&lt;br /&gt;
&lt;br /&gt;
Further, if you move outside of the stream, you'll discover very powerful undead enemies to the south. Basically, avoid the dark blue water. Even if you kill the undead, they'll just come back immediately, so don't try.&lt;br /&gt;
&lt;br /&gt;
This map also contains a trident, useful for giving one of your mermen a magical electric attack.&lt;br /&gt;
&lt;br /&gt;
Tip: Compared to the other two choices, this map is insanely hard. While there is an opportunity to pick up another loyal unit, you may wish to skip the challenge unless you have at least 1000 gold and a sufficient number of leveled-up mermen.&lt;br /&gt;
&lt;br /&gt;
Tip: If you're going to insist on playing this map, hire many turns worth of gryphons and merfolk and move as fast as you can and just take the heavy losses. Since each base creates a unit every turn, to destroy a base you have to kill the unit occupying it and then move onto the base in that turn. Since merfolk can't move onto mountains, you'll need the gryphons to destroy bases.&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>Schnobs</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=HeirToTheThrone&amp;diff=39312</id>
		<title>HeirToTheThrone</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=HeirToTheThrone&amp;diff=39312"/>
		<updated>2010-12-03T17:48:26Z</updated>

		<summary type="html">&lt;p&gt;Schnobs: /* Scenario 11 - The Ford of Abez */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a walkthrough of '''Heir to the Throne''', the campaign featuring Konrad. It contains spoilers.&lt;br /&gt;
&lt;br /&gt;
The suggestions herein are based on the &amp;quot;Medium&amp;quot; and &amp;quot;Hard&amp;quot; difficulty levels. It should be possible to win the &amp;quot;Easy&amp;quot; difficulty level without trying very hard if you are an accomplished gamer.  If you feel comfortable with turn-based games, especially ones featuring units moving on a hex map, then you can play the Tutorial and then dive right into &amp;quot;Medium&amp;quot; to get a feel for the elements of the game. After you have played a few scenarios and are ready to restart from the beginning (and yes, it is  very likely you will have to restart the first time you play Wesnoth), try reading [[AdvancedTactics]].  You should also be familiar with the basics in [[WesnothManual]] -- this is a walkthrough, not an exposition of basic game mechanics.&lt;br /&gt;
&lt;br /&gt;
Each scenario has an individual forum thread where you can provide feedback to the authors.  See also the forum posts [http://www.wesnoth.org/forum/viewtopic.php?t=3601 Suggestions for Heir to the Throne walkthrough] and [http://www.wesnoth.org/forum/viewtopic.php?t=4026 Yet another &amp;quot;Heir to the Throne&amp;quot; walktrough] (sic) for more.  [http://www.wesnoth.org/forum/viewtopic.php?t=7064 Ye Compleat Walkthrough To &amp;quot;Heir To The Throne&amp;quot;] is a detailed guide, with illustrations, to the first several scenarios.&lt;br /&gt;
&lt;br /&gt;
Finally, some [http://www.hermann-uwe.de/blog/my-wesnoth-replays-online replays] were posted by Uwe Hermann.&lt;br /&gt;
&lt;br /&gt;
'''Warning spoilers ahead!'''&lt;br /&gt;
&lt;br /&gt;
== Scenario 1 - The Elves Besieged ==&lt;br /&gt;
Scenario objectives: Both Konrad and Delfador must survive, and Konrad must escape to the signpost in the northwest corner of the map.&lt;br /&gt;
&lt;br /&gt;
The orcs as well as your allies will levy a great many troops, you'll soon find yourself between the lines in a huge battle. All those units slugging it out can take quite some time, you may want to try two options on the Preferences dialog, &amp;quot;Accelerated Speed&amp;quot; or maybe even &amp;quot;Skip AI Moves&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
This scenario is a &amp;quot;runner&amp;quot; scenario; on turn one, recruit a castle full of fresh recruits, and immediately make a break for it! If you're new to Wesnoth, getting Konrad out of there in one piece will be difficult enough and may require you to start over a couple of times. Hint: don't keep your units all lumped around Konrad, as a large host will attract the enemies' attention. &lt;br /&gt;
&lt;br /&gt;
Terrain dictates two routes to the signpost: west to the druid and then north, or north over the bridge and then west. Either way, you should send Delfador and most of your army straight north. This is a ruse, the sole purpose is to lure the enemy towards the road  while Konrad (with only one or two level-1 bodyguards) makes his way towards the exit. There's no chance of winning, your troops should perform a skirmishing retreat westwards into the forest.&lt;br /&gt;
&lt;br /&gt;
Other than getting Konrad on his way, the inofficial objective of this scenario is to gain some experience for your troops. Experience is gained by fighting; once a level of experience is reached, your units will &amp;quot;level up&amp;quot; and become more powerful units. Killing an opponent will give much more experience than just fighting, so you should try to arrange it in such a way that the unit you want to upgrade gets to deliver the coup de grace.&lt;br /&gt;
&lt;br /&gt;
Now a few words about the units at your disposal. In-game, you cannot check the data of unknown units; if you want to take a peek anyway, check the [http://www.wesnoth.org/units/ Wesnoth Unit Tree].&lt;br /&gt;
&lt;br /&gt;
* Fighters and Archers. Melee and ranged, all elvish warriors are capable of both, it's more a matter of emphasis than an actual distinction. When they level up, most should become Heroes and Rangers, repectively; you'll only need one or two Captains, and probably are better off without any Marksmen: spellcasters will serve the same purpose much better.&lt;br /&gt;
&lt;br /&gt;
* Shamans are minor healers. As a rule of thumb, you should never enter into any scenario without at least one healer. Leveling up a Shaman is somewhat tricky, as they can do only very little damage. If you use stronger units to knock an enemy unit's HP down, you can move your shamans up from behind the lines to administer the finishing blow. As difficult as it is to level up a shaman, it is well worth the hassle. Druids will be standard healers, you want one (and possibly only one) of those as soon as possible. A Sorceress cannot heal at all, but is a powerful spellcaster. At their higest level, both will learn to fly and become very mobile.&lt;br /&gt;
&lt;br /&gt;
* Scouts may seem weak, but there's more to them than meets the eye. While most riders suffer severe penalties in difficult terrain, the elvish variant can cross rivers, swamps and even mountains rather quickly and will usually even receive a reasonable defense modifier. Insofar, they're less like horsemen and more like fast infantry. Whether you employ them in numbers is a matter of taste, however, you should always remember that you have these extremely mobile units at your disposal.&lt;br /&gt;
&lt;br /&gt;
* Konrad, your leader, starts most scenarios at a keep where he may recruit some troops, but that doesn't mean that he should stay there forever: Being always on the map, he may just as well make himself useful. Getting him to level two will earn him a 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;
Sir Kaylan will send one or two horsemen to the enemy lines to assist you.  Although these horsemen are not under your direct control, they can serve as a distraction if you manoeuver your forces properly, taking the brunt during the enemy's turn to attack. &lt;br /&gt;
&lt;br /&gt;
The first night will be tough, be prepared to lose some units; but if you use the terrain to your advantage, you should have enough of an army left to launch a serious counterattack during the next day. The momentum should keep you going even through the next night and you may soon find yourself besieging the enemy keep. However, the actual objective is merely to survive &amp;amp;ndash; if everything fails, you may still retreat behind the swordsmen guarding Sir Kaylans fortress.&lt;br /&gt;
&lt;br /&gt;
There is an early finish bonus for killing the enemy leader, however, it will probably be small. In other words: rushing it won't be worthwhile, instead you should play it safe: manoeuver carefully and try to get some experience to those units that need it most. By the end of this scenario, you really ought to have a Druid &amp;amp;ndash; that's absolutely vital. Next in line should be an elvish Fighter (make him a Captain) and Konrad, anything else is optional. But the more the merrier as they say.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=2929 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 3 - Isle of Alduin ==&lt;br /&gt;
Scenario objectives: Kill the enemy leader.&lt;br /&gt;
&lt;br /&gt;
The key to victory is to control the villages, earning the gold you need to recruit or recall troops.  You have the option to send the majority of your army west or south with village grabbers going the opposite direction.  If you choose to send your army west (recommended) send a scout and an archer south, grabbing alternating villages. Done intelligently they will each grab 1 village per turn until they are near the opponents keep. Be careful of engaging the enemy on the west flank near the hills at night: this is where they shine. Back off to the forests and wait for a more favorable time of day if necessary.&lt;br /&gt;
&lt;br /&gt;
The following strategy works well if you take care of your unit placement. Protect units you cannot afford to lose from multiple attacks at night or when weakened, particularly new horsemen and magi.&lt;br /&gt;
&lt;br /&gt;
First recall or recruit 3 elvish scouts. Send two scouts to the southern villages, and the third to the village to the northwest. Recruit 3 fighters; send one to the south and the other two to the southwest. This works best if one scout is &amp;quot;quick&amp;quot; and the fighter recruited to fill the southeastern hex of your castle is also &amp;quot;quick&amp;quot;. If not you may have to modify this strategy. Send Delfador up to the northwest on the first turn to find the mage and send the mage down to the village next to the castle. Konrad should take two nearby villages in the first two turns, because you have no money left anyway.&lt;br /&gt;
&lt;br /&gt;
One of the scouts goes as far south as possible, taking villages and distracting the enemy. This scout is usually destroyed by turn 4. That's OK. The other scout in the south usually has to retreat to survive. You try to take all the villages in the south you can and then reinforce the south slowly and move south. Now your main push is in the west because most villages are there and you need an income of over 20 per turn to recall all of your good troops. I usually use the scout I have sent to the northwest village on the island to take all of the far northwest villages. Delfador can destroy an enemy unit each turn, especially saurians, because these pesky units can kill weakened units in the rear. Horsemen take too long to cross the forest south of your castle but are strong on the western plains during daytime. Send newly-recruited horsemen to the west along with magi. A shaman is useful to the south and later one can be sent to the west.&lt;br /&gt;
&lt;br /&gt;
Approaching turn 10-12, you should have assembled two reasonably powerful forces on each side of the lake. The westerly one usually is based on Delfador and horsemen-mage combos with fighters and archers for ZOC purposes, and the eastern force almost entirely of elves. Remember magi work best against trolls and grunts, and horsemen against archers.&lt;br /&gt;
&lt;br /&gt;
Move south in tight groups, trying not to get too aggressive at night with the west group, until they meet at the far southern end of the island, and assault the castle together.&lt;br /&gt;
&lt;br /&gt;
If you are a new player, you've probably been focusing on game mechanics and how the units and terrain interact. If so, it's time to give serious thought to leveling up some units by allowing them to strike the killing blow. When Konrad or an elven fighter is at level 2, they get the &amp;quot;leadership&amp;quot; skill. When a shaman levels up, they get the &amp;quot;cure&amp;quot; skill.&lt;br /&gt;
&lt;br /&gt;
Hardly any player notices this, but this scenario offers the opportunity for some extra experience at the expense of very little gold. The early finish bonus is 38, but there are 36 villages on the island, so if you control all villages, you only lose 2 gold per turn (or only 1.6 gold, since only 80% can be retained - should be less than 24, since you hardly ever finish more than 15 turns early). So instead of killing the remaining enemies - especially the enemy leader - you might encircle them and reduce their health to a minimum. If you do not attack them in the subsequent turns, they will neither attack nor move, thus regain 2 HP per turn and will eventually be healthy enough to stand an attack of your weaker units. This is a relatively safe way to milk some extra XPs out of them for your weaker units (preferably magi and shamans). While milking level 1 units may not be very rewarding, milking the level 2 leader might easily give 20 extra XPs.&lt;br /&gt;
&lt;br /&gt;
A note about playing with Magi: They are weak units, but become important later in the game. Over the next few levels, you'll want to level at least two Magi to White Magi for later in the game; they have an arcane (or holy) attack which does incredible amounts of damage to the undead. Fire Magi can eventually level up to level 4 Great Magi, which are walking killing machines, and Fire Magi do decent damage to most other units, especially trolls and skeletons. Magi are weak, however, so they need to be guarded by stronger units. Don't let the enemy have more than one attack position on them.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=2959 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 4 - Bay of Pearls ==&lt;br /&gt;
Scenario objectives: Kill one or both enemy leaders.&lt;br /&gt;
&lt;br /&gt;
Opening moves: On the first turn, have Konrad recruit or recall some units. Which units, and in which order, is your first tactical decision. If you recruit/recall in pairs, with one fast (6 movement points or more) and one slow unit, then one will be able to move onto the island the next turn, while the other is still wading through the river.&lt;br /&gt;
&lt;br /&gt;
Then, move Konrad to the cage on the island just to the east. This will free some mermen. (How many depends on whether you are playing on Easy, Medium, or Hard.) One of these can go open the second cage, and so on: by the end of your very first turn, you should have five mermen in the water.&lt;br /&gt;
&lt;br /&gt;
Watch out: there's one cage far out at sea that's easily overlooked. The first Merman you set free tells you as much, but if you skip the message... Anyway, it is guarded by two nagas. Send two or (at most) three Mermen up there and *do not* fight it out: get the cage first, then kill the nagas with the help of the mermen from that cage. It holds at least four Mermen, on of them an Initiate. The latter may become a healer, try to get her experienced as soon as possible.&lt;br /&gt;
&lt;br /&gt;
Even further north than the last cage there's a trident in the water. It will confer a powerful ranged attack to its bearer. Have a &amp;quot;quick&amp;quot; merman pick it up (who should eventually become a Hoplite).&lt;br /&gt;
&lt;br /&gt;
The remaining mermen should try to hold the sea leaders' recruits at bay. Mermen and nagas both have high defense in water, so combat can be a bit slow and frustrating. Concentrate three or four mermen on a single enemy unit at a time, rather than spreading your attacks piecemeal. Don't push too hard, especially not at night when your attacks are weak. Keeping your loyal mermen alive is more important than the possession of a village, and things will look much better on the next day. If that doesn't suffice, the troops from the deep-sea cage may lend a hand.&lt;br /&gt;
&lt;br /&gt;
It will be nigh impossible for your horsemen and elves to wade to the island to fight the sea leader in time, so eventually your need to do this. The Storm Trident and the Initiate both have magic attacks (70% to-hit regardless of terrain) and should go a long way... you better attack him during the day, even if it means that you need to wait for a few turns.&lt;br /&gt;
&lt;br /&gt;
On land, you have to fight off a wave of orcs and wolves. Your decision is how far west to engage the enemy, though really, you have little choice: You are hindered by the limited recruitment you can do each turn, and how long it takes your elves and horsemen to trickle across the river. Some wolves may reach you in the night, but the bulk of his army won't arrive until daybreak. Press hard during the day, and there will be little left of his army when the night comes. &lt;br /&gt;
&lt;br /&gt;
Careful management of your killing blows should allow several units to get to Level 2. A charging horseman does so much damage it will be easy for the horsemen to get all the kills, but try to get at least Konrad, your loyal mage,  and an elven fighter to level-2 (if you haven't already).&lt;br /&gt;
&lt;br /&gt;
The outcome of this battle affects the next scenario you play. If you kill the sea leader you wind up on Isle of the Damned. If you kill the land leader you wind up on Muff Malal's Peninsula. If you kill both, you can choose (and get an early finish bonus).&lt;br /&gt;
&lt;br /&gt;
New players should take the land route to Muff Malal's Peninsula, where you can easily level up many units or collect an early finish bonus. Experienced players or those who are looking for an interesting tactical exercise may wish to consider the sea route to the Isle of the Damned, where you will find a loyal White Mage who *might* join you... if you meet some very tough winning conditions. Either choice will be a battle against undead.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3022 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Diverging campaign path ==&lt;br /&gt;
=== Scenario 5A - Muff Malal's Peninsula ===&lt;br /&gt;
Scenario objectives: Kill the enemy leader.&lt;br /&gt;
&lt;br /&gt;
This is an easy scenario, and your aim here should be to build up your gold by controlling most villages, while earning experience against enemy forces. The enemy recruits bats to capture villages, and hordes of Walking Corpses to keep you busy.  The occasional Dark Adept can be dangerous on Hard difficulty, but is vulnerable to melee attack, especially from knights.&lt;br /&gt;
&lt;br /&gt;
One approach is to recall a few level 2 units supported by a mage. These units build a defensive position in the central part of the map, using hills and forest for cover, and hold off the first wave of Walking Corpses. Mounted troops capture villages in the north and west, and can charge down the flanks at daytime. A merman or two distract enemy bats and capture sea villages. If you can recall the merman that picked up the trident in Bay of Pearls, it will be able to dispatch bats easily on its own.&lt;br /&gt;
&lt;br /&gt;
During daytime, your main force advances to one of the villages in the south-east, where you wait for more Walking Corpses to attack. A level 2 melee unit (eg. Elvish Captain) can use the village defense bonus to survive attacks, and heal between turns. By the time it is low on hit points, it should be advancing to level 3.&lt;br /&gt;
&lt;br /&gt;
You should now control most villages and have some gold, so recruit or recall additional troops. Launch an offensive with your central force, supported by your horsemen advancing at the sides.  Don't forget to use Konrad in the attack.&lt;br /&gt;
&lt;br /&gt;
Try to attack with human units only at day, when the undead are at their weakest, and hold the lines with your elves at night.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing the enemy leader.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3178 forum discussion].&lt;br /&gt;
&lt;br /&gt;
=== Scenario 5B - Isle of the Damned ===&lt;br /&gt;
Scenario objectives: Kill the enemy leaders, or survive for 27 turns.&lt;br /&gt;
&lt;br /&gt;
Konrad is washed overboard during a storm, but is rescued by two mermen. You start out with 100 gold and cannot recall any units. You are joined by Urlaf, a level 2 Outlaw.  In addition to Mermen, you can recruit his friends: Thugs, Poachers and Footpads. This is the only time in the campaign that these units can be recruited, but any outlaw units surviving this scenario can be recalled later. Your gold from Bay of Pearls (minus the usual 20% discount) is saved for the next scenario.&lt;br /&gt;
&lt;br /&gt;
Moremirmu is a White Mage with a holy sword which is very effective against undead. He is hiding in one of the three temples, and will join your cause if you find him. Beware: Xakae, a Revenant with a retinue of Walking Corpses, is waiting to ambush you in another temple. Moremirmu and Xakae are randomly placed; the third temple is always empty. Xakae and the Corpses can be a useful source of experience if you have the troops to deal with them.&lt;br /&gt;
&lt;br /&gt;
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.  Whichever strategy you choose, remember that the undead are well on their way to join the orcs occupying the city.  Speed is a factor.&lt;br /&gt;
&lt;br /&gt;
Konrad will receive some help from the Thieves Guild. Apparently, an orcish occupation is bad for business. They will either show you a hidden ford onto the island, or attack the north gate after you take one of the island villages. Whether you choose to storm the city, and which aid to accept, depends in large part on how much of a hurry you are in.  Every turn, the undead march southward, and you'll have quite a fight on your hands after they reinforce the orcs in the city proper.&lt;br /&gt;
&lt;br /&gt;
After you defeat the orcs, you must fight your way north.  Fighting against the undead requires a different mix of units than fighting the orcs. Your mermen are too slow on land.  Horsemen and elvish units do reduced damage to skeletons.  Here, you need... mages.  Lots and lots of mages. And a paladin, if you've leveled a unit that high enough. Expect to spend many turns fighting through the northernmost six hexes. You are fighting in a cave, which slows your units down. Being underground, it is also treated as night for the time of day penalties.  Also, don't forget that mages can't take a lot of abuse, especially from melee attacks.  You will have to figure out how to use your less effective elvish units and horsemen to shield your mages.&lt;br /&gt;
&lt;br /&gt;
By now, you should have either Konrad or a level 2 elven fighter with the Leadership ability. A unit adjacent to a leader receives a +25% bonus to damage. Likewise, carefully position shamen or white mages in your lines so they can heal wounded units.  Two adjacent healers will heal each other.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing both enemy leaders.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3224 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 7 - Crossroads ==&lt;br /&gt;
Scenario objectives: Kill the north-eastern enemy leader.&lt;br /&gt;
&lt;br /&gt;
There are two strategies: either to &amp;quot;run for it&amp;quot;, or &amp;quot;kill them all&amp;quot;.  Which you choose will probably depend on whether you want to earn lots of gold, or level up lots of units.&lt;br /&gt;
&lt;br /&gt;
If you choose to run,  recall two turn's worth of troops.  Most should be level 2, but you should recruit one or two units as sacrifical lambs. Having two healers (who will stay adjacent to each other for mutual healing) is almost a necessity. Move the units in formation (probably in two packs) along the road. Do not be tempted to move units into the mountains.  The increased defence is not worth the risk of triggering ambushes. Drive your way to the leader in the northwest, kill them, and reap the early finish bonus.&lt;br /&gt;
&lt;br /&gt;
The second strategy is to methodically destroy all enemy units on the map. Recruit two turns worth of units, and then drive south.  Overcome the southern leader, and recruit more troops in his castle.  Move back north, moving into every town and through the mountains, in order to trigger ambushes. This strategy is trickier to pull off, but careful management of your kills should allow you to level multiple units. (Just be careful not to run out of turns...)&lt;br /&gt;
&lt;br /&gt;
Note:  The first two villages 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;
You'll be facing many level-2 undead. They're all dangerous but two kinds require special attention:&lt;br /&gt;
* Spectres (level2 ghosts) are fast in every terrain, somewhat hard to hit, resistant to all common kinds of damage, and have a draining attack. Attacking them in melee is not recommendend, killing them with arrows will eventually work but takes many arrows. They are vulnerable to arcane spells and fireballs, though.&lt;br /&gt;
* Walking Corpses: they're slow, they're weak, they're fragile. Usually nothing to worry about, but this time they're many. Hordes. Night of the Living Dead. A strong fighter will easily slay them, but that can become his downfall: an attacking corpse that gets killed makes room for the next corpse to move in and attack... and the next, and the next, and each one gets a few blows. Even a Paladin or Champion will eventually be overwhelmed, taking like ten or fifteen zombies with him. Whether you consider this to be a good exchange is up to you. Incidentally, something similar can happen between Paladins and level-1 Skeletons.&lt;br /&gt;
&lt;br /&gt;
The castle you start in is a well-defensible position, but all enemies arrive at about the same time. Once surrounded, you'll have very little wiggle room or inside tiles for your wounded units to retreat to. Filling the moat with Mermen might work a bit better, but their tridents won't impress the skeletons.&lt;br /&gt;
&lt;br /&gt;
You should consider attacking the southern enemy, then hole up in his castle and the surrounding hills. This increases the distance to the others: their troops will reach you later and they will be strung out, so you don't have to fight them all at once.&lt;br /&gt;
&lt;br /&gt;
If you don't have the money to recruit a large or powerful army, recruit a few Elvish Fighters and send them to the forest north of your castle. Their job is to slow the Revenant for several turns and then die gloriously. Flee with Konrad and the rest of your army to the south-east corner. If you're lucky, the WC horde will be too slow to reach you before the scenario ends. A cowardly tactic, yes -- but you'll survive...&lt;br /&gt;
&lt;br /&gt;
If you played Isle of The Damned without killing both Liches, and Moremirmu survived, then he will reinforce you with three White Mage buddies between turns 7-10. You can't recall them after this scenario, so they are expendable.&lt;br /&gt;
&lt;br /&gt;
Another strategy, which requires to have Moremirmu to help you and allows you to kill the three Liches, is to recruit 2 horsemen (or recall their leveled up units) and as many thieves as you can, send each horsemen to gather the bottles of holy water, and kill with them the northern and eastern Liches; don't send them the horseman to the northern Lich too quick, because if you do his army will focus on it, and it won't reach the Lich. Move Konrad, Delfador, Kalenz, and your thieves towards the southeast corner. The thieves be used as a barrier to protect your more important units; place them in woods, mountains or villages(never in plains) as soon as they can, so that the northern and eastern Liches concentrate on them and leave Konrad and his group alone. With some luck you'll kill the northern and eastern Liches around the same turn that Moremirmu appears, and Konrad and his group will survive enough time to have one of Moremirmu's white mages kill the Southern Lich during day time.&lt;br /&gt;
&lt;br /&gt;
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. Killing the Princess is meant to be impossible: she has plenty of troops as is, and if you actually get near her there will be numerous high-quality reinforcements. Do not even try to attack her, it will be a waste of good troops for no gain. Instead, fill the river with mermen: this is an excellent opportunity to get many of them leveled up.&lt;br /&gt;
&lt;br /&gt;
But first things first: your task is to get Konrad across the river. The chaotic orcs will attack from the north, the Princess's lawful Loyalists will attack from the south, and... a new enemy (alignment: hungry) will be attacking from downstream. All will happily fight each other if they ever meet, but with your army standing right between them in the middle of the river... it will pretty much seem as if everyone was out to get you.&lt;br /&gt;
&lt;br /&gt;
Remember those loyal mermen from in the Bay of Pearls? They should comprise your principal fighting force. Be sure to send one downstream to acquire the Storm Trident there. If you have some of the flying elvish units, they move (and fight) fight equally well over land or water. Wait for the Orcs and Humans to get into the water where the mermen have excellent defence while the landlubbers do not. &lt;br /&gt;
&lt;br /&gt;
Even if you have the money, don't recruit for more than two turns, otherwise Konrad might not even make it into the river. The scenario ends as soon as he makes it to the other side (off the beach and onto flat ground) -- by the time he gets there, there will be few orcs left on that shore, Kalenz and Delfador can well deal with them. If you recruit any land troops at all (healers perhaps?), make sure they have at least two moves in shallow water.&lt;br /&gt;
&lt;br /&gt;
This is an excellent opportunity to get your mermen some XP, and you don't really need the early finish bonus. &lt;br /&gt;
&lt;br /&gt;
Early finish bonus for getting Konrad onto dry land.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=8716 forum discussion]&lt;br /&gt;
&lt;br /&gt;
== Scenario 12 - Northern Winter ==&lt;br /&gt;
*Objectives: Defeat all enemy leaders (2 of them)&lt;br /&gt;
*Lose if: Konrad, Delfador or Kalenz die or turns run out&lt;br /&gt;
*Turns: 50 (as of 1.8.3 on medium difficulty turns = 40)&lt;br /&gt;
*Starting units: Konrad, Delfador, Kalenz, a random soldier&lt;br /&gt;
*Early finish bonus: ?? &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 recalling, if you can afford them.  Likewise, gryphons and horsemen are bogged down.  Recruit dwarves for speed, and mages to back them up. (However, a Gryphon can pass the small pond quickly, and there are four towns on the other side.)&lt;br /&gt;
&lt;br /&gt;
You are fighting Lionel, a former general turned Death Knight, who starts trapped in the south.  To the west is the usual orc/troll force.  In the north is a dwarven ally, although if you are too slow they will be overwhelmed by the orcs. &lt;br /&gt;
&lt;br /&gt;
Dwarven fighters do well against the undead, while the Thunderers do best against the orcs and trolls.    If you choose to go for money, rush troops both south and north, reinforcing the native dwarves and triggering the appearance of the undead.  If you choose to go for experience, ignore the undead until you have killed the orcs, then return en masse to destroy the undead.  Don't take too long, as Lionel will break forth on turn 20.&lt;br /&gt;
&lt;br /&gt;
There are two ways to get to Lionel: an entrance opens in the pond on turn 19/20; and walls collapse when units move into tiles just south of the sign that says &amp;quot;Guest Quarters&amp;quot;, regardless of when this happens.&lt;br /&gt;
&lt;br /&gt;
Tip: If you make dwarf leader to survive (and actually reveal him), Dwarvish Guardsman will become available.&lt;br /&gt;
&lt;br /&gt;
== 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 Sceptre 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;
Tip: As of 9/10 (version 1.8.4) playing at Easy level, early finish bonus of 17. By the time the Scepter was reached most mobs already dead anyway, so not much opportunity for further leveling.&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 lots of gold&lt;br /&gt;
*** There's a third option. If you take a mermen to the eastern side of the river, you will be asked if you want to go through the river instead&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, south or east (with a mermen). 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 between these two 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. The east alternative takess you to a difficult scenario, so you could prefer to avoid that option.&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: in case you choose the mermen choice, you might want to attack south in the meanwhile to give them time to get to the eastern side of the map.&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;
Tip: If you choose to move a merman to the east, you will be given the option of whether or not you actually want to take this path. You can decline and choose either north or south&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 19C - The Cliffs of Thoria ===&lt;br /&gt;
Scenario Objective: Make it to the end of the river&lt;br /&gt;
&lt;br /&gt;
Turns: 45&lt;br /&gt;
&lt;br /&gt;
Defeat:&lt;br /&gt;
* Death of Konrad, Delfador, Li'sar, or Kalenz&lt;br /&gt;
* Turns run out&lt;br /&gt;
&lt;br /&gt;
Early Finish Bonus: 40% gold carryover&lt;br /&gt;
&lt;br /&gt;
Starting Units:&lt;br /&gt;
* Konrad&lt;br /&gt;
* Delfador&lt;br /&gt;
* Li'sar&lt;br /&gt;
* Kalenz&lt;br /&gt;
* Your strongest merman&lt;br /&gt;
&lt;br /&gt;
After a little spat between Kalenz and the merman you use to go east, you'll head for the Cliffs of Thoria. You'll find a long water level full of derelict vessels of the Queen. You'll also meet a Drake. After some conversation you discover that the Queens' forces attacked the Drakes, and now the Drakes will stop you from going forward. Since you have to move forward, you'll have to fight them.&lt;br /&gt;
&lt;br /&gt;
There are a number of small islands on this map with Drake bases. Each base will produce one Drake every turn until one of your units occupies the base. This means this level offers an enormous amount of experience, but is extremely difficult as you'll be fighting in water against a constant tide of Drakes.&lt;br /&gt;
&lt;br /&gt;
Further, if you move outside of the stream, you'll discover very powerful undead enemies to the south. Basically, avoid the dark blue water. Even if you kill the undead, they'll just come back immediately, so don't try.&lt;br /&gt;
&lt;br /&gt;
This map also contains a trident, useful for giving one of your mermen a magical electric attack.&lt;br /&gt;
&lt;br /&gt;
Tip: Compared to the other two choices, this map is insanely hard. While there is an opportunity to pick up another loyal unit, you may wish to skip the challenge unless you have at least 1000 gold and a sufficient number of leveled-up mermen.&lt;br /&gt;
&lt;br /&gt;
Tip: If you're going to insist on playing this map, hire many turns worth of gryphons and merfolk and move as fast as you can and just take the heavy losses. Since each base creates a unit every turn, to destroy a base you have to kill the unit occupying it and then move onto the base in that turn. Since merfolk can't move onto mountains, you'll need the gryphons to destroy bases.&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>Schnobs</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=HeirToTheThrone&amp;diff=39308</id>
		<title>HeirToTheThrone</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=HeirToTheThrone&amp;diff=39308"/>
		<updated>2010-12-03T11:49:30Z</updated>

