Temple in the Deep
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still hard in 0.8.2
Hi!
I still cant beat this level in 0.8.2 (medium). I have only around 150 gold and only one white mage, some red mages, a 3thlevel mage and two outlaws. The flood of undeads seems to never end
I tryed to level another mage to white, but it does not work out.
maybe it could be better if the raised undeads starts killling my people in the next turn. in the way it is now it oftens come to a chain-reaction if one dies.
have i to play the lvels before again? This is generally bad in terms of motivation, so it should be not to often necessary to start again from start.
So for me, the level is stil to hard. but the rest of the campaign i saw so far is very funny. I escpecially liked the level with the trees. it was hard, but with good tactics you can beat it.
I still cant beat this level in 0.8.2 (medium). I have only around 150 gold and only one white mage, some red mages, a 3thlevel mage and two outlaws. The flood of undeads seems to never end

maybe it could be better if the raised undeads starts killling my people in the next turn. in the way it is now it oftens come to a chain-reaction if one dies.
have i to play the lvels before again? This is generally bad in terms of motivation, so it should be not to often necessary to start again from start.
So for me, the level is stil to hard. but the rest of the campaign i saw so far is very funny. I escpecially liked the level with the trees. it was hard, but with good tactics you can beat it.
More white mages.
Thugs.
Give Burin the holy water.
You might manage... on the left side of the wall, send HolyBurin+Red Mage.
On the other side, send your white mage and 3rd level mage. FOllow up with thugs and mages. The key here is PATIENCE- don't press forward when your units are injured, the ghouls (or other raised unit depending on diff.level) will just swarm you. Stay back, shuffle units, take time to heal.
Burin does 30-3 damage... that's one unit a turn with any luck.
Thugs.
Give Burin the holy water.
You might manage... on the left side of the wall, send HolyBurin+Red Mage.
On the other side, send your white mage and 3rd level mage. FOllow up with thugs and mages. The key here is PATIENCE- don't press forward when your units are injured, the ghouls (or other raised unit depending on diff.level) will just swarm you. Stay back, shuffle units, take time to heal.
Burin does 30-3 damage... that's one unit a turn with any luck.
First advice: replay! Losing Burin is not only stretegically bad(you lose
a unit that comes with you for free), but also you miss all the fun
all his funny sayings in the next scenarios plus of couse a very useful unit
Second, in the second scenario, SAVE the heavy infantry. Basically with
them, a few mages and Burin plus the holy water the level is not hard
two iron maulers on one side , burin plus another on the other side
backed up by healers and relief units(such as a Paladin) is enough to push your way through
See the postings in this thread
a unit that comes with you for free), but also you miss all the fun
all his funny sayings in the next scenarios plus of couse a very useful unit
Second, in the second scenario, SAVE the heavy infantry. Basically with
them, a few mages and Burin plus the holy water the level is not hard
two iron maulers on one side , burin plus another on the other side
backed up by healers and relief units(such as a Paladin) is enough to push your way through
See the postings in this thread
-
- Posts: 3
- Joined: October 21st, 2007, 3:52 pm
I replayed it to level Mages and get Burin and one of Eldaric's Guard.
Here's how I did it (Version 1.2.7, middle difficulty), Spoilers!!!:
I started with 357 Gold and Burin and Minister Edmond (level 2 White Mage)
I recalled one of Eldaric's Guard, 3 White Mages and one Mage.
Put the Guard and two of the WM to the right, don't cross the bridge.
Put Burin plus 2 WM and Prince Haldric to the left, along with the Mage.
Get the Holy Water with Burin and kill the 6 tentacles with him and the Guard/WM.
After you have killed the 6 tntacles the undead start to arrive. Most of them come through the water (way to go!). Revenants and Skeletons will be killed with the White Mages, Bone Shooter and Skeleton Archers with Burin.
Keep the right wing back. Most of the enemys will then come to the left.
Don't push it, let them come. Wait on your side of the bridge.
One of your White Mages should make it to become a Mage of Light by then.
After a few turns, all the undead of the first assault wave are slaughtered. Then cross the bridges and march on.
