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. 

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.

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.

Into the Land 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.

In this scenario and the next, sacrifice your recruits whenever it's likely 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 Land of the Dead
====================

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 without recruiting until you get to the keep
at the river fort.  Stop to recruit a couple of units at the wall;
you'll get some loyalist allies from visiting the villages to the
souheast within the keep, but you're also going to be swarmed by bad
guys from two directions.  Beware the village direct to your south,
visiting it will spawn an enemy Draug.

The Return Of Trouble
=====================

Recruit mainly L2 veterans.  L1 units have poor survival odds in this scenario,

The northwest orcish leader, nearest your keep, may run out to capture
a village within your movement range on his first turn.  Kalenz and two
Elvish Marksmen have a bit over 50% chance of taking him out with
missile fire; to set up this attempt, be suree to move Kalenz to the village
nearest his keep after he recriuits, and have to Elven Archers recruited on
the nearest hexes.  If you can pull this off, the whole scenario gets 
much easier; you should be able to mop up the slain boss's six recruits
before the other orcs make contact, and therafter only have to fight on
one front.

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.

