Strategy and Tips for Isle of the Damned

Share and discuss strategies for playing the game, and get help and tips from other players.

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Gnosis
Posts: 2
Joined: December 23rd, 2005, 9:52 am

Post by Gnosis »

It is possible to defeat the two Undead lords using the following strategy. Quickly release the White Mage in the centre of the map. For the most part keep him there along with some thugs and poachers which you may have to sacrifice now and again. Konrad should recruit a large army of Thugs and Poachers. The bandit who met Konrad at the beginning can take this army against the Undead lord in the Northeast. This opponent mainly recruits zombies which are fairly easy for the poachers and thugs to take care of. In the meantime, send the two mermen north along the coast—one NE the other NW—gobbling up a few villages on the way. They provide excellent diversions as the undead lords are distracted by their activities. Possibly both Mermen could be sent NW creating problems for that opponent. Meanwhile, your White mage mops up undead who venture into the centre of the map. When the Eastern Lord is defeated, Konrad can invade the West with his army making use of the White mage as a very effective healer and battle mage. Be sure, though, that you don’t let him be killed! You should now be able to defeat the remaining undead lord before time runs out.
The importance of actually winning the scenario (rather than simply surviving) is that you keep the white mage as part of your army. Otherwise he bids you goodbye and sends a few mages to help you later on in the Valley of Death (Scenario 9). It’s much better to have a mage of this type with you in the following scenarios.
In the end it’s a matter of taste and style as to whether one should go for this or for the peninsular campaign which does give more opportunity to level up the fighting units.
I played this on medium level.
Sly
Posts: 258
Joined: October 10th, 2005, 11:59 am
Location: Montrouge (Fr, 92)
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Post by Sly »

In 1.1, things are *a lot* easier : you can have a mermaid priestess and a merman fighter with the trident available at recall 8)

... in previous version, I managed to finish the last lich one or 2 turns near the end ... in 1.1 I had about 10 turns left :wink:
King Albrecht
Posts: 4
Joined: November 29th, 2005, 12:08 pm
Location: Vermont

Post by King Albrecht »

Werewolves and gnosis go together like swords and noble lords. 8)

Nice tips by the way.
arno
Posts: 42
Joined: January 25th, 2006, 2:12 pm
Location: France

Isle of the damned : the tip.

Post by arno »

Isle of the damned : the tip : Don't play this pleasureless scenario.
Sly
Posts: 258
Joined: October 10th, 2005, 11:59 am
Location: Montrouge (Fr, 92)
Contact:

Re: Isle of the damned : the tip.

Post by Sly »

arno wrote:Isle of the damned : the tip : Don't play this pleasureless scenario.
Why ? it's much more chalenging than the other choice and give you Moremirmu (a loyal white mage with an Holy Sword) available at recall :wink:

Of course it's not to counsel for beginners
arno
Posts: 42
Joined: January 25th, 2006, 2:12 pm
Location: France

Re: Isle of the damned : the tip.

Post by arno »

Sly wrote:
arno wrote:Isle of the damned : the tip : Don't play this pleasureless scenario.
Why ? it's much more challenging than the other choice and give you Moremirmu (a loyal white mage with an Holy Sword) available at recall :wink:

Of course it's not to counsel for beginners
You're right... But it has no fun at all I find.

PS : Montrouge is quiet a good place to live, btw
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