LotI Walkthrough-Part1-Chapter01

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Revision as of 00:14, 15 November 2021 by Dwarftough (talk | contribs) (The Assassination)

Part I, Embracing the Darkness, Chapter 1, Ascension

Generally

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[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.


An Orcish Assault

[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.

[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.

[WHU]Steal all your ally's villages, he doesn't need them.

[WHU]If you recruit any loyal units, they should probably hide behind the lines for future service.

The Assassination

[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.

[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

Banished

[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.

Paradise Lost

[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.

[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.

Shatter the Defilers

[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.


[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.

The Ruins of Lost Empires

[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.

[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.

The Return

[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 on 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.

Where the Sun Does not Shine

[WHU] Head south, 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.

[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.

Escape from Oblivion

[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.

[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.

The Poison

[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.

[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.

Ascension

[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.

[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.

Toxic Sun

[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.

[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.

Twilight

[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.

[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.

[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).

Shadow Empire

[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.

[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.

Long Way Home

[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.

The Battle for Ogira

[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.

[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 collect dropped items and pick up some XP.

[WHU] Argan will arrive soon and pretty much take out one team on his own. Nice to have a great sword and be invincible.

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