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	<id>https://wiki.wesnoth.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Szymek</id>
	<title>The Battle for Wesnoth Wiki - User contributions [en]</title>
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	<updated>2026-04-18T23:33:57Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Two_Brothers_story&amp;diff=36501</id>
		<title>Two Brothers story</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Two_Brothers_story&amp;diff=36501"/>
		<updated>2010-05-15T09:07:29Z</updated>

		<summary type="html">&lt;p&gt;Szymek: Redirected page to A Tale Of Two Brothers Story&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[A Tale Of Two Brothers Story]]&lt;/div&gt;</summary>
		<author><name>Szymek</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Szymek&amp;diff=36500</id>
		<title>User:Szymek</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Szymek&amp;diff=36500"/>
		<updated>2010-05-15T09:04:19Z</updated>

		<summary type="html">&lt;p&gt;Szymek: start&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I am just a regular user.&lt;/div&gt;</summary>
		<author><name>Szymek</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=WesnothPhilosophy&amp;diff=32451</id>
		<title>WesnothPhilosophy</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=WesnothPhilosophy&amp;diff=32451"/>
		<updated>2009-09-25T17:57:23Z</updated>

		<summary type="html">&lt;p&gt;Szymek: rv&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The History of, and Philosophy behind Wesnoth (2003 original) ==&lt;br /&gt;
&lt;br /&gt;
The 18th of December 2003 marked six months since the first version of Battle for Wesnoth, version 0.1, was released.&lt;br /&gt;
&lt;br /&gt;
I feel it is appropriate to respond to something Bazarov said in another thread:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;am having a little difficulty understanding the core values of the game in the eyes of the creators. I think having an established, ordered list of these would help a lot in my attempts to help. A white paper of sorts. I don't think this should be done by voting, either; a clear, concise vision would be nice. Where does originality factor in? I, too, felt that the game's focus was on the units rather than the strategy, that the building of my colourful army was more important than the logic of any scenario.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We talk about the 'KISS [1] principle' here a lot, and I think that that is the most core&lt;br /&gt;
design principle used in Wesnoth. It was the key principle that enabled Wesnoth&lt;br /&gt;
to get off the ground, and it is the principle that has kept it alive since.&lt;br /&gt;
&lt;br /&gt;
First of all, the concept of 'KISS' is a software development principle.&lt;br /&gt;
Not a game-design principle. The idea of game rules being simple is not&lt;br /&gt;
necessarily a bad one, and can be linked to KISS in that game rules&lt;br /&gt;
that are simple to implement are often ones that most players would&lt;br /&gt;
consider 'simple'. However simple game rules are not directly related&lt;br /&gt;
to KISS, as many people on the forum mistakenly seem to have thought.&lt;br /&gt;
&lt;br /&gt;
When I was a teenager, I attempted to write games several times.&lt;br /&gt;
Some of them were playable, even impressive - especially considering&lt;br /&gt;
my resources and skill - but none of them were professional, and polished.&lt;br /&gt;
When I showed them to people, they would be impressed, and say&lt;br /&gt;
&amp;quot;this looks good&amp;quot;, but I knew that none of them would actually want to take&lt;br /&gt;
the game home and play it for themselves.&lt;br /&gt;
&lt;br /&gt;
My programming skills back then left alot of room for improvement.&lt;br /&gt;
I had a basic, self-taught knowledge of C and C++.&lt;br /&gt;
Then I went to college, and after that got a job programming,&lt;br /&gt;
where my skills improved immensely.&lt;br /&gt;
&lt;br /&gt;
In some of my spare time, I decided to try writing a game again.&lt;br /&gt;
What kind of game? Well, I was confident of my skills,&lt;br /&gt;
so I would write a complex game, using all the latest programming tools.&lt;br /&gt;
&lt;br /&gt;
I wanted to write a Civilization-like game, but with some major rule changes,&lt;br /&gt;
and a better AI. I had thought up sophisticated systems for everything.&lt;br /&gt;
The result? It failed before it even got started, collapsing in a mountain of&lt;br /&gt;
complexity.&lt;br /&gt;
&lt;br /&gt;
I gave up on writing a game for a long time after that.&lt;br /&gt;
I was busy with other things anyhow. But then one day, I played&lt;br /&gt;
a game that I had played when I was much younger, a Genesis game:&lt;br /&gt;
Master of Monsters. It was fun, lots of fun, yet it was simple.&lt;br /&gt;
Simple enough that I was confident I could program a game like it easily enough.&lt;br /&gt;
&lt;br /&gt;
I had analyzed that most Free games fall into one of two categories:&lt;br /&gt;
they are either boringly trivial, or they are insanely complex,&lt;br /&gt;
and never really get off the ground. I decided I would claim the middle ground:&lt;br /&gt;
make it simple enough to write, but substantial enough to be lots of fun.&lt;br /&gt;
It wouldn't be as ambitious as some things I wanted to write, but at&lt;br /&gt;
least it would work.&lt;br /&gt;
&lt;br /&gt;
But, I don't see the point of writing a Free game which is simply&lt;br /&gt;
a copy of a commercial game. My aim would be to write&lt;br /&gt;
something new, something better, something which borrows the best ideas&lt;br /&gt;
from a number of other games, and which adds new ideas of its own.&lt;br /&gt;
&lt;br /&gt;
The idea of KISS is that the feature must be easy enough to program&lt;br /&gt;
that before the programmer starts working on it, they have a very clear&lt;br /&gt;
and strong understanding of how they're going to make it work.&lt;br /&gt;
Not a 'yes I can do this but it is kinda complicated'.&lt;br /&gt;
Rather they should be thinking 'this is so stupid and simple that it's&lt;br /&gt;
really really easy for me to do'. So I decided on a simple rule for the&lt;br /&gt;
game: a feature would be added only if I knew immediately how to implement it.&lt;br /&gt;
I wouldn't make vague promises to myself about features that would be later added,&lt;br /&gt;
but which I had no idea how to do.&lt;br /&gt;
&lt;br /&gt;
I started with a few basic units, and two races: Orcs and Elves.&lt;br /&gt;
Elves had horsemen, which could advance to knights, archers which&lt;br /&gt;
could advance to rangers, and fighters which could advance to heroes.&lt;br /&gt;
&lt;br /&gt;
I considered different systems of advancement. Even considering&lt;br /&gt;
something which keeps track of the activity the unit undergoes,&lt;br /&gt;
and advances it in that area, but I rejected such a system for&lt;br /&gt;
something simple, something similiar to Master&lt;br /&gt;
of Monsters with the added choice of letting the player&lt;br /&gt;
choose what their unit advances into at some points.&lt;br /&gt;
&lt;br /&gt;
The focus would be around building your own army, and watching&lt;br /&gt;
it grow as its members became more experienced.&lt;br /&gt;
You would only have basic control over the advancement of&lt;br /&gt;
a particular member of the army, but you would decide what units go&lt;br /&gt;
into the army.&lt;br /&gt;
&lt;br /&gt;
I also fleshed out a very basic interface. There would be only a few commands:&lt;br /&gt;
to move a unit, and to attack with that unit, as well as to recruit and&lt;br /&gt;
recall units. I added in unit skills, which was something Master of Monsters&lt;br /&gt;
didn't have, but I made the skills occur implicitly -- healing would be&lt;br /&gt;
dispensed to all units around a specific unit for instance.&lt;br /&gt;
&lt;br /&gt;
Obviously, Wesnoth is a fantasy game, so it contains some implication of&lt;br /&gt;
spells/magic, however I have always disliked games that got deep&lt;br /&gt;
into sophisticated systems of spells.&lt;br /&gt;
&lt;br /&gt;
In Wesnoth, wars would be decided with sword and bow.&lt;br /&gt;
Mages would be involved too, of course, but warfare was to be&lt;br /&gt;
about guiding troops around strategically, not about which spell&lt;br /&gt;
to cast and where. So, from the beginning I decided&lt;br /&gt;
that all spells would be implicit, or simply a type of attack.&lt;br /&gt;
&lt;br /&gt;
This was a big divergence from Master of Monsters where&lt;br /&gt;
one spell could be cast every turn by each master at any place&lt;br /&gt;
on the battlefield. That was, in my opinion, one of the game's&lt;br /&gt;
worst features - if your enemy had advanced a unit on&lt;br /&gt;
the other side of the map, you could try to kill him with a spell.&lt;br /&gt;
&lt;br /&gt;
I also made the combat very simple. An example of this is the&lt;br /&gt;
way in which the chance to hit is calculated. I'm&lt;br /&gt;
wondering how many people know how the chance to hit is calculated&lt;br /&gt;
in Wesnoth? I thought it was alot more complex in&lt;br /&gt;
Master of Monsters until I studied how they did it.&lt;br /&gt;
&lt;br /&gt;
What I suspect most people would immediately consider for a&lt;br /&gt;
chance-to-hit system would be a formula that relies on the&lt;br /&gt;
attacker's skill with the weapon, and the defender's defensiveness,&lt;br /&gt;
as well as the terrain the defender is in.&lt;br /&gt;
&lt;br /&gt;
The way Wesnoth does it is in fact so insanely simple that&lt;br /&gt;
I suspect many people who did not know how it is done will&lt;br /&gt;
think 'what a naive, silly system!' when they read the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;The chance to hit is taken entirely from the defender's defensive rating in the terrain it is in.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So, there is always 30% chance to hit Elves in forest,&lt;br /&gt;
and 60% chance to hit them in grassland. The attacker's skill doesn't come&lt;br /&gt;
into the equation.&lt;br /&gt;
&lt;br /&gt;
I decided it would add interesting strategy, though, if just&lt;br /&gt;
a very few weapons had a special attribute that would&lt;br /&gt;
guarantee them a certain chance to hit. I decided that was&lt;br /&gt;
an appropriate thing for magic, to differentiate it: so, I&lt;br /&gt;
decided that magic attacks would always have 70% chance to hit.&lt;br /&gt;
&lt;br /&gt;
For all my efforts though, and for all the people who say that&lt;br /&gt;
graphics are of little importance or unimportant, I don't&lt;br /&gt;
think that Wesnoth would have gotten anywhere if fmunoz hadn't&lt;br /&gt;
seen it, and drawn some very good graphics for it. The&lt;br /&gt;
graphics I had drawn were pathetic, but he drew some nice ones,&lt;br /&gt;
and added the undead and later humans to the game, as&lt;br /&gt;
well as doing some scenarios, and adding some very good ideas to the game.&lt;br /&gt;
&lt;br /&gt;
I think it's important for us to remember the KISS principle&lt;br /&gt;
as development continues. Remember: Wesnoth has not reached&lt;br /&gt;
1.0 yet. It's not a finished work. It could still fail.&lt;br /&gt;
Let's make it easy for it to succeed by keeping everything simple.&lt;br /&gt;
&lt;br /&gt;
Oh and how did I come up with the name 'Wesnoth'?&lt;br /&gt;
It was late at night, and I wanted to release version 0.1.&lt;br /&gt;
I muttered syllables to myself, until I came up with a pair&lt;br /&gt;
that sounded halfway reasonable: 'Wesnoth'.&lt;br /&gt;
&lt;br /&gt;
David&lt;br /&gt;
&lt;br /&gt;
[1] Keep It Simple, Stupid&lt;br /&gt;
&lt;br /&gt;
== More on the KISS principle ==&lt;br /&gt;
&lt;br /&gt;
The reason behind the KISS principle is fairly straightforward:&lt;br /&gt;
often programmers will be confronted with someone -&lt;br /&gt;
perhaps a user, perhaps a designer, perhaps themselves -&lt;br /&gt;
who wants them to implement something to work in a certain way.&lt;br /&gt;
Oftentimes the programmer can only just work their head around&lt;br /&gt;
all the requirements, and when they start implementing the feature,&lt;br /&gt;
they don't have a clear idea of how the entire feature&lt;br /&gt;
is to be implemented, because it's so complicated.&lt;br /&gt;
&lt;br /&gt;
Such a situation inevitably leads to low-quality and very buggy software.&lt;br /&gt;
&lt;br /&gt;
KISS intentionally has the 'stupid' part, because often&lt;br /&gt;
'architecture astronauts' as they're known come up with 'super&lt;br /&gt;
elegant generic designs' that to them are simple, and most&lt;br /&gt;
importantly, elegant. Elegance is nice, but in a real-world&lt;br /&gt;
situation, it doesn't defeat KISS. Without the 'stupid' part&lt;br /&gt;
in there, some people would claim that elegance and&lt;br /&gt;
simplicity are strongly related, and so their 'elegant'&lt;br /&gt;
design should be implemented.&lt;br /&gt;
&lt;br /&gt;
But no, it doesn't matter how elegant it is. If the coder can't&lt;br /&gt;
understand exactly how to do it, it's not KISS. A less&lt;br /&gt;
elegant design, one that is simple and stupid, should be used instead.&lt;br /&gt;
&lt;br /&gt;
So that's it I guess: if the implementer finds it very very easy&lt;br /&gt;
to do, then it's KISS. If they don't, it's not.&lt;br /&gt;
&lt;br /&gt;
This can be related back to game rules somewhat. One of the aims&lt;br /&gt;
of Wesnoth was to make a game with a pretty good AI.&lt;br /&gt;
One of the things I noticed about other games, was that they added&lt;br /&gt;
in alot of game rules that their users wanted, which&lt;br /&gt;
were very very difficult for the AIs of those games to use or understand.&lt;br /&gt;
&lt;br /&gt;
So, I decided I'd make a game where the rules were detailed&lt;br /&gt;
enough to be fun, but structured in a way that the AI can work with them.&lt;br /&gt;
&lt;br /&gt;
I think that's the best definition of KISS for game rules that&lt;br /&gt;
we will find: if it's very easy to implement, including&lt;br /&gt;
making the AI use the rules effectively, then it's KISS.&lt;br /&gt;
&lt;br /&gt;
This makes most but not all of our current game rules KISS.&lt;br /&gt;
In particular, special abilities involving auras&lt;br /&gt;
(leadership, healing, illumination) are not currently used at all&lt;br /&gt;
effectively by the AI. It might not be so complicated&lt;br /&gt;
for the AI to be able to use them though.&lt;br /&gt;
&lt;br /&gt;
Things like skirmish are very KISS, since the AI immediately&lt;br /&gt;
understands how to use it effectively.&lt;br /&gt;
&lt;br /&gt;
You'll note that originally, when Wesnoth consisted of&lt;br /&gt;
no multiplayer, and no campaigns other than Heir to the Throne,&lt;br /&gt;
it was structured so the AI would only control units that it can&lt;br /&gt;
use effectively: it didn't have access to any aura&lt;br /&gt;
effects, while it did have access to things like poison.&lt;br /&gt;
&lt;br /&gt;
This is the cornerstone of KISS: what is laughably easy for&lt;br /&gt;
a programmer to do is going to result in high quality,&lt;br /&gt;
bug-free software. What is 'simple' for users, or 'elegant'&lt;br /&gt;
for designers, but not easy for a programmer is not going&lt;br /&gt;
to result in high quality software.&lt;br /&gt;
&lt;br /&gt;
David&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Wesnoth Philosophy II: Where Next? (2008) ==&lt;br /&gt;
&lt;br /&gt;
We had a section in here on where to take Wesnoth next, but it was written before 1.0 was released. That would make it rather out of date.&lt;br /&gt;
&lt;br /&gt;
Eric Raymond has pressured me to update this section. Interestingly, much of the above was based on some of Eric Raymond's writings.&lt;br /&gt;
&lt;br /&gt;
So, we are about to release Wesnoth 1.4. 1.4 will be a very solid, stable release, with an impressive list of features. Some people claimed that Wesnoth wasn't really ready for a 1.0 label back when we released 1.0. Any concerns that Wesnoth is not a stable, mature game should have been removed by 1.2 though, and certainly should be crushed by 1.4. The team has done an excellent job of building a very impressive product.&lt;br /&gt;
&lt;br /&gt;
Where to now? Onward and upward, of course! We already have a great game, and around that great game has developed a great community. Using the resources we now have available, we can continue to improve the game to be better and better. To make it more fun, faster, run on more platforms, more reliable, and support a wider variety of game elements.&lt;br /&gt;
&lt;br /&gt;
Of all suggestions to improve -- or perhaps I should say change -- Wesnoth, one of the most common, and certainly the most controversial, is to alter the gameplay in some way. To add a new gameplay feature, to add new unit special abilities, to alter unit stats, and so on and so forth. Are we planning to continue to make gameplay changes, and of what nature? Should we radically alter the game?&lt;br /&gt;
&lt;br /&gt;
We have a great game, that people enjoy. We don't plan to radically alter the core game mechanics. We will continue to tweak things of course -- and our gameplay balance developers have done an excellent job of balancing things out, and will continue to do so. The core game mechanics will remain the same. What we might do, however, is add a wider variety of feature support to the engine, to support more different user made campaigns and scenarios.&lt;br /&gt;
&lt;br /&gt;
A key part of Wesnoth's success is in keeping an open mind. No single developer, least of all me, has been able to consistently and accurately predict what is fun and what isn't. Instead, by developing a flexible platform that allows people to develop scenarios and campaigns on, users can make content which proves to be fun, or not. Our community has done an excellent job of creating fun content that I never imagined possible.&lt;br /&gt;
&lt;br /&gt;
We want to continue doing this. We want to make our engine more and more flexible, little by little. We want to take 'fringe elements' -- dramatically different gameplay styles that were only supportable by bizarre and convoluted WML -- and make the engine support them better.&lt;br /&gt;
&lt;br /&gt;
We have many plans for a variety of features to allow this. A better WML engine. A more flexible AI engine that will allow much greater customization.&lt;br /&gt;
&lt;br /&gt;
However, the core Wesnoth team does not intend to migrate Wesnoth to a fundamentally different play stle. But, that said, I think it would be a great idea for *someone* to. We have an excellent set of resources: great art, a good code base, and so forth. These resources could be re-used to make a 'civilization-style' hex game. Or a 'tactics' game (Wesnoth is already somewhat of a tactics game, but one could take this in different directions). Or more of a 'wargame'. For someone to do this would be excellent. If another great FLOSS game could be created with Wesnoth's resources, that would be great for the FLOSS gaming community. I, personally, would love to play such a game. :)&lt;br /&gt;
&lt;br /&gt;
Something else we want to address going forward is Wesnoth's performance. Wesnoth was originally created using an approach that was easy to develop with, but placed performance, in terms of time and space, as a secondary concern. It is still easily runnable on most desktop machines, but it doesn't run well on smaller devices. We have several developers who are highly committed to making Wesnoth run well on small devices. We plan to work hard on this, and make this happen.&lt;br /&gt;
&lt;br /&gt;
Finally, I think the best thing about Wesnoth is its community. I feel we should continue to foster and grow the community. We have recently had a &amp;quot;Wesnoth Conference&amp;quot; at FOSDEM, which ten Wesnoth developers and contributors attended. It would be excellent if we could organize such a thing again, perhaps on a larger scale.&lt;br /&gt;
&lt;br /&gt;
That said, I personally feel that attempting to raise money to fund such a thing is entirely within the spirit of the FLOSS community. We could, for instance, consider using (unintrusive) ads on our website to raise money, and then organize a conference, funding it with the money (including paying subsidies to anyone wanting to come, to help pay for their expenses).&lt;br /&gt;
&lt;br /&gt;
I must admit, that even after Wesnoth got 'off the ground', I was at times concerned about its chances of reaching a credible 1.0. Later I was concerned about its direction thereafter, especially with me becoming less involved with the project. I have been incredibly impressed by the development team and the community which has done an excellent job in developing Wesnoth. I am now very confident in Wesnoth's future.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[FrequentlyProposedIdeas]]&lt;br /&gt;
* [http://www.wesnoth.org/forum/viewtopic.php?t=441 The History of, and Philosophy behind Wesnoth]&lt;br /&gt;
* [http://www.wesnoth.org/forum/viewtopic.php?t=2190 Wesnoth Philosophy II: Where Next? (2004)]&lt;br /&gt;
&lt;br /&gt;
[[Category:Historical]]&lt;br /&gt;
[[Category:Future]]&lt;/div&gt;</summary>
		<author><name>Szymek</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=CampaignBurningSuns:RussianTranslation&amp;diff=32450</id>
		<title>CampaignBurningSuns:RussianTranslation</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=CampaignBurningSuns:RussianTranslation&amp;diff=32450"/>
		<updated>2009-09-25T17:56:59Z</updated>

		<summary type="html">&lt;p&gt;Szymek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;table style=&amp;quot;width: 100%; border: 0; padding: 1em&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
This page is created to coordinate work on the russian translation of the campaign [[CampaignBurningSuns|&amp;quot;Under the Burning Suns&amp;quot;]].&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
Страница создана для координации работы над русским переводом кампании [[CampaignBurningSuns|&amp;quot;Под Палящими Светилами&amp;quot;]].&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Сценарии ==&lt;br /&gt;
&lt;br /&gt;
=== Under the Burning Suns ===&lt;br /&gt;
&lt;br /&gt;
Под палящими светилами&lt;br /&gt;
&lt;br /&gt;
* Название: [*] вычитывается&lt;br /&gt;
* Описание: [*] вычитывается&lt;br /&gt;
&lt;br /&gt;
=== The morning after ===&lt;br /&gt;
&lt;br /&gt;
На следующее утро&lt;br /&gt;
&lt;br /&gt;
* Название: [*] вычитывается&lt;br /&gt;
* Описание: [?] подстрочник&lt;br /&gt;
* Диалоги: [?] подстрочник&lt;br /&gt;
&lt;br /&gt;
=== Across the Harsh Sands ===&lt;br /&gt;
&lt;br /&gt;
По суровым пескам&lt;br /&gt;
&lt;br /&gt;
* Название: [+] переведено&lt;br /&gt;
* Описание: [?] подстрочник&lt;br /&gt;
* Диалоги: [?] подстрочник&lt;br /&gt;
&lt;br /&gt;
== Соединения ==&lt;br /&gt;
&lt;br /&gt;
; Central Body : Главное тело&lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Weakened Central Body : &lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Crawling Horror : Ползучий ужас&lt;br /&gt;
:* Название [*] вычитывается&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Pulsing Spire : Пульсирующий шпиль&lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Giant Ant : Гигантский муравей&lt;br /&gt;
:* Название [*] вычитывается&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Confused Ant :&lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Corrupted Elf :&lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Crab Man : &lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Dawarf : Даварф&lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Dark Assassin :&lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Uncloaked Assassin :&lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Desert Archer : Пустынный лучник&lt;br /&gt;
:* Название [+] переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Desert Avenger : Пустынный мститель&lt;br /&gt;
:* Название [+] переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Desert Captain : Пустынный капитан&lt;br /&gt;
:* Название [*] вычитывается&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Desert Champion : Пустынный защитник&lt;br /&gt;
:* Название [*] вычитывается&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Desert Druid : Пустынный друид&lt;br /&gt;
:* Название [*] вычитывается&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Desert Fighter : Пустынный боец&lt;br /&gt;
:* Название [+] переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Desert Hero : Пустынный герой&lt;br /&gt;
:* Название [*] вычитывается&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Desert Horseman : Пустынный конник&lt;br /&gt;
:* Название [*] вычитывается&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Desert Marksman : Пустынный снайпер&lt;br /&gt;
:* Название [*] вычитывается&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Desert Marshal : Пустынный маршал&lt;br /&gt;
:* Название [*] вычитывается&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Desert Outrider : Пустынный наездник&lt;br /&gt;
:* Название [*] вычитывается&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Desert Ranger : Пустынный странник&lt;br /&gt;
:* Название [*] вычитывается&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Desert Rider : Пустынный всадник&lt;br /&gt;
:* Название [*] вычитывается&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Desert Scout : Пустынный разведчик&lt;br /&gt;
:* Название [*] вычитывается&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Desert Shaman : Пустынный шаман&lt;br /&gt;
:* Название [*] вычитывается&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Desert Sharpshooter : Пустынный снайпер&lt;br /&gt;
:* Название [*] вычитывается&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Desert Shyde : &lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Desert Star : &lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Desert Hunter : Пустынный охотник&lt;br /&gt;
:* Название [*] вычитывается&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Desert Sentinel : Пустынный страж&lt;br /&gt;
:* Название [*] вычитывается&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Desert Prowler : Пустынный бродяга&lt;br /&gt;
:* Название [*] вычитывается&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Deep One : Глубинная тварь&lt;br /&gt;
:* Название [*] вычитывается&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Dread Bat :&lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Dwarvish Explorer : Гном-исследователь&lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Dwarvish Pathfinder : Гном-следопыт&lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Dwarvish Scout : Гном-разведчик&lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Flesh Golem : Голем из плоти&lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Giant Tentacle :&lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Troll : Тролль&lt;br /&gt;
:* Название [*] вычитывается&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Troll Warrior : &lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Haunt : &lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Ixthala Demon : &lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Fire Guardian : Огненный страж&lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Dwarvish Sentinel : Гном-страж&lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Dwarvish Stalwart : &lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Small Mudcrawler : Маленькое грязевое чудище&lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Spider Lich : Паук-лич&lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Troll Shaman : Тролль-шаман&lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Troll Zombie : Тролль-зомби&lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Skeleton Rider : Скелет-всадник&lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Water Serpent : &lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
&lt;br /&gt;
=== Вооружение и боевые способности ===&lt;br /&gt;
&lt;br /&gt;
; energy ray : энергетический луч&lt;br /&gt;
; cold : холод&lt;br /&gt;
; magical : магический&lt;br /&gt;
; fangs : клыки&lt;br /&gt;
; blade : клинок&lt;br /&gt;
; sword : меч&lt;br /&gt;
; magic : магия&lt;br /&gt;
; claws : когти&lt;br /&gt;
; fist : кулак&lt;br /&gt;
; impact : толчок&lt;br /&gt;
; dagger : кинжал&lt;br /&gt;
; darts : дротики&lt;br /&gt;
; poison : яд&lt;br /&gt;
; tentacle : щупальца&lt;br /&gt;
; ink : тушь&lt;br /&gt;
; pierce : укол&lt;br /&gt;
; bow : лук&lt;br /&gt;
; backstab : бьет в спину&lt;br /&gt;
; ambush : засада&lt;br /&gt;
; leadership : лидерство&lt;br /&gt;
; cures : лечение&lt;br /&gt;
; staff : посох&lt;br /&gt;
; ensnare : ловушка&lt;br /&gt;
; slow : замедление&lt;br /&gt;
; thorns : колючки&lt;br /&gt;
; bola : болас&lt;br /&gt;
; longbow : большой лук&lt;br /&gt;
; marksman : меткость&lt;br /&gt;
; skirmisher : застрельщик&lt;br /&gt;
; heals : исцеление&lt;br /&gt;
; entangle : запутывание&lt;br /&gt;
; faerie touch : волшебное касание&lt;br /&gt;
; illuminates,cures : освещение,лечение&lt;br /&gt;
; drain : истощение&lt;br /&gt;
; axe : топор&lt;br /&gt;
; smashing frenzy : сокрушающее безумие&lt;br /&gt;
; berserk : берсерк&lt;br /&gt;
; regenerates : восстановление&lt;br /&gt;
; club : дубина/дубинка&lt;br /&gt;
; mace : булава&lt;br /&gt;
; touch : касание&lt;br /&gt;
; wail : вопль&lt;br /&gt;
; flaming sword : пылающий (пламенеющий?/а мне нравится пламенный) меч&lt;br /&gt;
; fire : огонь&lt;br /&gt;
; fire claws : огненные когти&lt;br /&gt;
; fire breath : огненное дыхание&lt;br /&gt;
; skash : удар сплеча&lt;br /&gt;
; steadfast : устойчивость&lt;br /&gt;
; spear : копьё&lt;br /&gt;
; mud glob : комок грязи&lt;br /&gt;
; plague : чума&lt;br /&gt;
&lt;br /&gt;
== Имена собственные ==&lt;br /&gt;
&lt;br /&gt;
=== Персонажи ===&lt;br /&gt;
&lt;br /&gt;
; Quenoth : Квенот&lt;br /&gt;
; Kaleh : Кале (м)&lt;br /&gt;
; Sela : Сэла (ж)&lt;br /&gt;
; Naia : Найя (ж)&lt;br /&gt;
; Tanuil : Тануил (м)&lt;br /&gt;
; Eloh : Эло (ж)&lt;br /&gt;
; Nym : Ним (ж)&lt;br /&gt;
; Garak : Гарак (м)&lt;br /&gt;
; Zhul : Жул (ж)&lt;br /&gt;
; Vecnu : Векну&lt;br /&gt;
; Uria : Урия&lt;br /&gt;
; Eranor : Эранор (м)&lt;br /&gt;
; Xanthos : Ксантос (м)&lt;br /&gt;
; Nisa : Ниса (ж)&lt;br /&gt;
; Yasi : Яси&lt;br /&gt;
; Nary : Нару (м)&lt;br /&gt;
; Pythos : Пайтос (м)&lt;br /&gt;
; Jokli : Джокли&lt;br /&gt;
; Thorn : Торн&lt;br /&gt;
; Elyssa : Элисса (ж)&lt;br /&gt;
; Go-Hag : Го-Хаг (м)&lt;br /&gt;
; Vengeful Lord : Мстительный лорд [?] подстрочник&lt;br /&gt;
&lt;br /&gt;
=== Географические названия ===&lt;br /&gt;
&lt;br /&gt;
; Pinnacle Rock : Каменный Шпиль&lt;br /&gt;
&lt;br /&gt;
== Ссылки по теме ==&lt;br /&gt;
&lt;br /&gt;
* [[CampaignBurningSuns|Страница кампании &amp;quot;Under the Burning Suns&amp;quot;]]&lt;br /&gt;
* [http://www.wesnoth.org/forum/viewtopic.php?t=4439 Обсуждение кампании в форуме]&lt;br /&gt;
* [[RussianTranslation|Страница команды русского перевода &amp;quot;Битвы за Веснот&amp;quot;]]&lt;br /&gt;
* [http://pulsar.unizar.es/~isaac/wesnoth-gettext/westats/index.php?package=wesnoth-Under_the_Burning_Suns&amp;amp;order=trans Статистика переводов кампании &amp;quot;Under the Burning Suns&amp;quot;]&lt;br /&gt;
* [https://developer.berlios.de/projects/wescamp-i18n Проект перевода кампаний &amp;quot;Битвы за Веснот&amp;quot; на berlios.de]&lt;br /&gt;
&lt;br /&gt;
[[Category:Translations]]&lt;/div&gt;</summary>
		<author><name>Szymek</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=BulgarianTranslation&amp;diff=32449</id>
		<title>BulgarianTranslation</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=BulgarianTranslation&amp;diff=32449"/>
		<updated>2009-09-25T17:56:39Z</updated>

		<summary type="html">&lt;p&gt;Szymek: rv&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=ÐÑÐ»Ð³Ð°ÑÑÐºÐ¸=&lt;br /&gt;
Ð¢Ð¾Ð²Ð° Ðµ ÑÑÑÐ°Ð½Ð¸ÑÐ° Ð½Ð° Ð±ÑÐ»Ð³Ð°ÑÑÐºÐ¸ÑÑ Ð¿ÑÐµÐ²Ð¾Ð´ Ð½Ð° ÐÐ¸ÑÐºÐ°ÑÐ° Ð·Ð° Ð£ÐµÑÐ½Ð¾Ñ.&lt;br /&gt;
&lt;br /&gt;
==ÐÐ°Ðº Ð´Ð° Ð¿Ð¾Ð¼Ð¾Ð³Ð½Ð°?==&lt;br /&gt;
&lt;br /&gt;
ÐÐ¼Ð° Ð½ÑÐºÐ¾Ð»ÐºÐ¾ Ð½Ð°ÑÐ¸Ð½Ð° Ð¿Ð¾ ÐºÐ¾Ð¸ÑÐ¾ Ð¼Ð¾Ð¶ÐµÑÐµ Ð´Ð° Ð¿Ð¾Ð¼Ð¾Ð³Ð½ÐµÑÐµ Ð½Ð° Ð¿ÑÐµÐ²Ð¾Ð´Ð°:&lt;br /&gt;
&lt;br /&gt;
* ÐÐ³ÑÐ°ÐµÑÐµ Ð¸Ð³ÑÐ°ÑÐ° Ð½Ð° Ð±ÑÐ»Ð³Ð°ÑÑÐºÐ¸ Ð¸ Ð½Ð¸ ÑÑÐ¾Ð±ÑÐ°Ð²Ð°ÑÐµ Ð·Ð° Ð²ÑÐµÐºÐ¸ Ð³Ð»ÑÐ¿Ð°Ð² Ð¸Ð»Ð¸ Ð³ÑÐµÑÐµÐ½ Ð¿ÑÐµÐ²Ð¾Ð´. Ð¢Ð¾Ð²Ð° ÑÐµ Ð¿Ð¾Ð¼Ð¾Ð³Ð½Ðµ Ð¼Ð½Ð¾Ð³Ð¾ Ð·Ð° Ð¿Ð¾Ð´Ð¾Ð±ÑÑÐ²Ð°Ð½Ðµ ÐºÐ°ÑÐµÑÑÐ²Ð¾ÑÐ¾ Ð½Ð° Ð¿ÑÐµÐ²Ð¾Ð´Ð°, ÑÑÐ¹ ÐºÐ°ÑÐ¾ Ð¿ÑÐµÐ²ÐµÐ¶Ð´Ð°ÑÐ¸ÑÐµ Ð½ÑÐ¼Ð°Ñ Ð²ÑÐµÐ¼ÐµÑÐ¾ Ð´Ð° Ð¿ÑÐ¾Ð²ÐµÑÑÐ²Ð°Ñ Ð¿Ð¾Ð²ÐµÑÐµÑÐ¾ Ð¾Ñ Ð½ÐµÑÐ°ÑÐ° Ð² Ð¸Ð³ÑÐ°ÑÐ°.(Ð¢Ð¾Ð²Ð° Ð¼Ð¾Ð¶Ðµ Ð´Ð° Ð½Ð°Ð¿ÑÐ°Ð²Ð¸ÑÐµ Ð½Ð° ÑÑÑÐ°Ð½Ð¸ÑÐ°ÑÐ° Ð·Ð° [[BulgarianTranslationCommon|Ð³ÑÐµÑÐºÐ¸]])&lt;br /&gt;
* ÐÑÐµÐ³Ð»ÐµÐ¶Ð´Ð°ÑÐµ ÑÐ°Ð¹Ð»Ð¾Ð²ÐµÑÐµ Ñ Ð¿ÑÐµÐ²Ð¾Ð´Ð¸ÑÐµ Ð·Ð° Ð³ÑÐµÑÐºÐ¸ Ð¸ Ð³Ð¸ Ð¿Ð¾Ð¿ÑÐ°Ð²ÑÑÐµ.&lt;br /&gt;
* ÐÐ°Ð²Ð°ÑÐµ Ð´Ð¾Ð±ÑÐ¸ Ð¿ÑÐµÐ´Ð»Ð¾Ð¶ÐµÐ½Ð¸Ñ Ð·Ð° Ð¸Ð¼ÐµÐ½Ð° Ð½Ð° ÐµÐ´Ð¸Ð½Ð¸ÑÐ¸ - [[BulgarianTranslationUnitList|Ð¡Ð¿Ð¸ÑÑÐº Ñ ÐµÐ´Ð¸Ð½Ð¸ÑÐ¸ÑÐµ]]&lt;br /&gt;
&lt;br /&gt;
==ÐÑÐµÐ²Ð¾Ð´==&lt;br /&gt;
&lt;br /&gt;
ÐÐ° Ð¼Ð¾Ð¼ÐµÐ½ÑÐ° Ð¿ÑÐµÐ²Ð¾Ð´ÑÑ ÑÐµ Ð¿ÑÐ°Ð²Ð¸ Ð·Ð° 1.3 Ð²ÐµÑÑÐ¸ÑÑÐ° Ð² trunk. ÐÑÐµÐ²Ð¾Ð´ÑÑ Ð½Ð° 1.2 ÐºÐ»Ð¾Ð½Ð° Ðµ Ð¿ÑÐ»ÐµÐ½, Ð½Ð¾ Ð½Ðµ Ð¿ÑÐµÐ³Ð»ÐµÐ¶Ð´Ð°Ð½ Ð·Ð° Ð³ÑÐµÑÐºÐ¸. Ð Ð°Ð±Ð¾ÑÐ°ÑÐ° Ð¿Ð¾ Ð½ÐµÐ³Ð¾ Ðµ Ð±ÐµÐ·ÑÐ¼Ð¸ÑÐ»ÐµÐ½Ð°.&lt;br /&gt;
&lt;br /&gt;
===ÐÑÐ°Ð²Ð¸Ð»Ð°===&lt;br /&gt;
ÐÑÐµÐ²Ð¾Ð´ÑÑ Ð½Ð° Ð¸Ð½ÑÐµÑÑÐµÐ¹ÑÑÑ ÑÐµ Ð²Ð¾Ð´Ð¸ Ð¿Ð¾ ÑÐ»ÐµÐ´Ð½Ð¸ÑÐµ Ð¿ÑÐ°Ð²Ð¸Ð»Ð°:&lt;br /&gt;
[http://fsa-bg.org/translation/translation_of_gui/translation_of_gui.html ÐÑÐµÐ²Ð¾Ð´ Ð¸ ÑÑÐ·Ð´Ð°Ð²Ð°Ð½Ðµ Ð½Ð° ÐÐÐ Ð½Ð° Ð±ÑÐ»Ð³Ð°ÑÑÐºÐ¸]&lt;br /&gt;
&lt;br /&gt;
ÐÑÑÐ³Ð¸ Ð¿Ð¾Ð»ÐµÐ·Ð½Ð¸(Ð´Ð¾ÑÐ¸ Ð·Ð°Ð´ÑÐ»Ð¶Ð¸ÑÐµÐ»Ð½Ð¸) Ð²ÑÑÐ·ÐºÐ¸:&amp;lt;br&amp;gt;&lt;br /&gt;
[http://m-balabanov.hit.bg/en-bg-comp-dict.html ÐÑÐ°ÑÑÐº Ð°Ð½Ð³Ð»Ð¸Ð¹ÑÐºÐ¾-Ð±ÑÐ»Ð³Ð°ÑÑÐºÐ¸ ÑÐµÑÐ¼Ð¸Ð½Ð¾Ð»Ð¾Ð³Ð¸ÑÐµÐ½ ÑÐµÑÐ½Ð¸Ðº]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://fsa-bg.org/translators ÐÑÐµÐ²Ð¾Ð´ Ð½Ð° ÑÐ²Ð¾Ð±Ð¾Ð´ÐµÐ½ ÑÐ¾ÑÑÑÐµÑ Ð½Ð° Ð±ÑÐ»Ð³Ð°ÑÑÐºÐ¸ ÐµÐ·Ð¸Ðº]&lt;br /&gt;
&lt;br /&gt;
ÐÐ°Ð¼Ð¿Ð°Ð½Ð¸Ð¸ÑÐµ ÑÐµ Ð¿ÑÐµÐ²ÐµÐ¶Ð´Ð°Ñ Ð¿Ð¾ ÑÐ¼Ð¸ÑÑÐ». ÐÐµ Ðµ Ð·Ð°Ð´ÑÐ»Ð¶Ð¸ÑÐµÐ»Ð½Ð¾ Ð´Ð° ÑÐµ Ð¿Ð¾Ð»Ð·Ð²Ð°Ñ ÐµÐ´Ð½Ð°ÐºÐ²Ð¸ Ð¸Ð»Ð¸ Ð²ÑÐ¸ÑÐºÐ¸ Ð¸Ð·ÑÐ°Ð·Ð¸ Ð¾Ñ Ð¾ÑÐ¸Ð³Ð¸Ð½Ð°Ð»Ð½Ð¸ÑÑ ÑÐµÐºÑÑ, Ð¿ÑÐ¾ÑÑÐ¾ Ð¿ÑÐµÐ²Ð¾Ð´Ð° ÑÑÑÐ±Ð²Ð° Ð²ÑÐ·Ð¼Ð¾Ð¶Ð½Ð¾ Ð½Ð°Ð¹-ÑÐ¾ÑÐ½Ð¾ Ð´Ð° Ð¿ÑÐµÐ´Ð°Ð²Ð° Ð¸Ð½ÑÐ¾ÑÐ¼Ð°ÑÐ¸ÑÑÐ°.&lt;br /&gt;
&lt;br /&gt;
===Ð¡ÑÐ°ÑÑÑ Ð½Ð° Ð¿ÑÐµÐ²Ð¾Ð´Ð°===&lt;br /&gt;
&lt;br /&gt;
ÐÐµÐ·ÐºÑÐ°Ð¹Ð½Ð¾ ÑÐµ ÑÐ° Ð¿Ð¾Ð»ÐµÐ·Ð½Ð¸ ÑÐ¾ÑÐ° Ð´Ð° Ð¿ÑÐµÐ³Ð»ÐµÐ¶Ð´Ð°Ñ .po ÑÐ°Ð¹Ð»Ð¾Ð²ÐµÑÐµ Ð¸ Ð´Ð° Ð¸Ð³ÑÐ°ÑÑ Ð¸Ð³ÑÐ°ÑÐ°.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Ð¢ÐÐÐÐÐ¦ÐÐ¢Ð Ð ÐÐÐÐÐ¢Ð£ÐÐÐÐ&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|border=1&lt;br /&gt;
! Ð¤Ð°Ð¹Ð»&lt;br /&gt;
! Ð¡ÑÐ°ÑÑÑ&lt;br /&gt;
! ÐÑÐµÐ²Ð¾Ð´Ð°Ñ&lt;br /&gt;
|-&lt;br /&gt;
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ÐÐ·ÐµÑ Ð¾Ñ about ÑÑÑÐ°Ð½Ð¸ÑÐ°ÑÐ°.&lt;br /&gt;
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[[BulgarianTranslationUnitList|Ð¡Ð¿Ð¸ÑÑÐº Ñ ÐµÐ´Ð¸Ð½Ð¸ÑÐ¸ÑÐµ]] &amp;lt;br&amp;gt;&lt;br /&gt;
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[[Category:Translations]]&lt;/div&gt;</summary>
		<author><name>Szymek</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=TheEasternInvasion&amp;diff=32401</id>
		<title>TheEasternInvasion</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=TheEasternInvasion&amp;diff=32401"/>
		<updated>2009-09-22T06:48:36Z</updated>

		<summary type="html">&lt;p&gt;Szymek: Undo revision 32397 by BooloEltvi (Talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a discussion of The Eastern Invasion, the campaign featuring Gweddry General of Wesnoth.&lt;br /&gt;
&lt;br /&gt;
''Note by Crus4a7E: I played this campaing in V 1.4.5 (medium difficulty) using this walkthrough. As most parts did not quite seem to reflect the current state of the campain anymore, I felt obliged to contribute a number of updates to most scenarios' walkthroughs. Nevertheless, please feel free to further improve this walkthrough in particular for those scenarios I have not played and thus not updated. Overall the campain now seems well-balanced and is fun to play.''&lt;br /&gt;
&lt;br /&gt;
The following descriptions are aimed at the &amp;quot;medium&amp;quot; difficulty level (as &amp;quot;easy&amp;quot; lets you get away with sloppiness and &amp;quot;hard&amp;quot; is for people who are comfortable with Advanced Tactics). Please improve these and add your own for later levels.&lt;br /&gt;
&lt;br /&gt;
'''Warning: spoilers ahead!'''&lt;br /&gt;
&lt;br /&gt;
==Scenarios==&lt;br /&gt;
=== The Outpost ===&lt;br /&gt;
&lt;br /&gt;
It is probably best to recruit 5 heavy infantry and 1 mage on this scenario. The heavy infantry can flag the villages surrounding you by turn 3, turn 2 if they're quick, and the mage can flag the northern forest village on turn 2 if quick.&lt;br /&gt;
&lt;br /&gt;
Sending 2 HI(heavy infantry) south, to the revenants, is a good idea because you can usually get both of them a 2nd level kill without having either die. The other ones should stand and fight against the enemies coming at you from the north and east. Use the HI most of time, and use the mage when they are in forest and it can get a killing blow. By the end of the scenario, you should have 2-3 shock troopers and 1 half-advanced mage.&lt;br /&gt;
&lt;br /&gt;
It is sometimes a good idea to recruit another mage on turn 10 or so, since you will probably end the scenario with less than 100 gold anyway, so you save money by buying in advance. (mathematically this does make sense). Also, you can get them about 10 experience along the way.&lt;br /&gt;
&lt;br /&gt;
==== Alternative Strategy ====&lt;br /&gt;
The above strategy did not work for me despite of several attempts. Whenever I recruited only 5 HI or tried to send 2 HI southwards to capture villages I got slaughtered around turns 10 to 12 by the latest. (Played with V 1.4.5 on medium difficulty) Thus below I describe an alternative strategy which worked rather painlessly for me.&lt;br /&gt;
&lt;br /&gt;
Remark: In V 1.4.5 all of the villages surrounding the player's keep are already flagged at the start. Only in the very south (south of the river) are a couple of unflagged villages.&lt;br /&gt;
&lt;br /&gt;
Recruit one keep full of HI in turn 1 (no mage, as there is little use in it in this scenario and we are short of money). In turn 2, move the HI to build a straight line northeast and east of your castle (the line should be inside the castle walls whereever possible to use its high defence rating but other than that as straight as possible to only allow two enemy units at a time to attack any of your HI). Then wait about 2 to 3 turns until the enemy forces start to attack and you have enough money to recruit about another 3 HI. Use them to reinforce your line.&lt;br /&gt;
&lt;br /&gt;
Then just hold out the enemy attack during night time; only rotate wounded units if possible, but do not counter-attack. At dawn start your counter-attack without worrying to much about keeping the original line intact. Instead try to level 2 or 3 HI to Shock Troopers. The enemy forces quickly cease to be any danger to your forces.&lt;br /&gt;
&lt;br /&gt;
Also around turn 12 the white mage re-arrives and points out a trap door you should use. The trap door is located near your castle and clearly visible unless any unit stands on it. So if you do not see it right away, just move your units around a little.&lt;br /&gt;
&lt;br /&gt;
Position your leader near the trap door so he can reach it in one turn. As it is almost impossible to finish with more than 100 gold (which is the minimum starting gold of the next level), use the remaining turns to level as many units as possible and only move your leader onto the trap door in the very last turn.&lt;br /&gt;
&lt;br /&gt;
Using this strategy I finished with 2 shock troopers and several well-levelled HI. Also your leader and the white mage should have gained a little experience.&lt;br /&gt;
&lt;br /&gt;
==== Alternative Strategy #2 ====&lt;br /&gt;
An alternative strategy to consider is to recruit as late as possible and to start fighting when the sun is up. Somehow you will be able to decide when to engage in the battle, as the enemy will let you stay in your castle without bothering you. &lt;br /&gt;
&lt;br /&gt;
At turn #4, recruit 1 Mage and 5 Heavy Infantrymen (HI). The trick is not to move a single unit and somehow, no one attacks you. I did the test multiple times and I always started the first fight when I decided it was time (i.e. during the day light). A variation of the strategy that does not work is to start recruiting only when the sun is up; somehow the enemy attacks your leader.&lt;br /&gt;
&lt;br /&gt;
Turn #7, this is dawn and now you can start attacking. My goal is to finish any fight with my Mage or the Leader to get them to level 2 and 3 as soon as possible. White Mages always make my life easier during Campaigns. I also recruit 2 HI, 1 Cavalryman to go get some villages, and 1 Mage.&lt;br /&gt;
&lt;br /&gt;
You will end up with 1 HI or your Leader at level 2 and your Mages should be half way to Level 2.&lt;br /&gt;
&lt;br /&gt;
==== Alternative Strategy... #3 ====&lt;br /&gt;
None of the above tactics work when playing under the &amp;quot;challenging&amp;quot; difficulty level(since you are given only 80 coins at the beginning of the scenario).&lt;br /&gt;
&lt;br /&gt;
My advice when playing this on the hardest level is to spend your starting money on two HI units and two cavalry units. Don't buy any mages -- they are too fragile and expensive. Your main goal is to keep away as much enemy forces as possible from your keep (ESPECIALLY during night). Use the cavalry to divert at least a small portion of the undead by making them chase your horsemen. Remember to always &amp;quot;taunt&amp;quot; them -- capture the villages near their keeps and run away from there the next turn. This way you can keep your fortress not owerwhelmed for some time. Spend every coin possible on heavy infantry and don't let skeletons/bats occupy tiles in your keep. If you do let them, this may be fatal to your leader. ;) You may even recruit a spearman or two to &amp;quot;block&amp;quot; a keep tile if this may save your main character.&lt;br /&gt;
&lt;br /&gt;
NOTE: I did use this exact same tactic to beat the scenario on challenging, however, it did require some luck and re-loading. Remember -- when things seem dire, leveling up is the best healing. I saved my leader(why do I always forget his name?) by letting him kill a second-level skeleton archer, but that only happened by miracle - he hit all three times on 40% and didn't get killed by counter-attacks although he had only 3 HP left! I must be lucky :P&lt;br /&gt;
&lt;br /&gt;
Euclid&lt;br /&gt;
&lt;br /&gt;
=== Escape Tunnel ===&lt;br /&gt;
Remark: The following applies to V 1.4.5 medium difficulty.&lt;br /&gt;
&lt;br /&gt;
Don't bother recalling HI, they go too slow in caves. Go for a group of mostly mages, and a couple of spearmen. (One keep of units in total should easily be enough.)&lt;br /&gt;
&lt;br /&gt;
Move your units to the east until you encounter trolls and reach a crossroads. A couple of dwarfts will kindly become your allies and keep off the trolls for a few turns. Send a quick spearman to the north where he can pick up a holy amulet (unlike in other campaigns this holy amulet is permanent!). As soon as you have got the holy amulet start to move all your units south without bothering about the trolls or the undead which appear after a number of turns from the direction of your keep.&lt;br /&gt;
&lt;br /&gt;
The undead, trolls and dwarves will all fight each other, so after having moved all your units south position one healthy spearman at the end of the cave leading south (so only one unit a turn can attack him) and position the white mage right behind him to heal it every turn. These two units should easily keep of the enemies following you until the end of the scenario. Move Gweddry to the northeast accompanied by a mage and a spearman (to fight individual trolls coming your way).&lt;br /&gt;
&lt;br /&gt;
Before moving Gweddry to the end of the cave (which ends the level) send the mage to the east past the funny signpost warning you of the troll hole. In the cave the mages discovers a chest containing a troll treasure amounting to 200 gold.&lt;br /&gt;
&lt;br /&gt;
Following this strategy you should earn a decent early finish bonus plus the 200 extra gold, so you finish with well over 300 gold.&lt;br /&gt;
&lt;br /&gt;
Remark: Giving Gweddry the holy amulet (instead of a spearman) allows him to level very quickly, which is important, since he can advance to Grand Marshal.  This gives benefits in other ways on a number of later scenarios as well, such as the River Crossing, where you can get an easy 1st turn kill against the undead leader and take his castle.  Note that the leader is very hard to kill anyway.&lt;br /&gt;
&lt;br /&gt;
=== An Unexpected Appearance ===&lt;br /&gt;
&lt;br /&gt;
What you do in this scenario depends on which way you want to go. Going east is harder, but brings you more reward, such as the chance to go to Mal-Ravanal's Capital, which gives you the opportunity to get extra experience (a lot for whoever survives) and a free Paladin and several Knights.&lt;br /&gt;
&lt;br /&gt;
Obviously, first kill Mal-Tar. To do this, shoot him with Dacyn and attack him with Gweddry's melee. It probably won't kill him the first turn, so second turn kill the vampire bat he recruits with Dacyn and finish Mal-Tar off with Gweddry.&lt;br /&gt;
&lt;br /&gt;
Then, recall 2 shock troopers and 1 half-advanced heavy infantry on the side of the castle you are going (so if you are attacking eastward, recall them on the 3 eastern castle hexes). This gives them  a headstart in that direction.&lt;br /&gt;
Dacyn might be wounded, so send him to a village. Don't worry, he can fend for himself, since the bats usually arrive one at a time and he can kill one per turn.&lt;br /&gt;
&lt;br /&gt;
Recall any mages with a lot of XP and the spearman you gave the holy amulet in the previous scenario, then go whichever way you are going. You might want to recruit one throw-away cavalryman to go north, since he gives you income and draws away enemies that otherwise would attack your main force from behind.&lt;br /&gt;
&lt;br /&gt;
===Diverging Campaign Path===&lt;br /&gt;
==== Elven Alliance ====&lt;br /&gt;
&lt;br /&gt;
The Orc's warning about the assassin is overrated; Volas can probably take care of it himself, although you might want to leave ONE unit near him to make sure.&lt;br /&gt;
&lt;br /&gt;
Recruit / recall a wide assortment of units, mostly mages, spearmen and cavalry. Send mages and spearmen up to fight the opponent, send cavalry down as scouts. Any heavy infantry should go up to fight also; they will probably arrive late, and be good for reinforcements when the first troops are wounded.&lt;br /&gt;
&lt;br /&gt;
Align the troops in the forest, so that the enemy will be on grass; this gives you a tactical advantage. Use Dacyn to heal those who need it most - those on the corners, and any mages who are on the front lines.&lt;br /&gt;
&lt;br /&gt;
There is a village at {20,8} that can prove tactically very useful, because the elves usually fight somewhere near it.&lt;br /&gt;
The elves are defeated most of the time, and the orcs claim this village; it is crucial to kill the orc on this village and take it over with a resilient spearman, or a HI.&lt;br /&gt;
&lt;br /&gt;
Once you have gotten past turn 6, it will be day, and the orcs will be very easy to defeat. When the assassin appears on turn 7, ignore it unless you have a cavalryman still down there. In that case, use it to fight the assassin. Keep pressing up. By turn 9, the orcish leader should be dead.&lt;br /&gt;
&lt;br /&gt;
==== The Undead Border Patrol ====&lt;br /&gt;
&lt;br /&gt;
This scenario also depends on which way you want to go. If going NW, it is fairly straightforward. The enemy is relatively weak. Do the same as in Unexpected Appearance - recruit 2 suicide cavalrymen to distract the bats. One will probably get enough XP to be worth recalling.&lt;br /&gt;
&lt;br /&gt;
I would use mostly heavy infantry and spearmen with the holy amulet on this level, because mages will only get a +10% to hit from magical. However, as in most scenarios against undead, white mages are very useful.&lt;br /&gt;
&lt;br /&gt;
Try to get the opponent to fight you from the sand. This gives you something like a 70% CTH. &amp;gt;)&lt;br /&gt;
&lt;br /&gt;
(CTH = Chance To Hit).&lt;br /&gt;
&lt;br /&gt;
===== Mal-Ravanal's Capital =====&lt;br /&gt;
&lt;br /&gt;
Only reachable from ''The Undead Border Patrol'' scenario, but you might also skip it and go directly to ''Northern Outpost''.&lt;br /&gt;
&lt;br /&gt;
This is a very challenging scenario. I started with only 100 gold, so I recalled one Mage, two Shock Troopers, one Heavy Infantry, and my holy Halberdier. I defended the starting castle for about 10 turns until the Revenants had made their way over to me. Upon killing several of them, I freed some imprisoned Knights and a Paladin. I moved my forces to kill the Death Knight, and then split my forces. I sent one group to attack Mal-Ravanal and the other to kill the Necromancer in the NW corner.&lt;br /&gt;
&lt;br /&gt;
By turn 30, my Eastern assault force was in postion to attack Mal-Ravanal. However, when I attacked him, he teleported my troops back to the starting castle, so I wasn't able to defeat him. When I was ready, I killed the NW Necromancer and progressed to &amp;lt;i&amp;gt;The Northern Outpost&amp;lt;/i&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The reason to go here is to acquire a cavalry force of one Paladin and five Knights.  To do this kill six of the Death Knight's troops.  The first kill gets you a Paladin.  Each succeeding kill gets you one more Knight.  They all appear in or around the village southeast of your castle.  To end the scenario, have your cavalry force kill the southwest Necromancer while holding your castle from the assault.  This can be done by turn 14 giving you a sizeable bonus.  You might send expendable cavalrymen north and southeast to distract the enemies, but it won't do much.&lt;br /&gt;
&lt;br /&gt;
As of 1.0.2 it's the Bone Shooters that must be killed to release knights.  On the first kill you will get a Paladin as well as the Knight.  These seem to all appear around the same village.  Maybe they group around the Paladin.  Each unit pops in with full moves.  If you can use some of them to kill other Bone Shooters, you end up with a substantial cavalry force very quickly.&lt;br /&gt;
&lt;br /&gt;
On easy at least, in 1.0.2, my opponents summoned no Bone Shooters, only Revenants.  It took a while for them to arrive, and I could have killed the NW Necromancer, but I waited it out.  I still got paladins and knights for killing Revenants.  (vfb)&lt;br /&gt;
&lt;br /&gt;
As of version 1.5.4 the cavalry (not apparently loyal) are earned by killing the Death Knight's troops. There are a total of one Paladin and five Knights available, but the number of Knights available is reduced by one for each of your troops that die *after you get the Paladin*. You might want to make sure any expendable troops are &amp;quot;expended&amp;quot; by the time the Death Knight's troops reach your line--units on their own won't last too long with all the ghosts flying around.&lt;br /&gt;
&lt;br /&gt;
=== The Northern Outpost ===&lt;br /&gt;
&lt;br /&gt;
Reachable both from ''The Undead Border Patrol'' and the ''Elven Alliance'' scenarios.&lt;br /&gt;
&lt;br /&gt;
There are two enemies in this scenario that you must defeat - the undead and the outlaws. The undead are fairly straightforward to defeat, and in any case Owaec usually does a good part of the work. Recall a number of shock troopers, a white mage and the spearman who picked up the holy amulet in one of the previous scenarios. I addition recruit one mage.&lt;br /&gt;
&lt;br /&gt;
Then send Gweddry to the holy amulet in the south west accompanied by the mage. The spearman and the white mage go straight southwards and help Owaec with the undead. Your shock troopers go to the east and surround one of the villages over there without flagging it. (As they are quite slow-moving, having them already over there saves you time later on.) Once Gweddry picked up the holy amulet, send him and the mage to finish off the undead leader together with your spearman. (Note: Your spearman is very effective against the undead and will likely level up.) That was the easy part.&lt;br /&gt;
&lt;br /&gt;
The main challenge is the criminals. They appear randomly in the villages you flag (one of the villages has assasin that is outlaw leader), but not in those Owaec flags. So don't worry about him uncovering enemies for you. Since when you capture a village the outlaws surround it, you should surround each village before you capture it, so the enemy surrounds you. This makes it so they can't gang up on one of your units with more than 3 people. Also, when you capture a village, try to kill as many enemies as you can before they get a turn.&lt;br /&gt;
&lt;br /&gt;
Send your your entire force up on the eastern side of the map flagging one village a turn and fighting the bandits. Once you come across the village where the bandid leader hides, concentrate your attacks on him as the bandits are quite strong.&lt;br /&gt;
&lt;br /&gt;
Note: A Cavalry force (such as the one acquired in Mal-Ravanal's Capital) makes short work of the bandits.  Lower level units have trouble against the Bandits, especially at night.  Slower moving units also have a disadvantage in searching the villages.  &lt;br /&gt;
&lt;br /&gt;
Also note, that from this scenario on you can recruit horsemen. You might want to level up a paladin or two, for fast mobile undead removal services (and quick leader assasination).&lt;br /&gt;
&lt;br /&gt;
/* governor */ Just a note: I had the misfortune of taking a group of men to a village where 5or6 enemies appeared. After taking heavy damage, I retreated my char (low on hitpoints) out of the village. When I recaptured the village the same group of enemies reappeared. Since AI enemies seem to prefer recapturing villages this can allow you to obtain easy experience for weak units a few times.&lt;br /&gt;
&lt;br /&gt;
=== Two Paths ===&lt;br /&gt;
This is a fairly tough level (played in V 1.4.5 on medium difficulty) which took several attempts to get through. In V 1.4.5 you have 16 turns (unlike 12 as in earlier versions) and can choose between going north to attack the orc leader or going north-east to attack the undead leader.&lt;br /&gt;
&lt;br /&gt;
One option is going north on the very east side of the map trying to fight your enemies from solid ground and mountains while they stand on sand ground with weak defense. As your troops move very slowly on this terrain, you will likely take some heavy losses however, as your enemies keep surrounding you. Also this will presumably take too many turns to reach the orc leader in time.&lt;br /&gt;
&lt;br /&gt;
Thus the preferred choice is to recall a couple of shock troopers and white mages and move them on the path to the north-east in a thigh formation towards the undead leader. Once you survived the first enemy onslaught without loosing units, the rest of this scenario becomes rather easy as the remaining enemies come one by one. Make sure to keep on moving fast to the north-east to reach the undead leader before turns run out.&lt;br /&gt;
&lt;br /&gt;
=== Diverging Campaign Path===&lt;br /&gt;
==== Undead Crossing ====&lt;br /&gt;
Fighting the undead in this scenario is not the actual problem as they are quite weak. Recall a keep full of shock troopers, white mages and the spearman with the holy amulet (who has likely levelled up by now). Use your faster units to capture the villages in the south-east and move your shock troopers directly to the river crossing.&lt;br /&gt;
&lt;br /&gt;
Once you fought of the bats and skeletons (which the above units should handle quite easily), the undead leader summons two cuttlefish which appear in the water between the two crossings. Be very careful where to position your troops as the cuttlefish have a very nasty melee attack. Fight them with a pair of shock troopers accompanied by Gweddry (to give them leadership) and a white mage for healing.&lt;br /&gt;
&lt;br /&gt;
Make sure you leave your units enough time to cross the river and kill the undead leader before turns run out.&lt;br /&gt;
&lt;br /&gt;
==== The Crossing ====&lt;br /&gt;
&lt;br /&gt;
I had only 100 gold, so recruited some units and went straight north from turn one on. The fighting in the water was quite hard, with some orcs coming down from the north. The un-dead only appeared when I was in the middle of the river, so no encounter with them, and the ogre's helped get rid of the orcs on the north side. (Allefant)&lt;br /&gt;
&lt;br /&gt;
If you have Holy Gweddry, you can (sometimes) get a 1st turn kill on the 1st undead leader, scarf up all the villages, and return to kill the 2nd undead forces before their leader can recruit anything.  If you don't, the second undead leader will recruit lots of level two units.  The orcs will start out across the river, but usually most of them turn back to fight the ogre reinforcements.  Waiting till their first wave hits your shore and wiping them out in the water will probably leave you just enough time to cross the river and find there are only 2 or 3 enemy units left besides the leaders.&lt;br /&gt;
&lt;br /&gt;
Make sure to cover your rear flank with some expendable troops (such as Heavy Infantry) as the undead can move more quickly through the water than your units.&lt;br /&gt;
&lt;br /&gt;
Another strategy is to go straight into the water after killing the first undead leader using the deep water in the middle of the path to seperate the orc forces.  You go to the right with Gweddry and Owaec and some support troops while letting the ogres kill many of the orcs in your way.  Knights and a Paladin can hold off the orcs enough to get across while the undead behind you are not an issue.  &lt;br /&gt;
&lt;br /&gt;
Note:  Owaec can move only one hex a turn in the water.&lt;br /&gt;
&lt;br /&gt;
=== Training the Ogres ===&lt;br /&gt;
&lt;br /&gt;
This can be a confusing scenario to understand. Basically, you are fighting the ogres while also trying not to let them reach the rocky borders where they will &amp;quot;escape&amp;quot; (or disappear). Understand how the AI works and that units will attack the weakest units who are closest to leveling. &lt;br /&gt;
&lt;br /&gt;
Whenever I tried to attack the ogres or surround them or using any other intuitive strategy, I always ended up getting my white mage killed by turn 3 at the latest. &lt;br /&gt;
&lt;br /&gt;
Thus try the following which makes keeping all 4 ogres on the green very easy (although I still do not understand why the AI behaves as it does...): Move the white mage and the horseman to the very north outside the moving range of the ogres. Position Gweddry on one of the hills in the west just inside their moving range. For the first two turns the ogres hardly move. Then they start to attack Gweddry which he should be able to withstand. By turn 5 when Gweddry's health starts to wear down, the scenario is over already with all four ogres still on the green and all of your units alive.&lt;br /&gt;
&lt;br /&gt;
(It's a bit of a digression, but the AI in this case is failing to realize that, though each Ogre has an individually unfavorable attack on Gweddry, all four attacking together would be rather more favorable. So, the AI decides to form a defensive line and wait for the sun to set, when Gweddry's 25% bonus disappears and their attacks are more favorable. Note that this technique generally only works for units with full health on defensible terrain, and may disappear entirely if the AI is improved to consider joint attacks.)&lt;br /&gt;
&lt;br /&gt;
It is unclear to me however, what the benefit of all four ogres surviving is though.&lt;br /&gt;
&lt;br /&gt;
Note: Whether or not to use ogres is a matter of playing style.  Once they level up, Ogres are quite a tough unit that deals middling damage, but unfortunately can't advance beyond level 2.  Their upside is that they move at normal speed on hills and cave floor, which makes them your most mobile unit in at least one scenario (''Captured'').  And as they are of neutral alignment, they can sometimes be handy to have around at nighttime.&lt;br /&gt;
&lt;br /&gt;
=== Xenophobia  ===&lt;br /&gt;
&lt;br /&gt;
In V 1.4.5 on medium difficulty is a very easy and fun level as all parties in the scenario (i.e. elves, orcs, drawves, and yourself) decide to fight each other instead of forming aliances. Thus you can use this level to gain some experience for your units, pick up another permanent holy amulet (in the north, roughly in the middle between the dwarf and the orc keep) e.g. by a shock trooper, and as the actual ogre training camp (see below).&lt;br /&gt;
&lt;br /&gt;
Recall a keep full of shock troopers and send them straight to the north as they are very slow moving. Then recall one or two white mages and recruit about two to four young ogres. Send all of your units straight north to kill the dwarf leader who unwisely sends all his troops for the orcs right at the start and then misses the money to recruit any more troops to defend his keep.&lt;br /&gt;
&lt;br /&gt;
By the time I reached the dwarf leader, the orcs had already killed the elvish leader, so there was two down and only one to go. Use the young ogres on the mountains in the north to fight the remaining dwarves whilst levelling up to ogres. &lt;br /&gt;
&lt;br /&gt;
By the time you killed the dwarf leader, there should be hardly any enemy troops left, so go straight towards the orc leader and earn a decent early finish bonus. And don't forget to pick up the holy amulet on the way.&lt;br /&gt;
&lt;br /&gt;
The main strategy in this scenario is staying out of the fighting as much as possible, picking off the weaker sides, and in general letting your enemies kill themselves. One successful strategy is to delay moving from your keep for 5-6 turns. Let the other factions weaken each other before you move off. (Although that reduces your early finish bonus, so do not do this if your troops are strong enough.)&lt;br /&gt;
&lt;br /&gt;
By the end of the scenario you should have one or two ogres which comes in quite handy in the next scenarios.&lt;br /&gt;
&lt;br /&gt;
=== Lake Vrug ===&lt;br /&gt;
This is a very confusing hide and seek sceario which is not actually hard, but likely takes you several pointless restarts until you have finally discovered the enemy leaders. (Spoiler: there are three enemy keeps, all north of the river. One is to the very north west (go to the right into the mounts directly after crossing the bridge), one is between the path leading east and the river bank just before the path turns northwards, and one is in the very north at the end of the path. The orc leader resides in the first keep, the gryphon leader in the second, and the third is empty.&lt;br /&gt;
&lt;br /&gt;
Recall two or three shock troopers, two white mages and then recall/recruit as many ogres as possible. (Most of the enemy keeps are surrounded by high mountains which most of your troops cannot pass, but which the ogres handle quite easily.) You might also want to recruit a horseman to scout ahead. &lt;br /&gt;
&lt;br /&gt;
The only challenge in this scenario (apart from finding the keeps) is surviving the first onslaught of gryphoons which starts around turn 4 with quite a number of gryphoons appearing from the north-east. Position your heavy units like shock troopers and ogres very tighly around wounded units as the gryphons and dragons really have quite a large moving range and ignore zones of control and thus mercilessly slay away unprotected injured units. To fight them use heavy melee troops like shock troopers.&lt;br /&gt;
&lt;br /&gt;
As you start to cross the bridge a couple of trolls attack. They are really no match for your shock troopers, however, who happy troll-crack away.&lt;br /&gt;
&lt;br /&gt;
When taking the enemy keeps, use the ogres who can move on the high mountains unlike most of your other units.&lt;br /&gt;
&lt;br /&gt;
=== Captured ===&lt;br /&gt;
&lt;br /&gt;
You start out by running up a tunnel to find some of your companions. If you go back down that way or you will have to face some extremely mean trolls in the narrow tunnel. Instead, follow the tunnel to the north and west and face a few bats as you proceed.  At the end of that tunnel, you will enter a throne room where there is a leader and some enemy troops. &lt;br /&gt;
&lt;br /&gt;
Upon entering the throne room, a group of your wounded troops will appear in a cavern called the &amp;quot;Torture Room&amp;quot; to the east.   They will face a number of assassins and trolls as they leave the Torture Room moving west.  (Hint: Try to get through the prison &amp;quot;door&amp;quot; of the torture room quickly as otherwise the enemy units have an easy time keeping your entire army locked away with only one unit at a time, i.e. the unit standing at the door, being able to take part in the fighting.)&lt;br /&gt;
&lt;br /&gt;
Victory occurs when Gweddry moves through the exit in the southwest corner. There is quite a comfortable early finish bonus, so you might want to move him there quickly in order to put some money on savings for later scenarios. It should be possible to finish with over 500 gold without making haste, however. You should also flag the numerous villages in a cavern called &amp;quot;The City&amp;quot;, a cavern southwest of the Torture Room. &lt;br /&gt;
&lt;br /&gt;
There is a holy necklace on this level, at coordinates x=12, y=2. Preferrably grab it with a horseman or someting similar. He will come in very hand in later scenarios.&lt;br /&gt;
&lt;br /&gt;
Note: Most of the orcs are level two and three units.&lt;br /&gt;
&lt;br /&gt;
=== Evacuation ===&lt;br /&gt;
This scenario is a little frusting. Not so much because of its difficulty (it is hard but managable with enough high-level recalls and lots of money), but because you ''will'' take some heavy losses of high-level troops.&lt;br /&gt;
&lt;br /&gt;
Note: You should have over 400 gold and a large number of level 2 and 3 units to recall to start this scenario.&lt;br /&gt;
&lt;br /&gt;
There are two options in this scenario: you can either defeat all enemy leaders or blow up the bridge in the south. In the former case, you will have to accept quite some casualties in fighting the enemy; In the latter case, all your units which are not on the south side of the river by the time you blow up the bridge (including not recalled units, meanly!) are killed by the explosion. In both cases you have to watch out for the very tight time limit of 12 turns.&lt;br /&gt;
&lt;br /&gt;
I went for option 2 (killing all leaders). First recruit two to tree keeps full of your typical experienced troops like iron maulers, white mages, and so on. Ogres are also helpful, if you have some left, as they are strong and you will have no use for them in later scnearios. After that recall a keep full of young ogres as cannon fodder.&lt;br /&gt;
&lt;br /&gt;
Start to move you units south and attack the central enemy right away (i.e. do not wait until you have recruited all units). The last recalls before the young ogres split and send half of them to the north-east and the other half to the south-west (otherwise you might not make it to all three leaders in time). Finally, send some young ogres to the north-east and south-west to distract the enemies there for two or three turns. &lt;br /&gt;
&lt;br /&gt;
With all three groops of your units try to focus on attacking the enemy leaders as soon as possible so you do not run out of time. Apart from that, watch out for the level 2 trolls, particularly, as they can (and frequently will...) instantly kill almost any of your units. Best fight them with two white mages or a white mage accompanied by some other unit.&lt;br /&gt;
&lt;br /&gt;
With a bit of luck and probably some nasty casualties you will have killed all three leaders around turns 10 to 12.&lt;br /&gt;
&lt;br /&gt;
[Garion] In 1.0, I recruited a lot of Cavalry for fodder, spacing them 1 hex apart to establish a ZOC corridor from my castle to the bridge.  They got chewed up very quickly, but they bought me enough time to get out.  Use a few Shock Troopers to guard your rear against the Blue enemy; they're too slow to escape anyway.  Remember to recall your slowest units closest to the bridge, to minimize the time they spend in transit.  I was able to evacuate 2 Holy Cavaliers, 2 Paladins, a Great Mage, the three heroes, a quick Iron Mauler, 2 White Mages, and a Mage of Light.&lt;br /&gt;
&lt;br /&gt;
[Vladevil] In 1.2.6 what worked best for me was recruiting only fodder for 2 turns, then running away with all the main characters. I let Owaec and the mage first and Gweddry last since he can take some hits. All in all I was finished on the 6th turn without losing any valuable troops.&lt;br /&gt;
&lt;br /&gt;
=== The Drowned Plains ===&lt;br /&gt;
The Skeletal Dragon will be found in or near the castle (located on an island in the south-east).  In getting there, there is a chance the undead (three units mostly level two and an occasional level three) will spring out of the ground near the unit you just moved.  Therefore less units are better.  Advanced mages, paladins, and other fast-moving units with arcane weapons work well here. To withstand the initial dragon attack you will need very strong units (with more than 50 HP). In order to discover the dragon despite the fog units with a large moving range (and thus large visible area) like horseman are helpful.&lt;br /&gt;
&lt;br /&gt;
The dragon wanders around near the castle but only attacks units which he can kill instantly. If only strong units come near him, he tries to flee. Because of the fog the major challenge of this scenario is finding him and then getting him surrounded so he cannot just move away again. Once you have him trapped like this, slaying him should be easy using your stronger units (preferrably impact weapons because the dragon has a low resistance there).&lt;br /&gt;
&lt;br /&gt;
=== Approaching Weldyn ===&lt;br /&gt;
This scenario is fairly easy, but also fun to play. The essence to success is being very fast.&lt;br /&gt;
&lt;br /&gt;
Recall 6 to 8 fast-moving units with arcane attacks. This should be any fast unit who has picked up a holy amulet in earlier scenarios like horsemen or spearmen plus some level 2 or level 3 mages. Completely forget about heavy infantry or other slow-moving troops of similar kind. Move all your units to the eastern enemy and try to kill him by turn 3 or 4 by the latest. This should be easy, as he is still very weak.&lt;br /&gt;
&lt;br /&gt;
Then rush over to the western enemy. It will be night by now so not a good time for attacking. If you have a very strong and fast unit (like a dragoon) try to position it on the enemies keep. This trick stops the enemy leader from recruiting more troops despite having plenty of money left. Once your other troops arrive and daylight breaks you should have an easy time finishing of this enemy leader and those of his troops which you ally has not yet killed.&lt;br /&gt;
&lt;br /&gt;
Then attack the third leader in the south-west in the same manner. If you hurry, you should be able to finish by turn 9 and gain a good early finish bonus.&lt;br /&gt;
&lt;br /&gt;
=== The Council ===&lt;br /&gt;
&lt;br /&gt;
Only plot in this. You see the inside of the castle.&lt;br /&gt;
&lt;br /&gt;
=== Weldyn Under Attack ===&lt;br /&gt;
This is an interesting scenario where once again choosing the right strategy is the key to success. Also watch out for the time, as you have only 18 turns to finish.&lt;br /&gt;
&lt;br /&gt;
You find your keep in the center of an island. Three allied leaders also have their keeps on the island around yours. There are three enemy leaders: a weak one in the very north, and two equally strong ones in the south-east and south-west, respectively. It stays nighttime (first and second watch) during the entire scenario which is somewhat uncomfortable, but not a big problem.&lt;br /&gt;
&lt;br /&gt;
Start by recalling all high-level units with arcane attacks (6-8 units max). Then recruit two keeps full of mages. Send your troops straight north and finish of the enemy leader. He is quite weak and even moves onto your island so this should be painlessly accomplished by turn 3.&lt;br /&gt;
&lt;br /&gt;
Then split your troops: one half moves onto the western shore (along the very border of the map), the other half onto the eastern shore (same). To get across the river use the bridges in the north-west and the north-east, respectively. Let some of the mages stay behind and capture the villages on the island so you do not loose money. The may also assist you allies so they do not fall so quickly and keep the enemy busy.&lt;br /&gt;
&lt;br /&gt;
The rest of the scenario is straight-forward: move both your troops southwards straight towards the enemy keeps and kill the leaders. As they have sent most of their troops onto the island where they are busy happily slaying away your allies, this should be no challenge for your troops. Watch out for the nightgaunts, though, which tend to ambush you or rush for weak units without you seeing them coming. &lt;br /&gt;
&lt;br /&gt;
If all goes right you should have killed the remaining two enemy leaders around turns 14 or 15.&lt;br /&gt;
 &lt;br /&gt;
Hint: If you have one or two silver mages available (e.g. the engineer unit you joined you in the Escape scneario, if he has levelled by now) this is quite useful in this scenario. The map is rather large so have some fast-moving units like horseman run through enemy territory and capture individual villages. Then use the teleport ability of your silver mage to perform hit-and-run (or rather: hit-and-teleport) attacks to weaken your enemy before attacking with your main force. Make sure you do not get him killed, though, by holding out too long after attacking.&lt;br /&gt;
&lt;br /&gt;
After killing all enemy leaders, an enemy messenger appears telling you that you have only fought some delegates of the ancient lich Mal-Ravenal. It challenges you to have a duel with Mal-Ravenal instead of letting the armies meet for a final battle. If you accept the challenge, you get to scenario &amp;quot;The Duel&amp;quot;. Otherwise you get to &amp;quot;Weldyn Besieged&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Diverging Campaign Path===&lt;br /&gt;
==== The Duel ====&lt;br /&gt;
This is a somewhat strange scenario: you and Mal-Ravanal get to recall/recruit exactly six units each and then have to fight each other. Mal-Ravenal will recruit mostly level 3 units so this looks difficult. In fact, it is quite managable, however.&lt;br /&gt;
&lt;br /&gt;
Recall mostly mages of light and other high-level arcance troops. Set them up in a line of 4 units backed up by 2 units at the edge of one of the forsts near your keep. (Your leader should stand in the back up line so he does not accidentaly get killed.)&lt;br /&gt;
&lt;br /&gt;
Then wait for his troops to reach you, but make sure you are the first to attack. By the time you meet it will be close to nightfall. Do not hesitate to attack, however, as Mal-Ravanal plays unfair and recruits another 3 units on every first watch.&lt;br /&gt;
&lt;br /&gt;
In your first attack you should be able to kill two enemy units. Try to have at least 5 of your units survive the first round of enemy attacks. Then kill the remaining enemy units near you and move over to Mal-Ravenal straight away who hides by himself on the very border of the map in the mountains. Again, do not wait for daylight, as you can reach him before his reinforcements get to you, so you should have an easy time killing him with your remaining units.&lt;br /&gt;
&lt;br /&gt;
Spoiler: After killing Mal-Ravanal the campaign ends with a final scene of Gweddry and his companions being honoured by the king.&lt;br /&gt;
&lt;br /&gt;
==== Weldyn Besieged ====&lt;br /&gt;
&lt;br /&gt;
On versions prior to 1.5.6 the siege is laughably easy to break; just recall a keep full of your best troops and rush Mal-Ravanal in the south. &lt;br /&gt;
&lt;br /&gt;
As of 1.5.6 this battle should prove a more substantial challenge. Now the liches' names aren't revealed until they are attacked, and Mal-Ravanal is more likely to be revealed later in the scenario. Sending fast scouts to attack all the liches is not advisable since each lich receives a boost of gold for another round of recruitment after its name is revealed.&lt;br /&gt;
&lt;br /&gt;
A workable strategy is to recall a group of cavalry with holy amulets and paladins to circle behind the undead horde and terminate the liches. You can draw the liches out of their keeps by positioning a sacrificial horseman within their attack radius. Once the lich is out in the open, your arcane damage cavalry should have no trouble finishing the lich off in a single turn.&lt;br /&gt;
&lt;br /&gt;
Meanwhile you'll need the rest of your troops to hold the central keep against the undead onslaught. If you can spare the funds, a few sacrificial troops can delay the incoming enemies on one side, giving you the opportunity to focus your firepower on the undead approaching from the other side(s). If things turn grim, retreat to the castle and make your final stand.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns]]&lt;/div&gt;</summary>
		<author><name>Szymek</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Description&amp;diff=32400</id>
		<title>Description</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Description&amp;diff=32400"/>
		<updated>2009-09-22T06:48:26Z</updated>

		<summary type="html">&lt;p&gt;Szymek: Undo revision 32396 by DroneLtcna (Talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What is Battle for Wesnoth? ==&lt;br /&gt;
&lt;br /&gt;
The Battle for Wesnoth is a turn-based strategy game with a fantasy theme.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumb tright&amp;quot;&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
[http://www.wesnoth.org/images/sshots/wesnoth-1.2-b.jpg http://www.wesnoth.org/images/sshots/wesnoth-1.2-b-175.jpg]&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;A magical lightning strike&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Build up a great army, gradually turning raw recruits into hardened veterans. In later games, recall your toughest warriors and form a deadly host against whom none can stand! Choose units from a large pool of specialists, and hand-pick a force with the right strengths to fight well on different terrains against all manner of opposition.&lt;br /&gt;
&lt;br /&gt;
Wesnoth has many different sagas waiting to be played out.  Fight to regain the throne of Wesnoth, of which you are the legitimate heir...  step into the boots of a young officer sent to guard a not-so-sleepy frontier outpost...  vanquish a horde of undead warriors unleashed by a foul necromancer, who also happens to have taken your brother hostage...  guide a band of elvish survivors in an epic quest to find a new home.&lt;br /&gt;
&lt;br /&gt;
200+ unit types.  16 races.  6 major factions.  Hundreds of years of history.  The world of Wesnoth is absolutely huge and limited only by your creativity - make your own custom units, compose your own maps, and write your own scenarios or even full-blown campaigns.  You can also challenge up to 8 friends - or strangers - and fight in epic ''multi-player'' fantasy battles.&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumb tright&amp;quot;&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
[http://www.wesnoth.org/images/sshots/wesnoth-1.2-e.jpg http://www.wesnoth.org/images/sshots/wesnoth-1.2-e-175.jpg]&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;The '''Heir to The Throne''' campaign&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Build up a formidable fighting force, starting from a single leader and a small amount of gold.&lt;br /&gt;
* Over 200 unit types in six major factions, all with distinctive abilities, weapons and spells.&lt;br /&gt;
* Experienced units gain powerful new abilities as they advance.&lt;br /&gt;
* Several multi-player options available, including internet play.&lt;br /&gt;
* Scores of different custom-designed maps, and unlimited random maps.&lt;br /&gt;
* Hundreds of campaign scenarios available for download via a simple in-game procedure.&lt;br /&gt;
* 'Fog of war' feature available for a true test of generalship.&lt;br /&gt;
* Sophisticated mark-up language lets advanced users make their own maps, factions or campaigns.&lt;br /&gt;
* Excellent language support &amp;amp;ndash; 35 different languages currently available.&lt;br /&gt;
* GNU/Linux, Windows, MacOSX, RISC OS, BeOS, Solaris, FreeBSD, OpenBSD, NetBSD, DragonFly BSD, AmigaOS4, OS/2 &amp;amp; eComStation compatible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Play}}&lt;/div&gt;</summary>
		<author><name>Szymek</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=TheEasternInvasion&amp;diff=32381</id>
		<title>TheEasternInvasion</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=TheEasternInvasion&amp;diff=32381"/>
		<updated>2009-09-19T14:56:23Z</updated>

