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This is a discussion of The Eastern Invasion, the campaign featuring Gweddry General of Wesnoth.
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:''This walkthrough is in the process of being updated for version 1.18+''
  
Perhaps this will provide grounds for trenchant criticism from more experienced and abler players. These descriptions
 
are aimed at the "medium" difficulty level (as "easy" lets you get away with sloppiness and "hard" is for people who
 
are
 
comfortable with Advanced Tactics). Please improve these and add your own for later levels.
 
  
Warning: spoilers ahead!
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In this campaign you play the role of Gweddry, a human Frontier Sergeant who has the responsibility of dealing with a powerful Lich who wants to destroy Wesnoth. As a sergeant, Gweddry has the potential to level up into a Grand Marshal, a level 4 unit that can empower his troops significantly through Leadership. You start with the support of a White Mage named Dacyn, who will be by your side throughout the campaign.
  
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As any other walkthrough, this document describes plot details that can be considered spoilers. This is particularly true for this campaign.
  
=== 1. The Outpost ===
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Spoiler 1: Expect game-altering surprises and scenario modifiers that flip your strategy on its head. Every battle is a completely unique challenge!
  
it is probably best to recruit 5 heavy infantry and 1 mage on this scenario. The heavy infantry can flag the villages
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Spoiler 2: Unit AMLA behavior has changed to grant +8 HP bonuses or +1 damage bonuses, and there are a handful of items that permanently change your unit's attributes. In other words, don't give up on the Spearman line just because it's bad against Skeletons in the early game.
surrounding you by turn 3, turn 2 if they're quick, and the mage can flag the northern forest village on turn 2 if
 
quick.
 
  
Sending 2 HI south, to the revenants, is a good idea because you can usually get both of them a 2nd level kill without
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Spoiler 3: There will come a point where you will have to choose your favorite 6-12 recalls, and abandon the rest. Therefore, it is better to have a small, diversified squad of elites than a large roster of redundant roles.  
having either die. The other ones should stand and fight against the enemies coming at you from the north and east. Use
 
the HI most of time, and use the mage when they are in forest and it can get a killing blow. By the end of the
 
scenario,
 
you should have 2-3 shock troopers and 1 half-advanced mage.
 
  
It is sometimes a good idea to recruit another mage on turn 10 or so, since you will probably end the gold with less
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You'll probably want to level up at least two extra Mages of Light (other than Dacyn), and a few Arch/Silver Mages. Spearmen and Bowmen are highly effective if granted one of the many artifacts in the campaign that grant ''Arcane'' damage. Heavy Infantry are indispensable in the early game, but be wary of relying on them too much, since their low mobility will be a severe hindrance in several challenging scenarios.
than 100 gold anyway, so you save money by buying in advance. (mathematically this does make sense). Also, you can get
 
them about 10 experience along the way.
 
  
=== 2. Escape Tunnel ===
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=== The Outpost ===
  
Don't bother recalling HI, they go too slow in caves. Go for a group of mostly mages, and a couple of spearmen. If
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* '''Objectives''': Defend the outpost, then move Gweddry to the trapdoor.
either is quick, have it get the holy water. Use it and dacyn against the undead, and use the mages against the trolls.
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* '''Lose if''':  Gweddry or Dacyn dies, or turns run out.
Since you have allies they shouldn't die. Send Gweddry with a (hopefully) quick mage southeast to avoid the trolls and
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* '''Turns''': 11
go to the finish. Send the mage to get the gold, and get gweddry to the end of the tunnel for a victory.
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* '''Starting units''': Gweddry, Dacyn.
  
=== 3. An Unexpected Appearance ===
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Your 3 opponents will recruit slightly different units. The northernmost enemy will recruit Bats and skeleton troops, the middle one will recruit Walking Corpses, and the southern one will recruit skeletons including Bone Shooters and Revenants.  
  
What you do in this scenario depends on which way you want to go. Going east is harder, but brings you more reward,
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On turn 7, Dacyn will mysteriously disappear, and you'll briefly meet Mal-Ravanal, the leader of the undead, who summons tough ghost units and says mean things to the player. At end of turns, Dacyn returns and points out a trap door, near your starting fort, to exit the level. All of the enemy leaders will get a big gold boost -- there's no use fighting.
such
 
as the chance to go to Mal-Ravanal's Capital (which eventually will be worthwhile, but probably isn't now).
 
  
Obviously, first kill Mal-Tar. To do this, shoot him with Dacyn and attacking him with Gweddry's melee. It probably
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There are several approaches to this scenario, but the common factor in all of them is that 50% of your recruits should be heavy infantry, since their impact attacks are effective against skeletons, and they have excellent resistances against blade and pierce. Supplement with a few Magi -- if you can feed one enough EXP to obtain a second White Mage, you'll be in great shape. Fencers aren't much use, but you can use one to hold your western villages against Bats, or send one as fodder to occupy Walking Corpses.
won't kill him the first turn, so second turn kill the vampire bat he recruits with Dacyn and finish Mal-Tar off with
 
Gweddry.
 
  
Then, recall 2 shock troopers and 1 half-advanced heavy infantry on the side of the castle you are going (so if
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Just hold out for the enemy attack during nighttime; only rotate wounded units if possible, but do not counter-attack. At dawn, your enemies will flee, but they'll be back stronger than ever on the second night. Don't try to push for the enemies' keeps, instead keep your path to the trap-door clear and fall back to Gweddry's starting keep if needed.
you are attacking eastward, recall them on the 3 eastern castle hexes). This gives them  a headstart in that direction.
 
Dacyn might be wounded, so send him to a village. Don't worry, he can fend for himself, since the bats usually arrive
 
one at a time and he can kill one per turn.
 
  
Recall any mages with a lot of XP and the spearman you gave the holy water in the previous scenario, then go whichever
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=== Escape Tunnel ===
way you are going. You might want to recruit one throw-away cavalryman to go north, since he gives you income and draws
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* '''Objectives''': Move Gweddry to the end of the tunnel.
away enemies that otherwise would attack your main force from behind.
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* '''Lose if''': Gweddry or Dacyn dies, or turns run out.
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* '''Turns''': 17/15/13 (Easy/Medium/Hard).
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* '''Starting units''': Gweddry, Dacyn.
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* '''Other''':
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** Crystal Quiver in the Northeast cave
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** Treasure of 50 gold in Northeast cave
  
=== 4a. Elven Alliance ===
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This scenario occurs in a small cave occupied by trolls and dwarves. You start on the far West of the map, and your mission is to take Gweddry all the way to the opposite side.
  
The Orc's warning about the assassin is overrated; Volas can probably take care of it himself, although you might want
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You'll be unable to recruit heavily on this small map, and a prolonged battle is folly against the swarms of Undead who will appear on turns 12/10/8. Instead, recruit/recall a Bowman and 1 other speedy unit at the small keep just east of Gweddry, then hoof it to the southern tunnel.
to leave ONE unit near him to make sure.
 
  
Recruit / recall a wide assortment of units, mostly mages, spearmen and cavalry. Send mages and spearmen up to fight
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The Dwarves to your south are friendly and will distract the centrally-located Trolls for you. The trolls and undead are hostile to each other, as well as to you and the dwarves.  
the
 
opponent, send cavalry down as scouts. Any heavy infantry should go up to fight also; they will probably arrive late,
 
and be good for reinforcements when the first troops are wounded.
 
  
Align the troops in the forest, so that the enemy will be on grass; this gives you a tactical advantage. Use Dacyn to
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In the northeast, a Crystal Quiver is lightly guarded. This permanent item makes all the ranged attacks of the unit that picks it up of type ''Arcane'' and grants ''Illumination''. Give it to a Bowman, since Magi already have effective Ranged damage versus undead, and all your other units are primarily melee.
heal those who need it most - those on the corners, and any mages who are on the front lines.
 
  
There is a village at {20,8} that can prove very tactically useful, because the elves usually fight somewhere near it.
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You don't have enough time on this map to do much more than pick up the Quiver. However, you can use the eastern tunnel bottlenecks to slow-roll the Trolls and grant your Quiver-bearer some EXP, before escaping at the east end. Stepping on/through the last cave hex will trigger victory.
The elves are defeated most of the time, and the orcs claim this village; it is crucial to kill the orc on this vilage
 
and take it over with a resilient spearman, or a HI.
 
  
Once you have gotten past turn 6, it will be day, and the orcs will be very easy to defeat. When the assassin appears
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=== An Unexpected Appearance ===
on
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* '''Objectives''': Defeat either enemy leader.
turn 7, ignore it unless you have a cavalryman still down there. In that case, use it to fight the assassin. Keep
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* '''Lose if''': Gweddry or Dacyn dies or turns run out.
pressing up. By turn 9, the orcish leader should be dead.
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* '''Turns''': 24
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* '''Starting units''': Gweddry, Dacyn.
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* '''Other''':
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** Your next scenario depends on which leader you defeat.
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** Both Dacyn and Gweddry never miss when they attack on turn 1.
  
=== 4b. The Undead Border Patrol ===
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In this scenario you have to defeat one of the dark sorcerers on the edges of the map. Your next scenario will depend on the enemy you choose to kill. Killing the one to the West will take you to the ''Elven Alliance'' scenario, while the one to the East takes you to ''Ill Humors''.
  
This scenario also depends on which way you want to go. If going NW, it is fairly straightforward. The enemy is
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Going East is more difficult, especially on hard, but brings higher rewards: more EXP, loyal Dunefolk units, and/or loyal Paladin and Knights.
relatively weak. Do the same as in Unexpected Appearance - recruit 2 suicide cavalrymen to distract the bats. One will
 
probably get enough XP to be worth recalling.
 
  
I would use mostly heavy infantry and spearmen with holy water on this level, because mages will only get a +10% to hit
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First, expel Mal-Tar out of your keep. Your leaders can't miss on their first turn, so a turn 1 kill is guaranteed. Then, prep for battle. You will be fighting assorted undead (in the West) and Vampire Bats and Ghosts (in the East). This is an easier scenario, so focus on leveling units: Magi, your Quiver-bearer, and Gweddry himself (get that Leadership bonus!). Strive for a big early finish bonus.
from magical. However, as in most scenarios against undead, white mages are very useful.
 
