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[Wesnoth-wiki-changes] HeirToTheThrone


From: wiki
Subject: [Wesnoth-wiki-changes] HeirToTheThrone
Date: Sun, 3 Oct 2004 18:24 +0200

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 - - - - -
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!

<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
I'm off with old Delfador to the north west. There are two routes: west past 
the "Tinkerbell" elves, as I called them
when ignorant of the vast Wesnoth unit
terminology, and north, over the bridge. I prefer north. As soon as you cross 
the bridge turn west. Shoot for the area
immediately south of the rough
terrain. Your allies will fight a corridor for you so that you can turn north 
after passing south of the rough terrain
and get to the signpost by turn 14. I am
trying to get all my units experience, including the shaman, without killing 
them off. This is not easy. You can avoid
combat and get through, but then you
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 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
experience. You are going to recruit a couple of horsemen. You are going to 
need to recruit 4 or 5 other elf units
including a shaman or two.
I have won this two different ways: first, I go straight across the map to the 
village with the rocks on its east, and
assault and destroy every enemy unit in
that area. Then I simply close in on the enemy castle and destroy the leader. 
The second and preferred technique is to
form up inside the northern woods
area, and then move out into the open ground to the nw of that block of woods, 
during the day if possible, and engage
the enemy. You must be patient and
let the enemy come to you in this strategy.
Note that your friendly knights to the north provided by your ally will cover 
your right flank, and you can position
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: 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
enemy leader. The following strategy
always works if you take care of your unit placement. By this I mean you do not 
allow units you cannot afford to lose to
be subjected to multiple attacks at
night when weakened, particularly your new horsemen and mages. That being said, 
you first recall your elvish horseman
(or maybe he is level 2 by now)
and you recruit 2 more scouts. You send these to the villages to the south and 
the third to the village to the nw. You
recruit 3 fighters and send one to the
se and the other two to the sw. You send Delfandor up to the nw on the first 
turn to find the mage and send the mage
down to the village next to the
castle. You send Conrad out to take two nearby villages in the first two turns, 
because you have no money left anyway.
One of the scouts goes as far south as possible, taking villages and 
distracting the enemy. This scout always is
destroyed by turn 4. That's OK. The other
scout in the south usually has to retreat to survive. You try to take all the 
villages in the south you can and then
reinforce the south slowly and move south.
OK, now your main push is in the west because the most villages are there and 
you need an income of over 20 per turn to
recall all of your good troops. I
usually use the scout I have sent to the nw village on the island to take all 
of the far nw villages. I use Delfandor to
destroy an enemy unit each turn. I am
particularly fond of having the old mage kill off saurians, because these pesky 
units can kill weakened units in the rear.
I send my newly-recruited horseman to the west along with the mage(s). I send a 
shaman to the south and later one to the
west.
As we approach turn 10-12 I have assembled two reasonably powerful forces on 
each side of the lake, The westerly one
usually based on Delfandor and
horsemen-mage combos with fighters and archers for ZOC purposes, and the 
eastern force with almost entirely elves.
Basically I do this because if you
send horsemen south not west it takes them longer to reach combat and thus to 
gain xp points.
Finally: you are trying to get your horsemen to knight and your mages to 
white/red. You would like to get a shaman to
"tinkerbell" status but I find this
hard to do. You want one fighter min. to end up a leader and it is nice to have 
archers up to level 2. Last, you want to
get Conrad up to level 2. You should
have been trying to do some of these things earlier but in this scenario you 
really need to do most of these things to
have a shot at winning the next one.
And you simply move each group south in tight groups, trying not to get too 
agressive at night with the west group,
until they meet at the far southern end
and assault the castle together. If you send scouts and take villages the enemy 
leader will come out and try to retake
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
defense in water and few attacks, so combat can be a bit slow and frustrating.  
On the first turn, use Konrad to free
the first batch of mermen; one of these can go free the second, who free the 
third.  Then send a few down the right-hand
side to free the mermen guarded by the nagas - two mermen is usually enough, 
one to get attacked by the nagas and the
other to slip past and free a cageful of mermen.  Don't forget to send one 
merman down to grab the Storm Trident.
On land, you have to fight off a wave of orcs.
Once you have won the sea battle, you can send your mermen in to harass or 
assassinate the land orc leader, usually
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
the Damned, you can't use your usual units but you can get some free assistance 
from an extra-powerful white mage for
later in the game.

<h3>5a. Muff Malal's Peninsula</h3>
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.

One approach is to recall a few level 2 units supported by a mage.  These units
build a defensive position in the south-east, using hills and forest for cover,
and hold off the first wave of Walking Corpses.
Two mounted troops capture villages in the north and west,
while a scout and archer cover the hills in the middle against bats.
A merman or two distract enemy bats and capture sea villages.
If you can recall the merman that picked up the trident
in Bay of Pearls, it will be able to dispatch bats easily on its own.

During daytime, your main force advances to one of the villages in
the south-east, where you wait for more Walking Corpses to attack.
A level 2 melee unit (eg. Elvish Captain) can use the village
defense bonus to survive attacks, and heal between turns.
By the time it is low on hit points, it should be advancing to level 3.

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 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>
Subdue Li'sar to win.  She brings in additional forces on turns 5 and 10, but 
it is only 3 units and not very powerful
ones at that.

<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>
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 also take your time, but it's not 
easy
fighting in water, and the sea monsters can be tough.
For best results, only recruit one castle then move Konrad out on turn 1.  Don't
recruit anyone with 5 movement or lower.  Get a handful of mermen, maybe a
gryphon, or some strong fighters.  You can almost kill the orcs with just 
Konrad,
Delfador, and Kalenz, but you may want some help.

<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. Usually you are better off
killing the mages instead of getting Konrad to the end of the road, since the 
mages are in your path anyway.

<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, and since 
its only level 2 it doesn't give more XP
than the orcs.
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. An interesting bonus, but not
very powerful.

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, but none of the experienced units you will need later on. To 
maximize experience gained, instead kill all
three enemy leaders. This is quite tough, and probably only worth it for 
experienced players.

No early finish bonus

<h3>15. Plunging into the Darkness</h3>
Just find the dwarves. It is only hard if you want to get the bonus: there is a 
chest containing 200 gold to be found in
a secret passage, but  it is guarded by a level 3 spider, which has a poison 
melee and a slowing range. The best way to
kill it is probably to shock it with Delfador, then with Kalenz, then finish it 
with Konrad's melee. DO NOT let it get
many turns before you kill it, because if it does there is a high chance it 
will kill one of your heroes.

No early finish bonus,

<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 when
you move near it, or on turn 20 if it hasn't been activated yet. To fight the 
orcs you should use mostly dwarves, since
elves are not good in caves, and you might want to use some white mages against 
the undead, together with some dwarves.
Thunderers are not so good against Undead, because they are pierce, but 
fighters are good with their secondary impact
attack.

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. The key to this scenario is breaking away from the enemy forces that 
immediately surround you. Once you have
defeated the first wave, it is relatively easy to finish off any remaining 
trolls and get to the troll leader.

Once you get to the enemy leader, if Li'sar has any troops left you might want 
to let them die against the leader, so
they don't end up getting the killing blow and so they damage the leader for 
you.

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. Also, Konrad later has a chance to get another artifact, so you can 
get one for both of them.

No early finish bonus.

<h3>19. A Choice Must Be Made</h3>
You have a choice of killing either the northern orc or the southern Death 
Knight, leading to Snow Plains or Swamp of
Dread, respectively. The path to the Swamp of Dread is easier, since the orcs 
are fighting in their preferred terrain
and it takes longer to get there. Because of this,  the Snow Plains are more 
worth it, since it gives Konrad a magical item.

<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, 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 storyline, 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 an enemy Yeti in the cave in the west. It is very useful for 
getting experience (it gives 32), so a good
idea is to send some 2nd level units there to finish it off, hopefully with a 
druid and using mostly ranged attacks. You
might want to give a 1st level unit a killing blow, so it almost immediately 
advances.

The orcs will fight you as well as the mages, once unfrozen; you can use this 
to your advantage. Surrounding the orcish
leader is a good idea, since you don't give them time to recruit or get in 
formation. However, some might consider it
cheating, since it is using prior knowledge of the scenario.

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.

||See Also||

* ScenarioDiscussion






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