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[Wesnoth-wiki-changes] HeirToTheThrone


From: wiki
Subject: [Wesnoth-wiki-changes] HeirToTheThrone
Date: Sun, 21 Nov 2004 21:15 +0100

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URI: http://wesnoth.slack.it/?HeirToTheThrone
 - - - - -
Index: HeirToTheThrone
===================================================================
RCS file: /home/wesnoth/cvsroot/wikiroot/HeirToTheThrone,v
retrieving revision 1.12
diff -u -r1.12 HeirToTheThrone
--- HeirToTheThrone     21 Nov 2004 13:55:24 -0000      1.12
+++ HeirToTheThrone     21 Nov 2004 20:15:16 -0000
@@ -11,7 +11,7 @@
 
 See also the forum post
 <A HREF="http://www.wesnoth.org/forum/viewtopic.php?t=3601";>Suggestions
-for Heir to the Throne walkthrough</a> for more.
+for Heir to the Throne walkthrough</A> for more.
 
 ||Warning:|| spoilers ahead!
 
@@ -40,14 +40,14 @@
 Early finish bonus: 30 gold per turn.
 
 See also the
-<A HREF="http://www.wesnoth.org/forum/viewtopic.php?t=2881";>forum 
discussion</a>.
+<A HREF="http://www.wesnoth.org/forum/viewtopic.php?t=2881";>forum 
discussion</A>.
 
 <h3>2. Blackwater Port</h3>
 If you get out of the Elves Beseiged scenario by turn 15 or so,
 you end up with over 200 gold, which is useful for this scenario.
 Build or recall some fast units (scouts or horsemen) and take the villages
-to the south and southwest, especially if you don't have a lot of gold.  
Recall archer and fighter
-units that have significant experience.
+to the south and southwest, especially if you don't have a lot of gold.
+Recall archer and fighter units that have significant experience.
 Recruit a couple of horsemen for daytime assaults.
 It may be worth taking some of the villages close to your ally's castle,
 this will encourage him to more quickly send mounted troops to help you.
@@ -71,7 +71,7 @@
 No early finish bonus.
 
 See also the
-<A HREF="http://www.wesnoth.org/forum/viewtopic.php?t=2929";>forum 
discussion</a>.
+<A HREF="http://www.wesnoth.org/forum/viewtopic.php?t=2929";>forum 
discussion</A>.
 
 <h3>3. Isle of Anduin</h3>
 You start with only 100 gold, and the key is to gain control of
@@ -88,9 +88,9 @@
 Send two scouts to the southern villages,
 and the third to the village to the northwest.
 Recruit 3 fighters; send one to the south and the other two to the southwest.
-This works best if one scout is "quick" and the fighter recruited to fill the 
southeastern hex of your castle is also
-"quick." If not you may have to modify this
-strategy.
+This works best if one scout is "quick" and the fighter recruited
+to fill the southeastern hex of your castle is also
+"quick". If not you may have to modify this strategy.
 Send Delfador up to the northwest on the first turn to find the mage and
 send the mage down to the village next to the castle.
 Konrad should take two nearby villages in the first two
@@ -133,11 +133,11 @@
 trying not to get too agressive at night with the west group,
 until they meet at the far southern end of the island,
 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.
+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.
 
 See also the
-<A HREF="http://www.wesnoth.org/forum/viewtopic.php?t=2959";>forum 
discussion</a>.
+<A HREF="http://www.wesnoth.org/forum/viewtopic.php?t=2959";>forum 
discussion</A>.
 
 <h3>4. Bay of Pearls</h3>
 In this scenario you have two independent battles (at least at first).
@@ -174,7 +174,7 @@
 get some free assistance from an extra-powerful white mage for later in the 
game.
 
 See also the
-<A HREF="http://www.wesnoth.org/forum/viewtopic.php?t=3022";>forum 
discussion</a>.
+<A HREF="http://www.wesnoth.org/forum/viewtopic.php?t=3022";>forum 
discussion</A>.
 
 <h3>5a. Muff Malal's Peninsula</h3>
 This is an easy scenario, and your aim here should be to build up your gold
@@ -206,7 +206,7 @@
 Attack only during the day, when the undead are weakest.
 
 See also the
-<A HREF="http://www.wesnoth.org/forum/viewtopic.php?t=3178";>forum 
discussion</a>.
+<A HREF="http://www.wesnoth.org/forum/viewtopic.php?t=3178";>forum 
discussion</A>.
 
 <h3>5b. Isle of the Damned</h3>
 Konrad is shipwrecked, so you start out with 100 gold and can't recall units.
@@ -216,8 +216,8 @@
 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.
+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 remaining temples are always 
empty.
 
 As well as Mermen, you can only recruit Thugs, Poachers and Footpads during
@@ -227,7 +227,7 @@
 Moremirmu is critical to winning but also quite fragile, so keep him safe at 
night.
 
 See also the
-<A HREF="http://www.wesnoth.org/forum/viewtopic.php?t=3179";>forum 
discussion</a>.
+<A HREF="http://www.wesnoth.org/forum/viewtopic.php?t=3179";>forum 
discussion</A>.
 
 <h3>6. The Siege of Elensefar</h3>
 It is always worth accepting help from the thieves, there is nothing to be
@@ -242,7 +242,7 @@
 
 No early finish bonus.
 See also the
-<A HREF="http://www.wesnoth.org/forum/viewtopic.php?t=3224";>forum 
discussion</a>.
+<A HREF="http://www.wesnoth.org/forum/viewtopic.php?t=3224";>forum 
discussion</A>.
 
 <h3>7. Crossroads</h3>
 A lot of people struggle with this one.  You can try running for it: recall
@@ -285,14 +285,16 @@
 It apparently also works to pack the lake around the starting castle
 with mermen, and hole up there.
 
-If you can't recruit a big army, a solution is to recruit as much elves as you 
can, send them to the forest at the north
-of your castle to slow the Revenant as much as you can (you need to stop them 
for three turns), and rush with Konrad and
-the others to the bottom right corner in the same time. If you do well, the 
corpse and the others undead won't be able
-to attack you before the end.
+If you can't recruit a big army, an option is to recruit as many
+elves as you can, send them to the forest north of your castle to
+slow the Revenant (you need to stop them for three turns),
+and rush with Konrad and the others to the bottom right corner at the same 
time.
+If you do well, the corpses and the other undead won't be able
+to reach you before time runs out, and you win.
 
 No early finish bonus.
 See also the
-<A HREF="http://www.wesnoth.org/forum/viewtopic.php?t=3402";>forum 
discussion</a>.
+<A HREF="http://www.wesnoth.org/forum/viewtopic.php?t=3402";>forum 
discussion</A>.
 
 <h3>10. Gryphon Mountain</h3>
 If you kill the Mother Gryphon before the orcs do, you can then recruit
@@ -306,11 +308,11 @@
 
 <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 your land 
troops
-are vulnerable in water, and the sea monsters can be tough.
+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,
+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,
@@ -331,16 +333,18 @@
 <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 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.
+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.
+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.
@@ -375,8 +379,8 @@
 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 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
@@ -385,19 +389,21 @@
 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.
-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.
+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 northern orcs are
+fighting in their preferred terrain and it takes longer to get there.
+However, Snow Plains does give Konrad a magical item.
 
 <h3>20a. Snow Plains</h3>
 Konrad can find the Flaming Sword (15-4 melee, fire, magical) in this scenario.
@@ -411,7 +417,8 @@
 No early finish bonus.
 
 <h3>21. Home of the North Elves</h3>
-Run across the map.
+Run across the map.  Try to avoid engaging orcs in the hills,
+since you have limited time and it is their preferred terrain.
 
 No early finish bonus.
 
@@ -426,9 +433,9 @@
 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.
+It is very useful for getting experience (it gives 32),
+so a good idea is to send some 2nd level units to finish it off,
+probably using mostly ranged attacks, and with a druid to slow it down.
 You might want to give a 1st level unit a killing blow,
 so it almost immediately advances.
 
@@ -470,11 +477,11 @@
 ||Credits||
 
 Thanks to:
-* <A 
HREF="http://www.wesnoth.org/forum/profile.php?mode=viewprofile&u=781";>Fulk 
d'Anjou</a>
+* <A 
HREF="http://www.wesnoth.org/forum/profile.php?mode=viewprofile&u=781";>Fulk 
d'Anjou</A>
 for starting this effort,
-* <A 
HREF="http://www.wesnoth.org/forum/profile.php?mode=viewprofile&u=176";>turin</a>
+* <A 
HREF="http://www.wesnoth.org/forum/profile.php?mode=viewprofile&u=176";>turin</A>
 for reorganising into separate pages,
-* <A 
HREF="http://www.wesnoth.org/forum/profile.php?mode=viewprofile&u=970";>ott</a>
+* <A 
HREF="http://www.wesnoth.org/forum/profile.php?mode=viewprofile&u=970";>ott</A>
 for much of the above text and general subediting, and
 * everyone else who has contributed!
 






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