		<summary type="html">&lt;p&gt;Szymek: Undo revision 32345 by BooloEltvi (Talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a discussion of The Eastern Invasion, the campaign featuring Gweddry General of Wesnoth.&lt;br /&gt;
&lt;br /&gt;
''Note by Crus4a7E: I played this campaing in V 1.4.5 (medium difficulty) using this walkthrough. As most parts did not quite seem to reflect the current state of the campain anymore, I felt obliged to contribute a number of updates to most scenarios' walkthroughs. Nevertheless, please feel free to further improve this walkthrough in particular for those scenarios I have not played and thus not updated. Overall the campain now seems well-balanced and is fun to play.''&lt;br /&gt;
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The following descriptions are aimed at the &amp;quot;medium&amp;quot; difficulty level (as &amp;quot;easy&amp;quot; lets you get away with sloppiness and &amp;quot;hard&amp;quot; is for people who are comfortable with Advanced Tactics). Please improve these and add your own for later levels.&lt;br /&gt;
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'''Warning: spoilers ahead!'''&lt;br /&gt;
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==Scenarios==&lt;br /&gt;
=== The Outpost ===&lt;br /&gt;
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It is probably best to recruit 5 heavy infantry and 1 mage on this scenario. The heavy infantry can flag the villages surrounding you by turn 3, turn 2 if they're quick, and the mage can flag the northern forest village on turn 2 if quick.&lt;br /&gt;
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Sending 2 HI(heavy infantry) south, to the revenants, is a good idea because you can usually get both of them a 2nd level kill without having either die. The other ones should stand and fight against the enemies coming at you from the north and east. Use the HI most of time, and use the mage when they are in forest and it can get a killing blow. By the end of the scenario, you should have 2-3 shock troopers and 1 half-advanced mage.&lt;br /&gt;
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It is sometimes a good idea to recruit another mage on turn 10 or so, since you will probably end the scenario with less than 100 gold anyway, so you save money by buying in advance. (mathematically this does make sense). Also, you can get them about 10 experience along the way.&lt;br /&gt;
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==== Alternative Strategy ====&lt;br /&gt;
The above strategy did not work for me despite of several attempts. Whenever I recruited only 5 HI or tried to send 2 HI southwards to capture villages I got slaughtered around turns 10 to 12 by the latest. (Played with V 1.4.5 on medium difficulty) Thus below I describe an alternative strategy which worked rather painlessly for me.&lt;br /&gt;
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Remark: In V 1.4.5 all of the villages surrounding the player's keep are already flagged at the start. Only in the very south (south of the river) are a couple of unflagged villages.&lt;br /&gt;
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Recruit one keep full of HI in turn 1 (no mage, as there is little use in it in this scenario and we are short of money). In turn 2, move the HI to build a straight line northeast and east of your castle (the line should be inside the castle walls whereever possible to use its high defence rating but other than that as straight as possible to only allow two enemy units at a time to attack any of your HI). Then wait about 2 to 3 turns until the enemy forces start to attack and you have enough money to recruit about another 3 HI. Use them to reinforce your line.&lt;br /&gt;
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Then just hold out the enemy attack during night time; only rotate wounded units if possible, but do not counter-attack. At dawn start your counter-attack without worrying to much about keeping the original line intact. Instead try to level 2 or 3 HI to Shock Troopers. The enemy forces quickly cease to be any danger to your forces.&lt;br /&gt;
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Also around turn 12 the white mage re-arrives and points out a trap door you should use. The trap door is located near your castle and clearly visible unless any unit stands on it. So if you do not see it right away, just move your units around a little.&lt;br /&gt;
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Position your leader near the trap door so he can reach it in one turn. As it is almost impossible to finish with more than 100 gold (which is the minimum starting gold of the next level), use the remaining turns to level as many units as possible and only move your leader onto the trap door in the very last turn.&lt;br /&gt;
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Using this strategy I finished with 2 shock troopers and several well-levelled HI. Also your leader and the white mage should have gained a little experience.&lt;br /&gt;
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==== Alternative Strategy #2 ====&lt;br /&gt;
An alternative strategy to consider is to recruit as late as possible and to start fighting when the sun is up. Somehow you will be able to decide when to engage in the battle, as the enemy will let you stay in your castle without bothering you. &lt;br /&gt;
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At turn #4, recruit 1 Mage and 5 Heavy Infantrymen (HI). The trick is not to move a single unit and somehow, no one attacks you. I did the test multiple times and I always started the first fight when I decided it was time (i.e. during the day light). A variation of the strategy that does not work is to start recruiting only when the sun is up; somehow the enemy attacks your leader.&lt;br /&gt;
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Turn #7, this is dawn and now you can start attacking. My goal is to finish any fight with my Mage or the Leader to get them to level 2 and 3 as soon as possible. White Mages always make my life easier during Campaigns. I also recruit 2 HI, 1 Cavalryman to go get some villages, and 1 Mage.&lt;br /&gt;
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You will end up with 1 HI or your Leader at level 2 and your Mages should be half way to Level 2.&lt;br /&gt;
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==== Alternative Strategy... #3 ====&lt;br /&gt;
None of the above tactics work when playing under the &amp;quot;challenging&amp;quot; difficulty level(since you are given only 80 coins at the beginning of the scenario).&lt;br /&gt;
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My advice when playing this on the hardest level is to spend your starting money on two HI units and two cavalry units. Don't buy any mages -- they are too fragile and expensive. Your main goal is to keep away as much enemy forces as possible from your keep (ESPECIALLY during night). Use the cavalry to divert at least a small portion of the undead by making them chase your horsemen. Remember to always &amp;quot;taunt&amp;quot; them -- capture the villages near their keeps and run away from there the next turn. This way you can keep your fortress not owerwhelmed for some time. Spend every coin possible on heavy infantry and don't let skeletons/bats occupy tiles in your keep. If you do let them, this may be fatal to your leader. ;) You may even recruit a spearman or two to &amp;quot;block&amp;quot; a keep tile if this may save your main character.&lt;br /&gt;
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NOTE: I did use this exact same tactic to beat the scenario on challenging, however, it did require some luck and re-loading. Remember -- when things seem dire, leveling up is the best healing. I saved my leader(why do I always forget his name?) by letting him kill a second-level skeleton archer, but that only happened by miracle - he hit all three times on 40% and didn't get killed by counter-attacks although he had only 3 HP left! I must be lucky :P&lt;br /&gt;
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Euclid&lt;br /&gt;
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=== Escape Tunnel ===&lt;br /&gt;
Remark: The following applies to V 1.4.5 medium difficulty.&lt;br /&gt;
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Don't bother recalling HI, they go too slow in caves. Go for a group of mostly mages, and a couple of spearmen. (One keep of units in total should easily be enough.)&lt;br /&gt;
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Move your units to the east until you encounter trolls and reach a crossroads. A couple of dwarfts will kindly become your allies and keep off the trolls for a few turns. Send a quick spearman to the north where he can pick up a holy amulet (unlike in other campaigns this holy amulet is permanent!). As soon as you have got the holy amulet start to move all your units south without bothering about the trolls or the undead which appear after a number of turns from the direction of your keep.&lt;br /&gt;
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The undead, trolls and dwarves will all fight each other, so after having moved all your units south position one healthy spearman at the end of the cave leading south (so only one unit a turn can attack him) and position the white mage right behind him to heal it every turn. These two units should easily keep of the enemies following you until the end of the scenario. Move Gweddry to the northeast accompanied by a mage and a spearman (to fight individual trolls coming your way).&lt;br /&gt;
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Before moving Gweddry to the end of the cave (which ends the level) send the mage to the east past the funny signpost warning you of the troll hole. In the cave the mages discovers a chest containing a troll treasure amounting to 200 gold.&lt;br /&gt;
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Following this strategy you should earn a decent early finish bonus plus the 200 extra gold, so you finish with well over 300 gold.&lt;br /&gt;
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Remark: Giving Gweddry the holy amulet (instead of a spearman) allows him to level very quickly, which is important, since he can advance to Grand Marshal.  This gives benefits in other ways on a number of later scenarios as well, such as the River Crossing, where you can get an easy 1st turn kill against the undead leader and take his castle.  Note that the leader is very hard to kill anyway.&lt;br /&gt;
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=== An Unexpected Appearance ===&lt;br /&gt;
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What you do in this scenario depends on which way you want to go. Going east is harder, but brings you more reward, such as the chance to go to Mal-Ravanal's Capital, which gives you the opportunity to get extra experience (a lot for whoever survives) and a free Paladin and several Knights.&lt;br /&gt;
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Obviously, first kill Mal-Tar. To do this, shoot him with Dacyn and attack him with Gweddry's melee. It probably won't kill him the first turn, so second turn kill the vampire bat he recruits with Dacyn and finish Mal-Tar off with Gweddry.&lt;br /&gt;
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Then, recall 2 shock troopers and 1 half-advanced heavy infantry on the side of the castle you are going (so if you are attacking eastward, recall them on the 3 eastern castle hexes). This gives them  a headstart in that direction.&lt;br /&gt;
Dacyn might be wounded, so send him to a village. Don't worry, he can fend for himself, since the bats usually arrive one at a time and he can kill one per turn.&lt;br /&gt;
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Recall any mages with a lot of XP and the spearman you gave the holy amulet in the previous scenario, then go whichever way you are going. You might want to recruit one throw-away cavalryman to go north, since he gives you income and draws away enemies that otherwise would attack your main force from behind.&lt;br /&gt;
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===Diverging Campaign Path===&lt;br /&gt;
==== Elven Alliance ====&lt;br /&gt;
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The Orc's warning about the assassin is overrated; Volas can probably take care of it himself, although you might want to leave ONE unit near him to make sure.&lt;br /&gt;
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Recruit / recall a wide assortment of units, mostly mages, spearmen and cavalry. Send mages and spearmen up to fight the opponent, send cavalry down as scouts. Any heavy infantry should go up to fight also; they will probably arrive late, and be good for reinforcements when the first troops are wounded.&lt;br /&gt;
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Align the troops in the forest, so that the enemy will be on grass; this gives you a tactical advantage. Use Dacyn to heal those who need it most - those on the corners, and any mages who are on the front lines.&lt;br /&gt;
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There is a village at {20,8} that can prove tactically very useful, because the elves usually fight somewhere near it.&lt;br /&gt;
The elves are defeated most of the time, and the orcs claim this village; it is crucial to kill the orc on this village and take it over with a resilient spearman, or a HI.&lt;br /&gt;
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Once you have gotten past turn 6, it will be day, and the orcs will be very easy to defeat. When the assassin appears on turn 7, ignore it unless you have a cavalryman still down there. In that case, use it to fight the assassin. Keep pressing up. By turn 9, the orcish leader should be dead.&lt;br /&gt;
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==== The Undead Border Patrol ====&lt;br /&gt;
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This scenario also depends on which way you want to go. If going NW, it is fairly straightforward. The enemy is relatively weak. Do the same as in Unexpected Appearance - recruit 2 suicide cavalrymen to distract the bats. One will probably get enough XP to be worth recalling.&lt;br /&gt;
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I would use mostly heavy infantry and spearmen with the holy amulet on this level, because mages will only get a +10% to hit from magical. However, as in most scenarios against undead, white mages are very useful.&lt;br /&gt;
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Try to get the opponent to fight you from the sand. This gives you something like a 70% CTH. &amp;gt;)&lt;br /&gt;
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(CTH = Chance To Hit).&lt;br /&gt;
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===== Mal-Ravanal's Capital =====&lt;br /&gt;
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Only reachable from ''The Undead Border Patrol'' scenario, but you might also skip it and go directly to ''Northern Outpost''.&lt;br /&gt;
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This is a very challenging scenario. I started with only 100 gold, so I recalled one Mage, two Shock Troopers, one Heavy Infantry, and my holy Halberdier. I defended the starting castle for about 10 turns until the Revenants had made their way over to me. Upon killing several of them, I freed some imprisoned Knights and a Paladin. I moved my forces to kill the Death Knight, and then split my forces. I sent one group to attack Mal-Ravanal and the other to kill the Necromancer in the NW corner.&lt;br /&gt;
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By turn 30, my Eastern assault force was in postion to attack Mal-Ravanal. However, when I attacked him, he teleported my troops back to the starting castle, so I wasn't able to defeat him. When I was ready, I killed the NW Necromancer and progressed to &amp;lt;i&amp;gt;The Northern Outpost&amp;lt;/i&amp;gt;.&lt;br /&gt;
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The reason to go here is to acquire a cavalry force of one Paladin and five Knights.  To do this kill six of the Death Knight's troops.  The first kill gets you a Paladin.  Each succeeding kill gets you one more Knight.  They all appear in or around the village southeast of your castle.  To end the scenario, have your cavalry force kill the southwest Necromancer while holding your castle from the assault.  This can be done by turn 14 giving you a sizeable bonus.  You might send expendable cavalrymen north and southeast to distract the enemies, but it won't do much.&lt;br /&gt;
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As of 1.0.2 it's the Bone Shooters that must be killed to release knights.  On the first kill you will get a Paladin as well as the Knight.  These seem to all appear around the same village.  Maybe they group around the Paladin.  Each unit pops in with full moves.  If you can use some of them to kill other Bone Shooters, you end up with a substantial cavalry force very quickly.&lt;br /&gt;
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On easy at least, in 1.0.2, my opponents summoned no Bone Shooters, only Revenants.  It took a while for them to arrive, and I could have killed the NW Necromancer, but I waited it out.  I still got paladins and knights for killing Revenants.  (vfb)&lt;br /&gt;
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As of version 1.5.4 the cavalry (not apparently loyal) are earned by killing the Death Knight's troops. There are a total of one Paladin and five Knights available, but the number of Knights available is reduced by one for each of your troops that die *after you get the Paladin*. You might want to make sure any expendable troops are &amp;quot;expended&amp;quot; by the time the Death Knight's troops reach your line--units on their own won't last too long with all the ghosts flying around.&lt;br /&gt;
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=== The Northern Outpost ===&lt;br /&gt;
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Reachable both from ''The Undead Border Patrol'' and the ''Elven Alliance'' scenarios.&lt;br /&gt;
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There are two enemies in this scenario that you must defeat - the undead and the outlaws. The undead are fairly straightforward to defeat, and in any case Owaec usually does a good part of the work. Recall a number of shock troopers, a white mage and the spearman who picked up the holy amulet in one of the previous scenarios. I addition recruit one mage.&lt;br /&gt;
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Then send Gweddry to the holy amulet in the south west accompanied by the mage. The spearman and the white mage go straight southwards and help Owaec with the undead. Your shock troopers go to the east and surround one of the villages over there without flagging it. (As they are quite slow-moving, having them already over there saves you time later on.) Once Gweddry picked up the holy amulet, send him and the mage to finish off the undead leader together with your spearman. (Note: Your spearman is very effective against the undead and will likely level up.) That was the easy part.&lt;br /&gt;
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The main challenge is the criminals. They appear randomly in the villages you flag (one of the villages has assasin that is outlaw leader), but not in those Owaec flags. So don't worry about him uncovering enemies for you. Since when you capture a village the outlaws surround it, you should surround each village before you capture it, so the enemy surrounds you. This makes it so they can't gang up on one of your units with more than 3 people. Also, when you capture a village, try to kill as many enemies as you can before they get a turn.&lt;br /&gt;
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Send your your entire force up on the eastern side of the map flagging one village a turn and fighting the bandits. Once you come across the village where the bandid leader hides, concentrate your attacks on him as the bandits are quite strong.&lt;br /&gt;
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Note: A Cavalry force (such as the one acquired in Mal-Ravanal's Capital) makes short work of the bandits.  Lower level units have trouble against the Bandits, especially at night.  Slower moving units also have a disadvantage in searching the villages.  &lt;br /&gt;
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Also note, that from this scenario on you can recruit horsemen. You might want to level up a paladin or two, for fast mobile undead removal services (and quick leader assasination).&lt;br /&gt;
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/* governor */ Just a note: I had the misfortune of taking a group of men to a village where 5or6 enemies appeared. After taking heavy damage, I retreated my char (low on hitpoints) out of the village. When I recaptured the village the same group of enemies reappeared. Since AI enemies seem to prefer recapturing villages this can allow you to obtain easy experience for weak units a few times.&lt;br /&gt;
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=== Two Paths ===&lt;br /&gt;
This is a fairly tough level (played in V 1.4.5 on medium difficulty) which took several attempts to get through. In V 1.4.5 you have 16 turns (unlike 12 as in earlier versions) and can choose between going north to attack the orc leader or going north-east to attack the undead leader.&lt;br /&gt;
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One option is going north on the very east side of the map trying to fight your enemies from solid ground and mountains while they stand on sand ground with weak defense. As your troops move very slowly on this terrain, you will likely take some heavy losses however, as your enemies keep surrounding you. Also this will presumably take too many turns to reach the orc leader in time.&lt;br /&gt;
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Thus the preferred choice is to recall a couple of shock troopers and white mages and move them on the path to the north-east in a thigh formation towards the undead leader. Once you survived the first enemy onslaught without loosing units, the rest of this scenario becomes rather easy as the remaining enemies come one by one. Make sure to keep on moving fast to the north-east to reach the undead leader before turns run out.&lt;br /&gt;
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=== Diverging Campaign Path===&lt;br /&gt;
==== Undead Crossing ====&lt;br /&gt;
Fighting the undead in this scenario is not the actual problem as they are quite weak. Recall a keep full of shock troopers, white mages and the spearman with the holy amulet (who has likely levelled up by now). Use your faster units to capture the villages in the south-east and move your shock troopers directly to the river crossing.&lt;br /&gt;
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Once you fought of the bats and skeletons (which the above units should handle quite easily), the undead leader summons two cuttlefish which appear in the water between the two crossings. Be very careful where to position your troops as the cuttlefish have a very nasty melee attack. Fight them with a pair of shock troopers accompanied by Gweddry (to give them leadership) and a white mage for healing.&lt;br /&gt;
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Make sure you leave your units enough time to cross the river and kill the undead leader before turns run out.&lt;br /&gt;
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==== The Crossing ====&lt;br /&gt;
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I had only 100 gold, so recruited some units and went straight north from turn one on. The fighting in the water was quite hard, with some orcs coming down from the north. The un-dead only appeared when I was in the middle of the river, so no encounter with them, and the ogre's helped get rid of the orcs on the north side. (Allefant)&lt;br /&gt;
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If you have Holy Gweddry, you can (sometimes) get a 1st turn kill on the 1st undead leader, scarf up all the villages, and return to kill the 2nd undead forces before their leader can recruit anything.  If you don't, the second undead leader will recruit lots of level two units.  The orcs will start out across the river, but usually most of them turn back to fight the ogre reinforcements.  Waiting till their first wave hits your shore and wiping them out in the water will probably leave you just enough time to cross the river and find there are only 2 or 3 enemy units left besides the leaders.&lt;br /&gt;
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Make sure to cover your rear flank with some expendable troops (such as Heavy Infantry) as the undead can move more quickly through the water than your units.&lt;br /&gt;
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Another strategy is to go straight into the water after killing the first undead leader using the deep water in the middle of the path to seperate the orc forces.  You go to the right with Gweddry and Owaec and some support troops while letting the ogres kill many of the orcs in your way.  Knights and a Paladin can hold off the orcs enough to get across while the undead behind you are not an issue.  &lt;br /&gt;
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Note:  Owaec can move only one hex a turn in the water.&lt;br /&gt;
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=== Training the Ogres ===&lt;br /&gt;
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This can be a confusing scenario to understand. Basically, you are fighting the ogres while also trying not to let them reach the rocky borders where they will &amp;quot;escape&amp;quot; (or disappear). Understand how the AI works and that units will attack the weakest units who are closest to leveling. &lt;br /&gt;
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Whenever I tried to attack the ogres or surround them or using any other intuitive strategy, I always ended up getting my white mage killed by turn 3 at the latest. &lt;br /&gt;
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Thus try the following which makes keeping all 4 ogres on the green very easy (although I still do not understand why the AI behaves as it does...): Move the white mage and the horseman to the very north outside the moving range of the ogres. Position Gweddry on one of the hills in the west just inside their moving range. For the first two turns the ogres hardly move. Then they start to attack Gweddry which he should be able to withstand. By turn 5 when Gweddry's health starts to wear down, the scenario is over already with all four ogres still on the green and all of your units alive.&lt;br /&gt;
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(It's a bit of a digression, but the AI in this case is failing to realize that, though each Ogre has an individually unfavorable attack on Gweddry, all four attacking together would be rather more favorable. So, the AI decides to form a defensive line and wait for the sun to set, when Gweddry's 25% bonus disappears and their attacks are more favorable. Note that this technique generally only works for units with full health on defensible terrain, and may disappear entirely if the AI is improved to consider joint attacks.)&lt;br /&gt;
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It is unclear to me however, what the benefit of all four ogres surviving is though.&lt;br /&gt;
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Note: Whether or not to use ogres is a matter of playing style.  Once they level up, Ogres are quite a tough unit that deals middling damage, but unfortunately can't advance beyond level 2.  Their upside is that they move at normal speed on hills and cave floor, which makes them your most mobile unit in at least one scenario (''Captured'').  And as they are of neutral alignment, they can sometimes be handy to have around at nighttime.&lt;br /&gt;
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=== Xenophobia  ===&lt;br /&gt;
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In V 1.4.5 on medium difficulty is a very easy and fun level as all parties in the scenario (i.e. elves, orcs, drawves, and yourself) decide to fight each other instead of forming aliances. Thus you can use this level to gain some experience for your units, pick up another permanent holy amulet (in the north, roughly in the middle between the dwarf and the orc keep) e.g. by a shock trooper, and as the actual ogre training camp (see below).&lt;br /&gt;
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Recall a keep full of shock troopers and send them straight to the north as they are very slow moving. Then recall one or two white mages and recruit about two to four young ogres. Send all of your units straight north to kill the dwarf leader who unwisely sends all his troops for the orcs right at the start and then misses the money to recruit any more troops to defend his keep.&lt;br /&gt;
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By the time I reached the dwarf leader, the orcs had already killed the elvish leader, so there was two down and only one to go. Use the young ogres on the mountains in the north to fight the remaining dwarves whilst levelling up to ogres. &lt;br /&gt;
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By the time you killed the dwarf leader, there should be hardly any enemy troops left, so go straight towards the orc leader and earn a decent early finish bonus. And don't forget to pick up the holy amulet on the way.&lt;br /&gt;
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The main strategy in this scenario is staying out of the fighting as much as possible, picking off the weaker sides, and in general letting your enemies kill themselves. One successful strategy is to delay moving from your keep for 5-6 turns. Let the other factions weaken each other before you move off. (Although that reduces your early finish bonus, so do not do this if your troops are strong enough.)&lt;br /&gt;
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By the end of the scenario you should have one or two ogres which comes in quite handy in the next scenarios.&lt;br /&gt;
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=== Lake Vrug ===&lt;br /&gt;
This is a very confusing hide and seek sceario which is not actually hard, but likely takes you several pointless restarts until you have finally discovered the enemy leaders. (Spoiler: there are three enemy keeps, all north of the river. One is to the very north west (go to the right into the mounts directly after crossing the bridge), one is between the path leading east and the river bank just before the path turns northwards, and one is in the very north at the end of the path. The orc leader resides in the first keep, the gryphon leader in the second, and the third is empty.&lt;br /&gt;
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Recall two or three shock troopers, two white mages and then recall/recruit as many ogres as possible. (Most of the enemy keeps are surrounded by high mountains which most of your troops cannot pass, but which the ogres handle quite easily.) You might also want to recruit a horseman to scout ahead. &lt;br /&gt;
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The only challenge in this scenario (apart from finding the keeps) is surviving the first onslaught of gryphoons which starts around turn 4 with quite a number of gryphoons appearing from the north-east. Position your heavy units like shock troopers and ogres very tighly around wounded units as the gryphons and dragons really have quite a large moving range and ignore zones of control and thus mercilessly slay away unprotected injured units. To fight them use heavy melee troops like shock troopers.&lt;br /&gt;
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As you start to cross the bridge a couple of trolls attack. They are really no match for your shock troopers, however, who happy troll-crack away.&lt;br /&gt;
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When taking the enemy keeps, use the ogres who can move on the high mountains unlike most of your other units.&lt;br /&gt;
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=== Captured ===&lt;br /&gt;
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You start out by running up a tunnel to find some of your companions. If you go back down that way or you will have to face some extremely mean trolls in the narrow tunnel. Instead, follow the tunnel to the north and west and face a few bats as you proceed.  At the end of that tunnel, you will enter a throne room where there is a leader and some enemy troops. &lt;br /&gt;
&lt;br /&gt;
Upon entering the throne room, a group of your wounded troops will appear in a cavern called the &amp;quot;Torture Room&amp;quot; to the east.   They will face a number of assassins and trolls as they leave the Torture Room moving west.  (Hint: Try to get through the prison &amp;quot;door&amp;quot; of the torture room quickly as otherwise the enemy units have an easy time keeping your entire army locked away with only one unit at a time, i.e. the unit standing at the door, being able to take part in the fighting.)&lt;br /&gt;
&lt;br /&gt;
Victory occurs when Gweddry moves through the exit in the southwest corner. There is quite a comfortable early finish bonus, so you might want to move him there quickly in order to put some money on savings for later scenarios. It should be possible to finish with over 500 gold without making haste, however. You should also flag the numerous villages in a cavern called &amp;quot;The City&amp;quot;, a cavern southwest of the Torture Room. &lt;br /&gt;
&lt;br /&gt;
There is a holy necklace on this level, at coordinates x=12, y=2. Preferrably grab it with a horseman or someting similar. He will come in very hand in later scenarios.&lt;br /&gt;
&lt;br /&gt;
Note: Most of the orcs are level two and three units.&lt;br /&gt;
&lt;br /&gt;
=== Evacuation ===&lt;br /&gt;
This scenario is a little frusting. Not so much because of its difficulty (it is hard but managable with enough high-level recalls and lots of money), but because you ''will'' take some heavy losses of high-level troops.&lt;br /&gt;
&lt;br /&gt;
Note: You should have over 400 gold and a large number of level 2 and 3 units to recall to start this scenario.&lt;br /&gt;
&lt;br /&gt;
There are two options in this scenario: you can either defeat all enemy leaders or blow up the bridge in the south. In the former case, you will have to accept quite some casualties in fighting the enemy; In the latter case, all your units which are not on the south side of the river by the time you blow up the bridge (including not recalled units, meanly!) are killed by the explosion. In both cases you have to watch out for the very tight time limit of 12 turns.&lt;br /&gt;
&lt;br /&gt;
I went for option 2 (killing all leaders). First recruit two to tree keeps full of your typical experienced troops like iron maulers, white mages, and so on. Ogres are also helpful, if you have some left, as they are strong and you will have no use for them in later scnearios. After that recall a keep full of young ogres as cannon fodder.&lt;br /&gt;
&lt;br /&gt;
Start to move you units south and attack the central enemy right away (i.e. do not wait until you have recruited all units). The last recalls before the young ogres split and send half of them to the north-east and the other half to the south-west (otherwise you might not make it to all three leaders in time). Finally, send some young ogres to the north-east and south-west to distract the enemies there for two or three turns. &lt;br /&gt;
&lt;br /&gt;
With all three groops of your units try to focus on attacking the enemy leaders as soon as possible so you do not run out of time. Apart from that, watch out for the level 2 trolls, particularly, as they can (and frequently will...) instantly kill almost any of your units. Best fight them with two white mages or a white mage accompanied by some other unit.&lt;br /&gt;
&lt;br /&gt;
With a bit of luck and probably some nasty casualties you will have killed all three leaders around turns 10 to 12.&lt;br /&gt;
&lt;br /&gt;
[Garion] In 1.0, I recruited a lot of Cavalry for fodder, spacing them 1 hex apart to establish a ZOC corridor from my castle to the bridge.  They got chewed up very quickly, but they bought me enough time to get out.  Use a few Shock Troopers to guard your rear against the Blue enemy; they're too slow to escape anyway.  Remember to recall your slowest units closest to the bridge, to minimize the time they spend in transit.  I was able to evacuate 2 Holy Cavaliers, 2 Paladins, a Great Mage, the three heroes, a quick Iron Mauler, 2 White Mages, and a Mage of Light.&lt;br /&gt;
&lt;br /&gt;
[Vladevil] In 1.2.6 what worked best for me was recruiting only fodder for 2 turns, then running away with all the main characters. I let Owaec and the mage first and Gweddry last since he can take some hits. All in all I was finished on the 6th turn without losing any valuable troops.&lt;br /&gt;
&lt;br /&gt;
=== The Drowned Plains ===&lt;br /&gt;
The Skeletal Dragon will be found in or near the castle (located on an island in the south-east).  In getting there, there is a chance the undead (three units mostly level two and an occasional level three) will spring out of the ground near the unit you just moved.  Therefore less units are better.  Advanced mages, paladins, and other fast-moving units with arcane weapons work well here. To withstand the initial dragon attack you will need very strong units (with more than 50 HP). In order to discover the dragon despite the fog units with a large moving range (and thus large visible area) like horseman are helpful.&lt;br /&gt;
&lt;br /&gt;
The dragon wanders around near the castle but only attacks units which he can kill instantly. If only strong units come near him, he tries to flee. Because of the fog the major challenge of this scenario is finding him and then getting him surrounded so he cannot just move away again. Once you have him trapped like this, slaying him should be easy using your stronger units (preferrably impact weapons because the dragon has a low resistance there).&lt;br /&gt;
&lt;br /&gt;
=== Approaching Weldyn ===&lt;br /&gt;
This scenario is fairly easy, but also fun to play. The essence to success is being very fast.&lt;br /&gt;
&lt;br /&gt;
Recall 6 to 8 fast-moving units with arcane attacks. This should be any fast unit who has picked up a holy amulet in earlier scenarios like horsemen or spearmen plus some level 2 or level 3 mages. Completely forget about heavy infantry or other slow-moving troops of similar kind. Move all your units to the eastern enemy and try to kill him by turn 3 or 4 by the latest. This should be easy, as he is still very weak.&lt;br /&gt;
&lt;br /&gt;
Then rush over to the western enemy. It will be night by now so not a good time for attacking. If you have a very strong and fast unit (like a dragoon) try to position it on the enemies keep. This trick stops the enemy leader from recruiting more troops despite having plenty of money left. Once your other troops arrive and daylight breaks you should have an easy time finishing of this enemy leader and those of his troops which you ally has not yet killed.&lt;br /&gt;
&lt;br /&gt;
Then attack the third leader in the south-west in the same manner. If you hurry, you should be able to finish by turn 9 and gain a good early finish bonus.&lt;br /&gt;
&lt;br /&gt;
=== The Council ===&lt;br /&gt;
&lt;br /&gt;
Only plot in this. You see the inside of the castle.&lt;br /&gt;
&lt;br /&gt;
=== Weldyn Under Attack ===&lt;br /&gt;
This is an interesting scenario where once again choosing the right strategy is the key to success. Also watch out for the time, as you have only 18 turns to finish.&lt;br /&gt;
&lt;br /&gt;
You find your keep in the center of an island. Three allied leaders also have their keeps on the island around yours. There are three enemy leaders: a weak one in the very north, and two equally strong ones in the south-east and south-west, respectively. It stays nighttime (first and second watch) during the entire scenario which is somewhat uncomfortable, but not a big problem.&lt;br /&gt;
&lt;br /&gt;
Start by recalling all high-level units with arcane attacks (6-8 units max). Then recruit two keeps full of mages. Send your troops straight north and finish of the enemy leader. He is quite weak and even moves onto your island so this should be painlessly accomplished by turn 3.&lt;br /&gt;
&lt;br /&gt;
Then split your troops: one half moves onto the western shore (along the very border of the map), the other half onto the eastern shore (same). To get across the river use the bridges in the north-west and the north-east, respectively. Let some of the mages stay behind and capture the villages on the island so you do not loose money. The may also assist you allies so they do not fall so quickly and keep the enemy busy.&lt;br /&gt;
&lt;br /&gt;
The rest of the scenario is straight-forward: move both your troops southwards straight towards the enemy keeps and kill the leaders. As they have sent most of their troops onto the island where they are busy happily slaying away your allies, this should be no challenge for your troops. Watch out for the nightgaunts, though, which tend to ambush you or rush for weak units without you seeing them coming. &lt;br /&gt;
&lt;br /&gt;
If all goes right you should have killed the remaining two enemy leaders around turns 14 or 15.&lt;br /&gt;
 &lt;br /&gt;
Hint: If you have one or two silver mages available (e.g. the engineer unit you joined you in the Escape scneario, if he has levelled by now) this is quite useful in this scenario. The map is rather large so have some fast-moving units like horseman run through enemy territory and capture individual villages. Then use the teleport ability of your silver mage to perform hit-and-run (or rather: hit-and-teleport) attacks to weaken your enemy before attacking with your main force. Make sure you do not get him killed, though, by holding out too long after attacking.&lt;br /&gt;
&lt;br /&gt;
After killing all enemy leaders, an enemy messenger appears telling you that you have only fought some delegates of the ancient lich Mal-Ravenal. It challenges you to have a duel with Mal-Ravenal instead of letting the armies meet for a final battle. If you accept the challenge, you get to scenario &amp;quot;The Duel&amp;quot;. Otherwise you get to &amp;quot;Weldyn Besieged&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Diverging Campaign Path===&lt;br /&gt;
==== The Duel ====&lt;br /&gt;
This is a somewhat strange scenario: you and Mal-Ravanal get to recall/recruit exactly six units each and then have to fight each other. Mal-Ravenal will recruit mostly level 3 units so this looks difficult. In fact, it is quite managable, however.&lt;br /&gt;
&lt;br /&gt;
Recall mostly mages of light and other high-level arcance troops. Set them up in a line of 4 units backed up by 2 units at the edge of one of the forsts near your keep. (Your leader should stand in the back up line so he does not accidentaly get killed.)&lt;br /&gt;
&lt;br /&gt;
Then wait for his troops to reach you, but make sure you are the first to attack. By the time you meet it will be close to nightfall. Do not hesitate to attack, however, as Mal-Ravanal plays unfair and recruits another 3 units on every first watch.&lt;br /&gt;
&lt;br /&gt;
In your first attack you should be able to kill two enemy units. Try to have at least 5 of your units survive the first round of enemy attacks. Then kill the remaining enemy units near you and move over to Mal-Ravenal straight away who hides by himself on the very border of the map in the mountains. Again, do not wait for daylight, as you can reach him before his reinforcements get to you, so you should have an easy time killing him with your remaining units.&lt;br /&gt;
&lt;br /&gt;
Spoiler: After killing Mal-Ravanal the campaign ends with a final scene of Gweddry and his companions being honoured by the king.&lt;br /&gt;
&lt;br /&gt;
==== Weldyn Besieged ====&lt;br /&gt;
&lt;br /&gt;
On versions prior to 1.5.6 the siege is laughably easy to break; just recall a keep full of your best troops and rush Mal-Ravanal in the south. &lt;br /&gt;
&lt;br /&gt;
As of 1.5.6 this battle should prove a more substantial challenge. Now the liches' names aren't revealed until they are attacked, and Mal-Ravanal is more likely to be revealed later in the scenario. Sending fast scouts to attack all the liches is not advisable since each lich receives a boost of gold for another round of recruitment after its name is revealed.&lt;br /&gt;
&lt;br /&gt;
A workable strategy is to recall a group of cavalry with holy amulets and paladins to circle behind the undead horde and terminate the liches. You can draw the liches out of their keeps by positioning a sacrificial horseman within their attack radius. Once the lich is out in the open, your arcane damage cavalry should have no trouble finishing the lich off in a single turn.&lt;br /&gt;
&lt;br /&gt;
Meanwhile you'll need the rest of your troops to hold the central keep against the undead onslaught. If you can spare the funds, a few sacrificial troops can delay the incoming enemies on one side, giving you the opportunity to focus your firepower on the undead approaching from the other side(s). If things turn grim, retreat to the castle and make your final stand.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns]]&lt;/div&gt;</summary>
		<author><name>Szymek</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=CampaignBurningSuns:RussianTranslation&amp;diff=32275</id>
		<title>CampaignBurningSuns:RussianTranslation</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=CampaignBurningSuns:RussianTranslation&amp;diff=32275"/>
		<updated>2009-09-12T16:21:12Z</updated>

		<summary type="html">&lt;p&gt;Szymek: Undo revision 32242 by TreraLdomt (Talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;table style=&amp;quot;width: 100%; border: 0; padding: 1em&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
This page is created to coordinate work on the russian translation of the campaign [[CampaignBurningSuns|&amp;quot;Under the Burning Suns&amp;quot;]].&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
Страница создана для координации работы над русским переводом кампании [[CampaignBurningSuns|&amp;quot;Под Палящими Светилами&amp;quot;]].&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Сценарии ==&lt;br /&gt;
&lt;br /&gt;
=== Under the Burning Suns ===&lt;br /&gt;
&lt;br /&gt;
Под палящими светилами&lt;br /&gt;
&lt;br /&gt;
* Название: [*] вычитывается&lt;br /&gt;
* Описание: [*] вычитывается&lt;br /&gt;
&lt;br /&gt;
=== The morning after ===&lt;br /&gt;
&lt;br /&gt;
На следующее утро&lt;br /&gt;
&lt;br /&gt;
* Название: [*] вычитывается&lt;br /&gt;
* Описание: [?] подстрочник&lt;br /&gt;
* Диалоги: [?] подстрочник&lt;br /&gt;
&lt;br /&gt;
=== Across the Harsh Sands ===&lt;br /&gt;
&lt;br /&gt;
По суровым пескам&lt;br /&gt;
&lt;br /&gt;
* Название: [+] переведено&lt;br /&gt;
* Описание: [?] подстрочник&lt;br /&gt;
* Диалоги: [?] подстрочник&lt;br /&gt;
&lt;br /&gt;
== Соединения ==&lt;br /&gt;
&lt;br /&gt;
; Central Body : Главное тело&lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Weakened Central Body : &lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Crawling Horror : Ползучий ужас&lt;br /&gt;
:* Название [*] вычитывается&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Pulsing Spire : Пульсирующий шпиль&lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Giant Ant : Гигантский муравей&lt;br /&gt;
:* Название [*] вычитывается&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Confused Ant :&lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Corrupted Elf :&lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Crab Man : &lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Dawarf : Даварф&lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Dark Assassin :&lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Uncloaked Assassin :&lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Desert Archer : Пустынный лучник&lt;br /&gt;
:* Название [+] переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Desert Avenger : Пустынный мститель&lt;br /&gt;
:* Название [+] переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Desert Captain : Пустынный капитан&lt;br /&gt;
:* Название [*] вычитывается&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Desert Champion : Пустынный защитник&lt;br /&gt;
:* Название [*] вычитывается&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Desert Druid : Пустынный друид&lt;br /&gt;
:* Название [*] вычитывается&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Desert Fighter : Пустынный боец&lt;br /&gt;
:* Название [+] переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Desert Hero : Пустынный герой&lt;br /&gt;
:* Название [*] вычитывается&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Desert Horseman : Пустынный конник&lt;br /&gt;
:* Название [*] вычитывается&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Desert Marksman : Пустынный снайпер&lt;br /&gt;
:* Название [*] вычитывается&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Desert Marshal : Пустынный маршал&lt;br /&gt;
:* Название [*] вычитывается&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Desert Outrider : Пустынный наездник&lt;br /&gt;
:* Название [*] вычитывается&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Desert Ranger : Пустынный странник&lt;br /&gt;
:* Название [*] вычитывается&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Desert Rider : Пустынный всадник&lt;br /&gt;
:* Название [*] вычитывается&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Desert Scout : Пустынный разведчик&lt;br /&gt;
:* Название [*] вычитывается&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Desert Shaman : Пустынный шаман&lt;br /&gt;
:* Название [*] вычитывается&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Desert Sharpshooter : Пустынный снайпер&lt;br /&gt;
:* Название [*] вычитывается&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Desert Shyde : &lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Desert Star : &lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Desert Hunter : Пустынный охотник&lt;br /&gt;
:* Название [*] вычитывается&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Desert Sentinel : Пустынный страж&lt;br /&gt;
:* Название [*] вычитывается&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Desert Prowler : Пустынный бродяга&lt;br /&gt;
:* Название [*] вычитывается&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Deep One : Глубинная тварь&lt;br /&gt;
:* Название [*] вычитывается&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Dread Bat :&lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Dwarvish Explorer : Гном-исследователь&lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Dwarvish Pathfinder : Гном-следопыт&lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Dwarvish Scout : Гном-разведчик&lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Flesh Golem : Голем из плоти&lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Giant Tentacle :&lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Troll : Тролль&lt;br /&gt;
:* Название [*] вычитывается&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Troll Warrior : &lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Haunt : &lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Ixthala Demon : &lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Fire Guardian : Огненный страж&lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Dwarvish Sentinel : Гном-страж&lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Dwarvish Stalwart : &lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Small Mudcrawler : Маленькое грязевое чудище&lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Spider Lich : Паук-лич&lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Troll Shaman : Тролль-шаман&lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Troll Zombie : Тролль-зомби&lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Skeleton Rider : Скелет-всадник&lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Water Serpent : &lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
&lt;br /&gt;
=== Вооружение и боевые способности ===&lt;br /&gt;
&lt;br /&gt;
; energy ray : энергетический луч&lt;br /&gt;
; cold : холод&lt;br /&gt;
; magical : магический&lt;br /&gt;
; fangs : клыки&lt;br /&gt;
; blade : клинок&lt;br /&gt;
; sword : меч&lt;br /&gt;
; magic : магия&lt;br /&gt;
; claws : когти&lt;br /&gt;
; fist : кулак&lt;br /&gt;
; impact : толчок&lt;br /&gt;
; dagger : кинжал&lt;br /&gt;
; darts : дротики&lt;br /&gt;
; poison : яд&lt;br /&gt;
; tentacle : щупальца&lt;br /&gt;
; ink : тушь&lt;br /&gt;
; pierce : укол&lt;br /&gt;
; bow : лук&lt;br /&gt;
; backstab : бьет в спину&lt;br /&gt;
; ambush : засада&lt;br /&gt;
; leadership : лидерство&lt;br /&gt;
; cures : лечение&lt;br /&gt;
; staff : посох&lt;br /&gt;
; ensnare : ловушка&lt;br /&gt;
; slow : замедление&lt;br /&gt;
; thorns : колючки&lt;br /&gt;
; bola : болас&lt;br /&gt;
; longbow : большой лук&lt;br /&gt;
; marksman : меткость&lt;br /&gt;
; skirmisher : застрельщик&lt;br /&gt;
; heals : исцеление&lt;br /&gt;
; entangle : запутывание&lt;br /&gt;
; faerie touch : волшебное касание&lt;br /&gt;
; illuminates,cures : освещение,лечение&lt;br /&gt;
; drain : истощение&lt;br /&gt;
; axe : топор&lt;br /&gt;
; smashing frenzy : сокрушающее безумие&lt;br /&gt;
; berserk : берсерк&lt;br /&gt;
; regenerates : восстановление&lt;br /&gt;
; club : дубина/дубинка&lt;br /&gt;
; mace : булава&lt;br /&gt;
; touch : касание&lt;br /&gt;
; wail : вопль&lt;br /&gt;
; flaming sword : пылающий (пламенеющий?/а мне нравится пламенный) меч&lt;br /&gt;
; fire : огонь&lt;br /&gt;
; fire claws : огненные когти&lt;br /&gt;
; fire breath : огненное дыхание&lt;br /&gt;
; skash : удар сплеча&lt;br /&gt;
; steadfast : устойчивость&lt;br /&gt;
; spear : копьё&lt;br /&gt;
; mud glob : комок грязи&lt;br /&gt;
; plague : чума&lt;br /&gt;
&lt;br /&gt;
== Имена собственные ==&lt;br /&gt;
&lt;br /&gt;
=== Персонажи ===&lt;br /&gt;
&lt;br /&gt;
; Quenoth : Квенот&lt;br /&gt;
; Kaleh : Кале (м)&lt;br /&gt;
; Sela : Сэла (ж)&lt;br /&gt;
; Naia : Найя (ж)&lt;br /&gt;
; Tanuil : Тануил (м)&lt;br /&gt;
; Eloh : Эло (ж)&lt;br /&gt;
; Nym : Ним (ж)&lt;br /&gt;
; Garak : Гарак (м)&lt;br /&gt;
; Zhul : Жул (ж)&lt;br /&gt;
; Vecnu : Векну&lt;br /&gt;
; Uria : Урия&lt;br /&gt;
; Eranor : Эранор (м)&lt;br /&gt;
; Xanthos : Ксантос (м)&lt;br /&gt;
; Nisa : Ниса (ж)&lt;br /&gt;
; Yasi : Яси&lt;br /&gt;
; Nary : Нару (м)&lt;br /&gt;
; Pythos : Пайтос (м)&lt;br /&gt;
; Jokli : Джокли&lt;br /&gt;
; Thorn : Торн&lt;br /&gt;
; Elyssa : Элисса (ж)&lt;br /&gt;
; Go-Hag : Го-Хаг (м)&lt;br /&gt;
; Vengeful Lord : Мстительный лорд [?] подстрочник&lt;br /&gt;
&lt;br /&gt;
=== Географические названия ===&lt;br /&gt;
&lt;br /&gt;
; Pinnacle Rock : Каменный Шпиль&lt;br /&gt;
&lt;br /&gt;
== Ссылки по теме ==&lt;br /&gt;
&lt;br /&gt;
* [[CampaignBurningSuns|Страница кампании &amp;quot;Under the Burning Suns&amp;quot;]]&lt;br /&gt;
* [http://www.wesnoth.org/forum/viewtopic.php?t=4439 Обсуждение кампании в форуме]&lt;br /&gt;
* [[RussianTranslation|Страница команды русского перевода &amp;quot;Битвы за Веснот&amp;quot;]]&lt;br /&gt;
* [http://pulsar.unizar.es/~isaac/wesnoth-gettext/westats/index.php?package=wesnoth-Under_the_Burning_Suns&amp;amp;order=trans Статистика переводов кампании &amp;quot;Under the Burning Suns&amp;quot;]&lt;br /&gt;
* [https://developer.berlios.de/projects/wescamp-i18n Проект перевода кампаний &amp;quot;Битвы за Веснот&amp;quot; на berlios.de]&lt;br /&gt;
&lt;br /&gt;
[[Category:Translations]]&lt;/div&gt;</summary>
		<author><name>Szymek</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=WesnothPhilosophy&amp;diff=32274</id>
		<title>WesnothPhilosophy</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=WesnothPhilosophy&amp;diff=32274"/>
		<updated>2009-09-12T16:21:04Z</updated>

