The Battle for Wesnoth/Heir to the Throne

This scenario concerns the story of Konrad, under protection of the Elves. He is the legitimate heir to the throne of Wesnoth, and will fight to regain control.

There are three difficulty settings for this campaign of 25 missions. There are a total of 29 scenarios available, depending on which path you choose in the campaign.

The Elves Besieged

 * Move Konrad to the signpost in the northwest within the turn limit.
 * Konrad and Delfador must survive.
 * Turn limit: 16/14/12 turns (based on difficulty)
 * Gold: 100
 * Early finish bonus: 32 gold per turn.
 * Carry over: 40% of gold.
 * On hard difficulty, enemies will treat Konrad and Delfador as higher-priority targets.

Your objective is to escape as soon as possible. Even if you could fight the forces currently in the area, the time limit implies that additional enemy forces are on approach that will cut off the means of escape.

Konrad requires eight turns from his starting location to reach the signpost, and this fastest route requires going through the open path between two orcish camps, the eastern camp being a source of powerful units. A safer route that leads directly through the forest takes nine turns, but only requires going near one orcish camp.

Most likely, you will only have one turn to recruit your units. You can either choose a mix of units, or prefer selecting units that will last as long as possible.
 * Elvish fighters will have the most hitpoints, but have a weak ranged attack. (5-4 Sword, 3-3 Bow, 33 HP)
 * Elvish archers can take care of melee units, but are weaker. (5-2 Sword, 5-4 Bow, 29 HP)
 * Scouts are better rounded and are fast, but expensive. (4-3 Sword, 6-2 Bow, 32 HP)

If you head through the forest, you are likely to encounter the following enemies:
 * Orcish Warrior (10-3 greatsword, 58 HP)
 * Wolf Riders (5-3 fangs, 32 HP)
 * Orcish Crossbowman (4-3 short sword, 8-3 crossbow, 10-2 fire crossbow, 43 HP)
 * Orcish Assassins (7-1 dagger, 3-3 poison throwing knives, 26 HP)
 * Troll (14-2 club, 55 HP)

A defensive strategy involves taking the forest path to the village south of the signpost, and intercepting the green orcs before they reach the path. While you can attack the enemy, your units will take damage as they do so. However, relying only on counterattacks gives the enemy a chance to eliminate your units on their terms.

The mission will complete once Konrad enters the signpost.

Blackwater Port

 * Konrad, Delfador and Sir Kaylan must survive until reinforcements arrive.
 * Turns: 12/12/9 turns (based on difficulty)
 * Gold: 100 plus carryover
 * Carry over: 40% of gold.
 * Killing the enemy leader gives an early finish bonus of 19 gold per turn. On hard difficulty, you also receive a loyal knight.

Starting on this mission, you can recruit Horsemen. They are equipped with a spear (9-2) and can charge for additional damage. Unlike elves, they are lawful and are vulnerable during the night time.

Your first horseman is loyal, and does not require upkeep.

On the easy difficulty, there is no need to recruit more than a few units. The main purpose of this mission is to ensure that your units obtain additional experience for future missions.

The Isle of Alduin

 * Defeat the enemy leader within the time limit. Konrad and Delfador must survive.
 * Turns: 34/24/21.
 * Gold: 140 plus carryover.
 * Carry over: 40% of gold
 * Early finish bonus: 36 gold per turn

Konrad and Delfador head to the Isle of Alduin, the place where Alduin was trained. It used to be a beautiful island, but is now overrun by orcs.

The orcs start with a large portion of the island captured; the number of claimed buildings is based directly on the difficulty level.

To start, move Delfador to the village northwest of your base. You will encounter a mage, and once you speak with him, you gain the ability to recruit mages. They are expensive, but have a ranged magic attack that has a high chance of hitting.

On the easy difficulty, your best tactic is to use use both routes to clear the enemy; this will maximize the amount of gold you obtain, as well as ensure the enemy doesn't receive as much gold. In general, you will want to send Horsemen, Scouts and Mages to the west and fighters and archers to the south. If possible, try to include at least one archer and fighter on the western path to ensure a variety of units; the southern path doesn't need as much variety since the elves can fortify them in the southern forest.

The Bay of Pearls

 * Defeat at least one enemy leader within the time limit, and survive until the end of the mission.
 * Turns: 27/24/21.
 * Gold: 140 plus carryover.
 * Carry over: 40% of gold
 * Early finish bonus: 24 gold per turn

There are two enemy leaders that you can defeat in this mission. The first is situated in the middle island and will recruit vampire bats and naga fighters. The second is located on the far coast, wne will recruit notmal orcish units: Wold Riders, Orcish Warriors, Troll Whelps, and Orcish archers. Note that the orcish warriors are level 2 units.

Send any unit to the first cage, to release mermen. Use the mermen freed from the cage to open up the other caged mermen. When you free the last group, you can either contain the central island or use your forces in combination with the mermen to defeat the leader.

The green forces are vulnerable to a mixture of ranged units and horsemen. Use your horsemen to take out the orcish archers, then use your archers to damage their melee-only units. Use the ground attack group to take out the enemy leader.

The next mission is determined by which leader you defeat first. If you slay them both, you may choose among the two options; if you go by sea, your gold will be temporarly unavailable until you complete the following mission. If you go by land, your gold will be applied to the next mission.

Be sure to collect the trident to the far north of the map. It gives a merman a ranged magical attack.

Muff Malal's Peninsula

 * Branch mission
 * Move Konrad to the signpost at the northwest, or defeat Muff Malal.
 * Turns: 27/24/21.
 * Gold: 140 plus carryover.
 * Carry over: 40% of gold if Muff Malal defeated.

If you travel by land, Muff Malal is a Necromancer that will spot your party en route. He will summon Vampire bats, walking corpses and Dark Adepts, and can do so in large quantity.

For a quick reference, vampire bats and walking corpses cannot respond to ranged attacks, and dark adepts cannot retaliate against melee attacks. However, each of their attacks has a special ability that will either drain health, or zombify your units when they get killed.

There are two routes to the enemy; either by the ocean or through the mountain range. The mountains slow movement, but have side paths to the left or right.

When you reach the leader, pummel him with melee attacks.

The next mission will be The Siege of Elensefar.

Isle of the Damned

 *  Branch mission
 * Survive until the time limit.
 * Turns: 27/25/23
 * Gold: 100 (no carryover)
 * Carry over taken from The Bay of Pearls.

There are three temples in this map. On Easy and medium difficulty, you can find Moremirmu in one of the two closer temples. On medium, the fartest temple contains a revenant, while hard difficulty has the revenant in the other close temple.