HeirToTheThrone

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This is a walkthrough of Heir to the Throne, the campaign featuring Konrad, as Delfador seeks to guide him to claim his position as the titular Heir to the Throne.

Some of the information in this walkthrough may be outdated, as the campaign has seen some changes over the years without the respective updates of the walkthrough. It is generally valid and useful, however.

The suggestions herein are mostly based on the Normal and Challenging difficulty levels. It should be possible to win on the Easy difficulty level without trying very hard if you are an accomplished gamer. If you feel comfortable with turn-based games, especially ones featuring units moving on a hex map, then you can play the Tutorial and then dive right into Normal difficulty to get a feel for the elements of the game. After you have played a few scenarios and are ready to restart from the beginning (and yes, it is very likely you will have to restart the first time you play Wesnoth), try reading AdvancedTactics. You should also be familiar with the basics in WesnothManual—this is a walkthrough, not an exposition of basic game mechanics.

There is a subforum for providing feedback on the scenarios of this campaign, with each scenario having its individual thread, where you can post feedback, read other players' comments and sometimes get your questions answered. Note, however, that some of the posts date back to 2004... remember to mind the post dates. The scenario forum threads also have the occasional replay attached to a post (the 'replay' savegame that gets created whenever you complete a scenario).

There are also some personal walkthrough forum posts:

Title and Link Version Year
Suggestions for Heir to the Throne walkthrough 0.8.5 (?) 2004
Yet another "Heir to the Throne" walktrough 0.8.7 2004
Ye Compleat Walkthrough To "Heir To The Throne" 0.9.4 (?) 2005
Strategy illustration, Heir to the Throne 1.10.3 2013
My journey in Heir to the Throne 1.10.4 2013
Heir to the Throne scouts/loyals only 1.12.4 2015
Heir to the Throne (hard) - Shydes only playthrough 1.15.14 2021
HttT walkthrough (hardest, permadeath, v1.14 & 1.16) 1.14.17 2023

Warning - spoilers ahead!

Scenario 1 - The Elves Besieged

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1. The Elves Besieged

33 × 51

  • Objective: Move Konrad to the signpost in the northwest.
  • Lose if: Konrad or Delfador dies, or turns run out.
  • Turns: 16/14/12 (Easy/Normal/Challenging)
  • Starting units: Konrad, Delfador
  • Starting gold: (Easy/Normal/Challenging)
Leader Team Side E N C
Konrad Rebels 1 140 120 100
Urug-Telfar Orcs 2 175 250 325
Knafa-Tan Orcs 3 150 225 300
Maga-Knafa Orcs 4 150 225 300
Galdrad Rebels 5 225 200 175
Chantal Rebels 6 275 250 225
  • Newly joined unique units:
Name Konrad (Fighter) Delfador (Elder Mage)
Image konrad-fighter..Y2FtcGFpZ25zL0hlaXJfVG9fVGhlX1Rocm9uZS9pbWFnZXMvdW5pdHM.png elder-mage..Y29yZS9pbWFnZXMvdW5pdHMvaHVtYW4tbWFnaQ.png
  • Newly recruitable units:
Name Elvish Archer Elvish Fighter Elvish Scout Elvish Shaman
Image archer..Y29yZS9pbWFnZXMvdW5pdHMvZWx2ZXMtd29vZA.png fighter..Y29yZS9pbWFnZXMvdW5pdHMvZWx2ZXMtd29vZC9maWdodGVy.png scout..Y29yZS9pbWFnZXMvdW5pdHMvZWx2ZXMtd29vZC9zY291dA.png shaman..Y29yZS9pbWFnZXMvdW5pdHMvZWx2ZXMtd29vZA.png
Cost 17 14 18 15

The orcs as well as your allies will levy a great many troops, you'll soon find yourself between the lines in a huge battle. All those units slugging it out can take quite some time, you may want to try two options on the Preferences dialog, "Accelerated Speed" or maybe even "Skip AI Moves".

This scenario is a "runner" scenario; on turn one, recruit a castle full of fresh recruits, and immediately make a break for it! If you're new to Wesnoth, getting Konrad out of there in one piece will be difficult enough and may require you to start over a couple of times. There's no chance of winning by defeating all enemies, your troops should perform a skirmishing retreat westwards into the forest.

On Easy and Normal difficulties, send Konrad by himself west to the Elvish Shyde's keep and then north, while Delfador and all of your elves go north over the bridge and then slant northwest. Alternatively, send Konrad with all the other units. If you visualize a diagonal line going through the 2 villages that are south of the clearing in the northwest quadrant of the woods, that is to best route. You just need to post a fighter in those villages for a turn to hold off the troops from the northwest, and then your allies will fill in the gaps and you can steal a few kills.

On Challenging difficulty, you should send Delfador straight north. This is a ruse, the sole purpose is to lure the enemy towards the road while Konrad and the elvish units make their way towards the signpost. If you send Delfador west with Konrad, the northwest orcs will tend to come directly south to meet them, but if you send Delfador away from Konrad, the northwest orcs will head southeast to meet Delfador, leaving Konrad an open lane to just walk up the west edge of the map without fighting much. Note that this ruse with Delfador is necessary only on Challenging difficulty because there is a special AI parameter used only on Challenging difficulty in this scenario that highly prioritizes both Konrad and Delfador. If you read the dialog carefully, this is hinted.

Other than getting Konrad on his way, the secondary objective you should pursue in this scenario is to gain some experience for your troops. Experience is gained by fighting; once a level of experience is reached, your units will "level up" and become more powerful units. Killing an opponent will give much more experience than just fighting, so you should try to arrange it in such a way that the unit you want to upgrade gets to deliver the coup de grâce. If possible, give Konrad some XP. Konrad is a weak level 1 unit but gets a lot stronger once he advances to level 2.

Now a few words about the units at your disposal. In–game, you cannot check the data of unknown units; if you want to take a peek anyway, check the Wesnoth Unit Tree.

  • Fighters and Archers. Melee and ranged, all elvish warriors are capable of both, it's more a matter of emphasis than an actual distinction. When they level up, most should become Heroes and Rangers, respectively; you'll only need one or two Captains, and probably are better off without any Marksmen: spellcasters will serve the same purpose much better. Note that all fighter advancements get 60% defense in forests, and all archer advancements get 70%.
  • Shamans are minor healers. As a rule of thumb, you should never enter into any scenario without at least one healer. Leveling up a Shaman is somewhat tricky, as they can do only very little damage. If you use stronger units to knock an enemy unit's HP down, you can move your shamans up from behind the lines to administer the finishing blow. As difficult as it is to level up a shaman, it is well worth the hassle. Druids will be standard healers, you want one (and possibly only one) of those as soon as possible. A Sorceress cannot heal at all, but is a powerful spellcaster. At their highest level, both will learn to fly and become very mobile.
  • Scouts may seem weak, but there's more to them than meets the eye. While most riders suffer severe penalties in difficult terrain, the elvish variant can cross rivers, swamps and even mountains rather quickly and will usually even receive a reasonable defense modifier. Insofar, they're less like horsemen and more like fast infantry. Whether you employ them in numbers is a matter of taste, however, you should always remember that you have these extremely mobile units at your disposal.
  • Konrad, your leader, starts most scenarios at a keep where he may recruit some troops, but that doesn't mean that he should stay there forever: Being always on the map, he may just as well make himself useful. Getting him to level two will earn him a bow as well as the "leadership" ability, both will come in handy time and again.
  • Delfador, the Elder Mage, is insanely powerful (at least compared to your other troops for the time being). Mages usually aren't very sturdy, but at level 5 he has so many hit points that you don't have to worry too much about him—he'll survive quite a few counterattacks. Don't overcommit him, but the first few scenarios depend on his abilities to instantly slay nearly any opponent and soaking up some damage that would otherwise kill several of your (still minor) units.

Be careful and don't leave Konrad or Delfador on vulnerable positions at the end of your turns (where many enemies may be able to surround them), especially on Challenging difficulty, because all enemies will be particularly aggressive towards them. Remember to use the CTRL-v command to see how far all enemy units will be able to move on their next turn. Click on an unoccupied hex and then move the cursor over an enemy unit to see how far that unit will be able to move.

See also the forum discussion.

Scenario 2 - Blackwater Port

JKEmeRr.jpg

2. Blackwater Port

35 × 30

  • Objectives: Either
    • Resist until the end of the turns, or
    • Defeat the enemy leader.
  • Lose if: Konrad, Delfador or Sir Kaylan dies, or turns run out.
  • Turns: 12/12/9 (Easy/Normal/Challenging)
  • Starting units: Konrad, Delfador, Haldiel
  • Other:
    • An extra loyal Knight unit as a bonus if the enemy leader is defeated on Challenging difficulty.
  • Starting gold: (+ extra income) (Easy/Normal/Challenging)
Leader Team Side E N C
Konrad Rebels 1 140 120 100
Sir Kaylan Rebels 2 120 100 80
Mokolo Qimur Orcs 3 100 (+6) 150 (+9) 200 (+12)
  • Newly recruitable unit:
Name Horseman
Image horseman..Y29yZS9pbWFnZXMvdW5pdHMvaHVtYW4tbG95YWxpc3RzL2hvcnNlbWFu.png
Cost 24

The opening dialog will introduce a new friend, Haldiel, a loyal Horseman. The importance of loyalty is explained in Campaign Strategies.

Horsemen

Now that's cavalry as we know it. Their charges can be truly devastating if somewhat suicidal, as your ally will demonstrate soon. Employing charge attacks takes a little getting used to, as it differs so much from ordinary melee. Keep an eye on the "Damage Calculations" until you get the knack of it.

Back to topic: If you recall units, choose those that have enough experience to be worth the 2 to 6 gold difference over fresh recruits, or who have specific traits that you need. Hole up in the forest on your side of the road (so the enemy has to stand on the plains to face you). Feel free to seize a few villages from your ally, he won't complain. If you have a unit to spare, you may even take the villages next to his castle. Matter of fact, this is a prudent move – after all, Sir Kaylan would only use the gold to recruit troops that would steal your experience!

You can also send Haldiel west as fast as possible and attempt to take the village due south of the enemy castle. This will draw some orcs south, reducing the pressure on your actual army and giving you more freedom to shape the battle. However, be careful to not let him get pinned down and killed.

Sir Kaylan will send 2 or 3 Horsemen/Knights to the enemy lines to assist you. Although these Horsemen are not under your direct control, they can serve as a distraction if you manoeuver your forces properly, taking the brunt during the enemy's turn to attack.

The first night will be tough, be prepared to lose some units; but if you use the terrain to your advantage, you should have enough of an army left to launch a serious counterattack during the next day. The momentum should keep you going even through the next night and you may soon find yourself besieging the enemy keep. However, the actual objective is merely to survive – if everything fails, you may still retreat behind the Swordsmen guarding Sir Kaylan's fortress.

There is an early finish gold bonus for killing the enemy leader, however, it will probably be small. In other words: rushing it won't be worthwhile, instead you should play it safe: maneuver carefully and try to get some experience to those units that need it most. By the end of this scenario, you really ought to have a Druid—that's absolutely vital. Next in line should be an Elvish Fighter (make him a Captain) and Konrad, anything else is optional. But the more the merrier as they say.

If you're playing on Challenging difficulty and manage to kill the orc leader, you will receive a special reward: Simyr, a loyal Knight with the intelligent trait, will join your army. This might very well be worth the effort, but it will not be an easy challenge. The Wesnoth AI moves its units into the direction of the enemy *leader* during its move-to-targets phase. This behavior can be exploited in this scenario by moving Konrad towards Kaylan's keep and leaves the field near the enemy keep open for an attack onto the leader with most of your other units. The leader can be lured out, for instance, by taking the village at 8,21 in turn 7 and moving that unit back in turn 8. Leader moves in there during his turn 8, kill him with Delfador and at least one other high damage dealer (better 3) in turn 9, so have them in range.

See also the forum discussion.

Scenario 3 - The Isle of Alduin

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3. The Isle of Alduin

34 × 45

  • Objective: Defeat the enemy leader.
  • Lose if: Konrad or Delfador dies, or turns run out.
  • Turns: 28/25/22 (Easy/Normal/Challenging)
  • Starting units: Konrad, Delfador
  • Other:
    • This scenario starts in the Afternoon. (Most scenarios start at Dawn.)
    • A loyal mage named Elrian is hiding in a village near your keep.
  • Starting gold: (Easy/Normal/Challenging)
Leader Team Side E N C
Konrad Rebels 1 130 120 110
Usadar Q’kai Orcs 2 30 40 50
  • Newly recruitable unit: (after finding Elrian or finishing this scenario)
Name Mage
Image mage..Y29yZS9pbWFnZXMvdW5pdHMvaHVtYW4tbWFnaQ.png
Cost 20

The key to victory is to control the villages, earning the gold you need to recruit or recall troops. This map has a huge number of villages, and initially they are all controlled by your opponent. So claiming as many as you can ASAP is crucial to both increasing your recruitment and slowing down your opponent's. You have the option to send the majority of your army west or south with village grabbers going the opposite direction. If you choose to send your army west (recommended) send a scout and an archer south, grabbing alternating villages. Done intelligently they will each grab 1 village per turn until they are near the opponent's keep. Be careful of engaging the enemy on the west flank near the hills at night: this is where they shine. Back off to the forests and wait for a more favorable time of day if necessary.

The following strategy works well if you take care of your unit placement. Protect units you cannot afford to lose from multiple attacks at night or when weakened, particularly new horsemen and magi.

First recall or recruit 3 Elvish Scouts. Send two scouts to the southern villages, and the third to the village to the northwest. Recruit 3 fighters; send one to the south and the other two to the southwest. This works best if one scout is "quick" and the fighter recruited to fill the southeastern hex of your castle is also "quick". If not you may have to modify this strategy. Send Delfador up to the northwest on the first turn to find the mage and send the Mage down to the village next to the castle. Konrad should take two nearby villages in the first two turns, because you have no money left anyway.

One of the scouts goes as far south as possible, taking villages and distracting the enemy. This scout is usually destroyed by turn 4. That's OK. The other scout in the south usually has to retreat to survive. You try to take all the villages in the south you can and then reinforce the south slowly and move south. Now your main push is in the west because most villages are there and you need an income of over 20 per turn to recall all of your good troops. Use the scout that is sent to the northwest to take all of the far northwest villages. Delfador can destroy an enemy unit each turn. Horsemen take too long to cross the forest south of your castle but are strong on the western plains during the daytime. Send newly-recruited horsemen to the west along with magi. A shaman is useful to the south and later one can be sent to the west.

Approaching turn 10-12, you should have assembled two reasonably powerful forces on each side of the lake. The westerly one usually is based on Delfador and horsemen-mage combos with fighters and archers for ZOC purposes, and the eastern force almost entirely of elves. Remember magi work best against trolls and grunts, and horsemen against archers.

Move south in tight groups, trying not to get too aggressive at night with the west group, until they meet at the far southern end of the island, and assault the castle together.

If you are a new player, you've probably been focusing on game mechanics and how the units and terrain interact. If so, it's time to give serious thought to leveling up some units by allowing them to strike the killing blow. When Konrad or an Elvish Fighter is at level 2, they get the "leadership" ability. When an Elvish Shaman levels up, she gets the "cure" ability.

This scenario offers the opportunity for some extra experience at no gold expense. There are 36 villages in this scenario, and once you control all villages, you lose 0 carryover gold. So instead of killing the remaining enemies - especially the enemy leader - you might encircle them and reduce their health to a minimum. If you do not attack them in the subsequent turns, they will neither attack nor move, thus regain 2 HP per turn and will eventually be healthy enough to stand an attack of your weaker units. This is a relatively safe way to milk some extra XPs out of them for your weaker units (preferably magi and shamans). While milking level 1 units may not be very rewarding, milking the level 2 leader might easily give 20 extra XPs.

A note about playing with Magi: They are weak units, but become important later in the game. Over the next few levels, you'll want to level at least two Magi to White Magi for later in the game; they have an arcane (or holy) attack which does incredible amounts of damage to the undead. Red Magi can eventually level up to level 4 Great Magi, which are walking killing machines, and Red Magi do decent damage to most other units, especially trolls and skeletons. Magi are weak, however, so they need to be guarded by stronger units. Don't let the enemy have more than one attack position on them.

See also the forum discussion.

Scenario 4 - The Bay of Pearls

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4. The Bay of Pearls

32 × 40

  • Objectives: Either
    • Defeat one enemy leader, and resist the other until turns run out, or
    • Defeat all enemy leaders (early finish bonus).
  • Lose if: Konrad dies, or turns run out with both enemy leaders standing.
  • Turns: 27/24/21 (Easy/Normal/Challenging)
  • Starting unit: Konrad
  • Other:
    • A storm trident is located on the northwest.
  • Starting gold: (Easy/Normal/Challenging)
Leader Team Side E N C
Konrad Rebels 1 160 150 140
Dwaba-Kukai Orcs 2 30 60 90
Managa’Gwin Orcs 3 90 150 210
  • Diverging Campaign Paths:
Requirement in scenario 4 Scenario 5 Advantage for this path
Kill the land leader 5a Muff Malal's Peninsula More XP can be gained for the land army.

More gold can be carried over to the next scenario 6 The Siege of Elensefar.

Kill the sea leader 5b Isle of the Damned Footpad, Poacher, and Thug can be recruited only in scenario 5b.

Moremirmu (loyal White Mage) can join Konrad when conditions are met.

Opening moves: On the first turn, have Konrad recruit or recall some units. Which units, and in which order, is your first tactical decision. If you recruit/recall in pairs, with one fast (6 movement points or more) and one slow unit, then one will be able to move onto the big island the next turn, while the other is still wading through the river.

Then, move Konrad to the cage on the island just to the east. This will free some mermen. (How many depends on the difficulty.) One of these can go open the second cage, and so on: by the end of your very first turn, you should have at least five mermen in the water.

Watch out: there's one cage far out at sea that's easily overlooked. The first Merman you set free tells you as much, but if you skip the message... Anyway, it is guarded by two nagas. Send two or (at most) three Mermen up there and *do not* fight it out: get the cage first, then kill the nagas with the help of the mermen from that cage. It holds at least four Mermen, one of them an Initiate. The latter may become a healer, try to get her experienced as soon as possible, as a merfolk healer will open up a lot of possibilities in the next scenarios. Another one is a merman Hunter, who can get a Slow attack at lvl 2 that will be very helpful with enemy leaders.

Even further north than the last cage there's a trident in the water. It will confer a powerful ranged attack to its bearer. Have a "quick" merman pick it up (who should eventually become a Hoplite).

The remaining mermen should try to hold the sea leaders' recruits at bay. Mermen and nagas both have high defense in water, so combat can be a bit slow and frustrating. Concentrate three or four mermen on a single enemy unit at a time, rather than spreading your attacks piecemeal. Don't push too hard, especially not at night when your attacks are weak. Keeping your loyal mermen alive is more important than the possession of a village, and things will look much better on the next day. If that doesn't suffice, the troops from the deep-sea cage may lend a hand.

None of the mermen from the southern cages have ranged attacks. The sea leader recruits several bats which are hard to kill with only melee units due to their 'drain' ability. One strategy is to free all the mermen, then quickly withdraw all the southern ones to the shore by your main army, so that your mages can clean up the bats.

Another possible mermen strategy is to free all of them from their cages, including the ones just south of the orc leader's island, then take ALL of them up past the island, skirt around the nagas' movement range, and then come down on the final cage from the north. That allows you to grab the trident before the nagas have a chance to engage you, and swarming them with all of your units at once allows you to finish them off ASAP, and then you have a huge merman force to take out the orc leader on the island. The downside of this plan is that your land-based army is vulnerable to attacks from the sea, but this isn't too much of a problem because you have archers/mages to take out the bats, and the nagas are slow and have low defense once they get on land to attack you.

It will be nigh impossible for your horsemen and elves to wade to the island to fight the sea leader in time, so eventually your need to do this. The Storm Trident and the Initiate both have magic attacks (70% to-hit regardless of terrain) and should go a long way... you better attack him during the day, even if it means that you need to wait for a few turns.

On land, you have to fight off a wave of orcs and wolves. Your decision is how far west to engage the enemy, though really, you have little choice: You are hindered by the limited recruitment you can do each turn, and how long it takes your elves and horsemen to trickle across the river. Some wolves may reach you in the night, but the bulk of his army won't arrive until daybreak. Press hard during the day, and there will be little left of his army when the night comes.

Careful management of your killing blows should allow several units to get to Level 2. A charging Horseman does so much damage it will be easy for the horsemen to get all the kills, but try to get at least Konrad, your loyal Mage, and an Elvish Fighter to level-2 (if you haven't already). Getting close to levelling up your Merman Hunter and/or Mermaid Initiate can be a good idea too.

If you kill both leaders, you can choose either path (and get an early finish bonus).

New players should take the land route to scenario 5a Muff Malal's Peninsula, where you can easily level up many units or collect an early finish bonus. Experienced players or those who are looking for an interesting tactical exercise may wish to consider the sea route to scenario 5b Isle of the Damned, where you will find a loyal White Mage who *might* join you... if you meet some very tough winning conditions. Either choice will be a battle against undead.

See also the forum discussion.

Diverging campaign path

Scenario 5a - Muff Malal's Peninsula


RQCTLEQ.jpg

5a. Muff Malal's Peninsula

27 × 31

  • Objectives: Either
    • Escape down the road to Elensefar, or
    • Defeat Muff Malal (early finish bonus).
  • Lose if: Konrad dies, or turns run out.
  • Turns: 27/24/21 (Easy/Normal/Challenging)
  • Starting units: Konrad, Advisor
  • Other:
    • If this scenario is finished by escaping without killing the enemy leader, early finish bonus is not available, and 40% coefficient for the carryover gold is applied only to the remaining gold.
  • Advisor: Advisor is one of the highest-level unit in the recall list. More precisely, the unit that appears first in the following list becomes the advisor:
    • Lvl 4: Elvish Sylph, Great Mage
    • Lvl 3: Elvish Marshal, Elvish Champion, Elvish Avenger, Elvish Sharpshooter, Elvish Shyde, Elvish Enchantress, Elvish Outrider, Paladin, Grand Knight, Mage of Light, Arch Mage, Silver Mage, Merman Triton, Merman Hoplite, Merman Javelineer, Merman Entangler, Mermaid Diviner, Mermaid Siren
    • Lvl 2: Elvish Captain, Elvish Hero, Elvish Ranger, Elvish Marksman, Elvish Druid, Elvish Sorceress, Elvish Rider, Knight, Lancer, White Mage, Red Mage, Merman Warrior, Merman Spearman, Merman Netcaster, Mermaid Priestess, Mermaid Enchantress
    • Lvl 1: Elvish Fighter, Elvish Archer, Elvish Shaman, Elvish Scout, Horseman, Mage, Merman Fighter, Merman Hunter, Mermaid Initiate
    • A new Elvish Fighter if no unit is in the recall list
  • Starting gold: (+ extra income) (Easy/Normal/Challenging)
Leader Team Side E N C
Konrad Rebels 1 150 140 130
Muff Malal Undead 2 20 (+20) 50 (+24) 80 (+28)
  • Newly recruitable units:
Name Mermaid Initiate Merman Fighter Merman Hunter
Image initiate..Y29yZS9pbWFnZXMvdW5pdHMvbWVyZm9saw.png fighter..Y29yZS9pbWFnZXMvdW5pdHMvbWVyZm9saw.png hunter..Y29yZS9pbWFnZXMvdW5pdHMvbWVyZm9saw.png
Cost 16 14 15

This is an easy scenario, and your aim here should be to build up your gold by controlling most villages, while earning experience against enemy forces. The enemy recruits bats to capture villages, and hordes of Walking Corpses to keep you busy. The occasional Dark Adept can be dangerous on Challenging difficulty, but is vulnerable to melee attack, especially from Knights.

One approach is to recall a few level 2 units supported by a Mage. These units build a defensive position in the central part of the map, using hills and forest for cover, and hold off the first wave of Walking Corpses. Mounted troops capture villages in the north and west, and can charge down the flanks during the daytime. A merman or two distract enemy bats and capture sea villages. If you can recall the merman that picked up the trident in scenario 4 The Bay of Pearls, it will be able to dispatch bats easily on its own.

During the daytime, your main force advances to one of the villages in the southeast, where you wait for more Walking Corpses to attack. A level 2 melee unit (eg. Elvish Captain) can use the village defense bonus to survive attacks, and heal between turns. By the time it is low on hit points, it should be advancing to level 3.

You should now control most villages and have some gold, so recruit or recall additional troops. Launch an offensive with your central force, supported by your horsemen advancing at the sides. Don't forget to use Konrad in the attack.

Try to attack with human units only at day, when the undead are at their weakest, and hold the lines with your elves at night.

Alternate strategy for large early finish bonus: recruit only mermen. The path to the enemy leader is blocked by difficult terrain and chokepoints by land, but is wide open by sea. Recall your Merman Fighter with the storm trident and your loyal Mermaid Initiate from scenario 4 The Bay of Pearls, then recruit as many Mermaid Initiates as you can afford. Have Haldiel and Konrad flee to the northwest corner of the map, avoiding all combat. Advance your armada down the eastern edge of the peninsula, staying out of range of land-based enemies. Use your disposable initiates to clear out the walking corpses and suicide attack the leader, then deliver the finishing blow with your storm trident. This strategy is a lot easier if you have a Mermaid Initiate close to lvl 2, since then it acts as a healer for your merfolk armada.

See also the forum discussion.

