FAQ/Walkthrough - Guide for Age of Empires: Mythologies
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_ __ _____ _ / \ __ _ ___ ___ / _| | ____|_ __ ___ _ __ (_)_ __ ___ ___ _ / _ \ / _` |/ _ \ / _ \| |_ | _| | '_ ` _ \| '_ \| | '__/ _ \/ __(_) / ___ \ (_| | __/ | (_) | _| | |___| | | | | | |_) | | | | __/\__ \_ /_/ \_\__, |\___| \___/|_| |_____|_| |_| |_| .__/|_|_| \___||___(_) |___/ |_| __ __ _ _ _ _ | \/ |_ _| |_| |__ ___ | | ___ __ _(_) ___ ___ | |\/| | | | | __| '_ \ / _ \| |/ _ \ / _` | |/ _ \/ __| | | | | |_| | |_| | | | (_) | | (_) | (_| | | __/\__ \ |_| |_|\__, |\__|_| |_|\___/|_|\___/ \__, |_|\___||___/ |___/ |___/ _ _ _ _ _ _ _ _ _ _ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ \ ( N | i | n | t | e | n | d | o ) ( D | S ) / \--- \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ ---/ \---- ----/ \---- ----/ \-------------------------------------------/ Age of Empires: Mythologies For Nintendo DS FAQ/Walkthrough by iloveaoe Version 1.4 5/26/09 Copyright 2009 iloveaoe. Email: iloveaoe -at- gmail -dot- com This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. -------- Contents -------- - Preface - Introduction - Basics - Basic strategy - Movement - Unit hitpoints/healing - Attack damage - Merging units - Aging up - Unit cap - Understanding the upper-screen displays - Resources - Nintendo DS button use - Tips and tricks - Differences from Age of Empires: Age of Kings - Glitches - Myth unit list - Campaign walkthroughs - Egyptian - Greek - Norse - My Campaign results - Scenario walkthroughs - Egyptian - Greek - Norse - Underworld - My Scenario results ------- Preface ------- This is my first FAQ, so I hope it is useful to everyone. I have tried to be sure it is 100% accurate, but I would not be surprised if there are some details that are incorrect. *Please* let me know of any inaccuracies by emailing me at: iloveaoe -at- gmail -dot- com. Thanks! My many thanks to IONDragonX for his excellent FAQ. I have credited him below when I am writing about things I found out from his FAQ rather than found out myself. My thanks to the following people who pointed out inaccuracies in my FAQ: Mazzle ------------ Introduction ------------ Age of Empires: Mythologies for Nintendo DS is a turn-based strategy game. Military units move around a map, attacking enemy units and buildings to try to conquer the enemy. Other units can build buildings, such as Town Centers, Barracks, and Farms, that produce income or military units. Your civilization can move from age to age by spending income and doing sufficient research--each age has more powerful units than the previous age, as well as possibly having new buildings or units available. There is a constant struggle to determine the best way to use your limited resources: build buildings, train units, do research, or save up to "age up" (move to the next age). You can play as any of three civilizations: Egyptians, Greeks, or Norse. Each civilization has aspects unique to it, such as different military units, different Heroes, and different major and minor Gods. Military units can be Heroes (only a few of these at a time), Humans, or Myth units. In addition, each military unit is of a certain type: Heavy Infantry, Light Infantry, Cavalry, Archer, or Siege. There are two main "rock-paper- scissors" relationships when a given unit attacks another: Hero > Myth > Human > Hero Cavalry > Heavy Infantry > Light Infantry > Cavalry (Where the ">" means "gets attack bonus against"--that is, the item on the left has an attack bonus against the item on the right, and the item on the right has an attack "anti-bonus" against the item on the left.) In addition: Anything except Light Infantry > Archer > Light Infantry Cavalry or Heavy Infantry > Siege Siege or Heavy Infantry > building > Cavalry, Light Infantry or Archer (The last ">" there is unique--buildings cannot attack, so they do not have an attack bonus, of course, but Cavalry, Light Infantry, and Archer *do* have an attack anti-bonus when they attack buildings.) When you can get an advantage in both categories (e.g. Human Cavalry attacking Hero Heavy Infantry), you can really do damage. Each player is either Age 1, 2, 3, or 4, with Age 4 being the most advanced and most powerful. Each time you age up (move from one age to the next), your units increase in strength, and you gain new options, such as new buildings that can be built, or new units that can be trained. You are always fighting on behalf of a given major God. In each age, you pick up a new minor God. Each of these Gods provides a God Power that can be used once per game--this can be something that, to list some examples, damages all enemy units, or destroys some enemy unit and its surrounding units, or increases your food income for a few days. These can make a large difference in a given game. Each Hero also has a power, called a Hero Power. These can be used once every so many days, and include things like increasing the defense value of the Hero, or allowing all friendly units to move farther that day, or having the Hero switch places with some other friendly unit. This game is considered to be a sequal to Age of Empires: Age of Kings for Nintendo DS, since it is, in general, quite similar. There are quite a few differences between the two games, however (see the "Differences from Age of Empires: Age of Kings" section later in this guide for more on this subject). This game is also related to the same-named game for the PC. I have not played the PC version of this game, so I cannot comment on this subject, other than to say that many people on the GameFAQs Boards have said that there are similarities between the PC version and this DS version. Note that the PC version is real-time, not turn-based as the DS version is. ------ Basics ------ There are three main ways to play this game: 1) Campaigns. This is a "story mode" that steps through 8 Campaigns per Civilization. This is the best place to start, since there is some teaching provided by the game as you progress through the Campaigns. You must fight the Campaigns in order, starting with the Egyptians, followed by the Greeks, and finally the Norse. 2) Scenarios. These are "set-piece battles", 6 for each of the three civilizations, and 6 for the Underworld. These can be done in any order. 3) "Skirmish". This is when some number of human players play some number of AI players (maybe 0), on a chosen map with each player having a chosen Civilization and major God. For example, one human playing Norse can play against 1 human playing Greek, with each human having an AI ally playing Egyptian. I put "Skirmish" in quotes because there is a "Skirmish" mode on the main menu, but I am grouping together here Skirmish and Multiplayer since they are very similar. A good way to learn more about how this game works is to do the Tutorial. Definitely go all the way through the Tutorial before starting to play. In addition, the Campaigns provide some information about the game play--if you go straight into Scenario or Skirmish mode, you will miss this. Each player takes turns, with one player doing their entire move for day 1, then another player doing *their* entire move for day 1 and so on through the players. When you are playing the Campaigns or the Scenarios, it is always you against the AI--two players. In Skirmish mode, you can go up to 4 players, one of which must be a human, but the rest can be any combination of humans and AI players. On your turn, you can: - Move each unit and then perform some action with that unit; actions include such things as Attack, Build, Demolish, Hero Power, and Merge. - Perform some action with each Town building (the Town Center and all buildings around it other than Towers); actions include Training units, doing Research, and invoking a God Power. (Exception: The Town Center can perform the Trade action any number of times per day, and then the Town Center can do a different action after that; but you cannot perform a different action and *then* do the Trade action.) -------------- Basic strategy -------------- It is important to attack "correctly"--that is, using the right units against the enemy. Attack as much as possible with a bonus (or a double bonus!), like Cavalry vs. Heavy Infantry. Especially in the Campaigns and Scenarios, using the right units against the right enemy units can make the difference between winning and losing. In general, I try to attack with every military unit I have every day. Much more damage is done when attacking than when counterattacking--if two equal units have a battle to the death, whichever attacks first will almost always win. Of course, it can be better to *not* attack with a unit some turn rather than to attack badly (e.g. Cavalry vs. Light Infantry). In order to attack with every unit, figure out which of your units can attack which enemy units *before* staring your attacks, otherwise, you will find certain units wasted. For example, if your unit A can *only* attack enemy unit Z, you want to have A attack Z, not have another of your units kill Z, then leave A with nobody to attack. Possibly the *most* important thing is to pay attention to the state you are leaving your units at the end of the day. Look at your units from the enemy's perspective, looking for weaknesses. Is there a way for an enemy non-ranged unit to attack one of your ranged units--this is bad, because ranged units have very low defense values, and usually get hurt very badly when attacked directly. Are you leaving one of your important units in a position where it can be attacked on 3 sides by the enemy--this is a good way to get that unit killed. Is there a hole either in the middle or the end of your front where an enemy unit will be able to run through and flank you? It is important to attack "correctly", but it is maybe even *more* important to position your units "correctly" for the enemy's attack. You will be an expert when you can not only do serious damage to the enemy on a given day, but also leave a position such that he can only do minimal damage to you on his half of the day. Pay attention to the terrain. Positioning your unit in a Forest square adds 20% to that unit's defense value if attacked. Conversely, a Road square subtracts 10% of the defense value. This is a huge difference--an attacked unit in the Forest might take minimal damage, while the same unit on the Road might be killed. In the same vein, note the square the enemy is on. If you have two enemy Spearmen in attack range of one of your units, for example, one on a Hills square and one on a Road square, it might be possible to kill the one on the Road square but not the one on the Hills square. The other important thing about the terrain is to use the impassable squares (Mountains, River, Ocean) to your advantage. Since units can't move into these squares, you can put ranged units next to them in such a way that those units can't be attacked. Also, you can block the squares between two impassable squares to create a chokepoint and make it very hard for the enemy to advance. The enemy might have 20 units to your 5, but if all 20 are blocked by a chokepoint you are maintaining, you can withstand the imbalance since maybe 15-18 of his units are unable to attack. The classic chokepoint is a Bridge over a River; with one strong unit, you can hold off an entire army for a certain time. Listen to the "advice" given to you when you propose attacking a given unit. This tells you, in general, what the results are going to be. If you see one of the messages that tell you you'll kill the enemy, go for it--killing enemies is what this is all about. If you see one of the messages that say you'll take damage and so will he, think some more about whether this is a good idea--is there some *other* unit that will do better against this specific enemy unit? But note that you will very often attack when the advice is this "he'll take damage and so will you"--usually the enemy will take much more damage than you. I think ranged units deserve a special mention. They are very weak in defense, so you need to concentrate on protecting them. Much of my time is spent in determining how I can attack with my ranged units but not leave them in a position to be attacked. Also, since ranged units can attack from a distance, and thus not be counterattacked, it is much more easy to maintain them at full strength than it is to maintain Infantry units at full strength, for example. Aging up is key in this game. If you are age 3 and your opponent is age 2, things will go quite smoothly, and if it is the opposite, you'd better be thinking about aging up soon! In general, you should rarely get 1-hit-killed by the enemy. This indicates you either have your units out of position (like having a ranged unit able to be attacked by an enemy heavy infantry unit), or that you are way outclassed (like you are age 2 when the enemy is age 3). In this game, I really believe you should give up quantity for quality--that is, I'd much prefer to have 10 age 3 units rather than 15 age 2 units. In my experience in the campaigns, I *never* get even close to my unit cap (see the "Unit Cap" section below for what this is)--on the hard campaigns, I think I probably get to maybe 20 units about the time I win. But 20 strong units, in one or two strong formations, can do an amazing amount of damage every day, and take surprisingly little in return if well-managed. (Note that there are a few Scenarios where I did get to my unit cap.) -------- Movement -------- Each day, a unit can move up to their movement capability. A unit's movement capability can be found on the second page of information for that unit (move the cursor to the square the unit is on, then push the Y button to see this page), and is the value next to the little symbol that looks like some boots with a lightning bolt in front. Note that units can never move through or into a square occupied by an enemy unit or building. To see the squares that can be attacked by a unit after the unit takes a day's movement, move the cursor to a unit, then hold down B. Doing this on an enemy unit will allow you to place your units out of reach of the enemy. Note, however, that holding down the B key will allow you to see where a unit can attack, BASED ON THE CURRENT PLACEMENT OF ALL UNITS. For example, you might find one of your units could not move very far, due to blocking enemy units. If you kill one of the enemy units, then look again, your unit might be able to move to and attack many more squares than the last time you looked. The same goes for the enemy--you might think your favorite unit is safe, but if the enemy eliminates one of your other units, that favorite unit might now be attackable. Note also that I have noticed cases where this is not accurate, cases where I could see that a given enemy unit (often a ranged unit) could clearly attack some square, but the square appeared to be out of range when holding down the B key on that unit. So make sure the range shown seems reasonable. There are two types of units, as far as movement goes: 1) Non-flying ("normal") units. These are all normal units. Almost all normal units have a movement capability between 11 and 21, with most siege units having 11-13, most infantry units having 13-18, and most cavalry having 15-19. How far these units can move depends on the terrain being traversed. The following terrain types cost the following amounts in terms of movement: Cost Terrain type ---- ------------ 4 Forest, Hills, Ruins, Gold 3 Plains, Food 2 Road, any building, Settlement, Bridge unpassable Mountains, River, Ocean For example, a unit with a movement value of 11 could NOT: - move through 2 forest squares and then into another forest square (would need 12 movement to do this) - move through 2 hills squares, followed by a road square, and then into another road square (would need 12 movement to do this) - move through 5 road squares and into a plains square (would need 13 movement to do this) 2) Flying units. I'm not sure how to tell which units are flying units other than just looking at their pictures, and by the fact that their movement capability is usually a number between 4 and 7. Flying units with a movement capability of 4, for example, can fly through any 3 squares and into a 4th. They can fly over "unpassable" squares like rivers or mountains, but must end up in a "normal" square--that is, they cannot stop in an unpassable square. They cannot fly over squares containing enemy units. ---------------------- Unit hitpoints/healing ---------------------- Each unit has a certain number of hitpoints--this is the strength of the unit in terms of its ability to sustain damage. When a unit is "full-strength", it has all its hitpoints. As it takes damage, it loses hitpoints. If its hitpoints go to 0, it dies. A unit's hitpoints are shown as a green bar, with a number like 120/132, meaning that the unit currently has 120 hitpoints, and its full strength number of hitpoints is 132. Note that a unit's full strength number of hitpoints can be increased, either through research or by aging up. When units are "in training"--that is, after you select to train them but before the start of your next turn--the unit is at 25% strength, where it has a number of hitpoints equal to one quarter of its full strength hitpoints. Units in this state are fairly easy to kill. When the next day comes around, the units add 75% of their full strength hitpoints. So if the unit wasn't attacked during training, it will go to full strength. If it was attacked and lost, let's say, 5 hitpoints, the next day it would be at full strength minus 5 hitpoints. When a unit is attacked (or a God Power such as Earthquake is used against it), the unit loses a certain number of hitpoints. At this point, your unit is more likely to get killed. Also, in the case of Human units, if they are at less than full strength, they do less damage to the enemy when attacking. So it is often in your best interest to try to "heal" damaged units. I believe that Myth units and Heroes do not work this way--they do the same amount of damage no matter how wounded they are. They can still be worth healing, however, to lessen the chance that they are killed. There are a number of ways to heal units: 1) Move them to any friendly building. This includes the standard buildings in a Town Center complex (including Towers), Mines/Mine Shafts/Mills/Farms, and even Obelisks. Every day that your unit starts the day on a pre-existing building, it will regain 20% of its full strength number of hitpoints. Note I said "pre-existing": Villagers/Architects that build a new building will not heal as a result of being on top of the building the next day; of course, if they *stay* on the building another day, they *will* heal. 2) Heal them with Priests. The Priests in this game exist for really just one reason: to heal other units. You move them next to a unit that is not at full strength and then choose Heal Unit from the menu. This will heal approximately 33% of the full strength number of hitpoints of the unit. 3) Heal them with Valkyries. The Norse God Freyja enables training the Valkyries Myth unit, and this unit can heal just as Priests do. The Valkyries are more useful, however, as they are also a full-fledged military unit capable of doing serious damage to the enemy. Priests can attack, but do very little damage. 4) Heroes heal 5% of their full strength number of hitpoints at the start of every day. 5) Use a God Power, such as the Greek "Restoration" God Power, which heals 50% of each unit's full strength number of hitpoints. 6) Use a Relic, such as Brisingamen, which allows a Hero that is equipped with it to heal an additional 10% per day (in addition to the 5% the Hero heals already). 7) When you are Egyptian, position them next to the Hero Nakht. All friendly units adjacent or diagonal to Nakht at the start of a day will heal 10% of their full strength number of hitpoints. ------------- Attack damage ------------- A very useful piece of information in playing this game is: how much damage will a given unit do if it attacks a given other unit? To know this, you need to understand how the various attributes of the two units work together to determine the attack damage. Unfortunately, I have not fully figured out the computation the game uses. I have tried various different algorithms, and while my predictions are pretty much always fairly close, they are not exact. Hopefully I will eventually figure this out, but until then, here is what I have learned. So just to be clear: do not believe everything you read in this section, as it is just my observations. (I get bored quickly trying to figure this stuff out, especially when my attempts at guesses are never exactly right.) (I would *love* it if someone could give me more information on this--use my email address at the top of this walkthrough, please!) The attack value of the attacking unit is the starting point. This says how much damage a given unit can do. The defense value of the defending unit is then used to determine what percentage of the attack value is "deflected"--the higher the defense value, the lower the damage done. As an example, if a unit with an attack value of 60 attacks a unit with a defense value of 40%, the damage done would be 60 - (40% of 60) = 60 - 24 = 36. This means that 36 hitpoints would be subtracted from the defending unit; if the unit had 36 or less hitpoints before the attack, the unit would be killed by the attack. In determining the defense value of the defending unit, don't forget to take into account the terrain the unit is standing on. If a unit with a normal defense value of 40% is standing on a Forest square, its defense value goes to 60% (Forest squares have a +20% to defense); if on a Road square, its defense value goes to 30% (Road squares have a -10% to defense). You can see, then, what a huge difference the terrain can make--that unit has twice the defense value if it is standing in the Forest instead of in a Road. Then comes the bonuses. I have not been able to figure out the exact system for the bonuses, but it appears to me that the bonuses seem to be about 33%. In other words, if a Heavy Infantry unit attacks a Light Infantry unit, it will do approximately 33% more damage than expected. Using the example above, a 60-attack-value Heavy Infantry unit attacking a 40%-defense-value Light Infantry unit would do approximately 48 damage, instead of the 36 damage that was expected. So, instead of 60 attack strength, treat the unit as having 60 + (33% of 60) = 80 attack strength, then the damage is 80 - (40% of 80) = 80 - 32 = 48. I have not noticed any difference in the various bonuses--that is, for *any* bonus (Heavy Infantry vs. Light Infantry, Myth vs. Human, Ranged vs. Light Infantry, and so on), it seems to add about 33% to the attack damage done. When there is a double-bonus, such as Myth Heavy Infantry vs. Human Light Infantry, the damage done seems to be about 66% more than expected. Similarly, anti-bonuses appear to be about 33%--a Light Infantry unit attacking a Heavy Infantry unit will do about 33% *less* damage than expected. Interestingly, if a unit has both a bonus *and* an anti-bonus, they don't seem to cancel each other out. For example, a Human Light Infantry that attacks a Hero Heavy Infantry does *not* do both +33% and also -33%, but instead does maybe about 10% *more* damage than expected. I'm not sure whether this happens for all cases of "bonus and anti-bonus" attacks. Then you must figure in the health of the attacking unit. If the attacking unit is a normal Human unit, like Spearmen, the unit will do less damage as it loses hitpoints. A full-strength attacking unit will do 100% of the expected damage, an attacking unit at about half-strength (that is, its current hitpoints are half of its maximum hitpoints) will do about 75% of the expected damage, and an attack unit with only 1 remaining hitpoint will nonetheless do about 50% of the expected damage. So if the attacking unit has 40% of its maximum hitpoints at present, it would do approximately 50% + (40% of 50) = 50% + 20% = 70% of the expected damage. Note that Myth units and Heroes do not seem to suffer this loss of damage--they attack at 100% of expected damage no matter how many hitpoints they have left. It appears as if the health of the defending unit has no effect on the damage done. Although remember that the health of the defending unit *does* determine whether it is killed or not in the attack. I have spent almost no time determining the amount of counterattack damage that occurs in a given attack. If the defending unit does not die in the attack, it gets to counterattack. My very limited effort would seem to imply that it will do about 25% of the damage that would be expected if *it* were doing the attacking. That is, counterattack damage is 1/4 that of attack damage. ------------- Merging units ------------- If you have two units, both of which are not at full strength, you can merge the two units to create one stronger unit. The two units must be the same type of unit (i.e. you can merge two Slingers, but cannot merge a Slinger and a Spearmen). To merge the units, move one of the units next to the other, and choose Merge from the menu. You will then have to choose the unit to merge with. The hitpoints from the first unit (the "merging" unit) will be added into the hitpoints on the second unit (the "merged into" unit). Of course this will not cause the hitpoints on the "merged into" unit to go higher than its full strength hitpoints--you cannot use this to "supercharge" your units. If the total of the two is greater than full strength, the "merged into" unit goes to full strength and any extra hitpoints are lost. Note that the "merged into" unit will then be done for the day, so if desired, do whatever you want to do with the "merged into" unit *before* doing the merge. A note on strategy: Two units will always do more (or the same) attack damage than one. Two units with only 1 hitpoint each will actually do just about the same damage to an enemy as one unit with all its hitpoints. So if you're in attack mode, when you're trying to do as much damage as possible, merging often doesn't make sense. But note also that attacking with two units will cause *both* units to take counterattack damage. The counterattack damage is not affected, I don't believe, by the strength of your unit. To continue with my example, attacking twice with 1 hitpoint units will do as much damage as a full strength unit, but both will be killed by the counterattacks. For a more realistic example, two units at 50% strength will do, I believe, about 1.5 times the damage that one unit at 100% strength will do, but both 50% strength units will take counterattack damage of, let's say 15 hitpoints, the same counterattack damage the 100% strength unit will take. So you inflict 1.5 times the damage, but incur 2 times the counterattack damage. Where merging makes a lot of sense is when you are at your unit cap--that is, you cannot train any new units because you already have as many units as you are allowed. If you merge two partial strength units, that frees up a slot for you to train a new unit. So you can turn two wounded units into two full strength units. It is also possible that you might *really* need another Cyclops, for example, but you're at your unit cap. You can merge two Hoplites, then build your needed Cyclops. -------- Aging up -------- Aging up upgrades all your units. Aging up is very important to your success. Trying to fight an enemy that is an age higher than you can be very difficult and frustrating. It appears that when aging up from age 1 to age 2, in most cases both the attack strength and full strength number of hitpoints of every unit are increased by 25%. Aging up from age 2 to 3 increases those same values by another 20%, and aging up from age 3 to age 4 increases them by another 11%. I do not believe that a unit's defense percentage or movement value is increased by aging up, although thanks to IONDragonX's excellent FAQ, I have learned that when aging up, some Gods confer certain bonuses, such that, for example, aging up with the Greek God Hermes *will* increase your unit's movement values. To age-up from age 1 to age 2 costs: - 400 food - 400 gold - 0 favor and requires - 4 topics researched To age-up from age 2 to age 3 costs: - 600 food - 600 gold - 50 favor and requires - 8 topics researched To age-up from age 3 to age 4 costs: - 1000 food - 1000 gold - 100 favor and requires - 12 topics researched There is no age 5. Note that many of the Campaigns do not have, nor do they have the ability to build, Shrines, so aging up is not possible. In addition, there are Campaigns that allow aging up, but do not allow aging up all the way to age 4--for example, they might allow you to age up from age 2 to age 3, but that is it. -------- Unit cap -------- At any one time, you cannot have more units than your unit cap. You can see what your current unit cap is by looking at the bottom right corner of the top screen: if you see something like 14/25, this means you currently have 14 units, and your unit cap is 25. If you reach your unit cap, when you select a building where you would normally be able to train units (such as a Barracks), the "Train" option will not appear in the pop-up menu. Your unit cap increases as you age up: Age Unit cap 1 20 2 25 3 30 4 35 It is possible to increase your unit cap a bit above these values, through certain Gods or doing certain Research. Note that Villagers, Architects, and Ox Carts do *not* count against your unit cap--they essentially have their own separate unit cap, since you can never have more than 5 of them. As I stated above, the unit cap very rarely comes into play in the Campaigns and Scenarios. --------------------------------------- Understanding the upper-screen displays --------------------------------------- In this section, I will explain what you see on the upper-screen of the DS. First I will show the "pictures" of the various different displays that can occur, with a short explanation of when that display is shown. Inside these pictures, I will designate areas of the screen as, for example, "(Area 3)". After the pictures, each one of the areas is described. Inside the pictures I designate symbols with a "@" sign followed by a few letters that describe the symbol; for example, "@Shld" is a symbol of a shield. Upper-screen when a unit has been selected: ________________________________________________________ |(Area 1) |(Area 3) |(Area 6) | | | (civ. | (colored band) | | (picture of | symbol) | | | terrain) | | (picture of unit) | | |___________| | | |(Area 4) | | | (resource) | | @Crown @Sword | |_________________| (age) |________________________| |(Area 2) | |(Area 7) | | |___________| Thutmose | | Hills |(Area 5) | Hero Hv. Inf. | | | (day #) | ---------------------- | | @Shld 10% |___________| | 77/102 | | | @Eye 1 | | ---------------------- | | | | @Sword 53 @Shld 35% | | | | vs+ | | | | @Bow @Bldg @Spear @Rock| |______________________________________________________| |(Area 8) | | @Food 755+155 @Gold 755+155 @Favor 5+5 @Man 3/20 | ________________________________________________________ Upper-screen when a building has been selected: ________________________________________________________ |(Area 9) |(Area 3) |(Area 11) | | | (civ. | | | (picture of | symbol) | (pictures of your | | building) | | Gods, up to 4) | | |___________| | | |(Area 4) | | | (resource) | | | |_________________| (age) |________________________| |(Area 10) | |(Area 12) | | |___________| | | Barracks |(Area 5) | Player VP* | | ----------- | (day #) | | | | 45 | |___________| iloveaoe 425 | | ----------- | | CPU 76 | | @Shld +1 | | | | @Sword +1 | | | | | | | |______________________________________________________| |(Area 8) | | @Food 755+155 @Gold 755+155 @Favor 5+5 @Man 3/20 | ________________________________________________________ Upper-screen when an empty square has been selected: ________________________________________________________ |(Area 1) |(Area 3) |(Area 11) | | | (civ. | | | (picture of | symbol) | (pictures of your | | terrain) | | Gods, up to 4) | | |___________| | | |(Area 4) | | | (resource) | | | |_________________| (age) |________________________| |(Area 2) | |(Area 12) | | |___________| | | Forest |(Area 5) | Player VP* | | | (day #) | | | @Shld 20% |___________| iloveaoe 425 | | @Eye 0 | | CPU 76 | | | | | | | | | | | | | |______________________________________________________| |(Area 8) | | @Food 755+155 @Gold 755+155 @Favor 5+5 @Man 3/20 | ________________________________________________________ Upper-screen when a unit has been selected and then the Y button is pushed: ________________________________________________________ |(Area 13) |(Area 15) | | (colored band) | Thutmose | | | @Food 180 @Gold 180 @Favor 50 | | (picture of | | | unit) | Thutmose III was the | | | step-son of Hatshepsut | | | and was considered the | | | greatest military mind of | |____________________| his age. Thutmose is a | |(Area 14) | Heavy Infantry Hero. | | | | | @Sword 53 @Shld 35%| | | | | | @HP 102 @Mvmt 13 | | | | Strong+ Weak- | | [email protected] @Bldg @Spear @Rock @Coll | |______________________________________________________| |(Area 8) | | @Food 755+155 @Gold 755+155 @Favor 5+5 @Man 3/20 | ________________________________________________________ Upper-screen when a building has been selected and then the Y button is pushed (or when a unit on a building has been selected and the Y button is pushed twice): ________________________________________________________ |(Area 16) |(Area 18) | | | Town Center | | | @Food 350 @Gold 350 | | (picture of | | | building) | The