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[Wesnoth-wiki-changes] ScenarioDiscussion


From: wiki
Subject: [Wesnoth-wiki-changes] ScenarioDiscussion
Date: Sat, 2 Oct 2004 22:52 +0200

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Index: ScenarioDiscussion
===================================================================
RCS file: /home/wesnoth/cvsroot/wikiroot/ScenarioDiscussion,v
retrieving revision 1.12
diff -u -r1.12 ScenarioDiscussion
--- ScenarioDiscussion  2 Oct 2004 18:37:33 -0000       1.12
+++ ScenarioDiscussion  2 Oct 2004 20:52:24 -0000
@@ -3,6 +3,8 @@
 "medium" difficulty level (as "easy" lets you get away with sloppiness and 
"hard" is for people who are comfortable with
 AdvancedTactics).  Please improve these and add your own for later levels.
 
+Warning: spoilers ahead!
+
 <h3>1. The Elves Besieged</h3>
 You have enough money to build a cadre of level 1 soldiers. I usually buid a 
scout, two pair of
 archers-fighters, and a shaman. Then
@@ -17,7 +19,7 @@
 have nothing worth recalling for the second scenario.
 
 <h3>2. Blackwater Port</h3>
-If you get out of the Elves Beseiged scenario by say, turn 10, you end up with 
over 200 points and
+If you get out of the Elves Beseiged scenario by say, turn 10, you end up with 
over 200 gold and
 that is good for this scenario. You
 need to build a few scouts and go out and take the villages to the south and 
southwest. You recall your archer and
 fighter units that have significant
@@ -34,7 +36,7 @@
 yourself to maximize the number of
 units you kill if you mingle your right flank with his units and prevent him 
from killing weakened enemy units. Also
 note that regardless how early you kill
-the enemy leader the scenario does not reward you with points: you will always 
start Isle of Anduin with 100 points.
+the enemy leader the scenario does not reward you: you will always start Isle 
of Anduin with 100 gold.
 
 <h3>3. Isle of Anduin</h3>
 OK, you start with only 100 gold, but there are lots of villages out there You 
must destroy the
@@ -76,6 +78,8 @@
 them, giving you a chance for an early
 victory.
 
+Note that (at least in 0.8) there is no early finish bonus.
+
 <h3>4. Bay of Pearls</h3>
 In this scenario you have, basically, two independent battles (at least at 
first).
 At sea, you must fight the sea leader, his nagas, bats, and sea orc with your 
mermen.  Mermen and nagas both have high
@@ -88,6 +92,9 @@
 getting almost all of them killed but reducing the pressure of your land 
forces.  Your land forces are hindered
 primarily by the small numbers you can recruit at a time and by the time it 
takes for them to cross the river and get to
 the front.
+Try recalling and recruiting in pairs: one fast and one slow unit at a time,
+that way the island will not become a bottleneck.
+
 The outcome of this battle affects the next scenario.  If you kill the sea 
leader, you wind up on Isle of
 the Damned; if you kill the land leader you wind up on Muff Malal's Peninsula. 
 If you kill both, you get a choice.  You
 fight undead either way, but on Muff Malal's Peninsula, you can keep using 
your units and leveling them up.  On Isle of
@@ -95,8 +102,8 @@
 later in the game.
 
 <h3>5a. Muff Malal's Peninsula</h3>
-Your aim here should be to build up your gold by controlling villages, and
-ideally by finishing early.
+This is an easy scenario, and your aim here should be to build up your gold
+by controlling most villages, while earning experience against enemy forces.
 The enemy recruits bats to capture villages, and hordes of Walking Corpses
 to keep you busy.  The occasional Dark Adept can be dangerous on Hard 
difficulty,
 but is vulnerable to melee attack, especially from knights.
@@ -119,47 +126,124 @@
 You should now control most villages, and can recruit or recall
 a few additional troops.
 Launch an offensive from the south-east, supported by your horsemen advancing
-from the north-west.  Don't forget to make use of Konrad in the attack.
+from the north-west.  Don't forget to use Konrad in the attack.
+Note that (at least in 0.8) there is no early finish bonus, so take your time.
+Attack only during the day, when the undead are weakest.
 