Scenario 5b - Isle of the Damned


kmpJMaA.jpg

5b. Isle of the Damned

33 × 40

  • Objectives: Either
    • Resist until the end of the turns, or
    • Defeat all enemy leaders (special bonus)
  • Lose if: Konrad dies.
  • Turns: 28/26/24 (Easy/Normal/Challenging)
  • Starting units: Konrad, Delurin (loyal Outlaw), 2 new loyal Merman Fighters
  • Other:
    • Fog is on but only on Challenging difficulty.
    • Moremirmu, a White Mage with a special melee attack can be found in one of the temples in the middle of the map.
  • Starting gold: (Easy/Normal/Challenging)
Leader Team Side E N C Note
Konrad Rebels 1 100 100 100 No gold is carried over to or from this scenario.
Haf-Mal Undead 2 40 50 60
Jarmal-Gorg Undead 3 40 50 60
  • Newly recruitable units: (*recruitable only in this scenario)
Name *Footpad Mermaid Initiate Merman Fighter Merman Hunter *Poacher *Thug
Image footpad..Y29yZS9pbWFnZXMvdW5pdHMvaHVtYW4tb3V0bGF3cw.png initiate..Y29yZS9pbWFnZXMvdW5pdHMvbWVyZm9saw.png fighter..Y29yZS9pbWFnZXMvdW5pdHMvbWVyZm9saw.png hunter..Y29yZS9pbWFnZXMvdW5pdHMvbWVyZm9saw.png poacher..Y29yZS9pbWFnZXMvdW5pdHMvaHVtYW4tb3V0bGF3cw.png thug..Y29yZS9pbWFnZXMvdW5pdHMvaHVtYW4tb3V0bGF3cw.png
Cost 14 16 14 15 14 13

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  • Moremirmu in future scenarios: Moremirmu may or may not join Konrad in one of the 3 ways:
A: Moremirmu joins Konrad immediately at the end of this scenario.
B: Moremirmu comes back as Mage of Light to help Konrad in Scenario 9 - The Valley of Death — The Princess's Revenge with 3 loyal White Mages. However, these 4 units are available only during scenario 9.
C: Moremirmu never appears in future scenarios.

The following flowchart explains how it is determined:

Moremirmu is found in one of the temples on (11, 13), (9, 15), or (10, 17). YES► Moremirmu is alive at the end of this scenario. YES► Both Liches are killed. YES► A
NO▼ NO▼ NO▼
C C B

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Konrad is washed overboard during a storm, but is rescued by two mermen. You start out with 100 gold and cannot recall any units EXCEPT mermen. You are joined by Delurin, a level 2 Outlaw. In addition to Mermen, you can recruit his friends: Thugs, Poachers and Footpads. This is the only time in the campaign that these units can be recruited, but any outlaw units surviving this scenario can be recalled later. Your gold from scenario 4 The Bay of Pearls (minus the usual 60% discount) is saved for the next scenario.

Moremirmu is a White Mage with a holy sword which is very effective against undead. He is hiding in one of the three temples, and will join your cause if you find him. Beware: Xakae, a Revenant with a retinue of Walking Corpses, is waiting to ambush you in another temple. Moremirmu and Xakae are randomly placed; the third temple is always empty. Xakae and the Corpses can be a useful source of experience if you have the troops to deal with them.

While your new units might seem weaker than your old troops, they are chaotic like their undead opponents and Thugs and Footpads deal useful impact damage. Use the Footpads effectively to hold your line and the Thugs to deal the main portion of the damage.

Mermen can be used successfully to harass the undead in their rear. Typically the undead responds by withdrawing forces to deal with your mermen. Occasionally this tactic can be used to isolate and trap an undead leader while their forces are busy with your land troops. Don't expect the mermen to survive, though - their pierce damage does very little to the undead, especially at night. Mermen are also useful to hold the many isolated villages scattered throughout the map.

Moremirmu is critical to winning but also quite fragile. He will die quickly if he is attacked by multiple undead.

Early finish bonus for killing both enemy leaders. Moremirmu will join you from the next scenario only if both are defeated. There are only a few ways to achieve the early finish. One involves recalling mermen from scenario 4 The Bay of Pearls, including the one with the magical trident, and sending them to kill the southern lich, while land troops attack the other. Note that this map is actually quite small. It seems bigger than it is because the terrain is so difficult and there are so few paths that it takes a long time for your units to walk across it. But if you recruit your mermen first, they can often finish off the southern lich and then catch up to your land-based group to help with the northern one. It is hypothetically possible to actually beat this scenario with only mermen, never recruiting a single outlaw and never moving Konrad from his keep. The key to taking down liches with mermen is a LOT of sacrificial initiates, and ideally a lvl. 2 initiate healer and/or a lvl. 2 hunter with Slow from scenario 4 The Bay of Pearls.

The other two strategies center on Moremirmu. Get Moremirmu early, and send him along with a few footmen and thugs north, and use other units to draw fire. Meanwhile, secure the rest of the center of the map from the south. If Moremirmu can finish off the first Lich in time, send that group south -- it takes 10 turns to reach the other Lich, so you'll need to accomplish this by Turn 16! The alternative is to simultaneously send a large force south with Konrad, lure the Lich onto bad ground and surround it.

The following strategy worked on Challenging difficulty: In the previous scenario 4 The Bay of Pearls, a Merman Fighter (preferably quick) with the trident and the Mermaid Initiate are developed. Then this scenario is started by recalling them and recruiting one or two quick thugs and as many footpads as possible. Send all of them north with Konrad while the original two mermen head south to grab and defend villages. Staying close to the NE coast tends to attract enough attackers that it is possible to level both the trident guy and the initiate with easy kills. Then rush the northern lich around daybreak and eliminate him during the day (turn 9-10). By then you should have enough gold to summon a castle full of additional units, and head south through the temples with the trident and the initiate blasting now along the NW coast and helping eliminate the southern lich about turn 20-22.

See also the forum discussion.

Scenario 6 - The Siege of Elensefar

XSQ2FUz.jpg

6. The Siege of Elensefar

25 × 45

  • Objective: Defeat all enemy leaders.
  • Lose if: Konrad dies, or turns run out.
  • Turns: 40/36/32 (Easy/Normal/Challenging)
  • Starting units: Konrad, Advisor
  • Advisor: Advisor is one of the highest-level unit in the recall list except for merfolk units. More precisely, the unit that appears first in the following list becomes the advisor:
    • Lvl 4: Elvish Sylph, Great Mage
    • Lvl 3: Elvish Marshal, Elvish Champion, Elvish Avenger, Elvish Sharpshooter, Elvish Shyde, Elvish Enchantress, Elvish Outrider, Paladin, Grand Knight, Mage of Light, Arch Mage, Silver Mage, Highwayman, Fugitive, Huntsman, Ranger
    • Lvl 2: Elvish Captain, Elvish Hero, Elvish Ranger, Elvish Marksman, Elvish Druid, Elvish Sorceress, Elvish Rider, Knight, Lancer, White Mage, Red Mage, Bandit, Outlaw, Trapper
    • Lvl 1: Elvish Fighter, Elvish Archer, Elvish Shaman, Elvish Scout, Horseman, Mage, Thug, Footpad, Poacher
    • Merfolk: Merman Triton, Merman Hoplite, Merman Javelineer, Merman Entangler, Mermaid Diviner, Mermaid Siren, Merman Warrior, Merman Spearman, Merman Netcaster, Mermaid Priestess, Mermaid Enchantress, Merman Fighter, Merman Hunter, Mermaid Initiate
    • A new Elvish Fighter if no unit is in the recall list
  • Starting gold: (Easy/Normal/Challenging)
Leader Team Side E N C
Konrad Rebels 1 180 150 120
Agadla Evil 2 120 160 200
Muff Jaanal Evil 3 80 120 160
  • Newly recruitable unit: (from turn 4)
Name Thief
Image thief..Y29yZS9pbWFnZXMvdW5pdHMvaHVtYW4tb3V0bGF3cw.png
Cost 13

Konrad arrives at the southern end of a large map. The island city of Elensefar dominates the center, and the cave of the Dark Sorcerer Muff Jaanal is far to the north. The Orcish Warlord Agadla has taken the city. You know what to do!

Your first objective is to retake the city. You could choose to charge across the bridges and fight your way onto the island, taking heavy casualties from the level 2 Orcish Warriors and Crossbowmen along the way. Alternatively, you can lure out the orcs into the water or on the plain in front of the city. Remember that mermen move quickly and defend quite well in water or on the bridges. You can also play most of the scenario on your side of the river, using your starting castle and the forests to give you a terrain advantage, then rush through the mostly empty map to kill the leaders at the end. Whichever strategy you choose, remember that the undead are well on their way to join the orcs occupying the city. Speed is a factor. If you don't manage to secure the city before the undead arrive en masse, you may as well take a step back once more and destroy the undead (and some remaining orcish stragglers) during the next day.

If you decide to use one of the slower strategies, note that there are 8 villages on your side of the river, you will probably be spending 10-20 turns pretty close to your starting keep, and you probably have some loyal units from past scenarios that you can recall. So, if you spend a lot of your starting gold on recalling loyal units, you can maintain a fairly high income during the early parts of this scenario, which will allow you to continually recruit reinforcements, whereas if you mostly recall non-loyal units, the upkeep costs could mean that you have less units to work with. The slow approaches to this scenario can lead to a battle of attrition as you try to hold off the enemy waves, so a few extra Elvish Shamans to help with the undead wave can make a huge difference.

Konrad will receive some help from the Elensefar Thieves’ Guild. Apparently, an orcish occupation is bad for their business. They will either show you a hidden ford onto the western island to infiltrate the city on turn 6 (ford option), or attack from the city’s northern gate after you take one of the central island villages (village option). Whether you choose to storm the city, and which aid to accept, depends in large part on how much of a hurry you are in (and the difficulty level you play at).

After you defeat the orcs, you must fight your way north. Fighting against the undead requires a different mix of units than fighting the orcs. Your mermen are too slow on land. Horsemen and Elvish Fighters and Archers do reduced damage to skeletons. It is the time for Mages and (levelled) Elvish Shamans to shine. If you happen to level up a Paladin during the scenario the better. Expect to spend many turns fighting in the cave, which slows your units down. Being underground, it is also treated as night for the time of day, which is bad for lawful units.

When your first unit crosses the threshold into the cave, the Dark Sorcerer reinforces with 2 loyal units immediately and receives a bunch of gold. He will recruit a full keep of lvl 1 skeletons the next turn if you let him. If you still have some quick non-elvish units, like Footpads or Thieves, you can position them so that they can rush onto his castle hexes on the first turn they enter the cave, and thus block some of his recruitments on the next turn.

If you approach this scenario patiently, it is helpful to smuggle an Elvish Scout past Elensefar to distract and steal villages in the northern hinterland. This helps a lot with your income/recruitment in the middle turns, and slows down the undead leader's recruitment as well.

By now, you should have either Konrad or a level 2 Elvish Fighter with the Leadership ability. A unit adjacent to a leader receives a +25% bonus to damage per difference in levels. Likewise, carefully position Elvish Shamans (Druids) or White Mages in your lines so they can heal wounded units. Two adjacent healers will heal each other.

See also the forum discussion.

Scenario 7 - Crossroads

HInduR3.jpg

7. Crossroads

40 × 30

  • Objective: Defeat Kojun Herolm (the blue northeastern enemy leader).
  • Lose if: Konrad, Delfador or Kalenz dies, or turns run out.
  • Turns: 36/32/28 (Easy/Normal/Challenging)
  • Starting units: Konrad, Delfador, Kalenz
  • Other:
    • There are many enemies hidden in the hills, placed at random.
    • Two loyal units, an elf fighter and an elf archer, join you.
  • Starting gold: (+ extra income) (Easy/Normal/Challenging)
Leader Team Side E N C
Konrad Rebels 1 300 (+6) 250 (+4) 200 (+2)
Kojun Herolm Orcs 2 100 140 180
Mokho Kimer Orcs 3 70 110 150
  • Newly joined unique unit:
Name Kalenz (Elvish Lord)
Image lord..Y29yZS9pbWFnZXMvdW5pdHMvZWx2ZXMtd29vZA.png

There are two strategies: either to "run for it", or "kill them all". Which you choose will probably depend on whether you want to earn lots of gold, or level up lots of units.

If you choose to run, recall two turn's worth of troops. Most should be level 2, but you should recruit one or two units as sacrificial lambs. Having two healers (who will stay adjacent to each other for mutual healing) is almost a necessity. Move the units in formation (probably in two packs) along the road. Do not be tempted to move units into the hills and mountains. The increased defense is not worth the risk of triggering ambushes. Drive your way to the leader in the northeast, kill them, and reap the early finish bonus.

The second strategy is to methodically destroy all enemy units on the map. Recruit two turns worth of units, and then drive south. Overcome the southern leader, and recruit more troops in his castle. Move back north, moving into every town and through the hills and mountains, in order to trigger ambushes. This strategy is trickier to pull off, but careful management of your kills should allow you to level multiple units. (Just be careful not to run out of turns...)