  
Try to get the opponent to fight you from the sand. This gives you something like a 70% CTH. >)
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Approach 1 (going East): Send Magi and Spearmen east, along with a healer and Gweddry himself (once he's finished recruiting). Send your Quiver-bearer west with some Heavy Infantry and Mage backup (and a second White Mage if you have one). Neither Dark Sorcerer leaves their keep to fight, so you can bottleneck the Western enemy in the mountains and farm EXP, while the Spearmen and Magi press east.
  
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Approach 2 (going East): Recruit the same troops, but send all east, using the Heavy Infantry as a rearguard, to minimize any losses on that flank.
  
=== 4.5. Mal-Ravanal's Capital ===
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Approach 3 (going West): Recruit more lightly and push West. You should be able to kill the Western enemy before the other enemy's forces can reach you.
  
=== 5. The Northern Outpost ===
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=== Diverging Campaign Path ===
  
There are two enemies in this scenario that you must defeat - the undead and the outlaws.The undead are fairly
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==== Elven Alliance ====
straightforward to defeat, and in any case Owaec usually does most of the work. Just aid him with a few well-placed
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* '''Objectives''': Defeat enemy leader.
shock troopers (1-2 should do). That was the easy part.
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* '''Lose if''': Gweddry or Dacyn dies, or turns run out.
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* '''Turns''': 25
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* '''Starting units''': Gweddry, Dacyn.
  
The main challenge is the criminals. They appear randomly in the villages you flag (One of the villages has assasin
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The warning about the assassin is overrated. The assassin disappears into the forest, but you won't bump into him, he'll just reappear near the elf leader on turn 6.
that is outlaw leader), but not in those Owaec flags. So
 
don't worry about him uncovering enemies for you. Since when you capture a village the outlaws surround it, you should
 
surround each village before you capture it, so the enemy surrounds you. This makes it so they can't gang up on one of
 
your units with more than 3 people. Also, when you capture a village, try to kill as many enemies as you can before
 
they get a turn.
 
  
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Recruit / recall a wide assortment of units, mostly mages, spearmen and cavalry. Send mages and spearmen up to fight the opponent, send cavalry down as scouts. Any heavy infantry should go up to fight also; they will probably arrive late, and be good for reinforcements when the first troops are wounded.
  
Faster units are good on this level, since you need to run quickly around from village to village. Probably 1-2
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Align the troops in the forest, so that the enemy will be on grass; this gives you a tactical advantage. Use Dacyn to heal those who need it most - those on the corners, and any mages who are on the front lines.
cavalrymen, and 1-2 horsemen, plus some advanced mages and spearmen, will make large enough force. Don't take any heavy
 
infanry along bandit-hunting, although they're useful, as stated before, in fighting the undead.
 
  
=== 6. Two Paths ===
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There is a village at {20,12} that can prove tactically very useful, because the elves usually fight somewhere near it. Be careful grabbing villages that you don't accidentally get 10 -- if you do, the outlaws will flee and you'll lose the chance to gain Addogin, a loyal Outlaw. "Kill" him to add him to your roster and cause all his other forces to flee.
  
There is a choice to be made here, whether you want to fight the undead or the orcs. The orcs will be harder to defeat,
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Once you have gotten past turn 6, it will be day. When the assassin appears, you may ignore it unless you have a unit close-by. In that case, use it to fight the assassin. Keep pressing up. It is possible to kill the orcish leader by turn 9 for a nice gold bonus.
because their leader is level 3, but it might pay off later to kill him. It depends on how large an army you have by
 
now. If you can't take the orcs, you should recall what holy and impact units you do have and attack the undead. You
 
should set up a barrier so that the orcs can't attack your white mages and such. The orcs like to use assassins, so you
 
might need a white mage to help support the barrier, or just put a HI on a village. The orcs might go for him, not
 
around him.
 
  
If you want to go for the orcs, remember, there are only 12 turns, so you have to go straight north. I used lots of
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==== Ill Humors ====
level 2 and 3 mages I had from the previous maps, then sent the 2 strongest west to fight off the (very weak) undead
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* '''Objective''': Defeat Mal-Skraat
creatures, while everything else went north, killing the orc warlord just in time at turn 12.
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* '''Lose if''': Gweddry or Dacyn dies, or turns run out.
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* '''Turns''': 24/23/22.
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* '''Starting units''': Gweddry, Dacyn.
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* '''Other''':
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** An optional extra mission is possible
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** Any of your units that are adjacent to Swamp hexes will be Poisoned
  
=== 7a. Undead Crossing ===
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You have two immediate concerns on this map: the antagonistic wildlife, and the toxic swamp. Recruit/recall a keep's worth of units to deal with the nearby Swamp Lizard, and grab nearby villages.
  
Nicknameless person thinks that this is easier choice, because you're facing lich. Lich is turned to undead so its
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On Turn 2, you will be introduced to Hahid, a loyal Dune Apothecary, and his assistant Safyam, a Dune Burner. You'll also notice several Dunefolk units to the southwest. Hahid forms an alliance, and tells you to keep your units safe from the swamp by collecting alswdan herbs on specially marked, randomly placed tiles. Once you collect the 5th herb, Hahid will offer you 3 choices on how to proceed:
weak to fire, impact and holy attacks, unlike Necromancer. Just get all those units with holy water, recruit lots of
 
heavy infantry and mages, get everyone over river, to the east coast of island the lich is in. Wait there until its
 
daytime, and then simply CHARGE!!!
 
  
=== 7b. The Crossing ===
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* Pay 50 gold to end the scenario and begin ''Mal-Ravanal's Capital'', a challenging and rewarding bonus scenario inserted before ''Northern Outpost''.
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* Pay 0 gold to lose the Dunefolk from your team and proceed to ''Northern Outpost'' by killing Mal-Skraat.
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* Pay 150 gold to add ''all'' dunefolk to your team permanently, then defeat the northwest leader and proceed to ''Northern Outpost''.
  
I had only 100 gold, so recruited some units and went straight north from turn one on. The fighting in the water was
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Any of these options can succeed. However, bear in mind that the Dunefolk army all has the ''Mercenary'' ability, meaning they fight better when the player has gold, and worse when the player's gold is 0 or less. They are complex to manage, and may be a liability in larger battles.  
quite hard, with some orcs coming down from the north. The un-dead only appeared when I was in the middle of the river,
 
so no encounter with them, and the ogre's helped get rid of the orcs on the north side. (Allefant)
 
  
=== 8. Training the Ogres ===
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To go to ''Mal-Ravanal's Capital'': Send folks into the swamp to your east, and have Hahid and Safyam explore near where they appear. Fight off the swamp creatures, using White Magi to keep your team healthy. Don't over-recruit, and anticipate your team's upkeep costs! A nimble unit like a Fencer helps to snag faraway herbs quickly for a big finish bonus (you'll need it).
  
I made it 5 turns with 2 ogres remaining by killing two of them right at the start with Gweddry, then letting the other two chase Dacyn and Owaec. But since you won't need any ogre's later, simply kill all four.
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To recruit the dunefolk before ''Northern Outpost'': Same strategy, but more scrappy.
  
Alternate opinion:  Although ogres won't be your most powerful units (since they max out at level 2), they have a couple of advantages:  
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To go directly to ''Northern Outpost'', no dunefolk: you can collect 5 alswdan herbs and refuse to pay, or you can just kill Mal-Skraat. With corpses and bats, he's not much of a threat; the swamp poison is the scariest part.
* Their speed is unimpeded by caves or hills and only mildly impeded by everything else.  There are a couple of levels (eg. Captured & The Drowned Plains) where this is useful.  I was lucky enough to get one with 'quick' too.
 
* Being neutral they're not crippled at night like a lot of your units.
 
  
=== 9. Xenophobia  ===
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==== Mal-Ravanal's Capital ====
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* '''Objective''': Escape from the capital by killing one of the two dark sorcerers.
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* '''Lose if''': Gweddry or Dacyn dies
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* '''Turns''': n/a
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* '''Starting units''': Gweddry, Dacyn
  
This one was pretty easy. I recruited as much as I could, then went straight west to the elves, since they looked
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Only reachable from ''Ill Humors'' scenario, but you may skip it and go directly to ''Northern Outpost''.
weakest. Then from there I went north, letting Owaec grab the holy water. When I arrived at the orc castle, orcs and
 
dwarfs had almost killed each other - so I went with a huge army to the dwarven castle and finished around turn 25.
 
(Allefant)
 
  
Another strategy is to go for the dwarves first. They start out by sending my of their troops to fight the orcs, leaving
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The main reason to get here, besides XP, is to acquire a cavalry force of one Paladin (a loyal unit) and several Knights. Focus on freeing the horsemen as quickly as possible. To do this, kill the 6 Deathblades guarding the cages (they will not attack unless you stand next to them first). Powerful ranged units like your Quiver-bearer and White Mages make the perfect assassins.
their leader unguarded. When you kill him, start going west. When you get to the orcs, they and the elves should have
 
reduced their numbers drastically, allowing you a relatively easy victory. Then, head south for the elvish leader, who
 
will probably not have much to recruit. Although it is forest, a few mages will make sure a little bad luck doesn't hurt
 
you.
 
  
The main strategy in this scenario is staying out of the fighting as much as possible, picking off the weaker sides, and
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You have until Turn 10 until Mal-Ravanal notices Dacyn and gets serious. To free the cavalry in time, you'll probably need to split your forces up. Send your first recalls southeast towards the Paladin -- if you're lucky, you can free it on same turn you meet the victory condition. Soon after, send a small assassin squad [landofMordor: I used a White Mage and my Quiver-bearing Bowman] north to free the topmost Knight; once he's free, send him to reinforce another group and send your assassins due east to free the Knight there.
in general letting your enemies kill themselves.
 
