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	<updated>2026-05-03T04:53:58Z</updated>
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	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Mainline_Campaigns&amp;diff=26005</id>
		<title>Mainline Campaigns</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Mainline_Campaigns&amp;diff=26005"/>
		<updated>2008-06-23T05:45:17Z</updated>

		<summary type="html">&lt;p&gt;Theo: /* Heir to the Throne */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These scenarios are included in the Wesnoth distribution.&lt;br /&gt;
Most were written by fans of the game.&lt;br /&gt;
See [[ReferenceWML]] for information on how to make your own scenarios&lt;br /&gt;
using the Wesnoth Markup Language.&lt;br /&gt;
&lt;br /&gt;
== Heir to the Throne ==&lt;br /&gt;
&lt;br /&gt;
by [http://www.wesnoth.org/forum/profile.php?mode=viewprofile&amp;amp;u=3 Dave]&lt;br /&gt;
&lt;br /&gt;
This is the original campaign, and probably the most played. It features Konrad, fighting to overturn the rule of the&lt;br /&gt;
dark queen Asheviere. It is 25 scenarios, no more are planned, and is considered complete.&lt;br /&gt;
&lt;br /&gt;
* [[HeirToTheThrone|Walkthrough]]&lt;br /&gt;
* [[HtttStoryLine|Story outline]]&lt;br /&gt;
&lt;br /&gt;
== A Tale Of Two Brothers ==&lt;br /&gt;
&lt;br /&gt;
* by [http://www.wesnoth.org/forum/profile.php?mode=viewprofile&amp;amp;u=93 Circon]&lt;br /&gt;
&lt;br /&gt;
A village is being terrorized by a black mage. He is defeated, but the local mage, Bjarn, is kidnaped. His brother, Arne, must go rescue him. It has 4 scenarios, and is aimed at first-time players on easy.&lt;br /&gt;
&lt;br /&gt;
* Forum thread: http://www.wesnoth.org/forum/viewtopic.php?t=6989&lt;br /&gt;
* [[ATaleOfTwoBrothers|Walkthrough]]&lt;br /&gt;
* [[Two Brothers story|Story outline]]&lt;br /&gt;
&lt;br /&gt;
== The South Guard ==&lt;br /&gt;
&lt;br /&gt;
* by [http://www.wesnoth.org/forum/profile.php?mode=viewprofile&amp;amp;u=872 aelius]&lt;br /&gt;
&lt;br /&gt;
A young Knight, Deoran is dispatched to take command of the South Guard. This campaign has 9 or 10 scenarios, depending on the branch you take, and is aimed at beginners on the easiest difficulty.&lt;br /&gt;
&lt;br /&gt;
* Forum thread: http://www.wesnoth.org/forum/viewtopic.php?t=2998&lt;br /&gt;
* [[TheSouthGuard|Walkthrough]]&lt;br /&gt;
* [[South Guard story|Story outline]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Eastern Invasion ==&lt;br /&gt;
&lt;br /&gt;
by [http://www.wesnoth.org/forum/profile.php?mode=viewprofile&amp;amp;u=176 Turin]&lt;br /&gt;
&lt;br /&gt;
This campaign follows Gweddry, a Wesnothian Army Officer, battling against undead invaders. It has 18 scenarios, and no more&lt;br /&gt;
are planned.&lt;br /&gt;
&lt;br /&gt;
* Forum thread: http://www.wesnoth.org/forum/viewtopic.php?t=828&amp;amp;start=0&lt;br /&gt;
* [[TheEasternInvasion|Walkthrough]]&lt;br /&gt;
* [[EiStoryLine|Story outline]]&lt;br /&gt;
&lt;br /&gt;
== Liberty ==&lt;br /&gt;
&lt;br /&gt;
by scott&lt;br /&gt;
&lt;br /&gt;
The chronicles of how a certain group of Wesnothians were betrayed by their ruler and decided to fight back. This made them outlaws in the crown's eyes, but hopefully heroes in ours.&lt;br /&gt;
&lt;br /&gt;
There are 9 scenarios and some goodies to boot.  The main focus is to provide the experience of recruiting and recalling higher level outlaw characters, which you don't normally get to do.  While there is a range of difficulty in the scenarios, the overall intent is for them to be straightforward and not too difficult.  Since the other feature of the campaign is to try and tell a good story, you won't find scenario descriptions anywhere other than in the game.&lt;br /&gt;
&lt;br /&gt;
* Forum thread: http://www.wesnoth.org/forum/viewtopic.php?t=3095&lt;br /&gt;
* [[Liberty|Walkthrough]]&lt;br /&gt;
* [[Liberty story|Story outline]]&lt;br /&gt;
&lt;br /&gt;
== The Rise of Wesnoth==&lt;br /&gt;
&lt;br /&gt;
by [http://www.wesnoth.org/forum/profile.php?mode=viewprofile&amp;amp;u=388 Shade]&lt;br /&gt;
&lt;br /&gt;
This campaign revolves around the events that brought Haldric I to the 'Great Continent' to found the Kingdom of&lt;br /&gt;
Wesnoth. It has 25 scenarios, and is considered complete.&lt;br /&gt;
&lt;br /&gt;
* Forum thread: http://www.wesnoth.org/forum/viewtopic.php?t=1510&lt;br /&gt;
* [[TheRiseOfWesnoth|Walkthrough]]&lt;br /&gt;
* [[TrowStoryLine|Story outline]]&lt;br /&gt;
&lt;br /&gt;
==Northern Rebirth==&lt;br /&gt;
&lt;br /&gt;
by [http://www.wesnoth.org/forum/profile.php?mode=viewprofile&amp;amp;u=100782 Taurus]&lt;br /&gt;
&lt;br /&gt;
The people of Dwarven Doors rise against their Orcish oppressors in a struggle that will shape the fate of the Northlands. 14 scenarios.&lt;br /&gt;
&lt;br /&gt;
This campaign has been merged into SVN trunk. It shipped in 1.3.3.&lt;br /&gt;
&lt;br /&gt;
* Forum thread: http://www.wesnoth.org/forum/viewtopic.php?t=16993&lt;br /&gt;
* [[Northern Rebirth|Walkthrough]]&lt;br /&gt;
* [[Northern Rebirth story|Story outline]]&lt;br /&gt;
&lt;br /&gt;
==Under the Burning Suns==&lt;br /&gt;
&lt;br /&gt;
by [http://www.wesnoth.org/forum/profile.php?mode=viewprofile&amp;amp;u=149 quartex]&lt;br /&gt;
&lt;br /&gt;
Set in the distant future, where elves live in the desert. It has 11 scenarios, and is not recommended for beginners because it changes some parts of Wesnoth, including the elves stats and the day/night cycle.&lt;br /&gt;
&lt;br /&gt;
* Forum thread: http://www.wesnoth.org/forum/viewtopic.php?t=4439&lt;br /&gt;
* [[UnderTheBurningSuns|Walkthrough]]&lt;br /&gt;
* [[UtBSStoryLine|Story outline]]&lt;br /&gt;
&lt;br /&gt;
==Son of the Black Eye==&lt;br /&gt;
&lt;br /&gt;
started by Benj, completed by Taurus&lt;br /&gt;
&lt;br /&gt;
Your are the orcish chieftain Kapou'e, son of the famed Black-Eye Karun who was treacherously murdered by the human-worms twenty-seven years ago. You must expel the human invaders from orcish lands and avenge your father's death. It has 18 scenarios.&lt;br /&gt;
&lt;br /&gt;
* [[SonOfThe_BlackEye|Walkthrough]]&lt;br /&gt;
* [[Black Eye story|Story outline]]&lt;br /&gt;
* [http://www.wesnoth.org/forum/viewtopic.php?t=16994 Discussion Thread]&lt;br /&gt;
&lt;br /&gt;
==Sceptre of Fire==&lt;br /&gt;
&lt;br /&gt;
by turin&lt;br /&gt;
&lt;br /&gt;
* [[Sceptre of Fire|Walkthrough]]&lt;br /&gt;
* [[Sceptre of Fire story|Story outline]]&lt;br /&gt;
* [http://www.wesnoth.org/forum/viewtopic.php?t=20255 Discussion Thread]&lt;br /&gt;
&lt;br /&gt;
==Descent into Darkness==&lt;br /&gt;
&lt;br /&gt;
by esci&lt;br /&gt;
&lt;br /&gt;
Malin Keshar, a young mage from the town of Parthyn, attempts to defend his home from marauding orcs by enlisting the help of a necromancer named Darken Volk. He learns the forbidden art of raising and controlling the deceased and the true power of the undead, and is gradually drawn further into the secrets of necromancy.&lt;br /&gt;
&lt;br /&gt;
* [[DescentIntoDarkness|Walkthough]] &lt;br /&gt;
* [[Descent Into Darkness story|Story outline]]&lt;br /&gt;
* [http://www.wesnoth.org/forum/viewtopic.php?t=13776&amp;amp;start=0&amp;amp;postdays=0&amp;amp;postorder=asc&amp;amp;highlight= Discussion Thread]&lt;br /&gt;
&lt;br /&gt;
==The Hammer of Thursagan ==&lt;br /&gt;
&lt;br /&gt;
by ESR (Eric S. Raymond)&lt;br /&gt;
&lt;br /&gt;
In the first years of the Northern Alliance, the dwarves of Knalga attempt to restablish contacct with their kin in the east at Kal Kartha.  Many perils beset the expedition, but none so dire as the dark secret they will discover at their destination.&lt;br /&gt;
&lt;br /&gt;
* [[TheHammerOfThursagan|Walkthough]] &lt;br /&gt;
* [[TheHammerOfThursagan story|Story outline]]&lt;br /&gt;
* [http://www.wesnoth.org/forum/viewtopic.php?t=18536 Discussion thread]&lt;br /&gt;
&lt;br /&gt;
== An Orcish Incursion ==&lt;br /&gt;
&lt;br /&gt;
by Josh Parsons; adapted for mainline by ESR.&lt;br /&gt;
&lt;br /&gt;
Erlornas is an elven noble of Wesmere during the first years after the arrival of humans and orcs on the western shore of the Great Continent.  It is his fate to be the first of his people to be directly confronted by the invading orcs.&lt;br /&gt;
&lt;br /&gt;
* [[AnOrcishIncursion|Walkthough]] &lt;br /&gt;
* [[AnOrcishIncursion story|Story outline]]&lt;br /&gt;
* [http://www.wesnoth.org/forum/viewtopic.php?t=18230 Discussion thread]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[UserCampaigns]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Review on Release]]&lt;/div&gt;</summary>
		<author><name>Theo</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Mainline_Campaigns&amp;diff=26004</id>
		<title>Mainline Campaigns</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Mainline_Campaigns&amp;diff=26004"/>
		<updated>2008-06-23T05:41:49Z</updated>

		<summary type="html">&lt;p&gt;Theo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These scenarios are included in the Wesnoth distribution.&lt;br /&gt;
Most were written by fans of the game.&lt;br /&gt;
See [[ReferenceWML]] for information on how to make your own scenarios&lt;br /&gt;
using the Wesnoth Markup Language.&lt;br /&gt;
&lt;br /&gt;
== Heir to the Throne ==&lt;br /&gt;
&lt;br /&gt;
by [http://www.wesnoth.org/forum/profile.php?mode=viewprofile&amp;amp;u=3 Dave]&lt;br /&gt;
&lt;br /&gt;
This is the original campaign, and probably the most played. It features Konrad, fighting to overturn the rule of the&lt;br /&gt;
dark queen Asheviere. It is 25 scenarios, no more are planned, and is considered complete.&lt;br /&gt;
&lt;br /&gt;
* [[HeirToTheThrone|Walkthrough]]&lt;br /&gt;
* [[HtttStoryLine|Story outline]]&lt;br /&gt;
* [http://www.wesnoth.org/forum/viewtopic.php?f=22&amp;amp;t=10322 Discussion Thread]&lt;br /&gt;
&lt;br /&gt;
== A Tale Of Two Brothers ==&lt;br /&gt;
&lt;br /&gt;
* by [http://www.wesnoth.org/forum/profile.php?mode=viewprofile&amp;amp;u=93 Circon]&lt;br /&gt;
&lt;br /&gt;
A village is being terrorized by a black mage. He is defeated, but the local mage, Bjarn, is kidnaped. His brother, Arne, must go rescue him. It has 4 scenarios, and is aimed at first-time players on easy.&lt;br /&gt;
&lt;br /&gt;
* Forum thread: http://www.wesnoth.org/forum/viewtopic.php?t=6989&lt;br /&gt;
* [[ATaleOfTwoBrothers|Walkthrough]]&lt;br /&gt;
* [[Two Brothers story|Story outline]]&lt;br /&gt;
&lt;br /&gt;
== The South Guard ==&lt;br /&gt;
&lt;br /&gt;
* by [http://www.wesnoth.org/forum/profile.php?mode=viewprofile&amp;amp;u=872 aelius]&lt;br /&gt;
&lt;br /&gt;
A young Knight, Deoran is dispatched to take command of the South Guard. This campaign has 9 or 10 scenarios, depending on the branch you take, and is aimed at beginners on the easiest difficulty.&lt;br /&gt;
&lt;br /&gt;
* Forum thread: http://www.wesnoth.org/forum/viewtopic.php?t=2998&lt;br /&gt;
* [[TheSouthGuard|Walkthrough]]&lt;br /&gt;
* [[South Guard story|Story outline]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Eastern Invasion ==&lt;br /&gt;
&lt;br /&gt;
by [http://www.wesnoth.org/forum/profile.php?mode=viewprofile&amp;amp;u=176 Turin]&lt;br /&gt;
&lt;br /&gt;
This campaign follows Gweddry, a Wesnothian Army Officer, battling against undead invaders. It has 18 scenarios, and no more&lt;br /&gt;
are planned.&lt;br /&gt;
&lt;br /&gt;
* Forum thread: http://www.wesnoth.org/forum/viewtopic.php?t=828&amp;amp;start=0&lt;br /&gt;
* [[TheEasternInvasion|Walkthrough]]&lt;br /&gt;
* [[EiStoryLine|Story outline]]&lt;br /&gt;
&lt;br /&gt;
== Liberty ==&lt;br /&gt;
&lt;br /&gt;
by scott&lt;br /&gt;
&lt;br /&gt;
The chronicles of how a certain group of Wesnothians were betrayed by their ruler and decided to fight back. This made them outlaws in the crown's eyes, but hopefully heroes in ours.&lt;br /&gt;
&lt;br /&gt;
There are 9 scenarios and some goodies to boot.  The main focus is to provide the experience of recruiting and recalling higher level outlaw characters, which you don't normally get to do.  While there is a range of difficulty in the scenarios, the overall intent is for them to be straightforward and not too difficult.  Since the other feature of the campaign is to try and tell a good story, you won't find scenario descriptions anywhere other than in the game.&lt;br /&gt;
&lt;br /&gt;
* Forum thread: http://www.wesnoth.org/forum/viewtopic.php?t=3095&lt;br /&gt;
* [[Liberty|Walkthrough]]&lt;br /&gt;
* [[Liberty story|Story outline]]&lt;br /&gt;
&lt;br /&gt;
== The Rise of Wesnoth==&lt;br /&gt;
&lt;br /&gt;
by [http://www.wesnoth.org/forum/profile.php?mode=viewprofile&amp;amp;u=388 Shade]&lt;br /&gt;
&lt;br /&gt;
This campaign revolves around the events that brought Haldric I to the 'Great Continent' to found the Kingdom of&lt;br /&gt;
Wesnoth. It has 25 scenarios, and is considered complete.&lt;br /&gt;
&lt;br /&gt;
* Forum thread: http://www.wesnoth.org/forum/viewtopic.php?t=1510&lt;br /&gt;
* [[TheRiseOfWesnoth|Walkthrough]]&lt;br /&gt;
* [[TrowStoryLine|Story outline]]&lt;br /&gt;
&lt;br /&gt;
==Northern Rebirth==&lt;br /&gt;
&lt;br /&gt;
by [http://www.wesnoth.org/forum/profile.php?mode=viewprofile&amp;amp;u=100782 Taurus]&lt;br /&gt;
&lt;br /&gt;
The people of Dwarven Doors rise against their Orcish oppressors in a struggle that will shape the fate of the Northlands. 14 scenarios.&lt;br /&gt;
&lt;br /&gt;
This campaign has been merged into SVN trunk. It shipped in 1.3.3.&lt;br /&gt;
&lt;br /&gt;
* Forum thread: http://www.wesnoth.org/forum/viewtopic.php?t=16993&lt;br /&gt;
* [[Northern Rebirth|Walkthrough]]&lt;br /&gt;
* [[Northern Rebirth story|Story outline]]&lt;br /&gt;
&lt;br /&gt;
==Under the Burning Suns==&lt;br /&gt;
&lt;br /&gt;
by [http://www.wesnoth.org/forum/profile.php?mode=viewprofile&amp;amp;u=149 quartex]&lt;br /&gt;
&lt;br /&gt;
Set in the distant future, where elves live in the desert. It has 11 scenarios, and is not recommended for beginners because it changes some parts of Wesnoth, including the elves stats and the day/night cycle.&lt;br /&gt;
&lt;br /&gt;
* Forum thread: http://www.wesnoth.org/forum/viewtopic.php?t=4439&lt;br /&gt;
* [[UnderTheBurningSuns|Walkthrough]]&lt;br /&gt;
* [[UtBSStoryLine|Story outline]]&lt;br /&gt;
&lt;br /&gt;
==Son of the Black Eye==&lt;br /&gt;
&lt;br /&gt;
started by Benj, completed by Taurus&lt;br /&gt;
&lt;br /&gt;
Your are the orcish chieftain Kapou'e, son of the famed Black-Eye Karun who was treacherously murdered by the human-worms twenty-seven years ago. You must expel the human invaders from orcish lands and avenge your father's death. It has 18 scenarios.&lt;br /&gt;
&lt;br /&gt;
* [[SonOfThe_BlackEye|Walkthrough]]&lt;br /&gt;
* [[Black Eye story|Story outline]]&lt;br /&gt;
* [http://www.wesnoth.org/forum/viewtopic.php?t=16994 Discussion Thread]&lt;br /&gt;
&lt;br /&gt;
==Sceptre of Fire==&lt;br /&gt;
&lt;br /&gt;
by turin&lt;br /&gt;
&lt;br /&gt;
* [[Sceptre of Fire|Walkthrough]]&lt;br /&gt;
* [[Sceptre of Fire story|Story outline]]&lt;br /&gt;
* [http://www.wesnoth.org/forum/viewtopic.php?t=20255 Discussion Thread]&lt;br /&gt;
&lt;br /&gt;
==Descent into Darkness==&lt;br /&gt;
&lt;br /&gt;
by esci&lt;br /&gt;
&lt;br /&gt;
Malin Keshar, a young mage from the town of Parthyn, attempts to defend his home from marauding orcs by enlisting the help of a necromancer named Darken Volk. He learns the forbidden art of raising and controlling the deceased and the true power of the undead, and is gradually drawn further into the secrets of necromancy.&lt;br /&gt;
&lt;br /&gt;
* [[DescentIntoDarkness|Walkthough]] &lt;br /&gt;
* [[Descent Into Darkness story|Story outline]]&lt;br /&gt;
* [http://www.wesnoth.org/forum/viewtopic.php?t=13776&amp;amp;start=0&amp;amp;postdays=0&amp;amp;postorder=asc&amp;amp;highlight= Discussion Thread]&lt;br /&gt;
&lt;br /&gt;
==The Hammer of Thursagan ==&lt;br /&gt;
&lt;br /&gt;
by ESR (Eric S. Raymond)&lt;br /&gt;
&lt;br /&gt;
In the first years of the Northern Alliance, the dwarves of Knalga attempt to restablish contacct with their kin in the east at Kal Kartha.  Many perils beset the expedition, but none so dire as the dark secret they will discover at their destination.&lt;br /&gt;
&lt;br /&gt;
* [[TheHammerOfThursagan|Walkthough]] &lt;br /&gt;
* [[TheHammerOfThursagan story|Story outline]]&lt;br /&gt;
* [http://www.wesnoth.org/forum/viewtopic.php?t=18536 Discussion thread]&lt;br /&gt;
&lt;br /&gt;
== An Orcish Incursion ==&lt;br /&gt;
&lt;br /&gt;
by Josh Parsons; adapted for mainline by ESR.&lt;br /&gt;
&lt;br /&gt;
Erlornas is an elven noble of Wesmere during the first years after the arrival of humans and orcs on the western shore of the Great Continent.  It is his fate to be the first of his people to be directly confronted by the invading orcs.&lt;br /&gt;
&lt;br /&gt;
* [[AnOrcishIncursion|Walkthough]] &lt;br /&gt;
* [[AnOrcishIncursion story|Story outline]]&lt;br /&gt;
* [http://www.wesnoth.org/forum/viewtopic.php?t=18230 Discussion thread]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[UserCampaigns]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Review on Release]]&lt;/div&gt;</summary>
		<author><name>Theo</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Descent_Into_Darkness_story&amp;diff=23502</id>
		<title>Descent Into Darkness story</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Descent_Into_Darkness_story&amp;diff=23502"/>
		<updated>2008-03-12T00:40:08Z</updated>

		<summary type="html">&lt;p&gt;Theo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Saving Parthyn===&lt;br /&gt;
Malin Keshar, a young studious mage from the town of Parthyn, is fed up with the constant attacks on his home by marauding orcs every summer. After being taught a few lessons on necromancy by Darken Volk, a traveling necromancer, he decides to defend the town by raising the village's dead against the orcs. His unnatural control over former friends and loved ones manage to drive the orcs off, but not without a price:&lt;br /&gt;
&lt;br /&gt;
Malin Keshar is henceforth banished from Parthyn for dabbling in the forbidden arts.&lt;br /&gt;
&lt;br /&gt;
===A Peaceful Valley===&lt;br /&gt;
Angry and bitter over his exile, young Malin searches for Darken Volk, the necromancer who taught him previously, in an attempt to win back his place in Parthyn and defeat the orcs menacing his home. Darken pities the boy and takes him under his wing as his new apprentice. Together, they harvest the souls and bodies of a nearby goblin village to add to their growing army.&lt;br /&gt;
&lt;br /&gt;
===A Haunting in Winter===&lt;br /&gt;
Darken and Malin seek shelter as winter surrounds them. They cleanse a cave full of dwarves and outlaws first before settling down.&lt;br /&gt;
&lt;br /&gt;
===Beginning of the Revenge===&lt;br /&gt;
After training through the winter, Malin defeats two orc groups in a valley and heads norrth.&lt;br /&gt;
&lt;br /&gt;
===Orc War===&lt;br /&gt;
Malin eagerly avenges his people by defeating two orc leaders and routing a third. The trail leads him towards a familiar place...&lt;br /&gt;
&lt;br /&gt;
===Return to Hal'al===&lt;br /&gt;
Malin finds himself in his home of Parthyn, with the people under attack by orcs once again. Drogan, the man who banished Malin accuses him of being a traitor and bringing the orcs to them. Eager to prove himself loyal, Malin kills Drogan to convince them. However, Malin's sister, Dela Keshar finishes what Drogan started and orders her men to attack. Fighting through his former friends and the orcs, Malin flees to the north-west.&lt;br /&gt;
&lt;br /&gt;
===A Small Favor===&lt;br /&gt;
====Part One====&lt;br /&gt;
Malin and Darken reunite outside the city of Tath. Darken asks Malin to retrieve a special book for him. They infiltrate the city and go underground.&lt;br /&gt;
&lt;br /&gt;
====Part Two====&lt;br /&gt;
Malin kills the grand mage Karres to find the book's location.&lt;br /&gt;
&lt;br /&gt;
====Part Three====&lt;br /&gt;
Malin and Darken find the book and exit the caverns to a clearing outside.&lt;br /&gt;
&lt;br /&gt;
===Alone at Last===&lt;br /&gt;
No longer of any use to him, Darken abandons Malin to fend for himself. Malin realizes he was just used to obtain the book and demands to see it in order to find what drove Darken to this length. Darken refuses and a fight breaks out between them.&lt;br /&gt;
&lt;br /&gt;
Malin's sister and Sir Caedus, a paladin of Tath attempt to kill both necromancers. Malin kills Darken, steals the book back, and retreats to the mountains in the west.&lt;br /&gt;
&lt;br /&gt;
===Descent Into Darkness===&lt;br /&gt;
Malin is mortally wounded after a large battle with orcs, creating a crude altar in which to sacrifice himself and achieve Lichdom according to Darken Volk's book. He cleanses his new domain of vermin and trolls before settling down.&lt;br /&gt;
&lt;br /&gt;
===Forever After, Amen===&lt;br /&gt;
For many years, foolish heroes attempt to vanquish the lich named Mal Keshar in his mountain lair. None prevail.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns]]&lt;/div&gt;</summary>
		<author><name>Theo</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Descent_Into_Darkness_story&amp;diff=23501</id>
		<title>Descent Into Darkness story</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Descent_Into_Darkness_story&amp;diff=23501"/>
		<updated>2008-03-11T23:30:24Z</updated>

		<summary type="html">&lt;p&gt;Theo: /* Descent Into Darkness */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;SPOILERS AHEAD&lt;br /&gt;
&lt;br /&gt;
===Saving Parthyn===&lt;br /&gt;
Malin Keshar, a young studious mage from the town of Parthyn, is fed up with the constant attacks on his home by marauding orcs every summer. After being taught a few lessons on necromancy by Darken Volk, a traveling necromancer, he decides to defend the town by raising the village's dead against the orcs. His unnatural control over former friends and loved ones manage to drive the orcs off, but not without a price:&lt;br /&gt;
&lt;br /&gt;
Malin Keshar is henceforth banished from Parthyn for dabbling in the forbidden arts.&lt;br /&gt;
&lt;br /&gt;
===A Peaceful Valley===&lt;br /&gt;
Angry and bitter over his exile, young Malin searches for Darken Volk, the necromancer who taught him previously, in an attempt to win back his place in Parthyn and defeat the orcs menacing his home. Darken pities the boy and takes him under his wing as his new apprentice. Together, they harvest the souls and bodies of a nearby goblin village to add to their growing army.&lt;br /&gt;
&lt;br /&gt;
===A Haunting in Winter===&lt;br /&gt;
Darken and Malin seek shelter as winter surrounds them. They cleanse a cave full of dwarves and outlaws first before settling down.&lt;br /&gt;
&lt;br /&gt;
===Beginning of the Revenge===&lt;br /&gt;
After training through the winter, Malin defeats two orc groups in a valley and heads norrth.&lt;br /&gt;
&lt;br /&gt;
===Orc War===&lt;br /&gt;
Malin eagerly avenges his people by defeating two orc leaders and routing a third. The trail leads him towards a familiar place...&lt;br /&gt;
&lt;br /&gt;
===Return to Hal'al===&lt;br /&gt;
Malin finds himself in his home of Parthyn, with the people under attack by orcs once again. Drogan, the man who banished Malin accuses him of being a traitor and bringing the orcs to them. Eager to prove himself loyal, Malin kills Drogan to convince them. However, Malin's sister, Dela Keshar finishes what Drogan started and orders her men to attack. Fighting through his former friends and the orcs, Malin flees to the north-west.&lt;br /&gt;
&lt;br /&gt;
===A Small Favor===&lt;br /&gt;
====Part One====&lt;br /&gt;
Malin and Darken reunite outside the city of Tath. Darken asks Malin to retrieve a special book for him. They infiltrate the city and go underground.&lt;br /&gt;
&lt;br /&gt;
====Part Two====&lt;br /&gt;
Malin kills the grand mage Karres to find the book's location.&lt;br /&gt;
&lt;br /&gt;
====Part Three====&lt;br /&gt;
Malin and Darken find the book and exit the caverns to a clearing outside.&lt;br /&gt;
&lt;br /&gt;
===Alone at Last===&lt;br /&gt;
No longer of any use to him, Darken abandons Malin to fend for himself. Malin realizes he was just used to obtain the book and demands to see it in order to find what drove Darken to this length. Darken refuses and a fight breaks out between them.&lt;br /&gt;
&lt;br /&gt;
Malin's sister and Sir Caedus, a paladin of Tath attempt to kill both necromancers. Malin kills Darken, steals the book back, and retreats to the mountains in the west.&lt;br /&gt;
&lt;br /&gt;
===Descent Into Darkness===&lt;br /&gt;
Malin is mortally wounded after a large battle with orcs, creating a crude altar in which to sacrifice himself and achieve Lichdom according to Darken Volk's book. He cleanses his new domain of vermin and trolls before settling down.&lt;br /&gt;
&lt;br /&gt;
===Forever After, Amen===&lt;br /&gt;
For many years, foolish heroes attempt to vanquish the lich named Mal Keshar in his mountain lair. None prevail.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns]]&lt;/div&gt;</summary>
		<author><name>Theo</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Descent_Into_Darkness_story&amp;diff=23500</id>
		<title>Descent Into Darkness story</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Descent_Into_Darkness_story&amp;diff=23500"/>
		<updated>2008-03-11T23:29:34Z</updated>

		<summary type="html">&lt;p&gt;Theo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;SPOILERS AHEAD&lt;br /&gt;
&lt;br /&gt;
===Saving Parthyn===&lt;br /&gt;
Malin Keshar, a young studious mage from the town of Parthyn, is fed up with the constant attacks on his home by marauding orcs every summer. After being taught a few lessons on necromancy by Darken Volk, a traveling necromancer, he decides to defend the town by raising the village's dead against the orcs. His unnatural control over former friends and loved ones manage to drive the orcs off, but not without a price:&lt;br /&gt;
&lt;br /&gt;
Malin Keshar is henceforth banished from Parthyn for dabbling in the forbidden arts.&lt;br /&gt;
&lt;br /&gt;
===A Peaceful Valley===&lt;br /&gt;
Angry and bitter over his exile, young Malin searches for Darken Volk, the necromancer who taught him previously, in an attempt to win back his place in Parthyn and defeat the orcs menacing his home. Darken pities the boy and takes him under his wing as his new apprentice. Together, they harvest the souls and bodies of a nearby goblin village to add to their growing army.&lt;br /&gt;
&lt;br /&gt;
===A Haunting in Winter===&lt;br /&gt;
Darken and Malin seek shelter as winter surrounds them. They cleanse a cave full of dwarves and outlaws first before settling down.&lt;br /&gt;
&lt;br /&gt;
===Beginning of the Revenge===&lt;br /&gt;
After training through the winter, Malin defeats two orc groups in a valley and heads norrth.&lt;br /&gt;
&lt;br /&gt;
===Orc War===&lt;br /&gt;
Malin eagerly avenges his people by defeating two orc leaders and routing a third. The trail leads him towards a familiar place...&lt;br /&gt;
&lt;br /&gt;
===Return to Hal'al===&lt;br /&gt;
Malin finds himself in his home of Parthyn, with the people under attack by orcs once again. Drogan, the man who banished Malin accuses him of being a traitor and bringing the orcs to them. Eager to prove himself loyal, Malin kills Drogan to convince them. However, Malin's sister, Dela Keshar finishes what Drogan started and orders her men to attack. Fighting through his former friends and the orcs, Malin flees to the north-west.&lt;br /&gt;
&lt;br /&gt;
===A Small Favor===&lt;br /&gt;
====Part One====&lt;br /&gt;
Malin and Darken reunite outside the city of Tath. Darken asks Malin to retrieve a special book for him. They infiltrate the city and go underground.&lt;br /&gt;
&lt;br /&gt;
====Part Two====&lt;br /&gt;
Malin kills the grand mage Karres to find the book's location.&lt;br /&gt;
&lt;br /&gt;
====Part Three====&lt;br /&gt;
Malin and Darken find the book and exit the caverns to a clearing outside.&lt;br /&gt;
&lt;br /&gt;
===Alone at Last===&lt;br /&gt;
No longer of any use to him, Darken abandons Malin to fend for himself. Malin realizes he was just used to obtain the book and demands to see it in order to find what drove Darken to this length. Darken refuses and a fight breaks out between them.&lt;br /&gt;
&lt;br /&gt;
Malin's sister and Sir Caedus, a paladin of Tath attempt to kill both necromancers. Malin kills Darken, steals the book back, and retreats to the mountains in the west.&lt;br /&gt;
&lt;br /&gt;
===Descent Into Darkness===&lt;br /&gt;
Malin is mortally wounded after a large battle with orcs, creating a crude altar in which to sacrifice himself and achieve Lichdom according to Darken Volk's book.&lt;br /&gt;
&lt;br /&gt;
===Forever After, Amen===&lt;br /&gt;
For many years, foolish heroes attempt to vanquish the lich named Mal Keshar in his mountain lair. None prevail.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns]]&lt;/div&gt;</summary>
		<author><name>Theo</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=DescentIntoDarkness&amp;diff=23499</id>
		<title>DescentIntoDarkness</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=DescentIntoDarkness&amp;diff=23499"/>
		<updated>2008-03-11T23:15:17Z</updated>

		<summary type="html">&lt;p&gt;Theo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Saving Parthyn ===&lt;br /&gt;
You'll start the battle with three loyal human soldiers.  Don't bother leveling them, because they go away at the end of the scenario.  Likewise, all you can recruit are zombies, and they won't be worth recalling.  If you're going to collect experience for anyone, it should be your main character.&lt;br /&gt;
&lt;br /&gt;
Try to take advantage of terrain and daytime. I stayed away from the water hexes directly close to the other shore since the defenders have a bonus if they attack water standing units when still standing on land. Block the ford. Then rush for the northern shore if you can reach land. Capture villages and let your human allies do the hard work.&lt;br /&gt;
&lt;br /&gt;
=== A Peaceful Valley ===&lt;br /&gt;
Do not try to solve this level without entering the Swamp. Once you enter the Swamp with either Malin Keshar or Darken Volk you will get Ghouls which make the difference between impossible and reasonable to master this level. Bats are useful to capture faraway villages but have little chance against the guards, unless you move two or three of them together. Use walking corpses as placeholders for captured villages and use them on wounded goblins to add more troops to your arsenal. A combined effort with walking corpses and Darken Volk will kill off the leader and relieve a lot of stress.&lt;br /&gt;
&lt;br /&gt;
Note that the ghouls that rise from the swamp are loyal units.&lt;br /&gt;
&lt;br /&gt;
=== A Haunting in Winter ===&lt;br /&gt;
You can recruit Ghosts on this level.  At one point there's a special event: one of your ghosts (the first one that gains any experience?) will go rebel and attack you.  Kill him quick.  Move a few of your other ghosts up north -- you can get easy experience from killing the dwarves as they wade through the swamp.  Your two heroes can kill the enemy bosses with their magic attacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Addition by Cabbit&amp;lt;/i&amp;gt;:&lt;br /&gt;
This is a good opportunity to gain experience  for your ghosts.  While both the Wraith and Shadow units are useful, it is important to have at least 4 shadows by a certain scenario.  Also note that there are two routes to the dwarven leader.  One is through the swamp, but you can also send flying units over the chasm to the south of the swamp and attack the dwarves on two fronts.&lt;br /&gt;
&lt;br /&gt;
=== Beginning of the Revenge ===&lt;br /&gt;
Do not move non-flying units onto the ice next to the bridge which separates you from the Orcs' valley, it does not carry much weight. Use this to your advantage and try and lure high level orcs to their demise by placing ghosts in the middle of the ice. Ghosts and Corpses can cross the mountains left of your starting fortress. Unfortunately the fire arrows are quite effective against ghosts. I finished the south Orc first and had an easy time to defeat the north Orc. Ghosts and Bats can capture difficult to reach villages and move on, thus weakening your foes.&lt;br /&gt;
&lt;br /&gt;
=== Orc War ===&lt;br /&gt;
&lt;br /&gt;
Starting with this mission you can recruit skeletons (both axemen and archers) and apprentices.  &lt;br /&gt;
There are a couple of ways to approach this scenario:&lt;br /&gt;
&lt;br /&gt;
-One strategy is to recruit two major forces and send one south to hold back the orcs at the bridge then send the other force northwest to take out that leader first.  At that point, if you've had particularly good luck on the the southern front you might want to go after that leader next, but more likely, you will want to recruit a few more units plus the units you used to kill the northwest leader and head south to kill the southwest orc leader.&lt;br /&gt;
&lt;br /&gt;
-Another strategy is to recruit one large force and take out either the northwestern or southeastern orc leaders before the other orcish troops can catch up with you.  Then you'll probably want to take out the southwestern orc leader.  When I tried this I took heavier casualties and had less gold at the end of the scenario but it did work.&lt;br /&gt;
&lt;br /&gt;
-If you've managed to acquire at least two shadows you can try slipping them behind enemy lines and assassinating one of the orc leaders.  If you have at least 4 shadows your chances of success increase greatly.  But after you kill two orc leaders the third will flee and this will end the scenario.  You probably will want to prolong this as long as possible,however, to allow your forces to gain experience.&lt;br /&gt;
&lt;br /&gt;
=== Return to Hal'al ===&lt;br /&gt;
&lt;br /&gt;
Your first objective is to kill Drogan, if any other human unit dies before Drogan, you lose.  A wraith, shadow, or spectre will probably start with Malin, between this and recalling another wraith or shadow, it should be easy to take out Drogan and discover, oops, the Hal'al townspeople hate you anyway.  I found that wraiths and shadows were particularly effective since crossing the river doesn't slow them down at all.  After you kill Drogan you need to escape across the river and to the west.  So first you need to kill the orcs, which shouldn't be a problem, what might be a problem is that the Hal'al troops will continue to attack you as you flee.  Another problem you will have is that if you flee you will lose all the villages you hold south of the river and will probably end up losing a bunch of gold but, oh well.  &lt;br /&gt;
&lt;br /&gt;
You don't HAVE to flee immediately.  At least on the easiest setting it is possible to stay and completely defeat Dela and the Hal'al townspeople.  But you face fairly strong opposition and will probably take enough casualties that it isn't really worth it. Also, you'll have to recruit enough units that you lose gold each turn, since there's no time limit, if you defeat the Hal'el townspeople after taking heavy enough casualties that you gain gold each turn, you can wait and make up the loss.  It isn't really worth it, however, because you'll need your high level troops for the next mission.&lt;br /&gt;
&lt;br /&gt;
===A Small Favor=== &lt;br /&gt;
&lt;br /&gt;
====Part One====&lt;br /&gt;
&lt;br /&gt;
As far as I can tell there's only one way to win this scenario and the requires having at least 4 shadows (or Nightgaunts).  Recall these and send them to assassinate the leader at the enemy keep.  (after first capturing as many villages as you feel like).  Don't capture any enemy occupied villages, however, this will render your shadows visible.  And keep Malin and Valk out of sight as well, or else the human leader will recruit an unbeatable number of reinforcements.  &lt;br /&gt;
&lt;br /&gt;
After you takeout the enemy leader, take out the rest of the human troops and capture the rest of the villages at your leisure.  Get Malin to the enemy keep to recall forces you will want to use in the next mission.  Wraiths and Shadows are particularly useful.  Anything else is less useful; if you have a ghost about to level up it might be worth recalling; otherwise don't even bother with level one units.&lt;br /&gt;
&lt;br /&gt;
====Part Two====&lt;br /&gt;
&lt;br /&gt;
You start with the units you recalled at the end of the last mission, but you don't have to pay their upkeep for this scenario.  (nor are there any villages, anyway).  Since there are no villages, you won't be able to heal your units unless they have a drain attack.  Darken Volk will operate separately with an army of allied undead.  Hmmm, in all previous missions you commanded him directly... could this be foreshadowing?&lt;br /&gt;
&lt;br /&gt;
Anyway, your first task is to kill Karres, who is  a great mage and is put into one of the rooms at random.  Each room is filled with mages of one variety or another.  They won't leave the rooms of their own accord, although a couple of swordsman and other human units wander the halls, but these shouldn't be a big deal, the mages, however, can be quite deadly.  Always make sure you have sufficient forces to wipe out at least three red or white mages before opening a door.  (You open doors by placing a unit in front of the door)  Actually, most room only has one or two mages in it, and they may be level one mages, but the room with Karres in it will also have two white mages.  The invisibility of Shadows and Nightgaunts, in particular, is useful in wiping out mages.  If you let the mages counter-attack, you will almost certainly lose one or more units. Head north west with Malin and move on.&lt;br /&gt;
&lt;br /&gt;
====Part Three====&lt;br /&gt;
&lt;br /&gt;
After you kill Karres, head to the Northwest to grab the book.  Then head to the Northeast to exit.  You may mop up the remaining enemy forces for experience points, but to the northwest of the room right before the supply through which you exit there is one room you should probably just leave alone; it contains four silver mages and I don't think it's possible to take them out without casualties.&lt;br /&gt;
&lt;br /&gt;
===Alone at Last===&lt;br /&gt;
&lt;br /&gt;
So you've got to fight it out with Darken Volk.  You probably don't have much money, which makes this difficult to win in a straightforward manor.  &lt;br /&gt;
&lt;br /&gt;
On turn 5 Sir Cadeaus arrives to take revenge for your attack on the city of Tath, he sets up camp in the southeast corner of the map.  He will attack both you and Valk if given the opportunity.  More usefully, Valk will attack &amp;lt;i&amp;gt; him &amp;lt;/i&amp;gt;, so what you probably want to do is send some units to the east to draw Valk's soulless minions south, while sending the best troops you can recall up to the north of Valk.  When Sir Cadeaus arrives, Valk's forces will be split on two fronts, so you should be able to take him out.  If you're lucky, his forces will also take out Sir Cadeaus.  &lt;br /&gt;
&lt;br /&gt;
After you kill Valk, he leaves behind the book, which you want to retrieve and bring to the keep you started the scenario at.  Ghosts and bats (and spectres, shadows, wraiths, and nightgaunts) can't carry the book, so you want to have sent at least one unit of this kind with the units you used to kill Valk.  In particular, Malin himself is a good choice.&lt;br /&gt;
&lt;br /&gt;
On turn 9 Dela Keshar will show up to the north, set up camp and send forces to attack you as well.  This will probably be a turn after you kill Valk, and you can probably take her out with some nightgaunts before she calls any troops.  If you can't you'll have to run for it and probably lose some units covering your retreat.  If, however, you're lucky enough to take her out before she calls reinforcements, you can probably wipe the map clean before returning to your keep.&lt;br /&gt;
&lt;br /&gt;
===Descent into Darkness===&lt;br /&gt;
&lt;br /&gt;
The first segment of the mission is pretty self-explanatory.  After you reach the small keep you need to decide which way to send your troops to the large castle, there is a many passage and two side passages.  I'm not sure it matters, but I successfully advanced through the main passage.  You will face some high level trolls, including Troll Shamans capable of throwing deadly fireballs at your undead minions.  There's no particularly good defense against these things, but I will note that all the trolls also deal impact damage, which your skeletons are weak against, so you may want to avoid recalling your skeletons.&lt;br /&gt;
&lt;br /&gt;
===Forever After, Amen===&lt;br /&gt;
&lt;br /&gt;
Play this scenario as many times as you want to.  If Malin is defeated, the defeating hero will give a short monologue and the campaign will end.&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns]]&lt;/div&gt;</summary>
		<author><name>Theo</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Descent_Into_Darkness_story&amp;diff=23197</id>
		<title>Descent Into Darkness story</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Descent_Into_Darkness_story&amp;diff=23197"/>
		<updated>2008-03-03T08:03:07Z</updated>

		<summary type="html">&lt;p&gt;Theo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;SPOILERS AHEAD&lt;br /&gt;
&lt;br /&gt;
===Saving Parthyn===&lt;br /&gt;
Malin Keshar, a young studious mage from the town of Parthyn, is fed up with the constant attacks on his home by marauding orcs every summer. After being taught a few lessons on necromancy by Darken Volk, a traveling necromancer, he decides to defend the town by raising the village's dead against the orcs. His unnatural control over former friends and loved ones manage to drive the orcs off, but not without a price:&lt;br /&gt;
&lt;br /&gt;
Malin Keshar is henceforth banished from Parthyn for dabbling in the forbidden arts.&lt;br /&gt;
&lt;br /&gt;
===A Peaceful Valley===&lt;br /&gt;
Angry and bitter over his exile, young Malin searches for Darken Volk, the necromancer who taught him previously, in an attempt to win back his place in Parthyn and defeat the orcs menacing his home. Darken pities the boy and takes him under his wing as his new apprentice. Together, they harvest the souls and bodies of a nearby goblin village to add to their growing army.&lt;br /&gt;
&lt;br /&gt;
===A Haunting in Winter===&lt;br /&gt;
Darken and Malin seek shelter as winter surrounds them. They cleanse a cave full of dwarves and outlaws first before settling down.&lt;/div&gt;</summary>
		<author><name>Theo</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Descent_Into_Darkness_story&amp;diff=23196</id>
		<title>Descent Into Darkness story</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Descent_Into_Darkness_story&amp;diff=23196"/>
		<updated>2008-03-03T07:55:58Z</updated>

		<summary type="html">&lt;p&gt;Theo: /* Saving Parthyn */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;SPOILERS AHEAD&lt;br /&gt;
&lt;br /&gt;
===Saving Parthyn===&lt;br /&gt;
Malin Keshar, a young studious mage from the town of Parthyn, is fed up with the constant attacks on his home by marauding orcs every summer. After being taught a few lessons on necromancy by Darken Volk, a traveling necromancer, he decides to defend the town by raising the village's dead against the orcs. His unnatural control over former friends and loved ones manage to drive the orcs off, but not without a price:&lt;br /&gt;
&lt;br /&gt;
Malin Keshar is henceforth banished from Parthyn for dabbling in the forbidden arts.&lt;br /&gt;
&lt;br /&gt;
===A Peaceful Valley===&lt;br /&gt;
Angry and bitter over his exile, young Malin searches for Darken Volk, the necromancer who taught him previously, in an attempt to win back his place in Parthyn and defeat the orcs menacing his home. Darken pities the boy and takes him under his wing as his new apprentice. Together, they harvest the souls and bodies of a nearby goblin village to add to their growing army.&lt;/div&gt;</summary>
		<author><name>Theo</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Descent_Into_Darkness_story&amp;diff=23195</id>
		<title>Descent Into Darkness story</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Descent_Into_Darkness_story&amp;diff=23195"/>
		<updated>2008-03-03T07:55:33Z</updated>

		<summary type="html">&lt;p&gt;Theo: /* Saving Parthyn */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;SPOILERS AHEAD&lt;br /&gt;
&lt;br /&gt;
===Saving Parthyn===&lt;br /&gt;
Malin Keshar, a young studious mage from the town of Parthyn, is fed up with the constant attacks on his home by marauding orcs every summer. After being taught a few lessons on necromancy by Darken Volk, a traveling necromancer, he decides to defend the town by raising the village's dead against the orcs. His unnatural control over former friends and loved ones manage to drive the orcs off, but not without a price:&lt;br /&gt;
&lt;br /&gt;
Malin Keshar is henceforth banished from Parthyn.&lt;br /&gt;
&lt;br /&gt;
===A Peaceful Valley===&lt;br /&gt;
Angry and bitter over his exile, young Malin searches for Darken Volk, the necromancer who taught him previously, in an attempt to win back his place in Parthyn and defeat the orcs menacing his home. Darken pities the boy and takes him under his wing as his new apprentice. Together, they harvest the souls and bodies of a nearby goblin village to add to their growing army.&lt;/div&gt;</summary>
		<author><name>Theo</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Descent_Into_Darkness_story&amp;diff=23194</id>
		<title>Descent Into Darkness story</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Descent_Into_Darkness_story&amp;diff=23194"/>
		<updated>2008-03-03T07:53:18Z</updated>

		<summary type="html">&lt;p&gt;Theo: /* A Peaceful Valley */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;SPOILERS AHEAD&lt;br /&gt;
&lt;br /&gt;
===Saving Parthyn===&lt;br /&gt;
Malin Keshar, a young studious mage from the town of Parthyn, is fed up with the constant attacks on his home by marauding orcs every summer. After being taught a few lessons on necromancy by Darken Volk, a traveling necromancer, he decides to defend the town by raising the village's dead against the orcs. His control over the former friends and loved ones of the village manage to drive the orcs off, but not without a price:&lt;br /&gt;
&lt;br /&gt;
Malin Keshar is henceforth banished from Parthyn.&lt;br /&gt;
&lt;br /&gt;
===A Peaceful Valley===&lt;br /&gt;
Angry and bitter over his exile, young Malin searches for Darken Volk, the necromancer who taught him previously, in an attempt to win back his place in Parthyn and defeat the orcs menacing his home. Darken pities the boy and takes him under his wing as his new apprentice. Together, they harvest the souls and bodies of a nearby goblin village to add to their growing army.&lt;/div&gt;</summary>
		<author><name>Theo</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Descent_Into_Darkness_story&amp;diff=23193</id>
		<title>Descent Into Darkness story</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Descent_Into_Darkness_story&amp;diff=23193"/>
		<updated>2008-03-03T07:52:19Z</updated>

		<summary type="html">&lt;p&gt;Theo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;SPOILERS AHEAD&lt;br /&gt;
&lt;br /&gt;
===Saving Parthyn===&lt;br /&gt;
Malin Keshar, a young studious mage from the town of Parthyn, is fed up with the constant attacks on his home by marauding orcs every summer. After being taught a few lessons on necromancy by Darken Volk, a traveling necromancer, he decides to defend the town by raising the village's dead against the orcs. His control over the former friends and loved ones of the village manage to drive the orcs off, but not without a price:&lt;br /&gt;
&lt;br /&gt;
Malin Keshar is henceforth banished from Parthyn.&lt;br /&gt;
&lt;br /&gt;
===A Peaceful Valley===&lt;br /&gt;
Angry and bitter over his exile, young Malin searches for Darken Volk, the necromancer who taught him previously, in an attempt to win back his place in Parthyn. Darken pities the boy and takes him under his wing as his new apprentice. Together, they harvest the souls and bodies of a nearby goblin village to add to their growing army.&lt;/div&gt;</summary>
		<author><name>Theo</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Mainline_Campaigns&amp;diff=23192</id>
		<title>Mainline Campaigns</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Mainline_Campaigns&amp;diff=23192"/>
		<updated>2008-03-03T06:43:02Z</updated>

		<summary type="html">&lt;p&gt;Theo: /* Descent into Darkness */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These scenarios are included in the Wesnoth distribution.&lt;br /&gt;
Most were written by fans of the game.&lt;br /&gt;
See [[ReferenceWML]] for information on how to make your own scenarios&lt;br /&gt;
using the Wesnoth Markup Language.&lt;br /&gt;
&lt;br /&gt;
== Heir to the Throne ==&lt;br /&gt;
&lt;br /&gt;
by [http://www.wesnoth.org/forum/profile.php?mode=viewprofile&amp;amp;u=3 Dave]&lt;br /&gt;
&lt;br /&gt;
This is the original campaign, and probably the most played. It features Konrad, fighting to overturn the rule of the&lt;br /&gt;
dark queen Asheviere. It is 25 scenarios, no more are planned, and is considered complete.&lt;br /&gt;
&lt;br /&gt;
* [[HeirToTheThrone|Walkthrough]]&lt;br /&gt;
* [[HtttStoryLine|Story outline]]&lt;br /&gt;
&lt;br /&gt;
== A Tale Of Two Brothers ==&lt;br /&gt;
&lt;br /&gt;
* by [http://www.wesnoth.org/forum/profile.php?mode=viewprofile&amp;amp;u=93 Circon]&lt;br /&gt;
&lt;br /&gt;
A village is being terrorized by a black mage. He is defeated, but the local mage, Bjarn, is kidnaped. His brother, Arne, must go rescue him. It has 4 scenarios, and is aimed at first-time players on easy.&lt;br /&gt;
&lt;br /&gt;
* Forum thread: http://www.wesnoth.org/forum/viewtopic.php?t=6989&lt;br /&gt;
* [[ATaleOfTwoBrothers|Walkthrough]]&lt;br /&gt;
* [[Two Brothers story|Story outline]]&lt;br /&gt;
&lt;br /&gt;
== The South Guard ==&lt;br /&gt;
&lt;br /&gt;
* by [http://www.wesnoth.org/forum/profile.php?mode=viewprofile&amp;amp;u=872 aelius]&lt;br /&gt;
&lt;br /&gt;
A young Knight, Deoran is dispatched to take command of the South Guard. This campaign has 9 or 10 scenarios, depending on the branch you take, and is aimed at beginners on the easiest difficulty.&lt;br /&gt;
&lt;br /&gt;
* Forum thread: http://www.wesnoth.org/forum/viewtopic.php?t=2998&lt;br /&gt;
* [[TheSouthGuard|Walkthrough]]&lt;br /&gt;
* [[South Guard story|Story outline]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Eastern Invasion ==&lt;br /&gt;
&lt;br /&gt;
by [http://www.wesnoth.org/forum/profile.php?mode=viewprofile&amp;amp;u=176 Turin]&lt;br /&gt;
&lt;br /&gt;
This campaign follows Gweddry, a Wesnothian Army Officer, battling against undead invaders. It has 18 scenarios, and no more&lt;br /&gt;
are planned.&lt;br /&gt;
&lt;br /&gt;
* Forum thread: http://www.wesnoth.org/forum/viewtopic.php?t=828&amp;amp;start=0&lt;br /&gt;
* [[TheEasternInvasion|Walkthrough]]&lt;br /&gt;
* [[EiStoryLine|Story outline]]&lt;br /&gt;
&lt;br /&gt;
== Liberty ==&lt;br /&gt;
&lt;br /&gt;
by scott&lt;br /&gt;
&lt;br /&gt;
The chronicles of how a certain group of Wesnothians were betrayed by their ruler and decided to fight back. This made them outlaws in the crown's eyes, but hopefully heroes in ours.&lt;br /&gt;
&lt;br /&gt;
There are 9 scenarios and some goodies to boot.  The main focus is to provide the experience of recruiting and recalling higher level outlaw characters, which you don't normally get to do.  While there is a range of difficulty in the scenarios, the overall intent is for them to be straightforward and not too difficult.  Since the other feature of the campaign is to try and tell a good story, you won't find scenario descriptions anywhere other than in the game.&lt;br /&gt;
&lt;br /&gt;
* Forum thread: http://www.wesnoth.org/forum/viewtopic.php?t=3095&lt;br /&gt;
* [[Liberty|Walkthrough]]&lt;br /&gt;
* [[Liberty story|Story outline]]&lt;br /&gt;
&lt;br /&gt;
== The Rise of Wesnoth==&lt;br /&gt;
&lt;br /&gt;
by [http://www.wesnoth.org/forum/profile.php?mode=viewprofile&amp;amp;u=388 Shade]&lt;br /&gt;
&lt;br /&gt;
This campaign revolves around the events that brought Haldric I to the 'Great Continent' to found the Kingdom of&lt;br /&gt;
Wesnoth. It has 25 scenarios, and is considered complete.&lt;br /&gt;
&lt;br /&gt;
* Forum thread: http://www.wesnoth.org/forum/viewtopic.php?t=1510&lt;br /&gt;
* [[TheRiseOfWesnoth|Walkthrough]]&lt;br /&gt;
* [[TrowStoryLine|Story outline]]&lt;br /&gt;
&lt;br /&gt;
==Northern Rebirth==&lt;br /&gt;
&lt;br /&gt;
by [http://www.wesnoth.org/forum/profile.php?mode=viewprofile&amp;amp;u=100782 Taurus]&lt;br /&gt;
&lt;br /&gt;
The people of Dwarven Doors rise against their Orcish oppressors in a struggle that will shape the fate of the Northlands. 14 scenarios.&lt;br /&gt;
&lt;br /&gt;
This campaign has been merged into SVN trunk. It shipped in 1.3.3.&lt;br /&gt;
&lt;br /&gt;
* Forum thread: http://www.wesnoth.org/forum/viewtopic.php?t=16993&lt;br /&gt;
* [[Northern Rebirth|Walkthrough]]&lt;br /&gt;
* [[Northern Rebirth story|Story outline]]&lt;br /&gt;
&lt;br /&gt;
==Under the Burning Suns==&lt;br /&gt;
&lt;br /&gt;
by [http://www.wesnoth.org/forum/profile.php?mode=viewprofile&amp;amp;u=149 quartex]&lt;br /&gt;
&lt;br /&gt;
Set in the distant future, where elves live in the desert. It has 11 scenarios, and is not recommended for beginners because it changes some parts of Wesnoth, including the elves stats and the day/night cycle.&lt;br /&gt;
&lt;br /&gt;
* Forum thread: http://www.wesnoth.org/forum/viewtopic.php?t=4439&lt;br /&gt;
* [[UnderTheBurningSuns|Walkthrough]]&lt;br /&gt;
* [[UtBSStoryLine|Story outline]]&lt;br /&gt;
&lt;br /&gt;
==Son of the Black Eye==&lt;br /&gt;
&lt;br /&gt;
started by Benj, completed by Taurus&lt;br /&gt;
&lt;br /&gt;
Your are the orcish chieftain Kapou'e, son of the famed Black-Eye Karun who was treacherously murdered by the human-worms twenty-seven years ago. You must expel the human invaders from orcish lands and avenge your father's death. It has 18 scenarios.&lt;br /&gt;
&lt;br /&gt;
* [[SonOfThe_BlackEye|Walkthrough]]&lt;br /&gt;
* [[Black Eye story|Story outline]]&lt;br /&gt;
&lt;br /&gt;
==Sceptre of Fire==&lt;br /&gt;
&lt;br /&gt;
by turin&lt;br /&gt;
&lt;br /&gt;
* [[Sceptre of Fire|Walkthrough]]&lt;br /&gt;
* [[Sceptre of Fire story|Story outline]]&lt;br /&gt;
&lt;br /&gt;
==Descent into Darkness==&lt;br /&gt;
&lt;br /&gt;
by esci&lt;br /&gt;
&lt;br /&gt;
Malin Keshar, a young mage from the town of Parthyn, attempts to defend his home from marauding orcs by enlisting the help of a necromancer named Darken Volk. By doing so, he discovers the forbidden art of raising and controlling the deceased and the true power of the undead.&lt;br /&gt;
&lt;br /&gt;
* [[DescentIntoDarkness|Walkthough]] &lt;br /&gt;
* [[Descent Into Darkness story|Story outline]]&lt;br /&gt;
* [http://www.wesnoth.org/forum/viewtopic.php?t=13776&amp;amp;start=0&amp;amp;postdays=0&amp;amp;postorder=asc&amp;amp;highlight= Discussion Thread]&lt;br /&gt;
&lt;br /&gt;
==The Hammer of Thursagan ==&lt;br /&gt;
&lt;br /&gt;
by ESR (Eric S. Raymond)&lt;br /&gt;
&lt;br /&gt;
* [[TheHammerOfThursagan|Walkthough]] &lt;br /&gt;
* [[TheHammerOfThursagan story|Story outline]]&lt;br /&gt;
* [http://www.wesnoth.org/forum/viewtopic.php?t=18536 Discussion thread]&lt;br /&gt;
&lt;br /&gt;
== An Orcish Incursion ==&lt;br /&gt;
&lt;br /&gt;
by Josh Parsons; adapted for mainline by ESR.&lt;br /&gt;
&lt;br /&gt;
* [[AnOrcishIncursion|Walkthough]] &lt;br /&gt;
* [[AnOrcishIncusuion story|Story outline]]&lt;br /&gt;
* [http://www.wesnoth.org/forum/viewtopic.php?t=18230 Discussion thread]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[UserCampaigns]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Review on Release]]&lt;/div&gt;</summary>
		<author><name>Theo</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=DescentIntoDarkness&amp;diff=23191</id>
		<title>DescentIntoDarkness</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=DescentIntoDarkness&amp;diff=23191"/>
		<updated>2008-03-03T06:24:18Z</updated>

		<summary type="html">&lt;p&gt;Theo: spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Saving Parthyn ===&lt;br /&gt;
You'll start the battle with three loyal human soldiers.  Don't bother leveling them, because they go away at the end of the scenario.  Likewise, all you can recruit are zombies, and they won't be worth recalling.  If you're going to collect experience for anyone, it should be your main character.&lt;br /&gt;
&lt;br /&gt;
Try to take advantage of terrain and daytime. I stayed away from the water hexes directly close to the other shore since the defenders have a bonus if they attack water standing units when still standing on land. Block the ford. Then rush for the northern shore if you can reach land. Capture villages and let your human allies do the hard work.&lt;br /&gt;
&lt;br /&gt;
=== A Peaceful Valley ===&lt;br /&gt;
Do not try to solve this level without entering the Swamp. Once you enter the Swamp with either Malin Keshar or Darken Volk you will get Ghouls which make the difference between impossible and reasonable to master this level. Bats are useful to capture faraway villages but have little chance against the guards, unless you move two or three of them together. Use walking corpses as placeholders for captured villages and use them on wounded goblins to add more troops to your arsenal. A combined effort with walking corpses and Darken Volk will kill off the leader and relieve a lot of stress.&lt;br /&gt;
&lt;br /&gt;
Note that the ghouls that rise from the swamp are loyal units.&lt;br /&gt;
&lt;br /&gt;
=== A Haunting in Winter ===&lt;br /&gt;
You can recruit Ghosts on this level.  At one point there's a special event: one of your ghosts (the first one that gains any experience?) will go rebel and attack you.  Kill him quick.  Move a few of your other ghosts up north -- you can get easy experience from killing the dwarves as they wade through the swamp.  Your two heroes can kill the enemy bosses with their magic attacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Addition by Cabbit&amp;lt;/i&amp;gt;:&lt;br /&gt;
This is a good opportunity to gain experience  for your ghosts.  While both the Wraith and Shadow units are useful, it is important to have at least 4 shadows by a certain scenario.  Also note that there are two routes to the dwarven leader.  One is through the swamp, but you can also send flying units over the chasm to the south of the swamp and attack the dwarves on two fronts.&lt;br /&gt;
&lt;br /&gt;
=== Beginning of the Revenge ===&lt;br /&gt;
Do not move non-flying units onto the ice next to the bridge which separates you from the Orcs' valley, it does not carry much weight. Use this to your advantage and try and lure high level orcs to their demise by placing ghosts in the middle of the ice. Ghosts and Corpses can cross the mountains left of your starting fortress. Unfortunately the fire arrows are quite effective against ghosts. I finished the south Orc first and had an easy time to defeat the north Orc. Ghosts and Bats can capture difficult to reach villages and move on, thus weakening your foes.&lt;br /&gt;
&lt;br /&gt;
=== Orc War ===&lt;br /&gt;
&lt;br /&gt;
Starting with this mission you can recruit skeletons (both axemen and archers) and apprentices.  &lt;br /&gt;
There are a couple of ways to approach this scenario:&lt;br /&gt;
&lt;br /&gt;
-One strategy is to recruit two major forces and send one south to hold back the orcs at the bridge then send the other force northwest to take out that leader first.  At that point, if you've had particularly good luck on the the southern front you might want to go after that leader next, but more likely, you will want to recruit a few more units plus the units you used to kill the northwest leader and head south to kill the southwest orc leader.&lt;br /&gt;
&lt;br /&gt;
-Another strategy is to recruit one large force and take out either the northwestern or southeastern orc leaders before the other orcish troops can catch up with you.  Then you'll probably want to take out the southwestern orc leader.  When I tried this I took heavier casualties and had less gold at the end of the scenario but it did work.&lt;br /&gt;
&lt;br /&gt;
-If you've managed to acquire at least two shadows you can try slipping them behind enemy lines and assassinating one of the orc leaders.  If you have at least 4 shadows your chances of success increase greatly.  But after you kill two orc leaders the third will flee and this will end the scenario.  You probably will want to prolong this as long as possible,however, to allow your forces to gain experience.&lt;br /&gt;
&lt;br /&gt;
=== Return to Hal'al ===&lt;br /&gt;
&lt;br /&gt;
Your first objective is to kill Drogan, if any other human unit dies before Drogan, you lose.  A wraith, shadow, or spectre will probably start with Malin, between this and recalling another wraith or shadow, it should be easy to take out Drogan and discover, oops, the Hal'al townspeople hate you anyway.  I found that wraiths and shadows were particularly effective since crossing the river doesn't slow them down at all.  After you kill Drogan you need to escape across the river and to the west.  So first you need to kill the orcs, which shouldn't be a problem, what might be a problem is that the Hal'al troops will continue to attack you as you flee.  Another problem you will have is that if you flee you will lose all the villages you hold south of the river and will probably end up losing a bunch of gold but, oh well.  &lt;br /&gt;
&lt;br /&gt;
You don't HAVE to flee immediately.  At least on the easiest setting it is possible to stay and completely defeat Dela and the Hal'al townspeople.  But you face fairly strong opposition and will probably take enough casualties that it isn't really worth it. Also, you'll have to recruit enough units that you lose gold each turn, since there's no time limit, if you defeat the Hal'el townspeople after taking heavy enough casualties that you gain gold each turn, you can wait and make up the loss.  It isn't really worth it, however, because you'll need your high level troops for the next mission.&lt;br /&gt;
&lt;br /&gt;
=== A Small Favor Part One ===&lt;br /&gt;
&lt;br /&gt;
As far as I can tell there's only one way to win this scenario and the requires having at least 4 shadows (or Nightgaunts).  Recall these and send them to assassinate the leader at the enemy keep.  (after first capturing as many villages as you feel like).  Don't capture any enemy occupied villages, however, this will render your shadows visible.  And keep Malin and Valk out of sight as well, or else the human leader will recruit an unbeatable number of reinforcements.  &lt;br /&gt;
&lt;br /&gt;
After you takeout the enemy leader, take out the rest of the human troops and capture the rest of the villages at your leisure.  Get Malin to the enemy keep to recall forces you will want to use in the next mission.  Wraiths and Shadows are particularly useful.  Anything else is less useful; if you have a ghost about to level up it might be worth recalling; otherwise don't even bother with level one units.&lt;br /&gt;
&lt;br /&gt;
=== A Small Favor Part Two ===&lt;br /&gt;
&lt;br /&gt;
You start with the units you recalled at the end of the last mission, but you don't have to pay their upkeep for this scenario.  (nor are there any villages, anyway).  Since there are no villages, you won't be able to heal your units unless they have a drain attack.  Darken Volk will operate separately with an army of allied undead.  Hmmm, in all previous missions you commanded him directly... could this be foreshadowing?&lt;br /&gt;
&lt;br /&gt;
Anyway, your first task is to kill Karres, who is  a great mage and is put into one of the rooms at random.  Each room is filled with mages of one variety or another.  They won't leave the rooms of their own accord, although a couple of swordsman and other human units wander the halls, but these shouldn't be a big deal, the mages, however, can be quite deadly.  Always make sure you have sufficient forces to wipe out at least three red or white mages before opening a door.  (You open doors by placing a unit in front of the door)  Actually, most room only has one or two mages in it, and they may be level one mages, but the room with Karres in it will also have two white mages.  The invisibility of Shadows and Nightgaunts, in particular, is useful in wiping out mages.  If you let the mages counter-attack, you will almost certainly lose one or more units.&lt;br /&gt;
&lt;br /&gt;
After you kill Karres, head to the Northwest to grab the book.  Then head to the Northeast to exit.  You may mop up the remaining enemy forces for experience points, but to the northwest of the room right before the supply through which you exit there is one room you should probably just leave alone; it contains four silver mages and I don't think it's possible to take them out without casualties.&lt;br /&gt;
&lt;br /&gt;
===  Alone at Last ===&lt;br /&gt;
&lt;br /&gt;
So you've got to fight it out with Darian Valk.  You probably don't have much money, which makes this difficult to win in a straightforward manor.  &lt;br /&gt;
&lt;br /&gt;
On turn 5 Sir Cadeaus arrives to take revenge for your attack on the city of Tath, he sets up camp in the southeast corner of the map.  He will attack both you and Valk if given the opportunity.  More usefully, Valk will attack &amp;lt;i&amp;gt; him &amp;lt;/i&amp;gt;, so what you probably want to do is send some units to the east to draw Valk's soulless minions south, while sending the best troops you can recall up to the north of Valk.  When Sir Cadeaus arrives, Valk's forces will be split on two fronts, so you should be able to take him out.  If you're lucky, his forces will also take out Sir Cadeaus.  &lt;br /&gt;
&lt;br /&gt;
After you kill Valk, he leaves behind the book, which you want to retrieve and bring to the keep you started the scenario at.  Ghosts and bats (and spectres, shadows, wraiths, and nightgaunts) can't carry the book, so you want to have sent at least one unit of this kind with the units you used to kill Valk.  In particular, Malin himself is a good choice.&lt;br /&gt;
&lt;br /&gt;
On turn 9 Dela Keshar will show up to the north, set up camp and send forces to attack you as well.  This will probably be a turn after you kill Valk, and you can probably take her out with some nightgaunts before she calls any troops.  If you can't you'll have to run for it and probably lose some units covering your retreat.  If, however, you're lucky enough to take her out before she calls reinforcements, you can probably wipe the map clean before returning to your keep.&lt;br /&gt;
&lt;br /&gt;
=== Descent into Darkness ===&lt;br /&gt;
&lt;br /&gt;
The first segment of the mission is pretty self-explanatory.  After you reach the small keep you need to decide which way to send your troops to the large castle, there is a many passage and two side passages.  I'm not sure it matters, but I successfully advanced through the main passage.  You will face some high level trolls, including Troll Shamans capable of throwing deadly fireballs at your undead minions.  There's no particularly good defense against these things, but I will note that all the trolls also deal impact damage, which your skeletons are weak against, so you may want to avoid recalling your skeletons.&lt;br /&gt;
&lt;br /&gt;
=== Forever After, Amen ===&lt;br /&gt;
&lt;br /&gt;
Play this scenario as many times as you want to.  If Malin is defeated, the defeating hero will give a short monologue and the campaign will end.&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns]]&lt;/div&gt;</summary>
		<author><name>Theo</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=TheRiseOfWesnoth&amp;diff=20813</id>
		<title>TheRiseOfWesnoth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=TheRiseOfWesnoth&amp;diff=20813"/>
		<updated>2008-01-16T07:39:48Z</updated>