Town Center is the | | | foundation for your cities. | | | Buildings can be built in | | | any of the tiles | |____________________| surrounding the Town | |(Area 17) | Center. Town Centers | | | also allow you to train | | @Shld 30% @HP 120| Villagers and provide | | | additional Resources each | | @Food 35 @Gold 35| turn. Each time you Age | | | Up, you may support an | | @Favor 5 | additional Town Center. | |______________________________________________________| |(Area 8) | | @Food 755+155 @Gold 755+155 @Favor 5+5 @Man 3/20 | ________________________________________________________ Descriptions of the areas: Area 1: A picture of the terrain. If there are resources on the square, such as Food or Gold, it will be shown at the bottom. For Settlement squares, only the Favor resources are shown here. Area 2: Details on the terrain. The @Shld value is the defense percentage added to a unit's defense percentage standing in that square. For example, if a unit has a defense value of 35% and is standing in a Hills square with a 10% defense value, that unit has a total defense value of 45%. The @Eye value is the increase to sight for a unit standing in that square. Area 3: The symbol of the civilization you are playing as. If you select an enemy unit, you will see the symbol of the civilization of that enemy. Area 4: The Age you are in, in Roman numerals. If you select an enemy unit, you will see the Age of the enemy. Area 5: Which day of the Campaign/Scenario/Skirmish you are in. Area 6: A picture of the unit. The colored band at the top shows which army the unit is part of (sometimes in large battles, it is hard to tell just by looking at the bottom screen). The two symbols in the lower-right detail the type of the unit. The first symbol says whether it is Human (hand), Myth (lightning bolt), or Hero (crown). The second symbol says whether it is Heavy Infantry (sword), Light Infantry (spear), Ranged (bow), Cavalry (horse collar), or Siege (falling rock). Area 7: Details on the unit. The unit's name and type are listed at the top. Just below this is the unit's health, in hitpoints, shown both numerically and as a green "health bar". If the value shown is 77/102, this means your unit currently has 77 hitpoints out of a maximum number of hitpoints of 102. The green bar would be green about 3/4 of the way across in this case, showing that your unit is at about 75% of its maximum hitpoints. The @Sword value is the unit's attack strength. Note that all units except Ranged units have a sword symbol, but Ranged units do not. Ranged units have a number followed by a bow symbol. The number before the bow is very important--this is the attack range of the unit. The @Shld value is the defense percentage of the unit. At the bottom of the area, there are symbols that show which types of units this unit has a bonus against. Area 8: Your current Food, Gold, Favor, and unit status. At the left is shown how much Food you currently have and how much your current Food income is per day. For example, "755+155" means you have 755 Food to spend, and your current daily Food income is 155. Similarly, the next 2 numbers are your current Gold and daily Gold income, and then to the right of that, your current Favor and daily Favor income. Note well that for all of these, the daily income shown is how much your daily income was *today*--it does not say what your income will be tomorrow. If you build a Farm on day 5, that Farm's Food income will not be shown in this area until day 6. At the far right of this area is shown your unit status. A value like 3/20 means that you currently have 3 units out of a maximum of 20 units. The 20 value is your unit cap--you cannot train more than this many units. Area 9: Like area 1, but a picture of the building instead of the terrain. Area 10: Details on the building. As with the green bar in area 7, the green bar here shows the health of the building. Inside the green bar is one number, which is the current number of hitpoints of the building. The @Swrd and @Shld values are theoretically increases to the attack and defense of units standing in those buildings, but according to IONDragonX's FAQ, units do not seem to get any increases while standing in buildings, so these numbers are probably a glitch. Area 11: Pictures of your Gods, one for each age. Area 12: The current score, in terms of Victory Points. The scoring is this game is very glitchy, so you can probably completely ignore these mostly useless numbers. Area 13: Same as area 6 without the symbols at the bottom. However, for Villagers, Architects, and Ox Carts, there is shown at the bottom of this area something like "(3/5)". This tells you that you currently have 3 of this type of unit, out of a maximum of 5. Note that, confusingly, even when looking at enemy Villagers/Architects/Ox Carts, the value shown is for *you*, not for the enemy. Area 14: Unit stats. The @Sword and @Shld values are the same as in area 7. The @HP value is the unit's maximum hitpoints, and the @Mvmt value is the unit's movement capability, per day. Area 15: Details on the unit. The @Food, @Gold, and @Favor values shown just after the unit's name are the cost to train the unit. At the bottom, similar to area 7, are symbols detailing which types of units this unit gets a bonus against, but also which units this unit has an anti-bonus against. Area 16: A picture of the building. When the building is an Obelisk, there is an indication at the bottom like "(3/5)", meaning that you have built 3 out of a maximum of 5 Obelisks. Even if you are looking at an enemy Obelisk, the numbers shown are for *you*, not for the enemy. Area 17: Building stats. The @Shld value is the defense percentage of the building when it is being attacked. The @HP value is the building's maximum hitpoints. The @Food, @Gold, and @Favor values show the daily income produced by the building. Note that buildings like Barracks produce no daily income, so no values are shown, and buildings like Farms produce only Food income, so no @Gold or @Favor values are shown. Area 18: Details on the building. The @Food and @Gold values shown just after the building's name are the cost to build the building. --------- Resources --------- This section will list all the income-producing (food, gold, or favor) buildings or units. Since this varies a fair amount by civilization, I will have separate sections for each civilization. Here are some of the main differences between the civilizations, as far as resources go: 1) Egyptians are the only civilization to build Mine Shafts. 2) Egyptian Heroes can build Mines/Mine Shafts/Mills/Farms. 3) Norse do not build Mines/Mills/Farms at all, but instead use Ox Carts. --- Egyptian: All resources continue to produce 100% of income until destroyed Destroying Mill/Mine does not halt income of adjacent Farms/Mine Shafts Another player destroying and rebuilding a Mill/Mine causes that player to begin to gain income from that Mill/Mine, but does *not* affect the ownership or income of surrounding Farms/Mine Shafts; that is, to fully "take over" a Mill with four surrounding Farms, you have to destroy and rebuild all five Types of food resources: Town Center Built by: Villagers Where: On a settlement Cost: 350 food, 350 gold Income: 35 food/day Limit: One Town Center per age (i.e. if you are age 3, you can have a maximum of 3 Town Centers) Mill Built by: Villagers, any Hero Where: On a Food square Cost: 15 food, 60 gold Income: 40 food/day Limit: No limit to number of Mills built Farm Built by: Villagers, any Hero Where: On a square adjacent to already-built friendly Mill Cost: 15 food, 60 gold Income: 20 food/day Limit: No limit to number of Farms built Types of gold resources: Town Center Built by: Villagers Where: On a settlement Cost: 350 food, 350 gold Income: 35 gold/day Limit: One Town Center per age (i.e. if you are age 3, you can have a maximum of 3 Town Centers) Mine Built by: Villagers, any Hero Where: On a Gold square Cost: 60 food, 15 gold Income: 40 gold/day Limit: No limit to number of Mines built Mine Shaft Built by: Villagers, any Hero Where: On a square adjacent to already-built friendly Mine Cost: 60 food, 15 gold Income: 20 gold/day Limit: No limit to number of Mine Shafts built Types of favor resources: Town Center Built by: Villagers Where: On a settlement Cost: 350 food, 350 gold Income: 5 favor/day Limit: One town center per age (i.e. if you are age 3, you can have a maximum of 3 town centers) Shrine Built by: Villagers Where: In a square adjacent or diagonal to a town center Cost: 100 food, 100 gold Income: 10 favor/day Limit: No limit to number of Shrines built Obelisk Built by: Any hero Where: In any empty square Obelisks cannot be built within two squares of each other Cost: 21 food, 21 gold Income: 3 favor/day Limit: Maximum of 5 Obelisks in existence per player Pyramid Built by: Villagers, at age 3 or higher Where: On a square adjacent or diagonal to a town center Cost: 110 food, 140 gold Income: 5 favor/day Limit: No limit to number of Pyramids built Note: Reliquary research at Pyramid promises 20 favor/day per Pyramid But there appears to be a glitch, and the research only provides income of 1 favor/day per Pryamid (in addition to normal 5) --- Greek: All resources continue to produce 100% of income until destroyed Destroying Mill does not halt income of adjacent Farms Another player destroying and rebuilding a Mill causes that player to begin to gain income from that Mill, but does *not* affect the ownership or income of surrounding Farms; that is, to fully "take over" a Mill with four surrounding Farms, you have to destroy and rebuild all five Types of food resources: Town Center Built by: Architect Where: On a settlement Cost: 350 food, 350 gold Income: 35 food/day Limit: One town center per age (i.e. if you are age 3, you can have a maximum of 3 town centers) Mill Built by: Architect Where: On a Food square Cost: 15 food, 60 gold Income: 40 food/day Limit: No limit to number of Mills built Farm Built by: Architect Where: On a square adjacent to already-built friendly Mill Cost: 15 food, 60 gold Income: 20 food/day Limit: No limit to number of Farms built Types of gold resources: Town Center Built by: Architect Where: On a settlement Cost: 350 food, 350 gold Income: 35 gold/day Limit: One town center per age (i.e. if you are age 3, you can have a maximum of 3 town centers) Mine Built by: Architect Where: On a Gold square Cost: 200 food, 60 gold Income: 100 gold/day Limit: No limit to number of Mines built Types of favor resources: Town Center Built by: Architect Where: On a settlement Cost: 350 food, 350 gold Income: 5 favor/day Limit: One town center per age (i.e. if you are age 3, you can have a maximum of 3 town centers) Shrine Built by: Architect Where: In a square adjacent or diagonal to a town center Cost: 100 food, 100 gold Income: 15 favor/day Limit: No limit to number of Shrines built Palace Built by: Architect, at age 3 or higher Where: On a square adjacent or diagonal to a town center Cost: 110 food, 140 gold Income: 5 favor/day Limit: No limit to number of Palaces built Note: Reliquary research at Palace promises 20 favor/day per Palace But there appears to be a glitch, and the research only provides income of 1 favor/day per Palace (in addition to normal 5) --- Norse: All resources continue to produce 100% of income until destroyed Types of food resources: Town Center Built by: Ulfsark Where: On a settlement Cost: 350 food, 350 gold Income: 35 food/day Limit: One town center per age (i.e. if you are age 3, you can have a maximum of 3 town centers) Ox Cart Built on: Town Center Where: Place Ox Cart on a Food square Cost: 150 food, 150 gold to build Ox Cart at Town Center No cost to move Ox Cart onto Food square and start producing income Income: 1st day: 33 food; 2nd day: 66 food; all following days: 100 food If Ox Cart moves from Food square all daily income for that Ox Cart is lost and it must restart at 33 Sometimes above numbers increased by 10% (not sure why yet) Limit: Maximum of 5 Ox Carts in existence per player Types of gold resources: Town Center Built by: Ulfsark Where: On a settlement Cost: 350 food, 350 gold Income: 35 gold/day Limit: One town center per age (i.e. if you are age 3, you can have a maximum of 3 town centers) Ox Cart Built on: Town Center Where: Place Ox Cart on a Gold square Cost: 150 food, 150 gold to build Ox Cart at Town Center No cost to move Ox Cart onto Gold square and start producing income Income: 1st day: 33 gold; 2nd day: 66 gold; all following days: 100 gold If Ox Cart moves from Gold square all daily income for that Ox Cart is lost and it must restart at 33 Sometimes above numbers increased by 10% (not sure why yet) Limit: Maximum of 5 Ox Carts in existence per player Types of favor resources: Town Center Built by: Ulfsark Where: On a settlement Cost: 350 food, 350 gold Income: 5 favor/day Limit: One town center per age (i.e. if you are age 3, you can have a maximum of 3 town centers) Shrine Built by: Ulfsark Where: In a square adjacent or diagonal to a town center Cost: 100 food, 100 gold Income: 5 favor/day Limit: No limit to number of Shrines built Combat Every time a Norse unit is in a battle, favor is gained immediately Varies from 1 to 5 favor per battle Most common: 1, 2, or 3 Seem to get more favor if attacking without bonus Seem to get only 1 favor if attacking with bonus Favor gained even when your unit is attacked by enemy But only if your unit gets a counterattack: No favor gained if your unit is killed No favor gained if non-ranged unit attacked by ranged enemy When Norse are fighting, there should be no shortage of favor Palace Built by: Ulfsark, at age 3 or higher Where: On a square adjacent or diagonal to a town center Cost: 110 food, 140 gold Income: 5 favor/day Limit: No limit to number of Palaces built Note: Reliquary research at Palace promises 20 favor/day per Palace But there appears to be a glitch, and the research only provides income of 1 favor/day per Palace (in addition to normal 5) ---------------------- Nintendo DS Button use ---------------------- I will not attempt to list the full amount of functionality available through the Nintendo DS buttons, but I *will* list the ones I use somewhat frequently (note that I use the stylus a lot) and which aren't obvious: - Holding down the L button allows you to see the entire map from above, with friendly and enemy units, resources, and buildings marked. - The R button steps through all friendly units who have yet to make a move on a given day. If you think you've moved all your units, hit the R button to make sure. - Holding down the B button when the cursor is on a unit (friendly or enemy) will show in red all the squares that unit can attack, given the current state of all the other units--for example, if a unit is surrounded and can't move, only the four adjacent squares will be red, but if one of the surrounding units is killed, the B button will suddenly show more attackable squares. - If the cursor is on a square that contains a unit or building (or both), the Y button will show more information about the unit or building. --------------- Tips and tricks --------------- 1) Units can move through friendly buildings at a cost of only 2 movement points, *even if* the building is in the process of being built. Therefore, you can often change how far a unit can move by building a building in its path. If you are playing the Egyptians and really, really want a given unit to attack some enemy unit, but it can't quite get there, you could have one of your Heroes build an Obelisk on one of the "tough" squares (e.g. Forest, Hills) along the way--this just might make the difference and allow your unit to move far enough to attack. 2) Don't forget that Egyptian Heroes can build Mines/Mine Shafts/Mills/Farms, as well as building Obelisks. Since Heroes from the Greeks and Norse cannot do this, it is easy to forget. 3) When using ranged units, try to put them on Hills when possible. For example, you might be able to attack the enemy unit you want to attack by putting your Slingers on a Hill square, or on a Plains square. The damage done will not be different, and there is no counter attack, so what is the difference between the two? The difference is when the enemy gets his turn. If your Slingers are on a Hills square, they will have a greater counterattack range for any enemy Slingers that try to attack them. If your Slingers were on a Plains square, an enemy Slingers might be able to attack you without counterattack if they are on a Hills square. If your Slingers were on a Hills square, this wouldn't be possible, and the enemy might not even attack, because he doesn't want to incur the counterattack. Plus, the Hills square adds 10% to the defense value of your ranged unit compared to if they were standing on a Plains square. 4) Use Villagers/Architects to attack weak enemy units. Villagers/Architects have very low attack strength, but nonetheless might have enough to eliminate a very powerful enemy. Since the attack takes place before the counterattack, Villagers will take no damage from attacking even an age 4 Khepesh, *if* the Khepesh has only a few hitpoints left, and the Villagers can inflict at least that many hitpoints in damage. Since even low strength units can still cause serious damage when attacking, getting rid of the enemy's low strength units is a good thing, and rather than wasting one of your strong military units to finish off a weak enemy, use one of your weak units, such as Villagers or Architects or Priests, or even some low strength military unit of your own. In one of the Greek campaigns, I actually killed *3 enemy units* with a unit of my own that only had 1 hitpoint! The enemy never attacked my 1 hitpoint unit, and every day for three days in a row, the enemy had a very weak unit that was in range of my 1-hitpoint unit. 5) Similarly, use weak units to just "take up space". Many times you can be in a position where, for example, your ranged units can be attacked by the enemy because there is one path for the the enemy to run around your front and barely get to them. To make this impossible for the enemy, take a weak unit, like a Villagers, Architects, or Priests, and just move them next to the ranged unit, blocking the enemy attack. (Of course, sometimes the enemy can kill that weak unit first, *then* attack the ranged units that were "protected", but this means the enemy must be able, and willing, to use *2* units to get to your ranged unit.) 6) When attacking enemy ranged units, attack first with your non-ranged units, then use a ranged unit for the kill. This way none of your units takes any counterattack damage. When attacking enemy *non-ranged* units, attack first with your ranged units, then use a non-ranged unit for the kill, once again avoiding all counterattack damage. 7) Attack enemy units that are in the process of being trained on an enemy building whenever possible. Such units are weak today, but will be at full strength tomorrow if not killed. You get a good "bang for the buck" attacking a training unit rather than attacking another unit and letting the training unit get to full strength. 8) If you are in a position where you are defending against an enemy and trying to avoid them getting through a chokepoint, try to pick the position your units are in such that the enemy cannot get two attacks against any of your units (except for ranged attacks, of course). For example, a straight line (not a straight *diagonal* line) is good, since each one of your units in the line can only be attacked by the one enemy unit across the line from it. A diagonal line, on the other hand, is not ideal, since every one of your units has two enemy that can attack it, with the possibility that that double attack will kill your unit and the enemy can then move into the abandoned square. That abandoned square in the diagonal line, moreover, is not attackable by either of your neighboring units in the line; but if it were a straight line, when the enemy moves into the abandoned square, he can be attacked from both of your neighboring units *plus* from the next square back, giving a triple attack against that square to try to get it back. 9) Watch the order you do things in on your buildings. For example, I have been burned by saying "Ok, I need some Architects", so I train the Architects on my Town Center, then when I need to Trade some food for gold later on the same day, I cannot do that because my Town Center has been "blacked out". Similarly with Shrines--do whatever you need to do on your Shrines (assuming you have more than one), *then* age up. Since aging up "blacks out" *all* your Shrines, you won't be able to do anything else with any of them after aging up. 10) When advancing in black map mode, advance with your farthest back units first. As they move forward, more squares will become visible, and if these squares contain enemies, you want to be able to attack them, which hopefully you can, since you haven't yet moved your forward units. 11) The AI is often stupid in deciding where to send his units, sending them first one way, then another. You can use this to your advantage--if he seems to be sending a lot of units somewhere you don't want them, make trouble elsewhere and he might just turn them around and run them back. In an ideal world, you can keep him undecided, sending a good number of his troops back and forth, not attacking anywhere. 12) Mills produce twice the income of Farms, but cost the same amount to build. Therefore, it is the most cost effective to build additional Mills, rather than to build Farms around your existing Mills. The same is true of Mines and Mine Shafts, for the Egyptians. 13) You can locate enemy units in Forest squares by noting that the game will not allow you to move to those squares. If you select a unit, the game will show you all the squares that unit can move to. If a Forest square that you should normally be able to move to is not shown as a possible place to move, this means there is an enemy unit (or building) in that square. So you still have to first have a unit next to the enemy to *officially* spot the unit, but at least you know in advance which Forest square he is standing in. This makes it easier to kill "hiding" units, but also can be a lifesaver in terms of your decision of whether and how to attack. Imagine you have 3 units against an enemy's 1 unit (that you can see). You can attack all out and kill the enemy, so that would seem to be the best course. However, if you can tell, using the trick I mentioned, that there are 3 enemy units hiding in the Forest squares around you, you might be best served by retreating and hiding in Forest squares yourself. --------------------------------------------- Differences from Age of Empires: Age of Kings --------------------------------------------- This section will list differences between this game and its predecessor: Age of Empires: Age of Kings. In the below, I will abbreviate "Age of Empires: Age of Kings" as "AoK", and this game, "Age of Empires: Mythologies" as "M". NOTE WELL that I believe it can be useful to read this section even if you have never played AoK, and have no intention to, because there is some information about Age of Empires: Mythologies in this section that is not found elsewhere in this guide. I will list mainly differences that have to do with game play, not differences in the overall descriptions of the games themselves. And I am by no means going to list *all* the differences--there are very many. --- Major differences: - In AoK, there are Human units and Hero units, and neither has an attack bonus when attacking the other. In M, there are Humans, Heroes, and Myth units, where Humans get an attack bonus when attacking Heroes, Heroes get an attack bonus when attacking Myth units, and Myth units get an attack bonus when attacking Humans. - In AoK, your unit cap is determined by the amount of daily income you have. Most of the game, if you are not in the process of losing, you are at or near your unit cap, and your top, or near top, priority is building more Mines/Mills/Farms to produce more income, to consequently raise your unit cap. If one player has twice the income, he will also be able to have twice the number of units, in general. In M, your unit cap is determined by your age, and the cap is pretty huge. You will very likely never come very near your unit cap in any of the Campaigns. So a player with twice the income might be able to *train* more units on a daily basis with the extra food/gold, but the player with less can nonetheless field essentially the same size army. - In AoK, there are Mines, Mills, and Farms. In M, there are the same Mines, Mills, and Farms, but there are also Mine Shafts (Egyptians only), and the Norse use Ox Carts instead of all of these. - In AoK, units increase their stats by fighting in a certain number of battles--most units get 1 "gold ribbon" after fighting 3 times, 2 ribbons after fighting 6 times, and 3 ribbons after fighting 9 times, and each ribbon upgrades the unit. In M, this concept does not exist. - In AoK, Heroes can use their Powers every day, and they each have four different Powers to choose from. In M, Heroes have only one Hero Power, which can be used only once every some number of days (varies per Hero, but once every 2, 3, or 4 days is pretty common). - In AoK, the only two resources are food and gold. In M, there are three: food, gold, and favor. - In AoK, there are no Gods, and thus no God Powers. In M, there are both. - In AoK, a unit does damage proportional to its current health. For example, an attacking unit at 50% health will do damage approximately 50% of what it will do at full health. A unit at low health, let's say less than 20%, was somewhat useless in battle. Reducing an enemy unit to 5%, for example, essentially removed it from the battle (other than the ability to take up space and block a square). In M, Human attacking units do less damage when wounded than when full strength, but the difference is much less. A unit at 50% health will do damage approximately 75% of what it will do at full strength, and a unit at a measly 1% health will still do damage approximately 50% of its full strength damage! So very weak units can still do real damage. And Myth units and Heroes seem to do full strength damage no matter how wounded they are. So in M, it is much more important to actually kill an enemy unit, rather than simply badly damaging it. I put this in the "Major differences" list because this difference means my basic strategy for attacking the enemy is different. In AoK, *in general*, I would attack as many of the enemy as possible including especially the "dangerous" enemy--if I didn't kill *any* of his units, but reduced them all to less than 50% health, I wouldn't take much damage from their attack on their turn. *Very* often in AoK my strategy in a major battle was to attack as many enemy as I could, each one being attacked only *once*. In M, on the other hand, you really want to *kill* enemy units, so I often find myself attacking a few of their units multiple times to kill them, while ignoring other enemy units entirely. AoK: my 8 units attack 8 enemy units; M: my 8 units attack *and kill* 3 enemy units. --- General: - In AoK, in my opinion, there were relatively few glitches. In M, I believe that there are many more, and they are more serious (see the "Glitches" section for more information). - In AoK, each Campaign had one or two required goals, tasks that *had* to be done to complete the Campaign, and three optional goals. If you completed zero of the optional goals, you would get no stars and a certain amount of Empire points; if you completed one of the optional goals, you would get 1 star and more Empire points; two optional goals, 2 stars and more Empire points; three optional goals, 3 stars and more Empire points. It was an extra challenge, then, to complete all Campaigns with 3 stars. In M, there are no optional goals, but it is possible to fight the Campaigns in either Normal or Hard mode, so the extra challenge is to complete all Campaigns in Hard mode. --- Units: - In AoK, all civilizations have the same basic military units. There is only one unit type specific to each civilization, trainable only in Castles. In M, civilizations have completely different military units. I believe the only unit type that is common to more than one civilization in M are Priests. - In AoK, there are many unit types that can be trained only at Markets, such as Woad Raiders, Persian Elephants, Viking Berserkers, and Knights Templar. In M, there is no such thing as a Market, and no "unusual" units can be built. - In AoK, there are units that can be unlocked. In M, there aren't. - In AoK, units normally change their name when aged up. Militia, the basic Heavy Infantry unit in age 1, would become Men-at-Arms in age 2, Longswordsmen in age 3, and Two-Handed Swords in age 4, with each change including an upgrade in unit stats. In M, units stay the same name for the entire game--for example, the only (Human) Heavy Infantry unit available to the Egyptians are the Khepesh, in all ages. However, the units *do* upgrade their stats when aged up. - In AoK, Monks could Convert enemy units, causing those units to "change sides" and become part of the same army as the Monks. In M, Priests, the equivalent of Monks, cannot Convert enemy units. - In AoK, age 4 Monks heal more damage, as a percent of the strength of the healed unit, than age 3 Monks. In M, Priests heal the same amount of damage, 33% of the strength of the healed unit, no matter the age. - In AoK, no units "automatically" heal. In M, Heroes heal 5% at the start of every day. --- Building: - In AoK, Town Centers and Castles can be built on any square (with a few restrictions; for example, no building in Swamps). In M, there are no Castles and Town Centers can only be built on Settlement squares. Note that Obelisks are the only buildings in M that can be built more or less anywhere, and these can only be built by Egyptian Heroes. - In AoK, *all* buildings are built by Villagers. In M, Villagers (Egyptians) and Architects (Greek) still exist, and still build buildings. However there are differences: 1) Egyptian Heroes can build Obelisks, Mines, Mine Shafts, Mills, and Farms; 2) The Norse do not have the equivalent to Villagers, but instead their Ulfsark (they are essentially Spearmen) are the ones to build all Town Center buildings; and 3) The Norse cannot build Mines/Mills/Farms at all, instead using Ox Carts on Food and Gold squares (see the "Resources" section for more details). - In AoK, there are no Mine Shafts. In M, the Egyptians can (and *must*, if they want to produce income similar to a Greek-built Mine) build Mine Shafts on the four squares adjacent to a Mine. - In AoK, you can get yourself in trouble if you do not have a Mine, and have very little gold, since it costs a lot of gold to build the Mine--you need a Mine to produce gold, but you need gold to build a Mine! In M, building a Mine is relatively cheap in gold, and more expensive in food. - In AoK, you can only build Town Buildings adjacent to a Town Center; in the squares diagonal to a Town Center, you can build Towers. In M, you can build any Town Buildings, including Towers, in any of the squares adjacent to or diagonal to a Town Center. --- Attack/defense: - In AoK, ranged units have a +1 to range if they are standing on a Hills or a Mountains square, and a -1 to range if they are standing on a Forest or a Swamp square. In M, ranged units have a +1 to range if they are standing on a Hills square, they cannot move into a Mountains square, and there are no types of squares that decrease range. - In AoK, when you build a building on a square, the square retains its effect on range--that is, building a Tower on a Hills square means that ranged units standing in the Tower have a +1 to their range. In M, a building nullifies any effect on range, so a Hills square goes from a +1 to range to a +0 to range if it has a building built on it. (By the way, this might be a glitch in M--I can see times when a ranged unit is on a Mine, for example, and I hold down the B key on that unit, and it looks like I can attack 4 squares away with a ranged unit that normally has a range of 3, but then when I actually try to do the attack, it will not allow the range 4 attack.) - In AoK, when attacking a unit, the attack value of that unit is compared to the defense value of the attacking unit to determine the amount of damage done. For example, if the attack value was 100 and the defense value was 100, the damage done was 50, meaning the defending unit lost 50% of its health. In M, the defense value is actually a percentage, and that percentage of the attack value is "deflected". For example, if the attack value is 60 and the defense value is 40%, 40% of the 60 is deflected, resulting in a damage of 36 (60 - 40% of 60). (This is a simplification of the damage scheme in M--see the "Attack Damage" section elsewhere in this guide for more information.) - In AoK, there are no squares that decrease a unit's defense value. In M, Road squares decrease a unit's defense value by 10%. - In AoK, all ranged units can attack an adjacent square, although this means they also will get counterattacked. Similarly, if they are attacked from an adjacent square, ranged units will get a counterattack if they are not killed--this means there is some reason to *not* attack a strong ranged unit in AoK. In M, almost all ranged units cannot attack an adjacent square, and make no counterattack when attacked from an adjacent square. The one exception to this, I believe, are the Norse Throwing Axemen who are able to