		<summary type="html">&lt;p&gt;Szymek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The History of, and Philosophy behind Wesnoth (2003 original) ==&lt;br /&gt;
&lt;br /&gt;
The 18th of December 2003 marked six months since the first version of Battle for Wesnoth, version 0.1, was released.&lt;br /&gt;
&lt;br /&gt;
I feel it is appropriate to respond to something Bazarov said in another thread:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;am having a little difficulty understanding the core values of the game in the eyes of the creators. I think having an established, ordered list of these would help a lot in my attempts to help. A white paper of sorts. I don't think this should be done by voting, either; a clear, concise vision would be nice. Where does originality factor in? I, too, felt that the game's focus was on the units rather than the strategy, that the building of my colourful army was more important than the logic of any scenario.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We talk about the 'KISS [1] principle' here a lot, and I think that that is the most core&lt;br /&gt;
design principle used in Wesnoth. It was the key principle that enabled Wesnoth&lt;br /&gt;
to get off the ground, and it is the principle that has kept it alive since.&lt;br /&gt;
&lt;br /&gt;
First of all, the concept of 'KISS' is a software development principle.&lt;br /&gt;
Not a game-design principle. The idea of game rules being simple is not&lt;br /&gt;
necessarily a bad one, and can be linked to KISS in that game rules&lt;br /&gt;
that are simple to implement are often ones that most players would&lt;br /&gt;
consider 'simple'. However simple game rules are not directly related&lt;br /&gt;
to KISS, as many people on the forum mistakenly seem to have thought.&lt;br /&gt;
&lt;br /&gt;
When I was a teenager, I attempted to write games several times.&lt;br /&gt;
Some of them were playable, even impressive - especially considering&lt;br /&gt;
my resources and skill - but none of them were professional, and polished.&lt;br /&gt;
When I showed them to people, they would be impressed, and say&lt;br /&gt;
&amp;quot;this looks good&amp;quot;, but I knew that none of them would actually want to take&lt;br /&gt;
the game home and play it for themselves.&lt;br /&gt;
&lt;br /&gt;
My programming skills back then left alot of room for improvement.&lt;br /&gt;
I had a basic, self-taught knowledge of C and C++.&lt;br /&gt;
Then I went to college, and after that got a job programming,&lt;br /&gt;
where my skills improved immensely.&lt;br /&gt;
&lt;br /&gt;
In some of my spare time, I decided to try writing a game again.&lt;br /&gt;
What kind of game? Well, I was confident of my skills,&lt;br /&gt;
so I would write a complex game, using all the latest programming tools.&lt;br /&gt;
&lt;br /&gt;
I wanted to write a Civilization-like game, but with some major rule changes,&lt;br /&gt;
and a better AI. I had thought up sophisticated systems for everything.&lt;br /&gt;
The result? It failed before it even got started, collapsing in a mountain of&lt;br /&gt;
complexity.&lt;br /&gt;
&lt;br /&gt;
I gave up on writing a game for a long time after that.&lt;br /&gt;
I was busy with other things anyhow. But then one day, I played&lt;br /&gt;
a game that I had played when I was much younger, a Genesis game:&lt;br /&gt;
Master of Monsters. It was fun, lots of fun, yet it was simple.&lt;br /&gt;
Simple enough that I was confident I could program a game like it easily enough.&lt;br /&gt;
&lt;br /&gt;
I had analyzed that most Free games fall into one of two categories:&lt;br /&gt;
they are either boringly trivial, or they are insanely complex,&lt;br /&gt;
and never really get off the ground. I decided I would claim the middle ground:&lt;br /&gt;
make it simple enough to write, but substantial enough to be lots of fun.&lt;br /&gt;
It wouldn't be as ambitious as some things I wanted to write, but at&lt;br /&gt;
least it would work.&lt;br /&gt;
&lt;br /&gt;
But, I don't see the point of writing a Free game which is simply&lt;br /&gt;
a copy of a commercial game. My aim would be to write&lt;br /&gt;
something new, something better, something which borrows the best ideas&lt;br /&gt;
from a number of other games, and which adds new ideas of its own.&lt;br /&gt;
&lt;br /&gt;
The idea of KISS is that the feature must be easy enough to program&lt;br /&gt;
that before the programmer starts working on it, they have a very clear&lt;br /&gt;
and strong understanding of how they're going to make it work.&lt;br /&gt;
Not a 'yes I can do this but it is kinda complicated'.&lt;br /&gt;
Rather they should be thinking 'this is so stupid and simple that it's&lt;br /&gt;
really really easy for me to do'. So I decided on a simple rule for the&lt;br /&gt;
game: a feature would be added only if I knew immediately how to implement it.&lt;br /&gt;
I wouldn't make vague promises to myself about features that would be later added,&lt;br /&gt;
but which I had no idea how to do.&lt;br /&gt;
&lt;br /&gt;
I started with a few basic units, and two races: Orcs and Elves.&lt;br /&gt;
Elves had horsemen, which could advance to knights, archers which&lt;br /&gt;
could advance to rangers, and fighters which could advance to heroes.&lt;br /&gt;
&lt;br /&gt;
I considered different systems of advancement. Even considering&lt;br /&gt;
something which keeps track of the activity the unit undergoes,&lt;br /&gt;
and advances it in that area, but I rejected such a system for&lt;br /&gt;
something simple, something similiar to Master&lt;br /&gt;
of Monsters with the added choice of letting the player&lt;br /&gt;
choose what their unit advances into at some points.&lt;br /&gt;
&lt;br /&gt;
The focus would be around building your own army, and watching&lt;br /&gt;
it grow as its members became more experienced.&lt;br /&gt;
You would only have basic control over the advancement of&lt;br /&gt;
a particular member of the army, but you would decide what units go&lt;br /&gt;
into the army.&lt;br /&gt;
&lt;br /&gt;
I also fleshed out a very basic interface. There would be only a few commands:&lt;br /&gt;
to move a unit, and to attack with that unit, as well as to recruit and&lt;br /&gt;
recall units. I added in unit skills, which was something Master of Monsters&lt;br /&gt;
didn't have, but I made the skills occur implicitly -- healing would be&lt;br /&gt;
dispensed to all units around a specific unit for instance.&lt;br /&gt;
&lt;br /&gt;
Obviously, Wesnoth is a fantasy game, so it contains some implication of&lt;br /&gt;
spells/magic, however I have always disliked games that got deep&lt;br /&gt;
into sophisticated systems of spells.&lt;br /&gt;
&lt;br /&gt;
In Wesnoth, wars would be decided with sword and bow.&lt;br /&gt;
Mages would be involved too, of course, but warfare was to be&lt;br /&gt;
about guiding troops around strategically, not about which spell&lt;br /&gt;
to cast and where. So, from the beginning I decided&lt;br /&gt;
that all spells would be implicit, or simply a type of attack.&lt;br /&gt;
&lt;br /&gt;
This was a big divergence from Master of Monsters where&lt;br /&gt;
one spell could be cast every turn by each master at any place&lt;br /&gt;
on the battlefield. That was, in my opinion, one of the game's&lt;br /&gt;
worst features - if your enemy had advanced a unit on&lt;br /&gt;
the other side of the map, you could try to kill him with a spell.&lt;br /&gt;
&lt;br /&gt;
I also made the combat very simple. An example of this is the&lt;br /&gt;
way in which the chance to hit is calculated. I'm&lt;br /&gt;
wondering how many people know how the chance to hit is calculated&lt;br /&gt;
in Wesnoth? I thought it was alot more complex in&lt;br /&gt;
Master of Monsters until I studied how they did it.&lt;br /&gt;
&lt;br /&gt;
What I suspect most people would immediately consider for a&lt;br /&gt;
chance-to-hit system would be a formula that relies on the&lt;br /&gt;
attacker's skill with the weapon, and the defender's defensiveness,&lt;br /&gt;
as well as the terrain the defender is in.&lt;br /&gt;
&lt;br /&gt;
The way Wesnoth does it is in fact so insanely simple that&lt;br /&gt;
I suspect many people who did not know how it is done will&lt;br /&gt;
think 'what a naive, silly system!' when they read the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;The chance to hit is taken entirely from the defender's defensive rating in the terrain it is in.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So, there is always 30% chance to hit Elves in forest,&lt;br /&gt;
and 60% chance to hit them in grassland. The attacker's skill doesn't come&lt;br /&gt;
into the equation.&lt;br /&gt;
&lt;br /&gt;
I decided it would add interesting strategy, though, if just&lt;br /&gt;
a very few weapons had a special attribute that would&lt;br /&gt;
guarantee them a certain chance to hit. I decided that was&lt;br /&gt;
an appropriate thing for magic, to differentiate it: so, I&lt;br /&gt;
decided that magic attacks would always have 70% chance to hit.&lt;br /&gt;
&lt;br /&gt;
For all my efforts though, and for all the people who say that&lt;br /&gt;
graphics are of little importance or unimportant, I don't&lt;br /&gt;
think that Wesnoth would have gotten anywhere if fmunoz hadn't&lt;br /&gt;
seen it, and drawn some very good graphics for it. The&lt;br /&gt;
graphics I had drawn were pathetic, but he drew some nice ones,&lt;br /&gt;
and added the undead and later humans to the game, as&lt;br /&gt;
well as doing some scenarios, and adding some very good ideas to the game.&lt;br /&gt;
&lt;br /&gt;
I think it's important for us to remember the KISS principle&lt;br /&gt;
as development continues. Remember: Wesnoth has not reached&lt;br /&gt;
1.0 yet. It's not a finished work. It could still fail.&lt;br /&gt;
Let's make it easy for it to succeed by keeping everything simple.&lt;br /&gt;
&lt;br /&gt;
Oh and how did I come up with the name 'Wesnoth'?&lt;br /&gt;
It was late at night, and I wanted to release version 0.1.&lt;br /&gt;
I muttered syllables to myself, until I came up with a pair&lt;br /&gt;
that sounded halfway reasonable: 'Wesnoth'.&lt;br /&gt;
&lt;br /&gt;
David&lt;br /&gt;
&lt;br /&gt;
[1] Keep It Simple, Stupid&lt;br /&gt;
&lt;br /&gt;
== More on the KISS principle ==&lt;br /&gt;
&lt;br /&gt;
The reason behind the KISS principle is fairly straightforward:&lt;br /&gt;
often programmers will be confronted with someone -&lt;br /&gt;
perhaps a user, perhaps a designer, perhaps themselves -&lt;br /&gt;
who wants them to implement something to work in a certain way.&lt;br /&gt;
Oftentimes the programmer can only just work their head around&lt;br /&gt;
all the requirements, and when they start implementing the feature,&lt;br /&gt;
they don't have a clear idea of how the entire feature&lt;br /&gt;
is to be implemented, because it's so complicated.&lt;br /&gt;
&lt;br /&gt;
Such a situation inevitably leads to low-quality and very buggy software.&lt;br /&gt;
&lt;br /&gt;
KISS intentionally has the 'stupid' part, because often&lt;br /&gt;
'architecture astronauts' as they're known come up with 'super&lt;br /&gt;
elegant generic designs' that to them are simple, and most&lt;br /&gt;
importantly, elegant. Elegance is nice, but in a real-world&lt;br /&gt;
situation, it doesn't defeat KISS. Without the 'stupid' part&lt;br /&gt;
in there, some people would claim that elegance and&lt;br /&gt;
simplicity are strongly related, and so their 'elegant'&lt;br /&gt;
design should be implemented.&lt;br /&gt;
&lt;br /&gt;
But no, it doesn't matter how elegant it is. If the coder can't&lt;br /&gt;
understand exactly how to do it, it's not KISS. A less&lt;br /&gt;
elegant design, one that is simple and stupid, should be used instead.&lt;br /&gt;
&lt;br /&gt;
So that's it I guess: if the implementer finds it very very easy&lt;br /&gt;
to do, then it's KISS. If they don't, it's not.&lt;br /&gt;
&lt;br /&gt;
This can be related back to game rules somewhat. One of the aims&lt;br /&gt;
of Wesnoth was to make a game with a pretty good AI.&lt;br /&gt;
One of the things I noticed about other games, was that they added&lt;br /&gt;
in alot of game rules that their users wanted, which&lt;br /&gt;
were very very difficult for the AIs of those games to use or understand.&lt;br /&gt;
&lt;br /&gt;
So, I decided I'd make a game where the rules were detailed&lt;br /&gt;
enough to be fun, but structured in a way that the AI can work with them.&lt;br /&gt;
&lt;br /&gt;
I think that's the best definition of KISS for game rules that&lt;br /&gt;
we will find: if it's very easy to implement, including&lt;br /&gt;
making the AI use the rules effectively, then it's KISS.&lt;br /&gt;
&lt;br /&gt;
This makes most but not all of our current game rules KISS.&lt;br /&gt;
In particular, special abilities involving auras&lt;br /&gt;
(leadership, healing, illumination) are not currently used at all&lt;br /&gt;
effectively by the AI. It might not be so complicated&lt;br /&gt;
for the AI to be able to use them though.&lt;br /&gt;
&lt;br /&gt;
Things like skirmish are very KISS, since the AI immediately&lt;br /&gt;
understands how to use it effectively.&lt;br /&gt;
&lt;br /&gt;
You'll note that originally, when Wesnoth consisted of&lt;br /&gt;
no multiplayer, and no campaigns other than Heir to the Throne,&lt;br /&gt;
it was structured so the AI would only control units that it can&lt;br /&gt;
use effectively: it didn't have access to any aura&lt;br /&gt;
effects, while it did have access to things like poison.&lt;br /&gt;
&lt;br /&gt;
This is the cornerstone of KISS: what is laughably easy for&lt;br /&gt;
a programmer to do is going to result in high quality,&lt;br /&gt;
bug-free software. What is 'simple' for users, or 'elegant'&lt;br /&gt;
for designers, but not easy for a programmer is not going&lt;br /&gt;
to result in high quality software.&lt;br /&gt;
&lt;br /&gt;
David&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Wesnoth Philosophy II: Where Next? (2008) ==&lt;br /&gt;
&lt;br /&gt;
We had a section in here on where to take Wesnoth next, but it was written before 1.0 was released. That would make it rather out of date.&lt;br /&gt;
&lt;br /&gt;
Eric Raymond has pressured me to update this section. Interestingly, much of the above was based on some of Eric Raymond's writings.&lt;br /&gt;
&lt;br /&gt;
So, we are about to release Wesnoth 1.4. 1.4 will be a very solid, stable release, with an impressive list of features. Some people claimed that Wesnoth wasn't really ready for a 1.0 label back when we released 1.0. Any concerns that Wesnoth is not a stable, mature game should have been removed by 1.2 though, and certainly should be crushed by 1.4. The team has done an excellent job of building a very impressive product.&lt;br /&gt;
&lt;br /&gt;
Where to now? Onward and upward, of course! We already have a great game, and around that great game has developed a great community. Using the resources we now have available, we can continue to improve the game to be better and better. To make it more fun, faster, run on more platforms, more reliable, and support a wider variety of game elements.&lt;br /&gt;
&lt;br /&gt;
Of all suggestions to improve -- or perhaps I should say change -- Wesnoth, one of the most common, and certainly the most controversial, is to alter the gameplay in some way. To add a new gameplay feature, to add new unit special abilities, to alter unit stats, and so on and so forth. Are we planning to continue to make gameplay changes, and of what nature? Should we radically alter the game?&lt;br /&gt;
&lt;br /&gt;
We have a great game, that people enjoy. We don't plan to radically alter the core game mechanics. We will continue to tweak things of course -- and our gameplay balance developers have done an excellent job of balancing things out, and will continue to do so. The core game mechanics will remain the same. What we might do, however, is add a wider variety of feature support to the engine, to support more different user made campaigns and scenarios.&lt;br /&gt;
&lt;br /&gt;
A key part of Wesnoth's success is in keeping an open mind. No single developer, least of all me, has been able to consistently and accurately predict what is fun and what isn't. Instead, by developing a flexible platform that allows people to develop scenarios and campaigns on, users can make content which proves to be fun, or not. Our community has done an excellent job of creating fun content that I never imagined possible.&lt;br /&gt;
&lt;br /&gt;
We want to continue doing this. We want to make our engine more and more flexible, little by little. We want to take 'fringe elements' -- dramatically different gameplay styles that were only supportable by bizarre and convoluted WML -- and make the engine support them better.&lt;br /&gt;
&lt;br /&gt;
We have many plans for a variety of features to allow this. A better WML engine. A more flexible AI engine that will allow much greater customization.&lt;br /&gt;
&lt;br /&gt;
However, the core Wesnoth team does not intend to migrate Wesnoth to a fundamentally different play stle. But, that said, I think it would be a great idea for *someone* to. We have an excellent set of resources: great art, a good code base, and so forth. These resources could be re-used to make a 'civilization-style' hex game. Or a 'tactics' game (Wesnoth is already somewhat of a tactics game, but one could take this in different directions). Or more of a 'wargame'. For someone to do this would be excellent. If another great FLOSS game could be created with Wesnoth's resources, that would be great for the FLOSS gaming community. I, personally, would love to play such a game. :)&lt;br /&gt;
&lt;br /&gt;
Something else we want to address going forward is Wesnoth's performance. Wesnoth was originally created using an approach that was easy to develop with, but placed performance, in terms of time and space, as a secondary concern. It is still easily runnable on most desktop machines, but it doesn't run well on smaller devices. We have several developers who are highly committed to making Wesnoth run well on small devices. We plan to work hard on this, and make this happen.&lt;br /&gt;
&lt;br /&gt;
Finally, I think the best thing about Wesnoth is its community. I feel we should continue to foster and grow the community. We have recently had a &amp;quot;Wesnoth Conference&amp;quot; at FOSDEM, which ten Wesnoth developers and contributors attended. It would be excellent if we could organize such a thing again, perhaps on a larger scale.&lt;br /&gt;
&lt;br /&gt;
That said, I personally feel that attempting to raise money to fund such a thing is entirely within the spirit of the FLOSS community. We could, for instance, consider using (unintrusive) ads on our website to raise money, and then organize a conference, funding it with the money (including paying subsidies to anyone wanting to come, to help pay for their expenses).&lt;br /&gt;
&lt;br /&gt;
I must admit, that even after Wesnoth got 'off the ground', I was at times concerned about its chances of reaching a credible 1.0. Later I was concerned about its direction thereafter, especially with me becoming less involved with the project. I have been incredibly impressed by the development team and the community which has done an excellent job in developing Wesnoth. I am now very confident in Wesnoth's future.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[FrequentlyProposedIdeas]]&lt;br /&gt;
* [http://www.wesnoth.org/forum/viewtopic.php?t=441 The History of, and Philosophy behind Wesnoth]&lt;br /&gt;
* [http://www.wesnoth.org/forum/viewtopic.php?t=2190 Wesnoth Philosophy II: Where Next? (2004)]&lt;br /&gt;
&lt;br /&gt;
[[Category:Historical]]&lt;br /&gt;
[[Category:Future]]&lt;/div&gt;</summary>
		<author><name>Szymek</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=TheEasternInvasion&amp;diff=32273</id>
		<title>TheEasternInvasion</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=TheEasternInvasion&amp;diff=32273"/>
		<updated>2009-09-12T16:20:47Z</updated>

		<summary type="html">&lt;p&gt;Szymek: Undo revision 32239 by BooloEltvi (Talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a discussion of The Eastern Invasion, the campaign featuring Gweddry General of Wesnoth.&lt;br /&gt;
&lt;br /&gt;
''Note by Crus4a7E: I played this campaing in V 1.4.5 (medium difficulty) using this walkthrough. As most parts did not quite seem to reflect the current state of the campain anymore, I felt obliged to contribute a number of updates to most scenarios' walkthroughs. Nevertheless, please feel free to further improve this walkthrough in particular for those scenarios I have not played and thus not updated. Overall the campain now seems well-balanced and is fun to play.''&lt;br /&gt;
&lt;br /&gt;
The following descriptions are aimed at the &amp;quot;medium&amp;quot; difficulty level (as &amp;quot;easy&amp;quot; lets you get away with sloppiness and &amp;quot;hard&amp;quot; is for people who are comfortable with Advanced Tactics). Please improve these and add your own for later levels.&lt;br /&gt;
&lt;br /&gt;
'''Warning: spoilers ahead!'''&lt;br /&gt;
&lt;br /&gt;
==Scenarios==&lt;br /&gt;
=== The Outpost ===&lt;br /&gt;
&lt;br /&gt;
It is probably best to recruit 5 heavy infantry and 1 mage on this scenario. The heavy infantry can flag the villages surrounding you by turn 3, turn 2 if they're quick, and the mage can flag the northern forest village on turn 2 if quick.&lt;br /&gt;
&lt;br /&gt;
Sending 2 HI(heavy infantry) south, to the revenants, is a good idea because you can usually get both of them a 2nd level kill without having either die. The other ones should stand and fight against the enemies coming at you from the north and east. Use the HI most of time, and use the mage when they are in forest and it can get a killing blow. By the end of the scenario, you should have 2-3 shock troopers and 1 half-advanced mage.&lt;br /&gt;
&lt;br /&gt;
It is sometimes a good idea to recruit another mage on turn 10 or so, since you will probably end the scenario with less than 100 gold anyway, so you save money by buying in advance. (mathematically this does make sense). Also, you can get them about 10 experience along the way.&lt;br /&gt;
&lt;br /&gt;
==== Alternative Strategy ====&lt;br /&gt;
The above strategy did not work for me despite of several attempts. Whenever I recruited only 5 HI or tried to send 2 HI southwards to capture villages I got slaughtered around turns 10 to 12 by the latest. (Played with V 1.4.5 on medium difficulty) Thus below I describe an alternative strategy which worked rather painlessly for me.&lt;br /&gt;
&lt;br /&gt;
Remark: In V 1.4.5 all of the villages surrounding the player's keep are already flagged at the start. Only in the very south (south of the river) are a couple of unflagged villages.&lt;br /&gt;
&lt;br /&gt;
Recruit one keep full of HI in turn 1 (no mage, as there is little use in it in this scenario and we are short of money). In turn 2, move the HI to build a straight line northeast and east of your castle (the line should be inside the castle walls whereever possible to use its high defence rating but other than that as straight as possible to only allow two enemy units at a time to attack any of your HI). Then wait about 2 to 3 turns until the enemy forces start to attack and you have enough money to recruit about another 3 HI. Use them to reinforce your line.&lt;br /&gt;
&lt;br /&gt;
Then just hold out the enemy attack during night time; only rotate wounded units if possible, but do not counter-attack. At dawn start your counter-attack without worrying to much about keeping the original line intact. Instead try to level 2 or 3 HI to Shock Troopers. The enemy forces quickly cease to be any danger to your forces.&lt;br /&gt;
&lt;br /&gt;
Also around turn 12 the white mage re-arrives and points out a trap door you should use. The trap door is located near your castle and clearly visible unless any unit stands on it. So if you do not see it right away, just move your units around a little.&lt;br /&gt;
&lt;br /&gt;
Position your leader near the trap door so he can reach it in one turn. As it is almost impossible to finish with more than 100 gold (which is the minimum starting gold of the next level), use the remaining turns to level as many units as possible and only move your leader onto the trap door in the very last turn.&lt;br /&gt;
&lt;br /&gt;
Using this strategy I finished with 2 shock troopers and several well-levelled HI. Also your leader and the white mage should have gained a little experience.&lt;br /&gt;
&lt;br /&gt;
==== Alternative Strategy #2 ====&lt;br /&gt;
An alternative strategy to consider is to recruit as late as possible and to start fighting when the sun is up. Somehow you will be able to decide when to engage in the battle, as the enemy will let you stay in your castle without bothering you. &lt;br /&gt;
&lt;br /&gt;
At turn #4, recruit 1 Mage and 5 Heavy Infantrymen (HI). The trick is not to move a single unit and somehow, no one attacks you. I did the test multiple times and I always started the first fight when I decided it was time (i.e. during the day light). A variation of the strategy that does not work is to start recruiting only when the sun is up; somehow the enemy attacks your leader.&lt;br /&gt;
&lt;br /&gt;
Turn #7, this is dawn and now you can start attacking. My goal is to finish any fight with my Mage or the Leader to get them to level 2 and 3 as soon as possible. White Mages always make my life easier during Campaigns. I also recruit 2 HI, 1 Cavalryman to go get some villages, and 1 Mage.&lt;br /&gt;
&lt;br /&gt;
You will end up with 1 HI or your Leader at level 2 and your Mages should be half way to Level 2.&lt;br /&gt;
&lt;br /&gt;
==== Alternative Strategy... #3 ====&lt;br /&gt;
None of the above tactics work when playing under the &amp;quot;challenging&amp;quot; difficulty level(since you are given only 80 coins at the beginning of the scenario).&lt;br /&gt;
&lt;br /&gt;
My advice when playing this on the hardest level is to spend your starting money on two HI units and two cavalry units. Don't buy any mages -- they are too fragile and expensive. Your main goal is to keep away as much enemy forces as possible from your keep (ESPECIALLY during night). Use the cavalry to divert at least a small portion of the undead by making them chase your horsemen. Remember to always &amp;quot;taunt&amp;quot; them -- capture the villages near their keeps and run away from there the next turn. This way you can keep your fortress not owerwhelmed for some time. Spend every coin possible on heavy infantry and don't let skeletons/bats occupy tiles in your keep. If you do let them, this may be fatal to your leader. ;) You may even recruit a spearman or two to &amp;quot;block&amp;quot; a keep tile if this may save your main character.&lt;br /&gt;
&lt;br /&gt;
NOTE: I did use this exact same tactic to beat the scenario on challenging, however, it did require some luck and re-loading. Remember -- when things seem dire, leveling up is the best healing. I saved my leader(why do I always forget his name?) by letting him kill a second-level skeleton archer, but that only happened by miracle - he hit all three times on 40% and didn't get killed by counter-attacks although he had only 3 HP left! I must be lucky :P&lt;br /&gt;
&lt;br /&gt;
Euclid&lt;br /&gt;
&lt;br /&gt;
=== Escape Tunnel ===&lt;br /&gt;
Remark: The following applies to V 1.4.5 medium difficulty.&lt;br /&gt;
&lt;br /&gt;
Don't bother recalling HI, they go too slow in caves. Go for a group of mostly mages, and a couple of spearmen. (One keep of units in total should easily be enough.)&lt;br /&gt;
&lt;br /&gt;
Move your units to the east until you encounter trolls and reach a crossroads. A couple of dwarfts will kindly become your allies and keep off the trolls for a few turns. Send a quick spearman to the north where he can pick up a holy amulet (unlike in other campaigns this holy amulet is permanent!). As soon as you have got the holy amulet start to move all your units south without bothering about the trolls or the undead which appear after a number of turns from the direction of your keep.&lt;br /&gt;
&lt;br /&gt;
The undead, trolls and dwarves will all fight each other, so after having moved all your units south position one healthy spearman at the end of the cave leading south (so only one unit a turn can attack him) and position the white mage right behind him to heal it every turn. These two units should easily keep of the enemies following you until the end of the scenario. Move Gweddry to the northeast accompanied by a mage and a spearman (to fight individual trolls coming your way).&lt;br /&gt;
&lt;br /&gt;
Before moving Gweddry to the end of the cave (which ends the level) send the mage to the east past the funny signpost warning you of the troll hole. In the cave the mages discovers a chest containing a troll treasure amounting to 200 gold.&lt;br /&gt;
&lt;br /&gt;
Following this strategy you should earn a decent early finish bonus plus the 200 extra gold, so you finish with well over 300 gold.&lt;br /&gt;
&lt;br /&gt;
Remark: Giving Gweddry the holy amulet (instead of a spearman) allows him to level very quickly, which is important, since he can advance to Grand Marshal.  This gives benefits in other ways on a number of later scenarios as well, such as the River Crossing, where you can get an easy 1st turn kill against the undead leader and take his castle.  Note that the leader is very hard to kill anyway.&lt;br /&gt;
&lt;br /&gt;
=== An Unexpected Appearance ===&lt;br /&gt;
&lt;br /&gt;
What you do in this scenario depends on which way you want to go. Going east is harder, but brings you more reward, such as the chance to go to Mal-Ravanal's Capital, which gives you the opportunity to get extra experience (a lot for whoever survives) and a free Paladin and several Knights.&lt;br /&gt;
&lt;br /&gt;
Obviously, first kill Mal-Tar. To do this, shoot him with Dacyn and attack him with Gweddry's melee. It probably won't kill him the first turn, so second turn kill the vampire bat he recruits with Dacyn and finish Mal-Tar off with Gweddry.&lt;br /&gt;
&lt;br /&gt;
Then, recall 2 shock troopers and 1 half-advanced heavy infantry on the side of the castle you are going (so if you are attacking eastward, recall them on the 3 eastern castle hexes). This gives them  a headstart in that direction.&lt;br /&gt;
Dacyn might be wounded, so send him to a village. Don't worry, he can fend for himself, since the bats usually arrive one at a time and he can kill one per turn.&lt;br /&gt;
&lt;br /&gt;
Recall any mages with a lot of XP and the spearman you gave the holy amulet in the previous scenario, then go whichever way you are going. You might want to recruit one throw-away cavalryman to go north, since he gives you income and draws away enemies that otherwise would attack your main force from behind.&lt;br /&gt;
&lt;br /&gt;
===Diverging Campaign Path===&lt;br /&gt;
==== Elven Alliance ====&lt;br /&gt;
&lt;br /&gt;
The Orc's warning about the assassin is overrated; Volas can probably take care of it himself, although you might want to leave ONE unit near him to make sure.&lt;br /&gt;
&lt;br /&gt;
Recruit / recall a wide assortment of units, mostly mages, spearmen and cavalry. Send mages and spearmen up to fight the opponent, send cavalry down as scouts. Any heavy infantry should go up to fight also; they will probably arrive late, and be good for reinforcements when the first troops are wounded.&lt;br /&gt;
&lt;br /&gt;
Align the troops in the forest, so that the enemy will be on grass; this gives you a tactical advantage. Use Dacyn to heal those who need it most - those on the corners, and any mages who are on the front lines.&lt;br /&gt;
&lt;br /&gt;
There is a village at {20,8} that can prove tactically very useful, because the elves usually fight somewhere near it.&lt;br /&gt;
The elves are defeated most of the time, and the orcs claim this village; it is crucial to kill the orc on this village and take it over with a resilient spearman, or a HI.&lt;br /&gt;
&lt;br /&gt;
Once you have gotten past turn 6, it will be day, and the orcs will be very easy to defeat. When the assassin appears on turn 7, ignore it unless you have a cavalryman still down there. In that case, use it to fight the assassin. Keep pressing up. By turn 9, the orcish leader should be dead.&lt;br /&gt;
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==== The Undead Border Patrol ====&lt;br /&gt;
&lt;br /&gt;
This scenario also depends on which way you want to go. If going NW, it is fairly straightforward. The enemy is relatively weak. Do the same as in Unexpected Appearance - recruit 2 suicide cavalrymen to distract the bats. One will probably get enough XP to be worth recalling.&lt;br /&gt;
&lt;br /&gt;
I would use mostly heavy infantry and spearmen with the holy amulet on this level, because mages will only get a +10% to hit from magical. However, as in most scenarios against undead, white mages are very useful.&lt;br /&gt;
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Try to get the opponent to fight you from the sand. This gives you something like a 70% CTH. &amp;gt;)&lt;br /&gt;
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(CTH = Chance To Hit).&lt;br /&gt;
&lt;br /&gt;
===== Mal-Ravanal's Capital =====&lt;br /&gt;
&lt;br /&gt;
Only reachable from ''The Undead Border Patrol'' scenario, but you might also skip it and go directly to ''Northern Outpost''.&lt;br /&gt;
&lt;br /&gt;
This is a very challenging scenario. I started with only 100 gold, so I recalled one Mage, two Shock Troopers, one Heavy Infantry, and my holy Halberdier. I defended the starting castle for about 10 turns until the Revenants had made their way over to me. Upon killing several of them, I freed some imprisoned Knights and a Paladin. I moved my forces to kill the Death Knight, and then split my forces. I sent one group to attack Mal-Ravanal and the other to kill the Necromancer in the NW corner.&lt;br /&gt;
&lt;br /&gt;
By turn 30, my Eastern assault force was in postion to attack Mal-Ravanal. However, when I attacked him, he teleported my troops back to the starting castle, so I wasn't able to defeat him. When I was ready, I killed the NW Necromancer and progressed to &amp;lt;i&amp;gt;The Northern Outpost&amp;lt;/i&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The reason to go here is to acquire a cavalry force of one Paladin and five Knights.  To do this kill six of the Death Knight's troops.  The first kill gets you a Paladin.  Each succeeding kill gets you one more Knight.  They all appear in or around the village southeast of your castle.  To end the scenario, have your cavalry force kill the southwest Necromancer while holding your castle from the assault.  This can be done by turn 14 giving you a sizeable bonus.  You might send expendable cavalrymen north and southeast to distract the enemies, but it won't do much.&lt;br /&gt;
&lt;br /&gt;
As of 1.0.2 it's the Bone Shooters that must be killed to release knights.  On the first kill you will get a Paladin as well as the Knight.  These seem to all appear around the same village.  Maybe they group around the Paladin.  Each unit pops in with full moves.  If you can use some of them to kill other Bone Shooters, you end up with a substantial cavalry force very quickly.&lt;br /&gt;
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On easy at least, in 1.0.2, my opponents summoned no Bone Shooters, only Revenants.  It took a while for them to arrive, and I could have killed the NW Necromancer, but I waited it out.  I still got paladins and knights for killing Revenants.  (vfb)&lt;br /&gt;
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As of version 1.5.4 the cavalry (not apparently loyal) are earned by killing the Death Knight's troops. There are a total of one Paladin and five Knights available, but the number of Knights available is reduced by one for each of your troops that die *after you get the Paladin*. You might want to make sure any expendable troops are &amp;quot;expended&amp;quot; by the time the Death Knight's troops reach your line--units on their own won't last too long with all the ghosts flying around.&lt;br /&gt;
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=== The Northern Outpost ===&lt;br /&gt;
&lt;br /&gt;
Reachable both from ''The Undead Border Patrol'' and the ''Elven Alliance'' scenarios.&lt;br /&gt;
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There are two enemies in this scenario that you must defeat - the undead and the outlaws. The undead are fairly straightforward to defeat, and in any case Owaec usually does a good part of the work. Recall a number of shock troopers, a white mage and the spearman who picked up the holy amulet in one of the previous scenarios. I addition recruit one mage.&lt;br /&gt;
&lt;br /&gt;
Then send Gweddry to the holy amulet in the south west accompanied by the mage. The spearman and the white mage go straight southwards and help Owaec with the undead. Your shock troopers go to the east and surround one of the villages over there without flagging it. (As they are quite slow-moving, having them already over there saves you time later on.) Once Gweddry picked up the holy amulet, send him and the mage to finish off the undead leader together with your spearman. (Note: Your spearman is very effective against the undead and will likely level up.) That was the easy part.&lt;br /&gt;
&lt;br /&gt;
The main challenge is the criminals. They appear randomly in the villages you flag (one of the villages has assasin that is outlaw leader), but not in those Owaec flags. So don't worry about him uncovering enemies for you. Since when you capture a village the outlaws surround it, you should surround each village before you capture it, so the enemy surrounds you. This makes it so they can't gang up on one of your units with more than 3 people. Also, when you capture a village, try to kill as many enemies as you can before they get a turn.&lt;br /&gt;
&lt;br /&gt;
Send your your entire force up on the eastern side of the map flagging one village a turn and fighting the bandits. Once you come across the village where the bandid leader hides, concentrate your attacks on him as the bandits are quite strong.&lt;br /&gt;
&lt;br /&gt;
Note: A Cavalry force (such as the one acquired in Mal-Ravanal's Capital) makes short work of the bandits.  Lower level units have trouble against the Bandits, especially at night.  Slower moving units also have a disadvantage in searching the villages.  &lt;br /&gt;
&lt;br /&gt;
Also note, that from this scenario on you can recruit horsemen. You might want to level up a paladin or two, for fast mobile undead removal services (and quick leader assasination).&lt;br /&gt;
&lt;br /&gt;
/* governor */ Just a note: I had the misfortune of taking a group of men to a village where 5or6 enemies appeared. After taking heavy damage, I retreated my char (low on hitpoints) out of the village. When I recaptured the village the same group of enemies reappeared. Since AI enemies seem to prefer recapturing villages this can allow you to obtain easy experience for weak units a few times.&lt;br /&gt;
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=== Two Paths ===&lt;br /&gt;
This is a fairly tough level (played in V 1.4.5 on medium difficulty) which took several attempts to get through. In V 1.4.5 you have 16 turns (unlike 12 as in earlier versions) and can choose between going north to attack the orc leader or going north-east to attack the undead leader.&lt;br /&gt;
&lt;br /&gt;
One option is going north on the very east side of the map trying to fight your enemies from solid ground and mountains while they stand on sand ground with weak defense. As your troops move very slowly on this terrain, you will likely take some heavy losses however, as your enemies keep surrounding you. Also this will presumably take too many turns to reach the orc leader in time.&lt;br /&gt;
&lt;br /&gt;
Thus the preferred choice is to recall a couple of shock troopers and white mages and move them on the path to the north-east in a thigh formation towards the undead leader. Once you survived the first enemy onslaught without loosing units, the rest of this scenario becomes rather easy as the remaining enemies come one by one. Make sure to keep on moving fast to the north-east to reach the undead leader before turns run out.&lt;br /&gt;
&lt;br /&gt;
=== Diverging Campaign Path===&lt;br /&gt;
==== Undead Crossing ====&lt;br /&gt;
Fighting the undead in this scenario is not the actual problem as they are quite weak. Recall a keep full of shock troopers, white mages and the spearman with the holy amulet (who has likely levelled up by now). Use your faster units to capture the villages in the south-east and move your shock troopers directly to the river crossing.&lt;br /&gt;
&lt;br /&gt;
Once you fought of the bats and skeletons (which the above units should handle quite easily), the undead leader summons two cuttlefish which appear in the water between the two crossings. Be very careful where to position your troops as the cuttlefish have a very nasty melee attack. Fight them with a pair of shock troopers accompanied by Gweddry (to give them leadership) and a white mage for healing.&lt;br /&gt;
&lt;br /&gt;
Make sure you leave your units enough time to cross the river and kill the undead leader before turns run out.&lt;br /&gt;
&lt;br /&gt;
==== The Crossing ====&lt;br /&gt;
&lt;br /&gt;
I had only 100 gold, so recruited some units and went straight north from turn one on. The fighting in the water was quite hard, with some orcs coming down from the north. The un-dead only appeared when I was in the middle of the river, so no encounter with them, and the ogre's helped get rid of the orcs on the north side. (Allefant)&lt;br /&gt;
&lt;br /&gt;
If you have Holy Gweddry, you can (sometimes) get a 1st turn kill on the 1st undead leader, scarf up all the villages, and return to kill the 2nd undead forces before their leader can recruit anything.  If you don't, the second undead leader will recruit lots of level two units.  The orcs will start out across the river, but usually most of them turn back to fight the ogre reinforcements.  Waiting till their first wave hits your shore and wiping them out in the water will probably leave you just enough time to cross the river and find there are only 2 or 3 enemy units left besides the leaders.&lt;br /&gt;
&lt;br /&gt;
Make sure to cover your rear flank with some expendable troops (such as Heavy Infantry) as the undead can move more quickly through the water than your units.&lt;br /&gt;
&lt;br /&gt;
Another strategy is to go straight into the water after killing the first undead leader using the deep water in the middle of the path to seperate the orc forces.  You go to the right with Gweddry and Owaec and some support troops while letting the ogres kill many of the orcs in your way.  Knights and a Paladin can hold off the orcs enough to get across while the undead behind you are not an issue.  &lt;br /&gt;
&lt;br /&gt;
Note:  Owaec can move only one hex a turn in the water.&lt;br /&gt;
&lt;br /&gt;
=== Training the Ogres ===&lt;br /&gt;
&lt;br /&gt;
This can be a confusing scenario to understand. Basically, you are fighting the ogres while also trying not to let them reach the rocky borders where they will &amp;quot;escape&amp;quot; (or disappear). Understand how the AI works and that units will attack the weakest units who are closest to leveling. &lt;br /&gt;
&lt;br /&gt;
Whenever I tried to attack the ogres or surround them or using any other intuitive strategy, I always ended up getting my white mage killed by turn 3 at the latest. &lt;br /&gt;
&lt;br /&gt;
Thus try the following which makes keeping all 4 ogres on the green very easy (although I still do not understand why the AI behaves as it does...): Move the white mage and the horseman to the very north outside the moving range of the ogres. Position Gweddry on one of the hills in the west just inside their moving range. For the first two turns the ogres hardly move. Then they start to attack Gweddry which he should be able to withstand. By turn 5 when Gweddry's health starts to wear down, the scenario is over already with all four ogres still on the green and all of your units alive.&lt;br /&gt;
&lt;br /&gt;
(It's a bit of a digression, but the AI in this case is failing to realize that, though each Ogre has an individually unfavorable attack on Gweddry, all four attacking together would be rather more favorable. So, the AI decides to form a defensive line and wait for the sun to set, when Gweddry's 25% bonus disappears and their attacks are more favorable. Note that this technique generally only works for units with full health on defensible terrain, and may disappear entirely if the AI is improved to consider joint attacks.)&lt;br /&gt;
&lt;br /&gt;
It is unclear to me however, what the benefit of all four ogres surviving is though.&lt;br /&gt;
&lt;br /&gt;
Note: Whether or not to use ogres is a matter of playing style.  Once they level up, Ogres are quite a tough unit that deals middling damage, but unfortunately can't advance beyond level 2.  Their upside is that they move at normal speed on hills and cave floor, which makes them your most mobile unit in at least one scenario (''Captured'').  And as they are of neutral alignment, they can sometimes be handy to have around at nighttime.&lt;br /&gt;
&lt;br /&gt;
=== Xenophobia  ===&lt;br /&gt;
&lt;br /&gt;
In V 1.4.5 on medium difficulty is a very easy and fun level as all parties in the scenario (i.e. elves, orcs, drawves, and yourself) decide to fight each other instead of forming aliances. Thus you can use this level to gain some experience for your units, pick up another permanent holy amulet (in the north, roughly in the middle between the dwarf and the orc keep) e.g. by a shock trooper, and as the actual ogre training camp (see below).&lt;br /&gt;
&lt;br /&gt;
Recall a keep full of shock troopers and send them straight to the north as they are very slow moving. Then recall one or two white mages and recruit about two to four young ogres. Send all of your units straight north to kill the dwarf leader who unwisely sends all his troops for the orcs right at the start and then misses the money to recruit any more troops to defend his keep.&lt;br /&gt;
&lt;br /&gt;
By the time I reached the dwarf leader, the orcs had already killed the elvish leader, so there was two down and only one to go. Use the young ogres on the mountains in the north to fight the remaining dwarves whilst levelling up to ogres. &lt;br /&gt;
&lt;br /&gt;
By the time you killed the dwarf leader, there should be hardly any enemy troops left, so go straight towards the orc leader and earn a decent early finish bonus. And don't forget to pick up the holy amulet on the way.&lt;br /&gt;
&lt;br /&gt;
The main strategy in this scenario is staying out of the fighting as much as possible, picking off the weaker sides, and in general letting your enemies kill themselves. One successful strategy is to delay moving from your keep for 5-6 turns. Let the other factions weaken each other before you move off. (Although that reduces your early finish bonus, so do not do this if your troops are strong enough.)&lt;br /&gt;
&lt;br /&gt;
By the end of the scenario you should have one or two ogres which comes in quite handy in the next scenarios.&lt;br /&gt;
&lt;br /&gt;
=== Lake Vrug ===&lt;br /&gt;
This is a very confusing hide and seek sceario which is not actually hard, but likely takes you several pointless restarts until you have finally discovered the enemy leaders. (Spoiler: there are three enemy keeps, all north of the river. One is to the very north west (go to the right into the mounts directly after crossing the bridge), one is between the path leading east and the river bank just before the path turns northwards, and one is in the very north at the end of the path. The orc leader resides in the first keep, the gryphon leader in the second, and the third is empty.&lt;br /&gt;
&lt;br /&gt;
Recall two or three shock troopers, two white mages and then recall/recruit as many ogres as possible. (Most of the enemy keeps are surrounded by high mountains which most of your troops cannot pass, but which the ogres handle quite easily.) You might also want to recruit a horseman to scout ahead. &lt;br /&gt;
&lt;br /&gt;
The only challenge in this scenario (apart from finding the keeps) is surviving the first onslaught of gryphoons which starts around turn 4 with quite a number of gryphoons appearing from the north-east. Position your heavy units like shock troopers and ogres very tighly around wounded units as the gryphons and dragons really have quite a large moving range and ignore zones of control and thus mercilessly slay away unprotected injured units. To fight them use heavy melee troops like shock troopers.&lt;br /&gt;
&lt;br /&gt;
As you start to cross the bridge a couple of trolls attack. They are really no match for your shock troopers, however, who happy troll-crack away.&lt;br /&gt;
&lt;br /&gt;
When taking the enemy keeps, use the ogres who can move on the high mountains unlike most of your other units.&lt;br /&gt;
&lt;br /&gt;
=== Captured ===&lt;br /&gt;
&lt;br /&gt;
You start out by running up a tunnel to find some of your companions. If you go back down that way or you will have to face some extremely mean trolls in the narrow tunnel. Instead, follow the tunnel to the north and west and face a few bats as you proceed.  At the end of that tunnel, you will enter a throne room where there is a leader and some enemy troops. &lt;br /&gt;
&lt;br /&gt;
Upon entering the throne room, a group of your wounded troops will appear in a cavern called the &amp;quot;Torture Room&amp;quot; to the east.   They will face a number of assassins and trolls as they leave the Torture Room moving west.  (Hint: Try to get through the prison &amp;quot;door&amp;quot; of the torture room quickly as otherwise the enemy units have an easy time keeping your entire army locked away with only one unit at a time, i.e. the unit standing at the door, being able to take part in the fighting.)&lt;br /&gt;
&lt;br /&gt;
Victory occurs when Gweddry moves through the exit in the southwest corner. There is quite a comfortable early finish bonus, so you might want to move him there quickly in order to put some money on savings for later scenarios. It should be possible to finish with over 500 gold without making haste, however. You should also flag the numerous villages in a cavern called &amp;quot;The City&amp;quot;, a cavern southwest of the Torture Room. &lt;br /&gt;
&lt;br /&gt;
There is a holy necklace on this level, at coordinates x=12, y=2. Preferrably grab it with a horseman or someting similar. He will come in very hand in later scenarios.&lt;br /&gt;
&lt;br /&gt;
Note: Most of the orcs are level two and three units.&lt;br /&gt;
&lt;br /&gt;
=== Evacuation ===&lt;br /&gt;
This scenario is a little frusting. Not so much because of its difficulty (it is hard but managable with enough high-level recalls and lots of money), but because you ''will'' take some heavy losses of high-level troops.&lt;br /&gt;
&lt;br /&gt;
Note: You should have over 400 gold and a large number of level 2 and 3 units to recall to start this scenario.&lt;br /&gt;
&lt;br /&gt;
There are two options in this scenario: you can either defeat all enemy leaders or blow up the bridge in the south. In the former case, you will have to accept quite some casualties in fighting the enemy; In the latter case, all your units which are not on the south side of the river by the time you blow up the bridge (including not recalled units, meanly!) are killed by the explosion. In both cases you have to watch out for the very tight time limit of 12 turns.&lt;br /&gt;
&lt;br /&gt;
I went for option 2 (killing all leaders). First recruit two to tree keeps full of your typical experienced troops like iron maulers, white mages, and so on. Ogres are also helpful, if you have some left, as they are strong and you will have no use for them in later scnearios. After that recall a keep full of young ogres as cannon fodder.&lt;br /&gt;
&lt;br /&gt;
Start to move you units south and attack the central enemy right away (i.e. do not wait until you have recruited all units). The last recalls before the young ogres split and send half of them to the north-east and the other half to the south-west (otherwise you might not make it to all three leaders in time). Finally, send some young ogres to the north-east and south-west to distract the enemies there for two or three turns. &lt;br /&gt;
&lt;br /&gt;
With all three groops of your units try to focus on attacking the enemy leaders as soon as possible so you do not run out of time. Apart from that, watch out for the level 2 trolls, particularly, as they can (and frequently will...) instantly kill almost any of your units. Best fight them with two white mages or a white mage accompanied by some other unit.&lt;br /&gt;
&lt;br /&gt;
With a bit of luck and probably some nasty casualties you will have killed all three leaders around turns 10 to 12.&lt;br /&gt;
&lt;br /&gt;
[Garion] In 1.0, I recruited a lot of Cavalry for fodder, spacing them 1 hex apart to establish a ZOC corridor from my castle to the bridge.  They got chewed up very quickly, but they bought me enough time to get out.  Use a few Shock Troopers to guard your rear against the Blue enemy; they're too slow to escape anyway.  Remember to recall your slowest units closest to the bridge, to minimize the time they spend in transit.  I was able to evacuate 2 Holy Cavaliers, 2 Paladins, a Great Mage, the three heroes, a quick Iron Mauler, 2 White Mages, and a Mage of Light.&lt;br /&gt;
&lt;br /&gt;
[Vladevil] In 1.2.6 what worked best for me was recruiting only fodder for 2 turns, then running away with all the main characters. I let Owaec and the mage first and Gweddry last since he can take some hits. All in all I was finished on the 6th turn without losing any valuable troops.&lt;br /&gt;
&lt;br /&gt;
=== The Drowned Plains ===&lt;br /&gt;
The Skeletal Dragon will be found in or near the castle (located on an island in the south-east).  In getting there, there is a chance the undead (three units mostly level two and an occasional level three) will spring out of the ground near the unit you just moved.  Therefore less units are better.  Advanced mages, paladins, and other fast-moving units with arcane weapons work well here. To withstand the initial dragon attack you will need very strong units (with more than 50 HP). In order to discover the dragon despite the fog units with a large moving range (and thus large visible area) like horseman are helpful.&lt;br /&gt;
&lt;br /&gt;
The dragon wanders around near the castle but only attacks units which he can kill instantly. If only strong units come near him, he tries to flee. Because of the fog the major challenge of this scenario is finding him and then getting him surrounded so he cannot just move away again. Once you have him trapped like this, slaying him should be easy using your stronger units (preferrably impact weapons because the dragon has a low resistance there).&lt;br /&gt;
&lt;br /&gt;
=== Approaching Weldyn ===&lt;br /&gt;
This scenario is fairly easy, but also fun to play. The essence to success is being very fast.&lt;br /&gt;
&lt;br /&gt;
Recall 6 to 8 fast-moving units with arcane attacks. This should be any fast unit who has picked up a holy amulet in earlier scenarios like horsemen or spearmen plus some level 2 or level 3 mages. Completely forget about heavy infantry or other slow-moving troops of similar kind. Move all your units to the eastern enemy and try to kill him by turn 3 or 4 by the latest. This should be easy, as he is still very weak.&lt;br /&gt;
&lt;br /&gt;
Then rush over to the western enemy. It will be night by now so not a good time for attacking. If you have a very strong and fast unit (like a dragoon) try to position it on the enemies keep. This trick stops the enemy leader from recruiting more troops despite having plenty of money left. Once your other troops arrive and daylight breaks you should have an easy time finishing of this enemy leader and those of his troops which you ally has not yet killed.&lt;br /&gt;
&lt;br /&gt;
Then attack the third leader in the south-west in the same manner. If you hurry, you should be able to finish by turn 9 and gain a good early finish bonus.&lt;br /&gt;
&lt;br /&gt;
=== The Council ===&lt;br /&gt;
&lt;br /&gt;
Only plot in this. You see the inside of the castle.&lt;br /&gt;
&lt;br /&gt;
=== Weldyn Under Attack ===&lt;br /&gt;
This is an interesting scenario where once again choosing the right strategy is the key to success. Also watch out for the time, as you have only 18 turns to finish.&lt;br /&gt;
&lt;br /&gt;
You find your keep in the center of an island. Three allied leaders also have their keeps on the island around yours. There are three enemy leaders: a weak one in the very north, and two equally strong ones in the south-east and south-west, respectively. It stays nighttime (first and second watch) during the entire scenario which is somewhat uncomfortable, but not a big problem.&lt;br /&gt;
&lt;br /&gt;
Start by recalling all high-level units with arcane attacks (6-8 units max). Then recruit two keeps full of mages. Send your troops straight north and finish of the enemy leader. He is quite weak and even moves onto your island so this should be painlessly accomplished by turn 3.&lt;br /&gt;
&lt;br /&gt;
Then split your troops: one half moves onto the western shore (along the very border of the map), the other half onto the eastern shore (same). To get across the river use the bridges in the north-west and the north-east, respectively. Let some of the mages stay behind and capture the villages on the island so you do not loose money. The may also assist you allies so they do not fall so quickly and keep the enemy busy.&lt;br /&gt;
&lt;br /&gt;
The rest of the scenario is straight-forward: move both your troops southwards straight towards the enemy keeps and kill the leaders. As they have sent most of their troops onto the island where they are busy happily slaying away your allies, this should be no challenge for your troops. Watch out for the nightgaunts, though, which tend to ambush you or rush for weak units without you seeing them coming. &lt;br /&gt;
&lt;br /&gt;
If all goes right you should have killed the remaining two enemy leaders around turns 14 or 15.&lt;br /&gt;
 &lt;br /&gt;
Hint: If you have one or two silver mages available (e.g. the engineer unit you joined you in the Escape scneario, if he has levelled by now) this is quite useful in this scenario. The map is rather large so have some fast-moving units like horseman run through enemy territory and capture individual villages. Then use the teleport ability of your silver mage to perform hit-and-run (or rather: hit-and-teleport) attacks to weaken your enemy before attacking with your main force. Make sure you do not get him killed, though, by holding out too long after attacking.&lt;br /&gt;
&lt;br /&gt;
After killing all enemy leaders, an enemy messenger appears telling you that you have only fought some delegates of the ancient lich Mal-Ravenal. It challenges you to have a duel with Mal-Ravenal instead of letting the armies meet for a final battle. If you accept the challenge, you get to scenario &amp;quot;The Duel&amp;quot;. Otherwise you get to &amp;quot;Weldyn Besieged&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Diverging Campaign Path===&lt;br /&gt;
==== The Duel ====&lt;br /&gt;
This is a somewhat strange scenario: you and Mal-Ravanal get to recall/recruit exactly six units each and then have to fight each other. Mal-Ravenal will recruit mostly level 3 units so this looks difficult. In fact, it is quite managable, however.&lt;br /&gt;
&lt;br /&gt;
Recall mostly mages of light and other high-level arcance troops. Set them up in a line of 4 units backed up by 2 units at the edge of one of the forsts near your keep. (Your leader should stand in the back up line so he does not accidentaly get killed.)&lt;br /&gt;
&lt;br /&gt;
Then wait for his troops to reach you, but make sure you are the first to attack. By the time you meet it will be close to nightfall. Do not hesitate to attack, however, as Mal-Ravanal plays unfair and recruits another 3 units on every first watch.&lt;br /&gt;
&lt;br /&gt;
In your first attack you should be able to kill two enemy units. Try to have at least 5 of your units survive the first round of enemy attacks. Then kill the remaining enemy units near you and move over to Mal-Ravenal straight away who hides by himself on the very border of the map in the mountains. Again, do not wait for daylight, as you can reach him before his reinforcements get to you, so you should have an easy time killing him with your remaining units.&lt;br /&gt;
&lt;br /&gt;
Spoiler: After killing Mal-Ravanal the campaign ends with a final scene of Gweddry and his companions being honoured by the king.&lt;br /&gt;
&lt;br /&gt;
==== Weldyn Besieged ====&lt;br /&gt;
&lt;br /&gt;
On versions prior to 1.5.6 the siege is laughably easy to break; just recall a keep full of your best troops and rush Mal-Ravanal in the south. &lt;br /&gt;
&lt;br /&gt;
As of 1.5.6 this battle should prove a more substantial challenge. Now the liches' names aren't revealed until they are attacked, and Mal-Ravanal is more likely to be revealed later in the scenario. Sending fast scouts to attack all the liches is not advisable since each lich receives a boost of gold for another round of recruitment after its name is revealed.&lt;br /&gt;
&lt;br /&gt;
A workable strategy is to recall a group of cavalry with holy amulets and paladins to circle behind the undead horde and terminate the liches. You can draw the liches out of their keeps by positioning a sacrificial horseman within their attack radius. Once the lich is out in the open, your arcane damage cavalry should have no trouble finishing the lich off in a single turn.&lt;br /&gt;
&lt;br /&gt;
Meanwhile you'll need the rest of your troops to hold the central keep against the undead onslaught. If you can spare the funds, a few sacrificial troops can delay the incoming enemies on one side, giving you the opportunity to focus your firepower on the undead approaching from the other side(s). If things turn grim, retreat to the castle and make your final stand.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns]]&lt;/div&gt;</summary>
		<author><name>Szymek</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=GettingStarted&amp;diff=32271</id>
		<title>GettingStarted</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=GettingStarted&amp;diff=32271"/>
		<updated>2009-09-12T16:20:25Z</updated>

