Difference between revisions of "Sceptre of Fire"

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(Closing The Gates)
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=== Closing The Gates ===
 
=== Closing The Gates ===
* Objectives:
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* Objectives: Close the gates by having a unit standing on all six glyphs simultaneously
* Lose if:
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* Lose if: Rugnur or Baglur die or time runs out
 
* Turns: 15
 
* Turns: 15
* Starting units:  
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* Starting units: Rugnur and Baglur
 +
* Other
 +
** If there are any elves in the caves after you shut the gates, you must kill them.
 +
** Any units outside the caves when the gates close will die; pull your units back.
 
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.
  

Revision as of 15:24, 8 July 2009

A Bargain Is Struck

  • Objectives: Transport caravans to the castle and move Alanin to the castle, or defeat the elvish leader
  • Lose if: Haldric, Rugnur or one of the caravans die or time runs out
  • Turns: 24
  • Starting units: Rugnur and Alanin
  • Other: It is probably easier and quicker to defeat the elvish leader

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: Close the gates by having a unit standing on all six glyphs simultaneously
  • Lose if: Rugnur or Baglur die or time runs out
  • Turns: 15
  • Starting units: Rugnur and Baglur
  • Other
    • If there are any elves in the caves after you shut the gates, you must kill them.
    • Any units outside the caves when the gates close will die; pull your units back.

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: 20
  • Starting units:

Gathering Materials

  • Objectives:
  • Lose if:
  • Turns: 40/37/34 (easy/medium/hard)
  • Starting units:

Hills of the Shorbear Clan

  • Objectives:
  • Lose if:
  • Turns: 24
  • 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
  • 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: