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	<title>The Battle for Wesnoth Wiki - User contributions [en]</title>
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	<updated>2026-05-02T23:59:41Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=LotI_Walkthrough-Part2-Chapter06&amp;diff=69443</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=69443"/>
		<updated>2022-03-18T11:59:21Z</updated>

		<summary type="html">&lt;p&gt;Wdfrodo: /* 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;
Add here.&lt;br /&gt;
&lt;br /&gt;
==The Awakening==&lt;br /&gt;
'''[WHU]''' I have no idea how anyone gets through this without a lot of save loading.  You have to keep moving forward, but that exposes you to being hit from multiple sides.  Head south about 3/4 of the way down the map, then turn east and north.  There's a lot of stuff to pick up if you explore, but you don't have enough turns to do so.&lt;br /&gt;
You barely have enough turns if you keep charging forward.  Cheat.&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, 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;
==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.&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.  Keep the general alive, he'll be useful in leveling up units.&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 Efraim and staying out of the mud.  When you can't go north any farther, turn east.&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, 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;
==Misguiding Lives==&lt;br /&gt;
'''[WHU]'''  As Efraim, you can usually just push ahead with him.  Charles is disposable.&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.  Lead with your leader, and keep your army in a tight formation.&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;
==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;
==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 titanic strength for Efraim.&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;
==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;
[[LotI_Walkthrough|Back]]&lt;/div&gt;</summary>
		<author><name>Wdfrodo</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=DeadlyUnitsFromLotI&amp;diff=69068</id>
		<title>DeadlyUnitsFromLotI</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=DeadlyUnitsFromLotI&amp;diff=69068"/>
		<updated>2021-11-30T20:56:06Z</updated>

		<summary type="html">&lt;p&gt;Wdfrodo: /* Legend of the Invincibles - Deadly units (2019 versions) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Legend of the Invincibles - Deadly units (2019 versions) ==&lt;br /&gt;
&lt;br /&gt;
Add your suggestions here!!!&lt;br /&gt;
&lt;br /&gt;
(WDF) Entirely Different Game Plan As this Unit Doesn't Kill Itself But Makes everything else Stupid. Duke/Elvish Warlord With Basically any support items/Amla's Can Make an Average Unit Into A Boss Shredder by giving it over 100% Attack Increase, Penetration,Defense Buffs, Marksman And Whatever else You could think of with the right Items. Not really a specific unit But moreso An Overall Type of unit. 2 Big Tips, 1: You can Get a Duke(Who can get one higher level of leadership I believe) relatively early By levelling Mario in Part 1 And The General On Efraim's Side in Part 2 and 2: If you want to InstaKill Bosses, Use these guys to Buff Battleragers. Whatever the Ragers Are Looking at won't be a boss for Long.&lt;br /&gt;
&lt;br /&gt;
== Legend of the Invincibles - Deadly units (2015 to 2019 changes) ==&lt;br /&gt;
=== Assassin of Everything ===&lt;br /&gt;
The reduction is suck is the primary reason this unit is no longer so dominant. Getting more than suck 2 is pretty tough in 2019. Conviction also formerly reduced all resistances and now it only reduces elemental ones (see Frail tide for physical).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Legend of the Invincibles - Deadly units (2015 versions) ==&lt;br /&gt;
I ([[User:Ashes]]) created this wiki page to share tips and tricks for Legend of the Invincibles, and mainly to share deadly units. This campaign has a gameply so different from the standard BfW game that the usual tricks are no more relevant. The start of the campaign is good to help the beginner, but some other things can only be learned later, when playing.&lt;br /&gt;
&lt;br /&gt;
== Boss killers ==&lt;br /&gt;
Sometimes, there is a villain with hundreds of hitpoints. One possibility is to carefully organise a long fight that will kill the villain. But in practice it is more efficient to have a boss killer that will kill it in one turn.&lt;br /&gt;
&lt;br /&gt;
=== Berserker draining dwarf ===&lt;br /&gt;
My ([[User:Ashes]]) favourite boss killer.&lt;br /&gt;
A Dwarvish Battlerager with a Soul Eclipse axe. Unless the enemy resists drain, or the enemy is very difficult to hit, this dwarf is deadly.&lt;br /&gt;
&lt;br /&gt;