		<summary type="html">&lt;p&gt;Schnobs: /* Scenario 9 - The Valley of Death */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a walkthrough of '''Heir to the Throne''', the campaign featuring Konrad. It contains spoilers.&lt;br /&gt;
&lt;br /&gt;
The suggestions herein are based on the &amp;quot;Medium&amp;quot; and &amp;quot;Hard&amp;quot; difficulty levels. It should be possible to win the &amp;quot;Easy&amp;quot; difficulty level without trying very hard if you are an accomplished gamer.  If you feel comfortable with turn-based games, especially ones featuring units moving on a hex map, then you can play the Tutorial and then dive right into &amp;quot;Medium&amp;quot; to get a feel for the elements of the game. After you have played a few scenarios and are ready to restart from the beginning (and yes, it is  very likely you will have to restart the first time you play Wesnoth), try reading [[AdvancedTactics]].  You should also be familiar with the basics in [[WesnothManual]] -- this is a walkthrough, not an exposition of basic game mechanics.&lt;br /&gt;
&lt;br /&gt;
Each scenario has an individual forum thread where you can provide feedback to the authors.  See also the forum posts [http://www.wesnoth.org/forum/viewtopic.php?t=3601 Suggestions for Heir to the Throne walkthrough] and [http://www.wesnoth.org/forum/viewtopic.php?t=4026 Yet another &amp;quot;Heir to the Throne&amp;quot; walktrough] (sic) for more.  [http://www.wesnoth.org/forum/viewtopic.php?t=7064 Ye Compleat Walkthrough To &amp;quot;Heir To The Throne&amp;quot;] is a detailed guide, with illustrations, to the first several scenarios.&lt;br /&gt;
&lt;br /&gt;
Finally, some [http://www.hermann-uwe.de/blog/my-wesnoth-replays-online replays] were posted by Uwe Hermann.&lt;br /&gt;
&lt;br /&gt;
'''Warning spoilers ahead!'''&lt;br /&gt;
&lt;br /&gt;
== Scenario 1 - The Elves Besieged ==&lt;br /&gt;
Scenario objectives: Both Konrad and Delfador must survive, and Konrad must escape to the signpost in the northwest corner of the map.&lt;br /&gt;
&lt;br /&gt;
The orcs as well as your allies will levy a great many troops, you'll soon find yourself between the lines in a huge battle. All those units slugging it out can take quite some time, you may want to try two options on the Preferences dialog, &amp;quot;Accelerated Speed&amp;quot; or maybe even &amp;quot;Skip AI Moves&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
This scenario is a &amp;quot;runner&amp;quot; scenario; on turn one, recruit a castle full of fresh recruits, and immediately make a break for it! If you're new to Wesnoth, getting Konrad out of there in one piece will be difficult enough and may require you to start over a couple of times. Hint: don't keep your units all lumped around Konrad, as a large host will attract the enemies' attention. &lt;br /&gt;
&lt;br /&gt;
Terrain dictates two routes to the signpost: west to the druid and then north, or north over the bridge and then west. Either way, you should send Delfador and most of your army straight north. This is a ruse, the sole purpose is to lure the enemy towards the road  while Konrad (with only one or two level-1 bodyguards) makes his way towards the exit. There's no chance of winning, your troops should perform a skirmishing retreat westwards into the forest.&lt;br /&gt;
&lt;br /&gt;
Other than getting Konrad on his way, the inofficial objective of this scenario is to gain some experience for your troops. Experience is gained by fighting; once a level of experience is reached, your units will &amp;quot;level up&amp;quot; and become more powerful units. Killing an opponent will give much more experience than just fighting, so you should try to arrange it in such a way that the unit you want to upgrade gets to deliver the coup de grace.&lt;br /&gt;
&lt;br /&gt;
Now a few words about the units at your disposal. In-game, you cannot check the data of unknown units; if you want to take a peek anyway, check the [http://www.wesnoth.org/units/ Wesnoth Unit Tree].&lt;br /&gt;
&lt;br /&gt;
* Fighters and Archers. Melee and ranged, all elvish warriors are capable of both, it's more a matter of emphasis than an actual distinction. When they level up, most should become Heroes and Rangers, repectively; you'll only need one or two Captains, and probably are better off without any Marksmen: spellcasters will serve the same purpose much better.&lt;br /&gt;
&lt;br /&gt;
* Shamans are minor healers. As a rule of thumb, you should never enter into any scenario without at least one healer. Leveling up a Shaman is somewhat tricky, as they can do only very little damage. If you use stronger units to knock an enemy unit's HP down, you can move your shamans up from behind the lines to administer the finishing blow. As difficult as it is to level up a shaman, it is well worth the hassle. Druids will be standard healers, you want one (and possibly only one) of those as soon as possible. A Sorceress cannot heal at all, but is a powerful spellcaster. At their higest level, both will learn to fly and become very mobile.&lt;br /&gt;
&lt;br /&gt;
* Scouts may seem weak, but there's more to them than meets the eye. While most riders suffer severe penalties in difficult terrain, the elvish variant can cross rivers, swamps and even mountains rather quickly and will usually even receive a reasonable defense modifier. Insofar, they're less like horsemen and more like fast infantry. Whether you employ them in numbers is a matter of taste, however, you should always remember that you have these extremely mobile units at your disposal.&lt;br /&gt;
&lt;br /&gt;
* Konrad, your leader, starts most scenarios at a keep where he may recruit some troops, but that doesn't mean that he should stay there forever: Being always on the map, he may just as well make himself useful. Getting him to level two will earn him a 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;
Sir Kaylan will send one or two horsemen to the enemy lines to assist you.  Although these horsemen are not under your direct control, they can serve as a distraction if you manoeuver your forces properly, taking the brunt during the enemy's turn to attack. &lt;br /&gt;
&lt;br /&gt;
The first night will be tough, be prepared to lose some units; but if you use the terrain to your advantage, you should have enough of an army left to launch a serious counterattack during the next day. The momentum should keep you going even through the next night and you may soon find yourself besieging the enemy keep. However, the actual objective is merely to survive &amp;amp;ndash; if everything fails, you may still retreat behind the swordsmen guarding Sir Kaylans fortress.&lt;br /&gt;
&lt;br /&gt;
There is an early finish bonus for killing the enemy leader, however, it will probably be small. In other words: rushing it won't be worthwhile, instead you should play it safe: manoeuver carefully and try to get some experience to those units that need it most. By the end of this scenario, you really ought to have a Druid &amp;amp;ndash; that's absolutely vital. Next in line should be an elvish Fighter (make him a Captain) and Konrad, anything else is optional. But the more the merrier as they say.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=2929 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 3 - Isle of Alduin ==&lt;br /&gt;
Scenario objectives: Kill the enemy leader.&lt;br /&gt;
&lt;br /&gt;
The key to victory is to control the villages, earning the gold you need to recruit or recall troops.  You have the option to send the majority of your army west or south with village grabbers going the opposite direction.  If you choose to send your army west (recommended) send a scout and an archer south, grabbing alternating villages. Done intelligently they will each grab 1 village per turn until they are near the opponents keep. Be careful of engaging the enemy on the west flank near the hills at night: this is where they shine. Back off to the forests and wait for a more favorable time of day if necessary.&lt;br /&gt;
&lt;br /&gt;
The following strategy works well if you take care of your unit placement. Protect units you cannot afford to lose from multiple attacks at night or when weakened, particularly new horsemen and magi.&lt;br /&gt;
&lt;br /&gt;
First recall or recruit 3 elvish scouts. Send two scouts to the southern villages, and the third to the village to the northwest. Recruit 3 fighters; send one to the south and the other two to the southwest. This works best if one scout is &amp;quot;quick&amp;quot; and the fighter recruited to fill the southeastern hex of your castle is also &amp;quot;quick&amp;quot;. If not you may have to modify this strategy. Send Delfador up to the northwest on the first turn to find the mage and send the mage down to the village next to the castle. Konrad should take two nearby villages in the first two turns, because you have no money left anyway.&lt;br /&gt;
&lt;br /&gt;
One of the scouts goes as far south as possible, taking villages and distracting the enemy. This scout is usually destroyed by turn 4. That's OK. The other scout in the south usually has to retreat to survive. You try to take all the villages in the south you can and then reinforce the south slowly and move south. Now your main push is in the west because most villages are there and you need an income of over 20 per turn to recall all of your good troops. I usually use the scout I have sent to the northwest village on the island to take all of the far northwest villages. Delfador can destroy an enemy unit each turn, especially saurians, because these pesky units can kill weakened units in the rear. Horsemen take too long to cross the forest south of your castle but are strong on the western plains during daytime. Send newly-recruited horsemen to the west along with magi. A shaman is useful to the south and later one can be sent to the west.&lt;br /&gt;
&lt;br /&gt;
Approaching turn 10-12, you should have assembled two reasonably powerful forces on each side of the lake. The westerly one usually is based on Delfador and horsemen-mage combos with fighters and archers for ZOC purposes, and the eastern force almost entirely of elves. Remember magi work best against trolls and grunts, and horsemen against archers.&lt;br /&gt;
&lt;br /&gt;
Move south in tight groups, trying not to get too aggressive at night with the west group, until they meet at the far southern end of the island, and assault the castle together.&lt;br /&gt;
&lt;br /&gt;
If you are a new player, you've probably been focusing on game mechanics and how the units and terrain interact. If so, it's time to give serious thought to leveling up some units by allowing them to strike the killing blow. When Konrad or an elven fighter is at level 2, they get the &amp;quot;leadership&amp;quot; skill. When a shaman levels up, they get the &amp;quot;cure&amp;quot; skill.&lt;br /&gt;
&lt;br /&gt;
Hardly any player notices this, but this scenario offers the opportunity for some extra experience at the expense of very little gold. The early finish bonus is 38, but there are 36 villages on the island, so if you control all villages, you only lose 2 gold per turn (or only 1.6 gold, since only 80% can be retained - should be less than 24, since you hardly ever finish more than 15 turns early). So instead of killing the remaining enemies - especially the enemy leader - you might encircle them and reduce their health to a minimum. If you do not attack them in the subsequent turns, they will neither attack nor move, thus regain 2 HP per turn and will eventually be healthy enough to stand an attack of your weaker units. This is a relatively safe way to milk some extra XPs out of them for your weaker units (preferably magi and shamans). While milking level 1 units may not be very rewarding, milking the level 2 leader might easily give 20 extra XPs.&lt;br /&gt;
&lt;br /&gt;
A note about playing with Magi: They are weak units, but become important later in the game. Over the next few levels, you'll want to level at least two Magi to White Magi for later in the game; they have an arcane (or holy) attack which does incredible amounts of damage to the undead. Fire Magi can eventually level up to level 4 Great Magi, which are walking killing machines, and Fire Magi do decent damage to most other units, especially trolls and skeletons. Magi are weak, however, so they need to be guarded by stronger units. Don't let the enemy have more than one attack position on them.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=2959 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 4 - Bay of Pearls ==&lt;br /&gt;
Scenario objectives: Kill one or both enemy leaders.&lt;br /&gt;
&lt;br /&gt;
Opening moves: On the first turn, have Konrad recruit or recall some units. Which units, and in which order, is your first tactical decision. If you recruit/recall in pairs, with one fast (6 movement points or more) and one slow unit, then one will be able to move onto the island the next turn, while the other is still wading through the river.&lt;br /&gt;
&lt;br /&gt;
Then, move Konrad to the cage on the island just to the east. This will free some mermen. (How many depends on whether you are playing on Easy, Medium, or Hard.) One of these can go open the second cage, and so on: by the end of your very first turn, you should have five mermen in the water.&lt;br /&gt;
&lt;br /&gt;
Watch out: there's one cage far out at sea that's easily overlooked. The first Merman you set free tells you as much, but if you skip the message... Anyway, it is guarded by two nagas. Send two or (at most) three Mermen up there and *do not* fight it out: get the cage first, then kill the nagas with the help of the mermen from that cage. It holds at least four Mermen, on of them an Initiate. The latter may become a healer, try to get her experienced as soon as possible.&lt;br /&gt;
&lt;br /&gt;
Even further north than the last cage there's a trident in the water. It will confer a powerful ranged attack to its bearer. Have a &amp;quot;quick&amp;quot; merman pick it up (who should eventually become a Hoplite).&lt;br /&gt;
&lt;br /&gt;
The remaining mermen should try to hold the sea leaders' recruits at bay. Mermen and nagas both have high defense in water, so combat can be a bit slow and frustrating. Concentrate three or four mermen on a single enemy unit at a time, rather than spreading your attacks piecemeal. Don't push too hard, especially not at night when your attacks are weak. Keeping your loyal mermen alive is more important than the possession of a village, and things will look much better on the next day. If that doesn't suffice, the troops from the deep-sea cage may lend a hand.&lt;br /&gt;
&lt;br /&gt;
It will be nigh impossible for your horsemen and elves to wade to the island to fight the sea leader in time, so eventually your need to do this. The Storm Trident and the Initiate both have magic attacks (70% to-hit regardless of terrain) and should go a long way... you better attack him during the day, even if it means that you need to wait for a few turns.&lt;br /&gt;
&lt;br /&gt;
On land, you have to fight off a wave of orcs and wolves. Your decision is how far west to engage the enemy, though really, you have little choice: You are hindered by the limited recruitment you can do each turn, and how long it takes your elves and horsemen to trickle across the river. Some wolves may reach you in the night, but the bulk of his army won't arrive until daybreak. Press hard during the day, and there will be little left of his army when the night comes. &lt;br /&gt;
&lt;br /&gt;
Careful management of your killing blows should allow several units to get to Level 2. A charging horseman does so much damage it will be easy for the horsemen to get all the kills, but try to get at least Konrad, your loyal mage,  and an elven fighter to level-2 (if you haven't already).&lt;br /&gt;
&lt;br /&gt;
The outcome of this battle affects the next scenario you play. If you kill the sea leader you wind up on Isle of the Damned. If you kill the land leader you wind up on Muff Malal's Peninsula. If you kill both, you can choose (and get an early finish bonus).&lt;br /&gt;
&lt;br /&gt;
New players should take the land route to Muff Malal's Peninsula, where you can easily level up many units or collect an early finish bonus. Experienced players or those who are looking for an interesting tactical exercise may wish to consider the sea route to the Isle of the Damned, where you will find a loyal White Mage who *might* join you... if you meet some very tough winning conditions. Either choice will be a battle against undead.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3022 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Diverging campaign path ==&lt;br /&gt;
=== Scenario 5A - Muff Malal's Peninsula ===&lt;br /&gt;
Scenario objectives: Kill the enemy leader.&lt;br /&gt;
&lt;br /&gt;
This is an easy scenario, and your aim here should be to build up your gold by controlling most villages, while earning experience against enemy forces. The enemy recruits bats to capture villages, and hordes of Walking Corpses to keep you busy.  The occasional Dark Adept can be dangerous on Hard difficulty, but is vulnerable to melee attack, especially from knights.&lt;br /&gt;
&lt;br /&gt;
One approach is to recall a few level 2 units supported by a mage. These units build a defensive position in the central part of the map, using hills and forest for cover, and hold off the first wave of Walking Corpses. Mounted troops capture villages in the north and west, and can charge down the flanks at daytime. A merman or two distract enemy bats and capture sea villages. If you can recall the merman that picked up the trident in Bay of Pearls, it will be able to dispatch bats easily on its own.&lt;br /&gt;
&lt;br /&gt;
During daytime, your main force advances to one of the villages in the south-east, where you wait for more Walking Corpses to attack. A level 2 melee unit (eg. Elvish Captain) can use the village defense bonus to survive attacks, and heal between turns. By the time it is low on hit points, it should be advancing to level 3.&lt;br /&gt;
&lt;br /&gt;
You should now control most villages and have some gold, so recruit or recall additional troops. Launch an offensive with your central force, supported by your horsemen advancing at the sides.  Don't forget to use Konrad in the attack.&lt;br /&gt;
&lt;br /&gt;
Try to attack with human units only at day, when the undead are at their weakest, and hold the lines with your elves at night.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing the enemy leader.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3178 forum discussion].&lt;br /&gt;
&lt;br /&gt;
=== Scenario 5B - Isle of the Damned ===&lt;br /&gt;
Scenario objectives: Kill the enemy leaders, or survive for 27 turns.&lt;br /&gt;
&lt;br /&gt;
Konrad is washed overboard during a storm, but is rescued by two mermen. You start out with 100 gold and cannot recall any units. You are joined by Urlaf, a level 2 Outlaw.  In addition to Mermen, you can recruit his friends: Thugs, Poachers and Footpads. This is the only time in the campaign that these units can be recruited, but any outlaw units surviving this scenario can be recalled later. Your gold from Bay of Pearls (minus the usual 20% discount) is saved for the next scenario.&lt;br /&gt;
&lt;br /&gt;
Moremirmu is a White Mage with a holy sword which is very effective against undead. He is hiding in one of the three temples, and will join your cause if you find him. Beware: Xakae, a Revenant with a retinue of Walking Corpses, is waiting to ambush you in another temple. Moremirmu and Xakae are randomly placed; the third temple is always empty. Xakae and the Corpses can be a useful source of experience if you have the troops to deal with them.&lt;br /&gt;
&lt;br /&gt;
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.  Whichever strategy you choose, remember that the undead are well on their way to join the orcs occupying the city.  Speed is a factor.&lt;br /&gt;
&lt;br /&gt;
Konrad will receive some help from the Thieves Guild. Apparently, an orcish occupation is bad for business. They will either show you a hidden ford onto the island, or attack the north gate after you take one of the island villages. Whether you choose to storm the city, and which aid to accept, depends in large part on how much of a hurry you are in.  Every turn, the undead march southward, and you'll have quite a fight on your hands after they reinforce the orcs in the city proper.&lt;br /&gt;
&lt;br /&gt;
After you defeat the orcs, you must fight your way north.  Fighting against the undead requires a different mix of units than fighting the orcs. Your mermen are too slow on land.  Horsemen and elvish units do reduced damage to skeletons.  Here, you need... mages.  Lots and lots of mages. And a paladin, if you've leveled a unit that high enough. Expect to spend many turns fighting through the northernmost six hexes. You are fighting in a cave, which slows your units down. Being underground, it is also treated as night for the time of day penalties.  Also, don't forget that mages can't take a lot of abuse, especially from melee attacks.  You will have to figure out how to use your less effective elvish units and horsemen to shield your mages.&lt;br /&gt;
&lt;br /&gt;
By now, you should have either Konrad or a level 2 elven fighter with the Leadership ability. A unit adjacent to a leader receives a +25% bonus to damage. Likewise, carefully position shamen or white mages in your lines so they can heal wounded units.  Two adjacent healers will heal each other.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing both enemy leaders.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3224 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 7 - Crossroads ==&lt;br /&gt;
Scenario objectives: Kill the north-eastern enemy leader.&lt;br /&gt;
&lt;br /&gt;
There are two strategies: either to &amp;quot;run for it&amp;quot;, or &amp;quot;kill them all&amp;quot;.  Which you choose will probably depend on whether you want to earn lots of gold, or level up lots of units.&lt;br /&gt;
&lt;br /&gt;
If you choose to run,  recall two turn's worth of troops.  Most should be level 2, but you should recruit one or two units as sacrifical lambs. Having two healers (who will stay adjacent to each other for mutual healing) is almost a necessity. Move the units in formation (probably in two packs) along the road. Do not be tempted to move units into the mountains.  The increased defence is not worth the risk of triggering ambushes. Drive your way to the leader in the northwest, kill them, and reap the early finish bonus.&lt;br /&gt;
&lt;br /&gt;
The second strategy is to methodically destroy all enemy units on the map. Recruit two turns worth of units, and then drive south.  Overcome the southern leader, and recruit more troops in his castle.  Move back north, moving into every town and through the mountains, in order to trigger ambushes. This strategy is trickier to pull off, but careful management of your kills should allow you to level multiple units. (Just be careful not to run out of turns...)&lt;br /&gt;
&lt;br /&gt;
Note:  The first two villages 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;
You'll be facing many level-2 undead. They're all dangerous but two kinds require special attention:&lt;br /&gt;
* Spectres (level2 ghosts) are fast in every terrain, somewhat hard to hit, resistant to all common kinds of damage, and have a draining attack. Attacking them in melee is not recommendend, killing them with arrows will eventually work but takes many arrows. They are vulnerable to arcane spells and fireballs, though.&lt;br /&gt;
* Walking Corpses: they're slow, they're weak, they're fragile. Usually nothing to worry about, but this time they're many. Hordes. Night of the Living Dead. A strong fighter will easily slay them, but that can become his downfall: an attacking corpse that gets killed makes room for the next corpse to move in and attack... and the next, and the next, and each one gets a few blows. Even a Paladin or Champion will eventually be overwhelmed, taking like ten or fifteen zombies with him. Whether you consider this to be a good exchange is up to you. Incidentally, something similar can happen between Paladins and level-1 Skeletons.&lt;br /&gt;
&lt;br /&gt;
The castle you start in is a well-defensible position, but all enemies arrive at about the same time. Once surrounded, you'll have very little wiggle room or inside tiles for your wounded units to retreat to. Filling the moat with Mermen might work a bit better, but their tridents won't impress the skeletons.&lt;br /&gt;
&lt;br /&gt;
You should consider attacking the southern enemy, then hole up in his castle and the surrounding hills. This increases the distance to the others: their troops will reach you later and they will be strung out, so you don't have to fight them all at once.&lt;br /&gt;
&lt;br /&gt;
If you don't have the money to recruit a large or powerful army, recruit a few Elvish Fighters and send them to the forest north of your castle. Their job is to slow the Revenant for several turns and then die gloriously. Flee with Konrad and the rest of your army to the south-east corner. If you're lucky, the WC horde will be too slow to reach you before the scenario ends. A cowardly tactic, yes -- but you'll survive...&lt;br /&gt;
&lt;br /&gt;
If you played Isle of The Damned without killing both Liches, and Moremirmu survived, then he will reinforce you with three White Mage buddies between turns 7-10. You can't recall them after this scenario, so they are expendable.&lt;br /&gt;
&lt;br /&gt;
Another strategy, which requires to have Moremirmu to help you and allows you to kill the three Liches, is to recruit 2 horsemen (or recall their leveled up units) and as many thieves as you can, send each horsemen to gather the bottles of holy water, and kill with them the northern and eastern Liches; don't send them the horseman to the northern Lich too quick, because if you do his army will focus on it, and it won't reach the Lich. Move Konrad, Delfador, Kalenz, and your thieves towards the southeast corner. The thieves be used as a barrier to protect your more important units; place them in woods, mountains or villages(never in plains) as soon as they can, so that the northern and eastern Liches concentrate on them and leave Konrad and his group alone. With some luck you'll kill the northern and eastern Liches around the same turn that Moremirmu appears, and Konrad and his group will survive enough time to have one of Moremirmu's white mages kill the Southern Lich during day time.&lt;br /&gt;
&lt;br /&gt;
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 (as of 1.8.3 on medium difficulty turns = 40)&lt;br /&gt;
*Starting units: Konrad, Delfador, Kalenz, a random soldier&lt;br /&gt;
*Early finish bonus: ?? &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 recalling, if you can afford them.  Likewise, gryphons and horsemen are bogged down.  Recruit dwarves for speed, and mages to back them up. (However, a Gryphon can pass the small pond quickly, and there are four towns on the other side.)&lt;br /&gt;
&lt;br /&gt;
You are fighting Lionel, a former general turned Death Knight, who starts trapped in the south.  To the west is the usual orc/troll force.  In the north is a dwarven ally, although if you are too slow they will be overwhelmed by the orcs. &lt;br /&gt;
&lt;br /&gt;
Dwarven fighters do well against the undead, while the Thunderers do best against the orcs and trolls.    If you choose to go for money, rush troops both south and north, reinforcing the native dwarves and triggering the appearance of the undead.  If you choose to go for experience, ignore the undead until you have killed the orcs, then return en masse to destroy the undead.  Don't take too long, as Lionel will break forth on turn 20.&lt;br /&gt;
&lt;br /&gt;
There are two ways to get to Lionel: an entrance opens in the pond on turn 19/20; and walls collapse when units move into tiles just south of the sign that says &amp;quot;Guest Quarters&amp;quot;, regardless of when this happens.&lt;br /&gt;
&lt;br /&gt;
Tip: If you make dwarf leader to survive (and actually reveal him), Dwarvish Guardsman will become available.&lt;br /&gt;
&lt;br /&gt;
== 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 Sceptre 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;
Tip: As of 9/10 (version 1.8.4) playing at Easy level, early finish bonus of 17. By the time the Scepter was reached most mobs already dead anyway, so not much opportunity for further leveling.&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 lots of gold&lt;br /&gt;
*** There's a third option. If you take a mermen to the eastern side of the river, you will be asked if you want to go through the river instead&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, south or east (with a mermen). 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 between these two 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. The east alternative takess you to a difficult scenario, so you could prefer to avoid that option.&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: in case you choose the mermen choice, you might want to attack south in the meanwhile to give them time to get to the eastern side of the map.&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;
Tip: If you choose to move a merman to the east, you will be given the option of whether or not you actually want to take this path. You can decline and choose either north or south&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 19C - The Cliffs of Thoria ===&lt;br /&gt;
Scenario Objective: Make it to the end of the river&lt;br /&gt;
&lt;br /&gt;
Turns: 45&lt;br /&gt;
&lt;br /&gt;
Defeat:&lt;br /&gt;
* Death of Konrad, Delfador, Li'sar, or Kalenz&lt;br /&gt;
* Turns run out&lt;br /&gt;
&lt;br /&gt;
Early Finish Bonus: 40% gold carryover&lt;br /&gt;
&lt;br /&gt;
Starting Units:&lt;br /&gt;
* Konrad&lt;br /&gt;
* Delfador&lt;br /&gt;
* Li'sar&lt;br /&gt;
* Kalenz&lt;br /&gt;
* Your strongest merman&lt;br /&gt;
&lt;br /&gt;
After a little spat between Kalenz and the merman you use to go east, you'll head for the Cliffs of Thoria. You'll find a long water level full of derelict vessels of the Queen. You'll also meet a Drake. After some conversation you discover that the Queens' forces attacked the Drakes, and now the Drakes will stop you from going forward. Since you have to move forward, you'll have to fight them.&lt;br /&gt;
&lt;br /&gt;
There are a number of small islands on this map with Drake bases. Each base will produce one Drake every turn until one of your units occupies the base. This means this level offers an enormous amount of experience, but is extremely difficult as you'll be fighting in water against a constant tide of Drakes.&lt;br /&gt;
&lt;br /&gt;
Further, if you move outside of the stream, you'll discover very powerful undead enemies to the south. Basically, avoid the dark blue water. Even if you kill the undead, they'll just come back immediately, so don't try.&lt;br /&gt;
&lt;br /&gt;
This map also contains a trident, useful for giving one of your mermen a magical electric attack.&lt;br /&gt;
&lt;br /&gt;
Tip: Compared to the other two choices, this map is insanely hard. While there is an opportunity to pick up another loyal unit, you may wish to skip the challenge unless you have at least 1000 gold and a sufficient number of leveled-up mermen.&lt;br /&gt;
&lt;br /&gt;
Tip: If you're going to insist on playing this map, hire many turns worth of gryphons and merfolk and move as fast as you can and just take the heavy losses. Since each base creates a unit every turn, to destroy a base you have to kill the unit occupying it and then move onto the base in that turn. Since merfolk can't move onto mountains, you'll need the gryphons to destroy bases.&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;
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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>Schnobs</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=HeirToTheThrone&amp;diff=39068</id>
		<title>HeirToTheThrone</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=HeirToTheThrone&amp;diff=39068"/>
		<updated>2010-11-25T13:50:53Z</updated>

