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Index: TheRiseOfWesnoth
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RCS file: /home/wesnoth/cvsroot/wikiroot/TheRiseOfWesnoth,v
retrieving revision 1.7
diff -u -r1.7 TheRiseOfWesnoth
--- TheRiseOfWesnoth    20 May 2005 12:26:28 -0000      1.7
+++ TheRiseOfWesnoth    25 May 2005 01:17:12 -0000
@@ -52,9 +52,63 @@
 at all and eating up my complete gold reserves. In fact, I think you can win 
this with just mages. The dwarf also is
 very useful, he'll fully upgrade if he hasn't yet.
 
-||Scenario 7 "Back in Oldwood(?)" ||
+||Scenario 7 "Return to Oldwood" ||
 
 Just story. I wonder what would have happened if the outlaw lady had died in 
one of the previous scenarios..
+
+||Scenario 8 "Clearwater Port" ||
+
+Be careful to guard the north of the city. A good strategy is to divide your 
army in two, and send one half north over
+the water to then later attack the upper enemy, and send the other half west, 
to guard the city together with the blue
+units. During day, advance. Keep maybe a single unit to guard the blue leader, 
just in case.
+
+||Scenario 9 "Fallen Lich Point" ||
+
+The Orcs will be busy with the Yetis, so you can walk with a big group (best 
to use mostly wizards for that) south and
+kill the Lich-Lord. Move Haldric over the stone to de-petrify him. It may help 
to post some wizards around the undead
+before doing so. After that, head north and walk into the sewer enrance, and 
possibly kill the Orc leaders before.
+
+||Scenario 10 "Sewer of Southbay" ||
+
+As always, don't recruit a lot of units in underground, and don't recruit 
units which can barely move their. Only
+wizards is probably best, maybe some thieves. If you have enough levelled up 
wizards, you can divide into two groups and
+attack both brothers simultanously - else do them one after the other, and 
then look for the exit.
+
+||Scenario 11 "Southbay in Winter" ||
+
+Just plot.
+
+||Scenario 12 "A Final Spring" ||
+
+This is a big map, so recruit a lot of troops. I sent 3 Grand Knights and 3 
Paladins to kill the Orc right down, and
+sent the rest northwards. The southwest leader can be killed with some 
assassins and wizards (but wizards swim slow, so
+be careful).
+
+||Scenario 13 "Peoples in Decline" ||
+
+Be sure to care about the day-night cycle in this. Drakes will be strong 
during day, but get completely week in the
+night. I found it best to play a bit defensive, taking advantage of the 
mountains. Most of the drake leaders even were
+careless enough to fly near enough to me so I could kill them outside their 
bases. Also make sure to get the scepter in
+the middle of the see, but be sure to have cleared most of the dragons first, 
since a sea serpent will appear. Best to
+have some strong units ready to kill it in 1 or 2 turns. You can give the 
scepter to Lord Typhon, but since he leaves a
+bit later, you may want to give it to another Mermaid Fighter.
+
+||Scenario 13 "Rough Landing" ||
+
+Recruit just mermen and thieves (you should already have some assassins to 
recall at this point as well). Maybe a white
+mage or two for extra healing. Try to level up the mermen, they can be useful 
in another scenario later. I went first
+for the right enemy, keeping all my troops together and moving straight east. 
The other two leaders sent all their
+troops towards me as well, so after the southeast leader was finished, there 
weren't much enemies left. I sent all
+remaining mermen to the northwest one, and a group of assassins to the 
northeast one over the long isle.
+
+Also, beware of sea serpents, make sure to surround them and kill at once. The 
scepter from the previous scenarion will
+come in handy as well.
+
+
+||Scenario 14 "A New Land" ||
+
+In case you find the map looks familiar, it seems to be from "Bay of Pearls" 
from HttT. This scenarion is mainly story
+though.
 
 ||See Also||
 




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