		<summary type="html">&lt;p&gt;Szymek: Undo revision 32236 by AcellImona (Talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|  style=&amp;quot;float:right;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
__TOC__&lt;br /&gt;
|}&lt;br /&gt;
The Battle for Wesnoth is a turn-based strategy game with a fantasy theme.&lt;br /&gt;
&lt;br /&gt;
''Build up a great army'', gradually turning raw recruits into hardened veterans. In later games, recall your toughest warriors and form a deadly host against whom none can stand! Choose units from a large pool of specialists, and hand-pick a force with the right strengths to fight well on different terrains against all manner of opposition. &lt;br /&gt;
&lt;br /&gt;
Fight to regain the throne of Wesnoth, of which you are the legitimate heir, or use your dread power over the Undead to dominate the land of mortals, or lead your glorious Orcish tribe to victory against the humans who dared despoil your lands â¦ Wesnoth has many different sagas waiting to be played out. You can create your own custom units, and write your own scenarios â or even full-blown campaigns. You can also challenge your friends â or strangers â and fight in epic ''multi-player'' fantasy battles.&lt;br /&gt;
&lt;br /&gt;
=== Welcome to Wesnoth ===&lt;br /&gt;
==== The Land of Wesnoth ====&lt;br /&gt;
The Land of Wesnoth is generally divided into three areas: the northlands, which are generally lawless; the kingdom of Wesnoth and its occasional principality, Elensefar; and the domain of the Southwest Elves.&lt;br /&gt;
&lt;br /&gt;
The Kingdom of Wesnoth lies in the center of the land. Its borders are the Great River to the north, the Lower Hills in the east and south, the Green Swamp to the southwest, and the Ocean to the west. Elensefar, a once-province of Wesnoth, is bordered by the Great River to the north, a loosely defined line with Wesnoth to the east, the Bay of Pearls to the south, and the ocean to the west. There is no government of the Northlands. Various groups of orcs, dwarves, barbarians and even elves populate the region. The northern and eastern borders are not defined, the southern border is the Great River, and the western border is the Ocean.&lt;br /&gt;
&lt;br /&gt;
As you travel around the land you will encounter peaceful villages where you can heal your troops and obtain a good income to support your army. You will also have to cross mountains and rivers, either on foot or mounted, push through forests, hills and tundra, or brazenly cross open grassland. In each of these areas different creatures have adapted to live there and can travel more easily and fight better when they are in familiar terrain. In the hills, mountains and underground caves orcs and dwarves are most at home. In the forests the elves reign supreme while in the oceans and rivers mermen and nagas control the waves.&lt;br /&gt;
&lt;br /&gt;
==== The Creatures of Wesnoth ====&lt;br /&gt;
&lt;br /&gt;
The world of  Wesnoth contains several [[races]] that have joined forces into different factions. Here, Elves and Dwarves fight side by side against Orcs and Humans. In most campaigns, you will mostly control units from one faction, but often you will have a recruit list with units mixed in from other factions, and will not have some units from a faction available. Basically, your recruit list is determined by the plot of the campaign, not by a predetermined ruleset.&lt;br /&gt;
&lt;br /&gt;
Sometimes factions make alliances with others, so you may face more than one faction in a scenario.&lt;br /&gt;
&lt;br /&gt;
=== Finding Your Way Around Battle For Wesnoth ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumb tright&amp;quot;&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
[http://exong.net/wesnoth-attach/files/splash111_1152_744.jpg http://exong.net/wesnoth-attach/files/splash111_300_159.jpg]&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;The Main Menu&amp;lt;br&amp;gt;(Click to enlarge)&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
When Wesnoth first starts it displays an initial background and a column of buttons called the Main Menu. The buttons only work with a mouse. For the impatient, we recommend you: click the 'Language' button to set your language; then click the 'Tutorial' button to run the tutorial; and then play the campaign, 'The Two Brothers' by clicking the 'Campaign' button and selecting it from the list provided.&lt;br /&gt;
&lt;br /&gt;
The Main Menu buttons are:&lt;br /&gt;
&lt;br /&gt;
*Tutorial&lt;br /&gt;
:The tutorial is a real, but basic, game which teaches you some of the basic controls needed to play the game. Winning or losing is not important here, but learning what to do is. Click the Tutorial button to play. In the Tutorial you are in the role of the young prince Konrad or princess Li'sar, learning from the Elder Mage Delfador - pay attention or he might turn you into a newt.&lt;br /&gt;
&lt;br /&gt;
*Campaign&lt;br /&gt;
:Wesnoth was primarily designed to play campaigns. Campaigns are a series of connected scenarios. Click this button to start a new campaign. You will be presented with a list of campaigns available on your computer (more can be downloaded if you wish). Select your campaign and click OK to start or Cancel to quit.&lt;br /&gt;
&lt;br /&gt;
:Each campaign has a difficulty level: easy, medium (normal), and hard. Some have an extra setting, 'nightmare'.  We recommend medium as this level is challenging, but not difficult. You may not change the difficulty during the campaign. In case you have serious problems fighting your way through easy difficulty, the guide about [[BasicStrategy]] will surely help you. Once you have selected the difficulty, you will start with the first scenario of the campaign. A good campaign to start with is the Heir to The Throne. It is not too difficult on easy, but gets challenging later on. You can find walkthroughs or descriptions of the available campaigns at:&lt;br /&gt;
&lt;br /&gt;
::* [[MainlineCampaigns]]&lt;br /&gt;
::* [[UserCampaigns]]&lt;br /&gt;
::* [[BeginnerCampaigns]]&lt;br /&gt;
&lt;br /&gt;
*Multiplayer&lt;br /&gt;
:Click this button to play single scenarios against one or more opponents. You can play the games over the internet or at your computer, against computer or human opponents. When you select this button a dialogue will appear and allow you to choose how you want to play the scenario. To learn more, see [[#Multiplayer|Multiplayer]].&lt;br /&gt;
&lt;br /&gt;
*Load&lt;br /&gt;
:Click this button to load a previously saved game. You will be shown a dialogue listing saved games. Select the game and click Ok to load and continue, or Cancel to return to the Main Menu.&lt;br /&gt;
&lt;br /&gt;
:If you select a replay game, you can check the Replay check box. The loaded game will make all the moves from the beginning while you watch.&lt;br /&gt;
&lt;br /&gt;
*Language&lt;br /&gt;
:Click this button, select your language, and click OK to use it, or Cancel to continue with the current language. The first time Wesnoth starts, it defaults to English, but once you change it, it will start in that language.&lt;br /&gt;
&lt;br /&gt;
*Preferences&lt;br /&gt;
&lt;br /&gt;
:Click here to change default settings. These are explained in more detail in [[PlayingBattleForWesnoth#Preferences|the Manual]].&lt;br /&gt;
&lt;br /&gt;
*About&lt;br /&gt;
:Click this button for a list of major Wesnoth contributors. You may find most of them at irc.freenode.org:6667 on #wesnoth. Or visit http://www.wesnoth.org for news, forums, and Wiki updates. The project is hosted on https://gna.org/projects/wesnoth, where you can download the latest production or developer release, review and report problems (bugs).&lt;br /&gt;
&lt;br /&gt;
*Quit&lt;br /&gt;
:Click this button to close Wesnoth.&lt;br /&gt;
&lt;br /&gt;
This getting started guide provides a basic introduction to Battle for Wesnoth. You can find more details about playing the game in the [[WesnothManual|Manual]].&lt;br /&gt;
&lt;br /&gt;
=== Play a Game ===&lt;br /&gt;
There are two basic ways to play Battle for Wesnoth:&lt;br /&gt;
*Play a sequence of connected scenarios, known as a campaign, against the computer (Campaign)&lt;br /&gt;
*Play a single scenario against computer or human opponents (Multiplayer)&lt;br /&gt;
(Note: The development of multiplayer campaigns is currently underway).&lt;br /&gt;
&lt;br /&gt;
==== Campaigns ====&lt;br /&gt;
Campaigns can take a long time to complete. Typical campaigns have about 10-20 scenarios. The main advantage with campaigns is that they allow you to develop your army. As you complete each scenario, the remaining units at the end are saved for you to use in the next scenario. If you choose not to use a unit at all during a scenario it is carried over to the next, so you don't lose units you don't use.&lt;br /&gt;
&lt;br /&gt;
The campaign is the primary form in which Wesnoth is intended to be played, and is the recommended way for new players to learn the game. Some Official campaigns also describe the history of Wesnoth as scenarios are completed.&lt;br /&gt;
&lt;br /&gt;
==== Multiplayer ====&lt;br /&gt;
Multiplayer games are played with or against other players, which may be human or AI-controlled. There are 4 major options: 1) Join official server, 2) Connect to host/server, 3) Host networked game, 4) Local game.&lt;br /&gt;
&lt;br /&gt;
By selecting this option, you may play either competitive games or cooperative games. Competitive games include 1 vs 1's , 2 vs 2's or even free-for-alls (FFA's). Cooperative games or scenarios include survivals and other user made scenarios, which may include RPG elements or other elements which are not present in campaigns or competitive games. In general, cooperative scenarios require downloading from the Wesnoth Add-On Server. In all games, you have the option of assigning any sides control by the AI.&lt;br /&gt;
&lt;br /&gt;
Multiplayer games can take anywhere from 1 hour to 10 hours (or more, for very rare map settings), depending on how many players there are (and the size of the map). The average time is between 3 to 7 hours. Games can be saved and loaded as many times as you like. So, it's possible for some games to last 1 or 2 weeks, even though the play time is only a few hours. You cannot carry over units in multiplayer from one scenario to the next, so building up your army's strength is possible only within the scenario.&lt;br /&gt;
&lt;br /&gt;
===== Join Official Server =====&lt;br /&gt;
By selecting this option, you will be connected to the official Wesnoth server via the Internet. This option will allow you to play with other players from around the world.&lt;br /&gt;
&lt;br /&gt;
===== Connect to Host/Server =====&lt;br /&gt;
This option allows you to connect to other computers or servers, including the official Wesnoth server. You may use this option to join a multiplayer game via a local access network (LAN).&lt;br /&gt;
&lt;br /&gt;
===== Host Networked Game =====&lt;br /&gt;
This option allows you to create a game that can be joined by other players via a LAN network.&lt;br /&gt;
&lt;br /&gt;
===== Local Game =====&lt;br /&gt;
This option allows you to play a game involving 1 computer only. You may still assign control for other sides to other players/AI.&lt;br /&gt;
&lt;br /&gt;
=== The Game Screen ===&lt;br /&gt;
&lt;br /&gt;
Regardless of whether you are playing a scenario or a campaign, the basic layout of the game screen is the same. The majority of the screen is filled with a map which shows all of the action that takes place in the game. Around the map are various elements which provide useful information about the game and are described in more detail below.&lt;br /&gt;
&lt;br /&gt;
Across the top of the screen from left to right are the following items:&lt;br /&gt;
#Menu button&lt;br /&gt;
#Actions button&lt;br /&gt;
#Turn counter *&lt;br /&gt;
#Your gold&lt;br /&gt;
#Your total villages&lt;br /&gt;
#Your total units&lt;br /&gt;
#Your upkeep&lt;br /&gt;
#Your income&lt;br /&gt;
#Timer or clock&lt;br /&gt;
#Current hex type&lt;br /&gt;
#Current hex position&lt;br /&gt;
&lt;br /&gt;
Down the right of the screen from top to bottom are:&lt;br /&gt;
#Full map, scaled *&lt;br /&gt;
#Time of day indicator&lt;br /&gt;
#Unit profile for last selected unit*&lt;br /&gt;
#End Turn button *&lt;br /&gt;
&lt;br /&gt;
(Items marked with a * are currently undocumented)&lt;br /&gt;
&lt;br /&gt;
*Menu button: Displays a drop-down menu with the following options:&lt;br /&gt;
&lt;br /&gt;
#Scenario Objectives: Lists the victory and defeat conditions.&lt;br /&gt;
#Statistics&lt;br /&gt;
#Unit List: Lists your active units, including their map position.&lt;br /&gt;
#Status Table: Summary list of visible player units, villages, income etc.&lt;br /&gt;
#Save Game: Write the current game position to disk.&lt;br /&gt;
#Load Game&lt;br /&gt;
#Preferences: see [[PlayingBattleForWesnoth#Preferences|the Manual]] for details.&lt;br /&gt;
#Back to: Return to previous turns without opening the Load Game dialog. Not available in all games.&lt;br /&gt;
#Help&lt;br /&gt;
#Quit Game: Close the game, without saving, and return to the Main menu.&lt;br /&gt;
&lt;br /&gt;
*Actions button: Displays a drop-down menu with the following options:&lt;br /&gt;
#Next unit&lt;br /&gt;
#Recruit: Lists units your commander can recruit from a keep.&lt;br /&gt;
#Recall (Campaign only): Lists units your commander can recall from a keep.&lt;br /&gt;
#Show enemy moves&lt;br /&gt;
#Best possible enemy moves&lt;br /&gt;
#End Turn: On your turn, select it to end your turn.&lt;br /&gt;
&lt;br /&gt;
*Your gold, villages, units, upkeep, and income&lt;br /&gt;
:Quick way to check how your army is doing. A negative income means you'll lose gold, a positive means you gain gold. Upkeep is the gold you pay your units. Villages shows how many you own, each village will give you Gold.&lt;br /&gt;
&lt;br /&gt;
*Current hex&lt;br /&gt;
:Shows the terrain type and position of the hex pointed to by the mouse. If a unit is on the hex, its resistance on that terrain is shown after the position. The position is in column, row order.&lt;br /&gt;
&lt;br /&gt;
*Time of day indicator&lt;br /&gt;
:Putting your mouse over the indicator will bring up a tooltip showing the effect of the time of day.  Wesnoth has a 6-turn day and different alignments have bonuses depending on the time of day.&lt;br /&gt;
&lt;br /&gt;
==== Recruit and Recall ====&lt;br /&gt;
When you first start a scenario or campaign you will only have a few units on the map. One of these will be your commander (identified by a little crown icon). Your commander is usually placed in a castle on a special hex called a keep. Whenever your commander is on a keep (not only your own, but also the keep of any enemy castles you capture) and you have enough gold, you can recruit units for your army. In later scenarios you can recall experienced units that survived earlier scenarios. From here, you can start to build your army to conquer the enemy.&lt;br /&gt;
&lt;br /&gt;
The first thing you will probably want to do is recruit your first unit. Press 'ctrl-r' (or right click on an empty castle hex and select 'recruit') and you will be able to recruit a unit from a list of all the units available to you. Each recruit is placed on an empty castle square. Once you have filled the castle, you cannot recruit any more until units move off. Your opponent's commander is similarly placed on its castle keep and will begin by recruiting its troops -- so don't dilly-dally looking at the scenery, there's a battle to be won.&lt;br /&gt;
&lt;br /&gt;
At the end of each successful scenario, all your remaining troops are&lt;br /&gt;
automatically saved. At the start of the next scenario you may&lt;br /&gt;
recall them in a similar way to recruiting. Recalled troops are often more&lt;br /&gt;
experienced than recruits and usually a better choice.&lt;br /&gt;
&lt;br /&gt;
==== Your Army ====&lt;br /&gt;
&lt;br /&gt;
All game types use the same soldiers, called units. Each unit is identified&lt;br /&gt;
by Race, Level, and Class. Each unit has strengths and weaknesses, &lt;br /&gt;
based on their Resistance, current Terrain, and Level.  &lt;br /&gt;
See http://units.wesnoth.org/&lt;br /&gt;
&lt;br /&gt;
==== Life and Death - Experience ====&lt;br /&gt;
&lt;br /&gt;
As your troops gain battle experience, they will learn more skills and&lt;br /&gt;
become stronger. They will also die in battle, so you'll need to&lt;br /&gt;
recruit and recall more when that happens. But choose wisely, for each has&lt;br /&gt;
strengths and weaknesses a cunning opponent will quickly exploit.&lt;br /&gt;
&lt;br /&gt;
==== Money ====&lt;br /&gt;
Your army does not fight for free. It costs you money to recruit units and money to maintain them. You start each scenario with money carried over from previous scenarios (although each scenario ensures you have at least a minimum amount of gold to start if you didn't carry over enough from previous scenarios) and can gain more by meeting scenario objectives quickly and, during a scenario, by controlling villages. Each village you control will give you two gold pieces income per turn. When you first start a scenario it is usually worthwhile to gain control of as many villages as you can to ensure you have sufficient income to wage war. You can see your current gold and current income at the top of the screen as described in the section on [[#The_Game_Screen|the Game Screen]]. More information can be found in [[PlayingBattleForWesnoth#Gold|the manual]].&lt;br /&gt;
&lt;br /&gt;
==== Save and Load ====&lt;br /&gt;
At the start of each scenario, you have the option to save it. &lt;br /&gt;
If you are defeated, you may load it and try again. Once you have succeeded, &lt;br /&gt;
you will again be asked to save the next scenario and play that. &lt;br /&gt;
If you have to stop playing during a scenario, you can save your turn&lt;br /&gt;
and load it again later. Just remember, a good BFW player never needs to&lt;br /&gt;
save '''during''' a scenario. However, most beginners tend to do so rather&lt;br /&gt;
often. ;)&lt;br /&gt;
&lt;br /&gt;
=== Getting the Most Fun Out of the Game ===&lt;br /&gt;
&lt;br /&gt;
Remember, the idea of a game is to have fun! Here are some recommendations&lt;br /&gt;
from the development team on how to get the most fun out of the game:&lt;br /&gt;
&lt;br /&gt;
* Consider playing the campaign on 'Medium' difficulty level, especially if you have prior experience with strategy games. We feel you'll find it much more rewarding.&lt;br /&gt;
* Don't sweat it too much when you lose some units. The campaign was designed to accommodate the player losing some units along the way.&lt;br /&gt;
* Don't abuse saved games. Long ago, Wesnoth only allowed saving the game at the end of a scenario. Mid-scenario saving was added as a convenience to use if you had to continue the game another day, or to protect against crashes. We do not recommend loading mid-scenario saved games over and over because your White Mage keeps getting killed. Learn to protect your White Mage instead, and balance risks! That is part of the strategy.&lt;br /&gt;
* If you must load a saved game, we recommend going back to the start of the scenario, so that you choose a new strategy that works, rather than simply finding random numbers that favor you.&lt;br /&gt;
* But remember, the aim is to have fun! You may have different tastes than the developers, so do what you enjoy most! If you enjoy loading the saved game every time you make a mistake, looking for the 'perfect' game where you never lose a unit, by all means, go right ahead!&lt;br /&gt;
&lt;br /&gt;
==== At the start of a scenario ====&lt;br /&gt;
* First, read the scenario objectives. Sometimes you do not have to kill enemy leaders; instead it is enough that you survive for a certain number of turns, or pick up a particular object&lt;br /&gt;
*  Look at the map: the terrain, the position of your leader and the other leader(s).&lt;br /&gt;
* Then, begin to recruit units. Cheap units are useful to soak up the first wave of an enemy's attack; advanced units can then be brought in as support. Fast units can be used as scouts, for exploring the map and to quickly conquer villages.&lt;br /&gt;
&lt;br /&gt;
==== During the scenario ====&lt;br /&gt;
* Try to capture and keep control of as many villages as possible to keep the gold coming in&lt;br /&gt;
* Keep units in packs so the enemy cannot attack from as many sides, and so you can outnumber each enemy unit. Put your units in a line so that the enemy cannot attack any one of your units from more than two sides.&lt;br /&gt;
* Different units have different strengths and weaknesses depending on terrain and who they are attacking; right click on units and select &amp;quot;Describe unit&amp;quot; to learn more &lt;br /&gt;
* You can use lower level units as cannon fodder, to slow down enemy. e.g. you can use them to block enemy reaching your important units&lt;br /&gt;
* You can cause damage to enemies with advanced units and then finish them with lower level units - to give them more experience (and finally make them advance to next level)&lt;br /&gt;
* When you have a White Mage (advances from Mage) or Druid (advances from Shaman), put it in the middle of a circle of units to heal them as they move across the map (Shamans can do this too, but not as well)&lt;br /&gt;
* Losing units is expected, even advanced units&lt;br /&gt;
* Time of day really matters:&lt;br /&gt;
** lawful units do more damage at day and less damage at night&lt;br /&gt;
** chaotic units do more damage at night and less damage at day&lt;br /&gt;
** remember to always check the time of day on the right side of the screen. Plan ahead - think about what it's going to be next turn as well as this turn.&lt;br /&gt;
* Some units are resistant or vulnerable to different kind of attacks. Mounted units are weak vs pierce attacks. Fire and holy (arcane) attacks destroy undead. To see how much a unit resists an attack type, right click on the unit, select 'Unit Description', then select 'Resistance'. It will show you how resistant a unit is to different types of attacks.&lt;br /&gt;
&lt;br /&gt;
==== Healing ====&lt;br /&gt;
An important part of succeeding at Battle for Wesnoth is keeping your units healthy. When your units take damage you can heal them by moving them onto villages or next to special healing units (e.g. the Elvish Shaman and White Mage). Some other units you will encounter, such as Trolls, have the ability to heal themselves naturally. You can find more detailed information about healing in [[PlayingBattleForWesnoth#Healing|Chapter 2]].&lt;br /&gt;
&lt;br /&gt;
==== Winning a scenario ====&lt;br /&gt;
* Advanced units are needed to quickly kill enemy commanders, and to avoid losing lots of units.&lt;br /&gt;
* The quicker you win a scenario, the more gold you get; you will get more gold from winning early than from all of the map's villages for the rest of the turns.&lt;br /&gt;
* Killing all enemy leaders usually gives instant victory.&lt;br /&gt;
&lt;br /&gt;
==== More general tips ====&lt;br /&gt;
* After slaughtering scenarios (where you take lots of punishment) there are usually &amp;quot;breathing room&amp;quot; scenarios where you can rather easily gain some gold and experience (advanced units)&lt;br /&gt;
* Advanced units have higher upkeep than lower level units (1 gp per level), loyal units are an exception.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== See Also ===&lt;br /&gt;
* [[WesnothManual]]&lt;br /&gt;
* [[AdvancedTactics]]&lt;br /&gt;
* [[MP_Tutorial]] learn how to play multiplayer games.&lt;br /&gt;
&lt;br /&gt;
{{Play}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Szymek</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=CampaignBurningSuns:RussianTranslation&amp;diff=32225</id>
		<title>CampaignBurningSuns:RussianTranslation</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=CampaignBurningSuns:RussianTranslation&amp;diff=32225"/>
		<updated>2009-09-07T10:00:13Z</updated>

		<summary type="html">&lt;p&gt;Szymek: Undo revision 32210 by TreraLdomt (Talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;table style=&amp;quot;width: 100%; border: 0; padding: 1em&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
This page is created to coordinate work on the russian translation of the campaign [[CampaignBurningSuns|&amp;quot;Under the Burning Suns&amp;quot;]].&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
Страница создана для координации работы над русским переводом кампании [[CampaignBurningSuns|&amp;quot;Под Палящими Светилами&amp;quot;]].&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Сценарии ==&lt;br /&gt;
&lt;br /&gt;
=== Under the Burning Suns ===&lt;br /&gt;
&lt;br /&gt;
Под палящими светилами&lt;br /&gt;
&lt;br /&gt;
* Название: [*] вычитывается&lt;br /&gt;
* Описание: [*] вычитывается&lt;br /&gt;
&lt;br /&gt;
=== The morning after ===&lt;br /&gt;
&lt;br /&gt;
На следующее утро&lt;br /&gt;
&lt;br /&gt;
* Название: [*] вычитывается&lt;br /&gt;
* Описание: [?] подстрочник&lt;br /&gt;
* Диалоги: [?] подстрочник&lt;br /&gt;
&lt;br /&gt;
=== Across the Harsh Sands ===&lt;br /&gt;
&lt;br /&gt;
По суровым пескам&lt;br /&gt;
&lt;br /&gt;
* Название: [+] переведено&lt;br /&gt;
* Описание: [?] подстрочник&lt;br /&gt;
* Диалоги: [?] подстрочник&lt;br /&gt;
&lt;br /&gt;
== Соединения ==&lt;br /&gt;
&lt;br /&gt;
; Central Body : Главное тело&lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Weakened Central Body : &lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Crawling Horror : Ползучий ужас&lt;br /&gt;
:* Название [*] вычитывается&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Pulsing Spire : Пульсирующий шпиль&lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Giant Ant : Гигантский муравей&lt;br /&gt;
:* Название [*] вычитывается&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Confused Ant :&lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Corrupted Elf :&lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Crab Man : &lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Dawarf : Даварф&lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Dark Assassin :&lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Uncloaked Assassin :&lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Desert Archer : Пустынный лучник&lt;br /&gt;
:* Название [+] переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Desert Avenger : Пустынный мститель&lt;br /&gt;
:* Название [+] переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Desert Captain : Пустынный капитан&lt;br /&gt;
:* Название [*] вычитывается&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Desert Champion : Пустынный защитник&lt;br /&gt;
:* Название [*] вычитывается&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Desert Druid : Пустынный друид&lt;br /&gt;
:* Название [*] вычитывается&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Desert Fighter : Пустынный боец&lt;br /&gt;
:* Название [+] переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Desert Hero : Пустынный герой&lt;br /&gt;
:* Название [*] вычитывается&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Desert Horseman : Пустынный конник&lt;br /&gt;
:* Название [*] вычитывается&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Desert Marksman : Пустынный снайпер&lt;br /&gt;
:* Название [*] вычитывается&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Desert Marshal : Пустынный маршал&lt;br /&gt;
:* Название [*] вычитывается&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Desert Outrider : Пустынный наездник&lt;br /&gt;
:* Название [*] вычитывается&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Desert Ranger : Пустынный странник&lt;br /&gt;
:* Название [*] вычитывается&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Desert Rider : Пустынный всадник&lt;br /&gt;
:* Название [*] вычитывается&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Desert Scout : Пустынный разведчик&lt;br /&gt;
:* Название [*] вычитывается&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Desert Shaman : Пустынный шаман&lt;br /&gt;
:* Название [*] вычитывается&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Desert Sharpshooter : Пустынный снайпер&lt;br /&gt;
:* Название [*] вычитывается&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Desert Shyde : &lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Desert Star : &lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Desert Hunter : Пустынный охотник&lt;br /&gt;
:* Название [*] вычитывается&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Desert Sentinel : Пустынный страж&lt;br /&gt;
:* Название [*] вычитывается&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Desert Prowler : Пустынный бродяга&lt;br /&gt;
:* Название [*] вычитывается&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Deep One : Глубинная тварь&lt;br /&gt;
:* Название [*] вычитывается&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Dread Bat :&lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Dwarvish Explorer : Гном-исследователь&lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Dwarvish Pathfinder : Гном-следопыт&lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Dwarvish Scout : Гном-разведчик&lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Flesh Golem : Голем из плоти&lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Giant Tentacle :&lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Troll : Тролль&lt;br /&gt;
:* Название [*] вычитывается&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Troll Warrior : &lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Haunt : &lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Ixthala Demon : &lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Fire Guardian : Огненный страж&lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Dwarvish Sentinel : Гном-страж&lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Dwarvish Stalwart : &lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Small Mudcrawler : Маленькое грязевое чудище&lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Spider Lich : Паук-лич&lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Troll Shaman : Тролль-шаман&lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Troll Zombie : Тролль-зомби&lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Skeleton Rider : Скелет-всадник&lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Water Serpent : &lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
&lt;br /&gt;
=== Вооружение и боевые способности ===&lt;br /&gt;
&lt;br /&gt;
; energy ray : энергетический луч&lt;br /&gt;
; cold : холод&lt;br /&gt;
; magical : магический&lt;br /&gt;
; fangs : клыки&lt;br /&gt;
; blade : клинок&lt;br /&gt;
; sword : меч&lt;br /&gt;
; magic : магия&lt;br /&gt;
; claws : когти&lt;br /&gt;
; fist : кулак&lt;br /&gt;
; impact : толчок&lt;br /&gt;
; dagger : кинжал&lt;br /&gt;
; darts : дротики&lt;br /&gt;
; poison : яд&lt;br /&gt;
; tentacle : щупальца&lt;br /&gt;
; ink : тушь&lt;br /&gt;
; pierce : укол&lt;br /&gt;
; bow : лук&lt;br /&gt;
; backstab : бьет в спину&lt;br /&gt;
; ambush : засада&lt;br /&gt;
; leadership : лидерство&lt;br /&gt;
; cures : лечение&lt;br /&gt;
; staff : посох&lt;br /&gt;
; ensnare : ловушка&lt;br /&gt;
; slow : замедление&lt;br /&gt;
; thorns : колючки&lt;br /&gt;
; bola : болас&lt;br /&gt;
; longbow : большой лук&lt;br /&gt;
; marksman : меткость&lt;br /&gt;
; skirmisher : застрельщик&lt;br /&gt;
; heals : исцеление&lt;br /&gt;
; entangle : запутывание&lt;br /&gt;
; faerie touch : волшебное касание&lt;br /&gt;
; illuminates,cures : освещение,лечение&lt;br /&gt;
; drain : истощение&lt;br /&gt;
; axe : топор&lt;br /&gt;
; smashing frenzy : сокрушающее безумие&lt;br /&gt;
; berserk : берсерк&lt;br /&gt;
; regenerates : восстановление&lt;br /&gt;
; club : дубина/дубинка&lt;br /&gt;
; mace : булава&lt;br /&gt;
; touch : касание&lt;br /&gt;
; wail : вопль&lt;br /&gt;
; flaming sword : пылающий (пламенеющий?/а мне нравится пламенный) меч&lt;br /&gt;
; fire : огонь&lt;br /&gt;
; fire claws : огненные когти&lt;br /&gt;
; fire breath : огненное дыхание&lt;br /&gt;
; skash : удар сплеча&lt;br /&gt;
; steadfast : устойчивость&lt;br /&gt;
; spear : копьё&lt;br /&gt;
; mud glob : комок грязи&lt;br /&gt;
; plague : чума&lt;br /&gt;
&lt;br /&gt;
== Имена собственные ==&lt;br /&gt;
&lt;br /&gt;
=== Персонажи ===&lt;br /&gt;
&lt;br /&gt;
; Quenoth : Квенот&lt;br /&gt;
; Kaleh : Кале (м)&lt;br /&gt;
; Sela : Сэла (ж)&lt;br /&gt;
; Naia : Найя (ж)&lt;br /&gt;
; Tanuil : Тануил (м)&lt;br /&gt;
; Eloh : Эло (ж)&lt;br /&gt;
; Nym : Ним (ж)&lt;br /&gt;
; Garak : Гарак (м)&lt;br /&gt;
; Zhul : Жул (ж)&lt;br /&gt;
; Vecnu : Векну&lt;br /&gt;
; Uria : Урия&lt;br /&gt;
; Eranor : Эранор (м)&lt;br /&gt;
; Xanthos : Ксантос (м)&lt;br /&gt;
; Nisa : Ниса (ж)&lt;br /&gt;
; Yasi : Яси&lt;br /&gt;
; Nary : Нару (м)&lt;br /&gt;
; Pythos : Пайтос (м)&lt;br /&gt;
; Jokli : Джокли&lt;br /&gt;
; Thorn : Торн&lt;br /&gt;
; Elyssa : Элисса (ж)&lt;br /&gt;
; Go-Hag : Го-Хаг (м)&lt;br /&gt;
; Vengeful Lord : Мстительный лорд [?] подстрочник&lt;br /&gt;
&lt;br /&gt;
=== Географические названия ===&lt;br /&gt;
&lt;br /&gt;
; Pinnacle Rock : Каменный Шпиль&lt;br /&gt;
&lt;br /&gt;
== Ссылки по теме ==&lt;br /&gt;
&lt;br /&gt;
* [[CampaignBurningSuns|Страница кампании &amp;quot;Under the Burning Suns&amp;quot;]]&lt;br /&gt;
* [http://www.wesnoth.org/forum/viewtopic.php?t=4439 Обсуждение кампании в форуме]&lt;br /&gt;
* [[RussianTranslation|Страница команды русского перевода &amp;quot;Битвы за Веснот&amp;quot;]]&lt;br /&gt;
* [http://pulsar.unizar.es/~isaac/wesnoth-gettext/westats/index.php?package=wesnoth-Under_the_Burning_Suns&amp;amp;order=trans Статистика переводов кампании &amp;quot;Under the Burning Suns&amp;quot;]&lt;br /&gt;
* [https://developer.berlios.de/projects/wescamp-i18n Проект перевода кампаний &amp;quot;Битвы за Веснот&amp;quot; на berlios.de]&lt;br /&gt;
&lt;br /&gt;
[[Category:Translations]]&lt;/div&gt;</summary>
		<author><name>Szymek</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=TheEasternInvasion&amp;diff=32209</id>
		<title>TheEasternInvasion</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=TheEasternInvasion&amp;diff=32209"/>
		<updated>2009-09-06T06:56:47Z</updated>

