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Index: HeirToTheThrone
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RCS file: /home/wesnoth/cvsroot/wikiroot/HeirToTheThrone,v
retrieving revision 1.52
diff -u -r1.52 HeirToTheThrone
--- HeirToTheThrone     23 Jun 2005 23:45:10 -0000      1.52
+++ HeirToTheThrone     3 Jul 2005 09:52:35 -0000
@@ -4,16 +4,17 @@
 It contains spoilers.
 
 The suggestions herein are based on the "Medium" and "Hard" difficulty levels.
-The "Easy" level is very unbalanced in favor of the player, and just about any
-strategy will win.
-If you've already played turn-based games, especially ones featuring units 
moving on a hex map,
-then you can play the Tutorial and then dive right into "Medium."
+It should be possible to win "Easy" level without trying very hard.
+If you feel comfortable with turn-based games, especially ones featuring
+units moving on a hex map, then you can play the Tutorial and then dive
+right into "Medium" to get a feel for the elements of the game.
 After you have played a few scenarios and are ready to restart from the
-beginning, try reading Advanced Tactics. <!-- Where is this section?  Need a 
link to it, or else it should be reworded:
-"try reading this tutorial page for advanced tactics." -->
+beginning, try reading AdvancedTactics.  You should also be familiar
+with the basics in WesnothManual -- this is a walkthrough, not an
+exposition of basic game mechanics.
 
 The writeup below was originally written for game versions 0.8 to 0.8.11.
-A revision is in progress based on 0.91.
+A revision is in progress based on 0.9.x.
 Descriptions that still need updating include
 Test of the Clans (renamed and redone),
 Princess of Wesnoth (now harder),
@@ -27,9 +28,12 @@
 <A HREF="http://www.wesnoth.org/forum/viewtopic.php?t=4026";>Yet another
 "Heir to the Throne" walktrough</a> (sic) for more.
 
+Finally, some
+<A HREF="http://www.hermann-uwe.de/blog/my-wesnoth-replays-online";>replays</A>
+were posted by Uwe Hermann.
 
-||Warning|| spoilers ahead!
 
+||Warning|| spoilers ahead!
 
 
 
@@ -45,7 +49,7 @@
 Otherwise, Konrad's route might be blocked by enemy units.
 If you take the northern path, veer west just south of the rough terrain.
 
-You have enough gold to build 6 units (4 costing 18, 2 costing 14).
+You have enough gold to build 6 units (4 costing 17 or 18, 2 costing 14).
 For example: two scouts, a shaman, an archer, and two fighters.
 If you recruit scouts, send them south to capture villages that do
 not have red flags.  They will also delay the southern orcs.
@@ -61,21 +65,20 @@
 to learn how your units move and fight,
 and observe the strengths and weaknesses of the orcish units.  Do not attempt
 to stand and fight!  Not only are you and the elves outnumbered, but many
-of the orcs are higher-quality Level 2 units.
+of the orcs are level 2 and 3 units.
 
-Your secondary goal is to try and have your units earn experience points, so
-they can become Level 2 (or higher.)
-A unit gets one EP for surviving in combat,
-and eight EPs per level for striking the death-blow on an enemy unit.
+Your secondary goal is for some of your units to earn experience points, so
+they can start advancing.
 Let your allies lead the attack and bear the brunt of the enemy blows before
 you slip in an elf to deliver the killing blow.
 Earning experience in this scenario, without having your units killed,
 is quite difficult, because the orcs are very strong and
 your elvish allies are just as eager to earn experience as you are!
-Note that Delfador is already at his maximum level.
-Have him attack an orc first to weaken it, and then kill it with an elf.
+Note that Delfador is already at his maximum level, try to use him
+only to weaken enemies, without finishing them off (not always so easy).
 
-Another strategy is to do no recruiting and instead move Konrad west to the 
castle.
+Another strategy is to do no recruiting and instead move Konrad west
+to the castle.
 After a turn or two, the Elven Lord there will move out
 and allow Konrad to move to the Keep and do some recruiting.
 This will change where the orcish units move.
@@ -92,21 +95,20 @@
 See also the
 <A HREF="http://www.wesnoth.org/forum/viewtopic.php?t=2881";>forum 
discussion</a>.
 
