Difference between revisions of "UnderTheBurningSuns"

From The Battle for Wesnoth Wiki
m (Scenario 1 "The Morning After")
m (Take out leading spaces)
Line 1: Line 1:
 
Strategy Guide for Under The Burning Suns:
 
Strategy Guide for Under The Burning Suns:
  
    This campaign takes place eons after the others.  At the height of Wesnoth's power, an additional sun was created<br> and magically raised into the sky.  Millenia later, entropy has its due.  The fertile plains of Wesnoth have turned<br> to desert.  There are few survivors from the age of the empire, though it is whispered that humans and dwarves left<br> the planet in some sort of spacecraft.  The focus of these scenarios are the Quenoth elves, who are particularly well<br> adapted to living on the sands.
+
This campaign takes place eons after the others.  At the height of Wesnoth's power, an additional sun was created and magically raised into the sky.  Millenia later, entropy has its due.  The fertile plains of Wesnoth have turned to desert.  There are few survivors from the age of the empire, though it is whispered that humans and dwarves left the planet in some sort of spacecraft.  The focus of these scenarios are the Quenoth elves, who are particularly well adapted to living on the sands.
  
    In terms of gameplay, UtBS scenarios tend to be somewhat long.  They are not boring, though, as victory conditions<br> typically change several times before the scenario is 'won'.
+
In terms of gameplay, UtBS scenarios tend to be somewhat long.  They are not boring, though, as victory conditions typically change several times before the scenario is 'won'.
 
== Scenario 1 "The Morning After" ==
 
== Scenario 1 "The Morning After" ==
    Some strange meteors have destroyed the homes of our heroes.  Kaleh & Nym must search for survivors by capturing<br> all villages.  Landing on an empty village will sometimes flush out a few elves.  In the beginning, they will be<br> battling Mudcrawlers.  Since you have no keep in which to recruit, put the Mudcrawlers to the sword and save all the<br> new units.  Note that, unlike other campaigns, Giant Mudcrawlers here will not spawn smaller Mudcrawlers upon their<br> death.  Also note that the grey brown trail around the lake is not as good defensively for you as the sand.
+
Some strange meteors have destroyed the homes of our heroes.  Kaleh & Nym must search for survivors by capturing all villages.  Landing on an empty village will sometimes flush out a few elves.  In the beginning, they will be battling Mudcrawlers.  Since you have no keep in which to recruit, put the Mudcrawlers to the sword and save all the new units.  Note that, unlike other campaigns, Giant Mudcrawlers here will not spawn smaller Mudcrawlers upon their death.  Also note that the grey brown trail around the lake is not as good defensively for you as the sand.
  
    The villages will lead you counter-clockwise around the lake.  At the southmost portion of the lake you'll find a<br> shattered bridge leading to a shrine in the center of the lake.  You don't have to go there right away,<br> but the scenario won't complete until you rescue the Druid and both Shamans there.  Be aware that stepping off the<br> island will trigger the obligatory Cuttlefish.  If you don't yet have Garak, i'd wait on the island until dawn - this<br> thing will be a bit tough for any of the other characters you currently possess.
 
  
    Garak the Captain will be found with a few recruits on the Training Ground, which is just to the East of the<br> bridgeIt's possible that your people headed for the bridge will trigger this encounter - you'll find a bigger mob<br> of Mudcrawlers than you've seen so far, and likely get some bruises cleaning them out.
+
The villages will lead you counter-clockwise around the lake.  At the southmost portion of the lake you'll find a shattered bridge leading to a shrine in the center of the lakeYou don't have to go there right away, but the scenario won't complete until you rescue the Druid and both Shamans there.  Be aware that stepping off the island will trigger the obligatory Cuttlefish.  If you don't yet have Garak, i'd wait on the island until dawn - this thing will be a bit tough for any of the other characters you currently possess.
  
