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== "1: Born To The Banner" ==
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== General Campaign Advice (SPOILERS!) ==
This campaign was written as a continuation of the Tutorial.  If you completed that you will have no problems here.  The recommended course is to head to the River Fort, which is just out of range.  Before leaving, however, note that you can recruit here.  You can only recruit Peasants for now, and will be able to get better units soon.  In general you should save your money for the Archers and Spearmen to come, but it might be nice to bring in a single Peasant now for a special mission.  After that, everybody should head towards a village.  You might as well park Deoran at 16, 8 and move Moreth towards 24, 8.  Turn 2 you reach the River Fort and are rewarded by an Infantry Lieutenant joining your forces.  Sir Gerrick will be able to supply your troops with weapons and armor to make Archers and Spearmen.  Now you can send Deoran back to the keep to recruit in earnest.  If you recruited the Peasant last turn, send him towards the 'village' in the river at 6, 10.  This might be considered a little bit of spoiler, but you will find something good there.  Actually, if you make a concerted effort to flag all villages [You ARE, aren't you?] you will eventually find this, but you might not be aware that this is a village.  Besides, if you get there too late it won't help this scenario...
 
  
On turn three Deoran should be back in the keep recruiting Bowmen.  Bring in the occasional Spearman, but the bulk of your forces now should be Bowmen. This is because the Urza mostly recruits Thugs, which have no ranged attack.  Once you've discovered your enemy's weakness, you're halfway to defeating them.  Even with your Spearmen, you'll want to stick to thrown spears at night against the Thugs unless your target is wounded enough that you are likely to finish it off.  Your other forces are too skimpy to accomplish anything now, so have them continue to capture unallied villages.  One keep worth of troops [four units] is likely not enough to last all the way to the Urza, so go ahead and stay for another round of recruiting.  By turn 5 you will be nearly out of money, but will have a decent size force along the Northern bank of the river.  It's okay to run out of money this early in a scenario, as you'll be earning more income from your villages every turn.  This is now night-time, during which your [Lawful] forces will be weaker and the Bandits [Chaotic] will be stronger.  Short of suicide, the reasonable thing to do is to assume a defensive stance until the sun rises.
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The toughest enemies in this campaign will be skeletal undead and liches. It is helpful to prioritize promoting units that perform well against these enemies, such as those with arcane or impact attacks, and to avoid promoting units that do poorly against these enemies, such as those with primarily piercing attacks.
  
By now your troops will be somewhat scattered.  You might want to get used to tapping the "n" key several times before ending your turn.  "n" brings the focus to next unit that has any movement points left.  This way it will be easy to find those units you might have forgotten.  Most of your units should be arranged in a line [more of a crescent, really] from the River Fort going East.  Moreth [the original Spearman] might have gotten all the way to the village at 22, 12.  If so, he could be safe there, unless you see several enemy units moving his way.  Another gamble would be moving the Peasant down to 5, 16 and send the Mermen, if any, into the middle of the swamp.  This could be enough of a distraction to split up the Bandit army marching towards the river fort.  These are the only of your troops that will be somewhat safe South of the river.
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Both Deoran and Sir Gerrick acquire impact attacks when they level up, and those will be the only impact attacks you have access to for the first 3 scenarios, so maximizing their XP early can make a big difference.  
  
Normal advice is to put leaders and healers in the 'second line' behind the front line. You don't have any healers yet, but Sir Gerrick can help lead. Depending upon what difficulty level you selected upon starting the campaign, Deoran is probably only first level.  Note that leadership only applies to units that are lower in level than the leader. A first level leader can only lead Peasants and other zero level troops.  Sir Gerrick will be able to direct the fire of your bowmen to better effect and will also be able to exert his influence on Deoran.  It will be a priority for you to get Deoran enough experience to advance to the next level without getting him killed.  Ideally you'd also like to minimize the number of times he becomes wounded bad enough to have to pull away from the battle and retreat to a village for healing.  Usually this is accomplished by having your other troops soften up a target such that your leader can get the kill.  You don't have to attack every character every turn, particularly if it looks like you'll take more damage than you'll dish out.
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This campaign was significantly updated in version 1.14.6. One of the notable changes is that almost every enemy keep is now much more easily accessible via either water or swamp, which makes Merfolk more relevant than in earlier versions. The merman hunter starts off with only piercing attacks, but promoting it to a netcaster gives you access to both impact damage and the Slow ability.  
  
On turn 7 the daylight comes: your counterattacks will have more effect, and you should be crossing the river in force on turn 8.  When you capture the village at 15,12 you will be rewarded with Aleron, a Peasant who is Loyal to you.  In game terms, he will work for you for free [has no upkeep].  Since he is only a level 0, there's no upkeep cost anyway.  Big deal, right?  Well, it is.  You should make every effort to keep those Loyal troops alive, and those should be the ones that reach the highest levels.  If Aleron becomes a Halberdier [which normally costs you 3 gold per turn to supply], he will still be Loyal and cost you nothing.  Moreth and the Mermen are loyal as well, so keep them alive.  That means don't throw Mermen away on land attacks.  Keep them in the river or swamps where they are better adapted.  After you have crossed the river, leave them behind as a rear guard.
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== Born To The Banner ==
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* Objectives: Defeat Bandit leader
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* Lose if: Deoran dies or turns run out
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* Turns: 40/32/24 (easy/medium/hard)
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* Starting Gold: 120/100/80
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* Starting Units: Deoran, Moreth
  
As you press towards the Urza, the majority of your troops will be funneled along the road South.  A few should come along the edge of the hills in order to attack the enemy keep from due North. The idea here is to get the enemy to split up his forces, or you'll have an unguarded area to attack.  By turn 9 you should be in more defensible terrain [forest, hills or mountains] as night will be falling again.  Hopefully you will have dispatched the majority of the baddies in the battle by the river, but a lucky strike by some bandits could still cripple you. By the way [this is a matter of playing style] i usually pull a unit back for healing once its health bar turns yellow or red.  There are times when you have to sacrifice a unit to achieve some bigger goal, but you'll never get your units to level up if they get killed before they get enough experience...
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You start with Moreth, a loyal spearman, and only the ability to recruit peasants. You will see the River Fort marked on the map south of your keep. Once you move a unit to the River Fort, you will be joined by Sir Gerrick and gain the ability to recruit spearmen and bowmen. Note that the dialogue says Deoran must move to the fort, but in reality you get the same result by using Moreth.  
  
By turn 11 or so, you should have captured all the villages on the map.  On turn 12 i would expect to see some of your units in the enemy keep. The keep is the best defensive terrain;  also, the more of its area you fill up, the fewer fresh troops the enemy can recruit.  By turn 13 your troops could be attacking the Urza himself, and daylight is coming. With luck you can finish him off on turn 14.  Since the enemy keep is mostly surrounded by forest it gets kind of fussy juggling all your troops around so as to rest the wounded, bring your attackers where they will do the most good [Archers against Thugs and Bandits, Spearmen against Poachers], and get the most from your leaders.  If it not obvious, you can have Sir Gerrick direct several attacks, move him, direct more attacks, etc.  Optionally he can finish his turn by attacking.  Ideally you'd like the killing blow against the Urza to be delivered by Sir Gerrick or [better] Deoran.  That way he can accumulate enough experience to eventually advance.
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In the river to the southwest there is a water village. When capture it, you will receive a loyal merman fighter and a loyal merman hunter. You will also gain the ability to recruit merman hunters, but not fighters, so be careful not to throw away your one fighter carelessly!
  
== "2: Proven By The Sword" ==
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The enemy has to travel for several turns to get to you, and Deoran will be occupied travelling to and from the river fort to get Sir Gerrick anyway, so by the time you start recruiting, you will know the enemy's force composition and can recruit the right mix of units to counter it (i.e. bowmen for thugs, spearmen for poachers and footpads).  
Similar to the last go round, this scenario comes in two parts: first is seizing control of the Westin Keep, second is actually defeating the enemy.  I would initially recall Moreth and Aleron [the loyal ground troops] and one of the Bowmen that has accumulated good experience.  You are sitting in a temporary keep right now, fill it up and go capture a village.  You don't want to hang around, but it would be risky to send Deoran into the city alone. Turn 2 send Deoran back to the keep to recall/recruit more troops. Again you'll want a mix of types, but Bowmen should still predominate.  Meanwhile send the first batch of troops south to handle the Footpads that are coming your way.  Sir Gerrick could either head down with them or accompany the other bunch into the city.
 
  
Here i'll give a few words about the criminals: Footpads, Thieves, etc. are extremely agile.  If they are in halfway defensible terrain, you'll have a stated 30% chance to hit them. I think this is exaggerated, as i have had to swing many, many times to get a single hit on these guys.  It's kind of like trying to hit an Agent in the movie "The Matrix". The other thing to watch out for is the Backstab ability that the Thieves possess: they can stab for double damage if an allied unit is on the other side of their target. You have to keep you units close enough together that they can't break through and surround you.
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The first enemies will reach the river around First Watch on Turn 4. You can try to hold the river with the help of the mermen, or let the first wave cross to your side and surround them. If you want to hold the river, it is better to leave Deoran in your keep on turn 1 and send Moreth to activate the river fort. This allows you to start recruiting bowmen and spearmen earlier and gives them more time to set up defensive lines on your side of the river. You can then send Moreth west to activate the water village on turn 5. Remember to use Sir Gerrick's leadership, and note that he has great resistance to blade and pierce, but very little to impact, so a few lucky thugs at night can take him out if you leave him exposed.  
  
By turn 4 Deoran and his retinue should cross the bridge and face down the criminals in the city.  If it takes you longer than that, the Urza's forces will have reinforced the city and you'll have a *much* harder time crossing the river.  After Deoran has captured the city [i.e., is at the hex 22, 16; labeled 'Westin'], the citizens of the city will give him 5 more loyal troops: 4 more peasants and a White Mage.  Minister Hylas is an extremely important figure in this campaign, and is currently the only of your troops who will be very effective against the undead that you will soon face.  He also bears the blue badge that all significant characters wear.  Deoran should recruit/recall again here, possibly including bringing back the loyal Mermen, then go on the attack. The Peasants will be kind of difficult to keep alive against the criminals they face, so perhaps send a few of them around to capture the blue villages.  However, in this scenario i had a Peasant upgrade to Bowman and again to Longbowman.
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Time is on your side, since you have more villages on your side of the river than your enemy does, so just hold out through the night, try to get a kill or 2 with Deoran/Gerrick/the merman hunter, and then counterattack in the morning. Again, you will get more desirable troops than spearman/bowmen later in the campaign, so your xp is better invested in your leaders and possibly in leveling your hunter into a netcaster.  
  
Now the Urza begins playing hardball: he won't capture any of your villages. If one of his troops comes upon a village held by you, they will destroy it.  It is up to you if you need the money bad enough to keep troops behind and defend the villages.  The important thing is to take all villages away from him to reduce how many recruits he can send against you.  Of course, we should also think of the happiness of our citizens, as well...  Once you have Minister Hylas on your side, the Urza reveals the trick in his sleeve: he can recruit UndeadThe skeletons are a real nuisance, as they are highly resistant to attacks by piercing and bladed weapons [exactly the kind that all of your troops except Minister Hylas possess].
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Note that leadership only applies to units that are lower in level than the leader. A first-level leader can only lead Peasants and other zero-level troops. Sir Gerrick will be able to use his leadership on Deoran and your other units, but Deoran's leadership will only apply to peasants right now, since he starts at level 1.   
  
If you're curious, select one  and look at the description.  Depending upon how the version of Wesnoth you are using was compiled, usually this is accomplished by pressing the 'd' key or right-clicking and selecting 'Unit Description'.  You will see that the Skeletons are vulnerable to Fire, Impact weapons, and particularly weak against Holy attacks.  You don't have any Fire attacks yet, and the only Impact attack you have is Minister Hylas' Staff. His Lightbeam is much better against these foul creatures, however:
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When you capture the village at 11.12 you will receive a surprise. On ''easy'', you'll be rewarded with Aleron, a Longbowman who is loyal to you. On ''medium'', Aleron will be a Peasant, and on ''hard'' you'll find an enemy Footpad instead.
  
* -100% resistance to this attack means you will deliver much better damage to them.  During broad daylight this totals up to a maximum 80 points of damage every turn.
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In game terms, a loyal unit will work for you for free [has no upkeep].  If you have Aleron as a Peasant, you might think to yourself: he is only a level 0, there's no upkeep cost anyway. Big deal, right? Well, it is. You should make every effort to keep those loyal troops alive, and those should be the ones that reach the highest levels. If Aleron becomes a Royal Guard or Master Bowman [units which normally cost you 3 gold per turn to supply], he will still be loyal and still cost you nothing. Moreth and the Mermen are loyal as well, so keep them alive. That means don't throw Mermen away on land attacks. Keep them in the river or swamps where they are better adapted. After you have crossed the river, leave them behind as a rear guard or send them down the west side of the map through the swamps.  
  