		<summary type="html">&lt;p&gt;Szymek: Undo revision 32204 by BooloEltvi (Talk), spam&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a discussion of The Eastern Invasion, the campaign featuring Gweddry General of Wesnoth.&lt;br /&gt;
&lt;br /&gt;
''Note by Crus4a7E: I played this campaing in V 1.4.5 (medium difficulty) using this walkthrough. As most parts did not quite seem to reflect the current state of the campain anymore, I felt obliged to contribute a number of updates to most scenarios' walkthroughs. Nevertheless, please feel free to further improve this walkthrough in particular for those scenarios I have not played and thus not updated. Overall the campain now seems well-balanced and is fun to play.''&lt;br /&gt;
&lt;br /&gt;
The following descriptions are aimed at the &amp;quot;medium&amp;quot; difficulty level (as &amp;quot;easy&amp;quot; lets you get away with sloppiness and &amp;quot;hard&amp;quot; is for people who are comfortable with Advanced Tactics). Please improve these and add your own for later levels.&lt;br /&gt;
&lt;br /&gt;
'''Warning: spoilers ahead!'''&lt;br /&gt;
&lt;br /&gt;
==Scenarios==&lt;br /&gt;
=== The Outpost ===&lt;br /&gt;
&lt;br /&gt;
It is probably best to recruit 5 heavy infantry and 1 mage on this scenario. The heavy infantry can flag the villages surrounding you by turn 3, turn 2 if they're quick, and the mage can flag the northern forest village on turn 2 if quick.&lt;br /&gt;
&lt;br /&gt;
Sending 2 HI(heavy infantry) south, to the revenants, is a good idea because you can usually get both of them a 2nd level kill without having either die. The other ones should stand and fight against the enemies coming at you from the north and east. Use the HI most of time, and use the mage when they are in forest and it can get a killing blow. By the end of the scenario, you should have 2-3 shock troopers and 1 half-advanced mage.&lt;br /&gt;
&lt;br /&gt;
It is sometimes a good idea to recruit another mage on turn 10 or so, since you will probably end the scenario with less than 100 gold anyway, so you save money by buying in advance. (mathematically this does make sense). Also, you can get them about 10 experience along the way.&lt;br /&gt;
&lt;br /&gt;
==== Alternative Strategy ====&lt;br /&gt;
The above strategy did not work for me despite of several attempts. Whenever I recruited only 5 HI or tried to send 2 HI southwards to capture villages I got slaughtered around turns 10 to 12 by the latest. (Played with V 1.4.5 on medium difficulty) Thus below I describe an alternative strategy which worked rather painlessly for me.&lt;br /&gt;
&lt;br /&gt;
Remark: In V 1.4.5 all of the villages surrounding the player's keep are already flagged at the start. Only in the very south (south of the river) are a couple of unflagged villages.&lt;br /&gt;
&lt;br /&gt;
Recruit one keep full of HI in turn 1 (no mage, as there is little use in it in this scenario and we are short of money). In turn 2, move the HI to build a straight line northeast and east of your castle (the line should be inside the castle walls whereever possible to use its high defence rating but other than that as straight as possible to only allow two enemy units at a time to attack any of your HI). Then wait about 2 to 3 turns until the enemy forces start to attack and you have enough money to recruit about another 3 HI. Use them to reinforce your line.&lt;br /&gt;
&lt;br /&gt;
Then just hold out the enemy attack during night time; only rotate wounded units if possible, but do not counter-attack. At dawn start your counter-attack without worrying to much about keeping the original line intact. Instead try to level 2 or 3 HI to Shock Troopers. The enemy forces quickly cease to be any danger to your forces.&lt;br /&gt;
&lt;br /&gt;
Also around turn 12 the white mage re-arrives and points out a trap door you should use. The trap door is located near your castle and clearly visible unless any unit stands on it. So if you do not see it right away, just move your units around a little.&lt;br /&gt;
&lt;br /&gt;
Position your leader near the trap door so he can reach it in one turn. As it is almost impossible to finish with more than 100 gold (which is the minimum starting gold of the next level), use the remaining turns to level as many units as possible and only move your leader onto the trap door in the very last turn.&lt;br /&gt;
&lt;br /&gt;
Using this strategy I finished with 2 shock troopers and several well-levelled HI. Also your leader and the white mage should have gained a little experience.&lt;br /&gt;
&lt;br /&gt;
==== Alternative Strategy #2 ====&lt;br /&gt;
An alternative strategy to consider is to recruit as late as possible and to start fighting when the sun is up. Somehow you will be able to decide when to engage in the battle, as the enemy will let you stay in your castle without bothering you. &lt;br /&gt;
&lt;br /&gt;
At turn #4, recruit 1 Mage and 5 Heavy Infantrymen (HI). The trick is not to move a single unit and somehow, no one attacks you. I did the test multiple times and I always started the first fight when I decided it was time (i.e. during the day light). A variation of the strategy that does not work is to start recruiting only when the sun is up; somehow the enemy attacks your leader.&lt;br /&gt;
&lt;br /&gt;
Turn #7, this is dawn and now you can start attacking. My goal is to finish any fight with my Mage or the Leader to get them to level 2 and 3 as soon as possible. White Mages always make my life easier during Campaigns. I also recruit 2 HI, 1 Cavalryman to go get some villages, and 1 Mage.&lt;br /&gt;
&lt;br /&gt;
You will end up with 1 HI or your Leader at level 2 and your Mages should be half way to Level 2.&lt;br /&gt;
&lt;br /&gt;
==== Alternative Strategy... #3 ====&lt;br /&gt;
None of the above tactics work when playing under the &amp;quot;challenging&amp;quot; difficulty level(since you are given only 80 coins at the beginning of the scenario).&lt;br /&gt;
&lt;br /&gt;
My advice when playing this on the hardest level is to spend your starting money on two HI units and two cavalry units. Don't buy any mages -- they are too fragile and expensive. Your main goal is to keep away as much enemy forces as possible from your keep (ESPECIALLY during night). Use the cavalry to divert at least a small portion of the undead by making them chase your horsemen. Remember to always &amp;quot;taunt&amp;quot; them -- capture the villages near their keeps and run away from there the next turn. This way you can keep your fortress not owerwhelmed for some time. Spend every coin possible on heavy infantry and don't let skeletons/bats occupy tiles in your keep. If you do let them, this may be fatal to your leader. ;) You may even recruit a spearman or two to &amp;quot;block&amp;quot; a keep tile if this may save your main character.&lt;br /&gt;
&lt;br /&gt;
NOTE: I did use this exact same tactic to beat the scenario on challenging, however, it did require some luck and re-loading. Remember -- when things seem dire, leveling up is the best healing. I saved my leader(why do I always forget his name?) by letting him kill a second-level skeleton archer, but that only happened by miracle - he hit all three times on 40% and didn't get killed by counter-attacks although he had only 3 HP left! I must be lucky :P&lt;br /&gt;
&lt;br /&gt;
Euclid&lt;br /&gt;
&lt;br /&gt;
=== Escape Tunnel ===&lt;br /&gt;
Remark: The following applies to V 1.4.5 medium difficulty.&lt;br /&gt;
&lt;br /&gt;
Don't bother recalling HI, they go too slow in caves. Go for a group of mostly mages, and a couple of spearmen. (One keep of units in total should easily be enough.)&lt;br /&gt;
&lt;br /&gt;
Move your units to the east until you encounter trolls and reach a crossroads. A couple of dwarfts will kindly become your allies and keep off the trolls for a few turns. Send a quick spearman to the north where he can pick up a holy amulet (unlike in other campaigns this holy amulet is permanent!). As soon as you have got the holy amulet start to move all your units south without bothering about the trolls or the undead which appear after a number of turns from the direction of your keep.&lt;br /&gt;
&lt;br /&gt;
The undead, trolls and dwarves will all fight each other, so after having moved all your units south position one healthy spearman at the end of the cave leading south (so only one unit a turn can attack him) and position the white mage right behind him to heal it every turn. These two units should easily keep of the enemies following you until the end of the scenario. Move Gweddry to the northeast accompanied by a mage and a spearman (to fight individual trolls coming your way).&lt;br /&gt;
&lt;br /&gt;
Before moving Gweddry to the end of the cave (which ends the level) send the mage to the east past the funny signpost warning you of the troll hole. In the cave the mages discovers a chest containing a troll treasure amounting to 200 gold.&lt;br /&gt;
&lt;br /&gt;
Following this strategy you should earn a decent early finish bonus plus the 200 extra gold, so you finish with well over 300 gold.&lt;br /&gt;
&lt;br /&gt;
Remark: Giving Gweddry the holy amulet (instead of a spearman) allows him to level very quickly, which is important, since he can advance to Grand Marshal.  This gives benefits in other ways on a number of later scenarios as well, such as the River Crossing, where you can get an easy 1st turn kill against the undead leader and take his castle.  Note that the leader is very hard to kill anyway.&lt;br /&gt;
&lt;br /&gt;
=== An Unexpected Appearance ===&lt;br /&gt;
&lt;br /&gt;
What you do in this scenario depends on which way you want to go. Going east is harder, but brings you more reward, such as the chance to go to Mal-Ravanal's Capital, which gives you the opportunity to get extra experience (a lot for whoever survives) and a free Paladin and several Knights.&lt;br /&gt;
&lt;br /&gt;
Obviously, first kill Mal-Tar. To do this, shoot him with Dacyn and attack him with Gweddry's melee. It probably won't kill him the first turn, so second turn kill the vampire bat he recruits with Dacyn and finish Mal-Tar off with Gweddry.&lt;br /&gt;
&lt;br /&gt;
Then, recall 2 shock troopers and 1 half-advanced heavy infantry on the side of the castle you are going (so if you are attacking eastward, recall them on the 3 eastern castle hexes). This gives them  a headstart in that direction.&lt;br /&gt;
Dacyn might be wounded, so send him to a village. Don't worry, he can fend for himself, since the bats usually arrive one at a time and he can kill one per turn.&lt;br /&gt;
&lt;br /&gt;
Recall any mages with a lot of XP and the spearman you gave the holy amulet in the previous scenario, then go whichever way you are going. You might want to recruit one throw-away cavalryman to go north, since he gives you income and draws away enemies that otherwise would attack your main force from behind.&lt;br /&gt;
&lt;br /&gt;
===Diverging Campaign Path===&lt;br /&gt;
==== Elven Alliance ====&lt;br /&gt;
&lt;br /&gt;
The Orc's warning about the assassin is overrated; Volas can probably take care of it himself, although you might want to leave ONE unit near him to make sure.&lt;br /&gt;
&lt;br /&gt;
Recruit / recall a wide assortment of units, mostly mages, spearmen and cavalry. Send mages and spearmen up to fight the opponent, send cavalry down as scouts. Any heavy infantry should go up to fight also; they will probably arrive late, and be good for reinforcements when the first troops are wounded.&lt;br /&gt;
&lt;br /&gt;
Align the troops in the forest, so that the enemy will be on grass; this gives you a tactical advantage. Use Dacyn to heal those who need it most - those on the corners, and any mages who are on the front lines.&lt;br /&gt;
&lt;br /&gt;
There is a village at {20,8} that can prove tactically very useful, because the elves usually fight somewhere near it.&lt;br /&gt;
The elves are defeated most of the time, and the orcs claim this village; it is crucial to kill the orc on this village and take it over with a resilient spearman, or a HI.&lt;br /&gt;
&lt;br /&gt;
Once you have gotten past turn 6, it will be day, and the orcs will be very easy to defeat. When the assassin appears on turn 7, ignore it unless you have a cavalryman still down there. In that case, use it to fight the assassin. Keep pressing up. By turn 9, the orcish leader should be dead.&lt;br /&gt;
&lt;br /&gt;
==== The Undead Border Patrol ====&lt;br /&gt;
&lt;br /&gt;
This scenario also depends on which way you want to go. If going NW, it is fairly straightforward. The enemy is relatively weak. Do the same as in Unexpected Appearance - recruit 2 suicide cavalrymen to distract the bats. One will probably get enough XP to be worth recalling.&lt;br /&gt;
&lt;br /&gt;
I would use mostly heavy infantry and spearmen with the holy amulet on this level, because mages will only get a +10% to hit from magical. However, as in most scenarios against undead, white mages are very useful.&lt;br /&gt;
&lt;br /&gt;
Try to get the opponent to fight you from the sand. This gives you something like a 70% CTH. &amp;gt;)&lt;br /&gt;
&lt;br /&gt;
(CTH = Chance To Hit).&lt;br /&gt;
&lt;br /&gt;
===== Mal-Ravanal's Capital =====&lt;br /&gt;
&lt;br /&gt;
Only reachable from ''The Undead Border Patrol'' scenario, but you might also skip it and go directly to ''Northern Outpost''.&lt;br /&gt;
&lt;br /&gt;
This is a very challenging scenario. I started with only 100 gold, so I recalled one Mage, two Shock Troopers, one Heavy Infantry, and my holy Halberdier. I defended the starting castle for about 10 turns until the Revenants had made their way over to me. Upon killing several of them, I freed some imprisoned Knights and a Paladin. I moved my forces to kill the Death Knight, and then split my forces. I sent one group to attack Mal-Ravanal and the other to kill the Necromancer in the NW corner.&lt;br /&gt;
&lt;br /&gt;
By turn 30, my Eastern assault force was in postion to attack Mal-Ravanal. However, when I attacked him, he teleported my troops back to the starting castle, so I wasn't able to defeat him. When I was ready, I killed the NW Necromancer and progressed to &amp;lt;i&amp;gt;The Northern Outpost&amp;lt;/i&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The reason to go here is to acquire a cavalry force of one Paladin and five Knights.  To do this kill six of the Death Knight's troops.  The first kill gets you a Paladin.  Each succeeding kill gets you one more Knight.  They all appear in or around the village southeast of your castle.  To end the scenario, have your cavalry force kill the southwest Necromancer while holding your castle from the assault.  This can be done by turn 14 giving you a sizeable bonus.  You might send expendable cavalrymen north and southeast to distract the enemies, but it won't do much.&lt;br /&gt;
&lt;br /&gt;
As of 1.0.2 it's the Bone Shooters that must be killed to release knights.  On the first kill you will get a Paladin as well as the Knight.  These seem to all appear around the same village.  Maybe they group around the Paladin.  Each unit pops in with full moves.  If you can use some of them to kill other Bone Shooters, you end up with a substantial cavalry force very quickly.&lt;br /&gt;
&lt;br /&gt;
On easy at least, in 1.0.2, my opponents summoned no Bone Shooters, only Revenants.  It took a while for them to arrive, and I could have killed the NW Necromancer, but I waited it out.  I still got paladins and knights for killing Revenants.  (vfb)&lt;br /&gt;
&lt;br /&gt;
As of version 1.5.4 the cavalry (not apparently loyal) are earned by killing the Death Knight's troops. There are a total of one Paladin and five Knights available, but the number of Knights available is reduced by one for each of your troops that die *after you get the Paladin*. You might want to make sure any expendable troops are &amp;quot;expended&amp;quot; by the time the Death Knight's troops reach your line--units on their own won't last too long with all the ghosts flying around.&lt;br /&gt;
&lt;br /&gt;
=== The Northern Outpost ===&lt;br /&gt;
&lt;br /&gt;
Reachable both from ''The Undead Border Patrol'' and the ''Elven Alliance'' scenarios.&lt;br /&gt;
&lt;br /&gt;
There are two enemies in this scenario that you must defeat - the undead and the outlaws. The undead are fairly straightforward to defeat, and in any case Owaec usually does a good part of the work. Recall a number of shock troopers, a white mage and the spearman who picked up the holy amulet in one of the previous scenarios. I addition recruit one mage.&lt;br /&gt;
&lt;br /&gt;
Then send Gweddry to the holy amulet in the south west accompanied by the mage. The spearman and the white mage go straight southwards and help Owaec with the undead. Your shock troopers go to the east and surround one of the villages over there without flagging it. (As they are quite slow-moving, having them already over there saves you time later on.) Once Gweddry picked up the holy amulet, send him and the mage to finish off the undead leader together with your spearman. (Note: Your spearman is very effective against the undead and will likely level up.) That was the easy part.&lt;br /&gt;
&lt;br /&gt;
The main challenge is the criminals. They appear randomly in the villages you flag (one of the villages has assasin that is outlaw leader), but not in those Owaec flags. So don't worry about him uncovering enemies for you. Since when you capture a village the outlaws surround it, you should surround each village before you capture it, so the enemy surrounds you. This makes it so they can't gang up on one of your units with more than 3 people. Also, when you capture a village, try to kill as many enemies as you can before they get a turn.&lt;br /&gt;
&lt;br /&gt;
Send your your entire force up on the eastern side of the map flagging one village a turn and fighting the bandits. Once you come across the village where the bandid leader hides, concentrate your attacks on him as the bandits are quite strong.&lt;br /&gt;
&lt;br /&gt;
Note: A Cavalry force (such as the one acquired in Mal-Ravanal's Capital) makes short work of the bandits.  Lower level units have trouble against the Bandits, especially at night.  Slower moving units also have a disadvantage in searching the villages.  &lt;br /&gt;
&lt;br /&gt;
Also note, that from this scenario on you can recruit horsemen. You might want to level up a paladin or two, for fast mobile undead removal services (and quick leader assasination).&lt;br /&gt;
&lt;br /&gt;
/* governor */ Just a note: I had the misfortune of taking a group of men to a village where 5or6 enemies appeared. After taking heavy damage, I retreated my char (low on hitpoints) out of the village. When I recaptured the village the same group of enemies reappeared. Since AI enemies seem to prefer recapturing villages this can allow you to obtain easy experience for weak units a few times.&lt;br /&gt;
&lt;br /&gt;
=== Two Paths ===&lt;br /&gt;
This is a fairly tough level (played in V 1.4.5 on medium difficulty) which took several attempts to get through. In V 1.4.5 you have 16 turns (unlike 12 as in earlier versions) and can choose between going north to attack the orc leader or going north-east to attack the undead leader.&lt;br /&gt;
&lt;br /&gt;
One option is going north on the very east side of the map trying to fight your enemies from solid ground and mountains while they stand on sand ground with weak defense. As your troops move very slowly on this terrain, you will likely take some heavy losses however, as your enemies keep surrounding you. Also this will presumably take too many turns to reach the orc leader in time.&lt;br /&gt;
&lt;br /&gt;
Thus the preferred choice is to recall a couple of shock troopers and white mages and move them on the path to the north-east in a thigh formation towards the undead leader. Once you survived the first enemy onslaught without loosing units, the rest of this scenario becomes rather easy as the remaining enemies come one by one. Make sure to keep on moving fast to the north-east to reach the undead leader before turns run out.&lt;br /&gt;
&lt;br /&gt;
=== Diverging Campaign Path===&lt;br /&gt;
==== Undead Crossing ====&lt;br /&gt;
Fighting the undead in this scenario is not the actual problem as they are quite weak. Recall a keep full of shock troopers, white mages and the spearman with the holy amulet (who has likely levelled up by now). Use your faster units to capture the villages in the south-east and move your shock troopers directly to the river crossing.&lt;br /&gt;
&lt;br /&gt;
Once you fought of the bats and skeletons (which the above units should handle quite easily), the undead leader summons two cuttlefish which appear in the water between the two crossings. Be very careful where to position your troops as the cuttlefish have a very nasty melee attack. Fight them with a pair of shock troopers accompanied by Gweddry (to give them leadership) and a white mage for healing.&lt;br /&gt;
&lt;br /&gt;
Make sure you leave your units enough time to cross the river and kill the undead leader before turns run out.&lt;br /&gt;
&lt;br /&gt;
==== The Crossing ====&lt;br /&gt;
&lt;br /&gt;
I had only 100 gold, so recruited some units and went straight north from turn one on. The fighting in the water was quite hard, with some orcs coming down from the north. The un-dead only appeared when I was in the middle of the river, so no encounter with them, and the ogre's helped get rid of the orcs on the north side. (Allefant)&lt;br /&gt;
&lt;br /&gt;
If you have Holy Gweddry, you can (sometimes) get a 1st turn kill on the 1st undead leader, scarf up all the villages, and return to kill the 2nd undead forces before their leader can recruit anything.  If you don't, the second undead leader will recruit lots of level two units.  The orcs will start out across the river, but usually most of them turn back to fight the ogre reinforcements.  Waiting till their first wave hits your shore and wiping them out in the water will probably leave you just enough time to cross the river and find there are only 2 or 3 enemy units left besides the leaders.&lt;br /&gt;
&lt;br /&gt;
Make sure to cover your rear flank with some expendable troops (such as Heavy Infantry) as the undead can move more quickly through the water than your units.&lt;br /&gt;
&lt;br /&gt;
Another strategy is to go straight into the water after killing the first undead leader using the deep water in the middle of the path to seperate the orc forces.  You go to the right with Gweddry and Owaec and some support troops while letting the ogres kill many of the orcs in your way.  Knights and a Paladin can hold off the orcs enough to get across while the undead behind you are not an issue.  &lt;br /&gt;
&lt;br /&gt;
Note:  Owaec can move only one hex a turn in the water.&lt;br /&gt;
&lt;br /&gt;
=== Training the Ogres ===&lt;br /&gt;
&lt;br /&gt;
This can be a confusing scenario to understand. Basically, you are fighting the ogres while also trying not to let them reach the rocky borders where they will &amp;quot;escape&amp;quot; (or disappear). Understand how the AI works and that units will attack the weakest units who are closest to leveling. &lt;br /&gt;
&lt;br /&gt;
Whenever I tried to attack the ogres or surround them or using any other intuitive strategy, I always ended up getting my white mage killed by turn 3 at the latest. &lt;br /&gt;
&lt;br /&gt;
Thus try the following which makes keeping all 4 ogres on the green very easy (although I still do not understand why the AI behaves as it does...): Move the white mage and the horseman to the very north outside the moving range of the ogres. Position Gweddry on one of the hills in the west just inside their moving range. For the first two turns the ogres hardly move. Then they start to attack Gweddry which he should be able to withstand. By turn 5 when Gweddry's health starts to wear down, the scenario is over already with all four ogres still on the green and all of your units alive.&lt;br /&gt;
&lt;br /&gt;
(It's a bit of a digression, but the AI in this case is failing to realize that, though each Ogre has an individually unfavorable attack on Gweddry, all four attacking together would be rather more favorable. So, the AI decides to form a defensive line and wait for the sun to set, when Gweddry's 25% bonus disappears and their attacks are more favorable. Note that this technique generally only works for units with full health on defensible terrain, and may disappear entirely if the AI is improved to consider joint attacks.)&lt;br /&gt;
&lt;br /&gt;
It is unclear to me however, what the benefit of all four ogres surviving is though.&lt;br /&gt;
&lt;br /&gt;
Note: Whether or not to use ogres is a matter of playing style.  Once they level up, Ogres are quite a tough unit that deals middling damage, but unfortunately can't advance beyond level 2.  Their upside is that they move at normal speed on hills and cave floor, which makes them your most mobile unit in at least one scenario (''Captured'').  And as they are of neutral alignment, they can sometimes be handy to have around at nighttime.&lt;br /&gt;
&lt;br /&gt;
=== Xenophobia  ===&lt;br /&gt;
&lt;br /&gt;
In V 1.4.5 on medium difficulty is a very easy and fun level as all parties in the scenario (i.e. elves, orcs, drawves, and yourself) decide to fight each other instead of forming aliances. Thus you can use this level to gain some experience for your units, pick up another permanent holy amulet (in the north, roughly in the middle between the dwarf and the orc keep) e.g. by a shock trooper, and as the actual ogre training camp (see below).&lt;br /&gt;
&lt;br /&gt;
Recall a keep full of shock troopers and send them straight to the north as they are very slow moving. Then recall one or two white mages and recruit about two to four young ogres. Send all of your units straight north to kill the dwarf leader who unwisely sends all his troops for the orcs right at the start and then misses the money to recruit any more troops to defend his keep.&lt;br /&gt;
&lt;br /&gt;
By the time I reached the dwarf leader, the orcs had already killed the elvish leader, so there was two down and only one to go. Use the young ogres on the mountains in the north to fight the remaining dwarves whilst levelling up to ogres. &lt;br /&gt;
&lt;br /&gt;
By the time you killed the dwarf leader, there should be hardly any enemy troops left, so go straight towards the orc leader and earn a decent early finish bonus. And don't forget to pick up the holy amulet on the way.&lt;br /&gt;
&lt;br /&gt;
The main strategy in this scenario is staying out of the fighting as much as possible, picking off the weaker sides, and in general letting your enemies kill themselves. One successful strategy is to delay moving from your keep for 5-6 turns. Let the other factions weaken each other before you move off. (Although that reduces your early finish bonus, so do not do this if your troops are strong enough.)&lt;br /&gt;
&lt;br /&gt;
By the end of the scenario you should have one or two ogres which comes in quite handy in the next scenarios.&lt;br /&gt;
&lt;br /&gt;
=== Lake Vrug ===&lt;br /&gt;
This is a very confusing hide and seek sceario which is not actually hard, but likely takes you several pointless restarts until you have finally discovered the enemy leaders. (Spoiler: there are three enemy keeps, all north of the river. One is to the very north west (go to the right into the mounts directly after crossing the bridge), one is between the path leading east and the river bank just before the path turns northwards, and one is in the very north at the end of the path. The orc leader resides in the first keep, the gryphon leader in the second, and the third is empty.&lt;br /&gt;
&lt;br /&gt;
Recall two or three shock troopers, two white mages and then recall/recruit as many ogres as possible. (Most of the enemy keeps are surrounded by high mountains which most of your troops cannot pass, but which the ogres handle quite easily.) You might also want to recruit a horseman to scout ahead. &lt;br /&gt;
&lt;br /&gt;
The only challenge in this scenario (apart from finding the keeps) is surviving the first onslaught of gryphoons which starts around turn 4 with quite a number of gryphoons appearing from the north-east. Position your heavy units like shock troopers and ogres very tighly around wounded units as the gryphons and dragons really have quite a large moving range and ignore zones of control and thus mercilessly slay away unprotected injured units. To fight them use heavy melee troops like shock troopers.&lt;br /&gt;
&lt;br /&gt;
As you start to cross the bridge a couple of trolls attack. They are really no match for your shock troopers, however, who happy troll-crack away.&lt;br /&gt;
&lt;br /&gt;
When taking the enemy keeps, use the ogres who can move on the high mountains unlike most of your other units.&lt;br /&gt;
&lt;br /&gt;
=== Captured ===&lt;br /&gt;
&lt;br /&gt;
You start out by running up a tunnel to find some of your companions. If you go back down that way or you will have to face some extremely mean trolls in the narrow tunnel. Instead, follow the tunnel to the north and west and face a few bats as you proceed.  At the end of that tunnel, you will enter a throne room where there is a leader and some enemy troops. &lt;br /&gt;
&lt;br /&gt;
Upon entering the throne room, a group of your wounded troops will appear in a cavern called the &amp;quot;Torture Room&amp;quot; to the east.   They will face a number of assassins and trolls as they leave the Torture Room moving west.  (Hint: Try to get through the prison &amp;quot;door&amp;quot; of the torture room quickly as otherwise the enemy units have an easy time keeping your entire army locked away with only one unit at a time, i.e. the unit standing at the door, being able to take part in the fighting.)&lt;br /&gt;
&lt;br /&gt;
Victory occurs when Gweddry moves through the exit in the southwest corner. There is quite a comfortable early finish bonus, so you might want to move him there quickly in order to put some money on savings for later scenarios. It should be possible to finish with over 500 gold without making haste, however. You should also flag the numerous villages in a cavern called &amp;quot;The City&amp;quot;, a cavern southwest of the Torture Room. &lt;br /&gt;
&lt;br /&gt;
There is a holy necklace on this level, at coordinates x=12, y=2. Preferrably grab it with a horseman or someting similar. He will come in very hand in later scenarios.&lt;br /&gt;
&lt;br /&gt;
Note: Most of the orcs are level two and three units.&lt;br /&gt;
&lt;br /&gt;
=== Evacuation ===&lt;br /&gt;
This scenario is a little frusting. Not so much because of its difficulty (it is hard but managable with enough high-level recalls and lots of money), but because you ''will'' take some heavy losses of high-level troops.&lt;br /&gt;
&lt;br /&gt;
Note: You should have over 400 gold and a large number of level 2 and 3 units to recall to start this scenario.&lt;br /&gt;
&lt;br /&gt;
There are two options in this scenario: you can either defeat all enemy leaders or blow up the bridge in the south. In the former case, you will have to accept quite some casualties in fighting the enemy; In the latter case, all your units which are not on the south side of the river by the time you blow up the bridge (including not recalled units, meanly!) are killed by the explosion. In both cases you have to watch out for the very tight time limit of 12 turns.&lt;br /&gt;
&lt;br /&gt;
I went for option 2 (killing all leaders). First recruit two to tree keeps full of your typical experienced troops like iron maulers, white mages, and so on. Ogres are also helpful, if you have some left, as they are strong and you will have no use for them in later scnearios. After that recall a keep full of young ogres as cannon fodder.&lt;br /&gt;
&lt;br /&gt;
Start to move you units south and attack the central enemy right away (i.e. do not wait until you have recruited all units). The last recalls before the young ogres split and send half of them to the north-east and the other half to the south-west (otherwise you might not make it to all three leaders in time). Finally, send some young ogres to the north-east and south-west to distract the enemies there for two or three turns. &lt;br /&gt;
&lt;br /&gt;
With all three groops of your units try to focus on attacking the enemy leaders as soon as possible so you do not run out of time. Apart from that, watch out for the level 2 trolls, particularly, as they can (and frequently will...) instantly kill almost any of your units. Best fight them with two white mages or a white mage accompanied by some other unit.&lt;br /&gt;
&lt;br /&gt;
With a bit of luck and probably some nasty casualties you will have killed all three leaders around turns 10 to 12.&lt;br /&gt;
&lt;br /&gt;
[Garion] In 1.0, I recruited a lot of Cavalry for fodder, spacing them 1 hex apart to establish a ZOC corridor from my castle to the bridge.  They got chewed up very quickly, but they bought me enough time to get out.  Use a few Shock Troopers to guard your rear against the Blue enemy; they're too slow to escape anyway.  Remember to recall your slowest units closest to the bridge, to minimize the time they spend in transit.  I was able to evacuate 2 Holy Cavaliers, 2 Paladins, a Great Mage, the three heroes, a quick Iron Mauler, 2 White Mages, and a Mage of Light.&lt;br /&gt;
&lt;br /&gt;
[Vladevil] In 1.2.6 what worked best for me was recruiting only fodder for 2 turns, then running away with all the main characters. I let Owaec and the mage first and Gweddry last since he can take some hits. All in all I was finished on the 6th turn without losing any valuable troops.&lt;br /&gt;
&lt;br /&gt;
=== The Drowned Plains ===&lt;br /&gt;
The Skeletal Dragon will be found in or near the castle (located on an island in the south-east).  In getting there, there is a chance the undead (three units mostly level two and an occasional level three) will spring out of the ground near the unit you just moved.  Therefore less units are better.  Advanced mages, paladins, and other fast-moving units with arcane weapons work well here. To withstand the initial dragon attack you will need very strong units (with more than 50 HP). In order to discover the dragon despite the fog units with a large moving range (and thus large visible area) like horseman are helpful.&lt;br /&gt;
&lt;br /&gt;
The dragon wanders around near the castle but only attacks units which he can kill instantly. If only strong units come near him, he tries to flee. Because of the fog the major challenge of this scenario is finding him and then getting him surrounded so he cannot just move away again. Once you have him trapped like this, slaying him should be easy using your stronger units (preferrably impact weapons because the dragon has a low resistance there).&lt;br /&gt;
&lt;br /&gt;
=== Approaching Weldyn ===&lt;br /&gt;
This scenario is fairly easy, but also fun to play. The essence to success is being very fast.&lt;br /&gt;
&lt;br /&gt;
Recall 6 to 8 fast-moving units with arcane attacks. This should be any fast unit who has picked up a holy amulet in earlier scenarios like horsemen or spearmen plus some level 2 or level 3 mages. Completely forget about heavy infantry or other slow-moving troops of similar kind. Move all your units to the eastern enemy and try to kill him by turn 3 or 4 by the latest. This should be easy, as he is still very weak.&lt;br /&gt;
&lt;br /&gt;
Then rush over to the western enemy. It will be night by now so not a good time for attacking. If you have a very strong and fast unit (like a dragoon) try to position it on the enemies keep. This trick stops the enemy leader from recruiting more troops despite having plenty of money left. Once your other troops arrive and daylight breaks you should have an easy time finishing of this enemy leader and those of his troops which you ally has not yet killed.&lt;br /&gt;
&lt;br /&gt;
Then attack the third leader in the south-west in the same manner. If you hurry, you should be able to finish by turn 9 and gain a good early finish bonus.&lt;br /&gt;
&lt;br /&gt;
=== The Council ===&lt;br /&gt;
&lt;br /&gt;
Only plot in this. You see the inside of the castle.&lt;br /&gt;
&lt;br /&gt;
=== Weldyn Under Attack ===&lt;br /&gt;
This is an interesting scenario where once again choosing the right strategy is the key to success. Also watch out for the time, as you have only 18 turns to finish.&lt;br /&gt;
&lt;br /&gt;
You find your keep in the center of an island. Three allied leaders also have their keeps on the island around yours. There are three enemy leaders: a weak one in the very north, and two equally strong ones in the south-east and south-west, respectively. It stays nighttime (first and second watch) during the entire scenario which is somewhat uncomfortable, but not a big problem.&lt;br /&gt;
&lt;br /&gt;
Start by recalling all high-level units with arcane attacks (6-8 units max). Then recruit two keeps full of mages. Send your troops straight north and finish of the enemy leader. He is quite weak and even moves onto your island so this should be painlessly accomplished by turn 3.&lt;br /&gt;
&lt;br /&gt;
Then split your troops: one half moves onto the western shore (along the very border of the map), the other half onto the eastern shore (same). To get across the river use the bridges in the north-west and the north-east, respectively. Let some of the mages stay behind and capture the villages on the island so you do not loose money. The may also assist you allies so they do not fall so quickly and keep the enemy busy.&lt;br /&gt;
&lt;br /&gt;
The rest of the scenario is straight-forward: move both your troops southwards straight towards the enemy keeps and kill the leaders. As they have sent most of their troops onto the island where they are busy happily slaying away your allies, this should be no challenge for your troops. Watch out for the nightgaunts, though, which tend to ambush you or rush for weak units without you seeing them coming. &lt;br /&gt;
&lt;br /&gt;
If all goes right you should have killed the remaining two enemy leaders around turns 14 or 15.&lt;br /&gt;
 &lt;br /&gt;
Hint: If you have one or two silver mages available (e.g. the engineer unit you joined you in the Escape scneario, if he has levelled by now) this is quite useful in this scenario. The map is rather large so have some fast-moving units like horseman run through enemy territory and capture individual villages. Then use the teleport ability of your silver mage to perform hit-and-run (or rather: hit-and-teleport) attacks to weaken your enemy before attacking with your main force. Make sure you do not get him killed, though, by holding out too long after attacking.&lt;br /&gt;
&lt;br /&gt;
After killing all enemy leaders, an enemy messenger appears telling you that you have only fought some delegates of the ancient lich Mal-Ravenal. It challenges you to have a duel with Mal-Ravenal instead of letting the armies meet for a final battle. If you accept the challenge, you get to scenario &amp;quot;The Duel&amp;quot;. Otherwise you get to &amp;quot;Weldyn Besieged&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Diverging Campaign Path===&lt;br /&gt;
==== The Duel ====&lt;br /&gt;
This is a somewhat strange scenario: you and Mal-Ravanal get to recall/recruit exactly six units each and then have to fight each other. Mal-Ravenal will recruit mostly level 3 units so this looks difficult. In fact, it is quite managable, however.&lt;br /&gt;
&lt;br /&gt;
Recall mostly mages of light and other high-level arcance troops. Set them up in a line of 4 units backed up by 2 units at the edge of one of the forsts near your keep. (Your leader should stand in the back up line so he does not accidentaly get killed.)&lt;br /&gt;
&lt;br /&gt;
Then wait for his troops to reach you, but make sure you are the first to attack. By the time you meet it will be close to nightfall. Do not hesitate to attack, however, as Mal-Ravanal plays unfair and recruits another 3 units on every first watch.&lt;br /&gt;
&lt;br /&gt;
In your first attack you should be able to kill two enemy units. Try to have at least 5 of your units survive the first round of enemy attacks. Then kill the remaining enemy units near you and move over to Mal-Ravenal straight away who hides by himself on the very border of the map in the mountains. Again, do not wait for daylight, as you can reach him before his reinforcements get to you, so you should have an easy time killing him with your remaining units.&lt;br /&gt;
&lt;br /&gt;
Spoiler: After killing Mal-Ravanal the campaign ends with a final scene of Gweddry and his companions being honoured by the king.&lt;br /&gt;
&lt;br /&gt;
==== Weldyn Besieged ====&lt;br /&gt;
&lt;br /&gt;
On versions prior to 1.5.6 the siege is laughably easy to break; just recall a keep full of your best troops and rush Mal-Ravanal in the south. &lt;br /&gt;
&lt;br /&gt;
As of 1.5.6 this battle should prove a more substantial challenge. Now the liches' names aren't revealed until they are attacked, and Mal-Ravanal is more likely to be revealed later in the scenario. Sending fast scouts to attack all the liches is not advisable since each lich receives a boost of gold for another round of recruitment after its name is revealed.&lt;br /&gt;
&lt;br /&gt;
A workable strategy is to recall a group of cavalry with holy amulets and paladins to circle behind the undead horde and terminate the liches. You can draw the liches out of their keeps by positioning a sacrificial horseman within their attack radius. Once the lich is out in the open, your arcane damage cavalry should have no trouble finishing the lich off in a single turn.&lt;br /&gt;
&lt;br /&gt;
Meanwhile you'll need the rest of your troops to hold the central keep against the undead onslaught. If you can spare the funds, a few sacrificial troops can delay the incoming enemies on one side, giving you the opportunity to focus your firepower on the undead approaching from the other side(s). If things turn grim, retreat to the castle and make your final stand.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns]]&lt;/div&gt;</summary>
		<author><name>Szymek</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Description&amp;diff=32208</id>
		<title>Description</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Description&amp;diff=32208"/>
		<updated>2009-09-06T06:56:32Z</updated>

		<summary type="html">&lt;p&gt;Szymek: Undo revision 32203 by DroneLtcna (Talk), spam&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What is Battle for Wesnoth? ==&lt;br /&gt;
&lt;br /&gt;
The Battle for Wesnoth is a turn-based strategy game with a fantasy theme.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumb tright&amp;quot;&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
[http://www.wesnoth.org/images/sshots/wesnoth-1.2-b.jpg http://www.wesnoth.org/images/sshots/wesnoth-1.2-b-175.jpg]&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;A magical lightning strike&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Build up a great army, gradually turning raw recruits into hardened veterans. In later games, recall your toughest warriors and form a deadly host against whom none can stand! Choose units from a large pool of specialists, and hand-pick a force with the right strengths to fight well on different terrains against all manner of opposition.&lt;br /&gt;
&lt;br /&gt;
Wesnoth has many different sagas waiting to be played out.  Fight to regain the throne of Wesnoth, of which you are the legitimate heir...  step into the boots of a young officer sent to guard a not-so-sleepy frontier outpost...  vanquish a horde of undead warriors unleashed by a foul necromancer, who also happens to have taken your brother hostage...  guide a band of elvish survivors in an epic quest to find a new home.&lt;br /&gt;
&lt;br /&gt;
200+ unit types.  16 races.  6 major factions.  Hundreds of years of history.  The world of Wesnoth is absolutely huge and limited only by your creativity - make your own custom units, compose your own maps, and write your own scenarios or even full-blown campaigns.  You can also challenge up to 8 friends - or strangers - and fight in epic ''multi-player'' fantasy battles.&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumb tright&amp;quot;&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
[http://www.wesnoth.org/images/sshots/wesnoth-1.2-e.jpg http://www.wesnoth.org/images/sshots/wesnoth-1.2-e-175.jpg]&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;The '''Heir to The Throne''' campaign&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Build up a formidable fighting force, starting from a single leader and a small amount of gold.&lt;br /&gt;
* Over 200 unit types in six major factions, all with distinctive abilities, weapons and spells.&lt;br /&gt;
* Experienced units gain powerful new abilities as they advance.&lt;br /&gt;
* Several multi-player options available, including internet play.&lt;br /&gt;
* Scores of different custom-designed maps, and unlimited random maps.&lt;br /&gt;
* Hundreds of campaign scenarios available for download via a simple in-game procedure.&lt;br /&gt;
* 'Fog of war' feature available for a true test of generalship.&lt;br /&gt;
* Sophisticated mark-up language lets advanced users make their own maps, factions or campaigns.&lt;br /&gt;
* Excellent language support &amp;amp;ndash; 35 different languages currently available.&lt;br /&gt;
* GNU/Linux, Windows, MacOSX, RISC OS, BeOS, Solaris, FreeBSD, OpenBSD, NetBSD, DragonFly BSD, AmigaOS4, OS/2 &amp;amp; eComStation compatible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Play}}&lt;/div&gt;</summary>
		<author><name>Szymek</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=SoC_People_to_bug_on_IRC&amp;diff=32207</id>
		<title>SoC People to bug on IRC</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=SoC_People_to_bug_on_IRC&amp;diff=32207"/>
		<updated>2009-09-06T06:56:17Z</updated>

		<summary type="html">&lt;p&gt;Szymek: Undo revision 32200 by OrlimOnace (Talk), spam&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== People to bug on IRC ==&lt;br /&gt;
We have prepared a list of people with their &amp;quot;area of competence&amp;quot;. This is to give you an idea on which areas those people can be of help for you. Of course you should always just ask in the IRC chan, but those are the most likely ones to answer questions in the respective area. And here is the list:&lt;br /&gt;
&lt;br /&gt;
=== boucman ===&lt;br /&gt;
As our &amp;quot;patch monkey&amp;quot; he accustomed to critiquing patches of every kind. Beside this, he knows many areas of the game due to working on applying patches. He is particularly used to answering question from new coders, and doesn't mind explaining trivial stuff. He was the one who started the &amp;quot;two patches, you're in&amp;quot; policy and the ReferenceWML part of the project.&lt;br /&gt;
&lt;br /&gt;
=== Daniel Franke (dfranke) ===&lt;br /&gt;
Daniel is the devteam's most recent addition, and has been primarily concerned with security auditing.  Bug him &amp;lt;i&amp;gt;privately&amp;lt;/i&amp;gt; if you think you've found a security issue.&lt;br /&gt;
&lt;br /&gt;
=== Dave alias Sirp ===&lt;br /&gt;
Sirp started Wesnoth and is our lead developer. He is currently our C++ expert and is also the one that is working on the new Formula AI. Any questions regarding the formula AI should be directed to him.&lt;br /&gt;
&lt;br /&gt;
=== Dragonking ===&lt;br /&gt;
&lt;br /&gt;
He is one of our best Wesnoth players, and understands the various strategies well. He has also programmed much of the Wesnoth Formula AI system and understands it well.&lt;br /&gt;
&lt;br /&gt;
=== Elias Pscherning (elias) ===&lt;br /&gt;
He wrote the original version of campgen and as such will know a lot about what is needed to to make such an editor work correctly. The work on a scenario editor might be based upon campgen and as such his knowledge will be really helpful.&lt;br /&gt;
&lt;br /&gt;
=== Eric S. Raymond (ESR) ===&lt;br /&gt;
ESR is our project toolsmith; he has written several tools that semi-automate various aspects of WML maintenance.  While most of our developers/designers concentrate on either the C++ core or WML but not both, he has a balanced understanding of both levels and may be helpful in helping students develop a grasp of the overall architecture.  Finally, he did the last overhaul of the Wesnoth UI and understands UI design principles; he is well-equipped to guide students working in that area.&lt;br /&gt;
&lt;br /&gt;
=== Happygrue/Wintermute === &lt;br /&gt;
&lt;br /&gt;
A recent addition to the development team, Winter has recently been helping to test the AI and is a useful person to ask about behavioral problems in this area. &lt;br /&gt;
&lt;br /&gt;
=== ilor ===&lt;br /&gt;
2008 GSoC student, worked on and maintains the new map editor in Wesnoth 1.5/1.6. Has some fairly recent experience with getting &amp;quot;in&amp;quot; the Wesnoth codebase.&lt;br /&gt;
&lt;br /&gt;
=== Karol Nowak (grzywacz) ===&lt;br /&gt;
Two years he participated at GSoC as a student, so he will understand the situation of GSoC students. Beside this he is our top expert on Wesnoth for embedded devices as he worked on the gp2x support.&lt;br /&gt;
&lt;br /&gt;
=== loonycyborg ===&lt;br /&gt;
Maintainer of Wesnoth's SCons build system and windows packager. Might also help out with other buildsystems.&lt;br /&gt;
&lt;br /&gt;
=== Mordante ===&lt;br /&gt;
Many of the possible projects involve the code for which he is an area expert. Also, many of the possible projects currently listed on the ideas page require GUI parts to work. Mordante is currently busy rewriting the old gui engine, he will be our expert there as well as already being our area expert for the terrain engine.&lt;br /&gt;
&lt;br /&gt;
=== Nils Kneuper (Ivanovic) ===&lt;br /&gt;
He is doing nothing special, he just does some &amp;quot;administrative work&amp;quot; like packaging fresh tarballs when it is time for them and works on setting up any kind of deadlines and timetables related to releasing. He has administrative powers in most areas, no matter if website, forum or IRC. Beside this he uploads translation updates, tries to communicate with the translation teams when it is required and translates a little bit himself every now and then. But in general he is not a real expert in anything, just has a look at things that come up and redirects people to the correct contacts.&lt;br /&gt;
&lt;br /&gt;
=== Noy ===&lt;br /&gt;
Noy is an oddity among developers; he's got no coding skills whatsoever and possesses a limited understanding of computers, which is illustrated by his difficulty operating a Mac. Instead, Noy makes his contribution in gameplay and multiplayer design, drawing upon his background in social sciences research, military strategy and playing games online, to understand the effects of development on the playing community behavior. Along with Soliton, Noy is a useful conduit to discuss any issues in this area.&lt;br /&gt;
&lt;br /&gt;
=== Noyga ===&lt;br /&gt;
Another versatile developer, on the C++ side he doesn't concentrate on a particular area, did some tweaks to improve translations in some languages (like enabling the female forms for names in various place) but know quite well the C++ side of units, abilities and WML. On the WML side he's an expert.&lt;br /&gt;
&lt;br /&gt;
=== Sapient ===&lt;br /&gt;
This developer started working on the GUI and widgets, but recently he focused more on improving the internal mechanics of the WML engine such as variable look-ups and filtering. Sapient is not as active anymore but he does come one IRC in the evenings (U.S.A.). He has touched-up many areas of the code in small ways over time, thus he has a good general knowledge of the C++ code and also has worked a little on some python maintenance scripts. &lt;br /&gt;
&lt;br /&gt;
=== Shadow Master/ShikadiLord ===&lt;br /&gt;
He has been around since late 2007, and has worked in many areas of the engine, including the game events handler, the image path functors and the add-on management engine. As an add-on developer, he knows a lot about the WML language itself (preprocessor, basic structure) and its various single-player oriented dialects. He may also answer different kinds of questions about C++ as long as you don't start cursing the language.&lt;br /&gt;
&lt;br /&gt;
=== Soliton ===&lt;br /&gt;
He knows our MP server setup best. Beside this he has already done a lot of work on the MP server himself. So he probably has most knowledge about it and, being one of our MP-developers, might provide important help from the perspective of the MP player community and what is needed there.&lt;br /&gt;
&lt;br /&gt;
=== YogiHH or Piotr Cychowski (cycholka) ===&lt;br /&gt;
Since they are the two developers who know most about building under Windows, they will probably be really helpful. Either if the student comes from the Windows side, or to help test resulting work to make sure that it does work on Windows and, for the case that it does not, to show them where problems are.&lt;br /&gt;
YogiHH also knows quite a bit about the game engine and everything that has to do with replays and savegames.&lt;br /&gt;
&lt;br /&gt;
=== zookeeper or Mythological or Rhuvaen ===&lt;br /&gt;
As our leading WML experts those are to be contacted when it comes to anything related WML problems since they know this stuff best. They do maintain most of the campaigns and improve them whenever they have a good idea for changes.&lt;br /&gt;
&lt;br /&gt;
=== See also ===&lt;br /&gt;
[[SummerOfCodeIdeas|Summer of Code Ideas]] - The root where all information regarding SoC is (or better should be) linked from.&lt;br /&gt;
&lt;br /&gt;
[[Category:Summer of Code]]&lt;/div&gt;</summary>
		<author><name>Szymek</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=CampaignBurningSuns:RussianTranslation&amp;diff=32158</id>
		<title>CampaignBurningSuns:RussianTranslation</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=CampaignBurningSuns:RussianTranslation&amp;diff=32158"/>
		<updated>2009-09-02T10:37:30Z</updated>

		<summary type="html">&lt;p&gt;Szymek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;table style=&amp;quot;width: 100%; border: 0; padding: 1em&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
This page is created to coordinate work on the russian translation of the campaign [[CampaignBurningSuns|&amp;quot;Under the Burning Suns&amp;quot;]].&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
Страница создана для координации работы над русским переводом кампании [[CampaignBurningSuns|&amp;quot;Под Палящими Светилами&amp;quot;]].&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Сценарии ==&lt;br /&gt;
&lt;br /&gt;
=== Under the Burning Suns ===&lt;br /&gt;
&lt;br /&gt;
Под палящими светилами&lt;br /&gt;
&lt;br /&gt;
* Название: [*] вычитывается&lt;br /&gt;
* Описание: [*] вычитывается&lt;br /&gt;
&lt;br /&gt;
=== The morning after ===&lt;br /&gt;
&lt;br /&gt;
На следующее утро&lt;br /&gt;
&lt;br /&gt;
* Название: [*] вычитывается&lt;br /&gt;
* Описание: [?] подстрочник&lt;br /&gt;
* Диалоги: [?] подстрочник&lt;br /&gt;
&lt;br /&gt;
=== Across the Harsh Sands ===&lt;br /&gt;
&lt;br /&gt;
По суровым пескам&lt;br /&gt;
&lt;br /&gt;
* Название: [+] переведено&lt;br /&gt;
* Описание: [?] подстрочник&lt;br /&gt;
* Диалоги: [?] подстрочник&lt;br /&gt;
&lt;br /&gt;
== Соединения ==&lt;br /&gt;
&lt;br /&gt;
; Central Body : Главное тело&lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Weakened Central Body : &lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Crawling Horror : Ползучий ужас&lt;br /&gt;
:* Название [*] вычитывается&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Pulsing Spire : Пульсирующий шпиль&lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Giant Ant : Гигантский муравей&lt;br /&gt;
:* Название [*] вычитывается&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Confused Ant :&lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Corrupted Elf :&lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Crab Man : &lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Dawarf : Даварф&lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Dark Assassin :&lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Uncloaked Assassin :&lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Desert Archer : Пустынный лучник&lt;br /&gt;
:* Название [+] переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Desert Avenger : Пустынный мститель&lt;br /&gt;
:* Название [+] переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Desert Captain : Пустынный капитан&lt;br /&gt;
:* Название [*] вычитывается&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Desert Champion : Пустынный защитник&lt;br /&gt;
:* Название [*] вычитывается&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Desert Druid : Пустынный друид&lt;br /&gt;
:* Название [*] вычитывается&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Desert Fighter : Пустынный боец&lt;br /&gt;
:* Название [+] переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Desert Hero : Пустынный герой&lt;br /&gt;
:* Название [*] вычитывается&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Desert Horseman : Пустынный конник&lt;br /&gt;
:* Название [*] вычитывается&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Desert Marksman : Пустынный снайпер&lt;br /&gt;
:* Название [*] вычитывается&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Desert Marshal : Пустынный маршал&lt;br /&gt;
:* Название [*] вычитывается&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Desert Outrider : Пустынный наездник&lt;br /&gt;
:* Название [*] вычитывается&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Desert Ranger : Пустынный странник&lt;br /&gt;
:* Название [*] вычитывается&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Desert Rider : Пустынный всадник&lt;br /&gt;
:* Название [*] вычитывается&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Desert Scout : Пустынный разведчик&lt;br /&gt;
:* Название [*] вычитывается&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Desert Shaman : Пустынный шаман&lt;br /&gt;
:* Название [*] вычитывается&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Desert Sharpshooter : Пустынный снайпер&lt;br /&gt;
:* Название [*] вычитывается&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Desert Shyde : &lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Desert Star : &lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Desert Hunter : Пустынный охотник&lt;br /&gt;
:* Название [*] вычитывается&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Desert Sentinel : Пустынный страж&lt;br /&gt;
:* Название [*] вычитывается&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Desert Prowler : Пустынный бродяга&lt;br /&gt;
:* Название [*] вычитывается&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Deep One : Глубинная тварь&lt;br /&gt;
:* Название [*] вычитывается&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Dread Bat :&lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Dwarvish Explorer : Гном-исследователь&lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Dwarvish Pathfinder : Гном-следопыт&lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Dwarvish Scout : Гном-разведчик&lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Flesh Golem : Голем из плоти&lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Giant Tentacle :&lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Troll : Тролль&lt;br /&gt;
:* Название [*] вычитывается&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Troll Warrior : &lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Haunt : &lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Ixthala Demon : &lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Fire Guardian : Огненный страж&lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Dwarvish Sentinel : Гном-страж&lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Dwarvish Stalwart : &lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Small Mudcrawler : Маленькое грязевое чудище&lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Spider Lich : Паук-лич&lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Troll Shaman : Тролль-шаман&lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Troll Zombie : Тролль-зомби&lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Skeleton Rider : Скелет-всадник&lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
; Water Serpent : &lt;br /&gt;
:* Название [-] не переведено&lt;br /&gt;
:* Описание [-] не переведено&lt;br /&gt;
&lt;br /&gt;
=== Вооружение и боевые способности ===&lt;br /&gt;
&lt;br /&gt;
; energy ray : энергетический луч&lt;br /&gt;
; cold : холод&lt;br /&gt;
; magical : магический&lt;br /&gt;
; fangs : клыки&lt;br /&gt;
; blade : клинок&lt;br /&gt;
; sword : меч&lt;br /&gt;
; magic : магия&lt;br /&gt;
; claws : когти&lt;br /&gt;
; fist : кулак&lt;br /&gt;
; impact : толчок&lt;br /&gt;
; dagger : кинжал&lt;br /&gt;
; darts : дротики&lt;br /&gt;
; poison : яд&lt;br /&gt;
; tentacle : щупальца&lt;br /&gt;
; ink : тушь&lt;br /&gt;
; pierce : укол&lt;br /&gt;
; bow : лук&lt;br /&gt;
; backstab : бьет в спину&lt;br /&gt;
; ambush : засада&lt;br /&gt;
; leadership : лидерство&lt;br /&gt;
; cures : лечение&lt;br /&gt;
; staff : посох&lt;br /&gt;
; ensnare : ловушка&lt;br /&gt;
; slow : замедление&lt;br /&gt;
; thorns : колючки&lt;br /&gt;
; bola : болас&lt;br /&gt;
; longbow : большой лук&lt;br /&gt;
; marksman : меткость&lt;br /&gt;
; skirmisher : застрельщик&lt;br /&gt;
; heals : исцеление&lt;br /&gt;
; entangle : запутывание&lt;br /&gt;
; faerie touch : волшебное касание&lt;br /&gt;
; illuminates,cures : освещение,лечение&lt;br /&gt;
; drain : истощение&lt;br /&gt;
; axe : топор&lt;br /&gt;
; smashing frenzy : сокрушающее безумие&lt;br /&gt;
; berserk : берсерк&lt;br /&gt;
; regenerates : восстановление&lt;br /&gt;
; club : дубина/дубинка&lt;br /&gt;
; mace : булава&lt;br /&gt;
; touch : касание&lt;br /&gt;
; wail : вопль&lt;br /&gt;
; flaming sword : пылающий (пламенеющий?/а мне нравится пламенный) меч&lt;br /&gt;
; fire : огонь&lt;br /&gt;
; fire claws : огненные когти&lt;br /&gt;
; fire breath : огненное дыхание&lt;br /&gt;
; skash : удар сплеча&lt;br /&gt;
; steadfast : устойчивость&lt;br /&gt;
; spear : копьё&lt;br /&gt;
; mud glob : комок грязи&lt;br /&gt;
; plague : чума&lt;br /&gt;
&lt;br /&gt;
== Имена собственные ==&lt;br /&gt;
&lt;br /&gt;
=== Персонажи ===&lt;br /&gt;
&lt;br /&gt;
; Quenoth : Квенот&lt;br /&gt;
; Kaleh : Кале (м)&lt;br /&gt;
; Sela : Сэла (ж)&lt;br /&gt;
; Naia : Найя (ж)&lt;br /&gt;
; Tanuil : Тануил (м)&lt;br /&gt;
; Eloh : Эло (ж)&lt;br /&gt;
; Nym : Ним (ж)&lt;br /&gt;
; Garak : Гарак (м)&lt;br /&gt;
; Zhul : Жул (ж)&lt;br /&gt;
; Vecnu : Векну&lt;br /&gt;
; Uria : Урия&lt;br /&gt;
; Eranor : Эранор (м)&lt;br /&gt;
; Xanthos : Ксантос (м)&lt;br /&gt;
; Nisa : Ниса (ж)&lt;br /&gt;
; Yasi : Яси&lt;br /&gt;
; Nary : Нару (м)&lt;br /&gt;
; Pythos : Пайтос (м)&lt;br /&gt;
; Jokli : Джокли&lt;br /&gt;
; Thorn : Торн&lt;br /&gt;
; Elyssa : Элисса (ж)&lt;br /&gt;
; Go-Hag : Го-Хаг (м)&lt;br /&gt;
; Vengeful Lord : Мстительный лорд [?] подстрочник&lt;br /&gt;
&lt;br /&gt;
=== Географические названия ===&lt;br /&gt;
&lt;br /&gt;
; Pinnacle Rock : Каменный Шпиль&lt;br /&gt;
&lt;br /&gt;
== Ссылки по теме ==&lt;br /&gt;
&lt;br /&gt;
* [[CampaignBurningSuns|Страница кампании &amp;quot;Under the Burning Suns&amp;quot;]]&lt;br /&gt;
* [http://www.wesnoth.org/forum/viewtopic.php?t=4439 Обсуждение кампании в форуме]&lt;br /&gt;
* [[RussianTranslation|Страница команды русского перевода &amp;quot;Битвы за Веснот&amp;quot;]]&lt;br /&gt;
* [http://pulsar.unizar.es/~isaac/wesnoth-gettext/westats/index.php?package=wesnoth-Under_the_Burning_Suns&amp;amp;order=trans Статистика переводов кампании &amp;quot;Under the Burning Suns&amp;quot;]&lt;br /&gt;
* [https://developer.berlios.de/projects/wescamp-i18n Проект перевода кампаний &amp;quot;Битвы за Веснот&amp;quot; на berlios.de]&lt;br /&gt;
&lt;br /&gt;
[[Category:Translations]]&lt;/div&gt;</summary>
		<author><name>Szymek</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=BulgarianTranslation&amp;diff=32128</id>
		<title>BulgarianTranslation</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=BulgarianTranslation&amp;diff=32128"/>
		<updated>2009-09-01T18:41:21Z</updated>

