UserAgent: Mozilla/5.0 (X11) Gecko/20050101 Galeon/2.0 IP: 62.46.142.33 URI: http://wesnoth.slack.it/?TheRiseOfWesnoth - - - - - Index: TheRiseOfWesnoth =================================================================== 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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