		<summary type="html">&lt;p&gt;Schnobs: /* Scenario 4 - Bay of Pearls */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a walkthrough of '''Heir to the Throne''', the campaign featuring Konrad. It contains spoilers.&lt;br /&gt;
&lt;br /&gt;
The suggestions herein are based on the &amp;quot;Medium&amp;quot; and &amp;quot;Hard&amp;quot; difficulty levels. It should be possible to win the &amp;quot;Easy&amp;quot; difficulty level without trying very hard if you are an accomplished gamer.  If you feel comfortable with turn-based games, especially ones featuring units moving on a hex map, then you can play the Tutorial and then dive right into &amp;quot;Medium&amp;quot; to get a feel for the elements of the game. After you have played a few scenarios and are ready to restart from the beginning (and yes, it is  very likely you will have to restart the first time you play Wesnoth), try reading [[AdvancedTactics]].  You should also be familiar with the basics in [[WesnothManual]] -- this is a walkthrough, not an exposition of basic game mechanics.&lt;br /&gt;
&lt;br /&gt;
Each scenario has an individual forum thread where you can provide feedback to the authors.  See also the forum posts [http://www.wesnoth.org/forum/viewtopic.php?t=3601 Suggestions for Heir to the Throne walkthrough] and [http://www.wesnoth.org/forum/viewtopic.php?t=4026 Yet another &amp;quot;Heir to the Throne&amp;quot; walktrough] (sic) for more.  [http://www.wesnoth.org/forum/viewtopic.php?t=7064 Ye Compleat Walkthrough To &amp;quot;Heir To The Throne&amp;quot;] is a detailed guide, with illustrations, to the first several scenarios.&lt;br /&gt;
&lt;br /&gt;
Finally, some [http://www.hermann-uwe.de/blog/my-wesnoth-replays-online replays] were posted by Uwe Hermann.&lt;br /&gt;
&lt;br /&gt;
'''Warning spoilers ahead!'''&lt;br /&gt;
&lt;br /&gt;
== Scenario 1 - The Elves Besieged ==&lt;br /&gt;
Scenario objectives: Both Konrad and Delfador must survive, and Konrad must escape to the signpost in the northwest corner of the map.&lt;br /&gt;
&lt;br /&gt;
The orcs as well as your allies will levy a great many troops, you'll soon find yourself between the lines in a huge battle. All those units slugging it out can take quite some time, you may want to try two options on the Preferences dialog, &amp;quot;Accelerated Speed&amp;quot; or maybe even &amp;quot;Skip AI Moves&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
This scenario is a &amp;quot;runner&amp;quot; scenario; on turn one, recruit a castle full of fresh recruits, and immediately make a break for it! If you're new to Wesnoth, getting Konrad out of there in one piece will be difficult enough and may require you to start over a couple of times. Hint: don't keep your units all lumped around Konrad, as a large host will attract the enemies' attention. &lt;br /&gt;
&lt;br /&gt;
Terrain dictates two routes to the signpost: west to the druid and then north, or north over the bridge and then west. Either way, you should send Delfador and most of your army straight north. This is a ruse, the sole purpose is to lure the enemy towards the road  while Konrad (with only one or two level-1 bodyguards) makes his way towards the exit. There's no chance of winning, your troops should perform a skirmishing retreat westwards into the forest.&lt;br /&gt;
&lt;br /&gt;
Other than getting Konrad on his way, the inofficial objective of this scenario is to gain some experience for your troops. Experience is gained by fighting; once a level of experience is reached, your units will &amp;quot;level up&amp;quot; and become more powerful units. Killing an opponent will give much more experience than just fighting, so you should try to arrange it in such a way that the unit you want to upgrade gets to deliver the coup de grace.&lt;br /&gt;
&lt;br /&gt;
Now a few words about the units at your disposal. In-game, you cannot check the data of unknown units; if you want to take a peek anyway, check the [http://www.wesnoth.org/units/ Wesnoth Unit Tree].&lt;br /&gt;
&lt;br /&gt;
* Fighters and Archers. Melee and ranged, all elvish warriors are capable of both, it's more a matter of emphasis than an actual distinction. When they level up, most should become Heroes and Rangers, repectively; you'll only need one or two Captains, and probably are better off without any Marksmen: spellcasters will serve the same purpose much better.&lt;br /&gt;
&lt;br /&gt;
* Shamans are minor healers. As a rule of thumb, you should never enter into any scenario without at least one healer. Leveling up a Shaman is somewhat tricky, as they can do only very little damage. If you use stronger units to knock an enemy unit's HP down, you can move your shamans up from behind the lines to administer the finishing blow. As difficult as it is to level up a shaman, it is well worth the hassle. Druids will be standard healers, you want one (and possibly only one) of those as soon as possible. A Sorceress cannot heal at all, but is a powerful spellcaster. At their higest level, both will learn to fly and become very mobile.&lt;br /&gt;
&lt;br /&gt;
* Scouts may seem weak, but there's more to them than meets the eye. While most riders suffer severe penalties in difficult terrain, the elvish variant can cross rivers, swamps and even mountains rather quickly and will usually even receive a reasonable defense modifier. Insofar, they're less like horsemen and more like fast infantry. Whether you employ them in numbers is a matter of taste, however, you should always remember that you have these extremely mobile units at your disposal.&lt;br /&gt;
&lt;br /&gt;
* Konrad, your leader, starts most scenarios at a keep where he may recruit some troops, but that doesn't mean that he should stay there forever: Being always on the map, he may just as well make himself useful. Getting him to level two will earn him a 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;
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Early finish bonus: 32 gold per turn.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=2881 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 2 - Blackwater Port ==&lt;br /&gt;
Scenario objectives: Survive 12 turns (9 on Hard), or kill the enemy leader.&lt;br /&gt;
&lt;br /&gt;
The opening dialog will introduce a new friend, Haldiel, a loyal Horseman. The importance of loyalty is explained in [http://www.wesnoth.org/wiki/CampaignStrategies#The_importance_of_loyalty Campaign Strategies].&lt;br /&gt;
&lt;br /&gt;
'''Horsemen'''&lt;br /&gt;
:Now that's cavalry as we know it. Their charges can be truly devastating if somewhat suicidal, as your ally will demonstrate soon. Employing charge attacks takes a little getting used to, as it differs so much from ordinary melee. Keep an eye on the &amp;quot;Damage Calculations&amp;quot; until you get the knack of it.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Back to topic: If you recall units, choose those that have enough experience to be worth the 2 to 6 gold difference over fresh recruits, or who have specific traits that you need. Hole up in the forest on your side of the road (so the enemy has to stand on the plains to face you). Feel free to seize a few villages from your ally, he won't complain. If you have a unit to spare, you may even take the villages next his castle. Matter of fact, this is a prudent move &amp;amp;ndash; after all, Sir Kaylan would only use the gold to recruit troops that would steal your experience!&lt;br /&gt;
&lt;br /&gt;
You can also send Haldiel west as fast as possible and attempt to take the village due south of the enemy castle.  This will draw some orcs south, reducing the pressure on your actual army and giving you more freedom to shape the battle. However, be careful to not let him get pinned down and killed.&lt;br /&gt;
&lt;br /&gt;
Sir Kaylan will send one or two horsemen to the enemy lines to assist you.  Although these horsemen are not under your direct control, they can serve as a distraction if you manoeuver your forces properly, taking the brunt during the enemy's turn to attack. &lt;br /&gt;
&lt;br /&gt;
The first night will be tough, be prepared to lose some units; but if you use the terrain to your advantage, you should have enough of an army left to launch a serious counterattack during the next day. The momentum should keep you going even through the next night and you may soon find yourself besieging the enemy keep. However, the actual objective is merely to survive &amp;amp;ndash; if everything fails, you may still retreat behind the swordsmen guarding Sir Kaylans fortress.&lt;br /&gt;
&lt;br /&gt;
There is an early finish bonus for killing the enemy leader, however, it will probably be small. In other words: rushing it won't be worthwhile, instead you should play it safe: manoeuver carefully and try to get some experience to those units that need it most. By the end of this scenario, you really ought to have a Druid &amp;amp;ndash; that's absolutely vital. Next in line should be an elvish Fighter (make him a Captain) and Konrad, anything else is optional. But the more the merrier as they say.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=2929 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 3 - Isle of Alduin ==&lt;br /&gt;
Scenario objectives: Kill the enemy leader.&lt;br /&gt;
&lt;br /&gt;
The key to victory is to control the villages, earning the gold you need to recruit or recall troops.  You have the option to send the majority of your army west or south with village grabbers going the opposite direction.  If you choose to send your army west (recommended) send a scout and an archer south, grabbing alternating villages. Done intelligently they will each grab 1 village per turn until they are near the opponents keep. Be careful of engaging the enemy on the west flank near the hills at night: this is where they shine. Back off to the forests and wait for a more favorable time of day if necessary.&lt;br /&gt;
&lt;br /&gt;
The following strategy works well if you take care of your unit placement. Protect units you cannot afford to lose from multiple attacks at night or when weakened, particularly new horsemen and magi.&lt;br /&gt;
&lt;br /&gt;
First recall or recruit 3 elvish scouts. Send two scouts to the southern villages, and the third to the village to the northwest. Recruit 3 fighters; send one to the south and the other two to the southwest. This works best if one scout is &amp;quot;quick&amp;quot; and the fighter recruited to fill the southeastern hex of your castle is also &amp;quot;quick&amp;quot;. If not you may have to modify this strategy. Send Delfador up to the northwest on the first turn to find the mage and send the mage down to the village next to the castle. Konrad should take two nearby villages in the first two turns, because you have no money left anyway.&lt;br /&gt;
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One of the scouts goes as far south as possible, taking villages and distracting the enemy. This scout is usually destroyed by turn 4. That's OK. The other scout in the south usually has to retreat to survive. You try to take all the villages in the south you can and then reinforce the south slowly and move south. Now your main push is in the west because most villages are there and you need an income of over 20 per turn to recall all of your good troops. I usually use the scout I have sent to the northwest village on the island to take all of the far northwest villages. Delfador can destroy an enemy unit each turn, especially saurians, because these pesky units can kill weakened units in the rear. Horsemen take too long to cross the forest south of your castle but are strong on the western plains during daytime. Send newly-recruited horsemen to the west along with 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;
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Move south in tight groups, trying not to get too aggressive at night with the west group, until they meet at the far southern end of the island, and assault the castle together.&lt;br /&gt;
&lt;br /&gt;
If you are a new player, you've probably been focusing on game mechanics and how the units and terrain interact. If so, it's time to give serious thought to leveling up some units by allowing them to strike the killing blow. When Konrad or an elven fighter is at level 2, they get the &amp;quot;leadership&amp;quot; skill. When a shaman levels up, they get the &amp;quot;cure&amp;quot; skill.&lt;br /&gt;
&lt;br /&gt;
Hardly any player notices this, but this scenario offers the opportunity for some extra experience at the expense of very little gold. The early finish bonus is 38, but there are 36 villages on the island, so if you control all villages, you only lose 2 gold per turn (or only 1.6 gold, since only 80% can be retained - should be less than 24, since you hardly ever finish more than 15 turns early). So instead of killing the remaining enemies - especially the enemy leader - you might encircle them and reduce their health to a minimum. If you do not attack them in the subsequent turns, they will neither attack nor move, thus regain 2 HP per turn and will eventually be healthy enough to stand an attack of your weaker units. This is a relatively safe way to milk some extra XPs out of them for your weaker units (preferably magi and shamans). While milking level 1 units may not be very rewarding, milking the level 2 leader might easily give 20 extra XPs.&lt;br /&gt;
&lt;br /&gt;
A note about playing with Magi: They are weak units, but become important later in the game. Over the next few levels, you'll want to level at least two Magi to White Magi for later in the game; they have an arcane (or holy) attack which does incredible amounts of damage to the undead. Fire Magi can eventually level up to level 4 Great Magi, which are walking killing machines, and Fire Magi do decent damage to most other units, especially trolls and skeletons. Magi are weak, however, so they need to be guarded by stronger units. Don't let the enemy have more than one attack position on them.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=2959 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 4 - Bay of Pearls ==&lt;br /&gt;
Scenario objectives: Kill one or both enemy leaders.&lt;br /&gt;
&lt;br /&gt;
Opening moves: On the first turn, have Konrad recruit or recall some units. Which units, and in which order, is your first tactical decision. If you recruit/recall in pairs, with one fast (6 movement points or more) and one slow unit, then one will be able to move onto the island the next turn, while the other is still wading through the river.&lt;br /&gt;
&lt;br /&gt;
Then, move Konrad to the cage on the island just to the east. This will free some mermen. (How many depends on whether you are playing on Easy, Medium, or Hard.) One of these can go open the second cage, and so on: by the end of your very first turn, you should have five mermen in the water.&lt;br /&gt;
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Watch out: there's one cage far out at sea that's easily overlooked. The first Merman you set free tells you as much, but if you skip the message... Anyway, it is guarded by two nagas. Send two or (at most) three Mermen up there and *do not* fight it out: get the cage first, then kill the nagas with the help of the mermen from that cage. It holds at least four Mermen, on of them an Initiate. The latter may become a healer, try to get her experienced as soon as possible.&lt;br /&gt;
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Even further north than the last cage there's a trident in the water. It will confer a powerful ranged attack to its bearer. Have a &amp;quot;quick&amp;quot; merman pick it up (who should eventually become a Hoplite).&lt;br /&gt;
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The remaining mermen should try to hold the sea leaders' recruits at bay. Mermen and nagas both have high defense in water, so combat can be a bit slow and frustrating. Concentrate three or four mermen on a single enemy unit at a time, rather than spreading your attacks piecemeal. Don't push too hard, especially not at night when your attacks are weak. Keeping your loyal mermen alive is more important than the possession of a village, and things will look much better on the next day. If that doesn't suffice, the troops from the deep-sea cage may lend a hand.&lt;br /&gt;
&lt;br /&gt;
It will be nigh impossible for your horsemen and elves to wade to the island to fight the sea leader in time, so eventually your need to do this. The Storm Trident and the Initiate both have magic attacks (70% to-hit regardless of terrain) and should go a long way... you better attack him during the day, even if it means that you need to wait for a few turns.&lt;br /&gt;
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On land, you have to fight off a wave of orcs and wolves. Your decision is how far west to engage the enemy, though really, you have little choice: You are hindered by the limited recruitment you can do each turn, and how long it takes your elves and horsemen to trickle across the river. Some wolves may reach you in the night, but the bulk of his army won't arrive until daybreak. Press hard during the day, and there will be little left of his army when the night comes. &lt;br /&gt;
&lt;br /&gt;
Careful management of your killing blows should allow several units to get to Level 2. A charging horseman does so much damage it will be easy for the horsemen to get all the kills, but try to get at least Konrad, your loyal mage,  and an elven fighter to level-2 (if you haven't already).&lt;br /&gt;
&lt;br /&gt;
The outcome of this battle affects the next scenario you play. If you kill the sea leader you wind up on Isle of the Damned. If you kill the land leader you wind up on Muff Malal's Peninsula. If you kill both, you can choose (and get an early finish bonus).&lt;br /&gt;
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New players should take the land route to Muff Malal's Peninsula, where you can easily level up many units or collect an early finish bonus. Experienced players or those who are looking for an interesting tactical exercise may wish to consider the sea route to the Isle of the Damned, where you will find a loyal White Mage who *might* join you... if you meet some very tough winning conditions. Either choice will be a battle against undead.&lt;br /&gt;
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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;
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You should now control most villages and have some gold, so recruit or recall additional troops. Launch an offensive with your central force, supported by your horsemen advancing at the sides.  Don't forget to use Konrad in the attack.&lt;br /&gt;
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Try to attack with human units only at day, when the undead are at their weakest, and hold the lines with your elves at night.&lt;br /&gt;
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Early finish bonus for killing the enemy leader.&lt;br /&gt;
&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.  Whichever strategy you choose, remember that the undead are well on their way to join the orcs occupying the city.  Speed is a factor.&lt;br /&gt;
&lt;br /&gt;
Konrad will receive some help from the Thieves Guild. Apparently, an orcish occupation is bad for business. They will either show you a hidden ford onto the island, or attack the north gate after you take one of the island villages. Whether you choose to storm the city, and which aid to accept, depends in large part on how much of a hurry you are in.  Every turn, the undead march southward, and you'll have quite a fight on your hands after they reinforce the orcs in the city proper.&lt;br /&gt;
&lt;br /&gt;
After you defeat the orcs, you must fight your way north.  Fighting against the undead requires a different mix of units than fighting the orcs. Your mermen are too slow on land.  Horsemen and elvish units do reduced damage to skeletons.  Here, you need... mages.  Lots and lots of mages. And a paladin, if you've leveled a unit that high enough. Expect to spend many turns fighting through the northernmost six hexes. You are fighting in a cave, which slows your units down. Being underground, it is also treated as night for the time of day penalties.  Also, don't forget that mages can't take a lot of abuse, especially from melee attacks.  You will have to figure out how to use your less effective elvish units and horsemen to shield your mages.&lt;br /&gt;
&lt;br /&gt;
By now, you should have either Konrad or a level 2 elven fighter with the Leadership ability. A unit adjacent to a leader receives a +25% bonus to damage. Likewise, carefully position shamen or white mages in your lines so they can heal wounded units.  Two adjacent healers will heal each other.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing both enemy leaders.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3224 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Scenario 7 - Crossroads ==&lt;br /&gt;
Scenario objectives: Kill the north-eastern enemy leader.&lt;br /&gt;
&lt;br /&gt;
There are two strategies: either to &amp;quot;run for it&amp;quot;, or &amp;quot;kill them all&amp;quot;.  Which you choose will probably depend on whether you want to earn lots of gold, or level up lots of units.&lt;br /&gt;
&lt;br /&gt;
If you choose to run,  recall two turn's worth of troops.  Most should be level 2, but you should recruit one or two units as sacrifical lambs. Having two healers (who will stay adjacent to each other for mutual healing) is almost a necessity. Move the units in formation (probably in two packs) along the road. Do not be tempted to move units into the mountains.  The increased defence is not worth the risk of triggering ambushes. Drive your way to the leader in the northwest, kill them, and reap the early finish bonus.&lt;br /&gt;
&lt;br /&gt;
The second strategy is to methodically destroy all enemy units on the map. Recruit two turns worth of units, and then drive south.  Overcome the southern leader, and recruit more troops in his castle.  Move back north, moving into every town and through the mountains, in order to trigger ambushes. This strategy is trickier to pull off, but careful management of your kills should allow you to level multiple units. (Just be careful not to run out of turns...)&lt;br /&gt;
&lt;br /&gt;
Note:  The first two villages 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 (as of 1.8.3 on medium difficulty turns = 40)&lt;br /&gt;
*Starting units: Konrad, Delfador, Kalenz, a random soldier&lt;br /&gt;
*Early finish bonus: ?? &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 recalling, if you can afford them.  Likewise, gryphons and horsemen are bogged down.  Recruit dwarves for speed, and mages to back them up. (However, a Gryphon can pass the small pond quickly, and there are four towns on the other side.)&lt;br /&gt;
&lt;br /&gt;
You are fighting Lionel, a former general turned Death Knight, who starts trapped in the south.  To the west is the usual orc/troll force.  In the north is a dwarven ally, although if you are too slow they will be overwhelmed by the orcs. &lt;br /&gt;
&lt;br /&gt;
Dwarven fighters do well against the undead, while the Thunderers do best against the orcs and trolls.    If you choose to go for money, rush troops both south and north, reinforcing the native dwarves and triggering the appearance of the undead.  If you choose to go for experience, ignore the undead until you have killed the orcs, then return en masse to destroy the undead.  Don't take too long, as Lionel will break forth on turn 20.&lt;br /&gt;
&lt;br /&gt;
There are two ways to get to Lionel: an entrance opens in the pond on turn 19/20; and walls collapse when units move into tiles just south of the sign that says &amp;quot;Guest Quarters&amp;quot;, regardless of when this happens.&lt;br /&gt;
&lt;br /&gt;
Tip: If you make dwarf leader to survive (and actually reveal him), Dwarvish Guardsman will become available.&lt;br /&gt;
&lt;br /&gt;
== 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 Sceptre 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;
Tip: As of 9/10 (version 1.8.4) playing at Easy level, early finish bonus of 17. By the time the Scepter was reached most mobs already dead anyway, so not much opportunity for further leveling.&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 lots of gold&lt;br /&gt;
*** There's a third option. If you take a mermen to the eastern side of the river, you will be asked if you want to go through the river instead&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, south or east (with a mermen). 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 between these two 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. The east alternative takess you to a difficult scenario, so you could prefer to avoid that option.&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: in case you choose the mermen choice, you might want to attack south in the meanwhile to give them time to get to the eastern side of the map.&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;
Tip: If you choose to move a merman to the east, you will be given the option of whether or not you actually want to take this path. You can decline and choose either north or south&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 19C - The Cliffs of Thoria ===&lt;br /&gt;
Scenario Objective: Make it to the end of the river&lt;br /&gt;
&lt;br /&gt;
Turns: 45&lt;br /&gt;
&lt;br /&gt;
Defeat:&lt;br /&gt;
* Death of Konrad, Delfador, Li'sar, or Kalenz&lt;br /&gt;
* Turns run out&lt;br /&gt;
&lt;br /&gt;
Early Finish Bonus: 40% gold carryover&lt;br /&gt;
&lt;br /&gt;
Starting Units:&lt;br /&gt;
* Konrad&lt;br /&gt;
* Delfador&lt;br /&gt;
* Li'sar&lt;br /&gt;
* Kalenz&lt;br /&gt;
* Your strongest merman&lt;br /&gt;
&lt;br /&gt;
After a little spat between Kalenz and the merman you use to go east, you'll head for the Cliffs of Thoria. You'll find a long water level full of derelict vessels of the Queen. You'll also meet a Drake. After some conversation you discover that the Queens' forces attacked the Drakes, and now the Drakes will stop you from going forward. Since you have to move forward, you'll have to fight them.&lt;br /&gt;
&lt;br /&gt;
There are a number of small islands on this map with Drake bases. Each base will produce one Drake every turn until one of your units occupies the base. This means this level offers an enormous amount of experience, but is extremely difficult as you'll be fighting in water against a constant tide of Drakes.&lt;br /&gt;
&lt;br /&gt;
Further, if you move outside of the stream, you'll discover very powerful undead enemies to the south. Basically, avoid the dark blue water. Even if you kill the undead, they'll just come back immediately, so don't try.&lt;br /&gt;
&lt;br /&gt;
This map also contains a trident, useful for giving one of your mermen a magical electric attack.&lt;br /&gt;
&lt;br /&gt;
Tip: Compared to the other two choices, this map is insanely hard. While there is an opportunity to pick up another loyal unit, you may wish to skip the challenge unless you have at least 1000 gold and a sufficient number of leveled-up mermen.&lt;br /&gt;
&lt;br /&gt;
Tip: If you're going to insist on playing this map, hire many turns worth of gryphons and merfolk and move as fast as you can and just take the heavy losses. Since each base creates a unit every turn, to destroy a base you have to kill the unit occupying it and then move onto the base in that turn. Since merfolk can't move onto mountains, you'll need the gryphons to destroy bases.&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>Schnobs</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=UnderTheBurningSuns&amp;diff=38782</id>
		<title>UnderTheBurningSuns</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=UnderTheBurningSuns&amp;diff=38782"/>
		<updated>2010-10-29T11:41:18Z</updated>

		<summary type="html">&lt;p&gt;Schnobs: /* Strategic Tips */&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;
===Gameplay===&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;
* regarding movement and defense, sand is the new forest&lt;br /&gt;
* Elves' movement cost in caves is 2 (not 3)&lt;br /&gt;
* Your elves are lawful and subject to the day-night cycle, which has changed quite a bit:&lt;br /&gt;
** First Dawn&lt;br /&gt;
** First Morning, Midday, Afternoon (3 turns of daylight)&lt;br /&gt;
** First Dusk&lt;br /&gt;
** The Short Dark (Night)&lt;br /&gt;
** Second Dawn&lt;br /&gt;
** Second Morning, Midday, Afternoon (3 turns of daylight)&lt;br /&gt;
** Second Dusk&lt;br /&gt;
** The Long Dark 1-4&lt;br /&gt;
* Most known units still work the same way, however:&lt;br /&gt;
** Sorceress line has been removed&lt;br /&gt;
** Healers may become level-4 (Illuminates, also slightly improved damage &amp;amp; resistances)&lt;br /&gt;
** Ranger and above can backstab&lt;br /&gt;
** a new type of level-2 skirmishing cavalry&lt;br /&gt;
** a new type of infantry, Desert Hunters: slowing ranged attack, skirmishers from level 2&lt;br /&gt;
&lt;br /&gt;
===Kaleh===&lt;br /&gt;
Your leader doesn't level up like ordinary units. Every time he reaches max XP, his hitpoints and attack damage will improve a bit, and you're asked what else you want him to learn on top of that, like &amp;quot;become a better swordsman&amp;quot; or &lt;br /&gt;
&amp;quot;learn to use the bolas&amp;quot;. Many abilities become available only after he's learned something else, but you needn't worry: none of the abilities is game-breaking in one way or another, and eventually he'll learn almost all of them. The two most important things to know are:&lt;br /&gt;
* the very first swordsman&amp;lt;-&amp;gt;archer choice defines his later field of excellence (he'll be merely good in the other)&lt;br /&gt;
* bolas and leadership are mutually exclusive&lt;br /&gt;
&lt;br /&gt;
===Long-Term Strategy===&lt;br /&gt;
There's no way to know this beforehand, but you'll have to fight a some big underground battles. The army you build during the first scenarios should be capable of fighting in caves. 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 in narrow corridors?&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;
* Marksman/Sharpshooter (marksmanship ain't necessary, and besides they're too brittle)&lt;br /&gt;
* Hero/Champion (unless they're quick)&lt;br /&gt;
* Scout/Rider/Outrider (as slow as infantry, but weaker)&lt;br /&gt;
&lt;br /&gt;
There are more effective units:&lt;br /&gt;
* Ranger/Avenger have range attack (anti-troll) and backstab (+damage)&lt;br /&gt;
* Captain/Marshal have leadership (+damage)&lt;br /&gt;
* Sentinel's &amp;quot;slow&amp;quot; attack minimizes the damage taken; skirmish may break deadlocks&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;
&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
&lt;br /&gt;
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;
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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;
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==&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;
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==&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;
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* 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>Schnobs</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=DelfadorsMemoirs&amp;diff=38763</id>
		<title>DelfadorsMemoirs</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=DelfadorsMemoirs&amp;diff=38763"/>
		<updated>2010-10-28T12:29:59Z</updated>

		<summary type="html">&lt;p&gt;Schnobs: /* Terror at the Ford of Parthyn */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Story==&lt;br /&gt;
&lt;br /&gt;
This campaign follows the adventures of Delfador, beginning from him leaving home as a newly qualified journeyman mage,&lt;br /&gt;
and leading up to him helping to bring peace to Wesnoth.  It is set a couple of generations earlier than &amp;quot;Heir to the&lt;br /&gt;
Throne&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
&lt;br /&gt;
Original developer: email to Josh Parsons, jp30 AT st-and.ac.uk.&lt;br /&gt;
Thread is at http://www.wesnoth.org/forum/viewtopic.php?t=1293.&lt;br /&gt;
&lt;br /&gt;
More recently, the campaign has been picked up and improved by 'tapik' - see [[CampaignDelfadorsMemoirs]].&lt;br /&gt;
&lt;br /&gt;
==Campaign Strategy==&lt;br /&gt;
&lt;br /&gt;
This section gives some advice on long-term strategy in this campaign.&lt;br /&gt;
&lt;br /&gt;
''NOTE: plot spoilers''. In this campaign, you work with 6 different armies: your starting loyalist army, an undead army in the underworld, Kalenz and Chantal's elven armies, a dwarf army, and a loyalist army from Parthyn. Which armies are on the recall list varies from scenario to scenario. To an extent that means that long-term strategy doesn't matter, because you keep being given a clean slate; conversely, if you are short of vital units, you might have to go back 10 levels to fix it.&lt;br /&gt;
&lt;br /&gt;
As the campaign progresses, money will become scarce and you'll recall ever smaller armies; don't spread experience among too many units, but strive to build a small core of elite troops. Useful long term strategies are:&lt;br /&gt;
&lt;br /&gt;
* loyalists:&lt;br /&gt;
** '''mages''': for your starting loyalist army, mages are important. '''Get 2 white mages as early as you can'''. You face a lot of assassins in the early levels, and from level 7 onward there are a lot of undead. You'll have little use for red mages, one really is enough.&lt;br /&gt;
** '''heavy infantry''': not that useful, despite the numbers of undead. Too many of the levels are big wide open spaces, or have difficult terrain where your HI will founder, or you are given holy water or dwarves and so have better options. Nonetheless it is worth recruiting some HI in levels that do suit them, because you lose the ability to recruit them at some points but can still recall them.&lt;br /&gt;
** '''horsemen''': now these are useful - the early levels suit them well and you can employ them in numbers. Later you'll be mostly facing undead: paladins will be excellent, but it will be hard to level up any more knights. Make your paladins while you're still facing orcs, you'll hardly be able to make more than three (and probably employ only two).&lt;br /&gt;
* elves: standard mixture of elves is fine (although there are many undead, you get holy water to deal with them), except:&lt;br /&gt;
** '''sorcerors''': you get a druid free, and will want a second, but perhaps more importantly you want plenty of sorcerors as these are good against the sort of undead that you don't want to melee even with holy water (spectres).&lt;br /&gt;
* Delfador: perhaps the most important long run strategy in this campaign is to get Delfador to level 3 early, and near to reaching level 4 by the end of the loyalist levels (1-8). Delfador has to fight one level essentially on his own, and it helps a lot if he is at or near level 4 (the free heal from the level-up would be useful during that level).&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
&lt;br /&gt;
You should be familiar with the basics in [[WesnothManual]] -- this is a walkthrough, not an exposition of basic game mechanics.&lt;br /&gt;
&lt;br /&gt;
Each scenario has an individual forum thread where you can provide feedback to the authors.  You can find these [http://www.wesnoth.org/forum/viewtopic.php?f=22&amp;amp;t=25554 here]. Feedback is useful as it helps the developers improve the campaign in future versions; and the posts by other players may contain advice or pointers beyond those in this walkthrough.&lt;br /&gt;
&lt;br /&gt;
===Overture===&lt;br /&gt;
&lt;br /&gt;
Just an introduction - sit back and enjoy the show.&lt;br /&gt;
&lt;br /&gt;
===This Valley Belongs to Me===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Grogor-Tuk, the enemy leader.&lt;br /&gt;
&lt;br /&gt;
This one is tricky (at least at Great Mage - hard). The enemy has a lot of gold and sends a steady stream of units your way for the first day. In the south/centre is the easy bit - defend the river. Use your mage of light here to back up a few horsemen/spearmen to fend off the attackers.&lt;br /&gt;
&lt;br /&gt;
The tricky bit is to the north - wolf riders cross the river to the north and come down through the woods. Some spearmen and mages in the woods works here, and there's a village in the woods to the north to anchor your defence on. Wolf riders don't benefit as much as your units do on the wooded tiles. Aim to give plenty of XP to at least one mage, so you can level him up here or early at the next level.&lt;br /&gt;
&lt;br /&gt;
===The Road to Weldyn===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Urthaka-Tan, the enemy leader.&lt;br /&gt;
&lt;br /&gt;
You want quite a few horsemen here; it's a good opportunity to get lots of horsemen on your recall list (they are cheaper to recall than recruit later on). There are enough villages to fund recruiting or recalling 9 units and still have positive income throughout. You want at least half of your units to be horsemen: the enemy will have lots of archers who are easy prey in these open fields. You start with an archer and gain the ability to recruit more here, but you are better off recalling or recruiting mages, plus a couple of spearmen to play defence in the first night.&lt;br /&gt;
&lt;br /&gt;
[Thrash: When I played it in 1.8.4, the enemy recruited very few archers, instead it was mainly melee units (trollchens, wolves and grunts) so archers and mages were very useful to me, horsemen less so.]&lt;br /&gt;
&lt;br /&gt;
This level is dead easy to win because the enemy has a small keep, so his forces arrive spread out and not supporting each other. Use the day/night cycle; at night just fall back and, particularly on the first night, use the line of woods and castle tiles just west of your start. Your horsemen can go and take villages and make it back to fight at dawn on day 2. In the day, crush them with the horsemen and mages. You want to level up mages and horsemen.&lt;br /&gt;
&lt;br /&gt;
Once you have crushed the enemy army, take the remaining villages and milk for XP - the early exit bonus is only +15/turn, and you should be able to get +14/turn while prolonging the level. You are heading for knights (for paladins later) and white mages, as per [[#Campaign_Strategy]].&lt;br /&gt;
&lt;br /&gt;
===Leollyn===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Hagha-Tan, and keep Leollyn alive.&lt;br /&gt;
&lt;br /&gt;
You can ignore the ally in my experience; the enemy send a few units down that way, but the L3 mage and his L2 mage recruits are well able to handle them.&lt;br /&gt;
&lt;br /&gt;
You want to recall at least one and preferably two white mages (there will be lots of assassins), and a horseman near leveling up. The rest of your recruit should be a mix of bowmen and spearmen, including one or two level 2 ones. March up to the ford to the north-west and build a defensive position for the night; keep the front line together with as few units as you can, as most will end up poisoned each turn; cycle them out and replace with others. Once day breaks, hopefully you have enough decent units left to mop up the enemy's first wave; your horseman is ideal to pick off any strong enemy units standing in the water.&lt;br /&gt;
&lt;br /&gt;
Hopefully you can push over the river by afternoon on the second day. You can lure out the enemy leader and then run him down with your knight and Delfador.&lt;br /&gt;
&lt;br /&gt;
[Thash: In my experience you want to finish this one early, by say turn 10, to get a big enough bonus for the next scenario, as it seem impossible with minimum starting gold.]&lt;br /&gt;
&lt;br /&gt;
===Council in Weldyn===&lt;br /&gt;
&lt;br /&gt;
Just story.&lt;br /&gt;
&lt;br /&gt;
===Swamps of Illuven===&lt;br /&gt;
&lt;br /&gt;
Objectives: Delfador must reach signpost in north-east before time runs out.&lt;br /&gt;
&lt;br /&gt;
Spoiler: The protection charge is always 80% of your gold, and gets rid of the north-west enemy (the one not in the way of getting to the signpost). The other enemy player (the one blocking the signpost) gets a small gold bonus. So, you are losing 80% of your gold to get rid of around 40% of the enemy gold; hence, it's normally best to refuse to pay. At Easy, the deal is even worse, as the net effect is only about -25% of the enemy gold. Additionally, there is a gold bonus available if you don't pay and do defeat the NW enemy. It is not noted in the &amp;quot;Objectives&amp;quot;; instead, a treasure chest is shown on the map. Remember to take it.&lt;br /&gt;
&lt;br /&gt;
Option 1, refusing to pay: If you don't pay the charge, you get to recruit a big army, get more XP, and finish quicker. You should be able to hold the central island while pushing a force from there to take out the NW leader. A balanced force would consist of couple of horsemen, 2 white mages, a couple of level 2s, a couple of level 1 mages (which are pretty good against footpads and poachers as they ignore their high defense ratings), and the rest spearmen as fodder to form your defensive line. It is vital to use Lionel's level-3 leadership to help your level-1 units fight better.&lt;br /&gt;
&lt;br /&gt;
Option 2, paying the charge: The level is playable paying the charge if you are coming in with ~250 gold or more. Although it gives the AI a big lead in gold, you have halved the recruit rate for the AIs and ensured that they are all on the far side of the level; the AI's forces don't concentrate so well and your small force can evade them at night. You may prefer this route if you prefer a challenging small-army scouting battle rather than a big army battle. You can win by starting with as little as two raw recruit Spearman and a recalled horseman, if you take some villages so that you can recall some more units later.&lt;br /&gt;
&lt;br /&gt;
===Night in the Swamp===&lt;br /&gt;
&lt;br /&gt;
Objective: survive 12 turns.&lt;br /&gt;
&lt;br /&gt;
It is hard to get an early exit bonus here, and you don't need it, so just take the opportunity to level up some units. Grab some heavy infantry and mages, and perhaps a knight - see [[#Campaign Strategy]]. &lt;br /&gt;
&lt;br /&gt;
You can put a generator out of action by landing any level 2 or better mage on it; the level will end when there are no skeletons left. At easy, it appears that there is only one generator - you can storm it and get an early exit bonus if you find the next level easier that way, but I think leveling up units is more useful here.&lt;br /&gt;
&lt;br /&gt;
===Ur-Thorodor===&lt;br /&gt;
&lt;br /&gt;
Objectives: get Delfador into the wose castle. No early exit bonus.&lt;br /&gt;
&lt;br /&gt;
The main hazard here is the gryphons - they will attack as you cross the water. Be careful with Lionel and Delfador; you may need to use fodder to lure the gryphons and then blast them. Recall a red mage, a good damage sink (a knight will do), a healer, and perhaps another mage and a fodder unit. Cross straight away, and don't get bogged down on the other side - blast a hole with your mages and get Delfador into the castle asap. You are not likely to win a long fight. Remember that Lionel's leadership helps mages too.&lt;br /&gt;
&lt;br /&gt;
===Houses of the Dead===&lt;br /&gt;
&lt;br /&gt;
Objective: find the Staff and get Delfador to the north signpost within 64 turns.&lt;br /&gt;
&lt;br /&gt;
Explore to your north-west first - there is one village in that direction. To your north is an impassable barrier behind those mountains, so next turn back and work around the level anti-clockwise. No need to climb through the mountains: if you stick to the &amp;quot;road&amp;quot; you won't miss anything. If you pay attention to what you're told, you'll learn about a secret passage that *will* make life easier. But this scenario is pretty straightforward either way.&lt;br /&gt;
&lt;br /&gt;
The friends you find will try to help, but usually throw their, uh, existences away against the skeletons quite quickly; at least they serve as distraction. Any survivors will be available for recall on the next level, one even for free -- but that's not much of a benefit, so don't worry too much.&lt;br /&gt;
&lt;br /&gt;
Don't exit until turn 64, as there is no early exit bonus but you should have a good income. Waiting gives you more gold for the next scenario (1.8.0).&lt;br /&gt;
&lt;br /&gt;
===The Gate Between Worlds===&lt;br /&gt;
&lt;br /&gt;
* Objectives: kill Iliah-Malal&lt;br /&gt;
* Starting units: Delfador and a surviving Ghost, Ghoul or advancement from the previous scenario&lt;br /&gt;
&lt;br /&gt;
You get to recruit Ghosts and Ghouls here, your allies of the last level. Money should be no problem.&lt;br /&gt;
&lt;br /&gt;
Players have used two options with success:&lt;br /&gt;
&lt;br /&gt;
Option 1, attack with Ghouls. Backed by Delfador's leadership, ghouls can actually do a lot of damage. But he can't be everywhere, and anyway the ghouls will probably perish quickly. That's alright, as long as you manage to poison most enemies. There's not enough villages for your opponent to heal his army, and if you give battle on your shore of the swamp they won't get anywhere quickly. Ghosts can then finish the poisoned enemies.&lt;br /&gt;
&lt;br /&gt;
Option 2, leader assassination with Ghosts. Send 8 Ghosts around the flanks of the enemy to converge on Iliah-Malal, surrounding and killing him, albeit slowly. Send a Ghoul-heavy force supported by Delfador and a couple of Ghosts up the middle to distract the majority of the enemy forces. Delfador should be cautious; he is only there to distract, and the Dark Adepts and Thugs pack enough of a punch to kill him if you are not careful.&lt;br /&gt;
&lt;br /&gt;
Note: You will be able to recall this undead force in a later scenario, but this may not be very useful, so you don't have to worry about leveling up units for later levels.&lt;br /&gt;
&lt;br /&gt;
===Wasteland===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Tish Golub&lt;br /&gt;
&lt;br /&gt;
Straightforward scenario, albeit the enemy can recruit L2 units and you have only raw Elven recruits. The walk north to the Elven castle is simple. Most of the fighting takes place in the woods that you can see to your west, so elven archers are good here. Also grab a scout to steal all your ally's villages, otherwise she will keep recruiting L2 units and stealing your XP. Definitely recruit 1 or 2 shamans, as you would like to have a sorcerer early in the next level.&lt;br /&gt;
&lt;br /&gt;
===Terror at the Ford of Parthyn===&lt;br /&gt;
&lt;br /&gt;
Objectives: defeat both the orc and undead leaders.&lt;br /&gt;
&lt;br /&gt;
'''Conservative strategy:'''&lt;br /&gt;
As soon as you spot the ford guard, it will come under your control. Using a scout, you can get there in time for the humans to man the walls. Actually, the walls are one huge keep, so Delfador can recruit directly into the fortifications and fill the gaps. You should be able to fend off the first wave of attackers, the more so as the baddies will conveniently arrive at daybreak. The mages, on the other hand, won't get across the river until the fun is mostly over; recall your own healers. You should leave two mages on the other shore anyway, in order to deal with any ghosts that try to get at the villages down there.&lt;br /&gt;
&lt;br /&gt;
'''Play-it-safe strategy:'''&lt;br /&gt;
Abandon the northern shore; run to the south castle (without recruiting at all) and play defensive through the first wave of enemies. The orcs and undead are hostile to each other, so this gives them ample opportunity to fight amongst themselves. ''Needs investigation and comments.''&lt;br /&gt;
&lt;br /&gt;
'''Aggressive strategy:'''&lt;br /&gt;
Recruit/Recall an army and send them west to deal with the orcs; only one scout should head south and find the guards, which should then retreat to the sourthern castle. The downside is that this approach will lead to more night-time engagements; dont try this if you don't have several lvl-2 elves to begin with. The benefit is that you'll get more experience on the units that need it most: your elves and the human mages. The latter will stay with your host, and often be automatically recalled for free.&lt;br /&gt;
&lt;br /&gt;
You will find that some villages in the north of the map contain ambushes. Two villages near the ford contain allied troops; releasing these early would be a big help to defending the south castle.&lt;br /&gt;
&lt;br /&gt;
===The Return of Trouble===&lt;br /&gt;
&lt;br /&gt;
Objectives: defeat all enemy leaders.&lt;br /&gt;
&lt;br /&gt;
This level has a no-breathing-room start - the east enemy is almost on top of you and has as much gold as you (at Great Mage). The mountains and starting camp are poor terrain for you as that terrain is better for orcs; cross your forces into the woods opposite where you have advantages in defence and movement.&lt;br /&gt;
&lt;br /&gt;
Although you can recruit &amp;quot;raw&amp;quot; L2 units here, don't feel you need to recruit too many of them; the large number of enemy L2s attacking mean that it is hard to keep units in the front line alive, and so recruiting good numbers of units matters here. Recruiting a few druids and captains and recruiting L1 units for the bulk of the army works well. &lt;br /&gt;
&lt;br /&gt;
The ally spends his forces quickly and his leader will die early, but you aren't required to keep him alive, so don't worry about him; when he dies it is even an advantage as it stops encouraging the orcs to go through the woods south of your position.&lt;br /&gt;
&lt;br /&gt;
At lower skills, aim to knock out the east enemy early. His right flank is open but rests on the mountains, which is bad terrain for you - if you try to go around that way he can easily shift forces to meet you. Instead you can approach close to his keep through the woods; this, his left flank, usually isn't open but the AI isn't smart about keeping a proper line here. At Great Mage, you may not have the forces to spare to take him out (if you can even make an opening - he has plenty of units); instead slow him with a shaman when he pops out of his keep to attack and block him from getting back to recruit.&lt;br /&gt;
&lt;br /&gt;
You should aim to maintain a line along the north part of the woods; the main line is down the west side of the woods for a few tiles and this is where Kalenz should be; and a line back east inside the wood for your left flank, to catch enemy units coming at you through the woods. Hold out in the woods for 2 days and the storm will eventually subside; you will probably have heavy losses but your survivors should all be L3 or close to it by the end. You can then seize villages and take out the enemy commanders.&lt;br /&gt;
&lt;br /&gt;
===Shadows===&lt;br /&gt;
&lt;br /&gt;
Objectives: defeat all enemy leaders.&lt;br /&gt;
&lt;br /&gt;
You start with your Kalenz force, and get back your Delfador force during the scenario (he arrives in the SE). Grab all three holy waters near the start, but you should then move all your elven forces in one direction, head west to take out the west lich. The forest slows up most of the undead and so means that the undead converging from the other two camps won't catch you before you overwhelm and eliminate the enemy leader that you target. Because you are facing some L1 and L2 troops here, don't feel that you need to give the holy water to L3 units - a mix of L1 and L2 units is ideal and they should level all the way to L3 during the level. Recall any Elven sorcerers or shaman with good XP, and shaman are good extra recruits at the start, again to level to sorcerers.&lt;br /&gt;
&lt;br /&gt;
Once you have knocked out the NW leader, you elven force should head south to take out the south leader, and Delfador's force can head north to take out the NE leader. Lots of the undead forces will spend the whole level floundering around in the north woods around your start camp, chasing but never catching you up.&lt;br /&gt;
&lt;br /&gt;
===Save the King===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Zorlan, and (at Mage and above) kill all the enemy leaders; and keep Garard alive until that is done.&lt;br /&gt;
&lt;br /&gt;
You don't have to worry about Garard - even at Great Mage, he is more than strong enough to defeat the two southern enemies and his forces significantly help defeat Zorlan (1.8.0). You get a big automatic recall of your white mages, Chantal, and a shock trooper and Kalenz; that's plenty to win with, but recruit some new elves as it gives you some units to give XP to, fodder to face the trolls with, and they are handy to take out the SW enemy faster (at Mage and above). An elven sorcerer is a good recall, but 1 is enough.&lt;br /&gt;
&lt;br /&gt;
Zorlan should be simple; some of his units tangle with Garard's units in the river, so you should meet little opposition getting to his camp - which can be easily crushed with your mages. The onset of trolls at around first watch is the only dangerous moment, but once they have attacked, your mages and high level units can wipe them out mostly in one round. Then send Delfador and a couple of other units to take out the troll leader, and send some elves south with Kalenz to help Garard clean up and then take out the SW leader. Garard usually kills the SE leader by himself.&lt;br /&gt;
&lt;br /&gt;
===Dark Sky Over Weldyn===&lt;br /&gt;
&lt;br /&gt;
Just story.&lt;br /&gt;
&lt;br /&gt;
===A New Ally===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Gruv-Malal; keep Ulrek and Relgorn alive.&lt;br /&gt;
&lt;br /&gt;
Recruit and recall some mages - get a few L1s and you should be able to level up a couple by the end of the level. Move to Ulrek's keep - provided you have some units there by second watch, there is no danger of him being defeated. The dwarves wear down the undead and your mages get to clean up and take the XP.&lt;br /&gt;
&lt;br /&gt;
===The Portal of Doom===&lt;br /&gt;
&lt;br /&gt;
Objectives: close the portal and get your units out via the mine shaft where you start.&lt;br /&gt;
&lt;br /&gt;
Heavy-infantry are too slow on the ice. Similarly it is best to recall quick mages. Your main force should be dwarf warriors, with a few white mages or quick mages to weaken enemy units and to deal with nightgaunts and the like. A knight (even better, a paladin) would also be useful here, due to the speed and for finishing off enemy units when the dwarves can't reach.&lt;br /&gt;
&lt;br /&gt;
Don't worry about the villages to the north - Illah-Malal appears on day 2 at the north castle, so scouting units sent north would probably get killed. You can defend at your camp to defeat the first wave of undead, then march over the ice to close the portal; the northern undead will come to you. You will finish with deep negative gold but it doesn't matter.&lt;br /&gt;
&lt;br /&gt;
===Showdown in the Northern Swamp===&lt;br /&gt;
&lt;br /&gt;
* Objectives: kill all enemy leaders.&lt;br /&gt;
* Other: must kill Illah-Malal with Delfador.&lt;br /&gt;
&lt;br /&gt;
There is lots of holy water at the start, and you might struggle to have enough units to give it to. You get control of Lionel on turn 3 (plus a castle of rubbish L1 recruits), so you don't have to take villages off of him. I suggest give Lionel and Kalenz a holy water each and the third to a good L2 melee unit or knight. Your other 4 recalls could be 2 white mages, a steelclad and a paladin (or a knight close to leveling - as it is an open level).&lt;br /&gt;
&lt;br /&gt;
A good strategy here is to strike straight north and seize the south end of the bridge. The NE necromancer recruits a lot of dark adepts, and you will have to run a long way during the night to outrun them if you don't bottle them up at the crossing. Once you hold the bridge, a good melee unit and a white mage, plus some of the ally's archers, can easily hold off the NE forces. The NW enemies attack during the first night, and the main tricky bit is dealing with the nightgaunts and spectres here - just keep L2 and L3 melee units in the front line to meet the attack, then clean up with your mages. The SW enemy's units are slower and arrive on day 2; so by moving to the bridge, you've split the enemy attack and can crush each in turn.&lt;br /&gt;
&lt;br /&gt;
===Prince of Wesnoth===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill an enemy commander.&lt;br /&gt;
&lt;br /&gt;
Do not attempt to cross into the central woods; it seems like a tempting spot to fight from, but you will struggle to maximise your recruitment and still get all your units across into it, because the southern enemy camp is close to your line of advance. Instead, abandon all your villages and the rest of the level to the enemy and just defend the SW corner. Elves along the edge of the woods should be able to hold out and wear through the enemy. The number of L2 units, and the mages that the enemy recruit, mean that you will take casualties; but you will be killing a lot and scoring plenty of XP. A general mix of level 1, 2 and 3 units works well here; use the best units to hold tiles that can be attacked from several directions, which will deter the enemy from attacking them.&lt;br /&gt;
&lt;br /&gt;
Once the initial wave of enemies is spent, mop up and proceed swiftly through the central woods and jump into an enemy camp to kill the general. You don't have to have much gold for the next level, but will want high-level units, so take time here to level some up if you don't have enough.&lt;br /&gt;
&lt;br /&gt;
===Clash at the Manor===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill the enemy commander; prevent any enemies escaping via the roads.&lt;br /&gt;
&lt;br /&gt;
As there are two roads and two signposts, you need to watch both routes. You can break your forces in two or just send one unit to keep an eye on the other route. If you wait at the edge of your forest, almost all the forces should come to you (Dragoons and Cavalry will try to escape instead), and you'll have the terrain advantage. Just be ready to counter anyone trying to make a run for it. You start with Chantal, and a second druid or shyde would be a good idea so that you have a healer and someone to entangle any royal guards. The rest of your recalls should be top melee units (e.g., champions and avengers.) After the assault is broken, the mopping up operation is just to kill the sitting duck leader.&lt;br /&gt;
&lt;br /&gt;
The second phase of the level is a search; just visit &amp;lt;i&amp;gt;all&amp;lt;/i&amp;gt; the tiles outside the cave area north of the mansion.&lt;br /&gt;
&lt;br /&gt;
[Thrash: I don't think just sending a single unit to cover one route will work. If enemy sends a couple riders that way, you won't catch them.]&lt;br /&gt;
&lt;br /&gt;
===Face of the Enemy===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill the enemy commander.&lt;br /&gt;
&lt;br /&gt;
Last level, so you don't have to worry about losses or leveling up; recall some sorcerers and a decent melee unit to take the holy water. The enemy recruits few units, so you don't have to cover all the passageways; just advance as a group by the shortest route to the keep, and keep side passages covered (the enemy sometimes uses nightgaunts to ambush and slip in through any gaps). Beware of putting Delfador in front, as the enemy can use Banebows like walking corpses for suicide attacks against him.&lt;br /&gt;
&lt;br /&gt;
This scenario is too easy up to at least 1.8.4, so just play conservatively and coast to victory.&lt;br /&gt;
&lt;br /&gt;
== Old Version ==&lt;br /&gt;
&lt;br /&gt;
Before its inclusion as a mainline campaign, Delfador's Memoirs was distributed as a separate add-on. &lt;br /&gt;
&lt;br /&gt;
=== Installation notes ===&lt;br /&gt;
&lt;br /&gt;
Delfador's Memoirs is distributed as a tarball (.tar.gz), containing all sources for the campaign.&lt;br /&gt;
The tarball is built with automake.  To install, unpack it, change into the directory delfadors-memoirs-(version) and&lt;br /&gt;
run (as root) &amp;quot;./configure &amp;amp;&amp;amp; make &amp;amp;&amp;amp; make install&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If you can't install DM this way, then you may install download and install it from the campaign server (you will need wesnoth 0.8.5 or a current CVS version to do this).&lt;br /&gt;
&lt;br /&gt;
=== Download ===&lt;br /&gt;
&lt;br /&gt;
Version 0.1: (3 playable scenarios) requires wesnoth = 0.7.7&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/memoirs-0.1.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.2: (7 playable scenarios) requires wesnoth = 0.7.9&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.2.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.2.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.3: (9 playable scenarios) requires wesnoth &amp;gt;= 0.7.11 (=0.7.11 for the tarball)&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.3.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.3.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.4: (10 playable scenarios) requires wesnoth &amp;gt;= 0.7.11, &amp;lt;= 0.8.3&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.4.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.4.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.5: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.4, &amp;lt;= 0.8.7&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.5.1: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.4, &amp;lt;= 0.8.7&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.1.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.5.2: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.9&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.2.tar.gz&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Mainline Campaigns]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns - Walkthroughs]]&lt;/div&gt;</summary>
		<author><name>Schnobs</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=DelfadorsMemoirs&amp;diff=38762</id>
		<title>DelfadorsMemoirs</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=DelfadorsMemoirs&amp;diff=38762"/>
		<updated>2010-10-28T11:10:49Z</updated>

		<summary type="html">&lt;p&gt;Schnobs: /* Campaign Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Story==&lt;br /&gt;
&lt;br /&gt;
This campaign follows the adventures of Delfador, beginning from him leaving home as a newly qualified journeyman mage,&lt;br /&gt;
and leading up to him helping to bring peace to Wesnoth.  It is set a couple of generations earlier than &amp;quot;Heir to the&lt;br /&gt;
Throne&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
&lt;br /&gt;
Original developer: email to Josh Parsons, jp30 AT st-and.ac.uk.&lt;br /&gt;
Thread is at http://www.wesnoth.org/forum/viewtopic.php?t=1293.&lt;br /&gt;
&lt;br /&gt;
More recently, the campaign has been picked up and improved by 'tapik' - see [[CampaignDelfadorsMemoirs]].&lt;br /&gt;
&lt;br /&gt;
==Campaign Strategy==&lt;br /&gt;
&lt;br /&gt;
This section gives some advice on long-term strategy in this campaign.&lt;br /&gt;
&lt;br /&gt;
''NOTE: plot spoilers''. In this campaign, you work with 6 different armies: your starting loyalist army, an undead army in the underworld, Kalenz and Chantal's elven armies, a dwarf army, and a loyalist army from Parthyn. Which armies are on the recall list varies from scenario to scenario. To an extent that means that long-term strategy doesn't matter, because you keep being given a clean slate; conversely, if you are short of vital units, you might have to go back 10 levels to fix it.&lt;br /&gt;
&lt;br /&gt;
As the campaign progresses, money will become scarce and you'll recall ever smaller armies; don't spread experience among too many units, but strive to build a small core of elite troops. Useful long term strategies are:&lt;br /&gt;
&lt;br /&gt;
* loyalists:&lt;br /&gt;
** '''mages''': for your starting loyalist army, mages are important. '''Get 2 white mages as early as you can'''. You face a lot of assassins in the early levels, and from level 7 onward there are a lot of undead. You'll have little use for red mages, one really is enough.&lt;br /&gt;
** '''heavy infantry''': not that useful, despite the numbers of undead. Too many of the levels are big wide open spaces, or have difficult terrain where your HI will founder, or you are given holy water or dwarves and so have better options. Nonetheless it is worth recruiting some HI in levels that do suit them, because you lose the ability to recruit them at some points but can still recall them.&lt;br /&gt;
** '''horsemen''': now these are useful - the early levels suit them well and you can employ them in numbers. Later you'll be mostly facing undead: paladins will be excellent, but it will be hard to level up any more knights. Make your paladins while you're still facing orcs, you'll hardly be able to make more than three (and probably employ only two).&lt;br /&gt;
* elves: standard mixture of elves is fine (although there are many undead, you get holy water to deal with them), except:&lt;br /&gt;
** '''sorcerors''': you get a druid free, and will want a second, but perhaps more importantly you want plenty of sorcerors as these are good against the sort of undead that you don't want to melee even with holy water (spectres).&lt;br /&gt;
* Delfador: perhaps the most important long run strategy in this campaign is to get Delfador to level 3 early, and near to reaching level 4 by the end of the loyalist levels (1-8). Delfador has to fight one level essentially on his own, and it helps a lot if he is at or near level 4 (the free heal from the level-up would be useful during that level).&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
&lt;br /&gt;
You should be familiar with the basics in [[WesnothManual]] -- this is a walkthrough, not an exposition of basic game mechanics.&lt;br /&gt;
&lt;br /&gt;
Each scenario has an individual forum thread where you can provide feedback to the authors.  You can find these [http://www.wesnoth.org/forum/viewtopic.php?f=22&amp;amp;t=25554 here]. Feedback is useful as it helps the developers improve the campaign in future versions; and the posts by other players may contain advice or pointers beyond those in this walkthrough.&lt;br /&gt;
&lt;br /&gt;
===Overture===&lt;br /&gt;
&lt;br /&gt;
Just an introduction - sit back and enjoy the show.&lt;br /&gt;
&lt;br /&gt;
===This Valley Belongs to Me===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Grogor-Tuk, the enemy leader.&lt;br /&gt;
&lt;br /&gt;
This one is tricky (at least at Great Mage - hard). The enemy has a lot of gold and sends a steady stream of units your way for the first day. In the south/centre is the easy bit - defend the river. Use your mage of light here to back up a few horsemen/spearmen to fend off the attackers.&lt;br /&gt;
&lt;br /&gt;
The tricky bit is to the north - wolf riders cross the river to the north and come down through the woods. Some spearmen and mages in the woods works here, and there's a village in the woods to the north to anchor your defence on. Wolf riders don't benefit as much as your units do on the wooded tiles. Aim to give plenty of XP to at least one mage, so you can level him up here or early at the next level.&lt;br /&gt;
&lt;br /&gt;
===The Road to Weldyn===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Urthaka-Tan, the enemy leader.&lt;br /&gt;
&lt;br /&gt;
You want quite a few horsemen here; it's a good opportunity to get lots of horsemen on your recall list (they are cheaper to recall than recruit later on). There are enough villages to fund recruiting or recalling 9 units and still have positive income throughout. You want at least half of your units to be horsemen: the enemy will have lots of archers who are easy prey in these open fields. You start with an archer and gain the ability to recruit more here, but you are better off recalling or recruiting mages, plus a couple of spearmen to play defence in the first night.&lt;br /&gt;
&lt;br /&gt;
[Thrash: When I played it in 1.8.4, the enemy recruited very few archers, instead it was mainly melee units (trollchens, wolves and grunts) so archers and mages were very useful to me, horsemen less so.]&lt;br /&gt;
&lt;br /&gt;
This level is dead easy to win because the enemy has a small keep, so his forces arrive spread out and not supporting each other. Use the day/night cycle; at night just fall back and, particularly on the first night, use the line of woods and castle tiles just west of your start. Your horsemen can go and take villages and make it back to fight at dawn on day 2. In the day, crush them with the horsemen and mages. You want to level up mages and horsemen.&lt;br /&gt;
&lt;br /&gt;
Once you have crushed the enemy army, take the remaining villages and milk for XP - the early exit bonus is only +15/turn, and you should be able to get +14/turn while prolonging the level. You are heading for knights (for paladins later) and white mages, as per [[#Campaign_Strategy]].&lt;br /&gt;
&lt;br /&gt;
===Leollyn===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Hagha-Tan, and keep Leollyn alive.&lt;br /&gt;
&lt;br /&gt;
You can ignore the ally in my experience; the enemy send a few units down that way, but the L3 mage and his L2 mage recruits are well able to handle them.&lt;br /&gt;
&lt;br /&gt;
You want to recall at least one and preferably two white mages (there will be lots of assassins), and a horseman near leveling up. The rest of your recruit should be a mix of bowmen and spearmen, including one or two level 2 ones. March up to the ford to the north-west and build a defensive position for the night; keep the front line together with as few units as you can, as most will end up poisoned each turn; cycle them out and replace with others. Once day breaks, hopefully you have enough decent units left to mop up the enemy's first wave; your horseman is ideal to pick off any strong enemy units standing in the water.&lt;br /&gt;
&lt;br /&gt;
Hopefully you can push over the river by afternoon on the second day. You can lure out the enemy leader and then run him down with your knight and Delfador.&lt;br /&gt;
&lt;br /&gt;
[Thash: In my experience you want to finish this one early, by say turn 10, to get a big enough bonus for the next scenario, as it seem impossible with minimum starting gold.]&lt;br /&gt;
&lt;br /&gt;
===Council in Weldyn===&lt;br /&gt;
&lt;br /&gt;
Just story.&lt;br /&gt;
&lt;br /&gt;
===Swamps of Illuven===&lt;br /&gt;
&lt;br /&gt;
Objectives: Delfador must reach signpost in north-east before time runs out.&lt;br /&gt;
&lt;br /&gt;
Spoiler: The protection charge is always 80% of your gold, and gets rid of the north-west enemy (the one not in the way of getting to the signpost). The other enemy player (the one blocking the signpost) gets a small gold bonus. So, you are losing 80% of your gold to get rid of around 40% of the enemy gold; hence, it's normally best to refuse to pay. At Easy, the deal is even worse, as the net effect is only about -25% of the enemy gold. Additionally, there is a gold bonus available if you don't pay and do defeat the NW enemy. It is not noted in the &amp;quot;Objectives&amp;quot;; instead, a treasure chest is shown on the map. Remember to take it.&lt;br /&gt;
&lt;br /&gt;
Option 1, refusing to pay: If you don't pay the charge, you get to recruit a big army, get more XP, and finish quicker. You should be able to hold the central island while pushing a force from there to take out the NW leader. A balanced force would consist of couple of horsemen, 2 white mages, a couple of level 2s, a couple of level 1 mages (which are pretty good against footpads and poachers as they ignore their high defense ratings), and the rest spearmen as fodder to form your defensive line. It is vital to use Lionel's level-3 leadership to help your level-1 units fight better.&lt;br /&gt;
&lt;br /&gt;
Option 2, paying the charge: The level is playable paying the charge if you are coming in with ~250 gold or more. Although it gives the AI a big lead in gold, you have halved the recruit rate for the AIs and ensured that they are all on the far side of the level; the AI's forces don't concentrate so well and your small force can evade them at night. You may prefer this route if you prefer a challenging small-army scouting battle rather than a big army battle. You can win by starting with as little as two raw recruit Spearman and a recalled horseman, if you take some villages so that you can recall some more units later.&lt;br /&gt;
&lt;br /&gt;
===Night in the Swamp===&lt;br /&gt;
&lt;br /&gt;
Objective: survive 12 turns.&lt;br /&gt;
&lt;br /&gt;
It is hard to get an early exit bonus here, and you don't need it, so just take the opportunity to level up some units. Grab some heavy infantry and mages, and perhaps a knight - see [[#Campaign Strategy]]. &lt;br /&gt;
&lt;br /&gt;
You can put a generator out of action by landing any level 2 or better mage on it; the level will end when there are no skeletons left. At easy, it appears that there is only one generator - you can storm it and get an early exit bonus if you find the next level easier that way, but I think leveling up units is more useful here.&lt;br /&gt;
&lt;br /&gt;
===Ur-Thorodor===&lt;br /&gt;
&lt;br /&gt;
Objectives: get Delfador into the wose castle. No early exit bonus.&lt;br /&gt;
&lt;br /&gt;
The main hazard here is the gryphons - they will attack as you cross the water. Be careful with Lionel and Delfador; you may need to use fodder to lure the gryphons and then blast them. Recall a red mage, a good damage sink (a knight will do), a healer, and perhaps another mage and a fodder unit. Cross straight away, and don't get bogged down on the other side - blast a hole with your mages and get Delfador into the castle asap. You are not likely to win a long fight. Remember that Lionel's leadership helps mages too.&lt;br /&gt;
&lt;br /&gt;
===Houses of the Dead===&lt;br /&gt;
&lt;br /&gt;
Objective: find the Staff and get Delfador to the north signpost within 64 turns.&lt;br /&gt;
&lt;br /&gt;
Explore to your north-west first - there is one village in that direction. To your north is an impassable barrier behind those mountains, so next turn back and work around the level anti-clockwise. No need to climb through the mountains: if you stick to the &amp;quot;road&amp;quot; you won't miss anything. If you pay attention to what you're told, you'll learn about a secret passage that *will* make life easier. But this scenario is pretty straightforward either way.&lt;br /&gt;
&lt;br /&gt;
The friends you find will try to help, but usually throw their, uh, existences away against the skeletons quite quickly; at least they serve as distraction. Any survivors will be available for recall on the next level, one even for free -- but that's not much of a benefit, so don't worry too much.&lt;br /&gt;
&lt;br /&gt;
Don't exit until turn 64, as there is no early exit bonus but you should have a good income. Waiting gives you more gold for the next scenario (1.8.0).&lt;br /&gt;
&lt;br /&gt;
===The Gate Between Worlds===&lt;br /&gt;
&lt;br /&gt;
* Objectives: kill Iliah-Malal&lt;br /&gt;
* Starting units: Delfador and a surviving Ghost, Ghoul or advancement from the previous scenario&lt;br /&gt;
&lt;br /&gt;
You get to recruit Ghosts and Ghouls here, your allies of the last level. Money should be no problem.&lt;br /&gt;
&lt;br /&gt;
Players have used two options with success:&lt;br /&gt;
&lt;br /&gt;
Option 1, attack with Ghouls. Backed by Delfador's leadership, ghouls can actually do a lot of damage. But he can't be everywhere, and anyway the ghouls will probably perish quickly. That's alright, as long as you manage to poison most enemies. There's not enough villages for your opponent to heal his army, and if you give battle on your shore of the swamp they won't get anywhere quickly. Ghosts can then finish the poisoned enemies.&lt;br /&gt;
&lt;br /&gt;
Option 2, leader assassination with Ghosts. Send 8 Ghosts around the flanks of the enemy to converge on Iliah-Malal, surrounding and killing him, albeit slowly. Send a Ghoul-heavy force supported by Delfador and a couple of Ghosts up the middle to distract the majority of the enemy forces. Delfador should be cautious; he is only there to distract, and the Dark Adepts and Thugs pack enough of a punch to kill him if you are not careful.&lt;br /&gt;
&lt;br /&gt;
Note: You will be able to recall this undead force in a later scenario, but this may not be very useful, so you don't have to worry about leveling up units for later levels.&lt;br /&gt;
&lt;br /&gt;
===Wasteland===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Tish Golub&lt;br /&gt;
&lt;br /&gt;
Straightforward scenario, albeit the enemy can recruit L2 units and you have only raw Elven recruits. The walk north to the Elven castle is simple. Most of the fighting takes place in the woods that you can see to your west, so elven archers are good here. Also grab a scout to steal all your ally's villages, otherwise she will keep recruiting L2 units and stealing your XP. Definitely recruit 1 or 2 shamans, as you would like to have a sorcerer early in the next level.&lt;br /&gt;
&lt;br /&gt;
===Terror at the Ford of Parthyn===&lt;br /&gt;
&lt;br /&gt;
Objectives: defeat both the orc and undead leaders.&lt;br /&gt;
&lt;br /&gt;
One strategy here is to send one scout south to find the ford guard (which then come under your control), while recruiting an army to go west and take out the orc leader. I played the level this way at Great Mage and... it went badly, although I won in the end. If playing this way, withdraw the ford guard entirely to the castle south of the ford and hole up there until relieved.&lt;br /&gt;
&lt;br /&gt;
You will find that some villages in the north of the map contain ambushes. Two villages near the ford contain allied troops; releasing these early would be a big help to defending the south castle.&lt;br /&gt;
&lt;br /&gt;
An alternative strategy is to race to the south castle (without recruiting at all) and play defensive through the first wave of enemies. The orcs and undead are hostile to each other, so this gives them a lot of chance to fight amongst themselves. ''Needs investigation and comments.''&lt;br /&gt;
&lt;br /&gt;
===The Return of Trouble===&lt;br /&gt;
&lt;br /&gt;
Objectives: defeat all enemy leaders.&lt;br /&gt;
&lt;br /&gt;
This level has a no-breathing-room start - the east enemy is almost on top of you and has as much gold as you (at Great Mage). The mountains and starting camp are poor terrain for you as that terrain is better for orcs; cross your forces into the woods opposite where you have advantages in defence and movement.&lt;br /&gt;
&lt;br /&gt;
Although you can recruit &amp;quot;raw&amp;quot; L2 units here, don't feel you need to recruit too many of them; the large number of enemy L2s attacking mean that it is hard to keep units in the front line alive, and so recruiting good numbers of units matters here. Recruiting a few druids and captains and recruiting L1 units for the bulk of the army works well. &lt;br /&gt;
&lt;br /&gt;
The ally spends his forces quickly and his leader will die early, but you aren't required to keep him alive, so don't worry about him; when he dies it is even an advantage as it stops encouraging the orcs to go through the woods south of your position.&lt;br /&gt;
&lt;br /&gt;
At lower skills, aim to knock out the east enemy early. His right flank is open but rests on the mountains, which is bad terrain for you - if you try to go around that way he can easily shift forces to meet you. Instead you can approach close to his keep through the woods; this, his left flank, usually isn't open but the AI isn't smart about keeping a proper line here. At Great Mage, you may not have the forces to spare to take him out (if you can even make an opening - he has plenty of units); instead slow him with a shaman when he pops out of his keep to attack and block him from getting back to recruit.&lt;br /&gt;
&lt;br /&gt;
You should aim to maintain a line along the north part of the woods; the main line is down the west side of the woods for a few tiles and this is where Kalenz should be; and a line back east inside the wood for your left flank, to catch enemy units coming at you through the woods. Hold out in the woods for 2 days and the storm will eventually subside; you will probably have heavy losses but your survivors should all be L3 or close to it by the end. You can then seize villages and take out the enemy commanders.&lt;br /&gt;
&lt;br /&gt;
===Shadows===&lt;br /&gt;
&lt;br /&gt;
Objectives: defeat all enemy leaders.&lt;br /&gt;
&lt;br /&gt;
You start with your Kalenz force, and get back your Delfador force during the scenario (he arrives in the SE). Grab all three holy waters near the start, but you should then move all your elven forces in one direction, head west to take out the west lich. The forest slows up most of the undead and so means that the undead converging from the other two camps won't catch you before you overwhelm and eliminate the enemy leader that you target. Because you are facing some L1 and L2 troops here, don't feel that you need to give the holy water to L3 units - a mix of L1 and L2 units is ideal and they should level all the way to L3 during the level. Recall any Elven sorcerers or shaman with good XP, and shaman are good extra recruits at the start, again to level to sorcerers.&lt;br /&gt;
&lt;br /&gt;
Once you have knocked out the NW leader, you elven force should head south to take out the south leader, and Delfador's force can head north to take out the NE leader. Lots of the undead forces will spend the whole level floundering around in the north woods around your start camp, chasing but never catching you up.&lt;br /&gt;
&lt;br /&gt;
===Save the King===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Zorlan, and (at Mage and above) kill all the enemy leaders; and keep Garard alive until that is done.&lt;br /&gt;
&lt;br /&gt;
You don't have to worry about Garard - even at Great Mage, he is more than strong enough to defeat the two southern enemies and his forces significantly help defeat Zorlan (1.8.0). You get a big automatic recall of your white mages, Chantal, and a shock trooper and Kalenz; that's plenty to win with, but recruit some new elves as it gives you some units to give XP to, fodder to face the trolls with, and they are handy to take out the SW enemy faster (at Mage and above). An elven sorcerer is a good recall, but 1 is enough.&lt;br /&gt;
&lt;br /&gt;
Zorlan should be simple; some of his units tangle with Garard's units in the river, so you should meet little opposition getting to his camp - which can be easily crushed with your mages. The onset of trolls at around first watch is the only dangerous moment, but once they have attacked, your mages and high level units can wipe them out mostly in one round. Then send Delfador and a couple of other units to take out the troll leader, and send some elves south with Kalenz to help Garard clean up and then take out the SW leader. Garard usually kills the SE leader by himself.&lt;br /&gt;
&lt;br /&gt;
===Dark Sky Over Weldyn===&lt;br /&gt;
&lt;br /&gt;
Just story.&lt;br /&gt;
&lt;br /&gt;
===A New Ally===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Gruv-Malal; keep Ulrek and Relgorn alive.&lt;br /&gt;
&lt;br /&gt;
Recruit and recall some mages - get a few L1s and you should be able to level up a couple by the end of the level. Move to Ulrek's keep - provided you have some units there by second watch, there is no danger of him being defeated. The dwarves wear down the undead and your mages get to clean up and take the XP.&lt;br /&gt;
&lt;br /&gt;
===The Portal of Doom===&lt;br /&gt;
&lt;br /&gt;
Objectives: close the portal and get your units out via the mine shaft where you start.&lt;br /&gt;
&lt;br /&gt;
Heavy-infantry are too slow on the ice. Similarly it is best to recall quick mages. Your main force should be dwarf warriors, with a few white mages or quick mages to weaken enemy units and to deal with nightgaunts and the like. A knight (even better, a paladin) would also be useful here, due to the speed and for finishing off enemy units when the dwarves can't reach.&lt;br /&gt;
&lt;br /&gt;
Don't worry about the villages to the north - Illah-Malal appears on day 2 at the north castle, so scouting units sent north would probably get killed. You can defend at your camp to defeat the first wave of undead, then march over the ice to close the portal; the northern undead will come to you. You will finish with deep negative gold but it doesn't matter.&lt;br /&gt;
&lt;br /&gt;
===Showdown in the Northern Swamp===&lt;br /&gt;
&lt;br /&gt;
* Objectives: kill all enemy leaders.&lt;br /&gt;
* Other: must kill Illah-Malal with Delfador.&lt;br /&gt;
&lt;br /&gt;
There is lots of holy water at the start, and you might struggle to have enough units to give it to. You get control of Lionel on turn 3 (plus a castle of rubbish L1 recruits), so you don't have to take villages off of him. I suggest give Lionel and Kalenz a holy water each and the third to a good L2 melee unit or knight. Your other 4 recalls could be 2 white mages, a steelclad and a paladin (or a knight close to leveling - as it is an open level).&lt;br /&gt;
&lt;br /&gt;
A good strategy here is to strike straight north and seize the south end of the bridge. The NE necromancer recruits a lot of dark adepts, and you will have to run a long way during the night to outrun them if you don't bottle them up at the crossing. Once you hold the bridge, a good melee unit and a white mage, plus some of the ally's archers, can easily hold off the NE forces. The NW enemies attack during the first night, and the main tricky bit is dealing with the nightgaunts and spectres here - just keep L2 and L3 melee units in the front line to meet the attack, then clean up with your mages. The SW enemy's units are slower and arrive on day 2; so by moving to the bridge, you've split the enemy attack and can crush each in turn.&lt;br /&gt;
&lt;br /&gt;
===Prince of Wesnoth===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill an enemy commander.&lt;br /&gt;
&lt;br /&gt;
Do not attempt to cross into the central woods; it seems like a tempting spot to fight from, but you will struggle to maximise your recruitment and still get all your units across into it, because the southern enemy camp is close to your line of advance. Instead, abandon all your villages and the rest of the level to the enemy and just defend the SW corner. Elves along the edge of the woods should be able to hold out and wear through the enemy. The number of L2 units, and the mages that the enemy recruit, mean that you will take casualties; but you will be killing a lot and scoring plenty of XP. A general mix of level 1, 2 and 3 units works well here; use the best units to hold tiles that can be attacked from several directions, which will deter the enemy from attacking them.&lt;br /&gt;
&lt;br /&gt;
Once the initial wave of enemies is spent, mop up and proceed swiftly through the central woods and jump into an enemy camp to kill the general. You don't have to have much gold for the next level, but will want high-level units, so take time here to level some up if you don't have enough.&lt;br /&gt;
&lt;br /&gt;
===Clash at the Manor===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill the enemy commander; prevent any enemies escaping via the roads.&lt;br /&gt;
&lt;br /&gt;
As there are two roads and two signposts, you need to watch both routes. You can break your forces in two or just send one unit to keep an eye on the other route. If you wait at the edge of your forest, almost all the forces should come to you (Dragoons and Cavalry will try to escape instead), and you'll have the terrain advantage. Just be ready to counter anyone trying to make a run for it. You start with Chantal, and a second druid or shyde would be a good idea so that you have a healer and someone to entangle any royal guards. The rest of your recalls should be top melee units (e.g., champions and avengers.) After the assault is broken, the mopping up operation is just to kill the sitting duck leader.&lt;br /&gt;
&lt;br /&gt;
The second phase of the level is a search; just visit &amp;lt;i&amp;gt;all&amp;lt;/i&amp;gt; the tiles outside the cave area north of the mansion.&lt;br /&gt;
&lt;br /&gt;
[Thrash: I don't think just sending a single unit to cover one route will work. If enemy sends a couple riders that way, you won't catch them.]&lt;br /&gt;
&lt;br /&gt;
===Face of the Enemy===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill the enemy commander.&lt;br /&gt;
&lt;br /&gt;
Last level, so you don't have to worry about losses or leveling up; recall some sorcerers and a decent melee unit to take the holy water. The enemy recruits few units, so you don't have to cover all the passageways; just advance as a group by the shortest route to the keep, and keep side passages covered (the enemy sometimes uses nightgaunts to ambush and slip in through any gaps). Beware of putting Delfador in front, as the enemy can use Banebows like walking corpses for suicide attacks against him.&lt;br /&gt;
&lt;br /&gt;
This scenario is too easy up to at least 1.8.4, so just play conservatively and coast to victory.&lt;br /&gt;
&lt;br /&gt;
== Old Version ==&lt;br /&gt;
&lt;br /&gt;
Before its inclusion as a mainline campaign, Delfador's Memoirs was distributed as a separate add-on. &lt;br /&gt;
&lt;br /&gt;
=== Installation notes ===&lt;br /&gt;
&lt;br /&gt;
Delfador's Memoirs is distributed as a tarball (.tar.gz), containing all sources for the campaign.&lt;br /&gt;
The tarball is built with automake.  To install, unpack it, change into the directory delfadors-memoirs-(version) and&lt;br /&gt;
run (as root) &amp;quot;./configure &amp;amp;&amp;amp; make &amp;amp;&amp;amp; make install&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If you can't install DM this way, then you may install download and install it from the campaign server (you will need wesnoth 0.8.5 or a current CVS version to do this).&lt;br /&gt;
&lt;br /&gt;
=== Download ===&lt;br /&gt;
&lt;br /&gt;
Version 0.1: (3 playable scenarios) requires wesnoth = 0.7.7&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/memoirs-0.1.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.2: (7 playable scenarios) requires wesnoth = 0.7.9&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.2.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.2.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.3: (9 playable scenarios) requires wesnoth &amp;gt;= 0.7.11 (=0.7.11 for the tarball)&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.3.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.3.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.4: (10 playable scenarios) requires wesnoth &amp;gt;= 0.7.11, &amp;lt;= 0.8.3&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.4.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.4.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.5: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.4, &amp;lt;= 0.8.7&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.5.1: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.4, &amp;lt;= 0.8.7&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.1.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.5.2: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.9&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.2.tar.gz&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Mainline Campaigns]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns - Walkthroughs]]&lt;/div&gt;</summary>
		<author><name>Schnobs</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=DelfadorsMemoirs&amp;diff=38753</id>
		<title>DelfadorsMemoirs</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=DelfadorsMemoirs&amp;diff=38753"/>
		<updated>2010-10-25T16:18:20Z</updated>

		<summary type="html">&lt;p&gt;Schnobs: /* The Gate Between Worlds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Story==&lt;br /&gt;
&lt;br /&gt;
This campaign follows the adventures of Delfador, beginning from him leaving home as a newly qualified journeyman mage,&lt;br /&gt;
and leading up to him helping to bring peace to Wesnoth.  It is set a couple of generations earlier than &amp;quot;Heir to the&lt;br /&gt;
Throne&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
&lt;br /&gt;
Original developer: email to Josh Parsons, jp30 AT st-and.ac.uk.&lt;br /&gt;
Thread is at http://www.wesnoth.org/forum/viewtopic.php?t=1293.&lt;br /&gt;
&lt;br /&gt;
More recently, the campaign has been picked up and improved by 'tapik' - see [[CampaignDelfadorsMemoirs]].&lt;br /&gt;
&lt;br /&gt;
==Campaign Strategy==&lt;br /&gt;
&lt;br /&gt;
This section gives some advice on long-term strategy in this campaign.&lt;br /&gt;
&lt;br /&gt;
''NOTE: plot spoilers''. In this campaign, you work with 6 different armies: your starting loyalist army, an undead army in the underworld, Kalenz and Chantal's elven armies, a dwarf army, and a loyalist army from Parthyn. Which armies are on the recall list varies from scenario to scenario. To an extent that means that long-term strategy doesn't matter, because you keep being given a clean slate; conversely, if you are short of vital units, you might have to go back 10 levels to fix it.&lt;br /&gt;
&lt;br /&gt;
Useful long term strategies are:&lt;br /&gt;
&lt;br /&gt;
* loyalists:&lt;br /&gt;
** '''mages''': for your starting loyalist army, mages are important. '''Get 2 white mages as early as you can'''. You face a lot of assassins in the early levels, and from level 7 onward there are a lot of undead. One red mage is all you will want, for map 8.&lt;br /&gt;
** '''heavy infantry''': not that useful, despite the numbers of undead. Too many of the levels are big wide open spaces, or have difficult terrain where your HI will founder, or you are given holy water or dwarves and so have better options. Nonetheless it is worth recruiting some HI in levels that do suit them, because you lose the ability to recruit them at some points but can still recall them.&lt;br /&gt;
** '''horsemen''': now these are useful - many of the early levels suit horsemen well, and you should pick a couple of good horsemen and level them all the way up to paladins. These will be valuable in the later levels.&lt;br /&gt;
* elves: standard mixture of elves is fine (although there are many undead, you get holy water to deal with them), except:&lt;br /&gt;
** '''sorcerors''': you get a druid free, and will want a second, but perhaps more importantly you want plenty of sorcerors as these are good against the sort of undead that you don't want to melee even with holy water (spectres).&lt;br /&gt;
* Delfador: perhaps the most important long run strategy in this campaign is to get Delfador to level 3 early, and near to reaching level 4 by the end of the loyalist levels (1-8). Delfador has to fight one level essentially on his own, and it helps a lot if he is at or near level 4 (the free heal from the level-up would be useful during that level).&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
&lt;br /&gt;
You should be familiar with the basics in [[WesnothManual]] -- this is a walkthrough, not an exposition of basic game mechanics.&lt;br /&gt;
&lt;br /&gt;
Each scenario has an individual forum thread where you can provide feedback to the authors.  You can find these [http://www.wesnoth.org/forum/viewtopic.php?f=22&amp;amp;t=25554 here]. Feedback is useful as it helps the developers improve the campaign in future versions; and the posts by other players may contain advice or pointers beyond those in this walkthrough.&lt;br /&gt;
&lt;br /&gt;
===Overture===&lt;br /&gt;
&lt;br /&gt;
Just an introduction - sit back and enjoy the show.&lt;br /&gt;
&lt;br /&gt;
===This Valley Belongs to Me===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Grogor-Tuk, the enemy leader.&lt;br /&gt;
&lt;br /&gt;
This one is tricky (at least at Great Mage - hard). The enemy has a lot of gold and sends a steady stream of units your way for the first day. In the south/centre is the easy bit - defend the river. Use your mage of light here to back up a few horsemen/spearmen to fend off the attackers.&lt;br /&gt;
&lt;br /&gt;
The tricky bit is to the north - wolf riders cross the river to the north and come down through the woods. Some spearmen and mages in the woods works here, and there's a village in the woods to the north to anchor your defence on. Wolf riders don't benefit as much as your units do on the wooded tiles. Aim to give plenty of XP to at least one mage, so you can level him up here or early at the next level.&lt;br /&gt;
&lt;br /&gt;
===The Road to Weldyn===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Urthaka-Tan, the enemy leader.&lt;br /&gt;
&lt;br /&gt;
You want quite a few horsemen here; it's a good opportunity to get lots of horsemen on your recall list (they are cheaper to recall than recruit later on). There are enough villages to fund recruiting or recalling 9 units and still have positive income throughout. You want at least half of your units to be horsemen: the enemy will have lots of archers who are easy prey in these open fields. You start with an archer and gain the ability to recruit more here, but you are better off recalling or recruiting mages, plus a couple of spearmen to play defence in the first night.&lt;br /&gt;
&lt;br /&gt;
[Thrash: When I played it in 1.8.4, the enemy recruited very few archers, instead it was mainly melee units (trollchens, wolves and grunts) so archers and mages were very useful to me, horsemen less so.]&lt;br /&gt;
&lt;br /&gt;
This level is dead easy to win because the enemy has a small keep, so his forces arrive spread out and not supporting each other. Use the day/night cycle; at night just fall back and, particularly on the first night, use the line of woods and castle tiles just west of your start. Your horsemen can go and take villages and make it back to fight at dawn on day 2. In the day, crush them with the horsemen and mages. You want to level up mages and horsemen.&lt;br /&gt;
&lt;br /&gt;
Once you have crushed the enemy army, take the remaining villages and milk for XP - the early exit bonus is only +15/turn, and you should be able to get +14/turn while prolonging the level. You are heading for knights (for paladins later) and white mages, as per [[#Campaign_Strategy]].&lt;br /&gt;
&lt;br /&gt;
===Leollyn===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Hagha-Tan, and keep Leollyn alive.&lt;br /&gt;
&lt;br /&gt;
You can ignore the ally in my experience; the enemy send a few units down that way, but the L3 mage and his L2 mage recruits are well able to handle them.&lt;br /&gt;
&lt;br /&gt;
You want to recall at least one and preferably two white mages (there will be lots of assassins), and a horseman near leveling up. The rest of your recruit should be a mix of bowmen and spearmen, including one or two level 2 ones. March up to the ford to the north-west and build a defensive position for the night; keep the front line together with as few units as you can, as most will end up poisoned each turn; cycle them out and replace with others. Once day breaks, hopefully you have enough decent units left to mop up the enemy's first wave; your horseman is ideal to pick off any strong enemy units standing in the water.&lt;br /&gt;
&lt;br /&gt;
Hopefully you can push over the river by afternoon on the second day. You can lure out the enemy leader and then run him down with your knight and Delfador.&lt;br /&gt;
&lt;br /&gt;
[Thash: In my experience you want to finish this one early, by say turn 10, to get a big enough bonus for the next scenario, as it seem impossible with minimum starting gold.]&lt;br /&gt;
&lt;br /&gt;
===Council in Weldyn===&lt;br /&gt;
&lt;br /&gt;
Just story.&lt;br /&gt;
&lt;br /&gt;
===Swamps of Illuven===&lt;br /&gt;
&lt;br /&gt;
Objectives: Delfador must reach signpost in north-east before time runs out.&lt;br /&gt;
&lt;br /&gt;
Spoiler: The protection charge is always 80% of your gold, and gets rid of the north-west enemy (the one not in the way of getting to the signpost). The other enemy player (the one blocking the signpost) gets a small gold bonus. So, you are losing 80% of your gold to get rid of around 40% of the enemy gold; hence, it's normally best to refuse to pay. At Easy, the deal is even worse, as the net effect is only about -25% of the enemy gold. Additionally, there is a gold bonus available if you don't pay and do defeat the NW enemy. It is not noted in the &amp;quot;Objectives&amp;quot;; instead, a treasure chest is shown on the map. Remember to take it.&lt;br /&gt;
&lt;br /&gt;
Option 1, refusing to pay: If you don't pay the charge, you get to recruit a big army, get more XP, and finish quicker. You should be able to hold the central island while pushing a force from there to take out the NW leader. A balanced force would consist of couple of horsemen, 2 white mages, a couple of level 2s, a couple of level 1 mages (which are pretty good against footpads and poachers as they ignore their high defense ratings), and the rest spearmen as fodder to form your defensive line. It is vital to use Lionel's level-3 leadership to help your level-1 units fight better.&lt;br /&gt;
&lt;br /&gt;
Option 2, paying the charge: The level is playable paying the charge if you are coming in with ~250 gold or more. Although it gives the AI a big lead in gold, you have halved the recruit rate for the AIs and ensured that they are all on the far side of the level; the AI's forces don't concentrate so well and your small force can evade them at night. You may prefer this route if you prefer a challenging small-army scouting battle rather than a big army battle. You can win by starting with as little as two raw recruit Spearman and a recalled horseman, if you take some villages so that you can recall some more units later.&lt;br /&gt;
&lt;br /&gt;
===Night in the Swamp===&lt;br /&gt;
&lt;br /&gt;
Objective: survive 12 turns.&lt;br /&gt;
&lt;br /&gt;
It is hard to get an early exit bonus here, and you don't need it, so just take the opportunity to level up some units. Grab some heavy infantry and mages, and perhaps a knight - see [[#Campaign Strategy]]. &lt;br /&gt;
&lt;br /&gt;
You can put a generator out of action by landing any level 2 or better mage on it; the level will end when there are no skeletons left. At easy, it appears that there is only one generator - you can storm it and get an early exit bonus if you find the next level easier that way, but I think leveling up units is more useful here.&lt;br /&gt;
&lt;br /&gt;
===Ur-Thorodor===&lt;br /&gt;
&lt;br /&gt;
Objectives: get Delfador into the wose castle. No early exit bonus.&lt;br /&gt;
&lt;br /&gt;
The main hazard here is the gryphons - they will attack as you cross the water. Be careful with Lionel and Delfador; you may need to use fodder to lure the gryphons and then blast them. Recall a red mage, a good damage sink (a knight will do), a healer, and perhaps another mage and a fodder unit. Cross straight away, and don't get bogged down on the other side - blast a hole with your mages and get Delfador into the castle asap. You are not likely to win a long fight. Remember that Lionel's leadership helps mages too.&lt;br /&gt;
&lt;br /&gt;
===Houses of the Dead===&lt;br /&gt;
&lt;br /&gt;
Objective: find the Staff and get Delfador to the north signpost within 64 turns.&lt;br /&gt;
&lt;br /&gt;
Explore to your north-west first - there is one village in that direction. To your north is an impassable barrier behind those mountains, so next turn back and work around the level anti-clockwise. No need to climb through the mountains: if you stick to the &amp;quot;road&amp;quot; you won't miss anything. If you pay attention to what you're told, you'll learn about a secret passage that *will* make life easier. But this scenario is pretty straightforward either way.&lt;br /&gt;
&lt;br /&gt;
The friends you find will try to help, but usually throw their, uh, existences away against the skeletons quite quickly; at least they serve as distraction. Any survivors will be available for recall on the next level, one even for free -- but that's not much of a benefit, so don't worry too much.&lt;br /&gt;
&lt;br /&gt;
Don't exit until turn 64, as there is no early exit bonus but you should have a good income. Waiting gives you more gold for the next scenario (1.8.0).&lt;br /&gt;
&lt;br /&gt;
===The Gate Between Worlds===&lt;br /&gt;
&lt;br /&gt;
* Objectives: kill Iliah-Malal&lt;br /&gt;
* Starting units: Delfador and a surviving Ghost, Ghoul or advancement from the previous scenario&lt;br /&gt;
&lt;br /&gt;
You get to recruit Ghosts and Ghouls here, your allies of the last level. Money should be no problem.&lt;br /&gt;
&lt;br /&gt;
Players have used two options with success:&lt;br /&gt;
&lt;br /&gt;
Option 1, attack with Ghouls. Backed by Delfador's leadership, ghouls can actually do a lot of damage. But he can't be everywhere, and anyway the ghouls will probably perish quickly. That's alright, as long as you manage to poison most enemies. There's not enough villages for your opponent to heal his army, and if you give battle on your shore of the swamp they won't get anywhere quickly. Ghosts can then finish the poisoned enemies.&lt;br /&gt;
&lt;br /&gt;
Option 2, leader assassination with Ghosts. Send 8 Ghosts around the flanks of the enemy to converge on Iliah-Malal, surrounding and killing him, albeit slowly. Send a Ghoul-heavy force supported by Delfador and a couple of Ghosts up the middle to distract the majority of the enemy forces. Delfador should be cautious; he is only there to distract, and the Dark Adepts and Thugs pack enough of a punch to kill him if you are not careful.&lt;br /&gt;
&lt;br /&gt;
Note: You will be able to recall this undead force in a later scenario, but this may not be very useful, so you don't have to worry about leveling up units for later levels.&lt;br /&gt;
&lt;br /&gt;
===Wasteland===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Tish Golub&lt;br /&gt;
&lt;br /&gt;
Straightforward scenario, albeit the enemy can recruit L2 units and you have only raw Elven recruits. The walk north to the Elven castle is simple. Most of the fighting takes place in the woods that you can see to your west, so elven archers are good here. Also grab a scout to steal all your ally's villages, otherwise she will keep recruiting L2 units and stealing your XP. Definitely recruit 1 or 2 shamans, as you would like to have a sorcerer early in the next level.&lt;br /&gt;
&lt;br /&gt;
===Terror at the Ford of Parthyn===&lt;br /&gt;
&lt;br /&gt;
Objectives: defeat both the orc and undead leaders.&lt;br /&gt;
&lt;br /&gt;
One strategy here is to send one scout south to find the ford guard (which then come under your control), while recruiting an army to go west and take out the orc leader. I played the level this way at Great Mage and... it went badly, although I won in the end. If playing this way, withdraw the ford guard entirely to the castle south of the ford and hole up there until relieved.&lt;br /&gt;
&lt;br /&gt;
You will find that some villages in the north of the map contain ambushes. Two villages near the ford contain allied troops; releasing these early would be a big help to defending the south castle.&lt;br /&gt;
&lt;br /&gt;
An alternative strategy is to race to the south castle (without recruiting at all) and play defensive through the first wave of enemies. The orcs and undead are hostile to each other, so this gives them a lot of chance to fight amongst themselves. ''Needs investigation and comments.''&lt;br /&gt;
&lt;br /&gt;
===The Return of Trouble===&lt;br /&gt;
&lt;br /&gt;
Objectives: defeat all enemy leaders.&lt;br /&gt;
&lt;br /&gt;
This level has a no-breathing-room start - the east enemy is almost on top of you and has as much gold as you (at Great Mage). The mountains and starting camp are poor terrain for you as that terrain is better for orcs; cross your forces into the woods opposite where you have advantages in defence and movement.&lt;br /&gt;
&lt;br /&gt;
Although you can recruit &amp;quot;raw&amp;quot; L2 units here, don't feel you need to recruit too many of them; the large number of enemy L2s attacking mean that it is hard to keep units in the front line alive, and so recruiting good numbers of units matters here. Recruiting a few druids and captains and recruiting L1 units for the bulk of the army works well. &lt;br /&gt;
&lt;br /&gt;
The ally spends his forces quickly and his leader will die early, but you aren't required to keep him alive, so don't worry about him; when he dies it is even an advantage as it stops encouraging the orcs to go through the woods south of your position.&lt;br /&gt;
&lt;br /&gt;
At lower skills, aim to knock out the east enemy early. His right flank is open but rests on the mountains, which is bad terrain for you - if you try to go around that way he can easily shift forces to meet you. Instead you can approach close to his keep through the woods; this, his left flank, usually isn't open but the AI isn't smart about keeping a proper line here. At Great Mage, you may not have the forces to spare to take him out (if you can even make an opening - he has plenty of units); instead slow him with a shaman when he pops out of his keep to attack and block him from getting back to recruit.&lt;br /&gt;
&lt;br /&gt;
You should aim to maintain a line along the north part of the woods; the main line is down the west side of the woods for a few tiles and this is where Kalenz should be; and a line back east inside the wood for your left flank, to catch enemy units coming at you through the woods. Hold out in the woods for 2 days and the storm will eventually subside; you will probably have heavy losses but your survivors should all be L3 or close to it by the end. You can then seize villages and take out the enemy commanders.&lt;br /&gt;
&lt;br /&gt;
===Shadows===&lt;br /&gt;
&lt;br /&gt;
Objectives: defeat all enemy leaders.&lt;br /&gt;
&lt;br /&gt;
You start with your Kalenz force, and get back your Delfador force during the scenario (he arrives in the SE). Grab all three holy waters near the start, but you should then move all your elven forces in one direction, head west to take out the west lich. The forest slows up most of the undead and so means that the undead converging from the other two camps won't catch you before you overwhelm and eliminate the enemy leader that you target. Because you are facing some L1 and L2 troops here, don't feel that you need to give the holy water to L3 units - a mix of L1 and L2 units is ideal and they should level all the way to L3 during the level. Recall any Elven sorcerers or shaman with good XP, and shaman are good extra recruits at the start, again to level to sorcerers.&lt;br /&gt;
&lt;br /&gt;
Once you have knocked out the NW leader, you elven force should head south to take out the south leader, and Delfador's force can head north to take out the NE leader. Lots of the undead forces will spend the whole level floundering around in the north woods around your start camp, chasing but never catching you up.&lt;br /&gt;
&lt;br /&gt;
===Save the King===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Zorlan, and (at Mage and above) kill all the enemy leaders; and keep Garard alive until that is done.&lt;br /&gt;
&lt;br /&gt;
You don't have to worry about Garard - even at Great Mage, he is more than strong enough to defeat the two southern enemies and his forces significantly help defeat Zorlan (1.8.0). You get a big automatic recall of your white mages, Chantal, and a shock trooper and Kalenz; that's plenty to win with, but recruit some new elves as it gives you some units to give XP to, fodder to face the trolls with, and they are handy to take out the SW enemy faster (at Mage and above). An elven sorcerer is a good recall, but 1 is enough.&lt;br /&gt;
&lt;br /&gt;
Zorlan should be simple; some of his units tangle with Garard's units in the river, so you should meet little opposition getting to his camp - which can be easily crushed with your mages. The onset of trolls at around first watch is the only dangerous moment, but once they have attacked, your mages and high level units can wipe them out mostly in one round. Then send Delfador and a couple of other units to take out the troll leader, and send some elves south with Kalenz to help Garard clean up and then take out the SW leader. Garard usually kills the SE leader by himself.&lt;br /&gt;
&lt;br /&gt;
===Dark Sky Over Weldyn===&lt;br /&gt;
&lt;br /&gt;
Just story.&lt;br /&gt;
&lt;br /&gt;
===A New Ally===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Gruv-Malal; keep Ulrek and Relgorn alive.&lt;br /&gt;
&lt;br /&gt;
Recruit and recall some mages - get a few L1s and you should be able to level up a couple by the end of the level. Move to Ulrek's keep - provided you have some units there by second watch, there is no danger of him being defeated. The dwarves wear down the undead and your mages get to clean up and take the XP.&lt;br /&gt;
&lt;br /&gt;
===The Portal of Doom===&lt;br /&gt;
&lt;br /&gt;
Objectives: close the portal and get your units out via the mine shaft where you start.&lt;br /&gt;
&lt;br /&gt;
Heavy-infantry are too slow on the ice. Similarly it is best to recall quick mages. Your main force should be dwarf warriors, with a few white mages or quick mages to weaken enemy units and to deal with nightgaunts and the like. A knight (even better, a paladin) would also be useful here, due to the speed and for finishing off enemy units when the dwarves can't reach.&lt;br /&gt;
&lt;br /&gt;
Don't worry about the villages to the north - Illah-Malal appears on day 2 at the north castle, so scouting units sent north would probably get killed. You can defend at your camp to defeat the first wave of undead, then march over the ice to close the portal; the northern undead will come to you. You will finish with deep negative gold but it doesn't matter.&lt;br /&gt;
&lt;br /&gt;
===Showdown in the Northern Swamp===&lt;br /&gt;
&lt;br /&gt;
* Objectives: kill all enemy leaders.&lt;br /&gt;
* Other: must kill Illah-Malal with Delfador.&lt;br /&gt;
&lt;br /&gt;
There is lots of holy water at the start, and you might struggle to have enough units to give it to. You get control of Lionel on turn 3 (plus a castle of rubbish L1 recruits), so you don't have to take villages off of him. I suggest give Lionel and Kalenz a holy water each and the third to a good L2 melee unit or knight. Your other 4 recalls could be 2 white mages, a steelclad and a paladin (or a knight close to leveling - as it is an open level).&lt;br /&gt;
&lt;br /&gt;
A good strategy here is to strike straight north and seize the south end of the bridge. The NE necromancer recruits a lot of dark adepts, and you will have to run a long way during the night to outrun them if you don't bottle them up at the crossing. Once you hold the bridge, a good melee unit and a white mage, plus some of the ally's archers, can easily hold off the NE forces. The NW enemies attack during the first night, and the main tricky bit is dealing with the nightgaunts and spectres here - just keep L2 and L3 melee units in the front line to meet the attack, then clean up with your mages. The SW enemy's units are slower and arrive on day 2; so by moving to the bridge, you've split the enemy attack and can crush each in turn.&lt;br /&gt;
&lt;br /&gt;
===Prince of Wesnoth===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill an enemy commander.&lt;br /&gt;
&lt;br /&gt;
Do not attempt to cross into the central woods; it seems like a tempting spot to fight from, but you will struggle to maximise your recruitment and still get all your units across into it, because the southern enemy camp is close to your line of advance. Instead, abandon all your villages and the rest of the level to the enemy and just defend the SW corner. Elves along the edge of the woods should be able to hold out and wear through the enemy. The number of L2 units, and the mages that the enemy recruit, mean that you will take casualties; but you will be killing a lot and scoring plenty of XP. A general mix of level 1, 2 and 3 units works well here; use the best units to hold tiles that can be attacked from several directions, which will deter the enemy from attacking them.&lt;br /&gt;
&lt;br /&gt;
Once the initial wave of enemies is spent, mop up and proceed swiftly through the central woods and jump into an enemy camp to kill the general. You don't have to have much gold for the next level, but will want high-level units, so take time here to level some up if you don't have enough.&lt;br /&gt;
&lt;br /&gt;
===Clash at the Manor===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill the enemy commander; prevent any enemies escaping via the roads.&lt;br /&gt;
&lt;br /&gt;
As there are two roads and two signposts, you need to watch both routes. You can break your forces in two or just send one unit to keep an eye on the other route. If you wait at the edge of your forest, almost all the forces should come to you (Dragoons and Cavalry will try to escape instead), and you'll have the terrain advantage. Just be ready to counter anyone trying to make a run for it. You start with Chantal, and a second druid or shyde would be a good idea so that you have a healer and someone to entangle any royal guards. The rest of your recalls should be top melee units (e.g., champions and avengers.) After the assault is broken, the mopping up operation is just to kill the sitting duck leader.&lt;br /&gt;
&lt;br /&gt;
The second phase of the level is a search; just visit &amp;lt;i&amp;gt;all&amp;lt;/i&amp;gt; the tiles outside the cave area north of the mansion.&lt;br /&gt;
&lt;br /&gt;
[Thrash: I don't think just sending a single unit to cover one route will work. If enemy sends a couple riders that way, you won't catch them.]&lt;br /&gt;
&lt;br /&gt;
===Face of the Enemy===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill the enemy commander.&lt;br /&gt;
&lt;br /&gt;
Last level, so you don't have to worry about losses or leveling up; recall some sorcerers and a decent melee unit to take the holy water. The enemy recruits few units, so you don't have to cover all the passageways; just advance as a group by the shortest route to the keep, and keep side passages covered (the enemy sometimes uses nightgaunts to ambush and slip in through any gaps). Beware of putting Delfador in front, as the enemy can use Banebows like walking corpses for suicide attacks against him.&lt;br /&gt;
&lt;br /&gt;
This scenario is too easy up to at least 1.8.4, so just play conservatively and coast to victory.&lt;br /&gt;
&lt;br /&gt;
== Old Version ==&lt;br /&gt;
&lt;br /&gt;
Before its inclusion as a mainline campaign, Delfador's Memoirs was distributed as a separate add-on. &lt;br /&gt;
&lt;br /&gt;
=== Installation notes ===&lt;br /&gt;
&lt;br /&gt;
Delfador's Memoirs is distributed as a tarball (.tar.gz), containing all sources for the campaign.&lt;br /&gt;
The tarball is built with automake.  To install, unpack it, change into the directory delfadors-memoirs-(version) and&lt;br /&gt;
run (as root) &amp;quot;./configure &amp;amp;&amp;amp; make &amp;amp;&amp;amp; make install&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If you can't install DM this way, then you may install download and install it from the campaign server (you will need wesnoth 0.8.5 or a current CVS version to do this).&lt;br /&gt;
&lt;br /&gt;
=== Download ===&lt;br /&gt;
&lt;br /&gt;
Version 0.1: (3 playable scenarios) requires wesnoth = 0.7.7&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/memoirs-0.1.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.2: (7 playable scenarios) requires wesnoth = 0.7.9&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.2.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.2.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.3: (9 playable scenarios) requires wesnoth &amp;gt;= 0.7.11 (=0.7.11 for the tarball)&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.3.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.3.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.4: (10 playable scenarios) requires wesnoth &amp;gt;= 0.7.11, &amp;lt;= 0.8.3&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.4.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.4.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.5: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.4, &amp;lt;= 0.8.7&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.5.1: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.4, &amp;lt;= 0.8.7&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.1.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.5.2: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.9&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.2.tar.gz&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Mainline Campaigns]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns - Walkthroughs]]&lt;/div&gt;</summary>
		<author><name>Schnobs</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=DelfadorsMemoirs&amp;diff=38752</id>
		<title>DelfadorsMemoirs</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=DelfadorsMemoirs&amp;diff=38752"/>
		<updated>2010-10-25T16:01:29Z</updated>