attack adjacent squares. - In AoK, certain ranged units, and all ranged Siege units, could not move and attack in the same turn. In M, all units can move and attack in the same turn. - In AoK, certain Siege units could only attack buildings--that is, they could not attack units. In M, all Siege units can attack units, albeit not usually especially effectively. - In AoK, buildings did not counterattack. In M, if you attack a building in a non-ranged attack, your unit will incur some counterattack damage, so attacking buildings is not "free". --- Terrain/movement: - In AoK, units can move into and through Mountain squares. In M, units cannot. - In AoK, there are Swamp squares, and a very interesting thing about Swamp squares is that they cannot be entered by Cavalry or Seige units. In M, there are no Swamp squares, and no similar concept of a square that cannot be entered by some units. - In AoK, Forest squares are harder to see into (they have a higher "sight" value), but they can nonetheless be seen into if a unit is close enough (for Scout Cavalry, "close enough" could be a fairly long distance away). In M, Forest squares can *only* be seen into by a unit adjacent to the Forest square. This makes Forest squares prime real estate for putting units you want to ambush the enemy with, and can make units in Forest squares especially hard to attack. --- Research: - In AoK, doing research is independent of buildings--that is, you can train units on every building you own and still be able to do research on that day. In M, you must do research at a specific building, and once you've done the research at that building, you cannot do anything else with that building that day. - In AoK, research is relatively expensive--one day's research at a given age costs *much* more than the cost of training an elite unit at that age. In M, research is relatively cheap--research is almost always less expensive than just about *any* unit (other than Villagers/Architects). - In AoK, to do research that upgrades units' stats, you need to first build a Blacksmith building around a Town Center, and the upgrade you get from such research is specific to a given age. In M, there is no Blacksmith building, and the upgrades due to research are not specific to a given age--they carry over after an age up. --- Income/resources: - In AoK, when a Mill is destroyed, any surrounding Farms immediately produce no income. If the Mill is then rebuilt, by any player, any surrounding Farms immediately produce income for the new owner of the Mill. In M, Farms produce income for the player that built them until the Farm is destroyed, no matter what the state of the Mill is. Destroying an enemy Mill, then rebuilding it, only produces income for you from the Mill--the Farms continue to produce income for the enemy until you destroy and rebuild them. - In AoK, the income from Mines/Mills/Farms/Town Centers is reduced if those buildings are damaged--if a Farm is at 50% strength, it produces 50% of its normal income. In M, the income from all buildings (and Ox Carts) is *not* affected by those buildings (or Ox Carts) being at less than full strength. So damaging an enemy Mine does you no good; you must destroy it to affect the enemy's income. - In AoK, Mills cost more than Farms, but produce the same income as Farms. Given a choice between building Farms around an existing Mill or building a new Mill, the Farms are a better investment. In M, Mills and Farms cost the same to build, but Mills produce double the income. This disparity means that when I am trying to win quickly, I often build *only* Mills, skipping the less cost-effective Farms. --- Aging up: - In AoK, when you Age Up, it takes effect on the next day. In M, it takes effect immediately. - In AoK, when you Age Up, it does not affect what you can do that day. In M, you can do nothing further at any of your Shrines that day. - In AoK, you Age Up at your Town Center. In M, you Age Up at a Shrine. -------- Glitches -------- This section will list the glitches I have personally experienced in this game. (If there are glitches that have been complained about many times on the GameFAQs boards, I might mention those, even if they haven't happened to me.) I will attempt to list them from most grievous to least grievous. - The AI is able to build/train many more things than he should be able to, given his income. In many of the Campaigns, he is able to build many units per day on a small income, while you are only able to build maybe 2 units per day on a larger income. This is pretty frustrating. It also means that it is not worth your while to destroy his income sources (Mines/Mills/Farms/Ox Carts). - The AI can be really, really stupid when playing the Norse. For example, on the third Egyptian Scenario, the AI plays both a Greek player and a Norse player. The Greek player plays as expected--building varied buildings, aging up, and so on. The Norse player builds a few Barracks and/or Stables, never builds a Shrine, and so stays Age 1 the entire Scenario. I have seen others mention this stupidity when the AI is the Norse in Skirmish mode as well. This makes it easy to win, but pretty boring as well--it is not the least bit challenging beating an age 1 opponent if you are age 3. - The scoring on the Campaigns is very screwed up. The AI is sometimes able to beat me in score, even if I have totally kicked his butt in the Campaign. An example is Greek Campaign #7, where I essentially killed *all* of his training units--he literally made almost no attacks the entire Campaign--yet he had a higher score at the end than I did. This is so screwed up that I cannot believe that the developers of this game could possibly have missed it. - The Reliquary research at Pyramids/Palaces is supposed to increase the daily income of favor at every Pyramid/Palace by 20, bringing it to 25 favor/day. Instead it only increases it by 1, to 6 favor/day. (Did the people developing this game never try that?) - I am not sure whether it is a God Power or what, but I have seen a number of times where I have destroyed an enemy building, moved a unit into that square to attack an adjacent building, then when it gets back to my turn, my unit has been moved out of the way and there is an Architect in the square building another Town building. - I have had a few cases where the game "froze"--all movement stopped on the screen. I had to turn off and back on the game to recover. - I have had a case where the game goes to a black screen, for example, after the enemy's turn, and will not come back no matter how many buttons are pushed. (No, the DS was *not* out of battery power!) When this happened, I restarted the game, went back in to the last point I had saved, and when I got to the same point in the game, it went black again. - I have personally seen AI units make two moves in one day many times. I've even seen an enemy Hero attack me twice in the same day! - In Greek Campaign #5: Throne of the Dead, once you have controlled the 3 Temples for a turn, the "white curtains" are supposed to drop, allowing you to finally go onto the enemy's island. However, I have had it happen that the white curtains dropped, but the island could not be entered. If you Save, Quit, and then reenter the Campaign, the glitch should go away. (I have also heard that others have had the curtains not drop, and even that others have seen the AI itself not be able to go through the curtains, and be stuck on his island.) - In Norse Scenario #2: Hawk's Eye, if you use the Fimbulwinter God Power, the game will freeze when the God Power is finished (3 days after use). This is because the enemy has no Town Center. - Holding down the B button when a unit is highlighted will show in red all the squares a unit can attack--that is, given all possible moves the unit can make, all the possible squares that could be attacked after some move. However, I have seen cases where this is not accurate. This is especially true for ranged units. I have seen cases where it was abundantly clear a ranged unit could attack a given square, but that square was not red, and have seen cases where a given square was red, but I analyzed the situation and could find no possible way to attack that square. - When the Norse Hero Narfi uses his God Power to summon a War Wolf, I have seen the War Wolf be summoned on a River square, which should be impossible. -------------- Myth unit list -------------- I will list here all the Myth units in the game, and which God they are associated with. Thanks go out to snakeman_12--I got these lists from posts made by him on the GameFAQs boards. (As with everything in this FAQ, please let me know if I've gotten something wrong!) (In the below, A->B means that God A allows training of Myth unit B.) Egyptian: --------- Ra -> None Isis -> None Set -> Hyena Bast -> Sphinx Horus -> Avenger Hathor -> Roc Sobek -> Petsuchos Osiris -> Mummy Sekhment -> Scarab Thoth -> Phoenix Anubis -> Anubite (Missing: Scorpion Man) Greek: ------ Zeus -> None Hades -> None Poseidon -> Pegasus Hera -> Medusa Athena -> Chimera Hermes -> Centaur Aphrodite -> Nemean Lion/(Cursed Pig God Power) Apollo -> Harpy Ares -> Minotaur Nyx -> Shade Hephaestus -> Cyclops (Missing: Lamia Warrior) Norse: ------ Thor -> None Loki -> None Odin -> Huginn Freyja -> Valkyrie Heimdall -> Einherjar Njord -> Mountain Giant/(Walking Woods God Power) Forseti -> Battle Boar Baldr -> Troll Skadi -> Frost Giant Hel -> Fire Giant/(Nidhogg God Power) Tyr -> Fenrir Wolf Hero Narfi -> War Wolf (Missing: Nibelung Warrior) There seems to be some agreement that the myth units listed as "Missing" above cannot be trained, no matter which Gods you choose. These units appear in Campaigns/Scenarios, but are not available in Skirmish mode. --------------------- Campaign walkthroughs --------------------- General notes: 1) I am not going to write walkthroughs that are unit-by-unit, day-by-day, plans for exactly how to win a Campaign. Some of my walkthroughs *are* fairly specific on what to do for the first few days, but in general, other than day 1, what you do always depends on what the enemy does. You need to be flexible and react to the actual state of your Campaign, not just follow some walkthrough to the letter. This game is complex enough that the walkthroughs must tend to be general guides to the Campaign. 2) Reading my walkthroughs might get boring, and you might want to fight the Campaigns a different way. However, one reason why I wrote my walkthroughs with as much detail as I did was to help readers learn from my thoughts. I doubt if I'm the best player of this game, but I believe that I am very good at it, based on my experience of GameFAQs board comments, both for this game and for Age of Empires: Age of Kings (for example, I'll see many people asking for help on some Campaign/Mission, then see the people giving the help even saying it took them a number of tries to succeed, all on a Campaign that I won easily on my first try). So maybe looking at the choices I made can help you become a better player. And feel free to let me know if you think my choices are non-ideal--I'd be interested in hearing of ways for me to become a better player as well. 3) My walkthroughs are usually not written as what I believe is the optimal way to win the Campaign, against a really high quality opponent. Instead, they are usually written as the best way to win the Campaign *quickly* against the AI, who is often not a very high quality opponent. For example, if I was fighting against a human, in some of the Campaigns I would build more (sometimes many more) Mines/Mills/Farms to establish a strong economic base--against the AI, however, I often want to sacrifice long-term income for short-term military strength. -------- Egyptian -------- Egyptian Campaign 1: Border Skirmish Attack the closest enemy Camelry on the left, with your left Spearmen and either of your Camelry. This will eliminate the enemy unit and you can attack the enemy's second Camelry on the left with *your* second Camelry. (Note: In Hard mode, the first Camelry will not be eliminated by your two attacks, so you will not be able to attack the second Camelry on day 1.) Position your remaining (two in Normal mode, three in Hard mode) units on the left side of the map so that they cannot be attacked by any of the enemy units (see the "Movement" section for how to determine this). On the enemy's turn, the enemy units from the right side of the map will likely move within attack range, so attack everything you can. Ideally, you can attack their Slingers with your Khepesh for a 1-hit kill, but if this is not possible, attack them with a Camelry, not with a Spearmen, who should be attacking Camelry. Try to attack with every one of your units every day after Day 1 and you should have no problem eliminating all their units. My result: Normal: 2 days Hard: 3 days ---- Egyptian Campaign 2: Portents First move Thutmose closer to the enemy and use his Hero Power--this will make it such that every one of your units can attack an appropriate enemy. Have your Slingers stay back and attack the closest Anubites, both Khepesh attack the other two Anubites, the Spearmen and one of your Camelry kill an enemy Camelry, and your second Camelry can attack the Khepesh. (Note: Once again, in Hard mode, you will not kill the Camelry, so your second Camelry can instead attack the enemy's second Camelry.) So after day 1, you've seriously wounded the enemy. Days 2 and 3 are then pretty easy--just make sure you're attacking in a way you have an advantage: Thutmose vs. Anubites, Khepesh vs. Anubites, Spearmen vs. Camelry, Camelry vs. Khepesh or Camelry, and Slingers vs. Anubites. And keep your Slingers out of reach of all enemy units. My result: Normal: 3 days Hard: 3 days ---- Egyptian Campaign 3: Hero's Welcome The very easy (and boring) way to win this one is to essentially just stay in place and wait for the enemy to come to you. You can then wipe them out with all your ranged units. Use Thutmose to build an Obelisk on the square just across the bridge, move one of your Slingers into the hills to attack the Spearmen now visible, move your Chariot Archers to the bridge to finish off that Spearmen, then use your other Slingers and your hero Hatshepsut to kill the other Spearmen now visible. From here it is a cakewalk, while you keep an infantry unit in the Obelisk and pound any units that arrive with your ranged units, who can control the approach to the Obelisk by occupying the bridge and the hills to the south of the approach. When Anubites arrive, make sure to hit them with Hatshepsut--she will 1-hit kill them (in Hard mode, she will only hurt them really bad). The enemy has one Slingers unit, and if used intelligently, it can be bad news for you: if it moves to the Forest square on the eastern edge of the map, just east of the hills your ranged units are in, it can attack one of the hills squares without you being able to attack back. Luckily, the AI is not usually that smart, even in Hard mode, so it will likely just waltz up to the Obelisk and wait to be destroyed. Remember when shooting at the enemy Slingers to shoot from 4 squares away (a Slinger in hills, or Hatshepsut) so that the Slingers cannot counterattack. The aggressive, quicker, effective, and more fun way to win this campaign is to attack. As with Campaign 2, move Thutmose toward the enemy (into the Forest square on the other side of the bridge is a good spot), then use his Hero Power. Now start attacking with all your units. By moving Thutmose across the bridge, you should now be able to see at least one enemy. Attack that enemy (a Spearmen) first with a Slinger, then with a Khepesh. Now you should be able to see other enemies. Try to kill all you can, while leaving your units in a position that none of your ranged units can be attacked on the enemy's turn. You should be able to kill all but one enemy unit in sight, and that one should be out of your range to attack, but also out of range to attack your ranged units on his turn. As the enemy moves toward you, continue to attack all out. The enemy Spearmen can be killed with one attack from an ranged unit and one attack with either a Khepesh, Spearmen, or Thutmose. As above, if there are any enemy Anubites in sight, try hard to use Hatshepsut to attack them. Remember to keep your ranged units out of attack range of whatever units you cannot kill. My result: Normal: 4 days Hard: 5 days ---- Egyptian Campaign 4: Rebuilding The first campaign where you have to build your resources! The first day, build a Mill on the Food square and a Mine on the Gold square. The next three days, build a Farm adjacent to the Mill and a Mine Shaft adjacent to the Mine. Make sure to research every day for the first four days. Research Blacksmith at your Town Center one of the days, and on that day, use your God Power Egyptian (Prosperity) at your Shrine. What to do with your non-villagers during this time? You can just hang out and wait for your eventual assault, or if you're more aggressive, move toward the enemy and he'll come to you to be attacked. You don't have, and would have a hard time training, a sufficient army to take on all the enemies until you have aged up, so only attack the units that come to attack you (although they won't come at all if you don't move their way a little). Note that the enemy units on this one pretty much stay put until you move near enough to them, so you do not have to worry about them all-out attacking you. On day 1, both heroes should build an Obelisk in any case. Later days that the heroes aren't doing anything, they should also build an Obelisk. The Obelisks increase favor, which will help you build sufficient myth units once you've aged up. You cannot build more than 5 Obelisks total. Hatshepsut should also use her Hero Power some turn, to increase income. On day 5, you should be able to age up at your shrine. Which minor god to choose is personal preference. I don't think any of them is a bad choice (although I think the Tornado God Power of Horus is not a good idea to use)--my choice was Bast, to get the Sphinx myth units. Start building up an army. This will likely include building more buildings (build another shrine to increase favor and to make it such that you can build two myth units in one day, build a stable if you'd like to train Camelry, and build an Archery Range to train Slingers). Once your army is ready, use Thutmose's Hero Power to get them all up to the front. If you have built a sufficient army (there is no hurry, remember), you should be able to wipe out the enemy fairly easily. Keep Hatshepsut protected, and use her and Thutmose against enemy myth units whenever possible. (NOTE: I'm guessing that one of the subjects where you would get the most disagreement is: what to build when. I believe that you will pretty much always want to build resources as soon as possible, so building the mines/mills/farms/mine shafts quickly is a no-brainer. But should you also build more buildings, such as an Archery Range? And what about training additional Villagers, to speed up the time it takes to build all the farms and mine shafts? Different people will have different answers to these questions. In this case, since you pretty much have to wait to age up before really going on the offensive, and you can't age up until day 5 at the earliest, my preference was to not train any additional villagers, and not build any buildings until I'd aged up. I wanted to age up as quickly as possible, and building additional buildings and training units in those buildings would probably make it such that I couldn't age up on day 5, due to insufficient food or gold.) My result: Normal: 10 days Hard: 9 days (the enemy being more aggressive made it more painful, but also allowed me to finish them off a day quicker than in Normal mode) ---- Egyptian Campaign 5: Expansion This is an exercise in using Hero and God Powers effectively. If you use them well, you can win this campaign without the enemy even getting going. If you don't, you'll let the enemy seriously wound your efforts with his God Power, and also let the enemy build his forces. On day 1, you must use your Eclipse God Power. This will prevent the enemy from using his Plague of Locusts God Power on his turn, which destroys all your farms and causes your food income to go to 0 for three days. On day 1, you should use Hatshepsut's Hero Power to protect your farms and mines from attack, since there is no real way to stop the enemy from attacking on his day 1. On day 2, you should use Thutmose's Hero Power. On day 1, move all the forces you have in the North toward the enemy Town Center. But make sure that no units can be attacked by the enemy Anubites, other than your Sphinx (the Anubites cannot effectively attack the Sphinx, so won't). Putting the Sphinx in range of the Anubites, but blocking the Anubites from getting to your other units is key in that on day 2, after Thutmose uses his Hero Power to increase all your units movement, you can kill all units in the enemy Town Center complex except one Villagers. That is, with an intelligent movement forward, including using your two Khepesh to take out the Anubites, and Hatshepsut to take out the farthest away training Camelry, you can kill every unit the enemy has in that area except one Villagers. At this point, the enemy in that area is basically done--he will train new units, but you can easily destroy them while they are training. Try to use the Sphinx to destroy a building every turn--it will 1-hit kill any building (except maybe a full-strength Town Center). Just have some unit of yours kill a training unit, then have the Sphinx destroy the building underneath. It is only a matter of time before you'll have destroyed all the buildings and units in this area. The Western area, near your farms and mines, is more difficult. But since you don't need any help in the East, it is not that important that you develop lots of food and gold resources. You just need to kill their units. First, block the Southern Scarab by moving your Khepesh in front of it, attacking the neighboring Spearmen at the same time. That Scarab will stay blocked until killed. Attack the Western Scarab with Thutmose, and block that Scarab from going South or East with Thutmose and one of your Spearmen. Block the Eastern Scarab from going South with your last Spearmen. Train Khepesh, Slingers, and Villagers in your Southern Town Center area on day 1. Days 2 and on, attack what you can and continue to block as much as possible. Due to lack of favor, you won't be able to age up until day 3, but you should have enough food/gold to research at your far north Barracks on day 1, build two Khepesh and two Slingers in the South, and still age up on day 3 (the first thing you should do on day 3 is to age up, to increase the power of all your units *before* they start to attack on day 3). With the new units, you should have no trouble killing all the Spearmen and Scarabs around your Town Center. My result: Normal: 5 days Hard: 5 days ---- Egyptian Campaign 6: Trust You have the enemy totally outclassed in this one. He mostly just trains Human units, and you of course can only build Myth units. I pretty much only built Sphinx units, and they 1-hit kill all Human units the enemy has. To beat this one, just build 1 or 2 Sphinx units every day (as many as you can afford). I think Mummies would probably work as well, but the main advantage of Mummies over Sphinx is that they have more hitpoints and a higher defense, which are not needed against an inferior force. The Sphinx have a higher attack, and more movement, which are quite useful here. On day 1, have both your heroes build Obelisks. These increase your favor, and with you building only Myth units, favor is important. I also researched the Anubis research that increases your daily favor by 10%, although it might be arguable whether it is worth it, since you're giving up the favor to do the research early, and getting the benefit later, when getting units early is useful and getting units later (when you're in total control) isn't. Most of the other research is only useful for Humans, and you don't have any. It looked like the South was the vulnerable part, so Thutmose built an Obelisk there on day 1, just South of my Southeast Shrine, then I trained a Sphinx on that Shrine. As it turns out, I was right, since there are a Barracks, Stable, and Archery Range within sight, and each building trains a unit on day 1. Using the Sphinx to destroy the Western Tower near these buildings, Thutmose to kill the training Khepesh, and Hatshepsut to kill the training Stingers, you can kill all but the training Camelry. This is a good start. With new Sphinx every day and no Sphinx ever dying, just keep attacking and you can't lose. The official goal of this game is to live to day 15, but it is actually fairly easy to wipe out the enemy prior to that (the game will still make you hit End Day until Day 15 comes around). I killed all the enemy units, and all its unit-producing buildings on day 9 in Normal mode and day 10 in Hard mode. If you don't try to annihilate the enemy, but simply try to hold on, this is really easy. Four of the five areas the enemy comes from have one-square-wide chokepoints--just put a Sphinx or Mummy in the chokepoint and you're done, since the enemy can't really hurt them. My result: Normal: 15 days (all enemy gone on day 9) Hard: 15 days (all enemy gone on day 10) ---- Egyptian Campaign 7: Exodus There are two main ways that this campaign can be fought: 1) head back toward your Town Center and defend at the 3-square-wide choke point just South of the Town Center, or 2) take on the enemy right away, build a mill on the food square in that area on day 1, then try to hold on against the onslaught. I will discuss both. --- 1) Head back toward your Town Center and defend This is the easiest way to win this one, since for the most part, the enemy dutifully comes to you to be killed. With extra special care, you can actually build your Town Center *and* build both a Mill and a Mine on day 1. Move Thutmose back and use his Hero Power to increase all unit's move. Move Khepesh one square to the West and one square to the East of the Settlement to be able to see the Food and Gold squares. This isn't sufficient, however, as your Villagers can't quite get to all three squares (the Settlement, Food square, and Gold Square). Here you can use a helpful trick--a building counts only two movement points, *even if it is still in the process of being built*. So first send Ramesses to build an Obelisk on the square just North of the Northernmost Villager--this means that your Villagers can now move through this square at a cost of only 2 instead of 3, which is just enough to get the Westernmost Villagers to the Food square. None of them can yet get to the Gold square, however. So send the Easternmost Villagers to build the Town Center. Now *that* square counts only two movement points as well, and with the aid of these two buildings, the last Villagers can make it all the way to the Gold square to build a mine. A good start to the Campaign. Use Hatshepsut to build another Obelisk two squares West and one square South of the first Obelisk. These give useful favor, but especially help with your defense. A good defense line is to keep a unit in each Obelisk, a unit in the Forest just South of the Western Obelisk, and a unit just West of the Eastern Obelisk. Put a Khepesh in the Forest, and Thutmose and your two Chariots in the other three squares. The enemy doesn't really have anything that can effectively attack the Chariots, and has a hard time attacking the Khepesh, since it is hidden in the Forest. As the enemy units arrive, attack them with your three Ranged units first, then with your other units. Concentrate on getting rid of the unit next to the Khepesh in the Forest--if you kill this unit, the Khepesh cannot be attacked the next turn (until the enemy shows up with some Chariot Archers later). Move Khepesh in to take spots if your Chariots get too damaged, but watch out--the Khepesh can be 1-hit killed by the Scorpion Man, and are seriously damaged by Chariots. Make sure to always leave yourself in a good defensive position at the end of every turn. Thutmose can take a lot of damage, so can be used to hold positions when necessary. And it can really help, once your Villagers have finished their building, to put a Villager in front of your units to slow down the enemy--they are cheap to build and in fact, are *not* 1-hit killed by enemy Chariots. I built one Shrine right away, to start to do research to age up, and built a Barracks later to train Spearmen to fight the enemy Chariots. But I don't think it really matters that much what you train--you can actually defend your position with no additional units, so any additional units are gravy. Don't give up defending your position to do it, but try to age up as soon as possible. Once you've aged up, you pretty much outclass the enemy and can start to move forward. In fact, I was moving forward fast enough that the units I was training at my Town Center couldn't even catch up! Use the Glorious Rain God Power once you have enough Mills/Farms for it to make a good difference. Use the Book of Thoth God Power so that you can use Glorious Rain again. And try to use Hatshepsut's Hero Power when possible to also increase your food income. --- 2) Attack immediately and try to hold off the enemy there This is challenging, but doable. I ended up winning the campaign with my original units plus the (one) Phoenix. I lost one Khepesh and two Villagers (when I used them as shields to attempt to protect my military units). I probably erred because it took me a good while to age up, and so I could only build the Phoenix and not any other Myth units. I was instead concentrating on building Mills/Farms/Mines/Mine Shafts, which was probably a good idea, but I'm wondering whether I should have concentrated more on aging up earlier. So here is how this option goes. Attack all you can on the first day. Concentrate on killing the Eastern Scorpion Man, so that your Villagers can get to the Food square and build a Mill. Protect the Villagers with your two Chariots--move them to the West and South of the Food square, attacking and killing the Scorpion Man there. With careful work, you should be able to kill all four Scorpion Mans and Setekh in the first two days. So far so good. Then things get a lot harder. I got overconfident and moved forward attacking all the units that arrived, reaching the East/West line where the Gold square is. The enemy units are just too much, however, so I had to use Thutmose's Hero Power to increase all the units move and get them back to my Mill/Farms/Obelisks to heal. It is probably a better idea to build as many Obelisks as possible in the area, train a Priest at your Shrine (you'll have to do a research to be able to train Priests in age 2), and just try to hold your ground around your Mill/Farm/Obelisk complex. As always, be very careful on who attacks whom. It would probably be useful to send some Spearmen up to the front, since the enemy has a lot of Chariots, and they are hard to fight with the units you've started with, but building a Barracks and then training Spearmen uses up very valuable food/gold, so I'm not sure it is worth it. My defensive line included an Obelisk to the South of the Southern farm, and an Obelisk to the West of the Western farm. Make sure to keep the enemy from flanking you by going around the West side of your defenses and attacking from the West. As with option 1 above, use the Glorious Rain God Power early, then recharge it with the Book of Thoth God Power and use Glorious Rain again. This God Power not only increases your food income, but also decreases the enemy movement values, so that they will arrive to attack you a bit slower. And as above, once you've aged up, you can start to move forward. As I said, I chose to spend money only on resources, a Phoenix, and a Priests, and any money I spent afterward on units were on units that never caught up with my advance, and so didn't get into battle. My result: Normal: 16 days (using option #1 above) Hard: 18 days (using option #2 above) ---- Egyptian Campaign 8: Valley of Shadows This is clearly the hardest campaign so far, and is quite complex. I don't think it is feasible to write a clean walkthrough for a complicated campaign like this. You have to roll with what the AI throws at you and be flexible. And be patient--the enemy is strong enough here that I don't think an all-out attack would work. That said, here is my best shot at a walkthrough. Early game: Build a Shrine at your main Town Center. Strive to control the Southwest, especially the farms. I personally thought it was worth sending one of my heroes (Hatshepsut) to the West to accomplish this. You want to try hard to ensure that those farms in the West start producing food as soon as possible, and continue to produce food the whole game (other than when the AI uses the Plague of Locusts God Power on you and destroys them all in one fell swoop). Secondarily, when you can safely do it, build the Mine and Mine Shafts on the Gold square a bit to the North and East of your original Town Center (remember that you can use your Heroes to help, since Egyptian heroes can build Mills/Farms/Mines/Mine Shafts). Also remember to use your heroes to build some Obelisks (a good place is near that Mine), to give you a place to heal and to add favor. I'd say you probably want to build a second Shrine when possible. One time I played, I built a Town Center in the west when it was possible; the other time, I never did build it, having better things