  
=== 10. Lake Vrug ===
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Now, while your hit squads are gallivanting around killing Deathblades, you need to occupy the bulk of Mal-Ravanal's forces. A healer and Heavy Infantry (or even Spearmen) can do the trick at the impassable bottleneck due east of your starting keep. Don't try to push forward or gain ground; instead, just hold the line and allow one or two units to come through the bottleneck at a time.
  
A dragon and a gryphon caught me by surprise, but I had way over-recruited so both were slain on sight. Later some
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Finally, once Gweddry is finished recruiting, send him and any disposables southwest towards that Dark Sorcerer, freeing the Knight along the way. That crew should be enough to overwhelm the puny Walking Corpse army there, stall if needed until the Paladin is free, and fight your way free.
trolls attacked along the way, which I chased to get some XP. On this scenario, don't recruit too much, since there
 
aren't many enemies.
 
  
=== 11. Captured ===
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=== The Northern Outpost ===
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* '''Objectives''':
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** Find the outlaw leader in the villages and kill him.
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** Defeat the undead leader.
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* '''Lose if''': Gweddry, Dacyn or Owaec dies, or turns run out.
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* '''Turns''': 20.
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* '''Starting units''': All available from Gweddry, Dacyn, Terraent, Addogin, and Hahid
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* '''Other''':
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** A holy amulet is located in the South-West.
 +
** Owaec joins your team after the fight is over.
  
In version 0.9.1, there's some things that were confusing me at first:
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This scenario is reachable from the ''Elven Alliance'', ''Ill Humors'', and ''Mal-Ravanal's Capital'' scenarios.
  
*  To open a door, attack it with someone.
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Here, there are two enemies that you must defeat: the undead and the outlaws. It is a good idea to create a separate task force for each of a keep's worth of veterans. You won't have Dacyn for this mission (until the bandits are slain)
*  To see who's inside a cell, it's not enough to open the door, but you need to move inside.
 
*  Dacyn tells you of a secret door right outside his cell - but '''only Gweddry''' is able to open that door, this
 
time by moving near it, not by attacking it.
 
*  Once you find the key in the barrel, the door you can open is the strange green thing near the starting point.
 
  
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For the undead task force, send one non-impact melee unit to get the Amulet by the southwest temple, which makes all damage ''Arcane''. That unit will have the damage output of a mage and the mobility and durability of a regular solider! That alone is enough to shred the undead to the north along with Gweddry, a healer, and a few disposable HI. Help Owaec's forces stay alive, if you can.
  
Besides that, there's no difficulties in this level. You have enough turns, and the other inmates will help you against
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For the bandit task force, send about 5 units north to the villages. You might not need a healer, but prepare to fight L1 outlaws in Forest-heavy terrain. About 3 groups of enemies will spawn randomly, about 3 units in each group until the leader (a Rogue [easy] or Assassin) is found with a larger cadre of goons. Note that you will get a chance to kill any newly appeared outlaws before they get a move, so be prepared to ambush the ambushers.
orcs and trolls. The city has some villages, but I discovered it too late to get >100 gold. I guess it's better to try
 
to finish with few turns and earn bonus.
 
  
This scenario changed a lot in 0.9.3, so if you have that version don't pay attention to the above.
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Upon defeating either leader, Owaec and his cavalry will join your roster. If the undead fall first, turn that task force to hunting outlaws.
  
=== 12. Evacuation ===
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=== Diverging Campaign Path ===
  
In version 0.9.1, this one seems to be a bit unbalanced (i.e. too easy). I recalled all my strong units because of the
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==== Undead Crossing & Capturing the Ogres ====
messages that you have to move everyone you want to keep south and then destroy the bridge. But instead, I could kill
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'''Undead Crossing'''
all three enemy leaders in just a few turns and no losses (I had only level 2 and 3 units). First I moved my whole army
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* '''Objective''': Defeat the enemy leader.
to the eastern Orc, then to the southern, then to the Troll, and was done in 6 turns. That way I didn't have to blow up
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* '''Lose if''': Gweddry, Dacyn or Owaec dies or turns run out.
the bridge (which isn't worth seeing - I expected a big explosion, but the bridge just disappeared) and could keep all
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* '''Turns''': 18.
recruits, not just the ones I recalled.
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* '''Starting units''': Gweddry, Dacyn, Owaec.
  
=== 13. the Drowned Plains ===
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You need to cross the river, but not without first defeating a necromancer who is occupying a small island to the North.
In this scenario, every time you move there is a chance that undead will spring out of the ground a few hexes away from the moving unit. So, you should try to conserve moves, and not recall too many units. Also, it is important that the Skeletal Dragon is not weak against holy, but he IS weak against fire. Thus, Red Mages are better than white on this scenario. The dragon is just wandering around, and won't attack or go for you until you get near it, so make sure you have a powerful enough force ready to kill it before you move within range of it.
 
  
=== 14. Approaching Weldyn ===
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A good general strategy can be something like the following: recall a couple of quick swordsmen (or about-to-level quick spearmen), two white mages, a red mage or multiple regular mages, and any units with holy amulets. Shock troopers are too slow. Send these units as quickly as possible Northwest through the swamp towards the Western crossing. Meanwhile, recruit/recall cavalry. The cavalry should run as fast as possible along the Southern board edge (so as to not attract undue attention from bats and swimming undead) and then up the Western crossing. You can divert a couple of cavalry and Owaec to snatch up villages and then those units can join the Western assault.
This scenario is fairly easy, and should only take 6-8 units. The first turn, recall any mounted holy units you may have (paladins, or any other who have picked up an amulet), and some advanced mages. Don't get heavy infantry, they are too slow, and a rush strategy is most appropriate. Rush the Dark Sorcerer closest to you; since he only recruits level 1 units, he should be easy to defeat. If you are good, he will be dead around turn 5. Then, just run south with Gweddry, and defeat against any undead coming at you from the west with your other units. Since the other two enemies are more powerful than the one you killed, and Konrad II acts, well, stupid, they might start beating him. So, send some of your quicker units (the mounted ones) to help him out. Just make sure the undead archers don't kill them.
 
  
=== 15. the Council ===
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Now, this scenario has a nasty surprise... Once you have fought off the bats and skeletons, you will find this was not all, as the undead leader summons a number of cuttlefish monsters (1, 2 or 4 according to the difficulty level: easy, medium or hard respectively), which appear in the water between the two crossings. These always appear on turn number 10. Be very careful where to position your troops as the cuttlefish have a very nasty melee attack.
  
Only plot in this. You see the inside of the castle.
+
You have at least three options for the crossing. Option 1 is to just try to get a couple of your cavalry across each of the two crossings, while the rest of your units run like hell away from the water and swamp. Option 2 is to send across more units while tossing a spearman into the water as bait. Option 3 is to fight the cuttlefish, which is extremely hazardous. For a fight, maneuver your units to encourage the cuttlefish to separate, then use good melee troops backed by Gweddry (for leadership) and a white mage to kill them one at a time. Good luck. Make sure you leave your units enough time to cross the river and kill the undead leader before turns run out.
  
=== 16. Weldyn Under Attack ===
+
Leads to ''Capturing the Ogres''.
  
Luckily, you have a lot of allies, but they tend to act rather stupid, and their units are level 1 while the enemies' are level 2 or 3. So, they will serve as distractions, but won't win the battle for you. The northern enemy is one of the strongest, so don't attack him first, just send a few units to form a defensive wall. He tends to recruit a lot of Spectres, and a group of 4 of them can kill any first level unit in one turn. You should try to kill the enemies on this level, not just survive the night. Send rather large forces to attack the south-eastern and south-western enemies, making sure that your ally puts his units on the front line - that way, the undead will kill his units, but have no one left to attack you. Advanced mages are very useful, since they tend to kill revenants and ghouls in one attack. Once the other enemies are defeate, advance on the northern enemy, killing his spectres with mages. You should be able to level up a few. After the secenario, there is a choice of going to The Duel, or to Weldyn Besieged. In The Duel, you can only use your 6 best units, and Weldyn Besieged is just another big battle.
+
'''Capturing the Ogres'''
 +
* '''Objective''': Capture the ogres.
 +
* '''Lose if''': Gweddry, Dacyn or Owaec dies.
 +
* '''Turns''': Unlimited.
 +
* '''Starting units''': Gweddry, Dacyn, Owaec.
 +
* '''Other''':
 +
** To add ogres to your army, "capture" them by ZoC-locking them.
  
=== 17a. The Duel ===
 
  
I recalled 3 great mages, and 3 mages of light (yes, that's who I still upgraded in the previous scenario), then
+
This can be a confusing scenario to understand. Basically, your three units just have to survive. However, if you want to be able to recall ogres later, you need to "capture" them by surrounding them. Any ogre which cannot move more than one hex in every direction will be added to your recall list. Ogres which reach the rocky borders will "escape".
assassinated Mal-Ravanal at daylight. Seemed much too easy
 
(version 0.9.1, and medium difficulty).
 
  
=== 17b. Weldyn Besieged ===
+
Ogres are especially mobile on mountains (such as in the scenario ''Lake Vrug'') and in caves (in the scenario ''Captured''). Being of neutral alignment, ogres can be helpful at night (especially in the scenario ''Weldyn Under Attack'').  It's best to capture at least two.
  
I had hoped for a big final battle like in Heir of the Throne - but instead I could assassinate Mal-Ravnal in just 5
+
==== Soradoc & Ogre Crossing ====
turns. Apparently, the later scenarios in "Eastern Invasion" aren't balanced yet (version 0.9.1 here, medium
+
'''Soradoc'''
difficulty).
+
* '''Objective''': Get Gweddry and Owaec across the river.
 +
* '''Lose if''': Gweddry, Dacyn or Owaec dies or turns run out.
 +
* '''Turns''': 24.
 +
* '''Starting units''': Gweddry, Dacyn, Owaec, loyal unit
 +
* '''Other''':
 +
** Keep Yannic alive and talk to him with Owaec, or kill 3 enemy leaders, to recruit him later and get a Plague Staff in the next scenario.
  
== See Also ==
+
Really difficult if you didn't go to '''Mal-Ravanal's Capital''' earlier and gain the Paladin and Knight(s).
  
* [[ScenarioDiscussion]]
+
Send your Paladin, Dacyn, Owaec, and a few other veterans due west immediately to assassinate the Death Knight there. If you have a Knight with a holy amulet, that's a good option. Owaec is needed in this group so he can rush up and talk to Yannic afterwards.
* [[LoyalistCampaign]]
+
 
*
+
Send the rest of your army (at least 1 healer) due north post-haste. You need to smash through the base there and clear a path to the north. If you do well enough, you can even wipe out the other undead armies before completing the objective. The more leaders you defeat, the easier the next scenario will be.
 +
 
 +
On turn 4, Mal-Ravanal appears in the southeast corner, summons some high-level Ghosts (including Shadows) behind your lines, and peaces out. Be prepared for this ambush.
 +
 
 +
If you rescue Yannic and he doesn't die, he'll give you a Plague Staff in the next scenario. The Plague Staff might not be "good" per se, but it's awesome: it turns its bearer chaotic, allows it to recruit Walking Corpses, and grants it the Plague Staff attack. Later, Yannic will join your team just when you need him most.
 +
 
 +
'''Ogre Crossing'''
 +
* '''Objective''': Get Gweddry and Owaec across the river.
 +
* '''Lose if''': Gweddry, Dacyn or Owaec dies or turns run out.
 +
* '''Turns''': 24.
 +
* '''Starting units''': Gweddry, Dacyn, Owaec, loyal units
 +
* '''Other''':
 +
** Special bonuses if the objective is completed while the Ogre leader is still alive:
 +
*** Ogre leader joins you as recallable a loyal unit
 +
*** You get two additional recallable Ogre units
 +
 
 +
Looking at the level, one might imagine the challenge in this scenario is crossing the wide river - where units are very vulnerable, and have very restricted mobility (particularly horses). However, this will likely prove to be the lesser of your concern: The Saurian force on the Northern bank is preoccupied with the Ogres for a good several turns, and the opponents going after you will be the Undead from the South (unless you killed them all in ''Soradoc'').
 +
 
 +
However, you need the Ogre leader alive! The Ogres will need help against the Saurians, so scamper across with some Cavalry and/or fast Mages, bringing your leader in the rear.
 +
 
 +
=== Xenophobia  ===
 +
* '''Objective''': Defeat all enemy leaders.
 +
* '''Lose if''': Gweddry, Dacyn or Owaec die or turns run out.
 +
* '''Turns''':
 +
* '''Starting units''': Gweddry, Dacyn, Owaec, loyal units
 +
* '''Other''':
 +
** A Shield near the dwarves' keep.
 +
** You will have 100% gold carryover, but 0 starting gold, for the next several scenarios. Save up!
 +
 
 +
This is a fun and silly level as all parties in the scenario (i.e. elves, orcs, drawves, and yourself) decide to fight each other instead of forming alliances. The scenario is not very difficult, so you can use this time to gain some experience for your units and pick up another permanent item. This one, near the Dwarvish keep, is a shield that will redirect all damage from adjacent allies to the shield-bearer! It's tricky to use, but consider giving it to an expendable Spearman and using him as an extra ~40 HP for the units who matter.
 +
 
 +
You can likely split 2 keepfuls of troops between a Northern strike force and a Eastern one. The North force will eliminate the Dwarves and rejoin the main Eastern force, which can sweep north through Orc territory and then south to the Naga. Capture as many villages as you can, and give as much EXP to Gweddry and other Loyal units as you can. If you don't have 2 extra White Magi, now is a good time to get one.
 +
 
 +
If you have 500 gold, you should be pretty set for the next scenarios. You can survive with as little as 300.
 +
 
 +
=== Castle In The Ice ===
 +
* '''Objective''': Move to the castle stronghold
 +
* '''Lose if''': Gweddry, Dacyn or Owaec dies, or turns run out.
 +
* '''Turns''': n/a
 +
* '''Starting units''': Gweddry, Dacyn, Owaec, loyal units
 +
* '''Other''':
 +
** The intense cold damages your troops every turn.
 +
** Cold damage intensifies the longer you spend in this scenario.
 +
 
 +
Basically: follow the path through the fog to the castle, defeating the Drakes and wild beasts along the way. Your core loyal units are more than enough for this task.
 +
 
 +
Optional: There's a 1-hex keep close to the first village you find. You can send Grug and an extra healer southeast from there, defeat the group of Ghosts, and continue onwards to find another group of Ogres. Those Ogres will join your team if you have Grug, unlocking an achievement.
 +
 
 +
Even further along the Ogre route, you'll find a L4 Yeti. Defeating it will grant 1 unit immunity from cold.
 +
 
 +
Don't recall more than 1 extra healer. You'll need your gold later!
 +
 
 +
=== Dark Sanctuary ===
 +
* '''Objective''': Move Dacyn, Gweddry, and reinforcements into Mal-Ravanal's sanctuary, defeating the leader
 +
* '''Lose if''': Death of Gweddry, Dacyn, or Owaec
 +
* '''Turns''': n/a
 +
* '''Starting units''': Gweddry, Dacyn, Owaec, loyal units
 +
* '''Other''':
 +
** 100% gold carryover with 0 starting gold
 +
** Dacyn will have better outcomes stepping on runes
 +
** Night lasts longer here
 +
 
 +
Recall 4-6 reinforcements into Dacyn's creepy gate (fewer than 6 if you're sending some of your loyal units in). Your main enemies are ghostly and skeletal units, but there will also be Goblins and Ants, so bring a mix of units and roles. Moreover, you'll have 3 separate special items to collect (more on that later), which will help you feed EXP to mid-level units. Recruiting a few L2 people will also save you some upkeep costs.
 +
 
 +
Owaec will loiter outside and have to repel several incursions from Orcish armies. Use fresh L1 Spearmen to force the Orcs to fight from the snow, giving Owaec most of the XP. (Grug can help, too, if you didn't send him inside.)
 +
 
 +
Inside the chambers, you'll have 2 directions to go, southwest and northeast. You can split up your forces after killing the Wyvern and grabbing its gold pile.
 +
 
 +
Southwest group: You'll be facing L0-L1 Goblins in groups of 4-6. Bring a healer. The special item on this corridor is the red vial inside the potion room at {15, 13} -- it grants Steadfast and Healthy to its drinker. The unit who gains the most from doubled resistances is, funny enough, Cavalry, since troops like Heavy Infantry can't have their resistances doubled past 50%. (All other potions are not beneficial). After picking up this potion, head south to find one door key. The Goblins in this room can be distracted by stepping on the rune at the end of the corridor, which releases two Ghouls into the Goblin chamber.
 +
 
 +
Northeast group: You'll face several Ghost/Wraith, one Deathblade/Draug, and some optional units. Use a mage to cook the skeleton guarding the library; Ghosts will spawn afterward. Fight through to get the second door key. Go southeast from this room (avoiding the floor runes) and you'll find a cave full of Ants, and a collapsed wall leading to a treasure room. Upon entering this area, a Djinn will spawn and attack.
 +
 
 +
After killing the Djinn, collect the Holy Amulet, treasure, and Baneblade from the room. The Baneblade is a 7x4 draining Arcane attack, but has the Berserk ability, so it's a mixed blessing. I'm not sure who wields it best, but Heavy Infantry and Pikeman are solid options. The treasure room can be opened from the inside.
 +
 
 +
After obtaining both keys and moving both strike forces back to the central chamber, a large group of low-level monsters will spawn. Fight onto the second creepy platform, then charge the Death Knight leader to end the scenario.
 +
 
 +
=== Captured ===
 +
* '''Objective''': Rescue Gweddry, Dacyn, and Owaec, then escape through the South-West tunnel.
 +
* '''Lose if''': Gweddry, Dacyn or Owaec dies, or turns run out.
 +
* '''Turns''': Unlimited, then 16.
 +
* '''Starting units''': Rescue leader and two sidekicks.
 +
* '''Other''':
 +
** No recruiting, but a group of your veterans will be available.
 +
** The door to a large gold reserve will be unlocked after the orcish leader dies
 +
 
 +
Three of your recall troops will escape from a cell and plot a rescue operation. The scenario tries to select a level 3, level 2, and level 1 unit, but it is possible to end up with many variations. At first, they're unarmed, so flee the Bats you find, first running west and then south. You'll retrieve your weapons, and then one group member will don a disguise to sneak past the guards.
 +
 
 +
The disguised unit can open any cell door to release the prisoners within. Try to select a cell containing ogres or Knights; a quick ogre has the best chance of reaching and opening another cell in the same turn. Upon releasing prisoners, your leaders will also seek the fight; you'll have to keep Dacyn alive by fleeing to the spot of shallow water to his northeast, and shielding him from attacks using Gweddry and Owaec.
 +
 
 +
If you're fast and lucky, you can kill the Orcish leader before many reinforcements arrive. This will unlock the orcs' treasure horde from a cell. Then, move Owaec to the Southwest tunnel to end the level, farming XP with your other units as you go.
 +
 
 +
Losses in this scenario are not a big deal, as you're only going to be able to bring a fraction of your recall list past the next scenario, which is likely to kill off all but a few veterans. However, the steady stream of orc reinforcements can provide one last chance to level key units for ''Evacuation'', the next scenario.
 +
 
 +
=== Evacuation ===
 +
* '''Objective''': Destroy the bridge with Owaec
 +
* '''Lose if''': Gweddry, Dacyn or Owaec dies, or turns run out.
 +
* '''Turns''': 12.
 +
* '''Starting units''': Gweddry, Dacyn, Owaec, loyal units
 +
* '''Other''':
 +
** Every unit not on the South side of the river when the bridge is destroyed will be lost (including units in your recall list).
 +
 
 +
Obviously, recall everybody you care about, including your item-bearers. This will be about 12 recalls total. Afterwards, gold permitting, recruit a keepful of Spearmen to distract the Wolves for another turn or two.
 +
 
 +
Don't get caught fighting; don't expose units to ZOC-lock. Keep your healers in the center and press southwest in tempo with your slowest evacuees. Don't go so slowly that the Drakes can cut you off in front.
 +
 
 +
Once you get bottle-necked on the bridge, hold a large enough rearguard of expendables that the people you do care about don't get ZOC-locked by flying Drakes while trying to cross the span. If you make it out with 5-10 veterans in addition to the special-item-bearers, then count yourself lucky!
 +
 
 +
=== The Spoils of War ===
 +
 
 +
An easier mission to help rebuild your forces. Terraent (if you have him) or Owaec will need to free groups of prisoners, who arrive alternating between Northern and Southern routes. The most critical prisoner to free is a special, loyal Dark Adept who will arrive from the south -- it's very worthwhile leveling them up.
 +
 
 +
Note that each group will be freed once the Deathblade named "guard" is slain. Bats will spawn after each freeing and chase the nearest cluster of units -- you can exploit this behavior to protect your weaker units.
 +
 
 +
Once all groups are freed, kill the southern enemy leader.
 +
 
 +
=== The Drowned Plains ===
 +
* '''Objective''': Defeat the 3 enemy leaders.
 +
* '''Lose if''': Gweddry, Dacyn or Owaec dies, or turns run out.
 +
* '''Turns''':
 +
* '''Starting units''': Gweddry, Dacyn, Owaec, loyal units
 +
* '''Other''':
 +
** Walking Corpses, Soulless, and Ghouls will ambush you from the swamp
 +
** Sighting any enemy leader will cause stronger waves of the undead
 +
** A holy amulet is located on the southwest bank of the lake.
 +
 
 +
After a little bit of narrative, Dacyn will find himself heavily damaged, surrounded by 6 hexes of impassable pit, and beset by several high-level Ghost units! To rescue him, create a buffer of ZOC with your loyal units, and recall a strong Mage to barbeque the ghosts. Dacyn will shortly thereafter lose his ability to illuminate or cure, due to Mal-Ravanal's dark influence, so recall an extra healer to help against Ghoul poison.
 +
 
 +
Each castle is strongly defended, so it doesn't make sense to split up your main army. However, a few speedier scouts (including, perhaps, the Merfolk you rescued last scenario) are useful to capture and hold some of the far-flung villages. Then, recall a force of veterans who will be able to take on armies of 8-10 level 2/3 undead units, and head due south.
 +
 
 +
The southern-most castle will recruit Chocobones and Skeleton Riders when you get line-of-sight on the keep. Keep your units bunched up so that they can't be surrounded and killed by the Chocobones' charge attacks. Also, the Walking Corpse ambushes will intensify once you sight any enemy leader.
 +
 
 +
To the southwest lies Khrakrahs, a level-4 Skeletal Dragon who recruits L2-3 Undead. Yikes. His infernal aura makes lower-level troops fight worse [1.18.0 this won't necessarily be reflected in the combat preview, unless your unit begins adjacent to Khrakrahs]. Use Gweddry's Leadership to counteract this, and then burn Khrakrahs down with Mages.
 +
 
 +
To the northwest is another skeletal horseman, who recruits more undead mounted units and Ghouls. Compared to Khrakrahs, a walk in the park.
 +
 
 +
=== Return to Wesnoth ===
 +
Story only.
 +
 
 +
=== Weldyn Under Attack ===
 +
* '''Objective''': Survive until end of turns.
 +
* '''Lose if''': Gweddry, Dacyn, Owaec or Konrad II dies.
 +
* '''Turns''': 18.
 +
* '''Starting units''': Gweddry, Dacyn, Owaec, loyal units, Konrad II.
 +
* '''Other''':
 +
** At the end of this scenario you will have to choose whether to fight Mal-Ravanal directly in a duel, or repel his invasion with all you've got. This dictates the final scenario you'll play for this campaign.
 +
 
 +
At scenario start, you find your keep in the center of an island. Three allied leaders also have their keeps on the island around yours. There are six enemy leaders surrounding Weldyn.
 +
 
 +
Dacyn will turn into a "nega-Mage of Light" during this scenario, complete with a dark aura ability. Don't count on him to heal your troops!
 +
 +
Super ambitious: Kill all the enemy leaders, possibly with a strike force of fast Paladins and Magi to break through at the south and then sweep clockwise.
 +
 
 +
Medium ambitious: Just hold the lines of Weldyn, keeping your allied generals alive (gets much harder around Turn 10, but easier again around Turn 14).
 +
 
 +
Conservative: Just hold the inner island of Weldyn, abandoning the allied generals completely. This is really easy to defend, and Konrad will be able to fight here, but you lose out on some upside.
 +
 
 +
At the end of the battle, Gweddry will be able to choose whether to duel Mal-Ravanal (easier), or take on his whole army (possibly unlocks a bonus scenario).
 +
 
 +
=== Diverging Campaign Path ===
 +
 
 +
==== The Duel ====
 +
* '''Objective''': Defeat Mal-Ravanal while Dacyn is nearby.
 +
* '''Lose if''': Gweddry or Dacyn dies, or Dacyn is not nearby when Mal-Ravanal is defeated.
 +
* '''Turns''': Unlimited.
 +
* '''Starting units''': Gweddry, Dacyn.
 +
* '''Other''':
 +
** You can only recruit for the first turn.
 +
 
 +
This is a somewhat strange scenario: you get to recall/recruit exactly five units and then have to fight Mal-Ravanal and his six chosen troops.  Mal-Ravanal will recruit mostly level 3 units so this looks difficult. However, it is, in fact, quite manageable. Your goal is to attack first and hit hard—you should be able to eliminate two or three enemy units before they even get the chance to attack.
 +
 
 +
Except for Konrad II, you will have all of your units available in the recall list (including Owaec). Recall mages of light and other high-level arcane troops. Advance onto the battlefield, but stop just short of the enemies' range. After the enemies move closer, concentrate your attacks on a few of their units, particularly those with the strongest attacks. "Cowardly" Gweddry may be able to grant leadership bonuses to your troops, however he should probably refrain from actual fighting so he does not accidentally get killed.
 +
 
 +
Try to finish the fight quickly, as Mal-Ravanal plays unfair and revives dead units as lower-level copies of themselves. If you position a weak unit within Mal-Ravanal's movement range, the arrogant lich will gleefully charge out onto the battlefield and leave himself wide open for your counterattack. Owaec's hammer should make short work of him.
 +
 
 +
==== Weldyn Besieged ====
 +
* '''Objective''': Defeat Mal-Ravanal while Dacyn is nearby.
 +
* '''Lose if''': Gweddry, Dacyn, Owaec or Konrad II dies, any enemy unit reaches your keep, or Dacyn is not nearby when Mal-Ravanal is defeated.
 +
* '''Turns''': Unlimited.
 +
* '''Starting units''': Gweddry, Dacyn, Owaec, Terraent, Grug, Konrad II.
 +
 
 +
This battle is intended as a substantial challenge, and is inadvisable with low gold or an inadequate recall list. You face off against seven enemy leaders, with the goal of finding and eliminating Mal-Ravanal among them. The liches' names aren't revealed until they are attacked, and Mal-Ravanal is more likely to be revealed later in the scenario (the names are randomly assigned when you attack). Attacking a lich gives it a small boost of gold, but killing the wrong lich gives every other lich extra gold.
 +
 
 +
A quick scout unit can charge past the undead hordes to attack and identify a lich. Once you've found Mal-Ravanal, send Dacyn and any mounted arcane-attack units to attack. You can draw Mal-Ravanal out of the keep by positioning a sacrificial horseman nearby. Once the lich is out in the open, your arcane damage cavalry should have no trouble finishing the battle in a single turn.
 +
 
 +
Meanwhile you'll need the rest of your troops to hold the central keep against the undead onslaught. If you can spare the funds, a few sacrificial troops can delay the incoming enemies on one side, giving you the opportunity to focus your firepower on the undead approaching from the other side(s). Note, however, that each enemy killed causes the lich to recruit another. If things turn grim, retreat to the castle and make your final stand.
 +
 
 +
 
 +
[[Category:Campaigns]]
 +
[[Category:Campaigns - Walkthroughs]]

Latest revision as of 20:06, 11 April 2024

This walkthrough is in the process of being updated for version 1.18+


In this campaign you play the role of Gweddry, a human Frontier Sergeant who has the responsibility of dealing with a powerful Lich who wants to destroy Wesnoth. As a sergeant, Gweddry has the potential to level up into a Grand Marshal, a level 4 unit that can empower his troops significantly through Leadership. You start with the support of a White Mage named Dacyn, who will be by your side throughout the campaign.

As any other walkthrough, this document describes plot details that can be considered spoilers. This is particularly true for this campaign.

Spoiler 1: Expect game-altering surprises and scenario modifiers that flip your strategy on its head. Every battle is a completely unique challenge!

Spoiler 2: Unit AMLA behavior has changed to grant +8 HP bonuses or +1 damage bonuses, and there are a handful of items that permanently change your unit's attributes. In other words, don't give up on the Spearman line just because it's bad against Skeletons in the early game.

Spoiler 3: There will come a point where you will have to choose your favorite 6-12 recalls, and abandon the rest. Therefore, it is better to have a small, diversified squad of elites than a large roster of redundant roles.

You'll probably want to level up at least two extra Mages of Light (other than Dacyn), and a few Arch/Silver Mages. Spearmen and Bowmen are highly effective if granted one of the many artifacts in the campaign that grant Arcane damage. Heavy Infantry are indispensable in the early game, but be wary of relying on them too much, since their low mobility will be a severe hindrance in several challenging scenarios.

The Outpost

  • Objectives: Defend the outpost, then move Gweddry to the trapdoor.
  • Lose if: Gweddry or Dacyn dies, or turns run out.
  • Turns: 11
  • Starting units: Gweddry, Dacyn.

Your 3 opponents will recruit slightly different units. The northernmost enemy will recruit Bats and skeleton troops, the middle one will recruit Walking Corpses, and the southern one will recruit skeletons including Bone Shooters and Revenants.

