UserAgent: Mozilla/5.0 (Windows; U; Windows NT 5.1; en-GB; rv:1.7.5) Gecko/20041110 Firefox/1.0 IP: 62.131.23.103 URI: http://wesnoth.slack.it/?HeirToTheThrone - - - - - Index: HeirToTheThrone =================================================================== RCS file: /home/wesnoth/cvsroot/wikiroot/HeirToTheThrone,v retrieving revision 1.27 diff -u -r1.27 HeirToTheThrone --- HeirToTheThrone 20 Apr 2005 21:48:56 -0000 1.27 +++ HeirToTheThrone 27 Apr 2005 10:22:47 -0000 @@ -8,6 +8,7 @@ which won't work for harder difficulties, as enemy numbers are too great. To follow these descriptions, you should ideally be familiar with AdvancedTactics. Descriptions should be valid for game versions 0.8 to 0.8.7. +Updating is going on to v. 0.8.11. ||Note: || Some changes were made after 0.8.7, so some of the descriptions here will not be accurate. @@ -22,6 +23,7 @@ <A HREF="http://www.wesnoth.org/forum/viewtopic.php?t=4026">Yet another "Heir to the Throne" walktrough</a> (sic) for more. + ||Warning|| spoilers ahead! <h3>1. The Elves Besieged</h3> @@ -118,7 +120,7 @@ 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 most villages are there +Now your main push is in the west because 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 northwest village on the island to take all of the far northwest villages. @@ -165,8 +167,7 @@ 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 frees the third. Then send a few down the eastern border of the map -to free the mermen guarded by the nagas - two mermen is usually enough, +who frees the third. Then send a few 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. @@ -205,10 +206,9 @@ 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, +build a defensive position in the central part of the map, 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. +Mounted troops capture villages in the north and west, and can charge down the flanks at daytime. 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. @@ -221,9 +221,11 @@ 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. -Try to attack only at day, when the undead are at their weakest. +Launch an offensive with your central force, supported by your horsemen advancing +at the sides. Don't forget to use Konrad in the attack. + +Try to attack with human units only at day, when the undead are at their weakest, and hold the lines with your elves at +night. Early finish bonus for killing the enemy leader. @@ -265,15 +267,18 @@ It is always worth accepting help from the thieves, there is nothing to be gained by refusing it. -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. -The orc will usually avoid putting its units in the moat, so the -positions next to the moat are good to aim for. +The orc leader in the city is the closest to you, and he will have to be dealt with quite soon. One popular strategy is +to set up a defensive position at the waterfront surrounding the city. The enemy will not only charge down the bridge, +but also through the water, giving you quite a bit of an advantage. You can use Konrad's leadership ability to support +your units closest to the bridge (if he has leveled up already - otherwise, this might be the time to get him some XP). +Also, you can put a few shamans behind the first line for some healing. Attack when you're ready, but try to win the +city before the undead arrive. + +You can send out some fast units to assasin the undead leader, even before you kill the orc, but personally I had a hard +time getting around Elensefar faster than I could storm through it. + +Once the orc is dead, fight your way up to the north. The paladin's holy sword attack will do well against the undead, +and the fight is a good training for your mages. Early finish bonus for killing both enemy leaders. @@ -285,17 +290,16 @@ 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) -along the road to the north-east. +Move the units in formation (probably in two packs) along the road. Do not be tempted to move units into the mountains. -Ignore the troops to the west, focus on the north-east leader. +Take out the north-eastern leader, ignoring the orcs to the south. Remember to rotate wounded units to more sheltered spots, preferably adjacent to a healer. 