wesnoth-wiki-changes
[Top][All Lists]
Advanced

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]

[Wesnoth-wiki-changes] HeirToTheThrone


From: wiki
Subject: [Wesnoth-wiki-changes] HeirToTheThrone
Date: Mon, 29 Nov 2004 21:32 +0100

UserAgent: Mozilla/5.0 (X11; U; Linux i686; en-US; rv:1.7.5) Gecko/20041109 
Firefox/1.0
IP: 168.209.98.67
URI: http://wesnoth.slack.it/?HeirToTheThrone
 - - - - -
Index: HeirToTheThrone
===================================================================
RCS file: /home/wesnoth/cvsroot/wikiroot/HeirToTheThrone,v
retrieving revision 1.14
diff -u -r1.14 HeirToTheThrone
--- HeirToTheThrone     29 Nov 2004 19:55:02 -0000      1.14
+++ HeirToTheThrone     29 Nov 2004 20:32:30 -0000
@@ -43,6 +43,8 @@
 <A HREF="http://www.wesnoth.org/forum/viewtopic.php?t=2881";>forum 
discussion</A>.
 
 <h3>2. Blackwater Port</h3>
+Survive until the end of the turns, or kill the enemy leader.
+
 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
@@ -68,12 +70,14 @@
 the number of units you kill if you mingle your right flank with his units
 and prevent him from killing weakened enemy units.
 
-No early finish bonus.
+Early finish bonus for killing the enemy leader.
 
 See also the
 <A HREF="http://www.wesnoth.org/forum/viewtopic.php?t=2929";>forum 
discussion</A>.
 
 <h3>3. Isle of Anduin</h3>
+Kill the enemy leader.
+
 You start with only 100 gold, and the key is to gain control of
 most of the villages as soon as possible.  Keep the enemy busy both to
 the west and east of the central lake, to encourage it to split its forces.
@@ -134,14 +138,15 @@
 until they meet at the far southern end of the island,
 and assault the castle together.
 
-No early finish bonus.
+Early finish bonus for killing the enemy leader.
 
 See also the
 <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).
+Kill one or both enemy leaders.
 
+In this scenario you have 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,
@@ -173,10 +178,14 @@
 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.
 
+Early finish bonus for killing both enemy leaders.
+
 See also the
 <A HREF="http://www.wesnoth.org/forum/viewtopic.php?t=3022";>forum 
discussion</A>.
 
 <h3>5a. Muff Malal's Peninsula</h3>
+Kill the enemy leader.
+
 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
@@ -202,14 +211,16 @@
 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.
-Take your time and try to attack only at night, when the undead are at their 
weakest.
+Try to attack only at night, when the undead are at their weakest.
 
-No early finish bonus.
+Early finish bonus for killing the enemy leader.
 
 See also the
 <A HREF="http://www.wesnoth.org/forum/viewtopic.php?t=3178";>forum 
discussion</A>.
 
 <h3>5b. Isle of the Damned</h3>
+Kill the enemy leaders, or survive until the end of the turns.
+
 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.
 
@@ -227,28 +238,33 @@
 but any outlaw units surviving this scenario can be recalled later.
 Moremirmu is critical to winning but also quite fragile, so keep him safe at 
night.
 
-No early finish bonus.
+Early finish bonus for killing both enemy leaders.
 
 See also the
 <A HREF="http://www.wesnoth.org/forum/viewtopic.php?t=3179";>forum 
discussion</A>.
 
 <h3>6. The Siege of Elensefar</h3>
+Kill both enemy leaders.
+
 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
+You can send a few horsemen or 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.
-Use the northern forest to set up a defensive formation with your elves at 
night,
-and attack during the day.
+Use the northern forest to set up a defensive formation with your
+elves at night, and attack during the day.
 
-No early finish bonus.
+Early finish bonus for killing both enemy leaders.
 
 See also the
 <A HREF="http://www.wesnoth.org/forum/viewtopic.php?t=3224";>forum 
discussion</A>.
 
 <h3>7. Crossroads</h3>
+Kill the north-eastern enemy leader.
+
 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 (probably in two packs)
@@ -261,7 +277,7 @@
 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.
+to trigger ambushes, picking off enemies to gain experience.
 
 See also the
 <A HREF="http://www.wesnoth.org/forum/viewtopic.php?t=3281";>forum 
discussion</a>.
@@ -296,20 +312,23 @@
 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.
+Early finish bonus if you somehow manage to defeat all enemy leaders.
 
 See also the
 <A HREF="http://www.wesnoth.org/forum/viewtopic.php?t=3402";>forum 
discussion</A>.
 
 <h3>10. Gryphon Mountain</h3>
+Kill the enemy leader.
+
 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.
+Gryphon Riders (since you have access to gryphon eggs).
+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.
+drawing off enemy troops, so go get those gryphon eggs!
 
-No early finish bonus.
+Early finish bonus for killing both the mother gryphon as well as the enemy 
leader.
 
 <h3>11. The Ford of Abez</h3>
 Recruit some cheap cannon fodder (probably mermen) to buy you more time.
@@ -327,14 +346,19 @@
 Kill the two orc leaders.
 More snow falls on turns 6 and 12, making the tundra patches larger.
 
-No early finish bonus.
+Early finish bonus for killing both enemy leaders.
 
 <h3>13. Mountain Pass</h3>
-Move Konrad to the end of the road, in the north-west.
-There are two mages in the mountains.
+Move Konrad to the end of the road, in the north-west, or defeat both
+enemy leaders.
+
+There are two mages in the mountains, one recruiting trolls and the other
+ogres, mages and trolls (or gryphons instead of trolls on Hard).
 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.
 
+Early finish bonus for killing both enemy leaders.
+
 <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 --
@@ -363,7 +387,7 @@
 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.
+Early finish bonus for killing both enemy leaders.
 
 <h3>16. The Lost General</h3>
 You need to kill the orc leader and Lionel, a Death Knight.
@@ -372,10 +396,10 @@
 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,
+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.
+Early finish bonus for killing both enemy leaders.
 
 <h3>17. Hasty Alliance</h3>
 Li'sar joins forces with you to defeat the troll leader,
@@ -389,7 +413,7 @@
 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.
+Early finish bonus for killing enemy leader.
 
 <h3>18. The Sceptre of Fire</h3>
 This map changes each time, but the sceptre is always somewhere close
@@ -411,19 +435,22 @@
 <h3>20a. Snow Plains</h3>
 Konrad can find the Flaming Sword (15-4 melee, fire, magical) in this scenario.
 
-No early finish bonus.
+Early finish bonus for killing enemy leader.
 
 <h3>20b. Swamp Of Dread</h3>
-Lots of undead, but also many villages.
+Kill all enemy leaders.
+
+There are lots of undead, but also many villages.
 You can earn lots of gold if you can capture and hold villages.
+It may be useful recruiting cheap units to defend villages against bats.
 
-No early finish bonus.
+Early finish bonus for killing all 5 enemy leaders.
 
 <h3>21. Home of the North Elves</h3>
 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.
+Early finish bonus for killling both the human and the orc enemy leaders.
 
 <h3>22. The Elven Council</h3>
 This is just a cut-scene providing storyline, no player input is involved.
@@ -449,7 +476,7 @@
 However, some might consider it cheating,
 since it is using prior knowledge of the scenario.
 
-No early finish bonus.
+Early finish bonus for killing all three enemy leaders.
 
 <h3>24. Return to Wesnoth</h3>
 Kill all three enemy leaders.
@@ -459,7 +486,7 @@
 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.
+Early finish bonus for killing all enemy leaders.
 
 <h3>25. Test of the Clans</h3>
 Kill Bayar.
@@ -470,10 +497,12 @@
 Reportedly, one way to win is to gang up on Bayar with fast units
 while attacking the south-eastern leader with the rest of your army.
 
-No early finish bonus.
+Early finish bonus for killing all 4 enemy leaders.
 
 <h3>26. The Battle for Wesnoth</h3>
-Defeat Asheviere and reclaim the throne.
+Defeat Asheviere and reclaim the throne,
+by killing all enemy leaders.
+
 No early finish bonus, but the campaign ends here so it hardly matters!
 
 






reply via email to

[Prev in Thread] Current Thread [Next in Thread]