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Index: HeirToTheThrone
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 <h3>4. Bay of Pearls</h3>
 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.
+This scenario features a new terrain type - water.
+You must fight the sea leader, a sea orc, bats, and nagas,
+bats, and sea orc with a new unit, the mermen.
+It will be very difficult for your horsemen and elves to reach the island
+to fight the sea leader in time.
 Mermen and nagas both have high defense in water,
 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 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 and trolls.
-
-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 on 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.
+You must concentrate as many of your mermen on a single enemy unit
+rather than attacking many units each turn.
+
+
+On the first turn, Konrad should recruit or recall some units.
+Which units, and in which order, is your first tactical decision.
+
+Then, move him to the cage on the island just to the east.
+This will free some mermen.
+One of these can go open the second cage, and so on.
+There is another cage to the northeast, and one far to the north.
+Your second tactical decision is which of these two objectives will
+receive the bulk of your mermen.
+
+Even further north is the Storm Trident, which must be picked up
+by one of your mermen.  This ranged attack will be crucial in
+killing the sea leader.
+If you win the sea battle, your mermen can harass or even
+assassinate the land orc leader, although you should expect heavy losses.
+
+On land, you have to fight off a wave of orcs and trolls heading
+south and then west.
+Your third tactical decision is how far west to engage the enemy.
+Consider carefully the time of day!
+You are hindered by the limited recruitment you can do each turn, and
+how long it takes your elves and horsemen to trickle
+across the river.
+Summon in pairs: one fast and one slow unit.  One will be able to
+move onto the island next turn, while the other wades through the river.
+
+Careful management of your killing blows should allow several units
+to get to Level 2.  It will be easy for the horsemen to get all the kills,
+but try to get Konrad, a shaman, the merman with the trident,
+and an elven fighter leveled up.
 
 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, 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.
+Early finish bonus for killing both enemy leaders,
+and the ability to choose the next scenario.
 
 See also the
 <A HREF="http://www.wesnoth.org/forum/viewtopic.php?t=3022";>forum 
discussion</a>.




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