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This is a TODO list for the Delfador's Memoirs campaign
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-------------------------------------------------------
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Art issues
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----------
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See this forum thread: http://www.wesnoth.org/forum/viewtopic.php?f=9&t=24805
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WML issues
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----------
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Bad guys need to be unshrouded during dialog in Prince of Wesnoth.
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Other
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-----
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Finish the walkthrough and put it on the wiki.
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ShadowMaster's review
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---------------------
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02:29 <Shadow_Master> Chantal does a funny MUF at the end of Return of Trouble
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This walkthrough describes the Deflador's Memoirs campaign at NORMAL difficulty.
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Overture
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========
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This is a cut-scene.
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This Valley Belongs To Me
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=========================
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Don't split up your forces; the Wolf Riders have more mobility than
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you and will chew your units up in detail. A good recruit mix is one
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horseman and then about half mages to half spearmen; you need your
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spearmen to block for wounded mages.
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On Easy and Normal, it's actually not a bad idea to just fort up on
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Methor's keep; the orcs will reach you about dawn of the second day,
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and the fortifications will tilt the kill ratio in your favor. Once
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you've dealt with the initial assault wave, cross the bridge in force
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and run north to kill the boss. Use Methor's lightbeam attack to
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soften up opponents so your baby mages can get kills.
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On Hard, the AI may very hang back and never attack if you fort up, so
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you have to send troops over the river early. If it looks like the
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orcs will make contact befor morning, fort up in the treeline just west
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and south of the bridge, as this wioll improve your spearmens' defense.
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The Road to Weldyn
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==================
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Recruit or recall at least two horse units, you'll want them for
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village grabbing. Beware of advancing too far west before you've
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lured some wolf riders too far in front of the orcish foot troops and
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picked them off, otherwise you're quite likely to get swarmed. When
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the orcs have nothing but grunts and trolls left, fort up at night and
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pick them to death with magefire during the day, using spearmen and
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horsemen to block counterattacks. Promote to white mages by preference,
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they'll be useful for countering poison in the next scenario.
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Leollyn
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=======
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In this more heavily wooded terrain, infantry is king. Put a couple
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of blocking units at the vilage at the riverbank northwest of your keep,
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as the assassins often try to cross there. Push another castleful-and-a
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half (8-10 units up the road north from your keep.
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Council in Weldyn
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=================
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Just a talk scenario,
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The Swamps of Illuven
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=====================
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Eight units will get you through this, if one of them is a white mage
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you can group around to get healing; otherwise recruit two or three
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more. The little tongue of land near map center is a good place to
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fort up, as the enemy has to come at you over bridges or by wading
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through water. As long as you can keep from getting swarmed, careful
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defensive maneuvering will usually carry the day.
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Swamp Fortress
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==============
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Heavy infantry work well against skeletons, and this is your first
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chance at them; recruit at least three. You need to get a mage onto
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each spire to stop them from spawning undead. A task group of two
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mages, with two heavy infantrymen to run interference for them, will
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usually suffice to kill the once-per-turn spawns. Ideally one mage in
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each group will be a healer.
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Ur-Thorodur
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===========
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The fireball attack of a Red Mage is very effective against Woses;
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you can do this scenario with two Red Mages, two White Mages,
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Delfador, Lionel, and one random unit. But don't get too focused on
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killing enemies; try to avoid getting Delfador into fights and
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instead move him as rapidly as possible towards Ur-Thorodor's keep.
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Shield weakened units in your center; if you put them on a flank
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they may get picked off by gryphons.
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You'll lose your Wesnothian veterans for several scenarios after this
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one while Delfador journeys to exotic places, but regain access to
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them when you reach Weldyn again.
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Houses of the Dead
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==================
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Landing on villages spawns allies, which is a good thing since you have no
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keep in this scenario and won't be able to recruit.
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There is only one village to the northwest of you; the path out to the
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north starts to the southeast of you. There are five villages along
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the path out. Ignore the narrow valleys reaching into the mountains;
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there is nothing there. The only exception is that if you bear
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northeast then northwest from Sythan's village, you will come to a
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mine entrance that teleports you to a chamber with a magic staff of
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power in it.
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The other way to get to that chamber is to fight your way through the
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skeletons, north and east along the road. The signpost at the north
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edge of the map is your exit, but you can't win until you've collected the
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staff. If you approach it from the east (that is, not taking the secret
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passage) you'll have to fight your way through a Draug and another skeleton
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spawn point. You may want to do this to level up Delfador before his
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confrontation with Iliah-Malal in the next scenario.
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In this scenario and the next, sacrifice your recruits whenever it's
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necessary to feed Delfador a kill, because you won't get to keep these
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veterans and he is thus the only way to carry away experience points.
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The Gate Between Worlds
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=======================
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You'll get to recruit only ghosts and ghouls here. Ghosts are
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expensive, so recruit only two or three for village-grabbing and use
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ghouls as your line troops. You need to recruit just two castles of
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units and then push Delfador towards the enemy keep every turn, as the
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time limit is a bit tight here. The units are expendable; you won't
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get to keep them when you're back among the living. Attack
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Ihiah-Malal with your Staff of Power in melee, as he can match you at
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spellcasting (unless you have already made it to Elder Mage).
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Wasteland
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=========
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Delfador gets a new recruit list, from Elves. Usually advice for running
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Elves applies, fight from forests where you can. There is only one enemy
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keep, in the shrouded area to the southwest; Chantal's elves will probably
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be engaged there by the time you get there.