to do with my money (aging up, for the most part). The time I *didn't* build it, I won faster--Town Centers are really expensive compared to everything else. Middle game: Try hard to make sure no enemies bother your farms in the West, and move up through the mountain pass in the West as you can, taking out the two enemy buildings when possible. I found that once I could get my units to emerge from the Northern end of this pass, this was the beginning of the end for the enemy, since the enemy had to divert some of the units that would have normally been fighting in the middle of the map, and that made my efforts in the middle of the map work better. So it is ironic--the Western area would seem to be the key to this campaign: controlling all that food resource and attacking out of the top of the mountain pass are maybe the two most important things. Yet it is hard to send a large body of troops that far, and the AI does not seem to treat the area with a lot of urgency either. I have a feeling that if I had sent more troops over there, he would have sent more as well. (Maybe sending Thutmose that direction at the start would make sense? Then try to fight off the enemy around your Northern Mine with troops trained at the nearby Town Center?) (Or maybe building that second Town Center in the West should be considered a priority, at the expense of possibly not aging up as fast?) I think that to win this fast, don't build the Western Town Center due to the high expense. But if you are having a hard time winning at all, maybe the Western Town Center is a key. The AI seems to do a dumb thing--he keeps changing his mind as to where to send his troops. He'll send some troops down the Western pass, threatening to storm through and wipe out my not-very-strong contingent over there (it is a long way from the Town Center, so hard to reinforce). But then the next day, he'll decide that he really needs those troops in the middle of the map, so march them back up the Western pass. I think you can take advantage of this: if you see some troops coming your way in an area you don't want them to be in, make some trouble on the other front, and he'll turn them around. This is a really stupid thing for the AI to do--you pick a direction to send your troops and let them go there. Only a dire emergency should cause you to turn around some troops getting to one front and head them back toward the other front--a second front at least three days' march away! My personal experience with the middle game, as far as the middle of the map goes, was that the enemy and I traded control, with me having a good turn and looking good for a day or two, then the enemy coming back with a vengeance and pushing me back for a day or two. I think you need to be mindful of always leaving yourself in a good position at the end of your turn. For example, leaving a ranged unit within range of an infantry or cavalry unit is like kissing that ranged unit goodbye. Once again, be patient. And remember: the Mine complex, including hopefully some Obelisks in the area, makes for a great place to retreat to to heal up. In both games I played, I had to do this. One time I played, I used Thutmose's Hero Power to get two strong infantry units (Son of Osiris and Mummies) up the Eastern mountain pass to destroy the two enemy buildings there. I think it is easier to deal with all the troops in the middle of the map coming from his Town Center complex, rather than having some extra troops coming from the Northeast. End game: Eventually you should be able to build up sufficient units to take control--especially when you can attack from the Northern end of the mountain pass in the West *and* from your main Town Center. I can say that in one of my games, what really turned the game around was one single turn when I used Thutmose's Hero Power that gives extra move to every unit. That Hero Power might not seem that useful in a tight Campaign like this, but when I used it, it was fatal. I was able to attack almost every unit he had, and really turned the game into a rout in one single turn. General comments: Use your God Powers. I used Glorious Rain early on to get extra food *and* slow down the enemy. I added Thoth in a later age up and then was able to do the Book of Thoth God Power and then do Glorious Rain again. This is quite helpful in building up forces. The Son of Osiris God Power can be useful, to turn the otherwise not especially useful Ramesses into a Heavy Infantry killing machine. But the fact that Son of Osiris is a Hero and the enemy builds mostly Human units, means that my supposedly invincible Son of Osiris was very often pretty low on hit points. I mean, when you are pulling your invincible unit off the line to run back and heal, he doesn't feel so invincible anymore. The Eclipse God Power can be quite useful if you've gotten far enough to build a fair number of Myth units, and if you're lucky, you'll use it just before the enemy uses Plague of Locusts--the Eclipse power doesn't allow any other God Powers for four days. My experience was that the AI had what seemed to be infinite income. In one game, I used the Plague of Locusts God Power *twice* (both times destroying all his farms *and* forcing his food income to 0 for two turns), so he should have really been hurting. He had only two Mills and one Mine to my three Mills and two Mines, but yet had no trouble building units. And, for the first time of any of the Egyptian campaigns, in Normal mode he actually beat me in Victory Points (even though I won the campaign), mostly because he had a *huge* value in the Wealth category. After the turn I mentioned above where I increased the move of all my units and wiped him out, he built *13* units the next turn! 13 units would take at least 1000 food, 1000 gold, and 100 favor, I believe, and at the time his daily income was quite small with only 1 Mine, 4 Mine shafts, 2 Mills, and maybe 5 Farms--this income would barely cover building 2 or 3 units. And then the next turn he built another 8 units! I *never* had enough food/gold to build more than maybe 3 or 4 units in a single turn. So I guess I'm wondering whether doing anything to limit his income, such as Plague of Locusts, is worth your trouble. Hard to say. I *will* say, however, that once you're starting to take control and head toward his Town Center, using Plague of Locusts to get all those Farms out of the way makes the going much easier. I used Hatshepsut's Hero Power pretty much as often as possible (every 6 days). Her power is to increase your income and protect your Mills/Farms/Mines/Mine Shafts. I waited to use it the first time until the enemy was in a position to harm my Mills/Farms/Mines/Mine Shafts and until I had built up some of the Mills/Farms in the West. However, other days that the AI had an opportunity to destroy Farms, he chose to attack somewhere else instead, so I'm not so sure that the "protection" part of this Hero Power is as good as it might seem. It is easy to say, and harder to do, but aging up is key. All your troops get a boost, and you get another God Power. It is often hard to justify not training any units in order to try to save up for aging up, but you really need to do it. Hatshepsut's Hero Power can really help with the saving up, as can the Glorious Rains God Power. My result: Normal: 28 days Hard: 24 days (I was more experienced? Or Hard AI was too aggressive? Or just lucky?) ----- Greek ----- Greek Campaign 1: Disruption A set battle that pits 7 of you to 12 of them. Do this one wrong, and you can end up right on the edge of winning. Do it right and it is pretty easy. The first two days are very important. You should be able to get rid of the five enemy units on your side of the river while taking somewhat minimal losses. If you attack the Medusa on day 1 with your Myrmidon, you can still have one of your units killed if the enemy decides to attack a Hoplites with its Toxotes and the Medusa. And you leave your Myrmidons in range of two Toxotes from the other side of the river. So I prefer to leave the Medusa alone on day 1, but kill both Hoplites and the closest Toxotes. To do this, move your Western Toxotes to the hills square that allows them to attack the Northern enemy Hoplites, then attack that same enemy unit with Perseus--one enemy down. Next, move your Southern Toxotes just one square forward and attack the enemy Hoplites, following up this attack with your two Northern Hoplites attacking the same unit--two down. Finally, attack the nearby Toxotes with your Myrmidon and Southern Hoplites--three down, and only one of your units is even slightly damaged. On the enemy's half of day 1, however, I believe they will kill a Hoplites by attacking it with both the Toxotes and Medusa. As stated above, this is not avoidable no matter whether you attack the Medusa on day 1 or not. In any case, after day 1, you have 6 units still alive, either all full health, or one with very slight damage. On your day 2, attack the Medusa with Perseus, following that up with an attack from one Toxotes--four down. And then take out the Toxotes with a combination of your other four units (just remember to attack with your Toxotes only if you won't be counterattacked). So your units take no further damage on day 2, and all 5 nearby enemy are dead. From here on, let the Hoplites come to you, for the most part. They will do this quite well. Stay out of any of the squares attackable by the enemy's Toxotes on the other side of the river. And guard your Toxotes at just about all costs--they are very useful against the enemy Hoplites, and can be quite damaged with any attack against them. At the end, there will be 2-3 enemy Toxotes left on the other side of the river. Whether it is pleasant or not, you have to just run after them, take your lumps when they attack, then counterattack on your turn for the win. My result: Normal: 5 days Hard: 6 days ---- Greek Campaign 2: Prophecy Another set piece battle. On day 1, you can attack 5 of the enemy units, but there are, I believe, only 3 of them that can be killed, so I concentrate on that. I kill the Western Hoplites with a Toxotes, a Myrmidon, and Perseus (with Perseus to the East of the Hoplites). I kill the Southern Hoplites with a Toxotes, a Myrmidon, and a Hoplites. I kill the Kataskopos with a Gastraphetes and a Hoplites. This leaves me with only my Kataskopos, which I use to attack the Hippokon (although it doesn't do much damage, so maybe it might be better to keep it in reserve?). Perseus can get to and pick up the relic on day 1, but I feel it is more useful to kill the Southern Hoplites than to pick up the relic. Same argument for why I don't use Perseus' Hero Power against the Hippokon on day 1--I don't think you can kill both Hoplites if you do this. On day 2, I believe that Perseus will likely be able to reach an enemy Gastraphetes; if he can, use his Hero Power on the Gastaphetes. In this way, the Gastraphetes will be frozen for 3 days, which is plenty of time to allow you to kill the rest of the enemy without being hassled by the Gastraphetes. Another possibility, if the enemy goes after your Hoplites on day 1 and leaves you unable to effectively fight the enemy Hippokon, is to use the Hero Power on the Hippokon instead. On days 2 and beyond, remember to keep your Archers as protected as possible (ideally, they will never be in attack range of the enemy units), attack where you have the advantage (especially try to use your Hoplites against the Hippokon), keep units out of the road when possible (don't worry about putting units in the road if it allows you to kill enemy units), and concentrate on *killing* enemy units, not just wounding them. Try to attack with every unit every turn, and try to *kill* at least 3 enemy per day. Personally, I am more afraid of the enemy Archers than the enemy Hoplites, so I attack them more aggressively. My result: Normal: 4 days Hard: 5 days ---- Greek Campaign 3: Gateway An exercise in Black Map. You can get yourself in trouble early if you leave your units exposed to early attack. But if you hide in the Forest, things are much less dangerous. On day 1, attack both Towers with your Heroes, build a Mine and train some Architects. On day 2, attack both Towers again (destroying the Tower attacked by Perseus), run your Kataskopos through the hole and into a Forest square (attacking a Shade if possible), build a Mill and a Shrine, and train some more Architects. Note that one attack from a Shade on your Kataskopos will kill it, so keep them hidden. On day 3, run Perseus over to destroy the other Tower, then run Odysseus through and again, into a Forest square. About this time, the enemy will show up with a lot of units. Attempting to attack them will likely get your units either killed or very badly damaged. Better to retreat back to, or behind, your Towers. Make sure to keep a unit in each Tower (even an Architects) to prevent the enemy from destroying a Tower and rushing through. After the initial large wave of enemy units, the number of arriving enemy units shrinks significantly. Make it through the initial wave, then counter- attack aggressively once you have sufficient units. It will be easy from there. Early on (day 4, 5, or 6), send an Architects to the Western bridge and across. A good way to do it is to put the Architects in the Forest square on your side closest to the bridge one day, then run them across the bridge and as far as they can go toward the Southwest corner of the map the next day. Due to Black Map, the enemy is unlikely to see them. Run them to the far Southwest corner of the map, where there is a Gold square. About the time they get there, you'll be able to send another Architects over the bridge again, heading toward a Food square in the West. Send the Architects from the Southwest Mine up to help build the Farms. You've got sufficient research to age up, but lack food, gold, and favor. Concentrate on building up your resources (Mine/Mill/Farms) before aging up. It will probably be day 5 or 6 before you can age up, assuming you don't train any units, which you don't really need that early. When aging up, I chose Ares, to get the Minotaur. It is the only Heavy Infantry Myth Unit, and I thought it was best to get Heavy Infantry, to be able to destroy the enemy's Town Center buildings. The Earthquake God Power is useful as well in destroying the enemy buildings and damaging the enemy units. As soon as possible after building the initial Shrine, build an Archery Range--Archers are key to help you get back out of your area. I fought this entire Campaign with a few Chimera, lots of Minotaurs (after aging up), and maybe 4 Gastraphetes. My result: Normal: 16 days Hard: 16 days ---- Greek Campaign 4: Old Friends This involves an entire campaign's worth of chokepoints. The bad news is that you have to fight your way through all of them (probably). The good news is that is it hard to lose this campaign, since the enemy has to fight through chokepoints as well. You start the campaign against enemy Archers, and you will need Archers to help get through the chokepoints, so this campaign is a good one to help teach you the utility of Archers. At the start, the enemy has a number of Archers in the vicinity of your troops. This is good news, as Archers are not effective at launching offensives--that is, they can damage an enemy, often badly, but have a hard time taking ground away from the enemy by themselves. You need to break through to them *before* other support troops arrive. Therefore, on day 1, have Herakles attack one of the Towers while Perseus attacks the other. Odysseus can kill the Shade, and your Kataskopos can just hang out, with nothing to do. Ideally, it would probably make sense to put Perseus on the road and Herakles just to the East, since Herakles is so vulnerable to Archers (being Light Infantry). You attack both Towers since that way the enemy will have to move Archers into both Towers to prevent you from destroying one of the Towers. In my case, they only moved Archers into one Tower, so I destroyed the other (two hits from either Perseus or Herakles destroy these towers) and shot through to attack everything I could. I think this might be a good time to use Perseus' Hero Powers, to freeze an enemy Toxotes that you can then destroy any time you'd like in the next three days. You want to get up to the enemy's Archery Range/Tower/Mill/Farms area as soon as possible. On day 1, I trained some Myrmidon, researched a Shrine research, and built a Mill. On day 2, I researched Market and built a Farm. On day 3, then, you can age up. This means you age up quickly, but don't get many units to the front, since you've only built one Myrmidon, and probably won't be able to build a second unit until probably day 4. If it proves too difficult to support the front with this strategy, take another day or two to age up and train some extra troops on day 1 or 2. When aging up, you can make your own choice on which Minor God to add. I selected Hephaestus, for his Plenty God Power--this map has very few resources for you to start with, so the Plenty power really helps. The corresponding Myth unit, the Cyclops, I did not build any of until much later, after my next age up. The second time I aged up, I chose Apollo, for his Underworld Passage God Power. I used this to make a tunnel from right next to my Town Center to just over the Ocean to the North. The same day I aged up, I build a Cyclops. Every day thereafter, I built a Cyclops and moved it through the passage. An army of Cyclops makes quick work of the enemy Town Center complex. When I played, I was usually getting near the Town Center complex on the North side with the rest of my troops about the same time I was getting my Cyclops to it from the South, so the enemy could not concentrate on my Cyclops. On this map, the Underworld Passage is so useful that you might even decide it is worth it for your first age up. I decided that it wasn't that useful to have the passage if I didn't have enough food/gold to build sufficient units to take advantage of it. As I said above, Archers are key in this. Build an Archery Range and start training Gastraphetes. I think you should train 4 of them (more is probably not bad, but it is more important to also train some Chimera and Myrmidon). Once you've got 2 or 3 Gastraphetes up to the front, you start to take control. I think probably the key square on the whole map in this campaign is the enemy Farm two squares East and one square South of his Archery Range. Once you've destroyed that square, you can move into it and to the square to the North of it, thus denying him the ability to move into his Mill/Farms. You then have a double attack on the Tower square (in addition to any Archers you can get to fire on them). I think the best time to use the Bolt God Power is in the Archery Range area, since it can get very congested. Wait for a turn where you're set up to break through that chokepoint, if only his units were gone, and *poof*, use your God Power and they *are* gone. With the Restoration God Power, one time I was playing I used it perfectly--the day after the enemy used his Earthquake God Power. He damaged all of my units, then after Restoration, all but two of my units were back to full strength. Another time I played, in Hard mode, I used Restoration at a point where I was trying to get past the chokepoint in the Northwest and most of my units were damaged, some fairly badly. My other two God Powers were Plenty and Underworld Passage, which you should use the very next day after aging up (especially Plenty). Once you've gotten past the Archery Range chokepoint, the rest is pretty easy. You should have sufficient units, and sufficient Archers, to gain ground every day, and the enemy only reinforces the front with 2 or 3 units a day. The other chokepoints can be a pain, but with care you can get through them fairly quickly. This is the campaign in which I noticed the biggest difference between Normal and Hard mode. In Hard mode, you cannot get through the initial enemy Towers in only 2 attacks, *and* the enemy Archers are more likely to get into the Towers. This means that the enemy can possibly arrive with his non-Archers before you manage to get past the first Towers, making life much more difficult. Still, with perseverence and reinforcements, you can eventually break down his defenses and move through. In Hard mode, it might make sense to wait to age up until day 4 or 5 in order to train units to help on the front. In that case, build an Archery Range and train some Gastraphetes. But don't wait too long to age up--you really need that power-boost to all your units to help you deal with the enemy. My result: Normal: 20 days Hard: 22 days ---- Greek Campaign 5: Throne of the Dead This is an exercise in defending and building resources, until you build up an army large enough to attack. Or at least that's how I fought it. The enemy is on an island in the middle of the map that you will not be able to go onto until you have Captured all three Temples with your Heroes. The enemy, however, *can* leave the island and harrass you quite badly. One possible way to play this, then, is to try to Capture the Temples as quickly as possible (I think you could probably do it by around day 8 or 9, with Odysseus), then slowly enter and kill everything on the island. I don't really like this strategy, since I prefer to build a strong force before attempting to enter the enemy stronghold. He quite frequently trains at least 4 units per day, and if you haven't built up sufficient resources, you will have a hard time training even 2 units per day. Note that there is a known glitch in this Campaign, where even after Capturing the 3 Temples, you still cannot enter the middle island. This is usually fixed by doing a Save, then a Quit, and finally reentering the Campaign. I have a slick way to win this campaign quickly and effectively. Essentially, you use Hero Powers to get chokepoints on both bridges, then use the Ceasefire God Power to enable you to build your resources, and to build your units up enough to defend the bridges. In this way, you never allow the AI to leave his island to get out and harrass you, and safely build lots of resources to boot. On day 1, move Odysseus as far as you can to the North and West, toward the Northern bridge. Have the Northern Hoplites follow. Move Herakles and a Hoplites toward the Minotaur, have both Architects build Shrines where they stand, and research Lightning March. On day 2, use Odysseus' Hero Power to get all the way to the square just to the North of the Northern bridge and attack the adjacent Mine, while moving the Hoplites that direction. Herakles kills the Minotaur and the Hoplites move through the Temple to attack the Farm on the other side. Perseus moves to block the exit of the Eastern bridge, and the two architects move--one toward the Gold square just to the North of the island, and one toward the Food square just to the South. Research Marketplace at your Town Center. I also use the Bolt God Power to kill the enemy's training Archers and Catapults--those two can wreak too much havoc, and can ruin my plan to prevent the enemy from getting off the island--by aiming the Bolt at the unit in the corner Shrine between them. The enemy does not seem to want to attack Odysseus, but will attack Perseus. On day 3, first age up and choose Hermes, to get the Ceasefire God Power. Use Perseus' Hero Power to freeze the unit that attacked him and have Odysseus and the arriving Hoplites attack the adjacent Mine. Herakles should Capture the Temple and the Hoplites near him should kill the Farm (in Hard mode, the Farm won't be dead). The Architects can move closer, if you'd like, to the Gold and Food squares, but don't go there yet and make sure you're not in range of the Archers on the island. And finally sweet day 4, where our plans come to fruition. Finish killing the Mine next to Odysseus (in Hard mode, you'll probably have to run the Hoplites near Herakles over to help, after Herakles runs around the long way to finish killing the Farm), have Perseus attack the frozen unit, have Herakles (in Normal mode) attack a Farm or Mill, and *then*, once all your attacks are done, use the Ceasefire God Power. Now run your Architects up to build the Mill and Mine. You can build all you want with no risk of being attacked during days 4-6, and only have to continue to leave a unit in front of the two bridges to keep the AI on his island. In fact, the AI doesn't even seem to train many units during the Ceasefire! You, on the other hand, want to train the units you will use to continue to keep the AI on his island, so on day 4, build a Chimera that you will run Northwest to put in front of the Northern bridge. Eventually, you want two Chimeras at each bridge, with a Priests and a set of 3-4 Centaurs that run around in the hills to the North of the island, attacking any enemy Archers that come in range, as well as attacking other units. Since you have 3 Shrines and a Temple, your favor per day is pretty good, so you should be able to build at least a Chimera or Centaur every day, and sometimes, build 2. On day 5, the Architects that built the Mine can run West to the Gold square adjacent to Odysseus (where the enemy mine used to be) and build *another* mine. The Architects that built the Mill can build Farms on days 5 and 6. So by the end of day 6, you have 3 Mines, 2 Mills, and 6 Farms, producing a comfortable income. Also use days 4-6 to heal any units that were damaged (probably the Hoplites near Odysseus were badly damaged by enemy Archers--run them to the first Mine your Architects built, to heal) by moving them to buildings--remember, you're in a Ceasefire, so you can put them wherever is convenient as long as you're ready to attack again on day 7. Just don't make a mistake and leave the square blocking the exit to either bridge empty! The enemy could then move through and mess up the whole plan. On day 7, the Ceasefire ends, so attack any units on the bridges with your Chimeras and attack any enemy Archers you can with your Centaurs. Remember, from now on, try to keep a unit on the Mines near the island, so that the enemy cannot destroy them with Catapults. Also use Herakles and however many Hoplites you can spare to destroy the enemy Mill/Farms in the far Northeast--I trained a Myrmidon during the Ceasefire to go over and speed the destruction process. The Architects that built the 2 Mines should be there and ready to rebuild the Mill, and then the Farms. From here on, just try to maintain your lock on the bridges, while building sufficient forces to be ready to decisively attack the island. At the point that your Heroes are no longer needed to keep the bridges clogged, you'll want to run them around to Capture the other two Temples. First research Winged Sandals to increase the move of your Heroes and you will be amazed at how quickly they can run all the way around to the Minotaur/Temple on the far North. You can attack that Minotaur beforehand with your Centaurs, across the River, but why waste your Centaurs for this since any of the Heroes will 1-hit kill the Minotaur anyway? Once you Capture the third Temple, the "white curtains" that have prevented you from going onto the island will drop at the start of the enemy's turn. Now you can enter the island and finish off the enemy. I aged up again a few days before getting the 3rd Temple, and chose Hephaestus, to get the Cyclops Myth unit--that unit takes down buildings fast, and that's what you need to finish the Campaign. Head onto the island from all three bridges, trying hard to use Centaurs to kill units standing on buildings, then use Cyclops to destroy the building. With sufficient units and careful planning, I was able to win the Campaign 3-4 days after grabbing the 3rd Temple. I have seen others who used the Underworld Passage God Power of Apollo to build a passage from the Town Center in the East to the Western side of the map. This makes sense, since it is a long ways away, but in my opinion, the only reason you really need to go there anyway is to Capture the Northern Temple, and you can easily do this with Odysseus without bothering with the Underworld Passage. My result: Normal: 17 days Hard: 22 days ---- Greek Campaign 6: Escape I consider this campaign a bit of an insult--after 8 previous Egyptian, and 5 previous Greek, campaigns, it seems a bit insulting to be presented with a campaign where I can destroy all but one enemy unit in the first two days, while getting barely a scratch to my own units--even in Hard mode! And that one enemy unit left--admittedly a huge monster that has lots and lots of hitpoints--is still beatable by the totally non-interesting method of simply attacking him as much as possible, with all units possible. You totally outclass the enemy here. By carefully picking your fights, you should be able to kill 11 of the enemy's units on day 1 and seriously wound a 12th, while only receiving a tiny amount of damage to Hippolyta, one of your Heroes, who will heal that damage at the start of your next turn. In my case, only one enemy unit counterattacked on their half of day 1, doing somewhat minimal damage. Then I could wipe out the rest of their non-Cerberus units on day 2, or, if I am trying to win in 3 days, I attack Cerberus with all 4 of my Heroes on day 2, thus leaving 3 enemy Shades alive. A very important thing to keep in mind is that your Heroes have a huge movement in this campaign. So use Odysseus to kill the middle Minotaur in the West and Herakles to kill the middle Minotaur in the East, Perseus to kill the middle Medusa, and Hippolyta to attack the Northern Medusa, all on day 1. All the units near where you start can be easily killed: the Shades die from any attack, the Medusa die from one attack from either a Myrmidon or a Prodromos, and the Minotaur die from two attacks--one by an Archer and one by a Myrmidon or Prodromos (or, you can kill them with two attacks from just about anything, although if the first attack is not an Archer, that unit will take some damage). Day 2, do it again. The most important units to attack Cerberus are your Heros--they do the most damage. Note that Cerberus will not attack you until you first attack him. So in Hard mode, I chose to kill all enemy *except* Cerberus on day 2 and *not* attack Cerberus until day 3. In Normal mode, I wanted to win in 3 days, and that requires attacking with all 4 Heroes on day 2. It *is* fairly hard to win Normal mode in 3 days and Hard mode in 4 days, I believe, but it is *not at all* hard to win this campaign. My result: Normal: 3 days Hard: 4 days ---- Greek Campaign 7: New Enemies I had written a walkthrough for this one, *then* I saw a post on the GameFAQs board by wilowns1, stating that you could win this one by doing an all-out attack at the very beginning. I feel a little embarrassed I hadn't tried that myself, but I guess it seemed sort of crazy, to all-out attack an enemy Town Center complex with only 4 units, not to mention the fact that three tough Lamia Warriors and a tough Hero were in my way. But once I tried it, I liked it--thanks wilowns1! So I will leave my original walkthrough description, but add another after it to discuss the all-out attack strategy. --- 1) Hold your ground and age up (the original walkthrough) This campaign is a tough one, but with care and the right God Power usage, it works out OK. I believe that the ultimate goal here is to age up, as the enemy outclasses you (age 3 vs. age 2) at the start of the Campaign. Once you've aged up to age 3, you can start to train as many units as you can and I believe you are then on your way to winning. My approach on this is to *not* give up the chokepoint around the Temple where your Heroes start. On day 1, I triple attack the Southern Lamia Warriors with Odysseus, Perseus, and Hippolyta, while Capturing the Temple with Herakles. Odysseus and Perseus are now in a two-wide chokepoint that is perfect to try to maintain against the AI. The AI actually does not counterattack very aggressively at the start, so the first few days you're fine. Get Herakles off the Temple on day 2 so that you can retreat one of your Heroes there if necessary, moving Herakles in to take his place. In Normal mode, I decided to build resources as much as possible, and send reinforcements to the front to help. As a result, I didn't age up until day 8 or 9. However, with a few Myrmidons and Chimera in addition to my Heroes, I was able to maintain the chokepoint fairly easily. By the time I aged up, I had 2 Mines, 2 Mills, and 6 Farms. In Hard mode, I decided to see whether I could skip reinforcements and just try to age up as quickly as possible. The AI used the Earthquake God Power when I was training an Architects, so my building up resources was set back, and it was difficult. I aged up on day 7, I believe, with only 1 Mine, 1 Mill, and 4 Farms. Without reinforcements, I had to retreat slowly, while still maintaining the chokepoint--that is, not allowing the enemy into the area South of the middle area around the Temple. This was touch-and-go, with me losing three of my Heroes eventually, and the enemy forming a breakthrough (that he didn't take advantage of) the day before I used Ceasefire. Things start to get tough at the front about day 4, when the enemy shows up with lots of units. Use the Bolt God Power to wipe out 4 or 5 enemy units on one of these early days. Use Hippolyta's Hero Power when you need an extra punch from her attack, and definitely use Perseus' God Power--you can freeze an enemy unit on the front for 3 days, and during these 3 days, you will receive no more attacks from that square. The key is that when you age up, choose Hermes for the Ceasefire God Power. (If you have been reading the walkthroughs above, you will remember that this was my main strategy on Greek Campaign 5 as well--sorry for the repeat, but Ceasefire is unbelievably useful when you are greatly outnumbered.) The AI can be quite overwhelming in the middle, and calling a Ceasefire gives you time to build up your forces. I have won this campaign without Ceasefire, but it is easier with Ceasefire. So, the day after aging up, do whatever attacks you'd like, then use the Ceasefire God Power. During the Ceasefire, you want to 1) hold your ground (that is, maintain whatever chokepoint you have), 2) heal your forces, and 3) bring reinforcements to the front. To hold your ground, remember that you can even hold it with Architects, since they cannot be attacked--I used two of my Architects to "save the Hero's spots" while the Heroes went back to heal on my nearby Farms. It is essential that you not allow the enemy to move into your area during the Ceasefire (although I think the AI is really stupid and essentially does nothing during the Ceasefire, so if you're desperate, you could try leaving the chokepoint unguarded and see what happens). As far as bringing reinforcements to the front, train units on the early days of the (3 day) Ceasefire, rather than spending food/gold on those days to build Mines/Mills/Farms--wait for the last day of the Ceasefire to build those. This way the units you are training will have time to get to the front before the Ceasefire ends. The day the Ceasefire ends, resume your attacks at the chokepoint--it is now only a matter of time before you will begin to gain ground, and once you start to gain ground, it's pretty much over. Build Chimeras, Myrmidon, and Centaurs, as well as a few Priests. Don't forget about the Centaurs--they really help a lot if used wisely. The enemy has the Earthquake God Power, so it is risky to use your Restoration God Power if he hasn't first done the Earthquake. Unless you really need it, save it for the day after the Earthquake. (Or not: one time the AI used Earthquake on day 1, damaging my Heroes only slightly--it wasn't worth using Restoration then, so I saved it for later in my chokepoint defense when it came in quite handy.) Aging up to age 4 is useful, of course, but not really necessary, I don't believe. After aging up to age 3, I kept building sufficient units to dominate the enemy, ignoring aging up. When I was finally in control, I stopped building units and saved up for aging up to age 4--this was a bit useful, as I chose Hera so that I could use the Lightning Storm God Power to help in the mopping up of the enemy's Town Center complex. A very useful fact is that there is both a Gold and a Food square in the far North--if you send Architects North from the Northern of your 2 Mines, you will come to them. I sent some Architects toward those very early (day 4?), and was able to build an extra Mine, Mill, and 4 Farms without the enemy bothering me at all. (Note that in Hard mode, I was not able to spare the Architects until much later, and in any case, the enemy was much more adventurous in exploring the map, so I would not have been able to build anyway, since the enemy had built on them.) --- 2) All-out attack from day 1 (thanks to wilowns1 for the idea) Although it seems hard to believe, this campaign can actually be won by attacking the enemy Town Center area from the very start. With care, you can limit the enemy's forces by killing all of his training units, thus mostly not having to fight full-strength units. This can be touch-and-go, as if you let it get out of control, things will go bad quickly, and your entire force will be killed around the Town center. It probably wouldn't be *too* bad if this happened, as the enemy would nonetheless be all around his Town Center, and this would give you a fair amount of time to train forces before he got over to your area, but I was able to keep this from happening, even in Hard mode. On day 1, move Odysseus to the square West of the Western Lamia Warriors, move Perseus to the square West of the Southern Lamia Warriors and use his Hero Power on them, move Herakles to the square East of the Southern Lamia Warriors, and move Hippolyta to the square South of the Southern Lamia Warriors and have her attack the enemy hero, Ladon. Only Hippolyta attacks, since there is no reason to take counterattack damage from the Lamia Warrior units when they will all be killed on day 2 by the Bolt God Power anyway. Do not use Hippolyta's Hero Power--it will be more useful later. Have your Architects build a Shrine, and train Architects, Myrmidon, and Hippokon--it is fairly rare I train this much at the start of a Campaign, but this is war! On the enemy's half of day 1, Ladon and the enemy Lamia Warriors don't move, but do two attacks on Odysseus and Herakles. On day 2, have the Architects build a Mine and a Mill, then use your Bolt God Power on the enemy Hero--this will kill all three of the Lamia Warriors and seriously damage the Hero. Your Heroes can now kill all of the training enemy units, except the Priests built in the enemy Shrine. Use the Hero Power of Odysseus to get to the other side of the Town Center complex to kill the Petrobolos. Hippolyta, rather than killing a training unit, should be used to kill the Architects building the Archery Range--she will have to use her Hero Power for this to work. The AI is too stupid to continue building the Archery Range later, so if you can kill the Architects building it, you'll never have to deal with Archers. (Note: In Hard mode, Hippolyta will not be able to kill the Architects--you'll just have to put up with the Archery Range.) It is important that you kill training units rather than attack/kill Ladon! The *most* important thing is to make sure the enemy *never* has more than a few units in the area (other than Shades/Architects/Priests), otherwise, you will lose control and be killed quickly. Move your Myrmidon and Hippokon toward the action as far as they can go. Train another Myrmidon. On day 3, your actions depend on what Ladon does. It is in your best interest to kill him if possible, but don't do it if it means not killing some training enemy unit. Move your two Myrmidon and one Hippokon as far forward as possible. Build two Farms. Keep moving your forces toward the enemy Town Center. You need to decide every turn whether to build Mines/Mills/Farms or whether to train units. I pretty much erred on the side of building--I built two more Farms on day 4, a second mine on day 5, and a second Mill on day 6 (you need to run the Architects over to the square just West of the Road bend on day 5 to be able to see the Food square). If you don't send enough units to the front, though, you can lose control. If you build sufficient resources like this, aging up is actually fairly easy, only needing maybe two turns without training units, and can happen around day 9. This is important to make your units stronger and to get the Lightning Storm God Power of Hera. This God Power will eliminate all training units the day it is used, as well as weakening or killing all other enemy units, so it is very useful to either keep control of the area, if things are getting a little scary, or to allow you to attack some buildings to start the effort of destroying the Town Center complex. It is definitely annoying that every time you kill a Human with a Hero, a Shade appears, especially since you only have Heroes at the front at the start of the Campaign. I think it is an interesting conundrum of what to do with the Shades if you ever have extra attacks. On the one hand, killing the Shades is a good idea, since they will eventually gang up and attack one of your units, doing a suprising amount of damage. On the other hand, it appears that many times, the Shade will simply stay in place on top of the building, meaning that no new unit is trained on that building that day, making your job easier. I have the impression that the first day they stay in place, and the second day they move, so keep that in mind when deciding whether to kill them or not. It is hard to know when the best time to use the Restoration God Power is. You want to keep it until you really need it, but losing a few units at the front can be so damaging to your cause that it might be better to use it *before* you really need it, like the turn before the enemy is about to kill one of your Heroes. I actually went the entire Campaign in Hard Mode without ever using it--if you're doing a good job at the front, your units take little damage. I was able to win this campaign quickly with just the units I've mentioned so far, plus two Chimera and one more Myrmidon. I had enough extra attacks fairly early on to destroy some buildings, and this really helped. However, if you're having a hard time controlling the Town Center area, the key to finishing the Campaign is ranged units, since simply killing training units does not get buildings destroyed (and the enemy cheats, as it always does, and builds an amazing number of units every day). Once the ranged units arrive, they can kill the training units, allowing other units to then attack the buildings. The ranged units I used were the Medusa, but it might be better to build an Archery Range. As it turns out, I only built the one Shrine, not wanting to waste any money on any other Town buildings--with the Medusa, I didn't need an Archery Range, and with the Lightning Storm God Power, I didn't really need any Siege units. I didn't bother with aging up to age 4, as this would have only slowed things down. Similarly, I sent Architects to the front when they were done building, rather than sending some to the Northeast corner to build more Mines/Mills/Farms. The Architects can actually help at the front, to finish off very weak units (or Shades) and to take up space. My result: Normal: 13 days using strategy 2; 18 days using strategy 1 Hard: 14 days using strategy 2; 24 days using strategy 1 ---- Greek Campaign 8: Mount Olympus The second set piece battle with a big 4-square Myth creature in 3 campaigns, but this one is a bit more interesting than campaign 6, although still being quite easy. Just about all of your units do very good damage to Typhon (like 55 to 84 per attack), so you don't really need to save any specific units. The Heroes are always most useful against a Myth unit, though, so try not to let any of them get killed. Herakles does 84 damage, no matter how wounded he is, and Perseus does 79. Herakles is a magnet for attacks (since he is Light Infantry), so you will likely end up healing him a lot with your Priests. Use the Eastern Centaur and Hippolyta against the 2nd Lamia Warrior from the West, then kill it with the Minotaur. Use the Western Centaur against the Western Lamia Warrior, then attack with Herakles and kill it with the Nemean Lion. Attack the third Lamia Warrior with Odysseus and use Perseus' Hero Power against the fourth Lamia Warrior, freezing it for essentially the whole campaign. Attack a Harpy each with each Chimera--this is non-ideal, attacking Light Infantry with Cavalry, but what can you do; the Chimera are the only units that *can* attack the Harpies. Use the Western Priests to heal Herakles, and the other two Priests can simply move forward, since they have no one to heal (that will change quickly). Typhon will use an attack that damages a lot of your units at once. The Harpies, rather than ganging up on your Chimera, which they *should* do, seem to fly around and not attack much. On your turn, your Archers are the ideal units to take out Harpies, 1-hit killing any they attack. But generally concentrate on attack Typhon with your Heroes and on healing any units that are getting low on health. Typhon will die relatively easily once you start attacking him in earnest. My result: Normal: 4 days Hard: 4 days ----- Norse ----- Norse Campaign 1: Tested This is a campaign where you just fight everything you can. But try to stay in the Forest whenever possible, to avoid being attacked first. In the South, have Siegfried attack the Eastern Raider, and have your two Huskarl kill the other Raider. In the North, both Huskarl attack and kill the enemy Huskarl. Don't put any of your units in the Road, since if they are attacked by the enemy, they'll be hurt much more badly. Leave the two Huskarl in the North to find and kill two Einherjar in the Northeast, while Siegfried and the other two Huskarl head North to find and kill a Jarl, a Frost Giant, and a Fenrir Wolf. With Siegfried's group, always move the farthest back unit first, to move ahead of the others and see what is there--in this way, if an enemy is spotted, you can use your forward units, which haven't yet moved, to attack the enemy. If you ever have a day where Siegfried isn't attacking, use his Hero Power that increases his defense for two days. Siegfried 1-hit kills almost every unit on the map, so always be attacking with him. My result: Normal: 4 days Hard: 7 days ---- Norse Campaign 2: Memory A race to the corner, on a map where you're badly outnumbered. You only have two Jarls to help you fight maybe 8 or 10 enemy Trolls, Battle Boars, and one Einherjar. The important thing to realize is that you do *not* have to defeat all the enemy units, you only have to get Siegfried to the Temple in the Southwest corner of the map, and Siegfried is relatively indestructible. It is definitely possible to get Siegfried killed, I believe, but it seems like it would be hard. Note that at the very end of the campaign, he 1-hit kills the Einherjar guarding the Temple, even if he is quite weak, so even if he gets seriously wounded in the final stretch to the Temple, you can still win the campaign. Siegfried has a relic that allows him to heal 15% at the start of every turn, which is 23 hitpoints per day. Use the Forest squares as much as possible. The best start seems to be to kill the first Troll with Siegfried, then run the 2 Jarl into the Forest squares on the other side of the bridge. At that point, going through the middle of the map or going through the Southern part of the map seems to be somewhat equal. I think the Southern direction affords more Forest squares, and there are more enemy in the center (although the enemy in the center will come South and you'll probably still have to fight them). Odin's two crows, Muninn and Huginn, are also on your side. They have 0 attack value, so cannot attack--they are purely scouts. Definitely keep them in the Forest, at least early on, when they can be used as Scouts. Later in the game, it is possible you might come up with a reason to put them in a non-Forest square--to block enemy units' movement, or to lure an enemy to attack them instead of attacking one of your more important units. Leaving them exposed will almost surely mean their death. The Battle Boar can be 1-hit killed by Siegfried when they're in the Plains, but in the Forest, they are very tough to kill--attacking with Siegfried *and* both Jarl in the same day will *still* not kill them. Maybe best to simply avoid them in this case. If you're going for a fast win, you'll want to keep moving at top speed, taking your chances with leaving Siegfried out in the open. If you're instead trying for a careful win, try to end as many days as possible with every one of your units in the Forest. Siegfried's movement value of only 13 will make it hard to keep him in the Forest every day, but you can try your hardest. And if you ever *do* get stranded out of the Forest, that is a good day to use his Hero Power, to up his defense value to 95%. My result: Normal: 8 days Hard: 8 days ---- Norse Campaign 3: Ring of Fire Once again, you're outnumbered, but this time at least, you've got a reasonable number of units. The goal is to kill all enemy units, and they are spread all over the map. Luckily, the units to the Southwest and West of your buildings will come to you to get killed, so you do not have to explore in those directions. You start with two Barracks and an Archery Range, and 600 food/600 gold. You have no way of earning additional food or gold, however, so you have to make do with the starting food/gold. I decided to train 4 Huskarl and 1 Throwing Axeman, and research Improved Infantry. Whichever combination of Ulfsark, Huskarl, Throwing Axemen, and research you choose, do as much as you can as early as possible--no reason to save for later. Siegfried starts out a long way from home, all by himself with three enemy nearby. Don't be scared--this is not at all as bad as it looks. Attack the Huskarl, which will kill them. The two Ulfsark next to him cannot really hurt him very bad. Siegfried can just spend his time finishing off the units near him and between him and your buildings. This will take a while, but at least in Normal mode, he never gets the least bit near death. There will be some early defense of your building area, but the enemy is really not set up to attack buildings (being Cavalry and Throwing Axemen), so you can pretty easily repulse them. Your Huskarl will 1-hit kill the enemy Throwing Axemen or the enemy Ulfsark, so do this whenever possible. To win, you will have to venture to the Southeast corner of the map to go around the end of the mountain range, then head back up the other side of the mountains to near the volcanic-looking area toward the Northwest corner. On the way, you'll find 4 Frost Giants. These are not easy to kill, but Siegfried does a lot of damage to them, and a combination of Throwing Axemen and Huskarl will eventually kill them even without Siegfried. And then at the very end is a Nidhogg, a large flying creature that has a lot of hitpoints, but is not really that hard to kill, especially with Siegfried there. If you're playing it safe, defend your buildings, venture just a little ways South from the buildings to lure some enemy units to their death, then heal up while waiting for Siegfried to arrive. Then take the entire army of units together toward the Nidhogg--with your entire army, it is pretty easy to steamroll through the opposition, even if it *is* 4 Frost Giants and a Nidhogg. My result: Normal: 11 days Hard: 13 days ---- Norse Campaign 4: On the Front This is the first campaign using Ox Carts, so you can learn how the Norse get resources from Ox Carts, not from Mines/Mills/Farms. Although this took me 26 days in Normal mode, this is the first campaign that took me 30 days or more, since it took me 30 days in Hard mode. So this campaign can take a good while. One of your Ox Carts is on a Gold square already--leave it there the whole campaign. On day 2, it will provide you with an income of 36 gold, on day 3, it will provide 73 gold, and on day 4 and every day after, it will provide you with an income of 110 gold. But if you ever move it off the Gold square, the income will vanish immediately. The other Ox Cart is right next to a Food square, so on day 1, move it on top of the Food square and leave it there--as with the Gold square, it will produce 36 food, then 73 food, then 110 food per day for the rest of the campaign. You will want to build more Ox Carts to move on top of other Food/Gold squares you find in this campaign, but Ox Carts are fairly expensive, so wait to build the first until it can be used. It is important to age up as quickly as possible. At the start of the campaign, you have 6 of 8 researches done, so you just need to do two researches (Marketplace and Improved Infantry would be my suggestion--you want to avoid any researches that need favor). You have enough food and gold, assuming you don't train any units. You are short on favor, however. Build Shrines on days 1 and 2. Remember that the Norse gain favor especially from fighting, so once the enemy shows up around day 3 and you start to fight them, you'll gain favor quickly and be able to age up on day 4. Which God to choose when aging up is a toss-up, I believe. None of the God Powers is especially needed at the moment, so maybe choose more for the Myth unit it will give you. At the front, put your units in the Forests as much as possible. A good defense posture is around the Mountains to the North of your Ox Cart on the Gold square. Just South of those Mountains are two Hills squares with a Forest square just to the East. Put your Throwing Axemen on the Eastern Hills square, your Hero Gunnar on the the Western Hills square, two Huskarls on both Forest squares adjacent to the Throwing Axemen, and the Raider in the Forest square just South of Gunnar. Your ranged units can hit the enemy without fear of being attacked, and your Huskarl in the Forests are hard to kill. When the enemy shows up in earnest, around day 4 or 5, it is time to use both your God Powers. In fact, one time I played I used one of my God Powers on the same day I aged-up--you have to do the God Power first, then age up, since once you age up, all your Shrines are blacked out for the rest of that day. Use Walking Woods and build the big Tree-thing at the front, in a square that seems useful at the time, preferably in a Forest again. The Walking Woods is fairly useless, in my opinion, but he can come in handy to take up space and protect one of the other units, and he can be fairly hard to kill, especially when standing in Forest. If nothing else, he will probably be attacked by the enemy, and those are attacks that *aren't* happening to your more important units. But much more importantly, use your Great Hunt God Power, which makes all your units more powerful for 3 days. You have just aged up, upgrading all your units, then you use this God Power to upgrade them even more. Your units should now outclass the enemy, and the fighting at the front should go much more smoothly. Wait until there are a fair number of enemy units in sight, and until you are fully engaged with the enemy--you don't want to use this God Power too early and waste the first precious days of it making only 1 or 2 attacks per day. After aging up, begin to train at least 1 unit per day to be sent to the front. Some days you might be able to build 2 units--I would suggest spending as much money on units as you have, rather than spending the money on research. This is because you will have lots of favor, and the research at Shrines is cheap--so you can build as many units as possible, and then you'll very frequently have enough left over to do a research at a Shrine. As you send more and more units to the front, the front will start to move Northward as you kill the enemy and advance. Send units around both sides of the lake--I'm not sure this is necessary, as if you were to go around only one side, the AI would probably send all his troops from the other side over to fight you, but it seems like a good practice, to avoid being surprise-attacked behind your front. As you get to the point where it seems unlikely new troops will actually be able to get to the front before the campaign is done, stop building units and save up to age up to age 4. It is not really necessary, but you can probably get a good God Power to help in the final assault. The final push to finish the enemy off is a bit of a pain, as he is entrenched behind a chokepoint. Just slug it out. Other than the first two God Powers, I would suggest you save your other God Powers for this final assault--use a God Power that damages all the enemy units to help get through the chokepoint, for example, and an especially useful God Power is the Undermine God Power, since you can use it against the enemy Town Center to weaken all of his buildings. However, you have to be able to *see* the enemy Town Center to do this, so you will have to make a certain amount of progress in destroying buildings first. My result: Normal: 26 days Hard: 30 days ---- Norse Campaign 5: Advance This Campaign is a real challenge and can be easily lost if you play it incorrectly, especially in Hard mode. The enemy starts at age 3, while you're age 2, so he outclasses you, and *way* outnumbers you. I have won this Campaign, both in Normal and Hard mode, by attacking all four bridges on Day 1, moving your Heroes East to help, and just generally reacting to the situation, trying to keep the enemy from getting to your Town Center before you can build up sufficient units. (In Hard mode, this is very hard, and the enemy *will* get to your Town Center complex--you just have to do the right dance to keep eliminating his units slowly, while training more of your own to eventually finally get the upper hand. It was touch-and-go for me at one point, with the AI in position to beat me, I believe, if he had made better choices.) However, I believe that it is much, much easier, and quicker, to fight this Campaign by turtling at the start, using your God Powers early, and aging up quickly. With the right defensive position in your corner of the map, you should be able to win this one fairly easily. This works very well in both Normal and Hard mode. Here's how it goes. On day 1, build 2 Shrines, research Improved Cavalry, and retreat all units (except the Battering Rams--more on this later) back toward your Town Center. On day 2, research Marketplace and get your units into a good defensive position. My favorite defensive position is like this: Huskarl in the Forest square to the North of your Ox Cart on the Food square, Jarl in the Forest square to the the East of that Food square, Siegfried just South of that Jarl, Brunnhilde on the Road square Southeast of Siegfried, Jarl east of Brunnhilde, another Jarl east of that (just North of the Gold square). Keep 1 Huskarl and the two Ulfsark in reserve (keep the Ulfsark at least two squares back to avoid the enemy Throwing Axemen hitting them). Gunnarr goes on the Hills square just South of the Food square. I've fought this Campaign using this strategy a number of times and only once did I lose any of the units in the front line (I once lost the Eastern Jarl). One of the reasons this defensive line is so effective is that your units (with the exception of Brunnhilde) are on Plains or Forest (+20% defense) squares, while the enemy who come to fight you will have to stand on Roads squares (-10% defense). On day 3, use both God Powers (Wild Fire, and The Great Hunt). This damages every enemy unit, as well as making your units stronger. This is huge in helping you win this. Also on day 3, Siegfried probably isn't required to attack, so use his Hero Power to protect him. On day 4, first research a Shrine research that costs 25 food/25 gold/15 favor (I chose Divine Mounts), then age up, choosing Baldr as your new God--Baldr has a very useful God Power (Ragnarok) as well as allowing you to train Trolls. Since the Norse Throwing Axemen have a range of only 2, the Trolls with range 3 are very useful. Note well that to age up on day 4, you cannot train *any* units on days 1-4. On day 5 or 6, use the Ragnarok God Power--now you clearly outclass the enemy and things really go your way. It seems like using this on day 5 would make the most sense, but for some reason, every time I played, day 5 didn't feel right, then on day 6 I used it and made very good progress. Note well that when the Ragnarok God Power is used, a Huskarl appears on every unoccupied Shrine and Town Center. Before I learned this, I had seen cases where I did not get as many Huskarl because I had other units "in the way", so make sure you have vacated *all* Shrines and Town Centers before using Ragnarok. The Huskarl not only appear, but can move on that same day, and since we're fighting just in front of the buildings, they should have no trouble finding an enemy to attack that same day. Ragnarok rocks! Every day, simply attack every enemy you can with your units on the front, *without moving* any of those units--that is, you *must* maintain your solid defensive line until you have routed the enemy units. They keep coming, so don't be lured into giving up your line too early. I would say if you use Ragnarok on day 6 and attack with the 3 Huskarl, on day 7 you will be able to abandon your defensive line and attack like crazy. Note that Brunnhilde's placement in the defensive line virtually guarantees that some day (probably day 4), she will be able to use her Hero Power on three units lined up right in front of her--since the units are all damaged already due to your Wild Fire God Power, this can be quite effective. I could not resist running the Ulfsark out from behind the lines to kill an enemy Cavalry unit--the Ulfsark get killed on the enemy's turn, but it seems worth it to take out a Cavalry unit. But remember, the Ulfsark were not *on* the line, they were behind it--running them out to attack does not endanger your line. Every day after you age up, train the maximum number of "premium" (Jarl, Huskarl, Valkyries, Trolls) units--you will be able to train either 1 or 2 per day. The Trolls units are very useful, not only in taking out units on top of a building so that you can attack the building, but also in taking out the enemy Ox Carts--I think having at least 4 Trolls makes things go much smoother. I basically kept building maximum units until it was clear that the new units were not going to make it to the front before the campaign was over, at which point I started saving up to age up to age 4. In Normal mode, I finished the Campaign before age 4; in Hard mode, I got to age 4 the same day I won. So aging up to age 4 is not really needed if you use this strategy. I have found that it is actually pretty essential to *not* retreat the two Battering Rams units on day 1, instead using them to block the roads and slow the enemy's advance. Leave the Western Battering Rams where they begin, and move the Southern Battering Rams to the crossroads right next to where they begin. In fact, both Battering Rams seem to always have an enemy Throwing Axemen run up to and stop right next to them, so they can then attack those Throwing Axemen on day 2. This doesn't do a lot of damage, but it does enough, I believe, so that when you use your Wild Fire God Power, those two Throwing Axemen die. So the Battering Rams each take one unit with them when they die, which is about all I can expect of them--they seem pretty useless in general. If you do *not* use the Battering Rams in this way, trying to keep them alive, the enemy will arrive in huge numbers on day 2, and the going will be much tougher for you. With this turtling strategy, by day 7 or 8 you will have totally decimated all enemy units that came to attack you, which is most of the units the enemy has. So you can attack at high speed now without much problem from the enemy. I sent 1 Huskarl and 1 Jarl to the Northwest, as there is usually some enemy there to attack. Otherwise, send all units through the middle of the map, taking out both Towers (skip one if it is too well defended--you really only need one way into the enemy area) and flooding in toward the Town Center. Also with this strategy, you do not really need any additional food/gold income--it might help a bit, but not much. So if you really want to, go ahead and train 1 or 2 Ox Carts, and send them to the Food square just Northeast of your Town Center complex in the middle of the Forest squares, and to the Gold Square on the Western edge of the Map about 2/3 of the way up. The reason the Ox Carts aren't really necessary is that you can't really build them until about day 7 or so (you can't afford them, needing to spend on more important things, and besides, you can't send them out past your defensive lines until you have killed the numerous enemy), but by then, you've pretty much won if you just keeping training units and attack toward the Northeast as fast as possible. If you are trying to win this quickly, one of the pains are all the enemy Ox Carts, which do not die so easily, especially in Hard mode. Most annoyingly, there is an Ox Cart in the far Southeast corner that you will have to send units to destroy. Note also that the Ox Carts heal automatically at the start of every day, so rather than attacking two separate Ox Carts with one unit each, attack one Ox Cart with multiple units until it is dead, then move to another Ox Cart. My result: Normal: 15 days Hard: 16 days ---- Norse Campaign 6: Revenge This Campaign looks pretty dire at the start, with so many enemy Fenrir Wolf units around your Ox Carts. It looks like they could quickly decimate all your income. As it turns out, they seem to barely attack the Ox Carts, so you lose none (in Hard mode, I *did* lose one Ox Cart). With the income from these 5 Ox Carts, you are actually in very good shape. Right off the bat, there are two Fenrir Wolfs and an enemy Hero (Narfi) in range of your Town buildings, so it looks scary. If the AI was reading my Tips and Tricks, he would try hard to prevent you from training any units. In fact, the AI *does* seem to take out the unit you train in your Barracks on day 1, but he doesn't bother with the units in the Town Center and Archery Range. So you can start to build up your forces. If he had bothered to take out *both* Ulfsark, you would not be able to build any more buildings, and if he ran as many Fenrir Wolf as he could directly toward your Town Center on day 1, it would be difficult to defend yourself if you were having a hard time training units that weren't killed during training. But the AI didn't read my Tips and Tricks, so you *are* able to easily train units, and you *don't* have to deal with all his Fenrir Wolf attacking. In fact, in Hard mode, the AI didn't even attack *any* training units on day 1, *and* ran one of his Fenrir Wolf units that was right near my Town Center *away* from the Town Center--how stupid! If I was afraid of the AI attacking my training units, I would take a defensive posture on day 1, protecting my training units as much as possible. Since the AI doesn't seem too interested in taking out training units however, I instead attack Narfi on day 1 with all three Heroes, making sure to put Gunnarr in a Forest square (I also put Siegfried in a Forest square), and train 2 Ulfsark and a Throwing Axemen. On day 2, use an Ulfsark (you should have one at least) to build a Shrine in the far Southeast corner of your Town Center complex, and make sure he cannot be bothered by the enemy. Gunnarr can kill a Fenrir Wolf that is in the Plains or Road, so use him to take out one Fenrir Wolf on day 2, and use your Throwing Axemen and Brunnhilde to take out another. Whenever I played in Normal mode, Siegfried could kill Narfi on day 2 without moving. Also on day 2, train more Throwing Axemen, and some Huskarl. As soon as you can, use the Wild Fire and The Great Hunt God Powers. As with the previous Campaign, these help a lot. (Although since you pretty much outclass the Fenrir Wolf units, maybe it would be better to save these God Powers for later, when you start to see the enemy's Human units. When it really comes down to it, you don't need either God Power to easily win this Campaign.) From here on, train as many useful units as you can per day, concentrating on the Valkyries and Einherjar. One time I built a Stable and trained Jarl, but another time I didn't and didn't really feel the Jarl's absence. Head straight West from your Town Center to find and kill any remaining Fenrir Wolf, and to get to the passage through the Mountains that heads toward the Northwest and allows you to get to the enemy Town Center complex in the Southwest corner. There are a couple enemy Ox Carts that you need to take out that are *not* on the main path to the enemy Town Center complex--there is one enemy Ox Cart (visible from day 1) in the North and one in the South (not visible, and easy to miss if you're running by at high speed), both actually fairly near your Ox Carts in those areas. The quick way to take these out is with Huskarl or Einherjar, but that takes valuable units out of your attacking force. Instead, you can use Ulfsark--I believe 4 attacks from an Ulfsark will kill them (after Wild Fire). You start at age 3 and don't really need to age up to win this, but with such a large income, you will have enough to age up fairly quickly if you stop training units. I trained as many units as I could until it was clear the new units wouldn't be able to catch up to the front before the Campaign was over, then I stopped training and waited to age up. When I aged up, I chose Tyr, for his Fimbulwinter God Power. I used this God Power when I was fighting near the Northwest corner--this meant that the enemy could train no units for 3 days, during which I was able to get down to and destroy the enemy buildings. Once I got in sight of the enemy Town Center, I used the Undermine God Power against it, making the destruction of his Town buildings that much easier. He also has 3 more Ox Carts in the area, and the concentration of buildings and Ox Carts makes for slow going, but with the Undermine God Power and careful attention to your attack order, you can finish the enemy off quite quickly. My result: Normal: 12 days Hard: 13 days ---- Norse Campaign 7: Citadel The longest Campaign in the game, this is a bit of a challenge near the beginning, and never gets *too* easy. The enemy not only is age 4 versus your age 3, but he also has many more units available. Aging up, then, is a priority. However, you're not really that close to aging up, especially in favor. When possible, do research that increases the stats on your units--the enemy has apparently done lots of research, as his units outclass yours even after you've aged up. When doing this in Normal mode, I decided to ignore fighting and try to age up as quickly as possible (you can't ignore fighting entirely, since you have to defend your area, and you also need to do some fighting to earn enough favor to age up). Train only an Ulfsark, and build only one Shrine, and you will likely be able to age up on day 7. It will be a bit tough to defend the Southwest corner of the map with just the units you started with, but it shouldn't be too difficult. Try hard to not let the Tower on the other side of the long bridge be destroyed; keep either Brunnhilde or Siegfried in it once the enemy shows up. Unfortunately, a number of powerful enemy units also show up from the North, and that is the hardest part of waiting to age up. Definitely use the Wild Fire God Power during the first 7 days, to damage all the enemy units and make it easier to deal with them. I didn't use The Great Hunt God Power until later, but in retrospect, it would probably make more sense to use it in the first 7 days as well--once the enemy shows up in force about day 5 or 6. In Hard mode, I tried being more forceful in my early defense. Train an Ulfsark, build 2 Shrines, and train 1 Throwing Axemen and 2 Huskarl, all as quickly as possible. *Then* wait to age up, which happened on day 8. Put the Huskarl in the Forest squares North of your Town Center such that the enemy units arriving from the North cannot get into the Forest squares and have to stand on the Road or the Plains to fight you. This will make it such that there will be no trouble defending from this direction. As before, defend the Tower at the end of the bridge with Siegfried and Brunnhilde. Use both the Wild Fire and The Great Hunt God Powers on the same day, once the enemy gets to your area, about day 6. Once you age up, build as many units as you can per day--you're age 4, so no more saving up, spend it all! Build a stable and start training Jarl. Your main units to train will be Jarl, Valkyries, Einherjar, and Trolls. After not too many days, you'll have sufficient units to start pushing the enemy's units back. Because the enemy knows about the two paths to your area--the one that ends up coming from the North and the one that ends up coming from the East--I believe you need to send units on both paths. Send enough units on the Northern path to make sure you can hold back the enemy and make constant forward progress (maybe 6 units, including a Valkyries for healing?), then send all the other units to the East. Try to stay in the Forest squares as much as possible. Be prepared to lose units--I don't know if I was being more careless than usual, but the enemy has a pretty much constant stream of new units that was not easy to handle without losing some of my units. The other problem is that the enemy has many *powerful* units, like Frost Giants, Fire Giants, and Mountain Giants. These are difficult to kill. The map layout is as follows. Your Town Center complex is in the Southwest, the enemy's is in the Northeast. There is another Settlement in the Southeast, although I didn't use this to build a Town Center. The enemy has a Stable and some Ox Carts in the Northwest corner, protected by two sets of Towers, as well as a Shrine along the Eastern edge of the map. This Shrine is a real pain, as it is the Shrine training most of the Giants--make it a priority to get rid of it. The enemy Town Center complex is surrounded by Mountains, so the only entrance is from the South, through an area with 6 Towers, an Archery Range, and a Barracks--to make it even tougher, this area is pretty much 100% Road squares, so as you are fighting to make it through the chokepoint, your units are always standing on Roads, with their -10% to defense. There is an easily accessible (after you push the initial enemy force back) Food square a bit Southeast of the long bridge near your Town Center, and a Gold square in the far Southeast corner of the map. When aging up, make your own choice as to which God you want. I chose Baldr to get the Trolls, since the Norse are weakened by only having the range 2 Throwing Axemen. The Trolls come in very handy with all the work you have to do destroying enemy buildings--they can kill the enemy unit on the building, allowing other units to then attack the building. (You might prefer to get the Mountain Giant myth units instead, since they will make quick work of buildings--you'll have to train lots of Throwing Axemen in that case.) Getting Baldr also gave me the Ragnarok God Power, which I used as soon as possible after aging up in order to get the Huskarl created by the God Power into the game early. Make sure your Town Centers and Shrines are all empty when you use this God Power, as you will get fewer Huskarl if buildings are "occupied". Use the Undermine God Power on the enemy Town Center square as soon as you can see it. Other than the above, there don't seem to be any secrets with this Campaign. Withstand the first part until you age up, then build maximum units and attack all out. Be prepared for a long battle to destroy the enemy's Town Center--in Hard mode, I was within sight of his Town Center a full 10 days before I could finally win the Campaign. My result: Normal: 33 days Hard: 36 days ---- Norse Campaign 8: Dragon's Den The final Campaign! Another "beat up the big 4-square-large myth creature" Campaign, only this time, the creature, Fafnir, is quite tough. If you do not maintain a good defensive formation when fighting Fafnir, you can lose this Campaign. Fafnir has two attacks: a "standard" attack against one unit, or an attack where he will fly somewhere, land (damaging units next to where he lands), then breath fire in some direction, damaging all units in the 2 by 4 square area he breathes on (2 squares wide and 4 squares long). This makes it important that you position your units wisely, even when they are not attacking. A good defensive position against Fafnir's fire-breathing attack is a sort of checkerboard, like: X-X-X ----- X-X-X ----- X-X-X where "-" is an empty square and "X" is one of your units. This is good because if all your units were in a position like this, only two of the units could be attacked by Fafnir's fire-breathing attack. Of course, you also need to attack him, so you can't just leave all your units in the formation above. But the units that *aren't* attacking can put themselves in some sort of formation like the above *around* the attacking units to try to minimize as much as possible how many units are in one 2x4 area. Note that Fafnir has to land, and he takes 4 squares to land, so he cannot land in the middle of the above formation. A possible formation when attacking Fafnir in his original location might look something like: -----XFFX----- ---X-XFFX-X--- ------XX------ --X-X----X-X-- -----x-X------ ---------x---- Unless I'm mistaken, there is no place that he can fly to, given the formation above, that would allow him to attack more than 3 of my units with his 2x4 fire-breathing attack. At the start, there are 10 enemy Myth units (in addition to Fafnir) facing your 12 units. It is actually surprisingly easy to kill off all 10 of their units. On day 1, sit still for the most part and let the enemy come to you to be killed off on days 2 and 3. The only moves I made were to move Siegfried out to the Forest square (to try to make sure he will be able to attack a Battle Boar on day 2) and use his Hero Power, and move the Northern Einherjar back to the square that Siegfried just left (out of range of the Frost Giant). You have 600 food and 600 gold to spend, with no ability to get more, so you just spend it until it is gone. I chose to train 3 Jarls and 1 Huskarl, and to research Improved Infantry and Improved Cavalry. Train and research as fast as possible from day 1, doing the training first, of course. Once you've killed all but Fafnir, get your units into position to attack, *without* attacking him and without getting any units within range of his 2x4 fire-breathing attack. I believe that Fafnir will leave you alone until he has a unit to attack, so make sure you can attack him from all 6 squares around him on the first day you attack. Siegfried and Brunnhilde do a lot of damage against Fafnir, with most of the other units doing significant damage as well. Just keep hacking, trying to do as many attacks against him as possible every day, and eventually you'll finish him off. When possible before you attack Fafnir, use the Valkyries to heal units. However, once I started attacking Fafnir, I mostly stopped the healing, since putting the Valkyries next to another unit made them a target for Fafnir--he can probably fly somewhere and attack both those units and probably at least one other. With good solid attacking on days 2-4, and careful positioning of your units once you start attacking Fafnir, you should finish him off without losing more than 3 or 4 of your units. My result: Normal: 10 days Hard: 11 days ------------------- My Campaign results ------------------- Although I listed all my results above in the walkthroughs, I thought it would be interesting to put them all together in one place, and especially to sort them from longest Campaign to shortest. Here are my results in the Campaigns: ------------------------------------ TABLE 1: My results in the Campaigns ------------------------------------ | Normal | Hard | Campaign | result (days) | result (days) | --------------------------------------------|---------------|---------------| Egyptian Campaign 1: Border Skirmish (E1) | 2 | 3 | Egyptian Campaign 2: Portents (E2) | 3 | 3 | Egyptian Campaign 3: Hero's Welcome (E3) | 4 | 5 | Egyptian Campaign 4: Rebuilding (E4) | 10 | 9 | Egyptian Campaign 5: Expansion (E5) | 5 | 5 | Egyptian Campaign 7: Exodus (E7) | 16 | 18 | Egyptian Campaign 8: Valley of Shadows (E8) | 28 | 24 | Greek Campaign 1: Disruption (G1) | 5 | 6 | Greek Campaign 2: Prophecy (G2) | 4 | 5 | Greek Campaign 3: Gateway (G3) | 16 | 16 | Greek Campaign 4: Old Friends (G4) | 20 | 22 | Greek Campaign 5: Throne of the Dead (G5) | 17 | 22 | Greek Campaign 6: Escape (G6) | 3 | 4 | Greek Campaign 7: New Enemies (G7) | 13 | 14 | Greek Campaign 8: Mount Olympus (G8) | 4 | 4 | Norse Campaign 1: Tested (N1) | 4 | 7 | Norse Campaign 2: Memory (N2) | 8 | 8 | Norse Campaign 3: Ring of Fire (N3) | 11 | 13 | Norse Campaign 4: On the Front (N4) | 26 | 30 | Norse Campaign 5: Advance (N5) | 15 | 16 | Norse Campaign 6: Revenge (N6) | 12 | 13 | Norse Campaign 7: Citadel (N7) | 33 | 36 | Norse Campaign 8: Dragon's Den (N8) | 10 | 11 | --------------------------------------------|---------------|---------------| ----------------------------------------------------- TABLE 2: Campaigns, longest to shortest (Normal mode) ----------------------------------------------------- | Normal | Hard | Campaign | result (days) | result (days) | --------------------------------------------|---------------|---------------| Norse Campaign 7: Citadel (N7) | 33 | 36 | Egyptian Campaign 8: Valley of Shadows (E8) | 28 | 24 | Norse Campaign 4: On the Front (N4) | 26 | 30 | Greek Campaign 4: Old Friends (G4) | 20 | 22 | Greek Campaign 5: Throne of the Dead (G5) | 17 | 22 | Egyptian Campaign 7: Exodus (E7) | 16 | 18 | Greek Campaign 3: Gateway (G3) | 16 | 16 | Norse Campaign 5: Advance (N5) | 15 | 16 | Greek Campaign 7: New Enemies (G7) | 13 | 14 | Norse Campaign 6: Revenge (N6) | 12 | 13 | Norse Campaign 3: Ring of Fire (N3) | 11 | 13 | Norse Campaign 8: Dragon's Den (N8) | 10 | 11 | Egyptian Campaign 4: Rebuilding (E4) | 10 | 9 | Egyptian Campaign 6: Trust (E6) | 9 (15)* | 10 (15)* | Norse Campaign 2: Memory (N2) | 8 | 8 | Greek Campaign 1: Disruption (G1) | 5 | 6 | Egyptian Campaign 5: Expansion (E5) | 5 | 5 | Norse Campaign 1: Tested (N1) | 4 | 7 | Egyptian Campaign 3: Hero's Welcome (E3) | 4 | 5 | Greek Campaign 2: Prophecy (G2) | 4 | 5 | Greek Campaign 8: Mount Olympus (G8) | 4 | 4 | Greek Campaign 6: Escape (G6) | 3 | 4 | Egyptian Campaign 2: Portents (E2) | 3 | 3 | Egyptian Campaign 1: Border Skirmish (E1) | 2 | 3 | --------------------------------------------|---------------|---------------| --------------------------------------------------- TABLE 3: Campaigns, longest to shortest (Hard mode) --------------------------------------------------- | Normal | Hard | Campaign | result (days) | result (days) | --------------------------------------------|---------------|---------------| Norse Campaign 7: Citadel (N7) | 33 | 36 | Norse Campaign 4: On the Front (N4) | 26 | 30 | Egyptian Campaign 8: Valley of Shadows (E8) | 28 | 24 | Greek Campaign 4: Old Friends (G4) | 20 | 22 | Greek Campaign 5: Throne of the Dead (G5) | 17 | 22 | Egyptian Campaign 7: Exodus (E7) | 16 | 18 | Greek Campaign 3: Gateway (G3) | 16 | 16 | Norse Campaign 5: Advance (N5) | 15 | 16 | Greek Campaign 7: New Enemies (G7) | 13 | 14 | Norse Campaign 6: Revenge (N6) | 12 | 13 | Norse Campaign 3: Ring of Fire (N3) | 11 | 13 | Norse Campaign 8: Dragon's Den (N8) | 10 | 11 | Egyptian Campaign 6: Trust (E6) | 9 (15)* | 10 (15)* | Egyptian Campaign 4: Rebuilding (E4) | 10 | 9 | Norse Campaign 2: Memory (N2) | 8 | 8 | Norse Campaign 1: Tested (N1) | 4 | 7 | Greek Campaign 1: Disruption (G1) | 5 | 6 | Egyptian Campaign 5: Expansion (E5) | 5 | 5 | Egyptian Campaign 3: Hero's Welcome (E3) | 4 | 5 | Greek Campaign 2: Prophecy (G2) | 4 | 5 | Greek Campaign 8: Mount Olympus (G8) | 4 | 4 | Greek Campaign 6: Escape (G6) | 3 | 4 | Egyptian Campaign 2: Portents (E2) | 3 | 3 | Egyptian Campaign 1: Border Skirmish (E1) | 2 | 3 | --------------------------------------------|---------------|---------------| * This Campaign is forced by the game to be 15 days long; the number shown before the parentheses is the number of days that it took me to kill all enemy units and destroy all enemy unit-producing buildings--that is, to reach the normal state where Campaigns end. If you are able to finish a campaign in fewer days than I did, I'd be interested in hearing how you did it. Drop me a line at iloveaoe -at- gmail -dot- com. Thanks! --------------------- Scenario walkthroughs --------------------- The "General notes" above in the "Campaign walkthroughs" section are applicable here as well--please read them! -------- Egyptian -------- Egyptian Scenario 1: Citadel of the Pharaoh Use The Great Hunt God Power on day 1, which allows your Huskarl to destroy the enemy Towers. In the Southern area, use your Mountain Giants to destroy the Tower, then use your Huskarl and Jarl to go through that hole and kill all 3 enemy ranged units. Do the same thing in the North, except this time it is a Huskarl that destroys the Tower. Research Improved Infantry. You can train a Jarl, but it isn't really needed. Run the Einherjar and Valkyries as far as they can get toward the fighting. Send Siegfried either direction. Move the two Crows to next to the Mountain range to the East of your buildings. On the enemy half of day 1, he'll use the Tornado God Power against you. Sometimes this will do damage against you, sometimes not. Then he'll attack with Chariots and ranged units that do a fair amount of damage. On day 2, use the Wild Fire God Power. Now attack as much as possible--you should be able to decimate his forces, leaving only a few standing. Have the crows jump over the Mountains--don't worry about leaving them in the open, the enemy has enough to worry about without trying to attack your crows. You should try to use the Mountain Giants to destroy the enemy buildings (ignore the Towers). On day 3, use the Walking Woods God Power, creating the "tree creature" in a square adjacent to the enemy building near your crows--have it attack the building. Attack anything you can find and run your troops toward the middle of the Eastern edge of the map, where there is the final enemy building, a Shrine. If all goes well, on day 4, you can get sufficient troops to the enemy Shrine to destroy it, as well as destroying all remaining enemy units. My result: 4 days ---- Egyptian Scenario 2: The Restless Dead You versus lots of Mummies. Move Thutmose to the West as far as possible and use his Hero Power. Use the Southern and Western 2 Khepesh, as well as the Western Chariot Archers to kill the Mummies visible in the West. Use the Western Priests to heal one of the damaged Khepesh. Move the Northern Khepesh *almost* as far East as they will go--this will make a Mummies visible there, which you can attack with your other Chariot Archers and Eastern 2 Khepesh, once again using your Priests to heal a Khepesh. From here on, more and more Mummies arrive to fight you. Keep killing at least one per day in each area--in the Western area, with Thutmose, you should be able to kill 2 per day in many cases. Of course, hide the Chariot Archers in the Forest, or put them behind Khepesh to protect them. My result: 6 days ---- Egyptian Scenario 3: Clash on the Nile The first Scenario where you have to build resources. There are essentially two battles here--you fighting the Greeks on the Northern side of the water, and you fighting the Norse on the Southern side. You have Town Centers on both sides. Move your Heroes eastward the first few days, building Mills/Obelisks along the way. Use Nakht to build Obelisks on day 1 and day 2, as far eastward as possible. Move the Hyena of Set along with Nakht, to enable Nakht to move farther when building Obelisks. Use Ramesses to build a Mill on day 1, an Obelisk as far eastward as possible on day 2, and another Mill on day 3. The fight goes better if you move Nakht over to Northern side with Ramesses--with the two of them together, it makes it easier to defend. And the Norse will stupidly come over to the Greek side to attack, rather than marching across the Southern side to destroy your base. Therefore, move Nakht as far toward the island in the middle of the map as possible on day 3, and across the island on days 4 and 5, building an Obelisk on the Northern landmass, just a bit North of the bridges to the island. I built the Obelisk on the plains square 2 squares North and 1 square West of the Western bridge, but I think in retrospect, it might have been better built in the Forest square just East of that Plains square. In any case, using your two Heroes, Nakht in the Obelisk and Ramsses in the Forest square 2 squares West and 1 square South of the Obelisk, you can hold off the enemy for a while, especially if you're lucky enough to get some Ulfsark in the squares adjacent to the Obelisk--they're weak so if they attack they won't hurt too much, but in fact, they'll usually just stand there and *not* attack, thus making it such that other, more powerful units can't attack either. I also ran some Villagers into the Obelisk one day, moving Nakht back to heal for 1 day. Behind, age up twice ASAP. On day 1, train 2 Villagers. On day 2, have the Northern Villagers build a Shrine, the Southern Villagers build either a Mill or Mine, train another Villagers in the North, and research Blacksmith in the South. Days 3-5, research at your Shrine and age up on day 6. Build as many Mines/Mine Shafts/Mills/Farms as possible while making sure you have sufficient food/gold on day 6 to age up. How willing you are to leave your Heroes up there alone (one time, I didn't send them any help whatsoever until around 10 or so, and they held their ground pretty well, although I *did* lose Nakht just before reinforcements arrived) will dictate when you build Barracks. I suggest you build one Barracks at each Town Center on day 4 or 5, and start to train Khepesh in the North once you've aged up. In the South, Spearmen are perfectly capable of dealing with the Norse, so you can save some money by building them instead. In age 2, research Marketplace as soon as possible, as well as three more researches (maybe 2 from the Shrine and Improved Infantry), and age up again, as early as day 10, as late as day 12. Once you're age 3, you can begin your fight in earnest, and will have a lot of success against the enemy. Concentrate on Myth units, Khepesh, and Chariot Archers. Age up with Anubis, to get the bonuses to Infantry and the Blades of Anubis research to buff your Infantry even more--you are trying to create incredibly strong Infantry. The Blades of Anubis also strengthens Nakht, so researching this ASAP after aging up is good. When aging up to age 3, choose Horus, for even more Infantry strength, as well as for the Avenger myth unit. Compared to the Avenger, the Anubites are pretty wimpy, but they are good enough for the Southern fight, and much cheaper than the Avenger. Note that with these 2 Gods and the relevant research, your Khepesh can get to a defense value that makes them essentially invulnerable. Eventually, you can age up to age 4, and this should be fairly easy, as you should have quite a large income with all the Food and Gold squares available. Age up with Hathor, to get the Metor Shower God Power. The Norse AI is *really* stupid. It stays age 1, spitting out lots of Ulfsark and Raiders the whole game (*way* more than it should be able to, on the small income of only 135 food and 135 gold per day that it officially has). It is no real problem fighting these and getting to and destroying his Town Center complex, other than the fact that he trains maybe 4 units per day, so it can take you a while. If you send 7 or 8 units across the South, that should be enough to take him out--any of your units will one-hit kill his. I have even used Villagers as part of my main force--they can often attack a Raider one day, damaging it, then kill it the next. The Greek side of the Scenario is a different story. It can be a challenge to fight your way East. It is especially tough when everything is going well and then he suddenly uses Poseidon's Cursed Voyage God Power on you--all of your units lose attack and defense and you start to feel how the AI feels when fighting you--outclassed. When this happens, go into defensive mode and ride out the four days. If possible, make Nakht part of your Greek attack force. Every day, at the start of the day, all friendly units adjacent or diagonal to Nakht heal 10% of their maximum hit points, so plan your attacks to have Nakht attack an enemy unit in the middle of the line, and have other units attack beside and ahead of him such that he is surrounded by units at the end of your day. I do not think it is worth building additional Town Centers closer to the action (there are two Settlements on both the Northern and Southern sides). The 350 food and 350 gold is just too expensive early on, and later, when you can afford it, you already have well-built-out Town Centers and don't really need more. Try to build on the Food and Gold squares on the way to the enemy--even if you don't have the money to build Mine Shafts and Farms around them, just building the Mill/Mine brings in a nice income. This Scenario is light on especially useful God Powers. I guess my feeling is that the time that God Powers are especially useful against the AI is early on--once I've really gotten going, I don't need any help. The Eyes of the Desert power is nice, but I think its main point is that it increases the range of your Archers, so it seems pointless to use it when you have only the one ranged Hero. Horus' Tornado God Power can be useful, but it goes in a random direction, so you have to make sure it won't backfire and hurt you as well. The Meteor Shower God Power is a good one, but to get it, you have to accept the Roc Myth unit, which I think is weak. The Swarm of Locusts God Power, so useful against a *real* enemy, seems to be just about useless against the AI, with its seemingly infinite income. And the Eclipse God Power can be quite useful, but only after you've got sufficient Myth units on the scene to make it worthwhile; maybe if you used this at just the right moment, you might avoid the AI using his Cursed Voyage God Power altogether? I think if you use the Eyes of the Desert as far Eastward as possible on the Greek side, then use the Tornado as far Eastward as possible with that extra sight, on the same day, you can possibly make it such that you can start the Tornado in a square that can do significant damage to the Greeks, and *not* cause damage to your forces. Use Meteor Shower once you're near the enemy Town Center, not only to weaken any enemy units between you and the Town Center, but also to kill all enemy units currently training--if this is timed right, you can go from not having even touched the enemy buildings to destroying 3 or 4 of them in one single day. Use Plague of Locusts to clear out the enemy's 3 Farms on the same day as, or in the few days before, Meteor Shower. This is a long, hard slog of a Scenario, but just keep pushing forward and you'll get them in the end. My result: 23 days ---- Egyptian Scenario 4: Return of Osiris As it turns out, this scenario can be won quickly and fairly easily by an all-out-attack strategy. Contrary to my normal tendency to age up as quickly as possible, especially when the enemy is an age above me, in this scenario, you can simply stay age 2 and attack like crazy, preventing the enemy from getting too established. If you rush them, but also take some time to age up, you can find your front-line troops decimated--you'd still win in the end, of course, but to win quickly, you have to keep the pressure on. On day 1, kill the 4 enemy Architects while moving all units as far Northeast as possible. Have Ramesses build an Obelisk 2 squares South of the Food square on day 1 and 1 square North and 1 square West of the enemy Town Center on day 2. Attack and destroy the enemy Town Center on day 2, build a Mill and a Mine, and continue to move Northeast. On the enemy half of day 2, usually a Kataskopos arrives and Perseus moves into sight, so on day 3, kill the Kataskopos with a Mummies and a Villager, attack Perseus with Ramesses and 2 Mummies, build a Town Center, a Farm, and a Mine Shaft, and then use the Son of Osiris God Power. Keep moving all your Mummies and Hero Northeast! On day 4, you can train a Mummies at your Shrine. Also build a Barracks and 2 Mine Shafts. Attack and kill enemy units as much as possible, but continue to concentrate on moving Northeast--destroying the farthest South enemy Farm in that direction is a good idea. Don't hesitate to send Villagers along with your other units and use them to finish off almost-dead enemy units. On day 5, you can train some Khepesh and use the Prosperity God Power. Try to get units to the enemy Town Center complex in the Northeast, and if possible, kill some training units--it is more important to get your units to the enemy Town Center and start killing training units than it is to kill existing enemy units that might be bothering you. On day 6, you should probably be able to train both Khepesh and Mummies. Somewhere along the line (day 4, 5, or 6), build an Archery Range and start training Slingers when possible. Train units first, then if there is extra money available, build Farms/Mine Shafts. The extra gold income from the Prosperity God Power will make Mummies much more affordable. Keep new units rushing to the front and the enemy will eventually crumble as you destroy his training units and start to destroy his buildings. My result: 11 days ---- Egyptian Scenario 5: Monthu's Trial My tendency on these types of Scenarios is to build resources like crazy. The first time I fought this one, I aged up to age 2, then 3, then 4, while only building one single military unit. I was age 4 by day 11, with the enemies still all age 2, and me having an income of something like 600 food and gold per day. To do this, simply build a few well-placed Obelisks around the nearby middle bridges, and train 4 Villagers to head toward the Southwest and Southeast to build as many Mines/Mine Shafts/Mills/Farms as possible. I also built one Myth unit to help defend in the middle while waiting to get to age 4. Once at age 4, I then steamrolled them, but not starting to attack until day 11 or so makes for a long scenario. So the quick way to win this is to be much more agressive. On day 1, move Thutmose across the bridge and as far South as possible, train 2 Villagers in the North and South Town Centers, research Fleet of Foot at your Shrine, and train some Slingers. On day 2, age up with Horus (the Avenger Myth unit is great, and Horus' research really strengthens your units), build a Mine with Thutmose, move your Villagers toward their respective Western corners of the map, and train a Khepesh. On day 3, attack the Norse units that have shown up, build a Mine with a Villagers, train an Avenger, and research Marketplace. On day 4, kill whatever Norse are left, take control of the Eastern 2 bridges, possibly even building an Obelisk with Thutmose, build 2 Mills, and research Axe of Vengeance. On day 5, then, you can already attack the Norse Town Center--the Norse are pretty much dead in the water at this point. On day 5, build the remaining Mine and a Mine Shaft, attack the Norse Town Center, train an Avenger, research Improved Infantry, and train a Villager at the Northern Town Center. On day 6, build a Shrine to the East of the Northern Town Center and destroy the Norse Town Center. From here on, just keep training units to come to the front, while building up resources as you can. Age up to age 3 slowly, concentrating on training units, but slowly saving food/gold to age up around day 10 or so. Build a Shrine next to the Southern Town Center probably around day 8 or 9. Start cranking out Chariot Archers when you're age 3--having an extra Archery Range or 2 wouldn't hurt. Just keep attacking and you'll bring them down eventually, although their Town Center complexes are difficult to attack based on the surrounding terrain. Use Thutmose's Hero Power to get units to the front quickly. Aging up to age 4 is not really necessary, and I think it is more useful to train units to help on the front, but if you're sure you won't need any more units, save up to age up. I didn't actually build many Farms or Mine Shafts, but built a Mine or Mill in every possible spot in the Western part of the map and on the central island. Addendum: In fact, the quickest way to win this is to age up to age 2 on day 2, as above, then crank out maximum units until you're sure they won't make it to the front in time to help, *then* age up to age 3. Staying age 2 makes it harder to fight the enemy, but the extra units make up for it. I trained as many as 3 units a day until day 13, then didn't train anything else, aged up to age 3 on day 15, and finished up on day 16. I chose Horus for age 2 and Thoth for age 3, getting me 2 Tornado God Powers, which I used on the 2 enemy Town Center complexes. My result: 16 days ---- Egyptian Scenario 6: Sanctum of the Snake A simple one, as long as you keep your head. The enemy are all in the Northeast and Southwest, so move your units to strong defensive squares on those two corners of the lake and you'll be good. The enemy pretty much all-out attacks, and you'll have to take a bit of damage on the enemy's half of day 1, but then you'll take over. Each enemy Khepesh just needs any two attacks to kill it, each enemy Catapult is one-hit killed by a Lamia Warrior, and each enemy Priest is one-hit killed by a Medusa. Attack the Khepesh first--the Catapults don't actually do much damage. Protect your Medusas. My result: 5 days ----- Greek ----- Greek Scenario 1: Wrath of Olympus A rush to the center is in order. You have 2 Heroes, 2 Barracks, 1 Stable, and 1 Archery Range. You have a daily income, but there is no way to increase the income, or Age Up. I don't believe that either of the Hero Powers is really of any use, and without a Shrine, you can't use God Powers. So this is just a "shoot-em-up". On day 1, move all units into the Forest squares past and near the Towers, and train 2 Myrmidon, 1 Prodromos, and 1 Gastraphetes. On day 2, attack the units that have shown up, and train 2 Myrmidon, 1 Prodromos, and optionally 1 Toxotes. Two attacks from a Myrmidon will kill a Minotaur, and will kill an injured Cyclops. Try hard to move your units in the Northwest and Southeast toward the center of the map, since you have reinforcements coming from your military buildings in those corners that can take care of the enemy units you've left behind to concentrate on getting to the center. In the other two corners, your 2 Myrmidon should simply try to stay in the Forests and kill Cyclops. The Cyclops do not really pose any threat to your success in this Scenario, but it turns out that it is common for some Minotaurs to abandon the other two corners and come to fight with the Cyclops, and at that point, your 2 Myrmidon are outnumbered. You'll need to send units from the 2 strong corners into the 2 weak corners to help. And don't forget to attack the center, getting rid of units training at the enemy's 4 Shrines, as well as attacking the Shrines. 