I also equipped my Dwarvish Battlerager with a Mithral Armour of Wrath (wrath is very useful for berserkers) and some additional but less important items (a Deadborn cloak to suck 2 health and to have 5% chance to strike a devastating blow; boots of Lightning agility and Lucky Farmer's Amulet to reduce chances of getting hit, gauntlets of Fiery Blood to be able to choose between fire damage and blade damage, ...)&lt;br /&gt;
&lt;br /&gt;
Why is he better:&lt;br /&gt;
Full fledged berserk means a huge number of attacks - either he dies or the target dies.&lt;br /&gt;
&lt;br /&gt;
=== Destroyer (Part II equipment) ===&lt;br /&gt;
My ([[User:dabber]]) primary solo boss killer.&lt;br /&gt;
Destroyer with Jawbreaker as his weapon, because that provides Mayhem (target damage drops after each hit). Need AMLAs for Battle Frenzy and its upgrades to give him 30 attacks. Jawbreaker provides only suck 2, but a little bit more suck from other items combined with his natural physical resistances mean he does fine.&lt;br /&gt;
&lt;br /&gt;
Other major upgrades:&lt;br /&gt;
* Mystic Armour of the Untouchable (suck and dodge)&lt;br /&gt;
* Orb of Wrath (wrath)&lt;br /&gt;
* Fencer's Study&lt;br /&gt;
* AMLAs to increase physical resistance&lt;br /&gt;
&lt;br /&gt;
Why is he great:&lt;br /&gt;
* Impact resistance is generally lower than other resistances.&lt;br /&gt;
* Mayhem reduces damage coming back, and means even if the target lives, it isn't so dangerous anymore.&lt;br /&gt;
&lt;br /&gt;
I'm running a Demon Lord hunting group through The Last Crusade (end of chapter 9), with two Celestial Messengers (Legacy of Kings), a Duke, a Swordmaster (for Doom and Trickery via Stormrend) and this guy. With buffs, this guy can immediately kill many Demon Lords.&lt;br /&gt;
&lt;br /&gt;
=== Evil Healer (Lich King) ===&lt;br /&gt;
by Delicius169&lt;br /&gt;
&lt;br /&gt;
Lich King is quite a weak unit, his only advantage is that if you use Tome of liches, he can become unit with the biggest amount of weapons (mage-white mage- paladin- lich- lich king= mace, spear, sword, essence of magic, axe, staff)&lt;br /&gt;
&lt;br /&gt;
* 35-6 meele, blade&lt;br /&gt;
* 22-4 ice wave&lt;br /&gt;
* 16-4 shadow wave&lt;br /&gt;
* 30-4 doom, meele, blade&lt;br /&gt;
&lt;br /&gt;
resistance: 58/61/16/60/90/45&lt;br /&gt;
&lt;br /&gt;
Items:&lt;br /&gt;
* Books: Book of courage, Magical swordplay, How to be an overlord (hasnt finished reading yet)&lt;br /&gt;
* Blackened cloak, intoxicator (boots), Mask of insanity, Mystic armour of Carparitia, dark gloves of destruction, Demon core (amulet), sparkling ring&lt;br /&gt;
* Weapons: 2x Dominion (Mace, Essence of magic), Deathwhirl (sword), Staff of Crelanu, Corpsegrinder (spear, gives Eviscreation), Morrigans Slasher (axe, gives murderlust)&lt;br /&gt;
&lt;br /&gt;
He is the one, who stands in front line, he is the most usefull healer I have. He can kill almost every unit in one round (thanks to mask of insanity), he cant be affected by temptation, he weakens strong leaders with doom attack. &lt;br /&gt;
&lt;br /&gt;
Of course, he could be stronger, I was too lazy to try more unit to get Legacy of kings/ sorrow/ dark dragon, so I got just legacy of Titans. Also I dint get the Mace with Hate speech skill.&lt;br /&gt;
&lt;br /&gt;
== Lone warriors ==&lt;br /&gt;
Some units are quite good when sent alone behing the enemy lines.&lt;br /&gt;
&lt;br /&gt;
=== Juggernaut of doom ===&lt;br /&gt;
An Elvish Juggernaut, doing 57-9 melee (blade, slow, disintegrate) and 36-9 ranged (pierce, marksman, slow) or 26-6 ranged (arcane, slow, drain, focused -- useful to drain hitpoints when regenerating is not enough).&lt;br /&gt;
&lt;br /&gt;
Equipped with Doombringer sword, and Stormforce bow, and protected by a Prayer armour, a Gloomy Cloak, a Gloomy Amulet, a Gloomy Ring, Mighty Gauntlets, Elusive Boots and the Dark Helm of Destruction.&lt;br /&gt;
&lt;br /&gt;
A full Dark Dragon Legacy, four AMLA for bow, two AMLA for sword, five AMLA to reduce chance to be hit by 10% and a few AMLA to increase physical resistances.&lt;br /&gt;
&lt;br /&gt;
=== Icy Dragon Rider of Wrath ===&lt;br /&gt;
A Dragon Rider mainly doing 75-4 wrath (5) melee (ice, charge, slow, horrid, backstab) or 26-6 ranged (ice, slow, cone) and defensively 39-4 melee with drain and slow.&lt;br /&gt;
&lt;br /&gt;
Equipped with a Holy Sword and a Return to the Tribe spear, and protected by a Horrid Ice Armour, a Ring of Iced Veins, Slow Boots, Draingloves, a Mask of Famine, a Leechward amulet and a Cloak of the Assassin Leader.&lt;br /&gt;
&lt;br /&gt;
A full Ice Dragon Legacy, a full Raging/Wrathful Combat Techniques, five AMLA to command the dragon to bite better (and to eat in the process), five AMLA to have a tougher dragon.&lt;br /&gt;
&lt;br /&gt;
=== Assassin of Everything ===&lt;br /&gt;
dabber's deadliest lone unit.&lt;br /&gt;
Elvish Assassin. Legacy of Sorrow, Dark set&amp;lt;br /&amp;gt;&lt;br /&gt;
Melee 33-8 blade, struggle, slows, poison, suck 5&amp;lt;br /&amp;gt;&lt;br /&gt;
Ranged 33-11, blade, focused, mind raid, struggle, slows, poison, suck 7&amp;lt;br /&amp;gt;&lt;br /&gt;