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Terror at the Ford of Parthyn
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=============================
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This scenario is designed to eat your gold. To win it most
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efficiently, run Delfador and Chantal straight down the road south
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towards the Great River until you get to the keep at the river;
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you must recruit a significant force, as you might be ambushed by
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undead cavalry on the way south and are unlikely to make it safely to
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the fort before the enemy infantry shows up.
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You'll get some loyalist allies from visiting the burned villages and
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the villages to the southeast within the keep. Beware the easternmost
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village within the keep, visiting it will spawn an enemy Draug. The
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eastern village touching the riverbank and the western village tucked
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in the woods also have ambushers.
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Once you reach a keep on the wall, you'll be able to recruit anywhere
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on it. You can use this to plug gaps in the defenses - which is good,
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because you're going to be swarmed by bad guys from two directions.
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An alternative strategy is to recruit a castleful of elves early and send
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them to the forest between the fort and the orc keep at the west edge
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of the map; they can ambush the incoming orcs in favrable terrain there,
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where they get higher defense than obn the fort walls.
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Because the "sighted" condition is not checked for when the loyalists
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on the south shore join your side, units get subsumed, you'll need to
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send someone to them who was out of visual range of the mage keep.
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The Return Of Trouble
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=====================
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Recruit mainly L2 veterans. L1 units have poor survival odds in this scenario,
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Surviving an orcish onslaught from two directions on open ground is just barely
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possible with luck and good tactics, but you are going to take significant
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casualties doing it. Instead of trying to hold the area near your keep, run
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for the forest where your elves have better defense. Recruit or recall at least
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one horseman for nothing but village-stealing; not only is this good for your
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gold balance, but you want to cut into the orcs' recruiting capacity as fast
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as possible.
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Shadows
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=======
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This is a fairly straightforward brawl zombies to the left of you,
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draugs to the right, and you're stuck in the middle with Kalenz. Oh,
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and there's another opponent generating the occasional revenant south
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of the lake; they'll swim aacross by ones or twos but should be easily
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held out of your keep by a couple of units in the shore woods.
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Recruit veterans and punch out zombie-guy to the west first, he's the
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weakest and has the most villages near his keep. You're more mobile
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in the woods than your opponent, so defeat them in detail. Do not get
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tangled up in a static brawl with the skeletons coming from the east;
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they are sucker bait for their second wave, which includes specters
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with a longer movement range than your elves and is extremely nasty.
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Delfador and a bunch of heavy infantry and mages will appear near the
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southeast corner on turn 12, but probably not make it north before you
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finish off the last opponent because their mobility is poor.
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Save the Prince
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===============
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You don't have time for niceties in this one; you'll need to charge your
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most hardened troops into Zorlan's keep near the center of the map -
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Delfador and Kalenz and any L3s you have going first. One of your most
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serious tactical problems will be just deplying to fight because the
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country between your keep and the objective is so rough.
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Once you've disposed of Zorlan, cross the river to the south bank
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immediately. Not only will this help relieve the pressure on the
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Prince, but it's actually easier to get at the Draug by recrossing the
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river than it would have been to trek through the mountains between
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his and Zorlan's keep.
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Guard your white mages carefully. Zorlan's wolves will be looking for
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soft targets and they have the mobility edge. You won't get to keep
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these particular mages past this scenario, but you'll need them keeping
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your bashers alive,.
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Dark Sky Over Weldyn
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====================
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Talk only.
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A New Ally
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==========
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Don't recruit heavily for this one; a few veterans (not even a full castle
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necessarily) should do it. Bad guy recruits mostly skeletal undead, so
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impact weapons are good value here.
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Portal of Doom
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==============
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The direct route across the icefield is a trap -- if you try it,
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you'll probably get struck there and destroyed by Illiah-Malal and a
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phalanx of guard revenants. Instead, recruit a castlefull of dwarves
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and bashers, and run them through the woods around the north end of
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the icefield, followed by another castleful of mages if you have the
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gold. And spend gold, because you'll need to -- the opposition is
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recruiting all L2s and L3s, which means L1s will drop like flies in
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this battle. Even with best tactics, expect to lose most or all of
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your troops on the retreat unless (a) you can recruit that second
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castlefull of mages, and (b) their aim is true.
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Don't bother sending a scout north to grab villages, he'll get
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scragged when Iliah-Malal appears on the northern keep.
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Showdown in the Northern Swamp
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==============================
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It's easy to ovrerrecruit for this one and end up painfully broke for the next.
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You're going to get Lionel's troops on turn 2, so recruit very sparingly from
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hardened veterans. A few need to be your undead survivors from the otherworld,
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if you have any.
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The bridges are choke points. Keep veterans within striking distance
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of your end so you can swarm single units comoing off them. You'll get a
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few leakers (undead with Submerge) but nothing your reserves can't handle.
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Prince of Wesnoth
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=================
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The central forest isn't the haven it usually would be for elves; the
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humans can recruit enough units to swamp a castlefull of L3s. Go
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carefully, stick to the forest, and don't let yourself get flanked.
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Eldred is the bad guy to the northeast.
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Clash at the Manor
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==================
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You need to have blocking forces between the keep and both signposts
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to keep messengers from escaping. Keep a mobil reserve in the woods
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between them to be committed when it becomes clear which gate the
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Queen's men will come out of.
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The Face Of The Enemy
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=====================
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As Kalenz says, use strong units to block chokepoints so you can't be flanked.
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Othrwise this is fairly straightforward.
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