		<summary type="html">&lt;p&gt;Theo: /* The Fall */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Strategy Guide for The Rise of Wesnoth Campaign ==&lt;br /&gt;
&lt;br /&gt;
===Campaign strategy===&lt;br /&gt;
&lt;br /&gt;
[Comments by Easuth] Over the course of this campaign, you will need to level up to some:&lt;br /&gt;
&lt;br /&gt;
* Paladins (lots)&lt;br /&gt;
* Silver Mages (at least one, preferably more)&lt;br /&gt;
* White Mages/Mages of Light (at least four)&lt;br /&gt;
* Royal Guards (lots)&lt;br /&gt;
* Assorted other units, maybe some Bowmen and Grand Knights, Great Mages are nice&lt;br /&gt;
&lt;br /&gt;
[Comments by Jonadab] Actually, I played through the campaign with just one Royal Guard (who was strong and quick, and I let him tough-up several times).  On the whole, most of the enemies you encounter will have better melee than ranged attacks, so it is better tactics to attack them with bowmen (and mages, if you can avoid being hit back with too many units).  When you do need to attack with a strong melee attack, you will generally have your advanced horsemen (Paladins, and whatever Lancers or Grand Knights you may level up).  Also by the third scenario you will be able to recruit thugs, which being chaotic are a rather better complement for your mages and horsemen than swordsmen would be.  In my estimation it is not necessary to have very many Royal Guards.  The other level-up paths for spearmen are, IMO, even less useful in this campaign.&lt;br /&gt;
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However, you do need a limited number of &amp;quot;damage sink&amp;quot; units (units that can absorb damage without getting killed), and the Royal Guard is excellent in that regard.  Burin also serves that purpose very well, and Haldric at level 3 can also take a hit or two.  You can pick up one of the white mages you need by choosing the swamp (see below), and he'll be loyal, which is nice, but yes, you will still want to level up 2-3 additional white mages, as they will be your only poison-curing healers, and you will encounter orcish assassins on numerous occasions.  And, several Great Mages will be very nice to have.  This makes levelling up mages an important strategic goal of the campaign overall.  I like to go every-other with the mage levelups:  white, then red, then white, then red, and so forth, although after four or so white you may want to make the rest red.&lt;br /&gt;
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[Comments by Owke] Just finished on medium difficulty. I largely second all of the above, but instead of lots of Paladins I would just level up two, for undead disposal purposes. Make the rest of them Grand Knights, since they easily kill most low level orc or saurian units in a one blow. A mage of light, one paladin, and five Grand Knights make a perfect assault team !&lt;br /&gt;
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[Comments by cph] Agreed, certainly no more than 2 paladins; I got by so far with just one. Important not to be too reliant on horsemen generally, as there are many hard levels underground, in swamps, in water, or against saurians.&lt;br /&gt;
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Due to the number of levels against the undead, important to level up lots of spearmen to swordsmen. But equally, halberdiers are useful in many levels; pierce attacks work well against drakes and against the dragon, and they are handy for defensive roles esp. repelling wolf riders. I went 50:50 on halberdiers and swordsmen.&lt;br /&gt;
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Due to many undead opponents, you will want to recruit many thugs at times, and get a few (the quick ones, since you need them underground) levelled up. These, plus Lady Thief, give tactical options at other levels too: some decent chaotic troops form an ideal reserve, since you can attack with your lawful troops at dawn, and by nightfall when you need to heal them, use some chaotic troops to either continue the attack or to shield your healing lawful units.&lt;br /&gt;
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==Scenarios==&lt;br /&gt;
===A Summer Of Storms ===&lt;br /&gt;
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At first it's best to hire 2 horsemen and 3 other units, possibly spearmen. Note, however, that you will not have any healers until you level up at least one mage to White Mage status, and the sooner you can do that the better.  Red mages will also prove very useful in subsequent scenarios, so consider recruiting at least two mages.  In any case, send the horsemen with the king over the brige, and the others should follow or start going over the mountain, to avoid being attacked from behind. Then you should probably hire bowmen and more spearmen. Whatever bowmen you can get advanced will be useful later on for fighting the many trolls and grunts you will encounter.  Send them on the &amp;quot;over-the-bridge&amp;quot; road and hire some more troops. Start going with the troops and prince Haldric on the &amp;quot;over-the-bridge&amp;quot; road and by this time the king and the horsemen should have arrived, use the king wisely, he has leadership. When the rest of your troops arrive, you should get to the enemy camp.&lt;br /&gt;
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[Comments by Jonadab] So for recruiting in the first scenario, I would start with two horsemen, and one each mage, bowman, spearman.  After that I would go for additional mages and bowmen mostly.&lt;br /&gt;
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===The Fall===&lt;br /&gt;
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Saving the Shock Troopers pays off in later scenarios. To save all three, move them south towards the outlaws and recruit two spearmen to stand in their places. This will hold off the orcs for a time. There are two basic strategies to kill the outlaw leader. You can either march west with a large army and use part of it to hold nortwestern orc. Use the rest to fight outlaws and kill the leader. This strategy requires a lot of troops but it can bring you plenty of experience, and can bring a quick victory. Another way is to assassinate the outlaw leader. One way is to wait till orcs have killed all outlaws and assassinate outlaw leader with knights. This strategy is risky because orcs can kill the leader before you. Another way to assassinate the leader is to send mages protected by a spearmen through the mountains to the outlaw keep. Two mages and three spearmen are enough. If you use assassination strategy it is a good idea to fight against eastern orc nearby your keep. This way you can secure your back and earn experience.&lt;br /&gt;
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===A Harrowing Escape===&lt;br /&gt;
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There is Dwarf Steelclad in the village at 8,5. Its not far from your camp, so send Lady Outlaw there. Dwarf joins you because &amp;quot;It has been a long time since he felt the satisfying crunch of Orcs under his Axe.&amp;quot;&lt;br /&gt;
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You should recruit at least one, possibly two mages here, and use them for killing goblin spearmen and finishing off injured wolf riders in the hills &amp;amp; mountains bordering the valley. It is essential to have at least 1 (preferably 2) mages either levelled up or about to level up before going to the Swamp.&lt;br /&gt;
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[this is just my comments after playing it once in medium - Allefant]&lt;br /&gt;
In medium, simply recruit what you want, and go along the road. You get enough villages to pay upkeep for quite some army, and can give some of them a bit of experience.&lt;br /&gt;
[Windscion: leave a few units in the rear, as the enemy can cross hills quickly.] [Samsara: Footpads and Outlaws will also cross hills at reasonable speed. You will, however, only capture about four enemy units that way (in easy). Still, better than having the enemy catch villages behind you!]&lt;br /&gt;
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(Drake Raider added this note:There are two castle tiles about halfway down, try to send Lady Outlaw and Brunin the Lost to them, they make good guards incase th enemy tries to come straight up. You can also send a couple groups of units down SE to the lake so you can prevent the Green team [SE] from comeing up the river. You can also kill the two Orcish Grunts on the southern castle tiles and then move L.O. and B.t.L. to them.)&lt;br /&gt;
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===Diverging Campaign Path===&lt;br /&gt;
====The Midlands====&lt;br /&gt;
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Orcs again. But you chose that way. You are given plenty of time, so use it wisely. The enemies send lots of orcs, mostly weak ones. So recruit and recall. I took 1 castle of recruits and almost all my recalls, even HI. Then go south. If you go west, only your knights and horsemen will arrive and fight at daytime. My choice was to go south. Take the bridge and defend against the enemy closing in from the west. Take out Yellow with a fast assault team (they should take a healer along), but be careful about the leader. Your main force moves west, takes and holds the second bridge, and takes out Blue. Your assault team stays in the south and goes for the last enemy leader - they won't face any serious resistance. The enemy moves north to support Blue. The HI guarding the bridge might gain a level or die. Mine took the first option, but that depends on the experience it starts with. That way you can finish early (25 turns) and keep your losses low (3 horsemen at the leaders, because they were charging, and he hit 4 times wiht double damage).&lt;br /&gt;
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The 'Dark' Option:  Using Footpads.  If you chose to work with the the outlaws in the last round, then this works good.  Footpads are cheap.  And they are fast.  And they have good defensive abilities.  Plus they fight well in the dark, and in the forest.  So recruit lots of footpads-pawns and quickly dispatch to the upper west and south, followed by higher level units: mages, horseman etc.  For the time being, we will be leaving the middle enemy alone.  To the upper west, send several footpads into the forest and capture the village and set up a defensive line.  This cuts down the enemys gold and increases yours.  Don't attack at first, just defend, until more of your slow higher powered units arrive.  I sent a level 2 horseman and a red mage along with level 2 lost dwarf.  The strategy here is to pick off the orcs, and send the horseman to capture villages.  While this is going, to the south you send your footpads to capture any villages you can and, more imporantly put a footpad on the hex that is adjacent to the bridge, there by stopping easy advancement of their greater numbered troops.   Probably sending a thief or two would be good, as one enemy got into one of the villages on the north of river, and it took a lot to dislodge him.  I sent the white mage along with this group and also had some level 2 trappers.  The intention is to engage the enemy so that they are fighting from the river squares, at a huge disadvantage.  I also sent some level one bowman for the orc-wolves.&lt;br /&gt;
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====The Swamp Of Esten====&lt;br /&gt;
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You should kill the eastern enemy quickly. Send Burin with knights, a white mage, and some other mages east at start. Mages are effective against scorpions. Try to attack dark adepts with Burin or horsemen before they have chance to attack you. You can send some horsemen from the second castle you recruit to strengthen the eastern front.&lt;br /&gt;
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There is also a free loyal White Mage hiding in (a random) one of the temples - visit the temple close to the keep asap, and if not there, try rushing Lady Outlaw to the temple at 19,5.&lt;br /&gt;
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After you have killed the eastern leader and eliminated troops there you can send the eastern army south against next leader. Send a second army south with Haldric. Bowmen and shocktroopers are useful on southern front. Bowmen can shoot outlaws and scorpions. They also retaliate against dark adepts so they are good for defence. Shocktroopers survive even if they are attacked with several outlaws. A couple of horsemen and mages are also useful. You can also add spearmen or swordsmen in southern army. If you have a rogue send him also south. An assassin will be very useful later. There are temples in the swamp. Searching them is good. However, some of them contain nasty surprises. So keep extra troops nearby when you enter one.&lt;br /&gt;
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===The Oldwood===&lt;br /&gt;
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The main bulk of your force should head East to the orc in the Northeastern castle. Haldric, a white mage and a few good units (the heavy infantry from The Fall work very well, along with a few other units)should head South to the other orc leader. The castle in the middle is inhabited by the tree folk,  so dont bother sending troops there. If you are working effectively, you shouldn't have a problem defending them. If you're having  a hard time, however, you might want to divert a few units to watch their backs. The Northeastern leader recruits alot of units, and most of them are level 2, so watch out. Once you defeat the main in the North, the orc's supplies will be low, and reenforcements few. In the South you'll have a little more of a cakewalk. A few effective melee units can easily counter the riders they send early on, and then with a little forethought and patience you can take out their archers and crossbowmen without giving them time to shoot. &lt;br /&gt;
[comments by Allefant]&lt;br /&gt;
This is how I played in medium: I sent 3 knights, 3 mages, Haldric and some spearmen south, and all the rest east (4 knights, 4 mages, some other units). Every group had 2 white mages to heal wounded ones. Both were very slowly (avoid placing knights in the forest, don't attack at night-time) making for the two enemy leaders. It's important to keep an eye also on the middle, sending some units around in the forest, since the orcs will try to kill the tree.&lt;br /&gt;
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===Temple in the Deep===&lt;br /&gt;
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First recall your veterans who are either mages or have over 6 movement (don't bother with cavalry regardless of movement) and then recruit lots of thugs as undead fodder (1 or 2 turns worth should do it). Burin is very effective if you give him the holy water, being able to move quickly in the caves and also being able to drop almost every undead on a nonspectacular hit. There are two ways north, but they will meet up together before you meet any enemies besides the Tentacles. Ignore the tentacles for the most part and only kill them when it's convenient, as you will need to have a strong line set up by the time you engage the undead. Watch out for the enemy's boneshooters, revenants and deathblades, as they could easily mess up a level 3 unit. Your knight (the one who was a messenger earlier on) is completely useless, and should be left somewhere out of the way. Once you see the two chokepoints, hold them so one of their units is facing 2 of yours (prefferably with a white mage behind them). Try level up at least one white mage to a mage of light while fighting in the choke point. Gradually progress northwards once the flow and quality of baddies has tapered off, and once you get into the final chamber, the boss should be a piece of cake, although his ranged attack is devastating so try to attack him with melee units. The Ruby can only be picked up by Haldric.&lt;br /&gt;
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[comments by Allefant]&lt;br /&gt;
One advice here: Don't over-recruit. Knights are useless in caves. I dragged them all around at the back, doing nothing at all and eating up my complete gold reserves. In fact, I think you can win this with just mages. The dwarf also is very useful, he'll fully upgrade if he hasn't yet.&lt;br /&gt;
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[comments by Gdou]&lt;br /&gt;
(on easy mode at least) You can beat this level by recruiting only mages.&lt;br /&gt;
Give Holy Water to Haldric. use the dwarf to weak at maximum strongest skeletons (lvl2 and 3), finish them with the mages. &lt;br /&gt;
At the begining wait for the first wave of skelettons on your side of the lake. Skeletons are less resistants in water, so killing them is easier.&lt;br /&gt;
Then, use the less experienced mages as cannon fodder, protecting your more important units. The lich can kill almost every unit in one turn with a 15*4 magical attack.&lt;br /&gt;
I killed the lich in one turn by attacking it with the dwarf, the knight (Sir Ruddry), the Prince (Haldric) and finished him with one or two fireballs launched by a freshly upgraded red mage.&lt;br /&gt;
Some white mages are useful as there are few places where wounded units can recover healing.&lt;br /&gt;
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[comments by flynn]&lt;br /&gt;
Use this level to get experience.  The early-finish bonus is tiny.  &lt;br /&gt;
The tentacles are perfect for levelling up two thugs (use Haldric's leadership to assist).  Sir Ruddry can help buffer.  Keep Burin away from the water at this stage, or he'll kill all tentacles as they attack, depriving the thugs of XP.  &lt;br /&gt;
The Shock Troopers saved in The Fall are good buffers in this scenario - a level 2 should get to level 3, and they're loyal, so they don't bleed your cash while you're stretching the game out.&lt;br /&gt;
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===Return to Oldwood===&lt;br /&gt;
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Just story. I wonder what would have happened if the outlaw lady had died in one of the previous scenarios.  [She just poofs back in and rejoins the plot at that point.  --Anon. speaking from experience]&lt;br /&gt;
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===Clearwater Port===&lt;br /&gt;
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Your allies are useless, unless they do suicide runs, which is at least entertaining.  The north leader will waste a lot of time trying to move his units E and then S over the shallows toward your rearguard, no matter how strongly defended you are there.  So defend strongly on the coastline and fill the bay with their corpses.  You will need to recruit lots of units to fight off the hordes to the W, so don't be a piker.  Pikemen are fine, though.  Try to get lots of your allies killed early so they don't clog the bridges later when you split your forces N and S.&lt;br /&gt;
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I like to hit the middle leader first, then send a detachment south to deal with the southern leader while the main force crosses the bridge.  (Your troops can't all cross the bridge at once anyway.)  Some troops may also be able to ford north across the water at the eastern end of the bay (after first killing most of the orcs that try to cross there), but be careful not to get attacked in the water with only 20% defense.  (Certain of your chaotic units do have 40% defense in water; now is a good time to pay attention to that.)  The units that cross the water probably won't reach the enemy leader before your main force kills him, but you can pick up some of the eastern villages.  When crossing, if there are enemy chaotic units to receive you, notice that the lighthouse has a similar effect as a Mage of Light.&lt;br /&gt;
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[comments by Temperal] I find that the allies are actually quite useful in killing the middle enemy, as well as serving as fodder so that the orcs don't attack your units. One strategy to counter the river ambush is to wait until they're almost there, and then recruit a castle of spear men.&lt;br /&gt;
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[comment by Pent] I wonder how much gold you had in the beginning. Personally I had only 100, so I could only hold until the 1st ship.&lt;br /&gt;
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===Fallen Lich Point===&lt;br /&gt;
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The Orcs will be busy with the Yetis, so you can walk with a big group (best to use mostly mages for that) south and kill the Lich-Lord. Move Haldric over the stone to de-petrify him. It may help to post some mages around the undead before doing so. After that, head north and walk into the sewer enrance, and possibly kill the Orc leaders before.&lt;br /&gt;
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It is also possible, if you recruit heavily, to split your force and head north to attack the eastern orcs before they finish with the Yeti.  However, be careful not to be attacked by the Yeti yourself; it is dangerous even if heavily wounded. The Yeti will attack you if he can get to a unit within one turn.&lt;br /&gt;
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When dealing with the Lich, be aware that he has money; if you let him vacate any of his encampment tiles, or if you kill any of his units but do not occupy their tiles, he will be able to recruit.  (This is not necessarily all bad, as it can mean more experience, but depending on the strength of your force you may want to be careful.)  Also note that units which cannot cross mountains (e.g., Paladins) are practically worthless here.&lt;br /&gt;
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Note that this level becomes a lot tougher if the Yetis get poisoned early on. If this happens you basically have no other choice than to kill the orc leaders first.&lt;br /&gt;
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===Sewer of Southbay===&lt;br /&gt;
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As always, don't recruit a lot of units in underground, and don't recruit units which can barely move there. Only mages is probably best, maybe some thieves or other chaotic units. If you have enough levelled up mages, you can divide into two groups and attack both brothers simultanously - else do them one after the other, and then look for the exit.&lt;br /&gt;
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Pay particular attention to the Giant Spider at the exit. I found best to keep one or two cannon fodder units in order to be able to save to most advanced units.  It is best to use ranged attacks against the spider, so mages are good here.&lt;br /&gt;
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===Southbay in Winter===&lt;br /&gt;
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Just an enjoyable plot.&lt;br /&gt;
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===A Final Spring===&lt;br /&gt;
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For the south land area, do a counter-clockwise sweep with mounted units.  Move slower units to defend the walled city, which you would think your allies could do a better job of.  Take their villages; they don't do anything useful with the money anyway.  When your mounted units complete their sweep, you can break the remaining southern forces against the walls in a hammer and anvil.  Then your united forces can move north.&lt;br /&gt;
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Treat the island boss as a separate effort.  Do not use assassins.  Assassins have relatively weak defense in water against Sea Orcs and Nagas, they're very weak against blade, which is all Sea Orcs and Nagas use, and their relatively slow movement in water makes backstab hard to use reliably.  Instead, wait until your first combat, after which you can recruit Mermen.  Maybe send a white mage into the water with the mermen for healing purposes, and when you get to the island's cities, you can bring in Silver Mages (hopefully you have at least one by now) to help finish off the boss.&lt;br /&gt;
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[Comments by flynn]&lt;br /&gt;
Depending on your strength, you may be able to move some units immediately north over the water to hold the houses on both sides of the bridge.  This should also allow an earlier finish.  Note that many of the first enemy units to arrive will have no ranged attack.&lt;br /&gt;
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===Peoples in Decline===&lt;br /&gt;
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Pay attention to the day-night cycle in this scenario. Drakes will be strong during day, but become very weak in the night. I found it best to play a bit defensive, taking advantage of the mountains. Most of the drake leaders were careless enough to fly near enough to me that I could kill them outside their bases. Make sure you get the Storm Trident in the middle of the sea, but be certain that you've cleared most of the drakes first, since a sea serpent will appear. It's best to have some strong units ready to kill it in 1 or 2 turns. You can give the trident to Lord Typhon, but since he leaves a bit later, you may want to give it to another Merman.&lt;br /&gt;
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[Comments by Easuth]  Movement over land is important for Mermen in the campaign as a whole.  If the Merman you give the storm trident to has the Quick attribute, you can make him a Hoplite when he gets to level 3.  Otherwise, make him a Triton.&lt;br /&gt;
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[Comments by gdou] Drakes have less resistance towards pierce attacks. I used mainly Bowmen and horsemen during days, and Poachers at nights.&lt;br /&gt;
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[Comments by Jonadab] Note also that while drakes are resistant to fire, so are your mages.  This can make them useful against the less fiery drakes (e.g., Drake Fighters).  Against the Burners and whatnot you will want to use melee attacks.  The Drakes that fly are more or less impervious to rough terrain, so you must pay closer attention to their range of movement when you plan your zones of control.  Be careful about protecting your mages at night.&lt;br /&gt;
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===Rough Landing===&lt;br /&gt;
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Recruit just mermen and thieves (you should already have some assassins to recall at this point as well). Maybe a white mage or two for extra healing. Try to level up the mermen, they can be useful in another scenario later. I went first for the right enemy, keeping all my troops together and moving straight east. The other two leaders sent all their troops towards me as well, so after the southeast leader was finished, there weren't much enemies left. I sent all remaining mermen to the northwest one, and a group of assassins to the northeast one over the long isle.&lt;br /&gt;
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Also, beware of sea serpents, make sure to surround them and kill at once. The trident from the previous scenario will come in handy as well.&lt;br /&gt;
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[Notes by Jonadab]  Thieves have only 20% defense in water.  Outlaws have 40%.  Obviously you're going to try to keep your land-based units mostly on land, but I used outlaws rather than thieves here for this reason.&lt;br /&gt;
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[Notes by flynn]  Use Lady Jessica's leadership ability to help the mermen fight and level.  Put her in the water if necessary - just surround her with mermen.&lt;br /&gt;
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===A New Land===&lt;br /&gt;
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In case you find the map looks familiar, it seems to be from &amp;quot;Bay of Pearls&amp;quot; from HttT. This scenario is mainly story though.  Recruit nothing, and attack nothing.&lt;br /&gt;
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The scenario objectives tell you to avoid all confrontation for as long as possible, but actually the faster your units encounter the others the faster the scenario will end, that saves time.&lt;br /&gt;
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===The Ka'lian===&lt;br /&gt;
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Story, with your choice of four battles next.  You have to beat them all in whatever order.  The amount of gold you have should be the factor in deciding when you choose to play Cursed Isle (the undead problem).&lt;br /&gt;
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===Diverging Campaign Path===&lt;br /&gt;
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All four scenarios have to be beaten, but in whatever order you choose.&lt;br /&gt;
====The Dragon====&lt;br /&gt;
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There are a lot of Saurian enemies in this, and they all have the ''skirmish'' ability. My strategy to win was to recruit a lot of units, and then move the whole army as one big bulk. Keep healers in the middle (I used four), rotate stronger units outwards, and make sure you leave no gaps. The Saurians will slip through the tiniest gap and kill your weak units. My route was to start off straight east, towards the green enemy, but I was surrounded about half-way, then camped there and fought a huge onslaught of Saurians until around turn 10.&lt;br /&gt;
By that time, there were many fewer Saurians left than in the beginning.&lt;br /&gt;
And the green leader foolishly placed himself next to Haldric's Sceptre and was killed as well. So I now split up my group, sent one half back to the blue leader, and another south. The southern group first killed off the yellow leader, and then met the dragon. After that I also let the west group who had killed the blue leader finish of the SW leader. The key really is the beginning turns, if you can survive the initial onslaught without half your troops dying already, the map is won.&lt;br /&gt;
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[Comments by Easuth]  Fighting Saurians requires a disciplined formation.  If you're used to stringing out troops to move them into position as they get there, that won't work after Turn 2 or 3.  I use a &amp;quot;healing hedgehog&amp;quot; of ten troops--two white mages next to each other and eight troops completely encircling them.  If someone gets badly injured, move them to the inside and put a white mage on one of the long edges, fighting as you go.  If you're trying for the big bonus, you'll need two hedgehogs.  Try to keep reserves back a bit in cities.  If the terrain favorably protects you, or the wounded is a fast unit, you can try moving wounded back to cities too.  Once the main wave of Saurians is broken,&lt;br /&gt;
you can string non-wounded troops out a bit in the rush for the leaders.  If you have a Lancer in position, rush in to the cave after the Dragon leaves to grab the gold (edit: except the cave is in the mountains, so a Lancer cannot reach it), though that's nothing compared to the Hero bonus for defeating all the Saurian leaders.  So focus on killing all of them first.&lt;br /&gt;
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[Comments by Globulin]&lt;br /&gt;
Switching wounded units to the inside of the hedgehog can be a problem if you are surrounded. ZOC prevents you from creating an open hex to move the inner unit into. A better strategy is to create a triangle with three hexes inside, instead of the standard two of the hedgehog. If you do this on your castle, only three units are in grasslands. If you set it right, you can make most of the hexes adjacent to your triangle be grassland as well, forcing the Saurians into a bad defensive position.&lt;br /&gt;
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In terms of unit positioning, the simplest way is to fill two inner spaces with Mages of Light, a but a better tactic is to put one of the mages on an edge, thereby ensuring that all but one of your units are healing. The remaining unit can either be a Merman Hoplite, (prefereably resilient and carrying a Storm Trident) or Lady Jessica, since she has excellent defense and is chaotic and therefore benefits by not being in the Mages' light. &lt;br /&gt;
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The Saurians may hold back for quite a while. This is alright, as the Dragon will eventually appear and come to you. Kill it, and finish the remaining Saurians for a nice bonus.&lt;br /&gt;
&lt;br /&gt;
[Comments by Megatuga] I've found the triangle strategy a bit dificult to use, because the movement isn't the same for everyone. So I really didn't use a specific strategy. I sent everyone towards. At turn 3 I had the first encounter, at South. I defeated the blue leader quite easily, but I needed to restore my units' HP. You have to manage your villages well, not only because of the HP but also because of the negative money. &lt;br /&gt;
&lt;br /&gt;
Returning back to HP, you'll need some mages to restore it. But make sure you have powerful units blocking the enemy's way to mages, thought their HP is a bit low (I got 2 quick ones, which means -10HP each) and can get killed easily. Another big point of this scenario is the destructive enemy attacks. They don't attack many units, they focus their attack in one single unit and kill him. Another fact is the day/night one. I found it easily to deafeat enemy leaders at day: my units attacks were stronger and really helped me with that task. Their leaders may also rush: get your chance and give them a powerful attack.&lt;br /&gt;
&lt;br /&gt;
But if you're going to take the South way, make sure you have some units in your castle because purple and green enemys are also quite strong and will send units straight to Haldric. My Outlaw showed good skills entertaining enemys for some turns in the northern woods: he has 70% defence in there, so I recommend his use, if supported by one or two more Outlaws.&lt;br /&gt;
&lt;br /&gt;
Here you can also find Big Mudcrawlers. Try to do not attack them with one single unit specially if you have many enemys around you and/or your unit HP is too low, because if you kill him he will get divided and then you found yourself surrounded by 2 mudcrawlers. After killing the blue leader, I killed the grey one, then the green rushed and I killed him too. After all this it's all easy: now the enemy has no resources and just a few units. Now kill the purple leader. Then you can reorganize, but you don't have plenty of time: he appears after killing all the enemy leaders. And watch out, don't spawn him too earlier, you may get weaken if you can't kill him. Avoid the brown road around the mountain.&lt;br /&gt;
&lt;br /&gt;
====Lizard Beach====&lt;br /&gt;
&lt;br /&gt;
Recall most of your mermen from before and send them along the river towards the sea. This will harry the saurian troops coming down from the north, allowing your main force to advance on the southern enemy  undisturbed. Beware, though as your mermen will encounter the saurians at night time (giving you -25% and them +25%), so try to minimize conflict until dawn, just get in their way. As saurians all have skirmish and alot of movement, be sure to protect your wounded units well. Because of the sauians unnerving ability to concentrate their fire on one unit, be sure to keep several healers around and try to keep your line strait so only two can mob one guy (hedgehog tactic also seems to work well). After you defeat the main force from the south send just one or two guys north to capture towns so your silver mages can teleport into the fray. The enemy's onslaught tapers out after their initial wave, so the final push should be quick and clean. It's harder to take the northern leader without alot of foreplanning because all of your units will be stuck south of the marshes and the river. If you want to go for a quick win, just march forth with silver mages, mermen, and anyone who's close enough to be a help. If you dont want to lose any of you better units, patience may be the key. As soon as you approach the beach a naga warrior and four nagas arrive in the sea right around the mouth of the river to help the lizardmen, so be careful endangering your mermen there.&lt;br /&gt;
&lt;br /&gt;
====The Troll Hole====&lt;br /&gt;
&lt;br /&gt;
There are 4 castles, and two of them (randomly placed it seems) are the troll leaders you need to kill. It's underground time again, so as before, mainly recruit mages. The trolls are strong, so hopefully you have lots of levelled up mages. Try to use the narrow corridors to your advantage, so the enemy can only place one attack against a strong unit of yours, but you can kill a troll at a time with two mages or Haldric. Also keep an eye at your back since they will try to surround you. And resist the temptation to send single units wandering around in what seems empty caves - they will all die. I had to restart just to save the dwarf, who had happily wandered off alone searching for gold,&lt;br /&gt;
right into the lair of a giant spider.&lt;br /&gt;
&lt;br /&gt;
[Comments by Easuth]  Try to arrange it so one troll can enter to be attacked by many troops.  Have regular troops in front initially.  Move mages forward to finish the troll, plug the gap where the troll was with Burin or a Royal Guard or an Iron Mauler, and reset the trap on the next turn.  When you've whittled down the enemy, go the direction they came from and kill the leaders, ignoring spider keeps.&lt;br /&gt;
&lt;br /&gt;
[Comments by Jonadab]  In addition to mages, your chaotic units can be helpful here again, especially against the occasional rocklobber, which you will not want to attack with mages.&lt;br /&gt;
&lt;br /&gt;
[Comments by Samsara]  Putting mermen in the moat will really help you fend off the first wave of attacks.&lt;br /&gt;
&lt;br /&gt;
====Cursed Isle====&lt;br /&gt;
&lt;br /&gt;
This can be the first or last map you choose, depending on how desperate you are for cash.  If you can wait, do it last. All you really need is a Paladin or three to rush the temples, one of which contains a Vampire Lady.  Defeat her, and the scene is over just like that. One of the other temples has some gold; grab that too.&lt;br /&gt;
&lt;br /&gt;
If you'd rather not deal with the vampire lady, recall some experienced mermen and have them pick up the holy water.&lt;br /&gt;
&lt;br /&gt;
===A Spy In The Woods===&lt;br /&gt;
&lt;br /&gt;
Plot only.&lt;br /&gt;
&lt;br /&gt;
===The Vanguard===&lt;br /&gt;
&lt;br /&gt;
My strategy was to seal of all the gaps in the canyon. So, recruit a lot of units, you will need them. When the onslaught begins, wounded units can retreat back into villages or being cared for by healers. Or actually both, since soon you will be out of non-wounded units.&lt;br /&gt;
&lt;br /&gt;
[Comments by Easuth]  This map is smaller than fog of war and canyons make it appear.  Rush the NW gaps with mounted units, but slow &amp;amp; strong will carry the day once the sun rises and the odds are in your favor.  Don't forget the cash, which you can see even in fog.&lt;br /&gt;
&lt;br /&gt;
[Comments by Owke] Note that once you attack the leaders, a few undead units will appear near them at the edge of the map. Thus you may want to be sure to have some spare firepower before you attack the leader. I made do with three rounds of recalls. One mounted batch to take out the west, the other two to hold off the remaining forces coming from the north and east. As soon as the first wave dies down, take down the west leader and move up north for the kill of the other two.&lt;br /&gt;
&lt;br /&gt;
===Return of the Fleet===&lt;br /&gt;
&lt;br /&gt;
Welcome to the &amp;quot;kitchen sink&amp;quot; defense.  You've made it this far; now the game will start to throw things at you, whatever it has left.  The effect is mostly psychological, but it could be a problem if your initial assessment causes you to drastically under-recruit.  Time is money.&lt;br /&gt;
&lt;br /&gt;
This map starts out in shroud, like a cave.  You just haven't been informed of it yet.  So while you're still amazingly able to see, note the key terrain features and castle and city locations.  Also, physically explore the avenues of approach you want to be able to see later.&lt;br /&gt;
&lt;br /&gt;
It would be very useful to bring a storm trident into the water.  It'll take a few turns, but the undead trying to reach shore will take even longer.  Paladins are so effective against undead that you can wade into the water after them.  But keep some around for the Chocobones.  Just remember, Paladins can't go into deep water and undead can.  Once you take an island city, use Silver Mages in support to finish the leader.&lt;br /&gt;
&lt;br /&gt;
When you reach the swamp in the north, tighten to a hedgehog formation.  Not only are Saurian skirmishers a problem, but Chocobones move fairly quickly through a variety of terrain, and they have Charge.  Defend until the most dangerous enemies are in poor position, then wipe them out.  This map sports the least effective Cuttlefish I've ever seen; he was in the water near me but fled.  Remember where the keeps are, and advance to the finish.&lt;br /&gt;
&lt;br /&gt;
The cuttlefish appear as soon as you hit the shore. Several additional saurians also appear when you approach the swamp.&lt;br /&gt;
&lt;br /&gt;
[Comments by Owke] &lt;br /&gt;
I had a problem here, since either I went bankrupt or I got bogged down pretty fast. Both of these are undesirable since you need money for the last scenario. After four restarts I finally found a way that works : peasants ! &lt;br /&gt;
&lt;br /&gt;
I first sent a merman force west to deal with the undead. Northwest I sent a mounted force with one healer to hold the line. Then I recruited 3 or 4 castles worth of peasants as cannon fodder north/northeast, to draw away fire from your cleanup crew. Especially against Chocobones this is nice. Entice it into killing a peasant, then finish it with a high level unit.&lt;br /&gt;
&lt;br /&gt;
That may sound like a waste of money, but keep in mind that peasants cost only 8 gold, and do not require any upkeep ! Send a unit with leadership with them and they can even deal some amount of damage, though at night you should just let them take the beating since otherwise they die too quickly.&lt;br /&gt;
&lt;br /&gt;
After the mermen (and one paladin) dealt with the undead you can bring them in and push through to the leaders. This tactic worked at medium level with 17 turns to spare.&lt;br /&gt;
&lt;br /&gt;
===Rise of Wesnoth===&lt;br /&gt;
&lt;br /&gt;
It's the final battle: be patient, recall everybody, the early finish bonus doesn't mean anything.  Some Mermen would be useful here, but surprisingly, they're not really necessary.  I started by sending mounted units around both sides of the forest to your SW.  Whichever troops the orange guys go after, slam into their rear guard with the other forces, making an orc sandwich.  Ewww.  I thought I would have to sneak the Paladins back to the E for the undead troops, but once the first east bridge collapses (all bridges collapse as soon as you cross them once), the undead want to follow the path that doesn't leave them floundering in the water.  So leave the W bridge intact, playing Catch the Sea Orc on the north shore with Haldric &amp;amp; Co., and you can send a large force down the E side practically unopposed by the second wave of Jevyan's troops.  You'll need at least two Paladins in the E to kill Jevyan himself; nothing else is half as effective (perhaps mages of light - but beware his ranged attack !).  Don't forget to sacrifice Aethyr to Jevyan.  If he doesn't want to come out and play, march up to Jevyan and use a crossbow attack.  When Jevyan is dead, the yellow and green leaders will probably still be alive. You'll have to kill one, leaving at least one orc leader alive. You pick.  Congratulations!  Enjoy the ending!&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[ScenarioDiscussion]]&lt;/div&gt;</summary>
		<author><name>Theo</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Timeline_of_Wesnoth&amp;diff=20023</id>
		<title>Timeline of Wesnoth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Timeline_of_Wesnoth&amp;diff=20023"/>
		<updated>2007-12-15T08:14:58Z</updated>

		<summary type="html">&lt;p&gt;Theo: /* 20-130 YW: The Taming of the Wild */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Historian's notes'''&lt;br /&gt;
&lt;br /&gt;
This is a chronological history of the country of Wesnoth, gleaned from written accounts and verbal histories passed down through the generations.  Portions of entries surrounded by parentheses and containing a question mark are assumed or unconfirmed information.  The history is sorted by era, and within the era by date, using the Foundation of Wesnoth as a base.  BW=Before Wesnoth, YW=Years Wesnoth.  They function the same way as BC and AD do in our timekeeping system. Each of the eras is summarized before the timeline for that era begins.  This history of the Great Continent is a subject of active scholarship.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Spoiler warning!'''&lt;br /&gt;
This page contains plot spoilers to several campaigns.&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
[[#Prehistory - 20 YW: The Founding of Wesnoth|The Founding of Wesnoth]]&lt;br /&gt;
&lt;br /&gt;
[[#20-130 YW: The Taming of the Wild|The Taming of the Wild]]&lt;br /&gt;
&lt;br /&gt;
[[#200-350 YW: The Golden Age of Wesnoth|The Golden Age of Wesnoth]]&lt;br /&gt;
&lt;br /&gt;
[[#350-417 YW: The First Dark Age of Wesnoth|The First Dark Age of Wesnoth]]&lt;br /&gt;
&lt;br /&gt;
[[#417-530 YW: The Turmoil of Asheviere|The Turmoil of Asheviere]]&lt;br /&gt;
&lt;br /&gt;
[[#530-630 YW: The Age of Fear|The Age of Fear]]&lt;br /&gt;
&lt;br /&gt;
[[#630-???: The Restoration of Wesnoth|The Restoration of Wesnoth]]&lt;br /&gt;
&lt;br /&gt;
[[#After the Fall|After the Fall]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Prehistory - 20 YW: The Founding of Wesnoth ==&lt;br /&gt;
During the age of the Founding of Wesnoth, there were two important geographic locations, these being the Green Isle and the Great Continent. Haldric is the main historical figure at this time. This age ends with the founding of Wesnoth as a country in the Great Continent, and with Orcs attacking both elves and men from the sea.&lt;br /&gt;
&lt;br /&gt;
=== Prehistory ===&lt;br /&gt;
* Birth of the world. (''And then, Dave said &amp;quot;Let there be light.&amp;quot; And there was light.'')&lt;br /&gt;
* Elves and Dwarves inhabit the Great Continent.&lt;br /&gt;
* Humans inhabit the distant West.&lt;br /&gt;
* Haldric's people colonise the Green Isle from a continent further to the west.&lt;br /&gt;
&lt;br /&gt;
=== 200 BW ===&lt;br /&gt;
* The Lich-Lords arrive on the Green Isle after losing a war in the distant West.&lt;br /&gt;
* After a long war Haldric's people come to dominate the Green Isle.&lt;br /&gt;
* The 'Wesfolk' and their Lich-Lords are pushed onto marginal lands.&lt;br /&gt;
&lt;br /&gt;
=== 12 BW ===&lt;br /&gt;
* The Crown Prince of Southbay discovers the Great Continent.&lt;br /&gt;
&lt;br /&gt;
=== 11-7 BW ===&lt;br /&gt;
* The Crown Prince makes several voyages between the Green Isle and the Great Continent.&lt;br /&gt;
&lt;br /&gt;
=== 6 BW ===&lt;br /&gt;
* Following these voyages to the Great Continent, the elder Crown Prince falls ill and dies.&lt;br /&gt;
* His younger brother is implicated in a plot to kill him.&lt;br /&gt;
* As a distraction the younger Prince starts a war with the Wesfolk and their Lich-Lords.&lt;br /&gt;
* The Lich-Lords sense they will be destroyed and open gates to the homeland of the Orcs in the West.&lt;br /&gt;
&lt;br /&gt;
=== 5-2 BW ===&lt;br /&gt;
* The Green Isle is overrun with Orcs.&lt;br /&gt;
* The Wesfolk desert their Lich-Lords as they fear becoming prey for the Orcs.&lt;br /&gt;
* Prince Haldric leads the evacuation of the survivors to the Great Continent.&lt;br /&gt;
&lt;br /&gt;
=== 1 BW ===&lt;br /&gt;
* Human settlers, led by Prince Haldric, arrive at the western coast of the Great Continent (the landfall occurs in the future Bay of Pearls) in large numbers.&lt;br /&gt;
* Humans arrive in the middle of a simmering dispute between the Elves and Dwarves.&lt;br /&gt;
* The Elves and Dwarves are distrustful of humans, and there is a small skirmish.&lt;br /&gt;
* Messengers from Wesmere Forest come and ask Haldric to come before the Ka'lian.&lt;br /&gt;
* Prince Haldric asks the Four Elvish Lords (Dionli, Logalmier, Aryad, and El'Isomithir) for help and land.&lt;br /&gt;
* They set before him four quests to prove his worth, which he completes.&lt;br /&gt;
&lt;br /&gt;
=== 1 YW ===&lt;br /&gt;
* Haldric is granted the plains north and south of the Great River.&lt;br /&gt;
* Haldric agrees to a Pact of Mutual Defence with the Elves.&lt;br /&gt;
* Haldric founds the country of Wesnoth in these lands.&lt;br /&gt;
* Reign of Haldric I begins.&lt;br /&gt;
&lt;br /&gt;
=== 2 YW ===&lt;br /&gt;
* Orcs, following the ships fleeing from the Green Isle, begin to arrive on the Great Continent.&lt;br /&gt;
* These Orcs are defeated by Haldric's forces.&lt;br /&gt;
* Some of the Orcish survivors flee back to the Green Isle, others move to attack the Elves.&lt;br /&gt;
* King Haldric helps the Elves fight the surviving Orcs.&lt;br /&gt;
&lt;br /&gt;
=== 8 YW ===&lt;br /&gt;
* A second wave of Orcs arrive from the Green Isle; these Orcs start claiming large portions of the Great Continent for themselves.&lt;br /&gt;
* Erlonas of Wesmere is involved in the first direct elvish clash with orcs.&lt;br /&gt;
* Haldric I dishonors the Pact he spoke with the Elves and refuses to give aid.&lt;br /&gt;
&lt;br /&gt;
=== 9-11 YW ===&lt;br /&gt;
* Many Elves are killed in battle by the Orcs.&lt;br /&gt;
* Elvish emissaries are turned away from Wesnoth.&lt;br /&gt;
&lt;br /&gt;
=== 12 YW ===&lt;br /&gt;
* Orcs fail to take the Wesmere Forest and instead march against the farmlands of Wesnoth.&lt;br /&gt;
* Elves refuse to aid the Humans in confronting the Orcs.&lt;br /&gt;
* Orcs attack the lands north of the great river from the mountains, then owned by Wesnoth.&lt;br /&gt;
* Humans are forced back to the great river.&lt;br /&gt;
&lt;br /&gt;
=== 20 YW ===&lt;br /&gt;
* Haldric I dies.&lt;br /&gt;
* Haldric II ascends to the throne.&lt;br /&gt;
* Humans and elves decisively defeat the orcs at Weslath, thus halting the orcish advance.&lt;br /&gt;
* A new treaty between humans and elves is signed and King Haldric II allows emissaries of the Elves to return to Wesnoth.&lt;br /&gt;
&lt;br /&gt;
== 20-130 YW: The Taming of the Wild ==&lt;br /&gt;
This era is that in which the kingdom of Wesnoth expanded and defined its borders, and settled the area which it had claimed for its own. The Taming of the Wild refers to the settling of the unsettled lands, as well as the population of the Northlands. The end of this era is marked by friction between the city-state of Elensefar and the country of Wesnoth, which will continue for the next several hundred years.&lt;br /&gt;
&lt;br /&gt;
=== 23 YW ===&lt;br /&gt;
* The elves are able to sneak into orcish camp by stealth and assasinate their King. A long orcish civil war for succession follows. The orcs are unable to undertake action against any other race during this period and Wesnoth enjoys a long period of peace, known as the Golden Age of Wesnoth.&lt;br /&gt;
* Meanwhile, the elves are also involved in a civil war. Humans are able to rebuild and dominate Wesnoth.&lt;br /&gt;
&lt;br /&gt;
=== Alternate History Regarding the Sceptre of Fire ===&lt;br /&gt;
* 25 YW&lt;br /&gt;
** Haldric II commissions a Dwarven tribe to build the Sceptre of Fire with the Ruby of Fire as its centerpiece.&lt;br /&gt;
** Rebel Elves attack the Dwarves as Haldric II is giving them the Ruby.&lt;br /&gt;
* 25-34 YW:&lt;br /&gt;
** The Dwarves gather materials to make the Sceptre.&lt;br /&gt;
* 35 YW:&lt;br /&gt;
** The tribe, searching for supplies, attack another Dwarvish clan, the Shorbears.&lt;br /&gt;
** Elves besiege the citadel of the Dwarves.&lt;br /&gt;
* 36-40 YW:&lt;br /&gt;
** The Dwarves craft the Sceptre inside of the citadel while under siege, but cannot complete the incantation.&lt;br /&gt;
* 40 YW:&lt;br /&gt;
** The Dwarves break the siege and head underground, into the depths of the volcano where Khrakrahs the Dragon lives.&lt;br /&gt;
** The Dwarves fortify their position inside the caves and finish the Sceptre.&lt;br /&gt;
** The volcano erupts, killing the Dwarves and the Elves who followed them.&lt;br /&gt;
** A Human messenger escapes to report to Haldric II that the Sceptre was created.&lt;br /&gt;
&lt;br /&gt;
=== Reconciliation of the two versions of the Sceptre of Fire (Legend of Wesmere) ===&lt;br /&gt;
* After the Elves defeat the Orcs in Wesmere and the Orcs turn their attention to Humans, the Elves come to the aid of the Humans in the battle for Weslath.&lt;br /&gt;
* After the Alliance victory, the Elves advise Haldric II of the problems with the unshielded Ruby of Fire.&lt;br /&gt;
* Haldric II commissions the Dwarves to make the Sceptre as above.&lt;br /&gt;
*  The Sceptre is lost as described above. During that period, both Orcs and Elves are each fighting a civil war. Consequently, Humans become the dominant race.&lt;br /&gt;
*  This is the Golden Age of Wesnoth — the Wesnoth army is too strong for any opponent fighting a civil war and their kings are no longer under the influence of the unshielded Ruby.&lt;br /&gt;
* Much later, the Ruby is found. It's shielded alright, but not properly. Consequently it still has a damaging effect on the Human kings.&lt;br /&gt;
* During the Delfador times and the battles with Ilaih-Malal, the Elves again advise Delfador, who realizes that the Sceptre is not properly shielded and manages to talk the king into ordering it again properly shielded.&lt;br /&gt;
* Another side effect of the encounter with the Elves is that Delfador gets Crelanu's book. The Elves think it will be safe with Delfador and indeed it helps him close the Iliah-Malal portal, but Asheviere also gains access to it.&lt;br /&gt;
&lt;br /&gt;
=== 122 YW ===&lt;br /&gt;
* City of Elensefar is sacked by orcs.&lt;br /&gt;
* Meneldur, a sailor of Elensefar, sets out on a quest to regain the city.&lt;br /&gt;
&lt;br /&gt;
=== 123 YW ===&lt;br /&gt;
* Elensefar is retaken by Meneldur along with Undead from the Green Isle.&lt;br /&gt;
* Elensefar becomes an independent city-state for the first time.&lt;br /&gt;
&lt;br /&gt;
=== 161-164 YW ===&lt;br /&gt;
* The newly crowned king sought to make safe once and for all the wildlands that separated the human cities surrounding Weldyn and the coastal regions of Elensefar.&lt;br /&gt;
* The grand army of Wesnoth, personally led by the High Council of Archmagi, destroyed all enemies residing within Wesnoth.&lt;br /&gt;
* The city-state of Elensefar was formally united to the kingdom and settlements rapidly spread.&lt;br /&gt;
&lt;br /&gt;
=== 164-176 YW ===&lt;br /&gt;
* During this twelve year span, the western fortress of Halstead was erected in the very heart of the wilderlands.&lt;br /&gt;
&lt;br /&gt;
=== 199 YW ===&lt;br /&gt;
* Emboldened by the far-reaching arm of Halstead's protection, settlement in the west explodes&lt;br /&gt;
* The cities of Aldril and Carcyn grow to become major cities, the first as an important port due to its position on the Bay of Pearls, and the second as a stop on the road to Elensefar and military outpost along the Great River&lt;br /&gt;
* Settlers from Carcyn cross the Great River to establish the first settlements north of it&lt;br /&gt;
&lt;br /&gt;
== 200-350 YW: The Golden Age of Wesnoth ==&lt;br /&gt;
The Golden Age of wesnoth was the time of the great kings, and of peace and prosperity within the kingdom. The Orcs had suffered a grave defeat at the hands of Wesnoth and Elensefar seventy-five years earlier, so they did not pose much of a threat, and whenever they did attack they were quickly defeated. This allowed the army to lessen in size, and the kings of this age to undertake the great public works they are renowned for. The era ends when the king of Wesnoth dies without an heir, and a new dynasty begins.&lt;br /&gt;
&lt;br /&gt;
=== 250 YW ===&lt;br /&gt;
* Urug-Telfar attacks the lake atop mount Eregonor and pillages the surrounding areas.&lt;br /&gt;
* The Elvish Heroes Kalenz and Glatrid are sent to defeat Urug-Telfar.&lt;br /&gt;
* Kalenz and Glatrid are successful in destroying the encamped Orcish forces.&lt;br /&gt;
&lt;br /&gt;
=== 350 YW ===&lt;br /&gt;
* Fractioning of kingdom caused by death of Haldric IV.&lt;br /&gt;
* Elensefar remains a province of Wesnoth but exerts increasing independence due to isolation.&lt;br /&gt;
* Treaty between lord of Elensefar and king of Wesnoth signed.&lt;br /&gt;
&lt;br /&gt;
=== 389 YW ===&lt;br /&gt;
* Garard, a future king of Wesnoth, is born&lt;br /&gt;
&lt;br /&gt;
== 350-417 YW: The First Dark Age of Wesnoth ==&lt;br /&gt;
&lt;br /&gt;
The first Dark Age was a time of strife and attacks from the outside. When Haldric IV died, it left Wesnoth without a king, and the next 70 years were marked by short-lived dynasties, attacks by ever more aggressive orcs, and the further separation of Wesnoth and Elensefar. The Dark Age ended when Garard I took the throne, and began a new dynasty that would last for several hundred years.&lt;br /&gt;
&lt;br /&gt;
== 417-530 YW: The Turmoil of Asheviere ==&lt;br /&gt;
King Garard's dynasty was long-lived and productive, but it was also punctuated by significant turmoil: the first king suffered a very destructive undead attack, and the second was murdered by his own wife and son. It was not until 519 YW that (the so told) Prince Konrad was able to wrest the throne from the Queen Mother Asheviere. After the turmoil finally ended, however, Wesnoth entered its next era.&lt;br /&gt;
&lt;br /&gt;
=== 417 YW ===&lt;br /&gt;
* Ending years of strife and division, Garard I seizes the throne and becomes king of Wesnoth, beginning the [[Garardine Dynasty]].&lt;br /&gt;
* Dwarves agree to craft the Sceptre of Fire for King Garard.&lt;br /&gt;
&lt;br /&gt;
=== 440 YW ===&lt;br /&gt;
* Crown Prince Garard II is born.&lt;br /&gt;
* Delfador becomes Methor's apprentice&lt;br /&gt;
&lt;br /&gt;
=== 442 YW ===&lt;br /&gt;
* Dark hordes of undead are reported in the plains of the East, terrorising the inhabitants.&lt;br /&gt;
* Garard sends a battle group to defeat the undead.&lt;br /&gt;
* Soldiers return from the battle reporting a crushing defeat.&lt;br /&gt;
* Garard asks the council of magi for help and is advised to send more troops.&lt;br /&gt;
* The young mage Delfador asks the King for permission to lead a force of magi instead.&lt;br /&gt;
* Garard agrees to let Delfador confront the undead.&lt;br /&gt;
* Delfador is successful and becomes a trusted advisor to King Garard.&lt;br /&gt;
&lt;br /&gt;
=== 442-445 YW ===&lt;br /&gt;
* Three outposts are built on eastern border to repel local orcs.&lt;br /&gt;
* The Sceptre of Fire is completed.&lt;br /&gt;
* Orcs besiege Knalga, and the Sceptre is lost.&lt;br /&gt;
&lt;br /&gt;
=== 450 YW ===&lt;br /&gt;
* Prince Arand is born.&lt;br /&gt;
* Delfador defeats undead nemesis Ihiah-Malal&lt;br /&gt;
&lt;br /&gt;
=== 473 YW ===&lt;br /&gt;
* Garard I dies.&lt;br /&gt;
* Garard II rises to throne of Wesnoth.&lt;br /&gt;
&lt;br /&gt;
=== 478 YW ===&lt;br /&gt;
* Garard II marries Asheviere.&lt;br /&gt;
* Garard II issues the Sceptre Edict of Royal Succession&lt;br /&gt;
&lt;br /&gt;
=== 480 YW ===&lt;br /&gt;
* Crown Prince Eldred is born.&lt;br /&gt;
&lt;br /&gt;
=== 483 YW ===&lt;br /&gt;
* Erain and Ethyn, identical twins and brothers of Eldred, are born.&lt;br /&gt;
&lt;br /&gt;
=== 498 YW ===&lt;br /&gt;
* Princess Li'sar is born.&lt;br /&gt;
&lt;br /&gt;
=== 500 YW ===&lt;br /&gt;
* Prince Konrad is born, the youngest of several sons of Prince Arand.&lt;br /&gt;
* Wesnoth and the Orcs of the north go to war.&lt;br /&gt;
&lt;br /&gt;
=== 501 YW ===&lt;br /&gt;
&lt;br /&gt;
===== Betrayal on the battlefield =====&lt;br /&gt;
* Garard leads his army to orc encampment at Galcadar by the Ford of Abez.&lt;br /&gt;
* Garard's forces split into two groups, one led by himself and the other by his son Eldred.&lt;br /&gt;
* Eldred betrays his father and attacks him with the troops under his control.&lt;br /&gt;
* Eldred slays King Garard and his uncle Prince Arand on the battlefield of Abez.&lt;br /&gt;
&lt;br /&gt;
===== Reprisal =====&lt;br /&gt;
* Delfador escapes the battle and heads to Weldyn.&lt;br /&gt;
* Eldred gives tribute to the Orcish king, who stops his attacks.&lt;br /&gt;
* Delfador gathers a force of Loyalists to avenge Garard's Death.&lt;br /&gt;
* Eldred's forces confront Delfador's Loyalists at Weldyn.&lt;br /&gt;
* The Loyalists are defeated, but Eldred is slain by Delfador in the fight.&lt;br /&gt;
&lt;br /&gt;
===== Asheviere seizes power =====&lt;br /&gt;
* Delfador escapes the battle.&lt;br /&gt;
* Asheviere orders the slaughter of Garard's nephews and declares herself Queen of Wesnoth.&lt;br /&gt;
* Hearing of the news Delfador infiltrates the palace.&lt;br /&gt;
* Delfador finds the youngest prince Konrad as he is slain.&lt;br /&gt;
* Delfador flees, taking Konrad's body for burial to the land of the Elves.&lt;br /&gt;
* While traveling through Wesnoth, Elf Lady Parandra finds an orphaned human child.&lt;br /&gt;
* Parandra and Delfador agree to give the orphan the identity of Prince Konrad.&lt;br /&gt;
* Delfador and Konrad flee to live in refuge with the Wood Elves of the great southwestern forest.&lt;br /&gt;
&lt;br /&gt;
===== The country resists Asheviere =====&lt;br /&gt;
* Elensefar refuses to submit to Asheviere and declares itself an independent city-state.&lt;br /&gt;
* After several defeats, Wesnoth's army retreats from the remote areas of the kingdom.  The western Wesnothian border recedes, is fixed, and remains heavily defended.&lt;br /&gt;
* As a result of the loyalist withdrawal, several small human communities on the west coast of the Great Continent live in relative independence while elves flourish in the great forest to the southwest of Wesnoth.&lt;br /&gt;
* A band of Wesnoth citizens organizes resistance to Asheviere's siezure of power.  They are eventually forced to abandon their home and inhabit the Isle of the Damned.&lt;br /&gt;
&lt;br /&gt;
=== 502-517 YW ===&lt;br /&gt;
* Delfador raises Konrad under the protection of the Elves.&lt;br /&gt;
&lt;br /&gt;
=== 517 YW ===&lt;br /&gt;
* Asheviere hires Orcish forces to hunt down her nephew-in-law Konrad.&lt;br /&gt;
* Orcish forces converge on Delfador's refuge.&lt;br /&gt;
* Konrad flees his home with the elves and embark upon a quest to regain the throne of Wesnoth.&lt;br /&gt;
&lt;br /&gt;
=== 518 YW ===&lt;br /&gt;
* Konrad crosses the Great River into the Northlands on a search for the Sceptre of Fire.&lt;br /&gt;
* They enter the Caves of Knalga, allied with Princess Li'sar, and find it.&lt;br /&gt;
* They return to Wesnoth and claim the throne.&lt;br /&gt;
&lt;br /&gt;
=== 522 YW ===&lt;br /&gt;
* Birth of Princess Ana'sar.&lt;br /&gt;
&lt;br /&gt;
== 530-630 YW: The Age of Fear ==&lt;br /&gt;
The Age of Fear takes its names from the events of the end of the era. On the surface, the first 90 years were every uneventful. However, during this time unexplainable magical events took place, especially in the eastern lands. Previously tamed lands were slowly claimed by wilderness as fear and paranoia gradually overshadowed the spirit of pioneering and adventure displayed earlier in Wesnoth's history. In the last 10 years of the age, Wesnoth bore the brunt of the most powerful Undead attack ever and was nearly destroyed. By the end of the era, most of Wesnoth had been made barren, most of the great buildings inside and outside of Weldyn were razed, and the population of Wesnoth was half of what it had been.&lt;br /&gt;
&lt;br /&gt;
It was in this era that certain areas of the chaotic Northlands were for the first time put into any kind of law and order. A small group of humans and dwarves, accepting anyone of any race who wished to join, formed themselves into the &amp;quot;Northern Alliance”, with the vision of making the Northlands safe to live in. Over time, this alliance grew slowly but steadily in power. By the end of the era, the alliance had succeeded in making a few small areas, including Knalga and the surrounding regions, stable and prosperous. Consequently, many people evacuated from the wasteland that most of Wesnoth had become and moved north - depleting the population of Wesnoth still further.&lt;br /&gt;
&lt;br /&gt;
=== 533 YW ===&lt;br /&gt;
* Delfador succumbs to old age and dies, his body is entombed alongside his staff in Eregonor.&lt;br /&gt;
* The next great sage of Wesnoth, Dacyn, is born.&lt;br /&gt;
&lt;br /&gt;
=== 534 YW ===&lt;br /&gt;
&lt;br /&gt;
* The small community of Dwarven Doors, in the Northlands just outside Knalga, rebels against the Orcish overlords.&lt;br /&gt;
* The residents, led by Tallin, head underground and find dwarves, whom they ally with.&lt;br /&gt;
* Their combined forces destroy an upstart Lich who is attempting to claim Knalga as his own.&lt;br /&gt;
&lt;br /&gt;
=== 535 YW ===&lt;br /&gt;
&lt;br /&gt;
* The local orcish leader Rakshas attacks Tallin and his forces, but does not penetrate the dwarves' defences.&lt;br /&gt;
* To help defeat the orcs, Tallin secures the help of two Liches, and rescues an elvish princess to secure the help of the elves.&lt;br /&gt;
* Assisted by his new allies, Tallin smashes the forces of Rakshas.&lt;br /&gt;
* According to some historians, Tallin and the elvish princess are married; others say they parted in bad blood.&lt;br /&gt;
* To preserve the new-found peace in the Northlands, Tallin and his allies form the Northern Alliance.&lt;br /&gt;
&lt;br /&gt;
=== 563 YW ===&lt;br /&gt;
* Konrad and Li'sar die after an extraordinarily long reign.&lt;br /&gt;
* Princess Ana'sar becomes queen.&lt;br /&gt;
* The seer Galdren becomes prominent at the court of Weldyn.&lt;br /&gt;
&lt;br /&gt;
=== 585 YW ===&lt;br /&gt;
* Queen Ana'sar retires.&lt;br /&gt;
* Haldric VII becomes king of Wesnoth.&lt;br /&gt;
&lt;br /&gt;
=== 589 YW ===&lt;br /&gt;
* Dacyn the White Mage and Ravanal, an eastern wizard, compete to be the king's advisor.&lt;br /&gt;
* The seer Galdren dies after advising Haldric VII to choose Dacyn.&lt;br /&gt;
* The king does as Galdren advises.&lt;br /&gt;
&lt;br /&gt;
=== 593 YW ===&lt;br /&gt;
* Ravanal reveals that he has turned to evil, and flees from Weldyn.&lt;br /&gt;
&lt;br /&gt;
* Konrad II is born.&lt;br /&gt;
&lt;br /&gt;
=== 612 YW ===&lt;br /&gt;
* Konrad II becomes King of Wesnoth.&lt;br /&gt;
* Dacyn continues his duties as advisor with Konrad II.&lt;br /&gt;
&lt;br /&gt;
=== 625 YW ===&lt;br /&gt;
* Mysterious disappearances of livestock and peasants along the eastern border of Wesnoth.&lt;br /&gt;
* Konrad II sends Dacyn with Owaec and Gweddry to man the old eastern outposts.&lt;br /&gt;
&lt;br /&gt;
=== 626 YW ===&lt;br /&gt;
* Mal-Ravanal attacks the middle outpost where Gweddry and Dacyn are stationed.&lt;br /&gt;
* Dacyn and Gweddry travel to the northern outpost, and, with Owaec, retreat into the northlands.&lt;br /&gt;
&lt;br /&gt;
=== 627 YW ===&lt;br /&gt;
* Wesnoth's last defences are broken and the undead march on Wesnoth&lt;br /&gt;
* In the northlands, the orcs drive Gweddry's army back across the river.&lt;br /&gt;
* Weldyn is besieged.&lt;br /&gt;
* Gweddry breaks through undead lines to reach Weldyn.&lt;br /&gt;
* A council is held.&lt;br /&gt;
* Gweddry's army is lucky and kills Mal-Ravanal.&lt;br /&gt;
* Wesnoth is saved, but has been turned by the undead into a barren wasteland.&lt;br /&gt;
&lt;br /&gt;
== 628-???: The Restoration of Wesnoth ==&lt;br /&gt;
The Restoration of Wesnoth began in an depressing manner. After Konrad II died, Wesnoth was plunged into civil war. However, the Restoration was, in the end, the time when Wesnoth recovered from the damage that Mal-Ravanal's undead attack had dealt. By the end of the era, Wesnoth was no longer a wasteland, but it would never regain the majesty it had at the height of its power.&lt;br /&gt;
&lt;br /&gt;
In the meantime the Northlands were continuing to become more civilised and stable. Although nowhere near as safe and stable as Wesnoth was during it’s Golden Age, the Northlands soon came to have many large cities and a thriving - if somewhat dangerous - trade network. &lt;br /&gt;
&lt;br /&gt;
Four major powers soon came to dominate much of the Northlands. First there were the dwarves, who dominated most of the mountains and a vast array of underground tunnels and cravens, the limit of which is known only to the dwarves. To the east, shrouded in mystery, lay the Elvish forests which continued to be inaccessible to anyone not of elvish blood. The remaining landscape was dominated either by orcish tribes, or independent human earldoms. As competition for the land grew fierce, wars continued to break out between human and orcish forces. For more then two centuries, the thing standing between the extermination of either - or both - the two races was the Northern Alliance, whose authority as a sort of impartial police force, soon came to be respected by all.&lt;br /&gt;
&lt;br /&gt;
=== 628-635 YW ===&lt;br /&gt;
* Konrad II begins his attempt to rebuild Wesnoth.&lt;br /&gt;
&lt;br /&gt;
=== 636 YW ===&lt;br /&gt;
* Konrad II dies, bringing the [[Garardine Dynasty]] to an end.  Wesnoth plunges into Civil War.&lt;br /&gt;
&lt;br /&gt;
=== 750 YW ===&lt;br /&gt;
* A Lich-Lord of the Wesfolk invades the Great Continent.&lt;br /&gt;
* The king of Wesnoth incites war between the Elves, Dwarves and Orcs.&lt;br /&gt;
* The Elves, Dwarves and Orcs ally to defeat the Lich-Lord.&lt;br /&gt;
&lt;br /&gt;
===The Reign of Black Eye Karun 761-816 YW===&lt;br /&gt;
[Comment: In Legend of Wesmere this Era is right after the orcish civil war]&lt;br /&gt;
After decades of struggle, Black Eye Karun is the first orc in the history of the Northlands to unite all the different squabbling orcish tribes under his banner. Among his many accomplishments as a Sovereign, his most famous is the creation of the Great Council, which has time and again proved to be the saviour of the orcs on the Great Continent. &lt;br /&gt;
&lt;br /&gt;
Karun was a far sighted individual and he knew that after his death the orcish tribes would once again turn to fighting amongst themselves and there would be very little he could do to prevent that. He also knew that when orcs were fighting amongst themselves, it would be easy for any strong kingdom like Wesnoth to wipe them off the face of the continent. &lt;br /&gt;
&lt;br /&gt;
Consequently, Karun selected from amongst all the different tribes six of the most sober and wisest orcs and thus created the great council. It was the Great Council's job to stay aloof from any tribal or territorial squabbling amongst the orcs, but yet always remain there to give advice to whomever came to seek it. In order to preserve the orcish race in the event of an emergency, he invested in them the power to call upon The Great Horde. It was established that every orc, no matter what tribe he came from, must obey the summons of The Great Horde and follow wholeheartedly the leader that the Great Council put at the head of The Great Horde.&lt;br /&gt;
&lt;br /&gt;
===816 YW===&lt;br /&gt;
&lt;br /&gt;
*Rahul I, head of the Northern Alliance and Black Eye Karun sign a peace treaty ending a 15 year war between the humans and the orcs. Soon after this Karun, is ambushed and killed amidst mysterious circumstances.&lt;br /&gt;
&lt;br /&gt;
===842 YW===&lt;br /&gt;
&lt;br /&gt;
*War once again breaks out between the orcish tribes and the northern human earldoms as humans break the long standing treaty and attempt to colonise orcish lands. In response, the Great Council set up by the Black Eye Karun calls upon The Great Horde and bestows leadership of it upon Kapou’e, the Son of the Black Eye.&lt;br /&gt;
&lt;br /&gt;
===843 YW===&lt;br /&gt;
&lt;br /&gt;
*Half of the Great Council is treacherously slain by the allied human forces and orcish unity disintegrates. Faced with the extermination of all the orcs on the Great Continent, Kapou’e forcibly asserts his control over the orcish territories and defeats the enemy forces. The Northern Alliance arrives on the scene in time for the final battle and helps Kapou’e defeat the forces of the northern earldoms, who had broken the treaty. Kapou’e then assumes the position of Sovereign over the northern tribes, and his rule ushers in an unprecedented era of unity and prosperity for the orcs.&lt;br /&gt;
&lt;br /&gt;
===852 YW===&lt;br /&gt;
&lt;br /&gt;
*Kapou’e repels a large elvish invasion.&lt;br /&gt;
&lt;br /&gt;
===858 YW===&lt;br /&gt;
&lt;br /&gt;
*The humans once again stage an invasion but prove to be no match for the united orcish forces under the leadership of Kapou’e&lt;br /&gt;
&lt;br /&gt;
==After the Fall==&lt;br /&gt;
At some unknown point in the future, an unspeakable cataclysm scorched the surface of the lands. Forests died, hills turned into rocky wastelands and fields became barren deserts. In the apocalypse allies turned against each other and friends fought over what few resources remained. The great nations were destroyed, and huge numbers of people died. Still amidst the chaos somehow small groups of people survived, sheltered in hidden places. In this post-apocalyptic world survival is a daily struggle as a few remaining tribes eke out an existence among the ruins of fallen empires. Heroic bands of elves, nomadic refugee humans, savage hordes of orcs and dark necromancers all forge new lives under the merciless dual suns, Sela and Naia, of this new Wesnoth.&lt;br /&gt;
&lt;br /&gt;
===??? Post-Wesnoth===&lt;br /&gt;
&lt;br /&gt;
* The Quenoth elves adapt to life in barren world of the Great Southern Desert. Over time they lost their affinity for the woodlands of their ancestry and embrace life in the sandy wastelands.&lt;br /&gt;
* Under the leadership of Tanuil, the Quenoth elves build and sustain a fortified village around a rare oasis. The village thrives amidst the hostilities of the desert.&lt;br /&gt;
* One night, a meteor storm rains from the sky and destroys the village of the Quenoth elves. The next day, Tanuil, like many others, is missing and presumed dead. Kalehssar (Kaleh), nephew of Tanuil, takes leadership of the remaining Quenoth elves as the surviving next of kin.&lt;br /&gt;
* Kaleh, heeding the voice of his god Eloh in his dreams, gathers the remaining Quenoth elves and leads them north to a new promised land, foregoing rebuilding of their desert village.&lt;br /&gt;
* The Quenoth elves battle their way north through Undead, Orcs, Bandits and other evil, venturing underground beneath a large mountain range at the command of Eloh.&lt;br /&gt;
* Befriending unexpected allies underground, Kaleh's forces survive to the other side of the mountain.&lt;br /&gt;
* Keratur, son of Tanuil and survivor of the cataclysm, insane with fright attacks Kaleh. Kaleh defeats Keratur.&lt;br /&gt;
* Kaleh defies commands given him by a vision of Eloh.&lt;br /&gt;
* The Quenoth reach the ocean. Aided by Merfolk, they escape the mainland and head for a newly discovered island, a place where the Quenoth may settle in peace.&lt;br /&gt;
* On the island, the Quenoth confront Yechnagoth, the Eater of Souls and impersonator of Eloh. Yechnagoth and army are destroyed by the Quenoth.&lt;br /&gt;
* Kaleh and the elves settle on their newfound, and newly named, Quenoth Isle.&lt;br /&gt;
&lt;br /&gt;
== History Credits ==&lt;br /&gt;
&lt;br /&gt;
* Timelined by Kamahawk and Turin.&lt;br /&gt;
* History derived from:&lt;br /&gt;
** Eastern Invasion&lt;br /&gt;
** Heir to the Throne&lt;br /&gt;
** Liberty&lt;br /&gt;
** Northern Rebirth&lt;br /&gt;
** The Challenges&lt;br /&gt;
** The Rise of Wesnoth&lt;br /&gt;
** Legend of Wesmere&lt;br /&gt;
** Under the Burning Suns&lt;br /&gt;
&lt;br /&gt;
* Alternate history derived from:&lt;br /&gt;
** Scepter of Fire&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[WesnothGeography]]&lt;br /&gt;
* [[WesnothPoetry]]&lt;br /&gt;
* [[RaceDescriptions]]&lt;br /&gt;
* [[FactionHistory]]&lt;/div&gt;</summary>
		<author><name>Theo</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=HeirToTheThrone&amp;diff=19140</id>
		<title>HeirToTheThrone</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=HeirToTheThrone&amp;diff=19140"/>
		<updated>2007-11-01T23:20:57Z</updated>

