FAQ/Strategy Guide - Guide for Age of Empires: Mythologies
- Cheats |
- Unlockables |
- Hints |
- Easter Eggs |
- Glitches |
- Guides
Scroll down to read our guide named "FAQ/Strategy Guide" for Age of Empires: Mythologies on Nintendo DS (DS), or click the above links for more cheats.

__ ______ _ /\ / _| | ____| (_) / \ __ _ ___ ___ | |_ | |__ _ __ ___ _ __ _ _ __ ___ ___ / /\ \ / _` |/ _ \ / _ \| _| | __| | '_ ` _ \| '_ \| | '__/ _ \/ __| / ____ \ (_| | __/ | (_) | | | |____| | | | | | |_) | | | | __/\__ \ /_/ \_\__, |\___| \___/|_| |______|_| |_| |_| .__/|_|_| \___||___/ __/ | | | |___/ |_| __ __ _ _ _ _ | \/ | | | | | | | (_) | \ / |_ _| |_| |__ ___ | | ___ __ _ _ ___ ___ | |\/| | | | | __| '_ \ / _ \| |/ _ \ / _` | |/ _ \/ __| | | | | |_| | |_| | | | (_) | | (_) | (_| | | __/\__ \ |_| |_|\__, |\__|_| |_|\___/|_|\___/ \__, |_|\___||___/ __/ | __/ | |___/ |___/ _ _____ ____ _ _ _____ __ __ | | |_ _/ __ \| \ | | __ \ \ \ / / | |__ _ _ | || | | | \| | | | |_ __ __ _ __ _ ___ _ __ \ V / | '_ \| | | | | || | | | . ` | | | | '__/ _` |/ _` |/ _ \| '_ \ > < | |_) | |_| | _| || |__| | |\ | |__| | | | (_| | (_| | (_) | | | |/ . \ |_.__/ \__, | |_____\____/|_| \_|_____/|_| \__,_|\__, |\___/|_| |_/_/ \_\ __/ | __/ | |___/ |___/ ASCII Generator by www.network-science.de/ascii/ ======================================== Introduction ======================================== Age of Empires: Mythologies is a Turn Based Strategy game for the DS by PlayTHQ. (http://us.playthq.com/us/game/4876) This Strategy Guide is by me, IONDragonX as I'm registered on GameFAQs. As of January 30, 2009, This is a copyrighted document with all rights reserved, so if you want to use some or all of it, you must get my permission. If you must email me, I'm on Netscape d-o-t net. ======================================== Strategy Guide V 1.0 ======================================== The purpose of this Strategy Guide is to teach readers all that I know about this game and how to play it. All of the information within has been researched my myself by simply playing and making notes. The strategy tips within are my personal suggestions on what I think works. I do not claim to know all the possible strategies so there are infinite ways to play this game and win. This is not intended to be a Walkthough of every Mission and Map but should be a tool to help you along the way. ======================================== Table of Contents ======================================== Strategies and Info CH1 - For New Players and Tips You Might Not Know About CH2 - Terrain and Buildings CH3 - Ages, Bonuses and Hidden Math Egyptian CH4 - Egyptian Gods, Heroes and Units CH5.X - Egyptian Campaign Greek CH6 - Greek Gods, Heroes and Units CH7.X - Greek Campaign Norse CH8 - Norse Gods, Heroes and Units CH9.X - Norse Campaign Scenarios CH10.X - Egyptian Scenarios CH11.X - Greek Scenarios CH12.X - Norse Scenarios CH13.X - Underworld Scenarios Appendices CH14 - Achievements, Relics and Unlockables CH15 - The AI, Cheating and Bugs For you to use the Find function (CTRL-F) you need only select the chapter code. For the Campaigns, replace the X with the mission number that you want. The scenarios are not all unlocked at first and each location has six. ======================================== CH1 - For New Players and Tips You Might Not Know About ======================================== For New Players ---------------------------------------- Welcome, New Player! I hope that you enjoy the game as much as I have. Read the manual and play the Single Player Tutorial to get a small idea on whats ahead. The first four or five Egyptian Campaign Missions kind of continue to tutor you but below are some things I think are most useful. Age of Empires: Mythologies for the DS is a Turn Based Strategy game on square grid maps. There are many other games in this genre, so if you are familiar with them, you can skip this section. The squares on the maps are called tiles and they all have terrain or buildings on them. A tile can also have a unit on it. Your units can move onto all of your buildings and most of the terrain. Its important to use the terrain to your advantage but I'll cover that later. Retrain yourself to think in 90 degree angles. Units can't move or attack diagonally. Even ranged attacks have their distance calculated in right angles. L button: Hold this down and the map appears in the top screen. It may appear black if you haven't explored it. It also lets you scroll the map quickly. R button: Press this to cycle through units that haven't acted yet. Y button: Press this to bring up a detailed screen about the unit or building. Look at the upper screen. Its job is to display information about the selected tile. If there is a unit there, it will be displayed on the right with its player's color behind it. If there is no unit, your God or Gods will be on the right. The roman numeral in the center is the Age that you are currently in. (I, II, III, IV) The higher the Age, the more advanced your culture is. The current turn is displayed below that, next to the hourglass. The terrain or building of the selected tile is on the left. The tallies on the bottom are your Food, Gold and Favor that you have collected. The bottom right numbers are your current and maximum Population. That means the number of units that you have, not including Villagers, Architects and Ox Carts. Your Buildings heal your units, if they are on them, about 20% of their max health at the start of each of your turns. Your Heroes regenerate about 5% of their max health at that same time no matter where they are. Pay close attention to the class of your units. The Strong bonuses and Weak penalties of class vs. class will heavily tip the balance of combat. Tips You Might Not Know About ---------------------------------------- There is a maximum Favor of 100. Any more that you earn a turn is wasted. When the cursor is over a unit, even an enemy, you press B to display, in red, all the tiles that it could attack with one turn. This helps so you can stay out of its range if you have to. When you have a unit that can build selected, tiles that can be built upon flash blue. Egyptian Heroes can build Mills, Mines, Farms, Mine Shafts and Obelisks. You can play the game much faster if you turn the combat animations off in the Options menu. You can also turn off the movement animations if you want. However, If you do the latter, you might lose track of where the AI has moved. There are bugs in the game and the AI cheats. See CH15. ======================================== CH2 - Terrain and Buildings ======================================== Terrain ---------------------------------------- Plains Road Hills Forest Def - Def -10% Def +10% Def +20% Move 3 Move 2 Move 4 Move 4 Sight +1, Range +1 Can hide a unit Any of the above tiles could have a Settlement, Food or Gold on them. They allow you to build Town Centers, Mills and Mines respectively. Ruins Bridge Desert Mountain River/Ocean Def +10% Def +10% Def - Cannot be entered Cannot be entered Move 4 Move 2 Move 3 Blocks sight Extends sight A unit will not display the change of Defense but I can confirm that it is applied. The Move listed is how many movement points it takes a unit to enter the tile. Using the Terrain is a major part of the game. Hills, Forest and Bridges defend your units. Roads and Bridges allow fast movement. Adding to that, your buildings also allow fast movement so use them to move reinforcements. Think in squares. Units are not allowed to move or attack diagonally. You can make movable walls with your front line troops to protect your more vulnerable units behind them. Forests ---------------------------------------- As long as the Fog of War is present, you must master the cover of Forests. While hidden, you can only be seen by an enemy adjacent to you. This prevents attacks until you are seen. This is great for Archer units because you can attack other Archers without fear of being counterattacked. During the enemy's turn, they can only move toward you then stop because the Fog of War is only cleared after their action is done. Try to keep units in Forests if all else is equal. It can save you from moving into the enemy's Sight and being vulnerable during their turn. If your opponent is Loki, beware his Eyes of the Forest research because it breaks these rules. As an exploit, you can guess where the enemy is in a forest because the tile will not be available to move into. If you know that you have enough Movement, then the blocked tile has an enemy there. The AI player seems to use this trick as well, so it will usually know where you are, even if it can't see you yet. Hills ---------------------------------------- Slightly less important are Hills. While exploring, you gain +1 Sight if you stop on a Hill. Remember that you cannot attack what you cannot see, so if you have a longer Sight range than the enemy, you can charge them and attack while they can't. Your Archers also gain +1 Range while on a Hill. If you attack another Archer with a shorter range, you avoid a counterattack. Temple Def - Temples are special, as if they are both terrain and a building. I think that the Move cost and Defense depends on the tile under it. They can't be destroyed like a building but they can be captured. If you control a Temple, the enemy can still enter it if no unit is there to block them. While captured, they count as your building, so the Move is 2 and you earn 10 Favor per turn. As far as I can tell, you need ten Temple Days per player to win a Temple victory. Each controlled Temple earns you a Temple Day. If you lose control of a Temple, you forfeit all the Temple Days it accumulated. Also, if you control all the Temples for 1 day, you win. Buildings ---------------------------------------- The buildings below are listed with their Full stats in Age IV. I write the costs of everything this way: (Food/Gold) or (Food/Gold/Favor) Bug! There is a symbol for +1 Attack and +1 Defense on every building but I have NEVER seen it make a mathematical difference dealing or receiving damage. Its still a good idea to fight while on your building to take advantage of the healing at the start of the turn. Mill (15/60) Mine (60/15) (Egypt) Mine (200/60) (Greek) Def 30 HP 100 Def 30 HP 100 Def 30 HP 125 Income - 40 Food Income - 40 Gold Income - 100 Gold Farm (15/60) Mine Shaft (60/15) (Egypt) Def 20 HP 50 Def 20 HP 50 Income - 20 Food Income - 20 Gold Town Center (350/350) (Maximum of 1 per Age) Def 30 HP 200 Income - 35 Food, 35 Gold, and 5 Favor - Train - Villager (Egypt), Architect (Greek), Ulfsark and Ox Cart (Norse) - Research - Blacksmith (50/50) All friendly Human Units gain +5% Attack. - Research - Town Watch (75/25) All friendly Town Centers gain +2 Sight. - Research - Marketplace (75/75) (Age II) Allows the exchange of Food and Gold at your Town Center. (Tip! This also increases your Food and Gold income by 10%! How could they miss that?! IDK if its a Bug or exploit but its always worth researching) (150 Food or Gold can be exchanged for the other, you can use this any number of times as long as you haven't trained and/or researched at all of your Town Centers) - Research - Masonry (75/75) (Age II) All friendly Buildings gain +10% Defense. (Bug! This doesn't work. All that you gain is +5 Defense to your Town Centers. IMO, its a waste of resources.) Shrine of (Major God) (100/100) Def 30 HP 75 Income - 10 Favor (Egyptian), 15 Favor (Greek) or 5 Favor (Norse) - Train - Myth Units (Age II) - Train - Priests (Age III) - God Power (Each Major and Minor God Power can only be used once per game, but you can activate one per turn with each Shrine that you have.) - Research: Major God and Minor God Bonuses Barracks (50/60) Def 30 HP 75 - Train - Human Infantry - Research - Improved Infantry (50/50) (Age II) All friendly Human Infantry gain +10% Attack and +5% Defense. - Research - Veteran Infantry (75/75) (Age III) All friendly Human Infantry gain +10% Attack and +5% Defense. - Research - Elite Infantry (100/100) (Age IV) All friendly Human Infantry gain +10% Attack and +5% Defense. Archery Range (60/50) (Egyptian) (Greek Age II, Norse Age II) Def 30 HP 75 - Train - Human Archers - Research - Improved Archers (50/50) (Age II) All friendly Human Archers gain +10% Attack and +5% Defense. - Research - Veteran Archers (75/75) (Age III) All friendly Human Archers gain +10% Attack and +5% Defense. - Research - Elite Archers (100/100) (Age IV) All friendly Human Archers gain +10% Attack and +5% Defense. Stable (75/75) (Greek, Norse) Stable (100/100) (Egyptian Age II) Def 30 HP 75 - Train - Human Cavalry - Research - Improved Cavalry (50/50) (Age II) All friendly Human Cavalry gain +10% Attack and +5% Defense. - Research - Veteran Cavalry (75/75) (Age III) All friendly Human Cavalry gain +10% Attack and +5% Defense. - Research - Elite Cavalry (100/100) (Age IV) All friendly Human Cavalry gain +10% Attack and +5% Defense. Siege (80/100) (Age III) Def 30 HP 75 - Train - Human Siege - Research - Engineering (100/100) (Age IV) All friendly Human Siege gain +10% Attack and +5% Defense. Tower (40/80) (Age II) Def 30 HP 80 (Att 40) Can only be built on the corners of your Town Center. Increases the Defense of adjacent buildings by 20%. (The 20% is a real multiplier here, so you can expect a total of 6%. Its not cumulative so there is no change having one Tower on each side.) (Bug! Sometimes the Towers fail to add any Defense to the buildings.) Palace (110/140) (Age III) (Egypt calls it Pyramid) Def 30 HP 150 Income - 5 Favor - Research - Reliquary (100/100/15) All friendly Palaces/Pyramids produce 20 Favor at the start of your turn. (Bug! Doesn't work. It does, in fact, increase the Favor income of your Palaces by 20%. This means 1 Favor per turn. I suppose that they expect you to wait 16 turns to earn your investment back. For all those resources, you must be kidding!) - Research - Tombs (50/75/15) All friendly Heroes cost 10% less resources to retrain. (Would almost be worth it if the Palace did anything useful.) In case you haven't noticed, the Palace is useless, IMO. It just looks good. Tip! For those that can create buildings wherever they want: This is a great way to block a choke point on the map. For example, if there is a bridge or a pass between mountains that leaves only one tile for enemies to pass through, build right there and leave a high Defense unit on it. You lose the slow movement cost because friendly buildings only have a Move 2! You lose the cover and defense of a Forest or Hill if you build on it. However, you also lose the defense penalty of Roads if you build there. ======================================== CH3 - Ages, Bonuses and Hidden Math ======================================== Ages ---------------------------------------- Moving up is Ages is of major importance. All of the Attack and Hitpoint values that I've given are for Age IV. This is the Full value. At Age I, your buildings and units are at only 60%. When you enter Age II, the units values are increased to 75%! Its like an extra 25% for your entire army at once. If you ever find that the enemy units are always better than yours are, its likely they are an Age or two ahead. Make it a priority to Age Up, don't put it off. Age I = 60% Attack and Hitpoints Age II = 75% Attack and Hitpoints Age III = 90% Attack and Hitpoints Age IV = Full Attack and Hitpoints Almost all of the modifiers are summed up and applied together to the current value. For example: Town Center gains +10%HP in Age I 200 x .6 = 120 120 x 1.1 = 132 Town Center gains +10%HP in Age III 200 x.9 = 180 180 +10% = 198 (Note that Age III applies separately, otherwise it would result in 200) When an ability states that Attack or Hitpoints is modified by X%, it means by normal multiplication. When Defense is modified, it usually means by addition, with a few exceptions. I'll try to relate how they are truly affected. Strong vs Weak ---------------------------------------- When one unit is Strong against another by Class or Type, it gains a bonus to its Attack. Its very important to use this to your advantage. Human is Strong against Hero and Weak against Myth. Myth is Strong against Human and Weak against Hero. Hero is Strong against Myth and Weak against Human. Archer is Strong against Light Infantry. Cavalry is Strong against Archer, Heavy Infantry and Siege. Heavy Infantry is Strong against Archer, Buildings, Light Infantry, and Siege. Light Infantry is Strong against Cavalry. Siege is Strong against Buildings. Archer is Weak against Buildings, Cavalry, Heavy Infantry and Siege. Cavalry is Weak against Buildings and Light Infantry. Heavy Infantry is Weak against Cavalry. Light Infantry is Weak against none. Siege is Weak against Heavy Infantry and Cavalry. If the attacker has 1 advantage, he gains +25% Attack. If the attacker has 2 advantages, he gains +50% Attack. If the attacker has 3 advantages, he gains +67% Attack. If the attacker has 1 disadvantage, he loses -25% Attack. If the attacker has 2 disadvantages, he loses -33% Attack. If the attacker has 3 disadvantages, he loses -50% Attack. Counterattack ---------------------------------------- A counterattack is only 25% of a regular attack. It is to your major advantage that you always stay on the attack and finish off injured units as quickly as you can, this reduces the number of regular attacks that you must endure during the opponent's turn. Calculating Damage ---------------------------------------- In general, you take the Attack and modify it by Strong or Weak. Then, reduce it by the Defense modified by the terrain. Combat Advisor ---------------------------------------- When you are selecting a unit to attack, the bottom of the top screen has a phrase from your combat advisor. Some of the phrases are dependent on your culture. You can usually tell if you will take more damage than the enemy and if you will wipe them out completely or visa versa. ======================================== CH4 - Egyptian Gods, Heroes and Units ======================================== Egypt builds slowly but has the highest income of the cultures. They get Archers in Age I but wait til Age II to get Cavalry. Their Heroes have the ability to build Obelisks as well as Mills, Farms, Mines and Mine Shafts. Pyramids force all enemies to pay 5 extra Favor to train a Myth unit.