* Four attacks is almost always better than one.
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As you press towards the Urza, the majority of your troops will be funneled along the road south. A few should come along the edge of the hills in order to attack the enemy keep from due north. The idea here is to get the enemy to split up his forces, or you'll have an unguarded area to attack. By turn 9 you should be in more defensible terrain [forest, hills or mountains] as night will be falling again. Hopefully you will have dispatched the majority of the baddies in the battle by the river, but a lucky strike by some bandits could still cripple you. By the way [this is a matter of playing style] I usually pull a unit back for healing once its health bar turns yellow or red. There are times when you have to sacrifice a unit to achieve some bigger goal, but you'll never get your units to level up if they get killed before they get enough experience...
  
* The Lightbeam is a 'Magical' attack rather than a physical. In practical terms, it does not matter if they're hiding in mountains, a village or whatever; you still have a 70% chance to hit them.
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By turn 11 or so, you should have captured all the villages on the map. On turn 12 I would expect to see some of your units in the enemy keep. The keep is the best defensive terrain; also, the more of its area you fill up, the fewer fresh troops the enemy can recruit. By turn 13 your troops could be attacking the Urza himself, and daylight is coming. With luck you can finish him off on turn 14. Since the enemy keep is mostly surrounded by forest it gets kind of fussy juggling all your troops around so as to rest the wounded, bring your attackers where they will do the most good [Bowmen against Thugs, Spearmen against Poachers, or either against Footpads], and get the most from your leaders. If it is not obvious, you can have Sir Gerrick direct several attacks, move him, direct more attacks, etc.  Optimally he should finish his turn by attacking.  Ideally you'd like the killing blow against the Urza to be delivered by Sir Gerrick or [better] Deoran. That way he can accumulate enough experience to eventually advance.  
  
* The majority of the Skeletons have no ranged attack.  There is no better attack for you than an attack with no risk of counterattack...
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== Proven By The Sword ==
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* Objectives: Capture the Citadel of Westin and defeat Bandit leader
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* Lose if: Deoran or Sir Gerrick die or turns run out
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* Turns: 40/32/28 (easy/medium/hard)
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* Base Starting Gold: 130/100/85
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* Starting Units: Deoran, Sir Gerrick
  
By turn 8 you can have cleared the West bank of the river and will be lined up ready to wade across.  As before, wait for dawn to start the attack and you should be able to beat you way through during the day.  Since the water is such an impediment to travel, you might risk putting units into the river along row 24. Even though they are exposed there [typically 20% defense means they would be hit 80% of the time], enemies would themselves have to step into the water to attack you there. Since it typically takes 3 to 4 movement points to pass through water, a unit standing [for example] on 18, 23 would run out of points before getting to dry land. It's much better to end your turn on the shore.
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Similar to the last go round, this scenario comes in two parts: first is seizing control of the Westin Keep, second is actually defeating the enemy. There are only a few footpads and thieves between you and Westin Keep right now, but you want to secure the city before the enemy reinforcements get across the river to the south. 1 or 2 turns of recruitment at your initial keep should be plenty. Recalling loyal troops here saves you some upkeep as you fight your way to Westin. Sending a unit northwest to tag villages can also be a good long term investment. Bowmen will be your best recruits at this point, since they'll be more useful against the bats you face later.  
  
If it takes longer to clear out the city, or if the resistance in the South is particularly stiff, then better wait on your side of the river and let them attack you from the water. By turn 14 you should have reduced their numbers enough to make it across. Some of the bad guys will try to ford the eastern stream [hexes 26, 22 to 29, 23]. I would send a handful of troops [assisted by the Mermen] down the East bank of the river to prevent those from getting behind you.
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Here I'll give a few words about a few of the criminals: Footpads and Thieves are "elusive" units, which means that they are extremely agile and quite fast. If they are on halfway defensible terrain, you'll have a pathetic 30% chance to hit them. However, they are weak to blades and piercing weapons, so if you do hit them, you do more damage. The other thing to watch out for is the 'backstab' ability that the Thieves possess: they can stab for double damage if an allied unit is on the other side of their target. You have to keep you units close enough together that they can't break through and surround you.
  
After you've crossed the river again, the rest is quite straightforward: get through the forest to the enemy keep, and beat them downI should mention that while Minister Hylas is healing all of your troops that are near him, nobody is healing Minister Hylas.  Since he is so critical, you'll have to retreat him if he gets banged up too bad. It takes some juggling since he is your only effective undead fighter.  However, he can't fight them when he's dead...
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By turn 4 Deoran and his retinue should cross the bridge and face down the criminals in the city. If it takes you longer than that, the Urza's forces will have reinforced the city and you'll have a *much* harder time crossing the river. After Deoran has captured the city [i.e., is at the hex 22.13, labeled 'Westin'], the citizens of the city will give him 5 more loyal troops: 4 more Peasants and a White Mage.  Minister Hylas is an extremely important figure in this campaign, and is currently the only of your troops who will be very effective against the undead that you will soon face. Deoran should recruit/recall again here, possibly including bringing back the loyal Mermen, then go on the attack. Remember that the peasants are lvl 0, so they don't exert any Zone of Control on enemy units.  
  
== "3: A Desperate Errand" ==
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Now the Urza begins playing hardball: he won't capture any of your villages. If one of his troops comes upon a village held by you, they will destroy it. It can make sense to not even attack with your peasants, but just leave them sitting on villages to buy time until your more powerful troops can push the bandits back.  
There is a marker at 17,7 indicating where Deoran should head, though it is partly obscured by the large tree in front of it.  You don't need lots of troops for this scenario, maybe just two or three keeps worth. On the first turn i would just bring back the loyals, perhaps one of them a Merman. Don't head to the target yet, as on turn two you will receive a Dragoon and the ability to recruit Cavalrymen.  Buy one or two to screen Deoran, then perhaps bring back another Merman.  Deoran and the other mounted troops can immediately cross the river heading North, while the others head West.  When there are no enemies in the immediate area, the cavalry can capture villages while still remaining somewhat close to Deoran.  He should just make a beeline towards the elven keep.  As enemies get closer he should be a little more conservative in his movement; not ending his turn in a forest, for example.
 
  
By about turn six or seven the walking and swimming types should be in the neighborhood of the village at 12, 24 while the Vampire Bats will be catching up with the horsey set having just crossed the river again. You should be able to hold 12, 24 though expect to see some fierce attempts to wrest the village from you.  It would be possible to send a merman to the village at 4, 23, though i wouldn't recommend you send anybody you really like there, as they're likely to get slaughtered.  Still, it might be worthwhile to send a throwaway [read: non-loyal] merman there to take the heat off the main force around 12, 24.  Note that the Scenario Objectives say nothing about defeating the Urza.  Your foot troops need only engage him to keep him out of Deoran's hair, and you're home free.  Of course if you are able to finish him off, then bully for you.
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Once you have Minister Hylas on your side, the Urza reveals all the tricks up his sleeve: he can recruit Undead. The skeletons and skeleton archers are a real nuisance, as they are highly resistant to attacks by piercing and bladed weapons [exactly the kind that most of your troops possess].
  
== "4: Vale of Tears" ==
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If you're curious, select a Skeleton and look at the description. Depending upon how the version of Wesnoth you are using was compiled, usually this is accomplished by pressing the 'd' key or right-clicking and selecting 'Unit Description'.  You will see that the Skeletons are vulnerable to fire and impact weapons, and particularly weak against arcane attacks. You don't have any fire attacks yet, but Minister Hylas' arcane 'Lightbeam' spell, though, is extremely powerful against these foul creatures:
I might initially recall a single keep worth of troops, as another five bodies might be overkill on top the now large retinue around Deoran. On the other hand, you'll have to fight Skeletons again, so expect to lose a few.  As always, Minister Hylas can take down one every turn.  Ethiliel can put her 'ensnare' attack to good use as wellIt uses Impact damage and has the beneficial effect of slowing down the target [If she hits, the target will only deliver half damage for the remaining of this round and the beginning of next].  It's best to use her to attack an axe-wielding Skeleton, then quickly finish it off with your melee fighters. You'll have to rein in the temptation to have Deoran or any of the mounted fighters charge in ahead of the others, that could be a form of suicide.  If you keep your troops shoulder-to-shoulder [in a line] that'll reduce the ability of the enemy to gang up on any one character.  Of course, you can afford to take more risks after there are only a few skeletons left.  There will also be times when you choose to expose some of your troops in order to surround and defeat an enemy.
 
  
When your first unit dies, Ethiliel summons her bodyguard. You might want to recruit a peasant to go on a suicide rush for this purpose.
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* The Skeletons' -50% resistance to this attack means you will deliver much better damage to them. During broad daylight this totals up to a maximum 51 points of damage every turn.
  
After you have finished off Mal A'kai you can use his keep to replenish your forces for the next battle.  A useful shortcut at this point might be to send Ethiliel due South after she's done bashing Skeletons.  Hopefully won't really need her help to deal with the villains in the woods, Also, the sooner you send her off to Mebrin's Village, the sooner you can complete the second objective for this scenario.  If she circles around the eastern side of the lake she can make the village [31, 32] in about a half dozen turns.
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* Three strikes make it quite reliable, and two hits will bring down a Skeleton from full health at daytime.
  
Meanwhile the villains should mostly be so spread out as to be easy prey.
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* The Lightbeam is a magical attack. This means that it does not matter if they're hiding in mountains, a village or whatever; you still have a 70% chance to hit them.
  
== "5: Choice In The Fog" ==
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With the exception of Minister Hylas, your most effective anti-skeleton units are ones with impact attacks. Gerrick gets an impact attack at lvl 3 and Deoran gets one at lvl 2, which is why leveling them up early is such a high priority. Merman netcasters also have impact attacks, and can be devastating against skeletal undead trying to cross the river. Piercing attacks are extremely bad against skeletons and skeleton archers, but massed blade attacks from Gerrick's glaive, bowmen's shortswords, or any spearmen you have leveled into Swordsmen, can eventually wear them down.  
The title is a precise summation of this scenario, but more about that later. Right now, you're surrounded by fog that only lets you see as far as you can move in the next turn. One possible [though expensive] means of dealing with this is to make sure that every squad of yours has a fast moving unit like Cavalryman with them. However, cavalry fight at a disadvantage in the woods, which is mostly what you'll be dealing with here. Elves are much better in the forest, and therein lies the choice i mentioned earlier.  You won't be forced to chose yet, but you may as well think about it: your decision will affect the type of recruits you are about to gather. As of now, Ethiliel will allow you to recruit Elvish Fighters and Elvish Shamans. The Shaman is the only healing unit you'll get other than Minister Hylas in the whole campaign. If you choose against the elves, you will then be allowed to recruit a powerful unit to fight undead. If you're going to go that way, then don't bother recruiting any elves, as they will all leave you.
 
  
So recruit a keeps worth of mixed troops. You might need more, depending upon how you choose. Your objective now is simply to explore. I don't think it will be too much of a spoiler to tell you that there are a handful of sites to fjord the river, but only one bridge. I usually send the horsed and elven types along the northern bank of the river, since it's a long way across the map.  Minister Hylas and the rest of the humans should march South across the bridge. Of course, if you're going with the elves, you may as well reinforce them with some Elvish Fighters, too.  Your faster troops will eventually encounter some resistance about three quarters of the way across.  After you've cleared the northern bank, prepare to cross the river and meet them on their own turf.
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When you claim the swamp village at 14.20, you will get a loyal merman fighter. This is the second and last merman fighter you have access to in the whole campaign, whereas you can recruit as many merman hunters as you want, so think carefully before putting him at risk. Hunters are generally more desirable anyway, since they can advance into netcasters with impact attacks, but merman fighters at least get a blade attack at lvl 3, and there will be some moments in the campaign where having a powerful aquatic melee attack can open up important strategic options.
  
Meanwhile, the others should keep heading south and will eventually run into bunches of Zombies.  While they are quite weak individually, wave after wave of them can eventually wear down even the strongest hero.  The unique attack [plague] of the Zombie and Souless means that any living creature they kill will be brought back as one of their own.  Keep your fighters close to Minister Hylas, and rotate them as necessary. As level zero creatures, Zombies don't exert a Zone of Control.  In practical terms, it means that they can't slow your movement. Just remember you are in no hurry, and eventually you will beat them at their own game.  Even if they hurry it is unlikely that they could meet up with their brethren for the battle against the skeletons on the east side.  The leader of the Zombies is a level one Souless called Gruth.
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Anyway, by turn 8 you can have cleared the west bank of the river and will be lined up ready to wade across. Here is where merman hunters can be very helpful. They will do pitiful damage against the skeletons (unless you level one into a netcaster) , but their mobility and defense in water is much better than the skeletons', so the mermen can encircle and slowly whittle down the skeletons while your other troops wade toward the enemy keep.  
  
