HttT help, Valley of Death
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Just beat this scenario on medium difficulty. I recruited only 1 castle worth of troops. 2 thieves, 2 fighters for cheap fodder, an archer, two mages, a horseman and I recalled my white mage, two paladins and a druid.
I immediatly took off with all units to the NE, headed towards the larger forest. I did not fight at all, I used the cheaper fodder units (thieves and fighters) to bring up the rear. Some died along the way. During this time my white mage advanced to a mage of light.
Once I reached the forest, I made a tight reverse V formation (i.e. pointed in the opposite direction of my advance) while still moving to the north, with my remaining fodder units on the outside. I kept a paladin at point and my mage of light at the center and the other paladin to the north with my druid. I continued moving north slowly, this kept the northern flank just out of reach of the undead hordes. I would try and cycle injured units to the north and switch paladins once one got to low hit points. Using this strategy I survived 12 turns without losing any of my advanced units and I leveled the horseman to a knight. The last turn was a little dicey as the wizard hero was in the red and konrad and the elven hero were holding the line as all the fodder units were killed.
The main problem with this strategy is that none of my recruited units (with the exception of the horseman) survived. If I were to repeat this, I would not recruit the mages, as they were a waste of gold and slow. I would take thieves instead. They make really nice fodder units since they are cheap and have decent movement rate so can fill in wherever needed in the formation.
Also, not being able to hold onto villages is a negative as well. I started the level with over 400 gold and only used about 150 or so in recruiting (rough estimate). At the end, I only had about 140 gold left.
This is probably not the best strategy. I don't really see anyway you could hold onto villages and not have to pay upkeep every turn or make gold on this level, however there might be a possiblility for a strategy that would allow a little more fighting and get you some advanced units. But if you are having some trouble, it's worth a shot as it was fairly easy.
The bottomline is keep moving north east, use as many elves and thieves as possible to use the hills and forest to slow down the undead. Always have your healers to the north, disposable units covering your rear flank and swap your injured units to the north as needed and don't break formation.
I immediatly took off with all units to the NE, headed towards the larger forest. I did not fight at all, I used the cheaper fodder units (thieves and fighters) to bring up the rear. Some died along the way. During this time my white mage advanced to a mage of light.
Once I reached the forest, I made a tight reverse V formation (i.e. pointed in the opposite direction of my advance) while still moving to the north, with my remaining fodder units on the outside. I kept a paladin at point and my mage of light at the center and the other paladin to the north with my druid. I continued moving north slowly, this kept the northern flank just out of reach of the undead hordes. I would try and cycle injured units to the north and switch paladins once one got to low hit points. Using this strategy I survived 12 turns without losing any of my advanced units and I leveled the horseman to a knight. The last turn was a little dicey as the wizard hero was in the red and konrad and the elven hero were holding the line as all the fodder units were killed.
The main problem with this strategy is that none of my recruited units (with the exception of the horseman) survived. If I were to repeat this, I would not recruit the mages, as they were a waste of gold and slow. I would take thieves instead. They make really nice fodder units since they are cheap and have decent movement rate so can fill in wherever needed in the formation.
Also, not being able to hold onto villages is a negative as well. I started the level with over 400 gold and only used about 150 or so in recruiting (rough estimate). At the end, I only had about 140 gold left.
This is probably not the best strategy. I don't really see anyway you could hold onto villages and not have to pay upkeep every turn or make gold on this level, however there might be a possiblility for a strategy that would allow a little more fighting and get you some advanced units. But if you are having some trouble, it's worth a shot as it was fairly easy.
The bottomline is keep moving north east, use as many elves and thieves as possible to use the hills and forest to slow down the undead. Always have your healers to the north, disposable units covering your rear flank and swap your injured units to the north as needed and don't break formation.
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- Posts: 42
- Joined: August 5th, 2004, 11:22 pm
- Location: Warrenville
I have had success on Medium this way:
Recall my 6 knights, send them east in a straight line, with the left anchored on the village, and the right "in the air". The line should be 5 knights long, with the 6th send down to the village just north of the hills. This knight can either replace a knight in the line who gets too low in points, or he can move west and assist in the southern defense line. Behind the knights go 2 white mages as healers.
I send 2 or 3 red mages north along with Delf, Kalenz, and all elvish avengers/sharpshooters/rangers/marksmen. This force heads for the village on the east side of the mountains, due north from the starting keep. Here they take the assault of the north lich that comes in 2 waves- wraiths first, then a mix of wraiths and undead axemen. Moving the units around to absorb damage then running up mages and archers for kill shots keeps your forces alive and breakes the northern attack.
