Difference between revisions of "LotI Walkthrough-Part1-Chapter03"

From The Battle for Wesnoth Wiki
(Ambush)
(Gehenna)
Line 57: Line 57:
  
 
==Gehenna==
 
==Gehenna==
 +
'''[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.
  
 
==Achilles' Revenge==
 
==Achilles' Revenge==

Revision as of 20:57, 6 November 2021

Part I, Embracing the Darkness, Chapter 3, Shadows of the Night

Generally

[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.

Thirst for Adventures

[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 "to the east" 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?

Bandits (Optional Scenario)

[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.

Journey South

[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.

[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.

[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.

Mining (Optional Scenario)

[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.

Siege

[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.

[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.

Entering the Desert

[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.

[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.

The Pit

[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.

[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.

Darkest Darkness

[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).

End of all Hopes

[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. Any troops you leave in the castle will need to be protected from chocobone charges, a few recalls may be in order. Send the majority of your power to kill the orc leader which will allow you access to cheap bandit recruits.

Lost

[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 for Efraim. 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.

[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.

Ambush

[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.

[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.

[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.

[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.

Gehenna

[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.

Achilles' Revenge

Bitter Swamp

First Confrontation

Chasing Dragons

Nightmare

Back