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		<id>https://wiki.wesnoth.org/index.php?title=LotI_Walkthrough-Part1-Chapter01&amp;diff=74426</id>
		<title>LotI Walkthrough-Part1-Chapter01</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=LotI_Walkthrough-Part1-Chapter01&amp;diff=74426"/>
		<updated>2025-07-07T01:16:00Z</updated>

		<summary type="html">&lt;p&gt;Thrash: /* The Assassination */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Part I, Embracing the Darkness, Chapter 1, Ascension'''&lt;br /&gt;
&lt;br /&gt;
'''Generally'''&lt;br /&gt;
&lt;br /&gt;
This section needs info.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Your recruit/recall lists, as well as available gold, are going to vary widely.  Some units will rarely be available for recruiting, potentially preventing you access to their high level advancements.  You may want to recruit at least a couple of all the basic unit types, particularly when you are flush with gold, so that they will (usually) be available on the recall list.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==An Orcish Assault==&lt;br /&gt;
'''[WHU]''' A classic frontal assault is difficult and time consuming.  I will send one or two units west to collect villages, and Delenia (Delly) south along the east edge.  Send a couple other units, perhaps rogues, west then south going around the Orc forces to eventually meet Delly at the Orc keep for some glorious backstabbing.  While keeping Efraim protected, allow the orcs to enter the city, at which point Lord Redain's troops will become active.  &lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Pick up dropped items and store them or give them to your leaders, your troops are too junior at this point and if you give them items and they die the items are lost.  &lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Steal all your ally's villages, he doesn't need them.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' If you recruit any loyal units, they should probably hide behind the lines for future service.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' One strategy is to hold a line and then push South on turn 8, in the morning. Time will be tight. The Orcish leader is hard to kill.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' On hard - I'm not sure the above works. Basically, I recruited a keep of units and sent them to Mario to distract the Orc and then sent Efram and Delly around to the east using their skirmish to do an assassination.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Mario, the peasant leader, appears to be very hard for the enemy to hit and his death is not a loss. However, he will stay in your recall list if he survives and can be advanced to a duke (w/leadership), but it's a slow process.&lt;br /&gt;
&lt;br /&gt;
==The Assassination==&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Recruit or possibly recall (Mario) very lightly, the fight will be quick and in close quarters.  Grab all the villages, you have plenty of time.  There is usually a nice item to the northeast, but it's covered by a unit that doesn't die easily, and by the time you kill him either the scenario has ended or some very bad dudes have come up behind you.  Travel northwest, then south.  Make sure all of your units are in place with full movement before you step into the chamber.  Usually Mario will be one XP from levelling up, so give him the first hit.  On lower difficulties you can make great use of backstab here, but even on hard Redain should go down in a turn or two.&lt;br /&gt;
&lt;br /&gt;
'''[dwarftough]'''You can backstab Redain on any difficulty, you just need to place your unit on the stabbing square when swords are in the same team and don't block your way. The fight is trigger only when you step on a hex adjacent to Redain&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' I found it was not worth recruiting a second unit to get villages, just grab a couple on way into castle. Efraim and Delly can kill Redian in one turn using Delly’s back stab.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' On hard, Redian will have some guards that prevent you from backstabbing, but it's still not a tough fight.&lt;br /&gt;
&lt;br /&gt;
==Banished==&lt;br /&gt;
'''[WHU]'''Start with a couple recruits/recalls, focusing on speed.  Send Delly west (assuming she still has the Twinkling Sword and its +2 move), and the rest of the units generally following the course of the road but a few tiles to either side, finding and taking villages.  Do not get too close to the river until Efraim can get across and into the keep in one turn.  Recruit lots of bowmen and poachers depending on time of day, and be aggressive about moving them out of the castle so you can recruit more.  Any loyal recruits and seriously injured or poisoned units can be sent north across the river for healing and safety.  Efraim should find plenty of cheap kills, keep him protected and he can probably level a couple times (I focus on advancements that make him hard to hit).  Once the initial wave of enemies are beaten back, charge south for the easy finish.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Per WHU's comment, this is all about timing crossing the bridge, which triggers the main battle. Make sure Efriam can get into position and start recruiting the same turn he starts crossing the bridge as the orcs will be on him quickly once he crosses. The lack of villages/healing will make the fight tough, especially due to the enemy assassins, be sure to recruit some fodder. As an alternative to sending Delly west, I recruit a few thieves as the start to harvest villages. '''[3.2.8]''' The number of assassins seems to be lower now which makes this noticeably easier since the amount of poisoning has gone down.&lt;br /&gt;
&lt;br /&gt;
==Paradise Lost==&lt;br /&gt;
'''[WHU]''' The turn limit is tight here.  You are probably going to lose some units as the trolls and orcs come across the river, so initially recruiting fodder is helpful, but save some gold for additional recruits and possibly recalls ''after'' you take the central orc keep (you don't want a bunch of units getting bogged down in the river).  Pay attention to the terrain at the river bank.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Lethalia generally needs at least a little help, so at a minimum send Delly west and then south, picking up villages along the way.  Once you take the central orc keep, you may want to recruit/recall more than you think you would normally need, as the villages are hard to get to if you need to heal, and any units you had healing north of the river probably won't have time to reach the other castles.  If you haven't already, send a couple quick units to assist Delly, even if it's just picking up dropped items.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Two strategies I've used: ''(1)'' Recruit one keep and then push for western fort. Efraim gets to the fort around turn 6 (note that Delly can’t recruit). Looks like elves and woses will just about beat SW and central Orcs on their own, but then enemy from the SE will charge in and they will need help. I finished on turn 21. ''(2)'' Hold the river and then take out Northern orc. Lethalia was under a little pressure, but elves managed to take out SW orc. Send a unit that way to pick up items. Need to send Efriam straight for SE orc leader to avoid time crunch&lt;br /&gt;
&lt;br /&gt;
==Shatter the Defilers==&lt;br /&gt;
'''[WHU]''' You have a bunch of elves in the forest.  There's a river.  Not real difficult.  Send the elves east of the river south to gather villages, then west.  Send a couple elves west and then south gathering villages.  Recruit/recall heavily from the second keep, you're going to have a lot of income and a nice early finish bonus.  Kill the orcs in the river, then finish off the leaders.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' The next scenario is not difficult, but it is useful to have a decent number of troops and you won't be able to recruit, only recall, so you may want to recruit units now that you don't actually need if your recall list is sparse.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Your elves will get to and hold the river in time. I don’t bother recruiting other units for the main fight, unless units can move quickly through the forrest they won't get to the battle in time to matter. Consider transferring items to the elves instead. One reason to recruit however is for the next scenario, which has no recruiting. I do recruit a couples thieves to go south and west to harvest villages. Work hard to promote Lethalia, as it will be useful for her to be a Seer by the ''Where the Sun does not Shine'' scenario. '''[3.2.8]''' With a Seer being an option at level 4 now, this is fairly easier to achieve.&lt;br /&gt;
&lt;br /&gt;
==The Ruins of Lost Empires==&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' The in-game walkthrough says something about killing the SW leader to get the other factions to fight.  I've never seen the point.  Recall a couple castles worth of troops.  Send half north of the river to fight orcs, half across the bridge to fight trolls.  The orcs will go down easily, find the gap in the mountains to the west and encounter the elves.  No reason to send many troops to help the elves, there are bottlenecks that will limit the fighting.  Send most of the northern forces south along the river, then southwest following the road, while the southern force heads southeast to take out the trolls then southwest to take out another orc leader.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' When you kill the northwest leader, send those troops south.  When you spot the southwest leader, send some troops northwest into the mountains.  Yes, you did just finish about 60 turns early, with a nice fat bonus.  Also, early finishes like that will eventually add up to unlocking a secret boss fight.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' I have always found that I need a substantial amount of recalls to defend against the orcs in the north and the trolls approaching from the south.  Once those two threats are neutralized, I have a lot more units on the board than I have any use for.  I might be beneficial to determine if there is an approach to the early game that allows for far fewer recalls.  It looks like fighting the northern orcs while a small force defends the bridge may be promising.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' No recruiting, only recalls, so hopefully you recruited everything you want in the previous scenario. Not much to add to WHUs notes, just will emphasize the tougher fight will be to the south and continue to work on promoting Lethalia, as it will be useful for her to be a Seer in ''Where the Sun does not Shine''.&lt;br /&gt;
&lt;br /&gt;
==The Return==&lt;br /&gt;
'''[WHU]''' Pay attention to what Delly says at the beginning, in the Items menu there is an option to remove and store all items which you will want to use here.  Recall a few units, high HP and impact resistance and/or ranged units with marksman .  Stick together and stay on the path as much as possible.  As you move forward you will trigger packs of bandits, so do not run ahead.  There are not a lot of turns, but enough to kill one pack of enemies at a time as long as you keep moving slowly forward.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' As WHU says, Delly leaves at the end of turn 1, so be sure to de-equip any items from her. Ideally you will get Lethalia to be a seer by the end of this scenario, as it will be useful in the next scenario that she can both fly and heal. You can pump a lot of experience into her, I've gotten her from just below level 4 to level 5 by targeting L3 bandits.&lt;br /&gt;
&lt;br /&gt;
==Where the Sun Does not Shine==&lt;br /&gt;
'''[WHU]''' Head south, east, northeast, east, then southeast.  You have plague, use the walking corpses to distract the bats and keep moving.  You will come to a corridor where you will start to head north.  You can leave Argan there in a one tile wide passage to block the bats.  Send someone northwest to pick up an item, though your true target is the passage that starts northeast and then quickly turns southeast.  When you come to a deep water river, if you can send someone south to pick up an item, while the rest head northwest and then southwest.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' This scenario has no early finish bonus, and as long as you keep moving and do not get surrounded by bats before you start heading north you should finish with around 30 turns left.  You could spend a couple dozen turns farming XP from bats, but since they are often level 0, I like to finish early to help attract the previously mentioned boss instead.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' It will be very useful if Lethalia is a seer with healing and flying. It will also be very useful if Efriam has skirmish, pentration, or whirling to help prevent getting bogged down. If you create 3-4 zombie bats and leave them in the big chasm, they can kill off new bats as they are spawned. Watch out for the invisible L3 night gaunt in the north passage past bat chasm and watch out for the Dragon when coming out of caves on east side, send out a zombie as bait. There is an artifact hidden in the south spur in water-filled caves in SW.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' A flyer can kill the orc north of your starting position and also take a shortcut around to the north, but I see no obvious advantage to doing these things.&lt;br /&gt;
&lt;br /&gt;
==Escape from Oblivion==&lt;br /&gt;
'''[WHU]''' As long as you don't get unlucky and get bogged down by bats in the beginning, this one is pretty easy.  Follow the path until it starts to head northwest, then be careful.  When you get to a certain point, the undead will start spawning and you need Efraim to get to the keep in time to start recalling.  One thing you definitely do not want to do is have Lethalia fly over the lava, skipping the path entirely and triggering the undead long before Efraim can catch up.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Recall some Elfish Sorceresses and Druids and Heavy Infantry, or other units that do impact and arcane damage, and some good archery units to take out walking dead.  If you position your units well around y=21, with powerful units up front and healers and leaders just behind them and rotate out the injured, the wave of undead are pretty easy to deal with.  Then just carefully move forward and kill the leader.  There are quite a few areas that are lit which will negate the undead's advantage here, though I've never really felt the need to make use of them.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' If you cover the spot where bats appear north central, it will block them from appearing. Or situate 3-4 zombie bats to kill arrivals. Don’t send flyers ahead into SW part as it will trigger undead spawning, which can make getting bogged down possible. Looks like there is no upkeep on units. Can only recruit simple undead. You should have lots and lots of gold at the end of this scenario.&lt;br /&gt;
&lt;br /&gt;
==The Poison==&lt;br /&gt;
'''[WHU]''' This one can be tricky due to the time limit if you try to stand and fight.  You need to be moving ahead.  When you finally get to the dragon, he'll often fly away, so you'll probably need a few turns to chase him around.  A fast, flying, Lethalia can help pin him down.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Chocobones are good at charging drakes.  They may seem a little expensive, but you should have plenty of gold at this point.  I'll use (okay, waste) a couple castles worth of them, often doing almost enough damage to leave the XP for the kill for units I actually care about.  I don't worry much about rotating them out to heal, they are simple fodder to pound forward.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' This would be a good time to equip Efraim with a crossbow and Lethalia with an essence that provide benefits which are not weapon-specific, like bonus movement or extra resistances.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Fairly straight forward with a couple of keeps of high-level units. Villages produce income, but I seem to have more gold than I know what to do with at this point.&lt;br /&gt;
&lt;br /&gt;
==Ascension==&lt;br /&gt;
'''[WHU]''' Sit on a village and kill ghosts.  Once you have injured one, it will join your team if it dies.  Use zone of control to trap your enemies so they can't heal.&lt;br /&gt;
&lt;br /&gt;
'''[dwarftough]''' I always wonder if it's possible to use ghosts in the middle. I usually just sit in the village near the starting spot or around and enslave everyone who attacks me. And those ghosts in the middle just wail at each other and destroy each other usually not affecting the battle of yours.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' On turn 4, Hephaestus, a Spectre (L3), appears. You need to have 2-3 ghosts on your side by then to handle him.&lt;br /&gt;
&lt;br /&gt;
==Toxic Sun==&lt;br /&gt;
'''[WHU]'''Efraim and Lethalia have a new unit type and abilities, make sure to check them out, in particular penetrates.  Every time they get a kill they will receive a soul eater point.  When they get enough points, a new AMLA will be unlocked.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Welcome Skellie and Ethiel!  Protect them and they will become valuable allies.  Get moving with your heroes right away, no need to recruit.  Leave a few of the level 1 units to collect villages and generally trail behind.  Kill the troll leader, then send a couple low level units north and northeast to collect villages.  Drive south, relying mostly on your heroes, then about halfway down the exit is to the east.  There are some decent items available to the south and southwest, but you probably won't have enough turns to collect them.  Watch out for shadows sneaking up behind you and killing your weaker units.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Per WHU, don't recruit, just push NE, get through the bottleneck in the initial tunnel quickly and kill the troll leader so you can use their keep to recruit/recall. You will probably need 2-3 keeps of units with some high-HP units. Send one unit to grab villages to the NE. You need to be fairly aggressive or you will get bottled up at the entrance to the caves to the south. Note that trolls and undead will fight each other and also note that any unit can trigger the exit, so you can leave a unit there when you come to it and keep pushing south to have the option to exit if you run low on turns. The undead leader will become a lich after death, so be prepared to kill it twice.&lt;br /&gt;
&lt;br /&gt;
==Twilight==&lt;br /&gt;
'''[WHU]''' Recall units that can do fire, arcane, and maybe impact damage AND move well on frozen.  Elfish Sorceresses work well.  Note that all of the icy enemies have frozen aura, so you're going to be spending a lot of time slowed, anything that is already slow on frozen terrain is probably useless here.  Having enough units to rotate in forces which are not slowed helps.  In the beginning, be very wary of gryphons with their extreme range.  Once the initial gryphons are killed, you won't need to worry about any more or the leader.  &lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Send a unit south to collect villages and the loot dropped from your ally's battle with the icy monsters and yeti.  He normally will not require any help, and if he does you probably won't get there in time.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Send the bulk of your force southeast.  Try to make sure you are always advancing while you fight.  The enemy leader has a high income, so hit him hard with Lethalia, and when he runs to the village to heal plant a defensive unit on his keep (in the snow on the bank of the pond).&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Not much to add to WHU. You can send Lethalia south and she will get there in time to help your ally and still be able to make her way back north to help with the enemy leader. Note the Gryphon leader will run if wounded so you may need to hem it in to kill it.&lt;br /&gt;
&lt;br /&gt;
==Shadow Empire==&lt;br /&gt;
'''[WHU]''' This scenario is deceptively easy, if you don't screw up one little detail.  Immediately send several wraiths and shadows with Lethalia southeast then south to come up behind Zorox.  The key here is that you want to kill him on the same turn you first hit him.  If he lives, he'll move off his keep and you will have to fight your way through his forces.  If you kill him (with Lethalia!), all of the generals will become allies and the fight becomes trivial.  Obviously, you also want to do this as quickly as possible.  Use Lethalia and your ghosts to clean up the units that make their way to this castle and gather up villages.  Then send Lethalia around the map picking up dropped goodies.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Meanwhile, Efraim and the rest of the army head south down the road, across the bridge, and kill the two necromancers, grabbing every village along the way.  Move quickly, there's a huge early finish bonus.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' I found it can be interesting to wait until later, say turn 12, to kill Zorox because then all the various troops get intermixed and the resulting batter is more chaotic and yields lots of opportunities to pick up kills. I found gold will quickly go negative, so recruit/recall away. I do second WHU, you need to kill him on the turn you attack him or be prepared to for a battle to get to him.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Getting bottled up at the bridge is a big challenge. You may want to send some faster units west and then south across the ice to break this bottleneck. Also, depending on how Argan has advanced, he may be able to cross the deep water and jump into the city at an opportune moment.&lt;br /&gt;
&lt;br /&gt;
==Long Way Home==&lt;br /&gt;
'''[WHU]''' Argan warns you he's leaving, so strip his gear.  Recall a handful of units, ones that can take a punch and a healer.  Fight a small pack of orcs, then a few trolls, and then visit the trader and see what he has to sell by moving next to him.  I like to buy lots of pearls to craft Mastadon items.  You can leave a unit here, especially one that does not travel (well) in mountains, to buy more items later.  At this point, Efraim and Lethalia can easily handle the rest of the fighting, and there will be plenty of villages to provide incoming, assuming you recalled lightly.  If you decide to forgo the early finish bonus so you can keep buying items, be aware that while the objectives say to move Efraim to the southern border of the map, you really only need to get close, and at least one of the southern villages you might be tempted to take is close enough to end the scenario.&lt;br /&gt;
&lt;br /&gt;
'''[Thraash]''' Agran leaves at start of turn 3, so de-equip all his items. Recall two keeps of strong units - OK to recall some level 2s. Note that units need to be able to cross mountains eventually. I saw my first message about Beelezbub warning at end of this scenario.&lt;br /&gt;
&lt;br /&gt;
==The Battle for Ogira==&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Recall elves with Lethalia, other units with Efraim (though his group will probably want a druid or two).  Moving Skellie to a village near your castle is usually enough to keep the purple orcs in check, while Efraim takes out the white leader.  Note that he starts with a lot of gold, so killing him quickly will shorten the fight, but you will forgo a lot of XP.  Once white is vanquished, head into the city.  A couple strong units should be enough to take out purple.  The city guard won't move, even when poisoned.  The nice thing to do would probably be to send some healers into the city to aid your ally.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Lethalia's force moves west through the woods to take out the orange and then green leaders.  It's worth sending one or two units north to collect villages.  Normally, Delly won't need any assistance, but you may want to send a handful of units into the city, if nothing else than to&lt;br /&gt;
collect dropped items and pick up some XP.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Argan will arrive soon and pretty much take out one team on his own.  Nice to have a great sword, and be invincible.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' White is your main enemy here, so if you are limited on gold or recalls, emphasize troops for Efraim.  By the time you finish with him, the rest of the battle is probably about over except for the sweeping up.  This scenario starts like an epic battle, but it's pretty much all fighting downhill.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' You will end up totally negative in gold, so recall/recruit until the gold is gone. Argan appears in NW at the beginning of turn 4, controlled by AI. He seems invincible. He may also kill enemy leaders, so be aware of that if you try to milk some XP towards the end of the scenario or have Beelezbub to fight. Pressure on the city hits peak around turn 10, from NW and SW. Not clear if it is sufficient to actually break through ally's defenses or not. If you got a Beelezbub message at end of the previous scenario, you will see the obelisk at 24,25 (west of city).&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Note that you have a chance to recruit Horsemen here. You may not need them for this battle, but if you want them now is a good time to grab some.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;width: 33%&amp;quot; |  &lt;br /&gt;
| style=&amp;quot;text-align: center;width: 33%&amp;quot; | [[LotI_Walkthrough|Main]] &lt;br /&gt;
| style=&amp;quot;text-align: right;width: 33%&amp;quot; | [[LotI_Walkthrough-Part1-Chapter02|On to Chapter 2]] &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Thrash</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=LotI_Walkthrough-Part1-Chapter01&amp;diff=74425</id>
		<title>LotI Walkthrough-Part1-Chapter01</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=LotI_Walkthrough-Part1-Chapter01&amp;diff=74425"/>
		<updated>2025-07-07T01:13:54Z</updated>

		<summary type="html">&lt;p&gt;Thrash: /* An Orcish Assault */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Part I, Embracing the Darkness, Chapter 1, Ascension'''&lt;br /&gt;
&lt;br /&gt;
'''Generally'''&lt;br /&gt;
&lt;br /&gt;
This section needs info.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Your recruit/recall lists, as well as available gold, are going to vary widely.  Some units will rarely be available for recruiting, potentially preventing you access to their high level advancements.  You may want to recruit at least a couple of all the basic unit types, particularly when you are flush with gold, so that they will (usually) be available on the recall list.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==An Orcish Assault==&lt;br /&gt;
'''[WHU]''' A classic frontal assault is difficult and time consuming.  I will send one or two units west to collect villages, and Delenia (Delly) south along the east edge.  Send a couple other units, perhaps rogues, west then south going around the Orc forces to eventually meet Delly at the Orc keep for some glorious backstabbing.  While keeping Efraim protected, allow the orcs to enter the city, at which point Lord Redain's troops will become active.  &lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Pick up dropped items and store them or give them to your leaders, your troops are too junior at this point and if you give them items and they die the items are lost.  &lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Steal all your ally's villages, he doesn't need them.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' If you recruit any loyal units, they should probably hide behind the lines for future service.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' One strategy is to hold a line and then push South on turn 8, in the morning. Time will be tight. The Orcish leader is hard to kill.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' On hard - I'm not sure the above works. Basically, I recruited a keep of units and sent them to Mario to distract the Orc and then sent Efram and Delly around to the east using their skirmish to do an assassination.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Mario, the peasant leader, appears to be very hard for the enemy to hit and his death is not a loss. However, he will stay in your recall list if he survives and can be advanced to a duke (w/leadership), but it's a slow process.&lt;br /&gt;
&lt;br /&gt;
==The Assassination==&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Recruit or possibly recall (Mario) very lightly, the fight will be quick and in close quarters.  Grab all the villages, you have plenty of time.  There is usually a nice item to the northeast, but it's covered by a unit that doesn't die easily, and by the time you kill him either the scenario has ended or some very bad dudes have come up behind you.  Travel northwest, then south.  Make sure all of your units are in place with full movement before you step into the chamber.  Usually Mario will be one XP from levelling up, so give him the first hit.  On lower difficulties you can make great use of backstab here, but even on hard Redain should go down in a turn or two.&lt;br /&gt;
&lt;br /&gt;
'''[dwarftough]'''You can backstab Redain on any difficulty, you just need to place your unit on the stabbing square when swords are in the same team and don't block your way. The fight is trigger only when you step on a hex adjacent to Redain&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' I found it was not worth recruiting a second unit to get villages, just grab a couple on way into castle. Efraim and Delly can kill Redian in one turn using Delly’s back stab.&lt;br /&gt;
&lt;br /&gt;
==Banished==&lt;br /&gt;
'''[WHU]'''Start with a couple recruits/recalls, focusing on speed.  Send Delly west (assuming she still has the Twinkling Sword and its +2 move), and the rest of the units generally following the course of the road but a few tiles to either side, finding and taking villages.  Do not get too close to the river until Efraim can get across and into the keep in one turn.  Recruit lots of bowmen and poachers depending on time of day, and be aggressive about moving them out of the castle so you can recruit more.  Any loyal recruits and seriously injured or poisoned units can be sent north across the river for healing and safety.  Efraim should find plenty of cheap kills, keep him protected and he can probably level a couple times (I focus on advancements that make him hard to hit).  Once the initial wave of enemies are beaten back, charge south for the easy finish.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Per WHU's comment, this is all about timing crossing the bridge, which triggers the main battle. Make sure Efriam can get into position and start recruiting the same turn he starts crossing the bridge as the orcs will be on him quickly once he crosses. The lack of villages/healing will make the fight tough, especially due to the enemy assassins, be sure to recruit some fodder. As an alternative to sending Delly west, I recruit a few thieves as the start to harvest villages. '''[3.2.8]''' The number of assassins seems to be lower now which makes this noticeably easier since the amount of poisoning has gone down.&lt;br /&gt;
&lt;br /&gt;
==Paradise Lost==&lt;br /&gt;
'''[WHU]''' The turn limit is tight here.  You are probably going to lose some units as the trolls and orcs come across the river, so initially recruiting fodder is helpful, but save some gold for additional recruits and possibly recalls ''after'' you take the central orc keep (you don't want a bunch of units getting bogged down in the river).  Pay attention to the terrain at the river bank.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Lethalia generally needs at least a little help, so at a minimum send Delly west and then south, picking up villages along the way.  Once you take the central orc keep, you may want to recruit/recall more than you think you would normally need, as the villages are hard to get to if you need to heal, and any units you had healing north of the river probably won't have time to reach the other castles.  If you haven't already, send a couple quick units to assist Delly, even if it's just picking up dropped items.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Two strategies I've used: ''(1)'' Recruit one keep and then push for western fort. Efraim gets to the fort around turn 6 (note that Delly can’t recruit). Looks like elves and woses will just about beat SW and central Orcs on their own, but then enemy from the SE will charge in and they will need help. I finished on turn 21. ''(2)'' Hold the river and then take out Northern orc. Lethalia was under a little pressure, but elves managed to take out SW orc. Send a unit that way to pick up items. Need to send Efriam straight for SE orc leader to avoid time crunch&lt;br /&gt;
&lt;br /&gt;
==Shatter the Defilers==&lt;br /&gt;
'''[WHU]''' You have a bunch of elves in the forest.  There's a river.  Not real difficult.  Send the elves east of the river south to gather villages, then west.  Send a couple elves west and then south gathering villages.  Recruit/recall heavily from the second keep, you're going to have a lot of income and a nice early finish bonus.  Kill the orcs in the river, then finish off the leaders.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' The next scenario is not difficult, but it is useful to have a decent number of troops and you won't be able to recruit, only recall, so you may want to recruit units now that you don't actually need if your recall list is sparse.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Your elves will get to and hold the river in time. I don’t bother recruiting other units for the main fight, unless units can move quickly through the forrest they won't get to the battle in time to matter. Consider transferring items to the elves instead. One reason to recruit however is for the next scenario, which has no recruiting. I do recruit a couples thieves to go south and west to harvest villages. Work hard to promote Lethalia, as it will be useful for her to be a Seer by the ''Where the Sun does not Shine'' scenario. '''[3.2.8]''' With a Seer being an option at level 4 now, this is fairly easier to achieve.&lt;br /&gt;
&lt;br /&gt;
==The Ruins of Lost Empires==&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' The in-game walkthrough says something about killing the SW leader to get the other factions to fight.  I've never seen the point.  Recall a couple castles worth of troops.  Send half north of the river to fight orcs, half across the bridge to fight trolls.  The orcs will go down easily, find the gap in the mountains to the west and encounter the elves.  No reason to send many troops to help the elves, there are bottlenecks that will limit the fighting.  Send most of the northern forces south along the river, then southwest following the road, while the southern force heads southeast to take out the trolls then southwest to take out another orc leader.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' When you kill the northwest leader, send those troops south.  When you spot the southwest leader, send some troops northwest into the mountains.  Yes, you did just finish about 60 turns early, with a nice fat bonus.  Also, early finishes like that will eventually add up to unlocking a secret boss fight.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' I have always found that I need a substantial amount of recalls to defend against the orcs in the north and the trolls approaching from the south.  Once those two threats are neutralized, I have a lot more units on the board than I have any use for.  I might be beneficial to determine if there is an approach to the early game that allows for far fewer recalls.  It looks like fighting the northern orcs while a small force defends the bridge may be promising.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' No recruiting, only recalls, so hopefully you recruited everything you want in the previous scenario. Not much to add to WHUs notes, just will emphasize the tougher fight will be to the south and continue to work on promoting Lethalia, as it will be useful for her to be a Seer in ''Where the Sun does not Shine''.&lt;br /&gt;
&lt;br /&gt;
==The Return==&lt;br /&gt;
'''[WHU]''' Pay attention to what Delly says at the beginning, in the Items menu there is an option to remove and store all items which you will want to use here.  Recall a few units, high HP and impact resistance and/or ranged units with marksman .  Stick together and stay on the path as much as possible.  As you move forward you will trigger packs of bandits, so do not run ahead.  There are not a lot of turns, but enough to kill one pack of enemies at a time as long as you keep moving slowly forward.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' As WHU says, Delly leaves at the end of turn 1, so be sure to de-equip any items from her. Ideally you will get Lethalia to be a seer by the end of this scenario, as it will be useful in the next scenario that she can both fly and heal. You can pump a lot of experience into her, I've gotten her from just below level 4 to level 5 by targeting L3 bandits.&lt;br /&gt;
&lt;br /&gt;
==Where the Sun Does not Shine==&lt;br /&gt;
'''[WHU]''' Head south, east, northeast, east, then southeast.  You have plague, use the walking corpses to distract the bats and keep moving.  You will come to a corridor where you will start to head north.  You can leave Argan there in a one tile wide passage to block the bats.  Send someone northwest to pick up an item, though your true target is the passage that starts northeast and then quickly turns southeast.  When you come to a deep water river, if you can send someone south to pick up an item, while the rest head northwest and then southwest.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' This scenario has no early finish bonus, and as long as you keep moving and do not get surrounded by bats before you start heading north you should finish with around 30 turns left.  You could spend a couple dozen turns farming XP from bats, but since they are often level 0, I like to finish early to help attract the previously mentioned boss instead.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' It will be very useful if Lethalia is a seer with healing and flying. It will also be very useful if Efriam has skirmish, pentration, or whirling to help prevent getting bogged down. If you create 3-4 zombie bats and leave them in the big chasm, they can kill off new bats as they are spawned. Watch out for the invisible L3 night gaunt in the north passage past bat chasm and watch out for the Dragon when coming out of caves on east side, send out a zombie as bait. There is an artifact hidden in the south spur in water-filled caves in SW.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' A flyer can kill the orc north of your starting position and also take a shortcut around to the north, but I see no obvious advantage to doing these things.&lt;br /&gt;
&lt;br /&gt;
==Escape from Oblivion==&lt;br /&gt;
'''[WHU]''' As long as you don't get unlucky and get bogged down by bats in the beginning, this one is pretty easy.  Follow the path until it starts to head northwest, then be careful.  When you get to a certain point, the undead will start spawning and you need Efraim to get to the keep in time to start recalling.  One thing you definitely do not want to do is have Lethalia fly over the lava, skipping the path entirely and triggering the undead long before Efraim can catch up.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Recall some Elfish Sorceresses and Druids and Heavy Infantry, or other units that do impact and arcane damage, and some good archery units to take out walking dead.  If you position your units well around y=21, with powerful units up front and healers and leaders just behind them and rotate out the injured, the wave of undead are pretty easy to deal with.  Then just carefully move forward and kill the leader.  There are quite a few areas that are lit which will negate the undead's advantage here, though I've never really felt the need to make use of them.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' If you cover the spot where bats appear north central, it will block them from appearing. Or situate 3-4 zombie bats to kill arrivals. Don’t send flyers ahead into SW part as it will trigger undead spawning, which can make getting bogged down possible. Looks like there is no upkeep on units. Can only recruit simple undead. You should have lots and lots of gold at the end of this scenario.&lt;br /&gt;
&lt;br /&gt;
==The Poison==&lt;br /&gt;
'''[WHU]''' This one can be tricky due to the time limit if you try to stand and fight.  You need to be moving ahead.  When you finally get to the dragon, he'll often fly away, so you'll probably need a few turns to chase him around.  A fast, flying, Lethalia can help pin him down.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Chocobones are good at charging drakes.  They may seem a little expensive, but you should have plenty of gold at this point.  I'll use (okay, waste) a couple castles worth of them, often doing almost enough damage to leave the XP for the kill for units I actually care about.  I don't worry much about rotating them out to heal, they are simple fodder to pound forward.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' This would be a good time to equip Efraim with a crossbow and Lethalia with an essence that provide benefits which are not weapon-specific, like bonus movement or extra resistances.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Fairly straight forward with a couple of keeps of high-level units. Villages produce income, but I seem to have more gold than I know what to do with at this point.&lt;br /&gt;
&lt;br /&gt;
==Ascension==&lt;br /&gt;
'''[WHU]''' Sit on a village and kill ghosts.  Once you have injured one, it will join your team if it dies.  Use zone of control to trap your enemies so they can't heal.&lt;br /&gt;
&lt;br /&gt;
'''[dwarftough]''' I always wonder if it's possible to use ghosts in the middle. I usually just sit in the village near the starting spot or around and enslave everyone who attacks me. And those ghosts in the middle just wail at each other and destroy each other usually not affecting the battle of yours.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' On turn 4, Hephaestus, a Spectre (L3), appears. You need to have 2-3 ghosts on your side by then to handle him.&lt;br /&gt;
&lt;br /&gt;
==Toxic Sun==&lt;br /&gt;
'''[WHU]'''Efraim and Lethalia have a new unit type and abilities, make sure to check them out, in particular penetrates.  Every time they get a kill they will receive a soul eater point.  When they get enough points, a new AMLA will be unlocked.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Welcome Skellie and Ethiel!  Protect them and they will become valuable allies.  Get moving with your heroes right away, no need to recruit.  Leave a few of the level 1 units to collect villages and generally trail behind.  Kill the troll leader, then send a couple low level units north and northeast to collect villages.  Drive south, relying mostly on your heroes, then about halfway down the exit is to the east.  There are some decent items available to the south and southwest, but you probably won't have enough turns to collect them.  Watch out for shadows sneaking up behind you and killing your weaker units.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Per WHU, don't recruit, just push NE, get through the bottleneck in the initial tunnel quickly and kill the troll leader so you can use their keep to recruit/recall. You will probably need 2-3 keeps of units with some high-HP units. Send one unit to grab villages to the NE. You need to be fairly aggressive or you will get bottled up at the entrance to the caves to the south. Note that trolls and undead will fight each other and also note that any unit can trigger the exit, so you can leave a unit there when you come to it and keep pushing south to have the option to exit if you run low on turns. The undead leader will become a lich after death, so be prepared to kill it twice.&lt;br /&gt;
&lt;br /&gt;
==Twilight==&lt;br /&gt;
'''[WHU]''' Recall units that can do fire, arcane, and maybe impact damage AND move well on frozen.  Elfish Sorceresses work well.  Note that all of the icy enemies have frozen aura, so you're going to be spending a lot of time slowed, anything that is already slow on frozen terrain is probably useless here.  Having enough units to rotate in forces which are not slowed helps.  In the beginning, be very wary of gryphons with their extreme range.  Once the initial gryphons are killed, you won't need to worry about any more or the leader.  &lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Send a unit south to collect villages and the loot dropped from your ally's battle with the icy monsters and yeti.  He normally will not require any help, and if he does you probably won't get there in time.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Send the bulk of your force southeast.  Try to make sure you are always advancing while you fight.  The enemy leader has a high income, so hit him hard with Lethalia, and when he runs to the village to heal plant a defensive unit on his keep (in the snow on the bank of the pond).&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Not much to add to WHU. You can send Lethalia south and she will get there in time to help your ally and still be able to make her way back north to help with the enemy leader. Note the Gryphon leader will run if wounded so you may need to hem it in to kill it.&lt;br /&gt;
&lt;br /&gt;
==Shadow Empire==&lt;br /&gt;
'''[WHU]''' This scenario is deceptively easy, if you don't screw up one little detail.  Immediately send several wraiths and shadows with Lethalia southeast then south to come up behind Zorox.  The key here is that you want to kill him on the same turn you first hit him.  If he lives, he'll move off his keep and you will have to fight your way through his forces.  If you kill him (with Lethalia!), all of the generals will become allies and the fight becomes trivial.  Obviously, you also want to do this as quickly as possible.  Use Lethalia and your ghosts to clean up the units that make their way to this castle and gather up villages.  Then send Lethalia around the map picking up dropped goodies.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Meanwhile, Efraim and the rest of the army head south down the road, across the bridge, and kill the two necromancers, grabbing every village along the way.  Move quickly, there's a huge early finish bonus.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' I found it can be interesting to wait until later, say turn 12, to kill Zorox because then all the various troops get intermixed and the resulting batter is more chaotic and yields lots of opportunities to pick up kills. I found gold will quickly go negative, so recruit/recall away. I do second WHU, you need to kill him on the turn you attack him or be prepared to for a battle to get to him.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Getting bottled up at the bridge is a big challenge. You may want to send some faster units west and then south across the ice to break this bottleneck. Also, depending on how Argan has advanced, he may be able to cross the deep water and jump into the city at an opportune moment.&lt;br /&gt;
&lt;br /&gt;
==Long Way Home==&lt;br /&gt;
'''[WHU]''' Argan warns you he's leaving, so strip his gear.  Recall a handful of units, ones that can take a punch and a healer.  Fight a small pack of orcs, then a few trolls, and then visit the trader and see what he has to sell by moving next to him.  I like to buy lots of pearls to craft Mastadon items.  You can leave a unit here, especially one that does not travel (well) in mountains, to buy more items later.  At this point, Efraim and Lethalia can easily handle the rest of the fighting, and there will be plenty of villages to provide incoming, assuming you recalled lightly.  If you decide to forgo the early finish bonus so you can keep buying items, be aware that while the objectives say to move Efraim to the southern border of the map, you really only need to get close, and at least one of the southern villages you might be tempted to take is close enough to end the scenario.&lt;br /&gt;
&lt;br /&gt;
'''[Thraash]''' Agran leaves at start of turn 3, so de-equip all his items. Recall two keeps of strong units - OK to recall some level 2s. Note that units need to be able to cross mountains eventually. I saw my first message about Beelezbub warning at end of this scenario.&lt;br /&gt;
&lt;br /&gt;
==The Battle for Ogira==&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Recall elves with Lethalia, other units with Efraim (though his group will probably want a druid or two).  Moving Skellie to a village near your castle is usually enough to keep the purple orcs in check, while Efraim takes out the white leader.  Note that he starts with a lot of gold, so killing him quickly will shorten the fight, but you will forgo a lot of XP.  Once white is vanquished, head into the city.  A couple strong units should be enough to take out purple.  The city guard won't move, even when poisoned.  The nice thing to do would probably be to send some healers into the city to aid your ally.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Lethalia's force moves west through the woods to take out the orange and then green leaders.  It's worth sending one or two units north to collect villages.  Normally, Delly won't need any assistance, but you may want to send a handful of units into the city, if nothing else than to&lt;br /&gt;
collect dropped items and pick up some XP.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Argan will arrive soon and pretty much take out one team on his own.  Nice to have a great sword, and be invincible.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' White is your main enemy here, so if you are limited on gold or recalls, emphasize troops for Efraim.  By the time you finish with him, the rest of the battle is probably about over except for the sweeping up.  This scenario starts like an epic battle, but it's pretty much all fighting downhill.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' You will end up totally negative in gold, so recall/recruit until the gold is gone. Argan appears in NW at the beginning of turn 4, controlled by AI. He seems invincible. He may also kill enemy leaders, so be aware of that if you try to milk some XP towards the end of the scenario or have Beelezbub to fight. Pressure on the city hits peak around turn 10, from NW and SW. Not clear if it is sufficient to actually break through ally's defenses or not. If you got a Beelezbub message at end of the previous scenario, you will see the obelisk at 24,25 (west of city).&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Note that you have a chance to recruit Horsemen here. You may not need them for this battle, but if you want them now is a good time to grab some.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;width: 33%&amp;quot; |  &lt;br /&gt;
| style=&amp;quot;text-align: center;width: 33%&amp;quot; | [[LotI_Walkthrough|Main]] &lt;br /&gt;
| style=&amp;quot;text-align: right;width: 33%&amp;quot; | [[LotI_Walkthrough-Part1-Chapter02|On to Chapter 2]] &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Thrash</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=LotI_Walkthrough-Part1-Chapter05&amp;diff=73727</id>
		<title>LotI Walkthrough-Part1-Chapter05</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=LotI_Walkthrough-Part1-Chapter05&amp;diff=73727"/>
		<updated>2024-09-09T20:02:24Z</updated>

		<summary type="html">&lt;p&gt;Thrash: /* The Dungeon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Part I, Embracing the Darkness, Chapter 5, Hybrids of Steel'''&lt;br /&gt;
&lt;br /&gt;
'''Generally'''&lt;br /&gt;
&lt;br /&gt;
Add here.&lt;br /&gt;
&lt;br /&gt;
==Diplomacy==&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Give the [[LotI_Items#Woodland_Cloak_.E2.80.93_cloak|Woodland Cloak]] to Efraim.  Drive fast.  There's a lot of drops here, and Lethalia can easily take the battle alone to the northern enemies.&lt;br /&gt;
&lt;br /&gt;
==Escape==&lt;br /&gt;
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'''[WHU]''' Drive fast.  Or kill all the mages for XP.&lt;br /&gt;
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==Pirates==&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Send Lethalia north to pound her way into the castle, while Efraim goes northwest to do the same to the other castle.  After a few turns, Efraim should have killed everything in defense, have Lethalia kill the northern leader for a gold bonus, or mop up some XP.  About this time the third enemy should be starting to attack the forces you left behind.  If you're going for XP, pick off his units a couple at a time with your spirits,&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' I spared the final leader, I believe she joins you in a few scenarios (Into The Shadows).&lt;br /&gt;
&lt;br /&gt;
==Again==&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Recruit some fodder to protect Akula, charge ahead with Efraim and Lethalia and take the first castle.  Make some holes, recruit some undead to distract the humans, and charge ahead with Efraim and Lethalia until you crush the other human leader.  The saurians should only last a few turns, at most, so you can ignore them.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Don’t worry about losing undead, they will be enemies next scenario. Unequip all gear from Akula before scenario end as she turns on you in the next scenario.&lt;br /&gt;
&lt;br /&gt;
==We Walk in the Shadows==&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' [[LotI_Items#Woodland_Cloak_.E2.80.93_cloak|Woodland Cloaks]] are handy here.  Stay away from the lawful humans, or kill them if you find them alone, as you make your way to the building.  Once there, you may want to disable all your weapons for retaliation using the Items menu (don't forget to turn them back on after this scenario), as you want to kill as few of the undead as possible (they will return to you soon).  Be careful attacking Akula with melee, as she returns a lot of damage which isn't known by the damage calculation.   Slow her and incinerate her if you can.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' If a guard spots Efriam or Lethalia without being killed, you lose.&lt;br /&gt;
&lt;br /&gt;
==The Real Enemy==&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Pay attention to the initial instructions.  Leave the castle with both leaders, right click to cast a greater spell and cast soulgate.  End your turn to allow the enemy to recruit, and then study their unit stats.  Recruit/recall if you feel it necessary (probably not), and advance slowly, relying on your leaders to protect your army.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Can configure Autorecall and to configure recalled units, but they don’t appear next scenario. Beelzebub will be at 18,8 if present. Beelzebub's monolith will be at 23,16 if present. '''[3.2.8]''' The enemy units seem much tougher than before.&lt;br /&gt;
&lt;br /&gt;
==Into the Shadows==&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Recall some units, spread out, and cast two more soulgates.  The orcs can pretty much take care of things on their own if you want to hang back a little initially.  There are going to be a lot of items dropped in the mountains, you may want one or two units that travel well there to move up behind the orcs to be ready to loot.  Technically, you just need to enter the cave to win, but there's really no good reason to let that enemy leader live.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Before you finish this scenario, investigate the right click menu Configure Autorecall.  Starting with the next scenario, a number of units will be recalled automatically, for free.  You can choose which ones, up to a limit which can be expanded for gold.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' This is where Skya joins you if you spared them back in Pirates. You can cast another Soulgate spell here to make more units from your past available. You basically want to keep casting it every chance you get until all your powerful units are available.&lt;br /&gt;
&lt;br /&gt;
==The Dungeon==&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' For the rest of this chapter, you will explore a dungeon with many rooms.  You are given a map which shows most, but not all, of the rooms (see right click menu at any time).  As you explore, you will discover the entrances to other rooms.  Entering a new room heals and cures all of your units, and recalls the units on your autorecall list.  Before changing rooms, if you have remaining greater spells, make sure to cast soulgate and possibly update your autorecall list.  When you enter a new room, leave a unit or three near the entrance in case you need to make a quick retreat, but don't forget about them as enemies will be constantly spawning.  In most cases, any bosses you kill will remain dead when you return, so you will likely find yourself entering a room with the intent of only taking out one objective, then retreating to heal and return, often multiple times.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' As you make your way through the dungeon, you will collect a lot of items and XP, vastly strengthening your army.  You can focus on a dozen or so units and advance them until they are crazy powerful, or spread the XP around.  Many rooms contain something you can destroy to weaken Akula, your ultimate objective, and/or her forces.  You can spend as much time exploring as you like, returning to fight the same enemies repeatedly (as long as you don't kill their boss), racking up tons of XP and items.  When you are ready, Akula awaits in the center.  Supposedly, if you go straight for her, it's a nasty fight.  However, if you explore and conquer each room in the dungeon first the final fight is pretty much a joke.  If you need allied help, enter from the east.  This is the end of Part I, none of your units, items, or upgrades will carry over to Part II.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' You probably won't accumulate a lot of gold but as you do you can use it in one of three ways. Recalling/recruiting is probably the worst option since those units will only last for the current scenario. Adding slots to your autorecall list is probably the best option since those units will be recalled for the all the remaining scenarios. The final option is there are some traders scattered about, so if you really need an item, you can go this route. In the final fight, the language on monolith is Romainian (“Vehicolul meu pe perna de aer e plin cu tipari”) and means “My hovercraft is full of patterns.” The monolith does nothing.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash][3.2.8]''' The Amplifiers are much tougher and more interesting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;width: 33%&amp;quot; | [[LotI_Walkthrough-Part1-Chapter04|Back to Chapter 4]] &lt;br /&gt;
| style=&amp;quot;text-align: center;width: 33%&amp;quot; | [[LotI_Walkthrough|Main]] &lt;br /&gt;
| style=&amp;quot;text-align: right;width: 33%&amp;quot; | [[LotI_Walkthrough-Part2-Chapter06|On to Chapter 6]] &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Thrash</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=LotI_Walkthrough&amp;diff=73659</id>
		<title>LotI Walkthrough</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=LotI_Walkthrough&amp;diff=73659"/>
		<updated>2024-09-08T02:45:59Z</updated>

		<summary type="html">&lt;p&gt;Thrash: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a walkthrough for the most excellent two part campaign '''Legend of the Invincibles''' (LotI), created by Dugi.  This wiki section was originally created by user White Haired Uncle (WHU) based on LotI beta version 3.2.6.187.g15736fc played on Battle for Wesnoth version 1.15.15.  While these are development versions, they are also very close to final releases, and I want to help troubleshoot in parallel with initiating this wiki section.&lt;br /&gt;
&lt;br /&gt;
There are valuable links on the first page of the [https://forums.wesnoth.org/viewtopic.php?t=32384 LotI Campaign Discussion forum thread].&lt;br /&gt;
&lt;br /&gt;
Replays, including the ones I'll use while creating this section, can be found at  [[Player_UMC_Replays#Legend_of_the_Invincibles|Legend_of_the_Invincibles]] section of the [[Player_UMC_Replays|UMC Replays]].  I'm also saving a lot of time copy and pasting chapter and scenario names from there.&lt;br /&gt;
&lt;br /&gt;
Please note that LotI is perhaps the most complex BFW campaign ever created, with hundreds if not thousands of custom AMLAs (After Maximum Level Advance) and items (see the link above to the forum thread for details).  Even if luck in combat was not a factor, there is just no way to play the game the same way twice.  Therefore, this &amp;quot;walkthrough&amp;quot; will provide at least one of many possible overall strategies (hopefully with input from others who play differently).&lt;br /&gt;
&lt;br /&gt;
'''Generally'''&lt;br /&gt;
&lt;br /&gt;
LotI introduces a huge number of various items which can be discovered, or even created.  These will be introduced in the tutorial.  Learning how to combine the effects of various items is an aspect of the game that many players truly enjoy, so little will be said here about them.  Note that potions are supposed to only last until the next time the unit takes an AMLA (with the exception of Efraim, who retains potion effects early on).  Some effects of items will conflict, such as equipping one item that sets your melee weapon to blade and another that sets your melee weapon to fire, and it's not always obvious what the outcome will be, so it's wise to save your game before making equipment changes.  Many equipment change options are only available during the first two turns of a scenario, or when standing in a castle.&lt;br /&gt;
&lt;br /&gt;
The other aspect that sets LotI apart is custom advances.  Most units have a new LotI-specific maximum advancement level.  Once a unit advances past this level, you will be presented a list of custom advances (AMLAs).  You will also be presented the option &amp;quot;Aware of Legacy Possessed&amp;quot; which gives you no immediate benefit, but the next time you advance you will see a new set of additional advances.  You can also attain additional AMLA options from books.  Note that many advances open up new options, so you may, for example, have to &amp;quot;waste&amp;quot; an AMLA giving you an ability you already have to open up options to make it even more powerful.&lt;br /&gt;
&lt;br /&gt;
'''Introductions'''&lt;br /&gt;
&lt;br /&gt;
'''[WHU]'''I am White Haired Uncle on the forums.  I will label my paragraphs as seen here.  I'm usually listening to an audiobook while playing, among other distractions.  I don't like to think that much about each turn or micro-manage.  I prefer to concentrate on building units with lots of hitpoints, defenses, etc, and lots of regeneration and plenty of healers so I don't lose any units due to my neglect of the finer details.  I also like to concentrate on speed upgrades for the main units early (just after making them hard to hit and/or bumping up their HP), which I find allows me in some cases to run around the action and quickly complete a scenario (while giving up the chance to gain valuable XP).  My way of play is not for everyone, and while the approaches I will present work for me, there's plenty of other ways to be successful.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''': I'm currently playing on Wesnoth 1.16.10 and LotI 3.2.7c. Some of my notes may be from slightly earlier versions but should be from 2023 or perhaps the latter part of 2022. '''[3.2.8]''' Looks like there were a number of updates for 3.2.8 and I preface my notes about those with a '''[3.2.8]''' tag.&lt;br /&gt;
&lt;br /&gt;
'''Some General Notes on LotI'''&lt;br /&gt;
&lt;br /&gt;
* Parts I and II are completely separate and nothing carries over between the two parts.&lt;br /&gt;
* Note that you can de-equip items from units on the recall list so that you can access them without recalling the unit.&lt;br /&gt;
* Lightning attacks can be very effective as there doesn't seem any way to be resistant to them.&lt;br /&gt;
* Occasionally gems can end up in the item inventory instead of the gem inventory. If this happens, drop them and pick them back up so they end up in the gem inventory so you can craft with them.&lt;br /&gt;
* Beelezubub is an interesting twist that starts appear in Chapter 2 and probably deserves its own section to describe, in part because its appearance is not pre-ordained ('''[WHU]''': yes, it is, if you watch for the hints '''[Thrash]''': I think it is deterministic but not pre-ordained).&lt;br /&gt;
&lt;br /&gt;
'''Part I: Embracing the Darkness'''&lt;br /&gt;
&lt;br /&gt;
[[LotI_Walkthrough-Part1-Chapter01|Chapter 1, Ascension]]&lt;br /&gt;
&lt;br /&gt;
[[LotI_Walkthrough-Part1-Chapter02|Chapter 2, Servants of Lilith]]&lt;br /&gt;
&lt;br /&gt;
[[LotI_Walkthrough-Part1-Chapter03|Chapter 3, Shadows of the Night]]&lt;br /&gt;
&lt;br /&gt;
[[LotI_Walkthrough-Part1-Chapter04|Chapter 4, To Destroy the Wesnothian Empire]]&lt;br /&gt;
&lt;br /&gt;
[[LotI_Walkthrough-Part1-Chapter05|Chapter 5, Hybrids of Steel]]&lt;br /&gt;
&lt;br /&gt;
'''Part II: Into the Light'''&lt;br /&gt;
&lt;br /&gt;
[[LotI_Walkthrough-Part2-Chapter06|Chapter 6, Rising from the Grave]]&lt;br /&gt;
&lt;br /&gt;
[[LotI_Walkthrough-Part2-Chapter07|Chapter 7, Hand of Blood]]&lt;br /&gt;
&lt;br /&gt;
[[LotI_Walkthrough-Part2-Chapter08|Chapter 8, Götterdämmerung]]&lt;br /&gt;
&lt;br /&gt;
[[LotI_Walkthrough-Part2-Chapter09|Chapter 9, Under the Burning Skies]]&lt;br /&gt;
&lt;br /&gt;
[[LotI_Walkthrough-Part2-Chapter10|Chapter 10, Dawning of a New Era]]&lt;br /&gt;
&lt;br /&gt;
[[Category: User-made Campaigns - Walkthroughs]]&lt;/div&gt;</summary>
		<author><name>Thrash</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=LotI_Walkthrough-Part1-Chapter05&amp;diff=73658</id>
		<title>LotI Walkthrough-Part1-Chapter05</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=LotI_Walkthrough-Part1-Chapter05&amp;diff=73658"/>
		<updated>2024-09-07T22:15:17Z</updated>

		<summary type="html">&lt;p&gt;Thrash: /* The Real Enemy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Part I, Embracing the Darkness, Chapter 5, Hybrids of Steel'''&lt;br /&gt;
&lt;br /&gt;
'''Generally'''&lt;br /&gt;
&lt;br /&gt;
Add here.&lt;br /&gt;
&lt;br /&gt;
==Diplomacy==&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Give the [[LotI_Items#Woodland_Cloak_.E2.80.93_cloak|Woodland Cloak]] to Efraim.  Drive fast.  There's a lot of drops here, and Lethalia can easily take the battle alone to the northern enemies.&lt;br /&gt;
&lt;br /&gt;
==Escape==&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Drive fast.  Or kill all the mages for XP.&lt;br /&gt;
&lt;br /&gt;
==Pirates==&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Send Lethalia north to pound her way into the castle, while Efraim goes northwest to do the same to the other castle.  After a few turns, Efraim should have killed everything in defense, have Lethalia kill the northern leader for a gold bonus, or mop up some XP.  About this time the third enemy should be starting to attack the forces you left behind.  If you're going for XP, pick off his units a couple at a time with your spirits,&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' I spared the final leader, I believe she joins you in a few scenarios (Into The Shadows).&lt;br /&gt;
&lt;br /&gt;
==Again==&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Recruit some fodder to protect Akula, charge ahead with Efraim and Lethalia and take the first castle.  Make some holes, recruit some undead to distract the humans, and charge ahead with Efraim and Lethalia until you crush the other human leader.  The saurians should only last a few turns, at most, so you can ignore them.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Don’t worry about losing undead, they will be enemies next scenario. Unequip all gear from Akula before scenario end as she turns on you in the next scenario.&lt;br /&gt;
&lt;br /&gt;
==We Walk in the Shadows==&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' [[LotI_Items#Woodland_Cloak_.E2.80.93_cloak|Woodland Cloaks]] are handy here.  Stay away from the lawful humans, or kill them if you find them alone, as you make your way to the building.  Once there, you may want to disable all your weapons for retaliation using the Items menu (don't forget to turn them back on after this scenario), as you want to kill as few of the undead as possible (they will return to you soon).  Be careful attacking Akula with melee, as she returns a lot of damage which isn't known by the damage calculation.   Slow her and incinerate her if you can.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' If a guard spots Efriam or Lethalia without being killed, you lose.&lt;br /&gt;
&lt;br /&gt;
==The Real Enemy==&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Pay attention to the initial instructions.  Leave the castle with both leaders, right click to cast a greater spell and cast soulgate.  End your turn to allow the enemy to recruit, and then study their unit stats.  Recruit/recall if you feel it necessary (probably not), and advance slowly, relying on your leaders to protect your army.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Can configure Autorecall and to configure recalled units, but they don’t appear next scenario. Beelzebub will be at 18,8 if present. Beelzebub's monolith will be at 23,16 if present. '''[3.2.8]''' The enemy units seem much tougher than before.&lt;br /&gt;
&lt;br /&gt;
==Into the Shadows==&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Recall some units, spread out, and cast two more soulgates.  The orcs can pretty much take care of things on their own if you want to hang back a little initially.  There are going to be a lot of items dropped in the mountains, you may want one or two units that travel well there to move up behind the orcs to be ready to loot.  Technically, you just need to enter the cave to win, but there's really no good reason to let that enemy leader live.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Before you finish this scenario, investigate the right click menu Configure Autorecall.  Starting with the next scenario, a number of units will be recalled automatically, for free.  You can choose which ones, up to a limit which can be expanded for gold.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' This is where Skya joins you if you spared them back in Pirates. You can cast another Soulgate spell here to make more units from your past available. You basically want to keep casting it every chance you get until all your powerful units are available.&lt;br /&gt;
&lt;br /&gt;
==The Dungeon==&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' For the rest of this chapter, you will explore a dungeon with many rooms.  You are given a map which shows most, but not all, of the rooms (see right click menu at any time).  As you explore, you will discover the entrances to other rooms.  Entering a new room heals and cures all of your units, and recalls the units on your autorecall list.  Before changing rooms, if you have remaining greater spells, make sure to cast soulgate and possibly update your autorecall list.  When you enter a new room, leave a unit or three near the entrance in case you need to make a quick retreat, but don't forget about them as enemies will be constantly spawning.  In most cases, any bosses you kill will remain dead when you return, so you will likely find yourself entering a room with the intent of only taking out one objective, then retreating to heal and return, often multiple times.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' As you make your way through the dungeon, you will collect a lot of items and XP, vastly strengthening your army.  You can focus on a dozen or so units and advance them until they are crazy powerful, or spread the XP around.  Many rooms contain something you can destroy to weaken Akula, your ultimate objective, and/or her forces.  You can spend as much time exploring as you like, returning to fight the same enemies repeatedly (as long as you don't kill their boss), racking up tons of XP and items.  When you are ready, Akula awaits in the center.  Supposedly, if you go straight for her, it's a nasty fight.  However, if you explore and conquer each room in the dungeon first the final fight is pretty much a joke.  If you need allied help, enter from the east.  This is the end of Part I, none of your units, items, or upgrades will carry over to Part II.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' You probably won't accumulate a lot of gold but as you do you can use it in one of three ways. Recalling/recruiting is probably the worst option since those units will only last for the current scenario. Adding slots to your autorecall list is probably the best option since those units will be recalled for the all the remaining scenarios. The final option is there are some traders scattered about, so if you really need an item, you can go this route. In the final fight, the language on monolith is Romainian (“Vehicolul meu pe perna de aer e plin cu tipari”) and means “My hovercraft is full of patterns.” The monolith does nothing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;width: 33%&amp;quot; | [[LotI_Walkthrough-Part1-Chapter04|Back to Chapter 4]] &lt;br /&gt;
| style=&amp;quot;text-align: center;width: 33%&amp;quot; | [[LotI_Walkthrough|Main]] &lt;br /&gt;
| style=&amp;quot;text-align: right;width: 33%&amp;quot; | [[LotI_Walkthrough-Part2-Chapter06|On to Chapter 6]] &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Thrash</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=LotI_Walkthrough-Part1-Chapter04&amp;diff=73657</id>
		<title>LotI Walkthrough-Part1-Chapter04</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=LotI_Walkthrough-Part1-Chapter04&amp;diff=73657"/>
		<updated>2024-09-06T23:45:29Z</updated>

		<summary type="html">&lt;p&gt;Thrash: /* Dealing with Trolls */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
'''Part I, Embracing the Darkness, Chapter 4, To Destroy the Wesnothian Empire'''&lt;br /&gt;
&lt;br /&gt;
'''Generally'''&lt;br /&gt;
&lt;br /&gt;
Add here.&lt;br /&gt;
&lt;br /&gt;
==He Came Down from the Mountains==&lt;br /&gt;
'''[WHU]''' The enemy leader will call for reinforcements when you approach, so you might want to make sure you start a turn from a position where you can end up next to him in one turn.  Or not, it's not like his forces can stop you.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Enemy ZoC is the only thing that will slow you down. You have access to your full item storage; consider something that will give you skirmish if you are impatient.&lt;br /&gt;
&lt;br /&gt;
==Into Our Frozen Land==&lt;br /&gt;
'''[WHU]''' Gather villages with Ekrathan, keeping him away from the action.  Charge and kill the nearest enemy leader with Efraim.  Proceed directly into the lake, ignoring enemies unless they pose a threat to Ekrathan.  Pick an enemy leader and kill him.  The other will probably die before you can get to him.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' If one explores the lake, a bunch of allied undead will appear. Note you are going to get to recall a couple units from chapter 2 at the start of the next scenario, so before you finish this one, you might want to go back and note a couple of good fighting units.&lt;br /&gt;
&lt;br /&gt;
==Revolution Begins==&lt;br /&gt;
'''[WHU]''' Efraim can simply charge north and force his way into the castle.  Keep Ekrathan alive if possible.  When enemies approach, take a look at their stats, they are a lot more dangerous than they look.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' I held back and fought enemies as they came to me, then advanced once the secondary leaders quit recruiting. The guards around the city will come alive when you get within their movement range. I triggered them to attack one or two at a time. The scenario ends when Efriam goes into or next to the keep in the center of main city.&lt;br /&gt;
&lt;br /&gt;
==Doomsday Omens==&lt;br /&gt;
'''[WHU]''' You pick up a few loyal, level 4 units here, so make sure to protect them.  Gear up the overlord and nightprowler and send the gryphon to collect villages.  Recruit a druid, a lord, and a sorceress (you won't need them now, but you'll be glad you did soon) and follow the river into the mountains, with Lethalia in the lead.  Once you enter the cave, send Lethalia along the river path to the east while your elven units retreat, drawing the undead into the woods (not necessarily to fight, you're just getting them out of Lethalia's way while also keeping the elves alive, and maybe picking up some help from your otherwise worthless allies).  Make use of Lethalia's penetrates to force her way into the eastern passage.  If she gets way ahead of the rest of your units, that's just fine, you want her to get into the cave and past the initial wave of undead before it gets too big.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]'''  This scenario is rather difficult if you try to fight your way forward into the cave, as a pack of undead cluster at the entrance to the cave.  If Lethalia has skirmisher (and fast, of course), it is more or less trivial as long as you move her quickly enough that she can enter the eastern cave passage toward victory before the undead start to amass above the cave entrance.&lt;br /&gt;
&lt;br /&gt;
==Meeting of the Ancients==&lt;br /&gt;
'''[WHU]''' Recall a good healer like a faerie incarnation, and a powerful unit with arcane and a lot of HP.  Run.  Enemies are coming from all directions, and they are coming fast.  Get into the cave to the north, kill the necromancer, and then protect the village and the cave mouth with your strongest units.  Once you fight off the first batch to the north, move forward and bring Lethalia to a good defensive position, such as one tile north of the village.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' After another small batch of undead is dispatched, and your rear is secure, clear the way for Lethalia and send her along the cart path.  Remember, your mission is not to kill all the enemies, and you will often be up against the turn limit.  You might have time to fetch the item out of the river.  You don't have to get all the way to the lich, just close.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' You get to recall another two units from Chapter 2 at the start of this scenario. Your objective is in the NE and there are three paths to get there: the southern cave, the northern cave, or through the outdoors in the center. You'll need to go through some caves in any case, so some powerful dwarves are good recruits. There is no gold carry over, so spend away.&lt;br /&gt;
&lt;br /&gt;
==Castle of the Wicked==&lt;br /&gt;
'''[WHU]''' Pay attention to the lit floors.  Some enemies will be lawful, and some chaotic, so use the lit tiles to your advantage accordingly.  The enemies are powerful, so exercise a little caution with your supporting units, and use corridors to avoid being surrounded.  Most of the enemies will be killed by Efraim on defense.  Remember that your mission is to move north, not kill everyone.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Main challenge here is not to get mobbed and lose on turns.&lt;br /&gt;
&lt;br /&gt;
==Nemesis==&lt;br /&gt;
'''[WHU]''' Easy enough, especially since I knew it was coming and stripped all Argan's gear after the big dragon fight.&lt;br /&gt;
&lt;br /&gt;
==An Army Is Born==&lt;br /&gt;
'''[WHU]''' 50 orcs in 15 turns?  How's that going to happen?  Well, when you kill an orc, it makes an undead that is ready to attack.  Use explosive slow on a bunch of orcs, find one that is injured and kill it.  When determining what type of unit to spawn, consider its location.  For example, if it is right next to a damaged orc grunt (no ranged attack), choose skeleton archer and then kill the orc with your new skeleton archer.  Repeat as often as possible.  When in doubt, skeleton archer is probably the best choice (though do have some skeletons and ghosts), soulless aren't that useful.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Lethalia having skimisher is handy here, having radiation is just too much fun.  The first turn is a great time to have Lethalia take the [[LotI_Items#Potion_of_Authority_.E2.80.93_potion|Potion of Authority]].&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' My default unit is a ghost due to their speed and their draining, which makes them tough against any enemy without a flaming ranged attack, but I agree with WHU that one should take advantage of what is nearby to attack.&lt;br /&gt;
&lt;br /&gt;
==The First Blow==&lt;br /&gt;
'''[WHU]''' Same undead spawning as the last scenario, but much, much harder.  The turn limit is not your friend.  Hopefully, Lethalia is fast.  You want to get her onto the center keep as quickly as possible.  Remember, when you kill a unit an undead will spawn, often right where you meant to move Lethalia using her penetrates.  Make sure the unit you kill can move out of her way.  Ideally, she will kill the unit one tile north of the enemy leader and step into the castle on turn 2.  Keep Lethalia in the thick of the battle in the center.  When the prince shows up, pound his units with explosive slow.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' The southeast leader can be troublesome.  In a conventional attack, he always takes more troops than I'd expect, and any troops you commit to him probably won't be able to make it to any other battles due to the turn limit.  Send a doppleganger to help several skeletons, particularly archers.  Once the battle feels like it's going to be a win, start spawning ghosts and send them west.  When the leader is dead, send the doppleganger after the southwest leader.  Remember the turn limit and your mission, she is needed elsewhere.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' The other doppleganger should head northwest, killing that leader before turning east to take out the north leader.  I usually send a handful of ghosts north at the beginning, then west, keeping a unit on the village and just generally harassing the northern forces to keep them mostly out of the fight.  If you get lucky, you can storm his castle and sit there so he can't recruit.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Making use of rivers is crucial here.  When attacking, always consider whether you could move forward first.  It's going to be a huge battle with slow units, and overwhelming force is key when you're raising the dead.  Concentrate on getting kills quickly over distributing XP and the like.  When the prince shows up, check out his units carefully.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' As things start to wind down (it may not seem like it, but they will), consider advancing your undead to Chocobones, and then get those somewhere safe for use in a later scenario.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Seconding WHU, undead that you create can easily get in your way and you need to make sure they have a way to get out of the way. On turn 7, a bunch of demons will appear at the west edge of the map. Don't let dopplegangers get too separate from troops, they aren't as tough as Lethalia.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' A strategy that worked for me was to send the first doppelgänger SE with a bunch of ghosts to take out the SE leader. Lethalia and the other doppelgänger take out the central enemy keep (it's very handy to have both of them to take out the leader). Then you basically hunker down and take the enemy assault, including the demons. Lethalia and the doppelgänger need to focus on key L3 enemy and then the fireball-throwing demons. Everything else gets taken down by waves of your undead. When the SE leader is beaten, that doppelgänger and any ghosts (nothing else is fast enough) head west to take out the SW leader. As soon as you can spare any units in the center, start sending them NW and N. Leathalia and the second doppelgänger head NW and N respectively as soon as all the L3s and deamons in the center are killed and let the undead mop up.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash][3.2.8]''' I think new with 3.2.8, the enemy orc leaders now are immune to ranged attacks from Lethalia and her dopplegangers, which makes them tougher to take out.&lt;br /&gt;
&lt;br /&gt;
==Dealing with Trolls==&lt;br /&gt;
'''[WHU]''' You want to reach the troll leader in the northwest corner as quickly as possible, while killing as few trolls as you can.  In the items menu there is an option, &amp;quot;Select weapons for retaliation&amp;quot; which may help reduce the number of trolls you kill on defense.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Equip Efriam to be fast and non-lethal, for example Mountain Trek boots and a Cunctator's Sword. On turn 5 a bunch of demons will appear outside, if you recruit a bunch of ghosts, they, with a Doppleganger can hold them off. They won't reach trolls until turn 10 or so. Main challenge is for Efriam not to get mobbed by Trolls. Killing six trolls is not too many to win the scenario. I don't think killing trolls can actually cause you to lose, it just reduces the number of trolls available in [[LotI_Walkthrough-Part1-Chapter04#Bloodbath|Bloodbath]].&lt;br /&gt;
&lt;br /&gt;
==Invasion==&lt;br /&gt;
'''[WHU]''' Did you disable Efraim's weapons for retaliation in the last scenario?  Did you remember to re-enable them?&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' You will be given the option to trade, as many as possible, one skeletal dragon for five level one undead.  I've always taken the option, so I don't know what is best.  You will be up against mages with explosive attacks, so you don't want your units bunched up.  You will also be up against silver mages who actually use their teleport ability, so you probably want to gather as many villages as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' I have always started by recalling a lot of my most powerful units (mostly doppelgangers, and NOT Skellie as I don't want him getting lost in the crowd of dragons and dying on me) and heading west, while the dragons are left to die at the hands of the mages.  If you stripped your recalls of gear earlier, don't forget to update them now.  I then sent a couple doppelgangers and a leader south to defeat the prince, again, while the rest of my powerful units sweep east to clobber the mages.  This approach will no longer work as of version 3.2.7d (we fixed the glitch).&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Possible to have Beelezub's monument to the West (at 11,12). I sent Lethalia south to kill SE leaders with a few select tough units and sent the rest of my forces to the southwest to help with the demons. Watch out for Silver Mages teleporting into your midst. Once Lethalia finishes the SE leader, everyone goes west to kill Beelzebub, then finish SW leader. Note Beelzebub seems to count as an enemy leader, so the scenario doesn’t end if he is alive.&lt;br /&gt;
&lt;br /&gt;
==Bloodbath==&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' This is supposed to be hopeless, but someone actually [https://forums.wesnoth.org/viewtopic.php?p=666117#p666117 beat it].&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Send any of your army you care about to the southwest corner.  Recruit constantly, there's no gold carryover, and send a wall of defenders to slow the attackers.  Chocobones are also nice here, they can hang back and then charge mages or run in to pick up dropped loot.  Your new recruits will not last beyond this scenario, even if they survive, so think twice about giving them any gear, and use them to protect the rest.  Lethalia can advance and explosive slow the enemy, being just a little careful not to get surrounded.  Hold on, keep recruiting, protect Mal Keshar and Stormrider, and it'll turn out okay.  Or try to beat it.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' At this point, you probably have a lot of units on the recall list that you are never going to recall.  &lt;br /&gt;
It's best just to purge them now.  You'll thank me later.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' This scenario ends at the start of turn 11 (if you don't beat it, which I haven't done, but have come close). I attack hard and harvest a lot of XP. On turn 10 Zortheus (a 400 HP badass) appears in Northern keep.&lt;br /&gt;
&lt;br /&gt;
==The Way of Assassins==&lt;br /&gt;
'''[WHU]''' Spread out, search the map, kill anything that moves.  Actually, there's no early finish bonus, so make that kill everything that moves.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Lord Revan is just southeast of start. Lord Roth is south at 12,26. Lord Kartyn is east at 41,11 with some demons. Villages produce no income so just go for XP harvesting. Efriam and doppelgängers seem invincible. On turn 5, something happens… not sure what.&lt;br /&gt;
&lt;br /&gt;
==The Kingslayer==&lt;br /&gt;
'''[WHU]''' Send Efraim north ALONE.  Break the other units into two teams and explore.  Once Efraim triggers and dispatches the surprise enemy and the southern part of the map is cleared, the teams can move north and then west, while Efraim heads east.  No early finish bonus, don't leave any XP on the table.&lt;br /&gt;
&lt;br /&gt;
==The Library==&lt;br /&gt;
'''[WHU]''' If you tend to click through the opening dialog, you might not notice that Lethalia starts on a keep, where she can recall some units to explore the library.  It is almost impossible to collect all the items and finish within the turn limit without help.  Four or five units is more than enough, send Lethalia west and a couple others north.  Block the passage south with a powerful unit backed by a healer, or charge down and kill the leader.  Explore everything.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' I did not notice the keep, so just played with the doppelgangers and yes, the time limit is very tight - need to split up and approach northern room from both directions to keep from getting bottled up (enemy will go after Lethalia and ignore the doppelgangers for the most part). Lethalia needs to head east and then to the northern room and let doppelgangers pick up books.&lt;br /&gt;
&lt;br /&gt;
==Lost in Space==&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Recruit/recall about three units you want to give experience, low level is just fine.  They will go just north of the castle to where a portal emerges.  Recall several heavy hitters, including at least one flyer.  After Lethalia clears out the initial wave that comes through the portal, surround it with your three junior troops.  Send Lethalia and a couple quick support units across the bridge, then northwest, picking up villages on the way.  Send the rest of the power troops carefully to the southeast to take out the prince and his forces.  The prince's troops are tougher than they look, in part because explosive slow doesn't work on them.  &lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Once the prince and his lackeys are dispatched, send one unit to collect all the villages on this section of the map, while the rest head up to the bridge.  Advance onto the bridge, standing on the portals so the enemies have to spawn in the air, where you have a 100% chance of hitting them with most attacks.  Send a flyer or two around them and follow the bridge southeast, grabbing every village in sight.  Meanwhile, Lethalia and company travel through the cave, across a bridge, some water, and then down to the southeast corner.  Since there's no early finish, wait until the last turn to approach Efraim with Lethalia.  Don't forget to check in every turn with the units you left behind.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' I sent several strong units with Lethalia SE to take out Prince and demons. Efriam is south of the desert.&lt;br /&gt;
&lt;br /&gt;
==Any Means Necessary==&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' You actually don't have to kill all the leaders, you only have to touch the mage leader.  But that's no excuse for not killing every single thing that moves first.  I choose allies over undead, the allies are pretty good at soaking up some damage, and distracting the enemies so that they end up doing most of the fighting in the moat.  I might recall a few fast units on the first turn, but mostly I race ahead and do my recalls in the ring around where my allies reside.  This looks like a battle you'll want to recruit/recall heavily for, but it's not.  You want enough to push back if the enemy happens to start to break through part of your ally's line, but once most of the blood has been spilled you won't need much to roll to victory.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' On the east side, most of the enemies will be hard hitting melee impact, so recall accordingly.  On the west you have mostly pierce, and in the center a lot of arcane.  Move forward slowly at first, letting your ally do most of the work.  Actually, it would be kind of nice to let all the allied units get killed (so they don't strike the final blow that ends the scenario) and then wait until the last turn to strike the killing blow to maximize gold carryover.  I use a lot of explosive and/or whirlwind slow, and incinerate if possible.  Just keep pushing forward, dopplegangers were nice for that.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' I also chose allies. Note you own the keeps close to enemy, teleporting/moving quickly to keeps and recruiting from there can allow you to quickly grab the shoreline. Attacking Pandemonius ends the scenario (though it does look like you have to survive the attack). Before finishing un-equip all recalls as they won’t be available at the start of next chapter, and remove weak units from recall list so Soulgate in next chapter works well.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;width: 33%&amp;quot; | [[LotI_Walkthrough-Part1-Chapter03|Back to Chapter 3]] &lt;br /&gt;
| style=&amp;quot;text-align: center;width: 33%&amp;quot; | [[LotI_Walkthrough|Main]] &lt;br /&gt;
| style=&amp;quot;text-align: right;width: 33%&amp;quot; | [[LotI_Walkthrough-Part1-Chapter05|On to Chapter 5]] &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Thrash</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=LotI_Walkthrough-Part1-Chapter04&amp;diff=73656</id>
		<title>LotI Walkthrough-Part1-Chapter04</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=LotI_Walkthrough-Part1-Chapter04&amp;diff=73656"/>
		<updated>2024-09-06T23:43:45Z</updated>

		<summary type="html">&lt;p&gt;Thrash: /* The First Blow */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
'''Part I, Embracing the Darkness, Chapter 4, To Destroy the Wesnothian Empire'''&lt;br /&gt;
&lt;br /&gt;
'''Generally'''&lt;br /&gt;
&lt;br /&gt;
Add here.&lt;br /&gt;
&lt;br /&gt;
==He Came Down from the Mountains==&lt;br /&gt;
'''[WHU]''' The enemy leader will call for reinforcements when you approach, so you might want to make sure you start a turn from a position where you can end up next to him in one turn.  Or not, it's not like his forces can stop you.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Enemy ZoC is the only thing that will slow you down. You have access to your full item storage; consider something that will give you skirmish if you are impatient.&lt;br /&gt;
&lt;br /&gt;
==Into Our Frozen Land==&lt;br /&gt;
'''[WHU]''' Gather villages with Ekrathan, keeping him away from the action.  Charge and kill the nearest enemy leader with Efraim.  Proceed directly into the lake, ignoring enemies unless they pose a threat to Ekrathan.  Pick an enemy leader and kill him.  The other will probably die before you can get to him.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' If one explores the lake, a bunch of allied undead will appear. Note you are going to get to recall a couple units from chapter 2 at the start of the next scenario, so before you finish this one, you might want to go back and note a couple of good fighting units.&lt;br /&gt;
&lt;br /&gt;
==Revolution Begins==&lt;br /&gt;
'''[WHU]''' Efraim can simply charge north and force his way into the castle.  Keep Ekrathan alive if possible.  When enemies approach, take a look at their stats, they are a lot more dangerous than they look.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' I held back and fought enemies as they came to me, then advanced once the secondary leaders quit recruiting. The guards around the city will come alive when you get within their movement range. I triggered them to attack one or two at a time. The scenario ends when Efriam goes into or next to the keep in the center of main city.&lt;br /&gt;
&lt;br /&gt;
==Doomsday Omens==&lt;br /&gt;
'''[WHU]''' You pick up a few loyal, level 4 units here, so make sure to protect them.  Gear up the overlord and nightprowler and send the gryphon to collect villages.  Recruit a druid, a lord, and a sorceress (you won't need them now, but you'll be glad you did soon) and follow the river into the mountains, with Lethalia in the lead.  Once you enter the cave, send Lethalia along the river path to the east while your elven units retreat, drawing the undead into the woods (not necessarily to fight, you're just getting them out of Lethalia's way while also keeping the elves alive, and maybe picking up some help from your otherwise worthless allies).  Make use of Lethalia's penetrates to force her way into the eastern passage.  If she gets way ahead of the rest of your units, that's just fine, you want her to get into the cave and past the initial wave of undead before it gets too big.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]'''  This scenario is rather difficult if you try to fight your way forward into the cave, as a pack of undead cluster at the entrance to the cave.  If Lethalia has skirmisher (and fast, of course), it is more or less trivial as long as you move her quickly enough that she can enter the eastern cave passage toward victory before the undead start to amass above the cave entrance.&lt;br /&gt;
&lt;br /&gt;
==Meeting of the Ancients==&lt;br /&gt;
'''[WHU]''' Recall a good healer like a faerie incarnation, and a powerful unit with arcane and a lot of HP.  Run.  Enemies are coming from all directions, and they are coming fast.  Get into the cave to the north, kill the necromancer, and then protect the village and the cave mouth with your strongest units.  Once you fight off the first batch to the north, move forward and bring Lethalia to a good defensive position, such as one tile north of the village.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' After another small batch of undead is dispatched, and your rear is secure, clear the way for Lethalia and send her along the cart path.  Remember, your mission is not to kill all the enemies, and you will often be up against the turn limit.  You might have time to fetch the item out of the river.  You don't have to get all the way to the lich, just close.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' You get to recall another two units from Chapter 2 at the start of this scenario. Your objective is in the NE and there are three paths to get there: the southern cave, the northern cave, or through the outdoors in the center. You'll need to go through some caves in any case, so some powerful dwarves are good recruits. There is no gold carry over, so spend away.&lt;br /&gt;
&lt;br /&gt;
==Castle of the Wicked==&lt;br /&gt;
'''[WHU]''' Pay attention to the lit floors.  Some enemies will be lawful, and some chaotic, so use the lit tiles to your advantage accordingly.  The enemies are powerful, so exercise a little caution with your supporting units, and use corridors to avoid being surrounded.  Most of the enemies will be killed by Efraim on defense.  Remember that your mission is to move north, not kill everyone.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Main challenge here is not to get mobbed and lose on turns.&lt;br /&gt;
&lt;br /&gt;
==Nemesis==&lt;br /&gt;
'''[WHU]''' Easy enough, especially since I knew it was coming and stripped all Argan's gear after the big dragon fight.&lt;br /&gt;
&lt;br /&gt;
==An Army Is Born==&lt;br /&gt;
'''[WHU]''' 50 orcs in 15 turns?  How's that going to happen?  Well, when you kill an orc, it makes an undead that is ready to attack.  Use explosive slow on a bunch of orcs, find one that is injured and kill it.  When determining what type of unit to spawn, consider its location.  For example, if it is right next to a damaged orc grunt (no ranged attack), choose skeleton archer and then kill the orc with your new skeleton archer.  Repeat as often as possible.  When in doubt, skeleton archer is probably the best choice (though do have some skeletons and ghosts), soulless aren't that useful.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Lethalia having skimisher is handy here, having radiation is just too much fun.  The first turn is a great time to have Lethalia take the [[LotI_Items#Potion_of_Authority_.E2.80.93_potion|Potion of Authority]].&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' My default unit is a ghost due to their speed and their draining, which makes them tough against any enemy without a flaming ranged attack, but I agree with WHU that one should take advantage of what is nearby to attack.&lt;br /&gt;
&lt;br /&gt;
==The First Blow==&lt;br /&gt;
'''[WHU]''' Same undead spawning as the last scenario, but much, much harder.  The turn limit is not your friend.  Hopefully, Lethalia is fast.  You want to get her onto the center keep as quickly as possible.  Remember, when you kill a unit an undead will spawn, often right where you meant to move Lethalia using her penetrates.  Make sure the unit you kill can move out of her way.  Ideally, she will kill the unit one tile north of the enemy leader and step into the castle on turn 2.  Keep Lethalia in the thick of the battle in the center.  When the prince shows up, pound his units with explosive slow.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' The southeast leader can be troublesome.  In a conventional attack, he always takes more troops than I'd expect, and any troops you commit to him probably won't be able to make it to any other battles due to the turn limit.  Send a doppleganger to help several skeletons, particularly archers.  Once the battle feels like it's going to be a win, start spawning ghosts and send them west.  When the leader is dead, send the doppleganger after the southwest leader.  Remember the turn limit and your mission, she is needed elsewhere.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' The other doppleganger should head northwest, killing that leader before turning east to take out the north leader.  I usually send a handful of ghosts north at the beginning, then west, keeping a unit on the village and just generally harassing the northern forces to keep them mostly out of the fight.  If you get lucky, you can storm his castle and sit there so he can't recruit.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Making use of rivers is crucial here.  When attacking, always consider whether you could move forward first.  It's going to be a huge battle with slow units, and overwhelming force is key when you're raising the dead.  Concentrate on getting kills quickly over distributing XP and the like.  When the prince shows up, check out his units carefully.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' As things start to wind down (it may not seem like it, but they will), consider advancing your undead to Chocobones, and then get those somewhere safe for use in a later scenario.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Seconding WHU, undead that you create can easily get in your way and you need to make sure they have a way to get out of the way. On turn 7, a bunch of demons will appear at the west edge of the map. Don't let dopplegangers get too separate from troops, they aren't as tough as Lethalia.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' A strategy that worked for me was to send the first doppelgänger SE with a bunch of ghosts to take out the SE leader. Lethalia and the other doppelgänger take out the central enemy keep (it's very handy to have both of them to take out the leader). Then you basically hunker down and take the enemy assault, including the demons. Lethalia and the doppelgänger need to focus on key L3 enemy and then the fireball-throwing demons. Everything else gets taken down by waves of your undead. When the SE leader is beaten, that doppelgänger and any ghosts (nothing else is fast enough) head west to take out the SW leader. As soon as you can spare any units in the center, start sending them NW and N. Leathalia and the second doppelgänger head NW and N respectively as soon as all the L3s and deamons in the center are killed and let the undead mop up.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash][3.2.8]''' I think new with 3.2.8, the enemy orc leaders now are immune to ranged attacks from Lethalia and her dopplegangers, which makes them tougher to take out.&lt;br /&gt;
&lt;br /&gt;
==Dealing with Trolls==&lt;br /&gt;
'''[WHU]''' You want to reach the troll leader in the northwest corner as quickly as possible, while killing as few trolls as you can.  In the items menu there is an option, &amp;quot;Select weapons for retaliation&amp;quot; which may help reduce the number of trolls you kill on defense.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Equip Efriam to be fast and non-lethal, for example Mountain Trek boots and a Cunctator's Sword. On turn 5 a bunch of demons will appear outside, if you recruit a bunch of ghosts, they, with a Doppleganger can hold them off. They won't reach trolls until turn 10 or so. Main challenge is for Efriam not to get mobbed by Trolls. Killing six trolls is not too many to win the scenario.&lt;br /&gt;
&lt;br /&gt;
==Invasion==&lt;br /&gt;
'''[WHU]''' Did you disable Efraim's weapons for retaliation in the last scenario?  Did you remember to re-enable them?&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' You will be given the option to trade, as many as possible, one skeletal dragon for five level one undead.  I've always taken the option, so I don't know what is best.  You will be up against mages with explosive attacks, so you don't want your units bunched up.  You will also be up against silver mages who actually use their teleport ability, so you probably want to gather as many villages as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' I have always started by recalling a lot of my most powerful units (mostly doppelgangers, and NOT Skellie as I don't want him getting lost in the crowd of dragons and dying on me) and heading west, while the dragons are left to die at the hands of the mages.  If you stripped your recalls of gear earlier, don't forget to update them now.  I then sent a couple doppelgangers and a leader south to defeat the prince, again, while the rest of my powerful units sweep east to clobber the mages.  This approach will no longer work as of version 3.2.7d (we fixed the glitch).&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Possible to have Beelezub's monument to the West (at 11,12). I sent Lethalia south to kill SE leaders with a few select tough units and sent the rest of my forces to the southwest to help with the demons. Watch out for Silver Mages teleporting into your midst. Once Lethalia finishes the SE leader, everyone goes west to kill Beelzebub, then finish SW leader. Note Beelzebub seems to count as an enemy leader, so the scenario doesn’t end if he is alive.&lt;br /&gt;
&lt;br /&gt;
==Bloodbath==&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' This is supposed to be hopeless, but someone actually [https://forums.wesnoth.org/viewtopic.php?p=666117#p666117 beat it].&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Send any of your army you care about to the southwest corner.  Recruit constantly, there's no gold carryover, and send a wall of defenders to slow the attackers.  Chocobones are also nice here, they can hang back and then charge mages or run in to pick up dropped loot.  Your new recruits will not last beyond this scenario, even if they survive, so think twice about giving them any gear, and use them to protect the rest.  Lethalia can advance and explosive slow the enemy, being just a little careful not to get surrounded.  Hold on, keep recruiting, protect Mal Keshar and Stormrider, and it'll turn out okay.  Or try to beat it.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' At this point, you probably have a lot of units on the recall list that you are never going to recall.  &lt;br /&gt;
It's best just to purge them now.  You'll thank me later.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' This scenario ends at the start of turn 11 (if you don't beat it, which I haven't done, but have come close). I attack hard and harvest a lot of XP. On turn 10 Zortheus (a 400 HP badass) appears in Northern keep.&lt;br /&gt;
&lt;br /&gt;
==The Way of Assassins==&lt;br /&gt;
'''[WHU]''' Spread out, search the map, kill anything that moves.  Actually, there's no early finish bonus, so make that kill everything that moves.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Lord Revan is just southeast of start. Lord Roth is south at 12,26. Lord Kartyn is east at 41,11 with some demons. Villages produce no income so just go for XP harvesting. Efriam and doppelgängers seem invincible. On turn 5, something happens… not sure what.&lt;br /&gt;
&lt;br /&gt;
==The Kingslayer==&lt;br /&gt;
'''[WHU]''' Send Efraim north ALONE.  Break the other units into two teams and explore.  Once Efraim triggers and dispatches the surprise enemy and the southern part of the map is cleared, the teams can move north and then west, while Efraim heads east.  No early finish bonus, don't leave any XP on the table.&lt;br /&gt;
&lt;br /&gt;
==The Library==&lt;br /&gt;
'''[WHU]''' If you tend to click through the opening dialog, you might not notice that Lethalia starts on a keep, where she can recall some units to explore the library.  It is almost impossible to collect all the items and finish within the turn limit without help.  Four or five units is more than enough, send Lethalia west and a couple others north.  Block the passage south with a powerful unit backed by a healer, or charge down and kill the leader.  Explore everything.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' I did not notice the keep, so just played with the doppelgangers and yes, the time limit is very tight - need to split up and approach northern room from both directions to keep from getting bottled up (enemy will go after Lethalia and ignore the doppelgangers for the most part). Lethalia needs to head east and then to the northern room and let doppelgangers pick up books.&lt;br /&gt;
&lt;br /&gt;
==Lost in Space==&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Recruit/recall about three units you want to give experience, low level is just fine.  They will go just north of the castle to where a portal emerges.  Recall several heavy hitters, including at least one flyer.  After Lethalia clears out the initial wave that comes through the portal, surround it with your three junior troops.  Send Lethalia and a couple quick support units across the bridge, then northwest, picking up villages on the way.  Send the rest of the power troops carefully to the southeast to take out the prince and his forces.  The prince's troops are tougher than they look, in part because explosive slow doesn't work on them.  &lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Once the prince and his lackeys are dispatched, send one unit to collect all the villages on this section of the map, while the rest head up to the bridge.  Advance onto the bridge, standing on the portals so the enemies have to spawn in the air, where you have a 100% chance of hitting them with most attacks.  Send a flyer or two around them and follow the bridge southeast, grabbing every village in sight.  Meanwhile, Lethalia and company travel through the cave, across a bridge, some water, and then down to the southeast corner.  Since there's no early finish, wait until the last turn to approach Efraim with Lethalia.  Don't forget to check in every turn with the units you left behind.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' I sent several strong units with Lethalia SE to take out Prince and demons. Efriam is south of the desert.&lt;br /&gt;
&lt;br /&gt;
==Any Means Necessary==&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' You actually don't have to kill all the leaders, you only have to touch the mage leader.  But that's no excuse for not killing every single thing that moves first.  I choose allies over undead, the allies are pretty good at soaking up some damage, and distracting the enemies so that they end up doing most of the fighting in the moat.  I might recall a few fast units on the first turn, but mostly I race ahead and do my recalls in the ring around where my allies reside.  This looks like a battle you'll want to recruit/recall heavily for, but it's not.  You want enough to push back if the enemy happens to start to break through part of your ally's line, but once most of the blood has been spilled you won't need much to roll to victory.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' On the east side, most of the enemies will be hard hitting melee impact, so recall accordingly.  On the west you have mostly pierce, and in the center a lot of arcane.  Move forward slowly at first, letting your ally do most of the work.  Actually, it would be kind of nice to let all the allied units get killed (so they don't strike the final blow that ends the scenario) and then wait until the last turn to strike the killing blow to maximize gold carryover.  I use a lot of explosive and/or whirlwind slow, and incinerate if possible.  Just keep pushing forward, dopplegangers were nice for that.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' I also chose allies. Note you own the keeps close to enemy, teleporting/moving quickly to keeps and recruiting from there can allow you to quickly grab the shoreline. Attacking Pandemonius ends the scenario (though it does look like you have to survive the attack). Before finishing un-equip all recalls as they won’t be available at the start of next chapter, and remove weak units from recall list so Soulgate in next chapter works well.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;width: 33%&amp;quot; | [[LotI_Walkthrough-Part1-Chapter03|Back to Chapter 3]] &lt;br /&gt;
| style=&amp;quot;text-align: center;width: 33%&amp;quot; | [[LotI_Walkthrough|Main]] &lt;br /&gt;
| style=&amp;quot;text-align: right;width: 33%&amp;quot; | [[LotI_Walkthrough-Part1-Chapter05|On to Chapter 5]] &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Thrash</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=LotI_Walkthrough-Part1-Chapter03&amp;diff=73621</id>
		<title>LotI Walkthrough-Part1-Chapter03</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=LotI_Walkthrough-Part1-Chapter03&amp;diff=73621"/>
		<updated>2024-09-04T01:54:06Z</updated>

		<summary type="html">&lt;p&gt;Thrash: /* Chasing Dragons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Part I, Embracing the Darkness, Chapter 3, Shadows of the Night'''&lt;br /&gt;
&lt;br /&gt;
'''Generally'''&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Recruiting and recalling work differently than normal in this chapter.  Be sure to read and understand the introductory material at the beginning of the first scenario.  Villages will often provide no income, check the status table (Alt-s, then Scenario Settings) at the start of each scenario.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' In a nutshell, recruiting is 10x normal cost, but units are automatically recalled, are loyal, and advance slightly faster. Units can be normally recalled, but you will start some scenarios without a keep so you can't rely on this. Don’t forget about using gems and items on units on the recall list.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' I find I start this chapter with lots of strong elves already in my recall list. It is possible to play this chapter without recruiting any more elves and using the funds for recalls instead (and pumping XP into your existing seasoned elves). For most scenarios you have a starting keep and can recall. Those where you don't are all underground where elves aren't that great. Just be sure to visit the [[LotI_Walkthrough-Part1-Chapter03#Mining_.28Optional_Scenario.29|Mining optional scenario]] and get some dwarves (you'll get three and may want to add a couple more along the way) and then recruit some mages for firepower starting at [[LotI_Walkthrough-Part1-Chapter03#Entering_the_Desert|Entering the Desert]]. The two hardest scenarios will be [[LotI_Walkthrough-Part1-Chapter03#Darkest_Darkness|Darkest Darkness]] and, especially, [[LotI_Walkthrough-Part1-Chapter03#Ambush|Ambush]]. You start both without a keep and in the middle of battle, so recruited dwarves will be critical.&lt;br /&gt;
&lt;br /&gt;
==Thirst for Adventures==&lt;br /&gt;
'''[WHU]''' Recruits are not really necessary here, and if Efraim and Lethalia are fast, they'll just slow you down.  If you do recruit, keep them back and have Lethalia and Efraim protect them from the first batch of wolves and mists.  The town &amp;quot;to the east&amp;quot; is actually to southeast, the first time the road forks follow the southeast branch with your fastest leader.  North of the town is a swamp, kill the lich.  You will be given the opportunity to go on an optional scenario, why not?&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' The mists and wolves have gotten much harder at the start. Even a group of L3-L4 recalls can have some problems with them and even Lethalia can get killed. L1 recruits will just get mopped up. Note if you recall there are a lot of villages, but you cannot get positive income, only zero. There is however no time limit, so you can recruit, get a bunch of villages and then recall. You do want to carry over some gold to the next level, especially if you choose to fight the bandits. Note there is an enemy bandit leader at 62,63 (south central) who makes for a good fight for L1 recruits. He is only triggered when you get close to him. The enemy lich also apparently recruits without end and doesn't attack, so you can harvest XP form his recruits until you get bored.&lt;br /&gt;
&lt;br /&gt;
==Bandits (Optional Scenario)==&lt;br /&gt;
'''[WHU]'''  Recruit a couple elves, give/craft them some gear, and try to get them some experience.  Use heroes to block enemies to protect your new elves, and Argan to provide leadership.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Note villages provide income and there is 100% gold carry over. If present, Beelzebub's monument will be at 16,17.&lt;br /&gt;
&lt;br /&gt;
==Journey South==&lt;br /&gt;
'''[WHU]''' A long scenario, without much opportunity to use low level units.  About ten tiles southeast of the mouth of the path through the mountains is a small orc camp.  You may want to send a few heroes over the mountains to take it out.  I've always chosen to help the woman which gives a nice reward, but I don't know what the other options do.  After you enter the cave, there is a lake full of souls to eat.  On the west side of the lake is a chest of gold.  One leader can easily clear the path on land of the enemy undead.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Following the path south you find a cavern.  There are trolls to the west, which provide what IMO is one of the toughest fights in LotI unless you can get to the opening where you fight two on one in your favor.  It's no place for your junior units, they can safely remain heading south.  Fighting the trolls is not strictly necessary if you just keep moving south.  If you choose to go west, look for the entrance to a secret passage to the south, there's a piece of loot in there that is weakly protected.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Shortly after exiting the cave there is a gap in the mountains to the west which leads to a path to a secret scenario.  It is quite difficult, but doable and gives you access to some dwarves, which is nice, especially if you're building up a collection of axes.  If you chose not to fight the trolls and only sent a unit or two through the secret passage, this might be their only hope of survival (unless you sent Lethalia alone, who can fly to a tile inaccessible to the trolls).  The alternative is just to cruise easily down to the southern border.  Either way you should finish at least 100 turns early -- with no early finish bonus.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Only things to add to WHU's notes: If you take the female necromancer's side such that she is an ally and then you fight Beelezebub, you can run into issues with her units sitting on items resulting from Beelezebub's death. There is 200 gold hidden in cave in 2nd mountain range to the east, north of female necromancer; it's easiest to get to from the south side of the range. Income from villages can only bring you to zero income, not take you positive.&lt;br /&gt;
&lt;br /&gt;
==Mining (Optional Scenario)==&lt;br /&gt;
'''[WHU]''' Time to recall or possibly recruit some units.  The turn limit is very tight here if you don't have overwhelming force.  Your enemies, aside from the four liches, are weak, but you have a lot of work to do and a lot of map to cover so you want plenty of troops to clear the way for your heroes.  In the northeast you'll be facing goblins, Lethalia and some elf markmen should have no trouble there.  The rest will be undead, so arcane and impact attacks are key.  While you are in a cave, most of the paths are covered with roads.  This is a good scenario to get some XP for lower level units.  Spread your forces so that you are advancing along all paths at once, and try to make sure your heroes move as much as possible each turn, while still blocking enemy units from teaming up on your low level units.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' You can recruit dwarven fighters now, though the ones you start with will be auto-recalled in future scenarios, so it's worth putting effort into advancing them. I found with some care, you can handle this scenario without recruiting but recalling a healer or two is helpful. You will need to keep an eye on the turn limit.&lt;br /&gt;
&lt;br /&gt;
==Siege==&lt;br /&gt;
'''[WHU]''' Gold, or XP?  A fast leader can race down and get behind the orc leader, step into his castle, and win around turn 4, picking up a nice early finish bonus, but leaving a lot of XP on the table.  On the other hand, your allies are actually useful, so you could join them in a straight up assault and grab a lot of XP.  Your allies have healers you can take advantage of by carefully positioning your units.  &lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' I like a hybrid approach, where I send a few heroes to stand in the orc castle so he can't recruit very fast and then pick them off a few at a time.  You don't get much gold that way, but it's safe, especially if you want to distribute XP to junior units, at least until your ally joins you in the castle.  I don't think this is a very wise approach, but it's fun, especially if you mix in some explosive slow attacks to really frustrate the orcs.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' If you do decide to harvest XP, your biggest challenge will be your ally stealing kills from you.&lt;br /&gt;
&lt;br /&gt;
==Entering the Desert==&lt;br /&gt;
'''[WHU]''' Recruit a few mages, protect them, and take advantage of Argan's leadership and Stormrider's burn foes to help the mages advance.  Send a couple elves to scout the forest for villages.  Send your army south, following the road.  Efraim and Lethalia are relatively safe to explore the desert, but watch out for the occasional enemy that petrifies.  There are a lot of enemies with poison, so lead with your undead.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' In the southeast corner is a pit that will spawn ghostly units in increasing number.  The idea here is to use those ghosts as target practice for your mages.  I just don't find that practical, it's very difficult to protect them.  I go for the big early finish bonus.  Whichever you choose, Lethalia (or Efraim if you have advanced his movement AMLAs to at least the levitate upgrade) should be making constant movement toward the pit, as the ghosts will surround your leader on every turn.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' You can get away without recruiting/recalling, but it is a good chance to harvest some XP. And as WHU notes, you can now recruit mages, so it's a good time to take advantage of that. The enemies with the petrify attack are nearly invisible, so keep a close eye out for them. Petrify doesn’t seem to be curable except by potion? There are two items in SW part of map.&lt;br /&gt;
&lt;br /&gt;
==The Pit==&lt;br /&gt;
'''[WHU]'''  Send a quick dwarf or other unit that moves well in caves along the north border to pick up an item in the northeast corner.  Send your heroes southeast to find the glyph where the ghosts spawn and step on it to stop them.  You can leave your low level and/or slow units behind, they won't be much use against the units you'll be up against.  If you do decide to bring them, use Efraim and Lethalia together to disable the glyph, keeping ghosts in front of you for the most part, while Delly, Argan, and Stormrider protect the rest of the army from any ghosts that get by.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Continue following the path around the glyph until you encounter the next batch of enemies, which may not be the most dangerous you have faced so far, but certainly close.  Use the bridge and rotate back to heal/regenerate as necessary until you get the upper hand, then charge forward.  If you have given Stormrider a lot of HP and defenses and upgraded his burns foes, he can be a valuable tool on the front line here.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' This is the first scenario you start without a keep and hence unable to recruit or recall. Not really a problem, especially if you have some L2-3 dwarves.&lt;br /&gt;
&lt;br /&gt;
==Darkest Darkness==&lt;br /&gt;
'''[WHU]''' This one can be a little tricky.  You have to protect your troops from higher level ghosts sneaking in from all directions, but you also need to be using your stronger units to quickly hunt down the enemy leaders (north, northeast, northwest, and southeast).&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' The toughest leader is to the NE. There is an escape tunnels in the SW that end the scenario. (WHU is correct, SE is not an escape tunnel.)&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' I never noticed that the objectives say that escape is also an option.  There is only one tunnel that leads to escape, however, in the SW.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' No starting keep, though there are ones to be had. If you don't have enough troops, probably pushing SE is best.&lt;br /&gt;
&lt;br /&gt;
==End of all Hopes==&lt;br /&gt;
'''[WHU]''' Efraim and Lethalia, working together, can accomplish the main mission, though it helps to remember that is to escape and not to waste time with the enemy leader.  Send everyone but Efraim and Lethalia north, and defend the one tile gap, keeping the undead trapped underground.  Watch out for chocobone charges.  You can also send some units into the narrow passages in the southeast if you want to spread the XP around, just make sure to have some healers and leave enough room to rotate troops back to heal.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Use Efraim and Lethalia to draw the bulk of the undead to the northern part of the underground, then race around to the south and west, waiting near the exit until the orc leader goes down, which will allow you access to cheap bandit recruits.  Or draw the undead to the northern part of the underground while sending a unit with lesser nightstalk ([[LotI_Items#Nighwalker_.E2.80.93_craftable_as_any_armour|Nighwalker]]) and darkens ([[LotI_Items#Deflector_of_Light_.E2.80.93_craftable_as_any_armour|Deflector of Light]]) to sneak to the exit.  There is no early finish bonus, so you may want to milk some XP at the end.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' No income from villages. If you kill the orcish leader outside, you will gain the ability to recruit chaotic human units. I split my troops, sending the elves outside along with Stormrider, the dwarves west, and split my mages as most useful. Good time to consider recruiting/recalling some low-level mages.&lt;br /&gt;
&lt;br /&gt;
==Lost==&lt;br /&gt;
'''[WHU]''' Send Efraim and Lethalia south and take out the drakes just for being drakes.  Then head west and turn south to kill a dragon and pick up a new toy.  I used to think Efraim should take it, but I now prefer to give it to Lethalia.  Head back north, turn west.  In the southwest will be a bunch of goblins.  North from there on the western edge of the map about halfway up is the exit.  There's no early finish bonus, so you may want to explore areas to the north.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Meanwhile, you can move the rest of your army generally southwest.  There will be a detour heading north, but just keep aiming south and west as best you can.  You should meet up with Efraim and Lethalia shortly before they reach the goblins, which can be used as XP for lower level units or to run up your soul eater count for Efraim and/or Lethalia.  Alternatively, you could use your army to explore north, or just leave them at the start, Efraim and Lethalia can easily finish this scenario in about 50 turns by themselves.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' No income from villages. Your four main heroes are basically invincible, so you can split into four groups with a hero leading each and effectively divide and conquer this scenario. Send some fliers north to fight the bats and kill the bat leader in the NE. The big room to the SE seems to be empty.&lt;br /&gt;
&lt;br /&gt;
==Ambush==&lt;br /&gt;
'''[WHU]''' There are a couple ways to get through this scenario without losing units.  My choice depends on how my units are initially positioned, what strengths and weaknesses my army has, and which and how many potions I have in my inventory.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Option one, move any junior units you aren't will to sacrifice to the center and hold a solid formation.  This assumes you have good defensive units and a handful of healing potions.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Option two, pick a direction, clear it with your heroes, and run for it so you can shield your junior units mostly with terrain and keep the fight away from them.  Hit and run, or greater healing potions will probably be necessary here, so your heroes can attack and then assume defensive position.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' If neither of these options are available, and you can't come up with an alternative, you could always remove any gear you care about from some expendable units and position them to slow the enemy.  They'll almost certainly die on the first turn, but the units that kill them will have to expend their turn to kill them.  Immediately go on offense with your heroes.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' The biggest threat is the necromancers, try to kill them before they attack while tolerating other enemies.&lt;br /&gt;
&lt;br /&gt;
==Gehenna==&lt;br /&gt;
'''[WHU]''' First you need to defend against a short wave of relatively powerful enemies.  Lethalia can easily defend the southern entrance, backed by a couple junior units who are just there to pick up an easy kill or two when available.  The northern entrance will probably require the rest of your heroes and a few senior units to rotate in and out.  The initial defense (in the north at least) is more challenging than most of what you have encountered so far, but it isn't really difficult if you keep a good defensive line so an individual unit doesn't get ganged up on and rotate the front line out to heal.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' After the initial assault has been beaten back, pick a leader to send to the northwest corner of the map where there is a bunch of loot.  Send the rest of your heroes, split into a couple teams, to the west.  You will meet light resistance until you approach the perimeter of the enemy defenses.  Punch a hole through the front line, and relentlessly move forward.  The leader looting the treasury should be starting to fight southward.  The rest of your army will be relatively safe back at the castle, just expect a few bats to drop by.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' When you see the enemy leader, check his resistances (click on the unit, mouse over the HP values on the right side of the screen).  He is easy to kill, but only if you hit him with the right attacks.  There's no early finish bonus, so once you reach him you may want to spend some time killing his underlings.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Beelzebub's monument will be at 10,9 if present.&lt;br /&gt;
&lt;br /&gt;
==Achilles' Revenge==&lt;br /&gt;
'''[WHU]''' Still have that [[LotI_Items#Woodland_Cloak_.E2.80.93_cloak|Woodland Cloak]]?  Good.  Put it on Efraim and send him through the woods.  Take your time, there is no early finish bonus.  While the objectives say killing orcs is optional, it's also a lot of fun.  Force the orcs in the east to come at you through the river, or pound your way into their castle so that you control how much they can recruit.  If you've advanced Lethalia to have chill tempest with explosive slow this is a great time to make use of it (this is why you sent Efraim with the Woodlands Cloak).&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' This is a great opportunity to level up some of those dwarfs you recruited in Mining, standing in the mountains to the east of the first orc castle pounding away at slowed orcs and trolls.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Lots of XP harvesting to be done here and villages do produce income. Any unit reaching the western edge is sufficient for victory. Beelezbub's monument, if present, is at 29,20, nicely central and en route to the orc leader.&lt;br /&gt;
&lt;br /&gt;
==Bitter Swamp==&lt;br /&gt;
'''[WHU]''' Send Efraim and Lethalia to work together to carve through the saurians and kill their leader.  Protect weaker units in the castle from saurians appearing out of the swamp.  After several turns, Efraim and Lethalia should draw the undead coming from the northwest to them, allowing a couple units such as Delly and Stormrider to advance easily up the path and kill the lich.  There is a trader north of your castle.  You might as well spend most of your gold now.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Watch out for two nearly invisible Fog with petrify attack. I ended up wanting about 800 gold to spend at the Trader.&lt;br /&gt;
&lt;br /&gt;
==First Confrontation==&lt;br /&gt;
'''[WHU]''' The obvious approach here would probably be to stand on the bank of the river and slaughter a bunch of drakes.  This will work, but will probably be costly.  A simpler approach is to send Efraim and Lethalia forward at full speed, right through the middle of the pack of drakes, while defensive units surround the castle protecting weaker ones.  The drakes will concentrate almost exclusively on Efraim and Lethalia, sending only a handful south that you can easily dispatch.  &lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' There's no early finish bonus.  The drake leader has a lot of gold and a healthy income.  If you want to milk drakes for XP, you will want to consider whether or not to kill him early (less danger if you want to get XP for your army) or not (more drakes to kill).&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Beelezbub's monument, if present, is at 15,7, nicely central and en route to the drake leader. If Beelezebub is present, I recruit a Faerie and two seers for extra firepower. I find I want to carry ~700 gold over into next scenario.&lt;br /&gt;
&lt;br /&gt;
==Chasing Dragons==&lt;br /&gt;
'''[WHU]''' Send someone into the cavern in the mountains and touch the obelisk.  The instructions are more or less written backwards.  Or don't, it's not like you'll need the help.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Send Efraim and Lethalia separately at two of the nearest dragon leaders.  Send the rest of your powerful units along the path and across the bridge to assist your allies.  Your allies can pretty much take care of things, so don't put any units at risk.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' As dragon after dragon attack Efraim and Lethalia and basically bounce off, try not to laugh.  It's not polite.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' The end of this scenario is probably a really good time to strip Argan, Delly, and Stormrider of any gear.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Note four units to recall in Chapter 4 ('''[3.2.8]''' the interface for recalling is better now so this is less important). This is the last time you play Delly, Argan and Stormrider, so unequip them of any items for certain. Other units won't be available in next chapter, so you might want to unequip them as well. Those units here won't be available to you again until Chapter 5, when you can recall them with Soulgate; this picks them randomly, so it's not a bad idea to go through and clear up your recall list, getting rid of weaker units.&lt;br /&gt;
&lt;br /&gt;
==Nightmare==&lt;br /&gt;
'''[WHU]''' After all the fun we had with dragons in the last scenario, might as well go after them again.  &lt;br /&gt;
 &lt;br /&gt;
'''[Thrash]''' I generally recruit a bunch of units to distract the enemy and then flee to a corner or other area with limited access. If needed, use some healing potions. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;width: 33%&amp;quot; | [[LotI_Walkthrough-Part1-Chapter02|Back to Chapter 2]] &lt;br /&gt;
| style=&amp;quot;text-align: center;width: 33%&amp;quot; | [[LotI_Walkthrough|Main]] &lt;br /&gt;
| style=&amp;quot;text-align: right;width: 33%&amp;quot; | [[LotI_Walkthrough-Part1-Chapter04|On to Chapter 4]] &lt;br /&gt;
|}&lt;br /&gt;
[[LotI_Walkthrough|Back]]&lt;/div&gt;</summary>
		<author><name>Thrash</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=LotI_Walkthrough-Part1-Chapter03&amp;diff=73620</id>
		<title>LotI Walkthrough-Part1-Chapter03</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=LotI_Walkthrough-Part1-Chapter03&amp;diff=73620"/>
		<updated>2024-09-04T01:44:06Z</updated>

		<summary type="html">&lt;p&gt;Thrash: /* Chasing Dragons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Part I, Embracing the Darkness, Chapter 3, Shadows of the Night'''&lt;br /&gt;
&lt;br /&gt;
'''Generally'''&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Recruiting and recalling work differently than normal in this chapter.  Be sure to read and understand the introductory material at the beginning of the first scenario.  Villages will often provide no income, check the status table (Alt-s, then Scenario Settings) at the start of each scenario.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' In a nutshell, recruiting is 10x normal cost, but units are automatically recalled, are loyal, and advance slightly faster. Units can be normally recalled, but you will start some scenarios without a keep so you can't rely on this. Don’t forget about using gems and items on units on the recall list.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' I find I start this chapter with lots of strong elves already in my recall list. It is possible to play this chapter without recruiting any more elves and using the funds for recalls instead (and pumping XP into your existing seasoned elves). For most scenarios you have a starting keep and can recall. Those where you don't are all underground where elves aren't that great. Just be sure to visit the [[LotI_Walkthrough-Part1-Chapter03#Mining_.28Optional_Scenario.29|Mining optional scenario]] and get some dwarves (you'll get three and may want to add a couple more along the way) and then recruit some mages for firepower starting at [[LotI_Walkthrough-Part1-Chapter03#Entering_the_Desert|Entering the Desert]]. The two hardest scenarios will be [[LotI_Walkthrough-Part1-Chapter03#Darkest_Darkness|Darkest Darkness]] and, especially, [[LotI_Walkthrough-Part1-Chapter03#Ambush|Ambush]]. You start both without a keep and in the middle of battle, so recruited dwarves will be critical.&lt;br /&gt;
&lt;br /&gt;
==Thirst for Adventures==&lt;br /&gt;
'''[WHU]''' Recruits are not really necessary here, and if Efraim and Lethalia are fast, they'll just slow you down.  If you do recruit, keep them back and have Lethalia and Efraim protect them from the first batch of wolves and mists.  The town &amp;quot;to the east&amp;quot; is actually to southeast, the first time the road forks follow the southeast branch with your fastest leader.  North of the town is a swamp, kill the lich.  You will be given the opportunity to go on an optional scenario, why not?&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' The mists and wolves have gotten much harder at the start. Even a group of L3-L4 recalls can have some problems with them and even Lethalia can get killed. L1 recruits will just get mopped up. Note if you recall there are a lot of villages, but you cannot get positive income, only zero. There is however no time limit, so you can recruit, get a bunch of villages and then recall. You do want to carry over some gold to the next level, especially if you choose to fight the bandits. Note there is an enemy bandit leader at 62,63 (south central) who makes for a good fight for L1 recruits. He is only triggered when you get close to him. The enemy lich also apparently recruits without end and doesn't attack, so you can harvest XP form his recruits until you get bored.&lt;br /&gt;
&lt;br /&gt;
==Bandits (Optional Scenario)==&lt;br /&gt;
'''[WHU]'''  Recruit a couple elves, give/craft them some gear, and try to get them some experience.  Use heroes to block enemies to protect your new elves, and Argan to provide leadership.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Note villages provide income and there is 100% gold carry over. If present, Beelzebub's monument will be at 16,17.&lt;br /&gt;
&lt;br /&gt;
==Journey South==&lt;br /&gt;
'''[WHU]''' A long scenario, without much opportunity to use low level units.  About ten tiles southeast of the mouth of the path through the mountains is a small orc camp.  You may want to send a few heroes over the mountains to take it out.  I've always chosen to help the woman which gives a nice reward, but I don't know what the other options do.  After you enter the cave, there is a lake full of souls to eat.  On the west side of the lake is a chest of gold.  One leader can easily clear the path on land of the enemy undead.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Following the path south you find a cavern.  There are trolls to the west, which provide what IMO is one of the toughest fights in LotI unless you can get to the opening where you fight two on one in your favor.  It's no place for your junior units, they can safely remain heading south.  Fighting the trolls is not strictly necessary if you just keep moving south.  If you choose to go west, look for the entrance to a secret passage to the south, there's a piece of loot in there that is weakly protected.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Shortly after exiting the cave there is a gap in the mountains to the west which leads to a path to a secret scenario.  It is quite difficult, but doable and gives you access to some dwarves, which is nice, especially if you're building up a collection of axes.  If you chose not to fight the trolls and only sent a unit or two through the secret passage, this might be their only hope of survival (unless you sent Lethalia alone, who can fly to a tile inaccessible to the trolls).  The alternative is just to cruise easily down to the southern border.  Either way you should finish at least 100 turns early -- with no early finish bonus.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Only things to add to WHU's notes: If you take the female necromancer's side such that she is an ally and then you fight Beelezebub, you can run into issues with her units sitting on items resulting from Beelezebub's death. There is 200 gold hidden in cave in 2nd mountain range to the east, north of female necromancer; it's easiest to get to from the south side of the range. Income from villages can only bring you to zero income, not take you positive.&lt;br /&gt;
&lt;br /&gt;
==Mining (Optional Scenario)==&lt;br /&gt;
'''[WHU]''' Time to recall or possibly recruit some units.  The turn limit is very tight here if you don't have overwhelming force.  Your enemies, aside from the four liches, are weak, but you have a lot of work to do and a lot of map to cover so you want plenty of troops to clear the way for your heroes.  In the northeast you'll be facing goblins, Lethalia and some elf markmen should have no trouble there.  The rest will be undead, so arcane and impact attacks are key.  While you are in a cave, most of the paths are covered with roads.  This is a good scenario to get some XP for lower level units.  Spread your forces so that you are advancing along all paths at once, and try to make sure your heroes move as much as possible each turn, while still blocking enemy units from teaming up on your low level units.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' You can recruit dwarven fighters now, though the ones you start with will be auto-recalled in future scenarios, so it's worth putting effort into advancing them. I found with some care, you can handle this scenario without recruiting but recalling a healer or two is helpful. You will need to keep an eye on the turn limit.&lt;br /&gt;
&lt;br /&gt;
==Siege==&lt;br /&gt;
'''[WHU]''' Gold, or XP?  A fast leader can race down and get behind the orc leader, step into his castle, and win around turn 4, picking up a nice early finish bonus, but leaving a lot of XP on the table.  On the other hand, your allies are actually useful, so you could join them in a straight up assault and grab a lot of XP.  Your allies have healers you can take advantage of by carefully positioning your units.  &lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' I like a hybrid approach, where I send a few heroes to stand in the orc castle so he can't recruit very fast and then pick them off a few at a time.  You don't get much gold that way, but it's safe, especially if you want to distribute XP to junior units, at least until your ally joins you in the castle.  I don't think this is a very wise approach, but it's fun, especially if you mix in some explosive slow attacks to really frustrate the orcs.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' If you do decide to harvest XP, your biggest challenge will be your ally stealing kills from you.&lt;br /&gt;
&lt;br /&gt;
==Entering the Desert==&lt;br /&gt;
'''[WHU]''' Recruit a few mages, protect them, and take advantage of Argan's leadership and Stormrider's burn foes to help the mages advance.  Send a couple elves to scout the forest for villages.  Send your army south, following the road.  Efraim and Lethalia are relatively safe to explore the desert, but watch out for the occasional enemy that petrifies.  There are a lot of enemies with poison, so lead with your undead.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' In the southeast corner is a pit that will spawn ghostly units in increasing number.  The idea here is to use those ghosts as target practice for your mages.  I just don't find that practical, it's very difficult to protect them.  I go for the big early finish bonus.  Whichever you choose, Lethalia (or Efraim if you have advanced his movement AMLAs to at least the levitate upgrade) should be making constant movement toward the pit, as the ghosts will surround your leader on every turn.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' You can get away without recruiting/recalling, but it is a good chance to harvest some XP. And as WHU notes, you can now recruit mages, so it's a good time to take advantage of that. The enemies with the petrify attack are nearly invisible, so keep a close eye out for them. Petrify doesn’t seem to be curable except by potion? There are two items in SW part of map.&lt;br /&gt;
&lt;br /&gt;
==The Pit==&lt;br /&gt;
'''[WHU]'''  Send a quick dwarf or other unit that moves well in caves along the north border to pick up an item in the northeast corner.  Send your heroes southeast to find the glyph where the ghosts spawn and step on it to stop them.  You can leave your low level and/or slow units behind, they won't be much use against the units you'll be up against.  If you do decide to bring them, use Efraim and Lethalia together to disable the glyph, keeping ghosts in front of you for the most part, while Delly, Argan, and Stormrider protect the rest of the army from any ghosts that get by.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Continue following the path around the glyph until you encounter the next batch of enemies, which may not be the most dangerous you have faced so far, but certainly close.  Use the bridge and rotate back to heal/regenerate as necessary until you get the upper hand, then charge forward.  If you have given Stormrider a lot of HP and defenses and upgraded his burns foes, he can be a valuable tool on the front line here.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' This is the first scenario you start without a keep and hence unable to recruit or recall. Not really a problem, especially if you have some L2-3 dwarves.&lt;br /&gt;
&lt;br /&gt;
==Darkest Darkness==&lt;br /&gt;
'''[WHU]''' This one can be a little tricky.  You have to protect your troops from higher level ghosts sneaking in from all directions, but you also need to be using your stronger units to quickly hunt down the enemy leaders (north, northeast, northwest, and southeast).&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' The toughest leader is to the NE. There is an escape tunnels in the SW that end the scenario. (WHU is correct, SE is not an escape tunnel.)&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' I never noticed that the objectives say that escape is also an option.  There is only one tunnel that leads to escape, however, in the SW.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' No starting keep, though there are ones to be had. If you don't have enough troops, probably pushing SE is best.&lt;br /&gt;
&lt;br /&gt;
==End of all Hopes==&lt;br /&gt;
'''[WHU]''' Efraim and Lethalia, working together, can accomplish the main mission, though it helps to remember that is to escape and not to waste time with the enemy leader.  Send everyone but Efraim and Lethalia north, and defend the one tile gap, keeping the undead trapped underground.  Watch out for chocobone charges.  You can also send some units into the narrow passages in the southeast if you want to spread the XP around, just make sure to have some healers and leave enough room to rotate troops back to heal.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Use Efraim and Lethalia to draw the bulk of the undead to the northern part of the underground, then race around to the south and west, waiting near the exit until the orc leader goes down, which will allow you access to cheap bandit recruits.  Or draw the undead to the northern part of the underground while sending a unit with lesser nightstalk ([[LotI_Items#Nighwalker_.E2.80.93_craftable_as_any_armour|Nighwalker]]) and darkens ([[LotI_Items#Deflector_of_Light_.E2.80.93_craftable_as_any_armour|Deflector of Light]]) to sneak to the exit.  There is no early finish bonus, so you may want to milk some XP at the end.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' No income from villages. If you kill the orcish leader outside, you will gain the ability to recruit chaotic human units. I split my troops, sending the elves outside along with Stormrider, the dwarves west, and split my mages as most useful. Good time to consider recruiting/recalling some low-level mages.&lt;br /&gt;
&lt;br /&gt;
==Lost==&lt;br /&gt;
'''[WHU]''' Send Efraim and Lethalia south and take out the drakes just for being drakes.  Then head west and turn south to kill a dragon and pick up a new toy.  I used to think Efraim should take it, but I now prefer to give it to Lethalia.  Head back north, turn west.  In the southwest will be a bunch of goblins.  North from there on the western edge of the map about halfway up is the exit.  There's no early finish bonus, so you may want to explore areas to the north.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Meanwhile, you can move the rest of your army generally southwest.  There will be a detour heading north, but just keep aiming south and west as best you can.  You should meet up with Efraim and Lethalia shortly before they reach the goblins, which can be used as XP for lower level units or to run up your soul eater count for Efraim and/or Lethalia.  Alternatively, you could use your army to explore north, or just leave them at the start, Efraim and Lethalia can easily finish this scenario in about 50 turns by themselves.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' No income from villages. Your four main heroes are basically invincible, so you can split into four groups with a hero leading each and effectively divide and conquer this scenario. Send some fliers north to fight the bats and kill the bat leader in the NE. The big room to the SE seems to be empty.&lt;br /&gt;
&lt;br /&gt;
==Ambush==&lt;br /&gt;
'''[WHU]''' There are a couple ways to get through this scenario without losing units.  My choice depends on how my units are initially positioned, what strengths and weaknesses my army has, and which and how many potions I have in my inventory.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Option one, move any junior units you aren't will to sacrifice to the center and hold a solid formation.  This assumes you have good defensive units and a handful of healing potions.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Option two, pick a direction, clear it with your heroes, and run for it so you can shield your junior units mostly with terrain and keep the fight away from them.  Hit and run, or greater healing potions will probably be necessary here, so your heroes can attack and then assume defensive position.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' If neither of these options are available, and you can't come up with an alternative, you could always remove any gear you care about from some expendable units and position them to slow the enemy.  They'll almost certainly die on the first turn, but the units that kill them will have to expend their turn to kill them.  Immediately go on offense with your heroes.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' The biggest threat is the necromancers, try to kill them before they attack while tolerating other enemies.&lt;br /&gt;
&lt;br /&gt;
==Gehenna==&lt;br /&gt;
'''[WHU]''' First you need to defend against a short wave of relatively powerful enemies.  Lethalia can easily defend the southern entrance, backed by a couple junior units who are just there to pick up an easy kill or two when available.  The northern entrance will probably require the rest of your heroes and a few senior units to rotate in and out.  The initial defense (in the north at least) is more challenging than most of what you have encountered so far, but it isn't really difficult if you keep a good defensive line so an individual unit doesn't get ganged up on and rotate the front line out to heal.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' After the initial assault has been beaten back, pick a leader to send to the northwest corner of the map where there is a bunch of loot.  Send the rest of your heroes, split into a couple teams, to the west.  You will meet light resistance until you approach the perimeter of the enemy defenses.  Punch a hole through the front line, and relentlessly move forward.  The leader looting the treasury should be starting to fight southward.  The rest of your army will be relatively safe back at the castle, just expect a few bats to drop by.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' When you see the enemy leader, check his resistances (click on the unit, mouse over the HP values on the right side of the screen).  He is easy to kill, but only if you hit him with the right attacks.  There's no early finish bonus, so once you reach him you may want to spend some time killing his underlings.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Beelzebub's monument will be at 10,9 if present.&lt;br /&gt;
&lt;br /&gt;
==Achilles' Revenge==&lt;br /&gt;
'''[WHU]''' Still have that [[LotI_Items#Woodland_Cloak_.E2.80.93_cloak|Woodland Cloak]]?  Good.  Put it on Efraim and send him through the woods.  Take your time, there is no early finish bonus.  While the objectives say killing orcs is optional, it's also a lot of fun.  Force the orcs in the east to come at you through the river, or pound your way into their castle so that you control how much they can recruit.  If you've advanced Lethalia to have chill tempest with explosive slow this is a great time to make use of it (this is why you sent Efraim with the Woodlands Cloak).&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' This is a great opportunity to level up some of those dwarfs you recruited in Mining, standing in the mountains to the east of the first orc castle pounding away at slowed orcs and trolls.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Lots of XP harvesting to be done here and villages do produce income. Any unit reaching the western edge is sufficient for victory. Beelezbub's monument, if present, is at 29,20, nicely central and en route to the orc leader.&lt;br /&gt;
&lt;br /&gt;
==Bitter Swamp==&lt;br /&gt;
'''[WHU]''' Send Efraim and Lethalia to work together to carve through the saurians and kill their leader.  Protect weaker units in the castle from saurians appearing out of the swamp.  After several turns, Efraim and Lethalia should draw the undead coming from the northwest to them, allowing a couple units such as Delly and Stormrider to advance easily up the path and kill the lich.  There is a trader north of your castle.  You might as well spend most of your gold now.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Watch out for two nearly invisible Fog with petrify attack. I ended up wanting about 800 gold to spend at the Trader.&lt;br /&gt;
&lt;br /&gt;
==First Confrontation==&lt;br /&gt;
'''[WHU]''' The obvious approach here would probably be to stand on the bank of the river and slaughter a bunch of drakes.  This will work, but will probably be costly.  A simpler approach is to send Efraim and Lethalia forward at full speed, right through the middle of the pack of drakes, while defensive units surround the castle protecting weaker ones.  The drakes will concentrate almost exclusively on Efraim and Lethalia, sending only a handful south that you can easily dispatch.  &lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' There's no early finish bonus.  The drake leader has a lot of gold and a healthy income.  If you want to milk drakes for XP, you will want to consider whether or not to kill him early (less danger if you want to get XP for your army) or not (more drakes to kill).&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Beelezbub's monument, if present, is at 15,7, nicely central and en route to the drake leader. If Beelezebub is present, I recruit a Faerie and two seers for extra firepower. I find I want to carry ~700 gold over into next scenario.&lt;br /&gt;
&lt;br /&gt;
==Chasing Dragons==&lt;br /&gt;
'''[WHU]''' Send someone into the cavern in the mountains and touch the obelisk.  The instructions are more or less written backwards.  Or don't, it's not like you'll need the help.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Send Efraim and Lethalia separately at two of the nearest dragon leaders.  Send the rest of your powerful units along the path and across the bridge to assist your allies.  Your allies can pretty much take care of things, so don't put any units at risk.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' As dragon after dragon attack Efraim and Lethalia and basically bounce off, try not to laugh.  It's not polite.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' The end of this scenario is probably a really good time to strip Argan, Delly, and Stormrider of any gear.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Note four units to recall in Chapter 4 ('''[3.2.8]''' the interface for recalling is better now so this is less important). This is the last time you play Delly and Argan, so unequip them of any items for certain. Other units won't be available in next chapter, so you might want to unequip them as well. Those units here won't be available to you again until Chapter 5, when you can recall them with Soulgate; this picks them randomly, so it's not a bad idea to go through and clear up your recall list, getting rid of weaker units.&lt;br /&gt;
&lt;br /&gt;
==Nightmare==&lt;br /&gt;
'''[WHU]''' After all the fun we had with dragons in the last scenario, might as well go after them again.  &lt;br /&gt;
 &lt;br /&gt;
'''[Thrash]''' I generally recruit a bunch of units to distract the enemy and then flee to a corner or other area with limited access. If needed, use some healing potions. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;width: 33%&amp;quot; | [[LotI_Walkthrough-Part1-Chapter02|Back to Chapter 2]] &lt;br /&gt;
| style=&amp;quot;text-align: center;width: 33%&amp;quot; | [[LotI_Walkthrough|Main]] &lt;br /&gt;
| style=&amp;quot;text-align: right;width: 33%&amp;quot; | [[LotI_Walkthrough-Part1-Chapter04|On to Chapter 4]] &lt;br /&gt;
|}&lt;br /&gt;
[[LotI_Walkthrough|Back]]&lt;/div&gt;</summary>
		<author><name>Thrash</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=LotI_Walkthrough-Part1-Chapter03&amp;diff=73613</id>
		<title>LotI Walkthrough-Part1-Chapter03</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=LotI_Walkthrough-Part1-Chapter03&amp;diff=73613"/>
		<updated>2024-09-03T13:11:51Z</updated>

		<summary type="html">&lt;p&gt;Thrash: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Part I, Embracing the Darkness, Chapter 3, Shadows of the Night'''&lt;br /&gt;
&lt;br /&gt;
'''Generally'''&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Recruiting and recalling work differently than normal in this chapter.  Be sure to read and understand the introductory material at the beginning of the first scenario.  Villages will often provide no income, check the status table (Alt-s, then Scenario Settings) at the start of each scenario.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' In a nutshell, recruiting is 10x normal cost, but units are automatically recalled, are loyal, and advance slightly faster. Units can be normally recalled, but you will start some scenarios without a keep so you can't rely on this. Don’t forget about using gems and items on units on the recall list.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' I find I start this chapter with lots of strong elves already in my recall list. It is possible to play this chapter without recruiting any more elves and using the funds for recalls instead (and pumping XP into your existing seasoned elves). For most scenarios you have a starting keep and can recall. Those where you don't are all underground where elves aren't that great. Just be sure to visit the [[LotI_Walkthrough-Part1-Chapter03#Mining_.28Optional_Scenario.29|Mining optional scenario]] and get some dwarves (you'll get three and may want to add a couple more along the way) and then recruit some mages for firepower starting at [[LotI_Walkthrough-Part1-Chapter03#Entering_the_Desert|Entering the Desert]]. The two hardest scenarios will be [[LotI_Walkthrough-Part1-Chapter03#Darkest_Darkness|Darkest Darkness]] and, especially, [[LotI_Walkthrough-Part1-Chapter03#Ambush|Ambush]]. You start both without a keep and in the middle of battle, so recruited dwarves will be critical.&lt;br /&gt;
&lt;br /&gt;
==Thirst for Adventures==&lt;br /&gt;
'''[WHU]''' Recruits are not really necessary here, and if Efraim and Lethalia are fast, they'll just slow you down.  If you do recruit, keep them back and have Lethalia and Efraim protect them from the first batch of wolves and mists.  The town &amp;quot;to the east&amp;quot; is actually to southeast, the first time the road forks follow the southeast branch with your fastest leader.  North of the town is a swamp, kill the lich.  You will be given the opportunity to go on an optional scenario, why not?&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' The mists and wolves have gotten much harder at the start. Even a group of L3-L4 recalls can have some problems with them and even Lethalia can get killed. L1 recruits will just get mopped up. Note if you recall there are a lot of villages, but you cannot get positive income, only zero. There is however no time limit, so you can recruit, get a bunch of villages and then recall. You do want to carry over some gold to the next level, especially if you choose to fight the bandits. Note there is an enemy bandit leader at 62,63 (south central) who makes for a good fight for L1 recruits. He is only triggered when you get close to him. The enemy lich also apparently recruits without end and doesn't attack, so you can harvest XP form his recruits until you get bored.&lt;br /&gt;
&lt;br /&gt;
==Bandits (Optional Scenario)==&lt;br /&gt;
'''[WHU]'''  Recruit a couple elves, give/craft them some gear, and try to get them some experience.  Use heroes to block enemies to protect your new elves, and Argan to provide leadership.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Note villages provide income and there is 100% gold carry over. If present, Beelzebub's monument will be at 16,17.&lt;br /&gt;
&lt;br /&gt;
==Journey South==&lt;br /&gt;
'''[WHU]''' A long scenario, without much opportunity to use low level units.  About ten tiles southeast of the mouth of the path through the mountains is a small orc camp.  You may want to send a few heroes over the mountains to take it out.  I've always chosen to help the woman which gives a nice reward, but I don't know what the other options do.  After you enter the cave, there is a lake full of souls to eat.  On the west side of the lake is a chest of gold.  One leader can easily clear the path on land of the enemy undead.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Following the path south you find a cavern.  There are trolls to the west, which provide what IMO is one of the toughest fights in LotI unless you can get to the opening where you fight two on one in your favor.  It's no place for your junior units, they can safely remain heading south.  Fighting the trolls is not strictly necessary if you just keep moving south.  If you choose to go west, look for the entrance to a secret passage to the south, there's a piece of loot in there that is weakly protected.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Shortly after exiting the cave there is a gap in the mountains to the west which leads to a path to a secret scenario.  It is quite difficult, but doable and gives you access to some dwarves, which is nice, especially if you're building up a collection of axes.  If you chose not to fight the trolls and only sent a unit or two through the secret passage, this might be their only hope of survival (unless you sent Lethalia alone, who can fly to a tile inaccessible to the trolls).  The alternative is just to cruise easily down to the southern border.  Either way you should finish at least 100 turns early -- with no early finish bonus.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Only things to add to WHU's notes: If you take the female necromancer's side such that she is an ally and then you fight Beelezebub, you can run into issues with her units sitting on items resulting from Beelezebub's death. There is 200 gold hidden in cave in 2nd mountain range to the east, north of female necromancer; it's easiest to get to from the south side of the range. Income from villages can only bring you to zero income, not take you positive.&lt;br /&gt;
&lt;br /&gt;
==Mining (Optional Scenario)==&lt;br /&gt;
'''[WHU]''' Time to recall or possibly recruit some units.  The turn limit is very tight here if you don't have overwhelming force.  Your enemies, aside from the four liches, are weak, but you have a lot of work to do and a lot of map to cover so you want plenty of troops to clear the way for your heroes.  In the northeast you'll be facing goblins, Lethalia and some elf markmen should have no trouble there.  The rest will be undead, so arcane and impact attacks are key.  While you are in a cave, most of the paths are covered with roads.  This is a good scenario to get some XP for lower level units.  Spread your forces so that you are advancing along all paths at once, and try to make sure your heroes move as much as possible each turn, while still blocking enemy units from teaming up on your low level units.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' You can recruit dwarven fighters now, though the ones you start with will be auto-recalled in future scenarios, so it's worth putting effort into advancing them. I found with some care, you can handle this scenario without recruiting but recalling a healer or two is helpful. You will need to keep an eye on the turn limit.&lt;br /&gt;
&lt;br /&gt;
==Siege==&lt;br /&gt;
'''[WHU]''' Gold, or XP?  A fast leader can race down and get behind the orc leader, step into his castle, and win around turn 4, picking up a nice early finish bonus, but leaving a lot of XP on the table.  On the other hand, your allies are actually useful, so you could join them in a straight up assault and grab a lot of XP.  Your allies have healers you can take advantage of by carefully positioning your units.  &lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' I like a hybrid approach, where I send a few heroes to stand in the orc castle so he can't recruit very fast and then pick them off a few at a time.  You don't get much gold that way, but it's safe, especially if you want to distribute XP to junior units, at least until your ally joins you in the castle.  I don't think this is a very wise approach, but it's fun, especially if you mix in some explosive slow attacks to really frustrate the orcs.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' If you do decide to harvest XP, your biggest challenge will be your ally stealing kills from you.&lt;br /&gt;
&lt;br /&gt;
==Entering the Desert==&lt;br /&gt;
'''[WHU]''' Recruit a few mages, protect them, and take advantage of Argan's leadership and Stormrider's burn foes to help the mages advance.  Send a couple elves to scout the forest for villages.  Send your army south, following the road.  Efraim and Lethalia are relatively safe to explore the desert, but watch out for the occasional enemy that petrifies.  There are a lot of enemies with poison, so lead with your undead.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' In the southeast corner is a pit that will spawn ghostly units in increasing number.  The idea here is to use those ghosts as target practice for your mages.  I just don't find that practical, it's very difficult to protect them.  I go for the big early finish bonus.  Whichever you choose, Lethalia (or Efraim if you have advanced his movement AMLAs to at least the levitate upgrade) should be making constant movement toward the pit, as the ghosts will surround your leader on every turn.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' You can get away without recruiting/recalling, but it is a good chance to harvest some XP. And as WHU notes, you can now recruit mages, so it's a good time to take advantage of that. The enemies with the petrify attack are nearly invisible, so keep a close eye out for them. Petrify doesn’t seem to be curable except by potion? There are two items in SW part of map.&lt;br /&gt;
&lt;br /&gt;
==The Pit==&lt;br /&gt;
'''[WHU]'''  Send a quick dwarf or other unit that moves well in caves along the north border to pick up an item in the northeast corner.  Send your heroes southeast to find the glyph where the ghosts spawn and step on it to stop them.  You can leave your low level and/or slow units behind, they won't be much use against the units you'll be up against.  If you do decide to bring them, use Efraim and Lethalia together to disable the glyph, keeping ghosts in front of you for the most part, while Delly, Argan, and Stormrider protect the rest of the army from any ghosts that get by.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Continue following the path around the glyph until you encounter the next batch of enemies, which may not be the most dangerous you have faced so far, but certainly close.  Use the bridge and rotate back to heal/regenerate as necessary until you get the upper hand, then charge forward.  If you have given Stormrider a lot of HP and defenses and upgraded his burns foes, he can be a valuable tool on the front line here.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' This is the first scenario you start without a keep and hence unable to recruit or recall. Not really a problem, especially if you have some L2-3 dwarves.&lt;br /&gt;
&lt;br /&gt;
==Darkest Darkness==&lt;br /&gt;
'''[WHU]''' This one can be a little tricky.  You have to protect your troops from higher level ghosts sneaking in from all directions, but you also need to be using your stronger units to quickly hunt down the enemy leaders (north, northeast, northwest, and southeast).&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' The toughest leader is to the NE. There is an escape tunnels in the SW that end the scenario. (WHU is correct, SE is not an escape tunnel.)&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' I never noticed that the objectives say that escape is also an option.  There is only one tunnel that leads to escape, however, in the SW.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' No starting keep, though there are ones to be had. If you don't have enough troops, probably pushing SE is best.&lt;br /&gt;
&lt;br /&gt;
==End of all Hopes==&lt;br /&gt;
'''[WHU]''' Efraim and Lethalia, working together, can accomplish the main mission, though it helps to remember that is to escape and not to waste time with the enemy leader.  Send everyone but Efraim and Lethalia north, and defend the one tile gap, keeping the undead trapped underground.  Watch out for chocobone charges.  You can also send some units into the narrow passages in the southeast if you want to spread the XP around, just make sure to have some healers and leave enough room to rotate troops back to heal.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Use Efraim and Lethalia to draw the bulk of the undead to the northern part of the underground, then race around to the south and west, waiting near the exit until the orc leader goes down, which will allow you access to cheap bandit recruits.  Or draw the undead to the northern part of the underground while sending a unit with lesser nightstalk ([[LotI_Items#Nighwalker_.E2.80.93_craftable_as_any_armour|Nighwalker]]) and darkens ([[LotI_Items#Deflector_of_Light_.E2.80.93_craftable_as_any_armour|Deflector of Light]]) to sneak to the exit.  There is no early finish bonus, so you may want to milk some XP at the end.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' No income from villages. If you kill the orcish leader outside, you will gain the ability to recruit chaotic human units. I split my troops, sending the elves outside along with Stormrider, the dwarves west, and split my mages as most useful. Good time to consider recruiting/recalling some low-level mages.&lt;br /&gt;
&lt;br /&gt;
==Lost==&lt;br /&gt;
'''[WHU]''' Send Efraim and Lethalia south and take out the drakes just for being drakes.  Then head west and turn south to kill a dragon and pick up a new toy.  I used to think Efraim should take it, but I now prefer to give it to Lethalia.  Head back north, turn west.  In the southwest will be a bunch of goblins.  North from there on the western edge of the map about halfway up is the exit.  There's no early finish bonus, so you may want to explore areas to the north.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Meanwhile, you can move the rest of your army generally southwest.  There will be a detour heading north, but just keep aiming south and west as best you can.  You should meet up with Efraim and Lethalia shortly before they reach the goblins, which can be used as XP for lower level units or to run up your soul eater count for Efraim and/or Lethalia.  Alternatively, you could use your army to explore north, or just leave them at the start, Efraim and Lethalia can easily finish this scenario in about 50 turns by themselves.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' No income from villages. Your four main heroes are basically invincible, so you can split into four groups with a hero leading each and effectively divide and conquer this scenario. Send some fliers north to fight the bats and kill the bat leader in the NE. The big room to the SE seems to be empty.&lt;br /&gt;
&lt;br /&gt;
==Ambush==&lt;br /&gt;
'''[WHU]''' There are a couple ways to get through this scenario without losing units.  My choice depends on how my units are initially positioned, what strengths and weaknesses my army has, and which and how many potions I have in my inventory.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Option one, move any junior units you aren't will to sacrifice to the center and hold a solid formation.  This assumes you have good defensive units and a handful of healing potions.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Option two, pick a direction, clear it with your heroes, and run for it so you can shield your junior units mostly with terrain and keep the fight away from them.  Hit and run, or greater healing potions will probably be necessary here, so your heroes can attack and then assume defensive position.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' If neither of these options are available, and you can't come up with an alternative, you could always remove any gear you care about from some expendable units and position them to slow the enemy.  They'll almost certainly die on the first turn, but the units that kill them will have to expend their turn to kill them.  Immediately go on offense with your heroes.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' The biggest threat is the necromancers, try to kill them before they attack while tolerating other enemies.&lt;br /&gt;
&lt;br /&gt;
==Gehenna==&lt;br /&gt;
'''[WHU]''' First you need to defend against a short wave of relatively powerful enemies.  Lethalia can easily defend the southern entrance, backed by a couple junior units who are just there to pick up an easy kill or two when available.  The northern entrance will probably require the rest of your heroes and a few senior units to rotate in and out.  The initial defense (in the north at least) is more challenging than most of what you have encountered so far, but it isn't really difficult if you keep a good defensive line so an individual unit doesn't get ganged up on and rotate the front line out to heal.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' After the initial assault has been beaten back, pick a leader to send to the northwest corner of the map where there is a bunch of loot.  Send the rest of your heroes, split into a couple teams, to the west.  You will meet light resistance until you approach the perimeter of the enemy defenses.  Punch a hole through the front line, and relentlessly move forward.  The leader looting the treasury should be starting to fight southward.  The rest of your army will be relatively safe back at the castle, just expect a few bats to drop by.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' When you see the enemy leader, check his resistances (click on the unit, mouse over the HP values on the right side of the screen).  He is easy to kill, but only if you hit him with the right attacks.  There's no early finish bonus, so once you reach him you may want to spend some time killing his underlings.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Beelzebub's monument will be at 10,9 if present.&lt;br /&gt;
&lt;br /&gt;
==Achilles' Revenge==&lt;br /&gt;
'''[WHU]''' Still have that [[LotI_Items#Woodland_Cloak_.E2.80.93_cloak|Woodland Cloak]]?  Good.  Put it on Efraim and send him through the woods.  Take your time, there is no early finish bonus.  While the objectives say killing orcs is optional, it's also a lot of fun.  Force the orcs in the east to come at you through the river, or pound your way into their castle so that you control how much they can recruit.  If you've advanced Lethalia to have chill tempest with explosive slow this is a great time to make use of it (this is why you sent Efraim with the Woodlands Cloak).&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' This is a great opportunity to level up some of those dwarfs you recruited in Mining, standing in the mountains to the east of the first orc castle pounding away at slowed orcs and trolls.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Lots of XP harvesting to be done here and villages do produce income. Any unit reaching the western edge is sufficient for victory. Beelezbub's monument, if present, is at 29,20, nicely central and en route to the orc leader.&lt;br /&gt;
&lt;br /&gt;
==Bitter Swamp==&lt;br /&gt;
'''[WHU]''' Send Efraim and Lethalia to work together to carve through the saurians and kill their leader.  Protect weaker units in the castle from saurians appearing out of the swamp.  After several turns, Efraim and Lethalia should draw the undead coming from the northwest to them, allowing a couple units such as Delly and Stormrider to advance easily up the path and kill the lich.  There is a trader north of your castle.  You might as well spend most of your gold now.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Watch out for two nearly invisible Fog with petrify attack. I ended up wanting about 800 gold to spend at the Trader.&lt;br /&gt;
&lt;br /&gt;
==First Confrontation==&lt;br /&gt;
'''[WHU]''' The obvious approach here would probably be to stand on the bank of the river and slaughter a bunch of drakes.  This will work, but will probably be costly.  A simpler approach is to send Efraim and Lethalia forward at full speed, right through the middle of the pack of drakes, while defensive units surround the castle protecting weaker ones.  The drakes will concentrate almost exclusively on Efraim and Lethalia, sending only a handful south that you can easily dispatch.  &lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' There's no early finish bonus.  The drake leader has a lot of gold and a healthy income.  If you want to milk drakes for XP, you will want to consider whether or not to kill him early (less danger if you want to get XP for your army) or not (more drakes to kill).&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Beelezbub's monument, if present, is at 15,7, nicely central and en route to the drake leader. If Beelezebub is present, I recruit a Faerie and two seers for extra firepower. I find I want to carry ~700 gold over into next scenario.&lt;br /&gt;
&lt;br /&gt;
==Chasing Dragons==&lt;br /&gt;
'''[WHU]''' Send someone into the cavern in the mountains and touch the obelisk.  The instructions are more or less written backwards.  Or don't, it's not like you'll need the help.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Send Efraim and Lethalia separately at two of the nearest dragon leaders.  Send the rest of your powerful units along the path and across the bridge to assist your allies.  Your allies can pretty much take care of things, so don't put any units at risk.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' As dragon after dragon attack Efraim and Lethalia and basically bounce off, try not to laugh.  It's not polite.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' The end of this scenario is probably a really good time to strip Argan, Delly, and Stormrider of any gear.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Note four units to recall in Chapter 4. This is the last time you play Delly and Argan, so unequip them of any items for certain. Other units won't be available in next chapter, so you might want to unequip them as well. Those units here won't be available to you again until Chapter 5, when you can recall them with Soulgate; this picks them randomly, so it's not a bad idea to go through and clear up your recall list, getting rid of weaker units.&lt;br /&gt;
&lt;br /&gt;
==Nightmare==&lt;br /&gt;
'''[WHU]''' After all the fun we had with dragons in the last scenario, might as well go after them again.  &lt;br /&gt;
 &lt;br /&gt;
'''[Thrash]''' I generally recruit a bunch of units to distract the enemy and then flee to a corner or other area with limited access. If needed, use some healing potions. &lt;br /&gt;
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{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;width: 33%&amp;quot; | [[LotI_Walkthrough-Part1-Chapter02|Back to Chapter 2]] &lt;br /&gt;
| style=&amp;quot;text-align: center;width: 33%&amp;quot; | [[LotI_Walkthrough|Main]] &lt;br /&gt;
| style=&amp;quot;text-align: right;width: 33%&amp;quot; | [[LotI_Walkthrough-Part1-Chapter04|On to Chapter 4]] &lt;br /&gt;
|}&lt;br /&gt;
[[LotI_Walkthrough|Back]]&lt;/div&gt;</summary>
		<author><name>Thrash</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=LotI_Walkthrough-Part1-Chapter03&amp;diff=73612</id>
		<title>LotI Walkthrough-Part1-Chapter03</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=LotI_Walkthrough-Part1-Chapter03&amp;diff=73612"/>
		<updated>2024-09-03T13:03:32Z</updated>

		<summary type="html">&lt;p&gt;Thrash: /* Bitter Swamp */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Part I, Embracing the Darkness, Chapter 3, Shadows of the Night'''&lt;br /&gt;
&lt;br /&gt;
'''Generally'''&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Recruiting and recalling work differently than normal in this chapter.  Be sure to read and understand the introductory material at the beginning of the first scenario.  Villages will often provide no income, check the status table (Alt-s, then Scenario Settings) at the start of each scenario.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' In a nutshell, recruiting is 10x normal cost, but units are automatically recalled, are loyal, and advance slightly faster. Units can be normally recalled, but you will start some scenarios without a keep so you can't rely on this. Don’t forget about using gems and items on units on the recall list.&lt;br /&gt;
&lt;br /&gt;
==Thirst for Adventures==&lt;br /&gt;
'''[WHU]''' Recruits are not really necessary here, and if Efraim and Lethalia are fast, they'll just slow you down.  If you do recruit, keep them back and have Lethalia and Efraim protect them from the first batch of wolves and mists.  The town &amp;quot;to the east&amp;quot; is actually to southeast, the first time the road forks follow the southeast branch with your fastest leader.  North of the town is a swamp, kill the lich.  You will be given the opportunity to go on an optional scenario, why not?&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' The mists and wolves have gotten much harder at the start. Even a group of L3-L4 recalls can have some problems with them and even Lethalia can get killed. L1 recruits will just get mopped up. Note if you recall there are a lot of villages, but you cannot get positive income, only zero. There is however no time limit, so you can recruit, get a bunch of villages and then recall. You do want to carry over some gold to the next level, especially if you choose to fight the bandits. Note there is an enemy bandit leader at 62,63 (south central) who makes for a good fight for L1 recruits. He is only triggered when you get close to him. The enemy lich also apparently recruits without end and doesn't attack, so you can harvest XP form his recruits until you get bored.&lt;br /&gt;
&lt;br /&gt;
==Bandits (Optional Scenario)==&lt;br /&gt;
'''[WHU]'''  Recruit a couple elves, give/craft them some gear, and try to get them some experience.  Use heroes to block enemies to protect your new elves, and Argan to provide leadership.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Note villages provide income and there is 100% gold carry over. If present, Beelzebub's monument will be at 16,17.&lt;br /&gt;
&lt;br /&gt;
==Journey South==&lt;br /&gt;
'''[WHU]''' A long scenario, without much opportunity to use low level units.  About ten tiles southeast of the mouth of the path through the mountains is a small orc camp.  You may want to send a few heroes over the mountains to take it out.  I've always chosen to help the woman which gives a nice reward, but I don't know what the other options do.  After you enter the cave, there is a lake full of souls to eat.  On the west side of the lake is a chest of gold.  One leader can easily clear the path on land of the enemy undead.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Following the path south you find a cavern.  There are trolls to the west, which provide what IMO is one of the toughest fights in LotI unless you can get to the opening where you fight two on one in your favor.  It's no place for your junior units, they can safely remain heading south.  Fighting the trolls is not strictly necessary if you just keep moving south.  If you choose to go west, look for the entrance to a secret passage to the south, there's a piece of loot in there that is weakly protected.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Shortly after exiting the cave there is a gap in the mountains to the west which leads to a path to a secret scenario.  It is quite difficult, but doable and gives you access to some dwarves, which is nice, especially if you're building up a collection of axes.  If you chose not to fight the trolls and only sent a unit or two through the secret passage, this might be their only hope of survival (unless you sent Lethalia alone, who can fly to a tile inaccessible to the trolls).  The alternative is just to cruise easily down to the southern border.  Either way you should finish at least 100 turns early -- with no early finish bonus.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Only things to add to WHU's notes: If you take the female necromancer's side such that she is an ally and then you fight Beelezebub, you can run into issues with her units sitting on items resulting from Beelezebub's death. There is 200 gold hidden in cave in 2nd mountain range to the east, north of female necromancer; it's easiest to get to from the south side of the range. Income from villages can only bring you to zero income, not take you positive.&lt;br /&gt;
&lt;br /&gt;
==Mining (Optional Scenario)==&lt;br /&gt;
'''[WHU]''' Time to recall or possibly recruit some units.  The turn limit is very tight here if you don't have overwhelming force.  Your enemies, aside from the four liches, are weak, but you have a lot of work to do and a lot of map to cover so you want plenty of troops to clear the way for your heroes.  In the northeast you'll be facing goblins, Lethalia and some elf markmen should have no trouble there.  The rest will be undead, so arcane and impact attacks are key.  While you are in a cave, most of the paths are covered with roads.  This is a good scenario to get some XP for lower level units.  Spread your forces so that you are advancing along all paths at once, and try to make sure your heroes move as much as possible each turn, while still blocking enemy units from teaming up on your low level units.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' You can recruit dwarven fighters now, though the ones you start with will be auto-recalled in future scenarios, so it's worth putting effort into advancing them. I found with some care, you can handle this scenario without recruiting but recalling a healer or two is helpful. You will need to keep an eye on the turn limit.&lt;br /&gt;
&lt;br /&gt;
==Siege==&lt;br /&gt;
'''[WHU]''' Gold, or XP?  A fast leader can race down and get behind the orc leader, step into his castle, and win around turn 4, picking up a nice early finish bonus, but leaving a lot of XP on the table.  On the other hand, your allies are actually useful, so you could join them in a straight up assault and grab a lot of XP.  Your allies have healers you can take advantage of by carefully positioning your units.  &lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' I like a hybrid approach, where I send a few heroes to stand in the orc castle so he can't recruit very fast and then pick them off a few at a time.  You don't get much gold that way, but it's safe, especially if you want to distribute XP to junior units, at least until your ally joins you in the castle.  I don't think this is a very wise approach, but it's fun, especially if you mix in some explosive slow attacks to really frustrate the orcs.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' If you do decide to harvest XP, your biggest challenge will be your ally stealing kills from you.&lt;br /&gt;
&lt;br /&gt;
==Entering the Desert==&lt;br /&gt;
'''[WHU]''' Recruit a few mages, protect them, and take advantage of Argan's leadership and Stormrider's burn foes to help the mages advance.  Send a couple elves to scout the forest for villages.  Send your army south, following the road.  Efraim and Lethalia are relatively safe to explore the desert, but watch out for the occasional enemy that petrifies.  There are a lot of enemies with poison, so lead with your undead.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' In the southeast corner is a pit that will spawn ghostly units in increasing number.  The idea here is to use those ghosts as target practice for your mages.  I just don't find that practical, it's very difficult to protect them.  I go for the big early finish bonus.  Whichever you choose, Lethalia (or Efraim if you have advanced his movement AMLAs to at least the levitate upgrade) should be making constant movement toward the pit, as the ghosts will surround your leader on every turn.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' You can get away without recruiting/recalling, but it is a good chance to harvest some XP. And as WHU notes, you can now recruit mages, so it's a good time to take advantage of that. The enemies with the petrify attack are nearly invisible, so keep a close eye out for them. Petrify doesn’t seem to be curable except by potion? There are two items in SW part of map.&lt;br /&gt;
&lt;br /&gt;
==The Pit==&lt;br /&gt;
'''[WHU]'''  Send a quick dwarf or other unit that moves well in caves along the north border to pick up an item in the northeast corner.  Send your heroes southeast to find the glyph where the ghosts spawn and step on it to stop them.  You can leave your low level and/or slow units behind, they won't be much use against the units you'll be up against.  If you do decide to bring them, use Efraim and Lethalia together to disable the glyph, keeping ghosts in front of you for the most part, while Delly, Argan, and Stormrider protect the rest of the army from any ghosts that get by.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Continue following the path around the glyph until you encounter the next batch of enemies, which may not be the most dangerous you have faced so far, but certainly close.  Use the bridge and rotate back to heal/regenerate as necessary until you get the upper hand, then charge forward.  If you have given Stormrider a lot of HP and defenses and upgraded his burns foes, he can be a valuable tool on the front line here.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' This is the first scenario you start without a keep and hence unable to recruit or recall. Not really a problem, especially if you have some L2-3 dwarves.&lt;br /&gt;
&lt;br /&gt;
==Darkest Darkness==&lt;br /&gt;
'''[WHU]''' This one can be a little tricky.  You have to protect your troops from higher level ghosts sneaking in from all directions, but you also need to be using your stronger units to quickly hunt down the enemy leaders (north, northeast, northwest, and southeast).&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' The toughest leader is to the NE. There is an escape tunnels in the SW that end the scenario. (WHU is correct, SE is not an escape tunnel.)&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' I never noticed that the objectives say that escape is also an option.  There is only one tunnel that leads to escape, however, in the SW.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' No starting keep, though there are ones to be had. If you don't have enough troops, probably pushing SE is best.&lt;br /&gt;
&lt;br /&gt;
==End of all Hopes==&lt;br /&gt;
'''[WHU]''' Efraim and Lethalia, working together, can accomplish the main mission, though it helps to remember that is to escape and not to waste time with the enemy leader.  Send everyone but Efraim and Lethalia north, and defend the one tile gap, keeping the undead trapped underground.  Watch out for chocobone charges.  You can also send some units into the narrow passages in the southeast if you want to spread the XP around, just make sure to have some healers and leave enough room to rotate troops back to heal.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Use Efraim and Lethalia to draw the bulk of the undead to the northern part of the underground, then race around to the south and west, waiting near the exit until the orc leader goes down, which will allow you access to cheap bandit recruits.  Or draw the undead to the northern part of the underground while sending a unit with lesser nightstalk ([[LotI_Items#Nighwalker_.E2.80.93_craftable_as_any_armour|Nighwalker]]) and darkens ([[LotI_Items#Deflector_of_Light_.E2.80.93_craftable_as_any_armour|Deflector of Light]]) to sneak to the exit.  There is no early finish bonus, so you may want to milk some XP at the end.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' No income from villages. If you kill the orcish leader outside, you will gain the ability to recruit chaotic human units. I split my troops, sending the elves outside along with Stormrider, the dwarves west, and split my mages as most useful. Good time to consider recruiting/recalling some low-level mages.&lt;br /&gt;
&lt;br /&gt;
==Lost==&lt;br /&gt;
'''[WHU]''' Send Efraim and Lethalia south and take out the drakes just for being drakes.  Then head west and turn south to kill a dragon and pick up a new toy.  I used to think Efraim should take it, but I now prefer to give it to Lethalia.  Head back north, turn west.  In the southwest will be a bunch of goblins.  North from there on the western edge of the map about halfway up is the exit.  There's no early finish bonus, so you may want to explore areas to the north.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Meanwhile, you can move the rest of your army generally southwest.  There will be a detour heading north, but just keep aiming south and west as best you can.  You should meet up with Efraim and Lethalia shortly before they reach the goblins, which can be used as XP for lower level units or to run up your soul eater count for Efraim and/or Lethalia.  Alternatively, you could use your army to explore north, or just leave them at the start, Efraim and Lethalia can easily finish this scenario in about 50 turns by themselves.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' No income from villages. Your four main heroes are basically invincible, so you can split into four groups with a hero leading each and effectively divide and conquer this scenario. Send some fliers north to fight the bats and kill the bat leader in the NE. The big room to the SE seems to be empty.&lt;br /&gt;
&lt;br /&gt;
==Ambush==&lt;br /&gt;
'''[WHU]''' There are a couple ways to get through this scenario without losing units.  My choice depends on how my units are initially positioned, what strengths and weaknesses my army has, and which and how many potions I have in my inventory.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Option one, move any junior units you aren't will to sacrifice to the center and hold a solid formation.  This assumes you have good defensive units and a handful of healing potions.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Option two, pick a direction, clear it with your heroes, and run for it so you can shield your junior units mostly with terrain and keep the fight away from them.  Hit and run, or greater healing potions will probably be necessary here, so your heroes can attack and then assume defensive position.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' If neither of these options are available, and you can't come up with an alternative, you could always remove any gear you care about from some expendable units and position them to slow the enemy.  They'll almost certainly die on the first turn, but the units that kill them will have to expend their turn to kill them.  Immediately go on offense with your heroes.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' The biggest threat is the necromancers, try to kill them before they attack while tolerating other enemies.&lt;br /&gt;
&lt;br /&gt;
==Gehenna==&lt;br /&gt;
'''[WHU]''' First you need to defend against a short wave of relatively powerful enemies.  Lethalia can easily defend the southern entrance, backed by a couple junior units who are just there to pick up an easy kill or two when available.  The northern entrance will probably require the rest of your heroes and a few senior units to rotate in and out.  The initial defense (in the north at least) is more challenging than most of what you have encountered so far, but it isn't really difficult if you keep a good defensive line so an individual unit doesn't get ganged up on and rotate the front line out to heal.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' After the initial assault has been beaten back, pick a leader to send to the northwest corner of the map where there is a bunch of loot.  Send the rest of your heroes, split into a couple teams, to the west.  You will meet light resistance until you approach the perimeter of the enemy defenses.  Punch a hole through the front line, and relentlessly move forward.  The leader looting the treasury should be starting to fight southward.  The rest of your army will be relatively safe back at the castle, just expect a few bats to drop by.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' When you see the enemy leader, check his resistances (click on the unit, mouse over the HP values on the right side of the screen).  He is easy to kill, but only if you hit him with the right attacks.  There's no early finish bonus, so once you reach him you may want to spend some time killing his underlings.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Beelzebub's monument will be at 10,9 if present.&lt;br /&gt;
&lt;br /&gt;
==Achilles' Revenge==&lt;br /&gt;
'''[WHU]''' Still have that [[LotI_Items#Woodland_Cloak_.E2.80.93_cloak|Woodland Cloak]]?  Good.  Put it on Efraim and send him through the woods.  Take your time, there is no early finish bonus.  While the objectives say killing orcs is optional, it's also a lot of fun.  Force the orcs in the east to come at you through the river, or pound your way into their castle so that you control how much they can recruit.  If you've advanced Lethalia to have chill tempest with explosive slow this is a great time to make use of it (this is why you sent Efraim with the Woodlands Cloak).&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' This is a great opportunity to level up some of those dwarfs you recruited in Mining, standing in the mountains to the east of the first orc castle pounding away at slowed orcs and trolls.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Lots of XP harvesting to be done here and villages do produce income. Any unit reaching the western edge is sufficient for victory. Beelezbub's monument, if present, is at 29,20, nicely central and en route to the orc leader.&lt;br /&gt;
&lt;br /&gt;
==Bitter Swamp==&lt;br /&gt;
'''[WHU]''' Send Efraim and Lethalia to work together to carve through the saurians and kill their leader.  Protect weaker units in the castle from saurians appearing out of the swamp.  After several turns, Efraim and Lethalia should draw the undead coming from the northwest to them, allowing a couple units such as Delly and Stormrider to advance easily up the path and kill the lich.  There is a trader north of your castle.  You might as well spend most of your gold now.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Watch out for two nearly invisible Fog with petrify attack. I ended up wanting about 800 gold to spend at the Trader.&lt;br /&gt;
&lt;br /&gt;
==First Confrontation==&lt;br /&gt;
'''[WHU]''' The obvious approach here would probably be to stand on the bank of the river and slaughter a bunch of drakes.  This will work, but will probably be costly.  A simpler approach is to send Efraim and Lethalia forward at full speed, right through the middle of the pack of drakes, while defensive units surround the castle protecting weaker ones.  The drakes will concentrate almost exclusively on Efraim and Lethalia, sending only a handful south that you can easily dispatch.  &lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' There's no early finish bonus.  The drake leader has a lot of gold and a healthy income.  If you want to milk drakes for XP, you will want to consider whether or not to kill him early (less danger if you want to get XP for your army) or not (more drakes to kill).&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Beelezbub's monument, if present, is at 15,7, nicely central and en route to the drake leader. If Beelezebub is present, I recruit a Faerie and two seers for extra firepower. I find I want to carry ~700 gold over into next scenario.&lt;br /&gt;
&lt;br /&gt;
==Chasing Dragons==&lt;br /&gt;
'''[WHU]''' Send someone into the cavern in the mountains and touch the obelisk.  The instructions are more or less written backwards.  Or don't, it's not like you'll need the help.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Send Efraim and Lethalia separately at two of the nearest dragon leaders.  Send the rest of your powerful units along the path and across the bridge to assist your allies.  Your allies can pretty much take care of things, so don't put any units at risk.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' As dragon after dragon attack Efraim and Lethalia and basically bounce off, try not to laugh.  It's not polite.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' The end of this scenario is probably a really good time to strip Argan, Delly, and Stormrider of any gear.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Note four units to recall in Chapter 4. This is the last time you play Delly and Argan, so unequip them of any items for certain. Other units won't be available in next chapter, so you might want to unequip them as well. Those units here won't be available to you again until Chapter 5, when you can recall them with Soulgate; this picks them randomly, so it's not a bad idea to go through and clear up your recall list, getting rid of weaker units.&lt;br /&gt;
&lt;br /&gt;
==Nightmare==&lt;br /&gt;
'''[WHU]''' After all the fun we had with dragons in the last scenario, might as well go after them again.  &lt;br /&gt;
 &lt;br /&gt;
'''[Thrash]''' I generally recruit a bunch of units to distract the enemy and then flee to a corner or other area with limited access. If needed, use some healing potions. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;width: 33%&amp;quot; | [[LotI_Walkthrough-Part1-Chapter02|Back to Chapter 2]] &lt;br /&gt;
| style=&amp;quot;text-align: center;width: 33%&amp;quot; | [[LotI_Walkthrough|Main]] &lt;br /&gt;
| style=&amp;quot;text-align: right;width: 33%&amp;quot; | [[LotI_Walkthrough-Part1-Chapter04|On to Chapter 4]] &lt;br /&gt;
|}&lt;br /&gt;
[[LotI_Walkthrough|Back]]&lt;/div&gt;</summary>
		<author><name>Thrash</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=LotI_Walkthrough-Part1-Chapter03&amp;diff=73611</id>
		<title>LotI Walkthrough-Part1-Chapter03</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=LotI_Walkthrough-Part1-Chapter03&amp;diff=73611"/>
		<updated>2024-09-03T13:03:19Z</updated>

		<summary type="html">&lt;p&gt;Thrash: /* First Confrontation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Part I, Embracing the Darkness, Chapter 3, Shadows of the Night'''&lt;br /&gt;
&lt;br /&gt;
'''Generally'''&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Recruiting and recalling work differently than normal in this chapter.  Be sure to read and understand the introductory material at the beginning of the first scenario.  Villages will often provide no income, check the status table (Alt-s, then Scenario Settings) at the start of each scenario.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' In a nutshell, recruiting is 10x normal cost, but units are automatically recalled, are loyal, and advance slightly faster. Units can be normally recalled, but you will start some scenarios without a keep so you can't rely on this. Don’t forget about using gems and items on units on the recall list.&lt;br /&gt;
&lt;br /&gt;
==Thirst for Adventures==&lt;br /&gt;
'''[WHU]''' Recruits are not really necessary here, and if Efraim and Lethalia are fast, they'll just slow you down.  If you do recruit, keep them back and have Lethalia and Efraim protect them from the first batch of wolves and mists.  The town &amp;quot;to the east&amp;quot; is actually to southeast, the first time the road forks follow the southeast branch with your fastest leader.  North of the town is a swamp, kill the lich.  You will be given the opportunity to go on an optional scenario, why not?&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' The mists and wolves have gotten much harder at the start. Even a group of L3-L4 recalls can have some problems with them and even Lethalia can get killed. L1 recruits will just get mopped up. Note if you recall there are a lot of villages, but you cannot get positive income, only zero. There is however no time limit, so you can recruit, get a bunch of villages and then recall. You do want to carry over some gold to the next level, especially if you choose to fight the bandits. Note there is an enemy bandit leader at 62,63 (south central) who makes for a good fight for L1 recruits. He is only triggered when you get close to him. The enemy lich also apparently recruits without end and doesn't attack, so you can harvest XP form his recruits until you get bored.&lt;br /&gt;
&lt;br /&gt;
==Bandits (Optional Scenario)==&lt;br /&gt;
'''[WHU]'''  Recruit a couple elves, give/craft them some gear, and try to get them some experience.  Use heroes to block enemies to protect your new elves, and Argan to provide leadership.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Note villages provide income and there is 100% gold carry over. If present, Beelzebub's monument will be at 16,17.&lt;br /&gt;
&lt;br /&gt;
==Journey South==&lt;br /&gt;
'''[WHU]''' A long scenario, without much opportunity to use low level units.  About ten tiles southeast of the mouth of the path through the mountains is a small orc camp.  You may want to send a few heroes over the mountains to take it out.  I've always chosen to help the woman which gives a nice reward, but I don't know what the other options do.  After you enter the cave, there is a lake full of souls to eat.  On the west side of the lake is a chest of gold.  One leader can easily clear the path on land of the enemy undead.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Following the path south you find a cavern.  There are trolls to the west, which provide what IMO is one of the toughest fights in LotI unless you can get to the opening where you fight two on one in your favor.  It's no place for your junior units, they can safely remain heading south.  Fighting the trolls is not strictly necessary if you just keep moving south.  If you choose to go west, look for the entrance to a secret passage to the south, there's a piece of loot in there that is weakly protected.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Shortly after exiting the cave there is a gap in the mountains to the west which leads to a path to a secret scenario.  It is quite difficult, but doable and gives you access to some dwarves, which is nice, especially if you're building up a collection of axes.  If you chose not to fight the trolls and only sent a unit or two through the secret passage, this might be their only hope of survival (unless you sent Lethalia alone, who can fly to a tile inaccessible to the trolls).  The alternative is just to cruise easily down to the southern border.  Either way you should finish at least 100 turns early -- with no early finish bonus.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Only things to add to WHU's notes: If you take the female necromancer's side such that she is an ally and then you fight Beelezebub, you can run into issues with her units sitting on items resulting from Beelezebub's death. There is 200 gold hidden in cave in 2nd mountain range to the east, north of female necromancer; it's easiest to get to from the south side of the range. Income from villages can only bring you to zero income, not take you positive.&lt;br /&gt;
&lt;br /&gt;
==Mining (Optional Scenario)==&lt;br /&gt;
'''[WHU]''' Time to recall or possibly recruit some units.  The turn limit is very tight here if you don't have overwhelming force.  Your enemies, aside from the four liches, are weak, but you have a lot of work to do and a lot of map to cover so you want plenty of troops to clear the way for your heroes.  In the northeast you'll be facing goblins, Lethalia and some elf markmen should have no trouble there.  The rest will be undead, so arcane and impact attacks are key.  While you are in a cave, most of the paths are covered with roads.  This is a good scenario to get some XP for lower level units.  Spread your forces so that you are advancing along all paths at once, and try to make sure your heroes move as much as possible each turn, while still blocking enemy units from teaming up on your low level units.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' You can recruit dwarven fighters now, though the ones you start with will be auto-recalled in future scenarios, so it's worth putting effort into advancing them. I found with some care, you can handle this scenario without recruiting but recalling a healer or two is helpful. You will need to keep an eye on the turn limit.&lt;br /&gt;
&lt;br /&gt;
==Siege==&lt;br /&gt;
'''[WHU]''' Gold, or XP?  A fast leader can race down and get behind the orc leader, step into his castle, and win around turn 4, picking up a nice early finish bonus, but leaving a lot of XP on the table.  On the other hand, your allies are actually useful, so you could join them in a straight up assault and grab a lot of XP.  Your allies have healers you can take advantage of by carefully positioning your units.  &lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' I like a hybrid approach, where I send a few heroes to stand in the orc castle so he can't recruit very fast and then pick them off a few at a time.  You don't get much gold that way, but it's safe, especially if you want to distribute XP to junior units, at least until your ally joins you in the castle.  I don't think this is a very wise approach, but it's fun, especially if you mix in some explosive slow attacks to really frustrate the orcs.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' If you do decide to harvest XP, your biggest challenge will be your ally stealing kills from you.&lt;br /&gt;
&lt;br /&gt;
==Entering the Desert==&lt;br /&gt;
'''[WHU]''' Recruit a few mages, protect them, and take advantage of Argan's leadership and Stormrider's burn foes to help the mages advance.  Send a couple elves to scout the forest for villages.  Send your army south, following the road.  Efraim and Lethalia are relatively safe to explore the desert, but watch out for the occasional enemy that petrifies.  There are a lot of enemies with poison, so lead with your undead.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' In the southeast corner is a pit that will spawn ghostly units in increasing number.  The idea here is to use those ghosts as target practice for your mages.  I just don't find that practical, it's very difficult to protect them.  I go for the big early finish bonus.  Whichever you choose, Lethalia (or Efraim if you have advanced his movement AMLAs to at least the levitate upgrade) should be making constant movement toward the pit, as the ghosts will surround your leader on every turn.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' You can get away without recruiting/recalling, but it is a good chance to harvest some XP. And as WHU notes, you can now recruit mages, so it's a good time to take advantage of that. The enemies with the petrify attack are nearly invisible, so keep a close eye out for them. Petrify doesn’t seem to be curable except by potion? There are two items in SW part of map.&lt;br /&gt;
&lt;br /&gt;
==The Pit==&lt;br /&gt;
'''[WHU]'''  Send a quick dwarf or other unit that moves well in caves along the north border to pick up an item in the northeast corner.  Send your heroes southeast to find the glyph where the ghosts spawn and step on it to stop them.  You can leave your low level and/or slow units behind, they won't be much use against the units you'll be up against.  If you do decide to bring them, use Efraim and Lethalia together to disable the glyph, keeping ghosts in front of you for the most part, while Delly, Argan, and Stormrider protect the rest of the army from any ghosts that get by.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Continue following the path around the glyph until you encounter the next batch of enemies, which may not be the most dangerous you have faced so far, but certainly close.  Use the bridge and rotate back to heal/regenerate as necessary until you get the upper hand, then charge forward.  If you have given Stormrider a lot of HP and defenses and upgraded his burns foes, he can be a valuable tool on the front line here.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' This is the first scenario you start without a keep and hence unable to recruit or recall. Not really a problem, especially if you have some L2-3 dwarves.&lt;br /&gt;
&lt;br /&gt;
==Darkest Darkness==&lt;br /&gt;
'''[WHU]''' This one can be a little tricky.  You have to protect your troops from higher level ghosts sneaking in from all directions, but you also need to be using your stronger units to quickly hunt down the enemy leaders (north, northeast, northwest, and southeast).&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' The toughest leader is to the NE. There is an escape tunnels in the SW that end the scenario. (WHU is correct, SE is not an escape tunnel.)&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' I never noticed that the objectives say that escape is also an option.  There is only one tunnel that leads to escape, however, in the SW.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' No starting keep, though there are ones to be had. If you don't have enough troops, probably pushing SE is best.&lt;br /&gt;
&lt;br /&gt;
==End of all Hopes==&lt;br /&gt;
'''[WHU]''' Efraim and Lethalia, working together, can accomplish the main mission, though it helps to remember that is to escape and not to waste time with the enemy leader.  Send everyone but Efraim and Lethalia north, and defend the one tile gap, keeping the undead trapped underground.  Watch out for chocobone charges.  You can also send some units into the narrow passages in the southeast if you want to spread the XP around, just make sure to have some healers and leave enough room to rotate troops back to heal.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Use Efraim and Lethalia to draw the bulk of the undead to the northern part of the underground, then race around to the south and west, waiting near the exit until the orc leader goes down, which will allow you access to cheap bandit recruits.  Or draw the undead to the northern part of the underground while sending a unit with lesser nightstalk ([[LotI_Items#Nighwalker_.E2.80.93_craftable_as_any_armour|Nighwalker]]) and darkens ([[LotI_Items#Deflector_of_Light_.E2.80.93_craftable_as_any_armour|Deflector of Light]]) to sneak to the exit.  There is no early finish bonus, so you may want to milk some XP at the end.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' No income from villages. If you kill the orcish leader outside, you will gain the ability to recruit chaotic human units. I split my troops, sending the elves outside along with Stormrider, the dwarves west, and split my mages as most useful. Good time to consider recruiting/recalling some low-level mages.&lt;br /&gt;
&lt;br /&gt;
==Lost==&lt;br /&gt;
'''[WHU]''' Send Efraim and Lethalia south and take out the drakes just for being drakes.  Then head west and turn south to kill a dragon and pick up a new toy.  I used to think Efraim should take it, but I now prefer to give it to Lethalia.  Head back north, turn west.  In the southwest will be a bunch of goblins.  North from there on the western edge of the map about halfway up is the exit.  There's no early finish bonus, so you may want to explore areas to the north.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Meanwhile, you can move the rest of your army generally southwest.  There will be a detour heading north, but just keep aiming south and west as best you can.  You should meet up with Efraim and Lethalia shortly before they reach the goblins, which can be used as XP for lower level units or to run up your soul eater count for Efraim and/or Lethalia.  Alternatively, you could use your army to explore north, or just leave them at the start, Efraim and Lethalia can easily finish this scenario in about 50 turns by themselves.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' No income from villages. Your four main heroes are basically invincible, so you can split into four groups with a hero leading each and effectively divide and conquer this scenario. Send some fliers north to fight the bats and kill the bat leader in the NE. The big room to the SE seems to be empty.&lt;br /&gt;
&lt;br /&gt;
==Ambush==&lt;br /&gt;
'''[WHU]''' There are a couple ways to get through this scenario without losing units.  My choice depends on how my units are initially positioned, what strengths and weaknesses my army has, and which and how many potions I have in my inventory.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Option one, move any junior units you aren't will to sacrifice to the center and hold a solid formation.  This assumes you have good defensive units and a handful of healing potions.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Option two, pick a direction, clear it with your heroes, and run for it so you can shield your junior units mostly with terrain and keep the fight away from them.  Hit and run, or greater healing potions will probably be necessary here, so your heroes can attack and then assume defensive position.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' If neither of these options are available, and you can't come up with an alternative, you could always remove any gear you care about from some expendable units and position them to slow the enemy.  They'll almost certainly die on the first turn, but the units that kill them will have to expend their turn to kill them.  Immediately go on offense with your heroes.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' The biggest threat is the necromancers, try to kill them before they attack while tolerating other enemies.&lt;br /&gt;
&lt;br /&gt;
==Gehenna==&lt;br /&gt;
'''[WHU]''' First you need to defend against a short wave of relatively powerful enemies.  Lethalia can easily defend the southern entrance, backed by a couple junior units who are just there to pick up an easy kill or two when available.  The northern entrance will probably require the rest of your heroes and a few senior units to rotate in and out.  The initial defense (in the north at least) is more challenging than most of what you have encountered so far, but it isn't really difficult if you keep a good defensive line so an individual unit doesn't get ganged up on and rotate the front line out to heal.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' After the initial assault has been beaten back, pick a leader to send to the northwest corner of the map where there is a bunch of loot.  Send the rest of your heroes, split into a couple teams, to the west.  You will meet light resistance until you approach the perimeter of the enemy defenses.  Punch a hole through the front line, and relentlessly move forward.  The leader looting the treasury should be starting to fight southward.  The rest of your army will be relatively safe back at the castle, just expect a few bats to drop by.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' When you see the enemy leader, check his resistances (click on the unit, mouse over the HP values on the right side of the screen).  He is easy to kill, but only if you hit him with the right attacks.  There's no early finish bonus, so once you reach him you may want to spend some time killing his underlings.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Beelzebub's monument will be at 10,9 if present.&lt;br /&gt;
&lt;br /&gt;
==Achilles' Revenge==&lt;br /&gt;
'''[WHU]''' Still have that [[LotI_Items#Woodland_Cloak_.E2.80.93_cloak|Woodland Cloak]]?  Good.  Put it on Efraim and send him through the woods.  Take your time, there is no early finish bonus.  While the objectives say killing orcs is optional, it's also a lot of fun.  Force the orcs in the east to come at you through the river, or pound your way into their castle so that you control how much they can recruit.  If you've advanced Lethalia to have chill tempest with explosive slow this is a great time to make use of it (this is why you sent Efraim with the Woodlands Cloak).&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' This is a great opportunity to level up some of those dwarfs you recruited in Mining, standing in the mountains to the east of the first orc castle pounding away at slowed orcs and trolls.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Lots of XP harvesting to be done here and villages do produce income. Any unit reaching the western edge is sufficient for victory. Beelezbub's monument, if present, is at 29,20, nicely central and en route to the orc leader.&lt;br /&gt;
&lt;br /&gt;
==Bitter Swamp==&lt;br /&gt;
'''[WHU]''' Send Efraim and Lethalia to work together to carve through the saurians and kill their leader.  Protect weaker units in the castle from saurians appearing out of the swamp.  After several turns, Efraim and Lethalia should draw the undead coming from the northwest to them, allowing a couple units such as Delly and Stormrider to advance easily up the path and kill the lich.  There is a trader north of your castle.  You might as well spend most of your gold now.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Watch out for nearly invisible Fog with petrify attack. I ended up wanting about 800 gold to spend at the Trader.&lt;br /&gt;
&lt;br /&gt;
==First Confrontation==&lt;br /&gt;
'''[WHU]''' The obvious approach here would probably be to stand on the bank of the river and slaughter a bunch of drakes.  This will work, but will probably be costly.  A simpler approach is to send Efraim and Lethalia forward at full speed, right through the middle of the pack of drakes, while defensive units surround the castle protecting weaker ones.  The drakes will concentrate almost exclusively on Efraim and Lethalia, sending only a handful south that you can easily dispatch.  &lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' There's no early finish bonus.  The drake leader has a lot of gold and a healthy income.  If you want to milk drakes for XP, you will want to consider whether or not to kill him early (less danger if you want to get XP for your army) or not (more drakes to kill).&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Beelezbub's monument, if present, is at 15,7, nicely central and en route to the drake leader. If Beelezebub is present, I recruit a Faerie and two seers for extra firepower. I find I want to carry ~700 gold over into next scenario.&lt;br /&gt;
&lt;br /&gt;
==Chasing Dragons==&lt;br /&gt;
'''[WHU]''' Send someone into the cavern in the mountains and touch the obelisk.  The instructions are more or less written backwards.  Or don't, it's not like you'll need the help.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Send Efraim and Lethalia separately at two of the nearest dragon leaders.  Send the rest of your powerful units along the path and across the bridge to assist your allies.  Your allies can pretty much take care of things, so don't put any units at risk.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' As dragon after dragon attack Efraim and Lethalia and basically bounce off, try not to laugh.  It's not polite.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' The end of this scenario is probably a really good time to strip Argan, Delly, and Stormrider of any gear.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Note four units to recall in Chapter 4. This is the last time you play Delly and Argan, so unequip them of any items for certain. Other units won't be available in next chapter, so you might want to unequip them as well. Those units here won't be available to you again until Chapter 5, when you can recall them with Soulgate; this picks them randomly, so it's not a bad idea to go through and clear up your recall list, getting rid of weaker units.&lt;br /&gt;
&lt;br /&gt;
==Nightmare==&lt;br /&gt;
'''[WHU]''' After all the fun we had with dragons in the last scenario, might as well go after them again.  &lt;br /&gt;
 &lt;br /&gt;
'''[Thrash]''' I generally recruit a bunch of units to distract the enemy and then flee to a corner or other area with limited access. If needed, use some healing potions. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;width: 33%&amp;quot; | [[LotI_Walkthrough-Part1-Chapter02|Back to Chapter 2]] &lt;br /&gt;
| style=&amp;quot;text-align: center;width: 33%&amp;quot; | [[LotI_Walkthrough|Main]] &lt;br /&gt;
| style=&amp;quot;text-align: right;width: 33%&amp;quot; | [[LotI_Walkthrough-Part1-Chapter04|On to Chapter 4]] &lt;br /&gt;
|}&lt;br /&gt;
[[LotI_Walkthrough|Back]]&lt;/div&gt;</summary>
		<author><name>Thrash</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=LotI_Walkthrough-Part1-Chapter03&amp;diff=73610</id>
		<title>LotI Walkthrough-Part1-Chapter03</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=LotI_Walkthrough-Part1-Chapter03&amp;diff=73610"/>
		<updated>2024-09-03T13:02:52Z</updated>