(may depend on your research) If they did anything else useful, I might maybe possibly could kinda sorta use one. Obelisk (30/30) (Egyptian Hero only) (Maximum of 5) Def 20 HP 40 Sight 5 Income - 3 Favor An Obelisk may not be built within 2 tiles of another Obelisk. Obelisks provide a little Favor, have a Sight of 5, heal units like any other building, block choke points and act like a road. I like to build a couple right up on my first Town so that the enemy cannot reach the buildings easily. Build them in choke points where you can. Build them on Hills and Forests that slow down your reinforcements. Ra, God of the Sun ---------------------------------------- Human Cavalry gain +10% Hitpoints and +2 Movement Obelisks cost 10% less and gain +10% Hitpoints - Minor Gods - Thoth (unique), Bast, Horus, Osiris and Anubis (unlock) - Skirmish, Multiplayer - starts with Priest - God Power - Glorious Rain Ra's Glorious Rain power improves your culture's food production even as it reduces that of your enemies and slows their advance. (Lasts for 4 turns. +50% Food income for you and -50% for your enemies. Enemy units suffer -2 Movement.) - Research - Skin of the Rhino (25/25/15) All friendly Villagers gain +30% Hitpoints and +5% Defense. - Research - Eyes of the Hawk (25/25/15) All friendly Human Units gain +1 Sight - Research - Fleet of Foot (25/25/15) All friendly Human Units Gain additional movement. (+2M) - Research - Ra's Blessing (25/25/15) All friendly Heroes gain +10% Attack and +5% Defense. Ra is one of the more powerful Gods. Its hard to get any bonus for your Heroes let alone two at once. Ra's Cavalry are good and his army's speed is excellent, especially if you take Horus. Including Thoth is overkill but is worth it. If you love Infantry, take Ra, Horus and Anubis. If you love Cavalry, take Ra, Horus, Osiris and Thoth. Thoth, God of Wisdom ---------------------------------------- Priests may attack at Range 2 and melee (they remain Light Infantry) Human Cavalry gain +2 Movement - Myth Unit - Phoenix - God Power - Book of Thoth Thoth's Book of Thoth power allows you to activate any already used God Powers a second time. - Research - Holy Orders (25/25/15) All friendly Shrines may train Priests. (This becomes redundant in Age III.) - Research - Dedication (25/25/15) All friendly Priests gain +20% Hitpoints and +5% Defense. - Research - Hieroglyphics (25/25/15) All friendly Shrines and Obelisks provide an additional 15% Favor. - Research - Pure Flames (80/120/40) All friendly Phoenix gain +20% Hitpoints, +20% Attack and +5% Defense. Thoth changes the rules about Priests which is cool. Use his God Power after you have used at least two others to get the most out of it. His Phoenix brings itself back to life and flies so go crazy with it. Hieroglyphics and Holy Orders don't benefit you much but the rest is good. Isis, Goddess of Nature ---------------------------------------- + 1 Population per Age Mills, Farms, Mines and Mine Shafts gain +10% income Research costs 10% less Food and Gold Obelisks cost 30% less - Minor Gods - Sobek (unique), Bast, Horus, Hathor and Osiris (unlock) - Skirmish, Multiplayer - starts with Priest - God Power - Prosperity Isis' Prosperity power increases the income of all sources of gold for your culture for 3 turns. (+100% Gold income) - Research - Divine Protection (25/25/15) Enemy God Powers may not be targeted within a 2 tile radius of your Town Centers or Obelisks. - Research - Flood the Nile (25/25/15) All friendly Food Production is increased by 10%. (This only affects Farms and Town Centers, not Mills.) - Research - Glowing Health (25/25/15) All friendly Human Units gain +10% Hitpoints. (Bug! Only gives +5%) - Research - Protective Aura (25/25/15) All friendly buildings confer 5% additional defense to friendly Units on their tile. (Bug! This doesn't seem to work.) Isis is the most productive God of all. Her research is buggy but Flood the Nile, a Marketplace and Prosperity combined brings in a lot of Food and Gold. With cheaper research, she has a lot to spend on units and new Ages. Sobek, God of the Nile ---------------------------------------- Age IV - Buildings gain +5% Hitpoints - Myth Unit - Petsuchos - God Power - Deluge Sobek's Deluge power floods the battlefield, dealing damage to all enemy units as they are consumed by the waters of the Nile. - Research - Hide of Sobek (25/25/15) All friendly Human Light and Heavy Infantry gain +5% Defense. - Research - Electrum Bullets (25/25/15) All friendly Slingers gain +15% Attack. - Research - Shaduf (25/25/15) All friendly Farms cost 30% less Food and Gold to build. - Research - Crocodile's Spirit (80/120/40) All friendly Petsuchos gain +10% Hitpoints, +10% Attack and +5% Defense. Unfortunately, Sobek brings few bonuses with him. Deluge is one hit to all enemy units but then its expended. The Petsuchos unit is very good. It has long Range and speed combined with relatively low cost for a Myth unit. Set, God of the Desert ---------------------------------------- Human Archers cost 10% less, gain +10% Hitpoints and gain +5% Defense Age II - Buildings gain +5% Defense - Minor Gods - Sekhmet (unique), Bast, Horus, Anubis and Hathor (unlock) - Skirmish, Multiplayer - starts with Hyena of Set and Priest - God Power - Eyes of the Desert Set's Eyes of the Desert power reveals the Fog of War around a targeted tile, allowing you to see the surrounding are for 6 turns. For the duration, all of your ranged units gain +1 Range. - Research - Feral (25/25/15) All friendly Human Light and Heavy Infantry gain +10% Attack. - Research - Desert's Blessings (25/25/15) All friendly Human Units gain +5% Defense. - Research - Desert Tracking (25/25/15) All friendly Human Units gain +1 Sight. - Research - Animal Servants (25/25/15) Allows the training of Hyenas of Set from the Town Center. Set likes his Archers and his Human troops. Try making his Human units even more powerful by adding Horus, Anubis and perhaps Hathor. Sekhmet, Goddess of Blood ---------------------------------------- Buildings gain +10% Hitpoints Human Siege gain +10% Hitpoints - Myth Unit - Scarab - God Power - Citadel Sekhmet's Citadel power replaces a targeted Town Center with the powerful Citadel, a more durable and protected structure which provides substantially more resources per turn. Citadel (Sekhmet) Def 60 HP 215 Income - 70 Food, 70 Gold and 10 Favor - Research - Fortified Defense (25/25/15) All friendly Human Units deal 15% more damage when they Counterattack while on the same tile as a friendly Building. - Research - West Wind Ram (25/25/15) All friendly Human Siege gain +15% Attack. - Research - Tide of War (25/25/15) All friendly Heroes and Scarabs regenerate an additional 5% of their Hitpoints at the start of your turn. (Scarabs do not regenerate without this) - Research - Golden Scarabs (80/120/40) All friendly Scarabs gain +10% Hitpoints, +10% Attack and +5% Defense. Avoid Sekhmet, take any other god. She doesn't bring much other than the Scarabs, which are too slow to be effective IMO. Bast, Goddess of War ---------------------------------------- Heroes gain +5% Attack and +2 Movement - Myth Unit - Sphinx - God Power - Eclipse Bast's Eclipse power shrouds the battlefield in darkness, making friendly Myth units more powerful and preventing the use of other God Powers for 4 turns. (Friendly Myth units gain +30% Attack. No God Powers, not even yours, may be used.) - Research - Sacred Cats (25/25/15) All friendly Villagers gain additional movement.(+3M) - Research - Adze of Wepawet (25/25/15) All friendly Villagers move through Forests more easily. (The cost of moving through Forests is reduced to 1.) - Research - Lion's Ferocity (25/25/15) All friendly Human Heavy Infantry and Cavalry gain +10% Attack, +5% Defense. - Research - Criosphinx (80/120/40) All friendly Sphinx gain +10% Hitpoints, +10% Attack and +5% Defense. Bast is pretty strong by herself but she does not synergize with other Gods. The Sphinx is a very good Myth unit, Lion's Ferocity is excellent and Eclipse does very well if your timing is right. If you like your Heroes, take Bast. Horus, God of Vengeance ---------------------------------------- Human Infantry and Cavalry gain +5% Attack and +2 Movement Every time an enemy kills a unit or building of yours, it takes damage. - Myth Unit - Avenger - God Power - Tornado Horus' Tornado is the manifestation of his wrath, moving across the map heavily damaging anything it touches. (You select the starting tile and it travels nine squares in a random direction. Kills most everything instantly, including buildings.) - Research - Axe of Vengeance (25/25/15) All friendly Human Light and Heavy Infantry gain +20% Attack. - Research - Greatest of Fifty (25/25/15) All friendly Human Heavy Infantry gain +10% Hitpoints and +5% Defense. - Research - Spears on the Horizon (25/25/15) All friendly Human Light Infantry gain +10% Hitpoints and +5% Defense. - Research - Righteous Avenger (80/120/40) All friendly Avengers gain +10% Hitpoints, +10% Attack and +5% Defense. WOW! Horus kicks you-know-what! He provides speed and massive amounts of power to your infantry. The Avenger is the strongest Light Infantry in the game. Anubis, God of Death ---------------------------------------- Infantry gain +5% Defense (incl. Myth and Hero) Human Infantry and Archers gain +10% Hitpoints and +5% Defense - Myth Unit - Anubite - God Power - Swarm of Locusts Anubis' Locust Swarm sweeps across the battlefield, consuming all enemy Farms and stopping all enemy food income for 2 turns. - Research - Necropolis (25/25/15) All friendly Town Centers and Shrines provide an additional +10% Favor. - Research - Blessing of the Dead (25/25/15) when a friendly Human dies, 10% of its current training cost is returned to your resources. - Research - Darkest Shadows (80/120/40) All friendly Anubites gain +10% Attack and additional movement.(+4M) - Research - Blades of Anubis (25/25/15) All friendly Light and Heavy Infantry gain +10% Attack. (incl. Myth and Hero) Anubis is another what-kicker. He provides defense bonuses to almost everyone. If you like Anubites, be sure to research Darkest Shadows and Blades of Anubis. Anubis partners with Horus very well. Hathor, Goddess of the Heavens ---------------------------------------- Human Archers gain +10% Attack - Myth Unit - Roc - God Power - Meteor Shower Hathor's Meteor Storm power casts massive burning rocks from the sky at your foes, dealing massive damage to them. (Also damages enemy buildings) - Research - Blessing of Air (25/25/15) All friendly Archer units gain +1 Maximum Range. (Bug! This only effects Human Archers.) - Research - Blessing of the Stars (25/25/15) All friendly Archer units gain +5% Defense. (Bug! This only effects Human Archers.) - Research - Hathor's Light (25/25/15) All friendly Heroes gain +10% Hitpoints. - Research - Great Roc (80/120/40) All friendly Rocs gain +10% Hitpoints, +10% Attack and +5% Defense. Well, Hathor is pretty simple. Meteor Shower is powerful, yet you get just one shot. If you like your Archers, take Hathor. Rocs can really cover ground if you use Thutmose's power. Osiris, God of Rebirth ---------------------------------------- Priests gain +10% Hitpoints and +2 Movement Myth units cost 10% less Gold - Myth Unit - Mummy - God Power - Son of Osiris Osiris' Son of Osiris power transforms your hero into a powerful avatar of the God. While so transformed, the Son of Osiris is nearly invincible and has a powerful attack, but will return to normal after 10 turns. Son of Osiris Hero Heavy Infantry Att 100 Def 40 HP 200 M15 (When you use this, the hero regains full health.) - Research - Desert Wind (25/25/15) All friendly Human Cavalry gain additional movement(+2M) and +5% Attack. - Research - New Kingdom (25/25/15) All friendly Town Centers provide an additional 2 Population. - Research - Funeral Pyre (25/25/15) Each time a friendly Human Unit dies, adjacent Human Units gain +10% Attack temporarily. - Research - Atef Crown (80/120/40) All friendly Mummies gain +10% Hitpoints, +10% Attack and +5% Defense. Osiris is fairly average. His God Power is a good bail out when a Hero is about to die. The Son of Osiris may not act on the same turn, so use the Hero first, then transform him. New Kingdom and Funeral Pyre are pretty useless. Heroes ---------------------------------------- The heroes below are listed with their Full stats in Age IV. I write the costs of everything this way: (Food/Gold) or (Food/Gold/Favor) Egyptian Heroes can build Mills, Mines, Farms, Mine Shafts and Obelisks. Ramesses (180/180/50) - Archer R 3 Att 60 Def 30 HP 135 M 15 - Hero Power - Light of Ra Ramesses Light of Ra power wreathes him in the light of the Sun God, reflecting a portion of damage done back at his attacker for two turns. The Light of Ra may be used every 6 turns. Ramesses is okay as an extra Archer. His Hero Power doesn't last long enough and takes an action that he could have used to attack. Hatshepsut (180/180/50) - Archer R 4 Att 55 Def 30 HP 130 M 13 - Hero Power - Blessing of Isis When used, Hatshepsut's Blessing of Isis protects friendly Farms, Mills and Mines from damage and increases your income until the beginning of your next turn. This power may be used every 6 turns. (The buildings, incl. Mine Shafts, gain Def 95 and +50% income) Hatshepsut's long Range and income power makes her pretty useful. Thutmose (180/180/50) - Heavy Infantry Att 80 Def 30 HP 170 M 13 - Hero Power - Horus' Winds Thutmose's Horus' Winds power boosts the Move(+8) of all friendly units. This power can be used every 4 turns. Thutmose's power gives the biggest move bonus in the game! Its great to use with the Phoenix or Rocs. Make sure to use it first thing in your turn. Nakht (180/180/50) (unlock) - Light Infantry Att 70 Def 30 HP 165 M 13 - Hero Power - Wings of Darkness Nakht's Wings of Darkness power allows him to transform into a Raven, allowing him to move very quickly over all terrain. In this form, Nakht cannot attack but may be attacked himself. Nakht can transform every turn, but cannot transform into a Raven and back on the same turn. (As a raven, Nakht has Att 0, M 4 Fly and Sight 4.) Nakht is not as useless as he looks. His power is all about the advantage of flight. He is vulnerable while transformed but he can fly over rivers and mountains. This isn't the best part tho. Get this - HE REGENERATES ADJACENT UNITS! It works in 8 directions. Gee, you would think they'd tell you, huh? Setekh (180/180/50) (unlock) - Heavy Infantry Att 70 Def 30 HP 175 M 13 - Hero Power - Breath of Sand Setekh's Breath of Sand power commands a storm of sand and stones to grind targeted units into dust. Affected units suffer substantial damage and have their Attack reduced by 30% for a turn. This ability may be used every 5 turns. (Area of effect is three tiles in a line perpendicular to Setekh. Attack power is about 24.) Setekh is good as extra Infantry. His power is good if you time it right. Egyptian Human units ---------------------------------------- The humans below are listed with their Full stats in Age IV. I write the costs of everything this way: (Food/Gold) or (Food/Gold/Favor) Spearmen (85/70) Khepesh (90/120) - Light Infantry - Heavy Infantry Att 40 Def 20 HP 70 M 13 Att 60 Def 35 HP 90 M 13 Slinger (95/75) Chariot Archer (110/130) - Archer - Archer R 3 Att 50 Def 10 HP 55 M 13 R 3 Att 60 Def 20 HP 90 M 15 Camelry (75/100) Chariot (80/150) - Cavalry - Cavalry Att 40 Def 20 HP 70 M 15 Att 65 Def 30 HP 105 M 15 - Sight 4 - Sight 4 Catapult (75/100) - Siege R 3 Att 120 Def 10 HP 80 M 11 - Sight 2 Villager (50/20) (Maximum of 5) Priest (100/100/5) - Light Infantry - Light Infantry Att 10 Def 10 HP 50 M 13 Att 20 Def 10 HP 70 M 13 - Civic Unit - Same in every Age - Healer - Sight 2 Egyptian Myth units ---------------------------------------- The myths below are listed with their Full stats in Age IV. I write the costs of everything this way: (Food/Gold) or (Food/Gold/Favor) Anubite (-/90/20) (Anubis) Avenger (-/150/40) (Horus) - Light Infantry - Light Infantry Att 50 Def 15 HP 70 M 15 Att 85 Def 35 HP 120 M 13 Hyena of Set (-/60/5) (Set) Mummy (-/110/35) (Osiris) - Cavalry - Heavy Infantry Att 50 Def 0 HP 10 M 15 Att 70 Def 35 HP 100 M 13 - Sight 4 Petsuchos (-/100/35) (Sobek) Phoenix (-/200/60) (Thoth) - Archer - Cavalry R 4 Att 50 Def 25 HP 60 M 15 Att 50 Def 15 HP 80 M 6 Fly - Sight 4 Roc (-/80/20) (Hathor) Scarab (-/180/60) (Sekhmet) - Cavalry - Siege Att 50 Def 20 HP 50 M 5 Fly Att 120 Def 30 HP 160 M 11 - Sight 4 - Sight 2 Sphinx (-/150/40) (Bast) Scorpion Man (-/100/20) (AI only) - Heavy Infantry - Heavy Infantry Att 90 Def 35 HP 90 M 15 Att 60 Def 30 HP 120 M 13 ======================================== CH5.X - Egyptian Campaign (Mission Number X) ======================================== CH5.1 - Border Skirmish ---------------------------------------- Ra - Age I - No Fog of War Units - 2 Camelry, Khepesh, 2 Spearmen Buildings - Tower Enemy - Set - Age I Enemy Units - 3 Camelry, Slinger There is a mini tutorial at the beginning. This is really just tactical practice. Stick to attacking, so you only take counterattacks, which are weak. Use the available forests and hills. Stay off of the roads unless your attack would wipe out an enemy. Take out the two camelry in the north before turning your units to the east. CH5.2 - Portents ---------------------------------------- Ra - Age I - No Fog of War Units - Thutmose, 2 Camelry, 2 Khepesh, Spearmen, Slinger Enemy - Set - Age I Enemy Units - 3 Anubite, 2 Camelry, Khepesh Another mini tutorial. Thutmose can one-hit-kill the Anubites, so use him to prevent them from picking off your Human units.