    After dealing with the Mudcrawlers and Cuttlefish, keep heading around the lake.  The villages on the West side<br> represent the remains of the stables - capturing them will give you Scouts.  If the Scouts explore the outer edges of<br> the map, they will find more a few more villages and units, though no more Mudcrawlers.  You're now ready for bigger<br> game!
 
  
    Completing the circuit around the lake reveals the destroyed keep on the North side.  The King is pronounced dead,<br> Kaleh now leads the tribe.  On turn 11, Xanthos will show up to lead the undead against the elves.  Head north to<br> take the battle to his keep.  On turn 16 the Quenoth hunting party returns on the North edge of the map, somewhat<br> westward of Xanthos.
+
Garak the Captain will be found with a few recruits on the Training Ground, which is just to the East of the bridge.  It's possible that your people headed for the bridge will trigger this encounter - you'll find a bigger mob of Mudcrawlers than you've seen so far, and likely get some bruises cleaning them out.
 +
 
 +
 
 +
After dealing with the Mudcrawlers and Cuttlefish, keep heading around the lake.  The villages on the West side represent the remains of the stables - capturing them will give you Scouts.  If the Scouts explore the outer edges of the map, they will find more a few more villages and units, though no more Mudcrawlers.  You're now ready for bigger game!
 +
 
 +
 
 +
Completing the circuit around the lake reveals the destroyed keep on the North side.  The King is pronounced dead, Kaleh now leads the tribe.  On turn 11, Xanthos will show up to lead the undead against the elves.  Head north to take the battle to his keep.  On turn 16 the Quenoth hunting party returns on the North edge of the map, somewhat westward of Xanthos.

Revision as of 08:20, 13 May 2007

Strategy Guide for Under The Burning Suns:

This campaign takes place eons after the others. At the height of Wesnoth's power, an additional sun was created and magically raised into the sky. Millenia later, entropy has its due. The fertile plains of Wesnoth have turned to desert. There are few survivors from the age of the empire, though it is whispered that humans and dwarves left the planet in some sort of spacecraft. The focus of these scenarios are the Quenoth elves, who are particularly well adapted to living on the sands.

In terms of gameplay, UtBS scenarios tend to be somewhat long. They are not boring, though, as victory conditions typically change several times before the scenario is 'won'.

Scenario 1 "The Morning After"

Some strange meteors have destroyed the homes of our heroes. Kaleh & Nym must search for survivors by capturing all villages. Landing on an empty village will sometimes flush out a few elves. In the beginning, they will be battling Mudcrawlers. Since you have no keep in which to recruit, put the Mudcrawlers to the sword and save all the new units. Note that, unlike other campaigns, Giant Mudcrawlers here will not spawn smaller Mudcrawlers upon their death. Also note that the grey brown trail around the lake is not as good defensively for you as the sand.


The villages will lead you counter-clockwise around the lake. At the southmost portion of the lake you'll find a shattered bridge leading to a shrine in the center of the lake. You don't have to go there right away, but the scenario won't complete until you rescue the Druid and both Shamans there. Be aware that stepping off the island will trigger the obligatory Cuttlefish. If you don't yet have Garak, i'd wait on the island until dawn - this thing will be a bit tough for any of the other characters you currently possess.


Garak the Captain will be found with a few recruits on the Training Ground, which is just to the East of the bridge. It's possible that your people headed for the bridge will trigger this encounter - you'll find a bigger mob of Mudcrawlers than you've seen so far, and likely get some bruises cleaning them out.


After dealing with the Mudcrawlers and Cuttlefish, keep heading around the lake. The villages on the West side represent the remains of the stables - capturing them will give you Scouts. If the Scouts explore the outer edges of the map, they will find more a few more villages and units, though no more Mudcrawlers. You're now ready for bigger game!


Completing the circuit around the lake reveals the destroyed keep on the North side. The King is pronounced dead, Kaleh now leads the tribe. On turn 11, Xanthos will show up to lead the undead against the elves. Head north to take the battle to his keep. On turn 16 the Quenoth hunting party returns on the North edge of the map, somewhat westward of Xanthos.