Difference between revisions of "LotI Walkthrough-Part2-Chapter08"

From The Battle for Wesnoth Wiki
(Ruins of Wesnoth)
(Odd World)
Line 36: Line 36:
  
 
==Odd World==
 
==Odd World==
 +
'''[WHU]''' There is no early finish bonus, but you really need to move anyway.  Your enemies, demons and imps, will be spawning constantly and coming for you from all directions.  A force of 15-20 works well, including healers and flyers.  Prophets, or other very hard hitting units, with unholybane would be very useful.  Villages don't provide any income, but they heal +16.  There are items and gold scattered around the map.
 +
 +
'''[WHU]''' Start off going south until you get to the mountains.  Send Lethalia and some flyers or mountain travellers south through the mountains to take out a boss.  Send the rest of the army east, where you will fight in the mountains (there is also a path around the mountains for units that can't go through).
 +
 +
 +
imp
  
 
==Gladiatrix - The Reckoning==
 
==Gladiatrix - The Reckoning==

Revision as of 00:26, 16 November 2021

Part II, Into the Light, Chapter 8, Götterdämmerung

Generally

Add here.

Mysterious Invasion

[WHU] This one is really easy to lose. Your enemies are very tough. Recruit a mob of walking corpses, who will do pretty much nothing but keep the enemies off your leaders while you whittle them down. Do grab easy kills with your corpses to refresh your ranks where possible. The kids should pretty much stay out of the fight, though pick up some cheap XP at the end if you can.

Overpowered

[WHU] Recruit a castle of walking corpses, then run. Keep the kids covered, while getting to the next castle quickly to recruit another load of fodder. Repeat as necessary. The family moves well and is well protected in the woods. Go for the early finish.

United

[WHU] Efraim can pretty much take care of the southern enemy single-handedly, though if he gets slowed repeatedly so that he cannot advance it might be useful to send a little help. The demons to the west are kind of nasty. Let your allies weaken them up, and use Lethalia to pick off weak units who don't have a lot of friends in the area. When you're ready to go in for the kill, use overwhelming force, like prophets with unholybane. The demons to the east aren't much of a problem, you should be able to roll right over them when you're done in the west.

Kidnapped

[WHU] One castle of units should be plenty. Follow the path southwest, then southeast.

Investigations

[WHU] Sneak around the woods outside of town. When a single unit comes to the edge of the woods, pop out and redeem him, then get back in the shadows. You should have plenty of turns to redeem everyone, then get on with the primary mission, which is to visit about five specific houses. Don't let any of the guards get next to you.

Gladiatrix

Grab the gear to the north. Fight a few units, one at a time.

Unimportant Revolution

[WHU] Use caution. Some of the enemy do a LOT of damage, and you don't want to get surrounded by a few of those. Use the river and your allies to wear the enemy down a bit, then overwhelming force focused on killing his most dangerous units. Be sure to check the enemy resistances before recalling.

The Desert

[WHU] Another long scenario where you encounter large groups of dangerous enemies, plus a steady stream of demons from the northeast. There is a cave that runs along the east side of the map with some gold and some goodies, but I have no idea how you could get to it, through it, and back out to the exit within the turn limit. I recall a couple castles, start south and visit the trader, then continue south and fight off a batch of demons. Then it's east to deal with the saurians and a couple other factions, then follow the road southeast and then south. About the time the road pretty much ends, I notice how few turns I have left considering the progress I've made so far, panic, and send one of my leaders to run right around the various factions, ending quite early with no early finish bonus.

Gladiatrix - The Path to Glory

[WHU] Back to the arena, this time with some friends. Some friends that you really, really, want to keep alive. I try to get four units with a lot of HP so that I can block the entrance to the north building, along with some healing. I also like to advance the battlerager as quickly as possible (thorns/weak reflect/reflect), and increase his number of attacks, or anything else I can just to keep him alive. Slow will be crucial here, probably some clever crafting, and don't forget those potions.

Ruins of Wesnoth

[WHU] Efraim can handle the humans alone. Send powerful elves south. A couple of fast, powerful units with slow may be able to rush down and take out the southern leader (he'll show up in a few turns) while the rest of the army draws his forces away. Lethalia and a few quick, powerful units should be able to get into the northern castle before that enemy shows up, hurt him and he should leave the keep open for you to claim (you may not want to stand on his keep before he arrives, at one time bad things would happen if you did).

Odd World

[WHU] There is no early finish bonus, but you really need to move anyway. Your enemies, demons and imps, will be spawning constantly and coming for you from all directions. A force of 15-20 works well, including healers and flyers. Prophets, or other very hard hitting units, with unholybane would be very useful. Villages don't provide any income, but they heal +16. There are items and gold scattered around the map.

[WHU] Start off going south until you get to the mountains. Send Lethalia and some flyers or mountain travellers south through the mountains to take out a boss. Send the rest of the army east, where you will fight in the mountains (there is also a path around the mountains for units that can't go through).


imp

Gladiatrix - The Reckoning

The River of Flame

Finally Together

Jungle Hell

Gates of Hell

Back