Defender’s Quest: Valley of the Forgotten (DX edition) Guide

The God-King Walks Again (New Game+, Extreme) for Defender's Quest: Valley of the Forgotten

The God-King Walks Again (New Game+, Extreme)

Overview

A partial solution (some details omitted) to the final level of Defender’s Quest (HD Version). Prior to this guide, available solutions were applicable for the original version of DQ or were not thorough enough to follow. As such, this guide serves as a balance between the two.

Party Setup

Azra:
Book of Blood and Slow End.

Azra’s skills and the names of all the recruits:

Berserkers:
Two damage dealers (Slak and “Boost5”):

Three Ragers:

Probably doesn’t matter: One half-and-half (Max Boost Level 4, a.k.a. “Boost4”)

Knights:
Four Knights which max out at Boost Level 2, one of which is given the Commander of Legions+ (Knock Back Sword):

Knight with Edge of Order+ (Stun Sword):

Probably doesn’t matter: “Boost3” Knight. Similar to the Boost Level 2 Knights except with 9 points into Counter.

Rangers:
Four damage dealers:

The archer with Warlord’s Triump+ (Poison Bow) is similar, but with 9 points in Poison Shot (so 5, 6, 9, 6, 6 in top row).

The archer with Captain’s Warbow+ (Armor Pierce Bow) is similar, but with 9 points in Piercing Shot (so 6, 6, 9, 6, 6 in top row).

Ice Mages:
Three Ice Mages which are intended to max out at Boost Level 3 (all nines with 5 in Ice Splash and 1 in Blizzard):

Two Ice Mages which are intended to max out at Boost Level 4 (all nines with 3 in Ice Spear and 3 in Blizzard).

Important: One Ice Mage with the Worm Staff is built with full damage (all nines with 3 in Chill and 3 in Freeze).

Healers:
Healers are simple. All the healers are built the same:

Dragons:
Five Dragons* which are intended to max out at Boost Level 2, but have points into Roar just in case there’s spare Psi to spend:

Probably doesn’t matter: One Dragon with focus on Damage (all nines with 1 in Hallatosis, 4 in Fire Breath, and 1 in Fatten Up)

*In my screenshots I have one called “Boost4” but that Dragon might as well be built like the ones labeled “Boost2”.

Map Setup

It’s possible to place a lot of recruits from the start of the level and then upgrade a couple of them as needed.

The following level ups can be made immediately: Knights, Ragers and Ice Mages adacent to Blue and Yellow boosted to level 2. All Archers boosted to level 3, except for the one to the right of the boss, which should be boosted to level 5.

Wait until the first wave to hit to boost the Healer to level 5 (the one located between the two Ragers). Also wait for the first wave to hit to boost Azra to level 4.

When the third wave hits (coming down the center), boost the two Knights and the two Ice Mages.

Below is the setup before the start of Wave 6:

Various Remarks

1) Until comfortable (up until about Wave 15), keep all defenders from attacking the boss by toggling the “Target BOSS” button under the targeting options (skull icon).

2) It is generally unnecessary for Azra to use any spells. Zelemir’s spells should be more than enough. There is the rare occasion for Azra to use Pushback and/or Dragon Fire. Lightning should be avoided, because using it will decrease Psi gained from enemies.

3) The following was my setup by the time Wave 22 hit. At this point I was comfortable toggling various archers onto the boss and assigning spare recruits directly onto the boss. In any case, you can study the differences between this state of the game and the previous screenshot. One important difference, is the amount of defense dedicated to quickly eliminitating the Serpent+ (“river worms”) which rush down the river on the left side when a Fetid Corpse+ (“blue blobs”) is defeated. This is alleviated by placing an Ice Mage near the Red Spawn to slow the Fetid Corpse+ and defeat it before it even gets to move two or three tiles.

4) It’s helpful to monitor whenever a Cultist Priest+ spawns. When a Cultist Priest+ spawns, you can save your Berserkers from dying by toggling their attacks off (click on each attack and it’ll be grayed out). In some circumstances, you can choose targeting options which will allow the Berserker to attack an enemy other than the Cultist Priest+ (e.g., “Target WEAKEST”).

Acknowledgments and Notes

This video was a starting point: [link].

I continued searching when I wasn’t able to defeat the level using it (apparently the HD version of the level was slightly different). Regardless, it was definitely the inspiration for several builds and strategies. Similarities: centralized forces, two Ragers and an Inspire Healer in the center. Differences: general strategy, starting defenders, and distribution of Psi.

I tried the setup found here[discourse.leveluplabs.com] and eventually I took a more natural approach and my own solution evolved organically from dealing with each wave. However, my eventual solution took several elements from the linked setup. Similarities: position of Poison Bow Archer, using Envi Berzerker to protect Azra, position of Armor Pierce Archer, position of Worm Ice Mage, and approximate position of Knights in Green lane. Differences: centralized forces, different priorities.

At any rate, it would have taken me much longer to complete the level without the help of those two sources, so thanks!

Of course, I decided to make this guide as a way of paying it forward. Hope it helps!

Remark: I would consider adding more details if necessary. But perhaps, like what I did with the above resources, a player reading this guide would use it as a starting point for his/her own solution.

SteamSolo.com