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RCS file: /home/wesnoth/cvsroot/wikiroot/HeirToTheThrone,v
retrieving revision 1.37
diff -u -r1.37 HeirToTheThrone
--- HeirToTheThrone     6 May 2005 17:05:25 -0000       1.37
+++ HeirToTheThrone     8 May 2005 18:42:30 -0000
@@ -344,21 +344,43 @@
 <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.
+Konrad arrives at the southern end of a large map.
+The island city of Elensefar dominates the center,
+and the cave of the necromancer Muff Jaanal is far to the north.
+The orcish warlord Agadla has taken the city.
+You know what to do!
 
-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.
+Your first objective is to retake the city.
+You could choose to charge across the bridges
+and fight your way onto the island,
+taking heavy casualties from the level 2 orcish warriors along the way.
+Or, you can lure the orcs into the water where they are easy to hit.
+Remember that mermen, especially the one with the Storm Trident,
+move quickly and defend quite well in water or on the bridges.
 
-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.
+Konrad will recieve some help from the Thieves Guild.
+Apparently, an orcish occupation is bad for business.
+They will either show you a hidden ford onto the island, or
+attack the north gate after you take one of the island villages.
+Whether you choose to storm the city, and which aid to accept, depends in
+large part on how much of a hurry you are in.  Every turn, the undead
+march southward, and you'll have quite a fight on your hands after they
+reinforce the orcs in the city proper.
 
-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.
+After you defeat the orcs, you must fight your way north.  Fighting against
+the undead requires a different mix of units than fighting the orcs.
+Your mermen are too slow on land.  Horsemen and elvish units do reduced damage
+to skeletons.  Here, you need... mages.  Lots and lots of mages.
+And a paladin, if you've leveled a unit that high enough.
+Expect to spend many turns fighting through the northernmost six hexes.
+You are fighting in an underground cave, which has a high movement point
+cost and gives no Lawful/Chaotic bonus for the time of day.
+
+By now, you should have either Konrad or a level 2 elven fighter with
+the Leadership ability.
+A unit adjacent to a leader receives a +25% bonus to damage.
+Likewise, carefully position shamen or white mages in your lines
+so they can heal wounded units.  Two adjacent healers will heal each other.
 
 Early finish bonus for killing both enemy leaders.
 




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