On the eastern front, you will face Bandits and such again.  Eventually sordid secrets will be revealed, and you will be forced to choose between them and the Elves.  If you chose Bandits, your elven allies will IMMEDIATELY disappear.  This may leave some of your units exposed to counterattack from the undead, so beware.  After so choosing, Urza Afalas and all his surviving bandits will become yours to command, and you will be able to use his keep to recruit more Thugs and Footpads. Both are well suited to cracking skeletal skulls.  If you choose to stay with the Elves, of course you'll have the Shamen to console you as you fight your way through the Bandits. By the time you are through with them, the skeletons will probably be making their way up from their keep on the southeast corner of the map.
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If it takes longer to clear out the city, or if the resistance in the south is particularly stiff, then better wait on your side of the river and let them attack you from the water. Mermen are again useful here for coming around behind the skeletons after they engage with your troops on the shore. By turn 14 you should have reduced their numbers enough to make it across.
  
Just keep bashing away, and eventually you will win through to the big baddie: Mal M'Brin, who, in terms of number of units, is actually quite weak and easy to defeat.  This name might sound vaguely familiar, but i won't go into that now.  Just keep in mind that it is tougher than the other two leaders put together. Its magic attack can hit you for a basic 36 points [Dawn/Dusk], while its melee attack does 15.  It's worse than that, however, as the melee attack can drain hit points from the target to regain Mal's hit points.  Just keep hammering away at it with your Thugs and Bandits, and hold Deoran back so he can get the final whack. It turns out that this is merely an apparition of the real Mal M'Brin, and the actual one is hiding in tunnels beneath his keep.
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After you've crossed the river again, the rest is quite straightforward: get through the forest to the enemy keep, and beat them down. Mermen can circle around the east side of his peninsula and attack from the south as your ground troops attack from the north. Note that mermen get a decent 40% defense in castle tiles, which is the same as your land troops standing on open ground. This lets them clog up your enemy's castle tiles and prevent him from recruiting.  
  
After this scenario, there will be a branch: If you chose to stay with the elves, you'll lead Sir Gerrick back to Wesnoth to deliver news of the undead in a scenario that's almost a pushover, and then you'll try to hunt out Mal inside his caves. If you chose to go with the bandits, then you'll try to return to Wesnoth, but the remaining undead, under the real Mal M'Brin, will follow you. The first fork is much less difficult.
+
I should mention that while Minister Hylas is healing all of your troops that are near him, nobody is healing Minister Hylas. Since he is so critical, you'll have to retreat him if he gets banged up too bad. For this reason, it is often a bad idea to use his ranged attack against skeleton archers, since they will often hit him back hard, and he will have to sit on a village for several turns before he can attack again. Against skeleton archers, it is better to use the melee impact attacks from deoran/gerrick/a netcaster if you have them levelled up, or just to beat on them with bladed weapons like Gerrick's glaive or even a bowman's short sword.
 +
 
 +
Also note that the enemy keep is on an isolated peninsula at the southernmost part of the map, with no nearby villages. This means that, if you don't let any villages be burned, you can just tag all the villages and then camp around the enemy keep for the rest of the scenario, farming some xp from his last few units without sacrificing too much carryover gold.
 +
 
 +
For promotions in this scenario, feeding xp to Deoran, Gerrick, and minister Hylas are high priorities, as well as levelling hunters into netcasters. You can level some spearmen into swordsmen, but you're going to get better options for melee units later. Levelling bowmen is mostly a waste in this campaign due to the preponderance of skeletons.
 +
 
 +
== A Desperate Errand ==
 +
* Objectives: Move Deoran to the elvish city
 +
* Lose if: Deoran, Sir Gerrick or Minister Hylas die or turns run out
 +
* Turns: 30/24/20 (easy/medium/hard)
 +
* Base Starting Gold: 120/105/75
 +
* Starting Units: Deoran, Sir Gerrick, Minister Hylas
 +
 
 +
Your keep is on the east bank of a river. The objective is to move Deoran northwest across the river and through the forest to an elvish keep. There is a bandit keep on an island in the river adjacent to your route. You can technically beat the level without defeating the bandit leader, but in practice there is no reason not to.
 +
 
 +
On turn 3 a loyal cavalryman named Jarek will arrive, and you will gain the ability to recruit cavalrymen. Note that, if Jarek survives, you get him for free at the start of most scenarios after this one, so although you don't NEED to keep him alive and level him up, it is a VERY good idea.
 +
 
 +
Cavalry start with a blade attack at lvl 1, which is more effective against skeletons than the pierce attacks on your other lvl 1 units. They also have better resistances against blade and impact, although they are more vulnerable to pierce. For that reason, it's probably not a good idea to recruit any spearmen in this level and is better to wait for the cavalry to arrive.
 +
 
 +
There is a bend in the river that leads from the southern edge of your starting keep to the southern edge of the the enemy's keep, which opens the possibility of an amphibious merfolk assault.
 +
 
 +
One strategy is to spend the first 2 turns recruiting merfolk and sending them southwest down the river, then recruit some cavalry and maybe bowmen after Jarek arrives. The merfolk will attack the enemy from the south while the ground forces attack from the east. Prioritize taking out poachers and skeleton archers, since their pierce attacks pose the most threat to your cavalrymen.
 +
 
 +
Even if you defeat the enemy leader, the scenario doesn't end until Deoran reaches the elf keep, so make sure to disengage him and send him north as soon as possible and leave the rest of your units to finish the fight. It is useful to prioritize killing off any bats, since they are the only units which can catch up to Deoran and delay him from reaching his destination.
 +
 
 +
== Vale of Tears ==
 +
* Objectives: Defeat all enemies and move Ethiliel to Mebrin's village
 +
* Lose if: Deoran, Sir Gerrick, Minister Hylas or Ethiliel die or turns run out
 +
* Turns: 40/32/28 (easy/medium/hard)
 +
* Base Starting Gold: 150/125/80
 +
* Starting Units: Deoran, Sir Gerrick, Minister Hylas, Ethiliel, and Jarek
 +
 
 +
To finish this scenario, you must BOTH defeat both enemy leaders AND move Ethiliel to Mebrin's village. So much like last scenario, make sure to disengage Ethiliel and send her towards Mebrin's village a few turns before the rest of your forces take out the last enemy leader, to maximize your early finish bonus.
 +
 
 +
There are 2 enemy leaders in this scenario. The bandit leader to the south recruits the usual lvl 1 chaotic human troops you've seen before, but the Dark Sorceror leader to the east recruits some very scary lvl 2 skeletal undead.
 +
 
 +
Ethiliel is key in this scenario. She is a second healer, like Hylas. She also has ranged attack that Slows, like a netcaster, and an alternate attack that does pierce damage but is magical. Keep in mind that her Slow attack is NOT magical, so try to use it on units in bad defensive terrain. She also flies and gets high defense on most terrain, especially forest.
 +
 
 +
The Bone Shooters, Revenants, and Death Blades are the major challenges in this level. They do huge damage, especially at night, and they have high resistance to blade and pierce attacks. Hopefully you have leveled up Deoran and Gerrick by now to access their impact attacks. Minister Hylas and any netcasters will also be key. The Bone Shooters will be especially tough, since they will do huge retaliation damage to Minster Hylas, Ethiliel, or the netcasters (if the Slow attacks miss), and Deoran is especially vulnerable to pierce damage. Cavalrymen can be very useful for this purpose. Try to use their high mobility and blade attacks (enhanced by leadership!) to surround the Bone Shooters and take them down ASAP. They are also good for defending your glass cannon units like Minister Hylas after they've made their attacks. Just don't expect all of your cavalrymen to survive, since a Bone Shooter can take one out in a single turn if it gets lucky. Swordsmen also perform well in this scenario, as they are less vulnerable to arrows than the cavalrymen.
 +
 
 +
The undead keep is on an island and is approachable from 3 directions: from the south, from the north, and from the west. The western approach is directly over the river and is best suited to mermen. Here is where a leveled up merfolk fighter can be useful for attacking the Dark Sorcerer directly from the water. The southern approach is the most direct and is where most of the enemy will naturally head. It can be useful engage the main body of the enemy on the southern approach and send some cavalrymen around to the north to assassinate the enemy leader.
 +
 
 +
When your first unit dies, Ethiliel summons her bodyguard, composed of loyal Elvish Rangers. The size of the bodyguard will be of 4, 3 or 2 units for the easy/medium/hard difficulty levels, respectively. These rangers are fast and powerful in the forest, and they possess the ''ambush'' ability, which helps you set up traps for the enemy. If your first unit dies on your own turn, the bodyguard will appear right at that moment and can attack immediately. No matter where the unit dies, the bodyguards will appear near ethiliel. It is possible to exploit this effect in various ways, such as by flying ethiliel to the east of the undead leader's keep, intentionally triggering the bodyguards with some kind of suicide attack, and then immediately using them to assassinate the leader.
 +
 
 +
The human leader is farther away to the south, so ideally you will be mostly done with the undead by the time his units start to really pressure you, at which point you can just mop them up at your leisure.
 +
 
 +
== Choice In The Fog ==
 +
* Objectives: Defeat all enemies
 +
* Lose if: Deoran, Sir Gerrick, Minister Hylas or Ethiliel die or turns run out
 +
* Turns: 50/40/35 (easy/medium/hard)
 +
* Base Starting Gold: 150/125/80
 +
* Starting Units: Deoran, Sir Gerrick, Minister Hylas, Ethiliel, and Jarek
 +
* Other: You must side with either the Elves or the Bandits when you first sight the bandit keep
 +
 
 +
Some definition of terms: "Shroud" is the totally black portions of the map where you can't see anything. "Fog of War" is the portions of the map that look sort of hazy, where you can see the terrain but not the units. Shroud and fog are both removed by Line of Sight. A unit's line of sight is every hex that it could reach with a full turn of movement points from its current position. This is affected by terrain. So, a cavalryman might only "see" through 2 or 3 hexes of forest, but an elf would see through 5 or 6. When all of your units move away from an area, so that it is no longer in any of their Line of Sight, the fog of war returns but the shroud does not.
 +
 
 +
As the title says, this scenario gives you an important choice that divides the rest of the campaign into 2 different branches. You must choose to either side with the bandits or the elves. This choice will not be revealed to Deoran until several turns into the scenario. So, some players choose to "roleplay" this scenario, playing the first turns as if they did not know the map or the choice that is coming. However, you can get better outcomes by making your choice ahead of time and playing with that gameplan in mind from the beginning. In particular, if you are planning to side with the bandits, you would obviously do better by not recruiting elves early on.
 +
 
 +
The choice is triggered when one of your units has the bandit leader within their line of sight. Before this point, any bandits or undead that you encounter will be hostile toward you. If you choose to side with the elves, the only thing that changes is that your victory conditions change to specify that you must defeat both bandits and undead. If you choose to side with the bandits, the changes are dramatic. All of your elf units, including Ethiliel and her bodyguards, will disappear forever. All of the bandits on the map, including the bandit leader, will join your team, and you will be able to recruit thugs and footpads from now on. Your objective will now be to only defeat the undead. Choosing the bandit path will also remove all the shroud from the map, although fog will remain everywhere outside of your units' line of sight.
 +
 
 +
Either of these choices dramatically improves your fighting ability against the undead for the rest of the campaign. Thugs and footpads give you access to plentiful and cheap impact attacks. On the other hand, elvish shamans offer impact attacks, the Slow ability, and can eventually upgrade into units with Arcane attacks as well. The downside of the shamans relative to thugs/footpads is that they are less mobile and much more fragile.
 +
 
 +
Campaign-wise, this choice offers a trade off between long and short term thinking. This scenario itself is significantly easier if you take the bandit path, since you instantly eliminate a bunch of enemies AND gain a bunch of new units for free. On the other hand, the last scenario of the bandit path is much harder than the last scenario of the elf path. There's a moral here, living your life like a bandit is easy in the short run but you pay for it in the end!
 +
 
 +
A river cuts this map into 3 main sections: a strip of land across the northern map edge, an L-shaped section along the western and southern edges, and an island/peninsula in the east-central region. There are bridges connecting these landmasses. You start on the northwestern corner, the bandit keep is on the eastern landmass near the center of the map, and there are 2 undead keeps in the southwestern and southeastern corners.
 +
 
 +
From your starting keep, the most obvious path is to take a bridge straight south to the southwestern landmass. The terrain is rough, with lots of hills and forests that will obscure both movement and line of sight. You will encounter the bandits and undead fighting each other around the bridge between the central landmass and the one you're on. The undead from this nearer keep are mostly zombies and ghouls. You can't see it, but the further away undead keep is producing various skeletal undead, including lvl 2 units, and sending them toward the bandit keep from the east. If you weren't involved, the natural course of the battle would be that the bandits will push southwest toward the first undead keep, with most of their units slowly succumbing to poison, and then their leader will be taken out by the stream of more powerful undead from the east.
 +
 