You can also take a moderate approach and use the hills around your starting keep to your advantage. Most of the good defensive terrain on this map is hills, except for a patch of forest to the southeast of your starting keep. So, you can spend your first few turns clearing out enough of the hills east and southeast of you to form 2 long defensive lines anchored on the forests. By the time the main enemy armies reach you, you will have already cleared out the ambushers, and now you have good defensive terrain to do most of your fighting. Then after the main battle, you can either go for the maximum XP method, or head straight for the northeast leader. This leads to less impressive early finish gold, but you have fewer losses of high level troops than if you do the fastest rush.

Note: The first two villages on the screen that you will likely attempt to grab trigger a loyal Elvish Fighter and Elvish Archer to join your party and warn you about the hills.

See also the forum discussion.

Scenario 8 - The Princess of Wesnoth

A3PdMp3.jpg

8. The Princess of Wesnoth

43 × 41

  • Objective: Force Li'sar’s surrender (reduce her hitpoints to 0 or lower).
  • Lose if: Konrad, Delfador or Kalenz dies, or turns run out.
  • Turns: 31/28/25 (Easy/Normal/Challenging)
  • Starting units: Konrad, Delfador, Kalenz, Advisor
  • Advisor: Advisor is one of the highest-level unit in the recall list. More precisely, the unit that appears first in the following list becomes the advisor:
    • Lvl 4: Elvish Sylph, Great Mage
    • Lvl 3: Elvish Marshal, Elvish Champion, Elvish Avenger, Elvish Sharpshooter, Elvish Shyde, Elvish Enchantress, Elvish Outrider, Paladin, Grand Knight, Mage of Light, Arch Mage, Silver Mage, Merman Triton, Merman Hoplite, Merman Javelineer, Merman Entangler, Mermaid Diviner, Mermaid Siren, Highwayman, Fugitive, Huntsman, Ranger, Assassin
    • Lvl 2: Elvish Captain, Elvish Hero, Elvish Ranger, Elvish Marksman, Elvish Druid, Elvish Sorceress, Elvish Rider, Knight, Lancer, White Mage, Red Mage, Merman Warrior, Merman Spearman, Merman Netcaster, Mermaid Priestess, Mermaid Enchantress, Bandit, Outlaw, Trapper, Rogue
    • Lvl 1: Elvish Fighter, Elvish Archer, Elvish Shaman, Elvish Scout, Horseman, Mage, Merman Fighter, Merman Hunter, Mermaid Initiate, Thug, Footpad, Poacher, Thief
    • A new Elvish Fighter if no unit is in the recall list
  • Starting gold: (+ extra income) (Easy/Normal/Challenging)
Leader Team Side E N C
Konrad Rebels 1 260 220 180
Li’sar Asheviere 2 160 (+8) 230 (+12) 300 (+16)

Konrad's life now takes an interesting turn, as he meets the Princess of Wesnoth, Li'sar. Instead of dying when you "kill" her, she surrenders.

Li'sar is supported by troops from the Loyalist faction. Even your tough level 2 units make tempting targets for her lawful units during the day. Use terrain and position sacrificial level 1 screening units while the sun is high. Likewise, you can try for a quick kill by charging Li'sar with your Horsemen or Knights.

It can be beneficial to recall a loyal merman on turn 1 and send him around to tag all the villages south and east of your starting location, the income will really add up and contribute to your early finish bonus.

It is tempting to try to defend the river, but consider this: an elf in the forest gets 60-70% defense vs. a human on flat getting 40%. That is a differential of 20-30% defense. An elf on flat gets 40% defense vs. a human in the river getting 20% defense. That is a 20% defense differential. So you get roughly the same advantage by establishing a defensive line at the riverbank or at the forest's edge, and since the enemy hits hard and you have healers, it can be better to hang back in the forest, especially during the day, so that your units can have a better chance to survive and rotate.

See also the forum discussion.

[hipparchos] Patience is the key here. I send a couple of L2 horsemen north to take the northern villages, then cover your left flank. A couple of mermen swing south to take the southern ones, then cover your right flank. But I put the bulk of my army on the west bank of the river, without crossing it. Let the enemy come to you, because they will be much easier to defeat when they're standing in the river, and that's especially true as the Princess recruits L2 defenders later in the scenario. The bridge is the northern end of your main line, and Delfador can defend it easily with one other strong unit. Only after all the Princess's defenders have been defeated do you cross the river and take her keep.

Scenario 9 - The Valley of Death — The Princess's Revenge

VLGaGuZ.jpg

9. The Valley of Death — The Princess's Revenge

42 × 50

  • Objectives: Either
    • Survive for two days (12 turns), or
    • Eradicate the liches.
  • Lose if: Konrad, Delfador or Kalenz dies.
  • Turns: 12/12/12 (Easy/Normal/Challenging)
  • Starting units: Konrad, Delfador, Kalenz, Moremirmu (if unlocked in scenario 5b Isle of the Damned)
  • Other:
    • The map contains two holy water objects, useful for attacking undead enemies.
  • Starting gold: (Easy/Normal/Challenging)
Leader Team Side E N C
Konrad Rebels 1 300 260 220
Galga Undead 2 180 240 300
Na-alga Undead 3 180 260 340
Selda-Mana Undead 4 160 220 280

There are two holy water bottles on the map. The unit which picks them up will have their melee attacks be holy for the duration of this scenario. These are especially useful for powerful melee units like Elvish Heroes or Champions which otherwise do little damage to the undead. Or, you could recruit Horsemen and have them grab the holy water. They should easily level to level 2 Lancers or Knights, and maybe even to a Level 3 Paladin by the end of the scenario. As in scenario 6 The Siege of Elensefar, mages will be effective against most of the undead enemies.

You'll be facing many level-2 undead. They're all dangerous but three kinds require special attention:

  • Wraiths (level 2 Ghosts) are fast in every terrain, somewhat hard to hit, resistant to all common kinds of damage, and have a draining attack. Attacking them in melee is not recommended, killing them with arrows will eventually work but takes many arrows. They are vulnerable to arcane spells and fireballs, though.
  • Walking Corpses: they're slow, they're weak, they're fragile. Usually nothing to worry about, but this time they're many. Hordes. Night of the Living Dead. A strong fighter will easily slay them, but that can become his downfall: an attacking corpse that gets killed makes room for the next corpse to move in and attack... and the next, and the next, and each one gets a few blows. Even a Paladin or Champion will eventually be overwhelmed, taking around ten or fifteen zombies with him. Whether you consider this to be a good exchange is up to you. Incidentally, something similar can happen between Paladins and level-1 Skeletons.
  • Chocobones: Basically undead horsemen, but even faster. At night, hitting with their charge attack can do a full 56 damage. This is more than any other enemy except the Liches, enough to take out nearly any of your units in a single turn. Always stay aware of where they are on the map, and make sure to screen your valuable units with disposable fodder like Elvish Fighters. Once the Chocobone charges in and attacks one of your disposable units, your top priority is to either kill or Slow it before it can attack again. Note that Chocobones are also less resistant to piercing than the other skeletal undead, so you can actually take them down with arrows if your magic users are needed elsewhere.

The castle you start in is a well-defensible position, but all enemies arrive at about the same time. Once surrounded, you'll have very little wiggle room or inside tiles for your wounded units to retreat to. Filling the moat with Mermen might work a bit better, but their tridents won't impress the skeletons.

If your goal is only to survive 12 turns with minimal fuss, the northwest valley where one holy water is located is a more attractive position to hold than the starting castle. You have enough time to recruit 2 turns of units and still get everyone around the lake. With the edge of the map to your west, a wide mountain range to the east, no enemies to the north, and a small lake to your south, the position is very difficult for enemies to approach. As an added bonus, all 3 armies get funneled into approaching from the same direction, which results in them blocking each other quite often. You don't need to worry about enemies from the north because the northern army starts by moving straight down the middle of the map which puts them on the wrong side of the mountains from you.

If you have some decent magical attackers, you can also try rushing the southwest leader with all of your units. By concentrating 100% of your force against just his army, you should be able to finish him off before the other enemies catch up to you. Once you've taken him out, you can use his keep and the surrounding hills to hold off the other undead for the rest of the scenario.

If you don't have the money to recruit a large or powerful army, recruit a few Elvish Fighters and send them to the forest north of your castle. Their job is to slow the Revenants for several turns and then die gloriously. Flee with Konrad and the rest of your army to the southeast corner. If you're lucky, the Walking Corpse horde will be too slow to reach you before the scenario ends. A cowardly tactic, yes—but you'll survive...

If you played Isle of The Damned without killing both Liches, and Moremirmu survived, then he will reinforce you with three White Mage buddies between turns 7-10. You can't recall them after this scenario, so they are expendable.

The early finish bonus (kill all 3 enemy leaders) is difficult, and you will probably not have enough gold or high-level units available to succeed with a direct frontal assault. A sneakier strategy is to assassinate the Liches after you have lured the bulk of the undead army to the southeast, leaving the Liches alone in their keeps. You can use Knights (Horsemen won't work) with holy water for the northern and eastern Liches, while your main army or perhaps a detachment of Mages takes care of the southern one.

[edit: Viper] On Normal difficulty, I found that I could only make this strategy work by save/loading and by using Knights or better for the Litches (as horsemen could not do the job in a single turn even hitting on every attack).

Early finish bonus if you somehow manage to defeat all enemy leaders. If you do, feel free to boast about your accomplishment at the forum discussion.

Scenario 10 - Gryphon Mountain

PCjNO1Y.jpg

10. Gryphon Mountain

24 × 39

  • Objective: Defeat the enemy leader.
  • Bonus objective: Defeat the mother gryphon before the enemy does.
  • Lose if: Konrad, Delfador or Kalenz dies, or turns run out.
  • Turns: 27/24/21 (Easy/Normal/Challenging)
  • Starting units: Konrad, Delfador, Kalenz
  • Starting gold: (Easy/Normal/Challenging)
Leader Team Side E N C Note
Konrad Rebels 1 220 200 180
Robryn Asheviere 2 160 240 320
Mother Gryphon Gryphons 3 0 0 0 No income

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

  • Gryphon units in future scenarios: Gryphon units may or may not join Konrad in one of the 3 ways:
A: Gryphon Rider (level 1 unit) becomes recruitable in scenario 15 The Lost General.
B: Gryphon (level 2 unit) becomes recruitable on turn 4 in scenario 22 Return to Wesnoth when 5 loyal Gryphons join Konrad.
C: No Gryphon unit appears in future scenarios.

Theoretically speaking, the following 2 tables describe how it is determined:

How this scenario was finished: Result
Konrad's unit killed the Mother Gryphon, regardless of the Gryphon disposition. A
Konrad's unit didn't kill the Mother Gryphon, the Gryphon disposition is 2 or 3, and at least 1 unit from Gryphon side is alive. B
All the other situations C

Gryphon disposition table:

Event Gryphon disposition Note
Default value at the start of the scenario +1
Konrad's unit killed a unit from Gryphon side. -10
Loyalist unit killed the Mother Gryphon. -1
Loyalist unit attacked a unit from Gryphon side at least once. +2 Retaliation doesn't count as an attack.
Konrad's unit attacked a unit from Gryphon side. (cumulative) -1 Retaliation doesn't count as an attack.

Practically speaking, ignore the tables above and just follow the flowchart below, which is made by summarizing the tables.

Konrad's unit killed a unit from Gryphon side. At least 1 unit from Gryphon side is alive. C
YES▼ YES▼
Konrad's unit killed the Mother Gryphon. Loyalist unit killed the Mother Gryphon. Loyalist unit attacked a unit from Gryphon side at least once. C
YES▼ YES▼ YES▼
YES▼ The number of times Konrad's unit attacked a unit from Gryphon side is 0. The number of times Konrad's unit attacked a unit from Gryphon side is 0~1. C
YES▼ YES▼ YES▼
A C B C B

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Konrad starts in the lower left corner of the map. General Robryn, commanding Loyalist troops, is in the upper right. In the middle of the map, surrounded by mountains, is the Mother Gryphon and 3 sleeping Gryphons.

If you manage to kill the Mother Gryphon before the Loyalists do, you will have access to gryphon eggs, allowing you to recruit Gryphon Riders in future scenarios. Opinions differ as to whether their ability to capture far-flung villages, safely lure enemy troops, and ability to pierce the map shroud are worth their high cost. Even if you decide not to attack the Gryphons, the enemy will—and then the wild beasts of the air might decide to attack you.

For a quick victory to earn the early finish bonus, head up the right side of the mountains. To earn experience, head towards the Mother Gryphon, and the enemy will come to you.

The enemy recruits Ogres, which move faster than any of your units in mountains and hills, so they have the advantage in the race for the Mother Gryphon. You start with Delfador and Kalenz, so it can be useful to just have them make a beeline for the Mother Gryphon immediately, ignoring villages and other gryphons so that they get there as quickly as they possibly can, then recalling only your units with at least 6 movement points to catch up with them quickly. Let the last unit you recruit be an Elvish Scout for village grabbing, because everyone else needs to get to the center ASAP. Horsemen and Elvish Archers are not as useful as Elvish Scouts because they struggle with both mountains and forest, while quick archers are too slow to deal with all the mountain ranges.

