Difference between revisions of "Sceptre of Fire"

From The Battle for Wesnoth Wiki
(Towards the Caves)
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=== A Bargain Is Struck ===
 
=== A Bargain Is Struck ===
After a short dialogue, you have to get four caravans to your keep in the north. This is a straightforward mission. Merely move the caravans towards your keep. Recruit two or three units for Rugnor and send them south at all speed (scouts work well here, provided you are playing on 1.7.x). Use your units to shepherd the caravans, cutting it off from the elves, until it reaches the mountains. Normally, your human allies wipe out the elven attack before your troops can get stuck in, but if you can get some experience, all the better for the next mission. Use this chance to gain some experience for Rugnor in particular.
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* Objectives:
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* Lose if:
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* Turns:
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* Starting units:
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After a short dialogue, you have to get four caravans to your keep in the north. This is a straightforward mission. Merely move the caravans towards your keep. Recruit two or three units for Rugnur and send them south at all speed (scouts work well here, provided you are playing on 1.7.x). Use your units to shepherd the caravans, cutting it off from the elves, until it reaches the mountains. Normally, your human allies wipe out the elven attack before your troops can get stuck in, but if you can get some experience, all the better for the next mission. Use this chance to gain some experience for Rugnur in particular.
  
 
Because the humans are so effective against the elves, you may be able to simply ignore the caravans and go kill the elvish leader. Remember elves are tough to hit in forest, so concentrate on picking off the ones who venture into the grassland and let the humans take their licks against the dug-in elves.
 
Because the humans are so effective against the elves, you may be able to simply ignore the caravans and go kill the elvish leader. Remember elves are tough to hit in forest, so concentrate on picking off the ones who venture into the grassland and let the humans take their licks against the dug-in elves.
  
 
=== Closing The Gates ===
 
=== Closing The Gates ===
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* Objectives:
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* Lose if:
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* Turns:
 +
* Starting units:
 
This involves hunting down some trolls and stalling the elves. Firstly, recall and recruit a substantial amount of thunderers and fighters. Move all your guardsmen down towards the three towers, those two glyphs can be easily covered near the end. Move two thunderers down that way as well.
 
This involves hunting down some trolls and stalling the elves. Firstly, recall and recruit a substantial amount of thunderers and fighters. Move all your guardsmen down towards the three towers, those two glyphs can be easily covered near the end. Move two thunderers down that way as well.
  
Send Rugnor and one or two fighters and a thunderer down a passage and send the rest of your forces to kill the trolls at the other passage. Once they are dead, close the glyph beside the side entrance. This will close it (I managed to shut a troll whelp outside, who promptly killed two elf scouts over the course of the scenario and managed to level up :D). Leave two behind to hold those glyphs in the passage you picked and repeat for the other passage. Then once you have done that, defend the gate until turn 14 or so, picking up as much experience as possible (try to get Rugnor at least to level 2). Then, pull all your troops back behind the gate (any left outside will automatically die, and those trapped in the door will be squished) and place any soldiers on the two remaining glyphs.
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Send Rugnur and one or two fighters and a thunderer down a passage and send the rest of your forces to kill the trolls at the other passage. Once they are dead, close the glyph beside the side entrance. This will close it (I managed to shut a troll whelp outside, who promptly killed two elf scouts over the course of the scenario and managed to level up :D). Leave two behind to hold those glyphs in the passage you picked and repeat for the other passage. Then once you have done that, defend the gate until turn 14 or so, picking up as much experience as possible (try to get Rugnor at least to level 2). Then, pull all your troops back behind the gate (any left outside will automatically die, and those trapped in the door will be squished) and place any soldiers on the two remaining glyphs.
  
=== In The Dwarven City ===
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=== Searching for the Runecrafter ===
A mere cutscene. Sit and enjoy.
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* Objectives:
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* Lose if:
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* Turns:
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* Starting units:
  
=== Searching for the Runecrafter ===
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=== Gathering Materials ===
Under construction.
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* Objectives:
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* Lose if:
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* Turns:
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* Starting units:
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=== Hills of the Shorbear Clan ===
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* Objectives:
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* Lose if:
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* Turns:
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* Starting units:
  
 
=== Towards the Caves ===
 
=== Towards the Caves ===
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This scenario is an exercise in holding a defensible position. The problem is that position has six entrances and you are up against a bunch of level 2 attackers. Recruit 2 or 3 keeps full of soldiers, sneak Alanin and Rugnur out (maybe with a few units (Gryphons?) for cover and village flagging), and dig in. Rotate your units and try not to lose to many. Since most of the attackers are level 2, you can level some units with a couple of kills. Stay on good defensive ground and don't try anything crazy. Yes, you can also win by killing all the leaders. Good luck with that.
 