		<summary type="html">&lt;p&gt;Schnobs: /* Houses of the Dead */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Story==&lt;br /&gt;
&lt;br /&gt;
This campaign follows the adventures of Delfador, beginning from him leaving home as a newly qualified journeyman mage,&lt;br /&gt;
and leading up to him helping to bring peace to Wesnoth.  It is set a couple of generations earlier than &amp;quot;Heir to the&lt;br /&gt;
Throne&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
&lt;br /&gt;
Original developer: email to Josh Parsons, jp30 AT st-and.ac.uk.&lt;br /&gt;
Thread is at http://www.wesnoth.org/forum/viewtopic.php?t=1293.&lt;br /&gt;
&lt;br /&gt;
More recently, the campaign has been picked up and improved by 'tapik' - see [[CampaignDelfadorsMemoirs]].&lt;br /&gt;
&lt;br /&gt;
==Campaign Strategy==&lt;br /&gt;
&lt;br /&gt;
This section gives some advice on long-term strategy in this campaign.&lt;br /&gt;
&lt;br /&gt;
''NOTE: plot spoilers''. In this campaign, you work with 6 different armies: your starting loyalist army, an undead army in the underworld, Kalenz and Chantal's elven armies, a dwarf army, and a loyalist army from Parthyn. Which armies are on the recall list varies from scenario to scenario. To an extent that means that long-term strategy doesn't matter, because you keep being given a clean slate; conversely, if you are short of vital units, you might have to go back 10 levels to fix it.&lt;br /&gt;
&lt;br /&gt;
Useful long term strategies are:&lt;br /&gt;
&lt;br /&gt;
* loyalists:&lt;br /&gt;
** '''mages''': for your starting loyalist army, mages are important. '''Get 2 white mages as early as you can'''. You face a lot of assassins in the early levels, and from level 7 onward there are a lot of undead. One red mage is all you will want, for map 8.&lt;br /&gt;
** '''heavy infantry''': not that useful, despite the numbers of undead. Too many of the levels are big wide open spaces, or have difficult terrain where your HI will founder, or you are given holy water or dwarves and so have better options. Nonetheless it is worth recruiting some HI in levels that do suit them, because you lose the ability to recruit them at some points but can still recall them.&lt;br /&gt;
** '''horsemen''': now these are useful - many of the early levels suit horsemen well, and you should pick a couple of good horsemen and level them all the way up to paladins. These will be valuable in the later levels.&lt;br /&gt;
* elves: standard mixture of elves is fine (although there are many undead, you get holy water to deal with them), except:&lt;br /&gt;
** '''sorcerors''': you get a druid free, and will want a second, but perhaps more importantly you want plenty of sorcerors as these are good against the sort of undead that you don't want to melee even with holy water (spectres).&lt;br /&gt;
* Delfador: perhaps the most important long run strategy in this campaign is to get Delfador to level 3 early, and near to reaching level 4 by the end of the loyalist levels (1-8). Delfador has to fight one level essentially on his own, and it helps a lot if he is at or near level 4 (the free heal from the level-up would be useful during that level).&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
&lt;br /&gt;
You should be familiar with the basics in [[WesnothManual]] -- this is a walkthrough, not an exposition of basic game mechanics.&lt;br /&gt;
&lt;br /&gt;
Each scenario has an individual forum thread where you can provide feedback to the authors.  You can find these [http://www.wesnoth.org/forum/viewtopic.php?f=22&amp;amp;t=25554 here]. Feedback is useful as it helps the developers improve the campaign in future versions; and the posts by other players may contain advice or pointers beyond those in this walkthrough.&lt;br /&gt;
&lt;br /&gt;
===Overture===&lt;br /&gt;
&lt;br /&gt;
Just an introduction - sit back and enjoy the show.&lt;br /&gt;
&lt;br /&gt;
===This Valley Belongs to Me===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Grogor-Tuk, the enemy leader.&lt;br /&gt;
&lt;br /&gt;
This one is tricky (at least at Great Mage - hard). The enemy has a lot of gold and sends a steady stream of units your way for the first day. In the south/centre is the easy bit - defend the river. Use your mage of light here to back up a few horsemen/spearmen to fend off the attackers.&lt;br /&gt;
&lt;br /&gt;
The tricky bit is to the north - wolf riders cross the river to the north and come down through the woods. Some spearmen and mages in the woods works here, and there's a village in the woods to the north to anchor your defence on. Wolf riders don't benefit as much as your units do on the wooded tiles. Aim to give plenty of XP to at least one mage, so you can level him up here or early at the next level.&lt;br /&gt;
&lt;br /&gt;
===The Road to Weldyn===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Urthaka-Tan, the enemy leader.&lt;br /&gt;
&lt;br /&gt;
You want quite a few horsemen here; it's a good opportunity to get lots of horsemen on your recall list (they are cheaper to recall than recruit later on). There are enough villages to fund recruiting or recalling 9 units and still have positive income throughout. You want at least half of your units to be horsemen: the enemy will have lots of archers who are easy prey in these open fields. You start with an archer and gain the ability to recruit more here, but you are better off recalling or recruiting mages, plus a couple of spearmen to play defence in the first night.&lt;br /&gt;
&lt;br /&gt;
[Thrash: When I played it in 1.8.4, the enemy recruited very few archers, instead it was mainly melee units (trollchens, wolves and grunts) so archers and mages were very useful to me, horsemen less so.]&lt;br /&gt;
&lt;br /&gt;
This level is dead easy to win because the enemy has a small keep, so his forces arrive spread out and not supporting each other. Use the day/night cycle; at night just fall back and, particularly on the first night, use the line of woods and castle tiles just west of your start. Your horsemen can go and take villages and make it back to fight at dawn on day 2. In the day, crush them with the horsemen and mages. You want to level up mages and horsemen.&lt;br /&gt;
&lt;br /&gt;
Once you have crushed the enemy army, take the remaining villages and milk for XP - the early exit bonus is only +15/turn, and you should be able to get +14/turn while prolonging the level. You are heading for knights (for paladins later) and white mages, as per [[#Campaign_Strategy]].&lt;br /&gt;
&lt;br /&gt;
===Leollyn===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Hagha-Tan, and keep Leollyn alive.&lt;br /&gt;
&lt;br /&gt;
You can ignore the ally in my experience; the enemy send a few units down that way, but the L3 mage and his L2 mage recruits are well able to handle them.&lt;br /&gt;
&lt;br /&gt;
You want to recall at least one and preferably two white mages (there will be lots of assassins), and a horseman near leveling up. The rest of your recruit should be a mix of bowmen and spearmen, including one or two level 2 ones. March up to the ford to the north-west and build a defensive position for the night; keep the front line together with as few units as you can, as most will end up poisoned each turn; cycle them out and replace with others. Once day breaks, hopefully you have enough decent units left to mop up the enemy's first wave; your horseman is ideal to pick off any strong enemy units standing in the water.&lt;br /&gt;
&lt;br /&gt;
Hopefully you can push over the river by afternoon on the second day. You can lure out the enemy leader and then run him down with your knight and Delfador.&lt;br /&gt;
&lt;br /&gt;
[Thash: In my experience you want to finish this one early, by say turn 10, to get a big enough bonus for the next scenario, as it seem impossible with minimum starting gold.]&lt;br /&gt;
&lt;br /&gt;
===Council in Weldyn===&lt;br /&gt;
&lt;br /&gt;
Just story.&lt;br /&gt;
&lt;br /&gt;
===Swamps of Illuven===&lt;br /&gt;
&lt;br /&gt;
Objectives: Delfador must reach signpost in north-east before time runs out.&lt;br /&gt;
&lt;br /&gt;
Spoiler: The protection charge is always 80% of your gold, and gets rid of the north-west enemy (the one not in the way of getting to the signpost). The other enemy player (the one blocking the signpost) gets a small gold bonus. So, you are losing 80% of your gold to get rid of around 40% of the enemy gold; hence, it's normally best to refuse to pay. At Easy, the deal is even worse, as the net effect is only about -25% of the enemy gold. Additionally, there is a gold bonus available if you don't pay and do defeat the NW enemy. It is not noted in the &amp;quot;Objectives&amp;quot;; instead, a treasure chest is shown on the map. Remember to take it.&lt;br /&gt;
&lt;br /&gt;
Option 1, refusing to pay: If you don't pay the charge, you get to recruit a big army, get more XP, and finish quicker. You should be able to hold the central island while pushing a force from there to take out the NW leader. A balanced force would consist of couple of horsemen, 2 white mages, a couple of level 2s, a couple of level 1 mages (which are pretty good against footpads and poachers as they ignore their high defense ratings), and the rest spearmen as fodder to form your defensive line. It is vital to use Lionel's level-3 leadership to help your level-1 units fight better.&lt;br /&gt;
&lt;br /&gt;
Option 2, paying the charge: The level is playable paying the charge if you are coming in with ~250 gold or more. Although it gives the AI a big lead in gold, you have halved the recruit rate for the AIs and ensured that they are all on the far side of the level; the AI's forces don't concentrate so well and your small force can evade them at night. You may prefer this route if you prefer a challenging small-army scouting battle rather than a big army battle. You can win by starting with as little as two raw recruit Spearman and a recalled horseman, if you take some villages so that you can recall some more units later.&lt;br /&gt;
&lt;br /&gt;
===Night in the Swamp===&lt;br /&gt;
&lt;br /&gt;
Objective: survive 12 turns.&lt;br /&gt;
&lt;br /&gt;
It is hard to get an early exit bonus here, and you don't need it, so just take the opportunity to level up some units. Grab some heavy infantry and mages, and perhaps a knight - see [[#Campaign Strategy]]. &lt;br /&gt;
&lt;br /&gt;
You can put a generator out of action by landing any level 2 or better mage on it; the level will end when there are no skeletons left. At easy, it appears that there is only one generator - you can storm it and get an early exit bonus if you find the next level easier that way, but I think leveling up units is more useful here.&lt;br /&gt;
&lt;br /&gt;
===Ur-Thorodor===&lt;br /&gt;
&lt;br /&gt;
Objectives: get Delfador into the wose castle. No early exit bonus.&lt;br /&gt;
&lt;br /&gt;
The main hazard here is the gryphons - they will attack as you cross the water. Be careful with Lionel and Delfador; you may need to use fodder to lure the gryphons and then blast them. Recall a red mage, a good damage sink (a knight will do), a healer, and perhaps another mage and a fodder unit. Cross straight away, and don't get bogged down on the other side - blast a hole with your mages and get Delfador into the castle asap. You are not likely to win a long fight. Remember that Lionel's leadership helps mages too.&lt;br /&gt;
&lt;br /&gt;
===Houses of the Dead===&lt;br /&gt;
&lt;br /&gt;
Objective: find the Staff and get Delfador to the north signpost within 64 turns.&lt;br /&gt;
&lt;br /&gt;
Explore to your north-west first - there is one village in that direction. To your north is an impassable barrier behind those mountains, so next turn back and work around the level anti-clockwise. No need to climb through the mountains: if you stick to the &amp;quot;road&amp;quot; you won't miss anything. If you pay attention to what you're told, you'll learn about a secret passage that *will* make life easier. But this scenario is pretty straightforward either way.&lt;br /&gt;
&lt;br /&gt;
The friends you find will try to help, but usually throw their, uh, existences away against the skeletons quite quickly; at least they serve as distraction. Any survivors will be available for recall on the next level, one even for free -- but that's not much of a benefit, so don't worry too much.&lt;br /&gt;
&lt;br /&gt;
Don't exit until turn 64, as there is no early exit bonus but you should have a good income. Waiting gives you more gold for the next scenario (1.8.0).&lt;br /&gt;
&lt;br /&gt;
===The Gate Between Worlds===&lt;br /&gt;
&lt;br /&gt;
* Objectives: kill Iliah-Malal&lt;br /&gt;
* Starting units: Delfador and a surviving Ghost, Ghoul or advancement from the previous scenario&lt;br /&gt;
&lt;br /&gt;
You get to recruit Ghosts and Ghouls here, your allies of the last level. Money should be no problem.&lt;br /&gt;
&lt;br /&gt;
Players have used two options with success:&lt;br /&gt;
&lt;br /&gt;
Option 1, attack with Ghouls. Don't overdo the Ghosts - get 4-5 for scouting and killing the enemy's Bats, and to pick off stragglers. Your main army should be Ghouls, as the enemy will recruit a lot of Dark Adepts and they can kill a Ghost in one turn, so your Ghosts will have to stay away from the main fight. Draw the enemy into the swamp and then crush them with a wave of Ghouls, backed by Delfador's leadership.&lt;br /&gt;
&lt;br /&gt;
Option 2, leader assassination with Ghosts. Send 8 Ghosts around the flanks of the enemy to converge on Iliah-Malal, surrounding and killing him, albeit slowly. Send a Ghoul-heavy force supported by Delfador and a couple of Ghosts up the middle to distract the majority of the enemy forces. Delfador should be cautious; he is only there to distract, and the Dark Adepts and Thugs pack enough of a punch to kill him if you are not careful.&lt;br /&gt;
&lt;br /&gt;
Note: You will be able to recall this undead force in a later scenario, but this may not be very useful, so you don't have to worry about leveling up units for later levels.&lt;br /&gt;
&lt;br /&gt;
===Wasteland===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Tish Golub&lt;br /&gt;
&lt;br /&gt;
Straightforward scenario, albeit the enemy can recruit L2 units and you have only raw Elven recruits. The walk north to the Elven castle is simple. Most of the fighting takes place in the woods that you can see to your west, so elven archers are good here. Also grab a scout to steal all your ally's villages, otherwise she will keep recruiting L2 units and stealing your XP. Definitely recruit 1 or 2 shamans, as you would like to have a sorcerer early in the next level.&lt;br /&gt;
&lt;br /&gt;
===Terror at the Ford of Parthyn===&lt;br /&gt;
&lt;br /&gt;
Objectives: defeat both the orc and undead leaders.&lt;br /&gt;
&lt;br /&gt;
One strategy here is to send one scout south to find the ford guard (which then come under your control), while recruiting an army to go west and take out the orc leader. I played the level this way at Great Mage and... it went badly, although I won in the end. If playing this way, withdraw the ford guard entirely to the castle south of the ford and hole up there until relieved.&lt;br /&gt;
&lt;br /&gt;
You will find that some villages in the north of the map contain ambushes. Two villages near the ford contain allied troops; releasing these early would be a big help to defending the south castle.&lt;br /&gt;
&lt;br /&gt;
An alternative strategy is to race to the south castle (without recruiting at all) and play defensive through the first wave of enemies. The orcs and undead are hostile to each other, so this gives them a lot of chance to fight amongst themselves. ''Needs investigation and comments.''&lt;br /&gt;
&lt;br /&gt;
===The Return of Trouble===&lt;br /&gt;
&lt;br /&gt;
Objectives: defeat all enemy leaders.&lt;br /&gt;
&lt;br /&gt;
This level has a no-breathing-room start - the east enemy is almost on top of you and has as much gold as you (at Great Mage). The mountains and starting camp are poor terrain for you as that terrain is better for orcs; cross your forces into the woods opposite where you have advantages in defence and movement.&lt;br /&gt;
&lt;br /&gt;
Although you can recruit &amp;quot;raw&amp;quot; L2 units here, don't feel you need to recruit too many of them; the large number of enemy L2s attacking mean that it is hard to keep units in the front line alive, and so recruiting good numbers of units matters here. Recruiting a few druids and captains and recruiting L1 units for the bulk of the army works well. &lt;br /&gt;
&lt;br /&gt;
The ally spends his forces quickly and his leader will die early, but you aren't required to keep him alive, so don't worry about him; when he dies it is even an advantage as it stops encouraging the orcs to go through the woods south of your position.&lt;br /&gt;
&lt;br /&gt;
At lower skills, aim to knock out the east enemy early. His right flank is open but rests on the mountains, which is bad terrain for you - if you try to go around that way he can easily shift forces to meet you. Instead you can approach close to his keep through the woods; this, his left flank, usually isn't open but the AI isn't smart about keeping a proper line here. At Great Mage, you may not have the forces to spare to take him out (if you can even make an opening - he has plenty of units); instead slow him with a shaman when he pops out of his keep to attack and block him from getting back to recruit.&lt;br /&gt;
&lt;br /&gt;
You should aim to maintain a line along the north part of the woods; the main line is down the west side of the woods for a few tiles and this is where Kalenz should be; and a line back east inside the wood for your left flank, to catch enemy units coming at you through the woods. Hold out in the woods for 2 days and the storm will eventually subside; you will probably have heavy losses but your survivors should all be L3 or close to it by the end. You can then seize villages and take out the enemy commanders.&lt;br /&gt;
&lt;br /&gt;
===Shadows===&lt;br /&gt;
&lt;br /&gt;
Objectives: defeat all enemy leaders.&lt;br /&gt;
&lt;br /&gt;
You start with your Kalenz force, and get back your Delfador force during the scenario (he arrives in the SE). Grab all three holy waters near the start, but you should then move all your elven forces in one direction, head west to take out the west lich. The forest slows up most of the undead and so means that the undead converging from the other two camps won't catch you before you overwhelm and eliminate the enemy leader that you target. Because you are facing some L1 and L2 troops here, don't feel that you need to give the holy water to L3 units - a mix of L1 and L2 units is ideal and they should level all the way to L3 during the level. Recall any Elven sorcerers or shaman with good XP, and shaman are good extra recruits at the start, again to level to sorcerers.&lt;br /&gt;
&lt;br /&gt;
Once you have knocked out the NW leader, you elven force should head south to take out the south leader, and Delfador's force can head north to take out the NE leader. Lots of the undead forces will spend the whole level floundering around in the north woods around your start camp, chasing but never catching you up.&lt;br /&gt;
&lt;br /&gt;
===Save the King===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Zorlan, and (at Mage and above) kill all the enemy leaders; and keep Garard alive until that is done.&lt;br /&gt;
&lt;br /&gt;
You don't have to worry about Garard - even at Great Mage, he is more than strong enough to defeat the two southern enemies and his forces significantly help defeat Zorlan (1.8.0). You get a big automatic recall of your white mages, Chantal, and a shock trooper and Kalenz; that's plenty to win with, but recruit some new elves as it gives you some units to give XP to, fodder to face the trolls with, and they are handy to take out the SW enemy faster (at Mage and above). An elven sorcerer is a good recall, but 1 is enough.&lt;br /&gt;
&lt;br /&gt;
Zorlan should be simple; some of his units tangle with Garard's units in the river, so you should meet little opposition getting to his camp - which can be easily crushed with your mages. The onset of trolls at around first watch is the only dangerous moment, but once they have attacked, your mages and high level units can wipe them out mostly in one round. Then send Delfador and a couple of other units to take out the troll leader, and send some elves south with Kalenz to help Garard clean up and then take out the SW leader. Garard usually kills the SE leader by himself.&lt;br /&gt;
&lt;br /&gt;
===Dark Sky Over Weldyn===&lt;br /&gt;
&lt;br /&gt;
Just story.&lt;br /&gt;
&lt;br /&gt;
===A New Ally===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill Gruv-Malal; keep Ulrek and Relgorn alive.&lt;br /&gt;
&lt;br /&gt;
Recruit and recall some mages - get a few L1s and you should be able to level up a couple by the end of the level. Move to Ulrek's keep - provided you have some units there by second watch, there is no danger of him being defeated. The dwarves wear down the undead and your mages get to clean up and take the XP.&lt;br /&gt;
&lt;br /&gt;
===The Portal of Doom===&lt;br /&gt;
&lt;br /&gt;
Objectives: close the portal and get your units out via the mine shaft where you start.&lt;br /&gt;
&lt;br /&gt;
Heavy-infantry are too slow on the ice. Similarly it is best to recall quick mages. Your main force should be dwarf warriors, with a few white mages or quick mages to weaken enemy units and to deal with nightgaunts and the like. A knight (even better, a paladin) would also be useful here, due to the speed and for finishing off enemy units when the dwarves can't reach.&lt;br /&gt;
&lt;br /&gt;
Don't worry about the villages to the north - Illah-Malal appears on day 2 at the north castle, so scouting units sent north would probably get killed. You can defend at your camp to defeat the first wave of undead, then march over the ice to close the portal; the northern undead will come to you. You will finish with deep negative gold but it doesn't matter.&lt;br /&gt;
&lt;br /&gt;
===Showdown in the Northern Swamp===&lt;br /&gt;
&lt;br /&gt;
* Objectives: kill all enemy leaders.&lt;br /&gt;
* Other: must kill Illah-Malal with Delfador.&lt;br /&gt;
&lt;br /&gt;
There is lots of holy water at the start, and you might struggle to have enough units to give it to. You get control of Lionel on turn 3 (plus a castle of rubbish L1 recruits), so you don't have to take villages off of him. I suggest give Lionel and Kalenz a holy water each and the third to a good L2 melee unit or knight. Your other 4 recalls could be 2 white mages, a steelclad and a paladin (or a knight close to leveling - as it is an open level).&lt;br /&gt;
&lt;br /&gt;
A good strategy here is to strike straight north and seize the south end of the bridge. The NE necromancer recruits a lot of dark adepts, and you will have to run a long way during the night to outrun them if you don't bottle them up at the crossing. Once you hold the bridge, a good melee unit and a white mage, plus some of the ally's archers, can easily hold off the NE forces. The NW enemies attack during the first night, and the main tricky bit is dealing with the nightgaunts and spectres here - just keep L2 and L3 melee units in the front line to meet the attack, then clean up with your mages. The SW enemy's units are slower and arrive on day 2; so by moving to the bridge, you've split the enemy attack and can crush each in turn.&lt;br /&gt;
&lt;br /&gt;
===Prince of Wesnoth===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill an enemy commander.&lt;br /&gt;
&lt;br /&gt;
Do not attempt to cross into the central woods; it seems like a tempting spot to fight from, but you will struggle to maximise your recruitment and still get all your units across into it, because the southern enemy camp is close to your line of advance. Instead, abandon all your villages and the rest of the level to the enemy and just defend the SW corner. Elves along the edge of the woods should be able to hold out and wear through the enemy. The number of L2 units, and the mages that the enemy recruit, mean that you will take casualties; but you will be killing a lot and scoring plenty of XP. A general mix of level 1, 2 and 3 units works well here; use the best units to hold tiles that can be attacked from several directions, which will deter the enemy from attacking them.&lt;br /&gt;
&lt;br /&gt;
Once the initial wave of enemies is spent, mop up and proceed swiftly through the central woods and jump into an enemy camp to kill the general. You don't have to have much gold for the next level, but will want high-level units, so take time here to level some up if you don't have enough.&lt;br /&gt;
&lt;br /&gt;
===Clash at the Manor===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill the enemy commander; prevent any enemies escaping via the roads.&lt;br /&gt;
&lt;br /&gt;
As there are two roads and two signposts, you need to watch both routes. You can break your forces in two or just send one unit to keep an eye on the other route. If you wait at the edge of your forest, almost all the forces should come to you (Dragoons and Cavalry will try to escape instead), and you'll have the terrain advantage. Just be ready to counter anyone trying to make a run for it. You start with Chantal, and a second druid or shyde would be a good idea so that you have a healer and someone to entangle any royal guards. The rest of your recalls should be top melee units (e.g., champions and avengers.) After the assault is broken, the mopping up operation is just to kill the sitting duck leader.&lt;br /&gt;
&lt;br /&gt;
The second phase of the level is a search; just visit &amp;lt;i&amp;gt;all&amp;lt;/i&amp;gt; the tiles outside the cave area north of the mansion.&lt;br /&gt;
&lt;br /&gt;
[Thrash: I don't think just sending a single unit to cover one route will work. If enemy sends a couple riders that way, you won't catch them.]&lt;br /&gt;
&lt;br /&gt;
===Face of the Enemy===&lt;br /&gt;
&lt;br /&gt;
Objectives: kill the enemy commander.&lt;br /&gt;
&lt;br /&gt;
Last level, so you don't have to worry about losses or leveling up; recall some sorcerers and a decent melee unit to take the holy water. The enemy recruits few units, so you don't have to cover all the passageways; just advance as a group by the shortest route to the keep, and keep side passages covered (the enemy sometimes uses nightgaunts to ambush and slip in through any gaps). Beware of putting Delfador in front, as the enemy can use Banebows like walking corpses for suicide attacks against him.&lt;br /&gt;
&lt;br /&gt;
This scenario is too easy up to at least 1.8.4, so just play conservatively and coast to victory.&lt;br /&gt;
&lt;br /&gt;
== Old Version ==&lt;br /&gt;
&lt;br /&gt;
Before its inclusion as a mainline campaign, Delfador's Memoirs was distributed as a separate add-on. &lt;br /&gt;
&lt;br /&gt;
=== Installation notes ===&lt;br /&gt;
&lt;br /&gt;
Delfador's Memoirs is distributed as a tarball (.tar.gz), containing all sources for the campaign.&lt;br /&gt;
The tarball is built with automake.  To install, unpack it, change into the directory delfadors-memoirs-(version) and&lt;br /&gt;
run (as root) &amp;quot;./configure &amp;amp;&amp;amp; make &amp;amp;&amp;amp; make install&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If you can't install DM this way, then you may install download and install it from the campaign server (you will need wesnoth 0.8.5 or a current CVS version to do this).&lt;br /&gt;
&lt;br /&gt;
=== Download ===&lt;br /&gt;
&lt;br /&gt;
Version 0.1: (3 playable scenarios) requires wesnoth = 0.7.7&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/memoirs-0.1.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.2: (7 playable scenarios) requires wesnoth = 0.7.9&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.2.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.2.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.3: (9 playable scenarios) requires wesnoth &amp;gt;= 0.7.11 (=0.7.11 for the tarball)&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.3.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.3.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.4: (10 playable scenarios) requires wesnoth &amp;gt;= 0.7.11, &amp;lt;= 0.8.3&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.4.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.4.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.5: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.4, &amp;lt;= 0.8.7&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.5.1: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.4, &amp;lt;= 0.8.7&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.1.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.5.2: (10 playable scenarios) requires wesnoth &amp;gt;= 0.8.9&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.2.tar.gz&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Mainline Campaigns]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns - Walkthroughs]]&lt;/div&gt;</summary>
		<author><name>Schnobs</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Northern_Rebirth&amp;diff=38692</id>
		<title>Northern Rebirth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Northern_Rebirth&amp;diff=38692"/>
		<updated>2010-10-14T10:35:00Z</updated>

		<summary type="html">&lt;p&gt;Schnobs: /* Infested Caves */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Breaking the Chains===&lt;br /&gt;
* Objectives: Defeat the orc leaders&lt;br /&gt;
* Lose if: Tallin dies or turns run out&lt;br /&gt;
* Turns: 51/41/31/26 (easy/medium/hard/nightmare)&lt;br /&gt;
* Starting units: Tallin and Zlex, a loyal peasant&lt;br /&gt;
&lt;br /&gt;
All you can recruit in this scenario are level 0 Peasants and Woodsmen, so it calls for unusual tactics. Initially you can't overpower the orcs by brute force. Fortunately though, the orcs are fighting amongst themselves, so guerrilla tactics will work. Keep your head down, and let the orcs weaken each other while you slip around the edges and grab as many villages as you can - even if you have to sacrifice a few units. Once the orcs are done fighting (one side will be mostly out of units), march your Woodsmen in a line and finish them off.&lt;br /&gt;
&lt;br /&gt;
The next scenario can be ''expensive'', so try to finish as early as you can.  Don't worry too much about leveling troops (except for Tallin and Zlex), because you'll get better troops next scenario anyway.  When you do level units, keep in mind that you'll mostly be fighting skeletons for the next four scenarios; Bowmen will be okay late-game but not so good in the near future.&lt;br /&gt;
&lt;br /&gt;
Also, beware of the tunnel entrance to the northeast. When you move there you will unleash a squad of trolls. Sometimes they attack the orcs (good for you) but other times they attack you. Since they are resistant to your pierce attacks, they can give you a bit of trouble should the latter happen.&lt;br /&gt;
&lt;br /&gt;
===Infested Caves===&lt;br /&gt;
* Objectives: Find the dwarves and survive; or, defeat all the enemy leaders&lt;br /&gt;
* Lose if: Tallin or Hamel dies or turns run out&lt;br /&gt;
* Turns: 60/55/50/45 (easy/medium/hard/nightmare)&lt;br /&gt;
* Starting units: Tallin and a supporter&lt;br /&gt;
* Other: find Camerin the Arch Mage in the northernmost village&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you play just a few turns into this scenario, you will readily notice the green and blue Trolls, the orange (?) and white Skeletons, and you'll probably soon see the brown level-2 Trolls coming from the far side of the large chamber. All of these have their keeps behind some sort of chokepoint, as well as a number of villages, which means that they won't run out of money and fresh recruits. Once you make it past the brown trolls you'll come across another castle of skeletons (right in the middle of a comparatively wide corridor), then one more chokepoint and, finally, the home of the dwarves. Every team on the map is at war with everyone else -- it's certainly possible that you never see the last skeletons, as they may get destroyed by trolls and dwarves long before you get there. Depending on much randomness, the dwarves may show up in the main hall as early as turn 15 and help you with the brown trolls, or they may still be fighting the skeletons at turn 50. Now, let's have a look at the troops at your disposal:&lt;br /&gt;
&lt;br /&gt;
*Footpads' don't have many HP, but also tend to take little damage due to their dodge rating. They're also quite fast. However, their damage output is (barely) sufficient against skeletons and totally inadequate against trolls -- they won't get pushed back, but won't push forward either. Still, footpads should make up the bulk of your army: As you lack healers, your troops need to run back back to a village when they get beat up. Footpads run faster and take less damage than your other units.&lt;br /&gt;
*Thugs, with their powerful impact attack, will do more damage than anyone else. However, being melee-only means they get beat up in the process, not to mention shot to pieces by the Skeleton Archers. Pulling them back for healing takes a lot of time. Having a thug in the right place at the right time can make quite a difference... but you don't need them to finish this level and probably won't ever recall them later.&lt;br /&gt;
*Poachers are virtually useless against skeletons, but the best ranged attackers against trolls. Later (much later) you will need a few good archers, and now is the time to train them. Something like four or six will probably be enough, though.&lt;br /&gt;
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Technically speaking, it would suffice if you somehow manage to move Tallin into the dwarves' home. However, this requires that you somehow get past the brown trolls, the toughest opponents on the map; if you can do that, you can just as well rub them out. Destroying all others on top of that isn't difficult but takes some patience. You've got 60 turns, and even if you need 40 in order to clear the map, you're still in for a *huge* early finish bonus. Which you'll really need later on.&lt;br /&gt;
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Either way, the brown trolls are key to winning this scenario. But let's start with the minor opponents, the four teams of level-1 trolls and skeletons. Sealing them at their chokepoints is easy. Generally, you should immediately send off some footpads towards each of the four, occupy a favorable line of defense, then reinforce them over the next couple of turns. Further troops should assemble in the main hall for the fight against the brown trolls. All told, you will need like 60 men and could use many more -- if you don't have at least 800 gold to begin with, revert and replay the previous level.&lt;br /&gt;
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Guarding the chokepoints is a rather safe assignment, so use the troops (traits) you'd like to live and level up. In order to break through into their homes, you need to kill them faster than they can hire new recruits -- this won't happen until you have several level-2 units. You may still not get at the troll cubs, but will eventually whittle down the skeletons. Once you defeat any of the four, you'll discover a secret passage to their neighbour.&lt;br /&gt;
&lt;br /&gt;
1) The blue trolls (north). There's village on a small patch of meadows where you'll discover a level-3 mage who will join you. Get there quickly or you won't make it until much much later. You probably cannot ever force your way into their home, the terrain is just too unfavorable, instead you need to rely on the secret passage from the white skeletons. So this will be an eternal standoff, use it as a training ground for your troops.&lt;br /&gt;
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2) The green trolls (south). Try to occupy the keep and broken ground close to their home (you need to be really quick to get there in time). In this position, their leader will occasionally take part in the fight -- eventually this will be his downfall.&lt;br /&gt;
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3) The orange skeletons are easy to contain, you needn't even hurry all that much. When you feel confident that you have enough troops at hand, you can pull back a bit and widen the circle, fighting many-to-many. After his host has been destroyed, a few level-2 Outlaws can force their way upstream against the trickle of new recruits.&lt;br /&gt;
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4) The white skeletons' exit is extremely easy to guard, just see to it that you get there in time. But hey: there's a second hole further down the hall, pretty close to the brown trolls. For now, that's in your favor. After the brown trolls have been defeated, you can loosen your grip on the first gap -- his skeletons will prefer that outlet and leave the second corridor unguarded. You can then march a whole army up there and occupy about ten white villages. Deprived of his income, destroying the white leader will be standard procedure.&lt;br /&gt;
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5) The brown trolls. Occupy the castle ruins and rugged terrain in the center of the large cave. You may need to skirmish a troll or two in order to even get there, but if your flanks are guarded you'll have plenty of space to outflank and surround them. Don't push too far! The castle ruins are an excellent spot, just hold it. This may seem hopeless for a while as more and more trolls pile up in front of your troops... but sooner or later, the white skeletons will show up. Also remember that there's another set of skeletons behind the trolls. Those undead make an excellent distracion, every couple of turns most trolls will be away with only their leader left in the castle, plus possibly a new recruit of his. Now move. You may try to lure out the troll leader and pin him down, or just rush in and occupy his castle. Just make sure that he can't recruit anymore. Killing him may take several turns and will certainly cost you some units, but as long as you keep him from recruiting, things will work out.&lt;br /&gt;
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6) The final skeletons you'll find past the trolls are under constant assault by the dwarves and should be no challenge. Possible they no longer even exist: they are meant to eventually give way to the dwarves even if you do nothing about it. However, be aware that once these undead are gone, the dwarves will pour out and &amp;quot;help&amp;quot; you with the remaining opponents, stealing kills and standing in the way. You should maybe fill up the corridor just south of the brown trolls' fortress with units of your own, just to keep the dwarves away. Peasants will do. Also don't forget to seize the dwarven villages, there's quite a few.&lt;br /&gt;
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===To The Mines===&lt;br /&gt;
* Objectives: Go to the mines (with Tallin) or defeat the wolves&lt;br /&gt;
* Lose if: Tallin or Hamel dies or turns run out&lt;br /&gt;
* Turns: 40/36/30/24 (easy/medium/hard/nightmare)&lt;br /&gt;
* Starting units: Tallin, Hamel, Camerin and a supporter&lt;br /&gt;
&lt;br /&gt;
This is designed to be more of a breather scenario, letting you get a bit of fresh air and level a few units before you plunge back into the caves. However, stay on your guard because if you get sloppy, you could experience a lot of grief.&lt;br /&gt;
&lt;br /&gt;
The basic strategy is to recruit lots of dwarves and sweep north in a line. You'll lose a few but level up more, which will be your most reliable heavy infantry in later scenarios. Beware Wolf Riders nipping around your flanks and don't leave any units isolated. Recalling Poachers/Trappers will make quicker work of the Wolf Riders but the experience may be appreciated more if it is doled out to dwarves.&lt;br /&gt;
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Alternatively, recruit a keep full of level 0 &amp;quot;targets&amp;quot; and make a point of leaving one or two of them isolated (but with support troops nearby). The AI loves to attack these &amp;quot;soft&amp;quot; targets, leaving his units vulnerable to your full counterattack. With a bit of luck, you can even lure out the enemy leader for an easy (and early) finish.&lt;br /&gt;
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===Clearing The Mines===&lt;br /&gt;
* Objectives: Clear the mines&lt;br /&gt;
* Lose if: Tallin or Hamel dies or turns run out&lt;br /&gt;
* Turns: 85/75/65/55 (easy/medium/hard/nightmare)&lt;br /&gt;
* Starting units: Tallin, Hamel, Camerin, a supporter and some dwarves&lt;br /&gt;
* Other: LOTS of ghouls show up on turn 20&lt;br /&gt;
&lt;br /&gt;
This is a large scenario, and a tough one, but it's very important to do well here. There are two key secrets which will dictate your strategy.&lt;br /&gt;
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The first secret: this is the last scenario on which you can recruit dwarfs. Dwarfs are probably the best units in your army, *especially* against skeletons; you want to recruit lots of them now, so that you can recall them later and level them into Dwarven Lords. Recruit, recruit, recruit, until you run out of gold. You should have a continuous stream of of dwarfs going both north and east.&lt;br /&gt;
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I didn't recruit any of the Dwarvish Thunderers -- they're not much good against skeletons, and I don't like the element of randomness where half the time they deal no damage. You might feel differently.&lt;br /&gt;
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When fighting the guard skeletons, try to lure them off their platforms before attacking. They'll cheerfully leave their posts to attack your low-level units, especially if they think there's a chance to kill something.&lt;br /&gt;
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The second secret: see all that water on the level? On turn 21, most of that water turns into swamp, and every swamp hex will have a Ghoul on it. You need to have most of the Death Knights dead before this happens, so don't dawdle.&lt;br /&gt;
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There are two ways to deal with the Ghouls. The first option is to kill the Lich before turn 22.  This is tricky, but very doable. The Lich is very frisky about leaving his keep to attack you; lure him away and hit him with whatever Dwarven Lords you have.&lt;br /&gt;
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The second option is to farm the Ghouls for experience. You've got lots and lots of dwarves, right?  Why not have fun with them? Surround the water with dwarfs on all sides, and wait for turn 21.  You'll lose a few dwarfs, but you'll gain a lot of experience, too. Be careful of the Lich, who will attack when you get close. You don't want to kill him until most of the Ghouls are dead, so it's best to just put up with him (and try not to move any high-level units where he can get at them).&lt;br /&gt;
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===The Pursuit===&lt;br /&gt;
* Objectives: Destroy Malifor&lt;br /&gt;
* Lose if: Tallin dies or turns run out&lt;br /&gt;
* Turns: n/a&lt;br /&gt;
* Starting units: Tallin, Camerin, a supporter and some dwarves&lt;br /&gt;
* Other&lt;br /&gt;
** Get the Rod of Justice in the northern chamber&lt;br /&gt;
** Raid the treasury&lt;br /&gt;
&lt;br /&gt;
This level opens with an 8-way junction of passages (one of which is where you enter). Don't get involved in fights in all 7 passages at once; you can only use Camerin in one place at a time, and initially you have a serious problem with healing (namely, you don't have any means to heal units, so they just have to go and stand in the entrance passage and regain 2hp per turn).&lt;br /&gt;
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By turn 2 you should have Tallin on the camp, recruiting thugs and recalling dwarfs.  Send your best units down the southwest passage ASAP.  There's a death knight down there who can recruit second-level skeletons; you have to hit him fast and hard.  He won't start recruiting until you stand where he can see you, so pack the passage with units before you charge into the room.  This will probably take several tries to get right.&lt;br /&gt;
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Once the death knight goes down, your dwarf lords can clean out the next few revenants, after which the world is a much nicer place.  The druid you get is pretty awesome, but the real prize here is the two invincible white mages.  Whenever one white mage gets killed, the other one resurrects it, with apparently no penalty!  (Resurrection seems to drain their experience, but if a white mage reaches level 3, it will stay level 3 forever.)  &lt;br /&gt;
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Your first order of business is to send the female white mage (with the &amp;quot;quick&amp;quot; attribute) down the southeast tunnel, the one with the &amp;quot;water monsters&amp;quot; warning.  Send her an escort -- three or four units, any type as long as they all have 6+ movement.  She'll eventually win the scenario for you.&lt;br /&gt;
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While you've been doing all this, the death knights down the east and west tunnels have been sending skeletons at you.  The bad news is it's extremely difficult to kill these guys, because the path is full of bottlenecks, and they can make a new skeleton every turn.  The good news is there's not really any need to kill these guys -- put some dwarfs or thugs in the bottleneck and kill the skeletons as they come out.  Fairly quickly you'll need to heal your defenders, which is why it was so important to get those healers rescued quick.&lt;br /&gt;
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Now that you've got your base under control, it's time to focus on profit.  Remember that long tunnel behind Krash?  Send a footpad down that tunnel; he'll eventually find three loyal dwarfs.  (He'll also find a backdoor into the Treasury, but it's probably not worth your time to send an army down that way to take advantage of it.)  In the meantime, grab some healthy units and hit the Treasury from the front.  When you get close, you'll trigger two Death Knights to summon units at you.  Retreat out of the tunnel and kill them as they chase you into your main room, then head back in once they run out of gold.&lt;br /&gt;
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You don't ever want to attack the guards on their platforms; instead, put an expendable unit (newly recruited Thug or Footpad) where they can reach it, and they'll leave their platform every time.  Repeat until done.  Your goal in the Treasury is the chest in the far north, which has 10K gold.  Try not to spend too much of it.  The rest of the chests have less gold, but still worth getting.&lt;br /&gt;
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Finish the Treasury?  Both the north and northeast tunnels eventually lead to the final boss, but more importantly, there's other benefits to going up the two tunnels:  loads of XP and the almighty Rod of Justice.&lt;br /&gt;
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The north tunnel leads to the Rod of Justice.  The tunnel is almost entirely unguarded at first, and after a while opens into a large, open chamber.  Take Tallin and the druid with a hardened force with you, because going into the chamber has two effects:  your retreat is cut off by a cave-in, and you're attacked by a mass of ''very'' dangerous level 3 spiders.  This is where the druid comes in:  spiders have poison, and the druid can cure.  Luckily, there's a chokepoint that you can fall back to and wear down the spiders' numbers before having to assault the chamber in force.  The reward for killing the spiders?  The Rod of Justice.  When you've secured the chamber, send Tallin to go grab it.  It gives him stat boosts and an incredibly powerful ranged attack.&lt;br /&gt;
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The northeast tunnel doesn't have any big rewards like the Rod of Justice, but there are two Death Knights and loads of skeletons, making it good for experience.  It's also nice and narrow, so while the going is slow, you don't have to worry about being overwhelmed.&lt;br /&gt;
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As you've been doing all this, your white mage has been running down that long southeast tunnel.  At one point her escort killed some tentacles.  (And she sent a footpad down a south tunnel, where he found a friendly Wraith.  Handy!)  Later she passed a pool which contained a sea monster.  (If you don't go in the room, it won't attack.)  Eventually she reached a keep guarded by three nagas.  When you're ready to take out the boss, grab your other white mage (the male one, with movement 5) and send him off to get killed somewhere.  He'll teleport next to the female mage.  It no longer matters if your white mages die, because they'll just respawn in the same place.  Kill the nagas and open the secret door; the lich has a bunch of guards, but your white mages are invincible, and eventually (probably around turn 55-60) they'll finish the scenario for you.&lt;br /&gt;
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[Andrew] The East tunnel has 3 holy water bottles through a hidden passage on the south side of the room.&lt;br /&gt;
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===Old Friend===&lt;br /&gt;
* Objectives: Defeat Rakshas (almost impossible) or just survive 18 turns&lt;br /&gt;
* Lose if: Tallin dies or turns run out&lt;br /&gt;
* Turns: 18/18/18/18 (easy/medium/hard/nightmare)&lt;br /&gt;
* Starting units: Tallin, Camerin, Abhai, Krash, Father Morvin, Sister Thera, Elenia and a supporter&lt;br /&gt;
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This is meant to be an easy mission if your objective is to simply survive and hoard gold. You don't have to defeat the Orcs to win this one, so you can just lurk just inside the two-hex-wide aperture of the cave only two orcs at a time will be able to get at you; it's not hard to fend them off until time runs out. Spend as little gold as possible and level up some troops.&lt;br /&gt;
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If you are using this approach, it's worth recalling one dwarvish steelclad and run him round to the east-most village in the northern mountains - this one has impassable mountains on 2 adjacent tiles, so it can be attacked from only one tile, so a steelclad can easily hold out here &amp;amp; gain some XP doing so.&lt;br /&gt;
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Alternatively, you can go ahead and sally. It is supposed to be impossible to actually defeat them entirely, but if you stick to defensive terrain and keep recycling fresh units to the front, you should soon pile up stacks of orcish corpses as well as experience, which always comes in handy.  It's possible to beat the nearer two orcs with relative ease on the easiest difficulty.  But not advisable.  When you get too close to either of them, Rakshas triggers the appearance of Goblin Knights on all the mountain tiles in the centre of the map.  This level is not possible to win by beating the leaders in the time available.  But it's well worth sallying forth anyway, because you get a chance to level a lot of troops relatively easily.&lt;br /&gt;
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[Adeptus] Block the corridor with 2 units at 1XP to increase level. The I.A. won't attack unless it has nonzero probability to kill the unit with one single attack. Skip turn 18 times (and cry for all that XP you did not gain).&lt;br /&gt;
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===Settling Disputes===&lt;br /&gt;
* Objectives: Capture the liches and save Stalrag&lt;br /&gt;
* Lose if: Tallin or Stalrag dies or turns run out&lt;br /&gt;
* Turns: 30/25/20/15 (easy/medium/hard/nightmare)&lt;br /&gt;
* Starting units: Tallin, Camerin, Abhai, Krash, Father Morvin, Sister Thera, Elenia and a supporter&lt;br /&gt;
&lt;br /&gt;
Your two White Mages and Camerin will be teleported into the middle of a battle between some ogres, trolls and a Lich and some dwarves. Your first job is to kill the Lich and not let the dwarf leader die. This is straightforward but Stalrag, the dwarvish leader, is quite cavalier with his life. You need to kill the Lich and then help the Ulfserkers to the south with the ogre and troll. Otherwise Stalrag will run to the village and likely be killed by the troll.&lt;br /&gt;
&lt;br /&gt;
You have 100 gold, so recruit 5 good units. Your Poachers/Trappers can be used since you'll be fighting trolls and ogres with a few mages and gryphons thrown in. Assault in two places: down the east side of the map with your three mages (and any leftover dwarves) and across the river ford in the middle. Your White Mages are still immortal so you can be quite aggressive. For the river ford, you'll get across at night so be defensive (the level 2 Ogres are hard hitters) until day. (Of course, using the Rod of Justice on melee-only opponents is something that you should do all the time...) The initial wave will probably be blunted by then, too. Then sweep down and subdue the Lich.&lt;br /&gt;
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===Elvish Princess===&lt;br /&gt;
* Objectives: Survive until the end of turns or rescue the princess&lt;br /&gt;
* Lose if: Tallin, Ro'Arthian or Ro'Sothian dies&lt;br /&gt;
* Turns: 24/21/18/15 (easy/medium/hard/nightmare)&lt;br /&gt;
* Starting units: Tallin, Camerin, Abhai, Krash, Father Morvin, Sister Thera, Elenia, Stalrag and a supporter&lt;br /&gt;
&lt;br /&gt;
In this one it's best to go straight at Bitterhold with a small group of hardened veterans -- you need to be in there fast (Camerin and the Rod of Justice will be particularly helpful here).  Your objective, getting a unit onto the cage at the center of the castle, may be best accomplished with a flyer (a Gryphon recruited specifically for this purpose can be useful) once you've chewed a few holes in the inner ring of defenders.&lt;br /&gt;
&lt;br /&gt;
The Spectre, Krash and one other fast unit can usually pin down the Blue Orc leader to the East and kill him early.  This is useful as it prevents him harrying your flank, and with a little support from your main force, gives you a second attack point, which helps clear the defenders quickly.&lt;br /&gt;
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===Introductions===&lt;br /&gt;
* Objectives: Move Tallin to the northern signpost&lt;br /&gt;
* Lose if: Tallin, Ro'Arthian or Ro'Sothian dies or turns run out&lt;br /&gt;
* Turns: 24/21/18/15 (easy/medium/hard/nightmare)&lt;br /&gt;
* Starting units: Tallin, Camerin, Abhai, Krash, Father Morvin, Sister Thera, Elenia, Stalrag, Eryssa and a supporter&lt;br /&gt;
&lt;br /&gt;
This is a small level with not that many enemies. Nothing complicated. Standard dungeon-crawling tactics should work fine in this one -- minimize your exposed front, and cycle wounded units back to the healers before they get killed. The destination signpost is in the northwest corner. Try and level any non-max-level units you still have. Send your wraith up the right-hand passage and he can attack/distract some of the trolls. There is nothing interesting in any of the side passages.&lt;br /&gt;
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===Stolen Gold===&lt;br /&gt;
* Objectives: Defeat the enemy leaders or hold out until time runs out&lt;br /&gt;
* Lose if: Tallin, Ro'Arthian or Ro'Sothian dies&lt;br /&gt;
* Turns: 36/36/36/36 (easy/medium/hard/nightmare)&lt;br /&gt;
* Starting units: Tallin, Camerin, Abhai, Krash, Father Morvin, Sister Thera, Elenia, Stalrag, Eryssa and a supporter&lt;br /&gt;
&lt;br /&gt;
You'll have two problems in this scenario.  One is lots and lots and lots of trolls.  The other is that Krash is going to fly off and recruit level-one drakes to help you, but if they get swarmed by all the level-two trolls they're not going to live long.  Krash's camp will materialize in the mountains near the map-edge west of your camp; the house at edge of board will be one hex NW of his tent square. Don't do anything in the beginning with Krash except grab villages. He leaves after turn 1.&lt;br /&gt;
&lt;br /&gt;
The first thing to do is kill the northwest troll. Move the Sorceress, the Ancient Lich and the Spectre towards the Blue troll on your first turn. Recall a castle of level 3s or high XP level 2s, mostly Dwarf Lords and Dragonguards, though the occasional Fugitive or Hunstman can be useful. Then move Tallin (who should be Level 4 by this stage) towards the blue leader as well. The Blue leader will take the village to the SE of his camp on turn 1. With Tallin's high movement and the power of the Lich, it's possible to ZoC him on turn 2 and kill him (it helps to use the Sorceress, she needs the XP). Then, mopping up the blue trolls is not much of a problem with the units available - apart from the sorceress, they can usually kill between one and 2 trolls per turn. Recruit a couple more troops on the Blue base if you've still got the money and attend to the rest.&lt;br /&gt;
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I like to send the two White Mages on their own to the south. Since they are immortal they can stall the two southern trolls for (hopefully) enough time for you to kill the northeast troll. The drawback is that you go from 3 healers to just 1. If you do this, make sure to keep them in the middle of the map. Sometimes they regenerate off to the side. If this happens the trolls will just bypass them and attack your main force before you are ready.&lt;br /&gt;
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Using your first turn recalls, establish a defensive line on the line of hills in the middle of the map at the top, putting the Shyde in the forest. Wait out the Green trolls' charge, then counterattack, bringing the Spectre and possibly the Sorceress round to help. The green troll should be on the way out around the time Krash arrives. One of the White Mages provides healing up here (if you aren't sending them on a kamikaze mission to the south).&lt;br /&gt;
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The Lich and 2 or 3 other dwarves (healthy/resilient if possible) should hold the edge of the hills on the west side of the map, keeping them clear for Krash's arrival. They shouldn't kill any Whelps that oppose them, but take out Rocklobbers and Grunts for as little return damage as possible. Use ranged attacks in preference to melee, apart from if the Lich needs some health back. Tallin should take and hold the village in the middle when he's finished with the Blue trolls, and provide leadership. The second White Mage stays near the base, and will resurrect there when killed, providing a wonderful distraction to up to 8 trolls per turn. Krash's arrival should happen around the time that the troops from the Green troll attack are freed up - sweep all of the remaining trolls southwards. Krash and company should kill the Black leader, and the Elves and Spectre will take care of Purple around the time the Brown Elf team arrives. Good for a huge gold bonus, but requires a very aggressive start and risks losing a couple of high level units.&lt;br /&gt;
&lt;br /&gt;
'''Alternate strategy:''' Recall nine or ten veterans and linger up around where his camp&lt;br /&gt;
will appear. Hold off the troll swarm until the drakes show up, then bust out of the encirclement and clean up. &lt;br /&gt;
&lt;br /&gt;
The Spectre can be extremely effective against the trolls; place him in the village on the northern tip of the eastern island, and he should be able to safely defend against one to three trolls each turn. The Elvish Shyde and Sorceress, as well as the two liches, can be put to&lt;br /&gt;
better use if you move them into the forest on the eastern island in the beginning of the scenario. Stay within the forest and lure in trolls one or two at a time to level up the Sorceress and create a distraction. Once the troll leaders in the NE and SE have finished recruiting and their forces have moved over to attack in the west, the liches and the shyde can jump in and kill the leaders, and seize as many villages as possible.&lt;br /&gt;
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After Krash's camp is set up, you will be controlling both Tallin's and Krash's troops. Krash's team will take its turn after all the trolls, and before Tallin. The trolls will probably be still swarming in front of Tallin's defense, but you can create opportunities for the drakes to level&lt;br /&gt;
up by withdrawing one of Tallin's units and defeating the two trolls next to that opening, so that the trolls will be zone-locked and unable to get into the opening. The drakes will have the advantage that after they attack they can be healed by Tallin's healers, before the trolls retaliate.&lt;br /&gt;
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Although you will be in deep negative gold during this one, don't succumb to the temptation to give all the villages to Krash. He can make use of them immediately, but that isn't important, as he starts with enough gold to recruit enough drakes for what you need. You will get a big early finish bonus, so seize villages with your forces in the east, and with your main force once you break out. It's essential to get more than 140 gold going into the next level. (Krash won't go negative, so he'll end up with 400-500 gold with the early finish bonus anyway.)&lt;br /&gt;
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===Eastern Fortress===&lt;br /&gt;
* Objectives: Defeat the enemy leaders&lt;br /&gt;
* Lose if: Tallin, Ro'Arthian or Ro'Sothian dies or turns run out&lt;br /&gt;
* Turns: 56/53/50/47 (easy/medium/hard/nightmare)&lt;br /&gt;
* Starting units: Tallin, Camerin, Abhai, Krash, Father Morvin, Sister Thera, Elenia, Stalrag, Eryssa and a supporter&lt;br /&gt;
&lt;br /&gt;
'''Strategy 1:''' The only good thing about drakes in mountains is that you can rush them away to heal once they get trashed. They have a much lower defense on mountains relative to non-drake units. So it's better for Tallin to recall L2 and L3 dwarves (maybe one L1 dwarf), and spread these along the line in the mountains - you probably can't get enough to avoid having quite a number of drakes here, but it limits the number of drakes that the enemy can trash per turn; and the limited mobility in the mountains means they can't always attack the drakes with the units that they want.&lt;br /&gt;
&lt;br /&gt;
Use drakes first to finish off weakened enemies, and drake burners to soften up the higher level enemy melee units (try to avoid having many L1 drake units in the line at night, when they are extremely vulnerable). Tallin's higher level units are better used for attacks on fresh enemy units. Don't extend your drake line to the map edge any faster than needed - the AI won't deliberately try to outflank, he'll just try to wrap around the last unit in line. You want to minimise the number of drakes he can maul each turn. Get the two human healers up into the mountains, and wounded drakes should congregate behind the lines around these. The two liches are good front-line units here, as the high defense means the enemy melee troops can't batter them too much (their drain attacks tend to compensate for any health loss), and their magic attacks are perhaps the most potent on this terrain.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, the east side of your line starts in the village just E of the mountains, where Tallin should be - the enemy are generally afraid to attack him due to the Rod. The line east of here consists of the spectre, the shyde &amp;amp; sorceress, and a mix of drakes and any high-level human units in your auto-recall. (The drakes have only a 10% difference in defense on these terrains, and have better mobility over the river.) Use the shyde and sorceress to entangle the best enemy melee units each turn, and drakes to soften up and kill them.&lt;br /&gt;
&lt;br /&gt;
You hold this line for 2 days, wearing through the enemy. Once they run low on units, the drakes become valuable for encircling isolated units, rolling up the flanks, and darting behind their lines to seize villages. Push south through the mountains, and use the wizards to blast the orc leaders.&lt;br /&gt;
&lt;br /&gt;
'''Strategy 2:''' I use the same technique as Strategy 1 in the mountains, but a radically different strategy otherwise. I recalled all my veterans, sent the dwarves north, and almost everyone else directly west. I recruited as many Gryphons as I could with my money, and sent them, as well as Abhai, south to take the island. I also made sure to move Tallin and Krash near to the front lines. The sheer number of high-level units attacking the main front was too much for the orcs, and by turn 11 the dwarf/drake force had defeated the northern flank. I moved Krash into one of the leader castle squares in the fortress, and recruited a Drake Burner in every free square in the fortress. (If you still somehow have positive gold with Tallin, you can use a similar technique with him) By turn 12, the orcs' main front had also collapsed due to the Drake Burners, and I defeated the last orc leader on turn 16.&lt;br /&gt;
&lt;br /&gt;
The gryphons in the south basically were slaughtered by turn 10. I only had two remaining with low health; I retreated these in case they would be useful for recall (20 gold vs. recruiting 40 gold). By then, however, the island was free from orcs and there was only a small band (~5-6) of one Orcish Warrior and several Wolf Riders left. Abhai easily slaughtered most of them in the water, and the healed surviving Gryphons killed the rest by turn 14. &lt;br /&gt;
&lt;br /&gt;
The only problem with this strategy is that it puts you in deep negative gold, but the early finish bonus more than makes up for that.&lt;br /&gt;
&lt;br /&gt;
'''Strategy 3:''' I managed to win this scenario (on Easy) only by sending the White mages / Mages of Light to the mountains to the west of Krash, along with every dwarf lord I could recall, while the elves, Abhai, and Camerin went south of the river. I put the liches on the mountain-peninsula so that they could attack many units. Krash recruited Burners and Clashers, with the occasional Fighter, and they planted themselves in the forest and grassland west of Tallin's keep. They died easily but did not fail completely, they held the line west and I did manage to level several drakes (of each line) up to at least Level 2. This is the only way I could win without getting veterans slaughtered, and even when they weren't slaughtered, the orcs were bold enough to walk up to Tallin's keep, attack him, and steal the villages. My &amp;quot;advisor&amp;quot; was a Huntsman, who died easily, so I just kept him back. The drakes that needed healing in the field or forest took advantages of nearby villages (there were some on an island south of Tallin's keep, some in the mountains, and some in the forest). The dwarves in the mountains went into nearby villages or the White Mages if they needed healing. Abhai as a Spectre did well in the far south against Wolf Riders, and the elves and the Great Mage did well in the forest on the edge of the island against the occasional Assassin or Wolf Rider. Later, I sent a drake or two that way. Once the front line of the orcs was eliminated, Krash and Tallin moved forward with all the troops, and sat in the keeps. Because of the unique way that the castle is designed, the orcs recruited units right next to my units, while I recruited units right next to theirs. I lost a good drake or two but otherwise did not suffer many problems.&lt;br /&gt;
&lt;br /&gt;
===Get the Gold===&lt;br /&gt;
* Objectives: Defeat the orcs&lt;br /&gt;
* Lose if: Tallin, Ro'Arthian or Ro'Sothian dies or turns run out&lt;br /&gt;
* Turns: 40/35/30/25 (easy/medium/hard/nightmare)&lt;br /&gt;
* Starting units: Tallin, Camerin, Abhai, Krash, Father Morvin, Sister Thera, Elenia, Stalrag, Eryssa and a supporter&lt;br /&gt;
* Other: Save Sisal if at all possible. If you do, you get your gold from &amp;quot;The Pursuit&amp;quot; back&lt;br /&gt;
&lt;br /&gt;
The primary challenge in this scenario is trying to save Sisal, and though it is not stated that Sisal's survival is essential, you do not get back the gold that you earned in &amp;quot;The Pursuit&amp;quot; if she dies. You really, really want that gold. Unfortunately, the AI controlling Sisal behaves strangely and she jumps into the river to be slaughtered easily. If you are desparate, an option is using the droid command to change Sisal to a human controller - that way, you control her and prevent her from dying within 3 turns. &lt;br /&gt;
&lt;br /&gt;
The enemy is pretty strong so recruit with the drakes, elves and Tallin's crew. Level what units you can and focus on killing enemy units. Other than keeping Sisal alive this is a simple assault against strong enemies.&lt;br /&gt;
&lt;br /&gt;
===Showdown===&lt;br /&gt;
* Objectives: Defeat the orcs&lt;br /&gt;
* Lose if: Tallin, Ro'Arthian, Ro'Sothian or Hamel dies or turns run out&lt;br /&gt;
* Turns: n/a&lt;br /&gt;
* Starting units: Tallin, Camerin, Abhai, Krash, Father Morvin, Sister Thera, Elenia, Stalrag, Eryssa and a supporter&lt;br /&gt;
&lt;br /&gt;
Pull out all the stops, because this is it. The wall is defended by level 3 orcs (Warlords and Slurbows). You'll want to draw them off the walls before engaging them, they're dangerous enough as it is without the fortification bonus; hanging a unit or two just within their engagement range will do it. Because there are so many orcs, you need to be especially careful about neither leaving units isolated nor presenting unanchored flanks for them to swarm around (the drakes, in particular, should fort up in the northern camp until they've thinned out their attackers considerably). Get to the edge of the moat and then cycle in fresh units and expand along the edge of the moat. The enemy will probably swarm towards Tallin's units. Don't try and breakthrough. Just be content to kill the units that enter the moat.&lt;br /&gt;
&lt;br /&gt;
Recruit lots of druids with the elves and send them to help out Tallin and the drakes. Other than that the same strategy applies: kill the units in the moat. If there is an opening, move in.&lt;br /&gt;
&lt;br /&gt;
Same thing with the drakes. If you level a Burner, turn it into a Flare. Since you have lots of level 1's the leadership will be useful.&lt;br /&gt;
&lt;br /&gt;
Hamel will tear up the western edge of the fort pretty well. Aid him with elves if you can and then follow his lead to attack from within the castle walls.&lt;br /&gt;
&lt;br /&gt;
Recruit, recruit, recruit, especially with the drakes. Take out the level 3 wall defenders, wear down the attackers in the moat and punch through where you can. Somewhat tedious but inevitable with your massive gold reserves.&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns]]&lt;/div&gt;</summary>
		<author><name>Schnobs</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=HeirToTheThrone&amp;diff=30985</id>
		<title>HeirToTheThrone</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=HeirToTheThrone&amp;diff=30985"/>
		<updated>2009-07-02T19:58:44Z</updated>

		<summary type="html">&lt;p&gt;Schnobs: /* Scenario 2 - Blackwater Port */&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: 30 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. Your second tactical decision is which of these two objectives will receive the bulk of your mermen.&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. If you win the sea battle, you can use the mermen in one of two ways. You can harass or even assassinate the land orc leader, although you should expect heavy losses; Or, you can attempt to lure the land orcs into the water, where they will be easy prey.&lt;br /&gt;
&lt;br /&gt;
On land, you have to fight off a wave of orcs and trolls heading south and then west. Your third tactical decision is how far west to engage the enemy. Consider carefully the time of day! You are hindered by the limited recruitment you can do each turn, and how long it takes your elves and horsemen to trickle across the river.  You will probably need to advance and retreat your units several times, depending on time of day.&lt;br /&gt;
&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 succesfully to harrass the undead in their rear. Typically the undead responds by withdrawing forces to deal with your mermen. Occasionally this tactic can be used to isolate and trap an undead leader while their forces are busy with your land troops. Don't expect the mermen to survive, though.&lt;br /&gt;
&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. 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;
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;
&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.  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;
== 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;
&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]]&lt;/div&gt;</summary>
		<author><name>Schnobs</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=HeirToTheThrone&amp;diff=30957</id>
		<title>HeirToTheThrone</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=HeirToTheThrone&amp;diff=30957"/>
		<updated>2009-07-01T10:13:12Z</updated>

		<summary type="html">&lt;p&gt;Schnobs: /* Scenario 1 - The Elves Besieged */&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: 30 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.&lt;br /&gt;
&lt;br /&gt;
'''Loyal'''&amp;lt;br&amp;gt;&lt;br /&gt;
:Normal troops require upkeep, one gold per level and turn. During a 20-turn scenario, your level-2 elvish Druid will cost you 40 gold pieces on top of the 20 it took to recall her. Loyal units expect no ongoing payment, no matter how long the battle goes. Recalling a Loyal unit is almost always cheaper than recruiting a freshman; this becomes even more pronounced once the Loyal unit has achieved a level or two. The money thus saved can hire you a great many troops at the times when your really need them. &lt;br /&gt;
&lt;br /&gt;
'''Horsemen'''&lt;br /&gt;
:Now that's cavalry as we know it. Only really useful in reasonably level terrain (details depending on game version), the best defense bonus they'll ever get is 40%, even in Castles and Villages. Clearly, they're not meant to be a defensive unit. On the attack, however, they 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;
:Horsemen may become Knights or Lancers. In a nutshell, Knighthood tries to mitigate a Horsemans' weakness, while Lancerdom reinforces their strengths. In this campaign, it's probably best if most of your horsemen choose the way of the Lancer, charging down enemies left and right until they eventually run out of luck. Haldiel, of course, should play it safe and become a Knight.&lt;br /&gt;
&lt;br /&gt;
Back to topic: meeting this scenario's goal (survival) isn't all that difficult. If everything fails, you may still retreat behind the swordsmen guarding Sir Kaylans fortress. The time limit is rather short, there's little to be gained from finishing this scenario early. Instead, you should manouever 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;
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 those 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 Haldiel get pinned down and killed. &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=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. Your second tactical decision is which of these two objectives will receive the bulk of your mermen.&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. If you win the sea battle, you can use the mermen in one of two ways. You can harass or even assassinate the land orc leader, although you should expect heavy losses; Or, you can attempt to lure the land orcs into the water, where they will be easy prey.&lt;br /&gt;
&lt;br /&gt;
On land, you have to fight off a wave of orcs and trolls heading south and then west. Your third tactical decision is how far west to engage the enemy. Consider carefully the time of day! You are hindered by the limited recruitment you can do each turn, and how long it takes your elves and horsemen to trickle across the river.  You will probably need to advance and retreat your units several times, depending on time of day.&lt;br /&gt;
&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 succesfully to harrass the undead in their rear. Typically the undead responds by withdrawing forces to deal with your mermen. Occasionally this tactic can be used to isolate and trap an undead leader while their forces are busy with your land troops. Don't expect the mermen to survive, though.&lt;br /&gt;
&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. 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;
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;
&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.  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;
== 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;
&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]]&lt;/div&gt;</summary>
		<author><name>Schnobs</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=HeirToTheThrone&amp;diff=30679</id>
		<title>HeirToTheThrone</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=HeirToTheThrone&amp;diff=30679"/>
		<updated>2009-06-10T22:05:04Z</updated>

		<summary type="html">&lt;p&gt;Schnobs: /* The Elves Besieged */&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;
== 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;
Both the the orcs and 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;
&lt;br /&gt;
A few words about the units at your disposal:&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 fighters should become Heroes as you'll only need one or two leaders. When it comes to Archers, I found that Marksmen were too fragile, while Rangers positively ruled. Your mileage may vary, though.&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. Eventually they'll learn to fly, making them extremely mobile. 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. For all practical purposes, these are the better Marksmen: more sturdy, more powerful, but they'll also require much more experience to get there.&lt;br /&gt;
&lt;br /&gt;
* Scouts are among the most mobile units. While most riders suffer severe penalties in difficult terrain, the elvis variant can cross rivers, swamps and even mountains rather quickly and will usually even receive a fair defense modifier. Insofar, they're less like horsemen and more like fast infantry. &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. 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: 30 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;
== 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.&lt;br /&gt;
&lt;br /&gt;
'''Loyal'''&amp;lt;br&amp;gt;&lt;br /&gt;
:Normal troops require upkeep, one gold per level and turn. During a 20-turn scenario, your level-2 elvish Druid will cost you 40 gold pieces on top of the 20 it took to recall her. Loyal units expect no ongoing payment, no matter how long the battle goes. Recalling a Loyal unit is almost always cheaper than recruiting a freshman; this becomes even more pronounced once the Loyal unit has achieved a level or two. The money thus saved can hire you a great many troops at the times when your really need them. &lt;br /&gt;
&lt;br /&gt;
'''Horsemen'''&lt;br /&gt;
:Now that's cavalry as we know it. Only really useful in reasonably level terrain (details depending on game version), the best defense bonus they'll ever get is 40%, even in Castles and Villages. Clearly, they're not meant to be a defensive unit. On the attack, however, they 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;
:Horsemen may become Knights or Lancers. In a nutshell, Knighthood tries to mitigate a Horsemans' weakness, while Lancerdom reinforces their strengths. In this campaign, it's probably best if most of your horsemen choose the way of the Lancer, charging down enemies left and right until they eventually run out of luck. Haldiel, of course, should play it safe and become a Knight.&lt;br /&gt;
&lt;br /&gt;
Back to topic: meeting this scenario's goal (survival) isn't all that difficult. If everything fails, you may still retreat behind the swordsmen guarding Sir Kaylans fortress. The time limit is rather short, there's little to be gained from finishing this scenario early. Instead, you should manouever 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;
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 those 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 Haldiel get pinned down and killed. &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=2929 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== 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;
== 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. Your second tactical decision is which of these two objectives will receive the bulk of your mermen.&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. If you win the sea battle, you can use the mermen in one of two ways. You can harass or even assassinate the land orc leader, although you should expect heavy losses; Or, you can attempt to lure the land orcs into the water, where they will be easy prey.&lt;br /&gt;
&lt;br /&gt;
On land, you have to fight off a wave of orcs and trolls heading south and then west. Your third tactical decision is how far west to engage the enemy. Consider carefully the time of day! You are hindered by the limited recruitment you can do each turn, and how long it takes your elves and horsemen to trickle across the river.  You will probably need to advance and retreat your units several times, depending on time of day.&lt;br /&gt;
&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;
=== 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;
=== 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 succesfully to harrass the undead in their rear. Typically the undead responds by withdrawing forces to deal with your mermen. Occasionally this tactic can be used to isolate and trap an undead leader while their forces are busy with your land troops. Don't expect the mermen to survive, though.&lt;br /&gt;
&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;
== 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. 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;
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;
&lt;br /&gt;
== 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;
== 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;
== 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;
== 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;
== 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.  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;
== 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;
== 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 ennemies there.&lt;br /&gt;
Recruit one turn worth of elvish scouts as sacrificial units. They'll lure the ennemies 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 ennemies 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;
== 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;
== The Lost General ==&lt;br /&gt;
* Objectives: Kill all enemy leaders (there are two)&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die or turns run out&lt;br /&gt;
* Turns: 64(!)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz&lt;br /&gt;
* Early finish bonus: Killing both enemy leaders&lt;br /&gt;
&lt;br /&gt;
Moving underground is slow, especially for elves.  Their fighters and archers are also ineffective against undead.  Outriders and slyphs might be worth recruiting, if you can afford them.  Likewise, gryphons and horsemen are bogged down.  Recruit dwarves for speed, and mages to back them up. (However, a griffon can pass the small pond quickly, and there are four towns on the other side.)&lt;br /&gt;
&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;
== 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;
== The Sceptre of Fire ==&lt;br /&gt;
* Objectives: Capture the Scepter of Fire with Konrad or Li'sar&lt;br /&gt;
* Lose if: Konrad, Delfador, Kalenz or Li'sar die or turns run out&lt;br /&gt;
* Turns: 50&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar&lt;br /&gt;
* Early finish bonus: n/a&lt;br /&gt;
* Other:&lt;br /&gt;
** Gold gift from Li'sar: 300 on easy, 200 on medium, 100 on hard&lt;br /&gt;
** Milk this level for experience as there is no early finish bonus&lt;br /&gt;
** Randomly generated map&lt;br /&gt;
&lt;br /&gt;
The map changes each time, so if you're save-scumming, be sure to checkpoint right after the scenario starts, and replay once you know where the scepter is.&lt;br /&gt;
&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;
== 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;
=== 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;
=== 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;
== 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;
== The Elven Council ==&lt;br /&gt;
This is a cut-scene furthering the storyline.  No combat takes place.&lt;br /&gt;
&lt;br /&gt;
== 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;
== 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;
== 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;
== See also == &lt;br /&gt;
* [[MainlineCampaigns]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns]]&lt;/div&gt;</summary>
		<author><name>Schnobs</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=HeirToTheThrone&amp;diff=30524</id>
		<title>HeirToTheThrone</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=HeirToTheThrone&amp;diff=30524"/>
		<updated>2009-05-12T19:35:41Z</updated>