1 attack from a Myrmidon and 1 attack from pretty much any other unit will destroy a Shrine. This Scenario is definitely easier if you stop the enemy from training lots of units at his Shrines. One more pointer: the enemy will use the Lightning Bolt God Power against you if you have two units next to each other on day 2 or later. So keep this in mind and try to keep your units diagonal to each other--this is easier than it sounds, since it is common you'll have more than 1 unit attacking an enemy unit, and those two will naturally be diagonal rather than adjacent. My result: 5 days ---- Greek Scenario 2: March of the Barbarians Lots of killing from afar. All but one of your useful units are ranged units, so you simply keep killing the enemy from a distance until the enemy is gone. There are *many* enemy units, so it will take a while. Many of the enemy are Nibelung Warriors, which are a Light Infantry unit that is one-hit-killed by your Centaurs (or one-hit-killed by your Medusa, *if* the enemy unit is standing on a road). There are also enemy Priests that are one-hit-killed by your units. The enemy Fenrir Wolf units take two attacks to kill them. The issue are the many enemy Einherjars and Frost Giants, which require a large number of ranged attacks to kill. This is where your one other useful unit comes in: Odysseus needs to get to the front and attack the enemy Heavy Infantry units every day he can. Day 1, have Odysseus grab the Hermes' Winged Sandals relic and Hippolyta grab the Artemis' Bow of the Hunt relic before doing anything else. Now all your ranged units have +1 to their range. Move the units that are far from the front toward the front (they have to go South to get around the River), but have the units near the front attack as much as possible, shooting over the Mountains. The Centaur nearest the enemy can attack from the Forest squares to his Southeast. From then on, continue to run the far away units to the front as quickly as possible, while having the units near the front attack every day. Use the Pegasus units as spotters (if you leave them exposed, they'll get killed) on your side of the Mountains, then kill the units you can see. About the time Odysseus gets to the front, the enemy will be making his way North around the Mountains and heading East along the Road, threatening to attack your ranged units. Luckily, with the Mountains, the Forest squares to the North of the Road (where you can hide Archers), and Odysseus to block the way, you can head off the enemy and keep him from overrunning you. Concentrate on using the Archers to kill everything at the front, making it hard for the enemy to ever get a solid attack against you, since he can never see you very well. Attack Heavy Infantry units with Archers until Odysseus can kill the unit without taking any counterattack--I was able to maintain Odysseus with no damage the entire Scenario. You can leave Archers somewhat vulnerable--in a Forest that can theoretically be attacked, for example--but if you leave them exposed, the enemy *will* attack them, and can do a lot of damage with Heavy Infantry. I left one Centaur exposed one day (I thought it was worth it for the major damage I was able to inflict that day by going all out), and sure enough he was almost killed on the enemy's half of the day. Eventually, the enemy will start to dwindle, and you will need to move West and then South to mop up the remaining enemy units. My result: 13 days ---- Greek Scenario 3: Serpent's Coil God Powers are the key here. You have one Shrine and 4 Heroes, and the Shrine has 4 useful God Powers available. On day 1, use the Bolt God Power against the Westernmost Lamia Warriors to the North--this kills 4 enemy units. Move Hippolyta 3 squares East and attack the remaining Lamia Warrior in the North, then attack the same unit with Odysseus. Move Perseus onto the Shrine (to avoid it being attacked), and move Herakles into the Forest square directly West of your Shrine. On day 2, use the Lightning Storm God Power, then move Perseus 1 square South and 2 squares East of the Shrine and use his Hero Power against the Lamia Warrior. Move Herakles 1 square South and kill the Lamia Warrior, and use Odysseus' Hero Power to move diagonal to Herakles and kill another Lamia Warrior. Finally move Hippolyta to the square Southwest of Perseus (next to the frozen Lamia Warrior), and use her Hero Power against the remaining Lamia Warrior in the Southwest. With Perseus and Hippolyta in this position, the enemy units in the Southeast are blocked. On day 3, use the Earthquake God Power. At this point, just start attacking all the units you can, since they are now all weak and can be one-hit-killed with pretty much any attack, with the exception of the enemy Hero in the Southeast. My result: 5 days ---- Greek Scenario 4: Tricksters' Game The enemy has 3 Town Centers to your 1, but he is Norse, so this is pretty easy. You cannot Age Up. The enemy's main Town Center is directly East of yours, and in my experience, he will concentrate on this one, doing nothing with the other two until he feels pressure to. On day 1, build a Mine, Mill, and Shrine, and train Architects. I built the Shrine East of your Town Center. Move Perseus as far East as he can go, and move the Centaurs to the square just West of Perseus. On day 2, build 2 Barracks, one Northwest and one South of your Town Center (these are the best squares to send troops North and South). Build 2 Farms and train another Architect--to win quickly, I use the Architects as military units. I've seen the enemy Hero Narfi come forward on day 1, and if he does, attack him with Perseus in such a way that Perseus blocks the way for enemy units to get through toward your Town Center; but I've also seen him stay back out of sight, and if he does this, move Perseus forward to block the way. Have your Centaur kill the Fenrir Wolf but make sure the Centaur is not in range of the enemy Hero. On day 3, train 2 Myrmidon and 1 Centaur. Move 2 Architects North as far as possible, and move 2 Architects South as far as possible, moving the final Architect East, maybe even helping in the attacks. Use Perseus and the Centaur as circumstances warrant, based on the enemy movements--it is likely Narfi summoned a War Wolf, so killing it is a possibility. As far as using Perseus' Hero Power to freeze Narfi, do *not* do this if Narfi is blocking your progress to get to the enemy Town Center. You want to get to the enemy Town Center in the East as soon as possible and prevent him from building other buildings. Run the 2 Myrmidon North and South. It is worth building a Mill in the North when your Architects reach the Food square, but don't build another Mine if you are trying to win quickly--the Mine is too expensive. In the North and South, you can use the two Architects to kill a training Ulfsark, then attack the Town Center with your Myrmidon. Eventually you will want 2 Architects and 2 Myrmidon in both the North and South, and to win quickly, you might want to send a Centaur to help from around the enemy's Eastern Town Center. Concentrate on destroying the enemy Town Centers first, then work on destroying the Ox Carts. When possible, research to improve your units. But to win quickly, always train units first, *then* use extra money to do research. By the end, you should have maybe 5 Myrmidon and 4 Centaurs. I think that neither God Power available is useful, so I used neither. My result: 9 days ---- Greek Scenario 5: Olympian's Rise You (and I believe the AI) start with no income and no buildings, at age 1 with no researches done and have to build up your forces from scratch. You start with 2 Architects, Herakles, and a Kataskopos. Your forces start in the North and West, the AI's in the South and East, and there are the same four squares of interest in the four directions: a Settlement, 2 Food squares, and 1 Gold square. I only use one Settlement (the Northern one), but use all the Food and Gold squares, and try to use some of the AI's Food squares as well. The most important thing in this Scenario, I believe, is to research Lure, which doubles the food income from all your Mills. If you build a number of Mills, you can have a seriously high income for not much initial cost. On day 1, move the Northern Architects straight North and the Western Architects straight West. Move the Kataskopos as far East along the North of the map as possible, and move Herakles as far South as possible. On day 2, move Herakles as far Southeast as possible, and move the Katakopos as far East as possible *before* moving the Architects, since the two military units can now see a Settlement square and a Gold square that your two Architects can move to on day 2, but could not see themselves. Build a Town Center and a Mine. There are many ways to proceed from here, although I do not think there is any way to age up earlier than day 8--that is, you have to skip researching for at least one day. For me, I skip researching on day 3, instead training another Architects. On day 3, build a Mill in the North and move your Western Architects a bit South of West. On day 4, build a Mill in both the North and West, and a Farm in the North, while researching Blacksmith. On day 5, research Town Watch while building a Shrine, and move your Western Architects as far East as possible. On day 6, build your 4th Mill and research Lure, and you'll have plenty of food for the rest of the game. In fact, the food you gain on day 7 should allow you to build your 2nd Mine. Doing all this, plus doing another Shrine research on day 7, and not wasting money on anything else will allow you to age up on day 8. I chose Hermes, to get the additional movement for my units, and to get the Centaurs as Myth units. I tried other Gods for age 2, but I think the additional movement provided by Hermes makes a big difference--your units have to move long distances from your Town Center to the enemy. What to do with Herakles and the Kataskopos (H&K) during your build up to age 2? I like sending them to the Southern area, although it does complicate things. The AI will build up his forces in the East, and at least at the start, there is only one Villagers in the South. If you can get over there with H&K early and kill the Villagers before they can build a Town Center, you can pretty much neutralize the South. The problem is that to the enemy, he can only see you in the South, so he starts sending all his units that way, rather than sending them toward your Town Center in the North. I would prefer he send them to where I am strong, or at least to where I *will* be strong on day 10 or so, rather than having H&K have to struggle to survive and to guard against an enemy Villagers showing up and building a Town Center. He is weak in the South but so am I, with only H&K and my Western Architects that I send that way as soon as the 2 Mills and 1 Mine are built in the West. So sending H&K South causes the enemy to consider the South as important, which makes it more likely he will get a Town Center set up there, which I definitely do not want. If instead, you (mostly) ignore the South, he doesn't seem to do anything there, although it is likely he will build a Town Center, and that Town Center can start to grow quickly if you're not careful. Once you've aged up, your first priority is researching Marketplace, so that you can trade all that food you have for gold. Build 2 Barracks, and train as many Centaurs and Myrmidons as you can. Remember to try to research every day--getting to age 2 was the most important, but you want to get to age 3 quickly as well. Send your troops Southeast, toward the enemy Town Center, but realize you might have to have a unit or two continue South to help H&K a bit. Use the Cursed Voyage God Power around day 10 or so, when you've started to encounter more than just one or two enemy units per day. This will help your expansion, as the AI will be loath to attack you when he is weakened by the God Power. Choose Ares when aging up to age 3, to get the Earthquake God Power, which you should use when you have at least 3 or 4 units around his Town Center and when the AI is training a fair number of troops. The Earthquake will kill most of the training units, and you can proceed to destroy some empty buildings. Once I'm age 3, I like training Prodromos--with the Lord of Horses research and Hermes, they have a movement value of 22! I send one of the Northern Architects around the Northeast, and he is usually able to build a Mill right next to the enemy Town Center. As I said above, send the Western Architects to the Southern area--there are two Food squares there that are rarely built on, so you might be able to add 2 Mills to your collection. I only build the 1 Farm (day 4)--otherwise, you've got better things to do with your money. My result: 19 days ---- Greek Scenario 6: High Tide I found this Scenario frustrating, for at least these reasons: 1) It is very easy. Although I didn't reach the enemy until day 2, I killed every one of his units by the end of day 4. 2) No matter how well you organize your attack, you can't win before day 7 because there is an enemy Shrine in the South that is hidden in Forests and can only be attacked by one unit. Therefore, as long as the enemy trains a unit there every day, you can't damage the Shrine without Archers, and the earliest you can get Archers on the scene is day 5. 3) I figure that I could do this Scenario over and over, and eventually the enemy would neglect to train a unit on the Southern Shrine and allow me to win in 6 days. I don't like the fact that I have to depend on AI stupidity to win quicker. On day 1, run Perseus through the center of the map as far as he can go. At this point, you can see two Relics. There are actually 4 Relics, none of which are especially useful to you, but I think the most useful is the Northern Relic, Hermes' Winged Sandals, to get your Cavalry units extra movement. So move Odysseus to that Relic and pick it up. Having Perseus pick up the Western Relic, Ares' Savage Spear, on day 2 can be useful, to increase the strength of your Hoplites. You want to avoid letting the enemy get any Relics. Split up your troops, some to go around the Southwest part of the map, some to go around the Northeast part of the map, and some to go through the middle. I've found that Hoplites sent around the Southwest never get into the battle, and also that you want to send at least two Prodromos through the middle, to use on day 2 with Odysseus to block the enemy advance. On days 2 and 3, train Centaurs at your Northern Shrine and send them through the middle of the map at top speed (don't allow them to be slowed at all, or they won't get in position to attack the enemy's Southern Shrine on their 3rd day of movement). To have enough favor to train the 2 Centaurs, do not do any Research before day 4. On day 2, use the Cursed Voyage God Power, and on day 3, use the Curse God Power against at least 3 Human units that are next to each other, probably in or near the choke point that guards the Southern exit of the area in the middle of the map. That choke point *could* be a real pain, since you have no Archers at the beginning, but it turns out that your Prodromos running around the Southwest and Northeast can actually attack the *other* side of the chokepoint on day 4 (and maybe even day 3!). Your Hoplites are pretty useless. They can only finish off units damaged by your Cavalry, or kill the Pigs created by the Curse God Power. As quickly as possible, get a unit in the one square that can attack the enemy's Southern Shrine. The Shrine is hidden in a Forest square along the bottom of the map, with a Forest square to its North and unreachable squares to its East and West. You can get a Prodromos there on day 3. Your unit should kill any training units, waiting for the Centaurs to arrive on day 5, at which point the Centaurs can kill the training unit and your Prodromos can attack the Shrine. On day 6, another Centaurs arrives, so you can begin to get 2 attacks on the Shrine per day. The enemy's Eastern Shrine is easily destroyed without Archers, since there are 2 squares that can attack it, and since you can actually start to attack it on day 3 and destroy it on day 4, if you'd like. My result: 7 days ----- Norse ----- Norse Scenario 1: Cold Shoulder This Campaign is deceptively easy. You start with Food and Gold, you of course gain favor quickly as the Norse, you have 3 Shrines, and 5 Ox Carts. So it would appear you should build up resources. However, this Campaign can be very easily won without bothering with the Ox Carts at all, and with using the Shrines only for God Powers. The entire Campaign is an all-out attack. You outnumber the enemy by a good amount, but he has a fair number of buildings you must destroy. He has a fully built-out Town Center in the middle of the map, protected by 4 Obelisks, 4 Petsuchos, and 4 bridges. He also has a small Town Center, that he will grow if given the chance, in the Northeast. On day 1, first use The Great Hunt God Power, strengthening your troops for the first 3 days. In the Northwest, move your Mountain Giants East across the bridge and attack the Farm directly to the East of the Bridge with your Valkyries. In the West, destroy the Obelisk with your Valkyries, attack the Petsuchos with a Huskarl, and run the other 2 Huskarl as far North as possible. In the South, destroy the Obelisk with the Western Mountain Giants, kill the Petsuchos with Atli, then attack the Barracks in the Town Center with your Einherjar. Move the other Mountain Giants as close to the bridge as possible. Run the Jarl and the two farthest East units (Einherjar and Valkyries) Northeast as far as possible. Your Huginn can be moved North, enabling you to see the Obelisk to the East of the enemy Town Center. Use the Walking Woods God Power, growing the "Walking Woods" unit on your side of the Eastern bridge, where he can cross the bridge and reach and destroy that Eastern Obelisk. On day 2, first use the Wild Fire God Power. This is important as it destroys any units the enemy was training, making attacking his buildings much easier (without ranged units, it is very hard to attack buildings from a bridge, as you can only kill the training unit, and can't get an attack on the building itself). Now finish off the Barracks in the middle with your Einherjar, run a Mountain Giants into the square to destroy one of the Towers, and run either Atli or a Valkyries into that square to attack a building. Your Walking Woods will likely be able to attack a building--if he can't, attack and kill the Petsuchos first with either your Einherjar or Valkyries. Also attack a building with your Huskarl to the West of the Town Center. Destroying all the buildings in the middle is challenging, given the tight quarters, but it can be done fairly easily--in general, ignore the Town Center (including ignoring training Villagers) until the end. Depending on the enemy's move, it is very possible that your Mountain Giants in the North can already attack and destroy some enemy Town buildings in the Northeast. The enemy seems to like using the Son of Osiris God Power, turning Hatshepsut into the Son of Osiris. This makes the unit hard to kill--your important units here are the Jarl running around the East and the 2 Huskarl coming around the Northwest. Just keep destroying buildings and send your Human units against the Son of Osiris, and this Campaign will be over before any units you might have trained in your Shrines can be of any real use. My result: 4 days ---- Norse Scenario 2: Hawk's Eye Your Fenrir Wolves and Valkyries against the enemy's Rocs and Phoenix, essentially. Your units kill Rocs and Phoenix pretty easily, so this is easy. The only hard part is running all the way around to get to his Shrines. You have 1 Shrine, the enemy has 5. Your Shrine is relatively useless, except for using the Wild Fire God Power. I decided to save the God Power and use it on a day I wanted to kill his training units (and I could see the units to be sure it was actually doing something!). On other days, I trained another Fenrir Wolf, or a Priest, but in general, anything you train doesn't really help that much, since it takes them a while to get to the front. I'm not sure it really matters which units you run around to the bridges on the far North and West. Leave a few units behind to handle the Rocs that cross the river on day 1. Just run as fast as possible, using the Fenrir Wolves to attack Shrines when possible, and using the Valkyries to heal. You want to run half your units to the North bridge and then South down the East side of the river, and half your units to the West bridge and then East along the South side of the River. Doing this, you'll find the 5 Shrines. Pretty much everything the enemy has is very easy to kill *except* for his hero, Nakht, who is really hard to kill with the units you have. He seems to hide out in a Forest square Southeast of the enemy's Southeast Shrine. Find him and just start attacking--it will take many attacks to kill him, especially with his ability to heal a lot every day. If Brunnhilde is there, use her Hero Power on Nakht to get one more attack in a given day. (By the way, thanks to IONDragonX's FAQ for telling me about a glitch in this Scenario. Every time I played this Scenario, it froze on me at the start of day 4--it was driving me crazy. It turns out that this was because I was using the Fimbulwinter God Power on day 1, and because the enemy has no Town Center, when the God Power was over, a glitch caused the game to freeze. So don't use that God Power in this Scenario.) My result: 8 days ---- Norse Scenario 3: Assault of the Norse Hey, I hit my unit cap in this one--I think that is a first! (When you hit your unit cap, the "Train" item is just no longer in the list when you click on a building.) So, my natural tendency is to take it easy on training the "weak" Ulfsarks and Raiders, waiting to age up and start training Huskarls and Jarls. However, if you want to win this one quickly, never stop training, even though you're training weak units. Lots of small cuts can kill as well. You start in age 1, with no way to do any Research until day 3. So that means you cannot age up until day 7. On day 1, use your God Power and place the Dwarven Mine in the square just to the East of the Ox Carts that are directly East of your Shrine--putting it here speeds up your unit's run to the front, since they can run through a building instead of a Forest. On days 3-6, do a Research at your Shrine, then age up on day 7. I don't think it really matters which God you choose--there are pluses and minuses of each, but no God is especially useful, I don't think. I chose Heimdall, so that I could use the Undermine God Power on the enemy building complex--with so many weak units, I wanted some help in destroying the enemy buildings. Run Narfi, Atli, and your Ulfsark directly East to get to the enemy building complex. On days 1 and 3, I used Narfi's Hero Power to get some War Wolves, and believe it or not, they lived all the way until the end of the Scenario, helping destroy the enemy buildings. I also used Atli's Hero Power a couple times to damage the enemy Heros--the AI will keep resurrecting Siegfried and Brunnhilde until you finally destroy his Shrine. *Every day*, train an Ulfsark and a Raider. Run them directly East as fast as possible to get into the fight. It is tempting to use your Ulfsark against the enemy Raiders, but if you do that, there will be no troops to attack the enemy Ulfsark, so I generally attacked Raiders with Raiders and Ulfsark with Ulfsark. Once you age up, train Jarl, Huskarl, and Throwing Axemen. I ran the Throwing Axemen and Huskarl Northeast, to move across the Northern edge of the map and attack the 2 Ox Carts the enemy has in the Northeast corner. There is also 1 Ox Cart in the Southeast corner, and 2 Ox Carts near the enemy building complex. These Ox Carts complicate a quick win, as they are not easy to destroy with Ulfsark and Raiders, and they heal around 10% at the start of every day. Once you've gotten the area just West of the enemy building complex more or less under control, start sending some units North and South from there to attack the Ox Carts in the corners. When the Throwing Axemen and Huskarl arrive in the Northeast, they make quick work of the Ox Carts. Once age 2, do the Research at the Barracks and Stable to strengthen your units. If you research every day, you will be able to age up again quickly, making your units that much more powerful. My result: 13 days ---- Norse Scenario 4: Northward March Yet another all-out attack. Run almost everything you've got forward as fast as possible, attacking everything in your path and you'll have no problems. You have three separate areas of units and enemy--the West, the East, and the center. In the West and East, push all your units North, trying to destroy at least one Farm/Mine Shaft, and then the Mill/Mine, so that you can move an Ox Carts on top of the Food/Gold square. There are Scorpion Men opposing you, but your Einherjar and Valkyries take care of the Scorpion Men fairly easily. Move North as quickly as possible to take out another Mill/Mine and cover it with your 2nd Ox Carts. Keep moving to get to the Far North and turn toward the center. You should not even come close to losing any of these units during the run North. The center area is quite different--you start with only a Town Center, an Ulfsark, the Hero Gunnarr, and the 2 crows Huginn and Muninn. You need to build up your forces. On day 1, build a Shrine and train an Ulfsark. On day 2, build another Shrine and some other building--I built a Stable, but in retrospect, I think an Archery Range would probably be better, since ranged units will be valuable later. If you move Muninn North into the convenient Forest square, you can see an enemy building, so on day 2, I used the Walking Woods God Power to sprout the Walking Woods in the square 1 square Southwest of that building, which turns out to be next to the enemy Archery Range--the Walking Woods killed a training Slingers for a number of days. Building up your forces is not easy, as your income is not large and takes a while to get going. I used Gunnarr early on by sending him East next to the River and having him shoot across the River to help with the Scorpion Men. In the center, the enemy has 3 buildings in a 3-wide chokepoint about 2/3 of the way North (these include the Archery Range I mentioned above). These buildings can be very tough to deal with, since you can only get 1 attack on them without ranged units, and the only ranged unit you begin with is Gunnarr. To make things worse, the two outer buildings are in Forest squares, so you have to be next to them to attack. In the Northern center, the enemy's Citadel is located, surrounded by 4 Shrines. Even though this complex is bigger, and has the Citadel in the middle, it is easier to attack, since your forces coming from the East and West can converge on it, those units include a number of Einherjars and Mountain Giants, and there is room to attack. I used the Undermine God Power against the Citadel, but I'm wondering whether I should have instead used it against the 3-wide chokepoint--probably not, but that choke point is quite frustrating. Some people like using the Wild Fire God Power early, to give you a kick start, but if I'm not in any danger, I prefer saving it until later, when I can use it to kill a number of training units. Similarly, it does no good to use The Great Hunt God Power early, since you have no Human units early--wait to use it until you have a number of Human units ready to do battle. Note on my result: the AI used the Tornado God Power on day 6, and managed to destroy 3 of his own buildings, including the middle building in the 3-wide chokepoint, his Citadel, and a Shrine next to the Citadel! I thought that this lucky turn of events might allow me to win in 7 days, but he had just enough units, and hid them in Forests, and there was no possible way to destroy them all on day 7. If I had trained Throwing Axemen instead of Jarls, I might have had a chance. So if I played enough times, I might get lucky and the AI might destroy a number of his own buildings again, and I might be able to get this Scenario down to 7 days. But I'll stick with my 8 day result and feel lucky enough. My result: 8 days ---- Norse Scenario 5: Monster's Den Ah, a Scenario I can actually imagine someone losing! This could be very tough if you fought it wrong. You are being attacked from all sides and are outnumbered. The enemy is mostly Minotaurs and Chimera, with 2 Centaurs thrown in, and nothing you have can one-hit-kill any of the enemies (and if it wasn't for Siegfried, the enemy Chimera would require at least 3, and in most cases, 4 of your attacks to kill them!) I have tried fighting this with different strategies, but the one that works the best, I believe, is to split your forces into two groups--I sent mine East and West. Move only into Forest squares on day 1 and the enemy will have a hard time attacking you at all on day 1. On day 2, attack with abandon! Use the Fenrir Wolves only against the Chimera, in general, and try hard to have Siegfried attack a Chimera as well. A Minotaur in a Plains square can be killed with 2 hits from Valkyries or Einherjar, but if he gets in a Forest square, it can require 3 or even 4 hits. Concentrate on eliminating enemy units (not just damaging them) and keep your units in the Forest squares as much as you can. As you kill all the units in the East and West, move your units back toward the center to find and kill the enemy units coming from the North and South. I never did use Siegfried's Hero Power, always thinking there would be a better time later. Of course, the enemy is unlikely to attack Siegfried since they are all Myth units, so the extra defense is pretty useless in any case. The Ox Carts are not useful to create income in this Scenario, but they can be used to block the enemy's movement, or to create a "honey pot" to attract enemy units. In one case, I left it exposed in a Plains square so the enemy could see it, and they "wasted" 3 of their strong units to attack and kill my Ox Carts! My result: 6 days ---- Norse Scenario 6: The Lightning Fortress 3 days! Much too easy for the final Norse scenario. You need to destroy his well-defended Town Center complex. Well, it is well- defended in terms of buildings, but not at all in terms of units, and since your units are very good at getting rid of buildings, *and* you have powerful ranged units to kill off units standing on buildings, this is a cakewalk. On day 1, kill as many of the Hoplites as possible--it should be pretty easy to kill all but 2. My method is to move the Fire Giants into the Forest square and attack the middle Hoplites. Then a double attack