		<summary type="html">&lt;p&gt;Theo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a walkthrough of '''Heir to the Throne''', the campaign featuring Konrad. It contains spoilers.&lt;br /&gt;
&lt;br /&gt;
The suggestions herein are based on the &amp;quot;Medium&amp;quot; and &amp;quot;Hard&amp;quot; difficulty levels. It should be possible to win &amp;quot;Easy&amp;quot; level without trying very hard. If you feel comfortable with turn-based games, especially ones featuring units moving on a hex map, then you can play the Tutorial and then dive right into &amp;quot;Medium&amp;quot; to get a feel for the elements of the game. After you have played a few scenarios and are ready to restart from the beginning (and yes, it is  very likely you will have to restart the first time you play Wesnoth), try reading [[AdvancedTactics]].  You should also be familiar with the basics in [[WesnothManual]] -- this is a walkthrough, not an exposition of basic game mechanics.&lt;br /&gt;
&lt;br /&gt;
The walkthrough below was originally written for game versions 0.8 to 0.8.11. A revision is in progress based on 0.9.x. Descriptions that still need updating include Test of the Clans (renamed and redone), Princess of Wesnoth (now harder), and Crossroads (now easier).&lt;br /&gt;
&lt;br /&gt;
Each scenario has an individual forum thread where you can provide feedback to the authors.  See also the forum posts [http://www.wesnoth.org/forum/viewtopic.php?t=3601 Suggestions for Heir to the Throne walkthrough] and [http://www.wesnoth.org/forum/viewtopic.php?t=4026 Yet another &amp;quot;Heir to the Throne&amp;quot; walktrough] (sic) for more.  [http://www.wesnoth.org/forum/viewtopic.php?t=7064 Ye Compleat Walkthrough To &amp;quot;Heir To The Throne&amp;quot;] is a detailed guide, with illustrations, to the first several scenarios.&lt;br /&gt;
&lt;br /&gt;
Finally, some [http://www.hermann-uwe.de/blog/my-wesnoth-replays-online replays] were posted by Uwe Hermann.&lt;br /&gt;
&lt;br /&gt;
'''Warning spoilers ahead!'''&lt;br /&gt;
&lt;br /&gt;
== The Elves Besieged ==&lt;br /&gt;
Scenario objectives: Both Konrad and Delfador must survive, and Konrad must escape to the signpost in the northwest corner of the map by turn 16.&lt;br /&gt;
&lt;br /&gt;
Terrain dictates two routes to the signpost: west to the druid and then north, or north over the bridge and then west. If Konrad goes west, consider sending Delfador north to encourage the northern army to split. Otherwise, Konrad's route might be blocked by enemy units. If you take the northern path, veer west just south of the rough terrain.&lt;br /&gt;
&lt;br /&gt;
You have enough gold to build 6 units (4 costing 17 or 18, 2 costing 14). For example: two scouts, a shaman, an archer, and two fighters. If you recruit scouts, send them south to capture villages that do not have red flags.  They will also delay the southern orcs. Use the ctrl-v command to see how far all enemy units will be able to move on their next turn. Click on an unoccupied hex and then move the cursor over an enemy unit to see how far that unit will be able to move. Position the scouts so only one enemy can attack each scout at once. Do not let them be surrounded, or they will be pinned down and killed!&lt;br /&gt;
&lt;br /&gt;
Your allies will attempt to defend a corridor for Konrad to reach the signpost. Your primary goals in this scenario are to learn how your units move and fight, and observe the strengths and weaknesses of the orcish units.  Do not attempt to stand and fight!  Not only are you and the elves outnumbered, but many of the orcs are level 2 and 3 units.&lt;br /&gt;
&lt;br /&gt;
Your secondary goal is for some of your units to earn experience points, so they can start advancing. Let your allies lead the attack and bear the brunt of the enemy blows before you slip in an elf to deliver the killing blow. Earning experience in this scenario, without having your units killed, is quite difficult, because the orcs are very strong and your elvish allies are just as eager to earn experience as you are! Note that Delfador is already at his maximum level, try to use him only to weaken enemies, without finishing them off (not always so easy).&lt;br /&gt;
&lt;br /&gt;
Another strategy is to do no recruiting and instead move Konrad west to the castle. After a turn or two, the Elven Lord there will move out and allow Konrad to move to the Keep and do some recruiting. This will change where the orcish units move.&lt;br /&gt;
&lt;br /&gt;
Finally, you can do no recruiting, avoid combat, and move Konrad to the signpost as fast as possible for a nice gold bonus -- but then you will have no units to recall in the second scenario. There are two options on the Preferences dialog that will speed things up: &amp;quot;Skip AI Moves&amp;quot; and &amp;quot;Accelerated Speed&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus: 30 gold per turn.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=2881 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Blackwater Port ==&lt;br /&gt;
Scenario objectives: Survive 12 turns (9 on Hard), or kill the enemy leader.&lt;br /&gt;
&lt;br /&gt;
The opening dialog will introduce a new friend, Haldiel. He is a loyal Horseman, and costs less each turn than those you recruit, so try to keep him alive.&lt;br /&gt;
&lt;br /&gt;
Beginning players should start with at least 200 gold that will be used to recruit or recall units. If you have less, redo the first scenario and try to finish before turn 14. If you recall units, choose those that have enough experience to be worth the 2 to 6 gold difference over fresh recruits, or that have specific traits that you need.&lt;br /&gt;
&lt;br /&gt;
Recruit or recall some fast units (scouts or horsemen) to take the villages to the south and southwest.  Do not overspend on Horsemen. Acquire at least 4 to 6 elves, including some shamans. (Even if you don't think they are very useful.)&lt;br /&gt;
&lt;br /&gt;
An aggressive strategy is to recruit heavily. Move your elves to the woods east of the enemy's castle and hold a defensive position during the night. When day comes, attack every enemy unit in the hills, then continue onto the enemy castle and destroy the leader. You will probably need to start with at least 250 gold for this to work.&lt;br /&gt;
&lt;br /&gt;
A fiscally conservative strategy is to form up inside the closer woods out of range of the orcs. At dawn, move the horsemen to lure the orcs into the open ground. Be patient and let the enemy come to you.  Position your horsemen in the grasslands and your elves in the woods to improve your defence. The knights provided by your ally will cover your northern flank. Mix your units in with your allies and try to get the finishing blow after they have weakened enemy units.&lt;br /&gt;
&lt;br /&gt;
You can also send Haldiel west as fast as possible and attempt to take the village due south of the enemy castle.  This will draw the orcs south and make it more likely you will be able to engage them in the woods, where your elves rule.  Be careful to not let Haldiel get pinned down and killed.&lt;br /&gt;
&lt;br /&gt;
Feel free to send units to take the villages close to your ally's castle. After all, Sir Kaylan would only use the gold to recruit troops that would steal your experience!&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing the enemy leader.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=2929 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Isle of Anduin ==&lt;br /&gt;
Scenario objectives: Kill the enemy leader.&lt;br /&gt;
&lt;br /&gt;
The key to victory is to control the villages, earning the gold you need to recruit or recall troops. Send elvish scouts south through the forest and horsemen west across the river and into the plains.  This will also encourage the enemy to split their forces. Avoid serious engagements until you have built up a powerful army.&lt;br /&gt;
&lt;br /&gt;
The following strategy works well if you take care of your unit placement. Protect units you cannot afford to lose from multiple attacks at night or when weakened, particularly new horsemen and mages.&lt;br /&gt;
&lt;br /&gt;
First recall or recruit 3 elvish scouts. Send two scouts to the southern villages, and the third to the village to the northwest. Recruit 3 fighters; send one to the south and the other two to the southwest. This works best if one scout is &amp;quot;quick&amp;quot; and the fighter recruited to fill the southeastern hex of your castle is also &amp;quot;quick&amp;quot;. If not you may have to modify this strategy. Send Delfador up to the northwest on the first turn to find the mage and send the mage down to the village next to the castle. Konrad should take two nearby villages in the first two turns, because you have no money left anyway.&lt;br /&gt;
&lt;br /&gt;
One of the scouts goes as far south as possible, taking villages and distracting the enemy. This scout is usually destroyed by turn 4. That's OK. The other scout in the south usually has to retreat to survive. You try to take all the villages in the south you can and then reinforce the south slowly and move south. Now your main push is in the west because most villages are there and you need an income of over 20 per turn to recall all of your good troops. I usually use the scout I have sent to the northwest village on the island to take all of the far northwest villages. Delfador can destroy an enemy unit each turn, especially saurians, because these pesky units can kill weakened units in the rear. Horsemen take too long to cross the forest south of your castle but are strong on the western plains during daytime. Send newly-recruited horsemen to the west along with mages. A shaman is useful to the south and later one can be sent to the west.&lt;br /&gt;
&lt;br /&gt;
Approaching turn 10-12, you should have assembled two reasonably powerful forces on each side of the lake. The westerly one usually is based on Delfador and horsemen-mage combos with fighters and archers for ZOC purposes, and the eastern force almost entirely of elves. Remember mages work best against trolls and grunts, and horsemen against archers.&lt;br /&gt;
&lt;br /&gt;
Move south in tight groups, trying not to get too aggressive at night with the west group, until they meet at the far southern end of the island, and assault the castle together.&lt;br /&gt;
&lt;br /&gt;
If you are a new player, you've probably been focusing on game mechanics and how the units and terrain interact. If so, it's time to give serious thought to leveling up some units by allowing them to strike the killing blow. When Konrad or an elven fighter is at level 2, they get the &amp;quot;leadership&amp;quot; skill. When a shaman levels up, they get the &amp;quot;cure&amp;quot; skill.&lt;br /&gt;
&lt;br /&gt;
Hardly any player notices this, but this scenario offers the opportunity for some extra experience at the expence of very little gold. The early finish bonus is 38, but there are 36 villages on the island, so if you controll all villages, you only loose 2 gold per turn (or only 1.6 gold, since only 80% can be retained - should be less than 24, since you hardly ever finish more than 15 turns early). So instead of killing the remaining enemies - especially the enemy leader - you might encircle them and reduce their health to a minimum. If you do not attack them in the subsequent turns, they will neither attack nor move, thus regain 2 HP per turn and will eventually be healthy enough to stand an attack of your weaker units. This is a relatively save way to milk some extra XPs out of them for your weaker units (preferably mages and shamans). While milking level 1 units may not be very rewarding, milking the level 2 leader might easily give 20 extra XPs.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing the enemy leader.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=2959 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Bay of Pearls ==&lt;br /&gt;
Scenario objectives: Kill one or both enemy leaders.&lt;br /&gt;
&lt;br /&gt;
You must fight the sea leader, a sea orc, bats, and nagas with the mermen. It will be nigh impossible for your horsemen and elves to wade to the island to fight the sea leader in time, so try to preserve your mermen for this. Mermen and nagas both have high defense in water, so combat can be a bit slow and frustrating. Concentrate three or four mermen on a single enemy unit at a time, rather than spreading your attacks piecemeal.&lt;br /&gt;
&lt;br /&gt;
On the first turn, have Konrad recruit or recall some units. Which units, and in which order, is your first tactical decision. If you recruit/recall in pairs, with one fast (6 movement points or more) and one slow unit, then one will be able to move onto the island the next turn, while the other is still wading through the river.&lt;br /&gt;
&lt;br /&gt;
Then, move Konrad to the cage on the island just to the east. This will free some mermen. (How many depends on whether you are playing on Easy, Medium, or Hard.) One of these can go open the second cage, and so on. There is another cage to the northeast, and one far to the north. Your second tactical decision is which of these two objectives will receive the bulk of your mermen.&lt;br /&gt;
&lt;br /&gt;
Even further north is the Storm Trident, which can only be picked up by one of your mermen.  This ranged attack will be crucial in defeating the sea leader. If you win the sea battle, you can use the mermen in one of two ways. You can harass or even assassinate the land orc leader, although you should expect heavy losses; Or, you can attempt to lure the land orcs into the water, where they will be easy prey.&lt;br /&gt;
&lt;br /&gt;
On land, you have to fight off a wave of orcs and trolls heading south and then west. Your third tactical decision is how far west to engage the enemy. Consider carefully the time of day! You are hindered by the limited recruitment you can do each turn, and how long it takes your elves and horsemen to trickle across the river.  You will probably need to advance and retreat your units several times, depending on time of day.&lt;br /&gt;
&lt;br /&gt;
Careful management of your killing blows should allow several units to get to Level 2.  A charging horseman does so much damage it will be easy for the horsemen to get all the kills, but try to get at least Konrad, a shaman, the merman with the trident, and an elven fighter leveled up.&lt;br /&gt;
&lt;br /&gt;
The outcome of this battle affects the next scenario you play. If you kill the sea leader you wind up on Isle of the Damned. If you kill the land leader you wind up on Muff Malal's Peninsula. If you kill both, you can choose. You fight undead either way.&lt;br /&gt;
&lt;br /&gt;
New players should take the land route to Muff Malal's Peninsula, where you can easily level up your existing units or collect an early finish bonus. Experienced players who are looking for an interesting tactical exercise shoud take the sea route to the Isle of the Damned: you can't recall your usual units but you can recruit outlaws and perhaps recruit a loyal White Mage for future scenarios.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing both enemy leaders, and the ability to choose the next scenario.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3022 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Diverging campaign path ==&lt;br /&gt;
=== Muff Malal's Peninsula ===&lt;br /&gt;
Scenario objectives: Kill the enemy leader.&lt;br /&gt;
&lt;br /&gt;
This is an easy scenario, and your aim here should be to build up your gold by controlling most villages, while earning experience against enemy forces. The enemy recruits bats to capture villages, and hordes of Walking Corpses to keep you busy.  The occasional Dark Adept can be dangerous on Hard difficulty, but is vulnerable to melee attack, especially from knights.&lt;br /&gt;
&lt;br /&gt;
One approach is to recall a few level 2 units supported by a mage. These units build a defensive position in the central part of the map, using hills and forest for cover, and hold off the first wave of Walking Corpses. Mounted troops capture villages in the north and west, and can charge down the flanks at daytime. A merman or two distract enemy bats and capture sea villages. If you can recall the merman that picked up the trident in Bay of Pearls, it will be able to dispatch bats easily on its own.&lt;br /&gt;
&lt;br /&gt;
During daytime, your main force advances to one of the villages in the south-east, where you wait for more Walking Corpses to attack. A level 2 melee unit (eg. Elvish Captain) can use the village defense bonus to survive attacks, and heal between turns. By the time it is low on hit points, it should be advancing to level 3.&lt;br /&gt;
&lt;br /&gt;
You should now control most villages and have some gold, so recruit or recall additional troops. Launch an offensive with your central force, supported by your horsemen advancing at the sides.  Don't forget to use Konrad in the attack.&lt;br /&gt;
&lt;br /&gt;
Try to attack with human units only at day, when the undead are at their weakest, and hold the lines with your elves at night.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing the enemy leader.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3178 forum discussion].&lt;br /&gt;
&lt;br /&gt;
=== Isle of the Damned ===&lt;br /&gt;
Scenario objectives: Kill the enemy leaders, or survive for 27 turns.&lt;br /&gt;
&lt;br /&gt;
Konrad is washed overboard during a storm, but is rescued by two mermen. You start out with 100 gold and cannot recall any units. You are joined by Urlaf, a level 2 Outlaw.  In addition to Mermen, you can recruit his friends: Thugs, Poachers and Footpads. This is the only time in the campaign that these units can be recruited, but any outlaw units surviving this scenario can be recalled later. Your gold from Bay of Pearls (minus the usual 20% discount) is saved for the next scenario.&lt;br /&gt;
&lt;br /&gt;
Moremirmu is a White Mage with a holy sword which is very effective against undead. He is hiding in one of the three temples, and will join your cause if you find him. Beware: Xakae, a Revenant with a retinue of Walking Corpses, is waiting to ambush you in another temple. Moremirmu and Xakae are randomly placed; the third temple is always empty. Xakae and the Corpses can be a useful source of experience if you have the troops to deal with them.&lt;br /&gt;
&lt;br /&gt;
Mermen can be used succesfully to harrass the undead in their rear. Typically the undead responds by withdrawing forces to deal with your mermen. Occasionally this tactic can be used to isolate and trap an undead leader while their forces are busy with your land troops. Don't expect the mermen to survive, though.&lt;br /&gt;
&lt;br /&gt;
Moremirmu is critical to winning but also quite fragile. He will die quickly if he is attacked by multiple undead.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing both enemy leaders. Moremirmu (and his holy sword) will join you in future scenarios only if both are defeated.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3179 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== The Siege of Elensefar ==&lt;br /&gt;
Scenario objectives: Kill both enemy leaders.&lt;br /&gt;
&lt;br /&gt;
Konrad arrives at the southern end of a large map. The island city of Elensefar dominates the center, and the cave of the necromancer Muff Jaanal is far to the north. The orcish warlord Agadla has taken the city. You know what to do!&lt;br /&gt;
&lt;br /&gt;
Your first objective is to retake the city. You could choose to charge across the bridges and fight your way onto the island, taking heavy casualties from the level 2 orcish warriors along the way. Or, you can lure the orcs into the water where they are easy to hit. Remember that mermen, especially the one with the Storm Trident, move quickly and defend quite well in water or on the bridges.&lt;br /&gt;
&lt;br /&gt;
Konrad will recieve some help from the Thieves Guild. Apparently, an orcish occupation is bad for business. They will either show you a hidden ford onto the island, or attack the north gate after you take one of the island villages. Whether you choose to storm the city, and which aid to accept, depends in large part on how much of a hurry you are in.  Every turn, the undead march southward, and you'll have quite a fight on your hands after they reinforce the orcs in the city proper.&lt;br /&gt;
&lt;br /&gt;
After you defeat the orcs, you must fight your way north.  Fighting against the undead requires a different mix of units than fighting the orcs. Your mermen are too slow on land.  Horsemen and elvish units do reduced damage to skeletons.  Here, you need... mages.  Lots and lots of mages. And a paladin, if you've leveled a unit that high enough. Expect to spend many turns fighting through the northernmost six hexes. You are fighting in a cave, which slows your units down. Being underground, it is also treated as night for the time of day penalties.&lt;br /&gt;
&lt;br /&gt;
By now, you should have either Konrad or a level 2 elven fighter with the Leadership ability. A unit adjacent to a leader receives a +25% bonus to damage. Likewise, carefully position shamen or white mages in your lines so they can heal wounded units.  Two adjacent healers will heal each other.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing both enemy leaders.&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3224 forum discussion].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Crossroads ==&lt;br /&gt;
Scenario objectives: Kill the north-eastern enemy leader.&lt;br /&gt;
&lt;br /&gt;
There are two strategies: either to &amp;quot;run for it&amp;quot;, or &amp;quot;kill them all&amp;quot;.  Which you choose will probably depend on whether you want to earn lots of gold, or level up lots of units.&lt;br /&gt;
&lt;br /&gt;
If you choose to run,  recall two turn's worth of troops.  Most should be level 2, but you should recruit one or two units as sacrifical lambs. Having two healers (who will stay adjacent to each other for mutual healing) is almost a necessity. Move the units in formation (probably in two packs) along the road. Do not be tempted to move units into the mountains.  The increased defence is not worth the risk of triggering ambushes. Drive your way to the leader in the northwest, kill them, and reap the early finish bonus.&lt;br /&gt;
&lt;br /&gt;
The second strategy is to methodically destroy all enemy units on the map. Recruit two turns worth of units, and then drive south.  Overcome the southern leader, and recruit more troops in his castle.  Move back north, moving into every town and through the mountains, in order to trigger ambushes. This strategy is trickier to pull off, but careful management of your kills should allow you to level multiple units. (Just be careful not to run out of turns...)&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3281 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== The Princess of Wesnoth ==&lt;br /&gt;
Scenario objectives: Subdue Li'sar to win&lt;br /&gt;
&lt;br /&gt;
Konrad's life now takes an interesting turn, as he meets the Princess of Wesnoth, Li'sar.  Instead of dying when you &amp;quot;kill&amp;quot; her, she surrenders.&lt;br /&gt;
&lt;br /&gt;
Li'sar is supported by troops from the Loyalist faction. Even your tough level 2 units make tempting targets for her lawful horsemen; they will charge and probably kill them.  Use terrain and position sacrificial level 1 screening units while the sun is high. Likewise, you can try for a quick kill by charging Li'sar with your own horsemen or knights.&lt;br /&gt;
&lt;br /&gt;
This otherwise straightforward battle is enlivened by reinforcements that Li'sar summons on turns 5 and 10.  Also, a level 2 Duelist will defend the Princess' honor when you approach her, appearing from the south of your position.  You can trigger his arrival by exploring the mountain with an entrance. Capture the villages on the eastern side as you cross the river, and position units to cover the north-eastern plain to prevent Li'sar's mounted units from capturing these villages.&lt;br /&gt;
&lt;br /&gt;
By the end of this scenario, you should have learned a painful lesson in how the computer player targets its attacks...&lt;br /&gt;
&lt;br /&gt;
See also the [http://www.wesnoth.org/forum/viewtopic.php?t=3401 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== The Valley of Death ==&lt;br /&gt;
Scenario objectives: Survive 12 turns.&lt;br /&gt;
&lt;br /&gt;
There are two holy water bottles on the map. The unit which picks them up will have their melee attacks be holy for the duration of this scenario. These are especially useful for powerful melee units like Elvish Heroes or Champions which otherwise do little damage to the undead. Or, you could recruit Horsemen and have them grab the holy water.  They should easily level to level 2 Lancers or Knights, and maybe even to a Level 3 Paladin by the end of the scenario. As in previous scenarios, mages will be effective against most of the undead enemies.&lt;br /&gt;
&lt;br /&gt;
One strategy is recruit a large army, defeat one of the enemies, and hole up in that enemy's castle. The southern enemy is popular for this strategy. It apparently also works to pack the lake around the starting castle with mermen, and hole up there. Don't underestimate the power of the Walking Corpses (WCs) recruited by the eastern necromancer.  They are slow but there are so many that they can overwhelm and kill even your most powerful units if given the chance. On the other hand, do not underestimate the crowd-clearing ability of a Paladin or blessed Champion!  A WC will lurch next to your unit. It will attack.  It will die, leaving room for another WC to lurch forward. &lt;br /&gt;
(Windscion: Unfortunately, this is also a good way to get a high level unit killed: 10 WCs in one turn can be deadly. I prefer a line of archers backed by healers.)&lt;br /&gt;
&lt;br /&gt;
If you don't have the money to recruit a large or powerful army, recruit a few Elvish Fighters and send them to the forest north of your castle. Their job is to slow the Revenant for several turns and then die gloriously. Flee with Konrad and the rest of your army to the south-east corner. If you're lucky, the WC horde will be too slow to reach you before the scenario ends. A cowardly tactic, yes -- but you'll survive...&lt;br /&gt;
&lt;br /&gt;
If you played Isle of The Damned without killing both Liches, and Moremirmu survived, then he will reinforce you with three White Mage buddies between turns 7-10. You can't recall them after this scenario, so they are expendable.&lt;br /&gt;
&lt;br /&gt;
Another strategy, which requires to have Moremirmu to help you and allows you to kill the three Liches, is to recruit 2 horsemen(or recall their leveled up units) and as many thieves as you can, send each horsemen to gather the bottles of holy water, and kill with them the northern and eastern Liches; don't send them the horseman to the northern Lich too quick, because if you do his army will focus on it, and it won't reach the Lich. Move Konrad, Delfador, the elf from the high elven council, and your thieves towards the southeast corner. The thieves be used as a barrier to protect your more important units; place them in woods, mountains or villages(never in plains) as soon as they can, so that the northern and eastern Liches concentrate on them and leave Konrad and his group alone. With some luck you'll kill the northern and eastern Liches around the same turn that Moremirmu appears, and Konrad and his group will survive enough time to have one of Moremirmu's white mages kill the Southern Lich during day time.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus if you somehow manage to defeat all enemy leaders. If you do, feel free to boast about your accomplishment at the [http://www.wesnoth.org/forum/viewtopic.php?t=3402 forum discussion].&lt;br /&gt;
&lt;br /&gt;
== Gryphon Mountain ==&lt;br /&gt;
Scenario objectives: Kill the enemy leader.&lt;br /&gt;
&lt;br /&gt;
Konrad starts in the lower left corner of the map.  General Robert, commanding Loyalist troops, is in the upper right.  In the middle of the map, surrounded by mountains, is the Mother Gryphon and three sleeping Gryphons.&lt;br /&gt;
&lt;br /&gt;
If you kill the Mother Gryphon before the Loyalists do, you will have access to gryphon eggs, allowing you to to recruit Gryphon Riders in future scenarios.  Opinions differ as to whether their ability to capture far-flung villages, safely lure enemy troops, and ability to pierce the map shroud are worth their high cost.  Even if you decide not to attack the Gryphons, the enemy will -- and then the wild beasts of the air might decide to attack you.  &lt;br /&gt;
&lt;br /&gt;
For a quick victory to earn the early finish bonus, head up the right side of the mountains.  To earn experience, head towards the Mother Gryphon, and the enemy will come to you.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing both the mother gryphon as well as the enemy leader.&lt;br /&gt;
&lt;br /&gt;
== The Ford of Abez ==&lt;br /&gt;
Scenario objectives: Move Konrad to the north side of the river&lt;br /&gt;
&lt;br /&gt;
The wide Abez river cuts across the middle of the map from left to right, with Konrad starting on the lower right side.  Princess Li'sar starts on the lower left, and an orc band is on the north side of the river.  If you have lots of gold, if you have a plethora of well-seasoned fighting troops, and you think you're ready for a challenge, you could try and attack the Princess.  But do a save first; you'll need it after you are wiped out by her Royal Guards.&lt;br /&gt;
&lt;br /&gt;
Your major decision (after you learn that the Princess's escort is just too tough) is whether to have Konrad recruit for one turn or two.  Do not recruit land troops with less than five movement points, as they will have trouble wading across the ford. You're under immense time pressure.  The chaotic orcs will attack from the north, the Princess's lawful Loyalists will attack from the south, and... a new enemy (alignment: hungry) will be attacking from downstream.  Except for the hungry ones--who will be focused on killing anything in their path--all the enemies will be focused on killing Konrad. The hungry enemies might assist you somewhat as they will probably hit the orcs and humans before trying to snack on your forces.  Also, the orcs and humans will fight if they happen to cross paths.&lt;br /&gt;
&lt;br /&gt;
Remember those loyal mermen from in the Bay of Pearls?  They should comprise your principal fighting force.  Be sure to send one downstream to acquire the Storm Trident there.  Lure the orcs into the water, where your mermen have excellent defence and the orcs are highly vulnerable.  If you captured the eggs last scenario, consider using a gryphon to distract the enemy.(Note in the latest version Gryphons are not available until a later scenario)&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for getting Konrad onto dry land.&lt;br /&gt;
&lt;br /&gt;
== Northern Winter ==&lt;br /&gt;
*Objectives: Defeat all enemy leaders (2 of them)&lt;br /&gt;
*Lose if: Konrad, Delfador or Kalenz die or turns run out&lt;br /&gt;
*Turns: 50&lt;br /&gt;
*Starting units: Konrad, Delfador, Kalenz, a random soldier&lt;br /&gt;
*Early finish bonus: ?? &amp;lt;!-- Uh, could someone fill this in? --&amp;gt;&lt;br /&gt;
*Other:&lt;br /&gt;
**Snow falls on turns 6 and 10, making the tundra patches larger.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
This is a relatively simple scenario. The quickest strategy is to recall a few Knights, Lancers, Paladins, and/or Grand Knights along with fresh Horsemen, kill the northwestern leader, then head east. The eastern leader's wolf riders will attempt to attack you through the center of the map, so be sure to place a few horsemen there. It' a good idea for Kalenz and Delfador to defent the southern mountains, as a few riders may come there as well. This is a good level for getting a large amount of gold.&lt;br /&gt;
&lt;br /&gt;
== The Dwarven Doors ==&lt;br /&gt;
* Objectives: Move Konrad to entrance of the Dwarfen Kingdom&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die or turns run out&lt;br /&gt;
* Turns: 26&lt;br /&gt;
* Starting units: Konrad, Delfador, Blidd, Kalenz, level 1 thug&lt;br /&gt;
* Early finish bonus: Find the correct entrance (the eastern one -- or the main one in version 1.3.4)&lt;br /&gt;
&lt;br /&gt;
This scenario offers the usual strategic choice -- run for the exit and an early finish bonus, or slowly and carefully exterminate the enemy forces.  If you choose to follow Delfador's advice and flee in terror, recruit one turn's worth of elven riders or gryphons to sacrifice as screening units.  If you choose to attack, you'll be in for a struggle.  For a real challenge, move to the middle of the map and get attacked from all sides... If you want to kill all three leaders, taking out the south eastern one with your full force and then splitting to take on both the others. Move Konrad near the exit (the eastern one!) so you can abort at any time. -- [v.1.3.4: moving directly to the eastern entrance does not work; it is blocked]&lt;br /&gt;
&lt;br /&gt;
The main door by the lake is barred from the inside.  Further, there is the usual tentacular horror hiding in the lake near the ancient subterranean Dwarven Kingdom. This means you will have to go into the entrance on the east.&lt;br /&gt;
&lt;br /&gt;
If you fought on the Isle of the Damned, one of your outlaws will tell you about a Bandit who will be willing to ally with you. The initial outlaw is expendable, the other one is loyal, though (no upkeep cost!)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;coward&amp;quot; strategy for version 1.3.4 :&lt;br /&gt;
In this version, you get a elvish scout, who says he'll check the entrance to see if it is opened. Send him there, passing on the right of the mountains that are along the &amp;quot;path&amp;quot; to the entrance. This will stop the north western orcs from killing him too soon. Once that is done, move the scout to the north western mountains, to lure the ennemies there.&lt;br /&gt;
Recruit one turn worth of elvish scouts as sacrificial units. They'll lure the ennemies away from Konrad. For a higher chance of success, leave Delfador and Kalenz near your keep, in the south. Since Kalenz is weak, he can easily be killed before Konrad makes it to the cave entrance. Once Konrad is near the center of the map (and overwhelmed by orcs), move them North a bit, to attract ennemies to them. All you need to do now is move Konrad to the entrance as fast as possible. The cuttlefish should appear in the lake as you pass by it, which will delay the orcs some more.&lt;br /&gt;
&lt;br /&gt;
== Plunging into the Darkness ==&lt;br /&gt;
* Objectives: Find the dwarves&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die or turns run out&lt;br /&gt;
* Turns: 19&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz&lt;br /&gt;
* Early finish bonus: n/a&lt;br /&gt;
* Other:&lt;br /&gt;
** Secret pasage in southeastern part of the tunnel&lt;br /&gt;
** Pretty dull and boring ;)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Since you're reading this walkthrough, you'll also be interested in locating the secret passage leading to a chest of 200 gold pieces in the southeast.  However, said chest is guarded by a rather nasty poison-biting, slow-web-throwing level 3 spider. Beware the blood bats, seek out a niche in the wall, and be wary exploring the secret passage!&lt;br /&gt;
&lt;br /&gt;
Tip: For the next three stages you don't have to use too many dwarven companions. All I needed was 2 fighters, 2 riders, 2 guardmen,and 2 thurderer. These fighters I use over and over leading them to all level up to level 3 and having lots and lots of gold by the time I finish the cave levels&lt;br /&gt;
&lt;br /&gt;
== The Lost General ==&lt;br /&gt;
* Objectives: Kill all enemy leaders (there are two)&lt;br /&gt;
* Lose if: Konrad, Delfador or Kalenz die or turns run out&lt;br /&gt;
* Turns: 64(!)&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz&lt;br /&gt;
* Early finish bonus: Killing both enemy leaders&lt;br /&gt;
&lt;br /&gt;
Moving underground is slow, especially for elves.  Their fighters and archers are also ineffective against undead.  Outriders and slyphs might be worth recruiting, if you can afford them.  Likewise, gryphons and horsemen are bogged down.  Recruit dwarves for speed, and mages to back them up. (However, a griffon can pass the small pond quickly, and there are four towns on the other side.)&lt;br /&gt;
&lt;br /&gt;
You are fighting Lionel, a former general turned Death Knight, who starts trapped in the south.  To the west is the usual orc/troll force.  In the north is a dwarven ally, although if you are too slow they will be overwhelmed by the orcs. &lt;br /&gt;
&lt;br /&gt;
Dwarven fighters do well against the undead, while the Thunderers do best against the orcs and trolls.    If you choose to go for money, rush troops both south and north, reinforcing the native dwarves and triggering the appearance of the undead.  If you choose to go for experience, ignore the undead until you have killed the orcs, then return en masse to destroy the undead.  Don't take too long, as Lionel will break forth on turn 20.&lt;br /&gt;
&lt;br /&gt;
There are two ways to get to Lionel: an entrance opens in the pond on turn 19/20; and walls collapse when units move into tiles just south of the sign that says &amp;quot;Guest Quarters&amp;quot;, regardless of when this happens.&lt;br /&gt;
&lt;br /&gt;
== Hasty Alliance ==&lt;br /&gt;
* Objectives: Defeat the enemy leader&lt;br /&gt;
* Lose if: Konrad, Delfador, Kalenz or Li'sar die or turns run out&lt;br /&gt;
* Turns: 33&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz&lt;br /&gt;
* Early finish bonus: Killing enemy leader + 200 Gold from Li'sar&lt;br /&gt;
&lt;br /&gt;
Li'sar is about to attack, when you are surrounded by orcs and trolls.  She joins forces with you to defeat the troll leader, bringing her Royal Guards and 500 gold worth of allied troops to the struggle.&lt;br /&gt;
&lt;br /&gt;
Your greatest challenge will be to survive the first few turns, as the death of any of Konrad's companions will end the scenario.  &lt;br /&gt;
Once you have defeated the first wave, it is relatively easy to finish off any remaining trolls and move north to the troll leader.  Try and encourage your allies to go first and take the hefty damage from the Level 2 and Level 3 trolls, while your mages and dwarves get the experience for killing blows.&lt;br /&gt;
&lt;br /&gt;
== The Sceptre of Fire ==&lt;br /&gt;
* Objectives: Capture the Scepter of Fire with Konrad or Li'sar&lt;br /&gt;
* Lose if: Konrad, Delfador, Kalenz or Li'sar die or turns run out&lt;br /&gt;
* Turns: 50&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar&lt;br /&gt;
* Early finish bonus: n/a&lt;br /&gt;
* Other:&lt;br /&gt;
** Gold gift from Li'sar: 300 on easy, 200 on medium, 100 on hard&lt;br /&gt;
** Milk this level for experience as there is no early finish bonus&lt;br /&gt;
** Randomly generated map&lt;br /&gt;
&lt;br /&gt;
The map changes each time, so if you're save-scumming, be sure to checkpoint right after the scenario starts, and replay once you know where the scepter is.&lt;br /&gt;
Give Li'sar the sceptre as it gives her a ranged attack and Konrad will be able to pick up another artifact later on.&lt;br /&gt;
&lt;br /&gt;
No early finish bonus, so if you have the gold, this is a good place to level up. If you do, poise the character who is going to pick up the Sceptre right next to it, then send everybody else up to attack. Since there is a large time limit, milk every unit you can for maximum experience. And remember, Dwarvish Lords came in very handy later on.&lt;br /&gt;
&lt;br /&gt;
Note: in version 1.2.4 there is an early finish bonus.(for easy mode at least) It is still a good place (and idea) to level up.&lt;br /&gt;
&lt;br /&gt;
Tip: There is an early finish bonus for I had beat this stage within thirty turns and that had gave me a bonus of 37 gold per turn wich multipied to 185.&lt;br /&gt;
&lt;br /&gt;
== A Choice Must Be Made ==&lt;br /&gt;
* Objectives: Defeat either of the leaders&lt;br /&gt;
* Lose if: Konrad, Delfador, Kalenz or Li'sar die or turns run out&lt;br /&gt;
* Turns: 33&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar&lt;br /&gt;
* Early finish bonus: Kill either leader&lt;br /&gt;
* Other:&lt;br /&gt;
** Next level depends on killed leader&lt;br /&gt;
*** Northern orcish leader will get you to the ''Snow Plains'' and the Flaming Sword&lt;br /&gt;
*** Southern undead leader will get you to the ''Swamp Of Dread'' and give you the chance to get lotsa gold&lt;br /&gt;
** Simply decide for one direction and block the bridge in the other direction unless you want to fight on two large fronts&lt;br /&gt;
** First real chance to level gryphons&lt;br /&gt;
&lt;br /&gt;
Scenario objectives: Kill either leader.&lt;br /&gt;
&lt;br /&gt;
You must choose whether to go north or south.  A Death Knight and the undead lie to the south, guarding the way to the Swamp of Dread.  This path is easier, as the undead are hampered by the swampy terrain even more than you.  To the north are the usual orc horde, fighting in the hills, a tougher battle. Your choice will affect which magic artifact you can get in the next level. Northwards are the Snow Plains, where a magic weapon awaits; south is the Undead Swamp, where one of your units can obtain better armor.&lt;br /&gt;
&lt;br /&gt;
Whether you go north or south, recruit a few level 1 units as sacrifices, or use fast-moving gryphons to delay the other force.&lt;br /&gt;
&lt;br /&gt;
Tip: You can use mermans specifically using the strongest ones and the ones that were able to pick up the tridents on bay of pearls and forf of abez that is if you use to go downward to kill the undead leader.&lt;br /&gt;
&lt;br /&gt;
== Diverging campaign path ==&lt;br /&gt;
=== Snow Plains ===&lt;br /&gt;
* Objectives: Defeat the enemy leader&lt;br /&gt;
* Lose if: Konrad, Delfador, Kalenz or Li'sar die or turns run out&lt;br /&gt;
* Turns: 43&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar&lt;br /&gt;
* Early finish bonus: Kill the leader&lt;br /&gt;
* Other:&lt;br /&gt;
** Li'sar will tell you she does not like her mother&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Konrad will find the Flaming Sword (15-4 melee, fire, magical) hidden in one of the northern villages (under the great tree in 1.1). It will take Konrad a while to slog through the snow, forest, and hills, so you'll have to think about how many turns he will recall units.  Dwarves will do well in the mountains, as will the flying gryphons.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing the enemy leader.&lt;br /&gt;
&lt;br /&gt;
=== Swamp Of Dread ===&lt;br /&gt;
Scenario objectives: Kill all enemy leaders.&lt;br /&gt;
&lt;br /&gt;
There are lots of undead, but also many villages. You can earn lots of gold if you can capture and hold villages. It may be useful recruiting cheap units to defend villages against bats. One of the Death Knights drops the Void Armor when killed. The unit that picks it up will gain high resistance to physical damage (blade, impact and pierce). Since Li'sar is vulnerable to precisely those types of damage, you should probably give her the armor.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing all 5 enemy leaders.&lt;br /&gt;
&lt;br /&gt;
Tip:This is another stage where you can use mermans specifically your strongest merman, merman priestess and ones with the tridents.&lt;br /&gt;
&lt;br /&gt;
== Home of the North Elves ==&lt;br /&gt;
* Objectives:&lt;br /&gt;
** Reach the forest kingdom of Emetria&lt;br /&gt;
** Survive until turns run out&lt;br /&gt;
* Lose if: Konrad, Delfador, Kalenz or Li'sar die or turns run out&lt;br /&gt;
* Turns: 21&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar&lt;br /&gt;
* Early finish bonus: 47 Gold per turn&lt;br /&gt;
* Other:&lt;br /&gt;
** Your base will be dismantled after the first turn&lt;br /&gt;
&lt;br /&gt;
This is a very large map with some interesting challenges.  First, Konrad needs to move all the way across to the right side, and if you're playing on Medium or Hard, you don't have many turns to waste.  Second, Fog of War is turned on, so you won't know where the enemy is until you blunder into them.  &lt;br /&gt;
&lt;br /&gt;
On the other hand, while both the orc and human sides will attack you, you can lure them into attacking each other.  The orcs start in the north central part of the map, while the humans begin in the southeast.  You must decide whether Konrad will try to sneak along the northern map edge, or try to thread between the two opponents.&lt;br /&gt;
&lt;br /&gt;
In order to win, Konrad must be in the Elvish castle by the end of the last turn.  The early finish bonus is rather substantial: 44 gp per turn. However, you only get it if you kill both enemy leaders. Also, if both leaders are dead, it no longer matters whether your hero has reached the elven castle. Therefore, if one's dead already, killing the other makes for a workable 'plan b' if you realise you're 4 turns away from the castle, but only 2 away from the timer running out. (In 1.1, the enemy camps have been reinforced, and it is no longer practical to kill the leaders.)&lt;br /&gt;
&lt;br /&gt;
== The Elven Council ==&lt;br /&gt;
This is a cut-scene furthering the storyline.  No combat takes place.&lt;br /&gt;
&lt;br /&gt;
== Return to Wesnoth ==&lt;br /&gt;
Scenario objectives: Kill all three enemy leaders. &lt;br /&gt;
&lt;br /&gt;
Three Halbardiers appear when Josephus dies. The bridge across the river is a good place to establish a defensive position, since attackers have to use the beach and water hexes to attack. Use the forests to your advantage: elven troops are best in forest, while the loyalists and orcs are seriously slowed by the trees.&lt;br /&gt;
&lt;br /&gt;
Early finish bonus for killing all enemy leaders: 27 Gold&lt;br /&gt;
&lt;br /&gt;
== Test of the Clans ==&lt;br /&gt;
* Objectives: Defeat either all four leaders or 25 units in total&lt;br /&gt;
* Lose if: Konrad, Delfador, Kalenz or Li'sar die or turns run out&lt;br /&gt;
* Turns: 53&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar&lt;br /&gt;
* Early finish bonus: 55 Gold per turn&lt;br /&gt;
&lt;br /&gt;
You are facing mostly knights and horsemen, so fast and powerful units like Grand Knights, Lancers or Paladins are important. When any of the enemy leaders is killed, it is replaced with one or two knights (two or three in Hard). Reportedly, one way to win is to gang up on Bayar with fast units while attacking the south-eastern leader with the rest of your army.&lt;br /&gt;
&lt;br /&gt;
If you want to have a long field battle, you can put groups of dwarves or elves in the hills. The enemy will tend to attack the hills, thus giving you some advantage. Hills also make a good safe haven for healing your mounted units. Try to kill the south-eastern leader early so you don't have to divert so many of your resources to the south flank.&lt;br /&gt;
&lt;br /&gt;
Tip: You can use gryphons riders as sacrifice to help you in your aid included with your horseman try to recruit many of them though. May be able to get some of them to level two if you use them smartly, but you may also lose some though using  this method but hey you can finish with a pretty nice bonus that is if you go to kill just 25 men.&lt;br /&gt;
&lt;br /&gt;
== The Battle for Wesnoth ==&lt;br /&gt;
* Objectives: Defeat Asheviere&lt;br /&gt;
* Lose if: Konrad, Delfador, Kalenz or Li'sar die or turns run out&lt;br /&gt;
* Turns: 60&lt;br /&gt;
* Starting units: Konrad, Delfador, Kalenz, Li'sar, as many Grand Knights as you defeated in the last map&lt;br /&gt;
* Early finish bonus: 46&lt;br /&gt;
Scenario objectives: Defeat Asheviere and, by killing her, reclaim the throne. &lt;br /&gt;
&lt;br /&gt;
Healers are useful for your army, as are high level units to take the large amounts of damage the enemies deal. You don't need to worry about saving them for later, because this is the last scenario. Useful recruits are Dwarvish Fighters and Elvish Shamans to aid the rest of your army. Try to level some of them up. Since the enemies are so high-level and numerous, it is surprisingly easy.&lt;br /&gt;
&lt;br /&gt;
You can make a line with new and higher level dwarves in the front ranks. Put leadership units and healers behind. Behind that, let the wounded units rest. Put the line quite near your castle so your fresh recruits can reach the front line in 1-2 turns. A shorter line will also be easier to manage. Some seem to put heavy emphasis on healing units here, but the battle is so short and intense, that some prefer more fighters, and fewer healers.&lt;br /&gt;
&lt;br /&gt;
After you have killed most of the enemy units, advance your powerful units towards Asheviere for the kill. Your main units, Delfador, Li'sar, and the rest, are good here.  Especially Li'sar with skirmisher and the Scepter (if you gave it to her), who can do a quick and deadly assassination once the enemies have reduced in numbers. Knights are probably good here as well. Asheviere has exactly 48 HP, so three hits of a 16-damage weapon, like the Scepter, or four 12-damage hits, is enough for the kill.&lt;br /&gt;
&lt;br /&gt;
A quick assassination can even be performed by Master Gryphons or even sometimes Gryphon Riders: you can recruit a castle of them on turn 1, send them south, elude enemy forces sent by the general in the futile attempt to catch you, then approach Asheviere for the kill (she will not have many troops at her own protection). Using this strategy, I won on turn 6 (and without losses). Swarming all four enemies with 6 new knights each turn is a very effective distraction strategy. Asheviere may divert about half of her force to destory the gryphons. If this happens, congratulations. This means you've won. You should have still about 20 living Knights, and you should easily break through her lines.&lt;br /&gt;
&lt;br /&gt;
A good bonus from The Test of the Clans should be enough to win this scenario.&lt;br /&gt;
&lt;br /&gt;
== See also == &lt;br /&gt;
* [[ScenarioDiscussion]]&lt;br /&gt;
* [[MainlineScenarios]]&lt;/div&gt;</summary>
		<author><name>Theo</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=SonOfThe_BlackEye&amp;diff=19139</id>
		<title>SonOfThe BlackEye</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=SonOfThe_BlackEye&amp;diff=19139"/>
		<updated>2007-11-01T23:16:36Z</updated>