In your first recall, you hopefully have 2 lancers. Send one to each Holy Water. The one that goes west comes back and joins your northern force, while the one that goes southeast moves west just out of range of the southern attack forces.
Once you break the northern attack (usually by turn 6), attack the north lich with the lancer on Holy Water. You can do well over 100 damage, and the lich usually goes down. Grab all the northern villages with your northern troops, and start moving south east towards the east keep (corpses).
Your elvish scout/rider has by now taken all the villages in the west. No one opposes him.
The walking corpses are breaking against your wall of knights like waves on rocks. Your healers keep the knights alive. They do not attack- they only defend. This should bring 2 or 3 of them up to level 3 (I always make them Paladins).
Meanwhile, the south attack force rumbles in with Dark Adepts, Blood Bats, and undead axemen. They will be in range of the rear of your line of knights by turn 7. Protecting your white mages and the line of knights should be 4 or 5 thieves, which excel at night fighting and are very evasive.
When the south force moves in, pull your Paladins out of the line of knights and take out the Dark Adepts first. Use the white mages to take out the Revenants. The thieves move around to backstab any other attack unit not killed. Back up with your knights, and move the remaining lancer into position to attack the south lich on turn 9.
After the south lich is dead (you do over 160 damage by day), organize your now disorganized horse, mages, and thieves into a line anchored on the left by the village just north of where you started (in the forest). Your northern attack force is closing in from the north and west, and the remaining corpses are crushed faster than they can be produced.
Bring in the northern lancer and attack the east lich on turn 10 or 11. Roll all your forces in line to the east, destroying the corpses and surrounding the east keep. It should be over by turn 11 with all enemies dead, about 60 gold remaining (doesn't matter- you get 200 at Gryphon Mt. anyway), and you have levelled up many of your characters. If played correctly, you should lose a few thieves and maybe an elf in your northern force.
Recall my 6 knights, send them east in a straight line, with the left anchored on the village, and the right "in the air". The line should be 5 knights long, with the 6th send down to the village just north of the hills. This knight can either replace a knight in the line who gets too low in points, or he can move west and assist in the southern defense line. Behind the knights go 2 white mages as healers.
I send 2 or 3 red mages north along with Delf, Kalenz, and all elvish avengers/sharpshooters/rangers/marksmen. This force heads for the village on the east side of the mountains, due north from the starting keep. Here they take the assault of the north lich that comes in 2 waves- wraiths first, then a mix of wraiths and undead axemen. Moving the units around to absorb damage then running up mages and archers for kill shots keeps your forces alive and breakes the northern attack.
In your first recall, you hopefully have 2 lancers. Send one to each Holy Water. The one that goes west comes back and joins your northern force, while the one that goes southeast moves west just out of range of the southern attack forces.
Once you break the northern attack (usually by turn 6), attack the north lich with the lancer on Holy Water. You can do well over 100 damage, and the lich usually goes down. Grab all the northern villages with your northern troops, and start moving south east towards the east keep (corpses).
Your elvish scout/rider has by now taken all the villages in the west. No one opposes him.
The walking corpses are breaking against your wall of knights like waves on rocks. Your healers keep the knights alive. They do not attack- they only defend. This should bring 2 or 3 of them up to level 3 (I always make them Paladins).
Meanwhile, the south attack force rumbles in with Dark Adepts, Blood Bats, and undead axemen. They will be in range of the rear of your line of knights by turn 7. Protecting your white mages and the line of knights should be 4 or 5 thieves, which excel at night fighting and are very evasive.
When the south force moves in, pull your Paladins out of the line of knights and take out the Dark Adepts first. Use the white mages to take out the Revenants. The thieves move around to backstab any other attack unit not killed. Back up with your knights, and move the remaining lancer into position to attack the south lich on turn 9.
After the south lich is dead (you do over 160 damage by day), organize your now disorganized horse, mages, and thieves into a line anchored on the left by the village just north of where you started (in the forest). Your northern attack force is closing in from the north and west, and the remaining corpses are crushed faster than they can be produced.
Bring in the northern lancer and attack the east lich on turn 10 or 11. Roll all your forces in line to the east, destroying the corpses and surrounding the east keep. It should be over by turn 11 with all enemies dead, about 60 gold remaining (doesn't matter- you get 200 at Gryphon Mt. anyway), and you have levelled up many of your characters. If played correctly, you should lose a few thieves and maybe an elf in your northern force.
"Imagine waking up in the morning and realizing that's as good as you're going to feel all day" - Dean Martin on sobriety.
you need to go way back. possibly even to the second level. gather some paladins, knights, grandknights elvish chapions, and captains. send the mounted units east and have them hold in a line formation. captain and a lot of fighter plus 1 healer go south in a circular formation. hold position about miday to the fort.
champions go with several mages a healer ortwo and fighters hold position before the end of the forest. any aditional gold goes into buying healers and fighters to help mounted troops who will be swarmed however, do not send them reinforcements for a few turns.
although this strat gives no early finish gold, you will win.
to get the higher level units i mentioned: save at the start/end of every turn if you lose a high level unit or one within 10 xp of leveling up load a save do this starting on like level 2
maybe I should attach a replay once I get home...
apparently replays cant bee attached...
champions go with several mages a healer ortwo and fighters hold position before the end of the forest. any aditional gold goes into buying healers and fighters to help mounted troops who will be swarmed however, do not send them reinforcements for a few turns.
although this strat gives no early finish gold, you will win.
to get the higher level units i mentioned: save at the start/end of every turn if you lose a high level unit or one within 10 xp of leveling up load a save do this starting on like level 2
maybe I should attach a replay once I get home...
apparently replays cant bee attached...
Oh no look out its a ray gun.
You should move to avoid the rays
the rays are coming out of the gun
if you are hit by the rays
you will be shot by the rays
the rays are fast so you should be fast to
can you win against the fast rays from the gun?
You should move to avoid the rays
the rays are coming out of the gun
if you are hit by the rays
you will be shot by the rays
the rays are fast so you should be fast to
can you win against the fast rays from the gun?
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- Posts: 98
- Joined: May 7th, 2005, 2:49 pm
- Location: France, Toulouse (next to)
I am usually able to defeat this one pretty easily on both easy and medium. However I am now stuck on trying to beat it on hard. I have a good army stored up but I only have 100 gold. Has anyone else beaten it on hard before?
Creater of the campaign, "Northern Rebirth"
Compleater of the campaign, "Son of the Black Eye"
Compleater of the campaign, "Son of the Black Eye"
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- Posts: 199
- Joined: May 26th, 2004, 9:38 pm
Hi,
I usually do this to win Valley of Death (easy&medium):
send Delfador, Kalenz, a Shyde and one/two units to level up in the forest in the west.
One white mage, avengers/heros/paladins, and something for cannon fodder to the south. I usually try to get the potions with scouts/knights and send them south too.
Konrad is going with lvl1 mages, when possible a white mage and something robuste to the north.
Lvl2 mages are send to the north, together with Konrad, and the south, to kill the enemy there.
On easy I am usually able to kill all three enemies, on medium I at least get the one in the south, level up some units and keep losses down.
When I try to defend in the castle, I am dead
I usually do this to win Valley of Death (easy&medium):
send Delfador, Kalenz, a Shyde and one/two units to level up in the forest in the west.
One white mage, avengers/heros/paladins, and something for cannon fodder to the south. I usually try to get the potions with scouts/knights and send them south too.
Konrad is going with lvl1 mages, when possible a white mage and something robuste to the north.
Lvl2 mages are send to the north, together with Konrad, and the south, to kill the enemy there.
On easy I am usually able to kill all three enemies, on medium I at least get the one in the south, level up some units and keep losses down.
When I try to defend in the castle, I am dead

I found this one fairly tough on medium, I finished it by holding the castle, and using mermen as a first line of defence in the moat, with a couple of healers in the castle. I had 368 gold, 1 druid, 1 white mage and 5 other level 2 characters (including a merman with the trident).Taurus wrote:I am usually able to defeat this one pretty easily on both easy and medium. However I am now stuck on trying to beat it on hard. I have a good army stored up but I only have 100 gold. Has anyone else beaten it on hard before?
I have finished it on hard, it is much more difficult with all 3 liches throwing wraiths at you, and also quite a few more chocobones around, which often kill full hp units in one attack. I had to change my tactics from medium difficulty, I had many attempts at attacking the different liches. Eventually I had success in killing the south-western lich, and holding off the rest of the undead from his castle. It must have taken me 15 to 20 attempts at least, just using this tactic. I had some luck in the final attempt, a single elvish infantry held one of the villages to the east against a wraith and zombie onslaught, eventually levelling up to champion. He kept about 6 wraiths busy till the end of the turns, who would otherwise have been enough to finish off the rest of the casle defenders.
I started with 398 gold, and my only high level units were an elven shyde, elvish druid and an elven marshal. I recruited a mix of elvish fighters and mages, a number of whom would become white mages during the course of the scenario.
I don't like to save partway through scenarios, I usually prefer to start the scenario again if I lose. I had to make an exception in the case of Valley of Death, in order to preserve my sanity

I'm fairly sure you won't complete it on hard with only 100 gold, maybe unless you have 5 Paladins, but it would be tough even then. With the best possible recruits, maybe you could do it with 200 gold. I'm more comfortable using 300 to 400 gold, and throwing in dozens of raw recruits. The trouble with using your high level units is that you will probably lose some of them, whereas the recruits are more expendable, and are likely to go up a level or 2 if they survive.
To get a lot of gold together, you need to finsh the crossroads scenario preceding it in good time, followed by the princess of wesnoth. In crossroads, I remember sending my army directly east to rush the orc leader ASAP. The money from that will help you finish the princess quicker also. It took a few trys, but I got an early finish eventually, and it makes your life in the valley of death a lot easier.
Hehe,you got some pretty tricky strategies:p i bought thieves and mermen for all my gold (and recalled a white mage and 3 level2 mermen) i barricaded my castle with mermen and go with one to get the holy water north east. I sacrificed a whole bunch of money and lvl1 st units but i didn't lost no lvl2 units
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edit: Now i work with "Scepter of fire" and :
1. i've got 200 gold at start
2. I can't beat the orcs

edit: Now i work with "Scepter of fire" and :
1. i've got 200 gold at start
2. I can't beat the orcs
Ouch, you know what, that is biiiiiiig trouble. I find that you need at least 400 gold to pass that level. What I do is send Li'ster ahead with the first group of dwarves, and then when my gold runs out I send Konrad in the other direction with another group. THis usually ends up with Li'ster getting the septre btw.Martinus wrote: edit: Now i work with "Scepter of fire" and :
1. i've got 200 gold at start
2. I can't beat the orcs
But mind you, I did beat it on medium before with only about... I think it was only 100-200 gold. What I did was recall my toughest most advanced dwarves and move as fast as I could in one tight group in one direction. It got pretty tough there but I did manage to beat it by the skin of my teeth.
Creater of the campaign, "Northern Rebirth"
Compleater of the campaign, "Son of the Black Eye"
Compleater of the campaign, "Son of the Black Eye"
Just a question, had anyone won this scenario with the 0.9.3 or later version in the hardest level?
Not that I tried too hard or in the previous versions, just today. But in this version there were these changes:
* decreased undeadfoot movement cost on mountains from 4 to 3
* decreased undeadfoot movement cost on hills from 3 to 2
* increased Bone Shooter meele attack from 5-2 to 6-2
* increased Bone Shooter ranged attack from 7-3 to 9-3
So if it was difficult before, now it is much more, and this may had provoked that previous tactics dont work anymore.
BTW sending a paladin to stop eastern army doesn't work, it does not even stand a turn. Zombies slowly hurt him and wraiths quickly finish him.
Not that I tried too hard or in the previous versions, just today. But in this version there were these changes:
* decreased undeadfoot movement cost on mountains from 4 to 3
* decreased undeadfoot movement cost on hills from 3 to 2
* increased Bone Shooter meele attack from 5-2 to 6-2
* increased Bone Shooter ranged attack from 7-3 to 9-3
So if it was difficult before, now it is much more, and this may had provoked that previous tactics dont work anymore.
BTW sending a paladin to stop eastern army doesn't work, it does not even stand a turn. Zombies slowly hurt him and wraiths quickly finish him.
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- Posts: 3
- Joined: July 31st, 2005, 7:28 pm
One little tactic I used on easy (0.9.3) should still work on harder difficulties. Send a grand knight to get the holy water to the north-west (super beefy paladin.) I ran him along the very western edge of the map and ran into no resistance. In in attack against the northwestern lich, my grand knight had an attack of 85-2 (yikes!)
since it was in the daytime. A single hit would kill, so that would settle the problem with the northwestern lich, unless you're unlucky, which can't be helped. Coupled with the southwestern rush, killing the eastern lich shouldn't be too difficult.

Donuts, is there anything they can't do? - Homer Simpson
Well, doing so you are wasting a unit to destroy a foe that is not going to attack you and all his forces are already on the way. And if I wasted a single unit I would have probably lost, I only had 230 gold.
Anyways I managed to win the scenario in hard by sending my troops to the south, still this was the first time I lose more than one veteran unit... actually I lost all of them but 2 or 3(my precious avenger, paladin, heroes, bandits...). And without moremirnu's help I would have been defeated in the turn 7. Yet at the end there were no remaining enemy forces so I could resist any number of turns.
Anyways I managed to win the scenario in hard by sending my troops to the south, still this was the first time I lose more than one veteran unit... actually I lost all of them but 2 or 3(my precious avenger, paladin, heroes, bandits...). And without moremirnu's help I would have been defeated in the turn 7. Yet at the end there were no remaining enemy forces so I could resist any number of turns.