See also the forum discussion.

Scenario 11 - The Ford of Abez

yEfh0Au.jpg

11. The Ford of Abez

44 × 34

  • Objective: Move Konrad to the north side of the river.
  • Lose if: Konrad, Delfador or Kalenz dies, or turns run out.
  • Turns: 27/24/21 (Easy/Normal/Challenging)
  • Starting units: Konrad, Delfador, Kalenz
  • Other:
    • A storm trident is located in the middle of the river.
  • Starting gold: (+ extra income) (Easy/Normal/Challenging)
Leader Team Side E N C Note
Konrad Rebels 1 250 225 200
Li’sar Asheviere 2 200 (+50) 225 (+50) 250 (+50)
Gaga-Breuk Orcs 3 140 200 260
- Monsters 4 - - - Hidden in the Status Table

The Great River cuts across the middle of the map from right to left, with Konrad starting on the lower right side. Princess Li'sar starts on the lower left, and an orc band is on the north side of the river. Killing the Princess is meant to be impossible: she has plenty of troops as is, and if you actually get near her there will be numerous high-quality reinforcements. Do not even try to attack her, it will be a waste of good troops for no gain. Instead, fill the river with mermen: this is an excellent opportunity to get many of them leveled up.

But first things first: your task is to get Konrad across the river. The chaotic orcs will attack from the north, the Princess's lawful Loyalists will attack from the south, and... monsters will be attacking from downstream. All will happily fight each other if they ever meet, but with your army standing right among them in the middle of the river... it will pretty much seem as if everyone was out to get you.

Remember those loyal mermen from scenario 4 The Bay of Pearls? They should comprise your principal fighting force. Be sure to send one downstream to acquire the Storm Trident there. If you have some of the flying elvish units, they move and fight equally well over land or water. Wait for the Orcs and Humans to get into the water where the mermen have excellent defense while the landlubbers do not.

Even if you have the money, don't recruit for more than two turns, otherwise Konrad might not even make it into the river. The scenario ends as soon as he makes it to the other side -- by the time he gets there, there will be few orcs left on that shore, Kalenz and Delfador can well deal with them. If you recruit any land troops at all (healers perhaps?), make sure they have at least two moves in shallow water.

See also the forum discussion

Scenario 12 - Northern Winter

s8JGuT0.jpg

12. Northern Winter

40 × 40

  • Objective: Defeat all enemy leaders.
  • Lose if: Konrad, Delfador or Kalenz dies, or turns run out.
  • Turns: 36/32/28 (Easy/Normal/Challenging)
  • Starting units: Konrad, Delfador, Kalenz, Human Advisor
  • Other:
    • Snow falls on more and more tiles every turn, until the whole map is covered in snow by the time turns run out.
  • Human Advisor: Human Advisor is one of the lowest-level human unit in the recall list. More precisely, the unit that appears first in the following list becomes the advisor:
    • Lvl 1: Thief, Poacher, Footpad, Thug, Mage, Horseman
    • Lvl 2: Rogue, Trapper, Outlaw, Bandit, Red Mage, White Mage, Lancer, Knight
    • Lvl 3: Assassin, Ranger, Huntsman, Fugitive, Highwayman, Silver Mage, Arch Mage, Mage of Light, Grand Knight, Paladin
    • Lvl 4: Great Mage
    • A new Thief if no human unit is in the recall list
  • Starting gold: (+ extra income) (Easy/Normal/Challenging)
Leader Team Side E N C
Konrad Rebels 1 200 180 160
Halgar Du’nar Orcs 2 80 (+2) 130 (+4) 180 (+6)
Gorlak Orcs 3 80 (+2) 130 (+4) 180 (+6)

This is a relatively simple scenario. The enemy will mostly raise level-1 Wolf Riders and Orcish Archers, plus the occasional level-2 Ogre or Troll. You can field a similar mix of mostly fresh recruits plus a few veterans. Throughout the scenario, the Wolf Riders will attempt to seize villages, often bypassing your forces: a few Elvish Scouts behind your lines will come in handy. Alternatively, your loyal Thieves can play hide-and-seek just as well. Don't overrecruit, though: there's only so many units you can actually bring to bear on the enemy. You may choose to take it slow and milk this battle for experience. You'll still end this with more than enough gold in your coffers.

See also the forum discussion.

Scenario 13 - The Dwarven Doors

43cNIxF.jpg

13. The Dwarven Doors

29 × 45

  • Objective: Move Konrad to the entrance of the dwarven tunnels.
  • Lose if: Konrad, Delfador or Kalenz dies, or turns run out.
  • Turns: 24/22/20 (Easy/Normal/Challenging)
  • Starting units: Konrad, Delfador, Kalenz, Rider Advisor, Outlaw Advisor
  • Other:
    • This scenario starts at Dusk. (Most scenarios start at Dawn.)
  • Rider Advisor: Rider Advisor is either Haldiel (loyal Horseman from scenario 2 Blackwater Port) regardless of his unit type if he is in the recall list, or one of the highest-level rider unit in the recall list if Haldiel is not available. More precisely, the unit that appears first in the following list becomes the advisor:
    • Regardless of unit type: Haldiel
    • Lvl 3: Elvish Outrider, Paladin, Grand Knight
    • Lvl 2: Elvish Rider, Knight, Lancer
    • Lvl 1: Elvish Scout, Horseman
    • A new Horseman if no rider unit is in the recall list
  • Outlaw Advisor: Outlaw Advisor is either Delurin (loyal Outlaw from scenario 5b Isle of the Damned) regardless of his unit type if he is in the recall list, or one of the highest-level outlaw unit in the recall list if Delurin is not available. More precisely, the unit that appears first in the following list becomes the advisor:
    • Regardless of unit type: Delurin
    • Lvl 3: Highwayman, Fugitive, Huntsman, Ranger
    • Lvl 2: Bandit, Outlaw, Trapper
    • Lvl 1: Thug, Footpad, Poacher
    • No Outlaw Advisor if no outlaw unit is in the recall list (even if Isle of the Damned was played)
  • Starting gold: (+ extra income) (Easy/Normal/Challenging)
Leader Team Side E N C
Konrad Rebels 1 240 220 200
Knafa-Telfar Orcs 2 100 (+10) 120 (+13) 140 (+16)
Urug-Tan Orcs 3 60 (+9) 80 (+11) 100 (+13)
Shuuga-Mool Orcs 4 30 (+10) 50 (+12) 70 (+14)

You may defeat all enemy leaders if you feel like it, but this won't end the scenario. The sole winning condition is to get Konrad to the entrance of the Dwarven Kingdom. Actually, there are two entrances: the "Great Gates", clearly labeled as such, and a less conspicuous side entrance in the northeastern corner. Only one of these is open, the other is blocked from the inside (determined at random).

You start the scenario with one rider who suggests to scout ahead: that's a good idea, even though you may choose another unit for the task. If you happen to have a quick Lancer, it could be a good idea to use it for this purpose, but anyone reaching an entrance will tell you whether it's open or not.

Alternatively, if you played scenario 5b Isle of the Damned, one of your outlaws will tell you about his uncle who used to have business with the dwarves, hiding in a village along the way at position (18,24), you'd probably seize it anyway). The uncle is a loyal Bandit who joins your troops; he also tells you which entrance to choose, the main gate or mine tunnels. It pays off to actually read that dialog.

The most minimalistic approach is to recruit one castle full of cavalry and RUN. The enemies have to cover some distance and cross difficult terrain in order to get in your way -- if Konrad starts running on turn one, he can move past them practically unopposed. It falls to the cavalry to bring up the rear: let them form a line somewhere near the Pillars of Thunedain while Konrad, Delfador and the other walkers keep going. Holding the line for a single turn is enough, then the riders may follow Konrad, leaving the pursuers behind and unable to catch up again (except for the wolves, but there shouldn't be many).

You can still follow this basic principle if you recruit for two turns, adding a healer or two and perhaps some Rangers (their ambushes will stop many opponents). If you recruit for more than two turns, this will become a rather normal battle: your rearguard can no longer disengage, but will have to keep on fighting. There's nothing wrong with that, you can gain quite some experience that way, just don't forget the actual objective.

It's useful to know that moving any unit close to the small lake near the main entrance, any position inside the square between (10, 10) and (15, 15), will cause an aquatic monster to appear. It will attack anything that moves (including orcs and trolls) and poisons its victims, so watch out.

See also the forum discussion.

Scenario 14 - Plunging into the Darkness

dARbA6r.jpg

14. Plunging into the Darkness

31 × 41

  • Objective: Find the dwarves.
  • Lose if: Konrad, Delfador or Kalenz dies.
  • Turns: Unlimited.
  • Starting units: Konrad, Delfador, Kalenz
  • Other:
    • Shroud is on.
    • Secret pasage in the southwestern part of the tunnel.
  • Starting gold: (Easy/Normal/Challenging)
Leader Team Side E N C Note
Konrad Rebels 1 0 0 0 No income
- Monsters 2 - - - Hidden in the Status Table
Relgorn Rebels 3 0 0 0

In principle, this is quite simple. You cannot recruit or recall and just have to walk down that corridor until you find the dwarves—you can't possibly miss them. You will be attacked by a few bats. They may hurt, that's all. This is mostly a lesson: see how slow Kalenz is in the caves? Notice his abysmal terrain defense? Clearly, this is no place for elves.

Since you're reading this walkthrough, you'll also be interested in locating the secret passage leading to a chest of 200 gold pieces in the southwest. Send a unit to (17, 36), and the secret passage is found. However, said chest is guarded by a rather nasty spider: watch out! It's a level-3 beast that poisons and slows.

After you're done with the bats, you can just sit there and wait until your men are healed again. There is no turn limit, after all. Once you found the secret door, do not get in. Step back a bit and the spider will rush out where you can attack her three to one. You should be able to kill her in a single turn, don't worry about getting poisoned—you won't die from poison and there are no other enemies left. However, if you fail to kill her quickly... you saved the game, didn't you?

Scenario 15 - The Lost General

7JjpNcH.jpg

15. The Lost General

38 × 30

  • Objective: Defeat all enemy leaders.
  • Lose if: Konrad, Delfador or Kalenz dies, or turns run out.
  • Turns: 50/46/42 (Easy/Normal/Challenging)
  • Starting units: Konrad, Delfador, Kalenz
  • Other:
    • Shroud is on.
    • A loyal Dwarvish Ulfserker can be found by a merman in this scenario.
    • If the allied dwarf leader is saved in this scenario, you will then be able to recruit Dwarvish Guardsman units.
  • Starting gold: (Easy/Normal/Challenging)
Leader Team Side E N C
Konrad Rebels 1 225 175 125
Geldar Rebels 2 200 175 150
Brugg Evil 3 240 280 320
Lionel Evil 4 160 200 240
Name Dwarvish Fighter Dwarvish Thunderer *Gryphon Rider
Image fighter..Y29yZS9pbWFnZXMvdW5pdHMvZHdhcnZlcw.png thunderer..Y29yZS9pbWFnZXMvdW5pdHMvZHdhcnZlcy90aHVuZGVyZXI.png gryphon-rider..Y29yZS9pbWFnZXMvdW5pdHMvZHdhcnZlcw.png
Cost 16 17 23
  • Newly available unique unit (unrecruitable): (only if he is rescued by a merfolk unit)
Name Ulfdain (Dwarvish Ulfserker)
Image ulfserker..Y29yZS9pbWFnZXMvdW5pdHMvZHdhcnZlcw.png

Moving underground is slow, especially for elves. Their fighters and archers are also ineffective against undead. Outriders and slyphs might be worth recalling, if you can afford them. Likewise, gryphons and horsemen are bogged down. Recruit dwarves for speed, and mages to back them up. (However, a Gryphon can pass the small pond quickly, and there are four villages on the other side.)

You are fighting Lionel, a former general turned Death Knight, who starts trapped in the south. To the west is the usual orc/troll force. In the north is a dwarven ally, although if you are too slow they will be overwhelmed by the orcs/trolls.

Dwarvish Fighters do well against the undead, while Dwarvish Thunderers do best against the orcs and trolls. If you choose to go for gold, rush troops both south and north, reinforcing the ally dwarves and triggering the appearance of the undead. If you choose to go for experience, ignore the undead until you have killed the orcs, then return en masse to destroy the undead. Don't take too long, as Lionel will break forth on turn 20.

There are two ways to get to Lionel: an entrance opens in the pond on turn 20; and walls collapse when units move into tiles just south of the sign that says "Guest Quarters", regardless of when this happens.

If the dwarf leader survives (and you actually reveal him), Dwarvish Guardsman will become available. It is easy to underestimate the importance of these units. Their defensive capabilities can be greatly appreciated towards the end of the campaign, especially in the last two scenarios.

Note: If you recall/recruit a merfolk unit and send it to the pond, then have it go to the whirlpool, it will arrive in a hidden cavern with a friendly Dwarvish Ulfserker. Once your merman returns to the whirlpool through the other end, it will carry the ulf with it.