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. +Send a large force to the south 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 gain experience. This strategy is difficult and requires lots of units, but can be rewarding @@ -308,13 +312,16 @@ Subdue Li'sar to win: try to kill her, and she will surrender instead of dying. She brings in additional forces on turns 5 and 10, but only 3 units at a time and not very powerful ones at that. -This is not a very difficult scenario currently, so you can be quite aggressive. Try to capture the villages on the eastern side as you cross the river. Advance during the night when Li'sar's units are weak and use villages and the forests for cover during the day. A horseman (or even better, a knight) should cover the north-eastern plain to prevent Li'sar's mounted units from capturing these villages. +Be aware that it is more difficult to protect your slow and weak units as you are fighting horsemen on the plains. You +can try to distract them by capturing their villages with your scouts, and by having some of your horsemen circle around +your main force. + See also the <A HREF="http://www.wesnoth.org/forum/viewtopic.php?t=3401">forum discussion</a>. @@ -361,7 +368,8 @@ Some people don't think Gryphon Riders are worth their high cost and just ignore the Mother Gryphon. However, Gryphon Riders can be useful later in the campaign in capturing far-flung villages -and in drawing off enemy troops, so go get those gryphon eggs! +and in drawing off enemy troops. Also, Gryphons can see quite far, which will come in handy later on. In short: go get +those gryphon eggs! Early finish bonus for killing both the mother gryphon as well as the enemy leader. @@ -433,14 +441,15 @@ at least 6 movement points, 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. +but fighters are good with their secondary impact attack. Don't be afraid to win by sheer numbers, but try to level up +at least some dwarves. Level 3 dwarfish fighters will make the last scenario a lot easier. Early finish bonus for killing both enemy leaders. <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 +Some think 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. @@ -459,6 +468,8 @@ Also, Konrad later has a chance to get another artifact, so you can get one for both of them. +Do not recruit too slow units, as time is your real enemy here. + Elvish Pillager suggested a sneaky approach. Take a small force with several dwarves and Konrad along one narrow passage, with the dwaves forming a shield for Konrad and blocking @@ -467,6 +478,7 @@ The enemy will then usually choose to advance between the wings of your powerful army, to try to get to Konrad. You can then surround them and finish them off, then move back to create a clear path again. +(I don't see how there is enough time for this kind of things in 8.11 - Stormoog) No early finish bonus. @@ -492,8 +504,10 @@ 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. +Run across the map. Try to go between the orcs and humans. + +If you do want to fight, however, you might find the northern route to the orc leader more attractive. It did not take +me that long to get through to my allies on the other side of the hills. Early finish bonus for killing both the human and the orc enemy leaders. @@ -503,7 +517,8 @@ <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. +in the south-east: a Gryphon Rider or Master is very useful for this. If you want to make sure it arrives alive at the +temple: send two or three. All the statues (including any of your own units that were turned to stone) are then unfrozen at once, and all cockatrices vanish. @@ -537,7 +552,7 @@ 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, +When any of the enemy leaders is killed, it is replaced with one or two knights (two or three in Hard). 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. @@ -550,8 +565,6 @@ attack the hills, thus giving you some advantage. Hills also make a good save haven for healing your mounted units. Try to kill the south-eastern leader early so you don't have to divert so many of your resources to the south flank. -*Early finish bonus for killing all 4 enemy leaders (?) - Early finish bonus for killing 25 units plus a leader (in that order). <h3>26. The Battle for Wesnoth</h3> @@ -563,12 +576,19 @@ Try to level some of them up. Since the enemies are so high-level and numerous, it is surprisingly easy. +You can make a line with new and higher level dwarves in the front ranks. Put leadership units and healers behind. +Behind that, let the wounded units rest. Put the line quite near your castle so your fresh recruits can reach the front +line in 1-2 turns. A shorter line will also be easier to manage. Some seem to put heavy emphasis on healing units here, +but I found that the battle is so short and intense, that I'd rather had more fighters, and less healers. + After you have killed most of the enemy units, advance your powerful units towards Asheviere for the kill. Your main units, Delfador, Li'sar, and the rest, are good here. Especially Li'sar with skirmisher and the Scepter (if you gave it to her), who can do a quick and deadly assassination once the enemies have reduced in numbers. Knights are probably good here as well. Asheviere has exactly 48 HP, so three hits of a 16-damage weapon, like the Scepter, or four 12-damage hits, is enough for the kill. + +A good bonus from The Test of the Clans should be enough to win this scenario. No early finish bonus, but the campaign ends here so it hardly matters!
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