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[Wesnoth-wiki-changes] ScenarioDiscussion


From: wiki
Subject: [Wesnoth-wiki-changes] ScenarioDiscussion
Date: Sun, 3 Oct 2004 18:23 +0200

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Index: ScenarioDiscussion
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RCS file: /home/wesnoth/cvsroot/wikiroot/ScenarioDiscussion,v
retrieving revision 1.17
diff -u -r1.17 ScenarioDiscussion
--- ScenarioDiscussion  3 Oct 2004 14:27:54 -0000       1.17
+++ ScenarioDiscussion  3 Oct 2004 16:23:48 -0000
@@ -1,313 +1,18 @@
-This is a discussion of Heir to the Throne, the campaign featuring Konrad.
+These are the walkthroughs for different mainline campaigns. So far there is 
only 1 being worked on, but anyone should
+feel free to edit the others and add walkthroughs...
 
-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!
+HeirToTheThrone
 
-<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.
+TheDarkHordes
 
-<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.
+SonOfTheBlackEye
 
-<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.
+TheEasternInvasion
 
-Note that (at least in 0.8) there is no early finish bonus.
+TheRiseOfWesnoth
 
-<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||
 






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