 +
Whichever choice you plan to make, don't over-recruit at your starting keep. Every unit takes upkeep, and having a big mass of units walking for several turns before fighting anyone is a waste. Recruit 1-2 keeps worth of either humans or elves and then get Deoran moving. He can recruit again at either the first undead keep, the bandit keep, or a small empty keep that is between them on the south bank of the river. If you take the bandit path, this allows you to save your starting gold to spend on thugs and footpads rather than wasting it on too many units with non-impact attacks.
 +
 
 +
Strategy for this scenario is different depending on which path you want to take in the campaign:
 +
 
 +
Elf Path:
 +
 
 +
If you are planning to take the elf path, you can make it easier on yourself by letting the bandits and undead fight each other for as long as possible before you intervene. The main battleground is right in the center of the map, with the bandits crossing the river from the north and the undead coming through the forest from the south. There is a little waterway on the far west side of the map, and a line of mountains just north of the undead keep. The mountains are useful because they block line of sight. You can recruit 2 keeps worth of elves and take them and all of your units down the narrow corridor between the waterway and the mountains, thus staying out of sight of the bandits and undead fighting, and attack the undead keep from the northwest without engaging with the bandits at all.
 +
 
 +
West of the first undead keep, there is a lake with a single water village. If you claim that village, it triggers a lvl 2 sea serpent to appear. The serpent will attack all other teams. So, one strategy is to send ethiliel down the west side of the map far ahead of your other troops, and have her trigger the sea serpent and then run away. The serpent can give the undead some trouble and soften them up before your main force arrives, but it can also make things complicated by threatening your own units as well. 
 +
 
 +
After you kill off the first undead leaders, you can use the undead keep to recruit some reinforcements, pick off the remaining, mostly poisoned, bandits and proceed north across the river to the bandit keep. Again, you can save upkeep costs by recruiting only as many units as you need, because there's another keep just south of the bandit keep where you can get more units if you need then.
 +
 
 +
Sometimes, if the bandit leader was especially unlucky, he will already be dead by the time you get to the river, and you will be greeted by some skeletons crossing to meet you. In this case, you either use the keep on your shore to recruit reinforcements, or backtrack Deoran to the undead keep to get more there.
 +
 
 +
After the bandit leader and/or skeletons are cleared out of the bandit keep, use it to recruit your final wave of units to take out the southeast undead leader. This leader is a lich, and his damage output is huge. It can be helpful to focus heavily on elvish shamans. Even though their damage output is much lower than the elvish fighters, you want to have enough extra that you can use them to suicide attack into the lich to make sure he is slowed before your more valuable units get into his range. Getting some of them to lvl 2 Sorceresses is also a game changer, as they are your only source of Arcane damage other than Hylas.
 +
 
 +
The lich gets a big cash surge the first time you move into his vision range, and will recruit several lvl 2 units the next turn. It can be hard to fight them effectively near his keep because your movement is restricted by a lot of mountain and frozen tiles, and the lich himself will jump out and blast your units at every opportunity. So it can be helpful to send a quick unit ahead of your main army just to trigger this event and then run away, so that you can deal with the reinforcements at a safe distance. Once you attack the lich, try to surround him with shamans and make sure he is slowed. He will retaliate with ridiculous damage, so expect one or more of them to die each turn they do this. Keep in mind that, if minister Hylas is level 3, his Illuminate ability will reduce the lich's damage output just by standing next to it at night. Then you can finish him off with whatever unit you want to get the xp.  
 +
 
 +
 
 +
Bandit Path:
 +
 
 +
If you are planning on taking the bandit path, it's important to control when you trigger the choice by seeing the bandit leader. If you meet him before he finishes using up all of his starting gold, then that excess gold just disappears, and you will miss out on all the other units he would have recruited for you. If you meet him too late, you might be forced to actually fight and kill some of his units before they have a chance to join you, or he might get them killed with unnecessarily aggressive attacks against the undead. The optimal time to meet him is Turn 6, which is right when he finishes spending all of his starting gold. You can use a merfolk unit or Ethiliel to hover in the river west of his keep, just outside of line of sight with him, until it's time to trigger the choice on turn 6.
 +
 
 +
Before turn 6, you can proceed with a similar sneak attack plan to what you would do on the elf path, just using human units rather than elves. You can also recruit either no units or just a few cavalrymen for line of sight and wait around in the western forest watching the undead and bandits fight until turn 6, making sure to keep far enough away that none of them see you and come in your direction. Then once you trigger the bandits to join you, you can move your forces east to assist your new bandit allies against the undead.
 +
 
 +
If you're not doing the sneak attack, it is an even better idea to use  ethiliel to trigger the sea serpent before she disappears, since it will be a while before the rest of your forces get to its lake.
 +
 
 +
When the bandits join you, they will have a random mix of thugs, footpads, and poachers. Most of these units will be in the central portion of the map south of the river engaged with the undead, and a few will be further east. The southwestern undead are much easier than the southeastern one, and they focus on ghouls and zombies rather than skeletal undead. So a good strategy is to redirect all of your poachers and footpads toward the southern front, and pull all of your thugs back toward the bandit keep to heal and prepare for the skeletons to arrive. The poachers would be useless against the skeletons either way, and the footpads are fast enough that they can catch up to the rest of your forces after they finish off the southwestern undead leader.
 +
 
 +
Move Deoran, hylas, and Gerrick to the bandit keep, and spend the rest of your gold on the force that will take down the big skeletal undead and the lich. Since you don't have the shamans' slow attack, the lich will deal so much damage that it can be risky to even attack him with Hylas at night. Your best bet is to bring along some expendable thugs to surround him and just bludgeon him. The drain on his melee retaliation attacks will probably keep him alive for a few turns against their melee attacks, and he will usually kill one of them with his magic during each of his turns, so be sure to bring extras.
 +
 
 +
The same as with the elf strategy, it can help to trigger his reinforcements early and then fight them away from his keep.
 +
 
 +
Levelling footpads is a higher priority than thugs in this scenario, as the next bandit scenario prioritizes mobility.
  
 
== Diverging campaign path - Elf branch ==
 
== Diverging campaign path - Elf branch ==
=== "6A: Tidings, Good and Ill" ===
+
=== Into the Depths ===
This scenario, as mentioned above, is a pushover, Just recruit some Elvish Fighters, and push northwards. None of your opponents will be any match for you.
+
* Objectives: Root out the source of the undead
 +
* Lose if: Deoran, Minister Hylas or Ethiliel die or turns run out
 +
* Turns: 50/45/40 (easy/medium/hard)
 +
* Base Starting Gold: 125/100/80
 +
* Starting Units: Deoran, Minister Hylas, and Ethiliel
 +
 
 +
One of the few genuinely tough scenarios in this campaign, mainly because you're fighting underground with Loyalist humans and Elves.  The Loyalists are lawful and get -25% damage penalties because underground always counts as "night" time of day, and the Elves have very low defense and movement on cave tiles.
 +
 
 +
This scenario is a long dungeon crawl. You follow a fairly narrow cave east, then south, then back west, and fight 3 increasingly difficult undead leaders. Managing your recruitment and upkeep is important here. Recruiting 50 units from your starting keep is not any better than recruiting 10, because they would just all pile up behind each other in the bottlenecks, and the upkeep would bankrupt you while they were standing around. Instead, you want to recruit just 1-2 keeps worth of units at the start, and then replenish your forces as necessary every time you get to a new keep.
 +
 
 +
One way to open up these bottlenecks is to use merfolk. The path from your starting keep to the first enemy leader has multiple 1-2 hex wide bottlenecks and is mostly cave terrain type, meaning your ground forces will move slowly and have a hard time pushing through tough units like Necrophages. On the other hand, there is a parallel water route from your starting keep to the first enemy keep that the enemy completely ignores. The first enemy leader is a Lvl 1 Soulless, which means you can probably take him down with a well-timed surprise attack by just 3-4 mermen. Even if they don't finish him off on their own, they will force him to divert forces to defend against them, which will allow your ground troops to break through the bottlenecks faster.
 +
 
 +
When selecting your ground units, focus on quality over quantity. To get through the bottlenecks, you want units with high and reliable damage output, like Ethiliel's bodyguards, Elvish Sorceresses, Swordsmen, etc. Also prioritize recalling units with at least 6 movement points, as this can be the difference between moving 2 and 3 spaces on cave terrain. Use leadership and Illumination to optimize your damage output whenever possible.
 +
 
 +
The first wave of enemies will be mostly ghouls, necrophages, and bats, so total damage output is more important than damage type at this point.
 +
 
 +
Send one quick unit to walk directly along the southern wall of the cave, and he will discover a hidden passage to some friendly trolls who will join you against the undead. You can't take any of them with you after this scenario, but it can still be very useful to level them up, because there are some very tough skeletal undead coming and you are short on high-damage impact attacks. Surprisingly, trolls move better in water than any of your other troops, so they can be useful to support your mermen later on. The troll cave exits just southwest of the first leader's keep, so they can join your main forces there and help hold off the second wave from the south.  
  
=== "7A: Into the Depths" ===
+
The second wave will reach the first undead keep at about turn 10. If at all possible, try to get Deoran there first, so he can recruit reinforcements on the spot. The second wave is mostly more ghouls and necrophages, along with some dark adepts and some lvl 1 and 2 skeletal undead. But, the second leader is another lich, so it can be useful to recruit a few expendable shamans to walk along behind your main troops until it's time to suicide attack him to make sure he's slowed before your valuable troops take him out.
One of the few genuinely tough scenarios in this campaign. When you encounter the trolls you may choose to give them gold, which makes them ally with you and also grant you a shortcut to Mal M'Brin's castle.
 
  
If you want to try to fight the trolls, offer them freedom. They'll turn it down, and you can barrage them with Elvish Fighters. The scenario is extremely easy if you fight alongside the trolls.
+
The cave now turns south from the first undead keep to the second. The layout is similar: a land route with a lot of cave tiles and bottlenecks that make a large force impractical, and a parallel and relatively undefended water route that converges on the keep. This time, the occasional unit will come up the waterway, which should be easy for your trolls and mermen to take out. As with the last lich you faced, send in some sacrificial shamans to slow him and then try to take him down ASAP with arcane and impact attacks.  
  
Either way, recall experienced range-attack units on the first turn, then recruit a keep of Elvish Fighters as fodder.
+
Now it's time for the main event! The cavern opens up to the west. There is a barrier of swamps and shallow water, with a single bridge on the southern side, and some castle hexes beyond those. Hopefully you have conserved your gold carefully, because the crossing will be difficult and you will need some fodder. The final leader is a lvl 4 ancient lich, and he has a couple lvl 3 Draug bodyguards as well as various lvl 2 skeletal undead to protect him. The terrain will both make maneurverability limited and will make your units vulnerable to counterattack, so expect heavy losses. Don't worry too much about losing some high level units, as the campaign actually gets easier from this point.  
  
==="8A: Return to Kerlath" ===
+
Having several merman Netcasters and/or Entanglers will really pay off in this scenario, as their maneuverability, Impact damage, and Slow ability will be crucial for taking out the Draugs, who will otherwise be extremely deadly to your troops standing on low-defense terrain. In the absence of sufficient merfolk sources of Slow, you can spam sacrificial shamans for a similar effect.  
This is a straightforward level. Recall a lot of high-level units and the some fodder, then slaughter the bandits.
 
  
=== "9A: Vengeance" ===
+
After you take out the ancient lich, you get to watch some shocking revelations and dramatic speeches, and then you're over the hump!
Just recruit a lot of fodder to keep the elves busy and send Ethiliel to the tree quickly.  
+
 
 +
=== Return to Kerlath ===
 +
* Objectives: Move Deoran into Kerlath Province
 +
* Lose if: Deoran, Minister Hylas or Ethiliel die or turns run out
 +
* Turns: 22/20/18 (easy/medium/hard)
 +
* Base Starting Gold: 125/100/80
 +
* Starting Units: Deoran, Minister Hylas, and Ethiliel
 +
 
 +
This is a straightforward level, a walk in the park to put it simply. Use it to level up some replacements for the high level units you lost in the last scenario. The elves will only attack you once they see you and will stay still until then, so you can take them on at your own pace. The only way to lose is to send Deoran way out front on his own to be jumped by a bunch of elvish archers.
 +
 
 +
Ethiliel requests that you "fight to subdue" rather than killing the enemy. It is unclear whether that means that when you kill a unit in this scenario it's merely being 'subdued', but there seems to be no consequence either way.
 +
 
 +
=== Vengeance ===
 +
* Objectives: Survive until end of turns
 +
* Lose if: Deoran or Ethiliel die
 +
* Turns: 14
 +
* Base Starting Gold: 125/100/80
 +
* Starting Units: Deoran, Minister Hylas, Sir Gerrick and Ethiliel and several defenders
 +
 
 +
Another cakewalk. Resist the urge to fight the elves. Every time you kill one, several more spawn at the western edge of the map. Instead, just turtle up on the ring of castle tiles near your starting keep, focus on slowing as many of the attacking units as possible, don't attack at all otherwise, rotate your units periodically to heal, and run out the clock.
  