Keept Burin up front. besides Eldric's Guard who should make it to level 3 soon. Both of them should be kept in the light of the Mage of Light.
Before entering the chamber of the Lich-Lord, I split up again. The Mage of Light with the Guard up front and a white Mage to the right, Burin, 2 White Mages and Haldric to the left.
Put the Mage of Light nicely beside the Lich-Lord, come then with Burin (he must come into the light) and kill the Lich-Lord.
I ended with 525 Gold, 407 of it went into the next level.
The mage is not really needed, and I think one could do without two of the four White Mages.
Here's how I did it (Version 1.2.7, middle difficulty), Spoilers!!!:
I started with 357 Gold and Burin and Minister Edmond (level 2 White Mage)
I recalled one of Eldaric's Guard, 3 White Mages and one Mage.
Put the Guard and two of the WM to the right, don't cross the bridge.
Put Burin plus 2 WM and Prince Haldric to the left, along with the Mage.
Get the Holy Water with Burin and kill the 6 tentacles with him and the Guard/WM.
After you have killed the 6 tntacles the undead start to arrive. Most of them come through the water (way to go!). Revenants and Skeletons will be killed with the White Mages, Bone Shooter and Skeleton Archers with Burin.
Keep the right wing back. Most of the enemys will then come to the left.
Don't push it, let them come. Wait on your side of the bridge.
One of your White Mages should make it to become a Mage of Light by then.
After a few turns, all the undead of the first assault wave are slaughtered. Then cross the bridges and march on.
Keept Burin up front. besides Eldric's Guard who should make it to level 3 soon. Both of them should be kept in the light of the Mage of Light.
Before entering the chamber of the Lich-Lord, I split up again. The Mage of Light with the Guard up front and a white Mage to the right, Burin, 2 White Mages and Haldric to the left.
Put the Mage of Light nicely beside the Lich-Lord, come then with Burin (he must come into the light) and kill the Lich-Lord.
I ended with 525 Gold, 407 of it went into the next level.
The mage is not really needed, and I think one could do without two of the four White Mages.
Hey Everyone,
I'm still new to the game and in quite a bad mood
. You probably are familiar with members like me. I'm stuck at the f*cking TotD! Why? No Mages, no Thiefs. Both of them seem to be necessary to win the level. But...
...in level 2 you are allowed to decide if you want to spare the outlaw lady or kill her (well, she slips away somehow but that's another point). Now, what's the sense in it, if you NEED the thiefs anyhow? That's bad design! You can't let the player havbe the choice just to tell him some levels later, that he made the wrong decision and it's improbable to play any further
.
...secondly, i have no mages but until now they weren't of much use to me.
On the other hand, i have quite some gold (around 380) and around 6 level 3 spearmen, some of which must be already level 4 or 5, a royal guard (level 4), Burin the Lost (way beyond level 5 + holy water) and Sir Ladloc, who is absolutely useless as all the knights, imho. Once a knight hits he can deliver heavy damage but they never hit, at least not at night and not in caves. Besides, i'm playing easy and there's no way I can win this level. I can fight my way up to the lich-lord but all my remaining units are down to some 1-10 HP. No village on the way and a limit of 35 rounds! I can't recharge my units, they fight like level 1 spearmen and my time is running out! I fought my way through the midlands, got some gold, leveled some excellent units and now you tell me that I'm stuck in this cave and i have to replay the whole campaign. Great Design, really!
Don't get me wrong, it's a great game. I really much like to play it but sometimes it makes me wanna go completely berserk! If the thiefs are so important it would have been nice to tell me beforehand. If you give me the choice to let the outlaw lady live i assume the following levels are playable without thiefs.
Also, some levels, for example the midlands, are very difficult even on easy level. Others are kidsplay, like the following in the forest (don't know the name). In all difficult levels there is absolutely no need for mages. they die like flies. You need to recruite 5-6 mages to get one leveled up. To expensive. Up to TotD there's no need for mages at all. But in TotD I need level 2 mages, which I didn't know before.
You guys really need to do something about balancing and design!
I'm still new to the game and in quite a bad mood

...in level 2 you are allowed to decide if you want to spare the outlaw lady or kill her (well, she slips away somehow but that's another point). Now, what's the sense in it, if you NEED the thiefs anyhow? That's bad design! You can't let the player havbe the choice just to tell him some levels later, that he made the wrong decision and it's improbable to play any further

...secondly, i have no mages but until now they weren't of much use to me.
On the other hand, i have quite some gold (around 380) and around 6 level 3 spearmen, some of which must be already level 4 or 5, a royal guard (level 4), Burin the Lost (way beyond level 5 + holy water) and Sir Ladloc, who is absolutely useless as all the knights, imho. Once a knight hits he can deliver heavy damage but they never hit, at least not at night and not in caves. Besides, i'm playing easy and there's no way I can win this level. I can fight my way up to the lich-lord but all my remaining units are down to some 1-10 HP. No village on the way and a limit of 35 rounds! I can't recharge my units, they fight like level 1 spearmen and my time is running out! I fought my way through the midlands, got some gold, leveled some excellent units and now you tell me that I'm stuck in this cave and i have to replay the whole campaign. Great Design, really!
Don't get me wrong, it's a great game. I really much like to play it but sometimes it makes me wanna go completely berserk! If the thiefs are so important it would have been nice to tell me beforehand. If you give me the choice to let the outlaw lady live i assume the following levels are playable without thiefs.
Also, some levels, for example the midlands, are very difficult even on easy level. Others are kidsplay, like the following in the forest (don't know the name). In all difficult levels there is absolutely no need for mages. they die like flies. You need to recruite 5-6 mages to get one leveled up. To expensive. Up to TotD there's no need for mages at all. But in TotD I need level 2 mages, which I didn't know before.
You guys really need to do something about balancing and design!
- thespaceinvader
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No, you need to strategise better. Plenty of other people manage that level just fine. Heck with a white mage behind him, Burin can basically win it on his own...
Basic strategy: get white mages. Healing is ESSENTIAL through long campaigns to keep your high level troops alive. Also, did you save the HIs from the second scenario? If not, go back and do so, and take that opportunity to level some mages. You'll need the three HIs later on. Use Burin to absorb incoming attacks (preferably, keep him from levelling up until that level, as he'll be getting a LOT of XP you don't want to waste), but don't necessarily give him the holy water (if you're playing 1.3.x branch) as the arcane attack on most of the enemies you'll face is about as useful as the impact attack, and you don't want to lose the variety that the blade attack provides. Give it to a piercing or bladed unit (level a spearman, or use haldy) to get the best out of it.
And it shouldn't take 5 to 8 mages to get one of them levelled if you use them conservatively. basically, don't engage an enemy with a mage unless your mage can either kill the enemy AND be completely sheltered from new enemies next turn or risk not killing the enemy and survive the retaliation next turn. The first two levels can be very good for levelling mages, due to lots of enemies without ranged attacks (thugs, thieves, grunts, wolf riders).
Basic strategy: get white mages. Healing is ESSENTIAL through long campaigns to keep your high level troops alive. Also, did you save the HIs from the second scenario? If not, go back and do so, and take that opportunity to level some mages. You'll need the three HIs later on. Use Burin to absorb incoming attacks (preferably, keep him from levelling up until that level, as he'll be getting a LOT of XP you don't want to waste), but don't necessarily give him the holy water (if you're playing 1.3.x branch) as the arcane attack on most of the enemies you'll face is about as useful as the impact attack, and you don't want to lose the variety that the blade attack provides. Give it to a piercing or bladed unit (level a spearman, or use haldy) to get the best out of it.
And it shouldn't take 5 to 8 mages to get one of them levelled if you use them conservatively. basically, don't engage an enemy with a mage unless your mage can either kill the enemy AND be completely sheltered from new enemies next turn or risk not killing the enemy and survive the retaliation next turn. The first two levels can be very good for levelling mages, due to lots of enemies without ranged attacks (thugs, thieves, grunts, wolf riders).
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Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.