(They can one-hit-kill your Camelry) Stay on the best terrain to prevent the enemy from getting it. CH5.3 - Hero's Welcome ---------------------------------------- Ra - Age I Units - Thutmose, Hatshepsut, 2 Khepesh, Spearmen, 2 Slinger, Chariot Archer Buildings - Obelisk Enemy - Set - Age I Enemy Units - 3 Anubite, 2 Chariot, 6 Spearmen, Slinger Mini tutorial. There is a perfect choke point over the bridge between the river and the mountain. Move Thutmose there on the first turn and have him build an Obelisk to provide healing and remove the defense penalty for the road. Pick off the enemies with your archers. The Chariots can do real damage to Thutmose so be sure to hit them at range well before they get to you. CH5.4 - Rebuilding ---------------------------------------- Isis - Age I (Maximum Age II) - No Fog of War Units - Thutmose, Hatshepsut, 2 Spearmen, 2 Villager Buildings - Town Center, Barracks, Shrine Enemy - Set - Age I Enemy Units - 2 Anubite, 3 Camelry, 2 Spearmen, Khepesh, Slinger, 2 Scorpion Men, Scarab Mini tutorial. You have as much time to build your Town as you want as long as you don't move too close to the enemy. Use your Heroes to build on the Food and Gold. Age Up, Research and build up a large army so the enemy has no chance. CH5.5 - Expansion ---------------------------------------- Isis, Bast - Age II (Maximum Age III) - No Fog of War Units - Thutmose, Hatshepsut, 3 Spearmen, 3 Khepesh, Slinger, 2 Chariot, Chariot Archer, Sphinx Buildings - 2 Town Centers, Barracks, Archery Range, Shrine, Mill, 3 Farms, Mine, 2 Mine Shafts Research - Blacksmith, Marketplace, Town Watch, Flood the Nile, Glowing Health, Protective Aura, Criosphinx Enemy - Set, Anubis, Sekhmet - Age III Enemy Units - Anubite, 3 Scarab, 3 Spearmen, Hyena of Set Buildings - Town Center, Barracks, Archery Range, Shrine, Stable, Mill, 2 Farms, Mine, 2 Mine Shafts, Obelisk You start with your first Town Center under siege. Don't bother moving your larger force backwards to defend it, that would take too long. Train a Khepesh, a Villager and a Slinger at your old Town. Use Thutmose's power while moving him to block the closest Scarab. Pin the Scarab on the south edge of the map with the Khepesh. Attack the Spearmen with your Spearmen. You may want to use Eclipse right away to prevent Swarm of Locusts for a while. At your new town, research Improved Infantry. Move all the units there, Khepesh included, to attack the enemy Town. Block the road near there with the Sphinx. Use Hatshepsut's power on the first turn. Train a Villager to build a Mill. Train a second Khepesh in the old Town but save the rest to Age Up as soon as you can. Kill off newly trained enemies before they can get full HP. CH5.6 - Trust ---------------------------------------- Ra, Osiris, Anubis, Bast - Age IV Units - Thutmose, Hatshepsut Buildings - Temple (captured), 3 Towers, 4 Shrines, 3 Mines Research - Ra's Blessing, Atef Crown, Darkest Shadows Enemy - Set, Anubis, Sekhmet - Age III Enemy Units - Hyena of Set Buildings - 7 Towers, 3 Barracks, 2 Archery Range, 3 Stables, 3 Shrines, 4 Mills, 3 Mines Build Obelisks next to a Tower and the Temple. Train two Priests and a Sphinx on the first turn. On the second turn, build Obelisks next to the other two Towers, research Blades of Anubis, use Glorious Rain and train two Anubites. On the third turn, use Eclipse and train a Sphinx. Research Criosphinx on the third turn then continue to make as many Sphinx as you can afterward. Break down the Towers and destroy the enemy buildings. At the start of the 15th turn, you win. CH5.7 - Exodus ---------------------------------------- Ra, Thoth - Age II Units - Thutmose, Hatshepsut, Ramesses, 3 Khepesh, 2 Chariot, Chariot Archer, 3 Villager Research - Blacksmith, Town Watch, Fleet of Foot, Ra's Blessing Enemy - Set, Sekhmet - Age II Enemy Units - Setekh, 9 Scorpion Man, 5 Chariot, 5 Khepesh, 6 Scarab, 5 Chariot Archer, Hyena of Set Build a Town Center first and move all the Workers and Khepesh NE. There are three tiles that act as a choke point. Put a Chariot three tiles SW from your Town Center, Thutmose west of him (build an Obelisk under him) and the other Chariot west of Thutmose, in the forest. The enemy now only has two tiles to attack you from and right now they only have Heavy Infantry. Move all of your archers NE. On your second turn, get to the gold in the north corner and the food to your SW. Build a Temple. To fight defensively, attack with an archer, then see if the melee unit can finish it. If not, attack with a second archer, etc. If the melee unit can kill it outright, then there is no counterattack. Third turn and beyond, research Thoth's Holy orders to get some priests as fast as you can. The enemies have no buildings so they can't make more units but they start with a lot. The Hyena of Set will stay at the end of the map so you'll have to hunt him down. CH5.8 - Valley of Shadows ---------------------------------------- Ra - Age I - No Fog of War - Horus is disabled Units - Thutmose, Hatshepsut, Ramesses, 4 Villager Buildings - Town Center, Tower, Barracks, Archery Range, Mill, 4 Farm, Mine, 4 Mine Shaft Research - Blacksmith, Town Watch, Ra's Blessing Enemy - Set - Age I Enemy Units - Setekh, 4 Scorpion Man Enemy Buildings - Citadel, 2 Barracks, Archery Range, 3 Shrines, 2 Stables, Siege, 3 Mills, 10 Farms, 2 Mines, 4 Mine Shafts, 5 Obelisk, 3 Towers Mini tutorial?... On the first turn, move Thutmose into the hills NE far as you can, use his power. Move Hatshepsut to the hill east of him and use her power. Remember that you can use the B button to check the enemies' attack range. Move Ramesses right up to the Scorpion Man and use his power. Send the two Villagers on your farm as far NW as you can, one of them builds a Mill on the Food. Send the one on your mine shaft NE to build a new Mine. Build a Shrine. Train a Slinger. Save. During the AI's turn, watch the scorpion on the west road. If he heads SW, quit and reload. Second turn, Save. Kill the closest Scorpion man with your Heroes. Research Fleet of Foot. Train a Slinger. Build another Shrine. The Villager that built a Mill previously should build another Mill to the NW. The other Villager should build a Farm, blocking the road. The Villager on the Mine should build and a Shaft where he can't be attacked. The AI should avoid Thutmose and Ramesses, so use them as shields this turn. Save. During the AI's turn, you will see a Villager leave his Town. Do NOT allow him to get started on the center Settlement. Again, watch the west road. Reload if any units move to the SW obelisk or beyond. Third turn, Save. Use Blessed Rain with one Shrine and Age Up on the other, in that order. Take Bast for your second God. Research Marketplace. Use the B button to check the enemies' attack range. Your heroes should continue to fight but don't block the road. Thutmose should lead. The human enemies are an Age behind right now and they are all weak to Heavy Infantry. Demolish your Tower for resources. Build one shaft. Save before you pull back your two Villagers on to the first mill they made. During the AI's turn, keep watch the west road SW obelisk, just like last turn. Fourth turn, Save. Build a new Town Center in the west. Train a Sphinx. You will have to make a Trade to get enough Gold. You should be able to get Thutmose to stand directly on the Settlement by this turn. Move the other Heroes close to act as lures. Build a shaft. Don't build any farms and don't research. Save like before, watch the flank and reload if you must. Fifth turn, Save. Build two Temples at the North corner of the new Town. Use them to Train a Sphinx or two to assault the west road Obelisk, Barracks and Shrine. Eventually, this flank will be ignored. At your first Town, build another Shrine and train another Sphinx. Keep harassing the enemy in the center to prevent him from building a new Town Center. If they build it, it slows you way down. Save like before, if there are any enemies on the west road. This is the last turn you need to be paranoid. Only build farms once a turn as they cost a lot of Gold. Don't bother to try attacking the mines in the east corner, it would take too long. You'll be bringing in enough favor to train one Sphinx each turn. The only threat to them is really Setekh. Don't worry about losing your heroes, use them up then maybe retrain them later. Build Obelisks through the hills to speed up your units. Research everything that doesn't cost favor. Wait to get Criosphinx until you have four or five sphinxes. The next God you take should be Anubis or Thoth. You are denied Horus because the Tornado would make it too easy but by this time you should be able to unlock Anubis and take him for the defense bonus. His Locust Swarm will spare you from destroying the Farms yourself. Be sure to research his Blades of Anubis. Thoth brings the Phoenix, which is great, and his book, which you should use when you can renew two or more God powers. ======================================== CH6 - Greek Gods, Heroes and Units ======================================== Quality over quantity is the Greek culture. They have the most expensive units yet the cheapest Priests. They certainly have the weirdest names. x.x Drive me crazy. The Greek set up their Mines quickly, so you don't need all 5 Architects most of the time. In Age III, the Greek may train a second Hero outside of the campaign. Zeus, God of Storms ---------------------------------------- Maximum Favor is increased by 20 Shrines gain +10% Favor income - Minor Gods - Hera (unique), Athena, Hermes, Hephaestus and Apollo (unlock) - Skirmish, Multiplayer - no starting unit - God Power - Bolt Zeus' Bolt power strikes a single enemy unit, dealing a substantial amount of damage to that unit and any adjacent enemy units. (Enemies on diagonals are not affected. One-hit-kill almost anything.) - Research - Divine Blood (25/25/15) All friendly Heroes gain +20% Hitpoints. - Research - Lightning March (25/25/15) All friendly Light and Heavy Infantry gain additional movement.(+3M) (This only affects Human Infantry) - Research - Divine Command (25/25/15) Provides you with an additional point of population in each Age. - Research - Oracle's Service (25/25/15) All friendly Heroes gain +1 Sight. Zeus is really strong. All of his Minor Gods are good. You can usually skip Divine Command. Save his Bolt until enemies are clustered together. Zeus does really well producing Myth units, especially with Hephaestus, Hera and Hermes. If you like Human units, try Hephaestus, Athena and Hermes. For Human Archers, try Hephaestus, Athena and Apollo. Hera, Queen of the Gods ---------------------------------------- Myth units cost 2% less Favor and gain +2 Movement - Myth Unit - Medusa - God Power - Lightning Storm Hera's Lightning Storm mirrors the rage of her husband, but on a larger scale. The lightning strikes all enemy units, dealing substantial damage to each. (Its almost as powerful as Bolt, and hits the all enemies and buildings!) - Research - Harridan's Spite (25/25/15) All enemy Heroes' Hero Powers require an additional turn to recharge when used. - Research - Face of the Gorgon (80/120/40) All friendly Medusa gain +10% Hitpoints, +10% Attack and +5% Defense. - Research - Athenian Construction (25/25/15) All friendly Buildings gain +10% Hitpoints. - Research - Monstrous Rage (25/25/15) All friendly Myth Units gain +10% Attack. Kaboom! Lighting Storm is fun! Hera loves Myth units, bringing extra speed, lower cost and good attack to them. The Medusa unit is pretty good by itself. Hades, God of the Dead ---------------------------------------- Buildings gain +20% Hitpoints Human Archers gain +10% Attack (Bug! All of Hades' Towers are weak with an Att 10) - Minor Gods - Nyx (unique), Athena, Hermes, Ares and Hephaestus (unlock) - Skirmish, Multiplayer - no starting unit - God Power - Sentinels Hades' Sentinels power places defensive sentinels around a targeted friendly Town Center aiding in its defense. (4 Towers for free. It won't work if the diagonal tiles are taken.) (Bug! These Towers never seem to give their Defense bonus) - Research - Vault of Erebus (25/25/15) All friendly Gold production is increased by +25% - Research - Feast of Hades (25/25/15) All friendly Human Units regenerate an extra 10% of their maximum Hitpoints at the beginning of their controller's turn if they are on the same tile as a friendly Building. - Research - Shadow Arrows (25/25/15) All friendly Human Archers gain +1 Range. - Research - Dark Motive (25/25/15) All friendly Heroes gain +10% Attack. Hades is supposed to be defensive, but its buggy. Instead, unlock Hephaestus and research Vault of Erebus for combined production bonuses. Hades likes Human Archers, so take Athena to make the best of it. Hades' Sentinels are really only useful for their healing and slowing down attacking enemies. You should probably use this on your second Town Center immediately after completion. They are repaired for free but you get no resources for demolishing them. Nyx, Goddess of the Night ---------------------------------------- Reveals the entire map (Fog of War stays, Black Map goes) - Myth Unit - Shade - God Power - Maw of the Abyss Nyx's Maw of the Abyss power opens a gate into the depths of Tartarus. Through this gate pour energies that will deal massive damage to adjacent units for 3 turns. (This hits in all directions and WILL hit your own units. It counts as your building, so its indestructible and impassable to your enemies.) - Research - Mother of Death (40/60/20) All friendly units killed by enemy Heroes are reborn in place as friendly Shades. - Research - Mother of Strife (40/60/20) All friendly Human Units suffer strength reduction due to damage as if they had 25% more of their maximum hitpoints than they do. - Research - Mother of Misery (40/60/20) All enemy Human Units regenerate 10% less of their hitpoints at the start of the enemy's turn when they are on the same tile as an enemy building. - Research - Mother of Deceit (40/60/20) All friendly units hide their effective health from enemy players unless there is an enemy directly adjacent to them instead of at a range of 2. I don't recommend Nyx unless you are playing Multiplayer with other real people. The AI doesn't have any difficulty with the weird research she brings. The Maw of the Abyss is good it you place it well and time it right. Mother of Death does sort of work on the AI. Poseidon, God of the Sea ---------------------------------------- Human Cavalry and Stables cost 10% less - Minor Gods - Aphrodite (unique), Athena, Hermes, Apollo and Ares (unlock) - Skirmish, Multiplayer - starts with Kataskopos - God Power - Cursed Voyage Poseidon's Cursed Voyage power affects enemy units, reducing their attack power and ability to defend for 4 turns. (Enemy units lose 50% Attack and 20% Defense) - Research - Lord of Horses (25/25/15) All friendly Human Cavalry gain additional movement.(+3M) - Research - Gift of Flight (25/25/15) Creates a Pegasus on one of your Shrines. Allows Pegasus units to be trained from your Town Centers. - Research - Trojan Horse (25/25/15) All friendly Human Light and Heavy Infantry ignore the effects of enemy Towers on adjacent buildings. - Research - Lure (25/25/15) All friendly Mills produce 100% more food each turn. I don't know why the sea loves horses but Poseidon loves Cavalry. Cursed Voyage really puts the hurt on the enemy, no matter who they are. For 4 turns, you can mop up a lot of enemy units. To perfect your Cavalry, take Hermes and Ares. To increase production, take Aphrodite then research Lure and Golden Apples. Aphrodite, Goddess of Beauty ---------------------------------------- Heroes gain +5% Attack Shrines gain +5% Favor income - Myth Unit - Nemean Lion - God Power - Curse Aphrodite's Curse power reduces a targeted enemy unit and adjacent enemy human units into pigs, effectively removing them from combat. (Permanent. The diagonals are not affected. Pigs just wait to be killed.) - Research - Golden Apples (25/25/15) All friendly Food production is increased by 10%. - Research - Good Humors (25/25/15) All friendly Architects and Heroes gain additional movement(+3M) and +5% Defense. (Bug! This only works on the Architects.) - Research - Blessing of Aphrodite (25/25/15) All friendly units are trained with 40% of their maximum Hitpoints instead of the usual 25%. - Research - Roar of Orthus (80/120/40) All friendly Nemean Lions gain +10% Hitpoints, +10% Attack and +5% Defense Aphrodite is a good producer if you research Golden Apples. Good Humors would have been really good but its buggy. Nemean Lions have a really high Defense. Athena, Goddess of Wisdom ---------------------------------------- Human Archers and Hoplites gain +5% Attack and +2 Movement Heroes gain +3 Movement - Myth Unit - Chimera - God Power - Restoration Athena's Restoration power restores the hitpoints of all of your units by a large amount. (Heals about 50% maximum hitpoints) - Research - Athena's Regalia (25/25/15) All friendly Hoplites and Toxotes gain +5% Defense. - Research - Gift of Wisdom (25/25/15) All friendly Heroes and Heavy Infantry gain +1 Sight. (Also on all Light Infantry) - Research - Watchful Oversight (25/25/15) All friendly Heroes gain +5% Hitpoints and +5% Defense. - Research - Flames of War (80/120/40) All friendly Chimera gain +10% Hitpoints, +10% Attack and +5% Defense. Athena can fit with any Major God. She buffs the weaker units of your army and your Heroes. The Chimera is a favorite unit of mine. Hermes, God of Boundaries ---------------------------------------- Human Infantry, Human Cavalry and Myth units gain +2 Movement - Myth Unit - Centaur - God Power - Ceasefire Hermes' Ceasefire power denies all units the ability to attack for 3 turns and enables all of your units to move further for the duration.