		<summary type="html">&lt;p&gt;Szymek: Undo revision 32118 by CnacoBooud (Talk), spam&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=ÐÑÐ»Ð³Ð°ÑÑÐºÐ¸=&lt;br /&gt;
Ð¢Ð¾Ð²Ð° Ðµ ÑÑÑÐ°Ð½Ð¸ÑÐ° Ð½Ð° Ð±ÑÐ»Ð³Ð°ÑÑÐºÐ¸ÑÑ Ð¿ÑÐµÐ²Ð¾Ð´ Ð½Ð° ÐÐ¸ÑÐºÐ°ÑÐ° Ð·Ð° Ð£ÐµÑÐ½Ð¾Ñ.&lt;br /&gt;
&lt;br /&gt;
==ÐÐ°Ðº Ð´Ð° Ð¿Ð¾Ð¼Ð¾Ð³Ð½Ð°?==&lt;br /&gt;
&lt;br /&gt;
ÐÐ¼Ð° Ð½ÑÐºÐ¾Ð»ÐºÐ¾ Ð½Ð°ÑÐ¸Ð½Ð° Ð¿Ð¾ ÐºÐ¾Ð¸ÑÐ¾ Ð¼Ð¾Ð¶ÐµÑÐµ Ð´Ð° Ð¿Ð¾Ð¼Ð¾Ð³Ð½ÐµÑÐµ Ð½Ð° Ð¿ÑÐµÐ²Ð¾Ð´Ð°:&lt;br /&gt;
&lt;br /&gt;
* ÐÐ³ÑÐ°ÐµÑÐµ Ð¸Ð³ÑÐ°ÑÐ° Ð½Ð° Ð±ÑÐ»Ð³Ð°ÑÑÐºÐ¸ Ð¸ Ð½Ð¸ ÑÑÐ¾Ð±ÑÐ°Ð²Ð°ÑÐµ Ð·Ð° Ð²ÑÐµÐºÐ¸ Ð³Ð»ÑÐ¿Ð°Ð² Ð¸Ð»Ð¸ Ð³ÑÐµÑÐµÐ½ Ð¿ÑÐµÐ²Ð¾Ð´. Ð¢Ð¾Ð²Ð° ÑÐµ Ð¿Ð¾Ð¼Ð¾Ð³Ð½Ðµ Ð¼Ð½Ð¾Ð³Ð¾ Ð·Ð° Ð¿Ð¾Ð´Ð¾Ð±ÑÑÐ²Ð°Ð½Ðµ ÐºÐ°ÑÐµÑÑÐ²Ð¾ÑÐ¾ Ð½Ð° Ð¿ÑÐµÐ²Ð¾Ð´Ð°, ÑÑÐ¹ ÐºÐ°ÑÐ¾ Ð¿ÑÐµÐ²ÐµÐ¶Ð´Ð°ÑÐ¸ÑÐµ Ð½ÑÐ¼Ð°Ñ Ð²ÑÐµÐ¼ÐµÑÐ¾ Ð´Ð° Ð¿ÑÐ¾Ð²ÐµÑÑÐ²Ð°Ñ Ð¿Ð¾Ð²ÐµÑÐµÑÐ¾ Ð¾Ñ Ð½ÐµÑÐ°ÑÐ° Ð² Ð¸Ð³ÑÐ°ÑÐ°.(Ð¢Ð¾Ð²Ð° Ð¼Ð¾Ð¶Ðµ Ð´Ð° Ð½Ð°Ð¿ÑÐ°Ð²Ð¸ÑÐµ Ð½Ð° ÑÑÑÐ°Ð½Ð¸ÑÐ°ÑÐ° Ð·Ð° [[BulgarianTranslationCommon|Ð³ÑÐµÑÐºÐ¸]])&lt;br /&gt;
* ÐÑÐµÐ³Ð»ÐµÐ¶Ð´Ð°ÑÐµ ÑÐ°Ð¹Ð»Ð¾Ð²ÐµÑÐµ Ñ Ð¿ÑÐµÐ²Ð¾Ð´Ð¸ÑÐµ Ð·Ð° Ð³ÑÐµÑÐºÐ¸ Ð¸ Ð³Ð¸ Ð¿Ð¾Ð¿ÑÐ°Ð²ÑÑÐµ.&lt;br /&gt;
* ÐÐ°Ð²Ð°ÑÐµ Ð´Ð¾Ð±ÑÐ¸ Ð¿ÑÐµÐ´Ð»Ð¾Ð¶ÐµÐ½Ð¸Ñ Ð·Ð° Ð¸Ð¼ÐµÐ½Ð° Ð½Ð° ÐµÐ´Ð¸Ð½Ð¸ÑÐ¸ - [[BulgarianTranslationUnitList|Ð¡Ð¿Ð¸ÑÑÐº Ñ ÐµÐ´Ð¸Ð½Ð¸ÑÐ¸ÑÐµ]]&lt;br /&gt;
&lt;br /&gt;
==ÐÑÐµÐ²Ð¾Ð´==&lt;br /&gt;
&lt;br /&gt;
ÐÐ° Ð¼Ð¾Ð¼ÐµÐ½ÑÐ° Ð¿ÑÐµÐ²Ð¾Ð´ÑÑ ÑÐµ Ð¿ÑÐ°Ð²Ð¸ Ð·Ð° 1.3 Ð²ÐµÑÑÐ¸ÑÑÐ° Ð² trunk. ÐÑÐµÐ²Ð¾Ð´ÑÑ Ð½Ð° 1.2 ÐºÐ»Ð¾Ð½Ð° Ðµ Ð¿ÑÐ»ÐµÐ½, Ð½Ð¾ Ð½Ðµ Ð¿ÑÐµÐ³Ð»ÐµÐ¶Ð´Ð°Ð½ Ð·Ð° Ð³ÑÐµÑÐºÐ¸. Ð Ð°Ð±Ð¾ÑÐ°ÑÐ° Ð¿Ð¾ Ð½ÐµÐ³Ð¾ Ðµ Ð±ÐµÐ·ÑÐ¼Ð¸ÑÐ»ÐµÐ½Ð°.&lt;br /&gt;
&lt;br /&gt;
===ÐÑÐ°Ð²Ð¸Ð»Ð°===&lt;br /&gt;
ÐÑÐµÐ²Ð¾Ð´ÑÑ Ð½Ð° Ð¸Ð½ÑÐµÑÑÐµÐ¹ÑÑÑ ÑÐµ Ð²Ð¾Ð´Ð¸ Ð¿Ð¾ ÑÐ»ÐµÐ´Ð½Ð¸ÑÐµ Ð¿ÑÐ°Ð²Ð¸Ð»Ð°:&lt;br /&gt;
[http://fsa-bg.org/translation/translation_of_gui/translation_of_gui.html ÐÑÐµÐ²Ð¾Ð´ Ð¸ ÑÑÐ·Ð´Ð°Ð²Ð°Ð½Ðµ Ð½Ð° ÐÐÐ Ð½Ð° Ð±ÑÐ»Ð³Ð°ÑÑÐºÐ¸]&lt;br /&gt;
&lt;br /&gt;
ÐÑÑÐ³Ð¸ Ð¿Ð¾Ð»ÐµÐ·Ð½Ð¸(Ð´Ð¾ÑÐ¸ Ð·Ð°Ð´ÑÐ»Ð¶Ð¸ÑÐµÐ»Ð½Ð¸) Ð²ÑÑÐ·ÐºÐ¸:&amp;lt;br&amp;gt;&lt;br /&gt;
[http://m-balabanov.hit.bg/en-bg-comp-dict.html ÐÑÐ°ÑÑÐº Ð°Ð½Ð³Ð»Ð¸Ð¹ÑÐºÐ¾-Ð±ÑÐ»Ð³Ð°ÑÑÐºÐ¸ ÑÐµÑÐ¼Ð¸Ð½Ð¾Ð»Ð¾Ð³Ð¸ÑÐµÐ½ ÑÐµÑÐ½Ð¸Ðº]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://fsa-bg.org/translators ÐÑÐµÐ²Ð¾Ð´ Ð½Ð° ÑÐ²Ð¾Ð±Ð¾Ð´ÐµÐ½ ÑÐ¾ÑÑÑÐµÑ Ð½Ð° Ð±ÑÐ»Ð³Ð°ÑÑÐºÐ¸ ÐµÐ·Ð¸Ðº]&lt;br /&gt;
&lt;br /&gt;
ÐÐ°Ð¼Ð¿Ð°Ð½Ð¸Ð¸ÑÐµ ÑÐµ Ð¿ÑÐµÐ²ÐµÐ¶Ð´Ð°Ñ Ð¿Ð¾ ÑÐ¼Ð¸ÑÑÐ». ÐÐµ Ðµ Ð·Ð°Ð´ÑÐ»Ð¶Ð¸ÑÐµÐ»Ð½Ð¾ Ð´Ð° ÑÐµ Ð¿Ð¾Ð»Ð·Ð²Ð°Ñ ÐµÐ´Ð½Ð°ÐºÐ²Ð¸ Ð¸Ð»Ð¸ Ð²ÑÐ¸ÑÐºÐ¸ Ð¸Ð·ÑÐ°Ð·Ð¸ Ð¾Ñ Ð¾ÑÐ¸Ð³Ð¸Ð½Ð°Ð»Ð½Ð¸ÑÑ ÑÐµÐºÑÑ, Ð¿ÑÐ¾ÑÑÐ¾ Ð¿ÑÐµÐ²Ð¾Ð´Ð° ÑÑÑÐ±Ð²Ð° Ð²ÑÐ·Ð¼Ð¾Ð¶Ð½Ð¾ Ð½Ð°Ð¹-ÑÐ¾ÑÐ½Ð¾ Ð´Ð° Ð¿ÑÐµÐ´Ð°Ð²Ð° Ð¸Ð½ÑÐ¾ÑÐ¼Ð°ÑÐ¸ÑÑÐ°.&lt;br /&gt;
&lt;br /&gt;
===Ð¡ÑÐ°ÑÑÑ Ð½Ð° Ð¿ÑÐµÐ²Ð¾Ð´Ð°===&lt;br /&gt;
&lt;br /&gt;
ÐÐµÐ·ÐºÑÐ°Ð¹Ð½Ð¾ ÑÐµ ÑÐ° Ð¿Ð¾Ð»ÐµÐ·Ð½Ð¸ ÑÐ¾ÑÐ° Ð´Ð° Ð¿ÑÐµÐ³Ð»ÐµÐ¶Ð´Ð°Ñ .po ÑÐ°Ð¹Ð»Ð¾Ð²ÐµÑÐµ Ð¸ Ð´Ð° Ð¸Ð³ÑÐ°ÑÑ Ð¸Ð³ÑÐ°ÑÐ°.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Ð¢ÐÐÐÐÐ¦ÐÐ¢Ð Ð ÐÐÐÐÐ¢Ð£ÐÐÐÐ&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|border=1&lt;br /&gt;
! Ð¤Ð°Ð¹Ð»&lt;br /&gt;
! Ð¡ÑÐ°ÑÑÑ&lt;br /&gt;
! ÐÑÐµÐ²Ð¾Ð´Ð°Ñ&lt;br /&gt;
|-&lt;br /&gt;
|wesnoth || ''Ð¿ÑÐµÐ²ÐµÐ´ÐµÐ½, ÑÑÑÐ±Ð²Ð° Ð´Ð° ÑÐµ Ð¿ÑÐ¾Ð²ÐµÑÐ¸'' || ÑÐ²Ð¾Ð±Ð¾Ð´ÐµÐ½&lt;br /&gt;
|-&lt;br /&gt;
|wesnoth-editor || ''Ð¿ÑÐµÐ²ÐµÐ´ÐµÐ½, ÑÑÑÐ±Ð²Ð° Ð´Ð° ÑÐµ Ð¿ÑÐ¾Ð²ÐµÑÐ¸'' || ÑÐ²Ð¾Ð±Ð¾Ð´ÐµÐ½&lt;br /&gt;
|-&lt;br /&gt;
|wesnoth-lib || ''Ð¿ÑÐµÐ²ÐµÐ´ÐµÐ½, ÑÑÑÐ±Ð²Ð° Ð´Ð° ÑÐµ Ð¿ÑÐ¾Ð²ÐµÑÐ¸'' || ÑÐ²Ð¾Ð±Ð¾Ð´ÐµÐ½&lt;br /&gt;
|-&lt;br /&gt;
|wesnoth-man || ''Ð¿ÑÐµÐ²ÐµÐ´ÐµÐ½, ÑÑÑÐ±Ð²Ð° Ð´Ð° ÑÐµ Ð¿ÑÐ¾Ð²ÐµÑÐ¸'' || ÑÐ²Ð¾Ð±Ð¾Ð´ÐµÐ½&lt;br /&gt;
|-&lt;br /&gt;
|wesnoth-tutorial || ''Ð¿ÑÐµÐ²ÐµÐ´ÐµÐ½'' || ÑÐ²Ð¾Ð±Ð¾Ð´ÐµÐ½&lt;br /&gt;
|-&lt;br /&gt;
|wesnoth-httt || ''Ð¿ÑÐµÐ²ÐµÐ´ÐµÐ½, ÑÑÑÐ±Ð²Ð° Ð´Ð° ÑÐ° Ð¿ÑÐ¾Ð²ÐµÑÐ¸'' || ÑÐ²Ð¾Ð±Ð¾Ð´ÐµÐ½&lt;br /&gt;
|-&lt;br /&gt;
|wesnoth-ei || ''Ð¿ÑÐµÐ²ÐµÐ´ÐµÐ½, ÑÑÑÐ±Ð²Ð° Ð´Ð° ÑÐµ Ð¿ÑÐ¾Ð²ÐµÑÐ¸'' || ÑÐ²Ð¾Ð±Ð¾Ð´ÐµÐ½&lt;br /&gt;
|-&lt;br /&gt;
|wesnoth-trow || ''Ð¿ÑÐµÐ²ÐµÐ´ÐµÐ½, ÑÑÑÐ±Ð²Ð° Ð´Ð° ÑÐµ Ð¿ÑÐ¾Ð²ÐµÑÐ¸'' || ÑÐ²Ð¾Ð±Ð¾Ð´ÐµÐ½&lt;br /&gt;
|-&lt;br /&gt;
|wesnoth-tb || ''Ð¿ÑÐµÐ²ÐµÐ´ÐµÐ½, ÑÑÑÐ±Ð²Ð° Ð´Ð° ÑÐµ Ð¿ÑÐ¾Ð²ÐµÑÐ¸ '' || ÑÐ²Ð¾Ð±Ð¾Ð´ÐµÐ½&lt;br /&gt;
|-&lt;br /&gt;
|wesnoth-tsg || ''Ð¿ÑÐµÐ²ÐµÐ´ÐµÐ½, ÑÑÑÐ±Ð²Ð° Ð´Ð° ÑÐµ Ð¿ÑÐ¾Ð²ÐµÑÐ¸'' || ÑÐ²Ð¾Ð±Ð¾Ð´ÐµÐ½&lt;br /&gt;
|-&lt;br /&gt;
|wesnoth-utbs || ''Ð¿ÑÐµÐ²ÐµÐ´ÐµÐ½, ÑÑÑÐ±Ð²Ð° Ð´Ð° ÑÐµ Ð¿ÑÐ¾Ð²ÐµÑÐ¸'' || ÑÐ²Ð¾Ð±Ð¾Ð´ÐµÐ½&lt;br /&gt;
|-&lt;br /&gt;
|wesnoth-nr || ''Ð¿ÑÐµÐ²ÐµÐ¶Ð´Ð° ÑÐµ'' || ÐÐµÐ½Ð¸ÑÐ°&lt;br /&gt;
|-&lt;br /&gt;
|wesnoth-sotbe || ''Ð¿ÑÐµÐ²ÐµÐ´ÐµÐ½ ,ÑÑÑÐ±Ð²Ð° Ð´Ð° ÑÐ° Ð¿ÑÐ¾Ð²ÐµÑÐ¸'' || ÑÐ²Ð¾Ð±Ð¾Ð´ÐµÐ½&lt;br /&gt;
|-&lt;br /&gt;
|wesnoth-sof ||''Ð½ÐµÐ¿ÑÐµÐ²ÐµÐ´ÐµÐ½'' || ÑÐ²Ð¾Ð±Ð¾Ð´ÐµÐ½ &lt;br /&gt;
|-&lt;br /&gt;
|wesnoth-did ||''Ð½ÐµÐ¿ÑÐµÐ²ÐµÐ´ÐµÐ½'' || ÑÐ²Ð¾Ð±Ð¾Ð´ÐµÐ½&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
ÐÐµÐ³ÐµÐ½Ð´Ð°:&lt;br /&gt;
Ð¿ÑÐµÐ²ÐµÐ¶Ð´Ð° ÑÐµ - Ð½ÑÐºÐ¾Ð¹ Ð¿ÑÐµÐ²Ð¾Ð´Ð°Ñ Ð³Ð¾ Ð¿ÑÐµÐ²ÐµÐ¶Ð´Ð°&amp;lt;br&amp;gt;&lt;br /&gt;
Ð¿ÑÐµÐ²ÐµÐ´ÐµÐ½, ÑÑÑÐ±Ð²Ð° Ð´Ð° ÑÐµ Ð¿ÑÐ¾Ð²ÐµÑÐ¸ - Ð¿ÑÐµÐ²ÐµÐ´ÐµÐ½ Ðµ Ð½Ð°Ð´ 95% ÑÑÑÐ±Ð²Ð° Ð´Ð° ÑÐµ Ð¿ÑÐµÐ³Ð»ÐµÐ´Ð° Ð¾Ñ Ð½ÑÐºÐ¾Ð»ÐºÐ¾ Ð¿ÑÐµÐ²Ð¾Ð´Ð°ÑÐ¸ Ð¸ Ð´Ð° ÑÐµ Ð´Ð¾Ð²ÑÑÑÐ¸(Ð´Ð¾Ð±ÑÐµ Ðµ Ð¿ÑÐ¾Ð²ÐµÑÐºÐ°ÑÐ° Ð´Ð° Ðµ ÐºÐ°ÐºÑÐ¾ Ð² Ð¸Ð³ÑÐ°ÑÐ°, ÑÐ°ÐºÐ° Ð¸ Ð² .po ÑÐ°Ð¹Ð»Ð°)&amp;lt;br&amp;gt;&lt;br /&gt;
Ð¿ÑÐµÐ²ÐµÐ´ÐµÐ½ - Ð¿ÑÐµÐ²ÐµÐ´ÐµÐ½ Ðµ 100%&lt;br /&gt;
&lt;br /&gt;
===ÐÑÐµÐ²Ð¾Ð´Ð°ÑÐ¸===&lt;br /&gt;
ÐÐ·ÐµÑ Ð¾Ñ about ÑÑÑÐ°Ð½Ð¸ÑÐ°ÑÐ°.&lt;br /&gt;
ÐÑÐ¸Ð½ÑÐ¸Ð¿Ð½Ð¾ Ð½ÑÐ¼Ð° Ð´Ð° Ð±ÑÐ´Ðµ Ð·Ð°Ð¿Ð¸ÑÐ²Ð°Ð½ Ð¿ÑÐ¸Ð½Ð¾ÑÑÑ Ð½Ð° Ð¾ÑÐ´ÐµÐ»Ð½Ð¸ÑÐµ Ð¿ÑÐµÐ²Ð¾Ð´Ð°ÑÐ¸. Ð©Ðµ ÑÐµ Ð¿ÑÐ°Ð²Ð¸ Ð¸Ð·ÐºÐ»ÑÑÐµÐ½Ð¸Ðµ Ð¿ÑÐ¸ Ð¸Ð·ÐºÐ»ÑÑÐ¸ÑÐµÐ»ÐµÐ½ Ð¿ÑÐ¸Ð½Ð¾Ñ.&lt;br /&gt;
&lt;br /&gt;
ÐÐ½ÑÐ¾Ð½ Ð¦Ð¸Ð³ÑÐ»Ð°ÑÐ¾Ð² (Atilla)&amp;lt;br&amp;gt;&lt;br /&gt;
ÐÐµÐ½Ð¸ÑÐ° ÐÐ¸Ð½ÑÐµÐ²Ð° (ÐÐµÐ½Ð¸) - ÐºÐ¾Ð»Ð¾ÑÐ°Ð»Ð½Ð¾ ÐºÐ¾Ð»Ð¸ÑÐµÑÑÐ²Ð¾ Ð¿ÑÐµÐ²Ð¾Ð´, Ð¿ÑÐ°ÐºÑÐ¸ÑÐµÑÐºÐ¸ Ð²ÑÐ¸ÑÐºÐ¾ &amp;lt;br&amp;gt;&lt;br /&gt;
- Ð²ÑÐ¸ÑÐºÐ¾ ÐºÐ¾ÐµÑÐ¾ Ðµ ÑÑÐ´Ð¾Ð¶ÐµÑÑÐ²ÐµÐ½ ÑÐµÐºÑÑ Ð² wesnoth(ÐµÐ´Ð¸Ð½Ð¸ÑÐ¸,ÐµÑÐµÐºÑÐ¸,ÑÐ¼ÐµÐ½Ð¸Ñ....)&amp;lt;br&amp;gt;&lt;br /&gt;
- Ð²ÑÐ¸ÑÐºÐ¸ ÐºÐ°Ð¼Ð¿Ð°Ð½Ð¸Ð¸(tutorial, httt, ei, trow, tb, tsg, utbs)&amp;lt;br&amp;gt;&lt;br /&gt;
ÐÐµÐ¾ÑÐ³Ð¸ ÐÐ¸Ð¼Ð¸ÑÑÐ¾Ð² (oblak)&amp;lt;br&amp;gt;&lt;br /&gt;
ÐÐ¸ÐºÐ¾Ð»Ð°Ð¹ ÐÐ»Ð°Ð´Ð¸Ð¼Ð¸ÑÐ¾Ð² (Ð¢ÑÑÐºÐ¸)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==ÐÐ¾Ð½ÑÐ°ÐºÑÐ¸==&lt;br /&gt;
Ð¢ÐµÐºÑÑÐ¸ÑÑ Ð¿Ð¾Ð´Ð´ÑÑÐ¶Ð°Ñ Ð¿ÑÐµÐ²Ð¾Ð´Ð° Ðµ ÐÐ¸ÐºÐ¾Ð»Ð°Ð¹ ÐÐ»Ð°Ð´Ð¸Ð¼Ð¸ÑÐ¾Ð² [mailto:nikolayATvladimiroffDOTcom]&lt;br /&gt;
&lt;br /&gt;
==ÐÑÑÐ·ÐºÐ¸==&lt;br /&gt;
&lt;br /&gt;
[[BulgarianTranslationUnitList|Ð¡Ð¿Ð¸ÑÑÐº Ñ ÐµÐ´Ð¸Ð½Ð¸ÑÐ¸ÑÐµ]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[BulgarianTranslationCommon|ÐÑÐµÑÐºÐ¸]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Translations]]&lt;/div&gt;</summary>
		<author><name>Szymek</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=SoC_People_to_bug_on_IRC&amp;diff=32126</id>
		<title>SoC People to bug on IRC</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=SoC_People_to_bug_on_IRC&amp;diff=32126"/>
		<updated>2009-09-01T18:40:21Z</updated>

		<summary type="html">&lt;p&gt;Szymek: Undo revision 32113 by OrlimOnace (Talk), spam&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== People to bug on IRC ==&lt;br /&gt;
We have prepared a list of people with their &amp;quot;area of competence&amp;quot;. This is to give you an idea on which areas those people can be of help for you. Of course you should always just ask in the IRC chan, but those are the most likely ones to answer questions in the respective area. And here is the list:&lt;br /&gt;
&lt;br /&gt;
=== boucman ===&lt;br /&gt;
As our &amp;quot;patch monkey&amp;quot; he accustomed to critiquing patches of every kind. Beside this, he knows many areas of the game due to working on applying patches. He is particularly used to answering question from new coders, and doesn't mind explaining trivial stuff. He was the one who started the &amp;quot;two patches, you're in&amp;quot; policy and the ReferenceWML part of the project.&lt;br /&gt;
&lt;br /&gt;
=== Daniel Franke (dfranke) ===&lt;br /&gt;
Daniel is the devteam's most recent addition, and has been primarily concerned with security auditing.  Bug him &amp;lt;i&amp;gt;privately&amp;lt;/i&amp;gt; if you think you've found a security issue.&lt;br /&gt;
&lt;br /&gt;
=== Dave alias Sirp ===&lt;br /&gt;
Sirp started Wesnoth and is our lead developer. He is currently our C++ expert and is also the one that is working on the new Formula AI. Any questions regarding the formula AI should be directed to him.&lt;br /&gt;
&lt;br /&gt;
=== Dragonking ===&lt;br /&gt;
&lt;br /&gt;
He is one of our best Wesnoth players, and understands the various strategies well. He has also programmed much of the Wesnoth Formula AI system and understands it well.&lt;br /&gt;
&lt;br /&gt;
=== Elias Pscherning (elias) ===&lt;br /&gt;
He wrote the original version of campgen and as such will know a lot about what is needed to to make such an editor work correctly. The work on a scenario editor might be based upon campgen and as such his knowledge will be really helpful.&lt;br /&gt;
&lt;br /&gt;
=== Eric S. Raymond (ESR) ===&lt;br /&gt;
ESR is our project toolsmith; he has written several tools that semi-automate various aspects of WML maintenance.  While most of our developers/designers concentrate on either the C++ core or WML but not both, he has a balanced understanding of both levels and may be helpful in helping students develop a grasp of the overall architecture.  Finally, he did the last overhaul of the Wesnoth UI and understands UI design principles; he is well-equipped to guide students working in that area.&lt;br /&gt;
&lt;br /&gt;
=== Happygrue/Wintermute === &lt;br /&gt;
&lt;br /&gt;
A recent addition to the development team, Winter has recently been helping to test the AI and is a useful person to ask about behavioral problems in this area. &lt;br /&gt;
&lt;br /&gt;
=== ilor ===&lt;br /&gt;
2008 GSoC student, worked on and maintains the new map editor in Wesnoth 1.5/1.6. Has some fairly recent experience with getting &amp;quot;in&amp;quot; the Wesnoth codebase.&lt;br /&gt;
&lt;br /&gt;
=== Karol Nowak (grzywacz) ===&lt;br /&gt;
Two years he participated at GSoC as a student, so he will understand the situation of GSoC students. Beside this he is our top expert on Wesnoth for embedded devices as he worked on the gp2x support.&lt;br /&gt;
&lt;br /&gt;
=== loonycyborg ===&lt;br /&gt;
Maintainer of Wesnoth's SCons build system and windows packager. Might also help out with other buildsystems.&lt;br /&gt;
&lt;br /&gt;
=== Mordante ===&lt;br /&gt;
Many of the possible projects involve the code for which he is an area expert. Also, many of the possible projects currently listed on the ideas page require GUI parts to work. Mordante is currently busy rewriting the old gui engine, he will be our expert there as well as already being our area expert for the terrain engine.&lt;br /&gt;
&lt;br /&gt;
=== Nils Kneuper (Ivanovic) ===&lt;br /&gt;
He is doing nothing special, he just does some &amp;quot;administrative work&amp;quot; like packaging fresh tarballs when it is time for them and works on setting up any kind of deadlines and timetables related to releasing. He has administrative powers in most areas, no matter if website, forum or IRC. Beside this he uploads translation updates, tries to communicate with the translation teams when it is required and translates a little bit himself every now and then. But in general he is not a real expert in anything, just has a look at things that come up and redirects people to the correct contacts.&lt;br /&gt;
&lt;br /&gt;
=== Noy ===&lt;br /&gt;
Noy is an oddity among developers; he's got no coding skills whatsoever and possesses a limited understanding of computers, which is illustrated by his difficulty operating a Mac. Instead, Noy makes his contribution in gameplay and multiplayer design, drawing upon his background in social sciences research, military strategy and playing games online, to understand the effects of development on the playing community behavior. Along with Soliton, Noy is a useful conduit to discuss any issues in this area.&lt;br /&gt;
&lt;br /&gt;
=== Noyga ===&lt;br /&gt;
Another versatile developer, on the C++ side he doesn't concentrate on a particular area, did some tweaks to improve translations in some languages (like enabling the female forms for names in various place) but know quite well the C++ side of units, abilities and WML. On the WML side he's an expert.&lt;br /&gt;
&lt;br /&gt;
=== Sapient ===&lt;br /&gt;
This developer started working on the GUI and widgets, but recently he focused more on improving the internal mechanics of the WML engine such as variable look-ups and filtering. Sapient is not as active anymore but he does come one IRC in the evenings (U.S.A.). He has touched-up many areas of the code in small ways over time, thus he has a good general knowledge of the C++ code and also has worked a little on some python maintenance scripts. &lt;br /&gt;
&lt;br /&gt;
=== Shadow Master/ShikadiLord ===&lt;br /&gt;
He has been around since late 2007, and has worked in many areas of the engine, including the game events handler, the image path functors and the add-on management engine. As an add-on developer, he knows a lot about the WML language itself (preprocessor, basic structure) and its various single-player oriented dialects. He may also answer different kinds of questions about C++ as long as you don't start cursing the language.&lt;br /&gt;
&lt;br /&gt;
=== Soliton ===&lt;br /&gt;
He knows our MP server setup best. Beside this he has already done a lot of work on the MP server himself. So he probably has most knowledge about it and, being one of our MP-developers, might provide important help from the perspective of the MP player community and what is needed there.&lt;br /&gt;
&lt;br /&gt;
=== YogiHH or Piotr Cychowski (cycholka) ===&lt;br /&gt;
Since they are the two developers who know most about building under Windows, they will probably be really helpful. Either if the student comes from the Windows side, or to help test resulting work to make sure that it does work on Windows and, for the case that it does not, to show them where problems are.&lt;br /&gt;
YogiHH also knows quite a bit about the game engine and everything that has to do with replays and savegames.&lt;br /&gt;
&lt;br /&gt;
=== zookeeper or Mythological or Rhuvaen ===&lt;br /&gt;
As our leading WML experts those are to be contacted when it comes to anything related WML problems since they know this stuff best. They do maintain most of the campaigns and improve them whenever they have a good idea for changes.&lt;br /&gt;
&lt;br /&gt;
=== See also ===&lt;br /&gt;
[[SummerOfCodeIdeas|Summer of Code Ideas]] - The root where all information regarding SoC is (or better should be) linked from.&lt;br /&gt;
&lt;br /&gt;
[[Category:Summer of Code]]&lt;/div&gt;</summary>
		<author><name>Szymek</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=GettingStarted&amp;diff=32125</id>
		<title>GettingStarted</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=GettingStarted&amp;diff=32125"/>
		<updated>2009-09-01T18:40:09Z</updated>

		<summary type="html">&lt;p&gt;Szymek: Undo revision 32112 by AcellImona (Talk), spam&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|  style=&amp;quot;float:right;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
__TOC__&lt;br /&gt;
|}&lt;br /&gt;
The Battle for Wesnoth is a turn-based strategy game with a fantasy theme.&lt;br /&gt;
&lt;br /&gt;
''Build up a great army'', gradually turning raw recruits into hardened veterans. In later games, recall your toughest warriors and form a deadly host against whom none can stand! Choose units from a large pool of specialists, and hand-pick a force with the right strengths to fight well on different terrains against all manner of opposition. &lt;br /&gt;
&lt;br /&gt;
Fight to regain the throne of Wesnoth, of which you are the legitimate heir, or use your dread power over the Undead to dominate the land of mortals, or lead your glorious Orcish tribe to victory against the humans who dared despoil your lands â¦ Wesnoth has many different sagas waiting to be played out. You can create your own custom units, and write your own scenarios â or even full-blown campaigns. You can also challenge your friends â or strangers â and fight in epic ''multi-player'' fantasy battles.&lt;br /&gt;
&lt;br /&gt;
=== Welcome to Wesnoth ===&lt;br /&gt;
==== The Land of Wesnoth ====&lt;br /&gt;
The Land of Wesnoth is generally divided into three areas: the northlands, which are generally lawless; the kingdom of Wesnoth and its occasional principality, Elensefar; and the domain of the Southwest Elves.&lt;br /&gt;
&lt;br /&gt;
The Kingdom of Wesnoth lies in the center of the land. Its borders are the Great River to the north, the Lower Hills in the east and south, the Green Swamp to the southwest, and the Ocean to the west. Elensefar, a once-province of Wesnoth, is bordered by the Great River to the north, a loosely defined line with Wesnoth to the east, the Bay of Pearls to the south, and the ocean to the west. There is no government of the Northlands. Various groups of orcs, dwarves, barbarians and even elves populate the region. The northern and eastern borders are not defined, the southern border is the Great River, and the western border is the Ocean.&lt;br /&gt;
&lt;br /&gt;
As you travel around the land you will encounter peaceful villages where you can heal your troops and obtain a good income to support your army. You will also have to cross mountains and rivers, either on foot or mounted, push through forests, hills and tundra, or brazenly cross open grassland. In each of these areas different creatures have adapted to live there and can travel more easily and fight better when they are in familiar terrain. In the hills, mountains and underground caves orcs and dwarves are most at home. In the forests the elves reign supreme while in the oceans and rivers mermen and nagas control the waves.&lt;br /&gt;
&lt;br /&gt;
==== The Creatures of Wesnoth ====&lt;br /&gt;
&lt;br /&gt;
The world of  Wesnoth contains several [[races]] that have joined forces into different factions. Here, Elves and Dwarves fight side by side against Orcs and Humans. In most campaigns, you will mostly control units from one faction, but often you will have a recruit list with units mixed in from other factions, and will not have some units from a faction available. Basically, your recruit list is determined by the plot of the campaign, not by a predetermined ruleset.&lt;br /&gt;
&lt;br /&gt;
Sometimes factions make alliances with others, so you may face more than one faction in a scenario.&lt;br /&gt;
&lt;br /&gt;
=== Finding Your Way Around Battle For Wesnoth ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumb tright&amp;quot;&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
[http://exong.net/wesnoth-attach/files/splash111_1152_744.jpg http://exong.net/wesnoth-attach/files/splash111_300_159.jpg]&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;The Main Menu&amp;lt;br&amp;gt;(Click to enlarge)&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
When Wesnoth first starts it displays an initial background and a column of buttons called the Main Menu. The buttons only work with a mouse. For the impatient, we recommend you: click the 'Language' button to set your language; then click the 'Tutorial' button to run the tutorial; and then play the campaign, 'The Two Brothers' by clicking the 'Campaign' button and selecting it from the list provided.&lt;br /&gt;
&lt;br /&gt;
The Main Menu buttons are:&lt;br /&gt;
&lt;br /&gt;
*Tutorial&lt;br /&gt;
:The tutorial is a real, but basic, game which teaches you some of the basic controls needed to play the game. Winning or losing is not important here, but learning what to do is. Click the Tutorial button to play. In the Tutorial you are in the role of the young prince Konrad or princess Li'sar, learning from the Elder Mage Delfador - pay attention or he might turn you into a newt.&lt;br /&gt;
&lt;br /&gt;
*Campaign&lt;br /&gt;
:Wesnoth was primarily designed to play campaigns. Campaigns are a series of connected scenarios. Click this button to start a new campaign. You will be presented with a list of campaigns available on your computer (more can be downloaded if you wish). Select your campaign and click OK to start or Cancel to quit.&lt;br /&gt;
&lt;br /&gt;
:Each campaign has a difficulty level: easy, medium (normal), and hard. Some have an extra setting, 'nightmare'.  We recommend medium as this level is challenging, but not difficult. You may not change the difficulty during the campaign. In case you have serious problems fighting your way through easy difficulty, the guide about [[BasicStrategy]] will surely help you. Once you have selected the difficulty, you will start with the first scenario of the campaign. A good campaign to start with is the Heir to The Throne. It is not too difficult on easy, but gets challenging later on. You can find walkthroughs or descriptions of the available campaigns at:&lt;br /&gt;
&lt;br /&gt;
::* [[MainlineCampaigns]]&lt;br /&gt;
::* [[UserCampaigns]]&lt;br /&gt;
::* [[BeginnerCampaigns]]&lt;br /&gt;
&lt;br /&gt;
*Multiplayer&lt;br /&gt;
:Click this button to play single scenarios against one or more opponents. You can play the games over the internet or at your computer, against computer or human opponents. When you select this button a dialogue will appear and allow you to choose how you want to play the scenario. To learn more, see [[#Multiplayer|Multiplayer]].&lt;br /&gt;
&lt;br /&gt;
*Load&lt;br /&gt;
:Click this button to load a previously saved game. You will be shown a dialogue listing saved games. Select the game and click Ok to load and continue, or Cancel to return to the Main Menu.&lt;br /&gt;
&lt;br /&gt;
:If you select a replay game, you can check the Replay check box. The loaded game will make all the moves from the beginning while you watch.&lt;br /&gt;
&lt;br /&gt;
*Language&lt;br /&gt;
:Click this button, select your language, and click OK to use it, or Cancel to continue with the current language. The first time Wesnoth starts, it defaults to English, but once you change it, it will start in that language.&lt;br /&gt;
&lt;br /&gt;
*Preferences&lt;br /&gt;
&lt;br /&gt;
:Click here to change default settings. These are explained in more detail in [[PlayingBattleForWesnoth#Preferences|the Manual]].&lt;br /&gt;
&lt;br /&gt;
*About&lt;br /&gt;
:Click this button for a list of major Wesnoth contributors. You may find most of them at irc.freenode.org:6667 on #wesnoth. Or visit http://www.wesnoth.org for news, forums, and Wiki updates. The project is hosted on https://gna.org/projects/wesnoth, where you can download the latest production or developer release, review and report problems (bugs).&lt;br /&gt;
&lt;br /&gt;
*Quit&lt;br /&gt;
:Click this button to close Wesnoth.&lt;br /&gt;
&lt;br /&gt;
This getting started guide provides a basic introduction to Battle for Wesnoth. You can find more details about playing the game in the [[WesnothManual|Manual]].&lt;br /&gt;
&lt;br /&gt;
=== Play a Game ===&lt;br /&gt;
There are two basic ways to play Battle for Wesnoth:&lt;br /&gt;
*Play a sequence of connected scenarios, known as a campaign, against the computer (Campaign)&lt;br /&gt;
*Play a single scenario against computer or human opponents (Multiplayer)&lt;br /&gt;
(Note: The development of multiplayer campaigns is currently underway).&lt;br /&gt;
&lt;br /&gt;
==== Campaigns ====&lt;br /&gt;
Campaigns can take a long time to complete. Typical campaigns have about 10-20 scenarios. The main advantage with campaigns is that they allow you to develop your army. As you complete each scenario, the remaining units at the end are saved for you to use in the next scenario. If you choose not to use a unit at all during a scenario it is carried over to the next, so you don't lose units you don't use.&lt;br /&gt;
&lt;br /&gt;
The campaign is the primary form in which Wesnoth is intended to be played, and is the recommended way for new players to learn the game. Some Official campaigns also describe the history of Wesnoth as scenarios are completed.&lt;br /&gt;
&lt;br /&gt;
==== Multiplayer ====&lt;br /&gt;
Multiplayer games are played with or against other players, which may be human or AI-controlled. There are 4 major options: 1) Join official server, 2) Connect to host/server, 3) Host networked game, 4) Local game.&lt;br /&gt;
&lt;br /&gt;
By selecting this option, you may play either competitive games or cooperative games. Competitive games include 1 vs 1's , 2 vs 2's or even free-for-alls (FFA's). Cooperative games or scenarios include survivals and other user made scenarios, which may include RPG elements or other elements which are not present in campaigns or competitive games. In general, cooperative scenarios require downloading from the Wesnoth Add-On Server. In all games, you have the option of assigning any sides control by the AI.&lt;br /&gt;
&lt;br /&gt;
Multiplayer games can take anywhere from 1 hour to 10 hours (or more, for very rare map settings), depending on how many players there are (and the size of the map). The average time is between 3 to 7 hours. Games can be saved and loaded as many times as you like. So, it's possible for some games to last 1 or 2 weeks, even though the play time is only a few hours. You cannot carry over units in multiplayer from one scenario to the next, so building up your army's strength is possible only within the scenario.&lt;br /&gt;
&lt;br /&gt;
===== Join Official Server =====&lt;br /&gt;
By selecting this option, you will be connected to the official Wesnoth server via the Internet. This option will allow you to play with other players from around the world.&lt;br /&gt;
&lt;br /&gt;
===== Connect to Host/Server =====&lt;br /&gt;
This option allows you to connect to other computers or servers, including the official Wesnoth server. You may use this option to join a multiplayer game via a local access network (LAN).&lt;br /&gt;
&lt;br /&gt;
===== Host Networked Game =====&lt;br /&gt;
This option allows you to create a game that can be joined by other players via a LAN network.&lt;br /&gt;
&lt;br /&gt;
===== Local Game =====&lt;br /&gt;
This option allows you to play a game involving 1 computer only. You may still assign control for other sides to other players/AI.&lt;br /&gt;
&lt;br /&gt;
=== The Game Screen ===&lt;br /&gt;
&lt;br /&gt;
Regardless of whether you are playing a scenario or a campaign, the basic layout of the game screen is the same. The majority of the screen is filled with a map which shows all of the action that takes place in the game. Around the map are various elements which provide useful information about the game and are described in more detail below.&lt;br /&gt;
&lt;br /&gt;
Across the top of the screen from left to right are the following items:&lt;br /&gt;
#Menu button&lt;br /&gt;
#Actions button&lt;br /&gt;
#Turn counter *&lt;br /&gt;
#Your gold&lt;br /&gt;
#Your total villages&lt;br /&gt;
#Your total units&lt;br /&gt;
#Your upkeep&lt;br /&gt;
#Your income&lt;br /&gt;
#Timer or clock&lt;br /&gt;
#Current hex type&lt;br /&gt;
#Current hex position&lt;br /&gt;
&lt;br /&gt;
Down the right of the screen from top to bottom are:&lt;br /&gt;
#Full map, scaled *&lt;br /&gt;
#Time of day indicator&lt;br /&gt;
#Unit profile for last selected unit*&lt;br /&gt;
#End Turn button *&lt;br /&gt;
&lt;br /&gt;
(Items marked with a * are currently undocumented)&lt;br /&gt;
&lt;br /&gt;
*Menu button: Displays a drop-down menu with the following options:&lt;br /&gt;
&lt;br /&gt;
#Scenario Objectives: Lists the victory and defeat conditions.&lt;br /&gt;
#Statistics&lt;br /&gt;
#Unit List: Lists your active units, including their map position.&lt;br /&gt;
#Status Table: Summary list of visible player units, villages, income etc.&lt;br /&gt;
#Save Game: Write the current game position to disk.&lt;br /&gt;
#Load Game&lt;br /&gt;
#Preferences: see [[PlayingBattleForWesnoth#Preferences|the Manual]] for details.&lt;br /&gt;
#Back to: Return to previous turns without opening the Load Game dialog. Not available in all games.&lt;br /&gt;
#Help&lt;br /&gt;
#Quit Game: Close the game, without saving, and return to the Main menu.&lt;br /&gt;
&lt;br /&gt;
*Actions button: Displays a drop-down menu with the following options:&lt;br /&gt;
#Next unit&lt;br /&gt;
#Recruit: Lists units your commander can recruit from a keep.&lt;br /&gt;
#Recall (Campaign only): Lists units your commander can recall from a keep.&lt;br /&gt;
#Show enemy moves&lt;br /&gt;
#Best possible enemy moves&lt;br /&gt;
#End Turn: On your turn, select it to end your turn.&lt;br /&gt;
&lt;br /&gt;
*Your gold, villages, units, upkeep, and income&lt;br /&gt;
:Quick way to check how your army is doing. A negative income means you'll lose gold, a positive means you gain gold. Upkeep is the gold you pay your units. Villages shows how many you own, each village will give you Gold.&lt;br /&gt;
&lt;br /&gt;
*Current hex&lt;br /&gt;
:Shows the terrain type and position of the hex pointed to by the mouse. If a unit is on the hex, its resistance on that terrain is shown after the position. The position is in column, row order.&lt;br /&gt;
&lt;br /&gt;
*Time of day indicator&lt;br /&gt;
:Putting your mouse over the indicator will bring up a tooltip showing the effect of the time of day.  Wesnoth has a 6-turn day and different alignments have bonuses depending on the time of day.&lt;br /&gt;
&lt;br /&gt;
==== Recruit and Recall ====&lt;br /&gt;
When you first start a scenario or campaign you will only have a few units on the map. One of these will be your commander (identified by a little crown icon). Your commander is usually placed in a castle on a special hex called a keep. Whenever your commander is on a keep (not only your own, but also the keep of any enemy castles you capture) and you have enough gold, you can recruit units for your army. In later scenarios you can recall experienced units that survived earlier scenarios. From here, you can start to build your army to conquer the enemy.&lt;br /&gt;
&lt;br /&gt;
The first thing you will probably want to do is recruit your first unit. Press 'ctrl-r' (or right click on an empty castle hex and select 'recruit') and you will be able to recruit a unit from a list of all the units available to you. Each recruit is placed on an empty castle square. Once you have filled the castle, you cannot recruit any more until units move off. Your opponent's commander is similarly placed on its castle keep and will begin by recruiting its troops -- so don't dilly-dally looking at the scenery, there's a battle to be won.&lt;br /&gt;
&lt;br /&gt;
At the end of each successful scenario, all your remaining troops are&lt;br /&gt;
automatically saved. At the start of the next scenario you may&lt;br /&gt;
recall them in a similar way to recruiting. Recalled troops are often more&lt;br /&gt;
experienced than recruits and usually a better choice.&lt;br /&gt;
&lt;br /&gt;
==== Your Army ====&lt;br /&gt;
&lt;br /&gt;
All game types use the same soldiers, called units. Each unit is identified&lt;br /&gt;
by Race, Level, and Class. Each unit has strengths and weaknesses, &lt;br /&gt;
based on their Resistance, current Terrain, and Level.  &lt;br /&gt;
See http://units.wesnoth.org/&lt;br /&gt;
&lt;br /&gt;
==== Life and Death - Experience ====&lt;br /&gt;
&lt;br /&gt;
As your troops gain battle experience, they will learn more skills and&lt;br /&gt;
become stronger. They will also die in battle, so you'll need to&lt;br /&gt;
recruit and recall more when that happens. But choose wisely, for each has&lt;br /&gt;
strengths and weaknesses a cunning opponent will quickly exploit.&lt;br /&gt;
&lt;br /&gt;
==== Money ====&lt;br /&gt;
Your army does not fight for free. It costs you money to recruit units and money to maintain them. You start each scenario with money carried over from previous scenarios (although each scenario ensures you have at least a minimum amount of gold to start if you didn't carry over enough from previous scenarios) and can gain more by meeting scenario objectives quickly and, during a scenario, by controlling villages. Each village you control will give you two gold pieces income per turn. When you first start a scenario it is usually worthwhile to gain control of as many villages as you can to ensure you have sufficient income to wage war. You can see your current gold and current income at the top of the screen as described in the section on [[#The_Game_Screen|the Game Screen]]. More information can be found in [[PlayingBattleForWesnoth#Gold|the manual]].&lt;br /&gt;
&lt;br /&gt;
==== Save and Load ====&lt;br /&gt;
At the start of each scenario, you have the option to save it. &lt;br /&gt;
If you are defeated, you may load it and try again. Once you have succeeded, &lt;br /&gt;
you will again be asked to save the next scenario and play that. &lt;br /&gt;
If you have to stop playing during a scenario, you can save your turn&lt;br /&gt;
and load it again later. Just remember, a good BFW player never needs to&lt;br /&gt;
save '''during''' a scenario. However, most beginners tend to do so rather&lt;br /&gt;
often. ;)&lt;br /&gt;
&lt;br /&gt;
=== Getting the Most Fun Out of the Game ===&lt;br /&gt;
&lt;br /&gt;
Remember, the idea of a game is to have fun! Here are some recommendations&lt;br /&gt;
from the development team on how to get the most fun out of the game:&lt;br /&gt;
&lt;br /&gt;
* Consider playing the campaign on 'Medium' difficulty level, especially if you have prior experience with strategy games. We feel you'll find it much more rewarding.&lt;br /&gt;
* Don't sweat it too much when you lose some units. The campaign was designed to accommodate the player losing some units along the way.&lt;br /&gt;
* Don't abuse saved games. Long ago, Wesnoth only allowed saving the game at the end of a scenario. Mid-scenario saving was added as a convenience to use if you had to continue the game another day, or to protect against crashes. We do not recommend loading mid-scenario saved games over and over because your White Mage keeps getting killed. Learn to protect your White Mage instead, and balance risks! That is part of the strategy.&lt;br /&gt;
* If you must load a saved game, we recommend going back to the start of the scenario, so that you choose a new strategy that works, rather than simply finding random numbers that favor you.&lt;br /&gt;
* But remember, the aim is to have fun! You may have different tastes than the developers, so do what you enjoy most! If you enjoy loading the saved game every time you make a mistake, looking for the 'perfect' game where you never lose a unit, by all means, go right ahead!&lt;br /&gt;
&lt;br /&gt;
==== At the start of a scenario ====&lt;br /&gt;
* First, read the scenario objectives. Sometimes you do not have to kill enemy leaders; instead it is enough that you survive for a certain number of turns, or pick up a particular object&lt;br /&gt;
*  Look at the map: the terrain, the position of your leader and the other leader(s).&lt;br /&gt;
* Then, begin to recruit units. Cheap units are useful to soak up the first wave of an enemy's attack; advanced units can then be brought in as support. Fast units can be used as scouts, for exploring the map and to quickly conquer villages.&lt;br /&gt;
&lt;br /&gt;
==== During the scenario ====&lt;br /&gt;
* Try to capture and keep control of as many villages as possible to keep the gold coming in&lt;br /&gt;
* Keep units in packs so the enemy cannot attack from as many sides, and so you can outnumber each enemy unit. Put your units in a line so that the enemy cannot attack any one of your units from more than two sides.&lt;br /&gt;
* Different units have different strengths and weaknesses depending on terrain and who they are attacking; right click on units and select &amp;quot;Describe unit&amp;quot; to learn more &lt;br /&gt;
* You can use lower level units as cannon fodder, to slow down enemy. e.g. you can use them to block enemy reaching your important units&lt;br /&gt;
* You can cause damage to enemies with advanced units and then finish them with lower level units - to give them more experience (and finally make them advance to next level)&lt;br /&gt;
* When you have a White Mage (advances from Mage) or Druid (advances from Shaman), put it in the middle of a circle of units to heal them as they move across the map (Shamans can do this too, but not as well)&lt;br /&gt;
* Losing units is expected, even advanced units&lt;br /&gt;
* Time of day really matters:&lt;br /&gt;
** lawful units do more damage at day and less damage at night&lt;br /&gt;
** chaotic units do more damage at night and less damage at day&lt;br /&gt;
** remember to always check the time of day on the right side of the screen. Plan ahead - think about what it's going to be next turn as well as this turn.&lt;br /&gt;
* Some units are resistant or vulnerable to different kind of attacks. Mounted units are weak vs pierce attacks. Fire and holy (arcane) attacks destroy undead. To see how much a unit resists an attack type, right click on the unit, select 'Unit Description', then select 'Resistance'. It will show you how resistant a unit is to different types of attacks.&lt;br /&gt;
&lt;br /&gt;
==== Healing ====&lt;br /&gt;
An important part of succeeding at Battle for Wesnoth is keeping your units healthy. When your units take damage you can heal them by moving them onto villages or next to special healing units (e.g. the Elvish Shaman and White Mage). Some other units you will encounter, such as Trolls, have the ability to heal themselves naturally. You can find more detailed information about healing in [[PlayingBattleForWesnoth#Healing|Chapter 2]].&lt;br /&gt;
&lt;br /&gt;
==== Winning a scenario ====&lt;br /&gt;
* Advanced units are needed to quickly kill enemy commanders, and to avoid losing lots of units.&lt;br /&gt;
* The quicker you win a scenario, the more gold you get; you will get more gold from winning early than from all of the map's villages for the rest of the turns.&lt;br /&gt;
* Killing all enemy leaders usually gives instant victory.&lt;br /&gt;
&lt;br /&gt;
==== More general tips ====&lt;br /&gt;
* After slaughtering scenarios (where you take lots of punishment) there are usually &amp;quot;breathing room&amp;quot; scenarios where you can rather easily gain some gold and experience (advanced units)&lt;br /&gt;
* Advanced units have higher upkeep than lower level units (1 gp per level), loyal units are an exception.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== See Also ===&lt;br /&gt;
* [[WesnothManual]]&lt;br /&gt;
* [[AdvancedTactics]]&lt;br /&gt;
* [[MP_Tutorial]] learn how to play multiplayer games.&lt;br /&gt;
&lt;br /&gt;
{{Play}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Szymek</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Description&amp;diff=32124</id>
		<title>Description</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Description&amp;diff=32124"/>
		<updated>2009-09-01T18:39:23Z</updated>