 
== Diverging campaign path - Bandit branch ==
 
== Diverging campaign path - Bandit branch ==
=== "6B: Long March" ===
+
=== Long March ===
Just follow Urza Afalas for a standard scenario unless you want a challenge, in which case head north and fight. The end result is the same.  
+
* Objectives: Move Deoran across the river
 +
* Lose if: Deoran, Sir Gerrick, Minister Hylas or Urza Afalas die or turns run out
 +
* Turns: 30/25/20 (easy/medium/hard)
 +
* Starting units: Deoran, Sir Gerrick, Minister Hylas, Afalas and Jarek
 +
 
 +
The forest appears solid, but at the beginning of each turn the portion of the path within Urza's line of sight is revealed and becomes flat ground.
 +
 
 +
Various forest hexes are occupied by elves who function as if they all have the Ambush ability, meaning that they are invisible until one of your units moves adjacent to them, at which point the elf is revealed and your unit ends its movement.
 +
 
 +
Despite the elves, the turn limit would give you plenty of time to get across the river to the north, but starting on turn 4 an ever-increasing stream of undead start spawning at the southern edge of the map and chasing you.
 +
 
 +
Urza moves quickly and it is tempting to move him forward as quickly as possible, but he doesn't have that many hitpoints and will get beat up quickly if he triggers every ambush. So a slightly more cautious method of leading with more sturdy units and bringing urza right up behind them works better.  
 +
 
 +
The elves are not very challenging and time is short, so you should be able to get through this level with just the units you start with and one turn of recruitment. Aim for units with high damage output and fast movement through forests.
 +
 
 +
One alternate strategy is to leave a disposable unit behind at your starting keep, and then on turn 4 when the first undead show up, have your unit sprint off the past to the east or west, hoping to trigger an ambush. Once it does, the elves and the undead will target each other, hopefully buying the rest of your troops more time.
 +
 
 +
=== Pebbles in the Flood ===
 +
* Objectives: Hold out as long as possible
 +
* Lose if: n/a
 +
* Turns: n/a
 +
* Starting units: Sir Gerrick, Urza Afalas and several defenders
  
Actually, the above is a matter of opinion. In earlier versions, following the suggestion of the Urza would allow you to sneak around the edges of the map with relatively few contacts with the enemy.  As of version 1.3.14 and above, many users find that this scenario is so hard that they end up going back to "Choice in the Fog" and choosing to side with the elves.  In the newer versions, the amount and level of enemies that come hunting you down will provide plenty of challenge even if all your important characters are fully leveled up.  For starters, this scenario resembles "Crossroads" from the Heir to the Throne campaign in that every time you step off the path you are likely to create several new elves to harass you.  Staying on the path makes you an easy target for the hordes of undead and elves that each want your blood. The only reprieve you'll have is that the elves and undead are equally willing to destroy each other, though in my experience this rarely worked in my favor.
+
Deoran leaves Sir Gerrick behind to hold the undead at a border fort while he and Minister Hylas prepare at Westin. Urza Afalas stays with Gerrick to atone for his prior transgressions. The objective is to keep Sir Gerrick alive as long as possible.
  
The good thing is that the victory condition is fairly simple: Deoran is the only unit that needs to cross the river.  I don't think it's too much of a spoiler to let you know that only a Naga awaits you on the South bank of the river, so it's perfectly okay to send him out alone once you've dealt with it.  At this point, it would be better if the rest of your team hunker down together in a classic hedgehog defense. The less you move, the fewer elves attack you.  Also, you may want to avoid the valley with the three villages in it - setting foot in there summons a large Elven ambush.  Actually, the northmost of the three villages is safe to rest in.
+
The longer you hold out, the better the set up is in the next scenario. The milestones are lasting 6, 22, or 24 turns. The following table describes these benefits; the column on the right explains your reward for holding the undead for at least the number of turns in the left column.
  
There are some elves that will come out even if you keep to the path. The ambushes happen when you stray. You can use this to your advantage by recruiting a Peasant or two. Have them hang back behind the party. When you start to see undead, have the peasants sprint south into the forest/off the path. They will trigger an ambush. Since the undead are south and the triggered ambush is south, hopefully the elves and undead will attack one another (or at least ZOC each other). Besides that, stay to the path. The elves you encounter on the path are weaker than the elves who ambush you.
+
NOTE: This campaign has been heavily updated since 1.14. The exact Benefits for every turn number listed below may no longer be accurate.  
  
=== "7B: Pebbles in the Flood" ===
+
{|
 +
!Turns
 +
!Benefits
 +
|-
 +
|6
 +
|An ''Encampment (Castle)'' location  on the northern bank of the river.
 +
|-
 +
|7
 +
|A Heavy Infantryman occupies the above encampment.
 +
|-
 +
|8
 +
|A new Encampment (Castle) location.
 +
|-
 +
|9
 +
|A Heavy Infantryman occupies the above encampment.
 +
|-
 +
|10
 +
|Two additional villages.
 +
|-
 +
|11
 +
|Two additional villages.
 +
|-
 +
|12
 +
|Two additional ''Castle'' locations.
 +
|-
 +
|13
 +
|A new Encampment (Castle) location, occupied by a Lieutenant.
 +
|-
 +
|14
 +
|A new Encampment (Castle) location, occupied by a Spearman.
 +
|-
 +
|15
 +
|A new Encampment (Castle) location, occupied by a Bowman.
 +
|-
 +
|16
 +
|A new Encampment (Castle) location, occupied by a Heavy Infantryman.
 +
|-
 +
|17
 +
|An ''illuminating campfire''. This is a special terrain modifier that irradiates light for a large radius around it, providing all those locations with the same effect as the ''illuminates'' ability of certain units (like Mages of Light).
 +
|-
 +
|18
 +
|A new illuminating campfire.
 +
|-
 +
|19
 +
|A new illuminating campfire.
 +
|-
 +
|20
 +
|A new illuminating campfire.
 +
|-
 +
|21
 +
|A new Encampment (Castle), south of the river.
 +
|-
 +
|22
 +
|A new Encampment (Castle).
 +
|-
 +
|> 22
 +
|20 additional gold per turn, above 22.
 +
|}
  
Deoran leaves Sir Gerrick behind to hold the undead at a border fort while he and Minister Hylas prepare at Westin.
+
In addition to this, one of the key elements for the next scenario is the help you receive from the ''Council of Westin'', composed by an Arch Mage, a Red Mage, a Silver Mage and two White Mages. If you happen to maintain Sir Gerrick alive for 24 turns here, the full Council will be with you from the start. Otherwise, you will start with just the Silver Mage, and the rest of the Council will arrive in turn number (25 - number_of_turns_lasted). (NOTE: This equation is no longer accurate as of version 1.16)
Urza Afalas stays with Gerrick to atone for his prior transgressions.
 
The objective is to keep Sir Gerrick alive as long as possible.
 
  
The longer you hold out, the better the set up is in the next scenario.
+
Unlocking all the benefits can be quite a challenge (at least on ''Normal'' and ''Hard'' difficulties), but with some effort it shouldn't be too hard to hold out for at least 12 turns, which gives you those two extra Castle locations. They are quite useful to start recruiting in larger numbers from the beginning.
The milestones are lasting 6, 22, or 24 turns.
 
After 6 turns you start getting more starting units, more starting villages and better fortifications.
 
These benefits are maxed out after 22 turns.
 
The council will be at your side if you last 24 turns or longer. Any less and they will arrive in (24 - number_of_turns_lasted) turns.
 
  
 
When Gerrick dies, the scenario is over (you 'win'). You cannot kill all the units as Mal M'Brin cannot be hit (in this scenario only).
 
When Gerrick dies, the scenario is over (you 'win'). You cannot kill all the units as Mal M'Brin cannot be hit (in this scenario only).
Line 109: Line 320:
 
You will be fighting all undead, so recruit Footpads and Thugs. You can't recall any units (they are all with Deoran, not Gerrick).
 
You will be fighting all undead, so recruit Footpads and Thugs. You can't recall any units (they are all with Deoran, not Gerrick).
  
=== "8B: The Tides of War" ===
+
The undead have a long way to travel, through difficult terrain, so you will first be hit by a wave of bats, then chocobones, and then a mixture of skeletal undead, ghouls, and zombies.
 +
 
 +
There is a 2 hex-wide river south of your keep, a bridge on the east side, and a passage through some mountains on the west side. The ghouls and zombies will mostly come by the west side and the skeletal undead mostly from the east side. Many of the chocobones will come straight over the river, if given the chance. Your forces start very spread out, so it can be useful in the first few turns to consolidate them in the areas where they will be most useful. For example, the heavy infantry on the west side of your map is more useful against the big skeletal undead to the east, and the bowman and sergeant are more effective if they join the main body of your army to help with bats.
 +
 
 +
=== The Tides of War ===
 +
* Objectives: Defeat Mal M'Brin
 +
* Lose if: Deoran dies or turns run out
 +
* Turns: 60/60/60 (easy/medium/hard)
 +
* Starting units: Deoran, Minister Hylas, Jarek and some defenders
 +
 
 
With Gerrick and his band of defenders defeated, the undead arrive at Westin. Deoran has fortified the city and recruited some defenders (how much of both depends on the previous scenario). Minister Hylas has summoned the Council of Westin. The Council consists of a Silver Mage, a Red Mage, two White Mages and an Arch Mage. The Silver Mage, Minister Mefel arrives at the beginning. Depending on how well you did in the last level, the rest of the Council may or may not be with him.
 
With Gerrick and his band of defenders defeated, the undead arrive at Westin. Deoran has fortified the city and recruited some defenders (how much of both depends on the previous scenario). Minister Hylas has summoned the Council of Westin. The Council consists of a Silver Mage, a Red Mage, two White Mages and an Arch Mage. The Silver Mage, Minister Mefel arrives at the beginning. Depending on how well you did in the last level, the rest of the Council may or may not be with him.
  
This level is not that difficult and is easy once the Council arrives. Recruit fodder Footpad after fodder Footpad. Secure the two crossings. Note that Draugs are Level 3, so killing a single one can almost level up an intelligent Footpad on its own. When the Council arrives, push towards Mal M'Brin. All the heroes except Deoran can die.
+
There is a wide river south of your keep, with one enemy lich in a keep right on the opposite bank, and another on the south edge of the map. The nearer lich will mostly recruit ghouls, bats, and zombies, while the farther one will focus on lvl 2 skeletons, skeleton archers, and chocobones. The only bridge across the river is on the far eastern side of the map, and that is separated from your keep by another icy river running north-south.
 +
 
 +
There is no time limit on this level, so don't rush. Spend the first few turns tagging villages, fighting bats, and positioning your troops. Due to the ice and water to the east of your keep, it takes significantly longer for your troops to get to the eastern river crossing than the western river bank. The undead will cross along the entire length of the river but it makes sense to send all your early recruits east and put off recruiting western defenders until the last possible moment. Pick defensible terrain and hold out through the first wave. Note that, for most of your troops, their mobility and defense on ice is exactly the same as in shallow water, meaning that it is pointless to defend the literal water's edge. Instead, set your defensive lines in areas where your troops can all be on flat or other higher defense terrain. Once you finish off the first wave and the city council arrives, you can cross the river both at the eastern bridge and across the water on the west side.
 +
 
 +
The southern lich gets a big pile of gold when the northern lich dies, so be prepared for his surge of new recruits the turn after.  
  
Try and keep your Silver Mage alive. Also when the Red Mage levels up, turn it into a Silver Mage. They will be very helpful when the time comes to kill Mal M'Brin who, as an Ancient Lich, is quite robust.
+
Both liches enthusiastically jump out of their keeps to attack vulnerable units, so you can try to bait them this way and then surround them with footpads before they can return to their keeps.
  
[[Category:Campaigns]]
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[[Category:Campaigns - The South Guard]]
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[[Category:Campaigns - Walkthroughs]]

Latest revision as of 23:54, 30 March 2022

General Campaign Advice (SPOILERS!)

The toughest enemies in this campaign will be skeletal undead and liches. It is helpful to prioritize promoting units that perform well against these enemies, such as those with arcane or impact attacks, and to avoid promoting units that do poorly against these enemies, such as those with primarily piercing attacks.