On turn 7, Dacyn will mysteriously disappear, and you'll briefly meet Mal-Ravanal, the leader of the undead, who summons tough ghost units and says mean things to the player. At end of turns, Dacyn returns and points out a trap door, near your starting fort, to exit the level. All of the enemy leaders will get a big gold boost -- there's no use fighting.

There are several approaches to this scenario, but the common factor in all of them is that 50% of your recruits should be heavy infantry, since their impact attacks are effective against skeletons, and they have excellent resistances against blade and pierce. Supplement with a few Magi -- if you can feed one enough EXP to obtain a second White Mage, you'll be in great shape. Fencers aren't much use, but you can use one to hold your western villages against Bats, or send one as fodder to occupy Walking Corpses.

Just hold out for the enemy attack during nighttime; only rotate wounded units if possible, but do not counter-attack. At dawn, your enemies will flee, but they'll be back stronger than ever on the second night. Don't try to push for the enemies' keeps, instead keep your path to the trap-door clear and fall back to Gweddry's starting keep if needed.

Escape Tunnel

  • Objectives: Move Gweddry to the end of the tunnel.
  • Lose if: Gweddry or Dacyn dies, or turns run out.
  • Turns: 17/15/13 (Easy/Medium/Hard).
  • Starting units: Gweddry, Dacyn.
  • Other:
    • Crystal Quiver in the Northeast cave
    • Treasure of 50 gold in Northeast cave

This scenario occurs in a small cave occupied by trolls and dwarves. You start on the far West of the map, and your mission is to take Gweddry all the way to the opposite side.

You'll be unable to recruit heavily on this small map, and a prolonged battle is folly against the swarms of Undead who will appear on turns 12/10/8. Instead, recruit/recall a Bowman and 1 other speedy unit at the small keep just east of Gweddry, then hoof it to the southern tunnel.

The Dwarves to your south are friendly and will distract the centrally-located Trolls for you. The trolls and undead are hostile to each other, as well as to you and the dwarves.

In the northeast, a Crystal Quiver is lightly guarded. This permanent item makes all the ranged attacks of the unit that picks it up of type Arcane and grants Illumination. Give it to a Bowman, since Magi already have effective Ranged damage versus undead, and all your other units are primarily melee.

You don't have enough time on this map to do much more than pick up the Quiver. However, you can use the eastern tunnel bottlenecks to slow-roll the Trolls and grant your Quiver-bearer some EXP, before escaping at the east end. Stepping on/through the last cave hex will trigger victory.

An Unexpected Appearance

  • Objectives: Defeat either enemy leader.
  • Lose if: Gweddry or Dacyn dies or turns run out.
  • Turns: 24
  • Starting units: Gweddry, Dacyn.
  • Other:
    • Your next scenario depends on which leader you defeat.
    • Both Dacyn and Gweddry never miss when they attack on turn 1.

In this scenario you have to defeat one of the dark sorcerers on the edges of the map. Your next scenario will depend on the enemy you choose to kill. Killing the one to the West will take you to the Elven Alliance scenario, while the one to the East takes you to Ill Humors.

Going East is more difficult, especially on hard, but brings higher rewards: more EXP, loyal Dunefolk units, and/or loyal Paladin and Knights.

First, expel Mal-Tar out of your keep. Your leaders can't miss on their first turn, so a turn 1 kill is guaranteed. Then, prep for battle. You will be fighting assorted undead (in the West) and Vampire Bats and Ghosts (in the East). This is an easier scenario, so focus on leveling units: Magi, your Quiver-bearer, and Gweddry himself (get that Leadership bonus!). Strive for a big early finish bonus.

Approach 1 (going East): Send Magi and Spearmen east, along with a healer and Gweddry himself (once he's finished recruiting). Send your Quiver-bearer west with some Heavy Infantry and Mage backup (and a second White Mage if you have one). Neither Dark Sorcerer leaves their keep to fight, so you can bottleneck the Western enemy in the mountains and farm EXP, while the Spearmen and Magi press east.

Approach 2 (going East): Recruit the same troops, but send all east, using the Heavy Infantry as a rearguard, to minimize any losses on that flank.

Approach 3 (going West): Recruit more lightly and push West. You should be able to kill the Western enemy before the other enemy's forces can reach you.

Diverging Campaign Path

Elven Alliance

  • Objectives: Defeat enemy leader.
  • Lose if: Gweddry or Dacyn dies, or turns run out.
  • Turns: 25
  • Starting units: Gweddry, Dacyn.

The warning about the assassin is overrated. The assassin disappears into the forest, but you won't bump into him, he'll just reappear near the elf leader on turn 6.

Recruit / recall a wide assortment of units, mostly mages, spearmen and cavalry. Send mages and spearmen up to fight the opponent, send cavalry down as scouts. Any heavy infantry should go up to fight also; they will probably arrive late, and be good for reinforcements when the first troops are wounded.

Align the troops in the forest, so that the enemy will be on grass; this gives you a tactical advantage. Use Dacyn to heal those who need it most - those on the corners, and any mages who are on the front lines.

There is a village at {20,12} that can prove tactically very useful, because the elves usually fight somewhere near it. Be careful grabbing villages that you don't accidentally get 10 -- if you do, the outlaws will flee and you'll lose the chance to gain Addogin, a loyal Outlaw. "Kill" him to add him to your roster and cause all his other forces to flee.

Once you have gotten past turn 6, it will be day. When the assassin appears, you may ignore it unless you have a unit close-by. In that case, use it to fight the assassin. Keep pressing up. It is possible to kill the orcish leader by turn 9 for a nice gold bonus.

Ill Humors

  • Objective: Defeat Mal-Skraat
  • Lose if: Gweddry or Dacyn dies, or turns run out.
  • Turns: 24/23/22.
  • Starting units: Gweddry, Dacyn.
  • Other:
    • An optional extra mission is possible
    • Any of your units that are adjacent to Swamp hexes will be Poisoned

You have two immediate concerns on this map: the antagonistic wildlife, and the toxic swamp. Recruit/recall a keep's worth of units to deal with the nearby Swamp Lizard, and grab nearby villages.

On Turn 2, you will be introduced to Hahid, a loyal Dune Apothecary, and his assistant Safyam, a Dune Burner. You'll also notice several Dunefolk units to the southwest. Hahid forms an alliance, and tells you to keep your units safe from the swamp by collecting alswdan herbs on specially marked, randomly placed tiles. Once you collect the 5th herb, Hahid will offer you 3 choices on how to proceed:

  • Pay 50 gold to end the scenario and begin Mal-Ravanal's Capital, a challenging and rewarding bonus scenario inserted before Northern Outpost.
  • Pay 0 gold to lose the Dunefolk from your team and proceed to Northern Outpost by killing Mal-Skraat.
  • Pay 150 gold to add all dunefolk to your team permanently, then defeat the northwest leader and proceed to Northern Outpost.

Any of these options can succeed. However, bear in mind that the Dunefolk army all has the Mercenary ability, meaning they fight better when the player has gold, and worse when the player's gold is 0 or less. They are complex to manage, and may be a liability in larger battles.

To go to Mal-Ravanal's Capital: Send folks into the swamp to your east, and have Hahid and Safyam explore near where they appear. Fight off the swamp creatures, using White Magi to keep your team healthy. Don't over-recruit, and anticipate your team's upkeep costs! A nimble unit like a Fencer helps to snag faraway herbs quickly for a big finish bonus (you'll need it).

To recruit the dunefolk before Northern Outpost: Same strategy, but more scrappy.

To go directly to Northern Outpost, no dunefolk: you can collect 5 alswdan herbs and refuse to pay, or you can just kill Mal-Skraat. With corpses and bats, he's not much of a threat; the swamp poison is the scariest part.

Mal-Ravanal's Capital

  • Objective: Escape from the capital by killing one of the two dark sorcerers.
  • Lose if: Gweddry or Dacyn dies
  • Turns: n/a
  • Starting units: Gweddry, Dacyn

Only reachable from Ill Humors scenario, but you may skip it and go directly to Northern Outpost.

The main reason to get here, besides XP, is to acquire a cavalry force of one Paladin (a loyal unit) and several Knights. Focus on freeing the horsemen as quickly as possible. To do this, kill the 6 Deathblades guarding the cages (they will not attack unless you stand next to them first). Powerful ranged units like your Quiver-bearer and White Mages make the perfect assassins.

You have until Turn 10 until Mal-Ravanal notices Dacyn and gets serious. To free the cavalry in time, you'll probably need to split your forces up. Send your first recalls southeast towards the Paladin -- if you're lucky, you can free it on same turn you meet the victory condition. Soon after, send a small assassin squad [landofMordor: I used a White Mage and my Quiver-bearing Bowman] north to free the topmost Knight; once he's free, send him to reinforce another group and send your assassins due east to free the Knight there.

Now, while your hit squads are gallivanting around killing Deathblades, you need to occupy the bulk of Mal-Ravanal's forces. A healer and Heavy Infantry (or even Spearmen) can do the trick at the impassable bottleneck due east of your starting keep. Don't try to push forward or gain ground; instead, just hold the line and allow one or two units to come through the bottleneck at a time.

Finally, once Gweddry is finished recruiting, send him and any disposables southwest towards that Dark Sorcerer, freeing the Knight along the way. That crew should be enough to overwhelm the puny Walking Corpse army there, stall if needed until the Paladin is free, and fight your way free.

The Northern Outpost

  • Objectives:
    • Find the outlaw leader in the villages and kill him.
    • Defeat the undead leader.
  • Lose if: Gweddry, Dacyn or Owaec dies, or turns run out.
  • Turns: 20.
  • Starting units: All available from Gweddry, Dacyn, Terraent, Addogin, and Hahid
  • Other:
    • A holy amulet is located in the South-West.
    • Owaec joins your team after the fight is over.

This scenario is reachable from the Elven Alliance, Ill Humors, and Mal-Ravanal's Capital scenarios.

Here, there are two enemies that you must defeat: the undead and the outlaws. It is a good idea to create a separate task force for each of a keep's worth of veterans. You won't have Dacyn for this mission (until the bandits are slain)

For the undead task force, send one non-impact melee unit to get the Amulet by the southwest temple, which makes all damage Arcane. That unit will have the damage output of a mage and the mobility and durability of a regular solider! That alone is enough to shred the undead to the north along with Gweddry, a healer, and a few disposable HI. Help Owaec's forces stay alive, if you can.

For the bandit task force, send about 5 units north to the villages. You might not need a healer, but prepare to fight L1 outlaws in Forest-heavy terrain. About 3 groups of enemies will spawn randomly, about 3 units in each group until the leader (a Rogue [easy] or Assassin) is found with a larger cadre of goons. Note that you will get a chance to kill any newly appeared outlaws before they get a move, so be prepared to ambush the ambushers.

Upon defeating either leader, Owaec and his cavalry will join your roster. If the undead fall first, turn that task force to hunting outlaws.

Diverging Campaign Path

Undead Crossing & Capturing the Ogres

Undead Crossing

  • Objective: Defeat the enemy leader.
  • Lose if: Gweddry, Dacyn or Owaec dies or turns run out.
  • Turns: 18.
  • Starting units: Gweddry, Dacyn, Owaec.

You need to cross the river, but not without first defeating a necromancer who is occupying a small island to the North.

A good general strategy can be something like the following: recall a couple of quick swordsmen (or about-to-level quick spearmen), two white mages, a red mage or multiple regular mages, and any units with holy amulets. Shock troopers are too slow. Send these units as quickly as possible Northwest through the swamp towards the Western crossing. Meanwhile, recruit/recall cavalry. The cavalry should run as fast as possible along the Southern board edge (so as to not attract undue attention from bats and swimming undead) and then up the Western crossing. You can divert a couple of cavalry and Owaec to snatch up villages and then those units can join the Western assault.

Now, this scenario has a nasty surprise... Once you have fought off the bats and skeletons, you will find this was not all, as the undead leader summons a number of cuttlefish monsters (1, 2 or 4 according to the difficulty level: easy, medium or hard respectively), which appear in the water between the two crossings. These always appear on turn number 10. Be very careful where to position your troops as the cuttlefish have a very nasty melee attack.

You have at least three options for the crossing. Option 1 is to just try to get a couple of your cavalry across each of the two crossings, while the rest of your units run like hell away from the water and swamp. Option 2 is to send across more units while tossing a spearman into the water as bait. Option 3 is to fight the cuttlefish, which is extremely hazardous. For a fight, maneuver your units to encourage the cuttlefish to separate, then use good melee troops backed by Gweddry (for leadership) and a white mage to kill them one at a time. Good luck. Make sure you leave your units enough time to cross the river and kill the undead leader before turns run out.

Leads to Capturing the Ogres.

Capturing the Ogres

  • Objective: Capture the ogres.
  • Lose if: Gweddry, Dacyn or Owaec dies.
  • Turns: Unlimited.
  • Starting units: Gweddry, Dacyn, Owaec.
  • Other:
    • To add ogres to your army, "capture" them by ZoC-locking them.


This can be a confusing scenario to understand. Basically, your three units just have to survive. However, if you want to be able to recall ogres later, you need to "capture" them by surrounding them. Any ogre which cannot move more than one hex in every direction will be added to your recall list. Ogres which reach the rocky borders will "escape".

Ogres are especially mobile on mountains (such as in the scenario Lake Vrug) and in caves (in the scenario Captured). Being of neutral alignment, ogres can be helpful at night (especially in the scenario Weldyn Under Attack). It's best to capture at least two.

Soradoc & Ogre Crossing

Soradoc

  • Objective: Get Gweddry and Owaec across the river.
  • Lose if: Gweddry, Dacyn or Owaec dies or turns run out.
  • Turns: 24.
  • Starting units: Gweddry, Dacyn, Owaec, loyal unit
  • Other:
    • Keep Yannic alive and talk to him with Owaec, or kill 3 enemy leaders, to recruit him later and get a Plague Staff in the next scenario.

Really difficult if you didn't go to Mal-Ravanal's Capital earlier and gain the Paladin and Knight(s).

Send your Paladin, Dacyn, Owaec, and a few other veterans due west immediately to assassinate the Death Knight there. If you have a Knight with a holy amulet, that's a good option. Owaec is needed in this group so he can rush up and talk to Yannic afterwards.

Send the rest of your army (at least 1 healer) due north post-haste. You need to smash through the base there and clear a path to the north. If you do well enough, you can even wipe out the other undead armies before completing the objective. The more leaders you defeat, the easier the next scenario will be.

On turn 4, Mal-Ravanal appears in the southeast corner, summons some high-level Ghosts (including Shadows) behind your lines, and peaces out. Be prepared for this ambush.

If you rescue Yannic and he doesn't die, he'll give you a Plague Staff in the next scenario. The Plague Staff might not be "good" per se, but it's awesome: it turns its bearer chaotic, allows it to recruit Walking Corpses, and grants it the Plague Staff attack. Later, Yannic will join your team just when you need him most.

Ogre Crossing

  • Objective: Get Gweddry and Owaec across the river.
  • Lose if: Gweddry, Dacyn or Owaec dies or turns run out.
  • Turns: 24.
  • Starting units: Gweddry, Dacyn, Owaec, loyal units
  • Other:
    • Special bonuses if the objective is completed while the Ogre leader is still alive:
      • Ogre leader joins you as recallable a loyal unit
      • You get two additional recallable Ogre units

Looking at the level, one might imagine the challenge in this scenario is crossing the wide river - where units are very vulnerable, and have very restricted mobility (particularly horses). However, this will likely prove to be the lesser of your concern: The Saurian force on the Northern bank is preoccupied with the Ogres for a good several turns, and the opponents going after you will be the Undead from the South (unless you killed them all in Soradoc).

However, you need the Ogre leader alive! The Ogres will need help against the Saurians, so scamper across with some Cavalry and/or fast Mages, bringing your leader in the rear.

Xenophobia

  • Objective: Defeat all enemy leaders.
  • Lose if: Gweddry, Dacyn or Owaec die or turns run out.
  • Turns:
  • Starting units: Gweddry, Dacyn, Owaec, loyal units
  • Other:
    • A Shield near the dwarves' keep.
    • You will have 100% gold carryover, but 0 starting gold, for the next several scenarios. Save up!

This is a fun and silly level as all parties in the scenario (i.e. elves, orcs, drawves, and yourself) decide to fight each other instead of forming alliances. The scenario is not very difficult, so you can use this time to gain some experience for your units and pick up another permanent item. This one, near the Dwarvish keep, is a shield that will redirect all damage from adjacent allies to the shield-bearer! It's tricky to use, but consider giving it to an expendable Spearman and using him as an extra ~40 HP for the units who matter.

You can likely split 2 keepfuls of troops between a Northern strike force and a Eastern one. The North force will eliminate the Dwarves and rejoin the main Eastern force, which can sweep north through Orc territory and then south to the Naga. Capture as many villages as you can, and give as much EXP to Gweddry and other Loyal units as you can. If you don't have 2 extra White Magi, now is a good time to get one.

If you have 500 gold, you should be pretty set for the next scenarios. You can survive with as little as 300.

Castle In The Ice

  • Objective: Move to the castle stronghold
  • Lose if: Gweddry, Dacyn or Owaec dies, or turns run out.
  • Turns: n/a
  • Starting units: Gweddry, Dacyn, Owaec, loyal units
  • Other:
    • The intense cold damages your troops every turn.
    • Cold damage intensifies the longer you spend in this scenario.

Basically: follow the path through the fog to the castle, defeating the Drakes and wild beasts along the way. Your core loyal units are more than enough for this task.

Optional: There's a 1-hex keep close to the first village you find. You can send Grug and an extra healer southeast from there, defeat the group of Ghosts, and continue onwards to find another group of Ogres. Those Ogres will join your team if you have Grug, unlocking an achievement.

Even further along the Ogre route, you'll find a L4 Yeti. Defeating it will grant 1 unit immunity from cold.

Don't recall more than 1 extra healer. You'll need your gold later!

Dark Sanctuary

  • Objective: Move Dacyn, Gweddry, and reinforcements into Mal-Ravanal's sanctuary, defeating the leader
  • Lose if: Death of Gweddry, Dacyn, or Owaec
  • Turns: n/a
  • Starting units: Gweddry, Dacyn, Owaec, loyal units
  • Other:
    • 100% gold carryover with 0 starting gold
    • Dacyn will have better outcomes stepping on runes
    • Night lasts longer here

Recall 4-6 reinforcements into Dacyn's creepy gate (fewer than 6 if you're sending some of your loyal units in). Your main enemies are ghostly and skeletal units, but there will also be Goblins and Ants, so bring a mix of units and roles. Moreover, you'll have 3 separate special items to collect (more on that later), which will help you feed EXP to mid-level units. Recruiting a few L2 people will also save you some upkeep costs.

Owaec will loiter outside and have to repel several incursions from Orcish armies. Use fresh L1 Spearmen to force the Orcs to fight from the snow, giving Owaec most of the XP. (Grug can help, too, if you didn't send him inside.)

Inside the chambers, you'll have 2 directions to go, southwest and northeast. You can split up your forces after killing the Wyvern and grabbing its gold pile.

Southwest group: You'll be facing L0-L1 Goblins in groups of 4-6. Bring a healer. The special item on this corridor is the red vial inside the potion room at {15, 13} -- it grants Steadfast and Healthy to its drinker. The unit who gains the most from doubled resistances is, funny enough, Cavalry, since troops like Heavy Infantry can't have their resistances doubled past 50%. (All other potions are not beneficial). After picking up this potion, head south to find one door key. The Goblins in this room can be distracted by stepping on the rune at the end of the corridor, which releases two Ghouls into the Goblin chamber.

