TBC Walkthrough

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Revision as of 17:46, 30 November 2021 by White haired uncle (talk | contribs) (Faithdome)


Introduction

[WHU]

Farborough

[WHU] In this scenario, you will be facing enemies far superior to yourself. You will constantly be ambushed, so always leave yourself plenty of movement points to retreat, there's no turn limit. Just to the north is an obelisk, known as a Waypoint, move a unit onto it to learn about it. Unfortunately, it is key to surviving this scenario. Keep a unit next to it at all times so that if one of your units is in danger, you can transport back here, with all of your units healed and cured and the townsfolk regenerated. And that's what you'll need to do, trigger an ambush (with plenty of moves left), attack and try to kill someone for XP, then step on the obelisk and reset. It's kind of lame, but it's that or a lot of save-loading.

[WHU] Sometimes when you kill an enemy, they will offer to join you. I know of no instance where this is a bad idea. Note that Rimaru heals +16, which will come in handy. Try to advance anyone with leadership as soon as possible. Take your time, make your way north.

Crooked Ravine

[WHU] If this is your first time on this map, leave someone at the start, so you can retreat when in danger. Proceed slowly north to make contact with the Waypoint. When you get near the north you will trigger the Brothers of Light. To defeat them, you must kill all three mages. Chances are, that's not going to happen the first time, or the second... You'll probably end up fighting their army several times, using the river against them and running away via the Waypoint while collecting XP and gear.

Punishers

[WHU] No more running away, this time you have to fight. And win. And with a really tight turn limit. Hopefully, you leveled up a leader or two, because you're going to be recruiting woodsmen and peasants. Lots of them. Make use of your leaders and healers to support them, and try to make sure that you are constantly moving forward. Most of the time when you level up a woodsman you'll want to choose poacher (you can recruit bowmen, but not poachers, in the next scenario).

Burke's Retribution

[WHU] Use terrain, and a constant stream of fodder, to offset the enemies' numerical advantage. While the enemies are trying to overwhelm you, send a hit squad or two around them to assassinate their leaders.

[WHU] When complete, you will find yourself back in Crooked Ravine. Simply travel north, behind where the Brothers of Light appeared you'll find the passage to Goonville. There's also a cave along the upper right side of the map with a few undead, hopefully Rimaru is at least a Mage of Light by now and can make short work of them. At the end you'll find a pathetic chest of gold.

Goonville

[WHU] Visit the traders and load up your units, but only buy what you think you really need (save at least 150 gold), then enter Burke's Castle. There is a unit for hire just to the east of the traders.

Burke's Castle

[WHU] Use the corridors for protection and move slowly. Find the evidence in the southwest corner, then encounter Burke in the northwest.

To Tame A Land

[WHU] Follow the path and bridges with most of your army, while a fast unit heads south. Bribe the first two teams you encounter. As you head southwest and begin to encounter the enemy, try to own both sides of the river. The turn limit is extremely tight, try to make sure that each time you kill an enemy you are providing an open tile for one of your units to advance.

[WHU] The third Bloody Alliance leader is kind of a pain. There is blood rain which slows/hurts you, while healing his units. He also has drains on melee, and your ally doesn't understand that. Hit him with poison, or better yet incinerate, as soon as possible. Slow him to reduce his drains ability, and try not to let your ally into his castle. Pound away with ranged attacks, and consider tapping into your potion stash.

Burke's Castle

[WHU] The assassin has a lot of hitpoints, but she's weak to most types of attacks. Kill her, then head back to Goonville. In the northwest is a passage to Grey Hills, where you will be ambushed a couple of times, but at this point hopefully the whole running away thing is no longer necessary. In the northwest is a passage to Thunderhold, where you will be ambushed by some seriously bad dudes and unable to run away. Proceed west to the traders and another mercenary, then into the building to meet with Lord Konrad.

[WHU] Proceed south to Fertile Lands. In the southwest, you will find a castle with a ruined keep. And Konrad II. Go back north to Thunderhold into an ambush. Fight them off, or run away and come back, then visit Konrad. The assassin is back, more HP but still weak.

Marching into War

[WHU] AMLA time. There is a lot of experience to be had here, with a constant stream of enemy units coming up the road. You can kill lots of them in the river, but don't delay, when you get a chance to make a break at a leader do so with force. The final enemy, Luke, has a lot of HP but is relatively weak against everything but arcane. He does have a few nasty tricks up his sleeve, unless you have a great combination of penetration and heavy damage he probably won't go down quickly.

Coming of the Tide

[WHU] Your ally will provide a minor distraction, at best. You could add some fodder as well to keep the main part of the enemy army at bay, but it's probably not necessary. Build a strong defensive line on the walls of the castle. Send a couple fast and powerful units to disperse the southwest enemy leader quickly. Then, while the enemy armies are distracted, sweep east and kill off the leaders.

Fertile Lands

[WHU] This one can be tough at first, depending on your strength. 50 or so enemy units and a few more showing up every turn. It's also an infinite source of XP and loot. Simply create a V-shaped formation with one leg along the river and one leg protecting from attacks from the south, and retreat to Thunderhold (perhaps for a little shopping) whenever one of your units gets damaged. Once you feel confident, charge straight south destroying everything in your path. Chances are, with all the new gear and XP you picked up it's going to be a lot easier than you thought.

Faithdome

[WHU] Your enemy has a moat, and will do an excellent job of using against himself. Kill of bunch of units in the water, then charge in. There are three entrances through the mountains in the south. The eastern entrance leads to a new ally. The central entrance is your target. Use corridors to your advantage to dispatch the two ambushing armies, then kill the assassin, again.

War Rages On

[WHU] Place a unit that can take a lot of hits on the bridge. Kill everyone, then proceed down both banks of the river. The path will eventually turn southeast, when it does concentrate on that, leaving two or three units to clean up the two enemy leaders. Turns will probably be tight, so you want to be moving down that southeast path as soon and as quickly as possible.

Faithdome

[WHU] Now would be a good time to equip a unit with trickery, particularly one with marksman/magical (Al Ghareeb holding Stormrend sword works nicely, or you could craft Thundering Revenge). Go outside and proceed to the northwest corner to Valley Passage. Follow the river again, joining in the battles. Send a unit down that southeast trail to pick up some loot, and note Konrad II's castle. Some enemies will appear in the southwest, just above them there is now a path into a cave which leads to the Hidden Valley.

[WHU] You fight Luke again, but this time in the blood rain. Hit him repeatedly with trickery to make him easy for your heavy hitters. Then send someone fast who moves well through the mountains down that southeast path and talk to Konrad II.

Siege of Ziggurat

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