Temple in the Deep
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Temple in the Deep
Hi,
I'm having trouble passing through the temple of the deep. I can usually take out the revenants and the bone shooters, but every time my unit dies it gets converted into those ghouls which have a nasty poison attack. I guess I could fend them off and eventually finish them all, but I run out of gold. I have about 500 gold to start with.
Oh yeah, I lost 2 white mages in the scenario with the three orcs and their evil poison assasins and so I have only one left which isn't that effective
I am sad 
I'm having trouble passing through the temple of the deep. I can usually take out the revenants and the bone shooters, but every time my unit dies it gets converted into those ghouls which have a nasty poison attack. I guess I could fend them off and eventually finish them all, but I run out of gold. I have about 500 gold to start with.
Oh yeah, I lost 2 white mages in the scenario with the three orcs and their evil poison assasins and so I have only one left which isn't that effective


A warrior may die a thousand deaths,
An empire dies but one.
An empire dies but one.
- Elvish_Pillager
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Lots of people have trouble with this one. My advice: Use a lot of thieves/footpads, fight at the pinch points until there are no enemies left, and never put a unit at the pinch point if it's not at or near full HP.
It's all fun and games until someone loses a lawsuit. Oh, and by the way, sending me private messages won't work. :/ If you must contact me, there's an e-mail address listed on the website in my profile.
Tips are:
1) save all 3 heavy infantry in scenario 2
2) get Burin in scenario 3
3) take the road through the swap of Esten(the river road), not the midlands You should be able to level many mages there, also horsemen
4) Do not lose mages in the oldwood-use bowmen and thieves, maybe even spearmen and use mages only to make the kill and level them
5) give Burin the holy water in TotD
6) do not recruit and grand knights , definitely no bowmen there, Paladins at most
7) Use Burin and the Iron Maulers as a wall with your healers behind them
at the pinch points. The scenario is not that hard then! The point is try NOT to lose ANY units(you should not hae to, at least till you get to the lich
Even there, do not charge reclessly, get all your units in range first.
1) save all 3 heavy infantry in scenario 2
2) get Burin in scenario 3
3) take the road through the swap of Esten(the river road), not the midlands You should be able to level many mages there, also horsemen
4) Do not lose mages in the oldwood-use bowmen and thieves, maybe even spearmen and use mages only to make the kill and level them
5) give Burin the holy water in TotD
6) do not recruit and grand knights , definitely no bowmen there, Paladins at most
7) Use Burin and the Iron Maulers as a wall with your healers behind them
at the pinch points. The scenario is not that hard then! The point is try NOT to lose ANY units(you should not hae to, at least till you get to the lich
Even there, do not charge reclessly, get all your units in range first.
Tips are:
1) save all 3 heavy infantry in scenario 2
2) get Burin in scenario 3
3) take the road through the swap of Esten(the river road), not the midlands You should be able to level many mages there, also horsemen
4) Do not lose mages in the oldwood-use bowmen and thieves, maybe even spearmen and use mages only to make the kill and level them
5) give Burin the holy water in TotD
6) do not recruit and grand knights , definitely no bowmen there, Paladins at most
7) Use Burin and the Iron Maulers as a wall with your healers behind them
at the pinch points. The scenario is not that hard then! The point is try NOT to lose ANY units(you should not hae to, at least till you get to the lich
Even there, do not charge reclessly, get all your units in range first.
1) save all 3 heavy infantry in scenario 2
2) get Burin in scenario 3
3) take the road through the swap of Esten(the river road), not the midlands You should be able to level many mages there, also horsemen
4) Do not lose mages in the oldwood-use bowmen and thieves, maybe even spearmen and use mages only to make the kill and level them
5) give Burin the holy water in TotD
6) do not recruit and grand knights , definitely no bowmen there, Paladins at most
7) Use Burin and the Iron Maulers as a wall with your healers behind them
at the pinch points. The scenario is not that hard then! The point is try NOT to lose ANY units(you should not hae to, at least till you get to the lich
Even there, do not charge reclessly, get all your units in range first.
- Elvish_Pillager
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But they're lawful...santi wrote:1) save all 3 heavy infantry in scenario 2
Yes, Burin is a must-have.2) get Burin in scenario 3
I went to the Midlands and got lots of gold and levelled horsemen.3) take the road through the swap of Esten(the river road), not the midlands You should be able to level many mages there, also horsemen
It's all fun and games until someone loses a lawsuit. Oh, and by the way, sending me private messages won't work. :/ If you must contact me, there's an e-mail address listed on the website in my profile.
- Elvish_Pillager
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That's why he doesn't use his army. He uses the Wesfolk instead.santi wrote:-But they're lawful??? So is supposed to be all of haldric's army
It's all fun and games until someone loses a lawsuit. Oh, and by the way, sending me private messages won't work. :/ If you must contact me, there's an e-mail address listed on the website in my profile.
Wesfolk are chaotic which is why the fight much better underground.
