Rise of Wesnoth: Temple of the deep: Difficulty issue

General feedback and discussion of the game.

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muxec
Posts: 119
Joined: September 21st, 2004, 5:02 pm

Post by muxec »

Maybe pair of woses at the beginig could solve the difficulty issue. Or better 2 free lvl 2 woses.
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rezaf
Posts: 99
Joined: August 1st, 2005, 6:02 pm

Post by rezaf »

I'm glad I decided to play this campaign on Easy. The difference to normal must be vast. I had no problem at all doing this mission with a small number of units, of which only four actually did any fighting, except a single charge and a few defensive strikes the Knight that comes for free did against the sea monsters.
Blockaded the narrow caves with a Bandit, Burin and Prince Haldric, backed up by a single White Mage.
And I didn't even pick up the holy water.

If Normal is that much harder (which I don't doubt, judging from my experiences with HttT), it should really be toned down a bit.
rezaf

"This pisses me off!"
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unsung
Posts: 708
Joined: May 15th, 2005, 5:54 pm
Location: Raging somewhere..

Post by unsung »

skelotons can cut woses down easily.
it makes it too easy to give multiple level two units to people like that.
recruiting level one woses in that scenario could work, or just increasing the turn limit by either half again, or by a quarter.
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?
anatelos
Posts: 37
Joined: November 4th, 2005, 2:17 pm

Post by anatelos »

The dwarf (Burin?) doesn't need the holy water. Give it to a quick Royal Guard or Swordsman - this exercise will level him up.

Then - await them "in the Termopylae": there are two points where they come one by one, and what dwarf/swordsman don't finish up give to some mage. Again, quick ones appreciated.

It's straightforward to do without any losses.
Glowing Fish
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Post by Glowing Fish »

Maybe pair of woses at the beginig could solve the difficulty issue. Or better 2 free lvl 2 woses.
Woses have a movement of one in caves.
Don't go to Glowing Fish for advice, he will say both yes and no.
Beleth
Posts: 240
Joined: October 11th, 2005, 6:22 am

Post by Beleth »

Glowing Fish wrote:Woses have a movement of one in caves.
OMG!

*runs off to idea forum*

We must have quick Woses!

*checks that quick Woses would still have movement one in caves*

Nevermind...

;)
im the one you think of
Posts: 104
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Location: portsmouth, u.k.

Post by im the one you think of »

2xGrand knight (bad at this mission no holy dammage)
2xWhite mages (one of them loyal shows at the beginning)
1 Paladin
1 Knight (loyal free)
2 Marksman
1 Mage near levelup
1 Thug near levelup

give a grand knight the holy water and send him to the leftsend the paladin rightback each one up with a white mage (what do you mean marksman thats elves)level the mage into red and use it to weaken revenants for things like thugs and footpads to kill. i found this level easy but i had 3 white mages 2 paladins 3 shock troopers the dwarf and sir whatever his name is about to level into paladin
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Sly
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Post by Sly »

I waited for them at the bridges with the 3 Heavy Infantry (one had already leveled), the Dwarf, 2 outlaws and 2 white mages, when he was running short of units, I ran for the lich and killed it with a silver mage backed by a white mage (very high resistance to cold, and fire damage ... ;-)
unsung
Posts: 708
Joined: May 15th, 2005, 5:54 pm
Location: Raging somewhere..

Post by unsung »

I actually played through this yesterday fo rthe first time since the other time... . I feel it's now too easy, I like not havin ga 1-4 hour battle on my hands, but now it goes a bit too fast.
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?
emax
Posts: 1
Joined: December 13th, 2005, 1:51 pm

Post by emax »

I've been struggling on Clearwater Port for some time now. I'm wondering if it's even possible to get any of the bonuses with what I've got:

I can make the first ship but was wanting to hold out for the bonus.

100 gold!!! (ate through it on the preceding underground level)

Haldric is 1 pt away from level 3
Loyal Knight
Outlaw Princess
Loyal Dwarvish Lord
Grand Knight
Royal Guard
Bandit
Javileneer
2 x Shock Trooper
2 x White Mage
2 x Rogue

I tend to take the island and send some heavy units north to block the bottleneck in the water and sit the rest on the fort walls to defend. I get overwhelmed every time!

Any tips or do I need to go back a level or two to get more gold (I started Temple of the Deep on 399 gold). I'm playing on Medium difficulty too.

Cheers
unsung
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Joined: May 15th, 2005, 5:54 pm
Location: Raging somewhere..

Post by unsung »

1: Replay the cave. You need more gold.

2: Do NOT sit on the walls. Advance forqwrad and slay the orc toward sth ebottom of the map with a large force, and send you Shock troops/maulers to support the ai in the center.(if you hav ethem if not, redo the campaign -they are very usefull.)

leave a group of spearmen to hold th ebay itself, or advance to th eopposite side and hol dnear the lighthouse- probably a bad Idea, but I haven't tried it yet.


Anway, once you kill the first leader, head upwards and kill the center leader and his men. The final one often has his men far away and can't defend himself very well.
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?
Becephalus
Inactive Developer
Posts: 521
Joined: October 27th, 2005, 5:30 am
Location: St. Paul, Minnesota, USA, Earth

Post by Becephalus »

I didn't find this map particulalrly dificult after the first try. Like everyone said the dwarf and bandits are your friends, as are white mages. As for the person who had 13 lvled up cavalry units. You shoudl be aware that such specialization will lead to disater. That is one of the reasons these types of scenarios are included. Personally I try to have two lvl 3 versions of each unit. Not only will it keep you in good stead through a variety of missions, but you will generally be more effective even on regular maps if you understand damage types and resistances.
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TuxThePenguin
Posts: 23
Joined: September 8th, 2005, 7:06 pm
Location: York, England

Clearwater port

Post by TuxThePenguin »

Clearwater port can be done relatively easily with 100 gold on medium difficulty if you have
The Dwalf (2nd level or better)
3 white mages (or better)
the loyal horseman


buy 2 footpads and send them with the horseman down to the bottom island they sould be able to take the two troops that intercept them and grab the 3 houses for big income

use the princess to take all your teammates houses (he buys crap and doesn't help much after turn 6) then retreat her behind the line.

send one white mage behind the dwalf into the water at the top of the island to hold off purple. you can later augment him with a spearman when burin gets hurt

buy as little as possible for the first 6 days or so (you sould be making 13 gold a day or so) when most of your allies troops are dead buy spearmen to hold the line during the day and poachers for the night. with the white mages behind the line healing it is doable.

even if you use all your money to buy replacement spearmen and poachers as lond as you move your boss up to the top of the island you can get to the 3rd boat on the first day it arrives and you get big money.

Yours
TuxThePenguin
ciristhan
Posts: 2
Joined: February 24th, 2007, 12:37 am

Post by ciristhan »

I just searched this forum for hints on the 'Temple of the Deep' scenario - and I found so many helpful hints. Thanks a lot!
Especially the idea of using thugs (and thugs, and thugs) and a white mage was brilliant. Before coming across this strategy I had screwed up this scenario three times and was entirely clueless!
Imp
Posts: 317
Joined: January 8th, 2007, 10:56 am

Post by Imp »

You should put that guide in the wiki walkthrough, Tux!
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