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[Wesnoth-wiki-changes] ScenarioDiscussion


From: wiki
Subject: [Wesnoth-wiki-changes] ScenarioDiscussion
Date: Sun, 3 Oct 2004 00:27 +0200

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 - - - - -
Index: ScenarioDiscussion
===================================================================
RCS file: /home/wesnoth/cvsroot/wikiroot/ScenarioDiscussion,v
retrieving revision 1.13
diff -u -r1.13 ScenarioDiscussion
--- ScenarioDiscussion  2 Oct 2004 20:52:24 -0000       1.13
+++ ScenarioDiscussion  2 Oct 2004 22:27:31 -0000
@@ -1,6 +1,9 @@
-Nobody has seen fit to write a discussion of the "Konrad" Scenarios in 
English, so I thought I would begin, if only to
-provide grounds for trenchant criticism from more experienced and abler 
players.  These descriptions are aimed at the
-"medium" difficulty level (as "easy" lets you get away with sloppiness and 
"hard" is for people who are comfortable with
+This is a discussion of Heir to the Throne, the campaign featuring Konrad.
+
+Perhaps this will provide grounds for trenchant criticism from more 
experienced and abler players.
+These descriptions are aimed at the
+"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!
@@ -131,7 +134,6 @@
 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.
 
@@ -171,8 +173,13 @@
 to trigger ambushes, picking off enemies to score experience points.
 
 <h3>8. The Princess of Wesnoth</h3>
+Subdue Li'sar to win.  She brings in additional forces on turns 5 and 10.
 
 <h3>9. The Valley of Death</h3>
+Survive 12 turns.
+There are two holy water bottles, which will make melee attacks
+holy for the duration of this scenario.  Especially useful for horsemen.
+
 No early finish bonus.
 
 <h3>10. Gryphon Mountain</h3>
@@ -185,23 +192,49 @@
 
 <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.
+Then just run for it with Konrad.  You can also take your time, but it's not 
easy
+fighting in water, and the sea monsters can be tough.
 
 <h3>12. Northern Winter</h3>
+Kill the two orc leaders.
+More snow falls on turns 6 and 12, making the tundra patches larger.
+
 No early finish bonus.
 
 <h3>13. Mountain Pass</h3>
+Move Konrad to the end of the road, in the north-west.
+There are two mages in the mountains.
 
 <h3>14. The Dwarven Doors</h3>
+You are actually trying to get to the north-east mine entrance.
+There is a Cuttle Fish hiding in the lake, it's best not to wake it up --
+it can travel on land and can be a real nuisance.
+If you did Isle of the Damned and have a surviving outlaw, it will be recalled
+for you, and it will tell you of a Bandit hiding in the central village,
+who will join you for free if you capture that village.
+
+You can follow Delfador's advice and run for it with Konrad,
+ignoring any orcs in your way.
+This yields a large early finish bonus.
+To maximize experience gained, instead kill all three enemy leaders.
+This is quite tough, and probably not worth it.
 
 <h3>15. Plunging into the Darkness</h3>
-No early finish bonus.
+Just find the dwarves.
+
+No early finish bonus, but there is a chest containing 200 gold to be found
+in a secret passage.
 
 <h3>16. The Lost General</h3>
+You need to kill the orc leader and Lionel, a Death Knight.
+Lionel is in a cavern behind the lake that is revealed on turn 20.
+
 No early finish bonus.
 
 <h3>17. Hasty Alliance</h3>
+Li'sar joins forces with you to defeat the troll leader,
+giving you 200 gold and up to 500 gold worth of allied troops to assist.
+
 No early finish bonus.
 
 <h3>18. The Sceptre of Fire</h3>
@@ -212,7 +245,7 @@
 No early finish bonus.
 
 <h3>19. A Choice Must Be Made</h3>
-You have a choice of going north or south,
+You have a choice of killing either the northern orc or the southern Death 
Knight,
 leading to Snow Plains or Swamp of Dread, respectively.
 
 <h3>20a. Snow Plains</h3>
@@ -221,14 +254,16 @@
 No early finish bonus.
 
 <h3>20b. Swamp Of Dread</h3>
-Lots of undead.
+Lots of undead, but also many villages.
+You can earn lots of gold if you can capture and hold villages.
+
 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.
+This is just a cut-scene providing storyline, no player input is involved.
 
 <h3>23. The Valley of Statues</h3>
 You must kill all leaders, including the orc.
@@ -238,12 +273,23 @@
 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.
+There is also an enemy Yeti in the cave in the west.
+The orcs will fight you as well as the mages, once unfrozen;
+you can use this to your advantage.
 
 No early finish bonus.
 
 <h3>24. Return to Wesnoth</h3>
+Kill all three enemy leaders.
+Three Halbardiers appear when Josephus dies.
+
 No early finish bonus.
 
 <h3>25. Test of the Clans</h3>
+Kill Bayar.
+You are facing mostly knights and horsemen, so
+fast and powerful units like Grand Knights, Lancers or Paladins are important.
+When any of the other enemy leaders is killed,
+it is replaced with one or two knights (two or three in Hard).
+
 No early finish bonus.






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