Both Deoran and Sir Gerrick acquire impact attacks when they level up, and those will be the only impact attacks you have access to for the first 3 scenarios, so maximizing their XP early can make a big difference.

This campaign was significantly updated in version 1.14.6. One of the notable changes is that almost every enemy keep is now much more easily accessible via either water or swamp, which makes Merfolk more relevant than in earlier versions. The merman hunter starts off with only piercing attacks, but promoting it to a netcaster gives you access to both impact damage and the Slow ability.

Born To The Banner

  • Objectives: Defeat Bandit leader
  • Lose if: Deoran dies or turns run out
  • Turns: 40/32/24 (easy/medium/hard)
  • Starting Gold: 120/100/80
  • Starting Units: Deoran, Moreth

You start with Moreth, a loyal spearman, and only the ability to recruit peasants. You will see the River Fort marked on the map south of your keep. Once you move a unit to the River Fort, you will be joined by Sir Gerrick and gain the ability to recruit spearmen and bowmen. Note that the dialogue says Deoran must move to the fort, but in reality you get the same result by using Moreth.

In the river to the southwest there is a water village. When capture it, you will receive a loyal merman fighter and a loyal merman hunter. You will also gain the ability to recruit merman hunters, but not fighters, so be careful not to throw away your one fighter carelessly!

The enemy has to travel for several turns to get to you, and Deoran will be occupied travelling to and from the river fort to get Sir Gerrick anyway, so by the time you start recruiting, you will know the enemy's force composition and can recruit the right mix of units to counter it (i.e. bowmen for thugs, spearmen for poachers and footpads).

The first enemies will reach the river around First Watch on Turn 4. You can try to hold the river with the help of the mermen, or let the first wave cross to your side and surround them. If you want to hold the river, it is better to leave Deoran in your keep on turn 1 and send Moreth to activate the river fort. This allows you to start recruiting bowmen and spearmen earlier and gives them more time to set up defensive lines on your side of the river. You can then send Moreth west to activate the water village on turn 5. Remember to use Sir Gerrick's leadership, and note that he has great resistance to blade and pierce, but very little to impact, so a few lucky thugs at night can take him out if you leave him exposed.

Time is on your side, since you have more villages on your side of the river than your enemy does, so just hold out through the night, try to get a kill or 2 with Deoran/Gerrick/the merman hunter, and then counterattack in the morning. Again, you will get more desirable troops than spearman/bowmen later in the campaign, so your xp is better invested in your leaders and possibly in leveling your hunter into a netcaster.

Note that leadership only applies to units that are lower in level than the leader. A first-level leader can only lead Peasants and other zero-level troops. Sir Gerrick will be able to use his leadership on Deoran and your other units, but Deoran's leadership will only apply to peasants right now, since he starts at level 1.

When you capture the village at 11.12 you will receive a surprise. On easy, you'll be rewarded with Aleron, a Longbowman who is loyal to you. On medium, Aleron will be a Peasant, and on hard you'll find an enemy Footpad instead.

In game terms, a loyal unit will work for you for free [has no upkeep]. If you have Aleron as a Peasant, you might think to yourself: he is only a level 0, there's no upkeep cost anyway. Big deal, right? Well, it is. You should make every effort to keep those loyal troops alive, and those should be the ones that reach the highest levels. If Aleron becomes a Royal Guard or Master Bowman [units which normally cost you 3 gold per turn to supply], he will still be loyal and still cost you nothing. Moreth and the Mermen are loyal as well, so keep them alive. That means don't throw Mermen away on land attacks. Keep them in the river or swamps where they are better adapted. After you have crossed the river, leave them behind as a rear guard or send them down the west side of the map through the swamps.

As you press towards the Urza, the majority of your troops will be funneled along the road south. A few should come along the edge of the hills in order to attack the enemy keep from due north. The idea here is to get the enemy to split up his forces, or you'll have an unguarded area to attack. By turn 9 you should be in more defensible terrain [forest, hills or mountains] as night will be falling again. Hopefully you will have dispatched the majority of the baddies in the battle by the river, but a lucky strike by some bandits could still cripple you. By the way [this is a matter of playing style] I usually pull a unit back for healing once its health bar turns yellow or red. There are times when you have to sacrifice a unit to achieve some bigger goal, but you'll never get your units to level up if they get killed before they get enough experience...

By turn 11 or so, you should have captured all the villages on the map. On turn 12 I would expect to see some of your units in the enemy keep. The keep is the best defensive terrain; also, the more of its area you fill up, the fewer fresh troops the enemy can recruit. By turn 13 your troops could be attacking the Urza himself, and daylight is coming. With luck you can finish him off on turn 14. Since the enemy keep is mostly surrounded by forest it gets kind of fussy juggling all your troops around so as to rest the wounded, bring your attackers where they will do the most good [Bowmen against Thugs, Spearmen against Poachers, or either against Footpads], and get the most from your leaders. If it is not obvious, you can have Sir Gerrick direct several attacks, move him, direct more attacks, etc. Optimally he should finish his turn by attacking. Ideally you'd like the killing blow against the Urza to be delivered by Sir Gerrick or [better] Deoran. That way he can accumulate enough experience to eventually advance.

Proven By The Sword

  • Objectives: Capture the Citadel of Westin and defeat Bandit leader
  • Lose if: Deoran or Sir Gerrick die or turns run out
  • Turns: 40/32/28 (easy/medium/hard)
  • Base Starting Gold: 130/100/85
  • Starting Units: Deoran, Sir Gerrick

Similar to the last go round, this scenario comes in two parts: first is seizing control of the Westin Keep, second is actually defeating the enemy. There are only a few footpads and thieves between you and Westin Keep right now, but you want to secure the city before the enemy reinforcements get across the river to the south. 1 or 2 turns of recruitment at your initial keep should be plenty. Recalling loyal troops here saves you some upkeep as you fight your way to Westin. Sending a unit northwest to tag villages can also be a good long term investment. Bowmen will be your best recruits at this point, since they'll be more useful against the bats you face later.

Here I'll give a few words about a few of the criminals: Footpads and Thieves are "elusive" units, which means that they are extremely agile and quite fast. If they are on halfway defensible terrain, you'll have a pathetic 30% chance to hit them. However, they are weak to blades and piercing weapons, so if you do hit them, you do more damage. The other thing to watch out for is the 'backstab' ability that the Thieves possess: they can stab for double damage if an allied unit is on the other side of their target. You have to keep you units close enough together that they can't break through and surround you.

By turn 4 Deoran and his retinue should cross the bridge and face down the criminals in the city. If it takes you longer than that, the Urza's forces will have reinforced the city and you'll have a *much* harder time crossing the river. After Deoran has captured the city [i.e., is at the hex 22.13, labeled 'Westin'], the citizens of the city will give him 5 more loyal troops: 4 more Peasants and a White Mage. Minister Hylas is an extremely important figure in this campaign, and is currently the only of your troops who will be very effective against the undead that you will soon face. Deoran should recruit/recall again here, possibly including bringing back the loyal Mermen, then go on the attack. Remember that the peasants are lvl 0, so they don't exert any Zone of Control on enemy units.

Now the Urza begins playing hardball: he won't capture any of your villages. If one of his troops comes upon a village held by you, they will destroy it. It can make sense to not even attack with your peasants, but just leave them sitting on villages to buy time until your more powerful troops can push the bandits back.

Once you have Minister Hylas on your side, the Urza reveals all the tricks up his sleeve: he can recruit Undead. The skeletons and skeleton archers are a real nuisance, as they are highly resistant to attacks by piercing and bladed weapons [exactly the kind that most of your troops possess].

If you're curious, select a Skeleton and look at the description. Depending upon how the version of Wesnoth you are using was compiled, usually this is accomplished by pressing the 'd' key or right-clicking and selecting 'Unit Description'. You will see that the Skeletons are vulnerable to fire and impact weapons, and particularly weak against arcane attacks. You don't have any fire attacks yet, but Minister Hylas' arcane 'Lightbeam' spell, though, is extremely powerful against these foul creatures:

  • The Skeletons' -50% resistance to this attack means you will deliver much better damage to them. During broad daylight this totals up to a maximum 51 points of damage every turn.
  • Three strikes make it quite reliable, and two hits will bring down a Skeleton from full health at daytime.
  • The Lightbeam is a magical attack. This means that it does not matter if they're hiding in mountains, a village or whatever; you still have a 70% chance to hit them.

With the exception of Minister Hylas, your most effective anti-skeleton units are ones with impact attacks. Gerrick gets an impact attack at lvl 3 and Deoran gets one at lvl 2, which is why leveling them up early is such a high priority. Merman netcasters also have impact attacks, and can be devastating against skeletal undead trying to cross the river. Piercing attacks are extremely bad against skeletons and skeleton archers, but massed blade attacks from Gerrick's glaive, bowmen's shortswords, or any spearmen you have leveled into Swordsmen, can eventually wear them down.

When you claim the swamp village at 14.20, you will get a loyal merman fighter. This is the second and last merman fighter you have access to in the whole campaign, whereas you can recruit as many merman hunters as you want, so think carefully before putting him at risk. Hunters are generally more desirable anyway, since they can advance into netcasters with impact attacks, but merman fighters at least get a blade attack at lvl 3, and there will be some moments in the campaign where having a powerful aquatic melee attack can open up important strategic options.

Anyway, by turn 8 you can have cleared the west bank of the river and will be lined up ready to wade across. Here is where merman hunters can be very helpful. They will do pitiful damage against the skeletons (unless you level one into a netcaster) , but their mobility and defense in water is much better than the skeletons', so the mermen can encircle and slowly whittle down the skeletons while your other troops wade toward the enemy keep.

If it takes longer to clear out the city, or if the resistance in the south is particularly stiff, then better wait on your side of the river and let them attack you from the water. Mermen are again useful here for coming around behind the skeletons after they engage with your troops on the shore. By turn 14 you should have reduced their numbers enough to make it across.

After you've crossed the river again, the rest is quite straightforward: get through the forest to the enemy keep, and beat them down. Mermen can circle around the east side of his peninsula and attack from the south as your ground troops attack from the north. Note that mermen get a decent 40% defense in castle tiles, which is the same as your land troops standing on open ground. This lets them clog up your enemy's castle tiles and prevent him from recruiting.

I should mention that while Minister Hylas is healing all of your troops that are near him, nobody is healing Minister Hylas. Since he is so critical, you'll have to retreat him if he gets banged up too bad. For this reason, it is often a bad idea to use his ranged attack against skeleton archers, since they will often hit him back hard, and he will have to sit on a village for several turns before he can attack again. Against skeleton archers, it is better to use the melee impact attacks from deoran/gerrick/a netcaster if you have them levelled up, or just to beat on them with bladed weapons like Gerrick's glaive or even a bowman's short sword.

Also note that the enemy keep is on an isolated peninsula at the southernmost part of the map, with no nearby villages. This means that, if you don't let any villages be burned, you can just tag all the villages and then camp around the enemy keep for the rest of the scenario, farming some xp from his last few units without sacrificing too much carryover gold.

For promotions in this scenario, feeding xp to Deoran, Gerrick, and minister Hylas are high priorities, as well as levelling hunters into netcasters. You can level some spearmen into swordsmen, but you're going to get better options for melee units later. Levelling bowmen is mostly a waste in this campaign due to the preponderance of skeletons.

A Desperate Errand

  • Objectives: Move Deoran to the elvish city
  • Lose if: Deoran, Sir Gerrick or Minister Hylas die or turns run out
  • Turns: 30/24/20 (easy/medium/hard)
  • Base Starting Gold: 120/105/75
  • Starting Units: Deoran, Sir Gerrick, Minister Hylas

Your keep is on the east bank of a river. The objective is to move Deoran northwest across the river and through the forest to an elvish keep. There is a bandit keep on an island in the river adjacent to your route. You can technically beat the level without defeating the bandit leader, but in practice there is no reason not to.

On turn 3 a loyal cavalryman named Jarek will arrive, and you will gain the ability to recruit cavalrymen. Note that, if Jarek survives, you get him for free at the start of most scenarios after this one, so although you don't NEED to keep him alive and level him up, it is a VERY good idea.

Cavalry start with a blade attack at lvl 1, which is more effective against skeletons than the pierce attacks on your other lvl 1 units. They also have better resistances against blade and impact, although they are more vulnerable to pierce. For that reason, it's probably not a good idea to recruit any spearmen in this level and is better to wait for the cavalry to arrive.

There is a bend in the river that leads from the southern edge of your starting keep to the southern edge of the the enemy's keep, which opens the possibility of an amphibious merfolk assault.

One strategy is to spend the first 2 turns recruiting merfolk and sending them southwest down the river, then recruit some cavalry and maybe bowmen after Jarek arrives. The merfolk will attack the enemy from the south while the ground forces attack from the east. Prioritize taking out poachers and skeleton archers, since their pierce attacks pose the most threat to your cavalrymen.