		<summary type="html">&lt;p&gt;Theo: /* Clash of Armies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===  The End Of Peace === &lt;br /&gt;
&lt;br /&gt;
It looks tempting to recruit lots of Wolf Riders to match the humans'&lt;br /&gt;
cavalry mobility, but don't try -- they're not quite a match for&lt;br /&gt;
cavalry and tend to get cut to pieces in detail.  Two Wolf Riders for&lt;br /&gt;
village stealing is enough, recruit mostly Orcish Grunts and Orcish&lt;br /&gt;
Archers instead.  Keep close order, pot the cavalry with archers, and&lt;br /&gt;
bodyguard the archers with the grunts. Kapou'e can do a second round&lt;br /&gt;
of recruiting at the neutral keep near the east edge of the board,&lt;br /&gt;
&lt;br /&gt;
===  The Human Army === &lt;br /&gt;
&lt;br /&gt;
Avoid this scenario; it is basically impossible to beat.  You'll be&lt;br /&gt;
given the option at the end of the first scenario.&lt;br /&gt;
&lt;br /&gt;
===  Towards Mountains of Haag === &lt;br /&gt;
&lt;br /&gt;
Keep Kapou'e and your troops moving and try to brush the dwarves off&lt;br /&gt;
your flank as you pass, because if they get to mass on you and fight a&lt;br /&gt;
static battle they will chop you to dogmeat.  Recruit at most for two&lt;br /&gt;
rounds and run for the signpost at least until the trolls show up.&lt;br /&gt;
Then, if the odds are with you, you can linger a bit and harvest some&lt;br /&gt;
EP.  Again, your archers are your best offensive tool (since the&lt;br /&gt;
dwarves have no missile attack) but you need to use Grunts and Wolf&lt;br /&gt;
Riders keep the dwarves off them.&lt;br /&gt;
&lt;br /&gt;
===  The Siege of Barag-Gor === &lt;br /&gt;
&lt;br /&gt;
The key to winning this one is that, even though you get a nice allied&lt;br /&gt;
troop surge in Barag-Gor at the beginning of turn 2, you shouldn't&lt;br /&gt;
waste your own troops in a futile effort to hold the city. Instead,&lt;br /&gt;
run the trapped shamans out as soon as possible; a gap is likely to&lt;br /&gt;
open up to the SE around turn 3. Take your troops south to knock out&lt;br /&gt;
the elves there, then west, then north.  Don't forget to liberate the&lt;br /&gt;
caged assassin at the western keep.&lt;br /&gt;
&lt;br /&gt;
===  Towards Harbor of Tirigaz === &lt;br /&gt;
&lt;br /&gt;
The northeastern enemy can be blocked with a couple of veteran units at the &lt;br /&gt;
river fort; do that while you take villages on the near side of the river&lt;br /&gt;
with your shamans and take a recruiting round or two of troops south to deal&lt;br /&gt;
with the southwestern enemy.  Ignore the holy water as any unit that reaches&lt;br /&gt;
it will just drink it.&lt;br /&gt;
&lt;br /&gt;
===  Black Flag === &lt;br /&gt;
&lt;br /&gt;
If you run Guu and Kapou'e straight south to the central keep (not stopping &lt;br /&gt;
to grab villages unless you can end a longest possible move south on one) &lt;br /&gt;
you'll get to recruit trioops in time to meet the first pirates on the&lt;br /&gt;
beach. This will be good as fighting from the water hinders them.  Punch out&lt;br /&gt;
Harmon's (southern) keep first, then roll north.&lt;br /&gt;
&lt;br /&gt;
===  The Desert of Death === &lt;br /&gt;
&lt;br /&gt;
Pick troops with lots of mobility because the desert is hard to move&lt;br /&gt;
in.  Use your shamans' ranged attacks against the giant scorpions.&lt;br /&gt;
Head southeast towards the near edge of the big lake; the enemy you'll&lt;br /&gt;
need to defeat is there.  His troops aren't very effective but beware&lt;br /&gt;
of letting isolated units get swarmed.&lt;br /&gt;
&lt;br /&gt;
===  Saving Inarix === &lt;br /&gt;
&lt;br /&gt;
The main thing to know here is that the elves have a 100-per-turn income; &lt;br /&gt;
you can contain them long enough to get Inarix to the river but you can't&lt;br /&gt;
beat them.  Block the elves with a strong force (they recruit L1s, so this&lt;br /&gt;
is a leveling-up opportunity), bloody the dwarves with a slightly waker one,&lt;br /&gt;
and run Inarix up the middle.&lt;br /&gt;
&lt;br /&gt;
===  Clash of Armies === &lt;br /&gt;
&lt;br /&gt;
You'll only have +4 healing from your saurians, so this is a test of how efficiently you can cycle units from the fortifications back to villages without losing them.  Your left flank is more exposed than your right as there will be gryphons and the occasional merman (they become rare after the first surge). Hold the river bastion or bridge if possible; if they get to the shore hey'll be able to widen the front and make better use of their numbers.  Orcish Slurbows will be really useful. Gruu will be effective against the Gryphons, so try and keep him in the hills. Lure the mermen onto land and then strike at them with leveled up trolls and Inarix.&lt;br /&gt;
&lt;br /&gt;
===  A Dwarvish Stand === &lt;br /&gt;
&lt;br /&gt;
Recruit Wolf Riders and other types with lots of mobility, because just mushing&lt;br /&gt;
through the snow to get to the enemy units is work.  Let your allies get in &lt;br /&gt;
front of you and screen your troops; you might even conaider no recruiting for &lt;br /&gt;
two turns to let then get ahead,&lt;br /&gt;
&lt;br /&gt;
===  Back Home === &lt;br /&gt;
&lt;br /&gt;
This is a big, messy brawl.  Your allies will show up late but in large numbers.&lt;br /&gt;
Concentrate on the human and elvish keeps nearest you, allies (including Gruu, &lt;br /&gt;
who you'll play when he arrives) should do an effective job of squashing the&lt;br /&gt;
others.&lt;br /&gt;
&lt;br /&gt;
===  Civil War === &lt;br /&gt;
&lt;br /&gt;
It's difficult to get this one finished in time unless you divide your forces&lt;br /&gt;
and get maximum use from the roads. Send two groups at the northwestern and &lt;br /&gt;
southeastern keeps, then converge on the southwestern one.&lt;br /&gt;
&lt;br /&gt;
===  The Coward === &lt;br /&gt;
&lt;br /&gt;
Lots of scenery -- and lots of villages -- in this one.  Build two or three&lt;br /&gt;
wolf riders just to run around grabbing villages, it will pay off.  The AI&lt;br /&gt;
will tend to move his units north to grab the coastal villages; encourage this&lt;br /&gt;
by sending a handful of veterans in that direction to draw more troops north&lt;br /&gt;
even as you run your main body down the road towards the city gate.&lt;br /&gt;
&lt;br /&gt;
===  Human Attack === &lt;br /&gt;
&lt;br /&gt;
Let your ally-generals soak up the casualties; use them to screen your&lt;br /&gt;
flanks and your movements.  A static defense on the city wall will work, or&lt;br /&gt;
you can recruit a large army early on and punch down the middle; that has the&lt;br /&gt;
advantage that you may be able to take out Earl Lanbec'h before a lot of his&lt;br /&gt;
reinforcements arrive (they show up at the south-center edge of the board&lt;br /&gt;
every morning).&lt;br /&gt;
&lt;br /&gt;
===  Northern Alliance === &lt;br /&gt;
&lt;br /&gt;
Your first job is to bust Kapou'e out of the ring of grey orcs, then&lt;br /&gt;
run Kapou'e north to the main keep where he can recruit.  Your ally&lt;br /&gt;
generals and Howgarth cannot just quite neutralize Earl Lanbec'h, so&lt;br /&gt;
split your troops and send half south and half east after Shan Taum.&lt;br /&gt;
&lt;br /&gt;
===  Epilogue === &lt;br /&gt;
&lt;br /&gt;
Story only.&lt;/div&gt;</summary>
		<author><name>Theo</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Mainline_Campaigns&amp;diff=19138</id>
		<title>Mainline Campaigns</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Mainline_Campaigns&amp;diff=19138"/>
		<updated>2007-11-01T23:10:26Z</updated>

		<summary type="html">&lt;p&gt;Theo: /* Northern Rebirth */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These scenarios are included in the Wesnoth distribution.&lt;br /&gt;
Most were written by fans of the game.&lt;br /&gt;
See [[ReferenceWML]] for information on how to make your own scenarios&lt;br /&gt;
using the Wesnoth Markup Language.&lt;br /&gt;
&lt;br /&gt;
== Heir to the Throne ==&lt;br /&gt;
&lt;br /&gt;
by [http://www.wesnoth.org/forum/profile.php?mode=viewprofile&amp;amp;u=3 Dave]&lt;br /&gt;
&lt;br /&gt;
This is the original campaign, and probably the most played. It features Konrad, fighting to overturn the rule of the&lt;br /&gt;
dark queen Asheviere. It is 24 scenarios, no more are planned, and is considered complete.&lt;br /&gt;
&lt;br /&gt;
* [[HeirToTheThrone|Walkthrough]]&lt;br /&gt;
* [[HtttStoryLine|Story outline]]&lt;br /&gt;
&lt;br /&gt;
== A Tale Of Two Brothers ==&lt;br /&gt;
&lt;br /&gt;
* by [http://www.wesnoth.org/forum/profile.php?mode=viewprofile&amp;amp;u=93 Circon]&lt;br /&gt;
&lt;br /&gt;
A village is being terrorized by a black mage. He is defeated, but the local mage, Bjarn, is kidnaped. His brother, Arne, must go rescue him. It has 4 scenarios, and is aimed at first-time players on easy.&lt;br /&gt;
&lt;br /&gt;
* Forum thread: http://www.wesnoth.org/forum/viewtopic.php?t=6989&lt;br /&gt;
* [[ATaleOfTwoBrothers|Walkthrough]]&lt;br /&gt;
* [[Two Brothers story|Story outline]]&lt;br /&gt;
&lt;br /&gt;
== The South Guard ==&lt;br /&gt;
&lt;br /&gt;
* by [http://www.wesnoth.org/forum/profile.php?mode=viewprofile&amp;amp;u=872 aelius]&lt;br /&gt;
&lt;br /&gt;
A young Knight, Deoran is dispatched to take command of the South Guard. This campaign has 8 scenarios, and is aimed at beginners on the easiest difficulty.&lt;br /&gt;
&lt;br /&gt;
* Forum thread: http://www.wesnoth.org/forum/viewtopic.php?t=2998&lt;br /&gt;
* [[TheSouthGuard|Walkthrough]]&lt;br /&gt;
* [[South Guard story|Story outline]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Eastern Invasion ==&lt;br /&gt;
&lt;br /&gt;
by [http://www.wesnoth.org/forum/profile.php?mode=viewprofile&amp;amp;u=176 Turin]&lt;br /&gt;
&lt;br /&gt;
This campaign follows Gweddry, a Wesnothian Army Officer, battling against undead invaders. It has 17 scenarios; no more&lt;br /&gt;
are planned, but the campaign needs some balancing.&lt;br /&gt;
&lt;br /&gt;
* Link: [[LoyalistCampaign]]&lt;br /&gt;
* Forum thread: http://www.wesnoth.org/forum/viewtopic.php?t=828&amp;amp;start=0&lt;br /&gt;
* [[TheEasternInvasion|Walkthrough]]&lt;br /&gt;
* [[Eastern Invasion story|Story outline]]&lt;br /&gt;
&lt;br /&gt;
== Liberty ==&lt;br /&gt;
&lt;br /&gt;
by scott&lt;br /&gt;
&lt;br /&gt;
The chronicles of how a certain group of Wesnothians were betrayed by their ruler and decided to fight back. This made them outlaws in the crown's eyes, but hopefully heroes in ours.&lt;br /&gt;
&lt;br /&gt;
There are 8 scenarios and some goodies to boot.  The main focus is to provide the experience of recruiting and recalling higher level outlaw characters, which you don't normally get to do.  While there is a range of difficulty in the scenarios, the overall intent is for them to be straightforward and not too difficult.  Since the other feature of the campaign is to try and tell a good story, you won't find scenario descriptions anywhere other than in the game.&lt;br /&gt;
&lt;br /&gt;
* Forum thread: http://www.wesnoth.org/forum/viewtopic.php?t=3095&lt;br /&gt;
* [[Liberty|Walkthrough]]&lt;br /&gt;
* [[Liberty story|Story outline]]&lt;br /&gt;
&lt;br /&gt;
== The Rise of Wesnoth==&lt;br /&gt;
&lt;br /&gt;
by [http://www.wesnoth.org/forum/profile.php?mode=viewprofile&amp;amp;u=388 Shade]&lt;br /&gt;
&lt;br /&gt;
This campaign revolves around the events that brought Haldric I to the 'Great Continent' to found the Kingdom of&lt;br /&gt;
Wesnoth. It has 20 scenarios, and is considered complete.&lt;br /&gt;
&lt;br /&gt;
* Forum thread: http://www.wesnoth.org/forum/viewtopic.php?t=1510&lt;br /&gt;
* [[TheRiseOfWesnoth|Walkthrough]]&lt;br /&gt;
* [[TrowStoryLine|Story outline]]&lt;br /&gt;
&lt;br /&gt;
==Northern Rebirth==&lt;br /&gt;
&lt;br /&gt;
by [http://www.wesnoth.org/forum/profile.php?mode=viewprofile&amp;amp;u=100782 Taurus]&lt;br /&gt;
&lt;br /&gt;
The people of Dwarven Doors rise against their Orcish oppressors in a struggle that will shape the fate of the Northlands.&lt;br /&gt;
&lt;br /&gt;
This campaign has been merged into SVN trunk. It shipped in 1.3.3.&lt;br /&gt;
&lt;br /&gt;
* Forum thread: http://www.wesnoth.org/forum/viewtopic.php?t=16993&lt;br /&gt;
* [[Northern Rebirth|Walkthrough]]&lt;br /&gt;
* [[Northern Rebirth story|Story outline]]&lt;br /&gt;
&lt;br /&gt;
==Under the Burning Suns==&lt;br /&gt;
&lt;br /&gt;
by [http://www.wesnoth.org/forum/profile.php?mode=viewprofile&amp;amp;u=149 quartex]&lt;br /&gt;
&lt;br /&gt;
Set in the distant future, where elves live in the desert. It has 12 scenarios, and is not recommended for beginners because it changes some parts of Wesnoth, including the elves stats and the day/night cycle.&lt;br /&gt;
&lt;br /&gt;
* Forum thread: http://www.wesnoth.org/forum/viewtopic.php?t=4439&lt;br /&gt;
* [[UnderTheBurningSuns|Walkthrough]]&lt;br /&gt;
* [[UtBSStoryLine|Story outline]]&lt;br /&gt;
&lt;br /&gt;
==Son of the Black Eye==&lt;br /&gt;
&lt;br /&gt;
started by Benj, completed by Taurus&lt;br /&gt;
&lt;br /&gt;
Your are the orcish chieftain Kapou'e, son of the famed Black-Eye Karun who was treacherously murdered by the human-worms twenty-seven years ago. You must expel the human invaders from orcish lands and avenge your father's death.&lt;br /&gt;
&lt;br /&gt;
* [[SonOfThe_BlackEye|Walkthrough]]&lt;br /&gt;
* [[Black Eye story|Story outline]]&lt;br /&gt;
&lt;br /&gt;
==Sceptre of Fire==&lt;br /&gt;
&lt;br /&gt;
by turin&lt;br /&gt;
&lt;br /&gt;
* [[Sceptre of Fire|Walkthrough]]&lt;br /&gt;
* [[Sceptre of Fire story|Story outline]]&lt;br /&gt;
&lt;br /&gt;
==Descent into Darkness==&lt;br /&gt;
&lt;br /&gt;
by esci&lt;br /&gt;
&lt;br /&gt;
* [[DescentIntoDarkness|Walkthough]] &lt;br /&gt;
* [[Descent Into Darkness story|Story outline]]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[UserScenarios]]&lt;br /&gt;
* [[ScenarioDiscussion]]&lt;/div&gt;</summary>
		<author><name>Theo</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Mainline_Campaigns&amp;diff=19137</id>
		<title>Mainline Campaigns</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Mainline_Campaigns&amp;diff=19137"/>
		<updated>2007-11-01T23:07:05Z</updated>

		<summary type="html">&lt;p&gt;Theo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These scenarios are included in the Wesnoth distribution.&lt;br /&gt;
Most were written by fans of the game.&lt;br /&gt;
See [[ReferenceWML]] for information on how to make your own scenarios&lt;br /&gt;
using the Wesnoth Markup Language.&lt;br /&gt;
&lt;br /&gt;
== Heir to the Throne ==&lt;br /&gt;
&lt;br /&gt;
by [http://www.wesnoth.org/forum/profile.php?mode=viewprofile&amp;amp;u=3 Dave]&lt;br /&gt;
&lt;br /&gt;
This is the original campaign, and probably the most played. It features Konrad, fighting to overturn the rule of the&lt;br /&gt;
dark queen Asheviere. It is 24 scenarios, no more are planned, and is considered complete.&lt;br /&gt;
&lt;br /&gt;
* [[HeirToTheThrone|Walkthrough]]&lt;br /&gt;
* [[HtttStoryLine|Story outline]]&lt;br /&gt;
&lt;br /&gt;
== A Tale Of Two Brothers ==&lt;br /&gt;
&lt;br /&gt;
* by [http://www.wesnoth.org/forum/profile.php?mode=viewprofile&amp;amp;u=93 Circon]&lt;br /&gt;
&lt;br /&gt;
A village is being terrorized by a black mage. He is defeated, but the local mage, Bjarn, is kidnaped. His brother, Arne, must go rescue him. It has 4 scenarios, and is aimed at first-time players on easy.&lt;br /&gt;
&lt;br /&gt;
* Forum thread: http://www.wesnoth.org/forum/viewtopic.php?t=6989&lt;br /&gt;
* [[ATaleOfTwoBrothers|Walkthrough]]&lt;br /&gt;
* [[Two Brothers story|Story outline]]&lt;br /&gt;
&lt;br /&gt;
== The South Guard ==&lt;br /&gt;
&lt;br /&gt;
* by [http://www.wesnoth.org/forum/profile.php?mode=viewprofile&amp;amp;u=872 aelius]&lt;br /&gt;
&lt;br /&gt;
A young Knight, Deoran is dispatched to take command of the South Guard. This campaign has 8 scenarios, and is aimed at beginners on the easiest difficulty.&lt;br /&gt;
&lt;br /&gt;
* Forum thread: http://www.wesnoth.org/forum/viewtopic.php?t=2998&lt;br /&gt;
* [[TheSouthGuard|Walkthrough]]&lt;br /&gt;
* [[South Guard story|Story outline]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Eastern Invasion ==&lt;br /&gt;
&lt;br /&gt;
by [http://www.wesnoth.org/forum/profile.php?mode=viewprofile&amp;amp;u=176 Turin]&lt;br /&gt;
&lt;br /&gt;
This campaign follows Gweddry, a Wesnothian Army Officer, battling against undead invaders. It has 17 scenarios; no more&lt;br /&gt;
are planned, but the campaign needs some balancing.&lt;br /&gt;
&lt;br /&gt;
* Link: [[LoyalistCampaign]]&lt;br /&gt;
* Forum thread: http://www.wesnoth.org/forum/viewtopic.php?t=828&amp;amp;start=0&lt;br /&gt;
* [[TheEasternInvasion|Walkthrough]]&lt;br /&gt;
* [[Eastern Invasion story|Story outline]]&lt;br /&gt;
&lt;br /&gt;
== Liberty ==&lt;br /&gt;
&lt;br /&gt;
by scott&lt;br /&gt;
&lt;br /&gt;
The chronicles of how a certain group of Wesnothians were betrayed by their ruler and decided to fight back. This made them outlaws in the crown's eyes, but hopefully heroes in ours.&lt;br /&gt;
&lt;br /&gt;
There are 8 scenarios and some goodies to boot.  The main focus is to provide the experience of recruiting and recalling higher level outlaw characters, which you don't normally get to do.  While there is a range of difficulty in the scenarios, the overall intent is for them to be straightforward and not too difficult.  Since the other feature of the campaign is to try and tell a good story, you won't find scenario descriptions anywhere other than in the game.&lt;br /&gt;
&lt;br /&gt;
* Forum thread: http://www.wesnoth.org/forum/viewtopic.php?t=3095&lt;br /&gt;
* [[Liberty|Walkthrough]]&lt;br /&gt;
* [[Liberty story|Story outline]]&lt;br /&gt;
&lt;br /&gt;
== The Rise of Wesnoth==&lt;br /&gt;
&lt;br /&gt;
by [http://www.wesnoth.org/forum/profile.php?mode=viewprofile&amp;amp;u=388 Shade]&lt;br /&gt;
&lt;br /&gt;
This campaign revolves around the events that brought Haldric I to the 'Great Continent' to found the Kingdom of&lt;br /&gt;
Wesnoth. It has 20 scenarios, and is considered complete.&lt;br /&gt;
&lt;br /&gt;
* Forum thread: http://www.wesnoth.org/forum/viewtopic.php?t=1510&lt;br /&gt;
* [[TheRiseOfWesnoth|Walkthrough]]&lt;br /&gt;
* [[TrowStoryLine|Story outline]]&lt;br /&gt;
&lt;br /&gt;
==Northern Rebirth==&lt;br /&gt;
&lt;br /&gt;
by [http://www.wesnoth.org/forum/profile.php?mode=viewprofile&amp;amp;u=100782 Taurus]&lt;br /&gt;
&lt;br /&gt;
The people of Dwarven Doors rise against their Orcish oppressors in a struggle that will shape the fate of the Northlands.&lt;br /&gt;
&lt;br /&gt;
This campaign has been merged into SVN trunk. It shipped in 1.3.3.&lt;br /&gt;
&lt;br /&gt;
* Forum thread: http://www.wesnoth.org/forum/viewtopic.php?t=15845&lt;br /&gt;
* [[Northern Rebirth|Walkthrough]]&lt;br /&gt;
* [[Northern Rebirth story|Story outline]] &lt;br /&gt;
&lt;br /&gt;
==Under the Burning Suns==&lt;br /&gt;
&lt;br /&gt;
by [http://www.wesnoth.org/forum/profile.php?mode=viewprofile&amp;amp;u=149 quartex]&lt;br /&gt;
&lt;br /&gt;
Set in the distant future, where elves live in the desert. It has 12 scenarios, and is not recommended for beginners because it changes some parts of Wesnoth, including the elves stats and the day/night cycle.&lt;br /&gt;
&lt;br /&gt;
* Forum thread: http://www.wesnoth.org/forum/viewtopic.php?t=4439&lt;br /&gt;
* [[UnderTheBurningSuns|Walkthrough]]&lt;br /&gt;
* [[UtBSStoryLine|Story outline]]&lt;br /&gt;
&lt;br /&gt;
==Son of the Black Eye==&lt;br /&gt;
&lt;br /&gt;
started by Benj, completed by Taurus&lt;br /&gt;
&lt;br /&gt;
Your are the orcish chieftain Kapou'e, son of the famed Black-Eye Karun who was treacherously murdered by the human-worms twenty-seven years ago. You must expel the human invaders from orcish lands and avenge your father's death.&lt;br /&gt;
&lt;br /&gt;
* [[SonOfThe_BlackEye|Walkthrough]]&lt;br /&gt;
* [[Black Eye story|Story outline]]&lt;br /&gt;
&lt;br /&gt;
==Sceptre of Fire==&lt;br /&gt;
&lt;br /&gt;
by turin&lt;br /&gt;
&lt;br /&gt;
* [[Sceptre of Fire|Walkthrough]]&lt;br /&gt;
* [[Sceptre of Fire story|Story outline]]&lt;br /&gt;
&lt;br /&gt;
==Descent into Darkness==&lt;br /&gt;
&lt;br /&gt;
by esci&lt;br /&gt;
&lt;br /&gt;
* [[DescentIntoDarkness|Walkthough]] &lt;br /&gt;
* [[Descent Into Darkness story|Story outline]]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[UserScenarios]]&lt;br /&gt;
* [[ScenarioDiscussion]]&lt;/div&gt;</summary>
		<author><name>Theo</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Mainline_Campaigns&amp;diff=19135</id>
		<title>Mainline Campaigns</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Mainline_Campaigns&amp;diff=19135"/>
		<updated>2007-11-01T22:59:06Z</updated>