(+4M) - Research - Winged Sandals (25/25/15) All friendly Heroes move more easily through difficult terrain. (Every odd numbered Hill or Forest has a move cost of 1. IE 1-4-1-4-etc.) - Research - Spirited Charge (25/25/15) All friendly Human Cavalry gain +15% Attack. - Research - Arboreal Passage (25/25/15) All friendly Architects and Human Light and Heavy Infantry move through hills and forests as if they were plains. - Research - Sylvan Lore (80/120/40) All friendly Centaur gain +10% Hitpoints, +10% Attack and +5% Defense. Hermes can also fit with any Major God. Speed kills, my friend! Centaurs are pretty good Myth units. Ceasefire is unusual. During a Ceasefire, you should probably prepare for the coming combat, research like crazy and build. If you or the AI ever use it, the AI doesn't know what to do. It may or may not continue training units or building. It will not purposefully block your way through choke points, so you could advance your forces straight at its Town if you wanted. Apollo, God of Light ---------------------------------------- Human Archers gain +10% Attack and +5% Hitpoints Line of sight is given from every enemy Shrine (Sight 4) - Myth Unit - Harpy - God Power - Underworld Passage Apollo's Underworld Passage power uses the power of light to forge a one- way shortcut between two locations on the map. Enter the passage mouth and your units will be moved to its exit. Gate Entry, Gate Exit Def 30 HP 75 Income - 3 Favor (You choose the entry first, then the exit. It moves one unit per turn.) (Bug! If you enter it when you have a unit on the exit, you can lose one of the units.) - Research - Sun's Ray (25/25/15) All friendly Archers gain +10% Attack. - Research - Oracle's Insight (25/25/15) All friendly Buildings gain +4 Sight. - Research - Temple of Healing (25/25/15) At the beginning of your turn, friendly Human units on the same tile as friendly Shrines regenerate an additional 20% of their maximum hitpoints. - Research - Winged Servants (80/120/40) All friendly Harpies gain +10% Hitpoints, +10% Attack and +5% Defense. Apollo is pretty good. The line of sight to all the Shrines allows you to put the Passage exit nearby. The Passage is just another building, so don't let the enemy knock down the exit. Apollo is great for all of your Human Archers. Harpies stink kinda bad, tho. Ares, God of War ---------------------------------------- Buildings and Human units cost 5% less and gain +5% Hitpoints - Myth Unit - Minotaur - God Power - Earthquake Ares' Earthquake rips across the battlefield, crumbling fortifications and willpower equally. (Deals damage to all units and buildings on the map.) - Research - Phobos Spear (25/25/15) All friendly Hoplites and Hippokons gain +20% Attack. - Research - Demios Sword (25/25/15) All friendly Myrmidon and Prodromos gain +20% Attack. - Research - Enyo's Bow (25/25/15) All friendly Human Archers gain +20% Attack. - Research - Labyrinth (80/120/40) All friendly Minotaur gain +10% Hitpoints, +10% Attack and +5% Defense. Ares is pure Attack. The Minotaur is strong but unarmored compared to other Heavy Infantry, so I wouldn't use it. Hephaestus, God of Craftsmen ---------------------------------------- Buildings and Human units gain +3% Defense Human units gain +3% Attack Gastraphetes gain +5% Attack - Myth Unit - Cyclops - God Power - Plenty Hephaestus' Plenty power creates a vault adjacent to a friendly Town Center. This building generates gold and food for your culture. The Vault Def 30 HP 150 Income - Age II - 40 Food, 40 Gold, 4 Favor Income - Age III - 50 Food, 50 Gold, 5 Favor Income - Age IV - 60 Food, 60 Gold, 6 Favor - Research - Forge of Olympus (25/25/15) All friendly technologies cost -10% Food and -10% Gold, but cost Favor equal to 8% of that discount. - Research - Weapons of the Titans (25/25/15) All friendly Myrmidon, Gastraphetes and Prodromos gain +10% Attack. - Research - Hand of Talos (40/60/20) All friendly Cyclops gain +15% Attack. - Research - Shoulder of Talos (40/60/20) All friendly Cyclops gain +8% Defense and +10% Hitpoints. Hephaestus is a good production God. If you want him, get him early to make the most out of The Vault and Forge of Olympus. The Cyclops is the strongest unit in the game. It is the only Myth Siege that I do recommend because of its speed, especially if you have Hera and/or Hermes. Heroes ---------------------------------------- Perseus (140/140/30) - Heavy Infantry Att 75 Def 40 HP 140 M 13 - Hero Power - Gaze of Medusa Perseus' Gaze of Medusa power allows him to hold the severed head of Medusa before his foes, turning them partially to stone. This ability may be used every 6 turns. (Deals damage and the unit can't act for three turns.) Perseus is one of the better Heroes. Gaze of Medusa is a great combat power. Odysseus (140/140/30) - Cavalry Att 65 Def 35 HP 130 M 15 - Sight 4 - Hero Power - Poseidon's Blessing Odysseus' Poseidon's Blessing power allows him to move a second time in the turn it is activated. This ability may be used every 5 turns. Odysseus is the most mobile Hero. Use him strategically or as a scout. Herakles (140/140/30) - Light Infantry Att 80 Def 30 HP 155 M 13 - Hero Power - Strength of Atlas Herakles' Strength of Atlas power allows him to not only deal tremendous damage to a single enemy, but also knock it back up to three tiles away. This ability can be used every 4 turns. Herakles always seems to die quickly around Human Archers and Heavy Infantry so use Strength of Atlas as soon as you can. It easily opens the front line. Hippolyta (140/140/30) (unlock) - Archer R 4 Att 50 Def 25 HP 115 M 13 - Hero Power - Red Arrow of Ares Hippolyta's Red Arrow of Ares power increases her attack power and range, making her a truly legendary shot. This power can be used every 5 turns. (Attack power about +50%) (Bug! Range is still 4) Hippolyta is good for an extra Archer. Unfortunately, her power is buggy. Ladon the Lamia (140/140/30) (unlock) - Heavy Infantry Att 65 Def 30 HP 165 M 13 - Hero Power - Fear Ladon's Fear ability causes nearby enemy units to scatter, moving up to 4 tiles away from Ladon regardless of their ability to move normally. This ability can be used every 5 turns. Definitely not recommended. He's weaker than Perseus and less armored. His Fear ability is kind of pointless. A regular Myrmidon ends up with a higher attack. Greek Human units ---------------------------------------- The humans below are listed with their Full stats in Age IV. I write the costs of everything this way: (Food/Gold) or (Food/Gold/Favor) Hoplite (95/80) Myrmidon (100/135) - Light Infantry - Heavy Infantry Att 50 Def 35 HP 70 M 13 Att 70 Def 40 HP 95 M 13 Toxotes (100/85) Gastrophetes (120/140) - Archer - Archer R 3 Att 40 Def 25 HP 70 M 13 R 4 Att 50 Def 25 HP 90 M 11 Kataskopos (75/75) Hippokon (85/110) - Cavalry - Cavalry Att 25 Def 10 HP 70 M 17 Att 50 Def 25 HP 70 M 15 - Sight 4 - Sight 4 Prodromos (100/140) Petrobolos (150/200) - Cavalry - Siege Att 75 Def 35 HP 100 M 17 R 3 Att 150 Def 20 HP 80 M 11 - Sight 4 - Sight 2 Architect (50/20) (Maximum of 5) Priest (90/90/10) - Light Infantry - Light Infantry Att 10 Def 10 HP 45 M 13 Att 20 Def 15 HP 70 M 13 - Civic Unit - Same in every Age - Healer - Sight 2 Greek Myth units ---------------------------------------- The myths below are listed with their Full stats in Age IV. I write the costs of everything this way: (Food/Gold) or (Food/Gold/Favor) Centaur (-/120/45) (Hermes) Chimera (-/145/55) (Athena) - Archer - Cavalry R 3 Att 65 Def 30 HP 100 M 15 Att 85 Def 35 HP 140 M 15 - Sight 4 Cursed Pig (Aphrodite) Cyclops (-/185/65) (Hephaestus) - Light Infantry - Siege Att 0 Def 0 HP 30 M 11 Att 150 Def 40 HP 120 M 13 - Same in every Age - Sight 2 Harpy (-/90/20) (Apollo) Medusa (-/120/40) (Hera) - Light Infantry - Archer Att 45 Def 5 HP 50 M 4 Fly R 4 Att 55 Def 30 HP 80 M 13 - Sight 4 Minotaur (-/120/45) (Ares) Pegasus (40/40/5) (Poseidon) - Heavy Infantry - Cavalry Att 80 Def 10 HP 115 M 13 Att 5 Def 5 HP 40 M 5 Fly - Sight 4 Shade (-/60/10) (Nyx) Nemean Lion (-/150/60) (Aphrodite) - Light Infantry - Cavalry Att 50 Def 0 HP 10 M 4 Fly Att 65 Def 50 HP 120 M 15 - Sight 4 Cerberus (AI only) Lamia Warrior (100/135) (AI only) - Boss - Heavy Infantry Att 200 Def 40 HP 562 M 0 Att 70 Def 40 HP 95 M 13 - Same in every Age - Howl attack Typhon (AI only) - Boss Att 135 Def 20 HP1250 M 0 - Same in every Age - Fireball attack ======================================== CH7.X - Greek Campaign (Mission Number X) ======================================== CH7.1 - Disruption ---------------------------------------- Zeus, Hermes - Age II - No Fog of War - Temple Units - Perseus, Myrmidon, 2 Hoplite, 2 Toxotes Research - Improved Infantry, Lightning March, Winged Sandals Enemy - Hades, Nyx - Age II Enemy Units - Medusa, 6 Hoplite, 5 Toxotes Enemy Research - Improved Infantry, Improved Archers, Mother of Deceit This is tactics practice. Use Perseus' power on the spear that's further away. Kill the closest archer with a spear and a heavy. Kill the closest spear with two arrow shots then a spear. The rest is up to you but you might want to fall back around turn four to let Perseus regenerate and renew his Hero Power. Remember that, when there is no Fog of War, Forests do not hide you. You don't have to capture the Temple. CH7.2 - Prophecy ---------------------------------------- Zeus, Hermes - Age II - No Fog of War Units - Perseus, 2 Myrmidon, 2 Hoplite, 2 Toxotes, Gastraphetes, Kataskopos Research - Improved Infantry, Improved Archers, Lightning March, Winged Sandals Enemy - Hades, Nyx - Age II Enemy Units - 5 Hoplite, 3 Toxotes, 2 Gastraphetes, Kataskopos, Hippokon Enemy Research - Improved Infantry, Improved Archers, Improved Cavalry, Mother of Deceit More tactics practice. Forests still don't hide you. Its not necessary to pick up the Golden Fleece, just concentrate on attacking. Use Perseus' Hero Power first turn on the Hippokon, and then ignore him and attack the others. Use archers on spears, spears on horses, swords on archers. Finish off units. CH7.3 - Gateway ---------------------------------------- Poseidon, Athena - Age II (Maximum Age III) - No Black Map Units - Perseus, Odysseus, Kataskopos, Architect Research - Blacksmith, Town Watch, Lord of Horses, Trojan Horse, Lure, Athena's Regalia, Gift of Wisdom, Watchful Oversight Buildings - 2 Towers, Town Center Enemy - Hades, Nyx - Age II Enemy Units - 4 Shades Enemy Research - Blacksmith, Improved Infantry, Improved Archers, Improved Cavalry, Shadow Arrows, Mother of Deceit Enemy Buildings - 4 Towers, Town Center, Shrine, Barracks, Archery Range, Stable, Mine, Mill, 2 Farms This skirmish practice. The enemy is ready to pounce on you, so act fast building your Town. Knock down a Tower with Perseus and get him and Odysseus into the fray really fast. The 4 Shades that rush you can kill your scout with one hit but they die in one hit as well. They also do a large amount of damage to buildings... Don't worry about keeping your towers up, its more important to build fast, produce fast and stay aggressive. Build a shrine first thing and use Cursed Voyage as soon as you see a myrmidon. There is gold in the west corner of the map, so get it before you get your second mill, tucked behind a single tile of forest directly north of your Town Center. Build extra shrines so you can start making chimera ASAP. Don't worry about any losses that you take. Research Flames of War after you make 3 Chimera. Age Up. CH7.4 - Old Friends (Underworld) ---------------------------------------- Zeus, Athena - Age II - No Fog of War Units - Perseus, Odysseus, Herakles, Kataskopos, 2 Architects Research - Blacksmith, Town Watch, Divine Blood, Oracle's Service, Gift of Wisdom, Watchful Oversight Buildings - Town Center, Barracks, Stable, Shrine, Mine, Mill, 4 Farms Enemy - Hades, Nyx - Age II Enemy Units - 5 Shades, 5 Toxotes, Minotaur Enemy Research - Blacksmith, Mother of Death, Mother of Deceit Enemy Buildings - 11 Towers, Town Center, 4 Shrine, Barracks, Archery Range, Stable, 2 Mines, 3 Mills, 11 Farms The enemy is well fortified. To get a head start, use your Shrine to Bolt the two closest Toxotes. Kill the shade with the Kataskopos. Start knocking down the Towers. Build a new Mill and an Archery Range. Research Marketplace. Train a Myrmidon and a Hippokon. Second turn, train a Toxotes. Build a new Shrine and a Farm across the road to the SW. Research Flames of War. Keep knocking down the Towers. Move up the reinforcements. Third turn, the Shades from the enemy town are about ready to cross the lava. Use the B button to check their attack range. Keep your architects close to Town to prevent luring them in. Use the B button to see their attack range. Research Lightning March. Build a third Shrine. The towers should be down by now so charge the other enemies. Train two Chimera but don't spend any more than that on anything. Fight the units that you can reach. Heroes killing Human units will make Shades. Use Restoration when it will do the most good. Use the Marketplace to keep your Food and Gold about equal. When you have 600 of each, you should Age Up at the start of your turn. Take Hera this time. Research Monstrous Rage. Afterwards, Train infinite Chimera, a few Medusa and a few Priests. Try to get a Medusa to clear out the Archery Range every turn. Build two more Shrines. When your Heroes die, don't bother bringing them back. Use Lightning Storm when you charge the enemy Town. If you Age Up, take Hermes for the speed. I ended this with 7 Chimera, 3 Priests and 4 Medusa. CH7.5 - Throne of the Dead (Underworld) ---------------------------------------- Zeus, Athena - Age II - No Fog of War - 4 Temples Units - Perseus, Odysseus, Herakles, 3 Hoplite, 2 Architects Research - Blacksmith, Town Watch, Divine Blood, Oracle's Service, Gift of Wisdom, Watchful Oversight Buildings - Town Center, Barracks, Stable, Shrine, Mine, Mill, 4 Farms Enemy - Hades, Nyx, Ares - Age III Enemy Units - 5 Shades, 5 Toxotes, Minotaur Enemy Research - Blacksmith, Shadow Arrows, Mother of Death, Mother of Deceit, Labyrinth Enemy Buildings - 4 Shrines, Barracks, Archery Range, Stable, Siege, 3 Vaults, 2 Mines, 3 Mills, 12 Farms Neutral - 3 Minotaur A lot of people have a hard time with this one. The white lights are walls that allow the enemy through but block your units. You must capture the three temples that aren't in the city for the walls to drop. The spikes that look like walls around the city aren't! They are Ruins so archers (range 5!) and siege can stop there and shoot at your units. Hence, keep them away. The parts of your town that are out of range are next to your first shrine. First turn, send Herakles east with one spear, send Odysseus west and use his power to move him to the Minotaur and attack. Move Perseus to the Barracks, one spear to the hill due SW and the last spear to the Forest due NE. Build two shrines where the architects are. Research Marketplace. Second turn, kill both of the neutral Minotaurs with the heroes and capture the east shrine with the spear. Research Lightning March. Move one Architect into your farm and the other into the forest by your mine. Third turn, the enemies should have had nothing to attack so they just charged over the bridge. Kill the one blocking the bridge if you can and use Perseus' power the one standing on the bridge, freezing him in place. If you want to use Bolt, remember its an X pattern, try to hit at least three enemies. Herakles and the spear attack one Farm while Odysseus captures his temple if he hasn't already. Age Up, taking Hermes. Move the Architect toward the unused food just enough to stay out of range. Fourth turn, have the east spear kill the farm if its still there. Kill and injure any enemies near your town. Use Ceasefire. Have Herakles charge the NE bridge. Move Odysseus as far around the city as you can. Have your Architects build a Mill and a Mine on the unused resources. While this part gets too complex for a walkthrough, you now have three turns to build an army. Don't overdevelop your town, train three Chimera, research Flames of War, train a few Priests and spend the rest efficiently. Move a few units to help Herakles. By the time you may attack again, Odysseus should be next to the last temple to capture and drop the barriers the next turn. Bug! Sometimes the light barriers don't drop the next turn or you are not allowed to move on any bridge. If this happens, save and reload the game. The end game is simple. Wipe out the city and capture the temple. CH7.6 - Escape (Underworld) ---------------------------------------- Zeus, Hermes, Athena - Age III - No Fog of War Units - Perseus, Odysseus, Herakles, Hippolyta, 2 Hoplite, 4 Myrmidon, Toxotes, 2 Gastraphetes, Hippokon, 2 Prodromos Research - Blacksmith, Improved Infantry, Improved Archers, Improved Cavalry, Divine Blood, Lightning March, Athena's Regalia, Watchful Oversight, Hermes' Sandals, Spirited Charge Enemy - Hades, Nyx, Ares - Age II Enemy Units - 10 Shades, 6 Minotaur, 4 Medusa Enemy Research - Mother of Deceit Enemy Buildings - 2 Shrines, 4 Mines This is tactics practice with the first of three bosses, Cerberus. This is not particularly hard because Cerberus cannot move and can be tricked into attacking ineffectively. If you kill the other units, Cerberus will let out a roar that damages all of your units. To prevent this, try leaving a unit adjacent to him as a sacrifice, he will probably just attack that one. Take out the two shades on each side with your weakest units. Move Hippolyta to the single forest west of the Mine and use her power on the Medusa in the middle. Herakles can run all the way to the second Minotaur and use his power to knock him away. The remaining units can kill the nearest Medusa and Minotaur. On the other side, Perseus should save his power for Cerberus. Always move as far as possible to keep your units from falling behind. Ignore the buildings, they take too long to knock down. Be sure to use Perseus' power on Cerberus before attacking with everyone to bring down the dog. CH7.7 - New Enemies ---------------------------------------- Zeus, Athena - Age II - 2 Temples Units - Perseus, Odysseus, Herakles, Hippolyta, Architect Research - Blacksmith, Town Watch, Divine Blood, Lightning March, Divine Command, Oracle's Service Buildings - Tower, Town Center, Barracks, Stable Enemy - Hades, Nyx, Ares - Age III Enemy Units - Ladon the Lamia, 3 Lamia Warriors, Villager Enemy Research - Blacksmith, Mother of Death, Mother of Deceit Enemy Buildings - 3 Towers, Town Center, Barracks, Stable, Shrine, Siege, Mill, 4 Farms, Mine I have never been able to play this part consistently. Its too random but I'll make a few suggestions. First turn, move Herakles NE of the temple and use his power. Then move Perseus up to Ladon and use his power on him. Hippolyta captures the Temple and Odysseus attacks the last Lamia Warrior. Train a Kataskopos and an Architect, research Improved Infantry and build a Shrine. Second turn, use Bolt on the Architect on the enemy Town Center. This should OHKO about five units. Keep attacking with your Heroes, you should break the line next turn. Move the Kataskopos NE through the forest. Research Marketplace. Build a Mine and a Mill. Train a Myrmidon. Third turn, break through the Lamia Warriors and charge the heroes at the city. Pick off any units that were newly trained. This is rather a suicide attack but that's OK. Move the Myrmidon up the road as far as you can. Research Watchful Oversight. Build two Farms. Move the Kataskopos straight into the NE forest as far as he'll go. Beyond that, chaos has entered in too much to predict. The Kataskopos should stop on a temple in the forest and capture it. It is 10 tiles NE from your Town Center. There is a hidden Food in the forest just east of the point in the road. Age Up as soon as you can because you are an age behind but don't bother with Age IV, you need more units! There is a good choke point just south of the center Temple if you want to play defensively. There is a path through the forest all the way to the enemy Town Center so watch out for sneak attacks. I chose Hera for Age IV, allowing me to Lightning Storm the whole map. It hits units and buildings so it makes it easier to knock down the city. Research Monstrous Rage if you take her. I ended this map with 8 Chimera, 3 Medusa, 3 Priests, a Prodromos, a Gastraphetes and a Myrmidon. CH7.8 - Mount Olympus ---------------------------------------- Zeus, Athena, Ares, Apollo - Age IV - No Fog of War Units - Perseus, Odysseus, Herakles, Hippolyta, 2 Chimera, 2 Centaur, Nemean Lion, Minotaur, 3 Priests Research - Improved Infantry, Lightning March Enemy - Hades, Nyx, Hera(?), Apollo(?) - Age IV Enemy Units - Typhon, 4 Lamia Warriors, 6 Harpies Enemy Research - Mother of Deceit, Monstrous Rage The second 4 tile Boss fight. Typhon has a devastating Fireball attack that hits twice in a 3x3 tile pattern. He can quickly destroy your weaker units if you let him. The trick is to get in melee with him on the first turn. Use Herakles' power to knock a hole in the front line and use Odysseus' power to move him to Typhon and attack. FYI, Perseus' power will not affect Typhon, except damage him a little. Just line up against the Lamia Warriors and knock them down. Hippolyta and the Centaurs can pick off the Harpies(they Fly at 6) as they get in range. Keep your Priests shielded as you will need them to defeat Typhon. This is not really a difficult battle if you use the trick. ======================================== CH8 - Norse Gods, Heroes and Units ======================================== The Norse are played different than the other Cultures. They use Ox Carts to gather resources rather than buildings. Their Human units cost less but lack variety and quality. They build with Light Infantry so you won't have any units waiting for something to do. Their Priests are a little more expensive but they have the largest variety of Myth units. The general strategy is to make many more units than the enemy and use better tactics. Research upgrades that buff your favorite units, especially Defense, and Age Up quickly. If you don't get your Human Infantry and Cavalry into combat, you will have a hard time earning Favor for Myth units. Odin, The All-Father ---------------------------------------- Human units regenerate 5% (may depend on your research) - Minor Gods - Freyja (unique), Heimdall, Njord, Tyr and Baldr (unlock) - Skirmish, Multiplayer - starts with Huginn and Muninn - God Power - The Great Hunt Odin's Great Hunt power endows your Human units and Heroes with great strength and endurance for 3 turns. (Heroes, Huskarls and Ulfsarks gain +40% Attack and +1 Movement) - Research - Heroism (25/25/15) All friendly Heroes gain +10% Hitpoints. - Research - The Wanderer (25/25/15) All friendly Ulfsarks gain additional movement.(+3M) - Research - One-Eye's Blessing (25/25/15) All friendly Ulfsarks and Huskarls gain +1 Sight and +5% Attack. (Actually affects all Human Infantry, ie Priests and Ox Carts) - Research - Wisdom of Mimir (25/25/15) All friendly Human Units gain +5% Hitpoints and +5% Defense. Odin is the most balanced Norse God. He likes his Human units and brings them closer to par with the other cultures. Freyja is highly recommended. Try using Odin, Freyja, Baldr and Tyr for great Jarls and Huskarls. Freyja, Goddess of Beauty ---------------------------------------- Ox Carts cost 20% less and gain +20% Hitpoints Human Cavalry gain +10% Hitpoints and +2 Movement - Myth Unit - Valkyrie - God Power - Wild Fire Freyja's Wildfire power sets the battlefield ablaze with holy fire, dealing damage to all enemy units. - Research - Divine Mounts (25/25/15) All friendly Human Cavalry gain +15% Hitpoints. - Research - Thundering Hooves (25/25/15) All friendly Human Cavalry gain additional movement.(+2M) - Research - Aurora Borealis (80/120/40) All friendly Valkyrie gain +10% Hitpoints, +10% Attack and +5% Defense. - Research - Brisingamen's Glow (25/25/15) All friendly Human Cavalry gain +5% Defense. Freyja really powers up your Cavalry. With Jarls open at Age II, this is really powerful. Valkyrie units mean that you don't really need Priests and they are good Cavalry themselves. Wild Fire is just overkill. Combine with Baldr and perhaps Njord to power up your Cavalry even more. Thor, God of Storms ---------------------------------------- Human units gain +10% Attack and lose 10% Hitpoints Buildings lose 10% Hitpoints Human units regenerate 10% (may depend on your research) - Minor Gods - Forseti (unique), Heimdall, Njord, Baldr and Skadi (unlock) - Skirmish, Multiplayer - starts with Ulfsark - God Power - Dwarven Mine Thor's Dwarven Mine power creates a mine on a targeted tile to provide Gold to your culture until it is destroyed. (The Mine functions as a Greek Mine. Place it on any tile within sight.) - Research - Dwarven Efficiency (25/25/15) All Gold Income is increased by 20%. - Research - Hands of Iron (25/25/15) All friendly Human Units gain +5% Attack. - Research - Revelry (25/25/15) All friendly Human Units regenerate an extra 10% of their maximum Health at the beginning of their controller's turn if they are on the same tile as a friendly building. - Research - Dwarven Craftsmanship (25/25/15) All friendly Buildings gain +10% Hitpoints. Thor is as close to a production God as the Norse get. His Dwarven Mine and Efficiency pull in at least 120 more Gold than Odin or Loki. His Human Units become great attackers but have lower HP. Be sure to research Defense buffs to support them. Forseti is recommended. Try Thor, Forseti and Baldr to make awesome Huskarls. Skadi improves production a bit and rounds out your other forces. Forseti, God of Justice ---------------------------------------- Buildings gain +5% Defense and +10% Hitpoints - Myth Unit - Battle Boar - God Power - Healing Spring Forseti's Healing Spring power creates a spring of magical water which heals nearby friendly units at the start of your turn. (Heals in 8 directions. Impassable and invulnerable to enemies.) - Research - Mithril Breastplate (25/25/15) All friendly Human Light and Heavy Infantry gain +8% Defense. - Research - Mithril Weaponry (25/25/15) All friendly Human Light and Heavy Infantry gain +15% Attack. - Research - Hall of Thanes (25/25/15) All friendly Heroes and Huskarls gain additional movement(+3M) and +10% Hitpoints. - Research - Thurisaz Rune (80/120/40) All friendly Battle Boars gain +10% Hitpoints, +10% Attack and +5% Defense Forseti is awesome! Battle Boars are "What-were-you-thinking?!" units as they are nigh indestructible, especially with Thurisaz Rune and Baldr. With those extras, put them in a Forest for a total 95%! O_o The Healing Spring is unique and awesome because its impassable and invulnerable to enemies! Use it to heal your troops and block a choke point partially or close it completely. Loki, God of Lies ---------------------------------------- Ox Carts cost 33% less, lose 25% Hitpoints and gain +3 Movement Myth Units cost 10% less Favor - Minor Gods - Hel (unique), Heimdall, Njord, Skadi and Tyr (unlock) - Skirmish, Multiplayer - starts with Ox Cart - God Power - Spy Loki's Spy power reveals the line-of-sight of all settlements on the map, including enemy Town Centers. - Research - Father of Beasts (25/25/15) All friendly Myth Units cost 10% less Gold to train. - Research - Eyes of the Forest (25/25/15) All friendly Units can see into Forest tiles in the Fog of War from an extra tile away. - Research - Smile of Angrboda (25/25/15) All friendly Priests and Heroes gain +10% Attack and +5% Defense. - Research - Trickster's Touch (25/25/15) All friendly Myth Units gain +10% Attack. He's the God of Lies! He's evil, what do you expect?! Loki mostly ignores his Human units and concentrates on his Myth and Hero units. He can be the ultimate Myth factory if you want. You definitely should take Hel, Loki's better half. The other two Gods should expand your Myth types. Heimdall and Skadi have Heavy Infantry but the Cookie Monster... I mean 'Frost Giant' is the stronger one. Tyr brings Light Infantry and Njord brings Siege. Heimdall has his Gate of Bifrost and his Undermine works well with Spy but he's still just okay. Njord's Giants are too slow, IMO, but its kind of fun to pop Nidhogg and Walking Woods at the same time behind the enemy. Skadi helps production, buffs Heroes and has a good power so she's recommended. It can be a little hard to get enough Favor to spend. Narfi can create two free Myth units for you. Those playing against Loki should be forewarned about his Eyes of the Forest. If you aren't aware that you can be seen, you leave yourself vulnerable! Hel, Goddess of the Underworld ---------------------------------------- Myth Units gain +2 Movement - Myth Unit - Fire Giant - God Power - Nidhogg Hel's power summons the powerful Nidhogg dragon from beneath the World Tree Yggdrasil to devastate your enemies. (Target any tile that you can see. Nidhogg may act the same turn.) - Research - Children of Nifelheim (80/120/40) All friendly Fire Giants gain +10% Hitpoints, +10% Attack and +5% Defense. - Research - Granite Blood (25/25/15) All friendly Myth Units gain +15% Hitpoints. - Research - Rampage (25/25/15) All friendly Myth Units gain +15% Attack. - Research - Touch of Death (25/25/15) All friendly Heres gain +15% Attack. Hel is all about powerful Myth units. The Nidhogg is a you-know-what kicker! Its defense is a little low so take care of it, you only have it once. Fire Giants are ridiculously strong and long ranged. Heimdall, Guardian of Asgard ---------------------------------------- Humans gain +5% Defense Buildings gain +5% Defense and +20% Hitpoints - Myth Unit - Einherjar - God Power - Undermine Heimdall's Undermine power blasts apart the walls of a target and adjacent enemy buildings with the Gjallarhorn. (Hits in 8 directions. The Buildings are damaged and disabled for a turn.) - Research - Call of Valhalla (25/25/15) All friendly Heroes cost 10% less to retrain when they are killed. - Research - Gate of Bifrost (25/25/15) All friendly Myth Units cost 10% less Favor to train. (Actually, this seems to be a flat 5 Favor less) - Research - Eldhrimnir Kettle (80/120/40) All friendly Einherjar gain +10% Hitpoints, +10% Attack and +5% Defense. - Research - Horn of Heimdall (25/25/15) All friendly Human Units counterattack for an additional 10% Attack. Heimdall provides some good Defense bonuses but his power and Myth units are a little weak. Pick him up with Baldr if you really like Defense. Njord, God of the Sea and Earth ---------------------------------------- - Myth Unit - Mountain Giant - God Power - Walking Woods Njord's Walking Woods power calls upon the very earth to serve your cause, and lasts until they are defeated. (Target any tile that you can see. Walking Woods may act the same turn.) - Research - Son of the Mountain (80/120/40) All friendly Mountain Giants gain +10% Hitpoints, +10% Attack and +5% Defense. - Research - Ring Giver (25/25/15) All friendly Human Cavalry gain +15% Attack. - Research - Serpent's Venom (25/25/15) All friendly Human Archers gain +15% Attack. - Research - Wrath of the Earth (25/25/15) All friendly Human Siege gain +10% Attack. Njord really likes Archers or Cavalry. His Giant is too slow to be effective, IMO. The Walking Woods is interesting. Its a free unit and has a staring Defense of 65. Leave it in a Forest to give it a total of 85 or push the envelope and take Baldr, giving it a 90! Talk about a mobile wall. Baldr, God of Peace ---------------------------------------- All Units and Buildings gain +5% Defense Siege units gain +10% Attack - Myth Unit - Troll - God Power - Ragnarok Baldr's Ragnarok power calls forth the ancestral warriors of Valhalla to fight for Asgard. For 3 turns, all of your Human Units attack more powerfully, suffer less damage, and move faster. (Creates a Huskarl at each open Town Center and Shrine. Humans gain +15% Attack, +2 Movement and x1.2 Defense.) - Research - Hamarrtroll (80/120/40) All friendly Trolls gain +10% Hitpoints, +10% Attack and +5% Defense. - Research - Arctic Gale (25/25/15) All enemy units within 2 tiles of a friendly Town Center suffer 5% of their maximum Hitpoints in damage. - Research - Dwarven Auger (25/25/15) All friendly Battering Rams gain additional movement(+3M) and +10% Attack. - Research - Son of Sleipnir (25/25/15) All friendly Human Cavalry gain +15% Attack. Baldr is great! Huskarls cost just a bit less than Shrines, so overload with Shrines before you use Ragnarok and you will earn your investment back along with the Favor income. Trolls regenerate and are good Archers. The Siege attack bonus (I don't mean Dwarven Auger) does affect Myth Siege, if you like Njord. Skadi, God of Winter's Cold ---------------------------------------- Buildings gain +10% Hitpoints. - Myth Unit - Frost Giants - God Power - Frost Skadi's Frost power encases a target and adjacent enemy units in Ice, freezing them and preventing them from acting for 3 turns. Affected units are also impervious to attack damage. (Hits in 8 directions. When the effect ends, the units take damage and lose the next turn.) - Research - Rime (80/120/40) All friendly Frost Giants gain +10% Hitpoints, +10% Attack and +5% Defense - Research - Huntress' Axe (25/25/15) All friendly Ulfsarks, Raiders and Throwing Axemen gain +10% Attack. - Research - Winter Harvest (25/25/15) All friendly Ox Carts produce an additional 10% Food. - Research - Breath of Winter (25/25/15) All friendly Heroes reduce the Move of enemy units they attack by 33% for 1 turn. Skadi's cool. x.x I went there, heh... Frost Giants are good Myth units and look like Cookie Monster. Skadi brings a little production with Winter Harvest. Frost not only deals damage and removes enemies from battle for a while but it also blocks lots of tiles on the map. You can use it to close a choke point. Tyr, God of Bravery ---------------------------------------- Human Infantry gain +5% Hitpoints and +2 Movement - Myth Unit - Fenrir Wolf - God Power - Fimbulwinter Tyr's Fimbulwinter power signals the coming of Ragnarok by covering the land in a 3 year winter. For 3 turns, enemy Town Centers are encased in Ice preventing the creation of new units or buildings adjacent