See also the forum discussion.

Scenario 16 - Hasty Alliance

n6CpVFJ.jpg

16. Hasty Alliance

19 × 20

  • Objective: Defeat the enemy leader.
  • Lose if: Konrad, Delfador, Li'sar or Kalenz dies, or turns run out.
  • Turns: 26/24/22 (Easy/Normal/Challenging)
  • Starting units: Konrad, Delfador, Kalenz
  • Other:
    • Shroud is on.
  • Starting gold: (+ extra income) (Easy/Normal/Challenging)
Leader Team Side E N C
Konrad Humans 1 200 (+5) 175 (+4) 150 (+3)
Li’sar Humans 2 350 325 300
Haaf-Garga Evil 3 100 (+3) 150 (+6) 200 (+9)
Name Dwarvish Guardsman
Image guard..Y29yZS9pbWFnZXMvdW5pdHMvZHdhcnZlcw.png
Cost 19

Li'sar is about to attack, when you are surrounded by Trolls and Goblin Knights. She joins forces with you to defeat the troll leader, bringing her Royal Guards and allied troops to the struggle.

Your greatest challenge will be to survive the first few turns, as the death of Konrad, Delfador, Kalenz, or Li'sar will end the scenario. Once you have defeated the first wave, it is relatively easy to finish off any remaining trolls and move north to the troll leader. Try and encourage your allies to go first and take the hefty damage from the Level 2 and Level 3 trolls, while your mages and dwarves get the experience for killing blows.

Dwarvish Guardsmen can really shine in this scenario. On the first turn, all of your initial recruits will be hit by 2-3 lvl 2 trolls, which is enough to kill almost any of your units if they get unlucky. The Steadfast ability makes Dwarvish Guardsmen the most likely fodder to survive this wave. After that, you can push them out around your keep to provide you enough cover to recall your fragile mages/sylphs to actually take the trolls down. It's worth noting that, while elves in general take 3 MP to move on cave terrain, Elvish Sylphs and Shydes only require 2 MP on cave terrain, presumably due to "flying". So those elf units are the most useful in these underground levels.

An alternative way is to recruit a keep of thieves (the cheapest unit) and move Delfador and Kalenz out of the way. Then the allies are able to send help over so that you can get 'real' units on the second turn without suffering casualties.

See also the forum discussion.

Scenario 17 - The Sceptre of Fire

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17. The Sceptre of Fire

48 × 73

  • Objective: Capture the Sceptre of Fire with Konrad or Li’sar.
  • Lose if: Konrad, Delfador, Li'sar or Kalenz dies, or turns run out.
  • Turns: 45/41/37 (Easy/Normal/Challenging)
  • Starting units: Konrad, Delfador, Li'sar, Kalenz
  • Other:
    • Map is randomly generated.
    • Shroud is on.
    • Delfador will tell you which tunnel to take (North-East or North-West) if he misses his turn. It is recommended that you let him miss his turn, as knowing which tunnel to take will save you a significant amount of time and trouble.
  • Starting gold: (+ extra income) (Easy/Normal/Challenging)
Leader Team Side E N C
Konrad Rebels 1 525 500 475
Random Orcs 2 70 70 70
Random Orcs 3 70 70 70
Random Orcs 4 30 (+2) 40 (+4) 50 (+6)
Random Orcs 5 30 (+2) 40 (+4) 50 (+6)
Random Orcs 6 10 (+2) 20 (+4) 30 (+6)
Random Orcs 7 20 (+2) 30 (+4) 40 (+6)
  • Newly joined unique unit:
Name Li'sar (Princess)
Image human-princess..Y2FtcGFpZ25zL0hlaXJfVG9fVGhlX1Rocm9uZS9pbWFnZXMvdW5pdHM.png

The map changes each time, so if you're save-scumming, be sure to checkpoint right after the scenario starts, and replay once you know where the Sceptre of Fire is.

There are 4 enemy leaders on Easy and Normal difficulties and 5 on Challenging difficulty. The map is randomly generated; there are approximately 22 villages on average, and the carryover gold is dependent on the number of villages. The scenario certainly feels as if you're in for a major underground struggle, but the enemy leaders have little money to begin with and -usually- they won't have much of an income either.

Usually, there are two large tunnels going north, and quite often you meet little resistance in one, and quite a lot in the other -- though the latter still doesn't qualify as tough. You can gain quite some XP in the contested tunnel, just form a shieldwall with (mostly) Dwarvish Guardsmen, play it safe, and you can level up some 4-8 dwarves. It's a good idea to station Kalenz here, his faerie fire will help a lot against the occasional lvl-3 Troll.

Meanwhile, Li'sar, Delfador, one healer and several of your better dwarves should move up the less contested corridor and scout the map. The Sceptre of Fire is usually somewhere about 2/3rds up the map. You may encounter the occasional enemy... it's alright to buzz off in all directions, but make sure that everyone has a line of retreat and may receive support within a turn or two.

The scenario ends as soon as Konrad or Li'sar gets to the Sceptre of Fire. You may delay this a bit in order to milk a few more XP, but there's not that much more to be gained by then. All things considered, it's better to let Li'sar have the Sceptre of Fire -- she'll be with you until the end, she has no ranged attack, and while Konrad will often be held back by recruiting and recalling, Li'sar can be in the frontline from turn one.

Note: When the earth rumbles, something actually happens. There are lava chasms in various places, and these grow when there is a rumble, so keep your units away.

See also the forum discussion.

Scenario 18 - A Choice Must Be Made

CWiPJEV.jpg

18. A Choice Must Be Made

38 × 53

  • Objective: Defeat either of the enemy leaders.
  • Lose if: Konrad, Delfador, Li'sar or Kalenz dies, or turns run out.
  • Turns: 30/27/24 (Easy/Normal/Challenging)
  • Starting units: Konrad, Delfador, Li'sar, Kalenz
  • Other:
    • Simply decide for one direction and block the bridge in the other direction unless you want to fight on two large fronts.
    • First real chance to level gryphons.
  • Starting gold: (Easy/Normal/Challenging)
Leader Team Side E N C
Konrad Rebels 1 230 200 170
Urug-Telfar Orcs 2 150 200 250
Unan-Ka’tall Undead 3 160 210 260
  • Diverging Campaign Paths:
How this scenario 18 ends Scenario 19 Scenario 20 Bonus in 19 Bonus in 20
Kill the orc leader in the north 19a Snow Plains 20a Home of the North Elves Flaming Sword Loyal Elvish Rider
Kill the undead leader in the south 19b Swamp Of Dread 20a Home of the North Elves Void Armor Loyal Elvish Rider
Bring a merfolk unit to the east on (38, 28/29) 19c The Cliffs of Thoria 20b Underground Channels Loyal Lieutenant Wose Lore

Going south is the easiest way: the Orcs coming from the north may only cross the river at the bridge, a choke-point that's easy to block. In fact, a determined attack may defeat the undead before the bulk of the Orcs even makes it to the bridge. Fighting the Orcs in the hills will take longer while the undead can walk through deep water or fly over it, crossing the river wherever they like.

The undead needs to be dealt with even if you don't want to kill their leader. Delfador, Kalenz and Li'sar with the Sceptre of Fire all have undead-killing ranged attacks — add two more Mages (one of them a healer) and three Dwarvish Steelclads as bodyguards. Recruit those on turn one and move them to a position where they may receive the Chocobones' attack by dusk. After the Chocobones are gone, the remaining undead ought to be manageable even if you don't throw any more troops that way (though you may do so if you're after the undead and want this to be finished quickly). You may need a few turns' rest before you can tackle the Death Knight, but eventually your spellcasters should dispose of him quickly.

In order to hold back the Orcs, a few elves plus a healer are enough to secure your end of the bridge; the Orcs will be reluctant to attack even level-1 Elvish Archers during the day, and if you employ more and better troops (like, level-3 units in the woods and a few mermen in the water) the Orcs may not even attack at night. There's not much experience to be gained that way, though. If you want to actually fight the Orcs, you should get to the other side and meet them there. There's plenty of mountains, an excellent opportunity to get some more experience to your dwarves (you will have good use for high-level Dwarves later on). Dwarves, Gryphons and Orcs all have high defense in the mountains, so fighting will be slow.

It will be a long walk to the northern leader even after you rubbed out his army. You might consider an assassination: send like 4-6 suicidal gryphons to his keep. Bonus points if you have a Silver Mage (teleport!). Of course, you can assassinate him without defeating his host first. Just wait until his army is too far away to turn back and help him.

Talking about Gryphons... this is the first time that you can really use them. Gryphons alone won't really impress the Orcs, not even when supported by leaders and healers (they're level-1 units, after all). They may however seize a few villages, harass and distract the enemy, track down wounded units and so on. You should certainly get a few.

See also the forum discussion.

Diverging campaign path

Scenario 19a - Snow Plains


7hq7Tqd.jpg

19a. Snow Plains

31 × 38

  • Objective: Defeat the enemy leader.
  • Lose if: Konrad, Delfador, Li'sar or Kalenz dies, or turns run out.
  • Turns: 43/40/37 (Easy/Normal/Challenging)
  • Starting units: Konrad, Delfador, Li'sar, Kalenz
  • Other:
    • Obtain the Flaming Sword.
    • Li'sar will tell you about her relationship with her mother.
  • Starting gold: (+ extra income) (Easy/Normal/Challenging)
Leader Team Side E N C
Konrad Rebels 1 225 200 175
Urag-Tifer Orcs 2 150 (+12) 225 (+16) 300 (+20)

The main feature of this scenario, as its name suggests, is the terrain. Both armies will be slowed down by the snow. You may try recalling thieves and elves, who are not slowed down as much as other types of units. Another good choice is horsemen (Knights, Paladins, Lancers), which will have a field day, given that the enemy tends to scatter some of its units throughout the map where they will be sitting targets.

You can find the Flaming Sword—a remarkable weapon of type melee-fire, magical, and 25% increased damage—on the great tree at (29,9). You can equip it to one of your fighter heroes (Konrad, Kalenz, Li'sar) or any level 2~3 unit from the Elvish Fighter line, or to Paladins. A good idea is to give it to the unit you like to use the most in your front lines (but not to the same person with the Sceptre of Fire).

The Orcish leader will have a good flow of income, so once you gain control of the map, you can milk the battle for experience, in case any of your units need it.

If you're willing to give up the Flaming Sword, you can score a huge early finish bonus by recalling only Gryphon Riders/Masters, advancing them with your ground units to draw the enemy's attention, then swinging them around the enemy line and assassinating the leader once his troops are too far into the snow to reinforce him.

See also the forum discussion.

Scenario 19b - Swamp Of Dread


FEWSAXT.jpg

19b. Swamp Of Dread

34 × 33

  • Objective: Defeat the Lich-Lord Aimucasur.
  • Bonus objective: Defeat all Death Knights first.
  • Lose if: Konrad, Delfador, Li'sar or Kalenz dies, or turns run out.
  • Turns: 33/30/27 (Easy/Normal/Challenging)
  • Starting units: Konrad, Delfador, Li'sar, Kalenz
  • Other:
  • Starting gold: (+ extra income) (Easy/Normal/Challenging)
Leader Team Side E N C
Konrad Rebels 1 230 200 170
Clarustus Undead 2 60 (+6) 80 (+8) 100 (+10)
Merlunius Undead 3 80 (+6) 100 (+8) 120 (+10)
Aimucasur Undead 4 100 (+6) 140 (+9) 180 (+12)
Secadius Undead 5 60 (+6) 80 (+8) 100 (+10)
Dafeis Undead 6 80 (+6) 100 (+8) 120 (+10)

The swamp of dread isn't all that dreadful. This is a 5-castle map and there are lots of undead, but they are mostly levels 0 and 1 - nothing like Princess' Revenge. The terrain is unfavorable (swamp and sand, but hampers the Undead as much as you; and if you have a preference for Gryphons or Merman, the mobility advantage will be yours.

The swamp is good terrain for your Mermen. Those with attacks that hurt the undead (the ones with Storm Tridents, Netcasters, Priestesses...) or any level 3 unit can make quite a difference. However, be aware that the campaign is coming to an end and you'll probably have little use for Mermen in the following battles; so while the Mermen may well lend a hand, any experience they gain will effectively be wasted. (However, the next two levels do include rivers, so if you really insist you could still use Mermen later.)

One of the Death Knights (chosen randomly) drops the Void Armor when killed. The unit that picks it up will gain high resistance to physical damage (50% blade, 40% impact and 40% pierce, instead of whatever previous values they had, and additive +10% fire). Note, however, that by the time you get the armor, you're probably close to clearing the level anyway, so better to think of it as an end-of-scenario perk rather than an intermediary objective playing the scenario.

Some of the Lich's power is tied to the Death Knights; killing all four will hurt the Lich and its current HP is reduced by 60% (i.e. 60 to 24, 50 to 20, 40 to 16, etc.) although it will try to heal on a nearby village if given some time.

