Add leader-expendable and ellipse-hero to mark him. I would have preferred the gold leader overlay but could not find it and making him a leader causes the AI to take him to a keep instead of treating him like any other Lich unit.
When last seen Chantal was south-west. Have her enter from that direction and run directly to Kalenz. Originally, she appeared in the middle, ran left, ran right, bumped into the edge and stopped; and, usually, Kalenz would be far away from there.
It is remotely possible Arpus may be dead prior to moving to wake the Mages. In fact, they may all have died. Appoint a replacement from the highest-level survivors (if any).
Capturing the village near Delfador's encampment changes objectives. They also change if orcs or undead are seen, or the Loyalists met; but that change is a duplicate. Remove the duplicated change.
Apparently, the Mage keep was moved. The scroll position was not updated, nor were the AI parameters to keep the Mages near their keep.
The fog does not lift to expose the Mages, and the narrator's instructions are incorrect.
It is remotely possible Chantal dies before Delfador meets her. Remove her death as a defeat condition until he does.
The goal is to find her before time runs out. If she dies before being found, time will run out.
The original intent clearly was to see the gate opening. Added some redraws to make this happen. The result seemed off so added more shaking. It's a bit slower than I'd like but looks good.
Send Delfador to his recall list to remove him before the final fade-to-black frame. This removes the glitchy artifact, making the screen fully black.
Since Delfador may be injured, and will have used moves, restore him to full moves and full health since, otherwise, he will begin the next scene incorrectly.
Delfador's Wesnoth veterans withdraw from the field too early, and the Wose too late. Have them withdraw just before the narrator says they do, so if the player glances at the map they are gone.
The skeleton generators turned off on turn 12, always leading to an early-completion on turn 13. Don't turn them off. This allows normal turns-over completion after 14 turns, as designed.
Note than if the generators are taken out, and all skeletons killed, the player must wait for the next turn for victory. This can be rationalized by Delfador's statement indicating he is not sure his solution will work until the next turn, when no skeleton appears.
The use of an invalid tile to record the state of each generator caused errors generating the preview minimap when loading a turn. Changing the tiles also caused visual artifacts. Eliminated the custom tiles and use event management to handle the generator state.
On turn 4, no need to search the recall list. If there is no bowman for the role, the line may be omitted.
On victory, there may be no surviving bowman. The lines cannot be omitted. Recall a bowman from the recall list, or recruit a replacement.