to them. (Units can not be trained in Town.) (Bug! Without an enemy Town Center, Fimbulwinter will crash the game.) - Research - Feral Spirit (80/120/40) All friendly Fenrir Wolves gain +10% Hitpoints +10% Attack and +5% Defense - Research - Berserkergang (25/25/15) All friendly Human Infantry gain +10% Hitpoints and +5% Defense. - Research - Bravery (25/25/15) All friendly Huskarls gain +20% Attack. - Research - Stoicism (25/25/15) All friendly Human Units suffer strength reduction due to damage as if they had 25% more of their maximum hitpoints than they do. Tyr is really good. He brings excellent bonuses to Human Infantry and Fimbulwinter delays all enemy production. I just wish Thor could take him. X_x Heroes ---------------------------------------- Siegfried (180/180/50) - Light Infantry Att 85 Def 30 HP 170 M 13 - Hero Power - Skin of Dragon's Blood Siegfried's Skin of Dragon's Blood protects him from harm, increasing his Defense to 95% for 2 turns. This ability can be used every 6 turns. Siegfied's power makes him a great tank. After using it, usually the AI will ignore him. He's the game's strongest Hero but also Light Infantry. Brunnhilde (180/180/50) - Cavalry Att 80 Def 40 HP 140 M 15 - Sight 4 - Hero Power - Gungnir's Fury Brunnhilde's Gungnir's Fury power deals 40 Attack worth of damage to three units in a straight line. This can hit friendly units, and can only be used every 6 turns. (No, it doesn't affect friendly units.) Brunnhilde's power is one of the more useful. She's pretty good Cavalry. Gunnarr (180/180/50) - Archer R 4 Att 55 Def 30 HP 130 M 13 - Hero Power - The Tarnhelm Gunnarr's Tarnhelm is a magical helmet granted the power of shape shifting. Using its power, Gunnarr can swap positions on the map with another friendly unit, revealing where he was all along! This power can be used every 6 turns. Gunnarr's power is really cool to move a slow unit that you train later in the game. If he's are already at the front line, switch him with reinforcements. Narfi (180/180/50) (unlock) - Heavy Infantry Att 70 Def 30 HP 165 M 13 - Hero Power - War Wolves Narfi's War Wolves power summons a Fenrir Wolf to serve you. Narfi can only summon two wolves at a time, and cannot summon new until at least one of his two has been killed. This ability can be used every 2 turns. (Creates a War Wolf, not a Fenrir Wolf) Narfi is pretty awesome. His War Wolves make great scouts and are FREE! :D Atli (180/180/50) (unlock) - Cavalry Att 75 Def 30 HP 150 M 15 - Sight 4 - Hero Power - Ferocious Battlecry Atli's Ferocious Battlecry pierces ears and armor, dealing 15% of each affected unit's maximum Hitpoints in damage to a small area. This ability may be used every 6 turns. (Hits enemies in all 8 directions) Atli is cooler than he looks. Use his power to hit multiple enemies. Norse Human units ---------------------------------------- The humans below are listed with their Full stats in Age IV. I write the costs of everything this way: (Food/Gold) or (Food/Gold/Favor) Ulfsark (75/55) Huskarl (85/110) - Light Infantry - Heavy Infantry Att 40 Def 20 HP 60 M 13 Att 60 Def 35 HP 70 M 13 - Builder Raider (75/75) Jarl (85/130) - Cavalry - Cavalry Att 40 Def 15 HP 65 M 17 Att 65 Def 35 HP 95 M 15 - Sight 4 - Sight 4 Throwing Axemen (90/90) Battering Ram (120/140) - Archer - Siege R 3 Att 40 Def 15 HP 65 M 13 Att 120 Def 35 HP 90 M 11 - Sight 2 Ox Cart (150/150) (Maximum of 5) Priest (110/110/5) - Light Infantry - Light Infantry Att 0 Def 30 HP 150 M 13 Att 20 Def 15 HP 70 M 13 - Civic Unit - Same in every Age - Healer - Sight 2 Norse Myth units ---------------------------------------- The myths below are listed with their Full stats in Age IV. I write the costs of everything this way: (Food/Gold) or (Food/Gold/Favor) Battle Boar (-/140/40) (Forseti) Einherjar (-/110/30) (Heimdall) - Cavalry - Heavy Infantry Att 65 Def 65 HP 70 M 13 Att 70 Def 40 HP 100 M 13 - Sight 4 Fenrir Wolf (-/80/20) (Tyr) Fire Giant (-/180/55) (Hel) - Light Infantry - Archer Att 55 Def 25 HP 65 M 15 R 4 Att 65 Def 20 HP 140 M 13 Frost Giant (-/160/55) (Skadi) Huginn/Muninn (Odin) - Heavy Infantry - Cavalry Att 80 Def 30 HP 150 M 13 Att 0 Def 5 HP 10 M 4 Fly - Sight 2 - Cookie Monster - Sight 4 - Same in every Age Mountain Giant (-/180/55) (Njord) Nidhogg (Hel) - Siege - Heavy Infantry Att 120 Def 40 HP 160 M 11 Att 115 Def 20 HP 180 M 5 Fly - Sight 2 Troll (-/110/30) (Baldr) Valkyrie (-/140/45) (Freyja) - Archer - Cavalry R 3 Att 50 Def 25 HP 90 M 13 Att 65 Def 40 HP 80 M 15 - Regenerates - Healer - Sight 4 Walking Woods (Njord) War Wolf (Narfi, Hero) - Siege - Cavalry Att 65 Def 65 HP 100 M 13 Att 20 Def 25 HP 50 M 15 - Sight 2 - Sight 4 Fafnir (AI only) Nibelung Warrior (75/55) (AI only) - Boss - Heavy Infantry(?) - Light Infantry Att 85 Def 30 HP2000 M 255 Fly Att 40 Def 20 HP 60 M 13 - Same in every Age - Slam attack - Fire breath attack ======================================== CH9.X - Norse Campaign (Mission Number X) ======================================== CH9.1 - Tested ---------------------------------------- Odin, Freyja, Forseti(?) - Age III Units - Seigfried, 4 Huskarl Enemy - Loki - Age I Enemy Units - 2 Raiders, Jarl, Huskarl, Frost Giant, Fenrir Wolf Tactics practice. Forests will hide you so take your best opportunities and, as always, be aggressive. There are two Einherjar in the NE, so don't move your advance units there. There is a Tower guarding the Brisingamen relic in the forest next to the river but you don't actually have to pick it up. CH9.2 - Memory ---------------------------------------- Odin, Freyja, Forseti(?) - Age III - Temple Units - Seigfried (Brisingamen relic), Huginn, Muninn, 2 Jarl Enemy - Loki - Age I Enemy Units - 9 Trolls, 3 Battle Boars Neutral - Einherjar Tactics practice again. This time its all about the Forests. The Trolls stand no chance against Siegfried if he can find their hiding places. Select Muninn in the SW. Do you see a square in the forest where he should be able to move, but can't? That is a hidden boar. You should master this skill of finding the hidden enemies because Forests are central to the rest of the Norse campaign. You may stay hidden in Forests as well because Loki does not yet have Eyes of the Forest. Don't move your crows too fast, as soon as they are spotted, they die. Try to lure the Battle Boars out of the Forest because, with the defense bonus, they have a ridiculous defense of 85%. The Einherjar just sits on the temple in the west corner. Kill all the enemies and move Siegfried to the temple. CH9.3 - Ring of Fire ---------------------------------------- Odin, Freyja, Forseti(?) - Age III Units - Seigfried (Balmung relic), 3 Huskarl, 2 Throwing Axemen Buildings - 3 Towers, 2 Barracks, Archery Range Enemy - Loki - Age I Enemy Units - Nidhogg, 3 Ulfsark, Huskarl, 3 Raiders, Jarl, 3 Throwing Axemen, 2 Einherjar, 4 Frost Giants Train 3 Huskarl and a Throwing Axemen. Research Improved Infantry, Improved Archers and Veteran Infantry. Don't move from your outpost until the enemy archers and cavalry are dead. The Frost Giants guard the loop around to the Nidhogg so stay out of their sight until you can ambush them before they act. The Nidhogg is on the single tile of road adjacent to the scorched earth. CH9.4 - On the Front ---------------------------------------- Odin, Njord - Age II Units - Gunnarr, 2 Huskarl, Ulfsark, Throwing Axemen, Raider, 2 Ox Carts Buildings - Tower, Town Hall, Barracks, Archery Range Research - Blacksmith, Town Watch, Heroism, The Wanderer, One-Eye's Blessing, Wisdom of Mimir Enemy - Loki, Skadi - Age II Enemy Units - 4 Huskarl, 2 Battering Rams, Frost Giant Enemy Research - Blacksmith, Improved Infantry, Improved Cavalry, Improved Archers Enemy Buildings - 3 Towers, Town Hall, Barracks, Archery Range, Stable, Shrine, Siege Mini tutorial. The map has a lake in the center that does have a path on both sides, so don't let the enemy ambush you. From the starting area, there are patches of forest to the NE. Taking this area will block the enemy advance very well. Build a shrine first turn so you can use Walking Woods ASAP. Its not the strongest attacker but it is free. You need to keep it in a forest tile because it has a total Def of 85% there. Here's a little trick: train an Ox Cart, move Gunnarr to the Food on the front line and use his power to switch him with the Ox Cart and, viola, more resources very quickly. Be sure to research Improved, Advanced and Elite units and Age Up ASAP. Take Tyr(you must unlock him) and use his Fimbulwinter right away. This prevents the enemy from producing units or buildings for three turns while you push to the Settlement west of the center of the map. Build your second Town there to produce reinforcements quickly. The enemy town is in the north corner but there is a river forcing you to loop around to the east. CH9.5 - Advance ---------------------------------------- Odin, Freyja - Age II Units - Siegfried, Brunnhilde, Gunnarr, 2 Ulfsark, 2 Huskarl, 3 Jarl, 2 Battering Rams, 2 Ox Carts Buildings - Tower, Town Hall, Barracks, Archery Range Research - Blacksmith, Town Watch, Heroism, The Wanderer, One-Eye's Blessing, Wisdom of Mimir Enemy - Thor, Forseti, ??? - Age III Enemy Units - Atli, 8 Huskarl, 4 Throwing Axemen, 2 Raider, Troll, Fenrir Wolf, Ox Cart Enemy Research - Blacksmith, Hands of Iron, Improved Infantry, Improved Cavalry, Mithril Breastplate, Mithril Weaponry Enemy Buildings - 7 Towers, Town Hall, Barracks, Archery Range, Stable, Siege The enemy is already an age ahead of you and researched for attack. They outnumber you badly and are ready to cross those bridges. Pull your three Jarls and the sword and siege from the south into the forest around the center settlement so the enemy will have to fight from the road. Move your north sword NE 2 and north 1 tile. The north siege moves into the forest north of it. Move Siegfried SE as far as he goes and use his power. Move the other heroes and one Ulfsark into the center forest. Train an Ox Cart and a Jarl. Research Improved Infantry and build two shrines. You could move Gunnarr straight to the food hidden in the forest 5 tiles directly east of your town center and use his power to teleport the new Ox Cart on to it immediately, if you want. Second turn, use Wild Fire right away. Research Improved Cavalry. Move your new Ox Cart to find Food in the forest 5 tiles directly east if you haven't already. Wipe out as many enemies as you can and try to block them from the center settlement. Remember that Brunnhilde can hit up to three enemies at once. Its not really necessary to build a new Town there but you don't want the enemy to have it. Train a Valkyrie. You will need a bunch of Valkyries to start the game. If you see Atli getting close, pin him somehow because his power hits multiple units. Train Valkyries but wait to do research later. Stick to the forests as best that you can. Spend less than you bring in every turn to Age up ASAP. Take Baldr for his defense bonus, Trolls and Ragnarok. Once you have several Trolls AND Valkyries, start researching their buffs and press the enemy. You can build a bunch of redundant shrines before using Ragnarok.(I had 6) Once you are over the bridges and through the first towers, the map seems easy. The enemy doesn't have a shrine and won't build one. :D This means that you don't need to worry that he'll Age Up to IV or use any God Powers on you. CH9.6 - Revenge ---------------------------------------- Odin, Freyja, Heimdall - Age III Units - Siegfried, Brunnhilde, Gunnarr, 5 Ox Carts Buildings - Town Hall, Barracks, Archery Range Research - Blacksmith, Marketplace, Town Watch, Improved Infantry, Improved Cavalry, Heroism, The Wanderer, One-Eye's Blessing, Wisdom of Mimir, Divine Mounts, Thundering Hooves, Aurora Borealis, Brisingamen's Glow, Call of Valhalla, Gate of Bifrost Enemy - Loki, ???, ??? - Age III Enemy Units - Narfi, 10 Fenrir Wolf, 5 Ox Carts Enemy Research - Blacksmith, Improved Infantry, Improved Cavalry, Father of Beasts, Eyes of the Forest, Smile of Angrboda, Trickster's Touch Enemy Buildings - Town Hall, 2 Towers, Barracks, Archery Range, Stables, Siege This is a lesson in zerg rush tactics. You are faced with your own Ox Carts each being harassed by a pair of Fenrir Wolves and Narfi attacking your Town Center. Do not panic, this is easy. The AI doesn't actually do much attacking tho I don't know why. It has no idea that the Ox Carts have an attack of zero. It also has no idea that it doesn't have a shrine, so you don't have to worry much about God Powers or Myth units. Anyway, train two Ulfsark and a Throwing Axemen and attack Narfi with your heroes. If he should survive the first turn, you can probably kill him off with any unit the next turn. Second turn, build a shrine. Gunnar can easily wipe out a Wolf per turn because they are Light Infantry. Charge your main force right up the center and send just a couple down the west side. Train a Valkyrie but save the rest of the resources to Age Up ASAP, take Baldr. Valkyries, Huskarls, Jarls and Trolls should win easily. Build extra shrines before using Ragnarok. There is one enemy Ox Cart that you can't see closest to your Ox Cart on the SW border. You may have to hunt that one down if you can't find it at first. CH9.7 - Citadel ---------------------------------------- Odin, Freyja, Heimdall - Age III Units - Siegfried, Brunnhilde, Gunnarr, 5 Ox Carts Buildings - Town Hall, Barracks, Archery Range Research - Blacksmith, Marketplace, Town Watch, Improved Infantry, Improved Cavalry, Heroism, The Wanderer, One-Eye's Blessing, Wisdom of Mimir, Divine Mounts, Thundering Hooves, Aurora Borealis, Brisingamen's Glow, Call of Valhalla, Gate of Bifrost Enemy - Loki, Skadi, Hel, Njord - Age IV Enemy Units - Narfi, 2 Frost Giants, 2 Ox Carts Enemy Research - Blacksmith, Improved Infantry, Improved Cavalry, Father of Beasts, Eyes of the Forest, Smile of Angrboda, Trickster's Touch, Granite Blood, Rampage Enemy Buildings - Town Hall, 13 Towers, 2 Barracks, 2 Archery Ranges, Siege, 2 Stables, 2 Shrines First, a little about the map... There is Food 2 tiles SE and 2 south of your far tower. There is a Settlement and Gold directly SE of your far tower near the SE edge. There is a road through the forest NE of your town that circumvents the bridge and tower. The enemy starts quickly and maxes out almost everything so expect this to be a tough fight. First turn, charge your heroes down the bridge. Train two Ulfsark and a Throwing Axemen. Second turn, train an Ox Cart. Move Gunnarr as far as he goes toward the Food, then use his power to switch with the Ox Cart. Build two shrines. Move the other two heroes and the Axemen as far SE as they can go. You could research Improved Infantry or train another unit. Third turn, use Undermine on the enemy Town Center. This is a helpful glitch in the game, allowing you line of sight to do this. I don't think that it lasts long tho. The enemy doesn't bother to repair the buildings and they are disabled for a turn. :D Build a stable. Move Brunnhilde into a forest. Move Siegfried as far as he can up the road and use his power. Move one Ulfsark out of town to try to get to the Settlement in the SE. You could research or train another unit. Move your reinforcements SE. Turn four, fight to gain some favor and train a Valkyrie. Move your meager reinforcements. Turn five, use Wild Fire. This should eliminate any units the enemy trained in turn four. Because they could not produce many units (if any) in turn three, this softens them just enough to get to the new settlement. I'm sorry but this is all the further that I can go because it gets too random. CH9.8 - Dragon's Den ---------------------------------------- Odin, Freyja, Heimdall, Tyr - Age IV - No Fog of War Units - Siegfried, Brunnhilde, Gunnarr, 3 Valkyrie, 3 Einherjar, Raider, Huskarl, Throwing Axemen Buildings - Barracks, Archery Range, Stable Research - Blacksmith, Elite Infantry, Elite Archers, Elite Cavalry, Heroism, The Wanderer, One-Eye's Blessing, Wisdom of Mimir, Divine Mounts, Thundering Hooves, Aurora Borealis, Brisingamen's Glow, Eldhrimnir Kettle Loki, Hel, ???, ??? - Age VI Enemy Units - Fafnir, 3 Fenrir Wolf, 2 Mountain Giant, 2 Frost Giant, 2 Battle Boar, Fire Giant Fafnir is a wrecking machine! This is not an easy battle. You have a bunch of Myth units to fight off first, then Fafnir himself. He flies to any 2x2 square on the board and hits every adjacent unit when he lands. He also has a fire breath attack that hits several units in a line. You only have 600 Food and Gold for reinforcements and research. The Light Infantry enemies are not much of a threat so its probably best just to train 4 Jarls and research Improved Cavalry. Pull your units back a bit before you attack the Myth units. Once they are dead, heal your most injured units for a couple of days before charging Fafnir. Once Fafnir takes a hit, he'll start flying all over the board. You must stagger all of your units so that he hits very few units when he lands. The fire breath itself is easier to handle. I finished this on Hard with Gunnarr and only two other units left. Good luck, its the end of the campaign! ======================================== CH10.X - Egyptian Scenarios ======================================== CH10.1 - Citadel of the Pharaoh (Unlock) ---------------------------------------- Map - Tomb Cities. Odin, Freyja, Njord - Age III Units - Seigfried, Huginn, Muninn, 6 Huskarl, 2 Mountain Giant, 2 Jarl, 2 Valkyrie, 2 Einherjar Buildings - Barracks, Archery Range, Stable, Shrine Research - Blacksmith, Veteran Infantry, Veteran Cavalry, Heroism, The Wanderer One-Eye's Blessing, Wisdom of Mimir, Son of the Mountain, Serpent's Venom, Wrath of the Earth Enemy - Ra, Horus, Anubis - Age III Units - Ramesses, 4 Slingers, 2 Petsuchos, 2 Chariot Archers, 6 Chariots, 4 Khepesh Enemy Buildings - Barracks, Archery Range, Stable, Shrine, Mill, 2 Mines Use Wild Fire on the first turn. Research Improved Infantry. One of your Mountain Giants can knock down a tower. A Huskarl and the Jarl can move in to kill a slinger and a Petsuchos. Use the Huskarls to damage the towers. Train a Jarl. On the second turn, use Walking Woods to break down a tower on the NE side. When you can, train a Jarl, train a Valkyrie and research Improved Cavalry. Use the Valkyries to heal as best you can. Speed is of the essence. CH10.2 - The Restless Dead ---------------------------------------- Map - Echo Canyons. Ra, Anubis, Horus - Age III Units - Thutmose, 6 Khepesh, 2 Priests, 2 Chariot Archers Buildings - Tower Research - Blacksmith, Improved Infantry, Improved Archers, Fleet of Foot, Ra's Blessing, Blades of Anubis, Axe of Vengeance, Greatest of Fifty Enemy - Set - Age III Enemy Units - 11 Mummies Enemy Research - Atef Crown An endurance test. This is an excersize on healing and ranged attacks. There is no need to move anywhere, just don't let your line break. Keep everyone where they can only be attacked once per turn and heal the most damaged units. You can move one sword back per turn and have Thutmose build an obelisk in that space. Move Thutmose to another space and move the sword back. This will provide even more healing for up to four of the swords. During the whole game, you need to be shuffling around to keep the line fresh and heal like crazy. Once you have 4 obelisks built, Thutmose can put the hurt on Mummies all that you want. Be careful that you don't Merge the swords. CH10.3 - Clash of the Nile ---------------------------------------- Map - River of Sobek. Set - Age I Units - Nakht, Ramesses, Hyena of Set Buildings - 2 Town Centers Enemy - Poseidon - Age I Enemy - Thor - Age I You have the advantage of starting with two heroes and two town centers but they are split! The Norse are in the southern corner and the Greek are in the eastern corner. You really only have to worry about the Greek, the Norse don't have a brain. Cavalry and Archers should be enough to wipe out the Norse. You need to budget your resources to Age Up to III ASAP so your army is comparable to the Greek. CH10.4 - Return of Osiris ---------------------------------------- Map - Valley of Osiris. Isis, Osiris - Age II Units - Ramesses, 5 Mummies, 4 Villagers Buildings - Shrine Research - Divine Protection, Flood the Nile, Glowing Health, Protective Aura, Atef Crown Enemy - Poseidon - Age I Enemy Units - Perseus, 5 Villagers To make the best start, you must build your Town Center on the second turn. You need two Obelisks and the Mill to act as enough road for your Villager to get there after your Mummies knock down the old one. Once done, press your Mummies east, knock down one Farm and Mill. Use a Villager to build your own Mill there but don't bother with Farms. Move that Villager and one Mummy NW to get the resources there. Use Son of Osiris as soon as you have a good battle going. If the enemy uses Cursed Voyage on you, run away until it expires. CH10.5 - Monthu's Trial (Unlock) ---------------------------------------- Map - Shrine of Mut. Ra - Age I Units - Thutmose Buildings - 3 Town Centers, 2 Towers, Barracks, Archery Range, Shrine Research - Blacksmith, Town Watch, Ra's Blessing Enemy - Loki - Age I Enemy - Hades - Age I Enemy - Set - Age I The worst part of this scenario is not seeing your resources, so I'm listing them for you. Build the Mines and Mills on your side of the bridges first. Food - 3 tiles N and 3 NW of east town - 2 tiles N and 5 NE of east town. Food - 3 tiles W and 4 NW of west town - 2 tiles W and 5 SW of west town. Gold - 3 tiles W and 1 NW of west town - 3 tiles N and 1 NW of east town. Gold - 2 tiles E and 4 SE of west town - 2 tiles S and 6 SE of east town. CH10.6 - Sanctum of the Snake ---------------------------------------- Map - Refuge of Isis. Zeus, Hera, Athena - Age III Units - Ladon, 2 Medusa, 8 Lamia Warriors Buildings - 4 Towers Enemy - Isis, ??? - Age II Enemy Units - Thutmose, 8 Khepesh, 8 Catapult, 4 Priests Easy Peasy. The enemy is an Age behind so move your troops closer together to defeat them. Move SE with the north and west squads while moving NE with the south squad. Wipe out the southern enemies first. ======================================== CH11.X - Greek Scenarios ======================================== CH11.1 - Wrath of Olympus ---------------------------------------- Map - Olympus' Peak. Zeus, Ares, Athena - Age III Units - Herakles, Ladon, 8 Myrmidon Buildings - 4 Towers, 2 Mines, 2 Mills, 8 Farms, 2 Barracks, Stable, Archery Range Research - Veteran Infantry, Improved Archers, Veteran Cavalry Enemy - Zeus, ???, ??? - Age III Enemy Units - 8 Minotaur, 8 Cyclops Enemy Buildings - 4 Shrines, 4 Mines Move your Myrmidons past the Forests beyond your Towers and you'll get a good look at the enemy. Research Improved Infantry right away. You'll probably survive the initial wave easily. Immediately rush the shrines and destroy them. Don't bother destroying the Mines, just wipe out the enemies. If he Bolts you first turn, or if you're totally blocked from one of the shrines then its probably easier to just start over. CH11.2 - March of the Barbarians ---------------------------------------- Map - Fields of Pella. Hades, Hermes, Apollo - Age III Units - Hippolyta, Odysseus, 6 Centaur, 6 Medusa, 4 Pegasus Enemy - Thor, ???, ??? - Age III Enemy Units - ? Fenrir Wolves, ? Einherjar, ? Frost Giants, ? Nibelung Warriors ? Priests Go ahead and pick up the relics. All of your attackers can use the extra +1 range and the +1 move is great for your Pegasus. Move all of your units from behind the river up to the cliff to help. The enemies have no ranged units so just turn them into pincushions till they fall over. Hide in the forests and shoot from the hills. Easy Peasy. CH11.3 - Serpent's Coil ---------------------------------------- Map - Ruins of Medusa. Zeus, Hera, Athena, Ares - Age IV Units - Perseus, Hippolyta, Odysseus, Herakles Buildings - Shrine Research - Divine Blood, Oracle's Service, Harridan's Spite, Face of the Gorgon Gift of Wisdom, Watchful Oversight, Flames of War, Labyrinth Enemy Hades, ???, ???, ??? - Age IV Enemy Units - Ladon, 6 Medusa, 8 Lamia Warriors The shrine can be killed by one hit from a Lamia Warrior, so protect it. Use your God Powers ASAP. The NE and west has two Medusa and three Lamia. Bolt the Lamia next to the Medusa within sight on the first turn. This will IHKO 4 units. Finish the last Lamia with Odysseus and Hippolyta. Herakles hides and Perseus waits stands on the shrine. The south has Ladon with the rest. Use Lightning Storm on the second turn and Earthquake on the third. Train a Chimera on the fourth turn. CH11.4 - Tricksters' Game (Unlock) ---------------------------------------- Map - Atlas' Burden. Hades, Hermes - Age II Units - Perseus, Centaur, 3 Architects Research - Vault of Erebus. Enemy - Loki, ??? - Age II Enemy Units - Narfi, Fenrir Wolf, 3 Ox Carts The enemy is directly SE of you. Go ahead and charge at him. Use Perseus' power to freeze Narfi. Train archers and swords. If you use Ceasefire, Loki will actually START building, so just press, press, press. CH11.5 - Olympian's Rise (Unlock) ---------------------------------------- Map - Ogygia. Poseidon - Age I Units - Herakles, Kataskopos, 2 Architects Enemy - Isis - Age I Enemy Units - Thutmose, 2 Villagers Like a multiplayer game, you start with basically nothing. The map is symmetrical. Your best start would be to pull your units to the NW section of the map. That leaves the enemy town opposite you, in the SE. After you have built a Town Center, send your scout and hero 8 tiles S and 1 SE of your town. There, you will find an enemy Villager building mine shafts. There's no stopping the AI's resources, but attacking him here will keep its attention away from anything else. CH11.6 - High Tide ---------------------------------------- Map - Forgotten Shrine. Poseidon, Aphrodite, Hermes - Age III Units - Perseus, Odysseus, 6 Prodromos, 6 Hoplite, 2 Nemean Lions Buildings - 2 Shrines Research - Lord of Horses, Good Humors, Roar of Orthus, Winged Sandals, Spirited Charge, Sylvan Lore Enemy - Age III Enemy Units - Hippolyta, Herakles, 3 Minotaur, 3 Gastraphetes, 6 Myrmidon Enemy Buildings - 2 Shrines There are four neutral artifacts in the center of the map; Ares' Savage Spear, Hermes' Winged Sandals, The Nemean Hide and The Head of Medusa. I would recommend that you get the Medusa (which does help your Centaurs) and the Sandals.(which helps your cavalry) Use Curse when a bunch of human enemies group together.(Remember its + shape) Use Cursed Voyage when battle has really started going. One enemy shrine is hidden in a forest 9 tiles S and 5 SW of your west shrine. You will only need to train 2 Centaurs. ======================================== CH12.X - Norse Scenarios ======================================== CH12.1 - Cold Shoulder ---------------------------------------- Map - Frozen Fortress. Odin, Freyja, Njord - Age III Units - Atli, Huginn, Muninn, 3 Huskarl, 4 Mountain Giant, Jarl, 4 Valkyrie, 2 Einherjar, 5 Ox Carts Buildings - 3 Shrines Research - Heroism, The Wanderer One-Eye's Blessing, Wisdom of Mimir, Divine Mounts, Thundering Hooves, Aurora Borealis, Brisingamen's Glow, Son of the Mountain, Ring Giver, Wrath of the Earth Enemy - Isis, Sobek, ??? - Age III Enemy Units - Hatshepsut, 4 Petsuchos Enemy Buildings - 2 Town Center, 5 Obelisk, 4 Towers, 2 Shrines, 2 Barracks, Archery Range, Stable, 4 Mines, 4 Mine Shafts, 2 Mills, 8 Farms Enemy Research - Divine Protection Make the best of your God Powers. Wait to use Wild Fire on the second turn so that you wipe out the newly trained units. There is a mine in the south corner of the map and one 3 tiles north of the center enemy town. Those two are out of sight at first. Charge your northern units SE to find the second enemy town. CH12.2 - Hawk's Eye ---------------------------------------- Map - The Bay of Mani. Odin, Freyja, Tyr - Age III Units - Brunnhilde(Freyja's Cloak of Changing), Huginn, Muninn, 4 Valkyrie, 8 Fenrir Wolf, 4 Ox Carts Buildings - Shrine Research - Aurora Borealis, Feral Spirit Enemy Ra, Thoth, Hathor - Age III Enemy Units - Nakht(The Eye of Horus), 4 Roc Enemy Buildings - 5 Shrines, 5 Obelisks, 3 Mines, 8 Mine Shafts The Rocs are weak to the Fenrir Wolves. Keep your Valkyries in good shape to heal your units and use Wild Fire on the start of the second turn. The bridges across the river are to your far east and west. Press quickly. Bug! Do not use Fimbulwinter. Without an enemy Town Center, the game crashes. CH12.3 - Assault of the Norse ---------------------------------------- Map - Fenrir's Den. Thor - Age I Units - Narfi, Atli, Ulfsark, 5 Ox Cart Buildings - Barracks, Stable, Archery Range, Shrine, Siege, 7 Towers Enemy - Odin - Age I Enemy Units - Seigfried, Brunnhilde, Huginn, Muninn, 5 Ox Cart Enemy Buildings - Barracks, Stable, Archery Range, Shrine, Siege, 7 Towers The enemy is a mirror image of you directly to the SE. You, however, have the Dwarven Mine. To give yourself an extra edge, take a risk and put the Mine on the forest tile SE of the Ox Cart on the Food. This will extend your road just enough to get you into the forest faster than the enemy. Send your two War Wolves to the left and right just to watch for flanking maneuvers. Don't waste any other units, just charge the forest. You must train two units every day at first. Research ASAP and Age Up ASAP. Move on to new research faster than the enemy and you should be OK. Make good use of Forseti and his Healing Spring! CH12.4 - Northward March ---------------------------------------- Map - Glitnir's Gate. Odin, Njord, Heimdall, Freyja - Age IV Units - Gunnarr, Huginn, Muninn, Ulfsark, 6 Mountain Giant, 2 Valkyrie, 6 Einherjar, 4 Ox Cart Buildings - Town Center Research - Blacksmith, Marketplace, Masonry, Town Watch, Heroism, The Wanderer, One-Eye's Blessing, Wisdom of Mimir, Son of the Mountain, Call of Valhalla Gate of Bifrost, Eldhrimnir Kettle, Aurora Borealis Enemy - Set, Sekhmet - Age II Enemy Units - Setekh, 9 Scorpion Men Enemy Buildings - Citadel, 4 Towers, 5 Barracks, 4 Shrines, Stable, Archery Range, 3 Mills, 12 Farms, 3 Mines, 12 Mine Shafts To the sides, move your Valkyrie first and destroy the farm or shaft blocking you. Then advance the Einherjar to destroy the barracks and another building. One of the Giants can also knock down a third building. In the center, don't charge with the crows or you will lose them. First turn, build a shrine and train an Ulfsark. Second turn, use Wild Fire, build two stables but do not train. Third turn, train two Jarls, train a Valkyrie and build a barracks. If the enemy doesn't Age Up early on, this will be too easy. Press, press, press. CH12.5 - Monster's Den (Unlock) ---------------------------------------- Map - Sol's Rest. Loki, Heimdall, Tyr, Hel - Age IV Units - Siegfried, 4 Valkyrie, 5 Fenrir Wolf, 5 Einherjar, Ox Cart Enemy - Zeus, Hera, Hermes, Athena - Age IV Enemy Units - 6 Chimera, 2 Centaur, 12 Minotaur You have plenty of cover for this fight, so stick to the forests and hills. The enemy has you surrounded but if you pick one direction and move your entire force, you will quickly wipe out one enemy squad and the other three will lose time chasing you. By the time that they reach you, they can't flank you. The wolves are only good attacking the chimera so don't worry if you lose some. CH12.6 - The Lightning Fortress (Unlock) ---------------------------------------- Map - Valhalla. Loki, Heimdall, Tyr, Hel - Age IV Units - Atli, 4 Fire Giant, 6 Frost Giant, 4 Mountain Giant, Ox Cart Enemy - Zeus, Hera, ???, ??? - Age IV Enemy Units - Lydon, 9 Hoplite Enemy Buildings - 4 Towers, Town Center, Barracks, Stable, Archery Range, Shrine, 4 Mines, 4 Mills, 12 Farms You are surrounding the enemy! :D The town is tightly packed and surrounded by mountains so its important to make destroying the buildings the top priority. There are three Hoplites in a line guarding each side. Kill the center with a Fire G (back him up to maximum range), move in the middle with a Frost G and kill the second, revealing a third. Use the Mountain G only on buildings, as quickly as possible. Try to kill the Shrine to prevent enemy God Powers. ======================================== CH13.X - Underworld Scenarios ======================================== CH13.1 - The Coiled Dragon (Unlock) ---------------------------------------- Map - Ouroboros. Hades - Age I (Maximum Age II) Units - Ladon Buildings - 4 Towers, Town Center, Barracks, Stable, Archery Range, Shrine, Siege, 2 Mills, 8 Farms, 2 Mines Enemy - Ra - Age I Enemy Units - Setekh Enemy Buildings - 4 Towers, Town Center, Barracks, Stable, Archery Range, Shrine, Siege, 2 Mills, 8 Farms, 2 Mines, 8 Mine Shafts Another mirror image map, a lot like CH12.3 -Assault of the Norse. At the start, the enemy has slingers and you have Kataskopos. Its another race to Age Up faster and choosing the right God.(you only get one) You may as well demolish your siege for resources because you never get to use it.(???) CH13.2 - Prometheus' Gift (Unlock) ---------------------------------------- Map - Charon's Flow. Loki - Age I Units - Narfi, 4 Ox Carts Buildings - Town Center, 2 Barracks, 2 Shrines Research - Blacksmith, Town Watch, Father of Beasts Enemy - Set, Sekhmet - Age II Enemy Units - Setekh, Hyena of Set Enemy Buildings - Town Center, 4 Towers, 2 Barracks, 2 Archery Ranges, 4 Shrine 2 Obelisk, Mill, 4 Farms, Mine, 4 Shafts The nearest open Gold is 2 tiles S and 4 SW of your town. First turn, use Spy. Narfi attacks the closest tower. Your east Ox Cart moves onto the bridge to its north. Your west Ox Cart moves south across the bridge toward the Gold. The Ox on your town moves to one of the vacated Food. Train a new Ox Cart and two Ulfsark. Second turn, claim your second Gold with the Ox Cart. Research Eyes of the Forest. Build a shrine and move the other Ulfsark to the SW across the bridge. Move your newest Ox Cart to the other nearby Food. Narfi attacks the Tower. Don't train any units. Third turn, you should be able to Age Up. I would take Hel because you probably can train a Fire Giant on turn 4 at the same time that you use Nidhogg. You need Huskarls no matter who you choose. You will probably need to pull back the Ox Cart on the bridge around turn 4 and move the fresh one from the Food to block the bridge again. Good luck. CH13.3 - Zeus' Betrayal (Unlock) ---------------------------------------- Map - Grip of Hades. Isis, Osiris, Anubis, Horus - Age IV Units - Nakht, 4 Avengers, 8 Mummies, 2 Anubites Buildings - 5 Obelisk, 2 Pyramids, 4 Shrines, 2 Mills, 2 Mines, 8 Mine Shafts, 4 Towers Enemy - Zeus, ???, ???, ??? - Age IV Enemy Units - Perseus(Achilles' Black Armor), Hippolyta(The Head of Medusa), Odysseus(The Golden Fleece), Herakles(The Nemean Hide), 4 Catapult, ? Chimera, ? Medusa, ? Minotaur First, use Tornado on the Medusa in the center. You want it to travel SE, killing two siege and wounding Minotaurs. If it doesn't, then restart. This will make the SE bridges melee only, so just keep training Mummies over there and choke that point up. Don't attack those bridges, either, unless you can immediately move a Mummy on to the bridge. They only take one hit per turn, so get two priests over there from your SE shrine.