		<summary type="html">&lt;p&gt;Thrash: /* First Confrontation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Part I, Embracing the Darkness, Chapter 3, Shadows of the Night'''&lt;br /&gt;
&lt;br /&gt;
'''Generally'''&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Recruiting and recalling work differently than normal in this chapter.  Be sure to read and understand the introductory material at the beginning of the first scenario.  Villages will often provide no income, check the status table (Alt-s, then Scenario Settings) at the start of each scenario.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' In a nutshell, recruiting is 10x normal cost, but units are automatically recalled, are loyal, and advance slightly faster. Units can be normally recalled, but you will start some scenarios without a keep so you can't rely on this. Don’t forget about using gems and items on units on the recall list.&lt;br /&gt;
&lt;br /&gt;
==Thirst for Adventures==&lt;br /&gt;
'''[WHU]''' Recruits are not really necessary here, and if Efraim and Lethalia are fast, they'll just slow you down.  If you do recruit, keep them back and have Lethalia and Efraim protect them from the first batch of wolves and mists.  The town &amp;quot;to the east&amp;quot; is actually to southeast, the first time the road forks follow the southeast branch with your fastest leader.  North of the town is a swamp, kill the lich.  You will be given the opportunity to go on an optional scenario, why not?&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' The mists and wolves have gotten much harder at the start. Even a group of L3-L4 recalls can have some problems with them and even Lethalia can get killed. L1 recruits will just get mopped up. Note if you recall there are a lot of villages, but you cannot get positive income, only zero. There is however no time limit, so you can recruit, get a bunch of villages and then recall. You do want to carry over some gold to the next level, especially if you choose to fight the bandits. Note there is an enemy bandit leader at 62,63 (south central) who makes for a good fight for L1 recruits. He is only triggered when you get close to him. The enemy lich also apparently recruits without end and doesn't attack, so you can harvest XP form his recruits until you get bored.&lt;br /&gt;
&lt;br /&gt;
==Bandits (Optional Scenario)==&lt;br /&gt;
'''[WHU]'''  Recruit a couple elves, give/craft them some gear, and try to get them some experience.  Use heroes to block enemies to protect your new elves, and Argan to provide leadership.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Note villages provide income and there is 100% gold carry over. If present, Beelzebub's monument will be at 16,17.&lt;br /&gt;
&lt;br /&gt;
==Journey South==&lt;br /&gt;
'''[WHU]''' A long scenario, without much opportunity to use low level units.  About ten tiles southeast of the mouth of the path through the mountains is a small orc camp.  You may want to send a few heroes over the mountains to take it out.  I've always chosen to help the woman which gives a nice reward, but I don't know what the other options do.  After you enter the cave, there is a lake full of souls to eat.  On the west side of the lake is a chest of gold.  One leader can easily clear the path on land of the enemy undead.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Following the path south you find a cavern.  There are trolls to the west, which provide what IMO is one of the toughest fights in LotI unless you can get to the opening where you fight two on one in your favor.  It's no place for your junior units, they can safely remain heading south.  Fighting the trolls is not strictly necessary if you just keep moving south.  If you choose to go west, look for the entrance to a secret passage to the south, there's a piece of loot in there that is weakly protected.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Shortly after exiting the cave there is a gap in the mountains to the west which leads to a path to a secret scenario.  It is quite difficult, but doable and gives you access to some dwarves, which is nice, especially if you're building up a collection of axes.  If you chose not to fight the trolls and only sent a unit or two through the secret passage, this might be their only hope of survival (unless you sent Lethalia alone, who can fly to a tile inaccessible to the trolls).  The alternative is just to cruise easily down to the southern border.  Either way you should finish at least 100 turns early -- with no early finish bonus.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Only things to add to WHU's notes: If you take the female necromancer's side such that she is an ally and then you fight Beelezebub, you can run into issues with her units sitting on items resulting from Beelezebub's death. There is 200 gold hidden in cave in 2nd mountain range to the east, north of female necromancer; it's easiest to get to from the south side of the range. Income from villages can only bring you to zero income, not take you positive.&lt;br /&gt;
&lt;br /&gt;
==Mining (Optional Scenario)==&lt;br /&gt;
'''[WHU]''' Time to recall or possibly recruit some units.  The turn limit is very tight here if you don't have overwhelming force.  Your enemies, aside from the four liches, are weak, but you have a lot of work to do and a lot of map to cover so you want plenty of troops to clear the way for your heroes.  In the northeast you'll be facing goblins, Lethalia and some elf markmen should have no trouble there.  The rest will be undead, so arcane and impact attacks are key.  While you are in a cave, most of the paths are covered with roads.  This is a good scenario to get some XP for lower level units.  Spread your forces so that you are advancing along all paths at once, and try to make sure your heroes move as much as possible each turn, while still blocking enemy units from teaming up on your low level units.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' You can recruit dwarven fighters now, though the ones you start with will be auto-recalled in future scenarios, so it's worth putting effort into advancing them. I found with some care, you can handle this scenario without recruiting but recalling a healer or two is helpful. You will need to keep an eye on the turn limit.&lt;br /&gt;
&lt;br /&gt;
==Siege==&lt;br /&gt;
'''[WHU]''' Gold, or XP?  A fast leader can race down and get behind the orc leader, step into his castle, and win around turn 4, picking up a nice early finish bonus, but leaving a lot of XP on the table.  On the other hand, your allies are actually useful, so you could join them in a straight up assault and grab a lot of XP.  Your allies have healers you can take advantage of by carefully positioning your units.  &lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' I like a hybrid approach, where I send a few heroes to stand in the orc castle so he can't recruit very fast and then pick them off a few at a time.  You don't get much gold that way, but it's safe, especially if you want to distribute XP to junior units, at least until your ally joins you in the castle.  I don't think this is a very wise approach, but it's fun, especially if you mix in some explosive slow attacks to really frustrate the orcs.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' If you do decide to harvest XP, your biggest challenge will be your ally stealing kills from you.&lt;br /&gt;
&lt;br /&gt;
==Entering the Desert==&lt;br /&gt;
'''[WHU]''' Recruit a few mages, protect them, and take advantage of Argan's leadership and Stormrider's burn foes to help the mages advance.  Send a couple elves to scout the forest for villages.  Send your army south, following the road.  Efraim and Lethalia are relatively safe to explore the desert, but watch out for the occasional enemy that petrifies.  There are a lot of enemies with poison, so lead with your undead.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' In the southeast corner is a pit that will spawn ghostly units in increasing number.  The idea here is to use those ghosts as target practice for your mages.  I just don't find that practical, it's very difficult to protect them.  I go for the big early finish bonus.  Whichever you choose, Lethalia (or Efraim if you have advanced his movement AMLAs to at least the levitate upgrade) should be making constant movement toward the pit, as the ghosts will surround your leader on every turn.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' You can get away without recruiting/recalling, but it is a good chance to harvest some XP. And as WHU notes, you can now recruit mages, so it's a good time to take advantage of that. The enemies with the petrify attack are nearly invisible, so keep a close eye out for them. Petrify doesn’t seem to be curable except by potion? There are two items in SW part of map.&lt;br /&gt;
&lt;br /&gt;
==The Pit==&lt;br /&gt;
'''[WHU]'''  Send a quick dwarf or other unit that moves well in caves along the north border to pick up an item in the northeast corner.  Send your heroes southeast to find the glyph where the ghosts spawn and step on it to stop them.  You can leave your low level and/or slow units behind, they won't be much use against the units you'll be up against.  If you do decide to bring them, use Efraim and Lethalia together to disable the glyph, keeping ghosts in front of you for the most part, while Delly, Argan, and Stormrider protect the rest of the army from any ghosts that get by.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Continue following the path around the glyph until you encounter the next batch of enemies, which may not be the most dangerous you have faced so far, but certainly close.  Use the bridge and rotate back to heal/regenerate as necessary until you get the upper hand, then charge forward.  If you have given Stormrider a lot of HP and defenses and upgraded his burns foes, he can be a valuable tool on the front line here.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' This is the first scenario you start without a keep and hence unable to recruit or recall. Not really a problem, especially if you have some L2-3 dwarves.&lt;br /&gt;
&lt;br /&gt;
==Darkest Darkness==&lt;br /&gt;
'''[WHU]''' This one can be a little tricky.  You have to protect your troops from higher level ghosts sneaking in from all directions, but you also need to be using your stronger units to quickly hunt down the enemy leaders (north, northeast, northwest, and southeast).&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' The toughest leader is to the NE. There is an escape tunnels in the SW that end the scenario. (WHU is correct, SE is not an escape tunnel.)&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' I never noticed that the objectives say that escape is also an option.  There is only one tunnel that leads to escape, however, in the SW.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' No starting keep, though there are ones to be had. If you don't have enough troops, probably pushing SE is best.&lt;br /&gt;
&lt;br /&gt;
==End of all Hopes==&lt;br /&gt;
'''[WHU]''' Efraim and Lethalia, working together, can accomplish the main mission, though it helps to remember that is to escape and not to waste time with the enemy leader.  Send everyone but Efraim and Lethalia north, and defend the one tile gap, keeping the undead trapped underground.  Watch out for chocobone charges.  You can also send some units into the narrow passages in the southeast if you want to spread the XP around, just make sure to have some healers and leave enough room to rotate troops back to heal.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Use Efraim and Lethalia to draw the bulk of the undead to the northern part of the underground, then race around to the south and west, waiting near the exit until the orc leader goes down, which will allow you access to cheap bandit recruits.  Or draw the undead to the northern part of the underground while sending a unit with lesser nightstalk ([[LotI_Items#Nighwalker_.E2.80.93_craftable_as_any_armour|Nighwalker]]) and darkens ([[LotI_Items#Deflector_of_Light_.E2.80.93_craftable_as_any_armour|Deflector of Light]]) to sneak to the exit.  There is no early finish bonus, so you may want to milk some XP at the end.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' No income from villages. If you kill the orcish leader outside, you will gain the ability to recruit chaotic human units. I split my troops, sending the elves outside along with Stormrider, the dwarves west, and split my mages as most useful. Good time to consider recruiting/recalling some low-level mages.&lt;br /&gt;
&lt;br /&gt;
==Lost==&lt;br /&gt;
'''[WHU]''' Send Efraim and Lethalia south and take out the drakes just for being drakes.  Then head west and turn south to kill a dragon and pick up a new toy.  I used to think Efraim should take it, but I now prefer to give it to Lethalia.  Head back north, turn west.  In the southwest will be a bunch of goblins.  North from there on the western edge of the map about halfway up is the exit.  There's no early finish bonus, so you may want to explore areas to the north.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Meanwhile, you can move the rest of your army generally southwest.  There will be a detour heading north, but just keep aiming south and west as best you can.  You should meet up with Efraim and Lethalia shortly before they reach the goblins, which can be used as XP for lower level units or to run up your soul eater count for Efraim and/or Lethalia.  Alternatively, you could use your army to explore north, or just leave them at the start, Efraim and Lethalia can easily finish this scenario in about 50 turns by themselves.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' No income from villages. Your four main heroes are basically invincible, so you can split into four groups with a hero leading each and effectively divide and conquer this scenario. Send some fliers north to fight the bats and kill the bat leader in the NE. The big room to the SE seems to be empty.&lt;br /&gt;
&lt;br /&gt;
==Ambush==&lt;br /&gt;
'''[WHU]''' There are a couple ways to get through this scenario without losing units.  My choice depends on how my units are initially positioned, what strengths and weaknesses my army has, and which and how many potions I have in my inventory.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Option one, move any junior units you aren't will to sacrifice to the center and hold a solid formation.  This assumes you have good defensive units and a handful of healing potions.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Option two, pick a direction, clear it with your heroes, and run for it so you can shield your junior units mostly with terrain and keep the fight away from them.  Hit and run, or greater healing potions will probably be necessary here, so your heroes can attack and then assume defensive position.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' If neither of these options are available, and you can't come up with an alternative, you could always remove any gear you care about from some expendable units and position them to slow the enemy.  They'll almost certainly die on the first turn, but the units that kill them will have to expend their turn to kill them.  Immediately go on offense with your heroes.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' The biggest threat is the necromancers, try to kill them before they attack while tolerating other enemies.&lt;br /&gt;
&lt;br /&gt;
==Gehenna==&lt;br /&gt;
'''[WHU]''' First you need to defend against a short wave of relatively powerful enemies.  Lethalia can easily defend the southern entrance, backed by a couple junior units who are just there to pick up an easy kill or two when available.  The northern entrance will probably require the rest of your heroes and a few senior units to rotate in and out.  The initial defense (in the north at least) is more challenging than most of what you have encountered so far, but it isn't really difficult if you keep a good defensive line so an individual unit doesn't get ganged up on and rotate the front line out to heal.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' After the initial assault has been beaten back, pick a leader to send to the northwest corner of the map where there is a bunch of loot.  Send the rest of your heroes, split into a couple teams, to the west.  You will meet light resistance until you approach the perimeter of the enemy defenses.  Punch a hole through the front line, and relentlessly move forward.  The leader looting the treasury should be starting to fight southward.  The rest of your army will be relatively safe back at the castle, just expect a few bats to drop by.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' When you see the enemy leader, check his resistances (click on the unit, mouse over the HP values on the right side of the screen).  He is easy to kill, but only if you hit him with the right attacks.  There's no early finish bonus, so once you reach him you may want to spend some time killing his underlings.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Beelzebub's monument will be at 10,9 if present.&lt;br /&gt;
&lt;br /&gt;
==Achilles' Revenge==&lt;br /&gt;
'''[WHU]''' Still have that [[LotI_Items#Woodland_Cloak_.E2.80.93_cloak|Woodland Cloak]]?  Good.  Put it on Efraim and send him through the woods.  Take your time, there is no early finish bonus.  While the objectives say killing orcs is optional, it's also a lot of fun.  Force the orcs in the east to come at you through the river, or pound your way into their castle so that you control how much they can recruit.  If you've advanced Lethalia to have chill tempest with explosive slow this is a great time to make use of it (this is why you sent Efraim with the Woodlands Cloak).&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' This is a great opportunity to level up some of those dwarfs you recruited in Mining, standing in the mountains to the east of the first orc castle pounding away at slowed orcs and trolls.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Lots of XP harvesting to be done here and villages do produce income. Any unit reaching the western edge is sufficient for victory. Beelezbub's monument, if present, is at 29,20, nicely central and en route to the orc leader.&lt;br /&gt;
&lt;br /&gt;
==Bitter Swamp==&lt;br /&gt;
'''[WHU]''' Send Efraim and Lethalia to work together to carve through the saurians and kill their leader.  Protect weaker units in the castle from saurians appearing out of the swamp.  After several turns, Efraim and Lethalia should draw the undead coming from the northwest to them, allowing a couple units such as Delly and Stormrider to advance easily up the path and kill the lich.  There is a trader north of your castle.  You might as well spend most of your gold now.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Watch out for nearly invisible Fog with petrify attack. I ended up wanting about 800 gold to spend at the Trader.&lt;br /&gt;
&lt;br /&gt;
==First Confrontation==&lt;br /&gt;
'''[WHU]''' The obvious approach here would probably be to stand on the bank of the river and slaughter a bunch of drakes.  This will work, but will probably be costly.  A simpler approach is to send Efraim and Lethalia forward at full speed, right through the middle of the pack of drakes, while defensive units surround the castle protecting weaker ones.  The drakes will concentrate almost exclusively on Efraim and Lethalia, sending only a handful south that you can easily dispatch.  &lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' There's no early finish bonus.  The drake leader has a lot of gold and a healthy income.  If you want to milk drakes for XP, you will want to consider whether or not to kill him early (less danger if you want to get XP for your army) or not (more drakes to kill).&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' If Beelezebub is present, I recruit a Faerie and two seers for extra firepower. I find I want to carry ~700 gold over into next scenario. Beelezbub's monument, if present, is at 15,7, nicely central and en route to the drake leader.&lt;br /&gt;
&lt;br /&gt;
==Chasing Dragons==&lt;br /&gt;
'''[WHU]''' Send someone into the cavern in the mountains and touch the obelisk.  The instructions are more or less written backwards.  Or don't, it's not like you'll need the help.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Send Efraim and Lethalia separately at two of the nearest dragon leaders.  Send the rest of your powerful units along the path and across the bridge to assist your allies.  Your allies can pretty much take care of things, so don't put any units at risk.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' As dragon after dragon attack Efraim and Lethalia and basically bounce off, try not to laugh.  It's not polite.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' The end of this scenario is probably a really good time to strip Argan, Delly, and Stormrider of any gear.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Note four units to recall in Chapter 4. This is the last time you play Delly and Argan, so unequip them of any items for certain. Other units won't be available in next chapter, so you might want to unequip them as well. Those units here won't be available to you again until Chapter 5, when you can recall them with Soulgate; this picks them randomly, so it's not a bad idea to go through and clear up your recall list, getting rid of weaker units.&lt;br /&gt;
&lt;br /&gt;
==Nightmare==&lt;br /&gt;
'''[WHU]''' After all the fun we had with dragons in the last scenario, might as well go after them again.  &lt;br /&gt;
 &lt;br /&gt;
'''[Thrash]''' I generally recruit a bunch of units to distract the enemy and then flee to a corner or other area with limited access. If needed, use some healing potions. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;width: 33%&amp;quot; | [[LotI_Walkthrough-Part1-Chapter02|Back to Chapter 2]] &lt;br /&gt;
| style=&amp;quot;text-align: center;width: 33%&amp;quot; | [[LotI_Walkthrough|Main]] &lt;br /&gt;
| style=&amp;quot;text-align: right;width: 33%&amp;quot; | [[LotI_Walkthrough-Part1-Chapter04|On to Chapter 4]] &lt;br /&gt;
|}&lt;br /&gt;
[[LotI_Walkthrough|Back]]&lt;/div&gt;</summary>
		<author><name>Thrash</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=LotI_Walkthrough-Part1-Chapter03&amp;diff=73595</id>
		<title>LotI Walkthrough-Part1-Chapter03</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=LotI_Walkthrough-Part1-Chapter03&amp;diff=73595"/>
		<updated>2024-09-02T18:04:48Z</updated>

		<summary type="html">&lt;p&gt;Thrash: /* Darkest Darkness */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Part I, Embracing the Darkness, Chapter 3, Shadows of the Night'''&lt;br /&gt;
&lt;br /&gt;
'''Generally'''&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Recruiting and recalling work differently than normal in this chapter.  Be sure to read and understand the introductory material at the beginning of the first scenario.  Villages will often provide no income, check the status table (Alt-s, then Scenario Settings) at the start of each scenario.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' In a nutshell, recruiting is 10x normal cost, but units are automatically recalled, are loyal, and advance slightly faster. Units can be normally recalled, but you will start some scenarios without a keep so you can't rely on this. Don’t forget about using gems and items on units on the recall list.&lt;br /&gt;
&lt;br /&gt;
==Thirst for Adventures==&lt;br /&gt;
'''[WHU]''' Recruits are not really necessary here, and if Efraim and Lethalia are fast, they'll just slow you down.  If you do recruit, keep them back and have Lethalia and Efraim protect them from the first batch of wolves and mists.  The town &amp;quot;to the east&amp;quot; is actually to southeast, the first time the road forks follow the southeast branch with your fastest leader.  North of the town is a swamp, kill the lich.  You will be given the opportunity to go on an optional scenario, why not?&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' The mists and wolves have gotten much harder at the start. Even a group of L3-L4 recalls can have some problems with them and even Lethalia can get killed. L1 recruits will just get mopped up. Note if you recall there are a lot of villages, but you cannot get positive income, only zero. There is however no time limit, so you can recruit, get a bunch of villages and then recall. You do want to carry over some gold to the next level, especially if you choose to fight the bandits. Note there is an enemy bandit leader at 62,63 (south central) who makes for a good fight for L1 recruits. He is only triggered when you get close to him. The enemy lich also apparently recruits without end and doesn't attack, so you can harvest XP form his recruits until you get bored.&lt;br /&gt;
&lt;br /&gt;
==Bandits (Optional Scenario)==&lt;br /&gt;
'''[WHU]'''  Recruit a couple elves, give/craft them some gear, and try to get them some experience.  Use heroes to block enemies to protect your new elves, and Argan to provide leadership.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Note villages provide income and there is 100% gold carry over. If present, Beelzebub's monument will be at 16,17.&lt;br /&gt;
&lt;br /&gt;
==Journey South==&lt;br /&gt;
'''[WHU]''' A long scenario, without much opportunity to use low level units.  About ten tiles southeast of the mouth of the path through the mountains is a small orc camp.  You may want to send a few heroes over the mountains to take it out.  I've always chosen to help the woman which gives a nice reward, but I don't know what the other options do.  After you enter the cave, there is a lake full of souls to eat.  On the west side of the lake is a chest of gold.  One leader can easily clear the path on land of the enemy undead.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Following the path south you find a cavern.  There are trolls to the west, which provide what IMO is one of the toughest fights in LotI unless you can get to the opening where you fight two on one in your favor.  It's no place for your junior units, they can safely remain heading south.  Fighting the trolls is not strictly necessary if you just keep moving south.  If you choose to go west, look for the entrance to a secret passage to the south, there's a piece of loot in there that is weakly protected.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Shortly after exiting the cave there is a gap in the mountains to the west which leads to a path to a secret scenario.  It is quite difficult, but doable and gives you access to some dwarves, which is nice, especially if you're building up a collection of axes.  If you chose not to fight the trolls and only sent a unit or two through the secret passage, this might be their only hope of survival (unless you sent Lethalia alone, who can fly to a tile inaccessible to the trolls).  The alternative is just to cruise easily down to the southern border.  Either way you should finish at least 100 turns early -- with no early finish bonus.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Only things to add to WHU's notes: If you take the female necromancer's side such that she is an ally and then you fight Beelezebub, you can run into issues with her units sitting on items resulting from Beelezebub's death. There is 200 gold hidden in cave in 2nd mountain range to the east, north of female necromancer; it's easiest to get to from the south side of the range. Income from villages can only bring you to zero income, not take you positive.&lt;br /&gt;
&lt;br /&gt;
==Mining (Optional Scenario)==&lt;br /&gt;
'''[WHU]''' Time to recall or possibly recruit some units.  The turn limit is very tight here if you don't have overwhelming force.  Your enemies, aside from the four liches, are weak, but you have a lot of work to do and a lot of map to cover so you want plenty of troops to clear the way for your heroes.  In the northeast you'll be facing goblins, Lethalia and some elf markmen should have no trouble there.  The rest will be undead, so arcane and impact attacks are key.  While you are in a cave, most of the paths are covered with roads.  This is a good scenario to get some XP for lower level units.  Spread your forces so that you are advancing along all paths at once, and try to make sure your heroes move as much as possible each turn, while still blocking enemy units from teaming up on your low level units.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' You can recruit dwarven fighters now, though the ones you start with will be auto-recalled in future scenarios, so it's worth putting effort into advancing them. I found with some care, you can handle this scenario without recruiting but recalling a healer or two is helpful. You will need to keep an eye on the turn limit.&lt;br /&gt;
&lt;br /&gt;
==Siege==&lt;br /&gt;
'''[WHU]''' Gold, or XP?  A fast leader can race down and get behind the orc leader, step into his castle, and win around turn 4, picking up a nice early finish bonus, but leaving a lot of XP on the table.  On the other hand, your allies are actually useful, so you could join them in a straight up assault and grab a lot of XP.  Your allies have healers you can take advantage of by carefully positioning your units.  &lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' I like a hybrid approach, where I send a few heroes to stand in the orc castle so he can't recruit very fast and then pick them off a few at a time.  You don't get much gold that way, but it's safe, especially if you want to distribute XP to junior units, at least until your ally joins you in the castle.  I don't think this is a very wise approach, but it's fun, especially if you mix in some explosive slow attacks to really frustrate the orcs.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' If you do decide to harvest XP, your biggest challenge will be your ally stealing kills from you.&lt;br /&gt;
&lt;br /&gt;
==Entering the Desert==&lt;br /&gt;
'''[WHU]''' Recruit a few mages, protect them, and take advantage of Argan's leadership and Stormrider's burn foes to help the mages advance.  Send a couple elves to scout the forest for villages.  Send your army south, following the road.  Efraim and Lethalia are relatively safe to explore the desert, but watch out for the occasional enemy that petrifies.  There are a lot of enemies with poison, so lead with your undead.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' In the southeast corner is a pit that will spawn ghostly units in increasing number.  The idea here is to use those ghosts as target practice for your mages.  I just don't find that practical, it's very difficult to protect them.  I go for the big early finish bonus.  Whichever you choose, Lethalia (or Efraim if you have advanced his movement AMLAs to at least the levitate upgrade) should be making constant movement toward the pit, as the ghosts will surround your leader on every turn.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' You can get away without recruiting/recalling, but it is a good chance to harvest some XP. And as WHU notes, you can now recruit mages, so it's a good time to take advantage of that. The enemies with the petrify attack are nearly invisible, so keep a close eye out for them. Petrify doesn’t seem to be curable except by potion? There are two items in SW part of map.&lt;br /&gt;
&lt;br /&gt;
==The Pit==&lt;br /&gt;
'''[WHU]'''  Send a quick dwarf or other unit that moves well in caves along the north border to pick up an item in the northeast corner.  Send your heroes southeast to find the glyph where the ghosts spawn and step on it to stop them.  You can leave your low level and/or slow units behind, they won't be much use against the units you'll be up against.  If you do decide to bring them, use Efraim and Lethalia together to disable the glyph, keeping ghosts in front of you for the most part, while Delly, Argan, and Stormrider protect the rest of the army from any ghosts that get by.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Continue following the path around the glyph until you encounter the next batch of enemies, which may not be the most dangerous you have faced so far, but certainly close.  Use the bridge and rotate back to heal/regenerate as necessary until you get the upper hand, then charge forward.  If you have given Stormrider a lot of HP and defenses and upgraded his burns foes, he can be a valuable tool on the front line here.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' This is the first scenario you start without a keep and hence unable to recruit or recall. Not really a problem, especially if you have some L2-3 dwarves.&lt;br /&gt;
&lt;br /&gt;
==Darkest Darkness==&lt;br /&gt;
'''[WHU]''' This one can be a little tricky.  You have to protect your troops from higher level ghosts sneaking in from all directions, but you also need to be using your stronger units to quickly hunt down the enemy leaders (north, northeast, northwest, and southeast).&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' The toughest leader is to the NE. There is an escape tunnels in the SW that end the scenario. (WHU is correct, SE is not an escape tunnel.)&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' I never noticed that the objectives say that escape is also an option.  There is only one tunnel that leads to escape, however, in the SW.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' No starting keep, though there are ones to be had. If you don't have enough troops, probably pushing SE is best.&lt;br /&gt;
&lt;br /&gt;
==End of all Hopes==&lt;br /&gt;
'''[WHU]''' Efraim and Lethalia, working together, can accomplish the main mission, though it helps to remember that is to escape and not to waste time with the enemy leader.  Send everyone but Efraim and Lethalia north, and defend the one tile gap, keeping the undead trapped underground.  Watch out for chocobone charges.  You can also send some units into the narrow passages in the southeast if you want to spread the XP around, just make sure to have some healers and leave enough room to rotate troops back to heal.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Use Efraim and Lethalia to draw the bulk of the undead to the northern part of the underground, then race around to the south and west, waiting near the exit until the orc leader goes down, which will allow you access to cheap bandit recruits.  Or draw the undead to the northern part of the underground while sending a unit with lesser nightstalk ([[LotI_Items#Nighwalker_.E2.80.93_craftable_as_any_armour|Nighwalker]]) and darkens ([[LotI_Items#Deflector_of_Light_.E2.80.93_craftable_as_any_armour|Deflector of Light]]) to sneak to the exit.  There is no early finish bonus, so you may want to milk some XP at the end.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' No income from villages. If you kill the orcish leader outside, you will gain the ability to recruit chaotic human units. I split my troops, sending the elves outside along with Stormrider, the dwarves west, and split my mages as most useful. Good time to consider recruiting/recalling some low-level mages.&lt;br /&gt;
&lt;br /&gt;
==Lost==&lt;br /&gt;
'''[WHU]''' Send Efraim and Lethalia south and take out the drakes just for being drakes.  Then head west and turn south to kill a dragon and pick up a new toy.  I used to think Efraim should take it, but I now prefer to give it to Lethalia.  Head back north, turn west.  In the southwest will be a bunch of goblins.  North from there on the western edge of the map about halfway up is the exit.  There's no early finish bonus, so you may want to explore areas to the north.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Meanwhile, you can move the rest of your army generally southwest.  There will be a detour heading north, but just keep aiming south and west as best you can.  You should meet up with Efraim and Lethalia shortly before they reach the goblins, which can be used as XP for lower level units or to run up your soul eater count for Efraim and/or Lethalia.  Alternatively, you could use your army to explore north, or just leave them at the start, Efraim and Lethalia can easily finish this scenario in about 50 turns by themselves.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' No income from villages. Your four main heroes are basically invincible, so you can split into four groups with a hero leading each and effectively divide and conquer this scenario. Send some fliers north to fight the bats and kill the bat leader in the NE. The big room to the SE seems to be empty.&lt;br /&gt;
&lt;br /&gt;
==Ambush==&lt;br /&gt;
'''[WHU]''' There are a couple ways to get through this scenario without losing units.  My choice depends on how my units are initially positioned, what strengths and weaknesses my army has, and which and how many potions I have in my inventory.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Option one, move any junior units you aren't will to sacrifice to the center and hold a solid formation.  This assumes you have good defensive units and a handful of healing potions.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Option two, pick a direction, clear it with your heroes, and run for it so you can shield your junior units mostly with terrain and keep the fight away from them.  Hit and run, or greater healing potions will probably be necessary here, so your heroes can attack and then assume defensive position.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' If neither of these options are available, and you can't come up with an alternative, you could always remove any gear you care about from some expendable units and position them to slow the enemy.  They'll almost certainly die on the first turn, but the units that kill them will have to expend their turn to kill them.  Immediately go on offense with your heroes.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' The biggest threat is the necromancers, try to kill them before they attack while tolerating other enemies.&lt;br /&gt;
&lt;br /&gt;
==Gehenna==&lt;br /&gt;
'''[WHU]''' First you need to defend against a short wave of relatively powerful enemies.  Lethalia can easily defend the southern entrance, backed by a couple junior units who are just there to pick up an easy kill or two when available.  The northern entrance will probably require the rest of your heroes and a few senior units to rotate in and out.  The initial defense (in the north at least) is more challenging than most of what you have encountered so far, but it isn't really difficult if you keep a good defensive line so an individual unit doesn't get ganged up on and rotate the front line out to heal.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' After the initial assault has been beaten back, pick a leader to send to the northwest corner of the map where there is a bunch of loot.  Send the rest of your heroes, split into a couple teams, to the west.  You will meet light resistance until you approach the perimeter of the enemy defenses.  Punch a hole through the front line, and relentlessly move forward.  The leader looting the treasury should be starting to fight southward.  The rest of your army will be relatively safe back at the castle, just expect a few bats to drop by.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' When you see the enemy leader, check his resistances (click on the unit, mouse over the HP values on the right side of the screen).  He is easy to kill, but only if you hit him with the right attacks.  There's no early finish bonus, so once you reach him you may want to spend some time killing his underlings.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Beelzebub's monument will be at 10,9 if present.&lt;br /&gt;
&lt;br /&gt;
==Achilles' Revenge==&lt;br /&gt;
'''[WHU]''' Still have that [[LotI_Items#Woodland_Cloak_.E2.80.93_cloak|Woodland Cloak]]?  Good.  Put it on Efraim and send him through the woods.  Take your time, there is no early finish bonus.  While the objectives say killing orcs is optional, it's also a lot of fun.  Force the orcs in the east to come at you through the river, or pound your way into their castle so that you control how much they can recruit.  If you've advanced Lethalia to have chill tempest with explosive slow this is a great time to make use of it (this is why you sent Efraim with the Woodlands Cloak).&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' This is a great opportunity to level up some of those dwarfs you recruited in Mining, standing in the mountains to the east of the first orc castle pounding away at slowed orcs and trolls.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Lots of XP harvesting to be done here and villages do produce income. Any unit reaching the western edge is sufficient for victory. Beelezbub's monument, if present, is at 29,20, nicely central and en route to the orc leader.&lt;br /&gt;
&lt;br /&gt;
==Bitter Swamp==&lt;br /&gt;
'''[WHU]''' Send Efraim and Lethalia to work together to carve through the saurians and kill their leader.  Protect weaker units in the castle from saurians appearing out of the swamp.  After several turns, Efraim and Lethalia should draw the undead coming from the northwest to them, allowing a couple units such as Delly and Stormrider to advance easily up the path and kill the lich.  There is a trader north of your castle.  You might as well spend most of your gold now.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Watch out for nearly invisible Fog with petrify attack. I ended up wanting about 800 gold to spend at the Trader.&lt;br /&gt;
&lt;br /&gt;
==First Confrontation==&lt;br /&gt;
'''[WHU]''' The obvious approach here would probably be to stand on the bank of the river and slaughter a bunch of drakes.  This will work, but will probably be costly.  A simpler approach is to send Efraim and Lethalia forward at full speed, right through the middle of the pack of drakes, while defensive units surround the castle protecting weaker ones.  The drakes will concentrate almost exclusively on Efraim and Lethalia, sending only a handful south that you can easily dispatch.  &lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' There's no early finish bonus.  The drake leader has a lot of gold and a healthy income.  If you want to milk drakes for XP, you will want to consider whether or not to kill him early (less danger if you want to get XP for your army) or not (more drakes to kill).&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' If Beelezebub is present, I recruit a Faerie and two seers for extra firepower. I find I want to carry ~700 gold over into next scenario.&lt;br /&gt;
&lt;br /&gt;
==Chasing Dragons==&lt;br /&gt;
'''[WHU]''' Send someone into the cavern in the mountains and touch the obelisk.  The instructions are more or less written backwards.  Or don't, it's not like you'll need the help.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Send Efraim and Lethalia separately at two of the nearest dragon leaders.  Send the rest of your powerful units along the path and across the bridge to assist your allies.  Your allies can pretty much take care of things, so don't put any units at risk.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' As dragon after dragon attack Efraim and Lethalia and basically bounce off, try not to laugh.  It's not polite.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' The end of this scenario is probably a really good time to strip Argan, Delly, and Stormrider of any gear.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Note four units to recall in Chapter 4. This is the last time you play Delly and Argan, so unequip them of any items for certain. Other units won't be available in next chapter, so you might want to unequip them as well. Those units here won't be available to you again until Chapter 5, when you can recall them with Soulgate; this picks them randomly, so it's not a bad idea to go through and clear up your recall list, getting rid of weaker units.&lt;br /&gt;
&lt;br /&gt;
==Nightmare==&lt;br /&gt;
'''[WHU]''' After all the fun we had with dragons in the last scenario, might as well go after them again.  &lt;br /&gt;
 &lt;br /&gt;
'''[Thrash]''' I generally recruit a bunch of units to distract the enemy and then flee to a corner or other area with limited access. If needed, use some healing potions. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;width: 33%&amp;quot; | [[LotI_Walkthrough-Part1-Chapter02|Back to Chapter 2]] &lt;br /&gt;
| style=&amp;quot;text-align: center;width: 33%&amp;quot; | [[LotI_Walkthrough|Main]] &lt;br /&gt;
| style=&amp;quot;text-align: right;width: 33%&amp;quot; | [[LotI_Walkthrough-Part1-Chapter04|On to Chapter 4]] &lt;br /&gt;
|}&lt;br /&gt;
[[LotI_Walkthrough|Back]]&lt;/div&gt;</summary>
		<author><name>Thrash</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=LotI_Walkthrough-Part1-Chapter03&amp;diff=73594</id>
		<title>LotI Walkthrough-Part1-Chapter03</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=LotI_Walkthrough-Part1-Chapter03&amp;diff=73594"/>
		<updated>2024-09-02T17:40:51Z</updated>

		<summary type="html">&lt;p&gt;Thrash: /* The Pit */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Part I, Embracing the Darkness, Chapter 3, Shadows of the Night'''&lt;br /&gt;
&lt;br /&gt;
'''Generally'''&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Recruiting and recalling work differently than normal in this chapter.  Be sure to read and understand the introductory material at the beginning of the first scenario.  Villages will often provide no income, check the status table (Alt-s, then Scenario Settings) at the start of each scenario.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' In a nutshell, recruiting is 10x normal cost, but units are automatically recalled, are loyal, and advance slightly faster. Units can be normally recalled, but you will start some scenarios without a keep so you can't rely on this. Don’t forget about using gems and items on units on the recall list.&lt;br /&gt;
&lt;br /&gt;
==Thirst for Adventures==&lt;br /&gt;
'''[WHU]''' Recruits are not really necessary here, and if Efraim and Lethalia are fast, they'll just slow you down.  If you do recruit, keep them back and have Lethalia and Efraim protect them from the first batch of wolves and mists.  The town &amp;quot;to the east&amp;quot; is actually to southeast, the first time the road forks follow the southeast branch with your fastest leader.  North of the town is a swamp, kill the lich.  You will be given the opportunity to go on an optional scenario, why not?&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' The mists and wolves have gotten much harder at the start. Even a group of L3-L4 recalls can have some problems with them and even Lethalia can get killed. L1 recruits will just get mopped up. Note if you recall there are a lot of villages, but you cannot get positive income, only zero. There is however no time limit, so you can recruit, get a bunch of villages and then recall. You do want to carry over some gold to the next level, especially if you choose to fight the bandits. Note there is an enemy bandit leader at 62,63 (south central) who makes for a good fight for L1 recruits. He is only triggered when you get close to him. The enemy lich also apparently recruits without end and doesn't attack, so you can harvest XP form his recruits until you get bored.&lt;br /&gt;
&lt;br /&gt;
==Bandits (Optional Scenario)==&lt;br /&gt;
'''[WHU]'''  Recruit a couple elves, give/craft them some gear, and try to get them some experience.  Use heroes to block enemies to protect your new elves, and Argan to provide leadership.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Note villages provide income and there is 100% gold carry over. If present, Beelzebub's monument will be at 16,17.&lt;br /&gt;
&lt;br /&gt;
==Journey South==&lt;br /&gt;
'''[WHU]''' A long scenario, without much opportunity to use low level units.  About ten tiles southeast of the mouth of the path through the mountains is a small orc camp.  You may want to send a few heroes over the mountains to take it out.  I've always chosen to help the woman which gives a nice reward, but I don't know what the other options do.  After you enter the cave, there is a lake full of souls to eat.  On the west side of the lake is a chest of gold.  One leader can easily clear the path on land of the enemy undead.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Following the path south you find a cavern.  There are trolls to the west, which provide what IMO is one of the toughest fights in LotI unless you can get to the opening where you fight two on one in your favor.  It's no place for your junior units, they can safely remain heading south.  Fighting the trolls is not strictly necessary if you just keep moving south.  If you choose to go west, look for the entrance to a secret passage to the south, there's a piece of loot in there that is weakly protected.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Shortly after exiting the cave there is a gap in the mountains to the west which leads to a path to a secret scenario.  It is quite difficult, but doable and gives you access to some dwarves, which is nice, especially if you're building up a collection of axes.  If you chose not to fight the trolls and only sent a unit or two through the secret passage, this might be their only hope of survival (unless you sent Lethalia alone, who can fly to a tile inaccessible to the trolls).  The alternative is just to cruise easily down to the southern border.  Either way you should finish at least 100 turns early -- with no early finish bonus.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Only things to add to WHU's notes: If you take the female necromancer's side such that she is an ally and then you fight Beelezebub, you can run into issues with her units sitting on items resulting from Beelezebub's death. There is 200 gold hidden in cave in 2nd mountain range to the east, north of female necromancer; it's easiest to get to from the south side of the range. Income from villages can only bring you to zero income, not take you positive.&lt;br /&gt;
&lt;br /&gt;
==Mining (Optional Scenario)==&lt;br /&gt;
'''[WHU]''' Time to recall or possibly recruit some units.  The turn limit is very tight here if you don't have overwhelming force.  Your enemies, aside from the four liches, are weak, but you have a lot of work to do and a lot of map to cover so you want plenty of troops to clear the way for your heroes.  In the northeast you'll be facing goblins, Lethalia and some elf markmen should have no trouble there.  The rest will be undead, so arcane and impact attacks are key.  While you are in a cave, most of the paths are covered with roads.  This is a good scenario to get some XP for lower level units.  Spread your forces so that you are advancing along all paths at once, and try to make sure your heroes move as much as possible each turn, while still blocking enemy units from teaming up on your low level units.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' You can recruit dwarven fighters now, though the ones you start with will be auto-recalled in future scenarios, so it's worth putting effort into advancing them. I found with some care, you can handle this scenario without recruiting but recalling a healer or two is helpful. You will need to keep an eye on the turn limit.&lt;br /&gt;
&lt;br /&gt;
==Siege==&lt;br /&gt;
'''[WHU]''' Gold, or XP?  A fast leader can race down and get behind the orc leader, step into his castle, and win around turn 4, picking up a nice early finish bonus, but leaving a lot of XP on the table.  On the other hand, your allies are actually useful, so you could join them in a straight up assault and grab a lot of XP.  Your allies have healers you can take advantage of by carefully positioning your units.  &lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' I like a hybrid approach, where I send a few heroes to stand in the orc castle so he can't recruit very fast and then pick them off a few at a time.  You don't get much gold that way, but it's safe, especially if you want to distribute XP to junior units, at least until your ally joins you in the castle.  I don't think this is a very wise approach, but it's fun, especially if you mix in some explosive slow attacks to really frustrate the orcs.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' If you do decide to harvest XP, your biggest challenge will be your ally stealing kills from you.&lt;br /&gt;
&lt;br /&gt;
==Entering the Desert==&lt;br /&gt;
'''[WHU]''' Recruit a few mages, protect them, and take advantage of Argan's leadership and Stormrider's burn foes to help the mages advance.  Send a couple elves to scout the forest for villages.  Send your army south, following the road.  Efraim and Lethalia are relatively safe to explore the desert, but watch out for the occasional enemy that petrifies.  There are a lot of enemies with poison, so lead with your undead.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' In the southeast corner is a pit that will spawn ghostly units in increasing number.  The idea here is to use those ghosts as target practice for your mages.  I just don't find that practical, it's very difficult to protect them.  I go for the big early finish bonus.  Whichever you choose, Lethalia (or Efraim if you have advanced his movement AMLAs to at least the levitate upgrade) should be making constant movement toward the pit, as the ghosts will surround your leader on every turn.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' You can get away without recruiting/recalling, but it is a good chance to harvest some XP. And as WHU notes, you can now recruit mages, so it's a good time to take advantage of that. The enemies with the petrify attack are nearly invisible, so keep a close eye out for them. Petrify doesn’t seem to be curable except by potion? There are two items in SW part of map.&lt;br /&gt;
&lt;br /&gt;
==The Pit==&lt;br /&gt;
'''[WHU]'''  Send a quick dwarf or other unit that moves well in caves along the north border to pick up an item in the northeast corner.  Send your heroes southeast to find the glyph where the ghosts spawn and step on it to stop them.  You can leave your low level and/or slow units behind, they won't be much use against the units you'll be up against.  If you do decide to bring them, use Efraim and Lethalia together to disable the glyph, keeping ghosts in front of you for the most part, while Delly, Argan, and Stormrider protect the rest of the army from any ghosts that get by.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Continue following the path around the glyph until you encounter the next batch of enemies, which may not be the most dangerous you have faced so far, but certainly close.  Use the bridge and rotate back to heal/regenerate as necessary until you get the upper hand, then charge forward.  If you have given Stormrider a lot of HP and defenses and upgraded his burns foes, he can be a valuable tool on the front line here.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' This is the first scenario you start without a keep and hence unable to recruit or recall. Not really a problem, especially if you have some L2-3 dwarves.&lt;br /&gt;
&lt;br /&gt;
==Darkest Darkness==&lt;br /&gt;
'''[WHU]''' This one can be a little tricky.  You have to protect your troops from higher level ghosts sneaking in from all directions, but you also need to be using your stronger units to quickly hunt down the enemy leaders (north, northeast, northwest, and southeast).&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' The toughest leader is to the NE. There are escape tunnels in the SW and SE that end the scenario.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' I never noticed that the objectives say that escape is also an option.  There is only one tunnel that leads to escape, however, in the SW.&lt;br /&gt;
&lt;br /&gt;
==End of all Hopes==&lt;br /&gt;
'''[WHU]''' Efraim and Lethalia, working together, can accomplish the main mission, though it helps to remember that is to escape and not to waste time with the enemy leader.  Send everyone but Efraim and Lethalia north, and defend the one tile gap, keeping the undead trapped underground.  Watch out for chocobone charges.  You can also send some units into the narrow passages in the southeast if you want to spread the XP around, just make sure to have some healers and leave enough room to rotate troops back to heal.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Use Efraim and Lethalia to draw the bulk of the undead to the northern part of the underground, then race around to the south and west, waiting near the exit until the orc leader goes down, which will allow you access to cheap bandit recruits.  Or draw the undead to the northern part of the underground while sending a unit with lesser nightstalk ([[LotI_Items#Nighwalker_.E2.80.93_craftable_as_any_armour|Nighwalker]]) and darkens ([[LotI_Items#Deflector_of_Light_.E2.80.93_craftable_as_any_armour|Deflector of Light]]) to sneak to the exit.  There is no early finish bonus, so you may want to milk some XP at the end.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' No income from villages. If you kill the orcish leader outside, you will gain the ability to recruit chaotic human units. I split my troops, sending the elves outside along with Stormrider, the dwarves west, and split my mages as most useful. Good time to consider recruiting/recalling some low-level mages.&lt;br /&gt;
&lt;br /&gt;
==Lost==&lt;br /&gt;
'''[WHU]''' Send Efraim and Lethalia south and take out the drakes just for being drakes.  Then head west and turn south to kill a dragon and pick up a new toy.  I used to think Efraim should take it, but I now prefer to give it to Lethalia.  Head back north, turn west.  In the southwest will be a bunch of goblins.  North from there on the western edge of the map about halfway up is the exit.  There's no early finish bonus, so you may want to explore areas to the north.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Meanwhile, you can move the rest of your army generally southwest.  There will be a detour heading north, but just keep aiming south and west as best you can.  You should meet up with Efraim and Lethalia shortly before they reach the goblins, which can be used as XP for lower level units or to run up your soul eater count for Efraim and/or Lethalia.  Alternatively, you could use your army to explore north, or just leave them at the start, Efraim and Lethalia can easily finish this scenario in about 50 turns by themselves.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' No income from villages. Your four main heroes are basically invincible, so you can split into four groups with a hero leading each and effectively divide and conquer this scenario. Send some fliers north to fight the bats and kill the bat leader in the NE. The big room to the SE seems to be empty.&lt;br /&gt;
&lt;br /&gt;
==Ambush==&lt;br /&gt;
'''[WHU]''' There are a couple ways to get through this scenario without losing units.  My choice depends on how my units are initially positioned, what strengths and weaknesses my army has, and which and how many potions I have in my inventory.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Option one, move any junior units you aren't will to sacrifice to the center and hold a solid formation.  This assumes you have good defensive units and a handful of healing potions.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Option two, pick a direction, clear it with your heroes, and run for it so you can shield your junior units mostly with terrain and keep the fight away from them.  Hit and run, or greater healing potions will probably be necessary here, so your heroes can attack and then assume defensive position.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' If neither of these options are available, and you can't come up with an alternative, you could always remove any gear you care about from some expendable units and position them to slow the enemy.  They'll almost certainly die on the first turn, but the units that kill them will have to expend their turn to kill them.  Immediately go on offense with your heroes.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' The biggest threat is the necromancers, try to kill them before they attack while tolerating other enemies.&lt;br /&gt;
&lt;br /&gt;
==Gehenna==&lt;br /&gt;
'''[WHU]''' First you need to defend against a short wave of relatively powerful enemies.  Lethalia can easily defend the southern entrance, backed by a couple junior units who are just there to pick up an easy kill or two when available.  The northern entrance will probably require the rest of your heroes and a few senior units to rotate in and out.  The initial defense (in the north at least) is more challenging than most of what you have encountered so far, but it isn't really difficult if you keep a good defensive line so an individual unit doesn't get ganged up on and rotate the front line out to heal.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' After the initial assault has been beaten back, pick a leader to send to the northwest corner of the map where there is a bunch of loot.  Send the rest of your heroes, split into a couple teams, to the west.  You will meet light resistance until you approach the perimeter of the enemy defenses.  Punch a hole through the front line, and relentlessly move forward.  The leader looting the treasury should be starting to fight southward.  The rest of your army will be relatively safe back at the castle, just expect a few bats to drop by.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' When you see the enemy leader, check his resistances (click on the unit, mouse over the HP values on the right side of the screen).  He is easy to kill, but only if you hit him with the right attacks.  There's no early finish bonus, so once you reach him you may want to spend some time killing his underlings.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Beelzebub's monument will be at 10,9 if present.&lt;br /&gt;
&lt;br /&gt;
==Achilles' Revenge==&lt;br /&gt;
'''[WHU]''' Still have that [[LotI_Items#Woodland_Cloak_.E2.80.93_cloak|Woodland Cloak]]?  Good.  Put it on Efraim and send him through the woods.  Take your time, there is no early finish bonus.  While the objectives say killing orcs is optional, it's also a lot of fun.  Force the orcs in the east to come at you through the river, or pound your way into their castle so that you control how much they can recruit.  If you've advanced Lethalia to have chill tempest with explosive slow this is a great time to make use of it (this is why you sent Efraim with the Woodlands Cloak).&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' This is a great opportunity to level up some of those dwarfs you recruited in Mining, standing in the mountains to the east of the first orc castle pounding away at slowed orcs and trolls.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Lots of XP harvesting to be done here and villages do produce income. Any unit reaching the western edge is sufficient for victory. Beelezbub's monument, if present, is at 29,20, nicely central and en route to the orc leader.&lt;br /&gt;
&lt;br /&gt;
==Bitter Swamp==&lt;br /&gt;
'''[WHU]''' Send Efraim and Lethalia to work together to carve through the saurians and kill their leader.  Protect weaker units in the castle from saurians appearing out of the swamp.  After several turns, Efraim and Lethalia should draw the undead coming from the northwest to them, allowing a couple units such as Delly and Stormrider to advance easily up the path and kill the lich.  There is a trader north of your castle.  You might as well spend most of your gold now.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Watch out for nearly invisible Fog with petrify attack. I ended up wanting about 800 gold to spend at the Trader.&lt;br /&gt;
&lt;br /&gt;
==First Confrontation==&lt;br /&gt;
'''[WHU]''' The obvious approach here would probably be to stand on the bank of the river and slaughter a bunch of drakes.  This will work, but will probably be costly.  A simpler approach is to send Efraim and Lethalia forward at full speed, right through the middle of the pack of drakes, while defensive units surround the castle protecting weaker ones.  The drakes will concentrate almost exclusively on Efraim and Lethalia, sending only a handful south that you can easily dispatch.  &lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' There's no early finish bonus.  The drake leader has a lot of gold and a healthy income.  If you want to milk drakes for XP, you will want to consider whether or not to kill him early (less danger if you want to get XP for your army) or not (more drakes to kill).&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' If Beelezebub is present, I recruit a Faerie and two seers for extra firepower. I find I want to carry ~700 gold over into next scenario.&lt;br /&gt;
&lt;br /&gt;
==Chasing Dragons==&lt;br /&gt;
'''[WHU]''' Send someone into the cavern in the mountains and touch the obelisk.  The instructions are more or less written backwards.  Or don't, it's not like you'll need the help.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Send Efraim and Lethalia separately at two of the nearest dragon leaders.  Send the rest of your powerful units along the path and across the bridge to assist your allies.  Your allies can pretty much take care of things, so don't put any units at risk.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' As dragon after dragon attack Efraim and Lethalia and basically bounce off, try not to laugh.  It's not polite.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' The end of this scenario is probably a really good time to strip Argan, Delly, and Stormrider of any gear.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Note four units to recall in Chapter 4. This is the last time you play Delly and Argan, so unequip them of any items for certain. Other units won't be available in next chapter, so you might want to unequip them as well. Those units here won't be available to you again until Chapter 5, when you can recall them with Soulgate; this picks them randomly, so it's not a bad idea to go through and clear up your recall list, getting rid of weaker units.&lt;br /&gt;
&lt;br /&gt;
==Nightmare==&lt;br /&gt;
'''[WHU]''' After all the fun we had with dragons in the last scenario, might as well go after them again.  &lt;br /&gt;
 &lt;br /&gt;
'''[Thrash]''' I generally recruit a bunch of units to distract the enemy and then flee to a corner or other area with limited access. If needed, use some healing potions. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;width: 33%&amp;quot; | [[LotI_Walkthrough-Part1-Chapter02|Back to Chapter 2]] &lt;br /&gt;
| style=&amp;quot;text-align: center;width: 33%&amp;quot; | [[LotI_Walkthrough|Main]] &lt;br /&gt;
| style=&amp;quot;text-align: right;width: 33%&amp;quot; | [[LotI_Walkthrough-Part1-Chapter04|On to Chapter 4]] &lt;br /&gt;
|}&lt;br /&gt;
[[LotI_Walkthrough|Back]]&lt;/div&gt;</summary>
		<author><name>Thrash</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=LotI_Walkthrough-Part1-Chapter03&amp;diff=73593</id>
		<title>LotI Walkthrough-Part1-Chapter03</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=LotI_Walkthrough-Part1-Chapter03&amp;diff=73593"/>
		<updated>2024-09-02T15:44:48Z</updated>

		<summary type="html">&lt;p&gt;Thrash: /* The Pit */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Part I, Embracing the Darkness, Chapter 3, Shadows of the Night'''&lt;br /&gt;
&lt;br /&gt;
'''Generally'''&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Recruiting and recalling work differently than normal in this chapter.  Be sure to read and understand the introductory material at the beginning of the first scenario.  Villages will often provide no income, check the status table (Alt-s, then Scenario Settings) at the start of each scenario.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' In a nutshell, recruiting is 10x normal cost, but units are automatically recalled, are loyal, and advance slightly faster. Units can be normally recalled, but you will start some scenarios without a keep so you can't rely on this. Don’t forget about using gems and items on units on the recall list.&lt;br /&gt;
&lt;br /&gt;
==Thirst for Adventures==&lt;br /&gt;
'''[WHU]''' Recruits are not really necessary here, and if Efraim and Lethalia are fast, they'll just slow you down.  If you do recruit, keep them back and have Lethalia and Efraim protect them from the first batch of wolves and mists.  The town &amp;quot;to the east&amp;quot; is actually to southeast, the first time the road forks follow the southeast branch with your fastest leader.  North of the town is a swamp, kill the lich.  You will be given the opportunity to go on an optional scenario, why not?&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' The mists and wolves have gotten much harder at the start. Even a group of L3-L4 recalls can have some problems with them and even Lethalia can get killed. L1 recruits will just get mopped up. Note if you recall there are a lot of villages, but you cannot get positive income, only zero. There is however no time limit, so you can recruit, get a bunch of villages and then recall. You do want to carry over some gold to the next level, especially if you choose to fight the bandits. Note there is an enemy bandit leader at 62,63 (south central) who makes for a good fight for L1 recruits. He is only triggered when you get close to him. The enemy lich also apparently recruits without end and doesn't attack, so you can harvest XP form his recruits until you get bored.&lt;br /&gt;
&lt;br /&gt;
==Bandits (Optional Scenario)==&lt;br /&gt;
'''[WHU]'''  Recruit a couple elves, give/craft them some gear, and try to get them some experience.  Use heroes to block enemies to protect your new elves, and Argan to provide leadership.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Note villages provide income and there is 100% gold carry over. If present, Beelzebub's monument will be at 16,17.&lt;br /&gt;
&lt;br /&gt;
==Journey South==&lt;br /&gt;
'''[WHU]''' A long scenario, without much opportunity to use low level units.  About ten tiles southeast of the mouth of the path through the mountains is a small orc camp.  You may want to send a few heroes over the mountains to take it out.  I've always chosen to help the woman which gives a nice reward, but I don't know what the other options do.  After you enter the cave, there is a lake full of souls to eat.  On the west side of the lake is a chest of gold.  One leader can easily clear the path on land of the enemy undead.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Following the path south you find a cavern.  There are trolls to the west, which provide what IMO is one of the toughest fights in LotI unless you can get to the opening where you fight two on one in your favor.  It's no place for your junior units, they can safely remain heading south.  Fighting the trolls is not strictly necessary if you just keep moving south.  If you choose to go west, look for the entrance to a secret passage to the south, there's a piece of loot in there that is weakly protected.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Shortly after exiting the cave there is a gap in the mountains to the west which leads to a path to a secret scenario.  It is quite difficult, but doable and gives you access to some dwarves, which is nice, especially if you're building up a collection of axes.  If you chose not to fight the trolls and only sent a unit or two through the secret passage, this might be their only hope of survival (unless you sent Lethalia alone, who can fly to a tile inaccessible to the trolls).  The alternative is just to cruise easily down to the southern border.  Either way you should finish at least 100 turns early -- with no early finish bonus.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Only things to add to WHU's notes: If you take the female necromancer's side such that she is an ally and then you fight Beelezebub, you can run into issues with her units sitting on items resulting from Beelezebub's death. There is 200 gold hidden in cave in 2nd mountain range to the east, north of female necromancer; it's easiest to get to from the south side of the range. Income from villages can only bring you to zero income, not take you positive.&lt;br /&gt;
&lt;br /&gt;
==Mining (Optional Scenario)==&lt;br /&gt;
'''[WHU]''' Time to recall or possibly recruit some units.  The turn limit is very tight here if you don't have overwhelming force.  Your enemies, aside from the four liches, are weak, but you have a lot of work to do and a lot of map to cover so you want plenty of troops to clear the way for your heroes.  In the northeast you'll be facing goblins, Lethalia and some elf markmen should have no trouble there.  The rest will be undead, so arcane and impact attacks are key.  While you are in a cave, most of the paths are covered with roads.  This is a good scenario to get some XP for lower level units.  Spread your forces so that you are advancing along all paths at once, and try to make sure your heroes move as much as possible each turn, while still blocking enemy units from teaming up on your low level units.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' You can recruit dwarven fighters now, though the ones you start with will be auto-recalled in future scenarios, so it's worth putting effort into advancing them. I found with some care, you can handle this scenario without recruiting but recalling a healer or two is helpful. You will need to keep an eye on the turn limit.&lt;br /&gt;
&lt;br /&gt;
==Siege==&lt;br /&gt;
'''[WHU]''' Gold, or XP?  A fast leader can race down and get behind the orc leader, step into his castle, and win around turn 4, picking up a nice early finish bonus, but leaving a lot of XP on the table.  On the other hand, your allies are actually useful, so you could join them in a straight up assault and grab a lot of XP.  Your allies have healers you can take advantage of by carefully positioning your units.  &lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' I like a hybrid approach, where I send a few heroes to stand in the orc castle so he can't recruit very fast and then pick them off a few at a time.  You don't get much gold that way, but it's safe, especially if you want to distribute XP to junior units, at least until your ally joins you in the castle.  I don't think this is a very wise approach, but it's fun, especially if you mix in some explosive slow attacks to really frustrate the orcs.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' If you do decide to harvest XP, your biggest challenge will be your ally stealing kills from you.&lt;br /&gt;
&lt;br /&gt;
==Entering the Desert==&lt;br /&gt;
'''[WHU]''' Recruit a few mages, protect them, and take advantage of Argan's leadership and Stormrider's burn foes to help the mages advance.  Send a couple elves to scout the forest for villages.  Send your army south, following the road.  Efraim and Lethalia are relatively safe to explore the desert, but watch out for the occasional enemy that petrifies.  There are a lot of enemies with poison, so lead with your undead.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' In the southeast corner is a pit that will spawn ghostly units in increasing number.  The idea here is to use those ghosts as target practice for your mages.  I just don't find that practical, it's very difficult to protect them.  I go for the big early finish bonus.  Whichever you choose, Lethalia (or Efraim if you have advanced his movement AMLAs to at least the levitate upgrade) should be making constant movement toward the pit, as the ghosts will surround your leader on every turn.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' You can get away without recruiting/recalling, but it is a good chance to harvest some XP. And as WHU notes, you can now recruit mages, so it's a good time to take advantage of that. The enemies with the petrify attack are nearly invisible, so keep a close eye out for them. Petrify doesn’t seem to be curable except by potion? There are two items in SW part of map.&lt;br /&gt;
&lt;br /&gt;
==The Pit==&lt;br /&gt;
'''[WHU]'''  Send a quick dwarf or other unit that moves well in caves along the north border to pick up an item in the northeast corner.  Send your heroes southeast to find the glyph where the ghosts spawn and step on it to stop them.  You can leave your low level and/or slow units behind, they won't be much use against the units you'll be up against.  If you do decide to bring them, use Efraim and Lethalia together to disable the glyph, keeping ghosts in front of you for the most part, while Delly, Argan, and Stormrider protect the rest of the army from any ghosts that get by.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Continue following the path around the glyph until you encounter the next batch of enemies, which may not be the most dangerous you have faced so far, but certainly close.  Use the bridge and rotate back to heal/regenerate as necessary until you get the upper hand, then charge forward.  If you have given Stormrider a lot of HP and defenses and upgraded his burns foes, he can be a valuable tool on the front line here.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' This is the first scenario you start without a keep and hence unable to recruit or recall.&lt;br /&gt;
&lt;br /&gt;
==Darkest Darkness==&lt;br /&gt;
'''[WHU]''' This one can be a little tricky.  You have to protect your troops from higher level ghosts sneaking in from all directions, but you also need to be using your stronger units to quickly hunt down the enemy leaders (north, northeast, northwest, and southeast).&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' The toughest leader is to the NE. There are escape tunnels in the SW and SE that end the scenario.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' I never noticed that the objectives say that escape is also an option.  There is only one tunnel that leads to escape, however, in the SW.&lt;br /&gt;
&lt;br /&gt;
==End of all Hopes==&lt;br /&gt;
'''[WHU]''' Efraim and Lethalia, working together, can accomplish the main mission, though it helps to remember that is to escape and not to waste time with the enemy leader.  Send everyone but Efraim and Lethalia north, and defend the one tile gap, keeping the undead trapped underground.  Watch out for chocobone charges.  You can also send some units into the narrow passages in the southeast if you want to spread the XP around, just make sure to have some healers and leave enough room to rotate troops back to heal.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Use Efraim and Lethalia to draw the bulk of the undead to the northern part of the underground, then race around to the south and west, waiting near the exit until the orc leader goes down, which will allow you access to cheap bandit recruits.  Or draw the undead to the northern part of the underground while sending a unit with lesser nightstalk ([[LotI_Items#Nighwalker_.E2.80.93_craftable_as_any_armour|Nighwalker]]) and darkens ([[LotI_Items#Deflector_of_Light_.E2.80.93_craftable_as_any_armour|Deflector of Light]]) to sneak to the exit.  There is no early finish bonus, so you may want to milk some XP at the end.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' No income from villages. If you kill the orcish leader outside, you will gain the ability to recruit chaotic human units. I split my troops, sending the elves outside along with Stormrider, the dwarves west, and split my mages as most useful. Good time to consider recruiting/recalling some low-level mages.&lt;br /&gt;
&lt;br /&gt;
==Lost==&lt;br /&gt;
'''[WHU]''' Send Efraim and Lethalia south and take out the drakes just for being drakes.  Then head west and turn south to kill a dragon and pick up a new toy.  I used to think Efraim should take it, but I now prefer to give it to Lethalia.  Head back north, turn west.  In the southwest will be a bunch of goblins.  North from there on the western edge of the map about halfway up is the exit.  There's no early finish bonus, so you may want to explore areas to the north.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Meanwhile, you can move the rest of your army generally southwest.  There will be a detour heading north, but just keep aiming south and west as best you can.  You should meet up with Efraim and Lethalia shortly before they reach the goblins, which can be used as XP for lower level units or to run up your soul eater count for Efraim and/or Lethalia.  Alternatively, you could use your army to explore north, or just leave them at the start, Efraim and Lethalia can easily finish this scenario in about 50 turns by themselves.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' No income from villages. Your four main heroes are basically invincible, so you can split into four groups with a hero leading each and effectively divide and conquer this scenario. Send some fliers north to fight the bats and kill the bat leader in the NE. The big room to the SE seems to be empty.&lt;br /&gt;
&lt;br /&gt;
==Ambush==&lt;br /&gt;
'''[WHU]''' There are a couple ways to get through this scenario without losing units.  My choice depends on how my units are initially positioned, what strengths and weaknesses my army has, and which and how many potions I have in my inventory.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Option one, move any junior units you aren't will to sacrifice to the center and hold a solid formation.  This assumes you have good defensive units and a handful of healing potions.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Option two, pick a direction, clear it with your heroes, and run for it so you can shield your junior units mostly with terrain and keep the fight away from them.  Hit and run, or greater healing potions will probably be necessary here, so your heroes can attack and then assume defensive position.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' If neither of these options are available, and you can't come up with an alternative, you could always remove any gear you care about from some expendable units and position them to slow the enemy.  They'll almost certainly die on the first turn, but the units that kill them will have to expend their turn to kill them.  Immediately go on offense with your heroes.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' The biggest threat is the necromancers, try to kill them before they attack while tolerating other enemies.&lt;br /&gt;
&lt;br /&gt;
==Gehenna==&lt;br /&gt;
'''[WHU]''' First you need to defend against a short wave of relatively powerful enemies.  Lethalia can easily defend the southern entrance, backed by a couple junior units who are just there to pick up an easy kill or two when available.  The northern entrance will probably require the rest of your heroes and a few senior units to rotate in and out.  The initial defense (in the north at least) is more challenging than most of what you have encountered so far, but it isn't really difficult if you keep a good defensive line so an individual unit doesn't get ganged up on and rotate the front line out to heal.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' After the initial assault has been beaten back, pick a leader to send to the northwest corner of the map where there is a bunch of loot.  Send the rest of your heroes, split into a couple teams, to the west.  You will meet light resistance until you approach the perimeter of the enemy defenses.  Punch a hole through the front line, and relentlessly move forward.  The leader looting the treasury should be starting to fight southward.  The rest of your army will be relatively safe back at the castle, just expect a few bats to drop by.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' When you see the enemy leader, check his resistances (click on the unit, mouse over the HP values on the right side of the screen).  He is easy to kill, but only if you hit him with the right attacks.  There's no early finish bonus, so once you reach him you may want to spend some time killing his underlings.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Beelzebub's monument will be at 10,9 if present.&lt;br /&gt;
&lt;br /&gt;
==Achilles' Revenge==&lt;br /&gt;
'''[WHU]''' Still have that [[LotI_Items#Woodland_Cloak_.E2.80.93_cloak|Woodland Cloak]]?  Good.  Put it on Efraim and send him through the woods.  Take your time, there is no early finish bonus.  While the objectives say killing orcs is optional, it's also a lot of fun.  Force the orcs in the east to come at you through the river, or pound your way into their castle so that you control how much they can recruit.  If you've advanced Lethalia to have chill tempest with explosive slow this is a great time to make use of it (this is why you sent Efraim with the Woodlands Cloak).&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' This is a great opportunity to level up some of those dwarfs you recruited in Mining, standing in the mountains to the east of the first orc castle pounding away at slowed orcs and trolls.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Lots of XP harvesting to be done here and villages do produce income. Any unit reaching the western edge is sufficient for victory. Beelezbub's monument, if present, is at 29,20, nicely central and en route to the orc leader.&lt;br /&gt;
&lt;br /&gt;
==Bitter Swamp==&lt;br /&gt;
'''[WHU]''' Send Efraim and Lethalia to work together to carve through the saurians and kill their leader.  Protect weaker units in the castle from saurians appearing out of the swamp.  After several turns, Efraim and Lethalia should draw the undead coming from the northwest to them, allowing a couple units such as Delly and Stormrider to advance easily up the path and kill the lich.  There is a trader north of your castle.  You might as well spend most of your gold now.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Watch out for nearly invisible Fog with petrify attack. I ended up wanting about 800 gold to spend at the Trader.&lt;br /&gt;
&lt;br /&gt;
==First Confrontation==&lt;br /&gt;
'''[WHU]''' The obvious approach here would probably be to stand on the bank of the river and slaughter a bunch of drakes.  This will work, but will probably be costly.  A simpler approach is to send Efraim and Lethalia forward at full speed, right through the middle of the pack of drakes, while defensive units surround the castle protecting weaker ones.  The drakes will concentrate almost exclusively on Efraim and Lethalia, sending only a handful south that you can easily dispatch.  &lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' There's no early finish bonus.  The drake leader has a lot of gold and a healthy income.  If you want to milk drakes for XP, you will want to consider whether or not to kill him early (less danger if you want to get XP for your army) or not (more drakes to kill).&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' If Beelezebub is present, I recruit a Faerie and two seers for extra firepower. I find I want to carry ~700 gold over into next scenario.&lt;br /&gt;
&lt;br /&gt;
==Chasing Dragons==&lt;br /&gt;
'''[WHU]''' Send someone into the cavern in the mountains and touch the obelisk.  The instructions are more or less written backwards.  Or don't, it's not like you'll need the help.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Send Efraim and Lethalia separately at two of the nearest dragon leaders.  Send the rest of your powerful units along the path and across the bridge to assist your allies.  Your allies can pretty much take care of things, so don't put any units at risk.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' As dragon after dragon attack Efraim and Lethalia and basically bounce off, try not to laugh.  It's not polite.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' The end of this scenario is probably a really good time to strip Argan, Delly, and Stormrider of any gear.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Note four units to recall in Chapter 4. This is the last time you play Delly and Argan, so unequip them of any items for certain. Other units won't be available in next chapter, so you might want to unequip them as well. Those units here won't be available to you again until Chapter 5, when you can recall them with Soulgate; this picks them randomly, so it's not a bad idea to go through and clear up your recall list, getting rid of weaker units.&lt;br /&gt;
&lt;br /&gt;
==Nightmare==&lt;br /&gt;
'''[WHU]''' After all the fun we had with dragons in the last scenario, might as well go after them again.  &lt;br /&gt;
 &lt;br /&gt;
'''[Thrash]''' I generally recruit a bunch of units to distract the enemy and then flee to a corner or other area with limited access. If needed, use some healing potions. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;width: 33%&amp;quot; | [[LotI_Walkthrough-Part1-Chapter02|Back to Chapter 2]] &lt;br /&gt;
| style=&amp;quot;text-align: center;width: 33%&amp;quot; | [[LotI_Walkthrough|Main]] &lt;br /&gt;
| style=&amp;quot;text-align: right;width: 33%&amp;quot; | [[LotI_Walkthrough-Part1-Chapter04|On to Chapter 4]] &lt;br /&gt;
|}&lt;br /&gt;
[[LotI_Walkthrough|Back]]&lt;/div&gt;</summary>
		<author><name>Thrash</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=LotI_Walkthrough-Part1-Chapter03&amp;diff=73592</id>
		<title>LotI Walkthrough-Part1-Chapter03</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=LotI_Walkthrough-Part1-Chapter03&amp;diff=73592"/>
		<updated>2024-09-02T15:13:42Z</updated>

		<summary type="html">&lt;p&gt;Thrash: /* Entering the Desert */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Part I, Embracing the Darkness, Chapter 3, Shadows of the Night'''&lt;br /&gt;
&lt;br /&gt;
'''Generally'''&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Recruiting and recalling work differently than normal in this chapter.  Be sure to read and understand the introductory material at the beginning of the first scenario.  Villages will often provide no income, check the status table (Alt-s, then Scenario Settings) at the start of each scenario.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' In a nutshell, recruiting is 10x normal cost, but units are automatically recalled, are loyal, and advance slightly faster. Units can be normally recalled, but you will start some scenarios without a keep so you can't rely on this. Don’t forget about using gems and items on units on the recall list.&lt;br /&gt;
&lt;br /&gt;
==Thirst for Adventures==&lt;br /&gt;
'''[WHU]''' Recruits are not really necessary here, and if Efraim and Lethalia are fast, they'll just slow you down.  If you do recruit, keep them back and have Lethalia and Efraim protect them from the first batch of wolves and mists.  The town &amp;quot;to the east&amp;quot; is actually to southeast, the first time the road forks follow the southeast branch with your fastest leader.  North of the town is a swamp, kill the lich.  You will be given the opportunity to go on an optional scenario, why not?&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' The mists and wolves have gotten much harder at the start. Even a group of L3-L4 recalls can have some problems with them and even Lethalia can get killed. L1 recruits will just get mopped up. Note if you recall there are a lot of villages, but you cannot get positive income, only zero. There is however no time limit, so you can recruit, get a bunch of villages and then recall. You do want to carry over some gold to the next level, especially if you choose to fight the bandits. Note there is an enemy bandit leader at 62,63 (south central) who makes for a good fight for L1 recruits. He is only triggered when you get close to him. The enemy lich also apparently recruits without end and doesn't attack, so you can harvest XP form his recruits until you get bored.&lt;br /&gt;
&lt;br /&gt;
==Bandits (Optional Scenario)==&lt;br /&gt;
'''[WHU]'''  Recruit a couple elves, give/craft them some gear, and try to get them some experience.  Use heroes to block enemies to protect your new elves, and Argan to provide leadership.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Note villages provide income and there is 100% gold carry over. If present, Beelzebub's monument will be at 16,17.&lt;br /&gt;
&lt;br /&gt;
==Journey South==&lt;br /&gt;
'''[WHU]''' A long scenario, without much opportunity to use low level units.  About ten tiles southeast of the mouth of the path through the mountains is a small orc camp.  You may want to send a few heroes over the mountains to take it out.  I've always chosen to help the woman which gives a nice reward, but I don't know what the other options do.  After you enter the cave, there is a lake full of souls to eat.  On the west side of the lake is a chest of gold.  One leader can easily clear the path on land of the enemy undead.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Following the path south you find a cavern.  There are trolls to the west, which provide what IMO is one of the toughest fights in LotI unless you can get to the opening where you fight two on one in your favor.  It's no place for your junior units, they can safely remain heading south.  Fighting the trolls is not strictly necessary if you just keep moving south.  If you choose to go west, look for the entrance to a secret passage to the south, there's a piece of loot in there that is weakly protected.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Shortly after exiting the cave there is a gap in the mountains to the west which leads to a path to a secret scenario.  It is quite difficult, but doable and gives you access to some dwarves, which is nice, especially if you're building up a collection of axes.  If you chose not to fight the trolls and only sent a unit or two through the secret passage, this might be their only hope of survival (unless you sent Lethalia alone, who can fly to a tile inaccessible to the trolls).  The alternative is just to cruise easily down to the southern border.  Either way you should finish at least 100 turns early -- with no early finish bonus.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Only things to add to WHU's notes: If you take the female necromancer's side such that she is an ally and then you fight Beelezebub, you can run into issues with her units sitting on items resulting from Beelezebub's death. There is 200 gold hidden in cave in 2nd mountain range to the east, north of female necromancer; it's easiest to get to from the south side of the range. Income from villages can only bring you to zero income, not take you positive.&lt;br /&gt;
&lt;br /&gt;
==Mining (Optional Scenario)==&lt;br /&gt;
'''[WHU]''' Time to recall or possibly recruit some units.  The turn limit is very tight here if you don't have overwhelming force.  Your enemies, aside from the four liches, are weak, but you have a lot of work to do and a lot of map to cover so you want plenty of troops to clear the way for your heroes.  In the northeast you'll be facing goblins, Lethalia and some elf markmen should have no trouble there.  The rest will be undead, so arcane and impact attacks are key.  While you are in a cave, most of the paths are covered with roads.  This is a good scenario to get some XP for lower level units.  Spread your forces so that you are advancing along all paths at once, and try to make sure your heroes move as much as possible each turn, while still blocking enemy units from teaming up on your low level units.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' You can recruit dwarven fighters now, though the ones you start with will be auto-recalled in future scenarios, so it's worth putting effort into advancing them. I found with some care, you can handle this scenario without recruiting but recalling a healer or two is helpful. You will need to keep an eye on the turn limit.&lt;br /&gt;
&lt;br /&gt;
==Siege==&lt;br /&gt;
'''[WHU]''' Gold, or XP?  A fast leader can race down and get behind the orc leader, step into his castle, and win around turn 4, picking up a nice early finish bonus, but leaving a lot of XP on the table.  On the other hand, your allies are actually useful, so you could join them in a straight up assault and grab a lot of XP.  Your allies have healers you can take advantage of by carefully positioning your units.  &lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' I like a hybrid approach, where I send a few heroes to stand in the orc castle so he can't recruit very fast and then pick them off a few at a time.  You don't get much gold that way, but it's safe, especially if you want to distribute XP to junior units, at least until your ally joins you in the castle.  I don't think this is a very wise approach, but it's fun, especially if you mix in some explosive slow attacks to really frustrate the orcs.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' If you do decide to harvest XP, your biggest challenge will be your ally stealing kills from you.&lt;br /&gt;
&lt;br /&gt;
==Entering the Desert==&lt;br /&gt;
'''[WHU]''' Recruit a few mages, protect them, and take advantage of Argan's leadership and Stormrider's burn foes to help the mages advance.  Send a couple elves to scout the forest for villages.  Send your army south, following the road.  Efraim and Lethalia are relatively safe to explore the desert, but watch out for the occasional enemy that petrifies.  There are a lot of enemies with poison, so lead with your undead.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' In the southeast corner is a pit that will spawn ghostly units in increasing number.  The idea here is to use those ghosts as target practice for your mages.  I just don't find that practical, it's very difficult to protect them.  I go for the big early finish bonus.  Whichever you choose, Lethalia (or Efraim if you have advanced his movement AMLAs to at least the levitate upgrade) should be making constant movement toward the pit, as the ghosts will surround your leader on every turn.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' You can get away without recruiting/recalling, but it is a good chance to harvest some XP. And as WHU notes, you can now recruit mages, so it's a good time to take advantage of that. The enemies with the petrify attack are nearly invisible, so keep a close eye out for them. Petrify doesn’t seem to be curable except by potion? There are two items in SW part of map.&lt;br /&gt;
&lt;br /&gt;
==The Pit==&lt;br /&gt;
'''[WHU]'''  Send a quick dwarf or other unit that moves well in caves along the north border to pick up an item in the northeast corner.  Send your heroes southeast to find the glyph where the ghosts spawn and step on it to stop them.  You can leave your low level and/or slow units behind, they won't be much use against the units you'll be up against.  If you do decide to bring them, use Efraim and Lethalia together to disable the glyph, keeping ghosts in front of you for the most part, while Delly, Argan, and Stormrider protect the rest of the army from any ghosts that get by.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Continue following the path around the glyph until you encounter the next batch of enemies, which may not be the most dangerous you have faced so far, but certainly close.  Use the bridge and rotate back to heal/regenerate as necessary until you get the upper hand, then charge forward.  If you have given Stormrider a lot of HP and defenses and upgraded his burns foes, he can be a valuable tool on the front line here.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Nothing to add.&lt;br /&gt;
&lt;br /&gt;
==Darkest Darkness==&lt;br /&gt;
'''[WHU]''' This one can be a little tricky.  You have to protect your troops from higher level ghosts sneaking in from all directions, but you also need to be using your stronger units to quickly hunt down the enemy leaders (north, northeast, northwest, and southeast).&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' The toughest leader is to the NE. There are escape tunnels in the SW and SE that end the scenario.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' I never noticed that the objectives say that escape is also an option.  There is only one tunnel that leads to escape, however, in the SW.&lt;br /&gt;
&lt;br /&gt;
==End of all Hopes==&lt;br /&gt;
'''[WHU]''' Efraim and Lethalia, working together, can accomplish the main mission, though it helps to remember that is to escape and not to waste time with the enemy leader.  Send everyone but Efraim and Lethalia north, and defend the one tile gap, keeping the undead trapped underground.  Watch out for chocobone charges.  You can also send some units into the narrow passages in the southeast if you want to spread the XP around, just make sure to have some healers and leave enough room to rotate troops back to heal.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Use Efraim and Lethalia to draw the bulk of the undead to the northern part of the underground, then race around to the south and west, waiting near the exit until the orc leader goes down, which will allow you access to cheap bandit recruits.  Or draw the undead to the northern part of the underground while sending a unit with lesser nightstalk ([[LotI_Items#Nighwalker_.E2.80.93_craftable_as_any_armour|Nighwalker]]) and darkens ([[LotI_Items#Deflector_of_Light_.E2.80.93_craftable_as_any_armour|Deflector of Light]]) to sneak to the exit.  There is no early finish bonus, so you may want to milk some XP at the end.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' No income from villages. If you kill the orcish leader outside, you will gain the ability to recruit chaotic human units. I split my troops, sending the elves outside along with Stormrider, the dwarves west, and split my mages as most useful. Good time to consider recruiting/recalling some low-level mages.&lt;br /&gt;
&lt;br /&gt;
==Lost==&lt;br /&gt;
'''[WHU]''' Send Efraim and Lethalia south and take out the drakes just for being drakes.  Then head west and turn south to kill a dragon and pick up a new toy.  I used to think Efraim should take it, but I now prefer to give it to Lethalia.  Head back north, turn west.  In the southwest will be a bunch of goblins.  North from there on the western edge of the map about halfway up is the exit.  There's no early finish bonus, so you may want to explore areas to the north.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Meanwhile, you can move the rest of your army generally southwest.  There will be a detour heading north, but just keep aiming south and west as best you can.  You should meet up with Efraim and Lethalia shortly before they reach the goblins, which can be used as XP for lower level units or to run up your soul eater count for Efraim and/or Lethalia.  Alternatively, you could use your army to explore north, or just leave them at the start, Efraim and Lethalia can easily finish this scenario in about 50 turns by themselves.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' No income from villages. Your four main heroes are basically invincible, so you can split into four groups with a hero leading each and effectively divide and conquer this scenario. Send some fliers north to fight the bats and kill the bat leader in the NE. The big room to the SE seems to be empty.&lt;br /&gt;
&lt;br /&gt;
==Ambush==&lt;br /&gt;
'''[WHU]''' There are a couple ways to get through this scenario without losing units.  My choice depends on how my units are initially positioned, what strengths and weaknesses my army has, and which and how many potions I have in my inventory.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Option one, move any junior units you aren't will to sacrifice to the center and hold a solid formation.  This assumes you have good defensive units and a handful of healing potions.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Option two, pick a direction, clear it with your heroes, and run for it so you can shield your junior units mostly with terrain and keep the fight away from them.  Hit and run, or greater healing potions will probably be necessary here, so your heroes can attack and then assume defensive position.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' If neither of these options are available, and you can't come up with an alternative, you could always remove any gear you care about from some expendable units and position them to slow the enemy.  They'll almost certainly die on the first turn, but the units that kill them will have to expend their turn to kill them.  Immediately go on offense with your heroes.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' The biggest threat is the necromancers, try to kill them before they attack while tolerating other enemies.&lt;br /&gt;
&lt;br /&gt;
==Gehenna==&lt;br /&gt;
'''[WHU]''' First you need to defend against a short wave of relatively powerful enemies.  Lethalia can easily defend the southern entrance, backed by a couple junior units who are just there to pick up an easy kill or two when available.  The northern entrance will probably require the rest of your heroes and a few senior units to rotate in and out.  The initial defense (in the north at least) is more challenging than most of what you have encountered so far, but it isn't really difficult if you keep a good defensive line so an individual unit doesn't get ganged up on and rotate the front line out to heal.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' After the initial assault has been beaten back, pick a leader to send to the northwest corner of the map where there is a bunch of loot.  Send the rest of your heroes, split into a couple teams, to the west.  You will meet light resistance until you approach the perimeter of the enemy defenses.  Punch a hole through the front line, and relentlessly move forward.  The leader looting the treasury should be starting to fight southward.  The rest of your army will be relatively safe back at the castle, just expect a few bats to drop by.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' When you see the enemy leader, check his resistances (click on the unit, mouse over the HP values on the right side of the screen).  He is easy to kill, but only if you hit him with the right attacks.  There's no early finish bonus, so once you reach him you may want to spend some time killing his underlings.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Beelzebub's monument will be at 10,9 if present.&lt;br /&gt;
&lt;br /&gt;
==Achilles' Revenge==&lt;br /&gt;
'''[WHU]''' Still have that [[LotI_Items#Woodland_Cloak_.E2.80.93_cloak|Woodland Cloak]]?  Good.  Put it on Efraim and send him through the woods.  Take your time, there is no early finish bonus.  While the objectives say killing orcs is optional, it's also a lot of fun.  Force the orcs in the east to come at you through the river, or pound your way into their castle so that you control how much they can recruit.  If you've advanced Lethalia to have chill tempest with explosive slow this is a great time to make use of it (this is why you sent Efraim with the Woodlands Cloak).&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' This is a great opportunity to level up some of those dwarfs you recruited in Mining, standing in the mountains to the east of the first orc castle pounding away at slowed orcs and trolls.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Lots of XP harvesting to be done here and villages do produce income. Any unit reaching the western edge is sufficient for victory. Beelezbub's monument, if present, is at 29,20, nicely central and en route to the orc leader.&lt;br /&gt;
&lt;br /&gt;
==Bitter Swamp==&lt;br /&gt;
'''[WHU]''' Send Efraim and Lethalia to work together to carve through the saurians and kill their leader.  Protect weaker units in the castle from saurians appearing out of the swamp.  After several turns, Efraim and Lethalia should draw the undead coming from the northwest to them, allowing a couple units such as Delly and Stormrider to advance easily up the path and kill the lich.  There is a trader north of your castle.  You might as well spend most of your gold now.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Watch out for nearly invisible Fog with petrify attack. I ended up wanting about 800 gold to spend at the Trader.&lt;br /&gt;
&lt;br /&gt;
==First Confrontation==&lt;br /&gt;
'''[WHU]''' The obvious approach here would probably be to stand on the bank of the river and slaughter a bunch of drakes.  This will work, but will probably be costly.  A simpler approach is to send Efraim and Lethalia forward at full speed, right through the middle of the pack of drakes, while defensive units surround the castle protecting weaker ones.  The drakes will concentrate almost exclusively on Efraim and Lethalia, sending only a handful south that you can easily dispatch.  &lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' There's no early finish bonus.  The drake leader has a lot of gold and a healthy income.  If you want to milk drakes for XP, you will want to consider whether or not to kill him early (less danger if you want to get XP for your army) or not (more drakes to kill).&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' If Beelezebub is present, I recruit a Faerie and two seers for extra firepower. I find I want to carry ~700 gold over into next scenario.&lt;br /&gt;
&lt;br /&gt;
==Chasing Dragons==&lt;br /&gt;
'''[WHU]''' Send someone into the cavern in the mountains and touch the obelisk.  The instructions are more or less written backwards.  Or don't, it's not like you'll need the help.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Send Efraim and Lethalia separately at two of the nearest dragon leaders.  Send the rest of your powerful units along the path and across the bridge to assist your allies.  Your allies can pretty much take care of things, so don't put any units at risk.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' As dragon after dragon attack Efraim and Lethalia and basically bounce off, try not to laugh.  It's not polite.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' The end of this scenario is probably a really good time to strip Argan, Delly, and Stormrider of any gear.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Note four units to recall in Chapter 4. This is the last time you play Delly and Argan, so unequip them of any items for certain. Other units won't be available in next chapter, so you might want to unequip them as well. Those units here won't be available to you again until Chapter 5, when you can recall them with Soulgate; this picks them randomly, so it's not a bad idea to go through and clear up your recall list, getting rid of weaker units.&lt;br /&gt;
&lt;br /&gt;
==Nightmare==&lt;br /&gt;
'''[WHU]''' After all the fun we had with dragons in the last scenario, might as well go after them again.  &lt;br /&gt;
 &lt;br /&gt;
'''[Thrash]''' I generally recruit a bunch of units to distract the enemy and then flee to a corner or other area with limited access. If needed, use some healing potions. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;width: 33%&amp;quot; | [[LotI_Walkthrough-Part1-Chapter02|Back to Chapter 2]] &lt;br /&gt;
| style=&amp;quot;text-align: center;width: 33%&amp;quot; | [[LotI_Walkthrough|Main]] &lt;br /&gt;
| style=&amp;quot;text-align: right;width: 33%&amp;quot; | [[LotI_Walkthrough-Part1-Chapter04|On to Chapter 4]] &lt;br /&gt;
|}&lt;br /&gt;
[[LotI_Walkthrough|Back]]&lt;/div&gt;</summary>
		<author><name>Thrash</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=LotI_Walkthrough-Part1-Chapter02&amp;diff=73588</id>
		<title>LotI Walkthrough-Part1-Chapter02</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=LotI_Walkthrough-Part1-Chapter02&amp;diff=73588"/>
		<updated>2024-09-01T12:12:57Z</updated>