 <h3>5b. Isle of the Damned</h3>
 
+Konrad is shipwrecked, so you start out with 100 gold and can't recall units.
+Your gold from Bay of Pearls is saved for the next scenario.
+
+Moremirmu is a White Mage with a holy sword which is very effective against 
undead.
+He is hiding in one of two temples, and will join your cause if you find him.
+Beware: Xakae, a Revenant with a retinue of Walking Corpses,
+is waiting to ambush you in another temple.
+Moremirmu and Xakae are randomly placed, but the third temple is always empty.
+
+As well as Mermen, you can only recruit Thugs, Poachers and Footpads during
+this scenario.
+This is the only time in the campaign that outlaws can be recruited,
+but any outlaw units surviving this scenario can be recalled later.
+
 <h3>6. The Siege of Elensefar</h3>
+It is always worth accepting help from the thieves, there is nothing to be
+gained by refusing it.
+
+You can send two knights south along the eastern border, to assassinate
+the undead leader.  By feinting to the north-west, you can draw off some of the
+orc's forces to the west,
+leaving it vulnerable to an attack through the hills and from the east.
+
+Note that (at least in 0.8) there is no early finish bonus.
 
 <h3>7. Crossroads</h3>
+A lot of people struggle with this one.  You can try running for it: recall
+two castles of troops, mostly level 2 if you can, with several healers.
+Move the units in formation along the road to the north-east.  Do not be 
tempted
+to move units into the mountains.  Ignore the troops to the west, focus on the
+north-east leader.  This strategy can give a quick result, but not much 
experience.
+
+Another way is to take more time.  Capture villages to compensate for the loss
+of the early finish bonus.  (Be careful: some villages may trigger ambushes.)
+Send a large force to the north-west along the road, and take care of that 
leader.
+Then travel to the north-east, perhaps even choosing a route through the hills
+to trigger ambushes, picking off enemies to score experience points.
 
 <h3>8. The Princess of Wesnoth</h3>
 
 <h3>9. The Valley of Death</h3>
+No early finish bonus.
 
 <h3>10. Gryphon Mountain</h3>
+You need to kill the Mother Gryphon before the orcs do, to allow you to recruit
+Gryphon Riders.  Some people don't think Gryphon Riders are worth their high
+cost, but I've found them useful in capturing far-flung villages and in
+drawing off enemy troops.
+
+No early finish bonus.
 
 <h3>11. The Ford of Abez</h3>
+Recruit some cheap cannon fodder (probably mermen) to buy you more time.
+Then just run for it with Konrad.  You can take longer, but it's not easy
+fighting in water, and the sea monsters are tough.
 
 <h3>12. Northern Winter</h3>
+No early finish bonus.
 
 <h3>13. Mountain Pass</h3>
 
 <h3>14. The Dwarven Doors</h3>
 
 <h3>15. Plunging into the Darkness</h3>
+No early finish bonus.
 
 <h3>16. The Lost General</h3>
+No early finish bonus.
 
 <h3>17. Hasty Alliance</h3>
+No early finish bonus.
 
 <h3>18. The Sceptre of Fire</h3>
+This map changes each time, but the sceptre is always somewhere close to the 
middle.
+To finish on time, take Konrad down the one route, and Li'sar down the other.
+I like Li'sar to get the sceptre, since she doesn't have a ranged attack 
otherwise.
+
+No early finish bonus.
 
 <h3>19. A Choice Must Be Made</h3>
+You have a choice of going north or south,
+leading to Snow Plains or Swamp of Dread, respectively.
 
-<h3>20a. Swamp Of Dread</h3>
+<h3>20a. Snow Plains</h3>
+Konrad can find the Flaming Sword (15-4 melee, fire, magical) in this scenario.
+
+No early finish bonus.
+
+<h3>20b. Swamp Of Dread</h3>
+Lots of undead.
+No early finish bonus.
 
 <h3>21. Home of the North Elves</h3>
+No early finish bonus.
 
 <h3>22. The Elven Council</h3>
 This is just a cut-scene providing background, no player input is involved.
 
 <h3>23. The Valley of Statues</h3>
+You must kill all leaders, including the orc.
+You therefore need to unfreeze the orcs,
+by sending a unit to the temple in the south-east.
+A Gryphon Rider or Master is very useful for this.
+All the statues
+(including any of your own units that were turned to stone)
+are then unfrozen at once, and all cockatrices vanish.
+There is also a Yeti in the cave in the west, it's best not to disturb it.
+
+No early finish bonus.
 
 <h3>24. Return to Wesnoth</h3>
+No early finish bonus.
 
 <h3>25. Test of the Clans</h3>
+No early finish bonus.






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