diff --git a/data/campaigns/Delfadors_Memoirs/TODO b/data/campaigns/Delfadors_Memoirs/TODO deleted file mode 100644 index c39940e13068a..0000000000000 --- a/data/campaigns/Delfadors_Memoirs/TODO +++ /dev/null @@ -1,22 +0,0 @@ -This is a TODO list for the Delfador's Memoirs campaign -------------------------------------------------------- - -Art issues ----------- - -See this forum thread: http://www.wesnoth.org/forum/viewtopic.php?f=9&t=24805 - -WML issues ----------- - -Bad guys need to be unshrouded during dialog in Prince of Wesnoth. - -Other ------ -Finish the walkthrough and put it on the wiki. - -ShadowMaster's review ---------------------- -02:29 Chantal does a funny MUF at the end of Return of Trouble - - diff --git a/data/campaigns/Delfadors_Memoirs/WALKTHROUGH b/data/campaigns/Delfadors_Memoirs/WALKTHROUGH deleted file mode 100644 index 4e6efc9b04b29..0000000000000 --- a/data/campaigns/Delfadors_Memoirs/WALKTHROUGH +++ /dev/null @@ -1,278 +0,0 @@ -This walkthrough describes the Deflador's Memoirs campaign at NORMAL difficulty. - -Overture -======== - -This is a cut-scene. - -This Valley Belongs To Me -========================= - -Don't split up your forces; the Wolf Riders have more mobility than -you and will chew your units up in detail. A good recruit mix is one -horseman and then about half mages to half spearmen; you need your -spearmen to block for wounded mages. - -On Easy and Normal, it's actually not a bad idea to just fort up on -Methor's keep; the orcs will reach you about dawn of the second day, -and the fortifications will tilt the kill ratio in your favor. Once -you've dealt with the initial assault wave, cross the bridge in force -and run north to kill the boss. Use Methor's lightbeam attack to -soften up opponents so your baby mages can get kills. - -On Hard, the AI may very hang back and never attack if you fort up, so -you have to send troops over the river early. If it looks like the -orcs will make contact befor morning, fort up in the treeline just west -and south of the bridge, as this wioll improve your spearmens' defense. - -The Road to Weldyn -================== - -Recruit or recall at least two horse units, you'll want them for -village grabbing. Beware of advancing too far west before you've -lured some wolf riders too far in front of the orcish foot troops and -picked them off, otherwise you're quite likely to get swarmed. When -the orcs have nothing but grunts and trolls left, fort up at night and -pick them to death with magefire during the day, using spearmen and -horsemen to block counterattacks. Promote to white mages by preference, -they'll be useful for countering poison in the next scenario. - -Leollyn -======= - -In this more heavily wooded terrain, infantry is king. Put a couple -of blocking units at the vilage at the riverbank northwest of your keep, -as the assassins often try to cross there. Push another castleful-and-a -half (8-10 units up the road north from your keep. - -Council in Weldyn -================= - -Just a talk scenario, - -The Swamps of Illuven -===================== - -Eight units will get you through this, if one of them is a white mage -you can group around to get healing; otherwise recruit two or three -more. The little tongue of land near map center is a good place to -fort up, as the enemy has to come at you over bridges or by wading -through water. As long as you can keep from getting swarmed, careful -defensive maneuvering will usually carry the day. - -Swamp Fortress -============== - -Heavy infantry work well against skeletons, and this is your first -chance at them; recruit at least three. You need to get a mage onto -each spire to stop them from spawning undead. A task group of two -mages, with two heavy infantrymen to run interference for them, will -usually suffice to kill the once-per-turn spawns. Ideally one mage in -each group will be a healer. - -Ur-Thorodur -=========== - -The fireball attack of a Red Mage is very effective against Woses; -you can do this scenario with two Red Mages, two White Mages, -Delfador, Lionel, and one random unit. But don't get too focused on -killing enemies; try to avoid getting Delfador into fights and -instead move him as rapidly as possible towards Ur-Thorodor's keep. -Shield weakened units in your center; if you put them on a flank -they may get picked off by gryphons. - -You'll lose your Wesnothian veterans for several scenarios after this -one while Delfador journeys to exotic places, but regain access to -them when you reach Weldyn again. - -Houses of the Dead -================== - -Landing on villages spawns allies, which is a good thing since you have no -keep in this scenario and won't be able to recruit. - -There is only one village to the northwest of you; the path out to the -north starts to the southeast of you. There are five villages along -the path out. Ignore the narrow valleys reaching into the mountains; -there is nothing there. The only exception is that if you bear -northeast then northwest from Sythan's village, you will come to a -mine entrance that teleports you to a chamber with a magic staff of -power in it. - -The other way to get to that chamber is to fight your way through the -skeletons, north and east along the road. The signpost at the north -edge of the map is your exit, but you can't win until you've collected the -staff. If you approach it from the east (that is, not taking the secret -passage) you'll have to fight your way through a Draug and another skeleton -spawn point. You may want to do this to level up Delfador before his -confrontation with Iliah-Malal in the next scenario. - -In this scenario and the next, sacrifice your recruits whenever it's -necessary to feed Delfador a kill, because you won't get to keep these -veterans and he is thus the only way to carry away experience points. - -The Gate Between Worlds -======================= - -You'll get to recruit only ghosts and ghouls here. Ghosts are -expensive, so recruit only two or three for village-grabbing and use -ghouls as your line troops. You need to recruit just two castles of -units and then push Delfador towards the enemy keep every turn, as the -time limit is a bit tight here. The units are expendable; you won't -get to keep them when you're back among the living. Attack -Ihiah-Malal with your Staff of Power in melee, as he can match you at -spellcasting (unless you have already made it to Elder Mage). - -Wasteland -========= - -Delfador gets a new recruit list, from Elves. Usually advice for running -Elves applies, fight from forests where you can. There is only one enemy -keep, in the shrouded area to the southwest; Chantal's elves will probably -be engaged there by the time you get there. - -Terror at the Ford of Parthyn -============================= - -This scenario is designed to eat your gold. To win it most -efficiently, run Delfador and Chantal straight down the road south -towards the Great River until you get to the keep at the river; -you must recruit a significant force, as you might be ambushed by -undead cavalry on the way south and are unlikely to make it safely to -the fort before the enemy infantry shows up. - -You'll get some loyalist allies from visiting the burned villages and -the villages to the southeast within the keep. Beware the easternmost -village within the keep, visiting it will spawn an enemy Draug. The -eastern village touching the riverbank and the western village tucked -in the woods also have ambushers. - -Once you reach a keep on the wall, you'll be able to recruit anywhere -on it. You can use this to plug gaps in the defenses - which is good, -because you're going to be swarmed by bad guys from two directions. - -An alternative strategy is to recruit a castleful of elves early and send -them to the forest between the fort and the orc keep at the west edge -of the map; they can ambush the incoming orcs in favrable terrain there, -where they get higher defense than obn the fort walls. - -Because the "sighted" condition is not checked for when the loyalists -on the south shore join your side, units get subsumed, you'll need to -send someone to them who was out of visual range of the mage keep. - -The Return Of Trouble -===================== - -Recruit mainly L2 veterans. L1 units have poor survival odds in this scenario, - -Surviving an orcish onslaught from two directions on open ground is just barely -possible with luck and good tactics, but you are going to take significant -casualties doing it. Instead of trying to hold the area near your keep, run -for the forest where your elves have better defense. Recruit or recall at least -one horseman for nothing but village-stealing; not only is this good for your -gold balance, but you want to cut into the orcs' recruiting capacity as fast -as possible. - -Shadows -======= - -This is a fairly straightforward brawl zombies to the left of you, -draugs to the right, and you're stuck in the middle with Kalenz. Oh, -and there's another opponent generating the occasional revenant south -of the lake; they'll swim aacross by ones or twos but should be easily -held out of your keep by a couple of units in the shore woods. - -Recruit veterans and punch out zombie-guy to the west first, he's the -weakest and has the most villages near his keep. You're more mobile -in the woods than your opponent, so defeat them in detail. Do not get -tangled up in a static brawl with the skeletons coming from the east; -they are sucker bait for their second wave, which includes specters -with a longer movement range than your elves and is extremely nasty. - -Delfador and a bunch of heavy infantry and mages will appear near the -southeast corner on turn 12, but probably not make it north before you -finish off the last opponent because their mobility is poor. - -Save the Prince -=============== - -You don't have time for niceties in this one; you'll need to charge your -most hardened troops into Zorlan's keep near the center of the map - -Delfador and Kalenz and any L3s you have going first. One of your most -serious tactical problems will be just deplying to fight because the -country between your keep and the objective is so rough. - -Once you've disposed of Zorlan, cross the river to the south bank -immediately. Not only will this help relieve the pressure on the -Prince, but it's actually easier to get at the Draug by recrossing the -river than it would have been to trek through the mountains between -his and Zorlan's keep. - -Guard your white mages carefully. Zorlan's wolves will be looking for -soft targets and they have the mobility edge. You won't get to keep -these particular mages past this scenario, but you'll need them keeping -your bashers alive,. - -Dark Sky Over Weldyn -==================== - -Talk only. - -A New Ally -========== - -Don't recruit heavily for this one; a few veterans (not even a full castle -necessarily) should do it. Bad guy recruits mostly skeletal undead, so -impact weapons are good value here. - -Portal of Doom -============== - -The direct route across the icefield is a trap -- if you try it, -you'll probably get struck there and destroyed by Illiah-Malal and a -phalanx of guard revenants. Instead, recruit a castlefull of dwarves -and bashers, and run them through the woods around the north end of -the icefield, followed by another castleful of mages if you have the -gold. And spend gold, because you'll need to -- the opposition is -recruiting all L2s and L3s, which means L1s will drop like flies in -this battle. Even with best tactics, expect to lose most or all of -your troops on the retreat unless (a) you can recruit that second -castlefull of mages, and (b) their aim is true. - -Don't bother sending a scout north to grab villages, he'll get -scragged when Iliah-Malal appears on the northern keep. - -Showdown in the Northern Swamp -============================== - -It's easy to ovrerrecruit for this one and end up painfully broke for the next. -You're going to get Lionel's troops on turn 2, so recruit very sparingly from -hardened veterans. A few need to be your undead survivors from the otherworld, -if you have any. - -The bridges are choke points. Keep veterans within striking distance -of your end so you can swarm single units comoing off them. You'll get a -few leakers (undead with Submerge) but nothing your reserves can't handle. - -Prince of Wesnoth -================= - -The central forest isn't the haven it usually would be for elves; the -humans can recruit enough units to swamp a castlefull of L3s. Go -carefully, stick to the forest, and don't let yourself get flanked. -Eldred is the bad guy to the northeast. - -Clash at the Manor -================== - -You need to have blocking forces between the keep and both signposts -to keep messengers from escaping. Keep a mobil reserve in the woods -between them to be committed when it becomes clear which gate the -Queen's men will come out of. - -The Face Of The Enemy -===================== - -As Kalenz says, use strong units to block chokepoints so you can't be flanked. -Othrwise this is fairly straightforward. -