		<summary type="html">&lt;p&gt;Thrash: /* Lilith */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Part I, Embracing the Darkness, Chapter 2, Servants of Lilith'''&lt;br /&gt;
&lt;br /&gt;
'''Generally'''&lt;br /&gt;
&lt;br /&gt;
Add here.&lt;br /&gt;
&lt;br /&gt;
==The Beginning==&lt;br /&gt;
'''[WHU]''' There are a lot of enemy units here, and when you kill a living one it comes back as an undead.  A lot of potential for XP.  I normally just charge forward with Efraim and Lethalia and go for the quick and easy win, sometimes recalling a couple quick elves like rangers to sneak around and pick off lone enemies in the forest.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Note that you have your full recall list and all your items from Chapter 1 available to you. Watch out for Umbra in your starting keep - I find it easy to overlook he is there. Anything besides arcane or marksman seems to have a hard time hitting enemy elves and undead. If the Beelezebub monument is present, it will be on the west side of the map - I suggest heading for it first and having that fight first. Note that Umbra recruits a solid stream of undead and it will be hard to reach him within the time limit.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Looks like Umbra quits recruiting now around turn 20 and then restarts when approached.&lt;br /&gt;
&lt;br /&gt;
==Gods==&lt;br /&gt;
'''[WHU]''' In the center of the map is a necromancer leading a bunch of undead.  I don't remember if she is good for anything, but generally I just don't go that way.  In the middle of the far east edge are saurians, who can also be ignored.  Recall maybe a castle worth of decent troops, perhaps ones you are looking to level, and head south to take out a bandit camp.  Efraim and Lethalia could take on the bandits alone, especially if you have speed upgrades.  Follow the road south, east, northeast, and then enter the mountains, taking care not to get too far north or east if you don't want to trigger the saurians.  Using Efraim, Lethalia, and maybe a decent supporting unit, blast through the trolls.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' I believe this scenario got harder at some point. I find two keeps of high-level recalls are advised. &lt;br /&gt;
Head due South, take over fort and recruit another keep of units. Then go take out undead to the east (all you have to do is attack the undead necromancer and she surrenders and her units disappear). Then go south through the city, and Elves will appear when you approach the woods to South, they will be tough to kill and become undead when killed. Then go east - if you want to fight the saurians, split off a contingent to keep going east to trigger them, otherwise just go south into the mountains. The white mages in SE monastery can't actually be hit, so there is no actual urgency. The hard part is making progress through the trolls. The scenario ends when you kill the Troll leader in the monastery&lt;br /&gt;
&lt;br /&gt;
==Forest of Witchery==&lt;br /&gt;
'''[WHU]''' I never recruit or recall here, just send my faster leader to the tree while the other one kills a few enemies.  This is probably a mistake, as the early finish bonus easily gets wiped out by the carryover percentage.  It probably makes more sense to recall some units that have good impact resistance and fire/arcane attacks and hunt some wose for XP.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' I recall one keep of L2-3s. You want units with good movement in Forrest. Note that sharpshooters are not great units for this scenario. You will get swarmed about middle of the map, but Efriam and Lethalia don’t seem to be in real danger.&lt;br /&gt;
&lt;br /&gt;
==Darkness Closing In==&lt;br /&gt;
'''[WHU]''' I always go (successfully) for the bonus objective with Efraim (counterclockwise, through the woods) and Lethalia (clockwise), avoiding crowds.  Skellie wanders around picking off isolated enemies.  I send in some troops and some healers to help guard the city walls, which may not be necessary.  A couple fast, perhaps flying, units might be in order to pick items out of the moat as there are a lot of drops.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' I have both Efriam and Lethalia recall a keep each, and then Lethalia a second keep using Efriam's keep - that usually spends all my gold. You'll want lots of magic to cut through ghosts. Watch out for shadows on turn 2. Hold back, if you rush forth past the city you will get overwhelmed on turn 2 when the enemy swamps the battlefield (especially watch our for enemy L2 elves, who can do a lot of damage if they gang up). After this surge, you can push forward and get to the enemy leader. I find this gets you to the leader about as quickly as going around the edges of the map.&lt;br /&gt;
&lt;br /&gt;
==Umbra==&lt;br /&gt;
'''[WHU]''' This can be one of the more difficult scenarios in that it is actually possible to get Efraim or Lethalia killed.  The enemy leader starts with a lot of gold, and is standing on a keep in a castle, even though it doesn't look like it, so normally I'd target him early.  However, Umbra is quite aggressive so I never really need to deal with the other forces.  Since Umbra is highly resistant to most attacks, lightning is great here.  Keeping the fight at the cave mouth will let you rotate out troops and limit the amount of enemies you fight at a time.  A fast unit with [[LotI_Items#Cunctator.27s_sword_.E2.80.93_sword|Cunctator's Sword]] could run forward, hit a unit next to Umbra to slow him without worrying about retaliation, and run back behind the line.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' I didn't find lightning that helpful against Umbra, so something may have changed.&lt;br /&gt;
&lt;br /&gt;
==The Army of Darkness==&lt;br /&gt;
'''[WHU]''' The turn limit is your enemy here.  That and shadows.  Efraim alone down the east side of the lake, concentrating on reaching the southeastern leader quickly over picking off units on the way.  Lethalia and a small team of elves with arcane attacks including a healer head southwest, staying in a pack (the elves at least, Lethalia can run ahead and pick off enemies, particularly shadows when they are visible, as well as using zone of control to block for the elves at times).  Don't forget to use penetrates to keep advancing.  Visit the trader and pick up the [[LotI_Items#Woodland_Cloak_.E2.80.93_cloak|Woodland Cloak]] if you don't have one already.  By the time you get there, your pack of elves should be safe enough to remain there if you want to buy many items.  The enemy leaders have nightstalk, but they will be at their keeps or on villages.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Arcane melee weapons for your heroes, particularly the [[LotI_Items#Holy_Sword_.E2.80.93_sword|Holy Sword]] for Efraim, can be a big help in keeping them moving forward as many spirits will die attacking you instead of blocking your path.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Your gold will probably run out during the scenario, so your first action might be to recall a seer and some fast moving units to get the the Trader to the west as quickly as possible (you will want the Woodland Cloak for the next scenario), then have them deal with the western leader (who, btw, is invisible at night). (One option here might be to recruit a Ranger, Nightprowler or other unit with Ambush) to get the the Treader and ignore the west enemy leader?) I then recall three fast-moving Fairies and Seers go to with Lethalia south and then down the west side of water to take pressure off of the Merfolk - they will get attacked hard, so make sure this is a tough group with a couple of healers. The enemy will reach them around turn 8. Note that going through the water will be slow. In general, only recruit units who can move quickly through forrest or they won't be useful.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' It's not actually clear to me what the consequences are if the merman leader dies as I've always managed to save them (sometimes despite their own efforts to rush out and get killed).&lt;br /&gt;
&lt;br /&gt;
==Infinite Legion==&lt;br /&gt;
'''[WHU]''' This is one of the reasons I concentrate on making at least one of my leaders fast.  Put on the [[LotI_Items#Woodland_Cloak_.E2.80.93_cloak|Woodland Cloak]], stay away from the enemies, and run for it.  You could use the other leader as bait to draw the enemy.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' No point in recalling/recruiting. Per WHU's note, put the Woodland Cloak on Efriam or Lethalia (whoever is faster) and sneak them to the southern border - if you go a little west of due south you should be able to weave your way there by turn 5. Your other hero can harvest some XP if they are careful. '''[3.2.8]''' This is harder now as you will run into ambushing enemies. You probably need to be prepared to do some fighting instead of just sneaking. &lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' If you happen to have two Woodland Cloaks and put them on Efriam and Lethalia (or them have ambush by some other means) then the enemy will simply stop moving which makes things really easy.&lt;br /&gt;
&lt;br /&gt;
==Sightseeing==&lt;br /&gt;
'''[WHU]''' This is one of the reasons I concentrate on making at least one of my leaders fast.  Put on the [[LotI_Items#Woodland_Cloak_.E2.80.93_cloak|Woodland Cloak]], stay away from the enemies, and run for it.  Huge early finish bonus.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Per WHU's note, another sneaking scenario with the Woodland Cloak. Go east and then south. If you attack any of the enemy leaders or Elven Lords, this is likely to spur the appearance of a bunch of enemy units, so don't do that. It's not clear Argan is in any real danger, so don't worry about him. If you haven't increased the animation speed yet, now's the time... '''[3.2.8]''' There are now Woses to the east of your starting position to be ambushed by.&lt;br /&gt;
&lt;br /&gt;
==Underground==&lt;br /&gt;
'''[WHU]''' It may not be clear at first, but you start in a castle in case you want to recruit/recall.  I don't.  The lighted glyphs indicate deadend paths.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' You can change your hero out of the Woodland Cloak at this point. I didn't realize what WHU said about lighted glyphs being meaningful, what I did was follow “MM” “MM” “X” “X” “X” “X” “Diamond” “Diamond” (roughly up the center and then NE).&lt;br /&gt;
&lt;br /&gt;
==Lilith==&lt;br /&gt;
'''[WHU]''' First a bunch of low level units you can walk right through, then Umbra again.  Not much need to recall/recruit many units, you'll be fighting in close with allies in the way.  Umbra has powerful attacks, good defenses, and plenty of HP, so slow him, poison/incinerate him, and if possible hit him with powerful lightning attacks.  Watch out for his firestorm attack which is explosive.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' As WHU says, don't bother recalling too many units, quarters are tight and you won't be able to use them. It's not really worth exploring the west and east spurs. Note two units you will want to recall in [[LotI_Walkthrough-Part1-Chapter04#Revolution_Begins|Chapter 4: Revolution Begins]], two more in [[LotI_Walkthrough-Part1-Chapter04#Meeting_of_the_Ancients|Chapter 4: Meeting of the Ancients]], three more in [[LotI_Walkthrough-Part1-Chapter04#Invasion|Chapter 4: Invasion]], and two more in [[LotI_Walkthrough-Part1-Chapter04#Bloodbath|Chapter 4: Bloodbath]]. '''[3.2.8]''' The interface for recalling has improved so you don't need to use your memory as much any more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;width: 33%&amp;quot; | [[LotI_Walkthrough-Part1-Chapter01|Back to Chapter 1]] &lt;br /&gt;
| style=&amp;quot;text-align: center;width: 33%&amp;quot; | [[LotI_Walkthrough|Main]] &lt;br /&gt;
| style=&amp;quot;text-align: right;width: 33%&amp;quot; | [[LotI_Walkthrough-Part1-Chapter03|On to Chapter 3]] &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Thrash</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=LotI_Walkthrough-Part1-Chapter02&amp;diff=73587</id>
		<title>LotI Walkthrough-Part1-Chapter02</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=LotI_Walkthrough-Part1-Chapter02&amp;diff=73587"/>
		<updated>2024-09-01T02:19:48Z</updated>

		<summary type="html">&lt;p&gt;Thrash: /* Sightseeing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Part I, Embracing the Darkness, Chapter 2, Servants of Lilith'''&lt;br /&gt;
&lt;br /&gt;
'''Generally'''&lt;br /&gt;
&lt;br /&gt;
Add here.&lt;br /&gt;
&lt;br /&gt;
==The Beginning==&lt;br /&gt;
'''[WHU]''' There are a lot of enemy units here, and when you kill a living one it comes back as an undead.  A lot of potential for XP.  I normally just charge forward with Efraim and Lethalia and go for the quick and easy win, sometimes recalling a couple quick elves like rangers to sneak around and pick off lone enemies in the forest.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Note that you have your full recall list and all your items from Chapter 1 available to you. Watch out for Umbra in your starting keep - I find it easy to overlook he is there. Anything besides arcane or marksman seems to have a hard time hitting enemy elves and undead. If the Beelezebub monument is present, it will be on the west side of the map - I suggest heading for it first and having that fight first. Note that Umbra recruits a solid stream of undead and it will be hard to reach him within the time limit.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Looks like Umbra quits recruiting now around turn 20 and then restarts when approached.&lt;br /&gt;
&lt;br /&gt;
==Gods==&lt;br /&gt;
'''[WHU]''' In the center of the map is a necromancer leading a bunch of undead.  I don't remember if she is good for anything, but generally I just don't go that way.  In the middle of the far east edge are saurians, who can also be ignored.  Recall maybe a castle worth of decent troops, perhaps ones you are looking to level, and head south to take out a bandit camp.  Efraim and Lethalia could take on the bandits alone, especially if you have speed upgrades.  Follow the road south, east, northeast, and then enter the mountains, taking care not to get too far north or east if you don't want to trigger the saurians.  Using Efraim, Lethalia, and maybe a decent supporting unit, blast through the trolls.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' I believe this scenario got harder at some point. I find two keeps of high-level recalls are advised. &lt;br /&gt;
Head due South, take over fort and recruit another keep of units. Then go take out undead to the east (all you have to do is attack the undead necromancer and she surrenders and her units disappear). Then go south through the city, and Elves will appear when you approach the woods to South, they will be tough to kill and become undead when killed. Then go east - if you want to fight the saurians, split off a contingent to keep going east to trigger them, otherwise just go south into the mountains. The white mages in SE monastery can't actually be hit, so there is no actual urgency. The hard part is making progress through the trolls. The scenario ends when you kill the Troll leader in the monastery&lt;br /&gt;
&lt;br /&gt;
==Forest of Witchery==&lt;br /&gt;
'''[WHU]''' I never recruit or recall here, just send my faster leader to the tree while the other one kills a few enemies.  This is probably a mistake, as the early finish bonus easily gets wiped out by the carryover percentage.  It probably makes more sense to recall some units that have good impact resistance and fire/arcane attacks and hunt some wose for XP.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' I recall one keep of L2-3s. You want units with good movement in Forrest. Note that sharpshooters are not great units for this scenario. You will get swarmed about middle of the map, but Efriam and Lethalia don’t seem to be in real danger.&lt;br /&gt;
&lt;br /&gt;
==Darkness Closing In==&lt;br /&gt;
'''[WHU]''' I always go (successfully) for the bonus objective with Efraim (counterclockwise, through the woods) and Lethalia (clockwise), avoiding crowds.  Skellie wanders around picking off isolated enemies.  I send in some troops and some healers to help guard the city walls, which may not be necessary.  A couple fast, perhaps flying, units might be in order to pick items out of the moat as there are a lot of drops.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' I have both Efriam and Lethalia recall a keep each, and then Lethalia a second keep using Efriam's keep - that usually spends all my gold. You'll want lots of magic to cut through ghosts. Watch out for shadows on turn 2. Hold back, if you rush forth past the city you will get overwhelmed on turn 2 when the enemy swamps the battlefield (especially watch our for enemy L2 elves, who can do a lot of damage if they gang up). After this surge, you can push forward and get to the enemy leader. I find this gets you to the leader about as quickly as going around the edges of the map.&lt;br /&gt;
&lt;br /&gt;
==Umbra==&lt;br /&gt;
'''[WHU]''' This can be one of the more difficult scenarios in that it is actually possible to get Efraim or Lethalia killed.  The enemy leader starts with a lot of gold, and is standing on a keep in a castle, even though it doesn't look like it, so normally I'd target him early.  However, Umbra is quite aggressive so I never really need to deal with the other forces.  Since Umbra is highly resistant to most attacks, lightning is great here.  Keeping the fight at the cave mouth will let you rotate out troops and limit the amount of enemies you fight at a time.  A fast unit with [[LotI_Items#Cunctator.27s_sword_.E2.80.93_sword|Cunctator's Sword]] could run forward, hit a unit next to Umbra to slow him without worrying about retaliation, and run back behind the line.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' I didn't find lightning that helpful against Umbra, so something may have changed.&lt;br /&gt;
&lt;br /&gt;
==The Army of Darkness==&lt;br /&gt;
'''[WHU]''' The turn limit is your enemy here.  That and shadows.  Efraim alone down the east side of the lake, concentrating on reaching the southeastern leader quickly over picking off units on the way.  Lethalia and a small team of elves with arcane attacks including a healer head southwest, staying in a pack (the elves at least, Lethalia can run ahead and pick off enemies, particularly shadows when they are visible, as well as using zone of control to block for the elves at times).  Don't forget to use penetrates to keep advancing.  Visit the trader and pick up the [[LotI_Items#Woodland_Cloak_.E2.80.93_cloak|Woodland Cloak]] if you don't have one already.  By the time you get there, your pack of elves should be safe enough to remain there if you want to buy many items.  The enemy leaders have nightstalk, but they will be at their keeps or on villages.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Arcane melee weapons for your heroes, particularly the [[LotI_Items#Holy_Sword_.E2.80.93_sword|Holy Sword]] for Efraim, can be a big help in keeping them moving forward as many spirits will die attacking you instead of blocking your path.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Your gold will probably run out during the scenario, so your first action might be to recall a seer and some fast moving units to get the the Trader to the west as quickly as possible (you will want the Woodland Cloak for the next scenario), then have them deal with the western leader (who, btw, is invisible at night). (One option here might be to recruit a Ranger, Nightprowler or other unit with Ambush) to get the the Treader and ignore the west enemy leader?) I then recall three fast-moving Fairies and Seers go to with Lethalia south and then down the west side of water to take pressure off of the Merfolk - they will get attacked hard, so make sure this is a tough group with a couple of healers. The enemy will reach them around turn 8. Note that going through the water will be slow. In general, only recruit units who can move quickly through forrest or they won't be useful.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' It's not actually clear to me what the consequences are if the merman leader dies as I've always managed to save them (sometimes despite their own efforts to rush out and get killed).&lt;br /&gt;
&lt;br /&gt;
==Infinite Legion==&lt;br /&gt;
'''[WHU]''' This is one of the reasons I concentrate on making at least one of my leaders fast.  Put on the [[LotI_Items#Woodland_Cloak_.E2.80.93_cloak|Woodland Cloak]], stay away from the enemies, and run for it.  You could use the other leader as bait to draw the enemy.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' No point in recalling/recruiting. Per WHU's note, put the Woodland Cloak on Efriam or Lethalia (whoever is faster) and sneak them to the southern border - if you go a little west of due south you should be able to weave your way there by turn 5. Your other hero can harvest some XP if they are careful. '''[3.2.8]''' This is harder now as you will run into ambushing enemies. You probably need to be prepared to do some fighting instead of just sneaking. &lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' If you happen to have two Woodland Cloaks and put them on Efriam and Lethalia (or them have ambush by some other means) then the enemy will simply stop moving which makes things really easy.&lt;br /&gt;
&lt;br /&gt;
==Sightseeing==&lt;br /&gt;
'''[WHU]''' This is one of the reasons I concentrate on making at least one of my leaders fast.  Put on the [[LotI_Items#Woodland_Cloak_.E2.80.93_cloak|Woodland Cloak]], stay away from the enemies, and run for it.  Huge early finish bonus.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Per WHU's note, another sneaking scenario with the Woodland Cloak. Go east and then south. If you attack any of the enemy leaders or Elven Lords, this is likely to spur the appearance of a bunch of enemy units, so don't do that. It's not clear Argan is in any real danger, so don't worry about him. If you haven't increased the animation speed yet, now's the time... '''[3.2.8]''' There are now Woses to the east of your starting position to be ambushed by.&lt;br /&gt;
&lt;br /&gt;
==Underground==&lt;br /&gt;
'''[WHU]''' It may not be clear at first, but you start in a castle in case you want to recruit/recall.  I don't.  The lighted glyphs indicate deadend paths.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' You can change your hero out of the Woodland Cloak at this point. I didn't realize what WHU said about lighted glyphs being meaningful, what I did was follow “MM” “MM” “X” “X” “X” “X” “Diamond” “Diamond” (roughly up the center and then NE).&lt;br /&gt;
&lt;br /&gt;
==Lilith==&lt;br /&gt;
'''[WHU]''' First a bunch of low level units you can walk right through, then Umbra again.  Not much need to recall/recruit many units, you'll be fighting in close with allies in the way.  Umbra has powerful attacks, good defenses, and plenty of HP, so slow him, poison/incinerate him, and if possible hit him with powerful lightning attacks.  Watch out for his firestorm attack which is explosive.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' As WHU says, don't bother recalling too many units, quarters are tight and you won't be able to use them. It's not really worth exploring the west and east spurs. Note two units you will want to recall in [[LotI_Walkthrough-Part1-Chapter04#Revolution_Begins|Chapter 4: Revolution Begins]], two more in [[LotI_Walkthrough-Part1-Chapter04#Meeting_of_the_Ancients|Chapter 4: Meeting of the Ancients]], three more in [[LotI_Walkthrough-Part1-Chapter04#Invasion|Chapter 4: Invasion]], and two more in [[LotI_Walkthrough-Part1-Chapter04#Bloodbath|Chapter 4: Bloodbath]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;width: 33%&amp;quot; | [[LotI_Walkthrough-Part1-Chapter01|Back to Chapter 1]] &lt;br /&gt;
| style=&amp;quot;text-align: center;width: 33%&amp;quot; | [[LotI_Walkthrough|Main]] &lt;br /&gt;
| style=&amp;quot;text-align: right;width: 33%&amp;quot; | [[LotI_Walkthrough-Part1-Chapter03|On to Chapter 3]] &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Thrash</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=LotI_Walkthrough-Part1-Chapter02&amp;diff=73586</id>
		<title>LotI Walkthrough-Part1-Chapter02</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=LotI_Walkthrough-Part1-Chapter02&amp;diff=73586"/>
		<updated>2024-09-01T01:43:11Z</updated>

		<summary type="html">&lt;p&gt;Thrash: /* Infinite Legion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Part I, Embracing the Darkness, Chapter 2, Servants of Lilith'''&lt;br /&gt;
&lt;br /&gt;
'''Generally'''&lt;br /&gt;
&lt;br /&gt;
Add here.&lt;br /&gt;
&lt;br /&gt;
==The Beginning==&lt;br /&gt;
'''[WHU]''' There are a lot of enemy units here, and when you kill a living one it comes back as an undead.  A lot of potential for XP.  I normally just charge forward with Efraim and Lethalia and go for the quick and easy win, sometimes recalling a couple quick elves like rangers to sneak around and pick off lone enemies in the forest.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Note that you have your full recall list and all your items from Chapter 1 available to you. Watch out for Umbra in your starting keep - I find it easy to overlook he is there. Anything besides arcane or marksman seems to have a hard time hitting enemy elves and undead. If the Beelezebub monument is present, it will be on the west side of the map - I suggest heading for it first and having that fight first. Note that Umbra recruits a solid stream of undead and it will be hard to reach him within the time limit.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Looks like Umbra quits recruiting now around turn 20 and then restarts when approached.&lt;br /&gt;
&lt;br /&gt;
==Gods==&lt;br /&gt;
'''[WHU]''' In the center of the map is a necromancer leading a bunch of undead.  I don't remember if she is good for anything, but generally I just don't go that way.  In the middle of the far east edge are saurians, who can also be ignored.  Recall maybe a castle worth of decent troops, perhaps ones you are looking to level, and head south to take out a bandit camp.  Efraim and Lethalia could take on the bandits alone, especially if you have speed upgrades.  Follow the road south, east, northeast, and then enter the mountains, taking care not to get too far north or east if you don't want to trigger the saurians.  Using Efraim, Lethalia, and maybe a decent supporting unit, blast through the trolls.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' I believe this scenario got harder at some point. I find two keeps of high-level recalls are advised. &lt;br /&gt;
Head due South, take over fort and recruit another keep of units. Then go take out undead to the east (all you have to do is attack the undead necromancer and she surrenders and her units disappear). Then go south through the city, and Elves will appear when you approach the woods to South, they will be tough to kill and become undead when killed. Then go east - if you want to fight the saurians, split off a contingent to keep going east to trigger them, otherwise just go south into the mountains. The white mages in SE monastery can't actually be hit, so there is no actual urgency. The hard part is making progress through the trolls. The scenario ends when you kill the Troll leader in the monastery&lt;br /&gt;
&lt;br /&gt;
==Forest of Witchery==&lt;br /&gt;
'''[WHU]''' I never recruit or recall here, just send my faster leader to the tree while the other one kills a few enemies.  This is probably a mistake, as the early finish bonus easily gets wiped out by the carryover percentage.  It probably makes more sense to recall some units that have good impact resistance and fire/arcane attacks and hunt some wose for XP.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' I recall one keep of L2-3s. You want units with good movement in Forrest. Note that sharpshooters are not great units for this scenario. You will get swarmed about middle of the map, but Efriam and Lethalia don’t seem to be in real danger.&lt;br /&gt;
&lt;br /&gt;
==Darkness Closing In==&lt;br /&gt;
'''[WHU]''' I always go (successfully) for the bonus objective with Efraim (counterclockwise, through the woods) and Lethalia (clockwise), avoiding crowds.  Skellie wanders around picking off isolated enemies.  I send in some troops and some healers to help guard the city walls, which may not be necessary.  A couple fast, perhaps flying, units might be in order to pick items out of the moat as there are a lot of drops.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' I have both Efriam and Lethalia recall a keep each, and then Lethalia a second keep using Efriam's keep - that usually spends all my gold. You'll want lots of magic to cut through ghosts. Watch out for shadows on turn 2. Hold back, if you rush forth past the city you will get overwhelmed on turn 2 when the enemy swamps the battlefield (especially watch our for enemy L2 elves, who can do a lot of damage if they gang up). After this surge, you can push forward and get to the enemy leader. I find this gets you to the leader about as quickly as going around the edges of the map.&lt;br /&gt;
&lt;br /&gt;
==Umbra==&lt;br /&gt;
'''[WHU]''' This can be one of the more difficult scenarios in that it is actually possible to get Efraim or Lethalia killed.  The enemy leader starts with a lot of gold, and is standing on a keep in a castle, even though it doesn't look like it, so normally I'd target him early.  However, Umbra is quite aggressive so I never really need to deal with the other forces.  Since Umbra is highly resistant to most attacks, lightning is great here.  Keeping the fight at the cave mouth will let you rotate out troops and limit the amount of enemies you fight at a time.  A fast unit with [[LotI_Items#Cunctator.27s_sword_.E2.80.93_sword|Cunctator's Sword]] could run forward, hit a unit next to Umbra to slow him without worrying about retaliation, and run back behind the line.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' I didn't find lightning that helpful against Umbra, so something may have changed.&lt;br /&gt;
&lt;br /&gt;
==The Army of Darkness==&lt;br /&gt;
'''[WHU]''' The turn limit is your enemy here.  That and shadows.  Efraim alone down the east side of the lake, concentrating on reaching the southeastern leader quickly over picking off units on the way.  Lethalia and a small team of elves with arcane attacks including a healer head southwest, staying in a pack (the elves at least, Lethalia can run ahead and pick off enemies, particularly shadows when they are visible, as well as using zone of control to block for the elves at times).  Don't forget to use penetrates to keep advancing.  Visit the trader and pick up the [[LotI_Items#Woodland_Cloak_.E2.80.93_cloak|Woodland Cloak]] if you don't have one already.  By the time you get there, your pack of elves should be safe enough to remain there if you want to buy many items.  The enemy leaders have nightstalk, but they will be at their keeps or on villages.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Arcane melee weapons for your heroes, particularly the [[LotI_Items#Holy_Sword_.E2.80.93_sword|Holy Sword]] for Efraim, can be a big help in keeping them moving forward as many spirits will die attacking you instead of blocking your path.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Your gold will probably run out during the scenario, so your first action might be to recall a seer and some fast moving units to get the the Trader to the west as quickly as possible (you will want the Woodland Cloak for the next scenario), then have them deal with the western leader (who, btw, is invisible at night). (One option here might be to recruit a Ranger, Nightprowler or other unit with Ambush) to get the the Treader and ignore the west enemy leader?) I then recall three fast-moving Fairies and Seers go to with Lethalia south and then down the west side of water to take pressure off of the Merfolk - they will get attacked hard, so make sure this is a tough group with a couple of healers. The enemy will reach them around turn 8. Note that going through the water will be slow. In general, only recruit units who can move quickly through forrest or they won't be useful.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' It's not actually clear to me what the consequences are if the merman leader dies as I've always managed to save them (sometimes despite their own efforts to rush out and get killed).&lt;br /&gt;
&lt;br /&gt;
==Infinite Legion==&lt;br /&gt;
'''[WHU]''' This is one of the reasons I concentrate on making at least one of my leaders fast.  Put on the [[LotI_Items#Woodland_Cloak_.E2.80.93_cloak|Woodland Cloak]], stay away from the enemies, and run for it.  You could use the other leader as bait to draw the enemy.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' No point in recalling/recruiting. Per WHU's note, put the Woodland Cloak on Efriam or Lethalia (whoever is faster) and sneak them to the southern border - if you go a little west of due south you should be able to weave your way there by turn 5. Your other hero can harvest some XP if they are careful. '''[3.2.8]''' This is harder now as you will run into ambushing enemies. You probably need to be prepared to do some fighting instead of just sneaking. &lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' If you happen to have two Woodland Cloaks and put them on Efriam and Lethalia (or them have ambush by some other means) then the enemy will simply stop moving which makes things really easy.&lt;br /&gt;
&lt;br /&gt;
==Sightseeing==&lt;br /&gt;
'''[WHU]''' This is one of the reasons I concentrate on making at least one of my leaders fast.  Put on the [[LotI_Items#Woodland_Cloak_.E2.80.93_cloak|Woodland Cloak]], stay away from the enemies, and run for it.  Huge early finish bonus.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Per WHU's note, another sneaking scenario with the Woodland Cloak. Go east and then south. If you attack any of the enemy leaders or Elven Lords, this is likely to spur the appearance of a bunch of enemy units, so don't do that. It's not clear Argan is in any real danger, so don't worry about him. If you haven't increased the animation speed yet, now's the time...&lt;br /&gt;
&lt;br /&gt;
==Underground==&lt;br /&gt;
'''[WHU]''' It may not be clear at first, but you start in a castle in case you want to recruit/recall.  I don't.  The lighted glyphs indicate deadend paths.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' You can change your hero out of the Woodland Cloak at this point. I didn't realize what WHU said about lighted glyphs being meaningful, what I did was follow “MM” “MM” “X” “X” “X” “X” “Diamond” “Diamond” (roughly up the center and then NE).&lt;br /&gt;
&lt;br /&gt;
==Lilith==&lt;br /&gt;
'''[WHU]''' First a bunch of low level units you can walk right through, then Umbra again.  Not much need to recall/recruit many units, you'll be fighting in close with allies in the way.  Umbra has powerful attacks, good defenses, and plenty of HP, so slow him, poison/incinerate him, and if possible hit him with powerful lightning attacks.  Watch out for his firestorm attack which is explosive.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' As WHU says, don't bother recalling too many units, quarters are tight and you won't be able to use them. It's not really worth exploring the west and east spurs. Note two units you will want to recall in [[LotI_Walkthrough-Part1-Chapter04#Revolution_Begins|Chapter 4: Revolution Begins]], two more in [[LotI_Walkthrough-Part1-Chapter04#Meeting_of_the_Ancients|Chapter 4: Meeting of the Ancients]], three more in [[LotI_Walkthrough-Part1-Chapter04#Invasion|Chapter 4: Invasion]], and two more in [[LotI_Walkthrough-Part1-Chapter04#Bloodbath|Chapter 4: Bloodbath]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;width: 33%&amp;quot; | [[LotI_Walkthrough-Part1-Chapter01|Back to Chapter 1]] &lt;br /&gt;
| style=&amp;quot;text-align: center;width: 33%&amp;quot; | [[LotI_Walkthrough|Main]] &lt;br /&gt;
| style=&amp;quot;text-align: right;width: 33%&amp;quot; | [[LotI_Walkthrough-Part1-Chapter03|On to Chapter 3]] &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Thrash</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=LotI_Walkthrough-Part1-Chapter01&amp;diff=73584</id>
		<title>LotI Walkthrough-Part1-Chapter01</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=LotI_Walkthrough-Part1-Chapter01&amp;diff=73584"/>
		<updated>2024-08-30T21:27:38Z</updated>

		<summary type="html">&lt;p&gt;Thrash: /* Long Way Home */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Part I, Embracing the Darkness, Chapter 1, Ascension'''&lt;br /&gt;
&lt;br /&gt;
'''Generally'''&lt;br /&gt;
&lt;br /&gt;
This section needs info.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Your recruit/recall lists, as well as available gold, are going to vary widely.  Some units will rarely be available for recruiting, potentially preventing you access to their high level advancements.  You may want to recruit at least a couple of all the basic unit types, particularly when you are flush with gold, so that they will (usually) be available on the recall list.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==An Orcish Assault==&lt;br /&gt;
'''[WHU]''' A classic frontal assault is difficult and time consuming.  I will send one or two units west to collect villages, and Delenia (Delly) south along the east edge.  Send a couple other units, perhaps rogues, west then south going around the Orc forces to eventually meet Delly at the Orc keep for some glorious backstabbing.  While keeping Efraim protected, allow the orcs to enter the city, at which point Lord Redain's troops will become active.  &lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Pick up dropped items and store them or give them to your leaders, your troops are too junior at this point and if you give them items and they die the items are lost.  &lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Steal all your ally's villages, he doesn't need them.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' If you recruit any loyal units, they should probably hide behind the lines for future service.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' One strategy is to hold a line and then push South on turn 8, in the morning. Time will be tight. The Orcish leader is hard to kill.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Mario, the peasant leader, appears to be very hard for the enemy to hit and his death is not a loss. However, he will stay in your recall list if he survives and can be advanced to a duke (w/leadership), but it's a slow process.&lt;br /&gt;
&lt;br /&gt;
==The Assassination==&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Recruit or possibly recall (Mario) very lightly, the fight will be quick and in close quarters.  Grab all the villages, you have plenty of time.  There is usually a nice item to the northeast, but it's covered by a unit that doesn't die easily, and by the time you kill him either the scenario has ended or some very bad dudes have come up behind you.  Travel northwest, then south.  Make sure all of your units are in place with full movement before you step into the chamber.  Usually Mario will be one XP from levelling up, so give him the first hit.  On lower difficulties you can make great use of backstab here, but even on hard Redain should go down in a turn or two.&lt;br /&gt;
&lt;br /&gt;
'''[dwarftough]'''You can backstab Redain on any difficulty, you just need to place your unit on the stabbing square when swords are in the same team and don't block your way. The fight is trigger only when you step on a hex adjacent to Redain&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' I found it was not worth recruiting a second unit to get villages, just grab a couple on way into castle. Efraim and Delly can kill Redian in one turn using Delly’s back stab.&lt;br /&gt;
&lt;br /&gt;
==Banished==&lt;br /&gt;
'''[WHU]'''Start with a couple recruits/recalls, focusing on speed.  Send Delly west (assuming she still has the Twinkling Sword and its +2 move), and the rest of the units generally following the course of the road but a few tiles to either side, finding and taking villages.  Do not get too close to the river until Efraim can get across and into the keep in one turn.  Recruit lots of bowmen and poachers depending on time of day, and be aggressive about moving them out of the castle so you can recruit more.  Any loyal recruits and seriously injured or poisoned units can be sent north across the river for healing and safety.  Efraim should find plenty of cheap kills, keep him protected and he can probably level a couple times (I focus on advancements that make him hard to hit).  Once the initial wave of enemies are beaten back, charge south for the easy finish.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Per WHU's comment, this is all about timing crossing the bridge, which triggers the main battle. Make sure Efriam can get into position and start recruiting the same turn he starts crossing the bridge as the orcs will be on him quickly once he crosses. The lack of villages/healing will make the fight tough, especially due to the enemy assassins, be sure to recruit some fodder. As an alternative to sending Delly west, I recruit a few thieves as the start to harvest villages. '''[3.2.8]''' The number of assassins seems to be lower now which makes this noticeably easier since the amount of poisoning has gone down.&lt;br /&gt;
&lt;br /&gt;
==Paradise Lost==&lt;br /&gt;
'''[WHU]''' The turn limit is tight here.  You are probably going to lose some units as the trolls and orcs come across the river, so initially recruiting fodder is helpful, but save some gold for additional recruits and possibly recalls ''after'' you take the central orc keep (you don't want a bunch of units getting bogged down in the river).  Pay attention to the terrain at the river bank.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Lethalia generally needs at least a little help, so at a minimum send Delly west and then south, picking up villages along the way.  Once you take the central orc keep, you may want to recruit/recall more than you think you would normally need, as the villages are hard to get to if you need to heal, and any units you had healing north of the river probably won't have time to reach the other castles.  If you haven't already, send a couple quick units to assist Delly, even if it's just picking up dropped items.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Two strategies I've used: ''(1)'' Recruit one keep and then push for western fort. Efraim gets to the fort around turn 6 (note that Delly can’t recruit). Looks like elves and woses will just about beat SW and central Orcs on their own, but then enemy from the SE will charge in and they will need help. I finished on turn 21. ''(2)'' Hold the river and then take out Northern orc. Lethalia was under a little pressure, but elves managed to take out SW orc. Send a unit that way to pick up items. Need to send Efriam straight for SE orc leader to avoid time crunch&lt;br /&gt;
&lt;br /&gt;
==Shatter the Defilers==&lt;br /&gt;
'''[WHU]''' You have a bunch of elves in the forest.  There's a river.  Not real difficult.  Send the elves east of the river south to gather villages, then west.  Send a couple elves west and then south gathering villages.  Recruit/recall heavily from the second keep, you're going to have a lot of income and a nice early finish bonus.  Kill the orcs in the river, then finish off the leaders.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' The next scenario is not difficult, but it is useful to have a decent number of troops and you won't be able to recruit, only recall, so you may want to recruit units now that you don't actually need if your recall list is sparse.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Your elves will get to and hold the river in time. I don’t bother recruiting other units for the main fight, unless units can move quickly through the forrest they won't get to the battle in time to matter. Consider transferring items to the elves instead. One reason to recruit however is for the next scenario, which has no recruiting. I do recruit a couples thieves to go south and west to harvest villages. Work hard to promote Lethalia, as it will be useful for her to be a Seer by the ''Where the Sun does not Shine'' scenario. '''[3.2.8]''' With a Seer being an option at level 4 now, this is fairly easier to achieve.&lt;br /&gt;
&lt;br /&gt;
==The Ruins of Lost Empires==&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' The in-game walkthrough says something about killing the SW leader to get the other factions to fight.  I've never seen the point.  Recall a couple castles worth of troops.  Send half north of the river to fight orcs, half across the bridge to fight trolls.  The orcs will go down easily, find the gap in the mountains to the west and encounter the elves.  No reason to send many troops to help the elves, there are bottlenecks that will limit the fighting.  Send most of the northern forces south along the river, then southwest following the road, while the southern force heads southeast to take out the trolls then southwest to take out another orc leader.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' When you kill the northwest leader, send those troops south.  When you spot the southwest leader, send some troops northwest into the mountains.  Yes, you did just finish about 60 turns early, with a nice fat bonus.  Also, early finishes like that will eventually add up to unlocking a secret boss fight.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' I have always found that I need a substantial amount of recalls to defend against the orcs in the north and the trolls approaching from the south.  Once those two threats are neutralized, I have a lot more units on the board than I have any use for.  I might be beneficial to determine if there is an approach to the early game that allows for far fewer recalls.  It looks like fighting the northern orcs while a small force defends the bridge may be promising.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' No recruiting, only recalls, so hopefully you recruited everything you want in the previous scenario. Not much to add to WHUs notes, just will emphasize the tougher fight will be to the south and continue to work on promoting Lethalia, as it will be useful for her to be a Seer in ''Where the Sun does not Shine''.&lt;br /&gt;
&lt;br /&gt;
==The Return==&lt;br /&gt;
'''[WHU]''' Pay attention to what Delly says at the beginning, in the Items menu there is an option to remove and store all items which you will want to use here.  Recall a few units, high HP and impact resistance and/or ranged units with marksman .  Stick together and stay on the path as much as possible.  As you move forward you will trigger packs of bandits, so do not run ahead.  There are not a lot of turns, but enough to kill one pack of enemies at a time as long as you keep moving slowly forward.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' As WHU says, Delly leaves at the end of turn 1, so be sure to de-equip any items from her. Ideally you will get Lethalia to be a seer by the end of this scenario, as it will be useful in the next scenario that she can both fly and heal. You can pump a lot of experience into her, I've gotten her from just below level 4 to level 5 by targeting L3 bandits.&lt;br /&gt;
&lt;br /&gt;
==Where the Sun Does not Shine==&lt;br /&gt;
'''[WHU]''' Head south, east, northeast, east, then southeast.  You have plague, use the walking corpses to distract the bats and keep moving.  You will come to a corridor where you will start to head north.  You can leave Argan there in a one tile wide passage to block the bats.  Send someone northwest to pick up an item, though your true target is the passage that starts northeast and then quickly turns southeast.  When you come to a deep water river, if you can send someone south to pick up an item, while the rest head northwest and then southwest.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' This scenario has no early finish bonus, and as long as you keep moving and do not get surrounded by bats before you start heading north you should finish with around 30 turns left.  You could spend a couple dozen turns farming XP from bats, but since they are often level 0, I like to finish early to help attract the previously mentioned boss instead.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' It will be very useful if Lethalia is a seer with healing and flying. It will also be very useful if Efriam has skirmish, pentration, or whirling to help prevent getting bogged down. If you create 3-4 zombie bats and leave them in the big chasm, they can kill off new bats as they are spawned. Watch out for the invisible L3 night gaunt in the north passage past bat chasm and watch out for the Dragon when coming out of caves on east side, send out a zombie as bait. There is an artifact hidden in the south spur in water-filled caves in SW.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' A flyer can kill the orc north of your starting position and also take a shortcut around to the north, but I see no obvious advantage to doing these things.&lt;br /&gt;
&lt;br /&gt;
==Escape from Oblivion==&lt;br /&gt;
'''[WHU]''' As long as you don't get unlucky and get bogged down by bats in the beginning, this one is pretty easy.  Follow the path until it starts to head northwest, then be careful.  When you get to a certain point, the undead will start spawning and you need Efraim to get to the keep in time to start recalling.  One thing you definitely do not want to do is have Lethalia fly over the lava, skipping the path entirely and triggering the undead long before Efraim can catch up.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Recall some Elfish Sorceresses and Druids and Heavy Infantry, or other units that do impact and arcane damage, and some good archery units to take out walking dead.  If you position your units well around y=21, with powerful units up front and healers and leaders just behind them and rotate out the injured, the wave of undead are pretty easy to deal with.  Then just carefully move forward and kill the leader.  There are quite a few areas that are lit which will negate the undead's advantage here, though I've never really felt the need to make use of them.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' If you cover the spot where bats appear north central, it will block them from appearing. Or situate 3-4 zombie bats to kill arrivals. Don’t send flyers ahead into SW part as it will trigger undead spawning, which can make getting bogged down possible. Looks like there is no upkeep on units. Can only recruit simple undead. You should have lots and lots of gold at the end of this scenario.&lt;br /&gt;
&lt;br /&gt;
==The Poison==&lt;br /&gt;
'''[WHU]''' This one can be tricky due to the time limit if you try to stand and fight.  You need to be moving ahead.  When you finally get to the dragon, he'll often fly away, so you'll probably need a few turns to chase him around.  A fast, flying, Lethalia can help pin him down.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Chocobones are good at charging drakes.  They may seem a little expensive, but you should have plenty of gold at this point.  I'll use (okay, waste) a couple castles worth of them, often doing almost enough damage to leave the XP for the kill for units I actually care about.  I don't worry much about rotating them out to heal, they are simple fodder to pound forward.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' This would be a good time to equip Efraim with a crossbow and Lethalia with an essence that provide benefits which are not weapon-specific, like bonus movement or extra resistances.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Fairly straight forward with a couple of keeps of high-level units. Villages produce income, but I seem to have more gold than I know what to do with at this point.&lt;br /&gt;
&lt;br /&gt;
==Ascension==&lt;br /&gt;
'''[WHU]''' Sit on a village and kill ghosts.  Once you have injured one, it will join your team if it dies.  Use zone of control to trap your enemies so they can't heal.&lt;br /&gt;
&lt;br /&gt;
'''[dwarftough]''' I always wonder if it's possible to use ghosts in the middle. I usually just sit in the village near the starting spot or around and enslave everyone who attacks me. And those ghosts in the middle just wail at each other and destroy each other usually not affecting the battle of yours.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' On turn 4, Hephaestus, a Spectre (L3), appears. You need to have 2-3 ghosts on your side by then to handle him.&lt;br /&gt;
&lt;br /&gt;
==Toxic Sun==&lt;br /&gt;
'''[WHU]'''Efraim and Lethalia have a new unit type and abilities, make sure to check them out, in particular penetrates.  Every time they get a kill they will receive a soul eater point.  When they get enough points, a new AMLA will be unlocked.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Welcome Skellie and Ethiel!  Protect them and they will become valuable allies.  Get moving with your heroes right away, no need to recruit.  Leave a few of the level 1 units to collect villages and generally trail behind.  Kill the troll leader, then send a couple low level units north and northeast to collect villages.  Drive south, relying mostly on your heroes, then about halfway down the exit is to the east.  There are some decent items available to the south and southwest, but you probably won't have enough turns to collect them.  Watch out for shadows sneaking up behind you and killing your weaker units.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Per WHU, don't recruit, just push NE, get through the bottleneck in the initial tunnel quickly and kill the troll leader so you can use their keep to recruit/recall. You will probably need 2-3 keeps of units with some high-HP units. Send one unit to grab villages to the NE. You need to be fairly aggressive or you will get bottled up at the entrance to the caves to the south. Note that trolls and undead will fight each other and also note that any unit can trigger the exit, so you can leave a unit there when you come to it and keep pushing south to have the option to exit if you run low on turns. The undead leader will become a lich after death, so be prepared to kill it twice.&lt;br /&gt;
&lt;br /&gt;
==Twilight==&lt;br /&gt;
'''[WHU]''' Recall units that can do fire, arcane, and maybe impact damage AND move well on frozen.  Elfish Sorceresses work well.  Note that all of the icy enemies have frozen aura, so you're going to be spending a lot of time slowed, anything that is already slow on frozen terrain is probably useless here.  Having enough units to rotate in forces which are not slowed helps.  In the beginning, be very wary of gryphons with their extreme range.  Once the initial gryphons are killed, you won't need to worry about any more or the leader.  &lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Send a unit south to collect villages and the loot dropped from your ally's battle with the icy monsters and yeti.  He normally will not require any help, and if he does you probably won't get there in time.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Send the bulk of your force southeast.  Try to make sure you are always advancing while you fight.  The enemy leader has a high income, so hit him hard with Lethalia, and when he runs to the village to heal plant a defensive unit on his keep (in the snow on the bank of the pond).&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Not much to add to WHU. You can send Lethalia south and she will get there in time to help your ally and still be able to make her way back north to help with the enemy leader. Note the Gryphon leader will run if wounded so you may need to hem it in to kill it.&lt;br /&gt;
&lt;br /&gt;
==Shadow Empire==&lt;br /&gt;
'''[WHU]''' This scenario is deceptively easy, if you don't screw up one little detail.  Immediately send several wraiths and shadows with Lethalia southeast then south to come up behind Zorox.  The key here is that you want to kill him on the same turn you first hit him.  If he lives, he'll move off his keep and you will have to fight your way through his forces.  If you kill him (with Lethalia!), all of the generals will become allies and the fight becomes trivial.  Obviously, you also want to do this as quickly as possible.  Use Lethalia and your ghosts to clean up the units that make their way to this castle and gather up villages.  Then send Lethalia around the map picking up dropped goodies.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Meanwhile, Efraim and the rest of the army head south down the road, across the bridge, and kill the two necromancers, grabbing every village along the way.  Move quickly, there's a huge early finish bonus.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' I found it can be interesting to wait until later, say turn 12, to kill Zorox because then all the various troops get intermixed and the resulting batter is more chaotic and yields lots of opportunities to pick up kills. I found gold will quickly go negative, so recruit/recall away. I do second WHU, you need to kill him on the turn you attack him or be prepared to for a battle to get to him.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Getting bottled up at the bridge is a big challenge. You may want to send some faster units west and then south across the ice to break this bottleneck. Also, depending on how Argan has advanced, he may be able to cross the deep water and jump into the city at an opportune moment.&lt;br /&gt;
&lt;br /&gt;
==Long Way Home==&lt;br /&gt;
'''[WHU]''' Argan warns you he's leaving, so strip his gear.  Recall a handful of units, ones that can take a punch and a healer.  Fight a small pack of orcs, then a few trolls, and then visit the trader and see what he has to sell by moving next to him.  I like to buy lots of pearls to craft Mastadon items.  You can leave a unit here, especially one that does not travel (well) in mountains, to buy more items later.  At this point, Efraim and Lethalia can easily handle the rest of the fighting, and there will be plenty of villages to provide incoming, assuming you recalled lightly.  If you decide to forgo the early finish bonus so you can keep buying items, be aware that while the objectives say to move Efraim to the southern border of the map, you really only need to get close, and at least one of the southern villages you might be tempted to take is close enough to end the scenario.&lt;br /&gt;
&lt;br /&gt;
'''[Thraash]''' Agran leaves at start of turn 3, so de-equip all his items. Recall two keeps of strong units - OK to recall some level 2s. Note that units need to be able to cross mountains eventually. I saw my first message about Beelezbub warning at end of this scenario.&lt;br /&gt;
&lt;br /&gt;
==The Battle for Ogira==&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Recall elves with Lethalia, other units with Efraim (though his group will probably want a druid or two).  Moving Skellie to a village near your castle is usually enough to keep the purple orcs in check, while Efraim takes out the white leader.  Note that he starts with a lot of gold, so killing him quickly will shorten the fight, but you will forgo a lot of XP.  Once white is vanquished, head into the city.  A couple strong units should be enough to take out purple.  The city guard won't move, even when poisoned.  The nice thing to do would probably be to send some healers into the city to aid your ally.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Lethalia's force moves west through the woods to take out the orange and then green leaders.  It's worth sending one or two units north to collect villages.  Normally, Delly won't need any assistance, but you may want to send a handful of units into the city, if nothing else than to&lt;br /&gt;
collect dropped items and pick up some XP.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Argan will arrive soon and pretty much take out one team on his own.  Nice to have a great sword, and be invincible.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' White is your main enemy here, so if you are limited on gold or recalls, emphasize troops for Efraim.  By the time you finish with him, the rest of the battle is probably about over except for the sweeping up.  This scenario starts like an epic battle, but it's pretty much all fighting downhill.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' You will end up totally negative in gold, so recall/recruit until the gold is gone. Argan appears in NW at the beginning of turn 4, controlled by AI. He seems invincible. He may also kill enemy leaders, so be aware of that if you try to milk some XP towards the end of the scenario or have Beelezbub to fight. Pressure on the city hits peak around turn 10, from NW and SW. Not clear if it is sufficient to actually break through ally's defenses or not. If you got a Beelezbub message at end of the previous scenario, you will see the obelisk at 24,25 (west of city).&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Note that you have a chance to recruit Horsemen here. You may not need them for this battle, but if you want them now is a good time to grab some.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;width: 33%&amp;quot; |  &lt;br /&gt;
| style=&amp;quot;text-align: center;width: 33%&amp;quot; | [[LotI_Walkthrough|Main]] &lt;br /&gt;
| style=&amp;quot;text-align: right;width: 33%&amp;quot; | [[LotI_Walkthrough-Part1-Chapter02|On to Chapter 2]] &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Thrash</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=LotI_Walkthrough-Part1-Chapter01&amp;diff=73583</id>
		<title>LotI Walkthrough-Part1-Chapter01</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=LotI_Walkthrough-Part1-Chapter01&amp;diff=73583"/>
		<updated>2024-08-30T20:44:46Z</updated>

		<summary type="html">&lt;p&gt;Thrash: /* Shatter the Defilers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Part I, Embracing the Darkness, Chapter 1, Ascension'''&lt;br /&gt;
&lt;br /&gt;
'''Generally'''&lt;br /&gt;
&lt;br /&gt;
This section needs info.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Your recruit/recall lists, as well as available gold, are going to vary widely.  Some units will rarely be available for recruiting, potentially preventing you access to their high level advancements.  You may want to recruit at least a couple of all the basic unit types, particularly when you are flush with gold, so that they will (usually) be available on the recall list.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==An Orcish Assault==&lt;br /&gt;
'''[WHU]''' A classic frontal assault is difficult and time consuming.  I will send one or two units west to collect villages, and Delenia (Delly) south along the east edge.  Send a couple other units, perhaps rogues, west then south going around the Orc forces to eventually meet Delly at the Orc keep for some glorious backstabbing.  While keeping Efraim protected, allow the orcs to enter the city, at which point Lord Redain's troops will become active.  &lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Pick up dropped items and store them or give them to your leaders, your troops are too junior at this point and if you give them items and they die the items are lost.  &lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Steal all your ally's villages, he doesn't need them.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' If you recruit any loyal units, they should probably hide behind the lines for future service.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' One strategy is to hold a line and then push South on turn 8, in the morning. Time will be tight. The Orcish leader is hard to kill.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Mario, the peasant leader, appears to be very hard for the enemy to hit and his death is not a loss. However, he will stay in your recall list if he survives and can be advanced to a duke (w/leadership), but it's a slow process.&lt;br /&gt;
&lt;br /&gt;
==The Assassination==&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Recruit or possibly recall (Mario) very lightly, the fight will be quick and in close quarters.  Grab all the villages, you have plenty of time.  There is usually a nice item to the northeast, but it's covered by a unit that doesn't die easily, and by the time you kill him either the scenario has ended or some very bad dudes have come up behind you.  Travel northwest, then south.  Make sure all of your units are in place with full movement before you step into the chamber.  Usually Mario will be one XP from levelling up, so give him the first hit.  On lower difficulties you can make great use of backstab here, but even on hard Redain should go down in a turn or two.&lt;br /&gt;
&lt;br /&gt;
'''[dwarftough]'''You can backstab Redain on any difficulty, you just need to place your unit on the stabbing square when swords are in the same team and don't block your way. The fight is trigger only when you step on a hex adjacent to Redain&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' I found it was not worth recruiting a second unit to get villages, just grab a couple on way into castle. Efraim and Delly can kill Redian in one turn using Delly’s back stab.&lt;br /&gt;
&lt;br /&gt;
==Banished==&lt;br /&gt;
'''[WHU]'''Start with a couple recruits/recalls, focusing on speed.  Send Delly west (assuming she still has the Twinkling Sword and its +2 move), and the rest of the units generally following the course of the road but a few tiles to either side, finding and taking villages.  Do not get too close to the river until Efraim can get across and into the keep in one turn.  Recruit lots of bowmen and poachers depending on time of day, and be aggressive about moving them out of the castle so you can recruit more.  Any loyal recruits and seriously injured or poisoned units can be sent north across the river for healing and safety.  Efraim should find plenty of cheap kills, keep him protected and he can probably level a couple times (I focus on advancements that make him hard to hit).  Once the initial wave of enemies are beaten back, charge south for the easy finish.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Per WHU's comment, this is all about timing crossing the bridge, which triggers the main battle. Make sure Efriam can get into position and start recruiting the same turn he starts crossing the bridge as the orcs will be on him quickly once he crosses. The lack of villages/healing will make the fight tough, especially due to the enemy assassins, be sure to recruit some fodder. As an alternative to sending Delly west, I recruit a few thieves as the start to harvest villages. '''[3.2.8]''' The number of assassins seems to be lower now which makes this noticeably easier since the amount of poisoning has gone down.&lt;br /&gt;
&lt;br /&gt;
==Paradise Lost==&lt;br /&gt;
'''[WHU]''' The turn limit is tight here.  You are probably going to lose some units as the trolls and orcs come across the river, so initially recruiting fodder is helpful, but save some gold for additional recruits and possibly recalls ''after'' you take the central orc keep (you don't want a bunch of units getting bogged down in the river).  Pay attention to the terrain at the river bank.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Lethalia generally needs at least a little help, so at a minimum send Delly west and then south, picking up villages along the way.  Once you take the central orc keep, you may want to recruit/recall more than you think you would normally need, as the villages are hard to get to if you need to heal, and any units you had healing north of the river probably won't have time to reach the other castles.  If you haven't already, send a couple quick units to assist Delly, even if it's just picking up dropped items.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Two strategies I've used: ''(1)'' Recruit one keep and then push for western fort. Efraim gets to the fort around turn 6 (note that Delly can’t recruit). Looks like elves and woses will just about beat SW and central Orcs on their own, but then enemy from the SE will charge in and they will need help. I finished on turn 21. ''(2)'' Hold the river and then take out Northern orc. Lethalia was under a little pressure, but elves managed to take out SW orc. Send a unit that way to pick up items. Need to send Efriam straight for SE orc leader to avoid time crunch&lt;br /&gt;
&lt;br /&gt;
==Shatter the Defilers==&lt;br /&gt;
'''[WHU]''' You have a bunch of elves in the forest.  There's a river.  Not real difficult.  Send the elves east of the river south to gather villages, then west.  Send a couple elves west and then south gathering villages.  Recruit/recall heavily from the second keep, you're going to have a lot of income and a nice early finish bonus.  Kill the orcs in the river, then finish off the leaders.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' The next scenario is not difficult, but it is useful to have a decent number of troops and you won't be able to recruit, only recall, so you may want to recruit units now that you don't actually need if your recall list is sparse.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Your elves will get to and hold the river in time. I don’t bother recruiting other units for the main fight, unless units can move quickly through the forrest they won't get to the battle in time to matter. Consider transferring items to the elves instead. One reason to recruit however is for the next scenario, which has no recruiting. I do recruit a couples thieves to go south and west to harvest villages. Work hard to promote Lethalia, as it will be useful for her to be a Seer by the ''Where the Sun does not Shine'' scenario. '''[3.2.8]''' With a Seer being an option at level 4 now, this is fairly easier to achieve.&lt;br /&gt;
&lt;br /&gt;
==The Ruins of Lost Empires==&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' The in-game walkthrough says something about killing the SW leader to get the other factions to fight.  I've never seen the point.  Recall a couple castles worth of troops.  Send half north of the river to fight orcs, half across the bridge to fight trolls.  The orcs will go down easily, find the gap in the mountains to the west and encounter the elves.  No reason to send many troops to help the elves, there are bottlenecks that will limit the fighting.  Send most of the northern forces south along the river, then southwest following the road, while the southern force heads southeast to take out the trolls then southwest to take out another orc leader.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' When you kill the northwest leader, send those troops south.  When you spot the southwest leader, send some troops northwest into the mountains.  Yes, you did just finish about 60 turns early, with a nice fat bonus.  Also, early finishes like that will eventually add up to unlocking a secret boss fight.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' I have always found that I need a substantial amount of recalls to defend against the orcs in the north and the trolls approaching from the south.  Once those two threats are neutralized, I have a lot more units on the board than I have any use for.  I might be beneficial to determine if there is an approach to the early game that allows for far fewer recalls.  It looks like fighting the northern orcs while a small force defends the bridge may be promising.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' No recruiting, only recalls, so hopefully you recruited everything you want in the previous scenario. Not much to add to WHUs notes, just will emphasize the tougher fight will be to the south and continue to work on promoting Lethalia, as it will be useful for her to be a Seer in ''Where the Sun does not Shine''.&lt;br /&gt;
&lt;br /&gt;
==The Return==&lt;br /&gt;
'''[WHU]''' Pay attention to what Delly says at the beginning, in the Items menu there is an option to remove and store all items which you will want to use here.  Recall a few units, high HP and impact resistance and/or ranged units with marksman .  Stick together and stay on the path as much as possible.  As you move forward you will trigger packs of bandits, so do not run ahead.  There are not a lot of turns, but enough to kill one pack of enemies at a time as long as you keep moving slowly forward.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' As WHU says, Delly leaves at the end of turn 1, so be sure to de-equip any items from her. Ideally you will get Lethalia to be a seer by the end of this scenario, as it will be useful in the next scenario that she can both fly and heal. You can pump a lot of experience into her, I've gotten her from just below level 4 to level 5 by targeting L3 bandits.&lt;br /&gt;
&lt;br /&gt;
==Where the Sun Does not Shine==&lt;br /&gt;
'''[WHU]''' Head south, east, northeast, east, then southeast.  You have plague, use the walking corpses to distract the bats and keep moving.  You will come to a corridor where you will start to head north.  You can leave Argan there in a one tile wide passage to block the bats.  Send someone northwest to pick up an item, though your true target is the passage that starts northeast and then quickly turns southeast.  When you come to a deep water river, if you can send someone south to pick up an item, while the rest head northwest and then southwest.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' This scenario has no early finish bonus, and as long as you keep moving and do not get surrounded by bats before you start heading north you should finish with around 30 turns left.  You could spend a couple dozen turns farming XP from bats, but since they are often level 0, I like to finish early to help attract the previously mentioned boss instead.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' It will be very useful if Lethalia is a seer with healing and flying. It will also be very useful if Efriam has skirmish, pentration, or whirling to help prevent getting bogged down. If you create 3-4 zombie bats and leave them in the big chasm, they can kill off new bats as they are spawned. Watch out for the invisible L3 night gaunt in the north passage past bat chasm and watch out for the Dragon when coming out of caves on east side, send out a zombie as bait. There is an artifact hidden in the south spur in water-filled caves in SW.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' A flyer can kill the orc north of your starting position and also take a shortcut around to the north, but I see no obvious advantage to doing these things.&lt;br /&gt;
&lt;br /&gt;
==Escape from Oblivion==&lt;br /&gt;
'''[WHU]''' As long as you don't get unlucky and get bogged down by bats in the beginning, this one is pretty easy.  Follow the path until it starts to head northwest, then be careful.  When you get to a certain point, the undead will start spawning and you need Efraim to get to the keep in time to start recalling.  One thing you definitely do not want to do is have Lethalia fly over the lava, skipping the path entirely and triggering the undead long before Efraim can catch up.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Recall some Elfish Sorceresses and Druids and Heavy Infantry, or other units that do impact and arcane damage, and some good archery units to take out walking dead.  If you position your units well around y=21, with powerful units up front and healers and leaders just behind them and rotate out the injured, the wave of undead are pretty easy to deal with.  Then just carefully move forward and kill the leader.  There are quite a few areas that are lit which will negate the undead's advantage here, though I've never really felt the need to make use of them.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' If you cover the spot where bats appear north central, it will block them from appearing. Or situate 3-4 zombie bats to kill arrivals. Don’t send flyers ahead into SW part as it will trigger undead spawning, which can make getting bogged down possible. Looks like there is no upkeep on units. Can only recruit simple undead. You should have lots and lots of gold at the end of this scenario.&lt;br /&gt;
&lt;br /&gt;
==The Poison==&lt;br /&gt;
'''[WHU]''' This one can be tricky due to the time limit if you try to stand and fight.  You need to be moving ahead.  When you finally get to the dragon, he'll often fly away, so you'll probably need a few turns to chase him around.  A fast, flying, Lethalia can help pin him down.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Chocobones are good at charging drakes.  They may seem a little expensive, but you should have plenty of gold at this point.  I'll use (okay, waste) a couple castles worth of them, often doing almost enough damage to leave the XP for the kill for units I actually care about.  I don't worry much about rotating them out to heal, they are simple fodder to pound forward.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' This would be a good time to equip Efraim with a crossbow and Lethalia with an essence that provide benefits which are not weapon-specific, like bonus movement or extra resistances.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Fairly straight forward with a couple of keeps of high-level units. Villages produce income, but I seem to have more gold than I know what to do with at this point.&lt;br /&gt;
&lt;br /&gt;
==Ascension==&lt;br /&gt;
'''[WHU]''' Sit on a village and kill ghosts.  Once you have injured one, it will join your team if it dies.  Use zone of control to trap your enemies so they can't heal.&lt;br /&gt;
&lt;br /&gt;
'''[dwarftough]''' I always wonder if it's possible to use ghosts in the middle. I usually just sit in the village near the starting spot or around and enslave everyone who attacks me. And those ghosts in the middle just wail at each other and destroy each other usually not affecting the battle of yours.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' On turn 4, Hephaestus, a Spectre (L3), appears. You need to have 2-3 ghosts on your side by then to handle him.&lt;br /&gt;
&lt;br /&gt;
==Toxic Sun==&lt;br /&gt;
'''[WHU]'''Efraim and Lethalia have a new unit type and abilities, make sure to check them out, in particular penetrates.  Every time they get a kill they will receive a soul eater point.  When they get enough points, a new AMLA will be unlocked.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Welcome Skellie and Ethiel!  Protect them and they will become valuable allies.  Get moving with your heroes right away, no need to recruit.  Leave a few of the level 1 units to collect villages and generally trail behind.  Kill the troll leader, then send a couple low level units north and northeast to collect villages.  Drive south, relying mostly on your heroes, then about halfway down the exit is to the east.  There are some decent items available to the south and southwest, but you probably won't have enough turns to collect them.  Watch out for shadows sneaking up behind you and killing your weaker units.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Per WHU, don't recruit, just push NE, get through the bottleneck in the initial tunnel quickly and kill the troll leader so you can use their keep to recruit/recall. You will probably need 2-3 keeps of units with some high-HP units. Send one unit to grab villages to the NE. You need to be fairly aggressive or you will get bottled up at the entrance to the caves to the south. Note that trolls and undead will fight each other and also note that any unit can trigger the exit, so you can leave a unit there when you come to it and keep pushing south to have the option to exit if you run low on turns. The undead leader will become a lich after death, so be prepared to kill it twice.&lt;br /&gt;
&lt;br /&gt;
==Twilight==&lt;br /&gt;
'''[WHU]''' Recall units that can do fire, arcane, and maybe impact damage AND move well on frozen.  Elfish Sorceresses work well.  Note that all of the icy enemies have frozen aura, so you're going to be spending a lot of time slowed, anything that is already slow on frozen terrain is probably useless here.  Having enough units to rotate in forces which are not slowed helps.  In the beginning, be very wary of gryphons with their extreme range.  Once the initial gryphons are killed, you won't need to worry about any more or the leader.  &lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Send a unit south to collect villages and the loot dropped from your ally's battle with the icy monsters and yeti.  He normally will not require any help, and if he does you probably won't get there in time.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Send the bulk of your force southeast.  Try to make sure you are always advancing while you fight.  The enemy leader has a high income, so hit him hard with Lethalia, and when he runs to the village to heal plant a defensive unit on his keep (in the snow on the bank of the pond).&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Not much to add to WHU. You can send Lethalia south and she will get there in time to help your ally and still be able to make her way back north to help with the enemy leader. Note the Gryphon leader will run if wounded so you may need to hem it in to kill it.&lt;br /&gt;
&lt;br /&gt;
==Shadow Empire==&lt;br /&gt;
'''[WHU]''' This scenario is deceptively easy, if you don't screw up one little detail.  Immediately send several wraiths and shadows with Lethalia southeast then south to come up behind Zorox.  The key here is that you want to kill him on the same turn you first hit him.  If he lives, he'll move off his keep and you will have to fight your way through his forces.  If you kill him (with Lethalia!), all of the generals will become allies and the fight becomes trivial.  Obviously, you also want to do this as quickly as possible.  Use Lethalia and your ghosts to clean up the units that make their way to this castle and gather up villages.  Then send Lethalia around the map picking up dropped goodies.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Meanwhile, Efraim and the rest of the army head south down the road, across the bridge, and kill the two necromancers, grabbing every village along the way.  Move quickly, there's a huge early finish bonus.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' I found it can be interesting to wait until later, say turn 12, to kill Zorox because then all the various troops get intermixed and the resulting batter is more chaotic and yields lots of opportunities to pick up kills. I found gold will quickly go negative, so recruit/recall away. I do second WHU, you need to kill him on the turn you attack him or be prepared to for a battle to get to him.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Getting bottled up at the bridge is a big challenge. You may want to send some faster units west and then south across the ice to break this bottleneck. Also, depending on how Argan has advanced, he may be able to cross the deep water and jump into the city at an opportune moment.&lt;br /&gt;
&lt;br /&gt;
==Long Way Home==&lt;br /&gt;
'''[WHU]''' Argan warns you he's leaving, so strip his gear.  Recall a handful of units, ones that can take a punch and a healer.  Fight a small pack of orcs, then a few trolls, and then visit the trader and see what he has to sell by moving next to him.  I like to buy lots of pearls to craft Mastadon items.  You can leave a unit here, especially one that does not travel (well) in mountains, to buy more items later.  At this point, Efraim and Lethalia can easily handle the rest of the fighting, and there will be plenty of villages to provide incoming, assuming you recalled lightly.  If you decide to forgo the early finish bonus so you can keep buying items, be aware that while the objectives say to move Efraim to the southern border of the map, you really only need to get close, and at least one of the southern villages you might be tempted to take is close enough to end the scenario.&lt;br /&gt;
&lt;br /&gt;
'''[Thraash]''' Agran leaves at start of turn 3, so de-equip all his items. Recall two keeps of strong units - OK to recall some level 2s. I saw my first message about Beelezbub warning at end of this scenario.&lt;br /&gt;
&lt;br /&gt;
==The Battle for Ogira==&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Recall elves with Lethalia, other units with Efraim (though his group will probably want a druid or two).  Moving Skellie to a village near your castle is usually enough to keep the purple orcs in check, while Efraim takes out the white leader.  Note that he starts with a lot of gold, so killing him quickly will shorten the fight, but you will forgo a lot of XP.  Once white is vanquished, head into the city.  A couple strong units should be enough to take out purple.  The city guard won't move, even when poisoned.  The nice thing to do would probably be to send some healers into the city to aid your ally.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Lethalia's force moves west through the woods to take out the orange and then green leaders.  It's worth sending one or two units north to collect villages.  Normally, Delly won't need any assistance, but you may want to send a handful of units into the city, if nothing else than to&lt;br /&gt;
collect dropped items and pick up some XP.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Argan will arrive soon and pretty much take out one team on his own.  Nice to have a great sword, and be invincible.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' White is your main enemy here, so if you are limited on gold or recalls, emphasize troops for Efraim.  By the time you finish with him, the rest of the battle is probably about over except for the sweeping up.  This scenario starts like an epic battle, but it's pretty much all fighting downhill.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' You will end up totally negative in gold, so recall/recruit until the gold is gone. Argan appears in NW at the beginning of turn 4, controlled by AI. He seems invincible. He may also kill enemy leaders, so be aware of that if you try to milk some XP towards the end of the scenario or have Beelezbub to fight. Pressure on the city hits peak around turn 10, from NW and SW. Not clear if it is sufficient to actually break through ally's defenses or not. If you got a Beelezbub message at end of the previous scenario, you will see the obelisk at 24,25 (west of city).&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Note that you have a chance to recruit Horsemen here. You may not need them for this battle, but if you want them now is a good time to grab some.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;width: 33%&amp;quot; |  &lt;br /&gt;
| style=&amp;quot;text-align: center;width: 33%&amp;quot; | [[LotI_Walkthrough|Main]] &lt;br /&gt;
| style=&amp;quot;text-align: right;width: 33%&amp;quot; | [[LotI_Walkthrough-Part1-Chapter02|On to Chapter 2]] &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Thrash</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=LotI_Walkthrough-Part1-Chapter01&amp;diff=73582</id>
		<title>LotI Walkthrough-Part1-Chapter01</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=LotI_Walkthrough-Part1-Chapter01&amp;diff=73582"/>
		<updated>2024-08-30T20:37:49Z</updated>

		<summary type="html">&lt;p&gt;Thrash: /* Banished */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Part I, Embracing the Darkness, Chapter 1, Ascension'''&lt;br /&gt;
&lt;br /&gt;
'''Generally'''&lt;br /&gt;
&lt;br /&gt;
This section needs info.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Your recruit/recall lists, as well as available gold, are going to vary widely.  Some units will rarely be available for recruiting, potentially preventing you access to their high level advancements.  You may want to recruit at least a couple of all the basic unit types, particularly when you are flush with gold, so that they will (usually) be available on the recall list.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==An Orcish Assault==&lt;br /&gt;
'''[WHU]''' A classic frontal assault is difficult and time consuming.  I will send one or two units west to collect villages, and Delenia (Delly) south along the east edge.  Send a couple other units, perhaps rogues, west then south going around the Orc forces to eventually meet Delly at the Orc keep for some glorious backstabbing.  While keeping Efraim protected, allow the orcs to enter the city, at which point Lord Redain's troops will become active.  &lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Pick up dropped items and store them or give them to your leaders, your troops are too junior at this point and if you give them items and they die the items are lost.  &lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Steal all your ally's villages, he doesn't need them.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' If you recruit any loyal units, they should probably hide behind the lines for future service.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' One strategy is to hold a line and then push South on turn 8, in the morning. Time will be tight. The Orcish leader is hard to kill.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Mario, the peasant leader, appears to be very hard for the enemy to hit and his death is not a loss. However, he will stay in your recall list if he survives and can be advanced to a duke (w/leadership), but it's a slow process.&lt;br /&gt;
&lt;br /&gt;
==The Assassination==&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Recruit or possibly recall (Mario) very lightly, the fight will be quick and in close quarters.  Grab all the villages, you have plenty of time.  There is usually a nice item to the northeast, but it's covered by a unit that doesn't die easily, and by the time you kill him either the scenario has ended or some very bad dudes have come up behind you.  Travel northwest, then south.  Make sure all of your units are in place with full movement before you step into the chamber.  Usually Mario will be one XP from levelling up, so give him the first hit.  On lower difficulties you can make great use of backstab here, but even on hard Redain should go down in a turn or two.&lt;br /&gt;
&lt;br /&gt;
'''[dwarftough]'''You can backstab Redain on any difficulty, you just need to place your unit on the stabbing square when swords are in the same team and don't block your way. The fight is trigger only when you step on a hex adjacent to Redain&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' I found it was not worth recruiting a second unit to get villages, just grab a couple on way into castle. Efraim and Delly can kill Redian in one turn using Delly’s back stab.&lt;br /&gt;
&lt;br /&gt;
==Banished==&lt;br /&gt;
'''[WHU]'''Start with a couple recruits/recalls, focusing on speed.  Send Delly west (assuming she still has the Twinkling Sword and its +2 move), and the rest of the units generally following the course of the road but a few tiles to either side, finding and taking villages.  Do not get too close to the river until Efraim can get across and into the keep in one turn.  Recruit lots of bowmen and poachers depending on time of day, and be aggressive about moving them out of the castle so you can recruit more.  Any loyal recruits and seriously injured or poisoned units can be sent north across the river for healing and safety.  Efraim should find plenty of cheap kills, keep him protected and he can probably level a couple times (I focus on advancements that make him hard to hit).  Once the initial wave of enemies are beaten back, charge south for the easy finish.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Per WHU's comment, this is all about timing crossing the bridge, which triggers the main battle. Make sure Efriam can get into position and start recruiting the same turn he starts crossing the bridge as the orcs will be on him quickly once he crosses. The lack of villages/healing will make the fight tough, especially due to the enemy assassins, be sure to recruit some fodder. As an alternative to sending Delly west, I recruit a few thieves as the start to harvest villages. '''[3.2.8]''' The number of assassins seems to be lower now which makes this noticeably easier since the amount of poisoning has gone down.&lt;br /&gt;
&lt;br /&gt;
==Paradise Lost==&lt;br /&gt;
'''[WHU]''' The turn limit is tight here.  You are probably going to lose some units as the trolls and orcs come across the river, so initially recruiting fodder is helpful, but save some gold for additional recruits and possibly recalls ''after'' you take the central orc keep (you don't want a bunch of units getting bogged down in the river).  Pay attention to the terrain at the river bank.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Lethalia generally needs at least a little help, so at a minimum send Delly west and then south, picking up villages along the way.  Once you take the central orc keep, you may want to recruit/recall more than you think you would normally need, as the villages are hard to get to if you need to heal, and any units you had healing north of the river probably won't have time to reach the other castles.  If you haven't already, send a couple quick units to assist Delly, even if it's just picking up dropped items.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Two strategies I've used: ''(1)'' Recruit one keep and then push for western fort. Efraim gets to the fort around turn 6 (note that Delly can’t recruit). Looks like elves and woses will just about beat SW and central Orcs on their own, but then enemy from the SE will charge in and they will need help. I finished on turn 21. ''(2)'' Hold the river and then take out Northern orc. Lethalia was under a little pressure, but elves managed to take out SW orc. Send a unit that way to pick up items. Need to send Efriam straight for SE orc leader to avoid time crunch&lt;br /&gt;
&lt;br /&gt;
==Shatter the Defilers==&lt;br /&gt;
'''[WHU]''' You have a bunch of elves in the forest.  There's a river.  Not real difficult.  Send the elves east of the river south to gather villages, then west.  Send a couple elves west and then south gathering villages.  Recruit/recall heavily from the second keep, you're going to have a lot of income and a nice early finish bonus.  Kill the orcs in the river, then finish off the leaders.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' The next scenario is not difficult, but it is useful to have a decent number of troops and you won't be able to recruit, only recall, so you may want to recruit units now that you don't actually need if your recall list is sparse.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Your elves will get to and hold the river in time. I don’t bother recruiting other units for the main fight, unless units can move quickly through the forrest they won't get to the battle in time to matter. Consider transferring items to the elves instead. One reason to recruit however is for the next scenario, which has no recruiting. I do recruit a couples thieves to go south and west to harvest villages. Work hard to promote Lethalia, as it will be useful for her to be a Seer by the ''Where the Sun does not Shine'' scenario.&lt;br /&gt;
&lt;br /&gt;
==The Ruins of Lost Empires==&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' The in-game walkthrough says something about killing the SW leader to get the other factions to fight.  I've never seen the point.  Recall a couple castles worth of troops.  Send half north of the river to fight orcs, half across the bridge to fight trolls.  The orcs will go down easily, find the gap in the mountains to the west and encounter the elves.  No reason to send many troops to help the elves, there are bottlenecks that will limit the fighting.  Send most of the northern forces south along the river, then southwest following the road, while the southern force heads southeast to take out the trolls then southwest to take out another orc leader.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' When you kill the northwest leader, send those troops south.  When you spot the southwest leader, send some troops northwest into the mountains.  Yes, you did just finish about 60 turns early, with a nice fat bonus.  Also, early finishes like that will eventually add up to unlocking a secret boss fight.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' I have always found that I need a substantial amount of recalls to defend against the orcs in the north and the trolls approaching from the south.  Once those two threats are neutralized, I have a lot more units on the board than I have any use for.  I might be beneficial to determine if there is an approach to the early game that allows for far fewer recalls.  It looks like fighting the northern orcs while a small force defends the bridge may be promising.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' No recruiting, only recalls, so hopefully you recruited everything you want in the previous scenario. Not much to add to WHUs notes, just will emphasize the tougher fight will be to the south and continue to work on promoting Lethalia, as it will be useful for her to be a Seer in ''Where the Sun does not Shine''.&lt;br /&gt;
&lt;br /&gt;
==The Return==&lt;br /&gt;
'''[WHU]''' Pay attention to what Delly says at the beginning, in the Items menu there is an option to remove and store all items which you will want to use here.  Recall a few units, high HP and impact resistance and/or ranged units with marksman .  Stick together and stay on the path as much as possible.  As you move forward you will trigger packs of bandits, so do not run ahead.  There are not a lot of turns, but enough to kill one pack of enemies at a time as long as you keep moving slowly forward.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' As WHU says, Delly leaves at the end of turn 1, so be sure to de-equip any items from her. Ideally you will get Lethalia to be a seer by the end of this scenario, as it will be useful in the next scenario that she can both fly and heal. You can pump a lot of experience into her, I've gotten her from just below level 4 to level 5 by targeting L3 bandits.&lt;br /&gt;
&lt;br /&gt;
==Where the Sun Does not Shine==&lt;br /&gt;
'''[WHU]''' Head south, east, northeast, east, then southeast.  You have plague, use the walking corpses to distract the bats and keep moving.  You will come to a corridor where you will start to head north.  You can leave Argan there in a one tile wide passage to block the bats.  Send someone northwest to pick up an item, though your true target is the passage that starts northeast and then quickly turns southeast.  When you come to a deep water river, if you can send someone south to pick up an item, while the rest head northwest and then southwest.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' This scenario has no early finish bonus, and as long as you keep moving and do not get surrounded by bats before you start heading north you should finish with around 30 turns left.  You could spend a couple dozen turns farming XP from bats, but since they are often level 0, I like to finish early to help attract the previously mentioned boss instead.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' It will be very useful if Lethalia is a seer with healing and flying. It will also be very useful if Efriam has skirmish, pentration, or whirling to help prevent getting bogged down. If you create 3-4 zombie bats and leave them in the big chasm, they can kill off new bats as they are spawned. Watch out for the invisible L3 night gaunt in the north passage past bat chasm and watch out for the Dragon when coming out of caves on east side, send out a zombie as bait. There is an artifact hidden in the south spur in water-filled caves in SW.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' A flyer can kill the orc north of your starting position and also take a shortcut around to the north, but I see no obvious advantage to doing these things.&lt;br /&gt;
&lt;br /&gt;
==Escape from Oblivion==&lt;br /&gt;
'''[WHU]''' As long as you don't get unlucky and get bogged down by bats in the beginning, this one is pretty easy.  Follow the path until it starts to head northwest, then be careful.  When you get to a certain point, the undead will start spawning and you need Efraim to get to the keep in time to start recalling.  One thing you definitely do not want to do is have Lethalia fly over the lava, skipping the path entirely and triggering the undead long before Efraim can catch up.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Recall some Elfish Sorceresses and Druids and Heavy Infantry, or other units that do impact and arcane damage, and some good archery units to take out walking dead.  If you position your units well around y=21, with powerful units up front and healers and leaders just behind them and rotate out the injured, the wave of undead are pretty easy to deal with.  Then just carefully move forward and kill the leader.  There are quite a few areas that are lit which will negate the undead's advantage here, though I've never really felt the need to make use of them.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' If you cover the spot where bats appear north central, it will block them from appearing. Or situate 3-4 zombie bats to kill arrivals. Don’t send flyers ahead into SW part as it will trigger undead spawning, which can make getting bogged down possible. Looks like there is no upkeep on units. Can only recruit simple undead. You should have lots and lots of gold at the end of this scenario.&lt;br /&gt;
&lt;br /&gt;
==The Poison==&lt;br /&gt;
'''[WHU]''' This one can be tricky due to the time limit if you try to stand and fight.  You need to be moving ahead.  When you finally get to the dragon, he'll often fly away, so you'll probably need a few turns to chase him around.  A fast, flying, Lethalia can help pin him down.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Chocobones are good at charging drakes.  They may seem a little expensive, but you should have plenty of gold at this point.  I'll use (okay, waste) a couple castles worth of them, often doing almost enough damage to leave the XP for the kill for units I actually care about.  I don't worry much about rotating them out to heal, they are simple fodder to pound forward.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' This would be a good time to equip Efraim with a crossbow and Lethalia with an essence that provide benefits which are not weapon-specific, like bonus movement or extra resistances.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Fairly straight forward with a couple of keeps of high-level units. Villages produce income, but I seem to have more gold than I know what to do with at this point.&lt;br /&gt;
&lt;br /&gt;
==Ascension==&lt;br /&gt;
'''[WHU]''' Sit on a village and kill ghosts.  Once you have injured one, it will join your team if it dies.  Use zone of control to trap your enemies so they can't heal.&lt;br /&gt;
&lt;br /&gt;
'''[dwarftough]''' I always wonder if it's possible to use ghosts in the middle. I usually just sit in the village near the starting spot or around and enslave everyone who attacks me. And those ghosts in the middle just wail at each other and destroy each other usually not affecting the battle of yours.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' On turn 4, Hephaestus, a Spectre (L3), appears. You need to have 2-3 ghosts on your side by then to handle him.&lt;br /&gt;
&lt;br /&gt;
==Toxic Sun==&lt;br /&gt;
'''[WHU]'''Efraim and Lethalia have a new unit type and abilities, make sure to check them out, in particular penetrates.  Every time they get a kill they will receive a soul eater point.  When they get enough points, a new AMLA will be unlocked.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Welcome Skellie and Ethiel!  Protect them and they will become valuable allies.  Get moving with your heroes right away, no need to recruit.  Leave a few of the level 1 units to collect villages and generally trail behind.  Kill the troll leader, then send a couple low level units north and northeast to collect villages.  Drive south, relying mostly on your heroes, then about halfway down the exit is to the east.  There are some decent items available to the south and southwest, but you probably won't have enough turns to collect them.  Watch out for shadows sneaking up behind you and killing your weaker units.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Per WHU, don't recruit, just push NE, get through the bottleneck in the initial tunnel quickly and kill the troll leader so you can use their keep to recruit/recall. You will probably need 2-3 keeps of units with some high-HP units. Send one unit to grab villages to the NE. You need to be fairly aggressive or you will get bottled up at the entrance to the caves to the south. Note that trolls and undead will fight each other and also note that any unit can trigger the exit, so you can leave a unit there when you come to it and keep pushing south to have the option to exit if you run low on turns. The undead leader will become a lich after death, so be prepared to kill it twice.&lt;br /&gt;
&lt;br /&gt;
==Twilight==&lt;br /&gt;
'''[WHU]''' Recall units that can do fire, arcane, and maybe impact damage AND move well on frozen.  Elfish Sorceresses work well.  Note that all of the icy enemies have frozen aura, so you're going to be spending a lot of time slowed, anything that is already slow on frozen terrain is probably useless here.  Having enough units to rotate in forces which are not slowed helps.  In the beginning, be very wary of gryphons with their extreme range.  Once the initial gryphons are killed, you won't need to worry about any more or the leader.  &lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Send a unit south to collect villages and the loot dropped from your ally's battle with the icy monsters and yeti.  He normally will not require any help, and if he does you probably won't get there in time.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Send the bulk of your force southeast.  Try to make sure you are always advancing while you fight.  The enemy leader has a high income, so hit him hard with Lethalia, and when he runs to the village to heal plant a defensive unit on his keep (in the snow on the bank of the pond).&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Not much to add to WHU. You can send Lethalia south and she will get there in time to help your ally and still be able to make her way back north to help with the enemy leader. Note the Gryphon leader will run if wounded so you may need to hem it in to kill it.&lt;br /&gt;
&lt;br /&gt;
==Shadow Empire==&lt;br /&gt;
'''[WHU]''' This scenario is deceptively easy, if you don't screw up one little detail.  Immediately send several wraiths and shadows with Lethalia southeast then south to come up behind Zorox.  The key here is that you want to kill him on the same turn you first hit him.  If he lives, he'll move off his keep and you will have to fight your way through his forces.  If you kill him (with Lethalia!), all of the generals will become allies and the fight becomes trivial.  Obviously, you also want to do this as quickly as possible.  Use Lethalia and your ghosts to clean up the units that make their way to this castle and gather up villages.  Then send Lethalia around the map picking up dropped goodies.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Meanwhile, Efraim and the rest of the army head south down the road, across the bridge, and kill the two necromancers, grabbing every village along the way.  Move quickly, there's a huge early finish bonus.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' I found it can be interesting to wait until later, say turn 12, to kill Zorox because then all the various troops get intermixed and the resulting batter is more chaotic and yields lots of opportunities to pick up kills. I found gold will quickly go negative, so recruit/recall away. I do second WHU, you need to kill him on the turn you attack him or be prepared to for a battle to get to him.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Getting bottled up at the bridge is a big challenge. You may want to send some faster units west and then south across the ice to break this bottleneck. Also, depending on how Argan has advanced, he may be able to cross the deep water and jump into the city at an opportune moment.&lt;br /&gt;
&lt;br /&gt;
==Long Way Home==&lt;br /&gt;
'''[WHU]''' Argan warns you he's leaving, so strip his gear.  Recall a handful of units, ones that can take a punch and a healer.  Fight a small pack of orcs, then a few trolls, and then visit the trader and see what he has to sell by moving next to him.  I like to buy lots of pearls to craft Mastadon items.  You can leave a unit here, especially one that does not travel (well) in mountains, to buy more items later.  At this point, Efraim and Lethalia can easily handle the rest of the fighting, and there will be plenty of villages to provide incoming, assuming you recalled lightly.  If you decide to forgo the early finish bonus so you can keep buying items, be aware that while the objectives say to move Efraim to the southern border of the map, you really only need to get close, and at least one of the southern villages you might be tempted to take is close enough to end the scenario.&lt;br /&gt;
&lt;br /&gt;
'''[Thraash]''' Agran leaves at start of turn 3, so de-equip all his items. Recall two keeps of strong units - OK to recall some level 2s. I saw my first message about Beelezbub warning at end of this scenario.&lt;br /&gt;
&lt;br /&gt;
==The Battle for Ogira==&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Recall elves with Lethalia, other units with Efraim (though his group will probably want a druid or two).  Moving Skellie to a village near your castle is usually enough to keep the purple orcs in check, while Efraim takes out the white leader.  Note that he starts with a lot of gold, so killing him quickly will shorten the fight, but you will forgo a lot of XP.  Once white is vanquished, head into the city.  A couple strong units should be enough to take out purple.  The city guard won't move, even when poisoned.  The nice thing to do would probably be to send some healers into the city to aid your ally.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Lethalia's force moves west through the woods to take out the orange and then green leaders.  It's worth sending one or two units north to collect villages.  Normally, Delly won't need any assistance, but you may want to send a handful of units into the city, if nothing else than to&lt;br /&gt;
collect dropped items and pick up some XP.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Argan will arrive soon and pretty much take out one team on his own.  Nice to have a great sword, and be invincible.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' White is your main enemy here, so if you are limited on gold or recalls, emphasize troops for Efraim.  By the time you finish with him, the rest of the battle is probably about over except for the sweeping up.  This scenario starts like an epic battle, but it's pretty much all fighting downhill.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' You will end up totally negative in gold, so recall/recruit until the gold is gone. Argan appears in NW at the beginning of turn 4, controlled by AI. He seems invincible. He may also kill enemy leaders, so be aware of that if you try to milk some XP towards the end of the scenario or have Beelezbub to fight. Pressure on the city hits peak around turn 10, from NW and SW. Not clear if it is sufficient to actually break through ally's defenses or not. If you got a Beelezbub message at end of the previous scenario, you will see the obelisk at 24,25 (west of city).&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Note that you have a chance to recruit Horsemen here. You may not need them for this battle, but if you want them now is a good time to grab some.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;width: 33%&amp;quot; |  &lt;br /&gt;
| style=&amp;quot;text-align: center;width: 33%&amp;quot; | [[LotI_Walkthrough|Main]] &lt;br /&gt;
| style=&amp;quot;text-align: right;width: 33%&amp;quot; | [[LotI_Walkthrough-Part1-Chapter02|On to Chapter 2]] &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Thrash</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=LotI_Walkthrough-Part1-Chapter01&amp;diff=73581</id>
		<title>LotI Walkthrough-Part1-Chapter01</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=LotI_Walkthrough-Part1-Chapter01&amp;diff=73581"/>
		<updated>2024-08-30T20:33:56Z</updated>

		<summary type="html">&lt;p&gt;Thrash: /* An Orcish Assault */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Part I, Embracing the Darkness, Chapter 1, Ascension'''&lt;br /&gt;
&lt;br /&gt;
'''Generally'''&lt;br /&gt;
&lt;br /&gt;
This section needs info.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Your recruit/recall lists, as well as available gold, are going to vary widely.  Some units will rarely be available for recruiting, potentially preventing you access to their high level advancements.  You may want to recruit at least a couple of all the basic unit types, particularly when you are flush with gold, so that they will (usually) be available on the recall list.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==An Orcish Assault==&lt;br /&gt;
'''[WHU]''' A classic frontal assault is difficult and time consuming.  I will send one or two units west to collect villages, and Delenia (Delly) south along the east edge.  Send a couple other units, perhaps rogues, west then south going around the Orc forces to eventually meet Delly at the Orc keep for some glorious backstabbing.  While keeping Efraim protected, allow the orcs to enter the city, at which point Lord Redain's troops will become active.  &lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Pick up dropped items and store them or give them to your leaders, your troops are too junior at this point and if you give them items and they die the items are lost.  &lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Steal all your ally's villages, he doesn't need them.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' If you recruit any loyal units, they should probably hide behind the lines for future service.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' One strategy is to hold a line and then push South on turn 8, in the morning. Time will be tight. The Orcish leader is hard to kill.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Mario, the peasant leader, appears to be very hard for the enemy to hit and his death is not a loss. However, he will stay in your recall list if he survives and can be advanced to a duke (w/leadership), but it's a slow process.&lt;br /&gt;
&lt;br /&gt;
==The Assassination==&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Recruit or possibly recall (Mario) very lightly, the fight will be quick and in close quarters.  Grab all the villages, you have plenty of time.  There is usually a nice item to the northeast, but it's covered by a unit that doesn't die easily, and by the time you kill him either the scenario has ended or some very bad dudes have come up behind you.  Travel northwest, then south.  Make sure all of your units are in place with full movement before you step into the chamber.  Usually Mario will be one XP from levelling up, so give him the first hit.  On lower difficulties you can make great use of backstab here, but even on hard Redain should go down in a turn or two.&lt;br /&gt;
&lt;br /&gt;
'''[dwarftough]'''You can backstab Redain on any difficulty, you just need to place your unit on the stabbing square when swords are in the same team and don't block your way. The fight is trigger only when you step on a hex adjacent to Redain&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' I found it was not worth recruiting a second unit to get villages, just grab a couple on way into castle. Efraim and Delly can kill Redian in one turn using Delly’s back stab.&lt;br /&gt;
&lt;br /&gt;
==Banished==&lt;br /&gt;
'''[WHU]'''Start with a couple recruits/recalls, focusing on speed.  Send Delly west (assuming she still has the Twinkling Sword and its +2 move), and the rest of the units generally following the course of the road but a few tiles to either side, finding and taking villages.  Do not get too close to the river until Efraim can get across and into the keep in one turn.  Recruit lots of bowmen and poachers depending on time of day, and be aggressive about moving them out of the castle so you can recruit more.  Any loyal recruits and seriously injured or poisoned units can be sent north across the river for healing and safety.  Efraim should find plenty of cheap kills, keep him protected and he can probably level a couple times (I focus on advancements that make him hard to hit).  Once the initial wave of enemies are beaten back, charge south for the easy finish.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Per WHU's comment, this is all about timing crossing the bridge, which triggers the main battle. Make sure Efriam can get into position and start recruiting the same turn he starts crossing the bridge as the orcs will be on him quickly once he crosses. The lack of villages/healing will make the fight tough, especially due to the enemy assassins, be sure to recruit some fodder. As an alternative to sending Delly west, I recruit a few thieves as the start to harvest villages.&lt;br /&gt;
&lt;br /&gt;
==Paradise Lost==&lt;br /&gt;
'''[WHU]''' The turn limit is tight here.  You are probably going to lose some units as the trolls and orcs come across the river, so initially recruiting fodder is helpful, but save some gold for additional recruits and possibly recalls ''after'' you take the central orc keep (you don't want a bunch of units getting bogged down in the river).  Pay attention to the terrain at the river bank.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Lethalia generally needs at least a little help, so at a minimum send Delly west and then south, picking up villages along the way.  Once you take the central orc keep, you may want to recruit/recall more than you think you would normally need, as the villages are hard to get to if you need to heal, and any units you had healing north of the river probably won't have time to reach the other castles.  If you haven't already, send a couple quick units to assist Delly, even if it's just picking up dropped items.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Two strategies I've used: ''(1)'' Recruit one keep and then push for western fort. Efraim gets to the fort around turn 6 (note that Delly can’t recruit). Looks like elves and woses will just about beat SW and central Orcs on their own, but then enemy from the SE will charge in and they will need help. I finished on turn 21. ''(2)'' Hold the river and then take out Northern orc. Lethalia was under a little pressure, but elves managed to take out SW orc. Send a unit that way to pick up items. Need to send Efriam straight for SE orc leader to avoid time crunch&lt;br /&gt;
&lt;br /&gt;
==Shatter the Defilers==&lt;br /&gt;
'''[WHU]''' You have a bunch of elves in the forest.  There's a river.  Not real difficult.  Send the elves east of the river south to gather villages, then west.  Send a couple elves west and then south gathering villages.  Recruit/recall heavily from the second keep, you're going to have a lot of income and a nice early finish bonus.  Kill the orcs in the river, then finish off the leaders.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' The next scenario is not difficult, but it is useful to have a decent number of troops and you won't be able to recruit, only recall, so you may want to recruit units now that you don't actually need if your recall list is sparse.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Your elves will get to and hold the river in time. I don’t bother recruiting other units for the main fight, unless units can move quickly through the forrest they won't get to the battle in time to matter. Consider transferring items to the elves instead. One reason to recruit however is for the next scenario, which has no recruiting. I do recruit a couples thieves to go south and west to harvest villages. Work hard to promote Lethalia, as it will be useful for her to be a Seer by the ''Where the Sun does not Shine'' scenario.&lt;br /&gt;
&lt;br /&gt;
==The Ruins of Lost Empires==&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' The in-game walkthrough says something about killing the SW leader to get the other factions to fight.  I've never seen the point.  Recall a couple castles worth of troops.  Send half north of the river to fight orcs, half across the bridge to fight trolls.  The orcs will go down easily, find the gap in the mountains to the west and encounter the elves.  No reason to send many troops to help the elves, there are bottlenecks that will limit the fighting.  Send most of the northern forces south along the river, then southwest following the road, while the southern force heads southeast to take out the trolls then southwest to take out another orc leader.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' When you kill the northwest leader, send those troops south.  When you spot the southwest leader, send some troops northwest into the mountains.  Yes, you did just finish about 60 turns early, with a nice fat bonus.  Also, early finishes like that will eventually add up to unlocking a secret boss fight.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' I have always found that I need a substantial amount of recalls to defend against the orcs in the north and the trolls approaching from the south.  Once those two threats are neutralized, I have a lot more units on the board than I have any use for.  I might be beneficial to determine if there is an approach to the early game that allows for far fewer recalls.  It looks like fighting the northern orcs while a small force defends the bridge may be promising.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' No recruiting, only recalls, so hopefully you recruited everything you want in the previous scenario. Not much to add to WHUs notes, just will emphasize the tougher fight will be to the south and continue to work on promoting Lethalia, as it will be useful for her to be a Seer in ''Where the Sun does not Shine''.&lt;br /&gt;
&lt;br /&gt;
==The Return==&lt;br /&gt;
'''[WHU]''' Pay attention to what Delly says at the beginning, in the Items menu there is an option to remove and store all items which you will want to use here.  Recall a few units, high HP and impact resistance and/or ranged units with marksman .  Stick together and stay on the path as much as possible.  As you move forward you will trigger packs of bandits, so do not run ahead.  There are not a lot of turns, but enough to kill one pack of enemies at a time as long as you keep moving slowly forward.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' As WHU says, Delly leaves at the end of turn 1, so be sure to de-equip any items from her. Ideally you will get Lethalia to be a seer by the end of this scenario, as it will be useful in the next scenario that she can both fly and heal. You can pump a lot of experience into her, I've gotten her from just below level 4 to level 5 by targeting L3 bandits.&lt;br /&gt;
&lt;br /&gt;
==Where the Sun Does not Shine==&lt;br /&gt;
'''[WHU]''' Head south, east, northeast, east, then southeast.  You have plague, use the walking corpses to distract the bats and keep moving.  You will come to a corridor where you will start to head north.  You can leave Argan there in a one tile wide passage to block the bats.  Send someone northwest to pick up an item, though your true target is the passage that starts northeast and then quickly turns southeast.  When you come to a deep water river, if you can send someone south to pick up an item, while the rest head northwest and then southwest.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' This scenario has no early finish bonus, and as long as you keep moving and do not get surrounded by bats before you start heading north you should finish with around 30 turns left.  You could spend a couple dozen turns farming XP from bats, but since they are often level 0, I like to finish early to help attract the previously mentioned boss instead.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' It will be very useful if Lethalia is a seer with healing and flying. It will also be very useful if Efriam has skirmish, pentration, or whirling to help prevent getting bogged down. If you create 3-4 zombie bats and leave them in the big chasm, they can kill off new bats as they are spawned. Watch out for the invisible L3 night gaunt in the north passage past bat chasm and watch out for the Dragon when coming out of caves on east side, send out a zombie as bait. There is an artifact hidden in the south spur in water-filled caves in SW.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' A flyer can kill the orc north of your starting position and also take a shortcut around to the north, but I see no obvious advantage to doing these things.&lt;br /&gt;
&lt;br /&gt;
==Escape from Oblivion==&lt;br /&gt;
'''[WHU]''' As long as you don't get unlucky and get bogged down by bats in the beginning, this one is pretty easy.  Follow the path until it starts to head northwest, then be careful.  When you get to a certain point, the undead will start spawning and you need Efraim to get to the keep in time to start recalling.  One thing you definitely do not want to do is have Lethalia fly over the lava, skipping the path entirely and triggering the undead long before Efraim can catch up.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Recall some Elfish Sorceresses and Druids and Heavy Infantry, or other units that do impact and arcane damage, and some good archery units to take out walking dead.  If you position your units well around y=21, with powerful units up front and healers and leaders just behind them and rotate out the injured, the wave of undead are pretty easy to deal with.  Then just carefully move forward and kill the leader.  There are quite a few areas that are lit which will negate the undead's advantage here, though I've never really felt the need to make use of them.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' If you cover the spot where bats appear north central, it will block them from appearing. Or situate 3-4 zombie bats to kill arrivals. Don’t send flyers ahead into SW part as it will trigger undead spawning, which can make getting bogged down possible. Looks like there is no upkeep on units. Can only recruit simple undead. You should have lots and lots of gold at the end of this scenario.&lt;br /&gt;
&lt;br /&gt;
==The Poison==&lt;br /&gt;
'''[WHU]''' This one can be tricky due to the time limit if you try to stand and fight.  You need to be moving ahead.  When you finally get to the dragon, he'll often fly away, so you'll probably need a few turns to chase him around.  A fast, flying, Lethalia can help pin him down.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Chocobones are good at charging drakes.  They may seem a little expensive, but you should have plenty of gold at this point.  I'll use (okay, waste) a couple castles worth of them, often doing almost enough damage to leave the XP for the kill for units I actually care about.  I don't worry much about rotating them out to heal, they are simple fodder to pound forward.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' This would be a good time to equip Efraim with a crossbow and Lethalia with an essence that provide benefits which are not weapon-specific, like bonus movement or extra resistances.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Fairly straight forward with a couple of keeps of high-level units. Villages produce income, but I seem to have more gold than I know what to do with at this point.&lt;br /&gt;
&lt;br /&gt;
==Ascension==&lt;br /&gt;
'''[WHU]''' Sit on a village and kill ghosts.  Once you have injured one, it will join your team if it dies.  Use zone of control to trap your enemies so they can't heal.&lt;br /&gt;
&lt;br /&gt;
'''[dwarftough]''' I always wonder if it's possible to use ghosts in the middle. I usually just sit in the village near the starting spot or around and enslave everyone who attacks me. And those ghosts in the middle just wail at each other and destroy each other usually not affecting the battle of yours.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' On turn 4, Hephaestus, a Spectre (L3), appears. You need to have 2-3 ghosts on your side by then to handle him.&lt;br /&gt;
&lt;br /&gt;
==Toxic Sun==&lt;br /&gt;
'''[WHU]'''Efraim and Lethalia have a new unit type and abilities, make sure to check them out, in particular penetrates.  Every time they get a kill they will receive a soul eater point.  When they get enough points, a new AMLA will be unlocked.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Welcome Skellie and Ethiel!  Protect them and they will become valuable allies.  Get moving with your heroes right away, no need to recruit.  Leave a few of the level 1 units to collect villages and generally trail behind.  Kill the troll leader, then send a couple low level units north and northeast to collect villages.  Drive south, relying mostly on your heroes, then about halfway down the exit is to the east.  There are some decent items available to the south and southwest, but you probably won't have enough turns to collect them.  Watch out for shadows sneaking up behind you and killing your weaker units.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Per WHU, don't recruit, just push NE, get through the bottleneck in the initial tunnel quickly and kill the troll leader so you can use their keep to recruit/recall. You will probably need 2-3 keeps of units with some high-HP units. Send one unit to grab villages to the NE. You need to be fairly aggressive or you will get bottled up at the entrance to the caves to the south. Note that trolls and undead will fight each other and also note that any unit can trigger the exit, so you can leave a unit there when you come to it and keep pushing south to have the option to exit if you run low on turns. The undead leader will become a lich after death, so be prepared to kill it twice.&lt;br /&gt;
&lt;br /&gt;
==Twilight==&lt;br /&gt;
'''[WHU]''' Recall units that can do fire, arcane, and maybe impact damage AND move well on frozen.  Elfish Sorceresses work well.  Note that all of the icy enemies have frozen aura, so you're going to be spending a lot of time slowed, anything that is already slow on frozen terrain is probably useless here.  Having enough units to rotate in forces which are not slowed helps.  In the beginning, be very wary of gryphons with their extreme range.  Once the initial gryphons are killed, you won't need to worry about any more or the leader.  &lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Send a unit south to collect villages and the loot dropped from your ally's battle with the icy monsters and yeti.  He normally will not require any help, and if he does you probably won't get there in time.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Send the bulk of your force southeast.  Try to make sure you are always advancing while you fight.  The enemy leader has a high income, so hit him hard with Lethalia, and when he runs to the village to heal plant a defensive unit on his keep (in the snow on the bank of the pond).&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Not much to add to WHU. You can send Lethalia south and she will get there in time to help your ally and still be able to make her way back north to help with the enemy leader. Note the Gryphon leader will run if wounded so you may need to hem it in to kill it.&lt;br /&gt;
&lt;br /&gt;
==Shadow Empire==&lt;br /&gt;
'''[WHU]''' This scenario is deceptively easy, if you don't screw up one little detail.  Immediately send several wraiths and shadows with Lethalia southeast then south to come up behind Zorox.  The key here is that you want to kill him on the same turn you first hit him.  If he lives, he'll move off his keep and you will have to fight your way through his forces.  If you kill him (with Lethalia!), all of the generals will become allies and the fight becomes trivial.  Obviously, you also want to do this as quickly as possible.  Use Lethalia and your ghosts to clean up the units that make their way to this castle and gather up villages.  Then send Lethalia around the map picking up dropped goodies.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Meanwhile, Efraim and the rest of the army head south down the road, across the bridge, and kill the two necromancers, grabbing every village along the way.  Move quickly, there's a huge early finish bonus.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' I found it can be interesting to wait until later, say turn 12, to kill Zorox because then all the various troops get intermixed and the resulting batter is more chaotic and yields lots of opportunities to pick up kills. I found gold will quickly go negative, so recruit/recall away. I do second WHU, you need to kill him on the turn you attack him or be prepared to for a battle to get to him.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Getting bottled up at the bridge is a big challenge. You may want to send some faster units west and then south across the ice to break this bottleneck. Also, depending on how Argan has advanced, he may be able to cross the deep water and jump into the city at an opportune moment.&lt;br /&gt;
&lt;br /&gt;
==Long Way Home==&lt;br /&gt;
'''[WHU]''' Argan warns you he's leaving, so strip his gear.  Recall a handful of units, ones that can take a punch and a healer.  Fight a small pack of orcs, then a few trolls, and then visit the trader and see what he has to sell by moving next to him.  I like to buy lots of pearls to craft Mastadon items.  You can leave a unit here, especially one that does not travel (well) in mountains, to buy more items later.  At this point, Efraim and Lethalia can easily handle the rest of the fighting, and there will be plenty of villages to provide incoming, assuming you recalled lightly.  If you decide to forgo the early finish bonus so you can keep buying items, be aware that while the objectives say to move Efraim to the southern border of the map, you really only need to get close, and at least one of the southern villages you might be tempted to take is close enough to end the scenario.&lt;br /&gt;
&lt;br /&gt;
'''[Thraash]''' Agran leaves at start of turn 3, so de-equip all his items. Recall two keeps of strong units - OK to recall some level 2s. I saw my first message about Beelezbub warning at end of this scenario.&lt;br /&gt;
&lt;br /&gt;
==The Battle for Ogira==&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Recall elves with Lethalia, other units with Efraim (though his group will probably want a druid or two).  Moving Skellie to a village near your castle is usually enough to keep the purple orcs in check, while Efraim takes out the white leader.  Note that he starts with a lot of gold, so killing him quickly will shorten the fight, but you will forgo a lot of XP.  Once white is vanquished, head into the city.  A couple strong units should be enough to take out purple.  The city guard won't move, even when poisoned.  The nice thing to do would probably be to send some healers into the city to aid your ally.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Lethalia's force moves west through the woods to take out the orange and then green leaders.  It's worth sending one or two units north to collect villages.  Normally, Delly won't need any assistance, but you may want to send a handful of units into the city, if nothing else than to&lt;br /&gt;
collect dropped items and pick up some XP.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Argan will arrive soon and pretty much take out one team on his own.  Nice to have a great sword, and be invincible.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' White is your main enemy here, so if you are limited on gold or recalls, emphasize troops for Efraim.  By the time you finish with him, the rest of the battle is probably about over except for the sweeping up.  This scenario starts like an epic battle, but it's pretty much all fighting downhill.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' You will end up totally negative in gold, so recall/recruit until the gold is gone. Argan appears in NW at the beginning of turn 4, controlled by AI. He seems invincible. He may also kill enemy leaders, so be aware of that if you try to milk some XP towards the end of the scenario or have Beelezbub to fight. Pressure on the city hits peak around turn 10, from NW and SW. Not clear if it is sufficient to actually break through ally's defenses or not. If you got a Beelezbub message at end of the previous scenario, you will see the obelisk at 24,25 (west of city).&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Note that you have a chance to recruit Horsemen here. You may not need them for this battle, but if you want them now is a good time to grab some.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;width: 33%&amp;quot; |  &lt;br /&gt;
| style=&amp;quot;text-align: center;width: 33%&amp;quot; | [[LotI_Walkthrough|Main]] &lt;br /&gt;
| style=&amp;quot;text-align: right;width: 33%&amp;quot; | [[LotI_Walkthrough-Part1-Chapter02|On to Chapter 2]] &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Thrash</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=LotI_Walkthrough&amp;diff=73580</id>
		<title>LotI Walkthrough</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=LotI_Walkthrough&amp;diff=73580"/>
		<updated>2024-08-30T20:29:01Z</updated>

		<summary type="html">&lt;p&gt;Thrash: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a walkthrough for the most excellent two part campaign '''Legend of the Invincibles''' (LotI), created by Dugi.  This wiki section was originally created by user White Haired Uncle (WHU) based on LotI beta version 3.2.6.187.g15736fc played on Battle for Wesnoth version 1.15.15.  While these are development versions, they are also very close to final releases, and I want to help troubleshoot in parallel with initiating this wiki section.&lt;br /&gt;
&lt;br /&gt;
There are valuable links on the first page of the [https://forums.wesnoth.org/viewtopic.php?t=32384 LotI Campaign Discussion forum thread].&lt;br /&gt;
&lt;br /&gt;
Replays, including the ones I'll use while creating this section, can be found at  [[Player_UMC_Replays#Legend_of_the_Invincibles|Legend_of_the_Invincibles]] section of the [[Player_UMC_Replays|UMC Replays]].  I'm also saving a lot of time copy and pasting chapter and scenario names from there.&lt;br /&gt;
&lt;br /&gt;
Please note that LotI is perhaps the most complex BFW campaign ever created, with hundreds if not thousands of custom AMLAs (After Maximum Level Advance) and items (see the link above to the forum thread for details).  Even if luck in combat was not a factor, there is just no way to play the game the same way twice.  Therefore, this &amp;quot;walkthrough&amp;quot; will provide at least one of many possible overall strategies (hopefully with input from others who play differently).&lt;br /&gt;
&lt;br /&gt;
'''Generally'''&lt;br /&gt;
&lt;br /&gt;
LotI introduces a huge number of various items which can be discovered, or even created.  These will be introduced in the tutorial.  Learning how to combine the effects of various items is an aspect of the game that many players truly enjoy, so little will be said here about them.  Note that potions are supposed to only last until the next time the unit takes an AMLA (with the exception of Efraim, who retains potion effects early on).  Some effects of items will conflict, such as equipping one item that sets your melee weapon to blade and another that sets your melee weapon to fire, and it's not always obvious what the outcome will be, so it's wise to save your game before making equipment changes.  Many equipment change options are only available during the first two turns of a scenario, or when standing in a castle.&lt;br /&gt;
&lt;br /&gt;
The other aspect that sets LotI apart is custom advances.  Most units have a new LotI-specific maximum advancement level.  Once a unit advances past this level, you will be presented a list of custom advances (AMLAs).  You will also be presented the option &amp;quot;Aware of Legacy Possessed&amp;quot; which gives you no immediate benefit, but the next time you advance you will see a new set of additional advances.  You can also attain additional AMLA options from books.  Note that many advances open up new options, so you may, for example, have to &amp;quot;waste&amp;quot; an AMLA giving you an ability you already have to open up options to make it even more powerful.&lt;br /&gt;
&lt;br /&gt;
'''Introductions'''&lt;br /&gt;
&lt;br /&gt;
'''[WHU]'''I am White Haired Uncle on the forums.  I will label my paragraphs as seen here.  I'm usually listening to an audiobook while playing, among other distractions.  I don't like to think that much about each turn or micro-manage.  I prefer to concentrate on building units with lots of hitpoints, defenses, etc, and lots of regeneration and plenty of healers so I don't lose any units due to my neglect of the finer details.  I also like to concentrate on speed upgrades for the main units early (just after making them hard to hit and/or bumping up their HP), which I find allows me in some cases to run around the action and quickly complete a scenario (while giving up the chance to gain valuable XP).  My way of play is not for everyone, and while the approaches I will present work for me, there's plenty of other ways to be successful.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''': I'm currently playing on Wesnoth 1.16.10 and LotI 3.2.7c. Some of my notes may be from slightly earlier versions but should be from 2023 or perhaps the latter part of 2022. '''[3.2.8]''' Looks like there were a number of updates for 3.2.8 and I preface my notes about those with a '''[3.2.8]''' tag.&lt;br /&gt;
&lt;br /&gt;
'''Some General Notes on LotI'''&lt;br /&gt;
&lt;br /&gt;
* Parts I and II are completely separate and nothing carries over between the two parts.&lt;br /&gt;
* Note that you can de-equip items from units on the recall list so that you can access them without recalling the unit.&lt;br /&gt;
* Lightning attacks can be very effective as there doesn't seem any way to be resistant to them.&lt;br /&gt;
* Occasionally gems can end up in the item inventory instead of the gem inventory. If this happens, drop them and pick them back up so they end up in the gem inventory so you can craft with them.&lt;br /&gt;
* Beelezubub is an interesting twist that starts appear in Chapter 2 and probably deserves its own section to describe, in part because its appearance is not pre-ordained ('''[WHU]''': yes, it is, if you watch for the hints).&lt;br /&gt;
&lt;br /&gt;
'''Part I: Embracing the Darkness'''&lt;br /&gt;
&lt;br /&gt;
[[LotI_Walkthrough-Part1-Chapter01|Chapter 1, Ascension]]&lt;br /&gt;
&lt;br /&gt;
[[LotI_Walkthrough-Part1-Chapter02|Chapter 2, Servants of Lilith]]&lt;br /&gt;
&lt;br /&gt;
[[LotI_Walkthrough-Part1-Chapter03|Chapter 3, Shadows of the Night]]&lt;br /&gt;
&lt;br /&gt;
[[LotI_Walkthrough-Part1-Chapter04|Chapter 4, To Destroy the Wesnothian Empire]]&lt;br /&gt;
&lt;br /&gt;
[[LotI_Walkthrough-Part1-Chapter05|Chapter 5, Hybrids of Steel]]&lt;br /&gt;
&lt;br /&gt;
'''Part II: Into the Light'''&lt;br /&gt;
&lt;br /&gt;
[[LotI_Walkthrough-Part2-Chapter06|Chapter 6, Rising from the Grave]]&lt;br /&gt;
&lt;br /&gt;
[[LotI_Walkthrough-Part2-Chapter07|Chapter 7, Hand of Blood]]&lt;br /&gt;
&lt;br /&gt;
[[LotI_Walkthrough-Part2-Chapter08|Chapter 8, Götterdämmerung]]&lt;br /&gt;
&lt;br /&gt;
[[LotI_Walkthrough-Part2-Chapter09|Chapter 9, Under the Burning Skies]]&lt;br /&gt;
&lt;br /&gt;
[[LotI_Walkthrough-Part2-Chapter10|Chapter 10, Dawning of a New Era]]&lt;br /&gt;
&lt;br /&gt;
[[Category: User-made Campaigns - Walkthroughs]]&lt;/div&gt;</summary>
		<author><name>Thrash</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=LotI_Walkthrough-Part2-Chapter08&amp;diff=72655</id>
		<title>LotI Walkthrough-Part2-Chapter08</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=LotI_Walkthrough-Part2-Chapter08&amp;diff=72655"/>
		<updated>2024-04-06T17:05:20Z</updated>

		<summary type="html">&lt;p&gt;Thrash: /* The River of Flame */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Part II, Into the Light, Chapter 8, Götterdämmerung'''&lt;br /&gt;
&lt;br /&gt;
'''Generally'''&lt;br /&gt;
&lt;br /&gt;
You'll be fighting a lot of units that are liminal, and have good arcane resistance, so have sources of illumination and darkens and a good mix of attack types.&lt;br /&gt;
&lt;br /&gt;
==Mysterious Invasion==&lt;br /&gt;
'''[WHU]''' This one is really easy to lose.  Your enemies are very tough.  Recruit a mob of walking corpses, who will do pretty much nothing but keep the enemies off your leaders while you whittle them down.  Do grab easy kills with your corpses to refresh your ranks where possible.  The kids should pretty much stay out of the fight, though pick up some cheap XP at the end if you can.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Make sure to read about the corruption special on Vritra's dark blast attack, so you know not to use it, now, or in the future.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Kill tougher units with Redeem. Use area impact spells and undead to whittle the enemy down. Use leadership from Efriam. Vritra is going to get separated soon, if you haven't been hoarding gems, which she will have access to, start doing that now. Both Krux and Vritra will be on their own eventually, so work on getting them stronger and an effective team.&lt;br /&gt;
&lt;br /&gt;
==Overpowered==&lt;br /&gt;
'''[WHU]''' Recruit a castle of walking corpses, then run.  Keep the kids covered, while getting to the next castle quickly to recruit another load of fodder.  Repeat as necessary.  The family moves well and is well protected in the woods.  Go for the early finish.&lt;br /&gt;
&lt;br /&gt;
==United==&lt;br /&gt;
'''[WHU]''' Efraim can pretty much take care of the southern enemy single-handedly, though if he gets slowed repeatedly so that he cannot advance it might be useful to send a little help.  The demons to the west are kind of nasty.  Let your allies weaken them up, and use Lethalia to pick off weak units who don't have a lot of friends in the area.  When you're ready to go in for the kill, use overwhelming force, like prophets with unholybane.  The demons to the east aren't much of a problem (for you, they can really take a toll on your ally who does not pick his battles wisely), you should be able to roll right over them when you're done in the west.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Two or three Gryphon Riders with hit and run slow (preferably with poison/incinerate) can make a huge difference against the western forces.  Keep the really nasty demons slowed, and your ally can usually fight the demons to a stalemate, though they'll need your help taking out the leader.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' You can now recall all units, including undead from Chapter VI, and recruit all sorts of L1-2 units. Vritra will be kidnapped at start of next scenario so make sure she is well equipped at the end of the scenario. Beelzebub possible in SE (43,38) and if present, it may be most effective to deal it first. Note that your allies can kill the southern enemy leader and surround the other two and make it hard to kill them.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' In the story preamble now, you apparently get a chance to boost both Efaim's and Lethalia's redeem capability by a level. Not clear if there is a negative consequence...&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' To clarify, if your redeem level is below a certain threshold, you will be given the option to have it advanced to that level, skipping as many levels as it takes.  It is a horrible deal.  Turn it down and start using redeem whenever you can.&lt;br /&gt;
&lt;br /&gt;
==Kidnapped==&lt;br /&gt;
'''[WHU]''' One castle of units should be plenty.  Follow the path southwest, then southeast.&lt;br /&gt;
&lt;br /&gt;
==Investigations==&lt;br /&gt;
'''[WHU]''' Sneak around the woods outside of town.  When a single unit comes to the edge of the woods, pop out and redeem him, then get back in the shadows.  You should have plenty of turns to redeem everyone, then get on with the primary mission, which is to visit about five specific houses.  Don't let any of the guards get next to you.&lt;br /&gt;
&lt;br /&gt;
==Gladiatrix==&lt;br /&gt;
'''[WHU]''' Grab the gear to the north.  Fight a few units, one at a time.&lt;br /&gt;
&lt;br /&gt;
==Unimportant Revolution==&lt;br /&gt;
'''[WHU]''' Use caution.  Some of the enemy do a LOT of damage, and you don't want to get surrounded by a few of those.  Use the river and your allies to wear the enemy down a bit, then overwhelming force focused on killing his most dangerous units.  Be sure to check the enemy resistances before recalling.  You want to save some gold for the next scenario, recalling two castles is probably too much here.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Possible Beelzebub obelisk at 37,11. Note that death of Krux is a loss, but he can probably survive for a half dozen turns if you want to deal with Beelzebub first.&lt;br /&gt;
&lt;br /&gt;
==The Desert==&lt;br /&gt;
'''[WHU]''' Another long scenario where you encounter large groups of dangerous enemies, plus a steady stream of demons from the northeast.  There is a cave that runs along the east side of the map with some gold and some goodies.  I recall a couple castles, start south and visit the trader, then continue south and fight off a batch of demons.  Then it's east to deal with the saurians and a couple other factions, then follow the road southeast and then south.  About the time the road pretty much ends, I notice how few turns I have left considering the progress I've made so far, panic, and send one of my leaders to run right around the various factions, ending quite early with no early finish bonus.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Notice the Trader due south of your starting position. Also a Beelezebub monolith is possible just west of center in center of map. You cannot reach the southern edge of the map in the cave but there are a couple nice artifacts there. I usually create two bands, one that goes south through the desert and one that goes east and then down into the cave. This approach will take about all the units I have.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Update: Seems like this scenario has gotten tougher, especially the caves. There is a constant trickle of demons from the NE and there are enough enemies in the cave to make progress hard for a smaller force, so it's possible to get bottled up. If you want to go after the goodies in the cave, go in heavy. There is an exit to the west from the south end of the caves, so you can finish the scenario relatively quickly from there.&lt;br /&gt;
&lt;br /&gt;
==Gladiatrix - The Path to Glory==&lt;br /&gt;
'''[WHU]''' Back to the arena, this time with some friends.  Some friends that you really, really, want to keep alive.  I try to get four units with a lot of HP so that I can block the entrance to the north building, along with some healing.  I also like to advance the battlerager as quickly as possible (thorns/weak reflect/reflect), and increase his number of attacks, or anything else I can just to keep him alive.  Slow will be crucial here, probably some clever crafting, and don't forget those potions.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' As WHU mentions, you have access to all your gems but not all your items, so hopefully you've been hoarding gems. You can turn the Battlerager into a beast by giving them extra attacks, slow, draining, and absorption. Note if you give some unit the ability to create undead this will be useful later for fodder.&lt;br /&gt;
&lt;br /&gt;
==Ruins of Wesnoth==&lt;br /&gt;
'''[WHU]''' Efraim can handle the humans alone.  Send powerful elves south.  A couple of fast, powerful units with slow may be able to rush down and take out the southern leader (he'll show up in a few turns) while the rest of the army draws his forces away.  Lethalia and a few quick, powerful units should be able to get into the northern castle before that enemy shows up, hurt him and he should leave the keep open for you to claim (you may not want to stand on his keep before he arrives, at one time bad things would happen if you did).&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' The two approaches I've used are to either create two or three bands. If you create three bands, send the tougher two the south and west and a relatively weak one to take out the humans (good chance to level some weak units). With two bands, send one south and the other southwest to crush the humans and then head north.&lt;br /&gt;
&lt;br /&gt;
==Odd World==&lt;br /&gt;
'''[WHU]''' There is no early finish bonus, but you really need to move anyway.  Your enemies, demons and imps, will be spawning constantly and coming for you from all directions.  A force of 15-20 works well, including healers and flyers.  Prophets, or other very hard hitting units, with unholybane would be very useful.  Villages don't provide any income, but they heal +16.  There are items and gold scattered around the map.  &lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' You'll also get a wonderful introduction to the most annoying trait in BFW, temptation.  If one of your unit starts its turn next to a unit of the opposite gender with temptation, your unit will be unable to attack that turn (unless maybe you use a greater healing potion, I've never tried it, just thought of it).  This is especially frustrating when you've been slowed and can't get out of the way.  Unlike most special traits, or even some of the basic ones, I'm pretty well convinced the AI knows EXACTLY how to make optimum use of temptation.  Keep a couple of fast prophets with unholybane (or similar) behind the front and rear lines to run out and slaughter those demons whenever you see them.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Start off going south until you get to the mountains.  Send Lethalia and some flyers or mountain travellers south through the mountains to take out a boss.  Send the rest of the army east, where you will fight in the mountains (there is also a path around the mountains for units that can't go through).  About the time you get through the mountains and start north, you'll probably need a rather powerful rear guard.  Every turn you spent getting through (and around) the mountains, your enemy was spawning units behind (and in front, and to the side) of you.  Use penetrates and hit and run, skirmishers, and flyers to ensure you are constantly making forward progress.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Around the time you make sight of the last enemy boss, and you feel confident that you can spare them, send a couple relatively powerful flyers northeast.  Between the mountains is a route over a lake of lava that leads to the exit.  Have one of your flyers continue to the northeast into a cavern where there are a couple items.&lt;br /&gt;
 &lt;br /&gt;
'''[WHU]''' If you have been actively using your redeem attack, you should have noticed that it is starting to sometimes redeem multiple units, particularly when they are low level.  Those big packs of imps are just asking to be redeemed.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Possible Beelzebub monolith at at 21,15 (just north of enemy leader).&lt;br /&gt;
&lt;br /&gt;
==Gladiatrix - The Reckoning==&lt;br /&gt;
'''[WHU]'''  Move slowly, kill everything.  At first you'll be attacked out of the dark, then by a much nastier unit that's initially invisible.  There's no turn limit, heal as much as you need.  Charge out of the building in force, or draw the enemy into the corridor, depending on your strengths.  You'll fight a couple enemy units at a time at first.  Take out the boss to the northwest, then head southeast.  When you get near the southern end of the map, you'll be taking on a bunch of non-trivial enemies (you'll see why I strongly recommended protecting your friends in the arena).  If you still have all your arena allies, and you've geared them well and levelled them, just use your unit-specific strengths against against the enemy weaknesses.  If not, good luck.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]'''  Once you get into the city, it gets much easier, for a little while.  Take out the bosses and anyone who breathes your air.  Then head north into the building to fight three batches of those nasty demons before heading to the northwest corner exit.  You need to fight them on your terms, where only one of them can attack at a time and you can retreat to heal.  Each batch will be a bit harder than the one before.  It is not uncommon for me to do a major retreat when fighting the third batch, stringing them out so I can pick them off one at a time, often using my unit with teleport to sneak behind them as they chase me.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Despite warnings at start, there is no urgency. Take your time. A unit able to create undead here will be useful to create fodder, fairly effective fodder against humans actually. At the SE corner of the city, one way to lose is that Vitra on defense can kill units so effectively that they eventually overwhelm her.&lt;br /&gt;
&lt;br /&gt;
==The River of Flame==&lt;br /&gt;
'''[WHU]'''  This is a scenario I've always played in a manner which I suspect is completely unintended.  Recall a few powerful units and a couple healers, and maybe a unit or two you want to give some XP.  Block the bridges to your starting location, and pick up convenient kills.   Meanwhile, Lethalia flies right over the lava, clockwise around the edges of the map, perhaps killing and/or redeeming a few lone units along the way, to meet the troll in the southeast without ever having to actually work for it.  Major early finish bonus.  Cheater.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' There are imps to the south (send your weaker units this way), demons to the SE, and cursed souls to the east. Split into three groups and go harvest XP. Flyers are useful. Look for a possible Beelzebub monolith at 16,16&lt;br /&gt;
&lt;br /&gt;
==Finally Together==&lt;br /&gt;
'''[WHU]''' Focus on elves if you have them.  Make the enemy fight your army while you are in the forest and they are on the path.  Use your army and Vritra's team to draw the enemy forces away from their leaders, while a few fast, powerful units circle around and assassinate the leaders.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' You can use villages and teleporters to get help to Vritra quickly and mount an attack using her units while the rest of your units catch up. Possible Beelzebub monolith at 34,17 (East end of forrest corridor).&lt;br /&gt;
&lt;br /&gt;
==Jungle Hell==&lt;br /&gt;
'''[WHU]''' It's a jungle, so elves are the obvious choice, and they do fine, but while they have good defenses in forests, their natural forest movement isn't of much value here.  This is yet another scenario of huge packs of demons that are triggered by your forward progress, so you don't necessarily need to move that fast, and you'll be standing around most of the time anyway.  Also, you can do the 'transport all units' to Efraim every 10 turns thing.  A lot of the terrain is impassible, for you, but not for some of the demons.   &lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' You'll fight two packs of demons at the beginning.  I find that Lethalia casting explosive slow on the pack to the east backed up by a few powerful units can take care of them pretty easily, while Efraim and a lot of support (including explosive slow), work on the pack coming up from the south.  Let the enemy come to you, don't chase at them and trigger yet another pack.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Once those two are taken care of, I follow the river south and then west, then south through the gap in the woods, and generally make my way south, moving east and west a little where opportunity presents, always keeping the terrain in my favor as much as possible.  I don't know that the actual route matters, I've just always gone that way and it works for me.  There are plenty of turns for you to move slowly and not trigger too many packs at once.  If you fight the demons in the middle of the forest it will limit the number of them which can attack on any one turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[dwarftough]''' Masterpace on the forums described a funny way to cheese and skip this scenario if you want to: https://forums.wesnoth.org/viewtopic.php?p=670591#p670591&lt;br /&gt;
&lt;br /&gt;
Briefly, the idea is to craft Nightwalkers for Lethalia, Krux, Vritra and one Deflector of Light for darkening, so they can hide in shadows in the keep for all day long. Then, Efraim takes the Woodland Cloak with ambush, moves strictly through the forest and reaches the south evading any fights.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Another interesting way to play this level is to take advantage of the fact that the AI/enemy units will completely focus on Efriam, Lethalia, Vritra and Krux if you keep them together. So put the four them with a solid force that stays at the north end in a defensible position (e.g. north side of the river just south of where you start). Create a second highly mobile force with some hit'n'run capabilities and have it move down the map, triggering enemies to appear. The enemies will basically ignore your second force to rush north at Efriam/Lethalia/Vritra/Krux unless your second force actually gets in their way, so just have them stay out of the way, picking off some enemies as they are safely able to and they will basically be able to walk down the map without much fighting while Efriam/Lethalia/Vritra/Krux and your first force kill all the enemy that will slowly trickle towards them. Any unit reaching the south end of the map triggers victory.&lt;br /&gt;
&lt;br /&gt;
==Gates of Hell==&lt;br /&gt;
'''[WHU]'''  No gold carryover, so you may as well spend it.  The first three leaders should go down pretty quickly, and then it will get just a bit harder with demons coming from the south, and spawning occasionally from the east and west.  When you get to the bottleneck there are two paths, use both of them.  Lethalia could use the western path, in case you want to rush the exit.  You'll encounter a boss who has a lot of HP and hits hard.  Use an explosive slow on an enemy next to him each turn to slow him, then hit him really hard with units that are resistant to impact and cold, perhaps using a [[LotI_Items#Holy_potion_.E2.80.93_potion|holy potion]] if you don't have unholybane attacks already.  You have plenty of turns, in theory you could incinerate him and then draw him into the open where you could hit him many more times per turn, possibly even running Lethalia around behind him to the exit, but I've never found that necessary.&lt;br /&gt;
&lt;br /&gt;
'''[dwarftough]''' An important note, I believe, for higher diffuclties: here you have to think and equip Krux and Vritra in the best items. You will begin Chapter 10 without your main storage, with only a few gems and random items, and the only items you can carry over there are items equipped on Krux and Vritra. It probably makes sense to give them some premier items, ofc you need items for Chapter 9 on Efraim/Lethalia/their soldiers, but they have the whole Inferno to pillage before the most difficult fights. Particularly I think that if you have the heal+40 ring, you'd better equip it on Krux/Vritra. In Chapter 9 you have all your recall list and most likely a lot of healers, in chapter 10 you have quite few against demon hordes, and Krux's the only basic healer  &lt;br /&gt;
&lt;br /&gt;
'''[WHU]'''  Consider using some of your potions on Krux and Vritra at or near the end of this scenario. You won't be able to carry the potions with you to [[LotI_Walkthrough-Part2-Chapter10|Chapter 10]], but you can carry their effects.  For example, taking a [[LotI_Items#Potion_of_Authority_.E2.80.93_potion|Potion of Authority]] will allow your hero to have the leadership of a level six unit, which will help a lot, in the beginning of [[LotI_Walkthrough-Part2-Chapter10|Chapter 10]].&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Sending a couple items with greater illumination or darkens severely with Krux/Vritra is probably a good idea if possible.  If you have to choose, darkens will be of more use, perhaps one or two [[LotI_Items#Deflector_of_Light_.E2.80.93_craftable_as_any_armour|&lt;br /&gt;
Deflector of Light]].&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' It used to be the first seven you recalled in this scenario, would be the seven you start with in the next scenario but now it seems to be somewhat random. Still I think recalling a good killing force in your first seven units is a good idea and will help you next scenario. Demons actually appear hidden by the gate and them emerge and attack. BTW, I believe you start Chapter 10 now with all your gems, so it makes sense to start hoarding them again for Vrita and Krux to use in that chapter.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;width: 33%&amp;quot; | [[LotI_Walkthrough-Part2-Chapter07|Back to Chapter 7]] &lt;br /&gt;
| style=&amp;quot;text-align: center;width: 33%&amp;quot; | [[LotI_Walkthrough|Main]] &lt;br /&gt;
| style=&amp;quot;text-align: right;width: 33%&amp;quot; | [[LotI_Walkthrough-Part2-Chapter09|On to Chapter 9]] &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Thrash</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=LotI_Walkthrough-Part2-Chapter07&amp;diff=72630</id>
		<title>LotI Walkthrough-Part2-Chapter07</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=LotI_Walkthrough-Part2-Chapter07&amp;diff=72630"/>
		<updated>2024-04-05T02:02:13Z</updated>

		<summary type="html">&lt;p&gt;Thrash: /* Last Survivors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Part II, Into the Light, Chapter 7, Hand of Blood'''&lt;br /&gt;
&lt;br /&gt;
'''Generally'''&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Don't forget to use the redeem attack, as often as possible, on any low level enemies you find.  I first take advancements in health and regeneration to open up absorption.  I also like healing, and maybe a penetration (lessens enemy resistances) if I don't have lightning attacks (which don't have an official type, and therefore enemies don't have a resistance to them).  Just don't neglect movement AMLAs in favor of the new shiny stuff, particularly for Efraim (both he and Lethalia have a need for speed, but he needs to get some of his from AMLAs, to unlock a special ability).  Some say you need to use redeem now because you won't have low level units to redeem later, I think this is just wrong, but at some point you're going to run into some level 5 demons which are nearly indestructible, you do want to advance to a level where you have a really good chance of redeeming them in one shot.  Either way the result is the same, do it.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Advance Efraim's movement at least unit he can fly.  There's a lot of other shiny options, I like health which leads to absorbs, but don't neglect upgrading his sword attacks (after you take several of them you'll see why).&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' You'll be fighting a lot of chaotic units in this chapter, so advance lawful units with illumination where you can.  Also, your enemies will be hard hitting, so get some good defensive units (I craft a lot of [[LotI_Items#Mastodon_.E2.80.93_craftable_as_any_armour|Mastadon]] items) and at least a couple powerful healers.  Prophets (the highest advancement of the horseman line) and Celestial Messengers (white mages) are quite helpful.&lt;br /&gt;
&lt;br /&gt;
''' (WDF)'''  A Quick tip, Put Mastodon armour onto Efraim and Lethalia if you are struggling to keep them Alive as it raises their hp by 68 per piece. This does mean that you can't put Utility/Damage on their armour but the survivability Is Huge&lt;br /&gt;
&lt;br /&gt;
==Another Orcish Assault==&lt;br /&gt;
'''[WHU]''' The enemies will pretty much just bounce of Efraim and Lethalia, but recruit/recall some units to pick up some XP.  Destroy three catapults, but do NOT attack the orc leader.&lt;br /&gt;
&lt;br /&gt;
==Search for Elves==&lt;br /&gt;
'''[WHU]''' Recall at least a castle of units, lawful, illuminating, and healing.  Follow the road north, using the river as defense to fight off the first waves of enemies, then kill the first leader.  Move north, then northeast.  Stop at each bridge and make your enemies fight you from the water, then advance to the next bridge.  You don't need to kill all the leaders (unless you want to).&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' There are a number of chests and other items scattered around the map, but the enemies are dangerous.  When you find the friendly elves you may want to have a very fast unit race past them.  There are a number of items  at the end of the river, but you have to get past the elves without triggering the end of the scenario.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' If Beelzebub is here, the monolith will be east of your starting location and you probably want to go fight him after after dealing with the first enemy leader to the north. Note there is another enemy leader across the river to the east of the monolith which you'll probably trigger, so you may want to do that before triggering Beelzebub as well (or perhaps during if you want to see if you can get the flies and enemy to fight each other). If you go this route, you can keep going east and then north to reach the elves.&lt;br /&gt;
&lt;br /&gt;
==Corruption==&lt;br /&gt;
'''[WHU]''' The enemies here a quite tough, and the new spell eater unit makes adjacent units nearly immune to arcane attacks.  Recruit/recall heavily, including probably some fodder.  Send one leader and a strong army northwest, while the other leads an army south.  Keep some forces back to protect the elf leader.  While you can use the allies as fodder, those that survive will join your recall list, so it may make sense to spend some extra gold recruiting human fodder to protect the elves.  The southern enemy will probably go down first.  Either way, once one enemy is defeated, start heading toward the northeast.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' The trickle of L1 enemies make good targets for Efriam and Lethalia to redeem (you have been remembering to do this, right? You'll regret it later if you don't.)&lt;br /&gt;
&lt;br /&gt;
==Last Survivors==&lt;br /&gt;
'''[WHU]''' Recall some of your new elves, and use the forest to protect them.  Recall some of your human troops, and use the river to protect them.  Kill the first enemy leader, then follow the road north.  Dispatch a leader and a few fast, powerful units and head north to kill the northern enemy.  The rest of your army will probably take out the western leader, mostly you want to keep your units safe while picking up some XP for the elves.  Watch out for a flow of enemies from the east.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' I recalled three keeps of strong units and new elves for this one. There is also a enemy NE you can go kill, so plenty for a larger army to do. Probably good to start working on both an Elvish Assassin and Griffin rider (or even a couple).&lt;br /&gt;
&lt;br /&gt;
==Tundra==&lt;br /&gt;
'''[WHU]''' Recall/recruit heavily (maybe 20 units total), focusing on illumination, healing, arcane, and defense, but also mix in several snow hunters.  I like to craft [[LotI_Items#Konrad.27s_Might_.E2.80.93_craftable_as_any_weapon|Konrad's Might]] bolas for them so they have marksman.  While they seem rather weak at first, they advance very quickly.  Keep them on icy regions as much as possible.  As they don't advance beyond level 2, they benefit greatly from high level leaders.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Keep the icy river on your right and head north, slowly.  All too often your movement will trigger a new pack of quite powerful enemies, it's best to only take on one group at a time.  There are various items scattered around the map, but each comes with at least one pack of baddies.  After a few turns you'll find a passage through the mountains to the west which leads to a cave with a lich and some minions.  Four or five heavy hitters may want to explore, while the rest of your army moves slowly north.   Did I mention slowly?&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' The river will eventually lead to a gap in the mountains, which is not where you want to cross.  Cross about a dozen tiles to the west.  It's slower, but safer.  Follow the arctic wasteland tiles until you come to the river going east.  Follow it, the exit will be at the second break in the mountains at the north edge of the map.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' The 'teleport units to your leader' option is a available here.  You can also build an encampment to recruit/recall.  Both are available by right click (on Efraim for teleport).&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' There is a cave on west side of starting valley, which will take 3-4 strong units to take out. In it you'll find some gold and an artifact. There are two more artifacts and some gold in the SW corner (along with a spawn of enemies). The scenario exit is at 51,1.&lt;br /&gt;
&lt;br /&gt;
==Where the Flames Freeze==&lt;br /&gt;
'''[WHU]'''  Explore every passage, probably with a snow hunter.  Head north to the keep and recall maybe two castles worth of units.  You will be fighting in narrow passages, but you will also need units to rotate out.  Head west, then southwest, finally turning north.  You will be followed by a steady stream of undead from the north, so watch your six.  The turn limit is very tight here, coordinate your attacks so that you are always making forward progress.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Only recall units that can move quickly on ice. Note the final enemy leader is invisible.&lt;br /&gt;
&lt;br /&gt;
==Subterranean War==&lt;br /&gt;
'''[WHU]''' A short, but vicious battle.  You'll probably need to leave a handful of powerful units behind to protect the allied leader.  Cut off the passages and things should go well.  Take overwhelming force to the northeast to escape.  In the northeast, you're fighting demons with various traits and resistances, so make sure to take an army that has a good mix of powerful attacks, and hopefully plenty of slow mixed in.  &lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' There are two paths once you get near the northeast exit.  You may be able to lure the demons away from one path, then send a fast unit up and around them.  Remember, your mission is to escape, not kill the enemy leader.  The early finish bonus is pretty healthy.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' It's fairly possible to beat all three leaders. The toughest fight is to the NE. Note the second keep to the south of where you start. You can send Efriam or Lethalia there to recall and fight the west and south enemy while the other goes NE.&lt;br /&gt;
&lt;br /&gt;
==Eruption==&lt;br /&gt;
'''[WHU]''' If you recruit/recall anything, make sure it's quick and moves well through caves.  There's a lot of loot scattered around, but there's also going to be an ever-growing pool of lava.  It's probably worth recruiting a few dwarfs to run around collecting items and putting them into storage.  With the troops you want to survive, head  north, then northeast, then generally southeast to the exit.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Probably obvious from WHU's comment, but you can recruit dwarves now. Enemies will catch you from behind around turn 6.&lt;br /&gt;
&lt;br /&gt;
==Den of Evil==&lt;br /&gt;
'''[WHU]''' Team one, fast and capable.  Probably Lethalia and a couple each prophets and celestial messengers.  Send them northwest, then west and then north, eventually aiming for the center of the map.  The map is a giant spiral, you have to come south from the center, either by going over the top or using one of a couple side passages.  &lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Team two, defensive with movement, perhaps penetrates and/or hit and run if you have them.  A few healers.  Enough units to rotate out for healing, but you're going to be spending your time mostly in a one tile wide corridor.  This team's job is primarily to distract the enemy while team one runs around to capture the flag.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' This approach normally works for me.  On my last attempt, I had a horrible time finishing on time.  I believe this was because my normally fast (MP~=10) team was rather slow (MP=7) and the enemy had extra turns to build up. &lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Just because I always over-recall here is no excuse for you to do so.  But do make sure you have some decent troops to cover your rear, as any enemy leader you kill will cause enemies to spawn near your starting location. ([Thrash] They start spawning on turn 17.)&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Note that enemies units will focus on Efriam and Lethalia, so if you run them around the outside ring, this will tend to spread the enemy out and allow your other units to penetrate in.&lt;br /&gt;
&lt;br /&gt;
==The Dragon and the Princess==&lt;br /&gt;
'''[WHU]''' There's a leader in your keep.  Fix that.  Recall some hard hitters, preferably with illumination and arcane (not cold) attacks.  Not more than a single castle will be needed.  Slow the boss, then hit it hard.  Meet the new boss, kill it too.  Finally, meet your true enemy.  If any attack misses her, she will flee, so you want to  surround her, and focus on attacks with a high chance to hit and/or a high amount of damage in a single blow.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' I found recalling the Duke to bolster damage to be sufficient in terms of recalling.&lt;br /&gt;
&lt;br /&gt;
==Old F(r)iend==&lt;br /&gt;
'''[WHU]''' Every time you hit the enemy, even once, he will open a door to a few bad guys and run away (and regenerate).  If you want to kill him, you need to hit really hard in a single blow.  If you do kill him, you'll learn a secret.  If not, you won't, so if you don't care about the story there's no reason to put much effort into it.  But if you do...&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' I find Dulaithsilsos to be your best chance to kill him.  The [[LotI_Items#Executioner.27s_Axe_.E2.80.93_axe|Executioners Axe]] works well, especially if you can get backstab (perhaps from the [[LotI_Items#Nocturnal_Cloak_.E2.80.93_cloak|Nocturnal Cloak]]).  Crafting [[LotI_Items#Widowmaker.2C_Widowermaker_.E2.80.93_craftable_as_any_weapon|Widowmaker]] (charge) would also work.  Check the enemy resistances carefully, and use your troops to provide leadership and penetration.&lt;br /&gt;
&lt;br /&gt;
[Thrash] Efriam with Eidolon’s Sword or any weapon with unholybane works well.&lt;br /&gt;
&lt;br /&gt;
==The Last Enemy==&lt;br /&gt;
'''[WHU]''' She's back, and this time she brought company.  Once again, if you miss her she will flee, so you want high precision, powerful attacks, and illumination and healing.  It may take some work, but figure out which is the real enemy and stomp her.  Be sure to check out her resistances, and recall some units with the right attacks and penetrations so you can put her down quickly once you find her.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Don’t rush out unless you are sure you can sure you can handle counterattack from first two enemy. You want to kill any illusions who can reach your units each turn as their attacks are vicious. Recall archers/assassins who can attack at a distance, along with the Duke. Recruiting a bunch (like a keep or two) of Elven Sorceresses are useful to clear our illusions.&lt;br /&gt;
&lt;br /&gt;
==Avengers==&lt;br /&gt;
'''[WHU]'''  Head south, take out the leader and claim the castle.  Start spamming snow hunters as fodder to protect your army.  Watch the turn limit.  Good luck.  Having your heroes at redeem(6) or higher could be quite helpful.&lt;br /&gt;
&lt;br /&gt;
''' (WDF)'''  I tend to find that the Best Strategy is to Assassinate the demon Leaders as they are by far the biggest threat, If you can't do that then You're in for a rough Time&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' The enemy is capable of doing lots of damage, so need to keep your formations tight and your weak units protected. Possible Beelzebub monument here just south of your starting keep.&lt;br /&gt;
&lt;br /&gt;
==Arctic Wastelands==&lt;br /&gt;
'''[WHU]'''  A real pain.  Some of the packs of baddies will kill almost any of your units.  Proceed very cautiously.  Watch out for the pure black units, their lethargy can cripple your heroes even if they have wrath.  You have the 'teleport all units to Efraim' option here, consider keeping him from being surrounded and able to retreat and pull your units, including Lethalia, out of harms way (of course, he'll just get ambushed at night if he tries this).  A lot of turns are spent in the dark, so a fast, flying hero with nightstalk and perhaps skimisher (throw in a few greater healing potions) can just fly through to the end if you just want to skip this one.&lt;br /&gt;
&lt;br /&gt;
''' (WDF)'''  A Really Hard Level Here. You Need Lots of Medics and any Units that you care about with a cold weakness shouldn't be recalled as they will be Shredded when the Blizzard Arrives. The Nightmares aren't too bad with the exceptions of Horsemen+Advancements who need to be Killed Quickly. The only other way to play this level is to send a fast scout, Preferably a flying unit like Lethalia to go Finish the Level in the top right before a blizzard Arrives&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Wrong scenario to recruit weaker units, just don't bother. Night Gaunts (L2-4) appear randomly at night, so you have to keep units in tight formation. Watch out for the enemy leader clones who pack a punch. If you just want to finish, you can go directly north, then follow non-snow land to west, then Efraim and Lethalia can sprint to finish. Look for a possible Beelzebub monolith at 38,41.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' First snowstorm is turns 41-52 and then each 60 turns after that I believe. A snowstorm does 16 damage and slows any unit not in an igloo or a cave. That effect happens at the start of turn before healing, so watch out for units ending a turn low on HP and getting attacked and then killed by the snowstorm.&lt;br /&gt;
&lt;br /&gt;
==Annihilation==&lt;br /&gt;
'''[WHU]''' Take the keep, recall as much as you like, there's no gold carryover but only a handful of units will likely be active in the battle.  Again, illumination, healing, arcane, high precision/damage.  Advance and kill the second leader.  As soon as you see the boss, Efraim and Lethalia will be transported to her, giving you a great opportunity to take away her keep.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Even without a keep, she will spawn a couple units each turn, who can attack immediately.  Control where they spawn by positioning your units carefully.  Surround her if you don't want her to flee.  Slow her first thing.  Hit her with incinerate if you have it.  You have to kill her more than once, but it's not that difficult to do.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;width: 33%&amp;quot; | [[LotI_Walkthrough-Part2-Chapter06|Back to Chapter 6]] &lt;br /&gt;
| style=&amp;quot;text-align: center;width: 33%&amp;quot; | [[LotI_Walkthrough|Main]] &lt;br /&gt;
| style=&amp;quot;text-align: right;width: 33%&amp;quot; | [[LotI_Walkthrough-Part2-Chapter08|On to Chapter 8]] &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Thrash</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=LotI_Walkthrough-Part2-Chapter08&amp;diff=72623</id>
		<title>LotI Walkthrough-Part2-Chapter08</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=LotI_Walkthrough-Part2-Chapter08&amp;diff=72623"/>
		<updated>2024-04-04T15:16:32Z</updated>

		<summary type="html">&lt;p&gt;Thrash: /* The Desert */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Part II, Into the Light, Chapter 8, Götterdämmerung'''&lt;br /&gt;
&lt;br /&gt;
'''Generally'''&lt;br /&gt;
&lt;br /&gt;
You'll be fighting a lot of units that are liminal, and have good arcane resistance, so have sources of illumination and darkens and a good mix of attack types.&lt;br /&gt;
&lt;br /&gt;
==Mysterious Invasion==&lt;br /&gt;
'''[WHU]''' This one is really easy to lose.  Your enemies are very tough.  Recruit a mob of walking corpses, who will do pretty much nothing but keep the enemies off your leaders while you whittle them down.  Do grab easy kills with your corpses to refresh your ranks where possible.  The kids should pretty much stay out of the fight, though pick up some cheap XP at the end if you can.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Make sure to read about the corruption special on Vritra's dark blast attack, so you know not to use it, now, or in the future.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Kill tougher units with Redeem. Use area impact spells and undead to whittle the enemy down. Use leadership from Efriam. Vritra is going to get separated soon, if you haven't been hoarding gems, which she will have access to, start doing that now. Both Krux and Vritra will be on their own eventually, so work on getting them stronger and an effective team.&lt;br /&gt;
&lt;br /&gt;
==Overpowered==&lt;br /&gt;
'''[WHU]''' Recruit a castle of walking corpses, then run.  Keep the kids covered, while getting to the next castle quickly to recruit another load of fodder.  Repeat as necessary.  The family moves well and is well protected in the woods.  Go for the early finish.&lt;br /&gt;
&lt;br /&gt;
==United==&lt;br /&gt;
'''[WHU]''' Efraim can pretty much take care of the southern enemy single-handedly, though if he gets slowed repeatedly so that he cannot advance it might be useful to send a little help.  The demons to the west are kind of nasty.  Let your allies weaken them up, and use Lethalia to pick off weak units who don't have a lot of friends in the area.  When you're ready to go in for the kill, use overwhelming force, like prophets with unholybane.  The demons to the east aren't much of a problem (for you, they can really take a toll on your ally who does not pick his battles wisely), you should be able to roll right over them when you're done in the west.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Two or three Gryphon Riders with hit and run slow (preferably with poison/incinerate) can make a huge difference against the western forces.  Keep the really nasty demons slowed, and your ally can usually fight the demons to a stalemate, though they'll need your help taking out the leader.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' You can now recall all units, including undead from Chapter VI, and recruit all sorts of L1-2 units. Vritra will be kidnapped at start of next scenario so make sure she is well equipped at the end of the scenario. Beelzebub possible in SE (43,38) and if present, it may be most effective to deal it first. Note that your allies can kill the southern enemy leader and surround the other two and make it hard to kill them.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' In the story preamble now, you apparently get a chance to boost both Efaim's and Lethalia's redeem capability by a level. Not clear if there is a negative consequence...&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' To clarify, if your redeem level is below a certain threshold, you will be given the option to have it advanced to that level, skipping as many levels as it takes.  It is a horrible deal.  Turn it down and start using redeem whenever you can.&lt;br /&gt;
&lt;br /&gt;
==Kidnapped==&lt;br /&gt;
'''[WHU]''' One castle of units should be plenty.  Follow the path southwest, then southeast.&lt;br /&gt;
&lt;br /&gt;
==Investigations==&lt;br /&gt;
'''[WHU]''' Sneak around the woods outside of town.  When a single unit comes to the edge of the woods, pop out and redeem him, then get back in the shadows.  You should have plenty of turns to redeem everyone, then get on with the primary mission, which is to visit about five specific houses.  Don't let any of the guards get next to you.&lt;br /&gt;
&lt;br /&gt;
==Gladiatrix==&lt;br /&gt;
'''[WHU]''' Grab the gear to the north.  Fight a few units, one at a time.&lt;br /&gt;
&lt;br /&gt;
==Unimportant Revolution==&lt;br /&gt;
'''[WHU]''' Use caution.  Some of the enemy do a LOT of damage, and you don't want to get surrounded by a few of those.  Use the river and your allies to wear the enemy down a bit, then overwhelming force focused on killing his most dangerous units.  Be sure to check the enemy resistances before recalling.  You want to save some gold for the next scenario, recalling two castles is probably too much here.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Possible Beelzebub obelisk at 37,11. Note that death of Krux is a loss, but he can probably survive for a half dozen turns if you want to deal with Beelzebub first.&lt;br /&gt;
&lt;br /&gt;
==The Desert==&lt;br /&gt;
'''[WHU]''' Another long scenario where you encounter large groups of dangerous enemies, plus a steady stream of demons from the northeast.  There is a cave that runs along the east side of the map with some gold and some goodies.  I recall a couple castles, start south and visit the trader, then continue south and fight off a batch of demons.  Then it's east to deal with the saurians and a couple other factions, then follow the road southeast and then south.  About the time the road pretty much ends, I notice how few turns I have left considering the progress I've made so far, panic, and send one of my leaders to run right around the various factions, ending quite early with no early finish bonus.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Notice the Trader due south of your starting position. Also a Beelezebub monolith is possible just west of center in center of map. You cannot reach the southern edge of the map in the cave but there are a couple nice artifacts there. I usually create two bands, one that goes south through the desert and one that goes east and then down into the cave. This approach will take about all the units I have.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Update: Seems like this scenario has gotten tougher, especially the caves. There is a constant trickle of demons from the NE and there are enough enemies in the cave to make progress hard for a smaller force, so it's possible to get bottled up. If you want to go after the goodies in the cave, go in heavy. There is an exit to the west from the south end of the caves, so you can finish the scenario relatively quickly from there.&lt;br /&gt;
&lt;br /&gt;
==Gladiatrix - The Path to Glory==&lt;br /&gt;
'''[WHU]''' Back to the arena, this time with some friends.  Some friends that you really, really, want to keep alive.  I try to get four units with a lot of HP so that I can block the entrance to the north building, along with some healing.  I also like to advance the battlerager as quickly as possible (thorns/weak reflect/reflect), and increase his number of attacks, or anything else I can just to keep him alive.  Slow will be crucial here, probably some clever crafting, and don't forget those potions.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' As WHU mentions, you have access to all your gems but not all your items, so hopefully you've been hoarding gems. You can turn the Battlerager into a beast by giving them extra attacks, slow, draining, and absorption. Note if you give some unit the ability to create undead this will be useful later for fodder.&lt;br /&gt;
&lt;br /&gt;
==Ruins of Wesnoth==&lt;br /&gt;
'''[WHU]''' Efraim can handle the humans alone.  Send powerful elves south.  A couple of fast, powerful units with slow may be able to rush down and take out the southern leader (he'll show up in a few turns) while the rest of the army draws his forces away.  Lethalia and a few quick, powerful units should be able to get into the northern castle before that enemy shows up, hurt him and he should leave the keep open for you to claim (you may not want to stand on his keep before he arrives, at one time bad things would happen if you did).&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' The two approaches I've used are to either create two or three bands. If you create three bands, send the tougher two the south and west and a relatively weak one to take out the humans (good chance to level some weak units). With two bands, send one south and the other southwest to crush the humans and then head north.&lt;br /&gt;
&lt;br /&gt;
==Odd World==&lt;br /&gt;
'''[WHU]''' There is no early finish bonus, but you really need to move anyway.  Your enemies, demons and imps, will be spawning constantly and coming for you from all directions.  A force of 15-20 works well, including healers and flyers.  Prophets, or other very hard hitting units, with unholybane would be very useful.  Villages don't provide any income, but they heal +16.  There are items and gold scattered around the map.  &lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' You'll also get a wonderful introduction to the most annoying trait in BFW, temptation.  If one of your unit starts its turn next to a unit of the opposite gender with temptation, your unit will be unable to attack that turn (unless maybe you use a greater healing potion, I've never tried it, just thought of it).  This is especially frustrating when you've been slowed and can't get out of the way.  Unlike most special traits, or even some of the basic ones, I'm pretty well convinced the AI knows EXACTLY how to make optimum use of temptation.  Keep a couple of fast prophets with unholybane (or similar) behind the front and rear lines to run out and slaughter those demons whenever you see them.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Start off going south until you get to the mountains.  Send Lethalia and some flyers or mountain travellers south through the mountains to take out a boss.  Send the rest of the army east, where you will fight in the mountains (there is also a path around the mountains for units that can't go through).  About the time you get through the mountains and start north, you'll probably need a rather powerful rear guard.  Every turn you spent getting through (and around) the mountains, your enemy was spawning units behind (and in front, and to the side) of you.  Use penetrates and hit and run, skirmishers, and flyers to ensure you are constantly making forward progress.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Around the time you make sight of the last enemy boss, and you feel confident that you can spare them, send a couple relatively powerful flyers northeast.  Between the mountains is a route over a lake of lava that leads to the exit.  Have one of your flyers continue to the northeast into a cavern where there are a couple items.&lt;br /&gt;
 &lt;br /&gt;
'''[WHU]''' If you have been actively using your redeem attack, you should have noticed that it is starting to sometimes redeem multiple units, particularly when they are low level.  Those big packs of imps are just asking to be redeemed.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Possible Beelzebub monolith at at 21,15 (just north of enemy leader).&lt;br /&gt;
&lt;br /&gt;
==Gladiatrix - The Reckoning==&lt;br /&gt;
'''[WHU]'''  Move slowly, kill everything.  At first you'll be attacked out of the dark, then by a much nastier unit that's initially invisible.  There's no turn limit, heal as much as you need.  Charge out of the building in force, or draw the enemy into the corridor, depending on your strengths.  You'll fight a couple enemy units at a time at first.  Take out the boss to the northwest, then head southeast.  When you get near the southern end of the map, you'll be taking on a bunch of non-trivial enemies (you'll see why I strongly recommended protecting your friends in the arena).  If you still have all your arena allies, and you've geared them well and levelled them, just use your unit-specific strengths against against the enemy weaknesses.  If not, good luck.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]'''  Once you get into the city, it gets much easier, for a little while.  Take out the bosses and anyone who breathes your air.  Then head north into the building to fight three batches of those nasty demons before heading to the northwest corner exit.  You need to fight them on your terms, where only one of them can attack at a time and you can retreat to heal.  Each batch will be a bit harder than the one before.  It is not uncommon for me to do a major retreat when fighting the third batch, stringing them out so I can pick them off one at a time, often using my unit with teleport to sneak behind them as they chase me.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Despite warnings at start, there is no urgency. Take your time. A unit able to create undead here will be useful to create fodder, fairly effective fodder against humans actually. At the SE corner of the city, one way to lose is that Vitra on defense can kill units so effectively that they eventually overwhelm her.&lt;br /&gt;
&lt;br /&gt;
==The River of Flame==&lt;br /&gt;
'''[WHU]'''  This is a scenario I've always played in a manner which I suspect is completely unintended.  Recall a few powerful units and a couple healers, and maybe a unit or two you want to give some XP.  Block the bridges to your starting location, and pick up convenient kills.   Meanwhile, Lethalia flies right over the lava, clockwise around the edges of the map, perhaps killing and/or redeeming a few lone units along the way, to meet the troll in the southeast without ever having to actually work for it.  Major early finish bonus.  Cheater.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Look for a possible Beelzebub monolith at 16,16&lt;br /&gt;
&lt;br /&gt;
==Finally Together==&lt;br /&gt;
'''[WHU]''' Focus on elves if you have them.  Make the enemy fight your army while you are in the forest and they are on the path.  Use your army and Vritra's team to draw the enemy forces away from their leaders, while a few fast, powerful units circle around and assassinate the leaders.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' You can use villages and teleporters to get help to Vritra quickly and mount an attack using her units while the rest of your units catch up. Possible Beelzebub monolith at 34,17 (East end of forrest corridor).&lt;br /&gt;
&lt;br /&gt;
==Jungle Hell==&lt;br /&gt;
'''[WHU]''' It's a jungle, so elves are the obvious choice, and they do fine, but while they have good defenses in forests, their natural forest movement isn't of much value here.  This is yet another scenario of huge packs of demons that are triggered by your forward progress, so you don't necessarily need to move that fast, and you'll be standing around most of the time anyway.  Also, you can do the 'transport all units' to Efraim every 10 turns thing.  A lot of the terrain is impassible, for you, but not for some of the demons.   &lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' You'll fight two packs of demons at the beginning.  I find that Lethalia casting explosive slow on the pack to the east backed up by a few powerful units can take care of them pretty easily, while Efraim and a lot of support (including explosive slow), work on the pack coming up from the south.  Let the enemy come to you, don't chase at them and trigger yet another pack.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Once those two are taken care of, I follow the river south and then west, then south through the gap in the woods, and generally make my way south, moving east and west a little where opportunity presents, always keeping the terrain in my favor as much as possible.  I don't know that the actual route matters, I've just always gone that way and it works for me.  There are plenty of turns for you to move slowly and not trigger too many packs at once.  If you fight the demons in the middle of the forest it will limit the number of them which can attack on any one turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[dwarftough]''' Masterpace on the forums described a funny way to cheese and skip this scenario if you want to: https://forums.wesnoth.org/viewtopic.php?p=670591#p670591&lt;br /&gt;
&lt;br /&gt;
Briefly, the idea is to craft Nightwalkers for Lethalia, Krux, Vritra and one Deflector of Light for darkening, so they can hide in shadows in the keep for all day long. Then, Efraim takes the Woodland Cloak with ambush, moves strictly through the forest and reaches the south evading any fights.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Another interesting way to play this level is to take advantage of the fact that the AI/enemy units will completely focus on Efriam, Lethalia, Vritra and Krux if you keep them together. So put the four them with a solid force that stays at the north end in a defensible position (e.g. north side of the river just south of where you start). Create a second highly mobile force with some hit'n'run capabilities and have it move down the map, triggering enemies to appear. The enemies will basically ignore your second force to rush north at Efriam/Lethalia/Vritra/Krux unless your second force actually gets in their way, so just have them stay out of the way, picking off some enemies as they are safely able to and they will basically be able to walk down the map without much fighting while Efriam/Lethalia/Vritra/Krux and your first force kill all the enemy that will slowly trickle towards them. Any unit reaching the south end of the map triggers victory.&lt;br /&gt;
&lt;br /&gt;
==Gates of Hell==&lt;br /&gt;
'''[WHU]'''  No gold carryover, so you may as well spend it.  The first three leaders should go down pretty quickly, and then it will get just a bit harder with demons coming from the south, and spawning occasionally from the east and west.  When you get to the bottleneck there are two paths, use both of them.  Lethalia could use the western path, in case you want to rush the exit.  You'll encounter a boss who has a lot of HP and hits hard.  Use an explosive slow on an enemy next to him each turn to slow him, then hit him really hard with units that are resistant to impact and cold, perhaps using a [[LotI_Items#Holy_potion_.E2.80.93_potion|holy potion]] if you don't have unholybane attacks already.  You have plenty of turns, in theory you could incinerate him and then draw him into the open where you could hit him many more times per turn, possibly even running Lethalia around behind him to the exit, but I've never found that necessary.&lt;br /&gt;
&lt;br /&gt;
'''[dwarftough]''' An important note, I believe, for higher diffuclties: here you have to think and equip Krux and Vritra in the best items. You will begin Chapter 10 without your main storage, with only a few gems and random items, and the only items you can carry over there are items equipped on Krux and Vritra. It probably makes sense to give them some premier items, ofc you need items for Chapter 9 on Efraim/Lethalia/their soldiers, but they have the whole Inferno to pillage before the most difficult fights. Particularly I think that if you have the heal+40 ring, you'd better equip it on Krux/Vritra. In Chapter 9 you have all your recall list and most likely a lot of healers, in chapter 10 you have quite few against demon hordes, and Krux's the only basic healer  &lt;br /&gt;
&lt;br /&gt;
'''[WHU]'''  Consider using some of your potions on Krux and Vritra at or near the end of this scenario. You won't be able to carry the potions with you to [[LotI_Walkthrough-Part2-Chapter10|Chapter 10]], but you can carry their effects.  For example, taking a [[LotI_Items#Potion_of_Authority_.E2.80.93_potion|Potion of Authority]] will allow your hero to have the leadership of a level six unit, which will help a lot, in the beginning of [[LotI_Walkthrough-Part2-Chapter10|Chapter 10]].&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Sending a couple items with greater illumination or darkens severely with Krux/Vritra is probably a good idea if possible.  If you have to choose, darkens will be of more use, perhaps one or two [[LotI_Items#Deflector_of_Light_.E2.80.93_craftable_as_any_armour|&lt;br /&gt;
Deflector of Light]].&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' It used to be the first seven you recalled in this scenario, would be the seven you start with in the next scenario but now it seems to be somewhat random. Still I think recalling a good killing force in your first seven units is a good idea and will help you next scenario. Demons actually appear hidden by the gate and them emerge and attack. BTW, I believe you start Chapter 10 now with all your gems, so it makes sense to start hoarding them again for Vrita and Krux to use in that chapter.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;width: 33%&amp;quot; | [[LotI_Walkthrough-Part2-Chapter07|Back to Chapter 7]] &lt;br /&gt;
| style=&amp;quot;text-align: center;width: 33%&amp;quot; | [[LotI_Walkthrough|Main]] &lt;br /&gt;
| style=&amp;quot;text-align: right;width: 33%&amp;quot; | [[LotI_Walkthrough-Part2-Chapter09|On to Chapter 9]] &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Thrash</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=LotI_Walkthrough-Part2-Chapter08&amp;diff=72622</id>
		<title>LotI Walkthrough-Part2-Chapter08</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=LotI_Walkthrough-Part2-Chapter08&amp;diff=72622"/>
		<updated>2024-04-04T15:16:10Z</updated>

		<summary type="html">&lt;p&gt;Thrash: /* The Desert */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Part II, Into the Light, Chapter 8, Götterdämmerung'''&lt;br /&gt;
&lt;br /&gt;
'''Generally'''&lt;br /&gt;
&lt;br /&gt;
You'll be fighting a lot of units that are liminal, and have good arcane resistance, so have sources of illumination and darkens and a good mix of attack types.&lt;br /&gt;
&lt;br /&gt;
==Mysterious Invasion==&lt;br /&gt;
'''[WHU]''' This one is really easy to lose.  Your enemies are very tough.  Recruit a mob of walking corpses, who will do pretty much nothing but keep the enemies off your leaders while you whittle them down.  Do grab easy kills with your corpses to refresh your ranks where possible.  The kids should pretty much stay out of the fight, though pick up some cheap XP at the end if you can.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Make sure to read about the corruption special on Vritra's dark blast attack, so you know not to use it, now, or in the future.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Kill tougher units with Redeem. Use area impact spells and undead to whittle the enemy down. Use leadership from Efriam. Vritra is going to get separated soon, if you haven't been hoarding gems, which she will have access to, start doing that now. Both Krux and Vritra will be on their own eventually, so work on getting them stronger and an effective team.&lt;br /&gt;
&lt;br /&gt;
==Overpowered==&lt;br /&gt;
'''[WHU]''' Recruit a castle of walking corpses, then run.  Keep the kids covered, while getting to the next castle quickly to recruit another load of fodder.  Repeat as necessary.  The family moves well and is well protected in the woods.  Go for the early finish.&lt;br /&gt;
&lt;br /&gt;
==United==&lt;br /&gt;
'''[WHU]''' Efraim can pretty much take care of the southern enemy single-handedly, though if he gets slowed repeatedly so that he cannot advance it might be useful to send a little help.  The demons to the west are kind of nasty.  Let your allies weaken them up, and use Lethalia to pick off weak units who don't have a lot of friends in the area.  When you're ready to go in for the kill, use overwhelming force, like prophets with unholybane.  The demons to the east aren't much of a problem (for you, they can really take a toll on your ally who does not pick his battles wisely), you should be able to roll right over them when you're done in the west.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Two or three Gryphon Riders with hit and run slow (preferably with poison/incinerate) can make a huge difference against the western forces.  Keep the really nasty demons slowed, and your ally can usually fight the demons to a stalemate, though they'll need your help taking out the leader.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' You can now recall all units, including undead from Chapter VI, and recruit all sorts of L1-2 units. Vritra will be kidnapped at start of next scenario so make sure she is well equipped at the end of the scenario. Beelzebub possible in SE (43,38) and if present, it may be most effective to deal it first. Note that your allies can kill the southern enemy leader and surround the other two and make it hard to kill them.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' In the story preamble now, you apparently get a chance to boost both Efaim's and Lethalia's redeem capability by a level. Not clear if there is a negative consequence...&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' To clarify, if your redeem level is below a certain threshold, you will be given the option to have it advanced to that level, skipping as many levels as it takes.  It is a horrible deal.  Turn it down and start using redeem whenever you can.&lt;br /&gt;
&lt;br /&gt;
==Kidnapped==&lt;br /&gt;
'''[WHU]''' One castle of units should be plenty.  Follow the path southwest, then southeast.&lt;br /&gt;
&lt;br /&gt;
==Investigations==&lt;br /&gt;
'''[WHU]''' Sneak around the woods outside of town.  When a single unit comes to the edge of the woods, pop out and redeem him, then get back in the shadows.  You should have plenty of turns to redeem everyone, then get on with the primary mission, which is to visit about five specific houses.  Don't let any of the guards get next to you.&lt;br /&gt;
&lt;br /&gt;
==Gladiatrix==&lt;br /&gt;
'''[WHU]''' Grab the gear to the north.  Fight a few units, one at a time.&lt;br /&gt;
&lt;br /&gt;
==Unimportant Revolution==&lt;br /&gt;
'''[WHU]''' Use caution.  Some of the enemy do a LOT of damage, and you don't want to get surrounded by a few of those.  Use the river and your allies to wear the enemy down a bit, then overwhelming force focused on killing his most dangerous units.  Be sure to check the enemy resistances before recalling.  You want to save some gold for the next scenario, recalling two castles is probably too much here.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Possible Beelzebub obelisk at 37,11. Note that death of Krux is a loss, but he can probably survive for a half dozen turns if you want to deal with Beelzebub first.&lt;br /&gt;
&lt;br /&gt;
==The Desert==&lt;br /&gt;
'''[WHU]''' Another long scenario where you encounter large groups of dangerous enemies, plus a steady stream of demons from the northeast.  There is a cave that runs along the east side of the map with some gold and some goodies.  I recall a couple castles, start south and visit the trader, then continue south and fight off a batch of demons.  Then it's east to deal with the saurians and a couple other factions, then follow the road southeast and then south.  About the time the road pretty much ends, I notice how few turns I have left considering the progress I've made so far, panic, and send one of my leaders to run right around the various factions, ending quite early with no early finish bonus.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Notice the Trader due south of your starting position. Also a Beelezebub monolith is possible just west of center in center of map. You cannot reach the southern edge of the map in the cave but there are a couple nice artifacts there. I usually create two bands, one that goes south through the desert and one that goes east and then down into the cave. This approach will take about all the units I have. Update: Seems like this scenario has gotten tougher, especially the caves. There is a constant trickle of demons from the NE and there are enough enemies in the cave to make progress hard for a smaller force, so it's possible to get bottled up. If you want to go after the goodies in the cave, go in heavy. There is an exit to the west from the south end of the caves, so you can finish the scenario relatively quickly from there.&lt;br /&gt;
&lt;br /&gt;
==Gladiatrix - The Path to Glory==&lt;br /&gt;
'''[WHU]''' Back to the arena, this time with some friends.  Some friends that you really, really, want to keep alive.  I try to get four units with a lot of HP so that I can block the entrance to the north building, along with some healing.  I also like to advance the battlerager as quickly as possible (thorns/weak reflect/reflect), and increase his number of attacks, or anything else I can just to keep him alive.  Slow will be crucial here, probably some clever crafting, and don't forget those potions.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' As WHU mentions, you have access to all your gems but not all your items, so hopefully you've been hoarding gems. You can turn the Battlerager into a beast by giving them extra attacks, slow, draining, and absorption. Note if you give some unit the ability to create undead this will be useful later for fodder.&lt;br /&gt;
&lt;br /&gt;
==Ruins of Wesnoth==&lt;br /&gt;
'''[WHU]''' Efraim can handle the humans alone.  Send powerful elves south.  A couple of fast, powerful units with slow may be able to rush down and take out the southern leader (he'll show up in a few turns) while the rest of the army draws his forces away.  Lethalia and a few quick, powerful units should be able to get into the northern castle before that enemy shows up, hurt him and he should leave the keep open for you to claim (you may not want to stand on his keep before he arrives, at one time bad things would happen if you did).&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' The two approaches I've used are to either create two or three bands. If you create three bands, send the tougher two the south and west and a relatively weak one to take out the humans (good chance to level some weak units). With two bands, send one south and the other southwest to crush the humans and then head north.&lt;br /&gt;
&lt;br /&gt;
==Odd World==&lt;br /&gt;
'''[WHU]''' There is no early finish bonus, but you really need to move anyway.  Your enemies, demons and imps, will be spawning constantly and coming for you from all directions.  A force of 15-20 works well, including healers and flyers.  Prophets, or other very hard hitting units, with unholybane would be very useful.  Villages don't provide any income, but they heal +16.  There are items and gold scattered around the map.  &lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' You'll also get a wonderful introduction to the most annoying trait in BFW, temptation.  If one of your unit starts its turn next to a unit of the opposite gender with temptation, your unit will be unable to attack that turn (unless maybe you use a greater healing potion, I've never tried it, just thought of it).  This is especially frustrating when you've been slowed and can't get out of the way.  Unlike most special traits, or even some of the basic ones, I'm pretty well convinced the AI knows EXACTLY how to make optimum use of temptation.  Keep a couple of fast prophets with unholybane (or similar) behind the front and rear lines to run out and slaughter those demons whenever you see them.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Start off going south until you get to the mountains.  Send Lethalia and some flyers or mountain travellers south through the mountains to take out a boss.  Send the rest of the army east, where you will fight in the mountains (there is also a path around the mountains for units that can't go through).  About the time you get through the mountains and start north, you'll probably need a rather powerful rear guard.  Every turn you spent getting through (and around) the mountains, your enemy was spawning units behind (and in front, and to the side) of you.  Use penetrates and hit and run, skirmishers, and flyers to ensure you are constantly making forward progress.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Around the time you make sight of the last enemy boss, and you feel confident that you can spare them, send a couple relatively powerful flyers northeast.  Between the mountains is a route over a lake of lava that leads to the exit.  Have one of your flyers continue to the northeast into a cavern where there are a couple items.&lt;br /&gt;
 &lt;br /&gt;
'''[WHU]''' If you have been actively using your redeem attack, you should have noticed that it is starting to sometimes redeem multiple units, particularly when they are low level.  Those big packs of imps are just asking to be redeemed.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Possible Beelzebub monolith at at 21,15 (just north of enemy leader).&lt;br /&gt;
&lt;br /&gt;
==Gladiatrix - The Reckoning==&lt;br /&gt;
'''[WHU]'''  Move slowly, kill everything.  At first you'll be attacked out of the dark, then by a much nastier unit that's initially invisible.  There's no turn limit, heal as much as you need.  Charge out of the building in force, or draw the enemy into the corridor, depending on your strengths.  You'll fight a couple enemy units at a time at first.  Take out the boss to the northwest, then head southeast.  When you get near the southern end of the map, you'll be taking on a bunch of non-trivial enemies (you'll see why I strongly recommended protecting your friends in the arena).  If you still have all your arena allies, and you've geared them well and levelled them, just use your unit-specific strengths against against the enemy weaknesses.  If not, good luck.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]'''  Once you get into the city, it gets much easier, for a little while.  Take out the bosses and anyone who breathes your air.  Then head north into the building to fight three batches of those nasty demons before heading to the northwest corner exit.  You need to fight them on your terms, where only one of them can attack at a time and you can retreat to heal.  Each batch will be a bit harder than the one before.  It is not uncommon for me to do a major retreat when fighting the third batch, stringing them out so I can pick them off one at a time, often using my unit with teleport to sneak behind them as they chase me.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Despite warnings at start, there is no urgency. Take your time. A unit able to create undead here will be useful to create fodder, fairly effective fodder against humans actually. At the SE corner of the city, one way to lose is that Vitra on defense can kill units so effectively that they eventually overwhelm her.&lt;br /&gt;
&lt;br /&gt;
==The River of Flame==&lt;br /&gt;
'''[WHU]'''  This is a scenario I've always played in a manner which I suspect is completely unintended.  Recall a few powerful units and a couple healers, and maybe a unit or two you want to give some XP.  Block the bridges to your starting location, and pick up convenient kills.   Meanwhile, Lethalia flies right over the lava, clockwise around the edges of the map, perhaps killing and/or redeeming a few lone units along the way, to meet the troll in the southeast without ever having to actually work for it.  Major early finish bonus.  Cheater.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Look for a possible Beelzebub monolith at 16,16&lt;br /&gt;
&lt;br /&gt;
==Finally Together==&lt;br /&gt;
'''[WHU]''' Focus on elves if you have them.  Make the enemy fight your army while you are in the forest and they are on the path.  Use your army and Vritra's team to draw the enemy forces away from their leaders, while a few fast, powerful units circle around and assassinate the leaders.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' You can use villages and teleporters to get help to Vritra quickly and mount an attack using her units while the rest of your units catch up. Possible Beelzebub monolith at 34,17 (East end of forrest corridor).&lt;br /&gt;
&lt;br /&gt;
==Jungle Hell==&lt;br /&gt;
'''[WHU]''' It's a jungle, so elves are the obvious choice, and they do fine, but while they have good defenses in forests, their natural forest movement isn't of much value here.  This is yet another scenario of huge packs of demons that are triggered by your forward progress, so you don't necessarily need to move that fast, and you'll be standing around most of the time anyway.  Also, you can do the 'transport all units' to Efraim every 10 turns thing.  A lot of the terrain is impassible, for you, but not for some of the demons.   &lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' You'll fight two packs of demons at the beginning.  I find that Lethalia casting explosive slow on the pack to the east backed up by a few powerful units can take care of them pretty easily, while Efraim and a lot of support (including explosive slow), work on the pack coming up from the south.  Let the enemy come to you, don't chase at them and trigger yet another pack.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Once those two are taken care of, I follow the river south and then west, then south through the gap in the woods, and generally make my way south, moving east and west a little where opportunity presents, always keeping the terrain in my favor as much as possible.  I don't know that the actual route matters, I've just always gone that way and it works for me.  There are plenty of turns for you to move slowly and not trigger too many packs at once.  If you fight the demons in the middle of the forest it will limit the number of them which can attack on any one turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[dwarftough]''' Masterpace on the forums described a funny way to cheese and skip this scenario if you want to: https://forums.wesnoth.org/viewtopic.php?p=670591#p670591&lt;br /&gt;
&lt;br /&gt;
Briefly, the idea is to craft Nightwalkers for Lethalia, Krux, Vritra and one Deflector of Light for darkening, so they can hide in shadows in the keep for all day long. Then, Efraim takes the Woodland Cloak with ambush, moves strictly through the forest and reaches the south evading any fights.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Another interesting way to play this level is to take advantage of the fact that the AI/enemy units will completely focus on Efriam, Lethalia, Vritra and Krux if you keep them together. So put the four them with a solid force that stays at the north end in a defensible position (e.g. north side of the river just south of where you start). Create a second highly mobile force with some hit'n'run capabilities and have it move down the map, triggering enemies to appear. The enemies will basically ignore your second force to rush north at Efriam/Lethalia/Vritra/Krux unless your second force actually gets in their way, so just have them stay out of the way, picking off some enemies as they are safely able to and they will basically be able to walk down the map without much fighting while Efriam/Lethalia/Vritra/Krux and your first force kill all the enemy that will slowly trickle towards them. Any unit reaching the south end of the map triggers victory.&lt;br /&gt;
&lt;br /&gt;
==Gates of Hell==&lt;br /&gt;
'''[WHU]'''  No gold carryover, so you may as well spend it.  The first three leaders should go down pretty quickly, and then it will get just a bit harder with demons coming from the south, and spawning occasionally from the east and west.  When you get to the bottleneck there are two paths, use both of them.  Lethalia could use the western path, in case you want to rush the exit.  You'll encounter a boss who has a lot of HP and hits hard.  Use an explosive slow on an enemy next to him each turn to slow him, then hit him really hard with units that are resistant to impact and cold, perhaps using a [[LotI_Items#Holy_potion_.E2.80.93_potion|holy potion]] if you don't have unholybane attacks already.  You have plenty of turns, in theory you could incinerate him and then draw him into the open where you could hit him many more times per turn, possibly even running Lethalia around behind him to the exit, but I've never found that necessary.&lt;br /&gt;
&lt;br /&gt;
'''[dwarftough]''' An important note, I believe, for higher diffuclties: here you have to think and equip Krux and Vritra in the best items. You will begin Chapter 10 without your main storage, with only a few gems and random items, and the only items you can carry over there are items equipped on Krux and Vritra. It probably makes sense to give them some premier items, ofc you need items for Chapter 9 on Efraim/Lethalia/their soldiers, but they have the whole Inferno to pillage before the most difficult fights. Particularly I think that if you have the heal+40 ring, you'd better equip it on Krux/Vritra. In Chapter 9 you have all your recall list and most likely a lot of healers, in chapter 10 you have quite few against demon hordes, and Krux's the only basic healer  &lt;br /&gt;
&lt;br /&gt;
'''[WHU]'''  Consider using some of your potions on Krux and Vritra at or near the end of this scenario. You won't be able to carry the potions with you to [[LotI_Walkthrough-Part2-Chapter10|Chapter 10]], but you can carry their effects.  For example, taking a [[LotI_Items#Potion_of_Authority_.E2.80.93_potion|Potion of Authority]] will allow your hero to have the leadership of a level six unit, which will help a lot, in the beginning of [[LotI_Walkthrough-Part2-Chapter10|Chapter 10]].&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Sending a couple items with greater illumination or darkens severely with Krux/Vritra is probably a good idea if possible.  If you have to choose, darkens will be of more use, perhaps one or two [[LotI_Items#Deflector_of_Light_.E2.80.93_craftable_as_any_armour|&lt;br /&gt;
Deflector of Light]].&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' It used to be the first seven you recalled in this scenario, would be the seven you start with in the next scenario but now it seems to be somewhat random. Still I think recalling a good killing force in your first seven units is a good idea and will help you next scenario. Demons actually appear hidden by the gate and them emerge and attack. BTW, I believe you start Chapter 10 now with all your gems, so it makes sense to start hoarding them again for Vrita and Krux to use in that chapter.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;width: 33%&amp;quot; | [[LotI_Walkthrough-Part2-Chapter07|Back to Chapter 7]] &lt;br /&gt;
| style=&amp;quot;text-align: center;width: 33%&amp;quot; | [[LotI_Walkthrough|Main]] &lt;br /&gt;
| style=&amp;quot;text-align: right;width: 33%&amp;quot; | [[LotI_Walkthrough-Part2-Chapter09|On to Chapter 9]] &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Thrash</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=LotI_Walkthrough-Part2-Chapter08&amp;diff=72612</id>
		<title>LotI Walkthrough-Part2-Chapter08</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=LotI_Walkthrough-Part2-Chapter08&amp;diff=72612"/>
		<updated>2024-04-03T14:16:11Z</updated>

		<summary type="html">&lt;p&gt;Thrash: /* Unimportant Revolution */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Part II, Into the Light, Chapter 8, Götterdämmerung'''&lt;br /&gt;
&lt;br /&gt;
'''Generally'''&lt;br /&gt;
&lt;br /&gt;
You'll be fighting a lot of units that are liminal, and have good arcane resistance, so have sources of illumination and darkens and a good mix of attack types.&lt;br /&gt;
&lt;br /&gt;
==Mysterious Invasion==&lt;br /&gt;
'''[WHU]''' This one is really easy to lose.  Your enemies are very tough.  Recruit a mob of walking corpses, who will do pretty much nothing but keep the enemies off your leaders while you whittle them down.  Do grab easy kills with your corpses to refresh your ranks where possible.  The kids should pretty much stay out of the fight, though pick up some cheap XP at the end if you can.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Make sure to read about the corruption special on Vritra's dark blast attack, so you know not to use it, now, or in the future.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Kill tougher units with Redeem. Use area impact spells and undead to whittle the enemy down. Use leadership from Efriam. Vritra is going to get separated soon, if you haven't been hoarding gems, which she will have access to, start doing that now. Both Krux and Vritra will be on their own eventually, so work on getting them stronger and an effective team.&lt;br /&gt;
&lt;br /&gt;
==Overpowered==&lt;br /&gt;
'''[WHU]''' Recruit a castle of walking corpses, then run.  Keep the kids covered, while getting to the next castle quickly to recruit another load of fodder.  Repeat as necessary.  The family moves well and is well protected in the woods.  Go for the early finish.&lt;br /&gt;
&lt;br /&gt;
==United==&lt;br /&gt;
'''[WHU]''' Efraim can pretty much take care of the southern enemy single-handedly, though if he gets slowed repeatedly so that he cannot advance it might be useful to send a little help.  The demons to the west are kind of nasty.  Let your allies weaken them up, and use Lethalia to pick off weak units who don't have a lot of friends in the area.  When you're ready to go in for the kill, use overwhelming force, like prophets with unholybane.  The demons to the east aren't much of a problem (for you, they can really take a toll on your ally who does not pick his battles wisely), you should be able to roll right over them when you're done in the west.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Two or three Gryphon Riders with hit and run slow (preferably with poison/incinerate) can make a huge difference against the western forces.  Keep the really nasty demons slowed, and your ally can usually fight the demons to a stalemate, though they'll need your help taking out the leader.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' You can now recall all units, including undead from Chapter VI, and recruit all sorts of L1-2 units. Vritra will be kidnapped at start of next scenario so make sure she is well equipped at the end of the scenario. Beelzebub possible in SE (43,38) and if present, it may be most effective to deal it first. Note that your allies can kill the southern enemy leader and surround the other two and make it hard to kill them.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' In the story preamble now, you apparently get a chance to boost both Efaim's and Lethalia's redeem capability by a level. Not clear if there is a negative consequence...&lt;br /&gt;
&lt;br /&gt;
==Kidnapped==&lt;br /&gt;
'''[WHU]''' One castle of units should be plenty.  Follow the path southwest, then southeast.&lt;br /&gt;
&lt;br /&gt;
==Investigations==&lt;br /&gt;
'''[WHU]''' Sneak around the woods outside of town.  When a single unit comes to the edge of the woods, pop out and redeem him, then get back in the shadows.  You should have plenty of turns to redeem everyone, then get on with the primary mission, which is to visit about five specific houses.  Don't let any of the guards get next to you.&lt;br /&gt;
&lt;br /&gt;
==Gladiatrix==&lt;br /&gt;
'''[WHU]''' Grab the gear to the north.  Fight a few units, one at a time.&lt;br /&gt;
&lt;br /&gt;
==Unimportant Revolution==&lt;br /&gt;
'''[WHU]''' Use caution.  Some of the enemy do a LOT of damage, and you don't want to get surrounded by a few of those.  Use the river and your allies to wear the enemy down a bit, then overwhelming force focused on killing his most dangerous units.  Be sure to check the enemy resistances before recalling.  You want to save some gold for the next scenario, recalling two castles is probably too much here.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Possible Beelzebub obelisk at 37,11. Note that death of Krux is a loss, but he can probably survive for a half dozen turns if you want to deal with Beelzebub first.&lt;br /&gt;
&lt;br /&gt;
==The Desert==&lt;br /&gt;
'''[WHU]''' Another long scenario where you encounter large groups of dangerous enemies, plus a steady stream of demons from the northeast.  There is a cave that runs along the east side of the map with some gold and some goodies.  I recall a couple castles, start south and visit the trader, then continue south and fight off a batch of demons.  Then it's east to deal with the saurians and a couple other factions, then follow the road southeast and then south.  About the time the road pretty much ends, I notice how few turns I have left considering the progress I've made so far, panic, and send one of my leaders to run right around the various factions, ending quite early with no early finish bonus.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Notice the Trader due south of your starting position. Also a Beelezebub monolith is possible just west of center in center of map. You cannot reach the southern edge of the map in the cave but there are a couple nice artifacts there. I usually create two bands, one that goes south through the desert and one that goes east and then down into the cave. This approach will take about all the units I have.&lt;br /&gt;
&lt;br /&gt;
==Gladiatrix - The Path to Glory==&lt;br /&gt;
'''[WHU]''' Back to the arena, this time with some friends.  Some friends that you really, really, want to keep alive.  I try to get four units with a lot of HP so that I can block the entrance to the north building, along with some healing.  I also like to advance the battlerager as quickly as possible (thorns/weak reflect/reflect), and increase his number of attacks, or anything else I can just to keep him alive.  Slow will be crucial here, probably some clever crafting, and don't forget those potions.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' As WHU mentions, you have access to all your gems but not all your items, so hopefully you've been hoarding gems. You can turn the Battlerager into a beast by giving them extra attacks, slow, draining, and absorption. Note if you give some unit the ability to create undead this will be useful later for fodder.&lt;br /&gt;
&lt;br /&gt;
==Ruins of Wesnoth==&lt;br /&gt;
'''[WHU]''' Efraim can handle the humans alone.  Send powerful elves south.  A couple of fast, powerful units with slow may be able to rush down and take out the southern leader (he'll show up in a few turns) while the rest of the army draws his forces away.  Lethalia and a few quick, powerful units should be able to get into the northern castle before that enemy shows up, hurt him and he should leave the keep open for you to claim (you may not want to stand on his keep before he arrives, at one time bad things would happen if you did).&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' The two approaches I've used are to either create two or three bands. If you create three bands, send the tougher two the south and west and a relatively weak one to take out the humans (good chance to level some weak units). With two bands, send one south and the other southwest to crush the humans and then head north.&lt;br /&gt;
&lt;br /&gt;
==Odd World==&lt;br /&gt;
'''[WHU]''' There is no early finish bonus, but you really need to move anyway.  Your enemies, demons and imps, will be spawning constantly and coming for you from all directions.  A force of 15-20 works well, including healers and flyers.  Prophets, or other very hard hitting units, with unholybane would be very useful.  Villages don't provide any income, but they heal +16.  There are items and gold scattered around the map.  &lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' You'll also get a wonderful introduction to the most annoying trait in BFW, temptation.  If one of your unit starts its turn next to a unit of the opposite gender with temptation, your unit will be unable to attack that turn (unless maybe you use a greater healing potion, I've never tried it, just thought of it).  This is especially frustrating when you've been slowed and can't get out of the way.  Unlike most special traits, or even some of the basic ones, I'm pretty well convinced the AI knows EXACTLY how to make optimum use of temptation.  Keep a couple of fast prophets with unholybane (or similar) behind the front and rear lines to run out and slaughter those demons whenever you see them.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Start off going south until you get to the mountains.  Send Lethalia and some flyers or mountain travellers south through the mountains to take out a boss.  Send the rest of the army east, where you will fight in the mountains (there is also a path around the mountains for units that can't go through).  About the time you get through the mountains and start north, you'll probably need a rather powerful rear guard.  Every turn you spent getting through (and around) the mountains, your enemy was spawning units behind (and in front, and to the side) of you.  Use penetrates and hit and run, skirmishers, and flyers to ensure you are constantly making forward progress.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Around the time you make sight of the last enemy boss, and you feel confident that you can spare them, send a couple relatively powerful flyers northeast.  Between the mountains is a route over a lake of lava that leads to the exit.  Have one of your flyers continue to the northeast into a cavern where there are a couple items.&lt;br /&gt;
 &lt;br /&gt;
'''[WHU]''' If you have been actively using your redeem attack, you should have noticed that it is starting to sometimes redeem multiple units, particularly when they are low level.  Those big packs of imps are just asking to be redeemed.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Possible Beelzebub monolith at at 21,15 (just north of enemy leader).&lt;br /&gt;
&lt;br /&gt;
==Gladiatrix - The Reckoning==&lt;br /&gt;
'''[WHU]'''  Move slowly, kill everything.  At first you'll be attacked out of the dark, then by a much nastier unit that's initially invisible.  There's no turn limit, heal as much as you need.  Charge out of the building in force, or draw the enemy into the corridor, depending on your strengths.  You'll fight a couple enemy units at a time at first.  Take out the boss to the northwest, then head southeast.  When you get near the southern end of the map, you'll be taking on a bunch of non-trivial enemies (you'll see why I strongly recommended protecting your friends in the arena).  If you still have all your arena allies, and you've geared them well and levelled them, just use your unit-specific strengths against against the enemy weaknesses.  If not, good luck.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]'''  Once you get into the city, it gets much easier, for a little while.  Take out the bosses and anyone who breathes your air.  Then head north into the building to fight three batches of those nasty demons before heading to the northwest corner exit.  You need to fight them on your terms, where only one of them can attack at a time and you can retreat to heal.  Each batch will be a bit harder than the one before.  It is not uncommon for me to do a major retreat when fighting the third batch, stringing them out so I can pick them off one at a time, often using my unit with teleport to sneak behind them as they chase me.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Despite warnings at start, there is no urgency. Take your time. A unit able to create undead here will be useful to create fodder, fairly effective fodder against humans actually. At the SE corner of the city, one way to lose is that Vitra on defense can kill units so effectively that they eventually overwhelm her.&lt;br /&gt;
&lt;br /&gt;
==The River of Flame==&lt;br /&gt;
'''[WHU]'''  This is a scenario I've always played in a manner which I suspect is completely unintended.  Recall a few powerful units and a couple healers, and maybe a unit or two you want to give some XP.  Block the bridges to your starting location, and pick up convenient kills.   Meanwhile, Lethalia flies right over the lava, clockwise around the edges of the map, perhaps killing and/or redeeming a few lone units along the way, to meet the troll in the southeast without ever having to actually work for it.  Major early finish bonus.  Cheater.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Look for a possible Beelzebub monolith at 16,16&lt;br /&gt;
&lt;br /&gt;
==Finally Together==&lt;br /&gt;
'''[WHU]''' Focus on elves if you have them.  Make the enemy fight your army while you are in the forest and they are on the path.  Use your army and Vritra's team to draw the enemy forces away from their leaders, while a few fast, powerful units circle around and assassinate the leaders.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' You can use villages and teleporters to get help to Vritra quickly and mount an attack using her units while the rest of your units catch up. Possible Beelzebub monolith at 34,17 (East end of forrest corridor).&lt;br /&gt;
&lt;br /&gt;
==Jungle Hell==&lt;br /&gt;
'''[WHU]''' It's a jungle, so elves are the obvious choice, and they do fine, but while they have good defenses in forests, their natural forest movement isn't of much value here.  This is yet another scenario of huge packs of demons that are triggered by your forward progress, so you don't necessarily need to move that fast, and you'll be standing around most of the time anyway.  Also, you can do the 'transport all units' to Efraim every 10 turns thing.  A lot of the terrain is impassible, for you, but not for some of the demons.   &lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' You'll fight two packs of demons at the beginning.  I find that Lethalia casting explosive slow on the pack to the east backed up by a few powerful units can take care of them pretty easily, while Efraim and a lot of support (including explosive slow), work on the pack coming up from the south.  Let the enemy come to you, don't chase at them and trigger yet another pack.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Once those two are taken care of, I follow the river south and then west, then south through the gap in the woods, and generally make my way south, moving east and west a little where opportunity presents, always keeping the terrain in my favor as much as possible.  I don't know that the actual route matters, I've just always gone that way and it works for me.  There are plenty of turns for you to move slowly and not trigger too many packs at once.  If you fight the demons in the middle of the forest it will limit the number of them which can attack on any one turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[dwarftough]''' Masterpace on the forums described a funny way to cheese and skip this scenario if you want to: https://forums.wesnoth.org/viewtopic.php?p=670591#p670591&lt;br /&gt;
&lt;br /&gt;
Briefly, the idea is to craft Nightwalkers for Lethalia, Krux, Vritra and one Deflector of Light for darkening, so they can hide in shadows in the keep for all day long. Then, Efraim takes the Woodland Cloak with ambush, moves strictly through the forest and reaches the south evading any fights.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Another interesting way to play this level is to take advantage of the fact that the AI/enemy units will completely focus on Efriam, Lethalia, Vritra and Krux if you keep them together. So put the four them with a solid force that stays at the north end in a defensible position (e.g. north side of the river just south of where you start). Create a second highly mobile force with some hit'n'run capabilities and have it move down the map, triggering enemies to appear. The enemies will basically ignore your second force to rush north at Efriam/Lethalia/Vritra/Krux unless your second force actually gets in their way, so just have them stay out of the way, picking off some enemies as they are safely able to and they will basically be able to walk down the map without much fighting while Efriam/Lethalia/Vritra/Krux and your first force kill all the enemy that will slowly trickle towards them. Any unit reaching the south end of the map triggers victory.&lt;br /&gt;
&lt;br /&gt;
==Gates of Hell==&lt;br /&gt;
'''[WHU]'''  No gold carryover, so you may as well spend it.  The first three leaders should go down pretty quickly, and then it will get just a bit harder with demons coming from the south, and spawning occasionally from the east and west.  When you get to the bottleneck there are two paths, use both of them.  Lethalia could use the western path, in case you want to rush the exit.  You'll encounter a boss who has a lot of HP and hits hard.  Use an explosive slow on an enemy next to him each turn to slow him, then hit him really hard with units that are resistant to impact and cold, perhaps using a [[LotI_Items#Holy_potion_.E2.80.93_potion|holy potion]] if you don't have unholybane attacks already.  You have plenty of turns, in theory you could incinerate him and then draw him into the open where you could hit him many more times per turn, possibly even running Lethalia around behind him to the exit, but I've never found that necessary.&lt;br /&gt;
&lt;br /&gt;
'''[dwarftough]''' An important note, I believe, for higher diffuclties: here you have to think and equip Krux and Vritra in the best items. You will begin Chapter 10 without your main storage, with only a few gems and random items, and the only items you can carry over there are items equipped on Krux and Vritra. It probably makes sense to give them some premier items, ofc you need items for Chapter 9 on Efraim/Lethalia/their soldiers, but they have the whole Inferno to pillage before the most difficult fights. Particularly I think that if you have the heal+40 ring, you'd better equip it on Krux/Vritra. In Chapter 9 you have all your recall list and most likely a lot of healers, in chapter 10 you have quite few against demon hordes, and Krux's the only basic healer  &lt;br /&gt;
&lt;br /&gt;
'''[WHU]'''  Consider using some of your potions on Krux and Vritra at or near the end of this scenario. You won't be able to carry the potions with you to [[LotI_Walkthrough-Part2-Chapter10|Chapter 10]], but you can carry their effects.  For example, taking a [[LotI_Items#Potion_of_Authority_.E2.80.93_potion|Potion of Authority]] will allow your hero to have the leadership of a level six unit, which will help a lot, in the beginning of [[LotI_Walkthrough-Part2-Chapter10|Chapter 10]].&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Sending a couple items with greater illumination or darkens severely with Krux/Vritra is probably a good idea if possible.  If you have to choose, darkens will be of more use, perhaps one or two [[LotI_Items#Deflector_of_Light_.E2.80.93_craftable_as_any_armour|&lt;br /&gt;
Deflector of Light]].&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' It used to be the first seven you recalled in this scenario, would be the seven you start with in the next scenario but now it seems to be somewhat random. Still I think recalling a good killing force in your first seven units is a good idea and will help you next scenario. Demons actually appear hidden by the gate and them emerge and attack. BTW, I believe you start Chapter 10 now with all your gems, so it makes sense to start hoarding them again for Vrita and Krux to use in that chapter.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;width: 33%&amp;quot; | [[LotI_Walkthrough-Part2-Chapter07|Back to Chapter 7]] &lt;br /&gt;
| style=&amp;quot;text-align: center;width: 33%&amp;quot; | [[LotI_Walkthrough|Main]] &lt;br /&gt;
| style=&amp;quot;text-align: right;width: 33%&amp;quot; | [[LotI_Walkthrough-Part2-Chapter09|On to Chapter 9]] &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Thrash</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=LotI_Walkthrough-Part2-Chapter08&amp;diff=72609</id>
		<title>LotI Walkthrough-Part2-Chapter08</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=LotI_Walkthrough-Part2-Chapter08&amp;diff=72609"/>
		<updated>2024-04-03T13:35:13Z</updated>

		<summary type="html">&lt;p&gt;Thrash: /* Unimportant Revolution */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Part II, Into the Light, Chapter 8, Götterdämmerung'''&lt;br /&gt;
&lt;br /&gt;
'''Generally'''&lt;br /&gt;
&lt;br /&gt;
You'll be fighting a lot of units that are liminal, and have good arcane resistance, so have sources of illumination and darkens and a good mix of attack types.&lt;br /&gt;
&lt;br /&gt;
==Mysterious Invasion==&lt;br /&gt;
'''[WHU]''' This one is really easy to lose.  Your enemies are very tough.  Recruit a mob of walking corpses, who will do pretty much nothing but keep the enemies off your leaders while you whittle them down.  Do grab easy kills with your corpses to refresh your ranks where possible.  The kids should pretty much stay out of the fight, though pick up some cheap XP at the end if you can.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Make sure to read about the corruption special on Vritra's dark blast attack, so you know not to use it, now, or in the future.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Kill tougher units with Redeem. Use area impact spells and undead to whittle the enemy down. Use leadership from Efriam. Vritra is going to get separated soon, if you haven't been hoarding gems, which she will have access to, start doing that now. Both Krux and Vritra will be on their own eventually, so work on getting them stronger and an effective team.&lt;br /&gt;
&lt;br /&gt;
==Overpowered==&lt;br /&gt;
'''[WHU]''' Recruit a castle of walking corpses, then run.  Keep the kids covered, while getting to the next castle quickly to recruit another load of fodder.  Repeat as necessary.  The family moves well and is well protected in the woods.  Go for the early finish.&lt;br /&gt;
&lt;br /&gt;
==United==&lt;br /&gt;
'''[WHU]''' Efraim can pretty much take care of the southern enemy single-handedly, though if he gets slowed repeatedly so that he cannot advance it might be useful to send a little help.  The demons to the west are kind of nasty.  Let your allies weaken them up, and use Lethalia to pick off weak units who don't have a lot of friends in the area.  When you're ready to go in for the kill, use overwhelming force, like prophets with unholybane.  The demons to the east aren't much of a problem (for you, they can really take a toll on your ally who does not pick his battles wisely), you should be able to roll right over them when you're done in the west.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Two or three Gryphon Riders with hit and run slow (preferably with poison/incinerate) can make a huge difference against the western forces.  Keep the really nasty demons slowed, and your ally can usually fight the demons to a stalemate, though they'll need your help taking out the leader.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' You can now recall all units, including undead from Chapter VI, and recruit all sorts of L1-2 units. Vritra will be kidnapped at start of next scenario so make sure she is well equipped at the end of the scenario. Beelzebub possible in SE (43,38) and if present, it may be most effective to deal it first. Note that your allies can kill the southern enemy leader and surround the other two and make it hard to kill them.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' In the story preamble now, you apparently get a chance to boost both Efaim's and Lethalia's redeem capability by a level. Not clear if there is a negative consequence...&lt;br /&gt;
&lt;br /&gt;
==Kidnapped==&lt;br /&gt;
'''[WHU]''' One castle of units should be plenty.  Follow the path southwest, then southeast.&lt;br /&gt;
&lt;br /&gt;
==Investigations==&lt;br /&gt;
'''[WHU]''' Sneak around the woods outside of town.  When a single unit comes to the edge of the woods, pop out and redeem him, then get back in the shadows.  You should have plenty of turns to redeem everyone, then get on with the primary mission, which is to visit about five specific houses.  Don't let any of the guards get next to you.&lt;br /&gt;
&lt;br /&gt;
==Gladiatrix==&lt;br /&gt;
'''[WHU]''' Grab the gear to the north.  Fight a few units, one at a time.&lt;br /&gt;
&lt;br /&gt;
==Unimportant Revolution==&lt;br /&gt;
'''[WHU]''' Use caution.  Some of the enemy do a LOT of damage, and you don't want to get surrounded by a few of those.  Use the river and your allies to wear the enemy down a bit, then overwhelming force focused on killing his most dangerous units.  Be sure to check the enemy resistances before recalling.  You want to save some gold for the next scenario, recalling two castles is probably too much here.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Possible Beelzebub obelisk at 37,11.&lt;br /&gt;
&lt;br /&gt;
==The Desert==&lt;br /&gt;
'''[WHU]''' Another long scenario where you encounter large groups of dangerous enemies, plus a steady stream of demons from the northeast.  There is a cave that runs along the east side of the map with some gold and some goodies.  I recall a couple castles, start south and visit the trader, then continue south and fight off a batch of demons.  Then it's east to deal with the saurians and a couple other factions, then follow the road southeast and then south.  About the time the road pretty much ends, I notice how few turns I have left considering the progress I've made so far, panic, and send one of my leaders to run right around the various factions, ending quite early with no early finish bonus.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Notice the Trader due south of your starting position. Also a Beelezebub monolith is possible just west of center in center of map. You cannot reach the southern edge of the map in the cave but there are a couple nice artifacts there. I usually create two bands, one that goes south through the desert and one that goes east and then down into the cave. This approach will take about all the units I have.&lt;br /&gt;
&lt;br /&gt;
==Gladiatrix - The Path to Glory==&lt;br /&gt;
'''[WHU]''' Back to the arena, this time with some friends.  Some friends that you really, really, want to keep alive.  I try to get four units with a lot of HP so that I can block the entrance to the north building, along with some healing.  I also like to advance the battlerager as quickly as possible (thorns/weak reflect/reflect), and increase his number of attacks, or anything else I can just to keep him alive.  Slow will be crucial here, probably some clever crafting, and don't forget those potions.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' As WHU mentions, you have access to all your gems but not all your items, so hopefully you've been hoarding gems. You can turn the Battlerager into a beast by giving them extra attacks, slow, draining, and absorption. Note if you give some unit the ability to create undead this will be useful later for fodder.&lt;br /&gt;
&lt;br /&gt;
==Ruins of Wesnoth==&lt;br /&gt;
'''[WHU]''' Efraim can handle the humans alone.  Send powerful elves south.  A couple of fast, powerful units with slow may be able to rush down and take out the southern leader (he'll show up in a few turns) while the rest of the army draws his forces away.  Lethalia and a few quick, powerful units should be able to get into the northern castle before that enemy shows up, hurt him and he should leave the keep open for you to claim (you may not want to stand on his keep before he arrives, at one time bad things would happen if you did).&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' The two approaches I've used are to either create two or three bands. If you create three bands, send the tougher two the south and west and a relatively weak one to take out the humans (good chance to level some weak units). With two bands, send one south and the other southwest to crush the humans and then head north.&lt;br /&gt;
&lt;br /&gt;
==Odd World==&lt;br /&gt;
'''[WHU]''' There is no early finish bonus, but you really need to move anyway.  Your enemies, demons and imps, will be spawning constantly and coming for you from all directions.  A force of 15-20 works well, including healers and flyers.  Prophets, or other very hard hitting units, with unholybane would be very useful.  Villages don't provide any income, but they heal +16.  There are items and gold scattered around the map.  &lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' You'll also get a wonderful introduction to the most annoying trait in BFW, temptation.  If one of your unit starts its turn next to a unit of the opposite gender with temptation, your unit will be unable to attack that turn (unless maybe you use a greater healing potion, I've never tried it, just thought of it).  This is especially frustrating when you've been slowed and can't get out of the way.  Unlike most special traits, or even some of the basic ones, I'm pretty well convinced the AI knows EXACTLY how to make optimum use of temptation.  Keep a couple of fast prophets with unholybane (or similar) behind the front and rear lines to run out and slaughter those demons whenever you see them.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Start off going south until you get to the mountains.  Send Lethalia and some flyers or mountain travellers south through the mountains to take out a boss.  Send the rest of the army east, where you will fight in the mountains (there is also a path around the mountains for units that can't go through).  About the time you get through the mountains and start north, you'll probably need a rather powerful rear guard.  Every turn you spent getting through (and around) the mountains, your enemy was spawning units behind (and in front, and to the side) of you.  Use penetrates and hit and run, skirmishers, and flyers to ensure you are constantly making forward progress.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Around the time you make sight of the last enemy boss, and you feel confident that you can spare them, send a couple relatively powerful flyers northeast.  Between the mountains is a route over a lake of lava that leads to the exit.  Have one of your flyers continue to the northeast into a cavern where there are a couple items.&lt;br /&gt;
 &lt;br /&gt;
'''[WHU]''' If you have been actively using your redeem attack, you should have noticed that it is starting to sometimes redeem multiple units, particularly when they are low level.  Those big packs of imps are just asking to be redeemed.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Possible Beelzebub monolith at at 21,15 (just north of enemy leader).&lt;br /&gt;
&lt;br /&gt;
==Gladiatrix - The Reckoning==&lt;br /&gt;
'''[WHU]'''  Move slowly, kill everything.  At first you'll be attacked out of the dark, then by a much nastier unit that's initially invisible.  There's no turn limit, heal as much as you need.  Charge out of the building in force, or draw the enemy into the corridor, depending on your strengths.  You'll fight a couple enemy units at a time at first.  Take out the boss to the northwest, then head southeast.  When you get near the southern end of the map, you'll be taking on a bunch of non-trivial enemies (you'll see why I strongly recommended protecting your friends in the arena).  If you still have all your arena allies, and you've geared them well and levelled them, just use your unit-specific strengths against against the enemy weaknesses.  If not, good luck.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]'''  Once you get into the city, it gets much easier, for a little while.  Take out the bosses and anyone who breathes your air.  Then head north into the building to fight three batches of those nasty demons before heading to the northwest corner exit.  You need to fight them on your terms, where only one of them can attack at a time and you can retreat to heal.  Each batch will be a bit harder than the one before.  It is not uncommon for me to do a major retreat when fighting the third batch, stringing them out so I can pick them off one at a time, often using my unit with teleport to sneak behind them as they chase me.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Despite warnings at start, there is no urgency. Take your time. A unit able to create undead here will be useful to create fodder, fairly effective fodder against humans actually. At the SE corner of the city, one way to lose is that Vitra on defense can kill units so effectively that they eventually overwhelm her.&lt;br /&gt;
&lt;br /&gt;
==The River of Flame==&lt;br /&gt;
'''[WHU]'''  This is a scenario I've always played in a manner which I suspect is completely unintended.  Recall a few powerful units and a couple healers, and maybe a unit or two you want to give some XP.  Block the bridges to your starting location, and pick up convenient kills.   Meanwhile, Lethalia flies right over the lava, clockwise around the edges of the map, perhaps killing and/or redeeming a few lone units along the way, to meet the troll in the southeast without ever having to actually work for it.  Major early finish bonus.  Cheater.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Look for a possible Beelzebub monolith at 16,16&lt;br /&gt;
&lt;br /&gt;
==Finally Together==&lt;br /&gt;
'''[WHU]''' Focus on elves if you have them.  Make the enemy fight your army while you are in the forest and they are on the path.  Use your army and Vritra's team to draw the enemy forces away from their leaders, while a few fast, powerful units circle around and assassinate the leaders.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' You can use villages and teleporters to get help to Vritra quickly and mount an attack using her units while the rest of your units catch up. Possible Beelzebub monolith at 34,17 (East end of forrest corridor).&lt;br /&gt;
&lt;br /&gt;
==Jungle Hell==&lt;br /&gt;
'''[WHU]''' It's a jungle, so elves are the obvious choice, and they do fine, but while they have good defenses in forests, their natural forest movement isn't of much value here.  This is yet another scenario of huge packs of demons that are triggered by your forward progress, so you don't necessarily need to move that fast, and you'll be standing around most of the time anyway.  Also, you can do the 'transport all units' to Efraim every 10 turns thing.  A lot of the terrain is impassible, for you, but not for some of the demons.   &lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' You'll fight two packs of demons at the beginning.  I find that Lethalia casting explosive slow on the pack to the east backed up by a few powerful units can take care of them pretty easily, while Efraim and a lot of support (including explosive slow), work on the pack coming up from the south.  Let the enemy come to you, don't chase at them and trigger yet another pack.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Once those two are taken care of, I follow the river south and then west, then south through the gap in the woods, and generally make my way south, moving east and west a little where opportunity presents, always keeping the terrain in my favor as much as possible.  I don't know that the actual route matters, I've just always gone that way and it works for me.  There are plenty of turns for you to move slowly and not trigger too many packs at once.  If you fight the demons in the middle of the forest it will limit the number of them which can attack on any one turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[dwarftough]''' Masterpace on the forums described a funny way to cheese and skip this scenario if you want to: https://forums.wesnoth.org/viewtopic.php?p=670591#p670591&lt;br /&gt;
&lt;br /&gt;
Briefly, the idea is to craft Nightwalkers for Lethalia, Krux, Vritra and one Deflector of Light for darkening, so they can hide in shadows in the keep for all day long. Then, Efraim takes the Woodland Cloak with ambush, moves strictly through the forest and reaches the south evading any fights.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Another interesting way to play this level is to take advantage of the fact that the AI/enemy units will completely focus on Efriam, Lethalia, Vritra and Krux if you keep them together. So put the four them with a solid force that stays at the north end in a defensible position (e.g. north side of the river just south of where you start). Create a second highly mobile force with some hit'n'run capabilities and have it move down the map, triggering enemies to appear. The enemies will basically ignore your second force to rush north at Efriam/Lethalia/Vritra/Krux unless your second force actually gets in their way, so just have them stay out of the way, picking off some enemies as they are safely able to and they will basically be able to walk down the map without much fighting while Efriam/Lethalia/Vritra/Krux and your first force kill all the enemy that will slowly trickle towards them. Any unit reaching the south end of the map triggers victory.&lt;br /&gt;
&lt;br /&gt;
==Gates of Hell==&lt;br /&gt;
'''[WHU]'''  No gold carryover, so you may as well spend it.  The first three leaders should go down pretty quickly, and then it will get just a bit harder with demons coming from the south, and spawning occasionally from the east and west.  When you get to the bottleneck there are two paths, use both of them.  Lethalia could use the western path, in case you want to rush the exit.  You'll encounter a boss who has a lot of HP and hits hard.  Use an explosive slow on an enemy next to him each turn to slow him, then hit him really hard with units that are resistant to impact and cold, perhaps using a [[LotI_Items#Holy_potion_.E2.80.93_potion|holy potion]] if you don't have unholybane attacks already.  You have plenty of turns, in theory you could incinerate him and then draw him into the open where you could hit him many more times per turn, possibly even running Lethalia around behind him to the exit, but I've never found that necessary.&lt;br /&gt;
&lt;br /&gt;
'''[dwarftough]''' An important note, I believe, for higher diffuclties: here you have to think and equip Krux and Vritra in the best items. You will begin Chapter 10 without your main storage, with only a few gems and random items, and the only items you can carry over there are items equipped on Krux and Vritra. It probably makes sense to give them some premier items, ofc you need items for Chapter 9 on Efraim/Lethalia/their soldiers, but they have the whole Inferno to pillage before the most difficult fights. Particularly I think that if you have the heal+40 ring, you'd better equip it on Krux/Vritra. In Chapter 9 you have all your recall list and most likely a lot of healers, in chapter 10 you have quite few against demon hordes, and Krux's the only basic healer  &lt;br /&gt;
&lt;br /&gt;
'''[WHU]'''  Consider using some of your potions on Krux and Vritra at or near the end of this scenario. You won't be able to carry the potions with you to [[LotI_Walkthrough-Part2-Chapter10|Chapter 10]], but you can carry their effects.  For example, taking a [[LotI_Items#Potion_of_Authority_.E2.80.93_potion|Potion of Authority]] will allow your hero to have the leadership of a level six unit, which will help a lot, in the beginning of [[LotI_Walkthrough-Part2-Chapter10|Chapter 10]].&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Sending a couple items with greater illumination or darkens severely with Krux/Vritra is probably a good idea if possible.  If you have to choose, darkens will be of more use, perhaps one or two [[LotI_Items#Deflector_of_Light_.E2.80.93_craftable_as_any_armour|&lt;br /&gt;
Deflector of Light]].&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' It used to be the first seven you recalled in this scenario, would be the seven you start with in the next scenario but now it seems to be somewhat random. Still I think recalling a good killing force in your first seven units is a good idea and will help you next scenario. Demons actually appear hidden by the gate and them emerge and attack. BTW, I believe you start Chapter 10 now with all your gems, so it makes sense to start hoarding them again for Vrita and Krux to use in that chapter.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;width: 33%&amp;quot; | [[LotI_Walkthrough-Part2-Chapter07|Back to Chapter 7]] &lt;br /&gt;
| style=&amp;quot;text-align: center;width: 33%&amp;quot; | [[LotI_Walkthrough|Main]] &lt;br /&gt;
| style=&amp;quot;text-align: right;width: 33%&amp;quot; | [[LotI_Walkthrough-Part2-Chapter09|On to Chapter 9]] &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Thrash</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=LotI_Walkthrough-Part2-Chapter08&amp;diff=72597</id>
		<title>LotI Walkthrough-Part2-Chapter08</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=LotI_Walkthrough-Part2-Chapter08&amp;diff=72597"/>
		<updated>2024-04-02T19:39:21Z</updated>

		<summary type="html">&lt;p&gt;Thrash: /* United */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Part II, Into the Light, Chapter 8, Götterdämmerung'''&lt;br /&gt;
&lt;br /&gt;
'''Generally'''&lt;br /&gt;
&lt;br /&gt;
You'll be fighting a lot of units that are liminal, and have good arcane resistance, so have sources of illumination and darkens and a good mix of attack types.&lt;br /&gt;
&lt;br /&gt;
==Mysterious Invasion==&lt;br /&gt;
'''[WHU]''' This one is really easy to lose.  Your enemies are very tough.  Recruit a mob of walking corpses, who will do pretty much nothing but keep the enemies off your leaders while you whittle them down.  Do grab easy kills with your corpses to refresh your ranks where possible.  The kids should pretty much stay out of the fight, though pick up some cheap XP at the end if you can.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Make sure to read about the corruption special on Vritra's dark blast attack, so you know not to use it, now, or in the future.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Kill tougher units with Redeem. Use area impact spells and undead to whittle the enemy down. Use leadership from Efriam. Vritra is going to get separated soon, if you haven't been hoarding gems, which she will have access to, start doing that now. Both Krux and Vritra will be on their own eventually, so work on getting them stronger and an effective team.&lt;br /&gt;
&lt;br /&gt;
==Overpowered==&lt;br /&gt;
'''[WHU]''' Recruit a castle of walking corpses, then run.  Keep the kids covered, while getting to the next castle quickly to recruit another load of fodder.  Repeat as necessary.  The family moves well and is well protected in the woods.  Go for the early finish.&lt;br /&gt;
&lt;br /&gt;
==United==&lt;br /&gt;
'''[WHU]''' Efraim can pretty much take care of the southern enemy single-handedly, though if he gets slowed repeatedly so that he cannot advance it might be useful to send a little help.  The demons to the west are kind of nasty.  Let your allies weaken them up, and use Lethalia to pick off weak units who don't have a lot of friends in the area.  When you're ready to go in for the kill, use overwhelming force, like prophets with unholybane.  The demons to the east aren't much of a problem (for you, they can really take a toll on your ally who does not pick his battles wisely), you should be able to roll right over them when you're done in the west.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Two or three Gryphon Riders with hit and run slow (preferably with poison/incinerate) can make a huge difference against the western forces.  Keep the really nasty demons slowed, and your ally can usually fight the demons to a stalemate, though they'll need your help taking out the leader.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' You can now recall all units, including undead from Chapter VI, and recruit all sorts of L1-2 units. Vritra will be kidnapped at start of next scenario so make sure she is well equipped at the end of the scenario. Beelzebub possible in SE (43,38) and if present, it may be most effective to deal it first. Note that your allies can kill the southern enemy leader and surround the other two and make it hard to kill them.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' In the story preamble now, you apparently get a chance to boost both Efaim's and Lethalia's redeem capability by a level. Not clear if there is a negative consequence...&lt;br /&gt;
&lt;br /&gt;
==Kidnapped==&lt;br /&gt;
'''[WHU]''' One castle of units should be plenty.  Follow the path southwest, then southeast.&lt;br /&gt;
&lt;br /&gt;
==Investigations==&lt;br /&gt;
'''[WHU]''' Sneak around the woods outside of town.  When a single unit comes to the edge of the woods, pop out and redeem him, then get back in the shadows.  You should have plenty of turns to redeem everyone, then get on with the primary mission, which is to visit about five specific houses.  Don't let any of the guards get next to you.&lt;br /&gt;
&lt;br /&gt;
==Gladiatrix==&lt;br /&gt;
'''[WHU]''' Grab the gear to the north.  Fight a few units, one at a time.&lt;br /&gt;
&lt;br /&gt;
==Unimportant Revolution==&lt;br /&gt;
'''[WHU]''' Use caution.  Some of the enemy do a LOT of damage, and you don't want to get surrounded by a few of those.  Use the river and your allies to wear the enemy down a bit, then overwhelming force focused on killing his most dangerous units.  Be sure to check the enemy resistances before recalling.  You want to save some gold for the next scenario, recalling two castles is probably too much here.&lt;br /&gt;
&lt;br /&gt;
==The Desert==&lt;br /&gt;
'''[WHU]''' Another long scenario where you encounter large groups of dangerous enemies, plus a steady stream of demons from the northeast.  There is a cave that runs along the east side of the map with some gold and some goodies.  I recall a couple castles, start south and visit the trader, then continue south and fight off a batch of demons.  Then it's east to deal with the saurians and a couple other factions, then follow the road southeast and then south.  About the time the road pretty much ends, I notice how few turns I have left considering the progress I've made so far, panic, and send one of my leaders to run right around the various factions, ending quite early with no early finish bonus.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Notice the Trader due south of your starting position. Also a Beelezebub monolith is possible just west of center in center of map. You cannot reach the southern edge of the map in the cave but there are a couple nice artifacts there. I usually create two bands, one that goes south through the desert and one that goes east and then down into the cave. This approach will take about all the units I have.&lt;br /&gt;
&lt;br /&gt;
==Gladiatrix - The Path to Glory==&lt;br /&gt;
'''[WHU]''' Back to the arena, this time with some friends.  Some friends that you really, really, want to keep alive.  I try to get four units with a lot of HP so that I can block the entrance to the north building, along with some healing.  I also like to advance the battlerager as quickly as possible (thorns/weak reflect/reflect), and increase his number of attacks, or anything else I can just to keep him alive.  Slow will be crucial here, probably some clever crafting, and don't forget those potions.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' As WHU mentions, you have access to all your gems but not all your items, so hopefully you've been hoarding gems. You can turn the Battlerager into a beast by giving them extra attacks, slow, draining, and absorption. Note if you give some unit the ability to create undead this will be useful later for fodder.&lt;br /&gt;
&lt;br /&gt;
==Ruins of Wesnoth==&lt;br /&gt;
'''[WHU]''' Efraim can handle the humans alone.  Send powerful elves south.  A couple of fast, powerful units with slow may be able to rush down and take out the southern leader (he'll show up in a few turns) while the rest of the army draws his forces away.  Lethalia and a few quick, powerful units should be able to get into the northern castle before that enemy shows up, hurt him and he should leave the keep open for you to claim (you may not want to stand on his keep before he arrives, at one time bad things would happen if you did).&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' The two approaches I've used are to either create two or three bands. If you create three bands, send the tougher two the south and west and a relatively weak one to take out the humans (good chance to level some weak units). With two bands, send one south and the other southwest to crush the humans and then head north.&lt;br /&gt;
&lt;br /&gt;
==Odd World==&lt;br /&gt;
'''[WHU]''' There is no early finish bonus, but you really need to move anyway.  Your enemies, demons and imps, will be spawning constantly and coming for you from all directions.  A force of 15-20 works well, including healers and flyers.  Prophets, or other very hard hitting units, with unholybane would be very useful.  Villages don't provide any income, but they heal +16.  There are items and gold scattered around the map.  &lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' You'll also get a wonderful introduction to the most annoying trait in BFW, temptation.  If one of your unit starts its turn next to a unit of the opposite gender with temptation, your unit will be unable to attack that turn (unless maybe you use a greater healing potion, I've never tried it, just thought of it).  This is especially frustrating when you've been slowed and can't get out of the way.  Unlike most special traits, or even some of the basic ones, I'm pretty well convinced the AI knows EXACTLY how to make optimum use of temptation.  Keep a couple of fast prophets with unholybane (or similar) behind the front and rear lines to run out and slaughter those demons whenever you see them.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Start off going south until you get to the mountains.  Send Lethalia and some flyers or mountain travellers south through the mountains to take out a boss.  Send the rest of the army east, where you will fight in the mountains (there is also a path around the mountains for units that can't go through).  About the time you get through the mountains and start north, you'll probably need a rather powerful rear guard.  Every turn you spent getting through (and around) the mountains, your enemy was spawning units behind (and in front, and to the side) of you.  Use penetrates and hit and run, skirmishers, and flyers to ensure you are constantly making forward progress.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Around the time you make sight of the last enemy boss, and you feel confident that you can spare them, send a couple relatively powerful flyers northeast.  Between the mountains is a route over a lake of lava that leads to the exit.  Have one of your flyers continue to the northeast into a cavern where there are a couple items.&lt;br /&gt;
 &lt;br /&gt;
'''[WHU]''' If you have been actively using your redeem attack, you should have noticed that it is starting to sometimes redeem multiple units, particularly when they are low level.  Those big packs of imps are just asking to be redeemed.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Possible Beelzebub monolith at at 21,15 (just north of enemy leader).&lt;br /&gt;
&lt;br /&gt;
==Gladiatrix - The Reckoning==&lt;br /&gt;
'''[WHU]'''  Move slowly, kill everything.  At first you'll be attacked out of the dark, then by a much nastier unit that's initially invisible.  There's no turn limit, heal as much as you need.  Charge out of the building in force, or draw the enemy into the corridor, depending on your strengths.  You'll fight a couple enemy units at a time at first.  Take out the boss to the northwest, then head southeast.  When you get near the southern end of the map, you'll be taking on a bunch of non-trivial enemies (you'll see why I strongly recommended protecting your friends in the arena).  If you still have all your arena allies, and you've geared them well and levelled them, just use your unit-specific strengths against against the enemy weaknesses.  If not, good luck.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]'''  Once you get into the city, it gets much easier, for a little while.  Take out the bosses and anyone who breathes your air.  Then head north into the building to fight three batches of those nasty demons before heading to the northwest corner exit.  You need to fight them on your terms, where only one of them can attack at a time and you can retreat to heal.  Each batch will be a bit harder than the one before.  It is not uncommon for me to do a major retreat when fighting the third batch, stringing them out so I can pick them off one at a time, often using my unit with teleport to sneak behind them as they chase me.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Despite warnings at start, there is no urgency. Take your time. A unit able to create undead here will be useful to create fodder, fairly effective fodder against humans actually. At the SE corner of the city, one way to lose is that Vitra on defense can kill units so effectively that they eventually overwhelm her.&lt;br /&gt;
&lt;br /&gt;
==The River of Flame==&lt;br /&gt;
'''[WHU]'''  This is a scenario I've always played in a manner which I suspect is completely unintended.  Recall a few powerful units and a couple healers, and maybe a unit or two you want to give some XP.  Block the bridges to your starting location, and pick up convenient kills.   Meanwhile, Lethalia flies right over the lava, clockwise around the edges of the map, perhaps killing and/or redeeming a few lone units along the way, to meet the troll in the southeast without ever having to actually work for it.  Major early finish bonus.  Cheater.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Look for a possible Beelzebub monolith at 16,16&lt;br /&gt;
&lt;br /&gt;
==Finally Together==&lt;br /&gt;
'''[WHU]''' Focus on elves if you have them.  Make the enemy fight your army while you are in the forest and they are on the path.  Use your army and Vritra's team to draw the enemy forces away from their leaders, while a few fast, powerful units circle around and assassinate the leaders.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' You can use villages and teleporters to get help to Vritra quickly and mount an attack using her units while the rest of your units catch up. Possible Beelzebub monolith at 34,17 (East end of forrest corridor).&lt;br /&gt;
&lt;br /&gt;
==Jungle Hell==&lt;br /&gt;
'''[WHU]''' It's a jungle, so elves are the obvious choice, and they do fine, but while they have good defenses in forests, their natural forest movement isn't of much value here.  This is yet another scenario of huge packs of demons that are triggered by your forward progress, so you don't necessarily need to move that fast, and you'll be standing around most of the time anyway.  Also, you can do the 'transport all units' to Efraim every 10 turns thing.  A lot of the terrain is impassible, for you, but not for some of the demons.   &lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' You'll fight two packs of demons at the beginning.  I find that Lethalia casting explosive slow on the pack to the east backed up by a few powerful units can take care of them pretty easily, while Efraim and a lot of support (including explosive slow), work on the pack coming up from the south.  Let the enemy come to you, don't chase at them and trigger yet another pack.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Once those two are taken care of, I follow the river south and then west, then south through the gap in the woods, and generally make my way south, moving east and west a little where opportunity presents, always keeping the terrain in my favor as much as possible.  I don't know that the actual route matters, I've just always gone that way and it works for me.  There are plenty of turns for you to move slowly and not trigger too many packs at once.  If you fight the demons in the middle of the forest it will limit the number of them which can attack on any one turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[dwarftough]''' Masterpace on the forums described a funny way to cheese and skip this scenario if you want to: https://forums.wesnoth.org/viewtopic.php?p=670591#p670591&lt;br /&gt;
&lt;br /&gt;
Briefly, the idea is to craft Nightwalkers for Lethalia, Krux, Vritra and one Deflector of Light for darkening, so they can hide in shadows in the keep for all day long. Then, Efraim takes the Woodland Cloak with ambush, moves strictly through the forest and reaches the south evading any fights.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Another interesting way to play this level is to take advantage of the fact that the AI/enemy units will completely focus on Efriam, Lethalia, Vritra and Krux if you keep them together. So put the four them with a solid force that stays at the north end in a defensible position (e.g. north side of the river just south of where you start). Create a second highly mobile force with some hit'n'run capabilities and have it move down the map, triggering enemies to appear. The enemies will basically ignore your second force to rush north at Efriam/Lethalia/Vritra/Krux unless your second force actually gets in their way, so just have them stay out of the way, picking off some enemies as they are safely able to and they will basically be able to walk down the map without much fighting while Efriam/Lethalia/Vritra/Krux and your first force kill all the enemy that will slowly trickle towards them. Any unit reaching the south end of the map triggers victory.&lt;br /&gt;
&lt;br /&gt;
==Gates of Hell==&lt;br /&gt;
'''[WHU]'''  No gold carryover, so you may as well spend it.  The first three leaders should go down pretty quickly, and then it will get just a bit harder with demons coming from the south, and spawning occasionally from the east and west.  When you get to the bottleneck there are two paths, use both of them.  Lethalia could use the western path, in case you want to rush the exit.  You'll encounter a boss who has a lot of HP and hits hard.  Use an explosive slow on an enemy next to him each turn to slow him, then hit him really hard with units that are resistant to impact and cold, perhaps using a [[LotI_Items#Holy_potion_.E2.80.93_potion|holy potion]] if you don't have unholybane attacks already.  You have plenty of turns, in theory you could incinerate him and then draw him into the open where you could hit him many more times per turn, possibly even running Lethalia around behind him to the exit, but I've never found that necessary.&lt;br /&gt;
&lt;br /&gt;
'''[dwarftough]''' An important note, I believe, for higher diffuclties: here you have to think and equip Krux and Vritra in the best items. You will begin Chapter 10 without your main storage, with only a few gems and random items, and the only items you can carry over there are items equipped on Krux and Vritra. It probably makes sense to give them some premier items, ofc you need items for Chapter 9 on Efraim/Lethalia/their soldiers, but they have the whole Inferno to pillage before the most difficult fights. Particularly I think that if you have the heal+40 ring, you'd better equip it on Krux/Vritra. In Chapter 9 you have all your recall list and most likely a lot of healers, in chapter 10 you have quite few against demon hordes, and Krux's the only basic healer  &lt;br /&gt;
&lt;br /&gt;
'''[WHU]'''  Consider using some of your potions on Krux and Vritra at or near the end of this scenario. You won't be able to carry the potions with you to [[LotI_Walkthrough-Part2-Chapter10|Chapter 10]], but you can carry their effects.  For example, taking a [[LotI_Items#Potion_of_Authority_.E2.80.93_potion|Potion of Authority]] will allow your hero to have the leadership of a level six unit, which will help a lot, in the beginning of [[LotI_Walkthrough-Part2-Chapter10|Chapter 10]].&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Sending a couple items with greater illumination or darkens severely with Krux/Vritra is probably a good idea if possible.  If you have to choose, darkens will be of more use, perhaps one or two [[LotI_Items#Deflector_of_Light_.E2.80.93_craftable_as_any_armour|&lt;br /&gt;
Deflector of Light]].&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' It used to be the first seven you recalled in this scenario, would be the seven you start with in the next scenario but now it seems to be somewhat random. Still I think recalling a good killing force in your first seven units is a good idea and will help you next scenario. Demons actually appear hidden by the gate and them emerge and attack. BTW, I believe you start Chapter 10 now with all your gems, so it makes sense to start hoarding them again for Vrita and Krux to use in that chapter.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;width: 33%&amp;quot; | [[LotI_Walkthrough-Part2-Chapter07|Back to Chapter 7]] &lt;br /&gt;
| style=&amp;quot;text-align: center;width: 33%&amp;quot; | [[LotI_Walkthrough|Main]] &lt;br /&gt;
| style=&amp;quot;text-align: right;width: 33%&amp;quot; | [[LotI_Walkthrough-Part2-Chapter09|On to Chapter 9]] &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Thrash</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=LotI_Walkthrough-Part2-Chapter06&amp;diff=72552</id>
		<title>LotI Walkthrough-Part2-Chapter06</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=LotI_Walkthrough-Part2-Chapter06&amp;diff=72552"/>
		<updated>2024-03-28T21:59:41Z</updated>

		<summary type="html">&lt;p&gt;Thrash: /* Apologies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Part II, Into the Light, Chapter 6, Rising from the Grave'''&lt;br /&gt;
&lt;br /&gt;
'''Generally'''&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' It's a new start.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' There's some really valuable information in the entry for &amp;quot;Friends No More&amp;quot; that will help you prepare for the rest of Part II.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' There will be a couple of times (the Gladiator thread in Chapter VIII and then at the start of Chapter X) when you effectively start over without recalls or items, but your gems carry over and will very very valuable to equip new recruits, so you probably want to stockpile them for those two occassions.&lt;br /&gt;
&lt;br /&gt;
==The Awakening==&lt;br /&gt;
'''[WHU]''' This one was rather nasty, became much more reasonable in 3.2.27d.  Advance Lethalia's Fairie Fire, and don't get too cocky.&lt;br /&gt;
&lt;br /&gt;
'''WDF:''' If time is a problem, there is a room with a necrophage in it, if you go to the bottom right of it [Thrash: specifically 23,18], Lethalia will trigger the cutscene with Efraim skipping a big chunk of this level&lt;br /&gt;
&lt;br /&gt;
==Who Am I==&lt;br /&gt;
'''[WHU]''' Recruit a bunch of walking corpses as fodder to block enemy attacks.  Protect your leaders with terrain.  After the first wave is broken, head west, then north, and finally northeast.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Don't forget to equip Efriam with any useful items picked up in the previous scenario.&lt;br /&gt;
&lt;br /&gt;
==Into the Light==&lt;br /&gt;
'''[WHU]'''  Recruit a lot of skeletal units, which are pretty much all going to die (again).  The demons you will encounter will have various, usually nasty, traits, so pay attention to each one.  Head northeast, slowly.  You may want to send a ghost to the north, staying along the west side where possible, to make a quick end to the scenario once you complete the other objectives.  &lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' If you happen to recruit any loyal units, consider leaving them back to protect them.  Your skeletons will die pretty easily, but if one gets a kill it's almost certain to level up.  It's probably a good idea to start leveling a couple of skeletons on the revenant to death knight to internal knight or lich king path, their leadership will come in handy later.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Most of the demons you can kill by ganging up on them, but I believe it's possible to get one with the right combination of attributes (e.g. regrowth and a powerful ranged attack) to make it effectively unkillable for you at this point. You may just need to mob it and run your heroes by it.&lt;br /&gt;
&lt;br /&gt;
==I Hate You, I Hate You Too==&lt;br /&gt;
'''[WHU]''' Recruit/recall a couple castles of undead.  Send Lethalia out hunting to the north while the rest of the army follows the path to the northeast.  No need to hurry, enemy forces will be fighting each other, and lots of items will be dropped.  Collect as much as you can, then kill the enemy leader.&lt;br /&gt;
&lt;br /&gt;
==Friends No More==&lt;br /&gt;
'''[WHU]'''  I've always played as Efraim.  Recruit some units you want to level, in my case a couple mages, a couple horsemen, and a couple heavy infantry.  Send Efraim across the swamp to take most of the damage, while picking off the few units that make it into the city.  Rotate out damaged units.  When the way is clear, send the army down the road to deal with Lethalia.  &lt;br /&gt;
&lt;br /&gt;
'''[WHU]'''  Keep the general alive.  Initially, his leadership will be very valuable for advancing units.  Definitely advance him to a Duke, and keep advancing him.  I'm pretty sure he's the only unit you'll get that can become a Duke, and his special skills will be crucial later on.  He may be the most important unit in Part II.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' NOTE: As Part II progresses, you're going to run into huge groups of demons, some of which are incredibly strong.  The tough ones' nasty attacks are almost always cold or arcane ranged, so start building some units with a lot of HP and cold/arcane resistance.  Giving them good movement will help, too, in case you need to send them out to block.  There will also be some demons with lesser berserk melee attacks, so start preparing some units to protect against them (I love slow here, and things that benefit from being hit while defending like reflect or triggerable are a plus).  Hit and run type attacks will be important, along with penetration to support your heavy hitters.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' I've played once as Lethalia and it's essentially the same scenarios but with the heroes swapped (though sometimes an ally of Efriam will not be an ally of Lethalia). I believe Efriam is the easier path.&lt;br /&gt;
&lt;br /&gt;
==Tunnels==&lt;br /&gt;
'''[WHU]''' A castle full of recalls is generally enough.  Move slowly to the north, leading with your leader and staying out of the mud.  When you can't go north any farther, turn east.  Remember what they say about shortcuts.  If you are playing Efraim, between his defensive strikes and whirlwind he should seriously weaken lots of your enemies, leaving easy XP for units you want to advance.&lt;br /&gt;
&lt;br /&gt;
==World Without Amity==&lt;br /&gt;
'''[WHU]'''  With Efraim, recruit/recall a castle of units.  Send a couple horsemen, and maybe a quick unit that can travel in the mountains where he can watch as your &amp;quot;ally&amp;quot; stands on items so you can't get them, to the east and then north, collecting villages and dropped items.  Wait a few turns before starting to move the rest of the army north so that the drakes will concentrate on the humans.  Lead with Efraim, and keep him between the drakes and your army who keep back out of the way.  Advance slowly.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Playing Lethalia, your goal will be to defeat the humans, but both will be your enemies, which means between the drakes and charging knights, you will have a lot of damage coming your way. I used the usual strategy of hunkering down until initial waves of enemies were handled and then pushed.&lt;br /&gt;
&lt;br /&gt;
==Misguiding Lives==&lt;br /&gt;
'''[WHU]'''  As Efraim, you can usually just push ahead with him.  Charles is disposable, you can use him to draw off some of the enemy units, along with some fodder.&lt;br /&gt;
&lt;br /&gt;
==Across the Barren Land==&lt;br /&gt;
'''[WHU]'''  There are a lot of factions fighting each other, and a good bit of dropped loot, along with chests of gold.  The safer path is north along the west side of the map.  There's more loot, and more danger, to the east.  There is a cave in the mountains with an opening to the east with goodies.  Recall a decent size force, the factions you will encounter are large.  Include a few, particularly low level, troops you want to level up.  Lead with your leader, and keep your army in a tight formation with your weaker troops protected in the center.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]'''  In this scenario, you can right click on your leader and teleport your units to your leader, but not more often than once every 10 turns.  You will have no control over how they are positioned, so you probably want to teleport before moving any of your army other than your leader.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Forward progress will probably be inconsistent as you fight large groups of enemies, and you can get bogged down quickly.  In particular, I find that if I'm about halfway up the map with half the turns remaining, I'm probably going to have to hurry at some point, and likely leave some loot behind.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Your main choice will be to go over the mountains (to the west), under the mountains (east), or split your army and do both if you really want to harvest XP and loot. The route through the caves seems harder. Watch out for enemy catching up with you from the south.&lt;br /&gt;
&lt;br /&gt;
==Heart Mountains==&lt;br /&gt;
'''[WHU]''' Send a few units that are good against undead north through the mountains and into the cave.  Recall some powerful units and fight off the first enemy using the river.  Advance and kill the leader, then prepare for the next wave.  Send a single unit into the cave in the northwest.  Advance and kill the next leader, and when you have collected all the loot, follow the road northwest to the end.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Note that upkeep and income from villages are back in effect. Calvary will be of limited use here. Any unit reaching the north edge of map suffices to win.&lt;br /&gt;
&lt;br /&gt;
==Axadria==&lt;br /&gt;
'''[WHU]''' Efraim can generally handle this one himself, but there will be a lot of loot to pick up.  If you recall, pick some strong units and a healer or two, and keep them back at first as the enemies that bypass Efraim will hit hard.  There's a decent early finish bonus, so try to be quick about it.&lt;br /&gt;
&lt;br /&gt;
==The Library==&lt;br /&gt;
'''[WHU]''' It's a library, read some books.  All of them, in fact.  Then, since there's no early finish bonus, park yourself between the spawning thingy and the exit thingy and kill stuff.&lt;br /&gt;
&lt;br /&gt;
==Phoenix==&lt;br /&gt;
'''[WHU]''' The phoenix hits very hard, and won't move forward unless it can advance and attack in one turn.  Hopefully, you have something very fast with slow, and something very fast that does a lot of cold, arcane, or impact damage (NOT fire).  This is quite likely a time to use some potion(s), like [[LotI_Items#Potion_of_Titanic_Strength_.E2.80.93_potion|titanic strength]] for Efraim.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' You can spam spearman who will wear down the Phoenix until Efriam can kill it (a furious attack is useful). With Lethalia, you can use slow. Any unit that can attack without retaliation (Scythemasters, bowman/assassins with arrow storm) are useful.&lt;br /&gt;
&lt;br /&gt;
==Frozen Land==&lt;br /&gt;
'''[WHU]''' The phoenix has lots of resistances, especially fire, so resistance penetration and lightning is useful here.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Fireballs seem to do nothing here. The Phoenix is L10, so just attacking it is a good XP producer.&lt;br /&gt;
&lt;br /&gt;
==Apologies==&lt;br /&gt;
'''[WHU]''' Recall a few units you want to give experience to.  Your leader has a new attack called redeem, read up on it and use it as often as possible on low level units.  Efraim can just walk through this one alone, but I like to give out some XP to other units.  No gold carryover, so you might as well milk XP in the enemy castle.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Note that your hero will have their abilities reset and then some new ones added, so it is a good time to study them. Your undead will not be available in the next scenarios (until the United scenario of Chapter VIII), so consider unequipping their items before the end of this scenario.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;width: 33%&amp;quot; | [[LotI_Walkthrough-Part1-Chapter05|Back to Chapter 5]] &lt;br /&gt;
| style=&amp;quot;text-align: center;width: 33%&amp;quot; | [[LotI_Walkthrough|Main]] &lt;br /&gt;
| style=&amp;quot;text-align: right;width: 33%&amp;quot; | [[LotI_Walkthrough-Part2-Chapter07|On to Chapter 7]] &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Thrash</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=LotI_Walkthrough-Part2-Chapter06&amp;diff=72501</id>
		<title>LotI Walkthrough-Part2-Chapter06</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=LotI_Walkthrough-Part2-Chapter06&amp;diff=72501"/>
		<updated>2024-03-20T00:23:51Z</updated>

		<summary type="html">&lt;p&gt;Thrash: /* Heart Mountains */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Part II, Into the Light, Chapter 6, Rising from the Grave'''&lt;br /&gt;
&lt;br /&gt;
'''Generally'''&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' It's a new start.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' There's some really valuable information in the entry for &amp;quot;Friends No More&amp;quot; that will help you prepare for the rest of Part II.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' There will be a couple of times (the Gladiator thread in Chapter VIII and then at the start of Chapter X) when you effectively start over without recalls or items, but your gems carry over and will very very valuable to equip new recruits, so you probably want to stockpile them for those two occassions.&lt;br /&gt;
&lt;br /&gt;
==The Awakening==&lt;br /&gt;
'''[WHU]''' This one was rather nasty, became much more reasonable in 3.2.27d.  Advance Lethalia's Fairie Fire, and don't get too cocky.&lt;br /&gt;
&lt;br /&gt;
'''WDF:''' If time is a problem, there is a room with a necrophage in it, if you go to the bottom right of it [Thrash: specifically 23,18], Lethalia will trigger the cutscene with Efraim skipping a big chunk of this level&lt;br /&gt;
&lt;br /&gt;
==Who Am I==&lt;br /&gt;
'''[WHU]''' Recruit a bunch of walking corpses as fodder to block enemy attacks.  Protect your leaders with terrain.  After the first wave is broken, head west, then north, and finally northeast.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Don't forget to equip Efriam with any useful items picked up in the previous scenario.&lt;br /&gt;
&lt;br /&gt;
==Into the Light==&lt;br /&gt;
'''[WHU]'''  Recruit a lot of skeletal units, which are pretty much all going to die (again).  The demons you will encounter will have various, usually nasty, traits, so pay attention to each one.  Head northeast, slowly.  You may want to send a ghost to the north, staying along the west side where possible, to make a quick end to the scenario once you complete the other objectives.  &lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' If you happen to recruit any loyal units, consider leaving them back to protect them.  Your skeletons will die pretty easily, but if one gets a kill it's almost certain to level up.  It's probably a good idea to start leveling a couple of skeletons on the revenant to death knight to internal knight or lich king path, their leadership will come in handy later.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Most of the demons you can kill by ganging up on them, but I believe it's possible to get one with the right combination of attributes (e.g. regrowth and a powerful ranged attack) to make it effectively unkillable for you at this point. You may just need to mob it and run your heroes by it.&lt;br /&gt;
&lt;br /&gt;
==I Hate You, I Hate You Too==&lt;br /&gt;
'''[WHU]''' Recruit/recall a couple castles of undead.  Send Lethalia out hunting to the north while the rest of the army follows the path to the northeast.  No need to hurry, enemy forces will be fighting each other, and lots of items will be dropped.  Collect as much as you can, then kill the enemy leader.&lt;br /&gt;
&lt;br /&gt;
==Friends No More==&lt;br /&gt;
'''[WHU]'''  I've always played as Efraim.  Recruit some units you want to level, in my case a couple mages, a couple horsemen, and a couple heavy infantry.  Send Efraim across the swamp to take most of the damage, while picking off the few units that make it into the city.  Rotate out damaged units.  When the way is clear, send the army down the road to deal with Lethalia.  &lt;br /&gt;
&lt;br /&gt;
'''[WHU]'''  Keep the general alive.  Initially, his leadership will be very valuable for advancing units.  Definitely advance him to a Duke, and keep advancing him.  I'm pretty sure he's the only unit you'll get that can become a Duke, and his special skills will be crucial later on.  He may be the most important unit in Part II.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' NOTE: As Part II progresses, you're going to run into huge groups of demons, some of which are incredibly strong.  The tough ones' nasty attacks are almost always cold or arcane ranged, so start building some units with a lot of HP and cold/arcane resistance.  Giving them good movement will help, too, in case you need to send them out to block.  There will also be some demons with lesser berserk melee attacks, so start preparing some units to protect against them (I love slow here, and things that benefit from being hit while defending like reflect or triggerable are a plus).  Hit and run type attacks will be important, along with penetration to support your heavy hitters.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' I've played once as Lethalia and it's essentially the same scenarios but with the heroes swapped (though sometimes an ally of Efriam will not be an ally of Lethalia). I believe Efriam is the easier path.&lt;br /&gt;
&lt;br /&gt;
==Tunnels==&lt;br /&gt;
'''[WHU]''' A castle full of recalls is generally enough.  Move slowly to the north, leading with your leader and staying out of the mud.  When you can't go north any farther, turn east.  Remember what they say about shortcuts.  If you are playing Efraim, between his defensive strikes and whirlwind he should seriously weaken lots of your enemies, leaving easy XP for units you want to advance.&lt;br /&gt;
&lt;br /&gt;
==World Without Amity==&lt;br /&gt;
'''[WHU]'''  With Efraim, recruit/recall a castle of units.  Send a couple horsemen, and maybe a quick unit that can travel in the mountains where he can watch as your &amp;quot;ally&amp;quot; stands on items so you can't get them, to the east and then north, collecting villages and dropped items.  Wait a few turns before starting to move the rest of the army north so that the drakes will concentrate on the humans.  Lead with Efraim, and keep him between the drakes and your army who keep back out of the way.  Advance slowly.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Playing Lethalia, your goal will be to defeat the humans, but both will be your enemies, which means between the drakes and charging knights, you will have a lot of damage coming your way. I used the usual strategy of hunkering down until initial waves of enemies were handled and then pushed.&lt;br /&gt;
&lt;br /&gt;
==Misguiding Lives==&lt;br /&gt;
'''[WHU]'''  As Efraim, you can usually just push ahead with him.  Charles is disposable, you can use him to draw off some of the enemy units, along with some fodder.&lt;br /&gt;
&lt;br /&gt;
==Across the Barren Land==&lt;br /&gt;
'''[WHU]'''  There are a lot of factions fighting each other, and a good bit of dropped loot, along with chests of gold.  The safer path is north along the west side of the map.  There's more loot, and more danger, to the east.  There is a cave in the mountains with an opening to the east with goodies.  Recall a decent size force, the factions you will encounter are large.  Include a few, particularly low level, troops you want to level up.  Lead with your leader, and keep your army in a tight formation with your weaker troops protected in the center.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]'''  In this scenario, you can right click on your leader and teleport your units to your leader, but not more often than once every 10 turns.  You will have no control over how they are positioned, so you probably want to teleport before moving any of your army other than your leader.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Forward progress will probably be inconsistent as you fight large groups of enemies, and you can get bogged down quickly.  In particular, I find that if I'm about halfway up the map with half the turns remaining, I'm probably going to have to hurry at some point, and likely leave some loot behind.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Your main choice will be to go over the mountains (to the west), under the mountains (east), or split your army and do both if you really want to harvest XP and loot. The route through the caves seems harder. Watch out for enemy catching up with you from the south.&lt;br /&gt;
&lt;br /&gt;
==Heart Mountains==&lt;br /&gt;
'''[WHU]''' Send a few units that are good against undead north through the mountains and into the cave.  Recall some powerful units and fight off the first enemy using the river.  Advance and kill the leader, then prepare for the next wave.  Send a single unit into the cave in the northwest.  Advance and kill the next leader, and when you have collected all the loot, follow the road northwest to the end.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Note that upkeep and income from villages are back in effect. Calvary will be of limited use here. Any unit reaching the north edge of map suffices to win.&lt;br /&gt;
&lt;br /&gt;
==Axadria==&lt;br /&gt;
'''[WHU]''' Efraim can generally handle this one himself, but there will be a lot of loot to pick up.  If you recall, pick some strong units and a healer or two, and keep them back at first as the enemies that bypass Efraim will hit hard.  There's a decent early finish bonus, so try to be quick about it.&lt;br /&gt;
&lt;br /&gt;
==The Library==&lt;br /&gt;
'''[WHU]''' It's a library, read some books.  All of them, in fact.  Then, since there's no early finish bonus, park yourself between the spawning thingy and the exit thingy and kill stuff.&lt;br /&gt;
&lt;br /&gt;
==Phoenix==&lt;br /&gt;
'''[WHU]''' The phoenix hits very hard, and won't move forward unless it can advance and attack in one turn.  Hopefully, you have something very fast with slow, and something very fast that does a lot of cold, arcane, or impact damage (NOT fire).  This is quite likely a time to use some potion(s), like [[LotI_Items#Potion_of_Titanic_Strength_.E2.80.93_potion|titanic strength]] for Efraim.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' You can spam spearman who will wear down the Phoenix until Efriam can kill it (a furious attack is useful). With Lethalia, you can use slow. Any unit that can attack without retaliation (Scythemasters, bowman/assassins with arrow storm) are useful.&lt;br /&gt;
&lt;br /&gt;
==Frozen Land==&lt;br /&gt;
'''[WHU]''' The phoenix has lots of resistances, especially fire, so resistance penetration and lightning is useful here.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Fireballs seem to do nothing here. The Phoenix is L10, so just attacking it is a good XP producer.&lt;br /&gt;
&lt;br /&gt;
==Apologies==&lt;br /&gt;
'''[WHU]''' Recall a few units you want to give experience to.  Your leader has a new attack called redeem, read up on it and use it as often as possible on low level units.  Efraim can just walk through this one alone, but I like to give out some XP to other units.  No gold carryover, so you might as well milk XP in the enemy castle.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Note that your hero will have a number of change in abilities, so a good time to study them. Your undead will not be available in the next scenarios (until the United scenario of Chapter VIII), so consider unequipping their items before the end of this scenario.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;width: 33%&amp;quot; | [[LotI_Walkthrough-Part1-Chapter05|Back to Chapter 5]] &lt;br /&gt;
| style=&amp;quot;text-align: center;width: 33%&amp;quot; | [[LotI_Walkthrough|Main]] &lt;br /&gt;
| style=&amp;quot;text-align: right;width: 33%&amp;quot; | [[LotI_Walkthrough-Part2-Chapter07|On to Chapter 7]] &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Thrash</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=LotI_Walkthrough-Part2-Chapter06&amp;diff=72500</id>
		<title>LotI Walkthrough-Part2-Chapter06</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=LotI_Walkthrough-Part2-Chapter06&amp;diff=72500"/>
		<updated>2024-03-19T18:50:13Z</updated>

		<summary type="html">&lt;p&gt;Thrash: /* The Awakening */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Part II, Into the Light, Chapter 6, Rising from the Grave'''&lt;br /&gt;
&lt;br /&gt;
'''Generally'''&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' It's a new start.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' There's some really valuable information in the entry for &amp;quot;Friends No More&amp;quot; that will help you prepare for the rest of Part II.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' There will be a couple of times (the Gladiator thread in Chapter VIII and then at the start of Chapter X) when you effectively start over without recalls or items, but your gems carry over and will very very valuable to equip new recruits, so you probably want to stockpile them for those two occassions.&lt;br /&gt;
&lt;br /&gt;
==The Awakening==&lt;br /&gt;
'''[WHU]''' This one was rather nasty, became much more reasonable in 3.2.27d.  Advance Lethalia's Fairie Fire, and don't get too cocky.&lt;br /&gt;
&lt;br /&gt;
'''WDF:''' If time is a problem, there is a room with a necrophage in it, if you go to the bottom right of it [Thrash: specifically 23,18], Lethalia will trigger the cutscene with Efraim skipping a big chunk of this level&lt;br /&gt;
&lt;br /&gt;
==Who Am I==&lt;br /&gt;
'''[WHU]''' Recruit a bunch of walking corpses as fodder to block enemy attacks.  Protect your leaders with terrain.  After the first wave is broken, head west, then north, and finally northeast.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Don't forget to equip Efriam with any useful items picked up in the previous scenario.&lt;br /&gt;
&lt;br /&gt;
==Into the Light==&lt;br /&gt;
'''[WHU]'''  Recruit a lot of skeletal units, which are pretty much all going to die (again).  The demons you will encounter will have various, usually nasty, traits, so pay attention to each one.  Head northeast, slowly.  You may want to send a ghost to the north, staying along the west side where possible, to make a quick end to the scenario once you complete the other objectives.  &lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' If you happen to recruit any loyal units, consider leaving them back to protect them.  Your skeletons will die pretty easily, but if one gets a kill it's almost certain to level up.  It's probably a good idea to start leveling a couple of skeletons on the revenant to death knight to internal knight or lich king path, their leadership will come in handy later.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Most of the demons you can kill by ganging up on them, but I believe it's possible to get one with the right combination of attributes (e.g. regrowth and a powerful ranged attack) to make it effectively unkillable for you at this point. You may just need to mob it and run your heroes by it.&lt;br /&gt;
&lt;br /&gt;
==I Hate You, I Hate You Too==&lt;br /&gt;
'''[WHU]''' Recruit/recall a couple castles of undead.  Send Lethalia out hunting to the north while the rest of the army follows the path to the northeast.  No need to hurry, enemy forces will be fighting each other, and lots of items will be dropped.  Collect as much as you can, then kill the enemy leader.&lt;br /&gt;
&lt;br /&gt;
==Friends No More==&lt;br /&gt;
'''[WHU]'''  I've always played as Efraim.  Recruit some units you want to level, in my case a couple mages, a couple horsemen, and a couple heavy infantry.  Send Efraim across the swamp to take most of the damage, while picking off the few units that make it into the city.  Rotate out damaged units.  When the way is clear, send the army down the road to deal with Lethalia.  &lt;br /&gt;
&lt;br /&gt;
'''[WHU]'''  Keep the general alive.  Initially, his leadership will be very valuable for advancing units.  Definitely advance him to a Duke, and keep advancing him.  I'm pretty sure he's the only unit you'll get that can become a Duke, and his special skills will be crucial later on.  He may be the most important unit in Part II.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' NOTE: As Part II progresses, you're going to run into huge groups of demons, some of which are incredibly strong.  The tough ones' nasty attacks are almost always cold or arcane ranged, so start building some units with a lot of HP and cold/arcane resistance.  Giving them good movement will help, too, in case you need to send them out to block.  There will also be some demons with lesser berserk melee attacks, so start preparing some units to protect against them (I love slow here, and things that benefit from being hit while defending like reflect or triggerable are a plus).  Hit and run type attacks will be important, along with penetration to support your heavy hitters.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' I've played once as Lethalia and it's essentially the same scenarios but with the heroes swapped (though sometimes an ally of Efriam will not be an ally of Lethalia). I believe Efriam is the easier path.&lt;br /&gt;
&lt;br /&gt;
==Tunnels==&lt;br /&gt;
'''[WHU]''' A castle full of recalls is generally enough.  Move slowly to the north, leading with your leader and staying out of the mud.  When you can't go north any farther, turn east.  Remember what they say about shortcuts.  If you are playing Efraim, between his defensive strikes and whirlwind he should seriously weaken lots of your enemies, leaving easy XP for units you want to advance.&lt;br /&gt;
&lt;br /&gt;
==World Without Amity==&lt;br /&gt;
'''[WHU]'''  With Efraim, recruit/recall a castle of units.  Send a couple horsemen, and maybe a quick unit that can travel in the mountains where he can watch as your &amp;quot;ally&amp;quot; stands on items so you can't get them, to the east and then north, collecting villages and dropped items.  Wait a few turns before starting to move the rest of the army north so that the drakes will concentrate on the humans.  Lead with Efraim, and keep him between the drakes and your army who keep back out of the way.  Advance slowly.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Playing Lethalia, your goal will be to defeat the humans, but both will be your enemies, which means between the drakes and charging knights, you will have a lot of damage coming your way. I used the usual strategy of hunkering down until initial waves of enemies were handled and then pushed.&lt;br /&gt;
&lt;br /&gt;
==Misguiding Lives==&lt;br /&gt;
'''[WHU]'''  As Efraim, you can usually just push ahead with him.  Charles is disposable, you can use him to draw off some of the enemy units, along with some fodder.&lt;br /&gt;
&lt;br /&gt;
==Across the Barren Land==&lt;br /&gt;
'''[WHU]'''  There are a lot of factions fighting each other, and a good bit of dropped loot, along with chests of gold.  The safer path is north along the west side of the map.  There's more loot, and more danger, to the east.  There is a cave in the mountains with an opening to the east with goodies.  Recall a decent size force, the factions you will encounter are large.  Include a few, particularly low level, troops you want to level up.  Lead with your leader, and keep your army in a tight formation with your weaker troops protected in the center.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]'''  In this scenario, you can right click on your leader and teleport your units to your leader, but not more often than once every 10 turns.  You will have no control over how they are positioned, so you probably want to teleport before moving any of your army other than your leader.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Forward progress will probably be inconsistent as you fight large groups of enemies, and you can get bogged down quickly.  In particular, I find that if I'm about halfway up the map with half the turns remaining, I'm probably going to have to hurry at some point, and likely leave some loot behind.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Your main choice will be to go over the mountains (to the west), under the mountains (east), or split your army and do both if you really want to harvest XP and loot. The route through the caves seems harder. Watch out for enemy catching up with you from the south.&lt;br /&gt;
&lt;br /&gt;
==Heart Mountains==&lt;br /&gt;
'''[WHU]''' Send a few units that are good against undead north through the mountains and into the cave.  Recall some powerful units and fight off the first enemy using the river.  Advance and kill the leader, then prepare for the next wave.  Send a single unit into the cave in the northwest.  Advance and kill the next leader, and when you have collected all the loot, follow the road northwest to the end.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Not upkeep and income from villages are back in effect. Calvary will be of limited use here. Any unit reaching the north edge of map suffices to win.&lt;br /&gt;
&lt;br /&gt;
==Axadria==&lt;br /&gt;
'''[WHU]''' Efraim can generally handle this one himself, but there will be a lot of loot to pick up.  If you recall, pick some strong units and a healer or two, and keep them back at first as the enemies that bypass Efraim will hit hard.  There's a decent early finish bonus, so try to be quick about it.&lt;br /&gt;
&lt;br /&gt;
==The Library==&lt;br /&gt;
'''[WHU]''' It's a library, read some books.  All of them, in fact.  Then, since there's no early finish bonus, park yourself between the spawning thingy and the exit thingy and kill stuff.&lt;br /&gt;
&lt;br /&gt;
==Phoenix==&lt;br /&gt;
'''[WHU]''' The phoenix hits very hard, and won't move forward unless it can advance and attack in one turn.  Hopefully, you have something very fast with slow, and something very fast that does a lot of cold, arcane, or impact damage (NOT fire).  This is quite likely a time to use some potion(s), like [[LotI_Items#Potion_of_Titanic_Strength_.E2.80.93_potion|titanic strength]] for Efraim.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' You can spam spearman who will wear down the Phoenix until Efriam can kill it (a furious attack is useful). With Lethalia, you can use slow. Any unit that can attack without retaliation (Scythemasters, bowman/assassins with arrow storm) are useful.&lt;br /&gt;
&lt;br /&gt;
==Frozen Land==&lt;br /&gt;
'''[WHU]''' The phoenix has lots of resistances, especially fire, so resistance penetration and lightning is useful here.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Fireballs seem to do nothing here. The Phoenix is L10, so just attacking it is a good XP producer.&lt;br /&gt;
&lt;br /&gt;
==Apologies==&lt;br /&gt;
'''[WHU]''' Recall a few units you want to give experience to.  Your leader has a new attack called redeem, read up on it and use it as often as possible on low level units.  Efraim can just walk through this one alone, but I like to give out some XP to other units.  No gold carryover, so you might as well milk XP in the enemy castle.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Note that your hero will have a number of change in abilities, so a good time to study them. Your undead will not be available in the next scenarios (until the United scenario of Chapter VIII), so consider unequipping their items before the end of this scenario.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;width: 33%&amp;quot; | [[LotI_Walkthrough-Part1-Chapter05|Back to Chapter 5]] &lt;br /&gt;
| style=&amp;quot;text-align: center;width: 33%&amp;quot; | [[LotI_Walkthrough|Main]] &lt;br /&gt;
| style=&amp;quot;text-align: right;width: 33%&amp;quot; | [[LotI_Walkthrough-Part2-Chapter07|On to Chapter 7]] &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Thrash</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=LotI_Walkthrough-Part1-Chapter05&amp;diff=72108</id>
		<title>LotI Walkthrough-Part1-Chapter05</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=LotI_Walkthrough-Part1-Chapter05&amp;diff=72108"/>
		<updated>2024-01-14T16:22:01Z</updated>

		<summary type="html">&lt;p&gt;Thrash: /* The Dungeon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Part I, Embracing the Darkness, Chapter 5, Hybrids of Steel'''&lt;br /&gt;
&lt;br /&gt;
'''Generally'''&lt;br /&gt;
&lt;br /&gt;
Add here.&lt;br /&gt;
&lt;br /&gt;
==Diplomacy==&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Give the [[LotI_Items#Woodland_Cloak_.E2.80.93_cloak|Woodland Cloak]] to Efraim.  Drive fast.  There's a lot of drops here, and Lethalia can easily take the battle alone to the northern enemies.&lt;br /&gt;
&lt;br /&gt;
==Escape==&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Drive fast.  Or kill all the mages for XP.&lt;br /&gt;
&lt;br /&gt;
==Pirates==&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Send Lethalia north to pound her way into the castle, while Efraim goes northwest to do the same to the other castle.  After a few turns, Efraim should have killed everything in defense, have Lethalia kill the northern leader for a gold bonus, or mop up some XP.  About this time the third enemy should be starting to attack the forces you left behind.  If you're going for XP, pick off his units a couple at a time with your spirits,&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' I spared the final leader, I believe she joins you in a few scenarios (Into The Shadows).&lt;br /&gt;
&lt;br /&gt;
==Again==&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Recruit some fodder to protect Akula, charge ahead with Efraim and Lethalia and take the first castle.  Make some holes, recruit some undead to distract the humans, and charge ahead with Efraim and Lethalia until you crush the other human leader.  The saurians should only last a few turns, at most, so you can ignore them.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Don’t worry about losing undead, they will be enemies next scenario. Unequip all gear from Akula before scenario end as she turns on you in the next scenario.&lt;br /&gt;
&lt;br /&gt;
==We Walk in the Shadows==&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' [[LotI_Items#Woodland_Cloak_.E2.80.93_cloak|Woodland Cloaks]] are handy here.  Stay away from the lawful humans, or kill them if you find them alone, as you make your way to the building.  Once there, you may want to disable all your weapons for retaliation using the Items menu (don't forget to turn them back on after this scenario), as you want to kill as few of the undead as possible (they will return to you soon).  Be careful attacking Akula with melee, as she returns a lot of damage which isn't known by the damage calculation.   Slow her and incinerate her if you can.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' If a guard spots Efriam or Lethalia without being killed, you lose.&lt;br /&gt;
&lt;br /&gt;
==The Real Enemy==&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Pay attention to the initial instructions.  Leave the castle with both leaders, right click to cast a greater spell and cast soulgate.  End your turn to allow the enemy to recruit, and then study their unit stats.  Recruit/recall if you feel it necessary (probably not), and advance slowly, relying on your leaders to protect your army.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Can configure Autorecall and to configure recalled units, but they don’t appear next scenario. Beelzebub will be at 18,8 if present. Beelzebub's monolith will be at 23,16 if present.&lt;br /&gt;
&lt;br /&gt;
==Into the Shadows==&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Recall some units, spread out, and cast two more soulgates.  The orcs can pretty much take care of things on their own if you want to hang back a little initially.  There are going to be a lot of items dropped in the mountains, you may want one or two units that travel well there to move up behind the orcs to be ready to loot.  Technically, you just need to enter the cave to win, but there's really no good reason to let that enemy leader live.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Before you finish this scenario, investigate the right click menu Configure Autorecall.  Starting with the next scenario, a number of units will be recalled automatically, for free.  You can choose which ones, up to a limit which can be expanded for gold.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' This is where Skya joins you if you spared them back in Pirates. You can cast another Soulgate spell here to make more units from your past available. You basically want to keep casting it every chance you get until all your powerful units are available.&lt;br /&gt;
&lt;br /&gt;
==The Dungeon==&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' For the rest of this chapter, you will explore a dungeon with many rooms.  You are given a map which shows most, but not all, of the rooms (see right click menu at any time).  As you explore, you will discover the entrances to other rooms.  Entering a new room heals and cures all of your units, and recalls the units on your autorecall list.  Before changing rooms, if you have remaining greater spells, make sure to cast soulgate and possibly update your autorecall list.  When you enter a new room, leave a unit or three near the entrance in case you need to make a quick retreat, but don't forget about them as enemies will be constantly spawning.  In most cases, any bosses you kill will remain dead when you return, so you will likely find yourself entering a room with the intent of only taking out one objective, then retreating to heal and return, often multiple times.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' As you make your way through the dungeon, you will collect a lot of items and XP, vastly strengthening your army.  You can focus on a dozen or so units and advance them until they are crazy powerful, or spread the XP around.  Many rooms contain something you can destroy to weaken Akula, your ultimate objective, and/or her forces.  You can spend as much time exploring as you like, returning to fight the same enemies repeatedly (as long as you don't kill their boss), racking up tons of XP and items.  When you are ready, Akula awaits in the center.  Supposedly, if you go straight for her, it's a nasty fight.  However, if you explore and conquer each room in the dungeon first the final fight is pretty much a joke.  If you need allied help, enter from the east.  This is the end of Part I, none of your units, items, or upgrades will carry over to Part II.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' You probably won't accumulate a lot of gold but as you do you can use it in one of three ways. Recalling/recruiting is probably the worst option since those units will only last for the current scenario. Adding slots to your autorecall list is probably the best option since those units will be recalled for the all the remaining scenarios. The final option is there are some traders scattered about, so if you really need an item, you can go this route. In the final fight, the language on monolith is Romainian (“Vehicolul meu pe perna de aer e plin cu tipari”) and means “My hovercraft is full of patterns.” The monolith does nothing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;width: 33%&amp;quot; | [[LotI_Walkthrough-Part1-Chapter04|Back to Chapter 4]] &lt;br /&gt;
| style=&amp;quot;text-align: center;width: 33%&amp;quot; | [[LotI_Walkthrough|Main]] &lt;br /&gt;
| style=&amp;quot;text-align: right;width: 33%&amp;quot; | [[LotI_Walkthrough-Part2-Chapter06|On to Chapter 6]] &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Thrash</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=LotI_Walkthrough-Part1-Chapter05&amp;diff=72103</id>
		<title>LotI Walkthrough-Part1-Chapter05</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=LotI_Walkthrough-Part1-Chapter05&amp;diff=72103"/>
		<updated>2024-01-09T03:07:54Z</updated>

		<summary type="html">&lt;p&gt;Thrash: /* The Real Enemy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Part I, Embracing the Darkness, Chapter 5, Hybrids of Steel'''&lt;br /&gt;
&lt;br /&gt;
'''Generally'''&lt;br /&gt;
&lt;br /&gt;
Add here.&lt;br /&gt;
&lt;br /&gt;
==Diplomacy==&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Give the [[LotI_Items#Woodland_Cloak_.E2.80.93_cloak|Woodland Cloak]] to Efraim.  Drive fast.  There's a lot of drops here, and Lethalia can easily take the battle alone to the northern enemies.&lt;br /&gt;
&lt;br /&gt;
==Escape==&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Drive fast.  Or kill all the mages for XP.&lt;br /&gt;
&lt;br /&gt;
==Pirates==&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Send Lethalia north to pound her way into the castle, while Efraim goes northwest to do the same to the other castle.  After a few turns, Efraim should have killed everything in defense, have Lethalia kill the northern leader for a gold bonus, or mop up some XP.  About this time the third enemy should be starting to attack the forces you left behind.  If you're going for XP, pick off his units a couple at a time with your spirits,&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' I spared the final leader, I believe she joins you in a few scenarios (Into The Shadows).&lt;br /&gt;
&lt;br /&gt;
==Again==&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Recruit some fodder to protect Akula, charge ahead with Efraim and Lethalia and take the first castle.  Make some holes, recruit some undead to distract the humans, and charge ahead with Efraim and Lethalia until you crush the other human leader.  The saurians should only last a few turns, at most, so you can ignore them.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Don’t worry about losing undead, they will be enemies next scenario. Unequip all gear from Akula before scenario end as she turns on you in the next scenario.&lt;br /&gt;
&lt;br /&gt;
==We Walk in the Shadows==&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' [[LotI_Items#Woodland_Cloak_.E2.80.93_cloak|Woodland Cloaks]] are handy here.  Stay away from the lawful humans, or kill them if you find them alone, as you make your way to the building.  Once there, you may want to disable all your weapons for retaliation using the Items menu (don't forget to turn them back on after this scenario), as you want to kill as few of the undead as possible (they will return to you soon).  Be careful attacking Akula with melee, as she returns a lot of damage which isn't known by the damage calculation.   Slow her and incinerate her if you can.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' If a guard spots Efriam or Lethalia without being killed, you lose.&lt;br /&gt;
&lt;br /&gt;
==The Real Enemy==&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Pay attention to the initial instructions.  Leave the castle with both leaders, right click to cast a greater spell and cast soulgate.  End your turn to allow the enemy to recruit, and then study their unit stats.  Recruit/recall if you feel it necessary (probably not), and advance slowly, relying on your leaders to protect your army.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Can configure Autorecall and to configure recalled units, but they don’t appear next scenario. Beelzebub will be at 18,8 if present. Beelzebub's monolith will be at 23,16 if present.&lt;br /&gt;
&lt;br /&gt;
==Into the Shadows==&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Recall some units, spread out, and cast two more soulgates.  The orcs can pretty much take care of things on their own if you want to hang back a little initially.  There are going to be a lot of items dropped in the mountains, you may want one or two units that travel well there to move up behind the orcs to be ready to loot.  Technically, you just need to enter the cave to win, but there's really no good reason to let that enemy leader live.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Before you finish this scenario, investigate the right click menu Configure Autorecall.  Starting with the next scenario, a number of units will be recalled automatically, for free.  You can choose which ones, up to a limit which can be expanded for gold.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' This is where Skya joins you if you spared them back in Pirates. You can cast another Soulgate spell here to make more units from your past available. You basically want to keep casting it every chance you get until all your powerful units are available.&lt;br /&gt;
&lt;br /&gt;
==The Dungeon==&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' For the rest of this chapter, you will explore a dungeon with many rooms.  You are given a map which shows most, but not all, of the rooms (see right click menu at any time).  As you explore, you will discover the entrances to other rooms.  Entering a new room heals and cures all of your units, and recalls the units on your autorecall list.  Before changing rooms, if you have remaining greater spells, make sure to cast soulgate and possibly update your autorecall list.  When you enter a new room, leave a unit or three near the entrance in case you need to make a quick retreat, but don't forget about them as enemies will be constantly spawning.  In most cases, any bosses you kill will remain dead when you return, so you will likely find yourself entering a room with the intent of only taking out one objective, then retreating to heal and return, often multiple times.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' As you make your way through the dungeon, you will collect a lot of items and XP, vastly strengthening your army.  You can focus on a dozen or so units and advance them until they are crazy powerful, or spread the XP around.  Many rooms contain something you can destroy to weaken Akula, your ultimate objective, and/or her forces.  You can spend as much time exploring as you like, returning to fight the same enemies repeatedly (as long as you don't kill their boss), racking up tons of XP and items.  When you are ready, Akula awaits in the center.  Supposedly, if you go straight for her, it's a nasty fight.  However, if you explore and conquer each room in the dungeon first the final fight is pretty much a joke.  If you need allied help, enter from the east.  This is the end of Part I, none of your units, items, or upgrades will carry over to Part II.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' In the final fight, the language on monolith is Romainian (“Vehicolul meu pe perna de aer e plin cu tipari”) and means “My hovercraft is full of patterns.” The monolith does nothing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;width: 33%&amp;quot; | [[LotI_Walkthrough-Part1-Chapter04|Back to Chapter 4]] &lt;br /&gt;
| style=&amp;quot;text-align: center;width: 33%&amp;quot; | [[LotI_Walkthrough|Main]] &lt;br /&gt;
| style=&amp;quot;text-align: right;width: 33%&amp;quot; | [[LotI_Walkthrough-Part2-Chapter06|On to Chapter 6]] &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Thrash</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=LotI_Walkthrough-Part1-Chapter04&amp;diff=72072</id>
		<title>LotI Walkthrough-Part1-Chapter04</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=LotI_Walkthrough-Part1-Chapter04&amp;diff=72072"/>
		<updated>2024-01-06T22:06:55Z</updated>

		<summary type="html">&lt;p&gt;Thrash: /* Any Means Necessary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
'''Part I, Embracing the Darkness, Chapter 4, To Destroy the Wesnothian Empire'''&lt;br /&gt;
&lt;br /&gt;
'''Generally'''&lt;br /&gt;
&lt;br /&gt;
Add here.&lt;br /&gt;
&lt;br /&gt;
==He Came Down from the Mountains==&lt;br /&gt;
'''[WHU]''' The enemy leader will call for reinforcements when you approach, so you might want to make sure you start a turn from a position where you can end up next to him in one turn.  Or not, it's not like his forces can stop you.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Enemy ZoC is the only thing that will slow you down. You have access to your full item storage; consider something that will give you skirmish if you are impatient.&lt;br /&gt;
&lt;br /&gt;
==Into Our Frozen Land==&lt;br /&gt;
'''[WHU]''' Gather villages with Ekrathan, keeping him away from the action.  Charge and kill the nearest enemy leader with Efraim.  Proceed directly into the lake, ignoring enemies unless they pose a threat to Ekrathan.  Pick an enemy leader and kill him.  The other will probably die before you can get to him.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' If one explores the lake, a bunch of allied undead will appear. Note you are going to get to recall a couple units from chapter 2 at the start of the next scenario, so before you finish this one, you might want to go back and note a couple of good fighting units.&lt;br /&gt;
&lt;br /&gt;
==Revolution Begins==&lt;br /&gt;
'''[WHU]''' Efraim can simply charge north and force his way into the castle.  Keep Ekrathan alive if possible.  When enemies approach, take a look at their stats, they are a lot more dangerous than they look.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' I held back and fought enemies as they came to me, then advanced once the secondary leaders quit recruiting. The guards around the city will come alive when you get within their movement range. I triggered them to attack one or two at a time. The scenario ends when Efriam goes into or next to the keep in the center of main city.&lt;br /&gt;
&lt;br /&gt;
==Doomsday Omens==&lt;br /&gt;
'''[WHU]''' You pick up a few loyal, level 4 units here, so make sure to protect them.  Gear up the overlord and nightprowler and send the gryphon to collect villages.  Recruit a druid, a lord, and a sorceress (you won't need them now, but you'll be glad you did soon) and follow the river into the mountains, with Lethalia in the lead.  Once you enter the cave, send Lethalia along the river path to the east while your elven units retreat, drawing the undead into the woods (not necessarily to fight, you're just getting them out of Lethalia's way while also keeping the elves alive, and maybe picking up some help from your otherwise worthless allies).  Make use of Lethalia's penetrates to force her way into the eastern passage.  If she gets way ahead of the rest of your units, that's just fine, you want her to get into the cave and past the initial wave of undead before it gets too big.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]'''  This scenario is rather difficult if you try to fight your way forward into the cave, as a pack of undead cluster at the entrance to the cave.  If Lethalia has skirmisher (and fast, of course), it is more or less trivial as long as you move her quickly enough that she can enter the eastern cave passage toward victory before the undead start to amass above the cave entrance.&lt;br /&gt;
&lt;br /&gt;
==Meeting of the Ancients==&lt;br /&gt;
'''[WHU]''' Recall a good healer like a faerie incarnation, and a powerful unit with arcane and a lot of HP.  Run.  Enemies are coming from all directions, and they are coming fast.  Get into the cave to the north, kill the necromancer, and then protect the village and the cave mouth with your strongest units.  Once you fight off the first batch to the north, move forward and bring Lethalia to a good defensive position, such as one tile north of the village.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' After another small batch of undead is dispatched, and your rear is secure, clear the way for Lethalia and send her along the cart path.  Remember, your mission is not to kill all the enemies, and you will often be up against the turn limit.  You might have time to fetch the item out of the river.  You don't have to get all the way to the lich, just close.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' You get to recall another two units from Chapter 2 at the start of this scenario. Your objective is in the NE and there are three paths to get there: the southern cave, the northern cave, or through the outdoors in the center. You'll need to go through some caves in any case, so some powerful dwarves are good recruits. There is no gold carry over, so spend away.&lt;br /&gt;
&lt;br /&gt;
==Castle of the Wicked==&lt;br /&gt;
'''[WHU]''' Pay attention to the lit floors.  Some enemies will be lawful, and some chaotic, so use the lit tiles to your advantage accordingly.  The enemies are powerful, so exercise a little caution with your supporting units, and use corridors to avoid being surrounded.  Most of the enemies will be killed by Efraim on defense.  Remember that your mission is to move north, not kill everyone.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Main challenge here is not to get mobbed and lose on turns.&lt;br /&gt;
&lt;br /&gt;
==Nemesis==&lt;br /&gt;
'''[WHU]''' Easy enough, especially since I knew it was coming and stripped all Argan's gear after the big dragon fight.&lt;br /&gt;
&lt;br /&gt;
==An Army Is Born==&lt;br /&gt;
'''[WHU]''' 50 orcs in 15 turns?  How's that going to happen?  Well, when you kill an orc, it makes an undead that is ready to attack.  Use explosive slow on a bunch of orcs, find one that is injured and kill it.  When determining what type of unit to spawn, consider its location.  For example, if it is right next to a damaged orc grunt (no ranged attack), choose skeleton archer and then kill the orc with your new skeleton archer.  Repeat as often as possible.  When in doubt, skeleton archer is probably the best choice (though do have some skeletons and ghosts), soulless aren't that useful.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Lethalia having skimisher is handy here, having radiation is just too much fun.  The first turn is a great time to have Lethalia take the [[LotI_Items#Potion_of_Authority_.E2.80.93_potion|Potion of Authority]].&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' My default unit is a ghost due to their speed and their draining, which makes them tough against any enemy without a flaming ranged attack, but I agree with WHU that one should take advantage of what is nearby to attack.&lt;br /&gt;
&lt;br /&gt;
==The First Blow==&lt;br /&gt;
'''[WHU]''' Same undead spawning as the last scenario, but much, much harder.  The turn limit is not your friend.  Hopefully, Lethalia is fast.  You want to get her onto the center keep as quickly as possible.  Remember, when you kill a unit an undead will spawn, often right where you meant to move Lethalia using her penetrates.  Make sure the unit you kill can move out of her way.  Ideally, she will kill the unit one tile north of the enemy leader and step into the castle on turn 2.  Keep Lethalia in the thick of the battle in the center.  When the prince shows up, pound his units with explosive slow.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' The southeast leader can be troublesome.  In a conventional attack, he always takes more troops than I'd expect, and any troops you commit to him probably won't be able to make it to any other battles due to the turn limit.  Send a doppleganger to help several skeletons, particularly archers.  Once the battle feels like it's going to be a win, start spawning ghosts and send them west.  When the leader is dead, send the doppleganger after the southwest leader.  Remember the turn limit and your mission, she is needed elsewhere.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' The other doppleganger should head northwest, killing that leader before turning east to take out the north leader.  I usually send a handful of ghosts north at the beginning, then west, keeping a unit on the village and just generally harassing the northern forces to keep them mostly out of the fight.  If you get lucky, you can storm his castle and sit there so he can't recruit.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Making use of rivers is crucial here.  When attacking, always consider whether you could move forward first.  It's going to be a huge battle with slow units, and overwhelming force is key when you're raising the dead.  Concentrate on getting kills quickly over distributing XP and the like.  When the prince shows up, check out his units carefully.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Seconding WHU, undead that you create can easily get in your way and you need to make sure they have a way to get out of the way. On turn 7, a bunch of demons will appear at the west edge of the map. Don't let dopplegangers get too separate from troops, they aren't as tough as Lethalia.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' A strategy that worked for me was to send the first doppelgänger SE with a bunch of ghosts to take out the SE leader. Lethalia and the other doppelgänger take out the central enemy keep (it's very handy to have both of them to take out the leader). Then you basically hunker down and take the enemy assault, including the demons. Lethalia and the doppelgänger need to focus on key L3 enemy and then the fireball-throwing demons. Everything else gets taken down by waves of your undead. When the SE leader is beaten, that doppelgänger and any ghosts (nothing else is fast enough) head west to take out the SW leader. As soon as you can spare any units in the center, start sending them NW and N. Leathalia and the second doppelgänger head NW and N respectively as soon as all the L3s and deamons in the center are killed and let the undead mop up.&lt;br /&gt;
&lt;br /&gt;
==Dealing with Trolls==&lt;br /&gt;
'''[WHU]''' You want to reach the troll leader in the northwest corner as quickly as possible, while killing as few trolls as you can.  In the items menu there is an option, &amp;quot;Select weapons for retaliation&amp;quot; which may help reduce the number of trolls you kill on defense.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Equip Efriam to be fast and non-lethal, for example Mountain Trek boots and a Cunctator's Sword. On turn 5 a bunch of demons will appear outside, if you recruit a bunch of ghosts, they, with a Doppleganger can hold them off. They won't reach trolls until turn 10 or so. Main challenge is for Efriam not to get mobbed by Trolls. Killing six trolls is not too many to win the scenario.&lt;br /&gt;
&lt;br /&gt;
==Invasion==&lt;br /&gt;
'''[WHU]''' You will be given the option to trade, as many as possible, one skeletal dragon for five level one undead.  I've always taken the option, so I don't know what is best.  You will be up against mages with explosive attacks, so you don't want your units bunched up.  You will also be up against silver mages who actually use their teleport ability, so you probably want to gather as many villages as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Because of what I believe to be a bug in the game, I have always started by recalling a lot of my most powerful units (mostly doppelgangers, and NOT Skellie as I don't want him getting lost in the crowd of dragons and dying on me) and heading west, while the dragons are left to die at the hands of the mages.  I then send a couple doppelgangers and a leader south to defeat the prince, again, while the rest of my powerful units sweep east to clobber the mages.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' One of these days I'm going to leave a few doppelgangers to defend the dragons and see how that plays out in later scenarios.  Sure would be nice to have a small army of loyal skeletal dragons on the recall list.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Possible to have Beelezub's monument to the West (at 11,12). I sent Lethalia south to kill SE leaders with a few select tough units and sent the rest of my forces to the southwest to help with the demons. Watch out for Silver Mages teleporting into your midst. Once Lethalia finishes the SE leader, everyone goes west to kill Beelzebub, then finish SW leader. Note Beelzebub seems to count as an enemy leader, so the scenario doesn’t end if he is alive.&lt;br /&gt;
&lt;br /&gt;
==Bloodbath==&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' This is supposed to be hopeless, but someone actually [https://forums.wesnoth.org/viewtopic.php?p=666117#p666117 beat it].&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Send any of your army you care about to the southwest corner.  Recruit constantly, there's no gold carryover, and send a wall of defenders to slow the attackers.  Chocobones are also nice here, they can hang back and then charge mages or run in to pick up dropped loot.  Your new recruits will not last beyond this scenario, even if they survive, so think twice about giving them any gear, and use them to protect the rest.  Lethalia can advance and explosive slow the enemy, being just a little careful not to get surrounded.  Hold on, keep recruiting, protect Mal Keshar and Stormrider, and it'll turn out okay.  Or try to beat it.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' At this point, you probably have a lot of units on the recall list that you are never going to recall.  &lt;br /&gt;
It's best just to purge them now.  You'll thank me later.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' This scenario ends at the start of turn 11 (if you don't beat it, which I haven't done, but have come close). I attack hard and harvest a lot of XP. On turn 10 Zortheus (a 400 HP badass) appears in Northern keep.&lt;br /&gt;
&lt;br /&gt;
==The Way of Assassins==&lt;br /&gt;
'''[WHU]''' Spread out, search the map, kill anything that moves.  Actually, there's no early finish bonus, so make that kill everything that moves.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Lord Revan is just southeast of start. Lord Roth is south at 12,26. Lord Kartyn is east at 41,11 with some demons. Villages produce no income so just go for XP harvesting. Efriam and doppelgängers seem invincible. On turn 5, something happens… not sure what.&lt;br /&gt;
&lt;br /&gt;
==The Kingslayer==&lt;br /&gt;
'''[WHU]''' Send Efraim north ALONE.  Break the other units into two teams and explore.  Once Efraim triggers and dispatches the surprise enemy and the southern part of the map is cleared, the teams can move north and then west, while Efraim heads east.  No early finish bonus, don't leave any XP on the table.&lt;br /&gt;
&lt;br /&gt;
==The Library==&lt;br /&gt;
'''[WHU]''' If you tend to click through the opening dialog, you might not notice that Lethalia starts on a keep, where she can recall some units to explore the library.  It is almost impossible to collect all the items and finish within the turn limit without help.  Four or five units is more than enough, send Lethalia west and a couple others north.  Block the passage south with a powerful unit backed by a healer, or charge down and kill the leader.  Explore everything.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' I did not notice the keep, so just played with the doppelgangers and yes, the time limit is very tight - need to split up and approach northern room from both directions to keep from getting bottled up (enemy will go after Lethalia and ignore the doppelgangers for the most part). Lethalia needs to head east and then to the northern room and let doppelgangers pick up books.&lt;br /&gt;
&lt;br /&gt;
==Lost in Space==&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Recruit/recall about three units you want to give experience, low level is just fine.  They will go just north of the castle to where a portal emerges.  Recall several heavy hitters, including at least one flyer.  After Lethalia clears out the initial wave that comes through the portal, surround it with your three junior troops.  Send Lethalia and a couple quick support units across the bridge, then northwest, picking up villages on the way.  Send the rest of the power troops carefully to the southeast to take out the prince and his forces.  The prince's troops are tougher than they look, in part because explosive slow doesn't work on them.  &lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Once the prince and his lackeys are dispatched, send one unit to collect all the villages on this section of the map, while the rest head up to the bridge.  Advance onto the bridge, standing on the portals so the enemies have to spawn in the air, where you have a 100% chance of hitting them with most attacks.  Send a flyer or two around them and follow the bridge southeast, grabbing every village in sight.  Meanwhile, Lethalia and company travel through the cave, across a bridge, some water, and then down to the southeast corner.  Since there's no early finish, wait until the last turn to approach Efraim with Lethalia.  Don't forget to check in every turn with the units you left behind.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' I sent several strong units with Lethalia SE to take out Prince and demons. Efriam is south of the desert.&lt;br /&gt;
&lt;br /&gt;
==Any Means Necessary==&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' You actually don't have to kill all the leaders, you only have to touch the mage leader.  But that's no excuse for not killing every single thing that moves first.  I choose allies over undead, the allies are pretty good at soaking up some damage, and distracting the enemies so that they end up doing most of the fighting in the moat.  I might recall a few fast units on the first turn, but mostly I race ahead and do my recalls in the ring around where my allies reside.  This looks like a battle you'll want to recruit/recall heavily for, but it's not.  You want enough to push back if the enemy happens to start to break through part of your ally's line, but once most of the blood has been spilled you won't need much to roll to victory.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' On the east side, most of the enemies will be hard hitting melee impact, so recall accordingly.  On the west you have mostly pierce, and in the center a lot of arcane.  Move forward slowly at first, letting your ally do most of the work.  Actually, it would be kind of nice to let all the allied units get killed (so they don't strike the final blow that ends the scenario) and then wait until the last turn to strike the killing blow to maximize gold carryover.  I use a lot of explosive and/or whirlwind slow, and incinerate if possible.  Just keep pushing forward, dopplegangers are nice for that.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' I also chose allies. Note you own the keeps close to enemy, teleporting/moving quickly to keeps and recruiting from there can allow you to quickly grab the shoreline. Attacking Pandemonius ends the scenario (though it does look like you have to survive the attack). Before finishing un-equip all recalls as they won’t be available at the start of next chapter, and remove weak units from recall list so Soulgate in next chapter works well.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;width: 33%&amp;quot; | [[LotI_Walkthrough-Part1-Chapter03|Back to Chapter 3]] &lt;br /&gt;
| style=&amp;quot;text-align: center;width: 33%&amp;quot; | [[LotI_Walkthrough|Main]] &lt;br /&gt;
| style=&amp;quot;text-align: right;width: 33%&amp;quot; | [[LotI_Walkthrough-Part1-Chapter05|On to Chapter 5]] &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Thrash</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=LotI_Walkthrough-Part1-Chapter04&amp;diff=72071</id>
		<title>LotI Walkthrough-Part1-Chapter04</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=LotI_Walkthrough-Part1-Chapter04&amp;diff=72071"/>
		<updated>2024-01-06T18:54:57Z</updated>

		<summary type="html">&lt;p&gt;Thrash: /* The Way of Assassins */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
'''Part I, Embracing the Darkness, Chapter 4, To Destroy the Wesnothian Empire'''&lt;br /&gt;
&lt;br /&gt;
'''Generally'''&lt;br /&gt;
&lt;br /&gt;
Add here.&lt;br /&gt;
&lt;br /&gt;
==He Came Down from the Mountains==&lt;br /&gt;
'''[WHU]''' The enemy leader will call for reinforcements when you approach, so you might want to make sure you start a turn from a position where you can end up next to him in one turn.  Or not, it's not like his forces can stop you.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Enemy ZoC is the only thing that will slow you down. You have access to your full item storage; consider something that will give you skirmish if you are impatient.&lt;br /&gt;
&lt;br /&gt;
==Into Our Frozen Land==&lt;br /&gt;
'''[WHU]''' Gather villages with Ekrathan, keeping him away from the action.  Charge and kill the nearest enemy leader with Efraim.  Proceed directly into the lake, ignoring enemies unless they pose a threat to Ekrathan.  Pick an enemy leader and kill him.  The other will probably die before you can get to him.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' If one explores the lake, a bunch of allied undead will appear. Note you are going to get to recall a couple units from chapter 2 at the start of the next scenario, so before you finish this one, you might want to go back and note a couple of good fighting units.&lt;br /&gt;
&lt;br /&gt;
==Revolution Begins==&lt;br /&gt;
'''[WHU]''' Efraim can simply charge north and force his way into the castle.  Keep Ekrathan alive if possible.  When enemies approach, take a look at their stats, they are a lot more dangerous than they look.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' I held back and fought enemies as they came to me, then advanced once the secondary leaders quit recruiting. The guards around the city will come alive when you get within their movement range. I triggered them to attack one or two at a time. The scenario ends when Efriam goes into or next to the keep in the center of main city.&lt;br /&gt;
&lt;br /&gt;
==Doomsday Omens==&lt;br /&gt;
'''[WHU]''' You pick up a few loyal, level 4 units here, so make sure to protect them.  Gear up the overlord and nightprowler and send the gryphon to collect villages.  Recruit a druid, a lord, and a sorceress (you won't need them now, but you'll be glad you did soon) and follow the river into the mountains, with Lethalia in the lead.  Once you enter the cave, send Lethalia along the river path to the east while your elven units retreat, drawing the undead into the woods (not necessarily to fight, you're just getting them out of Lethalia's way while also keeping the elves alive, and maybe picking up some help from your otherwise worthless allies).  Make use of Lethalia's penetrates to force her way into the eastern passage.  If she gets way ahead of the rest of your units, that's just fine, you want her to get into the cave and past the initial wave of undead before it gets too big.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]'''  This scenario is rather difficult if you try to fight your way forward into the cave, as a pack of undead cluster at the entrance to the cave.  If Lethalia has skirmisher (and fast, of course), it is more or less trivial as long as you move her quickly enough that she can enter the eastern cave passage toward victory before the undead start to amass above the cave entrance.&lt;br /&gt;
&lt;br /&gt;
==Meeting of the Ancients==&lt;br /&gt;
'''[WHU]''' Recall a good healer like a faerie incarnation, and a powerful unit with arcane and a lot of HP.  Run.  Enemies are coming from all directions, and they are coming fast.  Get into the cave to the north, kill the necromancer, and then protect the village and the cave mouth with your strongest units.  Once you fight off the first batch to the north, move forward and bring Lethalia to a good defensive position, such as one tile north of the village.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' After another small batch of undead is dispatched, and your rear is secure, clear the way for Lethalia and send her along the cart path.  Remember, your mission is not to kill all the enemies, and you will often be up against the turn limit.  You might have time to fetch the item out of the river.  You don't have to get all the way to the lich, just close.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' You get to recall another two units from Chapter 2 at the start of this scenario. Your objective is in the NE and there are three paths to get there: the southern cave, the northern cave, or through the outdoors in the center. You'll need to go through some caves in any case, so some powerful dwarves are good recruits. There is no gold carry over, so spend away.&lt;br /&gt;
&lt;br /&gt;
==Castle of the Wicked==&lt;br /&gt;
'''[WHU]''' Pay attention to the lit floors.  Some enemies will be lawful, and some chaotic, so use the lit tiles to your advantage accordingly.  The enemies are powerful, so exercise a little caution with your supporting units, and use corridors to avoid being surrounded.  Most of the enemies will be killed by Efraim on defense.  Remember that your mission is to move north, not kill everyone.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Main challenge here is not to get mobbed and lose on turns.&lt;br /&gt;
&lt;br /&gt;
==Nemesis==&lt;br /&gt;
'''[WHU]''' Easy enough, especially since I knew it was coming and stripped all Argan's gear after the big dragon fight.&lt;br /&gt;
&lt;br /&gt;
==An Army Is Born==&lt;br /&gt;
'''[WHU]''' 50 orcs in 15 turns?  How's that going to happen?  Well, when you kill an orc, it makes an undead that is ready to attack.  Use explosive slow on a bunch of orcs, find one that is injured and kill it.  When determining what type of unit to spawn, consider its location.  For example, if it is right next to a damaged orc grunt (no ranged attack), choose skeleton archer and then kill the orc with your new skeleton archer.  Repeat as often as possible.  When in doubt, skeleton archer is probably the best choice (though do have some skeletons and ghosts), soulless aren't that useful.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Lethalia having skimisher is handy here, having radiation is just too much fun.  The first turn is a great time to have Lethalia take the [[LotI_Items#Potion_of_Authority_.E2.80.93_potion|Potion of Authority]].&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' My default unit is a ghost due to their speed and their draining, which makes them tough against any enemy without a flaming ranged attack, but I agree with WHU that one should take advantage of what is nearby to attack.&lt;br /&gt;
&lt;br /&gt;
==The First Blow==&lt;br /&gt;
'''[WHU]''' Same undead spawning as the last scenario, but much, much harder.  The turn limit is not your friend.  Hopefully, Lethalia is fast.  You want to get her onto the center keep as quickly as possible.  Remember, when you kill a unit an undead will spawn, often right where you meant to move Lethalia using her penetrates.  Make sure the unit you kill can move out of her way.  Ideally, she will kill the unit one tile north of the enemy leader and step into the castle on turn 2.  Keep Lethalia in the thick of the battle in the center.  When the prince shows up, pound his units with explosive slow.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' The southeast leader can be troublesome.  In a conventional attack, he always takes more troops than I'd expect, and any troops you commit to him probably won't be able to make it to any other battles due to the turn limit.  Send a doppleganger to help several skeletons, particularly archers.  Once the battle feels like it's going to be a win, start spawning ghosts and send them west.  When the leader is dead, send the doppleganger after the southwest leader.  Remember the turn limit and your mission, she is needed elsewhere.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' The other doppleganger should head northwest, killing that leader before turning east to take out the north leader.  I usually send a handful of ghosts north at the beginning, then west, keeping a unit on the village and just generally harassing the northern forces to keep them mostly out of the fight.  If you get lucky, you can storm his castle and sit there so he can't recruit.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Making use of rivers is crucial here.  When attacking, always consider whether you could move forward first.  It's going to be a huge battle with slow units, and overwhelming force is key when you're raising the dead.  Concentrate on getting kills quickly over distributing XP and the like.  When the prince shows up, check out his units carefully.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Seconding WHU, undead that you create can easily get in your way and you need to make sure they have a way to get out of the way. On turn 7, a bunch of demons will appear at the west edge of the map. Don't let dopplegangers get too separate from troops, they aren't as tough as Lethalia.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' A strategy that worked for me was to send the first doppelgänger SE with a bunch of ghosts to take out the SE leader. Lethalia and the other doppelgänger take out the central enemy keep (it's very handy to have both of them to take out the leader). Then you basically hunker down and take the enemy assault, including the demons. Lethalia and the doppelgänger need to focus on key L3 enemy and then the fireball-throwing demons. Everything else gets taken down by waves of your undead. When the SE leader is beaten, that doppelgänger and any ghosts (nothing else is fast enough) head west to take out the SW leader. As soon as you can spare any units in the center, start sending them NW and N. Leathalia and the second doppelgänger head NW and N respectively as soon as all the L3s and deamons in the center are killed and let the undead mop up.&lt;br /&gt;
&lt;br /&gt;
==Dealing with Trolls==&lt;br /&gt;
'''[WHU]''' You want to reach the troll leader in the northwest corner as quickly as possible, while killing as few trolls as you can.  In the items menu there is an option, &amp;quot;Select weapons for retaliation&amp;quot; which may help reduce the number of trolls you kill on defense.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Equip Efriam to be fast and non-lethal, for example Mountain Trek boots and a Cunctator's Sword. On turn 5 a bunch of demons will appear outside, if you recruit a bunch of ghosts, they, with a Doppleganger can hold them off. They won't reach trolls until turn 10 or so. Main challenge is for Efriam not to get mobbed by Trolls. Killing six trolls is not too many to win the scenario.&lt;br /&gt;
&lt;br /&gt;
==Invasion==&lt;br /&gt;
'''[WHU]''' You will be given the option to trade, as many as possible, one skeletal dragon for five level one undead.  I've always taken the option, so I don't know what is best.  You will be up against mages with explosive attacks, so you don't want your units bunched up.  You will also be up against silver mages who actually use their teleport ability, so you probably want to gather as many villages as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Because of what I believe to be a bug in the game, I have always started by recalling a lot of my most powerful units (mostly doppelgangers, and NOT Skellie as I don't want him getting lost in the crowd of dragons and dying on me) and heading west, while the dragons are left to die at the hands of the mages.  I then send a couple doppelgangers and a leader south to defeat the prince, again, while the rest of my powerful units sweep east to clobber the mages.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' One of these days I'm going to leave a few doppelgangers to defend the dragons and see how that plays out in later scenarios.  Sure would be nice to have a small army of loyal skeletal dragons on the recall list.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Possible to have Beelezub's monument to the West (at 11,12). I sent Lethalia south to kill SE leaders with a few select tough units and sent the rest of my forces to the southwest to help with the demons. Watch out for Silver Mages teleporting into your midst. Once Lethalia finishes the SE leader, everyone goes west to kill Beelzebub, then finish SW leader. Note Beelzebub seems to count as an enemy leader, so the scenario doesn’t end if he is alive.&lt;br /&gt;
&lt;br /&gt;
==Bloodbath==&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' This is supposed to be hopeless, but someone actually [https://forums.wesnoth.org/viewtopic.php?p=666117#p666117 beat it].&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Send any of your army you care about to the southwest corner.  Recruit constantly, there's no gold carryover, and send a wall of defenders to slow the attackers.  Chocobones are also nice here, they can hang back and then charge mages or run in to pick up dropped loot.  Your new recruits will not last beyond this scenario, even if they survive, so think twice about giving them any gear, and use them to protect the rest.  Lethalia can advance and explosive slow the enemy, being just a little careful not to get surrounded.  Hold on, keep recruiting, protect Mal Keshar and Stormrider, and it'll turn out okay.  Or try to beat it.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' At this point, you probably have a lot of units on the recall list that you are never going to recall.  &lt;br /&gt;
It's best just to purge them now.  You'll thank me later.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' This scenario ends at the start of turn 11 (if you don't beat it, which I haven't done, but have come close). I attack hard and harvest a lot of XP. On turn 10 Zortheus (a 400 HP badass) appears in Northern keep.&lt;br /&gt;
&lt;br /&gt;
==The Way of Assassins==&lt;br /&gt;
'''[WHU]''' Spread out, search the map, kill anything that moves.  Actually, there's no early finish bonus, so make that kill everything that moves.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Lord Revan is just southeast of start. Lord Roth is south at 12,26. Lord Kartyn is east at 41,11 with some demons. Villages produce no income so just go for XP harvesting. Efriam and doppelgängers seem invincible. On turn 5, something happens… not sure what.&lt;br /&gt;
&lt;br /&gt;
==The Kingslayer==&lt;br /&gt;
'''[WHU]''' Send Efraim north ALONE.  Break the other units into two teams and explore.  Once Efraim triggers and dispatches the surprise enemy and the southern part of the map is cleared, the teams can move north and then west, while Efraim heads east.  No early finish bonus, don't leave any XP on the table.&lt;br /&gt;
&lt;br /&gt;
==The Library==&lt;br /&gt;
'''[WHU]''' If you tend to click through the opening dialog, you might not notice that Lethalia starts on a keep, where she can recall some units to explore the library.  It is almost impossible to collect all the items and finish within the turn limit without help.  Four or five units is more than enough, send Lethalia west and a couple others north.  Block the passage south with a powerful unit backed by a healer, or charge down and kill the leader.  Explore everything.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' I did not notice the keep, so just played with the doppelgangers and yes, the time limit is very tight - need to split up and approach northern room from both directions to keep from getting bottled up (enemy will go after Lethalia and ignore the doppelgangers for the most part). Lethalia needs to head east and then to the northern room and let doppelgangers pick up books.&lt;br /&gt;
&lt;br /&gt;
==Lost in Space==&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Recruit/recall about three units you want to give experience, low level is just fine.  They will go just north of the castle to where a portal emerges.  Recall several heavy hitters, including at least one flyer.  After Lethalia clears out the initial wave that comes through the portal, surround it with your three junior troops.  Send Lethalia and a couple quick support units across the bridge, then northwest, picking up villages on the way.  Send the rest of the power troops carefully to the southeast to take out the prince and his forces.  The prince's troops are tougher than they look, in part because explosive slow doesn't work on them.  &lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Once the prince and his lackeys are dispatched, send one unit to collect all the villages on this section of the map, while the rest head up to the bridge.  Advance onto the bridge, standing on the portals so the enemies have to spawn in the air, where you have a 100% chance of hitting them with most attacks.  Send a flyer or two around them and follow the bridge southeast, grabbing every village in sight.  Meanwhile, Lethalia and company travel through the cave, across a bridge, some water, and then down to the southeast corner.  Since there's no early finish, wait until the last turn to approach Efraim with Lethalia.  Don't forget to check in every turn with the units you left behind.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' I sent several strong units with Lethalia SE to take out Prince and demons. Efriam is south of the desert.&lt;br /&gt;
&lt;br /&gt;
==Any Means Necessary==&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' You actually don't have to kill all the leaders, you only have to touch the mage leader.  But that's no excuse for not killing every single thing that moves first.  I choose allies over undead, the allies are pretty good at soaking up some damage, and distracting the enemies so that they end up doing most of the fighting in the moat.  I might recall a few fast units on the first turn, but mostly I race ahead and do my recalls in the ring around where my allies reside.  This looks like a battle you'll want to recruit/recall heavily for, but it's not.  You want enough to push back if the enemy happens to start to break through part of your ally's line, but once most of the blood has been spilled you won't need much to roll to victory.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' On the east side, most of the enemies will be hard hitting melee impact, so recall accordingly.  On the west you have mostly pierce, and in the center a lot of arcane.  Move forward slowly at first, letting your ally do most of the work.  Actually, it would be kind of nice to let all the allied units get killed (so they don't strike the final blow that ends the scenario) and then wait until the last turn to strike the killing blow to maximize gold carryover.  I use a lot of explosive and/or whirlwind slow, and incinerate if possible.  Just keep pushing forward, dopplegangers are nice for that.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' I also chose allies. Note you own the keeps close to enemy, teleporting/moving quickly to keeps and recruiting from there can allow you to quickly grab the shoreline. Attacking Pandemonius ends the scenario. Before finishing un-equip all recalls as they won’t be available at the start of next chapter, and remove weak units from recall list so Soulgate in next chapter works well.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;width: 33%&amp;quot; | [[LotI_Walkthrough-Part1-Chapter03|Back to Chapter 3]] &lt;br /&gt;
| style=&amp;quot;text-align: center;width: 33%&amp;quot; | [[LotI_Walkthrough|Main]] &lt;br /&gt;
| style=&amp;quot;text-align: right;width: 33%&amp;quot; | [[LotI_Walkthrough-Part1-Chapter05|On to Chapter 5]] &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Thrash</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=LotI_Walkthrough-Part1-Chapter02&amp;diff=72069</id>
		<title>LotI Walkthrough-Part1-Chapter02</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=LotI_Walkthrough-Part1-Chapter02&amp;diff=72069"/>
		<updated>2024-01-05T20:46:25Z</updated>

		<summary type="html">&lt;p&gt;Thrash: /* Lilith */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Part I, Embracing the Darkness, Chapter 2, Servants of Lilith'''&lt;br /&gt;
&lt;br /&gt;
'''Generally'''&lt;br /&gt;
&lt;br /&gt;
Add here.&lt;br /&gt;
&lt;br /&gt;
==The Beginning==&lt;br /&gt;
'''[WHU]''' There are a lot of enemy units here, and when you kill a living one it comes back as an undead.  A lot of potential for XP.  I normally just charge forward with Efraim and Lethalia and go for the quick and easy win, sometimes recalling a couple quick elves like rangers to sneak around and pick off lone enemies in the forest.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Note that you have your full recall list and all your items from Chapter 1 available to you. Watch out for Umbra in your starting keep - I find it easy to overlook he is there. Anything besides arcane or marksman seems to have a hard time hitting enemy elves and undead. If the Beelezebub monument is present, it will be on the west side of the map - I suggest heading for it first and having that fight first. Note that Umbra recruits a solid stream of undead and it will be hard to reach him within the time limit.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Looks like Umbra quits recruiting now around turn 20 and then restarts when approached.&lt;br /&gt;
&lt;br /&gt;
==Gods==&lt;br /&gt;
'''[WHU]''' In the center of the map is a necromancer leading a bunch of undead.  I don't remember if she is good for anything, but generally I just don't go that way.  In the middle of the far east edge are saurians, who can also be ignored.  Recall maybe a castle worth of decent troops, perhaps ones you are looking to level, and head south to take out a bandit camp.  Efraim and Lethalia could take on the bandits alone, especially if you have speed upgrades.  Follow the road south, east, northeast, and then enter the mountains, taking care not to get too far north or east if you don't want to trigger the saurians.  Using Efraim, Lethalia, and maybe a decent supporting unit, blast through the trolls.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' I believe this scenario got harder at some point. I find two keeps of high-level recalls are advised. &lt;br /&gt;
Head due South, take over fort and recruit another keep of units. Then go take out undead to the east (all you have to do is attack the undead necromancer and she surrenders and her units disappear). Then go south through the city, and Elves will appear when you approach the woods to South, they will be tough to kill and become undead when killed. Then go east - if you want to fight the saurians, split off a contingent to keep going east to trigger them, otherwise just go south into the mountains. The white mages in SE monastery can't actually be hit, so there is no actual urgency. The hard part is making progress through the trolls. The scenario ends when you kill the Troll leader in the monastery&lt;br /&gt;
&lt;br /&gt;
==Forest of Witchery==&lt;br /&gt;
'''[WHU]''' I never recruit or recall here, just send my faster leader to the tree while the other one kills a few enemies.  This is probably a mistake, as the early finish bonus easily gets wiped out by the carryover percentage.  It probably makes more sense to recall some units that have good impact resistance and fire/arcane attacks and hunt some wose for XP.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' I recall one keep of L2-3s. You want units with good movement in Forrest. Note that sharpshooters are not great units for this scenario. You will get swarmed about middle of the map, but Efriam and Lethalia don’t seem to be in real danger.&lt;br /&gt;
&lt;br /&gt;
==Darkness Closing In==&lt;br /&gt;
'''[WHU]''' I always go (successfully) for the bonus objective with Efraim (counterclockwise, through the woods) and Lethalia (clockwise), avoiding crowds.  Skellie wanders around picking off isolated enemies.  I send in some troops and some healers to help guard the city walls, which may not be necessary.  A couple fast, perhaps flying, units might be in order to pick items out of the moat as there are a lot of drops.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' I have both Efriam and Lethalia recall a keep each, and then Lethalia a second keep using Efriam's keep - that usually spends all my gold. You'll want lots of magic to cut through ghosts. Watch out for shadows on turn 2. Hold back, if you rush forth past the city you will get overwhelmed on turn 2 when the enemy swamps the battlefield (especially watch our for enemy L2 elves, who can do a lot of damage if they gang up). After this surge, you can push forward and get to the enemy leader. I find this gets you to the leader about as quickly as going around the edges of the map.&lt;br /&gt;
&lt;br /&gt;
==Umbra==&lt;br /&gt;
'''[WHU]''' This can be one of the more difficult scenarios in that it is actually possible to get Efraim or Lethalia killed.  The enemy leader starts with a lot of gold, and is standing on a keep in a castle, even though it doesn't look like it, so normally I'd target him early.  However, Umbra is quite aggressive so I never really need to deal with the other forces.  Since Umbra is highly resistant to most attacks, lightning is great here.  Keeping the fight at the cave mouth will let you rotate out troops and limit the amount of enemies you fight at a time.  A fast unit with [[LotI_Items#Cunctator.27s_sword_.E2.80.93_sword|Cunctator's Sword]] could run forward, hit a unit next to Umbra to slow him without worrying about retaliation, and run back behind the line.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' I didn't find lightning that helpful against Umbra, so something may have changed.&lt;br /&gt;
&lt;br /&gt;
==The Army of Darkness==&lt;br /&gt;
'''[WHU]''' The turn limit is your enemy here.  That and shadows.  Efraim alone down the east side of the lake, concentrating on reaching the southwestern leader quickly over picking off units on the way.  Lethalia and a small team of elves with arcane attacks including a healer head southwest, staying in a pack (the elves at least, Lethalia can run ahead and pick off enemies, particularly shadows when they are visible, as well as using zone of control to block for the elves at times).  Don't forget to use penetrates to keep advancing.  Visit the trader and pick up the [[LotI_Items#Woodland_Cloak_.E2.80.93_cloak|Woodland Cloak]] if you don't have one already.  By the time you get there, your pack of elves should be safe enough to remain there if you want to buy many items.  The enemy leaders have nightstalk, but they will be at their keeps or on villages.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Arcane melee weapons for your heroes, particularly the [[LotI_Items#Holy_Sword_.E2.80.93_sword|Holy Sword]] for Efraim, can be a big help in keeping them moving forward as many spirits will die attacking you instead of blocking your path.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Your gold will probably run out during the scenario, so your first action might be to recall a seer and some fast moving units to get the the Trader to the west as quickly as possible (you will want the Woodland Cloak for the next scenario), then have them deal with the western leader (who, btw, is invisible at night). (One option here might be to recruit a Ranger, Nightprowler or other unit with Ambush) to get the the Treader and ignore the west enemy leader?) I then recall three fast-moving Fairies and Seers go to with Lethalia south and then down the west side of water to take pressure off of the Merfolk - they will get attacked hard, so make sure this is a tough group with a couple of healers. The enemy will reach them around turn 8. Note that going through the water will be slow. In general, only recruit units who can move quickly through forrest or they won't be useful.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' It's not actually clear to me what the consequences are if the merman leader dies as I've always managed to save them (sometimes despite their own efforts to rush out and get killed).&lt;br /&gt;
&lt;br /&gt;
==Infinite Legion==&lt;br /&gt;
'''[WHU]''' This is one of the reasons I concentrate on making at least one of my leaders fast.  Put on the [[LotI_Items#Woodland_Cloak_.E2.80.93_cloak|Woodland Cloak]], stay away from the enemies, and run for it.  You could use the other leader as bait to draw the enemy.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' No point in recalling/recruiting. Per WHU's note, put the Woodland Cloak on Efriam or Lethalia (whoever is faster) and sneak them to the southern border - if you go a little west of due south you should be able to weave your way there by turn 5. Your other hero can harvest some XP if they are careful.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' If you happen to have two Woodland Cloaks and put them on Efriam and Lethalia (or them have ambush by some other means) then the enemy will simply stop moving which makes things really easy.&lt;br /&gt;
&lt;br /&gt;
==Sightseeing==&lt;br /&gt;
'''[WHU]''' This is one of the reasons I concentrate on making at least one of my leaders fast.  Put on the [[LotI_Items#Woodland_Cloak_.E2.80.93_cloak|Woodland Cloak]], stay away from the enemies, and run for it.  Huge early finish bonus.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Per WHU's note, another sneaking scenario with the Woodland Cloak. Go east and then south. If you attack any of the enemy leaders or Elven Lords, this is likely to spur the appearance of a bunch of enemy units, so don't do that. It's not clear Argan is in any real danger, so don't worry about him. If you haven't increased the animation speed yet, now's the time...&lt;br /&gt;
&lt;br /&gt;
==Underground==&lt;br /&gt;
'''[WHU]''' It may not be clear at first, but you start in a castle in case you want to recruit/recall.  I don't.  The lighted glyphs indicate deadend paths.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' You can change your hero out of the Woodland Cloak at this point. I didn't realize what WHU said about lighted glyphs being meaningful, what I did was follow “MM” “MM” “X” “X” “X” “X” “Diamond” “Diamond” (roughly up the center and then NE).&lt;br /&gt;
&lt;br /&gt;
==Lilith==&lt;br /&gt;
'''[WHU]''' First a bunch of low level units you can walk right through, then Umbra again.  Not much need to recall/recruit many units, you'll be fighting in close with allies in the way.  Umbra has powerful attacks, good defenses, and plenty of HP, so slow him, poison/incinerate him, and if possible hit him with powerful lightning attacks.  Watch out for his firestorm attack which is explosive.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' As WHU says, don't bother recalling too many units, quarters are tight and you won't be able to use them. It's not really worth exploring the west and east spurs. Note two units you will want to recall in [[LotI_Walkthrough-Part1-Chapter04#Revolution_Begins|Chapter 4: Revolution Begins]], two more in [[LotI_Walkthrough-Part1-Chapter04#Meeting_of_the_Ancients|Chapter 4: Meeting of the Ancients]], three more in [[LotI_Walkthrough-Part1-Chapter04#Invasion|Chapter 4: Invasion]], and two more in [[LotI_Walkthrough-Part1-Chapter04#Bloodbath|Chapter 4: Bloodbath]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;width: 33%&amp;quot; | [[LotI_Walkthrough-Part1-Chapter01|Back to Chapter 1]] &lt;br /&gt;
| style=&amp;quot;text-align: center;width: 33%&amp;quot; | [[LotI_Walkthrough|Main]] &lt;br /&gt;
| style=&amp;quot;text-align: right;width: 33%&amp;quot; | [[LotI_Walkthrough-Part1-Chapter03|On to Chapter 3]] &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Thrash</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=LotI_Walkthrough-Part1-Chapter02&amp;diff=72068</id>
		<title>LotI Walkthrough-Part1-Chapter02</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=LotI_Walkthrough-Part1-Chapter02&amp;diff=72068"/>
		<updated>2024-01-05T20:45:54Z</updated>

		<summary type="html">&lt;p&gt;Thrash: /* Lilith */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Part I, Embracing the Darkness, Chapter 2, Servants of Lilith'''&lt;br /&gt;
&lt;br /&gt;
'''Generally'''&lt;br /&gt;
&lt;br /&gt;
Add here.&lt;br /&gt;
&lt;br /&gt;
==The Beginning==&lt;br /&gt;
'''[WHU]''' There are a lot of enemy units here, and when you kill a living one it comes back as an undead.  A lot of potential for XP.  I normally just charge forward with Efraim and Lethalia and go for the quick and easy win, sometimes recalling a couple quick elves like rangers to sneak around and pick off lone enemies in the forest.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Note that you have your full recall list and all your items from Chapter 1 available to you. Watch out for Umbra in your starting keep - I find it easy to overlook he is there. Anything besides arcane or marksman seems to have a hard time hitting enemy elves and undead. If the Beelezebub monument is present, it will be on the west side of the map - I suggest heading for it first and having that fight first. Note that Umbra recruits a solid stream of undead and it will be hard to reach him within the time limit.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Looks like Umbra quits recruiting now around turn 20 and then restarts when approached.&lt;br /&gt;
&lt;br /&gt;
==Gods==&lt;br /&gt;
'''[WHU]''' In the center of the map is a necromancer leading a bunch of undead.  I don't remember if she is good for anything, but generally I just don't go that way.  In the middle of the far east edge are saurians, who can also be ignored.  Recall maybe a castle worth of decent troops, perhaps ones you are looking to level, and head south to take out a bandit camp.  Efraim and Lethalia could take on the bandits alone, especially if you have speed upgrades.  Follow the road south, east, northeast, and then enter the mountains, taking care not to get too far north or east if you don't want to trigger the saurians.  Using Efraim, Lethalia, and maybe a decent supporting unit, blast through the trolls.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' I believe this scenario got harder at some point. I find two keeps of high-level recalls are advised. &lt;br /&gt;
Head due South, take over fort and recruit another keep of units. Then go take out undead to the east (all you have to do is attack the undead necromancer and she surrenders and her units disappear). Then go south through the city, and Elves will appear when you approach the woods to South, they will be tough to kill and become undead when killed. Then go east - if you want to fight the saurians, split off a contingent to keep going east to trigger them, otherwise just go south into the mountains. The white mages in SE monastery can't actually be hit, so there is no actual urgency. The hard part is making progress through the trolls. The scenario ends when you kill the Troll leader in the monastery&lt;br /&gt;
&lt;br /&gt;
==Forest of Witchery==&lt;br /&gt;
'''[WHU]''' I never recruit or recall here, just send my faster leader to the tree while the other one kills a few enemies.  This is probably a mistake, as the early finish bonus easily gets wiped out by the carryover percentage.  It probably makes more sense to recall some units that have good impact resistance and fire/arcane attacks and hunt some wose for XP.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' I recall one keep of L2-3s. You want units with good movement in Forrest. Note that sharpshooters are not great units for this scenario. You will get swarmed about middle of the map, but Efriam and Lethalia don’t seem to be in real danger.&lt;br /&gt;
&lt;br /&gt;
==Darkness Closing In==&lt;br /&gt;
'''[WHU]''' I always go (successfully) for the bonus objective with Efraim (counterclockwise, through the woods) and Lethalia (clockwise), avoiding crowds.  Skellie wanders around picking off isolated enemies.  I send in some troops and some healers to help guard the city walls, which may not be necessary.  A couple fast, perhaps flying, units might be in order to pick items out of the moat as there are a lot of drops.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' I have both Efriam and Lethalia recall a keep each, and then Lethalia a second keep using Efriam's keep - that usually spends all my gold. You'll want lots of magic to cut through ghosts. Watch out for shadows on turn 2. Hold back, if you rush forth past the city you will get overwhelmed on turn 2 when the enemy swamps the battlefield (especially watch our for enemy L2 elves, who can do a lot of damage if they gang up). After this surge, you can push forward and get to the enemy leader. I find this gets you to the leader about as quickly as going around the edges of the map.&lt;br /&gt;
&lt;br /&gt;
==Umbra==&lt;br /&gt;
'''[WHU]''' This can be one of the more difficult scenarios in that it is actually possible to get Efraim or Lethalia killed.  The enemy leader starts with a lot of gold, and is standing on a keep in a castle, even though it doesn't look like it, so normally I'd target him early.  However, Umbra is quite aggressive so I never really need to deal with the other forces.  Since Umbra is highly resistant to most attacks, lightning is great here.  Keeping the fight at the cave mouth will let you rotate out troops and limit the amount of enemies you fight at a time.  A fast unit with [[LotI_Items#Cunctator.27s_sword_.E2.80.93_sword|Cunctator's Sword]] could run forward, hit a unit next to Umbra to slow him without worrying about retaliation, and run back behind the line.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' I didn't find lightning that helpful against Umbra, so something may have changed.&lt;br /&gt;
&lt;br /&gt;
==The Army of Darkness==&lt;br /&gt;
'''[WHU]''' The turn limit is your enemy here.  That and shadows.  Efraim alone down the east side of the lake, concentrating on reaching the southwestern leader quickly over picking off units on the way.  Lethalia and a small team of elves with arcane attacks including a healer head southwest, staying in a pack (the elves at least, Lethalia can run ahead and pick off enemies, particularly shadows when they are visible, as well as using zone of control to block for the elves at times).  Don't forget to use penetrates to keep advancing.  Visit the trader and pick up the [[LotI_Items#Woodland_Cloak_.E2.80.93_cloak|Woodland Cloak]] if you don't have one already.  By the time you get there, your pack of elves should be safe enough to remain there if you want to buy many items.  The enemy leaders have nightstalk, but they will be at their keeps or on villages.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Arcane melee weapons for your heroes, particularly the [[LotI_Items#Holy_Sword_.E2.80.93_sword|Holy Sword]] for Efraim, can be a big help in keeping them moving forward as many spirits will die attacking you instead of blocking your path.&lt;br /&gt;
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'''[Thrash]''' Your gold will probably run out during the scenario, so your first action might be to recall a seer and some fast moving units to get the the Trader to the west as quickly as possible (you will want the Woodland Cloak for the next scenario), then have them deal with the western leader (who, btw, is invisible at night). (One option here might be to recruit a Ranger, Nightprowler or other unit with Ambush) to get the the Treader and ignore the west enemy leader?) I then recall three fast-moving Fairies and Seers go to with Lethalia south and then down the west side of water to take pressure off of the Merfolk - they will get attacked hard, so make sure this is a tough group with a couple of healers. The enemy will reach them around turn 8. Note that going through the water will be slow. In general, only recruit units who can move quickly through forrest or they won't be useful.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' It's not actually clear to me what the consequences are if the merman leader dies as I've always managed to save them (sometimes despite their own efforts to rush out and get killed).&lt;br /&gt;
&lt;br /&gt;
==Infinite Legion==&lt;br /&gt;
'''[WHU]''' This is one of the reasons I concentrate on making at least one of my leaders fast.  Put on the [[LotI_Items#Woodland_Cloak_.E2.80.93_cloak|Woodland Cloak]], stay away from the enemies, and run for it.  You could use the other leader as bait to draw the enemy.&lt;br /&gt;
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'''[Thrash]''' No point in recalling/recruiting. Per WHU's note, put the Woodland Cloak on Efriam or Lethalia (whoever is faster) and sneak them to the southern border - if you go a little west of due south you should be able to weave your way there by turn 5. Your other hero can harvest some XP if they are careful.&lt;br /&gt;
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'''[Thrash]''' If you happen to have two Woodland Cloaks and put them on Efriam and Lethalia (or them have ambush by some other means) then the enemy will simply stop moving which makes things really easy.&lt;br /&gt;
&lt;br /&gt;
==Sightseeing==&lt;br /&gt;
'''[WHU]''' This is one of the reasons I concentrate on making at least one of my leaders fast.  Put on the [[LotI_Items#Woodland_Cloak_.E2.80.93_cloak|Woodland Cloak]], stay away from the enemies, and run for it.  Huge early finish bonus.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Per WHU's note, another sneaking scenario with the Woodland Cloak. Go east and then south. If you attack any of the enemy leaders or Elven Lords, this is likely to spur the appearance of a bunch of enemy units, so don't do that. It's not clear Argan is in any real danger, so don't worry about him. If you haven't increased the animation speed yet, now's the time...&lt;br /&gt;
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==Underground==&lt;br /&gt;
'''[WHU]''' It may not be clear at first, but you start in a castle in case you want to recruit/recall.  I don't.  The lighted glyphs indicate deadend paths.&lt;br /&gt;
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'''[Thrash]''' You can change your hero out of the Woodland Cloak at this point. I didn't realize what WHU said about lighted glyphs being meaningful, what I did was follow “MM” “MM” “X” “X” “X” “X” “Diamond” “Diamond” (roughly up the center and then NE).&lt;br /&gt;
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==Lilith==&lt;br /&gt;
'''[WHU]''' First a bunch of low level units you can walk right through, then Umbra again.  Not much need to recall/recruit many units, you'll be fighting in close with allies in the way.  Umbra has powerful attacks, good defenses, and plenty of HP, so slow him, poison/incinerate him, and if possible hit him with powerful lightning attacks.  Watch out for his firestorm attack which is explosive.&lt;br /&gt;
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'''[Thrash]''' As WHU says, don't bother recalling too many units, quarters are tight and you won't be able to use them. It's not really worth exploring the west and east spurs. Note two good units you will want to recall later in [[LotI_Walkthrough-Part1-Chapter04#Revolution_Begins|Chapter 4: Revolution Begins]], two more in [[LotI_Walkthrough-Part1-Chapter04#Meeting_of_the_Ancients|Chapter 4: Meeting of the Ancients]], three more in [[LotI_Walkthrough-Part1-Chapter04#Invasion|Chapter 4: Invasion]], and two more in [[LotI_Walkthrough-Part1-Chapter04#Bloodbath|Chapter 4: Bloodbath]].&lt;br /&gt;
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{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;width: 33%&amp;quot; | [[LotI_Walkthrough-Part1-Chapter01|Back to Chapter 1]] &lt;br /&gt;
| style=&amp;quot;text-align: center;width: 33%&amp;quot; | [[LotI_Walkthrough|Main]] &lt;br /&gt;
| style=&amp;quot;text-align: right;width: 33%&amp;quot; | [[LotI_Walkthrough-Part1-Chapter03|On to Chapter 3]] &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Thrash</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=LotI_Walkthrough-Part1-Chapter04&amp;diff=72066</id>
		<title>LotI Walkthrough-Part1-Chapter04</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=LotI_Walkthrough-Part1-Chapter04&amp;diff=72066"/>
		<updated>2024-01-05T16:04:54Z</updated>

		<summary type="html">&lt;p&gt;Thrash: /* Invasion */&lt;/p&gt;
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'''Part I, Embracing the Darkness, Chapter 4, To Destroy the Wesnothian Empire'''&lt;br /&gt;
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'''Generally'''&lt;br /&gt;
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Add here.&lt;br /&gt;
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==He Came Down from the Mountains==&lt;br /&gt;
'''[WHU]''' The enemy leader will call for reinforcements when you approach, so you might want to make sure you start a turn from a position where you can end up next to him in one turn.  Or not, it's not like his forces can stop you.&lt;br /&gt;
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'''[Thrash]''' Enemy ZoC is the only thing that will slow you down. You have access to your full item storage; consider something that will give you skirmish if you are impatient.&lt;br /&gt;
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==Into Our Frozen Land==&lt;br /&gt;
'''[WHU]''' Gather villages with Ekrathan, keeping him away from the action.  Charge and kill the nearest enemy leader with Efraim.  Proceed directly into the lake, ignoring enemies unless they pose a threat to Ekrathan.  Pick an enemy leader and kill him.  The other will probably die before you can get to him.&lt;br /&gt;
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'''[Thrash]''' If one explores the lake, a bunch of allied undead will appear. Note you are going to get to recall a couple units from chapter 2 at the start of the next scenario, so before you finish this one, you might want to go back and note a couple of good fighting units.&lt;br /&gt;
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==Revolution Begins==&lt;br /&gt;
'''[WHU]''' Efraim can simply charge north and force his way into the castle.  Keep Ekrathan alive if possible.  When enemies approach, take a look at their stats, they are a lot more dangerous than they look.&lt;br /&gt;
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'''[Thrash]''' I held back and fought enemies as they came to me, then advanced once the secondary leaders quit recruiting. The guards around the city will come alive when you get within their movement range. I triggered them to attack one or two at a time. The scenario ends when Efriam goes into or next to the keep in the center of main city.&lt;br /&gt;
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==Doomsday Omens==&lt;br /&gt;
'''[WHU]''' You pick up a few loyal, level 4 units here, so make sure to protect them.  Gear up the overlord and nightprowler and send the gryphon to collect villages.  Recruit a druid, a lord, and a sorceress (you won't need them now, but you'll be glad you did soon) and follow the river into the mountains, with Lethalia in the lead.  Once you enter the cave, send Lethalia along the river path to the east while your elven units retreat, drawing the undead into the woods (not necessarily to fight, you're just getting them out of Lethalia's way while also keeping the elves alive, and maybe picking up some help from your otherwise worthless allies).  Make use of Lethalia's penetrates to force her way into the eastern passage.  If she gets way ahead of the rest of your units, that's just fine, you want her to get into the cave and past the initial wave of undead before it gets too big.&lt;br /&gt;
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'''[WHU]'''  This scenario is rather difficult if you try to fight your way forward into the cave, as a pack of undead cluster at the entrance to the cave.  If Lethalia has skirmisher (and fast, of course), it is more or less trivial as long as you move her quickly enough that she can enter the eastern cave passage toward victory before the undead start to amass above the cave entrance.&lt;br /&gt;
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==Meeting of the Ancients==&lt;br /&gt;
'''[WHU]''' Recall a good healer like a faerie incarnation, and a powerful unit with arcane and a lot of HP.  Run.  Enemies are coming from all directions, and they are coming fast.  Get into the cave to the north, kill the necromancer, and then protect the village and the cave mouth with your strongest units.  Once you fight off the first batch to the north, move forward and bring Lethalia to a good defensive position, such as one tile north of the village.&lt;br /&gt;
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'''[WHU]''' After another small batch of undead is dispatched, and your rear is secure, clear the way for Lethalia and send her along the cart path.  Remember, your mission is not to kill all the enemies, and you will often be up against the turn limit.  You might have time to fetch the item out of the river.  You don't have to get all the way to the lich, just close.&lt;br /&gt;
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'''[Thrash]''' You get to recall another two units from Chapter 2 at the start of this scenario. Your objective is in the NE and there are three paths to get there: the southern cave, the northern cave, or through the outdoors in the center. You'll need to go through some caves in any case, so some powerful dwarves are good recruits. There is no gold carry over, so spend away.&lt;br /&gt;
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==Castle of the Wicked==&lt;br /&gt;
'''[WHU]''' Pay attention to the lit floors.  Some enemies will be lawful, and some chaotic, so use the lit tiles to your advantage accordingly.  The enemies are powerful, so exercise a little caution with your supporting units, and use corridors to avoid being surrounded.  Most of the enemies will be killed by Efraim on defense.  Remember that your mission is to move north, not kill everyone.&lt;br /&gt;
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'''[Thrash]''' Main challenge here is not to get mobbed and lose on turns.&lt;br /&gt;
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==Nemesis==&lt;br /&gt;
'''[WHU]''' Easy enough, especially since I knew it was coming and stripped all Argan's gear after the big dragon fight.&lt;br /&gt;
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==An Army Is Born==&lt;br /&gt;
'''[WHU]''' 50 orcs in 15 turns?  How's that going to happen?  Well, when you kill an orc, it makes an undead that is ready to attack.  Use explosive slow on a bunch of orcs, find one that is injured and kill it.  When determining what type of unit to spawn, consider its location.  For example, if it is right next to a damaged orc grunt (no ranged attack), choose skeleton archer and then kill the orc with your new skeleton archer.  Repeat as often as possible.  When in doubt, skeleton archer is probably the best choice (though do have some skeletons and ghosts), soulless aren't that useful.&lt;br /&gt;
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'''[WHU]''' Lethalia having skimisher is handy here, having radiation is just too much fun.  The first turn is a great time to have Lethalia take the [[LotI_Items#Potion_of_Authority_.E2.80.93_potion|Potion of Authority]].&lt;br /&gt;
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'''[Thrash]''' My default unit is a ghost due to their speed and their draining, which makes them tough against any enemy without a flaming ranged attack, but I agree with WHU that one should take advantage of what is nearby to attack.&lt;br /&gt;
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==The First Blow==&lt;br /&gt;
'''[WHU]''' Same undead spawning as the last scenario, but much, much harder.  The turn limit is not your friend.  Hopefully, Lethalia is fast.  You want to get her onto the center keep as quickly as possible.  Remember, when you kill a unit an undead will spawn, often right where you meant to move Lethalia using her penetrates.  Make sure the unit you kill can move out of her way.  Ideally, she will kill the unit one tile north of the enemy leader and step into the castle on turn 2.  Keep Lethalia in the thick of the battle in the center.  When the prince shows up, pound his units with explosive slow.&lt;br /&gt;
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'''[WHU]''' The southeast leader can be troublesome.  In a conventional attack, he always takes more troops than I'd expect, and any troops you commit to him probably won't be able to make it to any other battles due to the turn limit.  Send a doppleganger to help several skeletons, particularly archers.  Once the battle feels like it's going to be a win, start spawning ghosts and send them west.  When the leader is dead, send the doppleganger after the southwest leader.  Remember the turn limit and your mission, she is needed elsewhere.&lt;br /&gt;
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'''[WHU]''' The other doppleganger should head northwest, killing that leader before turning east to take out the north leader.  I usually send a handful of ghosts north at the beginning, then west, keeping a unit on the village and just generally harassing the northern forces to keep them mostly out of the fight.  If you get lucky, you can storm his castle and sit there so he can't recruit.&lt;br /&gt;
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'''[WHU]''' Making use of rivers is crucial here.  When attacking, always consider whether you could move forward first.  It's going to be a huge battle with slow units, and overwhelming force is key when you're raising the dead.  Concentrate on getting kills quickly over distributing XP and the like.  When the prince shows up, check out his units carefully.&lt;br /&gt;
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'''[Thrash]''' Seconding WHU, undead that you create can easily get in your way and you need to make sure they have a way to get out of the way. On turn 7, a bunch of demons will appear at the west edge of the map. Don't let dopplegangers get too separate from troops, they aren't as tough as Lethalia.&lt;br /&gt;
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'''[Thrash]''' A strategy that worked for me was to send the first doppelgänger SE with a bunch of ghosts to take out the SE leader. Lethalia and the other doppelgänger take out the central enemy keep (it's very handy to have both of them to take out the leader). Then you basically hunker down and take the enemy assault, including the demons. Lethalia and the doppelgänger need to focus on key L3 enemy and then the fireball-throwing demons. Everything else gets taken down by waves of your undead. When the SE leader is beaten, that doppelgänger and any ghosts (nothing else is fast enough) head west to take out the SW leader. As soon as you can spare any units in the center, start sending them NW and N. Leathalia and the second doppelgänger head NW and N respectively as soon as all the L3s and deamons in the center are killed and let the undead mop up.&lt;br /&gt;
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==Dealing with Trolls==&lt;br /&gt;
'''[WHU]''' You want to reach the troll leader in the northwest corner as quickly as possible, while killing as few trolls as you can.  In the items menu there is an option, &amp;quot;Select weapons for retaliation&amp;quot; which may help reduce the number of trolls you kill on defense.&lt;br /&gt;
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'''[Thrash]''' Equip Efriam to be fast and non-lethal, for example Mountain Trek boots and a Cunctator's Sword. On turn 5 a bunch of demons will appear outside, if you recruit a bunch of ghosts, they, with a Doppleganger can hold them off. They won't reach trolls until turn 10 or so. Main challenge is for Efriam not to get mobbed by Trolls. Killing six trolls is not too many to win the scenario.&lt;br /&gt;
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==Invasion==&lt;br /&gt;
'''[WHU]''' You will be given the option to trade, as many as possible, one skeletal dragon for five level one undead.  I've always taken the option, so I don't know what is best.  You will be up against mages with explosive attacks, so you don't want your units bunched up.  You will also be up against silver mages who actually use their teleport ability, so you probably want to gather as many villages as quickly as possible.&lt;br /&gt;
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'''[WHU]''' Because of what I believe to be a bug in the game, I have always started by recalling a lot of my most powerful units (mostly doppelgangers, and NOT Skellie as I don't want him getting lost in the crowd of dragons and dying on me) and heading west, while the dragons are left to die at the hands of the mages.  I then send a couple doppelgangers and a leader south to defeat the prince, again, while the rest of my powerful units sweep east to clobber the mages.&lt;br /&gt;
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'''[WHU]''' One of these days I'm going to leave a few doppelgangers to defend the dragons and see how that plays out in later scenarios.  Sure would be nice to have a small army of loyal skeletal dragons on the recall list.&lt;br /&gt;
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'''[Thrash]''' Possible to have Beelezub's monument to the West (at 11,12). I sent Lethalia south to kill SE leaders with a few select tough units and sent the rest of my forces to the southwest to help with the demons. Watch out for Silver Mages teleporting into your midst. Once Lethalia finishes the SE leader, everyone goes west to kill Beelzebub, then finish SW leader. Note Beelzebub seems to count as an enemy leader, so the scenario doesn’t end if he is alive.&lt;br /&gt;
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==Bloodbath==&lt;br /&gt;
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'''[WHU]''' This is supposed to be hopeless, but someone actually [https://forums.wesnoth.org/viewtopic.php?p=666117#p666117 beat it].&lt;br /&gt;
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'''[WHU]''' Send any of your army you care about to the southwest corner.  Recruit constantly, there's no gold carryover, and send a wall of defenders to slow the attackers.  Chocobones are also nice here, they can hang back and then charge mages or run in to pick up dropped loot.  Your new recruits will not last beyond this scenario, even if they survive, so think twice about giving them any gear, and use them to protect the rest.  Lethalia can advance and explosive slow the enemy, being just a little careful not to get surrounded.  Hold on, keep recruiting, protect Mal Keshar and Stormrider, and it'll turn out okay.  Or try to beat it.&lt;br /&gt;
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'''[WHU]''' At this point, you probably have a lot of units on the recall list that you are never going to recall.  &lt;br /&gt;
It's best just to purge them now.  You'll thank me later.&lt;br /&gt;
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'''[Thrash]''' This scenario ends at the start of turn 11 (if you don't beat it, which I haven't done, but have come close). I attack hard and harvest a lot of XP. On turn 10 Zortheus (a 400 HP badass) appears in Northern keep.&lt;br /&gt;
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==The Way of Assassins==&lt;br /&gt;
'''[WHU]''' Spread out, search the map, kill anything that moves.  Actually, there's no early finish bonus, so make that kill everything that moves.&lt;br /&gt;
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'''[Thrash]''' Lord Revan is just southeast of start. Lord Roth is south at 12,26. Lord Kartyn is east at 41,11 with some demons. Efriam and doppelgängers seem invincible. On turn 5, something happens… not sure what.&lt;br /&gt;
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==The Kingslayer==&lt;br /&gt;
'''[WHU]''' Send Efraim north ALONE.  Break the other units into two teams and explore.  Once Efraim triggers and dispatches the surprise enemy and the southern part of the map is cleared, the teams can move north and then west, while Efraim heads east.  No early finish bonus, don't leave any XP on the table.&lt;br /&gt;
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==The Library==&lt;br /&gt;
'''[WHU]''' If you tend to click through the opening dialog, you might not notice that Lethalia starts on a keep, where she can recall some units to explore the library.  It is almost impossible to collect all the items and finish within the turn limit without help.  Four or five units is more than enough, send Lethalia west and a couple others north.  Block the passage south with a powerful unit backed by a healer, or charge down and kill the leader.  Explore everything.&lt;br /&gt;
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'''[Thrash]''' I did not notice the keep, so just played with the doppelgangers and yes, the time limit is very tight - need to split up and approach northern room from both directions to keep from getting bottled up (enemy will go after Lethalia and ignore the doppelgangers for the most part). Lethalia needs to head east and then to the northern room and let doppelgangers pick up books.&lt;br /&gt;
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==Lost in Space==&lt;br /&gt;
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'''[WHU]''' Recruit/recall about three units you want to give experience, low level is just fine.  They will go just north of the castle to where a portal emerges.  Recall several heavy hitters, including at least one flyer.  After Lethalia clears out the initial wave that comes through the portal, surround it with your three junior troops.  Send Lethalia and a couple quick support units across the bridge, then northwest, picking up villages on the way.  Send the rest of the power troops carefully to the southeast to take out the prince and his forces.  The prince's troops are tougher than they look, in part because explosive slow doesn't work on them.  &lt;br /&gt;
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'''[WHU]''' Once the prince and his lackeys are dispatched, send one unit to collect all the villages on this section of the map, while the rest head up to the bridge.  Advance onto the bridge, standing on the portals so the enemies have to spawn in the air, where you have a 100% chance of hitting them with most attacks.  Send a flyer or two around them and follow the bridge southeast, grabbing every village in sight.  Meanwhile, Lethalia and company travel through the cave, across a bridge, some water, and then down to the southeast corner.  Since there's no early finish, wait until the last turn to approach Efraim with Lethalia.  Don't forget to check in every turn with the units you left behind.&lt;br /&gt;
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'''[Thrash]''' I sent several strong units with Lethalia SE to take out Prince and demons. Efriam is south of the desert.&lt;br /&gt;
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==Any Means Necessary==&lt;br /&gt;
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'''[WHU]''' You actually don't have to kill all the leaders, you only have to touch the mage leader.  But that's no excuse for not killing every single thing that moves first.  I choose allies over undead, the allies are pretty good at soaking up some damage, and distracting the enemies so that they end up doing most of the fighting in the moat.  I might recall a few fast units on the first turn, but mostly I race ahead and do my recalls in the ring around where my allies reside.  This looks like a battle you'll want to recruit/recall heavily for, but it's not.  You want enough to push back if the enemy happens to start to break through part of your ally's line, but once most of the blood has been spilled you won't need much to roll to victory.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' On the east side, most of the enemies will be hard hitting melee impact, so recall accordingly.  On the west you have mostly pierce, and in the center a lot of arcane.  Move forward slowly at first, letting your ally do most of the work.  Actually, it would be kind of nice to let all the allied units get killed (so they don't strike the final blow that ends the scenario) and then wait until the last turn to strike the killing blow to maximize gold carryover.  I use a lot of explosive and/or whirlwind slow, and incinerate if possible.  Just keep pushing forward, dopplegangers are nice for that.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' I also chose allies. Note you own the keeps close to enemy, teleporting/moving quickly to keeps and recruiting from there can allow you to quickly grab the shoreline. Attacking Pandemonius ends the scenario. Before finishing un-equip all recalls as they won’t be available at the start of next chapter, and remove weak units from recall list so Soulgate in next chapter works well.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;width: 33%&amp;quot; | [[LotI_Walkthrough-Part1-Chapter03|Back to Chapter 3]] &lt;br /&gt;
| style=&amp;quot;text-align: center;width: 33%&amp;quot; | [[LotI_Walkthrough|Main]] &lt;br /&gt;
| style=&amp;quot;text-align: right;width: 33%&amp;quot; | [[LotI_Walkthrough-Part1-Chapter05|On to Chapter 5]] &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Thrash</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=LotI_Walkthrough-Part1-Chapter04&amp;diff=72063</id>
		<title>LotI Walkthrough-Part1-Chapter04</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=LotI_Walkthrough-Part1-Chapter04&amp;diff=72063"/>
		<updated>2024-01-05T03:53:56Z</updated>

		<summary type="html">&lt;p&gt;Thrash: /* The First Blow */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
'''Part I, Embracing the Darkness, Chapter 4, To Destroy the Wesnothian Empire'''&lt;br /&gt;
&lt;br /&gt;
'''Generally'''&lt;br /&gt;
&lt;br /&gt;
Add here.&lt;br /&gt;
&lt;br /&gt;
==He Came Down from the Mountains==&lt;br /&gt;
'''[WHU]''' The enemy leader will call for reinforcements when you approach, so you might want to make sure you start a turn from a position where you can end up next to him in one turn.  Or not, it's not like his forces can stop you.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Enemy ZoC is the only thing that will slow you down. You have access to your full item storage; consider something that will give you skirmish if you are impatient.&lt;br /&gt;
&lt;br /&gt;
==Into Our Frozen Land==&lt;br /&gt;
'''[WHU]''' Gather villages with Ekrathan, keeping him away from the action.  Charge and kill the nearest enemy leader with Efraim.  Proceed directly into the lake, ignoring enemies unless they pose a threat to Ekrathan.  Pick an enemy leader and kill him.  The other will probably die before you can get to him.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' If one explores the lake, a bunch of allied undead will appear. Note you are going to get to recall a couple units from chapter 2 at the start of the next scenario, so before you finish this one, you might want to go back and note a couple of good fighting units.&lt;br /&gt;
&lt;br /&gt;
==Revolution Begins==&lt;br /&gt;
'''[WHU]''' Efraim can simply charge north and force his way into the castle.  Keep Ekrathan alive if possible.  When enemies approach, take a look at their stats, they are a lot more dangerous than they look.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' I held back and fought enemies as they came to me, then advanced once the secondary leaders quit recruiting. The guards around the city will come alive when you get within their movement range. I triggered them to attack one or two at a time. The scenario ends when Efriam goes into or next to the keep in the center of main city.&lt;br /&gt;
&lt;br /&gt;
==Doomsday Omens==&lt;br /&gt;
'''[WHU]''' You pick up a few loyal, level 4 units here, so make sure to protect them.  Gear up the overlord and nightprowler and send the gryphon to collect villages.  Recruit a druid, a lord, and a sorceress (you won't need them now, but you'll be glad you did soon) and follow the river into the mountains, with Lethalia in the lead.  Once you enter the cave, send Lethalia along the river path to the east while your elven units retreat, drawing the undead into the woods (not necessarily to fight, you're just getting them out of Lethalia's way while also keeping the elves alive, and maybe picking up some help from your otherwise worthless allies).  Make use of Lethalia's penetrates to force her way into the eastern passage.  If she gets way ahead of the rest of your units, that's just fine, you want her to get into the cave and past the initial wave of undead before it gets too big.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]'''  This scenario is rather difficult if you try to fight your way forward into the cave, as a pack of undead cluster at the entrance to the cave.  If Lethalia has skirmisher (and fast, of course), it is more or less trivial as long as you move her quickly enough that she can enter the eastern cave passage toward victory before the undead start to amass above the cave entrance.&lt;br /&gt;
&lt;br /&gt;
==Meeting of the Ancients==&lt;br /&gt;
'''[WHU]''' Recall a good healer like a faerie incarnation, and a powerful unit with arcane and a lot of HP.  Run.  Enemies are coming from all directions, and they are coming fast.  Get into the cave to the north, kill the necromancer, and then protect the village and the cave mouth with your strongest units.  Once you fight off the first batch to the north, move forward and bring Lethalia to a good defensive position, such as one tile north of the village.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' After another small batch of undead is dispatched, and your rear is secure, clear the way for Lethalia and send her along the cart path.  Remember, your mission is not to kill all the enemies, and you will often be up against the turn limit.  You might have time to fetch the item out of the river.  You don't have to get all the way to the lich, just close.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' You get to recall another two units from Chapter 2 at the start of this scenario. Your objective is in the NE and there are three paths to get there: the southern cave, the northern cave, or through the outdoors in the center. You'll need to go through some caves in any case, so some powerful dwarves are good recruits. There is no gold carry over, so spend away.&lt;br /&gt;
&lt;br /&gt;
==Castle of the Wicked==&lt;br /&gt;
'''[WHU]''' Pay attention to the lit floors.  Some enemies will be lawful, and some chaotic, so use the lit tiles to your advantage accordingly.  The enemies are powerful, so exercise a little caution with your supporting units, and use corridors to avoid being surrounded.  Most of the enemies will be killed by Efraim on defense.  Remember that your mission is to move north, not kill everyone.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Main challenge here is not to get mobbed and lose on turns.&lt;br /&gt;
&lt;br /&gt;
==Nemesis==&lt;br /&gt;
'''[WHU]''' Easy enough, especially since I knew it was coming and stripped all Argan's gear after the big dragon fight.&lt;br /&gt;
&lt;br /&gt;
==An Army Is Born==&lt;br /&gt;
'''[WHU]''' 50 orcs in 15 turns?  How's that going to happen?  Well, when you kill an orc, it makes an undead that is ready to attack.  Use explosive slow on a bunch of orcs, find one that is injured and kill it.  When determining what type of unit to spawn, consider its location.  For example, if it is right next to a damaged orc grunt (no ranged attack), choose skeleton archer and then kill the orc with your new skeleton archer.  Repeat as often as possible.  When in doubt, skeleton archer is probably the best choice (though do have some skeletons and ghosts), soulless aren't that useful.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Lethalia having skimisher is handy here, having radiation is just too much fun.  The first turn is a great time to have Lethalia take the [[LotI_Items#Potion_of_Authority_.E2.80.93_potion|Potion of Authority]].&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' My default unit is a ghost due to their speed and their draining, which makes them tough against any enemy without a flaming ranged attack, but I agree with WHU that one should take advantage of what is nearby to attack.&lt;br /&gt;
&lt;br /&gt;
==The First Blow==&lt;br /&gt;
'''[WHU]''' Same undead spawning as the last scenario, but much, much harder.  The turn limit is not your friend.  Hopefully, Lethalia is fast.  You want to get her onto the center keep as quickly as possible.  Remember, when you kill a unit an undead will spawn, often right where you meant to move Lethalia using her penetrates.  Make sure the unit you kill can move out of her way.  Ideally, she will kill the unit one tile north of the enemy leader and step into the castle on turn 2.  Keep Lethalia in the thick of the battle in the center.  When the prince shows up, pound his units with explosive slow.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' The southeast leader can be troublesome.  In a conventional attack, he always takes more troops than I'd expect, and any troops you commit to him probably won't be able to make it to any other battles due to the turn limit.  Send a doppleganger to help several skeletons, particularly archers.  Once the battle feels like it's going to be a win, start spawning ghosts and send them west.  When the leader is dead, send the doppleganger after the southwest leader.  Remember the turn limit and your mission, she is needed elsewhere.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' The other doppleganger should head northwest, killing that leader before turning east to take out the north leader.  I usually send a handful of ghosts north at the beginning, then west, keeping a unit on the village and just generally harassing the northern forces to keep them mostly out of the fight.  If you get lucky, you can storm his castle and sit there so he can't recruit.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Making use of rivers is crucial here.  When attacking, always consider whether you could move forward first.  It's going to be a huge battle with slow units, and overwhelming force is key when you're raising the dead.  Concentrate on getting kills quickly over distributing XP and the like.  When the prince shows up, check out his units carefully.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Seconding WHU, undead that you create can easily get in your way and you need to make sure they have a way to get out of the way. On turn 7, a bunch of demons will appear at the west edge of the map. Don't let dopplegangers get too separate from troops, they aren't as tough as Lethalia.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' A strategy that worked for me was to send the first doppelgänger SE with a bunch of ghosts to take out the SE leader. Lethalia and the other doppelgänger take out the central enemy keep (it's very handy to have both of them to take out the leader). Then you basically hunker down and take the enemy assault, including the demons. Lethalia and the doppelgänger need to focus on key L3 enemy and then the fireball-throwing demons. Everything else gets taken down by waves of your undead. When the SE leader is beaten, that doppelgänger and any ghosts (nothing else is fast enough) head west to take out the SW leader. As soon as you can spare any units in the center, start sending them NW and N. Leathalia and the second doppelgänger head NW and N respectively as soon as all the L3s and deamons in the center are killed and let the undead mop up.&lt;br /&gt;
&lt;br /&gt;
==Dealing with Trolls==&lt;br /&gt;
'''[WHU]''' You want to reach the troll leader in the northwest corner as quickly as possible, while killing as few trolls as you can.  In the items menu there is an option, &amp;quot;Select weapons for retaliation&amp;quot; which may help reduce the number of trolls you kill on defense.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Equip Efriam to be fast and non-lethal, for example Mountain Trek boots and a Cunctator's Sword. On turn 5 a bunch of demons will appear outside, if you recruit a bunch of ghosts, they, with a Doppleganger can hold them off. They won't reach trolls until turn 10 or so. Main challenge is for Efriam not to get mobbed by Trolls. Killing six trolls is not too many to win the scenario.&lt;br /&gt;
&lt;br /&gt;
==Invasion==&lt;br /&gt;
'''[WHU]''' You will be given the option to trade, as many as possible, one skeletal dragon for five level one undead.  I've always taken the option, so I don't know what is best.  You will be up against mages with explosive attacks, so you don't want your units bunched up.  You will also be up against silver mages who actually use their teleport ability, so you probably want to gather as many villages as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Because of what I believe to be a bug in the game, I have always started by recalling a lot of my most powerful units (mostly doppelgangers, and NOT Skellie as I don't want him getting lost in the crowd of dragons and dying on me) and heading west, while the dragons are left to die at the hands of the mages.  I then send a couple doppelgangers and a leader south to defeat the prince, again, while the rest of my powerful units sweep east to clobber the mages.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' One of these days I'm going to leave a few doppelgangers to defend the dragons and see how that plays out in later scenarios.  Sure would be nice to have a small army of loyal skeletal dragons on the recall list.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Possible to have Beelezub's monument to the West. I sent Lethalia south to kill SE leaders with a few select tough units and sent the rest of my forces to the southwest to help with the demons. Watch out for Silver Mages teleporting into your midst. Once Lethalia finishes the SE leader, everyone goes west to kill Beelzebub, then finish SW leader. Note Beelzebub seems to count as an enemy leader, so the scenario doesn’t end if he is alive.&lt;br /&gt;
&lt;br /&gt;
==Bloodbath==&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' This is supposed to be hopeless, but someone actually [https://forums.wesnoth.org/viewtopic.php?p=666117#p666117 beat it].&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Send any of your army you care about to the southwest corner.  Recruit constantly, there's no gold carryover, and send a wall of defenders to slow the attackers.  Chocobones are also nice here, they can hang back and then charge mages or run in to pick up dropped loot.  Your new recruits will not last beyond this scenario, even if they survive, so think twice about giving them any gear, and use them to protect the rest.  Lethalia can advance and explosive slow the enemy, being just a little careful not to get surrounded.  Hold on, keep recruiting, protect Mal Keshar and Stormrider, and it'll turn out okay.  Or try to beat it.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' At this point, you probably have a lot of units on the recall list that you are never going to recall.  &lt;br /&gt;
It's best just to purge them now.  You'll thank me later.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' This scenario ends at the start of turn 11 (if you don't beat it, which I haven't done, but have come close). I attack hard and harvest a lot of XP. On turn 10 Zortheus (a 400 HP badass) appears in Northern keep.&lt;br /&gt;
&lt;br /&gt;
==The Way of Assassins==&lt;br /&gt;
'''[WHU]''' Spread out, search the map, kill anything that moves.  Actually, there's no early finish bonus, so make that kill everything that moves.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Lord Revan is just southeast of start. Lord Roth is south at 12,26. Lord Kartyn is east at 41,11 with some demons. Efriam and doppelgängers seem invincible. On turn 5, something happens… not sure what.&lt;br /&gt;
&lt;br /&gt;
==The Kingslayer==&lt;br /&gt;
'''[WHU]''' Send Efraim north ALONE.  Break the other units into two teams and explore.  Once Efraim triggers and dispatches the surprise enemy and the southern part of the map is cleared, the teams can move north and then west, while Efraim heads east.  No early finish bonus, don't leave any XP on the table.&lt;br /&gt;
&lt;br /&gt;
==The Library==&lt;br /&gt;
'''[WHU]''' If you tend to click through the opening dialog, you might not notice that Lethalia starts on a keep, where she can recall some units to explore the library.  It is almost impossible to collect all the items and finish within the turn limit without help.  Four or five units is more than enough, send Lethalia west and a couple others north.  Block the passage south with a powerful unit backed by a healer, or charge down and kill the leader.  Explore everything.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' I did not notice the keep, so just played with the doppelgangers and yes, the time limit is very tight - need to split up and approach northern room from both directions to keep from getting bottled up (enemy will go after Lethalia and ignore the doppelgangers for the most part). Lethalia needs to head east and then to the northern room and let doppelgangers pick up books.&lt;br /&gt;
&lt;br /&gt;
==Lost in Space==&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Recruit/recall about three units you want to give experience, low level is just fine.  They will go just north of the castle to where a portal emerges.  Recall several heavy hitters, including at least one flyer.  After Lethalia clears out the initial wave that comes through the portal, surround it with your three junior troops.  Send Lethalia and a couple quick support units across the bridge, then northwest, picking up villages on the way.  Send the rest of the power troops carefully to the southeast to take out the prince and his forces.  The prince's troops are tougher than they look, in part because explosive slow doesn't work on them.  &lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Once the prince and his lackeys are dispatched, send one unit to collect all the villages on this section of the map, while the rest head up to the bridge.  Advance onto the bridge, standing on the portals so the enemies have to spawn in the air, where you have a 100% chance of hitting them with most attacks.  Send a flyer or two around them and follow the bridge southeast, grabbing every village in sight.  Meanwhile, Lethalia and company travel through the cave, across a bridge, some water, and then down to the southeast corner.  Since there's no early finish, wait until the last turn to approach Efraim with Lethalia.  Don't forget to check in every turn with the units you left behind.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' I sent several strong units with Lethalia SE to take out Prince and demons. Efriam is south of the desert.&lt;br /&gt;
&lt;br /&gt;
==Any Means Necessary==&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' You actually don't have to kill all the leaders, you only have to touch the mage leader.  But that's no excuse for not killing every single thing that moves first.  I choose allies over undead, the allies are pretty good at soaking up some damage, and distracting the enemies so that they end up doing most of the fighting in the moat.  I might recall a few fast units on the first turn, but mostly I race ahead and do my recalls in the ring around where my allies reside.  This looks like a battle you'll want to recruit/recall heavily for, but it's not.  You want enough to push back if the enemy happens to start to break through part of your ally's line, but once most of the blood has been spilled you won't need much to roll to victory.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' On the east side, most of the enemies will be hard hitting melee impact, so recall accordingly.  On the west you have mostly pierce, and in the center a lot of arcane.  Move forward slowly at first, letting your ally do most of the work.  Actually, it would be kind of nice to let all the allied units get killed (so they don't strike the final blow that ends the scenario) and then wait until the last turn to strike the killing blow to maximize gold carryover.  I use a lot of explosive and/or whirlwind slow, and incinerate if possible.  Just keep pushing forward, dopplegangers are nice for that.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' I also chose allies. Note you own the keeps close to enemy, teleporting/moving quickly to keeps and recruiting from there can allow you to quickly grab the shoreline. Attacking Pandemonius ends the scenario. Before finishing un-equip all recalls as they won’t be available at the start of next chapter, and remove weak units from recall list so Soulgate in next chapter works well.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;width: 33%&amp;quot; | [[LotI_Walkthrough-Part1-Chapter03|Back to Chapter 3]] &lt;br /&gt;
| style=&amp;quot;text-align: center;width: 33%&amp;quot; | [[LotI_Walkthrough|Main]] &lt;br /&gt;
| style=&amp;quot;text-align: right;width: 33%&amp;quot; | [[LotI_Walkthrough-Part1-Chapter05|On to Chapter 5]] &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Thrash</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=LotI_Walkthrough-Part1-Chapter04&amp;diff=72062</id>
		<title>LotI Walkthrough-Part1-Chapter04</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=LotI_Walkthrough-Part1-Chapter04&amp;diff=72062"/>
		<updated>2024-01-05T03:47:20Z</updated>

