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Index: HeirToTheThrone
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RCS file: /home/wesnoth/cvsroot/wikiroot/HeirToTheThrone,v
retrieving revision 1.32
diff -u -r1.32 HeirToTheThrone
--- HeirToTheThrone     4 May 2005 20:20:12 -0000       1.32
+++ HeirToTheThrone     5 May 2005 17:30:26 -0000
@@ -182,14 +182,16 @@
 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.
+The outcome of this battle affects the next scenario you play:
+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.
+If you kill both, can choose.
+You fight undead either way.
+
+On Muff Malal's Peninsula you can easily level up your existing units or 
collect an early finish bonus.
+The Isle of the Damned is an interesting tactical exercise:
+you can't recall your usual units but you can recruit outlaws and perhaps
+recruit a loyal White Mage for future scenarios.
 
 Early finish bonus for killing both enemy leaders.
 
@@ -224,8 +226,8 @@
 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.
+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.
 
@@ -233,30 +235,36 @@
 <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.
+Kill the enemy leaders, or survive for 24 turns.
+
+Konrad is washed overboard during a storm, but is rescued by two mermen.
+You start out with 100 gold and cannot recall any units.
+You are joined by Urlaf, a level 2 Outlaw.  In addition to Mermen,
+you can recruit his friends: Thugs, Poachers and Footpads.
 
-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.
+This is the only time in the campaign that these units can be recruited,
+but any outlaw units surviving this scenario can be recalled later.
+Your gold from Bay of Pearls (minus the usual 20% discount) 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.
+He is hiding in one of the three 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 remaining temples are always 
empty.
-
-Mermen can be used succesfully to harrass the undead in their rear. Typically 
the undead responds by withdrawing forces
-to deal with your mermen. Occasionally this tactic can be used to trap the 
undead leader isolated from
-his forces (who are busy with your defenses) typically at the cost of 
significant mermen.
-
-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.
-Moremirmu is critical to winning but also quite fragile, so keep him safe at 
night.
+Moremirmu and Xakae are randomly placed; the third temple is always empty.
+Xakae and the Corpses can be a useful source of experience if you
+have the troops to deal with them.
+
+Mermen can be used succesfully to harrass the undead in their rear.
+Typically the undead responds by withdrawing forces to deal with your mermen.
+Occasionally this tactic can be used to isolate and trap an undead leader while
+their forces are busy with your land troops.
+Don't expect the mermen to survive, though.
+
+Moremirmu is critical to winning but also quite fragile.
+He will die quickly if he is attacked by multiple undead.
 
 Early finish bonus for killing both enemy leaders.
+Moremiru (and his holy sword) will join you in future scenarios only if both 
are defeated.
 
 See also the
 <A HREF="http://www.wesnoth.org/forum/viewtopic.php?t=3179";>forum 
discussion</a>.




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