Resistances 37,37,18,30,25,40&lt;br /&gt;
&lt;br /&gt;
No unit in my army, including Efraim and Lethalia, has anywhere near the experience of this lady. I let her solo several levels of Inferno for fun.&lt;br /&gt;
&lt;br /&gt;
Critical Equipment:&amp;lt;br /&amp;gt;&lt;br /&gt;
Dark Sword, Dark Helm, Dark Gloves, Unprecious Ring, Intoxicator boots&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other Current Equipment:&amp;lt;br /&amp;gt;&lt;br /&gt;
Mystic Armour of the Untouchable, Bow of Plagiarism, Gloomy Cloak, Amulet of Reason, Fencer's Study&lt;br /&gt;
&lt;br /&gt;
Why is she great:&amp;lt;br /&amp;gt;&lt;br /&gt;
* Conviction means she does serious damage to any target.&lt;br /&gt;
* Focussed on ranged attacks ensures they hit, and therefore suck.&lt;br /&gt;
* High suck with many attacks, plus despair, slow, and struggle means she avoids or heals most any damage.&lt;br /&gt;
* If she ever gets hurt, she can use Distant Attack to heal.&lt;br /&gt;
&lt;br /&gt;
=== Deadly Champion ===&lt;br /&gt;
&lt;br /&gt;
Favorite of arobinson, the Champion's power is in the opponent missing, not in the offensive power of the unit. The idea is to make the Champion very hard to hit and then use Anger to increase the number of attacks. The more attacks the opponent has the better in this case. Because of the Champion's chance to be hit ratio, a few equipment items means that it almost cannot be hit. The unit is not all that good for spell defense, so it is not quite a loner, but it is very powerful on offense against any opponent.&lt;br /&gt;
&lt;br /&gt;
There are many options for armor and weapons, but basically you want to try to (1) maximize the number of attacks and (2) decrease the chance to hit.  &lt;br /&gt;
&lt;br /&gt;
Recommended Equipment:&amp;lt;br /&amp;gt;&lt;br /&gt;
* Crafted &amp;quot;Anger&amp;quot; sword or &amp;quot;Marrowrend&amp;quot; (*2 attacks offense and defense, this is key)&lt;br /&gt;
* Helmet&lt;br /&gt;
** Helmet of Paladins (for the illumination)&lt;br /&gt;
** Mask of Insanity (not necessary, but good for really hard units)&lt;br /&gt;
** Rherraent's Helm&lt;br /&gt;
* Gloves&lt;br /&gt;
** Quick Gauntlets (+1 attack)&lt;br /&gt;
** Draingloves&lt;br /&gt;
** Dark Gloves of Destruction&lt;br /&gt;
* Book of Courage (if not using the Helmet of Paladins)&lt;br /&gt;
* Dazzling Ring&lt;br /&gt;
* Amulets&lt;br /&gt;
** The gloomy Amulet&lt;br /&gt;
** Lucky Farmer's Amulet&lt;br /&gt;
** Amulet of the Last Guide&lt;br /&gt;
* Armor&lt;br /&gt;
** Mystic Armour of the Untouchable&lt;br /&gt;
** Dark Sarcasm&lt;br /&gt;
** Redshirt Armour&lt;br /&gt;
* Crossbow&lt;br /&gt;
** Crafted Gloombringer crossbow &lt;br /&gt;
** Crafted Malice crossbow&lt;br /&gt;
** Crafted Deathblade Inheritance crossbow&lt;br /&gt;
* Boots&lt;br /&gt;
** Elusive Boots&lt;br /&gt;
** Slow Boots of Certainty&lt;br /&gt;
* Cloak of the Assassin leader&lt;br /&gt;
* Other crafted&lt;br /&gt;
** Lightning Agility&lt;br /&gt;
** Deflector of Light&lt;br /&gt;
&lt;br /&gt;
Advancements:&amp;lt;br /&amp;gt;&lt;br /&gt;
Focus on the sword (number of attacks), then &amp;quot;better at defending&amp;quot; (up to -15% chance to be hit) and then the &amp;quot;better resistances when defending&amp;quot; advancements to improve the unit's defense against magical attacks while defending.&lt;/div&gt;</summary>
		<author><name>Wdfrodo</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=LotI_Walkthrough-Part2-Chapter07&amp;diff=69063</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=69063"/>
		<updated>2021-11-30T19:05:50Z</updated>

		<summary type="html">&lt;p&gt;Wdfrodo: &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).&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 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;
==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;
==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 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;
==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 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.&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;
==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;
==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;
==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;
==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.&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;
==Old F(r)iend==&lt;br /&gt;
'''[WHU]''' Every time you hit, even once, the enemy 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 Executioners Axe works well, especially if you can get backstab.  Crafting 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;
==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.&lt;br /&gt;
&lt;br /&gt;
==Avengers==&lt;br /&gt;
'''[WHU]'''  Don't know, don't care.  For me, this one is about as hard as all the other scenarios put together.  :n&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;
==Arctic Wastelands==&lt;br /&gt;
