FAQ - Guide for Stronghold
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( Stronghold FAQ 0.4 ) : ) by Skroll ( : ' ( email@example.com ) ' ) http://www.disemboweled.net ( ============================== ------[ News & Updates ]------ ============================== v0.4 - Internet connection lost due to unforseen bout with networking cable. Excessive work done in a single Sunday, realization of a lack of a life. Added unit information, along with part of the walkthrough. v0.2 - Revised menu headings, added table of contents, have a structure building. v0.1 - FAQ freshly started, castle building started, along with some pitch information. Submitted to GameFAQs.com ============================== ----------[ Sites ]----------- ============================== +-+ Firefly Studios (http://www.fireflystudios.com) Developers of Stronghold. +-+ Gathering of Developers (http://www.godgames.com) Publisher of Stronghold +-+ Disemboweled.net (http://www.disemboweled.net) My site. Just a plug, it's pretty dull. +-+ GameFAQS (http://www.gamefaqs.com) The only place you should find this at, if you see it anywhere else, report it to me at firstname.lastname@example.org ============================== ------[ Introduction ]-------- ============================== Well, this is my first FAQ I've ever written, so it's part a FAQ, and part of an experiment. I figure, since my early receival of the the game, along with alot of extra time to play it, I'd figure I would write my findings, along with any information I came up with. If you find any errors in my FAQ, fact, grammatical, or otherwise, please feel free to contact me. Also, if you have any additions to the game, write me as well. However, I cannot help with specific parts of the game, on an individual basis. Sorry, but I am working 2 jobs, and I can't reply to those kind of questions. ============================== -----[Table of Contents]------ ============================== 1-1 Walkthrough 1-2-1 Combat Missions 1-2-2 Gathering the Lost 1-2-3 Finishing the Fort 1-2-4 Eliminating the Wolves 1-2-5 The Hidden Lookout 1-2-6 Between a Rock and a Hard Place 1-2-7 The Rat's Proposal 1-2-8 Breaking the Siege 1-2-9 Dealing with the Devil 1-2-10 The Rat's Last Stand 1-2-11 The Snake hunt Begins 1-2-12 First Blood 1-2-13 The Ransom 1-2-14 Snake Eyes 1-3-1 Economic Missions 2-1 Castle Building 2-2 Initial Planning 2-3 Starting the Castle 3-1 Units 3-2 The Lord 3-3 Archers 3-4 Siege Engineers 3-5 Spearmen 3-6 Pikemen 3-7 Monks 3-8 Macemen 3-9 Crossbowmen 3-10 Swordsmen 3-11 Knights 3-12 Laddermen 3-13 Tunnelers 4-1 Strategies 4-2 Pitch Traps ============================== ------[1-1 Walkthrough]------- ============================== There's no definitive way to finish the game. Different strategies work in different situations. This guide will run down possible difficulties, and problems I faced in the game. ______________________ 1-2-1 Combat Missions ---------------------- As the name implies, these missions center around combat, although you'll have your share of economic strife. They almost all revolve around you killing off some sort of enemy. ________________________ 1-2-1 Economic Missions ------------------------ These missions are non-combat related, although, there are times when there are things to kill. (bears and wolves and somtimes rabbits). You will deal with constant plagues, hop weavils, rabbit explosions, wolf attacks, and everything you can imagine, all trying to hold you back. _________________________ 1-2-2 Gathering the Lost ------------------------- Your army is in sorry shape, indeed. Site your keep somewhere by the trees. Place your granary anywhere, and plop down three woodcutter huts, and three hunter posts. Place the woodcutter huts by the trees, and the hunter posts nearby the granary. Sit back and watch your men collect the needed supplies, because you just did all there is to do here. If you can't do this one, might as well give up. ============================== ----[2-1 Castle Building]----- ============================== Castle building often depends on your mission. If you're not to the part of the game that requires stone to build, don't worry about it then. You won't need it. Same with iron. I'm going to assume that you have available, every single building and unit available in the game. You can substitute stone for wood, and so forth, but it's not until you have the different units that the game becomes really interesting. ___________________ 2-2 Initital Layout ------------------- Before laying out a castle, you have to take a few things into consideration. First off, your location. You wan't the most resources available nearby. You probably don't want trees too close, because you cant build walls through them, which gives the enemies easy access inside your castle, and soon enough, macemen are charging through the walls, slaughering yor archers and crossbow men. This, of course is not good. So, keep your castle close to tress, but with enough space to place infrastructure. Next up, is the stone and iron. Quarrys and mines cost way too much to get destroyed and make you build them over again. It is best to have them at the rear of the castle, if possible, and defended with archers. So, make sure your castle starts nearby the stone. Plan to have your farming on the outside of your castle, especially if you're on high ground (you can't have farms on dirt). But keep any production buildings inside the walls. Last, in combat, elevation is god. Archers on a tower are great, but archers on a tower on a plateu rains wooden (and often fiery) death onto any oncoming attack. Consider this in your planning. _______________________ 2-3 Starting the Castle ----------------------- First, place your keep where you want it. Next, site your granary, as the guy with the repetitive and irritating voice tells you to. What he doesn't tell you though, is that the granary will be there for a while, and you can only build more granaries attached to the original, creating one big granary. Therefore, leave room for a few more granaries, so you can stockpile food later. This also leads to the stockpile, right away, build a few more connecting to the original one. (they're free, anyways) Next, wood choppers should get cranking, about three to start. Also, an extra hut wont hurt, as long as your quick on cranking out food. Start with hunters, they are a nice starter food, especially with a low population level. Once food starts coming in, build dairy farms, because they take a bit to start going, but produce a new food source, and multiple types of food increase your popularity. Afterwards, either go for barracks, and crank out some archers, or if there's no immediate threat, get the rest of your infrastructure going. Set up the walls any way you want, however, crenulate them as soon as you can. Gates are a must, and should be heavily guarded (they are weak, and if destroyed, you have a HUGE gap in your walls). Multiple food types should come first, and then you can raise taxes a bit. Religion should always come last. ============================== ---------[3-1 Units]---------- ============================== ____________ 3-2 The Lord ------------ Type: Melee Requirements: None Cost: None The Lord is the most important unit in the game, and with good cause. If he should die, the game's over. So protect him. You don't have direct control over him, except for the fact that you can tell him to attack enemies. When there is no combat, he will just wander around your castle, and talk with your military units. However, when a large siege comes, he'll retreat to the top of your keep. Put some sort of defense up there, a mixture of ranged and melee fighters, to keep him from dying too fast. His attack is very powerful, but a handful of macemen will kill him all too quickly. ___________ 3-3 Archers ----------- Type: Ranged Requirements: Bows Cost: 8 gold In the early stages of a mission, Archers are your best defense. Putting them up on walls, they rain down showers of arrows onto a ttacking targets. Their long range and fast firing, will take down the bulk of a siege force. But once armored units start moving in, they are almost useless. They are best for taking care of laddermen, when you want to concentrate your crossbowmen on more powerful targets. ___________________ 3-4 Siege Engineers ------------------- Type: Siege Requirements: none Cost: 30 gold Siege Engineers are very versatile units. They are used to man any mounted defenses on your castle, and to power siege units. Also, if you are boiling oil, they can pour it onto enemies attacking you walls. They only cost gold, but die quickly, so protect them well. ____________ 3-6 Spearmen ------------ Type: Melee Requirements: Spear Cost: 8 gold Spearmen are another defense for the early part of a mission, or they are good filler for a siege. They die quickly, but are good in the masses. Also, you can line them up on a wall, to push off any laddermen that are on your wall. They are also good for filling in moats of the enemies castles. _________ 3-7 Monks --------- Type: Melee Requirements: none Cost: none ___________ 3-8 Macemen ----------- Type: Melee Requirements: Mace, Leather Armor Cost: 20 gold _______________ 3-9 Crossbowmen --------------- Type: Ranged Requirements: Crossbow, Leather Armor Cost: 20 gold The Crossbowmen will be your main defense. As they should be, because their attack is very strong, although a bit slower than the Archer. If behind a crenulated wall though, they are VERY strong. Their leather armor makes them superior to the Archer. A huge group of Crossbowmen will slaughter the attackers fast, but don't make the Crossbowmen a replacement for Archers. Crossbowmen's s lower shots are wasted on the laddermen that will eventually be charging your walls. ______________ 3-10 Swordsmen -------------- Type: Melee Requirements: Sword, Metal Armor Cost: 40 Gold Your elite footmen, they come in, get the job done, slaughter everybody, albeit slowly. Heavily armored, they move slow, but shrug off Archer's arrows. Crossbowmen can pierce their armor, but normal Archer's barely hurt them. Cover them with supportive fire, such as Archers or Crossbowmen, and s urround them with macemen. Because once they get inside the castle, they will raze it, and bring it to the ground. ____________ 3-11 Knights ------------ Type: Melee Requirements: Sword, Metal Armor, Horse Cost: 40 Gold Knights are practically Swordsmen on horses. They are armored, move fast, and are very lethal. Once again, they should be kept away from groups of Crossbowmen, because they will get cut down fast. Knights are ideal for probing your enemies defenses. Also, they work good for hit and run attacks, destroying farms or stone quarries, and taking off for home before the enemy can move his defenses over to them. ______________ 3-12 Laddermen -------------- Type: Siege Requirements: none Cost: 4 gold Quite possibly the worst job in the world, the laddermen's job is to rush the walls a castle and hold a ladder to it, and let attackers climb up. Spearmen can knock them off walls with ease, so you need a large volume of them to work. They only cost 4 gold, so bringing thirty or so of them to attack is not uncommon. ______________ 3-13 Tunnelers -------------- Type: Siege Requirements: none Cost: 30 gold Tunnelers are the perfect opening for a siege. Simply put them near a castle you want to attack, and send them to do the dirty work. They tunnel underground towards a castle, and burn the supports underneath. They can take down towers, stone and wodden walls. However, they are useless if theres a moat surrounding the castle. ============================== ------[4-1 Strategies]-------- ============================== _______________ 4-2 Pitch Traps --------------- Pitch traps are a very powerful, one time defense. Probably the first thought that comes to mind, is that you should just lay down a huge pit filled with pitch. This is a very LARGE waste of pitch, and here I'll explain why. The fire from a pitch ditch spreads quickly. Well, actually, the initial blast is the most fiery, causing a great deal of spread, and a very intense flame. A little experimentation revealed some helpful information. I decided to place a single spot of pitch down, and fire an arrow at it. The results are interesting. Below, is the pitch map I made, rotated 45 degrees, so it is no longer isometric. On each map, I aimed for the center, and hit it. .....x.. .x....x. xxxx&xxx .xxxxxxx ..x.xx.. xxx...x. The (&) is the initial piece of pitch I laid down. Remember, it is only one square. The (.) were spots that weren't burnt, and the (x) is where the fire spread. This is a random occurance, Sometimes the fire spreads more, sometimes less. Either way, its a very large spread for such a small piece. Here's another map. ................. .......xx........ ....xxxxxxxx..... ..xxx&&&&&&x..... ...xx&&&&&&xx.... ....x&&&&&&xx.... ...xx&&&&&&x..... ....x&&&&&&x..... ....xxxxxxxxx.... .......xx........ Same key. Lets do some math now. On the first map, I laid down one square, and got 25 burnt squares. Excellent. On the second, I laid down 30 squares, and got 67 burnt squares. So, one square produced 24 burnt squares, and 30 squares produced 37 burnt squares. Thats only 13 more squares, with 30 times more pitch used. Not cost efficient. Next example. ................. .......xx........ ....xxxxxxxx..... ....x&x&x&xx..... ...xxx&.&.&xx.... ....x&xoxoxxx.... ....xx&.&x&x..... ....x&x&x&xx..... ....x.xxxx.xx.... .......x......... It's hard to read, I know, but its for the sake of warfare. :) And we introduce a new symbol. (o) is a square that had pitch laid down, but wasn't burnt. 15 squares produced 28 burnt squares, and left 2 unused. I used half as much pitch as last time, (15 less squares), and only produced 9 less burnt squares, but wasted 2. Still, it's more economical, and saves precious pitch. Saving 15 pitch may not seem like alot, but imaging it on larger scales. On a patch 4 times larger, you'd save 60 squares. However, you leave spots that aren't getting burnt, and is a waste unless you fire a second shot quickly. Either way, it's a save. What does this boil down to? Well, this helps you think up some strategies in building these things. Heres one of the best set ups I've come up with. xx.x.xx. .x.xx.x. xx.x.xx. .x.xx.x. xx.x.xx. .x.xx.x. xx.x.xx. Just keep repeating that pattern. It uses less pitch, and causes a total coverage (most of the time) of the whole area.