Even if you defeat the enemy leader, the scenario doesn't end until Deoran reaches the elf keep, so make sure to disengage him and send him north as soon as possible and leave the rest of your units to finish the fight. It is useful to prioritize killing off any bats, since they are the only units which can catch up to Deoran and delay him from reaching his destination.

Vale of Tears

  • Objectives: Defeat all enemies and move Ethiliel to Mebrin's village
  • Lose if: Deoran, Sir Gerrick, Minister Hylas or Ethiliel die or turns run out
  • Turns: 40/32/28 (easy/medium/hard)
  • Base Starting Gold: 150/125/80
  • Starting Units: Deoran, Sir Gerrick, Minister Hylas, Ethiliel, and Jarek

To finish this scenario, you must BOTH defeat both enemy leaders AND move Ethiliel to Mebrin's village. So much like last scenario, make sure to disengage Ethiliel and send her towards Mebrin's village a few turns before the rest of your forces take out the last enemy leader, to maximize your early finish bonus.

There are 2 enemy leaders in this scenario. The bandit leader to the south recruits the usual lvl 1 chaotic human troops you've seen before, but the Dark Sorceror leader to the east recruits some very scary lvl 2 skeletal undead.

Ethiliel is key in this scenario. She is a second healer, like Hylas. She also has ranged attack that Slows, like a netcaster, and an alternate attack that does pierce damage but is magical. Keep in mind that her Slow attack is NOT magical, so try to use it on units in bad defensive terrain. She also flies and gets high defense on most terrain, especially forest.

The Bone Shooters, Revenants, and Death Blades are the major challenges in this level. They do huge damage, especially at night, and they have high resistance to blade and pierce attacks. Hopefully you have leveled up Deoran and Gerrick by now to access their impact attacks. Minister Hylas and any netcasters will also be key. The Bone Shooters will be especially tough, since they will do huge retaliation damage to Minster Hylas, Ethiliel, or the netcasters (if the Slow attacks miss), and Deoran is especially vulnerable to pierce damage. Cavalrymen can be very useful for this purpose. Try to use their high mobility and blade attacks (enhanced by leadership!) to surround the Bone Shooters and take them down ASAP. They are also good for defending your glass cannon units like Minister Hylas after they've made their attacks. Just don't expect all of your cavalrymen to survive, since a Bone Shooter can take one out in a single turn if it gets lucky. Swordsmen also perform well in this scenario, as they are less vulnerable to arrows than the cavalrymen.

The undead keep is on an island and is approachable from 3 directions: from the south, from the north, and from the west. The western approach is directly over the river and is best suited to mermen. Here is where a leveled up merfolk fighter can be useful for attacking the Dark Sorcerer directly from the water. The southern approach is the most direct and is where most of the enemy will naturally head. It can be useful engage the main body of the enemy on the southern approach and send some cavalrymen around to the north to assassinate the enemy leader.

When your first unit dies, Ethiliel summons her bodyguard, composed of loyal Elvish Rangers. The size of the bodyguard will be of 4, 3 or 2 units for the easy/medium/hard difficulty levels, respectively. These rangers are fast and powerful in the forest, and they possess the ambush ability, which helps you set up traps for the enemy. If your first unit dies on your own turn, the bodyguard will appear right at that moment and can attack immediately. No matter where the unit dies, the bodyguards will appear near ethiliel. It is possible to exploit this effect in various ways, such as by flying ethiliel to the east of the undead leader's keep, intentionally triggering the bodyguards with some kind of suicide attack, and then immediately using them to assassinate the leader.

The human leader is farther away to the south, so ideally you will be mostly done with the undead by the time his units start to really pressure you, at which point you can just mop them up at your leisure.

Choice In The Fog

  • Objectives: Defeat all enemies
  • Lose if: Deoran, Sir Gerrick, Minister Hylas or Ethiliel die or turns run out
  • Turns: 50/40/35 (easy/medium/hard)
  • Base Starting Gold: 150/125/80
  • Starting Units: Deoran, Sir Gerrick, Minister Hylas, Ethiliel, and Jarek
  • Other: You must side with either the Elves or the Bandits when you first sight the bandit keep

Some definition of terms: "Shroud" is the totally black portions of the map where you can't see anything. "Fog of War" is the portions of the map that look sort of hazy, where you can see the terrain but not the units. Shroud and fog are both removed by Line of Sight. A unit's line of sight is every hex that it could reach with a full turn of movement points from its current position. This is affected by terrain. So, a cavalryman might only "see" through 2 or 3 hexes of forest, but an elf would see through 5 or 6. When all of your units move away from an area, so that it is no longer in any of their Line of Sight, the fog of war returns but the shroud does not.

As the title says, this scenario gives you an important choice that divides the rest of the campaign into 2 different branches. You must choose to either side with the bandits or the elves. This choice will not be revealed to Deoran until several turns into the scenario. So, some players choose to "roleplay" this scenario, playing the first turns as if they did not know the map or the choice that is coming. However, you can get better outcomes by making your choice ahead of time and playing with that gameplan in mind from the beginning. In particular, if you are planning to side with the bandits, you would obviously do better by not recruiting elves early on.

The choice is triggered when one of your units has the bandit leader within their line of sight. Before this point, any bandits or undead that you encounter will be hostile toward you. If you choose to side with the elves, the only thing that changes is that your victory conditions change to specify that you must defeat both bandits and undead. If you choose to side with the bandits, the changes are dramatic. All of your elf units, including Ethiliel and her bodyguards, will disappear forever. All of the bandits on the map, including the bandit leader, will join your team, and you will be able to recruit thugs and footpads from now on. Your objective will now be to only defeat the undead. Choosing the bandit path will also remove all the shroud from the map, although fog will remain everywhere outside of your units' line of sight.

Either of these choices dramatically improves your fighting ability against the undead for the rest of the campaign. Thugs and footpads give you access to plentiful and cheap impact attacks. On the other hand, elvish shamans offer impact attacks, the Slow ability, and can eventually upgrade into units with Arcane attacks as well. The downside of the shamans relative to thugs/footpads is that they are less mobile and much more fragile.

Campaign-wise, this choice offers a trade off between long and short term thinking. This scenario itself is significantly easier if you take the bandit path, since you instantly eliminate a bunch of enemies AND gain a bunch of new units for free. On the other hand, the last scenario of the bandit path is much harder than the last scenario of the elf path. There's a moral here, living your life like a bandit is easy in the short run but you pay for it in the end!

A river cuts this map into 3 main sections: a strip of land across the northern map edge, an L-shaped section along the western and southern edges, and an island/peninsula in the east-central region. There are bridges connecting these landmasses. You start on the northwestern corner, the bandit keep is on the eastern landmass near the center of the map, and there are 2 undead keeps in the southwestern and southeastern corners.

From your starting keep, the most obvious path is to take a bridge straight south to the southwestern landmass. The terrain is rough, with lots of hills and forests that will obscure both movement and line of sight. You will encounter the bandits and undead fighting each other around the bridge between the central landmass and the one you're on. The undead from this nearer keep are mostly zombies and ghouls. You can't see it, but the further away undead keep is producing various skeletal undead, including lvl 2 units, and sending them toward the bandit keep from the east. If you weren't involved, the natural course of the battle would be that the bandits will push southwest toward the first undead keep, with most of their units slowly succumbing to poison, and then their leader will be taken out by the stream of more powerful undead from the east.

Whichever choice you plan to make, don't over-recruit at your starting keep. Every unit takes upkeep, and having a big mass of units walking for several turns before fighting anyone is a waste. Recruit 1-2 keeps worth of either humans or elves and then get Deoran moving. He can recruit again at either the first undead keep, the bandit keep, or a small empty keep that is between them on the south bank of the river. If you take the bandit path, this allows you to save your starting gold to spend on thugs and footpads rather than wasting it on too many units with non-impact attacks.

Strategy for this scenario is different depending on which path you want to take in the campaign:

Elf Path:

If you are planning to take the elf path, you can make it easier on yourself by letting the bandits and undead fight each other for as long as possible before you intervene. The main battleground is right in the center of the map, with the bandits crossing the river from the north and the undead coming through the forest from the south. There is a little waterway on the far west side of the map, and a line of mountains just north of the undead keep. The mountains are useful because they block line of sight. You can recruit 2 keeps worth of elves and take them and all of your units down the narrow corridor between the waterway and the mountains, thus staying out of sight of the bandits and undead fighting, and attack the undead keep from the northwest without engaging with the bandits at all.

West of the first undead keep, there is a lake with a single water village. If you claim that village, it triggers a lvl 2 sea serpent to appear. The serpent will attack all other teams. So, one strategy is to send ethiliel down the west side of the map far ahead of your other troops, and have her trigger the sea serpent and then run away. The serpent can give the undead some trouble and soften them up before your main force arrives, but it can also make things complicated by threatening your own units as well.

After you kill off the first undead leaders, you can use the undead keep to recruit some reinforcements, pick off the remaining, mostly poisoned, bandits and proceed north across the river to the bandit keep. Again, you can save upkeep costs by recruiting only as many units as you need, because there's another keep just south of the bandit keep where you can get more units if you need then.

Sometimes, if the bandit leader was especially unlucky, he will already be dead by the time you get to the river, and you will be greeted by some skeletons crossing to meet you. In this case, you either use the keep on your shore to recruit reinforcements, or backtrack Deoran to the undead keep to get more there.

After the bandit leader and/or skeletons are cleared out of the bandit keep, use it to recruit your final wave of units to take out the southeast undead leader. This leader is a lich, and his damage output is huge. It can be helpful to focus heavily on elvish shamans. Even though their damage output is much lower than the elvish fighters, you want to have enough extra that you can use them to suicide attack into the lich to make sure he is slowed before your more valuable units get into his range. Getting some of them to lvl 2 Sorceresses is also a game changer, as they are your only source of Arcane damage other than Hylas.

The lich gets a big cash surge the first time you move into his vision range, and will recruit several lvl 2 units the next turn. It can be hard to fight them effectively near his keep because your movement is restricted by a lot of mountain and frozen tiles, and the lich himself will jump out and blast your units at every opportunity. So it can be helpful to send a quick unit ahead of your main army just to trigger this event and then run away, so that you can deal with the reinforcements at a safe distance. Once you attack the lich, try to surround him with shamans and make sure he is slowed. He will retaliate with ridiculous damage, so expect one or more of them to die each turn they do this. Keep in mind that, if minister Hylas is level 3, his Illuminate ability will reduce the lich's damage output just by standing next to it at night. Then you can finish him off with whatever unit you want to get the xp.


Bandit Path:

If you are planning on taking the bandit path, it's important to control when you trigger the choice by seeing the bandit leader. If you meet him before he finishes using up all of his starting gold, then that excess gold just disappears, and you will miss out on all the other units he would have recruited for you. If you meet him too late, you might be forced to actually fight and kill some of his units before they have a chance to join you, or he might get them killed with unnecessarily aggressive attacks against the undead. The optimal time to meet him is Turn 6, which is right when he finishes spending all of his starting gold. You can use a merfolk unit or Ethiliel to hover in the river west of his keep, just outside of line of sight with him, until it's time to trigger the choice on turn 6.

Before turn 6, you can proceed with a similar sneak attack plan to what you would do on the elf path, just using human units rather than elves. You can also recruit either no units or just a few cavalrymen for line of sight and wait around in the western forest watching the undead and bandits fight until turn 6, making sure to keep far enough away that none of them see you and come in your direction. Then once you trigger the bandits to join you, you can move your forces east to assist your new bandit allies against the undead.

If you're not doing the sneak attack, it is an even better idea to use ethiliel to trigger the sea serpent before she disappears, since it will be a while before the rest of your forces get to its lake.

When the bandits join you, they will have a random mix of thugs, footpads, and poachers. Most of these units will be in the central portion of the map south of the river engaged with the undead, and a few will be further east. The southwestern undead are much easier than the southeastern one, and they focus on ghouls and zombies rather than skeletal undead. So a good strategy is to redirect all of your poachers and footpads toward the southern front, and pull all of your thugs back toward the bandit keep to heal and prepare for the skeletons to arrive. The poachers would be useless against the skeletons either way, and the footpads are fast enough that they can catch up to the rest of your forces after they finish off the southwestern undead leader.

Move Deoran, hylas, and Gerrick to the bandit keep, and spend the rest of your gold on the force that will take down the big skeletal undead and the lich. Since you don't have the shamans' slow attack, the lich will deal so much damage that it can be risky to even attack him with Hylas at night. Your best bet is to bring along some expendable thugs to surround him and just bludgeon him. The drain on his melee retaliation attacks will probably keep him alive for a few turns against their melee attacks, and he will usually kill one of them with his magic during each of his turns, so be sure to bring extras.