+
 <h3>2. Blackwater Port</h3>
 Survive 12 turns (9 on Hard), or kill the enemy leader.
 
 The opening dialog will introduce a new friend, Haldiel.
 He is a loyal Horseman, and costs less each turn than those you recruit,
-so try and keep him alive.
-Horsemen are most effective when attacking in daylight.
-They do less damage and take more damage from the orcs at night.
+so try to keep him alive.
 
 Beginning players should start with at least 200 gold that will be used to
 recruit or recall units.
-If you have less, redo the first scenario and try and finish before turn 14.
-Remember, recalling a unit costs 20 gold, while recruiting a new elf costs 16 
or 14.
-Recall elvish units that have enough experience to be worth the 4 or 6 Gold 
difference,
-and dismiss any others.
+If you have less, redo the first scenario and try to finish before turn 14.
+If you recall units, choose those that have enough experience to be worth
+the 2 to 6 gold difference over fresh recruits, or that have specific
+traits that you need.
 
 Recruit or recall some fast units (scouts or horsemen) to take the villages
 to the south and southwest.  Do not overspend on Horsemen.
@@ -123,11 +125,11 @@
 A fiscally conservative strategy is to form up inside the closer woods
 out of range of the orcs.
 At dawn, move the horsemen to lure the orcs into the open ground.
-Be patient and let the enemy come to you.  Position your horsemen in the 
grasslands
-and your elves in the woods to improve your defence.
-The friendly knights provided by your ally will
-cover your right flank.  Mix your units in with your allies and
-try and get the 8 experience points for killing an enemy.
+Be patient and let the enemy come to you.  Position your horsemen in
+the grasslands and your elves in the woods to improve your defence.
+The knights provided by your ally will cover your northern flank.
+Mix your units in with your allies and
+try to get the finishing blow after they have weakened enemy units.
 
 You can also send Haldiel west as fast as possible and attempt to take
 the village due south of the enemy castle.  This will draw the orcs
@@ -135,9 +137,8 @@
 woods, where your elves rule.  Be careful to not let Haldiel get pinned
 down and killed.
 
-Feel free to send Konrad to take the villages close to your ally's castle
-after he is done recruiting.
-After all, Sir Kaylan would only use it to recruit troops that would
+Feel free to send units to take the villages close to your ally's castle.
+After all, Sir Kaylan would only use the gold to recruit troops that would
 steal your experience!
 
 Early finish bonus for killing the enemy leader.
@@ -145,11 +146,10 @@
 See also the
 <A HREF="http://www.wesnoth.org/forum/viewtopic.php?t=2929";>forum 
discussion</a>.
 
+
 <h3>3. Isle of Anduin</h3>
 Kill the enemy leader.
 
-Regardless of how much gold you made in the previous scenario, you
-start with only 100 gold.
 The key to victory is to control the villages, earning the gold you need to
 recruit or recall troops.
 Send elvish scouts south through the forest and horsemen west across
@@ -202,34 +202,35 @@
 until they meet at the far southern end of the island,
 and assault the castle together.
 
-If you are a new player, you've probably been focusing on game mechanics and
-how the units and terrain interact.
+If you are a new player, you've probably been focusing on game mechanics
+and how the units and terrain interact.
 If so, it's time to give serious thought to
 leveling up some units by allowing them to strike the killing blow.
-When Konrad or an elven fighter is at level 2, they get the "leadership" skill.
-When a shamen levels up, they get the "cure" skill.
+When Konrad or an elven fighter is at level 2, they get the "leadership"
+skill. When a shaman levels up, they get the "cure" skill.
 
 Early finish bonus for killing the enemy leader.
 
 See also the
 <A HREF="http://www.wesnoth.org/forum/viewtopic.php?t=2959";>forum 
discussion</a>.
 
+
 <h3>4. Bay of Pearls</h3>
 Kill one or both enemy leaders.
 