		<summary type="html">&lt;p&gt;Thrash: /* An Army Is Born */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
'''Part I, Embracing the Darkness, Chapter 4, To Destroy the Wesnothian Empire'''&lt;br /&gt;
&lt;br /&gt;
'''Generally'''&lt;br /&gt;
&lt;br /&gt;
Add here.&lt;br /&gt;
&lt;br /&gt;
==He Came Down from the Mountains==&lt;br /&gt;
'''[WHU]''' The enemy leader will call for reinforcements when you approach, so you might want to make sure you start a turn from a position where you can end up next to him in one turn.  Or not, it's not like his forces can stop you.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Enemy ZoC is the only thing that will slow you down. You have access to your full item storage; consider something that will give you skirmish if you are impatient.&lt;br /&gt;
&lt;br /&gt;
==Into Our Frozen Land==&lt;br /&gt;
'''[WHU]''' Gather villages with Ekrathan, keeping him away from the action.  Charge and kill the nearest enemy leader with Efraim.  Proceed directly into the lake, ignoring enemies unless they pose a threat to Ekrathan.  Pick an enemy leader and kill him.  The other will probably die before you can get to him.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' If one explores the lake, a bunch of allied undead will appear. Note you are going to get to recall a couple units from chapter 2 at the start of the next scenario, so before you finish this one, you might want to go back and note a couple of good fighting units.&lt;br /&gt;
&lt;br /&gt;
==Revolution Begins==&lt;br /&gt;
'''[WHU]''' Efraim can simply charge north and force his way into the castle.  Keep Ekrathan alive if possible.  When enemies approach, take a look at their stats, they are a lot more dangerous than they look.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' I held back and fought enemies as they came to me, then advanced once the secondary leaders quit recruiting. The guards around the city will come alive when you get within their movement range. I triggered them to attack one or two at a time. The scenario ends when Efriam goes into or next to the keep in the center of main city.&lt;br /&gt;
&lt;br /&gt;
==Doomsday Omens==&lt;br /&gt;
'''[WHU]''' You pick up a few loyal, level 4 units here, so make sure to protect them.  Gear up the overlord and nightprowler and send the gryphon to collect villages.  Recruit a druid, a lord, and a sorceress (you won't need them now, but you'll be glad you did soon) and follow the river into the mountains, with Lethalia in the lead.  Once you enter the cave, send Lethalia along the river path to the east while your elven units retreat, drawing the undead into the woods (not necessarily to fight, you're just getting them out of Lethalia's way while also keeping the elves alive, and maybe picking up some help from your otherwise worthless allies).  Make use of Lethalia's penetrates to force her way into the eastern passage.  If she gets way ahead of the rest of your units, that's just fine, you want her to get into the cave and past the initial wave of undead before it gets too big.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]'''  This scenario is rather difficult if you try to fight your way forward into the cave, as a pack of undead cluster at the entrance to the cave.  If Lethalia has skirmisher (and fast, of course), it is more or less trivial as long as you move her quickly enough that she can enter the eastern cave passage toward victory before the undead start to amass above the cave entrance.&lt;br /&gt;
&lt;br /&gt;
==Meeting of the Ancients==&lt;br /&gt;
'''[WHU]''' Recall a good healer like a faerie incarnation, and a powerful unit with arcane and a lot of HP.  Run.  Enemies are coming from all directions, and they are coming fast.  Get into the cave to the north, kill the necromancer, and then protect the village and the cave mouth with your strongest units.  Once you fight off the first batch to the north, move forward and bring Lethalia to a good defensive position, such as one tile north of the village.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' After another small batch of undead is dispatched, and your rear is secure, clear the way for Lethalia and send her along the cart path.  Remember, your mission is not to kill all the enemies, and you will often be up against the turn limit.  You might have time to fetch the item out of the river.  You don't have to get all the way to the lich, just close.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' You get to recall another two units from Chapter 2 at the start of this scenario. Your objective is in the NE and there are three paths to get there: the southern cave, the northern cave, or through the outdoors in the center. You'll need to go through some caves in any case, so some powerful dwarves are good recruits. There is no gold carry over, so spend away.&lt;br /&gt;
&lt;br /&gt;
==Castle of the Wicked==&lt;br /&gt;
'''[WHU]''' Pay attention to the lit floors.  Some enemies will be lawful, and some chaotic, so use the lit tiles to your advantage accordingly.  The enemies are powerful, so exercise a little caution with your supporting units, and use corridors to avoid being surrounded.  Most of the enemies will be killed by Efraim on defense.  Remember that your mission is to move north, not kill everyone.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Main challenge here is not to get mobbed and lose on turns.&lt;br /&gt;
&lt;br /&gt;
==Nemesis==&lt;br /&gt;
'''[WHU]''' Easy enough, especially since I knew it was coming and stripped all Argan's gear after the big dragon fight.&lt;br /&gt;
&lt;br /&gt;
==An Army Is Born==&lt;br /&gt;
'''[WHU]''' 50 orcs in 15 turns?  How's that going to happen?  Well, when you kill an orc, it makes an undead that is ready to attack.  Use explosive slow on a bunch of orcs, find one that is injured and kill it.  When determining what type of unit to spawn, consider its location.  For example, if it is right next to a damaged orc grunt (no ranged attack), choose skeleton archer and then kill the orc with your new skeleton archer.  Repeat as often as possible.  When in doubt, skeleton archer is probably the best choice (though do have some skeletons and ghosts), soulless aren't that useful.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Lethalia having skimisher is handy here, having radiation is just too much fun.  The first turn is a great time to have Lethalia take the [[LotI_Items#Potion_of_Authority_.E2.80.93_potion|Potion of Authority]].&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' My default unit is a ghost due to their speed and their draining, which makes them tough against any enemy without a flaming ranged attack, but I agree with WHU that one should take advantage of what is nearby to attack.&lt;br /&gt;
&lt;br /&gt;
==The First Blow==&lt;br /&gt;
'''[WHU]''' Same undead spawning as the last scenario, but much, much harder.  The turn limit is not your friend.  Hopefully, Lethalia is fast.  You want to get her onto the center keep as quickly as possible.  Remember, when you kill a unit an undead will spawn, often right where you meant to move Lethalia using her penetrates.  Make sure the unit you kill can move out of her way.  Ideally, she will kill the unit one tile north of the enemy leader and step into the castle on turn 2.  Keep Lethalia in the thick of the battle in the center.  When the prince shows up, pound his units with explosive slow.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' The southeast leader can be troublesome.  In a conventional attack, he always takes more troops than I'd expect, and any troops you commit to him probably won't be able to make it to any other battles due to the turn limit.  Send a doppleganger to help several skeletons, particularly archers.  Once the battle feels like it's going to be a win, start spawning ghosts and send them west.  When the leader is dead, send the doppleganger after the southwest leader.  Remember the turn limit and your mission, she is needed elsewhere.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' The other doppleganger should head northwest, killing that leader before turning east to take out the north leader.  I usually send a handful of ghosts north at the beginning, then west, keeping a unit on the village and just generally harassing the northern forces to keep them mostly out of the fight.  If you get lucky, you can storm his castle and sit there so he can't recruit.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Making use of rivers is crucial here.  When attacking, always consider whether you could move forward first.  It's going to be a huge battle with slow units, and overwhelming force is key when you're raising the dead.  Concentrate on getting kills quickly over distributing XP and the like.  When the prince shows up, check out his units carefully.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Seconding WHU, undead that you create can easily get in your way and you need to make sure they have a way to get out of the way. On turn 7, a bunch of demons will appear at the west edge of the map. Don't let dopplegangers get too separate from troops, they aren't as tough as Lethalia.&lt;br /&gt;
&lt;br /&gt;
==Dealing with Trolls==&lt;br /&gt;
'''[WHU]''' You want to reach the troll leader in the northwest corner as quickly as possible, while killing as few trolls as you can.  In the items menu there is an option, &amp;quot;Select weapons for retaliation&amp;quot; which may help reduce the number of trolls you kill on defense.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Equip Efriam to be fast and non-lethal, for example Mountain Trek boots and a Cunctator's Sword. On turn 5 a bunch of demons will appear outside, if you recruit a bunch of ghosts, they, with a Doppleganger can hold them off. They won't reach trolls until turn 10 or so. Main challenge is for Efriam not to get mobbed by Trolls. Killing six trolls is not too many to win the scenario.&lt;br /&gt;
&lt;br /&gt;
==Invasion==&lt;br /&gt;
'''[WHU]''' You will be given the option to trade, as many as possible, one skeletal dragon for five level one undead.  I've always taken the option, so I don't know what is best.  You will be up against mages with explosive attacks, so you don't want your units bunched up.  You will also be up against silver mages who actually use their teleport ability, so you probably want to gather as many villages as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Because of what I believe to be a bug in the game, I have always started by recalling a lot of my most powerful units (mostly doppelgangers, and NOT Skellie as I don't want him getting lost in the crowd of dragons and dying on me) and heading west, while the dragons are left to die at the hands of the mages.  I then send a couple doppelgangers and a leader south to defeat the prince, again, while the rest of my powerful units sweep east to clobber the mages.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' One of these days I'm going to leave a few doppelgangers to defend the dragons and see how that plays out in later scenarios.  Sure would be nice to have a small army of loyal skeletal dragons on the recall list.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Possible to have Beelezub's monument to the West. I sent Lethalia south to kill SE leaders with a few select tough units and sent the rest of my forces to the southwest to help with the demons. Watch out for Silver Mages teleporting into your midst. Once Lethalia finishes the SE leader, everyone goes west to kill Beelzebub, then finish SW leader. Note Beelzebub seems to count as an enemy leader, so the scenario doesn’t end if he is alive.&lt;br /&gt;
&lt;br /&gt;
==Bloodbath==&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' This is supposed to be hopeless, but someone actually [https://forums.wesnoth.org/viewtopic.php?p=666117#p666117 beat it].&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Send any of your army you care about to the southwest corner.  Recruit constantly, there's no gold carryover, and send a wall of defenders to slow the attackers.  Chocobones are also nice here, they can hang back and then charge mages or run in to pick up dropped loot.  Your new recruits will not last beyond this scenario, even if they survive, so think twice about giving them any gear, and use them to protect the rest.  Lethalia can advance and explosive slow the enemy, being just a little careful not to get surrounded.  Hold on, keep recruiting, protect Mal Keshar and Stormrider, and it'll turn out okay.  Or try to beat it.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' At this point, you probably have a lot of units on the recall list that you are never going to recall.  &lt;br /&gt;
It's best just to purge them now.  You'll thank me later.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' This scenario ends at the start of turn 11 (if you don't beat it, which I haven't done, but have come close). I attack hard and harvest a lot of XP. On turn 10 Zortheus (a 400 HP badass) appears in Northern keep.&lt;br /&gt;
&lt;br /&gt;
==The Way of Assassins==&lt;br /&gt;
'''[WHU]''' Spread out, search the map, kill anything that moves.  Actually, there's no early finish bonus, so make that kill everything that moves.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Lord Revan is just southeast of start. Lord Roth is south at 12,26. Lord Kartyn is east at 41,11 with some demons. Efriam and doppelgängers seem invincible. On turn 5, something happens… not sure what.&lt;br /&gt;
&lt;br /&gt;
==The Kingslayer==&lt;br /&gt;
'''[WHU]''' Send Efraim north ALONE.  Break the other units into two teams and explore.  Once Efraim triggers and dispatches the surprise enemy and the southern part of the map is cleared, the teams can move north and then west, while Efraim heads east.  No early finish bonus, don't leave any XP on the table.&lt;br /&gt;
&lt;br /&gt;
==The Library==&lt;br /&gt;
'''[WHU]''' If you tend to click through the opening dialog, you might not notice that Lethalia starts on a keep, where she can recall some units to explore the library.  It is almost impossible to collect all the items and finish within the turn limit without help.  Four or five units is more than enough, send Lethalia west and a couple others north.  Block the passage south with a powerful unit backed by a healer, or charge down and kill the leader.  Explore everything.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' I did not notice the keep, so just played with the doppelgangers and yes, the time limit is very tight - need to split up and approach northern room from both directions to keep from getting bottled up (enemy will go after Lethalia and ignore the doppelgangers for the most part). Lethalia needs to head east and then to the northern room and let doppelgangers pick up books.&lt;br /&gt;
&lt;br /&gt;
==Lost in Space==&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Recruit/recall about three units you want to give experience, low level is just fine.  They will go just north of the castle to where a portal emerges.  Recall several heavy hitters, including at least one flyer.  After Lethalia clears out the initial wave that comes through the portal, surround it with your three junior troops.  Send Lethalia and a couple quick support units across the bridge, then northwest, picking up villages on the way.  Send the rest of the power troops carefully to the southeast to take out the prince and his forces.  The prince's troops are tougher than they look, in part because explosive slow doesn't work on them.  &lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Once the prince and his lackeys are dispatched, send one unit to collect all the villages on this section of the map, while the rest head up to the bridge.  Advance onto the bridge, standing on the portals so the enemies have to spawn in the air, where you have a 100% chance of hitting them with most attacks.  Send a flyer or two around them and follow the bridge southeast, grabbing every village in sight.  Meanwhile, Lethalia and company travel through the cave, across a bridge, some water, and then down to the southeast corner.  Since there's no early finish, wait until the last turn to approach Efraim with Lethalia.  Don't forget to check in every turn with the units you left behind.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' I sent several strong units with Lethalia SE to take out Prince and demons. Efriam is south of the desert.&lt;br /&gt;
&lt;br /&gt;
==Any Means Necessary==&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' You actually don't have to kill all the leaders, you only have to touch the mage leader.  But that's no excuse for not killing every single thing that moves first.  I choose allies over undead, the allies are pretty good at soaking up some damage, and distracting the enemies so that they end up doing most of the fighting in the moat.  I might recall a few fast units on the first turn, but mostly I race ahead and do my recalls in the ring around where my allies reside.  This looks like a battle you'll want to recruit/recall heavily for, but it's not.  You want enough to push back if the enemy happens to start to break through part of your ally's line, but once most of the blood has been spilled you won't need much to roll to victory.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' On the east side, most of the enemies will be hard hitting melee impact, so recall accordingly.  On the west you have mostly pierce, and in the center a lot of arcane.  Move forward slowly at first, letting your ally do most of the work.  Actually, it would be kind of nice to let all the allied units get killed (so they don't strike the final blow that ends the scenario) and then wait until the last turn to strike the killing blow to maximize gold carryover.  I use a lot of explosive and/or whirlwind slow, and incinerate if possible.  Just keep pushing forward, dopplegangers are nice for that.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' I also chose allies. Note you own the keeps close to enemy, teleporting/moving quickly to keeps and recruiting from there can allow you to quickly grab the shoreline. Attacking Pandemonius ends the scenario. Before finishing un-equip all recalls as they won’t be available at the start of next chapter, and remove weak units from recall list so Soulgate in next chapter works well.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;width: 33%&amp;quot; | [[LotI_Walkthrough-Part1-Chapter03|Back to Chapter 3]] &lt;br /&gt;
| style=&amp;quot;text-align: center;width: 33%&amp;quot; | [[LotI_Walkthrough|Main]] &lt;br /&gt;
| style=&amp;quot;text-align: right;width: 33%&amp;quot; | [[LotI_Walkthrough-Part1-Chapter05|On to Chapter 5]] &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Thrash</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=LotI_Walkthrough-Part1-Chapter04&amp;diff=72054</id>
		<title>LotI Walkthrough-Part1-Chapter04</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=LotI_Walkthrough-Part1-Chapter04&amp;diff=72054"/>
		<updated>2024-01-04T02:53:02Z</updated>

		<summary type="html">&lt;p&gt;Thrash: /* Meeting of the Ancients */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
'''Part I, Embracing the Darkness, Chapter 4, To Destroy the Wesnothian Empire'''&lt;br /&gt;
&lt;br /&gt;
'''Generally'''&lt;br /&gt;
&lt;br /&gt;
Add here.&lt;br /&gt;
&lt;br /&gt;
==He Came Down from the Mountains==&lt;br /&gt;
'''[WHU]''' The enemy leader will call for reinforcements when you approach, so you might want to make sure you start a turn from a position where you can end up next to him in one turn.  Or not, it's not like his forces can stop you.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Enemy ZoC is the only thing that will slow you down. You have access to your full item storage; consider something that will give you skirmish if you are impatient.&lt;br /&gt;
&lt;br /&gt;
==Into Our Frozen Land==&lt;br /&gt;
'''[WHU]''' Gather villages with Ekrathan, keeping him away from the action.  Charge and kill the nearest enemy leader with Efraim.  Proceed directly into the lake, ignoring enemies unless they pose a threat to Ekrathan.  Pick an enemy leader and kill him.  The other will probably die before you can get to him.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' If one explores the lake, a bunch of allied undead will appear. Note you are going to get to recall a couple units from chapter 2 at the start of the next scenario, so before you finish this one, you might want to go back and note a couple of good fighting units.&lt;br /&gt;
&lt;br /&gt;
==Revolution Begins==&lt;br /&gt;
'''[WHU]''' Efraim can simply charge north and force his way into the castle.  Keep Ekrathan alive if possible.  When enemies approach, take a look at their stats, they are a lot more dangerous than they look.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' I held back and fought enemies as they came to me, then advanced once the secondary leaders quit recruiting. The guards around the city will come alive when you get within their movement range. I triggered them to attack one or two at a time. The scenario ends when Efriam goes into or next to the keep in the center of main city.&lt;br /&gt;
&lt;br /&gt;
==Doomsday Omens==&lt;br /&gt;
'''[WHU]''' You pick up a few loyal, level 4 units here, so make sure to protect them.  Gear up the overlord and nightprowler and send the gryphon to collect villages.  Recruit a druid, a lord, and a sorceress (you won't need them now, but you'll be glad you did soon) and follow the river into the mountains, with Lethalia in the lead.  Once you enter the cave, send Lethalia along the river path to the east while your elven units retreat, drawing the undead into the woods (not necessarily to fight, you're just getting them out of Lethalia's way while also keeping the elves alive, and maybe picking up some help from your otherwise worthless allies).  Make use of Lethalia's penetrates to force her way into the eastern passage.  If she gets way ahead of the rest of your units, that's just fine, you want her to get into the cave and past the initial wave of undead before it gets too big.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]'''  This scenario is rather difficult if you try to fight your way forward into the cave, as a pack of undead cluster at the entrance to the cave.  If Lethalia has skirmisher (and fast, of course), it is more or less trivial as long as you move her quickly enough that she can enter the eastern cave passage toward victory before the undead start to amass above the cave entrance.&lt;br /&gt;
&lt;br /&gt;
==Meeting of the Ancients==&lt;br /&gt;
'''[WHU]''' Recall a good healer like a faerie incarnation, and a powerful unit with arcane and a lot of HP.  Run.  Enemies are coming from all directions, and they are coming fast.  Get into the cave to the north, kill the necromancer, and then protect the village and the cave mouth with your strongest units.  Once you fight off the first batch to the north, move forward and bring Lethalia to a good defensive position, such as one tile north of the village.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' After another small batch of undead is dispatched, and your rear is secure, clear the way for Lethalia and send her along the cart path.  Remember, your mission is not to kill all the enemies, and you will often be up against the turn limit.  You might have time to fetch the item out of the river.  You don't have to get all the way to the lich, just close.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' You get to recall another two units from Chapter 2 at the start of this scenario. Your objective is in the NE and there are three paths to get there: the southern cave, the northern cave, or through the outdoors in the center. You'll need to go through some caves in any case, so some powerful dwarves are good recruits. There is no gold carry over, so spend away.&lt;br /&gt;
&lt;br /&gt;
==Castle of the Wicked==&lt;br /&gt;
'''[WHU]''' Pay attention to the lit floors.  Some enemies will be lawful, and some chaotic, so use the lit tiles to your advantage accordingly.  The enemies are powerful, so exercise a little caution with your supporting units, and use corridors to avoid being surrounded.  Most of the enemies will be killed by Efraim on defense.  Remember that your mission is to move north, not kill everyone.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Main challenge here is not to get mobbed and lose on turns.&lt;br /&gt;
&lt;br /&gt;
==Nemesis==&lt;br /&gt;
'''[WHU]''' Easy enough, especially since I knew it was coming and stripped all Argan's gear after the big dragon fight.&lt;br /&gt;
&lt;br /&gt;
==An Army Is Born==&lt;br /&gt;
'''[WHU]''' 50 orcs in 15 turns?  How's that going to happen?  Well, when you kill an orc, it makes an undead that is ready to attack.  Use explosive slow on a bunch of orcs, find one that is injured and kill it.  When determining what type of unit to spawn, consider its location.  For example, if it is right next to a damaged orc grunt (no ranged attack), choose skeleton archer and then kill the orc with your new skeleton archer.  Repeat as often as possible.  When in doubt, skeleton archer is probably the best choice (though do have some skeletons and ghosts), soulless aren't that useful.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Lethalia having skimisher is handy here, having radiation is just too much fun.  The first turn is a great time to have Lethalia take the [[LotI_Items#Potion_of_Authority_.E2.80.93_potion|Potion of Authority]].&lt;br /&gt;
&lt;br /&gt;
==The First Blow==&lt;br /&gt;
'''[WHU]''' Same undead spawning as the last scenario, but much, much harder.  The turn limit is not your friend.  Hopefully, Lethalia is fast.  You want to get her onto the center keep as quickly as possible.  Remember, when you kill a unit an undead will spawn, often right where you meant to move Lethalia using her penetrates.  Make sure the unit you kill can move out of her way.  Ideally, she will kill the unit one tile north of the enemy leader and step into the castle on turn 2.  Keep Lethalia in the thick of the battle in the center.  When the prince shows up, pound his units with explosive slow.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' The southeast leader can be troublesome.  In a conventional attack, he always takes more troops than I'd expect, and any troops you commit to him probably won't be able to make it to any other battles due to the turn limit.  Send a doppleganger to help several skeletons, particularly archers.  Once the battle feels like it's going to be a win, start spawning ghosts and send them west.  When the leader is dead, send the doppleganger after the southwest leader.  Remember the turn limit and your mission, she is needed elsewhere.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' The other doppleganger should head northwest, killing that leader before turning east to take out the north leader.  I usually send a handful of ghosts north at the beginning, then west, keeping a unit on the village and just generally harassing the northern forces to keep them mostly out of the fight.  If you get lucky, you can storm his castle and sit there so he can't recruit.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Making use of rivers is crucial here.  When attacking, always consider whether you could move forward first.  It's going to be a huge battle with slow units, and overwhelming force is key when you're raising the dead.  Concentrate on getting kills quickly over distributing XP and the like.  When the prince shows up, check out his units carefully.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Seconding WHU, undead that you create can easily get in your way and you need to make sure they have a way to get out of the way. On turn 7, a bunch of demons will appear at the west edge of the map. Don't let dopplegangers get too separate from troops, they aren't as tough as Lethalia.&lt;br /&gt;
&lt;br /&gt;
==Dealing with Trolls==&lt;br /&gt;
'''[WHU]''' You want to reach the troll leader in the northwest corner as quickly as possible, while killing as few trolls as you can.  In the items menu there is an option, &amp;quot;Select weapons for retaliation&amp;quot; which may help reduce the number of trolls you kill on defense.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Equip Efriam to be fast and non-lethal, for example Mountain Trek boots and a Cunctator's Sword. On turn 5 a bunch of demons will appear outside, if you recruit a bunch of ghosts, they, with a Doppleganger can hold them off. They won't reach trolls until turn 10 or so. Main challenge is for Efriam not to get mobbed by Trolls. Killing six trolls is not too many to win the scenario.&lt;br /&gt;
&lt;br /&gt;
==Invasion==&lt;br /&gt;
'''[WHU]''' You will be given the option to trade, as many as possible, one skeletal dragon for five level one undead.  I've always taken the option, so I don't know what is best.  You will be up against mages with explosive attacks, so you don't want your units bunched up.  You will also be up against silver mages who actually use their teleport ability, so you probably want to gather as many villages as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Because of what I believe to be a bug in the game, I have always started by recalling a lot of my most powerful units (mostly doppelgangers, and NOT Skellie as I don't want him getting lost in the crowd of dragons and dying on me) and heading west, while the dragons are left to die at the hands of the mages.  I then send a couple doppelgangers and a leader south to defeat the prince, again, while the rest of my powerful units sweep east to clobber the mages.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' One of these days I'm going to leave a few doppelgangers to defend the dragons and see how that plays out in later scenarios.  Sure would be nice to have a small army of loyal skeletal dragons on the recall list.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Possible to have Beelezub's monument to the West. I sent Lethalia south to kill SE leaders with a few select tough units and sent the rest of my forces to the southwest to help with the demons. Watch out for Silver Mages teleporting into your midst. Once Lethalia finishes the SE leader, everyone goes west to kill Beelzebub, then finish SW leader. Note Beelzebub seems to count as an enemy leader, so the scenario doesn’t end if he is alive.&lt;br /&gt;
&lt;br /&gt;
==Bloodbath==&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' This is supposed to be hopeless, but someone actually [https://forums.wesnoth.org/viewtopic.php?p=666117#p666117 beat it].&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Send any of your army you care about to the southwest corner.  Recruit constantly, there's no gold carryover, and send a wall of defenders to slow the attackers.  Chocobones are also nice here, they can hang back and then charge mages or run in to pick up dropped loot.  Your new recruits will not last beyond this scenario, even if they survive, so think twice about giving them any gear, and use them to protect the rest.  Lethalia can advance and explosive slow the enemy, being just a little careful not to get surrounded.  Hold on, keep recruiting, protect Mal Keshar and Stormrider, and it'll turn out okay.  Or try to beat it.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' At this point, you probably have a lot of units on the recall list that you are never going to recall.  &lt;br /&gt;
It's best just to purge them now.  You'll thank me later.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' This scenario ends at the start of turn 11 (if you don't beat it, which I haven't done, but have come close). I attack hard and harvest a lot of XP. On turn 10 Zortheus (a 400 HP badass) appears in Northern keep.&lt;br /&gt;
&lt;br /&gt;
==The Way of Assassins==&lt;br /&gt;
'''[WHU]''' Spread out, search the map, kill anything that moves.  Actually, there's no early finish bonus, so make that kill everything that moves.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Lord Revan is just southeast of start. Lord Roth is south at 12,26. Lord Kartyn is east at 41,11 with some demons. Efriam and doppelgängers seem invincible. On turn 5, something happens… not sure what.&lt;br /&gt;
&lt;br /&gt;
==The Kingslayer==&lt;br /&gt;
'''[WHU]''' Send Efraim north ALONE.  Break the other units into two teams and explore.  Once Efraim triggers and dispatches the surprise enemy and the southern part of the map is cleared, the teams can move north and then west, while Efraim heads east.  No early finish bonus, don't leave any XP on the table.&lt;br /&gt;
&lt;br /&gt;
==The Library==&lt;br /&gt;
'''[WHU]''' If you tend to click through the opening dialog, you might not notice that Lethalia starts on a keep, where she can recall some units to explore the library.  It is almost impossible to collect all the items and finish within the turn limit without help.  Four or five units is more than enough, send Lethalia west and a couple others north.  Block the passage south with a powerful unit backed by a healer, or charge down and kill the leader.  Explore everything.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' I did not notice the keep, so just played with the doppelgangers and yes, the time limit is very tight - need to split up and approach northern room from both directions to keep from getting bottled up (enemy will go after Lethalia and ignore the doppelgangers for the most part). Lethalia needs to head east and then to the northern room and let doppelgangers pick up books.&lt;br /&gt;
&lt;br /&gt;
==Lost in Space==&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Recruit/recall about three units you want to give experience, low level is just fine.  They will go just north of the castle to where a portal emerges.  Recall several heavy hitters, including at least one flyer.  After Lethalia clears out the initial wave that comes through the portal, surround it with your three junior troops.  Send Lethalia and a couple quick support units across the bridge, then northwest, picking up villages on the way.  Send the rest of the power troops carefully to the southeast to take out the prince and his forces.  The prince's troops are tougher than they look, in part because explosive slow doesn't work on them.  &lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Once the prince and his lackeys are dispatched, send one unit to collect all the villages on this section of the map, while the rest head up to the bridge.  Advance onto the bridge, standing on the portals so the enemies have to spawn in the air, where you have a 100% chance of hitting them with most attacks.  Send a flyer or two around them and follow the bridge southeast, grabbing every village in sight.  Meanwhile, Lethalia and company travel through the cave, across a bridge, some water, and then down to the southeast corner.  Since there's no early finish, wait until the last turn to approach Efraim with Lethalia.  Don't forget to check in every turn with the units you left behind.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' I sent several strong units with Lethalia SE to take out Prince and demons. Efriam is south of the desert.&lt;br /&gt;
&lt;br /&gt;
==Any Means Necessary==&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' You actually don't have to kill all the leaders, you only have to touch the mage leader.  But that's no excuse for not killing every single thing that moves first.  I choose allies over undead, the allies are pretty good at soaking up some damage, and distracting the enemies so that they end up doing most of the fighting in the moat.  I might recall a few fast units on the first turn, but mostly I race ahead and do my recalls in the ring around where my allies reside.  This looks like a battle you'll want to recruit/recall heavily for, but it's not.  You want enough to push back if the enemy happens to start to break through part of your ally's line, but once most of the blood has been spilled you won't need much to roll to victory.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' On the east side, most of the enemies will be hard hitting melee impact, so recall accordingly.  On the west you have mostly pierce, and in the center a lot of arcane.  Move forward slowly at first, letting your ally do most of the work.  Actually, it would be kind of nice to let all the allied units get killed (so they don't strike the final blow that ends the scenario) and then wait until the last turn to strike the killing blow to maximize gold carryover.  I use a lot of explosive and/or whirlwind slow, and incinerate if possible.  Just keep pushing forward, dopplegangers are nice for that.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' I also chose allies. Note you own the keeps close to enemy, teleporting/moving quickly to keeps and recruiting from there can allow you to quickly grab the shoreline. Attacking Pandemonius ends the scenario. Before finishing un-equip all recalls as they won’t be available at the start of next chapter, and remove weak units from recall list so Soulgate in next chapter works well.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;width: 33%&amp;quot; | [[LotI_Walkthrough-Part1-Chapter03|Back to Chapter 3]] &lt;br /&gt;
| style=&amp;quot;text-align: center;width: 33%&amp;quot; | [[LotI_Walkthrough|Main]] &lt;br /&gt;
| style=&amp;quot;text-align: right;width: 33%&amp;quot; | [[LotI_Walkthrough-Part1-Chapter05|On to Chapter 5]] &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Thrash</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=LotI_Walkthrough-Part1-Chapter02&amp;diff=72053</id>
		<title>LotI Walkthrough-Part1-Chapter02</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=LotI_Walkthrough-Part1-Chapter02&amp;diff=72053"/>
		<updated>2024-01-04T02:11:49Z</updated>

		<summary type="html">&lt;p&gt;Thrash: /* Lilith */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Part I, Embracing the Darkness, Chapter 2, Servants of Lilith'''&lt;br /&gt;
&lt;br /&gt;
'''Generally'''&lt;br /&gt;
&lt;br /&gt;
Add here.&lt;br /&gt;
&lt;br /&gt;
==The Beginning==&lt;br /&gt;
'''[WHU]''' There are a lot of enemy units here, and when you kill a living one it comes back as an undead.  A lot of potential for XP.  I normally just charge forward with Efraim and Lethalia and go for the quick and easy win, sometimes recalling a couple quick elves like rangers to sneak around and pick off lone enemies in the forest.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Note that you have your full recall list and all your items from Chapter 1 available to you. Watch out for Umbra in your starting keep - I find it easy to overlook he is there. Anything besides arcane or marksman seems to have a hard time hitting enemy elves and undead. If the Beelezebub monument is present, it will be on the west side of the map - I suggest heading for it first and having that fight first. Note that Umbra recruits a solid stream of undead and it will be hard to reach him within the time limit.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Looks like Umbra quits recruiting now around turn 20 and then restarts when approached.&lt;br /&gt;
&lt;br /&gt;
==Gods==&lt;br /&gt;
'''[WHU]''' In the center of the map is a necromancer leading a bunch of undead.  I don't remember if she is good for anything, but generally I just don't go that way.  In the middle of the far east edge are saurians, who can also be ignored.  Recall maybe a castle worth of decent troops, perhaps ones you are looking to level, and head south to take out a bandit camp.  Efraim and Lethalia could take on the bandits alone, especially if you have speed upgrades.  Follow the road south, east, northeast, and then enter the mountains, taking care not to get too far north or east if you don't want to trigger the saurians.  Using Efraim, Lethalia, and maybe a decent supporting unit, blast through the trolls.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' I believe this scenario got harder at some point. I find two keeps of high-level recalls are advised. &lt;br /&gt;
Head due South, take over fort and recruit another keep of units. Then go take out undead to the east (all you have to do is attack the undead necromancer and she surrenders and her units disappear). Then go south through the city, and Elves will appear when you approach the woods to South, they will be tough to kill and become undead when killed. Then go east - if you want to fight the saurians, split off a contingent to keep going east to trigger them, otherwise just go south into the mountains. The white mages in SE monastery can't actually be hit, so there is no actual urgency. The hard part is making progress through the trolls. The scenario ends when you kill the Troll leader in the monastery&lt;br /&gt;
&lt;br /&gt;
==Forest of Witchery==&lt;br /&gt;
'''[WHU]''' I never recruit or recall here, just send my faster leader to the tree while the other one kills a few enemies.  This is probably a mistake, as the early finish bonus easily gets wiped out by the carryover percentage.  It probably makes more sense to recall some units that have good impact resistance and fire/arcane attacks and hunt some wose for XP.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' I recall one keep of L2-3s. You want units with good movement in Forrest. Note that sharpshooters are not great units for this scenario. You will get swarmed about middle of the map, but Efriam and Lethalia don’t seem to be in real danger.&lt;br /&gt;
&lt;br /&gt;
==Darkness Closing In==&lt;br /&gt;
'''[WHU]''' I always go (successfully) for the bonus objective with Efraim (counterclockwise, through the woods) and Lethalia (clockwise), avoiding crowds.  Skellie wanders around picking off isolated enemies.  I send in some troops and some healers to help guard the city walls, which may not be necessary.  A couple fast, perhaps flying, units might be in order to pick items out of the moat as there are a lot of drops.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' I have both Efriam and Lethalia recall a keep each, and then Lethalia a second keep using Efriam's keep - that usually spends all my gold. You'll want lots of magic to cut through ghosts. Watch out for shadows on turn 2. Hold back, if you rush forth past the city you will get overwhelmed on turn 2 when the enemy swamps the battlefield (especially watch our for enemy L2 elves, who can do a lot of damage if they gang up). After this surge, you can push forward and get to the enemy leader. I find this gets you to the leader about as quickly as going around the edges of the map.&lt;br /&gt;
&lt;br /&gt;
==Umbra==&lt;br /&gt;
'''[WHU]''' This can be one of the more difficult scenarios in that it is actually possible to get Efraim or Lethalia killed.  The enemy leader starts with a lot of gold, and is standing on a keep in a castle, even though it doesn't look like it, so normally I'd target him early.  However, Umbra is quite aggressive so I never really need to deal with the other forces.  Since Umbra is highly resistant to most attacks, lightning is great here.  Keeping the fight at the cave mouth will let you rotate out troops and limit the amount of enemies you fight at a time.  A fast unit with [[LotI_Items#Cunctator.27s_sword_.E2.80.93_sword|Cunctator's Sword]] could run forward, hit a unit next to Umbra to slow him without worrying about retaliation, and run back behind the line.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' I didn't find lightning that helpful against Umbra, so something may have changed.&lt;br /&gt;
&lt;br /&gt;
==The Army of Darkness==&lt;br /&gt;
'''[WHU]''' The turn limit is your enemy here.  That and shadows.  Efraim alone down the east side of the lake, concentrating on reaching the southwestern leader quickly over picking off units on the way.  Lethalia and a small team of elves with arcane attacks including a healer head southwest, staying in a pack (the elves at least, Lethalia can run ahead and pick off enemies, particularly shadows when they are visible, as well as using zone of control to block for the elves at times).  Don't forget to use penetrates to keep advancing.  Visit the trader and pick up the [[LotI_Items#Woodland_Cloak_.E2.80.93_cloak|Woodland Cloak]] if you don't have one already.  By the time you get there, your pack of elves should be safe enough to remain there if you want to buy many items.  The enemy leaders have nightstalk, but they will be at their keeps or on villages.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Arcane melee weapons for your heroes, particularly the [[LotI_Items#Holy_Sword_.E2.80.93_sword|Holy Sword]] for Efraim, can be a big help in keeping them moving forward as many spirits will die attacking you instead of blocking your path.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Your gold will probably run out during the scenario, so your first action might be to recall a seer and some fast moving units to get the the Trader to the west as quickly as possible (you will want the Woodland Cloak for the next scenario), then have them deal with the western leader (who, btw, is invisible at night). (One option here might be to recruit a Ranger, Nightprowler or other unit with Ambush) to get the the Treader and ignore the west enemy leader?) I then recall three fast-moving Fairies and Seers go to with Lethalia south and then down the west side of water to take pressure off of the Merfolk - they will get attacked hard, so make sure this is a tough group with a couple of healers. The enemy will reach them around turn 8. Note that going through the water will be slow. In general, only recruit units who can move quickly through forrest or they won't be useful.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' It's not actually clear to me what the consequences are if the merman leader dies as I've always managed to save them (sometimes despite their own efforts to rush out and get killed).&lt;br /&gt;
&lt;br /&gt;
==Infinite Legion==&lt;br /&gt;
'''[WHU]''' This is one of the reasons I concentrate on making at least one of my leaders fast.  Put on the [[LotI_Items#Woodland_Cloak_.E2.80.93_cloak|Woodland Cloak]], stay away from the enemies, and run for it.  You could use the other leader as bait to draw the enemy.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' No point in recalling/recruiting. Per WHU's note, put the Woodland Cloak on Efriam or Lethalia (whoever is faster) and sneak them to the southern border - if you go a little west of due south you should be able to weave your way there by turn 5. Your other hero can harvest some XP if they are careful.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' If you happen to have two Woodland Cloaks and put them on Efriam and Lethalia (or them have ambush by some other means) then the enemy will simply stop moving which makes things really easy.&lt;br /&gt;
&lt;br /&gt;
==Sightseeing==&lt;br /&gt;
'''[WHU]''' This is one of the reasons I concentrate on making at least one of my leaders fast.  Put on the [[LotI_Items#Woodland_Cloak_.E2.80.93_cloak|Woodland Cloak]], stay away from the enemies, and run for it.  Huge early finish bonus.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Per WHU's note, another sneaking scenario with the Woodland Cloak. Go east and then south. If you attack any of the enemy leaders or Elven Lords, this is likely to spur the appearance of a bunch of enemy units, so don't do that. It's not clear Argan is in any real danger, so don't worry about him. If you haven't increased the animation speed yet, now's the time...&lt;br /&gt;
&lt;br /&gt;
==Underground==&lt;br /&gt;
'''[WHU]''' It may not be clear at first, but you start in a castle in case you want to recruit/recall.  I don't.  The lighted glyphs indicate deadend paths.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' You can change your hero out of the Woodland Cloak at this point. I didn't realize what WHU said about lighted glyphs being meaningful, what I did was follow “MM” “MM” “X” “X” “X” “X” “Diamond” “Diamond” (roughly up the center and then NE).&lt;br /&gt;
&lt;br /&gt;
==Lilith==&lt;br /&gt;
'''[WHU]''' First a bunch of low level units you can walk right through, then Umbra again.  Not much need to recall/recruit many units, you'll be fighting in close with allies in the way.  Umbra has powerful attacks, good defenses, and plenty of HP, so slow him, poison/incinerate him, and if possible hit him with powerful lightning attacks.  Watch out for his firestorm attack which is explosive.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' As WHU says, don't bother recalling too many units, quarters are tight and you won't be able to use them. It's not really worth exploring the west and east spurs. Note two good units you will want to recall later in [[LotI_Walkthrough-Part1-Chapter04#Revolution_Begins|Chapter 4: Revolution Begins]], two more in [[LotI_Walkthrough-Part1-Chapter04#Meeting_of_the_Ancients|Chapter 4: Meeting of the Ancients]], and three more in [[LotI_Walkthrough-Part1-Chapter04#Invasion|Chapter 4: Invasion]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;width: 33%&amp;quot; | [[LotI_Walkthrough-Part1-Chapter01|Back to Chapter 1]] &lt;br /&gt;
| style=&amp;quot;text-align: center;width: 33%&amp;quot; | [[LotI_Walkthrough|Main]] &lt;br /&gt;
| style=&amp;quot;text-align: right;width: 33%&amp;quot; | [[LotI_Walkthrough-Part1-Chapter03|On to Chapter 3]] &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Thrash</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=LotI_Walkthrough-Part1-Chapter04&amp;diff=72052</id>
		<title>LotI Walkthrough-Part1-Chapter04</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=LotI_Walkthrough-Part1-Chapter04&amp;diff=72052"/>
		<updated>2024-01-04T02:10:28Z</updated>

		<summary type="html">&lt;p&gt;Thrash: /* Meeting of the Ancients */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
'''Part I, Embracing the Darkness, Chapter 4, To Destroy the Wesnothian Empire'''&lt;br /&gt;
&lt;br /&gt;
'''Generally'''&lt;br /&gt;
&lt;br /&gt;
Add here.&lt;br /&gt;
&lt;br /&gt;
==He Came Down from the Mountains==&lt;br /&gt;
'''[WHU]''' The enemy leader will call for reinforcements when you approach, so you might want to make sure you start a turn from a position where you can end up next to him in one turn.  Or not, it's not like his forces can stop you.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Enemy ZoC is the only thing that will slow you down. You have access to your full item storage; consider something that will give you skirmish if you are impatient.&lt;br /&gt;
&lt;br /&gt;
==Into Our Frozen Land==&lt;br /&gt;
'''[WHU]''' Gather villages with Ekrathan, keeping him away from the action.  Charge and kill the nearest enemy leader with Efraim.  Proceed directly into the lake, ignoring enemies unless they pose a threat to Ekrathan.  Pick an enemy leader and kill him.  The other will probably die before you can get to him.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' If one explores the lake, a bunch of allied undead will appear. Note you are going to get to recall a couple units from chapter 2 at the start of the next scenario, so before you finish this one, you might want to go back and note a couple of good fighting units.&lt;br /&gt;
&lt;br /&gt;
==Revolution Begins==&lt;br /&gt;
'''[WHU]''' Efraim can simply charge north and force his way into the castle.  Keep Ekrathan alive if possible.  When enemies approach, take a look at their stats, they are a lot more dangerous than they look.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' I held back and fought enemies as they came to me, then advanced once the secondary leaders quit recruiting. The guards around the city will come alive when you get within their movement range. I triggered them to attack one or two at a time. The scenario ends when Efriam goes into or next to the keep in the center of main city.&lt;br /&gt;
&lt;br /&gt;
==Doomsday Omens==&lt;br /&gt;
'''[WHU]''' You pick up a few loyal, level 4 units here, so make sure to protect them.  Gear up the overlord and nightprowler and send the gryphon to collect villages.  Recruit a druid, a lord, and a sorceress (you won't need them now, but you'll be glad you did soon) and follow the river into the mountains, with Lethalia in the lead.  Once you enter the cave, send Lethalia along the river path to the east while your elven units retreat, drawing the undead into the woods (not necessarily to fight, you're just getting them out of Lethalia's way while also keeping the elves alive, and maybe picking up some help from your otherwise worthless allies).  Make use of Lethalia's penetrates to force her way into the eastern passage.  If she gets way ahead of the rest of your units, that's just fine, you want her to get into the cave and past the initial wave of undead before it gets too big.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]'''  This scenario is rather difficult if you try to fight your way forward into the cave, as a pack of undead cluster at the entrance to the cave.  If Lethalia has skirmisher (and fast, of course), it is more or less trivial as long as you move her quickly enough that she can enter the eastern cave passage toward victory before the undead start to amass above the cave entrance.&lt;br /&gt;
&lt;br /&gt;
==Meeting of the Ancients==&lt;br /&gt;
'''[WHU]''' Recall a good healer like a faerie incarnation, and a powerful unit with arcane and a lot of HP.  Run.  Enemies are coming from all directions, and they are coming fast.  Get into the cave to the north, kill the necromancer, and then protect the village and the cave mouth with your strongest units.  Once you fight off the first batch to the north, move forward and bring Lethalia to a good defensive position, such as one tile north of the village.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' After another small batch of undead is dispatched, and your rear is secure, clear the way for Lethalia and send her along the cart path.  Remember, your mission is not to kill all the enemies, and you will often be up against the turn limit.  You might have time to fetch the item out of the river.  You don't have to get all the way to the lich, just close.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' You get to recall another two units from Chapter 2 at the start of this scenario. According to my notes, I went East hard and recruited at first keep and then split West, North, and East. My memory of this scenario is fuzzy though.&lt;br /&gt;
&lt;br /&gt;
==Castle of the Wicked==&lt;br /&gt;
'''[WHU]''' Pay attention to the lit floors.  Some enemies will be lawful, and some chaotic, so use the lit tiles to your advantage accordingly.  The enemies are powerful, so exercise a little caution with your supporting units, and use corridors to avoid being surrounded.  Most of the enemies will be killed by Efraim on defense.  Remember that your mission is to move north, not kill everyone.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Main challenge here is not to get mobbed and lose on turns.&lt;br /&gt;
&lt;br /&gt;
==Nemesis==&lt;br /&gt;
'''[WHU]''' Easy enough, especially since I knew it was coming and stripped all Argan's gear after the big dragon fight.&lt;br /&gt;
&lt;br /&gt;
==An Army Is Born==&lt;br /&gt;
'''[WHU]''' 50 orcs in 15 turns?  How's that going to happen?  Well, when you kill an orc, it makes an undead that is ready to attack.  Use explosive slow on a bunch of orcs, find one that is injured and kill it.  When determining what type of unit to spawn, consider its location.  For example, if it is right next to a damaged orc grunt (no ranged attack), choose skeleton archer and then kill the orc with your new skeleton archer.  Repeat as often as possible.  When in doubt, skeleton archer is probably the best choice (though do have some skeletons and ghosts), soulless aren't that useful.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Lethalia having skimisher is handy here, having radiation is just too much fun.  The first turn is a great time to have Lethalia take the [[LotI_Items#Potion_of_Authority_.E2.80.93_potion|Potion of Authority]].&lt;br /&gt;
&lt;br /&gt;
==The First Blow==&lt;br /&gt;
'''[WHU]''' Same undead spawning as the last scenario, but much, much harder.  The turn limit is not your friend.  Hopefully, Lethalia is fast.  You want to get her onto the center keep as quickly as possible.  Remember, when you kill a unit an undead will spawn, often right where you meant to move Lethalia using her penetrates.  Make sure the unit you kill can move out of her way.  Ideally, she will kill the unit one tile north of the enemy leader and step into the castle on turn 2.  Keep Lethalia in the thick of the battle in the center.  When the prince shows up, pound his units with explosive slow.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' The southeast leader can be troublesome.  In a conventional attack, he always takes more troops than I'd expect, and any troops you commit to him probably won't be able to make it to any other battles due to the turn limit.  Send a doppleganger to help several skeletons, particularly archers.  Once the battle feels like it's going to be a win, start spawning ghosts and send them west.  When the leader is dead, send the doppleganger after the southwest leader.  Remember the turn limit and your mission, she is needed elsewhere.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' The other doppleganger should head northwest, killing that leader before turning east to take out the north leader.  I usually send a handful of ghosts north at the beginning, then west, keeping a unit on the village and just generally harassing the northern forces to keep them mostly out of the fight.  If you get lucky, you can storm his castle and sit there so he can't recruit.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Making use of rivers is crucial here.  When attacking, always consider whether you could move forward first.  It's going to be a huge battle with slow units, and overwhelming force is key when you're raising the dead.  Concentrate on getting kills quickly over distributing XP and the like.  When the prince shows up, check out his units carefully.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Seconding WHU, undead that you create can easily get in your way and you need to make sure they have a way to get out of the way. On turn 7, a bunch of demons will appear at the west edge of the map. Don't let dopplegangers get too separate from troops, they aren't as tough as Lethalia.&lt;br /&gt;
&lt;br /&gt;
==Dealing with Trolls==&lt;br /&gt;
'''[WHU]''' You want to reach the troll leader in the northwest corner as quickly as possible, while killing as few trolls as you can.  In the items menu there is an option, &amp;quot;Select weapons for retaliation&amp;quot; which may help reduce the number of trolls you kill on defense.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Equip Efriam to be fast and non-lethal, for example Mountain Trek boots and a Cunctator's Sword. On turn 5 a bunch of demons will appear outside, if you recruit a bunch of ghosts, they, with a Doppleganger can hold them off. They won't reach trolls until turn 10 or so. Main challenge is for Efriam not to get mobbed by Trolls. Killing six trolls is not too many to win the scenario.&lt;br /&gt;
&lt;br /&gt;
==Invasion==&lt;br /&gt;
'''[WHU]''' You will be given the option to trade, as many as possible, one skeletal dragon for five level one undead.  I've always taken the option, so I don't know what is best.  You will be up against mages with explosive attacks, so you don't want your units bunched up.  You will also be up against silver mages who actually use their teleport ability, so you probably want to gather as many villages as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Because of what I believe to be a bug in the game, I have always started by recalling a lot of my most powerful units (mostly doppelgangers, and NOT Skellie as I don't want him getting lost in the crowd of dragons and dying on me) and heading west, while the dragons are left to die at the hands of the mages.  I then send a couple doppelgangers and a leader south to defeat the prince, again, while the rest of my powerful units sweep east to clobber the mages.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' One of these days I'm going to leave a few doppelgangers to defend the dragons and see how that plays out in later scenarios.  Sure would be nice to have a small army of loyal skeletal dragons on the recall list.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Possible to have Beelezub's monument to the West. I sent Lethalia south to kill SE leaders with a few select tough units and sent the rest of my forces to the southwest to help with the demons. Watch out for Silver Mages teleporting into your midst. Once Lethalia finishes the SE leader, everyone goes west to kill Beelzebub, then finish SW leader. Note Beelzebub seems to count as an enemy leader, so the scenario doesn’t end if he is alive.&lt;br /&gt;
&lt;br /&gt;
==Bloodbath==&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' This is supposed to be hopeless, but someone actually [https://forums.wesnoth.org/viewtopic.php?p=666117#p666117 beat it].&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Send any of your army you care about to the southwest corner.  Recruit constantly, there's no gold carryover, and send a wall of defenders to slow the attackers.  Chocobones are also nice here, they can hang back and then charge mages or run in to pick up dropped loot.  Your new recruits will not last beyond this scenario, even if they survive, so think twice about giving them any gear, and use them to protect the rest.  Lethalia can advance and explosive slow the enemy, being just a little careful not to get surrounded.  Hold on, keep recruiting, protect Mal Keshar and Stormrider, and it'll turn out okay.  Or try to beat it.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' At this point, you probably have a lot of units on the recall list that you are never going to recall.  &lt;br /&gt;
It's best just to purge them now.  You'll thank me later.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' This scenario ends at the start of turn 11 (if you don't beat it, which I haven't done, but have come close). I attack hard and harvest a lot of XP. On turn 10 Zortheus (a 400 HP badass) appears in Northern keep.&lt;br /&gt;
&lt;br /&gt;
==The Way of Assassins==&lt;br /&gt;
'''[WHU]''' Spread out, search the map, kill anything that moves.  Actually, there's no early finish bonus, so make that kill everything that moves.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Lord Revan is just southeast of start. Lord Roth is south at 12,26. Lord Kartyn is east at 41,11 with some demons. Efriam and doppelgängers seem invincible. On turn 5, something happens… not sure what.&lt;br /&gt;
&lt;br /&gt;
==The Kingslayer==&lt;br /&gt;
'''[WHU]''' Send Efraim north ALONE.  Break the other units into two teams and explore.  Once Efraim triggers and dispatches the surprise enemy and the southern part of the map is cleared, the teams can move north and then west, while Efraim heads east.  No early finish bonus, don't leave any XP on the table.&lt;br /&gt;
&lt;br /&gt;
==The Library==&lt;br /&gt;
'''[WHU]''' If you tend to click through the opening dialog, you might not notice that Lethalia starts on a keep, where she can recall some units to explore the library.  It is almost impossible to collect all the items and finish within the turn limit without help.  Four or five units is more than enough, send Lethalia west and a couple others north.  Block the passage south with a powerful unit backed by a healer, or charge down and kill the leader.  Explore everything.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' I did not notice the keep, so just played with the doppelgangers and yes, the time limit is very tight - need to split up and approach northern room from both directions to keep from getting bottled up (enemy will go after Lethalia and ignore the doppelgangers for the most part). Lethalia needs to head east and then to the northern room and let doppelgangers pick up books.&lt;br /&gt;
&lt;br /&gt;
==Lost in Space==&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Recruit/recall about three units you want to give experience, low level is just fine.  They will go just north of the castle to where a portal emerges.  Recall several heavy hitters, including at least one flyer.  After Lethalia clears out the initial wave that comes through the portal, surround it with your three junior troops.  Send Lethalia and a couple quick support units across the bridge, then northwest, picking up villages on the way.  Send the rest of the power troops carefully to the southeast to take out the prince and his forces.  The prince's troops are tougher than they look, in part because explosive slow doesn't work on them.  &lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Once the prince and his lackeys are dispatched, send one unit to collect all the villages on this section of the map, while the rest head up to the bridge.  Advance onto the bridge, standing on the portals so the enemies have to spawn in the air, where you have a 100% chance of hitting them with most attacks.  Send a flyer or two around them and follow the bridge southeast, grabbing every village in sight.  Meanwhile, Lethalia and company travel through the cave, across a bridge, some water, and then down to the southeast corner.  Since there's no early finish, wait until the last turn to approach Efraim with Lethalia.  Don't forget to check in every turn with the units you left behind.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' I sent several strong units with Lethalia SE to take out Prince and demons. Efriam is south of the desert.&lt;br /&gt;
&lt;br /&gt;
==Any Means Necessary==&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' You actually don't have to kill all the leaders, you only have to touch the mage leader.  But that's no excuse for not killing every single thing that moves first.  I choose allies over undead, the allies are pretty good at soaking up some damage, and distracting the enemies so that they end up doing most of the fighting in the moat.  I might recall a few fast units on the first turn, but mostly I race ahead and do my recalls in the ring around where my allies reside.  This looks like a battle you'll want to recruit/recall heavily for, but it's not.  You want enough to push back if the enemy happens to start to break through part of your ally's line, but once most of the blood has been spilled you won't need much to roll to victory.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' On the east side, most of the enemies will be hard hitting melee impact, so recall accordingly.  On the west you have mostly pierce, and in the center a lot of arcane.  Move forward slowly at first, letting your ally do most of the work.  Actually, it would be kind of nice to let all the allied units get killed (so they don't strike the final blow that ends the scenario) and then wait until the last turn to strike the killing blow to maximize gold carryover.  I use a lot of explosive and/or whirlwind slow, and incinerate if possible.  Just keep pushing forward, dopplegangers are nice for that.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' I also chose allies. Note you own the keeps close to enemy, teleporting/moving quickly to keeps and recruiting from there can allow you to quickly grab the shoreline. Attacking Pandemonius ends the scenario. Before finishing un-equip all recalls as they won’t be available at the start of next chapter, and remove weak units from recall list so Soulgate in next chapter works well.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;width: 33%&amp;quot; | [[LotI_Walkthrough-Part1-Chapter03|Back to Chapter 3]] &lt;br /&gt;
| style=&amp;quot;text-align: center;width: 33%&amp;quot; | [[LotI_Walkthrough|Main]] &lt;br /&gt;
| style=&amp;quot;text-align: right;width: 33%&amp;quot; | [[LotI_Walkthrough-Part1-Chapter05|On to Chapter 5]] &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Thrash</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=LotI_Walkthrough-Part1-Chapter02&amp;diff=72051</id>
		<title>LotI Walkthrough-Part1-Chapter02</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=LotI_Walkthrough-Part1-Chapter02&amp;diff=72051"/>
		<updated>2024-01-03T23:03:03Z</updated>

		<summary type="html">&lt;p&gt;Thrash: /* Lilith */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Part I, Embracing the Darkness, Chapter 2, Servants of Lilith'''&lt;br /&gt;
&lt;br /&gt;
'''Generally'''&lt;br /&gt;
&lt;br /&gt;
Add here.&lt;br /&gt;
&lt;br /&gt;
==The Beginning==&lt;br /&gt;
'''[WHU]''' There are a lot of enemy units here, and when you kill a living one it comes back as an undead.  A lot of potential for XP.  I normally just charge forward with Efraim and Lethalia and go for the quick and easy win, sometimes recalling a couple quick elves like rangers to sneak around and pick off lone enemies in the forest.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Note that you have your full recall list and all your items from Chapter 1 available to you. Watch out for Umbra in your starting keep - I find it easy to overlook he is there. Anything besides arcane or marksman seems to have a hard time hitting enemy elves and undead. If the Beelezebub monument is present, it will be on the west side of the map - I suggest heading for it first and having that fight first. Note that Umbra recruits a solid stream of undead and it will be hard to reach him within the time limit.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Looks like Umbra quits recruiting now around turn 20 and then restarts when approached.&lt;br /&gt;
&lt;br /&gt;
==Gods==&lt;br /&gt;
'''[WHU]''' In the center of the map is a necromancer leading a bunch of undead.  I don't remember if she is good for anything, but generally I just don't go that way.  In the middle of the far east edge are saurians, who can also be ignored.  Recall maybe a castle worth of decent troops, perhaps ones you are looking to level, and head south to take out a bandit camp.  Efraim and Lethalia could take on the bandits alone, especially if you have speed upgrades.  Follow the road south, east, northeast, and then enter the mountains, taking care not to get too far north or east if you don't want to trigger the saurians.  Using Efraim, Lethalia, and maybe a decent supporting unit, blast through the trolls.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' I believe this scenario got harder at some point. I find two keeps of high-level recalls are advised. &lt;br /&gt;
Head due South, take over fort and recruit another keep of units. Then go take out undead to the east (all you have to do is attack the undead necromancer and she surrenders and her units disappear). Then go south through the city, and Elves will appear when you approach the woods to South, they will be tough to kill and become undead when killed. Then go east - if you want to fight the saurians, split off a contingent to keep going east to trigger them, otherwise just go south into the mountains. The white mages in SE monastery can't actually be hit, so there is no actual urgency. The hard part is making progress through the trolls. The scenario ends when you kill the Troll leader in the monastery&lt;br /&gt;
&lt;br /&gt;
==Forest of Witchery==&lt;br /&gt;
'''[WHU]''' I never recruit or recall here, just send my faster leader to the tree while the other one kills a few enemies.  This is probably a mistake, as the early finish bonus easily gets wiped out by the carryover percentage.  It probably makes more sense to recall some units that have good impact resistance and fire/arcane attacks and hunt some wose for XP.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' I recall one keep of L2-3s. You want units with good movement in Forrest. Note that sharpshooters are not great units for this scenario. You will get swarmed about middle of the map, but Efriam and Lethalia don’t seem to be in real danger.&lt;br /&gt;
&lt;br /&gt;
==Darkness Closing In==&lt;br /&gt;
'''[WHU]''' I always go (successfully) for the bonus objective with Efraim (counterclockwise, through the woods) and Lethalia (clockwise), avoiding crowds.  Skellie wanders around picking off isolated enemies.  I send in some troops and some healers to help guard the city walls, which may not be necessary.  A couple fast, perhaps flying, units might be in order to pick items out of the moat as there are a lot of drops.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' I have both Efriam and Lethalia recall a keep each, and then Lethalia a second keep using Efriam's keep - that usually spends all my gold. You'll want lots of magic to cut through ghosts. Watch out for shadows on turn 2. Hold back, if you rush forth past the city you will get overwhelmed on turn 2 when the enemy swamps the battlefield (especially watch our for enemy L2 elves, who can do a lot of damage if they gang up). After this surge, you can push forward and get to the enemy leader. I find this gets you to the leader about as quickly as going around the edges of the map.&lt;br /&gt;
&lt;br /&gt;
==Umbra==&lt;br /&gt;
'''[WHU]''' This can be one of the more difficult scenarios in that it is actually possible to get Efraim or Lethalia killed.  The enemy leader starts with a lot of gold, and is standing on a keep in a castle, even though it doesn't look like it, so normally I'd target him early.  However, Umbra is quite aggressive so I never really need to deal with the other forces.  Since Umbra is highly resistant to most attacks, lightning is great here.  Keeping the fight at the cave mouth will let you rotate out troops and limit the amount of enemies you fight at a time.  A fast unit with [[LotI_Items#Cunctator.27s_sword_.E2.80.93_sword|Cunctator's Sword]] could run forward, hit a unit next to Umbra to slow him without worrying about retaliation, and run back behind the line.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' I didn't find lightning that helpful against Umbra, so something may have changed.&lt;br /&gt;
&lt;br /&gt;
==The Army of Darkness==&lt;br /&gt;
'''[WHU]''' The turn limit is your enemy here.  That and shadows.  Efraim alone down the east side of the lake, concentrating on reaching the southwestern leader quickly over picking off units on the way.  Lethalia and a small team of elves with arcane attacks including a healer head southwest, staying in a pack (the elves at least, Lethalia can run ahead and pick off enemies, particularly shadows when they are visible, as well as using zone of control to block for the elves at times).  Don't forget to use penetrates to keep advancing.  Visit the trader and pick up the [[LotI_Items#Woodland_Cloak_.E2.80.93_cloak|Woodland Cloak]] if you don't have one already.  By the time you get there, your pack of elves should be safe enough to remain there if you want to buy many items.  The enemy leaders have nightstalk, but they will be at their keeps or on villages.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Arcane melee weapons for your heroes, particularly the [[LotI_Items#Holy_Sword_.E2.80.93_sword|Holy Sword]] for Efraim, can be a big help in keeping them moving forward as many spirits will die attacking you instead of blocking your path.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Your gold will probably run out during the scenario, so your first action might be to recall a seer and some fast moving units to get the the Trader to the west as quickly as possible (you will want the Woodland Cloak for the next scenario), then have them deal with the western leader (who, btw, is invisible at night). (One option here might be to recruit a Ranger, Nightprowler or other unit with Ambush) to get the the Treader and ignore the west enemy leader?) I then recall three fast-moving Fairies and Seers go to with Lethalia south and then down the west side of water to take pressure off of the Merfolk - they will get attacked hard, so make sure this is a tough group with a couple of healers. The enemy will reach them around turn 8. Note that going through the water will be slow. In general, only recruit units who can move quickly through forrest or they won't be useful.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' It's not actually clear to me what the consequences are if the merman leader dies as I've always managed to save them (sometimes despite their own efforts to rush out and get killed).&lt;br /&gt;
&lt;br /&gt;
==Infinite Legion==&lt;br /&gt;
'''[WHU]''' This is one of the reasons I concentrate on making at least one of my leaders fast.  Put on the [[LotI_Items#Woodland_Cloak_.E2.80.93_cloak|Woodland Cloak]], stay away from the enemies, and run for it.  You could use the other leader as bait to draw the enemy.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' No point in recalling/recruiting. Per WHU's note, put the Woodland Cloak on Efriam or Lethalia (whoever is faster) and sneak them to the southern border - if you go a little west of due south you should be able to weave your way there by turn 5. Your other hero can harvest some XP if they are careful.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' If you happen to have two Woodland Cloaks and put them on Efriam and Lethalia (or them have ambush by some other means) then the enemy will simply stop moving which makes things really easy.&lt;br /&gt;
&lt;br /&gt;
==Sightseeing==&lt;br /&gt;
'''[WHU]''' This is one of the reasons I concentrate on making at least one of my leaders fast.  Put on the [[LotI_Items#Woodland_Cloak_.E2.80.93_cloak|Woodland Cloak]], stay away from the enemies, and run for it.  Huge early finish bonus.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Per WHU's note, another sneaking scenario with the Woodland Cloak. Go east and then south. If you attack any of the enemy leaders or Elven Lords, this is likely to spur the appearance of a bunch of enemy units, so don't do that. It's not clear Argan is in any real danger, so don't worry about him. If you haven't increased the animation speed yet, now's the time...&lt;br /&gt;
&lt;br /&gt;
==Underground==&lt;br /&gt;
'''[WHU]''' It may not be clear at first, but you start in a castle in case you want to recruit/recall.  I don't.  The lighted glyphs indicate deadend paths.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' You can change your hero out of the Woodland Cloak at this point. I didn't realize what WHU said about lighted glyphs being meaningful, what I did was follow “MM” “MM” “X” “X” “X” “X” “Diamond” “Diamond” (roughly up the center and then NE).&lt;br /&gt;
&lt;br /&gt;
==Lilith==&lt;br /&gt;
'''[WHU]''' First a bunch of low level units you can walk right through, then Umbra again.  Not much need to recall/recruit many units, you'll be fighting in close with allies in the way.  Umbra has powerful attacks, good defenses, and plenty of HP, so slow him, poison/incinerate him, and if possible hit him with powerful lightning attacks.  Watch out for his firestorm attack which is explosive.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' As WHU says, don't bother recalling too many units, quarters are tight and you won't be able to use them. It's not really worth exploring the west and east spurs. Note two good fighting units you will want to recall later in [[LotI_Walkthrough-Part1-Chapter04#Revolution_Begins|Chapter 4: Revolution Begins]] and three more in [[LotI_Walkthrough-Part1-Chapter04#Invasion|Chapter 4: Invasion]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;width: 33%&amp;quot; | [[LotI_Walkthrough-Part1-Chapter01|Back to Chapter 1]] &lt;br /&gt;
| style=&amp;quot;text-align: center;width: 33%&amp;quot; | [[LotI_Walkthrough|Main]] &lt;br /&gt;
| style=&amp;quot;text-align: right;width: 33%&amp;quot; | [[LotI_Walkthrough-Part1-Chapter03|On to Chapter 3]] &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Thrash</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=LotI_Walkthrough-Part1-Chapter02&amp;diff=72050</id>
		<title>LotI Walkthrough-Part1-Chapter02</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=LotI_Walkthrough-Part1-Chapter02&amp;diff=72050"/>
		<updated>2024-01-03T23:00:30Z</updated>

		<summary type="html">&lt;p&gt;Thrash: /* Lilith */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Part I, Embracing the Darkness, Chapter 2, Servants of Lilith'''&lt;br /&gt;
&lt;br /&gt;
'''Generally'''&lt;br /&gt;
&lt;br /&gt;
Add here.&lt;br /&gt;
&lt;br /&gt;
==The Beginning==&lt;br /&gt;
'''[WHU]''' There are a lot of enemy units here, and when you kill a living one it comes back as an undead.  A lot of potential for XP.  I normally just charge forward with Efraim and Lethalia and go for the quick and easy win, sometimes recalling a couple quick elves like rangers to sneak around and pick off lone enemies in the forest.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Note that you have your full recall list and all your items from Chapter 1 available to you. Watch out for Umbra in your starting keep - I find it easy to overlook he is there. Anything besides arcane or marksman seems to have a hard time hitting enemy elves and undead. If the Beelezebub monument is present, it will be on the west side of the map - I suggest heading for it first and having that fight first. Note that Umbra recruits a solid stream of undead and it will be hard to reach him within the time limit.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Looks like Umbra quits recruiting now around turn 20 and then restarts when approached.&lt;br /&gt;
&lt;br /&gt;
==Gods==&lt;br /&gt;
'''[WHU]''' In the center of the map is a necromancer leading a bunch of undead.  I don't remember if she is good for anything, but generally I just don't go that way.  In the middle of the far east edge are saurians, who can also be ignored.  Recall maybe a castle worth of decent troops, perhaps ones you are looking to level, and head south to take out a bandit camp.  Efraim and Lethalia could take on the bandits alone, especially if you have speed upgrades.  Follow the road south, east, northeast, and then enter the mountains, taking care not to get too far north or east if you don't want to trigger the saurians.  Using Efraim, Lethalia, and maybe a decent supporting unit, blast through the trolls.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' I believe this scenario got harder at some point. I find two keeps of high-level recalls are advised. &lt;br /&gt;
Head due South, take over fort and recruit another keep of units. Then go take out undead to the east (all you have to do is attack the undead necromancer and she surrenders and her units disappear). Then go south through the city, and Elves will appear when you approach the woods to South, they will be tough to kill and become undead when killed. Then go east - if you want to fight the saurians, split off a contingent to keep going east to trigger them, otherwise just go south into the mountains. The white mages in SE monastery can't actually be hit, so there is no actual urgency. The hard part is making progress through the trolls. The scenario ends when you kill the Troll leader in the monastery&lt;br /&gt;
&lt;br /&gt;
==Forest of Witchery==&lt;br /&gt;
'''[WHU]''' I never recruit or recall here, just send my faster leader to the tree while the other one kills a few enemies.  This is probably a mistake, as the early finish bonus easily gets wiped out by the carryover percentage.  It probably makes more sense to recall some units that have good impact resistance and fire/arcane attacks and hunt some wose for XP.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' I recall one keep of L2-3s. You want units with good movement in Forrest. Note that sharpshooters are not great units for this scenario. You will get swarmed about middle of the map, but Efriam and Lethalia don’t seem to be in real danger.&lt;br /&gt;
&lt;br /&gt;
==Darkness Closing In==&lt;br /&gt;
'''[WHU]''' I always go (successfully) for the bonus objective with Efraim (counterclockwise, through the woods) and Lethalia (clockwise), avoiding crowds.  Skellie wanders around picking off isolated enemies.  I send in some troops and some healers to help guard the city walls, which may not be necessary.  A couple fast, perhaps flying, units might be in order to pick items out of the moat as there are a lot of drops.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' I have both Efriam and Lethalia recall a keep each, and then Lethalia a second keep using Efriam's keep - that usually spends all my gold. You'll want lots of magic to cut through ghosts. Watch out for shadows on turn 2. Hold back, if you rush forth past the city you will get overwhelmed on turn 2 when the enemy swamps the battlefield (especially watch our for enemy L2 elves, who can do a lot of damage if they gang up). After this surge, you can push forward and get to the enemy leader. I find this gets you to the leader about as quickly as going around the edges of the map.&lt;br /&gt;
&lt;br /&gt;
==Umbra==&lt;br /&gt;
'''[WHU]''' This can be one of the more difficult scenarios in that it is actually possible to get Efraim or Lethalia killed.  The enemy leader starts with a lot of gold, and is standing on a keep in a castle, even though it doesn't look like it, so normally I'd target him early.  However, Umbra is quite aggressive so I never really need to deal with the other forces.  Since Umbra is highly resistant to most attacks, lightning is great here.  Keeping the fight at the cave mouth will let you rotate out troops and limit the amount of enemies you fight at a time.  A fast unit with [[LotI_Items#Cunctator.27s_sword_.E2.80.93_sword|Cunctator's Sword]] could run forward, hit a unit next to Umbra to slow him without worrying about retaliation, and run back behind the line.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' I didn't find lightning that helpful against Umbra, so something may have changed.&lt;br /&gt;
&lt;br /&gt;
==The Army of Darkness==&lt;br /&gt;
'''[WHU]''' The turn limit is your enemy here.  That and shadows.  Efraim alone down the east side of the lake, concentrating on reaching the southwestern leader quickly over picking off units on the way.  Lethalia and a small team of elves with arcane attacks including a healer head southwest, staying in a pack (the elves at least, Lethalia can run ahead and pick off enemies, particularly shadows when they are visible, as well as using zone of control to block for the elves at times).  Don't forget to use penetrates to keep advancing.  Visit the trader and pick up the [[LotI_Items#Woodland_Cloak_.E2.80.93_cloak|Woodland Cloak]] if you don't have one already.  By the time you get there, your pack of elves should be safe enough to remain there if you want to buy many items.  The enemy leaders have nightstalk, but they will be at their keeps or on villages.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Arcane melee weapons for your heroes, particularly the [[LotI_Items#Holy_Sword_.E2.80.93_sword|Holy Sword]] for Efraim, can be a big help in keeping them moving forward as many spirits will die attacking you instead of blocking your path.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Your gold will probably run out during the scenario, so your first action might be to recall a seer and some fast moving units to get the the Trader to the west as quickly as possible (you will want the Woodland Cloak for the next scenario), then have them deal with the western leader (who, btw, is invisible at night). (One option here might be to recruit a Ranger, Nightprowler or other unit with Ambush) to get the the Treader and ignore the west enemy leader?) I then recall three fast-moving Fairies and Seers go to with Lethalia south and then down the west side of water to take pressure off of the Merfolk - they will get attacked hard, so make sure this is a tough group with a couple of healers. The enemy will reach them around turn 8. Note that going through the water will be slow. In general, only recruit units who can move quickly through forrest or they won't be useful.&lt;br /&gt;
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'''[Thrash]''' It's not actually clear to me what the consequences are if the merman leader dies as I've always managed to save them (sometimes despite their own efforts to rush out and get killed).&lt;br /&gt;
&lt;br /&gt;
==Infinite Legion==&lt;br /&gt;
'''[WHU]''' This is one of the reasons I concentrate on making at least one of my leaders fast.  Put on the [[LotI_Items#Woodland_Cloak_.E2.80.93_cloak|Woodland Cloak]], stay away from the enemies, and run for it.  You could use the other leader as bait to draw the enemy.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' No point in recalling/recruiting. Per WHU's note, put the Woodland Cloak on Efriam or Lethalia (whoever is faster) and sneak them to the southern border - if you go a little west of due south you should be able to weave your way there by turn 5. Your other hero can harvest some XP if they are careful.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' If you happen to have two Woodland Cloaks and put them on Efriam and Lethalia (or them have ambush by some other means) then the enemy will simply stop moving which makes things really easy.&lt;br /&gt;
&lt;br /&gt;
==Sightseeing==&lt;br /&gt;
'''[WHU]''' This is one of the reasons I concentrate on making at least one of my leaders fast.  Put on the [[LotI_Items#Woodland_Cloak_.E2.80.93_cloak|Woodland Cloak]], stay away from the enemies, and run for it.  Huge early finish bonus.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Per WHU's note, another sneaking scenario with the Woodland Cloak. Go east and then south. If you attack any of the enemy leaders or Elven Lords, this is likely to spur the appearance of a bunch of enemy units, so don't do that. It's not clear Argan is in any real danger, so don't worry about him. If you haven't increased the animation speed yet, now's the time...&lt;br /&gt;
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==Underground==&lt;br /&gt;
'''[WHU]''' It may not be clear at first, but you start in a castle in case you want to recruit/recall.  I don't.  The lighted glyphs indicate deadend paths.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' You can change your hero out of the Woodland Cloak at this point. I didn't realize what WHU said about lighted glyphs being meaningful, what I did was follow “MM” “MM” “X” “X” “X” “X” “Diamond” “Diamond” (roughly up the center and then NE).&lt;br /&gt;
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==Lilith==&lt;br /&gt;
'''[WHU]''' First a bunch of low level units you can walk right through, then Umbra again.  Not much need to recall/recruit many units, you'll be fighting in close with allies in the way.  Umbra has powerful attacks, good defenses, and plenty of HP, so slow him, poison/incinerate him, and if possible hit him with powerful lightning attacks.  Watch out for his firestorm attack which is explosive.&lt;br /&gt;
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'''[Thrash]''' As WHU says, don't bother recalling too many units, quarters are tight and you won't be able to use them. It's not really worth exploring the west and east spurs. Note two good fighting units you will want to recall later in [[LotI_Walkthrough-Part1-Chapter04#Invasion|Chapter 4: Invasion]].&lt;br /&gt;
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{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;width: 33%&amp;quot; | [[LotI_Walkthrough-Part1-Chapter01|Back to Chapter 1]] &lt;br /&gt;
| style=&amp;quot;text-align: center;width: 33%&amp;quot; | [[LotI_Walkthrough|Main]] &lt;br /&gt;
| style=&amp;quot;text-align: right;width: 33%&amp;quot; | [[LotI_Walkthrough-Part1-Chapter03|On to Chapter 3]] &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Thrash</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=LotI_Walkthrough-Part1-Chapter04&amp;diff=72049</id>
		<title>LotI Walkthrough-Part1-Chapter04</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=LotI_Walkthrough-Part1-Chapter04&amp;diff=72049"/>
		<updated>2024-01-03T22:59:43Z</updated>

		<summary type="html">&lt;p&gt;Thrash: /* Into Our Frozen Land */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
'''Part I, Embracing the Darkness, Chapter 4, To Destroy the Wesnothian Empire'''&lt;br /&gt;
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'''Generally'''&lt;br /&gt;
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Add here.&lt;br /&gt;
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==He Came Down from the Mountains==&lt;br /&gt;
'''[WHU]''' The enemy leader will call for reinforcements when you approach, so you might want to make sure you start a turn from a position where you can end up next to him in one turn.  Or not, it's not like his forces can stop you.&lt;br /&gt;
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'''[Thrash]''' Enemy ZoC is the only thing that will slow you down. You have access to your full item storage; consider something that will give you skirmish if you are impatient.&lt;br /&gt;
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==Into Our Frozen Land==&lt;br /&gt;
'''[WHU]''' Gather villages with Ekrathan, keeping him away from the action.  Charge and kill the nearest enemy leader with Efraim.  Proceed directly into the lake, ignoring enemies unless they pose a threat to Ekrathan.  Pick an enemy leader and kill him.  The other will probably die before you can get to him.&lt;br /&gt;
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'''[Thrash]''' If one explores the lake, a bunch of allied undead will appear. Note you are going to get to recall a couple units from chapter 2 at the start of the next scenario, so before you finish this one, you might want to go back and note a couple of good fighting units.&lt;br /&gt;
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==Revolution Begins==&lt;br /&gt;
'''[WHU]''' Efraim can simply charge north and force his way into the castle.  Keep Ekrathan alive if possible.  When enemies approach, take a look at their stats, they are a lot more dangerous than they look.&lt;br /&gt;
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'''[Thrash]''' I held back and fought enemies as they came to me, then advanced once the secondary leaders quit recruiting. The guards around the city will come alive when you get within their movement range. I triggered them to attack one or two at a time. The scenario ends when Efriam goes into or next to the keep in the center of main city.&lt;br /&gt;
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==Doomsday Omens==&lt;br /&gt;
'''[WHU]''' You pick up a few loyal, level 4 units here, so make sure to protect them.  Gear up the overlord and nightprowler and send the gryphon to collect villages.  Recruit a druid, a lord, and a sorceress (you won't need them now, but you'll be glad you did soon) and follow the river into the mountains, with Lethalia in the lead.  Once you enter the cave, send Lethalia along the river path to the east while your elven units retreat, drawing the undead into the woods (not necessarily to fight, you're just getting them out of Lethalia's way while also keeping the elves alive, and maybe picking up some help from your otherwise worthless allies).  Make use of Lethalia's penetrates to force her way into the eastern passage.  If she gets way ahead of the rest of your units, that's just fine, you want her to get into the cave and past the initial wave of undead before it gets too big.&lt;br /&gt;
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'''[WHU]'''  This scenario is rather difficult if you try to fight your way forward into the cave, as a pack of undead cluster at the entrance to the cave.  If Lethalia has skirmisher (and fast, of course), it is more or less trivial as long as you move her quickly enough that she can enter the eastern cave passage toward victory before the undead start to amass above the cave entrance.&lt;br /&gt;
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==Meeting of the Ancients==&lt;br /&gt;
'''[WHU]''' Recall a good healer like a faerie incarnation, and a powerful unit with arcane and a lot of HP.  Run.  Enemies are coming from all directions, and they are coming fast.  Get into the cave to the north, kill the necromancer, and then protect the village and the cave mouth with your strongest units.  Once you fight off the first batch to the north, move forward and bring Lethalia to a good defensive position, such as one tile north of the village.&lt;br /&gt;
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'''[WHU]''' After another small batch of undead is dispatched, and your rear is secure, clear the way for Lethalia and send her along the cart path.  Remember, your mission is not to kill all the enemies, and you will often be up against the turn limit.  You might have time to fetch the item out of the river.  You don't have to get all the way to the lich, just close.&lt;br /&gt;
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'''[Thrash]''' According to my notes, I went East hard and recruited at first keep and then split West, North, and East. My memory of this scenario is fuzzy though.&lt;br /&gt;
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==Castle of the Wicked==&lt;br /&gt;
'''[WHU]''' Pay attention to the lit floors.  Some enemies will be lawful, and some chaotic, so use the lit tiles to your advantage accordingly.  The enemies are powerful, so exercise a little caution with your supporting units, and use corridors to avoid being surrounded.  Most of the enemies will be killed by Efraim on defense.  Remember that your mission is to move north, not kill everyone.&lt;br /&gt;
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'''[Thrash]''' Main challenge here is not to get mobbed and lose on turns.&lt;br /&gt;
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==Nemesis==&lt;br /&gt;
'''[WHU]''' Easy enough, especially since I knew it was coming and stripped all Argan's gear after the big dragon fight.&lt;br /&gt;
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==An Army Is Born==&lt;br /&gt;
'''[WHU]''' 50 orcs in 15 turns?  How's that going to happen?  Well, when you kill an orc, it makes an undead that is ready to attack.  Use explosive slow on a bunch of orcs, find one that is injured and kill it.  When determining what type of unit to spawn, consider its location.  For example, if it is right next to a damaged orc grunt (no ranged attack), choose skeleton archer and then kill the orc with your new skeleton archer.  Repeat as often as possible.  When in doubt, skeleton archer is probably the best choice (though do have some skeletons and ghosts), soulless aren't that useful.&lt;br /&gt;
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'''[WHU]''' Lethalia having skimisher is handy here, having radiation is just too much fun.  The first turn is a great time to have Lethalia take the [[LotI_Items#Potion_of_Authority_.E2.80.93_potion|Potion of Authority]].&lt;br /&gt;
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==The First Blow==&lt;br /&gt;
'''[WHU]''' Same undead spawning as the last scenario, but much, much harder.  The turn limit is not your friend.  Hopefully, Lethalia is fast.  You want to get her onto the center keep as quickly as possible.  Remember, when you kill a unit an undead will spawn, often right where you meant to move Lethalia using her penetrates.  Make sure the unit you kill can move out of her way.  Ideally, she will kill the unit one tile north of the enemy leader and step into the castle on turn 2.  Keep Lethalia in the thick of the battle in the center.  When the prince shows up, pound his units with explosive slow.&lt;br /&gt;
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'''[WHU]''' The southeast leader can be troublesome.  In a conventional attack, he always takes more troops than I'd expect, and any troops you commit to him probably won't be able to make it to any other battles due to the turn limit.  Send a doppleganger to help several skeletons, particularly archers.  Once the battle feels like it's going to be a win, start spawning ghosts and send them west.  When the leader is dead, send the doppleganger after the southwest leader.  Remember the turn limit and your mission, she is needed elsewhere.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' The other doppleganger should head northwest, killing that leader before turning east to take out the north leader.  I usually send a handful of ghosts north at the beginning, then west, keeping a unit on the village and just generally harassing the northern forces to keep them mostly out of the fight.  If you get lucky, you can storm his castle and sit there so he can't recruit.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Making use of rivers is crucial here.  When attacking, always consider whether you could move forward first.  It's going to be a huge battle with slow units, and overwhelming force is key when you're raising the dead.  Concentrate on getting kills quickly over distributing XP and the like.  When the prince shows up, check out his units carefully.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Seconding WHU, undead that you create can easily get in your way and you need to make sure they have a way to get out of the way. On turn 7, a bunch of demons will appear at the west edge of the map. Don't let dopplegangers get too separate from troops, they aren't as tough as Lethalia.&lt;br /&gt;
&lt;br /&gt;
==Dealing with Trolls==&lt;br /&gt;
'''[WHU]''' You want to reach the troll leader in the northwest corner as quickly as possible, while killing as few trolls as you can.  In the items menu there is an option, &amp;quot;Select weapons for retaliation&amp;quot; which may help reduce the number of trolls you kill on defense.&lt;br /&gt;
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'''[Thrash]''' Equip Efriam to be fast and non-lethal, for example Mountain Trek boots and a Cunctator's Sword. On turn 5 a bunch of demons will appear outside, if you recruit a bunch of ghosts, they, with a Doppleganger can hold them off. They won't reach trolls until turn 10 or so. Main challenge is for Efriam not to get mobbed by Trolls. Killing six trolls is not too many to win the scenario.&lt;br /&gt;
&lt;br /&gt;
==Invasion==&lt;br /&gt;
'''[WHU]''' You will be given the option to trade, as many as possible, one skeletal dragon for five level one undead.  I've always taken the option, so I don't know what is best.  You will be up against mages with explosive attacks, so you don't want your units bunched up.  You will also be up against silver mages who actually use their teleport ability, so you probably want to gather as many villages as quickly as possible.&lt;br /&gt;
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'''[WHU]''' Because of what I believe to be a bug in the game, I have always started by recalling a lot of my most powerful units (mostly doppelgangers, and NOT Skellie as I don't want him getting lost in the crowd of dragons and dying on me) and heading west, while the dragons are left to die at the hands of the mages.  I then send a couple doppelgangers and a leader south to defeat the prince, again, while the rest of my powerful units sweep east to clobber the mages.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' One of these days I'm going to leave a few doppelgangers to defend the dragons and see how that plays out in later scenarios.  Sure would be nice to have a small army of loyal skeletal dragons on the recall list.&lt;br /&gt;
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'''[Thrash]''' Possible to have Beelezub's monument to the West. I sent Lethalia south to kill SE leaders with a few select tough units and sent the rest of my forces to the southwest to help with the demons. Watch out for Silver Mages teleporting into your midst. Once Lethalia finishes the SE leader, everyone goes west to kill Beelzebub, then finish SW leader. Note Beelzebub seems to count as an enemy leader, so the scenario doesn’t end if he is alive.&lt;br /&gt;
&lt;br /&gt;
==Bloodbath==&lt;br /&gt;
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'''[WHU]''' This is supposed to be hopeless, but someone actually [https://forums.wesnoth.org/viewtopic.php?p=666117#p666117 beat it].&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Send any of your army you care about to the southwest corner.  Recruit constantly, there's no gold carryover, and send a wall of defenders to slow the attackers.  Chocobones are also nice here, they can hang back and then charge mages or run in to pick up dropped loot.  Your new recruits will not last beyond this scenario, even if they survive, so think twice about giving them any gear, and use them to protect the rest.  Lethalia can advance and explosive slow the enemy, being just a little careful not to get surrounded.  Hold on, keep recruiting, protect Mal Keshar and Stormrider, and it'll turn out okay.  Or try to beat it.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' At this point, you probably have a lot of units on the recall list that you are never going to recall.  &lt;br /&gt;
It's best just to purge them now.  You'll thank me later.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' This scenario ends at the start of turn 11 (if you don't beat it, which I haven't done, but have come close). I attack hard and harvest a lot of XP. On turn 10 Zortheus (a 400 HP badass) appears in Northern keep.&lt;br /&gt;
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==The Way of Assassins==&lt;br /&gt;
'''[WHU]''' Spread out, search the map, kill anything that moves.  Actually, there's no early finish bonus, so make that kill everything that moves.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' Lord Revan is just southeast of start. Lord Roth is south at 12,26. Lord Kartyn is east at 41,11 with some demons. Efriam and doppelgängers seem invincible. On turn 5, something happens… not sure what.&lt;br /&gt;
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==The Kingslayer==&lt;br /&gt;
'''[WHU]''' Send Efraim north ALONE.  Break the other units into two teams and explore.  Once Efraim triggers and dispatches the surprise enemy and the southern part of the map is cleared, the teams can move north and then west, while Efraim heads east.  No early finish bonus, don't leave any XP on the table.&lt;br /&gt;
&lt;br /&gt;
==The Library==&lt;br /&gt;
'''[WHU]''' If you tend to click through the opening dialog, you might not notice that Lethalia starts on a keep, where she can recall some units to explore the library.  It is almost impossible to collect all the items and finish within the turn limit without help.  Four or five units is more than enough, send Lethalia west and a couple others north.  Block the passage south with a powerful unit backed by a healer, or charge down and kill the leader.  Explore everything.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' I did not notice the keep, so just played with the doppelgangers and yes, the time limit is very tight - need to split up and approach northern room from both directions to keep from getting bottled up (enemy will go after Lethalia and ignore the doppelgangers for the most part). Lethalia needs to head east and then to the northern room and let doppelgangers pick up books.&lt;br /&gt;
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==Lost in Space==&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Recruit/recall about three units you want to give experience, low level is just fine.  They will go just north of the castle to where a portal emerges.  Recall several heavy hitters, including at least one flyer.  After Lethalia clears out the initial wave that comes through the portal, surround it with your three junior troops.  Send Lethalia and a couple quick support units across the bridge, then northwest, picking up villages on the way.  Send the rest of the power troops carefully to the southeast to take out the prince and his forces.  The prince's troops are tougher than they look, in part because explosive slow doesn't work on them.  &lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' Once the prince and his lackeys are dispatched, send one unit to collect all the villages on this section of the map, while the rest head up to the bridge.  Advance onto the bridge, standing on the portals so the enemies have to spawn in the air, where you have a 100% chance of hitting them with most attacks.  Send a flyer or two around them and follow the bridge southeast, grabbing every village in sight.  Meanwhile, Lethalia and company travel through the cave, across a bridge, some water, and then down to the southeast corner.  Since there's no early finish, wait until the last turn to approach Efraim with Lethalia.  Don't forget to check in every turn with the units you left behind.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' I sent several strong units with Lethalia SE to take out Prince and demons. Efriam is south of the desert.&lt;br /&gt;
&lt;br /&gt;
==Any Means Necessary==&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' You actually don't have to kill all the leaders, you only have to touch the mage leader.  But that's no excuse for not killing every single thing that moves first.  I choose allies over undead, the allies are pretty good at soaking up some damage, and distracting the enemies so that they end up doing most of the fighting in the moat.  I might recall a few fast units on the first turn, but mostly I race ahead and do my recalls in the ring around where my allies reside.  This looks like a battle you'll want to recruit/recall heavily for, but it's not.  You want enough to push back if the enemy happens to start to break through part of your ally's line, but once most of the blood has been spilled you won't need much to roll to victory.&lt;br /&gt;
&lt;br /&gt;
'''[WHU]''' On the east side, most of the enemies will be hard hitting melee impact, so recall accordingly.  On the west you have mostly pierce, and in the center a lot of arcane.  Move forward slowly at first, letting your ally do most of the work.  Actually, it would be kind of nice to let all the allied units get killed (so they don't strike the final blow that ends the scenario) and then wait until the last turn to strike the killing blow to maximize gold carryover.  I use a lot of explosive and/or whirlwind slow, and incinerate if possible.  Just keep pushing forward, dopplegangers are nice for that.&lt;br /&gt;
&lt;br /&gt;
'''[Thrash]''' I also chose allies. Note you own the keeps close to enemy, teleporting/moving quickly to keeps and recruiting from there can allow you to quickly grab the shoreline. Attacking Pandemonius ends the scenario. Before finishing un-equip all recalls as they won’t be available at the start of next chapter, and remove weak units from recall list so Soulgate in next chapter works well.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;width: 33%&amp;quot; | [[LotI_Walkthrough-Part1-Chapter03|Back to Chapter 3]] &lt;br /&gt;
| style=&amp;quot;text-align: center;width: 33%&amp;quot; | [[LotI_Walkthrough|Main]] &lt;br /&gt;
| style=&amp;quot;text-align: right;width: 33%&amp;quot; | [[LotI_Walkthrough-Part1-Chapter05|On to Chapter 5]] &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Thrash</name></author>
		
	</entry>
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