Three turns played. The XP farming is going quite well, getting Konrad to the mines not quite so much. ![rolleye rolleye](https://www.realmsbeyond.net/forums/images/smilies/rolleye.gif)
Turn 7
- I check the situation, and am dismayed to find we have no scouts in the north to check which entrance to the mines is open.
This is what our mounted units were supposed to be doing, not getting tied down in combat.
- I move Konrad to the Thunedain keep and recall a horseman and elf scout for the north, then continue moving him north. We only have until T15 and Konrad is not especially quick. If he has to check both entrances himself we may run out of time.![frown frown](https://www.realmsbeyond.net/forums/images/smilies/frown.gif)
- I also move the wounded elf rider to the north side of the wounded orcs and kill one, promoting him to outrider.
Now fully healed, this guy can also be sent north to help Konrad into the mines.
- I shift units in the south to save the badly injured druid.
- Kills are made by the other two druids, the enchantress, the red mage, and the arch mage.![jive jive](https://www.realmsbeyond.net/forums/images/smilies/jive.gif)
IBT our rogue gets a kill, and an elf hero in a forest mauls 3 attacking trolls. Gotta love elves in forests.![smile smile](https://www.realmsbeyond.net/forums/images/smilies/smile2.gif)
Turn 8
- Konrad continues north. The three mounted units also move north, screening Konrad from purple forces as they go. The elf scout passes the lake and triggers the water monster, a powerful cuttle fish.![frown frown](https://www.realmsbeyond.net/forums/images/smilies/frown.gif)
- All three druids get kills, one promoting to shyde. :dancing5: Our arch mage also gets a kill, getting close to level up.
IBT the lake monster mauls our elf scout, almost killing him (3 HP left).
Also, purple is moving multiple units to block the way north to the main doors of the mines. ![banghead banghead](https://www.realmsbeyond.net/forums/images/smilies/banghead.gif)
Turn 9
- Konrad continue north, shifting slightly east to avoid the lake monster and purple's units. One wolf rider can reach him, but there is not much to be done about that.
- The gravely injured elf scout flees east and claims an enemy village. He should be able to move northeast and take another village T10, then reach the northeast entrance on T11 to check if it is open.
- Kills for a druid, the red mage, and the arch mage.
- Kalenz is cursed, and misses all five arcane attacks.
This guy is just useless when I play him, an elf high lord who can't hit the broad side of a barn. ![smoke smoke](https://www.realmsbeyond.net/forums/images/smilies/smoke.gif)
- Several units huddle up immobile in the south with our new shyde for healing. They should be able to get back in action soon.
IBT our white mage gets hammered by an orc, and then healed by a druid, fortunately. But be very careful about moving either of these units west -- even one tile will put them in range of the green king.
Also IBT our elf outrider gets crushed twice by a level 2 troll and barely survives.
Purple's other northern units fight the lake monster rather than going after Konrad. ![jive jive](https://www.realmsbeyond.net/forums/images/smilies/jive.gif)
Here is the northern situation:
![[Image: 13T10north.jpg]](http://i196.photobucket.com/albums/aa104/haphazard1/Wesnoth%20SG2/13T10north.jpg)
We are a bit stuck, since we have not scouted the entrances.
Use the wounded elf scout as noted above, and for Konrad I think the best thing is to move north but stay on the east side of the mountains. This will keep him out of reach of purple's troops (other than the wolf). On T11 the elf scout should reach the northeast entrance and we will know if Konrad needs to move there, or if he pushes across the mountains to reach the main gates.
In the south just keep having fun and farm more XP.
This part of the level is going very well for us.
![rolleye rolleye](https://www.realmsbeyond.net/forums/images/smilies/rolleye.gif)
Turn 7
- I check the situation, and am dismayed to find we have no scouts in the north to check which entrance to the mines is open.
![duh duh](https://www.realmsbeyond.net/forums/images/smilies/duh.gif)
- I move Konrad to the Thunedain keep and recall a horseman and elf scout for the north, then continue moving him north. We only have until T15 and Konrad is not especially quick. If he has to check both entrances himself we may run out of time.
![frown frown](https://www.realmsbeyond.net/forums/images/smilies/frown.gif)
- I also move the wounded elf rider to the north side of the wounded orcs and kill one, promoting him to outrider.
![smile smile](https://www.realmsbeyond.net/forums/images/smilies/smile2.gif)
- I shift units in the south to save the badly injured druid.
- Kills are made by the other two druids, the enchantress, the red mage, and the arch mage.
![jive jive](https://www.realmsbeyond.net/forums/images/smilies/jive.gif)
IBT our rogue gets a kill, and an elf hero in a forest mauls 3 attacking trolls. Gotta love elves in forests.
![smile smile](https://www.realmsbeyond.net/forums/images/smilies/smile2.gif)
Turn 8
- Konrad continues north. The three mounted units also move north, screening Konrad from purple forces as they go. The elf scout passes the lake and triggers the water monster, a powerful cuttle fish.
![frown frown](https://www.realmsbeyond.net/forums/images/smilies/frown.gif)
- All three druids get kills, one promoting to shyde. :dancing5: Our arch mage also gets a kill, getting close to level up.
IBT the lake monster mauls our elf scout, almost killing him (3 HP left).
![yikes yikes](https://www.realmsbeyond.net/forums/images/smilies/yikes.gif)
![banghead banghead](https://www.realmsbeyond.net/forums/images/smilies/banghead.gif)
Turn 9
- Konrad continue north, shifting slightly east to avoid the lake monster and purple's units. One wolf rider can reach him, but there is not much to be done about that.
- The gravely injured elf scout flees east and claims an enemy village. He should be able to move northeast and take another village T10, then reach the northeast entrance on T11 to check if it is open.
- Kills for a druid, the red mage, and the arch mage.
- Kalenz is cursed, and misses all five arcane attacks.
![banghead banghead](https://www.realmsbeyond.net/forums/images/smilies/banghead.gif)
![smoke smoke](https://www.realmsbeyond.net/forums/images/smilies/smoke.gif)
- Several units huddle up immobile in the south with our new shyde for healing. They should be able to get back in action soon.
IBT our white mage gets hammered by an orc, and then healed by a druid, fortunately. But be very careful about moving either of these units west -- even one tile will put them in range of the green king.
Also IBT our elf outrider gets crushed twice by a level 2 troll and barely survives.
![frown frown](https://www.realmsbeyond.net/forums/images/smilies/frown.gif)
![jive jive](https://www.realmsbeyond.net/forums/images/smilies/jive.gif)
Here is the northern situation:
![[Image: 13T10north.jpg]](http://i196.photobucket.com/albums/aa104/haphazard1/Wesnoth%20SG2/13T10north.jpg)
We are a bit stuck, since we have not scouted the entrances.
![frown frown](https://www.realmsbeyond.net/forums/images/smilies/frown.gif)
In the south just keep having fun and farm more XP.
![smile smile](https://www.realmsbeyond.net/forums/images/smilies/smile2.gif)