UserAgent: Mozilla/5.0 (X11) Gecko/20050101 Galeon/2.0 IP: 62.46.143.4 URI: http://wesnoth.slack.it/?TheRiseOfWesnoth - - - - - Index: TheRiseOfWesnoth =================================================================== 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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