Pravin, Shade is planning on tweaking that level to make the ghouls a lot less of an issue. When i played I had to keep reloading until i didn't lose a single unit.
My suggestion is to kill the tentacles (probably with mages or other heavy hitters). I ran across the bridges and got my ass kicked by the undead, so I ran back to the southern shore of the lake and held my position there. The southern shore was a great defensive position becuase the undead went across the lake, and when they were standing in shallow water they couldn't defend so it was easy to kill them with mages and especially the heavy infantry from level 2.
Impact attacks help, so do lots of white mages. The outlaws chief and thives/rogues were also useful. But this level should get easier in future versions.
Pravin, Shade is planning on tweaking that level to make the ghouls a lot less of an issue. When i played I had to keep reloading until i didn't lose a single unit.
My suggestion is to kill the tentacles (probably with mages or other heavy hitters). I ran across the bridges and got my ass kicked by the undead, so I ran back to the southern shore of the lake and held my position there. The southern shore was a great defensive position becuase the undead went across the lake, and when they were standing in shallow water they couldn't defend so it was easy to kill them with mages and especially the heavy infantry from level 2.
Impact attacks help, so do lots of white mages. The outlaws chief and thives/rogues were also useful. But this level should get easier in future versions.
I'm not sure Westfolk are needed in ToTD. Yes, they are chaotic, but generally they have fairly low HP and we want to prevent ghouls. I am also not sure(haven't played it recently though) it needs rebalancing.
Also, letting the undead enter the pool is a good strategy, but it also wastes time, since your army is not especially fast down there.
Like I said, a white mage plus a mage of light, one on each side side,
plus 2 iron Maulers with a Paladin and a red mage on one side,
an iron Mauler, Burin and a Paladin on the other side was enough to
push my way through with no casualties. Ligher units on the bakc, like ordinary mages just finished off any heavily wounded undead as the
frontline was moving forward.
Westfolk are extremely useful in the Oldwood though(along with bowmen)
Also, letting the undead enter the pool is a good strategy, but it also wastes time, since your army is not especially fast down there.
Like I said, a white mage plus a mage of light, one on each side side,
plus 2 iron Maulers with a Paladin and a red mage on one side,
an iron Mauler, Burin and a Paladin on the other side was enough to
push my way through with no casualties. Ligher units on the bakc, like ordinary mages just finished off any heavily wounded undead as the
frontline was moving forward.
Westfolk are extremely useful in the Oldwood though(along with bowmen)
- Elvish_Pillager
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True, but even a Thief can't be killed in one turn except by a lucky Revenant. Thus, very few units will die. (On the other hand, too few and your line will break and you will lose. You need a lot of Wesfolk. Good thing the Lady isn't there to complain.)santi wrote:I'm not sure Westfolk are needed in ToTD. Yes, they are chaotic, but generally they have fairly low HP and we want to prevent ghouls.
It's all fun and games until someone loses a lawsuit. Oh, and by the way, sending me private messages won't work. :/ If you must contact me, there's an e-mail address listed on the website in my profile.
Sorry, I didn't use the lady outlaw, I upgraded a footpad to an outlaw, and found that the outlaw was very useful with it's strong impact attack.
Not being as good as others I had no mages of light or paladins, both of which would have been useful. Remember at an given level people will have very different armies, and I couldn't upgrade my units that fast.
Edit: Speaking of outlaws, aren't the totally better than bandits? They have better defense, better movement and a ranged attack. This makes the Footpad->Outlaw chain much better than the Thug->Bandit chain, since I don't find thugs that useful anyway.
Not being as good as others I had no mages of light or paladins, both of which would have been useful. Remember at an given level people will have very different armies, and I couldn't upgrade my units that fast.
Edit: Speaking of outlaws, aren't the totally better than bandits? They have better defense, better movement and a ranged attack. This makes the Footpad->Outlaw chain much better than the Thug->Bandit chain, since I don't find thugs that useful anyway.
Thanks for all the suggestions. I'm replaying the entire campain. This time I'm going to focus a lot on mages. I usually get my archers upgraded as i find them good general pupose units (I think this is a result of playing too much with elves), but I realise they are terrible in certain situations.
I find the level-3 thief (dont remember what its called) and the level-2 footpad to be decent wesfolk units. Level-3 thief has a poison attack while the footpad has both short and long range attacks and a good movement and defence over various terrain.
I find the level-3 thief (dont remember what its called) and the level-2 footpad to be decent wesfolk units. Level-3 thief has a poison attack while the footpad has both short and long range attacks and a good movement and defence over various terrain.
A warrior may die a thousand deaths,
An empire dies but one.
An empire dies but one.
Yes, I have tweaked it
Yes, I have tweaked it. The change is in CVS. As a footnote, the much maligned thug/bandid does well in this level (if you have them). They're dirt cheap, chaotic, and have blunt weapons. If you didn't take the branch that gives you the thug/bandids, use your maulers (if you have those) or any unit that has the word 'white', 'light', or 'pal' in it
This level will be suitably easier in .8.2.

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