-This scenario features a new terrain type - water.
-You must fight the sea leader, a sea orc, bats, and nagas with a new unit, the 
mermen.
+You must fight the sea leader, a sea orc, bats, and nagas with the mermen.
 It will be nigh impossible for your horsemen and elves to wade to the island
-to fight the sea leader in time.
+to fight the sea leader in time, so try to preserve your mermen for this.
 Mermen and nagas both have high defense in water,
 so combat can be a bit slow and frustrating.
-You must concentrate as three or four mermen on a single enemy unit
+Concentrate three or four mermen on a single enemy unit at a time,
 rather than spreading your attacks piecemeal.
 
 On the first turn, have Konrad recruit or recall some units.
 Which units, and in which order, is your first tactical decision.
-Summon in pairs: one fast and one slow unit.  One will be able to
-move onto the island next turn, while the other wades through the river.
+If you recruit/recall in pairs, with one fast (6 movement points or more)
+and one slow unit, then one will be able to move onto the island
+the next turn, while the other is still wading through the river.
 
 Then, move Konrad to the cage on the island just to the east.
 This will free some mermen.
@@ -254,20 +255,22 @@
 Consider carefully the time of day!
 You are hindered by the limited recruitment you can do each turn, and
 how long it takes your elves and horsemen to trickle
-across the river.
+across the river.  You will probably need to advance and retreat
+your units several times, depending on time of day.
 
 Careful management of your killing blows should allow several units
 to get to Level 2.  A charging horseman does so much damage it
 will be easy for the horsemen to get all the kills,
-but try to get Konrad, a shaman, the merman with the trident,
+but try to get at least Konrad, a shaman, the merman with the trident,
 and an elven fighter leveled up.
 
-The outcome of this battle affects the next scenario you play:
-if you kill the sea leader you wind up on Isle of the Damned.
+The outcome of this battle affects the next scenario you play.
+If you kill the sea leader you wind up on Isle of the Damned.
 If you kill the land leader you wind up on Muff Malal's Peninsula.
-If you kill both, can choose.
+If you kill both, you can choose.
 You fight undead either way.
-On Muff Malal's Peninsula you can easily level up your existing units or 
collect an early finish bonus.
+On Muff Malal's Peninsula you can easily level up your existing units or
+collect an early finish bonus.
 The Isle of the Damned is an interesting tactical exercise:
 you can't recall your usual units but you can recruit outlaws and perhaps
 recruit a loyal White Mage for future scenarios.
@@ -278,19 +281,22 @@
 See also the
 <A HREF="http://www.wesnoth.org/forum/viewtopic.php?t=3022";>forum 
discussion</a>.
 
+
 <h3>5a. Muff Malal's Peninsula</h3>
 Kill the enemy leader.
 
 This is an easy scenario, and your aim here should be to build up your gold
 by controlling most villages, while earning experience against enemy forces.
 The enemy recruits bats to capture villages, and hordes of Walking Corpses
-to keep you busy.  The occasional Dark Adept can be dangerous on Hard 
difficulty,
-but is vulnerable to melee attack, especially from knights.
+to keep you busy.  The occasional Dark Adept can be dangerous on Hard
+difficulty, but is vulnerable to melee attack, especially from knights.
 
-One approach is to recall a few level 2 units supported by a mage.  These units
-build a defensive position in the central part of the map, using hills and 
forest for cover,
+One approach is to recall a few level 2 units supported by a mage.
+These units build a defensive position in the central part of the map,
+using hills and forest for cover,
 and hold off the first wave of Walking Corpses.
-Mounted troops capture villages in the north and west, and can charge down the 
flanks at daytime.
+Mounted troops capture villages in the north and west, and can charge
+down the flanks at daytime.
 A merman or two distract enemy bats and capture sea villages.
 If you can recall the merman that picked up the trident
 in Bay of Pearls, it will be able to dispatch bats easily on its own.
@@ -314,6 +320,7 @@
 See also the
 <A HREF="http://www.wesnoth.org/forum/viewtopic.php?t=3178";>forum 
discussion</a>.
 
+
 <h3>5b. Isle of the Damned</h3>
 Kill the enemy leaders, or survive for 24 turns.
 
@@ -348,6 +355,7 @@
 See also the
 <A HREF="http://www.wesnoth.org/forum/viewtopic.php?t=3179";>forum 
discussion</a>.
 
+
 <h3>6. The Siege of Elensefar</h3>
 Kill both enemy leaders.
 