The Void Armor is useful for an Elvish Champion or Avenger (but not Dwarvish Lords because they already have excellent resistances) or even to protect a fragile mage from melee attacks. A Paladin with 40% pierce resistance instead of -20% is a substantial plus to this unit as well.

See also the forum discussion.

Scenario 19c - The Cliffs of Thoria


IrEmjRt.jpg

19c. The Cliffs of Thoria

55 × 22

  • Objectives:
    1. Make it to the end of the river.
    2. Move Konrad to the cave.
  • Bonus Objective: Rescue the lieutenant.
  • Lose if: Konrad, Delfador, Li'sar or Kalenz dies, or turns run out.
  • Turns: 55/50/45 (Easy/Normal/Challenging)
  • Starting units: Konrad, Delfador, Li'sar, Kalenz, Merman Advisor
  • Other:
    • This scenario starts in the Afternoon. (Most scenarios start at Dawn.)
    • Fog is on.
    • Loyal Lieutenant on the island in the southeast.
    • A storm trident is located near the first two islands.
    • You find small amounts of gold on each drake base you conquer.
    • Merman Advisor is the merfolk unit that reached the end of the river in scenario 18 A Choice Must Be Made.
  • Starting gold: (+ extra income) (Easy/Normal/Challenging)
Leader Team Side E N C Note
Konrad Rebels 1 280 (+5) 250 (+4) 220 (+3)
Keh Ohn Drakes 2 100 100 100
- Monsters 3 - - - Hidden in the Status Table
- Rebels 4 - - - Hidden in the Status Table
  • Newly available unique unit (unrecruitable): (only if he is rescued)
Name Warven (Lieutenant)
Image lieutenant..Y29yZS9pbWFnZXMvdW5pdHMvaHVtYW4tbG95YWxpc3Rz.png

After a little spat between Kalenz and the merman you use to go east, you'll head for the Cliffs of Thoria. You'll find a long water level full of derelict vessels of the Queen. You'll also meet a Drake. After some conversation you discover that the Queens' forces attacked the Drakes, and now the Drakes will stop you from going forward. Since you have to move forward, you'll have to fight them.

There are a number of small islands on this map with Drake bases. Each base will produce one Drake every few turns until one of your units occupies the base. This means that they will never run out of reinforcements. In order to win this, you need to kill them faster than they spawn new recruits. No easy task.

There is an opportunity to pick up a wonderful loyal unit, although you may wish to skip the challenge if you don't have good gold reserves and a sufficient number of leveled-up mermen.

Hire many gryphons and merfolk. Since each base creates a unit every few turns, to destroy a base you have to kill its occupant or wait until it flies towards one of your units, and then move a unit onto the base as quickly as possible, before a new drake comes out of it. Since merfolk can't move onto mountains, you'll need gryphons for that. However, if you have any Elvish Rangers/Avengers, note that they have better defence and much better movement on water than the other landlubbers; they even have better movetypes on mountains! This makes them extremely useful for attacking the drake bases—as gryphons, even at L2, are much poorer fighters. For example: a L2 gryphon will deal 14–2 damage to a drake (total 28) while a ranger will do 8—4 (total 32) and Rangers will still deal 6–3 melee retaliation damage. You will be surprised at how vulnerable the fliers are to drake fire and attrition from retaliation.

Drakes are vulnerable to piercing and arcane damage, so elvish arrows can be useful, as can your healers as spellcasters, but don't get too many landlubbers—most of the fighting will happen in or over the water. Elvish Shydes are the exception, as they can move and fight well over both mountain and water (and have magical piercing attacks on top). Level-1 mermen will either die quickly or level up; high-level mermen will wreak havoc on the drakes. However, you need a good many level-2 mermen to begin with. Rookies alone cannot maintain the constant pressure you need.

When you finally make it to the far side, you'll be told that the waterfall is impassable: you need Konrad to reach the marked "cave entrance" in the middle of the northern edge of the map. Start walking early, he'll take a while.

A loyal Lieutenant can be found on the island at the southeastern corner of the map. He's badly hurt and poisoned, so make sure to protect him well.

A final tip: if you can lure a drake off its base, you can both a) easily kill it in the water and b) occupy its base with a gryphon.

See also the forum discussion.

Divergent Campaign Paths

Scenario 20a - Home of the North Elves


6Pgebjz.jpg

20a. Home of the North Elves

80 × 38

  • Objective: Konrad must reach the Lintanir Forest to the east and hold that position until the turn is over
  • Lose if: Konrad, Delfador, Li'sar or Kalenz dies, or turns run out before reaching the forest.
  • Turns: 21/20/19 (Easy/Normal/Challenging)
  • Starting units: Konrad, Delfador, Li'sar, Kalenz, Haldiel, Delurin, Reglok, Niodien (loyal Elvish Rider)
  • Other:
    • Fog is on.
    • Your base will be dismantled after the first turn
    • Haldiel, Delurin, and Reglok are auto-recalled only if they are in the recall list.
  • Starting gold: (+ extra income) (Easy/Normal/Challenging)
Leader Team Side E N C
Konrad Allies 1 225 (+5) 200 (+4) 175 (+3)
Kior-Dal Orcs 2 300 (+12) 350 (+16) 400 (+20)
Honber Asheviere 3 300 (+12) 350 (+16) 400 (+20)
El’rien Allies 4 600 (+20) 500 (+20) 400 (+20)

You reach this scenario from either scenario 19a Snow Plains or scenario 19b Swamp Of Dread.

This is a very large map with some interesting challenges. First, Konrad needs to move all the way across to the eastern side. Second, Fog of War is turned on, so you won't know where the enemy is until you blunder into them.

However, even in the fog you can see the terrain, including the enemy keeps. The Orcs start in the northcentral part of the map, while the humans begin in the southeast. What you can't see are the large hosts of level-3 units standing near their respective camps: these are the armies, and *they will not move* unless someone walks into their striking range. Getting at an enemy leader will be difficult indeed, but if you're content with moving past the armies you'll only have to cope with the level-2 vanguards seeking each other.

All of the starting units can move six or more hexes per turn. You may recruit an additional encampment of more troops (i.e. 6 more); it's probably best to get only riders, be they human, elf or gryphon. Most of them should be level-2 at least. If you want to bring a healer, get the fastest on your roster (a quick Elvish Shyde, perhaps?) and make sure it's spawned at the eastern side of your keep.

There is some dialogue to remind you that the winning condition is to move Konrad into the forest, while keeping Li'sar, Delfador and Kalenz alive; everyone else is "not important". On turn 5 and 7, some Elvish Riders will show up near Konrad and happily demonstrate how sacrificing a single unit can keep many others safe; they do it so well that you probably don't need to sacrifice any units of your own, but now you know how it works.

The dialogue makes you expect a large battle between Humans and Orcs, but no one tells you that the Elves (who have a keep in the woods) will also recruit a large force, and attack anyone in sight; you'll probably see your first Human warriors much later than you'd expect and find that they're busy enough fighting the elves. So you only really have to deal with the Orcs; once you're confident that they can't get at Konrad anymore, he can move on pretty much on his own. Your troops may turn around and fight the remaining Orcs, or join the Elves and steal a few kills there, or whatever. Have Konrad stop short of the forest to give your troops more time for fighting if you feel like it.

Delfador will tell you when Konrad enters the domain of the Elves, but the scenario won't end then: you need to finish your turn and let everyone else have one last chance to attack your troops. If Konrad is still alive at the beginning of your next turn, you've won.

See also the forum discussion.

Scenario 20b - Underground Channels


7Zzcnuh.jpg

20b. Underground Channels

50 × 35

  • Objective: Find the exit from the underground and move Konrad to it.
  • Bonus objective: Help the wose fend off the undead attack.
  • Lose if: Konrad, Delfador, Li'sar or Kalenz dies, or turns run out.
  • Turns: 55/50/45 (Easy/Normal/Challenging)
  • Starting units: Konrad, Delfador, Li'sar, Kalenz
  • Other:
    • Fog and Shroud are on.
    • Wose Lore book will drop in the northwest corner of the map after you defeat the Ancient Lich.
  • Starting gold: (+ extra income) (Easy/Normal/Challenging)
Leader Team Side E N C
Konrad Rebels 1 225 200 175
Szerkz Saurians 2 100 (+6) 150 (+9) 200 (+12)
Muff Argulak Undead 3 150 (+8) 200 (+12) 250 (+16)
Haralamdum Rebels 4 150 (+10) 100 (+6) 70 (+2)
Bona-Melodia Rebels 5 50 50 50

You start at the far southwest of a large map, consisting of mostly cave, river, and swamp areas. In the northwest is a friendly Wose leader who will send a few level one Woses, and at the far northeast is the entrance, and some friendly elvish units. In the middle is an Ancient Lich who recruits level 2 and 3 undead, and in the southeast is a small group of Saurians.

This level is relatively easy, especially with the high-level Mermen you should have from scenario 19c The Cliffs of Thoria. You can recruit on keep of level 2 and 3 Mermen and Dwarves. Either run north and then east for a quick finish or go east and then north for farming some experience from the Saurians. Alternatively, slowly kill every enemy on the map before continuing. Be careful if you choose to fight the undead though, as the Ancient Lich can kill most of your units in one turn, and his recruits, though not numerous, are powerful. If you choose to fight the undead, the mermen who got the Storm Tridents in the previous scenarios, as well as any Mermaid Priestesses or Diviners will be extremely useful.

If you trigger a dialogue with the Woses and help the Ancient Wose, defeat the Ancient Lich. A dialogue between Delfador and the Woses will trigger and prompt you that the Woses thought Delfador was looking for a book back in his youth. The book when read: "Wose Lore - This massive book is filled with the Lore and legends of the Wose. Any who read it learn deeply of the ways of the twig and leaf, the tree and the forest.

The Wose Lore's effect: Reduce movement cost for forest terrain to 1. Give AMBUSH ability. Give 70% defense on forest terrain.

The Wose Lore can work particularly well for the following units:

  1. Horseman line units - their default 3 movement cost & 30% defense in the forest are now 1 movement cost & 70% defense.
  2. Dwarf Berserker - 70% defense works well with his berserk ability.

For the laughs:

  1. Gryphon riders - yes. A bird and a dwarf hiding in a forest.
  2. Merfolk units - even they can fight well in the forest after reading the book.
  3. Ranger (human) - now you have a chaotic 'elvish' ranger.

See also the forum discussion.

Scenario 21 - The Elven Council

This is a cut-scene furthering the storyline. No combat takes place.

Scenario 22 - Return to Wesnoth

W6digZ4.jpg

22. Return to Wesnoth

45 × 37

  • Objective: Defeat all enemy leaders.
  • Lose if: Konrad, Delfador, Li'sar or Kalenz dies, or turns run out.
  • Turns: 31/28/25 (Easy/Normal/Challenging)
  • Starting units: Konrad, Delfador, Li'sar, Kalenz
  • Starting gold: (Easy/Normal/Challenging)
Leader Team Side E N C
Konrad Rebels 1 400 350 300
Josephus Asheviere 2 80 120 160
Dwar-Ni Asheviere 3 110 150 190
Malatus Asheviere 4 100 150 200
Name Gryphon
Image gryphon..Y29yZS9pbWFnZXMvdW5pdHMvbW9uc3RlcnM.png
Cost 29

Three Halberdiers appear as enemy reinforcements in the southeastern corner of the map when you slay one of the generals. The bridge across the river is a good place to establish a defensive position, since attackers have to use the sand and water hexes to attack.

You can use the forests to your advantage: elvish troops are best in forest, while the enemy Loyalists and Orcs are seriously slowed by the trees. On the other hand, nobody said your enemies will be that interested in frolicking in the forest when they have more accessible units outside of it.

How about Gryphons? Your enemies will be recruiting level-2 and level-3 units, and the Halberdiers are level-3, so relying on a force of Gryphon Riders, or even Gryphon Masters, will probably not work out too well. However, a pair of Gryphons (especially quick ones) can work great for village captures, doubling as an effective diversion, especially with respect to the Halberdiers. Watch these heavy-hitters comically wading through the thick brush of the southeast forest as you fly circles around them.

Your enemies aren't very rich, so while their recruits are powerful - they're also few in numbers. This means their defensive formations will have gaps. Add the fact that, except for the Goblin Knights, your enemies are on the slow side, and you find that using mounted units could be opportune. The downside for these is the Halberdiers' first strike: A lancer or Knight taking ~38 damage before touching his enemy is not a pretty sight. Take these out with your heroes instead (Delfador, Kalenz and whoever has the sceptre), or units with ranged attacks.

