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Downloads Home » Stronghold: Invasions » Mountain's Fist - The Healing - Resubmitted! (Map 9 in Saviour of Léugìm)

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Mountain's Fist - The Healing - Resubmitted! (Map 9 in Saviour of Léugìm)

Author File Description
File Details
Map Size: 400x400 (Large)
Difficulty: Normal
Made with version: 1.1

Other uploaded scenarios in the Campaign:

1. Mardonton - The siege
2. Bealaigh Hill -The Ambush
3. An Unlikely Saviour
4. The Lost Estate
5. Mountain's Fist
6. The Pilgrim's Progress
7. The City of Columbar
8. Ithélâ's Challenge

Mountain's Fist - The Healing

Map No.9 in The Saviour of Léugìm Community Campaign.

The Mountain's Fist
Short Description: Collect stone to rebuild the cracked walls of Mountain's Fist, as you need to survive yet another attack from Dayon. Recruit your army for the war, produce armors for your men. Mountain's Fist has been your shelter once, now it is time to see if its walls can protect you once more. But hurry!


You were drinking some tea and eating some biscuits, taking a break from your father�s story, when someone knocked on the door.

�It must be that darned tax collector again� � Said your father.

He slowly got up and walked to the door and opened it, revealing the person behind it. He was tall and bald, and slightly overweight. While you examined the person, you also saw your fathers� face, smiling.

�Aylma! So great to see you! I thought you were over at Irlim! � That�s a ki

ngdom north to Léugìm, son � Have you finished studying Irlims� plants and their magical purposes?�

�Hmm, not really. You see, there are pretty unpleasant people over there, you know. Sometimes they threw me rotten eggs or tomatoes just to make me mad� They didn�t let me work, so I decided to leave that horrible place and pay you a visit � Why, but we have another member of the family! Nice to meet you, young chap� � He shook your hand.

Your father indicated the really old Aylma to a seat, and gave him some tea and biscuits.

�So � Your Father started � Umm, no offence, but, what has kept you alive for so much years? When we freed these lands, you were pretty old enough��

�I suppose � answered Aylma � it�s all those green stuff I eat. When I was at Irlim, I tested myself, and ate almost every herb, vegetable or anything edible to see what would happen. Some of them were really good, and I included some in my daily meal. I guess some of these herbs really have some magic inside, �cause it kept me alive�

�Anyways � Spoke your father � I was about to tell my son here about those days when you were in charge of Mountain�s Fist while I looked for help from the Ice God. I was already coming back when you wrote me a letter about a second series of sieges to Mountain�s Fist, do you remember? I was going to give him another oldie letter, but I think it�s better for the man itself to tell the story�

�Yes, I perfectly remember those days� Good thing we have time in our hands�

- I don�t remember exactly the year� but who cares. Your father was coming back, allied with the Ice God� But my men only had moral support by that fact. Still, the ice army was on its way, while we were slowly repairing the great Mountain�s Fist, just in case another attack came along. I ordered the installation of many iron and stone camps. The iron would be used to make armour and swords, to re-arm my men, and the stone, to start a reserve of stone just in case another siege came along and we needed a quick repair of the walls...

Full story follows the zip. file.

Campaign Map

Click thumbnail pic to see 250k JPEG


Start by building 2 - 3 woodcutters, to get your wood income stabilized. Then start rapidly doing Dairy farms, and don't forget to supervise military productions.


    On Normal Setting:
  • Survive the attack at the end.
  • Lose if your Lord is killed, or when all villagers are killed.
  • Game starts June 1088
  • Game ends around July 1095

Author's Note

I apologize for the past event, the map wasn't fully playtested or thought out. I hope my new version is acceptable.

Zip Contents

- Map
- Story
- Mini map


Lord Michael I wrote the story; and playtested the map.
Also Thanks to: FroobaChoob for starting and organising the campaign;
Younghappy for taking over from FroobaChoob when he had to go offline;
Sir Ravenclaw for the campaign logo graphic;
Younghappy for creating all the campaign maps and submitting news articles;
SHH staff for posting up the news articles;
Ericgolf for the DL page template.
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AuthorComments & Reviews   ( All | Comments Only | Reviews Only )
Captain Diablo I will also update my review (of course!) to fit the new version if you choose to do so. : )

Edit: Also, if you think it's unfair of me to count off points for the stone cheat, just say so. I have a habit of scoring down if the player has the ability to cheat somehow, and maybe it's not fair.

[Edited on 01/14/08 @ 12:48 PM]

File Author
I've changed alot of things in the scripted events, making the playability and balance different... hopefully to the better...
One thing I should've had from the beginning that I've added, is that you actually rebuild the fortress, and now you more seriously recruit an army.

[Edited on 01/16/08 @ 08:51 AM]

The Hitman This is the aftermath of the 5th mission right?
younghappy You are correct! After the big seige in Mission 5, your fortress is damaged.

In mission 9 you have to rebuild and gather more goods and soldiers to hold off another attack.

(Have you downloaded the updated version of this mission yet?)

Have fun :)
Map Design4.5
Playability: 4.5
On to Chapter 9 in the Leugim series and after a few tweaks to the original version, Dougleass has addressed many of the initial concerns and produced a very good map. It takes the form of a basic invasion map, placing you at a distinct disadvantage as your defences are weak and army limited. Repairing the stone walls and replacing destroyed gatehouses from a previous chapter is one part of the pretty huge task that you face. Establishing a thriving economy focused on weapons production is a challenge in itself. Combined with the large and very potent invasion towards the end, this all adds up to a very busy and hectic scenario. There is so much to do that boredom is never a factor and it was pleasing to see the minimal use of events, which would only distract from the game in hand. Thoroughly enjoyable.

Balance: 4
Much better than the original. I made a point of not destroying certain pathways or castle structures to confuse the AI, allowing them to attack in the way that the map was intended. This resulted in a challenging scenario towards the end. Crossbowmen are probably the most important unit to you and using smaller groups of pikemen to hold up the attackers whilst my crossbows fired away was a good tactic. The castle design is such that the AI will work towards two main attacking points - the main entrance and the smaller gatehouse to the west of the keep. It is difficult to work out which entrance they will take and therefore cover is needed. This means moving troops from location to location is necessary, adding to the challenge of the scenario. The AI attacks well, with force and purpose, although I did encounter a few problems with the enemy pikemen destroying certain stone walkways and therefore cutting off their route to the keep. The intricacy of the castle is probably to blame, combined with my tactics of forcing the attacking AI to fight at selected points of my choosing. In addition to this, managing your economy takes a bit of careful planning and with limited goods to sell at the marketplace, you can either carefully sell surplus stock or take a risk - place 'good things', tax heavily and generate gold that way. This isn't necessarily the best approach as vital weapons manufacture is reduced to a bare minimum as workers decide to take the rest of the day off! Either way, a fair challenge and it took me two attempts using different tactics and approaches before I won.

Creativity: 4
The creativity found within this map is largely due to the design of the castle and the modelling of the walls to produce bespoke towers and platforms. The story and instructions element also helps to boost this area. The map itself still relies heavily on the basic invasion scenario. There's nothing clever or overblown here, just a very well designed, well modelled and well thought out scenario.

Map Design: 4.5
Very good in parts. I love the castle design, as suggested above. The use of walls and stairs to produce bespoke towers has resulted in a very ornate and unique castle structure, giving the appearance of depth rather than just a keep with walls. I love the appearance that parts of the castle could have ben carved out of the solid rock (maybe this is just me using my imagination..) and the feel of a settlement tucked into the hillside is very apparent. The surrounding countryside is equally well designed and despite the bleakness and lack of any life, it resembles a wild and unoccupied landscape. It's just a shame that large parts of the map aren't used, but I acknowledge that this is secondary to the function and purpose of the map. There are some nice little touches around the inner stockpile with lowered palisade walling.

Story/Instructions: 5
The story has been the backbone for the maps in this series and chapter 9 develops nicely. By concentrating on telling the story in this way - literally someone relating a story to a captive audience - the scene is set very well and it is an approach that works in my opinion. In fact, the story is absolutely essential reading before you even begin to play the scenario as there are always clues contained within it to give you some idea how the map is likely to unfold. Good use of instructions, simple but adequate and the continued thread in the forums ensures that this remains a campaign that everyone can enjoy.

Additional Comments:
Another fine instalment in the series!
File Author
Thanks alot for the review Sulis! I think everyone involved in this campaign greatly appreciates all the reviews you've done!
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