		<summary type="html">&lt;p&gt;Theo: /* Heir to the Throne */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These scenarios are included in the Wesnoth distribution.&lt;br /&gt;
Most were written by fans of the game.&lt;br /&gt;
See [[ReferenceWML]] for information on how to make your own scenarios&lt;br /&gt;
using the Wesnoth Markup Language.&lt;br /&gt;
&lt;br /&gt;
== Heir to the Throne ==&lt;br /&gt;
&lt;br /&gt;
by [http://www.wesnoth.org/forum/profile.php?mode=viewprofile&amp;amp;u=3 Dave]&lt;br /&gt;
&lt;br /&gt;
This is the original campaign, and probably the most played. It features Konrad, fighting to overturn the rule of the&lt;br /&gt;
dark queen Asheviere. It is 24 scenarios, no more are planned, and is considered complete.&lt;br /&gt;
&lt;br /&gt;
* [[HeirToTheThrone|Walkthrough]]&lt;br /&gt;
* [[HtttStoryLine|Story outline]]&lt;br /&gt;
&lt;br /&gt;
== A Tale Of Two Brothers ==&lt;br /&gt;
&lt;br /&gt;
* by [http://www.wesnoth.org/forum/profile.php?mode=viewprofile&amp;amp;u=93 Circon]&lt;br /&gt;
&lt;br /&gt;
A village is being terrorized by a black mage. He is defeated, but the local mage, Bjarn, is kidnaped. His brother, Arne, must go rescue him. It has 4 scenarios, and is aimed at first-time players on easy.&lt;br /&gt;
&lt;br /&gt;
* Forum thread: http://www.wesnoth.org/forum/viewtopic.php?t=6989&lt;br /&gt;
* Walkthrough: [[ATaleOfTwoBrothers]]&lt;br /&gt;
* Story outline: [[Two Brothers story]]&lt;br /&gt;
&lt;br /&gt;
== The South Guard ==&lt;br /&gt;
&lt;br /&gt;
* by [http://www.wesnoth.org/forum/profile.php?mode=viewprofile&amp;amp;u=872 aelius]&lt;br /&gt;
&lt;br /&gt;
A young Knight, Deoran is dispatched to take command of the South Guard. This campaign has 8 scenarios, and is aimed at beginners on the easiest difficulty.&lt;br /&gt;
&lt;br /&gt;
* Walkthrough: [[TheSouthGuard]]&lt;br /&gt;
* Story outline: [[South Guard story]]&lt;br /&gt;
* Forum thread: http://www.wesnoth.org/forum/viewtopic.php?t=2998&lt;br /&gt;
&lt;br /&gt;
== The Eastern Invasion ==&lt;br /&gt;
&lt;br /&gt;
by [http://www.wesnoth.org/forum/profile.php?mode=viewprofile&amp;amp;u=176 Turin]&lt;br /&gt;
&lt;br /&gt;
This campaign follows Gweddry, a Wesnothian Army Officer, battling against undead invaders. It has 17 scenarios; no more&lt;br /&gt;
are planned, but the campaign needs some balancing.&lt;br /&gt;
&lt;br /&gt;
* Link: [[LoyalistCampaign]]&lt;br /&gt;
* Forum thread: http://www.wesnoth.org/forum/viewtopic.php?t=828&amp;amp;start=0&lt;br /&gt;
* Walkthrough: [[TheEasternInvasion]]&lt;br /&gt;
* Story outline: [[Eastern Invasion story]] (spoilers!)&lt;br /&gt;
&lt;br /&gt;
== Liberty ==&lt;br /&gt;
&lt;br /&gt;
by scott. Complete.&lt;br /&gt;
&lt;br /&gt;
The chronicles of how a certain group of Wesnothians were betrayed by their ruler and decided to fight back. This made them outlaws in the crown's eyes, but hopefully heroes in ours.&lt;br /&gt;
&lt;br /&gt;
There are 8 scenarios and some goodies to boot.  The main focus is to provide the experience of recruiting and recalling higher level outlaw characters, which you don't normally get to do.  While there is a range of difficulty in the scenarios, the overall intent is for them to be straightforward and not too difficult.  Since the other feature of the campaign is to try and tell a good story, you won't find scenario descriptions anywhere other than in the game.&lt;br /&gt;
&lt;br /&gt;
* Forum thread: http://www.wesnoth.org/forum/viewtopic.php?t=3095&lt;br /&gt;
* Walkthrough: [[Liberty]] &lt;br /&gt;
* Story outline: [[Liberty story]]&lt;br /&gt;
&lt;br /&gt;
== The Rise of Wesnoth ==&lt;br /&gt;
&lt;br /&gt;
by [http://www.wesnoth.org/forum/profile.php?mode=viewprofile&amp;amp;u=388 Shade]&lt;br /&gt;
&lt;br /&gt;
This campaign revolves around the events that brought Haldric I to the 'Great Continent' to found the Kingdom of&lt;br /&gt;
Wesnoth. It has 20 scenarios, and is considered complete.&lt;br /&gt;
&lt;br /&gt;
* Forum thread: http://www.wesnoth.org/forum/viewtopic.php?t=1510&lt;br /&gt;
* Walkthrough: [[TheRiseOfWesnoth]]&lt;br /&gt;
* Story outline: [[TrowStoryLine]] (spoilers!)&lt;br /&gt;
&lt;br /&gt;
== Northern Rebirth ==&lt;br /&gt;
&lt;br /&gt;
by [http://www.wesnoth.org/forum/profile.php?mode=viewprofile&amp;amp;u=100782 Taurus]&lt;br /&gt;
&lt;br /&gt;
The people of Dwarven Doors rise against their Orcish oppressors in a struggle that will shape the fate of the Northlands.&lt;br /&gt;
&lt;br /&gt;
This campaign has been merged into SVN trunk. It shipped in 1.3.3.&lt;br /&gt;
&lt;br /&gt;
* Forum thread: http://www.wesnoth.org/forum/viewtopic.php?t=15845&lt;br /&gt;
* Walkthrough: [[Northern Rebirth]]&lt;br /&gt;
* Story outline: [[Northern Rebirth story]]&lt;br /&gt;
&lt;br /&gt;
== Under the Burning Suns ==&lt;br /&gt;
&lt;br /&gt;
by [http://www.wesnoth.org/forum/profile.php?mode=viewprofile&amp;amp;u=149 quartex]&lt;br /&gt;
&lt;br /&gt;
Set in the distant future, where elves live in the desert. It has 12 scenarios, and is not recommended for beginners because it changes some parts of Wesnoth, including the elves stats and the day/night cycle.&lt;br /&gt;
&lt;br /&gt;
* Forum thread: http://www.wesnoth.org/forum/viewtopic.php?t=4439&lt;br /&gt;
* Walkthrough: [[UnderTheBurningSuns]]&lt;br /&gt;
* Story outline: [[UtBSStoryLine]]&lt;br /&gt;
&lt;br /&gt;
== Son of the Black Eye ==&lt;br /&gt;
&lt;br /&gt;
started by Benj, completed by Taurus&lt;br /&gt;
&lt;br /&gt;
Your are the orcish chieftain Kapou'e, son of the famed Black-Eye Karun who was treacherously murdered by the human-worms twenty-seven years ago. You must expel the human invaders from orcish lands and avenge your father's death.&lt;br /&gt;
&lt;br /&gt;
* Walkthrough: [[SonOfThe_BlackEye|Son of the Black Eye]]&lt;br /&gt;
* Story outline: [[Black Eye story]]&lt;br /&gt;
&lt;br /&gt;
== Sceptre of Fire ==&lt;br /&gt;
&lt;br /&gt;
by turin&lt;br /&gt;
&lt;br /&gt;
* Walkthrough: [[Sceptre of Fire]]&lt;br /&gt;
* Story outline:&lt;br /&gt;
== Descent into Darkness ==&lt;br /&gt;
&lt;br /&gt;
by esci&lt;br /&gt;
&lt;br /&gt;
* Walkthough: [[DescentIntoDarkness]]&lt;br /&gt;
* Story outline: [[Descent Into Darkness story]]&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[UserScenarios]]&lt;br /&gt;
* [[ScenarioDiscussion]]&lt;/div&gt;</summary>
		<author><name>Theo</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Mainline_Campaigns&amp;diff=19134</id>
		<title>Mainline Campaigns</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Mainline_Campaigns&amp;diff=19134"/>
		<updated>2007-11-01T22:57:00Z</updated>

		<summary type="html">&lt;p&gt;Theo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These scenarios are included in the Wesnoth distribution.&lt;br /&gt;
Most were written by fans of the game.&lt;br /&gt;
See [[ReferenceWML]] for information on how to make your own scenarios&lt;br /&gt;
using the Wesnoth Markup Language.&lt;br /&gt;
&lt;br /&gt;
== Heir to the Throne ==&lt;br /&gt;
&lt;br /&gt;
by [http://www.wesnoth.org/forum/profile.php?mode=viewprofile&amp;amp;u=3 Dave]&lt;br /&gt;
&lt;br /&gt;
This is the original campaign, and probably the most played. It features Konrad, fighting to overturn the rule of the&lt;br /&gt;
dark queen Asheviere. It is 24 scenarios, no more are planned, and is considered complete.&lt;br /&gt;
&lt;br /&gt;
* Walkthrough: [[HeirToTheThrone]]&lt;br /&gt;
* Story outline: [[HtttStoryLine]] (spoilers!)&lt;br /&gt;
&lt;br /&gt;
== A Tale Of Two Brothers ==&lt;br /&gt;
&lt;br /&gt;
* by [http://www.wesnoth.org/forum/profile.php?mode=viewprofile&amp;amp;u=93 Circon]&lt;br /&gt;
&lt;br /&gt;
A village is being terrorized by a black mage. He is defeated, but the local mage, Bjarn, is kidnaped. His brother, Arne, must go rescue him. It has 4 scenarios, and is aimed at first-time players on easy.&lt;br /&gt;
&lt;br /&gt;
* Forum thread: http://www.wesnoth.org/forum/viewtopic.php?t=6989&lt;br /&gt;
* Walkthrough: [[ATaleOfTwoBrothers]]&lt;br /&gt;
* Story outline: [[Two Brothers story]]&lt;br /&gt;
&lt;br /&gt;
== The South Guard ==&lt;br /&gt;
&lt;br /&gt;
* by [http://www.wesnoth.org/forum/profile.php?mode=viewprofile&amp;amp;u=872 aelius]&lt;br /&gt;
&lt;br /&gt;
A young Knight, Deoran is dispatched to take command of the South Guard. This campaign has 8 scenarios, and is aimed at beginners on the easiest difficulty.&lt;br /&gt;
&lt;br /&gt;
* Walkthrough: [[TheSouthGuard]]&lt;br /&gt;
* Story outline: [[South Guard story]]&lt;br /&gt;
* Forum thread: http://www.wesnoth.org/forum/viewtopic.php?t=2998&lt;br /&gt;
&lt;br /&gt;
== The Eastern Invasion ==&lt;br /&gt;
&lt;br /&gt;
by [http://www.wesnoth.org/forum/profile.php?mode=viewprofile&amp;amp;u=176 Turin]&lt;br /&gt;
&lt;br /&gt;
This campaign follows Gweddry, a Wesnothian Army Officer, battling against undead invaders. It has 17 scenarios; no more&lt;br /&gt;
are planned, but the campaign needs some balancing.&lt;br /&gt;
&lt;br /&gt;
* Link: [[LoyalistCampaign]]&lt;br /&gt;
* Forum thread: http://www.wesnoth.org/forum/viewtopic.php?t=828&amp;amp;start=0&lt;br /&gt;
* Walkthrough: [[TheEasternInvasion]]&lt;br /&gt;
* Story outline: [[Eastern Invasion story]] (spoilers!)&lt;br /&gt;
&lt;br /&gt;
== Liberty ==&lt;br /&gt;
&lt;br /&gt;
by scott. Complete.&lt;br /&gt;
&lt;br /&gt;
The chronicles of how a certain group of Wesnothians were betrayed by their ruler and decided to fight back. This made them outlaws in the crown's eyes, but hopefully heroes in ours.&lt;br /&gt;
&lt;br /&gt;
There are 8 scenarios and some goodies to boot.  The main focus is to provide the experience of recruiting and recalling higher level outlaw characters, which you don't normally get to do.  While there is a range of difficulty in the scenarios, the overall intent is for them to be straightforward and not too difficult.  Since the other feature of the campaign is to try and tell a good story, you won't find scenario descriptions anywhere other than in the game.&lt;br /&gt;
&lt;br /&gt;
* Forum thread: http://www.wesnoth.org/forum/viewtopic.php?t=3095&lt;br /&gt;
* Walkthrough: [[Liberty]] &lt;br /&gt;
* Story outline: [[Liberty story]]&lt;br /&gt;
&lt;br /&gt;
== The Rise of Wesnoth ==&lt;br /&gt;
&lt;br /&gt;
by [http://www.wesnoth.org/forum/profile.php?mode=viewprofile&amp;amp;u=388 Shade]&lt;br /&gt;
&lt;br /&gt;
This campaign revolves around the events that brought Haldric I to the 'Great Continent' to found the Kingdom of&lt;br /&gt;
Wesnoth. It has 20 scenarios, and is considered complete.&lt;br /&gt;
&lt;br /&gt;
* Forum thread: http://www.wesnoth.org/forum/viewtopic.php?t=1510&lt;br /&gt;
* Walkthrough: [[TheRiseOfWesnoth]]&lt;br /&gt;
* Story outline: [[TrowStoryLine]] (spoilers!)&lt;br /&gt;
&lt;br /&gt;
== Northern Rebirth ==&lt;br /&gt;
&lt;br /&gt;
by [http://www.wesnoth.org/forum/profile.php?mode=viewprofile&amp;amp;u=100782 Taurus]&lt;br /&gt;
&lt;br /&gt;
The people of Dwarven Doors rise against their Orcish oppressors in a struggle that will shape the fate of the Northlands.&lt;br /&gt;
&lt;br /&gt;
This campaign has been merged into SVN trunk. It shipped in 1.3.3.&lt;br /&gt;
&lt;br /&gt;
* Forum thread: http://www.wesnoth.org/forum/viewtopic.php?t=15845&lt;br /&gt;
* Walkthrough: [[Northern Rebirth]]&lt;br /&gt;
* Story outline: [[Northern Rebirth story]]&lt;br /&gt;
&lt;br /&gt;
== Under the Burning Suns ==&lt;br /&gt;
&lt;br /&gt;
by [http://www.wesnoth.org/forum/profile.php?mode=viewprofile&amp;amp;u=149 quartex]&lt;br /&gt;
&lt;br /&gt;
Set in the distant future, where elves live in the desert. It has 12 scenarios, and is not recommended for beginners because it changes some parts of Wesnoth, including the elves stats and the day/night cycle.&lt;br /&gt;
&lt;br /&gt;
* Forum thread: http://www.wesnoth.org/forum/viewtopic.php?t=4439&lt;br /&gt;
* Walkthrough: [[UnderTheBurningSuns]]&lt;br /&gt;
* Story outline: [[UtBSStoryLine]]&lt;br /&gt;
&lt;br /&gt;
== Son of the Black Eye ==&lt;br /&gt;
&lt;br /&gt;
started by Benj, completed by Taurus&lt;br /&gt;
&lt;br /&gt;
Your are the orcish chieftain Kapou'e, son of the famed Black-Eye Karun who was treacherously murdered by the human-worms twenty-seven years ago. You must expel the human invaders from orcish lands and avenge your father's death.&lt;br /&gt;
&lt;br /&gt;
* Walkthrough: [[SonOfThe_BlackEye|Son of the Black Eye]]&lt;br /&gt;
* Story outline: [[Black Eye story]]&lt;br /&gt;
&lt;br /&gt;
== Sceptre of Fire ==&lt;br /&gt;
&lt;br /&gt;
by turin&lt;br /&gt;
&lt;br /&gt;
* Walkthrough: [[Sceptre of Fire]]&lt;br /&gt;
* Story outline:&lt;br /&gt;
== Descent into Darkness ==&lt;br /&gt;
&lt;br /&gt;
by esci&lt;br /&gt;
&lt;br /&gt;
* Walkthough: [[DescentIntoDarkness]]&lt;br /&gt;
* Story outline: [[Descent Into Darkness story]]&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[UserScenarios]]&lt;br /&gt;
* [[ScenarioDiscussion]]&lt;/div&gt;</summary>
		<author><name>Theo</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=DescentIntoDarkness&amp;diff=18871</id>
		<title>DescentIntoDarkness</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=DescentIntoDarkness&amp;diff=18871"/>
		<updated>2007-10-18T23:29:55Z</updated>

		<summary type="html">&lt;p&gt;Theo: /* A Peaceful Valley */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Saving Halal ===&lt;br /&gt;
Try to take advantage of terrain and daytime. I stayed away from the water hexes directly close to the other shore since the defenders have a bonus if they attack water standing units when still standing on land. Block the ford. Then rush for the northern shore if you can reach land. Capture villages and let your human allies do the hard work.&lt;br /&gt;
&lt;br /&gt;
=== A Peaceful Valley ===&lt;br /&gt;
Do not try to solve this level without entering the Swamp. Once you enter the Swamp with either Malin Keshar or Darken Volk you will get Ghouls which make the difference between impossible and reasonable to master this level. Bats are useful to capture faraway villages but have little chance against the guards, unless you move two or three of them together. Use walking corpses as placeholders for captured villages and use them on wounded goblins to add more troops to your arsenal. A combined effort with walking corpses and Darken Volk will kill off the leader and relieve a lot of stress.&lt;br /&gt;
&lt;br /&gt;
=== A Haunting in Winter ===&lt;br /&gt;
Do not move non-flying units onto the ice next to the bridge which separates you from the Orcs' valley, it does not carry much weight. Use this to your advantage and try and lure high level orcs to their demise by placing ghosts in the middle of the ice. Ghosts and Corpses can cross the mountains left of your starting fortress. Unfortunately the fire arrows are quite effective against ghosts. I finished the south Orc first and had an easy time to defeat the north Orc. Ghosts and Bats can capture difficult to reach villages and move on, thus weakening your foes.&lt;/div&gt;</summary>
		<author><name>Theo</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=DescentIntoDarkness&amp;diff=18870</id>
		<title>DescentIntoDarkness</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=DescentIntoDarkness&amp;diff=18870"/>
		<updated>2007-10-18T23:25:57Z</updated>

		<summary type="html">&lt;p&gt;Theo: /* A Haunting in Winter */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Saving Halal ===&lt;br /&gt;
Try to take advantage of terrain and daytime. I stayed away from the water hexes directly close to the other shore since the defenders have a bonus if they attack water standing units when still standing on land. Block the ford. Then rush for the northern shore if you can reach land. Capture villages and let your human allies do the hard work.&lt;br /&gt;
&lt;br /&gt;
=== A Peaceful Valley ===&lt;br /&gt;
Do not try to solve this level without entering the Swamp. Once you enter the Swamp with either Malin Keshar or Darken Volk you will get Ghouls which make the difference between impossible and reasonable to master this level. Bats are useful to capture faraway villages but have little chance against the guards, unless you move two or three of them together. Use walking corpses as placeholders for captured villages and use them on wounded goblins to add more troops to your arsenal.&lt;br /&gt;
&lt;br /&gt;
=== A Haunting in Winter ===&lt;br /&gt;
Do not move non-flying units onto the ice next to the bridge which separates you from the Orcs' valley, it does not carry much weight. Use this to your advantage and try and lure high level orcs to their demise by placing ghosts in the middle of the ice. Ghosts and Corpses can cross the mountains left of your starting fortress. Unfortunately the fire arrows are quite effective against ghosts. I finished the south Orc first and had an easy time to defeat the north Orc. Ghosts and Bats can capture difficult to reach villages and move on, thus weakening your foes.&lt;/div&gt;</summary>
		<author><name>Theo</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=DescentIntoDarkness&amp;diff=18869</id>
		<title>DescentIntoDarkness</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=DescentIntoDarkness&amp;diff=18869"/>
		<updated>2007-10-18T23:23:26Z</updated>

		<summary type="html">&lt;p&gt;Theo: /* A peaceful valley */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Saving Halal ===&lt;br /&gt;
Try to take advantage of terrain and daytime. I stayed away from the water hexes directly close to the other shore since the defenders have a bonus if they attack water standing units when still standing on land. Block the ford. Then rush for the northern shore if you can reach land. Capture villages and let your human allies do the hard work.&lt;br /&gt;
&lt;br /&gt;
=== A Peaceful Valley ===&lt;br /&gt;
Do not try to solve this level without entering the Swamp. Once you enter the Swamp with either Malin Keshar or Darken Volk you will get Ghouls which make the difference between impossible and reasonable to master this level. Bats are useful to capture faraway villages but have little chance against the guards, unless you move two or three of them together. Use walking corpses as placeholders for captured villages and use them on wounded goblins to add more troops to your arsenal.&lt;br /&gt;
&lt;br /&gt;
=== A Haunting in Winter ===&lt;br /&gt;
Do not move non-flying units onto the ice next to the bridge which separates you from the Orcs' valley, it does not carry much weight. Ghosts and Corpses can cross the mountains left of your starting fortress. Unfortunately the fire arrows are quite effective against ghosts. I finished the south Orc first and had an easy time to defeat the north Orc. Ghosts and Bats can capture difficult to reach villages and move on, thus weakening your foes.&lt;br /&gt;
&lt;br /&gt;
to be continued.&lt;/div&gt;</summary>
		<author><name>Theo</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Races&amp;diff=18773</id>
		<title>Races</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Races&amp;diff=18773"/>
		<updated>2007-10-14T20:43:56Z</updated>

		<summary type="html">&lt;p&gt;Theo: /* Orcs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Six Main Races ==&lt;br /&gt;
&lt;br /&gt;
=== Men ===&lt;br /&gt;
The race of men is an extremely diverse one. Although men originally came from the Old Continent, they have spread all over the world, and split into many different cultures and races. They do not possess much magic, though they can learn it, and can learn many more types of it than most others. They have no extra special abilities or aptitudes except their versatility and drive. Although often at odds with all races, they can occasionally form alliances with the less aggressive races such as elves and dwarves, and the less scrupulous among them do not shrink back from hiring orcish mercenaries, either. They have no natural enemies, although the majority of men, like most people of all races, have an instinctive dislike of the undead. Men are shorter than the elves, but taller still than dwarves or orcs. Their skin color can vary, from almost white to dark brown.&lt;br /&gt;
* [http://zapicm.freeshell.org/stable/tree_human.html Human unit tree (stable)]&lt;br /&gt;
* [http://zapicm.freeshell.org/dev/tree_human.html Human unit tree (development)]&lt;br /&gt;
&lt;br /&gt;
==== Wesnothians ====&lt;br /&gt;
Many different groups of men exist, but the majority of them on the Great Continent live in the country of Wesnoth. The Wesnothians first appeared on the Great Continent from a land far across the ocean to the West, the Green Isle. Their capital city is Weldyn. The country is protected by the soldiers of the Wesnothian Army, the most organized military force in the known world. Its warriors come from the main provinces, where all men are conscripted at an early age.&lt;br /&gt;
&lt;br /&gt;
==== The Clansmen ====&lt;br /&gt;
The eastern provinces of Wesnoth, known as the Clan Homelands, have a geography consisting of more open plains and rolling hills than the western, more civilized provinces. They are home to the Horse Clans, who are allied with the Wesnothian Army but are somewhat separate, and maintain their own identity - as well as their own army. Some consider them to be a tributary state, that sends food and soldiers to Wesnoth in exchange for protection; others say they are on equal footing with the western half of Wesnoth, and they just serve different purposes in the country. In any case, the eastern provinces do not have a conscript army the way Western Wesnoth does. Training for fighting is part of the way of life of the Clans, so the parents will teach the children to ride horses, fight and shoot a bow from an early age. In general, the Clan warriors are less organized than the Civilized fighters, and their strengths and weaknesses complement each other.&lt;br /&gt;
&lt;br /&gt;
==== Outlaws and Necromancers ====&lt;br /&gt;
Bands of outlaws roam the wild areas of the Great Continent, stealing from unprotected villages. Most would run in fear if faced by a true army, but the more skilled of them would not be afraid to walk right into an opponent's camp, assassinate their leader, and run away.&lt;br /&gt;
&lt;br /&gt;
Although the art of necromancy is outlawed in Wesnoth, some mages choose to practice it, starting them on the road to Lichdom.&lt;br /&gt;
&lt;br /&gt;
=== Elves ===&lt;br /&gt;
&lt;br /&gt;
Elves are the elder race. They are skilled with the bow and arrow - almost all of them carry one - and are also good with the sword. They do not use many weapons but these, although they are in command of powerful magic, and do use it when needed. Physically, Elves are quite tall, and seem even taller due to their slimness. They are peaceful beings, but will fight against any who enter their homeland unasked. They live mostly in the forests of the Southwest, although some choose to live in the harsh Northlands.&lt;br /&gt;
* [http://zapicm.freeshell.org/stable/tree_elf.html Elf unit tree (stable)]&lt;br /&gt;
* [http://zapicm.freeshell.org/dev/tree_elf.html Elf unit tree (development)]&lt;br /&gt;
&lt;br /&gt;
=== Orcs ===&lt;br /&gt;
&lt;br /&gt;
Orcs are a race of fierce, brown-skinned human-like creatures found across the wild places of the world. They came from across the sea, following the humans of the Green Isle. They are violent, quick-tempered, and belligerent, and hold an ancient hatred for the race of elves. Although orcs are disorganized and prone to infighting, warbands under a strong leader can cut bloody inroads into the boundaries where civilization meets wilderness. Most live in the Northland, away from the settled land of Wesnoth, whose people they are more often than not at war with. They are a greedy race, and&lt;br /&gt;
often can be found fighting under the banner of a lich-lord or human, hoping to gain riches from those they defeat.&lt;br /&gt;
* [http://zapicm.freeshell.org/stable/tree_orc.html Orc unit tree (stable)]&lt;br /&gt;
* [http://zapicm.freeshell.org/dev/tree_orc.html Orc unit tree (development)]&lt;br /&gt;
&lt;br /&gt;
====Goblins====&lt;br /&gt;
&lt;br /&gt;
Goblins are, despite their appearance, members of the exact same race as orcs, and are born as siblings to the orcs.  Unlike similar races, who usually bear children singly or in pairs, orcs will have large litters of children all at once; which is a large part of why their populations can explode so quickly.  Within any litter, there will only be one or two true orcs, who will grow to the full size and strength of their race.  A few more will be half-orcs, notably weaker than their big brothers, and relegated to supporting roles in combat, such as archery.  The rest, often a full half of more of any litter, will be goblins.  Goblins are puny, and quite frail; similar in size and stature to a human child, even at the apex of their growth.  They have a rather tragic fate; a lifetime of near-slavery to their larger kin, and use as sword-fodder in battle.  In spite of this, they thrive; in part because they are so very numerous, and also because their brother orcs are well aware how dependent they are on the goblins.&lt;br /&gt;
&lt;br /&gt;
Goblins accomplish the bulk of manual labor needed by the orcs, with the sole exception of jobs which require the brute strength of true orcs, which the orcs revel in doing as proof of their prowess.&lt;br /&gt;
* [http://zapicm.freeshell.org/stable/tree_goblin.html Goblin unit tree (stable)]&lt;br /&gt;
* [http://zapicm.freeshell.org/dev/tree_goblin.html Goblin unit tree (development)]&lt;br /&gt;
&lt;br /&gt;
=== Dwarves ===&lt;br /&gt;
&lt;br /&gt;
Dwarves were living on the Great Continent before Haldric arrived, but they were also immigrants, like him, coming from the East across the mountains. Dwarves are the height of human children, but are stronger than even fully grown men. &lt;br /&gt;
They are a solitary folk, cautious and slow to anger, but once their anger is roused they are terrible fighters.&lt;br /&gt;
Wielding many weapons with equal skill, dwarves are effective against many different races. They see in pitch darkness due to their constant work underground, and their heavy armor protects them against almost any physical attack, although magic can harm them effectively. The most skilled smiths of any in the realm, they are often hired by foreign kings to craft magical items, and the weapons and jewelry they make have been the cause of numerous wars.&lt;br /&gt;
* [http://zapicm.freeshell.org/stable/tree_dwarf.html Dwarf unit tree (stable)]&lt;br /&gt;
* [http://zapicm.freeshell.org/dev/tree_dwarf.html Dwarf unit tree (development)]&lt;br /&gt;
&lt;br /&gt;
=== Undead ===&lt;br /&gt;
&lt;br /&gt;
As their race's name means, these are lost souls caught between this realm and next. Themselves deprived of life, they wish to likewise deprive all others of it. They are created by Necromancers, practitioners of dark magic, and are controlled by them when raised. After the necromancer controlling them dies, they remain in this world, and continue fighting for a purpose no one, perhaps not even themselves, know. Most of them are strong against physical attacks, but are weak against fire and holy assaults. Since they do not require bodily warmth to survive, cold is very ineffectual&lt;br /&gt;
against them.&lt;br /&gt;
* [http://zapicm.freeshell.org/stable/tree_undead.html Undead unit tree (stable)]&lt;br /&gt;
* [http://zapicm.freeshell.org/dev/tree_undead.html Undead unit tree (development)]&lt;br /&gt;
&lt;br /&gt;
=== Drakes ===&lt;br /&gt;
&lt;br /&gt;
Drakes are the sons of dragons, almost the last legacy of those mighty beasts.  &lt;br /&gt;
Most of the race can fly and spit fire.&lt;br /&gt;
When the fire in their body is extinguished so is their life. &lt;br /&gt;
Because of this they are weak against cold, but they are good against most other attacks. &lt;br /&gt;
However, due to their soft underbellies, &amp;quot;sharp, pointy weapons&amp;quot; have always been their weakness, a characteristic most consider very dragonlike. They are heavy and move slowly, but once they reach their enemy they are devastating.&lt;br /&gt;
Their homeland was an island named Morogor, located between Wesnoth and the Green Isle, but it slowly sank into the sea, and now many of them are nomads, flying over the sea looking for a place to settle undisturbed.&lt;br /&gt;
* [http://zapicm.freeshell.org/stable/tree_drake.html Drake unit tree (stable)]&lt;br /&gt;
* [http://zapicm.freeshell.org/dev/tree_drake.html Drake unit tree (development)]&lt;br /&gt;
&lt;br /&gt;
== Other Races ==&lt;br /&gt;
&lt;br /&gt;
There are other races than these six main ones. They often align with the larger races, but these alliances are usually not permanent.&lt;br /&gt;
&lt;br /&gt;
=== Saurians ===&lt;br /&gt;
These are the smaller, more crafty allies of the Drakes. They often live in swamps or other damp places.&lt;br /&gt;
* [http://zapicm.freeshell.org/stable/tree_lizard.html Saurian unit tree (stable)]&lt;br /&gt;
* [http://zapicm.freeshell.org/dev/tree_lizard.html Saurian unit tree (development)]&lt;br /&gt;
&lt;br /&gt;
=== Merfolk ===&lt;br /&gt;
The Merfolk live in the shallow parts of the ocean, wary of the monsters that lurk in the deep. Ordinarily they form alliances with no one, but in Asheviere's time they allied with the elves in order to defeat their captors. Mermen are powerful and quick in any watery environment, but struggle greatly to move on land.&lt;br /&gt;
* [http://zapicm.freeshell.org/stable/tree_merman.html Merman unit tree (stable)]&lt;br /&gt;
* [http://zapicm.freeshell.org/dev/tree_merman.html Merman unit tree (development)]&lt;br /&gt;
&lt;br /&gt;
=== Nagas ===&lt;br /&gt;
Nagas are the long time enemies of the Merfolk, and in Asheviere's time they allied with orcs to finally defeat their opponents. They usually join forces with anyone willing to help them defeat the mermen.&lt;br /&gt;
* [http://zapicm.freeshell.org/stable/tree_naga.html Naga unit tree (stable)]&lt;br /&gt;
* [http://zapicm.freeshell.org/dev/tree_naga.html Naga unit tree (development)]&lt;br /&gt;
&lt;br /&gt;
=== Ogres ===&lt;br /&gt;
The Ogres are wild beasts that live in the Northlands, but the Wesnothian army occasionally captures them and trains them for battle. They are extremely brutish and stupid, but possess enough intelligence to wield a weapon.&lt;br /&gt;
* [http://zapicm.freeshell.org/stable/tree_ogre.html Ogre unit tree (stable)]&lt;br /&gt;
* [http://zapicm.freeshell.org/dev/tree_ogre.html Ogre unit tree (development)]&lt;br /&gt;
&lt;br /&gt;
=== Trolls ===&lt;br /&gt;
The Trolls are slightly more intelligent than Ogres, and ally with the Orcs whenever their shared homeland is in danger. However, most of the time they avoid each other.&lt;br /&gt;
* [http://zapicm.freeshell.org/stable/tree_troll.html Troll unit tree (stable)]&lt;br /&gt;
* [http://zapicm.freeshell.org/dev/tree_troll.html Troll unit tree (development)]&lt;br /&gt;
&lt;br /&gt;
===Woses===&lt;br /&gt;
Little is known about the Woses, apart from their tree-like appearance. However these beings have not descended from trees, despite the similarity in form. They seem to be wardens of the natural world.&lt;br /&gt;
* [http://zapicm.freeshell.org/stable/tree_wose.html Wose unit tree (stable)]&lt;br /&gt;
* [http://zapicm.freeshell.org/dev/tree_wose.html Wose unit tree (development)]&lt;br /&gt;
&lt;br /&gt;
=== Monsters ===&lt;br /&gt;
There are many monsters that roam about the land, not obeying anyone's orders. Occasionally, but not often, those who see them survive to tell the tale, and it is only from them that the people of Wesnoth know of their existence.&lt;br /&gt;
* [http://zapicm.freeshell.org/stable/tree_monster.html Monster unit tree (stable)]&lt;br /&gt;
* [http://zapicm.freeshell.org/dev/tree_monster.html Monster unit tree (development)]&lt;br /&gt;
&lt;br /&gt;
See Also:&lt;br /&gt;
* [[UnitDescriptionRewriting]] - coordinating the revision&lt;/div&gt;</summary>
		<author><name>Theo</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Liberty&amp;diff=18220</id>
		<title>Liberty</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Liberty&amp;diff=18220"/>
		<updated>2007-09-22T22:35:45Z</updated>

		<summary type="html">&lt;p&gt;Theo: /* Epilog */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== The Raid ===&lt;br /&gt;
&lt;br /&gt;
You have enough troops to beat the goblins in a straight-up fight;&lt;br /&gt;
your problem is luring the leader to attack you rather than running&lt;br /&gt;
straight up the board and into the village (if this happens you&lt;br /&gt;
lose!).  This means you need to dangle some units in his engagement&lt;br /&gt;
range.  Spend your loyal footpads, you won't get to keep more than two&lt;br /&gt;
of them after you leave the village.&lt;br /&gt;
&lt;br /&gt;
=== Civil Disobedience ===&lt;br /&gt;
&lt;br /&gt;
Bunch up all your fighters and use them to swarm single or paired cavalry &lt;br /&gt;
units. Use houses for cover.&lt;br /&gt;
&lt;br /&gt;
=== A Strategy of Hope ===&lt;br /&gt;
&lt;br /&gt;
The orcs don't make a lot of archers, so swarm them with footpads and&lt;br /&gt;
outlaws firing slingstones.  Detach one or two footpad to go on an&lt;br /&gt;
extended village-stealing run in the north of the board while you're&lt;br /&gt;
doing this.  Your allies are a little better than evenly matched&lt;br /&gt;
against the saurians, so by the time you finish the orcs you should be&lt;br /&gt;
able to run northwest and take the leader without too much trouble.&lt;br /&gt;
&lt;br /&gt;
=== Unlawful Orders ===&lt;br /&gt;
&lt;br /&gt;
Detach one footpad to grab villages; Lord Maddock isn't going to use them all&lt;br /&gt;
anyway.  Bunch up your fighters and run them towards the enemy keep while&lt;br /&gt;
he's distracted fighting Lord Maddock's troops.&lt;br /&gt;
&lt;br /&gt;
=== Hide and Seek ===&lt;br /&gt;
&lt;br /&gt;
The moment you get within visual range of an enemy it will attack, and&lt;br /&gt;
it's likely you'll be swarmed by its buddies, so attack only isolated&lt;br /&gt;
units.  What saves you is you can see farther than they can.  You'll&lt;br /&gt;
need to run down the west edge of the board, then through the center&lt;br /&gt;
of the city to the signpost at the southeast corner.&lt;br /&gt;
&lt;br /&gt;
=== The Gray Woods ===&lt;br /&gt;
&lt;br /&gt;
This is a fairly easy search-and destroy, with lots of relatively weak&lt;br /&gt;
undead so lots of leveling-up opportunities.  Grab Helicrom's&lt;br /&gt;
villages, he doesn't actually need them.  The bad guys are at the SE,&lt;br /&gt;
SW, and NW corners.  There's a holy ankh in the south center of the&lt;br /&gt;
board that will give the unit that finds it an arcane attack.&lt;br /&gt;
&lt;br /&gt;
=== The Hunters ===&lt;br /&gt;
&lt;br /&gt;
The trick in this one is that your outlaws fight better in mountains than &lt;br /&gt;
heavy infantry do.  So bean them with missile weapons from the mountains at&lt;br /&gt;
the north edge of the road, then clump your guys and go west towards the &lt;br /&gt;
keep.  Swarm the cavalry units as they hit you; they probably won't &lt;br /&gt;
concentrate enough to be more than a nuisance to L2 and L3 characters.&lt;br /&gt;
&lt;br /&gt;
=== Glory ===&lt;br /&gt;
&lt;br /&gt;
The only genuinely difficult puzzle in Liberty, because the Wesnoth army&lt;br /&gt;
is tough to beat if you have to try to take them inside their fortress&lt;br /&gt;
(and they get reinforcements every afternoon).  You have to lure as many&lt;br /&gt;
as possible out of the fortress -- dangle bait just within their &lt;br /&gt;
engagement range.&lt;br /&gt;
&lt;br /&gt;
=== Epilogue ===&lt;br /&gt;
&lt;br /&gt;
Storyline only, no combat.&lt;/div&gt;</summary>
		<author><name>Theo</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Mainline_Campaigns&amp;diff=14175</id>
		<title>Mainline Campaigns</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Mainline_Campaigns&amp;diff=14175"/>
		<updated>2007-03-05T02:12:17Z</updated>

		<summary type="html">&lt;p&gt;Theo: /* Under the Burning Suns */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These scenarios are included in the Wesnoth distribution.&lt;br /&gt;
Most were written by fans of the game.&lt;br /&gt;
See [[ReferenceWML]] for information on how to make your own scenarios&lt;br /&gt;
using the Wesnoth Markup Language.&lt;br /&gt;
&lt;br /&gt;
== Heir to the Throne ==&lt;br /&gt;
&lt;br /&gt;
by [http://www.wesnoth.org/forum/profile.php?mode=viewprofile&amp;amp;u=3 Dave]&lt;br /&gt;
&lt;br /&gt;
This is the original campaign, and probably the most played. It features Konrad, fighting to overturn the rule of the&lt;br /&gt;
dark queen Asheviere. It is 24 scenarios, no more are planned, and is considered complete.&lt;br /&gt;
&lt;br /&gt;
* Walkthrough: [[HeirToTheThrone]]&lt;br /&gt;
* Story Outline: [[HtttStoryLine]] (spoilers!)&lt;br /&gt;
&lt;br /&gt;
== A Tale Of Two Brothers ==&lt;br /&gt;
&lt;br /&gt;
* by [http://www.wesnoth.org/forum/profile.php?mode=viewprofile&amp;amp;u=93 Circon]&lt;br /&gt;
&lt;br /&gt;
A village is being terrorized by black mage. He is defeated, but the local mage, Bjarn, is kidnaped. His brother, Arne, must go rescue him. It has 4 scenarios, and is aimed at first-time players on easy.&lt;br /&gt;
&lt;br /&gt;
* Forum thread: http://www.wesnoth.org/forum/viewtopic.php?t=6989&lt;br /&gt;
&lt;br /&gt;
== The South Guard ==&lt;br /&gt;
&lt;br /&gt;
* by [http://www.wesnoth.org/forum/profile.php?mode=viewprofile&amp;amp;u=872 aelius]&lt;br /&gt;
&lt;br /&gt;
A young Knight, Deoran is dispatched to take command of the South Guard. It has 8 scenarios, and is aimed at beginners on the easiest difficulty.&lt;br /&gt;
&lt;br /&gt;
* Forum thread: http://www.wesnoth.org/forum/viewtopic.php?t=2998&lt;br /&gt;
&lt;br /&gt;
== The Eastern Invasion ==&lt;br /&gt;
&lt;br /&gt;
by [http://www.wesnoth.org/forum/profile.php?mode=viewprofile&amp;amp;u=176 Turin]&lt;br /&gt;
&lt;br /&gt;
This campaign follows Gweddry, a Wesnothian Army Officer, battling against undead invaders. It has 17 scenarios, no more&lt;br /&gt;
are planned, but the campaign needs some balancing.&lt;br /&gt;
&lt;br /&gt;
* Link: [[LoyalistCampaign]]&lt;br /&gt;
* Forum thread: http://www.wesnoth.org/forum/viewtopic.php?t=828&amp;amp;start=0&lt;br /&gt;
* Walkthrough: [[TheEasternInvasion]]&lt;br /&gt;
* Story Outline: [[EiStoryLine]] (spoilers!)&lt;br /&gt;
&lt;br /&gt;
== The Rise of Wesnoth ==&lt;br /&gt;
&lt;br /&gt;
by [http://www.wesnoth.org/forum/profile.php?mode=viewprofile&amp;amp;u=388 Shade]&lt;br /&gt;
&lt;br /&gt;
This campaign revolves around the events that brought Haldric I to the 'Great Continent' to found the Kingdom of&lt;br /&gt;
Wesnoth. It has 20 scenarios, and is considered complete.&lt;br /&gt;
&lt;br /&gt;
* Forum thread: http://www.wesnoth.org/forum/viewtopic.php?t=1510&lt;br /&gt;
* Walkthrough: [[TheRiseOfWesnoth]]&lt;br /&gt;
* Story Outline: [[TrowStoryLine]] (spoilers!)&lt;br /&gt;
&lt;br /&gt;
== Under the Burning Suns ==&lt;br /&gt;
&lt;br /&gt;
by [http://www.wesnoth.org/forum/profile.php?mode=viewprofile&amp;amp;u=149 quartex]&lt;br /&gt;
&lt;br /&gt;
Set in the distant future, were elves live in the desert. It has 12 scenarios, and is not recommended for beginners because it changes some parts of Wesnoth, including the elves stats and the day/night cycle.&lt;br /&gt;
&lt;br /&gt;
* Forum thread: http://www.wesnoth.org/forum/viewtopic.php?t=4439&lt;br /&gt;
* Walkthrough: [[UnderTheBurningSuns]]&lt;br /&gt;
* Story Outline: [[UtBSStoryLine]]&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[UserScenarios]]&lt;br /&gt;
* [[ScenarioDiscussion]]&lt;/div&gt;</summary>
		<author><name>Theo</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=BasicStrategy&amp;diff=13932</id>
		<title>BasicStrategy</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=BasicStrategy&amp;diff=13932"/>
		<updated>2007-02-19T03:25:50Z</updated>