@@ -380,8 +388,8 @@
 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.
+You are fighting in a cave, which slows your units down.
+Being underground, it is also treated as night for the time of day penalties.
 
 By now, you should have either Konrad or a level 2 elven fighter with
 the Leadership ability.
@@ -394,10 +402,12 @@
 See also the
 <A HREF="http://www.wesnoth.org/forum/viewtopic.php?t=3224";>forum 
discussion</a>.
 
+
 <h3>7. Crossroads</h3>
 Kill the north-eastern enemy leader.
 
-A lot of people struggle with this one.  You can try running for it: recall
+A lot of people used to struggle with this one, but it has been redesigned
+so it should be easier.  You can try running for it: recall
 two castles of troops, mostly level 2 if you can, with several healers.
 Move the units in formation (probably in two packs) along the road.
 Do not be tempted to move units into the mountains.
@@ -417,6 +427,7 @@
 See also the
 <A HREF="http://www.wesnoth.org/forum/viewtopic.php?t=3281";>forum 
discussion</a>.
 
+
 <h3>8. The Princess of Wesnoth</h3>
 Subdue Li'sar to win: try to kill her, and she will surrender instead of dying.
 She brings in additional forces on turns 5 and 10, but
@@ -427,22 +438,24 @@
 A horseman (or even better, a knight) should cover the north-eastern plain
 to prevent Li'sar's mounted units from capturing these villages.
 
-In new versions (9.0 or newer, maybe 0.8.11) Li'sar has Duelist hiding in the 
mountains, just south-west from your
-camp. If any of your troops enters the place duelist is in, or your troops get 
near Li'sar,the Duelist appears.
-Duelist can protect himself significanly in the mountains, so get him out 
there. If all your troops, including Konrad,
-are away, he tries to capture your villages. I don't really know how to beat 
it, just attack him and (if he's in
-mountain), pray.
-
-Be aware that it is more difficult to protect your slow and weak units as you 
are fighting horsemen on the plains. You
-can try to distract them by capturing their villages with your scouts, and by 
having some of your horsemen circle
-around
-your main force.
+In new versions (9.0 or newer, maybe 0.8.11) Li'sar has Duelist hiding
+in the mountains, just south-west from your camp. If any of your troops
+enters the place the duelist is in, or your troops get near Li'sar,
+the Duelist appears. Duelist can protect himself significanly in the
+mountains, so get him out there. If all your troops, including Konrad,
+are away, he tries to capture your villages.
+
+Be aware that it is more difficult to protect your slow and weak units
+as you are fighting horsemen on the plains. You can try to distract
+them by capturing their villages with your scouts, and by having some
+of your horsemen circle around your main force.
 
-Assasinating Li'sar with Lancers seems to be possible, but I have never 
managed to do it myself.
+Assasinating Li'sar with Lancers seems to be possible.
 
 See also the
 <A HREF="http://www.wesnoth.org/forum/viewtopic.php?t=3401";>forum 
discussion</a>.
 
+
 <h3>9. The Valley of Death</h3>
 Survive 12 turns.
 There are two holy water bottles, which will make melee attacks
@@ -471,15 +484,17 @@
 If you do well, the corpses and the other undead won't be able
 to reach you before time runs out, and you win.
 
-If you played Isle of The Damned, and Moremirmu survived he appears as mage of 
light
-with three white mages on turn 7-10, at least in version 9.1. Don't bother 
making him survive,
-since you can't recall him.
+If you played Isle of The Damned without killing both Lichs,
+and Moremirmu survived, then he appears
+as a mage of light with three white mages on turn 7-10, at least in
+version 0.9.1. You can't recall him, so he is expendable.
 
 Early finish bonus if you somehow manage to defeat all enemy leaders.
 
 See also the
 <A HREF="http://www.wesnoth.org/forum/viewtopic.php?t=3402";>forum 
discussion</a>.
 
+
 <h3>10. Gryphon Mountain</h3>
 Kill the enemy leader.
 