The same as with the elf strategy, it can help to trigger his reinforcements early and then fight them away from his keep.

Levelling footpads is a higher priority than thugs in this scenario, as the next bandit scenario prioritizes mobility.

Diverging campaign path - Elf branch

Into the Depths

  • Objectives: Root out the source of the undead
  • Lose if: Deoran, Minister Hylas or Ethiliel die or turns run out
  • Turns: 50/45/40 (easy/medium/hard)
  • Base Starting Gold: 125/100/80
  • Starting Units: Deoran, Minister Hylas, and Ethiliel

One of the few genuinely tough scenarios in this campaign, mainly because you're fighting underground with Loyalist humans and Elves. The Loyalists are lawful and get -25% damage penalties because underground always counts as "night" time of day, and the Elves have very low defense and movement on cave tiles.

This scenario is a long dungeon crawl. You follow a fairly narrow cave east, then south, then back west, and fight 3 increasingly difficult undead leaders. Managing your recruitment and upkeep is important here. Recruiting 50 units from your starting keep is not any better than recruiting 10, because they would just all pile up behind each other in the bottlenecks, and the upkeep would bankrupt you while they were standing around. Instead, you want to recruit just 1-2 keeps worth of units at the start, and then replenish your forces as necessary every time you get to a new keep.

One way to open up these bottlenecks is to use merfolk. The path from your starting keep to the first enemy leader has multiple 1-2 hex wide bottlenecks and is mostly cave terrain type, meaning your ground forces will move slowly and have a hard time pushing through tough units like Necrophages. On the other hand, there is a parallel water route from your starting keep to the first enemy keep that the enemy completely ignores. The first enemy leader is a Lvl 1 Soulless, which means you can probably take him down with a well-timed surprise attack by just 3-4 mermen. Even if they don't finish him off on their own, they will force him to divert forces to defend against them, which will allow your ground troops to break through the bottlenecks faster.

When selecting your ground units, focus on quality over quantity. To get through the bottlenecks, you want units with high and reliable damage output, like Ethiliel's bodyguards, Elvish Sorceresses, Swordsmen, etc. Also prioritize recalling units with at least 6 movement points, as this can be the difference between moving 2 and 3 spaces on cave terrain. Use leadership and Illumination to optimize your damage output whenever possible.

The first wave of enemies will be mostly ghouls, necrophages, and bats, so total damage output is more important than damage type at this point.

Send one quick unit to walk directly along the southern wall of the cave, and he will discover a hidden passage to some friendly trolls who will join you against the undead. You can't take any of them with you after this scenario, but it can still be very useful to level them up, because there are some very tough skeletal undead coming and you are short on high-damage impact attacks. Surprisingly, trolls move better in water than any of your other troops, so they can be useful to support your mermen later on. The troll cave exits just southwest of the first leader's keep, so they can join your main forces there and help hold off the second wave from the south.

The second wave will reach the first undead keep at about turn 10. If at all possible, try to get Deoran there first, so he can recruit reinforcements on the spot. The second wave is mostly more ghouls and necrophages, along with some dark adepts and some lvl 1 and 2 skeletal undead. But, the second leader is another lich, so it can be useful to recruit a few expendable shamans to walk along behind your main troops until it's time to suicide attack him to make sure he's slowed before your valuable troops take him out.

The cave now turns south from the first undead keep to the second. The layout is similar: a land route with a lot of cave tiles and bottlenecks that make a large force impractical, and a parallel and relatively undefended water route that converges on the keep. This time, the occasional unit will come up the waterway, which should be easy for your trolls and mermen to take out. As with the last lich you faced, send in some sacrificial shamans to slow him and then try to take him down ASAP with arcane and impact attacks.

Now it's time for the main event! The cavern opens up to the west. There is a barrier of swamps and shallow water, with a single bridge on the southern side, and some castle hexes beyond those. Hopefully you have conserved your gold carefully, because the crossing will be difficult and you will need some fodder. The final leader is a lvl 4 ancient lich, and he has a couple lvl 3 Draug bodyguards as well as various lvl 2 skeletal undead to protect him. The terrain will both make maneurverability limited and will make your units vulnerable to counterattack, so expect heavy losses. Don't worry too much about losing some high level units, as the campaign actually gets easier from this point.

Having several merman Netcasters and/or Entanglers will really pay off in this scenario, as their maneuverability, Impact damage, and Slow ability will be crucial for taking out the Draugs, who will otherwise be extremely deadly to your troops standing on low-defense terrain. In the absence of sufficient merfolk sources of Slow, you can spam sacrificial shamans for a similar effect.

After you take out the ancient lich, you get to watch some shocking revelations and dramatic speeches, and then you're over the hump!

Return to Kerlath

  • Objectives: Move Deoran into Kerlath Province
  • Lose if: Deoran, Minister Hylas or Ethiliel die or turns run out
  • Turns: 22/20/18 (easy/medium/hard)
  • Base Starting Gold: 125/100/80
  • Starting Units: Deoran, Minister Hylas, and Ethiliel

This is a straightforward level, a walk in the park to put it simply. Use it to level up some replacements for the high level units you lost in the last scenario. The elves will only attack you once they see you and will stay still until then, so you can take them on at your own pace. The only way to lose is to send Deoran way out front on his own to be jumped by a bunch of elvish archers.

Ethiliel requests that you "fight to subdue" rather than killing the enemy. It is unclear whether that means that when you kill a unit in this scenario it's merely being 'subdued', but there seems to be no consequence either way.

Vengeance

  • Objectives: Survive until end of turns
  • Lose if: Deoran or Ethiliel die
  • Turns: 14
  • Base Starting Gold: 125/100/80
  • Starting Units: Deoran, Minister Hylas, Sir Gerrick and Ethiliel and several defenders

Another cakewalk. Resist the urge to fight the elves. Every time you kill one, several more spawn at the western edge of the map. Instead, just turtle up on the ring of castle tiles near your starting keep, focus on slowing as many of the attacking units as possible, don't attack at all otherwise, rotate your units periodically to heal, and run out the clock.

Diverging campaign path - Bandit branch

Long March

  • Objectives: Move Deoran across the river
  • Lose if: Deoran, Sir Gerrick, Minister Hylas or Urza Afalas die or turns run out
  • Turns: 30/25/20 (easy/medium/hard)
  • Starting units: Deoran, Sir Gerrick, Minister Hylas, Afalas and Jarek

The forest appears solid, but at the beginning of each turn the portion of the path within Urza's line of sight is revealed and becomes flat ground.

Various forest hexes are occupied by elves who function as if they all have the Ambush ability, meaning that they are invisible until one of your units moves adjacent to them, at which point the elf is revealed and your unit ends its movement.

Despite the elves, the turn limit would give you plenty of time to get across the river to the north, but starting on turn 4 an ever-increasing stream of undead start spawning at the southern edge of the map and chasing you.

Urza moves quickly and it is tempting to move him forward as quickly as possible, but he doesn't have that many hitpoints and will get beat up quickly if he triggers every ambush. So a slightly more cautious method of leading with more sturdy units and bringing urza right up behind them works better.

The elves are not very challenging and time is short, so you should be able to get through this level with just the units you start with and one turn of recruitment. Aim for units with high damage output and fast movement through forests.

One alternate strategy is to leave a disposable unit behind at your starting keep, and then on turn 4 when the first undead show up, have your unit sprint off the past to the east or west, hoping to trigger an ambush. Once it does, the elves and the undead will target each other, hopefully buying the rest of your troops more time.

Pebbles in the Flood

  • Objectives: Hold out as long as possible
  • Lose if: n/a
  • Turns: n/a
  • Starting units: Sir Gerrick, Urza Afalas and several defenders

Deoran leaves Sir Gerrick behind to hold the undead at a border fort while he and Minister Hylas prepare at Westin. Urza Afalas stays with Gerrick to atone for his prior transgressions. The objective is to keep Sir Gerrick alive as long as possible.

The longer you hold out, the better the set up is in the next scenario. The milestones are lasting 6, 22, or 24 turns. The following table describes these benefits; the column on the right explains your reward for holding the undead for at least the number of turns in the left column.

NOTE: This campaign has been heavily updated since 1.14. The exact Benefits for every turn number listed below may no longer be accurate.

Turns Benefits
6 An Encampment (Castle) location on the northern bank of the river.
7 A Heavy Infantryman occupies the above encampment.
8 A new Encampment (Castle) location.
9 A Heavy Infantryman occupies the above encampment.
10 Two additional villages.
11 Two additional villages.
12 Two additional Castle locations.
13 A new Encampment (Castle) location, occupied by a Lieutenant.
14 A new Encampment (Castle) location, occupied by a Spearman.
15 A new Encampment (Castle) location, occupied by a Bowman.
16 A new Encampment (Castle) location, occupied by a Heavy Infantryman.
17 An illuminating campfire. This is a special terrain modifier that irradiates light for a large radius around it, providing all those locations with the same effect as the illuminates ability of certain units (like Mages of Light).
18 A new illuminating campfire.
19 A new illuminating campfire.
20 A new illuminating campfire.
21 A new Encampment (Castle), south of the river.
22 A new Encampment (Castle).
> 22 20 additional gold per turn, above 22.

In addition to this, one of the key elements for the next scenario is the help you receive from the Council of Westin, composed by an Arch Mage, a Red Mage, a Silver Mage and two White Mages. If you happen to maintain Sir Gerrick alive for 24 turns here, the full Council will be with you from the start. Otherwise, you will start with just the Silver Mage, and the rest of the Council will arrive in turn number (25 - number_of_turns_lasted). (NOTE: This equation is no longer accurate as of version 1.16)

Unlocking all the benefits can be quite a challenge (at least on Normal and Hard difficulties), but with some effort it shouldn't be too hard to hold out for at least 12 turns, which gives you those two extra Castle locations. They are quite useful to start recruiting in larger numbers from the beginning.

When Gerrick dies, the scenario is over (you 'win'). You cannot kill all the units as Mal M'Brin cannot be hit (in this scenario only).

You will be fighting all undead, so recruit Footpads and Thugs. You can't recall any units (they are all with Deoran, not Gerrick).

The undead have a long way to travel, through difficult terrain, so you will first be hit by a wave of bats, then chocobones, and then a mixture of skeletal undead, ghouls, and zombies.

There is a 2 hex-wide river south of your keep, a bridge on the east side, and a passage through some mountains on the west side. The ghouls and zombies will mostly come by the west side and the skeletal undead mostly from the east side. Many of the chocobones will come straight over the river, if given the chance. Your forces start very spread out, so it can be useful in the first few turns to consolidate them in the areas where they will be most useful. For example, the heavy infantry on the west side of your map is more useful against the big skeletal undead to the east, and the bowman and sergeant are more effective if they join the main body of your army to help with bats.

The Tides of War

  • Objectives: Defeat Mal M'Brin
  • Lose if: Deoran dies or turns run out
  • Turns: 60/60/60 (easy/medium/hard)
  • Starting units: Deoran, Minister Hylas, Jarek and some defenders

With Gerrick and his band of defenders defeated, the undead arrive at Westin. Deoran has fortified the city and recruited some defenders (how much of both depends on the previous scenario). Minister Hylas has summoned the Council of Westin. The Council consists of a Silver Mage, a Red Mage, two White Mages and an Arch Mage. The Silver Mage, Minister Mefel arrives at the beginning. Depending on how well you did in the last level, the rest of the Council may or may not be with him.

There is a wide river south of your keep, with one enemy lich in a keep right on the opposite bank, and another on the south edge of the map. The nearer lich will mostly recruit ghouls, bats, and zombies, while the farther one will focus on lvl 2 skeletons, skeleton archers, and chocobones. The only bridge across the river is on the far eastern side of the map, and that is separated from your keep by another icy river running north-south.

There is no time limit on this level, so don't rush. Spend the first few turns tagging villages, fighting bats, and positioning your troops. Due to the ice and water to the east of your keep, it takes significantly longer for your troops to get to the eastern river crossing than the western river bank. The undead will cross along the entire length of the river but it makes sense to send all your early recruits east and put off recruiting western defenders until the last possible moment. Pick defensible terrain and hold out through the first wave. Note that, for most of your troops, their mobility and defense on ice is exactly the same as in shallow water, meaning that it is pointless to defend the literal water's edge. Instead, set your defensive lines in areas where your troops can all be on flat or other higher defense terrain. Once you finish off the first wave and the city council arrives, you can cross the river both at the eastern bridge and across the water on the west side.

The southern lich gets a big pile of gold when the northern lich dies, so be prepared for his surge of new recruits the turn after.

Both liches enthusiastically jump out of their keeps to attack vulnerable units, so you can try to bait them this way and then surround them with footpads before they can return to their keeps.

This page was last edited on 30 March 2022, at 23:54.