		<summary type="html">&lt;p&gt;Theo: /* Attacking and choosing your targets */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following basic combat principles and tips are intended to help starting off your career as a wesnothian battle veteran. The minor concrete examples are somewhat tied to the &amp;quot;Heir to the Throne&amp;quot; campaign.&lt;br /&gt;
&lt;br /&gt;
=== Don't waste units ===&lt;br /&gt;
&lt;br /&gt;
Do not send wounded units to a sure death. Once a unit loses more than half of its hit points (HP), you should seriously consider retreating it to safety and either station it in a village for healing or give him to the care of a healer (like Elvish Shamans or White Mages). Healers are very useful!&lt;br /&gt;
&lt;br /&gt;
This is for practical reasons: a heavily wounded unit cannot hold back or kill the enemy. During attack and counterattack, it most often will perish. Further, by sending it to its sure death, its gathered experience points (XP) are lost. Recruiting a replacement may be impossible because the leader is not in its keep or because funds are running low. Even if you can recruit a replacement, it is most often far away from the battle front. So don't waste your units.&lt;br /&gt;
&lt;br /&gt;
=== Out of the enemy's reach ===&lt;br /&gt;
&lt;br /&gt;
How do you guard wounded units? They are best guarded by being out of the adversary's reach. No enemy can attack them if enemies cannot even come near them. The next section about zone of control (ZOC) shows how to restrict the enemy's moves.&lt;br /&gt;
&lt;br /&gt;
In the Action menu, you can select &amp;quot;Show Enemy Moves&amp;quot; to highlight all possible hexes your adversary can actually move to. This takes your zone of control into account. Thus you can check that your near death unit, which is behind, indeed cannot be attacked as the enemy cannot move close to it.&lt;br /&gt;
&lt;br /&gt;
When your armies meet, you may want to try to be the first to attack. So try to end your move out of striking range of the enemy army. He cannot attack but most likely will close into your striking range.&lt;br /&gt;
&lt;br /&gt;
=== Shield with your zone of control (ZOC) ===&lt;br /&gt;
&lt;br /&gt;
Every unit of level 1 or higher maintains a zone of control (ZOC) covering all 6 neighboring hexes. This means that once an enemy moves into one of the six neighboring tiles, it is forced to halt and its movement phase ends (only enemies with the rare skirmisher ability ignore this).&lt;br /&gt;
&lt;br /&gt;
Because of ZOC, an enemy may not slip between two units which are aligned on a north-south or diagonal line and have exactly 1 or 2 hexes between them. By combining these pairs into a long wall or using them in different directions, you can prevent the enemy from reaching a wounded unit behind. He has to defeat the units imposing the ZOC first. If the enemy can barely reach it, even a single unit may shield a small region behind itself.&lt;br /&gt;
&lt;br /&gt;
=== Maintain a defensive line ===&lt;br /&gt;
&lt;br /&gt;
By lining up many units directly adjacent or with at most 1 hex space between them, you can build up a powerful defensive line. Note that, because Wesnoth uses hexes, a east-to-west &amp;quot;line&amp;quot; is not a straight line but a zig-zag curve. The north south line and the diagonals are the &amp;quot;real&amp;quot; lines.&lt;br /&gt;
&lt;br /&gt;
Coming from one side, the enemy may attack any single of your units in the line with only 2 of his units at a time. As a rule of thumb, a healthy unit without particular weakness can withstand an attack from two normal enemy units without getting killed.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, your line often has to bend to form a wedge or to fit the terrain. At these corner points, 3 enemy units may attack. This also happens at the ends of a line if the line is too short. Use units with high hit point on proper terrain or with proper resistances to hold these weak points. These are the most likely to be killed, so use units with no or few experience points (XP) for this purpose.&lt;br /&gt;
&lt;br /&gt;
Lining your troops up also prevents the enemy from surrounding any one of them. For ZOC reasons, a unit with one enemy behind and in front is trapped.&lt;br /&gt;
&lt;br /&gt;
=== Rotate your troops ===&lt;br /&gt;
&lt;br /&gt;
When a unit in the front line is heavily damaged you can move him safely behind your defensive line. To hold up the line, you will most likely have to replace him with a reserve, so hold a couple of units in back of the front line. If you have healers, damaged units in the second line will quickly recover.&lt;br /&gt;
&lt;br /&gt;
Note that your units ''can'' pass through hexes containing your own troops.&lt;br /&gt;
&lt;br /&gt;
=== Use the terrain ===&lt;br /&gt;
&lt;br /&gt;
Try to position your troops so that they are attacking from a hex with high defense against an enemy in a hex with low terrain. Note that different units work better on different terrains. This way, terrain often dictates where you line up your units.&lt;br /&gt;
&lt;br /&gt;
For example, you may position your elves at the end of the forest so that attacking orcs must stand on grassland while your elves enjoy the high forest defenses.&lt;br /&gt;
&lt;br /&gt;
=== Attacking and choosing your targets ===&lt;br /&gt;
&lt;br /&gt;
Advancing and attacking is of course the most interesting part of your way to victory. Kill or weaken enemies in your path and move your defensive line forward. This can become tricky as the enemy gets to attack back on his turn.&lt;br /&gt;
&lt;br /&gt;
Often, you will throw several units at a single enemy unit to finish him off, but these were forming your defensive line which is now partly broken. Maybe this doesn't matter because you are out of reach of the next enemy unit. Maybe it does because you only managed to weaken a very strong enemy and next turn, he is going to strike back. Perhaps a Horseman can deliver the killing blow.&lt;br /&gt;
&lt;br /&gt;
Striking first is an advantage because it allows you the choice of which units will face off. Take advantage of enemy weakness: e.g. direct your ranged attacks against foes without ranged weapons.  Take advantage of weaknesses like Horsemen's vulnerability to pierce. But remember that they get to attack back on their turn, so you might have weaknesses he may exploit.&lt;br /&gt;
&lt;br /&gt;
For example, Horsemen can hold up the line against Orcish Grunts and Troll Whelps very well because they have some resistances against blade and impact. But your Horseman may quite quickly fall to Orcish Archers and Goblin Spearmen.&lt;br /&gt;
&lt;br /&gt;
It usually pays off if you can definitively kill (or almost kill) the faced unit. If you are unsure of finishing off the enemy in one turn, ensure that your unit can weather the return attacks, or that you're willing to lose that unit. To withstand the enemies strikes next turn, it is often wise to attack with the weapon that deals the least damage to you. So use your ranged weapons if the enemy has no ranged attack. The computers default choice only looks for the most damage you deal out.&lt;br /&gt;
&lt;br /&gt;
=== Time of Day ===&lt;br /&gt;
&lt;br /&gt;
Remember that Lawful units like humans fight better at daytime and Chaotic units like orcs or undead fight better at night. Ideally you want to first meet the enemy when you are strong and/or he is weak. When the enemy has its strong time, it often pays off to strengthen your lines and hold a favorable defensive position. When its weak time is about to arise, your advance will push forth.&lt;br /&gt;
&lt;br /&gt;
For example, elves might hold out a forest during a nightly orcish onslaught and advance on  sunrise. You may even note that the computer AI actively retreats his orcs during day.&lt;br /&gt;
&lt;br /&gt;
=== Experience ===&lt;br /&gt;
&lt;br /&gt;
Over the course of a campaign, it is critical that you build up a seasoned force.  Later scenarios will assume you have level 2 and 3 units available for recall.&lt;br /&gt;
&lt;br /&gt;
Your units gain most experience points (XP) from killing an enemy unit (8XP per level of the unit killed).  As such, it often makes sense to have your higher level units weaken an enemy, but cede the kill to a unit more in need of the XP.  Healers in particular are often weak in combat and often need to 'steal' kills in this way to advance levels.&lt;br /&gt;
&lt;br /&gt;
At the beginning (when you probably have no high level units), try to give most kills to a small handful of your units.  This will fast-track them to becoming Level 2 units, and they can then shepherd others.&lt;br /&gt;
&lt;br /&gt;
Don't neglect to earn your leader experience.  You need to keep him safe, but if you coddle him too much he will be too low level to survive future scenarios anyway.&lt;/div&gt;</summary>
		<author><name>Theo</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=HtttStoryLine&amp;diff=13907</id>
		<title>HtttStoryLine</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=HtttStoryLine&amp;diff=13907"/>
		<updated>2007-02-18T10:36:27Z</updated>

		<summary type="html">&lt;p&gt;Theo: /* Konrad Campaign */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Heir to the Throne Storyline ==&lt;br /&gt;
&lt;br /&gt;
(NOTE: This storyline overview corresponds to the 1.2.1 stable version of Battle for Wesnoth.)&lt;br /&gt;
&lt;br /&gt;
Scenario 1 - Asheviere decides to attack the Elves. In doing so, Orcs attack Konrad and Delfador's home. Konrad and Delfador are forced to flee, and decide to head for the isle of Anduin,&lt;br /&gt;
where they hope to find safe haven.&lt;br /&gt;
&lt;br /&gt;
Scenario 2 - Konrad and Delfador arrive at Blackwater Port, looking for a ship sailing to Anduin. However the port area is being attacked by Orcs. The Knight who is lord here offers the assistance of horsemen. A horseman named Haldiel joins Konrad. Once the orcs are defeated or held off, a ship arrives to take Konrad and Delfador to Anduin.&lt;br /&gt;
&lt;br /&gt;
Scenario 3 - Konrad and Delfador arrive at Anduin. They find the island ravaged by Orcs.&lt;br /&gt;
After defeating the Orcs they meet an old friend of Delfador's, who offers them the assistance of mages. They hear that Asheviere has enslaved the mermen at the nearby Bay of Pearls. Wanting to fight back, they decide to rescue the mermen.&lt;br /&gt;
&lt;br /&gt;
Scenario 4 - While Delfador lures most of the orcs away, Konrad must free the mermen and defeat their captors. After the battle, Delfador returns with news that the city of Elensefar has been attacked.  Delfador leaves to bring the news to the elven council, while Konrad takes on the duty of defending or recapturing it.&lt;br /&gt;
&lt;br /&gt;
Scenario 5A - If Konrad chooses to travel by land to Elensefar, he has his first encounter with the undead.&lt;br /&gt;
&lt;br /&gt;
Scenario 5B - If Konrad chooses to travel by sea, a storm shipwrecks him. Fortunately, the mermen rescue Konrad and carry him to a nearby island. Here, Konrad meets the undead for the first time and must hold them off while the mermen rescue the rest of his men and the crew. Here, he meets human bandits and discovers the white mage Moremiru hiding in a temple. If both undead leaders are defeated, Moremiru joins Konrad. If only one out of two are defeated, Moremiru returns in Scenario 9 only.&lt;br /&gt;
&lt;br /&gt;
Scenario 6 - The city of Elensefar has already fallen, and the Orcs have made an alliance with the undead. After Konrad recaptures the city and defeats the undead, Delfador returns. With him is Kalenz, of the mysterious Northern Elves. Delfador tells Konrad of the Sceptre of Fire: how it is hidden in the lost caverns of Knalga, and how it will grant him kingship if he finds it. The party sets off on their quest for the Sceptre.&lt;br /&gt;
&lt;br /&gt;
Scenario 7 - Konrad and his party are waylaid by Orcs at a crossroads. Elves come from the hills to warn of Orcish ambushes and Konrad fights his way through. However an Orc escapes to warn Asheviere of their plan to take the Sceptre. She sends her adopted daughter, the princess Li'sar, to stop them.&lt;br /&gt;
&lt;br /&gt;
Scenario 8 - The party is challenged by Li'sar. When diplomacy fails, a battle ensues; after subduing Li'sar, Konrad spares her life. Li'sar is ungracious and tricks the party into traveling by the northern road.&lt;br /&gt;
&lt;br /&gt;
Scenario 9 - The party is trapped along the north road and surrounded by undead.  They must hold off the vast undead horde for two days. Moremirmu, the white mage rescued in scenario 5B, has heard of Li'sar's treachery and returns with some white mages to recsue Konrad and his party from the undead. (This only applies if only one undead leader in scenario 5B is defeated.) After the undead are vanquished, Moremirmu and his mages leave.&lt;br /&gt;
&lt;br /&gt;
Scenario 10 - The party comes to Gryphon mountain. Realizing that gryphons might make useful scouts, they detour in an attempt to steal some gryphon eggs. But Asheviere's forces are also trying for the prize...&lt;br /&gt;
&lt;br /&gt;
Scenario 11 - The party comes to the ford of Abez, which forms Wesnoth's northern border. To the north is the dwarven wilderness of Knalga. They must make haste to cross the river as the heavy snows of winter approach.&lt;br /&gt;
&lt;br /&gt;
Delfador is telling the story of how the King was betrayed by his son at the battle at Abez when the discussion is interrupted by troops in the border fortresses. Pursuing them from the south are Li'sar and a troop of Royal Guards. Blocking the ford to the north are orcs, hostile to all humans. As Konrad's forces are in mid-river, they are set upon by sea serpents. After Konrad fights through he gains a respite as the serpents delay Li'sar.&lt;br /&gt;
&lt;br /&gt;
Scenario 12 - Konrad's troops are exhausted and near mutiny, so Konrad decides to rest for a time.  However, first they must defeat the native orcs...&lt;br /&gt;
&lt;br /&gt;
Scenario 13 - They reach ancient Knalga, only to find its glory dimmed by strife and marauding bands of orcs.  They must avoid the tentacled horror lurking in the lake, find the right entrance and fight their way into the kingdom under the mountains.&lt;br /&gt;
&lt;br /&gt;
Scenario 14 - Now in the tunnels of Knalga, Konrad, Delfador, and Kalenz must elude or destroy lurking monsters to find the final retreat of the dwarves. Although dubious of the party's intent, the Dwarves eventually agree to help the party find the Sceptre of Fire.&lt;br /&gt;
&lt;br /&gt;
Scenario 15 - The party enters the Dwarvish Caverns, now occupied by orcs. They encounter Lionel, a general who was sent on an earlier mission to retrieve the Sceptre. He is now undead and seeks revenge, but when he is returned to his grave he is grateful at being defeated by worthy foes instead of the orcs.&lt;br /&gt;
&lt;br /&gt;
Scenario 16 - Li'sar has finally caught up with Konrad, and confronts him.  As the two parties draw swords, they are ambushed by Orcs.  Li'sar decides to join forces with Konrad until they reach the surface.&lt;br /&gt;
&lt;br /&gt;
Scenario 17 - After a long search through unmapped caverns, the Sceptre of Fire is claimed (by either Konrad or Li'sar) and the party exits the caverns.&lt;br /&gt;
&lt;br /&gt;
Scenario 18 - Now free of the caverns of Knalga, the party rests near the banks of the Arkan-thoria (or Longlier) river. Still surrounded by many enemies, Li'sar decides that this is not the time to attempt to kill Konrad. She decides to join them as they journey to Kalenz's homeland of the North Elves. To continue, the party must defeat the orcs to the north or the undead to the south.&lt;br /&gt;
&lt;br /&gt;
Scenario 19A - If the party heads north, they meet even more orcs in the Snow Plains. If Konrad does not have the Sceptre, he can find and use a hidden flaming sword.&lt;br /&gt;
&lt;br /&gt;
Scenario 19B - If the party heads south, they meet even more undead in the Swamp of Dread. The party must defeat 4 Death Knights and a Lich, yet discovers a bounty of 100 gold for each leader.&lt;br /&gt;
&lt;br /&gt;
Scenario 20 - Konrad finally reaches the borders of the Elven Forest. However, a pursuing army draws nigh. Fortunately, an orcish horde is about to ambush the humans. The party must either evade or fight their way through both hostile armies to reach the Elven Council.&lt;br /&gt;
&lt;br /&gt;
Scenario 21 - At the Elven Council much is made clear, yet much is still shrouded in mystery. The Elvish Lady Parandra, responsible for rescuing Konrad from certain death as an infant, and Kalenz agree that Li'sar should overthrow Ashievere to become the ruler of Wesnoth, while Delfador feels Konrad is better suited for the task. Parandra prevails when she hints to Delfador of a reason why Konrad is not suited to the throne. The elves tell Konrad to follow Li'sar on her mission to defeat Ashievere.&lt;br /&gt;
&lt;br /&gt;
Scenario 22 - Li'sar and her party are delayed by Ashievere's border guard.&lt;br /&gt;
&lt;br /&gt;
Scenario 23 - Delfador is about to tell Konrad his dark secret, when they are interrupted by the arrival of a clan of horsemen. Delfador invites the horsemen to join Li'sar in fighting Ashievere, but the clan scoffs at their weakness. Li'sar must first prove herself worthy by overcoming their challenge.&lt;br /&gt;
&lt;br /&gt;
Scenario 24 - The party finally reaches the great city of Weldyn. Delfador finally tells Konrad the secret that he has been hiding - that he failed to keep the last royal heir alive seventeen years before. Konrad is not royal, but only a waif that Lady Parandra found! Li'sar confronts her mother, who refuses to abdicate in favor of the true wielder of the Scepter.  An epic battle takes place.&lt;br /&gt;
&lt;br /&gt;
Epilogue - If Ashievere dies, Li'sar takes the throne and lives happily ever after, marrying Konrad and bearing three children.  Delfador serves as High Councilor, while Kalenz returns to his beloved home in the north.&lt;/div&gt;</summary>
		<author><name>Theo</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=TheRiseOfWesnoth&amp;diff=13156</id>
		<title>TheRiseOfWesnoth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=TheRiseOfWesnoth&amp;diff=13156"/>
		<updated>2006-12-17T03:58:15Z</updated>

		<summary type="html">&lt;p&gt;Theo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Strategy Guide for The Rise of Wesnoth Campaign ==&lt;br /&gt;
&lt;br /&gt;
==Scenarios==&lt;br /&gt;
===A Summer Of Storms ===&lt;br /&gt;
&lt;br /&gt;
At first it's best to hire 2 horsemen and 3 other units, possibly spearmen. Note, however, that you will not have any healers until you level up at least one mage to White Mage status, and the sooner you can do that the better.  Red mages will also prove very useful in subsequent scenarios, so consider recruiting at least two mages.  In any case, send the horsemen with the king over the brige, and the others should follow or start going over the mountain, to avoid being attacked from behind. Then you should probably hire bowmen and more spearmen. Whatever bowmen you can get advanced will be useful later on for fighting the many trolls and grunts you will encounter.  Send them on the &amp;quot;over-the-bridge&amp;quot; road and hire some more troops. Start going with the troops and prince Haldric on the &amp;quot;over-the-bridge&amp;quot; road and by this time the king and the horsemen should have arrived, use the king wisely, he has leadership. When the rest of your troops arrive, you should get to the enemy camp.&lt;br /&gt;
&lt;br /&gt;
[Comments by Easuth] Over the course of this campaign, you will need to level up to some:&lt;br /&gt;
&lt;br /&gt;
* Paladins (lots)&lt;br /&gt;
* Silver Mages (at least one, preferably more)&lt;br /&gt;
* White Mages/Mages of Light (at least four)&lt;br /&gt;
* Royal Guards (lots)&lt;br /&gt;
* Assorted other units, maybe some Bowmen and Grand Knights, Great Mages are nice&lt;br /&gt;
&lt;br /&gt;
[Comments by Jonadab] Actually, I played through the campaign with just one Royal Guard (who was strong and quick, and I let him tough-up several times).  On the whole, most of the enemies you encounter will have better melee than ranged attacks, so it is better tactics to attack them with bowmen (and mages, if you can avoid being hit back with too many units).  When you do need to attack with a strong melee attack, you will generally have your advanced horsemen (Paladins, and whatever Lancers or Grand Knights you may level up).  Also by the third scenario you will be able to recruit thugs, which being chaotic are a rather better complement for your mages and horsemen than swordsmen would be.  In my estimation it is not necessary to have very many Royal Guards.  The other level-up paths for spearmen are, IMO, even less useful in this campaign.&lt;br /&gt;
&lt;br /&gt;
However, you do need a limited number of &amp;quot;damage sink&amp;quot; units (units that can absorb damage without getting killed), and the Royal Guard is excellent in that regard.  Burin also serves that purpose very well, and Haldric at level 3 can also take a hit or two.  You can pick up one of the white mages you need by choosing the swamp (see below), and he'll be loyal, which is nice, but yes, you will still want to level up 2-3 additional white mages, as they will be your only poison-curing healers, and you will encounter orcish assassins on numerous occasions.  And, several Great Mages will be very nice to have.  This makes levelling up mages an important strategic goal of the campaign overall.  I like to go every-other with the mage levelups:  white, then red, then white, then red, and so forth, although after four or so white you may want to make the rest red.&lt;br /&gt;
&lt;br /&gt;
So for recruiting in the first scenario, I would start with two horsemen, and one each mage, bowman, spearman.  After that I would go for additional mages and bowmen mostly.&lt;br /&gt;
&lt;br /&gt;
[Comments by Owke] Just finished on medium difficulty. I largely second all of the above, but instead of lots of Paladins I would just level up two, for undead disposal purposes. Make the rest of them Grand Knights, since they easily kill most low level orc or saurian units in a one blow. A mage of light, one paladin, and five Grand Knights make a perfect assault team !&lt;br /&gt;
&lt;br /&gt;
===The Fall===&lt;br /&gt;
&lt;br /&gt;
Saving the Shock Troopers pays off in later scenarios. So it is useful to retreat them south to your other forces. There are two basic strategies to kill the outlaw leader. You can either march west with a large army and use part of it to hold nortwestern orc. Use the rest to fight outlaws and kill the leader. This strategy requires a lot of troops but it can bring you plenty of experience, and can bring a quick victory. Another way is to assassinate the outlaw leader. One way is to wait till orcs have killed all outlaws and assassinate outlaw leader with knights. This strategy is risky because orcs can kill the leader before you. Another way to assassinate the leader is to send mages protected by a spearmen through the mountains to the outlaw keep. Two mages and three spearmen are enough. If you use assassination strategy it is a good idea to fight against eastern orc nearby your keep. This way you can secure your back and earn experience.&lt;br /&gt;
&lt;br /&gt;
===A Harrowing Escape===&lt;br /&gt;
&lt;br /&gt;
There is Dwarf Steelclad in the village at 8,5. Its not far from your camp, so send Lady Outlaw there. Dwarf joins you because &amp;quot;It has been a long time since he felt the satisfying crunch of Orcs under his Axe.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[this is just my comments after playing it once in medium - Allefant]&lt;br /&gt;
In medium, simply recruit what you want, and go along the road. You get enough villages to pay upkeep for quite some army, and can give some of them a bit of experience.&lt;br /&gt;
[Windscion: leave a few units in the rear, as the enemy can cross hills quickly.]&lt;br /&gt;
&lt;br /&gt;
(Drake Raider added this note:There are two castle tiles about halfway down, try to send Lady Outlaw and Brunin the Lost to them, they make good guards incase th enemy tries to come straight up. You can also send a couple groups of units down SE to the lake so you can prevent the Green team [SE] from comeing up the river. You can also kill the two Orcish Grunts on the southern castle tiles and then move L.O. and B.t.L. to them.)&lt;br /&gt;
&lt;br /&gt;
===Diverging Campaign Path===&lt;br /&gt;
====The Midlands====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Orcs again. But you chose that way. You are given plenty of time, so use it wisely. The enemies send lots of orcs, mostly weak ones. So recruit and recall. I took 1 castle of recruits and almost all my recalls, even HI. Then go south. If you go west, only your knights and horsemen will arrive and fight at daytime. My choice was to go south. Take the bridge and defend against the enemy closing in from the west. Take out Yellow with a fast assault team (they should take a healer along), but be careful about the leader. Your main force moves west, takes and holds the second bridge, and takes out Blue. Your assault team stays in the south and goes for the last enemy leader - they won't face any serious resistance. The enemy moves north to support Blue. The HI guarding the bridge might gain a level or die. Mine took the first option, but that depends on the experience it starts with. That way you can finish early (25 turns) and keep your losses low (3 horsemen at the leaders, because they were charging, and he hit 4 times wiht double damage).&lt;br /&gt;
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====The Swamp Of Esten====&lt;br /&gt;
&lt;br /&gt;
You should kill the eastern enemy quickly. Send Burin with knights, a white mage, and some other mages east at start.&lt;br /&gt;
Mages are effective against scorpions. Try to attack dark adepts with Burin or horsemen before they have chance to attack you. You can send some horsemen from the second castle you recruit to strengthen the eastern front. There is also a White Mage in the temple at 19,5. &lt;br /&gt;
&lt;br /&gt;
[Actually, the location of the white mage is random. I've found him in both the temple by the keep and one farther south. - Tmoiy]&lt;br /&gt;
&lt;br /&gt;
After you have killed the eastern leader and eliminated troops there you can send the eastern army south against next leader. Send a second army south with Haldric. Bowmen and shocktroopers are useful on southern front. Bowmen can shoot outlaws and scorpions. They also retaliate against dark adepts so they are good for defence. Shocktroopers survive even if they are attacked with several outlaws. A couple of horsemen and mages are also useful. You can also add spearmen or swordsmen in southern army. If you have a rogue send him also south. An assassin will be very useful later. There are temples in the swamp. Searching them is good. However, some of them contain nasty surprises. So keep extra troops nearby when you enter one.&lt;br /&gt;
&lt;br /&gt;
===The Oldwood===&lt;br /&gt;
&lt;br /&gt;
The main bulk of your force should head East to the orc in the Northeastern castle. Haldric, a white mage and a few good units (the heavy infantry from The Fall work very well, along with a few other units)should head South to the other orc leader. The castle in the middle is inhabited by the tree folk,  so dont bother sending troops there. If you are working effectively, you shouldn't have a problem defending them. If you're having  a hard time, however, you might want to divert a few units to watch their backs. The Northeastern leader recruits alot of units, and most of them are level 2, so watch out. Once you defeat the main in the North, the orc's supplies will be low, and reenforcements few. In the South you'll have a little more of a cakewalk. A few effective melee units can easily counter the riders they send early on, and then with a little forethought and patience you can take out their archers and crossbowmen without giving them time to shoot. &lt;br /&gt;
[comments by Allefant]&lt;br /&gt;
This is how I played in medium: I sent 3 knights, 3 mages, Haldric and some spearmen south, and all the rest east (4 knights, 4 mages, some other units). Every group had 2 white mages to heal wounded ones. Both were very slowly (avoid placing knights in the forest, don't attack at night-time) making for the two enemy leaders. It's important to keep an eye also on the middle, sending some units around in the forest, since the orcs will try to kill the tree.&lt;br /&gt;
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===Temple in the Deep===&lt;br /&gt;
&lt;br /&gt;
First recall your veterans who are either mages or have over 6 movement (don't bother with cavalry regardless of movement) and then recruit lots of thugs as undead fodder (1 or 2 turns worth should do it). Burin is very effective if you give him the holy water, being able to move quickly in the caves and also being able to drop almost every undead on a nonspectacular hit. There are two ways north, but they will meet up together before you meet any enemies besides the Tentacles. Ignore the tentacles for the most part and only kill them when it's convenient, as you will need to have a strong line set up by the time you engage the undead. Watch out for the enemy's boneshooters, revenants and deathblades, as they could easily mess up a level 3 unit. Your knight (the one who was a messenger earlier on) is completely useless, and should be left somewhere out of the way. Once you see the two chokepoints, hold them so one of their units is facing 2 of yours (prefferably with a white mage behind them). Try level up at least one white mage to a mage of light while fighting in the choke point. Gradually progress northwards once the flow and quality of baddies has tapered off, and once you get into the final chamber, the boss should be a piece of cake, although his ranged attack is devastating so try to attack him with melee units. The Ruby can only be picked up by Haldric.&lt;br /&gt;
&lt;br /&gt;
[comments by Allefant]&lt;br /&gt;
One advice here: Don't over-recruit. Knights are useless in caves. I dragged them all around at the back, doing nothing at all and eating up my complete gold reserves. In fact, I think you can win this with just mages. The dwarf also is very useful, he'll fully upgrade if he hasn't yet.&lt;br /&gt;
&lt;br /&gt;
[comments by Gdou]&lt;br /&gt;
(on easy mode at least) You can beat this level by recruiting only mages.&lt;br /&gt;
Give Holy Water to Haldric. use the dwarf to weak at maximum strongest skeletons (lvl2 and 3), finish them with the mages. &lt;br /&gt;
At the begining wait for the first wave of skelettons on your side of the lake. Skeletons are less resistants in water, so killing them is easier.&lt;br /&gt;
Then, use the less experienced mages as cannon fodder, protecting your more important units. The lich can kill almost every unit in one turn with a 15*4 magical attack.&lt;br /&gt;
I killed the lich in one turn by attacking it with the dwarf, the knight (Sir Ruddry), the Prince (Haldric) and finished him with one or two fireballs launched by a freshly upgraded red mage.&lt;br /&gt;
Some white mages are useful as there are few places where wounded units can recover healing.&lt;br /&gt;
&lt;br /&gt;
[comments by flynn]&lt;br /&gt;
Use this level to get experience.  The early-finish bonus is tiny.  &lt;br /&gt;
The tentacles are perfect for levelling up two thugs (use Haldric's leadership to assist).  Sir Ruddry can help buffer.  Keep Burin away from the water at this stage, or he'll kill all tentacles as they attack, depriving the thugs of XP.  &lt;br /&gt;
The Shock Troopers saved in The Fall are good buffers in this scenario - a level 2 should get to level 3, and they're loyal, so they don't bleed your cash while you're stretching the game out.&lt;br /&gt;
&lt;br /&gt;
===Return to Oldwood===&lt;br /&gt;
&lt;br /&gt;
Just story. I wonder what would have happened if the outlaw lady had died in one of the previous scenarios.  [She just poofs back in and rejoins the plot at that point.  --Anon. speaking from experience]&lt;br /&gt;
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===Clearwater Port===&lt;br /&gt;
&lt;br /&gt;
Your allies are useless, unless they do suicide runs, which is at least entertaining.  The north leader will waste a lot of time trying to move his units E and then S over the shallows toward your rearguard, no matter how strongly defended you are there.  So defend strongly on the coastline and fill the bay with their corpses.  You will need to recruit lots of units to fight off the hordes to the W, so don't be a piker.  Pikemen are fine, though.  Try to get lots of your allies killed early so they don't clog the bridges later when you split your forces N and S.&lt;br /&gt;
&lt;br /&gt;
I like to hit the middle leader first, then send a detachment south to deal with the southern leader while the main force crosses the bridge.  (Your troops can't all cross the bridge at once anyway.)  Some troops may also be able to ford north across the water at the eastern end of the bay (after first killing most of the orcs that try to cross there), but be careful not to get attacked in the water with only 20% defense.  (Certain of your chaotic units do have 40% defense in water; now is a good time to pay attention to that.)  The units that cross the water probably won't reach the enemy leader before your main force kills him, but you can pick up some of the eastern villages.  When crossing, if there are enemy chaotic units to receive you, notice that the lighthouse has a similar effect as a Mage of Light.&lt;br /&gt;
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===Fallen Lich Point===&lt;br /&gt;
&lt;br /&gt;
The Orcs will be busy with the Yetis, so you can walk with a big group (best to use mostly mages for that) south and kill the Lich-Lord. Move Haldric over the stone to de-petrify him. It may help to post some mages around the undead before doing so. After that, head north and walk into the sewer enrance, and possibly kill the Orc leaders before.&lt;br /&gt;
&lt;br /&gt;
It is also possible, if you recruit heavily, to split your force and head north to attack the eastern orcs before they finish with the Yeti.  However, be careful not to be attacked by the Yeti yourself; it is dangerous even if heavily wounded. The Yeti will attack you if he can get to a unit within one turn.&lt;br /&gt;
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When dealing with the Lich, be aware that he has money; if you let him vacate any of his encampment tiles, or if you kill any of his units but do not occupy their tiles, he will be able to recruit.  (This is not necessarily all bad, as it can mean more experience, but depending on the strength of your force you may want to be careful.)  Also note that units which cannot cross mountains (e.g., Paladins) are practically worthless here.&lt;br /&gt;
&lt;br /&gt;
Note that this level becomes a lot tougher if the Yetis get poisoned early on. If this happens you basically have no other choice than to kill the orc leaders first.&lt;br /&gt;
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===Sewer of Southbay===&lt;br /&gt;
&lt;br /&gt;
As always, don't recruit a lot of units in underground, and don't recruit units which can barely move there. Only mages is probably best, maybe some thieves or other chaotic units. If you have enough levelled up mages, you can divide into two groups and attack both brothers simultanously - else do them one after the other, and then look for the exit.&lt;br /&gt;
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Pay particular attention to the Giant Spider at the exit. I found best to keep one or two cannon fodder units in order to be able to save to most advanced units.  It is best to use ranged attacks against the spider, so mages are good here.&lt;br /&gt;
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===Southbay in Winter===&lt;br /&gt;
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Just plot.&lt;br /&gt;
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===A Final Spring===&lt;br /&gt;
&lt;br /&gt;
For the south land area, do a counter-clockwise sweep with mounted units.  Move slower units to defend the walled city, which you would think your allies could do a better job of.  Take their villages; they don't do anything useful with the money anyway.  When your mounted units complete their sweep, you can break the remaining southern forces against the walls in a hammer and anvil.  Then your united forces can move north.&lt;br /&gt;
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Treat the island boss as a separate effort.  Do not use assassins.  Assassins have relatively weak defense in water against Sea Orcs and Nagas, they're very weak against blade, which is all Sea Orcs and Nagas use, and their relatively slow movement in water makes backstab hard to use reliably.  Instead, wait until your first combat, after which you can recruit Mermen.  Maybe send a white mage into the water with the mermen for healing purposes, and when you get to the island's cities, you can bring in Silver Mages (hopefully you have at least one by now) to help finish off the boss.&lt;br /&gt;
&lt;br /&gt;
[Comments by flynn]&lt;br /&gt;
Depending on your strength, you may be able to move some units immediately north over the water to hold the houses on both sides of the bridge.  This should also allow an earlier finish.  Note that many of the first enemy units to arrive will have no ranged attack.&lt;br /&gt;
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===Peoples in Decline===&lt;br /&gt;
&lt;br /&gt;
Pay attention to the day-night cycle in this scenario. Drakes will be strong during day, but become very weak in the night. I found it best to play a bit defensive, taking advantage of the mountains. Most of the drake leaders were careless enough to fly near enough to me that I could kill them outside their bases. Make sure you get the Storm Trident in the middle of the sea, but be certain that you've cleared most of the drakes first, since a sea serpent will appear. It's best to have some strong units ready to kill it in 1 or 2 turns. You can give the trident to Lord Typhon, but since he leaves a bit later, you may want to give it to another Merman.&lt;br /&gt;
&lt;br /&gt;
[Comments by Easuth]  Movement over land is important for Mermen in the campaign as a whole.  If the Merman you give the storm trident to has the Quick attribute, you can make him a Hoplite when he gets to level 3.  Otherwise, make him a Triton.&lt;br /&gt;
&lt;br /&gt;
[Comments by gdou] Drakes have less resistance towards pierce attacks. I used mainly Bowmen and horsemen during days, and Poachers at nights.&lt;br /&gt;
&lt;br /&gt;
[Comments by Jonadab] Note also that while drakes are resistant to fire, so are your mages.  This can make them useful against the less fiery drakes (e.g., Drake Fighters).  Against the Burners and whatnot you will want to use melee attacks.  The Drakes that fly are more or less impervious to rough terrain, so you must pay closer attention to their range of movement when you plan your zones of control.  Be careful about protecting your mages at night.&lt;br /&gt;
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===Rough Landing===&lt;br /&gt;
&lt;br /&gt;
Recruit just mermen and thieves (you should already have some assassins to recall at this point as well). Maybe a white mage or two for extra healing. Try to level up the mermen, they can be useful in another scenario later. I went first for the right enemy, keeping all my troops together and moving straight east. The other two leaders sent all their troops towards me as well, so after the southeast leader was finished, there weren't much enemies left. I sent all remaining mermen to the northwest one, and a group of assassins to the northeast one over the long isle.&lt;br /&gt;
&lt;br /&gt;
Also, beware of sea serpents, make sure to surround them and kill at once. The trident from the previous scenario will come in handy as well.&lt;br /&gt;
&lt;br /&gt;
[Notes by Jonadab]  Thieves have only 20% defense in water.  Outlaws have 40%.  Obviously you're going to try to keep your land-based units mostly on land, but I used outlaws rather than thieves here for this reason.&lt;br /&gt;
&lt;br /&gt;
[Notes by flynn]  Use Lady Jessica's leadership ability to help the mermen fight and level.  Put her in the water if necessary - just surround her with mermen.&lt;br /&gt;
&lt;br /&gt;
===A New Land===&lt;br /&gt;
&lt;br /&gt;
In case you find the map looks familiar, it seems to be from &amp;quot;Bay of Pearls&amp;quot; from HttT. This scenario is mainly story though.  Recruit nothing, and attack nothing.&lt;br /&gt;
&lt;br /&gt;
===The Ka'lian===&lt;br /&gt;
&lt;br /&gt;
Story, with your choice of four battles next.  You have to beat them all in whatever order.  The amount of gold you have should be the factor in deciding when you choose to play Cursed Isle (the undead problem).&lt;br /&gt;
&lt;br /&gt;
===Diverging Campaign Path===&lt;br /&gt;
&lt;br /&gt;
All four scenarios have to be beaten, but in whatever order you choose.&lt;br /&gt;
====The Dragon====&lt;br /&gt;
&lt;br /&gt;
There are a lot of Saurian enemies in this, and they all have the ''skirmish'' ability. My strategy to win was to recruit a lot of units, and then move the whole army as one big bulk. Keep healers in the middle (I used four), rotate stronger units outwards, and make sure you leave no gaps. The Saurians will slip through the tiniest gap and kill your weak units. My route was to start off straight east, towards the green enemy, but I was surrounded about half-way, then camped there and fought a huge onslaught of Saurians until around turn 10.&lt;br /&gt;
By that time, there were many fewer Saurians left than in the beginning.&lt;br /&gt;
And the green leader foolishly placed himself next to Haldric's Sceptre and was killed as well. So I now split up my group, sent one half back to the blue leader, and another south. The southern group first killed off the yellow leader, and then met the dragon. After that I also let the west group who had killed the blue leader finish of the SW leader. The key really is the beginning turns, if you can survive the initial onslaught without half your troops dying already, the map is won.&lt;br /&gt;
&lt;br /&gt;
[Comments by Easuth]  Fighting Saurians requires a disciplined formation.  If you're used to stringing out troops to move them into position as they get there, that won't work after Turn 2 or 3.  I use a &amp;quot;healing hedgehog&amp;quot; of ten troops--two white mages next to each other and eight troops completely encircling them.  If someone gets badly injured, move them to the inside and put a white mage on one of the long edges, fighting as you go.  If you're trying for the big bonus, you'll need two hedgehogs.  Try to keep reserves back a bit in cities.  If the terrain favorably protects you, or the wounded is a fast unit, you can try moving wounded back to cities too.  Once the main wave of Saurians is broken,&lt;br /&gt;
you can string non-wounded troops out a bit in the rush for the leaders.  If you have a Lancer in position, rush in to the cave after the Dragon leaves to grab the gold, though that's nothing compared to the Hero bonus for defeating all the Saurian leaders.  So focus on killing all of them first.&lt;br /&gt;
&lt;br /&gt;
[Comments by Globulin]&lt;br /&gt;
Switching wounded units to the inside of the hedgehog can be a problem if you are surrounded. ZOC prevents you from creating an open hex to move the inner unit into. A better strategy is to create a triangle with three hexes inside, instead of the standard two of the hedgehog. If you do this on your castle, only three units are in grasslands. If you set it right, you can make most of the hexes adjacent to your triangle be grassland as well, forcing the Saurians into a bad defensive position.&lt;br /&gt;
&lt;br /&gt;
In terms of unit positioning, the simplest way is to fill two inner spaces with Mages of Light, a but a better tactic is to put one of the mages on an edge, thereby ensuring that all but one of your units are healing. The remaining unit can either be a Merman Hoplite, (prefereably resilient and carrying a Storm Trident) or Lady Jessica, since she has excellent defense and is chaotic and therefore benefits by not being in the Mages' light. &lt;br /&gt;
&lt;br /&gt;
The Saurians may hold back for quite a while. This is alright, as the Dragon will eventually appear and come to you. Kill it, and finish the remaining Saurians for a nice bonus.&lt;br /&gt;
&lt;br /&gt;
[Comments by Megatuga] I've found the triangle strategy a bit dificult to use, because the movement isn't the same for everyone. So I really didn't use a specific strategy. I sent everyone towards. At turn 3 I had the first encounter, at South. I defeated the blue leader quite easily, but I needed to restore my units' HP. You have to manage your villages well, not only because of the HP but also because of the negative money. &lt;br /&gt;
&lt;br /&gt;
Returning back to HP, you'll need some mages to restore it. But make sure you have powerful units blocking the enemy's way to mages, thought their HP is a bit low (I got 2 quick ones, which means -10HP each) and can get killed easily. Another big point of this scenario is the destructive enemy attacks. They don't attack many units, they focus their attack in one single unit and kill him. Another fact is the day/night one. I found it easily to deafeat enemy leaders at day: my units attacks were stronger and really helped me with that task. Their leaders may also rush: get your chance and give them a powerful attack.&lt;br /&gt;
&lt;br /&gt;
But if you're going to take the South way, make sure you have some units in your castle because purple and green enemys are also quite strong and will send units straight to Haldric. My Outlaw showed good skills entertaining enemys for some turns in the northern woods: he has 70% defence in there, so I recommend his use, if supported by one or two more Outlaws.&lt;br /&gt;
&lt;br /&gt;
Here you can also find Big Mudcrawlers. Try to do not attack them with one single unit specially if you have many enemys around you and/or your unit HP is too low, because if you kill him he will get divided and then you found yourself surrounded by 2 mudcrawlers. After killing the blue leader, I killed the grey one, then the green rushed and I killed him too. After all this it's all easy: now the enemy has no resources and just a few units. Now kill the purple leader. Then you can reorganize, but you don't have plenty of time: he appears after killing all the enemy leaders. And watch out, don't spawn him too earlier, you may get weaken if you can't kill him. Avoid the brown road around the mountain.&lt;br /&gt;
&lt;br /&gt;
====Lizard Beach====&lt;br /&gt;
&lt;br /&gt;
Recall most of your mermen from before and send them along the river towards the sea. This will harry the saurian troops coming down from the north, allowing your main force to advance on the southern enemy  undisturbed. Beware, though as your mermen will encounter the saurians at night time (giving you -25% and them +25%), so try to minimize conflict until dawn, just get in their way. As saurians all have skirmish and alot of movement, be sure to protect your wounded units well. Because of the sauians unnerving ability to concentrate their fire on one unit, be sure to keep several healers around and try to keep your line strait so only two can mob one guy (hedgehog tactic also seems to work well). After you defeat the main force from the south send just one or two guys north to capture towns so your silver mages can teleport into the fray. The enemy's onslaught tapers out after their initial wave, so the final push should be quick and clean. It's harder to take the northern leader without alot of foreplanning because all of your units will be stuck south of the marshes and the river. If you want to go for a quick win, just march forth with silver mages, mermen, and anyone who's close enough to be a help. If you dont want to lose any of you better units, patience may be the key. As soon as you approach the beach a naga warrior and four nagas arrive in the sea right around the mouth of the river to help the lizardmen, so be careful endangering your mermen there.&lt;br /&gt;
&lt;br /&gt;
====The Troll Hole====&lt;br /&gt;
&lt;br /&gt;
There are 4 castles, and two of them (randomly placed it seems) are the troll leaders you need to kill. It's underground time again, so as before, mainly recruit mages. The trolls are strong, so hopefully you have lots of levelled up mages. Try to use the narrow corridors to your advantage, so the enemy can only place one attack against a strong unit of yours, but you can kill a troll at a time with two mages or Haldric. Also keep an eye at your back since they will try to surround you. And resist the temptation to send single units wandering around in what seems empty caves - they will all die. I had to restart just to save the dwarf, who had happily wandered off alone searching for gold,&lt;br /&gt;
right into the lair of a giant spider.&lt;br /&gt;
&lt;br /&gt;
[Comments by Easuth]  Try to arrange it so one troll can enter to be attacked by many troops.  Have regular troops in front initially.  Move mages forward to finish the troll, plug the gap where the troll was with Burin or a Royal Guard or an Iron Mauler, and reset the trap on the next turn.  When you've whittled down the enemy, go the direction they came from and kill the leaders, ignoring spider keeps.&lt;br /&gt;
&lt;br /&gt;
[Comments by Jonadab]  In addition to mages, your chaotic units can be helpful here again, especially against the occasional rocklobber, which you will not want to attack with mages.&lt;br /&gt;
&lt;br /&gt;
====Cursed Isle====&lt;br /&gt;
&lt;br /&gt;
This can be the first or last map you choose, depending on how desperate you are for cash.  If you can wait, do it last. All you really need is a Paladin or three to rush the temples, one of which contains a Vampire Lady.  Defeat her, and the scene is over just like that. One of the other temples has some gold; grab that too.  Ignore the holy water.  No one will ever use it effectively in time.&lt;br /&gt;
&lt;br /&gt;
===A Spy In The Woods===&lt;br /&gt;
&lt;br /&gt;
Plot only.&lt;br /&gt;
&lt;br /&gt;
===The Vanguard===&lt;br /&gt;
&lt;br /&gt;
My strategy was to seal of all the gaps in the canyon. So, recruit a lot of units, you will need them. When the onslaught begins, wounded units can retreat back into villages or being cared for by healers. Or actually both, since soon you will be out of non-wounded units.&lt;br /&gt;
&lt;br /&gt;
[Comments by Easuth]  This map is smaller than fog of war and canyons make it appear.  Rush the NW gaps with mounted units, but slow &amp;amp; strong will carry the day once the sun rises and the odds are in your favor.  Don't forget the cash, which you can see even in fog.&lt;br /&gt;
&lt;br /&gt;
[Comments by Owke] Note that once you attack the leaders, a few undead units will appear near them at the edge of the map. Thus you may want to be sure to have some spare firepower before you attack the leader. I made do with three rounds of recalls. One mounted batch to take out the west, the other two to hold off the remaining forces coming from the north and east. As soon as the first wave dies down, take down the west leader and move up north for the kill of the other two.&lt;br /&gt;
&lt;br /&gt;
===Return of the Fleet===&lt;br /&gt;
&lt;br /&gt;
Welcome to the &amp;quot;kitchen sink&amp;quot; defense.  You've made it this far; now the game will start to throw things at you, whatever it has left.  The effect is mostly psychological, but it could be a problem if your initial assessment causes you to drastically under-recruit.  Time is money.&lt;br /&gt;
&lt;br /&gt;
This map starts out in shroud, like a cave.  You just haven't been informed of it yet.  So while you're still amazingly able to see, note the key terrain features and castle and city locations.  Also, physically explore the avenues of approach you want to be able to see later.&lt;br /&gt;
&lt;br /&gt;
It would be very useful to bring a storm trident into the water.  It'll take a few turns, but the undead trying to reach shore will take even longer.  Paladins are so effective against undead that you can wade into the water after them.  But keep some around for the Chocobones.  Just remember, Paladins can't go into deep water and undead can.  Once you take an island city, use Silver Mages in support to finish the leader.&lt;br /&gt;
&lt;br /&gt;
When you reach the swamp in the north, tighten to a hedgehog formation.  Not only are Saurian skirmishers a problem, but Chocobones move fairly quickly through a variety of terrain, and they have Charge.  Defend until the most dangerous enemies are in poor position, then wipe them out.  This map sports the least effective Cuttlefish I've ever seen; he was in the water near me but fled.  Remember where the keeps are, and advance to the finish.&lt;br /&gt;
&lt;br /&gt;
The cuttlefish appear as soon as you hit the shore. Several additional saurians also appear when you approach the swamp.&lt;br /&gt;
&lt;br /&gt;
[Comments by Owke] &lt;br /&gt;
I had a problem here, since either I went bankrupt or I got bogged down pretty fast. Both of these are undesirable since you need money for the last scenario. After four restarts I finally found a way that works : peasants ! &lt;br /&gt;
&lt;br /&gt;
I first sent a merman force west to deal with the undead. Northwest I sent a mounted force with one healer to hold the line. Then I recruited 3 or 4 castles worth of peasants as cannon fodder north/northeast, to draw away fire from your cleanup crew. Especially against Chocobones this is nice. Entice it into killing a peasant, then finish it with a high level unit.&lt;br /&gt;
&lt;br /&gt;
That may sound like a waste of money, but keep in mind that peasants cost only 8 gold, and do not require any upkeep ! Send a unit with leadership with them and they can even deal some amount of damage, though at night you should just let them take the beating since otherwise they die too quickly.&lt;br /&gt;
&lt;br /&gt;
After the mermen (and one paladin) dealt with the undead you can bring them in and push through to the leaders. This tactic worked at medium level with 17 turns to spare.&lt;br /&gt;
&lt;br /&gt;
==The Plan==&lt;br /&gt;
&lt;br /&gt;
Plot extension only.&lt;br /&gt;
&lt;br /&gt;
===Rise of Wesnoth===&lt;br /&gt;
&lt;br /&gt;
It's the final battle: be patient, recall everybody, the early finish bonus doesn't mean anything.  Some Mermen would be useful here, but surprisingly, they're not really necessary.  I started by sending mounted units around both sides of the forest to your SW.  Whichever troops the orange guys go after, slam into their rear guard with the other forces, making an orc sandwich.  Ewww.  I thought I would have to sneak the Paladins back to the E for the undead troops, but once the first east bridge collapses (all bridges collapse as soon as you cross them once), the undead want to follow the path that doesn't leave them floundering in the water.  So leave the W bridge intact, playing Catch the Sea Orc on the north shore with Haldric &amp;amp; Co., and you can send a large force down the E side practically unopposed by the second wave of Jevyan's troops.  You'll need at least two Paladins in the E to kill Jevyan himself; nothing else is half as effective (perhaps mages of light - but beware his ranged attack !).  Don't forget to sacrifice Aethyr to Jevyan.  If he doesn't want to come out and play, march up to Jevyan and use a crossbow attack.  When Jevyan is dead, the yellow and green leaders will probably still be alive. You'll have to kill one, leaving at least one orc leader alive. You pick.  Congratulations!  Enjoy the ending!&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[ScenarioDiscussion]]&lt;/div&gt;</summary>
		<author><name>Theo</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=TheRiseOfWesnoth&amp;diff=13154</id>
		<title>TheRiseOfWesnoth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=TheRiseOfWesnoth&amp;diff=13154"/>
		<updated>2006-12-16T21:06:04Z</updated>