on the Hoplites that you can now see in the Forest square will kill them. On day 2, use your Frost Giants and Mountain Giants to break in toward the Town Center complex, destroying Farms or Mines as needed to get there. Your Fire Giants should kill all the units training in the town buildings. There is one trick on this Scenario. The AI wants to use the Bolt God Power on you on his half of day 1. He will look for a spot where he can kill the maximum number of units. So I used my Ox Carts and moved them up next to my Mountain Giants--the AI killed them both. Other than these 2, none of my units were next to each other. I figure if I know I'm going to lose units, I might as well have one of them be the useless Ox Carts, and I'll pick the other one. As it turns out, when I played, the enemy's hero, Ladon the Lamia, comes over to that side of the map, so rather than the units on that side moving through to the Town Center, I used Atli against Ladon--therefore, I didn't miss the Mountain Giant at all. My result: 3 days ---------- Underworld ---------- Underworld Scenario 1: The Coiled Dragon This is an interesting Scenario: it is a long Scenario that doesn't allow aging up to age 3--I am not used to fighting at age 2 for more than 5 or 6 days. You start age 1 but can research right away, so you can age up on day 5. Which God to choose is a tough one (especially since you get to choose just one for the entire Scenario, and can't say "I'll wait and use him for Age 3"). I have tried Hephaestus (to get the Plenty God Power, since money is a bit short), Hermes (to get the extra movement since there are such long distances between you and the enemy), and Ares (to get the strong troops). Hepaestus and Ares have strong Myth units that can one-hit-kill the enemy buildings, but Hermes has the Centaur Myth unit, which is fast and deadly. As it turns out, I like Hermes the best and was able to win the fastest with him. On day 1, train an Architects and start building one building per day. There doesn't seem to be any hurry, since you are mostly waiting for age 2 to start training units anyway. Build a Barracks on day 2, then train Hoplites on days 3 and 4 at that Barracks. Do a research every day so that you can age up on day 5. Run Ladon and the Hoplites South, although once Ladon gets just South of the Temple, wait for the enemy units to appear. He and the Hoplites should be able to clean out the area fairly well while waiting for the age 2 units to show up. Once you've aged up, start training units like crazy (note, however, that you probably need to research Marketplace the same day you age up). Train Myth units first, then Myrmidon, then Hippokon and Toxotes. Of course if you've aged up with Hermes, you have Centaurs, so it really doesn't make sense to train many Toxotes (train just 1 on day 5); and if you *didn't* age up with Hermes, the Toxotes become more important as your only ranged units. Even though you can't age up again, try to do research when possible to increase the stats of your units. Just keep rushing forward on both sides of the map. Don't worry about the enemy's Mills/Farms/Mines/Mine Shafts--instead kill units and try to get to the enemy building complexes to start destroying buildings. I never did use the Sentinels God Power--the enemy never gets even close to my Town Center, so what is the use? My result: 15 days ---- Underworld Scenario 2: Prometheus' Gift I am quite surprised with my 13 day result! The first time I did this, I finished in 23 days, with much consternation along the way. Then I tried it again and not only found a perfect time for the Frost God Power, but also got lucky when the enemy's Tornado God Power destroyed 2 or 3 of his own buildings. And then, even with that, it was frustrating--I was only 1 attack away from winning in 12 days, just barely not being able to destroy the far North Town Center. On day 1, move Narfi to the bridge to the West and use his Hero Power--this summons a War Wolf behind the enemy's Tower! Move the Ox Cart that is on your Town Center directly South over the bridge, train another Ox Carts and 2 Ulfsark, and use the Spy God Power. On day 2, build 2 Shrines with the 2 Ulfsark--if you build in the Northwestern- most square, you can be killed by the enemy Hero, so avoid this square. Move your Ox Carts in the South onto the Gold square and move the Ox Carts on your Town Center directly South across the bridge. Research Eyes of the Forest at your Shrine. Depending on what the enemy throws at you around Narfi, attack something. If possible, attack the Tower in front of Narfi--it is important to break down that Tower eventually. On day 3, you just barely have enough Food and Gold to age up. I chose Skadi, both to get the Frost Giants and to get the Frost God Power. Move the far South Ox Carts onto the Food square. You might want to have Narfi use his Hero Power again to summon another War Wolf behind enemy lines. It depends highly on the enemy's movements what you do with your Ulfsark. On day 4, research Marketplace at your Town Center, unless you are desperate to build units that day. From here on, the enemy's movements vary so widely that there is no way to predict them here. The key thing that I did, however, was that on day 4 or 5, the enemy Hero was standing just East of the bridge to the Northwest of my Town Center, and I used the Frost God Power on him--this froze both him and 1 unit standing next to him for 3 days, also blocking the enemy from crossing that bridge. When the ice cleared, he and his cohort were damaged, so I was able to kill his cohort and surround and almost kill him. The reason this was so important was that in this way, the enemy was not able to attack from the North at all, so I could concentrate for a few days on attacking across the bridge to the West. Probably because of my two War Wolves, the enemy did not try to cross the bridge South of his Town Center in force--he only sent a Hyena and 1 Villager. I was able to kill these off with an Ulfsark. So this meant there were no problems in the South. I believe it was on day 5 that I was able to build 2 Frost Giants, and on day 6, they, along with a Huskarl, ran across the Western bridge and started destroying buildings. These 3 units, along with Narfi and the 2 War Wolves, were able to create significant havoc, especially after the enemy's Tornado went awry and destroyed some of his buildings for me. Now, I can't promise your experience will be so successful. So I will try to provide some general comments about how to fight this. You need to try to protect your Ox Carts--these are what allow you to fight. This means that the Southern area of the map is a very important area, since you have 2 Ox Carts there. Try hard to not allow the enemy to get a foothold there. Similarly, the enemy will attack across the bridge that is Northwest of your Town Center, and you have an Ox Carts in easy attack range. If possible, try to keep the enemy from getting across, although this is pretty much impossible if the enemy really tries hard to cross it. If the enemy gets through, try to fight him off as well as possible and remember that the more trouble you make elsewhere, the fewer units he'll send that way. As I said above, I believe this area is a perfect place to use the Frost God Power, since it is just too hard to defend otherwise. When aging up to age 3, I chose Hel, to get the Fire Giants and the Nidhogg God Power. The Nidhogg can be summoned anywhere and is a very powerful Heavy Infanty Myth unit, and the Fire Giants add ranged units to your attack (I am not a big fan of the Throwing Axemen, with their short range). My result: 13 days ---- Underworld Scenario 3: Zeus' Betrayal Another interesting Scenario. You have a bunch of units to start with, and the ability and income to train more, but they are all Heavy or Light Infantry Myth units (plus your Hero Nakht). So no Ranged, no Cavalry, no Siege. As it turns out, it is the Ranged units you really miss, as this entire Scenario is essentially a fight for 4 separate chokepoints--you're on one side of them, the enemy is on the other. For all but one of the chokepoints, you can essentially hold the enemy off forever. You have a Mummies standing in a Tower (so it gets the automatic healing every day), and if you put Priests next to the Mummies to heal them every day, the enemy will never be able to get through, since he only has Ranged units at one of the chokepoints. He *does* have Catapults at the other chokepoints, but only 1 at each, and the Catapults do almost no damage to your Mummies. The last chokepoint, however, is undefendable by you. The enemy has *many* Medusa, and can easily kill the Mummies and destroy the Tower on day 1, no matter what you do. As it turns out, I've decided that this is a good thing. Just as it is very hard for the enemy to break through the other chokepoints without Ranged units, it is hard for you as well. So my strategy is to let the enemy through the chokepoint, then kill them. However, it is important that you not let too many of the enemy through, as you will then lose control. Until you're ready to try to break through a chokepoint, *never* attack with the Mummies you have standing in the Towers--just stand there, let the enemy attack you (but not kill you), then have Priests heal the Mummies. So on day 1, train Priests in all 3 of the close Shrines, and research Blades of Anubis at the Southern Shrine. Move the 2 middle Mummies in the South directly Northward as far as possible and the other 2 Southern Mummies toward your middle Shrine. Move the 2 Anubis directly toward the middle. Move the Western Avenger into the Forest to the West, the Northern Avenger South one square, and put the other 2 Avengers in the 2 squares West of the Shrine. This sets you up to be able to attack in force when the enemy breaks through just to the West of your middle Shrine. On day 2, attack whatever came through the chokepoint. If there is a risk of losing control, attack all out, but if not, try to leave at least 1, and ideally 2, squares on your side of the bridge empty for the enemy to move into. This same advice goes for future days as well--until you can break through the chokepoint yourself, you need to concentrate on letting the enemy come across to attack you, so that those enemy units can then be killed. Only by letting him send his troops to their deaths can you hope to make progress with all those Medusa around. Also on day 2, move the 3 Priests to the other 3 chokepoints and heal the Mummies. Train another Priests in the East, Anubites in the West, and an Avenger in the middle. One trick you can pull is to heal the Mummies in the 3rd chokepoint, then run them directly West to attack a possible enemy unit that has crossed the bridge and gone 1 square East. You have another Mummies directly South of that chokepoint that can run up and take its place in the Tower. On day 3, train a Priests in both the West and East, and either an Avenger or a Mummies in the middle. The use of the 2 Priests in the West is due to the fact that the Catapult in that area likes to attack your Priest instead of your Mummies, so without another Priests, you can be without. In the East, you can use your Priests in a "shuffle", the farthest West can run West to heal a unit on the front, the next farthest West can run West to heal the Mummies in the 3rd Tower, then the Priests from the Shrine can heal the Mummies in the 4th (Eastern) Tower. Also, after a while, you will need to heal the Mummies twice every few days, since 1 healing does not cover the daily damage done. I built a lot of Priests in this Scenario, and shuffled them to the front. The enemy's side of the chokepoints is broken into 2 distinct areas: the 2 Western chokepoints go into one area, the 2 Eastern chokepoints into another. There is no way for the enemy (or you, once you've broken through) to move from one to the other. If you've been leaving squares for the enemy to move into, he'll eventually run out of units to send through from his Western half, and he'll leave an opening for you to run through. Send absolutely all your Avengers across--you need your Mummies in the East, so they don't really need to be sent through unless the enemy still has too many units to handle with just your Avengers (if he does, you probably should wait longer to break through). Now my strategy for breaking through the Eastern 2 chokepoints is pretty specific. I guess I could have done the same thing--just let them through one of the chokepoints and kill them on my side. But I decided to break through to them. Sometimes it is a bit iffy whether you'll get through, but I guess in the worst case, you can simply retreat and go back to the "let them through" plan. My attack is 3 pronged. 1) Kill the weak Minotaur (weakened by attacking your Mummies over and over) in front of Herakles and run through a Mummies to attack Herakles. Have another full-strength Mummies ready to run through the next day to attack Herakles again. 2) Once you've attacked Herakles 3 times (twice *might* work, but I'm not sure), use the Tornado God Power right on top of him. If you're lucky, the God Power will take him out and hit lots of enemies as well. If you're not, it'll come your way. What happened to me was that it took out Herakles and damaged 1 other unit, so not so good, but not so bad. Have lots of Mummies and a few Anubites (they have a very high movement, so can get to squares the Mummies couldn't) ready to run through and fill any squares you can get into. 3) Have Nakht (train him again if he gets killed) use his Hero Power to turn into a raven, then fly him over into the enemy area behind Herakles--I like the square 2 squares West and 2 squares North of Herakles. Then immediately use the Son of Osiris God Power and change Nakht into the Son of Osiris. Dropping this almost indestructible unit behind his lines really makes things easier for you. The AI is not really very good at keeping you from breaking through--he is very likely to leave a hole, or to leave some exposure where you can make a hole with an attack, especially with the Son of Osiris to help. As soon as you find a hole, run through everything you can. Once you break through, it is only a matter of time. My result: 11 days ---- Underworld Scenario 4: Lionheart This is the first Campaign or Scenario that I think can be easily lost, even if you play well. Essentially, if the AI uses the Cursed Voyage God Power on you on day 1 or 2, you are very likely to lose no matter what you do (I tried once to win this after Cursed Voyage, just to see if it was possible. With a lot of hiding and running and guerilla tactics, I was able to kill all but Perseus, but killing him was not possible with only 2 Anubites and a Priests, which is all I had by that time.) In my mind, the key to this is destroying the enemy Shrines as quickly as possible, and my strategy does that on day 4. Once his Shrines are gone, he cannot train any new troops, nor use any God Powers, so then you just have to hack at his existing units until they die. I'm going to be very specific on day 1's moves here, as I really do believe that this start makes the rest of the Scenario work. On day 1, move Nakht straight North to between the two Nemean Lions and attack the Eastern Lion. Move the far Southeast Anubites to the square East of the Eastern Nemean Lion and attack it. Move the Eastern Priests 3 squares North and 1 square East and attack the Lion next to Nakht (using the Priests ranged attack). Move the 2nd Anubites from the East to behind that same Lion and attack it, and finally move the Eastern Anubites to East of that same Lion and kill it. Now move the 2 Eastern Catapults directly North 4 squares and attack the other Lion standing next to Nakht. Move the last Catapult 3 squares North and 1 square West and attack that same Lion. With the Northern Anubites, move behind that same Lion and attack it. Move any of the remaining Anubites to just South of that Lion and attack it, and finally move an Anubites to West of that Lion and kill it. Move the final Anubites to West of the Western Lion and attack it, and move the Priests 4 squares North and attack that same Lion. Finally, move the Phoenix directly North as far as possible. When your day 2 starts, Nakht and the 3 damaged Anubites diagonal to him will heal. Also, this position makes it such that none of the Lions (there are 2 more waiting in the wings) can attack anything other than Anubites, which they don't like to do. On the enemy's half of day 1, if he uses the Cursed Voyage God Power, you are in trouble. But he usually doesn't. His Lions usually make a couple attacks against your Anubites, killing nothing. On your half of day 2, move the Phoenix to South of the enemy's Western Shrine and attack it. You want to move your Western Catapults 3 squares North, and there is likely a Lion standing in that square, so first kill that Lion (with help from the middle Catapults, which move 2 squares North and 1 square East, then attack that Lion from 3 squares away). Once that Lion is dead, you should move the Catapults into the square and attack the other Lion, and use the last Anubites on that side to attack the Lion as well. The Priests can heal one of the damaged Anubites. In the East, it depends on what the enemy did on day 1, but the important part is to get your Eastern Catapults 2 squares North and 1 square East (and I already said above that your middle Catapults do the same thing). Kill a Lion that Nakht can get to by attacking with Nakht and probably just one Anubites, then attack the other Lion with the other Anubites and the Eastern Catapults. Once again, use the Priests to heal an Anubites. It is not that important to attack the enemy Mines, as you are going to destroy his Shrines quickly, so the income to him doesn't matter. Note, however, that destroying the Mines later might be useful, so that the enemy cannot see your units from his Mines. On day 3, go with the flow as far as Anubites go, killing the Lions that are left. The important thing, though, is to move the Catapults North and kill the Eastern and Western Shrines. This will take him down to 1 Shrine, which you can see over the top of the Mountains to the North. On day 4, all 3 Catapults, as well as your Phoenix, will be able to attack that Shrine, so even if the AI trains a unit, you should be able to destroy that Shrine. In fact, depending on what is training there, you might be able to kill the training unit with your Phoenix on day 3. If you can see Lamia Warriors coming around the West, leave the Anubites you have in the West over there to take care of the Lamia Warriors. Otherwise, run those that weren't needed to kill the Lion around to the East. The AI can kill a few of your Anubites with his Lions on his half of day 1, but he usually doesn't, so you should be able to get rid of all his Lions and Shrines without losing a single unit. Now the hard part begins. The enemy Hero Ladon the Lamia is very hard to kill with your units, as are the Lamia Warriors. In fact, unless you have an Anubites at full-strength, attacking Ladon will be suicide since Ladon's counterattack will take a full-strength Anubites down to only 4 hitpoints! (And attacking Perseus, if the enemy trains him, is even worse--a full-strength Anubites attacking from a Plains square will be killed with the counterattack.) But the important part is to just attack hard, especially with Nakht and your Phoenix, and you will be able to kill anything. Don't do suicide attacks, though, unless it is right at the end of the Scenario and the unit isn't needed. By the way, if you surround Ladon, even without attacking, he will likely "waste" his turn by using his Hero Power to push all your units away from him--this doesn't damage your units at all, and means they can come back and attack the next day. The time I was able to finish in 6 days, I was lucky in that the enemy decided to train Odysseus at their Northern Shrine--with all my Light Infantry units, I was happy to see a Cavalry unit coming my way rather than, for example, Perseus. So Odysseus was trained on day 2, a Priest was trained on day 3, which I had the Phoenix kill in training, then on day 4, the AI used the Curse God Power, which turned 2 of my Catapults and 1 Priests into Pigs. This was okay, however, as my 3rd Catapults was able to destroy that Shrine on day 4. My Phoenix was freed up and flew off to attack the Western Lamia Warriors on days 4, 5, and 6, killing it. So all the rest of my units came to the East to fight Odysseus (killed pretty easily), Ladon (killed, but not easily), and the last Lamia Warriors (they do bad counterattack damage and can 1-hit kill your Anubites, but only 3 attacks from Anubites take them out). If you are having a hard time with the enemy in this one, you can use your Phoenix to fly around behind his lines (the area around his Northern Shrine). He will often decide to send his units back to that area to deal with the Phoenix, rather than come to attack you. So he might, for example, attack in the East with a Lamia Warriors, but rather than also attacking at the same time with Ladon, which could be quite difficult for you, he'll send Ladon back toward his Northern Shrine. Then you can take out the Lamia Warriors and do some healing while Ladon is wasting his time chasing a Phoenix that can run away very easily. Another thing you can do is hide your units in the Forest and since the AI can't see them, he might run back away from you. So if things look bleak, use these tricks to get the AI out of your hair for a day or two. My result: 6 days ---- Underworld Scenario 5: Kronos' Rage Compared to the previous Underworld Scenarios, this one is pretty much of a snooze. 15 of your units against 4 fully-built-out Town Center complexes, and, at least if you do it right, the enemy never really gets the least bit dangerous. So, you have to attack all 4 complexes at once, otherwise, the enemy could train lots of units in whichever complex you weren't attacking. And it is very slow to move units from one complex to another. So this is essentially 4 separate battles for the entire Scenario. The one choice you have is where to send the 4 units in the middle (I'm ignoring the Ox Carts, since I can't really see them doing anything very useful). I'm not sure it really matters which you send where. I would say it would make sense to send the Fire Giants either East or West, instead of sending them to an area that already has Fire Giants. And the North needs a Fenrir Wolf rather than Siegfried, I think. I've tried different combinations with similar results. There is probably an optimal distribution, but this Scenario is too boring for me to try it many times. (Another reason I stopped is that I do not believe this is winnable in 7 days, so once I got an 8 day result, there was little motivation to try to do better.) In each area, it is a trade-off between destroying buildings or killing units in training. I am willing to put up with units getting trained as long as they are weak units and it means I can destroy additional buildings so that fewer units get trained next time. In the Eastern area, for example, I concentrated on destroying buildings and as such, the enemy got units trained, but they were only a Kataskopos and a Villagers, and I had destroyed 3 of the 5 Military buildings. Then, even with those units running around and new units getting trained, that area was actually the area that seemed to be finished easiest. On day 1, attack Ladon with the Jarl, then finish him off on day 2. You can either kill Herakles on day 1, or destroy an extra building--I chose the building, then finished off Herakles on day 2. In each Town Center complex, you must destroy all 5 of the Military buildings, the Town Center, *and* the Palace to finish the Scenario. Leave the Town Center and especially the Palace for last, since they cannot train dangerous units, but since a Mountain Giant can destroy a Town Center in 2 attacks, I have destroyed the Town Center in the West to get to the other buildings. The AI could make this Scenario much more difficult by training more units, especially in the North, but it doesn't. A smart opponent would realize you're understrength in the North and do all the training there, but the AI seems to do the opposite--train more where you're strong. My result: 8 days ---- Underworld Scenario 6: Children of the Gods The ultimate in outnumbered: the enemy starts with 84 units to your 4! You have buildings to train units and use God Powers from, however, and he doesn't. The key God Power here is Ceasefire, which you should use on day 1 after making attacks with your 4 Heroes. This gives you time to build up forces. The enemy is, of course, stupid (as you should know well by this point, the very last Scenario), but he is especially stupid in this Scenario I believe. The most important way he is stupid is that during the Ceasefire he doesn't move. He *could* surround you, moving up his powerful forces and cooping you up in your building complex, and kill off all your training units (after the Ceasefire) with his ranged units. (An additional stupidity: because the enemy is actually made up of 3 separate forces, each force figures it can't hurt a training Chimera, so doesn't try, but if the 3 forces, who are supposed to be on the same team, would team up, they could go far to prevent you from training any units, making your job quite difficult. But they don't.) My strategy is to use Ceasefire on day 1, then ready a devastating attack on his ranged units on day 4. His Light Infantry units near your buildings don't like attacking buildings or Myrmidon, so I just put one strong unit in front of the buildings, and the Light Infantry units just pretty much run away! Also, I've found that the almost-indestructible Chimera are much more useful than Medusa or Centaurs, so I build only Chimera. On day 1, have Hippolyta use her Hero Power against the Fenrir Wolf 3 squares to the West of your Northwest Vault, and have Perseus kill the Fenrir Wolf just East of this. Herakles almost kills an Anubites on the East side of your buildings (it will die when you use the Lightning Storm God Power). Move Odysseus through your buildings and around the enemy troops to the East, as far as possible, then use his Hero Power, and on the second move, move to and kill the nearest Petsuchos in sight. Now use the Ceasefire God Power. Train a Myrmidon and a Chimera in the Western Shrine. On day 2, move Herakles to the square North of your Northern Shrine, the Myrmidon to the square West of your Western Shrine, the Chimera as far South around the enemy units as possible, and Perseus to the West through the enemy units. Move Odysseus around the Slingers to the North and then straight East as far as possible--at the conclusion of his move, you should be able to see a formation of 2 Mummies and 4 Khepesh. Use the Bolt God Power on the closest Mummies, killing 2 Mummies, 2 Khepesh, and a Chariots. Train another Myrmidon, and 2 Chimeras in the Northern and Eastern Shrines. On day 3, we're trying to get in place for the attack on day 4. Move the newly-trained Myrmidon to the square East of the Eastern Shrine, the Eastern Chimera to the east around the enemy, the Northern Chimera to the North around the enemy, and the Southern Chimera to the Southeast to see as many enemies as possible, not getting out of range/sight of the ranged units in that area. Train a Myrmidon and 2 Chimera in the Northern and Western Shrines. On day 4, use the Lightning Storm God Power then attack! We have a tunnel through the Light Infantry in the West, and we want to do that same thing in the North. So just North of the Northern Shrine, kill the closest Fenrir Wolf with Herakles, then the farther Fenrir Wolf with Hippolyta. Move the newly-trained Myrmidon one square South and attack, and have both other Myrmidon attack from where they're standing. You have strong troops in front of each Shrine/Barracks, to protect them from attack. All 7 of your other troops (5 Chimera, Perseus, and Odysseus) should attack behind the Light Infantry groups--I personally like getting rid of as many ranged units as possible. If possible, have your units attack from Forest squares, especially the Heroes, since there are so many Human units around to attack them. Train a Myrmidon and a Chimera in the Western Shrine. At this point, you should have killed 7 Light Infantry (with 1 Light Infantry unit at 2 HP), 7 ranged units, and the 4 Heavy Infantry and 1 Cavalry with the Bolt. Basically 20 enemy down, 64 to go, with little or no damage to you. So far, so good. However, things turn bad on the enemy's half of day 4. He can attack finally, and he does, doing serious damage to many/most of your units. However, he does not seem to be smart enough to concentrate his attacks and kill your units. On day 5, you want to use your last God Power, Restoration. Ideally, you want to use this at the end of the day, but you want to make sure that you don't have any of your units killed by a counterattack, and for human units, they will do more damage if you first use Restoration, *then* attack. Anyway, send the newly-trained Chimera South, and send the newly-trained Myrmidon to help if another Myrmidon has been seriously damaged. With all your "outlying" troops (those away from the building complex), just attack all-out, trying to kill whatever you attack and ideally do it from a Forest square. Train 2 more Chimera, wherever they seem the most needed. I think I researched Improved Infantry at my Barracks on this day, but that is probably not needed. From here on, keep building maximum Chimera per day and attacking all out. On some sides, very quickly, the enemy moves away from your buildings, so you can feel free to move the Myrmidon (and Herakles) that were guarding your Shrines/Barracks out to attack whatever they can get to. If you see Khepesh in Plains squares, it might be worth attacking them, since with their 70% defense, if they get in Forest squares, they are very hard to kill. A more-balanced attack with Chimera, Centaurs/Medusa, and Priests would seem to be more sensible than my all-Chimera attack, but if you want to win quickly, the Chimera work better, I believe. They one-hit-kill just about everything and are very hard to kill, unlike the Centaurs/Medusa/Priests. Note that it is possible that the enemy has extra Heavy Infanty troops in the far North/East/South/West that he won't move until you get close enough, so you might need to go find them. My result: 8 days ------------------- My Scenario results ------------------- Once again, although I listed all my results above in the walkthroughs, I thought it would be interesting to put them all together in one place, and especially to sort them from longest Scenario to shortest. Here are my results in the Scenarios: ------------------------------------ TABLE 4: My results in the Scenarios ------------------------------------ | My result | Scenario | (days) | -------------------------------------------------|-----------| Egyptian Scenario 1: Citadel of the Pharaoh (E1) | 4 | Egyptian Scenario 2: The Restless Dead (E2) | 6 | Egyptian Scenario 3: Clash on the Nile (E3) | 23 | Egyptian Scenario 4: Return of Osiris (E4) | 11 | Egyptian Scenario 5: Monthu's Trial (E5) | 16 | Egyptian Scenario 6: Sanctum of the Snake (E6) | 5 | Greek Scenario 1: Wrath of Olympus (G1) | 5 | Greek Scenario 2: March of the Barbarians (G2) | 13 | Greek Scenario 3: Serpent's Coil (G3) | 5 | Greek Scenario 4: Tricksters' Game (G4) | 9 | Greek Scenario 5: Olympian's Rise (G5) | 19 | Greek Scenario 6: High Tide (G6) | 7 | Norse Scenario 1: Cold Shoulder (N1) | 4 | Norse Scenario 2: Hawk's Eye (N2) | 8 | Norse Scenario 3: Assault of the Norse (N3) | 13 | Norse Scenario 4: Northward March (N4) | 8 | Norse Scenario 5: Monster's Den (N5) | 6 | Norse Scenario 6: The Lightning Fortress (N6) | 3 | Underworld Scenario 1: The Coiled Dragon (U1) | 15 | Underworld Scenario 2: Prometheus' Gift (U2) | 13 | Underworld Scenario 3: Zeus' Betrayal (U3) | 11 | Underworld Scenario 4: Lionheart (U4) | 6 | Underworld Scenario 5: Kronos' Rage (U5) | 8 | Underworld Scenario 6: Children of the Gods (U6) | 8 | -------------------------------------------------|-----------| --------------------------------------- TABLE 5: Scenarios, longest to shortest --------------------------------------- | My result | Scenario | (days) | -------------------------------------------------|-----------| Egyptian Scenario 3: Clash on the Nile (E3) | 23 | Greek Scenario 5: Olympian's Rise (G5) | 19 | Egyptian Scenario 5: Monthu's Trial (E5) | 16 | Underworld Scenario 1: The Coiled Dragon (U1) | 15 | Underworld Scenario 2: Prometheus' Gift (U2) | 13 | Greek Scenario 2: March of the Barbarians (G2) | 13 | Norse Scenario 3: Assault of the Norse (N3) | 13 | Underworld Scenario 3: Zeus' Betrayal (U3) | 11 | Egyptian Scenario 4: Return of Osiris (E4) | 11 | Greek Scenario 4: Tricksters' Game (G4) | 9 | Norse Scenario 4: Northward March (N4) | 8 | Norse Scenario 2: Hawk's Eye (N2) | 8 | Underworld Scenario 6: Children of the Gods (U6) | 8 | Underworld Scenario 5: Kronos' Rage (U5) | 8 | Greek Scenario 6: High Tide (G6) | 7 | Underworld Scenario 4: Lionheart (U4) | 6 | Norse Scenario 5: Monster's Den (N5) | 6 | Egyptian Scenario 2: The Restless Dead (E2) | 6 | Greek Scenario 3: Serpent's Coil (G3) | 5 | Greek Scenario 1: Wrath of Olympus (G1) | 5 | Egyptian Scenario 6: Sanctum of the Snake (E6) | 5 | Norse Scenario 1: Cold Shoulder (N1) | 4 | Egyptian Scenario 1: Citadel of the Pharaoh (E1) | 4 | Norse Scenario 6: The Lightning Fortress (N6) | 3 | -------------------------------------------------|-----------|