		<summary type="html">&lt;p&gt;Szymek: Undo revision 32117 by DroneLtcna (Talk), spam&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What is Battle for Wesnoth? ==&lt;br /&gt;
&lt;br /&gt;
The Battle for Wesnoth is a turn-based strategy game with a fantasy theme.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumb tright&amp;quot;&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
[http://www.wesnoth.org/images/sshots/wesnoth-1.2-b.jpg http://www.wesnoth.org/images/sshots/wesnoth-1.2-b-175.jpg]&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;A magical lightning strike&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Build up a great army, gradually turning raw recruits into hardened veterans. In later games, recall your toughest warriors and form a deadly host against whom none can stand! Choose units from a large pool of specialists, and hand-pick a force with the right strengths to fight well on different terrains against all manner of opposition.&lt;br /&gt;
&lt;br /&gt;
Wesnoth has many different sagas waiting to be played out.  Fight to regain the throne of Wesnoth, of which you are the legitimate heir...  step into the boots of a young officer sent to guard a not-so-sleepy frontier outpost...  vanquish a horde of undead warriors unleashed by a foul necromancer, who also happens to have taken your brother hostage...  guide a band of elvish survivors in an epic quest to find a new home.&lt;br /&gt;
&lt;br /&gt;
200+ unit types.  16 races.  6 major factions.  Hundreds of years of history.  The world of Wesnoth is absolutely huge and limited only by your creativity - make your own custom units, compose your own maps, and write your own scenarios or even full-blown campaigns.  You can also challenge up to 8 friends - or strangers - and fight in epic ''multi-player'' fantasy battles.&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumb tright&amp;quot;&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
[http://www.wesnoth.org/images/sshots/wesnoth-1.2-e.jpg http://www.wesnoth.org/images/sshots/wesnoth-1.2-e-175.jpg]&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;The '''Heir to The Throne''' campaign&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Build up a formidable fighting force, starting from a single leader and a small amount of gold.&lt;br /&gt;
* Over 200 unit types in six major factions, all with distinctive abilities, weapons and spells.&lt;br /&gt;
* Experienced units gain powerful new abilities as they advance.&lt;br /&gt;
* Several multi-player options available, including internet play.&lt;br /&gt;
* Scores of different custom-designed maps, and unlimited random maps.&lt;br /&gt;
* Hundreds of campaign scenarios available for download via a simple in-game procedure.&lt;br /&gt;
* 'Fog of war' feature available for a true test of generalship.&lt;br /&gt;
* Sophisticated mark-up language lets advanced users make their own maps, factions or campaigns.&lt;br /&gt;
* Excellent language support &amp;amp;ndash; 35 different languages currently available.&lt;br /&gt;
* GNU/Linux, Windows, MacOSX, RISC OS, BeOS, Solaris, FreeBSD, OpenBSD, NetBSD, DragonFly BSD, AmigaOS4, OS/2 &amp;amp; eComStation compatible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Play}}&lt;/div&gt;</summary>
		<author><name>Szymek</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=TheEasternInvasion&amp;diff=32123</id>
		<title>TheEasternInvasion</title>
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		<updated>2009-09-01T18:37:32Z</updated>

		<summary type="html">&lt;p&gt;Szymek: Undo revision 32119 by BooloEltvi (Talk), spam&lt;/p&gt;
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&lt;div&gt;This is a discussion of The Eastern Invasion, the campaign featuring Gweddry General of Wesnoth.&lt;br /&gt;
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''Note by Crus4a7E: I played this campaing in V 1.4.5 (medium difficulty) using this walkthrough. As most parts did not quite seem to reflect the current state of the campain anymore, I felt obliged to contribute a number of updates to most scenarios' walkthroughs. Nevertheless, please feel free to further improve this walkthrough in particular for those scenarios I have not played and thus not updated. Overall the campain now seems well-balanced and is fun to play.''&lt;br /&gt;
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The following descriptions are aimed at the &amp;quot;medium&amp;quot; difficulty level (as &amp;quot;easy&amp;quot; lets you get away with sloppiness and &amp;quot;hard&amp;quot; is for people who are comfortable with Advanced Tactics). Please improve these and add your own for later levels.&lt;br /&gt;
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'''Warning: spoilers ahead!'''&lt;br /&gt;
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==Scenarios==&lt;br /&gt;
=== The Outpost ===&lt;br /&gt;
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It is probably best to recruit 5 heavy infantry and 1 mage on this scenario. The heavy infantry can flag the villages surrounding you by turn 3, turn 2 if they're quick, and the mage can flag the northern forest village on turn 2 if quick.&lt;br /&gt;
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Sending 2 HI(heavy infantry) south, to the revenants, is a good idea because you can usually get both of them a 2nd level kill without having either die. The other ones should stand and fight against the enemies coming at you from the north and east. Use the HI most of time, and use the mage when they are in forest and it can get a killing blow. By the end of the scenario, you should have 2-3 shock troopers and 1 half-advanced mage.&lt;br /&gt;
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It is sometimes a good idea to recruit another mage on turn 10 or so, since you will probably end the scenario with less than 100 gold anyway, so you save money by buying in advance. (mathematically this does make sense). Also, you can get them about 10 experience along the way.&lt;br /&gt;
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==== Alternative Strategy ====&lt;br /&gt;
The above strategy did not work for me despite of several attempts. Whenever I recruited only 5 HI or tried to send 2 HI southwards to capture villages I got slaughtered around turns 10 to 12 by the latest. (Played with V 1.4.5 on medium difficulty) Thus below I describe an alternative strategy which worked rather painlessly for me.&lt;br /&gt;
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Remark: In V 1.4.5 all of the villages surrounding the player's keep are already flagged at the start. Only in the very south (south of the river) are a couple of unflagged villages.&lt;br /&gt;
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Recruit one keep full of HI in turn 1 (no mage, as there is little use in it in this scenario and we are short of money). In turn 2, move the HI to build a straight line northeast and east of your castle (the line should be inside the castle walls whereever possible to use its high defence rating but other than that as straight as possible to only allow two enemy units at a time to attack any of your HI). Then wait about 2 to 3 turns until the enemy forces start to attack and you have enough money to recruit about another 3 HI. Use them to reinforce your line.&lt;br /&gt;
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Then just hold out the enemy attack during night time; only rotate wounded units if possible, but do not counter-attack. At dawn start your counter-attack without worrying to much about keeping the original line intact. Instead try to level 2 or 3 HI to Shock Troopers. The enemy forces quickly cease to be any danger to your forces.&lt;br /&gt;
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Also around turn 12 the white mage re-arrives and points out a trap door you should use. The trap door is located near your castle and clearly visible unless any unit stands on it. So if you do not see it right away, just move your units around a little.&lt;br /&gt;
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Position your leader near the trap door so he can reach it in one turn. As it is almost impossible to finish with more than 100 gold (which is the minimum starting gold of the next level), use the remaining turns to level as many units as possible and only move your leader onto the trap door in the very last turn.&lt;br /&gt;
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Using this strategy I finished with 2 shock troopers and several well-levelled HI. Also your leader and the white mage should have gained a little experience.&lt;br /&gt;
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==== Alternative Strategy #2 ====&lt;br /&gt;
An alternative strategy to consider is to recruit as late as possible and to start fighting when the sun is up. Somehow you will be able to decide when to engage in the battle, as the enemy will let you stay in your castle without bothering you. &lt;br /&gt;
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At turn #4, recruit 1 Mage and 5 Heavy Infantrymen (HI). The trick is not to move a single unit and somehow, no one attacks you. I did the test multiple times and I always started the first fight when I decided it was time (i.e. during the day light). A variation of the strategy that does not work is to start recruiting only when the sun is up; somehow the enemy attacks your leader.&lt;br /&gt;
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Turn #7, this is dawn and now you can start attacking. My goal is to finish any fight with my Mage or the Leader to get them to level 2 and 3 as soon as possible. White Mages always make my life easier during Campaigns. I also recruit 2 HI, 1 Cavalryman to go get some villages, and 1 Mage.&lt;br /&gt;
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You will end up with 1 HI or your Leader at level 2 and your Mages should be half way to Level 2.&lt;br /&gt;
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==== Alternative Strategy... #3 ====&lt;br /&gt;
None of the above tactics work when playing under the &amp;quot;challenging&amp;quot; difficulty level(since you are given only 80 coins at the beginning of the scenario).&lt;br /&gt;
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My advice when playing this on the hardest level is to spend your starting money on two HI units and two cavalry units. Don't buy any mages -- they are too fragile and expensive. Your main goal is to keep away as much enemy forces as possible from your keep (ESPECIALLY during night). Use the cavalry to divert at least a small portion of the undead by making them chase your horsemen. Remember to always &amp;quot;taunt&amp;quot; them -- capture the villages near their keeps and run away from there the next turn. This way you can keep your fortress not owerwhelmed for some time. Spend every coin possible on heavy infantry and don't let skeletons/bats occupy tiles in your keep. If you do let them, this may be fatal to your leader. ;) You may even recruit a spearman or two to &amp;quot;block&amp;quot; a keep tile if this may save your main character.&lt;br /&gt;
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NOTE: I did use this exact same tactic to beat the scenario on challenging, however, it did require some luck and re-loading. Remember -- when things seem dire, leveling up is the best healing. I saved my leader(why do I always forget his name?) by letting him kill a second-level skeleton archer, but that only happened by miracle - he hit all three times on 40% and didn't get killed by counter-attacks although he had only 3 HP left! I must be lucky :P&lt;br /&gt;
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Euclid&lt;br /&gt;
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=== Escape Tunnel ===&lt;br /&gt;
Remark: The following applies to V 1.4.5 medium difficulty.&lt;br /&gt;
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Don't bother recalling HI, they go too slow in caves. Go for a group of mostly mages, and a couple of spearmen. (One keep of units in total should easily be enough.)&lt;br /&gt;
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Move your units to the east until you encounter trolls and reach a crossroads. A couple of dwarfts will kindly become your allies and keep off the trolls for a few turns. Send a quick spearman to the north where he can pick up a holy amulet (unlike in other campaigns this holy amulet is permanent!). As soon as you have got the holy amulet start to move all your units south without bothering about the trolls or the undead which appear after a number of turns from the direction of your keep.&lt;br /&gt;
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The undead, trolls and dwarves will all fight each other, so after having moved all your units south position one healthy spearman at the end of the cave leading south (so only one unit a turn can attack him) and position the white mage right behind him to heal it every turn. These two units should easily keep of the enemies following you until the end of the scenario. Move Gweddry to the northeast accompanied by a mage and a spearman (to fight individual trolls coming your way).&lt;br /&gt;
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Before moving Gweddry to the end of the cave (which ends the level) send the mage to the east past the funny signpost warning you of the troll hole. In the cave the mages discovers a chest containing a troll treasure amounting to 200 gold.&lt;br /&gt;
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Following this strategy you should earn a decent early finish bonus plus the 200 extra gold, so you finish with well over 300 gold.&lt;br /&gt;
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Remark: Giving Gweddry the holy amulet (instead of a spearman) allows him to level very quickly, which is important, since he can advance to Grand Marshal.  This gives benefits in other ways on a number of later scenarios as well, such as the River Crossing, where you can get an easy 1st turn kill against the undead leader and take his castle.  Note that the leader is very hard to kill anyway.&lt;br /&gt;
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=== An Unexpected Appearance ===&lt;br /&gt;
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What you do in this scenario depends on which way you want to go. Going east is harder, but brings you more reward, such as the chance to go to Mal-Ravanal's Capital, which gives you the opportunity to get extra experience (a lot for whoever survives) and a free Paladin and several Knights.&lt;br /&gt;
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Obviously, first kill Mal-Tar. To do this, shoot him with Dacyn and attack him with Gweddry's melee. It probably won't kill him the first turn, so second turn kill the vampire bat he recruits with Dacyn and finish Mal-Tar off with Gweddry.&lt;br /&gt;
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Then, recall 2 shock troopers and 1 half-advanced heavy infantry on the side of the castle you are going (so if you are attacking eastward, recall them on the 3 eastern castle hexes). This gives them  a headstart in that direction.&lt;br /&gt;
Dacyn might be wounded, so send him to a village. Don't worry, he can fend for himself, since the bats usually arrive one at a time and he can kill one per turn.&lt;br /&gt;
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Recall any mages with a lot of XP and the spearman you gave the holy amulet in the previous scenario, then go whichever way you are going. You might want to recruit one throw-away cavalryman to go north, since he gives you income and draws away enemies that otherwise would attack your main force from behind.&lt;br /&gt;
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===Diverging Campaign Path===&lt;br /&gt;
==== Elven Alliance ====&lt;br /&gt;
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The Orc's warning about the assassin is overrated; Volas can probably take care of it himself, although you might want to leave ONE unit near him to make sure.&lt;br /&gt;
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Recruit / recall a wide assortment of units, mostly mages, spearmen and cavalry. Send mages and spearmen up to fight the opponent, send cavalry down as scouts. Any heavy infantry should go up to fight also; they will probably arrive late, and be good for reinforcements when the first troops are wounded.&lt;br /&gt;
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Align the troops in the forest, so that the enemy will be on grass; this gives you a tactical advantage. Use Dacyn to heal those who need it most - those on the corners, and any mages who are on the front lines.&lt;br /&gt;
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There is a village at {20,8} that can prove tactically very useful, because the elves usually fight somewhere near it.&lt;br /&gt;
The elves are defeated most of the time, and the orcs claim this village; it is crucial to kill the orc on this village and take it over with a resilient spearman, or a HI.&lt;br /&gt;
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Once you have gotten past turn 6, it will be day, and the orcs will be very easy to defeat. When the assassin appears on turn 7, ignore it unless you have a cavalryman still down there. In that case, use it to fight the assassin. Keep pressing up. By turn 9, the orcish leader should be dead.&lt;br /&gt;
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==== The Undead Border Patrol ====&lt;br /&gt;
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This scenario also depends on which way you want to go. If going NW, it is fairly straightforward. The enemy is relatively weak. Do the same as in Unexpected Appearance - recruit 2 suicide cavalrymen to distract the bats. One will probably get enough XP to be worth recalling.&lt;br /&gt;
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I would use mostly heavy infantry and spearmen with the holy amulet on this level, because mages will only get a +10% to hit from magical. However, as in most scenarios against undead, white mages are very useful.&lt;br /&gt;
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Try to get the opponent to fight you from the sand. This gives you something like a 70% CTH. &amp;gt;)&lt;br /&gt;
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(CTH = Chance To Hit).&lt;br /&gt;
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===== Mal-Ravanal's Capital =====&lt;br /&gt;
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Only reachable from ''The Undead Border Patrol'' scenario, but you might also skip it and go directly to ''Northern Outpost''.&lt;br /&gt;
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This is a very challenging scenario. I started with only 100 gold, so I recalled one Mage, two Shock Troopers, one Heavy Infantry, and my holy Halberdier. I defended the starting castle for about 10 turns until the Revenants had made their way over to me. Upon killing several of them, I freed some imprisoned Knights and a Paladin. I moved my forces to kill the Death Knight, and then split my forces. I sent one group to attack Mal-Ravanal and the other to kill the Necromancer in the NW corner.&lt;br /&gt;
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By turn 30, my Eastern assault force was in postion to attack Mal-Ravanal. However, when I attacked him, he teleported my troops back to the starting castle, so I wasn't able to defeat him. When I was ready, I killed the NW Necromancer and progressed to &amp;lt;i&amp;gt;The Northern Outpost&amp;lt;/i&amp;gt;.&lt;br /&gt;
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The reason to go here is to acquire a cavalry force of one Paladin and five Knights.  To do this kill six of the Death Knight's troops.  The first kill gets you a Paladin.  Each succeeding kill gets you one more Knight.  They all appear in or around the village southeast of your castle.  To end the scenario, have your cavalry force kill the southwest Necromancer while holding your castle from the assault.  This can be done by turn 14 giving you a sizeable bonus.  You might send expendable cavalrymen north and southeast to distract the enemies, but it won't do much.&lt;br /&gt;
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As of 1.0.2 it's the Bone Shooters that must be killed to release knights.  On the first kill you will get a Paladin as well as the Knight.  These seem to all appear around the same village.  Maybe they group around the Paladin.  Each unit pops in with full moves.  If you can use some of them to kill other Bone Shooters, you end up with a substantial cavalry force very quickly.&lt;br /&gt;
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On easy at least, in 1.0.2, my opponents summoned no Bone Shooters, only Revenants.  It took a while for them to arrive, and I could have killed the NW Necromancer, but I waited it out.  I still got paladins and knights for killing Revenants.  (vfb)&lt;br /&gt;
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As of version 1.5.4 the cavalry (not apparently loyal) are earned by killing the Death Knight's troops. There are a total of one Paladin and five Knights available, but the number of Knights available is reduced by one for each of your troops that die *after you get the Paladin*. You might want to make sure any expendable troops are &amp;quot;expended&amp;quot; by the time the Death Knight's troops reach your line--units on their own won't last too long with all the ghosts flying around.&lt;br /&gt;
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=== The Northern Outpost ===&lt;br /&gt;
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Reachable both from ''The Undead Border Patrol'' and the ''Elven Alliance'' scenarios.&lt;br /&gt;
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There are two enemies in this scenario that you must defeat - the undead and the outlaws. The undead are fairly straightforward to defeat, and in any case Owaec usually does a good part of the work. Recall a number of shock troopers, a white mage and the spearman who picked up the holy amulet in one of the previous scenarios. I addition recruit one mage.&lt;br /&gt;
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Then send Gweddry to the holy amulet in the south west accompanied by the mage. The spearman and the white mage go straight southwards and help Owaec with the undead. Your shock troopers go to the east and surround one of the villages over there without flagging it. (As they are quite slow-moving, having them already over there saves you time later on.) Once Gweddry picked up the holy amulet, send him and the mage to finish off the undead leader together with your spearman. (Note: Your spearman is very effective against the undead and will likely level up.) That was the easy part.&lt;br /&gt;
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The main challenge is the criminals. They appear randomly in the villages you flag (one of the villages has assasin that is outlaw leader), but not in those Owaec flags. So don't worry about him uncovering enemies for you. Since when you capture a village the outlaws surround it, you should surround each village before you capture it, so the enemy surrounds you. This makes it so they can't gang up on one of your units with more than 3 people. Also, when you capture a village, try to kill as many enemies as you can before they get a turn.&lt;br /&gt;
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Send your your entire force up on the eastern side of the map flagging one village a turn and fighting the bandits. Once you come across the village where the bandid leader hides, concentrate your attacks on him as the bandits are quite strong.&lt;br /&gt;
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Note: A Cavalry force (such as the one acquired in Mal-Ravanal's Capital) makes short work of the bandits.  Lower level units have trouble against the Bandits, especially at night.  Slower moving units also have a disadvantage in searching the villages.  &lt;br /&gt;
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Also note, that from this scenario on you can recruit horsemen. You might want to level up a paladin or two, for fast mobile undead removal services (and quick leader assasination).&lt;br /&gt;
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/* governor */ Just a note: I had the misfortune of taking a group of men to a village where 5or6 enemies appeared. After taking heavy damage, I retreated my char (low on hitpoints) out of the village. When I recaptured the village the same group of enemies reappeared. Since AI enemies seem to prefer recapturing villages this can allow you to obtain easy experience for weak units a few times.&lt;br /&gt;
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=== Two Paths ===&lt;br /&gt;
This is a fairly tough level (played in V 1.4.5 on medium difficulty) which took several attempts to get through. In V 1.4.5 you have 16 turns (unlike 12 as in earlier versions) and can choose between going north to attack the orc leader or going north-east to attack the undead leader.&lt;br /&gt;
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One option is going north on the very east side of the map trying to fight your enemies from solid ground and mountains while they stand on sand ground with weak defense. As your troops move very slowly on this terrain, you will likely take some heavy losses however, as your enemies keep surrounding you. Also this will presumably take too many turns to reach the orc leader in time.&lt;br /&gt;
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Thus the preferred choice is to recall a couple of shock troopers and white mages and move them on the path to the north-east in a thigh formation towards the undead leader. Once you survived the first enemy onslaught without loosing units, the rest of this scenario becomes rather easy as the remaining enemies come one by one. Make sure to keep on moving fast to the north-east to reach the undead leader before turns run out.&lt;br /&gt;
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=== Diverging Campaign Path===&lt;br /&gt;
==== Undead Crossing ====&lt;br /&gt;
Fighting the undead in this scenario is not the actual problem as they are quite weak. Recall a keep full of shock troopers, white mages and the spearman with the holy amulet (who has likely levelled up by now). Use your faster units to capture the villages in the south-east and move your shock troopers directly to the river crossing.&lt;br /&gt;
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Once you fought of the bats and skeletons (which the above units should handle quite easily), the undead leader summons two cuttlefish which appear in the water between the two crossings. Be very careful where to position your troops as the cuttlefish have a very nasty melee attack. Fight them with a pair of shock troopers accompanied by Gweddry (to give them leadership) and a white mage for healing.&lt;br /&gt;
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Make sure you leave your units enough time to cross the river and kill the undead leader before turns run out.&lt;br /&gt;
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==== The Crossing ====&lt;br /&gt;
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I had only 100 gold, so recruited some units and went straight north from turn one on. The fighting in the water was quite hard, with some orcs coming down from the north. The un-dead only appeared when I was in the middle of the river, so no encounter with them, and the ogre's helped get rid of the orcs on the north side. (Allefant)&lt;br /&gt;
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If you have Holy Gweddry, you can (sometimes) get a 1st turn kill on the 1st undead leader, scarf up all the villages, and return to kill the 2nd undead forces before their leader can recruit anything.  If you don't, the second undead leader will recruit lots of level two units.  The orcs will start out across the river, but usually most of them turn back to fight the ogre reinforcements.  Waiting till their first wave hits your shore and wiping them out in the water will probably leave you just enough time to cross the river and find there are only 2 or 3 enemy units left besides the leaders.&lt;br /&gt;
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Make sure to cover your rear flank with some expendable troops (such as Heavy Infantry) as the undead can move more quickly through the water than your units.&lt;br /&gt;
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Another strategy is to go straight into the water after killing the first undead leader using the deep water in the middle of the path to seperate the orc forces.  You go to the right with Gweddry and Owaec and some support troops while letting the ogres kill many of the orcs in your way.  Knights and a Paladin can hold off the orcs enough to get across while the undead behind you are not an issue.  &lt;br /&gt;
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Note:  Owaec can move only one hex a turn in the water.&lt;br /&gt;
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=== Training the Ogres ===&lt;br /&gt;
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This can be a confusing scenario to understand. Basically, you are fighting the ogres while also trying not to let them reach the rocky borders where they will &amp;quot;escape&amp;quot; (or disappear). Understand how the AI works and that units will attack the weakest units who are closest to leveling. &lt;br /&gt;
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Whenever I tried to attack the ogres or surround them or using any other intuitive strategy, I always ended up getting my white mage killed by turn 3 at the latest. &lt;br /&gt;
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Thus try the following which makes keeping all 4 ogres on the green very easy (although I still do not understand why the AI behaves as it does...): Move the white mage and the horseman to the very north outside the moving range of the ogres. Position Gweddry on one of the hills in the west just inside their moving range. For the first two turns the ogres hardly move. Then they start to attack Gweddry which he should be able to withstand. By turn 5 when Gweddry's health starts to wear down, the scenario is over already with all four ogres still on the green and all of your units alive.&lt;br /&gt;
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(It's a bit of a digression, but the AI in this case is failing to realize that, though each Ogre has an individually unfavorable attack on Gweddry, all four attacking together would be rather more favorable. So, the AI decides to form a defensive line and wait for the sun to set, when Gweddry's 25% bonus disappears and their attacks are more favorable. Note that this technique generally only works for units with full health on defensible terrain, and may disappear entirely if the AI is improved to consider joint attacks.)&lt;br /&gt;
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It is unclear to me however, what the benefit of all four ogres surviving is though.&lt;br /&gt;
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Note: Whether or not to use ogres is a matter of playing style.  Once they level up, Ogres are quite a tough unit that deals middling damage, but unfortunately can't advance beyond level 2.  Their upside is that they move at normal speed on hills and cave floor, which makes them your most mobile unit in at least one scenario (''Captured'').  And as they are of neutral alignment, they can sometimes be handy to have around at nighttime.&lt;br /&gt;
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=== Xenophobia  ===&lt;br /&gt;
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In V 1.4.5 on medium difficulty is a very easy and fun level as all parties in the scenario (i.e. elves, orcs, drawves, and yourself) decide to fight each other instead of forming aliances. Thus you can use this level to gain some experience for your units, pick up another permanent holy amulet (in the north, roughly in the middle between the dwarf and the orc keep) e.g. by a shock trooper, and as the actual ogre training camp (see below).&lt;br /&gt;
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Recall a keep full of shock troopers and send them straight to the north as they are very slow moving. Then recall one or two white mages and recruit about two to four young ogres. Send all of your units straight north to kill the dwarf leader who unwisely sends all his troops for the orcs right at the start and then misses the money to recruit any more troops to defend his keep.&lt;br /&gt;
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By the time I reached the dwarf leader, the orcs had already killed the elvish leader, so there was two down and only one to go. Use the young ogres on the mountains in the north to fight the remaining dwarves whilst levelling up to ogres. &lt;br /&gt;
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By the time you killed the dwarf leader, there should be hardly any enemy troops left, so go straight towards the orc leader and earn a decent early finish bonus. And don't forget to pick up the holy amulet on the way.&lt;br /&gt;
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The main strategy in this scenario is staying out of the fighting as much as possible, picking off the weaker sides, and in general letting your enemies kill themselves. One successful strategy is to delay moving from your keep for 5-6 turns. Let the other factions weaken each other before you move off. (Although that reduces your early finish bonus, so do not do this if your troops are strong enough.)&lt;br /&gt;
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By the end of the scenario you should have one or two ogres which comes in quite handy in the next scenarios.&lt;br /&gt;
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=== Lake Vrug ===&lt;br /&gt;
This is a very confusing hide and seek sceario which is not actually hard, but likely takes you several pointless restarts until you have finally discovered the enemy leaders. (Spoiler: there are three enemy keeps, all north of the river. One is to the very north west (go to the right into the mounts directly after crossing the bridge), one is between the path leading east and the river bank just before the path turns northwards, and one is in the very north at the end of the path. The orc leader resides in the first keep, the gryphon leader in the second, and the third is empty.&lt;br /&gt;
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Recall two or three shock troopers, two white mages and then recall/recruit as many ogres as possible. (Most of the enemy keeps are surrounded by high mountains which most of your troops cannot pass, but which the ogres handle quite easily.) You might also want to recruit a horseman to scout ahead. &lt;br /&gt;
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The only challenge in this scenario (apart from finding the keeps) is surviving the first onslaught of gryphoons which starts around turn 4 with quite a number of gryphoons appearing from the north-east. Position your heavy units like shock troopers and ogres very tighly around wounded units as the gryphons and dragons really have quite a large moving range and ignore zones of control and thus mercilessly slay away unprotected injured units. To fight them use heavy melee troops like shock troopers.&lt;br /&gt;
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As you start to cross the bridge a couple of trolls attack. They are really no match for your shock troopers, however, who happy troll-crack away.&lt;br /&gt;
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When taking the enemy keeps, use the ogres who can move on the high mountains unlike most of your other units.&lt;br /&gt;
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=== Captured ===&lt;br /&gt;
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You start out by running up a tunnel to find some of your companions. If you go back down that way or you will have to face some extremely mean trolls in the narrow tunnel. Instead, follow the tunnel to the north and west and face a few bats as you proceed.  At the end of that tunnel, you will enter a throne room where there is a leader and some enemy troops. &lt;br /&gt;
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Upon entering the throne room, a group of your wounded troops will appear in a cavern called the &amp;quot;Torture Room&amp;quot; to the east.   They will face a number of assassins and trolls as they leave the Torture Room moving west.  (Hint: Try to get through the prison &amp;quot;door&amp;quot; of the torture room quickly as otherwise the enemy units have an easy time keeping your entire army locked away with only one unit at a time, i.e. the unit standing at the door, being able to take part in the fighting.)&lt;br /&gt;
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Victory occurs when Gweddry moves through the exit in the southwest corner. There is quite a comfortable early finish bonus, so you might want to move him there quickly in order to put some money on savings for later scenarios. It should be possible to finish with over 500 gold without making haste, however. You should also flag the numerous villages in a cavern called &amp;quot;The City&amp;quot;, a cavern southwest of the Torture Room. &lt;br /&gt;
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There is a holy necklace on this level, at coordinates x=12, y=2. Preferrably grab it with a horseman or someting similar. He will come in very hand in later scenarios.&lt;br /&gt;
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Note: Most of the orcs are level two and three units.&lt;br /&gt;
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=== Evacuation ===&lt;br /&gt;
This scenario is a little frusting. Not so much because of its difficulty (it is hard but managable with enough high-level recalls and lots of money), but because you ''will'' take some heavy losses of high-level troops.&lt;br /&gt;
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Note: You should have over 400 gold and a large number of level 2 and 3 units to recall to start this scenario.&lt;br /&gt;
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There are two options in this scenario: you can either defeat all enemy leaders or blow up the bridge in the south. In the former case, you will have to accept quite some casualties in fighting the enemy; In the latter case, all your units which are not on the south side of the river by the time you blow up the bridge (including not recalled units, meanly!) are killed by the explosion. In both cases you have to watch out for the very tight time limit of 12 turns.&lt;br /&gt;
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I went for option 2 (killing all leaders). First recruit two to tree keeps full of your typical experienced troops like iron maulers, white mages, and so on. Ogres are also helpful, if you have some left, as they are strong and you will have no use for them in later scnearios. After that recall a keep full of young ogres as cannon fodder.&lt;br /&gt;
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Start to move you units south and attack the central enemy right away (i.e. do not wait until you have recruited all units). The last recalls before the young ogres split and send half of them to the north-east and the other half to the south-west (otherwise you might not make it to all three leaders in time). Finally, send some young ogres to the north-east and south-west to distract the enemies there for two or three turns. &lt;br /&gt;
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With all three groops of your units try to focus on attacking the enemy leaders as soon as possible so you do not run out of time. Apart from that, watch out for the level 2 trolls, particularly, as they can (and frequently will...) instantly kill almost any of your units. Best fight them with two white mages or a white mage accompanied by some other unit.&lt;br /&gt;
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With a bit of luck and probably some nasty casualties you will have killed all three leaders around turns 10 to 12.&lt;br /&gt;
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[Garion] In 1.0, I recruited a lot of Cavalry for fodder, spacing them 1 hex apart to establish a ZOC corridor from my castle to the bridge.  They got chewed up very quickly, but they bought me enough time to get out.  Use a few Shock Troopers to guard your rear against the Blue enemy; they're too slow to escape anyway.  Remember to recall your slowest units closest to the bridge, to minimize the time they spend in transit.  I was able to evacuate 2 Holy Cavaliers, 2 Paladins, a Great Mage, the three heroes, a quick Iron Mauler, 2 White Mages, and a Mage of Light.&lt;br /&gt;
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[Vladevil] In 1.2.6 what worked best for me was recruiting only fodder for 2 turns, then running away with all the main characters. I let Owaec and the mage first and Gweddry last since he can take some hits. All in all I was finished on the 6th turn without losing any valuable troops.&lt;br /&gt;
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=== The Drowned Plains ===&lt;br /&gt;
The Skeletal Dragon will be found in or near the castle (located on an island in the south-east).  In getting there, there is a chance the undead (three units mostly level two and an occasional level three) will spring out of the ground near the unit you just moved.  Therefore less units are better.  Advanced mages, paladins, and other fast-moving units with arcane weapons work well here. To withstand the initial dragon attack you will need very strong units (with more than 50 HP). In order to discover the dragon despite the fog units with a large moving range (and thus large visible area) like horseman are helpful.&lt;br /&gt;
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The dragon wanders around near the castle but only attacks units which he can kill instantly. If only strong units come near him, he tries to flee. Because of the fog the major challenge of this scenario is finding him and then getting him surrounded so he cannot just move away again. Once you have him trapped like this, slaying him should be easy using your stronger units (preferrably impact weapons because the dragon has a low resistance there).&lt;br /&gt;
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=== Approaching Weldyn ===&lt;br /&gt;
This scenario is fairly easy, but also fun to play. The essence to success is being very fast.&lt;br /&gt;
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Recall 6 to 8 fast-moving units with arcane attacks. This should be any fast unit who has picked up a holy amulet in earlier scenarios like horsemen or spearmen plus some level 2 or level 3 mages. Completely forget about heavy infantry or other slow-moving troops of similar kind. Move all your units to the eastern enemy and try to kill him by turn 3 or 4 by the latest. This should be easy, as he is still very weak.&lt;br /&gt;
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Then rush over to the western enemy. It will be night by now so not a good time for attacking. If you have a very strong and fast unit (like a dragoon) try to position it on the enemies keep. This trick stops the enemy leader from recruiting more troops despite having plenty of money left. Once your other troops arrive and daylight breaks you should have an easy time finishing of this enemy leader and those of his troops which you ally has not yet killed.&lt;br /&gt;
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Then attack the third leader in the south-west in the same manner. If you hurry, you should be able to finish by turn 9 and gain a good early finish bonus.&lt;br /&gt;
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=== The Council ===&lt;br /&gt;
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Only plot in this. You see the inside of the castle.&lt;br /&gt;
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=== Weldyn Under Attack ===&lt;br /&gt;
This is an interesting scenario where once again choosing the right strategy is the key to success. Also watch out for the time, as you have only 18 turns to finish.&lt;br /&gt;
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You find your keep in the center of an island. Three allied leaders also have their keeps on the island around yours. There are three enemy leaders: a weak one in the very north, and two equally strong ones in the south-east and south-west, respectively. It stays nighttime (first and second watch) during the entire scenario which is somewhat uncomfortable, but not a big problem.&lt;br /&gt;
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Start by recalling all high-level units with arcane attacks (6-8 units max). Then recruit two keeps full of mages. Send your troops straight north and finish of the enemy leader. He is quite weak and even moves onto your island so this should be painlessly accomplished by turn 3.&lt;br /&gt;
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Then split your troops: one half moves onto the western shore (along the very border of the map), the other half onto the eastern shore (same). To get across the river use the bridges in the north-west and the north-east, respectively. Let some of the mages stay behind and capture the villages on the island so you do not loose money. The may also assist you allies so they do not fall so quickly and keep the enemy busy.&lt;br /&gt;
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The rest of the scenario is straight-forward: move both your troops southwards straight towards the enemy keeps and kill the leaders. As they have sent most of their troops onto the island where they are busy happily slaying away your allies, this should be no challenge for your troops. Watch out for the nightgaunts, though, which tend to ambush you or rush for weak units without you seeing them coming. &lt;br /&gt;
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If all goes right you should have killed the remaining two enemy leaders around turns 14 or 15.&lt;br /&gt;
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Hint: If you have one or two silver mages available (e.g. the engineer unit you joined you in the Escape scneario, if he has levelled by now) this is quite useful in this scenario. The map is rather large so have some fast-moving units like horseman run through enemy territory and capture individual villages. Then use the teleport ability of your silver mage to perform hit-and-run (or rather: hit-and-teleport) attacks to weaken your enemy before attacking with your main force. Make sure you do not get him killed, though, by holding out too long after attacking.&lt;br /&gt;
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After killing all enemy leaders, an enemy messenger appears telling you that you have only fought some delegates of the ancient lich Mal-Ravenal. It challenges you to have a duel with Mal-Ravenal instead of letting the armies meet for a final battle. If you accept the challenge, you get to scenario &amp;quot;The Duel&amp;quot;. Otherwise you get to &amp;quot;Weldyn Besieged&amp;quot;.&lt;br /&gt;
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===Diverging Campaign Path===&lt;br /&gt;
==== The Duel ====&lt;br /&gt;
This is a somewhat strange scenario: you and Mal-Ravanal get to recall/recruit exactly six units each and then have to fight each other. Mal-Ravenal will recruit mostly level 3 units so this looks difficult. In fact, it is quite managable, however.&lt;br /&gt;
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Recall mostly mages of light and other high-level arcance troops. Set them up in a line of 4 units backed up by 2 units at the edge of one of the forsts near your keep. (Your leader should stand in the back up line so he does not accidentaly get killed.)&lt;br /&gt;
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Then wait for his troops to reach you, but make sure you are the first to attack. By the time you meet it will be close to nightfall. Do not hesitate to attack, however, as Mal-Ravanal plays unfair and recruits another 3 units on every first watch.&lt;br /&gt;
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In your first attack you should be able to kill two enemy units. Try to have at least 5 of your units survive the first round of enemy attacks. Then kill the remaining enemy units near you and move over to Mal-Ravenal straight away who hides by himself on the very border of the map in the mountains. Again, do not wait for daylight, as you can reach him before his reinforcements get to you, so you should have an easy time killing him with your remaining units.&lt;br /&gt;
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Spoiler: After killing Mal-Ravanal the campaign ends with a final scene of Gweddry and his companions being honoured by the king.&lt;br /&gt;
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==== Weldyn Besieged ====&lt;br /&gt;
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On versions prior to 1.5.6 the siege is laughably easy to break; just recall a keep full of your best troops and rush Mal-Ravanal in the south. &lt;br /&gt;
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As of 1.5.6 this battle should prove a more substantial challenge. Now the liches' names aren't revealed until they are attacked, and Mal-Ravanal is more likely to be revealed later in the scenario. Sending fast scouts to attack all the liches is not advisable since each lich receives a boost of gold for another round of recruitment after its name is revealed.&lt;br /&gt;
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A workable strategy is to recall a group of cavalry with holy amulets and paladins to circle behind the undead horde and terminate the liches. You can draw the liches out of their keeps by positioning a sacrificial horseman within their attack radius. Once the lich is out in the open, your arcane damage cavalry should have no trouble finishing the lich off in a single turn.&lt;br /&gt;
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Meanwhile you'll need the rest of your troops to hold the central keep against the undead onslaught. If you can spare the funds, a few sacrificial troops can delay the incoming enemies on one side, giving you the opportunity to focus your firepower on the undead approaching from the other side(s). If things turn grim, retreat to the castle and make your final stand.&lt;br /&gt;
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[[Category:Campaigns]]&lt;/div&gt;</summary>
		<author><name>Szymek</name></author>
		
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