@@ -490,10 +505,13 @@
 Some people don't think Gryphon Riders are worth their high
 cost and just ignore the Mother Gryphon.  However, Gryphon Riders
 can be useful later in the campaign in capturing far-flung villages
-and in drawing off enemy troops. Also, Gryphons can see quite far, which will 
come in handy later on. In short: go get
+and in drawing off enemy troops. Also, Gryphons can see quite far,
+which will come in handy later on. In short: go get
 those gryphon eggs!
 
-Early finish bonus for killing both the mother gryphon as well as the enemy 
leader.
+Early finish bonus for killing both the mother gryphon
+as well as the enemy leader.
+
 
 <h3>11. The Ford of Abez</h3>
 Recruit some cheap cannon fodder (probably mermen) to buy you more time.
@@ -507,12 +525,14 @@
 or some strong fighters.  You can almost kill the orcs with just Konrad,
 Delfador, and Kalenz, but you may want some help.
 
+
 <h3>12. Northern Winter</h3>
 Kill the two orc leaders.
 More snow falls on turns 6 and 12, making the tundra patches larger.
 
 Early finish bonus for killing both enemy leaders.
 
+
 <h3>13. Mountain Pass</h3>
 Move Konrad to the end of the road, in the north-west, or defeat both
 enemy leaders.
@@ -525,6 +545,7 @@
 
 Early finish bonus for killing both enemy leaders.
 
+
 <h3>14. The Dwarven Doors</h3>
 You are actually trying to get to the north-east mine entrance.
 There is a Cuttle Fish hiding in the lake, it's best not to wake it up --
@@ -542,19 +563,21 @@
 To maximize experience gained, instead kill all three enemy leaders.
 This is quite tough, and probably only worth it for experienced players.
 
+
 <h3>15. Plunging into the Darkness</h3>
 Just find the dwarves.
 It is only hard if you want to get the bonus:
 there is a chest containing 200 gold to be found in a secret passage,
 but  it is guarded by a level 3 spider,
 which has a poison melee and a slowing range attack.
-The best way to kill it is probably to shock it with Delfador, then with 
Kalenz,
-then finish it with Konrad's melee.  DO NOT let it get
+The best way to kill it is probably to shock it with Delfador,
+then with Kalenz, then finish it with Konrad's melee.  DO NOT let it get
 many turns before you kill it, because if it does there is a high chance
 it will kill one of your heroes.
 
 Early finish bonus for killing both enemy leaders.
 
+
 <h3>16. The Lost General</h3>
 You need to kill the orc leader and Lionel, a Death Knight.
 Lionel is in a cavern behind the lake that is revealed when
@@ -563,20 +586,23 @@
 at least 6 movement points, and you might want to use some white mages
 against the undead, together with some dwarves.
 The ranged pierce attack of Thunderers is not so good against undead,
-but fighters are good with their secondary impact attack. Don't be afraid to 
win by sheer numbers, but try to level up
-at least some dwarves. Level 3 dwarfish fighters will make the last scenario a 
lot easier.
-
-When going for the lost general be careful. WHen i played it my dwarfs were 
stuck in the lake and moving on
-ssssslllllooooowwwwwwlllllyyyyyy...... And even worse, the skeletons slowed 
them even more. Try to take them out
-before new ones appear.
+but fighters are good with their secondary impact attack.
+Don't be afraid to win by sheer numbers, but try to level up
+at least some dwarves. Level 3 dwarfish fighters will make the last
+scenario a lot easier.
+
+When going for the lost general be careful that your dwarves don't
+get stuck in the lake.  Try to take out the skeletons
+before new ones appear and block the way.
 
 Early finish bonus for killing both enemy leaders.
 
+
 <h3>17. Hasty Alliance</h3>
 Li'sar joins forces with you to defeat the troll leader,
 giving you 200 gold and up to 500 gold worth of allied troops to assist.
-Some think the key to this scenario is breaking away from the enemy forces 
that immediately
-surround you.
+Some think the key to this scenario is breaking away from the enemy
+forces that immediately surround you.
 Once you have defeated the first wave, it is relatively easy to finish off
 any remaining trolls and get to the troll leader.
 
@@ -586,6 +612,7 @@
 
 Early finish bonus for killing enemy leader.
 
+
 <h3>18. The Sceptre of Fire</h3>
 This map changes each time, but the sceptre is always somewhere close
 to the middle.  To finish on time, take Konrad down the one route,
@@ -594,15 +621,15 @@
 Also, Konrad later has a chance to get another artifact,
 so you can get one for both of them.
 
-Do not recruit units that are too slow, since time is your real enemy here.
-(Too slow would be 1 field, since you're stuck with Kalenz moving 2 fields 
anyway and need to protect him - a wesnoth
-player)
+Do not recruit units that are too slow and can only move 1 hex per turn,
+since time is your real enemy here.
+You're stuck with Kalenz moving 2 fields anyway and need to protect him.
 
 Elvish Pillager suggested a sneaky approach.
 Take a small force with several dwarves and Konrad
-along one narrow passage, with the dwaves forming a shield for Konrad and 
blocking
-the passage, while sending the rest of your troops the other way
-in such a way that they don't create a zone of control barrier.
+along one narrow passage, with the dwaves forming a shield for Konrad
+and blocking the passage, while sending the rest of your troops the
+other way so that they don't create a zone of control barrier.
 The enemy will then usually choose to advance between the wings of your
 powerful army, to try to get to Konrad.  You can then surround them
 and finish them off, then move back to create a clear path again.
@@ -622,14 +649,16 @@
 
 <h3>20a. Snow Plains</h3>
 
-Konrad can find the Flaming Sword (15-4 melee, fire, magical) in this 
scenario, but it is hidden somewhere. Don't
-forget
-to move Konrad with your troops, so he can pick up the sword when you find it.
+Konrad can find the Flaming Sword (15-4 melee, fire, magical) in this
+scenario, but it is hidden somewhere. Don't forget to move Konrad with
+your troops, so he can pick up the sword when you find it.
+
+I sent two groups of dwarves through the hills, with a smaller group of elves
+defending the forests in the middle. The Dwarves did the main fighting,
+while the elves took care of the few units sent down through the centre.
 
-I sent two groups of dwarves through the hills, with a smaller group of elves 
defending the forests in the middle. The
-Dwarves did the main fighting, while the elves took care of the few units sent 
down through the centre.
-
-An alternative is to use gryphon riders, either as support, or as a 
gryphon-only force.
+An alternative is to use gryphon riders, either as support,
+or as a gryphon-only force.
 
 Early finish bonus for killing enemy leader.
 
@@ -645,8 +674,10 @@
 <h3>21. Home of the North Elves</h3>
 Run across the map. Try to go between the orcs and the humans.
 
-If you do want to fight, however, you might find the northern route to the orc 
leader more attractive. It did not take
-me that long to get through to my allies on the other side of the hills.
+If you do want to fight, you might find the northern route to the
+orc leader more attractive. It is possible to reach the other side
+of the hills while fighting orcs, although the number of orcs makes
+this very difficult on Hard, since there isn't enough time.
 
 Early finish bonus for killing both the human and the orc enemy leaders.
 
@@ -656,10 +687,11 @@
 <h3>23. The Valley of Statues</h3>
 You must kill all leaders, including the orc.
 You therefore need to unfreeze the orcs, by sending a unit to the temple
-in the south-east: a Gryphon Rider or Master is very useful for this. If you 
want to make sure it arrives alive at the
-temple: send two or three.
+in the south-east: a Gryphon Rider or Master is very useful for this.
+If you want to make sure it arrives alive at the temple: send two or three.
 All the statues (including any of your own units
-that were turned to stone) are then unfrozen at once, and all cockatrices 
vanish.
+that were turned to stone) are then unfrozen at once,
+and all cockatrices vanish.
 
 There is also an enemy Yeti in the cave in the west.
 It is very useful for getting experience (it gives 32),
@@ -689,43 +721,53 @@
 
 <h3>25. Test of the Clans</h3>
 Kill Bayar.
-You are facing mostly knights and horsemen, so
-fast and powerful units like Grand Knights, Lancers or Paladins are important.
+You are facing mostly knights and horsemen, so fast and powerful
+units like Grand Knights, Lancers or Paladins are important.
 When any of the enemy leaders is killed,
 it is replaced with one or two knights (two or three in Hard).
 Reportedly, one way to win is to gang up on Bayar with fast units
 while attacking the south-eastern leader with the rest of your army.
 
 If you have Gryphon Riders and Master Gryphons, you can make a run for it and
-send them directly to assassin Bayar. You will probably loose some of the 
Gryphons,
-but this gives you a great bonus for finishing early.
+send them directly to assassin Bayar. You will probably loose some of
+these units, but this gives you a great bonus for finishing early.
 
-If you want to have a long field battle, you can put groups of dwarves or 
elves in the hills. The enemy will tend to
-attack the hills, thus giving you some advantage. Hills also make a good save 
haven for healing your mounted units. Try
-to kill the south-eastern leader early so you don't have to divert so many of 
your resources to the south flank.
+If you want to have a long field battle, you can put groups of dwarves
+or elves in the hills. The enemy will tend to
+attack the hills, thus giving you some advantage. Hills also make
+a good safe haven for healing your mounted units. Try
+to kill the south-eastern leader early so you don't have
+to divert so many of your resources to the south flank.
 
 Early finish bonus for killing 25 units plus a leader (in that order).
 
 <h3>26. The Battle for Wesnoth</h3>
-Defeat Asheviere and reclaim the throne,
-by killing her.  Healers are useful for your army, as are high level units
+Defeat Asheviere and reclaim the throne, by killing her.
+Healers are useful for your army, as are high level units
 to take the large amounts of damage the enemies deal.
-You don't need to worry about saving them for later, because this is the last 
scenario anyway.
-Useful recruits are Dwarvish Fighters and Elvish Shamans to aid the rest of 
your army.
-Try to level some of them up.  Since the enemies are so high-level and 
numerous,
+You don't need to worry about saving them for later, because this
+is the last scenario.
+Useful recruits are Dwarvish Fighters and Elvish Shamans to
+aid the rest of your army. Try to level some of them up.
+Since the enemies are so high-level and numerous,
 it is surprisingly easy.
 
-You can make a line with new and higher level dwarves in the front ranks. Put 
leadership units and healers behind.
-Behind that, let the wounded units rest. Put the line quite near your castle 
so your fresh recruits can reach the front
-line in 1-2 turns. A shorter line will also be easier to manage. Some seem to 
put heavy emphasis on healing units here,
-but I found that the battle is so short and intense, that I'd rather had more 
fighters, and less healers.
-
-After you have killed most of the enemy units, advance your powerful units 
towards Asheviere for the kill.
-Your main units, Delfador, Li'sar, and the rest, are good here.  Especially 
Li'sar with skirmisher and the Scepter
-(if you gave it to her), who can do a quick and deadly assassination once the 
enemies have reduced in numbers.
-Knights are probably good here as well.
-Asheviere has exactly 48 HP, so three hits of a 16-damage weapon, like the 
Scepter, or four 12-damage hits,
-is enough for the kill.
+You can make a line with new and higher level dwarves in the front ranks.
+Put leadership units and healers behind.
+Behind that, let the wounded units rest.
+Put the line quite near your castle so your fresh recruits can
+reach the front line in 1-2 turns. A shorter line will also be
+easier to manage. Some seem to put heavy emphasis on healing units here,
+but the battle is so short and intense, that some prefer more fighters,
+and fewer healers.
+
+After you have killed most of the enemy units, advance your powerful units
+towards Asheviere for the kill. Your main units, Delfador, Li'sar, and the
+rest, are good here.  Especially Li'sar with skirmisher and the Scepter
+(if you gave it to her), who can do a quick and deadly assassination once
+the enemies have reduced in numbers. Knights are probably good here as well.
+Asheviere has exactly 48 HP, so three hits of a 16-damage weapon,
+like the Scepter, or four 12-damage hits, is enough for the kill.
 
 A quick assassination can even be performed by Master Gryphons: you can 
recruit a castle of them on turn 1, send them
 south, elude enemy forces sent by the general in the futile attempt to catch 
you, then approach Asheviere for the kill
@@ -750,4 +792,3 @@
 * <A 
HREF="http://www.wesnoth.org/forum/profile.php?mode=viewprofile&u=970";>ott</a>
 for some of the above text and general subediting, and
 * everyone else who has contributed. After all, this is a Wiki.
-




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