See also the forum discussion

Scenario 23 - Test of the Clan

RL2iz8m.jpg

23. Test of the Clan

86 × 58

  • Objective: Defeat (30/35/40) enemy units. (Easy/Normal/Challenging)
  • Bonus objective: Defeat enemy leaders.
  • Lose if: Konrad, Delfador, Li'sar or Kalenz dies, or turns run out.
  • Turns: 42/39/36 (Easy/Normal/Challenging)
  • Starting units: Konrad, Delfador, Li'sar, Kalenz
  • Starting gold: (+ extra income) (Easy/Normal/Challenging)
Leader Team Side E N C
Konrad Rebels 1 300 250 200
Sir Alric Plainsmen 2 60 (+4) 90 (+6) 120 (+8)
Sir Ruga Plainsmen 3 60 (+4) 90 (+6) 120 (+8)
Sir Daryn Plainsmen 4 60 (+4) 90 (+6) 120 (+8)
Lord Bayar Plainsmen 5 90 (+6) 120 (+9) 150 (+12)

This is a large map against mostly Knights, Lancers, and Bowmen. The map is mostly open plains, which is an ideal battlefield for mounted units. The easiest way to complete the scenario is to keep all your units in one group and take them en mass to the enemy. Fast and powerful units like Grand Knights, Lancers or Paladins are important. Units with pierce attacks (Elvish Archers, Elvish Shydes, Knights) will deal high damage to the mounted enemy units (which have low pierce resistance).

Expect heavy losses from the charge attacks, but don't fret, because this is the second-to-last scenario. You'll want to finish this scenario quickly to get a nice gold bonus for the next level.

Reportedly, one way to win is to gang up on Lord Bayar in the southwest with fast units while attacking Sir Ruga in the southeast with the rest of your army.

If you want to have a long field battle, you can put groups of Dwarves or Elves in the hills. The enemy will tend to attack the hills, thus giving you some advantage. Hills also make a relatively safe haven for healing your mounted units. Try to kill the southeastern leader early so you don't have to divert so many of your resources to the south flank. Dwarves can also be useful for forming defensive lines on open ground. What they lack in defense rating, they make up in pierce resistance.

If you want to defeat all the clan leaders before killing the maximum allowed number of units (which ends the scenario), recruit a castle of Healers, then recruit a good force of Gryphon Riders. Grab as many villages as is safe, and then position your Gryphons on the deep water in the lake. The next castle full of recruits is your main army and two more Gryphon Riders. March them south, take out the southeastern leader, then send the two Gryphons to the group in the lake.

As soon as the majority of the northwestern leader's troops move away from him, assassinate him with your Gryphons. He should die in 1-2 rounds of attacks, assuming you don't lose too many of your troops. In the southeast, recruit a couple of castles' worth of Gryphon Riders and send them west to take on the southwest (Black) leader, all the while keeping your main force just out of range of attackers if at all possible. As your Gryphons cross the river on the offensive, the AI usually moves troops back in to defend with. You should be able to outrun these. Converge all the Gryphons you have left on the middle leader (Purple).

See also the forum discussion.

Scenario 24 - The Battle for Wesnoth

wcT6QEU.jpg

24. The Battle for Wesnoth

42 × 25

  • Objective: Defeat Asheviere.
  • Lose if: Konrad, Delfador, Li'sar or Kalenz dies, or turns run out.
  • Turns: 60/60/60 (Easy/Normal/Challenging)
  • Starting units: Konrad, Delfador, Li'sar, Kalenz, as many Grand Knights as you defeated in scenario 23 Test of the Clan
  • Starting gold: (+ extra income) (Easy/Normal/Challenging)
Leader Team Side E N C
Konrad Rebels 1 400 (+5) 350 (+4) 300 (+3)
Haliel-Maga Asheviere 2 125 (+6) 150 (+8) 175 (+10)
Heford Asheviere 3 125 (+6) 150 (+8) 175 (+10)
Sir Kalm Asheviere 4 150 (+6) 200 (+9) 250 (+12)
Asheviere Asheviere 5 250 (+7) 300 (+10) 350 (+13)
  • Newly recruitable unit:
Name Knight
Image knight..Y29yZS9pbWFnZXMvdW5pdHMvaHVtYW4tbG95YWxpc3RzL2tuaWdodA.png
Cost 50

One good strategy for this scenario is to set up a defensive line around your encampment, and let the enemy come to you. You'll want to make sure the units on your front line can survive the beating they receive for at least one turn, after which you rotate them with freshly healed units. Don't attack the attackers if it means your unit won't have enough HP to survive the next thrashing. Three or four healers will be needed behind the lines, and keep them fully occupied (remember that healers will heal every unit adjacent to them for 8 HP. They're like walking sets of 6 villages).

For front-line units, Dwarvish Guardsmen, even Level-1, are excellent; they'll take a good beating but not lose too many HP because of their steadfast ability, on top of their basic resistance to pierce attacks. Because they don't lose many HP, they'll also heal quickly. Only attack the enemy if no HP will be lost. Dwarvish Guardsmen can throw a spear at the attacker on every turn if the attacker has no ranged attack.

Other units that are good for the front line are any unit with more than 50 HP. Elvish Marshals will make your Dwarvish Guardsmen or Dwarvish Stalwarts even more awesome. Dwarvish Lords have an incredible 74HP and can dish it out back to the enemy. Unfortunately, after a good thrashing, these units will take a long time to heal back up because of the large number of HP lost.

COMMENTS BY ALEX STARGAZER: The above strategy works well, but is unnecessarily conservative. Three healers is the most you’ll need (otherwise they’ll be a liability trying to keep guarded). You can, and should, attack the enemy. One good way of doing this is to use Li’sar’s sceptre to burn most of a strong unit’s HP away, and then finish the target with guardsmen (or steelclads) backed by her leadership. This tactic will also leave Li’sar well protected from counterattacks.

Knights/Grand Knights deal a huge amount of damage, and can be used to destroy enemy archers and cavalry. Even Royal Guards can be killed this way: slowing them, or wounding them with archers/mages, and then charging them is an excellent tactic. Halbediers are the one exception to this.

If you have Mages of Light, manipulating their illumination is very effective against the orcs, although loyalist units require more caution. Tactically, the units you should be worried most about are duelists (dangerous skirmishers), halbediers (a real problem for most of your units; use mages and finish them off with lords/steelclads) and cavalry, which can sneak past your flanks or engage in suicide charges. Strategically, you’ll want to pay attention to your flanks, and ensure you have enough guardsmen to cover gaps. Avoid losing valuable units; it’s better to keep your Grand Knights/Elvish Marshalls/Dwarvish Lords/healers alive, even if it means passing up on killing high level enemies. You have plenty of gold to replace guardsmen, but you can’t replace a healer or leader. /END

If you have any Assassins, rotate them up and down the line, poisoning enemy units. The enemies have very few villages available to them in your vicinity, so with three Assassins you can poison half the army until the enemies have a bunch of level three units walking around with 1HP each.

Once the enemy has no army left, you can just wander up to Asheviere and discuss her resignation over a cup of hot tea. Asheviere has exactly 48 HP, so three hits of a 16-damage weapon, like the Sceptre, or four 12-damage hits, is enough for the kill. Or you could surround her with Elvish Shamans and get the last little bit of fun juice out of this game.

A quick assassination can even be performed by Master Gryphons or even sometimes Gryphon Riders: Recruit six of them, right on Turn 1, and send them south. You'll easily elude the forces of the eastern general and reach the river (or just past it). Moving in for the kill, however, might prove more difficult than you think - unless you've used an effective distraction. Sending out six-packs of Knight recruits each turn works well. Asheviere herself will not have many troops surrounding her for protection, and might actually be stupid enough to leave her castle to attack your Gryphons. One has to wonder how she's held on to the throne this long with such a poor sense of judgement. You'll probably want to approach her from the southwest, as right south of her is the bridge on which the loyal Weldyn troops will be coming to get you.

Using this strategy it is possible to win within 6-7 turns, without any significant losses. If, however, you've not distracted well enough, Asheviere may divert up to half of her forces to get your Gryphons. But in this case, again - congratulations, you've won: You should have still about 20 living Knights to storm the city with, while too many of her troops are stuck finishing their roast Gryphon sandwiches.

Of course, in both of the above cases you would be relying on a good bonus from scenario 23 Test of the Clan, which should be enough to win this scenario in any which way.

Another humorous brute-force way to win this battle is by relying purely on the diversion tactic mentioned above: An all-Knight rush. Knights are quite possibly the only Level-2 unit you can ever recruit in the mainline campaigns; with roughly 1,500 Gold from the plains battle, just send out loads of Knights to massacre the enemy with suicidal attacks. Just make sure to keep your heroes out of harm's way... It'll be a very bloody, but relatively short, win.

See also the forum discussion.

Scenario 25 - Epilogue

List of loyal units

Trait: I=intelligent, Q=quick, R=resilient, S=strong, D=dextrous, F=fearless, X=random (one of I, Q, R, S, but D is also possible for Elvish units)

Scenario Name Unit Type Trait How to find
1 Konrad Fighter - Automatic at the start
1 Delfador Elder Mage I Automatic at the start
2 Haldiel Horseman S Automatic at the start
2 Simyr Knight I Kill the enemy leader. [Challenging difficulty only]
3 Elrian Mage R Capture the village on (21, 10).
4 Gwimli Merman Fighter S Capture the village on (5, 38).
4 Jarla Merman Fighter I Capture the village on (5, 38).
4 Gwarloa Merman Fighter R Capture the village on (5, 38). [Easy difficulty only]
4 Kaba Merman Fighter Q Capture the village on (7, 35).
4 Kwaboo Merman Fighter I Capture the village on (7, 35). [Easy difficulty only]
4 Mabooa Merman Fighter R Capture the village on (11, 33).
4 Earooa Merman Fighter S Capture the village on (11, 33). [Easy difficulty only]
4 Nethuns Merman Fighter I Capture the village on (11, 33). [Easy difficulty only]
4 Gwoama Merman Fighter R Capture the village on (11, 33). [Normal and Challenging difficulty only]
4 Gwaba Merman Fighter S Capture the village on (19, 23).
4 Nepba Merman Fighter I Capture the village on (19, 23).
4 Triram Merman Fighter R Capture the village on (19, 23).
4 Mriram Merman Fighter S Capture the village on (19, 23). [Easy difficulty only]
4 Heldaga Merman Fighter Q Capture the village on (3, 10).
4 Apalala Merman Hunter S Capture the village on (3, 10).
4 Oceania Mermaid Initiate I Capture the village on (3, 10).
4 Elcmar Merman Fighter S Capture the village on (3, 10). [Easy difficulty only]
4 Aigaion Merman Fighter Q Capture the village on (3, 10). [Easy difficulty only]
4 Tini Merman Fighter R Capture the village on (3, 10). [Normal and Challenging difficulty only]
5b Delurin Outlaw R&I Automatic at the start
5b Kalba Merman Fighter X Automatic at the start
5b Gnaba Merman Fighter X Automatic at the start
5b Moremirmu White Mage - Send a unit to one of the temples on (11, 13), (9, 15), or (10, 17).
6 Reglok Rogue I Automatic on turn 6 (ford option), or take a village on the central island (village option).
6 Gelgar Thief X Automatic on turn 6 (ford option), or take a village on the central island (village option).
6 Gamlel Thief X Automatic on turn 6 (ford option), or take a village on the central island (village option).
6 Darglen Thief X Not available (ford option), or take a village on the central island (village option).
7 Kalenz Elvish Lord R&Q Automatic at the start
7 Loflar Elvish Fighter X Capture the village on (3, 15).
7 Niodien Elvish Archer X Capture the village on (12, 11).
9 Moremirmu Mage of Light - Moremirmu's route B in scenario 5b Isle of the Damned, available only in scenario 9
9 Random White Mage X Moremirmu's route B in scenario 5b Isle of the Damned, available only in scenario 9
9 Random White Mage X Moremirmu's route B in scenario 5b Isle of the Damned, available only in scenario 9
9 Random White Mage X Moremirmu's route B in scenario 5b Isle of the Damned, available only in scenario 9
13 Uncle Somf Bandit X Capture the village on (18, 24) while the outlaw advisor is alive.
15 Ulfdain Dwarvish Ulfserker R Send a merfolk unit to the whirlpool on (13, 22) and then (7, 23).
17 Li'sar Princess - Automatic at the start
19c Warven Lieutenant F Send a unit to an adjacent hex to him on (45, 16).
20a Telerandor Elvish Rider D Automatic at the start
22 Random Gryphon X Gryphon units' route B in Scenario 10 Gryphon Mountain
22 Random Gryphon X Gryphon units' route B in Scenario 10 Gryphon Mountain
22 Random Gryphon X Gryphon units' route B in Scenario 10 Gryphon Mountain
22 Random Gryphon X Gryphon units' route B in Scenario 10 Gryphon Mountain
22 Random Gryphon X Gryphon units' route B in Scenario 10 Gryphon Mountain
24 Sir Alric Grand Knight X Defeat him in scenario 23 Test of the Clan.
24 Sir Ruga Grand Knight X Defeat him in scenario 23 Test of the Clan.
24 Sir Daryn Grand Knight X Defeat him in scenario 23 Test of the Clan.
24 Lord Bayar Grand Knight X Defeat him in scenario 23 Test of the Clan.
This page was last edited on 22 June 2024, at 10:33.