This guide was submitted by waterfly. Thanks!
Death 1: A rock-solid defensive strategy (plus saves)
Not many in our Gamers community speak up for a more defensive strategy in the campaign or in winning scenarios. Death 1 is one of the hardest scenarios to win, so dont wonder if you are having trouble here.
I will give some hints and advices here and will provide a few saves (death1.zip), so that you can conclude and benchmark progress and other details from it.
Wizard starting skills:
If you win a Day with a hurried production because of the cheering populace and you end up having not enough gold for the next building, you should Build Housing in your capitol to really max it up or sell a structure you will not need anymore (Barrack won't ever be used when you have the war hall, wooden wall is useless with stone walls etc.)
Day 2/3: You can recruit the troops on the road on Day 2 (or 3) and walk them down the road towards the windmill. Halflings will attack you, but can be defeated.
Day 4: The Wizard captures the Life Node and the windmill is captured by the troops. Your Wizard goes back towards the city that can be reanimated on Day 6, but only close enough to cast, since he will lead the battle for the resource heap south of that city. I send one Zombie on a long and slow journey capturing resources in the East - another catalyst can be found on Day 12 (to hurry merchant)
Day 6 (Save=d1_6.cbf): My wizard reanimated the city and ended the turn at the production heap, but waiting for the Vampir from that city to join the battle and the undead swordsmen too. A research catalyst was found and used for research. Only 2 days towards Expander now. I started building a war hall first (you have 50 production point => 3 day)
Day 7: There are 2 difficult battles with indies in the game, this one for the production heap and the battle against the Rogues guarding the area of the other one. You shouldnt loose the Vampire but come out with a new recruit (I got an Orc Rider and Swordsmen). You need to use the production queue trick and fill the queue up with all things you dont want to get from the heap. You will need to build the Wizard Tower first, and use the second one the Master Guild. Why? it might be that your Wizards dies in the next battle against the 3 rogues, but that isnt of any consequences, since you dont use unit spells and your fame cannot help you to recruit heroes in this scenario anyway.
Day 8: With Expander researched you can reseach enchant weapon now (1 day)
Day 9: Captured the other resource heap (Master Guild) and positioned the available troops to be attacked by the 3 Rogues on their turn. Building a wooden wall (you have 60 production point => 1 day)
Day 10 (Save=d1_10.cbf): I lost my Wizard on the Rogue-attack but recruited one of them with my Vampire, the Wizard turns up fully healed at his tower and advances with all other troops on the halfling city.
Day 11: Captured the Halfing city, loosing a swordsmen but again recruiting another Rogue. Your Vampire is the most important unit, so you dont want to loose it. By now the Vampire has a gold medal and enchant weapon on.
Day 12: Production: Black priest
Day 13: Captured the next Halfing city
Day 14 (Save=d1_14.cbf): Captured the production heap close to the halfling city. Here comes another "secret" expert trick. You can send the production heap towards your capitol using the queue trick, even if there are cities in between, IF you can fill up the queue of that cities so that there is nothing left to be picked :)
Day 15: Contact with Meandor! The surviving army of 2 rogues, Vampire, Orc Rider and Wizard is joined by the first priest and retreats in orderly fashion towards the halfling town (I started migrating then, since I did animate ruins in the other site and wanted to use the casting points elswhere.
Later I got all structures necessary to build Reapers, and those guys made the real difference. Their life stealing makes it possible to take on stacks of low or medium level units alone. The floating will enable a save approach on mountains.
Later saves from Days (22,30,40,51,65)
Further Research: after Merchant
Of course there are plenty of TC battles against Meandor to come :)
Good luck with those!
Age of Wonders II Heaven Copyright © 1997-2004 HeavenGames LLC. All Rights Reserved. Written permission is required if you want to use any materials published on this website for use on your own website, in its original form, or translated into other languages.