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Index: TheRiseOfWesnoth
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retrieving revision 1.15
diff -u -r1.15 TheRiseOfWesnoth
--- TheRiseOfWesnoth    27 Jun 2005 05:37:26 -0000      1.15
+++ TheRiseOfWesnoth    23 Jul 2005 22:33:53 -0000
@@ -9,18 +9,25 @@
 Haldric on the "over-the-bridge" road and by this time the king and the 
horsemen should have arrived, use the king
 wisely, he has leadership. When the rest of your troops arrive, you should get 
to the enemy camp.
 
+[Comments by Easuth] Over the course of this campaign, you will need to level 
up to some:
+
+* Paladins (lots)
+* Silver Mages (at least one, preferably more)
+* White Mages/Mages of Light (at least four)
+* Royal Guards (lots)
+* Assorted other units, maybe some Bowmen and Grand Knights, Great Mages are 
nice
+
 ||Scenario 2 "The Fall"||
 
 Saving heavy infantry pays off in later scenarios. So it is useful to retreat 
them south to your other forces. There
-are
-two basic strategies to kill the outlaw leader. You can either march west with 
a large army and use part of it to hold
-nortwestern orc. Use rest to fight outlaws and kill the leader. This strategy 
requires a lot of troops but it can bring
-you plenty of experience, and can bring a quick victory. Another way is to 
assasinate the outlaw leader. One way is to
-wait till orcs have killed all outlaws and assasinate outlaw leader with 
knights. This strategy is risky because orcs
-can kill the leader before you. Another way to assasinate the leader is to 
send mages protected by a spearmen through
-the mountains to the outlaw keep. Two mages and three spearmen are enough. If 
you use assasination strategy it is a
-good
-idea to fight against eastern orc nearby your keep. This way you can secure 
your back and earn experience.
+are two basic strategies to kill the outlaw leader. You can either march west 
with a large army and use part of it to
+hold nortwestern orc. Use the rest to fight outlaws and kill the leader. This 
strategy requires a lot of troops but it
+can bring you plenty of experience, and can bring a quick victory. Another way 
is to assassinate the outlaw leader. One
+way is to wait till orcs have killed all outlaws and assassinate outlaw leader 
with knights. This strategy is risky
+because orcs can kill the leader before you. Another way to assassinate the 
leader is to send mages protected by a
+spearmen through the mountains to the outlaw keep. Two mages and three 
spearmen are enough. If you use assassination
+strategy it is a good idea to fight against eastern orc nearby your keep. This 
way you can secure your back and earn
+experience.
 
 ||Scenario 3 "A Harrowing Escape"||
 
@@ -33,16 +40,15 @@
 
 ||Scenario 4b "The Swamp Of Esten"||
 
-You should kill western enemy quickly. Send Burin with knights, a white mage, 
and some other mages west at start. Mages
-are effective against scorpions. Try to attack dark adepts with Burin or 
horsemen before they have chance to attack
-you.
-You can send some  horsemen from the second castle you recruit to strenghten 
the western front. After you have killed
-western leader and eliminated troops there you can send the western army south 
against next leader. Send a second army
-south with Haldric. Bowmen and shocktroopers are useful on southern front. 
Bowmen can shoot outlaws and scorpions. They
-also retaliate against dark adepts so they are good for defence. Shocktroopers 
survive even if they are attacked with
-several outlaws. A couple of horsemen and mages are also useful. You can also 
add spearmen or swordsmen in southern
-army. If you have a rogue send him also south. An assasin will be very useful 
later. There are temples in the swamp.
-Searching them is good. However some of them contain nasty suprises. So keep 
extra troops nearby when you enter one.
+You should kill the eastern enemy quickly. Send Burin with knights, a white 
mage, and some other mages east at start.
+Mages are effective against scorpions. Try to attack dark adepts with Burin or 
horsemen before they have chance to
+attack you. You can send some horsemen from the second castle you recruit to 
strengthen the eastern front. After you
+have killed the eastern leader and eliminated troops there you can send the 
eastern army south against next leader. Send
+a second army south with Haldric. Bowmen and shocktroopers are useful on 
southern front. Bowmen can shoot outlaws and
+scorpions. They also retaliate against dark adepts so they are good for 
defence. Shocktroopers survive even if they are
+attacked with several outlaws. A couple of horsemen and mages are also useful. 
You can also add spearmen or swordsmen in
+southern army. If you have a rogue send him also south. An assassin will be 
very useful later. There are temples in the
+swamp. Searching them is good. However, some of them contain nasty suprises. 
So keep extra troops nearby when you enter one.
 
 ||Scenario 5 "The Oldwood"||
 
@@ -66,9 +72,11 @@
 
 ||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.
+Your allies are useless, unless they do suicide runs, which is at least 
entertaining.  The north leader will waste a lot
+of time trying to move his units E and then S over the shallows toward your 
rearguard, no matter how strongly defended
+you are there.  So defend strongly on the coastline and fill the bay with 
their corpses.  You will need to recruit lots
+of units to fight off the hordes to the W, so don't be a piker.  Pikemen are 
fine, though.  Try to get lots of your
+allies killed early so they don't clog the bridges later when you split your 
forces N and S.
 
 ||Scenario 9 "Fallen Lich Point" ||
 
@@ -89,22 +97,28 @@
 
 ||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).
-
-If you have a silver mage at this point, you'll discover just how useful even 
one of them can be.
+For the south land area, do a counter-clockwise sweep with mounted units.  
Move slower units to defend the walled city,
+which you would think your allies could do a better job of.  Take their 
villages; they don't do anything useful with the
+money anyway.  When your mounted units complete their sweep, you can break the 
remaining southern forces against the
+walls in a hammer and anvil.  Then your united forces can move north.
+
+Treat the island boss as a separate effort.  Do not use assassins.  Assassins 
have relatively weak defense in water
+against Sea Orcs and Nagas, they're very weak against blade, which is all Sea 
Orcs and Nagas use, and their relatively
+slow movement in water makes backstab hard to use reliably.  Instead, wait 
until your first combat, after which you can
+recruit Mermen.  Maybe send a white mage into the water with the mermen for 
healing purposes, and when you get to the
+island's cities, you can bring in Silver Mages (hopefully you have at least 
one by now) to help finish off the boss.
 
 ||Scenario 13 "Peoples in Decline" ||
 
 Pay attention to the day-night cycle in this scenario. Drakes will be strong 
during day, but become very weak in the
 night. I found it best to play a bit defensive, taking advantage of the 
mountains. Most of the drake leaders were
 careless enough to fly near enough to me that I could kill them outside their 
bases. Make sure you get the Storm
-Trident
-in the middle of the sea, but be certain that you've cleared most of the 
drakes first, since a sea serpent will appear.
-It's best to have some strong units ready to kill it in 1 or 2 turns. You can 
give the trident to Lord Typhon, but
-since
-he leaves a bit later, you may want to give it to another Merman.
+Trident in the middle of the sea, but be certain that you've cleared most of 
the drakes first, since a sea serpent will
+appear. It's best to have some strong units ready to kill it in 1 or 2 turns. 
You can give the trident to Lord Typhon,
+but since he leaves a bit later, you may want to give it to another Merman.
+
+[Comments by Easuth]  Movement over land is important for Mermen in the 
campaign as a whole.  If the Merman you give the
+storm trident to has the Quick attribute, you can make him a Hoplite when he 
gets to level 3.  Otherwise, make him a Triton.
 
 ||Scenario 13 "Rough Landing" ||
 
@@ -114,18 +128,19 @@
 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
+Also, beware of sea serpents, make sure to surround them and kill at once. The 
trident 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
+In case you find the map looks familiar, it seems to be from "Bay of Pearls" 
from HttT. This scenario 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.
+Story, with your choice of four battles next.  You have to beat them all in 
whatever order.  The amount of gold you have
+should be the factor in deciding when you choose to play Cursed Isle (the 
undead problem).
 
 || Scenario 16a "The Dragon" ||
 
@@ -135,64 +150,98 @@
 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.
+well. So I now split up my group, sent one half back to the blue leader, and 
another south. The southern group first
+killed off 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 is the beginning turns, if you 
can survive the initial onslaught
+without half your troops dying already, the map is won.
+
+[Comments by Easuth]  Fighting Saurians requires a disciplined formation.  If 
you're used to stringing out troops to
+move them into position as they get there, that won't work after Turn 2 or 3.  
I use a "healing hedgehog" of ten
+troops--two white mages next to each other and eight troops completely 
encircling them.  If someone gets badly injured,
+move them to the inside and put a white mage on one of the long edges, 
fighting as you go.  If you're trying for the big
+bonus, you'll need two hedgehogs.  Try to keep reserves back a bit in cities.  
If the terrain favorably protects you, or
+the wounded is a fast unit, you can try moving wounded back to cities too.  
Once the main wave of Saurians is broken,
+you can string non-wounded troops out a bit in the rush for the leaders.  If 
you have a Lancer in position, rush in to
+the cave after the Dragon leaves to grab the gold, though that's nothing 
compared to the Hero bonus for defeating all
+the Saurian leaders.  So focus on killing all of them first.
 
 || 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.
+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 big 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 killed off the north leader 
as well.
+
+[Comments by Easuth]  A Silver Mage is worth at least three regular troops 
here.  You can't recruit Mermen this time,
+but hopefully you have plenty that you can recall.
 
 || 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.
+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.
+
+[Comments by Easuth]  Try to arrange it so one troll can enter to be attacked 
by many troops.  Have regular troops in
+front initially.  Move mages forward to finish the troll, plug the gap where 
the troll was with Burin or a Royal Guard
+or an Iron Mauler, and reset the trap on the next turn.  When you've whittled 
down the enemy, go the direction they came
+from and kill the leaders, ignoring spider keeps.
 
 || 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.
+This can be the first or last map you choose, depending on how desperate you 
are for cash.  If you can wait, do it last.
+All you really need is a Paladin or three to rush the temples, one of which 
contains a Vampire Lady.  Defeat her, and
+the scene is over just like that.  One of the other temples has some gold; 
grab that too.  Ignore the holy water.  No
+one will ever use it effectively in time.
 
 || 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..]
+soon you will be out of non-wounded units.
+
+[Comments by Easuth]  This map is smaller than fog of war and canyons make it 
appear.  Rush the NW gaps with mounted
+units, but slow & strong will carry the day once the sun rises and the odds 
are in your favor.  Don't forget the cash,
+which you can see even in fog.
 
 || 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.
+Welcome to the "kitchen sink" defense.  You've made it this far; now the game 
will start to throw things at you,
+whatever it has left.  The effect is mostly psychological, but it could be a 
problem if your initial assessment causes
+you to drastically under-recruit.  Time is money.
+
+This map starts out in shroud, like a cave.  You just haven't been informed of 
it yet.  So while you're still amazingly
+able to see, note the key terrain features and castle and city locations.  
Also, physically explore the avenues of
+approach you want to be able to see later.
+
+It would be very useful to bring a storm trident into the water.  It'll take a 
few turns, but the undead trying to reach
+shore will take even longer.  Paladins are so effective against undead that 
you can wade into the water after them.  But
+keep some around for the Chocobones.  Just remember, Paladins can't go into 
deep water and undead can.  Once you take an
+island city, use Silver Mages in support to finish the leader.
+
+When you reach the swamp in the north, tighten to a hedgehog formation.  Not 
only are Saurian skirmishers a problem, but
+Chocobones move fairly quickly through a variety of terrain, and they have 
Charge.  Defend until the most dangerous
+enemies are in poor position, then wipe them out.  This map sports the least 
effective Cuttlefish I've ever seen; he was
+in the water near me but fled.  Remember where the keeps are, and advance to 
the finish.
 
 || 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||
+It's the final battle: be patient, recall everybody, the early finish bonus 
doesn't mean anything.  Some Mermen would be
+useful here, but surprisingly, they're not really necessary.  I started by 
sending mounted units around both sides of
+the forest to your SW.  Whichever troops the orange guys go after, slam into 
their rear guard with the other forces,
+making an orc sandwich.  Ewww.  I thought I would have to sneak the Paladins 
back to the E for the undead troops, but
+once the first east bridge collapses, the undead want to follow the path that 
doesn't leave them floundering in the
+water.  So leave the W bridge intact, playing Catch the Sea Orc on the north 
shore with Haldric & Co., and you can send
+a large force down the E side practically unopposed by the second wave of 
Jevyan's troops.  You'll need at least two
+Paladins in the E to kill Jevyan himself; nothing else is half as effective.  
Don't forget to sacrifice Aethyr to
+Jevyan.  If he doesn't want to come out and play, march up to Jevyan and use a 
crossbow attack.  When Jevyan is dead,
+the yellow and green leaders will probably still be alive. You'll have to kill 
one, leaving at least one orc leader
+alive.  You pick.  Congratulations!  Enjoy the ending!
 
 ||See Also||
 




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