		<summary type="html">&lt;p&gt;Theo: /* A summer of storms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Strategy Guide for The Rise of Wesnoth Campaign ==&lt;br /&gt;
&lt;br /&gt;
==Scenarios==&lt;br /&gt;
===A Summer Of Storms ===&lt;br /&gt;
&lt;br /&gt;
At first it's best to hire 2 horsemen and 3 other units, possibly spearmen. Note, however, that you will not have any healers until you level up at least one mage to White Mage status, and the sooner you can do that the better.  Red mages will also prove very useful in subsequent scenarios, so consider recruiting at least two mages.  In any case, send the horsemen with the king over the brige, and the others should follow or start going over the mountain, to avoid being attacked from behind. Then you should probably hire bowmen and more spearmen. Whatever bowmen you can get advanced will be useful later on for fighting the many trolls and grunts you will encounter.  Send them on the &amp;quot;over-the-bridge&amp;quot; road and hire some more troops. Start going with the troops and prince Haldric on the &amp;quot;over-the-bridge&amp;quot; road and by this time the king and the horsemen should have arrived, use the king wisely, he has leadership. When the rest of your troops arrive, you should get to the enemy camp.&lt;br /&gt;
&lt;br /&gt;
[Comments by Easuth] Over the course of this campaign, you will need to level up to some:&lt;br /&gt;
&lt;br /&gt;
* Paladins (lots)&lt;br /&gt;
* Silver Mages (at least one, preferably more)&lt;br /&gt;
* White Mages/Mages of Light (at least four)&lt;br /&gt;
* Royal Guards (lots)&lt;br /&gt;
* Assorted other units, maybe some Bowmen and Grand Knights, Great Mages are nice&lt;br /&gt;
&lt;br /&gt;
[Comments by Jonadab] Actually, I played through the campaign with just one Royal Guard (who was strong and quick, and I let him tough-up several times).  On the whole, most of the enemies you encounter will have better melee than ranged attacks, so it is better tactics to attack them with bowmen (and mages, if you can avoid being hit back with too many units).  When you do need to attack with a strong melee attack, you will generally have your advanced horsemen (Paladins, and whatever Lancers or Grand Knights you may level up).  Also by the third scenario you will be able to recruit thugs, which being chaotic are a rather better complement for your mages and horsemen than swordsmen would be.  In my estimation it is not necessary to have very many Royal Guards.  The other level-up paths for spearmen are, IMO, even less useful in this campaign.&lt;br /&gt;
&lt;br /&gt;
However, you do need a limited number of &amp;quot;damage sink&amp;quot; units (units that can absorb damage without getting killed), and the Royal Guard is excellent in that regard.  Burin also serves that purpose very well, and Haldric at level 3 can also take a hit or two.  You can pick up one of the white mages you need by choosing the swamp (see below), and he'll be loyal, which is nice, but yes, you will still want to level up 2-3 additional white mages, as they will be your only poison-curing healers, and you will encounter orcish assassins on numerous occasions.  And, several Great Mages will be very nice to have.  This makes levelling up mages an important strategic goal of the campaign overall.  I like to go every-other with the mage levelups:  white, then red, then white, then red, and so forth, although after four or so white you may want to make the rest red.&lt;br /&gt;
&lt;br /&gt;
So for recruiting in the first scenario, I would start with two horsemen, and one each mage, bowman, spearman.  After that I would go for additional mages and bowmen mostly.&lt;br /&gt;
&lt;br /&gt;
[Comments by Owke] Just finished on medium difficulty. I largely second all of the above, but instead of lots of Paladins I would just level up two, for undead disposal purposes. Make the rest of them Grand Knights, since they easily kill most low level orc or saurian units in a one blow. A mage of light, one paladin, and five Grand Knights make a perfect assault team !&lt;br /&gt;
&lt;br /&gt;
===The Fall===&lt;br /&gt;
&lt;br /&gt;
Saving the Shock Troopers pays off in later scenarios. So it is useful to retreat them south to your other forces. There are two basic strategies to kill the outlaw leader. You can either march west with a large army and use part of it to hold nortwestern orc. Use the rest to fight outlaws and kill the leader. This strategy requires a lot of troops but it can bring you plenty of experience, and can bring a quick victory. Another way is to assassinate the outlaw leader. One way is to wait till orcs have killed all outlaws and assassinate outlaw leader with knights. This strategy is risky because orcs can kill the leader before you. Another way to assassinate the leader is to send mages protected by a spearmen through the mountains to the outlaw keep. Two mages and three spearmen are enough. If you use assassination strategy it is a good idea to fight against eastern orc nearby your keep. This way you can secure your back and earn experience.&lt;br /&gt;
&lt;br /&gt;
===A Harrowing Escape===&lt;br /&gt;
&lt;br /&gt;
There is Dwarf Steelclad in the village at 8,5. Its not far from your camp, so send Lady Outlaw there. Dwarf joins you because &amp;quot;It has been a long time since he felt the satisfying crunch of Orcs under his Axe.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[this is just my comments after playing it once in medium - Allefant]&lt;br /&gt;
In medium, simply recruit what you want, and go along the road. You get enough villages to pay upkeep for quite some army, and can give some of them a bit of experience.&lt;br /&gt;
[Windscion: leave a few units in the rear, as the enemy can cross hills quickly.]&lt;br /&gt;
&lt;br /&gt;
(Drake Raider added this note:There are two castle tiles about halfway down, try to send Lady Outlaw and Brunin the Lost to them, they make good guards incase th enemy tries to come straight up. You can also send a couple groups of units down SE to the lake so you can prevent the Green team [SE] from comeing up the river. You can also kill the two Orcish Grunts on the southern castle tiles and then move L.O. and B.t.L. to them.)&lt;br /&gt;
&lt;br /&gt;
===Diverging Campaign Path===&lt;br /&gt;
====The Midlands====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Orcs again. But you chose that way. You are given plenty of time, so use it wisely. The enemies send lots of orcs, mostly weak ones. So recruit and recall. I took 1 castle of recruits and almost all my recalls, even HI. Then go south. If you go west, only your knights and horsemen will arrive and fight at daytime. My choice was to go south. Take the bridge and defend against the enemy closing in from the west. Take out Yellow with a fast assault team (they should take a healer along), but be careful about the leader. Your main force moves west, takes and holds the second bridge, and takes out Blue. Your assault team stays in the south and goes for the last enemy leader - they won't face any serious resistance. The enemy moves north to support Blue. The HI guarding the bridge might gain a level or die. Mine took the first option, but that depends on the experience it starts with. That way you can finish early (25 turns) and keep your losses low (3 horsemen at the leaders, because they were charging, and he hit 4 times wiht double damage).&lt;br /&gt;
&lt;br /&gt;
====The Swamp Of Esten====&lt;br /&gt;
&lt;br /&gt;
You should kill the eastern enemy quickly. Send Burin with knights, a white mage, and some other mages east at start.&lt;br /&gt;
Mages are effective against scorpions. Try to attack dark adepts with Burin or horsemen before they have chance to attack you. You can send some horsemen from the second castle you recruit to strengthen the eastern front. There is also a White Mage in the temple at 19,5. &lt;br /&gt;
&lt;br /&gt;
[Actually, the location of the white mage is random. I've found him in both the temple by the keep and one farther south. - Tmoiy]&lt;br /&gt;
&lt;br /&gt;
After you have killed the eastern leader and eliminated troops there you can send the eastern army south against next leader. Send a second army south with Haldric. Bowmen and shocktroopers are useful on southern front. Bowmen can shoot outlaws and scorpions. They also retaliate against dark adepts so they are good for defence. Shocktroopers survive even if they are attacked with several outlaws. A couple of horsemen and mages are also useful. You can also add spearmen or swordsmen in southern army. If you have a rogue send him also south. An assassin will be very useful later. There are temples in the swamp. Searching them is good. However, some of them contain nasty surprises. So keep extra troops nearby when you enter one.&lt;br /&gt;
&lt;br /&gt;
===The Oldwood===&lt;br /&gt;
&lt;br /&gt;
The main bulk of your force should head East to the orc in the Northeastern castle. Haldric, a white mage and a few good units (the heavy infantry from The Fall work very well, along with a few other units)should head South to the other orc leader. The castle in the middle is inhabited by the tree folk,  so dont bother sending troops there. If you are working effectively, you shouldn't have a problem defending them. If you're having  a hard time, however, you might want to divert a few units to watch their backs. The Northeastern leader recruits alot of units, and most of them are level 2, so watch out. Once you defeat the main in the North, the orc's supplies will be low, and reenforcements few. In the South you'll have a little more of a cakewalk. A few effective melee units can easily counter the riders they send early on, and then with a little forethought and patience you can take out their archers and crossbowmen without giving them time to shoot. &lt;br /&gt;
[comments by Allefant]&lt;br /&gt;
This is how I played in medium: I sent 3 knights, 3 mages, Haldric and some spearmen south, and all the rest east (4 knights, 4 mages, some other units). Every group had 2 white mages to heal wounded ones. Both were very slowly (avoid placing knights in the forest, don't attack at night-time) making for the two enemy leaders. It's important to keep an eye also on the middle, sending some units around in the forest, since the orcs will try to kill the tree.&lt;br /&gt;
&lt;br /&gt;
===Temple in the Deep===&lt;br /&gt;
&lt;br /&gt;
First recall your veterans who are either mages or have over 6 movement (don't bother with cavalry regardless of movement) and then recruit lots of thugs as undead fodder (1 or 2 turns worth should do it). Burin is very effective if you give him the holy water, being able to move quickly in the caves and also being able to drop almost every undead on a nonspectacular hit. There are two ways north, but they will meet up together before you meet any enemies besides the Tentacles. Ignore the tentacles for the most part and only kill them when it's convenient, as you will need to have a strong line set up by the time you engage the undead. Watch out for the enemy's boneshooters, revenants and deathblades, as they could easily mess up a level 3 unit. Your knight (the one who was a messenger earlier on) is completely useless, and should be left somewhere out of the way. Once you see the two chokepoints, hold them so one of their units is facing 2 of yours (prefferably with a white mage behind them). Try level up at least one white mage to a mage of light while fighting in the choke point. Gradually progress northwards once the flow and quality of baddies has tapered off, and once you get into the final chamber, the boss should be a piece of cake, although his ranged attack is devastating so try to attack him with melee units. The Ruby can only be picked up by Haldric.&lt;br /&gt;
&lt;br /&gt;
[comments by Allefant]&lt;br /&gt;
One advice here: Don't over-recruit. Knights are useless in caves. I dragged them all around at the back, doing nothing at all and eating up my complete gold reserves. In fact, I think you can win this with just mages. The dwarf also is very useful, he'll fully upgrade if he hasn't yet.&lt;br /&gt;
&lt;br /&gt;
[comments by Gdou]&lt;br /&gt;
(on easy mode at least) You can beat this level by recruiting only mages.&lt;br /&gt;
Give Holy Water to Haldric. use the dwarf to weak at maximum strongest skeletons (lvl2 and 3), finish them with the mages. &lt;br /&gt;
At the begining wait for the first wave of skelettons on your side of the lake. Skeletons are less resistants in water, so killing them is easier.&lt;br /&gt;
Then, use the less experienced mages as cannon fodder, protecting your more important units. The lich can kill almost every unit in one turn with a 15*4 magical attack.&lt;br /&gt;
I killed the lich in one turn by attacking it with the dwarf, the knight (Sir Ruddry), the Prince (Haldric) and finished him with one or two fireballs launched by a freshly upgraded red mage.&lt;br /&gt;
Some white mages are useful as there are few places where wounded units can recover healing.&lt;br /&gt;
&lt;br /&gt;
[comments by flynn]&lt;br /&gt;
Use this level to get experience.  The early-finish bonus is tiny.  &lt;br /&gt;
The tentacles are perfect for levelling up two thugs (use Haldric's leadership to assist).  Sir Ruddry can help buffer.  Keep Burin away from the water at this stage, or he'll kill all tentacles as they attack, depriving the thugs of XP.  &lt;br /&gt;
The Shock Troopers saved in The Fall are good buffers in this scenario - a level 2 should get to level 3, and they're loyal, so they don't bleed your cash while you're stretching the game out.&lt;br /&gt;
&lt;br /&gt;
===Return to Oldwood===&lt;br /&gt;
&lt;br /&gt;
Just story. I wonder what would have happened if the outlaw lady had died in one of the previous scenarios.  [She just poofs back in and rejoins the plot at that point.  --Anon. speaking from experience]&lt;br /&gt;
&lt;br /&gt;
===Clearwater Port===&lt;br /&gt;
&lt;br /&gt;
Your allies are useless, unless they do suicide runs, which is at least entertaining.  The north leader will waste a lot of time trying to move his units E and then S over the shallows toward your rearguard, no matter how strongly defended you are there.  So defend strongly on the coastline and fill the bay with their corpses.  You will need to recruit lots of units to fight off the hordes to the W, so don't be a piker.  Pikemen are fine, though.  Try to get lots of your allies killed early so they don't clog the bridges later when you split your forces N and S.&lt;br /&gt;
&lt;br /&gt;
I like to hit the middle leader first, then send a detachment south to deal with the southern leader while the main force crosses the bridge.  (Your troops can't all cross the bridge at once anyway.)  Some troops may also be able to ford north across the water at the eastern end of the bay (after first killing most of the orcs that try to cross there), but be careful not to get attacked in the water with only 20% defense.  (Certain of your chaotic units do have 40% defense in water; now is a good time to pay attention to that.)  The units that cross the water probably won't reach the enemy leader before your main force kills him, but you can pick up some of the eastern villages.  When crossing, if there are enemy chaotic units to receive you, notice that the lighthouse has a similar effect as a Mage of Light.&lt;br /&gt;
&lt;br /&gt;
===Fallen Lich Point===&lt;br /&gt;
&lt;br /&gt;
The Orcs will be busy with the Yetis, so you can walk with a big group (best to use mostly mages for that) south and kill the Lich-Lord. Move Haldric over the stone to de-petrify him. It may help to post some mages around the undead before doing so. After that, head north and walk into the sewer enrance, and possibly kill the Orc leaders before.&lt;br /&gt;
&lt;br /&gt;
It is also possible, if you recruit heavily, to split your force and head north to attack the eastern orcs before they finish with the Yeti.  However, be careful not to be attacked by the Yeti yourself; it is dangerous even if heavily wounded. The Yeti will attack you if he can get to a unit within one turn.&lt;br /&gt;
&lt;br /&gt;
When dealing with the Lich, be aware that he has money; if you let him vacate any of his encampment tiles, or if you kill any of his units but do not occupy their tiles, he will be able to recruit.  (This is not necessarily all bad, as it can mean more experience, but depending on the strength of your force you may want to be careful.)  Also note that units which cannot cross mountains (e.g., Paladins) are practically worthless here.&lt;br /&gt;
&lt;br /&gt;
Note that this level becomes a lot tougher if the Yetis get poisoned early on. If this happens you basically have no other choice than to kill the orc leaders first.&lt;br /&gt;
&lt;br /&gt;
===Sewer of Southbay===&lt;br /&gt;
&lt;br /&gt;
As always, don't recruit a lot of units in underground, and don't recruit units which can barely move there. Only mages is probably best, maybe some thieves or other chaotic units. If you have enough levelled up mages, you can divide into two groups and attack both brothers simultanously - else do them one after the other, and then look for the exit.&lt;br /&gt;
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Pay particular attention to the Giant Spider at the exit. I found best to keep one or two cannon fodder units in order to be able to save to most advanced units.  It is best to use ranged attacks against the spider, so mages are good here.&lt;br /&gt;
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===Southbay in Winter===&lt;br /&gt;
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Just plot.&lt;br /&gt;
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===A Final Spring===&lt;br /&gt;
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For the south land area, do a counter-clockwise sweep with mounted units.  Move slower units to defend the walled city, which you would think your allies could do a better job of.  Take their villages; they don't do anything useful with the money anyway.  When your mounted units complete their sweep, you can break the remaining southern forces against the walls in a hammer and anvil.  Then your united forces can move north.&lt;br /&gt;
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Treat the island boss as a separate effort.  Do not use assassins.  Assassins have relatively weak defense in water against Sea Orcs and Nagas, they're very weak against blade, which is all Sea Orcs and Nagas use, and their relatively slow movement in water makes backstab hard to use reliably.  Instead, wait until your first combat, after which you can recruit Mermen.  Maybe send a white mage into the water with the mermen for healing purposes, and when you get to the island's cities, you can bring in Silver Mages (hopefully you have at least one by now) to help finish off the boss.&lt;br /&gt;
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[Comments by flynn]&lt;br /&gt;
Depending on your strength, you may be able to move some units immediately north over the water to hold the houses on both sides of the bridge.  This should also allow an earlier finish.  Note that many of the first enemy units to arrive will have no ranged attack.&lt;br /&gt;
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===Peoples in Decline===&lt;br /&gt;
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Pay attention to the day-night cycle in this scenario. Drakes will be strong during day, but become very weak in the night. I found it best to play a bit defensive, taking advantage of the mountains. Most of the drake leaders were careless enough to fly near enough to me that I could kill them outside their bases. Make sure you get the Storm Trident in the middle of the sea, but be certain that you've cleared most of the drakes first, since a sea serpent will appear. It's best to have some strong units ready to kill it in 1 or 2 turns. You can give the trident to Lord Typhon, but since he leaves a bit later, you may want to give it to another Merman.&lt;br /&gt;
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[Comments by Easuth]  Movement over land is important for Mermen in the campaign as a whole.  If the Merman you give the storm trident to has the Quick attribute, you can make him a Hoplite when he gets to level 3.  Otherwise, make him a Triton.&lt;br /&gt;
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[Comments by gdou] Drakes have less resistance towards pierce attacks. I used mainly Bowmen and horsemen during days, and Poachers at nights.&lt;br /&gt;
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[Comments by Jonadab] Note also that while drakes are resistant to fire, so are your mages.  This can make them useful against the less fiery drakes (e.g., Drake Fighters).  Against the Burners and whatnot you will want to use melee attacks.  The Drakes that fly are more or less impervious to rough terrain, so you must pay closer attention to their range of movement when you plan your zones of control.  Be careful about protecting your mages at night.&lt;br /&gt;
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===Rough Landing===&lt;br /&gt;
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Recruit just mermen and thieves (you should already have some assassins to recall at this point as well). Maybe a white mage or two for extra healing. Try to level up the mermen, they can be useful in another scenario later. I went first for the right enemy, keeping all my troops together and moving straight east. The other two leaders sent all their troops towards me as well, so after the southeast leader was finished, there weren't much enemies left. I sent all remaining mermen to the northwest one, and a group of assassins to the northeast one over the long isle.&lt;br /&gt;
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Also, beware of sea serpents, make sure to surround them and kill at once. The trident from the previous scenario will come in handy as well.&lt;br /&gt;
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[Notes by Jonadab]  Thieves have only 20% defense in water.  Outlaws have 40%.  Obviously you're going to try to keep your land-based units mostly on land, but I used outlaws rather than thieves here for this reason.&lt;br /&gt;
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[Notes by flynn]  Use Lady Jessica's leadership ability to help the mermen fight and level.  Put her in the water if necessary - just surround her with mermen.&lt;br /&gt;
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===A New Land===&lt;br /&gt;
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In case you find the map looks familiar, it seems to be from &amp;quot;Bay of Pearls&amp;quot; from HttT. This scenario is mainly story though.  Recruit nothing, and attack nothing.&lt;br /&gt;
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===The Ka'lian===&lt;br /&gt;
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Story, with your choice of four battles next.  You have to beat them all in whatever order.  The amount of gold you have should be the factor in deciding when you choose to play Cursed Isle (the undead problem).&lt;br /&gt;
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===Diverging Campaign Path===&lt;br /&gt;
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All four scenarios have to be beaten, but in whatever order you choose.&lt;br /&gt;
====The Dragon====&lt;br /&gt;
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There are a lot of Saurian enemies in this, and they all have the ''skirmish'' ability. My strategy to win was to recruit a lot of units, and then move the whole army as one big bulk. Keep healers in the middle (I used four), rotate stronger units outwards, and make sure you leave no gaps. The Saurians will slip through the tiniest gap and kill your weak units. My route was to start off straight east, towards the green enemy, but I was surrounded about half-way, then camped there and fought a huge onslaught of Saurians until around turn 10.&lt;br /&gt;
By that time, there were many fewer Saurians left than in the beginning.&lt;br /&gt;
And the green leader foolishly placed himself next to Haldric's Sceptre and was killed as well. So I now split up my group, sent one half back to the blue leader, and another south. The southern group first killed off the yellow leader, and then met the dragon. After that I also let the west group who had killed the blue leader finish of the SW leader. The key really is the beginning turns, if you can survive the initial onslaught without half your troops dying already, the map is won.&lt;br /&gt;
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[Comments by Easuth]  Fighting Saurians requires a disciplined formation.  If you're used to stringing out troops to move them into position as they get there, that won't work after Turn 2 or 3.  I use a &amp;quot;healing hedgehog&amp;quot; of ten troops--two white mages next to each other and eight troops completely encircling them.  If someone gets badly injured, move them to the inside and put a white mage on one of the long edges, fighting as you go.  If you're trying for the big bonus, you'll need two hedgehogs.  Try to keep reserves back a bit in cities.  If the terrain favorably protects you, or the wounded is a fast unit, you can try moving wounded back to cities too.  Once the main wave of Saurians is broken,&lt;br /&gt;
you can string non-wounded troops out a bit in the rush for the leaders.  If you have a Lancer in position, rush in to the cave after the Dragon leaves to grab the gold, though that's nothing compared to the Hero bonus for defeating all the Saurian leaders.  So focus on killing all of them first.&lt;br /&gt;
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[Comments by Globulin]&lt;br /&gt;
Switching wounded units to the inside of the hedgehog can be a problem if you are surrounded. ZOC prevents you from creating an open hex to move the inner unit into. A better strategy is to create a triangle with three hexes inside, instead of the standard two of the hedgehog. If you do this on your castle, only three units are in grasslands. If you set it right, you can make most of the hexes adjacent to your triangle be grassland as well, forcing the Saurians into a bad defensive position.&lt;br /&gt;
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In terms of unit positioning, the simplest way is to fill two inner spaces with Mages of Light, a but a better tactic is to put one of the mages on an edge, thereby ensuring that all but one of your units are healing. The remaining unit can either be a Merman Hoplite, (prefereably resilient and carrying a Storm Trident) or Lady Jessica, since she has excellent defense and is chaotic and therefore benefits by not being in the Mages' light. &lt;br /&gt;
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The Saurians may hold back for quite a while. This is alright, as the Dragon will eventually appear and come to you. Kill it, and finish the remaining Saurians for a nice bonus.&lt;br /&gt;
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[Comments by Megatuga] I've found the triangle strategy a bit dificult to use, because the movement isn't the same for everyone. So I really didn't use a specific strategy. I sent everyone towards. At turn 3 I had the first encounter, at South. I defeated the blue leader quite easily, but I needed to restore my units' HP. You have to manage your villages well, not only because of the HP but also because of the negative money. &lt;br /&gt;
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Returning back to HP, you'll need some mages to restore it. But make sure you have powerful units blocking the enemy's way to mages, thought their HP is a bit low (I got 2 quick ones, which means -10HP each) and can get killed easily. Another big point of this scenario is the destructive enemy attacks. They don't attack many units, they focus their attack in one single unit and kill him. Another fact is the day/night one. I found it easily to deafeat enemy leaders at day: my units attacks were stronger and really helped me with that task. Their leaders may also rush: get your chance and give them a powerful attack.&lt;br /&gt;
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But if you're going to take the South way, make sure you have some units in your castle because purple and green enemys are also quite strong and will send units straight to Haldric. My Outlaw showed good skills entertaining enemys for some turns in the northern woods: he has 70% defence in there, so I recommend his use, if supported by one or two more Outlaws.&lt;br /&gt;
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Here you can also find Big Mudcrawlers. Try to do not attack them with one single unit specially if you have many enemys around you and/or your unit HP is too low, because if you kill him he will get divided and then you found yourself surrounded by 2 mudcrawlers. After killing the blue leader, I killed the grey one, then the green rushed and I killed him too. After all this it's all easy: now the enemy has no resources and just a few units. Now kill the purple leader. Then you can reorganize, but you don't have plenty of time: he appears after killing all the enemy leaders. And watch out, don't spawn him too earlier, you may get weaken if you can't kill him. Avoid the brown road around the mountain.&lt;br /&gt;
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====Lizard Beach====&lt;br /&gt;
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Recall most of your mermen from before and send them along the river towards the sea. This will harry the saurian troops coming down from the north, allowing your main force to advance on the southern enemy  undisturbed. Beware, though as your mermen will encounter the saurians at night time (giving you -25% and them +25%), so try to minimize conflict until dawn, just get in their way. As saurians all have skirmish and alot of movement, be sure to protect your wounded units well. Because of the sauians unnerving ability to concentrate their fire on one unit, be sure to keep several healers around and try to keep your line strait so only two can mob one guy (hedgehog tactic also seems to work well). After you defeat the main force from the south send just one or two guys north to capture towns so your silver mages can teleport into the fray. The enemy's onslaught tapers out after their initial wave, so the final push should be quick and clean. It's harder to take the northern leader without alot of foreplanning because all of your units will be stuck south of the marshes and the river. If you want to go for a quick win, just march forth with silver mages, mermen, and anyone who's close enough to be a help. If you dont want to lose any of you better units, patience may be the key. As soon as you approach the beach a naga warrior and four nagas arrive in the sea right around the mouth of the river to help the lizardmen, so be careful endangering your mermen there.&lt;br /&gt;
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====The Troll Hole====&lt;br /&gt;
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There are 4 castles, and two of them (randomly placed it seems) are the troll leaders you need to kill. It's underground time again, so as before, mainly recruit mages. The trolls are strong, so hopefully you have lots of levelled up mages. Try to use the narrow corridors to your advantage, so the enemy can only place one attack against a strong unit of yours, but you can kill a troll at a time with two mages or Haldric. Also keep an eye at your back since they will try to surround you. And resist the temptation to send single units wandering around in what seems empty caves - they will all die. I had to restart just to save the dwarf, who had happily wandered off alone searching for gold,&lt;br /&gt;
right into the lair of a giant spider.&lt;br /&gt;
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[Comments by Easuth]  Try to arrange it so one troll can enter to be attacked by many troops.  Have regular troops in front initially.  Move mages forward to finish the troll, plug the gap where the troll was with Burin or a Royal Guard or an Iron Mauler, and reset the trap on the next turn.  When you've whittled down the enemy, go the direction they came from and kill the leaders, ignoring spider keeps.&lt;br /&gt;
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[Comments by Jonadab]  In addition to mages, your chaotic units can be helpful here again, especially against the occasional rocklobber, which you will not want to attack with mages.&lt;br /&gt;
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====Cursed Isle====&lt;br /&gt;
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This can be the first or last map you choose, depending on how desperate you are for cash.  If you can wait, do it last. All you really need is a Paladin or three to rush the temples, one of which contains a Vampire Lady.  Defeat her, and the scene is over just like that. One of the other temples has some gold; grab that too.  Ignore the holy water.  No one will ever use it effectively in time.&lt;br /&gt;
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===A Spy In The Woods===&lt;br /&gt;
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Plot only.&lt;br /&gt;
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===The Vanguard===&lt;br /&gt;
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My strategy was to seal of all the gaps in the canyon. So, recruit a lot of units, you will need them. When the onslaught begins, wounded units can retreat back into villages or being cared for by healers. Or actually both, since soon you will be out of non-wounded units.&lt;br /&gt;
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[Comments by Easuth]  This map is smaller than fog of war and canyons make it appear.  Rush the NW gaps with mounted units, but slow &amp;amp; strong will carry the day once the sun rises and the odds are in your favor.  Don't forget the cash, which you can see even in fog.&lt;br /&gt;
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[Comments by Owke] Note that once you attack the leaders, a few undead units will appear near them at the edge of the map. Thus you may want to be sure to have some spare firepower before you attack the leader. I made do with three rounds of recalls. One mounted batch to take out the west, the other two to hold off the remaining forces coming from the north and east. As soon as the first wave dies down, take down the west leader and move up north for the kill of the other two.&lt;br /&gt;
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===Return of the Fleet===&lt;br /&gt;
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Welcome to the &amp;quot;kitchen sink&amp;quot; defense.  You've made it this far; now the game will start to throw things at you, whatever it has left.  The effect is mostly psychological, but it could be a problem if your initial assessment causes you to drastically under-recruit.  Time is money.&lt;br /&gt;
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This map starts out in shroud, like a cave.  You just haven't been informed of it yet.  So while you're still amazingly able to see, note the key terrain features and castle and city locations.  Also, physically explore the avenues of approach you want to be able to see later.&lt;br /&gt;
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It would be very useful to bring a storm trident into the water.  It'll take a few turns, but the undead trying to reach shore will take even longer.  Paladins are so effective against undead that you can wade into the water after them.  But keep some around for the Chocobones.  Just remember, Paladins can't go into deep water and undead can.  Once you take an island city, use Silver Mages in support to finish the leader.&lt;br /&gt;
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When you reach the swamp in the north, tighten to a hedgehog formation.  Not only are Saurian skirmishers a problem, but Chocobones move fairly quickly through a variety of terrain, and they have Charge.  Defend until the most dangerous enemies are in poor position, then wipe them out.  This map sports the least effective Cuttlefish I've ever seen; he was in the water near me but fled.  Remember where the keeps are, and advance to the finish.&lt;br /&gt;
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The cuttlefish appear as soon as you hit the shore. Several additional saurians also appear when you approach the swamp.&lt;br /&gt;
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[Comments by Owke] &lt;br /&gt;
I had a problem here, since either I went bankrupt or I got bogged down pretty fast. Both of these are undesirable since you need money for the last scenario. After four restarts I finally found a way that works : peasants ! &lt;br /&gt;
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I first sent a merman force west to deal with the undead. Northwest I sent a mounted force with one healer to hold the line. Then I recruited 3 or 4 castles worth of peasants as cannon fodder north/northeast, to draw away fire from your cleanup crew. Especially against Chocobones this is nice. Entice it into killing a peasant, then finish it with a high level unit.&lt;br /&gt;
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That may sound like a waste of money, but keep in mind that peasants cost only 8 gold, and do not require any upkeep ! Send a unit with leadership with them and they can even deal some amount of damage, though at night you should just let them take the beating since otherwise they die too quickly.&lt;br /&gt;
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After the mermen (and one paladin) dealt with the undead you can bring them in and push through to the leaders. This tactic worked at medium level with 17 turns to spare.&lt;br /&gt;
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===Rise of Wesnoth===&lt;br /&gt;
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It's the final battle: be patient, recall everybody, the early finish bonus doesn't mean anything.  Some Mermen would be useful here, but surprisingly, they're not really necessary.  I started by sending mounted units around both sides of the forest to your SW.  Whichever troops the orange guys go after, slam into their rear guard with the other forces, making an orc sandwich.  Ewww.  I thought I would have to sneak the Paladins back to the E for the undead troops, but once the first east bridge collapses (all bridges collapse as soon as you cross them once), the undead want to follow the path that doesn't leave them floundering in the water.  So leave the W bridge intact, playing Catch the Sea Orc on the north shore with Haldric &amp;amp; Co., and you can send a large force down the E side practically unopposed by the second wave of Jevyan's troops.  You'll need at least two Paladins in the E to kill Jevyan himself; nothing else is half as effective (perhaps mages of light - but beware his ranged attack !).  Don't forget to sacrifice Aethyr to Jevyan.  If he doesn't want to come out and play, march up to Jevyan and use a crossbow attack.  When Jevyan is dead, the yellow and green leaders will probably still be alive. You'll have to kill one, leaving at least one orc leader alive. You pick.  Congratulations!  Enjoy the ending!&lt;br /&gt;
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== See Also ==&lt;br /&gt;
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* [[ScenarioDiscussion]]&lt;/div&gt;</summary>
		<author><name>Theo</name></author>
		
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