Northeast group: You'll face several Ghost/Wraith, one Deathblade/Draug, and some optional units. Use a mage to cook the skeleton guarding the library; Ghosts will spawn afterward. Fight through to get the second door key. Go southeast from this room (avoiding the floor runes) and you'll find a cave full of Ants, and a collapsed wall leading to a treasure room. Upon entering this area, a Djinn will spawn and attack.

After killing the Djinn, collect the Holy Amulet, treasure, and Baneblade from the room. The Baneblade is a 7x4 draining Arcane attack, but has the Berserk ability, so it's a mixed blessing. I'm not sure who wields it best, but Heavy Infantry and Pikeman are solid options. The treasure room can be opened from the inside.

After obtaining both keys and moving both strike forces back to the central chamber, a large group of low-level monsters will spawn. Fight onto the second creepy platform, then charge the Death Knight leader to end the scenario.

Captured

  • Objective: Rescue Gweddry, Dacyn, and Owaec, then escape through the South-West tunnel.
  • Lose if: Gweddry, Dacyn or Owaec dies, or turns run out.
  • Turns: Unlimited, then 16.
  • Starting units: Rescue leader and two sidekicks.
  • Other:
    • No recruiting, but a group of your veterans will be available.
    • The door to a large gold reserve will be unlocked after the orcish leader dies

Three of your recall troops will escape from a cell and plot a rescue operation. The scenario tries to select a level 3, level 2, and level 1 unit, but it is possible to end up with many variations. At first, they're unarmed, so flee the Bats you find, first running west and then south. You'll retrieve your weapons, and then one group member will don a disguise to sneak past the guards.

The disguised unit can open any cell door to release the prisoners within. Try to select a cell containing ogres or Knights; a quick ogre has the best chance of reaching and opening another cell in the same turn. Upon releasing prisoners, your leaders will also seek the fight; you'll have to keep Dacyn alive by fleeing to the spot of shallow water to his northeast, and shielding him from attacks using Gweddry and Owaec.

If you're fast and lucky, you can kill the Orcish leader before many reinforcements arrive. This will unlock the orcs' treasure horde from a cell. Then, move Owaec to the Southwest tunnel to end the level, farming XP with your other units as you go.

Losses in this scenario are not a big deal, as you're only going to be able to bring a fraction of your recall list past the next scenario, which is likely to kill off all but a few veterans. However, the steady stream of orc reinforcements can provide one last chance to level key units for Evacuation, the next scenario.

Evacuation

  • Objective: Destroy the bridge with Owaec
  • Lose if: Gweddry, Dacyn or Owaec dies, or turns run out.
  • Turns: 12.
  • Starting units: Gweddry, Dacyn, Owaec, loyal units
  • Other:
    • Every unit not on the South side of the river when the bridge is destroyed will be lost (including units in your recall list).

Obviously, recall everybody you care about, including your item-bearers. This will be about 12 recalls total. Afterwards, gold permitting, recruit a keepful of Spearmen to distract the Wolves for another turn or two.

Don't get caught fighting; don't expose units to ZOC-lock. Keep your healers in the center and press southwest in tempo with your slowest evacuees. Don't go so slowly that the Drakes can cut you off in front.

Once you get bottle-necked on the bridge, hold a large enough rearguard of expendables that the people you do care about don't get ZOC-locked by flying Drakes while trying to cross the span. If you make it out with 5-10 veterans in addition to the special-item-bearers, then count yourself lucky!

The Spoils of War

An easier mission to help rebuild your forces. Terraent (if you have him) or Owaec will need to free groups of prisoners, who arrive alternating between Northern and Southern routes. The most critical prisoner to free is a special, loyal Dark Adept who will arrive from the south -- it's very worthwhile leveling them up.

Note that each group will be freed once the Deathblade named "guard" is slain. Bats will spawn after each freeing and chase the nearest cluster of units -- you can exploit this behavior to protect your weaker units.

Once all groups are freed, kill the southern enemy leader.

The Drowned Plains

  • Objective: Defeat the 3 enemy leaders.
  • Lose if: Gweddry, Dacyn or Owaec dies, or turns run out.
  • Turns:
  • Starting units: Gweddry, Dacyn, Owaec, loyal units
  • Other:
    • Walking Corpses, Soulless, and Ghouls will ambush you from the swamp
    • Sighting any enemy leader will cause stronger waves of the undead
    • A holy amulet is located on the southwest bank of the lake.

After a little bit of narrative, Dacyn will find himself heavily damaged, surrounded by 6 hexes of impassable pit, and beset by several high-level Ghost units! To rescue him, create a buffer of ZOC with your loyal units, and recall a strong Mage to barbeque the ghosts. Dacyn will shortly thereafter lose his ability to illuminate or cure, due to Mal-Ravanal's dark influence, so recall an extra healer to help against Ghoul poison.

Each castle is strongly defended, so it doesn't make sense to split up your main army. However, a few speedier scouts (including, perhaps, the Merfolk you rescued last scenario) are useful to capture and hold some of the far-flung villages. Then, recall a force of veterans who will be able to take on armies of 8-10 level 2/3 undead units, and head due south.

The southern-most castle will recruit Chocobones and Skeleton Riders when you get line-of-sight on the keep. Keep your units bunched up so that they can't be surrounded and killed by the Chocobones' charge attacks. Also, the Walking Corpse ambushes will intensify once you sight any enemy leader.

To the southwest lies Khrakrahs, a level-4 Skeletal Dragon who recruits L2-3 Undead. Yikes. His infernal aura makes lower-level troops fight worse [1.18.0 this won't necessarily be reflected in the combat preview, unless your unit begins adjacent to Khrakrahs]. Use Gweddry's Leadership to counteract this, and then burn Khrakrahs down with Mages.

To the northwest is another skeletal horseman, who recruits more undead mounted units and Ghouls. Compared to Khrakrahs, a walk in the park.

Return to Wesnoth

Story only.

Weldyn Under Attack

  • Objective: Survive until end of turns.
  • Lose if: Gweddry, Dacyn, Owaec or Konrad II dies.
  • Turns: 18.
  • Starting units: Gweddry, Dacyn, Owaec, loyal units, Konrad II.
  • Other:
    • At the end of this scenario you will have to choose whether to fight Mal-Ravanal directly in a duel, or repel his invasion with all you've got. This dictates the final scenario you'll play for this campaign.

At scenario start, you find your keep in the center of an island. Three allied leaders also have their keeps on the island around yours. There are six enemy leaders surrounding Weldyn.

Dacyn will turn into a "nega-Mage of Light" during this scenario, complete with a dark aura ability. Don't count on him to heal your troops!

Super ambitious: Kill all the enemy leaders, possibly with a strike force of fast Paladins and Magi to break through at the south and then sweep clockwise.

Medium ambitious: Just hold the lines of Weldyn, keeping your allied generals alive (gets much harder around Turn 10, but easier again around Turn 14).

Conservative: Just hold the inner island of Weldyn, abandoning the allied generals completely. This is really easy to defend, and Konrad will be able to fight here, but you lose out on some upside.

At the end of the battle, Gweddry will be able to choose whether to duel Mal-Ravanal (easier), or take on his whole army (possibly unlocks a bonus scenario).

Diverging Campaign Path

The Duel

  • Objective: Defeat Mal-Ravanal while Dacyn is nearby.
  • Lose if: Gweddry or Dacyn dies, or Dacyn is not nearby when Mal-Ravanal is defeated.
  • Turns: Unlimited.
  • Starting units: Gweddry, Dacyn.
  • Other:
    • You can only recruit for the first turn.

This is a somewhat strange scenario: you get to recall/recruit exactly five units and then have to fight Mal-Ravanal and his six chosen troops. Mal-Ravanal will recruit mostly level 3 units so this looks difficult. However, it is, in fact, quite manageable. Your goal is to attack first and hit hard—you should be able to eliminate two or three enemy units before they even get the chance to attack.

Except for Konrad II, you will have all of your units available in the recall list (including Owaec). Recall mages of light and other high-level arcane troops. Advance onto the battlefield, but stop just short of the enemies' range. After the enemies move closer, concentrate your attacks on a few of their units, particularly those with the strongest attacks. "Cowardly" Gweddry may be able to grant leadership bonuses to your troops, however he should probably refrain from actual fighting so he does not accidentally get killed.

Try to finish the fight quickly, as Mal-Ravanal plays unfair and revives dead units as lower-level copies of themselves. If you position a weak unit within Mal-Ravanal's movement range, the arrogant lich will gleefully charge out onto the battlefield and leave himself wide open for your counterattack. Owaec's hammer should make short work of him.

Weldyn Besieged

  • Objective: Defeat Mal-Ravanal while Dacyn is nearby.
  • Lose if: Gweddry, Dacyn, Owaec or Konrad II dies, any enemy unit reaches your keep, or Dacyn is not nearby when Mal-Ravanal is defeated.
  • Turns: Unlimited.
  • Starting units: Gweddry, Dacyn, Owaec, Terraent, Grug, Konrad II.

This battle is intended as a substantial challenge, and is inadvisable with low gold or an inadequate recall list. You face off against seven enemy leaders, with the goal of finding and eliminating Mal-Ravanal among them. The liches' names aren't revealed until they are attacked, and Mal-Ravanal is more likely to be revealed later in the scenario (the names are randomly assigned when you attack). Attacking a lich gives it a small boost of gold, but killing the wrong lich gives every other lich extra gold.

A quick scout unit can charge past the undead hordes to attack and identify a lich. Once you've found Mal-Ravanal, send Dacyn and any mounted arcane-attack units to attack. You can draw Mal-Ravanal out of the keep by positioning a sacrificial horseman nearby. Once the lich is out in the open, your arcane damage cavalry should have no trouble finishing the battle in a single turn.

Meanwhile you'll need the rest of your troops to hold the central keep against the undead onslaught. If you can spare the funds, a few sacrificial troops can delay the incoming enemies on one side, giving you the opportunity to focus your firepower on the undead approaching from the other side(s). Note, however, that each enemy killed causes the lich to recruit another. If things turn grim, retreat to the castle and make your final stand.

This page was last edited on 11 April 2024, at 20:06.