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[Wesnoth-wiki-changes] HeirToTheThrone


From: wiki
Subject: [Wesnoth-wiki-changes] HeirToTheThrone
Date: Wed, 6 Oct 2004 15:51 +0200

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URI: http://wesnoth.slack.it/?HeirToTheThrone
 - - - - -
Index: HeirToTheThrone
===================================================================
RCS file: /home/wesnoth/cvsroot/wikiroot/HeirToTheThrone,v
retrieving revision 1.3
diff -u -r1.3 HeirToTheThrone
--- HeirToTheThrone     5 Oct 2004 10:48:33 -0000       1.3
+++ HeirToTheThrone     6 Oct 2004 13:51:09 -0000
@@ -9,7 +9,7 @@
 Warning: spoilers ahead!
 
 <h3>1. The Elves Besieged</h3>
-You have enough money to build about 6 level 1 units. I usually buid a scout, 
two pairs of archers-fighters, and a
+You have enough money to build about 6 level 1 units. I usually build a scout, 
two pairs of archers-fighters, and a
 shaman. Then I'm off with old Delfador to the north west. There are two 
routes: west past the druid, and north, over the
 bridge. 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 and get to the signpost by turn 14.
@@ -114,8 +114,8 @@
 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.
+You should now control most villages and have some gold, so recruit or recall
+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.
@@ -129,6 +129,8 @@
 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.
+Xakae can be a useful source of experience early in the scenario if you 
concentrate
+enough troops to deal with it.
 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
@@ -161,95 +163,120 @@
 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.
+Subdue Li'sar to win.  She brings in additional forces on turns 5 and 10, but
+only 3 units at a time 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.
+holy for the duration of this scenario.
+These are especially useful for horsemen or other powerful melee units.
 
 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
+If you kill the Mother Gryphon before the orcs do, you can then recruit
+Gryphon Riders.  Either way, you must also kill the enemy leader.
+
+Some people don't think Gryphon Riders are worth their high
+cost, but they can be 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,
+Then just run for it with Konrad.  You can also take your time, but your land 
troops
+are vulnerable in water, and the sea monsters can be tough.
+
+One way to finish quickly is to only recruit one castle then move Konrad out 
on turn 1.
+Don't recruit land troops with 5 movement or lower,
+these will just get bogged down in shallow water.
+Get a handful of mermen, maybe a gryphon to distract some of the enemy,
+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.
+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.
+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.
+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 it's 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 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
+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.
+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 attack.
+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,
+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.
+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.
+The ranged pierce attack of Thunderers is not so good against Undead,
+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.
+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.
+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.
+Ideally, Li'sar should 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.
+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.
@@ -263,6 +290,8 @@
 No early finish bonus.
 
 <h3>21. Home of the North Elves</h3>
+Run across the map.
+
 No early finish bonus.
 
 <h3>22. The Elven Council</h3>
@@ -273,19 +302,26 @@
 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.
+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.
+The bridge across the river is a good place to establish a defensive position,
+since attackers have to use the beach and water hexes to attack.
+Use the forests to your advantage: elven troops are best in forest,
+while the loyalists and orcs are seriously slowed by the trees.
 
 No early finish bonus.
 






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