SCENARIO SIX: The Siege of Elensefar.
Background: The city has fallen! Konrad must recapture it, defeating the Orcish occupiers, then fight off an allied undead army. You’ll have the help of Elensefar’s Thief Guild in throwing off the Orcish yoke.
Victory conditions: Kill both enemy leaders.
HOW TO WIN
Yes, this is what you’ve been waiting for. Elensefar is the big test - have you leveled up enough units? Have you learned the right tactics? If so you should be able to pass the final level in Chapter One of Heir to the Throne. Nobody said it would be easy…
Time is key. By turn 10-11 at the very latest you should have destroyed the Orcs. Now you must fight through a horde of skeletons, get through the cave bottleneck and defeat the undead leader.
You can defeat the Orcs MUCH more easily if you get a beachhead on the island without being challenged. Otherwise you’ll have to fight in the moat. Some players recruit mermen. That’s a self-fulfilling prophecy. I don’t find mermen intimidating and neither do most Orcs.
My initial recruit on a good campaign was 1 Avenger, 1 Captain, 2 Heroes, 1 Druid, and 1 White Mage. I followed up with 1 Marksman, 1 Knight, 2 Mages, an experienced Horseman and Fighter duo, and Lord Konrad. This force represents a total of 10 level-ups, or only two per scenario - you can definitely do it. If you don’t have at least 6-7 level ups, I would replay the campaign.
You’ll need at least 240 gold just to recall your initial force, and you‘ll be recruiting more in the Orc Keep. I sent my two weakest units, the (quick!) Fighter and the Horseman, to collect the 3 villages on either side - seizing these early can make a big difference.
By the end of turn three, marching straight forward, I had seized the south fort and was in a credibly defendable position:, without fighting the enemy:
The Orcs wanted nothing to do with this army in the light of the Afternoon, and shuffled their troops around out of range. If you have a really good force (such as this one!), the Orcs will retreat to their Keep and the West Fort, leaving the East Fort completely vacant.
Around this time you will get an offer from the Thief Guild. They will either show you a ford (identical to a bridge for gameplay) onto the western island, or give you a flanking reinforcement of four units. You should already be on Elensefar Island - take the reinforcement. The question is when to activate it (by taking a enemy village).
Generally, but not always, it’s better to wait a turn until the first watch to move your thieves out of their hiding places. During Dusk you took the East Fort and then withstood the first Orcish onslaught, as shown here. Notice the good arrangement of the healers. The Elvish Captain, on the other hand, should have been switched with the Hero southwest of him.
Now that you have the Orcs engaged, you can carry out a few nice kills by backstabbing them with your thieves. In this game, Konrad (my least valuable unit on the island!) took the free village just west of this screenshot. Then the mayhem began. Here’s what the end of the turn looked like.
Notice several things. The thieves (who haven‘t taken their turn yet) are in prime backstabbing position. The mage protects the front-line units, who are in turn using ZOC to protect Konrad. The newly-promoted Shyde is in a great healing position. On the other hand, the Orcs are terriby misplaced. Since they split their forces, the disorganization of the first battle can’t be taken advantage of - by the time the second battalion crosses back over to the main isle, I will have reformed my lines. And next turn Konrad will already be in the keep, recruiting units for the skelly battle.
Well … OK, but what if it doesn’t go as well as this scenario shows? The important thing to remember: don’t listen to common wisdom, don’t be timid, and DO NOT fight in the moat. Just four units can hold the South Fort: a healer, a leader, and two fighters (the actual units depending on what you‘ve leveled up). Place the fighters in the forts themselves, with the leader completing the arc and the healer adjacent to all three units. If you have these units there is no excuse for not using them to hold the fort overnight. In the meantime send the rest of the units around to the East Bridge. If you are losing the battle, the thieves are totally expendable and provide a great distraction - bring them in at Dusk and use the skirmisher ability to the fullest extent possible. If you’re doing well, on the other hand, I would use the thieves at night, and try to preserve them - they are loyal, after all, and they will continue to be useful in later scenarios.
So you won against the Orcs? Great. But there’s still another force to battle. The skeletons are a totally different type of unit and you MUST use the Orc Keep to recruit a new force (you can still use the first battalion in support and cleanup operations). Skeletons are heavily resistant to blade and pierce, so Elves and Horsemen will not do the trick. On the other hand they are very vulnerable to holy, impact, and fire damage. What does this mean? Paladins, mages, these are the way to fight skellies. During the Orc battle, you should have hopefully upgraded to Shyde and Paladin, along with a Mage level-up if you’re lucky. The Shyde and the White Mage are terrific against skeletons - just remember that they’re a bit fragile and you don’t have healers to waste. I like to recruit 3 or 4 mages and a second shaman to be the spearhead of the skeleton fighters; then I have the Shyde, the White Mage, a Paladin and at least one Knight ready to level into either Paladin or Grand Knight. In this particular playing I also got a Mage to Red.
The tactics are simple - you want to contest both bridges, but getting ashore at the central bridge is more important because you can grab the healing station and completely outflank the remaining East Bridge skeletons, forcing them into the swamp. The second bottleneck arrives when you have to get into the cave. Contest both entrances, but the central one is where you’re most likely to break through. Rotate mages into the battle lines and heal from behind with the Shyde and Shaman.
When you finally defeat ol’ Muff Janaal, you’ll hear a story from Delfador about a mystical Sceptre of Fire that you need to ascend to the throne. The quest is on! Now that you have a core of battle-hardened troops, the next chapter shouldn’t be as difficult as it looks. But battles and challenges still lie ahead, and you’ll still need the help of wise advice.
That’s for another installment! Good luck and good playing... And thanks for reading.
Thus ends Chapter One of Ye Compleat Walkthrough to "Heir to the Throne."