'''[WHU]'''  I don't play this one, either.&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;
==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 unholybane 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;
&lt;br /&gt;
[[LotI_Walkthrough|Back]]&lt;/div&gt;</summary>
		<author><name>Wdfrodo</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=LotI_Walkthrough-Part2-Chapter07&amp;diff=69062</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=69062"/>
		<updated>2021-11-30T19:02:28Z</updated>

		<summary type="html">&lt;p&gt;Wdfrodo: /* Arctic Wastelands */&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).&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 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;
==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;
==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;
==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 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;
==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 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.&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;
==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;
==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;
==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;
==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.&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;
==Old F(r)iend==&lt;br /&gt;
'''[WHU]''' Every time you hit, even once, the enemy 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 Executioners Axe works well, especially if you can get backstab.  Crafting 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;
==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.&lt;br /&gt;
&lt;br /&gt;
==Avengers==&lt;br /&gt;
'''[WHU]'''  Don't know, don't care.  For me, this one is about as hard as all the other scenarios put together.  :n&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;
==Arctic Wastelands==&lt;br /&gt;
'''[WHU]'''  I don't play this one, either.&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;
==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 unholybane 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;
&lt;br /&gt;
[[LotI_Walkthrough|Back]]&lt;/div&gt;</summary>
		<author><name>Wdfrodo</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=LotI_Walkthrough-Part2-Chapter07&amp;diff=69059</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=69059"/>
		<updated>2021-11-30T18:33:15Z</updated>

		<summary type="html">&lt;p&gt;Wdfrodo: /* Avengers */&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).&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 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;
==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;
==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;
==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 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;
==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 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.&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;
==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;
==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;
==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;
==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.&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;
==Old F(r)iend==&lt;br /&gt;
'''[WHU]''' Every time you hit, even once, the enemy 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;
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'''[WHU]''' I find Dulaithsilsos to be your best chance to kill him.  The Executioners Axe works well, especially if you can get backstab.  Crafting Widowmaker (charge) would also work.  Check the enemy resistances carefully, and use your troops to provide leadership and penetration.&lt;br /&gt;
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==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.&lt;br /&gt;
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==Avengers==&lt;br /&gt;
'''[WHU]'''  Don't know, don't care.  For me, this one is about as hard as all the other scenarios put together.  :n&lt;br /&gt;
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(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;
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==Arctic Wastelands==&lt;br /&gt;
'''[WHU]'''  I don't play this one, either.&lt;br /&gt;
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==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;
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'''[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 unholybane if you have it.  You have to kill her more than once, but it's not that difficult to do.&lt;br /&gt;
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[[LotI_Walkthrough|Back]]&lt;/div&gt;</summary>
		<author><name>Wdfrodo</name></author>
		
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