Source-first reverse engineering of a mainline Battle for Wesnoth campaign
12 — A Final Spring
The final Green Isle battle: Haldric gains the permanent Ruby attack, Lord Typhon unlocks merfolk recruitment, Jevyan reveals himself, and Southbay’s allied AI defends layered river and wall positions.
Several months pass while Jessene translates the Book and Haldric experiments with the Ruby. The scenario opens by turning the artifact from a plot object into a permanent attack, then immediately interrupts the experiment with news that the orcs have seized Southbay’s frontier.
Turn 4 reveals the larger antagonist: Lich-Lord Jevyan arrives with his Familiar and Addroran’s undead son, the Fool Prince. Jevyan announces his alliance with the orcs and senses the Ruby. Turn 5 brings Lord Typhon, whose earlier agreement with the elder prince becomes a new alliance with Haldric’s refugees. Merfolk recruitment is unlocked, linking sea travel, diplomacy, and roster progression.
Story beat
Mechanical consequence
Ruby translation completed
Haldric receives a permanent magical fire attack.
Orcs seize the frontier
Main objective becomes defeating all enemy leaders.
Jevyan reveals the Fool Prince
Personalizes the undead threat and establishes Jevyan as long-term antagonist.
Typhon renews the pact
Merman Fighter and Merman Hunter become recruitable.
Victory at Southbay
The fleet departs on the newly named Eldaric.
Map description
The 47 × 47 map is the campaign’s largest documented battlefield so far. Southbay’s city and harbor occupy the central-southern region, with northern bridge castles, a river defense, western coast and lighthouse, multiple galleons, roads to the Midlands and Clearwater, and broad eastern and northern frontier terrain.
Map element
Design role
Northern bridge castles
Give Addroran’s AI an exposed first defense line.
Southern riverbank
Provides a fallback line when the bridge is overwhelmed.
Main city walls
Remain defended in every allied-AI posture.
Harbor ships and “New Southbay” sign
Turn victory into an immediate evacuation plan.
Closed sewer trapdoor
Shows that the previous infiltration route has been sealed.
Lighthouse time area
Reuses the local illumination technique from Clearwater Port.
Objectives and sides
Victory
Defeat all enemy leaders.
Defeat
Death of Haldric, Jessene, King Addroran IX, or Lord Typhon if he has appeared; turns expire.
Carryover
40%, with early-finish bonus.
Side
Leader / roster
Gold and income
Role
1 — Haldric
Noble Commander; campaign roster
220 / 200 / 180
Human-controlled offensive force
2 — Southbay
King Addroran IX, Grand Knight; heavy loyalist roster
200; income 13
State-responsive allied city defense
3 — Orcs
Tan-Harak, Orcish Warlord
210 / 250 / 290; income 4 / 6 / 8
Night-aggressive land army
4 — Orcs
Tan-Hork, Orcish Warlord
210 / 250 / 290; income 4 / 6 / 8
Second land army
5 — Orcs
Tan-Gulo, Orcish Warlord; Naga and bats
120 / 180 / 200; income 2 / 3 / 4
Water-and-scout pressure
6 — Jevyan’s intelligence force
No recruit leader; hidden
No normal economy
Scripted Familiar, undead prince, and reinforcements
Permanent Ruby of Fire object
prestart attaches a silent, forever-duration object to Haldric:
Attack field
Value
Name
ruby of fire
Damage
14 × 4
Type and range
Fire, ranged
Special
Magical
Icon / projectile
attacks/fireball.png and core fireball missile frame
Sound
fire.wav
The opening animation immediately demonstrates the attack and provides comic feedback about wielding an unsocketed magical gemstone.
King Addroran’s allied AI
Side 2 is reset every turn. Unlike Clearwater’s four-state variable machine, this scenario derives its posture directly from unit positions:
Condition
Response
Northern bridge not overrun
Defend two northern castle positions and the main city walls.
At least five enemy units near the bridge, fewer than two Southbay units there, and no player units supporting it
Avoid the north and reposition toward weighted southern-riverbank goals.
All conditions
Always maintain weighted goal locations along the main wall.
The scenario also removes the leader_shares_keep candidate action, limits Addroran to one move, and gives him shallow-water movement cost 1 so he can reach a nearby healing oasis if poisoned.
Turn-based coalition events
Turn
Event
Mechanical effect
4
Jevyan, Familiar, and Fool Prince appear.
Creates scripted undead units; Normal/Hard add Chocobones, Hard adds Necrophages.
5
Lord Typhon arrives with two merfolk.
Typhon receives a permanent Storm Trident; Merman Fighter and Hunter recruitment unlocks.
30
Addroran urges haste.
Late-game deadline reminder.
Lord Typhon and the Storm Trident
Typhon is created as a Merman Warrior hero, then receives a permanent object copied from the core storm-trident implementation:
Attack
Value
Name
storm trident
Damage
14 × 2
Type / range
Fire, ranged
Special
Magical
Presentation
Lightning icon and three directional lightning animations
The object is embedded directly in the newly created hero rather than placed as a pickup, guaranteeing that Typhon always arrives with his signature weapon.
Jevyan’s scripted intelligence visit
Jevyan’s party does not behave like a conventional enemy leader. The hidden side exists for a scripted dramatic entrance:
Familiar flies in as a messenger and observer.
Jevyan Cloaked enters, speaks, and senses the Ruby.
The Fool Prince is shown as a Death Knight.
Jevyan leaves the map.
Revenant and Bone Shooter remain, with more undead on higher difficulties.
Familiar also departs.
This separates antagonist exposition from normal recruitment and pathfinding.