		<summary type="html">&lt;p&gt;Schnobs: /* Blackwater Port */&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;
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Each scenario has an individual forum thread where you can provide feedback to the authors.  See also the forum posts [http://www.wesnoth.org/forum/viewtopic.php?t=3601 Suggestions for Heir to the Throne walkthrough] and [http://www.wesnoth.org/forum/viewtopic.php?t=4026 Yet another &amp;quot;Heir to the Throne&amp;quot; walktrough] (sic) for more.  [http://www.wesnoth.org/forum/viewtopic.php?t=7064 Ye Compleat Walkthrough To &amp;quot;Heir To The Throne&amp;quot;] is a detailed guide, with illustrations, to the first several scenarios.&lt;br /&gt;
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Finally, some [http://www.hermann-uwe.de/blog/my-wesnoth-replays-online replays] were posted by Uwe Hermann.&lt;br /&gt;
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'''Warning spoilers ahead!'''&lt;br /&gt;
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== The Elves Besieged ==&lt;br /&gt;
Scenario objectives: Both Konrad and Delfador must survive, and Konrad must escape to the signpost in the northwest corner of the map.&lt;br /&gt;
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Both the the orcs and 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;
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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;
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Terrain dictates two routes to the signpost: west to the druid and then north, or north over the bridge and then west. 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;
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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;
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A few words about the units at your disposal:&lt;br /&gt;
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* Fighters may become either&lt;br /&gt;
** Heroes and Champions: much better ranged and melee attacks.&lt;br /&gt;
** Captains and Marshals: not quite as good as Heroes and Champions, but they have the &amp;quot;leadership&amp;quot; ability that will boost lesser troops. A valuable strategical asset, you should strive to get one of those soon.&lt;br /&gt;
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* Archers can become&lt;br /&gt;
** Rangers and Avengers: much better ranged and melee attacks.&lt;br /&gt;
** Marksmen and Sharpshooters: incredible ranged attacks at the detriment of their melee abilities.&lt;br /&gt;
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* Shamans are 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. The prey needs to be near death already, so near that quite often the preparing unit will steal the kill. Shamans may become&lt;br /&gt;
** Druids and Shydes: much better healers, also a reasonable ranged attack. You want one of those as soon as possible.&lt;br /&gt;
** Sorceress and Enchantress: for all practical purposes these are like archers, only more so: better ranged attack, worse in hand-to-hand combat.&lt;br /&gt;
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* Scouts may be cavalry, but you should forget anything you thought you know about riders. The elvish variant can move quickly through any kind of terrain, and even reap the according defensive benefits. Insofar, they're less like horsemen and more like fast infantry. &lt;br /&gt;
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* 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;
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* Delfador, the Elder Mage, is insanely powerful. 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;
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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;
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Early finish bonus: 30 gold per turn.&lt;br /&gt;
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See also the [http://www.wesnoth.org/forum/viewtopic.php?t=2881 forum discussion].&lt;br /&gt;
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== Blackwater Port ==&lt;br /&gt;
Scenario objectives: Survive 12 turns (9 on Hard), or kill the enemy leader.&lt;br /&gt;
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The opening dialog will introduce a new friend, Haldiel, a loyal Horseman.&lt;br /&gt;
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'''Loyal'''&amp;lt;br&amp;gt;&lt;br /&gt;
:Normal troops require upkeep, one gold per level and turn. During a 20-turn scenario, your level-2 elvish Druid will cost you 40 gold pieces on top of the 20 it took to recall her. Loyal units expect no ongoing payment, no matter how long the battle goes. Recalling a Loyal unit is almost always cheaper than recruiting a freshman; this becomes even more pronounced once the Loyal unit has achieved a level or two. The money thus saved can hire you a great many troops at the times when your really need them. &lt;br /&gt;
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'''Horsemen'''&lt;br /&gt;
:Now that's cavalry as we know it. Only really useful in reasonably level terrain (details depending on game version), the best defense bonus they'll ever get is 40%, even in Castles and Villages. Clearly, they're not meant to be a defensive unit. On the attack, however, they 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;
:Horsemen may become Knights or Lancers. In a nutshell, Knighthood tries to mitigate a Horsemans' weakness, while Lancerdom reinforces their strengths. In this campaign, it's probably best if most of your horsemen choose the way of the Lancer, charging down enemies left and right until they eventually run out of luck. Haldiel, of course, should play it safe and become a Knight.&lt;br /&gt;
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Back to topic: meeting this scenario's goal (survival) isn't all that difficult. If everything fails, you may still retreat behind the swordsmen guarding Sir Kaylans fortress. The time limit is rather short, there's little to be gained from finishing this scenario early. Instead, you should manouever 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;
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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 those 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;
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You can also send Haldiel west as fast as possible and attempt to take the village due south of the enemy castle.  This will draw 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 Haldiel get pinned down and killed. &lt;br /&gt;
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Early finish bonus for killing the enemy leader.&lt;br /&gt;
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See also the [http://www.wesnoth.org/forum/viewtopic.php?t=2929 forum discussion].&lt;br /&gt;
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== Isle of Alduin ==&lt;br /&gt;
Scenario objectives: Kill the enemy leader.&lt;br /&gt;
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The key to victory is to control the villages, earning the gold you need to recruit or recall troops.  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;
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The following strategy works well if you take care of your unit placement. Protect units you cannot afford to lose from multiple attacks at night or when weakened, particularly new horsemen and magi.&lt;br /&gt;
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First recall or recruit 3 elvish scouts. Send two scouts to the southern villages, and the third to the village to the northwest. Recruit 3 fighters; send one to the south and the other two to the southwest. This works best if one scout is &amp;quot;quick&amp;quot; and the fighter recruited to fill the southeastern hex of your castle is also &amp;quot;quick&amp;quot;. If not you may have to modify this strategy. Send Delfador up to the northwest on the first turn to find the mage and send the mage down to the village next to the castle. Konrad should take two nearby villages in the first two turns, because you have no money left anyway.&lt;br /&gt;
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One of the scouts goes as far south as possible, taking villages and distracting the enemy. This scout is usually destroyed by turn 4. That's OK. The other scout in the south usually has to retreat to survive. You try to take all the villages in the south you can and then reinforce the south slowly and move south. Now your main push is in the west because most villages are there and you need an income of over 20 per turn to recall all of your good troops. I usually use the scout I have sent to the northwest village on the island to take all of the far northwest villages. Delfador can destroy an enemy unit each turn, especially saurians, because these pesky units can kill weakened units in the rear. Horsemen take too long to cross the forest south of your castle but are strong on the western plains during daytime. Send newly-recruited horsemen to the west along with magi. A shaman is useful to the south and later one can be sent to the west.&lt;br /&gt;
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Approaching turn 10-12, you should have assembled two reasonably powerful forces on each side of the lake. The westerly one usually is based on Delfador and horsemen-mage combos with fighters and archers for ZOC purposes, and the eastern force almost entirely of elves. Remember magi work best against trolls and grunts, and horsemen against archers.&lt;br /&gt;
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Move south in tight groups, trying not to get too aggressive at night with the west group, until they meet at the far southern end of the island, and assault the castle together.&lt;br /&gt;
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If you are a new player, you've probably been focusing on game mechanics and how the units and terrain interact. If so, it's time to give serious thought to leveling up some units by allowing them to strike the killing blow. When Konrad or an elven fighter is at level 2, they get the &amp;quot;leadership&amp;quot; skill. When a shaman levels up, they get the &amp;quot;cure&amp;quot; skill.&lt;br /&gt;
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Hardly any player notices this, but this scenario offers the opportunity for some extra experience at the 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;
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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;
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See also the [http://www.wesnoth.org/forum/viewtopic.php?t=2959 forum discussion].&lt;br /&gt;
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== Bay of Pearls ==&lt;br /&gt;
Scenario objectives: Kill one or both enemy leaders.&lt;br /&gt;
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You must fight the sea leader, a sea orc, bats, and nagas with the mermen. It will be nigh impossible for your horsemen and elves to wade to the island to fight the sea leader in time, so try to preserve your mermen for this. Mermen and nagas both have high defense in water, so combat can be a bit slow and frustrating. Concentrate three or four mermen on a single enemy unit at a time, rather than spreading your attacks piecemeal.&lt;br /&gt;
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On the first turn, have Konrad recruit or recall some units. Which units, and in which order, is your first tactical decision. If you recruit/recall in pairs, with one fast (6 movement points or more) and one slow unit, then one will be able to move onto the island the next turn, while the other is still wading through the river.&lt;br /&gt;
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Then, move Konrad to the cage on the island just to the east. This will free some mermen. (How many depends on whether you are playing on Easy, Medium, or Hard.) One of these can go open the second cage, and so on. There is another cage to the northeast, and one far to the north. Your second tactical decision is which of these two objectives will receive the bulk of your mermen.&lt;br /&gt;
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Even further north is the Storm Trident, which can only be picked up by one of your mermen. This ranged attack will be crucial in defeating the sea leader. If you win the sea battle, you can use the mermen in one of two ways. You can harass or even assassinate the land orc leader, although you should expect heavy losses; Or, you can attempt to lure the land orcs into the water, where they will be easy prey.&lt;br /&gt;
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On land, you have to fight off a wave of orcs and trolls heading south and then west. Your third tactical decision is how far west to engage the enemy. Consider carefully the time of day! You are hindered by the limited recruitment you can do each turn, and how long it takes your elves and horsemen to trickle across the river.  You will probably need to advance and retreat your units several times, depending on time of day.&lt;br /&gt;
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Careful management of your killing blows should allow several units to get to Level 2. A charging horseman does so much damage it will be easy for the horsemen to get all the kills, but try to get at least Konrad, a shaman, the merman with the trident, and an elven fighter leveled up.&lt;br /&gt;
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The outcome of this battle affects the next scenario you play. If you kill the sea leader you wind up on Isle of the Damned. If you kill the land leader you wind up on Muff Malal's Peninsula. If you kill both, you can choose. You fight undead either way.&lt;br /&gt;
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New players should take the land route to Muff Malal's Peninsula, where you can easily level up your existing units or collect an early finish bonus. Experienced players 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;
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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;
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Early finish bonus for killing both enemy leaders, and the ability to choose the next scenario.&lt;br /&gt;
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See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3022 forum discussion].&lt;br /&gt;
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== Diverging campaign path ==&lt;br /&gt;
=== Muff Malal's Peninsula ===&lt;br /&gt;
Scenario objectives: Kill the enemy leader.&lt;br /&gt;
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This is an easy scenario, and your aim here should be to build up your gold by controlling most villages, while earning experience against enemy forces. The enemy recruits bats to capture villages, and hordes of Walking Corpses to keep you busy.  The occasional Dark Adept can be dangerous on Hard difficulty, but is vulnerable to melee attack, especially from knights.&lt;br /&gt;
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One approach is to recall a few level 2 units supported by a mage. These units build a defensive position in the central part of the map, using hills and forest for cover, and hold off the first wave of Walking Corpses. Mounted troops capture villages in the north and west, and can charge down the flanks at daytime. A merman or two distract enemy bats and capture sea villages. If you can recall the merman that picked up the trident in Bay of Pearls, it will be able to dispatch bats easily on its own.&lt;br /&gt;
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During daytime, your main force advances to one of the villages in the south-east, where you wait for more Walking Corpses to attack. A level 2 melee unit (eg. Elvish Captain) can use the village defense bonus to survive attacks, and heal between turns. By the time it is low on hit points, it should be advancing to level 3.&lt;br /&gt;
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You should now control most villages and have some gold, so recruit or recall additional troops. Launch an offensive with your central force, supported by your horsemen advancing at the sides.  Don't forget to use Konrad in the attack.&lt;br /&gt;
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Try to attack with human units only at day, when the undead are at their weakest, and hold the lines with your elves at night.&lt;br /&gt;
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Early finish bonus for killing the enemy leader.&lt;br /&gt;
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See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3178 forum discussion].&lt;br /&gt;
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=== Isle of the Damned ===&lt;br /&gt;
Scenario objectives: Kill the enemy leaders, or survive for 27 turns.&lt;br /&gt;
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Konrad is washed overboard during a storm, but is rescued by two mermen. You start out with 100 gold and cannot recall any units. You are joined by Urlaf, a level 2 Outlaw.  In addition to Mermen, you can recruit his friends: Thugs, Poachers and Footpads. This is the only time in the campaign that these units can be recruited, but any outlaw units surviving this scenario can be recalled later. Your gold from Bay of Pearls (minus the usual 20% discount) is saved for the next scenario.&lt;br /&gt;
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Moremirmu is a White Mage with a holy sword which is very effective against undead. He is hiding in one of the three temples, and will join your cause if you find him. Beware: Xakae, a Revenant with a retinue of Walking Corpses, is waiting to ambush you in another temple. Moremirmu and Xakae are randomly placed; the third temple is always empty. Xakae and the Corpses can be a useful source of experience if you have the troops to deal with them.&lt;br /&gt;
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Mermen can be used succesfully to harrass the undead in their rear. Typically the undead responds by withdrawing forces to deal with your mermen. Occasionally this tactic can be used to isolate and trap an undead leader while their forces are busy with your land troops. Don't expect the mermen to survive, though.&lt;br /&gt;
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Moremirmu is critical to winning but also quite fragile. He will die quickly if he is attacked by multiple undead.&lt;br /&gt;
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Early finish bonus for killing both enemy leaders. Moremirmu (and his holy sword) will join you in future scenarios only if both are defeated.&lt;br /&gt;
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See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3179 forum discussion].&lt;br /&gt;
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== The Siege of Elensefar ==&lt;br /&gt;
Scenario objectives: Kill both enemy leaders.&lt;br /&gt;
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Konrad arrives at the southern end of a large map. The island city of Elensefar dominates the center, and the cave of the necromancer Muff Jaanal is far to the north. The orcish warlord Agadla has taken the city. You know what to do!&lt;br /&gt;
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Your first objective is to retake the city. You could choose to charge across the bridges and fight your way onto the island, taking heavy casualties from the level 2 orcish warriors along the way. Or, you can lure the orcs into the water where they are easy to hit. Remember that mermen, especially the one with the Storm Trident, move quickly and defend quite well in water or on the bridges.&lt;br /&gt;
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Konrad will recieve some help from the Thieves Guild. Apparently, an orcish occupation is bad for business. They will either show you a hidden ford onto the island, or attack the north gate after you take one of the island villages. Whether you choose to storm the city, and which aid to accept, depends in large part on how much of a hurry you are in.  Every turn, the undead march southward, and you'll have quite a fight on your hands after they reinforce the orcs in the city proper.&lt;br /&gt;
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After you defeat the orcs, you must fight your way north.  Fighting against the undead requires a different mix of units than fighting the orcs. Your mermen are too slow on land.  Horsemen and elvish units do reduced damage to skeletons.  Here, you need... mages.  Lots and lots of mages. And a paladin, if you've leveled a unit that high enough. Expect to spend many turns fighting through the northernmost six hexes. You are fighting in a cave, which slows your units down. Being underground, it is also treated as night for the time of day penalties.&lt;br /&gt;
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By now, you should have either Konrad or a level 2 elven fighter with the Leadership ability. A unit adjacent to a leader receives a +25% bonus to damage. Likewise, carefully position shamen or white mages in your lines so they can heal wounded units.  Two adjacent healers will heal each other.&lt;br /&gt;
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Early finish bonus for killing both enemy leaders.&lt;br /&gt;
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See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3224 forum discussion].&lt;br /&gt;
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== Crossroads ==&lt;br /&gt;
Scenario objectives: Kill the north-eastern enemy leader.&lt;br /&gt;
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There are two strategies: either to &amp;quot;run for it&amp;quot;, or &amp;quot;kill them all&amp;quot;.  Which you choose will probably depend on whether you want to earn lots of gold, or level up lots of units.&lt;br /&gt;
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If you choose to run,  recall two turn's worth of troops.  Most should be level 2, but you should recruit one or two units as sacrifical lambs. Having two healers (who will stay adjacent to each other for mutual healing) is almost a necessity. Move the units in formation (probably in two packs) along the road. Do not be tempted to move units into the mountains.  The increased defence is not worth the risk of triggering ambushes. Drive your way to the leader in the northwest, kill them, and reap the early finish bonus.&lt;br /&gt;
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The second strategy is to methodically destroy all enemy units on the map. Recruit two turns worth of units, and then drive south.  Overcome the southern leader, and recruit more troops in his castle.  Move back north, moving into every town and through the mountains, in order to trigger ambushes. This strategy is trickier to pull off, but careful management of your kills should allow you to level multiple units. (Just be careful not to run out of turns...)&lt;br /&gt;
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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;
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See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3281 forum discussion].&lt;br /&gt;
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== The Princess of Wesnoth ==&lt;br /&gt;
Scenario objectives: Subdue Li'sar to win&lt;br /&gt;
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Konrad's life now takes an interesting turn, as he meets the Princess of Wesnoth, Li'sar.  Instead of dying when you &amp;quot;kill&amp;quot; her, she surrenders.&lt;br /&gt;
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Li'sar is supported by troops from the Loyalist faction. Even your tough level 2 units make tempting targets for her lawful horsemen; they will charge and probably kill them.  Use terrain and position sacrificial level 1 screening units while the sun is high. Likewise, you can try for a quick kill by charging Li'sar with your own horsemen or knights.&lt;br /&gt;
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This otherwise straightforward battle is enlivened by reinforcements that Li'sar summons on turns 5 and 10.  Also, a level 2 Duelist will defend the Princess' honor when you approach her, appearing from the south of your position.  You can trigger his arrival by exploring the mountain with an entrance. Capture the villages on the eastern side as you cross the river, and position units to cover the north-eastern plain to prevent Li'sar's mounted units from capturing these villages.&lt;br /&gt;
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By the end of this scenario, you should have learned a painful lesson in how the computer player targets its attacks...&lt;br /&gt;
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See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3401 forum discussion].&lt;br /&gt;
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== The Valley of Death ==&lt;br /&gt;
Scenario objectives: Survive 12 turns.&lt;br /&gt;
&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;
== 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;
== 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.  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;
== 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;
== 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 ennemies there.&lt;br /&gt;
Recruit one turn worth of elvish scouts as sacrificial units. They'll lure the ennemies 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 ennemies 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;
== 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;
== The Lost General ==&lt;br /&gt;
* Objectives: Kill all enemy leaders (there are two)&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die or turns run out&lt;br /&gt;
* Turns: 64(!)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz&lt;br /&gt;
* Early finish bonus: Killing both enemy leaders&lt;br /&gt;
&lt;br /&gt;
Moving underground is slow, especially for elves.  Their fighters and archers are also ineffective against undead.  Outriders and slyphs might be worth recruiting, if you can afford them.  Likewise, gryphons and horsemen are bogged down.  Recruit dwarves for speed, and mages to back them up. (However, a griffon can pass the small pond quickly, and there are four towns on the other side.)&lt;br /&gt;
&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;
== 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 Sceptre of Fire ==&lt;br /&gt;
* Objectives: Capture the Scepter of Fire with Konrad or Li'sar&lt;br /&gt;
* Lose if: Konrad, Delfador, Kalenz or Li'sar die or turns run out&lt;br /&gt;
* Turns: 50&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar&lt;br /&gt;
* Early finish bonus: n/a&lt;br /&gt;
* Other:&lt;br /&gt;
** Gold gift from Li'sar: 300 on easy, 200 on medium, 100 on hard&lt;br /&gt;
** Milk this level for experience as there is no early finish bonus&lt;br /&gt;
** Randomly generated map&lt;br /&gt;
&lt;br /&gt;
The map changes each time, so if you're save-scumming, be sure to checkpoint right after the scenario starts, and replay once you know where the scepter is.&lt;br /&gt;
&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;
== 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;
=== 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;
=== 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;
== 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;
== The Elven Council ==&lt;br /&gt;
This is a cut-scene furthering the storyline.  No combat takes place.&lt;br /&gt;
&lt;br /&gt;
== 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;
== 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;
== 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;
== See also == &lt;br /&gt;
* [[MainlineCampaigns]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns]]&lt;/div&gt;</summary>
		<author><name>Schnobs</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=HeirToTheThrone&amp;diff=30516</id>
		<title>HeirToTheThrone</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=HeirToTheThrone&amp;diff=30516"/>
		<updated>2009-05-12T15:20:41Z</updated>

		<summary type="html">&lt;p&gt;Schnobs: /* The Elves Besieged */&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;
== 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;
Both the the orcs and 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;
&lt;br /&gt;
A few words about the units at your disposal:&lt;br /&gt;
&lt;br /&gt;
* Fighters may become either&lt;br /&gt;
** Heroes and Champions: much better ranged and melee attacks.&lt;br /&gt;
** Captains and Marshals: not quite as good as Heroes and Champions, but they have the &amp;quot;leadership&amp;quot; ability that will boost lesser troops. A valuable strategical asset, you should strive to get one of those soon.&lt;br /&gt;
&lt;br /&gt;
* Archers can become&lt;br /&gt;
** Rangers and Avengers: much better ranged and melee attacks.&lt;br /&gt;
** Marksmen and Sharpshooters: incredible ranged attacks at the detriment of their melee abilities.&lt;br /&gt;
&lt;br /&gt;
* Shamans are 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. The prey needs to be near death already, so near that quite often the preparing unit will steal the kill. Shamans may become&lt;br /&gt;
** Druids and Shydes: much better healers, also a reasonable ranged attack. You want one of those as soon as possible.&lt;br /&gt;
** Sorceress and Enchantress: for all practical purposes these are like archers, only more so: better ranged attack, worse in hand-to-hand combat.&lt;br /&gt;
&lt;br /&gt;
* Scouts may be cavalry, but you should forget anything you thought you know about riders. The elvish variant can move quickly through any kind of terrain, and even reap the according defensive benefits. Insofar, they're less like horsemen and more like fast infantry. &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. 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: 30 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;
== 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. He is a loyal Horseman, and costs zero gold each turn compared to those you recruit, so try to keep him alive.  Loyal is generally accepted as the best trait in the game.&lt;br /&gt;
&lt;br /&gt;
If you recall units, choose those that have enough experience to be worth the 2 to 6 gold difference over fresh recruits, or that have specific traits that you need.&lt;br /&gt;
&lt;br /&gt;
It is your choice whether you treat this scenario as a gold-building or army-building one.  If you wish to treat it as gold-building, recruit or recall some fast units (scouts or horsemen) to take the villages to the south and southwest.  Do not overspend on Horsemen. Acquire at least 4 to 6 elves, including some shamans. (Even if you don't think they are very useful.)&lt;br /&gt;
&lt;br /&gt;
If you choose to treat it as army-building, recall and recruit til you have no gold (often only one castleful if you did not attain gold from the previous scenario) and focus again on maximizing the experience and levels of your troops.  Be very careful with levelled or near-levelled units.&lt;br /&gt;
&lt;br /&gt;
An aggressive strategy is to recruit heavily. Move your elves to the woods east of the enemy's castle and hold a defensive position during the night. When day comes, attack every enemy unit in the hills, then continue onto the enemy castle and destroy the leader. You will probably need to start with at least 250 gold for this to work and it is VERY difficult to accomplish on Hard (but you will attain an EXTRA loyal knight, FAR more than any other benefit you could achieve in this level).&lt;br /&gt;
&lt;br /&gt;
A fiscally conservative strategy is to form up inside the closer woods out of range of the orcs. At dawn, move the horsemen to lure the orcs into the open ground. Be patient and let the enemy come to you.  Position your horsemen in the grasslands and your elves in the woods to improve your defence. The knights provided by your ally will cover your northern flank. Mix your units in with your allies and try to get the finishing blow after they have weakened enemy units.&lt;br /&gt;
&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 the orcs south and make it more likely you will be able to engage them in the woods, where your elves rule.  Be careful to not let Haldiel get pinned down and killed.&lt;br /&gt;
&lt;br /&gt;
Feel free to send units to take the villages close to your ally's castle. After all, Sir Kaylan would only use the gold to recruit troops that would steal your experience!&lt;br /&gt;
&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=2929 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== 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;
== 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. Your second tactical decision is which of these two objectives will receive the bulk of your mermen.&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. If you win the sea battle, you can use the mermen in one of two ways. You can harass or even assassinate the land orc leader, although you should expect heavy losses; Or, you can attempt to lure the land orcs into the water, where they will be easy prey.&lt;br /&gt;
&lt;br /&gt;
On land, you have to fight off a wave of orcs and trolls heading south and then west. Your third tactical decision is how far west to engage the enemy. Consider carefully the time of day! You are hindered by the limited recruitment you can do each turn, and how long it takes your elves and horsemen to trickle across the river.  You will probably need to advance and retreat your units several times, depending on time of day.&lt;br /&gt;
&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;
=== 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;
=== 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 succesfully to harrass the undead in their rear. Typically the undead responds by withdrawing forces to deal with your mermen. Occasionally this tactic can be used to isolate and trap an undead leader while their forces are busy with your land troops. Don't expect the mermen to survive, though.&lt;br /&gt;
&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;
== 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. 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;
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;
&lt;br /&gt;
== 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;
== 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;
== 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;
== 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;
== 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.  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;
== 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;
== 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 ennemies there.&lt;br /&gt;
Recruit one turn worth of elvish scouts as sacrificial units. They'll lure the ennemies 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 ennemies 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;
== 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;
== The Lost General ==&lt;br /&gt;
* Objectives: Kill all enemy leaders (there are two)&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die or turns run out&lt;br /&gt;
* Turns: 64(!)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz&lt;br /&gt;
* Early finish bonus: Killing both enemy leaders&lt;br /&gt;
&lt;br /&gt;
Moving underground is slow, especially for elves.  Their fighters and archers are also ineffective against undead.  Outriders and slyphs might be worth recruiting, if you can afford them.  Likewise, gryphons and horsemen are bogged down.  Recruit dwarves for speed, and mages to back them up. (However, a griffon can pass the small pond quickly, and there are four towns on the other side.)&lt;br /&gt;
&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;
== 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 Sceptre of Fire ==&lt;br /&gt;
* Objectives: Capture the Scepter of Fire with Konrad or Li'sar&lt;br /&gt;
* Lose if: Konrad, Delfador, Kalenz or Li'sar die or turns run out&lt;br /&gt;
* Turns: 50&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar&lt;br /&gt;
* Early finish bonus: n/a&lt;br /&gt;
* Other:&lt;br /&gt;
** Gold gift from Li'sar: 300 on easy, 200 on medium, 100 on hard&lt;br /&gt;
** Milk this level for experience as there is no early finish bonus&lt;br /&gt;
** Randomly generated map&lt;br /&gt;
&lt;br /&gt;
The map changes each time, so if you're save-scumming, be sure to checkpoint right after the scenario starts, and replay once you know where the scepter is.&lt;br /&gt;
&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;
== 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;
=== 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;
=== 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;
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Tip:This is another stage where you can use mermans specifically your strongest merman, merman priestess and ones with the tridents.&lt;br /&gt;
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== Home of the North Elves ==&lt;br /&gt;
* Objectives:&lt;br /&gt;
** Reach the forest kingdom of Emetria&lt;br /&gt;
** Survive until turns run out&lt;br /&gt;
* Lose if: Konrad, Delfador, Kalenz or Li'sar die or turns run out&lt;br /&gt;
* Turns: 21&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar&lt;br /&gt;
* Early finish bonus: 47 Gold per turn&lt;br /&gt;
* Other:&lt;br /&gt;
** Your base will be dismantled after the first turn&lt;br /&gt;
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This is a very large map with some interesting challenges.  First, Konrad needs to move all the way across to the right side, and if you're playing on Medium or Hard, you don't have many turns to waste.  Second, Fog of War is turned on, so you won't know where the enemy is until you blunder into them.&lt;br /&gt;
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On the other hand, while both the orc and human sides will attack you, you can lure them into attacking each other.  The orcs start in the north central part of the map, while the humans begin in the southeast.  You must decide whether Konrad will try to sneak along the northern map edge, or try to thread between the two opponents.&lt;br /&gt;
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In order to win, Konrad must be in the Elvish castle by the end of the last turn.  The early finish bonus is rather substantial: 44 gp per turn. However, you only get it if you kill both enemy leaders. Also, if both leaders are dead, it no longer matters whether your hero has reached the elven castle. Therefore, if one's dead already, killing the other makes for a workable 'plan b' if you realise you're 4 turns away from the castle, but only 2 away from the timer running out. (In 1.1, the enemy camps have been reinforced, and it is no longer practical to kill the leaders.)&lt;br /&gt;
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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;
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Alternate Strategy:&lt;br /&gt;
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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;
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== The Elven Council ==&lt;br /&gt;
This is a cut-scene furthering the storyline.  No combat takes place.&lt;br /&gt;
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== Return to Wesnoth ==&lt;br /&gt;
Scenario objectives: Kill all three enemy leaders. &lt;br /&gt;
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Three Halbardiers appear 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;
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Early finish bonus for killing all enemy leaders: 27 Gold&lt;br /&gt;
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== Test of the Clans ==&lt;br /&gt;
* Objectives: Defeat either all four leaders or 25 units in total&lt;br /&gt;
* Lose if: Konrad, Delfador, Kalenz or Li'sar die or turns run out&lt;br /&gt;
* Turns: 53&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar&lt;br /&gt;
* Early finish bonus: 55 Gold per turn&lt;br /&gt;
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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;
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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;
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When any of the enemy leaders is killed, it is replaced with one or two knights (two or three in Hard). Reportedly, one way to win is to gang up on Bayar with fast units while attacking the south-eastern leader with the rest of your army.&lt;br /&gt;
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If you want to have a long field battle, you can put groups of dwarves or elves in the hills. The enemy will tend to attack the hills, thus giving you some advantage. Hills also make a good safe haven for healing your mounted units. Try to kill the south-eastern leader early so you don't have to divert so many of your resources to the south flank.&lt;br /&gt;
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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;
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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;
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== The Battle for Wesnoth ==&lt;br /&gt;
* Objectives: Defeat Asheviere&lt;br /&gt;
* Lose if: Konrad, Delfador, Kalenz or Li'sar die or turns run out&lt;br /&gt;
* Turns: 60&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar, as many Grand Knights as you defeated in the last map&lt;br /&gt;
* Early finish bonus: 46&lt;br /&gt;
Scenario objectives: Defeat Asheviere and, by killing her, reclaim the throne. &lt;br /&gt;
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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;
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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;
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A good bonus from The Test of the Clans should be enough to win this scenario.&lt;br /&gt;
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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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== See also == &lt;br /&gt;
* [[MainlineCampaigns]]&lt;br /&gt;
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[[Category:Campaigns]]&lt;/div&gt;</summary>
		<author><name>Schnobs</name></author>
		
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