Difference between revisions of "Liberty"

From The Battle for Wesnoth Wiki
(Added walkthrough)
 
(Epilog)
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engagement range.
 
engagement range.
  
=== Epilog ===
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=== Epilogue ===
  
 
Storyline only, no combat.
 
Storyline only, no combat.

Revision as of 22:35, 22 September 2007

The Raid

You have enough troops to beat the goblins in a straight-up fight; your problem is luring the leader to attack you rather than running straight up the board and into the village (if this happens you lose!). This means you need to dangle some units in his engagement range. Spend your loyal footpads, you won't get to keep more than two of them after you leave the village.

Civil Disobedience

Bunch up all your fighters and use them to swarm single or paired cavalry units. Use houses for cover.

A Strategy of Hope

The orcs don't make a lot of archers, so swarm them with footpads and outlaws firing slingstones. Detach one or two footpad to go on an extended village-stealing run in the north of the board while you're doing this. Your allies are a little better than evenly matched against the saurians, so by the time you finish the orcs you should be able to run northwest and take the leader without too much trouble.

Unlawful Orders

Detach one footpad to grab villages; Lord Maddock isn't going to use them all anyway. Bunch up your fighters and run them towards the enemy keep while he's distracted fighting Lord Maddock's troops.

Hide and Seek

The moment you get within visual range of an enemy it will attack, and it's likely you'll be swarmed by its buddies, so attack only isolated units. What saves you is you can see farther than they can. You'll need to run down the west edge of the board, then through the center of the city to the signpost at the southeast corner.

The Gray Woods

This is a fairly easy search-and destroy, with lots of relatively weak undead so lots of leveling-up opportunities. Grab Helicrom's villages, he doesn't actually need them. The bad guys are at the SE, SW, and NW corners. There's a holy ankh in the south center of the board that will give the unit that finds it an arcane attack.

The Hunters

The trick in this one is that your outlaws fight better in mountains than heavy infantry do. So bean them with missile weapons from the mountains at the north edge of the road, then clump your guys and go west towards the keep. Swarm the cavalry units as they hit you; they probably won't concentrate enough to be more than a nuisance to L2 and L3 characters.

Glory

The only genuinely difficult puzzle in Liberty, because the Wesnoth army is tough to beat if you have to try to take them inside their fortress (and they get reinforcements every afternoon). You have to lure as many as possible out of the fortress -- dangle bait just within their engagement range.

Epilogue

Storyline only, no combat.