(Watch out for Herakles' power) For the other two bridges, just abandon the Towers and pull back. Move troops into the forests if you can. Keep in mind that this is a Fog of War map. The Medusas can't shoot you if you are out of sight. Nakht is good at taking down Chimera. You could transform Nakht into the Son of Osiris but then he can't build anything. Killing the heroes quickly is very important because they each have a good relic. Be sure to research Blades of Anubis as it works on all your troops. FYI, Nakht heals units around him at the start of your turn. CH13.4 - Lionheart (Unlock) ---------------------------------------- Map - Gaia's Heart. Ra, Thoth, Anubis - Age III Units - Nakht, 7 Anubite, 3 Catapult, 2 Priest, Phoenix Enemy - Poseidon Enemy Units - Ladon, 6 Nemean Lions, 2 Lamia Warriors Enemy Buildings - 3 Shrines, 6 Mines Pick one side and push that direction to start. There are three Shrines in the middle of the map that are making reinforcements. They are separated by mountains but your siege will be able to reach them from the hills. The Nemean Lions are cavalry, so be aggressive with your Anubites. Heal as much as you can but you could use your Priests as archers, too. Nakht heals units around him at the start of your turn. If Poseidon uses Cursed Voyage, restart. CH13.5 - Kronos' Rage (Unlock) ---------------------------------------- Map - Inferno. Loki, Hel - Age II Units - Siegfried, 3 Fire Giant, 2 Mountain Giant, 3 Einherjar, 2 Huskarl, 2 Jarl, 2 Fenrir Wolf, Ox Cart Enemy Hades - Age I Enemy Units - Herakles, Ladon Enemy Buildings - 4 Town Centers, 8 Towers, 8 Barracks, 4 Archery Ranges, 4 Stables, 4 Shrines, 4 Palace The four enemy towns are carbon copies of each other. Kill Herakles first turn with a Fire G and a Huskarl. A Jarl can injure Ladon and kill him second turn. Tear down buildings ASAP. The shrines should be your priority, to hopefully prevent God Powers and Age II. A good start would be six buildings destroyed and three damaged in the first turn. It seems that the AI doesn't cheat with infinite resources on this scenario. CH13.6 - Children of the Gods (Unlock) ---------------------------------------- Map - Tartarus. Zeus, Athena, Hermes, Hera - Age IV Units - Perseus(Ares' Savage Spear), Odysseus(Hermes' Winged Sandals), Herakles(The Nemean Hide), Hippolyta(Zeus' Lightning Bolts) Buildings - 4 Shrines, 4 Vaults, Barracks Research - Elite Infantry, Divine Blood, Lightning March, Divine Command, Oracle's Service, Athena's Regalia, Watchful Oversight, Flames of War, Athenian Construction, Monstrous Rage Enemy - Ra, Horus, ???, ??? - Age IV Enemy Units - 4 Spearmen, 4 Anubite, 4 Khepesh, 4 Mummy, 2 Camelry, 2 Chariot, 3 Roc, 2 Slinger, 3 Petsuchos Enemy - Hades, ???, ???, ??? - Age IV Enemy Units - 4 Hoplite, 4 Harpy, 4 Myrmidon, 4 Minotaur, 2 Hippokon, 4 Centaur 2 Prodromos, 2 Nemean Lion, 2 Toxotes Enemy - Thor, ???, ???, ??? - Age IV Enemy Units - 4 Ulfsark, 4 Fenrir Wolf, 4 Huskarl, 4 Einherjar, 2 Raiders, 2 Jarl, 3 Valkyrie, 2 Throwing Axemen, 3 Fire Giant You're surrounded again... :( The front line is all Light Infantry, so keep damage to Odysseus to a minimum. The enemy is laid out symmetrically so you can recon by using Ceasefire and exploring. You can always restart after you get a good idea of what you are up against. North is Norse, West is Greek, South is Egyptian and East is all Myth units. The only healing the enemy has is 3 Valkyrie and 2 of them are on the east side. The enemy has no buildings and no God Powers, so use these wisely. On the first turn, kill four units and use Ceasefire. Train a Hoplite every turn to make some use of your Food. Train 3 Medusa and hide them in the nearby forest tile on each side. Hippolyta should sit in the fourth forest. The rest of your training should be Chimera. Keep at least one unit near those forest to protect the archers. As soon as your fourth turn starts, use Lightning Storm. Grind away. If you can get through the wave of archers, the rest is just mop up. I used Bolt to OHKO four Myth Archers before Ceasefire even expired. Congratulations! You made it! ======================================== CH14 - Achievements, Relics and Unlockables ======================================== Achievements ---------------------------------------- Egyptologist - 25 Myth Points Create one of every Egyptian Myth Unit (Any single player game) Greek Studies - 25 Myth Points Create one of every Greek Myth Unit (Any single player game) Asgardian - 25 Myth Points Create one of every Norse Myth Unit (Any single player game) Cryptozoologist - 25 Myth Points Create one of every Myth Unit (Any single player game) Warlord - 25 Myth Points Win 10 Games by Conquest Devout - 25 Myth Points Win 10 Games by Temple Control Studious - 10 Myth Points Complete the Tutorial Campaign Egyptian Conquerer - 50 Myth Points Complete the Egyptian Campaign Greek Conquerer - 50 Myth Points Complete the Greek Campaign Norse Conquerer - 50 Myth Points Complete the Norse Campaign Pharaoh - 75 Myth Points Complete the Egyptian Campaign on Hard Demigod - 75 Myth Points Complete the Greek Campaign on Hard Berserker - 75 Myth Points Complete the Norse Campaign on Hard Tourist - 50 Myth Points Complete all Egyptian Scenarios Spelunker - 50 Myth Points Complete all Underworld Scenarios Wanderer - 50 Myth Points Complete all Norse Scenarios Vacationer - 50 Myth Points Complete all Greek Scenarios Khepesh - 25 Myth Points Win 5 Multiplayer or Skirmish games as the Egyptians Myrmidon - 25 Myth Points Win 5 Multiplayer or Skirmish games as the Greek Huskarl - 25 Myth Points Win 5 Multiplayer or Skirmish games as the Norse Hero - 25 Myth Points Win 5 Multiplayer or Skirmish games with each Culture Play 1 game on Wi-Fi - 10 Myth Points Play 1 game on Wi-Fi Blessed of Egypt - 25 Myth Points Win a Multiplayer or Skirmish game with each Egyptian Core Hero Blessed of Olympus - 25 Myth Points Win a Multiplayer or Skirmish game with each Greek Core Hero Blessed of Asgard - 25 Myth Points Win a Multiplayer or Skirmish game with each Norse Core Hero High Warlord - 25 Myth Points Win a Multiplayer or Skirmish game with each Core Hero High Priest Use each Major and Minor God at least once in Multiplayer or Skirmish Sacrificial Lamb - 10 Myth Points Attack an enemy unit with an Egyptian Villager or Greek Architect Pacifist - 10 Myth Points Win a game without attacking any enemy units (Can only be done by playing against yourself and capturing Temples) Cartographer - 10 Myth Points Win a 4 player game with the whole map explored (The easiest way is to take Hades and Nyx) Opened the Box - 10 Myth Points Win or Lose a game while controlling Pandora's Box (Save before you kill a neutral Myth and reload if you don't get the Box) Don't Open the Box! - 10 Myth Points Win or Lose a game where Pandora's Box appears, but is not claimed (Save before you kill a neutral Myth and reload if you don't get the Box) Kingslayer - 50 Myth Points Kill an enemy Hero three times in the same Multiplayer or Skirmish game (Can also be done in Campaign) Maps - 30 Myth Points each ---------------------------------------- Monthu's Trial Unlocks an Egyptian Scenario and Map - Shrine of Mut Citadel of the Pharaoh Unlocks an Egyptian Scenario and Map - Tomb Cities Trickster's Game Unlocks a Greek Scenario and Map - Atlas' Burden Olympian's Rise Unlocks a Greek Scenario and Map - Ogygia Monster's Den Unlocks a Norse Scenario and Map - Sol's Rest The Lightning Fortress Unlocks a Norse Scenario and Map - Valhalla Children of the Gods Unlocks an Underworld Scenario and Map - Tartarus The Coiled Dragon Unlocks an Underworld Scenario and Map - Ouroboros Prometheus' Gift Unlocks an Underworld Scenario and Map - Charon's Flow Zeus' Betrayal Unlocks an Underworld Scenario and Map - Grip of Hades Lionheart Unlocks an Underworld Scenario and Map - Gaia's Heart Kronos' Rage Unlocks an Underworld Scenario and Map - Inferno Heroes ---------------------------------------- Nakht (Egyptian) - 50 Myth Points Setekh (Egyptian) - 100 Myth Points, Finish the Egyptian Campaign Hippolyta (Greek) - 50 Myth Points Ladon (Greek) - 100 Myth Points, Finish the Greek Campaign Atli (Norse) - 50 Myth Points Narfi (Norse) - 100 Myth Points, Finish the Norse Campaign Relics - 20 Myth Points each ---------------------------------------- Relics are unlocked for availability in Skirmish and Multiplayer. The Relics in Campaign and Scenario are not randomized. The letter in parenthesis is the rarity of the Relic. (C) Common Relics do not need to be unlocked. (U) Uncommon, (R) Rare and (E) Epic Relics do. In my experience, references to class is random. When it reads 'all' then sometimes it only means 'all human'. (C) Achilles' Black Armor Equipped Hero has +5% Defense. Friendly Heavy Infantry have +10% Attack. (C) Adze of Anubis Equipped Hero has +10% Attack. Friendly Heavy Infantry have +10% Attack. (R) Alecto's Unceasing Blade Counterattacks made by hostile units against friendly units are reduced by 10%. (C) The Ankh of Ra Equipped Hero has +20% Hitpoints. Friendly Light Infantry have +20% Hitpoints. (C) Anubis' Mask of Death All Friendly Buildings gain +10% Defense. (C) Ares' Savage Spear Equipped Hero has +10% Attack. Friendly Light Infantry have +10% Attack. (U) Artemis' Bow of the Hunt All Friendly Ranged Units gain +1 Range. (Incl. Hero and Myth) (C) Athena's Breastplate Equipped Hero has +5% Defense. Friendly Light Infantry have +5% Defense. (-) Balmung, Blade of Sigurd (Campaign only) All Friendly Light and Heavy Infantry gain +20% Attack. (R) The Black Lotus (Play it, tap it, sacrifice it for three mana of any color) All Friendly Units recover Hitpoints at the beginning of your turn as if they were heroes. (E) The Boots of Kicks Everything (Had to be family friendly...) All Friendly Heroes and Units gain additional movement,(+2M) +10% Attack, +5% Defense. (C) Bow of Satis Equipped Hero has +1 Range. Friendly Ranged units have +10% Attack. (U) Brisingamen, the Flaming Jewel Equipped Hero regenerates and additional 10% health at the beginning of each of their turns. (C) Dionysus' Mask of Madness Equipped Hero has +20% Hitpoints. Friendly Priests have additional movement.(+2M) (C) The Dwarven Calipers Equipped Hero has +5% Defense. Friendly Civic Units have +20% Hitpoints. (C) The Eye of Horus Equipped Hero has +1 Sight. Friendly Cavalry have +1 Sight. (C) Famine, The Knife of Hel Equipped Hero has +10% Attack. Enemy Light Infantry have -5% Defense. (C) Freyja's Cloak of Changing Equipped Hero has additional movement.(+2M) Friendly Cavalry have +20% Hitpoints. (C) Freyr's Bronze Boar Equipped Hero has +5% Defense. Friendly Light Infantry have +5% Defense. (C) The Girdle of Hippolyta Equipped Hero has +5% Defense. Friendly Ranged units have +5% Defense. (U) Gleipnir, the Wondrous Ribbon All Friendly Human Units gain +8% Defense. (C) The Golden Fleece Equipped Hero has +20% Hitpoints. Friendly Cavalry have +20% Hitpoints. (C) Gunnarr's Runeshield Equipped Hero has +5% Defense. Friendly Heavy Infantry have +5% Defense. (C) Hades' Helm of Invisibility Equipped Hero has +5% Defense and has its health masked like Nyx's Bonus Power. (C) The Hammer of Hephaestus Equipped Hero has +10% Attack. Friendly Civic Units have additional movement.(+2M) (C) Hathor's Harp of the Stars All Food Income is increased by 20% (C) The Head of Medusa Equipped Hero has +10% Attack. Friendly Ranged units have +10% Attack. (C) Hermes' Winged Sandals Equipped Hero has additional movement.(+2M) Friendly Cavalry have additional movement.(+1M) (C) Imhotep's Chisel Equipped Hero has +10% Attack. Friendly Buildings have +20% Hitpoints. (R) Knot of Isis All Friendly Income is increased by 10% (R) Megaera's Grudging Spear Friendly Units deal counterattack damage even if they would be killed by an attack. (C) The Megingjord Belt of Strength All Friendly Human Units gain +10% Attack and cost 10% Less Food to train. (Buildings cost 10% less Food as well.) (C) Mithril Horseshoes Equipped Hero has additional movement.(+2M) Friendly Cavalry have additional movement.(+1M) (E) Mjolnir, Hammer of Thor All Friendly Units gain +10% Attack. All Friendly Archers gain +1 Range. (C) The Nemean Hide Equipped Hero has +5% Defense. Friendly Heavy Infantry have +5% Defense. (E) Odin's Spear, Gungnir All Friendly Units gain +20% Attack.(Will work on Hero!) (C) Osiris' Sickle Equipped Hero has +10% Attack. Friendly Mills, Farms and Ox Carts Generate +10% Food Income. (E) Pandora's Box Human Units become Myth Units, while Myth Units become Human Units.(The change is instant for all players)(Units made afterwards are normal) (C) Poseidon's Trident of Fury Equipped Hero gains +10% Attack and additional movement.(+1M) (U) Prometheus' Fire All Friendly Ranged and Siege Units gain +20% Attack. (R) Ra's Sun Disk The Fog of War is Revealed.(Terrain must still be explored but units are shown in forests) All Friendly Units gain +10% Attack.(Not the Hero) (E) The Ring of Power All Friendly Units cost 15% less resources to train. (C) Sceptre of Set All Gold Income is increased by 20%. (C) Sekhmet's Crown of Lions Equipped Hero has +5% Defense. Friendly Buildings and Heavy Infantry have +5% Defense. (U) Set's Kepesh of the Desert All Heavy Infantry gain +20% Attack.(Not on Hero) (C) The Sistrum of Bast Equipped Hero has +1 Sight. Friendly Ranged Units have +20% Hitpoints. (C) Skuld's Needle of Necessity (Skuld! ^o^ It should have been a hammer...) Equipped Hero has +10% Attack. Friendly Cavalry have +10% Attack. (C) Sobek's Redeeming Net Equipped Hero has +5% Defense. Friendly Civic Units have additional movement.(+2M) (E) The Soul of Osiris A Hero carrying this relic is reborn at full health when killed. This consumes the relic. (U) Thoth's Book of Wisdom All Favor Income is increased by 20%. (R) Tisiphone's Vengeful Bow All Friendly Ranged Units gain +2 Range. (C) The Tyrfing Blade Equipped Hero has +10% Attack. Friendly Heavy Infantry have +10% Attack. (C) Urd's Shears of Endings (Urd! ^o^ Where's Belldandy?...) Equipped Hero has +20% Hitpoints. Friendly Priests have +20% Hitpoints. (C) Verdandi's Vase of Being Equipped Hero has +20% Hitpoints. Friendly Priests have additional movement.(+2M) (C) Wellstone of Mimir All Friendly Myth Units cost 20% Less Favor to train. (C) Zeus' Lightning Bolts Equipped Hero Gains +10% Attack and +1 Range. Gods - 100 Myth Points each ---------------------------------------- Anubis (Ra) Osiris (Isis) Hathor (Set) Apollo (Zeus) Hephaestus (Hades) Ares (Poseidon) Baldr (Odin) Skadi (Thor) Tyr (Loki) ======================================== CH15 - The AI, Cheating and Bugs ======================================== IF YOU ARE HAVING A HARD TIME and you are following the strategies already covered, you are probably behind in Age. If not, try saving your game after each turn or two and reload when the AI does anything particularly well. There is an element of chance to what the AI chooses so it may work out better for you. In Skirmish or Multiplayer, you can also save before killing a neutral Myth unit and reload if you don't like the Relic that you get from it. Yes, the AI is a known cheater and there are bugs in the game. First of all, the AI player starts with a massive amount of Food and Gold. Its often not important to destroy all the AIs farms and such unless they are in your way because it always seems to have more resources than it needs. There are times that the AI will move one unit twice in the same turn. I have seen AI Heroes use their Hero Power and then move and attack. I have seen Priests heal twice in one turn. For what its worth, I have not yet seen any cheating during a Campaign map. There is a bug that does not allow you to turn off the movement animations when you are already playing. You can start a new game and then have the animations off. Buildings always are listed with +1 Attack and +1 Defense symbols but they do nothing! I have never observed an increase in damage given or received by a unit on a friendly building. Supposedly, the unit gets a +1 for each, but that is such a pathetic amount it makes no difference. Masonry research doesn't do what it should. It only adds 5% Defense to the Town Center. There's better things to do with the resources. Towers only give x1.2 Defense as a multiplier. You average a gain of 6% Defense so its not worth that. The bonus doesn't stack and it doesn't effect the Town Center, so whoop dee doo. Sometimes they fail to give any defense at all. They would really be sweet if they worked. Two Towers on one side could raise the defense of the building in the middle by 40%! It would actually be important to bring siege machines to a siege that way. Palaces and Pyramids are not worth anything IMO. Maybe they redundantly unlock certain units. The Reliquary research provides 1 Favor instead of 20! The Tombs does what it should but, if you include the cost of the building, you will not make your investment back. Just skip building these. They would have been really cool if the Reliquary worked and if you could actually train the unlocked units there. I'd love to have a Norse Fortress that produces 25 Favor and could train Huskarls and Jarls! But Nooo-o! Hades' Sentinel Towers never actually seem to work as real Towers. Fimbulwinter will crash the game if there is no enemy Town Center. Anubis' God Power is too good for multiplayer with other real people. Too weak against the AI. Relics don't always work they way that they should. Often, they only affect Human units of the class listed instead of all types of the class listed. =Fin===========================================================================