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Index: TheRiseOfWesnoth
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RCS file: /home/wesnoth/cvsroot/wikiroot/TheRiseOfWesnoth,v
retrieving revision 1.8
diff -u -r1.8 TheRiseOfWesnoth
--- TheRiseOfWesnoth    25 May 2005 01:17:12 -0000      1.8
+++ TheRiseOfWesnoth    29 May 2005 11:19:48 -0000
@@ -110,6 +110,72 @@
 In case you find the map looks familiar, it seems to be from "Bay of Pearls" 
from HttT. This scenarion is mainly story
 though.
 
+|| Scenario 15 "The Ka'lian" ||
+
+More story. I played the 4 scenarios you can choose from in the order given, 
the order doesn't seem to matter though.
+
+|| Scenario 16a "The Dragon" ||
+
+There are a lot of Saurian enemies in this, and they all have the 
[i]skirmish[/i] ability. My strategy to win was to
+recruit a lot of units, and then move the whole army as one big bulk. Keep 
healers in the middle (I used four), rotate
+stronger units outwards, and make sure you leave no gaps. The Saurians will 
slip through the tiniest gap and kill your
+weak units. My route was to start off straight east, towards the green enemy, 
but I was surrounded about half-way, then
+camped their and fight a huge onslaught of Saurians until around turn 10. By 
that time, there were much less Saurians
+left then in the beginning. And the green leader foolishly placed himself next 
to Haldric's Sceptre and was killed as
+well. So I split now up my group, sent one half back to the blue leader, and 
another south. The southern group first
+killed of the yellow leader, and then met the dragon. After that I also let 
the west group who had killed the blue
+leader finish of the SW leader. The key really are the beginning turns, if you 
can survive the initial onslaught without
+half your troops dieing already, the map is won.
+
+|| Scenario 18b "Lizard Beach" ||
+
+That's the scenario where I found the mermen from earlier useful. Sent a bunch 
of them along the river west, and my main
+army towards the SW leader. The basic idea of this, fight the SW leader while 
being shielded from the north. I ended up
+all in one bg bulk again, with mermen in the water/swamp and the other units 
right south of them. When the Saurians got
+less, it was the time to finish off the remaining green Mud Crawlers and the 
leader. Be careful to not send mermen out
+west into the sea, since enemy reinforcements appear there around turn 10. 
From the south leader, my whole army went
+north, and with rather little resistance could killed off the north leader as 
well.
+
+|| Scenario 20c "The Troll Hole" ||
+
+There are 4 castles, and two of them (randomly placed it seems) are the troll 
leaders you need to kill. It's underground
+time again, so as before, mainly recruit mages. The trolls are strong, so 
hopefully you have lots of levelled up mages.
+Try to use the narrow corridors to your advantage, so the enemy can only place 
one attack against a strong unit of
+yours, but you can kill a troll at a time with two mages or Haldric. Also keep 
an eye at your back since they will try
+to surround you. And resist the temptation to send single units wandering 
around in what seems empty caves - they will
+all die. I had to restart just to save the dwarf, who had happily wandered off 
alone searching for gold, right into the
+lair of a giant spider.
+
+|| Scenario 22d "Cursed Isle" ||
+
+Assassins and Mermen are good units in this. I went first for the north enemy, 
who was an easy kill since he flew
+towards me over the mountains. The southern enemy almost was killed by mermen 
which I had sent south as scouts, when one
+of the temples revealed the Midnight queen. Killing here wins the scenario 
even without killing the other leader.
+
+|| Scenario 25 "The Vanguard" ||
+
+My strategy was to seal of all the gaps in the canyon. So, recruit a lot of 
units, you will need them. When the
+onslaught begins, wounded units can retreat back into villages or being cared 
for by healers. Or actually both, since
+soon you will be out of non-wounded units. [My replay file says it is 
corrupted, so I'm not sure what I did after
+defending the canyon gaps..]
+
+|| Scenario 26 "Return of the Fleet" ||
+
+I sent a large group of Grand Knights and Paladins north through the forest 
path at the very east, and my main army
+north. The main army came to a halt just near the isle with the two bridges, 
and with the bulk strategy could easily
+fend of all enemies including the cuttlefish. The knights to the east drew 
away most of the yellow units and killed them
+all. And I had set a few assassins and a great mage to watch the sea against 
the blue enemy. Then during daylight, both
+the knights to the east, and the main army in the middle, advanced slowly. The 
knights were to first kill of the yellow
+leader, then two turns later also the greeen leader was overthrown by the main 
army. Finally, sent everything down for
+the blue leader, who couldn't really do anything anymore.
+
+|| Scenario 27 "Rise of Wesnoth" ||
+
+Aw, finally. The big battle. An ending scenario like it should be. There's no 
way I'm gonna give away any spoilers.
+Just, be sure to read the objectives carefully:
+* Lt. Athyr has to sacrifice himself (i.e. he *has to be killed by Lich Lord 
Jevyan*).
+* You have to kill all leaders, ||except one of the Orcs||
+
 ||See Also||
 
 * ScenarioDiscussion




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