This scenario is an exercise in holding a defensible position. The problem is that position has six entrances and you are up against a bunch of level 2 attackers. Recruit 2 or 3 keeps full of soldiers, sneak Alanin and Rugnur out (maybe with a few units (Gryphons?) for cover and village flagging), and dig in. Rotate your units and try not to lose to many. Since most of the attackers are level 2, you can level some units with a couple of kills. Stay on good defensive ground and don't try anything crazy. Yes, you can also win by killing all the leaders. Good luck with that.
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=== Outriding the Outriders ===
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* Objectives:
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* Lose if:
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* Turns:
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* Starting units:
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=== The Dragon ===
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* Objectives:
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* Lose if:
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* Turns:
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* Starting units:
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=== Caverns of Flame ===
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* Objectives:
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* Lose if:
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* Turns:
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* Starting units:

Revision as of 14:32, 8 July 2009

A Bargain Is Struck

  • Objectives:
  • Lose if:
  • Turns:
  • Starting units:

After a short dialogue, you have to get four caravans to your keep in the north. This is a straightforward mission. Merely move the caravans towards your keep. Recruit two or three units for Rugnur and send them south at all speed (scouts work well here, provided you are playing on 1.7.x). Use your units to shepherd the caravans, cutting it off from the elves, until it reaches the mountains. Normally, your human allies wipe out the elven attack before your troops can get stuck in, but if you can get some experience, all the better for the next mission. Use this chance to gain some experience for Rugnur in particular.

Because the humans are so effective against the elves, you may be able to simply ignore the caravans and go kill the elvish leader. Remember elves are tough to hit in forest, so concentrate on picking off the ones who venture into the grassland and let the humans take their licks against the dug-in elves.

Closing The Gates

  • Objectives:
  • Lose if:
  • Turns:
  • Starting units:

This involves hunting down some trolls and stalling the elves. Firstly, recall and recruit a substantial amount of thunderers and fighters. Move all your guardsmen down towards the three towers, those two glyphs can be easily covered near the end. Move two thunderers down that way as well.

Send Rugnur and one or two fighters and a thunderer down a passage and send the rest of your forces to kill the trolls at the other passage. Once they are dead, close the glyph beside the side entrance. This will close it (I managed to shut a troll whelp outside, who promptly killed two elf scouts over the course of the scenario and managed to level up :D). Leave two behind to hold those glyphs in the passage you picked and repeat for the other passage. Then once you have done that, defend the gate until turn 14 or so, picking up as much experience as possible (try to get Rugnor at least to level 2). Then, pull all your troops back behind the gate (any left outside will automatically die, and those trapped in the door will be squished) and place any soldiers on the two remaining glyphs.

Searching for the Runecrafter

  • Objectives:
  • Lose if:
  • Turns:
  • Starting units:

Gathering Materials

  • Objectives:
  • Lose if:
  • Turns:
  • Starting units:

Hills of the Shorbear Clan

  • Objectives:
  • Lose if:
  • Turns:
  • Starting units:

Towards the Caves

  • Objectives: Move Alanin to the southern border east of the river, move Rugnur to the northeast cave
  • Lose if: Rugnur, Alanin, Krawg or Thursagan die or time runs out
  • Turns: 12/12/12 (easy/medium/hard)
  • Starting units: Rugnur, Baglur, Krawg, Thursagan, and Alanin

It is important to realize that the two objectives do not need to be accomplished simultaneously; once Alanin touches the southern border, he disappears and his part is done. So, you can just send him straight south from turn 1. Have him go along the western edge of the river and cross over when he is at the bottom. The southeastern elves really don't like Alanin, so be careful not to attract too much attention. (Note that you can use that to your advantage to slow the advance of those elves).

This scenario is an exercise in holding a defensible position. The problem is that position has six entrances and you are up against a bunch of level 2 attackers. Recruit 2 or 3 keeps full of soldiers, sneak Alanin and Rugnur out (maybe with a few units (Gryphons?) for cover and village flagging), and dig in. Rotate your units and try not to lose to many. Since most of the attackers are level 2, you can level some units with a couple of kills. Stay on good defensive ground and don't try anything crazy. Yes, you can also win by killing all the leaders. Good luck with that.

Outriding the Outriders

  • Objectives:
  • Lose if:
  • Turns:
  • Starting units:

The Dragon

  • Objectives:
  • Lose if:
  • Turns:
  • Starting units:

Caverns of Flame

  • Objectives:
  • Lose if:
  • Turns:
  • Starting units: